The boss is more demented than usual. (Nature cults aren't a thing) +7
The boss is more demented than usual.
***

Urie was signing, he was once again sent to do his job. The day had started so great too. He had been laying on the grass in the front of the mansion, watching the clouds, and he hoped one of the spires would fall off and impale him. That was until his boss had called out to him. He was in the rare mood of being possessed to a malevolent spirit of sorts, which sadly made him so much more demanding.

"Deathseeker, Stop sleeping in the shadows. Some of these pests has started worshiping the trees, yet again " he said in a tone reminding of a bossy and arrogant woman. "and don't bother trying to avoid it, get rid of them, and make sure decide to never appear her again, you know what is at stake"

As soon as he was finished speaking he walked towards the mansion, only eyeing him like he was a slab of rock, or something of equal importance before leaving. He slowly stood up and moved towards the eastern forest. The silly little threat his boss had spoken off was to curse him with "immortally". There was something in the "Death" of the current Dace that told him there was a chance it could happen, and there was something even he couldn't risk.

"This is such a pain"

He grumbled as he walked, maybe he would be lucky and the robbed cultists would kill him. He doubted that would happen.

***

He wasn't that lucky. This time one of the cultist had a weapon with him, and has he had opened his arms waiting for the sweet release of death, an Unicorn had run out from trees beside him and impaled the man before the dagger reached his heart. The men had fled, but a bear had attacked them, taking from them an arm and a leg. As he waited for the bear to pounce him, it had sniffed on him once before leaving the site.

As he where left with only the sight of crying adults begging for mercy and promises of never doing this again, he had a feeling someone was laughing at his expense.
 
Yeah. Somehow not too concerned with the child. Wasn't there that old lady-witch that was able to intimidate Dace like noone's business?

Even if, in all honesty, having Dace not realise that Chibi could be targeted feels very rail-roaded. I mean, I though about it immediately, and I'm terrible at strategy sometimes.
 
Had he stayed, he'd have learned she had left castle grounds and gone after her is what I meant. She's been nothing but obedient so far, as far as he knew, so if anything else, her leaving the grounds would have been a complete ooc from his point of view. In the end, it boils down to low empathy and SL.
 
Yeah. Somehow not too concerned with the child. Wasn't there that old lady-witch that was able to intimidate Dace like noone's business?

Even if, in all honesty, having Dace not realise that Chibi could be targeted feels very rail-roaded. I mean, I though about it immediately, and I'm terrible at strategy sometimes.
Old lady-witch is... off running an errand for Chibi. She won't be able to help, sadly.
 
Turn 7 : Autumn 1987 (3)
Turn 7 : Autumn 1987 (3)





The Overlord struck at Dumbledore, who sidestepped and swinged his hammer at his opponent, causing him to falter slightly. Capitalizing on this, the crusader hit once more, with more power, and the sound of metal hitting metal was deafening. There was also a slight cracking noise as part of the Overlord's armor broke.

Aimée, who had taken aim at him, let loose a jet of indigo light that splashed harmlessly against the armor. Dumbledore looked at her, eyes narrowed, and he emitted his own jet of light, golden, that hit the woman, who screamed. She caught fire like hay in summer, before a wave of ice spread around her, causing a cloud of steam to appear.

Dumbledore turned back, his metallic boots hitting the stone floor, and raised his hammer once more. The Overlord and him traded violent blows, until, after a particularly vicious hit of his hammer, he fell to the ground. The crusader was about to finish him, when a flurry of green and brown creatures jumped on him. They didn't manage to hurt him , but that wasn't the objective, as the Overlord used the distraction to limp away.

The leader of Life didn't agree with the plan and tried to pursue him, but more and more bodies threw themselves under his hammer. Then, his chagre simply died, and he turned towards Aimée, who had emerged feom the steam, looking mildly scorched. His hammer began glowing once more, to answer to Aimées uncharacteristically serious face.

Dace decided the best he could do, was to evacuate the civilians, because with the Overlord at a distance, and Aimée here, there would be a lot of collateral damage. The Welshman turned around and raised his wand do blow up the barred doors.

"We need to go!" He shouted over the sounds of fighting, signalling to the people to follow him, which they did, even though Elizabeth and him had to levitate a few people away, leading them to stay for longer than what safer. Which is how they got caught in the veritable sea fo fire coming from the battlefield further down the hallway.
Sigh, I wouldn't do that normally, but I did promise to that person...
However, strangely enough, a flash of light blue and indigo froze the flames. Dace decided not to waste a second and to run as fast as possible, Elizabeth in tow.
Must you keep meddling with my business?
The flames turned back to normal as they got out, only to be pushed to the ground as a massive explosion shook the enire the building. Then, out of the glame, a figure clad in black armor and riging an equally black horse jumped through the flames. Sitting behind the black Rider was Aimée, her hair in disarray, and an expression of cold fury on her face. Dace couldn't hear anything she was saying, but most likely this boded nothing good.
It's pretty hard not to when you play for both teams at once
"What was that, Gwallawg?" Carys Jones, current Welsh Minister or Magic glared daggers ar Dace, who was sitting up, thinking about investing into cushioning charms.
The rules forbid two gods to favor the same mortal, they never said anything about one goddess for several mortals~
"Crazy English people who forgot where the frontier was." He answered half heartedly, trying to make heads or tails of the situation. "Dumbledore was the one with the hammer, the other was the Overlord, apparently."
... You know? I thought I was joking when I called you a whore. You do realize there's going to be repercussions?
"The Overlord, as in, the person who destroyed Albion, collapsed the space-time channels and sunk Atlantis by summoning moutain sized monsters ? That Overlord?" Surprisingly enough, her voice became really high pitched.
Both of you shut up! I already have to be abstinent to keep that entire debacle from getting worse and you two are not helping!
"I'm fairly sure he's a successor. Slytherin really did a number on him..." He answered plainly, while the woman began screaming. His lips twitched.
Err... 'Dite? I think you should come and see that.
However, whatever good mood he gained dissipated when he came back home and learned that his granddaughter indeed disappeared as Aimée implied. Considering it's been hours, and the fact Aimée didn't make any demands, the chances of survival were minimal.
Oh for... Where is Andraste ?! She can deal with that!
If she indeed died, it would be troublesome, but he'd deal. He has spares, after all. Losing her would be less inconvenient than Elizabeth. Though, he refrained from saying it out loud, considering how devastated Elizabeth looked.
She's already busy with Ireland right now
In the meantime, he also received reports. Lily managed to break through Orkney, with the only losses being on Dumbledore's side, and several heirs have been mysteriously abducted, all of whom had exceptionnal skills. Considering the current trend, it was most likely that Aimée had them too.
What even is going on in Ireland?!
A chill that may or may not have anything to do with the coming winter ran through his spine.
Apparently, the Overlord decided to set up his new base in Desmond.
Whatever she wanted to do with the children, it was likely not good.
... Whyyyyyyyyy...

