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Author Topic: Demonhood. -Slumbering for an indeterminate number of Strange Aeons-  (Read 237391 times)

NUKE9.13

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Re: Demonhood. -Hasty tactical withdrawals made: One-
« Reply #945 on: February 07, 2012, 05:35:37 pm »

Previous Update (Culloden survives) | This update (Grantown Falls) | Next Update (Arise the Titaneghoul)


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Oh, and keep an eye to the west. Rumblings are beginning to rise from the army that the gods have answered their call and they have sent a being of good to fight you.

(Get the reference?)
Yes, thank you, I get the reference. Iituem, Cerapa, and I are all exchanging notes. For those of you who do not get the reference, shame on you, I'm sure I've linked to it multiple times. One more time: Divinity


Meanwhile, in Grantown...

The water under the docks churns, rises up. Eight Elementals rise from the river, driven forth by rage. They gather around a small boat used to ferry goods from nearby villages, and as one, blast it with coherent streams of water. The high-pressure water shatters the aging woodwork, and soon the boat is sinking to the riverbed. But before the elementals can turn their anger towards another vessel, lights spring up all around them, as lanterns are uncovered and torches lit. Twenty soldiers- ten archers, ten swordsmen- surround the Elementals, backed up by two priests and a dozen local guards. The elementals snarl- a sound like waves crashing violently into a cliff- and charge. The soldiers swing their swords, dismayed when the steel passes through harmlessly. The elementals have no trouble injuring them- their punches remind of belly-flopping into a still pool from a great height, leaving the soldiers dazed or winded, and the stunned soldiers are hard-pressed to resist when their heads are grasped with wet hands and forced into their attacker's chest, where the process of drowning is hastened by the water actively forcing its way into their lungs. The soldiers fall in droves, and back away, preferring to raise their shields over their swords.
The priests perform a quick blessing upon an arrow, and an archer sends it straight through the head of an elemental- which briefly seems unfazed, but then it collapses, the water it consisted of draining harmlessly back into the river. The other elementals seem briefly concerned, then charge again, but this time the priests bless one of the swords, and after a second elemental falls, the rest are driven back into the river. The nights thereafter, soldiers with consecrated blades watch the docks, and the elementals cannot strike again.

Dal'Kahh takes the failure calmly, rationally, and then slaughters the remaining elementals until only one is left, pinned against a wall by Barrsdoom, and told to get it into its thick, simple mind: DO NOT FAIL HIM.
Though the elemental has barely enough room in its mind to understand anything, the rest of the force is impressed by this display, and works twice as hard to ensure they will not suffer a similar fate.
The town is surrounded, with Sintaurs and Spectres patrolling, although many take the risky choice of fleeing by river- and though archers take some, many more escape- leaving the town only with those desperate enough to stay, and the garrison. Dal'Kahh fires diseased corpses into the town- some of which survive the journey, and cause a little panic before being slain-, and sends black imps tunnelling in under the walls, to steal supplies and whisper madness.
With the town depopulated, rotting corpses lying in the street- rotting corpses which might rise and try to kill you-, and supplies mysteriously going missing from cellars, from whence comes a half heard drunken song the words of which are not human, morale starts to fall. The soldiers thought they were prepared for demonic invasion: evidently not. Dal'Kahh performs a few demonstrations before the walls, marching skeletons and zombies up and down, laughing madly as the defenders quiver, until he judges their morale sunk so low they will pose little threat.

Black imps tunnel into the city at night, take out the guards by the gate, and open it. Armed Cultists walk into the city; by the time the alarm is raised, it is already to late; zombies are brought in to soak up any attempts at resistance, whilst the cultists round up the remaining citizens and take them captive. Dal'Kahh, frustrated at the lack of bloodshed, forces several of the survivors to face him- though it barely slakes his lust for blood. Still; he appreciates that an intact town with living inhabitants is more... useful to his dark lord, and begins the process of converting the wicked, enslaving the neutral, and sending the good back to Barrspring to feed the furnace.
Outlying villages are 'convinced' to join the cause, patrols are arranged, what little damage was done during the siege is repaired, and the temple is defiled and re-purposed as a pyre-house. In no time, Grantown is part of your dark realm.


