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Author Topic: Divinity. - Dreams Invaded: 2  (Read 57876 times)

Koronii

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Re: Divinity. - Necromancers Deposed: 2
« Reply #210 on: February 20, 2012, 05:34:02 am »

Quote
Name: Keepers of the Fane
Level of Organisation: The cult is to be run in a hierarchy, which is currently simple due to a lack of need. Each level of the hierarchy is to be run by three powers, the Knight Commander who controls the martial powers of that branch of the cult. The Priest, who is in charge of the cult's magical and spiritual powers. And the Council, a 13 bodied group who manage the followers and their needs.
Looks: There's not an official uniform, however grey or white clothing is preferred, and the tin symbols of Lvantha are standard.
Practices: Openly when safe, being a Keeper is nothing to be ashamed of. Prayer when done is private, and often consists of meditation and fasting. Keepers are encouraged to be both harsh and merciful as the situation requires.

I agree with Nuke, we should head east with a spiffy honor guard, and set the rest of our guys to training. Though if possible sending a few scouts to the west might be a good idea.
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Tiruin

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Re: Divinity. - Necromancers Deposed: 2
« Reply #211 on: February 20, 2012, 06:03:07 am »

Heading east and doing something with other people has the greatest chance to succeed where I see it. South would've been my next choice, but I guess we'd need more to take on a Wizard, and be stronger. Neutrality won't change while we're gone anyway.

Spoiler: Candle in the Dark (click to show/hide)
Going with this, though I do like the Keepers of the Fane as a future cult idea (Specifically as a Militaristic branch). The Candle in the Dark would serve as the general Cult.
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Iituem

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Re: Divinity. - Necromancers Deposed: 2
« Reply #212 on: February 23, 2012, 12:08:43 am »


You try to teach your followers a form of organised anarchy; none of them of higher status than the other, save respect gained by their actions.  The cultists take it in; they still worship you, but at least they are on the track to doing it because you are righteous and not because you are simply a higher being.  The nonexistent level of organisation in the cult will make it easy to spread and tenacious (as any one follower can continue it on) but also hard to control anything more than the followers physically present.

Nevertheless those followers present will fight and even die for you if need be, and you can send them away to perform missions, spread the cult and gather intelligence.  You will always be able to speak with and hear a cultist telepathically if need be (though you cannot see through their eyes).  The same applies to a luxpanap.



You set off east, heading for the town of Oyral some three weeks' travel distant.  You travel light, in the guise of a human traveller and accompanied only by your faithful cultists and an invisible escort of shades.  The ravaged and attacked farmsteads (now furiously being rebuilt with aid from Ferrun) give way to open countryside, thence to farmsteads in better condition.  Better being entirely relative, as the farms in question are clearly becoming neglected and in some cases have even suffered fire damage.

Oyral, when you finally reach it, is a town of similar sprawl and structure to Ferrun if rather larger.  There is a motte and bailey castle (of banked earth, wood and low stone walls rather than the outright fortification of Ferrun) surrounded by various houses clustered around and spreading out from a central marketplace.  A thin outer palisade protects much of the town as well, which has three very much more defined entrances than Ferrun did.  You are stopped by a small contingent of four well-armed and armoured guards on arrival, but pass yourselves off as religious pilgrims visiting the temple.  The guards seem rather nervous, but you are let through without even having to press a mental suggestion.

You and your followers rent a few rooms at the local inn; larger than the one in Ferrun but only with a handful of occupants.  The innkeeper is very happy to have custom, and money at least is not an object (Sir Braithe's treasury was not significant, but enough to cater for any small expenses).  You ask the innkeeper about business whilst you send your cultists out to gather information themselves.

As it turns out, there is a serious bandit problem in the region.  You briefly contemplate this being somewhat cliche, but the innkeeper admits they usually have some would-be vagabonds trying to attack the wagons - hence the need for caravan guards.  Normally protected caravans are fine and the local scouts find and root them out but ever since the disruption to the west they have had larger, better organised attacks.  Word on the street fears it might be one of the many mercenary companies in the region come to roost.  The attacks have been particularly damaging to the town, as in the midst of all the recent troubles Oyral has still been able to keep the trade routes to the coast and east to the Lake Nations free and open to trade.

You ask about the alliance between towns.  The innkeeper grimaces.  He says that whilst the five local towns have always had a loose agreement to band up in the event of outright military attack nobody but Sir Don (Oyral's governor) is making a serious effort to hunt the bandits down.

Later on you listen to the reports from your cultists and the overall political situation becomes a little clearer.  There are five towns in this region, only three of which were actually loyal to Lord White in Ferrybridge.  Pendan and Surrect were free towns before the most recent war broke out, and since it has Fector has declared its independence due to recent heavy taxation from Oyral to support Lord White's war effort.  Two towns remain loyal to Lord White; Oyral and nearby Lassef.

There is one other major problem at the moment besides the bandits that are choking off trade to the region; migrants.  Refugees from the surrounding lands (both those struck by Lord Thrane and others) have been flocking to the region because of its perceived safety, but none of the towns will accept them and none of the lesser villages can.  They have set up a camp somewhere in the woods and they are starting to overhunt and overforage the region.

Things here are not as stable as you were led to believe, but Oyral is a much larger town than Ferrun is even in its reduced state; you can feel some six thousand souls here.  Word suggests the other towns are not much smaller.  If you can convince these towns to assist you, they could provide a great boon to your war effort.  At the moment it seems they have rather pressing matters of their own, which may reduce their willingness to help.

What will you do?  Remember that you can send cultists and shades out to gather information (though only the cultists can ask questions or perform physical actions) and communicate with them telepathically, so you need not necessarily be in a town to keep abreast of its situation.

