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Author Topic: Demonhood 2 -Number of giant minions lost: between 0 and 3-  (Read 144350 times)

NUKE9.13

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Demonhood 2 -Number of giant minions lost: between 0 and 3-
« on: December 12, 2016, 06:21:36 am »

    This update (First Post) | Next Update (Nokluvgn arises) | Latest Update (In which some Klrntvs get rekt)

    Spinning through the gulf of space is a world- a world where magic is real, and the gods do battle with the lives of men. There is evil on this world, and good. Literally- they are tangible elements down there. Angels are creatures made out of good, and demons are creatures made out of evil.
    You are a demon.
    From the negative emotions of man you arise, in a quiet place. Evil flows across the land, converging on this location. A form arises- a form too horrible for the human mind to comprehend. Instead of your true form, the human brain will fill in an approximation-
    Namely: (Tentacles? Spikes? Swirling darkness? All of the above?)
    As not to instantly attract the attention of nearby mortals, you further disguise yourself as a male human, clad in simple robes.
    You try pronouncing your name. It is pretty difficult. Despite the limitations of your human form's voice chords, the grass around you chars as you speak your name-
    Which is: (the less vowels the better)
    Satisfied, you look around you. A small village lies nearby. It would appear that the residents there are no bastions of virtue- the town pulses with low-grade resentment. This will make an excellent place to begin your rein of evil-
    A small village: (in the mountains, by the sea, in a forest, perched over an active volcano, etc.)



    Spoiler: Author's Note (click to show/hide)



