Demon Team: Design Phase T5TURNTURNTURNLurch of Fear (Uses Tome Token)
Among the books granted by the Chronicler, one of them told of the accounts of a foreign soldier facing a different foreign empire's mages - although this foreign soldier was not a mage and did not know the secrets of how magecraft worked, he had spent many a battle indeed at their mercy, and though he hadn't come out unscathed he had managed miraculously to live to tell the tale. One kind of magic of this foreign empire dominated this narrative - magic that crushed to the ground, that threw one sideways as if one was falling, not as if one was thrown by a hand, magic that drew one upwards to fall seemingly infinitely into the sky (should one be unlucky enough to face the archmages of that land) or that slowed the fall of the soldier's enemies. The soldier referred to a concept called "gravity", but more often he spoke of the overwhelming fear that he faced when dealing with these mages. The lurch of his stomach in the moments where he knew a spell was being cast, where the very world around him was potentially going to change and he was potentially going to be rendered utterly helpless and he felt weightless with the pure terror of it. The time he was affected by one of these spells, and he could do nothing despite all of his strength and skill and experience; simply left tumbling and bouncing and broken, saved only by the chance intervention of a healer.
There was a great deal of inspiration for our Soul Magi to take from this - but while some of it was literal, a great deal indeed was not. These "gravity" spells proved to be a deeply interesting route of magical exploration, but being very ancient and very spiritual mages - the kind with a penchant for leaving grand poetic inscriptions of their histories on their sarcophagi, and also incredibly Evil - the description of the lurch of the stomach and feeling of terrified weightlessness caught their eyes, even though they largely no longer had stomachs on account of the whole "canopic jar" thing. The spell that resulted from this is "Lurch of Fear", a spell designed to both cause disruption to enemy lines and cause disruption to enemy cavalry charges - not through direct murder, but through disruption of positioning, movement, and causing vulnerability.
In its base form, Lurch of Fear causes a gravitic anomaly low around a moderately-large area of effect, which throws those within it a few feet into the air and then cuts the effects of gravity within the area for several seconds, leaving those within that area floating and vulnerable for that period of time - further, the spell is not a bolt, but is simply cast at the intended target area. It does not do damage in its base form (maybe the most hapless of morons could twist an ankle when falling back down, but the spell just lifts you high enough up that you can't twist around and grab onto the ground or something of that sort) - but of course, if you take an arrow to the stomach while floating, that's a different story.
While empowered, Lurch of Fear's gravitic vortex becomes significantly more violent nature, modified by the chaotic pain and fear of the souls being trapped and butchered for the spell. Much like Agony of the Soul, the spell's area of effect is significantly widened, and as the spell already covers a wider area than Agony of the Soul does as is, this makes for a very wide area of effect as is. But the primary effect of this is the much larger amount of churning force that the gravitic vortex imparts onto its surroundings. While this could theoretically hurt the feet of weaker enemies, this is still avoidable by anyone with any reflexes and wits - less so by inanimate ground and water. Ground in the area of effect is churned into soft and sucking sand or mud, making escaping from the terrain around the area of effect difficult after the spell ends. Should the spell be aimed at an underwater target instead, the water in the area of effect is violently peeled away, the ensuing droplets of water becoming suspended along with the rest of the targets for the duration of the spell (and whatever is under the target being revealed).
Lurch of Fear (Uses Tome Token): Trivial: (1+1)+2=4: Below Average
There are many magical traditions in the mortal world. Of these, perhaps the strangest is Thaumaturgy- a philosophy that believes the entire world (magic and matter alike) to be a rational system that abides by strict laws. Though this is obviously completely insane, there are some areas where these madmen seem to understand the world better than others. The force of 'gravity' is one such area- their theories as to its fundamental nature line up surprisingly well with the day-to-day functioning of reality. Perhaps the foes of the foreign soldier knew something of Thaumaturgy, enabling them to better understand (and thus manipulate) the mysterious force?
