Demon Team: Revision Phase T1TURNTURNTURNSkitterpriests
The ratmen are a primitive culture, but they do have one. And where there is culture there is almost inevitably spirituality and religion. Most rats don't have the time for it and don't think too hard about it, too occupied with survival - but that was before Nar-Carok found them.
Some of the ratmen were more amenable to Our presence than their brethren. Mostly those with some scant traces of magical talent. Those were granted visions, visions of that which happens to those who disobey Our will and disappoint Us. Then visions of what rewards exemplary service may bring. A fervor overtakes them, a desire to serve and force their brethren to serve in their highest capacity. Or at the very least put in a real effort.
These skitterpriests are seeded amongst the ranks of the common ratmen, screeching sermons in their native tongue. Augmented by the Dark Seduction spell imbued into them, the priests whip their flock into a religious fervor, fighting through the fear for their Dark Divinity.
Skitterpriests: Normal: (3+2)=5: Average
Ratmen are not big thinkers. Their primitive minds do not have much space. So if their minds are filled with religious fervour, there won't be any room left for fear. Right?
By focusing your mind-twisting efforts on a handful of the brighter Ratmen, it was doable to create truly zealous followers, whose fanaticism is so strong it can infect their brethren. Skitterpriests wear only the finest of Ratman armour (that is to say, merely low quality as opposed to terrible), and forgo blunt knives for a staff topped with a Ratman skull. Their shrill sermons are not exactly the most complex theological pieces, but they suffice to whip Ratmen into a frenzy that will at least mitigate their inbred cowardice.
With Skitterpriests scattered amidst the hordes, it is a fairly safe bet that Ratmen units will at least make contact with the enemy line (unless subject to a powerful focused barrage, but even cultists may break under such circumstances). Once in the melee, the Skitterpriests hang back while exhorting their kin to fight harder. Unfortunately the din of battle makes it harder to hear their sermons, so Ratmen units will slowly lose fervour as they fight- but their purpose was never to hold the line indefinitely, and with any luck the enemy will be broken before a total rout occurs.
Skitterpriests significantly boost the effective morale of Ratmen, making them a viable force on the battlefield. They are considered command units, so do not have a rarity of their own. They do not modify the rarity or quantity of Ratmen.
Vampiric Thralls
Created by feeding cultists (or anyone really - but cultists are the easiest to acquire) the blood of the Vampire Lord, Vampiric Thralls are a selection of empowered agents devoted to the service of their undead lord. While the Vampire Lord at this time has trouble acting directly outside of a combat capacity, at least until some power is restored to him, his blood can serve to improve the capabilities of those cultists around him.
In exchange for gaining a dependency on further feeding, the thralls are given a taste of the power of a vampire. Especially at night, they become stronger and more attentive, senses heightened and minds working at a higher capacity. They're able to carry out the directions of their lord, clandestine and open alike, without being so monstrous that the sight of them would send people running. Given their connection to the Vampire Lord, they are only deployable in whatever province he appears in, but they serve to improve his impact in such locations.
Vampiric Thralls: Normal: (2+3)=5: Average
While not Vampires in the most technical sense, these Thralls share in many of their Lord's strengths and weaknesses, albeit all significantly less prominent. They feel slight discomfort in the sunlight, shudder at the sight of clocks, and are slightly more vulnerable to Good-infused attacks- though being fundamentally alive they do not inherit undead weaknesses. On the plus side, they are stronger and faster during the night. Though inferior to their Lord, they can serve as backup should things get out of hand during a raid, and in a pinch can offer themselves as a sacrifice for the Lord to reinvigorate himself.
Furthermore, though they have not received specific training nor supernatural talents as diplomats, being the permanent retainers of the Vampire Lord mean they pick up the basics of etiquette and noble bearing. As they are better acquainted with his way of working, they are more effective executors of his orders, allowing him to engage in more intricate schemes without having to worry about a pawn totally misunderstanding him.
Vampiric Thralls will markedly improve the impact of the Vampire Lord wherever he goes (though the influence impact is greater). As his retainers, they are not given their own rarity, but the Vampire Lord will typically have around 20 at his disposal.
While our forces were plotting a route between abandoned hilltop villages, scouts spotted another armed group doing the same thing- the army of Muu. No doubt their own scouts have spotted us as well- battle is inevitable. Whether it be in the valleys or on the hills, we cannot advance without defeating our rivals in battle, lest our supply lines be severed.
A similar story occurred in the Vast Steppe. Even in that boundless plain, we spotted Muu's forces, as it seems we both sought out the corridor unpatrolled by the Viceroy's horsemen. A battle in the open field will take place in the near future.
