Demon Team: Battle Phase T5TURNTURNTURNLink to Battle Report
Lesimor Infiltration ReportOf course Orange University was the side for us, as their wild experimentation, unrestricted by petty 'morals', had already led them into study of magics of a morally dubious nature. The step into straight-up demonic magic is relatively small for them. Those we made contact with eagerly accepted our offers of forbidden knowledge, bringing their own (admittedly unfocused) magical expertise to the table- which should make breaking into new fields of magic easier for us. Unfortunately, Devil-Crows confirmed their warnings that members of Green University had made contact with angelic agents, no doubt seeking their aid to counterbalance the assistance we may provide OU.
Our progress in the province was rather slow, even though more (though by no means all) of our operatives managed to survive long enough to do their jobs. The problem is that while students and lower-ranking scholars are easily swayed by the
promise of forbidden knowledge, those with a bit more stature want to see actual
results. When one visiting the Warcaster's Keep forces a Warcaster to admit that the only spell he can cast is Magic Missile, the scholar laughs in his face, and promptly leaves. Without more to show, it is unlikely that we will be able to advance much.
Fortunately, our rival doesn't seem to have made much progress either- we've spied their Chosen Apostles visiting scholars, only to leave later looking dejected. The uptight GU scholars are also slightly less open to new ideas, which will hinder their progress a little (even if any progress they do make will give them access to the superior mages of GU).
3/5Despite the efforts of our Keepers, the Lawless Capital proves the perfect place for mugging and sabotage. Even as Heliel's followers claim to be fighting for law and order, they murder and destroy with the best of them.
A few Consorts manage to slip through their net, however, and one of them is contacted by a slick young nobleman, who introduces himself as a supporter of a People's Republic; they seek to end the chaos of Lesimorian politics by doing away with kings altogether- and enshrining their ability to grow rich off of the nation's wealth by installing themselves as the leaders of the new republic, while getting directing rabid mobs to execute their rivals for 'monarchist tendencies'. That's the plan, anyway- for now, it is only an idea, a whisper. To execute such a bold move, they will need to convert more nobles to their cause, and gain the cooperation of the city's divided criminal syndicates. He assures us that if we can win over his fellow Republicans, we will be able to recruit excellent rabble-rousers from amongst them. We detected a hint of desperation in his elegant introduction- it seems likely they will do anything to gain our support, and we will be able to steer their efforts in our preferred direction.
Our rivals, on the other hand, have been noted to be in bed with those supporting a Stable Monarchy. Seeking to stabilise the country for the good of the people (blech), they represent lifelong political operators, whose shrewd ability to manoeuvre the halls of power will soon be at Heliel's beck and call. Hopefully they will be wary of Heliel's own potential to destabilise the country, slowing down their efforts to infiltrate.
2/5Our Dove contact informs us that the official Dove story is that the Hawks recruited more soldiers than they were supposed to, and that led to the pay shortage. In truth, the Doves have been siphoning money from the coffers for a while. A small amount of said money is gifted to us, as a show of
goodevil-will. Our contact also provides us with a little information that helps us smuggle Bootlegger's into the province by safer routes. Our Keepers are useful here, not so much for their ability to guard Consorts- they and the Consorts are almost all killed... but doing so takes away angelic resources that could otherwise be blocking our smugglers and missionaries. We managed to convert a number of frustrated soldiers, as well as gain a decent number of new Bootlegger's Club members.
The Angel's operatives... keep on keepin' on. They remain in close contact with a number of Hawks, but what happens behind closed doors we do not know.
1/5-->2/5Dolgoth Infiltration Report The fanatical Victory faction was clearly the only choice we could have made. They see war as a game of numbers, having no care for the lives lost and property destroyed, except insofar as it diminishes their chances of victory. They are also more loyal to the kingdom, which will make getting them on our side slightly harder- but those we do convert are seasoned officers and masters of aggressive tactics. However, if we wish to win over the leaders of the faction, we will need to demonstrate our value- they want to see evidence that we can swiftly crush their foes in battle.
Of course, the angelic nuisance has sided with the Peace faction. They are more interested in negotiation due to having seen too many lives lost already- or, to put it bluntly, they are cowards. After the most recent defeat, they panicked, and went running to the Angel's missionaries to beg for their assistance. Which would be amusing, except that this has given the angelic operatives a foothold amongst the officers and nobility.
