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Author Topic: Demonhood. -Slumbering for an indeterminate number of Strange Aeons-  (Read 236928 times)

cerapa

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Re: Demonhood
« Reply #15 on: January 24, 2012, 02:42:23 pm »

Convince them.

Time to simply be patient. Its not like we are gonna die from old age, but the adults will, and then there will only be followers who know nothing but how to do our bidding.
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Armok

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Re: Demonhood
« Reply #16 on: January 24, 2012, 02:52:17 pm »

> convince them.
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So says Armok, God of blood.
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terkiey

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Re: Demonhood
« Reply #17 on: January 24, 2012, 02:54:08 pm »

Convince them.

Time to simply be patient. Its not like we are gonna die from old age, but the adults will, and then there will only be followers who know nothing but how to do our bidding.

+1

Entire city control sounds great.
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NUKE9.13

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Re: Demonhood
« Reply #18 on: January 24, 2012, 04:32:11 pm »


Convince them.

Time to simply be patient. Its not like we are gonna die from old age, but the adults will, and then there will only be followers who know nothing but how to do our bidding.


On a dark night, when all sleep soundly in their beds, you call to the children of the village. You sing in their dreams a seductive little melody:

"Fire, fire,
build-a-pyre.
Wait for the tall man
and-say-his-name."

Soon, all the children in the village are playing their games whilst chanting the song. The adults dismiss it as just another game.

"Fire, fire,
build-a-pyre.
Wait for the tall man
and-say-his-name."

And, a few nights later, some of the children work up the nerve to act on the song. They secret firewood away from their parents, and in a clearing outside the village, they build a pyre. And they light the pyre. Chanting all the while.

"Fire, fire,
build-a-pyre.
Wait for the tall man
and-say-his-name."

A second verse comes to them.

"Fire, fire,
rising-higher.
Now name the tall man:
Krln-kir-Yrl-vnt"

As the cursed sounds- or at least, the best their childish vocal chords can make of them- are spoken, the fire blazes, a brilliant emerald blue. And from the fire, you emerge, in all your terrible glory. The children fall down before you. Terrified, Mesmerised. Your servants; out of fear and admiration.

Now you have them ready to do your bidding, you should command them to
-Form a cult, and recruit their fellow children into it.
-Worship you; carve statues and bring offerings before you.
-Kidnap one of the other children and bring them before you to be consumed.



Name: Krlnkir Yrlvnt
Physical might: 10 (You are getting hungry)
Mental might: 11
Followers: 2 (Note: Children are less powerful than adults. Followers are measured in adult humans. You have 4 child followers)
Slaves: 0
Servants: 0
« Last Edit: January 26, 2012, 05:31:45 pm by NUKE9.13 »
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Loud Whispers

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Re: Demonhood
« Reply #19 on: January 24, 2012, 04:48:07 pm »

Get them to convince a group of adults to go on a lovely outing to a clearing in the forest.

fergus

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Re: Demonhood
« Reply #20 on: January 24, 2012, 05:22:55 pm »

-Worship you; carve statues and bring offerings before you.
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BY THE GODS! YOU HAVE TOO MANY SIGS!

Nirur Torir

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Re: Demonhood
« Reply #21 on: January 24, 2012, 05:31:54 pm »

I want to see what comes of them worshiping us.
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Armok

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Re: Demonhood
« Reply #22 on: January 24, 2012, 05:41:15 pm »

> worship
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mcclay

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Re: Demonhood
« Reply #23 on: January 24, 2012, 06:17:18 pm »

Can we convince them to worship us and bring a sacfrice? Because if so let's do it.
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NUKE9.13

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Re: Demonhood
« Reply #24 on: January 24, 2012, 06:17:50 pm »


-Worship you; carve statues and bring offerings before you.


They put their backs into it, the little runts. They drag a stone slab from the mines, on an old handcart. They pinch candles from the village store. They take their dolls, their mother's sowing kits, their father's wood carving knives.

The slab is set up as an altar. Candles are placed and lit at the four corners. They canabalize bits off of one doll and stitch them to another, making a four-armed doll, head and torso scarred and burnt, with blue eyes. They gather sticks and twine and carve more dolls in your likeness. They litter these about the shrine, and chant your little melody. On another dark night they repeat their 'summoning ritual'

"Fire, fire,
build-a-pyre.
Wait for the tall man
and-say-his-name.

