Discussion and Interest Thread (http://www.thecbg.org/index.php/topic,209827.msg221201.html#msg221201)
Character Creation (http://www.thecbg.org/index.php/topic,209905.msg223473.html#msg223473)
[ic] FLAVOR TEXT COMING SOON[/ic]
[note]If you are not familiar with Underdeep, any relevant information from that will eventually be copy/pasted over here or retyped over here for ease of reference, so don't worry if you're coming in "blind"[/note]Forbidden Arts is a play by post role-playing strategy game inspired by and, with permission, using the same rule system for Steerpike's Underdeep. The game will take place on the fringes of "civilized" society in a somewhat standard fantasy world and the players will take on the roles of a Mad Genius that has been banished from society for practicing their forbidden arts. There will be a total of 10 playable factions, determined by the Art of your Mad Genius: Necromancer (a caster that deals with the Undead and the magic of death), Alienist (a madman who treats with Elder, Lovecraftian beings), Alchemist (a madman who creates potions and living chemical reactions the ignorant call oozes), Infernamancer (a caster that deals with the planes below), Mindbreaker (A psionic being that takes the role of dominating the minds of others and creating ectoplasmic constructs), Inventor (a mad inventor that spurns magic for the products of gears and steam), Primalist (druid bent on tearing down society with living plants and were-creatures), or a Fleshshaper (a genus that focuses on mutating life). As the game progresses, you will expand your Lair, recruit followers, create or summon a variety of creatures, explore the deeper parts of the world, fight (either against uncontrolled monsters, various NPCs, adventurers, or each other), build Outposts, expand your fledgling empire, and seek revenge on ignorant masses that dared called you Mad.
The rules for Forbidden Arts are based heavily on Steerpike's wonderful work on Underdeep, which I highly recommend you give a look if you haven't already. I will be copy/pasting rules where applicable, and when I make a change from the existing rules to suit Forbidden Arts better I'll be notating what is changed. Like Underdeep, there will be a Discussion and Interest Thread, A Characters thread, and an actual Game thread. Thankfully much of the initial balance testing is done from working with an existing system, but individual units will need testing and I'm hoping someone would be willing to add any new rules to Raelfin's simulator for Underdeep as needed. I will patch the game as needed, but I'll avoid doing so unless I'm addressing a major balance issue or when I'm adding an "Expansion," so to speak. If a patch is going to mandate a "nerf" to your units/buildings/faction in particular in some way, I will not make that change without consulting you first about how we can do that with the least damage to your strategy. (I reserve the right to make changes that influence all factions equally as needed). Hopefully such changes will be small and infrequent, especially since many of the "wrinkles" were smoothed out by Steerpike and helpers in the Underdeep thread, but I'll be making changes and new units and, above all, I'm only one person so bound to make mistakes here and there.
If you're familiar with Underdeep you can skip this paragraph after the next bold sentence: The game will have weekly turns, with the "week" ending on Mondays for now. However, my work schedule does change every few months, and I will be changing the week's end to give me two days to resolve combats, post briefings, etc. I'm going ask that everyone adds a "Standard Procedure" tab to you orders (See the Order's section for more information) - these are orders that I will use every turn for you if you are unable to post for a given week or multiple weeks in a row. I encourage people to suggest changes to their existing faction or customize it in some way, though I will be limiting the number of units each faction gets (discounting upgrades to existing units) and keep in mind that no faction will be able to be good at everything - the best you should be able to achieve if you want to do everything is to be average at everything. Combat will be handled by me making some die rolls and using a simulator if possible: all you need to do is give orders. You are welcome and encouraged to send messages to fellow players to form alliances, incite foes, or any other communication. There is no hard limit to how many players I'll accept, but I may cap it until the map can be expanded if it gets too full.
As I've freely admitted, the primary inspiration for this game is Underdeep, but also draws upon my own love of RTS games. In addition, the Mad Genius Archetype I'm basing this game on is drawing from my love of Comics: Lex Luther, Doctor Doom, Magneto, and other famous mastermind villains.
[ooc]The next two paragraphs are pretty much repeats from the Underdeep thread, typed up manually so I'm not being too lazy, so again feel free to skip these next paragraphs (except for the bold section) if you've read that game:[/ooc]
For now, if you're interested in the game or have any comments, questions, snide remarks, please post in the Discussion and Interest Thread. If you want to play and have a particular faction in mind, I'll try to get information about that race and faction up before ones that are not yet claimed, though I make no promises. I would love for you to customize your faction, in terms of flavor, and if you do I'll be happy to work with you to alter abilities and units to fit that new flavor. Maybe your Necromancer deals more with spectral entities or the corpses of aberrant beings. Maybe your Alienist is already an Elder Being himself. Maybe your Alchemist has enough training in artifice/invention to create ooze-powered constructs. Maybe your Primalist works exclusively with plants or vermin. Also, if you have a different idea for a mad genius that doesn't appear on the existing list, feel free to ask and I'll see what I can do. In addition, there will be a default "Leader" unit for each faction, but I encourage you to modify it.
Finally, there is an option for players who don't have the time/energy/inclination to play a full faction with a Lair, Outposts, or Army: you can play as a group of mercenaries or adventurers a monster or group of monsters. You'd play as either a single powerful being or a small group moving around the map, able to interact and roleplay (with options to resurrect your unit/units as the game progresses) without controlling an actual faction.
One final note for those who are[,i] familiar with Underdeep: I am not the artist that Steerpike is. I'm going to have to commission the map(s) or see what I can cobble together in Campaign Cartographer without it looking like a can of smashed buttholes, and I won't be able to do individual portraits. I hope that doesn't deter anyone playing, but I didn't want anyone getting their hopes up in that regard. :)
Classes
[ooc]Throughout this thread you'll see me mentioning minions, henchemen, and apprentices. These are individuals that chose to join your service. You cannot control exactly how many offer their services each turn, though you can turn any away, and you can't control what exactly offers its services, though they will suit your faction. You can take steps by offering compensation draw more into your service, and that compensation can take the form of additional money, favors, a limited degree of free action, etc. More will be discussed in the Units section.[/ooc]
Necromancer
A necromancer is someone who has reached beyond the boundary of life and death, either through arcane power, the gift of a god of death, or strange alchemical concoctions. Shunned due to the unholy nature of the Art, Necromancers command legions of the undead, the core of which are simple reanimated humanoid corpses. However, powerful Necromancers can gain much more unique undead, reanimating strange creatures or combining creatures to create true monstrosities.
Alienist
An alienist reaches further than any other mortal to realms that were not meant to be, drawing from wholly unnatural sources from different spheres of life or time or knowledge to increase their might. Shunned and feared due to their alien, often insane nature, the Alienists commands these Aberrant Creatures and Elder Things...or is merely their puppet, depending on who you ask.
Alchemist:
Instead of reaching beyond the veils of magic, the Alchemist delves into the properties of matter to create unique concoctions. While many Alchemists are, in fact, respected members of society, the mad alchemists has pushed too far into the seeking of immortality and creating life, creating creatures of pure alchemy called Oozes. The Oozes compose the bulk of a Mad Alchemist's army, but an alchemist also arms his humanoid minions with explosives and stranger concoctions to serve them in the battlefield.
Infernamancer
While the Necromancer reaches beyond life and death and the Alienist reaches to Elder Beings, the Infernamancer makes pacts with entities of the Hells Beneath to further his powers. The core of their army is composes of a mixture of lesser demons and humanoid cultists, but greater fiends will answer their Infernamancer's call.
Mindbreaker
The Mindbreaker is not as concerned with the arts of his "contemporaries", and instead focuses his innate psionic talent on breaking others to his will. Gathering a herd of followers both broken and unbroken, the Mindbreaker can dominate lesser beings and even contend against powerful entities. To supplement his thralls, a mindbender crafts constructs out of liquid kinetic energy known as "ectoplasm," and a horde of thralls backed by these Ectostructs can be a nightmare to behold.
Inventor
The Inventor spurs tradition and magic both, instead creating beings of steam and iron to crush his foes. Some inventors live among humans with no problem, but the Mad Inventor has taken it too far, creating weapons of war that horrify others and lead to the inventor seeking solitude for his work.
Primalist
Unlike many others of the Madmen, the Primalist was already apart from society in most cases, much more comfortable in the wild. Unlike other druids who promote peace and unity with nature, the Primalist knows that the color of nature is not green, but red, and the only survivors are the fittest. The fat, pathetic beings that mewl behind walls are only prey animals to be hunted.
Fleshshaper
For the Fleshshaper, life is a canvas – a beautiful canvas waiting to be perfected with her Art. The Fleshshaper experiments on life itself, using magic, alchemical concoctions, and other rituals to perfect the canvas of life for her own ends and out of pure love of her art.
This is a barebones, rough overview of the world as it stands today, to give some information that will help inform your character creation. More will be fleshed out later. Also, it is worth nothing for the time being that the only "humanoid" races are, in fact, humans – anything else is a fae, animal, monster, beast, demon, or other being that goes beyond human norms.
Overview
Forbidden Arts takes place on the continent of Aelithia, an island continent shaped around a large inland sea scattered with Islands. Aelithia was recently the source of a major conflict between the three dominant powers: Drakan, Hallith, and Laerim. Hallith and Laerim unified against Drakan's expansionist and militaristic policies, and in the end all three nations were unified into one empire, the Latherian empire, under the theocratic but benevolent rule of Empror Alen Pendrell.
The Latherian Empire has flourished since the Unification War, but not everyone is happy with the current state of affairs; least of all the various Mad Geniuses who live on the fringes, collectively considered the greatest threat to the Empire's peace – collectively called the Dark Exiles.
War, Unification, and Exile
The Unification War was sparked by Drakan's invasion of Hallith, which would have normally been a matter that Laerim stood out of, as it had done dozens of times before. However, pragmatic Drakan has seized new weapons of war: the Dark Artists, genius' with insane thirsts for power and limited morals. The Mad Geniuses that are the PCs, all were gathered under Drakan's banner. Laerim had been an theocratic nation, worshipping the Lumniferous Seven, a pantheon of benevolent gods, and would not stand for such horrific weapons of war being deployed. Together, Hallithian Battlecasters and Lumniferous War Clerics bolstered the common soldiers and fought over the course of five years to drive Drakan back. In the end, the two nations agreed their mutual interests were best served with a true unification, and that Drakan could not rise again, resulting in the Latherian Empire we know today.
However, there was a sticking point in their conquest: the Dark Artists. While many clamored for their utter extermination, the three nations had been at war for over a decade, and the people were tired of constant warfare. Instead, the Dark Artists – those that survived the war and the purges that did follow for a time – were exiled, hence their current name. How much loyalty any individual Mad Genius feels towards Drakan of old is up to the player, or if any – not all practicioners of the Forbidden Arts served the Draki.
Current State
In the parts of the Latherian Empire that were once Hallith or Laerim, life is very good. The two governments were fairly compatible, and the improved quality of living that results in the blending of the Hallithian Arcane tradition and the Laerimi Clerics has resulted in some truly marvelous advancements. Meanwhile, in much of former Drakan, it's easy to forget the war actually ended, as insurgents continually attempt to rise up. Not all of these insurgents would be friendly to the Dark Exiles – many, in fact, blame them for Drakan's loss in the war, and are quite hostile to them. To make matters worse, on the borders of the Empire, monster incursions have become increasingly frequent, and no one knows how many of the Dark Exiles lurk outside the border towns – and some rumor that border towns have begun falling under the sway of these insane men and women.
NPC Organizations:
The Falcon Knights: The elite warriors and upholders of law and order in old Drakan, many of the Falcon Knights transferred their loyalty to the Latharian Empire upon Unification, either out of a desire for law or out of an honest belief that Unification was better. They most often patrol the semi-warzone that is Old Drakan, doing their best to find nonviolent solutions to insurgent demands, or use their fabled mobility to patrol the border towns – though they are few and far between there. Many Falcon Knights worked with Dark Artists during the War, so they are more likely to attempt to negotiate than other Latharian factions, but it is unlikely one of the Exiles would be able to form an allegiance with them.
The Crows of Drakan: Of course, not all Falcon Knights believed that Unification was a good thing. Defacing their old standard, those Falcon Knights that refused Unification became the Crows of Drakan, and wage their insurgency across the entire Empire. The official "party line" for the Crows of the Drakan is that the allegiance with the Dark Artists is what brought about Drakan's fall, but their endless war and vastly outnumbered nature means they will often chose Dark Artists as the lesser of two evils.
The Lumniferous War Clerics: Staunch foes of evil wherever it may be found, the Lumniferous War Clerics, called by many "The Shining Soldiers," are the battle clergy of the Latherian Empire. Their motto is "None Too Far To Be Redeemed," a philosophy that has caused them as much trouble as could be expected, and some of them fall from this lofty ideal after watching too many friends tricked during the Unification War. Individually no match for a master of the Forbidden Arts, the Shining Soldiers are backed by the church itself and a great deal of popular support.
The Battlecasters: Formerly Hallith's elite soldiers, Battlecasters are warriors trained to blend arcane might with swordplay. The rigorous demands of their training keeps their numbers few, much to the thanks of any who are their foes. While it's tempting for Dark Artists to sneer at them as simpletons and dabblers, only useful for fighting, only the unwise assume that means they can be simply brushed aside in a fight.
