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Author Topic: Demonhood. -Slumbering for an indeterminate number of Strange Aeons-  (Read 237635 times)

NUKE9.13

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Re: Demonhood. -Seven bodies; twisted into one; each head crying out in horror-
« Reply #450 on: January 31, 2012, 09:39:26 pm »

I don't think anyone will mind if you let the ghouls live. You can get away with that.

Anyway, it looks like everyone pretty much agrees with UR's plan? I'ma start writing.

Jack: Your cultists can't even create ghouls yet. Baneghouls are advanced stuff. And the cultists at Barrspring have very little in the way of magical knowledge.

Anyway, if anyone wants to get a modifier on UR's plan put through, do it quickly.
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Koliup

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Re: Demonhood. -Seven bodies; twisted into one; each head crying out in horror-
« Reply #451 on: January 31, 2012, 09:41:26 pm »

No, we should prepare and attack after our daughters birth
I agree with this man. Besides, who knows how much power our kid has? She might lash out and kill a few people after birth by accident(or not). Waste of followers.
Also, since evil/corrupted places seem to have detrimental effects, can we, over time, mutate our current followers so that they and their descendants are 'immune' to evil radiation? Like, assume Billy Joe the Farmer drinks from a corrupted wellspring, or whatever. He dies. We don't want that to happen to our worshippers.
Also, can we mutate a slave(or five) into a sort of 'flesh tree'(not very big, as it would be a 'sapling', only good for picking 'fruit'); designed to be harvested for flesh and bone and whatnot, to feed our daughter/concubines? For bonus points, they corrupt the ground around them, can fling seeds away(or just impregnate female followers, whichever costs less), to propagate, and scream/moan(moaning at night, we don't want our followers losing sleep) in eternal agony. This is assuming such a thing can be made for 'reasonably cheap'. Also a way to spread evil creep. Maybe we could replace legitimate trees with these things? I'm imagining years in the future- our followers march to war under flesh tree flesh banners, using flesh tree bone siege weapons. Awesome.
EDIT: Also, they burn blue when lit on fire, if we can do that.
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Flying Dice

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Re: Demonhood. -Seven bodies; twisted into one; each head crying out in horror-
« Reply #452 on: January 31, 2012, 09:44:24 pm »

Second variant

Krlnkir Yrlvnt + servants
1) Return to Barrspring
2) open the mines
3) Add spectres and ghouls to the army, if they are too rebellious, just eat\destroy them

The cult of the Tall Man + slaves
1) Start mining
2) Cut trees
3) Forge armors for baneghouls
4) worship
5) Send 2 adults and 6 kids including the Acolyte  to Akitaki to form a new cult branch, spies, call it " eyes of the Tall man"

  Flames of Madness
Research new spells, arm cultists.

Eyes of the Tall Man
Adults = spy
Kids = recruit other kids

New law for all cults
Sacrificing children is punishable by death or worse


Changes
Our Acolyte is just ideal for recruiting, so he must go
Spectres\ghouls may be too evil to control

I like this plan. I feel (as un-demonly as this may be), that we should be present for our daughter's birth.

I'm not entirely certain if we should recruit the ghouls in the mine, because we said that they all would perish. I am not entirely against this idea since any addition to our forces is welcome.

I am a big fan of creating the Eyes of the Tall Man. Knowledge is power, and demons love power!

I also think that the sacrifice of children (exept in rare circumstance) should be taboo, because children are both easily influenced and give a great "return on investment" over time.
They HAVE perished. The people they were are dead, drowned by madness and hunger.