Fire, fire,
rising-higher.
Now name the tall man:
Krln-kir-Yrl-vnt"

You come forth from their pyre and behold the shrine they have made you. Dolls in your likeness abound. Upon the altar they have piled food, ransacked from their family's stores. A meagre offering, but the best they can do. You wolf it down- it barely abates your hunger.
What satisfies you more- much more- is the dedication they have put into this. You can feel their fear, their longing, their confusion- this complex mass of emotion, bundled up, and set out into the world- for you. You drink up their worship- minor and pathetic as it is, it is your first worshipping ever. It feels... wonderful.
Your malevolent pleasure is so strong that it emanates from your body, subtly changing the world around you. Your followers feel it- you see them gasp in pleasure as it washes over them. The plants in the clearing feel it. They shrivel, blacken. The beasts in the clearing feel it. They give cries of alarm, and flee the area. The stones in the clearing feel it. They are old, and wise, but this level of evil gives even them pause.

You feel much stronger. You feel like you are a demon, ready to corrupt the world. Gather followers. Gather slaves. Gather servants. Destroy the kingdoms of man. Lay waste to the abode of angels. Bring armies of chaos to bear against the gods themselves!
You let out a triumphant roar, in the twisted tongue of your own birth. Throughout the valley- and the valleys adjacent- hairs rise on the back of necks, and people lock their doors tight and huddle in their beds.

Alright. You are feeling strong, powerful. Ready to take on the world. But, well, you have four kids worshipping you. You are still hungry. This is a good start, but, you know. Learn to walk before you run. You should now
-Expand your group of worshippers [somehow]
-Turn your rag-tag worshippers into a proper cult.
-Go hunting in the village.
-Do something else entirely.



Name: Krlnkir Yrlvnt
Physical might: 15 (+5)(You are getting hungry)
Mental might: 16 (+5)
Other: First Worship Rush. You are feeling ready to take on the world!
Followers: 2 (Note: Your followers have experienced malevolent pleasure. They assume this is their reward for worshipping you.)
Slaves: 0
Servants: 0
« Last Edit: January 26, 2012, 05:33:46 pm by NUKE9.13 »
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Loud Whispers

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Re: Demonhood
« Reply #25 on: January 24, 2012, 06:20:32 pm »

>Nab more children to the cause.

mcclay

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Re: Demonhood
« Reply #26 on: January 24, 2012, 06:23:50 pm »

Turn our rag-tag group into a propaer cult.
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Armok

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Re: Demonhood
« Reply #27 on: January 24, 2012, 06:34:11 pm »

> Don't fix what ain't broken, just get more followers the same way.
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NUKE9.13

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Re: Demonhood. Also, the second half of the Glossary!
« Reply #28 on: January 24, 2012, 06:41:57 pm »

A point of clarification:
Quote
-Expand your group of worshippers [somehow]
The [somehow] means you have to describe the desired method.



RIDICULOUS EDIT: I ran out of space in the first post for the glossary. Then I ran out of space in this post for the glossary. So now half the glossary is in here (A-L). The other half (M-Z) is in HERE.



A glossary of terms (A-L):
A DEMON: A demon is an entity formed entirely out of evil. They arise spontaneously when the evil thoughts in the minds of men, and the evil energy floating about the world suddenly come together, creating a new form and personality, entirely out of evil. Demons are mighty creatures- though not immortal. They have great power over fear and seduction, as well as great physical power, which they use to prey on humans, eating them, enslaving them, and even convincing them to join their cause (See CULTS). Demons gain power from being worshipped or feared (often both at once), from feeding off of humans or other magical creatures, from magical artifacts, and simply from age.
What their motives are beyond doing evil is unknown.
(see LESSER DEMONS, PHYSICAL MIGHT, MENTAL MIGHT, ANGELS)

AKATAKI: Named 'Red Waterfall' in some ancient tongue, the town of Akataki is said to have existed for millennia, constantly destroyed and rebuilt by a wide variety of natural and unnatural disasters. In its various incarnations it has moved from one side of the red lake to another, been everything from impregnable citadel to a cluster of tents, and even been home to a demon. Or so the locals say.
Akataki's current incarnation is on the north shore of the red lake, just far enough from the waterfall that gives it its name that the inhabitants can sleep at night, and serves as a market town to villages throughout the surrounding mountains- most notably Barrspring, to which food is exported in vast quantities, but in return provides some of the highest quality iron-ore known to man, which in the forges of Akataki is transformed into blades of Barrspring Steel. These blades are well known throughout the world as some of the finest mortal blades available, and many make the long journey up the Barr to Akataki just to have themselves a blade forged.
In recent news, Akataki was razed to the ground by the demon Krlnkir Yrlvnt and his champion Dal'Kahh the Avaricious. The inhabitants were enslaved or corrupted to the demon's dark will, and now undead workers transform it into a home for his demonic servants.
(see BARRSPRING, BARRTAL)

