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Finally... => Forum Games and Roleplaying => Topic started by: Urist Mc Dwarf on January 26, 2019, 12:15:57 pm

Title: The Rise of a Demon (Number of ritual wedding duels: 1)
Post by: Urist Mc Dwarf on January 26, 2019, 12:15:57 pm
You are dragged through the Halls of the Legion, carried helplessly by two of the Four. While normally the chorus of suffering that fills every room of the world-fortress would make the raw evil of your soul sing in delight and gain in strength, now it serves as a reminder of your probable fate…to be consumed and destroyed. Even one such as you can fall. The very thought fills you with rage that would sear any mortal or lesser demon into oblivion. You shattered the armies of the Dragon Kings! You brought stars to the earth during the Siege of Acar! You destroyed the rebellious armies of the Tall Man and consumed their demonic master!  You should be leading the Legion, not being destroyed by those who command right now.

One day, you silently vow, you will have your revenge for this insult. You shall feast on the very essence of the Four…but that promise offers cold comfort, as you feel your own essence being stripped away and consumed. You draw into yourself, struggling to hold onto a few fragments, knowing it is futile no matter what you do. To your surprise, you are allowed to keep what you fought for…it is measly, especially compared to your prior might, but it is better than the annihilation you were expecting. Soon, you find out why, as you are dragged into the Fountain. Your sentence is briefly read, although you are more interested in sorting yourself out into something functional to pay attention. You catch most of it anyway – you are exiled, and will have to conquer a world all by yourself before the Legion arrives. An impossible task, you know, but that just means their shock will be greater when you succeed. And you will succeed, you have no doubt about it.

Suddenly you are in the Fountain, soaring through a void, heading to a large planet, slowly orbiting a distant star. You tumble about as you struggle to regain any control, the emptiness ripping at what is left of your essence. You have no choice but to endure and seek to regain control of yourself. It is fortunate you are so far away –you will have time to finish recovering from your ordeal and attempt to choose a landing spot. Of course, that also means more time exposed to the vacuum. And more time for your mind to be stolen. Probably by…the name of your rival, responsible for this humiliation escapes your grasp, as do many other things As you fly, you can feel your memories slipping away…all the memories of your time in the Legion, of your life ruling your own little fiendish empire before you joined them…it is slowly fading away. You manage to grasp a few things, but it is a remnant of a remnant.

The first thing you managed to keep is your name. It is a word in Demontongue – just hearing it will be enough to make a mortal’s mind twist. (What is it? And for a bonus, what would it translate to in a mortal’s language?)

The second thing, almost as important, is your first form. While you can shapeshift, this is the one you took when you were “born,” and it is the one you are holding right now. (While if a mortal looked upon you and saw your true form, their very soul would fray, this would be the approximation their mind would create.)

Thirdly, you kept a little bit of your special knowledge. (Choose one of the following.)

Lich Lord
Master of Mutations
Archmage
Demon’s Wrath
Hellcaller

What sort of terrain do you aim for?

Hello! I decided to try my hand at running a game again. This was inspired by Nuke9.13’s Demonhood and its sequel, and with his permission, I borrowed several of his mechanics for my own use, although I came up with a few of my own, like the trait system. Feel free to offer any constructive criticism you have.
Title: Re: The Rise of a Demon
Post by: Urist Mc Dwarf on January 26, 2019, 12:17:29 pm
Other Writings

 The Andoran Empire (http://www.bay12forums.com/smf/index.php?topic=173117.msg7929017#msg7929017)

Gresh the Amalagate (http://www.bay12forums.com/smf/index.php?topic=173117.405)

 The Orborous (http://www.bay12forums.com/smf/index.php?topic=173117.msg7939724#msg7939724)
Title: Re: The Rise of a Demon
Post by: Urist Mc Dwarf on January 26, 2019, 12:17:46 pm
Name: Klx-Dryklfx

Time: 11.25 months

Physical Might: 200+6

Mental Might:  200+6

Traits

   Master of Mutation II- you are far more skilled in fleshwarping than most other demons, and you are able to accomplish more extreme mutations with substantially less effort.

   Unholy Charm - You are skilled in persuading mortals through gambits and tricks and honeyed words, making them easier to corrupt. Your more devoted followers tend to have this knack as well.

   Gravecaller II - The dead grow restless in your presence as they feel your pull. Those already walking grow smarter and more vigorous, those still in their graves are easier to raise.

   Unconquered - Mortals who face you and your forces will find mortal terror sapping their will to fight and live and defy, for they know deep within themselves that even the gravest defeat is a minor setback. Unless their spines are stiffened, they will flee or kneel rather than fight or die.

  Lord of Blasphemy - Lesser demons mock the gods. You spit in their faces and trample their servants into the ground. Priests who oppose your will find their powers countered by your tainted might.

  Nightmare Walker - The barrier between the waking world and the land of dreams is like a wall made of sand to you. You pass between them without any effort, and shape nightmares like clay.
 
  Master of the Land - You are one with the land. When you walk it, it becomes tainted and twisted, and soon enough any place you call home becomes a stain and blight upon the earth.
Title: Re: The Rise of a Demon
Post by: Urist Mc Dwarf on January 26, 2019, 12:19:19 pm
Bestiary

Boneys: Found deep below a ruined castle which contained a wellspring of Evil, these scuttling things are likely the descendants of some its original inhabitants. They are the size of an adult human, but their form is twisted, their flesh pulled tight over their bones and horribly pale. Bones jut from their flesh at random intervals, especially around their hands and feet. They can see in the dark and the light equally well, despite their eyelids being closed from birth, practically cemented shut. Their mouths are full of jagged teeth of many sizes which sit at odd angles.
    Physical might: 1.2
    Mental might: 0.5
    Traits: Spider climb, night sight, horrifying visage

Brutes: Formed by the merging of two men by the demon Klx-Dryklfx, they are savage, brutal creatures with terrifying strength and the capability to survive even the most grievous wounds. Their head heads hand, practically merging with their chests, and they babble endlessly without pause or sense, often shrieking in demontongue when they are in a battle frenzy.
    Physical might: 3 (5 if armored)
    Mental might: 1
    Traits: Maddening babble, unholy resilience, living siege weapon, unnatural

Wisp Wights: Some of the first creations of Klx-Dryklfx, these are powerful undead, although difficult to make. Effectively they are a zombie and a specter merged in one. While not intelligent in the slightest, they make deadly weapons and excellent scouts - the specter can go as it pleases, and the corpse will know everything it does. The specter can also stay with the zombie and aid it in fighting, serving as a weapon or shield of corrupted soulstuff, or attacking others with incorporeal claws.
    Physical might: 2
    Mental might: 3
    Traits: Incorporeal, mindless, twinned souls, endless endurance, unnatural

Seducers: Twisted by the dark magics of Klx-Dryklfx, these were once beautiful men and women. Now they are hideous, but in compensation, they received powerful abilities. As long as someone is faltering in their mind or morals, a seducer can see exactly what they want, and shift their form and their words to aid them in their manipulations.
   Physical might: 1
   Mental might: 4
   Traits: Hideous, Desire sensing, self-illusion

Zombies: Shambling undead, reanimated by magic, frequently evil magic. They are stupid and weak, but easy to come by and definitely unnerving to face.
   Physical might: 0.25
   Mental might: 0.25
   Traits: Slow, mindless, endless endurance, unnatural

Skeletons: Only slightly more dangerous than zombies, these creatures are more difficult to destroy thanks to the faint power in their bones, and they are faster as well.
   Physical might: 0.4
   Mental might: 0.4
   Traits: Unnatural, mindless, endless endurance

Wisp Wretches: These miserable undead are most commonly revived from ancient battlegrounds where warriors fell to demonic armies. Their souls are trapped inside their decaying bones, only able to watch at the atrocities their bodies commit. Their eyes glow, the light trapping those who meet their gaze in the last moments of the fallen warrior, albeit briefly. Their weapons drip with demonic ichors, and even minor wounds from these fester and poison and eventually prove lethal without significant intervention.
   Physical might: 2.5
   Mental might: 1
   Traits: Gaze of terror, mindless, endless endurance, lethal poison, remembered skill

Weeping Sores: Infested with magical plagues from Desecrator, these foul creatures have bloated, rotting flesh. Swords which strike them age and corrode from the vile fluids that fill them, and when they attack they fill the air with clouds of noxious fumes which can spread all manner of terrible disease.
   Physical might: 3
   Mental might: 1.5
   Traits: Plaguebringer, unholy resilience, endless endurance, horrid appearance

Specter: These are one of the few types of undead known to arise naturally, without the involvement of Evil. They are usually harmless, simply frightening people and occasionally breaking dishes. However, when controlled by a demon or evil wizard, the damage they can wreak is horrific, as while they can just barely affect the mortal world, they are similarly difficult to affect, and they can be lethally terrifying.
   Physical might: 0.2
   Mental might: 3
   Traits: Insubstantial, minor telekineses, terrifying

Crushers: Armored brutes modified with demonic sigils and corrupt magic, these creatures are even mightier. Their muscles are larger, their rages more terrifying, their babble more discordant. But the most important difference is that when they fight, the blood of their foes heals them. As long as they are soaked in blood, they are nigh-unstoppable.
   Physical might: 7
   Mental might:2
   Traits: Maddening babble, unholy resilience, living siege weapon, unnatural, crimson regeneration

Reavers: A more...refined version of Boneys, deliberately modified to be deadly weapons. They have gone from looking monstrous to merely unsettling. Their eyes have been restored, and are sharper than ever. They can magically deflect attention from themselves, and razor-sharp blades of bone can appear from their knuckles or toes at a moment's notice. They retain the savage cruelty they had as Boneys, but now it is far more refined and far more dangerous.
   Physical might: 2.5
   Mental might: 1.5
   Traits: Bone blades, attention-deflecting, Spider climb, night sight, eagle vision

Hunters: These creatures look almost human, the only visible differences slightly elongated limbs and eyes with an eerie gaze - the gaze of a predator. They have unnatural agility and the ability to read the surface thoughts of those around them, which they use to infiltrate and assassinate any target they wish.
  Physical might: 1.7
  Mental might: 1.2
  Traits: Inhuman agility, mind-scanning

Night-Stalkers: The Reavers are a better version of Boneys. The Night-Stalkers are similarly related to the Boneys, although they also share some common elements with Boneys - they are similarly emaciated, which, combined with their coloration and the magic within them, allows them to conceal themselves with incredible skill in even the slightest shadow. They are also all identical. They have the unnatural agility and mind-scanning powers of Hunters, but combine it with several other dangerous capabilities, including the ability to mimic sounds and throw their voice and the ability to see wards. However, such power comes at a price. Their mouths are sealed shut, leaving them in constant, endless hunger that they can never still.
  Physical might: 1.7
  Mental might: 2
  Traits: Inhuman agility, mind-scanning, concealing shadows, ward detection, perfect mimicry

Deathless Knights: Undead knights who had their flesh mutated while they still lived, forever merging them with their mounts before they were slain and turned into undead horrors. Some spark of their skill and tactical acumen remains.
  Physical might: 3.5
  Mental might: 1
  Traits: Unnatural, remembered skill, calvary, endless endurance

Gresh-spawn: Similar in nature to the dreaded Dame of Famine, these creatures are some of her progeny, are bare a striking resemblance to her. They are massive locusts, albeit not quite as large as the Dame. They have her rapacious hunger and cruelty. In addition, due to the being which spawned them, their limbs are tipped with vicious claws. Fortunately, their own reproductive faculties are damaged, and so the eggs do not hatch into new monstrosities, instead simply bursting in the flesh of implanted victims.
  Physical might: 4
  Mental might: 2
  Traits: Vast hunger, flyers, unnatural, egg implantor- minor spawn, venom
 
Title: Re: The Rise of a Demon
Post by: Kashyyk on January 26, 2019, 12:32:30 pm
We are Klx-Dryklfx, although the closest a mortal can manage is "Klicks Drickle-fex".

Our base form is bipedal, with the traditional cloven hooves and tail. However we have two pairs of arms, both emerging from our shoulders, with a mind-bending overlap that would send mad any mortal trying to understand how it all connects. Our back, head and face is covered in a sturdy exoskeleton, the surface of which is covered in demonic symbols that seems to shift whenever you stop focusing on them.
Title: Re: The Rise of a Demon
Post by: Haspen on January 26, 2019, 12:56:34 pm
We are Klx-Dryklfx, although the closest a mortal can manage is "Klicks Drickle-fex".

Our base form is bipedal, with the traditional cloven hooves and tail. However we have two pairs of arms, both emerging from our shoulders, with a mind-bending overlap that would send any mortal trying to understand how it all connects. Our back, head and face is covered in a sturdy exoskeleton, the surface of which is covered in demonic symbols that seems to shift whenever you stop focusing on them.

Ah, the bipedal demon with mind-screwing abilities. Can't go wrong with a classic like this.

+1
Title: Re: The Rise of a Demon
Post by: Rockeater on January 26, 2019, 01:00:22 pm
ptw
Title: Re: The Rise of a Demon
Post by: chubby2man on January 26, 2019, 02:33:22 pm
We are Rokagokah, Lawbringer and Willtaker. Our words would bind the souls of men and demons to our desires, iron bands and walls forcing them to walk a path not their own.

Our form is that of a tall armored humanoid, with blazing red eyes. (Essentially looking like Sauron).

What is the difference between Demon’s Wrath and Hellcaller?
Hellcaller sounds cool in the meantime.
Title: Re: The Rise of a Demon
Post by: Liquefied Spleens on January 26, 2019, 02:44:19 pm
We are Klx-Dryklfx, although the closest a mortal can manage is "Klicks Drickle-fex".

Our base form is bipedal, with the traditional cloven hooves and tail. However we have two pairs of arms, both emerging from our shoulders, with a mind-bending overlap that would send any mortal trying to understand how it all connects. Our back, head and face is covered in a sturdy exoskeleton, the surface of which is covered in demonic symbols that seems to shift whenever you stop focusing on them.

Ah, the bipedal demon with mind-screwing abilities. Can't go wrong with a classic like this.

+1

I agree on the design, but we haven't really chosen an area of expertise yet.
While I usually love necromancy in all forms (there's something beautiful about an army of the dead that can't be overstated), I'm really interested in "Master of Mutations". I mean, we get to afflict some Akira-level shenanigans later on, or just cause plagues. I bet we can make a rage virus to have an approximation of an "undead" (they'd be living, technically) invasion.
Title: Re: The Rise of a Demon
Post by: Urist Mc Dwarf on January 26, 2019, 03:15:16 pm
We are Klx-Dryklfx, although the closest a mortal can manage is "Klicks Drickle-fex".

Our base form is bipedal, with the traditional cloven hooves and tail. However we have two pairs of arms, both emerging from our shoulders, with a mind-bending overlap that would send mad any mortal trying to understand how it all connects. Our back, head and face is covered in a sturdy exoskeleton, the surface of which is covered in demonic symbols that seems to shift whenever you stop focusing on them.

What’s the special knowledge for this one?

And as for the difference between the traits... I will keep that as a surprise for now. But you will have the opportunity to take any traits you miss, along with a variety of others.
Title: Re: The Rise of a Demon
Post by: Kashyyk on January 26, 2019, 03:40:50 pm
I figured I'd leave that to other people, although I'm partial towards either Lich Lord or Archmage.
Title: Re: The Rise of a Demon
Post by: Mithras on January 26, 2019, 04:49:55 pm
We are Klx-Dryklfx, although the closest a mortal can manage is "Klicks Drickle-fex".

Our base form is bipedal, with the traditional cloven hooves and tail. However we have two pairs of arms, both emerging from our shoulders, with a mind-bending overlap that would send mad any mortal trying to understand how it all connects. Our back, head and face is covered in a sturdy exoskeleton, the surface of which is covered in demonic symbols that seems to shift whenever you stop focusing on them.

+1 to this but advocating for master of mutations

Also suggesting that Klx-Dryklfx be loosely translated to "Those that live adapt/twist to torment"
Title: Re: The Rise of a Demon
Post by: chubby2man on January 26, 2019, 05:17:04 pm
We are Klx-Dryklfx, although the closest a mortal can manage is "Klicks Drickle-fex".

Our base form is bipedal, with the traditional cloven hooves and tail. However we have two pairs of arms, both emerging from our shoulders, with a mind-bending overlap that would send mad any mortal trying to understand how it all connects. Our back, head and face is covered in a sturdy exoskeleton, the surface of which is covered in demonic symbols that seems to shift whenever you stop focusing on them.

+1 to this but advocating for master of mutations

Also suggesting that Klx-Dryklfx be loosely translated to "Those that live adapt/twist to torment"

Ooo I like this. +1
Title: Re: The Rise of a Demon
Post by: crazyabe on January 26, 2019, 05:26:19 pm
PTW.
Title: Re: The Rise of a Demon
Post by: Hotfire90 on January 26, 2019, 05:36:05 pm
We are Klx-Dryklfx, although the closest a mortal can manage is "Klicks Drickle-fex".

Our base form is bipedal, with the traditional cloven hooves and tail. However we have two pairs of arms, both emerging from our shoulders, with a mind-bending overlap that would send mad any mortal trying to understand how it all connects. Our back, head and face is covered in a sturdy exoskeleton, the surface of which is covered in demonic symbols that seems to shift whenever you stop focusing on them.

+1 to this but advocating for master of mutations

Also suggesting that Klx-Dryklfx be loosely translated to "Those that live adapt/twist to torment"

Ooo I like this. +1
+1
Title: Re: The Rise of a Demon
Post by: Urist Mc Dwarf on January 26, 2019, 07:35:08 pm
He stands on an endless plain of flesh. The plains of his home, it looks like. Almost, at least. He turns to the hill, and drawn to it by some invisible force, he begins to walk. His feet sink into the flesh. He feels a brief sting, but pays it no mind. All his attention is focused on the hill. The skin on it is carved with symbols. They spell a name, but his mind flees from it, refusing to understand. Something animal awakens in him, and he tries to flee. But all he can do is continue walking.

The skin splits. But it’s not skin, it’s an eye, and the symbols carved into the flesh are carved into the eye. He shudders. The eye splits open, and he sees hands waving from the center, like those of a man drowning in quicksand. He rushes to them, grabs them. They grab him too, with strength that seems impossible. Whatever enchantment held him drops away.
He turns to run, but now the hands hold him fast. He looks down, and sees his feet. They are gone, the stumps encased in a metal shell with symbols on it. Not the same as the ones on the eye, but they still make his guts twist and squirm. The hands have pulled themselves out.

There are four in all. He won’t understand how they connect. He knows in his bones that realizing the truth of this thing will destroy him. Just these glimpses have already torn great shreds into his mind. The thing with the four hands and the vile symbols begins to speak.
Klx.Drykl.Fx.

The man wakes screaming. “Klx-Dryklfx!” He howls, as for a brief moment his arms twist and split, wracking him with impossible agony. His wife awakens in a panic, sobbing in terror. She stares at him, blinks, and then he is back to normal. Meanwhile, to the south, a desert nomad looks up from his night wanderings to see a new star suddenly blaze across the heavens. He feels a sudden dread. And throughout the world, even in the most isolated villages and distant kingdoms, people awaken remembering bad dreams of twisting flesh and foul symbols. They do not know what the cause is, but they will. One day they will tremble at your name, and bow before your glory.

The star vanishes from the sky, as you land on a grassy knoll, the only bit of high ground for miles. The force of your landing is enough to make a deep crater within it, and the grass begins to wither and die as it feels the evil of your presence. The beasts of the land stir, an instinctual terror gripping them. Even the stone tremble and crack as they sense the touch of a demon. It has been millennia since one last arose, but they remember.

You stand, rejoicing in the sensation of walking a world of mortals once more. You can feel a village nearby, full of low-grade resentment and malice, with a few minds which brim with piety and goodness. Disgusting. You can also sense their dreams though, and you know they dream of you. And it fills them with fear. To the south is a vast desert, rocky and windswept. What few rivers make it this far die soon after reaching it, leaving only empty riverbeds. The wasteland is mostly empty, with some scattered tribes of nomads the only things the only sapient life you can sense from that direction. To the east and west are plains, only somewhat wetter than the desert. You suspect there are more nomads as well as more villages in this also empty land. To the north though…the north is where the river flows from.  The land grows wetter and more hospitable, and more populated as well.

But there is time enough to consider distant lands. For now, you have a village before you, vulnerable and unsuspecting. You have a vast multitude of options – you could even go elsewhere if you wished, although before too long hunger would force you to find somewhere. What do you do?

You could...
[] Corrupt the village from outside
[] Call people out to you
[] Enter the village yourself
[] Search for someplace you like better

Spoiler: Current status (click to show/hide)
Title: Re: The Rise of a Demon
Post by: chubby2man on January 26, 2019, 09:30:19 pm
Call people out to you.

Call the susceptible people to us. We can corrupt them and gather information about the village and surrounding area. We could probably get away with a direct approach, but with more information on vulnerabilities in the village we can make our initial strike more effective. 
Title: Re: The Rise of a Demon
Post by: Liquefied Spleens on January 27, 2019, 04:10:31 am
Call people out to you

But do it with some modicum of care. Don't show yourself just yet, and try to remain hidden for a moment as you lure them over. If they show interest, or the corruption is working, then you can show yourself. Not that I think they'll be able to defeat us in any way, shape or form, but if news gets out from a particularly skittish human, they might just gather up the things needed that will actually hurt us.
Title: Re: The Rise of a Demon
Post by: NUKE9.13 on January 27, 2019, 06:42:38 am
Hmm, hmm.
So, this is a village on the border of a desert, with fairly arid plains surrounding it. What's their water source? Could we corrupt that, perhaps, thereby in turn corrupting the village?
Well, for now, I guess we could use information, which means either going in, or getting someone to come out. I'd go with something like

Gently lure a susceptible person out of the village towards the hill. Be subtle; let them rationalise their action to themselves. Remain concealed until they are nearby, then use magic to put them to sleep. Extract information about the village from their unconscious mind. Once we know everything we need, inflict them with a curse (mutation), that will slowly corrupt their mind & body. Finally, awaken them and let them return to the village, none the wiser.
Title: Re: The Rise of a Demon
Post by: King Zultan on January 27, 2019, 07:49:47 am
Hmm, hmm.
So, this is a village on the border of a desert, with fairly arid plains surrounding it. What's their water source? Could we corrupt that, perhaps, thereby in turn corrupting the village?
Well, for now, I guess we could use information, which means either going in, or getting someone to come out. I'd go with something like

Gently lure a susceptible person out of the village towards the hill. Be subtle; let them rationalise their action to themselves. Remain concealed until they are nearby, then use magic to put them to sleep. Extract information about the village from their unconscious mind. Once we know everything we need, inflict them with a curse (mutation), that will slowly corrupt their mind & body. Finally, awaken them and let them return to the village, none the wiser.
+1
Title: Re: The Rise of a Demon
Post by: hachnslay on January 27, 2019, 12:19:58 pm
why people?

and what a waste to wither the grass you stand on. corrupt the grass. let it drain the very life of the land and twist it to our needs. Any animal that eats it becoming more and more corrupted, more and more "healthy", more and more grotesque. Giant rats and grasshoppers, maddened cows and bloodthirsty chicken. Their meat, their milk and their eggs become corrupting themselves. Once the human's sustenance is compromised we can offer them "alternatives".
Title: Re: The Rise of a Demon
Post by: Puppyguard on January 27, 2019, 07:34:40 pm
-snip-
+1
+1

why people?

and what a waste to wither the grass you stand on. corrupt the grass. let it drain the very life of the land and twist it to our needs. Any animal that eats it becoming more and more corrupted, more and more "healthy", more and more grotesque. Giant rats and grasshoppers, maddened cows and bloodthirsty chicken. Their meat, their milk and their eggs become corrupting themselves. Once the human's sustenance is compromised we can offer them "alternatives".
I think this is an excellent plan when we have more power to work with. Currently, I doubt we are strong enough to perform this plan.
Title: Re: The Rise of a Demon
Post by: Urist Mc Dwarf on January 27, 2019, 09:38:04 pm
Late one night, Andrick gets up out of his bed. He had a nightmare, another one.  Everyone in the village had been having them for the last couple nights, even if no one said anything about it. His limbs soaked in sweat, he carefully ran a hand over his shoulders, reassuring himself that his flesh was normal, unmarred by that twisted thing in his dream.  He paces in the small room he sleeps in, feeling suddenly confined, and far too hot. After a moment, he decides to slip outside and get an early start on his chores.

He tries to remember what he needs to do…there were those rumors of raiders…they were setting up a watchtower, weren’t they? There’s only one bit of high ground…And so Andrick begins to head towards it, intending to survey it and maybe start building.

Of course, that isn’t going to happen. Not tonight. You watch the man approach, his steps clumsy and stumbling from your influence on his mind. Still, he does not halt as he moves as quickly as he can through the night, not stopping when he stumbles or hesitating when he falls.

And soon enough he is slumbering peacefully atop the mound, as you look down on him and begin to probe his mind. What little defenses he has are swept aside, and you begin rifling through his memories. The village is called Dresick’s Rest, and it is a simple place. Its people are a mix of shepherds and farmers, led by a village council who meets in a building supposedly built atop the bones of this Dresick. Their only concern is making sure they have enough surplus to satisfy the yearly taxes, and maybe keep a little extra. Apparently, this year was a good year, and although the taxes just came and were heavier than usual, there is still plenty. There are about a hundred people in this sleepy little village, a hundred twenty at the outside. There are a couple small wells the more distant farmers use, but most people take their water from a pair of deep wells in the center of the village, between the Council building and the temple. The temple in question is a small stone structure. Most people only visit once a month or so, to ask for good fortune. The priest is a kind enough man, and at least fairly pious. He is the only literate person in the village, but from Andrick’s memories, he seems like many people have managed to bully him.

You find one more thing of interest in Andrick’s mind. In his more reckless youth, he went on a journey of several days, and came across a ruined castle. It seems the ruins rather unnerved him, although you can’t say if that was because of some lingering evil or simply his own fear.

With these tidbits of information taken, you begin to work on Andrick’s mutation. It is the first time on this world you have begun your works, and so you are somewhat clumsier than you would like. If it were not for your great skill, you would have been entirely unsuccessful. You manage to plant a subtle infection in him, which will make his limbs twist and crack, causing him incredible agony. And as his agony grows, the change will begin to affect his mind, and make him desire to spread his own agony among others.

You are uncertain, but you expect that second portion will deactivate when he is no longer suffering – such as when he hurts someone else. If so, that will lend some sweet anguish for you to feed on. But that will not come for some time, so you have Andrick wander back to his bed, completely unaware of what you have done to him.

Now, what will you do with this information? You could…
[] Corrupt the wells in the village
[] Corrupt the more distant wells
[] Investigate these ruins
[] Form a cult
[] Do something very evil…

Spoiler: Current status (click to show/hide)
Title: Re: The Rise of a Demon
Post by: chubby2man on January 27, 2019, 10:53:24 pm
Corrupt the wells in the villiage. 

Corrupt the wells so that who ever drinks it will receive a mutation. Once the village is weakened we may be able to find easy converts and sacrifices to rebuild our power.
Title: Re: The Rise of a Demon
Post by: Puppyguard on January 28, 2019, 12:24:17 am
Corrupt the wells in the villiage. 

Corrupt the wells so that who ever drinks it will receive a mutation. Once the village is weakened we may be able to find easy converts and sacrifices to rebuild our power.
+1, also investigate the ruins if time allows.
Title: Re: The Rise of a Demon
Post by: Rockeater on January 28, 2019, 12:48:19 am
Corrupt the wells in the villiage. 

Corrupt the wells so that who ever drinks it will receive a mutation. Once the village is weakened we may be able to find easy converts and sacrifices to rebuild our power.
+1, also investigate the ruins if time allows.
+1
Title: Re: The Rise of a Demon
Post by: NUKE9.13 on January 28, 2019, 03:51:49 am
Hmm. Point of order, corrupting that one dude cost 2/2. Corrupting the wells might cost us more than we can afford. Also, it'd involve entering the village.

I'd rather prioritise checking out those ruins- there might be some lingering Evil there we can absorb.

Investigate the Ruins
Title: Re: The Rise of a Demon
Post by: King Zultan on January 28, 2019, 06:51:29 am
Hmm. Point of order, corrupting that one dude cost 2/2. Corrupting the wells might cost us more than we can afford. Also, it'd involve entering the village.

I'd rather prioritise checking out those ruins- there might be some lingering Evil there we can absorb.

Investigate the Ruins
+1
Title: Re: The Rise of a Demon
Post by: Hotfire90 on January 28, 2019, 12:24:02 pm
Hmm. Point of order, corrupting that one dude cost 2/2. Corrupting the wells might cost us more than we can afford. Also, it'd involve entering the village.

I'd rather prioritise checking out those ruins- there might be some lingering Evil there we can absorb.

Investigate the Ruins
+1
+1
Title: Re: The Rise of a Demon
Post by: Urist Mc Dwarf on January 28, 2019, 03:05:55 pm
You fix the location of the ruins in your mind, and then your form shifts, your arms transforming into vast wings, your limbs pulling up into your flesh as you turn into something like a giant bat with mixed with a hideous beetle whose carapace is covered in demonic sigils. You fly swiftly through the night, and by the time the sun has risen you have reached your destination.

The size of the ruins is much larger than expected. You can see by the faint stumps of the walls that it stretched a mile and a half from end to end. Most of the outer walls are completely shattered, but a few towers still stand, although their tops are broken off and huge chunks of their walls were scorched away. The keep in the center has crumbled inwards, and much of its rooms have been exposed to the elements for what was probably centuries. However, you see no sign that people have scavenged from the castle, and no animals seem to live nearby.
The reason soon becomes apparent. You can feel the sheer amount of magic that has soaked into the stones, and the even greater amount which was used to destroy them so thoroughly. But under it is an incredible amount of evil energy – it was warded somewhat by the magical energy, obscuring it from your sight. But now that you are close enough that you can feel invigorating waves of energy.
You land in the shattered gate, resuming your normal form. Casting out your senses, you touch a few faint minds, twisted by evil. Striding inside the shattered keep, you begin searching for where those minds are, and you begin to descend down a shattered staircase. Wards were placed over it, but they have decayed and do no more than make you itch a little. Stones crunch beneath your feet, and you begin to hear a scuttling sound coming from below.

You reach the floor, finding it to be a natural cavern, with several tunnels leading upwards and downwards. You send a call out into the minds you touched earlier. A dozen or more separate scuttling sounds come from the various caves, and then the sources of this sound step into your sight. There are fourteen of these creatures, all thin and emaciated. Spurs of bone jut from their flesh, clacking against the walls and floor and ceiling. Some walk on their hind legs, some on all fours. Each of them has a face that appears totally human, except their eyelids seem glued shut and their mouths are full of jagged, mismatched teeth. They watch you, uncertain of who or what you are, but able to sense your power.

You suspect that some of them are wondering what you taste like. Others are wondering if you will be able to bring them out of these dank caverns. They are intelligent, although not as much as a human, and you suspect a village militia would be able to dispatch them with ease. Still, you could make them follow you, and their worship would provide you with strength. Or you could leave – you can faintly sense a few other items of interest in this castle. You could even drain its evil for your own use.

What do you do?
[] Make the creatures submit to you
[] Eat them
[] Leave them be
[] Continue exploring the castle
[] Draw on the castle to strengthen yourself

Spoiler: Current status (click to show/hide)
Title: Re: The Rise of a Demon
Post by: Kashyyk on January 28, 2019, 04:02:30 pm
These sorts of creatures likely need a show of force to be properly cowed. We should choose whichever looks like the dominant ant one in the group, devour it, then threaten to eat the others unless they worship us.
Title: Re: The Rise of a Demon
Post by: Rockeater on January 28, 2019, 04:07:45 pm
These sorts of creatures likely need a show of force to be properly cowed. We should choose whichever looks like the dominant ant one in the group, devour it, then threaten to eat the others unless they worship us.
+1
Title: Re: The Rise of a Demon
Post by: Puppyguard on January 28, 2019, 06:02:54 pm
These sorts of creatures likely need a show of force to be properly cowed. We should choose whichever looks like the dominant ant one in the group, devour it, then threaten to eat the others unless they worship us.
+1
+1. Assuming time allows, explore the castle a bit, and absorb some of the evil energies.
Title: Re: The Rise of a Demon
Post by: KitRougard on January 28, 2019, 07:05:10 pm
These sorts of creatures likely need a show of force to be properly cowed. We should choose whichever looks like the dominant ant one in the group, devour it, then threaten to eat the others unless they worship us.
+1
+1. Assuming time allows, explore the castle a bit, and absorb some of the evil energies.
+1, and I will say, if these were caused by the castle, I think we could grow to like this place! Naturally mutating these "humans" into these twisted forms... Crude, but effective.
Title: Re: The Rise of a Demon
Post by: King Zultan on January 29, 2019, 04:07:11 am
These sorts of creatures likely need a show of force to be properly cowed. We should choose whichever looks like the dominant ant one in the group, devour it, then threaten to eat the others unless they worship us.
+1
+1. Assuming time allows, explore the castle a bit, and absorb some of the evil energies.
+1, and I will say, if these were caused by the castle, I think we could grow to like this place! Naturally mutating these "humans" into these twisted forms... Crude, but effective.
+1
Title: Re: The Rise of a Demon
Post by: Urist Mc Dwarf on January 29, 2019, 10:31:02 am
You scan through their minds briefly, but you don’t find anything to suggest one leads the others. So you simply grab the largest one, your four arms extending outwards, crossing the distance in the blink of an eye. It attempts to resist, clawing frantically at the ground, but its pathetic efforts prove futile as it is slowly drawn into your waiting maw, which gapes ever wider as you steadily bring it to you. You begin to eat it, almost delicately, starting with the feet and working your way up, tearing into the flesh and crushing bone, projecting the agony into the minds of the others.

When you are finished, you speak. “Serve. Or join him.” You tell them, before spitting out the skull like it’s the pit of a cherry. In mewling, dusty voices they promise to serve you. “Klx-Dryklfx.” You say, the stones cracking at the sound of your accursed name, and they repeat it, chanting your name, hesitantly at first, but soon with greater power and enthusiasm. You receive little in the way of energy from this, but send your meager gains back to them as dark pleasure and promises of further rewards. You have your first cult!


What is their name? What are their practices? And how should they spend their time?
Also, it seems the creatures do not have names of their own. What do you call them?



With your followers organized, you begin to search the rest of the castle. Unfortunately, the wellspring of evil energy isn’t as deep as you first thought, it seems.  If you drain too much, the castle will lose many of its…interesting features. Do you take as much as you can, or only take a little to keep the evil aura intact?

Your search in the castle proves relatively unfruitful. A few pieces of alchemical equipment or torture devices too broken to be of use right now, an altar of some kind with destroyed runes that seem to have once resembled demontongue, and other such things fill the halls. There are lots of things which could be potentially useful…and very little which is right now. One item you find which is of interest is a book called the Path of Corruption.

While like everything else it is heavily damaged, a couple pages remain intact, enough for you to glean that this is a book which is meant to teach mortals how to use evil to fuel magic in the same way you do. Even what little remains in the book could be a great help to any mortal follower you find.

As you are preparing to leave the ruins, you spot a room you are fairly certain was not there before. You enter, and find a tomb. In its center is a large stone sarcophagus, carved with the figure of a knight lying on his back, clasping a sword. But the sword is real, somehow inserted into the stone. You can feel the power emanating from the blade from the entrance. Unfortunately, it is holy power, strong enough to make you sick to your stomach. If you got any closer you would suffer incredible agony. It might even be strong enough to destroy you. The good news is much of its power is linked to the corpse in the sarcophagi. If you could separate the two you would find it a blade with powerful magic which is far easier to handle.

So now do you…
[] Return to the village
[] Try to claim the sword
[] Go elsewhere
[] Do something else

Spoiler: Status (click to show/hide)

Title: Re: The Rise of a Demon
Post by: Kashyyk on January 29, 2019, 12:55:13 pm
Name the creatures Boneys, cos I have no imagination.

Order one of the Boneys into the tomb room. Maybe, as mortals rather than embodiments of Evil they can actually go near the sword without spontaneously combusting.
Title: Re: The Rise of a Demon
Post by: Rockeater on January 29, 2019, 01:07:59 pm
Name the creatures Boneys, cos I have no imagination.

Order one of the Boneys into the tomb room. Maybe, as mortals rather than embodiments of Evil they can actually go near the sword without spontaneously combusting.
+1
Title: Re: The Rise of a Demon
Post by: KitRougard on January 29, 2019, 05:07:28 pm
Name the creatures Boneys, cos I have no imagination.

Order one of the Boneys into the tomb room. Maybe, as mortals rather than embodiments of Evil they can actually go near the sword without spontaneously combusting.
+1
+1, and I say that we gently feed on this place's evil. It will be more sustaining once we consider what it did to these once-humans, mutating and corrupting them... Delicious.
Title: Re: The Rise of a Demon
Post by: Puppyguard on January 29, 2019, 05:23:47 pm
Name the creatures Boneys, cos I have no imagination.

Order one of the Boneys into the tomb room. Maybe, as mortals rather than embodiments of Evil they can actually go near the sword without spontaneously combusting.
+1
+1, and I say that we gently feed on this place's evil. It will be more sustaining once we consider what it did to these once-humans, mutating and corrupting them... Delicious.
Agreed. +1
Title: Re: The Rise of a Demon
Post by: chubby2man on January 29, 2019, 10:03:38 pm
Name the creatures Boneys, cos I have no imagination.

Order one of the Boneys into the tomb room. Maybe, as mortals rather than embodiments of Evil they can actually go near the sword without spontaneously combusting.
+1
+1, and I say that we gently feed on this place's evil. It will be more sustaining once we consider what it did to these once-humans, mutating and corrupting them... Delicious.
Agreed. +1
+1
Cult founding
Name: The Broken.
Practice: In the glorious light of Klx-Dryklfx, the cult of the Broken seek to perfect themselves through blessings and mutations from their master. Each mutation it’s own agonies and burdens, corrupting them further into the embrace of Klx-Dryklx. As they gather more blessings, each cultist hopes that it’ll be the next mutation that brings relief and perfection. That hope is fruitless, for their only solace can be found in embracing the chaos of their dark master.

Currently the cult spends its time in worship and service of Klx-Dryklfx, and repairing the fortress as much as they can.
Title: Re: The Rise of a Demon
Post by: Urist Mc Dwarf on January 29, 2019, 11:45:51 pm
Unsure of what to name them, you settle for calling them the Boneys for now. You instruct them somewhat in how to worship you, although they are dull enough that most flies over their head. Still, you manage to impart a couple commands to them, and they begin the work you gave them, starting by entering the room with the broken altar and attempting to repair it and dedicate it to you.
You leave them to your efforts for the moment, and begin to wander into the castle, finding the room where the evil is purest, closest to the surface. It takes some time and a fair bit of effort – you are pretty sure the castle is shifting at least slightly – but you eventually find what you are looking for.

Just under the remnants of the great hall, you find a low-ceilinged chamber, its walls marked with long scratches like some great beast clawed its way up from a forgotten cavern. A narrow crack lies in the center of the room, foul-smelling fumes drifting up from it, seemingly reaching towards you. Scattered across the floor are dried strips of flesh, each one marked with words in demontongue, some making offers, others invoking fell magic. The back wall is partially covered by a layer of ash shaped like a man, seemingly burnt into the rock. The figure is horribly distorted, and has a hole in its chest which is a perfect match for the sword you found.

Dismissing the implications, you sit on the floor and inhale, and energy flows into you, strengthening your body and sharpening your mind. Your strength grows as the choking smoke is drawn towards you, forming a vague haze around your face. Reluctantly, you stop drinking it in, and reach out with your mind, confirming your suspicions. If you take any more, you will begin to have a positive effect on the castle, and you have no desire to consume such a useful resource just yet.

You call one of the Boneys down to the tomb, and send them in, telling them to bring out the sword. It seems uncomfortable, but obeys, grabbing the hilt and yanking. However, it is not strong enough, so it grabs a rock and begins bashing around the hilt, accidentally breaking through the lid before it manages to loosen the sword and pull it out. Immediately, you feel the energy in the room changing, turning into three fragments, all disgustingly holy, but no longer overwhelmingly so. The Boney drags the sword out, carving a wavering line through the floor as it goes. Once it reaches you, it kneels before you. “Master pleased?” It whispers, lifting the blade up to you.

It still glows with holy power, and will take a great deal of power to corrupt. There are a variety of ways to accelerate or empower the process, most of which involve bathing it in some source of evil and forcing the blade to consume it, or performing some horrid ritual. You could also leave the blade here and let some of its protections be stripped away. There are also the other sources of power you detected – they could also be of use.

Do you…
[] Do something to corrupt the blade
[] Let it soak in evil on its own
[] Investigate the other fragments of holy power
[] Do something else

Spoiler: Status (click to show/hide)

Title: Re: The Rise of a Demon
Post by: Puppyguard on January 30, 2019, 12:41:33 am
Snatch a traveller under cover of night and use them to fuel a ritual to corrupt the blade.
Such a weapon is dangerous to our existence, but it could be used to empower a follower if we turn it first.
While waiting for night, try to locate the other sources of holy power.
Title: Re: The Rise of a Demon
Post by: Rockeater on January 30, 2019, 12:49:23 am
Snatch a traveller under cover of night and use them to fuel a ritual to corrupt the blade.
Such a weapon is dangerous to our existence, but it could be used to empower a follower if we turn it first.
While waiting for night, try to locate the other sources of holy power.
+1
Title: Re: The Rise of a Demon
Post by: King Zultan on January 30, 2019, 04:17:22 am
Snatch a traveller under cover of night and use them to fuel a ritual to corrupt the blade.
Such a weapon is dangerous to our existence, but it could be used to empower a follower if we turn it first.
While waiting for night, try to locate the other sources of holy power.
+1
+1
Title: Re: The Rise of a Demon
Post by: Kashyyk on January 30, 2019, 04:47:59 am
One guy? That's not enough for such a powerful item. We should save the sword for now, and use the entire village in the ritual.

For now we should leave the sword to soak up ambient evil, and then go investigate the other fragments.
Title: Re: The Rise of a Demon
Post by: chubby2man on January 30, 2019, 07:29:15 am
One guy? That's not enough for such a powerful item. We should save the sword for now, and use the entire village in the ritual.

For now we should leave the sword to soak up ambient evil, and then go investigate the other fragments.
+1
Title: Re: The Rise of a Demon
Post by: Ardent Debater on January 30, 2019, 07:36:57 am
One guy? That's not enough for such a powerful item. We should save the sword for now, and use the entire village in the ritual.

For now we should leave the sword to soak up ambient evil, and then go investigate the other fragments.
+1
+1
Title: Re: The Rise of a Demon
Post by: Urist Mc Dwarf on January 30, 2019, 11:18:09 am
So...can I get a consensus?
Title: Re: The Rise of a Demon
Post by: Kashyyk on January 30, 2019, 11:30:29 am
We can always do one of the rituals later, but we can only do one of them. I'd say go with the non-conflicting actions first.
Title: Re: The Rise of a Demon
Post by: Hotfire90 on January 30, 2019, 12:08:25 pm
One guy? That's not enough for such a powerful item. We should save the sword for now, and use the entire village in the ritual.

For now we should leave the sword to soak up ambient evil, and then go investigate the other fragments.
+1
+1
+1
Title: Re: The Rise of a Demon
Post by: Mithras on January 30, 2019, 02:44:26 pm
One guy? That's not enough for such a powerful item. We should save the sword for now, and use the entire village in the ritual.

For now we should leave the sword to soak up ambient evil, and then go investigate the other fragments.
+1
+1
+1

+1 prioritising finding out which fragment will be the easiest to bend to our power.
Title: Re: The Rise of a Demon
Post by: Urist Mc Dwarf on January 30, 2019, 03:20:06 pm
You take the sword, concealing your wince as the hilt burns your palm, and bring it down to the room with the ash and fumes, embedding it into the floor. You leave it as the choking black smoke twirls around it, seemingly unwilling to come too close to the holy weapon. Then you enter the tomb, ignoring the nausea invoked by the various holy symbols and silver sigils, and rip open the coffin to find the other sources of power.

The first one you see is a simple silver amulet, the second is the neck which bears it. Carefully, you undo the chain, which is fortunately perfectly ordinary. Dragging the coffin and carrying the amulet, you bring them down into the room with the blade as well, leaving them to corrupt.

You consider kidnapping someone to speed up the process, but to have a significant effect you would need anywhere from fifty to two hundred people, depending on the details of the ritual.
You consider your next course of action, but you notice the castle is definitely shifting somewhat. It appears that the blade and the other artifacts were placed in the keep to help suppress the aura of evil, as it has grown in strength, and you can feel a malevolent presence growing in the castle. Currently, the most noticeable effect is an increased aura of malevolence and the walls regaining macabre decorations – the scene with the flesh trees is especially delightful, and seems somewhat familiar.

However, your attention is pulled from the decorations when words appear on the wall. Had you not seen their appearance, you would have sworn they had been there since the castle had fallen at least.

Changer of flesh, breaker of minds
Bearer of a cursed sign
Thy shape weak, thy cult small
Thou shalt soon leave my hall
But when thou grow strong
Then though shall belong
And mine forces, shall be thine

What do you do?

Spoiler: Current status (click to show/hide)


You guys had some interesting luck this turn.
Title: Re: The Rise of a Demon
Post by: KitRougard on January 30, 2019, 04:30:41 pm
...Sigh.
I was hoping we could stay here for a while, you know? Use this as a seat of power from which to grow. But it looks like although it knows we are kin, it sees us unfit.
Say, out loud so that the castle's presence knows we acknowledge it, "Very well. I shall leave for now, but know that I shall return, as you have said, to claim what is mine.
We should probably gather up our cult and find a nearby cave/mine/hidey-hole to set up in, then. And take a moment with one of our cultists to see what kind of force made our Boneyes into their current form - Perhaps we can undo this, send a spy of corruption into the village.
Title: Re: The Rise of a Demon
Post by: Mithras on January 30, 2019, 06:13:53 pm
Ask it what it has to offer us when we are strong enough.

The way I see it, the castle is not in a strong negotiating position, it's power is quite limited due to the knight's holy seal. So if we really wanted to we could eat the power that's draining out now, burn the holy warrior and removed the holy trinkets then come back to eat the rest of the castle. It's on castle to convince us that it's more use to us uneaten.
Title: Re: The Rise of a Demon
Post by: KitRougard on January 30, 2019, 08:34:55 pm
Ehhhh... We are weak. This castle is strong. This castle will f*** us up if we make demands of it. We should be glad if it let's us leave with our tiny cult. We can come back later, stronger, angrier, for now we should leave
Title: Re: The Rise of a Demon
Post by: Puppyguard on January 30, 2019, 11:39:16 pm
I agree with KitRougard on this one, the castle might have some unforeseen power that we're not prepared for, plus we're not exactly at our highest strength.

