The cataclysm rocked the planes, sending all into chaos. An unknown force had closed off the gates, wounding you and your master, and it was centuries before you were able to reopen the gates to the planes you sought. Your master healed, your beings rejuvenated, you are ready to conquer once more. Your master has offered you designs from their mind, developed over the decades.
You stand in the land of ice and wind, eyeing the portal to the planes before you.
It is time to march.
The Blessed Set contains Cherubs, Light casters, and blades of starlight
>Cherubs are Small blue humanoids with wings, Cherubs are quick to move and able to fly, but lack the muscle to be effective melee combatants.
>Light casters are a form of Cherub sized staff roughly 2 feet long, Lightcasters shoot weak beams of burning light several yards, they require several moments of time to recharge after each blast.
>Blades of Starlight are Cherub sized swords with particularly sharp tips
The Nature Set contains Elves, Compound Bows, and rods of growth
>Elves are tall humanoids with leaves for hair made from wood, Elves are decent with ranged weapons and have a slight affinity to Nature magic, although they are harmed by the common metal “Iron” and are somewhat weak physically.
>Compound bows are wooden bows with an accurate range of roughly 120 meters, and a max range of roughly 150 meters. The arrowheads are light crystal and do well against Mithril.
>Rods of growth are short, silver sticks which increase the speed at which plants grow
The Raised Warriors Contains the designs for Resurrectionists, Lightclaws, and the Swoop tactic.
>Ressurectionists are normal height creatures composed of spare parts with Lightcrystal wings, sharp Lightcrystal claws and bright blue eyes. They tend towards hit and run
tactics
>Lightcrystal claws and wings are toughened Lightcrystal natural weapons.
>The swoop tactic is where the units fall upon their targets from above, aiming to deal damage and then fly away for another pass.
The Divine Gears Set Contains the designs for the Cogmen and Mithril spears, as well as the “Swarm tactic”
>Cogmen are simple humanoids made out of bronze. Oil hisses through their veins and around their gears as they march. They are simple of thought, but strong of arm.
>Mithril spears are spears made out of Mithril, a divine metal. Strong and light, these work well with your forces but are expensive to make due to their material.
>The Swarm tactic is a basic tactic where all units march forward and attack at the same time, without fear and without stopping for their wounded.
You have been given a choice of champions.
Archangel: An angelic being shrouded in impenetrable light, this creature's brightness is overshadowed only by its shielding magic.
Franks: A flesh golem made out of the pieces of our fallen elite, Franks is a genius at ranged tactics. He lacks raw power, but makes up for it by being able to heal himself, making him very resilient.
Cogmind: A golem crafted out of Mithril, its myriad gears spin and click softly as it lumbers along the battlefield. It can smash aside almost any obstacle in its path.
Prophet: A humanoid shape of light that subsumes all it touches, whispering praise to its master. None can stop its path. All must make way for its creator.
Mithril: A divine metal, about as strong as bronze but half as heavy, only you and your master know the secrets to its creation.
Light Crystals: Solidified light, making for strong gem-like weapons that are sharp but brittle.
Burning Light: Magical light that subsumes all in its path, leaving only scorch marks and empty space.
Central Thread (http://www.bay12forums.com/smf/index.php?topic=169465.0)
Discord (https://discord.gg/j6JaSWm)
It begins.
Research Phase 1.
Ressurectionists: normal height creatures composed of spare parts with Lightcrystal wings, sharp Lightcrystal claws and bright blue eyes. They tend towards hit and run tactics.
Archangel: An angelic being shrouded in impenetrable light, this creature's brightness is overshadowed only by its shielding magic.
Lightcrystal Talons: Toughened claws made of Lightcrystal.
Lightcrystal Wings: Toughened crystal wings with small sharp edges on them.
Innate Air Magic: you know flying magic.
Shielding: you have a strong base in shielding magic.
Swoop: where the units fall upon their targets from above, aiming to deal damage and then fly away for another pass.
Mithril: A divine metal, about as strong as bronze but half as heavy, only you and your master know the secrets to its creation.
Light Crystals: Solidified light, making for strong gem-like weapons that are sharp but brittle.
