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Author Topic: The Rise of a Demon (Number of ritual wedding duels: 1)  (Read 57434 times)

WyrdByrd

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Already got consensus on plans for Avar and the Consumption.
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Urist Mc Dwarf

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As you enter the study, you look upon the corpse of the Lord of Southbend. He was a relatively handsome man, you judge, although the vast quantity of drink and poison have made him seem far less so. Your lip curls in disgust, and then you snarl in rage. How dare this man seek to escape you? How dare he defy you like this? You reach down, sink one hand into his chest, and begin to shape dark magic. This is a complicated feat, just as complicated as what you did to Lurrothel. But that was against a living, struggling wizard, not a helpless corpse and half-aware soul. And more importantly, this was something you were extremely skilled in. You weave Evil into something more complicated than lace, tying the soul of the Lord of Soutbend – you learn his name is Suthen Surthick in the process – to his body, and binding it in a complicated series of restrictions which will leave him completely unable to defy your will. The corpse rises, glaring up at you. “I chose death, rather than service to you. Do you have no decency? Do you have no honor?” The creature tries to bend its neck and spit on you, but you make it choke on its tongue instead. And you begin to laugh, providing it with a pretty good answer to its questions.

You leave him standing watch over his castle as your army moves in properly, taking extra care to desecrate the chapel even further and install a second shrine in what was once his personal rooms, and you turn your attention to Lurrothel, who lies barely alive in Avar.  She stirs, just a little, as you enter the room, and a little more as you turn your attention to her, both to heal her and to create a child. Several hours later, you leave her, and within her, the beginnings of your spawn. She still sleeps for now, but her burns have healed.

You head out to demand some results from your cults, organizing the delivery of 5 resources to Avar, with a note informing them of your expectations…and the consequences for failure.
Apparently, all it took was a little motivation. The Avar Society throws a massive feast, and apparently creatively interpret your note to browbeat about half the town’s upper class into attending. Once there, they find themselves enjoying the fine foods, the expensive wines, the strange drinks laced with stranger powders…and several enjoy themselves enough that they agree to begin worshipping you, while others decide that they ought to attend again…just to keep abreast of developments of course.

You personally deliver various supplies and three Shapers to the Ceaseless Consumption, who at your order have begun to gather outside the city of Avendor, where the High Seducer has been spinning her webs. They form a great festival, just as the Legion detachment passes by. When they stop, several visit, along with hordes of city-folk and villagers from miles around.
You watch from a distance as the marvel at the wonders your Shapers have produced and are enchanted by the talk of your Seducers, of new ages and new possibilities and the things which can emerge from crucibles of war. While the soldiers don’t have time to hear more, they are interested, and a veritable horde of other citizens wait for more meetings, eagerly listening, although only some are judged worthy to enter the inner circle.

You make time to speak to Lurrothel. Not about your child – although she is interested in that, all you say is she will need to eat human flesh and you will be most displeased should anything happen to her. You are more interested in the fire, which apparently came from a seal made by someone over the spot she picked, designed to react to the presence of evil.

Caliwick has exhausted all the stores of monsters he has in the area. Everything else will require more time or special rituals to awaken. Meanwhile, Kreth continues corrupting the land, although his pace slows as he begins to work on the land around Southbend.

And the Doom-Seekers and Doom-Seers continue their work across your realm, capturing several wandering priests and beginning the work of persuading them to join your cause. They also organize several demonstrations in how to better control zombies, create some more, help enhance fields, and generally convince people to more enthusiastically worship you.

You find that your skill with manipulating the undead has been greatly enhanced, and you have earned the trait Gravecaller II.

Name: Klx-Dryklfx

Time: 8 months

Physical Might: 110+6 ( -4 leakage, -3 undead Lord Southbend, -4 creating a child, + 25 worship)

Mental Might: ] 110+6 ( -4 leakage, -3 undead Lord Southbend, -4 creating a child, + 25 worship)
 Cults

The Ceaseless Consumption
  Members: 7 seducers, 1 high seducer, 3 Shapers and 208 peons in Avendor
  Resources: 0 (+10 given, - 10 Festival of Change)
  Power: 14 ( 12 spent throwing Festival of Change)
The Avar Society
  Members: 1 seducer, 14 peons, 7 merchants
Resources: 0 (+4 “donations”, +5 given -9 party)
Power: 3(3 spent throwing parties)