    The Story so far:
    • Nokluvgn arises
      Nokluvgn (Who appears as a tall man made of smoke with curling horns, burning eyes, emaciated wings, and thin grey hands with eerily long fingers) arises in a clearing outside of the village of Fellshore. He saves the life of a murderer fleeing the wrath of the villagers, only to turn around and eat him.
    • Nokluvgn enters Fellshore
      Disguised as a human, Nokluvgn enters the village, and visits the local bar. He listens to the conversations of the villagers whilst drinking water and eating raw meat. He overhears talk that the village is seeking a replacement priest.
    • Nokluvgn learns about a priest
      When asked to pay for his meal, Nokluvgn uses mesmerism to befuddle the innkeeper. He then proceeds to extract memories from the villagers, forming a near-perfect mental image of the priest, who was a cruel, corrupt man.
    • Nokluvgn feels sick
      Using what he learnt about the priest, Nokluvgn adopts a persona that is the exact opposite. Visiting the home of the mayor, he offers his services as a travelling priest. However, in acting all goody-two-shoes, he goes against his demonic nature, causing him considerable harm.
    • Nokluvgn creates a wolf-devil thing
      Whilst acting as priest to the village- preaching a twisted, dark version of the faith- Nokluvgn enters the nearby woods and instils a wolf with a measure of his demonic energy, creating a fearsome Brutewolf to terrorise the village.
    • Nokluvgn has a snack
      Nokluvgn lures some of the villagers into the woods, where they are ambushed by the brutewolf. The beast spares some, however, so that Nokluvgn may eat of both their body and soul, nourishing him.
    • Further corruption
      Whilst still acting as the village priest, Nokluvgn corrupts their dreams and preaches an ever darker message. Then a real travelling priest arrives in the village.
    • The priest and the maze
      Nokluvgn assaults the mind of the priest, who fights back, but to no avail- the priest becomes stuck in an endless labyrinth within his own mind, leaving his body an unthinking puppet.
    • The worshipping of Nokluvgn
      After spending a month and considerable mental energy corrupting the village, Nokluvgn eventually manages to convince the village to worship him. The rush of a hundred villagers worshipping him sends his strength skyrocketing- but he is unable to manage the sudden influx, and a wave of evil escapes him, washing over the surrounding area, alerting sensitive individuals (such as priests) to his presence.
    • Birth of the Wordbearers (and some other stuff)
      Using his newfound powers, Nokluvgn creates his Wordbearers- cultists with runes carved into their skin, infused with demonic energy, making them stronger both mentally and physically, and also possessed of minor mesmeric capabilities.
      He also has 20 doubting villagers sacrificed to him, resulting in yet another major power boost, with the corresponding wave of escaping evil.
      And finally, the villagers cultists start digging tunnels beneath the village, forming a labyrinth in which they may conduct sacrifices and worship in secret.
    • Nokluvgn makes some smoke minions
      With Wordbearers to serve as his mouthpieces, Nokluvgn creates a new minion to serve as his eyes. By burning two cultists alive, and binding their souls to the resulting smoke, he creates the first Smokewraiths, powerful spies who can disguise themselves as a cloud of smoke (see GLOSSARY for more details). He sends these two to scout the surroundings, and they soon report that priests are moving between villages, and that one is headed their way.
    • A priest's discovery
      The priest arrives in the village, telling of a gathering of priests investigating the Evil that has been detected in the area. The priest soon detects the evil aura hanging about the village, but Nokluvgn erases these memories and sends him back to the town of Nuulyd, to report that all is well in Fellshore.
    • The road to Nuulyd
      Nokluvgn, along with his mind-broken priest and a female Wordbearer, travels to Nuulyd, a merchant/border town on built on a clifftop halfway up a mountain. The town is clearly fairly well off, visited as it is by all manner of merchants and traders. Nokluvgn is only interested in the gathering of priests in the local temple, however. He ponders how best to deal with them.
    • Battle at the temple
      Nokluvgn incites the townsfolk to riot against the priests. They beat his enslaved priest to death, then march on the temple. They manage to kill two priests and injure one before the priests perform a holy chant that dispels Nokluvgn's influence from the townsfolk, causing the mob to disband. Worse still, they get a description of who incited the mob, and start searching for a hooded figure.
    • Baiting the hook
      Using this as an opportunity, Nokluvgn has the female wordbearer make a big scene of escaping, luring the local guards to chase her all the way to the nearby woods, convincing them that an evil witch has made her lair within. Eventually the plan works, and a group of priests and guards enters the wood looking for the 'witch'.
    • ...you'll sure get a big surprise
      (If you go down to the woods today) The intruders find the wood transformed into a maze. They stumble through it, getting picked off by accidents, brutewolf attacks, and finally their own comrades going insane and turning on them. Eventually the survivors are driven into a clearing in the center of the wood (dominated by a mysterious shrine of unknown origin), where they are confronted by Nokluvgn himself, who breaks their minds, enslaving them.
    • Party people and jailbirds
      With his enslaved guards and priests in tow, Nokluvgn returns to Nuulyd, where he explains that the rest of the party fell in battle against the 'witch'. Commandeering the now-empty temple, he sets about converting prisoners from the local jail, as well as rich merchants. This establishes the cult of the New Way in Nuulyd.
    • The great feast of Nuulyd
      Nokluvgn attempts to have the (real) local witch burnt at the stake, only to discover that she has already fled. Undeterred, he sets about organising an extravagant feast, with the aim of slowly corrupting the townsfolk by having them overindulge in worldly pleasures. The Mayor of Nuulyd is furious at the debauchery on display, but is quickly convinced to join in. The next day, the local Duke-elect and his entourage arrive, to personally investigate the rumours of evil witches and dead priests.
    • A broken priest and an unusual wizard
      A high priest, a member of the Duke's entourage, enters the temple. Nokluvgn attempts to intimidate him into converting, but the high priest has the protection of the gods, and though he wavers, he does not submit. So Nokluvgn breaks his mind instead.
      Meanwhile, a smokewraith investigates another of the Duke's companions- a wizard. The wizard turns out to be female, which is unusual, and highly paranoid.
      Meanwhile meanwhile, Nokluvgn corrupts the dreams of the final members of the Duke's group- a squad of knights. This is successful in unnerving the knights, but the Duke finds out, and has his loyal wizard investigate.
    • Temptations
      Using what he learnt by stealing the wizard's journal, Nokluvgn tempts the wizard, wearing her down with promises of power, equality, revenge, security, and power. Eventually she submits, and learns to draw on raw Evil to fuel her magics- becoming a fledgling Necromancer (see GLOSSARY for more on Necromancy)
    • More Temptations
      With the high priest a puppet, and the wizard (Mischa) a willing servant, Nokluvgn sets about dealing with the knights. Though he is unable to break all of them, by focusing his efforts he is able to lure three of them to one of the New Way's debauched feasts. Plied with wine, food, and women, the knights eventually succumb, and pledge themselves to Nokluvgn.
    • A Duke's Dilemma
      The Duke himself enters the temple, demanding to know what is going on. Nokluvgn shows him the corpse of a 'necromancer', in truth a slave made up to look like one, and convinces him that he needs special protection from evil plotters out to get him. He tells the Duke to praise the name 'Nokluvgn' in secret, and that this will protect him from his enemies.
    • Mischa's miserable week
      Leaving Nuulyd to follow the Duke home to his castle, Nokluvgn stops by the woods to set up a brutewolf breeding program, and gives orders to the cult in Nuulyd to convert people throughout town, starting with the most important members of the community. Once at the Duke's castle, he converts a mercenary captain to his cause and sets about corrupting the denizens of the keep. Mischa the wizard is distressed at having to deal with this unexpected guest, though she finds herself increasingly willing to help him.
    • Bad advice
      Focusing his corrupting influence on the Duke and his advisers, Nokluvgn slowly shifts the nature of the Duke's rule from justice towards arbitrary cruelty.
    • Taxes! How exciting.
      With the Duke's court corrupted, they are vulnerable to Nokluvgn's influence. Through subtle machinations he convinces the Duke to overtax the peasantry, leading to starvation, dissent, and an aura of suffering that Nokluvgn sucks up from all over the province, boosting his power through the absorption of the Evil energy.