Does Dace try to rescue his Granddaughter (and the other kids)?
[]Yes
[]No

Meanwhile, in an empty plazza with a square, bone white rectangular stone lying on the floor, Aimée was walking, behind her, children, their eyes vacant, were following her. She signalled to the first to climb on the stone, which they did. The little black haired boy just laid there, unmoving.

The undead woman began waving her hand around, braces of metal sprouting from the ground and catching the stone, while small channels appeared within it, leading to a golden cauldron beneath it.

"Godric Potter, Chosen of Thor." She called out his name, raising her hand and revealing an athame, then, brought it down in a flash of sickly teal light.

The other children just stared in silence.



Yikes. Six turns of continued plotting coming to fruition here.
Chaos everywhere, even among the higher ups. Good to see some things don't change. Dumbeldore rolled very well, as you can see from the results. Which spooked people. Who are now hurrying their plans.
Poor 'Dite, she's the one trying to steer the ship now.
At least Cherry's gonna get sent to the timeout corner for her stunt
 
Also: double post of savagery, for all of those who can't read invisitext :
"We need to go!" He shouted over the sounds of fighting, signalling to the people to follow him, which they did, even though Elizabeth and him had to levitate a few people away, leading them to stay for longer than what safer. Which is how they got caught in the veritable sea fo fire coming from the battlefield further down the hallway.
Sigh, I wouldn't do that normally, but I did promise to that person...
However, strangely enough, a flash of light blue and indigo froze the flames. Dace decided not to waste a second and to run as fast as possible, Elizabeth in tow.
Must you keep meddling with my business?
The flames turned back to normal as they got out, only to be pushed to the ground as a massive explosion shook the enire the building. Then, out of the glame, a figure clad in black armor and riging an equally black horse jumped through the flames. Sitting behind the black Rider was Aimée, her hair in disarray, and an expression of cold fury on her face. Dace couldn't hear anything she was saying, but most likely this boded nothing good.
It's pretty hard not to when you play for both teams at once
"What was that, Gwallawg?" Carys Jones, current Welsh Minister or Magic glared daggers ar Dace, who was sitting up, thinking about investing into cushioning charms.
The rules forbid two gods to favor the same mortal, they never said anything about one goddess for several mortals~
"Crazy English people who forgot where the frontier was." He answered half heartedly, trying to make heads or tails of the situation. "Dumbledore was the one with the hammer, the other was the Overlord, apparently."
... You know? I thought I was joking when I called you a whore. You do realize there's going to be repercussions?
"The Overlord, as in, the person who destroyed Albion, collapsed the space-time channels and sunk Atlantis by summoning moutain sized monsters ? That Overlord?" Surprisingly enough, her voice became really high pitched.
Both of you shut up! I already have to be abstinent to keep that entire debacle from getting worse and you two are not helping!
"I'm fairly sure he's a successor. Slytherin really did a number on him..." He answered plainly, while the woman began screaming. His lips twitched.
Err... 'Dite? I think you should come and see that.
However, whatever good mood he gained dissipated when he came back home and learned that his granddaughter indeed disappeared as Aimée implied. Considering it's been hours, and the fact Aimée didn't make any demands, the chances of survival were minimal.
Oh for... Where is Andraste ?! She can deal with that!
If she indeed died, it would be troublesome, but he'd deal. He has spares, after all. Losing her would be less inconvenient than Elizabeth. Though, he refrained from saying it out loud, considering how devastated Elizabeth looked.
She's already busy with Ireland right now
In the meantime, he also received reports. Lily managed to break through Orkney, with the only losses being on Dumbledore's side, and several heirs have been mysteriously abducted, all of whom had exceptionnal skills. Considering the current trend, it was most likely that Aimée had them too.
What even is going on in Ireland?!
A chill that may or may not have anything to do with the coming winter ran through his spine.
Apparently, the Overlord decided to set up his new base in Desmond
Whatever she wanted to do with the children, it was likely not good.
... Whyyyyyyyyy...

...