Fortresses
Canord
   Strong walls (45), Deep moat (25), Thorn Wall (25), Weak wards (15), Traps (15) Demonic crops, plentiful mines, Strong aura of domination.
Avar
  Basic Walls(25), Living Ward(15), Demonic Mud Moat (10)
Castle Southbend
  Strong Walls (30)
Demonic Realm
2400 Peons
1 Doom-Seer, 2 Doom-Seekers, 317 Slaves
48 resources (-5 Avar Feast, - 10 Festival of Change)
+22 power/week, + 17 resources/week
Slight corruption
Demonic Armies
13 Reavers, 2 Doom-Seekers, 50 thralls, 100 zombies in Canord
The Broken – 813 chaff (39 thralls, 441 zombies, 227 skeletons, 17 wisp wights, 89 weeping sores), 598 light infantry (299 Spear-Thralls, 299 Sword-Thralls), 179 heavy infantry (28 Demon-Touched, 109 wisp-wretches, 42 heavy swordsman), 230 ranged (214 Archer-Thralls, 17 slingers), 19 mages (2 Doom-Seers, 17 Doom-Seekers), 334 heavy cavalry( 5 mounted god-slayers, 329 deathless knights), 23 Infiltrators (18 Hunters, 5 Night-Stalkers), 30 support (18 Dark Priests, 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 – 200 scouts (rangers) in between Avar and Southbend
Champions
Kreth Woemaker
   Physical might: 14 (+10 worship, - 8 corruption)
   Mental might: 14 (+10 worship, - 8 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
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
  +1 physical, + 1 mental
    Inspiring song

Weirdsound

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Let us focus on making the most out of our new castle.

Move Lurrothel into Castle Southbend, which her child will someday inherit. She can eat the servants we captured there, and perhaps some of the warriors if they displease her. She can work on setting up wards in the meantime.

Create gargoyle-like statues around Castle Southbend, and bind the souls of those who died in our conquest to inhabit the statues and defend the castle for all eternity.

Suthen Surthick will raise our child, before stepping aside to let him rule someday. Order the reanimated lord to treat whatever child Lurrothel spawns as his own offspring and heir. Also lay another curse upon him. As our child grows up, the lord shall become more physically and mentally monstrous. When our child comes of age, the Lord of Southbend will be little more than his or her bestial slave!
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Detoxicated

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+1 Create a wife for Our lord Slave. Beautiful cunning and deadly. Her Job ist to watch over the Lord and find Out His Secrets. Also she ist to protect the child.
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Kashyyk

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I don't think we need a fake wife for him. We already own the lord, body and soul. Not his mind perhaps, but that just adds to the Evil.

We should however see if he had a wife. Making another half demon with her with his knowledge would be super evil. Maybe we should do it whilst looking like Suthrn for added extra evil...
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KitRougard

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Oh, baby YES. Or if she's dead, well, bring her back and defile her in front of him?
Another monstrous slave for our child, perhaps?
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Scream all you want
They don't understand
Your Comic Sans font
A language of another land

Weirdsound

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I don't think we need a fake wife for him. We already own the lord, body and soul. Not his mind perhaps, but that just adds to the Evil.

We should however see if he had a wife. Making another half demon with her with his knowledge would be super evil. Maybe we should do it whilst looking like Suthrn for added extra evil...

+1 to investigating the lord's family situation.
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Detoxicated

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I don't think we need a fake wife for him. We already own the lord, body and soul. Not his mind perhaps, but that just adds to the Evil.

We should however see if he had a wife. Making another half demon with her with his knowledge would be super evil. Maybe we should do it whilst looking like Suthrn for added extra evil...

+1 to investigating the lord's family situation.
+1
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Urist Mc Dwarf

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He has a wife, but he sent her out of the castle. She is likely set up in some somewhat nearby town, desperately awaiting news, and praying it's good.

Weirdsound

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Force him to give up her location. Appear to her, and offer a sadistic choice.

Explain that her cowardly husband chose to take his own life before we had the opportunity to offer a place at our right hand as a favored servant. Because of this, we instead will offer the opprotunity to her; Submit to us, and she will have everything she had as the wife of a lord, and so much more. Present to her the means of committing suicide should she refuse our offer.

Should she accept, spirit her away to Avar for an unholy honeymoon where we will indulge her every vice and leave her with our seed and a prominent spot within the Avar Society. (Arrange for them to throw a grand party to welcome her).

