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Author Topic: Demonhood. -Slumbering for an indeterminate number of Strange Aeons-  (Read 237720 times)

cerapa

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Re: Demonhood. -Asylums corrupted: One-
« Reply #300 on: January 30, 2012, 03:00:38 pm »

This is a horrible idea, and I shouldn't bring it up, but... We can breed an army. We just need to capture as many women as possible, and set some cultists as caretakers. We've already proven the theory.
Way to slow
Exactly. Though if we can lure, kidnap or trick children into joining our cause, we'd have a steady influx of the most devout, trained and indoctrinated cultists possible. Future cult leaders perhaps?
You actually bring up a good point.

The children we have had from the start are extremely loyal to us, and are currently gaining experience in taking care of evil and in subtlety. Excellent leaders.
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kaian-a-coel

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Re: Demonhood. -Asylums corrupted: One-
« Reply #301 on: January 30, 2012, 03:03:43 pm »

This is a horrible idea, and I shouldn't bring it up, but... We can breed an army. We just need to capture as many women as possible, and set some cultists as caretakers. We've already proven the theory.
Way to slow
Exactly. Though if we can lure, kidnap or trick children into joining our cause, we'd have a steady influx of the most devout, trained and indoctrinated cultists possible. Future cult leaders perhaps?
You actually bring up a good point.

The children we have had from the start are extremely loyal to us, and are currently gaining experience in taking care of evil and in subtlety. Excellent leaders.
That is a good point, you said it.
breeding: no
enlisting kids: yes.
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Re: Demonhood. -Asylums corrupted: One-
« Reply #302 on: January 30, 2012, 03:08:16 pm »

Guys we need more structured posts about what we doing now, longterm plans are nice, but we still don't have a turn
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ibot66

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Re: Demonhood. -Asylums corrupted: One-
« Reply #303 on: January 30, 2012, 03:47:41 pm »

I like this:

Make some, teach the Madflames the ways of minions-creating, give them a three-people counsil to rule (with a fourth in the shadow, unknown of all others, which role is to prevent disorder (the idea is if counsil members are fighting, the Shadow member will rise and wipe them, installing a new counsil (and we name a new Shadow)) and weakness (same there). Thus respecting also the Rule of Four.)

Then, if nothing interesting happen, head back in the general direction of Barrspring with most minions, randomly rasing villages in the way. But we stop before people notice where we head. Maybe turning in another direction while rampaging, then stop the killing and sneak to Barrspring.

Then, begin to corrupt the mines, and haunt them with Amberghüls and spectres. fill the iron with EVIL. May it never be used for good (okay, this may be too much, but it's the general idea).

And, bonus, we'll be on the right place for our girl's birth (say 2 month rampaging, 1 corrupting the mines).


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NUKE9.13

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Re: Demonhood. -Asylums corrupted: One-
« Reply #304 on: January 30, 2012, 03:58:21 pm »

Guys we need more structured posts about what we doing now, longterm plans are nice, but we still don't have a turn
Tell me about it.

Try to reach a compromise/consensus, people. Although if you don't/can't, I will just pick something myself.
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Comatose

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Re: Demonhood. -Asylums corrupted: One-
« Reply #305 on: January 30, 2012, 04:14:34 pm »

Hey,
I've really enjoyed your narrative style NUKE9.13

Turn Actions


This fortress, and its resident cult, is operational. You should give them orders, whilst you
-Go rampaging through the countryside.
-Disguise yourself and enter the city, to learn what news there is in the kingdom.
-Go wandering through the mountains, looking for interesting things.
-Do something

The Mad Flames branch-cult has 12 power. This can be divided over the following actions.
-Worship
-Sacrifice (requires sacrifice)
-Gather converts
-Gather slaves/sacrifices

-Gather resources
-Upgrade cultist to Acolyte
-Upgrade cultist to Armed Cultist (requires resources)
-Upgrade slaves to Slave Warriors (requires resources, slaves)
-Other

Note that at their current power level, the asylum provides enough of a secrecy bonus that they are basically unnoticeable (unless they do something really obvious)


I think that while we are in Dolnar-on-Barr due to the preists/magic users/monster hunters, we should be as low key as possible at the moment.
Having Krlnkir Yrlvnt find information can let us see how much awareness of our actions (if any) exists.
We are still a reasonably vulnerable spirit of evil, so a large-scale conflict should be avoided in Dolnar-on-Bar.

With regards to The Church of the Flames of Madness, since we don't know the general alarm levels, the freed asylum residents should worship Krlnkir Yrlvnt.
This will give Krlnkir Yrlvnt additional power, on the chance we are discovered in Dolnar-on-Barr.
Worshiping in the Asylum will benefit Krlnkir while being comparatively under-the-radar.
Any of the new captives who will not join our cult or accept the yoke of servitude, can be sacrificed.