This, this, this.
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mcclay

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Re: Demonhood. -Seven bodies; twisted into one; each head crying out in hor
« Reply #453 on: January 31, 2012, 09:46:26 pm »

No, we should prepare and attack after our daughters birth
I agree with this man. Besides, who knows how much power our kid has? She might lash out and kill a few people after birth by accident(or not). Waste of followers.
Also, since evil/corrupted places seem to have detrimental effects, can we, over time, mutate our current followers so that they and their descendants are 'immune' to evil radiation? Like, assume Billy Joe the Farmer drinks from a corrupted wellspring, or whatever. He dies. We don't want that to happen to our worshippers.
Also, can we mutate a slave(or five) into a sort of 'flesh tree'(not very big, as it would be a 'sapling', only good for picking 'fruit'); designed to be harvested for flesh and bone and whatnot, to feed our daughter/concubines? For bonus points, they corrupt the ground around them, can fling seeds away(or just impregnate female followers, whichever costs less), to propagate, and scream/moan(moaning at night, we don't want our followers losing sleep) in eternal agony. This is assuming such a thing can be made for 'reasonably cheap'. Also a way to spread evil creep. Maybe we could replace legitimate trees with these things? I'm imagining years in the future- our followers march to war under flesh tree flesh banners, using flesh tree bone siege weapons. Awesome.
EDIT: Also, they burn blue when lit on fire, if we can do that.
Oh my god this would be AWESOME!!!!
rember, more than 3 exclmantion points is a sure sign of madness.
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Ukrainian Ranger

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Re: Demonhood. -Seven bodies; twisted into one; each head crying out in horror-
« Reply #454 on: January 31, 2012, 09:50:49 pm »

BTW, Cult of the tall man should be added to the glossary
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JackOSpades

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Re: Demonhood. -Seven bodies; twisted into one; each head crying out in horror-
« Reply #455 on: January 31, 2012, 10:02:55 pm »

except as a way to easily feed consorts and ghouls I don't see the point of the flesh trees.

Iron > bone

and we march under the banner of Fire and Chaos, red flames that leave the outline of a skull on a black background.

Flying Dice

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Re: Demonhood. -Seven bodies; twisted into one; each head crying out in horror-
« Reply #456 on: January 31, 2012, 10:04:51 pm »

I'm pretty sure our emblem was a four-branched flame...
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Koliup

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Re: Demonhood. -Seven bodies; twisted into one; each head crying out in horror-
« Reply #457 on: January 31, 2012, 10:11:35 pm »

except as a way to easily feed consorts and ghouls I don't see the point of the flesh trees.

Iron > bone

and we march under the banner of Fire and Chaos, red flames that leave the outline of a skull on a black background.
Of course iron is better than (regular) bone, I didn't say we'd harvest the trees for SUPER IRON HARD BONE. Just a wood substitute. And I meant the banner would be made of flesh tree flesh. Flesh tree leather, anyone?
EDIT: Now, we probably could mutate some humans into a tuber than can be harvested for an iron substitute. Hehe.
« Last Edit: January 31, 2012, 10:13:16 pm by Koliup »
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mcclay

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Re: Demonhood. -Seven bodies; twisted into one; each head crying out in hor
« Reply #458 on: January 31, 2012, 10:17:14 pm »

Also everything does not have to have a tactial reason for it. Awesome but impratical thigs when related to demons are often fear inspiring. Also you tried to reinvent our banner so that post is null and void :P.
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Alternatecash

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Re: Demonhood. -Seven bodies; twisted into one; each head crying out in horror-
« Reply #459 on: January 31, 2012, 10:33:23 pm »

The meat-trees would spread fear and madness across the land, tainting the soil and perverting nature to our will. Demonic, corruptive, frightening, and useful, things we like.
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NRDL

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Re: Demonhood. -Seven bodies; twisted into one; each head crying out in horror-
« Reply #460 on: January 31, 2012, 10:34:47 pm »

I really can't bother reading what everyone wants to do, so I'm just saying, Use magic and spectre's to take secretly take out whatever priests, magic-users, or even leaders there are in Akataki.  Then just march and kill/enslave everyone.  Baneghoul usage is advisable.
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Ukrainian Ranger

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Re: Demonhood. -Seven bodies; twisted into one; each head crying out in horror-
« Reply #461 on: January 31, 2012, 10:37:22 pm »

I know what to do with that useless lone Imp, we should feed him to our newborn daughter
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NRDL

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Re: Demonhood. -Seven bodies; twisted into one; each head crying out in horror-
« Reply #462 on: January 31, 2012, 10:38:14 pm »

I know what to do with that useless lone Imp, we should feed him to our newborn daughter

Yeah, we haven't actually focused much on the daughter...

