Angel Team: Battle Phase T2TURNTURNTURNLink to Battle Report
Lesimor Infiltration ReportThe Lawless Capital, as expected, is the perfect location to utilise our new Shadow Walkers. Dark deals, perfidious plots, and sinister shakedowns are all disrupted by a well-placed Shadow Walker, earning the gratitude of the would-be victims, many of whom prove eager converts. Heliel herself helps coordinate these efforts, and participates directly when a squad of (relatively) honest watchmen are ambushed by thugs- the thugs in question having been tipped off by a corrupt watchman; while Heliel was tipped off by a Bright Shadow who watched this taking place. She (disguised as a robed traveller) leaps from a rooftop to land before the cornered watchmen, before laying a righteous beatdown upon the ne'erdowells. The stunned watchmen are immensely grateful; doubly so when she provides them with paperwork proving their co-worker's involvement. They are soon inducted into the cult, giving us a foot in the door of the city's embattled law-enforcement. Many others are converted throughout the city as well, including some of the less malevolent criminals; the sort who steal from greedy landlords to fund orphanages.
We also disrupted the demons' efforts to infiltrate the city, but for every shipment of Bootlegger's we stopped, four made it through unharmed; the demonic operations proving simply too extensive for us to completely halt. We may have slowed their work, but spies confirm that many criminals have joined the cult, undoubtedly giving Magoc's followers the same level of access as we have. Now that we have a powerbase in the region ourselves, however, future attempts to slow their work should be more successful.
0/5-->2/5In the Fortified Frontier, we made contact- through Shadow-Walker intermediaries- with some of the newly-promoted officers, who agree to turn a blind eye to our efforts (though they are by no means joining the cult). This allows us to establish temporary hospitals, attracting many more patients, earning us many more converts- including some career soldiers and government clerks, giving us basic access to the military/governmental structures of the province.
A combination of Shadow Walkers and Bright Shadow Acolytes were able to intercept and destroy a major shipment of Bootlegger's, which evidently put a spanner in the works for the demons; we have not detected significant demonic activity in the province.
1/5-->2/5We were, as with last month, not able to send enough missionaries to the Scholarly Towers to make an impact, although next month should be different. The handful of Bright Shadows operating in the province report that the demons are clearly active in the region, with suspected cultists occasionally visiting various academic institutions, although the exact extent of their work is unknown.
Dolgoth Infiltration ReportWith the King's paranoia at an all time high (it's still paranoia even if they really are out to get him), operating in the Ostentatious Capital is almost impossible. It is all we can do to keep our existing converts' spirits up.
In the Trade City, our efforts are likewise hampered by the watchful gazes of the King's men, and the locals' professed loyalty. People are not quite as afraid of the King in this province, but advanced operations are not on the agenda this month.
Fortunately, the Wartorn Wastes work out a lot better for us, as our medics operating out of the capital win many converts with their healing abilities. Our spies report that the demons seem to have lured not just citizens of the region, but also many rank-and-file soldiers into their cult.
0/5-->1/5
It is now the Design Phase. You have two designs.
Heliel: The benevolent leader of your faction, a being of immense power. There is very little they cannot do. Needless to say, they are Unique. Their Power is currently 20.
Mundane Units:
Armed Cultists: Equipped with fairly respectable equipment- a well-made gambeson, padded iron cap, sturdy spear, shiny dagger, and a solid shield-, combined with rudimentary training, mean that while these are not elite warriors, they would stand a chance against a real soldier. More importantly, they're cheap and plentiful. Like regular cultists, their dedication (and communal singing) makes them more resilient mentally than civilians. 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 not high-draw war-bows, but they're a good bit better than nothing. Also provided with gambeson and iron cap. Like regular cultists, their dedication (and communal singing) makes them more resilient mentally than civilians. Uncommon
Acolytes: Cultists who have begun their exploration of the magical arts, studying under the Angel. 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. Wear a gambeson, but forgo iron cap. There are not many Acolytes in a unit. Uncommon
Cultist Officers: Featuring a whole two tiers of military hierarchy, the sergeants and captains impart a modicum of organisation upon their fellow cultists. While not massively better than self-organised troops, it's still noticeable. They are distributed amongst all cultist units (eg Armed Cultists, Cultist Archers, Acolytes).