Poor 'Dite, she's the one trying to steer the ship now.
At least Cherry's gonna get sent to the timeout corner for her stunt
 
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You could choose to not save her , yes, since saving her involves getting answers from AImée, who is very clearly in her Necropolis.

But good news, you destroyed the necropolis in Orkney!
 
[x]Yes
-[X] Get life to help you take the children back
-[X] Have the wandering Order faction join the assault

Heads up to everyone not in discord.
If this fails, there will probably be a vote to reset. Mummy just started the endgame 20 turns early and we aren't even remotely ready for that. The qm will let us take back two things Dace currently controls. Items/persons. I'm pushing for the nature amchor. Obviously chibi doesn't count. :(
 
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[x]Yes
-[X] Get life to help you take the children back
-[X] Have the wandering Order faction join the assault.
-[X] acquire thirty white rabbits to be released at the start of the battle.

Let slip the hounds of war and cry.
Just cry.
 
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Just so you know. Because normally Blondie's the one in charge of advice.

If you go ahead and choose to fight, there are a few things you need to know :

Ahriman and Ceridwen are currently watching over her.
Each time a champion is doing something their patron judges is worthy of them, they gain levels, depending on how generous they are.
In this case, Ahriman appreciates the worthy sacrifices.
Each time a skill reaches 80, you get a bonus HoMM skill.
You are on a time limit
Aimée will steal the blessings of her victims.
Once six of the sacrifices are done, Aimée will summon Angra Mainyu and go in a rampage.

Here are the blessings held by people that were kept prisoner by Shirley/Aimée.
Thor's chosen :
Master of the Hammer : +10 Ma, +1 Rank on a random combat skill, gain master melee.
Thunder reign : +10 My, +40 to magical combat, Learn lightning and chain lightning, can cast Lightning for free, Those spells are innate and can be cast even under magic inhibiting constraints

Apollo's chosen :
Sons of Niobe: +10 Ma, gain master archery, all ranged attacks apply sorrow.
Hippocratic Oath: +10My, Learn Mass healing, +30 Empathy

Ra's Chosen :
The pharaoh : + 10 St, Double damage against Chaotic and Undead Creatures
Snake hunter :+ 10 Ma, start with advanced Combat and Magic Resistance.

Epona's chosen:
Inner beauty: +10 Di, + 15 Empathy, rank up to beauty trait ( Legendary and Mythical traits not included), gain or rank up to either Charm or Diplomacy.
Horsing around : +10 St, +25% growth to horse related creatures, does not need to roll to recruit horse related creatures.

Kali's chosen:
Rampage: +10 Martial, rank up to chaos magic, rank up to combat.
Demise: +10 Intrigue, rank up to Death magic.

Nephtys' chosen:
Knowedge of ages past : +10 Le , man summon ghosts to act as advisors, may speak with the dead
Call of the tomb: +10 My, immunity to negative life type spells. +15% Necromancy

the unchosen:
A face of a thousand ships: +10 Di, +40 Presence, +40 to social rolls against those who can be attracted to you, +20 to social rolls against the rest.(edited)


just so you know what you're up agains
t
 
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[x]Yes
-[X] Get life to help you take the children back
-[X] Have the wandering Order faction join the assault.
-[X] Give the Overlord an idea why he should attack the undead.

The situation is really bad.
 
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Then everything around them exploded, and Dace was glad he already was on the ground. Out of the hole in the wall emerged Shirley, an expression of self loathing on her face and a crying, chubby blond child under her arm. The boy was wriggling and struggling, golden spark emitted from his form.
Oh Apollo, you should have known better than choosing a child of Prophecy...
The child in question was Neville Longbottom, and he also looked more angry than panicked, and the words coming out from his mouth had Dace deeply concerned about what exactly Dumbledore has been teaching him.
Right, since we're talking invisitext? This one is from the Autumn(2) update.
Neville got the amazing trait that gives Bullshit Hax Archery and superb Empathy.

Epona's chosen:
Inner beauty: +10 Di, + 15 Empathy, rank up to beauty trait ( Legendary and Mythical traits not included), gain or rank up to either Charm or Diplomacy.
Horsing around : +10 St, +25% growth to horse related creatures, does not need to roll to recruit horse related creatures.
I take it this includes Unicorns and Centaur?

Also, yet more Empathy. Empathy OP. 10/10 would grind from start on reset.
Heads up to everyone not in discord.
If this fails, there will probably be a vote to reset. Mummy just started the endgame 20 turns early and we aren't even remotely ready for that. The qm will let us take back two things Dace currently controls. Items/persons. I'm pushing for the nature amchor. Obviously chibi doesn't count. :(
Nature Anchor?

No Math. We might be able to join another faction or find another Anchor if we reset.
Take Martha and the Grail.

[x]Yes
-[X] Get life to help you take the children back
-[X] Have the wandering Order faction join the assault
 
Qeqre. We would find the order anchor that Lily used. Except i want to be nature not order. But taking the grail would be great.
 
Martha and the grail are more important than the anchor, since we know where it is. The snowdonia mountain range should still be there after the reset right? We just might not find Y Ddraig Aur there.
 
Neville got the amazing trait that gives Bullshit Hax Archery and superb Empathy.

Yep.

I take it this includes Unicorns and Centaur?

If it's got horse parts, it falls under Epona's domain. That includes mechanical horselike creatures too.

Also, yet more Empathy. Empathy OP. 10/10 would grind from start on reset.

It's not that op, it's just that Dace sucks so much at it that its absence is felt really hard.

I believe that was the result of a critical roll that we probably won't get again.

You can still get to the dragon Utopia with great effort, but the Dragons and the dragon cache are another matter entirely.
 
