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Author Topic: Demonhood 2 -Number of giant minions lost: between 0 and 3-  (Read 143930 times)

Urist Mc Dwarf

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Re: Demonhood 2 -Yet others dwell within the lake/-
« Reply #660 on: January 11, 2017, 04:56:36 pm »

+1 to pauper camp, +1 to welcoming beast

Strongpoint

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Re: Demonhood 2 -Yet others dwell within the lake/-
« Reply #661 on: January 11, 2017, 07:34:33 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.
Don't we have copper deposits in the province? Opening one more mine can be good for this purpose. Later we may add demonic dwarves black imps to dig for more resources and build another demonic fortress. Let's not forget that we are sitting on a Large PILE OF CASH and can fully equip a new mine with everything.

BTW, Mischa's appetites are huge. She is far more ready to spend people on experiments than Nokluvgn himself.
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omada

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Re: Demonhood 2 -Yet others dwell within the lake/-
« Reply #662 on: January 11, 2017, 07:48:31 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.

+1 to this, Order some cultists play stringed instruments, as this was the only thing we understood of the beast's message.

As the paupers camp we could use some of the abandoned forts to store the prisioners



Don't we have copper deposits in the province? Opening one more mine can be good for this purpose. Later we may add demonic dwarves black imps to dig for more resources and build another demonic fortress. Let's not forget that we are sitting on a Large PILE OF CASH and can fully equip a new mine with everything.

BTW, Mischa's appetites are huge. She is far more ready to spend people on experiments than Nokluvgn himself.
This province relies more on the exportation of wood,don't know if we can find one deposit, but if we find one, that's a good plan.

Slaves of Nokluvgn 2: Dwarf fortress




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.



Yes of course, it would be too much (even to read at the end of the chapter), but maybe it can become as an kind of passive bonus to whatever happens, just say that 1/3 of the animals are corrupted giving a tiny bonus to attack and defense as "The furious dogs, not nearly powerful as the brutewolves still joins their former owners in the massacre" or "their leather used in the armor are as thick as usual" and about food, it would just be cosmetics, weird looking milk, new flavors and stuff, the only creatures that i think would be tracked separately would be brutewolves and devil-horses.


Of course, if others accept the idea when i propose this :v Just asked you before to know if this is possible

In the long term the province will be quite scary, fungal mazes in the forests, weird animals in the darker corners of the farms. Everything hidden behind a illusion of "normality" with a population that just look to enjoy feasting and that knows what is good in this life.

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Strongpoint

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Re: Demonhood 2 -Yet others dwell within the lake/-
« Reply #663 on: January 11, 2017, 08:29:07 pm »

Time for a plan

-Return to Fellshore, to welcome the beast(s) from the lake to your service.
-Order your Cultists to abandon fishing and stay from the lake for some time. If the thing wants to eat your cultists it should deserve it first
-Create few ultraviolet imps to oversee operations in Nuulyd. One should be permanently attached to spying on the mayor
-Order Duke to fund construction of new copper ore mine that will serve as a work camp for criminals(being too poor to pay taxes is a serious crime) and war prisoners. Actual abundance of ore is less important than mine being located close to Nuulyd or Fellshore
-Speaking of war prisoners, inform the duke that constant peace in the province... bothers you. You are sure that he has a rival or too among his vassals and finding an excuse to revoke his\their titles and declare war on them is something he should do. Strong rulers eliminate their enemies with an iron hand. You are sure that his own forces are good enough to deal with any vassal and he should leave cultists alone, expect Malkus, Knights and Mercenaries that are expected to participate in the war on his side.
Wars are evil. Wars give energy. Wars create despair and willingness to join the new way. Wars give our champions an opportunity to shine. Wars make the Duke mightier

Desired demonwolf properties:

Female
One soul, many bodies: Can range from mother having a telepathic link with her future litters, to being many wolves with one soul
Necromancy :Can range from a minor ability to interact with undead to ability to create undead armies with minor effort
Burning Eyes Can Range from eyes being little more bright  than ones of ordinary brute wolf to ability to sends rays of fire coming from the eyeballs
Horns: Cosmetic feature
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Ardent Debater

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Re: Demonhood 2 -Yet others dwell within the lake/-
« Reply #664 on: January 11, 2017, 09:41:18 pm »

Time for a plan

-Return to Fellshore, to welcome the beast(s) from the lake to your service.
-Order your Cultists to abandon fishing and stay from the lake for some time. If the thing wants to eat your cultists it should deserve it first
-Create few ultraviolet imps to oversee operations in Nuulyd. One should be permanently attached to spying on the mayor
-Order Duke to fund construction of new copper ore mine that will serve as a work camp for criminals(being too poor to pay taxes is a serious crime) and war prisoners. Actual abundance of ore is less important than mine being located close to Nuulyd or Fellshore
-Speaking of war prisoners, inform the duke that constant peace in the province... bothers you. You are sure that he has a rival or too among his vassals and finding an excuse to revoke his\their titles and declare war on them is something he should do. Strong rulers eliminate their enemies with an iron hand. You are sure that his own forces are good enough to deal with any vassal and he should leave cultists alone, expect Malkus, Knights and Mercenaries that are expected to participate in the war on his side.
Wars are evil. Wars give energy. Wars create despair and willingness to join the new way. Wars give our champions an opportunity to shine. Wars make the Duke mightier

Desired demonwolf properties:

Female
One soul, many bodies: Can range from mother having a telepathic link with her future litters, to being many wolves with one soul
Necromancy :Can range from a minor ability to interact with undead to ability to create undead armies with minor effort
Burning Eyes Can Range from eyes being little more bright  than ones of ordinary brute wolf to ability to sends rays of fire coming from the eyeballs
Horns: Cosmetic feature

+1, sounds good, but if possible, the wolf should have fire and/or smoke manipulation, as it's not only extremely useful, it also fits Nokluvgn's theme of fire and smoke.
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killerhellhound

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Re: Demonhood 2 -Yet others dwell within the lake/-
« Reply #665 on: January 11, 2017, 10:05:02 pm »

Time for a plan

-Return to Fellshore, to welcome the beast(s) from the lake to your service.
-Order your Cultists to abandon fishing and stay from the lake for some time. If the thing wants to eat your cultists it should deserve it first
-Create few ultraviolet imps to oversee operations in Nuulyd. One should be permanently attached to spying on the mayor
-Order Duke to fund construction of new copper ore mine that will serve as a work camp for criminals(being too poor to pay taxes is a serious crime) and war prisoners. Actual abundance of ore is less important than mine being located close to Nuulyd or Fellshore
-Speaking of war prisoners, inform the duke that constant peace in the province... bothers you. You are sure that he has a rival or too among his vassals and finding an excuse to revoke his\their titles and declare war on them is something he should do. Strong rulers eliminate their enemies with an iron hand. You are sure that his own forces are good enough to deal with any vassal and he should leave cultists alone, expect Malkus, Knights and Mercenaries that are expected to participate in the war on his side.
Wars are evil. Wars give energy. Wars create despair and willingness to join the new way. Wars give our champions an opportunity to shine. Wars make the Duke mightier

Desired demonwolf properties:

Female
One soul, many bodies: Can range from mother having a telepathic link with her future litters, to being many wolves with one soul
Necromancy :Can range from a minor ability to interact with undead to ability to create undead armies with minor effort
Burning Eyes Can Range from eyes being little more bright  than ones of ordinary brute wolf to ability to sends rays of fire coming from the eyeballs
Horns: Cosmetic feature

+1, sounds good, but if possible, the wolf should have fire and/or smoke manipulation, as it's not only extremely useful, it also fits Nokluvgn's theme of fire and smoke.
+1
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NUKE9.13

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Re: Demonhood 2 -Yet others dwell within the lake/-
« Reply #666 on: January 12, 2017, 03:10:56 pm »

Orright. Everyone cool with plan Strongpoint?