Back at Culloden, you and your 'army' rampage through the countryside; burninating the countryside, burninating the peasants, burninating all the peoples, in their thatched roof cottages (thatched roof cottages!). But somehow it doesn't feel as... satisfying as it should. Oh, sure, the tortured screams of the dying still fill you with glee, but the usual rush of power is more of a... dribble. People fear you- yes. But they also have hope. Many of the thatched roof cottages are empty; the inhabitants and their possessions taken to 'safety' of the town whilst you rampage. And in the town, there is a spirit of sharing and celebration, as the refugees from the countryside are given shelter by the townsfolk without complaint; food is rationed and shared- they are prepared to sit in that city all winter, laughing- LAUGHING- as you rampage around outside like, and I quote, "An angry child kicking chickens because his parents would not give him candy".

You destroy a few bridges, tear up a few farms 'till they are beyond repair, and slaughter any of the wee coos (little cows) that cross your path- but have not the energy to continue for very long: it isn't worth it if people aren't afraid. You summon a pack of blue imps and send them into the river, but then you leave- you can't stand to stay here any longer. Your spiteful rampage has done you nothing but add insult to injury- and given that the insults in question are thousands of relieved minds being sickeningly nice to each other, the insults themselves cause your powers to wane. You don't actually have bones, but if you did, it would be a lie to say that words could never hurt them.

You return to Barrspring in a foul mood. You slump on your throne and let time pass by. Vague impressions reach you: Unnamed Guard tried to escape again. Your daughter adopted one of the black imps in a manner the imp itself refers to as 'cat-like'. A mechanically inclined cultist has designed some sort of new crossbow-thing which he seeks approval for. You wave him away with a vague answer indicating you do not wish to be disturbed. I believe your exact words were- no, no, this cannot be written down using mortal language. The cultist is now a gibbering wreck, though one of the blacksmiths found his plans and reckons they could probably make it in the workshops of CFM, which have with a (semi)-reliable source of materials started to churn out useful bits and bobs- mostly magical equipment for use in training or research. Their first project- the Amberärsh furnace- was a resounding success, and by carefully luring animals into the asylum from the nearby forest, a steady supply of Amberärsh packs has become available. Balthanor has learnt a thing or two from the acolytes scribbled notes on necromancy, and with plenty of time and energy with which to hone his skills, has become significantly more potent. By his instruction, one of the brighter acolytes has outshone his fellows, and joins the ranks of the Invocators. However, Balthanor notes that not all have the talent required to reach this level alone- a ritual giving the acolyte seeking promotion the mental power required to master the magical arts could be devised... but would be costly.


Dang, Krlnkir. This just isn't your month, is it? First Hubris, then Spite- all very demonic, also very impractical. Culloden will surely be too pleased in themselves to truly fear you or your forces for months to come.

Meanwhile, Dal'Kahh walked up to Grantown, just... stood there, and then they failed so hard on their morale rolls that they could barely fight back.
:/


Name: Krlnkir Yrlvnt
Physical might: 81 (+5 Sacrifice)(-4 Leakage)(+5 Rampage)(-15 Insults)
Mental might: 100 (+5 Worship)(-5 Leakage)(+5 Rampage)(-15 Insults)

Demonic Realm: Akataki, Barrspring, and Grantown. 3500 Peons. Provides 100 Resources per week. +7 Physical Might/week +7 Mental Might/week
  Resources: 98 -70 Infrastructure (-10/Week: Sent to CFM)
  Defences: Considerable.
  Notable features: The Forge-Temple at Barrspring provides weaponry of darkbarr steel- high quality corrupted metal.

