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Author Topic: Chiaroscuro Arms Race: Angel vs Demon  (Read 4726 times)

NUKE9.13

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Chiaroscuro Arms Race: Angel vs Demon
« on: November 11, 2019, 04:20:01 pm »

Chiaroscuro Arms Race

(Dead. Sequel here)



Spinning through the gulf of space is a world. A world where magic is real, and gods play games with the lives of men. There is Good on this world, and Evil. Literally; they are tangible elements down there. Angels are creatures made out of Good. Demons are creatures made out of Evil. You are one of these beings. Born in a small village deep in the wilderness, each of you has an intuitive knowledge of the other's existence, and know that you must destroy them.
Within a month, you have converted the village to your cause. Their worship empowers you, and your new cultists are willing to throw their lives away in pursuit of victory. You set your sights out across the countryside, where in the distance, your rival is undoubtedly doing the same. Between you lie the realms of man- which you shall need to conquer in order to defeat your nemesis.




Welcome, ladies and gentlemen, to Chiaroscuro Arms Race (it means a sharp contrast between light and dark). This is an Arms Race, set in the world of Demonhood (a forum game I ran a long time ago). In said world, angels and demons fight it out, with the lives of mortals merely collateral damage, while the enigmatic gods occasionally interfere, but mostly just watch.
You will design the creatures, spells, and rituals that these forces use in an attempt to destroy each other. You will direct aforementioned forces to infiltrate the kingdoms of man, to gain power whilst denying it to the other. You will read how the other side designed some OP bullshit that ruins your best laid plans, and complain mightily about GM bias. Well, maybe try to avoid that last part.

Right, preamble over. Here are the threads for the two sides. Pick one. Do not read the other.

Angel Thread
Demon Thread

Discord Link (convenient, but not technically required)

PS: All updates (in all three threads) have "TURNTURNTURN" in them, so you can search that to pull them all up.



And now, the rules.
Spoiler: Basic Rules (click to show/hide)

More In-Depth Rules (not required reading):
Spoiler: Design Phase (click to show/hide)

Spoiler: Revision Phase (click to show/hide)

Spoiler: 2d4 Results (click to show/hide)

Spoiler: Strategy Phase (click to show/hide)

Spoiler: Expense? (click to show/hide)

Spoiler: Combat and Influence (click to show/hide)




Spoiler: The Map (click to show/hide)
« Last Edit: April 21, 2022, 03:52:50 am by NUKE9.13 »
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NUKE9.13

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Re: Chiaroscuro Arms Race: Angel vs Demon
« Reply #1 on: November 11, 2019, 04:21:22 pm »

Lore & Setting
As mentioned, this game uses the same setting as previous games I ran (Demonhood, Demonhood 2). You don't need to read those to play this game- the setting is fairly flexible anyway, and I have no intention of including any direct cross-over stuff. That said, I'm reasonably happy with both (even though the first is over seven years old), so feel free to read them if you want some inspiration.
If you don't want to read through two long games, but do want some more information on the setting, then the spoilers below should serve as a primer. Also, feel free to ask me if you have any lore questions.
Note: you don't have to read any of this; these are not rules, just guidelines.


Spoiler: The World (click to show/hide)

Spoiler: Avatar (Angel/Demon) (click to show/hide)

Spoiler: Cult (click to show/hide)

Spoiler: Summoning/Mutating (click to show/hide)

Spoiler: Wild Monsters (click to show/hide)

Spoiler: Magic (click to show/hide)

Spoiler: Technology (click to show/hide)

« Last Edit: December 16, 2020, 04:48:18 am by NUKE9.13 »
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Strider03

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Re: Chiaroscuro Arms Race: Angel vs Demon
« Reply #2 on: November 11, 2019, 04:52:28 pm »

joining angle
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Within that world, she was God. But here, outside of it, her name was Yoake o-Shiri. That was unimportant. She was a Godslayer. That too was unimportant. But what was important, was that she had a motherfucking boat.
And by God, was she going to use it.

"But deceleration is for pansies. We're headed for the stars. Bye, Burnsie. Bye, Mission Control. Bye, Sol. See you at heat death" -Blindsight

Failbird105

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Re: Chiaroscuro Arms Race: Angel vs Demon
« Reply #3 on: November 11, 2019, 05:37:26 pm »

Posting here for the watching
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NRDL

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Re: Chiaroscuro Arms Race: Angel vs Demon
« Reply #4 on: November 11, 2019, 05:59:42 pm »

Angel
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GOD DAMN IT NRDL.
NRDL will roll a die and decide how sadistic and insane he's feeling well you do.

Rockeater

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Re: Chiaroscuro Arms Race: Angel vs Demon
« Reply #5 on: November 12, 2019, 12:06:17 am »

Demon
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Xantalos

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Re: Chiaroscuro Arms Race: Angel vs Demon
« Reply #6 on: November 12, 2019, 01:15:47 am »

Not gonna join any particular thread, just PTW.
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XANTALOS, THE KARATEBOMINATION
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NUKE9.13

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Re: Chiaroscuro Arms Race: Angel vs Demon
« Reply #7 on: November 12, 2019, 02:12:18 am »

For observers, there is an observer role on Discord, if you want. As mentioned, Discord is not required, but is fairly useful, for asking quick questions and rapidly discussing things, so a lot of discussion happens there. I do ask folks to post a summary of their reasoning in the thread though, so as not to leave non-Discord users completely in the dark (also useful when reading back through the thread).
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NUKE9.13

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Re: Chiaroscuro Arms Race: Angel vs Demon
« Reply #8 on: November 15, 2019, 06:41:54 am »

Minor rules clarification: slightly changed the contents of the "Expense?" spoiler.
I also considered changing the 'length' of a turn from one month to three, but decided against it.

Oh, also, while both sides are fairly active, the Demons have slightly less activity, so if anyone is thinking about joining, that would be the side I'd recommend (currently).
Although, you can also wait for the sides to decide on their Avatar's name, appearance, and starting location, which will be determined at the end of this phase, and will then be summarised in this thread. Or you can wait for the first combat report, which won't be too long- this turn is the only one without combat, so I'd expect the first BR to be out in... a week or two.
« Last Edit: November 15, 2019, 06:46:31 am by NUKE9.13 »
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NUKE9.13

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Re: Chiaroscuro Arms Race: Angel vs Demon
« Reply #9 on: November 18, 2019, 04:03:41 pm »

Turn 0
TURNTURNTURN
As of yet, most humans are blissfully unaware of the rise of a Demon in the west and an Angel in the east. Insofar as they hear rumours to that effect, they are easily dismissed as mere stories. There are, however, a handful of people who pay closer attention to the wild tales- namely, the scouts and spies of the two eldritch beings.



The Angel's followers piece together the following report, from scraps of stories carefully compared to discard exaggerations and narrow down (something close to) the truth. The Demon calls himself Magoc the Many-Tongued, and makes his lair in the depths of the Haunted Jungle, in the ruins of the Forgotten City.
Quote
Magoc the Many-Tongued is a muscular humanoid biped with a deep blue, almost black hide. It has a pair of curled horns and a snout. It has a wide maw that can open from ear to ear if Magoc desires, and seems to chatter incessantly but makes no noise. This stops when Magoc speaks, though the actual motions of It's mouth do not usually match the words spoken. Magoc the Many-Tongued speaks in many languages, with no consecutive words ever being rooted in the same language. Somehow though It's words are understood by those It addresses, even when speaking languages forever lost to time.
Little is known of Magoc's methods or forces, but assuredly that will soon change.



The Demon's followers likewise compile a report, although rather than careful comparison they resort to torturing the story-tellers to get them to admit the parts they made up. The Angel calls herself Heliel, and has established herself in the middle of the Blessed Desert, in an idyllic village on the banks of a river.
Quote
Spoiler (click to show/hide)
Heliel's methods and forces are as obscure as Magoc's, at least for now.



The two sides consider the battleground before them:
Spoiler: The Map (click to show/hide)



E: Note that the Angel team at this point has more than enough players, so if you're thinking about joining, please consider the Demon team first.
« Last Edit: November 19, 2019, 04:04:12 am by NUKE9.13 »
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NUKE9.13

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Re: Chiaroscuro Arms Race: Angel vs Demon
« Reply #10 on: November 26, 2019, 01:23:03 pm »

Turn 1 - Mid Spring
TURNTURNTURN
The war begins, unannounced, unnoticed. The 'armies' on both sides consist of a few hundred individuals, and must travel along unused roads to avoid detection by the human kingdoms- for now, at least. Every day, the cults on both sides swell with greater numbers and resources, meaning their armies are constantly growing- small skirmishes will rapidly grow into substantial battles, and in time may even escalate to titanic conflicts that sweep mortal armies aside.



Darrin
It is a beautiful spring day in the Imerian Mountains. The shining sun illuminates the grassy meadows, where newborn lambs frolic joyfully, the still snow-capped peaks visible in the distance, a fading memory of the bygone winter. It looks to be another year of peace and prosperity, and throughout the land shrines and temples are filled with grateful worshippers thanking the gods for their good fortune, as they celebrate the spring equinox. The King of Darrin looks out from his balcony across the land, and smiles contently. Just as he turns to go back inside, an icy gust of wind blows past, causing him to shiver. A superstitious man, the King looks back over his shoulder, concerned, but shakes it off and returns to his studies.

Elsewhere, the hills are alive with the sound of music, as a column of several hundred soldiers march along a rarely travelled road. They look more or less like real soldiers, but do not bear the banners of Darrin, or any other human kingdom. Instead, their banners fly blue and white, bearing the mark of a pair of multicoloured wings. They sing as they go, the tune matching an old soldier's marching song, though the words have been altered to praise their benevolent mistress. They follow the winding road up into the heights, towering peaks rising on both sides, before being called to a halt by their commander. There is a brief conference, then squads are dispatched in various directions, whilst the majority of the force climbs a side path into the woods.