Under cover of night, corrupt some of the village wells with a poison to make the villagers' minds weaker.
If we do decide to attack or convert them, I feel this could be a first step.
Title: Re: The Rise of a Demon
Post by: Ardent Debater on January 30, 2019, 11:42:48 pm
I agree with KitRougard on this one, the castle might have some unforeseen power that we're not prepared for, plus we're not exactly at our highest strength.

Under cover of night, corrupt some of the village wells with a poison to make the villagers' minds weaker.
If we do decide to attack or convert them, I feel this could be a first step.
...Sigh.
I was hoping we could stay here for a while, you know? Use this as a seat of power from which to grow. But it looks like although it knows we are kin, it sees us unfit.
Say, out loud so that the castle's presence knows we acknowledge it, "Very well. I shall leave for now, but know that I shall return, as you have said, to claim what is mine.
We should probably gather up our cult and find a nearby cave/mine/hidey-hole to set up in, then. And take a moment with one of our cultists to see what kind of force made our Boneyes into their current form - Perhaps we can undo this, send a spy of corruption into the village.
+1 to both.
Title: Re: The Rise of a Demon
Post by: Rockeater on January 31, 2019, 01:00:24 am
I agree with KitRougard on this one, the castle might have some unforeseen power that we're not prepared for, plus we're not exactly at our highest strength.

Under cover of night, corrupt some of the village wells with a poison to make the villagers' minds weaker.
If we do decide to attack or convert them, I feel this could be a first step.
...Sigh.
I was hoping we could stay here for a while, you know? Use this as a seat of power from which to grow. But it looks like although it knows we are kin, it sees us unfit.
Say, out loud so that the castle's presence knows we acknowledge it, "Very well. I shall leave for now, but know that I shall return, as you have said, to claim what is mine.
We should probably gather up our cult and find a nearby cave/mine/hidey-hole to set up in, then. And take a moment with one of our cultists to see what kind of force made our Boneyes into their current form - Perhaps we can undo this, send a spy of corruption into the village.
+1 to both.
+1
Title: Re: The Rise of a Demon
Post by: King Zultan on January 31, 2019, 04:35:33 am
I agree with KitRougard on this one, the castle might have some unforeseen power that we're not prepared for, plus we're not exactly at our highest strength.

Under cover of night, corrupt some of the village wells with a poison to make the villagers' minds weaker.
If we do decide to attack or convert them, I feel this could be a first step.
...Sigh.
I was hoping we could stay here for a while, you know? Use this as a seat of power from which to grow. But it looks like although it knows we are kin, it sees us unfit.
Say, out loud so that the castle's presence knows we acknowledge it, "Very well. I shall leave for now, but know that I shall return, as you have said, to claim what is mine.
We should probably gather up our cult and find a nearby cave/mine/hidey-hole to set up in, then. And take a moment with one of our cultists to see what kind of force made our Boneyes into their current form - Perhaps we can undo this, send a spy of corruption into the village.
+1 to both.
+1
+1
Title: Re: The Rise of a Demon
Post by: Urist Mc Dwarf on January 31, 2019, 09:51:30 am
You acknowledge the castle’s words, promising to return, and then gather your cult. They follow you back out onto the plains as you consider how best to hide them. You don’t think of anything, so you just have them lie hidden in the tall grass by the hill you first landed on, and then you begin to contemplate your next moves.

You begin to examine what caused the changes in the Boneys, and you find several fragments of information.  They served a necromancer named Caliwik, who seemed to be a half-demon of incredible power. He seemed to have been defeated eventually, and they hid from the enemy armies in one of his laboratories. Something happened in there, but you cannot precisely determine what.
Without that information, you are unable to reverse the mutation, but it might be possible to further mutate them until they resemble something human again. You consider this possibility, but do not act for now.

Instead, as the sun sets and the land grows dark and weary villagers return to their beds, you sneak inside the village. You pass by Andrick’s house, and get a sense of what has happened to him so far. He is beginning to have difficulty running thanks to your gift, and his temper has grown short. It’s been less than a week since you cursed him, but progress has been remarkably fast.
You taint the two wells quickly and efficiently, causing them to grow more suggestible the more water they drink and making them slightly thirsty as well. There was a surprisingly large amount of water, and it takes more power than you expected to ensure that everyone who drinks from the wells will feel the effects. But your task is done before the sun begins to rise, and you return to the hill, feeling a slight rush as the worship of your cult begins to take effect. Though faint, the taste is undeniably sweet, and you hunger for more. More power, more followers, more of everything!

How do you get more?
[] Keep subtly corrupting the villagers
[] Head somewhere else to find more followers and people to corrupt
[] Look for other sources of evil to drain

Spoiler: Current status (click to show/hide)

Title: Re: The Rise of a Demon
Post by: NUKE9.13 on January 31, 2019, 10:44:12 am
He seemed to have been defeated eventually, and they hid from the enemy armies in one of his laboratories. Something happened in there, but you cannot precisely determine what.
So, was the castle the location of the laboratory in question, or was it elsewhere? If elsewhere, was it nearby?
Title: Re: The Rise of a Demon
Post by: chubby2man on January 31, 2019, 11:50:27 am
Hmm I think our best move is to secure this village, get a good source of cultists and sacrifices going. We can continue to subtly corrupt them, but I think it might be better to take a more active approach.

Under cover of darkness, break into and consume humans in isolated houses around the village.

This will strengthen us, and spread fear through the village.
Title: Re: The Rise of a Demon
Post by: Urist Mc Dwarf on January 31, 2019, 11:56:03 am
He seemed to have been defeated eventually, and they hid from the enemy armies in one of his laboratories. Something happened in there, but you cannot precisely determine what.
So, was the castle the location of the laboratory in question, or was it elsewhere? If elsewhere, was it nearby?

Yes, they were in it’s remnants when you found them. It had been largely destroyed during whatever changed them and the centuries afterwards.
Title: Re: The Rise of a Demon
Post by: NUKE9.13 on January 31, 2019, 12:14:02 pm
Hmm I think our best move is to secure this village, get a good source of cultists and sacrifices going. We can continue to subtly corrupt them, but I think it might be better to take a more active approach.

Under cover of darkness, break into and consume humans in isolated houses around the village.

This will strengthen us, and spread fear through the village.
Hmm. We don't want to be quite that blatant, I think, lest we ruin any chance of gaining followers from the village. Let them think themselves safe in their houses, for now. I'd suggest we do something more along the lines of

Pick off those who stray too far from the village, or any lone travellers, slaughtering and eating them, leaving a bloody mess behind for people to find.

It's a subtle difference, but people with nowhere to hide will become desperate, which we don't want just yet.
Title: Re: The Rise of a Demon
Post by: Puppyguard on January 31, 2019, 12:49:19 pm
-snip-
Pick off those who stray too far from the village, or any lone travellers, slaughtering and eating them, leaving a bloody mess behind for people to find.
-snip-
+1.
Title: Re: The Rise of a Demon
Post by: Kashyyk on January 31, 2019, 01:24:37 pm
-snip-
Pick off those who stray too far from the village, or any lone travellers, slaughtering and eating them, leaving a bloody mess behind for people to find.
-snip-
+1.
If we can focus fire on those who seem more pious and pure, we're less likely to eat the ones who might be willing to follow us.
Title: Re: The Rise of a Demon
Post by: chubby2man on January 31, 2019, 02:34:22 pm

Hmm. We don't want to be quite that blatant, I think, lest we ruin any chance of gaining followers from the village. Let them think themselves safe in their houses, for now. I'd suggest we do something more along the lines of

Pick off those who stray too far from the village, or any lone travellers, slaughtering and eating them, leaving a bloody mess behind for people to find.

It's a subtle difference, but people with nowhere to hide will become desperate, which we don't want just yet.

I think that’s a good addition, but I think attacking the outlying homes would encourage people to cluster together, preferably around the corrupted well. Just attacking travelers and loners doesn’t necessarily do that.  It would also further spread fear that they aren’t safe anywhere, that their only protection would be found in submission. But I agree that this would be a more aggressive approach which has its own risks.
Title: Re: The Rise of a Demon
Post by: Hotfire90 on January 31, 2019, 02:36:43 pm
-snip-
Pick off those who stray too far from the village, or any lone travellers, slaughtering and eating them, leaving a bloody mess behind for people to find.
-snip-
+1.
+1
Title: Re: The Rise of a Demon
Post by: NUKE9.13 on January 31, 2019, 02:51:56 pm
I think that’s a good addition, but I think attacking the outlying homes would encourage people to cluster together, preferably around the corrupted well. Just attacking travelers and loners doesn’t necessarily do that.  It would also further spread fear that they aren’t safe anywhere, that their only protection would be found in submission. But I agree that this would be a more aggressive approach which has its own risks.
Yeah, once we're ready to take over the village, we can step up our attacks to that level, for that very reason- they will realise that their safety was an illusion, and in the face of our power (and having been affected by drinking the well water for a while), will surely submit.
But currently, we're not actually overwhelmingly strong, nor has the water had much time to have an effect. We need to marshal our strength and let them drink deep, for now (whilst sowing the seeds of fear and culling their numbers).
Title: Re: The Rise of a Demon
Post by: Urist Mc Dwarf on January 31, 2019, 02:57:13 pm
It was late in the day. Jalick was tired, hungry, and eager to be home. But the most expensive of his goats, a Durana Grey, was missing after his herd was scattered, and he needed to find it before he could return. There had been wolves seen on the plains, and of late he had been feeling something...odd. He knew several of the other herdsmen had that same nervous sensation. He suspected several of them had been suffering nightmares, and he was especially worried about…He was jolted out of his worries by a loud, pitiful bleat. Sprinting, he charged forwards, cursing, staff at the ready to protect his property.
He came to a halt, mouth hanging open, his grip tightening. The goat had been completely torn apart, its guts spilled on the ground. Two…things had their heads buried in its opened stomach, feasting noisily. A third was gnawing on the skull.  They had no eyes, but mouths full of jagged teeth. Spurs of bone soaked in blood thrust from their withered flesh. Slowly, he began to back away, when the three creatures started to point behind him. A hideous laugh, sounding like rock scraping on rock came from their throats, and then they turned back to the goat.

Jalick turned, expecting to see more of the horrible creatures. These were terrifying, but he thought he could fight them. He was considered a tough, strong man. He had once fought off a sabrecat that had attacked his flock. These were probably no tougher…When he saw the true terror of what had come for him, he dropped his staff and fell to his knees. His sobs mingled with the sounds of the dying goat and the feeding creatures. He refused to look up, to see those impossible limbs and that terrifying maw again. He felt a crushing pressure around each of his limbs, burning agony as his flesh groaned and creaked.

Three days later his body was found, his face peeled off and nailed to the goat’s skull by bone shards. The rest of him was gone. The man who found him – a retired soldier who had fought a dozen battles without flinching – threw up at the sight.

For nearly two weeks you terrorize the lands, attacking whenever you find someone alone, and leaving their mutilated corpse on display. Soon people only travel in groups, and they frequent the temples ever more, though no answer comes to their prayers. The night is full of the sounds of grief, the day of tense silence.

You are careful, both never to be seen and to take from a wide area. You concentrate your kills on Dresick, but to avoid culling too much of your potential worshippers you slaughter several others as well, leaving their mutilated, unrecognizable corpses near the unfortunate village. In an incidental stroke of good fortune, one of the first men you killed was a peddler coming to Dresick. They shall feel the lack of supplies as the year stretches on, and your cult enjoyed the new foods and the various other supplies.

When you are not killing, you watch and listen, indulging yourself, feeling the rush from worship, the delight of misery and faltering faith, as the priest struggles to offer solace to the bereaved, although ironically your own poison makes his job a little easier.

An atmosphere of terror and despair begins to soak into the village, and people begin to pull apart, breaking into a few small groups, who argue nightly in the village hall and temple. Some want to go for help. Some want to go on the offensive. Some blame the desert tribes, or unusually savage wild animals, or even the ghost of Caliwik. No one can convince a majority, and no one wants to risk independent action.

Now, you shall…
[] Reveal yourself to the whole village and demand they serve you.
[] Offer to protect a few members in exchange for their worship
[] Step up the attacks
[] Something else

Spoiler: Current status (click to show/hide)

Title: Re: The Rise of a Demon
Post by: chubby2man on January 31, 2019, 05:06:27 pm
I don’t think the village is quite ready for us to reveal ourselves just yet. But we can lay the groundwork.

Kill the Priest. If the priest were to disappear, it would discourage the village without scattering them to the winds in panic.

Offer protection in exchange for worship. Mentally contact those susceptible to us and tell them that if they worship us they will be safe, and to mark their door in animal blood.

Escalate attacks on unmarked houses, starting from the outskirts of the village. Stop people trying to escape.

Goal is to be in position to take over the town next turn.
Title: Re: The Rise of a Demon
Post by: Ardent Debater on January 31, 2019, 09:04:01 pm
I don’t think the village is quite ready for us to reveal ourselves just yet. But we can lay the groundwork.

Kill the Priest. If the priest were to disappear, it would discourage the village without scattering them to the winds in panic.

Offer protection in exchange for worship. Mentally contact those susceptible to us and tell them that if they worship us they will be safe, and to mark their door in animal blood.

Escalate attacks on unmarked houses, starting from the outskirts of the village. Stop people trying to escape.

Goal is to be in position to take over the town next turn.
+1, seems wise.
Title: Re: The Rise of a Demon
Post by: VoidSlayer on January 31, 2019, 10:00:28 pm
Don't kill the priest.

Offer protection in dreams to a few susceptible, ask only that they put the animal blood mark on their door and follow further orders.

Then kill someone in the village without the mark.

Let the mark spread naturally.

Then contact them again and tell them to be truly safe they need to kill the priest and use his blood to put the same mark on the temple.

Better to make them kill the priest out of fear.
Title: Re: The Rise of a Demon
Post by: Ardent Debater on January 31, 2019, 10:06:09 pm
Ah, never-mind my vote, this is better.

Don't kill the priest.

Offer protection in dreams to a few susceptible, ask only that they put the animal blood mark on their door and follow further orders.

Then kill someone in the village without the mark.

Let the mark spread naturally.

Then contact them again and tell them to be truly safe they need to kill the priest and use his blood to put the same mark on the temple.

Better to make them kill the priest out of fear.
+1
Title: Re: The Rise of a Demon
Post by: Puppyguard on January 31, 2019, 10:52:01 pm
Ah, never-mind my vote, this is better.

Don't kill the priest.

Offer protection in dreams to a few susceptible, ask only that they put the animal blood mark on their door and follow further orders.

Then kill someone in the village without the mark.

Let the mark spread naturally.

Then contact them again and tell them to be truly safe they need to kill the priest and use his blood to put the same mark on the temple.

Better to make them kill the priest out of fear.
+1
+1, assuming we keep killing people without the mark.
Title: Re: The Rise of a Demon
Post by: Urist Mc Dwarf on February 01, 2019, 10:34:52 am
She runs through the tall grass, leaping over the corpses of her friends without pause, pursued by hideous beasts with twisted limbs and hundreds of razor-sharp teeth. They tore her husband apart, and now they are coming for her. Her breath is heavy, labored. Her limbs burn from exertion, but she keeps running. If she stops, they will kill her too.

She does not see the body until it is too late. It trips her, she falls. They surround her. Suddenly a figure is standing over her, its carapace covered with symbols. Dozens of them, but one repeats again and again.  A straight line with four more branching off from the top, yet somehow crossing four times. The creatures turn and flee from it. It looks down on her, its eyes filled with malice. “Draw my mark, and be saved.” It growls.

She begins to laugh. “What manner of monster are you?” She cries, even as whispers in her head tell her to give in. She keeps laughing, even as the creatures come back. Even as they tear her apart.

She keeps laughing when she awakens. And through the village, dozens of others join her.

This is an unexpected element. Not a single one of those you sent the dream to painted the mark. Most of them actually moved into the temple, and have lent their aid to the priest, who has grown more confident. Your poison works against you, as it makes it easier for him to influence the villagers, convincing them to gather inwards, to tend flocks together, to never go anywhere alone. Such defiance fills you with rage. When you catch a pair of unlucky herdsmen – one broke his leg, and the other went back for help – you torture them so savagely there screams echo for a day and a night, and you leave the shattered bodies, indistinguishable from each other after what you did, in a heap on the steps of the temple.

This makes some people uneasy, and they murmur about old monsters and how it was said nothing could stop them but an angel. They murmur about how no help will come. But they persist in their resistance, and while they still fear you, they are angry now. They will not give in easily.

A week has gone by since the dreams. Your plan has been derailed by the stubbornness of simple village folk. What do you do?
[] Rampage and show them the folly of defiance?
[] Leave and search for easier prey?
[] Try once more to corrupt them
[] Something different

Spoiler: Current status (click to show/hide)

Title: Re: The Rise of a Demon
Post by: Kashyyk on February 01, 2019, 10:41:28 am
Show them why the priest is the wrong person to turn to for help. Break into the Temple one night, murder and mutilate the priest, before and leave his corpse upon the alter.
Title: Re: The Rise of a Demon
Post by: Ardent Debater on February 01, 2019, 10:43:33 am
Show them why the priest is the wrong person to turn to for help. Break into the Temple one night, murder and mutilate the priest, before and leave his corpse upon the alter.
No, no. Invade his dreams, and leave his psyche shattered, so he is babbling about "HE WHO COMES" before he slits his wrists in a blood sacrifice on the altar.
Title: Re: The Rise of a Demon
Post by: chubby2man on February 01, 2019, 12:58:14 pm
Hmm it seems we united the village around the priest. I think if we murder the priest now, the village will either scatter in panic or further unite against us.
Killing the priest will no longer be enough, we need to discredit him now.

This one is a very aggressive, extravagant plan. It could easily go wrong, but it would be pretty impressive if we pulled it out.
Idea One: During the night we come and seize the priest and take him to the center of the village. We begin to torture him, asking him to renounce his god(s?). He will probably say no, and each time he does we give him a horrifying mutation. After 3 refusals we overwhelm his mind and force him to claim to serve us. We then offer surrounding villagers the chance to join us. Kill most of those who refuse, keep others for thralls. Have the Boneys surround the village and force others to the center.

This is a more subtle plan to deal with the priest. If we murder him we turn him into a martyr, but if we can show that anyone can be debased, we may salvage a few followers from this. I think already most will only be good for sacrifices or slaves.
Idea Two: Invade the priests mind, break him to our will. Have him order the people into increasingly depraved actions to “ward off the creature”. Culminate in a human sacrifice. We will pick off those who oppose the priest. If we fail to dominate the priest, we will break his mind.
Title: Re: The Rise of a Demon
Post by: Puppyguard on February 01, 2019, 02:44:36 pm
Idea Two: Invade the priests mind, break him to our will. Have him order the people into increasingly depraved actions to “ward off the creature”. Culminate in a human sacrifice. We will pick off those who oppose the priest. If we fail to dominate the priest, we will break his mind.
+1.
Title: Re: The Rise of a Demon
Post by: Ardent Debater on February 01, 2019, 02:49:54 pm
Much more elegant and EVIL than my own solution.

Idea Two: Invade the priests mind, break him to our will. Have him order the people into increasingly depraved actions to “ward off the creature”. Culminate in a human sacrifice. We will pick off those who oppose the priest. If we fail to dominate the priest, we will break his mind.
+1.
+1
Title: Re: The Rise of a Demon
Post by: Hotfire90 on February 01, 2019, 03:50:25 pm
Idea Two: Invade the priests mind, break him to our will. Have him order the people into increasingly depraved actions to “ward off the creature”. Culminate in a human sacrifice. We will pick off those who oppose the priest. If we fail to dominate the priest, we will break his mind.
+1.
+1
+1
Title: Re: The Rise of a Demon(Number of Defiant Peasants: 80ish)
Post by: King Zultan on February 01, 2019, 03:58:28 pm
Idea Two: Invade the priests mind, break him to our will. Have him order the people into increasingly depraved actions to “ward off the creature”. Culminate in a human sacrifice. We will pick off those who oppose the priest. If we fail to dominate the priest, we will break his mind.
+1.
+1
+1
+1
Title: Re: The Rise of a Demon(Number of Defiant Peasants: 80ish)
Post by: Urist Mc Dwarf on February 01, 2019, 05:59:52 pm
The priest gathers his congregation around him. Fires burn bright before each of the altars, and silver scrolls hang from the doors. Six men stand watching it in any case, trusting in steel should silver fail. His voice is steady, calming, even as horrid shrieks fill the night. You watch from just outside, standing between two houses, watching the temple. The sheer force of your malevolence is enough to unsettle the man it rests on, although the distance and the holy aura of the temple – which is now stronger than it has ever been – is enough to weaken your fury so that he can continue preaching without more than a vague sense of something wrong.

“And the Lord of Blades stood before the mountain, and at last…” He cuts off suddenly, and finds his mind under attack. He remembers old temple training, and pictures a wall between his thoughts, cutting you off from his thoughts. It’s surprisingly strong, almost as good as some you have seen from archmages.

So you simply go around it, using your greater experience to evade his defenses. And then you simply begin to break things, shattering memories, severing the parts that think from the parts that do, leaving a few tiny, helpless fragments of sanity to keep his hearts breathing and provide a nice background chorus of screaming when you are in control. The priest’s eyes begin to widen in horror, and that is his final conscious act.

The congregants look on, slightly concerned, although it has been less than a second. Through the priest’s mouth you speak. “This telling has reminded me of another tale, one with hidden wisdom in it. A tale of a great hero who needed a weapon to harm foul creatures of evil like the ones that have attacked us. He prayed for twelve days and twelve nights before a sacred, blessed altar, and had a vision. He tore the altar apart, and made its stone into the head of his hammer.”

You make the body smoothly turn, heading to the closest one, and you gesture to the blacksmith.” Let us do the same. Let us make weapons and amulets from the sacred stones.” The people, eager for some way to fight back, shout their acclaim, and swarm over the four altars, cracking fragments of stone off them. The holy aura diminishes around the temple, and something like a smile crosses your face.

Your control of the priest continues for the next week. It is occasionally painful, especially when you outright pray, but such small stings are worth it for the prize, as a faint aura of corruption begins to suffuse the whole village and the power of the temple weakens.

Blood is spilled in “holy” symbols, and people even paint themselves with it, although for now they only use animal blood. Some is even spilled into the well, to “sanctify” it. You and the Boneys continue to make attacks, but you make them seek weak, and easily driven off, although many villagers are wounded, some quite severely.

And so the priest spends long hours consulting his “holy books” until he has found what he claims to be a solution. A minor god of sacrifice and protection…by the name of Klx-Dryklfx. There is a powerful invocation that will make these creatures no longer a threat, he claims. But it requires innocent blood…

Though there is much wailing and sobbing, desperation, your poison, the terror of the past weeks, and the evident success of the previous charms make many of the villagers willing to follow him. A young woman who has refused to partake is chosen, and bound struggling to a huge pyre. Her limbs are broken with chunks of the altars, so that they are twisted and mangled. Andrick, able to walk without pain for the first time in days, eagerly joins in, whispering terrible threats into her ears.

The pyre is lit, and as she screams, your name is chanted. “Klx-Dryklfx! Klx-Dryklfx! Klx-Dryklfx!”They howl, and you fly forth. Your Boneys add their creaking voices as you land in the town, taking the power from your followers and granting them dark pleasure. Their voices reach fever pitch as the girl burns, dying horribly in your name, and granting you another burst of power. While it is no greater than what you had gained from eating, it is far, far sweeter. You throw your head back and howl as well, drowning out the frenzied chants of your new cultists.

What will you do with your new followers? And what will you do next?

You have gained a new trait! While all demons are skilled at corrupting mortals, you have a knack for doing it with nothing but the sounds of your voice and clever manipulations. This skill translates to many of those who follow you as well.

Spoiler: Current status (click to show/hide)

Title: Re: The Rise of a Demon(Number of No Longer Defiant Peasants: 80ish)
Post by: chubby2man on February 01, 2019, 08:47:42 pm
That worked out rather well!

1. Winnow out the strong from the weak: Find those among our followers with potential to become worthy bearers of power. Otherwise focus on rebuilding the temple in our image, and simple wall or palisade.
2. Gather information about potential threats and targets nearby.
3. Try to get experience in raising the dead. Kill a few of the less valuable villagers and try to raise them as zombies.


We could try to focus just mutations, but I think having at least some diversity in powers could be valuable.
Title: Re: The Rise of a Demon(Number of No Longer Defiant Peasants: 80ish)
Post by: Puppyguard on February 01, 2019, 11:51:18 pm
1. Winnow out the strong from the weak: Find those among our followers with potential to become worthy bearers of power. Otherwise focus on rebuilding the temple in our image, and simple wall or palisade.
2. Gather information about potential threats and targets nearby.
3. Try to get experience in raising the dead. Kill a few of the less valuable villagers and try to raise them as zombies.

+1 & 4, try to find a use for the souls whilst raising dead, perhaps as wisp scouts? if not, just eat them.
Title: Re: The Rise of a Demon(Number of No Longer Defiant Peasants: 80ish)
Post by: Ardent Debater on February 02, 2019, 12:03:54 am
1. Winnow out the strong from the weak: Find those among our followers with potential to become worthy bearers of power. Otherwise focus on rebuilding the temple in our image, and simple wall or palisade.
2. Gather information about potential threats and targets nearby.
3. Try to get experience in raising the dead. Kill a few of the less valuable villagers and try to raise them as zombies.

+1 & 4, try to find a use for the souls whilst raising dead, perhaps as wisp scouts? if not, just eat them.
+1, I agree, but we should look into knitting two of the burliest villagers into a single, eight limbed, two headed, swollen hulk.
Title: Re: The Rise of a Demon(Number of No Longer Defiant Peasants: 80ish)
Post by: Kashyyk on February 02, 2019, 02:57:47 am
1. Winnow out the strong from the weak: Find those among our followers with potential to become worthy bearers of power. Otherwise focus on rebuilding the temple in our image, and simple wall or palisade.
2. Gather information about potential threats and targets nearby.
3. Try to get experience in raising the dead. Kill a few of the less valuable villagers and try to raise them as zombies.

+1 & 4, try to find a use for the souls whilst raising dead, perhaps as wisp scouts? if not, just eat them.
Yes to this

+1, I agree, but we should look into knitting two of the burliest villagers into a single, eight limbed, two headed, swollen hulk.
No to this
Title: Re: The Rise of a Demon(Number of No Longer Defiant Peasants: 80ish)
Post by: Ardent Debater on February 02, 2019, 02:59:49 am
1. Winnow out the strong from the weak: Find those among our followers with potential to become worthy bearers of power. Otherwise focus on rebuilding the temple in our image, and simple wall or palisade.
2. Gather information about potential threats and targets nearby.
3. Try to get experience in raising the dead. Kill a few of the less valuable villagers and try to raise them as zombies.

+1 & 4, try to find a use for the souls whilst raising dead, perhaps as wisp scouts? if not, just eat them.
Yes to this

+1, I agree, but we should look into knitting two of the burliest villagers into a single, eight limbed, two headed, swollen hulk.
No to this
I'm not suggesting we do Twice-Man instead of Undead, just that we experiment a bit. But that's fine, probably something we should reserve for a later time.
Title: Re: The Rise of a Demon(Number of No Longer Defiant Peasants: 80ish)
Post by: KitRougard on February 02, 2019, 10:25:57 am
Hmm... Undead is risky, we have no experience in that kinda stuff. A mutation that fuzes two bodies into one twisted hulk we could do, however.
Probably.
I +1 to 1,2, and (5), the "knit two big men into even BIGGER man"
Title: Re: The Rise of a Demon(Number of No Longer Defiant Peasants: 80ish)
Post by: Urist Mc Dwarf on February 02, 2019, 02:54:38 pm
You have power now, a great deal of it, and plentiful followers. It is time to begin organizing them. You pick out the sick and the wounded and the old, and you have their throats slit and left in a pile. Meanwhile your followers begin to work, clearing away all the remaining statues and altars, although they are unsure how to rededicate the temple to you. They use the rubble to begin building a low wall, but it will take time before they can encircle the village.

You attempt to look for anyone of notable skill or ability as well. However, the only person you found who could be of interest has already had his mind completely shattered. The priest will do nothing without commands from you or your follower, and only when you puppet him can he imitate a man.

With that avenue frustrated, you attempt to learn what you can of the world outside the village. There is little enough they know. To the south, in the great desert, there are desert nomads, some of whom are supposedly savage raiders, although they have never troubled Dresick. There is another village about two week’s ride to the west, and a third about a week and half to the northwest. There are several small hamlets scattered about, although Dresick is the furthest east they know of – no one wants to go closer to the ruined castle than they have to.

Finally, there is apparently a “vast city” about three weeks to the north, located in between a river and a chain of low hills. Supposedly, all this area is part of the Andronian Empire, but none of these people have seen soldiers except the few who have gone to the “city.”

Casually, you then turn your attention to the murdered villagers, and let your power flow from you into them, attempting to direct it to make their souls rise in service of your will. As you do, a faint flicker of power seems to flow from somewhere else, guiding yours just slightly.

Though it leaves you feeling somewhat drained, the results are certainly worth it. Each of the fifteen corpses shambles back to their feet, eyes burning with the light of their corrupted souls, which drift around them like a cloud of smoke. You briefly experiment with controlling them, and find the soul can form a shield or a weapon, or cast itself away to search or spy or strangle, with the body knowing everything the soul does. You will need a name for these creatures, something to strike fear into the heart of those who face them.

You debate doing something with the living villagers, considering the possibilities, but eventually you decide to go ahead and try it. You order the two largest villagers to embrace, and then pour evil into their bodies. It is a simple process for you, and relatively easy as you use the energy of their own bodies and the ambient evil to fuel your work. Their chests merge, flesh wrapping around flesh before bloating and twisting, heads rising up and bending backwards so they can see before and behind, arms shifting to form crude imitations of your own form. They slaver and moan in a disturbing chorus, babbling constantly.

You step back, satisfied. That will need a name too, but you can already see it being a useful weapon. For now though, you are drained. Your followers will need organization – should they be part of the Broken or form their own cult? – and instructions on how to spend their time. And you must prepare for your next moves. Will you...

[] Lead an army to attack another village
[] Search for the desert tribes
[] Go off on your own to spread havoc and chaos

Spoiler: Current status (click to show/hide)

Title: Re: The Rise of a Demon(Number of Merged Man-things: 1)
Post by: Kashyyk on February 02, 2019, 03:24:35 pm
Create a new cult: Village Dresick'el Fex (yay, puns). It will also include the Bonies from The Broken. Three townsfolk, the most loyal and devout to us, will be named the Seniors and will be in charge of all other members of the Cult, second only to Us. They will be responsible for ensuring obedience and devotion, using the Bonies as enforcers if necessary.

The Cult will focus on converting the Temple to a properly demonic place of worship, with an alter and eternally burning pyre, then building a basic wall around the village. Remaining time will be split between free time and Organised Worship, which will involve chants of devotion and increasingly hedonistic acts, culminating in an orgy of the flesh and mind as we return some of the worship as ecstatic pleasure.

Meanwhile, we should head out towards the desert tribes
Title: Re: The Rise of a Demon(Number of Merged Man-things: 1)
Post by: chubby2man on February 03, 2019, 12:12:12 am
Fold the village into the Broken for now. Right now there aren’t any noteworthy villagers to make good leaders.


The Cult will focus on converting the Temple to a properly demonic place of worship, with an alter and eternally burning pyre, then building a basic wall around the village. Remaining time will be split between free time and Organised Worship, which will involve chants of devotion and increasingly hedonistic acts, culminating in an orgy of the flesh and mind as we return some of the worship as ecstatic pleasure.


I think we should go after the villages. Desert nomads can be hard to find, they will probably either come to us or, if we can develop scouts, we can send them out to find them easier.

Take the undead and merged man thing, and, under cover of night, storm the village. Goal is to capture as many as possible, but kill those who put up serious resistance. Take the survivors back to our village, either to be folded into the cult or become sacrifices.

Call those undead wights?
Call merged man thing Brute?
Title: Re: The Rise of a Demon(Number of Merged Man-things: 1)
Post by: Puppyguard on February 03, 2019, 12:19:13 am
-snip-
+1 to all, but I suggest we call the undead Wisp Wights.
Title: Re: The Rise of a Demon(Number of Merged Man-things: 1)
Post by: Urist Mc Dwarf on February 03, 2019, 12:47:03 am
Which village? Did you have a specific one in mind, or a certain size?

Also, if anyone has any comments or suggestions for this, feel free to share them.
Title: Re: The Rise of a Demon(Number of Merged Man-things: 1)
Post by: MonkeyMarkMario on February 03, 2019, 12:56:01 am
Let's not head to the north, we do not want to face an army, yet. Let's go to the west, it is a longer travel time but less chance of military involvement. We need to increase our strength.
Title: Re: The Rise of a Demon(Number of Merged Man-things: 1)
Post by: chubby2man on February 03, 2019, 01:10:35 am
I like wisp wights!
I agree with heading west, keeping eyes open for any hamlets or opportunities. We also should travel at night to stay hidden.
Title: Re: The Rise of a Demon(Number of Merged Man-things: 1)
Post by: King Zultan on February 03, 2019, 04:03:52 am
I like wisp wights!
I agree with heading west, keeping eyes open for any hamlets or opportunities. We also should travel at night to stay hidden.
+1
Title: Re: The Rise of a Demon(Number of Merged Man-things: 1)
Post by: Ardent Debater on February 03, 2019, 08:37:47 am
I like wisp wights!
I agree with heading west, keeping eyes open for any hamlets or opportunities. We also should travel at night to stay hidden.
+1
+1, I agree with each of these points.
Title: Re: The Rise of a Demon(Number of Merged Man-things: 1)
Post by: Urist Mc Dwarf on February 03, 2019, 04:14:04 pm
As your cultists continue their labors, you set off under the cover of darkness, taking a small but terrifying force with you, heading west to seek captives. You find few people outside the village, just a single farmhouse with five people in it. They are huddling under a bed when you come, and you see signs of outbuildings burned to the ground. It is a simple manner to implant a command in their heads, forcing them to run towards Dresick without pause.

That brief delay aside, you reach the new village a little faster than expected – your forces have far greater endurance than mortal ones - on a night where the moon is nothing more than a thin silver sliver, and faint wisps of clouds make its light ever more dim.

You can feel the villagers – there are about a hundred of them – slumbering in their beds. A priest is slumbering in one of them, with a woman not his wife. Only a few of the very old and very young are awake, as though they have some vague sense of what is coming.

With a silent command, you charge. The wisp wights spread out, forming a loose circle around the village, while their specters attack people who attempt to flee, stunned and terrified by the sudden slaughter. Some attempt to fight, taking up spears and hoes and kitchen knives. Some attempt to run for the safety of the temple. Some simply curl up in a ball and sob at monsters more horrid than anything their imaginations could create.

You take care of those who attack, arms lashing out, crossing vast distances to tear off a head or rip a heart from someone’s chest. Sometimes you let one reach you, purely to amuse yourself as he futilely hacks at your unbreakable carapace before making him turn the weapon on himself with a thought. You turn them against each other as well, husbands and wives slaughtering each other. The brute does just as well, smashing down the doors of the temple and a good chunk of its wall as well, grabbing each of the four to raise weapons at it and smashing them against various statues and altars. It’s maddened shrieking and chaotic babbling is sufficient to ensure that no one else tries to resist.

Within minutes the battle, the slaughter, is completely finished. Sixty-three people died, and their corpses are being feasted upon by your servants. Fifty still live, and you march them back towards Dresick, setting a brutal pace. They dare not complain, they dare not show weakness.  However, you do not want any of them to die, and so you are forced to slow. It takes you nearly three weeks returning, a delay which makes you grind your teeth, but you suspect some will die within the day.

The sight of the village restores your spirits though. A low wall surrounds it, and timbers from the houses have been planted in front of it to provide cover for archers, although the gateway is nothing but a gap.

What do you do with the captives? What are your commands for your cult? And what do you do next?

Spoiler: Current status (click to show/hide)

Title: Re: The Rise of a Demon(Number of Merged Man-things: 1)
Post by: Kashyyk on February 03, 2019, 05:41:27 pm
I don't recall voting to trash a village, but sure, let's work with this, as it looks like enough people for a proper sword-corrupting ritual.

Have the Bonies and Wights guard the captives, whilst we retrieve the sword. Meanwhile, our cultists should build a circle of twelve pyres, with a thirteenth in the centre.

When we return, the captives are asked whether they wish to join us. No theatrics, just a simple question. Any who agree are told to take their families and wait by one of the twelve outer pyres. The rest are taken to wait by the central pyre.

Hopefully we'll have at least twelve family members of converts who refuse to convert themselves. If not, we'll split some of the captives at the central pyre off  so that there is at least one person at each outer pyre. The new converts are ordered to bind their family to the pyres whilst our cultists chant appropriate words and the remaining captives at bound to the central pyre with the sword.

The converts must then light the pyres and praise our name as their family burn and friends burn. They'll then join the rest of the cult in depraved worship as we channel the Evil into the sword.

That should be evil enough.
Title: Re: The Rise of a Demon(Number of Merged Man-things: 1)
Post by: chubby2man on February 03, 2019, 06:18:57 pm
I don't recall voting to teach a village, but sure, let's work with this, as it looks like enough people for a proper sword-corrupting ritual.

Have the Bonies and Wights guard the captives, whilst we retrieve the sword. Meanwhile, our cultists should build a circle of twelve pyres, with a thirteenth in the centre.

When we return, the captives are asked whether they wish to join us. No theatrics, just a simple question. Any who agree are told to take their families and wait by one of the twelve outer pyres. The rest are taken to wait by the central pyre.

Hopefully we'll have at least twelve family members of converts who refuse to convert themselves. If not, we'll split some of the captives at the central pyre off  so that there is at least one person at each outer pyre. The new converts are ordered to bind their family to the pyres whilst our cultists chant appropriate words and the remaining captives at bound to the central pyre with the sword.

The converts must then light the pyres and praise our name as their family burn and friends burn. They'll then join the rest of the cult in depraved worship as we channel the Evil into the sword.

That should be evil enough.

+1, though I feel like we should use the sword in the ritual to corrupt it, perhaps having the coverts “mercifully” kill their families with the sword before burning, and finishing it off by stabbing it into one of the victims in the central pyre as they burn. Also we should bring one of our cultists when we retrieve the sword to carry it in case we can not.
Title: Re: The Rise of a Demon(Number of Merged Man-things: 1)
Post by: KitRougard on February 03, 2019, 07:16:13 pm
Hey, don't forget about the corpses. I think it could be good to make a zombie amalgamation out of the pieces remaining! Undead and Mutations... Scary but BEAUTIFUL
Title: Re: The Rise of a Demon(Number of Merged Man-things: 1)
Post by: Puppyguard on February 03, 2019, 07:42:46 pm
-snip-
+1, though I feel like we should use the sword in the ritual to corrupt it, perhaps having the coverts “mercifully” kill their families with the sword before burning, and finishing it off by stabbing it into one of the victims in the central pyre as they burn. Also we should bring one of our cultists when we retrieve the sword to carry it in case we can not.
+1.

Animate the smoky remains from the ritual into a shadow cloak, one that helps its wearer conform with the shadows.
We'll probably want something to keep our future champion alive, I feel this is a good start.

After the ritual, have the cult continue converting the temple and constructing the wall.
Perhaps when that is done, they can start training to fight?
Title: Re: The Rise of a Demon(Number of Merged Man-things: 1)
Post by: Ardent Debater on February 03, 2019, 08:00:06 pm
-snip-
+1, though I feel like we should use the sword in the ritual to corrupt it, perhaps having the coverts “mercifully” kill their families with the sword before burning, and finishing it off by stabbing it into one of the victims in the central pyre as they burn. Also we should bring one of our cultists when we retrieve the sword to carry it in case we can not.
+1.

Animate the smoky remains from the ritual into a shadow cloak, one that helps its wearer conform with the shadows.
We'll probably want something to keep our future champion alive, I feel this is a good start.

After the ritual, have the cult continue converting the temple and constructing the wall.
Perhaps when that is done, they can start training to fight?

+1

The Merged-Man was quite cost effective. If we aren't below 15 Physical and Mental, I feel we should create two more this turn.
Title: Re: The Rise of a Demon(Number of Merged Man-things: 1)
Post by: Urist Mc Dwarf on February 03, 2019, 09:25:03 pm
Just a note, the sword is currently in the castle. You would need to go retrieve it.
Title: Re: The Rise of a Demon(Number of Merged Man-things: 1)
Post by: Ardent Debater on February 03, 2019, 09:44:30 pm
Just a note, the sword is currently in the castle. You would need to go retrieve it.
In that case then, can we use an ordinary dagger, and transfer the Evil to the sword?
Title: Re: The Rise of a Demon(Number of Merged Man-things: 1)
Post by: Puppyguard on February 03, 2019, 10:15:52 pm
Just a note, the sword is currently in the castle. You would need to go retrieve it.
In that case then, can we use an ordinary dagger, and transfer the Evil to the sword?
Or perhaps we can store the energies in a skull from one of the captives?
Title: Re: The Rise of a Demon(Number of Merged Man-things: 1)
Post by: Ardent Debater on February 03, 2019, 10:25:15 pm
Just a note, the sword is currently in the castle. You would need to go retrieve it.
In that case then, can we use an ordinary dagger, and transfer the Evil to the sword?
Or perhaps we can store the energies in a skull from one of the captives?
A good idea, but how do you easily kill someone with a skull? Unless you were suggesting transferring the Evil after the fact.
Title: Re: The Rise of a Demon(Number of Merged Man-things: 1)
Post by: Puppyguard on February 03, 2019, 10:26:22 pm
A good idea, but how do you easily kill someone with a skull? Unless you were suggesting transferring the Evil after the fact.
After. We take the energy from the ritual and direct it into a skull, then once we have the blade, we corrupt it with the energy stored in the skull.
Title: Re: The Rise of a Demon(Number of Merged Man-things: 1)
Post by: Ardent Debater on February 03, 2019, 10:27:55 pm
A good idea, but how do you easily kill someone with a skull? Unless you were suggesting transferring the Evil after the fact.
After. We take the energy from the ritual and direct it into a skull, then once we have the blade, we corrupt it with the energy stored in the skull.
An excellent idea, and it has my support. I feel we should be producing more Merged-Men.
Title: Re: The Rise of a Demon(Number of Merged Man-things: 1)
Post by: KitRougard on February 03, 2019, 10:30:16 pm
Just be careful with the Mergings, every one we do takes from our following, and thus our power because worship.

But the skull idea? I like it. Plus, if things get sticky before we get that sword, we can use it as a deadly grenade of killingness and corruption!

Wait.

We can use these Hellskulls as weapons.
We stare down an army, lob one into the crowd, and chuckle as a nightmare fusion is created in the center of the army, all agony and steel and DEATH

We need to do this again later.
Title: Re: The Rise of a Demon(Number of Merged Man-things: 1)
Post by: Ardent Debater on February 03, 2019, 10:43:34 pm
Just be careful with the Mergings, every one we do takes from our following, and thus our power because worship.

But the skull idea? I like it. Plus, if things get sticky before we get that sword, we can use it as a deadly grenade of killingness and corruption!

Wait.

We can use these Hellskulls as weapons.
We stare down an army, lob one into the crowd, and chuckle as a nightmare fusion is created in the center of the army, all agony and steel and DEATH

We need to do this again later.
We don't need to take from the cultists, those who refuse to kneel are acceptable candidates, and we can dominate their shattered minds with ease. Are you suggesting we turn the merging process into what amounts to an AoE grenade?
Title: Re: The Rise of a Demon(Number of Merged Man-things: 1)
Post by: KitRougard on February 03, 2019, 11:37:00 pm
Kind of? Like, using our ritual, we load a skull with mutagenic doom, and then... Yeah.
Title: Re: The Rise of a Demon(Number of Merged Man-things: 1)
Post by: Ardent Debater on February 03, 2019, 11:57:53 pm
Kind of? Like, using our ritual, we load a skull with mutagenic doom, and then... Yeah.
Feels like a lot of expenditure for something so prone to failure. We need to attach it to a skeleton, which can then sprint into a crowd, rather than throwing it by hand until we have enough Evil to construct hellish siege weapons.
Title: Re: The Rise of a Demon(Number of Merged Man-things: 1)
Post by: Ardent Debater on February 04, 2019, 12:12:40 am
Hmm, a skeleton seems finicky though. How about we attach a pair of bat wings to the skull, so it can fly into the target after being thrown?
Title: Re: The Rise of a Demon(Number of Merged Man-things: 1)
Post by: Urist Mc Dwarf on February 04, 2019, 12:22:06 am
So...can I get a consensus on what exactly the ritual should be, and any other actions you want to take?
Title: Re: The Rise of a Demon(Number of Merged Man-things: 1)
Post by: King Zultan on February 04, 2019, 05:37:24 am
I like the sound of doing that ritual and putting the energy onto a skull.
Title: Re: The Rise of a Demon(Number of Merged Man-things: 1)
Post by: Ardent Debater on February 04, 2019, 07:04:11 am
I like the sound of doing that ritual and putting the energy onto a skull.
+1
Title: Re: The Rise of a Demon(Number of Merged Man-things: 1)
Post by: Kashyyk on February 04, 2019, 07:21:12 am
I vote for going and getting the sword ourselves, then performing the ritual directly on it.
Title: Re: The Rise of a Demon(Number of Merged Man-things: 1)
Post by: Ardent Debater on February 04, 2019, 07:46:46 am
I vote for going and getting the sword ourselves, then performing the ritual directly on it.
Remember, we're on a strict, ill-defined deadline and time is of the essence.
Title: Re: The Rise of a Demon(Number of Merged Man-things: 1)
Post by: Urist Mc Dwarf on February 04, 2019, 02:54:19 pm
You call for a celebration. You have returned in triumph, with future members of your following. Your temple can wait, so can the walls.  There will be a great feast…complete with sacrifices.  Your followers are eager, and within two hours thirteen great pyres are built, with the captives from your raid forced to stand around them. They tremble deliciously, eyes full of terror. Some of them seem on the verge of fainting. You use a modicum of power to keep them awake. You would not want them to miss the…celebrations. Hovering above the central pyre, you watch as your cultists approach their captives, and ask them a question. Will they join the followers of Klx-Dryklfx?