Demonic Armies: 200 Armed Cultists, 15 Sergeants, 200 Armed Zombies, 80 Skeletal Warriors, 5 Amberärsh Packs, 15 Giant Rat Packs, 45 Spectres, 45 Beastmen, 32 Armoured Sintaurs, 23 Ghouls, 4 Armoured Baneghouls, 3 Black Dragons, 6 Water Elementals, 20 Red Imps, 15 Black Imps, 5 Catapults)

Cults:
  The Mad Flames: Low organisation. 43 Cultists in the Church of the Flames of Madness. Led by Balthanor the Necromancer
    Power Level: 13 -5 Construction -1 Amberärsh Furnace -7 Training
    Resources: 12 (+3/week: Workshops)(+9/week: Received from Barrspring)
    Cultists: 20 Cultists, 21 Acolytes, 2 Experienced Cultist
    Servants: 1 Amberärsh Pack
    Other: 5/16 Training Acolyte to Experienced Cultist

  Followers of the Tall Man. Very high organisation. 48 cultists in six locations; Dragonsnest, Greywinde, Port Hope, Goldhall, Easthall and Narsis.
    Power Level: 11 -5 Espionage
    Resources: 0
    Cultists: 48 Cultists
    Locations: Dragonsnest, Greywinde, Port Hope, Goldhall, Easthall and Narsis: 8 Cultists each

  Missionaries of the Alternate Faith. High organisation. 11 members in two locations.
    Power Level: 2-2 Recruitment
    Locations: Noragan (7 cultists), Sal'Sarrin (4 Cultists)

Champions:
  Alyshtr Yrlvnt: Half-demon. 3.25 months old.
    Physical Might: 0.5 (note: in an emergency, her demonic powers would protect her)
    Mental Might: 2
    Other: Red Imp pet (fire magic and demonic tales), pet slave, Black Imp pet (metal working and demonic ales).
    Knowledge: Demontongue, mind-corruption.
  Dal'Kahh the Avaricious: Warrior with demonic strength, armed with Darkbarr armour and Barrsdoom.
    Physical Might: 10 (+3 Axe)
    Mental Might: 4 (+1 Axe)
    Equipment: Barrsdoom (Axe; +3 to physical might, +1 to mental might. Inspires friendly troops, causes fear in enemy troops)
  Unamed Guard: Former Akataki Guard with aspirations to heroism. Slowly being corrupted.
    Physical Might: 0 (Rebellious)
    Mental Might: 0 (Rebellious)
    Other: Broke his leg trying to climb through the mountains, lay in the snow bleeding, freezing, praying for the swift release of death; was rescued when consort smelt blood and went looking for the source, intending to eat it. Did not eat it, as prefers it as a conversation partner, especially now that his broken leg and severe cold means he cannot run away.
  Balthanor the Necromancer: Travelled to Akataki to join your cause. Has considerable knowledge of magic and necromancy.
    Physical Might: 2
    Mental Might: 12 (+5: Dark Crystal)
    Equipment: Dark Crystal which emanates evil energy (+5 Mental might. Requires basic knowledge of necromancy to use)
    Knowledge: Magic, Necromancy.
   
Fortresses:
  The Church of the Flames of Madness. Formerly Dolnar Asylum, HQ of Barrtal monster hunters.
    Mighty Walls (50). Moat (5, slows attackers). Dark Wards (30). 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 enemies)
    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. With the resources sent from Barrspring, the Cultists can use the workshops far more effectively than before.
    Library: A library and series of studies allow cultists to learn the arts of magic. Contains a host of information on both Magic and Necromancy, enabling Acolytes to be upgraded to Experienced Cultists, and for a wide variety of spells and rituals to be learnt.
    Sending Circles: A pair of raised daises, linked to a similar pair in Barrspring, which can send and receive objects given a source of power. Balthanor's Dark Crystal powers the circles.
    Amberärsh Furnace: A horrific device which industrializes the summoning of Amberärshs. Animals go in, Amberärshs come out.
« Last Edit: February 08, 2012, 09:59:48 pm by NUKE9.13 »
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Karakzon

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Re: Demonhood. -Times mocked for spiteful rampage: One-
« Reply #946 on: February 07, 2012, 05:49:47 pm »

seems the black imps are a very usefull workforce minion. when we go back to the place that withstood us, gettign them to steal the supplies would work wonders their.

The best thing for us to do would be to keep it cut off from supplys for the next year via concentrated raids on caravans and any remaining farms, then attack next winter. would only require a small token force made for hit and runs and if you give one of your more promissing acolyte's the command the force would be independant of you having to do much concerning with it wile you march on the next towns etc.

