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Author Topic: Chiaroscuro 2  (Read 2868 times)

NUKE9.13

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Chiaroscuro 2
« on: April 21, 2022, 03:49:42 am »

Chiaroscuro 2: Eldritch Boogaloo



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 2. 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 (in color=transparent), so you can search that to pull them all up.



And now, the rules. Divided into spoilers for ease of reading.



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

Spoiler: Unit Rarity (click to show/hide)

Spoiler: Strategy Phase (click to show/hide)

Spoiler: Tokens (click to show/hide)

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




Spoiler: The Map (click to show/hide)
« Last Edit: August 24, 2022, 03:23:45 pm by NUKE9.13 »
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NUKE9.13

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Re: Chiaroscuro 2
« Reply #1 on: April 21, 2022, 03:50:13 am »

Lore & Setting
As mentioned, this game uses the same setting as previous games I ran (Demonhood, Demonhood 2- and of course Chiaroscuro the first). 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 all of them (even though the first is over ten years old), so feel free to read them if you want some inspiration.
If you don't want to read through three 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 that only the two spoilers marked "Important" are... important. The rest are useful, but not crucial information.


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: Important: Technology (click to show/hide)

« Last Edit: April 21, 2022, 05:12:53 am by NUKE9.13 »
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NUKE9.13

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Re: Chiaroscuro 2
« Reply #2 on: April 24, 2022, 02:57:30 am »

Turn 0
In the north, the faith and good spirit of a village of goatherds and fishermen brings forth an Angel:
Quote
Name: Muu
Appearance: Muu's large form is that of an interwoven mass of flesh, stretched over thinly by an almost elastic, pale blue and red skin. Her body shape gives off the illusion of a 'shapely' figure, thinner at the midsection but widening out at the "chest" and "hips". She possesses one pair of arms that splits at the elbow into two or more forearms depending on the task at hand, and where legs should be is an interlocking mass of tentacles that, when she remains upon the ground, support her body in such a way they almost give the impression of a large ballgown.

Her head is the most distinct part of her, a mask of featureless bone that stretches all across its front and sides, concealing whatever features may have been there completely, with a pair of bone plates that stretch out from the sides and curl forward to form a crest that gives the appearance of tusks or horns. Long tentacles writhe out from the open back of the skull in a way that would imply long, flowing hair, which can split open at the tips to reveal small maws containing yet smaller tendrils, which lash about erratically and dangerously whenever exposed.

In the south, a foolish summoner bites off more than he can chew, accidentally creating a fully-fledged Demon:
Quote
Nar-Carok, the Death of Suns

Nar-Carok, a demon of ruin and blasphemy. Perverter of life and light, sunlight is swallowed by a dark aura conceals his true, incomprehensible form. But the glimpses do enough to fuel the nightmares of men. Orbs of dark fire dance where eyes should be, teeth glitter in a devouring maw. His flesh is ruined, burned by fires hotter than any produced by mankind, scorched and oozing corruption. His voice is poison to the ear, the promise of a destructive depravity.
 
Above his form rests his crown spun forth from a dying sun, a twisting filament of living star-stuff, turned black with corruption.
 
Those who worship Nar-Carok know they are damned, have recognized the corruption in their very souls. They know the Light condemns them, but they rebuke it, reveling in their power and independence. For they worship a fallen noblity and power, the death of those that condemn them. Even the disregard of their master effects them little. Each sees themselves as an inheritor of the Demon’s power, once they prove their mettle. For theirs is a ruinous pride, that of the cultists of Nar-Carok, a pride that would see the very sun and all that is holy broken at their feet.

Both now look across the lands between them, considering their options for conquest or infiltration.

« Last Edit: December 26, 2022, 03:54:05 am by NUKE9.13 »
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NUKE9.13

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Re: Chiaroscuro 2
« Reply #3 on: April 24, 2022, 07:33:21 am »

Quote from: Knightwing64
Uhh, why does muu’s appearance feel more demonic then ours?
Both Angels and Demons are eldritch beings- incomprehensible to mortal minds. Angels are Good, but they needn’t be nice.

Quote from: Discord
Kashyyk — Today at 11:02 AM
I worry a little that "Rolling Hills" and  "Vast Steppe" might have a lot of overlap for optimal designs, otherwise seems good though
There are differences between the two, but perhaps you are more concerned that the other four are very different. Cavalry might seem ineffectual outside of the centre, for instance.
However, if you choose the battlefield, cavalry could be used in all six. Cross the fjord faster, disembark and mount up before the enemy gets there. Force the enemy to cross the upper plateaus. Stake out an elevated area in the marshes. Clear out some rubble, or fight in front of the walls.
The same principle applies to other unit types- while their efficacy may vary based on terrain, it is rare that a unit will be rendered useless.
« Last Edit: April 24, 2022, 07:50:11 am by NUKE9.13 »
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NUKE9.13

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Re: Chiaroscuro 2
« Reply #4 on: May 02, 2022, 01:11:13 pm »

Turn 1 - Mid Spring
TURNTURNTURN
In the seas west of Thpenos, a caravel slices through the waves at a steady clip. It carries a cargo of spices, tin ingots, a hundred barrels of flour (each with a false bottom containing bricks of Nogranian Moon Sugar), and one weathered old man. Said old man is leaning on the prow, watching clouds gather in the distance. A sailor approaches him.
"We'll be able to see Thpenos soon, sir. But you might want to get below deck- there's a storm coming."
The old man calmly stuffs tobacco into his pipe, before lighting it with a snap of his fingers.
"You have no idea, son."




Western Protectorate - Vast Steppe
In the grand tent of the Viceroy of the West, a feast is held. It is, after all, the birthday of the second son of the third prince of the Silver Palace- a cause for celebration, irrespective of the fact that given the extensive nature of the Imperial family such events take place several times a month. This particular feast is perhaps a little larger than normal, as it happens to coincide with the fifth anniversary of the Viceroy's tenancy, for which the Emperor has allowed a brief acknowledgement to be held. In between an extensive toast of the third prince's second son's mother and a lengthy prayer for the wellbeing of all residents of the Silver Palace, the Viceroy thanks his underlings for their loyal service, bestowing upon them modest gifts befitting his position- a silk robe and gold broach for each attendee, and a stable of fine horses for each of his seven ministers.
The minister for war accepts these gifts with a forced smile, not sharing the thought that the gifts could've bought the service of a hundred horsemen, which would scratch the surface of being able to properly patrol the Protectorate's borders. He won't even be able to share his gift horses with his own underlings, because he will be expected to send them to the capital for the first prince's birthday next month.


Meanwhile, a long way away- but still in the Vast Steppe (it's big), two small armies converge (neither numbering more than a thousand individuals). Shambling and skittering towards each other, both are determined to see the other crushed. Neither has much by way of enhanced scouting, mobility, or skirmishing- it will be open battle that decides the victor.

Amidst a sea of grass, near a spring feeding a small stream, the armies meet.
To the north, Muu's followers line up for battle. On either flank are Cultist Spears- their shields and spears alike having a peculiar bone-white hue. Between the spears is a (relatively) large horde of shambling figures, many with limbs replaced with tentacles, all with vacant stares and an unhealthy palour. Close observation would reveal no breathing taking place- these are undead warriors. Though their gait is awkward, they move in curious unison. Behind them are Cultist Archers and Acolytes, whose equipment appears unmodified.
To the south, Nar-Carok's followers line up in turn. They too have arrayed Cultist Spears on both flanks, although their left flank has more, with the right flank bolstered by a group of skeletal warriors wielding glaives and battleaxes. Between them is a horde of short creatures wearing skull helmets and tunics laced with bones. Beneath this makeshift armour is patchy fur on body that resembles a giant bipedal rat. The majority wield little more than knives and daggers, though interspersed amongst them are a handful wielding staffs topped with a giant-rat skull, who constantly screech what are presumably orders or encouragement at their brethren. Cultists Archers are arrayed behind the front, along with a lower proportion of Acolytes than the Angelic army brings.

Neither side appears interested in complex manoeuvres, and after sizing each other up from a distance, they both advance forward. Archers open the battle with a volley of arrows on both sides. Both sides deploy wards to block some of the incoming missiles, although the angelic side's wards are both more numerous (due to the higher number of Acolytes), and more effective at blocking.
The demonic side advances more rapidly now. As magic missile range is entered, the angelic Acolytes shift from a purely defensive role to also firing volleys of magic at the oncoming enemy. Demonic Acolytes remain primarily focused on defense- though the handful of magic missiles they do fire off pass through the angelic wards like they aren't there. The skittering horde of rat-folk take noticeable losses to the ranged assault, although they continue to advance as the staff-wielders' screeching becomes more frantic. Demonic spearmen lose a few shields to magic missiles, and the skeletal warriors on the demonic right (who lack shields, and have only tattered scraps of armour) take noticeable losses. Especially noticeable is when one (which an eagle-eyed observer might note is unarmed) takes a magic missile to the skull and promptly explodes, waves of dark energy and shards of bone knocking down several of their comrades- though their advance is not slowed by these losses.

The rat-folk are first to make contact, charging into their undead counterparts. They stab and slash at the parts of the shambling warriors they can reach, causing wounds that rather than bleed begin to leak water. For their part, the shamblers swing at the rat-folk with clubs and tentacles, which when making contact shatter the fragile bones used for armour and crush the rat-folk wearing it... but the slow and clumsy attacks of the shamblers do not make contact very often with the small and extremely cautious rodents. With the staff-wielding rat-folk driving their brethren onwards, the shamblers begin to fall- drained of water, or struck in some vital internal organ, they collapse to the ground (though until that point they fight on heedless of injury). A few of the rats disengage, those who take a blow and miraculously survive scampering away as fast as they can, and even some who are uninjured backing away- until they are shoved back into the fight by the staff-wielders.
Meanwhile, on the demonic left (angelic right), the clash of spears favours the angelic side. Though the demons deployed slightly more spears here than the angels, casualties at range narrowed the numbers advantage, and the angelic spearmen's equipment proves somewhat superior. On top of this, the angelic Acolytes provide wards that patch up any gaps in the angelic formation, giving their spearmen a chance to catch their breath before returning to the fray. While not a one-sided slaughter, the demonic cultists are definitely on the back foot.
On the demonic right, however, the presence of the skeletal warriors proves pivotal. Before the lines make contact, some of the skeletons (the unarmed ones) break off from the rest, hurling themselves with remarkable speed into the angelic spears. Some even leap over the braced defenders, landing in the midst of hostile cultists- who, obviously, cut the unarmed attackers down quickly. This proves to be a mistake*, as the almost visible auras of hatred that suffuse the skeletons flares up with every strike they take. Soon their ancient bones are overwhelmed by the unchecked loathing, and their bindings disintegrate explosively, shredding any angelic spearmen next to them. Though few in number, these suicide strikes shatter any cohesion the angelic formation had, giving them no chance of effective resistance as the remaining skeletons charge in. Though several of the (armed) skeletons are slain (without explosive results), thanks to them having seemingly no interest in blocking or avoiding attacks, the majority survive by dint of killing the angelic spearmen before they can strike back. When the demonic spearmen catch up, there is little for them to do but finish off the wounded.
The skeletal warriors do not stop there- their aggression cannot be contained, and they continue into the angelic back lines, carving through archer and Acolyte alike. Even with their more effective wards buying some time, the angelic cultists realise the battle is lost, and sound the retreat.

The angelic right is able to disengage cleanly, while the shamblers in the center spread out to engage with as much of the demonic army as they can, buying time for the living to escape. Though it does not take very long for the last shambler to be put down, by then the angelic forces have regained some semblance of organisation, and have gained a head start in running north. Some of the rat-folk chase after them, but without the rest of the demonic army to back them up, their confidence fails in the face of angelic resistance.
Nevertheless, the angelic army has no hope of fighting again this month- the Vast Steppe isn't rich in locales that offer a terrain advantage, so they simply retreat as far as they can. They consider themselves lucky that their demonic rivals, lacking rapid transportation or superior scouting, can only advance so far- they cannot move recklessly, as the remaining angelic forces could still be a threat to supply lines or troops exhausted from a forced march.

   *Note that not attacking the suicide skeletons wouldn't've saved the angelic cultists, as the mere presence of Good-aligned individuals will eventually drive them to explode.
   
The Demonic Army pushes the front line in the Western Protectorate by 2 segments, bringing their control of the Vast Steppe to 6/8. They receive 1 Wealth Token.



Chegitha - Rolling Hills
The Regent of Chegitha's title is somewhat misleading. For there has not been a King of Chegitha for decades, and he is in fact the fourth Regent in a row. Perhaps in a less honour-bound nation, a Regent would've declared themselves King by now- but the Chegithan people would never accept it. Though their nation is on its last legs, and their royal family scattered to the winds, they remain loyal to the spirit of the Chegithan empire. So it is that the Regent performs his yearly duty, opening the vault containing the Ebony Crown, oiling and polishing it, then returning it to its padded pedestal before sealing the vault once more. The Ironheart guards stoically resume their vigil, and the Regent returns to his humble quarters, to oversee what remains of the Chegithan bureaucracy. If he knew that his nation had been invaded on two sides by eldritch forces... he would probably just sigh, and add it to the long list of hardships to deal with. Poor Regent.

The angelic army is camped in the ruins of a hilltop village. Their scouts have reported demonic forces nearby, so guards have been posted to keep watch at night. A cultist half-heartedly gazing into the darkness hears something behind him, and turns- to see his friend bringing him a hot drink. He gratefully accepts the mug, as his friend informs him that it is time to change shifts. Moments after he says this, a figure emerges from the darkness. Not in the sense that it walks closer to the light, but rather that it fades into view whilst stationary. The two cultists are too shocked to react- and moments later, their opportunity is gone, along with their throats. Soon after, screams emerge from the angelic camp- but by the time the majority of the angelic cultists are roused and ready to fight, the intruder has gone, leaving several corpses in his wake.
The next night, the guard is doubled- to no avail. The unseen terror carves a bloody path through the camp again. The night after that, the undead warriors accompanying the force are set in a circle around the camp, a wall of flesh to bolster the living guards- and while this does hinder the intruder somewhat, he still manages to cut through several of the undead before retreating.
The angelic cultists realise they have to engage their demonic counterparts soon, or risk being whittled down to nothing.

