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Author Topic: Demonhood 2 -Number of giant minions lost: between 0 and 3-  (Read 143949 times)

Urist Mc Dwarf

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Re: Demonhood 2 -Number of titles since a 'Number of X' title: eight-
« Reply #645 on: January 10, 2017, 08:22:38 pm »

-1 to the militarization of the cult[/b0]
+1 corrupt some birds

Parisbre56

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Re: Demonhood 2 -Number of titles since a 'Number of X' title: eight-
« Reply #646 on: January 11, 2017, 02:10:08 am »

It might be cheaper to just summon some grey imps. They can shapeshift and are intelligent enough to identify important stuff when they see them. Or maybe there's some other kind of imp that's even better at spying.

Strongpoint

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Re: Demonhood 2 -Number of titles since a 'Number of X' title: eight-
« Reply #647 on: January 11, 2017, 02:25:50 am »

Grey Imps are lazy bastards and don't look like a fitting candidate for this role. Besides imps are demons. They are made from pure evil and that means that they need quite a lot of it to be created and they are rather easy to spot by trained men.
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NUKE9.13

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Re: Demonhood 2 -Number of titles since a 'Number of X' title: eight-
« Reply #648 on: January 11, 2017, 10:40:30 am »

To be honest, I think Nokluvgn is more Evil than Krlnkir Yrlvnt ever was. His Evil is far more cruel, petty, and personal where Krlnkir Yrlvnt was impersonal, destructive, and uncaring. Where Krlnkir Yrlvnt was brutal and direct, Nokluvgn is conniving and insidious, and the difference really shows.
I mean, technically you are objectively wrong. Evil is not subjective in this world, and Krlnkir Yrlvnt generated more of it that Nokluvgn has (so far).
Heh heh heh.
They certainly employ different brands of evil. Krlnkir's actions had far greater immediate pay-off, demanding far more worship and sacrifice from his followers and slaughtering far more people, whilst Nokluvgn seems content to play the long game, slowly building up a power base, corrupting powerful people, secure in the knowledge that eventually the Evil generated will outweigh that gained by just killing them.
...and nothing could possibly go wrong.

It might be cheaper to just summon some grey imps. They can shapeshift and are intelligent enough to identify important stuff when they see them. Or maybe there's some other kind of imp that's even better at spying.
Make one up. Imps come in every colour of the rainbow, and more besides (ultraviolet imps, anyone?).

Anyway... it seems like most people are (in a shocking development) on board with strongpoint's plan. With maybe some other stuff. Let's see what we can cook up.
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Egan_BW

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Re: Demonhood 2 -Number of titles since a 'Number of X' title: eight-
« Reply #649 on: January 11, 2017, 01:10:39 pm »

Make an ultraviolent imp.
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omada

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Re: Demonhood 2 -Number of titles since a 'Number of X' title: eight-
« Reply #650 on: January 11, 2017, 02:24:17 pm »

I've put as an action before, but i thought that is easier to just ask NUKE :v

Q1:Nokluvgn knows if the seeds of the "Pleasure crop fungus" are too corrupted and thus maybe the next harvest will be still corrupted? Or if the fungus washed by the rain will infect elsewhere?

Q2: There is still some livestock in fellshore?

I've been planning in just corrupting some pets to be more fearsome or useful that could gain advantage of the cult's depraved acts generating evil and multiplicate like brutewolves. Maybe put some information in the corruption that just the male born are corrupted the rest is born like any other creature of the species, on the long go they will be extra food/extra numbers to the army/extra anything that animals do that demonic animals will do better
 
----------------------------------------------------------------------------------------------------------------------------

By the way, add other kinds of stuff our scouts should look for, but they aren't top priority. They should see cemeteries too, i can imagine that each village has it's own, but maybe some villages share the same cemetery making it big or some village was already ruined and abandoned now the cemetery is forgotten.

If they find some they will be places to get "free workers" later for dumb labor or fodder for the front-line.


