Name: Mwynneslri, Mother of Light
Appearance: A vaguely humanoid form that bends all Light that would pass through it. Someone with strong mental fortitude can gaze upon Her, fight through the ensuing headacheand see the reflections and refractions of everything around Her form coalescing and diverging constantly. Someone of lesser mental fortitude will suffer seizures and retinal bleeding.
Base Location: A quaint village that sits upon a cliff above the coast. A long winding path leads down to the shore, whilst the countryside is broken up by rocky outcrop that make traditional crops suffer in favour of nimble sheep and goats
Those who were devout in life, or repentant in death have the opportunity to give one last time in service of [Angel]. Their bodies are suffused with Good and mortal magics to preserve and reanimate them as loyal and tireless workers for Good. The souls are not bound to them, and instead a rudimentary intelligence is created akin to a golem, that is powered by the essence the essence Good itself. Whilst a little clumsy, and not the best conversationalists, Eternal Servants will dutifully till fields, work pumps, carry loads or bear arms in service of [Angel].
There's a common-told story about a traveller from the Tullikan tribe (considered Outcasts by all) who helped a wounded man when everyone else ignored him. In doing a Good deed, good fortune was bestowed. This is the story told to those who are suffering physical afflictions of their own (be it disease, injury or mental difficulties) whilst they are enchanted with the Gift. Smart ones will quickly learn that for each Good act they perform, their affliction is weakened as the Gift feeds on the resultant energy and cures them in turn. Soon enough, doing Good deeds will have become second nature even after the original affliction has been forgotten.
Blessing of Insert Angel Name Here upon her Angels [High-Effort]
Through the Light of IANH, do They share their great gifts to Their followers. The Good within swells, great river cleansing the soul and body of Evils, granting them great physical and spiritual status as they are bleached white. Their bodies mutate into perfect forms of humanity, untouched by sin. The new Angels of IANH' will not tire, and be resistant to the Fel magics of Evil. Those who practice magic will find their Good spells far easier to cast, as their channels are pure, and even those without training will be able to cast the most basic of magic to defend others from harm, the Magic Ward. Of course, such does come with some who reject this gift, but such were never meant for this world anyway. Our Angels perfect forms shall lead others to the Light.
My proposal can hopefully be boiled down to a few things.Quick breakdown of what the above design means. Hence why I used the word "Status" there.
Physical Reshaping. Basically muscles and no real fat. Hair is bleached though.(and maybe other indicators like skin or nails or eyes.)
Flush: Removing all the Evil from people, leaving only good. Definitely the mental aspect. This is also why the mages get the boost, since there is only Good energy running through their clean magic channels. (or something.) And why even non-mages can form a novice ward to protect others, such is Good and they are Good down to the soul.
Not Tiring: Most a combination of the above. Passive good within has a general homeostasis heal to keep their bodies from degrading. Doesn't offer true regen, just protects them from stamina issues.
... I also like the idea of all our cultists being pale and ethereal models of humans without flaws.
physically I mean, there is definitely something about everyone being perfectly shaped down to the Soul that is eerie and unsettling.
In ancient texts, it is common for the Divine to lead great hosts in war. It is only fitting that <Angel> leads her own Host in her Good Crusade. All converts are tested for their physical and mental aptitude already, to dermine of the may best serve as labourers warriors, acolyte or missionaries. Any who perform well in all these trials are marked as Aspirants of the Host.
These Aspirants are pit through rigorous training, to ensure they are powerful and pure in mind, body and soul. Many such aspirants will drop out, and go on to distinguished careers in another part of the Cult. The lessers weeded out, the remaining Aspirants go on a pilgrimage to a secret shrine, where they bathe in the Holy waters, partake in the Holy reagents cultivated there and undergo the final changing.
Approximately half of these Aspirants will be unworthy, their souls scoured clean and their minds purged on impure thought even as the Good applied to them burns away their bodies. In all ways that matter, their stories end here. The successful Aspirants are reborn from <Angel> in the Holy waters.
Whislt reminiscent of their former selves, each Hashmal is perfect in mind, body and soul, easily the match of a dozen mortals. With great wings that sprout from their backs, they move with grace and poise, speak with clarity and purpose, cast with precision and focus, and fight with resolution and justice. They are the elite of our Cult under <angel> and act as her eyes, ears, mouth and fist.
Hashmal, the Angelic Host of <Angel>: (1) TricMagic
Eternal Servants: (0)
Gift of the Tullikan: (0)
Name: Muu
Appearance: Muu's large form is that of an interwoven mass of flesh, stretched over thinly by an almost elastic, pale blue and red skin. Her body shape gives off the illusion of a 'shapely' figure, thinner at the midsection but widening out at the "chest" and "hips". She possesses one pair of arms that splits at the elbow into two or more forearms depending on the task at hand, and where legs should be is an interlocking mass of tentacles that, when she remains upon the ground, support her body in such a way they almost give the impression of a large ballgown.
Her head is the most distinct part of her, a mask of featureless bone that stretches all across its front and sides, concealing whatever features may have been there completely, with a pair of bone plates that stretch out from the sides and curl forward to form a crest that gives the appearance of tusks or horns. Long tentacles writhe out from the open back of the skull in a way that would imply long, flowing hair, which can split open at the tips to reveal small maws containing yet smaller tendrils, which lash about erratically and dangerously whenever exposed.
Base Location: A quaint fishing and farming village that sits upon a cliff above the coast. A long winding sheltered path provides the most direct route of safe passage down to the shore, whilst the countryside is broken up by rocky outcrop that make traditional crops suffer in favour of nimble sheep and goats. The sky above remains stirred into a constant overcast from some action of gods or other beings in ages past, plentiful rain making sunshine rare and warm clothes a necessity. It is here that Muu emerged from the watery depths below.
Actually AnglesAll aboard the Muu-tide. Keep your tentacles within the currents at all times.
Mwynneslri, Mother of Light: (0)
Muu, The Twisting Heaven: (1) TricMagic
Designs
Eternal Servants: (0)
Gift of the Tullikan: (0)
Hashmal, the Angelic Host of <Angel>: (0)
Forge of Cleansing: (0)
Actually Angles
Mwynneslri, Mother of Light: (0)
Muu, The Twisting Heaven: (2) TricMagic, Failbird
Designs
Eternal Servants: (0)
Gift of the Tullikan: (0)
Hashmal, the Angelic Host of <Angel>: (0)
Forge of Cleansing: (1) Failbird
Actually AnglesBaaaaaaahhh!~ Or however a screaming goat sounds.
Mwynneslri, Mother of Light: (0)
Muu, The Twisting Heaven: (2) TricMagic, Failbird
Designs
Eternal Servants: (0)
Gift of the Tullikan: (0)
Hashmal, the Angelic Host of <Angel>: (0)
Forge of Cleansing: (2) Failbird, TricMagic
Goats of Golgotha: (1) TricMagic
Actually Angles
Mwynneslri, Mother of Light: (0)
Muu, The Twisting Heaven: (3) TricMagic, Failbird, Kashyyk
Designs
Eternal Servants: (1) Kashyyk
Gift of the Tullikan: (0)
Hashmal, the Angelic Host of <Angel>: (0)
Forge of Cleansing: (2) Failbird, TricMagic
Goats of Golgotha: (1) TricMagic
Actually Angles
Mwynneslri, Mother of Light: (0)
Muu, The Twisting Heaven: (3) TricMagic, Failbird, Kashyyk
Designs
Eternal Servants: (1) Kashyyk
Gift of the Tullikan: (0)
Hashmal, the Angelic Host of <Angel>: (0)
Forge of Cleansing: (2) Failbird, TricMagic
Goats of Golgotha: (0)
Sea's Servants: (1) TricMagic
Those who were devout in life, or repentant in death have the opportunity to give one last time in service of [Angel]. Their bodies are suffused with Good and mortal magics to preserve and reanimate them as loyal and tireless workers for Good. The souls are not bound to them, and instead a rudimentary intelligence is created akin to a golem, that is powered by the essence the essence Good itself. Whilst a little clumsy, and not the best conversationalists, Eternal Servants will dutifully till fields, work pumps, carry loads or bear arms in service of [Angel].A basic zombie is not an especially complicated project. With no added bells/whistles, this would be a Normal design. Seeking an economic benefit as well requires imparting a bit more skill than the average zombie would possess, making this a Hard design. The end result would be Common, with a large unit size (rarity is (generally) not randomised).
There's a common-told story about a traveller from the Tullikan tribe (considered Outcasts by all) who helped a wounded man when everyone else ignored him. In doing a Good deed, good fortune was bestowed. This is the story told to those who are suffering physical afflictions of their own (be it disease, injury or mental difficulties) whilst they are enchanted with the Gift. Smart ones will quickly learn that for each Good act they perform, their affliction is weakened as the Gift feeds on the resultant energy and cures them in turn. Soon enough, doing Good deeds will have become second nature even after the original affliction has been forgotten.Basic healing would not be a significant challenge. The slow-acting nature compensates for the self-powered nature, and the psychological effect as described is not actually part of the spell, but just a natural consequence (that might not happen in all cases). This would be Easy. That being said, it's quite similar to Heliel's Love, so it might be more interesting to do something else.
Seed of EdenInfinite, low-cost, rapid growth food supplies... do not come easy. Magical apple tree that grows faster than normal: Easy. Apples take a day to regrow: brings it up to Hard. Apples are the perfect food source: pushes it to Very Hard. The end result would be Rare as well.
A magically infused seed that grows apple trees. The trees mature over the course of a month, before endlessly budding apples over the course of each day which only regrow once plucked. Their taste is divine to the tongue, and fills the body. A bushel of apples is enough for a family to live off of for that day. One will never have to work for food so long as they have such trees.
Naturally, we shall gift them to the local populace. As well, these trees solve our own food issues, meaning we will never run short. And the people who partake of such trees will find themselves not having to really work all that much, as the price of daily living for the common folk will drop. With hope, a resonance will occur.
Blessing of Insert Angel Name Here upon her Angels [High-Effort]Mutate some soldiers into stronger versions with greater stamina: Normal
Through the Light of IANH, do They share their great gifts to Their followers. The Good within swells, great river cleansing the soul and body of Evils, granting them great physical and spiritual status as they are bleached white. Their bodies mutate into perfect forms of humanity, untouched by sin. The new Angels of IANH' will not tire, and be resistant to the Fel magics of Evil. Those who practice magic will find their Good spells far easier to cast, as their channels are pure, and even those without training will be able to cast the most basic of magic to defend others from harm, the Magic Ward. Of course, such does come with some who reject this gift, but such were never meant for this world anyway. Our Angels perfect forms shall lead others to the Light.
In ancient texts, it is common for the Divine to lead great hosts in war. It is only fitting that <Angel> leads her own Host in her Good Crusade. All converts are tested for their physical and mental aptitude already, to dermine of the may best serve as labourers warriors, acolyte or missionaries. Any who perform well in all these trials are marked as Aspirants of the Host.Rarity is a good way of lowering difficulty. Even so, these are very advanced mutants- you're starting from scratch here.
These Aspirants are pit through rigorous training, to ensure they are powerful and pure in mind, body and soul. Many such aspirants will drop out, and go on to distinguished careers in another part of the Cult. The lessers weeded out, the remaining Aspirants go on a pilgrimage to a secret shrine, where they bathe in the Holy waters, partake in the Holy reagents cultivated there and undergo the final changing.
Approximately half of these Aspirants will be unworthy, their souls scoured clean and their minds purged on impure thought even as the Good applied to them burns away their bodies. In all ways that matter, their stories end here. The successful Aspirants are reborn from <Angel> in the Holy waters.
Whislt reminiscent of their former selves, each Hashmal is perfect in mind, body and soul, easily the match of a dozen mortals. With great wings that sprout from their backs, they move with grace and poise, speak with clarity and purpose, cast with precision and focus, and fight with resolution and justice. They are the elite of our Cult under <angel> and act as her eyes, ears, mouth and fist.
Forge of CleansingA magical upgrade to your forging facilities, and a modest improvement of equipment: Normal.
Goats of GolgothaGiant goats: Normal
The Sea ServantsClose enough to a reskin of the Eternal Servants that the difficulty is the same.
Actually AnglesHmmm... sure, if we're good to do themed stuff already I'll grab the Servants first.
Mwynneslri, Mother of Light: (0)
Muu, The Twisting Heaven: (3) TricMagic, Failbird, Kashyyk
Designs
Eternal Servants: (1) Kashyyk
Gift of the Tullikan: (0)
Hashmal, the Angelic Host of <Angel>: (0)
Forge of Cleansing: (2) Failbird, TricMagic
Goats of Golgotha: (1) TricMagic
Sea Servants: (1) Failbird
Actually Angles
Mwynneslri, Mother of Light: (0)
Muu, The Twisting Heaven: (3) TricMagic, Failbird, Kashyyk
Designs
Eternal Servants: (1) Kashyyk
Gift of the Tullikan: (0)
Hashmal, the Angelic Host of <Angel>: (0)
Forge of Cleansing: (2) Failbird, TricMagic
Goats of Golgotha: (0)
Sea Servants: (2) TricMagic, Failbird
In a previous age, the coast that is now Muu's home was claimed by another Avatar. In their bid for victory, they had polluted the waters near the coast and caused all manner of mutations to occur. Most quickly died out, but one that survived to some extent were a species of Crab that quickly lost its ungainly size whilst retaining that ancestral memory.
When Muu called to the Ocean for aid, the children of these Crabs answered. Of bestial intelligence, they still understood, instinctively, that they must once more fight in the name of Good. They marched out of the waters and with Muu's blessing and a pulse of Good, they regained their great (but variable) size. At their smallest they are the size of a hunting dog, whilst others could match a cart horse, their shells are as hard as iron, and their pincers once more faithful to the name of Rock-Crusher Crabs.
Actually Angles
Mwynneslri, Mother of Light: (0)
Muu, The Twisting Heaven: (3) TricMagic, Failbird, Kashyyk
Designs
Eternal Servants: (0)
Gift of the Tullikan: (0)
Hashmal, the Angelic Host of <Angel>: (0)
Forge of Cleansing: (2) Failbird, TricMagic
Goats of Golgotha: (1) Kashyyk
Sea Servants: (3) TricMagic, Failbird, Kashyyk
Actually Angles
Mwynneslri, Mother of Light: (0)
Muu, The Twisting Heaven: (4) TricMagic, Failbird, Kashyyk, m1895
Designs
Eternal Servants: (1) Kashyyk
Gift of the Tullikan: (0)
Hashmal, the Angelic Host of <Angel>: (0)
Forge of Cleansing: (3) Failbird, TricMagic, m1895
Goats of Golgotha: (0)
Sea Servants: (3) TricMagic, Failbird, m1895
Quote from: GodboxActually Angles
Mwynneslri, Mother of Light: (0)
Muu, The Twisting Heaven: (4) TricMagic, Failbird, Kashyyk, m1895
Designs
Eternal Servants: (0)
Gift of the Tullikan: (0)
Hashmal, the Angelic Host of <Angel>: (0)
Forge of Cleansing: (3) Failbird, TricMagic, m1895
Goats of Golgotha: (1) Kashyyk
Sea Servants: (3) TricMagic, Failbird, m1895
Actually AnglesFixed the fixes
Mwynneslri, Mother of Light: (0)
Muu, The Twisting Heaven: (4) TricMagic, Failbird, Kashyyk, m1895
Designs
Eternal Servants: (0)
Gift of the Tullikan: (0)
Hashmal, the Angelic Host of <Angel>: (0)
Forge of Cleansing: (3) Failbird, TricMagic, m1895
Goats of Golgotha: (1) Kashyyk
Sea Servants: (4) TricMagic, Failbird, Kashyyk, m1895
Sea Bone CharmsThe difficulty here depends on whether the charms are intended to be consumable or reusable.
The sailors of Mayfolk hold a great deal of superstitions regarding symbols carved in bone, with the most coveted being made of whalebone.
Of course any wizard or scholar can tell you this is just superstition. That the charms cannot protect you from storm and shipwreck, and yet, when Muu looks upon them she gets a strange feeling of deja vu, like a half-remembered dream. Working with local scrimshanders and her initiates, Muu was able reconstruct the half-dreamed script, at least on some small level, giving us this meagre boon.
The simple charms can be made with fishbone, and are only about as powerful as our novice ward, but they can be churned out in remarkable quantities, and one can wear multiple of them if need be.
In a previous age, the coast that is now Muu's home was claimed by another Avatar. In their bid for victory, they had polluted the waters near the coast and caused all manner of mutations to occur. Most quickly died out, but one that survived to some extent were a species of Crab that quickly lost its ungainly size whilst retaining that ancestral memory.Large crabs: Normal
When Muu called to the Ocean for aid, the children of these Crabs answered. Of bestial intelligence, they still understood, instinctively, that they must once more fight in the name of Good. They marched out of the waters and with Muu's blessing and a pulse of Good, they regained their great (but variable) size. At their smallest they are the size of a hunting dog, whilst others could match a cart horse, their shells are as hard as iron, and their pincers once more faithful to the name of Rock-Crusher Crabs.
Revision(hoping for difficulty check)Not doing revision difficulty checks yet, since those would obviously be conditional on what you do in the design phase.
Ironscale Cloth Armor
Loaves of LoveEasy, Common.
Worms of Muu- subtle versionDelightful. The same basic idea as the Loaves, but a more elaborate process that clearly leaves the door open for more advanced applications. Normal, Uncommon.
Worms of Muu- more overt versionSame as the subtle version.
Legacy of The NorfolkBasic training and a very modest equipment upgrade, combined with decreased unit size- Easy, Common, ~40 unit size.
The Mistress/Servant relationship is a two way bond, and one Muu and her followers understand and respect. Most of the mortal kingdoms are inflicted with an imbalance that goes against this natural Order, with the Servant bearing the brunt of the cost, and seeing little of the benefit.
In their journeys, our missionaries will no doubt hear of these grievances, and have been taught a ritual to right this wrong and summon back the spirits of those who have been mistreated. These Spirits will be charged with following the Master who has wronged them, whispering in their ear and guiding them to the Right and Good path.
Naturally, the type who will allow these misdeeds to happen are not likely to listen to strange words, but when multiple Spirits come together they will be able to exert greater pressure. Moving objects, lengthening the shadows, creating apparitions, and twisting dreams to nightmares. Those who still resist the attentions of the Spirits will slowly be driven mad as they are haunted by their own Misdeeds.
Actually Angles
Mwynneslri, Mother of Light: (0)
Muu, The Twisting Heaven: (4) TricMagic, Failbird, Kashyyk, m1895
Designs
Eternal Servants: (0)
Gift of the Tullikan: (0)
Hashmal, the Angelic Host of <Angel>: (0)
Forge of Cleansing: (4) Failbird, TricMagic, m1895, EuchreJack
Goats of Golgotha: (1) Kashyyk
Sea Servants: (4) TricMagic, Failbird, Kashyyk, m1895
Subtle Worms: (1) EuchreJack
Here's something for the future.Could we combine this with the Forge somehow?
Liquid Light Elemental
By way of trapping an expansive amount of blessed water between a large array of silver mirrors that concentrate and refract the light of the sun, moon, and stars through the water it is possible to infuse water with the very nature of light. This does, of course, result in most of the water 'boiling off' during the process, which takes a considerable amount of time to undergo and therefor has a limited production rate. But the resulting 'Liquidized Light' can then be put to use, when gathered in sufficient amounts (multiple production runs are generally needed) to create the mystical creation known as a Liquid Light Elemental.
By inserting a central core of crystalized goodness into said sufficient amount of liquid light and infusing it with the desire to serve our most holy angel we can create what amounts to a floating shroud of semi-solid light capable of sublimating things it makes physical contact with (if at a somewhat slow rate) into non-liquid normal light, as well as being able to make the normal crushing, battering, and lashing strikes a normal water elemental is known to make.
Undoubtedly if Muu does it. Though at that point it's the Hero unit, Slime-chan!Here's something for the future.Could we combine this with the Forge somehow?
Liquid Light Elemental
By way of trapping an expansive amount of blessed water between a large array of silver mirrors that concentrate and refract the light of the sun, moon, and stars through the water it is possible to infuse water with the very nature of light. This does, of course, result in most of the water 'boiling off' during the process, which takes a considerable amount of time to undergo and therefor has a limited production rate. But the resulting 'Liquidized Light' can then be put to use, when gathered in sufficient amounts (multiple production runs are generally needed) to create the mystical creation known as a Liquid Light Elemental.
By inserting a central core of crystalized goodness into said sufficient amount of liquid light and infusing it with the desire to serve our most holy angel we can create what amounts to a floating shroud of semi-solid light capable of sublimating things it makes physical contact with (if at a somewhat slow rate) into non-liquid normal light, as well as being able to make the normal crushing, battering, and lashing strikes a normal water elemental is known to make.
Then I was tired
Then I was scared
Then I was lost
Now I am sure
Now I will stand
Forge of CleansingForge of Cleansing: Hard: (3+2)-1=4: Below Average
A special spring blessed by our goddess. it's waters purify and imbue materials, allowing one to shape ore and bone as if clay. Working the forge, here our gear is created. It is not a difficult task, as the very properties of the forge allow ease of use so long as one does not do something stupid like dip the hands in directly or keep their protective gloves in the water too long.
The process mostly involves submerging the materials being used, then using long tools like tongs and scoops to lift them out, followed by hammers and gloves to shape, fold, and compress the items into shape. They are submerged repeatedly during the process the earth scraped away from the ore during preparation.
While the Forge of Cleansing does not imbue magic into the finished products naturally, it can be used to do so. It's main enchantment is imbuing the materials submerged to ease the work of combining and working them, which could prove useful for other projects down the line. Upgrading our equipment is useful in the here and now however.
Of note, the Forge of Cleansing is quite large, allowing multiple people to work on making gear. The first set is comprised of iron speartips, daggers, and coated shields, with a bone/wood being used as the base of the shield and shaft/handles. With the Forge it all forms into a single smooth piece of gear for our soldiers. It will likely take more work for a working bow design however. While the standardized bone/wood mix is effect at resisting damage, such standardization may not take well to the creation of a bow.
The Sea ServantsThe Sea Servants: Hard: (3+4)-1=6: Above Average
Those who were devout in life, or repentant in death have the opportunity join Muu forevermore. Their bodies receive a fragment of her, their souls are bound to the flesh, and they are given a sea burial. The fragment slowly twists the body with her Good will, as their minds are bound to the Twisting Heaven's. And after 24 hours they emerge changed, forever warped as part of the hivemind. Whilst a little clumsy due to mainly using tentacles, and not the best conversationalists due to a lack of human vocal chords, the Sea Servants will dutifully till fields, work pumps, carry loads or bear arms in service of Muu. (Quite literally as they crush the evil out of their foes.)
Our Cultists are still mortal, and our Sea Servants have weakpoints. Time to put sheets of metal in the way. Thanks to our new Forge, we should be able to produce enough iron cuirrasses and helmets to protect all our warriors.
Eternal life after death is a fair reward for our followers dedication, but some of our devout have gone above and beyond in service. When these honoured Servants take their place amongst the hivemind, they are given additional care in preservation, aSea Bone charm to focus their soul and any wounds are repaired with driftwood and seaweed.
In so doing, they keep a passable han form, retain almost all of their personality and self in their new life, and can use their connection to telepathically command and guide the Sea Servants they are assigned in labour and war.
A variant of the Novice Ward, this one has no ability to stop physical objects and energies from passing through, instead being optimised for blocking arcane and incorporeal effects. This has the obvious benefit of being more durable against Magic Missile, but also passage from spirits and shades, and magical sensors cast by nosy mages.
Turtleshell ArmorQuoting this to make sure the diff check includes it
While skeptical at first, Muu was quite surprised by the fourth hand suits of turtleshell armor that had been purchased for a few wheels of goat cheese decades ago.
The armor is notably, not actually made from turtle shells. Apparently in the land it originated from, they have these strange land-turtles with hexagonal patterns on their shells, and the hexagonal scales of iron and hardened leather sown into cloth apparently bear a striking resemblance to them.
To supplement the iron and hardened leather, our suits make use of fused bone, the mold leaving a hardened outer plate with a softer inner plate, ultimately comparable to iron, and fused scales, comparable to the leather, if harder and more brittle.
The average soldier in turtleshell armor will most assuredly have a helmet, of fused bone or iron, with padding continuing from inside the helmet to around the neck, with a bit of luck he may have leather and scale plates sewn into it. His chest piece will have a mixture of fused bone and iron plates, the bone plates are notably thicker (though the bone is less dense) and bonewhite, so soldiers typically request a pattern, perhaps he requested tentacles reaching skyward, or a gaping shark's maw. His pauldrons will likely be a mixture of all four types of plate, to get a good mix of protective qualities and cost. He will at least have a vambrace on his weapon arm, made of a mixture scale and leather designed to ensure any blow hits both substances, and he'll have a demigaunt made from a few metal plates with it. His cuisse will likely make do with the same mixture as the vambrace, and if he's very lucky he'll have greaves as well.
For the archer well, she'll definitely get the helmet, probably the chestpiece too, but everything else is a bit out there.
Initiates tend to refuse wearing helmets, so we'll put a bit more effort in to ensure they get chestpieces at least.
this is well, hopefully a revision
Power Through Faith, Peace Through Power
The dedication our cultists show is remarkable by itself, but it can be refined, sharpened to a razor's edge.
The simplest of these refinements is communal rites, as an example, the Rite of Clean Waters, where cultists rinse off their face with, well, clean water and sing a hymn.
More complex are the various catechisms. These require a degree of thought to maintain internal consistency, but give structure and support to the cultists' dedication.
The final piece, somewhere between the other two in complexity, is a handful of creeds, these can be recited, out loud or in the cultist's head, to provide some measure of stability to the cultist in the heat of battle or any other deeply stressful time.Quote from: one of the crudest creedsThen I was tired
Then I was scared
Then I was lost
Now I am sure
Now I will stand
This was actually the first design/revision I started on, I completed the others first because they were built after Muu had come into existence, and thus were more on theme with our base location. I've finished this up primarily for completions sake.
Revision(hoping for difficulty check)Likewise here, but it's probobly simular to Turtleshell armor given it's metal sewn into cloth, though mine is more poking a hole in said metal and sewing them together to cloth more akin to Scale Armor (https://en.wikipedia.org/wiki/Scale_armour).
Ironscale Cloth Armor
Using the Forge of Cleansing, we take a bit of iron, and dip it in. Once softened, we used a knife and small hammer to cut/press it, and slowly carve it out into a shaped scale. Once hardened, we then take iron we've prepared, dip it in the lake and pound it into the resulting mold,. Done many times, we gather many Ironscales, submerge them for but a small while, and then sew them into woolen cloth, creating a length of scale cloth armor which we can use for our forces. This particular practice is slow but allows us to equip our forces with scale mail. An interesting note is that we can make many molds, and since the metal isn't hot it conforms to the mold itself. Once hardened back to iron-consistency, it can be removed with ease. While dipping the scales beforehand and removing before they fully soften allows one to use an iron sewing needle to poke holes in said scales. It's a process pretty much anyone can do once molds are made, the only thing needed is time and iron.
tldr. Make molds, Pound iron into mold. Sew into cloth. More likely to go on specific forces. Like Goat-Cav and Archers. And maybe mages, though it's a bit too heavy for our acolytes to move quickly. As a revision it's may only end up on units we specifically designate get it Nuke? So goat-cav if we make it after this. Might be better for a full design just to get everyone it, but that's also a bit too expensive and not actually optimal?
BonesmithsA simple fix- improving a specific aspect of a thing to bring it up to spec. It is a somewhat exotic skill, but still, this would be Easy.
Given the circumstances with forge, we've trained specialists in working bone and other exotic materials.
These men and women are put through training to experiment with various different bone amalgams to get a feel for the various material properties. Once they've been judged to have "the touch" they receive their first tattoo, a half circle under their left eye, with tentacles reaching upwards, andcan continue their apprenticeship crafting parts used in Muu's service.
Putting metal armour on all your soldiers at this point in time would be an incredible feat. Cultists' lives are cheap- equipment is not. The Forge provides a plausible mechanism for creating the equipment, but not for financing the materials and labour required (and even then, it would be pushing the Forge's capacity). Also, it's only a revision. This is actually just not possible (not Impossible difficulty, but literally not an action you can attempt). You'd be looking at several Wealth Tokens to bring it into the realm of plausibility, and it would still be incredibly difficult.Quote from: Armour UpgradeOur Cultists are still mortal, and our Sea Servants have weakpoints. Time to put sheets of metal in the way. Thanks to our new Forge, we should be able to produce enough iron cuirrasses and helmets to protect all our warriors.
Eternal life after death is a fair reward for our followers dedication, but some of our devout have gone above and beyond in service. When these honoured Servants take their place amongst the hivemind, they are given additional care in preservation, aSea Bone charm to focus their soul and any wounds are repaired with driftwood and seaweed.The changes proposed are mitigated handily by the fact that this would only serve as a command unit. It would be a Normal revision.
In so doing, they keep a passable han form, retain almost all of their personality and self in their new life, and can use their connection to telepathically command and guide the Sea Servants they are assigned in labour and war.
A variant of the Novice Ward, this one has no ability to stop physical objects and energies from passing through, instead being optimised for blocking arcane and incorporeal effects. This has the obvious benefit of being more durable against Magic Missile, but also passage from spirits and shades, and magical sensors cast by nosy mages.Simply changing the wavelength of Novice Ward without increasing strength would be Trivial.
Turtleshell ArmorAs above, literally not possible. As more advanced armour, it would be even harder if it was possible.
Power Through Faith, Peace Through PowerKinda what Cultists already do. But increasing their mental resilience further is possible, and would be Normal.
The dedication our cultists show is remarkable by itself, but it can be refined, sharpened to a razor's edge.
The simplest of these refinements is communal rites, as an example, the Rite of Clean Waters, where cultists rinse off their face with, well, clean water and sing a hymn.
More complex are the various catechisms. These require a degree of thought to maintain internal consistency, but give structure and support to the cultists' dedication.
The final piece, somewhere between the other two in complexity, is a handful of creeds, these can be recited, out loud or in the cultist's head, to provide some measure of stability to the cultist in the heat of battle or any other deeply stressful time.Quote from: one of the crudest creedsThen I was tired
Then I was scared
Then I was lost
Now I am sure
Now I will stand
Revision(hoping for difficulty check)Again, no. But let's say that this was only intended for special heavy units, since there are three armour-revision proposals, so you clearly want to know the difficulty.
Ironscale Cloth Armor
Boats!You don't need this. You get "free" boats for transport between your base and the mainland, as well as for crossing the fjords. The boats described would not be an upgrade over said free boats.
While the current fishing boats your cultists use are fine for their previous fishing and travel between islands, they are not for larger scale deployments, yet. This can be fixed. Making use of the Forge of Cleansing to fuse gathered wood together, larger boats can be carved, capable of carrying more people longer distances. Combined with sails made from sheepwool and wooden oars, your cultists will be able to travel more quickly in greater numbers, and bring along some of your more landbound creations when you make them. The benefits to influence could also be useful, if you had anything to trade at the moment.
Muu's MercyWhile derived from the Sea Servant ritual, this is radically different- unwilling participant, much faster and water-free transformation, animation of individual bodyparts. This would be Very Hard.
Muu understands that some of you, lacking perspective, may perceive these actions as excessive. In her infinite care, She has provided an explanation for you:
Demons.
Are.
Not.
People.
She hopes that this explanation has helped you come to an understanding.
Muu's Mercy is derived from the Sea Servant ritual, though where that spell is a heaven of sorts, this is a purgatory. To get around the whole "requiring the soul to volunteer" thing, we've devised a method to shatter demonically tainted souls (for the spell can only detect and effect tainted souls) and bind them into various bodyparts. The weakened soul shards are then ripe for ignition, powering the rest of the transformation and the excess energy helping convert others, like kindling in a bonfire.
Now for our mortal initiates, this is a ritual yes, but for Muu, do to the nature of the spell being an extension of her to an extent, it is an at-will aura around her. A demonic soldier falls and just as quickly his left hand grows radula and leaps away to grind at his comrade's jugular, his right shin bone grows crab legs and sharp claws, and his head grows "wings" and a proboscis to drain the fiends of blood.
These... things are of course short-lived, lasting a few days at most, but that complete expendability has a charm of its own. Why not throw the swarm straight at the demon's fort? It's not like we're losing anything, and maybe they'll force them back from the outer defenses, if not scour the fort entirely.
(A happily little side effect is the burning away of the soul leaves behind purified bone, though we probably won't be able to exploit that outright.)
No bones about it, just Revisions.
Bonesmiths: (1) TricMagic
Ýmis Ward: (1) TricMagic
(1) Consumable Sea-Bone Charms (http://www.bay12forums.com/smf/index.php?topic=179761.msg8369023#msg8369023) : Kashyyk
(1) Seneschals of the Sea (http://www.bay12forums.com/smf/index.php?topic=179761.msg8369638#msg8369638) : Kashyyk
I think we've got enough options to start voting. I'm on my phone, do I'm only gonna put my own in here.
Quote from: BoneboxNo bones about it, just Revisions.
Bonesmiths: (1) TricMagic
Ýmis Ward: (1) TricMagic
Senschals of the Sea: (1) Kasyyk
Consumable Sea-Bone Charms(Warning: reviewed as Designs, NOT Revisions): (1) Kasykk
Sea Servants- New FleshI really like this.
Our Sea Servants have one core problem: they die too fast. While they can be recovered, this is a slow process and not guaranteed either. This improvement is sure to increase their longevity significantly. Simply put, the mutated flesh will continue to regrow replace damage dealt gradually even as the Servants continue to fight. A Sea Servant left on the ground decapitated for minutes can get back up and begin swinging yet again, and one that lost an arm merely needs to be pulled back from the fight and allowed some time to sprout a new one. Better yet, their bleeding wounds will seal over first before the regrowth begins, to minimize the risk of death by brine loss.
This isn't a perfect process though, for one there's a limit to how much it can be used. If the new flesh overtakes 75% of the old, provided that amount includes the head, their body will destabilize and collapse. While their mind remains with the Twisting Heaven, their body becomes useless, though Muu insists we still recover the remains for some yet unknown purpose. Loss of too much brine will also kill them, though they can still be recovered the normal way from this fate, and finally their most vital organs, which seem to act as the "brain" and "heart", must both remain intact. If any of these three criteria is failed, the Sea Servant will not be able to regenerate.
Ward Frequency Shifting: Ýmis WardA difficulty check was requested for this, and I guess there's some merit to answering.
No bones about it, just Revisions.Might as well, it shows our hand less than the alternatives
Bonesmiths: (2) TricMagic, m1895
Ýmis Ward: (2) TricMagic, m1895
Senschals of the Sea: (1) Kashyyk
Consumable Sea-Bone Charms(Warning: reviewed as Designs, NOT Revisions): (1) Kashykk
No bones about it, just Revisions.
Bonesmiths: (2) TricMagic, m1895
Ýmis Ward: (2) TricMagic, m1895
Senschals of the Sea: (0)
Consumable Sea-Bone Charms: (1) Kashyyk
Sea Servants - Rehydration Solutions: (1) Kashyyk
No bones about it, just Revisions.
Bonesmiths: (3) TricMagic, m1895, Iris
Ýmis Ward: (3) TricMagic, m1895, Iris
Senschals of the Sea: (0)
Consumable Sea-Bone Charms: (1) Kashyyk
Sea Servants - Rehydration Solutions: (1) Kashyyk
No bones about it, just Revisions.
Bonesmiths: (4) TricMagic, m1895, Iris, Failbird
Ýmis Ward: (4) TricMagic, m1895, Iris, Failbird
Senschals of the Sea: (0)
Consumable Sea-Bone Charms: (1) Kashyyk
Sea Servants - Rehydration Solutions: (1) Kashyyk
BonesmithsBonesmiths: Easy: (1+2)+1=4: Below Average
Given the circumstances with the forge, we've trained specialists in working bone and other exotic materials.