Lifequest Negaverse: Hot Pursuit (semi-canon) +30
Lifequest Negaverse: Hot pursuit (2)

Shirley sprints ahead of you holding the squirming boy under one arm. You use your hammer once again, and once again it misses*. In fact, it misses so badly that it destroys the wall of the Welsh ministry building. Hopefully no one was hurt by that. Shirley darts through the newly created door, and you rush after her into the Ministry building. As you burst into the room, Shirley and Neville disappear into a column of light. Teleportation. Not a disaster though, it is trivial for you to track Neville.

The other occupants of the ministry room, however, might cause you some delays. Civilian ministry workers were held in place by zombies, mere moments away from being bitten and suffering a horrible death. Your son and his ex-wife were sitting on the ground next to the workers. But the worst problem here was the woman seated in the center of the room, Aimee. Here to stall and gloat no doubt.

You scowl, "I would usually be more polite, but sadly, it seems that even at my age, I can run out of patience." Even as you speak, you raise your hammer and extend your protection against death and decay to everyone in the room. Not as good as actually whisking them to safety, but it would have to do for now. Aimee snaps her fingers to begin an attack, but you quickly disrupt her with two deft swings of your hammer. She dodges and jumps backward, scrambling to regain the range.

You let her. Opening your mouth, you roar with fury and infuse it with your own magic. The shockwave barely phases Aimee, but she wasn't your intended target now was she. All the zombies dissolve into dust without ever having a chance to harm even a single one of the civilians.

That move wipes the smirk off Aimee's face, "Not even going to interrogate me? How rude~"

You smile bitterly, "My dear, I already know where to find him. It is just a matter of eliminating resistance beforehand."

Once again that infernal smirk appears on her face, "My, how ruthless~ Good thing I brought reinforcements~" She pulls out a two envelopes, one red and one blue, and levitates further away from you. But before you could try to close the distance, a pillar of fire engulfs you. You blink in surprise. Did these reinforcements really think that fire would work on a companion of a phoenix? And even if it could, the enchantments on your cloak were quite potent indeed.

You turn, still engulfed in the flames, towards the hole you had entered from, secure in the knowledge that Aimee was not a personal threat to you. When the flames subsided you were confronted with the Overlord of Chaos surrounded by brown and grey minions. A dangerous opponent, but beatable, especially if you didn't have to worry about the civilians being hurt. Out of the corner of your eye you see Dace blast open the main door and rush out with Elizabeth and the ministry workers in tow. Good, he had the sense to get them to safety. Before you can start your attack on the Overlord, the red envelope was tossed to him. You nod in satisfaction. If he's being bribed to attack you, then he'll attempt to flee more readily. You can use that.

The Overlord swung his mace first, but you side step easily. And with two perfectly placed swings you're rewarded with a small crunching sound. You've already damaged his armour. Aimee tries to interfere with a jet of indigo light, which your enchantment shrugs off easily. You quickly fire back with a golden light that sets her ablaze. She'll survive it, of course. But this will give you enough time to defeat the Overlord. He fights well, but not well enough. With his armour crumbling, you smash him to the ground. His minions try to intervene and buy him enough time to recover but it's to no avail. You press forward, slaying dozens of minions when –

Something strikes you from behind and just for a split second your mind feels fuzzy like when Aimee

You shake off the compulsion, like a dog shaking off water, and turn towards her. Never again, you swore, and now she had crossed the line. You were going to end her.

"That, Aimee." You say calmly, oh so very calmly, "Was a mistake."

You leap across the room with a boom and catch Aimee across the shoulder with your hammer. She crashes down onto the ground and barely avoids your follow up swing. Scrambling backwards, she cries out "Help me!"

hmm, hmm~ I'd be happy to help, dear

You leap forward to end her, when a wave of black and white energy lashes out at you. You're sent flying into the wall and stare in consternation at the pulsing energy you can see inside her. What on earth is going on? And why aren't your limbs responding?

Ceridwen! What is the meaning of this? This interference will NOT go unpunished!

Oh, I'm sure you'll try. But even if you do, this will be totally worth it, right Ahriman? Ta, ta Athena, my master has an opportunity~.


The pulsing light spreads throughout her body and then she snaps her fingers. A black horse appears and she helps the overlord onto it. Then, mounting the horse herself, she rides out of the building. A minute after she leaves, your limbs start responding again. But the trail is cold, and even worse your tracking spell on Neville is gone.

Another blessed child to sacrifice. But HE can't do much with just one. Why would she cheat so blatantly for that?

Hours later reports come in with even worse news. Several other children Neville's age, notable for some unusual skills like Neville, are also missing. You fear the worst for all of them.

They have 7 sacrifices already!? This, is an utter catastrophe. If only I hadn't already intervened!

Do you rescue them?

[D] Yes (Locked due to character traits)
-[] Are there any allies you bring along to help?

-------------------------------------------------------------------------------------------------------------------------
So I've got good news, better news, and catastrophic news. The good news is Dace got all the civilians to safety, including his ex. Even better, Slughorn cracked and told Dace about your Horcrux hunt and he didn't trust you two to do the job properly. Even though he fumbles his rolls almost as much as you do :D! So he sent Lily Evans with a crack team of elven sharpshooters to help out. The Death base in Orkney is destroyed thanks to him sending the perfect troops to shore up your lack of ranged units. On the other hand, your old ex has 7 blessed children under her control and she's already started sacrificing them for ultimate powwah! Instead of fumbling your roll to resist her mind control magic, you rolled really well and scared her into activating her desperation plan, which worked obviously. (Her rolls were BS let me tell you), If she finishes sacrificing the kids, she'll be almost unstoppable and the UK is going to pretty much go boom and that's not even mentioning what will happen to the rest of the world. Since you're kinda screwed, I'm going to throw you a couple bones.