The demonic army gives the angels the runabout for a few more days, but eventually allow them to approach- having taken a stand on an imposing hill, it is an unenviable position for the angelic force to attack, but they have little choice. The formations used are similar to those seen in the Vast Steppe, with the primary difference being the attrition the angelic force has suffered leaving them somewhat outnumbered.
Archery initially favours the demonic cultists, as their height advantage allows them to fire volleys before their counterparts, but as in the Steppe, a higher proportion of Acolytes and superior wards on the angelic side allow them to mitigate the damage. Once the angelic archers are in range, the demons quickly change tack, counter-charging down the hillside to avoid being picked off at range.

Melee combat resolves somewhat similarly to the Steppe, except that everything goes worse for the angels. Lower numbers, fighting uphill, and a pale-skinned figure of noble bearing acting as commander on the demonic side (although his actual fighting skills are not especially impressive, he does outclass cultist spears, and he provides a measure of leadership) combine to render the battle hopelessly one-sided. In short order, the angelic force is routed, and while the sacrifice of the shambling undead again allows them to retreat, that is not the end. The demonic army launches a leisurely pursuit- during the day, that is. After dusk, the surviving angelic forces are again set upon by the night terror, giving them no chance to rest, and further depleting their numbers.

In the end, the angelic army- what's left of it- has no choice but to retreat all the way to the Sheltered Fjords. Even without the nighttime sabotage, it is likely they would've been on the back foot, but with the armies so small, a lone Champion was able to cause devastating carnage. Of course, even against a large army, such an effective saboteur would've been a serious thorn, but probably not quite as severe.
   
The Demonic Army pushes the front line in the Chegitha by 4! segments, bringing their control of the Rolling Hills to 8/8. They receive 1 Wealth Token. Next turn fighting will occur in the Sheltered Fjords.
   


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

Thpenos
Gridlocked Polis
At a political rally, a senator openly proclaims that he would sign a pact with a demon if it would end the ongoing gridlock. He later clarifies that he was joking, reminding people that demons do not actually exist, but it does inspire a darkening of mindsets. A ship is impounded after the captain is convicted of smuggling restricted substances- cinnamon is outlawed in Thpenos. Other than that, it seems to be business as usual. But behind the scenes, eldritch forces are at work.

Nar-Carok's agents send a probing message to the aforementioned senator, but it seems he was indeed not being serious, as he does not respond to the veiled invitation to meet with 'alternative solution providers'. However, demonic missionaries do find many converts amongst the lower classes, building a strong base of support. Acolytes make some inroads into the conversion of middle-class figures, but they are too few in number to establish significant connections this month. 0/5->1/5

Muu's agents convince a little known philosopher to act as a Gadfly. While his following is small, he still manages to get himself in trouble by publicly decrying the greed and corruption of the political class. His execution, though not especially well attended, creates a number of die-hard followers (who are soon brought into Muu's cult), while causing the senator who attended to reconsider her opposition to the philosopher's message of kindness towards fellow citizens. She goes on to broach the idea of a more benevolent approach amongst her fellow senators, though their recruitment this month is certainly not viable. Meanwhile, several districts are seeded with Worms of Muu, providing angelic cultists with friendly recipients for their proselytising. 0/5->1/5

Bountiful Quarries
Blood stains the dust in the largest quarry in the region, as an overseer (who was especially despised) is found murdered- tortured and mutilated. The workers responsible are soon identified and executed, but it is symptomatic of vicious bloodlust amidst the workforce. Upper management remains unconcerned- the mood of the workforce ebbs and flows, and a little bloodshed never hurt anyone. Well, not anyone important.

While some violent workers take matters into their own hands, many are still amenable to more peaceful methods. Several mining towns are targeted with Worms of Muu, creating bastions of harmony within the province, which are soon folded into the angelic cult. Additionally, a prominent worker-rights advocate is en-Gadflied (that's a real word, trust me), and successfully provokes the authorities into having her executed- an event that drives many workers to take up her cause, while shaking the resolve of many an overseer. 1/5->2/5

Though there are not many demonic missionaries present, and only a handful of acolytes, the general sentiment of the province this month is conducive to their activities. While their efforts are stymied in towns affected by Worms of Muu, and the dramatic execution of the angelic Gadfly shifts sentiments some, a small network of converts is established by the end of the month. 0/5->1/5

Restless Satrapy
The local governor, in a drunken stupor, announces loudly at a feast his disdain for Southern people. Despite efforts to cover this up, the news spreads quickly, and the anger of the local population markedly increases. Rebel recruitment spikes, and even ethnic Thpenians despair at the blatant disregard for the local people. If one was seeking to recruit dissatisfied people into some sort of secret cult, now would be the perfect time to do so.

Nar-Carok's agents indeed find that it doesn't take much to convince the denizens of the Satrapy to convert- they are able to rake in scores of lower-class converts, while acolytes focus on slightly more prominent individuals; landholders, patrolmen, and a number of folks who Definitely Aren't With The Rebels (TM). Nar-Carok, present in the region this month, goes one step further, taking advantage of the widespread chaos to infiltrate a rebel stronghold, recruiting a number of their higher-ranking members. He also entices a handful of Thpenian administrators who are unhappy with the way the province is governed. While Nar-Carok offers only empty promises, the use of Dark Empathy ensures those promises are exactly what his targets want to hear, and his Dark Seduction can be used to convince them to ignore the plausibility for a while. HOWEVER, promises cannot remain unfulfilled forever without consequence- Nar-Carok will have to find ways to satisfy those seeking change, or else risk losing progress in the coming month, as such a perfect storm is unlikely to be repeated. 1/5->3/5

Though goodwill is not front and centre in people's minds, the general atmosphere of dissent means the handful of angelic missionaries in the province find many willing to 'betray' their corrupt masters in service of Muu. It was not possible to organise a Gadfly operation, given the lack of resources. 0/5->1/5



Xyrania
Schism'd Capital
The Shah announces a bold new program to repair the North Gate. Nobody cares, as the North Gate is the one gate in the city with no religious significance one way or another.

Angelic agents seed Worms of Muu in several mahallas in the city, successfully establishing friendly communities that provide easy converts and support. A Gadfly is recruited who decries all sides of the religious conflict, claiming that the gods care not how they are worshipped, only that their worshippers are kind and generous. His execution causes some to re-evaluate their stance, further bolstering angelic recruitment. 0/5->1/5

Though occasionally frustrated by folks affected by angelic efforts, demonic missionaries still manage to build up a basic level of support in the city. Dark Seduction wins over a few stubborn folks, while others are eager for a way out of the constant religious strife. 0/5->1/5

Raiders' Roost
An archer, a berserker, and a pyromancer walk into a tavern. They go up to the bar and ask for a straight shot, a bloody mary, and a Satrapish cart bomb. This is considered mildly amusing, and is the most talked about news of the month. There is also a crazy old guy constantly ranting about the dangerous avarice of adventurers, but that's less interesting.

Muu's agents are low in number here, but they are bolstered by Muu herself. Several communities are graced with Worms, and Muu personally elevates a penniless hermit to Gadfly-hood. His proclamation that the greed of adventurers is destroying the moral fabric of Xyrania... don't meet as hostile a response as hoped. Adventurers don't really care about public opinion as much as some other people. Nevertheless, he is eventually able to make such a nuisance of himself that the local authorities have him put to death just to get him out of their hair. It isn't as dramatic an event as elsewhere, but being personally empowered by Muu, the small crowd that does witness his death experience revelations that make them easy targets for angelic missionaries (and hard for demonic ones). 0/5->1/5

Nar-Carok's agents have their efforts somewhat stymied by Muu's actions, but are still able to win over a fair number of middle-class folks who were unaffected by her Worms or Gadfly. In a few instances, they run into trouble when Dark Seduction fails- not due to the influence of Good, but due to protective talismans, which are markedly more common in the region than elsewhere. 1/5->2/5

Pirate Haven
Pirates raid a coastal town. While coastal raids are not unusual, they tend to target smaller villages- this was a larger-scale operation that highlights just how ineffectual attempts to combat piracy have been. Fear builds in the population, and trust in the government declines.

With fear running high, many are willing to turn to an angel for assistance, and Muu's missionaries rake in plenty of converts, including town notables and even some folks who are... let's say pirate-curious. A Gadfly is raised up who blames the pirate problem on the wickedness of the local government- a suggestion that successfully gets him hung alongside several pirates, which drives many to wonder if he might've had a point (including some in the government). A few coastal towns are targeted with Worms of Muu as well, ensuring the foundations of angelic support are sturdy. 1/5->2/5

Though there is room in people's hearts for morally dubious sources of protection, the handful of demonic agents in the region are unable to make the most of this opportunity- though a few converts are found, they suffer one too many run-ins with folks who are stubbornly Good due to the influence of Worms or were convinced by the Gadfly's plight. 0/5



EVENT - The Merchant
Nobody saw them arrive, but a merchant has set up a stall on the outskirts of Tendril Village... and the Buried City. If there were anyone who could visit both, they would be surprised to realise that the stalls are identical- in appearance, inventory, and operator. It is a rather barren stall, with only three items on display. The man tending the stall introduces himself as simply "The Merchant", and refuses to answer any questions. Attempts to dislodge him- by word, force, or magic- fall short, the man entirely unfazed by the might of an Angel/Demon.
The only thing he will say is that he brings a gift to both you and your rival. While you are free to refuse this gift, you would be a fool to give up an advantage when your rival might be less hesitant- and while the Merchant is inscrutable, your instincts tell you he is not lying. The items on display appear humble at first- a branch, a vial, and a broken shackle-, but all three thrum with great power.

Pick one. If you both choose the same one, the Merchant will keep it, and give you one of the remainder at random. Otherwise you get the one you picked. The resultant Mythical Token can be spent in a Design Phase to provide a bonus design (using the item in question), the product of which is always Unique. You could convert its essence into a unique monster, or fuse it into a unique artifact, or use it to entice an aspiring Champion to your cause... whatever you want. So long as there is some connection to the item, anything goes.

You must make your decision during the next Strategy Phase. The choices are:

-Treant Branch
   At first glance, this is an ordinary tree branch. Closer inspection, however, reveals lingering traces of animation, and wood that is flexible, yet abnormally hard. Treants are said to be neither the creation of Angel or Demon, but the work of mortal Druids- mysterious mages who can tap into the vast power of nature. 
-Truesilver Extract
   This glass vial contains what might be confused for quicksilver- it is silvery, it is metallic, it is fluid. Yet where quicksilver has some modest magical and medicinal properties, Truesilver outshines it by several orders of magnitude. Depending on how it is processed, it can be used for medicine, monster slaying, or scrying fate.
-Broken Shackle of Jilganheim
   An iron shackle, with a short length of chain attached. The shackle has been broken- a piece has been snapped off-, rendering it useless. This damage was dealt by Jilganheim, God of Chaos and Freedom, and traces of his mischievous energy remain.
   
   
MINOR EVENT - Angel Investor
Someone seems to have noticed the beginning of the war between Muu and Nar-Carok- and is alarmed by Nar-Carok's early successes. An enchanted chest arrives in Tendril Village, though no one is quite sure where it came from. The inside is stuffed with gold coins minted in the four nations- unmarked, non-consecutive. Attached is a note explaining that the contents are free for Muu and her cult to use- but that the chest will eventually retrieve an equal amount of wealth and vanish, when the sender feels Muu can afford it.

The Angel Team receives 1 Wealth Token. At some point in the future, I will withhold a Wealth Token they would ordinarily receive to repay the loan.



What have we learned
As the dust settles, both sides of the conflict consider what they have learned about their enemy's roster.

Angelic Advances
Muu alleviated her followers' fear of death, by offering existence beyond it- as a Sea Servant. Fallen followers are anointed with fish oil and submerged in water, where- provided the deceased consents- the soul is merged into a collective consciousness, and the body transformed into an undead entity capable of continued service. Tentacles replace damaged limbs, blood is replaced with brine, and internal organs metamorphose to support the shambling corpse. These Sea Servants are stronger than the average human, but clumsy (especially for those with a higher proportion of tentacles) and slow to react (as the hivemind takes time to process orders and information- though Muu's personal presence allows her to take direct control, improving reaction times). They are easier to 'kill' than a human, as their new organs are vulnerable, and the brine in their veins will drain faster than blood- but they feel no pain, and so will fight on despite injuries until their bodies fail. A 'dead' Sea Servant that is returned to the water in time will slowly regenerate, provided the damage is not too severe (this can take several days or weeks ((and is partly just an explanation of why they don't run out))).
Sea Servants are also used for brute-force manual labour, which has provided Muu's cult with a modest surplus of resources. 

Muu also established the Forge of Cleansing to arm her cultists. Water from a tidepool that acts as a wellspring of Good is blessed with magical properties, then channeled to shallow pools in forging stations. Materials, both metallic and organic (but not living) that are submerged in these pools become malleable, allowing them to be shaped as if extracted from a furnace. This makes working with iron easier, but also enables the fusion of bone and wood into an easily worked amalgam (though it took some practice for craftsmen to become capable Bonesmiths). Her cultists basic equipment has been improved, while the Forge also has the potential to make enchantment work easier.

In regards to influence, Muu made some microscopic improvements. See, because they're tiny parasitic/symbiotic worms. Worms of Muu are spread in egg form by her cultists, and when ingested by a human will hatch, and begin to influence the host. The Worms help the host identify opportunities to do Good, and reward them with a pleasant feeling for doing so. Failure to take these opportunities, however, will lead to a worsening feeling of malaise, until the Worm finally starves (having been deprived of Good energy) after a week. Those who are already tainted with Evil will flush the Worms out without feeling much at all.
Those who do Good under the Worm's influence will additionally exude the Scent of Good detectable by fellow hosts, drawing them together into harmonious communities. Muu's cultists find themselves warmly welcomed by these people, while Nar-Carok's agents find it hard to make inroads into the self-reinforcing network of Good. A small mercy for Nar-Carok is that the Worms cannot reproduce, so distribution is somewhat limited.

