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Author Topic: Demonhood. -Slumbering for an indeterminate number of Strange Aeons-  (Read 237520 times)

Comatose

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Re: Demonhood. -Biggest, most action-packed update to date. Woo! Yeah!-
« Reply #630 on: February 02, 2012, 08:01:55 pm »

Wow, what a read. First off, great update! Possibly the best one yet! Have you ever considered writing fantasy novels?



Quote from: NUKE9.13
...and then, bursting through the wall like a giant pitcher of fruit juice...
OH YEAH!!

About the citizens of Akataki, to the remaining 1,000 people:
1) -Seperate all remaining children
    -Isolate them from Akataki's adults
    -Convert them into cultists by our illustrious influence and the persuasion of our existing child cultists

2) -Proclaim to adults: any who joins the Cult of the Tall Man shall be spared
    -Any who do not join, shall be enslaved
    -Among the enslaved, any defiance shall be met with a visit to the great forge-temple of Barrspring

3) -Send enough personnel to get the Barrspring mines operational.


About the last surviving guardsman:
Oh. I just had a positively wicked idea. Fission off a fragment of our power directly into the mind of the captured hero. Make sure he can't kill himself or speak of his condition, then let him go. Think about it. We've taken a pure and noble man and infused him with corruption, while taking away any hope of relief. The constant anguish generated should be a mobile power source, moreso if he taints the land he walks on.

Add in violently repelled by holy individuals and places and youve got it so he cant be cured eather/will activly avoid places that can cure him.
This seems appropriately sinister and evil. Especially if we can torment him with telepathic communication. +1


About the new creatures, Sintaurs and Fleshtrees are good additions to our ever-expanding horde.

Brainstorming  new creatures, Let's look what we need:

...
Heavy infantry:
None
...

For heavy infantry, we can bind some spectres to suits of armour. They cannot be killed by mundane means and they would only have issues of being disabled by piercing weapons. (eg. Balistae, Lances, etc.) They might have trouble against those with knowledge of magic, but their purpose is to be front line shock troops, not to go after casters.



tl; dr

-Indoctrinate the captured
-Create new abominations
-Be chaotic evil
-Spend some quality time with our daughter   ;)
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Re: Demonhood. -Biggest, most action-packed update to date. Woo! Yeah!-
« Reply #631 on: February 02, 2012, 08:03:47 pm »

Animate the skeletons while leaving the meat alone. Imagine the shock value of slain soldiers violently shredding their flesh away and attacking.
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Ukrainian Ranger

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Re: Demonhood. -Biggest, most action-packed update to date. Woo! Yeah!-
« Reply #632 on: February 02, 2012, 08:07:10 pm »

BTW we should raise 9 dead cultists as spectres. Death is not an excuse to leave our army
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Re: Demonhood. -Biggest, most action-packed update to date. Woo! Yeah!-
« Reply #633 on: February 02, 2012, 08:07:26 pm »

The advantage that zombies have over skeletons is that their flesh will be rotting and full diseases. If we send a band of these in a city during a siege and they get killed inside, you can be sure there will be deaths by sickness within a few days. Also, they'll eventually become skeletons anyway.
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NUKE9.13

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Re: Demonhood. -Biggest, most action-packed update to date. Woo! Yeah!-
« Reply #634 on: February 02, 2012, 08:08:45 pm »

They can talk but they can't use weapons?  :(
They cannot talk. Only with the greatest of effort was the baneghoul able to remember how to say two words; in part thanks to the slightly heightened mental power of the 'main' head, given so that it can control the others.

It would require a great deal of effort to explain to them how to use weapons. Ghouls might be able to manage it. Baneghouls definitely not. Although things like giant clubs they might understand; we've seen their capacity to use corpses as ranged weapons.