Burning Light: Magical light that subsumes all in its path, leaving only scorch marks and empty space.
Flesh Golems: you know how to make Frankenstein monsters.
Angelic Beings: You know how to make angelic beings.
Natural Weapons: you know how to make decent natural weapons.
Research Phase 2.
Veloci: DINORAPTORS
Ressurectionists: normal height creatures composed of spare parts with Lightcrystal wings, sharp Lightcrystal claws and bright blue eyes. They tend towards hit and run tactics.
Archangel: An angelic being shrouded in impenetrable light, this creature's brightness is overshadowed only by its shielding magic.
Lightcrystal Talons: Toughened claws made of Lightcrystal.
Lightcrystal Wings: Toughened crystal wings with small sharp edges on them.
Innate Air Magic: you know flying magic.
Shielding: you have a strong base in shielding magic.
Swoop: where the units fall upon their targets from above, aiming to deal damage and then fly away for another pass.
Mithril: A divine metal, about as strong as bronze but half as heavy, only you and your master know the secrets to its creation.
Light Crystals: Solidified light, making for strong gem-like weapons that are sharp but brittle.
Burning Light: Magical light that subsumes all in its path, leaving only scorch marks and empty space.
Flesh Golems: you know how to make Frankenstein monsters.
Angelic Beings: You know how to make angelic beings.
Natural Weapons: you know how to make decent natural weapons.
Apologies for the delay.
Research Phase 3.
Veloci: 8 foot tall flesh automaton raptors with arm-wings, upgraded claws, and a crystal bite. Their bodies are covered in feathers, and they may get caught up in combat.
Ressurectionists: normal height creatures composed of spare parts with Lightcrystal wings, sharp Lightcrystal claws and bright blue eyes. They tend towards hit and run tactics.
Archangel: An angelic being shrouded in impenetrable light, this creature's brightness is overshadowed only by its shielding magic.
Lightcrystal Talons: Toughened claws made of Lightcrystal.
Lightcrystal Wings: Toughened crystal wings with small sharp edges on them.
Ambasse Telemena: Three-layer Mithril plate. It shines in the light of your home plane with a silvery sheen.
Innate Air Magic: you know flying magic.
Shielding: you have a strong base in shielding magic.
Swoop: where the units fall upon their targets from above, aiming to deal damage and then fly away for another pass.
Mithril: A divine metal, about as strong as bronze but half as heavy, only you and your master know the secrets to its creation.
Light Crystals: Solidified light, making for strong gem-like weapons that are sharp but brittle.
Burning Light: Magical light that subsumes all in its path, leaving only scorch marks and empty space.
Flesh Golems: you know how to make Frankenstein monsters.
Angelic Beings: You know how to make angelic beings.
Natural Weapons: you know how to make decent natural weapons.
Production Phase
10,000 Power to spend.
Units:
Veloci- 6 Power
Resurrectionists- 7 Power
Thevryn- 5 Power
Archangel-3000 Power
Equipment:
Ambasse Telemena- 5 Power
Veloci: 8 foot tall flesh automaton raptors with arm-wings, upgraded claws, and a crystal bite. Their bodies are covered in feathers, and they may get caught up in combat.
Ressurectionists: normal height creatures composed of spare parts with Lightcrystal wings, sharp Lightcrystal claws and bright blue eyes. They tend towards hit and run tactics.
Archangel: An angelic being shrouded in impenetrable light, this creature's brightness is overshadowed only by its shielding magic.
Thevryn: Resembling a smaller Archangel, and standing at about six feet tall, with clever hands and keen eyes of grey, they are the Wrights, masters of all crafts. Born with an innate ability to use any sort of crafting or construction magics, the Thevryn are intelligent and naturally inventive. Be it wood, stone, metal, or even purest Light, they can shape it into nearly anything, from the grandest of fortresses to the smallest and most delicate of ornaments. For now, they craft with their hands, as we have no magics appropriate for them to use.
Lightcrystal Talons: Toughened claws made of Lightcrystal.
Lightcrystal Wings: Toughened crystal wings with small sharp edges on them.
Ambasse Telemena: Three-layer Mithril plate. It shines in the light of your home plane with a silvery sheen.
