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Author Topic: Demonhood. -Slumbering for an indeterminate number of Strange Aeons-  (Read 237661 times)

Ukrainian Ranger

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Re: Demonhood. -Villages Conquered: One-
« Reply #390 on: January 31, 2012, 03:41:22 pm »

The cult of the Tall man
Finish the temple, then everyone worship us and sacrifice 12 slaves

Flames of Madness
1) Finish the moat
2) 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
4) Start "the last man standing competiton" as in Evil Marahadja's post

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


Changes from last the version:
Added Evil Marahadja suggestions
5 slaves are saved for the future use (read sacrafices for smelting weapons)
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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.

kaian-a-coel

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Re: Demonhood. -Villages Conquered: One-
« Reply #391 on: January 31, 2012, 03:46:47 pm »

I agree. corrupting the river is counter-productive.

Although the competition idea is neat, we told that they'll all die inside. Let it as it is. Once they'll all turned into mad cannibal, open the mines. They'll be technically dead at this point. Then turn them into abominations (Hammhärghüls?)

Once mines are free, begin mining immediately. Do not corrupt the river, but the iron instead. Result will be the same, or pretty much.

Finish the building and organize the cult more.

At the top will be the acolyt and the childrens from the beginning (for teh lulz), then classification by fanatism. Smiths are well-placed in the hierarchy (if their faith is good enough. otherwise they're tools).

Sacrifices must be slowed down. We'll need to gather up forces (weapons, training, monsters...) in order to TAKE ON THE WOOORLD!
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JackOSpades

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Re: Demonhood. -Villages Conquered: One-
« Reply #392 on: January 31, 2012, 03:50:59 pm »

plan A sounds the best so far.

no corrupty river bad UR bad. and no going back on our word the villagers in the mine all die (or become ghouls on their own.)

Hmmm theirs a reward out for "information" I wonder if we can get paid for supplying disinformation.

I doubt the authoritys would believe the truth anyway, they seem pretty set on this band of arsonists theory maby we should play that up. Some slaves playing arsonist bandit could provide some fun and possibly a steady suppy of captives. we'd have to make sure they are mindless slaves of course (so any "captured" wouldn't be able to provide information even under torture. and if they act Insane we might be able to get them returned to the CFM as its the asylum  :P)

Ukrainian Ranger

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Re: Demonhood. -Villages Conquered: One-
« Reply #393 on: January 31, 2012, 03:54:32 pm »

Sacrifices must be slowed down. We'll need to gather up forces (weapons, training, monsters...) in order to TAKE ON THE WOOORLD!

We'll have slaves for industry when we conquer Akitaki, now we need an army, and for army we need power, for power we need sacrafices
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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 #394 on: January 31, 2012, 04:10:22 pm »

I agree. corrupting the river is counter-productive.

Although the competition idea is neat, we told that they'll all die inside. Let it as it is. Once they'll all turned into mad cannibal, open the mines. They'll be technically dead at this point. Then turn them into abominations (Hammhärghüls?)

True. But making them kill eachother is a better run both in short and long run in my opinion. We will propaly get a lot of power from making people killing their friends and loved ones in our name. And that is a much more horrible fate after all. And, we get an awsume full corrupt half insane human which we can create something much more...powerful from. So technically no one will survive as a human. But as something much worse.
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kaian-a-coel

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Re: Demonhood. -Villages Conquered: One-
« Reply #395 on: January 31, 2012, 04:13:45 pm »

I agree. corrupting the river is counter-productive.

Although the competition idea is neat, we told that they'll all die inside. Let it as it is. Once they'll all turned into mad cannibal, open the mines. They'll be technically dead at this point. Then turn them into abominations (Hammhärghüls?)

