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Author Topic: Demonhood. -Slumbering for an indeterminate number of Strange Aeons-  (Read 237459 times)

Karakzon

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Re: Demonhood. -And any man who claims be wise/ would do best to run and hide-
« Reply #765 on: February 04, 2012, 10:55:30 am »

Teach her a basic offensive magical spell. Like a fireball, or get the imp to teach her it. -keep the imp in the room with her, a deamons strength also lies in their minions afterall, if you truely do plan on putting her in their- I still maintain shes too young to be put in such a situation, toddler stage in development should be the bare minimum before we even consider making her fight.

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Ukrainian Ranger

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Re: Demonhood. -And any man who claims be wise/ would do best to run and hide-
« Reply #766 on: February 04, 2012, 10:59:43 am »

Teach her a basic offensive magical spell.
How? I don't want simple explanation. It's not a proper demonic education, and she have imp for that... And I hope that she'll use offensive magic in a first lesson if she can't handle the hammer
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Karakzon

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Re: Demonhood. -And any man who claims be wise/ would do best to run and hide-
« Reply #767 on: February 04, 2012, 11:05:06 am »

well shes been watching the imp, figuring out what shes learned and spending a short wile trying to get her to replicate the imps actions against some targets like a tree would work fine. Of course you could also use a slave so she gets the rewarding scream and smell of burning flesh to goad her on. even a basic flame spell would be a good starting point.
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NUKE9.13

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Re: Demonhood. -And any man who claims be wise/ would do best to run and hide-
« Reply #768 on: February 04, 2012, 12:25:20 pm »

Right, right. Working on the update.

Now, if you feel like helping, I could use suggestions for names of various kingdoms of the Eastern Confederacy and/or their capital cities.
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Evil Marahadja

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Re: Demonhood. -And any man who claims be wise/ would do best to run and hide-
« Reply #769 on: February 04, 2012, 12:35:12 pm »

*Steals from an old forumrp I played*

Easthall and Narsis.
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wilsonns

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Re: Demonhood. -And any man who claims be wise/ would do best to run and hide-
« Reply #770 on: February 04, 2012, 01:42:19 pm »

New Darodin <== Capital city.
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IamanElfCollaborator

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Re: Demonhood. -And any man who claims be wise/ would do best to run and hide-
« Reply #771 on: February 04, 2012, 04:02:53 pm »

Dragonsnest, Greywinde, Port Hope, Goldhall.

NUKE9.13

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Re: Demonhood. -And any man who claims be wise/ would do best to run and hide-
« Reply #772 on: February 04, 2012, 04:22:21 pm »

Previous Update (Krlnkir Yrlvnt calls for aid) | This update (Barrspring through the eyes of the guard) | Next Update (Deployment)

Spoiler (click to show/hide)
All this has been done, even if it is not described. The status, at least, should reflect it.


From graveyards all throughout the area, they arise: long dead warriors, criminals, evil men- their spirits find strength in your call, and breath new life into their dusty bones, which take up rusting blades and tattered armour and march to join you. Others awaken, but do not heed your call, either because their tombs are sealed, they forgot why they rose, or because they are too headstrong to serve a demon. Still, it would be a foolish mortal who enters a cemetery at night these days, for throughout Barrtal, the dead walk, seeking vengeance against the living.
From the mountains come beasts who have slept long ages, waiting for a demon's call. A pair of Black Dragons alight in Barrspring, still stretching their muscles and yawning after a century's inactivity. Eight beastmen- hairy brutes who once claimed these mountains as their own- drag themselves from their long hibernation and take up crude axes and spears to fight once more. They speak in their guttural tongue of entire tribes awakening all throughout the eastern mountains, and promise that soon the smooth-skins will once again fear the woods and the hills.
And you feel the awakening of demons throughout the lands. Lesser beings, whose minds and bodies have degraded- or simply never were powerful to begin with. Some of them come join you; others prefer to follow their own path.
The most notable new arrival is one who arrives in considerable style; in a black carriage pulled by fine horses, flanked by sintaurs and spectres who seem to have forgotten their orders to attack travellers- the carriage rides right up to the gates of Barrspring, as if the path from Akataki were no bumpier than a paved turnpike. Despite the dark enchantments set upon the gate, they swing open effortlessly, and the carriage rides on until it stands before the Forge-Temple itself. Only there does the door open, and from the carriage emerge a man dressed in rich robes, bearing a wizards staff in one hand, and a dark crystal in the other. The staff is a toy- merely for channelling magic through- but the crystal is a thing of great power. It emanates evil energy, which the wizard- or rather, Necromancer- manipulates with a practised ease. With a stern look and a powerful voice he bids the guards let him pass, and he enters your inner sanctum unhindered- all who seek to stop him simply turn away with a dazed look on their face.
He reaches your throne and bows before you, and introduces himself as
-[wizardly name here]
,a wizard of some skill, but also long a secret practitioner of Necromancy, aided by his most prized possession, this Dark Crystal which provides an excellent source of evil energy. He offers to serve you, perhaps train your cultists in the ways of magic and necromancy, and use his magics to smite your enemies.