Several miles away, another force, of similar size, although with equipment of notably lower quality, marches- or rather, ambles- along the road in what could charitably be called a loose formation. Their banners are red and black, with a toothy grin emblazoned upon them. Notably, they all wear matching tabards, which have been covered in dark red runes of an eldritch nature. The spearmen's shields are similarly decorated. There is little discipline amongst the shadowy soldiers, at least compared to their rivals, with several apparently drinking on the march (or amble). They had sent scouts ahead, but none of them seemed to notice that several had failed to return.

So it is that Magoc's cultists stumble into an ambush by Heliel's own. Unbeknownst to them, their approach had been monitored, while their own scouts had been eliminated. Near the highest point of the pass, where the road passes between two wooded slopes, the demonic troops are met by a hail of arrows and magical blasts, the first volley killing or wounding a significant portion of their forces. Stumbling over each other, with several people trying to give conflicting orders, they are not prepared for the charge of Heliel's spearmen, who kill many more. By the time a semblance of a formation is established, it is only good for reducing casualties as they desperately retreat back down the road. The only thing saving them from total annihilation is the faltering morale of the Angelic ambushers- even though their victory seemed inevitable, and their losses minimal, the demonic runes covering their opponents were a constant distraction, prompting dark thoughts that fundamentally opposed their fanatical ideals. Thanks to this confusion, some of the Demon's troops manage to escape the ambush, and scatter into the woods, to regroup later.

Despite not totally eliminating Magoc's forces, Heliel's commanders are confident, and pursue their enemy across the next valley, occasionally skirmishing with remnants of the demonic army, before being halted by the presence of a fort- which, despite being rather small and decrepit, will have to be seized in order to push on, as the remnants of Magoc's army have garrisoned it, and thanks to its strategic position (from the perspective of the angelic army, which wants to avoid the main roads) would be a danger to communication and supply lines if left untouched. The Demon's followers have barred the gate, and intend to hold out until reinforcements arrive to lift the siege- not a highly likely turn of events, but to abandon the fort without a fight would be equally suicidal, given Magoc's appetite for disappointing followers. However, they have a few tricks up their sleeve that they hope might save them.

After surrounding the fort, the angelic besiegers do not wait before launching an assault. The attempt opens with a flurry of arrows and magic targeting the defenders on the walls, who respond with arrows and magic of their own. The walls, however, are not enough to outweigh Heliel's forces' numerical superiority, and the defenders find themselves pinned down more often than not, hiding behind intact portions of battlement. However, the attackers haven't even taken the time to create a makeshift ram, and have no troops strong enough to simply batter the gate down- even in its flimsy, hastily-repaired state-, making the assault somewhat futile. This is the defenders' thinking, until one of the angelic acolytes steps forth, guarded by half a dozen cultists with shields, and, after a few moments of preparation, launches a massive blast of magic at the rickety woodwork. The gate cracks open, while the acolyte falls flat on her face, and is carried back by the shield-bearers.
The angelic forces immediately charge forth to storm the now-broken gate. But here is the first of the defender's tricks; lying on the ground near the gate is a variety of debris- broken spears, empty sacks, half-eaten goats-, evidence that the defenders had been camping outside the walls before the angelic forces got close. Unnoticed amongst the garbage, however, are a handful of wooden kegs. When the attackers near the kegs- which closer inspection might reveal to be carefully placed in a semi-circle around the gate-, four demonic acolytes spring up and fire a volley of magic at the attackers- or rather, at their feet. Two of the acolytes get an arrow to the chest for their trouble, yet their efforts succeed- a blast of magic strikes one of the kegs, which subsequently explodes, engulfing the angelic forces in a sizeable fireball. The front rows take the brunt of it, swept off their feet and roasted alive, while those behind them receive a lesser dose of fire, yet are still badly injured and severely shaken; their charge falters, and they pull back.
Their burns would ordinarily be enough to keep them out of the remainder of the fight, if they even survived, but upon returning to their lines they are met by acolytes, who gently lay their hands upon their injuries, which quickly begin to look less serious, and most are soon back in action. This healing is widely applied, making the defender's task even harder, as even when they manage to hit the enemy, the stricken attacker is often back at it within minutes. Fortunately, there is a limit to how often the angelic acolytes can heal their brethren, and more serious wounds appear to be beyond their ability to treat. Nevertheless, the battle of attrition favours the attacker, and soon a second attempt to storm the gate is made, and this time, there is no keg surprise to stop them.
The remnants of the gate are smashed to pieces, and the attackers move in. In the yard beyond the gate, the demonic spearmen have adopted a defensive formation, a wall of spears facing the attackers. This calls for a slightly more cautious approach, but this is where the second of the defender's tricks comes into play. Amongst the spearmen are a handful of men with strange tanks on their back, connected by hose to a pump-and-nozzle assemblage in their hands. As the first attackers make their way through the gate, they energetically start to push the pump handle up and down, and soon a spray of a strange brown mist issues forth, enveloping the attackers. The effects are quick to manifest. Almost immediately, they throw caution to the wind, and charge forth, often directly into a defender's spear. As they fight with a primal, uncontrolled rage, they are beset by strange mutations, randomly ranging from their hair changing colour to a third arm sprouting from their back (constrained by their gambeson, and so not especially useful). Others simply start to froth at the mouth, before falling to the ground- not quite dead, but horribly sick. With the defenders encircling the attackers, who are beset by madness, it seems like the tide might be turning- but a flaw in the demonic trick emerges, as the brown mist spreads without regard for affiliation, and soon the defenders are also succumbing to a murderous rage, causing them to break ranks, opening gaps for the attackers to exploit.
Eventually, the defenders are pushed back, although many fight to the death. Another acolyte is brought up to break the door to the fort's tower (a squat, crumbling structure, but still of some defensive value), and though the attackers are briefly surprised by the sight within- a squad of demonic soldiers sporting an eclectic mix of intriguing mutations, from razor-sharp teeth, through fire breath, to a prehensile tail (to which a knife has been affixed)-, they are no match for greater numbers and superior equipment, and in short order Heliel's flag flutters in the breeze, while Magoc's is trampled underfoot.

The angelic commanders consider pushing even further through the mountains, but decide to rest and resupply, as while they were able to defeat the demonic army quite easily, they did take a number of losses, and many soldiers have been shaken up by the constant sight of the demonic heraldry. However, they are confident that next month they will be able to drive the detestable rabble out of the mountains entirely.
In truth, the siege had been a formality; the decisive blow was dealt in the deadly ambush the angelic army was able to pull off, thanks to their superior organisation and excellent scouts. Had they not fallen victim to an ambush, the demonic army would still have been on the back foot against the better-armed angelic forces. Their heraldry certainly helps, though, as the mental 'damage' it deals cannot be cured by the angelic healing magic.

The Angelic Army pushes the front line in Darrin, bringing their control of the Mountain Passes to 3/4.



Xa-Nam
The Queen's court is travelling, as it does each spring, the royal barge and dozens of attendant vessels sailing along the river, stopping frequently at towns along the way so the Queen may receive subjects, and host great feasts where all are fed at her expense. In the evenings, her court wizards delight crowds of onlookers with a display of sparkle-spells, lighting up the night sky with bursts of vibrant colours, while handing out sparkle-wands to children. Few alive can remember seeing the spells modified to create these harmless distractions, for the land has been at peace for many decades.

But peace never lasts forever. When the sun rises, it illuminates- far away from the Queen and her celebrations- a small force of angelic warriors preparing to ford one of the Xa's smaller tributaries. In the field opposite, the haphazard camp of their demonic rivals blocks their way forward. Magoc's followers have posted sentries, of course, who notice the crossing attempt, and rouse the rest of the camp into action. However, they are slow to wake and get ready for battle, and by the time they have assembled into something resembling a formation, the first angelic warriors have already crossed, and are forming up themselves.
Someone suggests a charge, which seems a popular concept, given the large numbers of demonic spearmen who do so. The archers and acolytes launch a volley over their heads, which rain down upon the numerically inferior angelic troops, who- despite their shields and armour being superior to their rivals- suffer under the barrage. Seeing the enemy thus bloodied only encourages the spearmen, who all but fling themselves at the faltering angelic line.
Only the line is not faltering. Their injuries were apparently not as severe as it seemed, and the resolute warriors easily block the uncoordinated assault, before striking back at the unbalanced foe. Their superior equipment and discipline prove powerful boons, as they force the demonic troops to back away and reconsider. Even so, they are outnumbered, although more troops are joining them all the time, and so- with slightly more caution- the demonic troops charge forth once again.
Would the sinister soldiers have been able to drive the coordinated crusaders back into the river? Probably not, actually. But they may well have inflicted a significant number of casualties in the attempt, had it not been for the sudden burst of light and unfurling of many multicoloured wings, as Heliel herself revealed her presence. Any hope of victory was dashed by her radiant aura gradually healing her soldiers' wounds, the blasts of raw Good with which she struck down enemy cultists left and right, and her skilful wielding of the multiple spears held in her wings(?). In the face of this (seemingly) unstoppable foe, with no heavy hitters of their own, the demonic forces are swiftly routed, falling over themselves in their effort to retreat. The rest of the army, seeing this shameful display, opts to beat feet as well, as the angelic host, personally commanded by Heliel, is rapidly preparing to sweep them from the field. (Though the angelic soldiers who were in the melee with their demonic counterparts are too shaken from their heraldry to mount a pursuit, the rest of the angelic army is fresh and eager).

The demonic army is scattered, with bits and pieces tracked down and eliminated by Heliel's commanders. The remnants garrison an abandoned wooden fort overlooking a small, seldom-used bridge, but their fate is clear- Heliel smashes through the gate, scattering the defenders, and although she is injured in the process, the rest of the blessed host pours into the fort, requiring no further help to secure the "stronghold" in Heliel's name. However, the defenders do manage to cause a fair number of casualties in the process, and leave the survivors shaken and hesitant to push on. Even Heliel herself cannot cure their malaise in time to make another push, although next month the dark scourge will surely be pushed back to the Light Jungle.