AMBERÄRSH: An Amberärsh is an undead animal or minor beast. It consists of the former animals bones (often damaged by fire), surrounded by a swirling cloud of red-hot ash. In place of eyes, there burn two blue flames. It can breath fire, and disguise itself as a pile of ash and bones. It is reverted from this state by the application of fire.
The first Amberärsh were created by the Tall Man by burning alive several animals upon blue fire. He kept them alive despite their ever-increasing injuries, and when naught but ashes remained, the Amberärshs arose to serve their dark lord. Krlnkir Yrlvnt has made many more since.
(see SUMMONING, MONSTERS, SERVANTS)

ANGELS: Angels are creatures made of good. (see THIS THREAD)
(see A DEMON)

ARMIES: As a demon grows bolder, he may decide to stop hiding in shadows and engage in open warfare against the forces of good. His followers will arm themselves, his slaves will work twice as hard, and his servants will gather and ready themselves for war. Demonic armies are terrifying things; slave warriors who feel no pain make up the front ranks, serving as fodder so that the armed cultists might manoeuvre into position better. Fanatics clad in hell-forged steel charge into battle, taking the enemy on five at a time. When the enemy grows weary from facing human foes, they will find themselves set upon by whatever dark servants the demon commands- mutants, undead, lesser demons- each more terrifying than the last, their charge is often the tipping point which causes the foe to flee. And commanding these cursed legions are the demon's champions, entities of great power, but also great intelligence and tactical savviness; often they can outwit even the smartest generals. 
And should the enemy be capable of matching blows with the demon's forces, they may still not be in the clear. Should the battle be pivotal and the need great, the demon himself may come to fight; assuming the form of some titanic beast, sweeping men aside like a maid might sweep dust, turning entire regiments against their fellows with a single thought, destroying the entire army in a single blast of evil energy.
Only a great force of justice could stand against a demonic army. Such forces are rare, and the times they choose to act, rarer. (see HEROES, ANGELS)
(see A DEMON, FOLLOWERS, SLAVES, SERVANTS, CHAMPIONS, RESOURCES)

BANEGHOUL: So you've faced ghouls, and thought, eh, no big threat. Just a bunch of mad cannibals. Maybe you've faced seven at once- good job! But have you ever faced seven all rolled into one, moulded by a demon's dark magic into great lumbering terror, with a single large head desperately trying to control the six other heads embedded into its flesh? If so, you have faced a Baneghoul. I am surprised you are still alive. Baneghouls defy logic. Their ghoulish biology is retained- a resistance to injury, disease, poison; a hunger which can only be sated by human flesh; greater strength in exchange for being thick as planks- but their combined form is even more potent. Its regenerative capabilities are enhanced, its strength is enough to tear houses apart, and its maddened hunger is increased exponentially by the fact that it has seven mouths to feed, and each disagree on who gets to eat first. A baneghoul can also easily modify the fabric of its own body; the lesser heads all retain a set of arms, which 'lie below the surface' usually, and rise up from the rolls of flesh when the head feeds.
And if you've managed to survive a Baneghoul, and are looking for a greater challenge? Good news, they also come in an armoured variety, with steel plate bolted directly into their living flesh, shielding their vital organs and leaving them nigh-invulnerable.
(see GHOULS, MONSTERS, MUTANTS, SERVANTS)

