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Author Topic: Demonhood. -Slumbering for an indeterminate number of Strange Aeons-  (Read 237754 times)

Loud Whispers

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Re: Demonhood. -Unborn child possesses own mother-
« Reply #255 on: January 29, 2012, 06:07:49 pm »

+1 to fortify.  Let's make this a bastion of nightmares!

And madness. Can't be without your madness. Plus, it'd be a key point to attacking the city >:£

JackOSpades

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Re: Demonhood. -Unborn child possesses own mother-
« Reply #256 on: January 29, 2012, 07:01:39 pm »


I think we should turn asylum into fortress

This, was the whole point of taking the asylum or I at least thought it was.

A fortress temple with haunted catacombs and a Throne of human skulls/bone (sized for us) in front of a large pyre

perhaps we can pass ourselves off as the god of fire/chaos to keep priests off our case, they already worship a god of earth.

also turning the more powerful/sane inmates into a proper cult, (our new priesthood) most likely lead by the girl who alerted us to the new song verse.

as for the book DESTROY it. those "holy" wards probably wont stop one of our loyal human followers with a crowbar.
and book + Pyre = problem solved.

faceplam silly quote tag you no go there
« Last Edit: January 29, 2012, 07:03:46 pm by JackOSpades »
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Ukrainian Ranger

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Re: Demonhood. -Unborn child possesses own mother-
« Reply #257 on: January 29, 2012, 07:14:58 pm »

But we can't defend against any real siege, I see a fortress only as a temporal distraction and a way to weaken mages\priests\army
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NUKE9.13

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Re: Demonhood. -Unborn child possesses own mother-
« Reply #258 on: January 29, 2012, 07:21:02 pm »


Alright, it seems basically everyone is in favour of fortify.
We should also fortify. And the place should be made a proper temple with fires and things being made.


You waltz into the asylum, the doors opening by themselves to welcome their new master. A few petty alarms go off, but there is no one to hear them, and you silence them with ease. You grab a dead guard of the floor, and after stripping him of his silver weaponry, nibble at him as you tour the facilities, releasing the inmates, turning the insane ones into your slaves, rounding up the various guards and stashing them in a cell. You take the guise of one of the guards in case someone comes knocking, and for ease of navigation, and then the renovations begin. The silver is stripped away and piled up in some dark corner, to be sold later. The magically-inclined inmates help you remove the last of the wards, whilst the rest and your slaves begin tidying up the place; out with the holy symbols, in with the dark runes painted in fresh blood. Fires are lit. An inmate with a little knowing of metalwork starts up the monster hunter's forge, turning scrap metal into images of yourself and tools for your workers. With the aid of the stones and the sweat of your slave's backs, you move a few walls around, turning several central rooms into one large circular room, a firepit at its center. Crudely-forged icons are hung upon the walls, bloody runes are scrawled upon the floor.
The torture chambers require little in the way of renovation. A few of the older machines need dusting off, a little oil, spikes sharpened and blades dulled. You test them all out on one of the surviving guards. His screams of agony echo through the hallways, filling you with delight.
Below the earth your followers open long-sealed doors, disturbing the spirits who dwell there. You release your allied spectres from the last of their binds, and together you badger the other ghosts into a frenzy; they swoop through the hallways crying death and despair.

With the place more to your tastes, you set about placing wards of your own. With the aid of the trained inmates, you establish a series of wards whose strength is equivalent to what existed before. Of course, you would want more powerful wards, but you have not the power to establish them at the moment. Besides, the asylum itself should ward off any attempts at magical meddling quite handily.

To a backdrop of screams of long-dead inmates, the cries of the stone itself, and the pleas for mercy from the guard, your followers chant and dance in your name. The fire pit lit, an altar procured, and upon that altar one of the last (sane) guards bound. In a nightmarish frenzy of worship, they carve runes into the man's chest, then take him and throw him into the fire. The fire briefly becomes your gaping maw, and the guard is swallowed whole. Your followers shriek in delight, crying your name and begging your blessing.
You can feel the power of their worship invigorating you, and the death throes of the dead guard sating your hunger. It has taken some time, but of this place you have made a fortress of darkness, from which you and your followers can strike with relative safety.

