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Author Topic: The Rise of a Demon (Number of ritual wedding duels: 1)  (Read 56409 times)

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Re: The Rise of a Demon (Number of easy battles:2)
« Reply #555 on: April 01, 2019, 05:06:40 pm »

Mutate one foxcrow to act AS Spy for you. IT becomes more intelligent, Bigger and gains a poisonous bite. This ist the King of foxcrows and Always gains Respekt from them. Take him wherever we Go.
this i guess
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VoidSlayer

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Re: The Rise of a Demon (Number of easy battles:2)
« Reply #556 on: April 02, 2019, 01:01:10 am »

Oh yeah we actually need something to do.  I still think we should mix up with the dwarves to open a second front, or find the wizards and figure out a way to corrupt them all.  Set some more fires while this one burns a little.

Urist Mc Dwarf

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Re: The Rise of a Demon (Number of easy battles:2)
« Reply #557 on: April 02, 2019, 10:13:54 am »

You turn to your child, shaping some of the demonic essence within it. While you cannot be certain how powerful its demonic side will be – no one has ever managed to control that – it will have your skill at persuasion and Lurrothel’s mastery of dreams. This could make it be anything from a living dream to a sorceress unusually skilled at dream magic, but either way, she will be a loyal servant.

You turn your attention back to the matter of this irritating invasion, demanding your people abandon their homes before the invaders. Let them starve in what should be a place of plenty, while you prepare to teach them the true meaning of fear. And meanwhile, Caliwick flies south, seeking the monsters he buried in the heart of the desert.

You yourself head south to Canord, to better direct this, and to witness their impending defeat. The town is packed, full of hundreds of people, as it was before you claimed it. But while those people huddled in fear, yours celebrate, as prisoners are burned alive in your name and their bones used to forge unholy steel weapons. You haven’t paid much attention from this part of your realm, and demanded little from them. And they have put every spare bit of labor they have into improving it, by the looks of things.

The walls bristle with ballista and scorpions, and paved roads snaked across the landscape. Vast fields of half-rotten crops stretch to the horizon. And everywhere lie shrines to you. They are simple ones, mostly – boulders carven with your sigil or wooden effigies – but there are many, and some of them seem to have magic in them.

As you travel south, you spot several foxcrows. They seem to have taken well to their new life, and many of them are surrounded by torn and savaged carrion, sleeping peacefully in the heap of blood and viscera. Others taunt villagers and farmers with their screeches and mocking, delighting in their spiteful reactions. You even see one using a zombie’s skull as a larder. That one, you decide, deserves a reward.

Shaping it with your demonic power, you turn into something bigger. Fiercer. Smarter. You give it a poisonous bite and the power to demand respect and obedience from other foxcrows. And you pour your corruption into it, giving it the ability to command both foxes and crows as well. It perches on your shoulder, finding easy purchase on a joint which no mortal mind can comprehend, and caws taunting, crude insults at man and animal as you fly south.

When you arrive at Canord, you begin to consider ways to better teach your mages. Working carefully, you detach all the knowledge of magic and demonology from the head of the Doom-Seekers, and shape it into the form of a living crystal. It can respond to questions, access any knowledge of any mage within a small radius around it, and provide assistance in spells and rituals. Once Caliwick or Lurrothel get their hands on it, it will prove a powerful weapon.

Throughout your realm, work continues. There are now roads between every major settlement, lined with shrines and carefully paved. Wagons of ore trundle north from Canord, to cloth goes south from Avar. Zombies labor on nearly every farm alongside the living, and many of those who refused to use the undead find themselves forced into the same role as them.

Two of your followers are murdered in Henord Crossing by a merchant, who is sent to Southbend in chains to await your pleasure. And Kreth, returned from the Barrow Bows to report to you, decides to deal with him on his own. No one knows what actually happened to the killer after that.

But there is far better news from Avendor, as your followers continue to gain strength, and rumor runs wild. Two priests are so weakened in their faith that they find themselves easy prey for the whispers of your seducers, and now they preach the truth of the Southbend Expose alongside your Voices of Change and seducers.