    • A visitor in the corrupted court
      Not content with light corruption, Nokluvgn pours more evil energy into the court, driving them to ever darker deeds. Seven courtiers pledge their loyalty to Nokluvgn, establishing a branch of the New Way in the castle. Meanwhile, a visitor arrives from the capital, oblivious to the deepening corruption.
    • Bunch of court stuff
      The visitor is dealt with, his request for soldiers to be fulfilled by forced conscription. In addition, more harmful edicts are passed by the Duke, making the peasants' lot even worse.
    • Leaving the court (finally)
      After dealing with the last 'pure' holdouts in the castle (by eating them), and converting the Duke and his advisers, Nokluvgn finally decides to move on. Burning a few forests on his way, just to let off some steam (or smoke), he travels back to Fellshore, to investigate the lake.
    • The suffering of Lesp
      Nokluvgn sends a band of newly-trained warrior cultists to raze the village of Lesp. Though a handful of the villagers escape, most are killed or captured. The captives are brought back to Fellshore, where they are tortured during a grand feast, during which Nokluvgn impregnates his Wordbearer Kate. He also contacts the denizens of Lake Fell, and summons some more minions.
    • Alternative gardening
      Nokluvgn creates a horrifying fungus that infects a forest, killing whole swathes of woodland and producing magical reagents. These fungal forests require tending, so he has three cultists converted into fungal druids, man/mushroom hybrids that can control the fungus and the woodland it infests, tending to the mould groves and spreading the infection.
      He also flies over the border to eat a small village.
    • Give me the eyes
      Nokluvgn spreads mind-altering spores over the crops outside of Oegorda, the province capital. They give anyone who eats them an experience of pleasure, that leaves them wanting more. He converts a few people in Oegorda.
    • In your dreams
      After converting a few more people, Nokluvgn investigates the magic-user whose dreams he detected earlier. He is unable to find them in the physical world, and an attempt to locate them via their dreams goes horribly awry, with the dreamer not only detecting Nokluvgn and shielding their dreams from him, but also managing to attack back, dealing a small but significant amount of damage.
      Brave Nokluvgn vacates the city, returning to Fellshore, where he does some stuff, then investigates the lake again. This time there are more concrete results- a curious message from the deeps.
    • Bedding the Brutewolf
      Nokluvgn brings Mischa and some magically talented cultists (and Kate) to the lair of the Brutewolves, where they may use the plentiful corpses as fodder for their training. He then proceeds to mate with the strongest of the female brutewolves, impregnating her with another of his demonic offspring. With Kate thus reminded that she is not so special, he travels to Nuulyd to continue corrupting it.
    • An update cut short
      Nokluvgn returns to Fellshore to welcome the beast(s) from the lake to his service. As a storm rages, the creatures emerge- a dozen massive tentacles attached to a blob that looks entirely different from every possible angle. Three arise from the lake, followed by a fourth- which is cut down before it can arise by a new force. She is made of sharp geometrical shapes, with surfaces like polished pearl and light emerging from the edges. She holds a spear of light, which she aims at Nokluvgn. After a brief exchange of blows, she tries to escape. The rest of the stuff that would happen this update is put on hold until next update.
    • A chase cut short
      Nokluvgn chases after the mysterious entity, but she proves to be faster than he, and after she uses an illusion to distract him, manages to escape.
      Meanwhile, ultraviolet imps are created, a convict-labour-using-mine is opened, and a war is planned.
    • A little tournament
      Nokluvgn arranges a fight to the death amongst nine of his Nails (trained and armed cultists). The winner is promoted to the rank of Finger and granted magical armour. The losers are reanimated by Mischa and her disciples as Wights, extremely powerful undead beings. Meanwhile, a new copper mine is opened to serve as a labour camp for criminals (and whoever else the Duke decides should go there), and some cultists do some pied-pipering to acquire more converts.
    • Kidnappees and urns.
      The cult in Nuulyd kidnaps the richfolk who would not convert, and their families. When this is not enough, they kidnap random people off the street. When this too is not enough, Nokluvgn himself mesmerises people into following his cultists into the woods, where Mischa awaits. She uses all 100 captives in a ritual to turn an urn into a Vessel capable of storing and generating Evil. She also places in the urn a chunk of Nokluvgn himself, making the Vessel into a sort of phylactery.
      With the ritual complete, Nokluvgn, his wights, and Malkus (the captain of the Duke's mercenaries) head east into the lands of the Tokzoku Empire, where they slaughter a hamlet and raise the dead as zombies.
    • The defiance of Ginkozan
      Nokluvgn razes a few more villages, raising even more undead, then attacks another village with his new shambling horde. Unfortunately, the villagers prove surprisingly adept at fighting zombies, and the village priest possesses some sort of holy staff that repels the undead.
      Meanwhile in Nuulyd, the Mayor is finally converted, during a profane ritual that turns her into a Lesser Wordbearer.
    • Throw a rock at it
      Nokluvgn throws a rock at the priest.
    • Burnt Silver
      The dead of Ginkozan are burnt to melt their silver, which is turned into a new sword for Malkus and six medallions. The priest's staff is partially corrupted, but will need more work.
      Nokluvgn then moves on to the village of Hoimura, via several more hamlets which he razes, then raises the dead from. Hoimura is besieged, tormented, feasted upon, until the brutewolf Nokluvgn impregnated is ready to give birth, whereupon an all-out assault is launched to celebrate the birth of Nokluvgn's three bodied one soul'd daughter.
    • The Wolfmaster's first howl
      The villagers who betrayed their neighbours and joined Nokluvgn are made into the Cult of the Wolf. Nokluvgn turns one of them into a Wolfmaster, similar to a Wordbearer but with a strong connection to canines.
      He then travels south some more, razes a village or two, and then heads east.
    • Welcome to Seiyojin
      Nokluvgn scouts out a large, semi-fortified settlement high in the mountains, by the name of Seiyojin. It turns out to have a garrison of soldiers and a lot of resident monks, plus a large granary and underground spring. In other words, kind of hard to attack. Meanwhile, his daughter Mkilzk has her first meal, a sacrificed cultist.
      Back in the province of Fozdoch, strange things are afoot.
    • Zombies, but different
      Nokluvgn attacks Seiyojin. It goes poorly. He does turn into a giant worm that burrows through the ground, so that's something.
    • More siege
      The siege continues, with Nokluvgn's forces using various means to sabotage the morale of the defenders, who eventually sally out of the temple, dealing heavy casualties, whilst suffering substantial losses themselves. Also, hundreds of sheep are sacrificed.
    • Fire!
      By having traitors working inside the building convince the survivors to barricade themselves in, Nokluvgn creates a deathtrap for when he sets the building on fire. His traitors leap willingly into the fire, becoming smokewraiths, as those who do not perish in the flames manage to make their way outside, only to be met by Nokluvgn and his undead horde, who after a brief battle manage to kill them all.
    • Back to Fozdoch
      Malkus Rom, Nokluvgn's dark general, is crowned the Black King of the East, and is given Seiyojin and the undead horde to start his evil empire. He is also given the silver staff of Ginkozan, corrupted through massive amounts of Evil energy into an artifact capable of raising the dead (amongst other things). Then Nokluvgn heads back to Fozdoch, to assess the status of his cult there.
    • Family Time
      Nokluvgn hangs out with his family, introducing Mkilzk to civilisation, chatting at his unborn child, having dream-sex with Kate. He also searches for a powerful force of Good in Nuulyd, but finds nothing.
    • Get rekt
      All sorts of stuff. Nokluvgn starts searching for the mysterious resistance in Fozdoch, whilst sending his Klrntvs to destroy villages around Fellshore in an effort to lure them out. Then he detects the troops he left with Malkus in the east getting rekt.
    • In which some Klrntvs get rekt
      Malkus sends a report detailing how the Tokzoku came to take their settlement back, with a substantial force, outnumbering and outclassing him. In other news, attempts to lure out the angel (oh, yeah, it's an angel btw) prove disastrously successful, as the angel ambushes the Klrntvs in a blizzard, taking them out one by one. Fortunately, they turn out not to be completely dead.
    • That's it! You're up to date! Now go to the last update and make a suggestion for what should happen next!