Summoned/Mutated Units:
Bright Shadows: Souls of fallen cultists (or other Good people), empowered with Good such that they may continue to serve in death as they did in life. Invisible and incorporeal, with an uncanny ability to find whatever they are looking for, they make for excellent spies and capable scouts. Immune to physical attack (but not magical attack). Not useful in actual combat. Uncommon
Bright Shadow Acolytes: Bright Shadows with magical potential, who have been further empowered to enable them to utilise such. Their spellcasting ability is rather weak, and they are easier to detect. Nevertheless, invisible spellcasters are nothing to sneer at. Rare
Shadow Walkers: Former criminal types, who found redemption under Heliel, and now serve her cause fanatically. They have been augmented with minor mutations that improve their stealth ability, and are skilled in all manner of underhanded activities. Uncommon
Spells/Rituals:
Magic Missile: Known by many names, the simple technique of blasting your opponent with raw Magic/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
Major Missile: A more powerful, but also more draining version of Magic Missile. Produces a stronger blast than the standard Magic Missile, but can only be cast a few times (depending on strength) before the user is drained of their spellcasting reserves. The user has a limited ability to direct the missile in flight. Common
Heliel's Love: A very efficient basic healing spell. A slight touch and channelling of angelic love initiates a self-sustaining healing process that can heal up to moderately serious injuries and diseases fairly rapidly. The magic has lingering effects even after healing is complete, leaving the subject healthier and more resilient for a few hours afterwards. Heliel casts this magic automatically on all in her vicinity (unless specifically choosing not to). Common
Mass Heliel's Love: A markedly less efficient variant of Heliel's Love, that affects all targets in a small area (~15 at a time). The healing effect is reduced, to the point where even stabilising moderately serious injuries is a gamble- sometimes doing enough for the patient to survive until more personalised healing can be applied, other times only giving the appearance thereof. It cannot be cast as often as Heliel's Love, but is still 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, as baseline cultists are not expert missionaries, but it keeps the cult growing. Common
Travelling Medics: Acolytes accompany proselytising missions, curing the sick and injured in order to win over the local population. Uncommon
Spy: Agents of Heliel travel the land, seeking secrets, while going unnoticed themselves. Does not directly increase influence, but aids in most other infiltration endeavours. Currently only Bright Shadows are suitable for this role. Common
Exploit Intelligence: Using information gathered by other infiltrators, agents go forth to advance the Good cause while hindering Evil. Covers all manner of activity; theft, sabotage, blackmail, intimidation, even murder- all at the expense of the unrighteous, of course. Not extremely effective due to lack of specialisation, but not bad either. Shadow Walkers are most effective at this. Uncommon
Infrastructure:
Basic Training Camps: Rudimentary facilities, where cultists learn the basics of combat and warfare. Singing is integrated into the training programme, serving to boost morale.
Basic Officer Training: A stumbling, amateurish step towards proper military organisation, the officers trained thus are still better than leaders chosen in the moment.
Military Workshops: A series of mines, smelters, forges and workshops that provide the forces of Good with arms and armour.
DARRIN (Combat)Dry Plains:
4/4 |
0/4Mountain Passes:
4/4 |
0/4Rice Terraces:
0/4 |
4/4LESIMOR (Influence)Fortified Frontier:
2/5 |
?/5Lawless Capital:
2/5 |
?/5Scholarly Towers:
0/5 |
?/5XA-NAM (Combat)River Delta:
4/4 |
0/4River Crossings:
3/4 |
1/4Light Jungle:
0/4 |
4/4DOLGOTH (Influence)Trade City:
1/5 |
?/5Ostentatious Capital:
1/5 |
?/5Wartorn Wastes:
1/5 |
?/5