Heliel's direct leadership, combined with her soldiers' superior training and equipment, was able to force the demonic army to quit the field- their tricky kegs, mist-sprayers, and a handful of misfit mutants proving insufficient to secure victory. Their heraldry does help, as it has elsewhere, by causing mental attrition- but with Heliel herself providing a constant reminder of their faith, the angelic army managed to maintain cohesion for long enough to win the day. Without Heliel's assistance, the battle would've been more hard-fought- although it would've almost certainly still resulted in angelic victory-, but the demonic army had no equivalent-of or answer-to her overpowering presence, securing an easy (though not free) angelic victory.

The Angelic Army pushes the front line in Xa-Nam, bringing their control of the River Crossings to 3/4.



(Reminder that the influence lanes have a slight random aspect, as mortals engage in their own activities that may help or hinder infiltration efforts)

Lesimor
In the capital of Lesimor, the current king celebrates two consecutive months on the throne by appointing his allies to key positions in the government, securing his position somewhat and shuffling the political landscape. He must be careful, of course, as to fire the wrong person could spark a coup, meaning he cannot scour the entire court in one swoop.These machinations in the upper echelons have little influence on the day to day functions (or rather, disfunctions) of the city. More relevant to the common people is the influx of a new brand of liquor, by the name of "Bootlegger's Bounty" channelled into the city through the criminal underworld, gaining many fans. An upswell of strange graffiti is noticed, although in the Lawless Capital strange graffiti is a rather mundane occurrence. A few people report seeing ghosts, but they are generally ignored.

West of the capital, the Archmage of the Colleges of Magic calls a conference to discuss some strange disturbances in the flows of magic, which is attended by many scholars from throughout the region. This highly unusual event required a lot of preparation- mainly in the form of diplomacy, both to get the attention of some of the more aloof scholars, and to convince scholars from rival institutions to set their grudges aside for long enough to attend. In the end, many of the attendees leave feeling like the event was a waste of time; no conclusion was reached as to the cause of the disturbance, and no long-term plan of action was established. However, many take to heart the warning to keep an eye out for suspicious activity, at least for the moment. Bootlegger's shows up here as well, although in lesser quantities.

East of the capital, the generals continue their vigil, instituting some policy changes and moving officers around, as they are wont to do on occasion. A few bottles of Bootleggers turn up, but not enough to make a real splash. There is some talk about wandering medics, as there are apparently several such groups offering free healing in the region.


   
Dolgoth
The Ostentatious Capital is not abuzz with news. Nobody gathers in quiet corners to discuss the happenings of the day, away from the watchful eyes and ears of the guards. They do not murmur about the King's latest act of brutality- the execution of a popular advisor on some flimsy pretext. Discontent does not flare up across the city, amongst both commoners and nobility. No, it is a normal, beautiful spring, and everyone is happy and loyal to the King. The glittering palaces hold opulent feasts where kegs of Bootlegger's are brought forth for the guests to try, while the common people obediently refrain from excessive drinking. A few instances of graffiti are noticed, but the guard doubles patrols in the affected areas, and the vandals cease. A brief spate of unlicensed charity is likewise cracked down upon, and order is restored. Surely the forced smiles of the populace do not conceal new loyalties to eldritch masters; that would be crazy.

To the south-west, the war drags on as usual. A few skirmishes occur, but no major battles, and life- such as it is- continues. Bootlegger's proves popular here, as the population is eager to drink itself into oblivion, although many are too poor to afford the same prices as elsewhere. A handful of wandering medics show up, and find themselves swamped with customers, as there are many injured people- soldiers, conscripts, the victims of raids- in need of assistance; they are forced to turn many away.

South-east, the King's agents extract vows of loyalty from all merchants inhabiting the Trade City (and surroundings). None dare voice criticism of the King or the nobility while his soldiers are actively on the lookout for dissenters, although the soldiers will inevitably get bored in time, and the vows of loyalty will mean a lot less without the consequences of breaking them so close at hand. Bootlegger's does not show up in any significant quantity here, as the merchants who control the alcohol markets crack down on efforts to smuggle the new liquor into the city. The Medics' Guild complains of charitable charlatans undermining their profits, but in truth they do little business amongst the poor anyway, so they don't complain too loudly.



Well then. There's your Battle Report. Oh, you want to know about the enemy's equipment? That's fair.


The Angelic Team has improved their baseline cultists considerably, establishing training camps to hone their skills and military workshops to improve their equipment. They also established a basic command structure, which amplifies their other advantages.
They also developed some very effective healing magic (Heliel's Touch), which they use both in combat, and in infiltration, with medics accompanying their missionaries to earn the trust of the populace.
Magoc's scouts were long baffled by the angels' scouting ability, until they were able to piece together- from reports of acolytes seeing shadowy figures, other 'sensitive' cultists regularly feeling a 'watching presence', and rumours of ghosts in the human kingdoms- that they must be using incorporeal spirits as scouts and spies. Indeed they are, and rather effectively at that.
They also modified the Magic Missile spell into 'Major Missile', which evidently has some flaws, most notably that the caster immediately passes out upon launching the blast, and is unconscious for about 24 hours after.


The Demonic Team chose to dabble in the mortal art of alchemy to augment their mutations; a tricky art to master, but one that offers some intriguing possibilities- while it is perfectly possible (and in many ways easier) to mutate things using pure Evil, alchemy allows for more 'stable' mutations, instilling greater powers without driving the subject completely insane. Their alchemical expertise manifests in, for example, the creation of the "Chaotic Mutagenic Draught", the effects of which are literally random, as there is no fixed process involved in production. Some cultists risk consumption just to see what will happen, which sometimes results in a notable and beneficial mutation, and induction into the 'Misfits' unit. A modified form of CMD is used by Mutamist Sprayers in battle, although not especially effectively.
Another use of their brewing expertise is the creation of Bootlegger's Bounty, a supernaturally delicious liquor that attracts many drinkers- slowly corrupting their minds, and earning the demons a nice revenue stream.
In addition to messing around with flasks and cauldrons, the demons practised the art of penmanship, learning to write empowered demonic runes using their own blood, that force their message into the viewer's brain- regardless of whether the viewer knows what they say, or can even read. These are deployed to aid infiltration in the form of graffiti and demonic scripture, and in battle in the form of heraldry.



Spoiler: Angelic Equipment (click to show/hide)

Spoiler: Demonic Equipment (click to show/hide)



Okay, that's it, for real. Return to your respective threads for turn 2.
« Last Edit: November 27, 2019, 02:22:31 am by NUKE9.13 »
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NUKE9.13

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Re: Chiaroscuro Arms Race: Angel vs Demon
« Reply #11 on: December 08, 2019, 03:06:40 pm »

Turn 2 - Late Spring
TURNTURNTURN
Darrin
An ill omen is recorded in Darrin; a ritual designed to determine the mood of the god Dorael indicates that he is upset, which usually portends earthquakes in the near future. For a few days, everyone is on edge, but no earthquake comes, and eventually the priests determine that they must've misread things.
   
Other than that, life continues in Darrin as it always has. The people remain blissfully unaware of the cult armies that traverse the unused roads through the mountains. Said armies appear relatively similar to last month, although both have swollen in size by a few hundred, as the irresistible charms of the Angel and Demon lure ever more cultists to their side. The demonic rabble still ambles with the same mediocre equipment as before, although there is a little more organisation evident, with a handful of individuals in red berets giving the orders. These commanders are perhaps responsible for preventing the demonic army from stumbling into another obvious ambush, as when scouts start to turn up missing, the demonic army is called to a halt. Larger scout parties augmented with an Acolyte each are sent forth, and successfully identify the presence of Bright Shadows tracking them, as well as angelic troops presumably responsible for the missing scouts.
The demonic commanders consider their options. Their forces are, man for man, weaker than their rival, and they have no heavy hitters to swing the balance. They cannot counter-ambush given the enemy's superior scouting. And at their current level of strength, taking an alternative route would risk provoking Darrin's meagre military. They opt to retreat, giving up the initiative in favour of a defensive strategy.

The angelic army's commanders order a pursuit, hoping to catch the demonic forces before they can reach a strong defensive position. The handful of Bright Shadow Acolytes are deployed to harass the enemy, hoping to slow them down. While the demonic forces are perturbed by bolts of magic coming out of nowhere, the attacks are generally not powerful enough to kill a cultist. One of the shades enacts a daring plan to ignite the Bootlegger's in the demonic supplies, and manages to burn up a few cultists and a decent chunk of the demons' baggage train doing so, but is caught and busted by demonic acolytes in the process. Ultimately, the harassment has little effect, but the angelic force still manages to catch up, as their basic training gives them a slightly better marching speed.

Battle is joined in a slightly wider section of pass, with the demons setting up on a slope. The angelic officers are nevertheless confident, as they know their rivals to be as poorly trained and equipped as last month, and so fearlessly order an advance towards their lines. The demons open the fighting with a hail of arrows, which is soon answered in kind by the angels. Notably, there are amongst the demons a few soldiers wearing strange masks, armed with slings, who use them to hurl small glass globes at the oncoming angels. On contact, the glass shatters, doing little to no damage, but releasing a large cloud of Magoc's mutagenic mist, which poisons a few, but enrages all, causing the afflicted to break ranks and charge ahead mindlessly. The angels' organised advance is rendered a hectic rush, and the demons- standing in an approximation of a formation- are easily able to take out the forerunners who all but leap onto their spears. However, they cannot kill the attackers quickly enough, and soon an enraged- but still better armed and skilled- horde of angelic warriors pummels them into submission. The demonic commanders, though stronger than their companions, are incapable of doing anything to turn the tide, and eventually the demonic ranks break, and the survivors flee the field.

After recovering from the battle, the angelic officers set course for the pass leading to the Rice Terraces. The demonic forces have claimed a fort there, and the remnants of their army hold fast behind the crumbling walls. However, the angelic acolytes reveal that they have evidently fixed the issue with 'Major Missile', which is now capable of a limited form of tracking, allowing the angels to easily destroy the gate from a distance, and launch a handful of missiles arcing over the walls to cause havoc within, serving to soften up the defenders for the inevitable assault. After a desperate struggle, the last of the demonic cultists are eliminated, and Heliel's flag is raised in triumph.
   