This might've been a lot harder if it weren't for the fact that the foreign soldier included fragments of an enemy spellbook in the appendix of his story. Though he may not have understood it, his transcription was meticulous, and you were able to copy the spell wholesale, with the majority of your efforts focused on reworking the spell to use Evil- a process that thankfully proved relatively simple in this case. Unfortunately, you were unable to fully streamline the spell- Mana spells tend to be a lot more complicated and inefficient than those cast using Evil (or Good, for that matter), and while you were able to strip out the most egregiously unnecessary elements, the spell takes a bit more time, concentration, and energy to cast than it could do if properly optimised.
Lurch of Fear's brief reversal and subsequent negation of gravity is sure to be disruptive to enemy manoeuvres, although its wind-up time means it must be used carefully, since it is difficult to change the area targeted mid-casting. The exact AoE and duration depend on the caster's skill and power, but for most Soul Magi it is likely to involve a ~20m diameter and ~15 second duration.
When Empowered, the diameter of the affected area is doubled, while the duration receives a more modest 50% increase. More importantly, the chaotic roiling will do more than just disrupt enemy movement, it will disorient and nauseate, and leave the shaken foe stranded in freshly-plowed earth. While anticipation of the un-empowered spell may allow the foe to compensate, the empowered version is far harder to withstand.
Worth noting is how this spell interacts with wards. Novice (and the derivative Ymis) Ward is designed to block attacks, not disrupt forces of nature. The un-empowered version of the spell will not be affected by wards at all, as a ward does not know which way is up, so the reversal or removal of gravity goes unnoticed (as it were; this is a simplification). However, the empowered version
will be, albeit not severely- the rapidly fluctuating forces resemble attacks, and will be weakened when they encounter wards.
Lurch of Fear is a potent, albeit somewhat inconvenient to cast spell for disrupting enemy movement. It is
Uncommon
The Ancestral Prophet (Uses Wealth Token, Thief Bonus, Infused Steel Recipe)
The religious traditions of this land have a long history - a long, long history, one rendered incomprehensible to any modern historian not only by the incomprehensible stretches of age that roll between now and the common roots of religion, but by the twists and breaks in time that only those in the south of Xyrania or who have braved the deepest depths of the Wastelands can begin to understand. In truth, it's not likely that the Soul Magi represent "the" root of all modern religion; although the Cult of the Eternal Soul is ancient indeed, the questionable relationship this land has with causation means there are most likely multiple. But the Soul Magi are certainly A root of common religion - their burial rites' impact can be seen in Xyrania and Thpenos. Their religious infrastructure was so strong as to survive the war that they buried themselves to escape, establishing itself partially independently around a demon - with impacts yet to be fully understood.
Although many Soul Magi work gladly with us in order to further the cause of evil and reclaim their former glories, it is is by no means uncommon for these undead mages to refuse to stir; the more powerful and canny of the Magi often have some level of control over their own souls and rituals and can often just choose not to wake. Sometimes, this is because of loyalty particular to the demon of their time, other times it is because they're infuriated by our imperfect ritual, yet other times it is because they are unimpressed for more personal reasons. The Ancestral Prophet is one of this last category. One of the oldest and most powerful members of the religious caste of his home land, the list of accomplishments on the sarcophagus of the Ancestral Prophet is long indeed, coating every surface of it. It seems, frankly speaking (as he and his 'peers' have explained), that he was not willing to be reawakened unless he felt that he was surrounded with trappings (arcane, religious, and material) that befitted his position - and we finally managed to deal him what he considered to be the proper respect when we adjusted our awakening ritual to portray him as a nearly eternal arbiter of souls stepping into a new era... at Nar-Carok's side, of course.
The Ancestral Prophet is a mage of nearly incomprehensible compare, even keeping in mind that he comes directly from Soul Magi stock. He is capable of casting theoretical Rare spells, of course, and could also theoretically cast a Unique spell were we to create one for him. But that isn't really where his magical prowess comes into play. No, where his magical prowess comes into play is where his spiritual prowess comes into play, and where our material and magical-material contributions come into play as well. During the difficult-to-comprehend time-eras of the rule of the Cult of the Eternal Soul and the war of the Cult of the Eternal Soul and the 'death' of Cult of the Eternal Soul, the Ancestral Prophet at times assisted the Demon with handling souls and at other times was responsible for handling souls in that place with the Demon gone. He has a long experience with their workings, and we've put that to use by giving him a very special regalia indeed.
