You conjure an Army of treants and dire beasts in a Region within the home Province of one of the participants of this ritual. The Army appears at the start of the Round. The leader of this ritual is its General, and must send in orders for it, or else it falls under the Wheelhouse team’s control for the Round.
The Army has the following statistics:
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Conjured Army (Nature’s Wrath)
Base Combat Strength: 2000
Army Health: 100
Base Speed: 25
Traits: Forestborn, Defensive
Special Traits:
The Army operates for the duration of the next Round of Downtime. At the end of the next event, it disperses and is removed from the Strategy Layer.
While the Army is still in play, you can perform this ritual again to refresh the Army’s duration. The Ritual Power required to do this is 20, plus an additional +20 for every time the duration has already been refreshed (i.e., it will cost 20 RP the first time, 40 the second, 60 the third, etc.). The Army’s General must be present to refresh the ritual. They can transfer command of the Army to another ritualist who has mastered this ritual at any time by registering the change of command with Wheelhouse.
This ritual can only be performed in Veilguard or at a site that is particularly holy to Druathos.