The Angelic Army pushes the front line in Darrin, bringing their control of the Mountain Passes to 4/4. Next turn's combat will take place in the Rice Terraces



Xa-Nam
It is the time of year when the rivers flood. Snowmelt and spring rains combine to swell the rivers, starting with the tributaries, but soon affecting the Xa as well. In the more populated areas, this is alleviated by levees and flood channels, while in other areas people just build their homes on high ground and let the fields flood. Needless to say, most fords become uncrossable during the floods. As a result, both the angelic and demonic armies converge on a rarely used bridge across the tributary between them.

The demons make no attempts to cross the bridge, but seem content to hold their side. Thus it falls to the angelic forces to make the first move. As the river rages beneath them, they begin to cross the narrow structure. Demonic archers and acolytes rain missiles down on them, while their own ranged troops are unable to return the favour. They manage to cross, but before they can form up, glass globes shatter amongst them, and they are provoked into a mindless charge. For every ten angelic cultists who cross, seven are cut down before the next squad joins them. Eventually, however, the angelic numbers rise to the point where they are not so easily crushed, and they begin to push the demons back. The demons begin to suffer more casualties than the angels, and shortly after the entire angelic army has crossed, the order to retreat is given.

Despite the use of Heliel's Love, the angels find their numbers severely depleted, and do not attempt to assault the last demonic fort, but rather camp nearby, awaiting next month's reinforcements before making the final push.

Neither side makes progress in Xa-Nam, but the Angelic Army has the advantage.



(Reminder that the influence lanes have a slight random aspect, as mortals engage in their own activities that may help or hinder infiltration aspects)

Lesimor
In the Lawless Capital, the King, still secure on his throne for the third month running, continues his efforts to consolidate power, successfully banishing a rival claimant, and deftly avoiding repercussions by granting another rival a cushy job, thereby temporarily earning his support. Some observers wonder if the game of thrones is finally over, and Lesimor might return to stability. Perhaps that explains the decreased crime rate in certain districts, exemplified by the shocking twist of a corrupt watchman being arrested, incontrovertible evidence showing he cooperated with a major gang- an open secret; the surprising thing is that he faced repercussions. In other news, Bootlegger's continues to be massively popular, with gangs falling over themselves to seize some of the profits.

Westwards, life returns to normal after last month's conference. Bootlegger's remains popular here as well, while a few scholars make efforts to study the strange graffiti noticed in some areas; though mostly the academic leadership remains aloof, uncaring about the goings on around them.

In the Fortified Frontier, one of the recently promoted generals displays an unusual degree of consideration for the wellbeing of the citizenry, convincing his fellow generals to reduce conscription, and promoting officers based on their treatment of civilians. Charity is also encouraged, with the wandering medics in the region doing business in the open without any consequence. A few bottles of Bootlegger's circulate, but after a mysterious fire burns down an isolated warehouse, distribution is hampered.


   
Dolgoth
It seems that last month's unrest translated into a rather poorly-planned coup; the plotters were betrayed, rounded up, and executed. Now, the King is furious, and nobody in the Ostentatious Capital would dream of thinking, let alone voicing, a disloyal sentiment, lest they be next for the chopping block. Not a hint of suspicious activity is to be detected in the marble metropolis.

The crackdown is felt even in the east, as a prominent merchant prince of the Trade City is accused of providing funds to the coup-plotters, and subsequently arrested. His execution is stayed due to an intervention by the other princes, who appeal for a fair trial, but this costs them- both in terms of money (to bribe the King's representatives), and political capital. As a result, neither they nor any other citizens are in the mood to push the King's patience by displaying hints of disloyalty. A few crates of Bootlegger's make it into the city, but not any significant quantity.

Westwards, the top general in the Wartorn Wastes- an associate of one of the plotters-, is recalled to the capital, as his loyalty is now in doubt. A new, more trusted general is sent forth, with fresh mercenaries to take up officer positions. In mostly unrelated news, an increased number of medics show up in the province this month, and are once again swamped with customers.



New stuff:

The Demons displayed a somewhat improved combat roster this month, with their forces now led by Cultist Commanders- the strongest, meanest cultists, now elevated to leadership by the addition of a simple sword and a red beret. Mutamist Globadiers also played a role in improving their performance, as their slings give them a much greater range than the sprayers, who are all but obsoleted (a slight modification to the formula was needed to allow the mutagenic compound to self-aerosolise, which did also boost the range and output of the regular sprayers)(also they now have masks that counteract the enraging effect of the mist). Any other developments must've either failed, or gone totally unnoticed.

The Angels, meanwhile, have augmented their infiltration forces. Shadow Walkers now serve them as thieves, saboteurs, and assassins- complementing their Bright Shadow spies, making for a rather effective package. They also fixed the issues with Major Missile, and developed a variant of Bright Shadow capable of casting spells (albeit more weakly than even acolytes).



Spoiler: Angelic Equipment (click to show/hide)

Spoiler: Demonic Equipment (click to show/hide)
« Last Edit: September 29, 2020, 02:06:04 am by NUKE9.13 »
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Re: Chiaroscuro Arms Race: Angel vs Demon
« Reply #12 on: March 12, 2020, 02:50:33 pm »

Turn 3 - Early Summer
TURNTURNTURN
Xa-Nam
The rivers begin to recede as the rains diminish, and the flooded fields slowly dry as the summer sun shines down upon them. The people of Xa-Nam set to work repairing any damage, and planting their summer crops in the newly rejuvenated soil. A few unreliable rumours reach the capital of bands of armed men moving through the hinterlands, of forgotten bridges seized by strange forces. But the army has no time for rumours, nor the resources to spare hunting for hypothetical brigands in uninhabited areas.

Angelic forces, having secured a position on the Demon's side of the bridge last month, make ready to advance as soon as reinforcements arrive. Their commanders are confident that the dark scourge will be vanquished easily. Their diabolical counterparts, though not quite so confident that they will be defeated, are nevertheless cautious, and so opt for a defensive position on the road (well, trail) between the bridge and fort. They track the angelic host with the aid of Devil-Crows (who are difficult to distinguish from the regular variety). Bright Shadows perform similarly for the other side, resulting in approximate information parity.
A few Bright Shadow Acolytes perform some token strikes against the demonic army, but cause little real damage. The demonic army responds by directing flocks of... "CHADCrows" to harass the enemy. Far easier to distinguish from regular crows, the CHADCrows manage to swarm a few angelic soldiers who strayed too far from their friends, but- once the threat has been identified- are easily repulsed by archers when attacking larger groups. In the end, neither side does much damage to the other before making contact.

The Angel's army opens the battle with a volley of arrows. The Demon's archers respond in kind, but realise that they aren't as effective as their adversary- the angelic volleys are more numerous and more accurate. Demonic commanders quickly decide to order a charge, hoping that their improved archery does not correlate with improved spearmen. With a cacophony of disjointed war-cries, they fearlessly go forth. Angelic archers thin the ranks (although perhaps that word choice implies a higher degree of organisation than is truly present). Acolytes on both sides start hurling magic missiles. Globadiers sling their chaotic concoctions into the angelic formations, resulting in portions of the line breaking off to charge forward.
At this point, an Angelic acolyte takes a deep breath, drawing both air and magical energy into his lungs. He then starts to sing. The song itself is nothing special. It is when the rest of the army starts to sing along that things get interesting. Even those afflicted by the mutamist sing, and in doing so their rage subsides somewhat- enough to turn their frenzied sprinting into a slightly more controlled run, allowing those not afflicted to catch up, resulting in a solid line of spearmen performing a semi-coordinated counter-charge.
The two sides meet with a clash of spears and shields. This would easily go the angelic forces' way, but for the latest addition to the demonic armies. Amongst the regular cultists stride what could, from a distance, be confused for really tall, muscular men. Up close, however, it quickly becomes clear that these brutes are beyond human. The CHADS radiate malevolent energy, and their eyes almost glow crimson. Not one of them is less than seven feet tall, and their bulging muscles imply a frightening degree of strength. To top it off, while the rest of the rabble is still as poorly equipped as ever, the CHADS are partially clad in iron plates, awkwardly strapped to their bodies, and wield either a massive two-handed hammer, or a still intimidatingly large axe and a tower shield that, while clearly not a particularly well-made item, is still a sturdy piece of wood as tall as the average soldier. Fortunately for the angelic troops, there aren't all that many of them. Unfortunately, a little goes a long way, as the CHADS smash/cleave their way through the angelic formation, breaking them open and turning the fight into a chaotic melee.
And yet, throughout this, the angelic troops continue to sing. Fighting does diminish one's ability to hold a tune and enunciate lyrics, but the Song of Soothing still helps. Though battered, they do not waver. The CHADS are not invincible, and small injuries start to build up. Acolytes use Major Missile's tracking ability to snipe the CHADS- who do stand out from the crowd-, and while it may not necessarily kill a CHAD in one shot, it certainly deals them a blow they cannot easily shake off. Eventually, the CHADS begin to either fall or retreat. The spearmen left behind, not having the benefit of a morale-boosting song or careful training, do not hang around long after seeing their trump card defeated. The remaining demonic forces retreat, having dealt a major blow to the Angel's army, but not enough to secure victory.

Angelic acolytes tend to the wounded, and the song continues, dispelling any remaining battle fatigue or malaise from viewing the Demon's heraldry. Combined, they allow the angelic forces to recover quickly, and they soon give chase, pursuing the Demon's army back to their rickety fort, the jungle visible in the distance. The remnants of the demonic forces offer a staunch defence, the surviving CHADS making the courtyard a meatgrinder, but especially given the increased number and quality of the angelic archers, they cannot resist indefinitely. The Angel's army pays a steep price, but eventually the last of Magoc's followers lies dead, and Heliel's banner is raised.

The Angelic Army pushes the front line in Xa-Nam, bringing their control of the River Crossings to 4/4. Next turn's combat will take place in the Light Jungle.