SACRIFICE!  SACRIFICE! 

It would be like teaching her how to eat solid food. 
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Koliup

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Re: Demonhood. -Seven bodies; twisted into one; each head crying out in horror-
« Reply #463 on: January 31, 2012, 10:43:28 pm »

I really can't bother reading what everyone wants to do, so I'm just saying, Use magic and spectre's to take secretly take out whatever priests, magic-users, or even leaders there are in Akataki.  Then just march and kill/enslave everyone.  Baneghoul usage is advisable.
I think we're doing the subvert-from-inside route(soften them up), and going to see our daughter be born. Then we march on Akataki. This does seem like good strategy, to be used when we eventually march.
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NUKE9.13

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Re: Demonhood. -Seven bodies; twisted into one; each head crying out in horror-
« Reply #464 on: January 31, 2012, 10:54:31 pm »


Krlnkir Yrlvnt + servants
1) Return to Barrspring
2) open the mines
3) Add spectres and ghouls to the army, if they are too rebellious, just eat\destroy them

The cult of the Tall Man + slaves
1) Start mining
2) Cut trees
3) Forge armors for baneghouls
4) worship
5) Send 2 adults and 6 kids including the Acolyte  to Akitaki to form a new cult branch, spies, call it " eyes of the Tall man"

  Flames of Madness
Research new spells, arm cultists.

Eyes of the Tall Man
Adults = spy
Kids = recruit other kids

New law for all cults
Sacrificing children is punishable by death or worse


You return to Barrspring, slaves in tow, and open up the mines. A foul stench emerges from the mines, along with a few screams, echoing up from the lair of some spectre. You command the ghouls and spectres come before you and bow down before you.
The ghouls emerge blinking into the sunlight, their clothes tattered and bloodstained, and bow before you. The spectres, however, refuse to bow down before the one who condemned them to their fate, and hide in the stones, screaming petty insults at you. You try to force them out with your mind, but they hide deep within the mines, and you cannot locate them. Nevertheless, with the ghouls on your side, the mines are mostly harmless- the spectres will not be able to do much more than pester the miners, and can be kept at bay by simple spells.

The slaves are sent into the mines. Twenty slaves and five cultists to guide them. Ten slaves and two cultists head into the woods to gather lumber, and ten slaves and five cultists prepare the furnaces. The blacksmith and his son ready their tools.
The mines do not disappoint, and soon cartloads of ore are brought down to the temple. Lumber is stockpiled; the furnace, lit. Ore is poured in, and a slave thrown into the fires, his screams giving the flames heat, and corrupting the metal. Soon the liquid metal flows, and the smiths begin their work. You desire armour for the baneghouls. Measurements have been taken, plans made. Soon the ring of hammers fills the air.
A problem arises, in that the body of a baneghoul is so malleable that it is difficult to get armour to sit upon it correctly. Eventually a solution is devised, in that the armour is bolted directly onto the baneghoul's flesh. It takes a little attention from you to prevent them from going mad from the pain of having glowing steel punched into their hides. You also aid by twisting the metal within their bodies as that it is fixed to their bones. The process is long and arduous, but eventually, the work is completed. The three baneghouls have been covered in steel plate- or as much steel plate as could be fitted on. As such, there are some significant unarmoured areas- but those areas are mostly useless flesh, injuries to which will not phase the baneghoul much. The main head has a large steel helmet, and the lesser heads have visors set into the plate that covers them, which can open to allow them to feed, but will also offer a great deal of protection. Of course, the once clumsy and sluggish baneghouls have only become even slower thanks to their armour, but it would take a great deal of effort and luck to even manage to incapacitate one of these things for a length of time, let alone kill it.