Our missionaries have continued their infiltration of Thpenos and Xyrania, crossing the length of both kingdoms in search of converts. Angelic agents are undoubtedly engaged in the same activity- here too, conflict of some sort is bound to occur.
There is no turning back now. The only question is- where will you, glorious Nar-Carok, curse with your diabolical presence?
It is now the Strategy Phase. The only decisions to be made this phase are where Nar-Carok and the Vampire Lord will go (the choices are the two Combat lanes and six Influence provinces).
So, there isn't much for you to do in the Strategy Phase at the moment, but just so you know what's going on:
One decision you definitely have to make every turn is where to send your Avatar (that is, the Angel/Demon). You can choose to send them to either of the two combat lanes, in which case they will fight on the front lines, or one of the two influence lanes, in which case they will generally disguise themselves as a human and act as a missionary/spy/counterspy/whatever (but more effectively than regular cultists). Of note, the influence lanes have no front line, so your Avatar can be sent to any of the six influence provinces.
Any Champions (slash other Unique things) should also be deployed, in a similar fashion (although not all Champions will be equally effective in both lane types).
COMBAT
Combat lanes will see direct confrontation between your armies and the other team's. At the start of the game, your armies are small, but it is still not feasible to sneak an entire army past the front line; you'd get encircled and destroyed easily. So gradually pushing your opponent back is the goal. As mentioned in the rules, combat outcomes are determined by me, and depending on the margin of victory, the front line may move up to 4 sections per turn.
INFLUENCE
The Influence lanes are where your cult operates in the shadows, seeking to slowly convert/subvert the influence-lane kingdoms to your cause. In other words, don't march in and announce your presence to all and sundry; that's a great way to get arrested, along with your associates. Your influence in each province is measured on a 5-point scale. However, going from 1 to 2 does not mean going from 20% converted to 40% converted. Rather, the scale can be thought of as working something like this (actual situations may vary):
0: No influence- almost no members in the province; maybe a handful of converts, but certainly not enough to yield any material rewards. Also makes more complex infiltration actions trickier.
1: Marginal influence- a reasonable number of peasants or other lower-class people have been converted. Provides a support network that makes it possible to perform more complex infiltrations, but not much in the way of rewards.
2: Minor influence- somewhat more important people (minor merchants, government clerks, maybe a few soldiers, etc) have been converted, or your cultists have managed to get themselves appointed to such positions. Allows for a small amount of resources and specialists to be sourced from the province, and opens the doors for intricate intrigue interactions.
3: Moderate influence- your tendrils spread steadily through the upper classes, bringing people who can exercise real power into the cult (wealthy merchants, town mayors, military officers, etc), or seeing cultists promoted. This enables your cult to siphon substantial resources and manpower from the province, and can use political power to aid the cause. The first side to reach this level will be given a choice of which local Faction to support.
4: Major influence- the real big fish (merchant princes, members of the nobility, senior officers, etc) fall under your sway. At this point, it is obvious that something is up, but it's hard for anyone to do anything about it. Your cult can drain the province dry (if need be), and can exert major control over political decisions.
5: Domination- the ruler(s) of the province (whoever that may be) are members of your cult (one way or another). You can operate openly, for none would dare defy you. The main reward here is that if all three provinces in a lane reach this level, you can absorb the entire kingdom, placing you at the head of both the kingdom's armies and your own, effectively winning the game (as the combined might will easily crush the other team's armies).
Moving up the scale becomes progressively harder as you go, as the more important someone is, the less likely they are to join the cult. Not to mention, the other team can interfere in your efforts, while the mortals' own politicking can throw a wrench into things.
Note that unlike control in the combat lanes, you and your enemy can have more than 5 influence combined (though only one side can reach 5/5). You do not need to root out every last one of your rival's agents to control a province. Of course, the stronger your rival is in the province, the more they will be able to interfere with your own infiltration efforts.
Gaining influence can be achieved in many ways. Converting people is crucial, as the cult needs manpower and infrastructure to support its efforts; in a way, one might consider missionaries to be 'influence footsoldiers', in that they are not the most exciting, but nothing else can function without them. Infiltrating the government or other important institutions will also greatly help the cause, as control over such institutions is almost required to control the province. Spying will not directly increase influence, much as scouting will not directly win battles, but an army without scouts is gonna have a bad time. And obviously defensive efforts- counterspies, inquisitors, suchlike and so forth will prevent the other team from advancing their cause too quickly. This is not an exhaustive list- feel free to get creative. I will tell you if you try to do something totally infeasible.
It is difficult for your cult to operate in isolation, so increasing influence above that of the adjacent provinces is harder. For this purpose, your home base may be considered to be at 5/5 influence.
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
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
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
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
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.
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
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
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