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Author Topic: Demonhood. -Slumbering for an indeterminate number of Strange Aeons-  (Read 237684 times)

Flying Dice

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Re: Demonhood. -Gratuitous cannibalism-
« Reply #375 on: January 31, 2012, 12:22:42 pm »

1. Send the spectres into the mines to terrify the remaining villagers.
2. Have our new adult cultists gather any resources and animals from what remains of the village, with us turning the latter into Amberärshs.
3. If possible, remotely light fires in the mines on/near the villagers, to imbue the place with further terror and pain.
4. Order our child cultists to prepare for worship, that we may properly induct our new followers.
5. Bless our child Acolyte with another mental point and teach him how to create magical fires. In the long term, he could make a wonderful subordinate. There is also the possibility of joining our daughter with him in unholy wedlock; the offspring of a powerful warlock and half-demon would be quite useful in the decades to come. ((Not that we'll necessarily play that long, but I dislike munchkining actions based solely on how they will benefit the character while we control it))
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kaian-a-coel

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Re: Demonhood. -Gratuitous cannibalism-
« Reply #376 on: January 31, 2012, 12:34:54 pm »

1. Send the spectres into the mines to terrify the remaining villagers.
2. Have our new adult cultists gather any resources and animals from what remains of the village, with us turning the latter into Amberärshs.
3. If possible, remotely light fires in the mines on/near the villagers, to imbue the place with further terror and pain.
4. Order our child cultists to prepare for worship, that we may properly induct our new followers.
5. Bless our child Acolyte with another mental point and teach him how to create magical fires. In the long term, he could make a wonderful subordinate. There is also the possibility of joining our daughter with him in unholy wedlock; the offspring of a powerful warlock and half-demon would be quite useful in the decades to come. ((Not that we'll necessarily play that long, but I dislike munchkining actions based solely on how they will benefit the character while we control it))
1) totally yes!
2) yes, but restrain on amerärshs, they don't breed, so a stock of living animals is necessary to keep a steady income.
3) small, eerie blue fire that drive mad. But only a few ones.
4) yes.
5) No to the +1 mental point. they did nothing to merit it. But yes for magical fires. and HELL NO to wedlock. Our loved daughter will be as free as us.

Also no corrupting the river, we have living servants that need it clean. corrupting the mines, on the other hand...
Yes to reconstructing the gates and letting packs of Amberärshs roaming.


Our most immediate action should be to magically construct the beginning of a temple, a small, black tower for us to inhabit. Around it should be build a temple, with the "usual" center pyre+throne+sacrificial pit+forges under. *Going to make it on minecraft*.
It'll be just before the tower (the tower->the throne->pit+pyre->forges (under)
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NUKE9.13

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Re: Demonhood. -Gratuitous cannibalism-
« Reply #377 on: January 31, 2012, 12:55:43 pm »

Okay.
Quote
-Torturing the trapped villagers with spectres/demonicly-inspired madness.
-Construction of a temple in your dark name.
-Worship from remaining power in Barrspring.
-UR's plan for the Flames of Madness
It seems pretty much everyone agrees on this much. This still leaves you the demon with something to do, though. Can we get a consensus on what? Currently we have the following suggestions:
-Aid in construction of the temple
-Start a process of corruption on the river Barr
-Develop new monsters of some sort (specify)
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cerapa

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Re: Demonhood. -Gratuitous cannibalism-
« Reply #378 on: January 31, 2012, 12:58:04 pm »

Build the temple.

We can develop monsters later, and corrupting a random river just seems weird.
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kaian-a-coel

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Re: Demonhood. -Gratuitous cannibalism-
« Reply #379 on: January 31, 2012, 01:00:31 pm »

I say aid for the temple. Then we'll plan for a new minion.

What about this:
1)aid building the temple
2)the villagers in the mines are dragged outside when mad/starved enough
3)make a big ritual to turn them all into new flying big monsters and badass metal-plated abominations.
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10ebbor10

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Re: Demonhood. -Gratuitous cannibalism-
« Reply #380 on: January 31, 2012, 01:00:47 pm »

More longterm idea:

Slightly corrupt the iron in the mines: Not enough corruption that priests/wizards could easily spot it it should be weak enough that it can be easily undone. But those who repeately use/ come in contact with it, like blacksmiths, toolsmiths, armorsmiths and also armored soldiers would slowly be turned toward our side. If we do it now we might get the people in the mines with it.
« Last Edit: January 31, 2012, 01:18:08 pm by 10ebbor10 »
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Loud Whispers

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Re: Demonhood. -Gratuitous cannibalism-
« Reply #381 on: January 31, 2012, 01:16:07 pm »

Are there spiders in the mine by any chance? :P

If not, Amberärshs spiders. Just sayin'.