3 Baneghouls upgraded to Armoured Baneghouls

Meanwhile, your child-acolyte, five other children, and two adults, leave for Akataki.

Meanwhile meanwhile, your Acolytes at The Church of the Flames of Madness work feverishly to develop new ways to use their magic in your name. They pool their knowledge of what they know of the forbidden art of Necromancy, along with the scrolls that describe the creation of Amberärshs, and with some experimentation and thought, manage to conclude a few basic principles, although nothing practical. Nevertheless, they write down their findings and store them in the library. ((Been meaning to add necromancy to the glossary. Necromancy is not only raising of the dead; it is any use of 'demonic' magic by mortals- though it is primarily used for summoning))

Your daughter will be born soon. Her mother spends less time active, and more time lying in bed giving orders to slaves. She manages to drag herself out of bed to feed off of her mother, though. Her mother's mind broke earlier, and she now stares blankly into space even as her daughter tears at her living flesh, but she still enjoys doing it.

Leaving doesn't really seem appropriate at this point. Whilst you are here, you should
-Try to teach your cultists the ways of magic.
-Develop some interesting new servant.
-Corrupt the dreams of Akataki from afar, in preparation for your attack.

The mines are operational; the furnace runs hot. Your two smiths work day and night, forging
-Arms and armour for your cultists
-Arms and armour for your slaves
-Statues and icons in your image

Meanwhile, your cultists
-Do stuff


Armoured Baneghouls are... mini-bosses (or possibly even an early game bossfight). They can tear through enemy soldiers like paper, and can't be stopped by anything less than a series of precisely-aimed blows with a holy sword. Possibly involving quicktime events.

Name: Krlnkir Yrlvnt
Physical might: 41 (+1 Axe)
Mental might: 46 (+5 Worship)
Other: Feeling pretty pumped. Barrsdoom (Axe; +1 to physical might. Can be granted to champion; will have greater effects)
Followers: 91
Slaves: 85 (-2: Sacrificed to the furnace)
Servants: 65 (67 Amberärshs, 10 Spectres, 3 Armoured Baneghouls, 1 Red Imp) | 12 (12 Amberärshs at CFM)

Cults:
  The cult of the Tall Man. Low organisation. 47 (of which 10 are 20 kids) members in Barrspring.
    Power level: 23 -6 Mining/Lumber/Furnace -1 Armoursmithing -1 Spread to Akataki -10 Worship
    Resources: 5 
    Cultists:
    Slaves: 85 slaves
    Branch-Cult: Flames of Madness. 39 members in The Church of The Flames of Madness (Dolnar Asylum)
      Power level: 13 -6 Research -3 Training -4 Resources
      Resources: 0 (+1 Workshops)(-6 Arming Cultists)(+4 Resources)
      Cultists: 6 Acolytes, 22 Armed Cultists
      Slaves: Woman from Ylm.
      Servants: 15 Amberärshs
      Other: Research into new spells underway
    Branch-Cult: The Eyes of the Tall Man. 5 members (of which 3 are 6 children) in Akataki
      Power level: 2 -2 Travel
      Cultists: Acolyte (control magic)

Champions:
  Unborn Half Demon: estimated 0.5 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 (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; the basic principles of Necromancy.
    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)
    Barrspring Iron Mines: Renowned as a source of high-quality iron, these mines could easily provide enough ore to keep the furnace of the Forge-Temple busy. The mines are an evil place now; dark power fills the air, and infects the ore. It is currently inhabited by a nest of ghouls and a host of wild spectres. Slaves work where once did miners, though not in enough numbers to fully exploit the mines.
    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. Currently operating at 1/4 efficiency- nevertheless a source of many weapons and armour for your demonic armies.
« Last Edit: February 01, 2012, 02:36:09 pm by NUKE9.13 »
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