These men and women are put through training to experiment with various different bone amalgams to get a feel for the various material properties. Once they've been judged to have "the touch" they receive their first tattoo, a half circle under their left eye, with tentacles reaching upwards, andcan continue their apprenticeship crafting parts used in Muu's service.
Ward Frequency Shifting: Ýmis WardWard Frequency Shifting: Ymis Ward: Easy: (2+1)+1=4: Below Average
While the Ward protects from physical and magical attack, what exactly causes that? By studying the mechanisms behind the spell, it may be possible to make a new variant, one that can shift magical protection down in exchange for more physical protection, or the other way around. A high arcane ward frequency could stop spirits, shades, and magical sensors. While a high force ward frequency could result in reducing physical attacks even more, and perhaps stopping small vermin like rats, crows, and insects from bothering you, anything without enough strength and mass to break through. If you can create the, let's call it a Ýmis Ward, it would be a huge boon for you and your cultists against the Demons, letting your mages working together overlap both types for maximum protection.
What was once a common lobster, of the kind found swimming or walking on the seafloor close to the shores of the Twisting Isles, has been, using the application of Good energy, turned into a beast the size of a warhorse. Its gills can breathe air as well as water, making it fully amphibious; while its land speed suffers greatly compared to a warhorse, they are capable of devastating bursts of movement - both forwards and backwards. In the water, they are capable of much the same, yet magnified, and their sustained speed is much higher. Their carapace is capable of deflecting most low-quality weapons, and the pinch of their claws is enough to sever limbs, yet their beady eyes do not see the best above water.
Their intelligence is dim, and they are best used directed by a beastmaster - or used as a mount, both in and out of water. When carrying a rider, they will swim on the surface. While they are not very intensive to create, their training for use as a war mount is intensive, thanks to their low intelligence. They are vaguely capable of telling Good-aligned from Evil-aligned creatures and cultists, and will try to attack the latter and defend the former - yet their beast brain is not suited for tactics.
As a side effect of the application of Good energy, the insides of the War Lobster are a little...stringy.
In their natural form, these medallions are small bronze discs on a deachable leather cord, embossed with images of Muu. However this is only visible if something has gone wrong, for they are enchanted with a strong illusion spell. This causes the viewer to see them as any of a number of regional identification tokens used by law enforcement, crime syndicates and guilds (as chosen by the bearer of the Medallion when it is presented). It may thus take the form of a badge, signet ring, legal papers or the like.
In a contest of mental strength, being able to gang up on your opponent is a valuable asset. Once a target has been identified, the lead will start assaulting their mind fortress, and by synchronising their thoughts through identical verbal and somatic action, additional members can join the siege. This way mentally powerful learners can be dominated and controlled, allowing for either an unnoticed entry, a lapse in memory, or enslaving the unfortunate to the Hive mind.
Goats of Golgotha
Design Proposal:
Worms of Muu- subtle version
Subtle Worms of Muu: (1) TricMagicCause Goats. They will be pretty good in the Mesas, Hills, and Urbs, along with decent routes in the Steppes. Goats, after all, can eat anything.(including humans.)
Goats of Golgotha: (1) TricMagic
GadfliesCheck was requested, and this is sufficiently exotic to warrant one.
It's a classic story, the plucky hero calls out the powers that be on their corruption. The powers try them on falsified charges, and our hero gives an impassioned speech to the court, their rhetoric is flawless, their logic is sound, their head rolls off the chopping block. The callous may be troubled while trying to sleep for a couple nights, the sympathetic may be motivated to do some small thing, but in the end the world turns as it ever has.
What if it didn't though? What if that martyr's death was the catalyst for a spell that could bring even the most cold-hearted to repentance? The Gadfly is the fruit of this dream. Take someone who has been wronged by their society and is willing to die to set it right, train them heavily in rhetoric on the specific issue they were wronged in, and slowly weave the magic into them bit by bit. By the end you'll have a master rhetorician on a single issue, no matter as they're one use anyway, who is willing to start trouble with the authorities until they're brought to capital punishment, whether that is being burned at the stake for heresy or being forced to drink poison for "damaging public morals." When they do meet their end, aside from the rhetoric, they must be stoically defiant unto death. This image of them will be burned into the mind of all who gaze upon their execution by the spell. This image will haunt the callous for as long as they continue their evil ways, and will inspire the sympathetic to fully commit to their cause.
A difficulty check was requested for this as well (and the medallion, but I won't do that one). For this design, I first have a question: what hivemind? The Sea Servants one, or a new one made for this design? If the former, that would be quite tricky, since it would mean changing the nature of the Sea Servant hivemind quite a lot. If the latter... it would also be tricky, and I'd want more details on what kind of hivemind this would be.Quote from: Weight of the HivemindIn a contest of mental strength, being able to gang up on your opponent is a valuable asset. Once a target has been identified, the lead will start assaulting their mind fortress, and by synchronising their thoughts through identical verbal and somatic action, additional members can join the siege. This way mentally powerful learners can be dominated and controlled, allowing for either an unnoticed entry, a lapse in memory, or enslaving the unfortunate to the Hive mind.
Subtle Worms of Muu: (1) TricMagic
Goats of Golgotha: (1) TricMagic
Gadflies: (1) Kashyyk
Weight of the Hivemind: (1) Kashyyk
Subtle Worms of Muu: (2) TricMagic, m1895
Goats of Golgotha: (1) TricMagic
Gadflies: (2) Kashyyk, m1895
Weight of the Hivemind: (1) Kashyyk
Design: Barricade Coral
So, here's something we learned from Muu: Coral, those colorful branching sea-rocks? They're alive! And what's more than that, they aren't even plants, they're animals! Fun-facts out of the way, Muu has delivered an ingenious way to make use of these fascinating creatures. The Barricade Coral comes in the form of small "Polyps", which can take root under the water. These polyps feed on Good, when Good is actively fed to them(generally only possible with direct infusion from our spellcasters and Muu) they will begin to grow their coral shell rapidly, forming a smooth wall on the outward facing side, which slopes downwards and grows craggier toward the 'inward' side, meaning the side it was fed from.
This, in essence, allows us to create walls rapidly in preparation for battle, which we can then climb over with comparative ease while our opponents will be forced to break through or go around entirely. And without being regularly maintained with further Good, these walls will starve and crumble, which does distract our spellcasters somewhat, but also means our enemies will not be able to take these fortifications for themselves.
Design: Trapper Worm
When Muu showed us the ten foot long, burrowing, chitinous death-worm with razor jaws capable of biting smaller creatures clean in half and with a venom that causes the location of the bite to be numb for the rest of your life, we were impressed. When she informed us they were naturally occurring, we were terrified.
The Trapper Worm mutation actually makes very little change to the... horrifying, abominable creature that we have discovered. The four core differences are thus: 1. They are now able to survive and function just as well on land, 2. They are far bulkier, making them substantially harder to kill, though still quite easy compared to something like a person, 3. Their jaws now bite far harder, upgraded from dicing small fish to chopping human bone, and 4. even if their body is bisected along its width, they will be able to live on and regrow, albeit slowly...
Wait what do you mean they already could do that last one?... Sweet Muu...
Ahem, so! The way these worms are used is fairly simple really. Holes are dug around our fortifications, and the worms are placed inside. From there as enemies pass by the Worms lash out and begin attacking, providing a brief but deadly surprise to our foes. With this, they act as living traps, deadly defenses give our enemies pause that we can then capitalize on.
The primary weakness of these creatures however, is rarity. While it takes little effort to change the original worms into Trappers, it takes far more effort to find the creatures, limiting the number of them we can deploy.
Design: Mindlink Star
Here's an interesting fact, did you know that if you cut the limbs off of some kinds of starfish, those limbs will grow into new starfish? We didn't before, but now we do. Combine this with the work we have done in interconnected minds via the Sea Servants and you have the project we now present; the Mindlink Star.
The Mindlink Star is a mutated form of Starfish. Its limbs are easy to pluck directly off, and will regrow into entire new starfish, albeit lesser ones. These lesser stars do not possess the ability to grow new starfish from their limbs, but will quickly regrow the limbs that they lose instead. The Core Star however, will never regrow its lost limbs.
This is merely the cost to the ability that makes the Mindlink Star a project worth investing in: The five sub-stars grown from the Core Star's limbs have a direct mental connection to each-other, and the Core Star possesses a dominant mental connection to the sub-stars. Of course if this was the entirety of it, then it wouldn't be worth the effort we're putting in. The big thing is that, when a Core or Sub star is stuck to the body somewhere along the skull or spine, it connects that mind into the link as well.
In essence, this means that we can link six-man squads of soldiers together, where they can directly share thoughts and communicate at the speed of thought. This allows vastly heightened degrees of coordination between small groups, provided the clash of personalities isn't too bad. The Core Star in specific meanwhile, essentially designates a "squad leader", as the member with the Core Star is capable of exerting a more direct influence on the other members when needed, carrying a greater mental weight.
It is, as many things are, not perfect of course. While there is no direct sub-conscious memory leakage, stray thoughts can occasionally lead to slight identity confusion off the battlefield. Not only that but, as we mentioned, clashing personalities is a notable issue. While it's something we will work to mitigate by aiming to pick Star Squads based on compatibility, it can cause the direct opposite of the intended coordination effects if these clashes do occur. Thirdly, the Sub-stars can only be so far from the Core before they lose the connection, about a couple dozen meters. And finally, which isn't so much an issue with the Stars as it is the rest of our forces, we have no real leaders who can properly make full use of the Core Stars, limiting their effectiveness.
Champion Design: Children of Muu- The Abyssal Witch, Chasm
Chasm, or some say Cas, is the first of what would come to be known as the Children of Muu. Those selected by Muu directly, raised up and remade by her very own hands into something greater than what they once were. Chasm is a massive humanoid snail, rivaling Muu in size even excluding her enormous shell. Her body is soft, smooth, and with shapes lacking in definition from additional layers of blubbery flesh, her 'hair' being a similar, off-color substance. A coating of rock and various corals covers her shell that covers most of her lower half, with vents and gaps across its surface that aid in her methods.
As her title states, Chasm is a witch, but she is not just any ordinary witch. Indeed she knows all the(very few) spells we have access to and we doubt she will have any difficulty mastering those we teach in the future, but that is not what makes her the Abyssal Witch. Chasm can control sea creatures. Or, more accurately, those which lack internal bones. Indeed, large, vicious worms dwell within the vents upon her carapace ready to lash out. Barnacles that can fire jets of forceful but otherwise harmless water launch sharp urchins at great distances. Diligent, armored isopods reposition to block incoming attacks. And atop her large stone staff sits a crown of toxic, stinging anemones that cause great pain with a brush.
In a way, Chasm has become a living siege weapon, mobile artillery that defends itself from close range assault just as well. Yet she does have her weaknesses. As would be expected, Chasm is slow. While she can keep pace with our soldiers at a brisk walk, proper marching speeds rapidly outpace her. Her reflexes are dulled, not through idiocy, but through the clouds of arcane and aquatic knowledge fogging her mind. And her body outside of the shell is fragile. The isopods do what they can, but they are limited in number and their claws can dig into the vulnerable flesh they protect when under stress.
Any army that would fight alongside Chasm will need to either slow their pace to match hers or hold out until her arrival, as no cart we could make is large or sturdy enough to carry her to battle. If caught within the enemy army, she must shelter down within her shell, relying on her deadly accompaniment of creatures to fend off foes while our army makes a return push. All that said, she is a beloved and important part of our family under Muu.
A nautical twist on a basic terrain-shaping spell. Walls are specified to be temporary and not incredibly strong, so not very ambitious. Normal, and for gameplay purposes considered a Common spell.Quote from: Barricade CoralDesign: Barricade Coral
Design: Trapper Worm((For reference, I checked to make sure these things actually exist IRL, and uh, they sure do. (https://www.youtube.com/watch?v=K_7ByiYbCYM)))
Champion Design: Children of Muu- The Abyssal Witch, ChasmChampions are easier to do than regular designs with the same elements, and are liable to turn out stronger even with an equivalent result (at the cost of being Unique, of course). To break it down, Chasm is:
The elemental planes are well known for their inhospitable environments and inhabitants, but in certain places the veil between planes thins and one can pull a portion of the planes together.
The Oceanic Archons are the results of one such union. For an untold amount of time they have existed beneath the waves, doing whatever sentient clouds of sea water do. Dredged up from the depths, they hold an amorphous shape until bound into enchanted plate armour, which gives them a roughly humanoid shape that "stands" head and shoulders above the average cultist.
The armour is enchanted for durability and to aid the archon in holding its form. Important as the Archon itself is mostly immune to mundane weaponry (and weaker to magical assaults), but once bereft of its armour, it will tend to lose all interest in the current fight and flow towards the nearest body of water. The Archons are naturally equipped with a large trident to be used as a polearm.
Subtle Worms of Muu: (2) TricMagic, FailbirdFrankly, I just like the worms more in concept, meanwhile the Goats are our first step into bigger, more Monstrous units.
Goats of Golgotha: (2) TricMagic, Failbird
Gadflies: (1) Kashyyk
Weight of the Hivemind: (1) Kashyyk
Subtle Worms of Muu: (3) TricMagic, m1895, Failbird
Goats of Golgotha: (2) TricMagic, Failbird
Gadflies: (2) Kashyyk, m1895
Weight of the Hivemind: (1) Kashyyk
Subtle Worms of Muu: (3) TricMagic, m1895, Failbird
Goats of Golgotha: (1) Failbird
Gadflies: (3) Kashyyk, m1895 TricMagic
Weight of the Hivemind: (1) Kashyyk
Subtle Worms of Muu: (3) TricMagic, m1895, Failbird
Goats of Golgotha: (0)
Gadflies: (4) Kashyyk, m1895 TricMagic, Failbird
Weight of the Hivemind: (1) Kashyyk
Design Proposal:Worms of Muu- subtle version: Normal: (2+4)=6: Above Average
Worms of Muu- subtle version
Muu knows that in order to grow and spread her Heaven throughout the world, she must first spread the word and love of her cult. To that end, she has chosen to take a subtle but direct approach. A small worm, so small its eggs aren't even visible. The worms eggs hatch in the body after being ingested, and from there the worm will take root, burrowing into the body.
From here, they simply live. As the host goes about their lives, little will change. The worm will get hungry, and mess with the Hosts mind, they'll start to feel subtly worse. Like they woke up just a little off today. The effect will grow gradually, until the worm simply starves. Unless, the host does a sufficient act of Good. Small acts of charity, holding open doors for others, taking care of their environment, etc. You see, the worm feeds on Good, and when the host is good, the worm, no longer hungry, stops messing with the hosts body, instead producing subtle positive feelings.
The hosts start to feel better the more Good they do. Pushing them to be more charitable, more helpful, and more friendly towards others. It is from there that the cultists of Muu, who were previously subtly seeding these eggs in water supplies and food donations, reach out to them and ask if they want to be part of a Greater Good, thus bringing them into the fold.
The worms do of course have weaknesses. As we've already mentioned they can starve if not fed for over a week, but more noticeably is that those who are already infused with the touch of Evil, or bathed in its power regularly, will rapidly purge such worms from their body before they can fill more than slightly ill.
GadfliesGadflies: Normal: (1+3)=4: Below Average
It's a classic story, the plucky hero calls out the powers that be on their corruption. The powers try them on falsified charges, and our hero gives an impassioned speech to the court, their rhetoric is flawless, their logic is sound, their head rolls off the chopping block. The callous may be troubled while trying to sleep for a couple nights, the sympathetic may be motivated to do some small thing, but in the end the world turns as it ever has.
What if it didn't though? What if that martyr's death was the catalyst for a spell that could bring even the most cold-hearted to repentance? The Gadfly is the fruit of this dream. Take someone who has been wronged by their society and is willing to die to set it right, train them heavily in rhetoric on the specific issue they were wronged in, and slowly weave the magic into them bit by bit. By the end you'll have a master rhetorician on a single issue, no matter as they're one use anyway, who is willing to start trouble with the authorities until they're brought to capital punishment, whether that is being burned at the stake for heresy or being forced to drink poison for "damaging public morals." When they do meet their end, aside from the rhetoric, they must be stoically defiant unto death. This image of them will be burned into the mind of all who gaze upon their execution by the spell. This image will haunt the callous for as long as they continue their evil ways, and will inspire the sympathetic to fully commit to their cause.
Everyone carries Good and Evil in themselves, but those who carry Worms long-term tend to be suffused with Good. When a worm is thus presented with a source of ambient Evil, it naturally rebels against the harmful energies, causing the host to feel suspicion and disgust. Thus not only will they be rewarded for doing Good things, they are punished for allowing Evil to occur in their presence. In most cases, this will just cause people to avoid Demonic efforts, but the more righteous individuals may seek to remove the source of Evil itself.
Worms produce a recognisable form of Good energy, like a specific chord. When gathered together, one who can detect these energies will see a chorus of Good energy within the crowd, and suspiciously empty spots where inhospitable hosts stand. Using an enchanted crystal eyepiece, a trusted acolyte can perceive this energy, allowing us to focus our spread f the Worms and identify stubborn nests of Evil.
The Scent of Good: (1) TricMagiv
[EF] Gadfly Hex Genericization + Empathy Hexes: (1) TricMagic
The Scent of Good: (2) TricMagiv, m1895
[EF] Gadfly Hex Genericization + Empathy Hexes: (2) TricMagic, m1895
The Scent of Good: (3) TricMagiv, m1895, Failbird
[EF] Gadfly Hex Genericization + Empathy Hexes: (3) TricMagic, m1895, Failbird
The Scent of Good: (4) TricMagiv, m1895, Failbird, Kashyyk
[EF] Gadfly Hex Genericization + Empathy Hexes: (4) TricMagic, m1895, Failbird, Kashyyk
The Scent of GoodThe Scent of Good: Easy: (4+2)+1=7: Superior Craftsmanship
It's well known that mutations come from an excess of Good or Evil energy. It just happens. So, what if the worms, once planted and fed, producing those happy content feelings, also used the good it gains to subtly mutate those infected. It adds a pheromone to the Infected, a gentle scent unique to each that the infected has also been mutated to notice. A better sense of smell, the brain being rewired to find that scent comforting. The more Good someone is, the greater the pheromones released by an individual. Now not only does Good feel good, but the scent of others reinforces it, leading them to gather with like-minded Infected and foster Community service between them, creating their own social group that could transcend social strata. Naturally our own cultists also have this scent they give off, but regularly being in the presence of Muu's Goodness marks them as some of the truly great to the other Infected.
Gadfly Hex Genericization [EF]Gadfly Hex Genericization [EF]:
The hexes used on Gadflies are well made yes, but they tend to be too specific to properly affect people out of the narrow band of uh, normal duties, they have. By modifying the hexes for general usage, any sufficiently shocking or tragic death should be deeply affecting to onlookers, and, well, public assassinations are still fairly shocking, even with the state of things. People so affected require a different tack to deal with than those who witnessed the execution of a Gadfly, but it's within our ability to handle.
Empathy Hexes [EF]Empathy Hexes [EF]:
How does one draw a tear to the eye of a man with a heart hardened as stone? Simple, you unharden it.
By weaving a second layer of "empathy-amplifying" hexes, they act as a ploughshare, breaking up the hardened earth and leaving fertile ground in its wake. While the empathy-amplification is quite temporary, ask any hardened soul of what they lost before they had turned into the embittered soul before you; you'll see the hardening doesn't remove scars, it preserves them.
Muu to Raider's Roost: (1) TricMagic
Muu to Raider's Roost: (2) TricMagic, m1895
Quote from: Muu's WillboxMuu to Raider's Roost: (3) TricMagic, m1895, EuchreJack
Muu to Raider's Roost: (3) TricMagic, m1895, EuchreJack
Muu to Rolling Hills: (1) Kashyyk
Muu to Raider's Roost: (3) TricMagic, m1895, EuchreJackHonestly, I agree with all of that sentiment.
Muu to Rolling Hills: (2) Kashyyk, Failbird
Muu to Raider's Roost: (4) TricMagic, m1895, EuchreJack, Madman
Muu to Rolling Hills: (2) Kashyyk, Failbird
Muu's MercyReposting this
Muu understands that some of you, lacking perspective, may perceive these actions as excessive. In her infinite care, She has provided an explanation for you:
Demons.
Are.
Not.
People.
She hopes that this explanation has helped you come to an understanding.
Muu's Mercy is derived from the Sea Servant ritual, though where that spell is a heaven of sorts, this is a purgatory. To get around the whole "requiring the soul to volunteer" thing, we've devised a method to shatter demonically tainted souls (for the spell can only detect and effect tainted souls) and bind them into various bodyparts. The weakened soul shards are then ripe for ignition, powering the rest of the transformation and the excess energy helping convert others, like kindling in a bonfire.
Now for our mortal initiates, this is a ritual yes, but for Muu, do to the nature of the spell being an extension of her to an extent, it is an at-will aura around her. A demonic soldier falls and just as quickly his left hand grows radula and leaps away to grind at his comrade's jugular, his right shin bone grows crab legs and sharp claws, and his head grows "wings" and a proboscis to drain the fiends of blood.
These... things are of course short-lived, lasting a few days at most, but that complete expendability has a charm of its own. Why not throw the swarm straight at the demon's fort? It's not like we're losing anything, and maybe they'll force them back from the outer defenses, if not scour the fort entirely.
(A happily little side effect is the burning away of the soul leaves behind purified bone, though we probably won't be able to exploit that outright.)
Incendiary Wave
Fire is a great weapon against things with fur, and our enemy's greatest asset...is rats. How fitting. So we're going to purge them in holy fire, destroy them with the cleansing flame, etc. etc., you know the drill. Well, not a drill, more of a torch. Same difference. Anyway, this spell creates a low-intensity but fairly large and more or less rectangular "wave" of flame in the direction the caster is pointing, lasting for a few seconds and travelling slowly away from the caster. The flame is not very strong and unlikely to, say, set fire to hardwood except with repeat castings at the same target, but it is perfectly capable of setting fire to, say, fur, and will cause skin burns and the like, at least to anything with skin. The only interesting bit of the flame is that it is subtly touched with Muu's power, and the Good thus released in the fire is unpleasant for anything Evil to feel.
The Shipwrecked
Beneath the oceans lie many wrecks, most still with members of their crew trapped inside. Not alive inside, no, very much dead...but still trapped. Sometimes souls just don't manage to leave quickly enough, before the Ocean claims them. And sometimes, something might just convince these souls to do something about their predicament...
The Shipwrecked are monstrous abominations of bone and wood, built out of the fused souls and rearranged pieces of a shipwreck. They're not natural, instead parts of the formerly trapped (and willing) souls are consumed as they and their ships are fused together by our magic so that the souls can escape their watery graves. These no-longer-trapped souls are of course grateful enough to fight for us, and the fact that Muu reshaped their souls and now literally owns them body and soul definitely helps. We have only very few, deployed in sparing handfuls here and there.
As a twelve-foot-tall irregular abomination of old bone, waterlogged wood, and seafloor detritus, the Shipwrecked are definitely tough combatants in a melee, and their every move is devastatingly strong with a reach appropriate to their size. You haven't lived until you've seen a foot-thick solid oak timber soak up a hit from a flaming ballista bolt without being destroyed, using its arm as a mace tipped with a bronze ship's bell the size of a soldier's head. Their ponderous movements and incredible toughness leave them as the heaviest of heavy infantry.
They are very similar to the Sea Servants in their nature, that being a fused set of souls made to animate a body, but they are not tied into any sort of hivemind and can't be given complex orders. Save with Muu herself present there is little that can be done to direct them save to point them at a concentration of Evil and let the inevitable happen. Shipwrecked lack most normal senses and while they can vaguely perceive simple spoken orders they cannot feel pain or detect contact (such as an enemy swinging a weapon into them), cannot smell, barely hear, and can't speak. They cannot even technically see, since they have no eyes, but instead generally perceive Good (as something to avoid stepping on) and Evil (as something to intentionally step on). Shipwrecked navigate regular terrain without issue, uncannily knowing where natural obstacles like walls, trees, rocks, and so on are, but are much more challenged by, say, lines of mortals or groups of animals without clear Good/Evil allegiance, which they will not perceive at all, and thus might inadvertently crush.
Servant Motor SkillsReposting this because the clumsiness has become a serious problem
The Sea Servants were a great success yes, but their clumsiness, while expected, does limit their capabilities.
Now that Muu has cut her figurative teeth on the Sea Servants, she's set her sights on refining the process. While by the end the Sea Servants may not match regular humans, they should normally have the manual dexterity to handle more skilled tasks (just don't ask them to crochet you a doily) and more effectively utilize their strength. Those Thrice-blessed Servants who get to serve in Muu's immediate presence can display automata-level precision, without the rigidity of such constructs.
Initiates of The Second Rank: Shoregazers
Some of our Acolytes show great promise and have been given further tutelage. Much of this is the standard studying, experimenting, and practicing common to traditional wizard schools, but the majority of their time is spent meditating along the shore, watching the waves ebb and flow. While at a passing glance this seems unproductive, any Initiate will swear it is the most vital part of their training. A closer look would show ethereal scales growing over their neck while they are in the meditative trance, and disappearing as soon as they finish.
Regardless, Initiates are capable of handling substantially more complex spells than mere acolytes, and have a much larger pool of good to draw on. More interestingly they can form a communion with another Initiate in their group, creating an ephemeral connection to pool their mental might.
I like this, as we need more mid-high range combat troops. But they're useless without a new spell.Abababap. Here's the thing: An upgraded spellcaster with no Uncommon spells is still a stronger spellcaster over all. An Uncommon spell without an upgraded spellcaster is literally useless unless we deploy Muu to combat.
My point was that we need both, probably now.I like this, as we need more mid-high range combat troops. But they're useless without a new spell.Abababap. Here's the thing: An upgraded spellcaster with no Uncommon spells is still a stronger spellcaster over all. An Uncommon spell without an upgraded spellcaster is literally useless unless we deploy Muu to combat.
While that is true, demons also went that route. If we want to cause major trouble, Muu's Mercy would be effective.I like this, as we need more mid-high range combat troops. But they're useless without a new spell.Abababap. Here's the thing: An upgraded spellcaster with no Uncommon spells is still a stronger spellcaster over all. An Uncommon spell without an upgraded spellcaster is literally useless unless we deploy Muu to combat.
The age old association of "Good equals Light", has a basis in fact. The forces of Good have always been at their strongest under the midday Sun, whilst the Servants of Evil skulk in the Darkness. It is only now that the connection has been made so explicit.
Within each glass bottle is a yellow-white liquid, that emits light like a torch when disturbed. This Light is soothing to Good-aligned individuals, as it is indeed true Sunlight, captured using a silvered mirror array, infused with Good and stored in the liquid. These effects are muted however, until the bottle is opened.
On contact with air the liquid Light shines even brighter, imitating daylight in the local area. All that the Light touches feel the warm embrace of Good, great for our cultists who can enjoy the morale benefits, whislt the Servants of Evil cower away from the Holy Light.
If the liquid is to touch an individual, they will receive an extra strong dose of this Good energy, quickly healing wounds (and potentially gaining minor mutations). The effects are more devastating on our undead opposition however. To facilitate this, each bottle comes with a sturdy string, that can be used to attach the bottle to a pole or backpack for ease of carrying, or it can be loosened and hurled for extra range.
Decrepit manuscripts suggest that birds and lizards are the nativised descendents of mutations on the same ancient species. How accurate that is waits to be seen, but considering how vicious some sea gulls can be...
The drakegull is a mutated sea gull, large enough for a man to ride. It is now too big to fly, and is required to balance on its webbed, clawed feet and the tips of its wings for terrestrial locomotion. It can still glide however, be it from cliffs, walls or any other high places we can reach.
It's four limbs give it an impressive turn of speed, allowing it to quickly outsprint a running man, and its sharp beak and claws will make quick work of any cultists it can catch. More importantly, it is able to maintain a quick pace over leagues of travel. This allows us to deploy patrols of mounted cultists as scouts and skirmishers, although the light weight compared to a similarly sized horse means it doesn't have as much power on the charge, making them much better served as light Cavalry mounts.
Bottled Sunlight: (1) Kashyyk
- Use Wealth Token: (1) Kashyyk
Drakegulls: (1) Kashyyk
- Use Wealth Token: (1) Kashyyk
The process of trapping and stabilising the Sunlight requires a complex arrangement of Mirrors and that need to be regularly adjusted to maintain the right levels of focus and brightness in our stormy weather. Additional funding will allow for back up mirrors, more complex machinery to control them, and will free up extra cultists to attend the apparatus.
Only a small subset of wild Sea Gulls are viable for the mutation process, as one iof any nunber of factors regarding size, temperament, genetic stability, etc can disqualify a specimen. With additional funding, we can rear our own Sea Gulls, and breed them for the required traits, ensuring the specially bred Gulls are more receptive to the heavy mutation they must endure, allowing us to focus on the results over the survivability of the procedure.
The Shipwrecked vTM
Beneath the oceans lie many wrecks, most still with members of their crew trapped inside. Not alive inside, no, very much dead...but still trapped. Sometimes souls just don't manage to leave quickly enough, before the Ocean claims them. And sometimes, something might just convince these souls to do something about their predicament...
The Shipwrecked are monstrous abominations of bone and wood, built out of the fused souls and rearranged pieces of a shipwreck. They're not natural, instead parts of the formerly trapped (and willing) souls are consumed as they and their ships are fused together by our magic so that the souls can escape their watery graves. These no-longer-trapped souls are of course grateful enough to fight for us, and the fact that Muu reshaped their souls and now literally owns them body and soul definitely helps. We have only very few, deployed in sparing handfuls here and there.
As a twelve-foot-tall irregular abomination of old bone, waterlogged wood, and seafloor detritus, the Shipwrecked are definitely tough combatants in a melee, and their every move is devastatingly strong with a reach appropriate to their size. You haven't lived until you've seen a foot-thick solid oak timber soak up a hit from a flaming ballista bolt without being destroyed, using its arm as a mace tipped with a bronze ship's bell the size of a soldier's head. Their ponderous movements and incredible toughness leave them as the heaviest of heavy infantry.
They are very similar to the Sea Servants in their nature, that being a fused set of souls made to animate a body, but they are not tied into others and can't be given complex orders. Save with Muu herself present there is little that can be done to direct them save to point them at a concentration of Evil and let the inevitable happen. Shipwrecked lack most normal senses and while they can vaguely perceive simple spoken orders through their intent they cannot feel pain or detect contact (such as an enemy swinging a weapon into them), cannot smell, barely hear, and can't speak. They cannot even technically see, since they have no eyes. Instead they use ghostly flames to detect the area around them, the many sparks ranging out around it as parts generated by the fused soul. These flames do not burn the Good, but can be directed by the fused soul to attack Evil. It's a type of location which sends out pulses of spiritual energy, allowing them to navigate as if in a fog. This mostly means they can detect things around them, but are completely blind to farther areas. In combat these flames are used burn enemies, sending them into a panic as it strikes foes down en masse.
Wealth Token:
Plots and Courses: There are many shipwrecks in the sea, but Muu alone would have trouble finding them for the depths are vast. Not to mention she herself needs to spend time fusing the souls. By using our wealth, we can outreach to those harbor masters and pirates for stories and routes, and determine where such shipwrecks sunk. A far smaller search area, allowing more time for Muu to ply her craft. And having narrowed it down, finding the trapped souls should only be a matter of listening.
Sea Bone Charms [m]
The sailors of Mayfolk hold a great deal of superstitions regarding symbols carved in bone, with the most coveted being made of whalebone.
Of course any wizard or scholar can tell you this is just superstition. That the charms cannot protect you from storm and shipwreck, and yet, when Muu looks upon them she gets a strange feeling of deja vu, like a half-remembered dream. Working with local scrimshanders and her initiates, Muu was able reconstruct the half-dreamed script, at least on some small level, giving us this meagre boon.
The simple charms can be made with fishbone, and are only about as powerful as our ymis ward, but they can be churned out in remarkable quantities, and one can wear multiple of them if need be.
The fishbones used in crafting charms may not be particularly expensive, but better tooling and training costs add up.
Bottled Sunlight: (2) Kashyyk, m1895Kash added the string, all is well there. However, the drakegulls are of limited use, and Muu's Mercy will, aside from terror tactics and more chaff, serve as a distraction from mitigating their skellies natural weakness to bottled sunlight.
- Use Wealth Token: (2) Kashyyk, m1895
Drakegulls: (1) Kashyyk
- Use Wealth Token: (1) Kashyyk
Muu's Mercy: (1) m1895Sea Bone Charms: (1) m1895-Use Wealth Token: (1) m1895
Bottled Sunlight: (2) Kashyyk, m1895A strong heavy hitter than can burn things and cause panic. With a very high chance of success. While it does mean giving up a design, the chances of failure are very low given it not only reduces difficulty, but also takes the highest of 2 of 4 rolls. They should be able to deal with most forces the demons field. Cept the vamp of course, but we can probobly have them stand guard with their flames given they are undead. No sleep needed, and having it keep them around camp means they can't sneak in so easily.
- Use Wealth Token: (2) Kashyyk, m1895
Drakegulls: (1) Kashyyk
- Use Wealth Token: (1) Kashyyk
Muu's Mercy: (1) m1895Sea Bone Charms: (1) m1895-Use Wealth Token: (1) m1895
[High-Effort] The Shipwrecked vTM: (1) TricMagic
-Use Wealth Token- Plots and Courses: (1) TricMagic
Bottled Sunlight: (3) Kashyyk, m1895, Happerry
- Use Wealth Token: (3) Kashyyk, m1895, Happerry
Drakegulls: (1) Kashyyk
- Use Wealth Token: (1) Kashyyk
Muu's Mercy: (1) m1895Sea Bone Charms: (1) m1895-Use Wealth Token: (1) m1895
[High-Effort] The Shipwrecked vTM: (1) TricMagic
-Use Wealth Token- Plots and Courses: (1) TricMagic
Liquid Light Elemental: (1) Happerry
Bottled Sunlight: (4) Kashyyk, m1895, Happerry, Failbird
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird
Drakegulls: (1) Kashyyk
- Use Wealth Token: (1) Kashyyk
Muu's Mercy: (2) m1895, FailbirdSea Bone Charms: (1) m1895-Use Wealth Token: (1) m1895
[High-Effort] The Shipwrecked vTM: (1) TricMagic
-Use Wealth Token- Plots and Courses: (1) TricMagic
Liquid Light Elemental: (1) Happerry
Bottled Sunlight: (4) Kashyyk, m1895, Happerry, Failbird
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird
Drakegulls: (2) Kashyyk, Happerry
- Use Wealth Token: (1) Kashyyk
Muu's Mercy: (2) m1895, FailbirdSea Bone Charms: (1) m1895-Use Wealth Token: (1) m1895
[High-Effort] The Shipwrecked vTM: (1) TricMagic
-Use Wealth Token- Plots and Courses: (1) TricMagic
Liquid Light Elemental: ()
Bottled Sunlight: (4) Kashyyk, m1895, Happerry, Failbird
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird
Drakegulls: (2) Kashyyk, Happerry
- Use Wealth Token: (1) Kashyyk
Muu's Mercy: (3) m1895, Failbird, TricMagicSea Bone Charms: (1) m1895-Use Wealth Token: (1) m1895
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: (1) TricMagic
Bottled Sunlight: (4) Kashyyk, m1895, Happerry, Failbird
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird
Drakegulls: (1) Kashyyk
- Use Wealth Token: (1) Kashyyk
Muu's Mercy: (3) m1895, Failbird, TricMagicSea Bone Charms: (1) m1895-Use Wealth Token: (1) m1895
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: (1) TricMagic
Breath of Muu: (1) Happerry
Decrepit manuscripts suggest that birds and lizards are the nativised descendents of mutations on the same ancient species. How accurate that is waits to be seen, but considering how vicious some sea gulls can be...