Another act of Muu was to empower Gadflies- people with a bone to pick with an unjust society, who are willing to lay down their lives to make a stand. By training these individuals in rhetoric and infusing their body and soul with emotion-amplifying hexes that trigger on death, a Gadfly's public execution turns from a minor event into one that will leave a permanent mark on all who witness it- wracking the perpetrators with guilt, and driving sympathetic bystanders to stand up for the Good cause themselves. Even without the opportunity to give a speech (if they are assassinated on the street, say), a Gadfly's death will still affect all who witness it (though to a lesser degree). (Also this had two Emergency Fixes applied- one to make heartless witnesses more susceptible, another to ensure some effect even without a speech)

Finally, Muu engaged in frequency-tuning of Novice Ward, creating Ymis Ward, which can (in addition to the normal Novice Ward behaviour) be tuned to block only physical or only magical attacks- though it is not possible to use the two opposites near each other, as interference between them would cause both to fail.
 
Demonic Developments
Nar-Carok engaged in somewhat more traditional necromancy, raising the skeletons of long-dead warriors to fight again. Those Who Remember are not just any reanimated skeleton, though- they are the bleached bones of long-dead warriors, whose hatred of Good was so strong that traces of their spirit still linger after thousands of years. In a ritual, these fragments are merged into a amalgamated consciousness- one whose overwhelming focus is hatred, but also retains the skills of the ancient warriors. Equipped with a two-handed weapon (of modest quality) and whatever scraps of their armour remained intact over the millennia, they are extremely eager to enter the fray- so much so that they neglect their own survival in favour of relentless offence. Their survival is made slightly more likely by the fact that their aura of hatred is so enduring it will actually hold bones together even if a few are broken, and the fact that their enhanced strength, large weapons, and surprising skill mean few foes survive first contact.

An offshoot of Those Who Remember, Those Who Recall dial the hatred up to eleven. So potent is their loathing for Good that their skeletal form can barely contain it- and when surrounded by Good-aligned individuals and/or struck by their attacks, it actually can't contain it, causing the Recaller to go up in an explosion of hate and Evil. Unarmed, their sole purpose is to jump into the middle of enemy formations, to which end they will attempt to avoid ranged attacks- because being struck one too many times will result in a premature explosion that at best causes no damage to the enemy, and at worst causes friendly fire.

While skeleton berserkers smash face, Ratmen slash shins. Once ordinary rats, successive generations living in the Wastelands mutated over time into short humanoid creatures. These cowardly scavengers are poorly armed with a medley of flint knives, ancient bronze daggers, and scavenged shortswords, which can cause enough damage to be a threat if ignored. They also take pride in their 'armour', made from an extremely plentiful material in the Wastelands- human skeletons. Though the ancient bones are quite fragile, they are at least able to mitigate the impact of a single strike, which for the spineless (except for those whose armour incorporates a spine, of course) Ratmen make it worth the effort.
Their inbred cowardice is mitigated by the sermons of Skitterpriests, the bravest and smartest Ratmen, who have been forcefully indoctrinated to serve as Nar-Carok's apostles amongst their brethren. By filling their comrades' minds with religious fervour, they leave no room for fear- or at least not enough for them to flee immediately upon sighting the enemy. The din of battle makes it harder for their sermons to be heard, however, causing Ratmen morale to steadily drop once engaged in melee.

On the influence front, Nar-Carok did not beat about the bush- the spell Dark Seduction serves to directly improve the target's opinion of the caster, enticing them into further indoctrination or into providing immediate assistance. Repeated use on an individual will slowly corrupt their personality, rendering them more Evil than before. It can also cause brain damage, but Nar-Carok doesn't care.
By inverting Dark Seduction, Nar-Carok created Dark Empathy- rather than making another person more emotionally receptive, the caster is themselves made more emotionally receptive, allowing them to sense the emotions of others (but does not cause the caster to become infatuated with everyone around them). The Empathy effect is coupled with a weaker, aura-type Seduction effect. Like Dark Seduction, Dark Empathy causes brain damage, so demonic acolytes must limit their casting to a few minutes a day to avoid unfortunate side effects.

Finally, the children of the night make their appearance. Or rather, child of the night- the Vampire Lord stands alone, a Champion of Nar-Carok's dark cause. An ancient nobleman who turned himself into a Vampire and entombed himself to avoid death at the hands of the Angelic forces that razed the Buried City. His particular method of surviving the coming millennia earned him the ire of a god, but it paid off- he was uncovered by Nar-Carok's excavations, and now walks abroad once more. He is undead, and has a number of other weaknesses- for instance, daylight drains his powers, reverting him to little more than a regular human in terms of strength. But at night, his strength and speed become superhuman, and he can blend into the darkness to avoid detection until it is too late, although his stamina is limited, preventing his rampages from lasting much longer than half an hour. His appearance is too horrifying to act openly in mortal cities, but he is familiar with the general bearing and scheming of the upper classes, allowing him to serve as a director of others' efforts.
For instance, he can direct his retinue of Vampire Thralls. Not true Vampires, these cultists have been fed some of the Vampire Lord's blood, granting them a modicum of his strengths (and weaknesses). They are bound to their Lord, and cannot act independently for extended periods, but they do serve as backup in combat and as the eyes, ears, and mouths of their Lord in influence contexts.
« Last Edit: May 05, 2022, 01:35:53 am by NUKE9.13 »
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NUKE9.13

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Re: Chiaroscuro 2
« Reply #5 on: May 02, 2022, 01:11:57 pm »

Spoiler: Angelic Equipment (click to show/hide)

Spoiler: Demonic Equipment (click to show/hide)

Spoiler: Map (click to show/hide)

Quote from: Common question
Why did the Angels have more Acolytes?
Because they had no other Uncommon unit types, meaning all their Uncommon (and Rare) slots were filled with Acolytes, whereas those of the Demons were divided amongst Acolytes, Rememberers, and Recallers.

Spoiler: More detail (click to show/hide)

Quote from: Another common question
No seriously, doesn't Muu seem just as bad as Nar-Carok?
Spoiler: Answer (click to show/hide)
« Last Edit: May 06, 2022, 01:15:03 pm by NUKE9.13 »
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Re: Chiaroscuro 2
« Reply #6 on: May 13, 2022, 11:48:02 am »

Turn 2 - Late Spring
TURNTURNTURN
An old man ambles along the shore. He occasionally stops to poke at one of the mangled corpses left lying upon the sand with his staff. Two younger men follow behind him, carrying a bundle of scrolls and glass orb respectively. The old man stops by one of the corpses, and kneels down to investigate it closer. Unrecognisably charred, traces of magic still linger, giving the air a faintly metallic taste.
"Can it still be stopped?", one of the younger men asks.
The old man shakes his head.
"Some things are inevitable."



Western Protectorate - Vast Steppe
The angelic camp is hard to miss- fortunately, Imperial patrols are extremely good at missing things. Several bright lights form a ring around the tents, with two guards per light keeping a close eye out for any sign of movement. The lights sputter out after about an hour, but are quickly replaced when this happens. This security proves unnecessary- no atempts at nocturnal sabotage occur, and the angelic force is free to operate unhindered.
The same can not be said for their rivals. Their march north is rudely interrupted when patrols and foragers turn up missing. Larger patrols and foraging parties soon discover the issue- angelic cavalry, shadowing their movement. Not horses- that would be far too plebeian for Muu's tastes. Instead, her cultists appear to be riding giant seagulls. Now, a regular seagull is already scary; one large enough to carry a man, with writhing tentacles and extra eyes, is terrifying. Fortunately, they don't seem to be able to fly, although they are nearly as fast as a horse, which is almost as bad on the open steppe.
The demonic army, with their scouting also hampered, simply opts to march north, in hopes of either running into the angelic force, or to entice them into interception. It's not the best strategy, but their options are limited. Fortunately, the angelic army obliges them, moving to intercept before they move too far north. The demonic army, worn down by skirmishes with the giant seagulls, are caught on the march, forced to fight in unfavourable conditions. Nevertheless, they line up to fight- retreat won't improve their situation.

The angelic formation is similar to that used last month (though the numbers are doubled), except that their spears are split into three sections, with one in the centre of their line, splitting the Sea Servant block in two. The gulls hang around the extreme flanks, evidently not seeking to execute a frontal charge.
The demonic formation is likewise similar, though some of their spears are held in reserve, covering the archers and acolytes. They have brought even fewer Acolytes to the field this month than last month, but standing amongst them are a dozen strange figures- covered in bandages from head to toe, bedecked with jewelry and wielding staves, with glowing green eyes.
There is a brief standoff, then the angelic army starts to advance. In response, a dozen demonic cultists drop dead. A bold move, let's see how it plays out for them.

As archers enter range, the role of the bandaged figures becomes apparent. The angelic Acolytes outnumber their demonic counterparts, but the newcomers are evidently also spellcasters, and more skilled at that; they deploy wards that are larger and longer lasting than those used by Acolytes. However, the fact that the angelic Acolytes are using Ymis Ward means they are more effective at stopping arrows, so in the end they still have the advantage.
However, when Magic Missile range is entered, some of the new spellcasters switch over to an offensive role, throwing Missiles at a higher rate, that do more damage on impact. With the angelic Ymis wards tuned to block physical arrows, they do nothing to stop the barrage of magic, and angelic cultists and Sea Servants start to fall in greater numbers than their adversaries.
There is another surprise before the melee begins- a significant number of angelic spearmen take out faintly-glowing bottles, use the attached string to twirl them around, then hurl them at the demonic warriors. Being hit by a bottle won't even cause a Ratman to flee, but when they break, bright flashes temporarily dazzle the victims. More importantly, the liquid sizzles on making contact with skin (or fur), causing painful burns for Ratmen and demonic cultists- and worse effects for the skeletal contingent, whose bones all-but dissolve where the liquid makes contact. Several Rememberers are knocked out of the fight, and two Recallers detonate prematurely, causing further damage.

Ratmen engage the angelic centre. It immediately becomes clear that the Sea Servants have received some improvements, as they move with improved speed and strike with greater skill- though, to be clear, they do not exceed the skill or agility of Cultist Spears. This upgrade serves them well versus the Ratmen, as they are now more likely to actually hit their targets. The Ratmen are still able to cause damage to them, so while it is not the one-sided slaughter of last month, the angelic side does not have a firm advantage. The Ratmen-Cultist matchup is also indecisive, as while the Cultists are more resilient than the Servants, they are outnumbered 2:1, which is always unpleasant.
On the demonic left, the spear v spear matchup is unchanged- the burns caused by the bottles are painful, but not crippling, and though the demonic forces are weary, the Magic Missile advantage has whittled down the angelic numbers. Spear v Servant allows the Servants to show off what their increased strength is good for- wasted on the Ratmen, who would flee after a single hit anyway, against a cultist the heavier blows give an advantage. The Servants also have the advantage of numbers, placing the demonic spearmen on the back foot.
The situation is similar to last month on the demonic right- the Recallers sprint forth, disrupting the angelic formation with their explosive sacrifice, then the Rememberers charge in to hack their foes to pieces. It is not quite as dire as last month- the bottles having reduced the skeletons' strength slightly-, but things still look pretty bad for the angelic side.
In all, the melee is more balanced than last month, but the demonic side still has the advantage. Of course, there is another element to this battle that has yet to come into play.

The mutant gulls, having curved around the demonic formation, now strike at the rear. Demonic archers treat them to volleys of arrows, causing injuries, but not sufficient to stop the charging birds in their tracks. The bandaged casters are a different story, however. Close observation of their regalia would show that the dark gemstones adorning them have gained a curious lustre over the course of the battle. Now, they unleash the energy within, hurling Magic Missiles that visibly brim with destructive potential at the oncoming gulls. A single strike by these empowered Missiles proves enough to shatter the bones of the gull-cavalry, sending bird and rider sprawling. (Incidentally, Ratmen fleeing the melee drop dead as they pass by the casters)
However, there are almost eighty of the gulls, and only a dozen of the bandaged figures. Many survive, and crash into the demonic archers. They peck at them with three-piece serrated beaks, or slash at them with the unnatural claws on their wingtips, while the riders use their spears in a spirited attempt to join in (though in comparison it isn't very effective). Some crash through to the casters, carving through the Acolytes, though the bandaged figures prove remarkably resilient (however, each time they get hit, a demonic cultist drops dead).
The demonic spears in reserve rush to drive the gulls back, and some from the right flank turn back as well. However, in most cases, the gulls are able to disengage and avoid retaliation- the exception being those who drove in too deep, or those who got distracted by the process of eating their victims. There aren't enough demonic spears to cover everywhere, and the gulls are able to pick and choose their battles. They certainly take losses, but the demonic rear is devastated.

On the other side of the field, the Rememberers are also carving into the rear, having broken through the angelic left flank (they took noticeable losses doing so). However, they are not as fast as the gulls, making it easier to respond. Some angelic spears are able to disengage from the Ratmen in order to face them, which combined with the Wards and Missiles of the Acolytes is able to slow their progress. After a while, the Sea Servants realise there is fighting happening behind them, and join the effort to push the Rememberers back. This overwhelms the remaining skeletons, though they fight to the last.
With the threat finally dealt with, attention turns back to the front line. A renewed ranged assault on the Ratmen tips the scales, triggering a mass rout. With their centre collapsing, and several gulls still threatening the rear, the remainder of the demonic army breaks as well.

The surviving gulls make some progress in running down the fleeing demonic troops, but with the battle over they quickly turn their focus over to feeding, allowing the demonic forces to escape total destruction. The angelic army did not come out of the battle lightly (though the demonic army suffered more), and thus maintain a degree of caution as they chase the retreating demonic army south.
While the new demonic spellcasters certainly proved potent, they could not match the value of cavalry on the steppe.
   