Your power has grown to levels most mortals cannot comprehend. All but the mightiest most avert their eyes from your gaze, lest the sheer malevolence within you turn their minds into a shattered dreamscape of eternal nightmares. You can raise the dead with but a gesture, warp flesh and bone with a breath. Again, a wave of dark energy erupts from you, sweeping across the world as you force it to recognize you for what you are. Undead claw their way out of their graves, and while the ones within your land are mostly empty, a few join the Broken. Men and women are driven mad by their nightmares, and flee into the streets to burn and destroy in the name of the evil that they have seen. Monsters stir, and those who would slay them find their strength lacking against the might of these risen abominations.

In the west, cities burn. The population of entire towns are slain and their bodies left on stakes or hung from trees in grisly displays. Temples are defaced, cemeteries defiled, granaries destroyed. In the north, men find common cause with the dwarves who were once their enemies, fighting valiantly against a tide of bestial horrors.

And you…you find your power growing once more, as long-forgotten memories return to you.

Pick two traits:

Master of the Land
Prince of the Accursed Grimoire
Nightmare Walker
Mighty General
Speaker of Ten Thousand Lies

Name: Klx-Dryklfx

Time: 9.75 months

Physical Might: 168 +6 ( -8 leakage, -2 fox-crow king, -4 knowledge crystal, +36 worship)

Mental Might: 168 +6 ( -8 leakage, -2 fox-crow king, -4 knowledge crystal, +36 worship)

Cults

The Ceaseless Consumption
  Members: 7 seducers, 1 high seducer, 3 Shapers, 96 peons, 3 members of the city council in Avendor, 327 Civil Guardsmen, 2 priests
  Resources: 40 (+6 government corruption, +4 theft)
  Power: 27 (5 spent recruiting, 2 spent training, 5 spent worshipping, 5 spent spreading rumors, 6 spent hunting bandits)
The Avar Society
  Members: 1 seducer, 27 peons, 23 merchants, 11 artisans
Resources: 1 (+5 donations, +4 town government, -3 party, -8 temple)
Power: 8 (4 spent throwing parties, 4 spent constructing temple)
17 mutated spies
15 Voices of Change
Fortresses

Canord
   Strong walls (45), Deep moat (25), Thorn Wall (25), Wards (20), Traps (25), Demonic crops, plentiful mines, Strong aura of domination.
Avar
  Basic Walls (25), Living Ward (15), Demonic Mud Moat (20)
Castle Southbend
  Strong Walls (35), Strong Wards (30), Moat (20), Gargoyle Guards (15), aura of reanimation (-4 slaves/week)
Demonic Realm
2100 Peons
1 Doom-Seer, 2 Doom-Seekers, 305 Slaves, 4 Dark Priests, 499 zombies
400 Light Cavalry
135 resources 
+28 power/week, + 40 resources/week (farms, mines, mills), -5 resources/week (upkeep)
Mild corruption, Road Network, Demonic Shrines
Demonic Armies
11 Reavers, 2 Doom-Seekers, 250 thralls, 100 zombies in Canord
The Broken – 821 chaff (43 thralls, 443 zombies, 228 skeletons, 17 wisp wights, 89 weeping sores), 725 light infantry (400 Spear-Thralls, 2 Spear-Thrallherds, 321 Sword-Thralls, 2 Sword-Thrallherds), 269 heavy infantry (27 Demon-Touched , 1 Demon-Touched Thrallherd, 199 wisp-wretches, 42 heavy swordsman), 332 ranged (313 Archer-Thralls, 2 Archer-Thrallherds, 17 slingers), 30 mages (2 Doom-Seers, 30 Doom-Seekers), 315 heavy cavalry( 5 mounted god-slayers, 310 deathless knights), 23 Infiltrators (18 Hunters, 5 Night-Stalkers), 28 support (15 Dark Priests, 1 Dread Priest, 12 Shapers), 10 siege (8 armored brutes, 2 crushers), 17 incorporeal(17 specters), 180 scouts (rangers), 17 flyers (17 Gresh-spawn) in Southbend
Barrow Bows – 172 scouts (rangers), 39 light infantry (bandits) in between Avar and Southbend
Champions
Kreth Woemaker
   Physical might: 27 (+11 worship, - 8 corruption, -2 corruption)
   Mental might: 27(+11 worship, - 8 corruption, -2 corruption)
   Other: Magic Cloak, worshipped by the Barrow Bows

Duthrax Soul-Render, First of the Thrall-Herds
  Physical might: 9 + 1
  Mental might: 5+ 1
  Other: Duelist, skilled commander, zombie horse, Herald

