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Author Topic: Necromancy 101  (Read 8150 times)

forsaken1111

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Re: Necromancy 101
« Reply #30 on: October 19, 2011, 11:56:59 am »

You briefly consider tossing the Lair Permit to the ground as instructed but dismiss that idea, it's probably trapped or something nasty like that. You tuck it into your robe with the License and assess the situation. You have no food or provisions for staying in the wild, nor any means of transport. The old bugger didn't even give you your graduation staff as is traditional, and all your stuff is back in your room.

You need to find civilization before you starve. You're not some wild man who can survive on twigs and berries and you certainly aren't going to hunt animals with death magic and then eat them! That would be... unhealthy. You are rather frustrated though, and still tingling with aetheric energies; in fact the residual charge is starting to itch a bit and you know you should discharge it soon. Your eyes narrow as you bring forth the Void Within and focus the energies into your hands. With a yell you loose a void blast which ripples out like an invisible shockwave through the air. It affects the space around objects in front of you, causing it to ripple and change rapidly so that objects caught in the maelstrom are torn apart.

A wide swathe of trees, plantlife and animals are torn into a monatomic fog of energized particles. A fine greenish brown mist settles to the forest loam as the forest around you goes suddenly quiet. Even nature respects such a fundamental force of the universe, and the void is yours to command.

Your anger vented, you feel a bit more centered and you take a look around for something with which to make a dowser. Dowsing is a very basic charm, one which even you have mastered despite your lack of interest in the so-called 'lighter arts' offered at Swinesworth. You pick up a twig of about the right length and begin laying the charm into its surface. It helps that this twig has been long dead and is rather dry, its life essence has drained away long ago. After scratching runes into the surface representing the aspects of bone and blood, you charge it with a bit of Aetheric energy and the thing fairly leaps from your hand. It seems to be tugging off to the west. This charm should be attracting you to the largest concentration of living human blood nearby, which is the simplest way you could think of to find civilization.

You set off through the trees, muttering curses in the infernal language of the underdarrow. The words, charged with power from your residual aetheric charge, ripple the air before you and cause the trees and other foliage to recoil. A useful if unintended side-effect, you're just cursing because you are pissed off. As you trudge through this blasted forest you attempt to remember the shape of the rune the old scribe used to send you on this journey. It seemed like a standard initiation rune which simply acts as a trigger for another charm or enchantment already in place. You were never much good with rune magic.

Gods, your shoulder hurts. You stop for a moment and look down, realizing for the first time that you are injured. Your right sleeve is ripped and a small cluster of Aetheric crystal is jabbed into the meat of your upper arm. No wonder this Aetheric charge hasn't dissipated yet! You reach up and yank out the hunk of crystal, healing your wound almost without though by applying a touch of blood magic. You bring the crystal up and note that it is not giving off the normal multi-hued rainbow light of such a gem, instead it seems to have caught some of the void magic you channeled and the heart of the crystal is a black emptiness. You're not sure what that means but you really don't have time to investigate it right now.

You do, however, notice smoke rising above the trees ahead. Several hours of walking through this stupid forest and you're now at a tree line looking out over a quaint little village. You'd estimate no more than 100 people live here but they should at least have some food, and you can probably have a bit of fun with them. Now that you're out of the pressing trees and have a better look at the horizon, you see a mountain range rising in the distance to the North and a river that runs in from the West and off to the South, passing close by the village.

Now what?

Quote from: Status
You are standing outside of a sleepy little village. Nearby are trees and grass and other assorted bits of nature.

Currently Wearing: Casual attire, black hooded robe, soiled underpants.

Inventory: worn apprentice staff, spare clean socks, unknown potion vial (1 dose), 3 silver coins, Necromancer's License(charged), Lair Permit, Letter, void crystal

Status Effects:
You are somewhat disheveled from your trek but still presentable.
Somewhat peckish - You could eat.
Annoyed - Your temper is somewhat frayed at the moment.

