Demon Team: Battle Phase T3TURNTURNTURNBattle Report in core thread.
Infiltration Report: ThpenosOur new allies in the Gridlocked Polis include some junior senators, and they have shared with us some inside information about the behind-the-scenes struggle to resolve the ongoing political stalemate. While on the surface there are dozens of political parties, in truth there are only two factions with any real chance of fixing Thpenian government. Of these, only one would even consider cooperating with us- and vice-versa, of course. We have no choiche but to support the
Centrists: "Compromise is the key. We may not agree on everything, but by finding common ground we can still make this work." Sure, it might take some effort to get fractious Thpenian politicians to agree to work together, and the status-quo-first policy might not be as favourable to eldritch infiltrators, but with broad support, great things can be achieved. They seek assistance in winning over unaligned politicians- preferably by word or bribe (dead men can't vote).
Extremists: "This is not a game- people's lives are at stake. Appeasing the opposition will just encourage them to cause more trouble in the future- Thpenos needs a clear direction to prosper." The Extremists are more willing to ally with outside powers that share their beliefs, though they will always have to deal with a sizeable opposition. They seek assistance in energising their own supporters, and reducing the support of their rivals (by force, if necessary).
((You know the deal. I've included a bit more of an indication as to what each faction
wants, as this was not clear enough with the last choice. Speaking of which:))
The
Federalists appreciate our assistance in stirring up the local population and weakening the influence of the central government in the Restless Satrapy.
The
Assimilators will be looking for Angelic assistance with 'educating' the local population as to the virtues of Thpenian culture, and in preventing conflict that could deepen the rift between the two cultures.
The Impossible Thief's Haul:"The Complete Works of Wobbleglaive (first edition)" and the skills of various actors and philosophers... is not exactly the bounty you expected from the Impossible Thief's exploits. However, this is what the citizens of Thpenos regard as their greatest contribution to the world, other than democracy- and the Thief figured you wouldn't want to spread democratic ideas amongst your cultists.
Yet it might not be as useless as it seems. Theatre and philosophy can be viewed as frivolous entertainment for the intelligentsia, but they can also be viewed as a masterclass in acting and a deep exploration of ethics- including ways they might be... twisted. For that matter, there might be other inventive ways of using this knowledge.
As mentioned, for a
very well thought out reason, this research boon can only be used this turn (unless the Impossible Thief stays in the Gridlocked Polis longer).
Infiltration Report: XyraniaThe key struggle in the Raider's Roost region is how to deal with the various mysterious, powerful, dangerous, and/or valuable artefacts that make their way to the region. There are two groups attempting to impose their ideology on the province- naturally, said ideologies are incompatible, and the groups are constantly at odds. Like many in the region, the leaders of these groups are not native- both have come from a distant continent (coincidentally, their homelands were rivals of each other as well). Regardless, they are the dominant powers- we'll have to side with one of them to make progress in the region. Though they're a bit odd, we ultimately have to support the
Archaeologists: "It is only by knowing the past that we can improve the future." They believe that hazardous relics should be studied- no matter the risk. Sure, some people may die to ancient curses, and some priceless artefacts may be destroyed, but such is the cost of progress. Their reckless approach to knowledge makes them eager allies, although they do seem to burn through resources rather quickly. They seek support in finding relics, but more importantly in studying them (which often involves dispelling protective enchantments).
Reliquars: "Some artifacts were buried for a reason." With a more conscientious approach to handling ancient treasures, seeking to catalogue them and seal the dangerous ones, the Reliquars have more support from ordinary people who don't like dying horribly. They have used (or abused) this popularity to hoard a lot of relics, which they keep locked up in heavily-guarded vaults, only accessible to the most trusted of allies (the harmless ones are sold). They seek support in finding relics, but more importantly in keeping them safely under lock and key.
It is now the Design Phase. You have two designs. You will receive only one revision this turn.
Nar-Carok: The diabolical leader of your faction, a being of immense power. There is very little he cannot do. Needless to say, he is Unique
Champions:
The Vampire Lord: An ancient Vampire, unearthed from the Buried City by Nar-Carok and his cultists. Relatively weak during the day, but comes to unlife at night as he rampages through enemy camps, though his stamina is limited. He is also familiar with the general behaviour of nobility, making him a decent director (but not actor) in Influence provinces. Unique
Gem of the Daywalker: A Soul Gem, attuned to the Vampire Lord, that he can fill with souls of his victims. This reservoir of power can then be used to alleviate his weaknesses, most notably sunlight. He can also manually draw extra strength from the gemstone, though this is inefficient.