   
The Angelic Army pushes the front line in the Western Protectorate by 2 segments, bringing their control of the Vast Steppe to 4/8. They receive 1 Wealth Token.



Chegitha - Sheltered Fjords
Determined to capitalise on their momentum from last month, the demonic army eagerly marches north, in search of a good place to cross the first inlet. Equally determined to stop them, the angelic army gathers strength on the far shore, seeking to defeat the demons and push south. Mutant gulls swim across the water to harass the demonic army, while brightly-lit camps remain vigilant against potential vampiric interference.
The Fjords, of which there are definitely and always have been four, are not a place of sheer cliffs and impassible mountains, but weathered hills. On both sides are several beaches where an army could land fairly easily, and a plethora of abandoned boats- from a time when Chegithan fishermen sailed out of the inlets in large numbers, before the Thpenian navy restricted access to foreign fishing. The demonic army quickly begins to assemble a fleet. Though somewhat hampered by gull raids, they are soon ready to go.
Across the water, Muu's followers face a slight conundrum- though they are informed (by gull-scouts) of where the demonic fleet is being assembled, and how close they are to departure, there are two possible beaches that Nar-Carok's forces could land on. They eventually opt to place roughly a quarter of their forces at each beach, and hold the remainder in reserve between the two, hopefully able to reinforce the target beach before their rivals can fully come ashore.

The demonic fleet sets out on a misty morning, further delaying their detection. Upon sighting sails in the mist, the angelic detachment on the western beach send a gull messenger to alert the main force, and ready themselves to delay the landing.
As the demonic boats approach the shore, archers fire at the defenders on the beach. While firing from a rocking boat is not as effective as firing from dry land, they outnumber their counterparts, forcing the angelic cultists to back away from the water's edge, out of bow range.
The demonic fleet gets as close to the shore as possible, but keel touches sand with several meters to go, forcing the demonic soldiers to get out and wade the remaining distance. No sooner have they entered the water than Sea Servants- lurking beneath the waves- spring up to assault them. Though outnumbered by the demonic troops, they are in their element, while cultists struggle to fight effectively, and Ratmen can barely fight at all. Ranged troops still on the boats pick them off, however, and Nar-Carok takes the opportunity to reveal himself, scything through the watery warriors with a Rememberer's glaive, blasting others with Magic Missiles. The last of the Servants is cleared out, though at a heavy cost to the demonic army- both in terms of lives, and time.

Nar-Carok leads the charge on the beach, where he and his soldiers are met with a smattering of glowing bottles. NC himself avoids the worst of it, blocking the bottles thrown at him with wards, but his skeletal warriors are less fortunate. Nevertheless, the defenders are outnumbered, and significantly outclassed by Nar-Carok. The small number of gulls present serve to slow the demonic advance a little, distracting them with a mixture of feints and actual charges, but are too fragile to fully commit against demonic melee troops.
As the angelic spears are pushed back, demonic ranged units disembark, archers and acolytes wading to the beach, while the superior spellcasters are towed ashore in small rowboats.
At this point, the cavalry arrive. Gulls from the main force charge onto the beach, bolstered by the presence of Muu herself. With greater numbers, their charge is more disruptive, causing the demonic advance to falter. Muu lashes out with spear and tentacle at those nearby, and fires volleys of magic at the wading archers.

Obviously, if Muu and Nar-Carok are on the same battlefield, a duel is inevitable. The two polar opposites are drawn together, carving their way through the other's forces to face off. Nar-Carok permanently shadowy form is augmented with regalia similar to that worn by the bandaged casters, and like them, he uses the energy contained within to augment the magic he fires at Muu. Muu blocks most of it with magically-tuned Ymis wards, though one Missile gets through, leaving a blackened crater on her red and blue skin.
Muu retaliates by hurling several glowing bottles with considerable force and accuracy. Nar-Carok blocks several with wards, and shoots another with a quick Magic Missile. While he avoids a direct hit, several drops of the bright liquid splash onto his body, with corrosive effect (the brief banishment of his permanent shadow drives cultists witnessing the duel to insanity). The bright flashes also serve to dazzle him, giving Muu an opportunity to close the distance and strike at him with a bone-wood spear, causing yet more damage.
Nar-Carok recovers, and strikes back with his glaive. For a few minutes, the two duel with weapon and magic, neither achieving the upper hand. But the gulls begin to be pushed back as more of the demonic force reaches the beach, and Muu eventually opts to retreat before concluding the duel.

Nar-Carok has little opportunity to celebrate his victory, however. The rest of the angelic reserves begin to arrive on the beach, fresh and eager. Nar-Carok considers his own forces- tired, depleted, not in formation-, and determines that victory is out of reach. He makes the strategic decision to withdraw, rather than risk his entire army being destroyed, ordering his followers back to the boats.
The retreat is made more difficult by gull cavalry, but most of the surviving troops make it to the boats before the angelic infantry is upon them. Though defeated, disaster is averted.

Several days later, the angelic army crosses the fjord themselves. Demonic forces make a token attempt to stop them, but angelic cavalry being able to cross at will, and the advantage the Sea Servants have in an amphibious landing (further compounded by Muu's presence, as she takes direct control of some Servants, using them as elite troops), ensure that the depleted demonic army is not capable of preventing the crossing. They are able to prevent the angelic army from moving south freely, meaning the front line is not brought back to where it was at the start of the war.
Improvements in amphibious capability, or some other advantage will be required if Nar-Carok intends to contest the fjords again, but at least his personal presence prevented disaster.


The Angelic Army pushes the front line in the Chegitha by 2 segments, bringing their control of the Rolling Hills to 2/8. They receive 1 Wealth Token.
   


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

Thpenos
Gridlocked Polis
It's election day. Again. Unsurprisingly, while some senators are ousted, and fresh faces take their place, no party is able to achieve a majority, and the overall balance of power remains the same. For the man on the street, it barely affects their life.

Angelic recruitment continues to steadily expand, as more missionaries arrive from the Bountiful Quarries. More districts are seeded with Worms, and another Gadfly goes to their death to highlight injustice and promote benevolence. 1/5 -> 2/5

Demonic agents have a more interesting time. Basic recruitment efforts continue, bolstered by larger numbers coming from the Restless Satrapy, but more importantly, the reclusive Vampire Lord enters the region, sending his Thralls out to investigate the state of high society. They identify several upper-class targets who might be suitable converts, though it proves less simple to bring these into contact with Acolytes capable of using Dark Seduction. Some progress is made, slowly building rapport, but more time will be required to finalise conversion.
Additionally, the Masters of Rites enter the region, providing free funeral services- avec provocative sermons. In particular, they graciously provide their services to the bereaved acquaintances of the angelic Gadfly (who have no reason to suspect the motives of such well-dressed and generous people). In the accompanying sermon, they blame the death on those who manipulated the deceased into provoking the authorities. Those blinded by their own self-righteousness, who would sacrifice lives in service of 'morality'. This is troubling to many in the crowd- on the one hand, the sermon is well-delivered, hard to argue with. On the other, having been present at the Gadfly's execution, they are themselves fiercely convinced of the need for a moral crusade. Most people are very unhappy to find that the enemy was within them the whole time. It is like a very bad and shitty magic feather! 1/5 -> 2/5


Bountiful Quarries
A minor earthquake strikes the region- not too uncommon, but still disruptive. The authorities are distracted by repair efforts, providing a window of opportunity for those who would undermine them.

The angelic missionaries are unfortunately not equipped to take maximum advantage of the distraction. Though they are able to spread Worms of Muu to ever more communities, this only makes people more susceptible to their message- it does not help them to persuade those in power to risk their career to serve an eldritch cult. Another Gadfly operation (specifically targeted at a group of overseers who are considered potential future converts) does pave the way, making future progress an easier prospect. 2/5

Meanwhile, their demonic adversaries are increasingly troubled by en-Wormed communities rejecting their message outright. While there are still many free of the Worms' influence, too many chances are lost for their proselytising to make significant progress. Masters of Rites do what they can to shift the popular mood in their favour, causing a number of people to have Shitty Feather breakdowns, but their task is explicitly not conversion. Perhaps with more missionaries coming from the Polis, future efforts will be easier. 1/5


Restless Satrapy
Fresh troops arrive in the region, bolstering the existing garrison, reinvigorating efforts to police dissent. It is a bad time to try and convince people to switch loyalties. The feuding factions in the Thpenian administration tone down their rhetoric, though behind the scenes they seek allies in their efforts to control the province.

There was never really any choice; Nar-Carok could only ever side with the Federalists. With their seductive promises of "Local Autonomy", they lure locals to their side- while knowing it is simply the easiest way to placate the Satrapish without actually giving them any rights in Thpenos proper. It would also mean having a region out of sight of the central government, perfect for concealing their own dubious practices.
While their motives are self-serving, their methodology is one of encouraging harmony. They excel at finding ways of combining the best aspects of distinct elements- and not exclusively in terms of culture. They have also experimented with combining Satrapish cavalry with Thpenian phalanxes, not to mention their willingness to combine their own efforts with that of a literal demon.
However, the Federalists will not be helping Nar-Carok to harmonise his forces this month. Though they appreciate the efforts of the Masters of Rites (who spread distrust for closer ties with Thpenos amongst the people, and promote the idea of self-governance), they do not feel this does enough. Acolytes do what they can to keep them on board, but requests to officially join Nar-Carok's cult are politely declined  (especially given the increased policing dissuading them), and demonic influence noticeably declines. 3/5 -> 2/5

Though the angelic missionaries coming from the Gridlocked Polis do what they can, the increased surveillance makes it hard to operate. This hinders the spread of Worms, and sees their Gadfly executed faster than expected, before a smaller crowd than hoped.
Even with their relatively insignificant presence, they are still contacted by a lone member of the Assimilators. Concerned by rumours that the Federalists have joined Nar-Carok, she sought out the only power capable of counteracting such an eldritch ally. Though ideally they'd not have to rely on foreign methods, the contact considers herself a pragmatist, and will do what must be done to save the people of the Satrapy from exploitation at Federalist hands. She explains that despite Federalist propaganda, they do not want to erase local culture, but wish to share the wonders of Thpenos with the region, enriching their lives and allowing them to fully integrate into the nation. Assimilators believe that all citizens of Thpenos should be equal, and do not want to see an entire province reduced to a second-class dependency.
Close cooperation between the Assimilators and Muu is some ways off, but their skill at convincing others to adopt their way of thinking could be useful for the angelic cause- most obviously with regards to conversion, but there are other ways in which thinking alike can be beneficial. 1/5




Xyrania
Schism'd Capital
The holy festival of Imber's Deluge is celebrated. Probably. Different sects disagree on which exact date the festival is supposed to take place on, resulting in an uptick in 'vigorous theological debate', or 'drunken street brawling', depending on who you ask. This only serves to heighten the average citizen's disillusionment with the whole Xyranian edifice.

Angelic efforts continue apace, aided by recent events. More mahallas are seeded with Worms, another Gadfly is employed to sway the people, and more middle-class citizens are brought into the fold, expanding Muu's influence. 1/5 -> 2/5

Masters of Rites strike again, inspiring more mental breakdowns in those torn between a supernatural inclination to Good and exceptionally convincing arguments to reject it. They do have to be extra careful, though- while their sermons are theologically sound, in other regions they can afford to bend things a little further, whilst here a zealot could be in the crowd who would object to such lenient interpretations. Regardless, demonic missionaries make progress as well, raking in middle-class converts to expand Nar-Carok's influence.1/5 -> 2/5


Raiders' Roost
The rulers of the province- that is, the highest ranking adventurers, not the government-, engage in some self-pruning. Several are banished for cheating at a dice game- something they take very seriously in these parts. This has little impact on day-to-day affairs, however.

More Worms, another Gadfly- but here, the influence of Master of Rites is quite noticeable. Shitty Feather breakdowns disrupt their recruitment efforts, which combined with the limited number of agents prevent the angelic cause from being significantly expanded. 1/5

Meanwhile, demonic agents begin to seek out low-ranking adventurers and other influential people, looking for opportunities to convert some to the dark cause. Dark Seduction is less effective against these targets, as any adventurer worth their salt has a protective talisman or two on their person, lessening the impact of magic. More conventional proselytising does begin to darken hearts, but it will take at least another month before progress is made. 2/5


Pirate Haven
The army launches yet another operation to root out piracy. A pirate cove is razed, and some members of government are removed due to suspected pirate sympathies. As before, this does not do anything to diminish the pirate threat, or really cause any significant changes.

As in the Bountiful Quarries, angelic efforts at converting the masses continue to pay off, but have less success with those in power. Again, some inroads are made, but it will take more time or better methods to reel in the big fish. 2/5

With more missionaries coming in from the Schism'd Capital, demonic efforts are able to build a small support base despite being hampered by angelic efforts. Masters of Rites are only present in insignificant numbers. 0/5 -> 1/5



EVENT - The Merchant, Conclusion
After considering the Merchant's inventory, the two sides make their choice.

Muu opts to take the Truesilver Extract.
"I should've seen that coming", the Merchant says.

Nar-Carok goes for the Broken Shackle.
"Let your creativity run wild", the Merchant comments.

The man subsequently packs up his stall, and presumably leaves, although no one sees him doing so.



Knowledge is power
Let's take a closer look at the new tech seen this turn.

Angelic Advances
Muu taunts the Death of Suns by using the sun's power against his forces. Bottled Sunlight is produced using intricate (expensive) mirror arrays that infuse sunlight with Good and then convert it to a liquid form, which is stored in sealed glass bottles. The sealed bottles have a faint glow- a meagre substitute for a regular torch-, but when uncorked the liquid sunlight boils off, all-but turning night to day in the immediate vicinity. This only lasts about five minutes, however, so a diffuser is also available that regulates the release of sunlight, producing a less extreme light that lasts for about an hour. Additionally, the high concentration of Good allows liquid sunlight to be used as makeshift medicine, healing minor injuries at the cost of causing minor mutations (more serious injuries can sometimes also be treated, but leave the patient heavily warped in mind and body). Finally, the same principle that allows the liquid to heal Good-aligned individuals also means that Evil-aligned folk will be burned by the substance, and those who rely on Evil to function (eg Rememberers... or demons) will suffer destructive effects. Also there's a string tied to the bottle, this is very important.