Lurrothel, Weaver of Nightmares
  Physical might: 3
  Mental might: 8
  Other: Necromancer, skilled at wards and dream magic, pregnant with your child (2.75 months till birth)

Caliwick the Arch-Necromancer
   Physical might: 2
   Mental might: 11
   Other: Necromancer, Soulbond, Living Legend

Artifacts

Desecrator
  +6 physical, +6 mental
  Bringer of unholy rot, Reanimator, Focus of Power

Magic Cloak
  Unknown properties

Herald
  +2 physical, + 2 mental
    Inspiring song, crimson regeneration

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Re: The Rise of a Demon (Number of foxcrow kings:1)
« Reply #558 on: April 02, 2019, 11:15:30 am »

Master of the Land seems obvious the other choices all have their own Ring to them. Though i Feel mighty General will give us the broadest Set Off abilities while the other traits seem to be good to specialize into areas we are fond of.
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Weirdsound

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Re: The Rise of a Demon (Number of foxcrow kings:1)
« Reply #559 on: April 02, 2019, 03:22:45 pm »

Mighty General
Speaker of Ten Thousand Lies


We have underlings to take care of the other things.

As for our next action, it is time to start putting the screws into Avar:

Create a large sack of wealth, enough to allow a man to live a life of opulence for several mortal lifetimes, but with each piece cursed to amplify the vices of the owner. Gold coins that bring out the holder's pride, Silver that amplifies envy, cut rubies that amplify wrath, emeralds that invoke greed, and sapphires that strike up lust.

Assume an inconspicuous guise of a wealthy mortal southern refugee who lost his family to the monster attacks, and travel to Avar. Use the cursed wealth to pay for goods and services, further corrupting the people of the city.

Spread the word that you are looking for a new wife (or Harem if that would be appropriate for the culture you are impersonating) and are willing to pay an exuberant bride price for a worthy woman. Send your personal foxcrow to spy on the noblewomen of the town, to try and track down the ones who might be interested in an illicit relationship with a wealthy foreigner.

While in town, seek the services of professionals who can be paid to spend time alone with you (doctors, prostitutes, ect). Once you have these people somewhere private, kill and raise them Lord Southbend style. Order your new peons to continue their everyday lives, seek out and serve the Avar Society without question, but to tell nobody outside the society what has happened to them.


Edit: Unless something else demands our attention, we should work Avar in this manner for several months until Lurrothel is ready to have her child, at which point we should travel to Southbend and use our power to ensure she survives childbirth and recovers quickly. We can leave the kid with Lord and Lady Southbend who are forced to raise it as their own heir, and bring our concubine back to Avar. The nightmares she weave will be the final straw for the city. After a few weeks of Lurrothel's handywork and months our corruption of the populace, a coup should be a simple matter.
« Last Edit: April 02, 2019, 03:31:18 pm by Weirdsound »
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Detoxicated

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Re: The Rise of a Demon (Number of foxcrow kings:1)
« Reply #560 on: April 02, 2019, 03:51:16 pm »

+1
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Re: The Rise of a Demon (Number of foxcrow kings:1)
« Reply #561 on: April 02, 2019, 08:02:15 pm »

Have the Zombies errect a colluseum while we are gone. IT IS to be Centered between Our settlments.
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WyrdByrd

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Re: The Rise of a Demon (Number of foxcrow kings:1)
« Reply #562 on: April 02, 2019, 08:54:17 pm »

Mighty General
Speaker of Ten Thousand Lies


We have underlings to take care of the other things.

As for our next action, it is time to start putting the screws into Avar:

Create a large sack of wealth, enough to allow a man to live a life of opulence for several mortal lifetimes, but with each piece cursed to amplify the vices of the owner. Gold coins that bring out the holder's pride, Silver that amplifies envy, cut rubies that amplify wrath, emeralds that invoke greed, and sapphires that strike up lust.

Assume an inconspicuous guise of a wealthy mortal southern refugee who lost his family to the monster attacks, and travel to Avar. Use the cursed wealth to pay for goods and services, further corrupting the people of the city.

Spread the word that you are looking for a new wife (or Harem if that would be appropriate for the culture you are impersonating) and are willing to pay an exuberant bride price for a worthy woman. Send your personal foxcrow to spy on the noblewomen of the town, to try and track down the ones who might be interested in an illicit relationship with a wealthy foreigner.