You subject your infantile daughter to a series of harsh tests. With her resistance to fire, the amberärsh poses little threat, and she seizes control of its primitive mind and makes it run into a wall until its skull cracks and explodes in blue fire. The hammer is far to heavy for the tiny baby to lift, though.
You present her with a captive and command her to break its mind by herself. She feigns innocence, crawling around and babbling mindlessly, luring the captive into a false sense of security. She then takes great delight in driving the captive slowly insane, until it is nothing but a gibbering wreck, who cannot resist her commands to lift her up and carry her around.
She completes other tests of mental strength with equal aplomb, although, being a baby, feats of strength or agility are beyond her still.

The unnamed guard (....and now you've forgotten his real name as well. Oh well) you subject to a torturous experience. 10 captives- helpless women, you bring before him, and tell him that for every one he slays personally, you shall spare two from death.

I was starving. Thirsty. Delirious. I could not remember my own name. Screams haunted me in the day; then echoed through my dreams at night, giving me no peace. Yet still- could I not have been better than this?
I did the math. Kill four, save six. I would make it painless. They begged me not to- I begged them to stop begging. One of them offered herself up as a sacrifice- but how could I kill someone so pure of heart? Eventually, I bid them all be silent, had them draw straws, and with a quick snap of the neck, killed those with the shortest straws.
As the last neck snapped and the life drained from her body, I fell to the floor in tears. I heard the rest screaming- yes, and I screamed too. For what had I become? A murderer, a plaything of some demon. However after a while, I noticed that the screaming from the others had a distinctly more panicked note than mine. I looked up and was startled to see that all six were burning alive, their skin bubbling as fat boiled, eyes completely bloodshot, their scorched screams becoming ever less coherent as I watched. The smell- the smell- oh, gods, the smell was delicious. Like prime bacon sizzling in finest butter.
I came to my senses, and with a sharp rock, cut the throats of the burning women- who were by now near death anyway, but at least I spared them a few seconds of pain. And then the demon was back, smiling his evil smile, slowly clapping his four hands.
Well done, he said. Well done indeed.
You promised to spare them, I said. Why did you kill them?
The demon looked taken aback. Kill them?, he said. I never killed any of them. I merely set them on fire. You killed them.
The demon's words struck me. It was true. I had killed them. To spare them further suffering- but that remains merely a justification for murder.
The demon said I deserved a reward for doing so well. He allowed me out of my cell, and said that I could go anywhere in the village, partake of any food or drink I desire. Or if I felt like women- or men, he doesn't judge- there is a brothel just down the street.