True. But making them kill eachother is a better run both in short and long run in my opinion. We will propaly get a lot of power from making people killing their friends and loved ones in our name. And that is a much more horrible fate after all. And, we get an awsume full corrupt half insane human which we can create something much more...powerful from. So technically no one will survive as a human. But as something much worse.
true! we could say our cultist he "died inside, so it does not count". whisper it by ghosts then?
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Ukrainian Ranger

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Re: Demonhood. -Villages Conquered: One-
« Reply #396 on: January 31, 2012, 04:16:24 pm »

Khm
Quote
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.
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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. -Villages Conquered: One-
« Reply #397 on: January 31, 2012, 05:19:18 pm »


The cult of the Tall man
Finish the temple, then everyone worship us and sacrifice 12 slaves

Flames of Madness
1) Finish the moat
2) 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
4) Start "the last man standing competiton" as in Evil Marahadja's post

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


Your cultists finish off the temple, as you recline upon your throne. They erect barracks and storerooms around the outside, smash rocks and lay better roads from the temple to the mines and the forests. Finally, it is complete. And you dream, there, in your temple, and in your dreams you call upon all your followers to sacrifice wildly in your name and worship you fervently. In the Church of Flaming Madness, the cultists are sleeping deeply after finishing the moat, and hear your call also.

All the faithful, all the slaves, all the captives, all the servants; they gather. A hundred voices call chant your chants and call your name. A score of sacrifices are laid before you, thrown into your pyres. To celebrate the completion of the forge-temple, your followers light the furnace and fill it with scrap metal; as they throw the sacrifices into its fire both you and the furnace feast of of their energy. Soon the metal melts, swirls together, and acquires a dark aura. As your followers continue to call your name and dance in your glory, four remaining slaves take a crucible of molten steel and bring it to a forge. Here the village blacksmith and his son take the metal, and chanting dark chants all the while, forge from it a great blade. Cultists man the bellows with zeal, shrieking with delight every time the hammer hits the metal, and the screams of the sacrificed ring out.
The worship and sacrifices empower you; your power grows to such heights as that evil radiates from your body uncontrollably. With focus, you can hold it in, but there is almost no need- with such great power, you have become a source of evil; you feel your power growing even when no external force influences you. Minor summonings or mutations will be no effort for you now; you can use the evil which flows from your body to perform them. However, if the faithful do not worship you for a while, your power will begin to drop again- for the evil you generate is outweighed by the evil you radiate.
As you muse over this new aspect to your life, your cultists come and bow before you. The blacksmith offers you a gift. You take it, curiously. A great axe, far larger and heavier than anything a normal human could wield; but for you it could serve as a hand-axe in a larger form, or a battle-axe in a human form. Not that demons typically use weapons; but it might make a nice accessory. The metal is dark as night, with veins of blood, fire, or both running through it. The screams of the sacrificed and the chants of the faithful ring out when it is struck.
You place the axe by the side of your throne, for now.

You call your Ghouls before you. They shamble up, gnawing on scraps of sacrifice, occasionally bumping into each other. You split them into two groups. Then, you call upon the power leaving your body and direct it towards them. The ghouls shudder, and look around fearfully. Then it begins.
The ghouls grab onto each other. The two groups form a big pile of diseased bodies, wriggling and squirming. Then their flesh begins to melt. It billows and flows; merging with that of the others. Bones snap, move, and rejoin. Three spinal chords are made into one. From the mass of quivering flesh emerges a head, gasping for air and growling in confusion. The head grows larger, to suit the proportions of the spine onto which it is placed. Organs are rearranged. Vague limbs sprout from the formless mass, and it pulls itself upright with difficulty. The other six heads emerge on various parts of the body, giving snarls of complaint. You give the main head a little more intelligence- it will need it to overcome the other six heads, and maintain control of the body. Even then, you can't guarantee anything.

Your work is completed. It took a surprising amount of energy- turns out, human bodies are not naturally symbiotic. The amount of evil you had to pour in would addle their minds, but their minds are pretty much as addled as they get anyway- what with being seven minds clamouring for control. Still; you should keep an eye on them, and make sure they are well fed- human flesh, of course- or they could go a little crazy and start trying to eat your followers. Amusing as that would be.