The answers are about half and half.  Thirty-one people join your cult. Twenty-nine refuse. For a moment, hope shines in their eyes as no one makes a move towards them. Some of them begin to think that those giant pyres are perhaps for goats. Then you land, and they are quickly bound to the pyres. Some struggle and are beaten into a dazed submission. Most, however, seem dazed by this sudden, unexpected, but completely inevitable turn of events. You look through their thoughts, amazed by their confusion.

Fortunately, it soon subsides and is replaced with pain and horror, as torches are thrown onto the pyres by former friends and family members as dark praises are chanted and voices raised in twisted hymns. The screams match the songs in volume, and evil energies begin to swirl in a vortex. You want to absorb it…to consume it and grow strong, but instead you direct towards a skull of the now burning priest. His screams change, in volume and pitch. They grow louder, rougher, deeper, as flesh peels away from it and the bone writhes.
Striding over, you pluck it off and hold it up. The skull pulses with evil. Literally pulses, the bones warping as the evil presses against it. From the eyes and mouth and every other hole in the skull black fire blasts from it, giving off a choking red smoke which drifts off in the form of various demonic sigils. You smile, but it turns into a frown when you realize there is just a little too much evil in the skull. It’s probably going to explode. You inhale a couple drops, growing stronger, but it is an incredible effort of will not to take more.

Two of those who refused are spared the ritual, and forced to watch. You link their minds with every single one of their friends and family, so that they feel both the impossible agony of the fire and the incredible ecstasy your new followers feel in serving you. As their minds begin to crack under the strain, you push their flesh together, making another brute.

Next, you turn to making something new, a cloak of ash and shadows to hide whoever wears it from sight. It is an exhausting, painful strain for you, but you weave darkness into a fabric and shape it into a cloak which mortal eyes can just barely see. You suspect there may be more powers, but you cannot be certain. This is clumsy work by your standards.

You set it down as your cult returns to their labor, and something attracts your attention to the skull. After a moment, you realize what it is. It’s moved from where you placed it. And it is watching you.

What do you do? And how do you deal with the skull?

Spoiler: Current status (click to show/hide)


Spoiler: Other (click to show/hide)
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: chubby2man on February 04, 2019, 03:04:21 pm
Talk to and further examine the skull. Convince it service to us is it’s best option. If it seems like it’ll be a good ally, offer rig it to our brain dead priest to control.

If it is hostile, lock it in a box or something to figure out later.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: MonkeyMarkMario on February 04, 2019, 03:49:46 pm
Talk to and further examine the skull. Convince it service to us is it’s best option. If it seems like it’ll be a good ally, offer rig it to our brain dead priest to control.

If it is hostile, lock it in a box or something to figure out later.
If it is hostile we should absorb the power within the skull and vow never again to make another skull.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: Ardent Debater on February 04, 2019, 03:54:50 pm
Talk to and further examine the skull. Convince it service to us is it’s best option. If it seems like it’ll be a good ally, offer rig it to our brain dead priest to control.

If it is hostile, lock it in a box or something to figure out later.
+1

Talk to and further examine the skull. Convince it service to us is it’s best option. If it seems like it’ll be a good ally, offer rig it to our brain dead priest to control.

If it is hostile, lock it in a box or something to figure out later.
If it is hostile we should absorb the power within the skull and vow never again to make another skull.
No, if it is hostile we'll know we were successful in our Evil. We only need to find a way to reliably bind them to our service.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: Kashyyk on February 04, 2019, 04:09:26 pm
The entire point of this ritual was to corrupt the sword. Why did guys wanna shove it all into a skull? Grumble grumble

Secure the skull. Take it to the ruins and channel the Evil into the sword.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: Ardent Debater on February 04, 2019, 04:14:16 pm
The entire point of this ritual was to corrupt the sword. Why did guys wanna shove it all into a skull? Grumble grumble

Secure the skull. Take it to the ruins and channel the Evil into the sword.
Let's do this, but try to preserve the consciousness, so we have an Evil, sapient sword.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: KitRougard on February 04, 2019, 05:06:52 pm
Talk to and further examine the skull. Convince it service to us is it’s best option. If it seems like it’ll be a good ally, offer rig it to our brain dead priest to control.

If it is hostile, lock it in a box or something to figure out later.
+1

Talk to and further examine the skull. Convince it service to us is it’s best option. If it seems like it’ll be a good ally, offer rig it to our brain dead priest to control.

If it is hostile, lock it in a box or something to figure out later.
If it is hostile we should absorb the power within the skull and vow never again to make another skull.
No, if it is hostile we'll know we were successful in our Evil. We only need to find a way to reliably bind them to our service.

Agreed, and +1. I like a good evil magical skull-man. OOH we could give him The Book Of Evil we got if it works!
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: crazyabe on February 04, 2019, 05:36:51 pm
If the skull disagrees with serving us- we can always threaten it with being used as a codpiece for the rest of its existence.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: Ardent Debater on February 04, 2019, 05:40:47 pm
If the skull disagrees with serving us- we can always threaten it with being used as a codpiece for the rest of its existence.
But such a vaunted position is an unparalleled honor, brother.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: Urist Mc Dwarf on February 04, 2019, 11:59:32 pm
You glower down at the skull, wondering if it was worth the power you lost. With a grunt, you bend down and pick it up. The contact instantly brings your two minds together…it is incredibly strong, almost a match for you. Of course. I am of you. I am your limb, cut off and set to do your bidding. You hear echoing in your head. It sounds honest enough, although you have no real way of discerning the truth of the matter.

After some thought and careful examination, you determine that you have effectively created another demon. It will serve you loyally – it is of your own essence – but it has its own, independent will. Whether it will gain more independence as time goes on is something you have no way of knowing.

It rests in your palm and awaits your decision, seemingly having no real interest in whether you destroy it, send it to the sword, or leave it as it is.

Spoiler: Current status (click to show/hide)

Spoiler: Other (click to show/hide)

Sorry for the brief update, but there wasn't a whole lot to write.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: Kashyyk on February 05, 2019, 02:35:58 am
Well that's good to hear.

Let's go corrupt that sword now, and only make another one of these when we've got the captives and power to spare.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: Rockeater on February 05, 2019, 02:42:22 am
Well that's good to hear.

Let's go corrupt that sword now, and only make another one of these when we've got the captives and power to spare.
One is enough, if we make more we should make them weaker just in case
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: Kashyyk on February 05, 2019, 02:43:57 am
Which is why I think we should deal with this one now. Its already as strong as us.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: Ardent Debater on February 05, 2019, 05:09:56 am
Which is why I think we should deal with this one now. Its already as strong as us.
It's worth keeping around, to infuse the sword with if nothing else.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: chubby2man on February 05, 2019, 07:11:59 am
Hmm I think this requires a course adjustment.

We can use the lesser demon as a lieutenant, keeping our base running smoothly as we conquer. Of course it could betray us, but I’d rather find out now while our base is just a village. In the future we can create tests for its loyalty.

We should go get the sword now, bringing a cultist or two to carry the holy sword back. After that we go after another village. We meld the skull to the slave priests body, using the lesser demons own power to power the ritual. Then we select 20 of the more capable cultist to begin training. Eventually whoever controls this area will respond, and we should begin to prepare for war. Have the lesser demon supervise the village and training.

 I’m concerned now that combining the holy sword and the demon will not result in a corrupted sword, but rather a dead demon. I think to corrupt the sword we will need to use it for evil purpose/ritual.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: Ardent Debater on February 05, 2019, 07:16:44 am
Hmm I think this requires a course adjustment.

We can use the lesser demon as a lieutenant, keeping our base running smoothly as we conquer. Of course it could betray us, but I’d rather find out now while our base is just a village. In the future we can create tests for its loyalty.

We should go get the sword now, bringing a cultist or two to carry the holy sword back. After that we go after another village.

 I’m concerned now that combining the holy sword and the demon will not result in a corrupted sword, but rather a dead demon. I think to corrupt the sword we will need to use it for evil purpose/ritual.
I agree, let's corrupt the sword further, than allow the skull demon to attempt possessing it.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: King Zultan on February 05, 2019, 07:20:52 am
Hmm I think this requires a course adjustment.

We can use the lesser demon as a lieutenant, keeping our base running smoothly as we conquer. Of course it could betray us, but I’d rather find out now while our base is just a village. In the future we can create tests for its loyalty.

We should go get the sword now, bringing a cultist or two to carry the holy sword back. After that we go after another village.

 I’m concerned now that combining the holy sword and the demon will not result in a corrupted sword, but rather a dead demon. I think to corrupt the sword we will need to use it for evil purpose/ritual.
I agree, let's corrupt the sword further, than allow the skull demon to attempt possessing it.
+1
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: Urist Mc Dwarf on February 05, 2019, 10:14:45 am
What do you bring with you to the next village? And are you looking for captives, slaves, slaughter, or something else?
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: chubby2man on February 05, 2019, 10:37:37 am
I think this one we want to focus on captives. Leave the skull in the village, take boneys, wights and brutes. Under cover of night send boneys and wights to infiltrate houses and capture people, binding them. Brutes will be used to intimidate captives. We will aim to maim, but will kill if necessary.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: Ardent Debater on February 05, 2019, 10:42:42 am
What do you bring with you to the next village? And are you looking for captives, slaves, slaughter, or something else?
This, with

I think this one we want to focus on captives. Leave the skull in the village, take boneys, wights and brutes. Under cover of night send boneys and wights to infiltrate houses and capture people, binding them. Brutes will be used to intimidate captives. We will aim to maim, but will kill if necessary.
Lots of unnecessarily brutal, but non-crippling maiming, we need that Evil.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: Urist Mc Dwarf on February 05, 2019, 04:48:46 pm
You give the skull a nod, trying to decide what you should call it. It deserves an appropriately demonic name, although not one as grand as yours of course. It is a simple matter to replace the broken priest's skull with it. The figure bows and sets about forcing your cultists to work. You doubt it will take long to finish their labors, and so you instruct it to begin training your villagers. While they lack weapons or the resources to make them, they can at least learn discipline and some other basic things.

You depart the village and begin traveling north. Your army travels with you, spreading out into several groups, the wisp wights using their specters to keep in touch with each other. As a result, whenever one of the groups encounters a farmhouse – which happens three times – you can easily arrange them to be completely overwhelmed. Unfortunately, the monsters have difficulty comprehending non-crippling injuries. Of the thirty-seven people they capture and send back to Dresick, only one proves to be capable of labor. Apparently, humans are even more fragile than you thought, you muse as you crunch on the limbs of a disemboweled goat, enjoying its bleats of agony.

You are sitting, hidden in the darkness along with some of your small army. The brutes stand around a circle of terrified captives, who have been carefully but brutally beaten under your personal supervision. Meanwhile, the wights come back, each with two victims. The village has been emptied, and it was much larger than expected. It seems that the results of your previous attacks have been discovered, but desert raiders were blamed. And so some people fled north, thinking distance would provide them with some safety. And in doing so, they delivered themselves right into your arms.
One hundred seventeen captives march back, surrounded by your small army. A few try to run, but your savage cruelty has ensured most are too terrified to attempt to defy your will.

You return to see the village palisade completed. Wood was salvaged to form a crude gate, and the temple has been completely transformed. The bloodsoaked altar stones used by your first followers have been pressed together into a statue of your stomping on a kneeling man, and it seems the skull has used some of its magic to make it into one piece, which emanates an aura of domination. People within its bounds will have a harder time defying your will. Even a weak angel might be affected.

Your cultists form ranks to greet you, the skull at their head. It has taken to wearing the cloak you made. They all await your orders. You have one hundred and eighteen captives fit for labor, and thirty-six who are not. What will you do with them? What will you call the skull? And what are your next orders for the cult?

Spoiler: Current status (click to show/hide)


Spoiler: Champions (click to show/hide)

Spoiler: Fortresses (click to show/hide)


I am thinking of only posting the statuses which aren't yours personally when they are updated, and just linking to my current status post.

Also, food will soon be a problem for your cultists.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: KitRougard on February 05, 2019, 06:32:32 pm
Hm... We can mutate stuff, right? That includes plants, right?

Heh.

Imagine, if you will, our lowly crops BOOSETD TO IMMENSE PROPORTIONS! That ear of corn can feed a man on its own. That tomato can punch up any kind of meal you involve it in. That lettuce? It's more than just crunchy water for once.

I say we take a moment to take our normal farm and mutate it to put out GRAND amounts of food. We can eat some and sell the rest, and thus start up an economy! Did I mention these DELICIOUS crops weaken the will of the eater if they aren't already under our influence?
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: Ardent Debater on February 05, 2019, 06:56:55 pm
The skull has done well, and should be rewarded. We shall name it Kreth the Woemaker, and allow it to keep the Cloak, until such time as we feel it is better suited on ourselves.

The 36 cripples are to be gathered in a row, youngest to oldest, and forced to kneel above a bucket. The 1 who was not crippled is to take the Holy Sword and slit each one's throat, so that they bleed into the bucket, taking their time to ensure each may beg for mercy and hear the screams of the dying. When they are dead and bucket is filled with blood, we are to drench the sword with it in the midst of a ritual circle at the base of the bronze statue, wherein we sacrifice a random completely loyal child's soul to it, by impaling them, as slowly and painfully as possible, to hammer home the point that they are ours, mind, body, and soul home. If the 1 who committed the act at any point tries to pause, hesitate, or defy us, we are to consume them, mind, body, and soul before the population.

In the aftermath of this, to illustrate our boundless generosity, we'll improve their crops manyfold,

Hm... We can mutate stuff, right? That includes plants, right?

Heh.

Imagine, if you will, our lowly crops BOOSETD TO IMMENSE PROPORTIONS! That ear of corn can feed a man on its own. That tomato can punch up any kind of meal you involve it in. That lettuce? It's more than just crunchy water for once.

I say we take a moment to take our normal farm and mutate it to put out GRAND amounts of food. We can eat some and sell the rest, and thus start up an economy! Did I mention these DELICIOUS crops weaken the will of the eater if they aren't already under our influence?

Then we'll have a week long celebratory feast, wherein a randomly selected cultist is sacrificed at the height of the revelry each night, and after the week has passed, we'll bless the most enthusiastic cultist with an enlarged physique, to raise them to a brute level without sacrificing their intelligence or sanity.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: KitRougard on February 05, 2019, 07:06:28 pm
That sounds spectacular, but we haven't gotten the sword yet - Should we send a Boney to get it from the castle? Perhaps with a Wisp Wight and a Brute to show the castle that we have grown in power at least some.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: Ardent Debater on February 05, 2019, 07:26:12 pm
That sounds spectacular, but we haven't gotten the sword yet - Should we send a Boney to get it from the castle? Perhaps with a Wisp Wight and a Brute to show the castle that we have grown in power at least some.
Once we have the sword, of course. That sounds like a good idea, and in the meantime we'll be pillaging other villages with the goal of improving our personal power. I doubt the castle entity would object to us stealing one of the artifacts keeping it bound.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: KitRougard on February 05, 2019, 07:52:50 pm
Alrighty then, so after we get the sword from the castle (Send a Boney, Wisp Wight, and Brute, to show some of our achievements),
-snip-
-doublesnip-
-Let's go, Triple Snippish!-

Send a note for the castle with the group. It reads:
"I thank you for your assistance with the Wisp Wights, they have turned out gloriously as you can see. I have acquired the nearby village, and have captured 117 others, who I intend to use in a ritual to corrupt the sword you hold. I hope you don't mind my removal of one of the "holy" relics suppressing your power."
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: chubby2man on February 05, 2019, 08:06:40 pm
Alrighty then, so after we get the sword from the castle (Send a Boney, Wisp Wight, and Brute, to show some of our achievements),
-snip-
-doublesnip-
-Let's go, Triple Snippish!-

Send a note for the castle with the group. It reads:
"I thank you for your assistance with the Wisp Wights, they have turned out gloriously as you can see. I have acquired the nearby village, and have captured 117 others, who I intend to use in a ritual to corrupt the sword you hold. I hope you don't mind my removal of one of the "holy" relics suppressing your power."

+1 to the whole plan
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: Puppyguard on February 05, 2019, 09:47:05 pm
Alrighty then, so after we get the sword from the castle (Send a Boney, Wisp Wight, and Brute, to show some of our achievements),
-snip-
-doublesnip-
-Let's go, Triple Snippish!-
-Use Quad-Snip!-
+1 to the whole plan
+1 to all.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: Urist Mc Dwarf on February 06, 2019, 12:44:39 am
You call forth the skull and have it kneel before you. “Rise, my servant. Rise, Kreth Woemaker.” You command, and the newly named demon stands up, the skull grinning hideously. You prepare to claim the sword, sending some of your minions to retrieve it, implanting a message in one of their minds for delivery. While they march off, you lead some more of your forces off to wreak havoc and gain strength.

It does not go as well as you would have liked. You catch twenty or so people, devouring them slowly, letting each one feel the horrific agony of flesh being consumed and souls drawn into you as their very spirit is flayed one layer at a time by whips of vicious essence. But most people have fled north, swelling the town of Canord or traveling still further north, seeking refuge from the sudden storm of slaughter. Frustrated, you return to Dresick as the sword is brought forth by one of the Boneys, carrying it gingerly as tears that cannot fall make its eyelids bulge.
The cripples are brought forth and forced to kneel. The one who was crippled walks out, accompanied by Kreth, who has been…encouraging him to do his part. The man nervously takes up the sword, takes a deep breath, and slowly begins to walk forwards, slashing throats with every step. Crippled bodies lie dead, eyes glazed over as their blood fills buckets and troughs. The howls of those who still live are swallowed by the ecstatic cries of your cultists.

Finally, it is done. The man collapses, panting, and you take up the blade as the blood is gathered and poured into one giant tub before your statue. You immerse the blade, and it hisses, the liquid boiling away. Lifting up the sword, its light still shines, but it is greasy and sickening, and several people, cultists and captives alike, vomit at the touch of the glow. You pick a child from the front of your followers, and thrust the sword through their stomach. Immediately the flesh around it blackens, and pulsing green veins spread away from the gaping wound as skin and muscle begins to rot away, organs turning to mush.

You raise the sword up. Once an artifact of incredible purity that could heal even as it slaughtered, now it brings nothing but plague and rot.

Calmly, you walk out into the fields. Your followers will need to eat if they will serve you, and drawing on Kreth’s strength as much as your own, you send a wave of mutagenic energy out through the crops, making them grow and swell with demonic power. Unfortunately, while they are far more nutritious than any other meal, and will weaken the minds of those who eat them and do not follow you, the crops are twisted, looking to be on the verge of rotting into nothingness. It will be difficult to convince anyone to eat these if they have a choice.

Still, this is more food than any of these people have seen before in their lives. Your cultists move among the captives, and all but twelve of them swear to follow you, including several artisans. Efforts to further improve Dresick or equip your followers will be within your grasp now. And the feast begins, celebrating your glory.

Barrels of whiskey and fermented milk are rolled out of the tavern, goats and sheep slaughtered by the dozen, and the remaining stores of normal food broken out. A random cultist – by chance it is Andrick – is torn apart on the floor of your temple, and the meat distributed among your followers. Men and women perform lewd, depraved dances on tables, even as people reach around them to continue the feast. Hymns of praise rise up into the sky, and every word, every cry, sends a shiver of malevolent pleasure through you. The feast continues for seven days and nights. At last it ends, your followers exhausted. Lethargically they clean up the mess, storing away what little food wasn’t even. Much to their shock, some of the crops are already regrown. Thick tubers practically burst from the ground, and bushes hang heavy with large fruit shot through with multicolored streaks.  You overlook your cult. They have grown in numbers and power, and you have grown in might. Foul energy shoots from your flesh, corrupting the land. Your might grows beyond what this form can take, and you radiate raw evil. You actually begin to create your own evil in small amounts, although this is far outweighed by the amount you lose.

Now what do you do? What do you order your cult to do? And what do you name the sword? Also, how will you use it?

You have also gained greatly in power. Choose a new trait:

Destroyer of Purity
Night Terror
Master of Mutation II
Gravecaller

Current status (http://www.bay12forums.com/smf/index.php?topic=173117.msg7920843#msg7920843)

Spoiler: Current status (click to show/hide)


Spoiler: Champions (click to show/hide)
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: chubby2man on February 06, 2019, 07:57:39 am
Night Terror (But if we could get a short description of each trait that’d be appreciated, otherwise we aren’t sure what we are picking.)

We will investigate Canord, town to the north. Prowl around it’s walls at night, try to penetrate its defenses. Stealth and discovery is our goal here, but if we could rip information out someone’s mind to gain information we should do that.

Our cult should continue to train, artisans should make equipment for troops. I think the ruined castle will make a better future base, so I think working on developing a mobile force is better. Not that I’m expecting much from the cultists.

Name sword the Defilier, we will wield it for now. We can bestow it on a champion eventually, I wouldn’t mind seeing what the sword can do in the meantime.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: King Zultan on February 06, 2019, 08:03:21 am
Night Terror (But if we could get a short description of each trait that’d be appreciated, otherwise we aren’t sure what we are picking.)

We will investigate Canord, town to the north. Prowl around it’s walls at night, try to penetrate its defenses. Stealth and discovery is our goal here, but if we could rip information out someone’s mind to gain information we should do that.

Our cult should continue to train, artisans should make equipment for troops. I think the ruined castle will make a better future base, so I think working on developing a mobile force is better. Not that I’m expecting much from the cultists.

Name sword the Defilier, we will wield it for now. We can bestow it on a champion eventually, I wouldn’t mind seeing what the sword can do in the meantime.
+1
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: Ardent Debater on February 06, 2019, 08:05:59 am
So we have defiled this sword, so we shall be known as Destroyer of Purity. Every holy shrine, every diligently defiant father, every innocent comely maiden, they shall be shattered, their lifeblood spilt, their innocence wrenched away from them to satisfy the twisted urges of our rabid cultist throngs. So it once was in distant stars, so it shall be with the coming of Klx-Dryklfx!

We shall name the sword Flesh-Feaster, for it ushers in ruinous decay wherever its sickly light shines, and twists the boiling, rancid flesh of the pitiful mortals who dare stand against us. The sword is to be ours, and ours alone for only we are worthy to wield it. However, Kreth Woemaker has done well, and his efforts shall be rewarded. A scythe is to be brought forth, and the ritual of the sword's corruption reenacted in microcosm with however many humans refuse to praise our name, again with an innocent child's death, and again with the bathing of life's blood spilt in unspeakable blasphemy against each of the gods. The scythe is to be dubbed Meat-Flenser, and it is to be given to Kreth Woemaker, so that he may bring rot and ruin wherever he shall go.

It is clear to us that we must capitalize on the element of surprise whilst it persists, and to this end, Kreth Woemaker is to prove himself, by taking 1 merged-man, each of the 13 Boneys, no less than 10 Wisp Wights, and a throng of as many cultists as wish to volunteer. They are to continue reaping the lives of villages nearby, and gathering captives to our citadel in the making. Meanwhile, we shall muster the remainder of our minions along with no less than 40 cultists and advance to the north, ransacking each and every hamlet, village, and homestead in our path to Canord. The mortals are to submit to our worship and join our cult, or have their souls devoured, with a handful twisted into merged-men and wisp wights to replenish our forces. By the time we reach Canord, we should aspire to have no less than 80 cultists, 5 merged men, and 10 Wisp Wights, though 10 and 20 are to be the ideal.

Then we shall lay siege at our leisure, and plan things out as we arrive.

Back in the citadel, we shall task the remainder of the cult with training, and the digging of a moat surrounding the wall. Each seven days they are to recover from their labors in a bout of hedonistic revelry, but all those who refuse to work are to be ham-stringed and bound at the base of the statue, to be feasted on when we return. The artisans are to be given as many resources as they please, and each is to be tasked with fashioning something pleasant to our sensibilities, as determined by Kreth Woemaker. Those who fail are to be consumed by the Skull Demon as a reward for his loyalty, and those who succeed in their black deeds are to be taught the intricacies of infusing Evil into their works, such that they might continue to do so.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: Urist Mc Dwarf on February 06, 2019, 04:51:25 pm
Master of Mutation II gives you more of a boost to attempting mutations.

Gravecaller makes your undead forces a little stronger and smarter.

Night Terror gives you bonuses when you are attacking under the cover of darkness.

Whenever you do something sufficiently demonic and cool, I give you a trait related to it. And when you reach certain milestones of power, you will get a choice of traits based on the methods you used to gain power. There might be a couple other ways to earn traits...
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: Ardent Debater on February 06, 2019, 04:59:11 pm
Master of Mutation II gives you more of a boost to attempting mutations.

Lich Lord makes your undead forces a little stronger and smarter.

Night Runner gives you bonuses when you are attacking under the cover of darkness.

Whenever you do something sufficiently demonic and cool, I give you a trait related to it. And when you reach certain milestones of power, you will get a choice of traits based on the methods you used to gain power. There might be a couple other ways to earn traits...
What about Destroyer of Purity? Increased Evil gain from destroying sacred places, and unspeakable rituals, I'm guessing?
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: Urist Mc Dwarf on February 06, 2019, 05:03:50 pm
Master of Mutation II gives you more of a boost to attempting mutations.

Lich Lord makes your undead forces a little stronger and smarter.

Night Runner gives you bonuses when you are attacking under the cover of darkness.

Whenever you do something sufficiently demonic and cool, I give you a trait related to it. And when you reach certain milestones of power, you will get a choice of traits based on the methods you used to gain power. There might be a couple other ways to earn traits...
What about Destroyer of Purity? Increased Evil gain from destroying sacred places, and unspeakable rituals, I'm guessing?

Yeah, I forgot about that one at first.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: Ardent Debater on February 06, 2019, 05:13:19 pm
Master of Mutation II gives you more of a boost to attempting mutations.

Lich Lord makes your undead forces a little stronger and smarter.

Night Runner gives you bonuses when you are attacking under the cover of darkness.

Whenever you do something sufficiently demonic and cool, I give you a trait related to it. And when you reach certain milestones of power, you will get a choice of traits based on the methods you used to gain power. There might be a couple other ways to earn traits...
What about Destroyer of Purity? Increased Evil gain from destroying sacred places, and unspeakable rituals, I'm guessing?

Yeah, I forgot about that one at first.
In that case, my vote remains as it is. Does Kreth count as an Undead minion, or is he his own category?
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: Urist Mc Dwarf on February 06, 2019, 05:31:23 pm
Kreth is a lesser demon.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: Ardent Debater on February 06, 2019, 05:34:11 pm
Kreth is a lesser demon.
Ah, I was hoping we could get a quote pyramid started I see.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: KitRougard on February 06, 2019, 09:45:49 pm
Oh, I just remembered, the Boneys are still twisted in form. We should fix that, remutating them into "Reavers" - bone claws, two rows of razor teeth, and eyes that can see even in the deepest black. Yes?
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: Ardent Debater on February 06, 2019, 09:58:04 pm
Oh, I just remembered, the Boneys are still twisted in form. We should fix that, remutating them into "Reavers" - bone claws, two rows of razor teeth, and eyes that can see even in the deepest black. Yes?
I feel slightly improved Boneys aren't worth the effort of expending Evil when we can stack up on the Wisp Wights, but that's definitely something we need to do further down the line.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: chubby2man on February 06, 2019, 10:32:12 pm
Oh, I just remembered, the Boneys are still twisted in form. We should fix that, remutating them into "Reavers" - bone claws, two rows of razor teeth, and eyes that can see even in the deepest black. Yes?

I think this would be a great future upgrade for the Boneys!

I also think Ardent’s plan for the moat building and feasting is good. However, I think stealth would be a prudent choice while we prepare to take the town. Finding vulnerabilities before we strike will make our first overt move more decisive.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: Urist Mc Dwarf on February 07, 2019, 12:46:21 am
This power feels glorious, and you want more. You need more, as you feel some of your excess evil draining away. You set about preparing to take the next step, and attack Canord. You take up the blade, naming it Defiler. And then you begin to travel. Even for you, it is a long journey to the north –it would be about three weeks if you took your army. You make the journey in two days.
Flying during the night, you pass over the arid plains, and you can see people’s fear. You can see it in the clustered hamlets you have not visited your wrath upon. The people in them huddle around their fires, fearing the desert raiders they believe responsible, or else have fled north for the safety of Canord’s walls.

You stand on one of the hills that overlook the town, atop a collapsed mine. The town is a haphazard affair with winding, narrow streets and sagging buildings. It is encircled by a low wooden palisade, but much of it – miner’s camps and new housing built by refugees – lies outside it.

There are currently about two thousand people in it, but many are hungry and weak. There are three structures of interest to you in the town. First there is the temple, a large and solid stone structure, with a holy aura stronger than the one in Dresick had. Six priests live in it. Three are genuinely faithful and kindly people, and they will be the most dangerous to you. One is a zealot responsible for the fact that there are no mages or hedge witches in town. The other two are simply going through the motions, and will pose barely any threat.

The second structure is the garrison building. It stands against the northern palisade, atop the highest hill in town. It is a squat building, with thick stone walls and narrow windows. There are about fifty soldiers in it, but they have enough weapons to outfit another two hundred men to serve as militia in times of need. And their commander is apparently a duelist of notable skill, although he also has a reputation as a drunk.

The other important building is the mayor’s residence, in the very center of town. There are twenty town guards who live here, as well as the mayor herself. She seems to be considered a generally competent leader, although she has been having trouble dealing with the panic over the “desert raiders” and the lack of food.

Current status (http://www.bay12forums.com/smf/index.php?topic=173117.msg7920843#msg7920843)

Spoiler: Current status (click to show/hide)

This is just a quick little update, since we have two plans with roughly equal support, but both had scouting the town as part of them. So I still need votes on a trait and name for the sword, along with what to do now that you know a bit more. If you have any requests for more informatin about Canord, feel free to ask.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: Ardent Debater on February 07, 2019, 12:58:48 am
My vote for Destroyer of Purity and Flesh-Feaster remain. Though Defiler isn't a half-bad name, it feels a bit uninspired. Let's examine the settlement, it's a Mining Town, no doubt, there are certain to be some drinking houses, gambling dens, narcotics nests, or similar dens of depravity. I suggest we attempt a two-pronged attack, by Corrupting the Commander's Dreams and Encouraging Hedonism in the Masses, the former will make converting him into our cult trivial, and the latter will ensure we have a solid foundation to seed a future cult in the community. The priests who fail to uphold the doctrine will be at the forefront of our efforts, we'll subtly erode their sense of morals and have them hold blasphemous sermons reinforcing the pleasure-seeking and sparking strife in Canford. We'll continue this for a week, then fly back to our citadel and see how they've progressed in our absence, to raze another village or three and recharge, as it were.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: VoidSlayer on February 07, 2019, 05:23:35 am
As an alternative, if we concentrate on forming a small cult centered around the soldiers we can get the gates opened and our villagers in as fake refugees.  The whole village cult.  Then they are the ones equipped with the 200 odd sets of armor and weapons.  Then we slaughter the whole town as their only line of defense turns on them.

We can keep killing in the wild while we do so.  Drum up fear, get the soldiers resentful of their place and wanting strength to protect them, even if it is demonic.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: King Zultan on February 07, 2019, 06:41:26 am
My vote for Destroyer of Purity and Flesh-Feaster remain. Though Defiler isn't a half-bad name, it feels a bit uninspired. Let's examine the settlement, it's a Mining Town, no doubt, there are certain to be some drinking houses, gambling dens, narcotics nests, or similar dens of depravity. I suggest we attempt a two-pronged attack, by Corrupting the Commander's Dreams and Encouraging Hedonism in the Masses, the former will make converting him into our cult trivial, and the latter will ensure we have a solid foundation to seed a future cult in the community. The priests who fail to uphold the doctrine will be at the forefront of our efforts, we'll subtly erode their sense of morals and have them hold blasphemous sermons reinforcing the pleasure-seeking and sparking strife in Canford. We'll continue this for a week, then fly back to our citadel and see how they've progressed in our absence, to raze another village or three and recharge, as it were.
+1
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: chubby2man on February 07, 2019, 07:15:45 am
My vote for Destroyer of Purity and Flesh-Feaster remain. Though Defiler isn't a half-bad name, it feels a bit uninspired. Let's examine the settlement, it's a Mining Town, no doubt, there are certain to be some drinking houses, gambling dens, narcotics nests, or similar dens of depravity. I suggest we attempt a two-pronged attack, by Corrupting the Commander's Dreams and Encouraging Hedonism in the Masses, the former will make converting him into our cult trivial, and the latter will ensure we have a solid foundation to seed a future cult in the community. The priests who fail to uphold the doctrine will be at the forefront of our efforts, we'll subtly erode their sense of morals and have them hold blasphemous sermons reinforcing the pleasure-seeking and sparking strife in Canford. We'll continue this for a week, then fly back to our citadel and see how they've progressed in our absence, to raze another village or three and recharge, as it were.
I’ll keep my vote for night terror and Defiler (though I agree it’s not very original).

My only suggestion for this is that we need some way to deal with the priests. Now the mention of a zealot gave me an idea. The zealot has probably burned/executed a witch or two, and maybe an innocent one. We should take a guard on patrol and search in his mind for information about the priests going after innocent people, any witches and where they are buried, and other bits of juicy gossip that we can use to turn the town against each other.

Point of all this? We send dreams of the “innocent” witch to important members of the town, such as the kind priest and commander “why didn’t you stop this”, and the zealot if we can “you should burn more people”. Maybe we can raise our innocent pawn and use her to spread messages of terror, but we will have to see what we turn up first.

Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: KitRougard on February 07, 2019, 08:26:41 am
...I wonder if we find an ACTUAL witch how willing they'd be to join us. Also, on the Reavers - We can delay them, sure, I need time to write up their physical specs compared to a Boney so we can do the most efficient mutation possible.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: Ardent Debater on February 07, 2019, 12:12:05 pm
How about instead, we name the sword Desecrater? Less generic than Defiler, but a decent, simple enough name for our first Evil weapon.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: chubby2man on February 07, 2019, 12:36:54 pm
How about instead, we name the sword Desecrater? Less generic than Defiler, but a decent, simple enough name for our first Evil weapon.

I like it, +1
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: Urist Mc Dwarf on February 07, 2019, 02:08:19 pm
Sword Name:

Defiler: 1
Desecrator: 2
Feaster of Flesh: 2

Trait:

Night Terror: 1
Destroyer of Purity: 2

Actions:

Form cult in soldiers: 1
Corrupt Commander: 2
Encourage Hedonism: 2
Encourage Zealot: 1


This is the current vote tally. I would like more of a consensus before I write an update.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: Kashyyk on February 07, 2019, 02:11:21 pm
I support doing all four actions. I'm not fussed on the sword name . I'd prefer Gravecaller for trait though.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: chubby2man on February 07, 2019, 04:04:50 pm
I support doing all four actions. I'm not fussed on the sword name . I'd prefer Gravecaller for trait though.

I’ll switch my vote to gravecaller, and reaffirm all 4 actions. This does not break the tie for the traits though.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: Puppyguard on February 07, 2019, 11:12:32 pm
I'll break the tie with a vote towards Gravecaller then, we need to blow up a city, not convert artifacts. Having some new zombies can help us out there.

We can grab destroyer of purity later when we hit a monastery or something.

I also support the four actions.

I vote for Desecrator as the sword's name.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: Ardent Debater on February 07, 2019, 11:16:46 pm
I could've sworn I'd posted earlier... Ah well.

I'll concede to the majority by supporting Gravecaller, each of the four actions, and Desecrator.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: Urist Mc Dwarf on February 08, 2019, 12:21:24 am
Alright, currently all four actions will be performed, Desecrator will be the sword, and Gravecaller will be the trait. I will try to write an update this morning.
Title: Re: The Rise of a Demon(Number of evil skulls: 1)
Post by: Urist Mc Dwarf on February 08, 2019, 08:17:28 am
The blade you call Desecrator, for how it was made and what you shall do, and the debate over what to call it stops nagging you. Your power has grown, and with it the mastery you have over undeath. Zombies, skeletons, and other such creatures are slightly smarter and more effective when under your command, and the dead stir and grow restless in your presence, making it easier for you to raise them.

You look down on the town, and you are determined to push them towards the breaking point. Every night you dream with them, twisting and corrupting their dreamscapes. Its difficult work, and you must spread your attention over many every night. Still, the soldiers have grown a little tenser, and the refugees begin staying up a little later to drink and gamble.
But as the week goes on and your efforts grow more refined, you find yourself having much more of an impact. The townsfolk spend hours every day in taverns and gambling houses, even as the zealot rails to his followers and the other priests try to help their flock. The soldiers begin refusing to leave their barracks unless assurances are made for their protection, and so the militia is armed and new weapons begin being forged.

Soon enough, everything comes to a head on what is supposed to be a holy day of rest and prayer. Instead, near half the town spends it watching a bloody bare-knuckle tournament, and the zealot has had enough. He leads his followers to “burn out the nest of sin” and you watch with glee as a riot starts.

Two priests are killed, and a dozen fires are lit. Smoke hangs over the town like a pall, and nearly a quarter of the town, including a section of wall and some of the housing built up outside it, is burnt to ash before the fire is gotten under control. A few hundred people die burning or bleeding, and you drink in the agony of their deaths.

And looking down from the broken palisade, seething with contempt and fear, five soldiers swear to you, whispering the name they have heard in their dreams, offering them protection from the storm they know is coming.

Having accomplished what you set out to do, you return to Dresick to see what progress has been made. A wide dry moat has been dug, but only around half the palisade, and the earth piled up inside to reinforce it. Your cultists have finished their training and drilling, and begin working to equip themselves. It has proven difficult though, as they have few smiths and little steel. Only thirty men have been properly equipped, with the remainder using pitchforks and clubs for weapons and layers of leather for armor.

They have thrown dark feasts in your name, and decorated your temple with what is left of the sacrifices they made in your name, which consist mostly of skulls are arms tied together. An aura of cruelty and malevolent pleasure suffuses the whole town. You drink it in deeply. Ahh…there is no place like home.

Now you take your forces for a test run, marching out to find some more villages to destroy. Unfortunately, most have been abandoned, and you only find a couple small hamlets.  They are destroyed, their people – thirty-two in total – taken captive, and then they are looted for supplies to make new weapons.

Once more you find your power swelling beyond what your form can contain, as evil leaks out in a corrupting wave. You suspect you could use this power as a well to draw from for summoning or other foul magic.

Current status (http://www.bay12forums.com/smf/index.php?topic=173117.msg7920843#msg7920843)

Current Status

Name: Klx-Dryklfx

Time: 2.5 months

Physical Might: 31+5(+4 slaughter, +3 worship)

Mental Might:
31+5(+4 slaughter, +3 worship)

Followers

13 Boneys, 30 armed and trained cultists, 177 poorly armed and trained cultists, 5 soldiers in Canord


Servants

15 wisp wights, 2 brutes

Cults

The Broken
  Members: 13 Boneys, 177 poorly armed and trained cultists, 30 armed and trained cultists
  Resources: 1
  Power: 15 (1 spent worshipping you, 7 spent digging a moat, 8 spent making weapons)
Fortresses
 
Dresick
  Wooden palisade(20), Moat(5), Aura of domination


Artifacts

Desecrator
  +5 physical, +5 mental
  Bringer of unholy rot, other traits likely

Magic Cloak
  Unknown properties


How do you like the new way of doing status? Also, I am planning on doing a glossary update. Does anyone have requests for entires?
Title: Re: The Rise of a Demon(Number of riots started 1)
Post by: chubby2man on February 08, 2019, 12:01:45 pm
First, have the 32 captives sacrificed. We will take that power from that sacrifice to mutate 8 cultists into Seducers, who are unnaturally beautiful and exude a corrupting influence. They will be gifted in assessing the desires of their targets, and mold themselves to match.  Repellant to those who are holy, but irresistible to the weak willed.

We then match most of the our forces, leaving behind a third of our cultists. We send in the seducers first to sway as much of the town rise against the priests. The soldiers will assassinate the priests if they are vulnerable, other wise guard the Seducers. We will send a Seducer to the mayor and Commander. Offer them power and wealth if they would serve us. We will then show up personally to hear their answer. Destroy them if they do not.

 Once the mayor and commander are dealt with( or escape) send in the rest of our forces to either secure the town if we have it mostly converted, or to slaughter if we are largely opposed. Kreth will command these forces.
Title: Re: The Rise of a Demon(Number of riots started 1)
Post by: Kashyyk on February 08, 2019, 12:22:25 pm
I'm most behind your plan, however I'd like to make the following edits:

Don't eat all 32 captives. Accept up to 16 converts, and eat the rest. Second, the Seducers shouldn't just be unnaturally beautiful, but should also be able to tell what their target desires (be it power, fame, wealth or intimacy) and be able to provide it themselves or contact us for help.

Title: Re: The Rise of a Demon(Number of riots started 1)
Post by: chubby2man on February 08, 2019, 12:37:09 pm
I'm most behind your plan, however I'd like to make the following edits:

Don't eat all 32 captives. Accept up to 16 converts, and eat the rest. Second, the Seducers shouldn't just be unnaturally beautiful, but should also be able to tell what their target desires (be it power, fame, wealth or intimacy) and be able to provide it themselves or contact us for help.

Oh that’s a good idea for the seducers. I’ll add it in. I do think that an increase in power from the sacrifice will be more useful for the takeover of the town than 16 new converts, however.
Title: Re: The Rise of a Demon(Number of riots started 1)
Post by: Ardent Debater on February 08, 2019, 12:57:46 pm
I'm most behind your plan, however I'd like to make the following edits:

Don't eat all 32 captives. Accept up to 16 converts, and eat the rest. Second, the Seducers shouldn't just be unnaturally beautiful, but should also be able to tell what their target desires (be it power, fame, wealth or intimacy) and be able to provide it themselves or contact us for help.

Oh that’s a good idea for the seducers. I’ll add it in. I do think that an increase in power from the sacrifice will be more useful for the takeover of the town than 16 new converts, however.
+1, it's a good plan. Prior to assaulting the town, I feel we need to take advantage of the Gravecaller trait and reanimate several village's worth of undead, after converting a handful of them of course.
Title: Re: The Rise of a Demon(Number of riots started 1)
Post by: Kashyyk on February 08, 2019, 01:15:55 pm
Maybe we could find a middle ground between consuming and raising? Perhaps we could rip the soul out of a body and eat it, leaving the corpse to reanimate. This assumes we don't find a few convenient graveyards after all.

Speaking of, we should raise whatever is still viable in Dresick's graveyard
Title: Re: The Rise of a Demon(Number of riots started 1)
Post by: Ardent Debater on February 08, 2019, 01:24:30 pm
Maybe we could find a middle ground between consuming and raising? Perhaps we could rip the soul out of a body and eat it, leaving the corpse to reanimate. This assumes we don't find a few convenient graveyards after all.

Speaking of, we should raise whatever is still viable in Dresick's graveyard
+1, this should go without saying.
Title: Re: The Rise of a Demon(Number of riots started 1)
Post by: Urist Mc Dwarf on February 09, 2019, 12:40:10 am
Now it is time for Canord to fall, for its citizens to truly know your wrath. You consume the thirty-two captives, feasting on their souls as their bodies are slowly shredded in your temple. Power rushes through you, and you pick out the eight most beautiful of your cultists, giving them twisted gifts. They scream in exquisite agony as their flesh warps, soaking in the dark energy that emanates from your core. Each of them turns into repellent old hags, but the eyes of those weak of mind or morals will see the most beautiful of women (or men). And when they look upon someone, they can see their truest desires and adjust themselves to match. You note with some amusement that they are very careful to avoid meeting your gaze, or the gaze of the Woemaker.
 
With that task accomplished, you call upon the dead, using your new power, and the general unease many of them are resting in nearby, to bring them into your service.  Most of the sacrifices are too mutilated to be of use, and even their souls are twisted and broken. Nearly two hundred piteous things rise up, barely visible, unable to touch the world. They wail at the sight of you and your followers, and whimper in endless agony. Aside from those, you awaken thirty zombies and six skeletons.

Two-thirds of your followers march from Dresick, while the remainder labor to continue fortifying. They also offer sacrifices, praying for good fortune and success in battle. With you at the head an army of monstrosities, the like of which have not been seen for centuries, marches. Your seducers go first, running as fast as they can to weaken Canord for you. Behind them advances a long column. You stride at their head, surrounded by a moaning shroud of helpless spirits. Flanking you are two babbling creatures, their four heads lolling about as their oversized bodies and twisted limbs struggle to maintain the pace. After comes orderly ranks of cultists, some bearing viciously barbed spears, others armed with nothing more than clubs and scythes and staffs. And behind them, boneys skulk and undead shamble, with the spirits of the wisp wights ranging out far and wide to find more prey for this hungry beast of war to feast upon.

You find more than you expected, although not as much as you would have liked. A few dozen scared, confused herdsmen and a peddler fall to your onslaught. Their reanimated corpses join those at the rear. As you pass the villages you destroyed, you command their dead as well. In total, a full hundred zombies and another thirty-seven skeletons join you. But fortune smiles upon you. With your recent increase in power, you gained a greater sense for death. Just south of Canord, in a broken ring of stones that might once have been a fortress, you find a great well of it. You whisper, and the soil churns. Out comes nearly fifty corpses, their eyes glowing with a baleful light, their blades dripping with oily black blood. Without a word, they form ranks at the head of your cultists, and none dare speak against them.

Your army hides in the abandoned mine you used when you last visited Canord, and you enter the town to see what progress your seducers have made. They have been hard at work, although they apparently had something of a squabble. Four sought to recruit among the masses instead, and they have gathered a small following of about forty people, consisting mostly of miners angry about the various new laws made after the riots. The others have done their best to weaken the mayor and the commander.

You enter the mayor’s office in the dead of night. She is there, barely awake, working through endless stacks of paperwork. When she sees you, she pulls out a knife and slashes at you. A few moments you are digesting your latest meal as you visit the commander. He has been suffering because of the new laws, including a ban on alcohol. It has left him particularly vulnerable to the manipulations of the seducers, and he swears himself to you in the hope that you will make him the warrior he was before he became a drunk.

The sum total of your forces with you are two brutes, fifteen wisp wights, one hundred and sixty-nine zombies, forty-three skeletons, fifty of the special undead you found by chance, thirteen boneys, thirty armed and trained cultists,  one hundred and two poorly armed and trained cultists, and you. You have forty-one miners, eight seducers, five soldiers, and their commander within the town.
Canord lies vulnerable, still reeling from the riots and the loss of the mayor. The commander and some of his men are yours, as is a contingent of rowdy miners. Their palisade has not been repaired, and your army is enough to strike fear in the heart of even the bravest.

Describe your last minute preparations and plan your assault. Canord will fall! (Probably.)