I left my cell, if only to get away from the smell of burnt flesh. I saw the sights of Barrspring: The cursed forge where smiths hammered out tools, and a great steel gate whose markings made me nauseous. The great throne where Crinkle Yearvent reclined when not torturing me. The houses, once pure and ordinary, now adorned with demonic imagery, inhabited by men and women who follow the beast of their own volition.
Two great dragons- because if I was to be in a fairy tale, there might as well be dragons- who reclined in the shade, puffing puffs of purple fire at passing imps. A newly-erected building, of similar build to the forge-temple, yet said by a passing cultist to be a brewery, which produced both a potent demon brew and an equally potent brew for mortals- a sample of which he offered me, but I declined. Another newly erected building, this one built more openly to showcase its wares; enslaved women dancing seductively around steel poles, motioning towards me to enter their brothel and then enter them- I declined politely. 
As I climbed the road out of the village, I smelt a most wonderful smell. A soup or stew boiling in a cauldron- a temptation which after eating naught but stale bread for weeks I could not resist. By a clearing at the side of the path, I found a teenage lass, singing happily as she stirred the small cauldron she had hanging above a campfire. I was weary, for even the children- especially the children- were corrupt in this village, but when she saw me approach she laughed and smiled and bid me join her. We spoke for a short while, and she seemed almost entirely normal. The stew, she explained, was potatoes and carrots and prime cut meat, with a few forest herbs to give it a little extra something. I asked her if I might have a bowl, and she beamed. She explained that no one else in the village would eat with her. They either didn't share her tastes, or ate like wild animals, and didn't appreciate fine cooking. I thought the way she said 'tastes' somewhat odd, but the smell of the stew was too overpowering to resist much longer. She ladled some into a bowl for me, and together we sat upon a fallen tree, eating our stew. I came across a piece of bone, and was to throw it away, when she said that if I didn't like bone, she would have it. Confused, I handed it to her, and watched in concern as she popped it into her mouth and crunched it into pieces. She likes to leave a few pieces in, she explained. For old times sake.
We talked some more, and finally I had to ask- she seemed so normal, so pure, so uncorrupted. What was she doing here, in this demonic village? Oh, her daughter, she said. She had to take care of her daughter. But surely this is no place to raise a child, said I. Oh, but the father is here too, she said. But if the father is one of those insane cultists, why not leave him, take your daughter, and flee? Oh, but she loves the father too much for that.
To that I had no response. I finished my soup, thanked her, and turned to leave. A though occured: maybe I could convince this 'father' that it would be best for his daughter's wellbeing to leave? I turned back. Tell me, I said. What is the name of the father.
Oh, said she, I thought you knew. And then with practised ease she spoke four syllables which caused the fire to flare brighter and the trees around us to shake: Krlnkir Yrlvnt. I recoiled in horror, and ran- espying as I did by the side of the path a stone slab, upon which was laid out a dead man, whose flesh had been... expertly butchered... but with bits of bone left in. I threw up, and vowed not to eat anything but stale bread and drink nothing but water. Although it had been a delicious stew.


Your cultists arm and train themselves, and patrol the area, bringing those villages who previously escaped their attention into the fold. Those with the knack for magic are sent to CFM through the circles- which, unfortunately, do not malfunction even once. Also to CFM are sent several captives and a few live animals, research with which leads to several breakthroughs in the field of mutation; the acolytes discern the basic principles of mutation, and manage to create both ghouls and beastmen- the later by fusing together livestock and a struggling captive.
The ZWA, despite the occasional faller-to-pieces, manage to restore the town of Akataki, mostly in the form of large barracks, enough to house thousands of slaves or cultists, and granaries, to stockpile food. They dig canals all around (diverting the river would be a far more ambitious project) and reinforce the walls, and install the new gates. They also build a large chamber beneath Akataki, which is linked to the moat and filled with water, into which you summon a terrible beast of a thousand writhing tentacles, which spreads itself all throughout the moat and adjoining canals, ready to pull unsuspecting passers by into a watery death.
Your slaves and cultists work the fields, harvesting what is ready to be harvested and storing it in Akataki.

You search the nearby area for places of dark power, but all you find are a few now-empty cemeteries, the power of which you make your own.

A month has passed when a Spectral scout arrives in Barrspring, out of breath (force of habit). It reports that a force of royal troops is heading this way- some 250 men by the sintaur's count, with a core of knights lead by some richly-armoured figure. Battle will have to be joined soon. It will take them some time to prepare themselves and march on akataki, during which you should yourself prepare by
-Arming some slaves
-Arming some zombies
-Arming more cultists
--------
-Creating more ghouls
-Creating more beastmen
-Raising more Zombies
-Summoning more Elementals
-Summoning more Lesser Demons
---------
-doing useful things to get ready for war.


Right, right. Look lively. This next turn is pre-battle stuff. Less of the 'build more farms' more of the 'move these warriors to hold the walls here'.
Oh!
Also, some of those diplomats you sent out have arrived at their destination- Noragan, capital of Nagaron. With their wealth they were able to set themselves up as merchants. But now they are wondering: What do they do now?
Oh!
Also, the missionaries you sent out earlier to various cities in the Eastern Confederacy are set up, have recruited some cultists, but find it difficult to keep themselves hidden at their current level of organisation, and ask to increase organization to high, so as not to be discovered.
Oh!
Also, I'm going to do updates more like this from now on: not actually going into details on most actions, but trying to work one 'story' in there somewhere. I like doing the first-person perspective from the guard, which should only get more entertaining as you torture him further.