New entries added to the glossary:
ELEMENTALS and PRIESTS

Wow, what a read. First off, great update! Possibly the best one yet! Have you ever considered writing fantasy novels?
Yes. Considered. And then realized: No, wait, this I could never manage that. I have crazy brain problems!
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Re: Demonhood. -Biggest, most action-packed update to date. Woo! Yeah!-
« Reply #635 on: February 02, 2012, 08:10:54 pm »

We could just make sure they hold clubs by fixing them on their arms with nails. As long as they wave their arms around it will kill.
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Re: Demonhood. -Biggest, most action-packed update to date. Woo! Yeah!-
« Reply #636 on: February 02, 2012, 08:12:55 pm »

So, to get around the stupid, BOLT THE WEAPONS DIRECTLY TO THEM. Stud their flesh with spikes, thread nerve and muscle tissue through barbed chains, go nuts with blasphemous steel plating their organs. Strip away the skin, fat, and useless soft tissues and fill them with inhuman vitality. In short, really "sell" that we're an anti-god of the hungry forge, that no living thing can withstand our might. Also, the Hungry Forge is a great cult name.
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Re: Demonhood. -Biggest, most action-packed update to date. Woo! Yeah!-
« Reply #637 on: February 02, 2012, 08:17:20 pm »

Strip away the skin, fat, and useless soft tissues
Those are all very useful. In that they provide a layer of armour between the important stuff and the enemy. See: the update, where plunging a sword into a baneghoul's exposed flesh did nothing? Yeah, that's because there's nothing but 'skin, fat, and useless soft tissues' in those areas.
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Ukrainian Ranger

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Re: Demonhood. -Biggest, most action-packed update to date. Woo! Yeah!-
« Reply #638 on: February 02, 2012, 08:19:00 pm »

Part one, looting:
All children: recruit
the most evil 20%  of healthy adults: recruit as cultists
60% healthy citizens : Enslave
The most innocent 20% : torture, (source of evil for an army raising more in part 3 designing)
Dead, seak, old, wounded will be used as a source material for army raising
Loot anything valuable
_______________________________________________________

Part two, Cult reorganization:
I propose to merge all cults into one cult move the champion, new recruits, slaves  and remaining Amberashs to the cult

Current rules of our cult:

Name: Cult of the Tall Man.
Organization: Each location will have a council of three or so, who rule the local cultists in our absence by majority vote. We cannot know the best solution for every area, so each council will decide on their own governance. Should they fail, they'll experience extreme regret over their failings. Should the cult thrive under their governance, they'll largely be left alone, perhaps with the occasional boon from us.
They'll be free to abdicate so long as they don't try to hide from us, and the remaining/new council will have the right to determine whether they need culling.
Looks: Elaborate symbolic body paintings. Paintings should be chosen that express the individual's personality. They should brand their left palms with our symbol once the need for subtlety in the area is gone.
Places of worship: Fire, industry, and domination are themes. From a simple pyre, to a forge, to the ultimate temple being built over an active volcano. The centerpiece is always the main fire, which also acts as the altar equivalent, and it's a requirement that something be made at each place of worship (in this case the dolls). The main architectural theme could be four arm-like horizontal offshoots, each representing one of our symbols.
Laws
1) Murder of cult members is  punished by death.
2) Sacraficing children is punished by death
Practices: Arson of structures deemed 'useless' to our cause. Crafting and forging things, often pointlessly impractical symbolic weaponry. Primary weapons used by our militant followers should be battle-axes and crossbows.
Symbols: a burning man with 4 hands,fire, industry, domination, rage, the number 4.

Do we need any updating? I think not. Everything is fine, but we need to create a council for the united cult, I suggest :

1) Dal'Kahh the Avaricious (represents warriors, responsible for training, defense)
2) Kid acolyte (represents mages and kids, we have a lot in our cult, responsible for kids, magic)
3) Mother of our daughter (represents women, responsible for raising daughter, resource managing)

So the chain of command is  Krlnkir Yrlvnt>children of Krlnkir Yrlvnt>The supreme council appointed by Krlnkir Yrlvnt>democratically elected local councils

Orders for the united cult: (in order of importance)