Your worshippers need some structure. You should
-Formally make these men part of the Cult of the Tall Man
-Make them into a new Cult

The insane guards need dealing with. You should
-Have your followers sacrifice them to you. Omnomnom.
-Enslave them, and use them to further disguise your takeover of the asylum.

The asylum was filled with resources, which you could use for all sorts of things. You should
-Arm your followers as that they might fight in your name
-Further improve the asylum with them: buy/build more forges; make more impressive statues of yourself from gold or ivory; perform more drastic remodelling.
-Let your cultists use them to aid them in their activities, however they see fit

Oh, and some of your slaves- the ones from Ylm- are falling to pieces. Literally. You should
-Just eat them
-Work them to the bone
-Fix them up

Once all that- and anything else that needs doing- is handled, you will have wasted enough time indoors. You should
-Go on a rampage in the surrounding countryside
-Send followers out to kidnap people from their homes to be sacrificed to you
-Send followers out to find more potential worshippers
-Enter the city in disguise, learn what the news in the kingdom is.
-Do something completely different.


Required: Choice: New followers in Tall Man cult, or new cult?
Choice: Sacrifice or Enslave former Monster Hunters?
Choice: Eat, Ignore, or Fix decaying Slaves?
Action: What to do with the resources plundered from the asylum?
Action: What to do once you are finished at the asylum?
Optional: Describe the interior of the asylum some more. What sort of style has it been renovated in? Will it be practical, with sleeping quarters here and barracks there and slave pens there, or chaotic, with stuff just put wherever the hell people feel like it?


Name: Krlnkir Yrlvnt
Physical might: 20 (+2 Omnomnom)(+2 Worship)
Mental might: 19 (+1 Omnomnom)(+3 Worship)
Followers: 6 | 26 (inmates)
Slaves: 17 (of which 7 decaying)
Servants: 40 (30 Amberärshs, 10 Spectres)

Cults:
  The cult of the Tall Man. Low organisation. 6 (12) members in 1 village.
    Power level: 5 -2 spent looking after your unborn daughter, -1 spent worshipping you.
    Resources: 0
    Cultists: 1 Acolyte (control magic)

Champions:
  Unborn Half Demon: estimated 3.25 months till birth.
    Female, considerable demonic half.

Fortresses:
  Dolnar Asylum. Former HQ of Barrtal monster hunters.
    Mighty Walls (50). Weak Wards (10). Evil Stones (cause illusions and madness to attackers, also act as a second set of Weak Wards). Rampant Spectres (cause madness to attackers. May randomly attack occupants (friend or foe))
    Sacrificial Chamber: An excellent location for worship and sacrifice.
    Source of Evil: This place has a long history, and much of it unpleasant. The reserves of evil seem nearly bottomless. It has built up to such a level that it seems to generate evil on its own (in small amounts). This makes it an excellent place for summoning or necromancy. 
« Last Edit: January 30, 2012, 02:23:22 am by NUKE9.13 »
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Loud Whispers

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Re: Demonhood. -Unborn child possesses own mother-
« Reply #259 on: January 29, 2012, 07:25:05 pm »

>For the Asylum inmates

>Don't make a new cult, make a new sect!

Commando sect anyone?

I'd go with sect of the tall man, unless someone comes up with a better name.

NUKE9.13

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Re: Demonhood. -Unborn child possesses own mother-
« Reply #260 on: January 29, 2012, 07:36:00 pm »

If you want to make a new cult (or sect, whatever), you can muddle out ideas for what sort of cult/sect whatever you'd want it to be. If you want something essentially the same to the Tall Man cult but with a few minor differences, just add them to the Tall Man cult, and we can apply those differences to these followers locally, no problem.
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ibot66

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Re: Demonhood. -Unborn child possesses own mother-
« Reply #261 on: January 29, 2012, 07:39:31 pm »

>For the Asylum inmates

>Don't make a new cult, make a new sect!