Name: Krlnkir Yrlvnt
Physical might: 70 (-5: Leakage)(+10 Dark Power Consumed)
Mental might: 80 (-8: Leakage)(+8 Worship)(+10 Dark Power Consumed)
Followers: 311
Slaves: 702 
Servants: 566 (320 Zombies, 70 Skeletal Warriors, 5 Amberärsh Packs, 10 Giant Rat Packs, 70 Spectres, 10 Beastmen, 20 Armoured Sintaurs, 3 Ghouls, 2 Baneghouls, 2 Armoured Baneghouls, 2 Black Dragons, 1 Giant Tentacle Monster, 5 Fire Elementals, 5 Lesser Demons, 1 Red Imp, 40 Black Imps)

Cults:
  The cult of the Tall Man. Low organisation. 315 cultists in three locations.
    Power Level: 110 (WARNING: CULT IS BEYOND SECRECY) -23 Training -30 Farming -20 Construction -6 Research -4 Worship -10 Conquest
    Resources: 104 (-75 Arming Cultists)(-62 Construction)(-6 Research)
    Cultists: 94 Cultists, 184 Armed Cultists, 15 Sergeants, 21 Acolytes, 1 Acolyte (control).
    Slaves: 436 (-1/week:Replacing lost miners), 152 (captives)(-7/week:Furnace)(-10 Research)
    Locations:
      Barrspring. 31 Resources. +55 Resources per week (Forge-Temple) Connected to Akataki.
      Akataki. 70 Resources. +20 Resources per week (conquered villages) Connected to Barrspring
      CFM. 3 Resources, 5 Captives. +1 Resources per week (workshops) Isolated. (Can use sending circles; 10% chance of losing sent/summoned resources/people)

  Followers of the Tall Man. High organisation. 36 cultists in six locations; Dragonsnest, Greywinde, Port Hope, Goldhall, Easthall and Narsis.
    Power Level: 10 -3 Recruitment
    Resources: 0
    Cultists: 36 Cultists
    Locations: Dragonsnest, Greywinde, Port Hope, Goldhall, Easthall and Narsis: 6 Cultists each

  Missionaries of the Alternate Faith. ??? organisation. 3 members in Noragan.
    Resources: 2 (-8: Store purchased and stocked.)

Champions:
  Alyshtr Yrlvnt: Half-demon. 2 months old.
    Physical Might: 0.5 (note: in an emergency, her demonic powers would protect her)
    Mental Might: 1.5
    Other: Red Imp pet (will act as bodyguard, entertain with fire magic and demonic tales), pet slave.
    Knowledge: Demontongue, mind-corruption.
  Dal'Kahh the Avaricious: Warrior with demonic strength, armed with Darkbarr armour and Barrsdoom.
    Physical Might: 10 (+3 Axe)(+1: Armour upgrade)
    Mental Might: 4 (+1 Axe)
    Equipment: Barrsdoom (Axe; +3 to physical might, +1 to mental might. Inspires friendly troops, causes fear in enemy troops)
  Unamed Guard: Former Akataki Guard with aspirations to heroism. Slowly being corrupted.
    Physical Might: -2 (Rebellious)
    Mental Might: -1 (Rebellious)
    Other: Wandering around Barrspring, mumbling the names of the gods, drinking only water and eating only bread- resisting temptation, for now.
  Learned Necromancer: Travelled to Akataki to join your cause. Has considerable knowledge of magic and necromancy.
    Physical Might: 2
    Mental Might: 10 (+5: Dark Crystal)
    Equipment: Dark Crystal which emanates evil energy (+5 Mental might. Requires basic knowledge of necromancy to use)
    Knowledge: Magic, Necromancy. Summoning of Zombies, creation of Ghouls, casting of Dark Bolt, Hypnosis. 
   