Full status (http://www.bay12forums.com/smf/index.php?topic=173117.msg7920843#msg7920843)


Current Status

Name: Klx-Dryklfx

Time: 3 months

Physical Might: 30+5 (+1 slaughter, +6 worship, -6 reanimation, -2 leakage)

Mental Might:
30+5 (+1 slaughter, +6 worship, -6 reanimation, -2 leakage)

Followers

13 Boneys, 30 armed and trained cultists, 169 poorly armed and trained cultists, 5 soldiers, 41 miners, 8 seducers, 1 commander


Servants

15 wisp wights, 2 brutes, 169 zombies, 43 skeletons, 50 special undead

Cults

The Broken
  Members: 13 Boneys, 169 poorly armed and trained cultists, 30 armed and trained cultists, 8 seducers
  Resources: 1
  Power: 15 (10 spent worshipping you, 7 spent digging a moat)


I would appreciate names for the new undead, and something to call cultists of different levels of equipment and training. If I like the names you come up with, their might be some sort of bonus...
Title: Re: The Rise of a Demon(Number of riots started 1)
Post by: Ardent Debater on February 09, 2019, 03:22:22 am
The special undead are to be known as Wisp Wretches, for in a way they are similar to the Wisp Wights but far weaker, and afflicted with wretched, woe-begotten souls. The miners and poorly armed and trained cultists are to be called Thralls of whatever menial task they toiled before they learned to submit. Those we claimed at Carnord are Miner-Thralls, those we've recruited from the villages are Farmer-Thralls, and so on. This mining town is ripe for the conquest, but we can do more to smooth it over. First, we'll gift the Commander unnatural charisma, and instruct him to sway his men away from the faith as we redouble our efforts to corrupt the soldier's dreams. Second, the Seducers will redouble their efforts to corrupt the population while we put our Gravecaller trait to use reanimating the corpses in evacuated graveyards surrounding the settlement, and marching their contents to Canord. After a week has passed, we should have a sizable force and have the township crumbling from within.

Then, we'll be ready to strike by having saboteurs undermine their defenses to allow our undead hordes into the city. The Seducers will spark a frenzied riot with their followers in the name of our Evil, and the rest of the loyal peasantry should flee to the barracks and to the temple. Unbeknownst to them, most of the soldiers will be in our Thrall, and we will be waiting to consume those foolish mortals. The handful that fled into the temple will be safer, but not for long, as we send our +200 Thralls that don't care about the holy aura to batter down the doors and butcher everyone inside. After that, we'll spend a day desecrating the holy site, feasting on innocent flesh, and overseeing horrific displays of debauchery.
Title: Re: The Rise of a Demon(Number of riots started 1)
Post by: VoidSlayer on February 09, 2019, 05:27:39 am
The commander is a drunk and the soldiers want safety, why not help both at the same time.  Change those soldiers who pledge to us to feast on blood, flesh and souls empowering them as high functioning half dead things, healing themselves with the death of others.

They could be collectors and batteries of soul energy or whatever to heal themselves, then we can draw it out later from them for our own needs.  We need a way to contain more energy without it leaking some external sources like that might be a good idea.

We have plenty of warrior undead and some demon warriors we experimented with already, a ghoul/vampire demonic energy collector shouldn't be too hard to make.


We should wipe out the city entirely if we can hold the energy, except for those already corrupted into thralls.  We can recruit new cultists elsewhere later.
Title: Re: The Rise of a Demon(Number of riots started 1)
Post by: King Zultan on February 09, 2019, 06:46:44 am
The special undead are to be known as Wisp Wretches, for in a way they are similar to the Wisp Wights but far weaker, and afflicted with wretched, woe-begotten souls. The miners and poorly armed and trained cultists are to be called Thralls of whatever menial task they toiled before they learned to submit. Those we claimed at Carnord are Miner-Thralls, those we've recruited from the villages are Farmer-Thralls, and so on. This mining town is ripe for the conquest, but we can do more to smooth it over. First, we'll gift the Commander unnatural charisma, and instruct him to sway his men away from the faith as we redouble our efforts to corrupt the soldier's dreams. Second, the Seducers will redouble their efforts to corrupt the population while we put our Gravecaller trait to use reanimating the corpses in evacuated graveyards surrounding the settlement, and marching their contents to Canord. After a week has passed, we should have a sizable force and have the township crumbling from within.

Then, we'll be ready to strike by having saboteurs undermine their defenses to allow our undead hordes into the city. The Seducers will spark a frenzied riot with their followers in the name of our Evil, and the rest of the loyal peasantry should flee to the barracks and to the temple. Unbeknownst to them, most of the soldiers will be in our Thrall, and we will be waiting to consume those foolish mortals. The handful that fled into the temple will be safer, but not for long, as we send our +200 Thralls that don't care about the holy aura to batter down the doors and butcher everyone inside. After that, we'll spend a day desecrating the holy site, feasting on innocent flesh, and overseeing horrific displays of debauchery.
+1
Title: Re: The Rise of a Demon(Number of riots started 1)
Post by: chubby2man on February 09, 2019, 12:03:45 pm
The special undead are to be known as Wisp Wretches, for in a way they are similar to the Wisp Wights but far weaker, and afflicted with wretched, woe-begotten souls. The miners and poorly armed and trained cultists are to be called Thralls of whatever menial task they toiled before they learned to submit.

[/b] The Seducers will spark a frenzied riot with their followers in the name of our Evil, and the rest of the loyal peasantry should flee to the barracks and to the temple. Unbeknownst to them, most of the soldiers will be in our Thrall, and we will be waiting to consume those foolish mortals. The handful that fled into the temple will be safer, but not for long, as we send our +200 Thralls that don't care about the holy aura to batter down the doors and butcher everyone inside. After that, we'll spend a day desecrating the holy site, feasting on innocent flesh, and overseeing horrific displays of debauchery.

We should strike now while the town is still reeling in confusion. Have the Seducers start the riot as stated above, then send in our forces to strike down those not loyal. Have the Commander prove his loyalty by bring us the heads of the priests.

Delaying now will only give the priests the chance to rally whats left of the town for little gain on our end. We need to attack while they are disorganized and before any can flee and spread word. I feel like waiting now will bring more disadvantage than the advantages stated.

Also I feel like enhancing the Commander's Charisma is a waste. We have Seducers better suited for that. We should enhance his physical prowess, making him quicker and stronger.
Title: Re: The Rise of a Demon(Number of riots started 1)
Post by: Urist Mc Dwarf on February 09, 2019, 06:09:34 pm
Since this is going to be a big and significant update, I am going to wait a while longer so more people can post if they are interested.
Title: Re: The Rise of a Demon(Number of riots started 1)
Post by: Ardent Debater on February 09, 2019, 07:05:01 pm
The special undead are to be known as Wisp Wretches, for in a way they are similar to the Wisp Wights but far weaker, and afflicted with wretched, woe-begotten souls. The miners and poorly armed and trained cultists are to be called Thralls of whatever menial task they toiled before they learned to submit.

[/b] The Seducers will spark a frenzied riot with their followers in the name of our Evil, and the rest of the loyal peasantry should flee to the barracks and to the temple. Unbeknownst to them, most of the soldiers will be in our Thrall, and we will be waiting to consume those foolish mortals. The handful that fled into the temple will be safer, but not for long, as we send our +200 Thralls that don't care about the holy aura to batter down the doors and butcher everyone inside. After that, we'll spend a day desecrating the holy site, feasting on innocent flesh, and overseeing horrific displays of debauchery.

We should strike now while the town is still reeling in confusion. Have the Seducers start the riot as stated above, then send in our forces to strike down those not loyal. Have the Commander prove his loyalty by bring us the heads of the priests.

Delaying now will only give the priests the chance to rally whats left of the town for little gain on our end. We need to attack while they are disorganized and before any can flee and spread word. I feel like waiting now will bring more disadvantage than the advantages stated.

Also I feel like enhancing the Commander's Charisma is a waste. We have Seducers better suited for that. We should enhance his physical prowess, making him quicker and stronger.
+1. You make several good points, and I feel this plan's superior to my own.
Title: Re: The Rise of a Demon(Number of riots started 1)
Post by: King Zultan on February 10, 2019, 10:31:14 am
The special undead are to be known as Wisp Wretches, for in a way they are similar to the Wisp Wights but far weaker, and afflicted with wretched, woe-begotten souls. The miners and poorly armed and trained cultists are to be called Thralls of whatever menial task they toiled before they learned to submit.

[/b] The Seducers will spark a frenzied riot with their followers in the name of our Evil, and the rest of the loyal peasantry should flee to the barracks and to the temple. Unbeknownst to them, most of the soldiers will be in our Thrall, and we will be waiting to consume those foolish mortals. The handful that fled into the temple will be safer, but not for long, as we send our +200 Thralls that don't care about the holy aura to batter down the doors and butcher everyone inside. After that, we'll spend a day desecrating the holy site, feasting on innocent flesh, and overseeing horrific displays of debauchery.

We should strike now while the town is still reeling in confusion. Have the Seducers start the riot as stated above, then send in our forces to strike down those not loyal. Have the Commander prove his loyalty by bring us the heads of the priests.

Delaying now will only give the priests the chance to rally whats left of the town for little gain on our end. We need to attack while they are disorganized and before any can flee and spread word. I feel like waiting now will bring more disadvantage than the advantages stated.

Also I feel like enhancing the Commander's Charisma is a waste. We have Seducers better suited for that. We should enhance his physical prowess, making him quicker and stronger.
+1. You make several good points, and I feel this plan's superior to my own.
+1 I'm gonna change my vote to this.
Title: Re: The Rise of a Demon(Number of riots started 1)
Post by: Urist Mc Dwarf on February 10, 2019, 11:51:41 am
You send a command to your seducers, ordering them to start a riot. They have a couple of their followers dress as members of the clergy and the town watch, and then they stage a brutal attack, casting themselves as the victims. The townsfolk are horrified to see such beautiful people – surely someone so lovely cannot be evil! – being treated so, and are quick to come to their aid, brutally beating the disguised miners to death.  Then the seducers – and some of their followers hidden in the crowd, begin shouting, demanding action. Cries demanding more soldiers and better protection turn into denunciation of the priests and the soldiers and the leaders of the town and the empire, and those turn into bloodthirsty shouts as a riot sweeps through the town, men and women with pitchforks and table legs begin attacking anything they see, even turning on each other in the maddening heat of the moment.

Those not involved seek shelter anywhere it can be found, hiding in their basements and the cellars of the inn. But the mob begins to burn the buildings, and the heat and the smoke and the collapsing buildings forces them out. They flee to the temple, to the garrison, to the mayor’s house. At the temple, they are given shelter. At the garrison, they are locked out on the orders of the commander. At the mayor’s house, they begin organizing and fortifying, praying for some force to end the madness.

A force comes to do so, although what it plans to replace the chaos with will be no better. Your thralls enter the town, keeping together as they make for the temple, slicing through the disorganized mob and panicked townspeople like a scythe through grass, cutting down dozens of people and leaving them lying in the street, literally trampling many to death. They are welcomed into the temple at first. Then the priests and their assistants see their bloody weapons, but it is too late.

Your followers force their way inside as people begin to draw back, those too slow finding themselves brutally slaughtered. But they find there is no way to escape, and their screams fill the air as they are butchered more brutally than anything the raging mob could imagine. And soon enough the temple begins to burn as well.

Meanwhile, you visit the commander once more, as he works to persuade the remaining soldiers to join him in worship of you. The five who already follow you pretend to waver, then give in, and one by one the others join in as. You landing right behind the commander might have had something to do with it, who knows.

You lay each of your four hands upon him, one on each shoulder and one on each hip. A modicum of your might flows into him, and he throws his head back and howls. His limbs spasm, but when you release him, he seems no different before. But then he moves, twice as sure and twice as strong as before. You tell him that to prove his loyalty and earn further blessings, he must bring you the heads of the priests.

The commander looks out at the column of smoke rising up from where the temple is. “I suspect someone else is already working on that.” He comments. “I brought these soldiers to serve you, my lord Klicks Drickle-fix,” he says, tongue twisting on the unfamiliar, impossible sounds. A couple of the soldiers locate distinctly green, even as this butchering of your name. “Does that not prove my willingness to serve? Or I can perform another task. Anything you command shall be done.”

Even as you contemplate how best to respond, you cast your mind out over the town. By and large, it has fallen. The temple has stopped burning, but your thralls have gathered up what they did not already destroy to burn the priests with. The seducers have found platforms, preaching to the dazed survivors of the riots, promising them salvation in service to you. There is little resistance, and what forms is swiftly put down. The vast majority of the town has fallen completely. All that remains is some hundred people who have fled to the mayor’s house.

They have fortified it, and somehow found a rather substantial stock of arms and armor. Even stranger, they acted with cohesion and discipline, like experienced soldiers. As a result, they managed to hold off all the attackers, and for now, your followers have left it alone.

This is the sole stronghold that still stands against you. What will you do? And how will you respond to the commander?

Also, only slightly less immediate is the question of the large number of new captives and cultists. How shall you organize them? And what plans do you have for them?

Full status (http://www.bay12forums.com/smf/index.php?topic=173117.msg7920843#msg7920843)


Current Status

Name: Klx-Dryklfx

Time: 3 months

Physical Might: 39+5 (+9 slaughter)

Mental Might:
39+5 (+9 slaughter)

Followers

13 Boneys, 30 soldier-thralls, 162 thralls, 50 soldiers, 37 miners, 8 seducers, 1 commander


Servants

15 wisp wights, 2 brutes, 169 zombies, 43 skeletons, 50  wisp wretches

Cults

The Broken
  Members: 13 Boneys, 162 thralls, 30 soldier-thralls, 8 seducers
  Resources: 1
  Power: 15 (10 spent worshipping you, 7 spent digging a moat)
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: Ardent Debater on February 10, 2019, 12:14:08 pm
Excellent work chubby2man, the only thing that remains is the destruction of the Mayor's house, but they are trapped and we can destroy them at our leisure. That said, we are under severe time constraints and its destruction cannot wait. First, we will reanimate Canord's dead as zombies, skeletons, and wisp wretches. Second, we will find the weakest-willed mortals in the fortified manor, and bring them to our fervent worship through corrupting their dreams. Then, they will sabotage the defenses of the structure, and our much-bolstered undead hordes, toting militia weapons and sufficiently hefty stolen tools will swarm the mayor's home, butchering all in their path. Only those who swore themselves to us, drop their weapons, and beg for mercy will be spared.

Assuming they manage to rebuff the undead, WE, wielding Desecrator, will attack it ourselves! I highly doubt whatever peasants are leftover will be able to put up any sort of meaningful defense, and they should crumble before our unholy onslaught. As for the Commander, we will concede that his efforts have proven his loyalty to us, however, if he wishes to receive another blessing he must train one-hundred Thralls of his choice to Soldier standard within two month's time and gather at least half that number in peasant captives in one more. That should be a simple enough task to accomplish, yet difficult enough to truly test his skills.
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: VoidSlayer on February 10, 2019, 12:58:20 pm
As the commander is also in some rank in this empire, we need to know more about it politically and geographically.  Major cities, defenses, allies and enemies and so forth.  Yeah he should also now start training new soldiers.

Instead of raising the dead in the city as normal undead, lets have the whole town bring all dead to a central spot, then create some kind of huge siege monster zombie from the corpses.  Gaint, 4 large scything blades, some kind of toxic cloud breath weapon, dozens of small cat sized skeletal spider monsters riding it inside or outside that can swarm into any place it breaches or over walls.

We have some excess energy that we can use and we will need a siege engine of some kind later.
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: Kashyyk on February 10, 2019, 01:39:32 pm
I would oppose making some sort of monstrosity right now. I'd much prefer to have a horde. Much more manageable and easier to subsidise when necessary.
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: chubby2man on February 10, 2019, 04:43:41 pm
Excellent work chubby2man, the only thing that remains is the destruction of the Mayor's house, but they are trapped and we can destroy them at our leisure. That said, we are under severe time constraints and its destruction cannot wait. First, we will reanimate Canord's dead as zombies, skeletons, and wisp wretches. Second, we will find the weakest-willed mortals in the fortified manor, and bring them to our fervent worship through corrupting their dreams. Then, they will sabotage the defenses of the structure, and our much-bolstered undead hordes, toting militia weapons and sufficiently hefty stolen tools will swarm the mayor's home, butchering all in their path. Only those who swore themselves to us, drop their weapons, and beg for mercy will be spared.

Assuming they manage to rebuff the undead, WE, wielding Desecrator, will attack it ourselves! I highly doubt whatever peasants are leftover will be able to put up any sort of meaningful defense, and they should crumble before our unholy onslaught. As for the Commander, we will concede that his efforts have proven his loyalty to us, however, if he wishes to receive another blessing he must train one-hundred Thralls of his choice to Soldier standard within two month's time and gather at least half that number in peasant captives in one more. That should be a simple enough task to accomplish, yet difficult enough to truly test his skills.

+1
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: Urist Mc Dwarf on February 11, 2019, 01:01:02 am
You call all the undead in the town to you, letting them form ranks just out of bowshot. Then, absorbing the vast amounts of evil that now fill the town, you send out a mental call into the town. The dead rise from where they fell, still clutching the improvised weapons. One by one, they shamble across the town to take their place at the head of the undead horde. You can see the fear in the eyes of the defenders as the army threatening them grows from a couple hundred to nearly six hundred. And worse, many of the dead are easily recognizable. Their defiant cries turn into moans of despair which gradually fade off into a silence, broken only by the occasional cry of twisted ecstasy when someone else in the desecrated temple joins your following.

But the silence is soon broken as you reach into the catacomb. This town does not have a graveyard, but entombed their dead in stone. Now those bones claw their way from their tombs, and another hundred skeletons join your ranks.

As the silent army’s dead gaze bores into the defenders, you allow the revelry to continue. Many of those who do not follow you are sacrificed in your name, and you return a mere fragment of the power you get from these gruesome affairs to your cultists as a reward for their devotion. Even this is too much for several, and nearly two dozen collapse, minds broken and souls burned out by your touch. You pay no attention,instead entering the mind of several of the people in the house.

A few put up a feeble resistance, but most break in seconds. They are not as strong as the priest was, and you have grown much more powerful since those early days. As the sun dips below the horizon, they sneak about, unlocking gates, breaking down barricades, and slitting the throats of guards. They are caught soon enough, but it does not matter.  Several hundred undead roll forth in a tide of death. The wisp wretches march at their head, the wisp wights just behind them, using their souls as shields from the barrage of arrows. They pause at the wall as a swarm of zombies forms a living ramp, clawing and slashing at the wall, and then at the defenders atop it.

The first few are easily dispatched, but then the wisp wretches climb over, and the defenders balk before their horrifying gaze, seeing their own death in the hollow eyes of the ancient warriors. Blades dripping with foul ichor rise and fall, and men die howling in agony.

And elsewhere, at a broken gate, a small horde of skeletons burst through. They are dispatched soon enough, but the threat draws warriors away. And some see an opportunity to run. The rest of the undead have taken the wall, and you expect it to be all over but for the wonderful screaming.

But ten have managed to cut their way out through the mostly destroyed group of skeletons, and are fleeing as fast as possible. No one else is nearby, and they might get away if you don’t do something. Fortunately, you planned for this. Or something like it at least. You knew the undead might fail, so you stayed nearby.

And now, with a single leap, you cross a dozen streets to land in front of them, the stones cracking under your feet. They pull up short, holding up hammers and homemade spears. You lash out with Desecrator, and cut the hafts of their weapons before they can blink. Before they can blink again you cut through nine of them. In truth, you barely scratch them, but greenish-black veins spread from the wound, reaching up to their necks in less than a second. They drop to the ground, writhing in agony. The tenth turns to run. You reach out with one of your other arms and rip out his heart, absentmindedly chewing on it, as the nine you killed with blade get back to their feet, skin covered with sores everywhere the veins meet, weeping some sort of vile fluid. You send them to help the other undead, and give the commander some orders.

  He immediately returns to the festivities, picking out those already skilled soldiers and having them each select ten men for training. You take your place at the head of a table covered in human skins, and consider what to do next. You have begun to forge a realm, and you must determine where to go from here.

Will you stay, build it up, and make it into a bastion of evil? Will you take your followers and go on the warpath? Will you abandon them to seek another land to despoil?

And no matter what you decide, how will you go about it?

Full status (http://www.bay12forums.com/smf/index.php?topic=173117.msg7920843#msg7920843)


Current Status

Name: Klx-Dryklfx

Time: 3 months

Physical Might: 49+5 (+1 slaughter, +9 sacrifice)

Mental Might:
49+5 (+1 slaughter, +9 sacrifice)

Followers

13 Boneys, 273 thralls, 80 soldiers, 8 seducers, 1 commander


Servants

15 wisp wights, 2 brutes, 321 zombies, 56 skeletons, 50  wisp wretches, 9 special undead

Cults

The Broken
  Members: 13 Boneys, 162 poorly armed and trained cultists, 30 armed and trained cultists, 8 seducers
  Resources: 9(+8 looting)
  Power: 15 (10 spent worshipping you)


For your next actions, I would like a general plan for the next couple months and some specific personal actions.
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: Ardent Debater on February 11, 2019, 02:10:35 am
According to the glossary, we are now slightly above-average! Nice, albeit, not a tenth of the way to our former stature, but all the same, certainly an improvement. I strongly suspect these new undead passively spread some sort of poisonous plague, so I'll call them Weeping Sores by merit of their appearance. I estimate we have 20 years at the most before the rest of the Demons arrive, and I figure we meed to have this world conquered by then. That said, there's no reason we can't consolidate our power while we get the conquest underway, and I suggest we do so. Here is my plan for the next few months:


- The Seducers and the Thralls of their choice are to scatter to the nearest large towns, spreading as much corruption as they can, and notifying us of any potential obstacles to their progress. They should aim to establish subtle cults among the common people, with select members of the aristocracy and soldiery if the opportunity arises.
- The Commander, each of the Soldier-Thralls, and each of his hundred Militia-Thralls are to remain in the ruins of Canord, while we mutate the crops to yield an unholy bounty to sustain them, as we did previously. The cultists of the southern settlement are to be relocated to Canord, as the village is not a worthy site for a capital.
- The undead and cultist fodder are to be put to work fortifying Canord as much as possible, while Kreth Woemaker is tasked with distorting the temple into an unholy shrine for our own majesty, with another profane statue and Aura of Domination.
- Over the course of the next three months, we will corrupt as much of the region's military as possible through their dreams, attempt to foster hate among the peasantry toward the priesthood, and sacrifice at least one village's souls to us, and to a lesser extent, Kreth Woemaker for services well-rendered, per month.
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: Xantalos on February 11, 2019, 04:28:47 am
My me, another demon quest! Don't mind if I watch.
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: King Zultan on February 11, 2019, 07:24:30 am
According to the glossary, we are now slightly above-average! Nice, albeit, not a tenth of the way to our former stature, but all the same, certainly an improvement. I strongly suspect these new undead passively spread some sort of poisonous plague, so I'll call them Weeping Sores by merit of their appearance. I estimate we have 20 years at the most before the rest of the Demons arrive, and I figure we meed to have this world conquered by then. That said, there's no reason we can't consolidate our power while we get the conquest underway, and I suggest we do so. Here is my plan for the next few months:


- The Seducers and the Thralls of their choice are to scatter to the nearest large towns, spreading as much corruption as they can, and notifying us of any potential obstacles to their progress. They should aim to establish subtle cults among the common people, with select members of the aristocracy and soldiery if the opportunity arises.
- The Commander, each of the Soldier-Thralls, and each of his hundred Militia-Thralls are to remain in the ruins of Canord, while we mutate the crops to yield an unholy bounty to sustain them, as we did previously. The cultists of the southern settlement are to be relocated to Canord, as the village is not a worthy site for a capital.
- The undead and cultist fodder are to be put to work fortifying Canord as much as possible, while Kreth Woemaker is tasked with distorting the temple into an unholy shrine for our own majesty, with another profane statue and Aura of Domination.
- Over the course of the next three months, we will corrupt as much of the region's military as possible through their dreams, attempt to foster hate among the peasantry toward the priesthood, and sacrifice at least one village's souls to us, and to a lesser extent, Kreth Woemaker for services well-rendered, per month.
+1
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: chubby2man on February 11, 2019, 10:27:25 am
According to the glossary, we are now slightly above-average! Nice, albeit, not a tenth of the way to our former stature, but all the same, certainly an improvement. I strongly suspect these new undead passively spread some sort of poisonous plague, so I'll call them Weeping Sores by merit of their appearance. I estimate we have 20 years at the most before the rest of the Demons arrive, and I figure we meed to have this world conquered by then. That said, there's no reason we can't consolidate our power while we get the conquest underway, and I suggest we do so. Here is my plan for the next few months:


- The Seducers and the Thralls of their choice are to scatter to the nearest large towns, spreading as much corruption as they can, and notifying us of any potential obstacles to their progress. They should aim to establish subtle cults among the common people, with select members of the aristocracy and soldiery if the opportunity arises.
- The Commander, each of the Soldier-Thralls, and each of his hundred Militia-Thralls are to remain in the ruins of Canord, while we mutate the crops to yield an unholy bounty to sustain them, as we did previously. The cultists of the southern settlement are to be relocated to Canord, as the village is not a worthy site for a capital.
- The undead and cultist fodder are to be put to work fortifying Canord as much as possible, while Kreth Woemaker is tasked with distorting the temple into an unholy shrine for our own majesty, with another profane statue and Aura of Domination.
- Over the course of the next three months, we will corrupt as much of the region's military as possible through their dreams, attempt to foster hate among the peasantry toward the priesthood, and sacrifice at least one village's souls to us, and to a lesser extent, Kreth Woemaker for services well-rendered, per month.
+1
+1
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: KitRougard on February 11, 2019, 10:55:27 am
Don't forget to check up on that wonderful castle! I believe he will be proud of what we've done with his surroundings/that accursed sword
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: Urist Mc Dwarf on February 11, 2019, 02:00:16 pm
Since you guys are going to get more involved with the empire as a whole, would you like an infodump on it?
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: Ardent Debater on February 11, 2019, 02:07:41 pm
Since you guys are going to get more involved with the empire as a whole, would you like an infodump on it?
Of course, I'm sure I speak for all of us when I say I've been curious.
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: Urist Mc Dwarf on February 11, 2019, 02:34:36 pm
The Andorian Empire was formed from the ashes of several dozen earlier nations which had been conquered or destroyed by Caliwick the Vile. Its founder and primary goddess is Andora, who was one of the leaders of the war against Caliwick. The Empire is semi-feudal – the children of nobles go into a pool, and when an appropriate position (Duke, Baron, etc.) opens up, one of the people in the pool is selected by the emperor, empress, or their representative. Noble positions are all located in the rural areas. Cities are run in a wide variety of ways – some are ruled by hereditary families, some are democracies, etc. – but the ruler must always be approved of the emperor, empress, or a representative.

The capital is Andora, located far to the north, built around a mountain from where four rivers flow. Supposedly it has been foretold that the empire will reach the end of each river, and once it goes beyond its doom shall come. The Imperial Palace is built atop the mountain, from where the current ruler oversees their vast empire with the aid of a massive bureaucracy.  This is one center of power in the Empire.

The other major one is built atop another nearby mountain, where the body of Andora is preserved in a mysterious glassy substance. Supposedly she shall awaken and return in the darkest hour of her people. The priesthood of the empire is built around her tomb, and at times they have had more power than the emperor or the nobles or the armies.

Each noble and city has a strictly limited personal force, and there are several Imperial Legions which rotate around the empire, each raised entirely from a single province – a province is defined as an area that can support a single legion. Each legion consists of 10,000 professional infantry, 5,000 professional cavalry, and a varying number of auxiliaries, typically including a particular type of soldier unique to the province. They also have a varying number of mages or priests.
Is there anything specific you want to know?
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: Ardent Debater on February 11, 2019, 02:51:40 pm
The Andorian Empire was formed from the ashes of several dozen earlier nations which had been conquered or destroyed by Caliwick the Vile. Its founder and primary goddess is Andora, who was one of the leaders of the war against Caliwick. The Empire is semi-feudal – the children of nobles go into a pool, and when an appropriate position (Duke, Baron, etc.) opens up, one of the people in the pool is selected by the emperor, empress, or their representative. Noble positions are all located in the rural areas. Cities are run in a wide variety of ways – some are ruled by hereditary families, some are democracies, etc. – but the ruler must always be approved of the emperor, empress, or a representative.

The capital is Andora, located far to the north, built around a mountain from where four rivers flow. Supposedly it has been foretold that the empire will reach the end of each river, and once it goes beyond its doom shall come. The Imperial Palace is built atop the mountain, from where the current ruler oversees their vast empire with the aid of a massive bureaucracy.  This is one center of power in the Empire.

The other major one is built atop another nearby mountain, where the body of Andora is preserved in a mysterious glassy substance. Supposedly she shall awaken and return in the darkest hour of her people. The priesthood of the empire is built around her tomb, and at times they have had more power than the emperor or the nobles or the armies.

Each noble and city has a strictly limited personal force, and there are several Imperial Legions which rotate around the empire, each raised entirely from a single province – a province is defined as an area that can support a single legion. Each legion consists of 10,000 professional infantry, 5,000 professional cavalry, and a varying number of auxiliaries, typically including a particular type of soldier unique to the province. They also have a varying number of mages or priests.
Is there anything specific you want to know?
How long ago did Caliwick the Vile scourge the world, how are wizards regarded throughout the empire, and what are the primary tenets of Andora's faith?
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: Urist Mc Dwarf on February 11, 2019, 02:59:55 pm
The primary tenets of the Andoran faith are loyalty, piety, and service to the empire. Most other cardinal virtues are assigned to other deified emperors or empresses.

Caliwick the Vile fell somewhere between 900 and 1500 years ago - history from these days is extremely fragmented, and apparently, some of his followers claimed to be him reincarnated after the castle fell, further confusing matters.

Most of the time, wizards are expected to register with a local mage's guild and are otherwise left alone. Some of the priesthood oppose the wizards, and there are occasional reports of witch burnings. However, by and large, they are accepted. There are several cities which are outright magocracies, and nearly every noble has a court mage or two.
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: Ardent Debater on February 11, 2019, 03:02:50 pm
The primary tenets of the Andoran faith are loyalty, piety, and service to the empire. Most other cardinal virtues are assigned to other deified emperors or empresses.

Caliwick the Vile fell somewhere between 900 and 1500 years ago - history from these days is extremely fragmented, and apparently, some of his followers claimed to be him reincarnated after the castle fell, further confusing matters.

Most of the time, wizards are expected to register with a local mage's guild and are otherwise left alone. Some of the priesthood oppose the wizards, and there are occasional reports of witch burnings. However, by and large, they are accepted. There are several cities which are outright magocracies, and nearly every noble has a court mage or two.
Interesting... I have a niggling suspicion that the presence in the castle is Caliwick himself, in which case I feel we should wait until we're at least 100 physical and mental power before digging further. This question doesn't relate to the Andorian Empire itself, but I feel it's worth asking all the same. How costly is it to mutate ordinary Thralls into Boneys?
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: Urist Mc Dwarf on February 11, 2019, 03:13:18 pm
Very little. More than it takes to raise a zombie, less than it takes to make a brute. Although it can vary somewhat, depending on scale, environment, and some other factors.
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: Ardent Debater on February 11, 2019, 03:28:57 pm
Very little. More than it takes to raise a zombie, less than it takes to make a brute. Although it can vary somewhat, depending on scale, environment, and some other factors.
Quite interesting. I feel we should do so at some point, if only to take advantage of our Master of Mutation trait. If you don't mind me asking another question, how dangerous is a Merged Man compared to the average human peasant?
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: Urist Mc Dwarf on February 11, 2019, 03:33:16 pm
An average human presence has a physical might of 1 and a mental might of 1. As noted in the bestiary, a merged man has a physical might of 3 and a mental might of 1.

Of course, the average peasant would likely flee in terror at the sight of such a monster, and this assumes the merged man isn't armed or armored at all.
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: Ardent Debater on February 11, 2019, 03:42:55 pm
An average human presence has a physical might of 1 and a mental might of 1. As noted in the bestiary, a merged man has a physical might of 3 and a mental might of 1.

Of course, the average peasant would likely flee in terror at the sight of such a monster, and this assumes the merged man isn't armed or armored at all.
Whoa, I didn't realize we had a bestiary, and I assumed the Wisp Wretches were more fragile. Nice. That's about all I have in the way of questions, thank you for answering them.
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: Urist Mc Dwarf on February 12, 2019, 12:25:41 am
As the festivities die down and the men picked to be soldiers begin training, you set about reorganizing your cults. A message is sent to Kreth Woemaker, and he begins to travel north, bringing the remaining third of your followers north. You expect them to join you in about two weeks.

Next, you order the Seducers to travel north and begin forming cults to you. They are to use large towns as their bases, and gather support among peasants, along with as much among the soldiers and aristocrats as possible. They each pick two of the miners, and then begin traveling northwards, spreading out along the two roads which lead north from Canord.
As the soldiers begin training, your followers and the army of undead begin rebuilding. The remaining houses are torn down and rebuilt as barracks, and smiths begin using what iron and steel remains in the town to forge weapons and armor. The town is filled with the sounds of labor. While the thralls work to build up the town, the zombies and skeletons begin digging a massive ditch around the town, and piling up the dirt to make an earthen berm.

Meanwhile, you walk the fields around Canord, and with every step, crops burst from the ground, each one twice the size of what a farmer could reasonably expect, and each one tainted to corrupt the mind of those who consume them. Around the plants grow a profusion of twisted thorns.

Once that task is done, you begin to dream. You send your thoughts north, and find a great many minds. In most, you leave a passing image – that of a priest torturing and slaughtering. You feel it taking on a life of its own in many of the dreams, gaining strength. The fear it causes makes people thrash and moan in their beds, and you drink in the fear as you search the vast dreamscape for those you wish…you find several thousand soldiers, including a surprising number in a town a month’s travel north and east of Canord. As you enter these dreams, you find many of the dreamers to be inhuman.
They are instead dwarves, from the far northern reaches of the empire, and while they may serve in Andora’s armies, they are not particularly loyal, and many seem outright resentful. You press on their sense of resentment, creating images of a free dwarven homeland and of Andoran boots crushing them underfoot, but they are far enough it takes a great deal of work to make them last, and most are simply subsumed into the dream. But you have planted seeds in fertile soil…

For the time being, you wait. Your seducers contact you through their dreams, letting you know that each of them has settled in a town, and they have begun to establish themselves in a variety of roles, ranging from barmaids to healers. Kreth arrives, and then vanishes into the temple. The commander trains his soldiers, molding them into an effective, disciplined force step by step.
The town begins to take shape. Long rows of barracks stretch out from the temple, and the front of the earthen berm becomes faced with stone. The zombies stop digging, and are instead put to work hauling ore from the mines. You have enough equipment for all your soldiers now.

Kreth reappears from the temple after a week. He has something…special prepared for you, but, he will need living captives before it is ready. He asks to go with you when you claim a village, and you assent.


The sleepy little village of Haln had the most excitement in living memory when one of the most beautiful women ever passed through. Tonight is an ordinary end to the work week, and everyone gathers around the fire pit in the center of the village. They sing songs older than Andora, and make boasts they shall test tomorrow. It’s a peaceful, idyllic scene.
Soon enough it is spoiled as their laughter and songs and boasts are drowned out by a horrific babbling. Two enormous things barrel out of the darkness, grabbing heads and crushing them like overripe melons. The people shriek in terror, and surge away from the monsters. Only to find worse ones appear. Walking corpses with burning eyes march in ranks, menacing the people, making them press back in fear, holding each other for comfort. And then two nightmares that make the monsters that have menaced them previously fluffy kittens by comparison land in the still burning fire. And the villagers find they have no choice but to kneel.

You pick out forty of them, and give them to Kreth. The remaining seventy you keep for yourself, slitting bellies and tugging on entrails, breaking limbs and ripping out the bones,  plucking out eyes and shoving them into mouths, and making sure every single one feels every moment of it. When the sun rises, it rises on a vast pile of corpses. Kreth kills ten of his with far less fanfare, and marches the other thirty away with far less fanfare.

It's the end of your first month in Canord. The soldiers are well on their to being a force to rival a legion in quality if nothing else, Canord is already heavily fortified and work has only begun, the fields of corrupted crops have spread all around, and you have begun to spread tendrils of corruption through dreams and seducers. All your soldiers are equipped…everything seems to be going well enough.
Do you have any changes to your plans?

Full status (http://www.bay12forums.com/smf/index.php?topic=173117.msg7920843#msg7920843)


Current Status

Name: Klx-Dryklfx

Time: 4 months

Physical Might: 53+5 (- 8 leakage, - 6 mutating crops, + 12 worship, + 6 slaughter)

Mental Might:
53+5 (- 8 leakage, - 6 mutating crops, + 12 worship, + 6 slaughter)

Followers

13 Boneys, 223 thralls, 130 soldiers, 8 seducers, 1 commander


Servants

15 wisp wights, 2 brutes, 321 zombies, 56 skeletons, 50 wisp wretches, 9 weeping sores

Cults

The Broken
  Members: 13 Boneys, 199 thralls, 130 soldiers, 1 commander
  Resources: 13(-12 construction, - 8 forging, -12 Kreth’s project, +5/week demonic crops, +4/week iron mines )
  Power: 18 (3 spent worshipping you, 6 spent on training, 6 spent on construction, 3 spent gathering resources)

Unnamed cult
  Members: 8 seducers and 24 thralls split among 8 locations
  Resources: 0
  Power: 5(1 spent worshipping you, 1 spent establishing themselves, 2 spent recruiting)

Fortresses

Canord
   Basic walls (25), Deep moat(15), Demonic crops, plentiful mines


Just a note, you lose power on leakage at this power level unless you use it to summon monsters or something.
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: Ardent Debater on February 12, 2019, 01:17:51 am
Hmm... I suppose the largest threat to us is the risk of discovery, and to mitigate that, we should corrupt the dreams of merchants, tax collectors, and other travelers in the region in an attempt to prevent the spread of rumors concerning razed villages. Fostering discontent in the crowds of Canord was instrumental to its downfall and we should encourage the spread of rebellious hedonism in the nearest Seducer-infested town, and to a lesser extent, the region as a whole.

In addition to that, we should inform the Commander that we expect results by the month's end, and that we'll be accompanying him to ensure there aren't any runaways. It's impressive that he's managed to train so many men in such a short time, but that means nothing if they aren't put to use. Assuming he is successful, we'll give him a boon of his choice and corrupt his sword into a minor artifact. Then, he is to train another hundred men, as we bless the second-most skilled warrior and give him the same task, with the same soul-devouring stakes. I figure at this rate, we can get a pseudo-legion going in a year's time at least.

Finally, let's pour any Evil that would've otherwise leaked into Desecrator, await Kreth Woemaker's progress with great enthusiasm, and search our Thralls for anyone with the faintest glimmer of magical talent. If we happen to find someone with the spark of sorcery, they are to be exempted from physical labor and encouraged to pursue the art of Necromancy. In the future, having a reasonably sized contingent of Necromancers will be essential, if only because the zombies and skeletons they raise will force the Empire's levies to waste their arrows.
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: Kashyyk on February 12, 2019, 07:49:36 am
-snip-
+1

Having magic-wielding thralls also means we don't have to spend more than our leakage in evil to raise undead as well.

Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: King Zultan on February 12, 2019, 09:03:09 am
-snip-
+1

Having magic-wielding thralls also means we don't have to spend more than our leakage in evil to raise undead as well.


+1
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: Urist Mc Dwarf on February 12, 2019, 11:15:53 am
You turn your attention from the common folk and soldiers for the most part, leaving the images you have already planted in their minds to do their work. Instead you focus on areas closer to home: the area around Canord. To keep your presence as subtle as possible, you search out dreams for any passing by the razed villages.

There are two caravans traveling southwards, looking to trade for iron ore and various other sundries, their wagons piled high with cloth and lumber and jewelry. You enter their dreams, tear their minds apart, and send them on to become your slaves.  There are a few other travelers, including a wandering priest, but all soon join the ranks of your slaves, laboring alongside the zombies and miners. When not keeping an eye on the dreamscape for people straying too close to your realm, you continue working on the seeds you planted last month. They are still there, and growing strong, but you are dividing your attention enough that you can make only slight efforts to encourage the slowly strengthening corruption.

Your seducers enjoy some success now that they have established themselves, each bringing in a few recruits to join the ranks of your thralls. Many others seem to be ambivalent, and will likely fall into worshipping you given time.

The commander trembles slightly as you watch impassively as his soldiers, split into two groups, engage in a brutal mock battle, practice swords clacking against each other, blocks of pikes facing off. They have been training for some time today, and although you can see they are exhausted, they fight on still. Finally, you nod your approval. “Two days, commander. Two days and we shall see how skilled they are when the smell of blood is in the air.” He nods, and calls a halt to their work.

You begin to hunt through your thralls, searching for those who can learn magic. You find only two who have true potential, but there are another fourteen with glimmers of skill. They are immediately given new jobs, attempting to learn magic from your tutelage and from the tattered book you found. You expected it to be a long and difficult process, but much to your surprise they take to it relatively well. Apparently you are a better teacher than you thought. They are no longer just thralls now. They shall be called…
[] Evil magic name

You march with the soldiers to another small village, and watch as they surround it, banging their swords on their shields once they are all in position. Teams break off to enter houses and grab people out of them, and they are brought into the center of the village. They seem to have some awareness of what you are – apparently a couple people escaped Canord, and while the villagers dismissed their ramblings as crazed nonsense, they remembered what was said. A few beg to serve you, to join your cult. You decide…
[] They shall die with the rest!
[] To break their minds and use them as slaves
[] Let them join
[] Something evil

Returning from the village, you find Kreth waiting to greet you, his skull grinning. It is a surprisingly unsettling look. He takes you to the temple, where you find what he has been working on: A massive statue of you in gold which seems still molten, radiating heat. There are faces in the metal – he bound living flesh into it, allowing you to animate, albeit at the cost of a great deal of power. And it exudes a powerful aura, demanding those who approach it kneel and swear to you. Its effects can be felt across town and even in some of the nearby mines.

You call the commander and his second to you, tasking each of them to train you another hundred soldiers. They pledge to do so, and are about to set off you call the commander back, and offer him another blessing. He requests to be made even stronger, and you pour a fraction of your power into him. Then you bless his blade, pouring a bit of dark power into it, blackening and twisting the steel. While he wields it, his mind will be sharper, and those who follow him will be braver.  After you do so, the commander politely points out that you don’t have another two hundred followers in Canord.
While you do all this, you absentmindedly direct much of the energy which flows from you into Desecrator. It is difficult to corrupt something already so evil, but you manage, and an image of you appears on the pommel, allowing you to direct energy through the blade and send it out as a blast of energy. You can do this already, but doing it through the weapon will now have…interesting effects.
Work continues on the town. The smiths make a great many small metal images of you, and they are hung throughout the town. The walls are built up higher and thicker, and the bottom of the moat is lined with spikes smeared with the contents of chamber pots. Several of your thralls encourage the thorns around the crops to grow, guiding them carefully to make a low barricade of vicious, barbed brambles.

As the month draws to a close, you hear two interesting pieces of news from your seducers. The first is that several rebellions have broken out in the western region of the empire, and several detachments of the local legion, among other forces, are being sent to quell it. The second is that you have sensed a faint stirring coming from the graveyard of Canord.

What do you do now?
Full status (http://www.bay12forums.com/smf/index.php?topic=173117.msg7920843#msg7920843)


Current Status

Name: Klx-Dryklfx

Time: 5 months

Physical Might: 54+6 (- 12 empowering desecrator, + 12 worship, + 4 slaughter)

Mental Might: ] 54+6 (- 12 empowering desecrator, + 12 worship, + 4 slaughter)

Followers

13 Boneys, 173 thralls, 180 soldiers, 8 seducers, 1 commander, 16 peasants


Servants

15 wisp wights, 2 brutes, 321 zombies, 56 skeletons, 50 wisp wretches, 9 weeping sores

Cults

The Broken
  Members: 13 Boneys, 149 thralls, 180 soldiers, 1 commander
  Resources: 28(-20 construction, - 6 forging, + 5 looted caravans, +5/week demonic crops, +4/week iron mines )
  Power: 18 (3 spent worshipping you, 6 spent on training, 6 spent on construction, 3 spent gathering resources)

Unnamed cult
  Members: 8 seducers and 24 thralls, and 16 peasants split among 8 locations
  Resources: 0
  Power: 5(1 spent worshipping you, 2 spent recruiting)

Fortresses

Canord
   Strong walls (30), Deep moat (20), Thorn fences (5) Demonic crops, plentiful mines, Strong aura of domination

Champions

Kreth Woemaker
   Physical might: 9
   Mental might: 9
   Other: Magic cloak

Commander(Needs name)
  Physical might: 5 + 1
  Mental might: 3 + 1
  Other: Duelist, skilled commander, magic sword

Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: chubby2man on February 12, 2019, 12:01:00 pm
Check out the graveyard. Raise what we can if appropriate. Congratulate the commander, and thank Krell for serving well. 

Instead of dreams, let’s send assassins. Take 10 soldiers, and mutate them into Hunters, gifted with unnatural agility and the “gift” of being able to lightly scan peoples minds to locate their target. Send them after opportunistic targets such as merchants and tax collectors. 

I am fine with calling the beginning magic users Apprentices.

Let them join, but have them pair off and fight each other to death. Raise the dead as a zombie.

I think we should have the commander focused on the soldiers he already has. We don’t need to train thalls to be soldiers when we can make them monsters instead.

Travel to the Castle. Take the boneys, the brutes, and 25 soldiers. We will claim it’s power. Have Krell and the commander come up with valuable targets nearby.
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: Ardent Debater on February 12, 2019, 12:23:26 pm
Excellent, excellent! Soon, this world shall fall, our power shall return, and our forgotten enemies shall crumble before the fullness of our wrath! We must not grow overconfident, first we must build our seat of power and in time, the Andorian Empire shall submit to our rule or suffer in the shackles of our dominion! Here are my responses to the various prompts:

- The two foulest Necromancers shall be known as Doom-Seers and the fourteen aspirants as Doom-Seekers.
- If these grovelling peasants wish to embrace their proper place beneath our feet, who are we to deny them? Of course, they'll still count toward the Commander's prisoner total, because we aren't an unmerciful lord.
- From henceforth, the Commander shall be known as Duthrax Soul-Render, and he shall be the first and fiercest of our Thrallherds.
- Regarding the stirring in the cemetery, we shall investigate it personally, wielding Desecrator. I feel it might be the Doom-Seers testing their power, but it could just as easily be a piece of the castle's malignant presence trying to occupy the dead. Either way, let us hope that whatever it is, it's willing to serve.

Prompts settled, here are my plans for the week.