3/5With the King gone, we thought it the perfect time to send in Consorts en masse. They established themselves amongst the party-going sorts, and tempted many a nobleman/woman into a 'private meeting', in turn winning us a number of important converts. But... despite our success, it seems the Angels have edged us out. We believe that Heliel herself was present in the Ostentatious Capital this month, using her angelic charisma to win hearts and minds- even though she has little in the way of exquisite experiences to offer, it seems the her words are enough to satiate the populace. While we have heard rumours of some sort of desire to replace the King, the details remain murky- for the moment.
2/5-->3/5The small-scale merchants we have converted in the Trade City brought us some news this month. It seems that Heliel has expanded her moralising to economic policy, as she aligns herself with those who favour Intervention- sharing the wealth, in other words, ensuring that everyone has a slice of the pie. The Guilds, unsurprisingly, favour the rules that keep them in power, but not everyone approves of this system. Those who favour Deregulation believe that rules are for chumps; who cares how many fall into poverty- the strong will thrive, and the city will be better off for it (well, they will be, at least). While the Deregulators are fiercely independent thinkers- and thus less likely to bow down before a Demon-, they are also wealthier, and more willing to invest in experimental ventures. If we side with them, there could be a lot of capital available for us- and with Bootlegger's, we already have a product that proves our worth. Of course, the Angel will have access to the Guild's craftsmen, who tend to be superior... but who needs skill when you have money?
As for our efforts to expand our reach... not much came of them this month. The good news was bad news for us, as it meant that everyone felt confident in the current system, and saw no need to side with eldritch forces to supplant it (fortunately, the same applies to our rivals).
2/5
It is now the Design Phase. You have two designs.
Magoc: The diabolical leader of your faction, a being of immense power. There is very little they cannot do. Needless to say, they are Unique.
Mundane Units:
Acolytes: Cultists who have begun their exploration of the magical arts, studying under the Demon. 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- and further enhanced by studies in the Warcaster's Keep. Their tabard matches those of the Armed Cultists. There are not many Acolytes in a unit. Uncommon
Teachers of Magoc: Acolytes who specialise in the use of the Language of Inception. They primarily accompany missionaries and aid in late-stage conversion with their scrolls of dark scripture. Uncommon
Keepers of Desire: Acolytes given a creepy white mask, nice clothes, and a club & dagger, and told to protect the cult's infiltration assets. They are not especially well trained, however. Uncommon
Warcasters: Graduated Acolytes, with a greater aptitude for the magical arts, who have undertaken intense study in the Warcaster's Keep. They can cast any Common or Uncommon spells (unless noted otherwise), and more effectively than regular Acolytes. In addition to their magical training, they have found time to practice the arts of command and close combat as well, making them effective leaders and passable fighters. Provide improved leadership to Acolytes (one per unit). Wear a black leather coat/cloak & stupid felt hat, and carry a sword.
Summoned/Mutated Units:
URUK: A cultist who has undergone Cultist Baptismal Indoctrination. Submerged in a muddy pool of mutagenic muck for an hour, they emerge with a strikingly distinct appearance, improved strength and toughness, and most importantly, the ability to cast a pre-programmed spell two or three times an hour. Their spellcasting strength is lower than acolytes, but they can in principle cast any Common spell. They do not modify rarity, although unit sizes are slightly reduced.
Armed Uruks: Being equipped with only a rusty dagger, a spear, and a wooden shield, combined with limited 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. Plus, they are stronger and tougher than most humans. Their shield and tabard are emblazoned with demonic runes that assault the mind with dark temptations and demands to worship Magoc. Like regular cultists, their dedication makes them more resilient mentally than civilians. Common
Uruk Archers: Uruks 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. Their increased strength slightly improves their archery as well. Their tabard matches those of the Armed Uruks. Like regular cultists, their dedication makes them more resilient mentally than civilians. Uncommon
Mutamist Sprayers: Uruks carrying a tank of mutagenic liquid on their backs, connected by hose to a pump-and-nozzle contraption that sprays the substance over the battlefield, creating clouds of mist that induce random mutations in those exposed to it, as well as vastly boosting aggression. The range is short, and the effects are temporary. Their tabard matches those of the Armed Uruks. Uncommon
Mutamist Globadiers: Globadiers carry a satchel of glass flasks filled with the same mutagenic compound as the Sprayers, which they can sling (using a sling) at the enemy, where they shatter and unleash large clouds of the mist. Carry less of the compound than Sprayers, but have much greater range.