While he of course retains his Soul Gem, his body is festooned with an incredibly beautiful, if perhaps ostentatious, network of our own produced Soul Gems and chains of a strange, bright, colorful, semi-transparent glass-infused steel that we have chosen to call Glass Steel. The Ancestral Prophet is capable of using the many Soul Gems in his regalia (many of which he has already filled - he takes them, enters the Buried City, and then somehow they have always been filled) to transfer souls between different Soul Gems. Most often this will be of course used to charge the Soul Gems of the Soul Magi he is fighting with, giving them more frequently empowered spells - or taking their energy unto himself, using several Soul Gems' worth of spells to create a truly freakishly powerful superspell.
Whereas the Soul Gem absorbs souls, the Glass Steel absorbs something else - "essences", specifically "essences" from spells. These "essences" are echoes of pieces of a spell's function, taken from being around its casting or around its area of effect, which can later be discharged at the user's discretion from the Glass Steel. Although this could, perhaps, be used in magical weaponry, the Ancestral Prophet uses it for the sake of magecraft - at the most base level, he could for example place an essence of lightning from Agony of the Soul into a Ward, shocking anyone who passes it. He will typically accrue a great number of essences within his regalia, and then discharge them all at once. Sometimes this is in one of his 'superspells' - he may create a massive Agony of the Soul that also rips the enemy formation to pieces by (should Lurch of Fear be created) having gravitational anomalies at its edges, or shoot out strangely into the distance where "essences" of the bolts from magic missile were stolen, for instance, making his superspells particularly devastating. However, he may also parcel these "essences" out to the lesser Soul Magi, making their own empowered volleys significantly less predictable - suddenly, that Lurch of Fear volley is not just a Lurch of Fear volley, but also in several places something that kills or breaks the morale of those it lifts, making whatever responses were prepared less germane. Notably, these essences don't have to be demonic in nature.
If placed on influence, he can't exactly go out on his own to speak to and convert people, but he's extremely capable of understanding religious rituals and knows their roots - he could direct religious operations with extreme skill, and could potentially later help our magically-inclined missionaries via parceling out essences and souls to help their spellwork should later efforts make these things relevant to them.
Also, he finds the Vampire Lord's situation personally very funny and likes to rib him about it, in a seemingly personally mostly friendly nature.
The Ancestral Prophet (Uses Wealth Token, Thief Bonus, Infused Steel Recipe): Easy: (3+1)+1=5: Average
There's something frustrating about the Ancestral Prophet. You sometimes get a strong feeling that he knows something very important, and his refusal to share amounts to intolerable insubordination. But whenever you find yourself in a position to demand answers, the feeling vanishes, to the point that you almost forget what you wanted to ask about. To manipulate
your mind to such an extent... you are a Demon; not even the Gods should be able to twist you away from the single-minded pursuit of your Evil goals. Could it be the Demon the Ancestral Prophet once served, protecting his servant across the veil of time? Could the Ancestral Prophet actually possess so much more power than he appears to? Could there be something even more incomprehensible awaiting in the depths of the Buried City, whose influence even you cannot comprehend? Could-
...wait, what were we talking about? Ah, right. Your new servant. Suspicious? Well, maybe, but not more so than any other being who willingly follows a Demon. The preceding paragraph? What preceding paragraph?
The Ancestral Prophet is a powerful individual, not easily roused. Fortunately, your extensive in-depth knowledge of religious rites, and the use of exotic alloys and eye-wateringly expensive materials to produce regalia of unparalleled refinement, made him significantly more amenable to serving you. Sort of.
In terms of spellcasting, the Ancestral Prophet is appropriately positioned as a leader of the Cult of the Eternal Soul. He actively resents even being compared to the incompetent imbeciles awoken before him- brazenly calling them third-rate, bumbling novices, barely scratching the surface of the diabolical arts. For Tneptohokanatht'tazk's sake, not one of them has spent even a century studying! And now, awoken with inept rites pieced together by glorified grave-robbers, they don't even have full control of the modicum of power they managed to scrape together!