1) Do anything necessary to make part 1 happen
2) Improve organization, elect local councils
3) Arm (with weapons from Akataki) Conquer area around Akataki, recruit\enslve population, organize food producing and stockpiling
4) Raise Aamberashs (they are weak, but our acolytes should do some work)
5) Learn how to use Stargates the circles
6) Send 18 (in groups of 3: male, female, kid) missionaries in another kingdoms. give them food\weapons\gold\something valuable to make it easier (60 resources)
7 Plant magical and mechanical traps in and around former Asylum

Part 3 designing and army raising:
1) Raise 9 slain cultist as spectres
2) Raise some (many, all)  slain townsfolk as zombies:
Quote
I think creating a simple undead unit (zombies, to keep things simple) that do not need a constant supply of power could work as light infantry (cheap and in great numbers, they would be perfect). And I have an idea to stop them from costing energy all the time: have them take the energy of living things around them. Some kind of aura that drains life out of nearby things (plants, animals, enemy humans) over a long period of time (after a week or so, a zombie could kill an old tree simply by standing there). That way, they'll corrupt and destroy the lands where they go, perfect for us.
3) Create the first Akataki tree(s) in a memory of our victory:
Quote
combine a tree and a human (or five) into a sort of 'flesh tree'; designed to be harvested for flesh and bone. For bonus points, they corrupt the ground around them, can fling seeds away(or just impregnate female followers, whichever costs less), to propagate, and scream/moan(moaning at night, we don't want our followers losing sleep) in eternal agony.
4)Find\make dead horses and make  Sintaurs
5) make two new Baneghouls

I think it may be enough, we have nice sources, but that a lot.
« Last Edit: February 02, 2012, 09:06:12 pm by Ukrainian Ranger »
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Re: Demonhood. -Biggest, most action-packed update to date. Woo! Yeah!-
« Reply #639 on: February 02, 2012, 08:19:33 pm »

Strip away the skin, fat, and useless soft tissues
Those are all very useful. In that they provide a layer of armour between the important stuff and the enemy. See: the update, where plunging a sword into a baneghoul's exposed flesh did nothing? Yeah, that's because there's nothing but 'skin, fat, and useless soft tissues' in those areas.
It's about the fear and madness. If we bolt some good thick armor on, they should be just as protected.
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Re: Demonhood. -Biggest, most action-packed update to date. Woo! Yeah!-
« Reply #640 on: February 02, 2012, 08:24:12 pm »

Strip away the skin, fat, and useless soft tissues
Those are all very useful. In that they provide a layer of armour between the important stuff and the enemy. See: the update, where plunging a sword into a baneghoul's exposed flesh did nothing? Yeah, that's because there's nothing but 'skin, fat, and useless soft tissues' in those areas.
It's about the fear and madness. If we bolt some good thick armor on, they should be just as protected.

Armour dosent regenerate though. Better be: construct the skeleton, witht he muscle, then layer the plates in, and then fat and skin layers over that. small frequent areas of connectivity between the two in a z shape connection so any blow cant travel through these gaps. special gaps for arms and heads etc. this way, any big damage is absorbed by the regenerating flesh, wile the vitals are protected by the armour, making this walking tank even harder to kill. Also means we can make the flesh sprout stuff and putridness etc if we so wish.
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Re: Demonhood. -Biggest, most action-packed update to date. Woo! Yeah!-
« Reply #641 on: February 02, 2012, 08:41:00 pm »

I really don't like the Idea of reorganizing our cult atm, too much organization seems counter to our chaotic nature.
and as for the counsel the only one of those three who seems a good choice is the Kid.
so far our "consort" has shown NO leadership skills whatsoever, and while Dal'Kahh makes an effective general he enjoys killing our own troops too much to sit on any sort of ruling counsel.

If/when we do go the reorganization route I say just make the kid the defacto cult leader.

armywise.

light infantry: Armed will-less "Slaves" and ghouls

Heavy Infantry: Heavily armored elite cultists (dark paladin/war priests)

Light carvery: Sintaurs +1

Heavy carvery:
fuse 2 humans together keep both sets of limbs but splay them outwards to make it spider like. limit its hunger for human flesh and mount a War priest on its back. (making it venomous would be a nice bonus.)

Assault units: what Baneghouls were LITERALLY made for.