    The forum is bugging out and keeps adding this to the end of the post:[/list][/list]
    « Last Edit: February 19, 2017, 10:50:50 am by NUKE9.13 »
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    NUKE9.13

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    Re: Demonhood 2
    « Reply #1 on: December 12, 2016, 06:22:05 am »

    Just started reading? Skip this post for now.



    GLOSSARY

    A DEMON: A demon is an entity formed entirely out of evil. They arise spontaneously when the evil thoughts in the minds of men, and the evil energy floating about the world suddenly come together, creating a new form and personality, entirely out of evil. Demons are mighty creatures- though not immortal. They have great power over fear and seduction, as well as great physical power, which they use to prey on humans, eating them, enslaving them, and even convincing them to join their cause (See CULTS). Demons gain power from being worshipped or feared (often both at once), from feeding off of humans or other magical creatures, from magical artifacts, and simply from age.
    What their motives are beyond doing evil is unknown.
    (see LESSER DEMONS, PHYSICAL MIGHT, MENTAL MIGHT, ANGELS)

    ANGELS: Angels are creatures made of good.
    (see [?])

    ARMIES: As a demon grows bolder, he may decide to stop hiding in shadows and engage in open warfare against the forces of good. His followers will arm themselves, his slaves will work twice as hard, and his servants will gather and ready themselves for war. Demonic armies are terrifying things; slave warriors who feel no pain make up the front ranks, serving as fodder so that the armed cultists might manoeuvre into position better. Fanatics clad in hell-forged steel charge into battle, taking the enemy on five at a time. When the enemy grows weary from facing human foes, they will find themselves set upon by whatever dark servants the demon commands- mutants, undead, lesser demons- each more terrifying than the last, their charge is often the tipping point which causes the foe to flee. And commanding these cursed legions are the demon's champions, entities of great power, but also great intelligence and tactical savviness; often they can outwit even the smartest generals. 
    And should the enemy be capable of matching blows with the demon's forces, they may still not be in the clear. Should the battle be pivotal and the need great, the demon himself may come to fight; assuming the form of some titanic beast, sweeping men aside like a maid might sweep dust, turning entire regiments against their fellows with a single thought, destroying the entire army in a single blast of evil energy.
    Only a great force of justice could stand against a demonic army. Such forces are rare, and the times they choose to act, rarer. (see HEROES, ANGELS)
    (see A DEMON, FOLLOWERS, SLAVES, SERVANTS, CHAMPIONS, RESOURCES)

    BRUTEWOLF: Created by Nokluvgn to ravage the woods near Fellshore, these wolf-devils are terrifying beasts. The most noticeable difference between them and a wolf is their eyes, for instead of a wolf's canny canine peepers, the Brutewolf has burning coals. This does not appear to impact their vision whatsoever. The other physical difference is their size, for the Brutewolf is a full foot bigger than even the biggest wolf. The most relevant difference is their intelligence, for the influence of Evil has made them nearly as smart as a human being, capable of understanding languages, handily outsmarting huntsmen sent to catch them until it is they who is hunted, and most importantly, capable of understanding their demonic master's will and acting on it. For the Brutewolf is thoroughly evil from snout to tail, filled with hate for all that is good and pure, and fanatically loyal to their dark lord. Brutewolves can easily take down an unarmed villager, or an untrained militia member, though it may not be able to best an armed guardsman alone.
    (see MONSTERS, MUTATIONS, SERVANTS)

    CULTS: Cults are organized groups of demon-worshippers. They vary from a gaggle of mortals serving a demon personally, to shadowy agencies with members in the highest courts, thousands of followers, and large active military arms. Typically membership of a cult will be kept secret, by worshipping only during the night in secluded locations, although as cults grow larger and more bold, they may worship openly. Cults tend to have a 'uniform' by which they recognise each other; frequently it disguises their identities as well. They often choose specific sites to worship at, with larger cults even constructing secret temples for the express purpose of worshipping their dark lord  (see TEMPLES). A cult's power depends on a number of factors; the amount of members it has, how many resources it can spare for daily operation, how powerful the object of their worship is, and how close the connection between each cultist and the demon is.
    Cults engage in a number of activities at their dark lord's bequest; converting more members to their foul cause, ensnaring and enslaving mortals to be sacrificed (see SLAVES), summoning or creating monstrous creatures (see SERVANTS, MONSTERS, SUMMONING), bearing arms against their malevolent deity's enemies (see ARMIES), or simply worshipping them, as that their chorus of voices might give him strength.
    In return, the demon will often promise power, forbidden pleasures, or limitless wealth. (see REWARDS)
    (see A DEMON, FOLLOWERS)

    DEATH: That is not dead which can eternal lie, and given strange aeons even death may die.
    (see SOULS)

    DRUID: Druids are a form of wizard that use wild magic. Not much is known about druids.
    (see WIZARDS, WILD MAGIC)

    EATING: OMNOMNOMNOMNOMNOMNOM

    FELLSHORE: A small village on the shore of Lake Fell, Fellshore recently fell under the complete control of the demon Nokluvgn (see CULTS, NOKLUVGN). It is a fishing village, catching fish from Lake Fell and storing them in barrels for sale at the market in Nuulyd. Lake Fell itself is relatively small as compared to, say, Grand Lake, but by ordinary lake sizes it is... medium. It would be known throughout Jilgalia as the deepest lake around, if anyone ever bothered to measure how deep it is. Who knows what unseen things lurk in those forgotten depths?
    (see NUULYD, FÖZDOCH, JILGALIA)

    FOLLOWERS: Followers are willing mortals, who follow a demon in exchange for power, or for not being eaten.
    (see A DEMON, CULTS, MORTALS, REWARDS)

    FÖZDOCH: The easternmost province of Jilgalia, Fözdoch (or Fozdoch) is large, but sparsely populated, its population mainly living in small, isolated villages surrounded by meagre farms, mainly subsisting off of fishing and forestry. There are two towns of note in the region; Nuulyd, a small but prosperous border town, and Oegorda, a larger town surrounded by farmland that serves as the de facto capital of the province, though the de jure seat of government is Castle Brylib, the Duke's residence a few days ride from both towns. The river Foz begins here, running west until it joins the larger Wrozrun, which flows all the way to Grand Lake.
    The province's principal exports are furs, fish, timber (like most of Jilgalia) and copper. It imports grain and other foodstuffs.
    (see JILGALIA, NUULYD, OEGORDA, FELLSHORE, FOZ)

    GRAND LAKE: Technically a lake, as the waters are fresh and drinkable, Grand Lake is nevertheless better treated as an inland sea due to its immense size. It would take one almost a month to sail from one end to the other, and that is assuming one did not run into a storm, which whip up the waters of Grand Lake into waves rivalling those on any ocean. And also assuming that one was willing to sail across the center of the lake, and had a crew willing to follow you on such a foolish endeavour- for it is said that leviathans call the depths their home, great beasts that can snap a hundred-foot galley in half with a thought.
    Many grand cities line the shores of Grand Lake, trading hubs from which set out ships carrying goods from all across the known world. The lands around Grand Lake are known as the Lakelands, a region renowned not only for the many smaller lakes that dot the landscape, but also the curious republican trend that infests it.
    (see JILGALIA, LAKELANDS, LESSER KRAKENS)

    HEROES: Heroes are human.
    (see MORTALS)