...tell us how you really feel, mate.
Anyway. For all his derisiveness, and for all that his magical prowess is exceptional in comparison to Soul Magi, he's not a better spellcaster than you are. In response to this observation, he scoffs that he needs most of his concentration simply to mitigate the effect your primitive revival rites have on his form- that if you had awakened him properly, he would've been able to strike you down without a second thought.
After consuming the cultists and Soul Magi who heard his denigrating outbursts (to prevent such disrespect from spreading), you give the Prophet the rundown on the whole Muu situation. Given the pressing concern of a sanctimonious angel bearing down on the Buried City (
again), he agrees to set aside his most biting criticism until the situation is resolved. How magnanimous.
His Soul Regalia, though able to be pre-charged, doesn't allow for every battle to be opened with rolling volleys of empowered spells- to prevent excessive leakage, the power is sealed outside of battle, and must be unlocked with the power of- you guessed it- souls. This means that the Ancestral Prophet can absorb N souls, and unlock 5N souls worth of power. Since he can also absorb souls more quickly than regular Soul Magi, and share the soul power freely between nearby Soul Gems, this makes him a potent force amplifier, even before he starts casting spells himself.
The Glass Steel Essence Trap allows him to store the lingering essence of about two dozen Magic Missiles (less for more complex spells). Lesser Soul Magi can only handle fusing one spell's worth of essence into their own, but the Ancestral Prophet himself can (with some effort) combine everything in the Essence Trap into a single spell. Doing so is... drastic, as combining so many spell elements together- even if they're all just Magic Missiles- can have extremely unpredictable effects; it is far safer to combine two or three essences, and for most situations this should be sufficiently unpredictable to take an enemy off-guard.
The Prophet can absorb hostile spell essences into the Essence Trap, with two caveats: firstly, the spell must not be cast using only Good (that is, spells cast by Muu, as opposed to her acolytes); secondly, he has to 'experience' the spell himself, which means either taking the hit directly (unpleasant) or 'catching' it with a Ward. Given the testimony that Muu has not yet demonstrated any spells other than Magic Missile and a modified Novice Ward, he does not expect to be using this option much.
In terms of resilience, the Ancestral Prophet demonstrates his superiority to regular Soul Magi (and, to a certain extent, the truth of his claims of putting concentration into mitigating your poor revival rites) by being able to fortify and restore himself using the souls stored in his regalia, as opposed to requiring fresh Evil souls all the time. While not someone who should be in the front lines, it would take considerable effort to cause him significant harm, and incredible effort to actually incapacitate him.
His influence use is currently mostly theoretical, as your Acolytes do not have the finesse needed to handle his gifts, and he cannot exactly appear in public. His religious knowledge may be extensive, but it is also hilariously antiquated, not to mention steeped in Evil influences that would be blatant to any modern theologian.
The Ancestral Prophet cannot be trusted is an excellent spellcaster, amplifier of other spellcasters, and adds an element of unpredictability to any battlefield.
You should incinerate him at once He will serve you well. He can cast all
Rare and lower spells, unless noted otherwise.
Unique
It is now the Revision Phase. You have 2 revisions.
