Angel Team: Design Phase T5TURNTURNTURNThe Angel's Voices:
The Portly Madam's final song was not in vain; it told us much of the workings of spellsong, and before that fateful day she left us many writings on the subject. Through her work, our acolytes have learned to sing with their very soul.
The first of the Angel's Voices were those acolytes who had been present, who had heard her song and seen her rise. The acolytes threw themselves into study, and soon, they discovered the Soul Song. Every human being has a unique Soul Song, and after they sing it for the first time, it empowers them, a background hum of Good and magic.
The Angel's Voices are those who have discovered their soul songs. The Soul Song empowers the singer; as long as they have it in their minds, they can cast stronger and more reliable magic. This is especially noticeable in spellsongs, but can be applied to any magic. The Angel's Voices will serve as our most powerful mages for the time being, the leaders of the angelic choir.
The Angel's Voices: Easy: (2+2)+1=5: Average
It takes an intrepid sort to witness someone singing themselves out of existence and subsequently think "I gotta get me some of that". Fortunately, many of your cultists have such intrepid souls.
Though undaunted, your acolytes were no fools, and so proceeded cautiously with their study. Using the Portly Madam's notes (on paper), they were able to reproduce some of her notes (musically), and carefully observed the effects. Curiously, said effects seemed to depend on the singer in an uncategorisable way- affecting some more strongly than others, but not in relation to their skill or power. After many trials, they came to the conclusion that the Portly Madam's final song was uniquely tailored to resonate with something within her- her 'Soul Song', so to speak. With this theory in hand, they tried modifying the song to what 'felt right' to each individual. The results were compelling, as the throughput of Good increased considerably with these tailored variants.
Trying to perfectly recreate one's Soul Song proved extraordinarily difficult. They hypothesize that the Portly Madam somehow achieved this feat, and with a perfect resonance, was able to channel an unlimited quantity of Good through her body- with the result that her material form (and quite possibly her soul as well) dissolved into pure Good. So, maybe the fact that they have so far been incapable of such perfection is a good safety measure- and even coming short of perfection, their results are still very impressive. The newly christened "Angel's Voices" are those who have managed to come close to replicating their Soul Song- a 90-95% match-, with the result that they can safely store and channel several times more Good than a regular Acolyte, with a greater degree of precision.
The Angel's Voices are especially effective in regards to Spellsongs, but are also more talented at conventional magical spells. As an example, their Magic Missile spells have 2-3 times the force of those fired by acolytes, and can be fired more rapidly. When leading the Song of Soothing the effects are improved, though not by a large amount as the SoS largely relies on everyone singing along. Their robes are better made than their lesser brethren, and they wear little white masks over their eyes for some reason.
Angel's Voices are capable of casting all hypothetical Uncommon Spellsongs (barring unusual circumstances), and most Uncommon non-song spells. The increased talent & training required mean they are fewer in number than Acolytes, operating in small groups of 3-4, and are
Uncommon.
Sunbow Skirmishers
The Angel's army has, at it's core, the superior training and equipment of the congregation to thank for it's success up to this point. But mundane equipment and training will only take us so far, and it is well time to begin to augment things. In light of this, Her Holy Light has seen fit to teach our craftsmen the secrets of enchantment beyond that of mundane practicioners. A section of the workshops has been dedicated to learning this craft, and their first production is the Sunbow.
Each Sunbow is a shortbow of fine craftsmanship and strong wood at it's base; our bowyers have had plenty of practice in that. But the new runesmiths have given their own touches to it. Namely, the two enchantments on it; sunbows have been enhanced such that they can be fired with the force of a significantly larger bow without adding any draw weight or slowing the draw, allowing for some surprising accuracy and force in a small package. The other enchantment, and the one from which the weapon gets it's name, is the fact that arrows fired from the Sunbow are heated to burning levels in flight, catching fire shortly before impact and doing even more damage than the weapon already would.
These Sunbows, while useful on their own, are moreso in the hands of the trained Sunbow Skirmishers. The skirmishers take our archers who are quickest on their feet and the draw, and put them into a force meant to pepper the enemy formation with fiery arrows before contact, and then move quickly around the battlefield to take on targets of opportunity from useful vantage points.