Darrin
Though the kingdom of Darrin is for the most part prosperous and secure, there are un/underpopulated areas. In the Rice Terraces, such areas are rare, yet still present. This is most convenient for Heliel and Magoc, as with their forces the size they are, both would still rather avoid confrontation with Darrin's meagre military. In this case, the two armies converge on an area of abandoned terraces- the irrigation network needed to maintain them having proven too costly. The angelic army marches down from a rarely-used pass, while their demonic counterpart leave behind their commandeered fort to meet them in battle.
CHADCrows prove somewhat more successful in this area. Unlike in the mostly-flat River Crossings- where a flock of oversized ravens is easily spotted long before reaching their targets-, the terrain here is more rugged, giving the crows more opportunities to sneak up on the angelic army. Soldiers who stray too far from the rest become bird-food, making foraging a somewhat unnerving activity. Fortunately for the compassionate cultists, this does not hamper their scouting efforts, what with their scouts being incorporeal and invisible.

Heliel's forces take the initiative, pressing forwards to secure their foothold beyond the mountains. Magoc's army blocks their path, setting up atop a terraced slope (in some disrepair). An excellent defensive position, but unfortunately for them, the angelic archers are superior in number and quality, forcing them to advance to meet the angels on a less steep portion of the hill. It proves somewhat awkward to charge down terraces; the steps are often too high to just jump down, requiring a more careful, slower approach- clambering or sliding down, or using the occasional set of steps-, which is no fun with volleys of arrows and magic missiles raining down upon you. They take more casualties than they would've charging down a regular hill, though not crippling numbers.
The initial clash is similar to the one in the River Crossings, with globadiers and CHADS disrupting the angelic formation, and the Song of Soothing serving to steady it somewhat. Both sides are hampered by the awkward battleground, though the CHADS find moving up and down the terraces significantly easier than unaugmented humans, giving them a slight advantage.
A more significant difference emerges, however, as the centre of the demonic charge is led by the dastardly Demon himself, Magoc the Many-Tongued. He wields a CHAD's massive hammer one-handed, every swing sending soldiers flying, smashing through the angelic line with unstoppable force. A small group of CHADS follows behind, mopping up any survivors left in his wake. In short order, Magoc has split the angelic formation in two, and swings round to attack from behind.
Despite their best efforts, the heavenly host cannot maintain cohesion versus the combination of CHADS and Magoc. Though sustained fighting starts to wear the CHADS down, the angelic forces are suffering more, and though their morale could hold longer, the commanders opt to cut their losses and retreat. Their withdrawal is hindered by the same terrace issue that affected the Demon's forces, but the selfless sacrifice by some soldiers buys the rest enough time to put some distance between them and their pursuers. Magoc and any CHADS who are still fighting fit chase down stragglers with their superior speed, while CHADCrows take the opportunity to tear a few more to pieces, but the majority of the demonic army are in no state to go chasing after their fleeing foes. By the time Magoc's followers have recovered and reorganised enough to continue, the angelic army is out of reach, their marginally superior marching speed keeping them that way all the way back into the mountains, where they garrison the fort captured the month prior.

With the sound of music echoing from within the crumbling walls, and the knowledge that Heliel's acolytes will have tended to their wounded, Magoc realises that his own forces- tired and depleted as they are- will not be able to take the fort this month. They are poised to strike next month, and will have an advantage over the angelic defenders when they do, but for now they must rest and wait for reinforcements.

Neither side makes progress in Darrin, but the Demonic Army has the advantage. Next turn's combat will take place in the Mountain Passes.



(Reminder that the influence lanes have a slight random aspect, as mortals engage in their own activities that may help or hinder infiltration aspects)

Lesimor
Panic grips certain segments of the political class in the Lawless Capital. The king, inexplicably still in charge, has managed to replace or win the loyalty of every member of the royal council, granting him unprecedented power (at least, unprecedented since the succession crisis began some years ago). He has now begun to fire and replace lower-ranking members of government- the men and women who (are to supposed to) actually run the country. While only the most shockingly corrupt or blatantly opposed have been removed so far, if the recent trend continues, no one's position will be secure.
In other news, several mysterious warehouse fires have resulted in a decreased supply of Bootlegger's. Some wild speculation suggests this may have been intentional sabotage, perhaps linked to the increased effectiveness of the city watch in countering gang activity. Probably unrelated, a catchy new song has taken the city's taverns by storm, although some musicians are annoyed at the acapella nature cutting into their profits.

In the Scholarly Towers, rivalry between two notable mages boiled over, resulting in a spectacular duel that set several buildings on fire. This leads some to wonder if the laissez faire attitude towards the activity of the region's scholars might be somewhat suboptimal for citizen safety. Sales of silver amulets (supposed to help ward against magical assault) increase, as people seek ways of protecting themselves.

Chaos in the Fortified Frontier- a top general suffers a suspicious accident. He survives, but is forced to step down. Rumours ascribe the alleged assassination attempt to members of a rival faction amongst military command, and tensions flare up as lines are drawn in the sand. It seems that everyone involved is looking for allies- wherever they can find them.
Despite another mysterious warehouse fire, Bootlegger's finally starts to show up in notable quantities here, while medics and musicians roam the countryside in increasing numbers.
   


(No really, it's random, the dice just love the current king of Lesimor)


   
Dolgoth
Is he paranoid, or was there actually another plot? Probably both, honestly. The King of Dolgoth has sentenced another group of alleged coup-planners to death, and the merciless crackdown continues in the Ostentatious Capital. Group singing of non-patriotic songs is performed, until the guard steps in to break it up.

The recently dispatched top general of the Wartorn Wastes proves a fierce loyalist, and almost as paranoid as the King. He has sent 'political officers' throughout the province, with broad powers to enforce loyalty to the Crown. While not quite as effective as in the Ostentatious Capital- since Dolgoth's control over the province varies from day to day, and many of the people to be policed have weapons and know how to use them-, it does lead to an increase in forced smiles and loud proclamations of fealty, and a downturn in association with suspicious individuals.

The populace of the Trade City breathes a sigh of relief as the King's gaze turns elsewhere, and his hounds are recalled (to work in the capital). No sooner have they left than the taverns are abuzz with (veiled, cautious) criticism of the oppressive regime. Bootlegger's shows up, the suppliers having finally gotten it in through the proper channels- that is, they bribed the right people and gave the right merchants a cut of the profits. The by now familiar song can be heard around the city, while the Medics' Guild complains of plummeting profits.



New stuff:
Several new developments from the angelic camp this turn. First, most obviously, they've managed to fuse music and magic into "spellsongs", starting with a delightful ditty by the name of "Song of Soothing". SoS bolsters the singer's mental state, fortifying their mind against assault and improving their morale. It is used both in combat and infiltration, in the latter case serving to make people more resistant to demonic corruption. SoS must be started by an Acolyte (or similar caster), but once enough people are singing along, it becomes self-sustaining, as the singers lend their magical potential (however minor it may be) to the music. SoS does not work on the undead.
The other notable change is that they've improved their archers, primarily by increasing their numbers (but also slightly improving performance). While not enough to turn the tide of battle by themselves, it does provide a useful advantage in ranged combat.
Harder to notice are their new "Chosen Apostles", acolytes who have had an "Orator Cherub" (a cherub is a very minor angel, equivalent to an imp) bound to their souls. The Orator Cherub rests above their head, and while it can't do anything by itself, it can provide the Apostles with both a script to read (as it were), and lend a small amount of power to their words, increasing their persuasiveness. The Cherub is largely intangible and invisible, although in the dark it can be noticed, manifesting as a faint ring of light over the head (those with a sensitivity for magic can more easily identify them).

The demons rolled out some muscle this turn. The CHADS were described fairly well above, I think, but to summarise; 7' tall, swole AF, surprisingly quick, patchwork iron armour and either a giant hammer or a large axe & shield. They are mutants, obviously, augmented with both Evil and Alchemy (the alchemy primarily serving to stabilise their mutations, allowing for more potent effects without completely wrecking the subject's brain). Their minds are streamlined for warfare. There aren't many of them. There are CHADmanders, who have an extra-large red beret.
Also new are two varieties of crow; Devil-Crows, hard to distinguish from the real thing, serve as scouts and spies; and CHADCrows (who are not actually related to CHADS at all, but whatever), much larger than the average crow, possessed of razor-sharp talons and beaks, and a lust for blood. They are trained not to attack Evil beings, and will follow orders by Magoc and his followers. 



Spoiler: Angelic Equipment (click to show/hide)

Spoiler: Demonic Equipment (click to show/hide)
« Last Edit: March 12, 2020, 03:26:07 pm by NUKE9.13 »
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Re: Chiaroscuro Arms Race: Angel vs Demon
« Reply #13 on: March 21, 2020, 03:00:29 pm »

Turn 4 - Mid Summer
TURNTURNTURN
Darrin
It is the height of summer, and the capital of Darrin is awash in colour, as bright banners fly from every building. People dance in the streets, pray in the temples, and feast in their homes. The King, having made his reluctant but obligatory public appearance, has returned to his palace, where a modest feast has been prepared for his family and the kingdom's high priests. He is just finishing his five minute long toast to the gods, when the door bursts open, and a messenger flanked by anxious-looking guards enters. A flash of annoyance crosses the King's normally composed face, but he calms himself, and allows the messenger to speak.
The messenger informs him that the kingdom has been invaded.
There is a moment of silence. The King, hands trembling, places his cup on the table, and asks the messenger to explain.
Armed men, flying strange banners, have been sighted marching through the countryside. There had been a few rumours to that effect before, but it has now been confirmed by the kingdom's own scouts. The scouts tracked two forces, each over two-thousand strong, as they travelled via unused roads, attempting to avoid detection. The good news is that the two invaders appear to be at odds with one another, clashing near an abandoned fort to the west. The scouts were not able to get a good look at the fighting, however, as they thought it best to maintain a safe distance.


Fortunately for you, this narrator has no sense of self-preservation, and so was able to observe the entire conflict up close.