Vampiric Thralls: Retainers of the Vampire Lord, who have been fed a small amount of his blood. Though alive, they inherit most of his strengths and weaknesses (at a lower intensity). They serve as extensions of his will, acting in his stead in Influence provinces and providing backup in combat. They cannot travel separately from their Lord. Unit Size: ~20
The Impossible Thief: [I stole my own description. I'm great. Best thief. I can steal literally anything.] Unique
Mundane Units:
Cultist Spears: Being equipped with only a rusty dagger, a makeshift spear, and a wooden shield, combined with their lack of training, mean these are not elite warriors- they'd 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
Hateful Bowmen: Archers wielding Hateful Bows- imbued with fragments of hate-filled souls, improving range, power, and accuracy (as the arrows will make slight adjustments in flight towards hated targets). The archers fire faster as well, although this comes at the expense of overexertion, meaning they take longer to recuperate after a battle. Unit Size: ~20 Common
Acolytes: Cultists who have begun their exploration of the magical arts, studying under their demonic 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
Masters of Rites: Cultists wearing elegant black robes trained in funerary customs of the region. They offer free funeral services, but weave inflammatory messages into the accompanying sermon, driving attendees to seek revenge for the fallen in ways the Masters encourage. They have also been given local cemeteries to manage by the priesthood. Unit Size: ~10 Uncommon
Summoned/Mutated Units:
Those Who Remember: Skeletal warriors, driven to return to the battlefield by relentless hatred of all things Good. They wield two-handed weapons and sometimes wear decaying ancient armour. Suffused with burning hatred and animated by the amalgamation of warrior souls, they are remarkably skilled and agile, as well as being quite strong. They are more vulnerable to magical damage, and are lacking in self-preservation instinct. Unit Size: ~50 Uncommon
Those Who Recall: An even more hateful variant, charging into combat unarmed, intending to leap into the middle of enemy formations where their overflowing hatred will cause them to self-destruct (explosively). May be set off prematurely by ranged damage. Unit Size: ~10 Uncommon
Ratmen: Rats living in the Wastelands, who mutated over time through a process of "Survival of the Skittish" into short, humanoid... Ratmen. They wear home-made bone 'armour' and wield a mixture of scavenged small blades. Unit Size: ~100 Common
Skitterpriests: Zealous followers of Nar-Carok whose screeching sermons drive their brethren into a frenzy that mitigates their inbred cowardice. Command units.
Soul Magi: Ancient spellcasters, revived- undying souls inhabiting a mummified body. Their magic is many times more potent than that of Acolytes, and they can cast Uncommon spells. Their physical forms are quite resilient, but this relies on a steady stream of Evil souls. Other souls can also be drawn into their Soul Gems to boost the power of their magic further. Unit Size: ~15 Rare
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
Novice Ward: A very simple magic barrier that will reduce the impact of attacks both mundane and mystical. Won't last long, but can be useful in a pinch. Common
Agony of the Soul: A powerful damage-dealing spell. An orb of lightning is fired at Magic Missile range, which upon impact causes major damage, then chains to nearby entities (preferably Good ones) dealing less damage with each jump. When empowered with a Soul Gem, there is an additional effect of 'soul-thunder', wherein the tortured wailing of the consumed souls emanates from the point of impact, fraying the souls of those in the vicinity. Uncommon
Dark Seduction: A simple spell that causes the target to have an improved opinion of the caster, ranging from undying devotion to a twinge of approval, depending on the strength of the caster and resistance of the target. Will also slowly taint the target's personality if used repeatedly, and cause brain damage. Common
Dark Empathy: Sort of an inverted version that enhances the caster's emotional receptiveness, and giving them a weaker but aura-based Dark Seduction effect. Also causes brain damage, so use is limited to a few minutes a day. Common
Infiltration Techniques:
Proselytise: Cultists go forth and spread the Evil 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
New Age Recovery Centers And Rehabilitation Of Kin: Counselling centres that allege to provide support to the bereaved, which allow the Masters of Rites to focus their manipulation on specific targets, enabling them to direct their thoughts and actions more effectively. Uncommon
THPENOS (Influence)Bountiful Quarries:
3/5 |
2/5Gridlocked Polis:
2/5 |
3/5Restless Satrapy:
2/5 |
3/5CHEGITHA (Combat)Sheltered Fjords:
8/8 |
0/8Rolling Hills:
0/8 |
8/8Deserted Urbs:
0/8 |
8/8XYRANIA (Influence)Pirate Haven:
3/5 |
2/5Schism'd Capital:
2/5 |
2/5Raiders' Roost:
2/5 | [color=red3/5[/color]
WESTERN PROTECTORATE (Combat)Windcarved Mesas:
8/8 |
0/8Vast Steppe:
6/8 |
2/8Pestilent Marshes:
0/8 |
8/8