The common seagull is already a terrifying monstrosity. Adding in vast quantities of mutative Good just make Drakegulls worse. With a beak that splits into three (all three parts with serrated edges), a variable number of eyes in mixed configuration, and sporadic tentacles emerging all over their bodies, the only mercy is that these giant birds are too heavy to achieve true flight- though they can still glide. They also have quite the appetite, slowing strategic speed (due to extra food supplies weighing them down, or extra foraging required), and sometimes causing them to pause mid-battle to snack on a corpse.

The shambling undead shamble no more, as the improved Servant Motor Skills give them improved control over their unnatural forms. Better motor skills, situational awareness, and hivemind intelligence render them more useful both economically and in battle. In terms of movement speed and skill at arms, they are almost at Cultist Spear level, although their equipment and resilience is still worse. When Muu is personally present, she can not only direct the hivemind rapidly (as before), she can also assume direct control over a small number of Sea Servants, using them as if they were her own limbs- making them very skilled fighters, certainly as compared to regular cultists.
 

Demonic Developments
Masters of Rites are Nar-Carok's answer to Muu taking advantage of people who are going to die to spread her message. The Masters take people who have died, and use them to spread his message. Dressed in ornate but tasteful robes, familiar with the burial customs of every culture in the region, and offering free funerary services, they lure in customers in droves. The sermons that accompany the burial are well-crafted, theologically flawless, tasteful and personalised- but also happen to inflame a desire for vengeance in those listening, directed towards whichever entity the Master pins the blame for the individual's death on. Though not magical in nature, these sermons are- as seen- persuasive enough to cause internal conflict even in those affected by Gadflies.
As it happens, the priesthood of Thpenos and Xyrania had something to say about these newcomers muscling in on their territory by offering free funerary services. Namely, "Thank you so much, we really don't like dealing with the dead. Please take over running cemeteries for us as well, kthxbye". Consequently, Nar-Carok, through the Masters of Rites, owns most graveyards, catacombs, charnel houses and so on in the both countries. While this places some administrative burden on the Masters, it more than makes up for it by providing the keys to vast reserves of corpses and deathly energy.

The more flashy development on the demonic side this month were the Soul Magi. Once living members of the Cult of the Eternal Soul- an Evil cult headquartered in the Buried City millenia ago-, they had themselves mummified on death, preserving their bodies, while they bound their own souls in Soul Gems to preserve their mind as well. Nar-Carok uncovered their sarcophagi, and was intensely interested in the potential for these undead necromancers. He spent a sizeable sum to restore their Soul Gems to pristine condition. Unfortunately, he was unable to revive them- the method for doing so lost to history.
Or at least, misplaced to history. The Eternal Soul's rites trickled down over the years, leaving traces of their lore in the funerary customs of the entire region. By examining evidence located in the oldest catacombs in his newfound collection, Nar-Carok was able to track down an abandoned tomb whose walls held the secrets of the Eternal Soul's Ancient Rites. Though incomplete, this provided enough to work with for him to roughly reverse the process of placing the Magis' souls in stasis- and thus reviving them.
The revived Soul Magi must consume Evil souls to survive- the more active they are, the more they need to consume. This is considered a small price to pay for their improved arcane abilities, which outshine Acolytes by several times. Their spells are only made even more potent by their ability to consume more souls (not necessarily Evil ones) to fill the Soul Gems in their regalia, which in turn fuel their spellcraft. So long as they have Evil souls to feed on, their undying forms are remarkably resilient- but if cut off from them, they will quickly wither.
« Last Edit: July 14, 2022, 03:40:35 pm by NUKE9.13 »
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NUKE9.13

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Re: Chiaroscuro 2
« Reply #7 on: May 13, 2022, 11:48:53 am »

Spoiler: Angelic Equipment (click to show/hide)

Spoiler: Demonic Equipment (click to show/hide)

Spoiler: Map (click to show/hide)



Quote from: A thing both teams have brought up
Can there be hard counters?
No. I should've probably included this in the rules. It is not possible to make a hard counter to anything; no matter how good of a counter, the thing being countered will still have some use. Maybe because the counter isn't always at the right place & time to do its job, maybe because it only weakens the thing being countered, maybe because I put the brakes on a proposal before it reached the votebox.
Don't worry about your stuff being hard countered, and don't hope to hard counter the enemy. It's better to think of a creative way of working past a problem, rather than just no-selling it.
« Last Edit: May 26, 2022, 04:42:11 pm by NUKE9.13 »
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Re: Chiaroscuro 2
« Reply #8 on: August 15, 2022, 02:17:02 pm »

Turn 3 - Early Summer
TURNTURNTURN
An old man brushes the dirt and dust from his hands, and wipes the sweat from his brow. He sits down against the trunk of a large oak, watching the branches sway.
A small group of younger folk stand a respectable distance.
“Master, are we always bound by fate? Can no one overturn their destiny?”, one asks.
The old man takes a moment to respond.
“Some fates are fickle as the wind, but there are others that not even a god can break.”




Western Protectorate - Vast Steppe
Upon this sea of grass, angelic cavalry remains without significant challenge. The demonic army is continually harassed by Drakegulls, slowing their progress and sapping their strength. Their rivals are also slower than before- held back by slow-moving carts bearing massive barrels. This allows the demonic army to prepare for combat slightly more effectively than last month- though they are still undoubtedly disadvantaged by their inability to decide when and where to do battle.

An angelic cultist puts on a pair of thick leather gloves. They look over to a pair of cultists by the barrel, one of which gives a nod. They carefully unlatch the crate, and crack open the lid. Light pours out, though the relief on bystanders' faces indicates the light is not as bright as they feared. The source of the light- a reddish-gold orb about the size of a human head- is lifted from its padded recess, and carried over to the barrel. The cultist on top reaches down, takes the orb in their (likewise gloved) hands, and inserts it into the box integrated into the lid. The box is closed, then a lever is pulled. There is a faint splash as the orb drops into the barrel.
Not much happens at first. The cultists wait anxiously, as around them the rest of the army prepares for battle. After a while, the barrel begins to shudder- gently at first, growing stronger over time. Then, finally, the shaking stops. The cultists proceed to unlatch the barrel's rather large lid. As soon as the metal bands holding it in place are loosened, the lid is hurled into the air. A gelatinous being (the reddish-gold orb suspended within) rises from the barrel, dazzling the cultists with its brilliant light, scattering droplets of Liquid Sunlight as it moves. It clambers out, standing almost twice the height of a human on eight limbs, and is directed to the front lines. The entire process took some fifteen minutes, during which the remainder of the army has formed up for battle- in much the same formation as last month, now joined by thirty of the shining masses of ambulant liquid.
Across the field, their demonic rivals are not sure why the angelic army is taking longer than usual to prepare for battle, but are not going to complain about the extra time to steel themselves for combat- being bedraggled by constant harassment, and forced into battle, every minute of rest helps. Eventually the angelic forces make a move, and battle begins. The demonic formation appears mostly the same as last month- although archers are present in a lower ratio, but wield new bows that have a faint dark aura about them.

These bows immediately prove their worth, as they boast a slightly increased range, allowing the demonic archers to launch the first volley. While angelic acolytes manage to throw up Ymis wards to block some of the arrows, a fair number get through thanks to the unexpected nature of the initial volley. The angelic archers reach firing range soon after, partially blocked by Novice wards on the demonic side. Ymis is more effective at blocking arrows, but in addition to a slightly extended range, the demonic archers fire at a slightly higher pace, with slightly more force, and their arrows have a slight tendency to veer in midair to strike targets they might otherwise miss. While no aspect is drastically improved, the combination of small improvements makes up for the lower numbers, and evens out the advantage provided by Ymis wards, making the archery duel roughly a wash.
As magic missile range is entered, a notable improvement to Ymis wards emerges, as some angelic acolytes transition from casting the version tuned to blocking physical damage to the one tuned to block magical damage. Previously this would cause interference, but now they are able to layer the physical and magical wards, providing more comprehensive protection to high value targets- such as the glowing goliaths, whose bulk and visibility make them a tempting target for archer and caster alike.
However, there are magical advances on the demonic side as well. While most demonic acolytes focus on wards, with only a few transitioning to throwing magic missiles, the bandaged Soul Magi each begin to cast a new spell. A ball of sparks coalesces in their hand, and is then launched forwards much like a regular magic missile. When it hits, the target is engulfed in lightning, making blackened husks of cultist and Sea Servant alike. Worse, the lightning then jumps from the initial target to another nearby, losing some intensity, but still causing lethal damage. This process is repeated several times- more often in the case of Sea Servants, killing six or seven and leaving a few more staggered, while in the case of cultists it 'merely' kills two or three (and leaves a few more staggered).
The luminescent lumberers are in most cases protected by magic-tuned Ymis, which significantly reduces the strength of the spark-balls (although the ward usually shatters as a result). In the case of an unprotected giant, a direct hit often results in their demise, as the lightning penetrates through their liquid forms to destroy the core within (the body subsequently loses cohesion, drenching the surroundings in Liquid Sunlight). If the victim of lightning jumping from a previous target, the giants usually survive, though a portion of their liquid burns off as a result, reducing their size.
As angelic acolytes transition more to magic-tuned Ymis to protect against Nar-Carok's new spell, more arrows make their way to their target unblocked, and between them the angelic army suffers markedly more ranged damage than their rivals. The melee troops pick up the pace, hoping to close the distance before being whittled down too far.

Bottled Sunlight is thrown shortly before contact, causing some minor disruption. The ambulant entities of Liquid Sunlight cause greater disruption- their ponderous charge, while slow, is backed up by a lot of mass, and they are able to use a number of limbs as blunt-force weapons (while using the rest to move). The impact is considerable, especially when combined with the corrosive effect it has on Evil-aligned flesh, fur, and bone.
The demonic centre is especially hard-hit; a single sweep of a gelatinous limb is enough to send half a dozen Ratmen fleeing with broken bones and burnt fur, and the diminutive rodentfolk can do little to fight back- their short weapons have little hope of striking the core ensconced within the body. While they can cut off small pieces of the limbs or torso, this is a very slow means of depleting the mass, and results in a disorienting flash as the severed piece burns up. Skitterpriests do what they can to mitigate the spreading panic, but cannot prevent the Ratmen from being quickly pushed back.
The demonic left has a few Rememberers on it this month, who eagerly counter-charge the glowing giants. Their glaives and axes are better suited for cleaving through the body to strike the core within, but they are more vulnerable to the Liquid Sunlight than cultists or Ratmen. By the time cultists join the fray, a dozen Remeberers have fallen, as have two of the liquid lumberers (while others have taken a beating). Thanks to the ranged advantage they enjoy, the demonic side is able to push their opponents back slowly, with most of the giants surrounded and slain.
On the demonic right, Recallers are first to make contact with the shining stampede. They charge ahead, aiming straight for the highest concentration of hated Good- dodging the ponderous swings of the limbs, they leap directly into the torso, where they immediately explode. This causes a blinding flash, destroying (or scattering) most of the Liquid Sunlight. Although the core is not always destroyed by this, the depletion of mass leaves the survivors easy prey for the Remeberers who follow. One Recaller lags behind a little, and detonates within the ranks of angelic spears, lacking a giant to target.

Sea Servants and cultist spears join the giants in pushing the Ratmen back- and victory seems just around the corner. Unfortunately, the new lightning-spell used by the Soul Magi can be fired into the midst of a chaotic melee- even if it hits a Ratman, subsequent jumps usually (but not always) target Good-aligned individuals. This buys enough time for demonic spearmen from the reserves to shore up the centre. This, in turn, allows the Skitterpriests to restore a semblance of order to their craven brethren, sending them back to the fight. The gelatinous giants begin to fall to the combination of lightning, chip damage, and spears piercing through to their cores.
However, there is another factor at play. Unnoticed, except perhaps by the most eagle-eyed observer (who wouldn't share the information so as to improve the dramatic narrative), the angelic side has been using more magic than their number of acolytes would suggest. The source of these excess spells is now revealed- Muu reveals herself, and wades into the melee. Her tentacular limbs scythe through the mass of Ratmen and cultists, imbued with the corrosive effects of Liquid Sunlight. Several Soul Magi notice her distinctive red and blue form, and take the initiative to prioritise targeting her with spells, but she is able to dual-cast both Ymis variants (at greater strength than an acolyte), providing excellent protection against all manner of attack. Her presence emboldens her cultists, and empowers the Sea Servants pushing into the centre. Within moments of her appearance, the demonic line is on the verge of breaking.
Things are less rosy for the angelic army on the flanks. On their right (demonic left), they are steadily pushed back- while most of the Remeberers on this flank were slain fighting the giants, the giants were the first to fall, and the surviving skeletons (backed up by cultists) carve into the angelic formation. On their left (demonic right), despite most of the impact of Recallers being absorbed by the giants, the angelic spears cannot withstand the charge of the Remeberers.

Not to be forgotten, the Drakegull cavalry now charge in from the sides. The new demonic archers combined with the new demonic lightning thin out their numbers before impact (the lightning reliably kills one, rarely two gulls at a time), but with most of the reserve spears being sent to shore up the centre, the impact is still devastating. Now, surely, the battle is over? Well, no. The Soul Magi have one last trick up their sleeves. Their Soul Gems have accumulated power, and now it is unleashed. The lightning that results is, obviously, more powerful, killing several gulls before fizzling out- but that's not all. Upon impact, an inaudible wail of agony emanates across the field- inaudible, yet deafening: the 'sound' of tortured souls being ripped apart. The 'thunder' that accompanies the lightning causes fear and disarray in all around the targeted Drakegull- more so in angelic forces, although the demonic forces are not immune.
The simple minds of the Drakegulls are driven to panic, their shaken riders unable to prevent them from fleeing haphazardly. While they eventually calm down, the disruption cost them, both in time and lives, as many panicking gulls were slain by arrow or magic.
The Soul Magi targeting Muu also unleash the power in their Gems. The empowered spark-balls shatter her wards, and she is engulfed in lightning several times in short succession. The staggered waves of 'thunder' emanating from her position (combined with seeing their leader suffer such a devastating assault) causes the angelic cultists in the centre to waver- and, more notably, causes many of the Sea Servants to just... stop, falling to the ground like puppets with their strings cut. The demonic forces in the centre are emboldened, and make another attempt to push their rivals back.