The fight begins in the skies. The Demon's crows find their activities contested by the Angel's newest ally- large winged reptiles, commonly known as Wyverns. Larger than a horse, the scaly sky beasts are nevertheless remarkably fast, capable of catching a crow in mid air. This puts a damper on demonic scouting, although conveniently for them there only appear to be a handful of wyverns accompanying the angelic army, meaning a decent number of crows still get through. Doubly convenient, as it turns out, as some of those crows are the new Pale Crows- who for the first time introduce the Angel's Bright Shadows to a serious threat, as a Pale Crow's blood red eyes can see the invisible, and its albino feathers are capable of damaging the immaterial.
Thus, the wyverns hunt the crows who hunt the ghosts. Both sides have less information to go off of going into battle, although there is little question as to where said battle will occur. The demonic army had already set up camp a short distance from the angelic fort last month, and the angelic reinforcements must hurry in order to prevent their likewise reinforced rival from regaining a foothold in the Mountain Passes. They are harassed by murders of CHADCrows as they march through wooded areas of the mountains, the birds using the trees as cover to get close without being spotted. The wyverns do their part to deal with these crows as well, although there is only so much they can do. Eventually, however, the slightly reduced angelic force meets their demonic counterpart.

The virtuous legion blocks the pass, forcing the sinful horde to fight an uphill battle if they want to reach the fort. The demonic army obliges, and battle is joined with a hail of arrows. As before, the angelic army has the upper hand in this regard, with greater numbers of better-trained archers. However, things turn around as the mages get into range. Magoc's followers have evidently upped their magical moxy, as their acolytes fire off Magic Missiles with slightly higher frequency and impact. They also fire in coordinated volleys, at the direction of the handful of 'Warcasters' amongst them- casters of a higher calibre, whose leather coat/cloak and broad-rimmed felt hat (both black) give them an intimidating appearance, although the fact that their Magic Missiles are twice as strong as their lesser brethren is probably of greater concern. This makes ranged combat less one-sided, although the angelic soldiers still have superior armour, so they suffer less.
As before, globadiers disrupt the angelic line, Song of Soothing steadies it, and CHADS disrupt it again. Also as before, Magoc himself makes an appearance, proving all-but unstoppable as he smashes through the angelic line. The wyverns make an appearance, directed by angelic commanders to attack the demonic flanks. While their gale-force breath can deflect arrows, they can only use that power every few minutes, and Magic Missiles are not affected. As such, volleys of arrows and magic quickly ground them, and once landed they appear reluctant to charge towards lowered spears. They pick off a few demonic warriors, but retreat after sustaining light wounds.
The addition of Wyverns to the angelic forces does not outweigh the addition of Warcasters to the demonic ones, nor the (mild) attrition suffered at the hands of CHADCrows before the battle. As the angelic forces start to crumble, the commanders order a retreat. They suffer some losses doing so, but reach the fort before their rival, and bar the rickety wooden gate.

Unlike last month, the angelic acolytes are too tired to heal all of the wounded, although they are able to start another round of the Song of Soothing to bolster morale somewhat. In short order, the demonic host catches up, with Magoc personally leading the charge. His demonic strength easily smashes through the gate, and the spearmen standing behind it. A few acolytes muster the last of their strength to throw Major Missiles his way, knocking him back a few steps- but by then the rest of the demonic army joins him. Both sides fight with zeal, the defenders bolstered by musical means, the attackers with the knowledge that failure would invite the immediate wrath of their dark lord. The courtyard becomes a bloodbath. A wyvern musters enough courage to tackle Magoc, but is slain after a brief scuffle.
It is a close fight, and one that without Magoc's presence would likely have gone the other way, but eventually the last angelic defender has their head crushed by a CHAD, and the smattering of demonic survivors raise Magoc's banner in triumph. More solid fortifications, more time to prepare, more of anything might've tipped the balance, but for the first time in the war the Demon's followers claim victory.

The King, now in his rarely-used war-room, considers the situation. So far, it seems the invaders are avoiding populated areas. His commanders urge him to raise forces to drive them out, but he overrules them, ordering them to increase the garrisons of towns and cities instead. Let them fight amongst themselves, and let us focus on keeping the population safe, he commands. He has a feeling that the worst is yet to come.
   
The Demonic Army pushes the front line in Darrin, bringing their control of the Mountain Passes to 1/4.



Xa-Nam
The Queen of Xa-Nam is busy. She often is, being a more hands-on monarch than others, and today she is visiting the site of a new granary in one of her kingdom's larger cities. The foreman is explaining how the new construction techniques being used will allow them to finish work 12% sooner, when one of her court mages approaches and coughs politely. She excuses herself, and asks the mage what has happened. The mage presents a letter, sent from the capital by magical means (at significant expense, indicating great urgency). As she reads the letter, the smile disappears from her face. She thinks back to the many, many times she reduced the size of the army, and the constant refrain from her commanders that doing so would put the country at risk.

High summer in the Light Jungle is not pleasant. The normally hot and humid climate becomes even hotter and humider, the normally dense and verdant canopy even denser and verdanter. This makes things all the more unpleasant for the angelic forces marching westwards. The wyverns accompanying them do their best, but the canopy provides many places for crow-sized beings to hide, and a lot less for wyvern-sized ones. Thus, devil-crows are able to track their movements all-but undetected. A consolation is that Bright Shadows are also harder for Pale Crows to track, though not equally so- a small but noticeable amount of their ghostly guides fail to return, making their intelligence gathering slightly less effective than their rivals'.
Perhaps more importantly, CHADCrows are able to strike at the angelic force with virtual impunity, emerging from the trees to tear a handful of soldiers to pieces, then disappearing again before retaliation can be organised. In addition to the actual losses inflicted, the psychological effect is noticeable, even on hardened cultists.
The demonic forces, although also suffering from the heat and humidity, are less troubled by skirmishers, and enjoy having a better picture of the strategic situation than their rivals for once. Though an ambush proves infeasible- the Bright Shadows are still effective at detecting threats within ambushing distance-, they are able to pick where to fight, forcing the Angel's minions into battle from the slopes of a wooded hill. The angelic commanders realise that they can either fight here or concede the fight to their rival- and conceding is not an option in this war.

With trees obstructing their view, the two armies get much closer to one another before combat begins. Archers on both sides launch arcing volleys at the vague position of the enemy, while mages- whose Magic Missiles are not suitable for such indirect fire (Major Missile could be, but firing it at unseen targets is too costly) need to get closer in order to have a chance at hitting anything other than a tree. Globadiers, whose range is fairly short anyway, are better suited to jungle combat, especially when they can manage to sling their payloads whilst concealed in the undergrowth- the enraged angels, left with no obvious targets, will then go running off at random, or even (rarely) attack their fellows.
An acolyte begins the Song of Soothing to counteract the mutamist, but this proves almost as big a hindrance as a help. The angelic soldiers become much easier to track, allowing the demonic army to avoid stumbling into their opponents- instead, they split in two and attack from the sides. This manoeuvre is not especially well coordinated, with one flank attacking before the other, and the undisciplined war-cries of the demonic soldiers betraying the surprise before making contact. The angelic response likewise suffers from poor coordination, as their commanders cannot see everything that is going on, leading to confusion. By the time they have organised a response and formed a reasonable defensive formation (made somewhat trickier by the trees and undergrowth), they have already suffered more casualties than usual.
At the same time, CHADS dart through the jungle with speed and agility far beyond any normal human, striking at the angelic troops from unexpected angles, sowing ever increasing chaos. Archers and acolytes struggle to help the spearmen, as they must contend with the constant attention of CHADCrows (wyverns help in this regard, but not enough to eliminate the issue).
The fight continues for some time, until the Song of Soothing starts to falter. The surviving angelic commanders realise that they have suffered much heavier losses than they thought, and order a retreat- not that the troops needed much encouragement, as they were struggling to maintain morale even whilst the song was still going, and without it they break almost immediately. The angelic army scatters, hoping to avoid the attention of the CHADS and crows that stalk the jungle.

The demonic army pursues the angelic remnants out of the jungle, back to the fort lost the previous month. Though the angelic forces have had time to rest and recuperate (their slightly superior marching speed having bought them some time), they sustained heavy losses in the jungle, while the demonic army- while by no means unscathed- came out a lot better. As a result, the assault- led by CHADS who smash the gates- proves too much for them to hold back. They make the demonic attackers pay a heavy price, but at the end of the day, Magoc's flag once again flies over the River Crossing fort. Of course, holding on to it may prove trickier.
Turns out singing is not conducive to stealth, and jungles are a great place for birds and brawlers. 

The Queen considers her budget. Though Xa-Nam is prosperous, the treasury is not kept especially high- investing in the future has always been her policy. Her commanders have presented a plan to raise two new armies with which to drive back the invaders, but armies cost money, not to mention lives. She opts instead to wait. For now, the invaders show little interest in the kingdom itself. Until that changes, the commanders will have to make do with repairing city walls and expanding their garrisons.

The Demonic Army pushes the front line in Xa-Nam, bringing their control of the River Crossings to 1/4.



(Reminder that the influence lanes have a slight random aspect, as mortals engage in their own activities that may help or hinder infiltration aspects)



Lesimor
The King of Lesimor finally hits a hurdle in his rise to power. Formerly opposed groups have started to cooperate to resist him, bribing his supporters and throwing legal challenges at his efforts to consolidate power. While he still holds the throne, he is unable to make progress toward his goals this month.
Elsewhere in the Lawless Capital, a wave of lawfulness sweeps the streets, as the city watch starts to appear vaguely competent. It is unclear what has caused this turnaround, although it is far from a complete reversal- the watch proves absolutely useless in tracking down the killer(s) responsible for a series of murders, notable due to the victims' incredible beauty.

The population of the Fortified Frontier is struck by disease, as are the soldiers. Officers are all but begging the wandering medics to visit their camps to heal their soldiers. The internal conflict in the area subsides slightly as both sides divert their efforts to dealing with the potential plague.