The Watch: Under-funded, under-powered, and under-appreciated, the Watch is an organization that is composed of an information sharing network between local constabulary. Filled with rumors and suppositions and often plagued by corruption, the Watch is rarely much of a threat if it weren't for their damned persistence, often working to get to the root of a matter where even the staunchest Shining Soldier and most hardened Battlecaster would have long given it up as an unsolvable case.
The Thieves Guilds: Mostly local organizations in cosmopolitan areas, the Thieves Guilds are exactly what their name implies, and rarely make a big enough splash to draw notice. Perpetual foes of the Watch but beneath the efforts of other law enforcement bodies, they all are individuals of tight lips and loose morals. They would be ideal allies of the Dark Exiles if not for their insistence on not drawing the attention of stronger opponents, a policy which keeps them alive but makes it hard to forge and allegiance with them. Rumors have begun to spread of a Thieves Guild calling itself The Family in Old Hallith that spans multiple cities, but such rumors are often quickly silenced.
The Circle of Stone: Not aligned with any of the nations of old, The Circle of Stones is a druidic organization that promotes peace between mankind and nature, often hired when new cities or buildings are planned to minimize the impact on local wildlife. They rarely concern themselves with political matters, but will oppose those Dark Artists that threaten the land. They hold an especial animosity towards Primalists, who they view as perversions of the true natural order, and Alienists, who inherently disrupt nature. For their part, Primalists often view members of the Circle the way a wolf views a herd of deer – only noteworthy as prey, but too numerous to immediately strike.
The Low Templar: With the Lumiferous Seven the official religion of the Latherian Empire, many former holy warriors found themselves disenfranchised. Banding together under a common banner, the so-called Low Templar seek to promote their gods' religions when it is illegal to do so. Some have gone so far as to cut deals with Forbidden Artists, though not all have come so Low. The Low Templar also are frequent allies of the Watch, both having a similarly maligned place in society.
Coming Soon
NPCs, NPC Factions, NPC Political Parties, and NPCs Galore! Questions and comments will be appreciated, and if you happen to just invent or mention an NPC or NPC Group in your character's backstory, I'll be happy to incorporate them into the larger world. In fact, I strongly encourage you to do so; this will make this more of a living, believable world.
[spoiler=out of date]
Regions of the World and Terrain Overview
[ooc]Maps to come when I have them[/ooc]
The Civilized Lands
The Civilized Lands covers the largest section of the world and is home to two predominantly human kingdoms (Hallith and Aelithia), one elvish kingdom (Thyssaedi ), a dwarvish kingdom (Durmorth-Khulzad), a smattering of halfling and gnome villages, and the mutli-species kingdom of Drakan that is ruled by a tyrant council of mages. Travel through the Civilized Lands is easy and safe, with roads connecting most towns and armed guards of one kingdom or another common. It is the breeding grounds for adventurers that constantly thwart plans of various entities beyond the Civilized Lands. This is the most heavily populated and best defended region of the world, though outlying settlements and villages are often vulnerable to raids. When the Storm of Gates occurred, the Civilized Lands found themselves at the mercy of potential threads from the World Beyond, and while they have rallied nicely, the fact that their borders are no longer secure makes them increasingly nervous. However, for all their might, the Civilized Lands find the beings of the World Beyond terrifying and can only counter any threats with their numbers or adventuring parties.
The Myrkwood:
To the West of the Civilized Lands, the Myrkwood is where some exiled geniuses gather. Covered in bands of thick mist that restrict travel and rumored to be haunted, the Myrkwood is a favored spot for Necromancers, Fleshshapers, Alchemists, and Primalists. Dangerous beasts roam the Myrkwood and it is easy for entire armies to get lost in the Myrk, making it easily defensible. Portals to the Civilized World are most common here, which means that many adventurers seeking to whet their teeth on that dangerous life find themselves there.
The Glacial Canyons:
To the South of the Civilized Lands, the Glacial Canyons are a twisting network of icy canyons home to elementals and creatures dangerous enough to survive within its reaches. The isolation of the Canyons makes it a favored home of Infernalists, Alienists, and Mindbreakers. The portals of the Canyons most commonly lead to the Myrkwood, and beneath its ice are a greater abundance of resources that are more easily unearthed than in the Myrkwood. However, the lack of typical mortal life makes it less appealing for those who need bodies for their crafts. Rumors persist of elder civilizations buried beneath the glacial ice waiting for the bold to unearth.
The Eldritch Wastes:
To the North of the Civilized Lands, the Eldritch Wastes are one of the most inhospitable regions of the Known World, with portals leading to the Glacial Canyons. However, it is the area richest in resources other than food, making it a prime location for Inventors and Artificers, and its barren nature appeals to Heresiarchs. A might empire once stood here, brought low by Deific wrath, and its ruins dot the landscape. While the Myrkwood is broken up by the Myrk and the Glacial Canyons are divided by the fact it's a network of canyons, the Eldritch Wastes are broken up by Wyrdsands, magic infused sand that makes passage typical lethal or destructive.
FEATURES
Portals:
The catalyst for the game is the Storm of Gates, an unprecedented magical catasophe that opened gates across the world. While there are typical passages (travel would go Civilized Lands-Myrkwood-Glacial Canyons-Eldritch Wastes) portals exist that bypass this route, though it rarely skips more than 2 steps. (There are no known portals from the Eldritch Wastes to the Civilized Lands or back). Portals will appear on the map but only about half of them will show where they go – the other half are yet unexplored and may go anywhere within the Known World. However, they allow anyone to bypass the heavily fortified border of the Civilized Lands, making it quite dangerous for those within – and presenting new opportunities for those without.[/spoiler]
RESEARCH
First of all, are 3 stages to research, each a which takes a week. It's possible to shorten that time, as show below, but the length is also intended to make espionage a viable and interesting option. The flavor of the setting means that research should be a primary component of the game, so we're doing our best make it really fun.
Researchables
All players have a set of "researchables" which are like a set of possible units and/or upgrades and/or spells. For example, an alchemist might start with researchables of regenerating slimes, self-replicating slimes, and explosive slimes. By default a player doesn't know about any of their researchables.
Bookwork
Bookwork is where you start to investigate your options. Bookwork can be done at any time (i.e. doesn't have to lead directly into preparation). When a player does bookwork they specify an "interest" or "dream" or "plan" or whatnot. Bookwork will add some number of researchables (depending on the quality of the facilities you are researching from) related to their specification, which would still be unknown.
Preparation
This stages narrows down exactly how many of what resources will best get the desired results. Because preparation only reveals researchables that are gained with bookwork, some bookwork has to be done occasionally to refresh the pool of available research. Preparation can be done without bookwork; if doing so, you're using the material you you have available and working towards one of those unknown researchables. This can be done at any time, and when someone prepares they can specify a focus. Some number of researchables that are closest to the focus would then be revealed to the player.
Experimentation
This stage is where the resources are consumed and the actual spell is prepared. When someone does experimentation they can either specify a known researchable to gain or gain a random unknown researchable (blind experimentation). There is a chance of blind experimentation going haywire or producing unpredictable results.
Overview
The result of this are that bookwork would make prep more valuable and prep would make experimentation more valuable. Players who do nothing but experiment blindly will get more upgrades, but less control over what they get. Players who prep before experimenting will get more control over what they get, but they won't be able to guide their options directly (and they may run out of good options). Players who do bookwork first get to decide exactly what they want, but of course it takes longer. Players that do bookwork and experiment, but skip preparation will make progress in their desired field, but the individual bonuses gained will be fairly random.
[spoiler=Defunct][ooc]Though I don't have all the details of the factions right now, I'll be posting things up in a haphazard fashion for either Steerpike to use or to maybe, eventually be used for this actual game. Therefore, I have not put too much effort into balancing in terms of cost, which may be needed. Descriptions of new spells and abilities will be posted as well.[/ooc]
Alienists are beings that deal in things that go beyond Dark, beyond Evil, beyond Old. An alienist is in contact – in communion – with Elder Things, beings from beyond the Sphere's of Mortal Life. From beyond the known world and known planes come their minions, beings of wholly unwholesome and alien nature. Called "Aberrations" by the uninitiated, these beings are far more – Life from spheres beyond what we know. An alienist must take extreme caution in dealing with the beings he calls, even more so than Necromancers and Infernamancers, not just because his calls are answered by beings that may resent him for the act of Calling, but because these beings are wholly alien to the average mortal mind – part of what makes an Alienist so terrifying is that they can understand the strange, nightmarish thoughts of these beings.
Starting Laboratory: To be determined. An alienist must always claim their first dungeon in the Glacial Canyons.
Starting Resources: Alienists deal with strange beings with elder knowledge, which often allows them to find resources hidden for eons. However, their strange nature and the mind-breaking nature of those they deal with deters trade: an alienist starts the game with 800 Gold, 100 Metal, 150 Food, and 75 Bodies.
Special Abilities
Abhorrent: Any creature that is not immune to mind influencing effects must roll twice on morale checks to avoid fleeing and take the worse result. This ability only applies to the Alienist Himself or his Aberrations. If the units have discipline, they still roll twice: if they fail on both rolls to avoid fleeing, then they flee as if they did not have discipline.
Impatient: An alienist's troops are Elder Things, but they are not prone to waiting long. If an alienist fails to pay one of his Aberrations upkeeps for two consecutive turn, they immediately desert and become wandering monsters.
Ritual Upkeep: An alienist may also complete a ritual upkeep once per month, noted in the creatures Ritual Upkeep. There is no penalty for failing to perform a unit's ritual upkeep. However, performing it successfully gives all of the same units a bonus listed in the unit's description.
[ic]The Alienist
Ranged Attack +10 (25% Chance Each round of Fire, Acid, Sonic, or Cold Damage)
Ranged Damage +8
Melee Attack +8
Melee Damage +6
Defense 18
Health 20
Speed 4
Morale +6
Special Abilities Starting Spells (Confusion (At Will), Agony (At Will), Dispel Magic 3/week), Detector, Immunity (Fear)
An Alienist increases the Morale and Ranged Damage of any army it leads by +1. Any army the Alienist reads also gets a +1 bonus to Ranged Attack Rolls for Spells.[/ic]
[ic]Mad Cannibal (Requires: Asylum Circle)
Cost: 6 Gold
Upkeep 2 Food or Bodies
Ritual Upkeep None
Melee Attack +2
Melee Damage 3
Defense 12
Health 6
Speed 4
Morale +1
Special Abilities Humanoid, Spell (Frenzy, own regiment only)[/ic]
[ic]Goat-Spawn (Requires Breeding Pen)
The Goat-Spawn are the result of a particularly foul ritual practiced by Alienists where an Elder Thing is summoned and impregnates mortals. The Goat-Spawn reach adulthood rapidly and appear somewhat close to their humanoid forms, though they give off an aura of "wrongness" that is aided by their ramlike horns, the extra, bloodshot eyes they sport over their head, and the backwards bending knees on their legs. They are vicious and cruel animals, and delight in ceremonies that last for a week where a single Goat-Spawn "plays" with a mortal.
Cost: 14 Gold, 1 body
Upkeep 3 gold, 2 food or 2 bodies
Ritual Upkeep To Pay the Goat-Spawn's ritual upkeep, a Goat-Spawn must be garrisoned at the Laboratory. While garrisoned, a single humanoid is 'sacrificed' by the Goat-Spawn at a ritual where either at least 20 other goat-spawn or all available goat-spawn (whichever is less) must be present. This ritual takes 5 speed to complete for the Goat-Spawn. This ritual benefits both Goat-Spawn and Goat-Spawn Spewers.
Melee Attack +5
Melee Damage 6
Defense 14
Health 8
Speed 4
Morale +2
Special Abilities Aberration, Fear (DC 10)
If A Goat-Spawn's Ritual Upkeep is met, all Goat-Spawn controlled by the Alienist become Empowered, gaining a +2 to Damage, Health, and Morale[/ic]
[ic]Goat-Spawn Spewer (Requires Breeding Pen)
Similar to their brethren, a Goat-Spawn Spewers differ only in the smaller, very humanoid head that juts from their chest that can spit globs of acid at their foes.
Cost: 14 Gold, 1 body
Upkeep 3 gold, 2 food or 2 bodies
Ritual Upkeep To Pay the Goat-Spawn's ritual upkeep, a Goat-Spawn must be garrisoned at the Laboratory. While garrisoned, a single humanoid is 'sacrificed' by the Goat-Spawn at a ritual where either at least 20 other goat-spawn or all available goat-spawn (whichever is less) must be present. This ritual takes 5 speed to complete for the Goat-Spawn. This ritual benefits both Goat-Spawn and Goat-Spawn Spewers.
Ranged Attack+6
Ranged Damage 4 (Acid)
Melee Attack +3
Melee Damage 3
Defense 14
Health 8
Speed 4
Morale +2
Special Abilities Aberration, Fear (DC 10)
If a Goat-Spawn Spewer's ritual upkeep is met, it becomes Empowered as a Goat-Spawn, but the bonus damage applies to their ranged attack instead of their melee attack.[/ic]
[ic]Dark Young (Requires Greater Breeding Pen)
The Dark Young are large horrors standing on goat-like legs that support a body that is simply an eyeless mass of mouths and tentacles. Vicious on the battlefield, what make the Dark Young truly horrifying is its appearance, which both frightens and drives lesser being mad.