Ukrainian Ranger

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Re: Demonhood. -Gratuitous cannibalism-
« Reply #382 on: January 31, 2012, 01:32:15 pm »

1)aid building the temple
2)the villagers in the mines are dragged outside when mad/starved enough
3)make a big ritual to turn them all into new flying big monsters and badass metal-plated abominations.

1) Ok, temples are nice, lets spend a turn on that
2) and 3) We said that they will die in the mines, so they will die in the mines , demon should keep his word or he will not get enough respect from cultist

I still think that corruption of the river is a cool idea and a nice longterm project, this will weaken humans considerably, our future targets lay on that river
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Armok

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Re: Demonhood. -Gratuitous cannibalism-
« Reply #383 on: January 31, 2012, 01:55:11 pm »

> We should aid in the construction of the temple. Not with the hauling of rocks and such mortals can do themselves, but with magic automation, fuelling, and evilification of the foundry part. Stuff like a mechanism to infuse the evil from the sacrifices underneath into the metal more efficiently, defensive wards, and noneuclidian/changing architecture.
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Flying Dice

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Re: Demonhood. -Gratuitous cannibalism-
« Reply #384 on: January 31, 2012, 01:56:04 pm »

1. Send the spectres into the mines to terrify the remaining villagers.
2. Have our new adult cultists gather any resources and animals from what remains of the village, with us turning the latter into Amberärshs.
3. If possible, remotely light fires in the mines on/near the villagers, to imbue the place with further terror and pain.
4. Order our child cultists to prepare for worship, that we may properly induct our new followers.
5. Bless our child Acolyte with another mental point and teach him how to create magical fires. In the long term, he could make a wonderful subordinate. There is also the possibility of joining our daughter with him in unholy wedlock; the offspring of a powerful warlock and half-demon would be quite useful in the decades to come. ((Not that we'll necessarily play that long, but I dislike munchkining actions based solely on how they will benefit the character while we control it))
1) totally yes!
2) yes, but restrain on amerärshs, they don't breed, so a stock of living animals is necessary to keep a steady income.
3) small, eerie blue fire that drive mad. But only a few ones.
4) yes.
5) No to the +1 mental point. they did nothing to merit it. But yes for magical fires. and HELL NO to wedlock. Our loved daughter will be as free as us.

Also no corrupting the river, we have living servants that need it clean. corrupting the mines, on the other hand...
Yes to reconstructing the gates and letting packs of Amberärshs roaming.


Our most immediate action should be to magically construct the beginning of a temple, a small, black tower for us to inhabit. Around it should be build a temple, with the "usual" center pyre+throne+sacrificial pit+forges under. *Going to make it on minecraft*.
It'll be just before the tower (the tower->the throne->pit+pyre->forges (under)

Agree with all of these modifications, except the daughter + follower marriage point. We shouldn't be heavyhanded about it whenever it comes about, more like try to encourage them to develop romantic feelings and take advantage if they do. The upside to this? They don't try to compete for power, and if we should ever end up being killed/banished, we'll have the best possible team of leaders to try to resummon/resurrect us. This will also let us act independently without worrying about managing the cult directly all the time. Obviously, we'd need to keep a close eye on them to make sure they aren't plotting against us, but I think it is a calculated risk worth taking.


As an aside to that, we should expand our mythology to cover: Rage, Hatred, Sex, and Love. Those are all associated with 'fire', and reinforce the '4' motif we have going, as well as more accurately describing the way we win converts and are worshipped. Sort of like the emotions are our metaphorical arms, and the theme of 'fire' is our metaphorical body, which also fits nicely with the structural theme of our temples. In addition, that fits more closely with our association with creation, which was formerly only tied to forges and metalworking.

The burning fires
Of the human heart
Feed the fell pyres
Of Krlnkir Yrlvnt
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JackOSpades

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Re: Demonhood. -Gratuitous cannibalism-
« Reply #385 on: January 31, 2012, 02:20:07 pm »


ok it looks like we're building a temple. not a bad Idea....
we can get a head start on the building by corrupting the local church and using it as the base for however we want to expand it.
 I say a central tower with radial Spikes. two tapered extensions at the base that curve around to make a courtyard in front of the entrance (the larger ends joining the tower and the smaller tips stoping short of completely encircling the courtyard.)
we could line the courtyard with the severed heads of our victims impaled on slightly charred wooden spikes.


Big no on posioning the river.
But if we can create a source of corruption that taints the souls of those who drink it with EVIL thoughts and desires...