The drakegull is a heavily mutated sea gull, large enough for a man to ride. It is now too big to fly, and is required to balance on its webbed, clawed feet and the tips of its wings for terrestrial locomotion. It can still glide however, be it from cliffs, walls or any other high places we can reach. Being mutated from excessive Good-energy, few candidates survive the procedure and their new forms can be a little off-putting. The beak now splits in three places, with serrated edges and a prehensile tentacle tongue. Mismatched eyes adorn the head, and in places across the body it's feathers feathers either fused into scales or become small writhing tentacles. The tips of the wings and the webbed feet now have wicked talons to help it move quickly over broken terrain. Despite all this a Drakegull is calm unless agitated, and will bond with its rider, sharing an inseperable understanding.
It's four limbs give it an impressive turn of speed, allowing it to quickly outsprint a running man, and its sharp beak and claws will make quick work of any cultists it can catch. More importantly, it is able to maintain a quick pace over leagues of travel. This allows us to deploy patrols of mounted cultists as scouts and skirmishers, although the light weight compared to a similarly sized horse means it doesn't have as much power on the charge, making them much better served as light Cavalry mounts.
Bottled Sunlight: (4) Kashyyk, m1895, Happerry, Failbird
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird
Drakegulls (Majorly Monstrous): (1) Kashyyk
- Use Wealth Token: (1) Kashyyk
Muu's Mercy: (3) m1895, Failbird, TricMagicSea Bone Charms: (1) m1895-Use Wealth Token: (1) m1895
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: (1) TricMagic
Breath of Muu: (1) Happerry
Bottled Sunlight: (5) Kashyyk, m1895, Happerry, Failbird, evilcherry
- Use Wealth Token: (5) Kashyyk, m1895, Happerry, Failbird, evilcherry
Drakegulls (Majorly Monstrous): (2) Kashyyk, evilcherry
- Use Wealth Token: (2) Kashyyk, evilcherry
Muu's Mercy: (3) m1895, Failbird, TricMagicSea Bone Charms: (1) m1895-Use Wealth Token: (1) m1895
[High-Effort] The Shipwrecked vTM: ()
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Liquid Light Elemental: (1) TricMagic
Breath of Muu: (1) Happerry
I'll be honest I'm not a fan of Muu's Mercy. Name is too much like Heliel's stuff, and it mutates enemies much like Mutagen, something Tric is constantly claiming Bottled Sunlight is too much like, just cos its in a bottle.For the first point, please look up what a narrative parrallel is, and comparing the mutamist to Muu's Mercy is fundamentally idiotic. They completely differ in mechanism and purpose.
Bottled Sunlight: (5) Kashyyk, m1895, Happerry, Failbird, evilcherry
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird
Drakegulls (Majorly Monstrous): (2) Kashyyk, evilcherry
- Use Wealth Token: (2) Kashyyk, evilcherry
Muu's Mercy: (2) Failbird, TricMagicSea Bone Charms: (1) m1895-Use Wealth Token: (1) m1895
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: (1) TricMagic
Breath of Muu: (2) Happerry, m1895
Mutamist was an alchemical weapon that sought to mutate the enemy in the field and make them fight each other. Muu's Mercy is a magical spell that seeks to mutate the enemy in the field and make them fight each other. Yes, the mechanism and delivery are different. But I believe the end result is similar.That may be applicable— if it actually worked on the field of battle, but as read it's a post-battle "win harder" mechanic. (This is of course a problem when we are not winning)
@M: That would be a failure in your writing and/or my reading skill then.Lemme specify, as read by Nuke.
Muu's Mercy(Staff Aid)As I apparently misunderstood the intent of Muu's Mercy when I originally reviewed it (as a revision, but I also mentioned the design difficulty on Discord), I will now re-review this version to give a better idea of what a battlefield-use version would take.
Muu understands that some of you, lacking perspective, may perceive these actions as excessive. In her infinite care, She has provided an explanation for you:
Demons.
Are.
Not.
People.
She hopes that this explanation has helped you come to an understanding.
Muu's Mercy is derived from the Sea Servant ritual, though where that spell is a heaven of sorts, this is a purgatory. To get around the whole "requiring the soul to volunteer" thing, we've devised a method to shatter demonically tainted souls (for the spell can only detect and effect tainted souls) and bind them into various bodyparts. The weakened soul shards are then ripe for ignition, powering the rest of the transformation and the excess energy helping convert others, like kindling in a bonfire.
Now for our mortal initiates, this is a ritual yes, but for Muu, do to the nature of the spell being an extension of her to an extent, it is an at-will aura around her. A demonic soldier falls and just as quickly his left hand grows radula and leaps away to grind at his comrade's jugular, his right shin bone grows crab legs and sharp claws, and his head grows "wings" and a proboscis to drain the fiends of blood.
These... things are of course short-lived, lasting a few days at most, but that complete expendability has a charm of its own. Why not throw the swarm straight at the demon's fort? It's not like we're losing anything, and maybe they'll force them back from the outer defenses, if not scour the fort entirely.
(A happily little side effect is the burning away of the soul leaves behind purified bone, though we probably won't be able to exploit that outright.)
Wealth Token: The Spell itself is bound up within a sea-bone/fish-scaled staff for ease of use, just point and the spell goes flying, before hitting the ground and expanding. Weaker foes are more effected by the sphere, and after certain radius it just dissipates. Those struck directly however get the full brunt of the spell. This Staff is mostly made to aid the casting of this particular spell without needing to make it a full ritual, with a number of staffs bought for study in how to create such a thing.
I guess the original idea is a "turn undead" spell that overpowers/haywires the "mind" of the evil and turn it good until the spell wears off?Muu's Mercy(Staff Aid)As I apparently misunderstood the intent of Muu's Mercy when I originally reviewed it (as a revision, but I also mentioned the design difficulty on Discord), I will now re-review this version to give a better idea of what a battlefield-use version would take.
Muu understands that some of you, lacking perspective, may perceive these actions as excessive. In her infinite care, She has provided an explanation for you:
Demons.
Are.
Not.
People.
She hopes that this explanation has helped you come to an understanding.
Muu's Mercy is derived from the Sea Servant ritual, though where that spell is a heaven of sorts, this is a purgatory. To get around the whole "requiring the soul to volunteer" thing, we've devised a method to shatter demonically tainted souls (for the spell can only detect and effect tainted souls) and bind them into various bodyparts. The weakened soul shards are then ripe for ignition, powering the rest of the transformation and the excess energy helping convert others, like kindling in a bonfire.
Now for our mortal initiates, this is a ritual yes, but for Muu, do to the nature of the spell being an extension of her to an extent, it is an at-will aura around her. A demonic soldier falls and just as quickly his left hand grows radula and leaps away to grind at his comrade's jugular, his right shin bone grows crab legs and sharp claws, and his head grows "wings" and a proboscis to drain the fiends of blood.
These... things are of course short-lived, lasting a few days at most, but that complete expendability has a charm of its own. Why not throw the swarm straight at the demon's fort? It's not like we're losing anything, and maybe they'll force them back from the outer defenses, if not scour the fort entirely.
(A happily little side effect is the burning away of the soul leaves behind purified bone, though we probably won't be able to exploit that outright.)
Wealth Token: The Spell itself is bound up within a sea-bone/fish-scaled staff for ease of use, just point and the spell goes flying, before hitting the ground and expanding. Weaker foes are more effected by the sphere, and after certain radius it just dissipates. Those struck directly however get the full brunt of the spell. This Staff is mostly made to aid the casting of this particular spell without needing to make it a full ritual, with a number of staffs bought for study in how to create such a thing.
The version of this that is a ritual used on corpses, lasting a few hours, would be Normal and Common.
To make it a spell that takes effect in a few minutes at close range would be Hard and Uncommon. The effect being sought is rather extreme. Body parts, as a general rule, do not function independently. To get them to rapidly transform into such independent entities requires control and power beyond what an Acolyte can wield- at least without the aid of considerable preparation and a lengthy process. Muu is obviously not on remotely the same level as an Acolyte, so her being able to do something instantly on the battlefield is not a clear indication that an Acolyte can do the same.
To make the spell capable of being fired over longer distances into enemy formations adds to the complexity, ramping it up to VH (still Uncommon).
Using a fancy staff to channel the spell makes things slightly easier to do, but not enough to bump it back down to Hard. The majority of difficulty comes from developing the spell in the first place- a Tome Token would be a better fit for making this easier.
I guess the original idea is a "turn undead" spell that overpowers/haywires the "mind" of the evil and turn it good until the spell wears off?Uh. Not sure what you're asking here. No version of Muu's Mercy resembles a turn-undead spell. It deals with regular corpses, purifies and burns the soul for power, and converts the body parts into autonomous undead murder machines. The question is how quickly it does so.
Bottled Sunlight: (5) Kashyyk, m1895, Happerry, Failbird, evilcherry[/quote]
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Drakegulls (Majorly Monstrous): (3) Kashyyk, evilcherry TricMagic
- Use Wealth Token: (3) Kashyyk, evilcherry, TricMagic
Muu's Mercy: (2) Failbird,Sea Bone Charms: (1) m1895-Use Wealth Token: (1) m1895
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: (1) TricMagic
Breath of Muu: (3) Happerry, m1895, TricMagic
Bottled Sunlight: (6) Kashyyk, m1895, Happerry, Failbird, evilcherry, Secretdorf
- Use Wealth Token: (5) Kashyyk, m1895, Happerry, Failbird, Secretdorf
Drakegulls (Majorly Monstrous): (4) Kashyyk, evilcherry, Secretdorf, Tricmagic
- Use Wealth Token: (4) Kashyyk, evilcherry, Secretdorf, Tricmagic
Muu's Mercy: (2) Failbird, TricMagic
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: (1) TricMagic
Breath of Muu: (3) Happerry, m1895 , Tricmagic
So both sunlight bottles and breath do (sort of?) the same thing. Still bottles will be useable by anyone who posseses them, while breath is a spell (and we do need to progress our spellcasting but...) breath can be countered by a wind and bottle also counters the vampire guy better and can also lead to more light-y designs. So I'll just go for the bottles.Of note Secretdorf (and others), Muu is going into the fray this month, so having a spell which isn't magic missile would be very effective in pushing back.
As for the second design, while I would like goats mowing through rats and crushing skellies, drakegulls will (hopefully) do good too in assaulting their weak points (spellcasters/archers/other loww hp guys) and also in scouting and the like so I am voting drakegulls.
... I might be making assumptions by myself though.Quote from: Dope BoxBottled Sunlight: (6) Kashyyk, m1895, Happerry, Failbird, evilcherry, Secretdorf
- Use Wealth Token: (5) Kashyyk, m1895, Happerry, Failbird, Secretdorf
Drakegulls (Majorly Monstrous): (4) Kashyyk, evilcherry, Secretdorf,
- Use Wealth Token: (4) Kashyyk, evilcherry, Secretdorf,
Muu's Mercy: (2) Failbird, TricMagic
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: ()
Breath of Muu: (3) Happerry, m1895 , Tricmagic
Barricade Coral: (1) TricMagic
A nautical twist on a basic terrain-shaping spell. Walls are specified to be temporary and not incredibly strong, so not very ambitious. Normal, and for gameplay purposes considered a Common spell.Quote from: Barricade CoralDesign: Barricade Coral
So, here's something we learned from Muu: Coral, those colorful branching sea-rocks? They're alive! And what's more than that, they aren't even plants, they're animals! Fun-facts out of the way, Muu has delivered an ingenious way to make use of these fascinating creatures. The Barricade Coral comes in the form of small "Polyps", which can take root under the water. These polyps feed on Good, when Good is actively fed to them(generally only possible with direct infusion from our spellcasters and Muu) they will begin to grow their coral shell rapidly, forming a smooth wall on the outward facing side, which slopes downwards and grows craggier toward the 'inward' side, meaning the side it was fed from.
This, in essence, allows us to create walls rapidly in preparation for battle, which we can then climb over with comparative ease while our opponents will be forced to break through or go around entirely. And without being regularly maintained with further Good, these walls will starve and crumble, which does distract our spellcasters somewhat, but also means our enemies will not be able to take these fortifications for themselves.
Bottled Sunlight: (5) Kashyyk, m1895, Happerry, Failbird, evilcherry
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird
Drakegulls (Majorly Monstrous): (4) Kashyyk, evilcherry, Secretdorf, Tricmagic
- Use Wealth Token: (4) Kashyyk, evilcherry, Secretdorf, Tricmagic
Muu's Mercy: (2) Failbird, TricMagic
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: (1) TricMagic
Breath of Muu: (4) Happerry, m1895 , Tricmagic, Secretdorf
Bottled Sunlight: (6) Kashyyk, m1895, Happerry, Failbird, evilcherry, Madman
- Use Wealth Token: (5) Kashyyk, m1895, Happerry, Failbird, Madman
Drakegulls (Majorly Monstrous): (5) Kashyyk, evilcherry, Secretdorf, Tricmagic, Madman
- Use Wealth Token: (5) Kashyyk, evilcherry, Secretdorf, Tricmagic, Madman
Muu's Mercy: (2) Failbird, TricMagic
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: (1) TricMagic
Breath of Muu: (4) Happerry, m1895 , Tricmagic, Secretdorf
Bottled Sunlight: (6) Kashyyk, m1895, Happerry, Failbird, evilcherry, Madman
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird, Madman
Drakegulls (Majorly Monstrous): (4) Kashyyk, evilcherry, Secretdorf, Madman
- Use Wealth Token: (4) Kashyyk, evilcherry, Secretdorf, Madman
Muu's Mercy: (1) Failbird
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: ()
Breath of Muu: (4) Happerry, m1895 , Tricmagic, Secretdorf
Barricade Coral: (1) TricMagic
Our Sea Servants are not warriors, instead being manual labourers pressed into service. They are very capable of wielding shovels and picks to move earth, axes and hammers to fell and work lumber, and are strong and tireless enough to carry them great distances.
Thus each Sea Servant will be tasked with carrying a shovel, pick, hammer or hatchet plus a number of wooden stakes with which to build the defences for each camp. With some basic direction and planning, our Sea Servants will then surround each camp with a ditch, backed by a berm with a wooden palisade on top. If time and material allows, the walls can be heightened with towers behind and a wooden gate added in place of a simple gap in the wall, but even at it's most sinple, it will slow intruders and allow us a degree of terrain advantage on the defense.
Discussion in discord made me realise that we have everything we need to build basic fortified camps in the field. Thus.True. And with the forge we shouldn't have too much problem producing the gear since there isn't anything really special about it.Quote from: Revision: Ditches and Palisades
Our Sea Servants are not warriors, instead being manual labourers pressed into service. They are very capable of wielding shovels and picks to move earth, axes and saws to fell and work lumber, and are strong and tireless enough to carry them great distances. With some basic direction and planning, our Sea Servants can erect basic fortifications for each camp, digging a trench, moving the earth into a berm and building a wooden wall along it all around the camp. A simple measure, yet it will slow intruders and allow us to a degree of terrain advantage on the defense.
Bottled Sunlight: (6) Kashyyk, m1895, Happerry, Failbird, evilcherry, Madman
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird, Madman
Drakegulls (Majorly Monstrous): (4) Kashyyk, evilcherry, Secretdorf, Madman
- Use Wealth Token: (4) Kashyyk, evilcherry, Secretdorf, Madman
Muu's Mercy: (0)
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: ()
Breath of Muu: (4) Happerry, m1895 , Tricmagic, Secretdorf
Barricade Coral: (1) TricMagic
Arms of the Deep: (1) Failbird
Bottled Sunlight: (6) Kashyyk, m1895, Happerry, Failbird, evilcherry, Madman[/quote]
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird, Madman
Drakegulls (Majorly Monstrous): (4) Kashyyk, evilcherry, Secretdorf, Madman
- Use Wealth Token: (4) Kashyyk, evilcherry, Secretdorf, Madman
Muu's Mercy: (0)
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: ()
Breath of Muu: (4) Happerry, m1895 , Tricmagic, Secretdorf
Barricade Coral: (1)
Arms of the Deep: (2) Failbird, TricMagic
The Horrors Below
Muu is a creature of the sea, as much as any Angel is particularly attached to any part of a physical realm. And she knows that deep beneath the sea there are things best left undisturbed. Being an Angel, though, she's not particularly concerned about leaving such things undisturbed, and made friends with one or two beasts that are very large, very covered in octopus tentacles, very hungry, and very indiscriminate about what they eat.
The result is a personal garbage disposal system for anything that annoys the angel too much, like uppity friendly cultists, uppity enemy cultists, uppity unaligned cultists, and that one raccoon that kept getting into the camp garbage can a couple weeks ago. Thanks to the power of magic, this wondrous creature can be accessed from any point on the planet, through a four-foot-wide portal summonable by Muu (naturally) or any of her Acolytes, the weaker ones working in a group and using a ritual formula devised by Muu herself to allow a sufficient number of even the weakest of Acolytes to perform it.
The ritual opens a portal to the lair of the terrible sea beast, who will throw its arms through the portal, seeking to grab whatever is closest for a snack. Tentacle arm after arm will lash out of the portal and grab whatever it can find, dragging it back into the depths to be consumed. The portal doesn't allow water to pass through (that would be....problematic) and can only allow a few arms to pass through and back before it is overwhelmed and collapses, hopefully with nothing important caught between the two points it has connected. The beast will generally only grab the closest target, preferring one sure snack to three or four potential missed chances, and so this spell must be aimed at individual targets. It always appears at the same spot in the beast's lair, but the beast is intelligent enough (and lazy enough) to almost always be at the right spot to see the portal appear. After all, free food is free food.
Bottled Sunlight: (5) Kashyyk, m1895, Happerry, Failbird, evilcherry
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird
Drakegulls (Majorly Monstrous): (4) Kashyyk, evilcherry, Secretdorf, Madman
- Use Wealth Token: (4) Kashyyk, evilcherry, Secretdorf, Madman
Muu's Mercy: (0)
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: ()
Breath of Muu: (4) Happerry, m1895 , Tricmagic, Secretdorf
Barricade Coral: (1)
Arms of the Deep: (2) Failbird, TricMagic
The Horrors Below: (1) Madman
Our Sea Servants are not natural-born warriors, instead being manual labourers pressed into service. They are very capable of wielding shovels and picks to move earth, axes and hammers to fell and work lumber, and are strong and tireless enough to carry them great distances.
Thus each Sea Servant will be tasked with carrying a shovel, pick, haer or hatchet plus a number of wooden stakes with which to build the defences for each camp. With some basic direction and planning, our Sea Servants will then surround each camp with a ditch, backed by a berm with a wooden palisade on top. If time and material allows, the walls can be heightened with towers behind and a wooden gate added in place of a simple gap in the wall, but even at it's most sinple, it will slow intruders and allow us a degree of terrain advantage on the defense.
Bottled Sunlight: (5) Kashyyk, m1895, Happerry, Failbird, evilcherry
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird
Drakegulls (Majorly Monstrous): (4) Kashyyk, evilcherry, Secretdorf, Madman
- Use Wealth Token: (4) Kashyyk, evilcherry, Secretdorf, Madman
Muu's Mercy: (0)
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: ()
Breath of Muu: (4) Happerry, m1895 , Tricmagic, Secretdorf
Barricade Coral: (1)
Arms of the Deep: (1) Failbird,
The Horrors Below: (1) Madman
Sea Servants Part 2: Mental Boogaloo: (1) TricMagic
-Use Wealth Token: (1) TricMagic
Vote DrakegullsDrakegulls have been lynched. It is now the night phase. Wait, wrong genre.
Bottled Sunlight: (5) Kashyyk, m1895, Happerry, Failbird, evilcherry[/quote]
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird
Drakegulls (Majorly Monstrous): (4) Kashyyk, evilcherry, Secretdorf, Madman,
- Use Wealth Token: (4) Kashyyk, evilcherry, Secretdorf, Madman
Muu's Mercy: (0)
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: ()
Breath of Muu: (3) Happerry, m1895 , Secretdorf
Barricade Coral: (1)
Arms of the Deep: (1) Failbird,
The Horrors Below: (1) Madman
Sea Servants Part 2: Mental Boogaloo: (1) TricMagic
-Use Wealth Token: (1) TricMagic
Bottled Sunlight: (5) Kashyyk, m1895, Happerry, Failbird, evilcherryAdded in Jack's vote (while editing the votebox yourself is preferred, if you're on your phone it's okay to vote that way). Also fixed the Coral's total.
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird
Drakegulls (Majorly Monstrous): (5) Kashyyk, evilcherry, Secretdorf, Madman, EuchreJack
- Use Wealth Token: (4) Kashyyk, evilcherry, Secretdorf, Madman
Muu's Mercy: (0)
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: ()
Breath of Muu: (3) Happerry, m1895 , Secretdorf
Barricade Coral: ()
Arms of the Deep: (1) Failbird,
The Horrors Below: (1) Madman
Sea Servants Part 2: Mental Boogaloo: (1) TricMagic
-Use Wealth Token: (1) TricMagic
Bottled Sunlight: (5) Kashyyk, m1895, Happerry, Failbird, evilcherryFiiiiiiiiine
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird
Drakegulls (Majorly Monstrous): (6) Kashyyk, evilcherry, Secretdorf, Madman, EuchreJack, m1895
- Use Wealth Token: (4) Kashyyk, evilcherry, Secretdorf, Madman
Muu's Mercy: (0)
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: ()
Breath of Muu: (2) Happerry, Secretdorf
Barricade Coral: ()
Arms of the Deep: (1) Failbird,
The Horrors Below: (1) Madman
Sea Servants Part 2: Mental Boogaloo: (1) TricMagic
-Use Wealth Token: (1) TricMagic
Bottled Sunlight: (5) Kashyyk, m1895, Happerry, Failbird, evilcherry
- Use Wealth Token: (4) Kashyyk, m1895, Happerry, Failbird
Drakegulls (Majorly Monstrous): (7) Kashyyk, evilcherry, Secretdorf, Madman, EuchreJack, m1895, Failbird
- Use Wealth Token: (5) Kashyyk, evilcherry, Secretdorf, Madman, Failbird
Muu's Mercy: (0)
[High-Effort] The Shipwrecked vTM: ()
-Use Wealth Token- Plots and Courses: ()
Liquid Light Elemental: ()
Breath of Muu: (2) Happerry, Secretdorf
Barricade Coral: ()
Arms of the Deep: ()
The Horrors Below: (1) Madman
Sea Servants Part 2: Mental Boogaloo: (1) TricMagic
-Use Wealth Token: (1) TricMagic
Bottled Sunlight: Normal: (3+3)=6: Above AverageQuote from: Bottled SunlightThe age old association of "Good equals Light", has a basis in fact. The forces of Good have always been at their strongest under the midday Sun, whilst the Servants of Evil skulk in the Darkness. It is only now that the connection has been made so explicit.
Within each glass bottle is a yellow-white liquid, that emits light like a torch when disturbed. This Light is soothing to Good-aligned individuals, as it is indeed true Sunlight, captured using a silvered mirror array, infused with Good and stored in the liquid. These effects are muted however, until the bottle is opened.
On contact with air the liquid Light shines even brighter, imitating daylight in the local area. All that the Light touches feel the warm embrace of Good, great for our cultists who can enjoy the morale benefits, whislt the Servants of Evil cower away from the Holy Light.
If the liquid is to touch an individual, they will receive an extra strong dose of this Good energy, quickly healing wounds (and potentially gaining minor mutations). The effects are more devastating on our undead opposition however. To facilitate this, each bottle comes with a sturdy string, that can be used to attach the bottle to a pole or backpack for ease of carrying, or it can be loosened and hurled for extra range.Quote from: Bottled Sunlight Wealth TokenThe process of trapping and stabilising the Sunlight requires a complex arrangement of Mirrors and that need to be regularly adjusted to maintain the right levels of focus and brightness in our stormy weather. Additional funding will allow for back up mirrors, more complex machinery to control them, and will free up extra cultists to attend the apparatus.
Drakegulls (Majorly Monstrous): Hard: (3+2)-1=4: Below AverageQuote from: Drakegulls (Majorly Monstrous)Decrepit manuscripts suggest that birds and lizards are the nativised descendents of mutations on the same ancient species. How accurate that is waits to be seen, but considering how vicious some sea gulls can be...
The drakegull is a heavily mutated sea gull, large enough for a man to ride. It is now too big to fly, and is required to balance on its webbed, clawed feet and the tips of its wings for terrestrial locomotion. It can still glide however, be it from cliffs, walls or any other high places we can reach. Being mutated from excessive Good-energy, few candidates survive the procedure and their new forms can be a little off-putting. The beak now splits in three places, with serrated edges and a prehensile tentacle tongue. Mismatched eyes adorn the head, and in places across the body it's feathers feathers either fused into scales or become small writhing tentacles. The tips of the wings and the webbed feet now have wicked talons to help it move quickly over broken terrain. Despite all this a Drakegull is calm unless agitated, and will bond with its rider, sharing an inseperable understanding.
It's four limbs give it an impressive turn of speed, allowing it to quickly outsprint a running man, and its sharp beak and claws will make quick work of any cultists it can catch. More importantly, it is able to maintain a quick pace over leagues of travel. This allows us to deploy patrols of mounted cultists as scouts and skirmishers, although the light weight compared to a similarly sized horse means it doesn't have as much power on the charge, making them much better served as light Cavalry mounts.Quote from: Drakegull Wealth TokenOnly a small subset of wild Sea Gulls are viable for the mutation process, as one iof any nunber of factors regarding size, temperament, genetic stability, etc can disqualify a specimen. With additional funding, we can rear our own Sea Gulls, and breed them for the required traits, ensuring the specially bred Gulls are more receptive to the heavy mutation they must endure, allowing us to focus on the results over the survivability of the procedure.
Servant Motor Skills
Sunlight Bolt
Gadfly's Teachings
Conversion Club
Unique Materials
The Ent Branch:
The Liquid Quicksilver:
The Broken Shackle: (1) TricMagic
Servant Motor Skills: (1) m1895Q-quicksilver is liquid.
Sunlight Bolt
Gadfly's Teachings
Conversion Club
Unique Materials
The Ent Branch:
Truesilver Extract: (1) m1895
The Broken Shackle: (1) TricMagic
Servant Motor Skills: (2) m1895, FailbirdWay I see it, this has the biggest chance of making an Infuence disrupting design, which is something we can't really afford the Demons getting their hands on, especially not this early.
Sunlight Bolt
Gadfly's Teachings
Conversion Club
Unique Materials
The Ent Branch:
Truesilver Extract: (1) m1895
The Broken Shackle: (2) TricMagic, Failbird
Servant Motor Skills: (3) m1895, Failbird, Happerry
Sunlight Bolt
Gadfly's Teachings
Conversion Club
Unique Materials
The Ent Branch: (1) Happerry
Truesilver Extract: (1) m1895
The Broken Shackle: (2) TricMagic, Failbird
Servant Motor Skills: (3) m1895, Failbird, Happerry
Sunlight Bolt
Gadfly's Teachings: (1) TricMagic
Conversion Club
Unique Materials
The Ent Branch: (1) Happerry
Truesilver Extract: (1) m1895
The Broken Shackle: (2) TricMagic, Failbird
Servant Motor Skills: (4) m1895, Failbird, Happerry, Madman
Sunlight Bolt
Gadfly's Teachings: (1) TricMagic
Conversion Club
Unique Materials
The Ent Branch: (1) Happerry
Truesilver Extract: (2) m1895, Madman
The Broken Shackle: (2) TricMagic, Failbird
Drakegull Leg Strengthening v2
The Drakegull's few problems are not insurmountable.
We have modified the mutation process to increase muscle mass and efficiency in the legs (and while messing around with metabolic processes for that, might as well refine them). First and foremost, this allows the Drakegull to do a "jump-glide" which is a net calorie reduction over running, allowing them to cross long distances easily. This allows them to continually build speed until they are simply hopping to maintain momentum. The Drakegull, while it has lost it's flight, still retains an innate knowledge of gliding, though as their momentum increases, their turning angle decreases while in "jump-glide", and the highest speed needs time to slow to running speed. A rider needs to keep an eye on things to determine when to slow or turn.
It's strengthened legs allow it to match a galloping horse for a small amount of time, and for longer distances it's "jump-glide" allows it to outlast a horse. Where a horse would fall over and die from the effort, the Drakegull can keep going. This makes it ideal in a scouting role, capable of ranging ahead of the rest of the army. Or for guerrilla tactics, they use the bursts of speed to dart in and out while the rider can throw a spear or bottled sunlight while the Drakegull savages, and perhaps grab an arm for the road.
Servant Motor Skills: (4) m1895, Failbird, Happerry, Madman
Sunlight Bolt
Gadfly's Teachings:
Conversion Club
Drakegull Leg Strengthening
Drakegull Leg Strengthening v2: (1) Tricmagic
Unique Materials
The Ent Branch: (1) Happerry
Truesilver Extract: (2) m1895, Madman
The Broken Shackle: (2) TricMagic, Failbird
It turns out you can just build more Worm Vats. It's not like the Acolyte in charge needs to keep a constant eye on them, more just general maintenance, making sure the vats don't produce defective eggs.
Servant Motor Skills: (4) m1895, Failbird, Happerry, Madman
Sunlight Bolt
Gadfly's Teachings: (1) Tricmagic
Conversion Club
Drakegull Leg Strengthening
Drakegull Leg Strengthening v2:
Unique Materials
The Ent Branch: (1) Happerry
Truesilver Extract: (2) m1895, Madman
The Broken Shackle: (2) TricMagic, Failbird
Servant Motor Skills: (5) m1895, Failbird, Happerry, Madman, EuchreJack
Sunlight Bolt
Gadfly's Teachings: (1) Tricmagic
Conversion Club
Drakegull Leg Strengthening
Drakegull Leg Strengthening v2:
Unique Materials
The Ent Branch: (1) Happerry
Truesilver Extract: (2) m1895, Madman
The Broken Shackle: (3) TricMagic, Failbird, EuchreJack
Servant Motor Skills: (5) m1895, Failbird, Happerry, Madman, EuchreJack, Kashyyk
Sunlight Bolt
Gadfly's Teachings: (1) Tricmagic
Conversion Club
Drakegull Leg Strengthening
Drakegull Leg Strengthening v2:
Unique Materials
The Ent Branch: (1) Happerry
Truesilver Extract: (3) m1895, Madman, Kashyyk
The Broken Shackle: (3) TricMagic, Failbird, EuchreJack
Actually, I would like to see the Shackle repaired to further enforce Goodness.Tyranny shall be denied, embrace freedom from sadness!
Sea Servants- New FleshI really like this.
Our Sea Servants have one core problem: they die too fast. While they can be recovered, this is a slow process and not guaranteed either. This improvement is sure to increase their longevity significantly. Simply put, the mutated flesh will continue to regrow replace damage dealt gradually even as the Servants continue to fight. A Sea Servant left on the ground decapitated for minutes can get back up and begin swinging yet again, and one that lost an arm merely needs to be pulled back from the fight and allowed some time to sprout a new one. Better yet, their bleeding wounds will seal over first before the regrowth begins, to minimize the risk of death by brine loss.
This isn't a perfect process though, for one there's a limit to how much it can be used. If the new flesh overtakes 75% of the old, provided that amount includes the head, their body will destabilize and collapse. While their mind remains with the Twisting Heaven, their body becomes useless, though Muu insists we still recover the remains for some yet unknown purpose. Loss of too much brine will also kill them, though they can still be recovered the normal way from this fate, and finally their most vital organs, which seem to act as the "brain" and "heart", must both remain intact. If any of these three criteria is failed, the Sea Servant will not be able to regenerate.
+1
Servant Motor Skills: (5) m1895, Failbird, Happerry, Madman, EuchreJack, Kashyyk
Sunlight Bolt
Gadfly's Teachings:
Conversion Club
Drakegull Leg Strengthening
Drakegull Leg Strengthening v2:
New Flesh: (1) TricMagic
Unique Materials
The Ent Branch: (1) Happerry
Truesilver Extract: (3) m1895, Madman, Kashyyk
The Broken Shackle: (3) TricMagic, Failbird, EuchreJack
Actually, I would like to see the Shackle repaired to further enforce Goodness.The Broken Shackle’s power is that of the God of Chaos & Freedom. It would be very difficult to use it for inverted purposes. It’d be like trying to start a fire with the essence of an Ice Elemental.
Servant Motor Skills: (6) m1895, Failbird, Happerry, Madman, EuchreJack, Kashyyk, Secretdorf
Sunlight Bolt
Gadfly's Teachings:
Conversion Club
Drakegull Leg Strengthening
Drakegull Leg Strengthening v2:
New Flesh: (1) TricMagic
Unique Materials
The Ent Branch: (1) Happerry
Truesilver Extract: (4) m1895, Madman, Kashyyk, Secretdorf
The Broken Shackle: (3) TricMagic, Failbird, EuchreJack
Servant Motor SkillsServant Motor Skills: Normal: (4+2)=6: Above Average
The Sea Servants were a great success yes, but their clumsiness, while expected, does limit their capabilities.
Now that Muu has cut her figurative teeth on the Sea Servants, she's set her sights on refining the process. While by the end the Sea Servants may not match regular humans, they should have the manual dexterity to handle more skilled tasks (just don't ask them to crochet you a doily) and more effectively utilize their strength. Those Thrice-blessed Servants who get to serve in Muu's immediate presence can display automata-level precision, without the rigidity of such constructs.
Muu Deployment
Sheltered Fjords: (1) Failbird
Purchase
The Ent Branch:
Truesilver Extract:
The Broken Shackle: (1) Failbird
Sheltered Fjords: (2) Failbird, Madman
Unique Materials
The Ent Branch: (1) Happerry
Truesilver Extract: (4) m1895, Madman, Kashyyk, Secretdorf
The Broken Shackle: (3) TricMagic, Failbird, EuchreJack
Muu to...
Sheltered Fjords: (3) Failbird, Madman, Kashyyk
Unique Materials
The Ent Branch: (1) Happerry
Truesilver Extract: (4) m1895, Madman, Kashyyk, Secretdorf
The Broken Shackle: (3) TricMagic, Failbird, EuchreJack
Muu to...I kinda still want the Shackles. And do we really think the demons aren't going to try and get the silver on their side?
Sheltered Fjords: (4) Failbird, Madman, Kashyyk, TricMagic
Unique Materials
The Ent Branch: (1) Happerry
Truesilver Extract: (4) m1895, Madman, Kashyyk, Secretdorf
The Broken Shackle: (3) TricMagic, Failbird, EuchreJack
If the demons do get the Quicksilver we've got a 50% chance of getting the Shackle anyway. And yes I do think the demons might be motivated by something other than trying really hard to counter us and I want quicksilver because I like its fluff and uses, NOT because I want to try and just directly counter the vampire.Looking forward to what you come up with then.
Muu to...
Sheltered Fjords: (4) Failbird, Madman, Kashyyk, evilcherry
Unique Materials
The Ent Branch: (2) Happerry, evilcherry
Truesilver Extract: (4) m1895, Madman, Kashyyk, Secretdorf
The Broken Shackle: (3) TricMagic, Failbird, EuchreJack
Muu to...
Sheltered Fjords: (5) Failbird, Madman, Kashyyk, evilcherry, Secretdorf
Unique Materials
The Ent Branch: (2) Happerry, evilcherry
Truesilver Extract: (4) m1895, Madman, Kashyyk, Secretdorf
The Broken Shackle: (3) TricMagic, Failbird, EuchreJack
Muu to...
Sheltered Fjords: (6) Failbird, Madman, Kashyyk, evilcherry, Secretdorf, m1895
Unique Materials
The Ent Branch: (2) Happerry, evilcherry
Truesilver Extract: (4) m1895, Madman, Kashyyk, Secretdorf
The Broken Shackle: (3) TricMagic, Failbird, EuchreJack
Muu to...
Sheltered Fjords: (6) Failbird, Madman, Kashyyk, evilcherry, Secretdorf, m1895
Unique Materials
The Ent Branch: (3) Happerry, evilcherry, Secretdorf
Truesilver Extract: (3) m1895, Madman, Kashyyk,
The Broken Shackle: (3) TricMagic, Failbird, EuchreJack
Personally, I'm not voting for the shackle because I particularly want it. I'm voting the shackle because I think the Demons would use it to break our influence and I refuse to let them have it.
I'll let someone else decide...Quote from: VoteboxMuu to...