Cost: 20 gold, 3 bodies
Upkeep 3 Bodies or 3 Food
Ritual Upkeep A Dark Young's ritual upkeep requires the Alienist to personally feed a Dark Young his left hand, which swiftly regrows, but lowers the Alienists health and attack (both ranged and melee) by 2 for that week.
Melee Attack +6
Melee Damage 8
Defense 16
Health 12
Speed 6
Morale +3
Special Abilities Aberration, Fear (DC 14), Confusion Aura (DC 14), Large
If a Dark Young's ritual upkeep is met, it's fear and confusion aura's DC increases by 2, and it gains 2 additional defense. [/ic]
[ic]Many Handed One (Requires Profane Womb)
The Many Handed One appears as a faceless, armless humanoid, surrounded by dozens of grotesque floating hands that can fly far from its body. Although each hand delivers a blow that is not much stronger than that of a normal human, the cumulative effect of the blows is dangerously wounding.
Cost 30 gold, 2 Bodies
Upkeep 4 Gold, 4 Food
Ritual Upkeep (TO BE DETERMINED)
Melee Attack +8
Melee Damage 10
Defense 18
Health 16
Speed 4
Morale +6
Special Abilities Aberration, Fear (DC 18), Reach
If a Many-Handed One's ritual upkeep is met, it gains +4 to health[/ic]
[ic]Star Spawn (Requires Calling Circle)
The Star Spawn are beings that combine the worst elements of squid, human, and dragon into true nightmares. They prefer to start their fights with horrible, piping music that resonates at frequencies that can shatter rock or bone before descending to assault with claw and tentacle.
Cost: 40 gold, 5 bodies
Upkeep 5 Bodies or 5 Food
Ritual Upkeep (TO BE DETERMINED)
Ranged Attack +8
Ranged Damage 6 (Sonic)
Melee Attack +4
Melee Damage 8
Defense 17
Health 25
Speed 6
Morale +5
Special Abilities Aberration, Fear (DC 15), Flying, Detector
If a Star Spawn's ritual upkeep is met, its ranged and melee attacks deal an additional 2 damage, and it gains 2 speed.[/ic]
[ic]Creeping Butcher (Requires Calling Circle)
This creature has a body like a many segmented, tentacled millipede topped with a humanoid torso. It's four forelimbs end not in hands, but in wicked scythes. They serve alienists as assassins and spies.
Cost: 60 gold, 20 bodies
Upkeep 10 gold, 4 Bodies
Ritual Upkeep (TO BE DETERMINED)
Melee Attack +10
Melee Damage 12
Defense 18
Health 40
Speed 3
Morale +6
Special Abilities Aberration, Fear (DC 18), Climbing, Infiltrator, Assassinate
If a creeping butcher's ritual upkeep is met, it gains tunneling and +2 speed.[/ic]
[ic]Masked Priest (Requires Profane Sanctum)
Cost 70 gold, 5 Metal, 2 Bodies
Upkeep 8 Gold, 4 Food
Ritual Upkeep (TO BE DETERMINED)
Ranged Attack +10
Ranged Damage 8 (Cold)
Melee Attack +6
Melee Damage 6
Defense 18
Health 22
Speed 4
Morale +8
Special Abilities Aberration, Fear (DC 18), Detector, Discipline, Spells (Agony at will, Charm at will)[/ic]
[ic]Aerial Polyp (Requires Birthing Cyst)
Cost: 200 gold, 40 bodies
Upkeep 20 Bodies
Ritual Upkeep (TO BE DETERMINED)
Ranged Attack +10
Ranged Damage 15 (Acid)
Melee Attack +15
Melee Damage 20
Defense 22
Health 160
Speed 6
Morale +10
Special Abilities Aberration, Huge, Flying, Fear (DC 20), Confusion Aura (DC 20), Despair Aura (DC 20), Spells (Favorable Wind)
If an Aerial Polyp's ritual upkeep is met, it gains +20 Health and +2 Speed.[/ic]
[ooc=New Abilities/Spells]
Aura: An aura functions as the ability Fear, but instead of inflicting the fear effect, units that fail their morale check instead take the effects of the spell as though it had be cast upon them.
Favorable Winds:
The winds turn to aid your army. Opposed regiments take a -2 penalty to ranged attack rolls, and enemy flying units are forced to land, losing the benefits of flying. Your army gains a +2 bonus to ranged attack rolls. This spell must be cast each round for its effects to remain. Unlike most spells, no morale check is allowed to resist the mighty winds conjured for the ranged attack roll penalties, though flying units get a morale check to avoid being forced to melee. Huge flying units can remain airborn if they fail their morale check, but they must fight in melee.
Despair:
This spell assaults the forces hope, drives their hunger, and increases the ravages of time on their body. A regiment hit by Despair that fails it's morale check suffers penalties as if their upkeep had not been paid for two weeks, though constructs and other units that lose their ability to act if their upkeep is not paid are still able to act. Despair can only impact a regiment once in a week, though if they fail their check by more than ten the effect persists throughout the entire week (including the normal morale check to avoid desertion)
Despair is even more crippling if units have already gone without their upkeep: they suffer the effects as if they had not been paid their upkeep for twice as long as they already have.
Charm: This spell functions exactly the same as Dominate, but can never impact a creature for longer than a single combat.[/ooc][/spoiler]
Reserved For Combat Information
RESOURCES
In Forbidden Arts you play as a mad genius, not a ruler. Sure, you may want to eventually rule the world, but you have lots of work before you can get there. Yes, you have servants, you have minions, you may even eventually have a legion, but you don't have farmers or miners or bakers or candlestick makers. You are dependent on the common, ignorant masses to provide you with the resources to pursue your work.
Players in Forbidden Arts can only directly build one thing: Lairs. A lair is some kind of structure with a few rooms suitable for research, summoning, engineering, planning, monologuing to those who would disrupt your plans, and the basics of life. Lairs can be built in cities, fortresses, cave systems, the wilderness, or the caldera of an active volcano. Lairs are where research and summoning happen, where wealth is stores, and where you and your minions can lay-low until the heat is off if a plan goes pear-shaped. As such, lairs do not appear on the map except for your starting lair. Lairs are usually riddled with traps, guards, and defenses, and would require overwhelming force to capture.
But a lair, wonderful as it is, does not provide enough; to gain resources, a player will obtain wealth from villages, towns, and cities. These civilized locations are managed by NPCs, and are the primary means wealth can be obtained. Some towns will provide wealth in exchange for defending them from monsters, and villagers can be traded with for magical or technological goods and services, but you are a mad genius; it's far easier to take what you deserve though one of the following methods:
Raids: Perhaps the bread-and-butter way for an up and coming mad genius to obtain wealth, a mad genius can simply come in and take everything they can, and then leave. If a player raids a town or city, they gain a large short-term pile of wealth, but slow down that area's economic development (making them less appealing in the future) and make foes of any survivors - or the authorities if there is a lack of survivors. Raiding is also the best means of securing wealth in lands that are far from your home, or if you need a short-term burst of resources.
Theft: One of the safest ways to secure resources, some units are capable of robbing civilians discretely. A few missing cows here, a slit purse of gold there, and a rogue wizard can fund his operations without the local suspecting an outside source. However, Theft is the Least-profitable means of securing wealth, though it does have slightly better chances of securing rare components if you know where to look. Particularly devious players can even return some stolen property under the guise of being either a philanthropist or a hero, gaining a good reputation with the common folk, but by attaching their name even slightly to these thefts increases the risk of discovery.
Taxation: The most stable form of wealth, if a player is in military or political control of a region they can take what they want from the populace under the threat of force or out of imagined civic needs. The more that is taken the more unhappy the population gets, and if any nearby powers seem more just, rebels may appear to cast off your oppressive rule - perhaps even backed by a rival power or player! Taxation is the most profitable means of becoming wealthy as well as the most stable, but at the same time the hardest, as it requires holding territory outside of one's lair (which does appear on the map) and maintaining a standing army. In addition, since physically dominating a town is difficult and requires constant troop movement from your lair, it carries the greatest risk of discovery of your lair.
Extortion: Sitting between outright conquest and raiding, Extortion forces townsfolk to give you wealth on the grounds of the fact that they have a daughter, see, and she has such a pretty face, shame if anything happened to it, you know? And this house - lovely house, by the way, you buy this yourself - beautiful house, but, you know, looks kinda flammable to me. For a fee, we'll help keep your daughter's pretty face pretty and your beautiful, flammable house from being ash, you know? Extortion isn't a difficult long term as conquest, more profitable long term than raiding, and only a little bit more risky than theft, but has a unique challenge in that is must be carried out pretty much exclusively by human minions and mercenaries; monsters, summons, constructs, and their ilk are too blatant and often don't understand the nuances needed to extort.
Caravans: Trade routes can be milked for wealth much like towns and cities can. Banditry (theft and raiding) along trade routes will often be more profitable than doing the same to a city, but will result in increased guards on caravans, and there is never a guarantee that a caravan won't be delayed or change routes unexpectedly - or be raided by another earlier on in their journey! Trade routes can also be taxed, which is much less risky or difficulty than taxing a city, but also not as profitable. In addition, any of these options can make the route consistently unprofitable, at which point it will be abandoned. Also, you do risk incurring the wrath of another player if, by accident or design, waylay resources from one of their holdings meant for them.
All the methods above will, in the long term, hurt the town's economic trajectory (discussed below). The following methods, however, will not harm and may improve economic trajectory, although they are rarely as profitable.
Protection: This is actually two types of wealth generation that are fairly safe and can be reasonably lucrative rolled into one; legitimate or illegitimate.
Legitimate protection allows the players to actually physically defend a region from some external threat, be it wandering monsters, NPC or PC bandits, or other dangers. This is the least profitable method of gaining wealth by far, since it has the demands of a standing army but you are only being paid what the town can afford, and if attacks abate your wealth will decrease, but it does improve your positive reputation - though it runs the risk 'evil' powers may come to believe you are a soft, week, mewling sheep like those you defend and become emboldened to strike at you.
Illegitimate protection involves colluding with another evil genius or even protecting a town against yourself, using your minions to protect a town against failed experiments that you no longer have a need for. The latter option is still great for your reputation and provides a more stable form of wealth since you can control how dangerous the attacks are, but your minions morale will suffer for it if they start dying, and you still run the risk for ruthless powers to believe you to be weak - and if you are exposed for a fraud, the response will be violent. Specially trained units are often needed to safely carry out protection.
Finally, Fronts are the least profitable way to gain wealth from a settlement on a per-turn basis (though their stability and anonymous nature makes them a better long term strategy than theft), but also the best way to get wealth and information from within a tightly controlled settlement, and the safest way to obtain wealth from another player without drawing their ire. Also, unlike any of the above methods, fronts are an addition that are built onto urban lairs, which can be useful for staging future ventures, but also means that an investigation into a front can reveal an actual lair – an understandably risky proposition.
[ic=Necromancer]
A necromancer is someone who has reached beyond the boundary of life and death, either through arcane power, the gift of a god of death, or strange alchemical concoctions. Shunned due to the unholy nature of the Art, Necromancers command legions of the undead, the core of which are simple reanimated humanoid corpses. However, powerful Necromancers can gain much more unique undead, reanimating strange creatures or combining creatures to create true monstrosities.
Drain Life Whenever a Necromancer is personally present in a battle where living humans are slain, he can draw upon their souls for an immediate and permanent boost to his eldritch might.
Starting Units:
[ic=Walking Corpse] These shambling horrors fill the bulk of the Undead army, and while fairly direct none can deny the effectiveness of the walking dead.[/ic]
[ic=Tortured Soul] Though less visually horrifying, the Tortured Souls pose a more existential fear; instead of a desecration of flesh, they are a desecration of the soul. Of course, that terror is amplified by their ability to chill their foes to the bone.[/ic]
Starting Spells:
[ic=Raise Dead] Without a doubt, the most well known and fearful ability of the Necromancer is to raise the dead, with the end result being battles in which the Necromancer directly participates can result with his army stronger than it was before.[/ic]
[ic=Bolster Undead] As effective as they are as warriors, the Undead have unique vulnerabilities drawn from their animate nature. By focusing unholy energy into them, a Necromancer can greatly strengthen his minions to compensate for these weaknesses.[/ic]
Starting Lair Options:
[ic=Graveyard] For most humans, a Graveyard is where the dead are laid to rest. For the Necromancer, it is where they are awakened, and a necromantic graveyard is well stocked with fresh corpses as often as they can be provided. [/ic]
[ic=Reanimated Wall] A Necromancer knows not every body is suitable for full reanimation, but believes strongly that some piece of everyone is useful. Many of these pieces end up stitched together into an unholy wall of rotting flesh that defends their hidden lairs.[/ic]
[ic=Spirit Chamber] The distinction between a Necromancer of true skill and an amateur dabbler is the ability to bind the souls of the dead as well as their flesh. Within the Spirit Chamber, a Necromancer can call upon the souls of the departed for information or to do his bidding. [/ic]
[ic=Laboratory] Beyond the actual practice of the art, a Necromancer needs a place where his latest theories can be tested and studied before the are unleashed upon the world. The Laboratory provides just that, stocked with every unholy apparatus of their art they have gathered, as well various tomes of forbidden lore.[/ic][/ic]
[ic=Inventor]Many people invent things. Sometimes it's a new kind of water-wheel, a fancy kind of stirrup, or maybe even an automatic loom. These people are not inventors, they are hobbyists. A true inventor makes masterpieces of steam, clockwork, and lightning; they channel their creative spark and make things that were thought impossible without magic; they create things which have never been seen before, and threaten the very fabric of civilized life. Understood by few, Inventors typically build themselves mechanical companions, servants, and soldiers to do their bidding and help make their dreams a reality.
