Urr
Urr
Your very temporary boss is The Prince of Darkness, heir apparent to the throne of the Dark Empire. He has been given some money to conquer the independent city state of Urr before the onset of winter. You are an experienced very well connected mercenary recruiter and a mighty sorcerer in your own right.
The Prince has been provided with:
You want to squirrel away as much of this gold as possible into your own pockets without anyone noticing, instead of wasting it on a bullshit mission you don't give a fuck about. And neither does the prince, as the first thing he did with all that gold was waste 1/5th of it on a Fancy Mobile Brothel.
You, the Bretwalda of Recruiting are a wizard. That's why you have certain powers. Other wizards of the invasion force have a different set of powers, you cannot use their magics only your own. It would be wise to keep some of your magics secret.
Personal magic can be used at will. Success is automatic.
These are massive magical rituals requiring over a 100 participants, multiple hours and probably a blood sacrifice. A wizard player must go and request a ritual from the magic umpire during the magic phase. The invasion force can only cast 1 spell each turn. A player who adds nice touches, or theatrics in the description gets a bonus. Effects can be made to appear anywhere on the map. The order in which spells are resolved by the magic umpire is on a first come first serve basis. Rumours that the ritual spells of The Prince of Darknes and his minions are dangerous because they delve to deeply into the forbidden arts are of course treasonous. Spells use either red mana or black mana. Certain spells also use other ingredients often with limited availability those can only be cast when they are in the possession of the caster. Players need to provide evidence to the magic umpire that they have (and are expending) those ingredients.