Should she kill herself, bring her back as a thrall like we did with her husband. Then use her to torment the lord for our amusement by forcing her to renounce her love for him to his face.
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Detoxicated

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+1 to the above
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King Zultan

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The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

WyrdByrd

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Alright, demense improvement time. First of all, the castle. +1 to the Gargoyles idea, but take it  one further and create an Aura of Reanimation, forcibly bringing any hostile forces that die within its range into undeath, binding their bodies and souls to our service. Further, have the zombies currently assigned to the area begin digging a deep moat around the Castle, in the style of the one we built at Canord.  Using our newfound gravecalling powers, we should reanimate the bodies of the dead at Southbend, taking care to preserve their fighting ability and tactical awareness.  As for the now desecrated chapel, leave a set of four Dark Priests to tend to and convert it into a fitting place of worship for us, exalting the best of them to a Dread Priest. Send another four Dark Priests to the Avar-Crossing countryside, to establish a religious group in our name, facilitating this endeavor through donations solicited from the most enthusiastic supporters. Once they've done so, have this  Order of the Changing Way   begin recruiting amongst the faithful, lead local worship ceremonies, and begin to enhance resource production industries with some of the power gained.  Send the most talented acolytes gained from this process onto the Southbend Chapel, for further tutelage and instruction. The Doom Squad in the area should continue to persuade the captured priests to join our cause, and begin converting fields into demonic crops amongst willing farmers. As an aside, sink around 6 points of power into  the Avar Mud Moat, in order to further its potential.

Duthrax, having served us faithfully, shall receive a promotion to Thrall-Lord. As part of this, enhance Herald to double its buffs and provide regeneration similar to our Crushers, then send his armor to our Artisans, in order to enchant in the style of his Godslayer retinue.  Having now created a Lord, spend a portion of our power recruiting Thrallherds from the Broken, for a total of 7 (2 from the Sword Thralls, 2 from the Spear Thralls, 2 from the Archer Thralls, and one from the Demon-touched), and have them serve as Duthrax's lieutenants, leading their respective armies and interpreting his will. Duthrax himself should be in charge of training and organizing the Broken further, adapting them to this new change of command structure.
Caliwick shall be granted  some wild game  gathered by  the Barrow Bows, and access to the Gresh-Spawn, in order to further improve upon the breed, be it through working out the flaws in their biology, or developing a new form of Amalgamate from the eggs thus gained.
+1 to the Lurrothel idea, and assign a pair of Reavers to serve as her bodyguards  until her child is born.
Krieth should take some time out of  his corruptive actions to deepen the worship of the thralls assigned to him. It might help with the efforts in manipulating the lands. 
Once again, send 5 resources to the Society, and 10 to the Ceaseless Consumption. This next Society meeting should a  slightly more subdued affair than the last one, though the luxuries  will remain unchanged. Have its main focus be on what resources the Society members can bring to bear, both for their benefit and ours, in particular showing how the introduction of demonic goods and products could  facilitate that.
In regards to the Ceaseless Consumption, have them host  the next festival, this time making it an Artisan's Tourney, using this opportunity to deepen the connections with both the Legion and the surrounding townspeople . The smiths, craftsfolk, and tinkers that attend will be briefly tutored by the Shapers in design and crafting techniques at the beginning of the event, ensuring that the process and products  are  subtly corruptive. Once this occurs,  ensure that every attendee has a space and position for their sales, be it equipment or general goods alike. Given that we have both a  villagers and Legion soldiers as prospects, this  mixture will benefit us. In addition to the hopefully corrupted gear, offer some tainted, but not initially noticeable demonic crops  from the Avar area as  snacks and refreshments. As for the tourney itself, make the victor's prize a marvel created by the Shapers themselves, alongside any leftover resources. Furthermore,  offer whoever wins an apprenticeship with the Shapers proper, thus giving them a chance to corrupt the artisan further. I'd like to use my bonus on this action, if possible.

Finally, send a detachment of Barrow Bows to scout the land beyond Southbend,  determining the best routes through the landscape and any hidden secrets in the area. Additionally, have them take note of the woes presented by other trackers and hunters. Any notable monsters? Bandits? Renegades?  If so, have them take note and send the info back to Southbend for  analysis.
If I missed anything, feel free to let me know.
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Urist Mc Dwarf

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The castle is well and truly yours. Even its Lord serves you, albeit reluctantly and rebelliously. Now you shall begin to…improve it, and make it something dark and terrifying, for it shall be the domain of your firstborn. First, you instruct your followers to begin constructing horrible stone grotesques.  Blocks of stone are dragged up from a few small quarries near Henord Crossing. They form several dozen gargoyles of varying sizes, ranging from taller than a man to about the size of a dog. Most of them feature some variation of four arms, although how they connect changes from one to another.
Each one has several twisted sigils and a name carved into their surface, and you briefly lay a hand on each one, channeling enough power to call back a soul and shape it into an instrument in your service, binding it to both your will and the castle. It is a draining and time-intensive process, and you don’t have time to completely animate all of them, but you leave a small but potent force of creatures of living stone.