Mad Spark: Whenever an inventor successfully performs an experiment (i.e. gains an upgrade), they also gain X wealth from left-over scraps and spare parts.
Starting Units:
[ic=Clockwork Hound]While not as swift and strong as real dogs, the clockwork hound is a relatively simple, yet surprisingly tough little automaton that can be counted on to obey its creator in all things.
Mechanics: Melee Infantry. Costs power/turn. No morale score. Cannot move without an inventor, but can be assigned to guard an area. Relatively high HP and perception scores. Chance to break down each turn they're left unattended.[/ic]
[ic=Autoballista]These monstrous mechanical spiders house a gigantic crossbow within their steel carapaces. They excel at punching through thick armor and taking down large targets, but are usually overwhelmed by masses of small troops, especially in melee.
Mechanics: Ranged Infantry. Costs power/turn. No morale score. Cannot move without an inventor, but can be assigned to guard an area. High cost. High attack and damage. Cannot kill more than 1 unit/turn in combat (damage is capped at the HP of the target unit). Chance to break down each turn they're left unattended.[/ic]
Starting Utilities:
Inventors don't use magic, but their creations often do just as well as a wizard's touch.
[ic=Gas Grenade]This small object packs a thick black cloud of smoke within its fragile exterior. When thrown it quickly blankets an area in toxic gas that makes ranged combat nearly impossible.
Mechanics: Costs power to create, but can be used by hirelings. When thrown deals poison damage to targets and applies massive penalties to ranged attacks to and from those targets for one round.[/ic]
[ic=Cloud Seeds]Rockets aren't always for show or for combat. These rockets bear special mixtures of chemicals and powdered substances such that when they explode in the air they soon cause a chain-reaction that results in massive cloud-coverage and stormy weather.
Mechanics: When used before a battle they can induce a storm modifier (penalties to fliers and ranged attacks). Can also be used to provide a distraction and bad lighting conditions to help sneaky units.[/ic]
Starting Lair Options:
[ic=Factory]The first thing the aspiring, true inventor begins is making crude automatons that aid in the construction of others of their kind. An Inventor working in his factory is rarely using his hands, but direction his basic automatons to create his visions.
Aids creation of automatons.[/ic]
[ic=Workshop]There are others who claim to have a workship. The Inventor laughs at them. A room full of gears, nuts, bolts, chemicals, and far stranger mechanical devices littered among half-finished ideas, the Workshop of an Inventor is a chaotic mess to any but the Inventor's mind.
Aids the construction of utilities.[/ic]
[ic=Analytical Engine]If any doubt that true inventors are more than the pathetic dabblers that were their precursors, one needs to look no further than the Analytical Engine, which preforms tasks of calculation for the Inventor to free up his time. It is debatable if the Analytical Engine actually thinks for itself, but if so, it is still loyal to its creator.
Allows the inventor to queue up research to be performed automatically in exchange for power/turn.[/ic]
[ic=Blade Trap]As much as the pride themselves in their elaborate constructs, sometimes even the most brilliant inventor has to acknowledge the elegance of simplicity. Pressure plates rigged to spring mounted blades are not particularly complex, but the gore they leave behind speaks well to their results.
Simple trap involving spinning blades and pressure-plates. Does solid damage.[/ic]
[/ic]
[ic=Alienist]
An alienist reaches further than any other mortal to realms that were not meant to be, drawing from wholly unnatural sources from different spheres of life or time or knowledge to increase their might. Shunned and feared due to their alien, often insane nature, the Alienists commands these Aberrant Creatures and Elder Things...may be a pawn himself in their mad schemes.
Infectious Insanity When an Alienist spend a week in or near a civilian population, he gains X minions at no additional recruitment needs as his madness spreads to them.
Starting Units:
[ic=Shambling Horror] The simplest nightmares of the Outer Spheres are still horrific to behold. Slow and vile, Shambling horrors are masses of tentacles propped atop two oddly human legs and move with an unnatural jerking gait.[/ic]
[ic=Spike Spitter] In contrast to the Shambling Horrors, Spike Spitters are small and agile creatures that combine the worst aspects of rat, octopus, and wasp. From within their tentacle ringed maws they can launch their foot long serrated "teeth" at speeds beyond the fastest arrow.[/ic]
Starting Spells:
[ic=Madness] While many casters assail their subjects bodies or will, the Alienist is unique in directly assailing their targets very sanity. In addition to the combat advantages gained by their targets hallucinations, some subjected to this spell end up joining the Alienist in their lunacy.[/ic]
[ic=Dream Shatter] Far more insidious than directly blasting their foes' minds, an Alienist can also insert dreams directly into the minds of those who oppose them. While not particularly useful in a heated battle, a well prepared Alienist can greatly weaken their foes with these horrid nightmares on the eve of war.[/ic]
Starting Lair Options:
[ic=Elder Circle] Inscribed in blood, liquified hopes, and the ash of a shattered sanity made manifest, an Elder Circle is instrumental to the work of an Alienist, allowing them to draw their horrors from beyond reality's ever-thinning Veil.
Aids in Summoning[/ic]
[ic=Non-Ecludian Angle] An extremely subtle defensive trap, a Non-Ecludian angle appears to be acute but behaves as though it were obtuse, or conversely appears obtuse but behaves as though it were acute. Introducing something delicate, such as a machine or a biological entity to this impossible geometry, has spectacularly messy results.
Basic Alienist trap. Deals very high damage, but becomes easier to avoid each time it strikes.
[/ic]
[ic=Dream Chamber] When most of those pathetic pretenders to power to sleep, that is all the do. Not the Alienist, however, who casts his consciousness into realms beyond reality every night to gain insight into the workings of his demented allies.
Aids in the research of spells.[/ic]
[ic=Horrid Laboratory] Unlike the Laboratories of most, the Horrid Laboratory is a living creature in its own right, summoned into the Alienist's lair and bound as a structure. It whispers into the Alienist's ear as he prepares his unnatural experiments, providing insight or madness.
Aids in preparation.
[/ic]
[/ic]
[ic=Infernomancer]Where the Necromancer reaches beyond life and death, and the Alienist reaches to the Outer Spheres, the Infernomancer makes pacts with Entities of the Hells Beneath to further his power. His army is full of lesser demons and corrupted humans, but extends beyond that to greater fiends...and hovering over his shoulder is always the Task set to him by his Demonic Patron, which he must complete before death to spare his own soul servitude and instead have a chance of becoming a powerful Fiend himself.
Power from Blood The infernomancer can chose to sacrifice blood - either in the form of sacrificial victims or her own hit points - to pay mana costs.
Starting Units
[ic=Corrupted Thrall] All the Lords of the Nether make bargains with mortal creatures, twisted with traps and loopholes, and the Corrupted Thrall is the result of the biggest loophole in many of these contracts; a Corrupted Thrall is formed when a human fails to make sure his soul goes to the Demon Lord after his death. Demon Lords let their Infernomancers summon these pathetic thralls as cannon fodder for their armies.
Mechanics: Melee infantry unit, cannot flee, deals fire damage upon death.
[/ic]
[ic=Pit Imp]The least of demonkind, Pit Imps don't even have the wings that typically can be found among their brethren. However, the least demon is still a threat to most humans, and Pit Imps delight in setting the flesh of their foes aflame.
Mechanics: Ranged fire damage unit, high defense but low HP.
[/ic]
Starting Spells
[ic=Hellflame Shot]While all Infernomancers are capable of striking their foes with flame, a Hellflame Shot is far more brutal, unholy #0467BC; flame that sears flesh and souls.
Mechanics: Deals Hellfire damage. Units that die may become Corrupted Thralls.
[/ic]
[ic=Inspire Sin]Most Demon Lords are only marginally interested in simply bringing suffering to the mortal world. With this spell, an Infernomancer spreads dark desires among the common folk, tempting them to act out depraved and evil desires.
Mechanics: Effects human NPCs to sow discord in civilized areas.
[/ic]
Starting Lair Options
[ic=Summoning Circle]A pentagram drawn in blood that is kept alight with Hellfire, a Summoning Circle is the most basic tool in the Infernomancer's work.
Mechanics: Aids in summoning.
[/ic]
[ic=Hellcrystal]An Infernomancer is granted great power by his demonic patron, and a Demon Lord would be a fool to not provide some means for communication. A Hellcrystal is just that, allowing an Infernomancer to directly ask questions of their Demonic Patron. or a lesser servitor their patron has to answer questions not important enough to bother the demon lord.
Mechanics: Provides answers about the world from demons.
[/ic]
[ic=Chained Demon]While Infernomancers are set to spread the influence of Hell upon the mortal world, it would be foolish to believe that Demonkind works in concert to this goal. A Chained Demon is a demon the Infernomancer is allowed to summon that is actually the minion of a rival Demon Lord, kept chained and enraged to attack any who trespass on the Infernomancer's realm.
Mechanics: Trap, deals high damage, can select targets, must be fought.
[/ic]
[ic=Eldritch Tome]Only second to the Summoning Circle in how iconic it is to the Infernomancer's work, an Eldritch Tome is the combined knowledge of those that came before in her Art and her own research.
Mechanics: Aids in research, allows for research sharing between Infernomancers.
[/ic]
[/ic]
[ic=Primalist]Unlike many other Mad Geniuses, the Primalist was already set apart from society – and typically much more comfortable in the forests and woods. Unlike druids who promote peace and Unity with nature, the Primalist knows that the color of nature is not green, but blood red, and only the fittest survive. The fat, pathetic humans that mewl behind walls are only prey animals to be hunted in service of the ultimate awakening of nature, a Crimson and Verdant Apocalypse.
Master of the Woods When personally present in an area of forested terrain, the forest itself strikes against the Primalist's foes, and any under his command find their movements unimpeded. (Forest acts as a trap each round for opposing forces).
Starting Units
[ic=Bloodwolf] Students of nature know that wolves only attack humans when starving or threatened. Bloodwolves, however, favor human prey above most animals, their fearsome howls stamped upon humanity's racial memories.
Mechanics: Melee infantry, infiltrator. Can howl to shake living humans, imposing a moral penalty.
[/ic]
[ic=Vermin Swam] A recurring nightmare common among humans is being covered with insects that bite and sting. The vermin swarm is that fear brought to life, crawling over enemies and into gaps in their armor.
Mechanics: Melee infantry. Causes distraction, and ignores any defense provided by equipment.
[/ic]
Starting Spells
[ic=Frenzy]Channeling spirits of primal rage, the Primalist imbues creatures with a bloodlust that must be sated.
Mechanics: Provides a bonus to damage and morale. When cast on enemy units, instead forces them to make morale saves or attack themselves.
[/ic]
[ic=Encroaching Wood]A primalist's greatest dream is what is termed the Verdant Apocalypse; the entire world reverted to a state of nature. The Encroaching Wood is the most basic way of bringing this about, turning non-wooded areas into woodlands, and sparse woodlands into dense thickets.
Mechanics: Grows forest terrain, or doubles the penalties imposed by existing forest terrain.
[/ic]
Starting Lair Options
[ic=Ley-Line]Arcane magic is a perversion of natural laws, and divine magic mocks them. Ley-lines, however, provide a natural conduit for the Primalist to work their spells and call upon beasts and fae beings.
Mechanics: Aids in summoning. A Primalist in a lair with a Ley-Line gains a bonus to their mana pool as long as they are there.
[/ic]
[ic=Proving Ground]Study, for a Primalist, is not a matter of musty, dead tomes, but rather observing the creatures of the wild in action. A Proving Ground provides an opportunity to do that within the confines of a lair, allowing the interactions of predator and prey to play out before the Primalist's eyes.
Mechanics: Aids in research
[/ic]
[ic=Stormglade]Taking their mastery of the Woods to the next level, a Stormglade turns the forest around a lair into a grove infused with primal magic, greatly increasing the speed and effectiveness of a Primalist's minions when passing through.
Mechanics: Provides a boost to movement speed when moving through a stormglade. Provides combat bonuses when fought within.
[/ic]
[ic=Stranglevine Thicket]The various carnivorous plants of the world are among the best exemplars of the Primalist's dreams of the supremacy of nature. The Stranglevine is one of the few that actively feeds upon higher-order mammals, and a thicket of these vines can devastate entire platoons of men.
Mechanics: Trap, deals more damage to large groups.
[/ic]
[/ic]
[ic=Fleshshaper]For the fleshshaper, life is a canvas, a beautiful canvas waiting to be perfected with her Art. The Fleshshaper experiments on perfecting life itself, using magic, alchemical concoctions, and other rituals to perfect the canvas of life and flesh. While some are motivated by goals beyond merely reshaping the flesh, for others the Work of Flesh as Art is goal enough, and often align themselves with outer Mad Geniuses to pursue their goal so long as it provides them with new test subjects – or as the Fleshshaper's call them, their pigments. Since they play with flesh, they do not summon any of their own creations, and are entirely dependent for forces on minions they have beautified.