     
Fortresses:
  The Church of the Flames of Madness. Formerly Dolnar Asylum, HQ of Barrtal monster hunters.
    Mighty Walls (50). Moat (5, slows attackers). Minor Wards (20). Evil Stones (cause illusions and madness to attackers, also act as a second set of Weak Wards(10)). Rampant Spectres (cause madness to attackers. May randomly attack enemies)
    Sacrificial Chamber: An excellent location for worship and sacrifice.
    Workshops: A large forge and a series of workshops allow cultists to refine resources much more efficiently. Would be more useful with a steady supply of raw materials, but lets the cultists repurpose, recycle, and repair enough to generate a small amount of resources.
    Library: A library and series of studies allow cultists to learn the arts of magic. Contains scrolls on: the creation of Amberärshs; the basic principles of Necromancy; the principles of Mutation; the learning and casting of Dark Bolt; the operation of Sending Circles; the creation of Ghouls; the creation of Beastmen.
    Sending Circles: A pair of raised daises, linked to a similar pair in Barrspring, which can send and receive objects given a source of power.

  Barrspring. Iron mining village in the eastern mountains.
    Hard to get to. Stone Wall with Corrupted Steel Gate (30, may cause fear to attackers, also acts as a weak ward (5)). Cursed Steel Ballistae. Treacherous Terrain (defensive bonuses)
    Barrspring Iron Mines: Renowned as a source of high-quality iron, though now corrupted by your evil influence. Slaves and followers work the mines, aided by black imps, acquiring darkbarr ore for the Forge-Temple. Plump helmets grow in the mines, and are harvested for use in the brewery.
    Forge-Temple: An unholy place for worship and forging. A great furnace which takes live sacrifices as fuel, feeding liquid metal to four dark forges. Black Imps roam the halls, cursing, drinking, and setting fire to themselves, yet somehow increasing productivity. Currently employing 120 slaves, 35 cultists, and 8 smiths, producing 55 Resources per week.
    Sending Circles: A pair of raised daises, linked to a similar pair in Dolnar, which can send and receive objects given a source of power.
    Akatree grove: 20 slaves bearing Akatree seed. Will take a while to be born and mature.
    Twisted Brewery: Produces dark liquors from with corruptive properties.
    Brothel: Keeps people 'entertained'. Unfortunately, black imps have no interest in human females. Or females of any species for that matter. Or males. One might go so far as to call them 'asexual'.

  Akataki. Corrupted town in the eastern mountains.
    Reinforced wooden palisade with Corrupted Steel Gate(20, may cause fear to attackers, also acts as a weak ward (5)). Moat and drawbridge(15, slows attackers). Surrounded by canals (slows attackers)
    Extensive Barracks: The town has been rebuilt, with plenty of bulk housing for your slaves and cultists.
    Granaries: Mostly Empty
    Farmsteads: Provide food for humans.  Also provides Giant Rats.
    Akatrees: A grove of Flesh-trees grows in the ashes. Once it has had a chance to expand, will provide food for cannibals. The trees have been impregnated. Will take a while to be born and mature.
    Surrounding Villages/Hamlets: Conquered villages, whose inhabitants have been converted or enslaved. Provide small amounts of food, resources, and power.
« Last Edit: February 04, 2012, 09:34:38 pm by NUKE9.13 »
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10ebbor10

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Re: Demonhood. -All these beasts and many more/ by Demon's call now march to war-
« Reply #773 on: February 04, 2012, 04:33:18 pm »

Build Siege engines: catapults,Magonels,ballista's ...
Possible types of ammunition
       -Plaged cattle
       -Rocks
       -Zombies(Maybe some of them survive, should scatter morale to see dead bodies thrown at you, more so if they still move)
       -Greek fire??

The SIege engines range should be much greater than what is standard for these times, even if it means that they 're not as strong.

When the Heroic army reaches our location, they will probably demand our surrender. They will probably do this from just outside the presumed range of our siege weaponry. SO when they setup their forces into  "safe" terrain, we fire all siege engines. If we are luckly we might take out their command staff and a good part of their army.
« Last Edit: February 04, 2012, 04:56:37 pm by 10ebbor10 »
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Shootandrun

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Re: Demonhood. -All these beasts and many more/ by Demon's call now march to war-
« Reply #774 on: February 04, 2012, 04:43:50 pm »

Two questions:
-How strong are black dragons? (Are they the kind of dragons who eat armies for breakfast?)
-How strong are beastmen? (Are they the kind of beastmen who break your arm when they try to shake your hand?)