Villages, but not the stupid ones that must be everywhere,  those with some kind of wall or landmark, even if it's a crude one.( this one i really don't know why we should look forward, it's just intuition that we could use it l ater)

or bandits camps, not just the ones that could be using forts, they should be easy to corrupt


While scouting these things they will probably find something useful that we didn't thought before.

+1 to the talking birds
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NUKE9.13

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Re: Demonhood 2 -Number of titles since a 'Number of X' title: eight-
« Reply #651 on: January 11, 2017, 02:29:37 pm »

Previous Update (In your dreams) | This Update (Bedding the Brutewolf) | Next Update (An update cut short)

My proposal for this turn action:

Dismiss Kate by telling her that so far she is nothing but the first in the line of mothers of your future children and if she wants you to spend time on her, then she needs to become even stronger and deserve a spot of a concubine in the future
I think it is a proper demonic course of action.

Take Mischa and her magic students(including Kate) to the abandoned temple that serves as the den for our brutewolves. Teach Misha and\or Kate how to control brutewolves. Leave our mage and her students in the forest with an order to study necromancy here and raise a small undead army while doing so. Mischa may get ingredients she needs for her project by ordering brutewolves to bring her some

Furthermore, take a canine form and mate with the strongest female brutewolf making sure that Kate sees it.

We should have a lot of body fragments there and it is a good source of undead. We could raise it ourselves but it spends our energy and... that low level necromancy should be done by mortal servants anyway.

Getting one more demonic child is a nice investment and Kate needs to see that our words are true.

Then travel to Nuulyd, settle in the local temple and spend days aiding your cult in recruiting more people. Spend nights corrupting dreams of townsfolk feeling their thoughts with distrust and hatred toward Tokzoku Empire and its greedy merchants. Nuulyd townsfolk should see nothing wrong in doing evil stuff against bronze-skinned savages. Cheating them, stealing from them, robbing them and even killing them should become morally acceptable because Tokzoku empire deserves that.
Our Cultists in Nuulyd deserve to see their master again. We want more evil in the world and this kind of xenophobia is great for this task. We may want to start a war later and this is a good start.
I liked the idea of training our sacred wordbearers, we should incentive them to join the training to be powerful leaders, and later help train others with less power usage.

Send at least one smokewraith to scout the situation of all the forts Nokluvgn knows the existence in the province, and maybe some others that the smokewraith could find by his own .
He should report which fort is in ruins and/or abandoned which is inhabited solely by wilderness/dark beasts and at last which are occupied by minor nobles/bandits/regular stuff
[spoiler]
Yeah? Yeah.


You breathe a plume of smoke over Kate, sending her into a coughing fit. You are not special, you remind her, you are not unique. You are merely the first to receive the honour of bearing my children, not the last, not the most important. You may be a Wordbearer, but you are WEAK. If you want to be special, WORK FOR IT.
Kate scampers away, apologising. Mischa is totally not watching and is totally not laughing.

You lead a group of nine (Mischa and her students) away from Fellshore, through the haunted woods, to the ruined shrine that your brutewolves call home. Considerable redecoration has happened since you left. Bones crunch underfoot, both human and animal. Half-eaten corpses litter the clearing, some hanging from the branches, others piled up into grotesque nests of rotting flesh. The remains of those wolves who did not survive the violent mating of the brutewolves are piled to one side.
Eight of the beasts surround your followers, snarling through gore-soaked muzzles. You command them to stand down, and they obediently lie prone, still watching the cultists through their burning eyes. You tell Mischa to give an order to the brutewolves. She does so somewhat hesitantly, commanding one to roll over. It considers her, as if weighing whether to obey her or rip out her throat, before eventually turning over onto its belly. The other cultists do less well in controlling the beasts, their grasp of evil too weak for the brutewolves to recognise them as their masters. Kate is more successful, ordering all eight brutewolves to stand on their back paws with a wave of her hand, giggling in delight as the beasts wobble back and forth. She makes to pat one of them on the head, but it snaps at her- even a Wordbearer cannot make a brutewolf docile.
You tell the aspiring magicians that this shall be their home until their training is complete- that the innumerable corpses shall serve as fodder for their experiments. At your behest, Mischa demonstrates the technique required to raise the dead. She manipulates the evil in the air with practised ease, causing half a dozen tattered bodies to lift themselves up as she raises her arms, guttural moans emanating from their rotten lungs. The cultists look suitably impressed; Kate laughs dismissively. However, her confidence proves premature, as neither she nor any of the others are capable of causing more than a few twitches. Mischa smirks, and assures them all that raising the dead is not so easy as she makes it look; they will get there in due course.

