Introduction
You are an angel cast out of Heaven, thrown to the mud of earth just in time to mold the dawn of civilization. A few million humans inhabit the wilderness, but they are weak, and you can be their terror or savior as you so desire.
Part One: Creating a Fallen Angel
Step One: Pick a Choir
In Heaven, there are three sorts of angels with enough self-awareness to be capable of sin. Which are you?
Seraph (pl. Seraphim)
In their True Forms, Seraphs are giants with six flaming wings. In Heaven, they dwelt around the Creator’s Throne, and they possess the Lord Almighty’s talent for creating life.
Seraphim only pay half price for monsters, and they get a +2 bonus on starting Leadership.
Cherub (pl. Cherubim)
In their True Forms, Cherub are ever-shifting shadows of shapes and figures, but they often prefer to appear as human babies or children. They are tinkerers by nature, and possess a natural talent for manipulating reality.
Cherubim spells cost half of what they would otherwise cost, and they get a +2 bonus on starting Will.
Archangel
In their True Forms, Archangels would look like ideal humans if not for their two wings. They are blunt warriors with near-unmatchable talents for destruction.
Archangels only pay half price for human units, and they get a +2 bonus on starting Fortitude.
Step Two: Improve Abilities
Angels have three ability scores—Leadership, Will, and Fortitude. Each starts with 2 points. You have 5 more to distribute.
Leadership – Your leadership score is equal to the maximum number of different types of units that can be loyal to your angel.
Will – Your will score is equal to the maximum number of spells your angel can know.
Fortitude – Your fortitude score is a measure of your angel’s toughness. In a turn, your angel can destroy a number of units with power cost equal to its fortitude before being overwhelmed. Angels with higher fortitude will be able to defeat and kill weaker angels in battle, all other things being equal.
Step Three: Choose Domains
Your angel can only create creatures and use spells thematically related to its domains. Select two from the list below. The noted elements of the domains are only examples, not all-inclusive.
Fire – Western-style Dragons, Jinn, Volcanoes
Water – Fish-people, Leviathans, Kraken, Floods
Air – Griffins, Angels, Rocs, Floating Cities, Tornados
Earth – Minotaurs, Centaurs, Other Part-Human Monsters, Earthquakes
Death – Liches, Vampires, Zombies, Plagues
Life – Immortals, Healing, Resurrection
Part Two: Power
Power is the driving force behind your angel and its state. Power isn’t necessarily a metaphor for magic—it comes from devotion in all forms. Power is collected and spent. On your first turn, you start with 7 power, but since you do not begin with any sources of spiritual income (the Almighty cut your angel off), it is recommended you create at least one power generator at game start.
Power Generators
City – Costs 3 power, provides +1 power per turn
Underwater City – Requires water domain, can build underwater, costs 3 power, provides +1 power per turn
Floating City – Requires air domain, can be moved, costs 3 power, provides +1 power per turn
Holy Site – Costs 4 power, provides +1 power per turn, cannot be conquered, only destroyed.
All four generators can be stacked-- you can upgrade a city or site for the same costs and benefits of building one in a new location.
Part Three: Units
Humans
(Archangels get the following types at half off)
Berserker band – Costs 1 power for 5, better at wilderness fighting
Garrison – Costs 1 power for 5, best at defending cities
Legion – Cost 1 power for 5, good at all around fighting in settled lands
Hero band – Costs 1 power for 1, good for fighting monsters
Mage coven – Costs 1 power for 1, improve potential of your offensive spells
Priest coven – Costs 1 power for 1, improve potential of your defensive and creative spells
Flotilla – Costs 1 power for 5, can fight on water and transport troops
Monsters
(It costs 1 power to create a breed; the following breeds are uncreated and are only examples; Seraphim get monsters at half their normal cost)
Griffin Flock – Air – Costs 1 power for 3, best in mountains
Dragon – Fire – Costs 1 power for 1, best against humans and smaller fliers
Part Four: Spells
Spells cost 2 power to develop for Seraphim and Archangels, but only 1 power for Cherubim. They are handled on a case-by-case basis. Most spells will be unlimited use, but have separate activation costs. For activation costs, the Cherub discount also applies.
Part Five: Gameplay
At the start of the game angels fall to earth in a location of their player’s choice, and cities and holy sites must be built radiating from that spot. A small bonus will be given each turn to players who write stories. Each turn covers a hundred years. Fallen angels that lose their players will be considered to have regained the grace of the Almighty and returned to Heaven. Their holy sites on earth will be available for capture, and their empires will collapse. This is to keep the focus on player interactions.
Part Six: Orders
Submit orders via PM each turn on power spending and strategy.
Part Six: Sample Starting Fallen Angel
St. Michael (Seraph, Life, Fire)
Leadership: 7
Will: 3
Fortitude: 3
Power Pool: 7
Units:
Spells: