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Author Topic: Demonhood 2 -Number of giant minions lost: between 0 and 3-  (Read 143917 times)

escaped lurker

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Re: Demonhood 2 -/No longer make they mortals weep-
« Reply #480 on: January 02, 2017, 03:11:42 pm »

Just one fire, two if it isn't in the same forest as our brutewolves.
I like that idea. But we can do even better!

Find the poorest village around - we have the sources to know such things, given our influence in the castle.
Sneak into it at night, and put fire to their granaries. Should they keep livestock, set their barns on fire, too (which should be easy. One big fire, enough chaos to keep them busy). On that topic, slaughter and eat any of them that would oppose us during our merry task - but let's be subtle about it. Our goal is to make them to suffer, not to kill them all.
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S34N1C

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Re: Demonhood 2 -/No longer make they mortals weep-
« Reply #481 on: January 02, 2017, 03:59:20 pm »

Let's make the evil forest.

Corrupt the court and have them capture the 12-15 people.

Make an evil fungus that corrupts trees and plants in an area by absorbing pain from captured victims.

It gives the plants/trees thorns/spines/tentacles/mouths that capture and torture people to feed itself (on evil).  The fungus/forest attacks anyone not corrupted but are a "weak imp" and able to use ambush tactics and such.

The evil forests also produce evil alchemist ingredients and addictive dream/hallucinogen drug fruits for cultists to use.

Cultists who sacrifice themselves can be infected then run off, capture and kill people then grow into a new forest heart.

Use the captured people and a volunteer to create the first evil fungal forest heart.
Do this, but add that the trees are able to move. Mainly so it is never the same layout twice, leading people to get lost.
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Urist Mc Dwarf

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Re: Demonhood 2 -/No longer make they mortals weep-
« Reply #482 on: January 02, 2017, 04:57:43 pm »

Just one fire, two if it isn't in the same forest as our brutewolves.
I like that idea. But we can do even better!
+1

Find the poorest village around - we have the sources to know such things, given our influence in the castle.
Sneak into it at night, and put fire to their granaries. Should they keep livestock, set their barns on fire, too (which should be easy. One big fire, enough chaos to keep them busy). On that topic, slaughter and eat any of them that would oppose us during our merry task - but let's be subtle about it. Our goal is to make them to suffer, not to kill them all.
+1

Let's make the evil forest.

Corrupt the court and have them capture the 12-15 people.

Make an evil fungus that corrupts trees and plants in an area by absorbing pain from captured victims.

It gives the plants/trees thorns/spines/tentacles/mouths that capture and torture people to feed itself (on evil).  The fungus/forest attacks anyone not corrupted but are a "weak imp" and able to use ambush tactics and such.

The evil forests also produce evil alchemist ingredients and addictive dream/hallucinogen drug fruits for cultists to use.

Cultists who sacrifice themselves can be infected then run off, capture and kill people then grow into a new forest heart.

Use the captured people and a volunteer to create the first evil fungal forest heart.
Do this, but add that the trees are able to move. Mainly so it is never the same layout twice, leading people to get lost.
+1
Mess with the message
« Last Edit: January 02, 2017, 05:09:27 pm by Urist Mc Dwarf »
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VoidSlayer

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Re: Demonhood 2 -/No longer make they mortals weep-
« Reply #483 on: January 02, 2017, 05:17:35 pm »

Just one fire, two if it isn't in the same forest as our brutewolves.
I like that idea. But we can do even better!
+1

Find the poorest village around - we have the sources to know such things, given our influence in the castle.
Sneak into it at night, and put fire to their granaries. Should they keep livestock, set their barns on fire, too (which should be easy. One big fire, enough chaos to keep them busy). On that topic, slaughter and eat any of them that would oppose us during our merry task - but let's be subtle about it. Our goal is to make them to suffer, not to kill them all.
+1

Let's make the evil forest.

Corrupt the court and have them capture the 12-15 people.

Make an evil fungus that corrupts trees and plants in an area by absorbing pain from captured victims.

It gives the plants/trees thorns/spines/tentacles/mouths that capture and torture people to feed itself (on evil).  The fungus/forest attacks anyone not corrupted but are a "weak imp" and able to use ambush tactics and such.

The evil forests also produce evil alchemist ingredients and addictive dream/hallucinogen drug fruits for cultists to use.

Cultists who sacrifice themselves can be infected then run off, capture and kill people then grow into a new forest heart.

Use the captured people and a volunteer to create the first evil fungal forest heart.
Do this, but add that the trees are able to move. Mainly so it is never the same layout twice, leading people to get lost.
+1
Mess with the message

Oh sorry if it was not clear, I wanted to -Killing all twelve conspirators. No conspirators, no message delivery. but instead of killing them use them for the forest.

Strongpoint

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Re: Demonhood 2 -/No longer make they mortals weep-
« Reply #484 on: January 02, 2017, 05:54:08 pm »

Fuck it, just eat the conspirators. And those three that rebuffed you, if you can get them at the same time. They can't alert anyone if they're dead!

Convert the Duke, then his advisors, then everyone else. If there's any 'pure' people still left have them sacrificed to you as an inaugural thing. Then you can finally leave this damned (in both senses) castle!


Dangit I must've misworded what I said yesterday, I meant to try to convert the Duke and etc. Ah well, that's why you don't make complex plans on 3 hours of sleep.

We've won here, let's deal with the resistance and convert the court. Then I agree, we're outta here, gotta go do something else. Maybe link up our cult branches.

Oh, the merc captain. I suggest we name him ... Malkus Rom. He shall be our future warlord of darkness and stuff once we decide to go a-conquering.

Sorry for unintentionally making you stick around this one scene for like 5 updates, NUKE. I know this must be getting kinda boring to write.
+1

Maybe we should light a few forest fires as we leave, just to let off some stress/steam. In any case, let's head back to Fellshore so that we can investigate that lake.
+1


With the plan with mercenaries failing badly, Order 5 cultists from New Nuulyd and 5 cultists from Fellshore to volunteer in the army
« Last Edit: January 02, 2017, 06:08:08 pm by Strongpoint »
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Urist Mc Dwarf

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Re: Demonhood 2 -/No longer make they mortals weep-
« Reply #485 on: January 02, 2017, 06:51:01 pm »

I don't think we should have the cultists from Nuuyld join. maybe 10 from Fellshore?

omada

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Re: Demonhood 2 -/No longer make they mortals weep-
« Reply #486 on: January 02, 2017, 10:06:51 pm »

Just one knight from the Nuulyd. They need to continue the recruiting and bleh. The knight shall help the Malkus in training the rest of the cultists on their way to the capital.
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Egan_BW

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Re: Demonhood 2 -/No longer make they mortals weep-
« Reply #487 on: January 03, 2017, 04:29:15 am »

Eat all the conspirators, and the three who refused us. Quickly convert the duke and his dudes, and go on a rampage!
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hachnslay

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Re: Demonhood 2 -/No longer make they mortals weep-
« Reply #488 on: January 03, 2017, 10:46:36 am »

Didn't they already hand the Messenger a Message?
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NUKE9.13

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Re: Demonhood 2 -/No longer make they mortals weep-
« Reply #489 on: January 03, 2017, 12:06:39 pm »

Didn't they already hand the Messenger a Message?
No. Or rather, maybe. You discovered their plan to do so, and interfered (or not). Thus the message did not get delivered (or maybe it did). Your decision here will apply retroactively.

Fuck it, just eat the conspirators. And those three that rebuffed you, if you can get them at the same time. They can't alert anyone if they're dead!

Convert the Duke, then his advisors, then everyone else. If there's any 'pure' people still left have them sacrificed to you as an inaugural thing. Then you can finally leave this damned (in both senses) castle!


Oh, the merc captain. I suggest we name him ... Malkus Rom. He shall be our future warlord of darkness and stuff once we decide to go a-conquering.
+1
Maybe we should light a few forest fires as we leave, just to let off some stress/steam. In any case, let's head back to Fellshore so that we can investigate that lake.
+1
With the plan with mercenaries failing badly, Order 5 cultists from New Nuulyd and 5 cultists from Fellshore Some cultists from somewhere to volunteer in the army
It seems like this is the consensus.
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Parisbre56

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Re: Demonhood 2 -/No longer make they mortals weep-
« Reply #490 on: January 03, 2017, 12:10:01 pm »

The quantum message is both delivered and not delivered until the turn resolves.

NUKE9.13

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Re: Demonhood 2 -/No longer make they mortals weep-
« Reply #491 on: January 03, 2017, 02:12:36 pm »

Previous Update (Bunch of court stuff) | This Update (Leaving the court (finally)) | Next Update (The suffering of Lesp)

Fuck it, just eat the conspirators. And those three that rebuffed you, if you can get them at the same time. They can't alert anyone if they're dead!

Convert the Duke, then his advisors, then everyone else. If there's any 'pure' people still left have them sacrificed to you as an inaugural thing. Then you can finally leave this damned (in both senses) castle!


Oh, the merc captain. I suggest we name him ... Malkus Rom. He shall be our future warlord of darkness and stuff once we decide to go a-conquering.
+1
Maybe we should light a few forest fires as we leave, just to let off some stress/steam. In any case, let's head back to Fellshore so that we can investigate that lake.
+1
With the plan with mercenaries failing badly, Order 5 cultists from New Nuulyd and 5 cultists from Fellshore Some cultists from somewhere to volunteer in the army

The conspirators panicked once they realised the doors were locked. They banged on the aged oak, but no one heard (or no one cared), and the doors stood impervious. Gathering together in the center of the room, they did the only thing left to them and began to pray. But not even prayer could save them now; they could only watch as the torches on the walls started to produce improbably large quantities of smoke, quickly filling the room. It moved as if with purpose, surrounding them, leaving them huddled in a smoke-free circle.
Strange shapes appeared in the haze, lurking just out of sight, in the corner of their eyes. They heard the sound of knives scraping against the stone, the growling of unseen beasts, the sinister laughter of their tormentor. Then suddenly an impossibly long finger whipped out of the smoke, curling around one of the knights, who struggled helplessly against it before being dragged into the smoke. They stared in shock in where moments before the man had been standing, before his agonised screams filled the air, continuing unabated for minutes before finally, mercifully ending. As they were processing this, another finger appeared, grabbing another survivor by the ankle, pulling him forcefully from the clutches of his terrified friends.
Again came the screaming, and this proved the last straw; rather than waiting there and getting picked off one by one, they dashed into the smoke, hoping to find a door and somehow escape. But where were the doors? Surely they were in this direction? Surely we passed that upturned chair earlier? Surely there were more of us a second ago? As they stumbled blindly through the smoke, people disappeared, there one moment, gone the next. The only hint as to their fate was the sound of something chewing and the cracking of bones.
Eventually, somehow, they found a wall, and followed it for far longer than should have been possible, passing the same section of wall multiple times, but here too they eventually- whittled down to a mere five survivors- they found a door, miraculously unlocked. They burst out of the room, thick black clouds billowing out into the corridor. A passing pair of courtiers screamed, and ran off to warn others of the fire that must surely be causing the smoke. The survivors stumbled after them, running down the corridor with the smoke following them.
Then suddenly someone stepped out in front of them; a fellow courtier. They shouted at him to run, but he merely stood there, grinning. It was then that they noticed the knife in his hands, and realisation dawned. They quickly turned to run the other way, but not before the man stabbed one of them in the neck, laughing delightedly as a fountain of blood sprayed across his face.
Eventually they reached another door, and hurtled through it, then locked it, in the hopes that it might hold their pursuers at bay for a minute. As indistinct shapes slammed against the door, they stacked crates up until they could reach the narrow window set high in the wall. Built to let in a modicum of light and air, not let out a fleeing person, one of them nevertheless managed to squeeze through it before the door burst open and smoke instantly filled the room. The now sole survivor was faced with the problem of being on the second floor, yet managed to find footholds in the castle's crumbling walls, and slowly started to descend, even as her companions' screams echoed through her ears.
Miraculously, she managed to reach the ground- where she was met by a hooded figure. "Help me!", she said, "They're after me! The smoke, it's after me!"
"I KNOW", responded the figure.