Once the cultists have made their camp in the ruined shrine, left mostly unspoiled by the brutewolves, you set about proving the truth of your words to Kate. You have the brutewolves go out and capture eight travellers, whose terrified forms you tie to stakes in the clearing. In the light of the moon you summon the strongest of the female brutewolves, whilst your cultists take blunt knives to the captives, filling the night air with their tortured screams. As the sweet melody of suffering fills your ears, you transform into a massive wolf, half as big again as the biggest brutewolf, teeth like knives, eyes like blazing torches, smoke rising from your ash-coloured fur. The evil emanating from your monstrous form, and the pained cries of the captives, sends the female brutewolf into heat, her own eyes burning nearly as brightly as yours. As Kate and Mischa look on in a mixture of horror and fascination, your bestial forms intertwine, bone-chilling howls of pleasure echoing up towards the waning moon. After a few minutes, you withdraw from the exhausted wolfess, leaving your dark seed within her.
You consume several of the tortured captives to replenish your energy, before transforming back into a more familiar form. You tell Mischa that the remaining captives are for her to do with as she pleases, and that the brutewolves will supply her with more should she need them. She thanks you, still somewhat shaken by the preceding display, and mentions that once she has completed testing, she will need a larger supply of victims to complete the device- perhaps a hundred to start with? You promise to think of some way of providing these to her by the time she is ready to construct the urn.

With that, you leave behind the forest clearing and its mystery shrine, travelling to Nuulyd, which you enter in the guise of a simple traveller. You find the town much as you left it, albeit with a larger cult presence, and consider how best to consolidate your control over the town. You lend some of your energy to your cultists as they attempt to recruit more members, giving their words a hypnotic quality that more easily convinces listeners to join them for some 'theological' discussion. Meanwhile, you set your own efforts to personally converting the most prominent inhabitant of the town; the mayor. She had already succumbed to a certain degree of corruption when you first starting organising feasts here, and though she has so far avoided joining the feasts of the New Way, she has done nothing to stop them, even though she must know they are happening.
You visit the mayoral mansion, asking to speak with her. The doorman takes one look at you and makes to slam the door in your face. You hold the door open with your finger and ask him again, this time unwilling to take no for an answer. He shakes his head groggily and lets you in, before looking around confused and closing the door. When you reach the mayor's office, she seems equally unhappy to see an uninvited guest in her home. You tell her that it is an honour to be visited by you, whereupon she comes to her senses and welcomes you inside, offering you a seat and a drink. You accept a glass of her most expensive alcohol, which you subsequently dump on the floor.
How can she help, she asks. You explain that you are here representing the New Way, a charitable organisation that has set up in her town. She nods knowingly, mentioning the parties to which she has been invited before. Yes indeed, you say, and you are here to once again ask her to join them at such an event. A more private event, you understand, invitation only- you quite understand that she is too busy to visit just any old party, but this one is special. Oh, no, she couldn't possibly. She is so busy, too busy. You nod and smile, but urge her to reconsider, a touch of mesmerism underlying your words. She wavers somewhat, but maintains that she has so much work to do. Maybe you could help her with her work, you say. After all, she deserves a break. She seems to consider your offer for a minute, before regretfully shaking her head. She apologises, and promises to consider it in the future, but she really cannot. Frustrated, you leave her office. Clearly more work is required before this strong-headed woman will join your cause.