Sunbow Skirmishers: Normal: (4+4)=8: Unexpected Boon
Enchantment is known to be a difficult and expensive process, requiring the efforts of several highly-trained wizards. Fortunately, this is only the case when using mortal magic. Angelic magic is far better suited for the task.
You picked a number of magically talented cultists whose skills lent themselves more to craftwork than to combat, and instructed them on the basics required. They picked things up fast, and had soon perfected the production of Sunbows. The results are very pleasing. Appearing as a recurve shortbow made of laquered hardwood, inlaid with elegant angelic script that appears to be gold- but is actually a common enamel, the golden sheen being imparted by the Good it channels. The draw weight is only marginally greater than the regular shortbows our archers wield, but upon release, the bow imparts double the force used into the arrow, drawing on ambient Good in doing so. They fire regular arrows, but once fired the heads quickly begin to heat up, and will glow as bright as the sun mere moments after release, which in addition to being rather distracting to the enemy will also deal considerably more damage- the tip becomes stronger, and will more easily pierce armour, while the burning effect continues for a second or so after lodging into a target, lighting up anything flammable and causing agonising burns to living flesh (the unnatural heat is also expected to be more effective at injuring things resistant to mundane damage). This enchantment can be disabled if desired, so as to prevent glowing arrows from betraying the user's position.
Aside from the enchantments, the bows are also very well made, and provide a major incentive for archers to join the Sunbow Skirmisher programme- they will go through the rigorous training just for a chance to lay their hands on one. Learning to run without tiring through rough terrain proves too much for some to handle, but those who make it through are hardened by the experience, and more than ready to bring pain to the dastardly demons from any angle. Aside from enhanced mobility, the Sunbow Skirmishers are also well practised in the use of their new bows, and will be able to fire their bows faster, more accurately, and at greater ranges. The cost of their bows and the rigorous training mean that they are fewer in number than regular archers, but they more than make up for this in quality.
But that's not all.
When mortals say that someone has been 'enlightened', they mean that person has achieved some great insight into the workings of the world. In the case of the Silver Markswoman, the phrase has a slightly different meaning.
It stood to reason that her skills at archery made her the perfect trainer for the Sunbow Skirmishers. She helped the runesmiths develop the bow, testing early models and providing feedback. As it happens, one of those early models was curiously (and non-replicatably) broken. The enchantments designed to imbue the
arrows with the power of light instead imbued the
archer. The runesmiths did not realise this at first- only after the Markswoman had fired two dozen shots did someone notice that she was beginning to glow. By this point, the 'damage' was irreversible. They stopped testing, of course, as to continue might have had catastrophic effects (everyone having heard about the Portly Madam's fate). Fortunately, the Silver Markswoman appears to be unharmed. Her skin and hair glows now- faintly, but she will never play hide-and-seek in the dark again-, but there were other effects as well. Her remarkably precise eyesight has exceeded mortal limits- making her an even more accurate shot-, and when using a Sunbow, she harmonises with the enchantments in such a way as to bolster their power. Her fervour for your cause has also increased significantly, and while exposed to sunlight, her stamina seems endless (conversely, she sleeps like a log during the night). It seemed a waste to keep her on training duty, so she has been provided with a hooded cloak to make her a bit less obvious when travelling, and approved for deployment in combat as your champion.
Her strength and resilience have not been significantly increased, and while she is a master of archery, she is less well versed in close combat- not incompetent, but not noticeably better than a regular soldier. In combat, she removes her cloak, letting the sunlight empower her (although she refused a suggestion by a cultist named Kojima that she wear nothing but underwear while fighting). There is a lot of room for improvement, but she can be expected to have a small but noticeable impact wherever she fights.
Sunbow Skirmishers are considerably more effective than conventional archers, and are also
Uncommon, although their significantly smaller unit size means they will not fully supplant them.
The Silver Markswoman is a novice champion, though not ineffectual. She is currently only suitable for combat deployments. As a champion, she is obviously
Unique.