You also create an aura of reanimation in the castle, stretching across the walls and several hundred feet out. Anything which dies within that area will come back as a zombie. The process is difficult, and you must take several thralls, nailing them to the inside of the highest tower in the castle, one for each cardinal direction.
Lurrothel travels north to the castle, sleeping in the former Lord’s chambers, and two Reavers come to join her. She constructs wards, keeping a few of the slaves with her at all times to use as living larders. Complex magic soon coats the walls, hardening the stone, repulsing arrows and catapult stones and siege ladders, absorbing magic and sending it back out as crackling bolts of lethal energy.  Even the gargoyles receive some of her magic, making them slightly more durable.

Now you fly north, hunting for the wife of Lord Southbend using the information you forced him to give you, finding her in Avendor, in a small but luxurious townhouse. You are seen by several of her servants, and you rip them apart, leaving yourself soaked in blood as you enter her chamber. She turns, her eyes widening with horror, and she frantically retreats, pressing herself against the wall in a vain attempt to escape.
Her horror and fear do not fade in the slightest as you tell her about what happened to the castle, what happened to her husband. You offer her a place in your service. She refuses, vowing to join her husband as she takes the offered knife. It is the work of a moment to force her soul to stay in her body, even as her heart ceases beating. It takes even less to force her to obey you.
When she returns home, she finds her husband. Her barrage of invective and abuse can be heard across the castle, as can his pitiful wails. They grow louder when you inform the Lord who is attempting to sob that he will be responsible for raising your child. You don’t bother to mention the curse. He will learn soon enough. However, you modify the time delay slightly, as how quickly your child will grow will depend on the extent of his or her demonic nature.

Meanwhile, you issue a variety of orders to further strengthen your realm. The horde of zombies at Southbend begins to labor at digging a moat, connecting it to the rivers. The excess dirt is piled up to make a rudimentary breastwork, and a rough drawbridge is constructed in front of the gate.

You reanimate the dead at Southbend, creating a small army of wisp wretches to join your forces. There aren’t as many as there should be - those you ate left no bodies behind, as did those burned before the castle fell. Still, nearly a hundred corpses with all their skill and weaponry join your ranks.

Four of your Dark Priests begin to further dedicate the castle to you, taking the best-carved gargoyle and placing it atop the blood-soaked altar, writing legends of your glory on the walls. You pick one and name him to be a Dread Priest, then send another four to help spread word of your glories. They join the Doom-Seekers and Doom-Seer, supporting their more practical demonstrations with rituals, dogma, and sermons. People begin to grow more dedicated in their worship, and several of the more devout farms grow crops as corrupted as those of Canord. The priests, however, continue to resist, refusing to swear to you. They are surprisingly devout, enough to make the Doom-Seer slightly uncomfortable.

You decide to reward Duthrax, naming him Thrall-Lord. You take Herald, and find some innocent blood in a nearby farm, soaking the blade in it as you speak to the blade in demontongue, reshaping its essence and granting it new strength. You order him to pick out lieutenants to raise to Thrall-Herd, and he requests permission to run some training exercises or raids to help judge who should be granted that honor. His already formidable armor is further decorated and enhanced to help protect him from enemy magic.

Caliwick tinkers with the Greshspawn, examining the changes centuries in slumber have caused. He repairs some of the damage caused by time buried in sand and enhances their stinger so that it inflicts a deadly venom. He manages to partially restore their reproductive capacity as well – the creatures they create will not be full Greshspawn, but merely vicious and cruel insects the size of a man’s fist with a bottomless appetite for flesh.

Kreth eagerly turns some of his attention from corrupting the land to encouraging worship of himself among the Barrow Bows. He does still put some effort into turning nature into something nightmarish, and makes some progress, as more poisonous thorns spread across the land and wolf packs multiply in number. Some of the Bows are sent around Southbend, to hunt for bandit groups and monsters, along with usable paths. Aside from the rivers, there is a semi-ruined road that runs partway towards Southbend. They find a few small bandit gangs as well who prey on river traffic, and press a few of them into joining.

The Avar Society throws a more subdued and discussion based gathering, which features a trip outside to view the productivity of a zombie workforce and demonic crops. Some of the merchants are inquiring about purchasing zombie draft animals, and several more become regular attendees of the Avar Society’s affairs.

