Angel Team: Revision Phase T0TURNTURNTURNBonesmiths
Given the circumstances with the forge, we've trained specialists in working bone and other exotic materials.
These men and women are put through training to experiment with various different bone amalgams to get a feel for the various material properties. Once they've been judged to have "the touch" they receive their first tattoo, a half circle under their left eye, with tentacles reaching upwards, andcan continue their apprenticeship crafting parts used in Muu's service.
Bonesmiths: Easy: (1+2)+1=4: Below Average
It'll do. A proper training regime has brought your smiths up to scratch with regards to working bone and other exotic materials in the Cleansing Forge. They still lack finesse, but at least the basic equipment is now of a reliable quality, and any future bone-working projects should not confound their abilities (so long as you don't try anything
too advanced).
Bonesmiths bring the Cleansing Forge up to spec, and offer a tentative inroad into more exotic equipment.
Ward Frequency Shifting: Ýmis Ward
While the Ward protects from physical and magical attack, what exactly causes that? By studying the mechanisms behind the spell, it may be possible to make a new variant, one that can shift magical protection down in exchange for more physical protection, or the other way around. A high arcane ward frequency could stop spirits, shades, and magical sensors. While a high force ward frequency could result in reducing physical attacks even more, and perhaps stopping small vermin like rats, crows, and insects from bothering you, anything without enough strength and mass to break through. If you can create the, let's call it a Ýmis Ward, it would be a huge boon for you and your cultists against the Demons, letting your mages working together overlap both types for maximum protection.
Ward Frequency Shifting: Ymis Ward: Easy: (2+1)+1=4: Below Average
Okay so let's start by saying that if you think I'm going to add that accent-mark to the Y in Ymis every time you got another thing coming.
This wasn't especially complicated, and the results are more or less what you expected. Ymis Ward can be cast in three different modes; physical, mixed, and arcane. The mixed version is essentially the same as Novice Ward. Physical is forms an almost solid shield that stops most physical attacks (or objects in general) from passing through it. The arcane version is completely permeable to physical objects, but stops magical attacks and magical
effects with far greater efficiency. Physical objects with a magical component, or magical effects with a physical component, are affected less proportionally (eg a monster which is 90% physical and 10% magical will be only 90% affected by the physical ward).
There's one main flaw, which is that the physical and arcane forms are incompatible with each other. Not just in the sense that they can't be layered, but in the sense that using one within a dozen meters of the other will cause both to fail, causing magical feedback that will give the casters a painful shock.
Ymis Ward replaces Novice Ward, offering the possibility for more specialised defence. It may even have applications off the battlefield, depending on what sort of things we run into.
A month has passed since your birth. We are almost ready to begin the war against Nar-Carok and his followers.
Scouts have been sent forth, finding the borders of Chegitha and the Western Protectorate all-but undefended, and have plotted a path through the Sheltered Fjords and the Windcarved Mesas that our armies could follow without opposition. However, the Thpenian and Xyranian borders were far more secure- the western seas are carefully patrolled by the formidable Thpenian navy, while pirates asea and armies ashore would slaughter our forces if we tried to invade Xyrania.
Missionaries have also been sent out. We found willing converts in the downtrodden workers of the Bountiful Quarries, while the inhabitants of the Pirate Haven have no doubt that the government does not care about them- nor has the faith kept pirates at bay. The few people we encountered in Chegitha, however, were highly suspicious of strangers, and defiantly proclaimed their loyalty to the regent, while the tribes in the Windcarved Mesas barely understood our language, and seemed perfectly content as Imperial citizens.
Rumours from the south indicate that the demonic forces are also on the move- the time of conflict is fast approaching. We had best be prepared.
It is now the Design Phase. You have two designs. After the coming Revision Phase will be the first Strategy Phase.
Muu: The benevolent leader of your faction, a being of immense power. There is very little she cannot do. Needless to say, she is Unique
Mundane Units:
Cultist Spears: Reasonably equipped with an iron dagger, a bone-wood-amalgam shield, and bone-wood-shaft iron-tipped spear, though still lacking training. These are not elite warriors- they'd usually lose a one-on-one fight with a real soldier-, but they're cheap and plentiful. Like regular cultists, their dedication makes them more resilient mentally than civilians. Unit Size: ~50 Common
Cultist Archers: Cultists who have some experience with a bow are valuable assets in combat, harassing the enemy from a distance. They aren't sharpshooters, and their bows are designed for hunting, not piercing armour, but they're better than nothing. Like regular cultists, their dedication makes them more resilient mentally than civilians. Unit Size: ~25 Common
Acolytes: Cultists who have begun their exploration of the magical arts, studying under their angelic patron. They can cast any Common spells (unless noted otherwise). Their physical strength leaves something to be desired, but their mental fortitude is even greater than regular cultists. Unit Size: ~25 Uncommon
Cultist Missionaries: Cultists with a modicum of charisma and subtlety, sent forth as emissaries of their eldritch master. Unarmed and untrained, they serve no role in combat. Unit Size: ~10 Common
Summoned/Mutated Units:
Sea Servants: Deceased cultists, returned to unlife by the grace of Muu. Their mind and soul bound to a hivemind, their body strengthened and transformed into a more tentacle-y (and clumsy) version. More vulnerable to damage than humans, but heedless of pain and danger. Used both as labourers and warriors. They are more effective in the presence of Muu, as she can control the hivemind directly. Unit Size: ~100 Common
Spells/Rituals:
Magic Missile: Known by many names, the simple technique of blasting your opponent with raw Mana/Good/Evil is a tried and true method of making things go away. Efficacy increases with caster's mental might, and decreases with the target's. Common
Ymis Ward: A simple magic barrier that can reduce the impact of attacks both mundane and mystical- or be tuned to focus on one over the other. However, the physical and arcane versions cannot be used in the vicinity of each other. Won't last long, but can be useful in a pinch. Common
Infiltration Techniques:
Proselytise: Cultists go forth and spread the Good word, finding those sympathetic to their cause and slowly winning them over. Not the fastest way of gaining converts, but it keeps the cult growing. Common
Infrastructure:
Forge of Cleansing: A magically-enhanced forge, where specially blessed water is used to make materials malleable (instead of using heat). This allows for greater use of metals, as well as the use of more exotic materials such as bone. Infrastructure
THPENOS (Influence)Bountiful Quarries:
1/5 |
0/5Gridlocked Polis:
0/5 |
0/5Restless Satrapy:
0/5 |
1/5CHEGITHA (Combat)Sheltered Fjords:
8/8 |
0/8Rolling Hills:
4/8 |
4/8Deserted Urbs:
0/8 |
8/8XYRANIA (Influence)Pirate Haven:
1/5 |
0/5Schism'd Capital:
0/5 |
0/5Raiders' Roost:
0/5 |
1/5WESTERN PROTECTORATE (Combat)Windcarved Mesas:
8/8 |
0/8Vast Steppe:
4/8 |
4/8Pestilent Marshes:
0/8 |
8/8