Innate Air Magic: you know flying magic.
Shielding: you have a strong base in shielding magic.
Swoop: where the units fall upon their targets from above, aiming to deal damage and then fly away for another pass.
Mithril: A divine metal, about as strong as bronze but half as heavy, only you and your master know the secrets to its creation.
Light Crystals: Solidified light, making for strong gem-like weapons that are sharp but brittle.
Burning Light: Magical light that subsumes all in its path, leaving only scorch marks and empty space.
Flesh Golems: you know how to make Frankenstein monsters.
Angelic Beings: You know how to make angelic beings.
Natural Weapons: you know how to make decent natural weapons.
Craftsmen: You know how to make craftsmen.
Research Results
Veloci
As repeated, the saurus warriors were lacking in individuality and yet we still needed a frontline infantry unit. The Velocis are still eight-footed reptiles, that keep their “swole” nature or rather their musculature status to them. However, they are less like reptiles, and more like birds, and truly more like raptors or theropods. They keep the light crystal talon and yet are slightly altered to seem more like claws, and their wings have been altered to look quite flanged as of a raptor, as it really doesn’t help them with flight anymore, it connected to their arms and it just slightly helps with agility and helping with jumping down surfaces. The wings may be lacking on the creature, but it’s light crystal fangs and teeth are not, and it gives the creature a powerful bite and allows it to use its own natural weapons to its advantage. They are truly a hybrid between humans and theropods, of a species
Most of the Veloci resulting from their theropod heritage, have their claws and graspers altered in such a way that they can hold weapons, shields, and utilize equipment. Mainly this is done by adding a opposable thumbs to their graspers. The Veloci feathers that assort the creature, have a wide variety of chromatic colors, but they usually have brown feathers for their body and a rainbow blue to red Macaw feathers for their reptilian head. The Velocis still keep their ferocity as a predator, and when under combat pressure from another unit, they may ignore the orders from their leaders and go on a rampage against the closest enemy unit. At least it’s better than having them routing when their units are taking pressure.
Their is a hidden kink that the Gods do not talk about the Veloci, due to their heritage of the Ressurectionist frankenstein creatures, they are secretly flesh-mashed up creations. Indeed they are flesh velociraptor automatons, except that they their given the sentience to understand what they have become. Their only motive in life is of war and the hunt, and they know nothing else
Simple, 4
Rationale: A combat powerup while keeping the same powers could be Easy in of itself. And this is a significant combat powerup. However, you also strategically nerfed them. As such….. Simple! :D
I treated this as a design, as it makes more sense as one. For reference, all revisions result in changing the revised unit to the new version, unless it is specified that you want a variant.
The flesh vats spew out your new servants. While it is admittedly a strange sight to see multicolored feathers floating in the vats, it's a reminder that this new era is a promising one. The new golems shake themselves off and promptly kneel, waiting for orders. Barring the occasional incident where two bump into each other and start off a small brawl, the new fighters look majestic in their orderly rows. Each stands about 8 feet tall, their colorful head feathers marking a strong accent to their dull scaly skin and brown plumage. Their clawed hands possess four fingers, three primary and an opposable thumb. In an interesting note, they seem to also have developed colorful plumage for not only their hands, but also their clawed feet, usually trending a bright orange or yellow, bright and saturated as the holy light that hovers over your home. Their wings, folded in parade formation, show promise and will give them some much needed mobility for ground troops in this complex war. Their crystal fangs glimmer in the light as they smile, ready for war.
6 Power, will need transportation for full conquest of air and water domains.
Ambasse Telemna
We have soldiers, but soldiers need protection. We are the Light, so our soldiers must be bright, forever untarnished, unharmed. The Hauberk of Silver shall see to it. Rather like the knights of the end of medieval times, the Ambasse is composed of three layers. All layers are constructed of many differently-shaped pieces, so that any of our creatures can be armored with any or all of the armor layers. The first layer is gambeson, or padded cloth that covers most of the body. This layer is ALWAYS worn, no matter what. The next layer is mail made of steel or Mithril, interlocked rings alternately welded and riveted (or entirely welded [which is better, as welded links are harder to pierce than riveted ones], if made by superhuman smiths). The mail layer is generally sufficient for anything not meant for piercing advanced armor. However, when things become really nasty or you just want to be extra shiny, a third layer can be added. Composed of steel or Mithril plates and fitted over the mail, these plates are basically unbreakable, providing unbeatable protection for the creature beneath them. Because of the modularity of the design, custom-fitted (and thus more time-consuming and expensive to make) suits can be made for important servants of the Light, with delicate lightcrystal glyphs embedded in the plates, capable of causing hostile magic to wash over them instead of harming the suit and its occupant.
