Angel Team: Design Phase T1TURNTURNTURNDesign Proposal:
Worms of Muu- subtle version
Muu knows that in order to grow and spread her Heaven throughout the world, she must first spread the word and love of her cult. To that end, she has chosen to take a subtle but direct approach. A small worm, so small its eggs aren't even visible. The worms eggs hatch in the body after being ingested, and from there the worm will take root, burrowing into the body.
From here, they simply live. As the host goes about their lives, little will change. The worm will get hungry, and mess with the Hosts mind, they'll start to feel subtly worse. Like they woke up just a little off today. The effect will grow gradually, until the worm simply starves. Unless, the host does a sufficient act of Good. Small acts of charity, holding open doors for others, taking care of their environment, etc. You see, the worm feeds on Good, and when the host is good, the worm, no longer hungry, stops messing with the hosts body, instead producing subtle positive feelings.
The hosts start to feel better the more Good they do. Pushing them to be more charitable, more helpful, and more friendly towards others. It is from there that the cultists of Muu, who were previously subtly seeding these eggs in water supplies and food donations, reach out to them and ask if they want to be part of a Greater Good, thus bringing them into the fold.
The worms do of course have weaknesses. As we've already mentioned they can starve if not fed for over a week, but more noticeably is that those who are already infused with the touch of Evil, or bathed in its power regularly, will rapidly purge such worms from their body before they can fill more than slightly ill.
Worms of Muu- subtle version: Normal: (2+4)=6: Above Average
Nobody claims that humans are inherently Good. It takes effort for them to overcome their flawed natures and embrace a just cause. You're just lending a
hand tentacle.
A human lucky enough to become a host to a Worm of Muu will find themselves not only mentally rewarded for acts of kindness, but will have opportunities to do so highlighted. Failure to follow up on these opportunities results in a worsening feeling of malaise, culminating in the symptoms of a serious disease after a week of callous behaviour, after which the symptoms slowly lessen (the Worm having died). Despite the significant effect, hosts are unlikely to be conscious of them, as the Worm also induces a mild case of amnesia- causing the host to 'consciously' forget what made their symptoms lessen, even as their subconscious remembers.
Individuals who are strongly affected by a Worm of Muu make for easy converts, and even those who are not brought into the cult will still help to spread a general atmosphere of Good that will weaken demonic efforts to convert people.
Evil-aligned people will be largely unaffected.
Unfortunately, Worms of Muu cannot breed independently. Fortunately, they can easily be produced in large batches by you in Tendril Village, and shipped out in innocuous containers. Worm production is insufficient to target entire nations at once, so cultists will focus on individual towns or districts. While cultists have to be a little careful to avoid questions re:pouring strange bags of powder into wells and such, distribution in targeted areas should not prove overly challenging, and by moving operations around regularly, excessive suspicion can be avoided.
Worms of Muu will aid recruitment (and to a lesser degree hinder demonic recruitment).
Uncommon
Gadflies
It's a classic story, the plucky hero calls out the powers that be on their corruption. The powers try them on falsified charges, and our hero gives an impassioned speech to the court, their rhetoric is flawless, their logic is sound, their head rolls off the chopping block. The callous may be troubled while trying to sleep for a couple nights, the sympathetic may be motivated to do some small thing, but in the end the world turns as it ever has.
What if it didn't though? What if that martyr's death was the catalyst for a spell that could bring even the most cold-hearted to repentance? The Gadfly is the fruit of this dream. Take someone who has been wronged by their society and is willing to die to set it right, train them heavily in rhetoric on the specific issue they were wronged in, and slowly weave the magic into them bit by bit. By the end you'll have a master rhetorician on a single issue, no matter as they're one use anyway, who is willing to start trouble with the authorities until they're brought to capital punishment, whether that is being burned at the stake for heresy or being forced to drink poison for "damaging public morals." When they do meet their end, aside from the rhetoric, they must be stoically defiant unto death. This image of them will be burned into the mind of all who gaze upon their execution by the spell. This image will haunt the callous for as long as they continue their evil ways, and will inspire the sympathetic to fully commit to their cause.
Gadflies: Normal: (1+3)=4: Below Average
Martyrdom is a powerful force. Someone who goes to their deaths willingly to prove a point, who has prepared for the inevitable for some time, presents both a potent symbol and a considerable source of energy.
Gadflies are prepared both mentally and magically for their fate. Their mental training consists of a prepared speech, instilled determination, and a bit of theatrics. Their magical preparation involves infusing their body and soul with simple emotion-amplifying hexes- set to trigger on death, channeling the power of martyrdom. Combined, this gives the Gadfly's final speech great weight to those who bear witness, hopefully causing considerable inspiration slash guilt- in turn driving people to serve the Good cause or reject the Evil one, respectively. Unfortunately, this is not always successful, as the speech may not resonate with all witnesses- the most heartless and disinterested won't care, while others may simply not be convinced by the Gadfly's plight.
Finding a suitable candidate (with the situation, motivation, and charisma) takes time and effort, as does training and enhexing them. Fortunately, their sacrifice would lose value if repeated too often anyway, so the low numbers are not a significant drawback. They are somewhat vulnerable to being assassinated or executed out of the public eye- while the hexes will still trigger, the effect will be reduced without the preceding speech, and fewer people would be affected regardless.
Gadflies have the potential to strongly affect large crowds (once). They are
Rare, unit size 1.
It is now the Revision Phase. You have two revisions. Reminder that from next turn onwards, you will only receive one revision, though you can split a revision into two Emergency Fixes (see Design & Revision Phases spoiler in core thread).
Speaking of Emergency Fixes, I would also like to mention that if a revision is
only attempting to fix bugs, then it will never backfire. It can still fail if you get a 2 or lower, but even a Buggy Mess will result in
some improvement. This is intended to allow for Emergency Fixes to be a viable means of patching up the most critical bugs in a design, while retaining the likelihood of imperfect things being deployed.
If a revision is attempting to fix bugs
and add features, it will be treated as a normal revision (ie, a Buggy Mess probably won't fix the bug, or will replace the old bug with a different one)(even in this case, a revision can't make a thing objectively worse- you won't forget how to make the original version if it is better). Creative bugfixes are fine- I also would rather not see "Just Fix Problem" as revisions. If you are unsure whether a creative bugfix crosses the line into new feature, ask me.
(Also note that the 2 designs 1 revision format is somewhat experimental, and I may revert to 2-2 if it doesn't work out the way I hope)
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
Worms of Muu: Parasitic/symbiotic worms that produce a worsening malaise unless the host engages in Good-producing acts. Worm will starve if deprived of Good for a week. Encourages good behaviour in a community, improving recruitment rates and to a lesser extent harming demonic recruitment. Uncommon
Gadflies: Individuals willing to die for a cause, trained in rhetoric and infused with emotion-amplifying hexes that trigger on death. They deliberately seek to be executed for standing up against evil, using the spectacle as an opportunity to give an impassioned speech that is amplified by their death. Will not affect all witnesses equally. Unit Size: 1 Rare
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