- Kreth Woemaker's undying loyalty has earned our respect, and it is time he is trusted with a greater task than forging ever-greater graven idols. He is to take 200 of our zombies, skeletons, and soldier-thralls as he sees fit, and spread destruction throughout the villages near Canord that have yet to fall. We must make it clear, this is not a mission to acquire prisoners, it is a mission to improve his own strength, for it is unfitting that our second-in-command is so fragile and foolish.
- We have done enough to ensure our slow conquest is undiscovered for now. Instead of waylaying the minds of travelers, let us travel to the nearest Seducer-infested Town and lend our monstrous mind toward corrupting the dreams of the Evilly inclined there for two week's time and doubly improving the Seducer's persuasive prowess, turning them into a High Seducer. Eventually, one shall do well enough to be blessed five-fold as an Arch-Seducer, but such things are in the future.
- When we have finished that, we shall personally travel to the rebelling provinces and subtly encourage the rebels to maim, plunder, and burn far in excess of what is expected. In addition to this, we shall attempt to spread our cult among the soldiery. I am under no delusions that the rebellion will succeed, but their violence is a good enough excuse to spread Evil.
- The Doom-Seers and Doom-Seekers are to travel to the ruins of nearby villages, and reanimate the dead there, until at least 50 zombies and skeletons have arisen. They are to be informed that upon success, we shall expand their minds and bolster their sorcerous strength, but should they fail, they shall suffer one week of unrelenting torment.
- The remaining cultists are to continue their diligent worship of us, and take once-weekly days off to indulge in unspeakable debauchery.

Check out the graveyard. Raise what we can if appropriate. Congratulate the commander, and thank Krell for serving well. 

Instead of dreams, let’s send assassins. Take 10 soldiers, and mutate them into Hunters, gifted with unnatural agility and the “gift” of being able to lightly scan peoples minds to locate their target. Send them after opportunistic targets such as merchants and tax collectors. 

I am fine with calling the beginning magic users Apprentices.

Let them join, but have them pair off and fight each other to death. Raise the dead as a zombie.

I think we should have the commander focused on the soldiers he already has. We don’t need to train thalls to be soldiers when we can make them monsters instead.

Travel to the Castle. Take the boneys, the brutes, and 25 soldiers. We will claim it’s power. Have Krell and the commander come up with valuable targets nearby.

I feel attempting to take the castle now is far too hasty, but I agree with entrusting a handful of Hunters with removing travelers that stray too close to our realm.
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: Urist Mc Dwarf on February 12, 2019, 01:26:03 pm
I should note that the west, in this case, is pretty far - you will be traveling for several weeks at the minimum, and it would take several months for someone to get to you without using some sort of magic. You can do it, it's just something to keep in mind.
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: Kashyyk on February 12, 2019, 01:29:48 pm
We can travel faster than a mortal though, right? And I assume if we're burn some power we're can get there faster?
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: Urist Mc Dwarf on February 12, 2019, 01:51:37 pm
Yes. The several weeks is for you, the several months would be for a mortal with a good horse.
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: WyrdByrd on February 12, 2019, 01:52:00 pm
Quote
From henceforth, the Commander shall be known as Duthrax Soul-Render, and he shall be the first and fiercest of our Thrallherds.

Thrallherd? Such a paltry title befits the  minor officers within an army, not the marshal of our  finest troops! Hostmaster would be a far more prestigious designation.

As for the sword, it should sing the fates of those who dared defied us, sapping the wills of foes mid-battle, a Herald  for the forces of Klx-Dryklfx.
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: Kashyyk on February 12, 2019, 01:59:57 pm
If that's the case, the news about the rebels is already a few months out of date, unless longe range comms is a thing.

I'm which case I support Ardent's plan,  except for the bit about going West. Maybe send a few seducers that way though?
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: WyrdByrd on February 12, 2019, 02:09:03 pm
If that's the case, the news about the rebels is already a few months out of date, unless longe range comms is a thing.

I'm which case I support Ardent's plan,  except for the bit about going West. Maybe send a few seducers that way though?
We could have them hitch a ride with the caravans or refugee groups. There's bound to be  several groups leaving the area due to the "raiders".
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: Ardent Debater on February 12, 2019, 02:25:34 pm
Yes. The several weeks is for you, the several months would be for a mortal with a good horse.
Ah, in that case then, I feel we should focus entirely on corrupting the nearest community. In the future, I feel we should look into creating a network of hellish portals to connect our bastions, and smooth over some of the logistics issues.

Quote
From henceforth, the Commander shall be known as Duthrax Soul-Render, and he shall be the first and fiercest of our Thrallherds.

Thrallherd? Such a paltry title befits the  minor officers within an army, not the marshal of our  finest troops! Hostmaster would be a far more prestigious designation.

As for the sword, it should sing the fates of those who dared defied us, sapping the wills of foes mid-battle, a Herald  for the forces of Klx-Dryklfx.
Indeed, I see I was mistaken. I feel we should have a regimented hierarchy for our marshals, going something like,

Thrallherd:
- Leads 100 troops
- Has Enhanced Strength
- Has Corrupt Weapon

Thrall-Lord:
- Leads 1,000 troops
- Over 10 Thrallherds
- Enhanced Strength is doubled
- Weapon is further corrupted
- Has Demonic Armor enchanted for impossible durability

Hostmaster
- Leads 10,000 troops
- Over 10 Thrall-Lords
- Enhanced Strength is five-fold greater
- Weapon is corrupted to the extent Desecrator was to begin with
- Demonic Armor is corrupted to emanate an Aura of Domination

I feel Hostmaster is a bit much for only 100 troops, and eventually we're going to need a way to distinguish nameless lieutenants from our true generals.

If that's the case, the news about the rebels is already a few months out of date, unless longe range comms is a thing.

I'm which case I support Ardent's plan,  except for the bit about going West. Maybe send a few seducers that way though?
We could have them hitch a ride with the caravans or refugee groups. There's bound to be  several groups leaving the area due to the "raiders".
Clever, let's create two new Seducers and send them that way.
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: Kashyyk on February 12, 2019, 02:28:28 pm
We've gotta be careful with the booms, I'm not sure how much raw power a human can safely take.
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: Urist Mc Dwarf on February 12, 2019, 02:28:51 pm
So...I want to create some symbols for Klx-Dryklfx, Kreth Woemaker, and your cults. I can't do graphic design though...

So anyone who makes and submits a symbol will get one bonus. This bonus can be applied to any action or event, and will translate to roughly a 5% boost to 1 die roll.
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: Ardent Debater on February 12, 2019, 02:31:43 pm
We've gotta be careful with the booms, I'm not sure how much raw power a human can safely take.
Of course, if our thralls can't handle direct infusions, we can always enchant their armor instead.

So...I want to create some symbols for Klx-Dryklfx, Kreth Woemaker, and your cults. I can't do graphic design though...

So anyone who makes and submits a symbol will get one bonus. This bonus can be applied to any action or event, and will translate to roughly a 5% boost to 1 die roll.
I'll look into doing something in MS Paint. Does anyone have any suggestions?
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: WyrdByrd on February 12, 2019, 03:05:04 pm
For the  main cult, I was thinking of playing up the castle  as part of their livery. Maybe it emblazoned with Kix-Dryklfx's colors?
Also, made a clip-art concept of the seducer  cult symbol. Thoughts so far?
https://imgur.com/JRnSrVE (https://imgur.com/JRnSrVE)
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: Urist Mc Dwarf on February 12, 2019, 03:55:10 pm
It's interesting, but it seems more like it would be associated with Kreth. I pictured the seducers having a more...subtly symbol, since they are in hostile territory.
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: Kashyyk on February 12, 2019, 04:00:45 pm
I quite like the idea of a subtle symbol, like the Christians used tht fish symbol back in Roman times.

Maybe something like this:

>¡<
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: WyrdByrd on February 12, 2019, 04:03:18 pm
I quite like the idea of a subtle symbol, like the Christians used tht fish symbol back in Roman times.

Maybe something like this:

>¡<
Are we just limiting the seducers to underground recruitment, or will they be directly advertising their religion?
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: Kashyyk on February 12, 2019, 04:06:40 pm
Depends on how strict the current Good aligned faith is with unorthodoxy/heresy/foreign religion. In places with free religion ww can definitely be open, in other places we may have to be covert.
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: Urist Mc Dwarf on February 12, 2019, 05:38:45 pm
Generally, other religions are tolerated, as long as they accept the primacy of the Andoran orthodoxy and don't feature human sacrifice. However, the nature of your faith has led your seducers to remain hidden.
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: chubby2man on February 12, 2019, 06:41:25 pm
I quite like the idea of a subtle symbol, like the Christians used tht fish symbol back in Roman times.

Maybe something like this:

>¡<

Haha yes! +1

As for the castle, we are about average demon strength, which is probably stronger than even an arch necromancer. I think we should check it out before we expand out of the area. Otherwise I support Ardents plan.
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: Ardent Debater on February 12, 2019, 06:53:19 pm
I quite like the idea of a subtle symbol, like the Christians used tht fish symbol back in Roman times.

Maybe something like this:

>¡<

Haha yes! +1

As for the castle, we are about average demon strength, which is probably stronger than even an arch necromancer. I think we should check it out before we expand out of the area. Otherwise I support Ardents plan.
+1. I agree with the symbol, but feel we should wait until we've ransacked another 2-3 towns before investigating the castle further.
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: WyrdByrd on February 12, 2019, 07:15:59 pm
I quite like the idea of a subtle symbol, like the Christians used tht fish symbol back in Roman times.

Maybe something like this:

>¡<

Haha yes! +1

As for the castle, we are about average demon strength, which is probably stronger than even an arch necromancer. I think we should check it out before we expand out of the area. Otherwise I support Ardents plan.
+1. I agree with the symbol, but feel we should wait until we've ransacked another 2-3 towns before investigating the castle further.

 We should at least garrison a force at the  castle, to ensure nothing unwanted enters or exits it.  Investigation is optional at this stage.
Title: Re: The Rise of a Demon(Number of towns mostly burned down: 1)
Post by: Urist Mc Dwarf on February 12, 2019, 11:57:04 pm
You investigate the graveyard, seeking to determine the cause of the disturbance. You find that the bone pits in their heart have shifted, revealing something which was buried inside: a large, black metal cask, sealed shut and engraved with a variety of runes. There are very few things such a vessel could not contain. Cautiously, you probe it with your mind. The contents are almost disappointing mundane. There are some specters inside. You release them and bind them to your service, before putting the cask back. It could be useful one day.

With a dismissive wave of your hand, you raise some more skeletons and have them march out to join your army. Now, you consider how to spread fear among the populace north of you. You recall how well fear worked at Dresick, and select the 10 stealthiest soldiers, blessing them with fragments of your power. Each of them stays exactly the same in appearance, except their eyes grow darker, and their irises bigger. The effect is subtle. What is not subtle is how they move  - they walk with more grace than your average deer, and are likely just as fast as one, over short distances at least. They have also gained some minor instincts for stealth, making it easier for them to stay hidden, and an ability to sense the surface thoughts of those around them.

You dispatch them north to bring terror and death to your foes, striking wherever an opportunity presents itself.

Duthrax Soul-Render, currently a Thrallherd and certain to rise higher as your armies grow, bows respectfully as he oversees training of the second hundred. These ones are more focused on archery, with only a few regular infantry. They are already quite skilled, firing volley after volley with steady, unceasing accuracy.

The captives are put to work in the mines, given the hardest and dirtiest jobs, and improving your production. Apparently, plans are being made to sacrifice one to you with every feast, until they have all died or joined your followers in truth.

Your Doom-Seers and Seekers depart with Kreth Woemaker, intending to wreak more havoc, but in Kreth’s name and not your own. They take all your skeletons and fill out the rest of their ranks with zombies, and go looking for villages to slaughter and raise.

Meanwhile, you head north, to the town of Avar, built on a river crossing. It’s a rambling, chaotic place, not contained in the slightest by its walls, which slump in disrepair. Several waterwheels turn in the river, powering giant mills, and the docks and extensive and well-built. Here there is a stark divide, with stately, white-columned homes just a few streets away from muddy streets and flimsy shacks. The mere sight of it fills you with glee.

Soon enough you find your Seducer when you spot her sign: >¡<. Disguising yourself as one of the shepherds you ate, you enter the tavern, and spot her, calmly talking with a few men and women from behind the bar, discussing the failures of the church to protect the downtrodden. As your presence fills the room and your hand reaches out to touch her mind, her tongue grows swifter, her comments more subtle. Where people were uneasy, now they need eagerly. Of course! They therefore need to turn to some other faith…She nods, and begins serving drinks. You sit at the bar, and take in the room, noting your other cultists, one standing in front of the door, one subtly watching it, and the third in the attic, praying to you.

You go upstairs to join him, finding a simple altar. You lay down next to it and you dream. Something is different now…something has entered the dreamscape, turning what was once firm ground into thick, clinging mud. You reach out and touch a mind skilled in magic…but you cannot enter, and you only glean a few surface thoughts. Most are insignificant, but one stands out. They are traveling south, planning to investigate the rumors slowly spreading, which most dismiss as mad ramblings of drunken peasants.

Withdrawing from the dreamscape, you turn your attention to investigating the other going-ons in your cult. Kreth has grown greatly in strength, having found no significant obstacles. Some of the villagers he slaughtered have chosen to join you instead, swelling your numbers. Do you…

[] Accept them
[] Enslave them
[] Kill them

The Doom-Seers and Doom-Seekers have done better than expected. In addition to raising the 50 zombies you demanded, they accidentally made a wisp wight. They are now working to understand how to do so. However, they have been neglecting to work on their other magical skills…necromancy is a broad discipline. Should they…

[] Keep working on the wisp wights
[] Study other kinds of magic

The Hunters are still traveling north. For now, your primary concern is what to do about the mage. She is fairly skilled, and could be a dangerous threat or a useful tool. You have a few days before you need to act however…

[] Kill her
[] Convert her
[] Subvert her

Full status (http://www.bay12forums.com/smf/index.php?topic=173117.msg7920843#msg7920843)

Current Status

Name: Klx-Dryklfx

Time: 5.25 months

Physical Might: 53+6 (- 4 undead, - 6 hunters, +9 worship)

Mental Might: ] 52+6 (- 4 undead, - 6 hunters, +9 worship, -1 high-seducer)

Followers

13 Boneys, 134 thralls, 220 soldiers, 7 seducers, 26 peasants, 10 Hunters, 1 High Seducer, 14 Doom-Seekers, 2 Doom-Seers

Slaves
97 slaves

Servants

16 wisp wights, 2 brutes, 367 zombies, 79 skeletons, 50 wisp wretches, 9 weeping sores, 19 specters

Cults

The Broken
  Members: 13 Boneys, 134 thralls, 220 soldiers, 14 Doom-Seekers, 2 Doom-Seers
Slaves: 97
  Resources: 42(-20 construction, - 6 forging, + 5 looted caravans, +5/week demonic crops, +5/week iron mines )
  Power: 22 (5 spent worshipping you, 6 spent on training, 6 spent on construction, 5 spent gathering resources)
Unnamed cult
Members: 7 seducers and 24 thralls, and 26 peasants split among 8 locations, 1 high seducer
Resources: 0
Power: 8 (1 spent worshipping you, 4 spent recruiting)
Fortresses
Canord
   Strong walls (35), Deep moat (20), Thorn fences (10) Demonic crops, plentiful mines, Strong aura of domination
Champions
Kreth Woemaker
   Physical might: 9
   Mental might: 9
   Other: Magic cloak

Duthrax Soul-Render, First of the Thrall-Herds
  Physical might: 5 + 1
  Mental might: 3 + 1
  Other: Duelist, skilled commander, Herald


Kashyyk, you have one bonus.

Also, do you guys have any feedback for my writing?
Title: Re: The Rise of a Demon(Number of random wizards: 1)
Post by: Ardent Debater on February 13, 2019, 12:53:03 am
Urist Mc Dwarf, I say this without the slightest hesitation or reservation, you are a phenomenally talented writer, and it is a deep pleasure to partake of your work.

Now then, in response to the prompts:

- If mortals choose to Accept their place as our Thralls, it is only fitting we welcome them with open arms.
- The Doom-Seers and Doom-Seekers were intended to animate the masses of our slain foes, and it is only fitting that they focus their efforts on the Wisp Wights.
- A trained wizard will be a significant asset to our Cult, and one we should seize immediately. Considering that with the aid of Desecrator we are as mentally mighty as no less than fifty-eight mere men, we should face minimal difficulty in shattering her mental wards and thoroughly corrupting her soul, in person if need be.

Our nefarious schemes are coming along quite nicely, and I see no reason we shouldn't continue as we have.

- Allow Kreth Woemaker to continue razing (and raising) the villages surrounding the ruins of Canord.
- Personally assist the High Seducer in corrupting the souls of those in Avar, focusing on the soldiery and local drunks, as before.
- Command the Thralls and Slaves to continue bolstering Canord's defenses with a focus on deepening the moat, while we pour any otherwise leaked Evil into corrupting the wall of thorns as we did with the crops, ideally with grasping hooks, gnawing maws, and eerily glowing eyes.
- Send two freshly-corrupted Seducers to sow discontent in two more townships, by encouraging rebellious hedonism.
Title: Re: The Rise of a Demon(Number of random wizards: 1)
Post by: Kashyyk on February 13, 2019, 02:39:29 am
I would not have thought that >¡< would be worth a bonus,  but thank you!

I will spend that bonus on any action that involves converting the wizard to our cult. An actually skilled mage like her will be invaluable.
Title: Re: The Rise of a Demon(Number of random wizards: 1)
Post by: chubby2man on February 13, 2019, 07:14:40 am
Urist Mc Dwarf, I say this without the slightest hesitation or reservation, you are a phenomenally talented writer, and it is a deep pleasure to partake of your work.

Now then, in response to the prompts:

- If mortals choose to Accept their place as our Thralls, it is only fitting we welcome them with open arms.
- The Doom-Seers and Doom-Seekers were intended to animate the masses of our slain foes, and it is only fitting that they focus their efforts on the Wisp Wights.
- A trained wizard will be a significant asset to our Cult, and one we should seize immediately. Considering that with the aid of Desecrator we are as mentally mighty as no less than fifty-eight mere men, we should face minimal difficulty in shattering her mental wards and thoroughly corrupting her soul, in person if need be.

Our nefarious schemes are coming along quite nicely, and I see no reason we shouldn't continue as we have.

- Allow Kreth Woemaker to continue razing (and raising) the villages surrounding the ruins of Canord.
- Personally assist the High Seducer in corrupting the souls of those in Avar, focusing on the soldiery and local drunks, as before.
- Command the Thralls and Slaves to continue bolstering Canord's defenses with a focus on deepening the moat, while we pour any otherwise leaked Evil into corrupting the wall of thorns as we did with the crops, ideally with grasping hooks, gnawing maws, and eerily glowing eyes.
- Send two freshly-corrupted Seducers to sow discontent in two more townships, by encouraging rebellious hedonism.

I like these actions, though I do think we should reconsider on sending Kreth on missions that’ll allow him to gather strength to surpass us. If we train him to be a better fighter than us, it will probably be inevitable that he will turn. Demons aren’t known for loyalty.

Urist, can we get a couple locations we could target next (towns, forts, and/or holy places)?
Also, your writing is great, you do a good job of creating atmosphere and communicating details. Keep it up!
Title: Re: The Rise of a Demon(Number of random wizards: 1)
Post by: WyrdByrd on February 13, 2019, 08:11:42 am
Quote
Allow Kreth Woemaker to continue razing (and raising) the villages surrounding the ruins of Canord.

We should call him back sooner rather than later. Given that he's already managed to  influence our seekers, another form of tutelage would better serve them.  If the mage is corrupted, call the  Doom-Seers back.  Having them learn from a trained professional would provide a more
 mortal-accessible (and controllable) path to necromancy.
Title: Re: The Rise of a Demon(Number of random wizards: 1)
Post by: King Zultan on February 13, 2019, 08:46:09 am
Urist Mc Dwarf, I say this without the slightest hesitation or reservation, you are a phenomenally talented writer, and it is a deep pleasure to partake of your work.

Now then, in response to the prompts:

- If mortals choose to Accept their place as our Thralls, it is only fitting we welcome them with open arms.
- The Doom-Seers and Doom-Seekers were intended to animate the masses of our slain foes, and it is only fitting that they focus their efforts on the Wisp Wights.
- A trained wizard will be a significant asset to our Cult, and one we should seize immediately. Considering that with the aid of Desecrator we are as mentally mighty as no less than fifty-eight mere men, we should face minimal difficulty in shattering her mental wards and thoroughly corrupting her soul, in person if need be.

Our nefarious schemes are coming along quite nicely, and I see no reason we shouldn't continue as we have.

- Allow Kreth Woemaker to continue razing (and raising) the villages surrounding the ruins of Canord.
- Personally assist the High Seducer in corrupting the souls of those in Avar, focusing on the soldiery and local drunks, as before.
- Command the Thralls and Slaves to continue bolstering Canord's defenses with a focus on deepening the moat, while we pour any otherwise leaked Evil into corrupting the wall of thorns as we did with the crops, ideally with grasping hooks, gnawing maws, and eerily glowing eyes.
- Send two freshly-corrupted Seducers to sow discontent in two more townships, by encouraging rebellious hedonism.
+1
Title: Re: The Rise of a Demon(Number of random wizards: 1)
Post by: Ardent Debater on February 13, 2019, 10:03:18 am
I like these actions, though I do think we should reconsider on sending Kreth on missions that’ll allow him to gather strength to surpass us. If we train him to be a better fighter than us, it will probably be inevitable that he will turn. Demons aren’t known for loyalty.

Make no mistake, I'm as paranoid of betrayal on Kreth Woemaker's part as any one of you, but he's at less than a sixth of our strength and intellect, and I feel he will better serve us with roughly 12/12 stats. Let me clarify, I don't intend to allow him to continue marauding with reckless abandon, only enough to get to a bare minimum of competence as a reward for his recent accomplishments and after this month, I suggest we reassign him to overseeing the Thralls and forging Artifacts as before.

Quote
Allow Kreth Woemaker to continue razing (and raising) the villages surrounding the ruins of Canord.

We should call him back sooner rather than later. Given that he's already managed to  influence our seekers, another form of tutelage would better serve them.  If the mage is corrupted, call the  Doom-Seers back.  Having them learn from a trained professional would provide a more
 mortal-accessible (and controllable) path to necromancy.
I agree, with the caveat we move both the Doom-Seers and Doom-Seekers.
Title: Re: The Rise of a Demon(Number of random wizards: 1)
Post by: WyrdByrd on February 13, 2019, 10:07:38 am
 Fine by me.
Title: Re: The Rise of a Demon(Number of random wizards: 1)
Post by: Ardent Debater on February 13, 2019, 10:15:47 am
Fine by me.
In the future, do you think we should go for a quality or quantity approach in our minions? I'm leaning toward budget bin cult legions led by a handful of blessed(cursed?) warriors reinforced by masses of undead fodder, with the occasional squad of heavy hitting mutants, but that's more for the ease Necromancers can generate zombie/skeleton spam than any preference on my part.
Title: Re: The Rise of a Demon(Number of random wizards: 1)
Post by: WyrdByrd on February 13, 2019, 10:51:29 am
Quote
n the future, do you think we should go for a quality or quantity approach in our minions? I'm leaning toward budget bin cult legions led by a handful of blessed(cursed?) warriors reinforced by masses of undead fodder, with the occasional squad of heavy hitting mutants, but that's more for the ease Necromancers can generate zombie/skeleton spam than any preference on my part.
To be honest, it would depend on the army. The legion we've got at the moment seems to be working well against  village militias,  but a more organized force might give us some trouble. Plus, due to the prevalence of "Good" churches, its highly likely some of our later foes may have  cleric/paladin analogues, which would wreak havoc on our undead.  We can keep the current set-up at the moment, but here's how I'd like to organize the soldiers over time:
- Squads of 10: 9 regulars, and an Overseer (roughly equivalent to a sergeant), chosen  based on loyalty,  fighting skill, and leadership. Once we get more powerful, distributing minor boons might come into play.  Overseers will report to Thrallherds.
-  At least one  Godslayer unit: Anti-divine shock troops drawn from the most zealous of our cultist base. Should be trained to operate  as a group, the basics of clerical tactics( e.g: What this symbol means, what god it belongs to, what its priests do, and how to kill them.).  Mutants would probably be helpful in this role, plus whatever
Fleshmelders: Due to our experience in mutations,  training a group of mages skilled in this power would benefit us.  Could fill a support/ recruitment base, acting as both medics  and mutators.

As for the seduction cult, we should try to keep things as decentralized as possible.  Unless the tolerance of the country's faith changes, they'll have to be underground. Though  we can roust mobs of influenced people when things need breaking, the mainstay of the seducers should be some of our surgical strikers. Creating some more Bonies might serve them well, or finding a way to modify our Hunters further.
Title: Re: The Rise of a Demon(Number of random wizards: 1)
Post by: Ardent Debater on February 13, 2019, 11:22:24 am
Quote
n the future, do you think we should go for a quality or quantity approach in our minions? I'm leaning toward budget bin cult legions led by a handful of blessed(cursed?) warriors reinforced by masses of undead fodder, with the occasional squad of heavy hitting mutants, but that's more for the ease Necromancers can generate zombie/skeleton spam than any preference on my part.
To be honest, it would depend on the army. The legion we've got at the moment seems to be working well against  village militias,  but a more organized force might give us some trouble. Plus, due to the prevalence of "Good" churches, its highly likely some of our later foes may have  cleric/paladin analogues, which would wreak havoc on our undead.  We can keep the current set-up at the moment, but here's how I'd like to organize the soldiers over time:
- Squads of 10: 9 regulars, and an Overseer (roughly equivalent to a sergeant), chosen  based on loyalty,  fighting skill, and leadership. Once we get more powerful, distributing minor boons might come into play.  Overseers will report to Thrallherds.
-  At least one  Godslayer unit: Anti-divine shock troops drawn from the most zealous of our cultist base. Should be trained to operate  as a group, the basics of clerical tactics( e.g: What this symbol means, what god it belongs to, what its priests do, and how to kill them.).  Mutants would probably be helpful in this role, plus whatever
Fleshmelders: Due to our experience in mutations,  training a group of mages skilled in this power would benefit us.  Could fill a support/ recruitment base, acting as both medics  and mutators.

As for the seduction cult, we should try to keep things as decentralized as possible.  Unless the tolerance of the country's faith changes, they'll have to be underground. Though  we can roust mobs of influenced people when things need breaking, the mainstay of the seducers should be some of our surgical strikers. Creating some more Bonies might serve them well, or finding a way to modify our Hunters further.

I agree on each count but I think we should call Overseers High Thralls to keep the Thrall naming scheme going, if nothing else. I think we should into making the Boney's status a transmissible, actively corrupting disease like some sort of less extreme, infectious ghouldom for the returns we'll get on the cost, and the deleterious effect on the enemy's peasantry if an epidemic breaks out. I feel we should try to match the Andorian Empire's human forces as much as possible, then surpass them through corrupting ends instead of destroying the system entirely like previous Demons, if only because cultist fodder don't really care about holy blessings, banishment, or the various smite [INSERT_EVIL] chants.
Title: Re: The Rise of a Demon(Number of random wizards: 1)
Post by: WyrdByrd on February 13, 2019, 11:37:09 am
Ideally, we could exploit the faith  the Andorians have within their religion. As we saw from our current conquest, there's an inherent trust in the Church. even if we don't overtake it completely, shattering that trust would further destabilize the region, potentially opening up more avenues of influence.
Title: Re: The Rise of a Demon(Number of random wizards: 1)
Post by: Urist Mc Dwarf on February 13, 2019, 10:34:41 pm
As you prepare to break the wizard, an idle thought flits through your mind. What are some good targets for your cult? The two closest town to Canord are Avar, where you currently are, and Henord Crossing. There is something of a rivalry in between the two. The villages in between are largely owned by the Lord Southbend, who rules from Castle Southbend, a little further to the north, built where the two rivers almost merge before splitting again. It’s quite a bit larger than Avar or Canord, and is frequently visited by traders.

But enough of such idle thoughts. You have a wizard to convert. As she leaves with the dawn, you follow her, carefully skulking in the shadows and remaining hidden from her eyes and her more…esoteric senses. When she stops to at about midday, that is when you strike. Unfortunately, you missed a ward of some kind she set up, and lightning arcs into your flesh. If you were a mortal, that would have almost certainly killed you. But you are not, and so as she turns and starts to stammer out a spell, eyes wide with horror, you grab her head and force it into you. Whirls of darkness assault her soul, her essence, her thoughts and memories. Claws made of your hatred and lust for power rip at bulwarks of identity, and a long and exhausting struggle ensues. If you were simply trying to break her, this would be simple. But instead it is painful work, and she manages to mount several counterattacks before you gain enough of a foothold to rewrite memories. And then it is a simple task to make her recall being your loyal follower from birth.

You step back, panting with exertion. The wizard rises from the ground, her eyes slightly glazed. Her head lolls to one side. “Master…” she pants. You command her to go south, to teach your followers, and send word that she is coming. Then you begin to stagger back to Avar. Once you reach there, you slip into the attic, and begin to lend your aid to the Seducer. Given your state of exhaustion, you cannot do as much as you would have liked, but your Seducer does well enough anyway. More people start coming to hear her speak, and some begin offering donations to help fund her “church.” More people start coming upstairs and swearing to you as well, including a pair of guards from the wealthier side of town. The Seducer’s Sign begins popping up here and there, carved into the eaves of a roof or scratched onto a cobblestone.

The other Seducers, perhaps spurred on by the success of the High Seducer, work frantically to gain new recruits as well, and several more join, although no one of importance.

Most of your attention is in Avar however. You pick two of her followers who won’t be missed, and turn them into Seducers as well, before giving them instructions to find new territory to begin corrupting.

While this goes on, your Hunters arrive. For now, they begin picking off the occasional merchant, leaving the corpses scattered in grisly displays. The response is swift – nearly 50 guards begin hunting them, with crossbows, axes, and support from two priests. They are competent and efficient, and your Hunters begin to slow their attacks. But they think there is an opportunity to strike inside the town, with so many of its professional guards outside.

As evil energy continues to leak from your form, you direct it towards Canord, hoping to further corrupt the thorns. Desecrator proves an excellent tool for this, and the thorn barricade grow tall and thick enough to rival Canord’s walls, their barbed points dripping with venom. Some of the thorns have grown as well, turning into massive things nearly a foot long.  There is neither crack nor seam in the horrible barrier, but when one who follows you approaches, the thorns pull away, although the long thorns tend to dangle just above their heads.

The Doom-Seers and Seekers continue to experiment with raising wisp wights, and they have some success. They managed to replicate the process, however, doing it deliberately is slow, costs resources, and requires use of both a zombie and a specter. The wizard arrives, and wants to know what she should teach them first. Her mind has mostly recovered, but she knows nothing of how to use Evil in magic.

Meanwhile, Kreth continues his rampages. However, by now he has exhausted every nearby village, and he does not wish to go too far. Only a few random farmers join your undead ranks.
The construction goes well, however, anything further will require experts or doing something new like building additional walls or creating traps. The forging ceases, and your smiths and artisans wonder if you have any projects for them. And in Avar, once more you hear word of an oncoming threat…an order of priest militants called the Spears of Cavana, a god of knighthood has heard word of the “desert raiders” who use terrible monsters in battle, and they have sent some of their knights to investigate. Numbers range from fifty to two thousand – you have heard no reliable reports of anything other than that they are coming.

Full status (http://www.bay12forums.com/smf/index.php?topic=173117.msg7920843#msg7920843)

Current Status

Name: Klx-Dryklfx

Time: 5.5 months

Physical Might: 60+6 (- 2 injuries, -3 thorns, + 12 worship

Mental Might: ] 52+6 (- 10 grappling with a soul, -2 thorns, + 12 worship)

Followers

13 Boneys, 92 thralls, 280 soldiers, 9 seducers, 65 peasants, 2 guards, 10 Hunters, 1 High Seducer, 14 Doom-Seekers, 2 Doom-Seers, 1 mage

Slaves
95 slaves

Servants

17 wisp wights, 2 brutes, 372 zombies, 79 skeletons, 50 wisp wretches, 9 weeping sores, 18 specters

Cults

The Broken
  Members: 13 Boneys, 68 thralls, 280 soldiers, 14 Doom-Seekers, 2 Doom-Seers, 1 mage
Slaves: 97
  Resources: 37(-30 construction,-15 raising a wisp wight, +5/week demonic crops, +5/week iron mines )
  Power: 22 (5 spent worshipping you, 6 spent on training, 6 spent on construction, 5 spent gathering resources)
Unnamed cult
Members: 9 seducers and 24 thralls, and 36 peasants split among 7 locations, 1 high seducer, 29 peasants, and 2 soldiers
Resources: 0
Power: 10 (3 spent worshipping you, 4 spent recruiting)
Fortresses
Canord
   Strong walls (45), Deep moat (25), Thorn Wall (20) Demonic crops, plentiful mines, Strong aura of domination
Champions
Kreth Woemaker
   Physical might: 14
   Mental might: 14
   Other: Magic Cloak

Duthrax Soul-Render, First of the Thrall-Herds
  Physical might: 5 + 1
  Mental might: 3 + 1
  Other: Duelist, skilled commander, Herald


The symbol competion is till open for you, Kreth Woemaker, and the Boneys.
Title: Re: The Rise of a Demon(Number of corrupted random wizards: 1)
Post by: WyrdByrd on February 13, 2019, 10:39:45 pm
Quote
The symbol competion is till open for you, Kreth Woemaker, and the Boneys.
Would my previous submission work for Kreth?  Also, what  magic does the mage know at the moment?
Title: Re: The Rise of a Demon(Number of corrupted random wizards: 1)
Post by: Urist Mc Dwarf on February 13, 2019, 10:46:11 pm
Yes. And she knows a fair bit about dreams and wards - those are her specialties. She is also quite skilled at detection related magic - both casting it and countering it. Other than that, she knows a smattering of other spells, like creating lights, summoning fire, and similar things.
Title: Re: The Rise of a Demon(Number of corrupted random wizards: 1)
Post by: Ardent Debater on February 13, 2019, 11:29:13 pm
Yes. And she knows a fair bit about dreams and wards - those are her specialties. She is also quite skilled at detection related magic - both casting it and countering it. Other than that, she knows a smattering of other spells, like creating lights, summoning fire, and similar things.
Can we get an approximate Physical and Mental score?
Title: Re: The Rise of a Demon(Number of corrupted random wizards: 1)
Post by: Urist Mc Dwarf on February 13, 2019, 11:35:03 pm
Physical: 0.5

Mental: 4.5 maybe.

She will get a little stronger as damage from you forcibly corrupting her fades.
Title: Re: The Rise of a Demon(Number of corrupted random wizards: 1)
Post by: Ardent Debater on February 14, 2019, 12:36:31 pm
Physical: 0.5

Mental: 4.5 maybe.

She will get a little stronger as damage from you forcibly corrupting her fades.
Thank you for clarifying.

I feel that Kreth Woemaker is more than strong enough at this point, and our defenses have reached the point we can safely consolidate our territorial gains. That said, if we want to meet our deadline we'll need to hasten our current rate of expansion. All things considered, here is my plan for the next month:

- Our High Seducer has more than recouped the investment we've spent, and our power is such that we would be foolish not to invest our leakage in more. The Unnamed Cult, which I dub the Ceaseless Consumption will continue recruitment at its current pace. However, we shall send a dream to each of the Seducers scattered throughout the townships, that any who manage to convert no less than twenty men in the span of one month will receive an immediate promotion.
- Next, the Mage we've converted will teach the Doom-Seers and Doom-Seekers the ins-and-outs of Warding, while the Doom-Seers teach her the ins-and-outs of Necromancy. Once both sides have learned the basics of each other's disciplines, they will cooperate to reverse-engineer Necromantic Wards. If the Mage manages to teach the Doom-Seers and Doom-Seekers within a month's time, she will receive 1 Mental Boon equivalent to a Doom-Seeker's, and become a champion, dubbed Lurrothel, Weaver of Nightmares.
- It is clear to me that our Thralls in the ruins of Canord are of no use as they are, so Duthrax Soul-Render will be tasked with training them into Soldiers, with the understanding that once he manages 1,000 he shall receive an additional boon of Might, further sword corruption, and a gift of demonic armor. I have no doubts this won't go off perfectly, but all the same, make it clear our wrath will be incurred should he fail, and allow him to sleep on that.
- Kreth Woemaker and the Artisans desire a new task, and we shall give it to them. Kreth Woemaker is to teach the Artisans how to apply Evil to their works, and then lead them in the further corruption of the temple in the ruins of Canord. If need be, Kreth Woemaker is to gift those who show no capacity for the manipulation of Evil, the inestimable boon of Necromancy as it applies to artifice.
- The Spears of Cavana are a minor concern, so to delay their approach, we will spread rumors that the Rebellion is openly wielding Necromancy and burning shrines in the name of a fictitious Necromancer named Yol'Thoh the Brazen. If remotely possible, we'll send dreams to the Rebellion, encouraging them to embrace any means of achieving victory, no matter how wisely forbidden, corrupting, or Evil it may be.
- Lastly, if we have any leftover time we will personally spread corruption in villages near Avar and if successful, encourage the Peasants to immigrate to Canord and take on become Thralls. Those who lack magical talent will join the Soldier-Thralls and those who possess it will join the Doom-Seekers until such time as they have earned the right to be called Doom-Seer.
Title: Re: The Rise of a Demon(Number of corrupted random wizards: 1)
Post by: WyrdByrd on February 14, 2019, 01:57:33 pm
Physical: 0.5

Mental: 4.5 maybe.

She will get a little stronger as damage from you forcibly corrupting her fades.
Thank you for clarifying.

I feel that Kreth Woemaker is more than strong enough at this point, and our defenses have reached the point we can safely consolidate our territorial gains. That said, if we want to meet our deadline we'll need to hasten our current rate of expansion. All things considered, here is my plan for the next month:

- Our High Seducer has more than recouped the investment we've spent, and our power is such that we would be foolish not to invest our leakage in more. The Unnamed Cult, which I dub the Ceaseless Consumption will continue recruitment at its current pace. However, we shall send a dream to each of the Seducers scattered throughout the townships, that any who manage to convert no less than twenty men in the span of one month will receive an immediate promotion.
- Next, the Mage we've converted will teach the Doom-Seers and Doom-Seekers the ins-and-outs of Warding, while the Doom-Seers teach her the ins-and-outs of Necromancy. Once both sides have learned the basics of each other's disciplines, they will cooperate to reverse-engineer Necromantic Wards. If the Mage manages to teach the Doom-Seers and Doom-Seekers within a month's time, she will receive 1 Mental Boon equivalent to a Doom-Seeker's, and become a champion, dubbed Lurrothel, Weaver of Nightmares.
- It is clear to me that our Thralls in the ruins of Canord are of no use as they are, so Duthrax Soul-Render will be tasked with training them into Soldiers, with the understanding that once he manages 1,000 he shall receive an additional boon of Might, further sword corruption, and a gift of demonic armor. I have no doubts this won't go off perfectly, but all the same, make it clear our wrath will be incurred should he fail, and allow him to sleep on that.
- Kreth Woemaker and the Artisans desire a new task, and we shall give it to them. Kreth Woemaker is to teach the Artisans how to apply Evil to their works, and then lead them in the further corruption of the temple in the ruins of Canord. If need be, Kreth Woemaker is to gift those who show no capacity for the manipulation of Evil, the inestimable boon of Necromancy as it applies to artifice.
- The Spears of Cavana are a minor concern, so to delay their approach, we will spread rumors that the Rebellion is openly wielding Necromancy and burning shrines in the name of a fictitious Necromancer named Yol'Thoh the Brazen. If remotely possible, we'll send dreams to the Rebellion, encouraging them to embrace any means of achieving victory, no matter how wisely forbidden, corrupting, or Evil it may be.
- Lastly, if we have any leftover time we will personally spread corruption in villages near Avar and if successful, encourage the Peasants to immigrate to Canord and take on become Thralls. Those who lack magical talent will join the Soldier-Thralls and those who possess it will join the Doom-Seekers until such time as they have earned the right to be called Doom-Seer.

I agree with points 1-4, but  if we are to engage in deception, we should commit to it wholeheartedly. Have the villages  who join with us burn their settlements  to the ground, and  mark the ruins with "Yol'Thoh's" symbol:
https://imgur.com/5Zaxuxl.  Most of the members of the group are most likely  foreign to the region,  and would hardly know the truth even if we told them. As it is doubtful that  all of the villagers will join, even when coerced, their corpses  will add credence to this theory. 
 If my symbol counts for an extra action, I'd like to spend it on securing our hold in Avar. How would you describe the mindset of the people?
Title: Re: The Rise of a Demon(Number of corrupted random wizards: 1)
Post by: Kashyyk on February 14, 2019, 02:59:28 pm
As a Demon of Evil, we obviously gain power from suffering but I was wondering if we could get more from embodying the Deadly Sins. They do, after all, represent all Evil.

Pride - Our plan to conquer the world's definitely counts, but we haven't been overtly prideful yet I don't think
Greed - I'd say we're pretty solid on this
Gluttony - We're definitely consuming, but I'm not sure if it's to excess or not
Wroth - Everything has gone fairly well so far, so we've not had much opportunity for this
Sloth - We haven't really done this one either
Envy - Again, not had much opportunity for this
Lust - We haven't even thought about this

Whilst I'm not suggesting that we just laze around with a bunch of concubines all day,  but if we can implement and develop plans to fit these I think we'll be well on our way to proper demongood.

Speaking of plans, I approve of Ardent's plan.
Title: Re: The Rise of a Demon(Number of corrupted random wizards: 1)
Post by: Urist Mc Dwarf on February 14, 2019, 03:04:33 pm
The deadly sins are a good guideline for is something evil, but embodying them doesn't necessarily give you more power.
Title: Re: The Rise of a Demon(Number of corrupted random wizards: 1)
Post by: Ardent Debater on February 14, 2019, 03:31:02 pm
I agree with points 1-4, but  if we are to engage in deception, we should commit to it wholeheartedly. Have the villages  who join with us burn their settlements  to the ground, and  mark the ruins with "Yol'Thoh's" symbol:
https://imgur.com/5Zaxuxl.  Most of the members of the group are most likely  foreign to the region,  and would hardly know the truth even if we told them. As it is doubtful that  all of the villagers will join, even when coerced, their corpses  will add credence to this theory. 
 If my symbol counts for an extra action, I'd like to spend it on securing our hold in Avar. How would you describe the mindset of the people?
I see your point, but we don't want the Spears of Cavana to investigate the region we're in. I'm suggesting that we spread rumors of the Rebellion using Necromancy now, and actually corrupt a handful into using it, if need be with a negligible amount of our Mental power next month. Maybe we'll even have a minor champion named Yol'Thoh, simply to throw them off further.

As a Demon of Evil, we obviously gain power from suffering but I was wondering if we could get more from embodying the Deadly Sins. They do, after all, represent all Evil.

Pride - Our plan to conquer the world's definitely counts, but we haven't been overtly prideful yet I don't think
Greed - I'd say we're pretty solid on this
Gluttony - We're definitely consuming, but I'm not sure if it's to excess or not
Wroth - Everything has gone fairly well so far, so we've not had much opportunity for this
Sloth - We haven't really done this one either
Envy - Again, not had much opportunity for this
Lust - We haven't even thought about this

Whilst I'm not suggesting that we just laze around with a bunch of concubines all day,  but if we can implement and develop plans to fit these I think we'll be well on our way to proper demongood.

Speaking of plans, I approve of Ardent's plan.
I think we should go full tilt into Pride and Greed, as our primary motivation is regaining our previous standing.

The deadly sins are a good guideline for is something evil, but embodying them doesn't necessarily give you more power.
I see, but where would a demon be without needless edginess for the aesthetic value?
Title: Re: The Rise of a Demon(Number of corrupted random wizards: 1)
Post by: Urist Mc Dwarf on February 14, 2019, 03:55:35 pm
True enough. You do definitely get bonuses for sufficiently demonic or awesome actions...Like the Desecrator Ritual or the thing with the priest.
Title: Re: The Rise of a Demon(Number of corrupted random wizards: 1)
Post by: Ardent Debater on February 14, 2019, 04:17:27 pm
True enough. You do definitely get bonuses for sufficiently demonic or awesome actions...Like the Desecrator Ritual or the thing with the priest.
I was honestly surprised the ritual was enough to corrupt the sword on its own, I was convinced we'd have to repeat the process several times.
Title: Re: The Rise of a Demon(Number of corrupted random wizards: 1)
Post by: WyrdByrd on February 14, 2019, 05:18:39 pm
With the extra action from the symbol, I propose we leave a gift on our way out.   Using the worms, insects, and other vermin that crawl within the mud,  a new  creature shall haunt the streets of Avar.  Though they are by no means mighty, these Worms of Avarice shall have a gift unlike  our other creations:  serving as both a channel and an amplifier for possessive and envious  thoughts and dreams.  With the current tensions as they are, coupled with the disappearances of the surrounding communities,  conflict between the two sides  is inevitable.  Ideally,  the Worms will make such practitioners  more willing to  serve us, knowingly or otherwise.
Title: Re: The Rise of a Demon(Number of corrupted random wizards: 1)
Post by: Ardent Debater on February 14, 2019, 05:37:05 pm
With the extra action from the symbol, I propose we leave a gift on our way out.   Using the worms, insects, and other vermin that crawl within the mud,  a new  creature shall haunt the streets of Avar.  Though they are by no means mighty, these Worms of Avarice shall have a gift unlike  our other creations:  serving as both a channel and an amplifier for possessive and envious  thoughts and dreams.  With the current tensions as they are, coupled with the disappearances of the surrounding communities,  conflict between the two sides  is inevitable.  Ideally,  the Worms will make such practitioners  more willing to  serve us, knowingly or otherwise.
Nice.
Title: Re: The Rise of a Demon(Number of corrupted random wizards: 1)
Post by: Urist Mc Dwarf on February 14, 2019, 11:53:09 pm
Recovering from your injuries, you turn your attention to furthering the corruption within Avar. Summoning hordes of creeping vermin to you, you then proceed to mutate them together. Chitin stretches, legs retract, and heads and stomachs merge as the thousands of insects turn into seven worms, each as thick as a rope and as long as a man. They are weak physically, and simply enough to kill – their only defenses are stealth and evasion. But the brains of the insects run up and down their bodies, all not directly concerned with movement dedicated to producing an aura that will generate and amplify envy and malice. You also modify the creatures to feed off those sensations, in much the way you do, although they are less dependent on it. You release them, setting them to circulate throughout town.