Perfection of Flesh Fleshshapers are artists, and their canvas is life - and they are made of canvas. Everytime a Fleshshaper completes an experiment, they gain an immediate boost to their personal power as they test their theories on themselves.
Starting Upgrades
[ic=Rending Claws]This upgrade greatly elongates the minion's claws, increasing the harm they can do in physical combat dramatically.
Mechanics: Increases minion melee attack and damage.
[/ic]
[ic=Caustic Glands]Huge, pulsating green sacks along the minion's back house the caustic glands, sacks of muscle that let the augmented minion spray their acidic secretions an incredible damage.
Mechanics: Grants the minion a ranged acid attack. Does additional damage after initial attack hits.
[/ic]
Starting Spells
[ic=Bonewrack]A master sculptor can look at a block of marble and know precisely where to strike it to bring about his vision or to shatter it utterly. With this spell, a fleshshaper does the same to living flesh.
Mechanics: Ranged damage spell. Units damaged by this spell that survive are slowed for two weeks.
[/ic]
[ic=Mimic Flesh]Just as an artist starts not by bringing their own visions to life, so does a fleshshaper begin by mimicking the flesh of those around him.
Mechanics: The Fleshshaper can disguise himself or a minion as another creature, granting them a +X bonus to infiltration. Any upgrades that change appearance are suppressed.
[/ic]
Starting Lair Options
[ic=Fleshpit]This horrid, quivering mass was once various animals and even people, blended together into a living pigment for the Fleshshaper to work with. Their psychic agony and constant pleas for death also shake even the hardiest of creatures to assail the Fleshshaper.
Mechanics: Aids in upgrades, and imposes a morale penalty to enemies in the Lair.
[/ic]
[ic=Black's Anatomy]Written by Dorian Black, the first recorded fleshshaper, Black's Anatomy is a tome of biology that is useful even to non-fleshshapers, containing the details of living creatures of various planes of existence.
Mechanics: Aid in research.
[/ic]
[ic=Preserved Brain]One of the most difficult tasks of Fleshshaping is to extract the brain of a creature from the body without killing it. Devoid of emotions and sensations and slavishly loyal to their re-maker, a Preserved Brain spends its time analyzing data given to it by the Fleshshaper.
Mechanics: Allows the Fleshshaper to "program" research and preparation to occur while he is away. A Preserved Brain cannot upgrade or experiment.
[/ic]
[ic=Twisted Failure]Not every work of the Fleshshaper is a brilliant creation. The Twisted Failure is a creature that failed to live up to its remaker's expectation. It spends its time within the Lair, unable to move from a small area and in constant agony, attempting to kill any intruders with flailing tendrils in a desperate attempt to win its masters approval.
Mechanics: Trap, high damage, must be fought.
[/ic]
[/ic]
[ic=Alchemist]While many play with the fickle and chaotic rules of magic, the Alchemist delves into the reliable properties of mater to create unique concoctions. There are some Alchemists who pretend at the art, but they are parrots practicing predictable formula; true Alchemists push into the search for immortality and the creation of new, amorphous life called Oozes, which compose to bulk of their forces. However, oozes are limited, and Alchemists are more dependent on their humanoid minions – augmented by potions and armed with throwing flasks - than most except for the Alienist.
Simple to Use An alchemist is unique among the various classes of Forbidden Arts in that his spells – called Concoctions – can be utilized by anyone capable of drinking, applying a salve, or throwing a bottle. As such, the Alchemist can sell his concoctions for wealth – and for some concoctions, can actually do so legally.
Starting Units
[ic=Resilient Ooze]The most basic of the oozes an Alchemist can create, the Resilient Ooze demonstrates both the durability of these living chemical concoctions as well as the failure of many Alchemists to name their creations well.
Mechanics: Melee Infantry, does low damage but very high durability.
[/ic]
[ic=Evaporating Ooze]These Oozes cannot survive long when exposed to oxygen, and must be kept in bottles. When they touch air, they rapidly expand until they finally evaporate into a toxic gas.
Mechanics: Melee Infantry, but can be thrown past melee to engage ranged units. Dies after one round, leaving behind a toxic cloud.
[/ic]
Starting Concoctions
[ic=Healing Potion]Simple but effective, a healing potion causes bones to mend, gashes to seal, and burns to heal in mere seconds after being consumed.
Mechanics: Heals. Can be sold openly in NPC towns. (Most Alchemist concoctions must be sold secretly)
[/ic]
[ic=Chameleon Salve]This photo-reactive chemical, when rubbed upon a substance, causes it to reflect the coloration around it, making those so covered much harder to notice.
Mechanics: Provides infiltration bonus.
[/ic]
Starting Lair Options
[ic=Bubbling Cauldron]This Cauldron is almost never heated, yet still bubbles as the chemicals within begin to gestate the life known as Oozes. While mixing the chemicals that give birth to Oozes is possible without a Cauldron, it is also not as efficient or sane.
Mechanics: Aids in summoning.
[/ic]
[ic=Stasis Pool]An alchemist knows better than most the value of preservation. Within a Stasis pool, an Alchemist can keep living creatures preserved though suspended animation indefinitely, emerging fully ready at a moment's notice.
Mechanics: Can store creatures without need for upkeep.
[/ic]
[ic=Alchemical Laboratory]The Alchemists laboratory is a colorful place compared to most, beakers and vials full of various concoctions and brews bubbling and hissing and, occasionally, exploding.
Mechanics: Aids in research.
[/ic]
[ic=Acid Trap]A fairly simple device, an Acid Trap is exactly what the name implies: hidden pressurized nozzles that spray those who trigger the device with caustic liquids.
Mechanics: Trap, deals acid damage. Secondary damage occurs on the round following the attack.
[/ic]
[/ic]
[ic=Mindbreaker]The Mindbreaker is not concerned with the petty "sciences" and "arts" of his "contemporaries," but instead focuses his immense psionic power on breaking others to his will. The Mindbreaker can dominate lesser men and even test his will against powerful entities that would break a lesser mind. He augments these enthralled forces with beings known as Ectostructs, life constructed of his raw will made manifest.
Astral Possession Any psion can send their thoughts into another. A mindbreaker can dislocate his entire consciousness from his body and send it wandering into another. A Mindbreaker can possess a dominated unit and cast spells through it at no risk to himself. Without the aid of a Meditation Pedestal, a Mindbreaker cannot changed his possessed target until the next week.
Starting Units
[ic=Ectoplasmic Wall]The most basic manifestation of a Mindbreaker's will, an Ectoplasmic wall is a huge surging mass of Ectoplasm that provides a barrier for the Mindbreaker and other minions. While its fumbling psuedopods are too weak to actually harm foes, they are still effective at "screening" opposing forces.
Mechanics: Tough, no damage
[/ic]
[ic=Ectoplasm Storm]Appearing as a mass of flickering motes bound by tendrils of ectoplasm, an Ectoplasmic Storm is a chaotic creation that requires little effort of the Mindbreaker to control. While easily dispersed, their electokinetic bolts do considerable harm.
Mechanics: Fragile, high-damage flying creature
[/ic]
Starting Spells
[ic=Dominate]The ability that makes the Mindbreaker what they are, Dominate allows a Mindbreaker to directly take the will of another human or other being, often while behind Ectoplasmic walls. Lesser minds are always permanently controlled, but stronger minds require a constant test of will.
Mechanics: Gain control over another unit. Units with high morale scores can attempt to break free, while low morale units are immediately permanently dominated. Dominated units only need to have half their upkeep in wealth paid to represent the cost of feeding them.
[/ic]
[ic=Enhance Charisma]Through subtle influences, the Mindbreaker comes across much more appealing to weak willed individuals, who find him very agreeable and easy to get along with. Using this method, Mindbreaker's can create cults of personality without needing to fully break wills.
Mechanics: NPCs become much more agreeable to the Mindbreaker, though it does not allow her to directly control them.
[/ic]
Starting Lair Options
[ic=Ectoplasmic Font]While Ectostructs are manifestations of the Mindbreaker's will, there is a limit to even what their mind can maintain. By creating an Ectoplasmic Find, the Mindbreaker can amplify their power to create more stable Ectostructs.
Mechanics: Aids in Summoning
[/ic]
[ic=Dream Siphon]Much like their often-rivals and occasional allies the Alienists, Mindbreakers can glimpse into the dreams of living beings to gain information about their surroundings.
Mechanics: Enables scrying on dreams, which provides vague information about a region with living humans in it.
[/ic]
[ic=Meditation Pedestal]To fully focus their consciousness on unlocking its power, the Mindbreaker needs an area of isolation and privacy where they can hone their power. Often hovering above a serene pool of shimmering Ectoplasm, a Meditation Pedestal provides exactly.
Mechanics: Aids in Research. A Mindbreaker that forgoes research can, when using their Astral Projection ability, "hop" bodies multiple times each week.
[/ic]
[ic=Web of Aversion]These delicate strands appear to be part of a spider's web, but in actuality are strands of crystallized fear. When touched, they implant their fear in their victim, weakening the will of attackers for future domination.
Mechanics: Trap, no damage. Units struck will (depending on rolls) either cower in fear or have their morale lowered for the remainder of the fight.
[/ic]
[/ic]
[ic=Combat Basics]Combat occurs whenever hostile forces are located in the same area and at least one of them is aware of the other and interested in attacking. This can occur as part of a deliberate assault, an attack on a lair, or just as two armies happen to wander past one-another.
You do not need to understand the math or the specific rules to have a good time playing the game. All rolls, battles, and calculations will be done by the GMs. Units all behave sensibly without specific orders (even mindless ones), so you can actually skip this section if you don't want to bother thinking about how combat specifically works.Armies are composed of
units (which are almost always individuals, despite the traditional use of the word "unit" to describe a group that moves together). Units each have the following statistics:
- Hit Points (HP): When a unit's HP reaches 0 it dies. Units that have less than full HP are "injured", but do not suffer any combat penalties.
- Defense: A numerical representation of how good the unit is at avoiding injury.
- Size: A numerical representation of how much of the battlefield (or a transport like a ship) the unit takes up. Larger numbers result in more enemies attacking the unit.
All combat units also have one or more
attacks. Each attack has four major values:
- Type: Physical, Psychic, Fire, Acid, etc.
- Range: Either "ranged", "melee", or "any"
- Accuracy: The counterpart to defense. A numerical representation of how good the unit is at hitting with that attack
- Damage: The counterpart to HP. A representation of how deadly the attack is.
When a unit has multiple attacks, they will naturally use the attacks listed first unless they're unable to or ordered to do otherwise.
All combat units also have a
role (such as infantry, archers, or cavalry), which dictates how they behave in battle. Units that possess free will (hirelings, etc.) have a
morale DC, which represents how likely the unit is to flee if the tide of battle goes against them (higher morale DCs are worse). Some units also have special abilities or traits.
Battles in FA progress through a system of
rounds. Each round the armies will deal damage to each other, spellcasters will cast one spell, and the weaker side will potentially retreat. Rounds are roughly 10 minutes long (in game time). Each round is composed of 5 steps:
- Spellcasting: All units of the spellcaster role will choose one of their available spells and cast it at the target they think is best. Spellcasters naturally chose their spells according to the situation as they see it, but can be ordered to cast certain spells at certain kinds of targets. Additionally, spellcasters can be ordered to forego casting spells and change their role to something else (see "Special Orders").
- Battle: Ranged units and melee units that are engaged deal damage in this step. Unlike spellcasters, normal combatants do not normally have specific targets, but instead attack all opponents simultaneously. It is possible to order troops to focus on one specific component of an opponent's army (see "Special Orders").
- Maneuvering: During the maneuvering step some units will try to engage or disengage with the enemy army. If a unit moves to disengage during this step it is "withdrawing", if it moves to engage it is "charging", and if it is engaged upon (and is not itself charging) it is "defending".
- Followup: Some units can attack during the followup step under certain conditions. (standard infantry and cavalry, for instance, can attack during followup if they charge) See "Combat Roles" for more information.
- Conclusion: During the conclusion step the army that suffered the most damage is forced to make a morale check if it has any free-willed units on the battlefield, and potentially suffer attrition. Some spells and special abilities take effect during the conclusion step (such as regeneration).
Unlike in Underdeep, units in Forbidden Arts do not form tight regiments or engage separately from one-another. Instead, battle takes place along a single unified front (except for flying units, which have special rules). All units are either engaged in hand-to-hand fighting on the front lines, or held at a distance. Sometimes it's possible to manipulate the front-line to engage units that are held back, but most of the time the front line serves as a barrier between the forces.
If three or more mutually-hostile armies meet at the same time, all enemies are treated as on the same side for the purposes of attacking (so each army splits its attacks as it would if it were attacking a single unified foe).[/ic]
[ic=Attacking and Dealing Damage]During the battle step, each unit that's within range of an enemy will attack. Units on the front lines can only use melee and "any range" attacks, while units on the back lines can only use ranged or "any range" attacks. All attacks during the battle step happen simultaneously, and casualties are removed at the end of the step after all damage is done.