Long Term Plans


I think that having a permanent foothold in Dolnar-on-Barr is too risky at the current state of affairs.
We could have a majority of the new followers come with us when our daughter's birth draws nearer.
The available manpower means that we could likely take over Barrspring. Also from Nuke's description of the Miners drinking at Barrspring, it would be easy to corrupt them with promises of power.
With the tools and manpower from our followers, we can take over the mines, like in this description:
I like this:

Make some, teach the Madflames the ways of minions-creating, give them a three-people counsil to rule (with a fourth in the shadow, unknown of all others, which role is to prevent disorder (the idea is if counsil members are fighting, the Shadow member will rise and wipe them, installing a new counsil (and we name a new Shadow)) and weakness (same there). Thus respecting also the Rule of Four.)

Then, if nothing interesting happen, head back in the general direction of Barrspring with most minions, randomly rasing villages in the way. But we stop before people notice where we head. Maybe turning in another direction while rampaging, then stop the killing and sneak to Barrspring.

Then, begin to corrupt the mines, and haunt them with Amberghüls and spectres. fill the iron with EVIL. May it never be used for good (okay, this may be too much, but it's the general idea).

And, bonus, we'll be on the right place for our girl's birth (say 2 month rampaging, 1 corrupting the mines).
The mines could be quickly be corrupted, tunnels dug, smelters created, and we can make our first real demonic lair!


This is a horrible idea, and I shouldn't bring it up, but... We can breed an army. We just need to capture as many women as possible, and set some cultists as caretakers. We've already proven the theory.
Way to slow
Exactly. Though if we can lure, kidnap or trick children into joining our cause, we'd have a steady influx of the most devout, trained and indoctrinated cultists possible. Future cult leaders perhaps?
You actually bring up a good point.

The children we have had from the start are extremely loyal to us, and are currently gaining experience in taking care of evil and in subtlety. Excellent leaders.
That is a good point, you said it.
breeding: no
enlisting kids: yes.

I am largely in agreement with the enlistment in lieu of breeding, but in the long term, having a steady influx of impressionable children is never bad for a cult; eventually the villages will run out of easily corruptible children.

In that idea of long term sustainability, as the ranks of our cult grows, we will need more and more followers who are dedicated to more mundane tasks. (eg. Farming, Craftsmanship, Fishing, Medicine)


Finally, talking about our daughter, I think we might want a better idea of what her abilities are.
The shortened gestation time likely means her cells can divide quicker than human cells would, possibly extending to accelerated growth/regeneration.
From the mother's symptoms of a fever, she likely will have an affinity for the magical use of fire like Krlnkir Yrlvmt.
The mother's incoherent outbursts as a result of the daughter's possession would indicate an aptitude for the controlling of minds: she could be like a siren, luring people to their deaths.

Also I picture her with red hair and red eyes.
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Evil Marahadja

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Re: Demonhood. -Asylums corrupted: One-
« Reply #306 on: January 30, 2012, 04:18:32 pm »

Yea, lets go with what Comatose said.
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Re: Demonhood. -Asylums corrupted: One-
« Reply #307 on: January 30, 2012, 04:23:29 pm »

Ukrainian Ranger

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Re: Demonhood. -Asylums corrupted: One-
« Reply #308 on: January 30, 2012, 04:30:21 pm »

I posted my variant of turn several times and don't like that cowardly turn. I'll talk about long term vision, while I wait for Nuke's post
 
Quote
think that having a permanent foothold in Dolnar-on-Barr is too risky at the current state of affairs.
It is risky only if we stay in it... And if forces of good kill all cultists, who cares? That's their mission to die in our name and take as many our enemies with them as they can, spreading chaos and destruction in process. 

Quote
The available manpower means that we could likely take over Barrspring.
Likely? It is cakewalk already, even without army, demon alone can conquer it. I think we was capable to do it when we left with...  We can take much more dangerous targets.

I think that we are way too careful in combat, we took no injury, we didn't lose any servants, our combats are too safe and no risks=no big benefits
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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.

Evil Marahadja

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Re: Demonhood. -Asylums corrupted: One-
« Reply #309 on: January 30, 2012, 04:49:48 pm »

We are not careful because of the the immidiate danger of losing the battle/some servants. We are careful because we dont want attentcion from dangerous people.
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Re: Demonhood. -Asylums corrupted: One-
« Reply #310 on: January 30, 2012, 05:20:02 pm »

We are not careful because of the the immidiate danger of losing the battle/some servants. We are careful because we dont want attentcion from dangerous people.
Well, IMO, It's too late to hide,  when we raised Ylm we surely got some attention, but we bacame two times stronger. Someone surely will detect that burned and corrupted place and start an investigation, sooner or later they'll understand that there are demon nearby.
Also commander of monster hunters is alive and he will come back.


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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. -Asylums corrupted: One-
« Reply #311 on: January 30, 2012, 05:36:09 pm »


Right, well. I've gone over everyone's posts and assembled a general sort of consensus-esque average course of action.
Quote
Teach cultists how to create Amberärshs. Briefly enter city to gather information, then head upriver, engaging in light rampaging in out-of-the-way areas.
Cultists will mostly spend their time worshipping you and sacrificing slaves, and spend remaining time gathering resources.