While in town, seek the services of professionals who can be paid to spend time alone with you (doctors, prostitutes, ect). Once you have these people somewhere private, kill and raise them Lord Southbend style. Order your new peons to continue their everyday lives, seek out and serve the Avar Society without question, but to tell nobody outside the society what has happened to them.


Edit: Unless something else demands our attention, we should work Avar in this manner for several months until Lurrothel is ready to have her child, at which point we should travel to Southbend and use our power to ensure she survives childbirth and recovers quickly. We can leave the kid with Lord and Lady Southbend who are forced to raise it as their own heir, and bring our concubine back to Avar. The nightmares she weave will be the final straw for the city. After a few weeks of Lurrothel's handywork and months our corruption of the populace, a coup should be a simple matter.

Why go through all that work, all that corruptive energy,  when the people there are loyal to us? Avar is our city, and for the most part, they've served us willingly. Adding another layer of deception and terror would not only be a waste of resources, but also serve to upend  our status quo. Plus, they've served under us long enough to know how ludicrous a blameless, innocent refugee would be traveling here.  Rather, we should make the pressure, once again, internal. Have the merchants and business owners of the society start to encourage the adaptation of our field fertility rituals to other disciplines, such as timber harvesting, offering incentives and  status increases in order to do so, in exchange for subsidation under the Avar Society

Avendor, on the other hand, is a far more enticing prospect. We could continue to ratchet up the paranoia, and have our loyal servants on the city council compile a hitlist, mostly linking  any potential adversaries to our reign that have even the slightest instance of dwarven or Legion contact, further infiltrating the ranks of the government. At the crux of this corruption, have the city council go public with this "evidence" corroborating our claims. As a response, then launch the Civil Guard on a "security mission", effectively crippling any organized resistance that may occur.

Integration post coming tomorrow.

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VoidSlayer

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Re: The Rise of a Demon (Number of foxcrow kings:1)
« Reply #563 on: April 03, 2019, 02:39:34 am »

Master of The Land and Nightmare Walker

Soon dream and reality will be indistinguishable in our realm, a constant nightmare for all.

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Re: The Rise of a Demon (Number of foxcrow kings:1)
« Reply #564 on: April 03, 2019, 09:40:48 am »

What races are in this world to be found.
Also:
Homeland Building Initiative:
- Build a colluseum between Our settlements.
- Build the Beginninga for a mage Tower in southbend
- Build sentry Towers for Our guards along the roads

All of this Done by Our zombies of course.
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Urist Mc Dwarf

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Re: The Rise of a Demon (Number of foxcrow kings:1)
« Reply #565 on: April 03, 2019, 10:01:49 am »

In addition to humans and various semi-sapient monstrous races, there are dwarves and orcs. There may be others as well.

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Re: The Rise of a Demon (Number of foxcrow kings:1)
« Reply #566 on: April 03, 2019, 10:06:31 am »

Hmmm. Orcs seem Like a good choice to corrupt...
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Urist Mc Dwarf

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Re: The Rise of a Demon (Number of foxcrow kings:1)
« Reply #567 on: April 03, 2019, 06:23:40 pm »

There seems to be a bit of conflict about which traits to go for.

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Re: The Rise of a Demon (Number of foxcrow kings:1)
« Reply #568 on: April 03, 2019, 06:32:01 pm »

Master of The Land and Nightmare Walker

Soon dream and reality will be indistinguishable in our realm, a constant nightmare for all.
+1
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WyrdByrd

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Re: The Rise of a Demon (Number of foxcrow kings:1)
« Reply #569 on: April 03, 2019, 09:13:45 pm »

Avendor follow-up:


Using our new skills,  spring the trap in full.  During the security action, plunge the entire realm of Avendor into a waking nightmare, with the main terrors being a melange of the "desert raiders" with the face of locusts, capering, flaming dwarves, and rotting Spears of Carvana, along with any other horrors the citizenry can think of, only relaxed within our Civic Guard. This should provide an effective screen for their coup, and further serve to  highlight the "lunacy" of the status quo. Once the deed is done,  have whatever government takes power announce an alliance with the folk of Henord, and  continued relations with the "Lord of Southbend".
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