Commandos: Spectres

Ranged units: will-less slaves with bows OR we make a Baneghoul version that can spit fire... sort of a heavy siege tank
lesser heads can spit smaller anti-personal firebolts, the main head spits a larger longer ranged exploding fireball.

Ukrainian Ranger

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Re: Demonhood. -Biggest, most action-packed update to date. Woo! Yeah!-
« Reply #642 on: February 02, 2012, 08:50:47 pm »

Quote
I really don't like the Idea of reorganizing our cult atm, too much organization seems counter to our chaotic nature.

It's just increasing the scale, and i don't think that we are that chaotic, we Evil sure, but if you want talk in D&D terms we are more like NE, IMO

Quote
so far our "consort" has shown NO leadership skills whatsoever,
Her mother did, and she is respected as a mother of our daughter

Quote
and while Dal'Kahh makes an effective general he enjoys killing our own troops too much to sit on any sort of ruling counsel.
He showed himself as a good commander and he is feared, it's good for his role

Quote
If/when we do go the reorganization route I say just make the kid the defacto cult leader.
1) He isn't experienced enough
2) Concentrating power is surely not chaotic
3) It contradicts  our current cult guideline


Please note: updated the plan above, I think it's pretty nice, but can be improwed, so brainstorm, brainstorm, brainstorm

« Last Edit: February 02, 2012, 09:07:02 pm by Ukrainian Ranger »
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NUKE9.13

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Re: Demonhood. -Biggest, most action-packed update to date. Woo! Yeah!-
« Reply #643 on: February 02, 2012, 09:34:52 pm »

So, hey.

Are we all sort-of-agreed on your basic actions?
-Convert 20%
-Enslave 60%
-Sacrifice 20%
-Use wounded/dead for minion creation
Whilst your cults
-Do some reorganizing
-Arm themselves and conquer the region around Akataki
-Do some other stuff

And then you create the following new servants:
-Generic Undead
-Akataki Trees
-Sintaurs

Any others you'd like to make whilst you're at it? We'll make this the promised 'design-a-servant' turn, in which you can basically design and summon a whole bunch of different creatures. So if you'd like to try some more imp designs, more impressive undeads, some non-necrophage mutants...
Make a list. So long as a few people are in favour (and it is possible) it'll get in.
Quote
-Generic Undead
-Akataki Trees
-Sintaurs
-[Your suggestion here]
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Re: Demonhood. -Biggest, most action-packed update to date. Woo! Yeah!-
« Reply #644 on: February 02, 2012, 09:38:21 pm »

I've just been lurking this thread recently, but that update demanded I post a 'kudos.' I almost wanted that soldier to escape.

I really don't like the Idea of reorganizing our cult atm, too much organization seems counter to our chaotic nature.
and as for the counsel the only one of those three who seems a good choice is the Kid.
so far our "consort" has shown NO leadership skills whatsoever, and while Dal'Kahh makes an effective general he enjoys killing our own troops too much to sit on any sort of ruling counsel.
I have to agree. This conquest brings us up to three locations; I really don't think we need an overcouncil for them yet. Furthermore, we don't have anybody who's proven themselves both worthy and capable of such a position.

I vote that the soldier who nearly escaped be corrupted into a champion.


Acolytes should organize themselves with a tiered system, even those we've no intention of sending into battle:
Alpha Teams have four acolytes, with the most powerful as the leader.
Beta Groups are groups of four Alpha Teams, overseen by four adepts not in a team.
Gamma Branches have four Beta Groups, overseen by four <creativity failure>s.
Etc.

The overseers would be responsible for directing the rituals, commanding the lower ranks, improvising tactics, countering or directing the countering of hostile spells, and possibly serve as reserves.

I think we should send enough new cultists for a Gamma Branch and an additional reserve Beta Group to be trained for magic. We may eventually cross spells with well-prepared wizards and holy forces: we'll want magical support for this, and we should start training them now. I realize that our current acolytes are woefully unprepared to each each train ~14 new acolytes, but we have the manpower now, and the library should help.
« Last Edit: February 02, 2012, 09:40:48 pm by Nirur Torir »
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