NUKE9.13

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Re: Demonhood. -Gratuitous cannibalism-
« Reply #386 on: January 31, 2012, 03:01:30 pm »


Quote
Quote
-Torturing the trapped villagers with spectres/demonicly-inspired madness.
-Construction of a temple in your dark name.
-Worship from remaining power in Barrspring.
-UR's plan for the Flames of Madness
It seems pretty much everyone agrees on this much. This still leaves you the demon with something to do, though. Can we get a consensus on what? Currently we have the following suggestions:
-Aid in construction of the temple
-Start a process of corruption on the river Barr
-Develop new monsters of some sort (specify)


You send the spectres into the mines, to report on the condition of the villagers and hasten their demise. The spectres report that almost as soon as you sealed the mines, some of the villagers went mad, and started killing the others. The mad ones were driven off into the depths of the mines, whilst the sane ones stayed near the surface. So far they have remained fairly hopeful; praying, licking small amounts of water off of rocks; but already hunger is setting in, and the smell of rotting corpses is filling the air, sapping their morale. The mad villagers returned from the depths once or twice, but were driven off- not before grabbing the corpses and taking them with them. The sound of crunching bone echoes through the mines, further demoralizing the villagers.
The spectres act subtly; whispering madness into the ears of sleeping villagers; mimicking the sounds of running water deep in the mines, causing the villagers to move away from the surface in search of water; extinguishing torches, leaving the villagers in darkness; hastening the corruption of the maddened villagers, baiting them into inhuman roaring which chill the souls of all who hear it. As the week goes on, hunger effects more and more of the villagers, and eventually, when one of them 'accidentally' hits his head on a rock, the villagers agree that it would only be sensible to eat his corpse to keep their strength up.

You command your followers begin the construction of a temple in your dark name. The blacksmith's shop is raided, the smelters from the mines are taken, stone and lumber are acquired from ruined houses and the village forests. You aid them in their work, using your strength to bend stone and metal into shape, infusing it with dark energy, casting dark spells to draw power from death and suffering into the molten metal of the furnace. With your power infusing them, your cultists work hard and soon the temple nears completion- only the finishing touches and some ancillary buildings remain to be done. (34/40)
Your temple is a mass of dark stone, assembled by the villagers, and fused into a single whole by your twisted will. Within the central chamber, a vast furnace occupies the center; the stone carved to depict all manner of unspeakable things. The furnace takes fuel from both regular sources, and an influx of living sacrifices, whose dying screams infuse the melting ores with an evil energy. From the furnace, four channels run, bearing molten metal to four forges, whose every surface has been inscribed with dark runes, to further corrupt the metal they work. Between two of the forges sits a throne of stone and iron, scaled and designed for yours truly to rest upon, and witness the dark deeds performed in the chamber. Three smaller fire-pits are set into the floor, where pyres can be built in your name; by dark magics these feed their heat into the furnace and the forges, as that no fire is wasted. Altars abound, whereon sacrifices can be prepared for the furnace, or your ravenous maw. A paraphernalia of spikes, chains, runes and icons abound, covering every available surface and hanging from the ceiling. This forge-temple will allow you to create vast amounts of weapons and armour for your dark hordes: weapons infused with dark enhancements, armour which deflects blows by its magical aura.

The burning fires
Of the human soul
Feed the fell pyres
Of the Tall Man's home

((-FlyingDice))

Of course, it will require a steady supply of ore, fuel, and sacrifices to work. The woods around the village should supply fuel, and once the mines have been corrupted by the villager's slow death, ore will be plentiful- but you will still need sacrifices to keep the fires burning bright. And you will need smiths to work the forges, slaves to work the mines, the lumberyards, and the furnaces. The mines will need 40 slaves and 10 overseers (cultists) to operate at their previous capacity. Twenty slaves and five overseers will be able to provide lumber for the furnace. Fourty slaves and twenty overseers will maintain the furnace and the forges. For maximum efficiency, a sacrifice should be offered every day to the fires of the furnace. And up to eight smiths will do the actual work of forging.
You have the village smith, and his son, who served as his apprentice. Both could work as smiths, though they are not the best.

Meanwhile, the children organise evermore celebrations of your dark name, though their worship seems insignifcant given your heightened power. Nevertheless, you return what little power you receive to the villagers as malevolent ecstasy, inciting them into an orgy of sex and violence, where human restraint is lost, to be replaced by bestial hedonism. You need fear no rebellion from these followers any time soon- in truth, once a man has offered you his loyalty, there is very little that could sway him back onto the path of righteousness. Even angels would be hard pressed to redeem a follower of yours.