Spoiler: Author's Note (click to show/hide)
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Armok

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Re: Necromancy 101
« Reply #31 on: October 19, 2011, 02:54:23 pm »

> Try using the premit, but not on flat ground but in something more interesting, like a stream or interesting rock formation or the top of a tree.
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So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

Hubris Incalculable

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Re: Necromancy 101
« Reply #32 on: October 19, 2011, 03:08:09 pm »

> Try using the premit, but not on flat ground but in something more interesting, like a stream or interesting rock formation or the top of a tree.
Exactly. just what i said.
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hachnslay

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Re: Necromancy 101
« Reply #33 on: October 19, 2011, 03:42:15 pm »

oooor look if they have a graveyard here.
then reanimate some recently departed and have them "visit" their recently widowed counterparts.
also comtemplate turning the aether gemstone into a phylactery

((nice writing style, though i would just have left the stone in the shoulder :P.))
« Last Edit: October 19, 2011, 03:45:18 pm by hachnslay »
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Quote
Beware of he who would deny you access to information, for in his heart he dreams himself your master
--Alpha Centauri ,Pravin Lal

Simple

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Re: Necromancy 101
« Reply #34 on: October 19, 2011, 03:50:22 pm »

Or just enter the best looking house, get a snack and check what the void crystal could now do to the owners :P
Then kill and reanimate some horse and head north for the mountains.
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forsaken1111

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Re: Necromancy 101
« Reply #35 on: October 19, 2011, 05:38:31 pm »

((nice writing style, though i would just have left the stone in the shoulder :P.))
((Which would have led to an infection and probably amputation or death...? An open wound in the middle of the forest isn't the best thing. :P))

You look over the small village for a moment and decide that you need to figure out what this Lair Permit does before you go any further. You take it out again and look at it closely. It is a small rolled parchment which reads,

Quote from: Permit
"The bearer of this Permit is entitled and allowed to establish and secure a Lair Necromantique independent of the Undying Tribunal and to operate from said Lair without oversight or restriction."

Well that all sounds very official but what the hell does the thing do? The letter offered the cryptic clue that tossing it to the ground would be 'revealing'. You look around for something a bit more interesting than flat ground... there is a river nearby, and a mountain quite a distance away. You could also use it on a tree, but who wants a tree lair? You decide on the mountain. Working on the assumption that the Permit will create or summon some sort of lair, you begin trekking through the wilds towards the mountain in the distance. You briefly consider animating some of the village dead but the graveyard here is rather meagre and any lasting reanimation would require a ritual circle and several components as well as some time.

You cut through the village field because really, what can they do about it? The villagers wisely close their doors and windows as you pass, staying far away from you. You suppose a man in a hooded robe with a large wooden staff is rather intimidating now that you think about it, and this makes you smile. To reinforce this feeling, you utter a soft curse upon their crops and an unseen wave emanates from you for several dozen feet killing the plants and small animals in the field. Where you walk, all things die and you leave nothing but a barren tract of wasted land when you pass.

You're getting rather hungry several hours later as you approach the base of the mountain. Your aching legs tell you that this location seems good enough, and you locate a particularly large series of boulders. Standing before them, you toss the Lair Permit on top and step back several paces.

At first nothing seems to happen, but after several long seconds you hear a groaning from the earth and your magesight detects the faint stirrings of earth magicks at work... very powerful earth magicks. You step further back, and not a moment too soon as a massive hand bursts from the ground shattering the boulders and the side of the mountain. The hand is made of stone with sharp, pointed mica claws. The 'skin' is granite, styled to look like grey scales. Though it is made of stone, the whole appendage flexes like a living thing as it rises and rises, forming a tower several hundred feet above the ground.

At the tower's base is a simple wooden door.

The villagers are terrified of this new clawed hand which has appeared on the horizon and shattered part of the mountain. You can hear their panic and screams thinly as they rush about asking each other what is happening as if any of them has a clue.

Huh... that was slightly impressive.

Quote
You are standing at the entrance to a tower shaped like a massive clawed hand. Nearby is a door which leads in to the tower's interior.