Created: 2 Unnamed ghoul-merger-things.

You take all the dogs and cats in the villager and turn them into amberärshs. It consumes enough of your power that you no longer generate/spill evil.
Using the last of the power from the sacrifices, you summon a single Red Imp: A cheeky little thing with the standard wings+horns+tail getup (in red), and a fireball in each hand. It blows a raspberry at you and flits about the ceiling throwing fireballs at things harmlessly.


Meanwhile, in the mines. The 'sane' villagers resort ever more to cannibalism. They have split into two groups; one of which thinks they should wait for natural deaths, the other of which thinks that it is kinder to choose someone and kill them in their sleep. The two groups bicker, fight, and eventually leave for different part of the mines- but not before killing some of the other group, and taking their corpses with them. The 'mad' villagers continue to prey on both groups. No longer do they use torches; their eyes are adopting to the darkness, and some measure of your evil influence, aided by their actions, has begun to slowly change them. Their teeth grow sharper, the sickness that comes from eating human flesh they no longer feel- frankly, they have no desire to eat anything but human flesh any more. They also grow in number, as villagers from both groups snap, and join the 'mad' in the depths, after killing a few of their brethren first.
The rampant cannibalism, murder, betrayals, hate, fear, violence, and madness begin to affect the mines. The stones soak up the evil, and the spirits of dead villagers arise as spectres, who haunt the living into ever greater madness.
You consider offering them release, but you figure they will all be dead or ghouls by next week, and the mines permeated with evil. Waiting one week is worth it. It's not like you have the slaves to do any mining yet anyway.

Speaking of slaves, you're going to need some if you want to get things working here. And some smiths. And ideally some more followers. Basically your only choice is to go to Akataki, and fuck shit up there. But what's the plan?
-Arm as many followers as you can, take all the forces you can muster, and charge into Akataki, razing it to the ground.
-Slowly corrupt the entire city with lethargy, until its citizens will be unable to fight back, then take out any resistance and convert/enslave/eat the citizens.
-Camp outside the city and corrupt/enslave batches of citizens, bleeding them out of the city until it is empty.
-Don't go to Akataki, go to little villages around it and enslave them
-Something along those lines


Optional: Name your axe.
Required: Name the Merged-Ghoul-thingy. Which, incidentally, is just as strong as seven ghouls put together, and just as stupid too. It could easily beat the crap out of seven ghouls, though.

Name: Krlnkir Yrlvnt
Physical might: 40 (+6 Sacrifices)(+12 Omnomnomnom)(-1 Spillage)(-10 Amberärshs)(-6 Imp)
Mental might: 40 (+5 Worship)(-6 Amberärshs)
Other: Feeling pretty pumped. Unnamed axe (+1 to physical might. Can be granted to champion; will have greater effects)
Followers: 75
Slaves: 5
Servants: 57 (60 Amberärshs, 10 Spectres, 2 Unnamed Ghoul-merger-things, 1 Red Imp) | 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: 15 -3 Construction -6 Resources -6 Worship
    Resources: 0 (+6)(-6)
    Cultists: 1 Acolyte (control magic)
    Slaves: 5 slaves
    Branch-Cult: Flames of Madness. 35 members in The Church of The Flames of Madness (Dolnar Asylum)
      Power level: 12 -2 Construction -6 Sacrifice -4 Worship
      Resources: 1 (+1 Workshops)(-2 Construction)
      Cultists: 6 Acolytes, 12 Armed Cultists
      Slaves: 6 captives, Woman from Ylm.
      Servants: 12 Amberärshs

Champions:
  Unborn Half Demon: estimated 1 month 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 (5, slows attackers). Weak Wards (12). Evil Stones (cause illusions and madness to attackers, also act as a second set of Weak Wards(10)). Rampant Spectres (cause madness to attackers. May randomly attack 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. Haunted by spectres and ghouls. An evil aura hangs about the place.
    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.
« Last Edit: January 31, 2012, 08:30:20 pm by NUKE9.13 »
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Flying Dice

