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Author Topic: Demonhood. -Slumbering for an indeterminate number of Strange Aeons-  (Read 237815 times)

Ukrainian Ranger

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Re: Demonhood. -Achievement get: Makin Babbies-
« Reply #120 on: January 26, 2012, 08:31:24 pm »

We even don't have a cult, currently and you are so sure that we'll create it unnoticed and unopposed... I think you guys overestimate our power, as well as usefulnesses of several people sized cult in a 2000 sized city. I smell big trouble with that plan
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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

NUKE9.13

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Re: Demonhood. -Achievement get: Makin Babbies-
« Reply #121 on: January 26, 2012, 08:49:01 pm »

It is not my place to shoot down plans which are not extremely silly or impossible, but I feel that UR is calling upon game mechanics, which I have wisely not revealed. I will say this:

With your current strength, you would be vulnerable to a concentrated effort to get rid of you. Get your stats up to 20, then it'd take more than a militia and some priests to put you down (though they would still severely inconvenience you)
The amount of cultists you can recruit at one time does depend on your strength at that time.
On the other hand, the larger a town is, the less likely people are to notice a couple of people acting strange, or a few people going missing- especially a market town like this, where strangers come and go all the time.

UR's suggestion could work, and would certainly net you a large increase in power.

EDIT: See the GLOSSARY for useful information on this. Specifically the sections on MENTAL and PHYSICAL MIGHT.
« Last Edit: January 26, 2012, 09:04:08 pm by NUKE9.13 »
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Re: Demonhood. -Achievement get: Makin Babbies-
« Reply #122 on: January 26, 2012, 08:52:45 pm »

I think the sneaky, corruptive route is safest. Children playing sing-song games and leaving their toys around is normal. If we focus on the smiths as well, subtly tainting them with servants hiding in the forges, we can corner the the mental market, so to speak.
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Nirur Torir

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Re: Demonhood. -Achievement get: Makin Babbies-
« Reply #123 on: January 26, 2012, 09:19:40 pm »

I vote we go consume a village first.
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Loud Whispers

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Re: Demonhood. -Achievement get: Makin Babbies-
« Reply #124 on: January 26, 2012, 09:33:29 pm »

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Re: Demonhood. -Achievement get: Makin Babbies-
« Reply #125 on: January 26, 2012, 09:34:25 pm »

A small one, like a logging camp. No use raising the alarm.
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Ukrainian Ranger

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Re: Demonhood. -Achievement get: Makin Babbies-
« Reply #126 on: January 27, 2012, 04:08:31 am »

The fact is - we are combat oriented, because Amberärshs aren't very useful in a sneaky strategy

With hgher mental power we can change that and create magical servants, focused on corrupting mortals, IF we choose that route

As for long term plans, I'd like to corrupt at least several adults and send them as miners to Barrspring, to improve our cult there. And in general, Barrspring can be a good base

One thing that I dislike: 2 power wasted by our young cultists, they should grow in power, somehow
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Re: Demonhood. -Achievement get: Makin Babbies-
« Reply #127 on: January 27, 2012, 04:19:21 am »

Could we invest our cultists with a fragment of our power?
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Tiruin

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Re: Demonhood. -Achievement get: Makin Babbies-
« Reply #128 on: January 27, 2012, 05:39:06 am »

I'm going with whatever Ukrainian Ranger says.

Firstly, we don't want to anger the Gods by showing ourselves this early to their followers. Second, taking down a whole city this early would be too much for one in this state, however-- we can cause a bit of Fun here and there amongst the masses, there are too many people to keep track of.

Someone should watch over our younglings back in Barrspring. Hows about corrupting a small settlement or an isolated human place, convert one of their more intellectually adept and then sending him/her back to Barrspring as a traveller, a miner would work but he would be in the mines everyday, being watched.

And by settlement, not as big as a village. Word travels fast, and we need to have a scapegoat to cover up.

Or...just raze the city. Buildings like those are cloistered, easy to spread the flames.
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NUKE9.13

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Re: Demonhood. -Achievement get: Makin Babbies-
« Reply #129 on: January 27, 2012, 09:49:24 am »

Previous Update (Krlnkir Yrlvnt has food brought to him.) | This update (Krlnkir Yrlvnt razes Ylm) | Next Update (DEMONHOOD!)

Could we invest our cultists with a fragment of our power?
Actually, you already do. They are instilled with drive and energy from their worship of you which is essentially your power returned to them.  In fact, if you get to far out of range for too long, they will lose power, as the returns from their worship diminish.

Also a thing people been asking about: The cult is not using all of its power at the moment. No, you cannot give them new orders at this range (without expending some effort), but don't worry about wasted power- a cult's power represents the maximum amount of work it can do. Doing slightly less decreases the chance of discovery, and keeps the cultists more... sane.

I still think that totally massacring small village in mountains is the best solution. This villages should be small, unexpecting any attack, and isolated enough for not getting help


A full moon rises over Ylm. The inhabitants gather around the fire pit, singing and dancing in celebration. Suddenly, an unearthly roar erupts from the darkness. People stop, and look around. They huddle closer to the fire. They can hear something moving around outside the village. Dogs begin to bark, then suddenly stop. Goats bleat in terror, but are silenced.
For a while, there is peace.
Just as the villagers begin to dismiss it as nothing important, something comes sailing out of the darkness. A large sack. It falls in an arc, and lands in the middle of the fire. A few burning coals are scattered by the impact, setting fire to trousers and dresses. The people panic to put out their clothes, failing to notice the sack bursting into flames, and the ashes within sucking the warmth from the fire. Eventually a small child notices.
"Fire doggy!", it exclaims, excitedly.
People turn to the fire once more. The Amberärshs wait a moment longer before attacking, so that the people can take in their leering visages, the blue fire of their eyes flaring menacingly.