However, when the dust settles, Muu turns out to be still standing. Charred, perhaps, but still able to fight on. While she may or may not be able to resist a second empowered volley, the demonic forces will not get a chance to find out. She rallies her forces and strikes out at the demonic troops who had barely recovered their resolve. Ratmen flee in ever greater numbers. When the Drakegulls regroup and charge a second time, the hammer-on-anvil effect results in the demonic rear breaking. The demonic left sees the way the wind is blowing, and beats a hasty retreat also. The demonic right, despite doing quite well at carving through the angelic left, cannot stand without support, and breaks off.
As before, Drakegulls are too focused on feeding on the dead and dying to effectively chase down routing units- besides, they have suffered significant losses themselves to ranged attacks. The angelic infantry has not come out unscathed, although the Sea Servants who collapsed as a result of the 'thunder' recover after a while. The luminescent lumberers are almost all slain, and those handful still standing are just left behind (they eventually fizzle out over the course of a day). By the time the angelic army is ready to mount a pursuit, their rivals have managed to regroup to some extent, and once again the angelic army cannot advance recklessly.

More powerful magic on the demonic side did serve to balance out the cavalry advantage, to some extent. However, the glowing giants- while not the most effective combatants- provided an initial shock that was hard for the demonic centre to recover from, which combined with Muu's personal presence sealed the fate of Nar-Carok's minions.

The Angelic Army pushes the front line in the Western Protectorate by 2 segments, bringing their control of the Vast Steppe to 6/8. They receive 1 Wealth Token.
Or they would- but when the chests supposedly containing their spoils are opened back in the Twisting Isles, all that is inside is a note: "Your debt is paid"




Chegitha - Rolling Hills
A woman sits alone in the angelic camp. A brief glance might confuse her for just another cultist- a very brief glance, in the dark, while drunk. Even the slightest bit of closer observation would quickly realise that her skin is unnaturally pale, and that the eyes beneath her broad-brimmed hat have a distinctly red glow that belies any claim to normalcy. She methodically draws a whetstone over her sword- a completely pointless affectation, as it clearly is as sharp as it can possibly get.
The night is silent, but for the occasional snore, the rustling of the wind in the trees, and the shuffling of sentries. A faint noise in the distance is no cause for alarm- any number of normal sources could create it. Yet the woman snaps to attention, whetstone tossed aside- listening intently. Another, almost imperceptible sound reaches her ears, and she leaps to her feet, and sprints off, silent as the grave.
Elsewhere in the angelic camp, about thirty seconds earlier, a sentry is on the verge of falling asleep. Despite reports of Drakegull patrols being ambushed the past few days, the camp itself has gone unmolested, and he had traded shifts with a friend in exchange for an extra portion of dried fish- which he now regrets, as his eyes grow heavy, and the glow of the Bottled Sunlight is barely enough to keep him from drifting off. His eyes close for just a moment, before the sentry beside him shakes him awake again, admonishing him for his recklessness. He mumbles an apology- which his companion never hears, as a figure materialises into view and snaps their neck, the faint crack barely audible. Startled awake, the sentry has no time to shout for help before a clawed hand grabs his neck, choking him, and the intruder's other hand is held before his face. He has a few moments of consciousness left, during which the gemstone worn around his attacker's neck attains a malevolent glow as his own life fades away.
The Vampire Lord drops the lifeless husk to the ground, the sound of which is, again, barely audible above the background susurrus. Stepping out of the light of the Bottled Sunlight, the drain to his new accessory is reduced, and he stalks deeper into the camp, ready to cause havoc amongst the unprepared inhabitants. However, he has not reached the first tent before a pale figure lunges out of the darkness, gleaming sword aimed precisely at his heart. Had he reacted a split second slower, he might've been impaled right then and there; as is, he 'blocks' the blade with his own arm. The clearly supernatural blade cuts through his flesh like a knife enchanted to kill monsters through a pack of undead butter, but his assailant was apparently not expecting him to block, so the cut is not as deep as it could be. He leaps back before the knife in the attackers' other hand can be brought to bear, and quickly draws more power from his gemstone- not to fight back, but to run, as he has no interest in fighting someone who can track him in the dark, and has a sword that causes unnatural amounts of damage to him.
The pale woman chases her quarry, but he is slightly faster than her, and manages to keep ahead of her until reaching a copse of trees outside the camp. There, four thralls throw themselves at her. Their comparatively clumsy sword strikes are easily parried, and she dispatches them with a single strike each- but in those brief moments, the Vampire Lord has already drained the life from a fifth thrall, and has resumed his flight. She considers further pursuit, but opts not to leave the camp undefended. She drains the vitality from one of the thralls to restore her own strength, and returns to her post to resume her vigil.

Turns out a Champion whose driving purpose is to hunt a specific Champion is going to do well when paired up against them! What a surprise.

The Vampire Lord's injuries relieve the pressure on the Drakegulls patrolling the area, forcing the demonic army to go on the attack- as whilst the gulls are not as devastating here as in the open steppe, they are still more than capable of taking out foraging parties and scouts, whittling away at demonic strength. The angelic army, meanwhile, is lacking the mobility to stay ahead of their rivals for an extended period, as the crude barrel-bearing carts slow them down here as well. Thus they opt to occupy a hilltop, and prepare to face their rival's assault. It is, by necessity, not the steepest hill in the region, as their carts need to be able to ascend it.
In terms of disposition and formation, the forces on both sides are again similar to those found in the steppe. The demonic army advances up the gentlest side of the hill. Seeing them approach, the angelic army has time enough to deploy the glowing gelatinous giants from their massive barrels, and after a brief pause- during which it becomes clear the angels are not about to abandon their advantageous positions-, the demonic army makes the first move.

The new demonic archers, with their slightly improved range, are actually matched by the angelic archers, whose elevated position gives them improved range as well. Wards are deployed on both sides, with Ymis obviously more effective at blocking arrows. The new demonic archers' arrows greater impact (in rate of fire, force, and accuracy) is thus largely mitigated. It is, however, unclear to forces on the ground who is getting the upper hand in the archery exchange- and both sides appear content to stay put and swap arrows for a while. With archers at the forefront of both formations, they suffer most (though not all) of the losses.
This continues for a fairly long time, inconclusively. Numbers are whittled down on both sides. There are some instances of angelic troops using Bottled Sunlight to heal minor injuries, but it doesn't make a major difference to the outcome. Eventually, it is the demonic side that blinks first. Their archers begin to tire- though hatred still burns in their eyes, and they remain as driven as ever, the stress on their body builds up, and their rate of fire begins to decline. While the archers continue to fire, the rest of the demonic army advances.
As it turns out, the lengthy archery exchange benefited the Soul Magi, as their Soul Gems have been filled up already, allowing them to immediately launch an empowered volley of their new lightning spell (on entering magic missile range). Lightning cascades through the angelic ranks, felling many, and the 'thunder' causes swathes of Sea Servants to collapse, and angelic cultists to panic. The glowing giants, while unaffected by the 'thunder', fall victim to the empowered lightning, despite the protection of Ymis wards. The devastation wrought encourages the angelic army to abandon their passive stance, and they quickly advance down the hillside before being obliterated by more lightning.

Unfortunately for the angelic forces, their formation is not in the best of shapes- with sections of the Sea Servant ranks (temporarily) disabled, and morale shaken, their charge is poorly coordinated. While the giants are quite impactful following a downhill charge, causing the Ratmen centre of the demonic line to buckle considerably under their assault, their infantry backup is lacking, rendering them vulnerable to demonic spearmen and skeletal glaives/axes.
Drakegull cavalry, while also suffering losses to ranged attacks, pose a significant threat to the demonic rear. They charge in from the flanks, and cause chaos- but on both sides, forces move to deal with them. On the demonic right, the Vampire Lord and his entourage of Thralls rush to counter the avian menace. His new gemstone allows the Vampire Lord to move with most of his nocturnal speed, allowing him to quickly strike crippling blows on a gull or its rider, while his Thralls follow behind with spears in hand to finish the job. On the demonic left, Nar-Carok unveils himself, rallying his forces as he cleaves into gulls with glaive and lightning- while he cannot drive them back single-handedly, his impact is considerable, and his presence bolsters the morale of his underlings, driving them to push the birds back.
While the Vampire Lord is engaged in fighting gulls, a singular angelic warrior carves her way through the demonic ranks, headed straight for him. This time, he notices her approach before she reaches him, and pulls back behind his thralls and a group of cultist spears. While the pale warrior is unmatched in melee, and is able to heal her injuries by draining the blood from those she slays, she is not immune to ranged attack. While she is occupied with killing spearmen one at a time, the Vampire Lord orders archers and Soul Magi to prioritise her. As arrows and lightning rain down around her, she is eventually forced to retreat, while the Vampire Lord taunts his retreating rival (safely, from behind a wall of minions). Her intervention did at least distract the Vampire Lord sufficiently for the Drakegulls to reorganise for a second charge from a different angle.

With the impact of cavalry thus partially mitigated, the battle is firmly in Nar-Carok's favour. The glowing giants in the centre gradually fall to lightning, arrows, and spears from the reserves, enabling Skitterpriests to return their brethren to the fight, which begins to overwhelm the ragged angelic formation.
However, the Sea Servants previously 'stunned' by 'thunder' begin to recover, and their return to combat offers a reprieve to the beleaguered angelic soldiers. It is not a long-lasting reprieve, however, as soon after, the soul-sucking regalia of the Soul Magi are once again topped up, and another round of empowered lightning is launched. As before, this causes many losses, many stunned Sea Servants, and- most crucially- a significant shaking of angelic resolve. Though they are not defeated yet, some angelic cultists begin to retreat, and the knock-on effect of seeing comrades flee soon cascades into a general rout. The pale paragon (who has single-handedly cut down dozens of foes by this point) is unable to rally her allies, and is forced to pull back herself, lest she becomes surrounded and overwhelmed.
The Sea Servants tie down the demonic forces for a while longer, while Drakegulls screen the retreat, but the battle is lost. The demonic army, after mopping up, advances confidently (though not recklessly, given the Drakegulls are still at large) towards the Fjords once more.

Though the new angelic Champion was able to significantly reduce the impact of the Vampire Lord, her monster-slaying expertise was somewhat wasted on demonic cultists and Ratmen, and she was unable to outmatch the Vamp and Nar-Carok combined. Without the presence of the Champions, the battle may have gone differently, although the novel demonic spell's morale-shaking ability and the improved demonic archers would've been difficult for the angelic army to deal with regardless.

The Demonic Army pushes the front line in the Chegitha by 2 segments, bringing their control of the Rolling Hills to 8/8. They receive 1 Wealth Token. Next turn's combat will take place in the Sheltered Fjords.
   


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

Thpenos
Gridlocked Polis
Breaking news! The Thpenian Senate managed to agree on something! Namely... a pay raise for all senators!
This is not as well-received as the senators may have hoped. Spontaneous protests erupt, though they generally stay peaceful, and after a few weeks things blow over.

"All the world's a stage, and men and women merely players", it is written. Specifically, it was written by the famous playwright-philosopher Wobbleglaive, and is the first line in The Complete Works of Wobbleglaive (first edition), a Thpenian national treasure. It used to be kept in the National Treasury, a building guarded 24 hours a day by three-hundred phalangites. It has now vanished. To steal such a priceless artifact, from such a well-secured location, was described by a Thpenian senator as "literally impossible", two days prior to the theft.
Turns out, The Impossible Thief likes a challenge. Not content with merely stealing the most valuable book in Thpenos, he also stole:
  -Approximately 790 drachmae worth of jewelry & coins (accidentally)
  -17 other famous works of theatre and philosophy, including some the authors had not yet written down (and now never will)
  -Compromising material, suitable for blackmail, regarding 12 senators and 35 other prominent figures
  -37 kilos of Community Coral (see below)
  -The Worms of Muu infecting 41 prominent figures
  -The enchantment/hexes placed on this month's angelic Gadfly
Meanwhile Masters of Rites made use of their newly-acquired New Age Recovery Centers to further the indoctrination of key individuals. Nominally offering therapy to those dealing with loss of loved ones, the Masters use the one-on-one sessions to subtly instil a hatred of angelic causes in their 'patients', and support for demonic goals. These unwitting pawns are then manipulated into inviting demonic missionaries to garden parties and the like. Once there, the missionaries use a combination of blackmail material (provided by the Impossible Thief) and the powers of Dark Seduction/Empathy to strongly encourage influential people (identified last month by the Vampire Lord) to join Nar-Carok's cult. This proves quite effective, and demonic influence in the Polis expands.  2/5 -> 3/5

Meanwhile, angelic missionaries are not having it quite as easy. Sales of decorative Corals of Community to the wealthy citizens of the Polis go well- and while their customers are often relieved of their newly-acquired decor by the Thief's efforts, the angelic cultists are quite happy to replace the lost Coral for free. The Thief cannot steal Coral as quickly as it is imported, and its mesmerising effects are exploited by angelic missionaries to improve their odds of conversion. Similarly, Worms of Muu continue to be seeded through the city- while the Thief does steal some of these as well, throwing a wrench into things with regards to a fair number of important targets, they are far too widespread for the Thief to steal them all, and lower-class support continues to grow. The most frustrating of the Thief's interventions is the Gadfly. Despite selecting, training, and enchanting a suitable candidate, the execution (for violent opposition to the recent pay raise) is uneventful- those who witness it are barely moved. The subsequent funeral (organised at Muu's expense) provides a gathering for angelic missionaries to target... but this too is lacklustre with the magical effects missing.
While the atmosphere in the Polis was receptive to their efforts this month, and a handful of prominent individuals succumb to the array of angelic conversion methods, the Impossible Thief's sabotage combined with sub-optimal levels of support from adjacent provinces prevents the angelic cult from gaining a significant presence in the upper classes (though inroads made will persist). 2/5


Bountiful Quarries
A major landowner actually deigns to visit the region this month- having finally noticed that output has dropped in recent years. They are appalled when they learn about the state of things, and loudly demand of the people overseeing their property to get their act together. Several overseers are fired (one is even arrested), and new overseers are appointed in their place. The landowner then returns to the capital, confident that things will work themselves out. Of course, they do not- the replacement overseers come from the same stock as the old ones, and are just as incompetent and corrupt. At the end of the day, nothing really changes for the common people.