You return to the temple, which has been redecorated since you last saw it, now 'restored' to a more ordinary-looking temple, the signs of your influence are harder to notice. The subtle differences between this and a holy temple render any divine protection moot, whilst seeming ordinary enough that the common people can once again be allowed admittance to the main hall, where a combination of Wordbearer-controlled priests and 'priests-in-training' (your cultists) feed them the religion they desire, but twisted and dark, blackening their souls as they listen to the heretical sermons.
Within the inner sanctum, you dream, spreading your tendrils throughout the town. Cackling Tokzukans count their riches whilst Nuulydians starve in the streets. Their distant emperor directs them to infiltrate the town in preparation for its conquest by the empire of light. The bronze-skinned foreigners whisper to each other, speaking of plans to drive the natives from their homes with honeyed words and 'fair trade'. They mix poisons with the spices they offer for sale, slowly killing those who buy their unnatural goods.
There has been peace and trade between the two nations for so long that most people dismiss these visions as just dreams, still offering smiles and kind words to their foreign friends as they pass in the street, but the seeds of doubt are planted, and you are a most patient gardener.

Three spectres and a smokewraith come before you to report their findings on the forts of Fözdoch. The three spectres go first:
Quote from: spectre
An autumn leaf fell
As I looked upon the ruin
Three empty castles
Quote from: second spectre
The lonely bird sings;
Four noblemen made their home
In his nests of stone
Quote from: third spectre
A proud soldier stands
The winds blowing through his hair
Upon the olden wall
As you make strangling motions at the cackling ghosts, the smokewraith delivers its report;
Quote from: Smokewraith
We found ten forts that have not fallen into complete disrepair. Of these, three were abandoned, and four were the homes of lesser nobles. The other three are still garrisoned by soldiers loyal to the Duke. I have marked their locations on a map, and made notes of the estimated garrisons
You decide that maybe you should use smokewraiths as scouts rather than spectres whenever possible.


Meanwhile, news comes from Fellshore that the surface of the lake has been unnaturally choppy lately, even in the absence of wind. Also, a foul smell can be smelt emanating from the water, and the fishermen say the fish are practically leaping onto their boats, as if desperate to get away from something.

In light of this news, you decide to
-Return to Fellshore, to welcome the beast(s) from the lake to your service.
-Return to Fellshore, to prepare to fight the beast(s) from the lake.
-Stay in Nuulyd, continuing to corrupt the town's dreams and convert its people.
-Do something completely different.



You may also want to describe what kind of thing you want to see from your Brutewolf offspring. Again, you don't know how the demon/wolf nature will be distributed, but you can decide on what kind of things you want to see. Also, you can choose the gender, if you care (otherwise I flip a coin).


Name: Nokluvgn
Age: 7.75 months (.25)
Physical might: 49 (+3 p/w: province-wide suffering)
Mental might: 45  (+3 p/w: province-wide suffering)
Followers:246 (157 cultists, 8 cultists (armed), 29 trained cultists (armed), 40 mercenaries (armed), 6 Wordbearers, 7 knights (heavily armed), 1 Duke)
Slaves: 12 (4 priests, 1 high priest, 7 guards (armed))
Servants: 52 (8 Brutewolves, 3 Smokewraiths, 15 spectres, 3 giant-rat-packs, 10 black imps, 8 skeletons, 4 Hollow Remnants, 3 fungal druids, 6 zombies)