Not much to report from the Scholarly Towers this month. There are rumours of a new library that has been attracting scholars from across the province, said to be located in the jungles to the west.
   
   

   
Dolgoth
The stress of constant plots (real or imagined) seems to be getting to the King of Dolgoth. He recently accused a cabal of two horses and a decorative vase of plotting his downfall. Even his most loyal supporters decide not to act on this particular accusation, and the crackdown stops, with confusion amongst guards as to which orders to obey. This is of some relief to the population of the Ostentatious Capital. The nobility feel safe enough to host a few high-class events, where they wine and dine and possibly do other things behind closed doors, who's to say. A guest from one such party is found dead in the streets, which rouses the ire of the watch- they're not sure about arresting horses, but important people getting murdered is not something they can tolerate. Increased patrols seem to do the trick, and no more (important) murders are reported.

The leader of the Distiller's Guild issues an official permit regarding Bootlegger's Bounty, waiving all fees on its import and sale, and guaranteeing the Guild's protection of its shipments. This may be related to him developing a taste for the stuff. As a result, Bootlegger's floods the streets, as merchants fall over themselves to stock the now extremely profitable spirit, and the mysterious destruction of shipments is reduced (though not eliminated; in one case the Guild-hired guards swore that the shipment they were guarding was attacked by "ghosts"). As in many other locations, a handful of beautiful people wound up dead in the Trade City.

The 'political officers' handling the situation in the Wartorn Wastes decide that roaming medics are no threat, and focus their attention on other matters, effectively granting them clearance to operate openly. This they do, gaining many customers.


      
New stuff:
Heliel has managed to lure wild Wyverns to her side. These cold-blooded beasts are slightly larger than a big horse (though they weigh slightly less), and have four limbs, the front pair being bat-like wings that enable them to fly. Needless to say, they are no natural creature, as gravity frowns upon 800kg reptiles achieving flight without some assistance. Their ability to breathe out gale-force winds (every few minutes) also hints at a magical nature. Their scales provide a moderate amount of natural armour, though they are not impenetrable by any means, and their wing membranes are especially vulnerable. Heliel does not have many wyverns available to her. An attempt to develop wyvern riders went poorly.
Her angelic agents have also gotten a bit more serious about stopping the dark menace, specialising in tracking down and dealing with (read 'stabbing repeatedly') key figures in the Demon's operations.

Magoc, meanwhile, established the Warcaster's Keep, a facilty for magical education, complete with library of forbidden knowledge (and some regular knowledge)- which is useful for winning favour amongst scholarly types. The Keep's training has improved the skill of demonic acolytes, and has seen the most naturally talented promoted to Warcasters, who are capable of casting uncommon spells (though they do not at present have any such spells to cast). The Warcasters, having no sense of work/life balance, augment their magical education with training in command and swordplay, making them effective leaders and passable fighters. Their coat/cloak provides a modicum of defence as well, being thick leather, and they wield a sword for self-defence (though they are by no means front-line combatants).
Bookworming is all well and good, but Magoc also knows how to party, to which end the new Consorts of Desire have been deployed. Created by augmenting already attractive cultists with a potent mutagenic concoction, Consorts become infused with indulgence, and dedicated to hedonism. Notably, they can share their enhanced senses with those around them, making all of life's sinful pleasures seem that much more enjoyable- drinking, feasting, dancing, and who knows what else. Though they are few in number, their ability to tempt powerful people into supporting or joining the demonic cause is significant.



Spoiler: Angelic Equipment (click to show/hide)

Spoiler: Demonic Equipment (click to show/hide)
« Last Edit: March 21, 2020, 03:02:58 pm by NUKE9.13 »
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Re: Chiaroscuro Arms Race: Angel vs Demon
« Reply #14 on: April 06, 2020, 02:39:24 pm »

Turn 5 - Late Summer
TURNTURNTURN
Darrin
The demonic army marches east, hoping to maintain their momentum. The angelic army marches west, hoping to turn the tide. As before, crows harass the angelic forces on the march, hiding in wooded areas from the attention of the wyverns circling overhead. However, the crows are no longer the only game in town. The blessed host dispatches squads of Sunbow Skirmishers ahead of their forces. They move quickly through the mountainous terrain, attempting to avoid the watchful eyes of crows overhead. Even when spotted, however, there is little the demonic army can do to stop them- the only ones fast enough to catch them are CHADS, who are usually easy to see coming and therefore avoid (crows fall victim to their bows before doing much damage). Upon reaching the demonic army- who appear to have instituted a higher degree of coordination, marching in something resembling an organised fashion-, they pepper them with arrows. Normally, the response would be to shoot back, but the lacquered hardwood Sunbows they wield are clearly enchanted in some fashion, as they loose arrows with more force than a bow that size should be capable of- as a result, the angelic skirmishers outrange the demonic archers considerably. The skirmishers are not untouchable; CHADS are faster, and can easily crush them in close combat- but when CHADS approach, the skirmishers scatter, ensuring that most escape. Consequently, the demonic army finds itself suffering a painful degree of attrition. Their rivals suffer some at the hands of the crows as well, but definitely less.
   
Scouting on both sides, while hampered, is good enough that neither has an opportunity to significantly outmanoeuvre the other. Thus, the two armies meet at the top of a pass situated between their two forts. The angelic host arrives first, with Sunbow Skirmishers seizing the high ground, and the rest of the army arriving soon afterwards- their marching speed still slightly superior to their rival. The demonic army has no choice but to fight uphill, with numbers depleted compared to their rival. In fact, their numbers seem even more depleted than their casualties would suggest- perhaps explained by a noticeable change in the army's composition. With the exception of the Acolytes, Warcasters, and CHADS, every single one now sports a greyish complexion and flattened face- clearly no longer human. However, what practical effects these mutations have is unclear.
The Sunbow Skirmishers open the battle. Their bows glow, and they unleash a volley of arrows. Upon release, the arrows quickly start to glow, with increasing brightness, making them painful to watch. This is more of a nuisance compared to the effect they have on impact, however. For the arrows are hot enough that if several hit one of the shoddy wooden shields the demonic spearmen wield, they cause it to burst into flame- which is still better than being struck directly, as the glowing arrowheads sear the flesh around the wound, causing agonising burns. Fortunately, there are only so many skirmishers, and so the demonic army continues to advance. Regular archers (which the Angels are still deploying, albeit in lower numbers than before) trade shots, while the Sunbow Skirmishers continue to fire volleys of (thankfully non-burning) arrows from beyond range.
And then the armies enter Magic Missile range, and things get weird.
The demonic commanders shout orders to their underlings, who, still advancing, spread out into a wide formation... and then every single one launches a bolt of magic at the angelic line. They are not especially accurate, and less powerful than those fired by acolytes, but still- hundreds of missiles fill the air at once, a veritable wall of magic sweeping towards the angelic line. There is no time to react before the barrage hits. The front row is blown off their feet, shields splintering before the relentless onslaught. Those behind them are bowled over in turn, like so many sandcastles before a tsunami. When the magical dust settles, the angelic formation is in less than shambles; the living struggle to untangle themselves from the dead and injured, and those who avoided getting hit (either by the missiles or their comrades) are left with no formation to rejoin. The reserves dash forwards to try and restore order, Acolytes tend to the wounded, and the Song of Soothing is quickly started up- but many are too shaken for the song to steady them. The demonic horde, meanwhile, is in relatively good order- depleted by archers, but coordinated enough to take advantage of their rivals' confusion. Before the angels can assume formation again, Mutamist globes shatter amongst them, and the shaken soldiers are in no state to resist the provocative poison. CHADS smash into a thoroughly disorganised rabble, followed quickly by the grey-skinned spearmen.
The grey-skinned warriors prove to be slightly stronger and tougher than baseline humans, but no more skilled at wielding their weapons, and no better equipped. One on one, a fight between an angelic soldier and a demonic one is more likely to go the angelic soldier's way, though it is closer than previous months. But the demonic army has the benefit of formation, CHADS, and, once again, Magoc itself. Every time an angelic officer succeeds at restoring a measure of order, Magoc smashes through the nascent formation to break it up. Sunbows continue to deal considerable damage, with intermittent volleys of burning arrows causing extra pain, but with the spearmen crumbling, their position is put at risk, and they are forced to spend time avoiding the attention of CHADS who managed to break all the way through.
Though an impartial observer might see that- in terms of casualties- neither side is at an overwhelming advantage, to the shaken angels, their grey-skinned rivals seem like an insurmountable obstacle. As some start to drop their shields and flee, the officers sound the retreat. Skirmishers climb the slopes, harassing the demonic army from the sides, buying time for the rest to flee down the pass.

The demonic army pursues the retreating angelic survivors down into the next valley, but while a fair number are successfully run down, many more manage to regroup. With healing of the body and mind available, the angelic host is soon in a fighting state again, and are able to make an organised retreat back to their fort. The demonic army, having suffered significant casualties, is not confident in their ability to assault a fort (even a small rickety one), and so once again they camp a short distance away, to await reinforcements.

   
Neither side makes progress in Darrin, but the Demonic Army has the advantage.



Xa-Nam
The rivers run low this month. The summer has been long and (relatively) dry, and the snowmelt and spring rains have long since run their course. Come the autumn, rains will start to fill the rivers again, but for now, crossing the rivers is easier than ever.
It is not, however, free. The Sunbow Skirmishers move ahead of the angelic host, but their selection of crossing points is limited, and the relatively flat plains make their ability to cross rough terrain quickly less relevant. As such, while they do some damage to the demonic army as it approaches the site for this month's main battle (a particularly easy to cross ford), they are less effective than in the mountains.