Updoot may take a while. Dunno how much time I've got to spare.
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NUKE9.13

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Re: Demonhood 2 -Yet others dwell within the lake/-
« Reply #667 on: January 12, 2017, 04:52:47 pm »

Previous Update (Bedding the Brutewolf) | This Update (An update cut short) | Next Update (A chase cut short)


Time for a plan

-Return to Fellshore, to welcome the beast(s) from the lake to your service.
-Order your Cultists to abandon fishing and stay from the lake for some time. If the thing wants to eat your cultists it should deserve it first
-Create few ultraviolet imps to oversee operations in Nuulyd. One should be permanently attached to spying on the mayor
-Order Duke to fund construction of new copper ore mine that will serve as a work camp for criminals(being too poor to pay taxes is a serious crime) and war prisoners. Actual abundance of ore is less important than mine being located close to Nuulyd or Fellshore
-Speaking of war prisoners, inform the duke that constant peace in the province... bothers you. You are sure that he has a rival or too among his vassals and finding an excuse to revoke his\their titles and declare war on them is something he should do. Strong rulers eliminate their enemies with an iron hand. You are sure that his own forces are good enough to deal with any vassal and he should leave cultists alone, expect Malkus, Knights and Mercenaries that are expected to participate in the war on his side.
Wars are evil. Wars give energy. Wars create despair and willingness to join the new way. Wars give our champions an opportunity to shine. Wars make the Duke mightier

Desired demonwolf properties:

Female
One soul, many bodies: Can range from mother having a telepathic link with her future litters, to being many wolves with one soul
Necromancy :Can range from a minor ability to interact with undead to ability to create undead armies with minor effort
Burning Eyes: Can Range from eyes being little more bright  than ones of ordinary brute wolf to ability to sends rays of fire coming from the eyeballs
Horns: Cosmetic feature
Pyromancy?: Smoke/fire manipulation


A storm gathers over Fellshore. Waves as tall as men rage against the beach of the usually tranquil lake, and lashing rain ensures that even those not near the shore are completely drenched. Cultists struggle to keep torches lit, the smokewraiths have retreated deep into the labyrinth, and even you feel somewhat uncomfortable in such a sodden environment. The fishermen's boats have all been dragged up the beach, and no one is allowed to stand anywhere near the lake. A small band plays a series of stringed instruments as poorly as they can, the discordant wailing barely audible above the sound of the wind.
You stand by the shore, water pouring off of your cloak, and raise your arms, summoning the beast(s) from the deep. A haunting moan emanates from the lake- or is it just the howling of the wind? Dark shapes writhe below the surface- or is it just debris swept up by the waves? A sense of primordial evil washes over the village, a wrongness that causes cultists to grind their teeth and claw at their faces. Then a cultist disobeys your orders not to approach the lake, and starts walking down to the beach. You command them to turn back, but they do not- or can not- hear you. A massive wave crashes into them, but they keep walking, until they stand up to their waist in water. Then they disappear, wrenched beneath the waves by some unseen force, too quickly for them to even cry out. Soon more cultists start walking towards their doom, blank stares upon their faces. One by one they disappear, as you watch more curious than upset by the sight of your followers being consumed by the beasts below.
After a few minutes of this, you tire of this display, and command the creature to reveal itself. You detect a sense of hesitation- something weighing you up, judging you. After a few moments, the feeling of indecision passes, and a great cry arises from the lake. "WRWGLN", you hear an eldritch voice say, and then more voices join in, "WRWGLN, SDILKCH NOKLUVGN". This is followed by a great churning of water, a massive upswell, as a shapeless form rises up. Eventually the thing breaches the surface, and a dozen giant tentacles tower over you, before crashing down on the lake shore, twisting around trees and buildings, tightening, and pulling. Some trees are ripped out of the ground, some houses collapse, but enough hold, and the central form of the massive creature comes into view- in a sense. For the thing does not obey conventional rules of shape, appearing from some angles to be a massive black sphere of tar, whilst from other angles it is not there at all, the many tentacles just... folding away into nothing. From other angles you can see scales, or fur, or chitin, or maybe even feathers? From yet further angles the thing is made up of naught but mouths, filled with row upon row of razor sharp teeth, or perhaps it is one giant eyeball, a trio of pupils staring in seven different directions at once- of which only four exist within conventional dimensions. The thing changes appearance with the slightest twitch of the head, but you never get the sense that it is changing shape, only that your perception of it is changing.
You can only imagine what the beast must resemble to mortal eyes, if it causes even your demonic vision such trouble.
You are admiring the beast, whose power is undeniable, when the lake begins to churn again, and more tentacles appear. A second beast, similar to the first, arises, soon followed by a third. When a fourth patch of lake begins to swell up, you start getting slightly concerned. A single one of these creatures would pose no threat to you, two might cause you some trouble, and you would be hard-pressed to beat off a third. If there are even more of them, you may struggle to keep them in line.
You are considering this conundrum when you spot a spectre rocket out of the lake, spin around, and make a beeline towards you. You are too distracted by the lake-beasts to stop it from reciting:

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

But now their time is here again
They yearn to rise above the waves
For Demon's call now summons them
To drag the living to their graves

Yes, very good. You know, you can see them. But the spectre continues;

Quote from: spectre
Yet others dwell within the lake
A being even Demons fear
So you be good for goodness sake
The other force will soon be here

A puzzled frown crosses your face. The spectre takes one look back at the lake, and speeds off into the woods. You watch it go, then turn back to watch the tentacles of the fourth beast arise from the lake- just in time to see a beam of pure white light shoot out from beneath the waves, just missing the patch of churning water. The other three creatures turn to face (assuming the creatures can face anything) the beam, and cry out "GLVLGDNG", as a second beam of light erupts from the water, this one on target, passing straight between the tentacles. A great cry of pain rings out, and the fourth creature's tentacles collapse, falling back down into the lake, which begins to stain a dark purple. The three surviving creatures waste no time in fleeing, hauling themselves onto the shore, crushing trees, houses, and cultists in their rush to escape.

A new thing emerges from the lake. She looks like someone took a book of geometrical solids, threw out all the ones with curves, and glued the rest together into a mess that is at once chaotic and strangely symmetrical. Her every surface shimmers like polished pearl, whilst an impossibly bright light seems to leak out from the cracks between them. She holds a massive spear in her left(?) hand(?), which she wastes no time in aiming directly at you.
You watch as light gathers around the tip of the spear, becoming brighter and brighter until the storm-darkened evening is as midday in the desert, whereupon she jabs the spear in your direction. You effortlessly dodge the bolt of light, and retaliate with a blast of your own. She manages to avoid the worst of it, but from the tarnish spreading across her formerly immaculate surface you can tell she has been injured. You fire off another blast, but she dodges this one more easily, diving beneath the waves again, before emerging far in the distance. With a last jab of her spear, which you easily avoid, she flies off across the lake, towards the west. You
-Chase after her! Forget everything else!
-Let her go. You have other matters to attend to, after all.



Heh heh heh.
Heh heh heh heh heh.

Oh, also, you may give a new name to the lake-beasts. They had names, obviously, but those are long forgotten, given to them by their former master. It would be appropriate for you to give them a new name, to signify that they now serve you.

(BTW, you don't need to give new instructions for what to do next update, other than how to deal with the current crisis. The stuff you planned for this update will happen, unless you have some desperate need to change things)


Name: Nokluvgn
Age: 7.99 months (0)
Physical might: 52 (+3 p/w: province-wide suffering)
Mental might: 48  (+3 p/w: province-wide suffering)
Followers:236 (147 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: 55 (8 Brutewolves, 3 Smokewraiths, 15 spectres, 3 giant-rat-packs, 10 black imps, 8 skeletons, 4 Hollow Remnants, 3 fungal druids, 6 zombies, 3 lake-beasts?)