    IMPS: An imp is a lesser demon of such lowliness that it is barely sentient. They are often summoned en masse by more powerful demons to serve as a makeshift army. Imps usually take after their creator's image, though they have shape-shifting abilities allowing them to take on many forms- limited in size, however: Imps cannot take a form much larger than a child without suffering a decline in concentration. Physically, they are approximately as strong as a child as well, though their natural weapons and hideous visage means they can still pose a threat in combat. Imps are capable of minor feats of magic as well; blasts of energy, hypnosis (either for fear or control), and minor teleportation are some of the tricks most often found in an Imp's arsenal.
    On rare occasions, mortal wizards will attempt to summon Imps and bind them. These attempts rarely succeed. (see NECROMANCY)
    (see A DEMON, LESSER DEMONS, SUMMONING, SERVANTS)

    IMP VARIETIES: Imps are lazy creatures with little imagination. They are all but incapable of learning, and given their relative weakness, are not suited for many tasks. For this reason, a demon will often summon specialized imps, who, at the expense of some other knowledge/powers, are capable of performing more useful tasks. Each demon will have his own varieties. Nokluvgn has summoned the following types of imp:
    -Grey Imps: almost always disguised as an animal, frequently a raven, their disguise is nearly flawless, though their appearance usually remains grey. They possess an innate understanding of basic magic, both human and demonic. This makes them prized familiars for Necromancers. However, their knowledge of magic is purely theoretical; other than shapeshifting they possess no powers. In addition, they refuse to answer any questions unless they are fed human flesh every six days.
    -Black Imps: A short, sturdy creature fond of drink and industry. Black imps are squat, covered in bristly black fur, and have large hands and feet that resemble the paws of a mole. Though they have little talent for magic, they are skilled diggers, and capable metalworkers. They insist upon consuming alcohol at every possible opportunity, are both OCD and very messy, and are deathly afraid of large fish and elephants.
    -Ultraviolet Imps: Barely visible in daylight, ultraviolet imps make excellent spies and lookouts. During the night, their eerie glow provides excellent lighting for all manner of obscene rituals. Their light causes magical objects- be they good, evil, or mortal- to glow brightly. Their magic focuses on vision, having mild illusory abilities (nothing like a green imp), as well as the ability to augment the vision of themselves or others. They enjoy what they refer to as 'raves', or extremely loud and chaotic parties, during which they flash on and off to the tune of the music.
    -Midnight Imps: Gloomy, reclusive creatures, with a tendency to be both figuratively and literally distant. Midnight imps are coloured an extremely dark blue, and have long, almost spiky limbs, and large refracted eyes. Their innate magic focuses on a variety of ranged attacks, from blasts of obscuring smoke to simple bolts of darkness that pierce flesh like butter. In addition to this, midnight imps are one of the few imp varieties capable of using weapons; they have been known to wield simple slings or shortbows, though they are incapable of wielding bows with a heavier draw.


    JILGALIA: A large country, covering hundreds of miles of woodlands, the majority of its population is contained within a fifty mile radius of the capital, a massive port city on the shores of Grand Lake. For despite its immense size, Jilgalia is first and foremost a naval trading power, its vast woodlands serving primarily as building materials for its grand fleet. Like many nations surrounding the Grand Lake, Jilgalia has rejected hereditary monarchy, typical in most other regions, in favour of a more republican model. Every ruler, from mayors to the Prince-Elect himself, is chosen by the will of the people. The people with money and power, that is. And not just anyone can become Prince; one must be of noble blood, and typically possess vast wealth as well. Nevertheless, as the ruling classes like to remind the populace, this is a level of liberty unheard of in many other nations, and so Jilgalians are proud of the Freedom they possess- so proud are they of their freedom that they named their country after the god of freedom, Jilganheim.
    Jilgalia borders on the Northern mountains in the east, claimed by the Tokzoku Empire, Meeroever to the north-west and the Ura tribes to the north-east, [trade-rival republican country B] to the south-west and [technologically superior country] to the south-east. To the west, of course, is Grand Lake.
    (see GRAND LAKE, JILGANHEIM, REPUBLICANISM, LAKELANDS, MEEROEVER, URA TRIBES)

    LESSER DEMONS: Lesser demons are like regular demons (see A DEMON), but lesser. Though essentially the same- a creature and personality of pure evil- lesser demons serve under some other entity- often another demon, and are bound to follow their commands. Not to be confused with bound Djinni- if you find a lesser demon in a bottle who offers you three wishes, either A) Run or B) make all three wishes "Make it quick". Lesser demons often exchange power with their superior- depending on the relation between the two, this can vary from: all power to the superior (see EATING) to all power to the lesser demon (see TREACHERY, EATING).
    (see SUMMONING, SERVANTS)

    MENTAL MIGHT: The mind of demons cannot be comprehended by man- indeed, if he did, he would die instantly from the horrific revelation. Nevertheless, it is possible to compare the mind of a demon to that of a human. A scale is employed, whereby the mind 'strength' (a combination of wisdom, intelligence, concentration, etc) of an average human adult is called 1. A learned human, or a particularly wise one, might achieve a score of 2, or even 3. A human who has studied the nature of the mind, or studied magic, might reach scores of up to 6 or 7. An archmage might attain a score of 10 on a good day. The mightiest purely-human mind was judged to have a score of 15.
    An average demon typically has a mental strength of 50. Even weak, newborn demons have scores around 10. As such, to engage in, and win, a mental battle with a demon, requires either the combined effort of many highly-trained mages, the efforts of a hero (see HEROES, ANGELS), or the use of a magical artefacts to bolster one's effective strength (see MAGICAL ARTEFACTS)

    MONSTERS: Demons aside, the world has plenty of nasty things ready to tear mortals to pieces. Many monsters are created by or with the help of demons, be they mutated beasts, reanimated mortals, or simply demonic energy given some physical form- imps and such. However, some monsters, by design or by accident, are capable of self-reproduction, and have over the years spread over the world, no longer serving their former dark masters, but simply living on instinct. Some theorize that some monsters were created by angels, or even by the gods; pointing out the essentially peaceful nature of the average dragon or mermaid. Certainly there are monsters who seem so normal and innocent that we no longer refer to them as such; it is hard to imagine a demon creating gnomes or pixies, for example.
    (see SERVANTS, SUMMONING, MUTATIONS)
    (see DRAGONS, GNOMES, IMPS, MERMAIDS, PIXIES)