The initial flood of recruitment has slowed somewhat in Avar, even with the best efforts of you, the High Seducer, and the Worms of Avarice. The rumors of the Spears of Cavana arriving has prevented most from wishing to show their allegiance to any group which defies the establishment. Many still attend her meetings, but now they propose delay instead of action. However, you can sense the growing tensions in town, and an undercurrent of resentment begins to grow. No one is angry enough to do anything radical…yet. You are certain that if not for those damnable rumors, half the town would be in your cult and the other half would be at war.

So to attempt to prevent the Spears from making trouble for you, you send whispers up and down the river. People discuss the claim that a necromancer has arisen, that the Angelhide Banner has been found, and a thousand other dread rumors, which begin to feed off each other. You are uncertain how effective this will prove however.
Of course, if there is any truth to the rumors, they will be stronger. And so you send distant dreams to the rebels. Snow blankets their land, and thousands freeze or starve, as the defiant warriors are besieged in their strongholds. They whisper of the suffering every delay inflicts, of the coming reinforcements, and of how they are sure there is some way to level the playing field…the dwarves held the empire for centuries, our ancestors for decades…”Surely,” they murmur, “there must be a way.” And some begin seeking this way, opening forbidden tomes and speaking with vile spirits.

Outside Avar, the Ceaseless Consumption continues their labors. But not a single one makes an impression – the fear of the Spears is even stronger further north, closer to their stronghold – and few join them. One Seducer, eager for a boon and apparently spurred on by a rivalry with several others, gets too reckless, and is slaughtered in a lynch mob. Her followers escape however, and flee southwards.

Working to corrupt the peasants outside Avar goes little better. Torn between two sets of terrifying rumors, they are like frightened rabbits, and simply huddle down and hope that no one will notice them. The Hunters try to help them make a decision, but the soldiers march to protect the peasants, and they are forced to withdraw. So they attack the temple instead, slaughtering a dozen priests before withdrawing.

In Canord, things are proceeding much better. Duthrax notes that he cannot train many more without further recruits, but he will do what he can to gain more soldiers for you. He makes several careful raids with picked men, surrounding villages picked at random and fairly distant from Canord, and returns with a few dozen captives each time, who soon succumb to the aura of domination and swear to you, joining in the twisted feasts without a second thought, often eating the butchered flesh of people they grew up with without hesitation.
Meanwhile, Lurrothel the Nightmare Weaver makes steady progress. She picks up the basic principle of necromancy fairly easy, though your Doom-Seers and Seekers have a harder time comprehending wards. They can make basic ones, but nothing particularly impressive. Still, she sets them to establishing wards along the walls of Canord, while she turns her attention to the thorn wall, carefully coaxing it to expand towards Canord and beginning to form a magical maze out of it. She also comes up with a spell based off the basic fireball most mages know, but fueled by evil. This spell, instead of making a brief burst of flame which vanishes in seconds, creates a lingering purple hell-flame. She accepts your boon with shuddering ecstasy, as her spell casting capability grows greater still.
Kreth does not perform as well. Actively infusing Evil into something is difficult work, and he is not a particularly skilled teacher. After he bites the head off of one artisan and smears his blood into a demonic sigil all over the floor of the temple, the others collectively realize the Nightmare Weaver needs supplies for her magic, and find elsewhere to be.
However, the news about the Spears grows worse and worse as you learn more about them. They are a powerful military force: A full four hundred are marching southwards. Two hundred knights, one hundred archers, fifty war priests and fifty regular swordsmen are all heading directly to you, and they will be at Canord in a month. There weapons are blessed, and they chant holy prayers as they march to war. They will be a difficult foe to fight on the field of battle, and if you hunker down in Canord, they will not be able to enter, but you will soon find yourself facing an army. You must prepare…but how?

Full status (http://www.bay12forums.com/smf/index.php?topic=173117.msg7920843#msg7920843)

 Current Status

Name: Klx-Dryklfx

Time: 5.75 months

Physical Might: 66+6 (-4 corruption, -3 dreams, -2 worms, +14 worship, + 1 slaughter)

Mental Might: ] 61+6 (-3 corruption, -3 dreams, -2 worms, +16 worship, + 1 slaughter)

Followers

13 Boneys, 39 thralls, 403 soldiers, 8 seducers, 69 peasants, 2 guards, 10 Hunters, 1 High Seducer, 14 Doom-Seekers, 2 Doom-Seers

Slaves
94 slaves

Servants

17 wisp wights, 2 brutes, 372 zombies, 79 skeletons, 50 wisp wretches, 9 weeping sores, 18 specters, 7 worms of avarice

Cults

The Broken
  Members: 13 Boneys, 15 thralls, 403 soldiers, 14 Doom-Seekers, 2 Doom-Seers
  Slaves: 94
  Resources: 47(-10 helping the mage,- 20 outfitting soldiers +5/week demonic crops, +5/week iron mines )
  Power: 22 (5 spent worshipping you, 6 spent on training, 6 spent on construction, 5 spent gathering resources)

The Ceaseless Consumption
  Members: 8 seducers and 24 thralls, and 37 peasants split among 8 locations, 1 high seducer, 32 peasants, and 2 soldiers
  Resources: 0
  Power: 10 (3 spent worshipping you, 4 spent recruiting)

Fortresses
Canord
   Strong walls (45), Deep moat (25), Thorn Wall (20), Weak wards(10), Demonic crops, plentiful mines, Strong aura of domination

Champions
Kreth Woemaker
   Physical might: 14
   Mental might: 14
   Other: Magic cloak

Duthrax Soul-Render, First of the Thrall-Herds
  Physical might: 5 + 1
  Mental might: 3 + 1
  Other: Duelist, skilled commander, Herald

Lurrothel, Weaver of Nightmares
  Physical might: 1
  Mental might: 6
  Other: Necromancer, skilled at wards and dream magic


Man, the dice did not like you this update.
Title: Re: The Rise of a Demon(Number of corrupted random wizards: 1)
Post by: WyrdByrd on February 15, 2019, 12:19:11 am
We might want to start working on that Godslayer unit....
Title: Re: The Rise of a Demon(Number of corrupted random wizards: 1)
Post by: Ardent Debater on February 15, 2019, 12:55:24 am
Hmm... Are the Knights mounted?
Title: Re: The Rise of a Demon(Number of corrupted random wizards: 1)
Post by: Urist Mc Dwarf on February 15, 2019, 01:09:33 am
Yes... I feel like that’s implied by the word knight.
Title: Re: The Rise of a Demon(Number of corrupted random wizards: 1)
Post by: Ardent Debater on February 15, 2019, 02:17:12 am
Yes... I feel like that’s implied by the word knight.
Historically, some poorer Knights fought on foot but I should've assumed.
Title: Re: The Rise of a Demon(Number of corrupted random wizards: 1)
Post by: Kashyyk on February 15, 2019, 02:44:40 am
We must look toward the defence of Canord:

- The walls will be improved with a set of temporary Hoardings (https://en.m.wikipedia.org/wiki/Hoarding_(castle)) to improve survivability of the defenders
- All our undead servants will be buried in hidden, shallow graves beyond the walls. This way we have a concealed force that can strike from unexpected angles
- Lurrothel the Nightmare Weaver and the other magic users will continue to ward the walls
- Our Artisans will ensure a plentiful supply of ranged ammunition and weapons for all defenders, be they bows, crossbows, arrows, bolts or javelin.
- Duthrax Soul-Render will be named commander of the defence,  charged with leading and preparing our forces prior to and during the siege.
- We and Kreth Woemaker will intercept the advancing army, with the intent to sow discord and strife with nightmares, spoiled supplies, assassination of priests and leadership as well as assaults on any scouting patrols of their own.

Meanwhile, the Ceaseless Consumption should continue their work in recruitment, but move to more subtle channels, such as "bring a friend night", rather than proselytising in the streets.
Title: Re: The Rise of a Demon(Number of corrupted random wizards: 1)
Post by: Ardent Debater on February 15, 2019, 03:15:09 am
Let's think for a second, we're going to be facing:

200 Knights
100 Archers
50 War Priests
50 Swordsmen


A sizable force, to be certain, and on our side we have,

13 Boneys
39 Thralls
403 Soldier-Thralls
2 Brutes
372 Zombies
79 Skeletons
17 Wisp Wights
50 Wisp Wretches
9 Weeping Sores
18 Specters


Not including the 94 Slaves, and Strong Wall (45), Deep Moat (25), Thorn Wall (20), and Weak Wards (10). Of course, we can't forget Ourselves, nor our Champions, Kreth Woemaker, Duthrax Soul-Render, and Lurrothel, Weaver of Nightmares. I feel we have a distinct advantage here, but we'll have to be clever about it if we don't want rumors spreading. This is my plan for initial preparations:

- The enemy is going to be fielding massed, armored cavalry, and we would be a fool not to litter the ground with Caltrops and Hidden Pit-Traps designed to break war-horse's legs. I doubt this will effect more than a fourth of them at absolute best, but it is necessary and I am kicking myself for not suggesting it earlier.
- The Weak Wards (10) are impressive work, considering how little time the mortals had to make them, but they are unacceptably weak, and we should personally improve them, as we did with the thorn walls. In addition, we will task Lurrothel, Weaver of Nightmares, the Doom-Seers, and Doom-Seekers with reanimating as many Zombies, Skeletons, and Specters from nearby graveyards as possible. I doubt they will be of much assistance, but not much is better than none.
- When we have Zombies to do manual labor, the Slaves are expendable and we can always acquire more, but we cannot afford the risk of failure. We will gruesomely torture then execute 78 of them with Desecrator to reanimate a horde of Weeping Sores. None of us have any idea what Weeping Sores do, but I'm sure it is gruesome and we'll find out soon enough. We will then twist the remaining 16 Slaves into 8 Merged Men for an even 10. I'm aware this is a hefty investment, but the Merged Men will be useful for breaking the enemy's cavalry. If, at any point, the Slaves throw themselves to our knees and beg to serve, they will become Militia-Thralls with all the lack of honors that entails.
- Duthrax Soul-Render is to begin training the 39+?? Thralls into Archer-Thralls post-haste, and continue training the remainder of the Soldier-Thralls with a focus on fighting in Massed Formations. He is to deploy them as his tactically inclined mind feels is best, but the majority of his non-ranged forces should remain hidden until the battle is joined.
- The Artisans are to bolt armored plates onto the Merged Men, Baneghoul style. If need be, Kreth Woemaker will ensure it goes off without any significant difficulties. For the rest of the time Kreth Woemaker will be improving Wards and growing Thorns, ideally in a subtle manner.

Here's my plan for the battle itself:

- Religious fanatics or not, no sane militants would charge fortifications as extensive as ours, assuming they didn't run at the first sign a legitimate Demon was involved, so we are going to prevent them from seeing a sign by preparing a massive illusion which will make our fortifications and dark pseudo-legion look like a puny stone wall two steps above a palisade, a shallow moat, over a hundred undead milling about, and little over fifty bandits, openly shouting blasphemies. Hopefully, they will advance to the moat, at which point the illusion is lifted, while our Merged Men, Weeping Sores, and Wisp Wretches, backed by Kreth Woemaker and our Soldier-Thralls charge to face them from within our gate, while the remainder of our actual Zombies, Skeletons, and Wisp Wights surround them from behind. Our Archer-Thralls will rain hell on them while Lurrothel, Weaver of Nightmares, the Doom-Seers, and Doom-Seekers will do everything they can to severely inconvenience the enemy, our Specters wreak havoc amidst the non-priests, and we terrify the knight's horses, hopefully causing disarray amidst the enemy.

If anyone else has a better plan, please tell me what you have in mind.
Title: Re: The Rise of a Demon(Number of corrupted random wizards: 1)
Post by: VoidSlayer on February 15, 2019, 04:40:45 am
My plan is abandon the city.  Let them come to the place of great evil, we will have moved on by then and will not be home.

Split our forces up in three, one led by us, one by the mage and one by our sub demon.  Each does a fast forced march to one of the infiltrated cities and directly activates the cells, dominating minds, raising dead, taking down the gates then flooding our forces in, like we have before.  We slaughter most of the populations to build even more undead and demonic minions, maybe empower our converts in the cities themselves, then we have a force 4 times stronger then before.  Leave the three cities in ruins and recombine our forces.

Maybe the enemy besiege our city in which case we can overwhelm them, maybe they attack and take some damage, and we lose a pittance compared to what we gain.

The main issue is having our forces move fast enough to outmaneuver the enemy and maybe making an illusion so they think a  sizable force is still inside and want to wait.  I am thinking we sacrifice all existing slaves who haven't converted for a temporary demonic speed boost for our whole force.
Title: Re: The Rise of a Demon(Number of corrupted random wizards: 1)
Post by: chubby2man on February 15, 2019, 07:35:33 am
Hmm I think in this case the best defense is a good offense.

Lure the army into a trap. We will go with our forces to the area of the nights. There we find a hilly area (if there is a swampy/muddy area we will use that instead). We will have the zombies and skeletons bury themselves in the ground. We will then summon a thick and ominous mist. We will go out and lure the enemy army to come. We come up, throw a few fireballs then run away to our trap. Once the enemy force are on top of our zombies, they will emerge and spread chaos. The monsterous units will charge the front alongside us, while our human soldiers will attack from behind, prioritizing the priests.

I’d rather face them down on our terms then letting them make the first moves.
Title: Re: The Rise of a Demon(Number of corrupted random wizards: 1)
Post by: King Zultan on February 15, 2019, 08:15:00 am
This is my plan for initial preparations:

- The enemy is going to be fielding massed, armored cavalry, and we would be a fool not to litter the ground with Caltrops and Hidden Pit-Traps designed to break war-horse's legs. I doubt this will effect more than a fourth of them at absolute best, but it is necessary and I am kicking myself for not suggesting it earlier.
- The Weak Wards (10) are impressive work, considering how little time the mortals had to make them, but they are unacceptably weak, and we should personally improve them, as we did with the thorn walls. In addition, we will task Lurrothel, Weaver of Nightmares, the Doom-Seers, and Doom-Seekers with reanimating as many Zombies, Skeletons, and Specters from nearby graveyards as possible. I doubt they will be of much assistance, but not much is better than none.
- When we have Zombies to do manual labor, the Slaves are expendable and we can always acquire more, but we cannot afford the risk of failure. We will gruesomely torture then execute 78 of them with Desecrator to reanimate a horde of Weeping Sores. None of us have any idea what Weeping Sores do, but I'm sure it is gruesome and we'll find out soon enough. We will then twist the remaining 16 Slaves into 8 Merged Men for an even 10. I'm aware this is a hefty investment, but the Merged Men will be useful for breaking the enemy's cavalry. If, at any point, the Slaves throw themselves to our knees and beg to serve, they will become Militia-Thralls with all the lack of honors that entails.
- Duthrax Soul-Render is to begin training the 39+?? Thralls into Archer-Thralls post-haste, and continue training the remainder of the Soldier-Thralls with a focus on fighting in Massed Formations. He is to deploy them as his tactically inclined mind feels is best, but the majority of his non-ranged forces should remain hidden until the battle is joined.
- The Artisans are to bolt armored plates onto the Merged Men, Baneghoul style. If need be, Kreth Woemaker will ensure it goes off without any significant difficulties. For the rest of the time Kreth Woemaker will be improving Wards and growing Thorns, ideally in a subtle manner.

Here's my plan for the battle itself:

- Religious fanatics or not, no sane militants would charge fortifications as extensive as ours, assuming they didn't run at the first sign a legitimate Demon was involved, so we are going to prevent them from seeing a sign by preparing a massive illusion which will make our fortifications and dark pseudo-legion look like a puny stone wall two steps above a palisade, a shallow moat, over a hundred undead milling about, and little over fifty bandits, openly shouting blasphemies. Hopefully, they will advance to the moat, at which point the illusion is lifted, while our Merged Men, Weeping Sores, and Wisp Wretches, backed by Kreth Woemaker and our Soldier-Thralls charge to face them from within our gate, while the remainder of our actual Zombies, Skeletons, and Wisp Wights surround them from behind. Our Archer-Thralls will rain hell on them while Lurrothel, Weaver of Nightmares, the Doom-Seers, and Doom-Seekers will do everything they can to severely inconvenience the enemy, our Specters wreak havoc amidst the non-priests, and we terrify the knight's horses, hopefully causing disarray amidst the enemy.

If anyone else has a better plan, please tell me what you have in mind.
+1
Title: Re: The Rise of a Demon(Number of corrupted random wizards: 1)
Post by: WyrdByrd on February 15, 2019, 09:31:02 am
Quote
Let's think for a second, we're going to be facing:

200 Knights
100 Archers
50 War Priests
50 Swordsmen

A sizable force, to be certain, and on our side we have,

13 Boneys
39 Thralls
403 Soldier-Thralls
2 Brutes
372 Zombies
79 Skeletons
17 Wisp Wights
50 Wisp Wretches
9 Weeping Sores
18 Specters

Not including the 94 Slaves, and Strong Wall (45), Deep Moat (25), Thorn Wall (20), and Weak Wards (10). Of course, we can't forget Ourselves, nor our Champions, Kreth Woemaker, Duthrax Soul-Render, and Lurrothel, Weaver of Nightmares. I feel we have a distinct advantage here, but we'll have to be clever about it if we don't want rumors spreading. This is my plan for initial preparations:

- The enemy is going to be fielding massed, armored cavalry, and we would be a fool not to litter the ground with Caltrops and Hidden Pit-Traps designed to break war-horse's legs. I doubt this will effect more than a fourth of them at absolute best, but it is necessary and I am kicking myself for not suggesting it earlier.
- The Weak Wards (10) are impressive work, considering how little time the mortals had to make them, but they are unacceptably weak, and we should personally improve them, as we did with the thorn walls. In addition, we will task Lurrothel, Weaver of Nightmares, the Doom-Seers, and Doom-Seekers with reanimating as many Zombies, Skeletons, and Specters from nearby graveyards as possible. I doubt they will be of much assistance, but not much is better than none.
- When we have Zombies to do manual labor, the Slaves are expendable and we can always acquire more, but we cannot afford the risk of failure. We will gruesomely torture then execute 78 of them with Desecrator to reanimate a horde of Weeping Sores. None of us have any idea what Weeping Sores do, but I'm sure it is gruesome and we'll find out soon enough. We will then twist the remaining 16 Slaves into 8 Merged Men for an even 10. I'm aware this is a hefty investment, but the Merged Men will be useful for breaking the enemy's cavalry. If, at any point, the Slaves throw themselves to our knees and beg to serve, they will become Militia-Thralls with all the lack of honors that entails.
- Duthrax Soul-Render is to begin training the 39+?? Thralls into Archer-Thralls post-haste, and continue training the remainder of the Soldier-Thralls with a focus on fighting in Massed Formations. He is to deploy them as his tactically inclined mind feels is best, but the majority of his non-ranged forces should remain hidden until the battle is joined.
- The Artisans are to bolt armored plates onto the Merged Men, Baneghoul style. If need be, Kreth Woemaker will ensure it goes off without any significant difficulties. For the rest of the time Kreth Woemaker will be improving Wards and growing Thorns, ideally in a subtle manner.

Here's my plan for the battle itself:

- Religious fanatics or not, no sane militants would charge fortifications as extensive as ours, assuming they didn't run at the first sign a legitimate Demon was involved, so we are going to prevent them from seeing a sign by preparing a massive illusion which will make our fortifications and dark pseudo-legion look like a puny stone wall two steps above a palisade, a shallow moat, over a hundred undead milling about, and little over fifty bandits, openly shouting blasphemies. Hopefully, they will advance to the moat, at which point the illusion is lifted, while our Merged Men, Weeping Sores, and Wisp Wretches, backed by Kreth Woemaker and our Soldier-Thralls charge to face them from within our gate, while the remainder of our actual Zombies, Skeletons, and Wisp Wights surround them from behind. Our Archer-Thralls will rain hell on them while Lurrothel, Weaver of Nightmares, the Doom-Seers, and Doom-Seekers will do everything they can to severely inconvenience the enemy, our Specters wreak havoc amidst the non-priests, and we terrify the knight's horses, hopefully causing disarray amidst the enemy.

If anyone else has a better plan, please tell me what you have in mind.

Remember, Lurrothel's speciality is dream manipulation. Having her set the stage for the  army's arrival by infiltrating the minds of the settlements closest to us, and eventually, to the armies  once they  get within such a range. Creating  nightmares based off the "memories" of these bandit attacks will lend credence to this deception, and provides both a logical explanation and a means to terrify our foes before they even arrive.

As for the illusion itself,  add a "Necromancer" ( to be played by one of our Doom-Seekers, if  adding such substance is necessary) to the scene, ideally delivering a speech to the bandits, discussing their future goals to "liberate our snow-bound brothers". This not only accounts for the presence of  the undead, but also furthers the rumors regarding the rebel's allegiance.
Other than that, seems like a good idea.
Title: Re: The Rise of a Demon(Number of corrupted random wizards: 1)
Post by: Urist Mc Dwarf on February 15, 2019, 10:06:13 am
So far the plan seems to be Ardent Debater's plan, and corrupt their dreams. Am I missing anything?
Title: Re: The Rise of a Demon(Number of corrupted random wizards: 1)
Post by: Ardent Debater on February 15, 2019, 12:28:02 pm
Remember, Lurrothel's speciality is dream manipulation. Having her set the stage for the  army's arrival by infiltrating the minds of the settlements closest to us, and eventually, to the armies  once they  get within such a range. Creating  nightmares based off the "memories" of these bandit attacks will lend credence to this deception, and provides both a logical explanation and a means to terrify our foes before they even arrive.

As for the illusion itself,  add a "Necromancer" ( to be played by one of our Doom-Seekers, if  adding such substance is necessary) to the scene, ideally delivering a speech to the bandits, discussing their future goals to "liberate our snow-bound brothers". This not only accounts for the presence of  the undead, but also furthers the rumors regarding the rebel's allegiance.
Other than that, seems like a good idea.
I was a bit hesitant to corrupt the dreams of the militants ourselves, given they have 50 War Priests trained for that sort of thing, but it never occured to me to have Lurrothel do the same. +1.

So far the plan seems to be Ardent Debater's plan, and corrupt their dreams. Am I missing anything?
I don't believe so.
Title: Re: The Rise of a Demon(Number of corrupted random wizards: 1)
Post by: Kashyyk on February 15, 2019, 12:35:17 pm
Other than an explicit explanation of how the undead are able to get behind the enemy (my vote is for burying them).
Title: Re: The Rise of a Demon(Number of corrupted random wizards: 1)
Post by: Ardent Debater on February 15, 2019, 01:03:16 pm
Other than an explicit explanation of how the undead are able to get behind the enemy (my vote is for burying them).
+1, much more clever than hiding them with illusions.
Title: Re: The Rise of a Demon(Number of corrupted random wizards: 1)
Post by: Urist Mc Dwarf on February 15, 2019, 09:22:46 pm
You return to Canord to see to the preparations of your cult. The few remaining thralls who have not been trained for war are taught by Duthrax, and they join the ranks of the archers. In total, you have 200 hundred Spear-Thralls, 103 Sword-Thralls, and 114 Archer-Thralls, a potent force, and more than enough to take a typical town. However, you are uncertain if they would be enough to slaughter this army, who will probably be superior equipment and magical support. But you have plenty of plans on how to even the score…

The first step is to have every thrall not otherwise engaged laboring in between the thorn wall and the moat, digging pit traps and setting tripwires, scattering caltrops and hiding spikes beneath the ground so that any charging soldiers will find a killing field. The work goes well – some cultists manage to take sections from the thorn wall to make particularly deadly traps, and careful placement of both the traps and the dirt from making that creates subtle channels which might guide enemy troops into specific killing fields. The artisans labor day and night, making equipment for these traps, and giant armor plates for an unknown purpose.

The Weaver of Nightmares, the Doom-Seers, and the Doom-Seekers prepare for war as well. All are taught the hellflame spell, and then they work to reanimate as many undead as they can. You expect relatively little from them, but they surprise you, as a small army of skeletons rises up from the pit of bones, joining the ranks of your growing horde.

Meanwhile, every slave who still remains is called back from the mines. They stand at attention, their eyes glazed, their minds broken. But as you bring out Desecrator, and begin to slash and bite and rip, flaying what little remains of their souls just as you flay their bodies, they begin to scream and writhe in helpless, horrid agony. And as Desecrator takes their lives, filling them with vile plagues, they rise once more. Now your undead army stands at 17 wisp wights, 372 zombies, 194 skeletons, 50 wisp wretches, 87 weeping sores, and 18 specters – a force perhaps more potent than your mortal servants, for they will never break and never flee and never tire.

16 slaves remain. They paid no attention to the tortures you inflicted upon their brethren, instead simply watching with blank eyes.  With a dismissive wave of your hand, you merge them into 8 brutes, their bodies swelling and reforming, two becoming one. You have a total of 10 brutes, and your artisans rush to drive spikes through their flesh and encase them in steel. Kreth stalks among them, using his power to hold the monsters still despite the agony they endure. Your followers apparently guessed what the armor was for, and added dozens of vicious spikes to the gauntlets, making them even more effective – they are strong enough to punch straight through plate armor with these spikes. Kreth adds a contribution of his own to two of the brutes, enchanting their armor, tracing dark sigils on it which grant them a limited form of regeneration – the more gore they soak themselves in, the faster they heal. You smile faintly, recalling how an ancient foe of yours once used creatures like these.

Your final preparations focus on the wards. Both you and Kreth put no small effort into them, and they are notably enhanced. However, you are careful not to spend too much power, so that you will be ready for when the army comes.

Most of your seducers lay low, simply listening for information – and they hear quite a lot of it. The Iron Confederacy is supposedly lending support to the western rebellion, despite equally troubling reports of unnatural abominations rising up to fight, although no one is sure who they fight for. The Spears of Cavana and several allied orders are crying for a holy crusade, although again no one is certain who the target is. And the dwarves have risen in rebellion again, splitting the empire’s attention. The prophecy spoken on the day Andora was built is in every heart, if not every tongue. Your high seducer does more than listen. She spreads information of her own, suggesting that the Spears are the ones responsible for the deaths of the priest, that the Spears are coming to cleanse the town…it comes close to a riot when they arrive, and the Spears are forced to stay outside the town. They have little provisions now, and as they go hungry, the leader vows vengeance.

It is better to focus on that then on the disturbing rumors they heard…or the even more disturbing nightmares they have been suffering, nightmares that suggest their efforts here will be for nothing, as more and more minions of necromancers slip from hidden strongholds like those in the desert to join their great war in the west.

Such talk is frowned upon, their priests and officers stamping it out wherever it appears. But they too wonder…and keep wondering even as they approach the town they came to cleanse, protect, or avenge.

“What do you make of it Sir?” The young knight asks his grey-bearded commander, who cocks his head.” It seems the town was definitely burned, and severely depopulated. That much of the rumor is true at least. They claim of a giant moat and evil thorn wall that hungers for souls seems to have been...exaggerated.” The young knight nods – all he can see is a low stone wall and a narrow moat his horse could probably jump across. The spikes atop the wall might look like thorns if one is poetically inclined, he supposes.

The commander frowns, as he recognizes a faint series of depressions and piles.” Order the infantry to advance first, in loose order formation.” He says, and the troops rearrange, smoothly maneuvering as they march. A few feel a faint tingle or see a heat shimmer as they approach, but nothing seems truly out of the ordinary. The gates open, and out pour a small army. A hundred or so soldiers, a few zombies, led by one wizard in black robes with purple fire gathering in his palms. “Men!” He cries. “There stand some interloping fools! Kill them, and we shall be on our way, to join our masters in glory!” The knight commander smirks. The last warpriest, hurrying forwards to join the battle line, senses something with his third eye, and pulls. And all around them, the air shimmers. Before them, the narrow ditch and low wall turns into a massive stone edifice and a yawning maw in the earth. Behind them, a wall of shifting thorns dripping with venom and reaching for them appears. The commander murmurs an oath, and orders a charge.

Archers fit arrows to bows, pull back, and fire. Before the first arrows have reached their apex, they have fired again. The tips slice through the air, but find themselves striking some sort of invisible barrier thrusting out from the wall. And from the open gate pour more soldiers, and huge, horrible things with lolling heads encased in studded steel. Some of them have bows, and their own arrow fire, not as fast or accurate as the faithful who have come to destroy them, but men still cry out in pain as arrows find flesh. They concentrate on the infantry, and several fall dead, or retreat backwards wounded. The priests suffer just as badly, but they form a wall and raise their shields and trust to faith and steel and the knights.

The knights, so fierce and so brave, on their proud steeds with gleaming lances and armor carved with prayers, charge forwards, forming into thin columns at their commander’s orders and avoiding the slightly lower ground, so as to avoid traps. They seem successful, but then skeletal creatures burst from the ground on either side of the columns, stabbing up with spears clutched in bony hands or slashing with great two-handed swords dripping with ichor. Horses scream, men shout. Some manage to avoid the gauntlet and continue their charge, the fire from the necromancer surging around them harmlessly. But then another dozen pop up from behind their walls, and they combine their blasts, striking at the ground in front of them. The horses rear, the knights fall, and the soldiers move forwards in careful ranks. They surround the fallen knights as the warpriests, warriors, and surviving knights regroup, harried all the while by hordes of moaning zombies and clattering skeletons. The knights die, cooked alive in their army or stabbed to death by howling cultists.

The archers continue their fire, aiming for the zombies and skeletons now, and each shot finds its mark, undead dropping with every arrow, but from the gate come yet more horrors, and the warriors, their bravery pressed to its limit, begin to retreat. A few get close to the fence. Tendrils snatch out from it, and drag them to a screaming death as spiked vines drive through their flesh from a thousand directions. The soldiers retreat forwards, but they are caught between the fence and the new threat – nearly 80 of some sort of hideous dead with ever-decaying flesh covered with open sores and swollen boils. The arches aim for them, and the arrows just punch through, rotting to nothing by the time they hit the ground while the wounds fill with pus. A few drop dead seconds later, the blessing of the arrow overcoming whatever foul magic animates them, but only a few. And their bodies explode into puffs of stinking fluids, what few plants remain – most of which already look on the verge of rotting – die where the fluid touches.

At this point you reveal yourself, unfolding to your full height, towering over the wall, Desecrator growing with you as you loom over your followers and the remaining Spears of Cavana, reduced from four hundred proud warriors to perhaps two hundred and forty battered and desperate fighters. All of their knights have been dehorsed, and every weapon still raised trembles. You decide to make an announcement…

[]”Surrender or Die.”
[]”Kill them all.”
[]”Take them alive.”
[]”I shall slaughter these fools myself.”
[] Something else

Full status (http://www.bay12forums.com/smf/index.php?topic=173117.msg7920843#msg7920843)

 Current Status

Name: Klx-Dryklfx

Time: 5.75 months

Physical Might: 72+6 (-4 wards, +15 worship, + 3 slaughter, - 8 brutes)

Mental Might: ] 69+6 (-4 wards, +17 worship, + 3 slaughter, - 8 brutes)

Followers

13 Boneys, 24 thralls, 403 soldiers, 8 seducers, 69 peasants, 2 guards, 10 Hunters, 1 High Seducer, 14 Doom-Seekers, 2 Doom-Seers

Servants

17 wisp wights, 8 armored brutes, 2 special armored brutes, 349 zombies, 67 skeletons, 50 wisp wretches, 84 weeping sores, 18 specters

Cults

The Broken
  Members: 13 Boneys, 417 soldiers, 15 Doom-Seekers, 2 Doom-Seers
  Resources: 47(-15 traps,- 20 armor for brutes +5/week demonic crops, +5/week iron mines )
  Power: 22 (5 spent worshipping you, 4 spent on training, 8 spent on construction, 2 spent forging 5 spent gathering resources)
The Ceaseless Consumption
Members: 8 seducers and 24 thralls, and 37 peasants split among 8 locations, 1 high seducer, 32 peasants, and 2 soldiers
Resources: 0
Power: 10 (3 spent worshipping you, 1 spent recruiting, 3 spent gathering and spreading information)
Fortresses
Canord
   Strong walls (45), Deep moat (25), Thorn Wall (25), Weak wards(15), Traps(15) Demonic crops, plentiful mines, Strong aura of domination
Champions
Kreth Woemaker
   Physical might: 12
   Mental might: 12
   Other: Magic Cloak

Duthrax Soul-Render, First of the Thrall-Herds
  Physical might: 5 + 1
  Mental might: 3 + 1
  Other: Duelist, skilled commander, Herald
Lurrothel, Weaver of Nightmares
  Physical might: 1
  Mental might: 6
  Other: Necromancer, skilled at wards and dream magic

Title: Re: The Rise of a Demon(Number of unexpectedly curbstomp battles: 1)
Post by: Ardent Debater on February 15, 2019, 09:57:09 pm
[X]”Surrender, or your eternal souls shall wish for the sweet embrace of death.”
- Invest as many Mental points as necessary to corrode the priest's resolve.

I cannot believe that actually worked, there must be some ridiculously good rolls on our end going on behind the scenes.
Title: Re: The Rise of a Demon(Number of unexpectedly curbstomp battles: 1)
Post by: Urist Mc Dwarf on February 15, 2019, 09:58:52 pm
Yes. Also, your soldiers are only slightly worse than theirs, you had fortifications, hordes of undead( the trembling is from exhaustion as much as anything else), and your army is extremely terrifying.
Title: Re: The Rise of a Demon(Number of unexpectedly curbstomp battles: 1)
Post by: WyrdByrd on February 15, 2019, 10:47:00 pm
[X]”Surrender, or your eternal souls shall wish for the sweet embrace of death.”
- Invest as many Mental points as necessary to corrode the priest's resolve.

I cannot believe that actually worked, there must be some ridiculously good rolls on our end going on behind the scenes.
+1!. I've got a lot of plans for what to do with  our new recruits, should we succeed.
Title: Re: The Rise of a Demon(Number of unexpectedly curbstomp battles: 1)
Post by: chubby2man on February 15, 2019, 10:59:36 pm
Kill them all
Good plan Ardent! I think it would be better to kill them instead, raise warrior zombies. I don’t think many will surrender. But we could get several thrall from asking for surrender (though we might not want to remind them of their eternal souls).
Title: Re: The Rise of a Demon(Number of unexpectedly curbstomp battles: 1)
Post by: WyrdByrd on February 16, 2019, 12:29:06 am
Kill them all
Good plan Ardent! I think it would be better to kill them instead, raise warrior zombies. I don’t think many will surrender. But we could get several thrall from asking for surrender (though we might not want to remind them of their eternal souls).
   True, we could obtain more fighting forces that way.  However, their value is not just as soldiers, but as symbols.  A saga in which the brave troops of the Spears of Cavana die to a man against the forces of evil is, for the Empire, the ideal loss.  Those fighters submitting to the very monsters they swore to destroy,  killing and dying in its name? That strikes a blow not just at  Canord, but across the nation.
Title: Re: The Rise of a Demon(Number of unexpectedly curbstomp battles: 1)
Post by: Urist Mc Dwarf on February 16, 2019, 12:34:01 am
Also, I think I should explain something. The reason I made such a big deal about the Spears, when the battle was a total curbstomp (so far) is that there were very few outcomes were it did not become obvious that something was going on in Canord. And next time it might be a thousand men, or half a Legion going to investigate.
Title: Re: The Rise of a Demon(Number of unexpectedly curbstomp battles: 1)
Post by: Ardent Debater on February 16, 2019, 12:35:27 am
Kill them all
Good plan Ardent! I think it would be better to kill them instead, raise warrior zombies. I don’t think many will surrender. But we could get several thrall from asking for surrender (though we might not want to remind them of their eternal souls).
   True, we could obtain more fighting forces that way.  However, their value is not just as soldiers, but as symbols.  A saga in which the brave troops of the Spears of Cavana die to a man against the forces of evil is, for the Empire, the ideal loss.  Those fighters submitting to the very monsters they swore to destroy,  killing and dying in its name? That strikes a blow not just at  Canord, but across the nation.
I see your points and I agree, but I feel we should ask them to surrender because it doesn't cost us anything to do so, and trained soldiers are more effective than an equivalent number of undead.

Also, I think I should explain something. The reason I made such a big deal about the Spears, when the battle was a total curbstomp (so far) is that there were very few outcomes were it did not become obvious that something was going on in Canord. And next time it might be a thousand men, or half a Legion going to investigate.
Half a Legion? The cat's out of the bag, but in another three or four months of non-stop corruption, necromancy, and conscription, our forces will have grown tremendously.
Title: Re: The Rise of a Demon(Number of unexpectedly curbstomp battles: 1)
Post by: Urist Mc Dwarf on February 16, 2019, 12:47:41 am
I would like to finish the battle tonight. Would "Offer them one chance to surrender, kill and reanimate anyone who does not" work as a consensus?
Title: Re: The Rise of a Demon(Number of unexpectedly curbstomp battles: 1)
Post by: Ardent Debater on February 16, 2019, 12:52:24 am
I would like to finish the battle tonight. Would "Offer them one chance to surrender, kill and reanimate anyone who does not" work as a consensus?
Absolutely.
Title: Re: The Rise of a Demon(Number of unexpectedly curbstomp battles: 1)
Post by: Kashyyk on February 16, 2019, 03:23:20 am
Sounds good to me.

I wonder what freshly murdered warrior will give us. Long dead warrior produced Wisp Wretches after all.
Title: Re: The Rise of a Demon(Number of unexpectedly curbstomp battles: 1)
Post by: Ardent Debater on February 16, 2019, 03:28:57 am
Sounds good to me.

I wonder what freshly murdered warrior will give us. Long dead warrior produced Wisp Wretches after all.
I'm a bit curious as to whether consuming a priest's soul confers a greater benefit than an ordinary human's.
Title: Re: The Rise of a Demon(Number of unexpectedly curbstomp battles: 1)
Post by: King Zultan on February 16, 2019, 07:43:28 am
I would like to finish the battle tonight. Would "Offer them one chance to surrender, kill and reanimate anyone who does not" work as a consensus?
Absolutely.
+1
Title: Re: The Rise of a Demon(Number of unexpectedly curbstomp battles: 1)
Post by: Urist Mc Dwarf on February 16, 2019, 10:54:35 am
As the pause stretches out, some of the Spears begin to cast a glance at the thorn wall, perhaps wondering if they can somehow burn their way through. Before they can do more than consider it, you stride over and speak. ”You are standing in defiance of my will. Kneel, or you will be knelt. And those who are knelt will truly know suffering.” You promise, your voice booming, making the air itself tremble as though in sheer terror of your wrath.

A few of the knights glance at the horses, who lie dead, their bellies slit open by dead rising from their graves at their commands. The soldiers retreat away a little from the grasping thorn wall. The priests try to pray, but the sheer malice they can sense in you still the words in their throats. A few begin to walk towards you – twelve of the archers, three of the soldiers, five of the knights, and a pair of priests. The others do not look at them with hatred. They understand. They don’t accept and they don’t forgive, but they know how hard it is to understand a demon’s wrath. They know the consequences of resistance.

The fools know nothing. As soon as your new followers have gained a bit of distance, you send a blast of dark energy into them, turning the pure, undiluted essence of evil into the vilest weapon you can make. Time seems to slow down as the bolt streaks from the tip of Desecrator, ripping at the air itself, making a horrid scream as it speeds forth, seemingly slicing through reality itself. The soldiers who remain, so proud and so brave, lift their shields, forming an interlocking barrier as the priests begin to chant a prayer of defiance and heroism…and your beam strikes. Shields vaporize, simply melting away, along with some of the limbs holding it. Where twenty men stood, now there is only scorched ground. Several more lie dead, their flesh mutated and malformed by exposure to such terrible force. Others are simply wounded and dazed.

Once more, there is a pause. Then the soldiers begin to charge, howling with rage. They slice through the zombies, charging directly towards you. But before they can reach you, the weeping sores intercept them, the fluid dripping from their flesh rotting away the armor, their teeth and nails making the flesh of their foes rot and die. Two more of the weeping sores die, but this seals that fate of the Spears as the resulting explosion makes all but one instantly drop dead. One young knight remains, clutching his sword, but he falls unconscious, his mind and body overwhelmed by the horrors he has witnessed.

Even with the casualties you have taken, you find your army stronger than before. And now some “holy warriors” are yours as well. People will certainly notice what has happened here - four hundred highly trained, armed, and motivated warriors do not simply vanish – but there may be some way to mitigate or prevent it. You have quite a few fresh corpses to worth with now too.
And you find you have gained a new trait. To face a demon and its army is a terrible thing, but now those who face you will know they cannot win. Their fear will sap their strength and weaken their will, making it easier for them to die or kneel.