Cults:
  The New Way: Low organization. 196 members (107 cultists, 8 cultists (armed), 29 Nails (armed), 40 mercenaries (armed), 6 Wordbearers, 5 knights (heavily armed), 1 Duke)
   Slaves: 12 (4 priests, 1 high priest, 7 guards (armed))
   Power level: 26 (18 used)
     Of which: 4 spent improving the labyrinth in Fellshore, 3 spent recruiting in Nuulyd (sneaky-like), 3 spent recruiting & replacing in Brylib, 6 spent training cultists (18/32), 2 spent training cultists (magic, 6/10).
     Secrecy estimate: Somewhat at risk in Oegorda (you think), but fine everywhere else.
   Resources: 1143 (+40 p/week: Duke's income)(-7p/w: building labyrinth)(-10: Mischa's experiments)
   Locations: Fellshore: Fortress
     Nuulyd: Merchant & town council & jail connections.
     Castle Brylib: Court connections+.
     Oegorda: Nokluvgn may have been detected here.
     Fözdoch Province (misc): No special features.
   Other: Recruitment continues in Nuulyd. With your help, seven new recruits join the cult, increasing your control over the jail. In Brylib, conversion goes slowly, although the two converts who did join were both knights. With their new environment, magical study goes easier, and good progress is made. Also, two Wordbearers join the cultists in combat training, quickly catching up with the others thanks to their increased strength.


Champions:
  Mischa Alwiz: The Duke's 'loyal' companion, now corrupted by the allure of evil.
    Physical Might: 1
    Mental Might: 7
    Knowledge: Magic, adequate Necromancy.
    Possessions: Grey imp (knowledge of human & demonic magic, disguised as a crow)
    Other: Early attempts at extracting souls from her victims go quite well, as her -until now- entirely theoretical soul-binding spell works almost perfectly. I mean, of course it did, she designed it, after all. She now begins work on designing the containment unit, using the considerable resources of the cult to acquire all the materials she could ever want.

  Malkus Rom: The captain of the mercenaries in the Duke's employ, he proved an especially eager convert, requiring only the most minor of rewards before pledging his loyalty to you.
    Physical Might: 9 (+2: Devil-horse)
    Mental Might: 2
    Knowledge: Competent Tactics.
    Possessions: Devil-horse (A huge black horse with demonic strength and intellect; +2 physical strength, greatly increased mobility)
    Other: Travels between Brylib and Fellshore, organising the training of the cultists there.

  "Kate": A female Wordbearer, trained in combat and provided with arms and armour, now the vessel for your demonic offspring.
     Physical Might: 6
     Mental Might: 4
     Knowledge: Adequate Mesmerism, basic Magic.
     Other: 1.25/9(?) months pregnant. After being chastised by you, she redoubled her efforts to learn magic, and much to Mischa's frustration, has acquired an understanding of all the basic principles of magic.

  Demon-Brutewolf offspring: 0/2.5(?) months to birth
     Physical Might: ?
     Mental Might: ?

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)(being upgraded to Medium Labyrinth 42/200), Crude wall (construction halted. Defence value of 5. 32/100)
    Hidden altar: A suitable place to sacrifice to you and praise your dark name. Recently upgraded to a nicer version. Mostly a cosmetic upgrade, though.
« Last Edit: January 12, 2017, 04:53:22 pm by NUKE9.13 »
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NUKE9.13

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Re: Demonhood 2 -Yet others dwell within the lake/-
« Reply #652 on: January 11, 2017, 02:39:15 pm »

Q1:Nokluvgn knows if the seeds of the "Pleasure crop fungus" are too corrupted and thus maybe the next harvest will be still corrupted? Or if the fungus washed by the rain will infect elsewhere?

Q2: There is still some livestock in fellshore?
A1: The corrupting effect applied only to the crops it touched at the time; any spores left behind are too few to cause serious corruption. A longer-lasting corruption effect would be more expensive, or would apply only to a smaller area.

A2: Sure, why not. Before you ask, no, I am not going to keep track of how many cows, pigs, and goats are under the control of Nokluvgn. Tracking all your followers and servants and cult actions and champions is quite enough.

Quote from: omada and a few others
birbs plz
Ah, if you had only posted that fifteen minutes earlier, it might have made it into the update. Well, you already have spectres and smokewraiths anyway, and riddles aside, spectres are quite capable of delivering short messages. Not that you can't also create some birbs to serve you, if you really want to. Next update, yeah?
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Parisbre56

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Re: Demonhood 2 -Number of titles since a 'Number of X' title: eight-
« Reply #653 on: January 11, 2017, 02:43:51 pm »

Make an ultraviolent imp.
Ultraviolet imps are almost completely transparent in daylight. They tend to hover around undetected, observing whatever is going on and investigating whatever they might find interesting. That is exactly what their demon masters want, as mortals tend to scheme against them during the day, feeling safer in the light. In that way, they act as a demon's secret police. If there is dirt to be found, an ultraviolet imp will show it to you.

During the night, one can tell when there's an ultraviolet imp nearby due to the Evil negative light they produce that distorts the colours of whatever it touches. Maybe that's why most ultraviolet imps like hide in remote places when dark falls. When more than one UV imp are in a group during the night, they do not rest. Instead, they pulse their lights and slam on one another in a strange dance while listening to loud demonic tunes and imbibing copious amounts of alcohol (or any other drugs they can get their hands on).

A very large concentration of ultraviolet imps can become so dangerously incandescent as whatever their light doesn't burn it instead poisons.


Once we run out of colours we could continue with elements.

10ebbor10

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Re: Demonhood 2 -Yet others dwell within the lake/-
« Reply #654 on: January 11, 2017, 03:11:45 pm »

Quote
You promise to think of some way of providing these to her by the time she is ready to construct the urn.

Pauper colony. Gather the poor and the unruly, and send them to an isolated camp for re-education.

Ideally, this camp would have a relatively lethal trade, so that the disappearances can be easily dismissed.

-Return to Fellshore, to welcome the beast(s) from the lake to your service.

Quote
Brutewolf offspring

There's not one welp, but a pack. With 8 bodies but a single soul, this BruteWolf pack can act in perfect coordination whilst being highly effective. They're faster than normal Brutewolves, somewhat smaller, a bit smarter and highly lethal. Death of one of their number does not deter them, the offspring of one pack member with another simply allows the soul to reincarnate. If the central mind were to strengthen, more bodies can be added in this manner.

Offspring between a member of the pack and a normal brutewolf will usually result in a standard brutewolf, but can also result in formation of a new pack (which will usually start very weak, with only 1 or 2 members)

« Last Edit: January 11, 2017, 03:16:56 pm by 10ebbor10 »
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Re: Demonhood 2 -Yet others dwell within the lake/-
« Reply #655 on: January 11, 2017, 03:19:35 pm »

Quote
You promise to think of some way of providing these to her by the time she is ready to construct the urn.

Pauper colony. Gather the poor and the unruly, and send them to an isolated camp for re-education.

Ideally, this camp would have a relatively lethal trade, so that the disappearances can be easily dismissed.

-Return to Fellshore, to welcome the beast(s) from the lake to your service.

Quote
Brutewolf offspring

There's not one welp, but a pack. With 8 bodies but a single soul, this BruteWolf pack can act in perfect coordination and be highly effective.


+1
Order the Fellshorians to get some captives and begin chanting dark tongues surrounding the lake, making sacrifices to you as well as a small portion of the captives to the lake.

I doubt that the evil beast(s) would be directly opposed to you, only maybe taking some of the Fellshorians, as it is clearly an evil, and evil wants to do evil. Also some sense of gratitiude is probably to be expected from this creature as you will have freed it from its prison.
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Re: Demonhood 2 -Yet others dwell within the lake/-
« Reply #656 on: January 11, 2017, 03:53:36 pm »

Quote
Brutewolf offspring

There's not one welp, but a pack. With 8 bodies but a single soul, this BruteWolf pack can act in perfect coordination whilst being highly effective. They're faster than normal Brutewolves, somewhat smaller, a bit smarter and highly lethal. Death of one of their number does not deter them, the offspring of one pack member with another simply allows the soul to reincarnate. If the central mind were to strengthen, more bodies can be added in this manner.