    MORTALS: Mortals are puny little weaklings, whose minds cannot comprehend the forces at work in their world. They are pitiful ants, trying to build kingdoms and empires not knowing that one errant twitch of a demon's toenail could rain fire upon all they know and love. Their mightiest warriors and best-trained wizards are no match for a demon with even a hint of power. And mortals are well known to suffer equally under the foot of the other side- when angels fight, they are often incapable of noticing their surroundings- and as such, a few mortals get caught in the crossfire. Oh well. Always more where that came from. (see BREEDING).
    Mortals do have one hope, however. Rarely-ever so rarely- there will arise something that can protect them. Not quite mortal, not quite anything else. Heroes. (see HEROES)

    MUTATIONS: Mortal flesh is like putty under the hands of a powerful demon. His chaotic influence can sweep the laws of biology aside and make of unblemished humans shambling monstrosities. Effectively, mutating is similar to summoning: raw evil is infused into the mortal to cause and maintain the mutations. However, the amount of evil required is drastically lower; it is merely used to force the body to change itself. Particularly impressive mutations may require a more substantial investment of evil, or the use of some other source of power, if the body cannot actually sustain the mutations on its own.
    Minor mutations, such as a slight increase in strength, would not be particularly impressive, and have very little adverse effects on the mortal. More severe mutations- an extra limb, say, would cause the mortal's mind to become twisted- the chaotic influence of evil running rampant through his body. Extreme mutations- turning an ordinary man into a 10-foot, chitin-plated, six armed, fire breathing monster- will completely destroy the mortals mind, rendering them mad creatures that act only on instinct. Occasionally this will be offset by the demon giving the creature a new mind as well, but often the anguished cries of the mad human mind amuse them so much that they readily accept any collateral damage they cause.
    Mortal Wizards have devised their own manners of replicating these arts- although in the civilized world, they are banned, and fall under the heading of Necromancy (see ALCHEMY, NECROMANCY)
    (see A DEMON, SERVANTS, MONSTERS, MORTALS)

    NECROMANCY: Necromancy is a form of magic wherein mortal wizards attempt to use the magical techniques of demons- in other words, the extraction, manipulation, and utilization of Evil for a variety of purposes. Necromancy is most often employed for summoning- by some foolish wizard who fancies himself better than even the lowliest demon (see IMPS), although it is also used for mutations, and even direct assault. Necromancy is a dangerous, forbidden art, for though a necromancer theoretically controls the Evil he uses, in practice the Evil often controls him; corrupting his mind and body, until he either turns into some twisted beast during a spell gone awry, or goes mad, attacking his fellow man- even willingly seeking out a demon to serve. (see NECROMANCERS)
    However, not all arts classified Necromancy are of this nature; some schools of wizardry classify wild magic as necromancy, and there are means of inducing mutations- by way of careful alchemy- that involve no demonic processes, yet are still called necromancy by the magical orthodoxy.
    (see A DEMON, ALCHEMY, WIZARDS, SUMMONING, MUTATIONS)

    NECROMANCERS: A practitioner of necromancy who falls victim to its corrupting effects may go mad, and devote his entire being to evil. By opening his very soul to the stuff he seeks to control, he gains great power, turning minor experiments into full-blown disasters. Even a novice wizard who falls to Necromancy might summon a variety of deadly beasts with ease, and require much effort to subdue. And the corpse of a necromancer is often restless; it will rise up, fuelled by pure evil, whilst the necromancer's ghost pulls the strings- making him appear all but immortal. However, he is not- a Necromancer has a single fatal flaw. The human body is not meant to contain such great quantities of evil; and as a necromancer grows stronger, the risk increases that he will slip up, and that his body and soul tear themselves apart in a single sinister explosion.
    Necromancers will often seek out a demonic cause to follow; if no demon can be found, they will establish a dark cause of their own, seeking places of power and raising legions of the undead.
    The followers of demons often engage in necromancy; their minds already corrupted by evil, they have nothing to lose.
    (see NECROMANCY, CULTS)

    NOKLUVGN: A demon, born near Fellshore, his aspects include smoke, mazes, and fingers. He manifests as a tall, cloak-wearing humanoid whose torso is made of smoke, with bony wings, curling horns, eyes like burning coals, and long emaciated fingers. His first cult is known as the New Way, a hedonistic and loosely organised affair led by his Wordbearers (see WORDBEARERS), which claims to offer an alternative to the "Old Way" to recruits.
    Nokluvgn is young, and still gathering strength, but may soon come to threaten all of Jilgalia, perhaps the world.
    (see A DEMON, BRUTEWOLVES, NEW WAY (THE), SMOKEWRAITHS, WORDBEARERS)

    NUULYD: Situated on a clifftop jutting out from the rising slopes of the Northern mountains, Nuulyd is a small but prosperous border/merchant town. Surrounded on three sides by a stone wall, and sheer cliff on the fourth, it contains a small temple and several manors belonging to wealthy local merchants. Goods from the surrounding region are brought here to be sold, some to traders from the neighbouring Tokzoku Empire. It is the easternmost town in Jilgalia, and hence falls within the province of Fözdoch.
    (see JIlGALIA, TOKZOKU EMPIRE, FÖZDOCH)

    PHYSICAL MIGHT: The strength of demons far outstrips even the strongest mortal. Nevertheless, it is possible to compare the strength of a demon to that of a human. A scale is employed, where the physical 'strength' (a combination of raw strength, athleticism, and internal energy (aka chi, mana, whatever)) of an average human adult is called 1. An especially fit human, or one with some training, might acheive a score of 2, or even 3. A fit human, trained for battle, equipped with the appropriate weaponry, might reach scores of up to 6 or 7. An expert warrior might attain a score of 10 on a good day. The mightiest purely-human warrior was judged to have a score of 15.
    An average demon typically has a physical strength of 50. Even weak, newborn demons have scores around 10. As such, to engage in, and win, a battle with a demon, requires either the combined effort of many highly-trained warriors, the efforts of a hero (see HEROES, ANGELS), or the use of a magical artefacts to bolster one's effective strength (see MAGICAL ARTEFACTS)

