Shadows of Forbidden Gods

Shadows of Forbidden Gods

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The Cursed Gambit
By Aunty Herbert
Sacrificing the Cursed to distract the Chosen One
   
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An early sacrifice for late game advantage
Every God starts the game with one more recruitment point than agent slots, except Ophanim, who starts with two spare recruitment points.
To any self-respecting dark overlord, minions are naught but tools to be used and thrown away as efficiently as possible. Unused assets are a thorn in every evil personal manager's eyes. Let's devise a plan to turn this unused recruitment opportunity into value:

What is the most annoying quest the Chosen One can do early on? Clearly "Warn the World", which Awakens one ruler completely, and all neighboring rulers by 50%. The quest has a negative tag of "Danger", so especially a slightly cowardly Chosen One is prone to start it early on and repeat it often, thereby Awakening a lot of people before your minions can execute your grand design to doom the world.
So, what's to do about that? How about we kick that lily-livered crybaby into shape! Rulers deserve their sleep.

If any hero, that isn't currently performing an essential quest, like guard duty, attacks <evil dude> or, sigh, "Warn the World" takes even a single point damage to their actual hitpoints in a brawl, they'll flee. (or bravely retreat, off course, they are still heroes after all).
If you want to drive heroes into flight, be sure to attack them while their activity box is empty or says "Going to Perform Challenge: <whatever>". If they are already performing a challenge, wait until they are done, or you run the risk of them fighting it out till the end.
After the hero retreats, your agent gets to chose between a 10 Profile/10 Menace penalty to their own stats by not changing the hero's mental disposition at all (other than possibly adding a personal grudge).
Oooor they can take a 10 Profile/15 Menace penalty for either increasing or decreasing the hero's leaning towards Danger and Combat. We want to increase those tags on the Chosen One, to make the "Warn the World" quest less attractive for them and other quests more attractive instead.

Do this twice, and your average Chosen One will learn to love Danger and Combat. The motivation for "Warn the World" goes down by 40 to 60 points, while other quests, especially "Combat Banditry", which has both Danger and Combat as positive tags, will go up by 100 to 120 in attraction. Huge swings, which will effect the Chosen One's decisions until their death or until the end of the game.

Now, instead of disturbing hard-working rulers' well-deserved naptimes with unfounded rumours about an ongoing worldthreatening conspiracy, the Chosen One will spend all day every day hunting bandits, ogres, deep ones and manticores. A useless nutjob turned into a boon for society!

Performing this service for general society early on has the added benefit, that the Chosen One is guaranteed to not have minions or weapons on them.
Rulers won't start funding heroes until world shadow hits 15, and heroes can't even explore ruins until world shadow 10, so the Chosen one can't have spend any gold to buy stuff.

Off course, after delivering this educational beating, your agent will be left with a quite horrible reputation.
Profile 30, Menace 40 is enough to be kicked out of town from every non-enshadowed city that is guarded by an army, and your agent will be at least close to that, or even exceed it.
Let's make lemon juice out of that lemon and acquire the infamous trait for the agent. They won't have earned a lot of experience by now, so getting the trait by leveling up will take far too long. But finding another random hero in the neighborhood, killing them in a duel and boasting about it will do the trick. To prepare for the final suicide, stash away the leftover cash, then dispose of your minions and charge into yet another hero. This last blaze of glory will distract from the rest of your operation, reduce your other agent's Profile and Menace by half, and may even temporarily lower world shadow.

Sounds like a perfectly infamous plan!

Now, who is the right girl for that job? Let's take a look at our most useless agent choice, the Cursed!
She starts with all her stats at a mediocre 2. In theory she has the option to raise them to a barely manageable 3 by enacting capital vengeance on a hero or ruler of her choice, but that is a lot of work and waiting time for rather little improvement, so let's ignore that option.
Then she also has her Petrifying Gaze trait, that will lowers a hero's attack and defense for a few turns, once they meet her in combat.
Sadly it doesn't lower the Chosen One's defense, but it does lower their attack.
All in all The Cursed is decisively meh, and there is barely ever a reason to pick her over even a generic hierophant, warboss or warlock. The one boon, that qualifies her for this job is, that she can be summoned everywhere, other than for example the orc warboss, who would be better at the fighting part, but will often have to travel in from his far away tribal areas.