Despite the fact that the well-off of the region have no shortage of fancy materials to acquire from local sources, it is a universal trait of the wealthy that they are never satisfied. Consequently, the introduction of a novel decorative item- colour-and-shape-changing coral- takes the local markets by storm. Additionally, a non-sabotaged Gadfly operation is followed up with a large (angelic-cult-organised) funeral, where the lingering spirit of the Gadfly further drives those in attendance into the arms of Muu's missionaries.
Prominent locals, pushed towards Good by Worms of Muu, shaken up by a Gadfly funeral, and mesmerised by Corals of Community, are inducted into the angelic cult in large numbers. 2/5 -> 3/5

Demonic efforts are less successful, but not fruitless. While the Masters of Rites are locked out of the Gadfly's funeral, there are other funerals, and many a grieving relative is lured to a New Age Recovery Centre. The indoctrinated individuals are able to open doors (literal and metaphorical) for Nar-Carok's missionaries, and despite the occasional dead end (where a target turns out to be en-Wormed, or similarly under angelic influence), they are able to gradually expand the cult's presence. 1/5 -> 2/5


Restless Satrapy
The local governor is recalled, and replaced with a new, slightly less racist one. While people are glad to see the old one go, it ultimately does little to resolve the underlying tensions.

From the New Age Recover Centres, aggrieved natives are driven to join the rebels- and, once there, to direct rebel activity in ways that benefit Nar-Carok and the Federalist cause. While these unwitting pawns are not as easy to direct as full converts, their more organic motivation helps them integrate into rebel groups (who are naturally wary of spies and infiltrators). As graffiti extolling the virtues of decentralisation (in cruder terms) springs up across the region, and a number of more Assimilator-friendly officials find themselves the victims of rebel intimidation, Federalist representatives resume contact with Nar-Carok's cult. Combined with conventional conversion efforts, this restores demonic influence to previous levels. 2/5 -> 3/5

Muu's missionaries spread more Worms of Muu, enact another Gadfly operation (and follow-up funeral), and sell a few small pieces of Community Coral. While not dramatic, this steadily increases their influence in the region. An Assimilator agent seems quite interested in their ability to create harmonious communities, and suggests that future cooperation might be quite fruitful. 1/5 -> 2/5



Xyrania
Schism'd Capital
The Shah announces the completion of the repair efforts of the North Gate. Nobody cares, except for a few people who ask why the Shah even bothered to announce this.

Angelic missionaries sell Coral, spread Worms, raise a Gadfly, host a funeral. While this does further cement their presence in the city, significant progress is hindered by a lack of support from neighbouring regions and a lack of techniques that synergise with the ongoing religious conflict. 2/5

Their demonic rivals have better luck. Masters of Rites have to be careful with their funeral sermons, lest someone take theological offence. But in one-on-one sessions in New Age Recovery Centres, they can tailor their messaging to fit the specific beliefs of the 'patient'. The charismatic Masters are then able to seamlessly insert other commandments into this religious mix, leaving the target thinking that to disobey them would risk religious condemnation.
Those thus influenced unwittingly provide other demonic missionaries with opportunities- such as invitations to private gatherings, where Dark Seduction/Empathy can be used to sway the lesser nobility to the cause. Though insufficient to grant Nar-Carok access to the halls of power yet (due to a lack of support from neighbouring regions), it is only a matter of time. 2/5


Raiders' Roost
What do you call an adventurer with one arm, one leg, three gold teeth and a purple eyepatch? If you know, please come to the morgue to identify his body. There's not much excitement on the political front this month.

While outwardly the residents of the Roost are used to death, it is simply not possible to witness so many companions dying in various horrible ways (to traps, monsters, or rival adventurers) without suffering trauma. Indeed, many residents have what is essentially PTSD. This is very sad, if you think about it. The only way it could be worse is if some group set up locations purporting to provide therapy to help people overcome such trauma, but actually abused the emotionally vulnerable people in order to further some dark cause.
So anyway, Nar-Carok's followers make progress this month. 2/5->3/5

There's a problem with selling Coral in the Roost, which is that the denizens are pretty familiar with cursed artifacts, and many are thus more cautious about mysterious colour-changing coral than elsewhere. Not to the point that no sales occur, but it's not as effective as elsewhere. A big funeral shindig goes down better, which combined with the effect of Worms seeded in the area allows angelic missionaries to recruit a sizeable number of middle-class locals. 1/5->2/5


Pirate Haven
Turnover amongst officials is quite high in coastal towns- as they run a high risk of being killed or kidnapped by pirates, and many are eager to find jobs somewhere safer. The local governor announces a hiring spree, overseen by a senior official. The senior official in question is known to be a compassionate and generous man, with a keen eye for a person's true nature. As a result, most of the new hires tend to lean towards Good.

Indeed, some of the new hires were already members of Muu's cult. Others are quickly targeted for conversion- not yet used to having power, they are easier targets than long-serving officials tend to be. Corals of Community are sold- although some of the buyers are suspiciously pirate-esque, and a fair amount of Coral ends up on the black market. It doesn't really matter, though- the important thing is that the Coral ends up in the homes of prominent people, be they governmental, military, or self-employed privateers.
With the tide in their favour, angelic missionaries expand their presence in the region, gaining a foothold in the halls of power. 2/5->3/5

That the angelic missionaries have it easy doesn't necessarily mean demonic ones have it hard. For them, expanding their base amongst the lower and middle classes is more pressing than gaining allies in government (although they wouldn't say no if given the opportunity to gain some). There are enough funerals to manage, and grieving relatives to manipulate, that the Masters of Rites can provide missionaries with an array of suitable targets. 1/5->2/5



Ran out of space in this post :I
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NUKE9.13

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Re: Chiaroscuro 2
« Reply #9 on: August 15, 2022, 02:18:01 pm »

EVENT - The Chronicler
Tattered books bulging from a sack on her back. Ink-stained fingers. A broad brimmed hat (not pointy), and robes more patch than original material. A "Chronicler", she calls herself.
She rode her little cart into your headquarters as if it were the most natural thing in the world, and the guards were too bewildered to stop her. She promises to leave soon- she's just here to get some fresh perspectives on the war. For the Chronicler believes that no one point of view can ever be perfect. Two people on opposite sides of a wall may claim the wall is different colours, and they may both be correct- the wall may be painted blue on one side and red on the other. To insist that the wall is of a single hue would be to deny its true nature. So it is that she seeks to interview cultists, so she might come closer to a true recording of the ongoing conflict. To compensate you for this distraction, she offers a tome or two from her vast collection.


It's a writing contest! But not a writing quality contest. The Chronicler doesn't care about the state of your penmanship or spelling- so long as it is readable. The subject is any event that has taken place so far- not necessarily something I've written about, but anything that could have reasonably taken place. The primary goals are an interesting perspective, and an entertaining concept.
Interesting perspective means something not written from the perspective of an overhead narrator. It doesn't have to be from a cultist's perspective- it could be a hapless mortal who stumbled across an eldritch battlefield, a would-be convert musing over the strange people he has met recently, or even the perspective of a non-human entity. So long as it offers a fresh take on the events so far.
Entertaining concept means that the piece should paint a fun picture- not a dry description of combat, but perhaps an exciting duel between two cultists. Or a humorous mixup in an influence interaction. Or an emotional tale from the Angelic/Demonic headquarters. I dunno, whatever.
Again, the writing quality is not important- a thousand words of such wondrous wit and wordplay as to make Wobbleglaive envious won't do better than a hundred messy words that provide the same details (in fact, if you're over 500 words, probably pare it down).

At stake are two prizes:
-Both teams can win a Tome Token, provided they submit at least one piece that is somewhat interesting and entertaining.
-The best piece wins the dubious honour of being made canon (no mechanical effect, but you can brag about it), and a Mystery Prize for the author's team.

Everyone can and should submit an entry. Feel free to workshop them in the team threads or on Discord, but the finished product should be posted in this thread. You have until shortly before the next BR is posted to do so.



The More You Know
What fresh hell hath the eldritch forces unleashed upon us this month? Well, let's take a closer look:

Angelic Advances
"Antequam alios mutes, te ipsum muta."
Turns out, when experimenting with highly experimental medication made with volatile Truesilver, using it on yourself before testing it... can have unintended side effects. The Good Doctor is what happens when an ailing physician with a burning desire to kill vampires injects herself with an experimental rejuvenating tonic made using Truesilver. Her skin and hair turn porcelain white, her eyes obtain an eerie red glow, and she gains the ability to consume the vital essence of her foes to empower herself. Yes, technically that means she drinks blood for nourishment... but that doesn't mean she's a vampire! I swear!
She is supernaturally strong, fast, and agile. Her sword (named Moonlight) was made using steel alloyed with the remaining Truesilver extract, and is incredibly sharp, can be used to enhance the Good Doctor's vitality-absorbing ability, and is extra harmful to monsters. She has a serrated 'swordbreaker' knife, though it is made of regular steel, with only modest efficacy-bolstering enchantments. She does not wear special armour, although in combat she has a bandolier with which to carry Bottled Sunlight.
Notably, while the procedure robbed her of her medication-concocting abilities, she retains her surgical skills. These can be employed off the battlefield to save lives, but are more commonly employed to give the Good Doctor's strikes literal surgical precision, allowing her to deliver blows with exactly the right amount of force to exactly the right area. This is reinforced by an ability to sense weaknesses in her foes, knowledge which she can share with those around her. This same ability ties into her uncanny tracking skill. 

The glowing gelatinous giants are known as Liquid Light Elementals. Their core is actually a cherub (a lesser angel, made of pure Good but not as versatile or intelligent as Muu), possessed of a burning desire to spread the light of Good to the world. Which is great, but it does mean they refuse to dim themselves, even if it means burning through their entire mass in under 24 hours. Thus, the core must be transported separately from the large quantity of Liquid Sunlight that forms their body.
Their appearance was described above. To recap: twice as tall as a human when fully upright (though they tend to 'crouch' when fighting, so as to have a lower centre of gravity), walk around on 8 big tentacle-limbs. Strong, and fairly resilient to some types of damage, but not quite as sturdy as their large size might suggest.
A second Liquid Sunlight manufactory was established to supply them.

Corals of Community is a very appealing piece of aquatic decor- changing shape and colour over time, and capable of surviving in almost any type of water. It comes with a price tag that is just high enough to suggest it is valuable, while being just low enough that it can be bought on impulse. For Muu, the stuff is dirt cheap- she made the initial batch manually, but was able to seed it in the waters around Tendril Village, where it grows quickly in the Good-tainted water.
Being around the Coral is mesmerising, instilling (or reinforcing) a desire to do Good and form (or join) a community. It also renders the mesmerised mind susceptible to suggestions from angelic agents- it isn't full-on mind control, but it makes the affected more likely to hear out a missionary's pitch, or help them out in small ways.

Very concerned with the danger posed by Masters of Rites, Muu resolved to pay Gadfly Funeral Expenses. The actual cost, compared to the cult's budget, is insignificant, and the gathering is not only safe from demonic sabotage, it also provides an opportunity for angelic agents to work on people who have recently been shaken by the Gadfly's death. To top it off, the lingering spirit of the Gadfly reinforces (or instils) the effect of witnessing their death on those in attendance.

Ymis Frequency Stabilization does what it says on the tin. It fixes the interference between magically and physically attuned Ymis wards, allowing them to be layered safely. This is helpful both for protecting high-value targets (as combining the two attuned versions is more effective than applying two unattuned wards), and in allowing casters to quickly switch from casting one type to the other without worrying about causing dangerous feedback.
 

Demonic Developments
There are some things that money can't buy, they say. One might expect there to be a corollary- there are some things that a thief cannot steal. However, that is not correct. The Impossible Thief can steal anything. Sure, he can steal gold and silver. He can steal well-guarded treasures. But he can also steal spells, thoughts, emotions, concepts- anything. It might not always be practical to do so; more challenging thefts take more effort, and the Thief is only one man. But as the Thief says: "Give me a lever and a place to stand, and I will steal the world. Also the lever. And the place to stand."
Once an ordinary (if highly skilled and daring) thief, the would-be Impossible Thief heard about Nar-Carok's cult through the grapevine. Scorned by demonic missionaries due to his intensely irritating personality, he opted to take matters into his own hands and took a look in their treasury, where he found the "Glove of the Impossible"; a glove woven of metal thread made from the Broken Shackle of Jilganheim. Naturally, he stole it. Nar-Carok subsequently had no choice but to accept his service, since getting the glove back through force was unsuccessful.
Some of the things the Thief steals disappear forever- consumed by the Glove as fuel. Others are put to use to further the demonic cause in the area the Thief is operating in. Others still appear in a vault in the Buried City- providing the cult with a modest amount of wealth (in the form of stolen valuables), as well as intellectual property that can be used to further research.
Notably, the Thief can steal vital organs from a living body... but refuses to use his power in such a crude fashion. He's not above murder when it suits him, but his first love is theft, and he's so good at it (and running away if things do go wrong) that he rarely needs to kill people.

