BETTER ARMOUR FOR ELIZA: Ingredients: one (1) live black dragon, custom made for the purpose masterwork full plate of the very very highest quality darkbarr steel, lots of master-quality work by black imps at several points through the process, lots of magic and a bunch of raw evil.
Fluffy Features:
- Magical link between the wearers and the dragon nervous system letting them control it as their own limbs.
- Dragon wings, granting flight with the speed and lifting power of a dragon. Wing bones reinforced with steel.
- Fire "breath": the dragons magic/biological flamethrower fired from the sides of the helmet.
- Dragons tail, armored so that it looks like it was actually attached to the wearer while in reality it's part of the armor itself. Ends in a double battleaxe. Also helps stabelize flight.
- Dragon scales and steel intimately melded, taking on the best properties of both.
- Regenerating armor: as it is melded with living tissue, the steel regenerates damage with time and care like a living creature. Or with healing spells and potions.
- Powerfull wards, against both physical and magic attacks.
- Swiss army magic: practical but boring and mostly irrelevant stuff like protection against the elements, underwater breathing, taking care of waste products, basic adaptive camouflage (actual invisibility is probably to hard, but some basic colour change might work), increased comfort, etc. sprinkled wherever it doesn't interfere with any of the armours more important features.
- Totally awesome sweet looks.
Gameplay features: flight, increased physical might, no separately tracked armor damage.
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The, uh, Magic Array is more of a 'Champion' than 'Minion'. More appropriate for a special occasion.
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Magic Array: Will still need to wait for a more auspicious occasion. For one thing, you would need sixty-four wizard-brains to make it, which you don't have at the moment.
That was not my intention at all. I think I've failed to communicate the core working principle of the Magic array: Inelegant brute forcing. Doing what a single mind of about the power of 40 or 50 humans could do using the power of it's thoughts and it's own two hands without any external source of power, using...
- Significantly more than 40 or 50 normal human brains. Not from the brainwashed slaves or insane, but neither from anyone with any special education or knowledge.
- many tons of bulky equipment
- many power crystals that are already used to boot normal minds by 2 or 3 times
- making sacrifices to generate the power needed
- probably using several times more of that precius power than a conventional magic user due to inefficiency.
- the much more powerful and risky necromancy rather than conventional magic
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Glossary requests, type you have said you'd fulfil: all the varius designs, including those not yet implemented
Glossary request, type not rally a request more like a helpful tip you can just ignore: split of creatures into a Bestiary.
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Fuocon-Diavolus (Fuocon-Diavolii singular)
A human sized nugget of Crinkle Yearvent's power given form, and a body.
These beings are too powerful to be imps, but too weak to count as demons of any sort.
The Fuocon-Diavolus are creatures wreathed in flame, which springs eternally from their skull-like heads, and skeletal chests. They have four long and lithe arms, which terminate in sharp claws adept as tearing people and things to shreds. They have cloven feet, to aid in moving. Their tails end in pickaxe like protrusions, unlike Crinkle's battleaxe tail.
Fuocon-Diavolus are capable of gathering their own evil, to aid in healing or magic, but excess evil is sent directly to Crinkle, or allowed to fall to the earth, and corrupt it.
Advantages:
Powerful mini-demons, a presence of Crinkle.
Capable of harvesting evil for Crinkle's use.
Possibly capable of offspring?
Disadvantages:
Lose power when doused, regular demon vulnerabilities.
May decide they want to take Crinkle's place, if they somehow figure out how to subvert his control.
Can't become champions. They can be noticeable and recurring, but are nothing more than elite of the elite mooks.
You like?
Anyway, maybe array is too modern, I dunno. But I do support any endeavor to daisy chain, or combine enough people to produce a magic/psychic capable unit.
Seconding these.
Hmmm, magic might? ok heres an idea
Baneholder (Baneghoul-Beholder)
Take 1 Baneghoul (note not an armored one, the Iron would get in the way.)
-remove all it's mouths, replace with one gigantic mouth in the center of its torso, include a prehensile tongue and large teeth.
-meld all its separate minds/personalities into one but retaining the ability to multitask like 7.
-Infuse it with greater intelligence and mental might still until it attains Telekinesis.
-give it 7 Mental/magical abilities/powers one centered around (cast by) each of its "heads"(each Baneholder would have its own set based on its personalities but a basic list might be: Incinerate(or some other offensive power), Create Monster, Telekinetic Shields, Cause Insanity, Heal Self, Levitate, Telepathic Suggestion)
Pros
-Retains a Baneghouls strength and durability.
-Has far greater intelligence.
-Has great Mental and magical might.
-Can create ghouls, possibly baneghouls and/or other creatures depending on its abilities.
-Can use all 7 powers at once or concentrate on a single one to give it greater power
-Can self heal including replacing lost heads
Cons
-Retains a Baneghouls slowness
-Can never become an Armored baneghoul
-If it loses a head it will lose the ability that the head controlled until it can repair or replace the head.