Sheltered Fjords: (6) Failbird, Madman, Kashyyk, evilcherry, Secretdorf, m1895
Unique Materials
The Ent Branch: (4) Happerry, evilcherry, Secretdorf, EuchreJack
Truesilver Extract: (3) m1895, Madman, Kashyyk,
The Broken Shackle: (2) TricMagic, Failbird
The Silver, it calls to me. (And mm's design idea.)I'll let someone else decide...Quote from: VoteboxMuu to...
Sheltered Fjords: (7) Failbird, Madman, Kashyyk, TricMagic, evilcherry, Secretdorf, m1895
Unique Materials
The Ent Branch: (4) Happerry, evilcherry, Secretdorf, EuchreJack
Truesilver Extract: (4) m1895, Madman, Kashyyk, TricMagic
The Broken Shackle: (1) Failbird
Good, because I secretly coveted the Ent Branch all along, and now it will beMINE...er, I mean OURS.
Muu to...
Sheltered Fjords: (7) Failbird, Madman, Kashyyk, TricMagic, evilcherry, Secretdorf, m1895
Unique Materials
The Ent Branch: (4) Happerry, evilcherry, Secretdorf, EuchreJack
Truesilver Extract: (5) m1895, Madman, Kashyyk, TricMagic, Failbird
The Broken Shackle: ()
The next designs lore doesn't quite work yet, it's meant to be something we work on a bit later, but it felt poignant to know how hard it would be to try while we still have the chance to learn such a thing. But first, a story:
A little girl holds tight to her father's arm, tears streaming down her face. "Please don't go daddy!"
The man kneels, placing a hand upon her head. "I have to, little star." He responds. "They need me out there."
This man was a soldier. Once a militiaman for the village after a pirate raid, now one for the cult of Muu. He remembered the monsters who took the life of his wife, his darling little Cassandra's mother. He didn't want to see anyone suffer like that again, and yet now there was an army raising in the south, an army of monsters in human skin lead by a devil. If they reached their home...
"B-but I don't want to be alone!" Cassandra sobbed. And he held her close.
"You won't be. You'll be here with friends. Curt and Merry, they'll watch out for you, and you'll be able to play with your friend Mikey whenever you want. Isn't that nice?"
"But why do you have to go? Why can't you stay?"
"They're hurting people out there. The bad guys. I won't let them reach us, I won't let them hurt you too."
The girls grip loosened, she sniffles. "P-promise you'll come back. Promise you won't let them hurt you!" She cried out.
The man's breath hitched. He hesitated... then nodded. "Okay, I won't let them. And I'll always come back to you. Now go on, I have to get going."
Slowly, steadily, the girl let go, and she ran over to the two waiting a short distance away.
"I'll come back." The man muttered to himself, as he turned away, to step onto the ship.
Some time later
It was raining. It often rained, but today it felt all the heavier. Cassandra sprinted through the rain, her body soaking wet, down to the shore. She had to see the ships, she had to see her dad.
She watched as they pulled in to dock. Soldiers and Servants alike streamed out. She waited, she waited. She didn't see his face. They started wheeling out the bodies. He was just one of the people moving the carts right? That's why he was behind the others right?
... but it was only Sea Servants pulling the carts.
The Sea Servant ritual
The bodies were arrayed along the shore, Muu presiding over the ritual. These souls had offered their very bodies and minds for the service of the village. She bent down towards the final body, a gruff man, his heart had been pierced clean through. She prepared the flesh...
And a voice interrupted. Not in words, but wails. The cries of a child, running out onto the beach. The girl dropped to her knees, in front of the body. She grip its hand, and cried.
"You said they wouldn't hurt you! You said you'd come back!"
The crowd looked on in shock. None wanted to doubt the benevolence of their Angel, but none knew how she would react. As Muu paused, several closed their eyes. She reached towards the girl, took her in her hands... and cradled her close. Muu finished the ritual with her remaining arm and, as the bodies were sent out to their burial at sea, Muu sunk into the water as well, the girl held close. Those present waited for some time, but when neither surfaced, they gradually moved on.
Muu would not surface for some time, indeed, there were those who had worried they'd offended their Angel in some way, that she had left them. The new Sea Servants emerged, but Muu did not. She had gone deep beneath into a nearby chasm with the child, slowly soothing with a song. Deeper they went to a place no light existed, but one. And Muu gathered up a squid, and gently linked the mind or the child with her own as a light of Good bloomed in the darkest abyss.
The next day Muu returned with a new hero in tow, someone who would do her best to never let kind words become lies.
Champion Design: Kin of Muu- The Abyssal Seer, Eitama
Eitama is the first of what would come to be known as the Kin of Muu. Those selected by Muu directly, raised up and remade by her very own hands into something greater than what they once were. Chasm is a fusion, a Vampire Squid (https://en.wikipedia.org/wiki/Vampire_squid) was selected as the base, giving her the appearance of wearing a dress. The many tentacles that make up this skirt can grasp foes nearby and drag them under, where a mutated mouth snaps down the skirt around the heads, or in small cases eating prey whole. Above her hips lie a bioluminescent organ which she can use to blind and dazzle foes with strobe-flashes of concentrated light, useful for both retreat and combat.
Her shining eyes are the real treasure though. Enchanted Truesilver Eyes gives her sight beyond, letting her see her future. She can scale this between a few seconds and up to an hour, though time is needed to scale up and down. Light and darkness does not hinder this, her eyes having seen the wonders of the deep sea world alongside Muu. What she sees is entirely depend on where she goes in the future. While it takes time to adjust to a new path depending on how far she is seeing, this allows her to see what will occur in her future in time to change it. This is a rather awe-inspiring power, though it comes at a price. Never being able to see the present, only able to act on her future.
Eitama's combat style primary revolves around the use of a Muu-Blessed Silver Staff to interrupt, bash, and down foes. While not a complicated style, it is fairly effective when you can see where your opponent is going to do and Hero-tier stats. Her main goal is to down opponents for her "dress" to finish off, leaving a trail of dead behind her. Her ability to see what a foe will do gives her an advantage in this, while she isn't really an expert, you don't need to be to whack people down. Of course, as she is acting according to a shifting future, some enemies might be fast enough to react, but that's what her light is for, giving her enough space to work with.
In Influence, her goal is pretty simple. Act as a central authority, having info brought in for her to go over, allowing forces in the area an hour advance notice. Eitama has a link to Muu, letting them talk and connect, though this link only really applies when they are in the same area. Eitama's main weakness both on the battlefield and off is rather simple, she can only be in one place at one time. Given she can be in quite a few of those, it's fine, but her own self is limited to her present location, so scouting isn't really her current role, it's determining what a foe might do. Eitama doesn't have any mental enhancements beyond what is needed to process the info, and her mind is rather childlike, if determined to keep as many of hers alive as possible. And well, demons aren't people, big sis Muu said so.
The rich and powerful are always looking for curiosities amd artworks to show off their wealth, taste and culture. The latest is an offering from the far north, transported at great expense and requiring constant care and attention. These items are carefully cultured pieces of coral, still alive and mutated to regularly change its shape and colour in appealing ways. Whilst this is not obvious when watching, each day will have a new and tasteful form.
When placed in a salt water aquarium and accompanied by schools of fish, the latent enchantments activate. The aquarium and its inhabitants form a perfect, beautiful community that blessez any who observe it with a growing desire to form a Good, loving community of their own. One the disciples of Muu are so very happy to provide.
Nobility and High Culture go hand in hand. And what is more cultured than the Opera?
The Holy Chorus is a name shared by several musical ensembles that tour the mortal Kingdoms, performing one of several Operas. Written and composed with the same care that goes into a Gadfly's empassioned speech, each piece is a moralistic masterpiece, carefully nuanced to remain appealing whilst plying its message of community, love and Good. The performers are enchanted with emotional hexes, reminding the audience of the plight of the commoners, their duty to their fellow man, and their responsibly for those beneath them. Whilst there is no death to power your spell, the prolonged exposure should have a comparable effect.
Liquid Light Elementals - EuchreJack
Corals of Community - EuchreJack
Champion Design: Kin of Muu- The Abyssal Seer, Eitama - EuchreJack
Liquid Light Elementals - Redux: (2) EuchreJack, TricMagic
Wealth Token-Second Facility: (1) Tricmagic
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (0)
Corals of Community: (2) EuchreJack, TricMagic
Champion Design: Kin of Muu- The Abyssal Seer, Eitama: (2) EuchreJack, TricMagic
...I can't resist the Magic Fishtank of Conversion aka Corals of CommunityAll I can say is give into the hypnotic patterns of harmony.
Liquid Light Elementals - Redux: (3) EuchreJack, TricMagic, Kashyyk
Wealth Token-Second Facility: (2) Tricmagic, Kashyyk
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (1) Kashyyk
Corals of Community: (3) EuchreJack, TricMagic, Kashyyk
Champion Design
Kin of Muu- The Abyssal Seer, Eitama: (2) EuchreJack, TricMagic
The Reclusive Shaman: (1) Kashyyk
On a small spit of land in the Twisting Isles stands a shack. No one can really agree where this small island is, as the mists and winding reefs ensure people regularly get sidetracked, however those who are in desperate do sometimes alight on its rickety pier.
No matter which way the newcomer goes on the island, they will pass the same set of ominous totems and strange sigils before finally seeing a glowing light through the mist. This turns into the open window of the Shaman's hovel and having come this far, they will inevitably enter.
---
The Shaman is well-renowned and capable healer, using a mixture of mundane medicine, druidism and bound spirits to mend wounds, cure sickness and dispell curses. They do not always help, for reasons kept to themselves, and when they do they demand esoteric and non-standard payments, for they always seem well stocked in food, drink and small comforts.
Whilst few understand the importance of an Albino Seabass, Two Stones Split by a River, or a Pearl That Has Never Seen the Sun, occasionally one of these demands is the more straightforward "A Year and a Day" of service. Invariably, this involves a lot of menial labour, yet the lucky few are able to glean a few morsels of knowledge and the talented are offered a more official apprenticeship.
Thus when Muu came seeking fealty, the Reclusive Shaman saw fit to claim the True Silver as payment alongside service of a select few capable Acolytes. When deployed to an Influence node, the Shaman and their apprentices will offer unique and valuable healing to the desperate amd deserving, whilst in a Combat lane they will be able to save even the most mortally wounded of cultists, assuming they can get to them in time. Whilst it is not obvious what happened the Quick Silver vial, the speed with their patients are returned to full health suggests it has been incorporated into the Shaman's healing practices.
Liquid Light Elementals - Redux: (3) EuchreJack, TricMagic, Kashyyk
Wealth Token-Second Facility: (2) Tricmagic, Kashyyk
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (1) Kashyyk
Corals of Community: (4) EuchreJack, TricMagic, Kashyyk, Secretdorf
Champion Design
Kin of Muu- The Abyssal Seer, Eitama: (2) EuchreJack, TricMagic
The Reclusive Shaman: (2) Kashyyk, Secretdorf
Liquid Light Elementals - Redux: (2) TricMagic, Kashyyk
Wealth Token-Second Facility: (2) Tricmagic, Kashyyk
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (1) Kashyyk
Corals of Community: (4) EuchreJack, TricMagic, Kashyyk, Secretdorf
Solarmancers (1): EuchreJack
Champion Design
Kin of Muu- The Abyssal Seer, Eitama: (2) EuchreJack, TricMagic
The Reclusive Shaman: (2) Kashyyk, Secretdorf
Liquid Light Elementals - Redux: (2) TricMagic, Kashyyk
Wealth Token-Second Facility: (2) Tricmagic, Kashyyk
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (1) Kashyyk
Corals of Community: (4) EuchreJack, TricMagic, Kashyyk, Secretdorf
Solarmancers (2): EuchreJack, Secretdorf
Champion Design
Kin of Muu- The Abyssal Seer, Eitama: (2) EuchreJack, TricMagic
The Reclusive Shaman: (2) Kashyyk, Secretdorf
@Nuke: Can we get difficulties?Only as regards the Solarmancers. For those, I will say that an advanced spellcaster (which can use Uncommon spells) with no bells/whistles would be Very Hard. The Solarmancers have some bells, but many of their bells are related to things you've already developed, and also they have the drawback of being intensely mutated (ie, unable to operate in Influence (without a very good disguise), and liable to be mentally eccentric at best)- balancing out, keeping them VH.
...now, could somebody else explain what that means? :PDemons did a high-effort last turn to get their mage out. If we are doing without such focus, Solarmancers are a roll of the die that is weighted against us. And it's not something we can really use a wealth token for in this case.
Liquid Light Elementals - Redux: (3) TricMagic, Kashyyk, EuchreJack
Wealth Token-Second Facility: (2) Tricmagic, Kashyyk
-Wealth Token the Secondary: Compressed Sunlight Core: (2) TricMagic, EuchreJack
-No to Secondary Wealth Token: (1) Kashyyk
Corals of Community: (4) EuchreJack, TricMagic, Kashyyk, Secretdorf
Solarmancers (1): Secretdorf
Champion Design
Kin of Muu- The Abyssal Seer, Eitama: (2) EuchreJack, TricMagic
The Reclusive Shaman: (2) Kashyyk, Secretdorf
On a small spit of land in the Twisting Isles stands a shack. No one can really agree where this small island is, as the mists and winding reefs ensure people regularly get sidetracked, however those who are in desperate do sometimes alight on its rickety pier.
No matter which way the newcomer goes on the island, they will pass the same set of ominous totems and strange sigils before finally seeing a glowing light through the mist. This turns into the open window of the Shaman's hovel and having come this far, they will inevitably enter.
---
The Shaman is well-renowned and capable healer, using a mixture of mundane medicine, druidism and bound spirits to mend wounds, cure sickness and dispell curses. They do not always help, for reasons kept to themselves, and when they do they demand esoteric and non-standard payments, for they always seem well stocked in food, drink and small comforts.
Whilst few understand the importance of an Albino Seabass, Two Stones Split by a River, or a Pearl That Has Never Seen the Sun, occasionally one of these demands is the more straightforward "A Year and a Day" of service. Invariably, this involves a lot of menial labour, yet the lucky few are able to glean a few morsels of knowledge and the talented are offered a more official apprenticeship.
Thus when Muu came seeking fealty, the Reclusive Shaman saw fit to claim the True Silver as payment alongside service of a select few capable Acolytes. This did not fit Muu's plan however, and a battle of wills commenced. Struck from many directions by the weight of the Hive Mind, the Shaman could not hold out forever, and amidst the shattered remains of their home they knelt before Muu as a silvery glow took over their irises. With the Shaman's knowledge the True Silver incorporated into their pharmacy of tinctures and cures.
When deployed to an Influence node, the Shaman and their apprentices will offer unique and valuable healing to the desperate amd deserving, whilst in a Combat lane they will be able to save even the most mortally wounded of cultists, assuming they can get to them in time.
True Silver has a number of properties, the most immediately relevant being its powers of Monster Slaying. Harking back to our village's legacy of fishermen, the True Silver has been incorporated into a hunting spear, throwable by any trained warrior (although obviously only the very best is allowed to use it). Two main enchantments accompany the True Silver's monster slaying abilities.
The first gives the weapon its name, as a sure strike blessing ensures it always flies straight and true, ignoring any magical or mundane interference to always strike the target the worker aims for.
The second enchantment is what justifies using such a rare resource on a thrown weapon. A spell of retrieval is woven through it, and thus when the anointed wielder gives a command word, the spear materialises in their outstretched hand, ready to be cast again.
With the proper blessing from Muu (A simple but honoured ritual) the most skilled spear hunter can world the Deadeye Spear. Alternatively, Muu could use it herself.
Liquid Light Elementals - Redux: (4) TricMagic, Kashyyk, EuchreJack, FailbirdI refuse to spend two Tokens on one design(unless it's something like our Unique design this turn where the first Token is just to make the design possible) without it being High Effort. Meanwhile I also refuse to make a High Effort design this turn.
Wealth Token-Second Facility: (3) Tricmagic, Kashyyk, Failbird
-Wealth Token the Secondary: Compressed Sunlight Core: (2) TricMagic, EuchreJack
-No to Secondary Wealth Token: (2) Kashyyk, Failbird
Corals of Community: (5) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird
Solarmancers (1): Secretdorf
Unique Design
Kin of Muu- The Abyssal Seer, Eitama: (2) EuchreJack, TricMagic
The Reclusive Shaman: (2) Kashyyk, Secretdorf
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: (1) Failbird
Liquid Light Elementals - Redux: (4) TricMagic, Kashyyk, EuchreJack, Failbird
Wealth Token-Second Facility: (3) Tricmagic, Kashyyk, Failbird
-Wealth Token the Secondary: Compressed Sunlight Core: (2) TricMagic
-No to Secondary Wealth Token: (2) Kashyyk, Failbird
Corals of Community: (5) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird
Solarmancers (1): Secretdorf
Unique Design
Kin of Muu- The Abyssal Seer, Eitama: (1) TricMagic
The Reclusive Shaman: (2) Kashyyk, Secretdorf, EuchreJack
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: (1) Failbird
Liquid Light Elementals - Redux: (4) TricMagic, Kashyyk, EuchreJack, Failbird
Wealth Token-Second Facility: (3) Tricmagic, Kashyyk, Failbird
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (2) Kashyyk, Failbird
Corals of Community: (5) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird
Solarmancers (1): Secretdorf
Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (3) Kashyyk, Secretdorf, EuchreJack
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: (2) Failbird, TricMagic
The Old Man of the Mountain, Kalju
Located within a cliff-filled mountainous section among the Twisting Isles, Kalju lives upon a cliff-peak often graced with mist and what light comes down, tending to his garden. He once lived on the main continent, though left the gridlocked polis with his then wife for a simpler lifestyle away from the "democracy" which would force sides to be chosen. While they never had any children, his studies into medicine within the capital allowed him to make a living tending to the many people within the Twisting Isles, offering advice and health care and earning the gratitude of many. He eventually managed to make a home for himself and his life in a place ideal for the growing of food, and gained the aid of villagers and some miners from the Quarries to make a fine if rustic home.
There isn't much else to say, to all accounts he and his wife have been known as a good spirit throughout most of the inner Isles. And when outsiders from the Polis came knocking, looking for "doctor", they kept mum. However, they were never blessed with a child, though lived their lives happily enough. A year ago though, his wife died. Gone to heaven, the good soul she was, and Kalju became rather reclusive.
Muu, having heard of these stories from villagers, came looking, a young man looking to see for "himself" the truth of these words, and this man's merits. She discovered him to be all that and more, a noble of an old family, the last heir who ran away with his true love. Someone who used his skills for others for money, yes, but also because he truly believed in helping people. Under his "Caretakers", he would have just become another cog in the games, but his will and selfishness led him to escaping that. While this would at first seem to be a negative trait, Muu understands that people are selfish. And this man is definitely the definition of selfish in wanting his wife to be happy. But with her gone, his purpose in life is also, and he has become so old that he can no longer make use of what he has learned in his life, only healing those who come to him as he waits to die.
"What would you do if you had more time, a new chance to heal the wounds in this world?" Muu asked. In which he replied with a sad smile: "If such came to pass, I would have liked to help those one the continents. While I was truly happy here, there was always that question in my head, of what if I could help the people in my country more." Having made her decision on this man's character, Muu left, and returned with a gift the next day. The Truesilver Extract, along with bottles of liquid sunlight and water from the forge of cleansing. As she presented these things, she shed her disguise and spoke thus: "You are a good and selfish man Kalju. Even now as you wait for death, you still want to help people. That is something this world can dearly use more of. I gift these to you, the rare Truesilver extract, waters made by mine own hand, and sunlight shining with my People's goodwill. I give you the tools to save yourself, I only ask that in turn, you dedicate yourself to saving others. There is much sadness in the world, and for such a spark of good to pass would be a sad day indeed."
Being in the presence of an angel come down to speak with him, he was speechless. However, his actions in the following days would answer for him as Muu worked alongside Kalju's immense expertise.
Kalju is a renowned healer among the Tendril Isles, and a noble who renounced his birthname to be with the one he loved. His time among these Isles has altered him, leaving him with a deep connection to the spirits of the land, which he has sub-consciously used in his medical brews and tinctures. With Muu's help, he created a medicine that would shatter the world forever. Liquid Light and Truesilver Extract melded with many herbs, toxins, and spirits, and infused into his heartblood. Now his heart beats, and so long as it does the blood of life flows through his veins, revitalizing him. And though it's effect is weaker outside, he can use his blood to enhance his creations to create near supernatural medicine. And it's magical properties did not go unnoticed, for now he recognizes his connection to the spirits of the land, and the one that has formed between him and Muu.
He can listen to the spirits of the land, and it is theorized he will be able to direct them as elementals in time, using the Good he has accumulated during his long life and that generated within his altered blood. His ability to calm the dead and direct his allies souls to Muu down this new connection between them is also a surprising contribution that has emerged. And it is also expected he can remove magical maladies with time and his own medicine supported by the spirits that he once used innately, along with his obvious medical expertise. These just expectations though, from limited experimentation. The only thing that has truly been tested is his blood-medicine, and soul guidance on Sea Servants. Time and experience will tell the final result of this.
There is also the case that he has his families distinctive yellow hair again. Maybe even brighter than before, like looking at the sun. This could cause troubles, or opportunity, as he's young-looking enough now he can pass as his own grandson. The only thing that puts him apart from them is his honey-gold eyes and sun-tanned skin, so we shouldn't have to deal with that until we choose to, hopefully, maybe.
Liquid Light Elementals - Redux: (4) TricMagic, Kashyyk, EuchreJack, Failbird
Wealth Token-Second Facility: (3) Tricmagic, Kashyyk, Failbird
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (2) Kashyyk, Failbird
Corals of Community: (5) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird
Solarmancers (1): Secretdorf
Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (3) Kashyyk, Secretdorf, EuchreJack
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: () Failbird
The "Old" Man of the Mountain, Kalju: (1) TricMagic
Liquid Light Elementals - Redux: (4) TricMagic, Kashyyk, EuchreJack, Failbird
Wealth Token-Second Facility: (3) Tricmagic, Kashyyk, Failbird
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (2) Kashyyk, Failbird
Corals of Community: (5) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird
Solarmancers (1): Secretdorf
Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (3) Kashyyk, Secretdorf, EuchreJack
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (2) TricMagic, Failbird
Liquid Light Elementals - Redux: (4) TricMagic, Kashyyk, EuchreJack, Failbird
Wealth Token-Second Facility: (3) Tricmagic, Kashyyk, Failbird
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (2) Kashyyk, Failbird
Corals of Community: (5) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird
Solarmancers (1): Secretdorf
Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (2) Kashyyk, Secretdorf,
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (3) TricMagic, Failbird, EuchreJack
Pool of the Depths
Hidden within Muu's own sanctum beneath the waves, near Tendril Village, there is a small basin, made of marble. Inlaid gemstones catch the light of glimmering runes and throw the flashes of magic across the dim cave. Into this basin, Muu herself has poured the vial of Truesilver, and worked into it the power of foresight.
The runes are runes of power, the gems blood-red, and the Truesilver attuned to the fates of soldiers and the truth of the edge of the blade. The Pool is used by Muu or her most trusted disciples to read the course of a battle before it can even be fought. Knowing where the edge lies, we can give our soldiers the edge in battle beyond mere strength of arms. We can learn where an enemy will be, and move to counter them. Obviously the enemy might react to changes in our plans, but that's what the messenger pigeons are for. If the enemy does something unexpected, we simply predict them again, and again, and again, until the battle arrives and we are in the most advantageous position possible within our limits.
Spirit of the Hunt
The enemy stalks the night, sending beasts and monsters raised from the dead to torment our loyal and Good followers. We, however, have an answer.
An insubstantial-looking silver wolf, barely more than mist, composed of heavily enchanted Truesilver and animated with the combined souls of a highly skilled hunter and the massive wolf that brought him down. Intelligence, ferocity, and the magical powers of Truesilver are forged into something that is little more than an intelligent weapon. Any beast that faces the barely-visible claws of the Spirit of the Hunt will find itself rent apart in short order, with the power of the Truesilver guaranteeing that no natural healing or mortal aid can possibly close those wounds.
The Spirit specializes in slaying unnatural, cursed, or beastly things. It has unsurpassed senses, inhuman strength, incredible speed, and, being powered by soul magic andhatredrighteous determination, it doesn't really sleep, though in daylight it is both more visible and less powerful. In the dark, the Spirit is hard to see and absolutely deadly. Without any real skill in leadership or tactics, however, it is restricted to being an individual combatant. It can communicate reasonably well, but is no longer human and does not really brandish much intelligence at all outside of the fields of tracking, hunting, and killing.
Liquid Light Elementals - Redux: (5) TricMagic, Kashyyk, EuchreJack, Failbird, Madman
Wealth Token-Second Facility: (4) Tricmagic, Kashyyk, Failbird, Madman
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (5) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird
Solarmancers (1): Secretdorf
Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (2) Kashyyk, Secretdorf,
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (3) TricMagic, Failbird, EuchreJack
Spirit of the Hunt: (1) Madman
Liquid Light Elementals - Redux: (6) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf[/quote]
Wealth Token-Second Facility: (5) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (5) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird
Solarmancers (0):
Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (2) Kashyyk, Secretdorf,
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (3) TricMagic, Failbird, EuchreJack
Spirit of the Hunt: (2) Madman, secretdorf
Don't think it's good to vote on multiple things? And what happened to the medicine?Quote from: VoteboxLiquid Light Elementals - Redux: (6) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf
Wealth Token-Second Facility: (5) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (5) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird
Solarmancers (0):
Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (2) Kashyyk, Secretdorf,
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (3) TricMagic, Failbird, EuchreJack
Spirit of the Hunt: (2) Madman, secretdorf
Space-Time Environment Espy System
The STEER is created through forging Truesilver into runes of sight, observation, and various world runes along with time and others, carefully molded into a number of stone pillars and an altar. Through placing a number of lodestones throughout the areas, it is possible for Muu to use the STEER to observe the movements and concentrations of evil across the lands. This can be used to determine movement patterns ahead of time, and even use that info to deploy Unique units in opposition to others. Nur-Carok stands out as a beacon of darkness, though other unique units are generalized. The STEER is capable of counting how many of such signals exist within a given time, giving an indication of any new units that are created. Due to the observation/effect clause, this can only be noticed after they are created, rather than before. Sadly as infrastructure, it can only be used at home, so any changes that occur during the battle or in cities will be unknown. Though having a proper overview of what will happen gives you the ability to change it.
tl:dr: Allows us to count the number of Heroes the opposing side has, as well as see where they will be deployed. This can be used to assign a hero to counter another hero (semi-randomly). Nar-Carok is Evil enough that we always know where he is, so can assign units directly to them. In addition, it gives our forces an advantage of info on what the opposing side will do in general, granting an advantage due to foresight. It is not self-updating(since only Muu can use it at home base), so it's information will degrade quickly when we go against what is seen. (Does not actually give us a look into the demon's thread for the first part) Is mind-breaking enough that no mortal can use it.
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Solarmancers (0):
Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (2) Kashyyk, Secretdorf,
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (3) TricMagic, Failbird, EuchreJack
Spirit of the Hunt: (2) Madman, secretdorf
The Good Doctor: (1) m1895
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Solarmancers (0):
Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (1) Secretdorf,
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (3) TricMagic, Failbird, EuchreJack
Spirit of the Hunt: (2) Madman, secretdorf
The Good Doctor: (2) m1895, Kashyyk
Meant to remove the shaman vote but did not for some reason. My bad. Next voter plz mend that for me.Flight is very much it's own bundle of sticks, given it's likely to add a difficulty level. :P
Also tric, 'flying beatstick'. :)
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895After having taken the time to read through the new proposals made since I did my desperation vote on the Old Man, I actually really, really like The Good Doctor.
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Solarmancers (0):
Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (1) Secretdorf,
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (2) TricMagic, EuchreJack
Spirit of the Hunt: (2) Madman, secretdorf
The Good Doctor: (3) m1895, Kashyyk, Failbird
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Solarmancers (0):
Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (1) Secretdorf,
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (1) TricMagic
Spirit of the Hunt: (2) Madman, secretdorf
The Good Doctor: (4) m1895, Kashyyk, Failbird, EuchreJack
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895I am not in favor in the ineptitude that results in something with no memories. All that medical knowledge gone for something that sounds more vampiric than anything else. Quite different than the title of The "Good Doctor" would imply.
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Solarmancers (0):
Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (0)
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (0)
Spirit of the Hunt: (3) Madman, secretdorf, TricMagic
The Good Doctor: (4) m1895, Kashyyk, Failbird, EuchreJack
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Solarmancers (0):
Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (0)
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (0)
Spirit of the Hunt: (3) Madman, secretdorf, TricMagic
The Good Doctor: (3) m1895, Kashyyk, Failbird
Mercury, has a specific set of magical properties, as well as one mechanical one. It is associated with snakes, and has properties connecting to life forces, death and decomposition, and rebirth. When heated, it expands, when cooled, it contracts, and when frozen, it serves as an excellent conductor. And this is also where Tin comes in. While it has a number of meanings, of interest is it's connection to healing energy and the planet of storms. As well as an interesting tidbit, it doesn't suffer from rust and kills bacteria, making it an ideal alloy material for the death aspect of Quicksilver. Tin is also directly associated with the Sacral Chakra, meaning we can better enforce morality, along with it nurturing creative energies to give Valk Madu more ability to think, if not reason. It nurtures creativity, and is linked to control
As for the other metals used, copper is conductive to heat and electricity, and has magical properties of energy conduction. It's use greatly smooths the flow of the energies involved. And of the magical metals studied, Silver is the most interesting, being connecting to the sixth chakra, relating to the mind. It serves as a psychic shield, yes, but that can also be used to trap such energies. And having personally forged this metal maiden, and the magical metals used, the opening to Muu was fairly easy to bind the new Servant to her. Metaphorically, the Silver also reflects negative energy, which is pleasing to Muu, as well as having a connection to the moon, giving her a very good timeframe to create the ritual with the highest chance of success.
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Solarmancers (0):
Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (0)
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (0)
Spirit of the Hunt: (2) Madman, secretdorf,
The Good Doctor: (3) m1895, Kashyyk, Failbird
The Lightning Bolt of Ages, Valk Madu[Uses Wealth Token]: (1) TricMagic
Use Second Wealth Token to ensure Quality of Tin: (1) TricMagic
Just use 1 Wealth Token: (0)
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Solarmancers (0):
Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (0)
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (0)
Spirit of the Hunt: (2) Madman, secretdorf,
The Good Doctor: (3) m1895, Kashyyk, Failbird
The Lightning Bolt of Ages, Valk Madu[Uses Wealth Token]: (2) TricMagic, EuchreJack
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Solarmancers (0):
Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (0)
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (1)
Spirit of the Hunt: (2) Madman, secretdorf,
The Good Doctor: (4) m1895, Kashyyk, Failbird, TricMagicThe Lightning Bolt of Ages, Valk Madu[Uses Wealth Token]: (2) TricMagic, EuchreJack
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Solarmancers (0):
Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (0)
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (1)
Spirit of the Hunt: (2) Madman, secretdorf,
The Good Doctor: (4) m1895, Kashyyk, Failbird, TricMagic
-Use a Wealth token on the Blades: (1) Failbird
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Solarmancers (0):
Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (0)
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: ()
Spirit of the Hunt: (2) Madman, secretdorf,
The Good Doctor: (4) m1895, Kashyyk, Failbird, TricMagic
-Use a Wealth token on the Blades: (2) Failbird, Kashyyk
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Solarmancers (0):
Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (0)
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (0)
Spirit of the Hunt: (2) Madman, secretdorf,
The Good Doctor: (4) m1895, Kashyyk, Failbird, TricMagic
-Use a Wealth token on the Blades: (3) Failbird, Kashyyk, TricMagic
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895More More!
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Solarmancers (0):
Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (0)
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (0)
Spirit of the Hunt: (2) Madman, secretdorf,
The Good Doctor: (5) m1895, Kashyyk, Failbird, TricMagic, EuchreJack
-Use a Wealth token on the Blades: (4) Failbird, Kashyyk, TricMagic, EuchreJack
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Wealth Token-Marketing![Needs 4/6 votes to pass]: (1) TricMagic
No wealth token: (0)
Solarmancers (0):
Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (0)
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (0)
Spirit of the Hunt: (2) Madman, secretdorf,
The Good Doctor: (5) m1895, Kashyyk, Failbird, TricMagic, EuchreJack
-Use a Wealth token on the Blades: (3) Failbird, Kashyyk, EuchreJack
-Don't use a Wealth token: (1) TricMagic
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Solarmancers (0):
Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (0)
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (0)
Spirit of the Hunt: (2) Madman, secretdorf,
The Good Doctor: (5) m1895, Kashyyk, Failbird, TricMagic, EuchreJack
-Use a Wealth token on the Blades: (2) Failbird, Kashyyk
-Don't use a Wealth token: (2) TricMagic, EuchreJack
Update to my last post, given nin-jack.Quote from: VoteboxLiquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Solarmancers (0):
Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (0)
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (0)
Spirit of the Hunt: (2) Madman, secretdorf,
The Good Doctor: (5) m1895, Kashyyk, Failbird, TricMagic, EuchreJack
-Use a Wealth token on the Blades: (2) Failbird, Kashyyk,
-Don't use a Wealth token: (2) TricMagic, EuchreJack
On second thought, let's just bank it for next turn. With enough wealth we can equip gear to everyone. Or whatever else we decide to do.
On the other hand, spend money to make influence
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Solarmancers (0):
Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (0)
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (0)
Spirit of the Hunt: (2) Madman, secretdorf,
The Good Doctor: (5) m1895, Kashyyk, Failbird, TricMagic, EuchreJack
-Use a Wealth token on the Blades: (3) Failbird, Kashyyk, m1895
-Don't use a Wealth token: (2) TricMagic, EuchreJack
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Solarmancers (0):
Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (0)
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (0)
Spirit of the Hunt: (2) Madman, secretdorf,
The Good Doctor: (5) m1895, Kashyyk, Failbird, TricMagic, EuchreJack
-Use a Wealth token on the Blades: (3) Failbird, Kashyyk, m1895
-Don't use a Wealth token: (3) TricMagic, EuchreJack, Madman
Liquid Light Elementals - Redux: (7) TricMagic, Kashyyk, EuchreJack, Failbird, Madman, Secretdorf, m1895
Wealth Token-Second Facility: (6) Tricmagic, Kashyyk, Failbird, Madman, Secretdorf, m1895
-Wealth Token the Secondary: Compressed Sunlight Core: (1) TricMagic
-No to Secondary Wealth Token: (3) Kashyyk, Failbird, Madman
Corals of Community: (6) EuchreJack, TricMagic, Kashyyk, Secretdorf, Failbird, m1895
Solarmancers (0):
Unique Design
Kin of Muu- The Abyssal Seer, Eitama: ()
The Reclusive Shaman: (0)
The Reclusive Shaman(Assimilation Mode): ()
Deadeye Spear: ()
Don't Make One Yet: ()
The "Old" Man of the Mountain, Kalju: (0)
Spirit of the Hunt: (2) Madman, secretdorf,
The Good Doctor: (5) m1895, Kashyyk, Failbird, TricMagic, EuchreJack
-Use a Wealth token on the Blades: (2) Kashyyk, m1895
-Don't use a Wealth token: (4) TricMagic, EuchreJack, Madman
Liquid Light Elementals- ReduxLiquid Light Elementals- Redux (uses Wealth Token): Normal: (2+1)=3: Buggy Mess
The Bottled Sunlight has proven itself. It is a masterful work of craftsmanship and magic. It only makes sense to expand our work with the substance. This is done with the creation of a type of angelic being known as a Cherub, which appears as a small, translucent, gelatinous creature with a shining bright heart at its center and a visible brain (https://www.montereybayaquarium.org/globalassets/mba/images/animals/deep-sea/mba/sea-angels-tr20-0137-composite.jpg?format=webp&quality=70). When these Cherubs are inserted into the substance they essentially become a solid Core that can control a substantial amount of the Liquid Light to form a body larger than that of a man. In these new bodies the Cherubs form a sort of 'golem' of Liquid Light. The Liquid Light Elementals tend to take on a sort of standard form that they keep their shape to. Trending towards simple shapes with six to eight similarly simple limbs, the standard forms the Liquid Light Elementals take are often reminiscent of various sorts of crustacean and cephalopod in their broad structure, though outliers exist.