1. Your great-granddaughter was one of the kidnapees. And her grandpa wants to rescue her. (wink, wink, nudge, nudge)

2. Ahriman & his girlfriend Ceridwen are keeping a very close eye on the ritual. That MP of yours isn't going to be very useful for the rescue attempt (I'd recommend you guys save it, it will be very useful if you fail). And as you can see in the invistext, Athena can't help you. The other gods are all unable to intervene as well, although they really wish they could.

3. Each person Aimee sacrifices will give her a powerful blessing and an automatic level up from her divine patrons. Because they're sickos that think human sacrifice is cool. Speed is of the essence.

4. Shirley is one of the victims and intended to be the last one. Aimee's mind controlling her of course, but if you break her free she won't be keen on being killed again. And since she's an adult, she's more capable of escaping under her own power than the other victims.

So, is Dumbledore enough of a badass great-grandpa to stop the ritual? The whole world hopes the answer is yes.

*fumble #1

AN: The quest keeps track of Dumbledore fumbling with the asterisks. Surprisingly he only fumbled once this whole update. And I'm claiming Lifequest has an MP, which of course the QM will offer to use in order to reset back to turn 0.
 
Turn 7 : Autumn 1987 (4)
Turn 7 : Autumn 1987 (4)



It was obvious that he'd try to save her, if only because it would be inconvenient for him on many levels, and to do that, he'd probably need some preparation. After all, one didn't storm an enemy's base without getting some kind of help.

He tried to be as fast as possible, and required his people to get their own contacts on board, and they came back with rather surprising results...

[X] Contact anyone? (locked in due to previous choices.)
-[]Dumbledore
-[]Rufus
-[] Welsh Ministry
-[] John Wilkins: A black mountain looking man coming from Ghana, using an alias. (free due to vendetta)
-[]The Red sons: The mercenary band Jason came from. (free due to vendetta)
100x Mages (Tier 4 Rank 2 Order spellcasters)
Tier 4 : Mages :
Order type spellcasters. Trained

Abilities:
Spellcaster: Gives access to Order Type spells


Hitpoints : 20
Mana : 16
Damage : 4
Attack : 6
Defense : 5
Ranged attack : 8
Ranged defense : 8
Speed : 5
Movement : 19

Spell Repertoire:
Blur - 2 mana
Combat - Blessing
Blur obscures the target's true position, increasing its Ranged Defense by 50%.
A good archer has steady hands and keen eyesight. The hands are remarkably difficult to influence, unlike the eyes, which sit there at the front of the mind.

Magic Fist - 2 mana
Combat - Curse
Damage: 22 + 2 dmg/level + Wizardry
Magic Fist does a number of points of damage based on the level of the caster to a single target within the line of sight of the caster.
A strong defense is paramount to one's survival, but battles cannot be won by defense alone. So when the time comes strike hard and fast.

Ice Bolt - 3 mana
Combat - Direct Damage
Damage: 44 + 4 dmg/level + Wizardry
Ice Bolt does a number of points of cold damage based on the level of the caster to a single target within the line of sight of the caster.
Someone was needed to counteract the seering fire attacks favored by Chaos spellcasters.

Mass Precision - 5 mana
Combat - Blessing
Mass Precision increases the Ranged Attack of all friendly ranged targets by 25%, and also gives the target no penalty for range, walls and obstacles.
Of course, nothing is a substitute for extensive training, but sometimes you are forced to work with inexperienced troops.
-[]The Veterans: ex aurors that banded together after Rufus was framed. (free due to vendetta)
50x Wizards (Tier 4 Rank 1 Order spellcasters)
Tier 4 : Wizards :
Order type spellcasters. Trained

Abilities:
Spellcaster: Gives access to Order Type spells

Hitpoints : 16
Mana : 14
Damage : 4
Attack : 6
Defense : 5
Ranged attack : 6
Ranged defense : 6
Speed : 5
Movement : 17

Spell Repertoire:
Blur - 2 mana
Combat - Blessing
Blur obscures the target's true position, increasing its Ranged Defense by 50%.
A good archer has steady hands and keen eyesight. The hands are remarkably difficult to influence, unlike the eyes, which sit there at the front of the mind.

Magic Fist - 2 mana
Combat - Curse
Damage: 22 + 2 dmg/level + Wizardry
Magic Fist does a number of points of damage based on the level of the caster to a single target within the line of sight of the caster.
A strong defense is paramount to one's survival, but battles cannot be won by defense alone. So when the time comes strike hard and fast.

Ice Bolt - 3 mana
Combat - Direct Damage
Damage: 44 + 4 dmg/level + Wizardry
Ice Bolt does a number of points of cold damage based on the level of the caster to a single target within the line of sight of the caster.
Someone was needed to counteract the seering fire attacks favored by Chaos spellcasters.
-[]The Harpies : a group of veelas that sell their flames to the highest bidders (10 000G)
250x Veelas (Tier 1 Rank 5 Chaos creatures)
Tier 1 : Veelas :
Chaos type creatures

Abilities:

Fire Resistance - Fire Resistance makes this creature immune to fire-based spells, and to damage from breath attacks if the creature is a secondary target. The creature also takes half damage from enemies with fire-based attacks.
Flying - Flying allows this creature to fly over obstacles, creatures, heroes and castle walls. Ground type creatures will need to use ranged attack against them, unless when they are retaliating from a close quarters attack.
Hypnotize - In addition to this creature's normal attack, its Hypnotize ability has a chance of taking control of an enemy opponent for one turn.