Hard, 4
Rationale: Developing full plate armor is a big thing. So, it's development of a significant independent concept. The lightcrystal glyphs also add to the difficulty. Since they were part of the main text of the design, this pushed the difficulty to Hard, as even though shielding is well known magic, it being added as an enchantment is new. If the crystal enchants had been listed as a conditional add-on, I would have left this design normal and added them on a 5-6.
It's beautiful. The silver sheen of the mithril catches the holy light and is simply radiant. The gambeson is sufficient for the upper layers, the welded mail (rivets? Who needs rivets?) Is light and flexible, though this 'Steel’ metal confuses you as to what it is. The bronze mail you make instead, despite confusing statements by one of your fellow gods, does the job, but is twice as heavy. But the outer layer is where this truly shines. The mithril plates are, as mentioned, radiant, and test well against blows of all types, though specialized crushing weapons will still fell a wearer if of sufficient heft. The bronze version, though twice as heavy, also does the trick.
Regarding the enchantments, they work well as far as you can tell, though you don't exactly have many samples of dark magic handy. The only downside is that, due to the delicate nature of the glyph engraving process, it requires a dedicated Thevryn to perform, otherwise it adds notable cost.
6 Power for Mithril, 4 for Bronze, Add 4 for enchanted shielding, 1 if using a Thevryn
Thevryn
In the West of the Calad Aranarth (Can we reuse the names?), there dwell a strange race, like a smaller Archangel. Standing at about six feet tall, with clever hands and keen eyes of grey, they are the Wrights, masters of all crafts. Born with an innate ability to use any sort of crafting or construction magics, the Thevryn are incredibly intelligent and naturally inventive. Be it wood from the Fervain Eryn, or stone and metal from the Ered Caladcarn, or even purest Light from the very Orodrim Anoer, they can shape it into nearly anything, from the grandest of fortresses to the smallest and most delicate of ornaments. For now, they merely craft with their hands, as we have no magics appropriate for them to use.
Normal, 2
Rationale: Similar to Archangel added no difficulty. Adding comprehensive shaping/crafting magic was considered a new concept being developed and added.
From the West of the Calad Aranarth, the Wrights heed your call. Their slender, shimmering forms belie the strength they possess, a strength that has let them master the magics of forming and shaping. They will serve, and serve well. Their magic works best with the proper tools, understandably, so until they are properly equipped, they will work slower than they do in their gilded workshops.
5 Power, each craftsman can make 10 power of equipment for 5 power.
Units:
Veloci- 6 Power
Resurrectionists- 7 Power
Thevryn- 5 Power
Archangel-3000 Power
Equipment:
Ambasse Telemena- 6 Power (Adamant), 4 Power (Bronze), 4 Power for Shielding enchant unless use 1 Thevryn
Veloci: 8 foot tall flesh automaton raptors with arm-wings, upgraded claws, and a crystal bite. Their bodies are covered in feathers, and they may get caught up in combat.
Ressurectionists: normal height creatures composed of spare parts with Lightcrystal wings, sharp Lightcrystal claws and bright blue eyes. They tend towards hit and run tactics.
Archangel: An angelic being shrouded in impenetrable light, this creature's brightness is overshadowed only by its shielding magic.
Thevryn: Resembling a smaller Archangel, and standing at about six feet tall, with clever hands and keen eyes of grey, they are the Wrights, masters of all crafts. Born with an innate ability to use any sort of crafting or construction magics, the Thevryn are intelligent and naturally inventive. Be it wood, stone, metal, or even purest Light, they can shape it into nearly anything, from the grandest of fortresses to the smallest and most delicate of ornaments. For now, they craft with their hands, as we have no magics appropriate for them to use.