Being made of Bottled Sunlight, the Liquid Light Elementals carry many of its properties. However, the Cherub stabilizes the body, preventing it from evaporating, which also reduces the effectiveness of their abilities. A Liquid Light Elemental can heal, but not as quickly as Bottled Sunlight. It can melt away Evil based beings with its touch, but not to the same potency. Even the amount of light they give off is closer to the fully bottled form of Bottled Sunlight than the released form. And yet regardless, they are still a living mass of the closest thing yet achieved to solid Good. Their bodies are able to shift are rearrange to allow strikes at greater distances than their form would otherwise allow.
They do have two core drawbacks however. First is that their core is the key. Should the Core be destroyed their bodies will merely fall apart into a mass of Bottled Sunlight. Similarly, parts cut off of their bodies will lose the stability provided by the Cherubic core and begin to evaporate as normal, meaning they cannot fully restore themselves from injury without Bottled Sunlight from another source. Secondly, is that they are simply very costly to make, in that they either require time taken away from producing bottles of Bottled Sunlight, or the expenditure of said bottles themselves, making their numbers inversely proportional to the amount of Bottled Sunlight we field.
Wealth Token: Yet it doesn't have to be this way. If we were to invest some of the resources we've acquired over the course of the war so far, we could create a second facility for Bottled Sunlight production. We could then dedicate this entire facility solely to the production of additional Liquid Light Elementals, thus mitigating their low numbers to an extent.
Corals of Community: Trivial: (4+3)+2=9: Unexpected BoonQuote from: Corals of CommunityThe rich and powerful are always looking for curiosities amd artworks to show off their wealth, taste and culture. The latest is an offering from the far north, transported at great expense and requiring constant care and attention. These items are carefully cultured pieces of coral, still alive and mutated to regularly change its shape and colour in appealing ways. Whilst this is not obvious when watching, each day will have a new and tasteful form.
When placed in a salt water aquarium and accompanied by schools of fish, the latent enchantments activate. The aquarium and its inhabitants form a perfect, beautiful community that blessez any who observe it with a growing desire to form a Good, loving community of their own. One the disciples of Muu are so very happy to provide.
The Good DoctorThe Good Doctor (uses Truesilver Extract): Normal: (3+4)=7: Superior Craftsmanship
After The Merchant handed the Truesilver Extract over to us, Muu spent much time mulling over how to use it; that is, until a cane rapped on the Town Hall door. The Mayor opened the door to see a Wasteland Doctor huddling under the awning. Ushered in, the doctor hangs up their heavy coat, and puts their doctor's mask aside. The older woman and her partner were working late one night when some thing appeared out of the shadows. Her partner stabbed it with a silvered scalpel and distracted it so she could escape. Shaken by the experience, she had spent the past few months engrossed in bestiaries searching for what attacked her. She managed to narrow it down to a vampiric thrall, but she couldn't piece together a why or how. That is, until a nice man in a completely nonsuspect robe came and had a chat with her. Finishing her story, The Good Doctor pledged her service to Muu and offered to apply the alchemical knowledge, that working around the wastes requires, on working with the Truesilver Extract.
... 1 part ground kolakea leaves, solution turned dark purple. 1 part yiha fish spinal fluid, solution turned gray. 1 drop Truesilver Extract, solution turned silver with a reddish tinge. Left to steep in bottled sunlight for 5 minutes. The only thing left to do was inject the volunteer. First the subject's wrinkles faded (encouraging sign). Then their graying hair turned bone white (not as encouraging). Their skin turned equally stark white (uhhhh). By the time their irises turned red we realized we may have made an error. So here's the good: their strength, agility and speed have been pushed past human limits. Their endurance and durability have also been improved to a lesser extent, though the truesilver in their veins is activated by "seeping animating force," most commonly another's blood. Furthermore, their eye mutation seems to have given them the ability to track evil, their eyes taking on a shadowy glow whenever they use this ability. More neutral aspects include their blood turning a silvery color that glows a pale blue when exposed to air. The inside of their mouth also glows faintly. Now uh, onto the bad. Their memory has been heavily fragmented, and they seem to have lost all of their medical knowledge, save their skill with the scalpel, though she retains a burning hatred of vampires (without quite knowing why) and knowledge of everything that goes bump in the wastes. Her personality has also become much more... mercurial on the whole, though her quietness on the hunt means it's not as noticeable there. Overall, she simply needs armaments to be sent into the field.
Fortunately, we happen to have turned a master swordsmith to our side. Unfortunately, after some incident his conscience is too troubled to allow him to smith. By sending some of our excess wealth to a specific orphanage, we've eased his conscience enough to forge one last blade. He inquires what sort of blade the doctor wants and she requests for a sabre. The swordsmith begins by working the remaining truesilver into the steel. While shaping the blade itself he expertly includes micro-serrations. Their use becomes apparent when he adds the enchantments, the first pulls the "animating force" out of whoever gets struck, and the second is a simple sharpness enchantment, combined this means, for example, that an unfortunate demonic cultist struck by it would become a blood fountain as they are cut down. Against a more mutated opponent, such as a ratman, the effect is much more dramatic, if unnecessary to kill such a frail creature. Finishing up, he decides a "hand-and-a-half" handle provides the versatility needed in a monster-slaying blade. A couple cultists come to check on him after a few days of silence. They stumble on his corpse clutching the sheathed blade. Strong enchantments require power to make, and the swordsmith had burned away his soul for it. The cutler who had to follow that up decided to ape some of the milder qualities, though his knife had to make do with traditional silvering, and his serrations were much larger, making the blade something of a swordbreaker, and his enchantments, done by an acolyte, were noticeably weaker, it's still a good blade.
The two cultists hand over the blades to The Good Doctor. She pulls the sword from its sheath, and it shines a pale blue in the light. With the swordsmith gone, she names it "Moonlight" in his stead.
The knife does not get a name.
Deciding to stick around and watch her practice forms, they see while she may not be a master sabrist, she is certainly an expert. Looks like all that time (and money) she had to spend with the "high meisters of the noble science of defence" paid off, not that she remembers either. The cultists do note that she seems to think the swordsmith talks to her through the blade, but Muu believes this may be true, and the stable influence he seems to provide means we won't touch it.
Oh right, armor. We didn't make her any. She wears her old wasteland doctor outfit, though we have given her a bandolier of bottled sunlight, likely to prove useful on the battlefield and triage tent.
With the Coral-stone that we can now fashion in the Forge of Cleansing, we have begun creation of a hardened Cuirrass and Helm for each Cherub to wear. Whilst the armour will be little more than an ablative layer to protect their cores, the true value is in the magics of Loyalty, Community and Obedience we have woven in the material.
Whilst so equipped, the enchantments upon the armour will ensure they heed the orders of their Commander, a trusted cultist (or Muu, if she's present on the field). Whilst they may firmly desire to spread the Light of Good, they will heed the command to remain subdued, for they trust their commander even if they do not understand the reason behind the instructions. It is not their place to have such high level thoughts, when they could focus on the most efficient way to Light up the Dark in the world.
Cherub Secondary Persona: (1) TricMagic
Aru Mote: (1) TricMagic
Cherub Secondary Persona: (2) TricMagic, m1895I'm uh, not entirely sure if the Aru Mote are revision grade, and would rather not risk it.
Aru Mote: (1) TricMagic
Gadfly Funeral Expenses: (1) m1895
Cherub Secondary Persona: (2) TricMagic, m1895
Aru Mote: (1) TricMagic
Gadfly Funeral Expenses: (2) m1895, EuchreJack
Barrier Coral: (1) EuchreJack
Cherub Secondary Persona: (2) TricMagic, m1895
Aru Mote: ()
Gadfly Funeral Expenses: (2) m1895, EuchreJack
Barrier Coral: (2) EuchreJack, TricMagic
Use Wealth Token: (1) TricMagic
Don't: (0)
Cherub Secondary Persona: (1) m1895
Aru Mote: ()
Gadfly Funeral Expenses: (2) m1895, EuchreJack
Barrier Coral: (2) EuchreJack, TricMagic
Use Wealth Token: (1) TricMagic
Don't: (0)
C&R: (0)
Coral Cherubs: (1) TricMagic
Gadfly Funeral Expenses
We probably should have done this earlier.
By actually paying for a Gadfly's funeral, not only do we prevent "Shitty Feather" incidents, we also provide a centralized location to apply relevant infiltration techniques.
Initiates of The First Rank: AcolytesMy main issue with this over a spellcaster design is pretty simple. We already deploy a lot of them. We'd be better with either a new elemental bolt, or fixing the Ymis Ward's shortcomings. Heck, if we wanted we could do two EFs, but those are almost always low quality. More acolytes per unit means less focus on better spellcasters.
Given the need to set up a solid base for greater spellcasters to be drawn from, we have formalized the schooling of our basic acolytes.
Aside from the obvious benefits of making future uncommon spellcasters easier, it also bears improvements on our acolytes themselves. Acolytes trained under a veteran human teacher tend to receive a more... comprehensible education in the magical arts. This not only provides a modest improvement in spellcraft quality and power, but it also means they have a better understanding of when and where to use spells. Furthermore, more teachers means more acolytes can be trained, giving a substantial boost to the amount of acolytes that can be deployed in a unit.
Cherub Secondary Persona: (1) m1895
Aru Mote: ()
Gadfly Funeral Expenses: (1) m1895
Barrier Coral: (2) EuchreJack, TricMagic
Use Wealth Token: (1) TricMagic
Don't: (0)
C&R: (0)
Coral Cherubs: (1) TricMagic
Leashing the Legion of Liquid Light: (1) EuchreJack
Cherub Secondary Persona: (2) m1895, TricMagic[/quote]
Aru Mote: ()
Gadfly Funeral Expenses: (1) m1895
Barrier Coral: (2) EuchreJack, TricMagic
Use Wealth Token: (1) TricMagic
Don't: (0)
C&R: (0)
Coral Cherubs: ()
Leashing the Legion of Liquid Light: (1) EuchreJack
Cherub Secondary Persona: (2) m1895, TricMagic
Aru Mote: ()
Gadfly Funeral Expenses: (1) m1895
Barrier Coral: (2) EuchreJack, TricMagic
-- Use Wealth Token: (1) TricMagic
-- Don't: (1) Kashyyk
C&R: (0)
Coral Cherubs: ()
Leashing the Legion of Liquid Light: (2) EuchreJack, Kashyyk
Initaties of the First Rank: (1) Kashyyk
The Ymis Ward's issue with destabilizing when both frequencies are used in close proximity to one another has consistently caused problems on every front it is deployed, and it is only a matter of time before our enemies make either bows or spells that are deadlier than they are now and the utter inability to block one, even for a short time, leads to devastating consequences. As such, we've decided to deal with this issue.
With time, effort, and experimentation we've managed to essentially 'focus' these frequencies. Or in less vague terms, we've made them no longer extend beyond the ward itself such that it can clash against and disrupt other wards. This means that, should our Acolytes set up a shield against arrows, they no longer have to panic and scramble to simultaneously bring it down and replace it should they find our forces needing a shield against spells.
Cherub Secondary Persona: (2) m1895, TricMagic
Aru Mote: ()
Gadfly Funeral Expenses: (2) m1895, Failbird
Barrier Coral: (2) EuchreJack, TricMagic
-- Use Wealth Token: (1) TricMagic
-- Don't: (2) Kashyyk, Failbird
C&R: (0)
Coral Cherubs: ()
Leashing the Legion of Liquid Light: (2) EuchreJack, Kashyyk
Initaties of the First Rank: (1) Kashyyk
Ymis Frequency Stabilization: (1) Failbird
Cherub Secondary Persona: (1) m1895Simple and Clean. Should see a good increase in survival now at least. And it buffs Muu since now she can use both types at once.
Aru Mote: ()
Gadfly Funeral Expenses: (3) m1895, Failbird, TricMagic
Barrier Coral: (1) EuchreJack,
-- Use Wealth Token: (0)
-- Don't: (2) Kashyyk, Failbird
C&R: (0)
Coral Cherubs: ()
Leashing the Legion of Liquid Light: (2) EuchreJack, Kashyyk
Initaties of the First Rank: (1) Kashyyk
Ymis Frequency Stabilization: (2) Failbird, TricMagic
Cherub Secondary Persona: ()
Aru Mote: ()
Gadfly Funeral Expenses: (3) m1895, Failbird, TricMagic
Barrier Coral: (1) EuchreJack,
-- Use Wealth Token: (0)
-- Don't: (2) Kashyyk, Failbird
C&R: (0)
Coral Cherubs: ()
Leashing the Legion of Liquid Light: (2) EuchreJack, Kashyyk
Initaties of the First Rank: (1) Kashyyk
Ymis Frequency Stabilization: (3) Failbird, TricMagic, m1895
Cherub Secondary Persona: ()
Aru Mote: ()
Gadfly Funeral Expenses: (4) m1895, Failbird, TricMagic, Secretdorf
Barrier Coral: (1) EuchreJack,
-- Use Wealth Token: (0)
-- Don't: (2) Kashyyk, Failbird
C&R: (0)
Coral Cherubs: ()
Leashing the Legion of Liquid Light: (2) EuchreJack, Kashyyk
Initaties of the First Rank: (1) Kashyyk
Ymis Frequency Stabilization: (4) Failbird, TricMagic, m1895, Secretdorf
How many wealth tokens do we have?The answer to this is 'a lot'. If we were to win both lanes we'd have 5 tokens. More likely 4 of them with the loan probably being paid.
Protip: You should start just throwing money at your problems.
The life of a young Thpenite/Xyranian can be hard. Long, gruelling hours working in the field or workshop. High rent forcing thrm to love in small coffin sized apartments. No time to meet others, nor energy to make friends. These poor souls return to their little slice of solitude for sleep, before trudging out in the morn once more. Surely there is more to life? Surely there is somewhere they can find love?
Muu sees her lost lambs, and offers a small part of Herself to help ease their pain. A droplet of Her essence is bound into a small doll made of goat wool and fashioned in her likeness. They exude an aura of calm and contentment, and entices the viewer to take the doll home and keep it close.
At first, little seems to happen. The salary worker goes about their day, feeling a little lighter knowing they they someone waiting at home, even if its just a doll. But then they might notice small conveniences. The bed was made even though they were in a rush this morning. They apparently left their work clothes pressed and folded, even though they only had the time to discard th before sleep. The doll has a distinct face now, one of almost maternal love.
Some might talk to their doll, others just hold them close at night. But they all let the doll into their hearts and feel the need to find the real mother who cares for them just as deeply. None of them ever notice the small circular marks on their skin, or recognise the occasional light headedness of blood loss. Why would they, when their Mother is looking after them?
Gadfly Funeral ExpensesGadfly Funeral Expenses: Trivial: (2+4)+2=8: Unexpected Boon
We probably should have done this earlier.
By actually paying for a Gadfly's funeral, not only do we prevent "Shitty Feather" incidents, we also provide a centralized location to apply relevant infiltration techniques. To ensure this, we've instructed our Gadflies to include a request for our services (as opposed to the Masters of Rites) in their will.
Ymis Frequency Stabilization: Trivial: (1+1)+2=4: Below AverageQuote from: Ymis Frequency StabilizationThe Ymis Ward's issue with destabilizing when both frequencies are used in close proximity to one another has consistently caused problems on every front it is deployed, and it is only a matter of time before our enemies make either bows or spells that are deadlier than they are now and the utter inability to block one, even for a short time, leads to devastating consequences. As such, we've decided to deal with this issue.
With time, effort, and experimentation we've managed to essentially 'focus' these frequencies. Or in less vague terms, we've made them no longer extend beyond the ward itself such that it can clash against and disrupt other wards. This means that, should our Acolytes set up a shield against arrows, they no longer have to panic and scramble to simultaneously bring it down and replace it should they find our forces needing a shield against spells.
Muu goes to...
(1) Pirate Haven: Kashyyk
The Good Doctor goes to...
(1) Rolling Hills : Kashyyk
Muu goes to...
(1) Pirate Haven: Kashyyk
(1) Rolling Hills: m1895
The Good Doctor goes to...
(2) Rolling Hills : Kashyyk, m1895
Muu goes to...
(1) Pirate Haven: Kashyyk
(1) Rolling Hills: m1895
(1) Vast Steppe: Madman
The Good Doctor goes to...
(3) Rolling Hills : Kashyyk, m1895, Madman
Muu goes to...
(1) Pirate Haven: Kashyyk
(1) Rolling Hills: m1895
(2) Vast Steppe: Madman, TricMagic
The Good Doctor goes to...
(4) Rolling Hills : Kashyyk, m1895, Madman, TricMagic
In ancient texts, it is common for the Divine to lead great hosts in war. It is only fitting that Muu leads her own Host in her Good Crusade. All converts are tested for their physical and mental aptitude already, to determine if the may best serve as labourers, warriors, acolyte or missionaries. Any who perform well in all these trials are marked as Aspirants of the Host.
These Aspirants are put through rigorous training, to ensure they are powerful and pure in mind, body and soul. Many such aspirants will drop out, and go on to distinguished careers in another part of the Cult. With the lessers weeded out, the remaining Aspirants go on a pilgrimage to a secret shrine on a lone island. Here exists a Holy pool, that Muu has further blessed and enchanted with properties like the Forge of Cleansing, except focused on modifying the living instead on inanimate material. The Aspirants then bathe in the Holy waters, partake in the Holy reagents cultivated there and undergo the final changing.
Approximately half of these Aspirants will be unworthy, their souls scoured clean and their minds purged of impure thought even as the Good coursing through them burns away their bodies. In all ways that matter, their stories end here. The successful Aspirants are reborn from Muu in the Holy waters, as her Sons and Daughters.
Whilst reminiscent of their former selves, each Hashmal is perfect in mind, body and soul, and easily the match of a dozen mortals at any task. Each group of Hashmal that pilgrimage together are bonded in th Soul, sharing a mind-link much like the Sea Servants, whilst preserving their independent thought. Each team thus works in seamless purpose, and this bond even allows the Hashmal to be saved from the destruction of their mortal body. A traumatic experience to be sure, and one that slowly chips away at the Hashmal's humanity and individuality, but after a period of devotion and prayer by their Soul-bonded Siblings they are reborn from the Holy Waters.
Muu goes to...As much as I'd love to reinforce our influence, I will admit we really don't have much Muu can that allows her to put her abilities to use in the Influence zones. Best we've got is running the funerals for the Gadflies to help magnify their effects even further which... honestly wouldn't be a bad use really. She could also probably output enough ambient Good to befriend the worm hosts.
(1) Pirate Haven: Kashyyk
(1) Rolling Hills: m1895
(3) Vast Steppe: Madman, TricMagic, Failbird
The Good Doctor goes to...
(5) Rolling Hills : Kashyyk, m1895, Madman, TricMagic, Failbird
The Gathered worshipers of Muu looked on at the man stood before them. Just beyond him sat one of the tidepools of the Forge of Cleansing, and all present could just barely make out the unsettling mass submerged within. The man turned, a mad grin across his face. He raised his arms and spread them wide, shouting into the sky.
"Forefathers, one and all... BEAR WITNESS"
And the mass shuddered. Once, twice, and then, it emerged. Rising from the pool was a figure of flesh both human and other several times greater in stature than any man. Tentacles and arms alike locked together in unnatural ways to form three trunk-like arms, and it stood tall upon what should have been many legs, but was melded together into two of great size. And from the front of the lumpy, misshapen torso, gazed a barely human head with too many eyes.
We... live
"We... live" It spoke in multiple voices, echoing and rumbling together.
We... live
"Uh, in this context it's pronounced lih-v, not lie-v" Responded a man who really just looked incredibly punchable, earning himself tired stares from most of the gather crowd.
... Oh
"... Oh"
... Oh
The Sea Servants represent a key part of our forces, yet also a vast well of untapped potential. Indeed while they are a great asset in battle, we have only barely truly invested in them. Understandable given how brief our time in this war has been thus far, but still. The Sea Shamblers are a continuation and evolution of our efforts. A group of five Sea Servants are submerged into a pool of blessed brine within the Forge of Cleansing, there, their bodies are worked and molded like clay, the efforts of our ritual acolytes and the Servants own mutations reforming their bodies, flesh growing, twisting, and melting together until a single coherent mass is formed.
A Sea Shambler possesses less arms over all than a group of five Sea Servants, but the three it does have are far larger and stronger than the 10 possessed by the original group. Each arm is equipped with its own weapon. A sword in the hand on the right, a spear on the left, and a large, reinforced club wielded by the third arm that emerges from the top of the shoulder on the right side. Furthermore, the bones of the Servants used are melded together to form individual stronger bone structures around their central body and core organs, making them all the harder to damage.
And finally, while the far greater strength and durability are valuable, the Sea Shamblers possess a far more important trait. Their brains have similarly been melded together, this actually renders them of functionally human intelligence, though not particularly smart. This, plus the combined mental weight of having five souls and minds melded in one body, allows them to function as basic leaders for the other Servants, allowing greater tactical flexibility in combat, even if those tactics are rather simple.
This is not to make them sound like a flat improvement though. For one, they still suffer from the risk of "brining out", even if it takes longer due to the greater amount. Most distinctly though is just how few of them we can manage to create. As stated before every Shambler takes 5 Servants, but that's not all, first we must ensure that their minds and souls are compatible. If they aren't, the souls will fight over the body at best, or violently reject each other at worst. This means that while it's five Servants to make a Shambler, we can only make enough to have a handful of Shamblers for each horde of Servants.
Connected minds are something Muu has always been quite invested in. Indeed, these hiveminds seem to be a passion for her, perhaps even something greater. So it seemed like a natural step to invest further into this path of research. And what better way to make a hivemind, than taking inspiration from what they were named for. Enter the Hivebearers.
A human host, mutated into a living hive for a swarm of mutated insects. Their midsection is distended to make room for the swarm to live, and the area around it numbed to dull the sensations of the insects within. The insects are not especially potent on their own. They possess a venom, but it requires truly great doses to be more than simply debilitating. What is most special however, is how these insects are managed. Taking some hints from the Sea Servants, the human mind and soul of the Hivebearer is linked to those of the swarm inhabiting their body.
Due to how small and weak insect minds and souls are, they exert relatively little influence over their host. A love of floral scents and newfound sweet-tooth often being the most major of it. The host, meanwhile, gains the ability to command the swarm in its entirety, as vaguely or as specifically as their own mind can manage, and across significant distances. This means that while relatively harmless, the swarm makes for effective scouts and are very capable at harassing and distracting enemies.
Given the nature of this creation in regards to Muu's own interests, it didn't take long after the project began work that she began to make use of it herself. While she cannot directly hijack the control of the swarms like she can Sea Servants, she has instead elected to alter her body to contain some hives of substantial size. This gives her a vastly greater swarm than any mortal Hivebearer can manage.
@Nuke: could you please comment on the viability of these ideas? I'm not sure yet what does or doesn't work in this universe. ;)Sure can.
1. Improve bottled sunlight with an additional spell or alchemy to make suicide skeletons in range explode instantly.Bottled Sunlight already deals more damage to undead. While you could further refine it to specifically target the Recallers, I would discourage you from doing so- hard counters are not possible, so even in the best case scenario you'd have spent an action to not fully negate an enemy action.
2. Improve magic missile, such that it deals additional damage on undead and makes them explode prematurely, maybe even in a chain reaction.
3. Improve the seagulls to make them fully capable of flight and maybe better in control of their primitive urge to feed on corpses during the battle. The riders could drop bottled sunlight from above.Both of these options are viable, though the improved version would likely have a higher cost (that is, a smaller unit size or higher rarity)(you'd still have access to the original, and your forces would likely deploy a mix of old and new).
4. Improve the saddles of seagulls so that they can carry two people, and train our spellcasters to cast "from the backseat".
The [Mounted Spearthrowers] are designed as mounted cavalry capable of throwing the new Spears of Light (see further below). While Drakegulls are currently the only mounts that the forces of Muu have access to, the [Mounted Spearthrowers] are trained with the possibility of other mounts in future. They consist of cultists who have been given special training in using the Spears of Light as a lance and a thrown weapon.
The Spears of Light themselves are made of bonewood amalgam that has been introduced to grown coral in the Forge of Cleansing with the attempt to create a polearm that is strong, yet flexible, and able to take enchantment well. They have a single spearhead that is of roughly pyramidal shape, and they have been weighted to allow them to pierce modest armour. Additionally, some Bottled Sunlight has been used in creating them to allow them to have greatly increased lethality against Evil-aligned beings. This has the side-effect of making the Spear shine brightly, hence the name.
The Hussars of Muu were once cuttlefish that have been twisted into humanoid form. They retain many of the abilities they once had - specifically, they are able to use their suckers to latch onto their mounts, and they can emit clouds of obscuring ink - the better to ambush and flank with. The Hussars are designed as mounted cavalry capable of using the new Spears of Light (see further below). While Drakegulls are currently the only mounts that the forces of Muu have access to, the Hussars are trained with the possibility of other mounts in future. After their mutation (which has imparted an instinctive set of combat skills), they have been given intensive training on mounts and the use of the Spears. The Drakegulls that are in use are likewise specially bred for the task.
The Spears of Light themselves are made of bonewood amalgam that has been introduced to grown coral in the Forge of Cleansing with the attempt to create a polearm that is strong, yet flexible, and able to take enchantment well. They have a single spearhead composed of iron that is of roughly pyramidal shape, and they have been weighted to allow them to pierce modest armour when thrown or used in a charge. Additionally, some Bottled Sunlight has been used in creating them to allow them to have greatly increased lethality against Evil-aligned beings. This has the side-effect of making the Spear shine brightly, hence the name. It is hoped that each Spear of Light will be able to be produced in sufficient quantities to arm each Hussar with half a dozen - yet the use of Bottled Light in their manufacture, combined with the intensive training of the Hussars, create a bottleneck on the Hussar's numbers. Each use of the Spear of Light consumes some of the Bottled Sunlight used in its manufacture; while it is not projected to run out in a battle it will periodically have to be sent back to be reforged if not used. When thrown or on the end of a charge, the stress of impact will cause the Spear to release all of its stores at once, creating an intensive effect that is very damaging in a cone in front of the Spear and essentially burns out the Spear (making them single-use).
The Hussars of Muu are reasonably armed with an iron sabre along with their Spears as well as protected by a simple leather vest and a teardrop bonewood shield designed to protect them from gullback. Their Spears of Light, when not in use, are strapped to the gull; and there is also a "cup" in the saddle to allow a Spear to be used like a lance.
Due to the multiple intensive costs involved in the training and equipping of the Hussars of Muu, we are spending a Wealth Token to hire trainers, obtain additional mirrors for dedicated Bottled Sunlight production, and breed the Drakegulls needed.
Muu, the Mother of All and Queen of the Sun, cares for even the weakest of Humanity, for they carry our future. So, she has gathered the most nurturing of our Cult to care for Humanity in the dawn of their lives.
They will be given medical and emotional training that allows them to offer excellent care to both Mother and Baby before, during and after delivery. In addition, they will lbe made aware of any religious and cultural rituals appropriate during gestation and birth to ensure they are welcomed into any community.
Whilst they do not directly recruit their patients, they encourage a general attitude of camaraderie with other new families, as well as support groups operated by our Cult.
To further encourage their adoption by the locals a Wealth Token is spent to ensure our services are provided for free, and to pay for any permits or other Obstacles to our action.
(1) Hussars of Muu: Kashyyk
(1) The Dawn Order: Kashyyk
(2) Hussars of Muu: Kashyyk, Iris
(2) The Dawn Order: Kashyyk, Iris
Both of the designs Iris and I have voted on have a Wealth Token baked in Tric.
(3) Hussars of Muu: Kashyyk, Iris, TricMagic
(3) The Dawn Order: Kashyyk, Iris, TricMagic
(3) Hussars of Muu: Kashyyk, Iris, TricMagic, EuchreJack
(3) The Dawn Order: Kashyyk, Iris, TricMagic, EuchreJack
Quote from: Votebox(3) Hussars of Muu: Kashyyk, Iris, TricMagic, EuchreJack
(3) The Dawn Order: Kashyyk, Iris, EuchreJack
Is this HAMMER yet?
Or we could create a third production facility, hand out bandoliers to the Acolytes
(4) Hussars of Muu: Kashyyk, Iris, TricMagic, EuchreJack
(3) The Dawn Order: Kashyyk, Iris, EuchreJack
Quote from: Votebox(4) Hussars of Muu: Kashyyk, Iris, TricMagic, EuchreJack
(3) The Dawn Order: Kashyyk, Iris, EuchreJack
Fixed the votebox count since it was bothering me.
The Hussars of Muu were once cuttlefish that have been twisted into humanoid form, and are designed to serve as elite light cavalry. They retain many of the abilities they once had - specifically, they are able to use their suckers to latch onto their mounts, and they can emit clouds of obscuring ink to cover their charge (literally clouds - they emit ink as a black fog, and no, Muu isn't sure how she managed to get that to work above-water either): the better to ambush and flank with. The Hussars are designed as mounted cavalry capable of using the new Spears of Light (see further below). After their mutation (which has imparted an instinctive set of combat skills), they have been given intensive training on mounts and the use of the Spears. The Drakegulls that are in use are likewise specially bred for the task. With their specially-bred drakegulls and Spears of Light, they can close on high-value targets and easily deal great damage to powerful Evil units.
The Spears of Light themselves are made of bonewood amalgam that has been introduced to grown coral in the Forge of Cleansing with the attempt to create a polearm that is strong, yet flexible, and able to take enchantment well. They have a single spearhead and a metal shank composed of iron that is of roughly pyramidal shape (greatly resembling a Roman pilum), and they have been weighted to allow them to pierce modest armour from sheer momentum when thrown or used in a charge. Additionally, some Bottled Sunlight has been used in creating them to allow them to have greatly increased lethality against Evil-aligned beings. This has the side-effect of making the Spear shine brightly, hence the name. It is hoped that each Spear of Light will be able to be produced in sufficient quantities to arm each Hussar with half a dozen. Each use of the Spear of Light consumes some of the Bottled Sunlight used in its manufacture; while it is not projected to run out in a battle it will periodically have to be sent back to be reforged if not used. When thrown or on the end of a charge, the stress of impact will cause the Spear to release all of its stores at once, creating an intensive effect that is very damaging in a cone in front of the Spear and essentially burns out the Spear (making them single-use).
The Hussars of Muu are reasonably armed with a steel sabre as a sidearm for close combat along with their Spears as well as protected by a simple-in-design yet well-crafted leather and coral vest (carefully cut to allow them the flexibility their cuttlefish nature gives) as well as a teardrop bonewood-backed coral shield designed to protect them from gullback. Their Spears of Light, when not in use, are strapped to the gull; and there is also a "cup" in the saddle to allow a Spear to be used like a lance.
The use of Bottled Light in the manufacture of the Spears of Light, as well as the intensive training of the Hussars (each squad, due to their alien-bodied nature, must be trained by Muu herself), combine to make the Hussars a rather rare sight on the battlefield. Due to the multiple intensive costs involved in the training and equipping of the Hussars of Muu, we are spending a Wealth Token to obtain additional mirrors for dedicated Bottled Sunlight production and to breed the Drakegulls needed.
(4) Hussars of Muu: Kashyyk, Iris, TricMagic, EuchreJack
(3) The Dawn Order: Kashyyk, Iris, EuchreJack
(1) Longinus' Lance of Light
Motherhood is a dangerous and vulnerable time for prince and pauper alike. Muu, in her infinite benevolence as the Twisting Heaven, has come up with a solution for this.
Muu has set up the Order of the Tidepool, planning to take control of midwifery by offering a free and soothing experience for both mother and child. The expert midwives (having received excellent training in the care of both mother and child, as well as intimate knowledge of all rituals and superstitions of the cultures of this land around pregnancy and childbirth) of the Order of the Tidepool will guide the mother through this delicate time by instilling values of community, family, and togetherness - both with other families-to-be and "support groups" that are operated by the Cult of Muu.
The Order gains its name from the use of natural, blessed birthing pools to ease the pain during the most difficult points of a mother's pregnancy. This, combined with the (almost supernatural) atmosphere of their centres combine to give a predisposition towards Good in those who witness or receive their care.
To smoothen out the process of establishing the Order, as well as grease the palms that must be greased, we are spending a Wealth Token.
(4) Hussars of Muu: Kashyyk, Iris, TricMagic, EuchreJack
(2) The Dawn Order: Kashyyk, EuchreJack
(1) Longinus' Lance of Light: m1895
(1) Order of the Tidepool: Iris
(4) Hussars of Muu: Kashyyk, Iris, TricMagic, EuchreJack
(2) The Dawn Order: Kashyyk, EuchreJack
(1) Longinus' Lance of Light: m1895
(1) Order of the Tidepool: Iris, m1895
(5) Hussars of Muu: Kashyyk, Iris, TricMagic, EuchreJack, Failbird
(2) The Dawn Order: Kashyyk, EuchreJack
(1) Longinus' Lance of Light: m1895
(3) Order of the Tidepool: Iris, m1895, Failbird
(6) Hussars of Muu: Kashyyk, Iris, TricMagic, EuchreJack, Failbird, Quarque
(2) The Dawn Order: Kashyyk, EuchreJack
(1) Longinus' Lance of Light: m1895
(3) Order of the Tidepool: Iris, m1895, Failbird
(1) Good Earth: Quarque
Muu, the Mother of All, Queen of the Sun and Sea, cares for even the weakest of Humanity, for they carry our future. So, she has gathered the most nurturing of our Cult to care for the very youngest.
They will be given medical and emotional training that allows them to offer excellent care to both Mother and Baby before, during and after delivery. Whilst their exact practices will be modified by local custom and ritual, they will encourage their patients to use the healing power of water to ease the process. Warm baths sooth the aches of a changing body, the comforting pressure of running water relaxes the mind and baby's transition to the world is more gradual. Where possible, a Spring Tide Midwife will use tinctures and potions to emphasise these benefits and ensure a safe and healthy event for all.
Whilst they do not directly recruit their patients, they encourage a general attitude of camaraderie with other new families, as well as support groups operated by our Cult.
To further encourage their adoption by the locals a Wealth Token is spent to ensure our services are provided for free, and to pay for any permits or other obstacles to our action.
(6) Hussars of Muu: Kashyyk, Iris, TricMagic, EuchreJack, Failbird, Quarque
(1) The Dawn Order: EuchreJack
(1) Longinus' Lance of Light: m1895
(3) Order of the Tidepool: Iris, m1895, Failbird
(1) Good Earth: Quarque
(1) Order of the Spring Tide: Kashyyk
(5) Hussars of Muu: Kashyyk, Iris, EuchreJack, Failbird, Quarque
(2) The Dawn Order: EuchreJack
(1) Longinus' Lance of Light: m1895
(3) Order of the Tidepool: Iris, m1895, Failbird, TricMagic
(1) Good Earth: Quarque
(1) Tidal Tridents: TricMagic
(1) Order of the Spring Tide: Kashyyk
(5) Hussars of Muu: Kashyyk, Iris, EuchreJack, Failbird, Quarque
(2) The Dawn Order: EuchreJack
(1) Longinus' Lance of Light: m1895
(3) Order of the Tidepool: Iris, m1895, Failbird
(1) Good Earth: Quarque
(1) Tidal Tridents: TricMagic
(1) Order of the Spring Tide: Kashyyk
(1)Octodads: TricMagic
(5) Hussars of Muu: Kashyyk, Iris, EuchreJack, Failbird, Quarque
(1) Longinus' Lance of Light: m1895
(4) Order of the Tidepool: Iris, m1895, Failbird, EuchreJack
(1) Good Earth: Quarque
(1) Tidal Tridents: TricMagic
(1) Order of the Spring Tide: Kashyyk
(1)Octodads:TricMagic
The Hussars of Muu were once cuttlefish that have been twisted into humanoid form, and are designed to serve as elite light cavalry. They retain many of the abilities they once had - specifically, they are able to use their suckers to latch onto their mounts, and they can emit clouds of obscuring ink (literally clouds - they emit ink as a black fog, and no, Muu isn't sure how she managed to get that to work above-water either): the better to ambush and flank with. The Hussars are designed as mounted cavalry capable of using the new Spears of Light (see further below). After their mutation (which has imparted an instinctive set of combat skills), they have been given intensive training on mounts and the use of the Spears. The Drakegulls that are in use are likewise specially bred for the task. With their specially-bred drakegulls and Spears of Light, they can close on high-value targets and easily deal great damage to powerful Evil units.