Hitpoints : 24
Mana : 14
Damage : 5
Attack : 16
Defense : 15
Ranged attack : N/A
Ranged defense : 15
Speed : 12
Movement : 28

Spell Repertoire:

Sparks - 2 mana
Combat - Direct Damage
Damage: 22 + 2 dmg/level + Pyromancy + Sorcery
Sparks casts a spray of magical energy that does damage to anyone in the three spaces in front of the caster.
You wait, let them get right up to you. And then you make them pay for it!
Fire Bolt - 3 mana
Combat - Direct Damage
Damage: 55 + 5 dmg/level + Pyromancy + Sorcery
Fire Bolt is a powerful attack that does fire damage to a single target within the line of sight of the caster.
Set your enemies on fire, light a campfire, or roast a duck - it's an all purpose spell!

[] Buy Items?

-[] The drunken axeman

Items: 50G
Name: Axe
Slot: Right Hand
Description: Increases the hero's melee attack by 8, and decreases the hero´s speed by 1.

Name: Greatsword
Slot: Right Hand + Left Hand
Description: Increases a hero's melee attack by 13. Uses both the left and right hand slots.

Name: Longsword
Slot: Right Hand
Description: Increases the hero's melee attack and melee defense by 3.

Treasure: 500G

Name: Dwarven Shield
Slot: Left Hand
Description: Gives all friendly targets +20% to their Melee and Ranged Defense. It also gives the hero +3 Melee and Ranged Defense.

Minor artifacts: 1000G

Name: Halberd of the Swiftwatch
Slot: Left Hand + Right Hand
Description: Increases a hero's Melee Attack by 25, increases speed by 2, and negates the First Strike ability of enemies. The hero can also attack 2 yards away. Uses both the left and right hand slots.

Name: Crusader's Mace
Slot: Right Hand
Description: All friendly targets do +30% melee and ranged damage.

Name: Giant Slayer
Slot: Right Hand
Description: Increases the hero's Melee Attack and Melee Defense by 3. The hero does double melee damage to all level four creatures.

Name: Barbarian Throwing Club
Slot: Back
Description: Increases the hero's Melee and Ranged Attack by 5. Any creature struck by the hero may be stunned.

[] Madame Malkin's Exotic and rare clothing for dangerous occasions
Treasure: 500G
Name: Cloak of Warding
Slot: Shoulders
Description: The hero gains 30% magic resistance.

Name: Cap of Knowledge
Slot: Head
Description: The hero gains +5 spell points and regenerates 1 extra spell point per day.

Minor Artefacts : 5000 G

Name: Cloak of Distraction
Slot: Shoulders
Description: The hero ignores the threat area of enemy troops.

Name: Mage's Robe
Slot: Shoulders
Description: The mana cost of all spells cast by the wearer is reduced by 1 point.

Name: Cowl of Resistance
Slot: Shoulders
Description: The hero gains 50% magic resistance.

Name: Cape of Protection
Slot: Shoulders
Description: All friendly targets gain 30% magic resistance.

Name: Equestrian's Gloves
Slot: Hands
Description: Provides +25% movement on land.

[] The Iron Maiden
Items : 500G
Name: Chain Mail
Slot: Torso
Description: Increases the hero's melee and ranged defense by 8. It also decreases movement by 1 and increases the casting cost of all spells by 1 point.

Name: Plate Mail
Slot: Torso
Description: Increases the hero's melee and ranged defense by 10. It also decreases movement by 2 and increases the casting cost of all spells by 2 points.

Name: Leather
Slot: Torso
Description: Increases the hero's melee and ranged defense by 5.

Major artifacts: 15 000G

Name: Breastplate of Regeneration
Slot: Torso
Description: Increases the hero's Melee and Ranged Defense by 20, and also regenerates 20 hit points plus 2 per level.

Name: Gryphonheart's Plate Mail
Slot: Torso
Description: Increases the hero's Melee and Ranged Defense by 30.

Name: Scale Mail of Strength
Slot: Torso
Description: Increases the hero's Melee and Ranged Defense by 10, and also increases their Melee and Ranged Attack by 10.

Name: Helm of Command
Slot: Head
Description: All friendly targets get +20% to their Melee and Ranged Attack, +20% to their Melee and Ranged Defense, and +1 to their speed.

Name: Helm of Power
Slot: Head
Description: The hero gains +20 spell points and regenerates 4 extra spell points per day.

[] Flourish and Blott's rare and foreboding books.
Treasure: 5 000G

Name: Apprentice's Handbook
Slot: Left Hand
Description: Contains all first level spells. The hero must have the appropriate magic skills to cast the spells.

Minor artifacts: 10 000G

Name: Logbook of the Master Sailor
Slot: Left Hand
Description: Increases a hero's movement over the sea by 25%. If the hero has Seamanship, it increases the hero's Offense and Defense skills at sea by 20%.

Name: Journeyman's Notebook
Slot: Left Hand
Description: Contains all second level spells. The hero must have the appropriate magic skills to cast the spells.

[] Jenny's Jewelers
Treasures: 5 000G

Name: Viweing Crystal
Slot: Backpack
Description: Gives a hero a +2 scouting radius when equipped.