Your cultists did a reasonable job cleaning up the mess you left behind. A small fire in the conspirator's meeting room explained the smoke, and the bloodstains dismissed as probably nothing. The disappearance of over a dozen members of court, including the Duke's steward, may have proved more difficult to explain, but the court seemed too interested in preparing for the next party to care, dismissing the missing people as being 'no fun anyway'.
Mischa appreciated the gift of a few of the uneaten corpses to use as imp food & test subjects.


Meanwhile, in the present. :/


The Duke visits you for his regular dream-consultation hour. He comes in with two buxom courtiers hanging on his arms, his breath itself a potent alcoholic beverage. He dismisses the courtiers with a kiss each, then turns to you in a jolly mood, and tells you that he hasn't really been having that much trouble with nightmares, lately. In fact things have been pretty good all round, he says.
"Is that so", you reply, "and to whom do you owe this good time? To the church?"- the Duke shakes his head-"To your prince?"-  the Duke shakes his head-"To your own efforts?"- the Duke hesitates for a moment before shaking his head.
"No", you say, "You owe it to ME"
The Duke sobers up somewhat as your voice changes, a chill going down his spine.
"WHO SUGGESTED YOU RAISE THE TAXES THAT PAY FOR YOUR EXTRAVAGANCE?"
The Duke sits back in his chair, terrified.
"ME. WHO MADE YOUR COURTIERS SO MUCH MORE FESTIVE?"
The Duke, sensing a theme, points a hesitant finger in your direction.
"ME. WHO SPOKE TO YOUR WIFE IN HER DREAMS, MAKING HER SO ATTENTIVE TO YOUR PRIMAL NEEDS?"
The Duke cowers in fear as your disguise slowly dissipates, horns growing from your head, your back twisting unnaturally as the bones rearrange themselves, and the tips of your wings break through the skin.
"ME. WHO KNOWS YOUR WANTS BETTER THAN YOU DO, AND PROVIDES FOR ALL OF THEM?"
The Duke whispers something, presumably "you"
"ME. TO WHOM SHOULD YOU SWEAR FEALTY OUT OF GRATITUDE FOR ALL THESE SERVICES, AS THAT HE MAY GRANT YOU YET FURTHER REWARDS?"
The Duke hesitates, a shout of defiance on the tip of his tongue, but as he watches you stretch your bony wings and flex your incredible fingers, he swallows his words and instead mumbles "You"
"CORRECT. YOU SHALL KNEEL, AND OFFER YOUR LOYALTY TO NOKLUVGN."
The Duke's eyes widen as he recognises the name; the same name he has been praising each night before sleeping. He reluctantly bends down before you, and with his eyes on your feet intones: "I- I swear my- my undying loyalty to- to- to my lord Nokluvgn"
"GOOD. NOW SUMMON YOUR ADVISORS. THEY TOO SHALL KNEEL."
Beneath your malevolent gaze, their eyes on the Duke standing nervously by your side, the Duke's inner circle bends the knee to Nokluvgn, and arise members of your cult. With the upper echelons of the court converted, and the rest of the court corrupt hedonists to a man, your work here is truly done.
Mischa, who was reluctant to see you arrive six weeks ago, is now reluctant to see you go, and requests that you return soon to see what progress she has made.


As you make your way back to Fellshore, you let off some steam by letting off some smoke in the woods. You feel much more content as the sound of roaring flames fills your ears, blast-furnace-esque heat sears your skin, and a rain of ash washes away your stress. Two villages are destroyed before the fire burns itself out, and though they are far away, the sounds of dying villagers still reaches your ears, filling you with glee.