BARRSPRING: Barrspring is a small village high in the eastern mountains, near the origin of the river Barr- hence the name. Barrspring is reached by way of a week's journey through treacherous terrain from the nearest town of Akataki. No crops can be grown in the cold and rocky highlands of Barrspring, game is sparse, and there is only grazing for a few hardy goats. As such, food must be carted in from Akataki, food which must travel well and be easily preserved, for in the winter, the passes that lead to Barrspring are cut off, and the villagers must survive on what food they have stockpiled.
There is one reason, and one reason only why Barrspring exists: Barrspring Steel. The mines at Barrspring are filled with iron ore of the highest quality, and the steel made from it is said to be the best mortal metal in all the world. The village of Barrspring exists to house the miners, who live and work there most of the year; in the winter they return to Akataki. Working in the mines of Barrspring is a well paid job, for it is hard, dangerous work- and the thin, dust-filled air, combined with all the hard work, can reduce a young man of eighteen summers into a gasping geezer of eighty in half the time- so no one works in the mines for more than five years. After this time, enough money has been saved to buy a better life; pay a decent dowry, open a workshop or buy a farm. Occasionally an ex-miner will return to Barrspring to work as an overseer; instructing novices in the appropriate techniques and helping to plan new shafts.
Barrspring is also the birthplace of the demon Krlnkir Yrlvnt, and the seat of his first cult, the cult of the Tall Man.
(see KRLNKIR YRLVNT, CULT OF THE TALL MAN, AKATAKI)

BARRTAL (THE KINGDOM OF): The Kingdom of Barrtal is one of the many kingdoms that makes up the Eastern Confederacy. As the name suggests, its territory covers primarily the Barr valley, including the source of the Barr, where the world-renowned Barrspring Steel is mined. The capital of Barrtal is Dolnar-on-Barr, which sprawls across both sides of the river as it leaves the mountains and begins its slow crawl through the Forest of Kings to the sea. The capital is also the only 'real' city in the kingdom, although there are smaller towns along the length of the river- from source down; Akataki, Granttown, Boat-of-Garten and Aviemore, with the last lying beyond Dolnar, on the border with the forest-kingdom of Nagaron. In the mountains around the Barr Valley are several other towns; Aonogake, Culloden, Nairn and   Rothes.
The fertile valley of the Barr provides enough food for the kingdom to sustain itself; unlike some other kingdoms of the Eastern Confederacy it does not have to import food from the forest-kingdoms. The kingdom is a great exporter of iron, for the renowned Barrspring Mines is not the only rich vein in the country. Small amounts of gold and gemstones are also mined and extracted. Its presence on the river Barr and the great wealth its mines produce make Dolnar, and subsequently the kingdom of Barrtal, a prosperous place visited by many merchants; from other kingdoms of the confederacy, from the neighbouring kingdom of Nagaron, and from places even further abroad- often with the intent to purchase a blade of Barrspring steel.
(see EASTERN CONFEDERACY, NAGARON, BARRSPRING)

BEASTMEN: Beastmen are twisted creatures, born of the demonic merging of man and beast. They stand tall and strong, often coated in fur, and may have horns, wolf-like teeth, pointed ears, or other bestial features. Beastmen are mutants, but are capable of reproduction, and have in the past done so, breaking free of their demonic masters, and forming savage tribes in deep forests and high mountains. These tribes will act independently, hunting, crafting crude weaponry, attacking mortal settlements- sometimes even joining together with other tribes and forming vast hordes which overrun entire kingdoms.
Fortunately, beastmen are creatures of Evil, and when the force of Evil weakens, beastmen too will weaken. Some tribes will die out peacefully; others will enter a deep sleep, to awaken when Evil is strong once again.
(see A DEMON, MUTANTS, SERVANTS)

CULTS: Cults are organized groups of demon-worshippers. They vary from a gaggle of mortals serving a demon personally, to shadowy agencies with members in the highest courts, thousands of followers, and large active military arms. Typically membership of a cult will be kept secret, by worshipping only during the night in secluded locations, although as cults grow larger and more bold, they may worship openly. Cults tend to have a 'uniform' by which they recognise each other; frequently it disguises their identities as well. They often choose specific sites to worship at, with larger cults even constructing secret temples for the express purpose of worshipping their dark lord  (see TEMPLES). A cult's power depends on a number of factors; the amount of members it has, how many resources it can spare for daily operation, how powerful the object of their worship is, and how close the connection between each cultist and the demon is.
Cults engage in a number of activities at their dark lord's bequest; converting more members to their foul cause, ensnaring and enslaving mortals to be sacrificed (see SLAVES), summoning or creating monstrous creatures (see SERVANTS, MONSTERS, SUMMONING), bearing arms against their malevolent deity's enemies (see ARMIES), or simply worshipping them, as that their chorus of voices might give him strength.
In return, the demon will often promise power, forbidden pleasures, or limitless wealth. (see REWARDS)
(see A DEMON, FOLLOWERS)