Name: Crystal of Memory
Slot: Backpack
Description: All friendly targets are immune to Forgetfulness.

Name: Badge of Courage
Slot: Backpack
Description: All friendly targets are immune to Fear spells and effects.

Name: Ring of Protection
Slot: Left or Right Hand
Description: Increases the Melee and Ranged Defense of all friendly targets by 20%.

Name: Wizard's Ring
Slot: Left or Right Hand
Description: Increases the hero's spell points by 5, and regenerates +1 spell point per day.

Name: Warlord's Ring
Slot: Left or Right Hand
Description: Increases the melee and ranged damage of all friendly targets by 20%.

Name: Ring of Strength
Slot: Left or Right Hand
Description: Increases the hero's Melee and Ranged Attack by 5.

Minor Artifacts: 10 000G

Name: Necklace of Charm
Slot: Neck
Description: Increases the hero's Charm skill by 5% if the hero has the skill. Otherwise, it acts as the Basic Charm skill.

Name: Golden Plate Mail
Slot: Torso
Description: Increases the hero's Melee and Ranged Defense by 25. It also costs 1 additional spell point to cast all spells.

Name: Ring of Permanency
Slot: Right or Left Hand
Description: All friendly targets are immune to Dispel, Cancellation, and Steal Enchantment.

Major artifacts: 15 000G

Name: Mirror of Revenge
Slot: Neck
Description: The hero gains the Magic Mirror ability (same as the Chaos Magic spell).

[] Woodworkers inc. (Ollivander's contacts : Get 50% Discount)
Item : 50G

Name: Crossbow
Slot: Back
Description: Increases a hero's ranged attack by 3, and removes all range penalties.
Elves may also use them.

Name: Longbow
Slot: Back
Description: Increases a hero's ranged attack by 5.
Elves may also use them.

Name: Shield
Slot: Left Hand
Description: Gives the hero +3 melee and ranged defense.

Treasures: 500G

Name: Spider's Silk Arrow
Slot: Backpack
Description: Casts Bind on enemy targets struck by a ranged attack.

Name: Cart of Lumber
Slot: Backpack
Description: Gives +2 wood per day when equipped by a hero.
Part of the Cornucopia item set

Minor artifacts: 1000G

Name: Arrow of Slaying
Slot: Backpack
Description: Gives the hero the Slayer ability during ranged attacks.

Name: Wand of Ice
Slot: Right Hand
Description: Casts the Ice Bolt spell. The wand begins each combat with 4 spell points and regenerates 2 spell points per round.

Name: Wand of Healing
Slot: Right Hand
Description: Casts the Heal spell. The wand begins each combat with 2 spell points and regenerates 2 spell points per round.

Name: Wand of Haste
Slot: Right Hand
Description: Casts the Haste spell. The wand begins each combat with 2 spell points and regenerates 2 spell points per round.

Name: Wand of Fireballs
Slot: Right Hand
Description: Casts the Fireball spell. The wand begins each combat with 8 spell points and regenerates 2 spell points per round.

Name: Wand of Fire
Slot: Right Hand
Description: Casts the Fire Bolt spell. The wand begins each combat with 4 spell points and regenerates 2 spell points per round.

Name: Wand of Blesses
Slot: Right Hand
Description: Casts the Bless spell. The wand begins each combat with 2 spell points and regenerates 2 spell points per round.

Name: Valder's Crossbow of Sloth
Slot: Back
Description: Increases the hero's Ranged Attack by 5. Any target the hero strikes with a ranged attack will suffer from the effects of the Slow spell.

Name: Sniper's Crossbow
Slot: Back
Description: Increases the hero's Ranged Attack by 3, and negates all range penalties. All friendly creatures also have no range penalties.

Name: Nomad Blackbow
Slot: Back
Description: Increases the hero's Ranged Attack by 20.

Name: Throwing Spear
Slot: Back
Description: Increases the hero's Melee and Ranged Attack by 8.

Major artifacts: 10000G

Name: Emerald Longbow
Slot: Back
Description: Increases the hero's Ranged Attack by 30.

[] Jeffrey's potions emporium (Slughorn's contacts : Get 25% Discount)
Tier 1 Potions : 1 000G

Name: Holy Water
Slot: Inventory
Description: When a hero drinks it, it casts Death Ward and Bless on the recipient. When thrown at an enemy, it acts as the Holy Word spell.

Name: Potion of Cold
Slot: Inventory
Description: The melee attacks of the hero who drinks this potion gain the Freeze ability for the duration of one combat.

Name: Potion of Endurance
Slot: Inventory
Description: The army who drinks this potion gains +3 movement. Only one potion may be used per day per party.

Name: Potion of Fire Resistance
Slot: Inventory
Description: The hero who drinks this potion gains the special Fire Resistance ability for the duration of one combat.

Name: Potion of Healing
Slot: Inventory
Description: Heals all of the hero's wounds, and also cures Poison and Plague. It can only be used on the owner.

Name: Potion of Toughness
Slot: Inventory
Description: The hit points of the hero who drinks this potion temporarily increases by 25% for the duration of one combat. The effect is not cumulative.

Name: Potion of Luck
Slot: Inventory
Description: Gives the hero who drinks this potion maximum positive luck.


Tier 2 Potions: 10 000G

Name: Potion of Mana
Slot: Inventory
Description: The mana of the hero who drinks this potion increases by 25 points. The spell point total can exceed the hero's normal maximum. It can be used both on the Adventure Map and the Combat Map.

Name: Potion of Mirth
Slot: Inventory
Description: Gives the hero who drinks this potion maximum positive morale.

Name: Potion of Quickness
Slot: Inventory
Description: The hero who drinks this potion gains an extra attack, lasting for for one full turn.

Name: Potion of Resistance
Slot: Inventory
Description: The hero who drinks this potion gains 50% magic resistance for the duration of one combat.

Name: Potion of Restoration
Slot: Inventory
Description: All negative spell effects are removed from the hero who drinks this potion.

Name: Potion of Speed
Slot: Inventory
Description: The speed of the hero who drinks this potion is increased by 3 for the duration of one combat. The effects are not cumulative.

Name: Potion of Strength
Slot: Inventory
Description: The melee damage of the hero who drinks this potion increases by 25% for the duration of one combat. The effects are not cumulative.

Vials: 5 000G

Name: Vial of Binding Liquid
Slot: Inventory
Description: When thrown at a creature, it acts as a Slow spell and also restricts a creature's ability to fly.

Name: Cloud of Despair
Slot: Inventory
Description: When thrown at a creature or space, all creatures within a 3x3 yard area get a negative 10 to their morale.

Name: Demon Fire
Slot: Inventory
Description: When thrown at a target it causes a 3x3 yard explosion of flames (same as the Fireball spell) around a target within the line of sight of the caster, doing fire damage to all targets within its blast.

Name: Vial of Acid
Slot: Inventory
Description: When thrown on living targets, It reduces their Melee and Ranged Defense by 20%. When thrown on a dead stack, it destroys it.

Name: Vial of Blinding Smoke
Slot: Inventory
Description: When thrown, all ranged attacks within a 3x3 yard area do 50% less damage.

Name: Vial of Choking Gas
Slot: Inventory
Description: The enemy target does 15% less damage and their Melee and Ranged Defense are reduced by 15%. Does not work on Mechanical, Undead or Elemental creatures.

Name: Vial of Poison
Slot: Inventory
Description: Causes the user's attacks to become poisonous. Any target struck by the user in melee or ranged combat will suffer the effects of the Poison spell.



The biggest surprise, however, came as he was finishing his preparations to storm the Necropolis. An elven woman, looking awkward, came up to him and hesitantly began to speak.

"I saw a little girl this morning. She had long hair that flowed like gold and a dark blue dress filled with stars..." Whe woman squeezed a clothed bundle between her arms. " It was near the fountain, the one that makes gems appear, and she walked towards the cavern underneath the waterfall." A cavern under the waterfall? That was the first time he heard of it.

" I followed her, since she didn't seem to mean any harm, but when I came here, I saw she was waiting for me. She... She grabbed me by the neck and brought me down, her eyes were orbs of golden light and her hand felt like cold metal, and then she began to speak..." The elf shuddered.

"She said this place was at crossroads of some sorts, and there was a path of tears involved? I don't really remember what happened, it was very hazy, but when I came to, I was alone in the cavern, holding this. " She began unfolding the blanket.

" And I felt... Different." The cloth fell completely, revealing a sword, with a silver blade and a golden guard, and she looked up at Dace, causing him to notice the differences.

Her shoulder length hair had gained a silvery sheen, while her eyes became pale, the slits leaving place to rounded irises and her face lost its excessively angular appearence. The elf's build changed radically, shoulders shrunk and hips widened, making her look more like a human and less like a stretched band.

"What's your name?" Dace asked neutrally, his mind coming up with ways to use this new information.

"I-Innil... Sir." She looked distinctively uncomfortable under the scrutiny.

Hero unit gained! Innil the Elf

Innil the Elf

Experience 0/3200

Level 3 Elven Archer

Personal ability:

Elven leader : For each level attained after level 3, increases the attack and defense of any elf in the army.

Personal stats:


Luck : 0
Morale : 0
Damage:13
Hitpoints: 130
Speed: 6
Movement: 30
Mana: 10

30% Melee attack
60% Melee defense
0% Ranged attack
30% Ranged defense

COMBAT - Primary Skill

Increases hero's Melee and Ranged Defence.

Advanced: Melee and Ranged Defence = 20.
 
Archery - Combat Secondary Skill

Increases hero's Ranged Attack and divides the natural defence of enemy creatures
Never reduces enemy hero's defence. Never reduces creature defence below 10.

Master: Ranged Attack = 30. Natural defence of enemy creatures divided by 2.
No damage penalties for long range, obstacles and castle walls.
Hero has Ranged First Strike ability. Requires Advanced Combat.
 


ORDER MAGIC - Primary Skill


Gives hero the ability to cast Order Magic spells.

Basic: hero can cast level 1 Order Magic spells. Gives one level 1 Order Magic spell.















Spell book:



Precision - 2 mana
Combat - Blessing
Precision increases the target's Ranged Attack by 25%, and also gives target no penalty for range, walls or obstacles.
Firing aimlessly into the enemy is a tactic used too often by foolish commanders. Why leave to chance what you can control?
Passive ability:
Chaos Ward:
The target of a Chaos Ward is 50% resistant to Chaos spells, and their Melee and Ranged Defense is increased by 50 % against Chaos-aligned opponents.

Equipped items:
Name: Angel's Blade
Slot: Right Hand
Description: Increases the hero's Melee Attack and Melee Defense by 3. All friendly targets do +50% damage against Death creatures.


Time is a'ticking...
So, I did a thing, since some people were confused with what was going on.

Believe it or not, this is over 3000 words. Thank the gods the wiki had an item list ready.

As for what's up with Innil... I'll leave that to your imagination, I guess.
 
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