Spoiler: Not updated (click to show/hide)
« Last Edit: January 15, 2017, 12:15:02 pm by NUKE9.13 »
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Dustan Hache

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Re: Demonhood 2 -/A being even Demons fear-
« Reply #668 on: January 12, 2017, 05:29:15 pm »

Chase it down, but avoid engaging it. We will study this faccinating creature.
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Urist Mc Dwarf

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Re: Demonhood 2 -/A being even Demons fear-
« Reply #669 on: January 12, 2017, 05:32:51 pm »

Kill it with fire!

S34N1C

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Re: Demonhood 2 -/A being even Demons fear-
« Reply #670 on: January 12, 2017, 06:08:13 pm »

Call them Klrntvr's

Chase it down
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Xantalos

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Re: Demonhood 2 -/A being even Demons fear-
« Reply #671 on: January 12, 2017, 06:55:05 pm »

ANGEL ENCOUNTERED EMERGENCY PROTOCOL ACTIVATED

Chase it down with utmost urgency!

We can't let this fucker escape, she'll undo all our evil work!
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Ardent Debater

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Re: Demonhood 2 -/A being even Demons fear-
« Reply #672 on: January 12, 2017, 06:58:57 pm »

Chase it down, but avoid engaging it. We will study this faccinating creature.

-1! Either this is an Angel, or we're not a Demon ourselves! We must destroy it, before its power grows!

Kill it with fire!
ANGEL ENCOUNTERED EMERGENCY PROTOCOL ACTIVATED

Chase it down with utmost urgency!

We can't let this fucker escape, she'll undo all our evil work!

+1! Yes, a judicious amount of fire should remedy this problem!

Call them Klrntvr's

Chase it down

Klrntvr's is a good name, but I think we should wait until we know more about them and their abilities before naming them. I'm somewhat partial to calling them Wretched Abberations myself.
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Puppyguard

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Re: Demonhood 2 -/A being even Demons fear-
« Reply #673 on: January 12, 2017, 08:09:26 pm »

Chase it down, but avoid engaging it. We will study this faccinating creature.

-1! Either this is an Angel, or we're not a Demon ourselves! We must destroy it, before its power grows!

Kill it with fire!
ANGEL ENCOUNTERED EMERGENCY PROTOCOL ACTIVATED

Chase it down with utmost urgency!

We can't let this fucker escape, she'll undo all our evil work!

+1! Yes, a judicious amount of fire should remedy this problem!

Call them Klrntvr's

Chase it down

Klrntvr's is a good name, but I think we should wait until we know more about them and their abilities before naming them. I'm somewhat partial to calling them Wretched Abberations myself.
+1 We could also call them Eldritch Abominations
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Egan_BW

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Re: Demonhood 2 -/A being even Demons fear-
« Reply #674 on: January 12, 2017, 08:12:10 pm »

G͚͕̤̠͍̙̳̀L̶͜͏͇̝̟͔̲̠̬̱V̶̸͇̩͔̺̺̪͔̖̣̗̦̤͖̤͕͕̣̙L̴̢̹͙͍̭̟̻̯̫̮͕̪͚͓͘͟Ǵ̡̀҉̼͎͓̱̼̦̭̭̥̟̲̝̜̘̭D̶̢͏̴̨̞̟͖̰̟̜̝̤̘̜͎͎̞ͅŅ̜̣̜̞̬͎̪͖̝̞̟͇̘̦͚̟̲̀͠͞Ģ̵̢̨̰͈͎͉͚̲͉̩̙̬̘̻͖͇̺͈͝ͅ





(I'm a little disappointed that we didn't just get punked. All this buildup for a thing that we can beat in an energy-blast fight? "A being even Demons fear"? It's running away from us!)
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