CULT OF THE TALL MAN: Krlnkir Yrlvnt (aka The Tall Man) formed his first cult in the woods outside of Barrspring, from a dozen children. It has grown, since. The cult themes itself around fire and creation- forges are a common element in their temples. Cultists adorn themselves with elaborate body paint; blue circles around the eyes to mimic those of their dark lord, and a personalized scrawl of dark runes and hideous visages, in pigments made of blood, fat, and ash. They worship Krlnkir Yrlvnt with chants and dances around burning pyres, often throwing live sacrifices into the flames to 'feed' him. Krlnkir Yrlvnt rewards them with diabolical ecstasy, resulting in orgies of sex and violence. Some of his cultists study magic, and fashion themselves 'Acolytes'. Others arm themselves with axes and light armour, forged of dark, cursed steel.
(see CULTS, KRLNKIR YRLVNT)

CHILDREN: Children are weaker than adults, both of body and mind. Abstracted to: 2 children = 1 adult. Children are delicious. (see EATING)

DEATH: That is not dead which can eternal lie, and given strange aeons even death may die.
(see SOULS)

DOLNAR-ON-BARR: A fine city of brick and tile, sprawling across both sides of the river Barr as it leaves the Eastern Mountains, and begins its slow crawl through the Forest of Kings to the sea.
It is surrounded by a mass of farmland, providing the city with grain, livestock, and fruit. Traders come from all over the Eastern Mountains, bringing with them the wealth of the earth. The grand palace stands in the northern half of the city, seat of the king of Barrtal, one of the many kings of the Eastern Confederacy. A wizard's tower stands upon the opposite bank, the primary source of magical education in the kingdom. A large temple to Dorael, god of earth, graces the city, along with a medium-sized pantheon, and several smaller shrines throughout the city. Outside the city, built upon a hill, is a large stone prison where dangerous, insane, or magical prisoners are held. It also serves as the headquarters of the Barrtal Monster Hunters.
Monster activity has been low in the Eastern Reaches lately. As such, many have forgotten about the dangers of demons, the terror of great beasts, and the might of magic. The wizards and the monster hunters both find little work and less funding these days, and as such, their skills are rusty and their numbers few.
(see BARRTAL, EASTERN CONFEDERACY, WIZARDS, MONSTER HUNTERS, ASYLUMS)

DORAEL: Dorael is a god. He is often called the god of earth. He is commonly portrayed as a bear, and stories say he controls earthquakes.
(see GODS)

DRAGONS: Dragons are winged reptiles, similar in size to a large dog. They inhabit high mountain ranges, hunting in packs, commonly sleeping in caves, which they warm with fire spewed from their mouths. Dragons are not natural creatures; as such, they are classified as monsters. However, the average wild dragon is not an aggressive creature; on the contrary, dragons are known to be playful, joyous, and tolerant of humans. Their only crimes are occasionally killing some sheep or goats who wander too far into the hills, and stealing shiny objects left unattended- dragons finding a magpie-esque delight in filling their nests with glittering trinkets.
Dragons come in a variety of colours, though the differences are mostly superficial. With one exception. A dragon with black scales- or anything approaching black- is a dangerous beast best avoided by unarmed men. For black dragons are evil beasts, the bad apples in the basket of dragon-kind. No dragon is born black; rather, a dragon who suffers some great pain or loss may find its mind given over to darkness; and with its mind, its heart; and with its heart, its scales. These beasts call upon their innate magic and what evil power they can find, and grow much larger than their peaceful kin- reaching the size of warhorses, or larger-, and travel the land causing chaos and destruction. They may even seek out a demonic cause to follow.

