Quote:
Originally Posted by The Pantokrator
The Cleansing was in vain! The Slumbering Ones have awakened and a new era of terror will surely be brough upon this realm. These news were brought by a horrible messenger and his arrival has saddened me so..
You see, when the Sign of the Slumbering Ones got invoked, I sent my most trusted Celestial, Arimiel, throug the dimensions to spy upon the Horrors on unreality. But not even his glorious mind could resist the gaze of the ancient spawns. He is now utterly and completely mad beyond any reason as his soul constantly burns with unbeing and bears items of strange might. He will instill terror and madness upon his rampage through this realm. His divine chariot is also missing and I fear deeply of what might have come of it..
It hurts me to see my noblest courier in this state. He is truly mighty and benefits from the heretical blessings of the slumbering ones. But his madness makes him erratic and one aspiring to be a god should surely be able to take him down and bring peace to his burning soul. I will reward his saviour with a shower of boons and he will be worth a great deal more in my eyes.
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Let's cut to the chase. Here he is:
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Aramiel has now descended from beyond dimensions and into Lanka. He moves randomly with a 1d10 dice (with each province connection counting as one option on the dice). If the result is greater than the number of connections in the province, he will build a lab and then teleport to another random province in the map in the next turn.
Aramiel is mad, but not stupid. He will not attack head-on into armies or forts (issuing a re-roll if such situation is rolled). This also makes his presence just annoying (because he is basically just a very tough raider). His madness causes him to change tactics constantly and he will fight differently in each combat and might even start the battle in some other form than his first astral form.
Aramiel is the prophet of madness and sorrow, the burning angel, the false shephard and he will desctruction and madness upon provinces he visits (usually a remote event that kills pop or causes unrest or misfortune). He also might not be always alone as his presence will bring the attention of the cults that formed when the Sing of the Slumbering Elders appeared..
The reward for killing him (note that he has to be actually killed, banishing him to hell/kokytos/disco dimension does not count) is a free boon of each possible type (a'k'a items, gold, gems, information, free ritual castings and the opportunity to hold the arena fight) and +2 boons to total.
(Aramiel was originally a lot tougher but rewarded a conquest point, although I really don't like changin stuff mid game, awarding conquest points for ordeals from him was a stupid idea. It would be a really unclimatic finish to win the game due to conquest point from this kind of event so I decided against it sometime about 10-20 turns ago. Anyways, the point of this tale:
So now there are no conquest point ordeals unlike advertised at the start of the game. This was the only one I designed)
And yes, he has a theme song like the previous "monster" event. Heavy metal is my muse.