Lightcrystal Talons: Toughened claws made of Lightcrystal.
Lightcrystal Wings: Toughened crystal wings with small sharp edges on them.
Ambasse Telemena: Three-layer Mithril plate armor. It shines in the light of your home plane with a silvery sheen.
Innate Air Magic: you know flying magic.
Shielding: you have a strong base in shielding magic.
Swoop: where the units fall upon their targets from above, aiming to deal damage and then fly away for another pass.
Mithril: A divine metal, about as strong as bronze but half as heavy, only you and your master know the secrets to its creation.
Light Crystals: Solidified light, making for strong gem-like weapons that are sharp but brittle.
Burning Light: Magical light that subsumes all in its path, leaving only scorch marks and empty space.
Flesh Golems: you know how to make Frankenstein monsters.
Angelic Beings: You know how to make angelic beings.
Natural Weapons: you know how to make decent natural weapons.
Armor: You know how to make armor.
Craftsmen: You know how to make craftsmen.
Note: Power costs have changed. Yes, your gear increased in cost. Namely the armor, as it was too cheap. This doesn't cost anything this turn.
Production Phase
The legions emerge from divine light, the ranks of the Resurrectionists myriad and ready. Their crystal wings gleam in the sunlight as they assemble, ready for combat.
10 Thevryn
1 Ambasse Telemna
2 Veloci
1419 The Resurrectionists
The Scouts you sent out during the initial production run have returned. They report by the gate they explored.
Air Domain
Your scouts return, their forms at worst slightly ruffled. The air domain was, according to the lead scout, a fairly nice place. The portal opens into midair, unfortunately, but you luckily sent flying scouts. The place is… quiet. An endless sea of sky above marred by only the occasional cloud, a fluffy sea of clouds below, the in-between is largely empty, marked by a bevy of floating islands. Most are small, a mere 200 meters across, but occasionally a larger mass is sighted, stretching far across its space in the air, and one notably large mass even has smoke belching from it. Flying creatures inhabit the land, but it's unclear how exactly they fly- their flight is slow, drifting with the currents, but occasional bursts of speed seem to be summoned almost at will. Large flying predators can be sighted above, occasionally taking a pass at prey, though they are almost always driven off by some curious ranged weapons used by the natives. The islands have all sorts of terrain, a volcano even being sighted on the largest isle visible so far. A large spray of clouds in the vast sea below was visible in the distance, but the scouts left without further investigation.
Water Domain
The portal doesn't let water through, luckily. The scouts make their way through the portal and straight into an endless sea. Visibility is somewhat limited due to the water, but it's not overly dark, a strange light coming from far above. Strangely, there doesn't seem to be a surface, and though it certainly gets darker the deeper they go, there is unlikely to be an ocean floor. Following a close call with some of the native marine predators, a creature with a 10ft long body and sharp teeth that hunts in packs, the scouts make their way to an air bubble. There are many of these floating in the endless sea, and each holds an assortment of plants, dirt and rock, and there are some sighted towards the depths that seem to be heated by strange glowing streams. There are natives, and they are not friendly. Your scouts return from this venture with strange barbed spears peppering their bodies. They had been retreating to the portal when a school of seemingly amphibious beings swam by and fell upon them. Luckily, the scouts were able to escape, but they had to use magic to to cut the trailing ropes.
Production and Deployment Phase
It is time. Build additional units and send them out. You can move units 1 realm a turn, including the turn they were made. You are gods, after all.
Planning sheet (download a local version):
https://docs.google.com/spreadsheets/d/1RwkHhE57CiFoQv7uJRfdX_Prx8Fqfs5ZQOuRH9mjlBg/edit?usp=drivesdk
Ressurectionists 7
Veloci 6
Thalassic Veloci 6
Thevryn 5
Angelic War Clerics 7
Ambasse Telemena (Bronze) 4
Ambasse Telemena (Bronze) Enchant 8
Ambasse Telemena (Mithril) 6
Ambasse Telemena (Mithril) Enchant 10
Foundry 2500
Archangel (max 1 at any time) 3000