It is now the Revision Phase. You have two revisions.
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.
Champions:
The Silver Markswoman: A female archer who was accidentally imbued with the power of light, causing her to glow, granting her improved vision, and increasing her stamina when exposed to sunlight. Wears a hooded cloak when not fighting to conceal her glowing skin & hair. An expert archer, she harmonises with her Sunbow, giving it even greater range and power. Not particularly skilled at close combat, or provided with any special equipment. Unique
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 and training with a bow are valuable assets in combat, harassing the enemy from a distance. Their bows are not high-draw war-bows, but they've received training from experts that renders them better and faster shots- the equal of the average archer in a human army. Also provided with gambeson and iron cap. Like regular cultists, their dedication (and communal singing) makes them more resilient mentally than civilians. Extended training programmes also increase the number of archers available, doubling the size of each unit.Uncommon
Sunbow Skirmishers: Archers provided with Sunbows- recurve shortbows enchanted to double the force imparted on arrows, and cause said arrows to glow like the sun in flight and cause burning on impact-, and rigorous training in mobility, allowing them to move around the battlefield extremely rapidly- all but regardless of terrain. Are otherwise similar to regular archers in terms of equipment. Significantly smaller units than regular archers. 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
Angel's Voices: Acolytes who have discovered a song that resonates with their own 'Soul Song', granting them greatly improved magical ability, especially with regard to Spellsongs. They can sing any Uncommon Spellsongs, and cast most other Uncommon spells. No more physically adept than regular Acolytes. Wear white robes sown with golden thread, and wear little white masks over their eyes. 3-4 per 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
Chosen Apostles: Acolytes with a companion Orator Cherub bound to their souls. The Orator Cherub is a very minor angelic being with mastery of rhetoric, which both provides the Apostle with a script and augments their voice with angelic energy. Rare
Monsters:
Wyvern Harriers: Large (horse+ size) reptiles, their front limbs are powerful wings that (combined with inherent magic) enable them to fly. They can augment their breath into gale-force winds, though only once every few minutes. Scales provide moderate natural armour, though their wing membranes are vulnerable. Not particularly intelligent. Each 'unit' consists of a single Wyvern. Uncommon
Wyvern Riders: An uncomfortable saddle (for both rider and ride) with simply awful safety, combined with a wyvern's unease at having a rider, render these unlikely to see much use.
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
Song of Soothing: A spellsong developed to heal and fortify the mind. The song must be initiated by a magic user, but once sufficient numbers are singing along it becomes self-sustaining. Cannot be used by or affect the undead. Common
Refrain of Regret: An inverted version of Song of Soothing. Listeners are compelled to sing along, thereby weakening their minds. This includes friendly targets. It is also not self-sustaining, as continued exposure renders one incapable of lending energy to the music. 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. Bright Shadows are most suitable for this role (Shadow Walkers can also help). 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
Inquisition: More specialised towards the uncovering and elimination of demonic agents, especially high-value targets. Does little to actively advance the Good cause, but can throw Evil operations into disarray. Rare
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.
Monks of Minos: Half man, half bull, all pacifist. Strong, tough, and capable of channelling small amounts of Good into their strikes, these monks are built for war- but their minds have, over many generations, been honed for peace. Very effective warriors, despite their reluctance to cause unnecessary suffering and their rigid adherence to their brand of martial arts. Fight in tiny squads of 3-4 minotaurs. Uncommon
DARRIN (Combat)Dry Plains:
4/4 |
0/4Mountain Passes:
3/4 |
1/4Rice Terraces:
0/4 |
4/4LESIMOR (Influence)Fortified Frontier:
3/5 |
1/5Lawless Capital:
3/5 |
2/5Scholarly Towers:
2/5 |
3/5XA-NAM (Combat)River Delta:
4/4 |
0/4River Crossings:
3/4 |
1/4Light Jungle:
0/4 |
4/4DOLGOTH (Influence)Trade City:
3/5 |
2/5Ostentatious Capital:
2/5 |
2/5Wartorn Wastes:
2/5 |
3/5