Commando sect anyone?

I'd go with sect of the tall man, unless someone comes up with a better name.
Sect of the Burning Light? Also, guards should be enslaved, and forced to at least pretend to still work for their old cause, if not eliminating competitors (Maybe?).
Semi-edit!
They should have a slightly higher organization, perhaps ruled by a council elected by Us to rule in the case of our absence?


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Ukrainian Ranger

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Re: Demonhood. -Unborn child possesses own mother-
« Reply #262 on: January 29, 2012, 07:45:41 pm »

I think we need:

1) Form a new cult. "Sect of the Burning Light"
2) Give the fortress in their total control including resources
3) Eat decayig slaves
4) Sacrafice monster hunters
5) And, together with our remaining slaves and servants go back to Akataki, now we strong enough to attack it by brute force
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Koliup

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Re: Demonhood. -Unborn child possesses own mother-
« Reply #263 on: January 29, 2012, 07:50:16 pm »

I vote we name our new fortress: The Church of The Flames of Madness.
I say we just indoctrinate these inmates into our regular cult structure, if I recall correctly, I think it allows for the 3 cult location leaders to personalize the branch, we just let them personalize it. Someone is going to come a-knocking, we should enslave the guards, just to make things a little easier. We should turn our falling-apart slaves into horrible abominations fit only for menial tasks, if possible.
On the note, I would like to the Mutations added to the glossary. What we can do, can we mutate items/imbue them? Can we make a person into a flame spirit? That kinda thing.
Spoiler: tl;dr (click to show/hide)
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JackOSpades

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Re: Demonhood. -Unborn child possesses own mother-
« Reply #264 on: January 29, 2012, 08:03:27 pm »

>Don't make a new cult, make a new sect!
I'd go with sect of the tall man, unless someone comes up with a better name.

something less childish please, were heading towards the big time here.
Cult of Kurlinkir basically our name but Easier on human throat. (Kurlinkir Yarlvent bishes)

Its the same cult but the "cult of the tallman" is our child friendly version.

slaves from Ylm develop them into some new monstrositys, maby a humanish form AMBERÄRSH with bat wings because we need some flying minions. fueling this by omnom-ing some of the insane guards, any leftovers can be inslaved to replace the ranks of the decaying zombie slaves.

The asylum was filled with resources, which you could use for all sorts of things. You should
-Arm your followers as that they might fight in your name
-Further improve the asylum with them: buy/build more forges; make more impressive statues of yourself from gold or ivory; perform more drastic remodelling.
-Let your cultists use them to aid them in their activities, however they see fit

ALL OF THE ABOVE, plus a throne of human bone.


-Go on a rampage in the surrounding countryside (NO just no. to obvious. too many problems)

-Send followers out to kidnap people from their homes to be sacrificed to you. (far from the fortress please, those flying horrors above would definitely help here.)

-Send followers out to find more potential worshippers (yes please)

-Enter the city in disguise, learn what the news in the kingdom is. (good option for us personally)

-Do something completely different. (fake den of Evil anyone?)

JackOSpades

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Re: Demonhood. -Unborn child possesses own mother-
« Reply #265 on: January 29, 2012, 08:06:24 pm »


Also, guards should be enslaved, and forced to at least pretend to still work for their old cause, if not eliminating competitors (Maybe?).

THIS for the guards, that would help keep us hidden while we do other things

Ukrainian Ranger

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Re: Demonhood. -Unborn child possesses own mother-
« Reply #266 on: January 29, 2012, 08:10:51 pm »

Someone is going to come a-knocking, we should enslave the guards, just to make things a little easier.  We should turn our falling-apart slaves into horrible abominations fit only for menial tasks, if possible.
I think our personal strenght is much more important. So lets eat and let cultisit to find their own ways how to defend and improve the fortress.