Uruk Commanders: Mean, tough, with a basic understanding of tactics, Uruk Commanders instil a modicum of order and discipline, while also being capable combatants themselves with their exclusive sword and fancy red beret. They are distributed amongst all Uruk units. The use of basic Coordination Drills gives them more options for commanding their underlings.
Misfits: A small band of mutants. What kind of mutants? Who knows! Cultists who consumed CMD and spun the wheel, ending up with some sort of beneficial mutation. Not much stronger than regular cultists, but kinda freaky, so that's fun. Rare
Devil-Crows: Crows infused with a small amount of Evil, increasing their natural intelligence slightly, and making them subservient to Magoc and his followers. They are larger than an average crow and have an unnatural red glint in their eyes, but are otherwise hard to distinguish. They are capable scouts and spies, having sufficient vocabulary to convey at least a decent summary of what they have seen. Murders of Devil-Crows may be deployed in battle to harass the enemy, in limited numbers. Common
CHADCrows: Larger, meaner, enhanced Devil-Crows. Their sharpened talons and beaks make them a deadly threat, especially when working together. Typically operate in small murders. Uncommon
Pale Crows: Albino crows, with increased intelligence enabling them to perform more complex tasks, and lead the other crow types. They are also capable of seeing invisible magical beings, and damaging/destroying intangible magical beings. Uncommon
CHADS: Tall, intimidating mutants, suffused with Evil and Alchemy. They are stronger, tougher, and faster than even a well-trained regular human. Their every waking moment is consumed with thoughts of violence, at which they excel, although they are less well suited to intellectual pursuits. To make matters worse, they are better equipped than regular cultists; in their arms they wield either a sturdy two-handed hammer or a one-handed axe and a massive tower shield, while their bodies are clad in mismatched iron plates strapped over vulnerable areas. Operate in small units. Uncommon
Consorts of Desire: Beautiful, enticing mutants, imbued with Evil and Alchemy. Aside from being breathtakingly attractive, these men and women have the ability to share their own enhanced hedonistic senses with those around them, making all of life's guilty pleasures seem that much more enjoyable, and making life seem grey and meaningless when they depart. Unrepentant hedonists, they insist on a high standard of living. Rare
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
Magical Equipment:
Chaotic Mutagenic Draught: A random assortment of alchemical ingredients, infused with Evil, chucked together and processed into bottles of unusual liquids (usually brown, though). Consumption can have one of a wide range of effects, from nothing at all, to death, to moderately serious mutations. Used by infiltrators to cause havoc. Uncommon
Bootlegger's Bounty: An Evil-infused liquor produced by Magoc's followers. The taste is said to be sublime, to the point where many become addicted after a single shot. Comes in a trademark black bottle with red label, very classy. Sales are used to fund the cult's projects. Common
Bootlegger Barrel Bombs: Kegs of Bootlegger's that explode when struck by magic of sufficient force. Somewhat unreliable. Uncommon
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, as baseline cultists are not expert missionaries, but it keeps the cult growing. Common
Bootlegger Club: A recruitment method specifically aimed at addicts of Bootlegger's Bounty, promising a stable supply of the liquor to reel in new members. Very effective. Uncommon
Language of Inception Graffiti: Demonic runes, drawn in blood, subconsciously impart their message onto those who view them. Painted on the walls of human settlements, they subtly steer the population towards evil. Common
Temptation: Consorts of Desire ply important figures with luxurious pleasures, enticing them into a frenzy of indulgence. Once enthralled, the target is recruited into the cult, or otherwise persuaded to cooperate with the demonic cause. Rare
Mediocre Guarding: A not-especially effective attempt at protecting infiltration assets, hampered by slapdash planning and a lack of training. Nevertheless, any guards is a lot better than no guards, and the efforts are not inherently suspicious. Common
Infrastructure:
Draughtsmith: An eclectic laboratory where a handful of fledgling alchemists develop a variety of potions to augment and stabilise demonic mutations.
Warcaster's Keep: A facility for magical education, including a large library of forbidden knowledge that entices reckless scholars to visit.
DARRIN (Combat)Dry Plains:
4/4 |
0/4Mountain Passes:
3/4 |
1/4Rice Terraces:
0/4 |
4/4LESIMOR (Influence)Fortified Frontier:
3?/5 |
2/5Lawless 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:
3/5 |
3/5Wartorn Wastes:
3/5 |
3/5E: Changed 3+ to 3?, to prevent confusion. 3?/5 means that the angels have at least 3/5, but you don't have the spying ability to know if they have a higher value.