Six fall before they can run, knocked over by the surprisingly strong beasts. Their screams, as long-dead teeth rip into their flesh whilst tongues of fire scorch their skin, echo throughout the village. The Amberärshs do not finish them off- instead leaving them to suffer, as they bound off after the escaping villagers.
Six more are caught by the Amberärshs when they break down to cry.
Six flee the confines of the village for the darkness beyond, but are met by a terrible demon. Two run straight into his open stomach, as the demon grabs the other four, one in each hand. He crushes their skulls and swallows them whole.
Six barricade themselves in the barn, with its thick doors and sturdy walls. The goats, still alive, but petrified with terror, stare vacantly at them. They think themselves safe, when they smell smoke. In the center of the barn, a single Amberärsh- a rabbit- stands on the stacked bales of hay.
Six make it to their houses. Constructed of stone, solid, with stocked cellars, and oak doors so old and tough they wouldn't burn if they were dropped in a volcano. They huddle as cries of pain and terror echo throughout the village.

You spit out a few bones. The Amberärshs gnaw at the flesh of the still living but mercifully unconscious villagers. The barn has almost finished burning; you heard the last screams a few minutes ago. The rest of the village is ablaze, but it will take some time to burn down fully. The chaos and destruction fills you up even more than the six villagers you ate. Right about now you feel like
-eating some more villagers
-eating the terrified souls of the villagers, leaving an empty husk behind to do your bidding
-making some more Amberärshs from the village's animals
-finishing off those survivors who think they are hidden in their basement
-putting the finishing touches on the destruction of the village; knock down the remaining walls, tear up the foundations, and infuse the area with a dark aura
-doing any combination of the above
-doing something completely different


Name: Krlnkir Yrlvnt
Physical might: 15 (+3 Omnomnom) (+2 Chaos, Destruction)
Mental might: 13 (-1 Worry) (+1 Omnomnom) (+3 Chaos, Destruction)
Followers: 6
Slaves: 0
Servants: 8 (8 Amberärshs)

Cults:
  The cult of the Tall Man. Low organisation. 6 (12) members in 1 village.
    Power level: 5 -2 spent watching over your unborn child -1 spent worshipping you
    Resources: 0

Champions:
  Unborn Half Demon: 8.5 months till birth.
« Last Edit: January 27, 2012, 03:10:06 pm by NUKE9.13 »
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Ukrainian Ranger

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Re: Demonhood. -Hamlets razed: 1-
« Reply #130 on: January 27, 2012, 10:02:04 am »

first  -eating some more villagers then -finishing off those survivors who think they are hidden in their basement , then   
-putting the finishing touches on the destruction of the village; knock down the remaining walls, tear up the foundations, and infuse the area with a dark aura

Let's focus on personal power
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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

Nirur Torir

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Re: Demonhood. -Hamlets razed: 1-
« Reply #131 on: January 27, 2012, 10:09:02 am »

I vote we stop hiding. A few fleeing half-insane refugees should help power us up. If we can somehow herd them into going to the next settlement we intend to raid instead of the town, even better.

-eating the terrified souls of the villagers, leaving an empty husk behind to do your bidding
-putting the finishing touches on the destruction of the village; knock down the remaining walls, tear up the foundations, and infuse the area with a dark aura
And
-Corrupt the dreams of those in the basement

Leave the ones in the basement alive. Let them think they're safe. They'll leave 'safety' eventually, and see the destruction we wrought. We'll slowly kill two in front of them, and let our new slaves beat the others to the point where they can barely make it to the nearest settlement.
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Lord Allagon

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Re: Demonhood. -Hamlets razed: 1-
« Reply #132 on: January 27, 2012, 10:14:14 am »

I vote we stop hiding. A few fleeing half-insane refugees should help power us up. If we can somehow herd them into going to the next settlement we intend to raid instead of the town, even better.

-eating the terrified souls of the villagers, leaving an empty husk behind to do your bidding
-putting the finishing touches on the destruction of the village; knock down the remaining walls, tear up the foundations, and infuse the area with a dark aura
And
-Corrupt the dreams of those in the basement

Leave the ones in the basement alive. Let them think they're safe. They'll leave 'safety' eventually, and see the destruction we wrought. We'll slowly kill two in front of them, and let our new slaves beat the others to the point where they can barely make it to the nearest settlement.
This.
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Ukrainian Ranger

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Re: Demonhood. -Hamlets razed: 1-
« Reply #133 on: January 27, 2012, 10:20:11 am »

If we go into open warfare, then  more Amberärshs are required

But I prefer gathering as much power as we can from the village, go back to town, and start creating a cult
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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

NUKE9.13

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Re: Demonhood. -Hamlets razed: 1-
« Reply #134 on: January 27, 2012, 10:27:30 am »

Incidentally!

A question. Several, actually.
1) Do you like the glossary in the first post? Is it useful? What entries would you really like to see in there?
2) Do you like the way the game is running? Which sort of writing style do you like? Do you have any suggestions for improvement?

Also, a heads up: I am spiralling down into another dip in my depression. I have accepted the oblivion at this point, so I don't really mind, but it is possible that I might go catatonic and be (almost entirely) unable to update this. Should this happen, well, remember,
That is not dead which can eternal lie, and given strange eons even death may die.

EDIT: I hope/assume you have already heard this, but if not, know that it is required listening for this game: Hey there Cthulhu
« Last Edit: January 27, 2012, 12:33:26 pm by NUKE9.13 »
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