The ford in question is a wide section of river, which is sufficiently shallow at this point that there are spits of sand above the water. The demons rush to block the crossing, and manage to arrive before the angels have started to cross- at the cost of being slightly out of breath. The angelic officers send the Sunbow Skirmishers ahead, wading into the river, firing at the demonic forces on the opposite bank, forcing them to back away. The skirmishers slowly advance, with the rest of the angelic army starting the crossing behind them. The fiendish footmen seem helpless before the Sunbow's superior range, but when the benevolent battalion is nearly across, the demonic army rushes forwards, into the Sunbow arrows. Then, to the horror and surprise of the angelic forces, but considerably less surprise to the reader, the grey-skinned spearmen launch a wave of magic missiles at the vulnerable angelic army. Wyverns, who had been sent to distract enemy archers and mages, are knocked out of the sky by squads of spearmen throwing magic at them, and they pull back to the side of the river without thousands of people throwing things at them.
As in the mountains, the angelic host is devastated, more so for having been caught mid-crossing. The demonic commanders order their lackeys forwards, charging into the water to cut down the frazzled foe. The angelic army is given somewhat more time to react than in the mountains, however, as the river, while shallow, still slows down the demonic charge. The skirmishers manage to weave their way past the rest of the army, and enough angelic spearmen gather to block the demonic charge. They are battered by CHADS, whose superior strength and size makes wading through the current slightly easier, and then by the grey-skinned spearmen, who likewise are slightly better suited to aquatic warfare- although both sides suffer, the demonic side suffers slightly less.
The river runs red with blood, and corpses clog the banks, while the melee pushes back and forth. The demonic side seems to have an advantage, as the barrage of magic knocked the angelic host down a peg or two, and the Song of Soothing is not enough to restore the morale of the shaken soldiery. They do have a ranged advantage, as in addition to the skirmishers, their casters are augmented by figures in white and gold robes, who appear to be more competent than even the demonic Warcasters. Nevertheless, it seems things are bound to go the Demon's way.
But what's this?

She had crossed the river a few miles upstream the day before. With her were two squads of the best Skirmishers she could muster. They had managed to avoid the Demon's eyes in the sky, by creeping along the river bank, hiding in vegetation whenever anything crow-like appeared in the sky- her enhanced vision letting her spot them before they could spot her. It was a risk, but it was one she was willing to take- for Heliel, for the world!
Now, as she sensed a tipping point was near, she emerged from her hiding spot, and flung her hooded cloak to the ground, letting her shining silver hair blow in the wind, and her glowing skin offer a beacon of hope to her struggling comrades. As her fellow Sunbows followed suit, she nocked an arrow, drew her bow, and let the power of light flow through her, into the arrow. She let it fly, and not even bothering to check it hit its target (it did), nocked another.


Without warning, a mysterious figure, accompanied by a score of Sunbow Skirmishers, emerges to the rear of the demonic army. Shining like the sun, she unleashes a hail of burning arrows into the backs of the demonic archers and acolytes, and even puts one through the skull of a CHAD fighting in the middle of the river (considerably outranging her fellow Sunbows). This surprise attack sends a wave of confusion through the demonic ranks, causing their lines to falter. Their rivals, on the other hand, are emboldened, and push forwards with renewed hope.
Although they are shaken, the wicked warriors do not break, and the Silver Markswoman's manoeuvre loses some potency as the surprise wears off. However, the angelic officers order forth the wyverns once more, who brave arrow and magic to swoop low over the demonic ranks, whereupon they... perform an action that could charitably be called singing, but would more accurately be described as roaring semi-melodically. The tune is reminiscent of the Song of Soothing, but where the Song reassures, the wyvern's music is depressing and stressful. Despite the music's somewhat crude nature, it seems to be somewhat catchy, and the demonic soldiers closest to the singing wyverns find themselves humming along. The wyverns, song finished, retreat with haste- fleeing east with no signs of stopping. The affected demonic soldiers, already somewhat confused and shaken, lose their nerve entirely, and start to retreat. This compounds the existing confusion, allowing the angelic host to overwhelm their rivals, pushing them back further. As the handful of fleeing soldiers are joined by more and more, the demonic commanders opt to cut their losses and order a retreat, before the entire army routs.
They pull back to the bank, sending a squad of CHADS to chase away the Markswoman and skirmishers, and lock shields on the shore. The angelic officers, though emboldened, know that with their rivals on solid ground, they will not be able to push out of the water, considering their losses so far. They likewise retreat, and hold the bank.

In the coming days, both sides make a few probing attempts to cross, but it appears that neither has the fighting strength needed to push through, and a stalemate develops. Progress will have to wait until next month.


Neither side makes progress in Xa-Nam.



Lesimor
An official proclamation from the (still enthroned) King announces that he will return the law to the streets of the capital. Whether it is a genuine desire, or merely a political ploy, the King is too busy with court politics to actually pay much attention to the matter- but increasing the city watch's budget and a few high-profile hangings improve the situation somewhat, and more importantly the gesture emboldens those struggling against chaos and corruption.
Meanwhile, a newcomer to the court falls afoul of Lesimor's cut-throat politics, saying the wrong thing to the wrong person and ending up imprisoned- but manages to escape within a week, to the frustration of those responsible for framing him. The expanded watch roster proves incapable or unwilling of stopping the ongoing strife in the criminal world, as numerous folks show up dead, and shipments of Bootlegger's Bounty run down the gutters.

The two largest institutions in the Scholarly Towers- commonly referred to as Green University and Orange University-, announce a 'friendly' competition. The leaders of the two appear in public shaking hands, but there is no mistaking the tension between them. There is some concern that this rivalry may be related to a series of murders, with masked figures found dead, sometimes along with a person of extraordinary beauty.

An administrative error leads to soldiers pay being delayed in the Fortified Frontier. Fingers are pointed in all directions regarding who's to blame, but meanwhile the soldiery are frustrated and distracted. There is a slight increase in the amount of Bootlegger's available in the province, as cases of arson decline slightly.
      

   
Dolgoth
The King of Dolgoth takes a holiday, at the advice of his closest and most trusted allies. He departs for his summer palace in the east. As soon as he is gone, his allies set about shuffling the positions of power, demoting those who are actually out to get the King, and restoring those who were demoted during the King's bouts of paranoia to their former roles. This has little effect on the day-to-day operations of the Ostentatious Capital, which sees a curious struggle- people (important ones) are forced to choose between attending glamorous fiestas where the Bootlegger's flows freely, or the equally popular sermons by a firebrand preacher, her words instilling a sense of hope and love in the listeners.

A small but not insignificant battle is lost in the Wartorn Wastes, with Dolgoth's armies forced into an ignominious retreat, ceding a fortified port to the Southern Realm. This event leads to renewed talk that perhaps the war cannot be won, and the kingdom should pursue peace- although not too loudly, for the political officers are still about, and frown on such unpatriotic sentiments.

A large fleet of ships sails into the harbour of the Trade City; a convoy that set of for distant lands many months ago, laden with goods. People line the docks, hoping to be first to hear about the fate of the voyage, for such knowledge could determine the market conditions for months to come. The news spreads quickly: the voyage was a great success! The ships' holds groan with the weight of bullion and spices carried. Those who invested in the venture celebrate with abandon, and those who didn't congratulate them all the same, for such a windfall will benefit the entire city. Enmity is set aside, for the moment at least, as faith is restored in the current system.
      

      
New stuff:
This month, Heliel unveiled a remarkable piece of enchantment work, in the form of the Sunbow. A recurved bow made of laquered hardwood, inlaid with golden glyphs, the enchanted bow doubles the force imparted upon arrows fired with it, and can additionally cause the arrowheads to glow with supernatural heat (though not for every shot). These enchanted weapons are wielded by Sunbow Skirmishers, who, as the name suggests, have been trained as skirmishers, capable of quickly crossing the battlefield to provide support from unexpected directions.
A related development is the Silver Markswoman, an expert archer who was the victim/benefactor of a fluke accident in the Sunbow's creation, resulting in her infusion with the power of light. Now, both her hair and skin glows, her eyesight is improved, and she can wield a Sunbow with greater efficacy than her peers. She is also solar-powered, becoming more energetic when exposed to sunlight, and drowsy in the dark. When travelling, she wears a hooded cloak to conceal her glow. She is no better at melee combat than the average soldier, but is a far superior archer, and serves as a leader to Sunbow Skirmishers.
Unfortunately overshadowed by the demonic Uruks, the Angel's Voices are casters who are more capable than Warcasters, and more numerous too... but they had no Uncommon spells to use in battle, and their increased volume of magic missiles didn't really stand out.
Wyverns were taught to 'sing' the Refrain of Regret by modifying their air-blast ability. Unfortunately, they are heavily affected by their own song, and will thus flee immediately after using it, but they can demoralise a squad or two of enemy soldiers in the process, potentially turning a wavering soldier into a fleeing one.
Heliel also attempted to unlock the secrets of eternal youth for her followers. This... sort of worked, extending the lifespan of her followers, but the attempt to simultaneously develop a temporary version to be sold as a service failed.

Magoc got around to training his forces to fight together properly, the new Coordination Drills allowing his commanders to use formations and tactics previously not applicable (although individual skill at arms was not addressed).
In addition, some Acolytes were trained as Keepers of Desire, elegantly dressed fighters intended to serve as bodyguards to Consorts of Desire and other important figures. This was not extremely successful, hence their efforts being classified as 'Mediocre Guarding', but it's a lot better than nothing.
...oh, right. One other thing.
The Demon, through a culmination of many efforts, managed to develop a mutation that can be applied to all non-caster combatants. The resulting 'Uruks' are grey-skinned, flat-faced, hairless beings, somewhat stronger and tougher than a normal human. But, perhaps more importantly, every single one can cast magic. It is a fact well known to those who know it well that not everyone has the capacity to use magic, but the Demon's Draughtsmiths managed to subvert that, adding an artificial 'magic lobe' that can be 'programmed' with the ability to cast a fixed spell. They are worse than Acolytes, both in strength and skill, and they can only cast a few times an hour at most, but still. The impact of hundreds of magic missiles striking at once is, as seen, enough to devastate any foe. Uruks are slightly less numerous compared to regular cultists, but do not otherwise modify rarity.



Spoiler: Angelic Equipment (click to show/hide)

Spoiler: Demonic Equipment (click to show/hide)
« Last Edit: April 06, 2020, 02:59:36 pm by NUKE9.13 »
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