-Might be too Intelligent to control completely
-Is Limited to 7 abilities but each can cover a wide range of similar spells, (raising a skeleton and summoning an Amberarsh would be separate spells but both would fall under the Create monster ability and thus use only one head)
I see these as one of those annoying bosses where you have to kill each part seperatly
Use the tortured mages/wizards to create some of these at the first good Opportunity.
If it works, sure, but I severely doubt it does.
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Considering we the players control both characters, sure, I support making things more interesting.
I'm surprised we didn't get any evil for all the slaughter going on with he tournament.
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We really need to set up a proper forge-temple here in Dolnar. Same design as the Barrspring one, 200% bigger. We also SERIOUSLY need to expand the mines massively, and get a steady flow of resources going up and down the river.
And an akatree grove, and fix up the docks to start producing ships.
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To round out our troops we need to acquire additionally:
- 70 haunter armours
- 24 water elementals
- 65 sintaurs
- 45
Novice Wizards- 20 armored baneghouls (from the baneghouls we already have, not more baneghoul creation
- 9 turrments
- 15 catapults
- 75 Biolopolyboli, 25 of which are to be given to sintaus.
Create whatever infrastructure is needed to accomplish this swiftly.
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Krlnkir
1) Go to Culloden together with your army and wife, corrupt that minor river in process
2) Send a messenger to the king of Nagaron with a proposal to meet with Krlnkir and\or Eliza and discuss politics
Eliza
0) Command forces
1) Train elite, amazonian royal guard
2) Go to Culloden
3) Take lessons from Balthanor
Mobilizing\Demobilithing
1) Mobilize 50 Beautiful women to form The Royal guard
2) Demobilize 50 Brown imps and send them to the overhunted woods, for fun farming
3) Mobilize Balthanor the Necromancer, he will not only join the army, but will teach our wife some real magic.
4) Mobilize 10 Acolytes
5) Demobilize 49 black imps, and send them in 7 groups of 7 in mountains to build mines\fortresses
6) Demobilize 26 black imps and send them to the mines of Aonogake to boost production
7) Mobilize sailors for the fleet
Demobilize novice wizards and convert them in acolytes or invokers
Army
1) 75% To Culloden , 25% guarding and paroling
Realm\CFM
1) Mass train 200 acolytes
2) Build ships: 10 Krekarrs, 2 Big Krekarrs
3) Build biopolybolos both for fleet and army
4) Build generic infrastructure: Tunnels\roads\bridges
5) Build 15 catapults, and 9 turrments
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SHIP DESIGNS:
The Krekarrs are WAY not demonic enough, here's a few better ideas:
-At the base sort of like an aquatic baneghoul.
-Buoyant/can't dive. This is due to hundreds of gas bubbles in it's flesh making it essentially unsinkable.
-Uses 16 ghouls + lots of extra dumb meat from cattle or somehting.
-Looks like a galley without sails or oars. Long, narrow, and low in the water, and with a head... only in this case, the mouth and eyes are real, not painted on.
-Has a large deck with railings on it's "back" with room for abut 20 humans, and a much smaller one below that embedded in it's flesh
-Chimney/snorkle sticking up through the deck for breathing.
-Subdued and weak-minded compared to normal ghoul-derivatives, following orders given through a set of levers below deck like a machine.
-32 powerful fins propelling it forward, faster than any manmade ship.
-wooden skeleton
-Two long flexible arms, like those of the titaneghoul but smaller. Usefully both for reaching out of the water and fighting, and for grabbing the bottom to pull itself relative to it doing manovers that can't be done by pushing against water or wind.
-A giant pair of toothless jaws wider than the ship itself, like those of some deep sea fish, capable of swallowing small boats whole.
-The railing has mountings for... pretty much so many Biolopolyboli that the number of mountings is never the limiting factor and not work keeping track of, and better treated as just a bonus to firing them from the deck.
-A catapult.
Ghost ship: requires known location of a sunken ship, properties depend on local history. Think about a certain popular series of films about pirates to get the general idea.
Akatree galleon:An enormous, luxurious galleon with room for hundreds of soldiers grown from a single still living piece of wood. Instead of masts and sails, tree trunks grow from the deck and spread out into a lush canopy, each branch and leaf articulated and capable of turning itself in the wind, catching it like a million miniature sails. It has oars to, like a galley, but no rowers- they are pulled by rows upon rows of human arms growing right out of the decks! Like most galleons it is heavily decorated, but rather than gold, bright paints and ornate carvings it is covered in silently screaming faces, unmentionable body parts, and arms that reach and grasp like living boarding hooks.
Finally, using the roots that dangle underneath it's keel, and the photosynthesis in it's "sails", they ship both desalinate water and provide nourishing meals for it's passengers... IF you can stand the faint taste of blood in the water and and meatiness of the fruits.
If you want something more mundane than these... the old designs non-demonic navies use are better tested and more efficient.
Edit: fixed Ghoulship