Currently Wearing: Casual attire, black hooded robe, soiled underpants.

Inventory: worn apprentice staff, spare clean socks, unknown potion vial (1 dose), 3 silver coins, Necromancer's License(charged), Lair Permit, Letter, void crystal

Status Effects:
Ruffled - You are somewhat disheveled from your trek but still presentable.
Hungry - You really should eat soon, and it's making you grumpy. -1 morale.
Impressed - That's a big hand...
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Hubris Incalculable

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Re: Necromancy 101
« Reply #36 on: October 19, 2011, 05:42:25 pm »

Attempt to manipulate the hand to be showing the index and middle fingers pointed up and the others folded down, with the back of the hand aimed at the village.
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forsaken1111

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Re: Necromancy 101
« Reply #37 on: October 19, 2011, 05:44:02 pm »

Attempt to manipulate the hand to be showing the index and middle fingers pointed up and the others folded down, with the back of the hand aimed at the village.
The hand seems to have solidified into a clawed grasping gesture, and you think you see something up there on the palm. You attempt to exert your will over the thing but really you never studied earth magic. Earth magic is related to bone magic but you haven't the faintest idea how you would begin to enchant something like this.
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Pandarsenic

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Re: Necromancy 101
« Reply #38 on: October 19, 2011, 05:58:59 pm »

Befriend the fuck out of those villagers.

We could make the undead work their fields and such. Magic industrialization!
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KARATE CHOP TO THE SOUL
Your bone is the best Pandar honey. The best.
YOUR BONE IS THE BEST PANDAR
[Cheeetar] Pandar doesn't have issues, he has style.
Fuck off, you fucking fucker-fuck :I

Sinpwn

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Re: Necromancy 101
« Reply #39 on: October 19, 2011, 06:03:22 pm »

Befriend the fuck out of those villagers.

We could make the undead work their fields and such. Magic industrialization!

I agree with being aggressively friendly, but explore the tower first.
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hachnslay

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Re: Necromancy 101
« Reply #40 on: October 20, 2011, 02:53:00 am »

+1 to explore YOUR tower.
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Quote
Beware of he who would deny you access to information, for in his heart he dreams himself your master
--Alpha Centauri ,Pravin Lal

micelus

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Re: Necromancy 101
« Reply #41 on: October 20, 2011, 03:53:57 am »

Befriend the fuck out of those villagers.

We could make the undead work their fields and such. Magic industrialization!

I agree with being aggressively friendly, but explore the tower first.

/Agree
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Monkeyfacedprickleback

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Re: Necromancy 101
« Reply #42 on: October 20, 2011, 07:17:33 am »

Befriend the fuck out of those villagers.

We could make the undead work their fields and such. Magic industrialization!

I agree with being aggressively friendly, but explore the tower first.

/Agree

>this is is the best option. Reminds me of someones sig. : Put out the welcome mat and brew up some Iced tea. Shit is about neighborly.
We can offer the services of our undead as workers and guards, plus it seems we know some other basic magics that could probalbly help these poor ignorant peasants. this should keep knights paladins and adventures off our back (hopefully) Also at some later date if they Arn't trying to kill us we could see about live experiments. Like if having a peasant ingest certain poisons and potions before death results in a stronger undead. See about making deathnights is what i'm saying.
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Pandarsenic

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Re: Necromancy 101
« Reply #43 on: October 20, 2011, 07:27:29 am »

We might want to explain the situation to them before they start panicking and start something both sides end up regretting.
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KARATE CHOP TO THE SOUL
Your bone is the best Pandar honey. The best.
YOUR BONE IS THE BEST PANDAR
[Cheeetar] Pandar doesn't have issues, he has style.
Fuck off, you fucking fucker-fuck :I

forsaken1111

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Re: Necromancy 101
« Reply #44 on: October 20, 2011, 04:59:02 pm »

((Sorry, been a rough day. I will update when I get home... about an hour and a half from now. So expect something within a few hours.))
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