Offspring between a member of the pack and a normal brutewolf will usually result in a standard brutewolf, but can also result in formation of a new pack (which will usually start very weak, with only 1 or 2 members)

like Nuke said, we don't actually get to choose whether or not the child is more wolf than human or vice-versa.


I would like this one to be male, and to be very strong. He will excel at breaking both people's minds and bodies, and will command several Brutewolves.
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Re: Demonhood 2 -Yet others dwell within the lake/-
« Reply #657 on: January 11, 2017, 04:24:23 pm »

Make an ultraviolent imp.
Ultraviolet imps are almost completely transparent in daylight. They tend to hover around undetected, observing whatever is going on and investigating whatever they might find interesting. That is exactly what their demon masters want, as mortals tend to scheme against them during the day, feeling safer in the light. In that way, they act as a demon's secret police. If there is dirt to be found, an ultraviolet imp will show it to you.

During the night, one can tell when there's an ultraviolet imp nearby due to the Evil negative light they produce that distorts the colours of whatever it touches. Maybe that's why most ultraviolet imps like hide in remote places when dark falls. When more than one UV imp are in a group during the night, they do not rest. Instead, they pulse their lights and slam on one another in a strange dance while listening to loud demonic tunes and imbibing copious amounts of alcohol (or any other drugs they can get their hands on).

A very large concentration of ultraviolet imps can become so dangerously incandescent as whatever their light doesn't burn it instead poisons.


Once we run out of colours we could continue with elements.


The Periodic Table of Dragons was one of /tg/'s finest creations, and seeing the link, I can't help but feel a little nosltagic.

+1 to the creation of the Ultraviolet Imp. This might be expensive, but an Ultraviolet Imp would be excellent for subtly scouting urban areas we haven't fully corrupted, and they'd be a hit at the Cult's nighttime parties.

If the Ultraviolet Imp is created, let's give it an aura of corruption that reduces the inhibitions of those around it similarly to excessive alcohol, and a weak pulse attack of incomprehensible light that momentarily blinds unprepared mortals staring at it.


Quote
You promise to think of some way of providing these to her by the time she is ready to construct the urn.

Pauper colony. Gather the poor and the unruly, and send them to an isolated camp for re-education.

Ideally, this camp would have a relatively lethal trade, so that the disappearances can be easily dismissed.

-Return to Fellshore, to welcome the beast(s) from the lake to your service.

Quote
Brutewolf offspring

There's not one welp, but a pack. With 8 bodies but a single soul, this BruteWolf pack can act in perfect coordination and be highly effective.


+1
Order the Fellshorians to get some captives and begin chanting dark tongues surrounding the lake, making sacrifices to you as well as a small portion of the captives to the lake.

I doubt that the evil beast(s) would be directly opposed to you, only maybe taking some of the Fellshorians, as it is clearly an evil, and evil wants to do evil. Also some sense of gratitiude is probably to be expected from this creature as you will have freed it from its prison.

+1

If the Brute Wolf offspring are more Demonic than Wolfish, they should have Long, sharp Horns for goring and thrashing, razor sharp teeth and fangs capable of regrowing on their own, and a very limited ability to control flames and smoke, that they are able to pool together to match a powerful pyromancer's ability.
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Egan_BW

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Re: Demonhood 2 -Yet others dwell within the lake/-
« Reply #658 on: January 11, 2017, 04:26:10 pm »

They're Ultraviolent, you fools! >:(
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I would starve tomorrow if I could eat the world today.

Ardent Debater

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Re: Demonhood 2 -Yet others dwell within the lake/-
« Reply #659 on: January 11, 2017, 04:30:01 pm »

They're Ultraviolent, you fools! >:(

They're Demonic Imps, Ultraviolence goes without saying.  :P
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