Being a paranoid moonbat by calling, the Chosen One always has a Defense of 4 instead of 2, like everyone else. This means they won't retreat before they recieved at least 5 damage in total.
On her own the Cursed is a bit too weak to punch through that, without getting herself killed first. So instead of summoning her directly to the Chosen One's location, let's summon her to the closest Ancient Ruin, where she can spend 7 turns dungeon delving, before she heads off to the nearest city and hires a sellsword or two with the money she earned.

Between financing, hiring sellswords, waiting for the right moment to pounce, the actual repeated harrassment of the Chosen One, the killing of a random passerby for the infamous trait, handing over or stashing away leftover money and finally her suicide, expect her to spend around 20 turns in total on the board.
This obviously means her successor will arrive around 20 turns later to start their own contribution to your grand design.
On the plus side, the other agent already on the board with her can save a lot of turns by not having to lay low, and just relying on the Cursed's infamous bomb to manage their reputation.

Most important at all, from that moment on you don't have to deal with a whole bunch of Awakened rulers and heroes, and the Chosen One will probably be even quite late at any attempt to build the Alliance, as they will keep running across the board chasing bandits and monsters all by themselves.

If the Chosen One starts with a dislike for Combat, I consider this play pretty much essential, or else they will alarm half the world in no time straight.
The only other strategy, that this play really clashes with is playing Snek with a Dark Martyr supplicant, and sacrificing them early to get a 100% infiltrated capital city right at the start of the game. There aren't enough recruitment points for 2 early sacrifices, unless you play Ophanim.
10 Comments
Kalil 16 Mar @ 11:08pm 
Did this get patched? I got the Chosen One to flee once, but every time I've fought him since then (including in a new game), he's insisted on fighting to the death (his or the Cursed).
Federex 16 Jan @ 1:25pm 
Lovely strategy. A few notes: This can be doubled with The Harvester sacrifice on being killed, to get the CO to 4/4 Sanity easily if combined with the strategy mentioned by Nicholas-BR. Also, me mindful that if you wound the CO too much he may prefer warning people than healing/fighting more. Also, random religious people became aware all through my game, so keep a tap on those too using disposable agents.
Cat 21 Dec, 2024 @ 1:24pm 
This gambit is fantastic. It takes more than one search of ruins to guarantee gold, but once you have it and you make the chosen one like both combat and danger, they do absolutely nothing useful. I used this in a game with a chosen one that enjoyed cruelty as well, and she just started killing people at random, which let me escalate things to a vendetta and turn the whole world against the chosen one.
SnickeringSnaussages 6 Sep, 2024 @ 4:09pm 
Ok I just played a game and I fully explored a ruin with no gold, then went to another ruin and no gold. How are you counting on explore ruin to give cash on one go.
SnickeringSnaussages 27 Mar, 2024 @ 8:52am 
Fiddy, the reason is because the medusa lowers the enemy attack early on, so can easily survive. Additionally, you can spawn her on an ancient ruin to grab some gold to buy a merc
Fiddy 30 Sep, 2023 @ 6:51am 
This is a neat gambit, though out of curiosity why use it on a unique agent, instead of one of the disposable ones?
Aunty Herbert  [author] 28 Oct, 2022 @ 8:45pm 
@Comfort Creature You are absolutely right. The Ogre works even better, as its hitpoints seem to be calculated into the decisions to retreat.
Comfort Creature 28 Oct, 2022 @ 4:07pm 
You could do this with a warlord. Just get your supplicant to find 35 gold and at the same time have warlord recruit an Ogre. With the money the warlord can then purchase a sellsword and combined it should put the chosen down to REALLY low health, forcing them to retreat. On certain seeds its REALLY consistent.
Nicholas-BR 14 May, 2022 @ 10:39am 
One thing I'd like to add: if you can't fight the Chosen One because they're too strong (aiming to make them like combat / danger), try killing their family, specially close relatives like parents and children, because there's a chance the Chosen One will get the mourning event which lets you choose between extended mourning, increased like for combat or increased like for danger.

This will very likely be slower than outright fighting the Chosen One and will get you a lot of profile / menace, but you could probably make your agent infamous and take some heat off your other agents.
crueldwarf 8 May, 2022 @ 1:12pm 
The method do not work reliably as far as I can tell. For whatever reason Chosen One almost always fight to the death regardless of what he/she is doing. Out of several dozen tries in different games, locations and on different seeds, I managed to force Chosen One to retreat once.