Full status (http://www.bay12forums.com/smf/index.php?topic=173117.msg7920843#msg7920843)

 Current Status

Name: Klx-Dryklfx

Time: 5.75 months

Physical Might: 69+6 (+5 slaughter, - 8 energy blast)

Mental Might: ] 66+6 (+6 slaughter, -8 energy blast )

Followers

13 Boneys, 24 thralls, 200 hundred Spear-Thralls, 103 Sword-Thralls, and 114 Archer-Thrall, 8 seducers, 69 peasants, 2 guards, 10 Hunters, 1 High Seducer, 14 Doom-Seekers, 2 Doom-Seers, 12 archers, 2 priests, 5 knights, 3 soldiers

Servants

17 wisp wights, 8 armored brutes, 2 special armored brutes, 317 zombies, 67 skeletons, 50 wisp wretches, 82 weeping sores, 18 specters

Cults

The Broken
  Members: 13 Boneys, 200 hundred Spear-Thralls, 103 Sword-Thralls, and 114 Archer-Thrall, 15 Doom-Seekers, 2 Doom-Seers
  Resources: 47(-15 traps,- 20 armor for brutes +5/week demonic crops, +5/week iron mines )
  Power: 22 (5 spent worshipping you, 4 spent on training, 8 spent on construction, 2 spent forging 5 spent gathering resources)
The Ceaseless Consumption
Members: 8 seducers and 24 thralls, and 37 peasants split among 8 locations, 1 high seducer, 32 peasants, and 2 soldiers
Resources: 0
Power: 10 (3 spent worshipping you, 1 spent recruiting, 3 spent gathering and spreading information)
Fortresses
Canord
   Strong walls (45), Deep moat (25), Thorn Wall (25), Weak wards(15), Traps(15) Demonic crops, plentiful mines, Strong aura of domination
Champions
Kreth Woemaker
   Physical might: 12
   Mental might: 12
   Other: Magic Cloak

Duthrax Soul-Render, First of the Thrall-Herds
  Physical might: 5 + 1
  Mental might: 3 + 1
  Other: Duelist, skilled commander, Herald
Lurrothel, Weaver of Nightmares
  Physical might: 1
  Mental might: 6
  Other: Necromancer, skilled at wards and dream magic
Title: Re: The Rise of a Demon(Number of unexpectedly curbstomp battles: 1)
Post by: Ardent Debater on February 16, 2019, 12:26:33 pm
Excellent. This is my plan for the next month:

- Integrate the three Soldiers and twelve Archers into our Thrall horde. The Knights are to be dubbed Knight-Thalls and serve as Duthrax Soul-Render's personal bodyguard. The two Priests are to be our first Dark Priests, blessed with 1 Mental point of pure charisma and mind-bending, with little to no emphasis on seduction. They will then be tasked with traveling to the two towns nearest to Avar, and spreading corruption in conjunction with the Seducers already there. There will be a hierarchy of Priests beneath us, ranging from Dark Priests to Dread Priests and Hell Priests.
- We will then focus the entirety of our efforts into converting the soldiery and aristocracy of Avar, and the month before last's promise to promote competent Seducers still stands. Lurrothel, Weaver of Nightmares is to receive 1 Mental point of raw intellect for her exemplary performance. Then, Lurrothel, Weaver of Nightmares, the Doom-Seers and Doom-Seekers are to focus their efforts on learning to mutate flesh and if necessary, Kreth Woemaker will help educate them, but he is to receive instructions that the Necromancers are NOT to be executed for incompetence, merely made to writhe in agony for a day or so if he deems their failings sufficient.
- Duthrax Soul-Render is tasked with conquering the villages near Avar, and dragging the peasantry back to Canord in chains. Those who refuse to submit before the Aura of Domination are to be gruesomely executed in a sacrificial ritual, and those who submit are to be searched for magical talent. If they possess any whatsoever, they are to go into the Doom-Seers and Doom-Seekers as appropriate, and if they lack the gift, they are to go into the Soldier-Thrall horde.
- Kreth Woemaker and the Artisans are to deepen the moat, strengthen the wards, and set additional traps, using the hordes of undead as a source of manual labor. If they manage to pleasantly surprise us, we'll give them an hour or so of Evil-induced ecstasy.
- Before we do ANYTHING ELSE, we are to celebrate our victory with an Evil ritual, wherein we consume the soul of the most pathetic, least competent Thrall among our forces, to serve as an example to the others and let the newly converted know exactly who they serve.
Title: Re: The Rise of a Demon(Number of unexpectedly curbstomp battles: 1)
Post by: WyrdByrd on February 16, 2019, 05:23:39 pm
We’re in a prime position at the moment:  military superiority, a destabilized region, and  a national-level insurrection.  Under these circumstances, we should strike while the iron is hot, and cripple Avar irreparably. Regardless of what we end up deciding on, here's my plan to do so:
-  Appoint the  new Archers and Soldiers  as High Thralls of our veteran and zealous squads.  Their very presence will force the fresh arrivals to submit to  our corruptive practices, if initially for the sake of survival only, and require them to eventually surpass them  in order to command the squads. In short: Lead or Die. Of the Thralls composing the squads,  convince them that such an honor will lead to boons later down the road.  Our personal assignation of such a task  should reinforce that point.
- As for the Knights, use them as the basis  for our Godslayer unit/ bodyguards. Wrought  them each a set of warded armor, both as protection against the divine, and to ensure their loyalty. Assign them to Duthrax post-haste.
- Ensure that  the squads containing our new recruits are sent out on the  subjugation missions, and place them within the vanguard.  As they have not yet earned the  right to our  own  arms and armor, they would still be clad in their Spears regalia, visible for all to see.
Take the sights, sounds, and memories of the carnage committed by our fallen heroes woven into an elaborate, corruptive  nightmare, and distribute it across the  Avar region, and to the rebels. The scene should be one to shake the core of any devout citizen: the Spears  of Cavana ravaging villages, their priests chanting dirges even as soldiers burn children alive, knights riding down peasants, Imperial symbols and holy sigils barely visible under the blood of the innocent.   Have Lurrothel handle the transmissions to the rebels, supplementing our power for the Avar region if necessary.
-  In the inevitability of news reaching Avar,  allow the following to be "revealed", with the help of our Seducer groups if necessary: "The Spears blame Avar for their lack of support against the raiders, and the losses that followed the battle. In grief and anger, they have declared the entire region damned, and  are tearing a path towards the city that  they believe is the cause, purging all in their path. They are coming to deliver the vengeance promised.". Have our cultists within the town watch be on guard of any that  would reveal the truth, or seek to  succor aid from  the outside. If they detect any, have them disposed of surreptitiously, be it  by their hands or the Hunters.  Assign  a few Hunters to the most trafficked areas of the city, and have them passively scan the thoughts of the populace.  Earmark those who still have  faith, be it in the Empire  or the Spears.
-  With this news revealed, have the Seducer cults within the  city  push for action. The maddened Spears may be  a greater threat than the bandits ever were, and they were supposed to be the Empire's solution to our woes! Who knows what horrors they may unleash if we petition them for aid?! In times like this, we must be our own protectors.  Each cult should begin organizing  efforts to "solve the problem": Food distribution amongst its members, the addition of a "neighborhood watch",  reconstruction of dilapidated buildings (with locations facilitating our worship), etc..  Through these avenues, we can add safety in addition to comfort as advantages of the cult. Though their methods may overlap, have each Seducer cult begin their efforts independent of one another, and ensure the organizations are similar, but separate. 
-Through our corruptive influence, the Seducers' teachings, and the presence of the Worms,   shift the focus of the groups from ensuring the safety of the city to ensuring the safety of "their people". It is at this time that the  Seducers should have enough influence to  sway the groups to servitude. If any vulnerable faithful still remain in the city,  dispose of them via the Hunters  or a justifiable conflict with one of the cults. Though development can still occur, limit it to maintaining  what is already a part of the cult's property, or expanding their dominions.
- Once the towns have been subsumed, send a host led by  Duthrax and our fallen Spears, who should by now be fully integrated into our forces,  against Avar. Ease their entry into the city  if available, be it through the actions of cultists or Hunters alike. Their targets should be the remaining faithful (1st priority), and any unaffiliated groups. However, buildings and people marked with the sign of the Seducers shall be spared. Of the cults themselves, the  most established half of them shall remain in the city, "protecting" their territory.  If an ignorant or disobedient Thrall attempts to harm them, they have  full permission to deal with the situation, however they see fit.  The  remainder of the cults shall focus on evacuating their members and  a few nearby citizens, and leave Avar as refugees.  As the Seducers travel with the band, have them disseminate the group amongst the hamlets, towns,  and holdfasts of the area, spreading  corruption along the way.
Thoughts?
Title: Re: The Rise of a Demon(Number of unexpectedly curbstomp battles: 1)
Post by: Ardent Debater on February 16, 2019, 06:08:51 pm
We’re in a prime position at the moment:  military superiority, a destabilized region, and  a national-level insurrection.  Under these circumstances, we should strike while the iron is hot, and cripple Avar irreparably. Regardless of what we end up deciding on, here's my plan to do so:
-  Appoint the  new Archers and Soldiers  as High Thralls of our veteran and zealous squads.  Their very presence will force the fresh arrivals to submit to  our corruptive practices, if initially for the sake of survival only, and require them to eventually surpass them  in order to command the squads. In short: Lead or Die. Of the Thralls composing the squads,  convince them that such an honor will lead to boons later down the road.  Our personal assignation of such a task  should reinforce that point.
- As for the Knights, use them as the basis  for our Godslayer unit/ bodyguards. Wrought  them each a set of warded armor, both as protection against the divine, and to ensure their loyalty. Assign them to Duthrax post-haste.
- Ensure that  the squads containing our new recruits are sent out on the  subjugation missions, and place them within the vanguard.  As they have not yet earned the  right to our  own  arms and armor, they would still be clad in their Spears regalia, visible for all to see.
Take the sights, sounds, and memories of the carnage committed by our fallen heroes woven into an elaborate, corruptive  nightmare, and distribute it across the  Avar region, and to the rebels. The scene should be one to shake the core of any devout citizen: the Spears  of Cavana ravaging villages, their priests chanting dirges even as soldiers burn children alive, knights riding down peasants, Imperial symbols and holy sigils barely visible under the blood of the innocent.   Have Lurrothel handle the transmissions to the rebels, supplementing our power for the Avar region if necessary.
-  In the inevitability of news reaching Avar,  allow the following to be "revealed", with the help of our Seducer groups if necessary: "The Spears blame Avar for their lack of support against the raiders, and the losses that followed the battle. In grief and anger, they have declared the entire region damned, and  are tearing a path towards the city that  they believe is the cause, purging all in their path. They are coming to deliver the vengeance promised.". Have our cultists within the town watch be on guard of any that  would reveal the truth, or seek to  succor aid from  the outside. If they detect any, have them disposed of surreptitiously, be it  by their hands or the Hunters.  Assign  a few Hunters to the most trafficked areas of the city, and have them passively scan the thoughts of the populace.  Earmark those who still have  faith, be it in the Empire  or the Spears.
-  With this news revealed, have the Seducer cults within the  city  push for action. The maddened Spears may be  a greater threat than the bandits ever were, and they were supposed to be the Empire's solution to our woes! Who knows what horrors they may unleash if we petition them for aid?! In times like this, we must be our own protectors.  Each cult should begin organizing  efforts to "solve the problem": Food distribution amongst its members, the addition of a "neighborhood watch",  reconstruction of dilapidated buildings (with locations facilitating our worship), etc..  Through these avenues, we can add safety in addition to comfort as advantages of the cult. Though their methods may overlap, have each Seducer cult begin their efforts independent of one another, and ensure the organizations are similar, but separate. 
-Through our corruptive influence, the Seducers' teachings, and the presence of the Worms,   shift the focus of the groups from ensuring the safety of the city to ensuring the safety of "their people". It is at this time that the  Seducers should have enough influence to  sway the groups to servitude. If any vulnerable faithful still remain in the city,  dispose of them via the Hunters  or a justifiable conflict with one of the cults. Though development can still occur, limit it to maintaining  what is already a part of the cult's property, or expanding their dominions.
- Once the towns have been subsumed, send a host led by  Duthrax and our fallen Spears, who should by now be fully integrated into our forces,  against Avar. Ease their entry into the city  if available, be it through the actions of cultists or Hunters alike. Their targets should be the remaining faithful (1st priority), and any unaffiliated groups. However, buildings and people marked with the sign of the Seducers shall be spared. Of the cults themselves, the  most established half of them shall remain in the city, "protecting" their territory.  If an ignorant or disobedient Thrall attempts to harm them, they have  full permission to deal with the situation, however they see fit.  The  remainder of the cults shall focus on evacuating their members and  a few nearby citizens, and leave Avar as refugees.  As the Seducers travel with the band, have them disseminate the group amongst the hamlets, towns,  and holdfasts of the area, spreading  corruption along the way.
Thoughts?
+1 This is an excellent plan, disregard mine.
Title: Re: The Rise of a Demon(Number of unexpectedly curbstomp battles: 1)
Post by: Urist Mc Dwarf on February 16, 2019, 07:15:50 pm
I will update once there is a bit more support/discussion, but as a note:

There was a variation of the brute made before the battle. Please come up with a name for them.
Title: Re: The Rise of a Demon(Number of unexpectedly curbstomp battles: 1)
Post by: WyrdByrd on February 16, 2019, 07:21:46 pm
  Given their design, purpose, and means of execution, Crushers  seems as good as any for a proposal.

  Thanks, Ardent! I think we  should keep Kreth busy, though.  Idle hands aren't typically a good thing when it comes to demons.
Title: Re: The Rise of a Demon(Number of unexpectedly curbstomp battles: 1)
Post by: chubby2man on February 17, 2019, 12:46:23 am
~snip~
+1 This is an excellent plan, disregard mine.
+1
Title: Re: The Rise of a Demon(Number of unexpectedly curbstomp battles: 1)
Post by: Urist Mc Dwarf on February 17, 2019, 01:06:02 am
I am too tired for an update right now, so here's a writing challenge instead:

Describe the battle from the view of a soldier on either side.
Title: Re: The Rise of a Demon(Number of unexpectedly curbstomp battles: 1)
Post by: King Zultan on February 17, 2019, 08:45:23 am
~snip~
+1 This is an excellent plan, disregard mine.
+1
+1
Title: Re: The Rise of a Demon(Number of unexpectedly curbstomp battles: 1)
Post by: KitRougard on February 17, 2019, 01:05:19 pm
I am too tired for an update right now, so here's a writing challenge instead:

Describe the battle from the view of a soldier on either side.
*considers diving into another horror-type writing challenge*
*remembers the Eldrich horrors he still has to write up to save another game's main character*
I wish I didn't have to pass for now
Title: Re: The Rise of a Demon(Number of unexpectedly curbstomp battles: 1)
Post by: Urist Mc Dwarf on February 17, 2019, 02:14:49 pm
In the wake of this victory, you reorganize your forces, preparing to expand your power northwards, and take Avar. You assign the new soldiers and archers to lead squads of your best troops, personally introducing each to his new squad mates. The former Spears seem nervous at the prospect, the men they lead excited by the implications of your commands. You are…very deliberate in your wording to make certain of this.

The armor and weapons from the fallen Spears are stripped and given to some of your warriors, and they are sent out on missions of pillage and slaughter. As they march, rumors begin to fly across the city. The Spears were the bandits! The Spears blame us for the banditry! The Spears are marching on us in force!  The news of the slaughter in villages only reinforces this sense of panic, and forges in Avar begin to ring with the sound of hammers as scythes are forged into polearms and wood axes turned into weapons of war.

The Seducers fan these flames, and they burn brightly. Henord Crossing, the rivalry forgotten, sends a small force of soldiers and volunteers, including several from your Seducer. They begin to help organize the defenses of the town,  creating several small bastions within, while the Seducer within Avar begins to  establish food stockpiles, fresh wells, and hospitals.
A rider is sent north to Castle Southbend. Your Hunters see that he does not make it, and deliver this news by nailing his head to Avar’s gate. And with this latest barbarity, the resolve of many who still had faith is shaken. The mark of the Spears was carved into his head! People discuss the possibility of escape or surrender, but it is half-hearted now, and many believe they have no option but to fight.
In the richer part of town though, at least half still suspect this is some sort of trick. Perhaps the Spears were no true Spears, but bandits who had waylaid members of the holy order? Your Hunters, patrolling the streets, make a note of houses where these thoughts are in evidence. Rather conveniently, they are the ones closest to the gate. Even the dreams which suddenly plague the population, vivid dreams of slaughter and brutality perpetrated by the Spears, do not shake their faith. If anything, it solidifies it, for they see it as proof that something has taken over and corrupted the Spears. Perhaps those rumors of necromancy in the West have more truth to them than it first seemed…

But among those who doubt, those whose faith is not so strong, these dreams are proof, plain and simple, sent by Andora to ensure they would be strong. Each bastion begins to reinforce their own shelter and stockpile, often at the expense of those without. They tear down houses to provide building materials, and feuds begin to develop, each carefully fanned by the Seducer, even as she works to offer compromises between them, all the while lacing her words with suggestions that they look elsewhere to find their faith. And some do, joining the ranks of the Ceaseless Consumption, marking their buildings with its sign, if only to take advantage of the benefits the Seducer offers them – better access to supplies, favor in negotiations, and other, more carnal things.
The remaining faithful, along with a large segment of the guard loyal to them, sequester themselves in a few manor houses near the gate, along with a great many refugees from the outer villages and from those who rejected your seducer
The rebels also sense the dreams, although they shift somewhat in the distance to change the locations and the names, they react with anger. The snow is beginning to melt, and already their weapons carry corruptive sigils, their catapults stand ready with plague-infected corpses. They are ready for a different kind of war now.

While all this is going on, you ensure your soldiers are unified and make preparations for your knights. For now, they will fight on foot, although Duthrax requests they and him be given some kind of mount. They will be assigned to be his personal guard, and their armor is corrupted, the prayers on it turned to bloodthirsty praises of your name which shift before the eyes of those who fight them. The armor will turn away most blows, at least enough to ensure most of the power behind the strike will be dissipated. They are far more effective against hostile magic, simply absorbing them without any difficulty.

And once more you march to war. No longer do any of your men bear the weapons or armor of the Spears, instead waving their own banners as they march to war. Some in the villages join your ranks, hoping for the opportunity to gain power. Some try to flee or fight, and are mercilessly cut down. Most you just leave, as they are not important right now. You will claim a second town soon…their walls are already in sight. You see a mass of people evacuating northwards, and you can sense the High Seducer leading them away, even as she further stains their souls. Do you have any last minute preparations before the battle begins?

Full status (http://www.bay12forums.com/smf/index.php?topic=173117.msg7920843#msg7920843)

 Current Status

Name: Klx-Dryklfx

Time: 6.75 months

Physical Might: 77+6 (+12 worship, - 4 leakage)

Mental Might: ] 76+6 (+14 worship, -4 leakage )

Followers

13 Boneys, 37 thralls, 200 hundred Spear-Thralls, 106 Sword-Thralls, and 126 Archer-Thrall, 8 seducers, 149 peasants, 24 guards, 10 Hunters, 1 High Seducer, 15 Doom-Seekers, 2 Doom-Seers, 2 priests, 5 god-slayers

Servants

17 wisp wights, 8 armored brutes, 2 crushers, 317 zombies, 67 skeletons, 50 wisp wretches, 82 weeping sores, 18 specters

Cults

The Broken
  Members: 13 Boneys, 13 Thralls, 200 hundred Spear-Thralls, 106 Sword-Thralls, and 126 Archer-Thrall, 15 Doom-Seekers, 2 Doom-Seers, 2 priests, 5 god-slayers
  Resources: 77(-10 god-slayer armor +5/week demonic crops, +5/week iron mines )
  Power: 22 (12 spent worshipping you, 3 spent slaughtering villages, 4 spent forging, 5 spent gathering resources)
The Ceaseless Consumption
Members: 8 seducers and 24 thralls, and 37 peasants split among 8 locations, 1 high seducer, 112 peasants, and 24 soldiers
Resources: 0
Power: 10 (1 spent worshipping you, 2 spent constructing bastions, 4 spent negotiating/recruiting, 3 spent spreading rumors)
Fortresses
Canord
   Strong walls (45), Deep moat (25), Thorn Wall (25), Weak wards(15), Traps(15) Demonic crops, plentiful mines, Strong aura of domination
Champions
Kreth Woemaker
   Physical might: 12
   Mental might: 12
   Other: Magic Cloak

Duthrax Soul-Render, First of the Thrall-Herds
  Physical might: 5 + 1
  Mental might: 3 + 1
  Other: Duelist, skilled commander, Herald
Lurrothel, Weaver of Nightmares
  Physical might: 1
  Mental might: 6
  Other: Necromancer, skilled at wards and dream magic


Now you have my attention. What game are you writing for?
Title: Re: The Rise of a Demon
Post by: KitRougard on February 17, 2019, 02:27:11 pm
Just a few posts down from this, Web of Life: A Drider's Adventure. I volunteered myself to write some psychological horror type stuff so we could do something dangerous and stupid and it might just work. Gimme a moment to link the post...
http://www.bay12forums.com/smf/index.php?topic=161812.msg7928437#msg7928437
Because I have a mental death wish, evidently
Title: Re: The Rise of a Demon
Post by: Urist Mc Dwarf on February 17, 2019, 02:37:40 pm
I think I found something new to read.
Title: Re: The Rise of a Demon
Post by: KitRougard on February 17, 2019, 02:53:31 pm
Hey, dive on in, the water's fine! It starts off simple enough, but it spirals into elder gods and mutagenic rituals sprinkled with other dimensions. I made a Discord for it, too - I could use a writer to bounce what I've got scribbled down off of. Link is near the current page, maybe the one before it. There might be two, you want the newer one.

Now, back to our regularly scheduled madness...
Title: Re: The Rise of a Demon
Post by: Urist Mc Dwarf on February 18, 2019, 11:40:12 pm
I do enjoy the madness, but I need some suggestions first. Or some requests for information perhaps...just so long as I have something to respond too.
Title: Re: The Rise of a Demon
Post by: Ardent Debater on February 19, 2019, 11:31:34 pm
This is my immediate plan:

- Corrupt the souls of the faithless priests, bringing them into the Broken Ones as Dark Priests.
- Enthrall the minds of the faithful peasantry, compelling them to sabotage their own fortifications and slaughter the true priesthood.
- Command our Seducers to rally the Cult and openly rabble rouse as much as possible.

My apologies for not posting yesterday.
Title: Re: The Rise of a Demon
Post by: King Zultan on February 20, 2019, 04:21:29 am
This is my immediate plan:

- Corrupt the souls of the faithless priests, bringing them into the Broken Ones as Dark Priests.
- Enthrall the minds of the faithful peasantry, compelling them to sabotage their own fortifications and slaughter the true priesthood.
- Command our Seducers to rally the Cult and openly rabble rouse as much as possible.

My apologies for not posting yesterday.
+1
Title: Re: The Rise of a Demon
Post by: Kashyyk on February 20, 2019, 07:27:29 am
I'll support that.
Title: Re: The Rise of a Demon
Post by: KitRougard on February 20, 2019, 08:27:38 am
Yeah, I can't come up with any better ideas - not that this one's bad, mind you.
But I did make a list of "things to do when we get back from taking over another city!"
Spoiler: To Do List (click to show/hide)
Title: Re: The Rise of a Demon
Post by: WyrdByrd on February 20, 2019, 08:43:15 am
Yeah, I can't come up with any better ideas - not that this one's bad, mind you.
But I did make a list of "things to do when we get back from taking over another city!"
Spoiler: To Do List (click to show/hide)
+1. I was thinking we could convert  Avar into our primary residential zone. Canord seems more suitable as a bastion. Also, I've got a few ideas regarding Boneys, once we finish off the city.
This is my immediate plan:

- Corrupt the souls of the faithless priests, bringing them into the Broken Ones as Dark Priests.
- Enthrall the minds of the faithful peasantry, compelling them to sabotage their own fortifications and slaughter the true priesthood.
- Command our Seducers to rally the Cult and openly rabble rouse as much as possible.

My apologies for not posting yesterday.
Sounds good to me.
Title: Re: The Rise of a Demon
Post by: Kashyyk on February 20, 2019, 12:20:00 pm
Are we wanting to establish a Demonic Empire, or just lead a roving horde like Warhammer's Chaos?
Title: Re: The Rise of a Demon
Post by: WyrdByrd on February 20, 2019, 12:34:26 pm
At the moment, it's leaning more towards the former. However, we could certainly  retain a nomadic warhost as followers. Might provide a little more flexibility without being associated with the main group.
Title: Re: The Rise of a Demon
Post by: Urist Mc Dwarf on February 20, 2019, 12:39:19 pm
You take a moment before the attack to ensure the loyalty of the priests, sending some corruption into them and naming them your Dark Priests. They rise, and what doubts they had remaining vanish as their flesh gains faint patches of pigment – birthmarks, effectively – which brand them with your name. You spot several of them rubbing at the spots on their flesh where you transformed it.

As the army continues to advance, you sense the town stirring. The soldiers, and those who did not flee, form up on the walls and on the barricades they made within the city. Among them are “priests,” many of whom are not particularly devout. Still, they chant prayers, providing a measure of protection against your influence. So you don’t bother targeting them, and instead focus on the peasants your Seducers have not yet corrupted. There are a great many of them, as they were focused on gaining a few converts in each bastion. With a dismissive wave of your hand, you simply shatter half their minds, turning them into gibbering madmen who charge forth, raking soldiers and militia with their nails, babbling insane prayers to you.

The sudden attack catches them off guard, and dozens die, literally ripped to shreds, the bits of corpse trampled into the streets. But though they attack with abandon, the soldiers rally, giving ground as they cut down the people they thought they could protect. The ground is soaked with blood, the barricades abandoned, but the defense of the town holds. They are shaken, but they will not break. Not yet.
Now the Seducers speak to the remaining peasants, and to their followers, arguing that they must rise up, and rally together if they are to have any chance of survival. But the Worms of Avarice have done their work too well, and none wants to leave the relative safety of your defenses.

It is no matter. Your army camps on the ground before the gates of Avar, which have been hastily reinforced. Hordes of undead surround your cultists, and at the very front stand your armored brutes and crushers, howling their insane babble, just waiting for your orders. Behind the city walls comes the sounds of fighting and dying as those you broke still fight with endless fury. Now the soldiers on the wall begin to wonder if they should have fled. Now their knees grow weak and their weapons tremble. Now they know that a demon is coming for them, and they have nowhere to run.

Full status (http://www.bay12forums.com/smf/index.php?topic=173117.msg7920843#msg7920843)

 Current Status

Name: Klx-Dryklfx

Time: 6.75 months

Physical Might: 75+6 (+2 slaughter, -4 mind breaking)

Mental Might: ] 75+6 (+3 slaughter, -4 mind-breaking )

Followers

13 Boneys, 37 thralls, 200 hundred Spear-Thralls, 106 Sword-Thralls, and 126 Archer-Thrall, 8 seducers, 149 peasants, 24 guards, 10 Hunters, 1 High Seducer, 15 Doom-Seekers, 2 Doom-Seers, 2 Dark Priests, 5 god-slayers

Servants

17 wisp wights, 8 armored brutes, 2 crushers, 317 zombies, 67 skeletons, 50 wisp wretches, 82 weeping sores, 18 specters

Cults

The Broken
  Members: 13 Boneys, 13 Thralls, 200 hundred Spear-Thralls, 106 Sword-Thralls, and 126 Archer-Thrall, 15 Doom-Seekers, 2 Doom-Seers, 2  Dark Priests, 5 god-slayers
  Resources: 77
  Power: 22 (12 spent worshipping you, 3 spent slaughtering villages, 4 spent forging, 5 spent gathering resources)
The Ceaseless Consumption
Members: 8 seducers and 24 thralls, and 37 peasants split among 8 locations, 1 high seducer, 114 peasants, and 24 soldiers
Resources: 0
Power: 10 (1 spent worshipping you, 2 spent constructing bastions, 4 spent negotiating/recruiting, 3 spent spreading rumors)
Fortresses
Canord
   Strong walls (45), Deep moat (25), Thorn Wall (25), Weak wards(15), Traps(15) Demonic crops, plentiful mines, Strong aura of domination
Champions
Kreth Woemaker
   Physical might: 12
   Mental might: 12
   Other: Magic Cloak

Duthrax Soul-Render, First of the Thrall-Herds
  Physical might: 5 + 1
  Mental might: 3 + 1
  Other: Duelist, skilled commander, Herald
Lurrothel, Weaver of Nightmares
  Physical might: 1
  Mental might: 6
  Other: Necromancer, skilled at wards and dream magic
Title: Re: The Rise of a Demon
Post by: Kashyyk on February 20, 2019, 02:22:22 pm
When we have access to some horse corpses, we should raise enough for them to serve as mounts for Duthrax and his bodyguards, and then imbue each of them with just a touch of power, such that they can each control their mount with a thought.

For now, we should appear before the defenders in all our Demonic Glory, preferably in a form that is as tall as the walls they stand on, whilst our army advances behind. We will then order all the defenders to Kneel, with a voice laced with compulsion, but not enough to break their minds.

I'd want to then pause at this point, to see how many convert before we move on.
Title: Re: The Rise of a Demon
Post by: WyrdByrd on February 20, 2019, 02:32:44 pm
Oh, how far we've come.
 
 I have a  plan for breaking through this mass of semi-dedicated soldiers, should this effort fail.  Action are ordered   in chronological order.
- Have the wisp wretches go insubstantial,  and  send them and the specters  to run rampant on the wall soldiers. They should have no effective way of fighting back, and their fear should turn to full-blown panic after this. If a priest attempts to intervene, they should withdraw, ideally pelting the priest with as many objects as possible while doing so.
- The Hunters  have most likely fully integrated into Avar by this time. No one would pose any questions about their presence at the walls, nor their actions throughout the city.   Have 3  Hunters slip along the walls during the chaos, and begin killing priests when they can get away with it. If we can dismantle the lattice of faith, we may corrupt them after all.
- It is unlikely that the Seducers will make much headway in persuading the rest of the populace to rise upon Avar's defenders. Instead, they shall stick to their bastions, and pray for "deliverance" from the siege, inviting any who seem willing to do  so. A brief trickle of corruptive power, alongside their natural greed, should bend their minds to  our worship.
While this is going on, Lurrothel should begin reanimating the dead within Avar,  starting with the madmen slain by the guards.
-   Finally, we should send a wave of corruptive energy over the city (sparing the Seducer bastions and those corrupted) and wake the rest of the fallen. Should any priests submit by now, convert them into Dark Priests.
Then, and only then, should we begin our assault.   
Title: Re: The Rise of a Demon
Post by: Ardent Debater on February 21, 2019, 12:23:49 am
Oh, how far we've come.
 
 I have a  plan for breaking through this mass of semi-dedicated soldiers, should this effort fail.  Action are ordered   in chronological order.
- Have the wisp wretches go insubstantial,  and  send them and the specters  to run rampant on the wall soldiers. They should have no effective way of fighting back, and their fear should turn to full-blown panic after this. If a priest attempts to intervene, they should withdraw, ideally pelting the priest with as many objects as possible while doing so.
- The Hunters  have most likely fully integrated into Avar by this time. No one would pose any questions about their presence at the walls, nor their actions throughout the city.   Have 3  Hunters slip along the walls during the chaos, and begin killing priests when they can get away with it. If we can dismantle the lattice of faith, we may corrupt them after all.
- It is unlikely that the Seducers will make much headway in persuading the rest of the populace to rise upon Avar's defenders. Instead, they shall stick to their bastions, and pray for "deliverance" from the siege, inviting any who seem willing to do  so. A brief trickle of corruptive power, alongside their natural greed, should bend their minds to  our worship.
While this is going on, Lurrothel should begin reanimating the dead within Avar,  starting with the madmen slain by the guards.
-   Finally, we should send a wave of corruptive energy over the city (sparing the Seducer bastions and those corrupted) and wake the rest of the fallen. Should any priests submit by now, convert them into Dark Priests.
Then, and only then, should we begin our assault.   
When we have access to some horse corpses, we should raise enough for them to serve as mounts for Duthrax and his bodyguards, and then imbue each of them with just a touch of power, such that they can each control their mount with a thought.

For now, we should appear before the defenders in all our Demonic Glory, preferably in a form that is as tall as the walls they stand on, whilst our army advances behind. We will then order all the defenders to Kneel, with a voice laced with compulsion, but not enough to break their minds.

I'd want to then pause at this point, to see how many convert before we move on.
+1
Title: Re: The Rise of a Demon
Post by: Urist Mc Dwarf on February 21, 2019, 01:22:11 am
You rise up before the soldiers, displaying your full terrible glory. Your head peers up over the wall, Desecrator is as long as a horse, each of your claws seems big enough to eviscerate a horse. Your eyes glow with a hatred beyond anything mortals can fathom, and your carapace positively writhes with sigils that whisper of death and suffering. But these men find some hidden reserve of courage. Perhaps it is an effect of the dream you have inflicted upon them – those who would flee before horror have already done so. Those who remain are the ones with iron souls. They tremble, but do not break.

And so you fill your voice with a bit of magic, and command them. “Kneel.” You say, not demanding it, not shouting it, simply stating it as though this is the way it should be.  About a hundred men – a quarter of the soldiers who remain – do kneel. Many others tremble, and start to shift. But they turn upon those who obeyed their command, and once more former comrades and friends and allies turn on each other in a bloody battle.

The specters and wisps of the wisp wights charge forth, slashing with spectral claws, throwing rocks, and shrieking maddeningly. But they are not strong enough to kill many, and the blades of the soldiers – many seem to have been blessed – sting them enough that they retreat, only having killed ten or fifteen men. You growl in frustration. These men have proven annoyingly stubborn, almost as much as the Spears. And you lack wards, buried undead, invisible thorn walls this time.

But you do have the Hunters…they sprint along rooftops, weapons in hand, and they put your blessings to good use, finding the men who rally the resistance, killing them with well-placed arrows and dodging the desperate retaliations with unnatural agility. They kill nearly thirty men, half of them priests, before withdrawing, and this sudden onslaught of death causes many to throw down their weapons and flee. Your converts are forced into a knot, but the fighting seems desultory – neither side really wants to kill the other.

Lurrothel begins to reach into the city, raising some zombies. The corpses of fallen madmen are the only ones easily available, and she only manages to raise ten or eleven of them and send them slowly shambling towards the fighting. You add your own strength to her efforts, and over two hundred zombies join the attack, although they are too distant to do much right now.
Meanwhile, in the bastions by the river, the Seducers and your followers kneel and pray. Hearing the carnage – the sounds are faint, but seem very loud indeed to the terrified people – many join them, whispering fervent prayers, unknowingly offering their strength to the cause of their terror. There is little enough to gain from each head, but there are nearly four hundred heads.
As the fighting on the wall turns to a total stalemate, the attack begins. You make the first move, grabbing the wall with two of your hands and pulling yourself up onto it like a man pulling himself up a ledge. With Desecrator you cut down entire squads of men. Many rise as weeping swords to attack their comrades. One priest, wielding a staff in one hand and a sword in the other, shouts some prayer. It stings a bit, and his blade stings more.

But as you fight, the specters and wisps return, shrieking as they once more run amok among the soldiers, again mostly just tearing cloth and getting attention. Which means the crushers and brutes get almost to the gate before they are noticed. The gate does not hold for very long under their armored fists, and your army pours in just as the undead from within the city begin to swarm up the wall.
Now priests and soldiers begin to surrender, throwing down their weapons. Some are killed where they stand by your forces who are eager for blood. Other soldier-thralls ignore the fighting, recognizing that it is finished, and begin to loot the town. And some – including the one who managed to hurt you a bit, try to organize and cut their way through the zombies.

You let them, and allow them to meet the brutes and the crushers below. The resulting fight is short, messy, and very loud. The sole survival is that brave, defiant priest, still shouting curses and prayers, mingling them in the same sentence, even with his legs shattered into pulpy ruins.

In the end, ninety-seven soldiers and seventeen priests have surrendered to your army. You lost one specter (cut in two by a blessed blade), nearly a hundred zombies, and exactly three spear-thralls. One of the brutes was also somewhat injured, although it will heal without issue. You make the priests Dark Priest immediately.

Of course, there are still the bastions to consider. Not all are under your full control, and they are very heavily fortified. They are also isolated, and as full of your followers as a rotten fruit is full of worms. And you may have a special fate in mind for that brave priest…

By sheer chance, there is a stable of horses in the house nearest the walls. You kill several of them, raise them, and grant them to the god-slayers and Duthrax.

Full status (http://www.bay12forums.com/smf/index.php?topic=173117.msg7920843#msg7920843)

 Current Status

Name: Klx-Dryklfx

Time: 6.75 months

Physical Might: 69+6 (+3 slaughter, +4 worship, -10 zombies, -3 injuries)

Mental Might: ] 70+6 (+3 slaughter, + 4 worship, -10 zombies, -2 corruption )

Followers

13 Boneys, 37 thralls, 197 hundred Spear-Thralls, 106 Sword-Thralls, and 126 Archer-Thrall, 8 seducers, 149 peasants, 121 guards, 10 Hunters, 1 High Seducer, 15 Doom-Seekers, 2 Doom-Seers, 19 Dark Priests, 5 god-slayers(mounted)

Servants

17 wisp wights, 8 armored brutes, 2 crushers, 431 zombies, 67 skeletons, 50 wisp wretches, 89 weeping sores, 17 specters

Cults

The Broken
  Members: 13 Boneys, 13 Thralls, 197 hundred Spear-Thralls, 106 Sword-Thralls, and 126 Archer-Thrall, 15 Doom-Seekers, 2 Doom-Seers, 19  Dark Priests, 5 god-slayers(mounted), 97 guards
  Resources: 89(+12 looting)
  Power: 22 (12 spent worshipping you, 3 spent slaughtering villages, 4 spent forging, 5 spent gathering resources)
The Ceaseless Consumption
Members: 8 seducers and 24 thralls, and 37 peasants split among 8 locations, 1 high seducer, 114 peasants, and 24 soldiers
Resources: 0
Power: 10 (1 spent worshipping you, 2 spent constructing bastions, 4 spent negotiating/recruiting, 3 spent spreading rumors)
Fortresses
Canord
   Strong walls (45), Deep moat (25), Thorn Wall (25), Weak wards(15), Traps(15) Demonic crops, plentiful mines, Strong aura of domination
Avar
  Basic Walls(20)
Champions
Kreth Woemaker
   Physical might: 12
   Mental might: 12
   Other: Magic Cloak

Duthrax Soul-Render, First of the Thrall-Herds
  Physical might: 7 + 1
  Mental might: 3 + 1
  Other: Duelist, skilled commander, zombie horse Herald
Lurrothel, Weaver of Nightmares
  Physical might: 1
  Mental might: 6
  Other: Necromancer, skilled at wards and dream magic
Title: Re: The Rise of a Demon
Post by: Urist Mc Dwarf on February 22, 2019, 07:55:40 am
So...does anyone have any suggestions for what happens next?
Title: Re: The Rise of a Demon
Post by: WyrdByrd on February 22, 2019, 08:18:13 am
Working on a post right now. Have to take into account the region  surrounding Avar. What do we know about that, by the way?
Title: Re: The Rise of a Demon
Post by: KitRougard on February 22, 2019, 08:19:04 am
We have captives and crippled living, right? I say we make another Kreth, but this time, we never even detach the skull from the priest's body. We use our mutagenic powers to force him to survive as we peel back the flesh (And cut it off, we don't want any nasty looking flash) and torture him as he feels his soul replaced with that of a freshly created demon.
Title: Re: The Rise of a Demon
Post by: Urist Mc Dwarf on February 22, 2019, 08:24:46 am
There are a lot of farms, most of which are fairly communal in nature. About a week to the west is Henord Crossing, and Castle Southbend is two weeks to the north.
Title: Re: The Rise of a Demon
Post by: WyrdByrd on February 22, 2019, 08:33:27 am
We have captives and crippled living, right? I say we make another Kreth, but this time, we never even detach the skull from the priest's body. We use our mutagenic powers to force him to survive as we peel back the flesh (And cut it off, we don't want any nasty looking flash) and torture him as he feels his soul replaced with that of a freshly created demon.
That's a tempting idea, but, as we've said before, demons aren't exactly known for their loyalty, and two weaker demons might conspire together against their employer. Think about how we fell last time. 
What I was thinking we do is use this opportunity to instruct Lurrothel further in the ways  of evil. Using a combination of her knowledge before our service, and the mutagenic secrets she gained under our service, she would convert the priest into a Living Ward. He would be mounted at the gate in which he fell, infusing the walls with hate and corruption, his body, twisted into a near impenetrable barrier against those who would roust us from our prize,  his mind now a tool to protect his nemesis . He wanted to defend our city?  Let him.
Title: Re: The Rise of a Demon
Post by: Kashyyk on February 22, 2019, 08:37:40 am
We have thralls in all these bastions right? Then all we need to do is have them subtly open a door to allow a strike team in, which will then clear the building of resistance. One strike teams will consist of Kreth Woemaker and ten Wisp Wights, and the other will be Duthrax Soul-Render, his five god-slayers and five more Wisp Wights. It should be child's play to slip into a building through a "conveniently unlocked" door, and then purge the malcontents. To ensure that our thralls aren't accidentally cut down, they should all mark themselves somehow, perhaps by binding a strip of red fabric around their right bicep.

Alternatively, we have our followers abandon the bastions, bringing as many supplies as possible with them. We can then just starve out each bastion in turn, whilst giving them horrific nightmares, paranoid thoughts, and occasionally breaking a random person's mind and sending them into a suicidal frenzy.

The first method will be quick and bloody, whilst the second will be slow but should be a tasty source of Evil until the last survivor finally succumbs.
Title: Re: The Rise of a Demon
Post by: King Zultan on February 22, 2019, 08:57:20 am
We have captives and crippled living, right? I say we make another Kreth, but this time, we never even detach the skull from the priest's body. We use our mutagenic powers to force him to survive as we peel back the flesh (And cut it off, we don't want any nasty looking flash) and torture him as he feels his soul replaced with that of a freshly created demon.
That's a tempting idea, but, as we've said before, demons aren't exactly known for their loyalty, and two weaker demons might conspire together against their employer. Think about how we fell last time. 
What I was thinking we do is use this opportunity to instruct Lurrothel further in the ways  of evil. Using a combination of her knowledge before our service, and the mutagenic secrets she gained under our service, she would convert the priest into a Living Ward. He would be mounted at the gate in which he fell, infusing the walls with hate and corruption, his body, twisted into a near impenetrable barrier against those who would roust us from our prize,  his mind now a tool to protect his nemesis . He wanted to defend our city?  Let him.
+1
We have thralls in all these bastions right? Then all we need to do is have them subtly open a door to allow a strike team in, which will then clear the building of resistance. One strike teams will consist of Kreth Woemaker and ten Wisp Wights, and the other will be Duthrax Soul-Render, his five god-slayers and five more Wisp Wights. It should be child's play to slip into a building through a "conveniently unlocked" door, and then purge the malcontents. To ensure that our thralls aren't accidentally cut down, they should all mark themselves somehow, perhaps by binding a strip of red fabric around their right bicep.

Alternatively, we have our followers abandon the bastions, bringing as many supplies as possible with them. We can then just starve out each bastion in turn, whilst giving them horrific nightmares, paranoid thoughts, and occasionally breaking a random person's mind and sending them into a suicidal frenzy.

The first method will be quick and bloody, whilst the second will be slow but should be a tasty source of Evil until the last survivor finally succumbs.
+1 I really like the sound of the second idea.
Title: Re: The Rise of a Demon
Post by: WyrdByrd on February 22, 2019, 08:59:30 am
We have thralls in all these bastions right? Then all we need to do is have them subtly open a door to allow a strike team in, which will then clear the building of resistance. One strike teams will consist of Kreth Woemaker and ten Wisp Wights, and the other will be Duthrax Soul-Render, his five god-slayers and five more Wisp Wights. It should be child's play to slip into a building through a "conveniently unlocked" door, and then purge the malcontents. To ensure that our thralls aren't accidentally cut down, they should all mark themselves somehow, perhaps by binding a strip of red fabric around their right bicep.

Alternatively, we have our followers abandon the bastions, bringing as many supplies as possible with them. We can then just starve out each bastion in turn, whilst giving them horrific nightmares, paranoid thoughts, and occasionally breaking a random person's mind and sending them into a suicidal frenzy.

The first method will be quick and bloody, whilst the second will be slow but should be a tasty source of Evil until the last survivor finally succumbs.
As tempting as that would be, gaining worshippers may serve as a  more renewable source of  Evil down the line. We could play upon the greed of the susceptible survivors.  Have a group  of seven or so Dark priests,  backed by  an equal amount of Doom-Seekers, make their way to each bastion, to negotiate at their walls. In this, we would inform them that, for all intents and purposes,  they are isolated and alone at the moment.  Being the canny conquerers that we are, we realize that it would also be far more effort than it would be  worth attempting to siege each and every one of them, when we could just starve them out. Instead, we offer them a deal.  As the last brave survivors of the city, they would be an ideal choice for the city's new nobility and governance. They could even keep the bastions! As a means of sweetening the pot, leave around the equivalent of 2 resources at the gates of  each bastion with supplies and luxuries (heavily corrupted of course). Within their walls, have the seducer and thralls begin to push for this course of action. Have them bring up how the Empire abandoned them in their hour of need,  and how it was only through the actions of us citizens  that  they were able to stay alive. If anyone has a right to determine which way the city goes after this, it would be those within the bastions.
Title: Re: The Rise of a Demon
Post by: WyrdByrd on February 22, 2019, 09:05:18 am
As this method seems to be working well, I'll just post ideas in chunks.

 With the fall of Avar,  it is likely that the area will be crawling with looters, brigands, outlaws, and deserters. We  can send Kreth  and ten Wisp Wights throughout the  roads and woodlands that they would most likely haunt, and offer power and support to them in exchange for worship and service. If they refuse.... have  Kreth teach them what true Evil looks like.
 
Title: Re: The Rise of a Demon
Post by: Kashyyk on February 22, 2019, 10:05:38 am
I'm sure we can combine our ideas Wyrdbyrd.

Start starving the bastions out, with our thralls inside. Meanwhile, have the Dark Priests try to convince the survivors that worshipping us is the best thing to do. Possibly even leave some food and other comforts in easy sight. Have the thralls and seducers seem amicable to the idea, but not completely. After a day or so of being cooped up, debating with the Doom Priest, have a couple of thralls decide to "convert". They'll head out, prostrate themselves before us and offer to serve. In exchange they'll get some sort of reward that matches a desire, be it some wealth, minions, willing concubines, etc. Maybe they'll actually get to keep the reward once out of sight of the Bastion too. We might be feeling generous.

Then we shall announce a one week time limit to accept the True Faith. Every now and then another thrall will head out. Seeing their compatriots giving in should make it more likely for some actual survivors to turn as well. Near the end, the last remaining Thralls and Seducers should make a break for it with all the supplies they can carry after convincing as many others as possible. Any that are left are clearly not going to convert regardless, and so we can start farming them for Evil.
Title: Re: The Rise of a Demon
Post by: WyrdByrd on February 22, 2019, 10:23:07 am
I'm sure we can combine our ideas Wyrdbyrd.

Start starving the bastions out, with our thralls inside. Meanwhile, have the Dark Priests try to convince the survivors that worshipping us is the best thing to do. Possibly even leave some food and other comforts in easy sight. Have the thralls and seducers seem amicable to the idea, but not completely. After a day or so of being cooped up, debating with the Doom Priest, have a couple of thralls decide to "convert". They'll head out, prostrate themselves before us and offer to serve. In exchange they'll get some sort of reward that matches a desire, be it some wealth, minions, willing concubines, etc. Maybe they'll actually get to keep the reward once out of sight of the Bastion too. We might be feeling generous.

Then we shall announce a one week time limit to accept the True Faith. Every now and then another thrall will head out. Seeing their compatriots giving in should make it more likely for some actual survivors to turn as well. Near the end, the last remaining Thralls and Seducers should make a break for it with all the supplies they can carry after convincing as many others as possible. Any that are left are clearly not going to convert regardless, and so we can start farming them for Evil.
Sounds good to me!  Going back to the surrounding region,  we can use the communal nature of most of the farms to our advantage. Assuming our High Seducer's  methods have borne fruit, we should have thralls taking refuge in most of them.  By now, they've  most likely  gained the trust of the farmers present there.  As such, they would most likely be willing to accept new, alternative ideas, and are most likely in need of a solution to their woes.
Enter the Boon of Blood. A relatively simple rite, it should ideally be grantable by a single Dark Priest. When cast, the fields within the Boon's radius will be blessed with increased yields, further resistance to blight and plague, and even be easier to harvest, so long as  at least one living creature is sacrificed  on the ritual site every month.  The larger the sacrifice (or the more "human" it is), the greater the effects. For instance, if a chicken is sacrificed, the Boon may only grant a few  weeks of respite from  a drought, whereas a cow or a horse would grant months of fortune,  with the resulting harvest imbuing uncanny vigor and strength upon its imbibers.  Upon  the first sacrifice, those performing the ritual will know instinctually  what they must do to enhance the gifts gained from it.  Of course,  the food gained from such a pact would be imbued with demonic energy, but not enough to render the resultant product un-exportable. For  major changes to occur, one would have to consume the food almost exclusively, or  live in constant, close proximity to the crops.... which the farmers would be doing.
Title: Re: The Rise of a Demon
Post by: Urist Mc Dwarf on February 22, 2019, 11:03:55 am
The Boon of Blood will likely be beyond the powers of a Dark Priest.
Title: Re: The Rise of a Demon
Post by: WyrdByrd on February 22, 2019, 11:11:48 am
In that case, we can do a reduced blessing of sorts.  Something that could increase crop and livestock fertility, perhaps?  Our Dark Priests may not necessarily be turned away. Remember, our Seducers may have a lot of clout in rural regions,  due  to guiding the refugees to "safety".
Title: Re: The Rise of a Demon
Post by: scourge728 on February 22, 2019, 11:21:28 am
Coulda sworn I had ptw'd but I guess not
Title: Re: The Rise of a Demon
Post by: Urist Mc Dwarf on February 22, 2019, 11:25:15 am
That would be possible, yes.

I would like some more support for actions besides dealing with the bastions.
Title: Re: The Rise of a Demon
Post by: Kashyyk on February 22, 2019, 12:40:27 pm
We have captives and crippled living, right? I say we make another Kreth, but this time, we never even detach the skull from the priest's body. We use our mutagenic powers to force him to survive as we peel back the flesh (And cut it off, we don't want any nasty looking flash) and torture him as he feels his soul replaced with that of a freshly created demon.
That's a tempting idea, but, as we've said before, demons aren't exactly known for their loyalty, and two weaker demons might conspire together against their employer. Think about how we fell last time. 
What I was thinking we do is use this opportunity to instruct Lurrothel further in the ways  of evil. Using a combination of her knowledge before our service, and the mutagenic secrets she gained under our service, she would convert the priest into a Living Ward. He would be mounted at the gate in which he fell, infusing the walls with hate and corruption, his body, twisted into a near impenetrable barrier against those who would roust us from our prize,  his mind now a tool to protect his nemesis . He wanted to defend our city?  Let him.
I'm sure we can combine our ideas Wyrdbyrd.

Start starving the bastions out, with our thralls inside. Meanwhile, have the Dark Priests try to convince the survivors that worshipping us is the best thing to do. Possibly even leave some food and other comforts in easy sight. Have the thralls and seducers seem amicable to the idea, but not completely. After a day or so of being cooped up, debating with the Doom Priest, have a couple of thralls decide to "convert". They'll head out, prostrate themselves before us and offer to serve. In exchange they'll get some sort of reward that matches a desire, be it some wealth, minions, willing concubines, etc. Maybe they'll actually get to keep the reward once out of sight of the Bastion too. We might be feeling generous.

Then we shall announce a one week time limit to accept the True Faith. Every now and then another thrall will head out. Seeing their compatriots giving in should make it more likely for some actual survivors to turn as well. Near the end, the last remaining Thralls and Seducers should make a break for it with all the supplies they can carry after convincing as many others as possible. Any that are left are clearly not going to convert regardless, and so we can start farming them for Evil.

I definitely think we should do these. The Boon of Blood sounds good too.

Meanwhile, we should fold the new converts into the Thralls, and deploy armed thralls throughout the town to search and capture any stragglers. 