- Make this an official visit and see Sir Don.
- Keep quiet for now and gather information (select topics to look out for).
- Visit one of the other towns, leaving a cultist or two here.
- Something else.



Quote
Name: Lvantha Talaoia
Strength: 14 manpower (+1 Worship)
Mind: 15 menminds (+1 Worship)

Personal Retinue
Followers: 12 cultists
Slaves: -
Servants: 10 shades, 10 greater shades

Ferrun
Followers: 1 priest, 120 spearmen (in training), 31 macemen, 35 archers, 1 armed luxpanap (John)
Slaves: 1 brainwashed spy
Prisoners: -
Servants: -


Holdings: 16r
~20 villages (4 Resources)
1 market town (5 Resources)
1 tin mine (6 Resources)
Slave Gathering (1 Resource) [25 slaves]

Upkeep: 12r
~200 soldiers (4 resources)
Training (5 resources) [120 macemen]
Training (3 resources) [30 swordsmen]

Items:
Mistwalker: +2 vs undead & demons if you wield it.  More effective when a mortal holds it.
Lvantha Medallion: +3 vs undead, +1 vs demons on both mental and physical atacks.
« Last Edit: March 04, 2015, 08:04:45 am by Iituem »
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

evilcherry

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Re: Divinity. - Potential Political Allies Visited: 1
« Reply #213 on: February 23, 2012, 12:39:06 am »

Only some impeding doom will bring these towns together. I do not suggest dabbling with the present affairs.

Better hunt bandits to build up your own SoI.

Koronii

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Re: Divinity. - Potential Political Allies Visited: 1
« Reply #214 on: February 23, 2012, 01:39:55 am »

Make an official visit to the local lord, send shades to spy on the bandits.
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cerapa

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Re: Divinity. - Potential Political Allies Visited: 1
« Reply #215 on: February 23, 2012, 12:12:11 pm »

Make an official visit.

If they have pressing matters, perhaps we could help eachother out.
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Tick, tick, tick the time goes by,
tick, tick, tick the clock blows up.

zomara0292

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Re: Divinity. - Potential Political Allies Visited: 1
« Reply #216 on: February 23, 2012, 01:16:37 pm »

Make an official visit to the local lord, send shades to spy on the bandits.
Might I also recommend sending your followers to gain any necessary resources, armor, weapons, or look for any peasant willing to join the cause of the greater good?
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I hear a piranha is good eating.  I have a spear; I'll be fine!
The Pilot and their cargo handlers paused when they saw that the entire camp is covered in eldritch runes coated in blood. And rotting monkey corpses everywhere..

They decide that they didn't get paid enough for this..

Koronii

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Re: Divinity. - Potential Political Allies Visited: 1
« Reply #217 on: February 23, 2012, 04:42:05 pm »

Make an official visit to the local lord, send shades to spy on the bandits.
Might I also recommend sending your followers to gain any necessary resources, armor, weapons, or look for any peasant willing to join the cause of the greater good?

Yeah, I'm actually a bit surprised I didn't think of that.
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Xantalos

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Re: Divinity. - Potential Political Allies Visited: 1
« Reply #218 on: April 26, 2012, 03:49:29 am »

Posting to watch, and +1 to official visit. In full MAGNIFICENCE.
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Sig! Onol
Quote from: BFEL
XANTALOS, THE KARATEBOMINATION
Quote from: Toaster
((The Xantalos Die: [1, 1, 1, 6, 6, 6]))

Travisplo

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Re: Divinity. - Potential Political Allies Visited: 1
« Reply #219 on: August 20, 2013, 02:15:25 pm »

PTW and bump, bump, bump? I'm assuming this is very much dead, but it's too good not to try!
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Heh, I posted that as a joke. Then again, this is Bay12 and this plan is crazy enough to work...
Bump all day, bump all night, yeah this thread needs a bump alright!

Ukrainian Ranger

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Re: Divinity. - Potential Political Allies Visited: 1
« Reply #220 on: August 20, 2013, 02:59:36 pm »

Yeah it's dead... Very dead... And I hate  you for reminding  me about that golden times.....

It was nice, but the original thread was cooler http://www.bay12forums.com/smf/index.php?topic=99534.0
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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

Travisplo

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Re: Divinity. - Potential Political Allies Visited: 1
« Reply #221 on: August 20, 2013, 03:03:51 pm »

Yeah, I got here from demonhood. And why is it all dead? Demonhood, Divinity, and Humanity! All DEAD!
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Heh, I posted that as a joke. Then again, this is Bay12 and this plan is crazy enough to work...
Bump all day, bump all night, yeah this thread needs a bump alright!

Xantalos

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Re: Divinity. - Potential Political Allies Visited: 1
« Reply #222 on: August 20, 2013, 03:04:36 pm »

NUKE.913 ... had circumstances.
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Sig! Onol
Quote from: BFEL
XANTALOS, THE KARATEBOMINATION
Quote from: Toaster
((The Xantalos Die: [1, 1, 1, 6, 6, 6]))

Travisplo

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Re: Divinity. - Potential Political Allies Visited: 1
« Reply #223 on: August 20, 2013, 03:05:57 pm »

But he wasn't the one running Divinity or Humanity!
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Heh, I posted that as a joke. Then again, this is Bay12 and this plan is crazy enough to work...
Bump all day, bump all night, yeah this thread needs a bump alright!

Xantalos

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Re: Divinity. - Potential Political Allies Visited: 1
« Reply #224 on: August 20, 2013, 03:09:21 pm »

But he wasn't the one running Divinity or Humanity!
He was central to the whole thing.
This place is long dead; let's not disturb it more.
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Sig! Onol
Quote from: BFEL
XANTALOS, THE KARATEBOMINATION
Quote from: Toaster
((The Xantalos Die: [1, 1, 1, 6, 6, 6]))
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