The Artisan’s Tourney didn’t have quite the same success. People come, but they are reluctant to listen to the advice of the Shapers – it seems they consider themselves perfectly capable artisans on their own. However, people do come and they do listen, and while little in the way of corrupted goods are spread amongst the people, several more ordinary forms of corruption take place, and the numbers swell once more.

The mud around Avar deepens and widens, and within several creatures stir, animated by your power. Mud elementals now roam in the moat.

+1 Create a wife for Our lord Slave. Beautiful cunning and deadly. Her Job ist to watch over the Lord and find Out His Secrets. Also she ist to protect the child.
The castle is well and truly yours. Even its Lord serves you, albeit reluctantly and rebelliously. Now you shall begin to…improve it, and make it something dark and terrifying, for it shall be the domain of your firstborn. First, you instruct your followers to begin constructing horrible stone grotesques.  Blocks of stone are dragged up from a few small quarries near Henord Crossing. They form several dozen gargoyles of varying sizes, ranging from taller than a man to about the size of a dog. Most of them feature some variation of four arms, although how they connect changes from one to another.
Each one has several twisted sigils and a name carved into their surface, and you briefly lay a hand on each one, channeling enough power to call back a soul and shape it into an instrument in your service, binding it to both your will and the castle. It is a draining and time-intensive process, and you don’t have time to completely animate all of them, but you leave a small but potent force of creatures of living stone.

You also create an aura of reanimation in the castle, stretching across the walls and several hundred feet out. Anything which dies within that area will come back as a zombie. The process is difficult, and you must take several thralls, nailing them to the inside of the highest tower in the castle, one for each cardinal direction.
Lurrothel travels north to the castle, sleeping in the former Lord’s chambers, and two Reavers come to join her. She constructs wards, keeping a few of the slaves with her at all times to use as living larders. Complex magic soon coats the walls, hardening the stone, repulsing arrows and catapult stones and siege ladders, absorbing magic and sending it back out as crackling bolts of lethal energy.  Even the gargoyles receive some of her magic, making them slightly more durable.

Now you fly north, hunting for the wife of Lord Southbend using the information you forced him to give you, finding her in Avendor, in a small but luxorious townhouse. You are seen by several of her servants, and you rip them apart, leaving yourself soaked in blood as you enter her chamber. She turns, her eyes widening with horror, and she frantically retreats, pressing herself against the wall in a vain attempt to escape.
Her horror and fear do not fade in the slightest as you tell her about what happened to the castle, what happened to her husband. You offer her a place in your service. She refuses, vowing to join her husband as she takes the offered knife. It is the work of a moment to force her soul to stay in her body, even as her heart ceases beating. It takes even less to force her to obey you.
When she returns home, she finds her husband. Her barrage of invective and abuse can be heard across the castle, as can his pitiful wails. They grow louder when you inform the lord who is attempting to sob that he will be responsible for raising your child. You don’t bother to mention the curse. He will learn soon enough. However, you modify the time delay slightly, as how quickly your child will grow will depend on the extent of his or her demonic nature.

Meanwhile, you issue a variety of orders to further strengthen your realm. The horde of zombies at Southbend begins to labor at digging a moat, connecting it to the rivers. The excess dirt is piled up to make a rudimentary breastwork, and a rough drawbridge is constructed in front of the gate.

You reanimate the dead at Southbend, creating a small army of wisp wretches to join your forces. There aren’t as many as there should be - those you ate left no bodies behind, as did those burned before the castle fell. Still, nearly a hundred corpses with all their skill and weaponry join your ranks.

Four of your Dark Priests begin to further dedicate the castle to you, taking the best carved gargoyle and placing it atop the blood-soaked altar, writing legends of your glory on the walls. You pick one and name him to be a Dread Priest, then send another four to help spread word of your glories. They join the Doom-Seekers and Doom-Seer, supporting their more practical demonstrations with rituals, dogma, and sermons. People begin to grow more dedicated in their worship, and several of the more devout farms grow crops as corrupted as those of Canord. The priests however, continue to resist, refusing to swear to you. They are surprisingly devout, enough to make the Doom-Seer slightly uncomfortable.

You decide to reward Duthrax, naming him Thrall-Lord. You take Herald, and find some innocent blood in a nearby farm, soaking the blade in it as you speak to the blade in demontongue, reshaping its essence and granting it new strength. You order him to pick out lieutenants to raise to Thrall-Herd, and he requests permission to run some training exercises or raids to help judge who should be granted that honor. His already formidable armor is further decorated and enhanced to help protect him from enemy magic.