Even though units don't form regiments for the purposes of engaging, in the battle step all units of the same name ("walking corpse", "falcon knight", etc) that are in the same place (front-lines vs. back lines) are
clustered for the purposes of taking damage, and those using the same attacks are
clustered for the purposes of dealing damage.
Damage is split across enemies based on their size. An enemy with a size of 4 will draw roughly four times as many attacks as an enemy with a size of 1. For the calculations below it is sometimes important to calculate the
presence of a collection of enemies. Presence is merely the sum of each unit's size in the collection. For instance, if there are two units of size 4 and five units of size 1, the collection will have a total presence of (2*4 + 5*1 = ) 13.
Each unit or cluster rolls 1d20 to attack and adds their accuracy score. The result of this roll is compared to every enemy unit or cluster they are in range of (special rules for archers apply, see Roles for details). If the attack is equal to or greater than the victim's defense score then the attack deals full damage. For each point that it misses the defense score, it deals 10% less damage. Thus if a unit misses by 10 or more, it deals no damage to that victim.
The damage that a unit or cluster sustains is:
(damage of the attack) * (number of attackers in the cluster) * (presence of the defending unit(s)) / (presence of all attacked enemies)
For instance, if 10 mercenary infantry (5 melee damage) are on the front lines and are facing 3 walking corpses (size 1) and 10 shambling horrors (size 2), then they deal:
5*10*(3*1)/(3*1 + 10*2) = 6.52 damage to the walking corpses
and
5*10*(10*2)/(3*1 + 10*2) = 43.47 damage to the horrors
Both of these numbers would be further scaled by how solidly the infantry hit their targets (see attack roll, above) and then rounded up after the damage from other units is added.
When damage is assigned to a cluster of units, it is assigned to one unit until it dies, then the next unit until it dies, and so on. If a cluster includes an already wounded unit, damage is applied to that unit first. Thus a cluster of units is slowly consumed as it takes damage.[/ic]
[ic=Ranged Attacks, Friendly Fire, and Focused Fire]Some units are capable of attacking front-line troops from the back line (archers, etc). The problem being that the front-line is such a heated melee that there's a risk of killing one's own troops.
When ranged units fire into melee, they treat all units in the melee as hostile. When a ranged unit hits a friendly unit, this is called friendly fire. To reduce friendly-fire, ranged units prefer to attack unengaged enemies, and use focused fire when that's not possible. (See the "standard ranged" role, below.)
Focused Fire: Ranged units can try to single-out specific targets or collections of targets to focus on damaging. When they do this, the presence of the focused units is doubled for that attack. Accuracy against non-focused units is at a -4, however.
Example: 25 spike spitters (3 ranged damage) want to attack, but the only target is a heated melee between 5 shambling horrors (size 2) and 10 mercenary infantry (size 1). The horrors decide to focus-fire the enemy infantry. Dealing:
3*25*(10*1*2)/(10*1*2 + 5*2) = 50 damage to the mercenaires
and
3*25*(5*2)/(10*1*2 + 5*2) = 25 damage to the horrors
This damage is further modified by the spitter's attack rolls, and the damage to friendly horrors will probably be lower because of the -4 accuracy that results from focus-fire. Without the focus-fire, the horrors would take just as much damage as the mercenaries (assuming equal accuracy modifiers).[/ic]
[ic=Roles and Maneuvering]As mentioned above, all units have a
role that they serve on the battlefield. Roles are almost always a fixed part of the unit, and cannot be modified with orders (the one major exception being spellcasters). Roles primarily determine how units naturally maneuver, but roles also grant certain powers. The roles are:
- Standard Melee
- Standard Ranged
- Cavalry
- Ranged Cavarly
- Flying Melee
- Flying Ranged
- Artillery
- Spellcaster
Standard Melee: Units that fill this role will attempt to charge into the front-lines and use melee attacks unless ordered not to. Standard melee units are the most basic, and simplest of the unit types.
In the followup step after a standard melee unit charges, it may make a melee attack as though it were the battle step. If the unit already made a melee attack this turn, it does not gain another one.
Standard Ranged: Units that fill this role will attempt to withdraw from the front-lines when possible and use ranged attacks from a safe distance.
When a standard ranged unit makes an attack, it will naturally fire only on enemies that are not engaged in melee. That is, instead of attacking *all* foes that are in range, it will attack all *unengaged* foes. This preference, unlike focused fire, does not incur any penalty.
If there are no back-line foes to fire upon, archers will focus-fire enemies on the front-line until their army has a 3:2 presence.
All of this targeting can be overridden with specific orders, so you can, for example, tell your ranged troops to blanket the front line from the get-go and suffer the friendly fire (perhaps because your ranged troops are using an elemental attack that your melee troops are resistant to) or to never risk firing into melee.
Cavalry: Units that fill this role focus on momentum-based attacks and tactics, regardless of whether they are specifically mounted on horses. Cavalry will attempt to charge whenever possible.
When there isn't a lot of threat from spells or ranged-attacks and when they aren't trying to protect their back-line, Cavalry will withdraw from the front-lines if already engaged. (This results in a pattern of charge-withdraw-charge-withdraw...) Cavalry cannot be attacked by standard melee units when withdrawing.
The presence of cavalry is doubled for the purposes of determining front-line presence (see maneuvering rules, below).
In the followup step after cavalry charges, it may make a melee attack as though it were the battle step. This followup attack deals *double damage* and if all enemies attacked by the unit are slain, the cavalry automatically charges the enemy's back-line, re-engaging and getting another bonus attack (this bonus attack does not deal double damage or have the potential to spawn yet another bonus attack). Furthermore, cavalry can gain an attack (and potentially a bonus attack) in the followup step even if they already attacked in the battle step (unlike infantry).
These abilities make cavalry devastatingly good at trampling armies that don't have a solid front-line.
Ranged Cavalry: Units that fill this role focus on firing from a distance while moving quickly. Ranged cavalry will attempt to withdraw from melee whenever possible.
Ranged cavalry, like melee cavalry, cannot be attacked by standard infantry when withdrawing.
Ranged cavalry takes half damage from attacks made in the followup step.
Unless there are enemy cavalry units on the front-lines, ranged cavalry can "kite" their foes, treating their ranged attacks as melee attacks at a -4 accuracy.
These abilities make ranged cavalry much better than their non-cavalry counterparts at evading pure-infantry (standard melee) armies. They can fire without penalty, become engaged, potentially take half damage, kite, withdraw without penalty, fire without penalty, become engaged, potentially take half damage, etc...
Flying Melee: Flying melee units behave like standard melee units in most respects (their flight gives them the speed to strike at withdrawing cavalry, however).
Just like standard melee units, flying melee units may make an attack in the followup step if they charge and didn't attack earlier that round.
If ordered to, flying units will engage on the front-lines like standard melee units. Naturally, however, they will fly over the front lines and strike at the enemy from above. Essentially, any battle with flying units has a second "front line" in the air. If flying melee units are left unchecked they first pull enemy flying ranged units into aerial combat, then pull ranged units on the ground into combat. Ground ranged units that are engaged by flyers enter the front lines on the ground, as do all flying units that engage them.
This makes flying units incredibly good at bypassing tough infantry or fortifications to strike at casters or archers.
Flying Ranged: Flying ranged units cannot be engaged by non-flying troops. Like terrestrial ranged units, they will attempt to withdraw from aerial combat whenever possible. Flying ranged units are essentially invincible to anything other than ranged units (including spellcasters) and other fliers.
Artillery: Some units, like catapults, are only useful at a distance, and are incapable of moving to withdraw from foes. Artillery functions exactly like standard ranged units except it cannot focus-fire into melee, and if engaged upon in melee it is instantly "killed". Most artillery can be "revived" by the winner of the battle.
Spellcasters: Spellcasters do not attack in the battle step (or followup step), but instead cast spells at the beginning of each round. During the maneuver step spellcasters will withdraw if their backup role is ranged. If a spellcaster has a flying backup role it cannot be engaged except by flying units (just like flying ranged). If a spellcaster has cavalry backup it cannot be attacked by infantry when withdrawing.[/ic]
[ic=Maneuvering]During the maneuvering step units will attempt to either engage or disengage if they're in a situation they don't like (see roles for details on what units try to go where).
First, all units that are unengaged and want to become engaged charge into the front lines. Charging occasionally grants melee units bonuses (see roles).
Next, the presence of each army on the front lines is calculated. Armies with higher presence are outnumbering their foes (in a 3-way fight opponents are treated as allies for the purposes of determining how much anyone outnumbers the others by, thus making it possible that nobody has superior numbers). If there are troops on the front line of the outnumbering army that want to withdraw, they do so, returning to the back line. All enemies in melee range get an attack of opportunity on those who withdraw, splitting their damage as though they were attacking all foes, but only damaging withdrawing units. If withdrawing units would cause an army to be outnumbered 3:2 on the front lines, the units cannot all withdraw, and must leave enough behind to prevent being outnumbered. Units that chose to withdraw during this phase (not fleeing from attrition) gain a +4 to defense.
After units withdraw, recalculate front line presence. If any army outnumbers its opponents 3:2 then it pushes the front-line to engage enemies that were on the back lines. For each point of presence above the 3:2 ratio, the outnumbering army pulls in a point of presence from the oppoenent's back-lines.
For instance, 100 walking corpses (size 1) are fighting against 30 shambling horrors (size 2) and 50 spike spitters. When the maneuver step starts, both the corpses and the horrors charge to the front lines. Nobody wants to withdraw, so we skip that. Then we calculate the presence on the front line. The corpses have 100*1 = 100 presence. The horrors have 30*2 = 60 presence. The corpses outnumber the horrors by more than 3:2, so they manage to pull some spike spitters into the front lines. 1.5*60 = 90, so the corpses have 10 more presence than the horrors for this purpose. Thus 10 spike spitters get engaged in melee. At the end of the maneuver step there are 100 corpses, 30 horrors, and 10 spitters on the front lines and 40 spitters on the back lines.
Flanking: On occasion two armies will pincer an enemy between them on the map. If the melee unit presence of both armies is at least half as large as the melee troop presence of the pinched army, it is treated as "flanked". Flanked armies are treated as having no troops on the front line for the purposes of engaging back-line units and the army cannot retreat (all attrition results in prisoners of war).[/ic]
[ic=Morale, Retreat, and Pursuit]During the conclusion step of each round, the army that took the most damage that round must roll 1d20 for morale. If the army is less than half its original size (measured in presence, not health) this roll gets a -5.
The army then suffers attrition on all free-willed units (those with a morale DC). For the purposes of attrition, all troops with the same name are clustered, unless (for whatever reason) some of them have a different morale DC, in which case they're clustered separately.
Each unit or cluster loses a percentage of its numbers based on the morale roll. If the morale roll is equal to or greater than the morale DC, none of the units desert. For each point that the morale roll misses the DC by, 10% of the forces desert. Thus if a morale roll misses a DC by 10 or more, the entire cluster will flee.
Attrition is rounded *up*, so if a single unit misses its morale DC by even a single point, it will flee. Attrition in clusters always effects wounded units first.
Note that morale is rolled for the entire army at once, not individually for each cluster. Thus a bad morale role can result in your entire army fleeing, while a good one will usually result in no attrition.
Units that flee from melee range suffer attacks of opportunity just as if they were withdrawing to the back lines.
An army may choose to retreat from a battlefield rather than fight to the death. This is treated the same as if all units (free-willed or not) flee from a failed morale roll, except that they gain a +4 defense against attacks of opportunity when leaving the front lines just as if they were withdrawing.
When an army retreats from combat they begin to move away from their foes on the map. If their enemies want to (and are not engaged by a third party), they can pursue the defeated army. Whenever both armies are simultaneously in a new hex they enter another battle. Up to one battle per hex traveled can occur in this fashion. If the movement phase ends with both armies in the same hex, if the pursuers have 2 or more movement points remaining, they enter a final battle wherein the defenders are too fatigued to flee, and can only surrender.[/ic]
[ic=Spellcasting]Spellcasters select one spell to cast each round during the spellcasting step. Spells are chosen by the spellcasters according to their situation unless they're specifically ordered to do otherwise. If you have multiple casters in one army, you may specifiy the order in which they cast, but in most situations (especially with enemy spellcasters) the order in which spells occur is random. Thus if two spellcasters try and throw fireballs at each-other, only one will take effect, burning the other caster to a crisp before they can fire back.
Spells all have a range, just like attacks (either melee, ranged, or any). Furthermore, some spells have a target. Spellcasters will naturally target whomever they think is best, unless ordered otherwise.[/ic]
[ic=Special Orders]
Spellcaster Role Backups: Each round a spellcaster may choose to forsake casting a spell and to instead focus on a normal attack. Each spellcaster has a "backup role" listed in parenthesis after "Spellcaster" in their stat block. If the caster does not cast a spell during a round, they are treated as being their backup role and can make attacks just as if they were not a caster. Spellcasters will very rarely choose to forsake casting on their own initiative, and must be ordered to do so most of the time.
Melee Focus Fighting: Just as archers can be instructed to target specific collections of units, melee troops can as well. When a melee unit focuses their fighting on a specific target they treat their target's presence as twice what it is, but suffer a -2 accuracy both for other targets and their focused foe.[/ic]
[ic=Movement Basics]Units are all located on a hex-based world map (possibly insert the actual map here). At any given time a unit's location will be in some hex on that map. Hexes are labeled by letter going north->south, and by number going west->east. Thus F1 will be to the south of A1, and B9 will be to the east of B4. During each turn units can be ordered to move between hexes. Unlike in Underdeep, movement in Forbidden Arts follows precise rules for determining where each unit is as they move.