We have only 3 months to  come back to Barrspring, and we should go now and have fun in Akataki on the way

Quote from: JackOSpades link=topic=99534.msg2
942913#msg2942913 date=1327885584
Also, guards should be enslaved, and forced to at least pretend to still work for their old cause, if not eliminating competitors (Maybe?).
THIS for the guards, that would help keep us hidden while we do other things
I think it is pointless, our opponents aren't stupid to think that mindless slaves are real monster hunters.
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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. -Unborn child possesses own mother-
« Reply #267 on: January 29, 2012, 08:11:51 pm »

On the note, I would like to the Mutations added to the glossary. What we can do, can we mutate items/imbue them? Can we make a person into a flame spirit? That kinda thing.
Bam!
Quote from: Glossary
MUTATIONS: Mortal flesh is like putty under the hands of a powerful demon. His chaotic influence can sweep the laws of biology aside and make of unblemished humans shambling monstrosities. Effectively, mutating is similar to summoning: raw evil is infused into the mortal to cause and maintain the mutations. However, the amount of evil required is drastically lower; it is merely used to force the body to change itself. Particularly impressive mutations may require a more substantial investment of evil, or the use of some other source of power, if the body cannot actually sustain the mutations on its own.
Minor mutations, such as a slight increase in strength, would not be particularly impressive, and have very little adverse effects on the mortal. More severe mutations- an extra limb, say, would cause the mortal's mind to become twisted- the chaotic influence of evil running rampant through his body. Extreme mutations- turning an ordinary man into a 10-foot, chitin-plated, six armed, fire breathing monster- will completely destroy the mortals mind, rendering them mad creatures that act only on instinct. Occasionally this will be offset by the demon giving the creature a new mind as well, but often the anguished cries of the mad human mind amuse them so much that they readily accept any collateral damage they cause.
Mortal Wizards have devised their own manners of replicating these arts- although in the civilized world, they are banned, and fall under the heading of Necromancy (see NECROMANCY)
(see A DEMON, SERVANTS, MONSTERS, MORTALS)

To answer your questions: Items, no. That would fall under summoning, technically, or just plain MAGICAL ARTEFACTS. Mutation is only for living things. Man>Flame spirit... yes, but the amount of power required to do so would be greater than just summoning a flame spirit.
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mcclay

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Re: Demonhood. -Unborn child possesses own mother-
« Reply #268 on: January 29, 2012, 08:20:51 pm »

I vote we name our new fortress: The Church of The Flames of Madness.
I say we just indoctrinate these inmates into our regular cult structure, if I recall correctly, I think it allows for the 3 cult location leaders to personalize the branch, we just let them personalize it. Someone is going to come a-knocking, we should enslave the guards, just to make things a little easier. We should turn our falling-apart slaves into horrible abominations fit only for menial tasks, if possible.
On the note, I would like to the Mutations added to the glossary. What we can do, can we mutate items/imbue them? Can we make a person into a flame spirit? That kinda thing.
Spoiler: tl;dr (click to show/hide)
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NUKE9.13

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Re: Demonhood. -Unborn child possesses own mother-
« Reply #269 on: January 29, 2012, 11:36:21 pm »

Alright, there are a lot of decisions to make for this update.
Quote
Choice: New followers in Tall Man cult, or new cult?
Choice: Sacrifice or Enslave former Monster Hunters?
Choice: Eat, Ignore, or Fix decaying Slaves?
Action: What to do with the resources plundered from the asylum?
Action: What to do once you are finished at the asylum?
Optional: Describe the interior of the asylum some more. What sort of style has it been renovated in? Will it be practical, with sleeping quarters here and barracks there and slave pens there, or chaotic, with stuff just put wherever the hell people feel like it?
I'd like to get as much input on this as possible, maybe get a coherent consensus.
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