Arriving at Fellshore, you note the beginnings of a crude wall around the settlement, the villagers building a palisade of logs, and then reinforcing it with layers of earth, conveniently using up the vast quantities excavated from the tunnels below. The villagers seem somewhat shocked to see you; your long absence had made their faith waver somewhat, with some of them just going through the motions. Not a trace of doubt remains when they lay eyes upon you again, and they work twice as hard to satisfy you.
You summon the spectre you sent to investigate the lake, and demand he tell you more, and no more riddles.
Quote from: spectre
Ancient, forgotten beasts of old
Still slumber in that frigid deep
Their days no more, their tales untold
No longer making mortals weep

Those lurkers in that cursed lake
Begin to stir at evil's touch
Their powers are for you to take
Once your strength becomes too much
You slap the spectre upside the head.

Now then. It is time to
-Do something Evil.





The cults will be merged into one next update. You may want to check out the section on the Brylib division for a pleasant surprise.
The recruitment business didn't happen this update, but fortunately there are still a few weeks before the capital expects their soldiers, plenty of time to have your cultists infiltrate.


Name: Nokluvgn
Age: 6.25 months
Physical might: 45 (+3: province-wide suffering (continuous))(+4: OMNOMNOMNOM)(+5: Death&Destruction)
Mental might: 41  (+3: province-wide suffering (continuous))(+2: OMNOMNOMNOM)(+5: Death&Destruction)
Followers:135 (93 cultists, 4 Wordbearers, 14 rich people, 6 councilfolk, 3 knights (heavily armed), 1 ex-priest, 1 mercenary captain, 7 courtiers, 1 Duke, 1 Duke's wife, 4 advisers)
Slaves: 12 (4 priests, 1 high priest, 7 guards (armed))
Servants: 13 (4 Brutewolves, two Smokewraiths, one devil-horse, 3 spectres, 3 giant-rat-packs)

Cults:
  The New Way: Low organization.
   Locations: Fellshore: 76 members (74 cultists, 1 Wordbearer, 1 knight (heavily armed))
    Power level: 13
      Of which: 4 spent gathering resources, 5 spent building wall, 3 spent training.
    Resources: 22 (-4: building wall)
    Other: Training is underway (27/30). The villagers begin building a crude wall around the village. They can't quite manage a stone wall, but earth and wood makes a serviceable alternative.
  Nuulyd: 44 members (19 cultists, 2 Wordbearers, 14 rich people, 6 councilfolk, 2 knights (heavily armed), 1 ex-priest)
    Slaves: 11 (4 priests, 7 guards (armed))
    Power level: 10
      Of which: 2 spent recruiting new members, 3 spent developing courier system.
    Resources: 1
    Other: Middling success sees four new recruits join. The courier system has been established, and the first messages are delivered to Fellshore.
   Castle Brylib: 14 members (7 courtiers, 1 mercenary captain, 1 Duke, 1 Duke's wife, 4 advisers)
     Power level: 5
     Resources: 1040 (+1000: Duke's treasury)(+40 p/week: Duke's income)
     Other: With the Duke under your direct control, the treasury is opened to you, and the taxes flowing into it are yours to spend as you please.

Champions:
  Mischa Alwiz: The Duke's 'loyal' companion, now corrupted by the allure of evil.
    Physical Might: 1
    Mental Might: 6
    Knowledge: Magic, basic Necromancy.
    Possessions: Grey imp (knowledge of human & demonic magic, disguised as a crow)
    Other: With a corpse to play around with, and less need to hide her activities, she makes significant progress with her studies, to the point where she is able to raise the corpse for an indefinite period, though she is still reluctant to openly walk around with a zombie following her, so leaves it in corpse form most of the time.

Fortresses:
  Fellshore: A small fishing village nestled between a small lake and a forest (with mountains not so far in the distance), now undermined with many tunnels and chambers forming a twisted maze, lit with smoky torches, where the shadows form strange shapes in the corner of your eyes.
    Smallish labyrinth (10, increases secrecy)(10 denotes the defensive strength of the structure), Crude wall (under construction 15/100)
    Small (hidden) altar: A suitable place to sacrifice to you and praise your dark name.
« Last Edit: January 04, 2017, 07:32:26 pm by NUKE9.13 »
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Urist Mc Dwarf

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Re: Demonhood 2 -But now their time is here again/-
« Reply #492 on: January 03, 2017, 02:35:38 pm »

Spend a 25 resources on improving the castles fortifications

Xantalos

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Re: Demonhood 2 -But now their time is here again/-
« Reply #493 on: January 03, 2017, 03:05:22 pm »

AHAHAHAHAHHAAAHHAHAHAHAAA

I knew going to all that effort was worth it! Super-temple to Nokluvgn in the future, here we come!