All units have the following statistics:
- Speed: A representation of how fast the unit is when traveling long distances.
- Stealth: How skilled the unit is at sneaking past enemy scouts and armies.
- Perception: How skilled the unit is at spotting stealthed enemy units.
Each turn consists of 3 identical movement phases. During each phase a unit may be ordered to move or stay still, but may not be ordered to start moving mid-phase. During each phase a unit has a number of "move points" equal to its speed score. All units across the map that have been ordered to move simultaneously spend one move point to progress towards its destination. Each location has a "movement cost" associated with it, and when a unit has spent an equal number of move points the unit travels to that location.
Movement costs depend on the terrain of the hex that the troops are moving into (with an exception for roads and rivers, see next section), but can be modified by things like bad weather, snow, or magic. Base movement costs for land troops are as follows:
Road: 2
Grassland/Farmland/City/Desert/Light Woods: 3
Forest/Rough Hills: 4
Jungle/Marsh/Mountains: 5
Land troops cannot cross water hexes without transport.
Flying units:
All land terrains except mountains: 2
Mountains: 3
Most flying units must land to sleep and rest, and thus cannot cross water hexes (units with the "endless flight" ability are the exception, making water hexes cost 2 to cross).
Aquatic troops can cross still water at a cost of 3 and both rough water and marshes at a cost of 4.
Units with the "naval" ability cannot cross land hexes (including marsh), but cross still water at a cost of 3 and rough water at a cost of 4.
Progress between hexes is saved between phases and turns. Thus if you have a unit with 4 speed trying to cross a jungle hex they'd make 4 progress in one phase, then after spending one point in the next phase they'd move. If a unit has made progress traveling in one direction and then it decides to change directions on a future phase, it must spend an additional 1 move point as a penalty. (This penalty is why it's generally a good idea to not try and spend movement points across turns. Though it's possible to set up a unit to move farther next turn by having make progress this turn, it restricts your ability to have it go someplace else if some new information comes in.)
If multiple units walk together as part of an army, the speed of the army is equal to the slowest unit.[/ic]
[ic=Roads and Rivers]Roads and rivers are elements of a hex that are specific to that hex's borders. If hexes A1 and B1 are adjacent than a road may (or may not) exist between them. The presence of a road across one border does not imply that a hex has a road across every border. Roads don't change a hex's terrain type, which can be relevant for combat purposes or for traveling across non-road borders.
Rivers work very similarly to roads in that they have specific borders that are crossed. Additionally, rivers always block certain edges of a hex. These blocked edges impede movement across them, forcing armies to ford the river or rely on a ferry. If a road crosses an edge blocked by a river then that road includes a bridge, which negates the movement impediment. Armies can be ordered to spend an entire movement phase to destroy a bridge (effectively removing the road). Rivers are either moderate or large (small rivers are not marked on the map and do not impede movement). Moderate rivers cost an addition movement point to ford, while large rivers are impassible by land troops. Flying and aquatic units may cross rivers without penalty.
All rivers have a direction to them, which will be marked. If it's unclear, keep in mind that rivers almost always flow from mountains to seas. Naval units may travel along rivers, thus effectively entering land hexes. Traveling upriver with a naval unit costs 4 points, and moving downriver costs 2. Naval units on rivers cannot attack enemies in the same hex (transported troops can still disembark and do so), but they can defend themselves if attacked. If a naval unit is in the same hex as a land army, the unit can serve as a ferry, negating the river penalty.
Roads are automatically constructed by common-folk in areas where convenient. Dark Artists can, as with most structures, demand that roads be constructed along certain paths and hope that they have enough influence to get the common-folk to build them.[/ic]
[ic=Example of Movement]Zephyron the mad inventor has a horde of autoballistae which he wants to send to the town of Grundheim to collect tribute. Zephyron's lair (B1) is located in a forest hex three spaces away from Grundheim (C4). Along a road leading to the north are a band of soldiers (A4) who are patrolling to prevent just such extortion for happening.
(http://raelifin.com/files/pics/FARulesMap1.png)
The autoballistae have a move speed of 6 (because they can walk without getting tired) but they must be escorted by Zephyron, who has a speed of only 4, so the army as a whole has a 4 move speed. The soldiers also have a 4 move speed.
During the first move phase the artist and his machines begin to move to the southeast, while the soldiers move along the road to the southwest. Movement along roads only takes two points, so the soldiers move first. When the soldiers move, Zephyron and his minions have made 2 progress towards entering the grassland hex.
(http://raelifin.com/files/pics/FARulesMap2.png)
Another point is assigned, transitioning the minions into the grass hex. During this time the soldiers made one progress towards moving south along the road.
Finally, the phase ends with the last point of movement being expended. This moves the soldiers down one more hex and gives the minions a point of progress in the same direction they were headed.
(http://raelifin.com/files/pics/FARulesMap3.png)
On the next phase the soldiers are close enough to see the Dark Artist's army and they move to intercept. After two movement points have been expended, both the soldiers and the minions enter the C3 hex at the same time. There they fight a battle where the soldiers are almost all slain. The retreating soldiers start to flee back to the north along the road. Only one battle can occur between the soldiers and the minions in this hex this turn, but if Zephyron desired he could turn north to pursue the stragglers. Since both armies have the same remaining move points, they'd enter the new hex at the same time and Zephyron would have another chance to wipe them out. Instead of doing so, Zephron continues towards Grundheim. At the end of the second movement phase Zephyron has reached the town.
(http://raelifin.com/files/pics/FARulesMap4.png)
During the third move phase, the soldiers move another two hexes to the north and northeast, and Zephyron returns to the crossroads at C3. While the inventor could commit the last two movement points of the army towards progressing towards the grassland to the northwest, if something came up that made him want to change directions he'd have to spend an additional move point returning to the road. Since he'll be able to make it back to his lair next turn anyway, Zephyron chooses not to spend the last to move points.[/ic]
[ic=Fog of War]While all players can see the entire map, including the presence of towns, roads, starting lairs, and who controls what territory, the location of armies is not universally known. All units (unless possessing a special ability) can detect armies that are at most two hexes away. Beyond two hexes you'll have to rely on reports from NPCs or other players to know where forces are. Though units can detect armies at two hexes away, they can only determine the presence (see combat) of the land and air components of that army. At one hex away a unit can see exactly what troops an army contains.[/ic]
[ic=Stealth and Perception]All units have a stealth score and a perception score. If an army wants to stay hidden and launch a surprise attack, they can enter infiltration mode at the start of any movement phase (and can likewise leave it at the end of a movement phase). Units that are in infiltration mode cannot use roads and each tile requires one additional move point to enter (thus grassland takes 4, forest takes 5, etc). Non-human units receive a -5 stealth penalty when infiltrating a city or town.
Once per turn, when an army comes withing two hexes of an infiltrating unit the army makes a spot check to notice them. The GM rolls 1d20 and adds the highest perception score in the army. If this modified roll is equal to or higher than the opponent's stealth score, the infiltrator is discovered. Discovered infiltrators are still in infiltrator mode (for the purposes of movement and hiding from third parties) but do not gain sneak attacks, and are (of course) revealed. A *seperate* spot check is made for each infiltrating unit. If 5 scouts are infiltrating enemy lands, each army rolls 5 times to notice them. If an army makes 2 of the 5 checks, they spot 2 of the 5 scouts. The other 3 remain hidden.
Units that enter infiltrator mode inside the vision of another player (i.e. within two hexes of one of their units) stay revealed until they move out of sight. Likewise, a hidden unit that is spotted remains visible until it leaves the vision of that player (not just the army that located it). If an army makes a spot check and then splits up during a subsequent movement phase, both resultant armies are considered to have made a spot check against the infiltrator this turn. If new units join an army mid-turn, the new units do not get a new spot check against infiltrators unless they have a higher perception score than all other units in the old army (and the infiltrator is still within range, of course).
When an infiltrator enters combat against an army that is unaware of it, the infiltrator launches a sneak attack. Standard melee, flying melee, and cavalry units that sneak-attack automatically force an equal presence of back-line units onto the front lines with their opening charge, they additionally gain +2 accuracy on the first round. Standard ranged, ranged cavalry, flying ranged, and artillery, who sneak-attack get an extra attack during the first battle step. Spellcasters who sneak-attack gain an extra spell during the first round.
If an army engages in combat it leaves infiltration mode.[/ic]
[ic=Mercenary Units]
These are basic units anyone can hire. Sellswords and cutthroats, they care little beyond the next paycheck, which they do expect every week. There will be limits on how many can be hired per turn - 10 presence worth per turn - since mercenary companies, without a patron to pay their wages, are often forced to break into smaller bands so they can be hired. Like all units in Forbidden Arts, mercenaries do not have an "up front" cost - you start paying their upkeep the week you hire them.
[spoiler=Mercenary Units]
[ic=Mercenary Swordsman]
Upkeep | 1 wealth/turn |
HP | 8 |
Defense | 15 |
Size | 1 |
Morale DC | 9 |
Speed | 4 |
Role | Standard Melee |
Primary Attack | Physical + Melee |
Accuracy | +3 |
Damage | 5 |
[/ic]
[ic=Mercenary Archer]
Upkeep | 1 wealth/turn |
HP | 6 |
Defense | 12 |
Size | 1 |
Morale DC | 9 |
Speed | 4 |
Role | Standard Ranged |
Primary Attack | Physical + Ranged |
Accuracy | +3 |
Damage | 4 |
Secondary Attack | Physical + Melee |
Accuracy | +1 |
Damage | 2 |
[/ic]
[ic=Mercenary Horseman]
Upkeep | 2 wealth/turn |
HP | 9 |
Defense | 16 |
Size | 1 |
Morale DC | 9 |
Speed | 7 |
Role | Cavalry |
Primary Attack | Physical + Melee |
Accuracy | +4 |
Damage | 5 |
[/ic]
[ic=Mercenary Pikeman]
Any round where the pikeman is on the front lines (or charged onto the front lines) and where enemies have charged the front lines, mercenary pikeman may attack during the followup step. If the pikemen did not themselves charge they may only damage foes that did in this followup. Regardless, pikemen get +2 damage to all attacks in the followup step.
Upkeep | 1 wealth/turn |
HP | 8 |
Defense | 14 |
Size | 1 |
Morale DC | 9 |
Speed | 4 |
Role | Standard Melee |
Primary Attack | Physical + Melee |
Accuracy | +3 |
Damage | 4 |
[/ic][/spoiler][/ic]
MAP
Rivers are either medium (which can be forded) or major (which require a ferry). The black lines are roads. When a road crosses a river there is assumed to be a bridge. If a bridge is destroyed the entire road section will be removed.
Latitude is broken down into three major sections: North, Middle, and South. Within each latitude section there are roughly 17 rows (South is smaller). Every other row is shaded to help determine coordinate. Longitude is similarly broken down into West, Center, and East. Columns within a longitude section are denoted by letter. Some spaces are marked with their coordinates for convenience.
West and East to from A to Q, while Center only goes to P. To denote the coordinates of a hex please list latitude and then longitude (with or without a space).
The capital is at S7WM, for instance.
[spoiler=Map](http://raelifin.com/files/pics/aelithia.png)[/spoiler]
[spoiler=Smaller Version](http://raelifin.com/files/pics/aelithiaSmall.png)[/spoiler]
[ic=Key]
Light Green = Short Grassland
Light Greenish-Tan with Grass = Tall Grassland/Steppes
Single Tree=Light Forest
Multiple Trees=Heavy Forest
Wavy Lines = Hills
Brown = Mountains
Teal Green With Tree = Swamplands
Black Dot = Town (population <500)
Diamond = City (Population >500) [/ic]
TOWNS AND CITIES Based on the section the town you're looking for, click the link to get the basic, well known information about that location as well as some supposition and rumors.
[spoiler=NORTHWEST]
- Valor's Landing (N2WP) Small settlement, run by Sjar Ewidson (M). Rumors are that Sjar Ewidson is from a distant frozen land and the forerunner of an army from across the sea.
- Cerville (N3WC) Small town, run by Captian Derkhar Razorfist (M). Rumors have it that Captain Razorfist's pirates trade in goods most foul with the inhabitants of Dor'Shabbot to the North, and he will work with or for anyone if the price is right.
- Valor's Reach (N4WP) Small fortress, run by Oglid Sjarson (F). Rumors hold that Oglid has killed every emissary the Empire sent to her, and has begun eying Cerville and Xandar's Glory. There is a 200 wealth bounty on her head.
- Xandar's Glory (N7WI) A trapping settlement founded one hunded years ago by Xandar the Bold, currently run by his granddaughter Xili the Slayer (F), Xandar's Glory processes most of the animals hunted in the Northern Steepes, which are shipped downriver. Rumor is that Xili is attempting to construct a trench that will bring the river back to Xandar's Glory.
- Southport (N11WF) The primary source of trade into and out of the Northern Steppes, run by Selin Masterwight (M). It's rumored that Devlin Samanov, a reformed infernomancer, lives here.