The Spears of Light themselves are made of bonewood amalgam that has been introduced to grown coral in the Forge of Cleansing with the attempt to create a polearm that is strong, yet flexible, and able to take enchantment well. They have a single spearhead and a metal shank composed of iron that is of roughly pyramidal shape (greatly resembling a Roman pilum), and they have been weighted to allow them to pierce modest armour from sheer momentum when thrown or used in a charge. Additionally, some Bottled Sunlight has been used in creating them to allow them to have greatly increased lethality against Evil-aligned beings. This has the side-effect of making the Spear shine brightly, hence the name. It is hoped that each Spear of Light will be able to be produced in sufficient quantities to arm each Hussar with half a dozen. Each use of the Spear of Light consumes some of the Bottled Sunlight used in its manufacture; while it is not projected to run out in a battle it will periodically have to be sent back to be reforged if not used. When thrown or on the end of a charge, the stress of impact will cause the Spear to release all of its stores at once, creating an intensive effect that is very damaging in a cone in front of the Spear and essentially burns out the Spear (making them single-use).
The Hussars of Muu are reasonably armed with a steel sabre as a sidearm for close combat along with their Spears as well as protected by a simple-in-design yet well-crafted leather and coral vest (carefully cut to allow them the flexibility their cuttlefish nature gives) as well as a teardrop bonewood-backed coral shield designed to protect them from gullback. Their Spears of Light, when not in use, are strapped to the gull; and there is also a "cup" in the saddle to allow a Spear to be used like a lance.
Perhaps the most striking difference is their drakegulls. These have been specially bred and mutated to be lean enough to fly fully (although for short periods) and strong enough to carry a rider while doing so. With this, it is hoped that they will be able to rain hell from above with their Spears of Light.
The use of Bottled Light in the manufacture of the Spears of Light, as well as the intensive training of the Hussars (each squad, due to their alien-bodied nature, must be trained by Muu herself), combine to make the Hussars a rather rare sight on the battlefield. Due to the multiple intensive costs involved in the training and equipping of the Hussars of Muu, we are spending a Wealth Token to obtain additional mirrors for dedicated Bottled Sunlight production and to breed the Drakegulls needed. In addition, this will be a High Effort action.
(5) Hussars of Muu: Kashyyk, Iris, EuchreJack, Failbird, Quarque
(1) Longinus' Lance of Light: m1895
(4) Order of the Tidepool: Iris, m1895, Failbird, EuchreJack
(1) Good Earth: Quarque
(0) Tidal Tridents:
(1) Order of the Spring Tide: Kashyyk
(0)Octodads:
(1) Flying Hussars of Muu[HE]: TricMagic
Quote(4) Hussars of Muu: Kashyyk, Iris, EuchreJack, Failbird
(1) Longinus' Lance of Light: m1895
(4) Order of the Tidepool: Iris, m1895, Failbird, EuchreJack
(0) Tidal Tridents:
(1) Order of the Spring Tide: Kashyyk
(0)Octodads:
(2) Flying Hussars of Muu[HE]: TricMagic, Quarque
The Hussars of Muu were once cuttlefish that have been twisted into humanoid form, and are designed to serve as light cavalry - replacing humans in this role. They retain many of the abilities they once had - specifically, they are able to use their suckers to latch onto their mounts, and they can emit clouds of obscuring ink to cover their charge (literally clouds - they emit ink as a black fog, and no, Muu isn't sure how she managed to get that to work above-water either): the better to ambush and flank with. The Hussars are designed as mounted cavalry capable of using the new Spears of Light (see further below). After their mutation (which has imparted an instinctive set of combat skills), they have been given intensive training on mounts and the use of the Spears. With their drakegulls and Spears of Light, they can close on high-value targets and easily deal great damage to powerful Evil units.
The Spears of Light themselves are made of bonewood amalgam that has been introduced to grown coral in the Forge of Cleansing with the attempt to create a polearm that is strong, yet flexible, and able to take enchantment well. They have a single spearhead and a metal shank composed of iron that is of roughly pyramidal shape (greatly resembling a Roman pilum), and they have been weighted to allow them to pierce modest armour from sheer momentum when thrown or used in a charge. Additionally, some Bottled Sunlight has been used in creating them to allow them to have greatly increased lethality against Evil-aligned beings. This has the side-effect of making the Spear shine brightly, hence the name. It is hoped that each Spear of Light will be able to be produced in sufficient quantities to arm each Hussar with half a dozen. Each use of the Spear of Light consumes some of the Bottled Sunlight used in its manufacture; while it is not projected to run out in a battle it will periodically have to be sent back to be reforged if not used. When thrown or on the end of a charge, the stress of impact will cause the Spear to release all of its stores at once, creating an intensive effect that is very damaging in a cone in front of the Spear and essentially burns out the Spear (making them single-use).
The Hussars of Muu are reasonably armed with an iron sabre as a sidearm for close combat along with their Spears as well as protected by a simple-in-design yet well-crafted leather and coral vest (carefully cut to allow them the flexibility their cuttlefish nature gives) as well as a teardrop bonewood-backed coral shield designed to protect them from gullback. Their Spears of Light, when not in use, are strapped to the gull; and there is also a "cup" in the saddle to allow a Spear to be used like a lance.
We intend to use some of our extra Wealth to aid in allowing their numbers to equal our numbers of Gulls, both by allowing the capturing or breeding of greater numbers of cuttlefish and by funding the production of extra Bottled Sunlight to create enough spears for each. In addition, we are using a High-Effort Action. This should be sufficient to allow Hussars to replace human cultists riding Drakegulls on a one-to-one basis.
(3) Hussars of Muu: Kashyyk, EuchreJack, Failbird
(1) Longinus' Lance of Light: m1895
(3) Order of the Tidepool: m1895, Failbird, EuchreJack
(0) Tidal Tridents:
(1) Order of the Spring Tide: Kashyyk
(0) Octodads:
(2) Flying Hussars of Muu[HE]: TricMagic, Quarque
(1) Hussars of Muu v3 [HE]: Iris
(2) Hussars of Muu: Kashyyk, EuchreJackIt's exactly what I'd wanted them to be the whole time.
(1) Longinus' Lance of Light: m1895
(2) Order of the Tidepool: m1895, EuchreJack
(0) Tidal Tridents:
(1) Order of the Spring Tide: Kashyyk
(0) Octodads:
(2) Flying Hussars of Muu[HE]: TricMagic, Quarque
(2) Hussars of Muu v3 [HE]: Iris, Failbird
(2) Hussars of Muu: Kashyyk, EuchreJackI'd say it builds off our work so far quite well, and no I cannot be bothered remove the vote from Longinus' Lance of Light
(1) Longinus' Lance of Light: m1895
(1) Order of the Tidepool: EuchreJack
(0) Tidal Tridents:
(1) Order of the Spring Tide: Kashyyk
(0) Octodads:
(2) Flying Hussars of Muu[HE]: TricMagic, Quarque
(3) Hussars of Muu v3 [HE]: Iris, Failbird, m1895
(2) Hussars of Muu: Kashyyk, EuchreJack
(1) Longinus' Lance of Light: m1895
(1) Order of the Tidepool: EuchreJack
(0) Tidal Tridents:
(1) Order of the Spring Tide: Kashyyk
(0) Octodads:
(1) Flying Hussars of Muu[HE]: , Quarque
(4) Hussars of Muu v3 [HE]: Iris, Failbird, m1895, TricMagic
This one you're all piling onto instead makes it Uncommon in exchange for being High-Effort. That'll cause both the monster creation and the enchanted weapon to be five times more difficult, in exchange for two or three times the effort involved.For reference, the difficulty-rarity relation is not a simple linear one. Some aspects of a design, like the underlying techniques involved, are barely effected; if you figure out how to put an ice enchantment on one sword, you don't need to relearn it from scratch for the next four. Even production quantity doesn't affect difficult linearly; efficiency of scale applies to some extent, so forging ten swords might only be five times harder than forging one sword (as it were, numbers for example only).
(2) Hussars of Muu: Kashyyk, EuchreJack
(1) Longinus' Lance of Light: m1895
(1) Order of the Tidepool: EuchreJack
(0) Tidal Tridents:
(1) Order of the Spring Tide: Kashyyk
(0) Octodads:
(0) Flying Hussars of Muu[HE]:
(5) Hussars of Muu v3 [HE]: Iris, Failbird, m1895, TricMagic, Quarque
SnipFor reference, the difficulty-rarity relation is not a simple linear one. Some aspects of a design, like the underlying techniques involved, are barely effected; if you figure out how to put an ice enchantment on one sword, you don't need to relearn it from scratch for the next four. Even production quantity doesn't affect difficult linearly; efficiency of scale applies to some extent, so forging ten swords might only be five times harder than forging one sword (as it were, numbers for example only).
For that matter, difficulty itself doesn't exactly have a linear scale.
(Also, just to be clear, while you can aim for a certain rarity, you don't have to)
(1) Hussars of Muu: Kashyyk
(1) Longinus' Lance of Light: m1895
(0) Order of the Tidepool:
(0) Tidal Tridents:
(1) Order of the Spring Tide: Kashyyk
(0) Octodads:
(0) Flying Hussars of Muu[HE]:
(6) Hussars of Muu v3 [HE]: Iris, Failbird, m1895, TricMagic, Quarque, EuchreJack
There are many things that lurk in the deep, far from where humans can see. One of them is a humanoid race known as the Sirens. The result of an Angel that was later deposed, they fled underwater to protect against the crusades against them. With their three pairs of iridescent wings (that look suspiciously like a ballgown when folded) and sparkling fish's tail peaking out, they have a striking (and ethereally beautiful) appearance abovewater. The Sirens have long been known for their captivating voices.
One particular Siren, whose name has been lost to the Cult of Muu, washed up on the shores of Tendril Village - half dead, a wreck. While she was unable to communicate with Muu's cultists at first, the Twisting Heaven saw a potential use for her and instructed her cultists to give her care.
Over time, a story emerged: The Siren that would later be known as the Enchantress was the daughter of a minor noble of her Siren kingdom. Her upbringing had given her a very good understanding of the intricacies of high-society intrigue, yet she never had any chances to practice them in the strictly regimented and class-conscious society of the Sirens. She had a keen interest in the human world, yet it was verboten to interact with them in the ways she ached to do so. She snuck off on her own, trying to grab a glimpse of the world above, yet she was the victim of a run of bad luck: storms, hostile wildlife, and finally a pair of fishermen who kept her as a curiosity and later a slave.
She eventually escaped, yet she was badly wounded; she drifted unconscious until she found herself in the arms of Muu.
When the Siren was nursed back to health, she had a burning desire to get revenge on the fishermen who wronged her. Muu and her cultists listened patiently and explained that the fishermen were likely acting on Evil impulses. The Enchantress, being in a very fragile emotional state at the time, hung on their every word.
Muu was looking for a Champion to give her influence among the human kingdoms, and the Siren was a natural. She received training in the ways of human communication, amplifying her natural Siren's abilities to incredible heights. She proved very capable of bending people to her will and seemed to derive a vindictive enjoyment from it. Perhaps her most powerful ability was her Voice - capable of bending even the most strong-willed to her way of thinking. Her wings are also razor-sharp, yet she prefers to use them only in self-defence.
She is capable of dominating targets through her voice; while this can be used to stun whole groups of Evil, the Siren much prefers using it to further her manipulations. The more targets she dominates at once, however, the shorter it lasts. The effect, when used on a small number of targets (say, the head of the the table of a banquet) is long-lived enough to turn her victims into her informants.
The Siren comes from high birth indeed. She is even related to the distant Emperor of the Western Protectorate!
...well, they're seventh cousins once removed. She's the great-niece of the Emperor's fifth cousin once removed. Generations ago, her ancestors moved to the Protectorate in order to be closer to the lands they ruled. The Siren was born close enough to the throne to be nobility, far away enough to be just another face in the crowd of nobility in the Western Protectorate. Interchangeable with everyone else of her status.
This never suited the Siren. Discontent with the rot of complacency that tore the Western Protectorate from the inside out, bored to death of the endless banquets where nothing of consequence was ever decided, she wanted to make a name for herself. From a young age, she had set herself out as sharp and zealous in her goals. She managed to bend a small number of Western nobles to her will - until the war broke out.
Unfortunately for her, the section of the Vast Steppe she resided in found itself under the jackboot of the forces of Nar-Carok. She refuses to speak of what she did or experienced during that time, yet it had a great influence on her. She grew extremely adept at manipulation and became something of a seeker for intrigue. It also instilled in her a burning desire to use her talents against the Demon that had invaded what after so many generations had become her homeland. Muu, in her infinite benevolence, saw fit to induct the Siren into her service.
This brings us to the changes that the Siren has undergone. She now sports three pairs of wings - these fold against her legs when not in use, creating the effect of a sparkling gown. She also has a pearly fish tail that peaks out from the 'gown'. Those that threaten her will quickly find the wings to be razor-sharp, yet the Siren refuses to use them except in self-defence. She has a minor shapeshifting ability that allows her to show and hide her unnatural features on command, as well as change features to avoid recognization if this becomes necessary.
Her uncanny skill at bending people to her will has been augmented by powerful magics. Now the Siren is both metaphorically and literally irresistible. She manifests a powerful attractiveness and magnetism on men and women both and is not above using her skills to enthrall targets. In addition to the social skills her upbringing has imparted on her, the Siren has a supernatural grasp on the motivations of others, and she is very quickly capable of grasping the social mores of whatever group she finds herself in. She is capable of dominating targets through her voice; while this can be used to stun whole groups of Evil, the Siren much prefers using it to further her manipulations. The more targets she dominates at once, however, the shorter it lasts. The effect, when used on a small number of targets (say, the head of the the table of a banquet) is long-lived enough to turn her victims into her informants.
Jeriah is a horse trader from the Schism'd capital. He is to travel through the vast steppe with a large number of the finest horses Xyrania has to offer. Jeriah hates the vast steppe. But his customer is none other than the Viceroy of the Silver palace. You do not disappoint the Viceroy. And the pay is good.
After two weeks of travel his caravan meets up with a band of ruffians - they´re too pathetic to be called an army. Men armed with primitive spears and bows, their faces painted in strange patterns, as if they are following some sort of cult that Jeriah has never seen before in all of his years in the Schism´d capital.
When Jeriah meets them up close, he shudders when he finds out that some of them aren´t human, but some weird zombie/jellyfish crossover. When the apparent cult leader approaches, Jeriah is relieved to find out they do not demand his money. All they want to know is where they can find some "demon army".
"How am I supposed to know?" answers Jeriah irritably. "I don't know what a demon looks like and don't want to learn, either."
The leader solemny nods. "Onwards to the south!" he yells, and the mob starts moving north.
Jeriah stares at them as they disappear in the distance. For some reason they remind him of that idiot who claimed that gods do not care how they are worshipped. Of course the guy was promptly executed.
One week later Jeriah runs into another band of ruffians. They look somewhat similar to the ones he met earlier, but this time they turn out to have actual zombies. And a lot of smelly hairy folks that Jeriah manages to keep a good distance from.
Again, he is approached by some sort of cult leader. This one informs if Jeriah has seen an "angel army".
"Oh, let me guess," says Jeriah. "Are you talking about an army that looks a bit like yours, but with more tentacles?"
"Yes"
With an innocent smile Jeriah says: "You're in luck, I met them a couple of days ago. I'm pretty sure they went in that direction, to the south."
What Jeriah didn't know was that the angel army had been going around in a circle in the meantime and his direction would actually lead the demon army to meet up with the angels.
10:10:6- Preparations begin. Tools are sharpened and steralized.
I sharpen my scalpel. It cannot be sharpened, it is the sharpest it can ever be. It must be sharper.
10:15:20- Patient is prepared. Operation begins
I stop. I have located the infection. I lift my scalpel, I lift my lancet. I proceed.
10:15:24- The first incision is made. Left forearm.
My scalpel cuts into infected tissue upon the arm. It is not the heart of the infection. I must expunge the infection at its heart.
10:15:30- Locating the source of infection begins
I leave the cadavers as the infection retreats. I must follow the path of the infection to its heart.
10:16:31- 4 samples of infected tissue are extracted.
I find four instances of infected tissue. Incisions are made. Trachea. Cut. Upper spinal column. Cut. Left and Right shoulders. Cut. Aortic arch. Cut.
10:16:42- Blood sample extracted. Operation ends.
I draw a blood sample. I return to preventing further casualty. The infection still remains.
The patient has not been cured.
Hussars of Muu v3 (High Effort)(Uses 1 Wealth token):Quote from: Hussars of Muu v3The Hussars of Muu were once cuttlefish that have been twisted into humanoid form, and are designed to serve as light cavalry - replacing humans in this role. They retain many of the abilities they once had - specifically, they are able to use their suckers to latch onto their mounts, and they can emit clouds of obscuring ink to cover their charge (literally clouds - they emit ink as a black fog, and no, Muu isn't sure how she managed to get that to work above-water either): the better to ambush and flank with. The Hussars are designed as mounted cavalry capable of using the new Spears of Light (see further below). After their mutation (which has imparted an instinctive set of combat skills), they have been given intensive training on mounts and the use of the Spears. With their drakegulls and Spears of Light, they can close on high-value targets and easily deal great damage to powerful Evil units.
The Spears of Light themselves are made of bonewood amalgam that has been introduced to grown coral in the Forge of Cleansing with the attempt to create a polearm that is strong, yet flexible, and able to take enchantment well. They have a single spearhead and a metal shank composed of iron that is of roughly pyramidal shape (greatly resembling a Roman pilum), and they have been weighted to allow them to pierce modest armour from sheer momentum when thrown or used in a charge. Additionally, some Bottled Sunlight has been used in creating them to allow them to have greatly increased lethality against Evil-aligned beings. This has the side-effect of making the Spear shine brightly, hence the name. It is hoped that each Spear of Light will be able to be produced in sufficient quantities to arm each Hussar with half a dozen. Each use of the Spear of Light consumes some of the Bottled Sunlight used in its manufacture; while it is not projected to run out in a battle it will periodically have to be sent back to be reforged if not used. When thrown or on the end of a charge, the stress of impact will cause the Spear to release all of its stores at once, creating an intensive effect that is very damaging in a cone in front of the Spear and essentially burns out the Spear (making them single-use).
The Hussars of Muu are reasonably armed with an iron sabre as a sidearm for close combat along with their Spears as well as protected by a simple-in-design yet well-crafted leather and coral vest (carefully cut to allow them the flexibility their cuttlefish nature gives) as well as a teardrop bonewood-backed coral shield designed to protect them from gullback. Their Spears of Light, when not in use, are strapped to the gull; and there is also a "cup" in the saddle to allow a Spear to be used like a lance.
We intend to use some of our extra Wealth to aid in allowing their numbers to equal our numbers of Gulls, both by allowing the capturing or breeding of greater numbers of cuttlefish and by funding the production of extra Bottled Sunlight to create enough spears for each. In addition, we are using a High-Effort Action. This should be sufficient to allow Hussars to replace human cultists riding Drakegulls on a one-to-one basis.
Solar Sentinels- LLE Revision
The Liquid Light Elementals present so much potential, yet that potential is held back by the behavior, or rather misbehavior, of the Cherubs themselves. Many have proposed complex solutions to the issue, from introducing a secondary personality to putting enchanted equipment on them to allow them to be controlled. But there is a far simpler solution that could very well prove far more effective. These Cherubs are beings summoned and formed directly by Muu herself, and thus, unlike natural creatures, are not so rigid in nature.
The process of this change is in essence an alteration to the creation of the Cherubs itself. Taking what worked, and then putting more effort into the parts that didn't. Their minds are improved, focusing on both a greater intelligence for combat, and a greater sense of discipline such that they will obey when given instructions such as to dim their light and conserve their mass.
With this, the Liquid Light Elementals should prove to be a far more effective fighting force, having dramatically reduced logistical issues and possibly even being able to survive long enough on their own to act as guards against vampire attacks for our camps.
"...you are hereby found Guilty of:By the power invested in me as an Officer of Xyrania, I hereby sentence you to hang by the neck until dead."
- Sedition
- Incitement To Riot
- Defamation of an Official of Xyrania
- Defamation of the Government of Xyrania
- Defamation of the Church of Xyrania
- Blasphemy
- Heresy
- High Heresy
- Impersonation of a Cleric of the Church of Xyrania
I wanted to search the sea of faces for one I recognised, but the words of my mentor cut through the fog.
"Xyrania is tearing itself apart when the Gods want only Compassion!" I cried. A gloved hand tries to shove a rag into my mouth, but I turn aside. "How we worship is immaterial to the weight of our intentions!". My vision is obscured as a sack is pulled over my head. I try to continue, my voice muffled, but suddenly I'm floating, and everything turns white.
---
What do you mean that's not... Oh! Yeah, that makes more sense.
---
My family were long-time followers of Neo-Orthodoxy, although most of our neighbours were part of the local Post-Covenant congregation. We got along well enough, as we agreed on all but the most minor scriptures, until the Covenant Revival anyway.
White Robed Zealots came through the neighbourhood, extolling the virtues of the "New Covenant", and offering the traditional Covenant guest gift of saltbread and fish. We declined every time of course, accepting food from a guest being a hospitality Taboo, but they kept pushing. Eventually, they grew tired, and our once-friendly neighbours drove us out. Last I heard they'd turned the whole place into a gated community.
Life on the streets was hard, but luckily we were picked up by an old Fundamentalist preacher. She cared for us, and I at my behest taught me her creed. She felt that the damage caused by the many sects of Xyrania caused more suffering and pain than any caused by worshipping the Gods in the "wrong way".
I took to this like a goat to the cliff, and quickly consumed all she had to teach. She recommended I learn from an acquaintance of hers, a priest from the North. Before I knew it, I was being taught how to spread this truth to the uninitiated. I was dressed in a robe of white, blessed in the name of the Mother, and with an unfamiliar warmth in my heart, I found myself standing on the edge of a fountain, facing a crowd.
Then it was a blur. I spoke. People listened. The Holy Guard showed up, and dragged me a way. You know the rest.
---
And here we are. Now I watch my family through a veil as they mourn, surrounded by people I don't even know. The only thing I recognise is the white robes of the caterers, with their saltbread and fish.
For their size, Drakegulls require a lot of food to keep going, and disproportionately so compared to similar sized beasts. Thus their digestive system is updated to be fully omnivorous. Whilst they'll likely prefer to eat actual food, like fish, fruit, and carrion, they should be perfectly capable of functioning on grass, leaves, kitchen waste, rotten meat and even mild cannibalism.
This should massively simplify logistics for feeding our Drakegull units, as they can be maintained off the waste produced by our army, and just ne turned out to graze like any mundane army of horse.
[EF] Drakegulls Eat Anything: (1) TricMagic
[EF] Solar Sentinels: ()
[EF] Cherub Psychorestructuring
[EF] Patience, Cherubs: (1) TricMagic
Born by Muu, the standard Cherub is one of righteousness. It is unyielding in its drive to eliminate evil. However, placing it in liquid sunlight to create an elemental imparts that element's innate drive onto the core. The Light burns, unending in itself. There is no desire for compromise or restraint. The Cherub becomes the core of a being that wishes for nothing more than to burn as brightly as possible until it burns its last.
In this way, the Liquid Light Elemental is a failure, the Cherub Muu created is unable to handle the desires of the element it acts as the core of. The Cherub has no core tenet with which to resist the elemental light. And so they sit inert, sleeping until battle arrives, burning brightly, before going out. But among these beings rise a newer one, one who has a purpose beyond righteousness, a wisdom born of Muu and gifted to them. Patience. The patience to wait for eons before igniting, to shine gently and warm the hearts of their allies, to burn the shadows free of evil. To cheer, to accept the feelings of their element, and to set them aside for their holy mission. To act as a light in the darkness for those who have none, and the resolve to carry on long after those older cherubs would have burned themselves out, having shone for but a brief moment. This is the path forward, its presence suggests. Silent as it is, it resonates, shining its light far and wide across the sea, an everlasting candle illuminating the darkness.
Cherub Psychorestructuring [EF]
The cherubs just need some minor modifications to properly function.
By giving them a base comprehension of The FutureTM they now understand not waste their limited resources before the time is right, so they remember this, we gave them a little coral plaque that says "be frugal. Be resolute. Behave." This allows us to use them with much less fuss than we currently have to.
[EF] Drakegulls Eat Anything: (1) TricMagicIf it's a patch why not
Solar Sentinels: (1) m1895
[EF] Cherub Psychorestructuring
[EF] Patience, Cherubs: (1) TricMagic
[EF] Drakegulls Eat Anything: (1) TricMagic
Solar Sentinels: (1) m1895
[EF] Cherub Psychorestructuring: (1) EuchreJack
[EF] Patience, Cherubs: (1) TricMagic
[EF] Drakegulls Eat Anything: (1) TricMagic
Solar Sentinels: (2) m1895, Quarque
[EF] Cherub Psychorestructuring: (1) EuchreJack
[EF] Patience, Cherubs: (1) TricMagic
[EF] Drakegulls Eat Anything: (2) TricMagic, Kashyyk
Solar Sentinels: (2) m1895, Quarque
[EF] Solar Sentinels: (1) Kashyyk
[EF] Cherub Psychorestructuring: (1) EuchreJack
[EF] Patience, Cherubs: (1) TricMagic
[EF] Drakegulls Eat Anything: (2) TricMagic, Kashyyk
Solar Sentinels: (2) m1895, Quarque
[EF] Solar Sentinels: (2) Kashyyk, TricMagic
[EF] Cherub Psychorestructuring: (1) EuchreJack
[EF] Patience, Cherubs: (0)
[EF] Restraint Rings: (0)
[EF] Drakegulls Eat Anything: (2) TricMagic, Kashyyk
Solar Sentinels: (3) m1895, Quarque, EuchreJack
[EF] Solar Sentinels: (2) Kashyyk, TricMagic
[EF] Cherub Psychorestructuring: (0)
[EF] Patience, Cherubs: (0)
[EF] Restraint Rings: (0)
[EF] Drakegulls Eat Anything: (1) Kashyyk
Solar Sentinels: (3) m1895, Quarque, EuchreJack
[EF] Solar Sentinels: (1) Kashyyk
[EF] Cherub Psychorestructuring: (0)
[EF] Patience, Cherubs: (0)
[EF] Restraint Rings: (0)
Flying Hussars of Mu: (1) TricMagic
[EF] Drakegulls Eat Anything: (1) Kashyyk
Solar Sentinels: (2) m1895, EuchreJack
[EF] Solar Sentinels: (1) Kashyyk
[EF] Cherub Psychorestructuring: (0)
[EF] Patience, Cherubs: (0)
[EF] Restraint Rings: (0)
Flying Hussars of Mu: (2) TricMagic, Quarque
[EF] Drakegulls Eat Anything: (1) KashyykI want Flying Hussars, but this turn we're better off patching up the severe logistical issue presented by the LLEs before the enemy can take proper advantage of them than getting another new special unit.
Solar Sentinels: (3) m1895, EuchreJack, Failbird
[EF] Solar Sentinels: (1) Kashyyk
[EF] Cherub Psychorestructuring: (0)
[EF] Patience, Cherubs: (0)
[EF] Restraint Rings: (0)
Flying Hussars of Mu: (2) TricMagic, Quarque
[EF] Drakegulls Eat Anything: (2) Kashyyk, TricMagic
Solar Sentinels: (3) m1895, EuchreJack, Failbird
[EF] Solar Sentinels: (2) Kashyyk, TricMagic
[EF] Cherub Psychorestructuring: (0)
[EF] Patience, Cherubs: (0)
[EF] Restraint Rings: (0)
Flying Hussars of Mu: (1) Quarque
[EF] Drakegulls Eat Anything: (3) Kashyyk, TricMagic, Failbird
Solar Sentinels: (2) m1895, EuchreJack,
[EF] Solar Sentinels: (3) Kashyyk, TricMagic, Failbird
[EF] Cherub Psychorestructuring: (0)
[EF] Patience, Cherubs: (0)
[EF] Restraint Rings: (0)
Flying Hussars of Mu: (1) Quarque
[EF] Drakegulls Eat Anything: (4) Kashyyk, TricMagic, Failbird, Iris
Solar Sentinels: (2) m1895, EuchreJack,
[EF] Solar Sentinels: (4) Kashyyk, TricMagic, Failbird, Iris
[EF] Cherub Psychorestructuring: (0)
[EF] Patience, Cherubs: (0)
[EF] Restraint Rings: (0)
Flying Hussars of Mu: (1) Quarque
Quote from: How much Votebox?[EF] Drakegulls Eat Anything: (5) Kashyyk, TricMagic, Failbird, Iris, EuchreJack
Solar Sentinels: (2) m1895
[EF] Solar Sentinels: (5) Kashyyk, TricMagic, Failbird, Iris, EuchreJack
[EF] Cherub Psychorestructuring: (0)
[EF] Patience, Cherubs: (0)
[EF] Restraint Rings: (0)
Flying Hussars of Mu: (1) Quarque
[EF] Drakegulls are Living Trashbags:Quote from: Drakegulls are Living TrashbagsFor their size, Drakegulls require a lot of food to keep going, and disproportionately so compared to similar sized beasts. Thus their digestive system is updated to be fully omnivorous. Whilst they'll likely prefer to eat actual food, like fish, fruit, and carrion, they should be perfectly capable of functioning on grass, leaves, kitchen waste, rotten meat and even mild cannibalism.
This should massively simplify logistics for feeding our Drakegull units, as they can be maintained off the waste produced by our army, and just ne turned out to graze like any mundane army of horse.
[EF] Solar Sentinels:QuoteSolar Sentinels- LLE Revision
The Liquid Light Elementals present so much potential, yet that potential is held back by the behavior, or rather misbehavior, of the Cherubs themselves. Many have proposed complex solutions to the issue, from introducing a secondary personality to putting enchanted equipment on them to allow them to be controlled. But there is a far simpler solution that could very well prove far more effective. These Cherubs are beings summoned and formed directly by Muu herself, and thus, unlike natural creatures, are not so rigid in nature.
The process of this change is in essence an alteration to the creation of the Cherubs itself. Taking what worked, and then putting more effort into the parts that didn't. Their minds are improved, focusing on both a greater intelligence for combat, and a greater sense of discipline such that they will obey when given instructions such as to dim their light and conserve their mass.
With this, the Liquid Light Elementals should prove to be a far more effective fighting force, having dramatically reduced logistical issues and possibly even being able to survive long enough on their own to act as guards against vampire attacks for our camps.
Sides:
Communists: (1) TricMagic
Meritocrats: ()
Privateers: (1) TricMagic
Blockaders:()
Unique Assignments:
Muu to> Sheltered Fjords: (1) TricMagic
Good Doctor to> Vast Steppe
Communalists: "Who better to protect the workers than the workers? The government is democratic, so why not industry?" While the solution they propose is radical, and might cause some short-term disruption, the Communalists believe that their new economic worldview will eventually dominate all of Thpenos, and are willing to take drastic steps to achieve this. They seek assistance in encouraging workers to unite, and preventing reactionary elements from disrupting the revolution.
Meritocrats: "The problem with the current management is not that they stand apart from the workers, but that they are incompetent and self-serving." The Meritocrats do not seek to tear down the system, as they believe this would risk collateral damage- instead, they seek to root out the corrupt and incompetent elements, replacing them with carefully selected trustworthy and skilled individuals. They seek assistance in uncovering evidence of corrupt overseers, and ensuring their chosen candidates replace them.
Privateers: "Piracy is endemic. The sooner we accept that, the sooner we can get them to work with the system instead of against it." By granting pardons and letters of marque, they hope to end the scourge on friendly shipping and coasts, and take a cut of the loot to boot. A military solution would be too costly and destructive, in their view. They seek assistance in convincing the pirates and local magistrates to cooperate, creating opportunities for ceasefires and opening backdoor communications.
Blockaders: "The reason pirates are able to operate freely is that the Xyranian navy is a joke." Rather than piecemeal efforts to root them out on land, the Blockaders want to rebuild the navy and defeat the pirates at sea. It's a more appealing proposal to the conservative elements of Xyranian society, and they have connections to official sources of funding. There are some minor concerns of collateral damage, but it's better than negotiating with terrorists. They seek assistance in bolstering naval strength (through military/magical advances), and ensuring the population is resolved to the pursuit of victory.
Sides:
Communalists: (1) TricMagic
Meritocrats: ()
Privateers: (2) TricMagic, Quarque
Blockaders:()
Unique Assignments:
Muu to> Sheltered Fjords: (1) TricMagic
Good Doctor to> Vast Steppe
Sides:
Communalists: (1) TricMagic
Meritocrats: ()
Privateers: (2) TricMagic, Quarque
Blockaders:()
Unique Assignments:
Muu to> Sheltered Fjords: (1) TricMagic
Good Doctor to> Vast Steppe: (1) TricMagic
Sides:Communalists definitely benefit the most from our influence designs, and I mean cmon, it's on theme for us.
Communalists: (2) TricMagic, m1895
Meritocrats: ()
Privateers: (2) TricMagic, Quarque
Blockaders:()
Unique Assignments:
Muu to> Sheltered Fjords: (2) TricMagic, m1895
Good Doctor to> Vast Steppe: (2) TricMagic, m1895
A mayfly flies
In May or June.
Its life is over
Far too soon.
A day or two
To dance,
To fly—
Hello
Hello
Good-bye
Good-bye
Sides:
Communalists: (3) TricMagic, m1895, Kashyyk
Meritocrats: ()
Privateers: (3) TricMagic, Quarque, Kashyyk
Blockaders:()
Unique Assignments:
Muu to> Sheltered Fjords: (3) TricMagic, m1895, Kashyyk
Good Doctor to> Vast Steppe: (3) TricMagic, m1895, Kashyyk
Sides:
Communalists: (4) TricMagic, m1895, Kashyyk, Quarque
Meritocrats: ()
Privateers: (3) TricMagic, Quarque, Kashyyk
Blockaders:()
Unique Assignments:
Muu to> Sheltered Fjords: (4) TricMagic, m1895, Kashyyk, Quarque
Good Doctor to> Vast Steppe: (4) TricMagic, m1895, Kashyyk, Quarque
The scars of ancient wars between Good and Evil can be felt even now, some more readily than others. Cracked mountains, shattered coasts, lands stained with Eldritch energy, mutations of man and beast living in the crevices of the world.
It's unclear whether the Hippotaurs originated as mundane Hippos, or ancient humans. Its also unclear whether they were the product of Good or Evil mutation. We do know that they have been denizens of the Swamps and Fjords for generations, living in close family units.
Standing two or three times as high as a human, they are barrel chested, with a considerable paunch, whilst the Hippotaur's limbs are similar thick and muscled. Each hand three large stubby fingers opposite an equal stubby thumb, making them ill suited to dextrous movements. Instead, they prefer large and weighty implements that match their own prodigious frame. Whilst they maintain a decent speed in water, and are very dangerous over short distances, they are not fast on the march.
Hippotaur family groups, self-referred to as Clans, are tightly knit, although rarily go above one hundred members. When they march to war, Clans will send out their largest and strongest members, and they wil live and fight together, covering each other closely, however they are loath to rely on an "outsider" to protect their flanks, meaning they are instead deployed as small blocks of Heavy Infantry. ((Read: Small Uncommon units))
On their own, Hippotaurs struggle with the delicate work required for fine arms and weapons, relying instead on clubs, large shields, and tanned hides. Whilst our own smiths may be able to produce more effective equipment, that is not a priority at this time.