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
The Ancestral Prophet: An ancient lich, who looks down upon regular Soul Magi as novices. His unique (ludicrously extravagant) regalia features dozens of Soul Gems which come pre-charged (though they need to be unsealed using souls, so cannot be used immediately), as well as a Glass-Steel Essence Trap that captures essences of spells cast by/around/at him, allowing him (or select allies) to cast hybrid spells. Highly resilient, though unsuited for melee combat. He can cast Rare spells. 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
Cryptarii: Humanoid roaches, possessed of natural chitin armour (the equivalent of thick leather), and are trained to fight in tight formations with their spear, gladius, and rectangular shield. Unit Size: ~30 Common
Hound Spiders: Giant wolf spiders, captured from deep beneath the Buried City, imbued with dog souls to make them obedient. Fast, agile, and possessed of night vision. Saddled, then ridden into battle by Hateful Bowmen wielding compact recurved bows (albeit not very good ones). Unit Size: ~8 Uncommon
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
Lurch of Fear: A spell that disrupts gravity in an area- first briefly reversing it, then negating it for a few seconds, leaving enemy forces helplessly treading air before dropping to the ground again. When empowered, the negation is replaced with a chaotic roiling (in a larger area), sending the affected tumbling, and churning up the surface (resulting in poor footing even after the spell ends). 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
Funeral Services: The default activity of Masters of Rites (not usable by others). Free funerals, with provocative sermons that steer the audience towards Evil. Uncommon
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:
3/5 |
3/5Restless Satrapy:
2/5 |
2/5CHEGITHA (Combat)Sheltered Fjords:
8/8 |
0/8Rolling Hills:
1/8 |
7/8Deserted Urbs:
0/8 |
8/8XYRANIA (Influence)Pirate Haven:
3/5 |
3/5Schism'd Capital:
2/5 |
3/5Raiders' Roost:
2/5 |
3/5WESTERN PROTECTORATE (Combat)Windcarved Mesas:
8/8 |
0/8Vast Steppe:
8/8 |
0/8Pestilent Marshes:
0/8 |
8/8Reminder: This spoiler provides a brief summary of the factions in each Influence province- their goals, wants, and bonuses. When considering these elements, bear the following in mind:
Goal: To reach 5/5 control, your supported faction must dominate the province, and you must dominate your supported faction (either converting or replacing their leadership). The other faction does not need to be eliminated, but they must not be able to operate freely. You do not technically have to help your faction achieve their goal, as you could also just crush their opposing faction and elevate their position without pursuing their goals, but their control of the province will seem more credible if their goals are being advanced.
Want: A faction's wants are not absolute- they are guidelines as to what will most please (and aid) a faction, but more generic infiltration actions can still be effective.
Bonus: A faction will only provide a mechanical bonus if you have 3+/5 influence in the province. Any action where a faction's bonus is applicable will be easier, with the difficulty reduction depending on the level of Influence you have. At 3/5, it is roughly +0.25; at 4/5, +0.5; at 5/5, +1. If you aren't certain whether a faction's bonus is applicable to a proposal, you can always ask me.
Bountiful Quarries:
Angels sided with the Communalists.
Goal: Communal ownership of the mines and quarries.
Want: Unite the workers, protect the revolution from reactionaries.
Bonus: Mass Production
Demons sided with the Meritocrats.
Goal: Reform the administration for greater efficiency.
Want: Uncover corruption, ensure their members are promoted.
Bonus: Efficient Management
Gridlocked Capital:
Angels sided with the Centrists.
Goal: Build a broad political coalition.
Want: Persuade politicians to join the coalition.
Bonus: Negotiation
Demons sided with the Extremists.
Goal: One-party state.
Want: Rile up voters, suppress rival voters.
Bonus: Intimidation
Restless Satrapy:
Angels sided with the Assimilators.
Goal: Assimilate the Satrapy into Thpenos.
Want: Educate locals on Thpenian culture, prevent conflict.
Bonus: Conversion
Demons sided with the Federalists.
Goal: Provide the Satrapy with local autonomy.
Want: Sabotage the government, rile up locals.
Bonus: Harmony (of distinct elements)
---
Pirate Haven:
Angels sided with the Privateers.
Goal: Regulating pirates, so they act as state-sanctioned privateers.
Want: Persuade pirates and magistrates to work together, organise/facilitate backroom deals.
Bonus: Stealth
Demons sided with the Blockaders.
Goal: Build up Xyranian navy, defeat the pirates at sea.
Want: Military tech (especially naval), discourage locals from pirate sympathies.
Bonus: Discipline
Schism'd Capital:
Not determined yet.
Raiders' Roost:
Angels sided with the Reliquars.
Goal: Stockpile and safeguard relics.
Want: Find relics, protect Reliquar vaults.
Bonus: Security
Demons sided with the Archaeologists.
Goal: Acquire and study relics.
Want: Find relics, unlock their secrets.
Bonus: Finding Things