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Re: Demonhood. -Villages Conquered: One-
« Reply #398 on: January 31, 2012, 05:28:39 pm »

I'd like to suggest corrupting the children of Akataki, and using them to lure their families into the countryside, where we can take them, as well as taking smaller villages. Ideally, we can lure the militia and priests out of town to try and hunt us down and harrass them with red imps, spectres, etc. while we and our main force attack Akataki and make off with as many slaves as possible, preferably setting the town ablaze as well.
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Loud Whispers

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Re: Demonhood. -Legendary Dark Blades forged: One-
« Reply #399 on: January 31, 2012, 05:31:02 pm »

Wait hang on, why would the cannibals in the mines be getting sick from eating the fallen? Surely they would actually be getting stronger?

Wow, the mutants are pretty much an instant ghoul army.

>Take the children. All of the children! BUahhahahaha!!

IamanElfCollaborator

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Re: Demonhood. -Legendary Dark Blades forged: One-
« Reply #400 on: January 31, 2012, 05:31:57 pm »

Hm...use your mental might to sow the seeds of corruption in Atataki. Then force them into horrible acts of depravity until they go insane. Invade, enslave, rule.


Also,  name your axe Weepingdirges the Murder of Innocents.

Merged ghoul thing: Baneghoul.
« Last Edit: January 31, 2012, 05:34:00 pm by IamanElfCollaborator »
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NUKE9.13

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Re: Demonhood. -Legendary Dark Blades forged: One-
« Reply #401 on: January 31, 2012, 05:37:16 pm »

Wait hang on, why would the cannibals in the mines be getting sick from eating the fallen? Surely they would actually be getting stronger?
Fun fact: Cannibalism is not good for you! Turns out, the human body has difficulty digesting human flesh, and trying to do so screws with the system. You can get used to it; much like asians can't drink milk but westerners can.
Anyway, those mad cannibals were gorging themselves on human flesh, and their bodies were giving them gyp about it. But, thanks to the evil nature of their actions, and the proximity of your dark self, their bodies rapidly adapted to be better at digesting humans, as well as better at being immune to the various diseases and poisons in a rotting corpse. Sure, their minds aren't what they used to be, but their hunts through the mines have honed their bodies, making them stronger, more agile.
They have, in fact, undergone natural ghoulification.
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Ukrainian Ranger

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Re: Demonhood. -Legendary Dark Blades forged: One-
« Reply #402 on: January 31, 2012, 05:43:18 pm »

Damn :(  It was a bad plan from me, so much wasted energy

Anyway It's a time for a war, We need hundreds of slaves



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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.

agertor

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Re: Demonhood. -Legendary Dark Blades forged: One-
« Reply #403 on: January 31, 2012, 05:48:38 pm »

I think we should be a bit tactical here. We should get diversions, that new monster we created, send it with the imp to a village on the opposite side of the town. The imp should attempt to start fires in the homes and forests surrounding while our monster menace makes people run, and maybe try to eat them(Add to the total flesh count and thus mass, if possible). This will make them send guards to this. As soon as they dispatch, send some forces to burn a village on the opposite side to the ground the smoke and monsters on each side will send them into a confused frenzy, then your main army goes to the town, led by you of course. If possible corrupt the leader, or influence him to make terrible decisions while the bulk of your force begins to attack. With your Great Axe, maybe help out a bit now?
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Flying Dice

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Re: Demonhood. -Legendary Dark Blades forged: One-
« Reply #404 on: January 31, 2012, 05:49:24 pm »

Say, we could try sneaking some of our child followers into Akataki to torch the temple, while we do the old dream attack routine on the adults and actively try to subvert children and gatekeepers. Our strength is in our magic more than our hands; we'd do much better to break their power before attacking, rather than simply trying to steamroller them. This will reduce our losses, and let us move to taking the city much faster than if we loose followers and creatures attempting a direct attack.
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