EASTERN CONFEDERACY (THE): The Eastern Confederacy is, as the name suggests, a confederacy of eastern nations. The small kingdoms throughout the Eastern Mountains, many of which consist of only a single city, and require food imports to survive, formed the Eastern Confederacy centuries ago, in order to alleviate their individual weakness, and allowing them to make more favourable trading agreements with the Forest Kingdoms and the other nations of the Eastern Reaches. The Confederacy has flourished, and many of its member states who at the time of its forming fought tooth and nail to retain their independence now praise it as the best thing that ever happened to them.
The Confederacy mainly concerns itself with political matters; once a year, or in the event of an emergency which threatens the entire confederacy, the kings of its member-states gather to discuss things. If a king is missing, due to being dead, the Confederacy is responsible for acknowledging his successor: whilst a king is free to appoint whomever he wishes his successor, if the Confederacy does not approve, he cannot take the throne. In the long history of the confederacy this has occurred only four times; twice because the successor was clearly mad, once because the successor had plans to expand his kingdom at the other's expense, and once because the successor was a horse.
The Confederacy also handles trading agreements on behalf of its smaller member states, and on extreme occasions can declare war against a nation on behalf of all its member states. This has never occurred, although it once threatened to- but fear of the Confederacy's collective power was enough to make the nation in question back down. Usually, the Confederacy will let wars between member states, or minor wars between member states and outsiders, pass without comment.
For the geography of the Eastern Confederacy see EASTERN MOUNTAINS and EASTERN REACHES.
The principal member-states of the Eastern Confederacy are BARRTAL, DRAKENVAL, GREY MOUNTAINS, EIRSHORE, NARLAN, EASTHALL, NARSIS, and RHIALE.
(see FOREST KINGDOMS, FOREST OF KINGS, THE WORLD)

EATING: OMNOMNOMNOMNOMNOMNOM

ELEMENTALS: Beings created by giving mind and form to one of the four classical elements (fire, air, water, earth). Elementals are simple beings, whose artificial minds have only one emotion, which varies depending on their source. They can be very difficult to damage using mortal means; enchanted blades or magical attacks must be used to take them out. This, and the relative ease with which they can be created, makes them popular with mages, although the demonic magic of summoning can also be used to create them, and demons and necromancers have been known to employ them.

FOLLOWERS: Followers are willing mortals, who follow a demon in exchange for power, or for not being eaten. Child followers count for half
(see A DEMON, CHILDREN, MORTALS, REWARDS)

GHOULS: Ghouls are mutated humans; twisted, unintelligent cannibals. They sacrifice brains for brawn, and gain a resistance to disease and injury. Their digestive system has been twisted and corrupted, and is no longer capable of handling anything other human flesh. Ghouls have been known to occur naturally, though they are often created by demonic forces to complement their armies. Wild ghouls tend to nest in cemeteries, where they rob graves for sustenance.
If ghouls don't satisfy your need for terrible mutants, perhaps baneghouls will? (see BANEGHOUL)
(see MUTANTS, MUTATIONS, MONSTERS)

GODS: There are many gods. Mortals worship them. They exist, and sometimes use their power. It is said that faithful priests can call on the favour of the gods through chants or blessings. 
(see PRIESTS, MORTALS)

IMPS: An imp is a lesser demon of such lowliness that it is barely sentient. They are often summoned en masse by more powerful demons to serve as a makeshift army. Imps usually take after their creator's image, though they have shape-shifting abilities allowing them to take on many forms- limited in size, however: Imps cannot take a form much larger than a child without suffering a decline in concentration. Physically, they are approximately as strong as a child as well, though their natural weapons and hideous visage means they can still pose a threat in combat. Imps are capable of minor feats of magic as well; blasts of energy, hypnosis (either for fear or control), and minor teleportation are some of the tricks most often found in an Imp's arsenal.
On rare occasions, mortal wizards will attempt to summon Imps and bind them. These attempts rarely succeed. (see NECROMANCY, THIS THREAD)
(see A DEMON, LESSER DEMONS, SUMMONING, SERVANTS)