You whisper to the wisest of your acolytes in the tongue of demons, telling him the secrets of raising Amberärshs. Your thoughts almost drive him mad, and he spends several days in a delirium, but eventually he recovers, and records his knowledge on a scroll of parchment.

You then leave with the majority of your slaves and servants, but as they make their way through the rough countryside eastwards, you disguise yourself as a humble traveller and enter the city. You spend a night drinking in a tavern, listening to the news. What you pick up:

*Relations with the neighbouring kingdom of Nagaron have soured after a diplomatic incident.
*There's a hot new carnival in town with some interesting exhibits.
*The investigation into 'monsters' up by Akataki has been concluded; probably bandits with arsonist tendencies
*The weather is fine, and should give a good harvest. Many agree that this is a good year.

At the end of the night you leave, purging the excess alcohol from your system into the river by way of violent regurgitation.

You meet up with your motley horde, and begin a slow journey upriver, meandering about the countryside, razing the occasional hamlet and slaughtering its inhabitants. You acquire more servants by corrupting villagers into ghouls and raising animals as amberärshs.
Meanwhile, you feel the Mad Flame cultists worshipping you and sacrificing captives in your name; their actions please you, filling you with strength. With the larger scale of their worship and their organised and well equipped rituals, you find your power growing to greater heights than ever before.

Eventually, your slow travel brings you to Akataki once more. The town lies before you, far less intimidating than when you last saw it. Now you
-Attack the town. Burn the buildings and slaughter the civilians. Enough caution!
-Gather more servants from the surrounding countryside, and recruit mortals to serve as your soldiers.
-Ignore the town, continue on to Barrspring.
-Do something else.

With your increased power, you find yourself able to influence the minds of your cultists from ever greater distances. You can change your cultists orders, should the need arise.



Name: Krlnkir Yrlvnt
Physical might: 36 (+12 Worship)(+4 Rampage)
Mental might: 35 (+12 Sacrifice)(+4 Rampage)
Followers: 39
Slaves: 17 | 2 (captives at CFM)
Servants: 68 (44 Amberärshs, 10 Spectres, 14 Ghouls) | 8 (8 Amberärshs at CFM)

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)
    Branch-Cult: Flames of Madness. 33 members in The Church of The Flames of Madness (Dolnar Asylum)
      Power level: 12 -6 Worship -3 Sacrifice -1 Resources -2 Summoning
      Resources: 8 (+1/week)
      Cultists: 6 Acolytes
      Slaves: 2 captives
      Servants: 8 Amberärshs

Champions:
  Unborn Half Demon: estimated 2 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.
    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 (slightly empty) library and series of studies allow cultists to learn the arts of magic. Contains scrolls on the creation of Amberärshs.
    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, 08:42:45 pm by NUKE9.13 »
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Ukrainian Ranger

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Re: Demonhood. -Asylums corrupted: One-
« Reply #312 on: January 30, 2012, 05:58:28 pm »

Yeaaah!!!, I like this turn

And we are surely ready to attack, I propose

Our action:
1) Disguised Krlnkir Yrlvnt with hidden Amberärshs (big bag of ash)  goes directly to the temple and take care of priest(s)
1) In same moment Spectres attack barracks of local militia, surely they don't know what to do with incorporal
3) when both main treats are gone - ghouls attack civilians

Cult action
4 worship, 2 summoning, 2 upgrade cultist to Armed Cultist, 1 sacrafice, 2 resources, 1 rest

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JackOSpades

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Re: Demonhood. -Asylums corrupted: One-
« Reply #313 on: January 30, 2012, 05:59:59 pm »

Well we now have lots of personal power, and more servants than last time, depending upon the population of Akataki and the town guards we should be able to take it, the problem is preventing news of our attacks (survivors) from escaping ether the Sintaurs or the Arshbones would have helped there but alas we made neither.

I vote for returning to Barrspring and taking those mines and posibly creating ether creature before attempting to take Akataki

I say we stay Isolated building bases of power all over the countryside.
we want to be able to quickly hit and take over EVERYTHING at once, the less time between our big reveal and victory the better.

Comatose

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Re: Demonhood. -Asylums corrupted: One-
« Reply #314 on: January 30, 2012, 06:07:28 pm »


...

*The investigation into 'monsters' up by Akataki has been concluded; probably bandits with arsonist tendencies

...

Eventually, your slow travel brings you to Akataki once more. The town lies before you, far less intimidating than when you last saw it. Now you
-Attack the town. Burn the buildings and slaughter the civilians. Enough caution!
-Gather more servants from the surrounding countryside, and recruit mortals to serve as your soldiers.

-Ignore the town, continue on to Barrspring.
-Do something else.

This is good! Our earlier rampages through the countryside and Ylm have now been largely dismissed by the public.

My inclination would be to head onwards to Barrspring as well, for lair creation and preparation to become a father.
If we did this, we would have a refuge, a daughter, time to create some Sintaurs, and the perfect launching point to conquer Akataki!
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