    PRIESTS: Priests are men who devote their lives to study and worship of the gods. Even small villages will usually have a priest, who oversees religious matters such as festivals, marriages, births, and funerals. Larger towns and cities will have more priests, and often they will dedicate themselves to one god or another. Priests can call upon the favour of the gods by way of holy chants and blessed objects, although they engage in such activities only rarely.
    Priests are usually at odds with witches and doctors, with whom they disagree on a host of matters philosophical (see WITCHES)
    (see MORTALS, GODS, TEMPLES)

    RESOURCES: Resources are an abstraction of the wealth and materials a demon or his followers might need for actions of any kind. They may acquire these by theft, looting, slave labour, or actual legitimate business. One resource represents what is required to arm a single cultist with simple arms and armour.
    (see CULTS, TEMPLES, ARMIES)

    SERVANTS: Servants are monsters under command of a demon. Often they were created by the demon's own hand. They range from mutated mortals to lesser demons, bound into servitude.
    (see A DEMON, SUMMONING, MUTATIONS, MONSTERS, LESSER DEMONS)

    SLAVES: Slaves are unwilling mortals, who follow a demon because their minds have been broken, and only their bodies remain, to serve their dark lord unquestioningly. (see A DEMON)

    SMOKEWRAITH: The Smokewraith is a terrifying tool in Nokluvgn's arsenal, for you could pass them in a crowd without giving them a second glance, yet they are not at all a mortal human. Formed by merging vast quantities of smoke with a recently departed human soul, the Smokewraith is capable of transforming into near any shape it pleases, even changing colour and 'texture' to match the form it takes. Though up close and personal the illusion is shatter
    « Last Edit: August 23, 2017, 04:02:09 am by NUKE9.13 »
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    S34N1C

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    Re: Demonhood 2
    « Reply #2 on: December 12, 2016, 07:47:38 am »

    Fingers. A lot of them.
    Nokluvgn
    In a clearing. To one side is a mountain, to the other, a lake.
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    As always, life is brief and transient, your posting history lasts forever, so always prioritise forum games.

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    Hawk132

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    Re: Demonhood 2
    « Reply #3 on: December 12, 2016, 08:09:06 am »

    A two meter tall humanoid, shrouded by a dark cloak that unnaturally covers its face with darkness. Where its eyes would be, only flame-like red glows can be seen. Should it reach out of its cloak, an emaciated grey-skinned hand would appear. At times, a bladed tail can be seen under the cloak. Should the cloak be removed, the figure is replaced by smoke in the shape of a human male, with the addition of the tail, sharp ram-like horns and a pair of bone-like wings.
    Nokluvgn
    In a clearing. To one side is a mountain, to the other, a lake.
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    Perplexicon: A New Arena - Abandoned, but feel free to give it a read.

    escaped lurker

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    Re: Demonhood 2
    « Reply #4 on: December 12, 2016, 09:15:29 am »

    Our true name is Qvhtraak, and what mortals can percieve of our form, is an opaque, dark-scarlet mist - Anything seen through us, will be shown in a corrupted form.
    The small village, is set next to a stream, which is flowing into the ocean nearby. Safe for the road which seems to follow along the coast, and the sparse local fields, the surroundings are dominated by an ancient, overgrown forest.
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    Ardent Debater

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    Re: Demonhood 2
    « Reply #5 on: December 12, 2016, 10:20:02 am »

    A two meter tall humanoid, shrouded by a dark cloak that unnaturally covers its face with darkness. Where its eyes would be, only flame-like red glows can be seen. Should it reach out of its cloak, an emaciated grey-skinned hand would appear. At times, a bladed tail can be seen under the cloak. Should the cloak be removed, the figure is replaced by smoke in the shape of a human male, with the addition of the tail, sharp ram-like horns and a pair of bone-like wings.
    Nokluvgn
    In a clearing. To one side is a mountain, to the other, a lake.

    +1, this time, let's not be a noble demon.
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    RoseHeart

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    Re: Demonhood 2
    « Reply #6 on: December 12, 2016, 11:59:04 am »

    Spikes sound good. Fingers also but that makes us kind of a tickle demon doesn't it?

    Spoiler: Player's Notes (click to show/hide)
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    Funk

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    Re: Demonhood 2
    « Reply #7 on: December 12, 2016, 12:28:37 pm »

    A two meter tall humanoid, shrouded by a dark cloak that unnaturally covers its face with darkness. Where its eyes would be, only flame-like red glows can be seen. Should it reach out of its cloak, an emaciated grey-skinned hand would appear. At times, a bladed tail can be seen under the cloak. Should the cloak be removed, the figure is replaced by smoke in the shape of a human male, with the addition of the tail, sharp ram-like horns and a pair of bone-like wings.
    Nokluvgn
    In a clearing. To one side is a mountain, to the other, a lake.

    +1, this time, let's not be a noble demon.
    +1
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    Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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    Ghazkull

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    Re: Demonhood 2
    « Reply #8 on: December 12, 2016, 02:11:35 pm »

    We're Quisling, Salesman of Chaos

    To mortals we look like a trustworthy, nice old man who looks like a peddler.
    Our True form is more akin to this:
    Spoiler (click to show/hide)

    we start our quest in a hot wartorn wasteland
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    Whisperling

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    Re: Demonhood 2
    « Reply #9 on: December 12, 2016, 02:13:44 pm »

    A two meter tall humanoid, shrouded by a dark cloak that unnaturally covers its face with darkness. Where its eyes would be, only flame-like red glows can be seen. Should it reach out of its cloak, an emaciated grey-skinned hand would appear. At times, a bladed tail can be seen under the cloak. Should the cloak be removed, the figure is replaced by smoke in the shape of a human male, with the addition of the tail, sharp ram-like horns and a pair of bone-like wings.
    Nokluvgn
    In a clearing. To one side is a mountain, to the other, a lake.

    +1, this time, let's not be a noble demon.
    +1

    +1
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    adwarf

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    Re: Demonhood 2
    « Reply #10 on: December 12, 2016, 03:28:09 pm »

    We're Quisling, Salesman of Chaos

    To mortals we look like a trustworthy, nice old man who looks like a peddler.
    Our True form is more akin to this:
    Spoiler (click to show/hide)

    we start our quest in a hot wartorn wasteland
    +1
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    ~Neri

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    Re: Demonhood 2
    « Reply #11 on: December 12, 2016, 03:29:41 pm »

    A two meter tall humanoid, shrouded by a dark cloak that unnaturally covers its face with darkness. Where its eyes would be, only flame-like red glows can be seen. Should it reach out of its cloak, an emaciated grey-skinned hand would appear. At times, a bladed tail can be seen under the cloak. Should the cloak be removed, the figure is replaced by smoke in the shape of a human male, with the addition of the tail, sharp ram-like horns and a pair of bone-like wings.
    Nokluvgn
    In a clearing. To one side is a mountain, to the other, a lake.