Anywho. I suggest 'Balthanor' as a name for the necromancer. I believe he should find the ten cultists with the highest mental might in our army, and go to the Asylum with them. There, he will teach them magic and write down his knowledge in the library. Also, he should try to make his crystal more powerful and create more crystals by using the source of evil.

As for battle preparations:
-Arm the cultists. They need steel armor and weapons. Bows, too.
-Create more armoured baneghouls. I have a plan.

Battle plan: Have the black imps dig a very large moat around Barrspring (leave atleast a hundred feets between the wall and the moat), with water coming from the Barr. Assemble our forces behind the walls, and leave only a small force visible (maybe a few dozen cultists on the walls, fifty or so zombies between the wall and the moat) when the enemy army will be near. They will think that they outnumber us and charge as soon as possible. When they will all have crossed the moat, we can have our armored baneghouls charge out of the village, with our forces behind them. The enemy will be trapped between our army and the moat, which will stop them from doing any possible retreat. We can use the black dragons to neutralize the knights exactly when our forces charge.

Bonus points if we can get the tentacle monster to go into the moat but hide it until the battle really starts.
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Deamonpies

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Re: Demonhood. -All these beasts and many more/ by Demon's call now march to war-
« Reply #775 on: February 04, 2012, 04:48:05 pm »

Sounds good shootandrun.

I especially agree with sending the necromancer to the CFM. He can summon zombies there and act as a second front when the war really gets going.
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Ukrainian Ranger

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Re: Demonhood. -All these beasts and many more/ by Demon's call now march to war-
« Reply #776 on: February 04, 2012, 04:57:54 pm »

I think we should march downstream imeddiatly, this will allow us too consume villasges on the way and increase our army, 250 men is a joke, we  can beat them in an open field. Writing a big, big post

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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.

Shootandrun

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Re: Demonhood. -All these beasts and many more/ by Demon's call now march to war-
« Reply #777 on: February 04, 2012, 05:00:09 pm »

I think we should march downstream imeddiatly, this will allow us too consume villasges on the way and increase our army, 250 men is a joke, we  can beat them in an open field. Writing a big, big post

Of course we can beat them in open field, but in open field we can't stop them from fleeing. If we trap them well, none of them will get out alive, and then we can gain momentum and strike Barrtal while they're still waiting for news.
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Ukrainian Ranger

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Re: Demonhood. -All these beasts and many more/ by Demon's call now march to war-
« Reply #778 on: February 04, 2012, 05:10:36 pm »

[quote author=Shootandrun link=topic=99534.msg2958745#msg2958745 d
Of course we can beat them in open field, but in open field we can't stop them from fleeing. If we trap them well, none of them will get out alive, and then we can gain momentum and strike Barrtal while they're still waiting for news.
[/quote]
But we'll reach enemy towns sooner if we march now, And I doubt they can outrun sintaurs, dragons and magic.
And you plan is bad... enemy have no reason to go to Barrspring, they'll go to Akataki first, reconquering villages on the way, villagers will tell them about what they facing with... and they'll surely send messengers home for reinforcements
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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. -All these beasts and many more/ by Demon's call now march to war-
« Reply #779 on: February 04, 2012, 05:20:05 pm »

The army is lining up to attack Akataki, not Barrspring. Barrspring can only be reached by a long, narrow, mountainous road. An army would have to be suicidal to try to attack up it.

Two questions:
-How strong are black dragons? (Are they the kind of dragons who eat armies for breakfast?)
-How strong are beastmen? (Are they the kind of beastmen who break your arm when they try to shake your hand?)
The black dragons are the size of warhorses. They are not the kind that eat armies for breakfast, though they could probably take on five armed men alone, even without breathing fire. Might get a few scratches though.
The beastmen are say a head taller than the average human, and have ridiculous musculature. They are far stronger than the average human- though a well-trained human might be able to match them for raw muscle-power. (base Pmight: 2) Some have horns, or claws, thick skin, or some other trait which gives them an advantage in a fight, and they wield crude but effective weapons. They feel uncomfortable wearing armour, or using metal weaponry.

A question for you. When you say 'send X to CFM', do you mean through the circles? (with the subsequent 10% chance that they arrive as a cloud of gore)
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