- Runwall (N12WQ*) Military Fort, Commander Ejun Worir (M). Rumors hold that Grol Kapaa (M), a popular figure in Runwall, is the most powerful battlecaster in the empire; no one can claim to have faced him and live.
- Woodsport (N15WC*) Pirate settlement, run by the mysterious Admiral Bloodhawk (?). Rumors hold that Admiral Bloodhawk has a bounty on the head of Derkhar Razorfist due to an old rivalry that resulted in the loss of Bloodhawk's left eye and prized ship, the Bloodtalon.
- Homestead (N16WP) Farming community, run by Shayn Wolinsky (M). Rumors hold that Shayn's wife and the #0467BC;smith, Sark Tonii (F) is actually a retired Dark Inventor that has forsaken the "evil" uses of her craft, and that Homestead is built upon her old Lair.
- Sylvan Harmony (N17WJ) Drudic settlement grown out of the woods. Mysterous surrounds Sylvan Harmony, but it is rumored to be inhabited by both human Druids and otherworldly beings. It is known to be the binding place of Synthane the Ravenous, a predatory creature of unknown power.
[/spoiler]
[spoiler=NORTHCENTRAL]
- Hallith City (N2CP*) The capitol of old Hallith, Hallith City is run by General Artor Seldrim (M) and his wife, the Witch Queen of Hallith in Exile, Lyssa Kaulthron (F). Greatly diminished by the Unification War, it is rumored that Lyssa plots to reclaim her kingdom at any cost, and that Artor is gathering those loyal to their cause.
- Ildskelor (N5CG) Impoverished town, led by Snal Chasanoff (M). The inhabitants of Ildskelor rarely see trade, and are rumored to having resorted to a unique form of cannibalism to remain fed. The town is protected by a wall of thick, queerly pale leather, lending credence to this theory.
- Welthon's Folly (N9CN*) Large City but sparsely populated. No official government, city is in a constant state of gang warfare. Rumors hold that Welthon Naleche's (M) death curse haunts the town, and that the wealth he loved more than his daughter can still be found here.
- Prospectville (N9CG) Run by the boisterous Alaesyn Goodruff (F), Prospectville is a well defended mining town that is rumored to be loyal to Lyssa Kaulthron and ships as much of its profits as it can get away with north to Hallith City.
- Loxtrael (N12CE) A logging community run by Sir Puldru Ghoulbane (M), a former knight in the Hallithian army that held against a necromancer's legion for a full day during the Unification War. Rumor holds he recently found something in the woods he covets above all else.
- Greenold (N13CP) Trading town, no Mayor, run by village council. Rumors holds a longstanding feud exists between a pair of hedge wizards, Mirandae Redfield (F) and Edwith DeCoi (M).
- Drakehame (N13CJ) Home of Hallith's famous Drake Rookery, where their Wardrakes are bred. Drakehame is commanded by Elanore Pern (F), who raises and trains the drakes. Rumor is that she has come to resent her charges and is becoming to cruel to the drakes she raises.
- Goldsbane Reach (N14CH) Fortress built over old gold mine, Commanded by Radold the Grim (M). Rumors surrounding the place is that the Fortress is less intended to keep intruders out and more intended to keep whatever what was unearthed from the delving for gold trapped within the depths.
- The Azure Citadel (N17CO) Former seat of scholarship in Old Hallith, run by Eledemar (M), self-titled the Last True Battlecaster, the Azura Citadel is where the Battlecasters are trained, though their primary barracks is in the Capitol. Rumor holds an arcane portal is located within the Citadel, and its library may not have been completely stripped. Now populated by the families of battlecasters that fell in the Unification War.
[/spoiler]
[spoiler=NORTHEAST]
- Shabbot's Tendril (N3EI*) Built originally by invaders from Dread Shabbot to the North, the Tendril has become a symbol of defiance against the threat from Shabbot to the north. Rumor, however, holds that Duk Olgiz Xaophyl (M) is of Shabboti blood.
- Seven Stones (N6EC) A druidic community in the shallow woods, the Druids of Seven Stones have a better relationship with the outside world than most of their order. The Seven Stones are rumored to be a gateway to another world the druids that inhabit it guard jealously with creatures they call from beyond it.
- Ulthir (N8EO*) Formerly a trade town, it is now run by Governer Frulid Sarix (M) that governs Old Hallith in the name of the Empire. Rumor holds the Hallithians are angered to have a male governor when they are used to female rulers, and Frulid is a pompous braggart prone to fits of rage whenever Old Hallith, Artor Seldrim, or Lyssa Kaulthron are mentioned. However, he is beloved by merchants and farmers for his relatively light taxation.
- Infirwood Hollow (N10EB) The former lair of an Infernomancer, Infirwood Hollow is a town built atop it by his freed thralls. Lead by Quip Bragnal (M), it is rumored the residents of Infirwood Hollow hide evidence of the deformities that remained from their ancestral thralldom.
- Duskwood Logging Camp (N10EI) A logging camp located at the edge of the Duskwoods, led by Dulmor Ysgrad (M) It is rumored that Dulmor has made pacts with strange beings in the Duskwoods to keep his loggers safe, and that these pacts are why he avoid going out in daylight.
- Midsville (N12EL) A small town with a famous in, The Tricksty Sparrow. The town and Inn are run by the same individual, Berdes Grolson (F) a strangely accented women who tells wild tales of an ice covered land north of even Dread Shabbot across the seas that she fled. It's rumored that treasures of this land are hidden beneath her inn.
- Last Bastion (N14EH*) A former fortress that stood against the Drakanii in the days before the Unification War, Last Bastion is now a major trade city for goods and services going north from Old Drakan. The leader of Last Bastion, Commander Xed Illiat (M), is a crusty but fair old man with a military bearing who has ruled since the days of Old Hallith. It is uncertain if he favors the Empire or Hallithi independence.
- Traitor's Noose (N16EO) A town that sat on the border of Old Hallith and Old Drakan, Traitor's Noose earned its name when it was a den of spies and smugglers passing goods between the two old foes - a gallows sat in the middle that both sides used, and it's rumored over seven hundred souls were sent to beyond upon it, making it a powerful necromantic artifact. It's rumored that under the gallows sits an actual gate to the underworld, although no proof exists of these rumors. Leader is Regent Retyre Dalic (F).
[/spoiler]
[spoiler=MIDDLEWEST]
- Harmony's Rest (M3WQ) The greatest of the druidic settlements, Harmony's Rest is a place of peace and tranquility that is rumored to also house the druid's militant arm, the Verdant Wardens, who are tasked with hunting down those that disrupt the natural order - a category that includes all Forbidden Artists. Regina Spektor (F) is the greatest of these Verdant Wardens, and is often seen in Homestead, Sylvan Harmony, and even rumored to be seen on occasion in Cutthroat's Hideaway.
- Cutthroat's Hideaway (M4WF) Hidden deep in the woods, Cutthroat's Hideaway doesn't have an official name, just the unoffical one. With no clear ruler and well out of the reach of the Empire, Cutthroat's hideaway has become a den of scum and brigands. Rumors persist that even Dark Artists and their minions would be as welcome as anyone else here, though that doesn't preclude a knife in the back. The closest thing to a ruler is a fleshwarped woman known only as "The Lady of Tendrils," creation of a now dead fleshwarper, but she seems utterly unconcerned with day to day affairs.
- Dreamer's Grove (M8WQ) On the edge of the deeper parts of the baywoods, Dreamer's Grove - overseen by Baron Gerov Maxid (M) - is a quiet fiefdom that is shrouded in rumors of the Baron's staff, which is never seen by visitors except for an aged butler. It is said that on quiet nights, one can here strange, inhuman chirping from inside.
- The Gleaming Abbey (M10WD) Owing to unique construction of stone and crystal, the Gleaming Abbey shines from reflected sun and moonlight whenever either is illuminating the sky. Home to Abbot Rae Shniev (F), a priestess of the Luminferous Seven, the Gleaming Abbey is home to a small population of locals and a constantly fluctuating population of pilgrims, as it is rumored to be the site where one of the Seven came to Aelithia.
- Kerilma (M10WK*) Run by Dutchess Sarena Ortegiv (F), Kerilma is a vital trade port bringing goods into and out of the Heart of the Empire. It is rumored that, in addition to her duties as ruler of Kerilma, Dutchess Ortegiv is the spymaster known as the Ebon Spider, and that her tendrils spread into all reaches of the Empire. Captain Saul Bigson (M) also commands the Watch from here, and there are rumors of his relationship with the Dutchess that run the gamut of passions, from utmost hate to poorly-secreted love.
- Northreach (M13WO) A town on the former border of the Old Empire's influence, Northreach served as a gateway to the wild and relatively untamed lands in the northwest. With the Empire dominating Aelithia and those lands now containing trade posts and revived cities, Northreach's economy is booming, though rumors exist that a terrible secret hidden within the Old Town Hall could undo the prosperity at any moment.
- Calek Hollow (M14WH) Small town, headed in theory by Lady Zardi Synsell (F). Rumors hold that Xyn Synsell (M), father of the Lady Synsell, has been governing the town in his daughter's place - she has not been seen in public in 10 years.
- Highguard Citadel (M14WN*) Part city, part military headquarders, Highuard Citadel and the surrounding city once served as the Old Empire's main military base in the Northwest. With that less needed, the citadel is becoming more of a trading post, but it is still the training base for the Luminferous War Clerics. Lead by War Father Kafaz Kolduov, Highguard Citadel is still rigidly controlled by Theocratic Law.
- M16WF
- M16WH*
- M16WL
[/spoiler]
[spoiler=MIDDLECENTRAL]
- Oror Field (M3CD) Farming town, Mayor Jozef Balzell (M). Rumors spread by Cerith Mosowor (F), cleric of the Lumiferous Seven, claim Jozef Balzell is keeping the Lumiferous Chapel closed deliberately for the past 50 years.
- M5CO
- Erh Falor (M6CN) Trade City, run by merchants guild. Rumors hold that a mysterious figured named only Bix (?) runs the thieves' guild - known as the Sewage Stewards - here and in in the nearby cities of [CLOSETOWN, NEARWOODS, PROXITOWN, and ADJACENTBURG] - among others.
- M7CH
- M11CI
- M11C0
- Dancing Dragon (M12CB) Small layover, dominated by Inn overlooking the lake. Rumor holds that the matron of the Dancing Dragon Inn, Rebeki Black (F), is a madam and mother of half the prostitutes in the Empire.
- M15CL*
- Athwor's Reach (M16CG) Layover on trade routes, led by Captain Anorm Peurr (F). It is rumored that Captain Peurr takes something that every caravan that passes through, or that someone in his employ does, but no merchant has ever been able to produce proof of any missing goods, and carvan's rumored to be "robbed" by the Captain are never waylaid by bandits.
- M17C0
[/spoiler]
[spoiler=MIDDLEEAST]
- Shaeksville (M6EF) Small ranching town, led by Goodman Cheon Darmnal (M). Rumor has begun to spread that two-headed cattle have been born here that quickly die and decompose explosively, leading to imperial investigation.
- M4EK
- M6EE-
- M8EL*
- Aughust (M11EL) Port, Mayor is Adrhin Skydes (F). Rumors hold that a particular family a strangely fishy look, the Grobuns (Mixed), are more than the drunken louts they appear to be.
- M14EC
- The Naleche Morass (M16EF) Swamp town, Mayor Dursilla Lindraen (F). Mayor Lindraen is rumored to be over two hundred years old, despite looking barely twenty, and it is rumored that the secret to her immortality is hidden in her home.
[/spoiler]
[spoiler=SOUTHWEST]
- S2WK*
- S3WC
- Shywore (S3WH) Militarized town, led by Commander Phyran Adcer-Warvtur (M) of the Lumiferous Battle Clerics. Noted for housing the Grand Ossiary, a mockery of the Chapels of the Luminferous Seven made entirely of human bones. It is rumored the town's non-military population has not changed in number in over sixty years.
- S4WN
- S6WK
- S7WM*(Capitol)
- S7WO
- S10WP*
- S12WK
[/spoiler]
[spoiler=SOUTHCENTRAL]
- S1CD*-
- S6CG*
- S7CA
- Kal'tas (S7CP) Large town, Mayor is Mosor Endelmen (M). Notable features inclued the Headquarters of the Falcon Knights, run by High Lady Commander Andraea Longwoods (F), who is rumored to hide a dark secret in the nearby town of [NEARBYSVILLE]
- S10CC
- S10CH
- S13CI*
[/spoiler]
[spoiler=SOUTHEAST]
- Ildpolenth (S1EH*) Trade town, Led by Rarabo Endoz (M). Rumors hold that despite the lucrative buisness the town does, the Endozes are constantly broke, in part due to a curse that hangs over the family well.
- S1E0*
- S4EE
- S6EN
- Oughalt (S7EI) Coal mining town, lead by Lady Ranene Desuka (F). Lady Desuka is from a family of mages and, while she has no aptitude herself, she is rumored to have a vast cache of magic items her family horded in their hayday.
- S8EF*
- Bloiaver's Grasp (S10EE) Small town sprung up on the site of the final battle of the Unification War, led by former Sargent Ingem Oughalt (M). Bloiaver's Grasp is rumored to be filled with loot pilfered from the dead, but none of that wealth has ever left the town in trade.
- S10EN
- S14EC*
- S14EO*
[/spoiler]