That place may be a fortress to the good guys, but the best thing about fortresses is: They have to stay their or get slaughterd, and their food will only last so long.
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Ukrainian Ranger

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Re: Demonhood. -Times mocked for spiteful rampage: One-
« Reply #947 on: February 07, 2012, 06:07:10 pm »

No, we should forget about that ****, ****, **** Culloden for now, and prepere for a war with a new force assembled by the kingdom

So Grantown has many empty but intact houses? Maybe we should transform in into an "imp city"? City inpopulated by various civilian and semi-civilian imps, cause human peons are boring
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Evil Marahadja

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Re: Demonhood. -Times mocked for spiteful rampage: One-
« Reply #948 on: February 07, 2012, 06:08:08 pm »

Ok, my suggestions based on Rp and practial uses aswell:

Hmm, we have cleary underestimated theese mortal fools. They are actually quite impressive when they got hope. They actually managed to withstand the might of Krlnkir Yrlvnt when united under a banner. But the beuatiful thing about humans is that they are sooo...easy to corrupt. While fear has its uses. Its not enough against all humans. No, we need to divert them. Change them. At first, we have to turn to our own army.

We can´t make our cultist not only obey and worship us because of fear. We need something more. We need selfish  rewards, corruption. We need to make them more...devoted to our cause. 

(Concrete suggestion: Try to create a new armored cultist: Zealot. No fear, total devotion. Hard to stop.)

Oh and ofcurse we will have our revange on that  pitful town later. But we can´t let it ruin our plans. Cause they are mutch greater than that. We have a lot to do. Lets reward Dal'Kahh the Avaricious by letting him rule Grantown for now. No orders. He can shape the town however he want.

And! Lets send our doughter to the The Church of the Flames of Madness. Let her study magic there for now. Untill she grows stronger. Also, tell the Flames of madness to let some of  the Amberärsh Packs roam free. Creating chaos and destruction as they pass.

Send some resources to the cults abroad aswell. To help them corrupt more of the population.

And Krlnkir Yrlvnt, we have a lot to do. Lets gather an army. Lets search the forests for the Beastmen tribes. Make all of them join our cause. And then...lets once again move out. This time with an huge army worthy our might.


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Ukrainian Ranger

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Re: Demonhood. -Times mocked for spiteful rampage: One-
« Reply #949 on: February 07, 2012, 06:18:51 pm »

I know that i criticize other suggestions way to much, but....

Lets reward Dal'Kahh the Avaricious by letting him rule Grantown for now. No orders. He can shape the town however he want.
We need a general, and I suspect that he isn't a good manager

Quote
And! Lets send our doughter to the The Church of the Flames of Madness. Let her study magic there for now. Untill she grows stronger. Also, tell the Flames of madness to let some of  the Amberärsh Packs roam free. Creating chaos and destruction as they pass.

NO, to goring our daughter
Even bigger NO to letting Amberash Packs roam free, Do you want to destroy it? It only survives because it's secret

Quote
And Krlnkir Yrlvnt, we have a lot to do. Lets gather an army. Lets search the forests for the Beastmen tribes. Make all of them join our cause. And then...lets once again move out. This time with an huge army worthy our might.
We need an army, but this time not for offense, but for defense, counter-attack is expected
« Last Edit: February 07, 2012, 06:21:20 pm by Ukrainian Ranger »
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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.

Kashyyk

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Re: Demonhood. -Times mocked for spiteful rampage: One-
« Reply #950 on: February 07, 2012, 06:26:01 pm »

I agree that our daughter should be taught magic, but she should be taught in Barrspring. We should have either Balthanor or one of the Experienced Cultists moved from CFM to teach her.

Also, I think we should give our Consort a little bit of power. Definitely not because we love her, oh no. Because she has the potential to be a champion.
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NUKE9.13

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Re: Demonhood. -Times mocked for spiteful rampage: One-
« Reply #951 on: February 07, 2012, 06:26:36 pm »

New glossary entries:
ANGELS, DORAEL, DRAGONS, GODS, IMP VARIETIES
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Tiruin

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Re: Demonhood. -Times mocked for spiteful rampage: One-
« Reply #952 on: February 07, 2012, 06:27:19 pm »

Also, I think we should give our Consort a little bit of power. Definitely not because we love her, oh no. Because she has the potential to be a champion.