Veteran's Academy
With the war with the forces of evil having persisted for some time now, the forces of Muu have begin to develop a surviving core of veteran soldiers among the ranks of Muu's followers. These veterans can be identified and extracted from the ranks of the common spearmen to be given three months of extra drilling and superior equipment to best utilize their proven skill and ability to survive in the face of evil. Being granted actual armor and a proper helmet, as well as spare javelins not used by the Hussars, though also not infused with liquid light, should allow them to counter or outmatch the new enemy Cryptarii. Such Veteran Spearmen would give the forces of Muu a solid core of infantry in the war, which could be vitally important against Nar-Carok's newfound allies.
Breath of Muu
Using a single drop of liquid sunlight as a catalyst, the Breath of Muu allows the caster to call up a shimmering fogbank that shines with the lights of distant auroras... and the light of good, of course. While the raw elemental good in the mists created are not enough to cause such dramatic effects as causing beings of evil that enter to spontaneously melt, unless something unusual is effecting said being or they are already unusually unstable, it is still an actively uncomfortable environment for them while being reassuring and comfortable in turn for beings of good that enter the fog as said good beings are ever so slightly empowered by the ambient atmosphere of good energy. The fog can also be thickened to block enemy lines of sight.
Only Muu herself could cast this spell on her own; otherwise, it requires an intricate group ritual by a group of casters that are especially attuned to each other.
After they finish a chant and dance, a ball of holy fire launches from their midst and flies off in an arc. Subtle details during the cast will determine where it will land; once the spell has been cast, it is no longer in their control.
Wherever the ball lands, it will explode with a purifying heat that consumes friend and foe alike. Very few things can withstand the intense flames. Anything made out of liquid light is resistant, though; liquid light elementals even heal from it.
After the blast, a mushroom cloud of dust rises on the scene, which spreads good radiation that causes random mutation in anything that lives or even (to a lesser degree) undead. Servants of Muu, while not immune, won't typically mind the effects much, as it is part of their nature.
The cherubs hate to dim their light. But there are those hidden away in the dark that scatter from it. This is the rhetoric Muu uses to convince them that shining brightly all the time is not always the correct option, even if it is Good. Rather, shining brightest for a brief moment and absolutely annihilating evil within the dark is also good. Through specialized training the cherub learn how to condense light around them, becoming invisible wraiths waiting for the chance to strike at evil that dares approach. This allows their light to stay contained for that single moment when they shine. They are not truly invisible, there are clear distortions when bright light hits them, but in the darkness they serve as able sentries. The fact this also solves their energy problems is a bonus.
That's fair enough.
- Veteran Academy (as an uncommon unit) is something I'll definitely support once we're at 5/5 influence in the bountiful quarry. Right now I feel it would be smarter to invest one design into influence.
That's what the part about 'The fog can also be thickened to block enemy lines of sight.' is supposed to do, because blocking the enemy line of sight usually screws over ranged attacks.
- Breath of Muu Is a great idea for a spell to do next turn, although I'd add a line that it specifically hinders enemy ranged attacks..
Coral Diftwracks
Scavenging driftwood, stray flotsam, and excess coral growth from local reefs, lumbering constructs, generally four legged but sometimes six legged, are built by trained craftsmen to serve as unflinching and untiring beasts of burden and living siege machines. Vaguely evoking sealife of the abyssal deeps in shape, these great machines function through an ingenious system of internal pumps and pipes that allow for an installed Liquid Light Elemental to puppet and control the construct, bringing it to lumbering and tireless life.
In battle, these Driftwracks serve as living siege weapons, using their great size and strength, as well as the aura of innate goodness caused by their propulsion and motivation system, to literally batter down anything that stands in their way. They are also large enough to theoretically mount light siege weapons on their backs, but that would probably require a later revision to properly implement.
Out of battle, the uses of a tireless giant of coral and driftwood lends itself to many other uses, as few forms of labor can not be added by such a colossi lending aid and brute force to whatever job they may be assisting.
Design: The Five-pointed Star Witches
With the project of the Hussars still held in recent memory, and a new supply of arcane knowledge now in our possession, we have turned our thoughts to the field of Magic. Our Acolytes may be our best mortal magical minds, but that's not saying much when they're also our only ones. Many, many concepts where had, but in the end, none of them where the one. Some had a core issue too major to simply work around. Others simply did not hold Muu's attention, their benefits too small or mundane. Yet more still were not even related to the project at hand. Those designers were put on... time out. Regardless, for all the proposals made, none was quite right. Then one individual came up with an idea. Combine several of the best proposals that had been made, mitigating their weaknesses and amplifying strengths. Thus, a new being was crafted.
Volunteers among our ranks were taken by Muu, brought down into the depths, and when they emerged upon our shores once more, they had become something new. Purple skin, with three vivid emerald eyes, hair resembling a starfish stretched over their head, large flat hands with suckers upon the palmar side, and elegant garbs formed of melded sea stars. They were the Five-pointed Star Witches, or the Five-points for short.
Alone, each Five-point is superior in base casting ability than an Acolyte, even if not enough to truly push them up to the next level. The core of the Star Witches, however, is their ability to link themselves together, each connecting mind and soul with up to four others so long as they each remain within several meters of another in their team. This means that they naturally group themselves up into teams of five, forming close bonds of friendship. When linked, they are able to pool both resources and ability together, enabling them to cast more advanced spells and granting their spells more power than an individual mage of the same level by functioning as a single mage greater than their individual abilities combined.
Additionally, due to being starfish based, a sort of exclusive "spell" was created, with which the Five-points(and future Star Witches should we ever make any) can use magic, particularly Good, to empower their natural regeneration to combat viable levels. Sealing arrow wounds rapidly, dulling the impact sites of Magic Missiles, and even slowly reforming lost limbs, though the latter is infeasible to do during active combat.
This power comes with downsides, however. While their synchronization with their Team is practically perfect the lack of connection with those outside of the group means that they have a harder time coordinating with others beyond the team, outside of Muu herself who can tap into these bonds directly, than they did before mutation. They also all share each-others pain to an extent, meaning that the death of one will temporarily send the others into disarray in addition to weakening their magic.
Finally, Muu understands the deep importance of these connections and bonds, those who spend all their time even outside of combat together, from singing in perfect harmony to bathing together. Where a less caring leader would simply force the teams to adapt to replacement members, Muu takes mercy upon them. The minds of Star Witches who die remain contained within their collective consciousness, and time that would otherwise be spent creating new Five-points is instead spent creating new bodies for those who fell. While their tight-knit groups naturally lead them to be fielded in small units of 5(so a single team per unit), we expect that their abilities will allow them to make up for this limitation, especially as we develop new spells for them to wield.
[Tome Token]: To make up for our own lack of magical expertise, we will utilize our new supply of arcane knowledge to educate and empower the Star Witches, allowing them to cast spells of greater complexity, and gaining yet superior willpower to strengthen their magic.
2 Designs
(1) Five-Piinted Star Witches: Kashyyk
- Use a Tome Token?
-- (1) Yay: Kashyyk
-- () Nay:
(1) Veterans Academy: Kashyyk
- Use Wealth Token?
-- (1) Yay: Kashyyk
-- () Nay:
Veteran Cultist Spears
The veterans of our campaigns tend to end up somewhat, uh, distorted looking, but we've managed to work this to our favor.
In a relatively simple ritual, the veteran has their various... blessings shaped into more useful forms; scale hardens enough to turn a blade, rubbery flesh becomes tough enough to withstand clubbing, and well, the tentacles can probably be made useful for something. While normally this may be expected to warp their minds, the war has already done enough of that, and for better or worse has subdued further change.
After this they receive their new equipment, armor made from hexagonal plates of toughened bone with a padded steel cap, a spike or hook set just underneath the spearhead to well, hook enemies and their weapons, and finally a cheap Messer as a very long knife (some may say shortsword, but it's made by knifemakers and is legally a single-edged knife, so there) to provide a better close quarters option.
Drill Squares
It's a simple fact that if you want to effectively train for close-order fighting, you need a drill square.
The drilling improves a soldier's ability work with their comrades more than their personal skill at arms, and also noticeably improves endurance. a small section is set aside for simple "acrobatics" training, and while the average soldier obviously isn't going to put that into practice directly in the field, it should provide a modest improvement in agility and flexibility, or at least limit the instances of "Jim tripped and the entire column humorously tripped over him."
Drakegull Leg Strengthening
The Drakegull's few problems are not insurmountable.
We have modified the mutation process to increase muscle mass and efficiency in the legs (and while messing around with metabolic processes for that, might as well refine them). First and foremost, this allows the Drakegull to do a "jump-glide" which is a net calorie reduction over running and quick. It also allows the Drakegull to have a mean sprint when it needs to, outrunning a galloping horse over short distances, though the horse would win a marathon.
OctodadsOctopodal Infiltrators
With the need to disrupt Demonic operations a more pressing concern, Muu looks to the mimic octopus.
The Octopodal Infiltrators have been gifted the increased size necessary to properly disguise as human, as well as boosting their natural color-changing and shapechanging abilities to supernatural levels, allowing them to get through fairly intense scrutiny without their cover being blown.
They will typically be sent on shallow cover operations for short periods of time, using their position to disrupt enemy logistics, have valuables sent where we can grab them easily, and promote internal strife before escaping. Even if the Infiltrator is found out their bodies ability to contort in all sorts of novel ways gives them a remarkable ability to escape even when seemingly backed into a corner. Now for public-facing operations, (such as NARC) the Infiltrators job is instead to damage their credibility, either by taking a frontal position and being an asshole to the customers or by being a paper pusher and making sure documentation is misplaced. Finally we must mention assassination, while their tentacles are certainly capable of strangling a man, we view assassinations as more of a last resort, so it's not going to be a main part of their toolkit.
2 Designs
(2) Five-Pointed Star Witches: Kashyyk, TricMagic
- Use a Tome Token?
-- (1) Yay: Kashyyk, TricMagic
-- () Nay:
(1) Veterans Academy: Kashyyk
- Use Wealth Token?
-- (1) Yay: Kashyyk
-- () Nay:
(1) Octopodal Infiltrators: TricMagic
- Use Wealth Token?
-- (1) Yay: TricMagic
-- () Nay:
2 Designs
(3) Five-Pointed Star Witches: Kashyyk, TricMagic, Quarque
- Use a Tome Token?
-- (3) Yay: Kashyyk, TricMagic, Quarque
-- () Nay:
(1) Veterans Academy: Kashyyk
- Use Wealth Token?
-- (1) Yay: Kashyyk
-- () Nay:
(2) Octopodal Infiltrators: TricMagic, Quarque
- Use Wealth Token?
-- (2) Yay: TricMagic, Quarque
-- () Nay:
2 Designs
(3) Five-Pointed Star Witches: Kashyyk, TricMagic, Quarque
- Use a Tome Token?
-- (3) Yay: Kashyyk, TricMagic, Quarque
-- () Nay:
(1) Veterans Academy: Kashyyk
- Use Wealth Token?
-- (1) Yay: Kashyyk
-- () Nay:
(1) Octopodal Infiltrators: TricMagic
- Use Wealth Token?
-- (1) Yay: TricMagic
-- () Nay:
(1) Transport Golems: Quarque
Ok, so after thinking about it again, I actually think those transport golems are a much better idea than I gave it credit for at first. It would alleviate both the transport problems with LLE and drake hunger, maybe not solving either completely but at least to a good enough degree.
And while it costs a design, it would free up two revisions to build fun new stuff. One of them could be used to create an improved version of an existing influence design, and then we could also get a rare flying hussar done in this turn, for example.. it would open up many possibilities.Quote from: Votebox2 Designs
(3) Five-Pointed Star Witches: Kashyyk, TricMagic, Quarque
- Use a Tome Token?
-- (3) Yay: Kashyyk, TricMagic, Quarque
-- () Nay:
(1) Veterans Academy: Kashyyk
- Use Wealth Token?
-- (1) Yay: Kashyyk
-- () Nay:
(1) Octopodal Infiltrators: TricMagic
- Use Wealth Token?
-- (1) Yay: TricMagic
-- () Nay:
(1) Transport Golems: Quarque
The Siren comes from high birth indeed. She is even related to the distant Emperor of the Western Protectorate!
...well, they're seventh cousins once removed. She's the great-niece of the Emperor's fifth cousin once removed. Generations ago, her ancestors moved to the Protectorate in order to be closer to the lands they ruled. The Siren was born close enough to the throne to be nobility, far away enough to be just another face in the crowd of nobility in the Western Protectorate. Interchangeable with everyone else of her status.
This never suited the Siren. Discontent with the rot of complacency that tore the Western Protectorate from the inside out, bored to death of the endless banquets where nothing of consequence was ever decided, she wanted to make a name for herself. From a young age, she had set herself out as sharp and zealous in her goals. She managed to bend a small number of Western nobles to her will - until the war broke out.
Unfortunately for her, the section of the Vast Steppe she resided in found itself under the jackboot of the forces of Nar-Carok. She refuses to speak of what she did or experienced during that time, yet it had a great influence on her. She grew extremely adept at manipulation and became something of a seeker for intrigue. It also instilled in her a burning desire to use her talents against the Demon that had invaded what after so many generations had become her homeland. Muu, in her infinite benevolence, saw fit to induct the Siren into her service.
This brings us to the changes that the Siren has undergone. She now sports three pairs of wings - these fold against her legs when not in use, creating the effect of a sparkling gown. She also has a pearly fishtail that peaks out from the 'gown'. Those that threaten her will quickly find the wings to be razor-sharp, yet the Siren refuses to use them except in self-defence. She has a minor shapeshifting ability that allows her to show and hide her unnatural features on command, as well as change features to avoid recognization if this becomes necessary.
Her uncanny skill at bending people to her will has been augmented by powerful magics. Now the Siren is both metaphorically and literally irresistible. She manifests a powerful attractiveness and magnetism on men and women both and is not above using her skills to enthrall targets. In addition to the social skills her upbringing has imparted to her, the Siren has a supernatural grasp on the motivations of others, and she is very quickly capable of grasping the social mores of whatever group she finds herself in. She is capable of dominating targets through her voice; while this can be used to stun whole groups of Evil, the Siren much prefers using it to further her manipulations. However, the more targets she dominates at once, the shorter it lasts. The effect, when used on a small number of targets (say, the head of the table of a banquet) is long-lived enough to turn her victims into her informants.
2 Designs
(4) Five-Pointed Star Witches: Kashyyk, TricMagic, Quarque, Iris
- Use a Tome Token?
-- (4) Yay: Kashyyk, TricMagic, Quarque, Iris
-- () Nay:
(1) Veterans Academy: Kashyyk
- Use Wealth Token?
-- (1) Yay: Kashyyk
-- () Nay:
(1) Octopodal Infiltrators: TricMagic
- Use Wealth Token?
-- (1) Yay: TricMagic
-- () Nay:
(1) Transport Golems: Quarque
(1) Siren of the West: Iris
- Use Wealth Token?
-- (1) Yay: Iris
-- () Nay:
2 Designs
(4) Five-Pointed Star Witches: Kashyyk, TricMagic, Quarque, Iris
- Use a Tome Token?
-- (4) Yay: Kashyyk, TricMagic, Quarque, Iris
-- () Nay:
(2) Octopodal Infiltrators: TricMagic, Kashyyk
- Use a Wealth Token?
-- (2) Yay: TricMagic, Kashyyk
-- () Nay:
(1) Transport Golems: Quarque
(1) Siren of the West: Iris
- Use a Wealth Token?
-- (1) Yay: Iris
-- () Nay:
Infovores
The Infovore is uh, uh...
infovores are sapient ideas summonable by acolytes to do our dirty work for us. Once summoned the acolytes points out a mind for it to target, and, if the infovore detects demonic taint, it will nestle itself inside the targets mind and begin eating away at their memories. Standard procedure is to eat away any memories relevant to fighting off the infovore, then start with childhood memories, working their way forward until eventually the target is an empty husk, at which point the infovore will initiate a transfer to one of the target's compatriots and so on. Once the infovore has filled up on memories, it will return to its master. The master should produce two cubes, a palm-sized black cube covered in glyphs, and a red cube with twice the volume and similar glyphs. The infovore will dump any relevant information into the black cube. Meanwhile, all the irrelevant memories get dumped into the red cube (free-floating memories being a hazard) where they get "compressed" and abstracted.
While the infovore clearly has much utility, it also comes with some weaknesses; any enchanted weapon that strikes the hosts brain, or magic missile that strikes anywhere on the host, is liable to kill outright if not grievously wound the Infovore infesting them. Furthermore, once forced to exit a mind without a transfer, it must return to its master to be redeployed, and finally, an acolyte can only manage about one infovore at a time.
probably needs some polish
2 Designs
(5) Five-Pointed Star Witches: Kashyyk, TricMagic, Quarque, Iris, Happerry
- Use a Tome Token?
-- (5) Yay: Kashyyk, TricMagic, Quarque, Iris, Happerry
-- () Nay:
(2) Octopodal Infiltrators: TricMagic, Kashyyk
- Use a Wealth Token?
-- (2) Yay: TricMagic, Kashyyk
-- () Nay:
(1) Transport Golems: Quarque
(2) Siren of the West: Iris, Happerry
- Use a Wealth Token?
-- (2) Yay: Iris, Happerry
-- () Nay:
Using some extra funds, we've been able to create coral mageplate for the Star Witches. The armor offers moderate protection without hampering magic at its base (and of course, has been designed to fit well within a Witch's aesthetic (Circlets can offer a surprising amount of protection,)) then the armor is soaked in bottled sunlight, like the Hussars' spears, and further boosts the Witch's already prodigious healing capabilities.
2 Designs
(6) Five-Pointed Star Witches: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895
- Use a Tome Token?
-- (6) Yay: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895
-- () Nay:
-Use a Wealth Token?
-- (1) Yay: m1895
-- () Nay:
(2) Octopodal Infiltrators: TricMagic, Kashyyk
- Use a Wealth Token?
-- (2) Yay: TricMagic, Kashyyk
-- () Nay:
(1) Transport Golems: Quarque
(2) Siren of the West: Iris, Happerry
- Use a Wealth Token?
-- (2) Yay: Iris, Happerry
-- () Nay:
Design- Cloud of Silent Lightning
Magic is something that we've sorely lacked investment in, and something that really demands more of it. In particular, a form of offense to aid in dispersing the enemy hordes is something we're in need of. This here presents a new option in that exact field, and something wholly unlike the Magic Missile and Wards that we've been limited to thus far.
Weaving Good and Magic through the air, the forms of Xyranian Man o' wars bubble into existence in the air, drifting listlessly, directed only vaguely by our mages. This spell is somewhat unique in that a casters willpower does not correlate to the power of the spell, but rather to the number of these 'Vagrants', as the floating jellyfish have been called, that the caster can maintain at a time and their ability to steer them. Also, we are being informed that they are not jellyfish, they're something called a siphonophore, our apologies Lady Muu. The dangling tendrils of the Vagrants sting with a venom that leaves the victim racked with horrible pain, and even a brief brush with one can leave marks like those of a whip across the body of the afflicted.
In essence, this is the only effect of these creatures, a debilitating pain that will likely not be able to penetrate the hard carapaces of the enemies roach warriors and spider mounts, nor have any true effect on their skeletal forces. In practice, however, the cloud of horrible agony drifting slowly over their ranks, while easy to carve gaps in with spell and blade alike, is highly obstructive to their efforts to attack at a distance once it has drifted into place well enough. In the case of their rats in particular, we expect the pain to be incredibly damaging to their fragile morale.
A-Salt And Buttering
The aptly named A-Salt and Buttering spell is an exotic and advanced combat conjuration spell that summons at least one, though skilled and experienced casters can sometimes manage more, great salt crystals the size of a mortal man from the heavens above from which they rain down with great force. These crystals, being sharp, pointy, and most of all heavy while moving with extreme amounts of speed, tend to very much crush whatever they land upon, after which the second part of the spell activates and the outer layer of the crystals erupts with boiling butter, spraying across anyone nearby to deal painful and incapacitating burns upon their flesh. Being effectively a form of boiling oil, this molten butter tends to have little problem leaking through armor and into any crack or weak point a shell or thick hide might have to, as they say, 'share the heat'.
Quote from: Star Witch Wealth TokenUsing some extra funds, we've been able to create coral mageplate for the Star Witches. The armor offers moderate protection without hampering magic at its base (and of course, has been designed to fit well within a Witch's aesthetic (Circlets can offer a surprising amount of protection,)) then the armor is soaked in bottled sunlight, like the Hussars' spears, and further boosts the Witch's already prodigious healing capabilities.Quote from: Pearly Votebox2 Designs
(7) Five-Pointed Star Witches: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895, EuchreJack
- Use a Tome Token?
-- (7) Yay: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895, EuchreJack
-- () Nay:
-Use a Wealth Token?
-- (2) Yay: m1895, EuchreJack
-- () Nay:
(2) Octopodal Infiltrators: TricMagic, Kashyyk
- Use a Wealth Token?
-- (2) Yay: TricMagic, Kashyyk
-- () Nay:
(1) Transport Golems: Quarque
(3) Siren of the West: Iris, Happerry, EuchreJack
- Use a Wealth Token?
-- (3) Yay: Iris, Happerry, EuchreJack
-- () Nay:
2 Designs
(7) Five-Pointed Star Witches: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895, EuchreJack
- Use a Tome Token?
-- (7) Yay: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895, EuchreJack
-- () Nay:
-Use a Wealth Token?
-- (3) Yay: m1895, EuchreJack, Happerry
-- () Nay:
(2) Octopodal Infiltrators: TricMagic, Kashyyk
- Use a Wealth Token?
-- (2) Yay: TricMagic, Kashyyk
-- () Nay:
(1) Transport Golems: Quarque
(3) Siren of the West: Iris, Happerry, EuchreJack
- Use a Wealth Token?
-- (3) Yay: Iris, Happerry, EuchreJack
-- () Nay:
Referred to the Crickets / Artificial Conscience Enchantment
While this spell has a more proper name, the common nickname of this spell, developed from one of this spells most common manifestations, at least from the point of view of thevictim, er, subject, has rapidly replaced the proper name of the Artificial Conscience Enchantment. By tying a small mote of elemental good to the target that has been properly mystically preprogrammed, the individual in question will soon come to experience something very... abnormal.
To be precise, they'll experience hallucinations of a small talking animal, often an insect and most commonly that of a cricket (thus the spell's developed nickname) that will introduce themselves to the subject as the individual in question's new conscience, there to guide them on the path of goodness, wellbeing, and spiritual wholeness. The subject in question will also soon find that (as the entity in question is, while real, still a hallucination) the entity in question is effectively immortal, invisible, untouchable, and inaudible to all others, and is completely unwilling to ever shut up.
Once you've been referred to the crickets, without access to proper magical cleansing, your redemption is just a matter of time.
2 Designs
(7) Five-Pointed Star Witches: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895, EuchreJack
- Use a Tome Token?
-- (7) Yay: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895, EuchreJack
-- () Nay:
-Use a Wealth Token?
-- (3) Yay: m1895, EuchreJack, Happerry
-- (1) Nay: Kashyyk
(2) Octopodal Infiltrators: TricMagic, Kashyyk
- Use a Wealth Token?
-- (2) Yay: TricMagic, Kashyyk
-- () Nay:
(1) Transport Golems: Quarque
(3) Siren of the West: Iris, Happerry, EuchreJack
- Use a Wealth Token?
-- (3) Yay: Iris, Happerry, EuchreJack
-- () Nay:
2 Designs
(7) Five-Pointed Star Witches: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895, EuchreJack
- Use a Tome Token?
-- (7) Yay: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895, EuchreJack
-- () Nay:
-Use a Wealth Token?
-- (3) Yay: m1895, EuchreJack, Happerry
-- (2) Nay: Kashyyk, TricMagic
(2) Octopodal Infiltrators: TricMagic, Kashyyk
- Use a Wealth Token?
-- (2) Yay: TricMagic, Kashyyk
-- () Nay:
(1) Transport Golems: Quarque
(3) Siren of the West: Iris, Happerry, EuchreJack
- Use a Wealth Token?
-- (3) Yay: Iris, Happerry, EuchreJack
-- () Nay:
2 DesignsI got convinced out of the wealth token.
(7) Five-Pointed Star Witches: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895, EuchreJack
- Use a Tome Token?
-- (7) Yay: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895, EuchreJack
-- () Nay:
-Use a Wealth Token?
-- (2) Yay: m1895, EuchreJack
-- (3) Nay: Kashyyk, TricMagic, Happerry
(2) Octopodal Infiltrators: TricMagic, Kashyyk
- Use a Wealth Token?
-- (2) Yay: TricMagic, Kashyyk
-- () Nay:
(1) Transport Golems: Quarque
(3) Siren of the West: Iris, Happerry, EuchreJack
- Use a Wealth Token?
-- (3) Yay: Iris, Happerry, EuchreJack
-- () Nay:
Our current Worms have the best rate of return in morally ambivalent subjects, for they save someone who possessed a real risk of turning to Evil. However that still leaves a good half the population who do an average of more Evil than Good within reach of Nar-Carok, due to the toxic nature if our antithesis.
A routine inspection of prepared eggs revealed a more aggressive strain, that was not content with mere psychological reinforcement. With some encouragement from our specialist Worm Keepers, these Worms would seek out the brain stem of its host and spread thin cords through it, stimulating it directly and forcing the host to act against its wishes if it was about to perform an Evil act, or to force the hand when hesitation strikes.
With a few iterative improvements, these Cordy Stem Worms could reliably pilot a human host, and if they didn't face active resistance it could even pass as natural movement.
2 Designs
(7) Five-Pointed Star Witches: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895, EuchreJack
- Use a Tome Token?
-- (7) Yay: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895, EuchreJack
-- () Nay:
-Use a Wealth Token?
-- (2) Yay: m1895, EuchreJack
-- (3) Nay: Kashyyk, TricMagic, Happerry
(3) Octopodal Infiltrators: TricMagic, Kashyyk, m1895
- Use a Wealth Token?
-- (3) Yay: TricMagic, Kashyyk, m1895
-- () Nay:
(1) Transport Golems: Quarque
(3) Siren of the West: Iris, Happerry, EuchreJack
- Use a Wealth Token?
-- (3) Yay: Iris, Happerry, EuchreJack
-- () Nay:
2 Designs
(7) Five-Pointed Star Witches: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895, EuchreJack
- Use a Tome Token?
-- (7) Yay: Kashyyk, TricMagic, Quarque, Iris, Happerry, m1895, EuchreJack
-- () Nay:
-Use a Wealth Token?
-- (2) Yay: m1895, EuchreJack
-- (3) Nay: Kashyyk, TricMagic, Happerry
(3) Octopodal Infiltrators: TricMagic, Kashyyk, m1895
- Use a Wealth Token?
-- (3) Yay: TricMagic, Kashyyk, m1895
-- () Nay:
(4) Siren of the West: Iris, Happerry, EuchreJack, Quarque
- Use a Wealth Token?
-- (4) Yay: Iris, Happerry, EuchreJack, Quarque
-- () Nay:
Five-pointed Star Witches (uses Tome Token): Normal: (3+4)=7: Superior CraftsmanshipQuote from: Design: Five-pointed Star WitchesDesign: The Five-pointed Star Witches
With the project of the Hussars still held in recent memory, and a new supply of arcane knowledge now in our possession, we have turned our thoughts to the field of Magic. Our Acolytes may be our best mortal magical minds, but that's not saying much when they're also our only ones. Many, many concepts where had, but in the end, none of them where the one. Some had a core issue too major to simply work around. Others simply did not hold Muu's attention, their benefits too small or mundane. Yet more still were not even related to the project at hand. Those designers were put on... time out. Regardless, for all the proposals made, none was quite right. Then one individual came up with an idea. Combine several of the best proposals that had been made, mitigating their weaknesses and amplifying strengths. Thus, a new being was crafted.
Volunteers among our ranks were taken by Muu, brought down into the depths, and when they emerged upon our shores once more, they had become something new. Purple skin, with three vivid emerald eyes, hair resembling a starfish stretched over their head, large flat hands with suckers upon the palmar side, and elegant garbs formed of melded sea stars. They were the Five-pointed Star Witches, or the Five-points for short.
Alone, each Five-point is superior in base casting ability than an Acolyte, even if not enough to truly push them up to the next level. The core of the Star Witches, however, is their ability to link themselves together, each connecting mind and soul with up to four others so long as they each remain within several meters of another in their team. This means that they naturally group themselves up into teams of five, forming close bonds of friendship. When linked, they are able to pool both resources and ability together, enabling them to cast more advanced spells and granting their spells more power than an individual mage of the same level by functioning as a single mage greater than their individual abilities combined.
Additionally, due to being starfish based, a sort of exclusive "spell" was created, with which the Five-points(and future Star Witches should we ever make any) can use magic, particularly Good, to empower their natural regeneration to combat viable levels. Sealing arrow wounds rapidly, dulling the impact sites of Magic Missiles, and even slowly reforming lost limbs, though the latter is infeasible to do during active combat.
This power comes with downsides, however. While their synchronization with their Team is practically perfect the lack of connection with those outside of the group means that they have a harder time coordinating with others beyond the team, outside of Muu herself who can tap into these bonds directly, than they did before mutation. They also all share each-others pain to an extent, meaning that the death of one will temporarily send the others into disarray in addition to weakening their magic.
Finally, Muu understands the deep importance of these connections and bonds, those who spend all their time even outside of combat together, from singing in perfect harmony to bathing together. Where a less caring leader would simply force the teams to adapt to replacement members, Muu takes mercy upon them. The minds of Star Witches who die remain contained within their collective consciousness, and time that would otherwise be spent creating new Five-points is instead spent creating new bodies for those who fell. While their tight-knit groups naturally lead them to be fielded in small units of 5(so a single team per unit), we expect that their abilities will allow them to make up for this limitation, especially as we develop new spells for them to wield.
[Tome Token]: To make up for our own lack of magical expertise, we will utilize our new supply of arcane knowledge to educate and empower the Star Witches, allowing them to cast spells of greater complexity, and gaining yet superior willpower to strengthen their magic.
The Siren comes from high birth indeed. She is even related to the distant Emperor of the Western Protectorate!Siren of the West (uses 1 Wealth Token): Easy: (2+2)+1=5: Average
...well, they're seventh cousins once removed. She's the great-niece of the Emperor's fifth cousin once removed. Generations ago, her ancestors moved to the Protectorate in order to be closer to the lands they ruled. The Siren was born close enough to the throne to be nobility, far away enough to be just another face in the crowd of nobility in the Western Protectorate. Interchangeable with everyone else of her status.
This never suited the Siren. Discontent with the rot of complacency that tore the Western Protectorate from the inside out, bored to death of the endless banquets where nothing of consequence was ever decided, she wanted to make a name for herself. From a young age, she had set herself out as sharp and zealous in her goals. She managed to bend a small number of Western nobles to her will - until the war broke out.
Unfortunately for her, the section of the Vast Steppe she resided in found itself under the jackboot of the forces of Nar-Carok. She refuses to speak of what she did or experienced during that time, yet it had a great influence on her. She grew extremely adept at manipulation and became something of a seeker for intrigue. It also instilled in her a burning desire to use her talents against the Demon that had invaded what after so many generations had become her homeland. Muu, in her infinite benevolence, saw fit to induct the Siren into her service.
This brings us to the changes that the Siren has undergone. She now sports three pairs of wings - these fold against her legs when not in use, creating the effect of a sparkling gown. She also has a pearly fishtail that peaks out from the 'gown'. Those that threaten her will quickly find the wings to be razor-sharp, yet the Siren refuses to use them except in self-defence. She has a minor shapeshifting ability that allows her to show and hide her unnatural features on command, as well as change features to avoid recognization if this becomes necessary.
Her uncanny skill at bending people to her will has been augmented by powerful magics. Now the Siren is both metaphorically and literally irresistible. She manifests a powerful attractiveness and magnetism on men and women both and is not above using her skills to enthrall targets. In addition to the social skills her upbringing has imparted to her, the Siren has a supernatural grasp on the motivations of others, and she is very quickly capable of grasping the social mores of whatever group she finds herself in. She is capable of dominating targets through her voice; while this can be used to stun whole groups of Evil, the Siren much prefers using it to further her manipulations. However, the more targets she dominates at once, the shorter it lasts. The effect, when used on a small number of targets (say, the head of the table of a banquet) is long-lived enough to turn her victims into her informants.
Muu spends a wealth token to endow the Siren with generous funds, so she can buy her own equipment (such as expensive dresses) and hire personnel, as she was used to as an aristocrat. This may also help her to "convince" influential figures who prove difficult to manipulate otherwise.
Our Sea Servants are not warriors, instead being manual labourers pressed into service. They are very capable of wielding shovels and picks to move earth, axes and hammers to fell and work lumber, and are strong and tireless enough to carry them great distances.
Thus each Sea Servant will be tasked with carrying a shovel, pick, hammer or hatchet (readily supplied from our forge of cleansing) plus a bundle of bonewood stakes with which to build the defences for each camp. With some intelligent oversight and an hour of labour, the Sea Servants can surround the camp with a ditch and palisade, securing the entrance with a gate. Extra time allows them to gather more material to raise the palisade on a berm, back them with Watchtowers and reinforced Liquid Light lamps, and harden the gate against assault. Even with a short-notice engagement, the Sea Servants can drive their stakes into the ground to disrupt a charge.
Finally, the Sea Servants will bare the tools of their trade in battle, as apicks, shovels, hammers, and hatchets break earth, stone, and wood just as easily as flesh.
Optional Wealth Token: With additional funds, we can secure higher quality and quantity of materials. Instead of each Sea Servant having only one tool (and risking some labour going wasted if the tools don't match the task) enough spares of each type is produced to cover breakage and allow for a degree of flexibility. Further, the funds allows us to train skilled journeymen to produce them. In addition, the toolset is expanded to include saws and even make available a small ironworkers set within the unit (enough to repair a damaged tool/weapon or fashion iron nails, banding, etc). The stakes the Sea Servants carry are now created using a rarer hardwood and is thus much more durable against assault.
With the Five-pointed Star Witches being Uncommon, do they officially obsolete the Acolytes, or are we still wanting them to be available?While you will almost certainly deploy fewer units of Acolytes now, Acolytes do come in much larger unit sizes, and sometimes you might just need quantity. Not to mention the fact that Star Witches cannot (currently) be used in Influence lanes, so if you had spells you wanted to use there, you'd currently have to use Acolytes for that. In general, things will only be made obsolete if the replacement is strictly better in (almost) all ways- otherwise, the option will stay on the table.
Rainbow Starshower (1): m1895
Ditches and Palisades (1): m1895
[EF] Solar Sentinels:QuoteSolar Sentinels- LLE Revision
The Liquid Light Elementals present so much potential, yet that potential is held back by the behavior, or rather misbehavior, of the Cherubs themselves. Many have proposed complex solutions to the issue, from introducing a secondary personality to putting enchanted equipment on them to allow them to be controlled. But there is a far simpler solution that could very well prove far more effective. These Cherubs are beings summoned and formed directly by Muu herself, and thus, unlike natural creatures, are not so rigid in nature.
The process of this change is in essence an alteration to the creation of the Cherubs itself. Taking what worked, and then putting more effort into the parts that didn't. Their minds are improved, focusing on both a greater intelligence for combat, and a greater sense of discipline such that they will obey when given instructions such as to dim their light and conserve their mass.
With this, the Liquid Light Elementals should prove to be a far more effective fighting force, having dramatically reduced logistical issues and possibly even being able to survive long enough on their own to act as guards against vampire attacks for our camps.NormalHard: (1+4+1)-1=1: Utter Failure
So, yes. You are creating the Cherubs from scratch. You'd think this would mean you have complete control over how they turn out. You'd hope so. Alas, your control is quite so total. While you were able to try a number of different Cherub configurations, none of them turned out the way you hoped. You did learn a thing or two about Cherub creation and artificial consciousnesses in general, but with your attention split between this and the Drakegull modifications, you weren't able to apply it this month.