The lightning spell that did heavy lifting in combat this month is known as Agony of the Soul. It is an Uncommon spell (thus not usable by Acolytes) which packs a lot more punch than Magic Missile, and (as witnessed) will chain from the initial target to nearby ones (with a bias towards Good-aligned targets), losing power with each jump, until it fails to overcome a victim's magic resistance. The lower magic resistance of (for instance) Sea Servants means it will chain across more of them, while those with higher resistance may not pass it on at all.
The more interesting aspect relies on integration with the Soul Gems used by Soul Magi. When empowered by a Soul Gem, Agony deals four times as much damage (a cultist or Sea Servant who takes the initial hit is disintegrated, and it chains for much longer), but also exploits the agony of the trapped souls (hence the name) as they are ripped apart to fuel the spell; their tortured wailing emanates from the point of impact, fraying the soul of those in the vicinity. Soul-less beings (like demons, angels, cherubs, simple magical beings, etc) are completely unaffected by this. Mortals suffer morale loss. Ghosts would suffer direct damage. And Sea Servants... well, the fragile connection between their bodies and the gestalt soul that drives them is frayed, sometimes breaking.

I must constantly fight the urge to write Hatoful Bowfriend when writing out Hateful Bowmen. Their bows are enchanted with hate-filled soul-fragments (of which the Buried City is not in short supply), making them stronger and giving arrows a slight tendency to course-correct towards hated (ie Good) targets. The hatred also flows into the wielder, driving them to fire faster (at the expense of over-exerting themselves). The enchanting process increases the cost somewhat, as does the training needed to wield them, so they are fielded in slightly lower numbers.

The Vampire Lord acquired some new bling- the Gem of the Daywalker, a variant of the Soul Gems used by Soul Magi. It allows him to absorb the souls of his victims (or allies), charging the gem with power, that can be spent to mitigate weaknesses. Although it is not perfect, it allows him to operate at 80% of his midnight strength at midday, though it would not be feasible to have it active all the time. He can also manually extract an extra boost of energy- useful if he needs a burst of speed to escape a homicidal albino doctor, for instance-, though this drains the gem very quickly.

Masters of Rites received an upgrade in the form of New Age Recovery Centers And Rehabilitation Of Kin. A very normal name, that aptly describes the acquisition and refurbishment (at some expense) of a number of facilities throughout Thpenos and Xyrania to serve as 'Recovery Centres'- where, as seen, those struggling to deal with the death of a loved one are offered counselling... which is actually an opportunity for the Masters to apply more intensive manipulation, turning their 'patients' into unwitting pawns.



Spoiler: Angelic Equipment (click to show/hide)

Spoiler: Demonic Equipment (click to show/hide)

Spoiler: Map (click to show/hide)



Edit: A question from Discord:
Quote
Jaclyn (Quarque) — Today at 11:52 AM
ok, my main question is, how many difficulty levels can you expect to jump when you take a design from uncommon to rare or vice versa
NUKE9.13 — Today at 11:58 AM
Right. Well, it depends. Some designs just don't make sense in lower rarities, so trying to force them to be more common is going to result in a big spike in difficulty. Like, if you try to make a Common house-sized dragon, you're going to have a bad time. If you deliberately make a design a level rarer than its 'natural' level, you're looking at a 1 to 2 point decrease in difficulty (closer to 1, usually). If you try to make a Common design Rare, though, you'll hit diminishing returns.
« Last Edit: August 19, 2022, 05:02:03 am by NUKE9.13 »
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TricMagic

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Re: Chiaroscuro 2
« Reply #10 on: August 24, 2022, 03:51:21 pm »

Spoiler (click to show/hide)
« Last Edit: August 31, 2022, 12:24:08 pm by TricMagic »
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Failbird105

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Re: Chiaroscuro 2
« Reply #11 on: August 31, 2022, 03:19:56 pm »

Quote from: Contest Submission: Surgical Report
10:10:6- Preparations begin. Tools are sharpened and steralized.
I sharpen my scalpel. It cannot be sharpened, it is the sharpest it can ever be. It must be sharper.
10:15:20- Patient is prepared. Operation begins
I stop. I have located the infection. I lift my scalpel, I lift my lancet. I proceed.
10:15:24- The first incision is made. Left forearm.
My scalpel cuts into infected tissue upon the arm. It is not the heart of the infection. I must expunge the infection at its heart.
10:15:30- Locating the source of infection begins
I leave the cadavers as the infection retreats. I must follow the path of the infection to its heart.
10:16:31- 4 samples of infected tissue are extracted.
I find four instances of infected tissue. Incisions are made. Trachea. Cut. Upper spinal column. Cut. Left and Right shoulders. Cut. Aortic arch. Cut.
10:16:42- Blood sample extracted. Operation ends.
I draw a blood sample. I return to preventing further casualty. The infection still remains.
The patient has not been cured.
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Kashyyk

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Re: Chiaroscuro 2
« Reply #12 on: August 31, 2022, 04:19:23 pm »

Quote from: Cpntest Submission: Glad to be a Fly on the Wall
"...you are hereby found Guilty of:
  • Sedition
  • Incitement To Riot
  • Defamation of an Official of Xyrania
  • Defamation of the Government of Xyrania
  • Defamation of the Church of Xyrania
  • Blasphemy
  • Heresy
  • High Heresy
  • Impersonation of a Cleric of the Church of Xyrania
By the power invested in me as an Officer of Xyrania, I hereby sentence you to hang by the neck until dead."

I wanted to search the sea of faces for one I recognised, but the words of my mentor cut through the fog.

"Xyrania is tearing itself apart when the Gods want only Compassion!" I cried. A gloved hand tries to shove a rag into my mouth, but I turn aside. "How we worship is immaterial to the weight of our intentions!". My vision is obscured as a sack is pulled over my head. I try to continue, my voice muffled, but suddenly I'm floating, and everything turns white.

---

What do you mean that's not... Oh! Yeah, that makes more sense.

---

My family were long-time followers of Neo-Orthodoxy, although most of our neighbours were part of the local Post-Covenant congregation. We got along well enough, as we agreed on all but the most minor scriptures, until the Covenant Revival anyway.

White Robed Zealots came through the neighbourhood, extolling the virtues of the "New Covenant", and offering the traditional Covenant guest gift of saltbread and fish. We declined every time of course, accepting food from a guest being a hospitality Taboo, but they kept pushing. Eventually, they grew tired, and our once-friendly neighbours drove us out. Last I heard they'd turned the whole place into a gated community.

Life on the streets was hard, but luckily we were picked up by an old Fundamentalist preacher. She cared for us, and I at my behest taught me her creed. She felt that the damage caused by the many sects of Xyrania caused more suffering and pain than any caused by worshipping the Gods in the "wrong way".

I took to this like a goat to the cliff, and quickly consumed all she had to teach. She recommended I learn from an acquaintance of hers, a priest from the North. Before I knew it, I was being taught how to spread this truth to the uninitiated. I was dressed in a robe of white, blessed in the name of the Mother, and with an unfamiliar warmth in my heart, I found myself standing on the edge of a fountain, facing a crowd.

Then it was a blur. I spoke. People listened. The Holy Guard showed up, and dragged me a way. You know the rest.

---

And here we are. Now I watch my family through a veil as they mourn, surrounded by people I don't even know. The only others I recognise are the white robes of the caterers, with their saltbread and fish.
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Man of Paper

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Re: Chiaroscuro 2
« Reply #13 on: August 31, 2022, 06:14:45 pm »

Quote from: Cpntest Submission: A Milion In Their Shoes
Epiktetos was an abrasive individual who took his business perhaps a little too seriously. His collection of curios, artifacts, and oddities from ages long past were well-regarded now thanks to his no-nonsense attitude, but it was no longer time for business. Epiktetos had been caring for a number of precious newly discovered works of art for the past couple days without much rest, and his coworkers/employees had to force him to head home for some food and sleep. He walked the same roads as always, subconsciously avoiding uneven stones he'd memorized long ago. It was a busy evening, and the beggars in the gutter were plying their trade in abundance, much to Epiktetos' dismay. He never understood why the down-trodden were drawn to his neighborhood, everyone with money to spare lived on the other side of town. One of the homeless grabbed Epiktetos by the hem of his robes, pleading for but a coin to feed her starving children. Epiktetos was surprised and taken aback, hopping away from the woman's filth-crusted hands and nearly knocking over someone who'd been walking behind him.

"Apologies," Epiktetos muttered as he looked to the man who'd bustled past without a care, then back to the beggar who'd used the brief distraction to flee.

"Not again," he thought to himself as his hands rushed to his belt and pockets. A quick pat-down and Epiktetos had located his coin purse, some paperwork he'd wanted to pore over, his sack of vegetables, and the ring belonging to his late wife, all in the right spots, "Must be amateur pickpocket night."

A moderate rain began to fall as Epiktetos approached his home. The door was slightly ajar, which gave Epiktetos pause as he examined the door. It wasn't damaged in any way, but the presence of a lock confused him. Either way, the door was still open, and that was enough to arouse suspicion and caution in the Thpenian curator. With a particularly thick stick procured from a nearby tree in hand, Epiktetos made his way into the small two room abode. He searched every corner and beneath each piece of furniture, but everything was in place and left undisturbed since his last trek home.

As the evening wore on and Epiktetos relaxed, he made himself a nice vegetable soup and sat down at his work table. The wind was heavy enough to interfere with the candlelight, but the light patter of rain on the stones made the small inconvenience worth it. With a warm soup and a cool breeze, the scholar of sorts set to work writing a number of missives to his colleagues. The winds picked up and nearly blew out the candle as he finished and signed the first letter (letter explaining the differences between the various ages of southern architecture and how to identify and separate the archaeological layers). Once the candle's flame steadied Epiktetos noticed his signature was absent from the parchment. He tried to sign it once more, but the ink disappeared from the parchment as soon as it stained it.

"Yeah, I'll be needing that," a voice spoke up from behind Epiktetos, causing him to jump up in alarm, quill in hand as if it were a blade. The man was clad in a hooded cloak, with practically no skin left visible. One gloved hand was held in the air in front of his chest as if cradling an apple.

"Who are you?" Epiktetos exclaimed.

"That too."

"What doing?" Epiktetos asked, brandishing the quill threateningly but leaning away from the intruder and bracing against his table.

"I'm just doing my job," the figure replied, "No hard feelings, eh?"

Epiktetos spoke again, "Get out of my house before I call for the guards!"

"Go ahead," the man replied, his fingers in the gloved hand slowly closing into a fist and opening repeatedly. The man leaned against a wall, looking awfully relaxed for a criminal caught red-handed.

Epiktetos stuck his head out of his window and shouted for the guards, but the right words got caught in his throat. His body, regardless of his will, just couldn't manage to shout "Guards!" no matter how hard he tried. Epiktetos spun on his heel and looked at the intruder who was now spinning a key ring on his index finger.

"To me?" Epiktetos asked in a panic without fully realizing most of the words he'd meant to say hadn't left his lips.

"Sorry, pal. You've got some stuff I want. It's probably not that bad."

"Talking about!?" Epiktetos shouted before what was truly happening dawned on him. The realization was clear on his face and made more apparent when he clapped both hands over his mouth.

"There it is, now you're getting it. Not as quick as some of your business partners, though."

The cloaked man pushed off the wall and stood straight, "Well, I'm almost done here. I was hoping to grab a few more phrases off of you but I think," he wagged his begloved fingers and Epiktetos voice was thrown from the man's hand, "I can make do."

Thoroughly shaken, Epiktetos ran past the man and out of his home. He slipped on the stones outside and fell to the ground. As he pushed up to his hands and knees Epiktetos could see his reflection in the water filling the gutter, illuminated by the light of the full moon. The hooded figure stepped up behind Epiktetos and added himself to the reflection.

"Just need one or two more things," the man spoke and snapped his fingers. Epiktetos' reflection began to twist and malform. His hands flew to his face as he tried but could not prevent the disfiguring happening in front of (and technically behind) his very eyes. Another snap, and...


Antietos was a mute beggar with no past and no future. He was always sat along a stretch of road, face downturned, lightly shaking a tray toward passerby (often to their annoyance) in an effort to attain some form of charity. He didn't know why he begged on the road he sat along - there were richer folk on the other side of town - but he was drawn there for reasons he couldn't quite explain.
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Rockeater

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Re: Chiaroscuro 2
« Reply #14 on: August 31, 2022, 11:45:39 pm »

Quote from: Contest Submission:Murder mystery
Phidias, one of the masters of rites, enters the room where Neaera is looking at a collection of documents and cards with various names on them connected with strings.
Phidias:"You are working on the blackmail material, right? There is som…"
Naera:"You are the council to the Ms.Philinna right? Do you think he could kill to advance his goals?"
Phidias:"I Worked on her for a while, so maybe, why are you asking?"
Neara:"Do you remember the Murder of Senator Conon in his mansion last week, The Impossible Thief gave me a bunch of documents and memories to figure out who did it"
Phidias:"Couldn't he just steal the memories from the suspects to see who did it?"
"It's funnier to see her try to figure it out herself"
Said The Thief, sitting in the other corner of the room as if he was always there
Neara:"Anyway, the murder happened during or slightly after an exclusive meeting in his home, so that cut the suspect list to some of the house staff and the guests, also from his body I dug up it is clear he was hit in the back of the head with a blunt object with a lot of force, that cut the list a bit more, and in general I got it down to two or three suspects, but I can't get it narrowed down."
Neare stares at the mess of papers on her desk for a few seconds.
"Nope, no idea, I have been working on this for three days, I need another clue"
The impossible Thief:"Oh, fine"
The Thief throws a memory cloud at Neara's head which her mind absorbs.
Neara:"That, that changes everything"
She starts moving strings around
Phidias:"What? What you saw"
Neara:"I am not entirely sure, but it sounded like the sound of a heavy object hitting the ground, meaning someone moved the body, meaning the murder didn't happen in the office, and that the murderer could and needed to move the body, so the only option is ... Colonel Hermeros!"
Phidias:"Oh, that what I came here to tell you, The Colonel was injured during military training yesterday, probably dying, so you shouldn't bother to make a file on him."
Neara:"... What?"
The Impossible Thief:"Hilarious!, want another chance? Try figuring out which of the consul's people stole from him this painting"
The Thief pull a large and expensive looking painting from behind his chair.
Logged
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.
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