    +1, this time, let's not be a noble demon.
    +1

    +1
    +1
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    Cain12

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    Re: Demonhood 2
    « Reply #12 on: December 12, 2016, 04:16:08 pm »

    We're Quisling, Salesman of Chaos

    To mortals we look like a trustworthy, nice old man who looks like a peddler.
    Our True form is more akin to this:
    Spoiler (click to show/hide)

    we start our quest in a hot wartorn wasteland
    +1
    +1
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    Ultimuh

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    Re: Demonhood 2
    « Reply #13 on: December 12, 2016, 04:22:28 pm »

    Did someone mention.. fingers?
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    NUKE9.13

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    Re: Demonhood 2
    « Reply #14 on: December 12, 2016, 04:29:25 pm »

    Previous Update (First Post) | This Update (Nokluvgn arises) | Next Update (Nokluvgn enters Fellshore)


    A two meter tall humanoid, shrouded by a dark cloak that unnaturally covers its face with darkness. Where its eyes would be, only flame-like red glows can be seen. Should it reach out of its cloak, an emaciated grey-skinned hand would appear. At times, a bladed tail can be seen under the cloak. Should the cloak be removed, the figure is replaced by smoke in the shape of a human male, with the addition of the tail, sharp ram-like horns and a pair of bone-like wings.
    Nokluvgn
    In a clearing. To one side is a mountain, to the other, a lake.

    A man runs gasping through the wild, blood on his hands, madness in his eyes. In the distance sound cries of pursuit and anger, though tinged with tired resignation.
    Neither moon illuminates the man's path- he stumbles, cries out in pain, and falls to the ground, clutching his bleeding leg. Hearing this, the distant voices are renewed, and grow ever closer.
    The man curses; his leg, the pursuers, the gods themselves. Blood soaks the soil of what he concludes to be his deathbed, staining the unseen grass red. A chill wind blows across the lake, sounding for all the world like whispering voices. The sound of pursuit grows ever closer.

    Suddenly there is a feeling of change. A wave of silence sweeps across the clearing, and the already pitch-black night seems to grow darker still. The man looks up to see a starlight-silhouetted figure standing over him, limbs concealed by a softly billowing cloak.
    He prepares to make some defiant comment to his presumed pursuer, but something stops him. He does not recognize this man, and surely he knew every villager hunting him? And though the sounds of pursuit had grown uncomfortably close, he did not think they would be upon him so soon. Could this figure be some unrelated stranger? Perhaps this was not the end after all.
    "Help", he wheezed at the mysterious figure, who turned to regard him. His eyes -gods above, he must be hallucinating- his eyes seemed to resemble burning coals.
    The figure watched the man silently, as the sound of approaching footsteps finally pierced the strange silence that had claimed the clearing. The night was lit up by torches, and individual voices could be heard amongst the approaching crowd.
    "Murderer! Heathen! You'll pay for your crimes!", they shouted. Then- "Over there! Is that him?"
    At this, the figure looked up, seeming to notice the mob for the first time.
    "It's him! Get him!"
    The figure cocked his head, curiously. Then he waved a hand, and the crowd fell silent.
    "GO", spoke the figure in the voice of nightmares, pointing in the opposite direction.
    The man watched, confused, as the crowd silently turned around and walked away, until the light of their torches disappeared completely, whereupon their voices rang out once more, yet headed away from the clearing.
    Baffled, he turned to his rescuer to thank him- but stopped as he witnessed the man unravel his cloak. Somehow, despite the darkness, he could make out the smallest detail- the bladed tail swishing through the air. The emaciated wings. The curved horns. The hideous visages in in the swirling smoke.
    With a cry of horror, and strength he did not know he had, he jumped back from the terrifying figure, who regarded him now with a look of clear malevolence.
    "NO", spoke the figure, and his muscles failed him, falling to the ground once again.
    "LISTEN"
    The figure hesitated for a while, as if considering what to say next- or rather, how to say it. It mouthed a few silent syllables, testing the feel of each, until finally it seemed satisfied, and turned with renewed vengeance towards the bleeding man.
    "NOKLUVGN", it said, and with that, the man broke. A scream of abject terror pierced the night, the alien sounds bypassing any defences of the man's shaken brain, instilling him with an absolute knowledge of his impending fate. In the distance, the mob turned round, yet hesitated to follow the sound, for though they recognized their quarry's voice, the inhuman terror it contained sent shivers down their spines.

    Come the morning, the mob returned to the clearing, finding only a large quantity of blood and gore, and agreed amongst themselves that a wild animal must've done their work for them. How even the most terrifying predator could elicit such cries from a ruthless killer, they did not care to think about. They left, speaking nervously about minor things, not one of them noticing the dark presence that watched them go, drifting behind them as they returned to their homes, a hungry look about its burning eyes.



    You are Nokluvgn. Your recent meal of a deranged killer has only whetted your appetite, and now you stand before the village of Fellshore, so recently bereaved by your aperitif. The villagers, content that their nightmare is at an end, slumber peacefully.
    Little do they suspect their true fate. You stretch your wings briefly before getting down to business-
    -Entering the village, pretending to be a simple traveller.
    -Camping outside the village, and corrupting the dreams of the inhabitants
    -Camping outside the village, and sneaking in at night to hunt the villagers
    -Doing something else.


    Name: Nokluvgn
    Physical might: 10 manpower (You are as strong as 10 (average) humans. A well trained human, with the right equipment, could best you.)
    Mental might: 10 menminds (You have the mental power of 10 (average) humans. This is equivalent to a highly trained human- an archmage, or somesuch)
    Followers: 0 (willing mortals- follow you in exchange for power, or for not being eaten)
    Slaves: 0 (unwilling mortals- you have broken their minds, if not their bodies)
    Servants: 0 (Monsters under your command- be they mutated mortals or lesser demons)
    « Last Edit: December 13, 2016, 12:33:00 pm by NUKE9.13 »
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