Now then, we're not explicitly planning to do anything in particular this update, just let loose by being evil - far as I can tell, anyhow.
...
Oh no wait, we burned down some villages and such. Hooray! Now then, to business. We've got control over the ruling court, a backwater village, and our branch in Nuulyd is starting to spread throughout the merchant networks in the province - or it will eventually, it's got that middle-class feel to it. Next thing for us to do to ensure the spread of the New Way goes unchecked is to ensure the old way can't object. Unless anyone has other ideas - cult management in particular, I'm not entirely sure what to do about that right yet - I believe it's time to fuck up some priests.

Go from village to village converting (forcibly if need be) the resident priests to the New Way. Perhaps disguise yourself as a higher-ranked priest who is speaking to his lessers on matters of priestly importance. If you can, take the mercenaries from the castle and their captain to escort you, perhaps by sending messages to the captain through dreams or somesuch. Take this opportunity to more fully convert the mercs to your service.

Any objections? Suggestions for what we do with our cult?
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omada

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Re: Demonhood 2 -/No longer make they mortals weep-
« Reply #494 on: January 03, 2017, 03:24:14 pm »


Quote from: spectre
Ancient, forgotten beasts of old
Still slumber in that frigid deep
Their days no more, their tales untold
No longer making mortals weep

Those lurkers in that cursed lake
Begin to stir at evil's touch
Their powers are for you to take
Once your strength becomes too much
You slap the spectre upside the head.

"Stupid spectre"   :D

(You forgot to add one wordbearer in castle, or we took it with us? I think we shouldn't bring)

For now i don't know what to do (will wait others with more solid plans, but knowing myself i am pretty sure that i will write alot at the end of this post) the only thing i can think about the lake is that when we get reeeallly strong we will be able to control them. Something like

"Who awakened us from our slumber? Wait, who made the lake fully evil? Oh, it was that demon stronger than us. so... hi master?"

Our smokewraiths can breathe underwater? If so order them to check for us. If they too get back talking in riddles i'm going to bury this fucking lake  :P

Maybe we should go for our older plans

-Scan the lands for evil and recruit a few necromancers or minor evil beasts that must have been atracted by the evilness of the province

-Go on a recruit spree on the villages taking advantage of the sufferings of their lifes. Convert the desperate, convert or break priests minds
Recruit bandits too, invade their camps, recruit their leaders and who wants eat who oppose there must be plenty of the with that must suffering.
Make Malkum convert mercenaries together with the wordbearer 

(I liked the Xantalos idea)

-Make fellshore stop  gathering resources a little and make weapons/armors to every cultist that is going to be fully trained now

-Grab one or two cultists and make they pregnant in each village we have full control or we can easily hide someone that needs flesh for eating (this case just in the castle and fellshore) doing a small party of worshiping our dark name full of orgy and sadomasochism

-Send resources from Castle to Nuulyd, Organize a freaking feast bigger than the last that we could recruit more people, as a gratitude of the duke by it's great services let's get to this city in time to join the festivities as a must-stop in our recruiting spree.

- Do as Urist said and reinforce a little the castle, when they get a little more power begin letting citizens to come to their parties and start recruiting them. Maybe recruit the engineers in the process when they are locked inside the castle

- Refine the art of making wordbearers and make some more, do it with some warriors, criminals a rich woman

By the end of it all when the duke send troops to the capital it will be sending OUR troops of bandits,cultists and mercenaries and maybe some wordbearers to slowly corrupt the knights in the way and corrupt every fucking else when there.

And sorry... i wrote too much
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he has a hard time to focus, and values, err almost everything, he dreams of mastering a skill.
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