Rainbow Starshower (1): m1895
Ditches and Palisades (2): m1895, TricMagic
Solar Sentinel.Patch (1) TricMagic
[ .. ] You did learn a thing or two about Cherub creation and artificial consciousnesses in general, but [ .. ]
Instead of improving the liquid light elementals themselves, Muu decides to improve their containers.
The barrels carrying them are animated. They grow eight surprisingly flexible limbs that allows them to walk on their own -- or swim. Their artificial minds draw power from the cherub within; using them to transport other goods will make them sleepy and then slowly become inanimate. However, they obey the acolytes rather than the will of the cherub.
While they aren't particularly intelligent, they carry out their tasks with cheer and tenacity. They do tend to annoy their masters with half-witted babbling while at it.
Rainbow StarshowerChanged the start of it slightly to match up more with the finished Star Witch design, here's the thing m was voting for without it having ever been posted in the thread.
Inspired by the way the Five-pointed Star Witches collective FIve-Point spells work, the Rainbow Starshower spell attempts to use similar principles to allow for the unified might of the Star Witches to be manifest in a more advanced variant of the basic Magic Missile spell. By reverse engineering some of the basic mechanisms of the Star Witches mental matrix, it has proven possible to create a variant missile spell that allows for a collection of bolts to be generated within a single casting instead of a single overpowered blast. While each of these individual bolts are actually weaker then a normal magic missile, far more can be generated per caster then said caster could cast of normal magic missiles, and the spell grows more cost effective as multiple casters pool their efforts together, which the Star Witches are already pretty effective at anyway. This results in a great shower of magic bolts raining down upon the targeted area, and if each are individually inferior... well, as the enemy ratmen have proven, numbers have a power in and of themselves.
The rainbow part of the name comes from an unexplained quirk of the spell. For some reason, each individual caster generates bolts of a different, and specific to the caster, hue. This doesn't actually have much of any combat effect, but it certainly makes the spell more flashy and colorful.
Rainbow Starshower (2): m1895, Failbird
Ditches and Palisades (2): m1895, TricMagic
Solar Sentinel.Patch (1) TricMagic
Coral Elemental ShellsPersephone intends to write up a better version of the version I wrote out in five minutes as an example of what people were talking about to help settle definitions, but until then have this posted in the thread for the sake of something to vote on.
Shells crafted with care by our coral crafters to contain the Liquid Light Elementals, each is individually formed at the Forge of Cleansing with water taken from the Liquid Light Elemental that the shell in question is supposed to contain to attune it to that elemental's energy. Thus contained, our elementals can shine as bright as they want, but as long as they are in their shell the shell will trap the energy released and channel it back into the elemental, keeping them from vaporizing before battle. Of course, when battle begins the elemental can extend its limbs from its shell and begin to pull and smash its enemies apart like normal, now protected by said enemies by its mighty coral shell.
Rainbow Starshower (3): m1895, Failbird, Happerry
Ditches and Palisades (2): m1895, TricMagic
Solar Sentinel.Patch (1) TricMagic
Coral Elemental Shells (1): Happerry
The refusal of the cherubs at the heart of the Liquid Light Elementals to dim their light under any circumstance has been a persistent thorn in Muu's side. Many solutions were considered, but with the failure to modify the cherubs themselves, it was decided to modify the Elementals as a whole.
Each Elemental is given a thick "shell" (generally resembling greatly those of certain marine animals, though they are as varied as the Elementals themselves) composed of coral and carved to give a snug, customized fit for every single Elemental. The inside of the shell is coated in nacre, which is the basis of the primary purpose of the shell - enchantments that will reflect spent light back into the Elemental, preventing them from burning their light too quickly even if the cherub insists on shining as hard as they can. The Elemental inside can see out, and can even extend their limbs for attacking and locomotion. This will allow the Liquid Light Elementals to march under their own power if they are wearing their shell, instead of having to be transported in stasis and only introduced to their Bottled Sunlight in battle (meaning that logistics are easier and ambushes are less of an issue).
The other effect of the shell, and the second purpose of its use, is that the exterior of the shell is quite durable and will protect the Liquid Light Elemental inside during combat.
Rainbow Starshower (3): m1895, Failbird, Happerry
Ditches and Palisades (3): m1895, TricMagic, Iris
Solar Sentinel.Patch (1) TricMagic
Coral Elemental Shells (1): Happerry
Hermit Liquid Light Elementals (1): Iris
Rainbow Starshower (3): m1895, Failbird, Happerry
Ditches and Palisades (3): m1895, TricMagic, Iris
Solar Sentinel.Patch (1) TricMagic
Hermit Liquid Light Elementals (2): Iris, Happerry
Rainbow Starshower (3): m1895, Failbird, Happerry
Ditches and Palisades (4): m1895, TricMagic, Iris, Kashyyk
Solar Sentinel.Patch (1) TricMagic
Hermit Liquid Light Elementals (3): Iris, Happerry, Kashyyk
Rainbow Starshower (4): m1895, Failbird, Happerry, Quarque
Ditches and Palisades (4): m1895, TricMagic, Iris, Kashyyk
Solar Sentinel.Patch (1) TricMagic
Hermit Liquid Light Elementals (4): Iris, Happerry, Kashyyk, Quarque
Rainbow Starshower (4): m1895, Failbird, Happerry, Quarque
Ditches and Palisades (4): m1895, TricMagic, Iris, Kashyyk
- Wealth Token?
-- (1) Yes: Kashyyk
-- (0) No:
Solar Sentinel.Patch (1) TricMagic
Hermit Liquid Light Elementals (4): Iris, Happerry, Kashyyk, Quarque
Rainbow Starshower (3): m1895, Failbird, Happerry
Ditches and Palisades (5): m1895, TricMagic, Iris, Kashyyk, Quarque
- Wealth Token?
-- (2) Yes: Kashyyk, Quarque
-- (0) No:
Solar Sentinel.Patch (1) TricMagic
Hermit Liquid Light Elementals (4): Iris, Happerry, Kashyyk, Quarque
Be a bit hard to beat yourr's for consistency. Also, I like how we have a mass production bonus but are doing individual cay pots. :)QuoteCoral Elemental ShellsPersephone intends to write up a better version of the version I wrote out in five minutes as an example of what people were talking about to help settle definitions, but until then have this posted in the thread for the sake of something to vote on.
Shells crafted with care by our coral crafters to contain the Liquid Light Elementals, each is individually formed at the Forge of Cleansing with water taken from the Liquid Light Elemental that the shell in question is supposed to contain to attune it to that elemental's energy. Thus contained, our elementals can shine as bright as they want, but as long as they are in their shell the shell will trap the energy released and channel it back into the elemental, keeping them from vaporizing before battle. Of course, when battle begins the elemental can extend its limbs from its shell and begin to pull and smash its enemies apart like normal, now protected by said enemies by its mighty coral shell.
That switches me over, good use of a token.Quote from: VoteboxRainbow Starshower (3): m1895, Failbird, Happerry
Ditches and Palisades (5): m1895, TricMagic, Iris, Kashyyk, Quarque
- Wealth Token?
-- (2) Yes: Kashyyk, Quarque
-- (0) No: TricMagic
Solar Sentinel.Patch (0)
Hermit Liquid Light Elementals (5): Iris, Happerry, Kashyyk, Quarque, TricMagic
It's really not. This is a production issue, but we got bonewood, coral, an plenty of people. Our bonus is Mass Production, which this revision can fall under, yeah? Making a ton of tools and stakes is fairly easy as it is, and we already had a revision put into the forgeworkers early on.
Coral is infinite, got plenty of bonewood. We can crank tools and stakes out all day.
The issue is the revision is already easy. Nor are the number of sea servants infinite, they're finite. And better tools doesn't actually solve their skill ceiling, they're basic workers.It's really not. This is a production issue, but we got bonewood, coral, an plenty of people. Our bonus is Mass Production, which this revision can fall under, yeah? Making a ton of tools and stakes is fairly easy as it is, and we already had a revision put into the forgeworkers early on.
Coral is infinite, got plenty of bonewood. We can crank tools and stakes out all day.
We have a bonus to production, but that doesn't make production infinite. The way I think this works is that spending a wealth token will make the roll easier, or the aim higher, which means either way that the final result is better and more effective. We're piling one bonus on top of another.
It's really not. This is a production issue, but we got bonewood, coral, an plenty of people. Our bonus is Mass Production, which this revision can fall under, yeah? Making a ton of tools and stakes is fairly easy as it is, and we already had a revision put into the forgeworkers early on.
Coral is infinite, got plenty of bonewood. We can crank tools and stakes out all day.
Rainbow Starshower (3): m1895, Failbird, Happerry
Ditches and Palisades (5): m1895, TricMagic, Iris, Kashyyk, Quarque
- Wealth Token?
-- (2) Yes: Kashyyk, Quarque
-- (1) No: TricMagic
Solar Sentinel.Patch (0)
Hermit Liquid Light Elementals (5): Iris, Happerry, Kashyyk, Quarque, TricMagic
Rainbow Starshower (3): m1895, Failbird, Happerry
Ditches and Palisades (5): m1895, TricMagic, Iris, Kashyyk, Quarque
- Wealth Token?
-- (2) Yes: Kashyyk, Quarque
-- (2) No: TricMagic, m1895
Solar Sentinel.Patch (0)
Hermit Liquid Light Elementals (5): Iris, Happerry, Kashyyk, Quarque, TricMagic
A writhing ball of tentacles, beaks, and fishing paraphernalia, the Tentacular Horror is the anger of the misused oceans made manifest. The most Eldritch of our creations, only Muu can comfortably gaze on its central form without suffering severe mental trauma as the constantly shifting limbs defy mundane logic. The more cautious observer will see the mass use its 20ft long tentacles to walk across terrain like a cephalopod, occasionally anchoring itself with a trident, harpoon or a row of serrated suckers.
A team of specially trained acolytes (or Muu Herself) are needed to direct these monstrosities, but that's still using the word generously. They must be housed separately to ensure they don't devour nearby cultists or other Tentacular Horrors, making them a singularly *Rare* sight in the field. Which is fortunate for the enemy because there is little one can do when a beast you dare not look at flattens your comrades, snares you with embedded fishhooks and nets and drags you, kicking and screaming, into its twisted maw.
Muu is a beacon of Light in these dark and terrible times, and Her mere presence bolsters the courage of our forces in the battlefield. Suffice to say, when Muu was forced to retreat from one of Her duels against Nar-Carok Her forces were dismayed.
A young captain who had somehow survived the fallout tried desperately to rally his troops and stumbled upon a cast off piece of Muu Herself. Despite the Angelic corruption it dealt to him, he raised it high and through sheer devotion was able to channel a speck of Her will. Warmth and calm returned to the minds of his soldiers, and they were able to turn back to the fight.
That captain and that particular piece of Muu were no more, but the idea stuck. Muu brought forth a part of Herself and bound it to a unique battle standard. When born by a devout follower, the army it leads will be stirred on to great acts of courage and valour, as if She was leading that army Herself. Further, the bearer and those directly beneath it are empowered by Muu's Might, displaying feats of strength and durability impossible in a common human.
Rainbow Starshower (4): m1895, Failbird, Happerry, Quarque
Ditches and Palisades (4): m1895, TricMagic, Iris, Kashyyk
- Wealth Token?
-- (2) Yes: Kashyyk, Quarque
-- (2) No: TricMagic, m1895
Solar Sentinel.Patch (0)
Hermit Liquid Light Elementals (5): Iris, Happerry, Kashyyk, Quarque, TricMagic
Rainbow Starshower (4): m1895, Failbird, Happerry, Quarque
Ditches and Palisades (3): TricMagic, Iris, Kashyyk
- Wealth Token?
-- (2) Yes: Kashyyk, Quarque
-- (2) No: TricMagic, m1895
Solar Sentinel.Patch (0)
Hermit Liquid Light Elementals (5): Iris, Happerry, Kashyyk, Quarque, TricMagic
Rainbow Starshower (4): m1895, Failbird, Happerry, QuarqueBlame me being fickle and hardwood being expensive. Stake the vampires. Not ideal, but defense over offense, so we have more people for offense.
Ditches and Palisades (3): TricMagic, Iris, Kashyyk
- Wealth Token?
-- (3) Yes: Kashyyk, Quarque, TricMagic
-- (1) No: m1895
Solar Sentinel.Patch (0)
Hermit Liquid Light Elementals (5): Iris, Happerry, Kashyyk, Quarque, TricMagic
Rainbow Starshower (3): m1895, Failbird, Happerry
Ditches and Palisades (4): TricMagic, Iris, Kashyyk, Quarque
- Wealth Token?
-- (3) Yes: Kashyyk, Quarque, TricMagic
-- (1) No: m1895
Solar Sentinel.Patch (0)
Hermit Liquid Light Elementals (5): Iris, Happerry, Kashyyk, Quarque, TricMagic
Hermit Liquid Light Elementals: Normal: (2+2)=4: Below AverageQuote from: Hermit Liquid Light ElementalsThe refusal of the cherubs at the heart of the Liquid Light Elementals to dim their light under any circumstance has been a persistent thorn in Muu's side. Many solutions were considered, but with the failure to modify the cherubs themselves, it was decided to modify the Elementals as a whole.
Each Elemental is given a thick "shell" (generally resembling greatly those of certain marine animals, though they are as varied as the Elementals themselves) composed of coral and carved to give a snug, customized fit for every single Elemental. The inside of the shell is coated in nacre, which is the basis of the primary purpose of the shell - enchantments that will reflect spent light back into the Elemental, preventing them from burning their light too quickly even if the cherub insists on shining as hard as they can. The Elemental inside can see out, and can even extend their limbs for attacking and locomotion. This will allow the Liquid Light Elementals to march under their own power if they are wearing their shell, instead of having to be transported in stasis and only introduced to their Bottled Sunlight in battle (meaning that logistics are easier and ambushes are less of an issue).
The other effect of the shell, and the second purpose of its use, is that the exterior of the shell is quite durable and will protect the Liquid Light Elemental inside during combat.
Ditches and Palisades (uses 1 Wealth Token): Easy: (4+3)+1=8: Unexpected BoonQuote from: Revision: Ditches and PalisadesOur Sea Servants are not warriors, instead being manual labourers pressed into service. They are very capable of wielding shovels and picks to move earth, axes and hammers to fell and work lumber, and are strong and tireless enough to carry them great distances.
Thus each Sea Servant will be tasked with carrying a shovel, pick, hammer or hatchet (readily supplied from our forge of cleansing) plus a bundle of bonewood stakes with which to build the defences for each camp. With some intelligent oversight and an hour of labour, the Sea Servants can surround the camp with a ditch and palisade, securing the entrance with a gate. Extra time allows them to gather more material to raise the palisade on a berm, back them with Watchtowers and reinforced Liquid Light lamps, and harden the gate against assault. Even with a short-notice engagement, the Sea Servants can drive their stakes into the ground to disrupt a charge.
Finally, the Sea Servants will bare the tools of their trade in battle, as apicks, shovels, hammers, and hatchets break earth, stone, and wood just as easily as flesh.
Optional Wealth Token: With additional funds, we can secure higher quality and quantity of materials. Instead of each Sea Servant having only one tool (and risking some labour going wasted if the tools don't match the task) enough spares of each type is produced to cover breakage and allow for a degree of flexibility. Further, the funds allows us to train skilled journeymen to produce them. In addition, the toolset is expanded to include saws and even make available a small ironworkers set within the unit (enough to repair a damaged tool/weapon or fashion iron nails, banding, etc). The stakes the Sea Servants carry are now created using a rarer hardwood and is thus much more durable against assault.
Siren to Polis, Muu to Rolling Hills, Doctor to Marches: (1) Quarque
Siren to Polis, Muu to Rolling Hills, Doctor to Marches: (1) Quarque
Siren to Polis, Muu to Marshes, Doctor to Rolling Hills: (1) TricMagic
Siren to Polis, Muu to Rolling Hills, Doctor to Marshes: (2) Quarque, Kashyyk
Siren to Polis, Muu to Marshes, Doctor to Rolling Hills: (1) TricMagic
Siren to Polis, Muu to Rolling Hills, Doctor to Marshes: (3) Quarque, Kashyyk, m1895
Siren to Polis, Muu to Marshes, Doctor to Rolling Hills: (1) TricMagic
BloodborneHer funeral maybe.Quote from: day of the tentacleSiren to Polis, Muu to Rolling Hills, Doctor to Marshes: (4) Quarque, Kashyyk, m1895, TricMagic
Siren to Polis, Muu to Marshes, Doctor to Rolling Hills: ()
Siren to Polis, Muu to Rolling Hills, Doctor to Marshes: (5) Quarque, Kashyyk, m1895, TricMagic, NG1999
Siren to Polis, Muu to Marshes, Doctor to Rolling Hills: ()
Or we could create a third production facility, and hand out bandoliers to Acolytes and Witches alike
with a solid chunk of funding thrown at supplying more acolytes toThrow shit at the wallprototyping staff design and giving them more resources to play with, we can get past some of the worst design challenges with relative ease
snipMagic is soft. Also, fireball is sorta... Not original. Basic. It's just feeding a fire/light spell that you throw at people, barely a change to magic missile's throw magic at it approach?
Uncommon Spell
Upon casting this spell, a flood of the Ink of Muu is released upon a group of enemy units. This black holy Ink temporarily blinds any creature, living or undead, that relies on eyes or hollow eye sockets to see. It is particularly sticky stuff. Trying to rub it out of your eyes by hand hurts and will only make it worse.
This spell is dreadfully effective on demons because they have not invented soap yet and most of them are hesitant to burn themselves (which, admittedly, removes the Ink).
Five-point Star Witches learn a slightly modified version of the ritual. When they cast Ink of Muu, they release five streams of Ink rather than one. And instead of Black, the Ink they release has five different colors:
- Red (causes Fire damage in addition to blinding)
- Yellow (causes Holy damage in addition to blinding)
- Green (causes Acid damage in addition to blinding)
- Blue (causes Cold damage in addition to blinding)
- Purple (causes Arcane damage in addition to blinding)
Actually you know what, it isn't. Shoot for the moon, land among the stars. We are going to pump enough resources into these charms to give one to practically every soldier. Hell, we can probably sell a few in the raiders roost, adventurers like having protection, and it gives us a foot in the door we don't currently have.
Muu's Mercy (1): TricMagic
-Use Amber Token (0):
-Don't use Amber Token (0):
Coral Charms (1): TricMagic
-Use 1 Wealth Token (1): TricMagic
Don't Use Wealth Token (0):
Muu's Mercy (1): TricMagic
-Use Amber Token (0):
-Don't use Amber Token (0):
Coral Charms (0):
-Use 1 Wealth Token (0):
Don't Use Wealth Token (0):
Catspaws: (1) TricMagic
Muu's Mercy (Spell): (1) TricMagic
Catspaws (Influence/crime against humanity): (1) TricMagic
Spellwarden Peltasts (Infantry): (1) Madman
Incandescent Flames (Spell): (1) Madman
Catspaws (Influence/crime against humanity): (1) TricMagic
Spellwarden Peltasts (Infantry): (1) Madman
Incandescent Flames (Spell): (1) Madman
Coral Charms (1): TricMagic
-Use 1 Wealth Token (1): TricMagic
Catspaws (Influence/crime against humanity): (1) TricMagic
Spellwarden Peltasts (Infantry): (1) Madman
Incandescent Flames (Spell): (1) Madman
Coral Charms (1): TricMagic
-Use 1 Wealth Token (1): TricMagic
Rainbow Starshower (1): Quarque
-Use Amber Token (1): Quarque
In the time since the war against the Demon Nar-Carok began, tales have trickled down to reach Muu from the far north. Tales that tell of fearsome beasts, with the form, power, and cunning of an Orca(which is not a whale, but rather a dolphin), yet which walk the land with the stride and ferocity of a wolf. Of course, such a distance is much too far to travel without costing us significantly in the war effort, so Muu has decided to make her own. Using a bit of our excess Wealth we should be able to hire a ship or two to aid in capturing some live Orcas, Muu has assured that this will be enough for her to work from.
The Akhlut, named after the tales they were inspired by, are immense, fearsome beasts. Roughly 20 feet in length from head to tailfin and standing at eight feet tall from their feet to the base of their fin. These titans of physical might can barrel through lines of foes unimpeded and can crush bone in their jaws with ease while their claws sever limbs and slice necks.
An Akhluts powerful legs and sleek, streamlined body make it capable of great feats of speed on land, and even more so in water. Even in terms of agility they excel, being able to turn and maneuver with ease when moving at more moderate speeds. We can expect them to be able to function as powerful line breakers thanks to these aspects, able to charge ahead of our force and carve a deep, bloody path into the enemies army.
The greatest weaknesses of the Akhlut are not with their abilities, but with their personalities. Orcas and Wolves both hunt in groups, however when combined they become far more tight knit. A pod of Akhlut numbers only 10, they are also greatly territorial, bringing two pods together will invariably result in attempted infighting even while enemies are about. It is because of this, and the difficulty in breeding, raising and providing for them, that we can field very few pods of Akhlut. We estimate only one pod for every 100 Drakegulls.
More than that is the need for riders to command them, riders in the plural sense. Commanding an Akhlut cannot be done with divided attentions. As such, the Hussar rider must devote their full attention to commanding the Akhlut, preventing them from fighting from its back. It also requires a very close bond that must be gained over time. If an Akhlut's rider is slain, no other rider will be able to tame it until the next lull in the war. While it will continue to loyally follow and fight alongside its pod, it will do so without the command of a trusted rider to temper and reel in its fickle nature.
Still, while our Akhlut may be small in number, we estimate even 10 at a time will be 10 too many for our enemies liking.
Akhlut (Superheavy Cavalry): (1) m1895
Catspaws (Influence/crime against humanity): (1) TricMagic
Spellwarden Peltasts (Medium Infantry): (1) Madman
Incandescent Flames (Spell): (1) Madman
Coral Charms (1): TricMagic
-Use 1 Wealth Token (1): TricMagic
Rainbow Starshower (1): Quarque
-Use Amber Token (1): Quarque
Akhlut (Superheavy Cavalry): (2) m1895, Quarque
Catspaws (Influence/crime against humanity): (1) TricMagic
Spellwarden Peltasts (Medium Infantry): (1) Madman
Incandescent Flames (Spell): (1) Madman
Coral Charms (1): TricMagic
-Use 1 Wealth Token (1): TricMagic
Rainbow Starshower (1): Quarque
-Use Amber Token (1): Quarque
Akhlut (Superheavy Cavalry): (2) m1895, Quarque
Catspaws (Influence/crime against humanity): (1) TricMagic
Spellwarden Peltasts (Medium Infantry): (1) Madman
Incandescent Flames (Spell): (1) Madman
Rainbow Starshower (2): Quarque, TricMagic
-Use Amber Token (2): Quarque, TricMagic
Akhlut (Superheavy Cavalry): (2) m1895, Quarque
Catspaws (Influence/crime against humanity): (2) TricMagic, m1895
Spellwarden Peltasts (Medium Infantry): (1) Madman
Incandescent Flames (Spell): (1) Madman
Rainbow Starshower (2): Quarque, TricMagic
-Use Amber Token (2): Quarque, TricMagic
Akhlut (Superheavy Cavalry): (2) m1895, Quarque
Catspaws (Influence/crime against humanity): (2) TricMagic, m1895
Spellwarden Peltasts (Medium Infantry): (1) Madman
Incandescent Flames (Spell): (2) Madman, Kashyyk
Rainbow Starshower (2): Quarque, TricMagic
- Use Amber Token (2): Quarque, TricMagic
Ceabfolk Warriors (1): Kashyyk
The Catspaw is also a fun design, but we don't need another Imfluence unit this turn.The Catspaws aren't just an influence design, they fill a specific role of targeting the enemy's influence, and their allies powerbase, something we've been sorely lacking since before the latter became something we really had to deal with. If there wasn't a gaping hole in our arsenal there, the horrible knifefight around the Octopodal Infiltrators wouldn't have gone on and on and on.
I agree these are all reasons the Catspaw is a good Influence unit, and something I will vote for next turn. This turn we need a combat unit.Influence waits for no angle. We don't need a combat unit, we need a combat design. Which an Uncommon spell would fill the role of.
I'm still of the opinion we need heavy Infantry that can stiffen our battle line. Our cultist spears are not armoured, poorly disciplined and susceptible to Skeleton shock troops, skeleton bombers, Agony spells, magic missile/arrow volleys and Cryptarii shield walls.
There was plenty of inf stabbing last game, and when I first posted a stabbing design this one that was the last straw before nuke exploded at us about trying to get spoonfed design difficulty on things we should have a grasp on, and Nuke's only commentary around the Catspaws was googling the sword (which you were there to see and comment on) and saying that they would definitely benefit from the pirate bonus, so it's a bit disingenuous to act like the catspaws are some game breaking thing.
And I must concur And that we don't really need that influence design just yet. Also, targeting enemy influence units with intent to commit murder seems a bit outside the intended feel of Inf lanes, does it not? They're not supposed to dissolve into stabbing.
Akhlut (Superheavy Cavalry): (2) m1895, Quarque
Catspaws (Influence/crime against humanity): (3) TricMagic, m1895, Happerry
Spellwarden Peltasts (Medium Infantry): (1) Madman
Incandescent Flames (Spell): (2) Madman, Kashyyk
Rainbow Starshower (3): Quarque, TricMagic, Happerry
- Use Amber Token (3): Quarque, TricMagic, Happerry
Ceabfolk Warriors (1): Kashyyk
And I must concur that Rainbow Starshower is a Magic Missile revision at best.You're underestimating the amount of bolts the spell is intended to create. It's intended to shower the whole area, not just throw five or so of them around.
There was plenty of inf stabbing last game, and when I first posted a stabbing design this one that was the last straw before nuke exploded at us about trying to get spoonfed design difficulty on things we should have a grasp on, and Nuke's only commentary around the Catspaws was googling the sword (which you were there to see and comment on) and saying that they would definitely benefit from the pirate bonus, so it's a bit disingenuous to act like the catspaws are some game breaking thing.
Now the thing about pikemen is that the enemy is most likely going to buy a mythic token as well, maybe wait a turn before introducing something that fundamentally alters how combat works.
You're underestimating the amount of bolts the spell is intended to create. It's intended to shower the whole area, not just throw five or so of them around.
The Catspaws, as written, are an acceptable design. Assassination is okay, the restrictions on fighting in the Influence lanes regard open combat- stuff that the (loyal and mighty) armies of those kingdoms would notice and crack down on.There was plenty of inf stabbing last game, and when I first posted a stabbing design this one that was the last straw before nuke exploded at us about trying to get spoonfed design difficulty on things we should have a grasp on, and Nuke's only commentary around the Catspaws was googling the sword (which you were there to see and comment on) and saying that they would definitely benefit from the pirate bonus, so it's a bit disingenuous to act like the catspaws are some game breaking thing.
Now the thing about pikemen is that the enemy is most likely going to buy a mythic token as well, maybe wait a turn before introducing something that fundamentally alters how combat works.
Actually I didn't read or play the first game, don't recall all the very early designs or Discord discussion from this game and certainly not a rant about difficulty spoonfeeding, and NUKE's comment on Discord was about "literal catburglars" which is quite a step from "we just resort to stabbing". I initially interpreted the design after a quick read through the same way. And "gamebreaking" is not what I said, quite obviously.
It is possible that as written the Rainbow Starshower can give a bunch of fields to expand on a good roll. As an example a blinding effect related to darkness being improved to a specialized AoE or single target curse spell. The fact most of those effects can likely be drawn upon for our Refinement bonus is cake so long as the focus is on said effects. As is it's dependent on the roll.Yeah, no. A spell which has a bunch of semi-random effects is fine, but that doesn't then give you experience in every single possible effect.
It is possible that as written the Rainbow Starshower can give a bunch of fields to expand on a good roll. As an example a blinding effect related to darkness being improved to a specialized AoE or single target curse spell. The fact most of those effects can likely be drawn upon for our Refinement bonus is cake so long as the focus is on said effects. As is it's dependent on the roll.
Also I'm very curios to what Muu's special effect would be as an angel. An 8 would be neat.
Course, Nuke can say no to the takeaway being an advantage in designing spells that make use of multiple manifestations of magic at once.I could do a lot of things, but I won't say no to that specifically. Rainbow Starshower would provide experience in spells that create multiple manifestations. The reason I said no to getting experience in every single possible element, curse, boon, colour and flavour that could be applied to magic is A) because obviously that would be too much experience from one action, B) because that aspect of the magic is not being intentionally designed by you, it's described as an uncontrolled byproduct.
Akhlut (Superheavy Cavalry): (1) m1895
Catspaws (Influence/crime against humanity): (3) TricMagic, m1895, Happerry
Spellwarden Peltasts (Medium Infantry): (1) Madman
Incandescent Flames (Spell): (2) Madman, Kashyyk
Rainbow Starshower (2): TricMagic, Happerry
- Use Amber Token (2): TricMagic, Happerry
Rain of Crabs (1): Quarque
Crabfolk Warriors (2): Kashyyk, Quarque
Akhlut (Superheavy Cavalry): (1) m1895
Catspaws (Influence/crime against humanity): (3) TricMagic, m1895, Happerry
Incandescent Flames (Spell): (2) Madman, Kashyyk
Rainbow Starshower (2): TricMagic, Happerry
- Use Amber Token (2): TricMagic, Happerry
Rain of Crabs (1): Quarque
Crabfolk Warriors (3): Kashyyk, Quarque, Madman
Akhlut (Superheavy Cavalry): (1) m1895
Catspaws (Influence/crime against humanity): (3) TricMagic, m1895, Happerry
Incandescent Flames (Spell): (2) Madman, Kashyyk
Rainbow Starshower (2): TricMagic, Happerry
- Use Amber Token (2): TricMagic, Happerry
Rain of Crabs (1): Quarque
Crabfolk Warriors (2): Quarque, Madman
Crabfolk Warriors - Clawstus Version (1): Kashyyk
Akhlut (Superheavy Cavalry): (1) m1895
Catspaws (Influence/crime against humanity): (3) TricMagic, m1895, Happerry
Incandescent Flames (Spell): (2) Madman, Kashyyk
Rainbow Starshower (2): TricMagic, Happerry
- Use Amber Token (2): TricMagic, Happerry
Rain of Crabs (1): Quarque
Crabfolk Warriors (1): Madman
Crabfolk Warriors - Clawstus Version (2): Kashyyk, Quarque
Whilst the Peltasts are somewhat generic, they're a solid design. However I don't think we have the problem they are trying to solve. The magic-resistant shield is good, but we do already have javelin wielding skirmishers in the Hussars. Javelins are shorter range than anything else in play and the extra stopping power they have is not worth it over an equivalent weight of arrows when the heaviest things the Demons have are Cryptarii. They'll trash a Cultist Shield Wall, but that should be a side benefit after taking out heavy Infantry/cavalry, not the main focus.
Akhlut (Superheavy Cavalry): (1) m1895
Catspaws (Influence/crime against humanity): (3) TricMagic, m1895, Happerry
Incandescent Flames (Spell): (2) Madman, Kashyyk
Rainbow Starshower (2): TricMagic, Happerry
- Use Amber Token (2): TricMagic, Happerry
Rain of Crabs (1): Quarque
Crabfolk Warriors - Clawstus Version (3): Kashyyk, Quarque, Madman
Uncommon spell, uses Amber token
Myth has it that deep below the surface dwells the Dragon Turtle. Some say it is a monstrosity created by Good in wars long past, some say it is a forgotten Angel. Only Muu might know the truth, but she is silent on the subject.
Through a ritual long forgotten, skilled spellcasters can summon the Battle Roar from this mythical being. It is a low, rumbling noise that will send lesser enemies into a panic. Allied units, however, will feel a surge of power flow through their body. They will temporarily become strong and agile beyond belief. Ordinary cultists affected by this spell have been witnessed to punch enemies above their weight to death with their bare hands. The Hussars of Muu become exceptionally deadly when they charge under influence of the Roar. And when a champion like the Good Doctor hears the call from the depths, all you will see is a blur and a trail of dead enemies.
Akhlut (Superheavy Cavalry): (1) m1895
Catspaws (Influence/crime against humanity): (3) TricMagic, m1895, Happerry
Incandescent Flames (Spell): (2) Madman, Kashyyk
Rainbow Starshower (2): TricMagic, Happerry
- Use Amber Token (2): TricMagic, Happerry
Crabfolk Warriors - Clawstus Version (3): Kashyyk, Quarque, Madman
Roar of the Dragon Turtle (1): Quarque
Akhlut (Superheavy Cavalry): (1) m1895
Catspaws (Influence/crime against humanity): (2) , m1895, Happerry
Incandescent Flames (Spell): (2) Madman, Kashyyk
Rainbow Starshower (2): TricMagic, Happerry
- Use Amber Token (2): TricMagic, Happerry
Crabfolk Warriors - Clawstus Version (4): Kashyyk, Quarque, Madman, TricMagic
Roar of the Dragon Turtle (2): Quarque, TricMagic
Akhlut (Superheavy Cavalry): ()
Catspaws (Influence/crime against humanity): (2) , m1895, Happerry
Incandescent Flames (Spell): (2) Madman, Kashyyk
Rainbow Starshower (2): TricMagic, Happerry
- Use Amber Token (2): TricMagic, Happerry
Crabfolk Warriors - Clawstus Version (4): Kashyyk, Quarque, Madman, TricMagic
Roar of the Dragon Turtle (3): Quarque, TricMagic, m1895
Uses Amber Token
The concept of the Five-Point spells is deeply intriguing, and something that needs deeper experimentation. In particular, an intriguing concept came in the form of a Five-Point spell that makes direct use of the Star Witches mental link to create a modified variation of the base spell. And indeed the Amber does, eerily, expound on the idea of spells that can only be performed by five(specifically five) casters functioning in perfect harmony.
Shining Swordfall, on a surface level, is similar to Magic Missile. A simple magical projectile. It is in the deeper nature of the spell that the differences truly begin to show. Magic Missile is a rather inefficient spell, with far less power than the amount of magic needed to cast it would imply, simply a wad of 'raw' magic shot forward with force. Shining Swordfall fixes this inefficiency issue by using not 'raw' magic, but Light magic, shaped and condensed into the form of a brilliant sword of light.
Of course, if this was all it did, we wouldn't need nearly so much time and effort to create it. No, Shining Swordfall uses the increased efficiency of the swords to allow them to be formed and fired at a far greater rate. Estimates place it at twice the speed if not greater. From there, these swords are also able to be "stored", in a sense. A formed sword will not fire immediately, rather it will remain floating beside the user until they deign to fire. Though they require a concentrated effort to keep maintained in such a way, and we expect even our Star Witches are unlikely to be able to manage double digit numbers.
The Five-Point variation, however, is far different from the rest. With their minds and spirits united, the Star Witches weave their swords together as they channel and maintain not individual clusters, but one singular immense Shining Sword. The Shining Sword grows in size and power as the Star Witches continue to add more swords to its mass, until finally the group either chooses to release it, or simply cannot maintain concentration any longer. The immense blade of Light launches through the air, carving a wide path through the enemy until gravity finally brings it to a stop.
A unique quirk of the spell, that we imagine to be due to its particular Light alignment, is that every casters swords are a different color. This leads to the Shining Sword culminating in a brilliant, iridescent array of colors that swirl across its surface.
All in all, we fully expect this to be a fairly advanced spell to utilize, with the rapid formation and firing of the blades and the concentration required to maintain them. It is likely that this iteration will not be something our normal Acolytes will be able to manage. Not safely at the least. Yet we expect that its effectiveness will more than make up for the low number of users.
Akhlut (Superheavy Cavalry): ()
Catspaws (Influence/crime against humanity): (2) , m1895, Happerry
Incandescent Flames (Spell): (2) Madman, Kashyyk
Rainbow Starshower (2): TricMagic, Happerry
- Use Amber Token (2): TricMagic, Happerry
Crabfolk Warriors - Clawstus Version (5): Kashyyk, Quarque, Madman, TricMagic, Failbird
Roar of the Dragon Turtle (3): Quarque, TricMagic, m1895
Shining Swordfall (1): Failbird