IMP VARIETIES: Imps are lazy creatures with little imagination. They are all but incapable of learning, and given their relative weakness, are not suited for many tasks. For this reason, a demon will often summon specialized imps, who, at the expense of some other knowledge/powers, are capable of performing more useful tasks. Each demon will have his own varieties. Krlnkir Yrlvnt has employed the following sorts of Imps:
-Red Imps: Have the standard 'devil' look; wings, horns, pointy tail, glossy red skin. Their personality is very chaotic; they find much mirth in pranks and jokes- although, given their demonic nature, both pranks and jokes can be deadly to a mortal recipient. They are somewhat skilled with fire magic, being able to throw small fireballs from their hands with almost no effort whatsoever.
-Black Imps: A short, sturdy creature fond of drink and industry. Black imps are squat, covered in bristly black fur, and have large hands and feet that resemble the paws of a mole. Though they have little talent for magic, they are skilled diggers, and capable metalworkers. They insist upon consuming alcohol at every possible opportunity, are both OCD and very messy, and are deathly afraid of large fish and elephants.
-Blue Imps: Imps that have been adapted to live in water; their skin has a bluish-green palor, their hands and feet are webbed, and they have large jaws filled with rows of sharp teeth. They lurk in dark pools or under bridges, and use magic to lure passers-by to the water, then drag them down and tear them apart. However, they have a curious code of honour: if the mortal throws a single coin into the water, they will go free. They eat the coins.
-Green Imps: Physically all but helpless, these imps adopt the guise of large, twisted frogs, and use a variety of potent illusion and hypnosis magics to aid other demonic forces in their work. Given their crippling physical weakness, green imps are -out of necessity- timid and cowardly, and will often hide or disguise themselves as they perform their magic. Their timid nature is extended into their personality; they are pessimistic, glum, and have a tendency to sorrowful wailing which is really irritating.
-Yellow Imps: Their bodies are made up of a highly corrosive slime. When not concentrating, they will take the form of a shapeless blob; however, they are easily capable of shifting their bodies to take on any form. They have exceedingly vicious personalities, which they consider to be the 'grail' of demonhood; amongst themselves and other imps they are very prideful. They often torment green imps. They are very weak to water, which causes their slime-like bodies to dissolve.

KRLNKIR YRLVNT: Krlnkir Yrlvnt is a demon. His true form is, of course, too horrible to behold. However he commonly takes the shape of a humanoid with four arms. His limb are each half again as long as they would be were he human, and appear to be nothing more than skin stretched too tightly over bone and tendon. His tail ends with heavy quadruple battle-axe style blades. As mortal gaze shifts from his extremities, his form is less well defined, replaced with a slowly swirling reddish-purple vortex roughly in the shape and size of a man's torso. His head is an undefined haze of vortex, with two points of blue fire where his eyes should be.
Krlnkir Yrlvnt was born near the village of Barrspring in the eastern mountains, where he swiftly corrupted the dreams of the local children. He recruited the children of the village into a cult, known as the cult of the Tall Man, and with their aid created the first Amberärsh. Under the guise of her cousin, Krlnkir Yrlvnt impregnated a girl of the village. He was forced to flee when he realised he had forgotten to seize control of the woman's mind first.
He travelled to Akataki, where he briefly let his Amberärshs roam free, then travelled to the isolated hamlet of Ylm, which he razed to the ground, leaving only four traumatized survivors. From Ylm he travelled downriver, to Dolnar-On-Bar, capital of Barrtal. He had his eyes set on the asylum there, yet the guards- trained monster hunters, and the wards, proved vexing. It was during his siege of the Dolnar Asylum that he received a long-distance summoning from his followers in Barrspring. They had summoned him because of a mysterious illness that had stricken the girl he had impregnated. Krlnkir Yrlvnt realised that the unborn child was attempting to posses its mother, and talked to it, calming its mind and curing the girl. He gifted a follower power as a reward for his efforts.
The siege of the Asylum continued. Eventually, he found a weakness in the defences, which he exploited, allowing him to haunt and torture the guards until the Asylum was his. The freed inmates became his followers, and they turned the asylum into a dark fortress.
(see A DEMON, CULT OF THE TALL MAN, BARRSPRING, AMBERÄRSH)

LESSER DEMONS: Lesser demons are like regular demons (see A DEMON), but lesser. Though essentially the same- a creature and personality of pure evil- lesser demons serve under some other entity- often another demon, and are bound to follow their commands. Not to be confused with bound Djinni- if you find a lesser demon in a bottle who offers you three wishes, either A) Run or B) make all three wishes "Make it quick". Lesser demons often exchange power with their superior- depending on the relation between the two, this can vary from: all power to the superior (see EATING) to all power to the lesser demon (see TREACHERY, EATING).
(see SUMMONING, SERVANTS)


The Glossary continues HERE

Incidentally, if you want to see an entry added to the glossary, just ask!
« Last Edit: February 17, 2012, 02:43:14 pm by NUKE9.13 »
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NRDL

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Re: Demonhood
« Reply #29 on: January 24, 2012, 10:10:56 pm »

Turn our rag-tag group into a propaer cult.
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GOD DAMN IT NRDL.
NRDL will roll a die and decide how sadistic and insane he's feeling well you do.
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