Caliwick tinkers with the Greshspawn, examining the changes centuries in slumber have caused. He repairs some of the damage caused by time buried in sand, and enhances their stinger so that it inflicts a deadly venom. He manages to partially restore their reproductive capacity as well – the creatures they create will not be full Greshspawn, but merely vicious and cruel insects the size of a man’s fist with a bottomless appetite for flesh.

Kreth eagerly turns some of his attention from corrupting the land to encouraging worship of himself among the Barrow Bows. He does still put some effort into turning nature into something nightmarish, and makes some progress, as more poisonous thorns spread across the land and wolf packs multiply in number. Some of the Bows are sent around Southbend, to hunt for bandit groups and monsters, along with usable paths. Aside from the rivers, there is a semi-ruined road that runs partway towards Southbend. They find a few small bandit gangs as well who prey on river traffic, and press a few of them into joining.

The Avar Society throws a more subdued and discussion based gathering, which features a trip outside to view the productivity of a zombie workforce and demonic crops. Some of the merchants are inquiring about purchasing zombie draft animals, and several more become regular attendees of the Avar Society’s affairs.

The Artisan’s Tourney didn’t have quite the same success. People come, but they are reluctant to listen to the advice of the Shapers – it seems they consider themselves perfectly capable artisans on their own. However, people do come and they do listen, and while little in the way of corrupted goods are spread amongst the people, several more ordinary forms of corruption take place, and the numbers swell once more.

The mud around Avar deepens and widens, and within several creatures stir, animated by your power. Mud elementals now roam in the moat.

Name: Klx-Dryklfx

Time: 8.25 months

Physical Might: 88+6 ( -6 mud moat, -2 Southbend’s Curse - 30 animating gargoyles, -10 reanimation aura, -12 raising undead, -2 upgrading Herald, + 29 worship)

Mental Might: ] 88+6 ( -6 mud moat, -2 Southbend’s Curse - 30 animating gargoyles, -10 reanimation aura, -12 raising undead, -2 upgrading Herald, + 29 worship) Cults

The Ceaseless Consumption
  Members: 7 seducers, 1 high seducer, 3 Shapers and 317 peons in Avendor
  Resources: 0 (+10 given, - 10 Artisan’s Tourney)
  Power: 17 ( 12 spent throwing Artisan’s Tourney, 3 spent worshipping)
The Avar Society
  Members: 1 seducer, 14 peons, 9 merchants, 2 artisands
Resources: 0 (+3 donations, +5 given -8 party)
Power: 3(3 spent throwing parties)

Fortresses
Canord
   Strong walls (45), Deep moat (25), Thorn Wall (25), Weak wards (15), Traps (15) Demonic crops, plentiful mines, Strong aura of domination.
Avar
  Basic Walls (25), Living Ward(15), Demonic Mud Moat (20)
Castle Southbend
  Strong Walls (30), Strong Wards (30), Moat (15), Gargoyle Guards (15), aura of reanimation
Demonic Realm
2400 Peons
1 Doom-Seer, 2 Doom-Seekers, 317 Slaves, 4 Dark Priests
45 resources (-5 Avar Feast, - 10 Artisan’s Tourney, - 4 Gargoyles, -1 Duthrax’s Armor)
+24 power/week, + 19 resources/week
Slight corruption
Demonic Armies
11 Reavers, 2 Doom-Seekers, 50 thralls, 100 zombies in Canord
The Broken – 809 chaff (35 thralls, 441 zombies, 227 skeletons, 17 wisp wights, 89 weeping sores), 598 light infantry (299 Spear-Thralls, 299 Sword-Thralls), 269 heavy infantry (28 Demon-Touched, 199 wisp-wretches, 42 heavy swordsman), 230 ranged (214 Archer-Thralls, 17 slingers), 19 mages (2 Doom-Seers, 17 Doom-Seekers), 334 heavy cavalry( 5 mounted god-slayers, 329 deathless knights), 23 Infiltrators (18 Hunters, 5 Night-Stalkers), 26 support (13 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 – 220 scouts (rangers), 15 light infantry (bandits) in between Avar and Southbend
Champions
Kreth Woemaker
   Physical might: 18 (+12 worship, - 6 corruption)
   Mental might: 18 (+12 worship, - 6 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
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

WyrdByrd

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Were we able to learn anything more about the Legion from the attendees?
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