Spies from the Flames of Madness infiltrate both Akataki and Dolnar with ease. They listen for news and relay it to you when interesting, but little is. Some worry about the growing number of arsonist bandits- some propose that it is a single band of anarchists, roaming the land causing chaos. The government increases military patrols slightly, and offers a small reward for information, but otherwise does nothing.

A caravan bearing food for the village is stopped at the wall. The villager manning it tells them to leave the food there.
They repaired the wall, he says. It was falling to pieces, before.
And tell the merchants in Akataki that the next shipment of iron will be late. There's been a minor accident in the mines, nothing to worry about.
The caravanneer shrugs and does as he is told. He thinks it a bit odd, but doesn't worry too much.


Name: Krlnkir Yrlvnt
Physical might: 40
Mental might: 41 (+1 Worship)
Other: Feeling pretty pumped.
Followers: 75 (+35 villagers, and the mother of your child)
Slaves: 17 | 6 (captives at CFM)
Servants: 68 (44 Amberärshs, 10 Spectres, 14 Ghouls) | 12 (12 Amberärshs at CFM)

Cults:
  The cult of the Tall Man. Low organisation. 42 (of which 6 are 12 kids) members in Barrspring.
    Power level: 17 -7 Construction -7 Resources -3 Worship
    Resources: 0 (+14)(-14)
    Cultists: 1 Acolyte (control magic)
    Slaves: 17 slaves
    Branch-Cult: Flames of Madness. 35 members in The Church of The Flames of Madness (Dolnar Asylum)
      Power level: 12 -2 Worship -2 Espionage -3 Construction -1 Resources -4 Ward-improving
      Resources: 2 (+1 Workshops)(+1 Gathering Resources)(-3 Construction)
      Cultists: 6 Acolytes, 12 Armed Cultists
      Slaves: 6 captives, Woman from Ylm.
      Servants: 12 Amberärshs

Champions:
  Unborn Half Demon: estimated 1.25 months till birth.
    Female, considerable demonic half.

Fortresses:
  The Church of the Flames of Madness. Formerly Dolnar Asylum, HQ of Barrtal monster hunters.
    Mighty Walls (50). Moat Under Construction: (6/10). Weak Wards (12). 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.

  Barrspring. Iron mining village in the eastern mountains.
    Hard to get to. Stone Wall (20). Treacherous Terrain (defensive bonuses)
    Iron mines: currently occupied by slowly dying villagers. Once dead, should provide a good source of iron, provided you have workers to mine it.
    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. Would produce vast amount of resources (especially weaponry), but requires ore, sacrifices, and workers. Requires construction to be completed (34/40)
« Last Edit: January 31, 2012, 05:19:43 pm by NUKE9.13 »
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Ukrainian Ranger

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Re: Demonhood. -Gratuitous cannibalism-
« Reply #387 on: January 31, 2012, 03:08:31 pm »

Plan A

The cult of the Tall man
Finish the temple, then everyone worship us and sacrifice 17 slaves

Flames of Madness
Everyone worship us and sacrifice 6 captives

Krlnkir Yrlvnt
Use all that power to:
1) Combine 14 ghouls into two warcraft3like abominations
2) Turn all available cats and dogs ( but not livestock) into Amberärshs
3) If power is left: Summon red imps

Rep Imp design
Bassicaly an imp, but flying and fire throwing

Plan B

The cult of the Tall man
1) Finish the temple
2) Gather resources\worship
3) The acolyte goes with Krlnkir Yrlvnt and learn how to corrupt the river

Flames of Madness
Same as last turn

Krlnkir Yrlvnt
Start corrupting the river
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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. -Villages Conquered: One-
« Reply #388 on: January 31, 2012, 03:15:52 pm »

Ukrainian Ranger

I whould go for Plan A. With just two additions:

The flames of madness should finish the moat aswell.

We need to start mining. Therefore I have a suggestion for that:
Tell the trapped villiagers, because of our great mercifulness, we will start a competition. The rules are simple, last man (or woman) standing alive in the mine are alowed to be set free and declare his/her lojalty to us. A human who is able to kill his former loved ones just to be spared could be usefull. All that Evil in one body. Omnom.


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Shootandrun

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Re: Demonhood. -Villages Conquered: One-
« Reply #389 on: January 31, 2012, 03:30:23 pm »

Plan A sounds great.

Also, why do you want to corrupt the river, UR? It sounds like it would take a great amount of energy, and if anything it will only cause some trouble for us (priests/monster hunters will sense the corruption where the river runs, and they'll investigate).

While corrupting the lands and the waters could be useful, we should atleast wait until there is nothing left in the kingdom that could be a threat to us before we make our actions that obvious.
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