This, and she has ties with the Unknown Guard who may prove to be very useful in the future.
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Iituem

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Re: Demonhood. -Times mocked for spiteful rampage: One-
« Reply #953 on: February 07, 2012, 06:44:24 pm »

Culloden is built alongside a mountain, yes?  Personally I don't think we should stand to have a so-called bastion of Good so much as stick its thumb out at us, let alone laugh in defiance.  So let's quite literally wipe Culloden off the map.

Summon a hundred black imps, and have them undermine the mountainside.  Then avalaunch the city.
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Armok

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Re: Demonhood. -Times mocked for spiteful rampage: One-
« Reply #954 on: February 07, 2012, 06:46:10 pm »

Umm, can we have the info of how much slaves and cultists we got from the town we conquered, and any relevant buildings and their stats?

Also, we should hire an assassin to rid that place of that source of good. Not sending in a cultist even, just hire an ordinary assassin who won't be much affected by the goodness.

We also really need to start looking into some very long range weaponry: I propose some poison, infused with evil of course but also functioning if that should be neutralized. Maybe some kind of liquid that can be put in a barrel and flown or catapulted in, wich will then envaporate into a vast cloud of gass.
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Kashyyk

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Re: Demonhood. -Times mocked for spiteful rampage: One-
« Reply #955 on: February 07, 2012, 06:52:10 pm »

High altitude poison-gas bombing raids. Just like the British were afraid of in WW2.
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Armok

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Re: Demonhood. -Times mocked for spiteful rampage: One-
« Reply #956 on: February 07, 2012, 06:55:34 pm »

Exactly!
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NUKE9.13

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Re: Demonhood. -Times mocked for spiteful rampage: One-
« Reply #957 on: February 07, 2012, 07:07:03 pm »

Umm, can we have the info of how much slaves and cultists we got from the town we conquered, and any relevant buildings and their stats?
The citizens who had not fled, the surrendered garrison, and the various hamlets and villages conquered along the way, expanded your realm by 1500 peons, and 30 resource production. This will automagically be spent on infrastructure and defences if you don't need it.

Grantown has a substantial port-area, with lots of room for river barges and smaller craft to moor up. It has a stone wall with a single large hardwood gate. In the surrounding area are mills built by streams running into the Bar, which are used to make flour from grain grown along the valley. Grantown had a moderately-sized temple, and there is a large cemetery on the other side of the river, with its own little dock- though in recent weeks, no one has gone there on account of spooky stuff. Dal'Kahh is already having some of the Spectres and Skeletal Warriors looking into that.
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JackOSpades

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Re: Demonhood. -Times mocked for spiteful rampage: One-
« Reply #958 on: February 07, 2012, 07:19:29 pm »

Also, we should hire an assassin to rid that place of that source of good. Not sending in a cultist even, just hire an ordinary assassin who won't be much affected by the goodness.

+1
see if we can convince him to get payed after he completes the job... then zombify him instead for evil points. :p

Armok

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Re: Demonhood. -Times mocked for spiteful rampage: One-
« Reply #959 on: February 07, 2012, 07:23:57 pm »

> Desecrate temple
> Get undead from cemetery
> make more ghouls and baneeghouls. Like, at least 10 more baneghouls and maybe 50 normal ghouls.
> Experiment with a super baneghoul/"Flesh titan":
 *28 rather than 7 ghouls,
 *four sprawling legs for stability
 * two sets of arms: one normal scaled up extremely strong baneghoul arms, one pair humongouslly long and whit a great many joints and many many spindly fingers http://goblinscomic.wikia.com/wiki/Mr._Fingers
 * the main brain hosed in the centre of the creature. The many smaller heads should be enough for sense.
 * gaping maw, styled after that of lampreys, on top into which victims can simply be dropped.

Edit: oh, and it obviously needs to have a deafening, shirking roar, which is actually loaded with evil and magically paralyses and inspires terror.
Edit2: and it's skeleton/support structure should be forged of metal.
« Last Edit: February 07, 2012, 07:27:51 pm by Armok »
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