Then we should organise a combined festival/feast/worship to celebteate the capture of the city. During which, any captives that don't want to convert shall be sacrificed to us, and our Thralls will enjoy the demonic ecstasy and mundane pleasures that a complete lack of morals and inclinations will produce.
Title: Re: The Rise of a Demon
Post by: WyrdByrd on February 22, 2019, 03:00:53 pm
We have captives and crippled living, right? I say we make another Kreth, but this time, we never even detach the skull from the priest's body. We use our mutagenic powers to force him to survive as we peel back the flesh (And cut it off, we don't want any nasty looking flash) and torture him as he feels his soul replaced with that of a freshly created demon.
That's a tempting idea, but, as we've said before, demons aren't exactly known for their loyalty, and two weaker demons might conspire together against their employer. Think about how we fell last time. 
What I was thinking we do is use this opportunity to instruct Lurrothel further in the ways  of evil. Using a combination of her knowledge before our service, and the mutagenic secrets she gained under our service, she would convert the priest into a Living Ward. He would be mounted at the gate in which he fell, infusing the walls with hate and corruption, his body, twisted into a near impenetrable barrier against those who would roust us from our prize,  his mind now a tool to protect his nemesis . He wanted to defend our city?  Let him.
I'm sure we can combine our ideas Wyrdbyrd.

Start starving the bastions out, with our thralls inside. Meanwhile, have the Dark Priests try to convince the survivors that worshipping us is the best thing to do. Possibly even leave some food and other comforts in easy sight. Have the thralls and seducers seem amicable to the idea, but not completely. After a day or so of being cooped up, debating with the Doom Priest, have a couple of thralls decide to "convert". They'll head out, prostrate themselves before us and offer to serve. In exchange they'll get some sort of reward that matches a desire, be it some wealth, minions, willing concubines, etc. Maybe they'll actually get to keep the reward once out of sight of the Bastion too. We might be feeling generous.

Then we shall announce a one week time limit to accept the True Faith. Every now and then another thrall will head out. Seeing their compatriots giving in should make it more likely for some actual survivors to turn as well. Near the end, the last remaining Thralls and Seducers should make a break for it with all the supplies they can carry after convincing as many others as possible. Any that are left are clearly not going to convert regardless, and so we can start farming them for Evil.

I definitely think we should do these. The Boon of Blood sounds good too.

Meanwhile, we should fold the new converts into the Thralls, and deploy armed thralls throughout the town to search and capture any stragglers. 

Then we should organise a combined festival/feast/worship to celebteate the capture of the city. During which, any captives that don't want to convert shall be sacrificed to us, and our Thralls will enjoy the demonic ecstasy and mundane pleasures that a complete lack of morals and inclinations will produce.
We should test them for  magical and divine ability first. Those who possess the latter should be  screened by our priest for tutelage in the infernal arts. For those who don't make the cut,  they can be converted into Hunters. As for the former,   split them half and half between learning from the Doom-Seers and apprenticing under Lurrothel. We should start working on those flesh crafters sooner rather than later.
How do you think we should reward the veterans?
Title: Re: The Rise of a Demon
Post by: Detoxicated on February 22, 2019, 03:49:52 pm
Search for the best Smith and have him enhanced to better to any Kind of metalsmithing. Big size Résistance to Heat, 20 Arms, firebreath
Title: Re: The Rise of a Demon
Post by: Urist Mc Dwarf on February 22, 2019, 05:06:58 pm
Shall I just write an update about conquering the rest of Avar and preparing the Blood Bond, and leave other actions for another update?
Title: Re: The Rise of a Demon
Post by: WyrdByrd on February 22, 2019, 05:32:13 pm
What would be easiest for you?
Title: Re: The Rise of a Demon
Post by: Urist Mc Dwarf on February 22, 2019, 06:01:03 pm
Right now, it would be easiest to do one big update tonight with a whole plan sorted out.
Title: Re: The Rise of a Demon
Post by: Kashyyk on February 23, 2019, 01:20:45 am
Whilst we're securing those Bastions, I'd also like to build another statue of Domination (like in Canord) and desecrate the temple here. Nothing quite like having a calling card. Hopefully the Domination monuments will be quite hard to dismantle without turning to Evil as well.

Then I'd like to go back to that castle we found the sword in. We should be Evil enough now,  and if not we'll probably be powerful enough to force our way in.
Title: Re: The Rise of a Demon
Post by: King Zultan on February 23, 2019, 07:30:37 am
We have captives and crippled living, right? I say we make another Kreth, but this time, we never even detach the skull from the priest's body. We use our mutagenic powers to force him to survive as we peel back the flesh (And cut it off, we don't want any nasty looking flash) and torture him as he feels his soul replaced with that of a freshly created demon.
That's a tempting idea, but, as we've said before, demons aren't exactly known for their loyalty, and two weaker demons might conspire together against their employer. Think about how we fell last time. 
What I was thinking we do is use this opportunity to instruct Lurrothel further in the ways  of evil. Using a combination of her knowledge before our service, and the mutagenic secrets she gained under our service, she would convert the priest into a Living Ward. He would be mounted at the gate in which he fell, infusing the walls with hate and corruption, his body, twisted into a near impenetrable barrier against those who would roust us from our prize,  his mind now a tool to protect his nemesis . He wanted to defend our city?  Let him.
I'm sure we can combine our ideas Wyrdbyrd.

Start starving the bastions out, with our thralls inside. Meanwhile, have the Dark Priests try to convince the survivors that worshipping us is the best thing to do. Possibly even leave some food and other comforts in easy sight. Have the thralls and seducers seem amicable to the idea, but not completely. After a day or so of being cooped up, debating with the Doom Priest, have a couple of thralls decide to "convert". They'll head out, prostrate themselves before us and offer to serve. In exchange they'll get some sort of reward that matches a desire, be it some wealth, minions, willing concubines, etc. Maybe they'll actually get to keep the reward once out of sight of the Bastion too. We might be feeling generous.

Then we shall announce a one week time limit to accept the True Faith. Every now and then another thrall will head out. Seeing their compatriots giving in should make it more likely for some actual survivors to turn as well. Near the end, the last remaining Thralls and Seducers should make a break for it with all the supplies they can carry after convincing as many others as possible. Any that are left are clearly not going to convert regardless, and so we can start farming them for Evil.

I definitely think we should do these. The Boon of Blood sounds good too.

Meanwhile, we should fold the new converts into the Thralls, and deploy armed thralls throughout the town to search and capture any stragglers. 

Then we should organise a combined festival/feast/worship to celebteate the capture of the city. During which, any captives that don't want to convert shall be sacrificed to us, and our Thralls will enjoy the demonic ecstasy and mundane pleasures that a complete lack of morals and inclinations will produce.
We should test them for  magical and divine ability first. Those who possess the latter should be  screened by our priest for tutelage in the infernal arts. For those who don't make the cut,  they can be converted into Hunters. As for the former,   split them half and half between learning from the Doom-Seers and apprenticing under Lurrothel. We should start working on those flesh crafters sooner rather than later.
How do you think we should reward the veterans?
+1
Title: Re: The Rise of a Demon
Post by: Urist Mc Dwarf on February 23, 2019, 01:16:21 pm
“Little priest. You thought to defy me? You thought to defend your city?” You demand, grabbing the head of the broken priest, who twists his head and tries to snap at you. You ignore his pathetic efforts, and the flesh on his head begins to peel away. At first, he keeps his mouth rigidly shut, but soon the pain grows too great and he screams in incomprehensible agony as the wind whistles through his bare skull, the slightest pressure upon the bone utter agony. You pick up the now truly broken priest, and toss him to Lurrothel. Smiling, she accepts your command, ordering a couple Doom-Seekers and thralls to assist him as she begins to nail him up above the gate, stretching and warping his flesh to make it stretch around the portal.

Leaving her to her work, you send some of the Dark Priests out to begin offering a Boon of Blood to the outlying farms. The rest approach the bastions, offering them food and other…benefits should they join you. Some seem reluctant, but very few are outright opposed, although they become noticeably more reluctant when the seducers refuse to join. Debates rage on, occasionally growing heated, but gradually some become convinced, several of your thralls among them. They leave the bastions, and are granted depraved and twisted pleasures to indulge in. Slowly, the bastions begin to divide, as the Worms of Avarice continue their work. The division only grows greater as your soldier-thralls sweep through the town, putting to the sword those few who did not flee or die outside the bastions. The sight of these callous slaughters galvanizes both sides.

Meanwhile, out in the fields, your Dark Priests persuade many to accept the Boon of Blood, telling it them it will bless their fields and help protect them from you. Blood wets the soil on dozens of farms, and the crops grow just a bit taller and just a bit more twisted.

At the end of the week, nearly a hundred and fifty people have fled the bastions to join you, leaving about seventy behind. Your thralls take them alive, and they are bound to pyres throughout Avar. Their screams fill the air, along with the delightful smell of roasted flesh.

During the feast, your Dark Priests and Doom-Seers hunt through the masses, looking for those with the capacity to join them. But there is a shortage of both former holy men and of those with magical capacity. Two are found and sent to join the Doom-Seekers.

Lurrothel has finished her work. The man’s mind is not gone, but restrained, able only to watch through empty eye sockets that leak blood and acid. Waves of dark power woven with his very soul emanate out, following lines of runes written on scraps of his skin so that the magic flows around the wall.

As the week comes to a close, a small party of men – ten scarred mercenaries and a single man in rich clothes – approach. They claim to have an offer for you, and are brought before you as you dine on the flesh of the sacrifices. Henord Crossing has heard of your might, they claim. The town is embattled, as your supporters grow in power every day. Will you not come to the aid of those who would follow you?

Once more your strength has grown.  Choose one of the following traits:

Lord of Blasphemy
Honeyed Tongue
Master of Mutation II
Walking Corruption

Current Status

Name: Klx-Dryklfx

Time: 7 months

Physical Might: 98+6 (+15 sacrifice, -4 leakage, + 10 worship)

Mental Might: ] 98+6 (+16 sacrifice, -4 leakage, + 10 worship )

Followers

13 Boneys, 167 thralls, 197 Spear-Thralls, 175 Sword-Thralls, and 178 Archer-Thralls, 8 seducers, 101 peasants, 10 Hunters, 1 High Seducer, 17 Doom-Seekers, 2 Doom-Seers, 19 Dark Priests, 5 god-slayers(mounted)

Servants

17 wisp wights, 8 armored brutes, 2 crushers, 431 zombies, 67 skeletons, 50 wisp wretches, 89 weeping sores, 17 specters

Cults

The Broken
  Members: 13 Boneys, 167 thralls, 197 Spear-Thralls, 175 Sword-Thralls, and 178 Archer-Thralls, 10 Hunters,17 Doom-Seekers, 2 Doom-Seers, 19 Dark Priests, 5 god-slayers(mounted)
  Resources: 87(-2 Living Wards)
  Power: 25 (12 spent worshipping you, 5 spent convincing the bastions, 5 spent making the Boon of Blood, 3 spent making the Living Ward)
The Ceaseless Consumption
  Members: 8 seducers and 24 thralls, and 44 peasants split among 8 locations, 1 high seducer and 57 peasants
  Resources: 0
  Power: 10 (3 spent worshipping you, 4 spent recruiting, 3 spent spreading rumors)

Fortresses
Canord
   Strong walls (45), Deep moat (25), Thorn Wall (25), Weak wards(15), Traps(15) Demonic crops, plentiful mines, Strong aura of domination. Currently empty
Avar
  Basic Walls(20), Living Ward(15)

Champions
Kreth Woemaker
   Physical might: 12
   Mental might: 12
   Other: Magic Cloak

Duthrax Soul-Render, First of the Thrall-Herds
  Physical might: 7 + 1
  Mental might: 3 + 1
  Other: Duelist, skilled commander, zombie horse, Herald

Lurrothel, Weaver of Nightmares
  Physical might: 1
  Mental might: 6
  Other: Necromancer, skilled at wards and dream magic

Artifacts

Desecrator
  +6 physical, +6 mental
  Bringer of unholy rot, Reanimator, Focus of Power

Magic Cloak
  Unknown properties

Herald
  +1 physical, + 1 mental
    Inspiring song
Title: Re: The Rise of a Demon
Post by: WyrdByrd on February 23, 2019, 11:25:40 pm
Have we heard  from our followers since Avar's fall?
Title: Re: The Rise of a Demon
Post by: Urist Mc Dwarf on February 23, 2019, 11:34:06 pm
Which followers?
Title: Re: The Rise of a Demon
Post by: WyrdByrd on February 23, 2019, 11:35:02 pm
You had mentioned some of  the members of the Henord Crossing relief force had been thralls. That implies we have a Seducer cell there.
Title: Re: The Rise of a Demon
Post by: Urist Mc Dwarf on February 23, 2019, 11:45:00 pm
Ah. Most of the thralls she had recruited had gone to Avar to "help their fellow men in their time of need," and the Seducer accompanied them.  Currently, she is traveling with the refugee train, and those she left behind don't know how to contact you.
Title: Re: The Rise of a Demon
Post by: WyrdByrd on February 23, 2019, 11:54:14 pm
I see. Had our Dark priests encountered any of the refugees at the surrounding farms?
Title: Re: The Rise of a Demon
Post by: Urist Mc Dwarf on February 24, 2019, 12:04:40 am
Very few. Most wanted to get further from whatever they thought was coming, and plan to take refuge at Southbend Castle or even further north.
Title: Re: The Rise of a Demon
Post by: WyrdByrd on February 24, 2019, 12:08:08 am
Fair enough.  Any other news regarding the rebels? Last we  heard from them, they started using corrupted weaponry.
Title: Re: The Rise of a Demon
Post by: Urist Mc Dwarf on February 24, 2019, 12:23:03 am
So far, you have not heard new, reliable rumors.
Title: Re: The Rise of a Demon
Post by: Kashyyk on February 25, 2019, 04:55:43 am
Now that we have acquired some more Thralls, we should look to folding them into our army.

Duthrax Soul-Render and his God-slayers should train the new Thralls for combat, aiming for a roughly equal proportion of spear, sword and archer thralls at the end.

Meanwhile, all our smiths should produce enough weapons to equip these new thralls, and should start producing fifty sets of heavy armour.

Whilst this is all going on, a giant war game will be had by our forces across the entirety of Avar. All thralls may compete in combat to earn their place as a member of the Demon-Touched, an elite company of Heavily armed and armoured warriors. Each combatant may continue fighting as long as they are willing, but any who either die or surrender are no longer part of the competition. The top twenty thralls will each earn a place amongst the Demon-Touched, as well as the ten thralls who impressed us most, despite being defeated. The last twenty sets of armour will be saved for new members at a later date.

Those who die in the competition will be consumed, and as they fought and died in order to gain our favour should make each soul delicious.

Each member of the Demon-Touched will gain a point of Physical Might, a suit of heavy armour and the knowledge that they are the elite of our army.

After, we will go visit that old castle and see if we aren't "powerful enough" yet.
Title: Re: The Rise of a Demon
Post by: King Zultan on February 25, 2019, 07:31:06 am
Now that we have acquired some more Thralls, we should look to folding them into our army.

Duthrax Soul-Render and his God-slayers should train the new Thralls for combat, aiming for a roughly equal proportion of spear, sword and archer thralls at the end.

Meanwhile, all our smiths should produce enough weapons to equip these new thralls, and should start producing fifty sets of heavy armour.

Whilst this is all going on, a giant war game will be had by our forces across the entirety of Avar. All thralls may compete in combat to earn their place as a member of the Demon-Touched, an elite company of Heavily armed and armoured warriors. Each combatant may continue fighting as long as they are willing, but any who either die or surrender are no longer part of the competition. The top twenty thralls will each earn a place amongst the Demon-Touched, as well as the ten thralls who impressed us most, despite being defeated. The last twenty sets of armour will be saved for new members at a later date.

Those who die in the competition will be consumed, and as they fought and died in order to gain our favour should make each soul delicious.

Each member of the Demon-Touched will gain a point of Physical Might, a suit of heavy armour and the knowledge that they are the elite of our army.

After, we will go visit that old castle and see if we aren't "powerful enough" yet.
+1
Title: Re: The Rise of a Demon
Post by: WyrdByrd on February 25, 2019, 08:06:58 am
Now that we have acquired some more Thralls, we should look to folding them into our army.

[snip]
+1

+1. Also, we should   turn at least 20 of our forces  into Hunters.  The 10 we've had so far have worked wonders.
As for the delegation,  have a private meeting between the merchant, and allow him to bring two of his entourage.  Have those who attend the meeting be patted down prior to entry by Hunters, both to ensure they aren't trying to smuggle anything and to allow an excuse to read their thoughts.  During the  meeting , try to determine the motivations of the merchant, and gain a better sense of the tactical situation in Henords Crossing, while mentally probing them for any sort of deception.
Title: Re: The Rise of a Demon
Post by: chubby2man on February 25, 2019, 10:53:47 am
Lord of Blasphemy.

I’ll offer a simple and direct plan.
Go to Henord Crossing, offer the leaders and their followers a choice to join or die, and then loot and pillage the town. 

Rest of our forces +1 to Kashyyks plan, though I feel that we should eventually mutate them into mind linked Hive Thralls.
Title: Re: The Rise of a Demon
Post by: WyrdByrd on February 25, 2019, 11:10:01 am
Lord of Blasphemy.

I’ll offer a simple and direct plan.
Go to Henord Crossing, offer the leaders and their followers a choice to join or die, and then loot and pillage the town. 

Rest of our forces +1 to Kashyyks plan, though I feel that we should eventually mutate them into mind linked Hive Thralls.

The only problem I see to that is level of Evil that could be lost. By forcing them into  becoming unthinking servants, the blasphemies which they will commit are involuntary, thus lessening its effects.   
Title: Re: The Rise of a Demon
Post by: chubby2man on February 25, 2019, 11:19:52 am
Lord of Blasphemy.

I’ll offer a simple and direct plan.
Go to Henord Crossing, offer the leaders and their followers a choice to join or die, and then loot and pillage the town. 

Rest of our forces +1 to Kashyyks plan, though I feel that we should eventually mutate them into mind linked Hive Thralls.

The only problem I see to that is level of Evil that could be lost. By forcing them into  becoming unthinking servants, the blasphemies which they will commit are involuntary, thus lessening its effects.   

I think that’s a good point, but we can have dedicated worshippers to make up for that. That shouldn’t prevent us from making our dedicated warriors less deadly if that’s the course we think we should take.
Title: Re: The Rise of a Demon
Post by: WyrdByrd on February 25, 2019, 11:28:09 am
Lord of Blasphemy.

I’ll offer a simple and direct plan.
Go to Henord Crossing, offer the leaders and their followers a choice to join or die, and then loot and pillage the town. 

Rest of our forces +1 to Kashyyks plan, though I feel that we should eventually mutate them into mind linked Hive Thralls.

The only problem I see to that is level of Evil that could be lost. By forcing them into  becoming unthinking servants, the blasphemies which they will commit are involuntary, thus lessening its effects.   

I think that’s a good point, but we can have dedicated worshippers to make up for that. That shouldn’t prevent us from making our dedicated warriors less deadly if that’s the course we think we should take.
Fair enough. I feel like we've been neglecting our Boneys as of late.  Did we ever figure out how they reproduce?
Title: Re: The Rise of a Demon
Post by: Urist Mc Dwarf on February 25, 2019, 12:54:55 pm
They don’t really seem to reproduce, but as far as you can tell, they were created by a combination of exposure to uncontrolled Evil energy and alchemy.

Don’t forget to vote for a trait!
Title: Re: The Rise of a Demon
Post by: Kashyyk on February 25, 2019, 01:07:08 pm
Lord of Blasphemy sounds good
Title: Re: The Rise of a Demon
Post by: KitRougard on February 25, 2019, 01:25:50 pm
Oh, right, Boneys to Reavers, forgot about that.

Spoiler: Reavers (click to show/hide)
Title: Re: The Rise of a Demon
Post by: WyrdByrd on February 25, 2019, 02:23:18 pm
Oh, right, Boneys to Reavers, forgot about that.

Spoiler: Reavers (click to show/hide)

That sounds pretty good! I've got a few ideas for Boney hybrids, in case we find a way to create more of them, or if we have any leftover material to mutate our troops with:
Spoiler: Gaunts (click to show/hide)
Spoiler: Howlers (click to show/hide)
Title: Re: The Rise of a Demon
Post by: Urist Mc Dwarf on February 25, 2019, 02:34:55 pm
So the current plan is:

Have the tournament

Have your followers train and arm themselves

Go to Henord Crossing

Make Reavers

And the rest of the stuff is to be done in the future.

Is that correct?
Title: Re: The Rise of a Demon
Post by: WyrdByrd on February 25, 2019, 06:08:38 pm
Seems to be that way.  What are you all's opinion on the  chat with the merchant?
Title: Re: The Rise of a Demon
Post by: VoidSlayer on February 25, 2019, 06:12:10 pm
Offer them independent vassalage as long as they stop worshiping the other god and start worshiping us, let our priests in.  If so we can wipe out whoever is attacking them.  We also get criminals or heretics as slaves/sacrifices.  If we can take a town without lifting a finger and find more enemies to kill at the same time all the better.
Title: Re: The Rise of a Demon
Post by: Kashyyk on February 25, 2019, 06:16:18 pm
Offer them independent vassalage as long as they stop worshiping the other god and start worshiping us, let our priests in.  If so we can wipe out whoever is attacking them.  We also get criminals or heretics as slaves/sacrifices.  If we can take a town without lifting a finger and find more enemies to kill at the same time all the better.

This gives us a chance to employ some proper creeping corruption, not had much opportunity with our current smash and grab tactics.
Title: Re: The Rise of a Demon
Post by: WyrdByrd on February 25, 2019, 06:22:30 pm
Alright. We can hold the meeting during our tournament time.  By the time it finishes up, we should have reached some sort of conclusion.
Title: Re: The Rise of a Demon
Post by: Detoxicated on February 25, 2019, 06:48:29 pm
So the current plan is:

Have the tournament

Have your followers train and arm themselves

Go to Henord Crossing

Make Reavers

And the rest of the stuff is to be done in the future.

Is that correct?
Also many voted for Lord of Blasphemy
Title: Re: The Rise of a Demon
Post by: Urist Mc Dwarf on February 25, 2019, 09:06:34 pm
You welcome the delegates in, only pausing to issue from brief commands to Duthrax as you stride to the desecrated temple, the other following nervously behind you, their eyes following the piles of desecrated dead, the blood-soaked buildings, the brutes in their spiked armor. Fear wafts off them, forming a dense cloud that you eagerly drink in.

You lay out your terms. Their town will be your vassal. They will dedicate their faith to you. They will send their criminals and their heretics in a monthly tribute. If this tribute is insufficient, you will be…displeased. They accept, knowing this is a surrender and not a negotiation. You invite them to enjoy your hospitality for a while…the festivities should start soon. As you speak, there is a great cry, and a sound like a thousand blades clashing. You can see hope in the eyes of some of the delegates…perhaps your grip is not as strong as they thought. You crush this hope in an instant as you invite them to watch the grand tourney with you.

It is madness. Small knots of combat form, then break apart. Fresh bloodstains overlap with old. Alliances are formed and broken a dozen times every minute. Archers-Thrall are impaled by Spear-Thralls even as they struggle to shoot one final time, and the Spear-thralls are cut down by Sword-Thralls. The air is full of the screams of the dying and the cries of the fighting, many given in your name. And above it all stand Duthrax and his god-slayers, their zombie horses standing patiently. Interestingly, you notice several Spear-Thralls have tied zombies to their shields and are pushing forwards in a shield wall. You make a mental note that whoever came up with that will be one of the thirty, assuming they survive.

After what feels like a long time, but is really only twenty minutes, the fighting is done. The twenty still standing are brought to you, and then you pick out your ten. Among their number is the Spear-Thrall who first made a zombie shield and an Archer-Thrall who stabbed one of her opponents to death with her last arrow and then fought off another of the ten with a dead man’s shield. You announce their ascension to the new elite of your forces, the Demon-Touched. You begin to lay your hands on their heads, one at a time, blessing each one with a fragment of your might. Two cannot withstand the sudden influx. One explodes rather messily. The other splits in two, then both halves fall to the ground in vaguely-flesh colored lumps. Irritating.

The delegates depart with hasty promises and oaths of obedience, and one grumbling about how his shoes are ruined. Your Dark Priests accompany them. The forges of Avar begin to ring with the sounds of smithing, and Duthrax approaches you to note that they will not have enough equipment to outfit anyone without sending laborers back to the mines of Canord. You tell him…

[] Some sort of solution
[] Don’t bother me, slave!

And you call forth the bonies. They have given good service ever since you found them below the castle, killed one of them, and mangled their minds to ensure their everlasting loyalty. They deserve a reward…and stronger servants are always better. You force their eyes open, revealing gaping holes. Then the holes begin to fill with new eyes, better than the ones they had before. The pupils are long horizontal slits. Behind them seem to burn unnatural fires if one looks for too long. Their bones retract into their flesh, which regains at least some normal human color. Within their bodies, you make changes as well. You calm the endless anguish of their minds, replacing with something more orderly and functional. You grant them the power to use magic to distract attention from themselves. And you give them their bone blades back. They can extend or retract razor-sharp sickles of iron-hard bone at will from their knuckles. They can also make shorter ones appear from their toes. You name them Reavers.

That task done, you devour a few of the corpses of those who died in the tournament, and order the remainder to be left for you. Then you fly to Henord Crossing. You can see the fighting in the town, and the results.

The gates have been broke open and hastily barricaded. That barricade in turn has been smashed down. The temple is on fire. The docks were on fire, but are now mostly ash. For now, it seems mostly quiet. Some people begin to cheer when you arrive, others let out a cry of despair. Most simply watch with miserable eyes. No matter what happens now, they know it cannot be good. You do not enter, instead simply watching as the delegation, accompanied by your priests, enters. There is a brief discussion. Some surrender, others are clubbed unconscious. Half the priests enter the temple, accompanied by your eager followers and foot-dragging laborers. The other half begin to circulate among the assembled townsfolk.

You leave, satisfied, but do not return to your cult yet. Instead, you visit the castle. It’s changed since you last came, to retrieve the blade which would be Desecrator. Two skeletons guard the broken gate, standing at attention with rusted halberds. They do not bar your path. Smoke seems to flow out of the ground, forming an arrow. You follow it, and it leads you into the cavern you left the corpse and its holy equipment in. The vapor and the vent it rose from are both gone. The corpse sits upright, the amulet – now twisted into a malformed spiral - around its neck. “Greetings, kin of my father.” It says, and shifts smoothly to one knee. “ I, Caliwick, son of Clrgth, angel slayer and arch necromancer, swear to follow Klx-Dryklfx as his loyal servant.” It rises, its eye glittering. It doesn’t have lips, so it licks where they would be. “How may I serve?”

All around the world, people that night have bad dreams. At long abandoned battlefields, warriors from both sides stumble to their feet, clawing their way from the pits they buried in. Spirits of ash and sorrow swirl across the blood-stained grounds. In graveyards, the dead stir as well, some rising from their graves or breaking free of their mausoleums. Most don’t rise, and most of those who rise don’t manage to escape the unintentional prisons they are trapped in. But only fools wander graveyards in the dead of night these days. In vile fens and foul swamps and dark woods, monsters thought long dead stir in their slumber. The surface of many a lake and river are plagued by sudden gouts of bubbles or unexpected waves, as though something is shifting in the deeps.  Scraps of horrible rituals and dreadful spells are found tucked in the pages of long-forgotten books. And far to the north, in the most sacred halls of the dwarves, a young warrior stares at his reflection in the shimmering breastplate of the rarest metal known to dwarves.


Name: Klx-Dryklfx

Time: 7.25 months

Physical Might: 92+6 (+10 slaughter, +15 worship, +4 feasting  -30 empowerment, -5 mutation )

Mental Might: ] 92+6 (+10 slaughter, +15 worship, +4 feasting  -30 empowerment, -5 mutation )

Followers

13 Reavers, 152 thralls, 114 Spear-Thralls, 132 Sword-Thralls, and 115 Archer-Thralls, 8 seducers, 113 peasants, 10 Hunters, 1 High Seducer, 17 Doom-Seekers, 2 Doom-Seers, 18 Dark Priests, 5 god-slayers(mounted), 28 Demon-touched

Servants

17 wisp wights, 8 armored brutes, 2 crushers, 431 zombies, 67 skeletons, 50 wisp wretches, 89 weeping sores, 17 specters

Cults

The Broken
  Members: 13 Reavers, 152 thralls, 114 Spear-Thralls, 132 Sword-Thralls, and 115 Archer-Thralls, 10 Hunters,17 Doom-Seekers, 2 Doom-Seers, 18 Dark Priests, 5 god-slayers(mounted), 28 Demon-Touched
  Resources: 22(-30 Demon-Touched Armor, -15 weapons and armor)
  Power: 25(12 spent worshipping you, 3 spent on the tournament, 5 spent training, 5 spent making equipment)
The Ceaseless Consumption
  Members: 8 seducers and 24 thralls, and 54 peasants split among 8 locations, 1 high seducer and 60 peasants
  Resources: 0
  Power: 13 (5 spent worshipping you, 4 spent recruiting, 3 spent spreading rumors)

Fortresses
Canord
   Strong walls (45), Deep moat (25), Thorn Wall (25), Weak wards(15), Traps(15) Demonic crops, plentiful mines, Strong aura of domination. Currently empty
Avar
  Basic Walls(20), Living Ward(15)

Demonic Realm
1300 Peons

Champions
Kreth Woemaker
   Physical might: 12
   Mental might: 12
   Other: Magic Cloak

Duthrax Soul-Render, First of the Thrall-Herds
  Physical might: 7 + 1
  Mental might: 3 + 1
  Other: Duelist, skilled commander, zombie horse, Herald

Lurrothel, Weaver of Nightmares
  Physical might: 1
  Mental might: 6
  Other: Necromancer, skilled at wards and dream magic

Artifacts

Desecrator
  +6 physical, +6 mental
  Bringer of unholy rot, Reanimator, Focus of Power

Magic Cloak
  Unknown properties

Herald
  +1 physical, + 1 mental
    Inspiring song


You should probably decide how much tribute exactly you want from Henord Crossing. For now at least they will probably try and do the miniumum.
Title: Re: The Rise of a Demon
Post by: VoidSlayer on February 25, 2019, 10:45:57 pm
We need to corrupt the dwarves ourselves now before they reach out to our kin strong enough to become servants of lesser demons.

Dwarves might also be a good place to get equipment from, we can give them mutated mine slaves and demon enhanced weapon manufacturing techniques.

Our armies should defend our new vassal, some combat thralls and a few demon touched to escort our mages with some zombies and skeletons.  Keep the more human servants going there and the undead outside should allow for a basic defense until we can strike at and feast on their enemies in more force.

I don't think we really need much tribute from Herod's Crossing right now.  Their gradual worship and corruption is a better goal.  Lets go heavy right now (weed out those who would resist) then light in the future?
Title: Re: The Rise of a Demon
Post by: Urist Mc Dwarf on February 25, 2019, 11:38:25 pm
To clarify, that last bit about the dwarf is not about anything demonic in nature...
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: KitRougard on February 26, 2019, 09:23:01 am
It IS a warning about the general "Uh, heroes are taking notice, get ready for those bloody adventurers," I'm guessing. But hey, I say that that went pretty damn well!
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: WyrdByrd on February 26, 2019, 09:34:13 am
 Well, we've got a new servant.  It'd seem foolish of us to not learn about him a little bit. Could we get   Caliwick to  give us a rundown on  his, his father's, and the region's history?
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Kashyyk on February 26, 2019, 09:57:13 am
We basically just converted two hundred thralls into twenty-eight elites and some tasty slaughter. I wasn't expecting quite that high a casualty rate, so apparently demonic favour is a highly sought commodity.

Anyway, I propose we reform the Ceaseless Consumption Cult slightly. All those who are in Henord Crossing (as well as the Dark Priests heading that way) should become part of a new cult known as "The Avar Society", which will focus on recruiting the affluent, influential and respected members of Henord Crossing, by throwing lavish private parties where exotic, morally questionable and hedonist pursuits are enjoyed. Each event will culminate with a minor sacrifice (a goat for example) and a praise of our name. Once hearts and minds have been secured, the hedonism and worship can become much more depraved. Life amongst the common people will remain mostly unchanged, for now.

Meanwhile, fifty thralls are sent back to Avar to mine for ore. A few Doom-Seekers and a hundred zombies are also sent back to do all the tedious manual labour, leaving the thralls to do the complicated tasks. The Reavers will accompany them and act as an elite defence force, assuming a horde of zombies isn't enough.

Duthrax is tasked with training the remaining thralls in combat. We now have a lot of spare equipment lying around after the tournament, so we should be fine for a bit.

The Demon-touched will accompany Kreth in pillaging any nearby villages that have avoided our focus.

Finally (maybe firstly?), we shall order Caliwick to liaise with Lurrothel, and have them compare notes on what they do and do not know. Then our various casters will go about raise the contents of any graveyards in the near vicinity.

Also, see if we can find out the following:
- Which mortal lord claims dominion over our lands
- What sort of kingdom is he part of
- How has he not noticed our presence over the last seven months
- The general political landscape in the area
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: WyrdByrd on February 26, 2019, 10:25:50 am
We basically just converted two hundred thralls into twenty-eight elites and some tasty slaughter. I wasn't expecting quite that high a casualty rate, so apparently demonic favour is a highly sought commodity.

Anyway, I propose we reform the Ceaseless Consumption Cult slightly. All those who are in Henord Crossing (as well as the Dark Priests heading that way) should become part of a new cult known as "The Avar Society", which will focus on recruiting the affluent, influential and respected members of Henord Crossing, by throwing lavish private parties where exotic, morally questionable and hedonist pursuits are enjoyed. Each event will culminate with a minor sacrifice (a goat for example) and a praise of our name. Once hearts and minds have been secured, the hedonism and worship can become much more depraved. Life amongst the common people will remain mostly unchanged, for now.

Meanwhile, fifty thralls are sent back to Avar to mine for ore. A few Doom-Seekers and a hundred zombies are also sent back to do all the tedious manual labour, leaving the thralls to do the complicated tasks. The Reavers will accompany them and act as an elite defence force, assuming a horde of zombies isn't enough.

Duthrax is tasked with training the remaining thralls in combat. We now have a lot of spare equipment lying around after the tournament, so we should be fine for a bit.

The Demon-touched will accompany Kreth in pillaging any nearby villages that have avoided our focus.

Finally (maybe firstly?), we shall order Caliwick to liaise with Lurrothel, and have them compare notes on what they do and do not know. Then our various casters will go about raise the contents of any graveyards in the near vicinity.

Also, see if we can find out the following:
- Which mortal lord claims dominion over our lands
- What sort of kingdom is he part of
- How has he not noticed our presence over the last seven months
- The general political landscape in the area
  I agree with most of the  points, but we shouldn't lower Kreth to Thrall work.  Instead, let the motivation come from the surrounding, corrupted neighbors. Spread the word amongst the farms and villages already accepting  of us that an "inspection" is imminent within our new territory, in two weeks or so. If a region is found to be suitably devout, all within  it will be granted boons. The farms will have further blessings bestowed upon their fields, and be granted undead servitors to aid in tilling them (Nothing too impressive, maybe 2 zombies or so per farm, though they could increase that amount by donating their dead).  Any settlements found to be sufficiently faithful will have the honor  of a demonic parish  being founded within their walls, for their instruction on the infernal arts. As a more tangible reward, lessen the first month of tributes within the area by 20 percent. However, if any are found lacking, there will be no recourse from Kreth and the Demon-touched. Ideally, we won't even have to reave them.
 Additionally, we shouldn't have our Dark Priests associated with the Avar Society. Their skills are not meant for hedonistic pursuits and honeyed words.  Rather, we should convert the most enthusiastic of the Society's initiates into Seducers, and teach them the  proper rituals for dedication.

Making  contact with our High Seducer should also be a priority of ours.  We need to find out if the plan succeeded, or her fate if not.  Remember, there is still a castle not under our control in the area.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: King Zultan on February 26, 2019, 12:53:37 pm
We basically just converted two hundred thralls into twenty-eight elites and some tasty slaughter. I wasn't expecting quite that high a casualty rate, so apparently demonic favour is a highly sought commodity.

Anyway, I propose we reform the Ceaseless Consumption Cult slightly. All those who are in Henord Crossing (as well as the Dark Priests heading that way) should become part of a new cult known as "The Avar Society", which will focus on recruiting the affluent, influential and respected members of Henord Crossing, by throwing lavish private parties where exotic, morally questionable and hedonist pursuits are enjoyed. Each event will culminate with a minor sacrifice (a goat for example) and a praise of our name. Once hearts and minds have been secured, the hedonism and worship can become much more depraved. Life amongst the common people will remain mostly unchanged, for now.

Meanwhile, fifty thralls are sent back to Avar to mine for ore. A few Doom-Seekers and a hundred zombies are also sent back to do all the tedious manual labour, leaving the thralls to do the complicated tasks. The Reavers will accompany them and act as an elite defence force, assuming a horde of zombies isn't enough.

Duthrax is tasked with training the remaining thralls in combat. We now have a lot of spare equipment lying around after the tournament, so we should be fine for a bit.

The Demon-touched will accompany Kreth in pillaging any nearby villages that have avoided our focus.

Finally (maybe firstly?), we shall order Caliwick to liaise with Lurrothel, and have them compare notes on what they do and do not know. Then our various casters will go about raise the contents of any graveyards in the near vicinity.

Also, see if we can find out the following:
- Which mortal lord claims dominion over our lands
- What sort of kingdom is he part of
- How has he not noticed our presence over the last seven months
- The general political landscape in the area
  I agree with most of the  points, but we shouldn't lower Kreth to Thrall work.  Instead, let the motivation come from the surrounding, corrupted neighbors. Spread the word amongst the farms and villages already accepting  of us that an "inspection" is imminent within our new territory, in two weeks or so. If a region is found to be suitably devout, all within  it will be granted boons. The farms will have further blessings bestowed upon their fields, and be granted undead servitors to aid in tilling them (Nothing too impressive, maybe 2 zombies or so per farm, though they could increase that amount by donating their dead).  Any settlements found to be sufficiently faithful will have the honor  of a demonic parish  being founded within their walls, for their instruction on the infernal arts. As a more tangible reward, lessen the first month of tributes within the area by 20 percent. However, if any are found lacking, there will be no recourse from Kreth and the Demon-touched. Ideally, we won't even have to reave them.
 Additionally, we shouldn't have our Dark Priests associated with the Avar Society. Their skills are not meant for hedonistic pursuits and honeyed words.  Rather, we should convert the most enthusiastic of the Society's initiates into Seducers, and teach them the  proper rituals for dedication.

Making  contact with our High Seducer should also be a priority of ours.  We need to find out if the plan succeeded, or her fate if not.  Remember, there is still a castle not under our control in the area.

+1
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Urist Mc Dwarf on February 27, 2019, 02:33:05 pm
You first command Caliwick to speak with Lurrothel and your Doom-Seers, to teach and learn. He cackles briefly, and you seize him to take him back to Avar with you. The journey is largely uneventful, except you learn that he will be banished back to the castle and be unable to leave if the amulet is removed from his neck.

Once in Avar, you begin to set about solidifying your rule in Henord Crossing and the various farms and villages. You send back a small force of thralls and zombies, along with two Doom-Seekers and the Reavers. Once more the mines shall provide weapons and armor for your followers, but in the meantime the dead are stripped of their equipment as more of the soldiers are trained. You reform your followers in Henord Crossing, calling them the Avar Society, and having them organize and throw parties. They draw the resources for these from the town itself, throwing festivities in your name. Many attend reluctantly at first, but find themselves enjoying the affairs, even the sacrificing of goats and pigs and sheep at the end.

You also decide to investigate Lord Southbend and why he has not done anything about you, and you wish to hear from your High Seducer. She is currently in a town to the north of Castle Southbend called Redwerd, built on the shores of a vast lake at the base of a mountain range. The rivers that lead to Avar and Henord Crossing both originate from there, as does a third river which flows north. Which makes it an excellent place for rumors. She has found several reliable ones – a detachment of a thousand legion infantry and five hundred cavalry are moving south to you, and Lord Southbend has been hiring every mercenary he can find as he hunkers behind the walls of his castle. Her “refugees” are scattered across towns and villages, all muttering darkly about how inevitable your conquest is.
And you send Krell and the Demon-touched out to the farms and villages, to inform them of the coming inspections. There are inevitably a few who try to resist. Kreth turns them into zombies.
The Ceaseless Consumption finds their recruitment much more successful now. People don’t fear the Legions the way they did the Spears, and so they are willing to listen to this semi-heretical talk. Some do more than listen.

Your army grows in strength, although it will still be some time before everyone has been trained. Caliwick and Lurrothel have closeted themselves away to try and learn as much magic as possible. The returned necromancer has forgotten much due to his long centuries as a barely-there presence.

There is little to do but preparation. The Legion is nearly two months away, and Castle Southbend stands, if not exactly defiant, then at least resistant. Henord Crossing and the countryside are slowly bringing themselves under your control.  What will you do next?

Name: Klx-Dryklfx

Time: 7.5 months

Physical Might: 102+6 (-4 leakage,+ 14 worship)

Mental Might: ] 102+6 (-4 leakage, +14 worship)

Followers

13 Reavers, 122 thralls, 129 Spear-Thralls, 132 Sword-Thralls, and 130 Archer-Thralls, 8 seducers, 117 peasants, 10 Hunters, 1 High Seducer, 17 Doom-Seekers, 2 Doom-Seers, 18 Dark Priests, 5 god-slayers(mounted), 28 Demon-touched

Servants

17 wisp wights, 8 armored brutes, 2 crushers, 451 zombies, 67 skeletons, 50 wisp wretches, 89 weeping sores, 17 specters

Cults

The Broken
  Members: 13 Reavers, 122 thralls, 129 Spear-Thralls, 132 Sword-Thralls, and 130 Archer-Thralls, 10 Hunters,17 Doom-Seekers, 2 Doom-Seers, 18 Dark Priests, 5 god-slayers(mounted), 28 Demon-Touched
  Resources: 26(+ 4 mines)
  Power: 25(13 spent worshipping you, 4 spent gathering resources, 8 spent training)
The Ceaseless Consumption
  Members: 7 seducers and 21 thralls, and 43 peasants split among 8 locations, 1 high seducer and 62 peasants
  Resources: 0
  Power: 11 (4 spent worshipping you, 2 spent recruiting, 4 spent spreading rumors)
The Avar Society
  Members: 1 seducer, 3 thralls, 11 peasants
Resources: 0 (+4 “donations”, -4 party)
Power: 2(2 spent throwing parties)

Fortresses
Canord
   Strong walls (45), Deep moat (25), Thorn Wall (25), Weak wards(15), Traps(15) Demonic crops, plentiful mines, Strong aura of domination. Inhabited by 50 thralls, 100 zombies, 2 Doom-Seekers, and 13 Reavers.
Avar
  Basic Walls(20), Living Ward(15)

Demonic Realm
1300 Peons (+3 power/week)

Champions
Kreth Woemaker
   Physical might: 10 (-5 zombies, +3 fear)
   Mental might: 10(-5 zombies, +3 fear)
   Other: Magic Cloak

Duthrax Soul-Render, First of the Thrall-Herds
  Physical might: 7 + 1
  Mental might: 3 + 1
  Other: Duelist, skilled commander, zombie horse, Herald

Lurrothel, Weaver of Nightmares
  Physical might: 1
  Mental might: 6
  Other: Necromancer, skilled at wards and dream magic
Caliwick the Arch-Necromancer
   Physical might: 2
   Mental might: 11
   Other: Necromancer, Soulbond, Living Legend

Artifacts

Desecrator
  +6 physical, +6 mental
  Bringer of unholy rot, Reanimator, Focus of Power

Magic Cloak
  Unknown properties

Herald
  +1 physical, + 1 mental
    Inspiring song
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: VoidSlayer on February 28, 2019, 09:09:12 pm
Maybe we can sneak something in as mercenaries, some very loyal thralls, a few seducers or a special mind taker unit?

Priests are the biggest threat from the castle, we can maybe have some kind of assassin get them?

I think if we can take the castle by stealth and subterfuge then invite the legion in before the whole place turns on them would be a goods plan, but it would take a good stealth takeover plan.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: WyrdByrd on February 28, 2019, 11:19:41 pm
Maybe we can sneak something in as mercenaries, some very loyal thralls, a few seducers or a special mind taker unit?

Priests are the biggest threat from the castle, we can maybe have some kind of assassin get them?

I think if we can take the castle by stealth and subterfuge then invite the legion in before the whole place turns on them would be a goods plan, but it would take a good stealth takeover plan.

Alternatively, we could pop them from the inside. By definition, mercenaries fight for personal gain.  Seeding the castle with Worms of Avarice could amplify tensions within  it.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Urist Mc Dwarf on March 01, 2019, 10:01:00 am
I would like a little more consensus before I write an update.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Kashyyk on March 01, 2019, 10:57:46 am
I suggest we upgrade some of our Hunters into Night-Stalkers - along with their unnatural agility and mind scan, they can blend into darkness, both natural or otherwise, allowing them to slip by unseen by even the most vigilant of sentries. Coupled with this, they have the ability to mimic the sounds of anything they hear as well as casting their voice even beyond the ability of a mundane ventriloquist. They will also be able to sense magical wards and other area based spells. Finally, they will be made to look identical.

They will be able to climb castle walls and slip by unnoticed at night, misdirect guards in lit areas and thus eliminate their targets without being discovered by either man or magic.

We should produce five of these and have them infiltrate Castle Southbend, to gather information for us. They should not harm the Lord or his family, instead targeting guards and priests accompanying them before disappearing, making it obvious every time that they could have killed the Lord/family member if they wanted to. Meanwhile, they should also assassinate priests and lone sentries, to foster as much panic and fear amongst the garrison as possible.

Meanwhile, we should see if there are any susceptible minds within the castle for us to break or convert. These individuals will be able to help shelter the Night-Stalkers and form a basis for any creeping-corruption plans we have. If we're able to corrupt or break a priest, all the better.

I'm not sure what to do regarding our demesne/army however. Any thoughts?
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Detoxicated on March 01, 2019, 10:59:46 am
I suggest we upgrade some of our Hunters into Night-Stalkers - along with their unnatural agility and mind scan, they can blend into darkness, both natural or otherwise, allowing them to slip by unseen by even the most vigilant of sentries. Coupled with this, they have the ability to mimic the sounds of anything they hear as well as casting their voice even beyond the ability of a mundane ventriloquist. They will also be able to sense magical wards and other area based spells. Finally, they will be made to look identical.

They will be able to climb castle walls and slip by unnoticed at night, misdirect guards in lit areas and thus eliminate their targets without being discovered by either man or magic.

We should produce five of these and have them infiltrate Castle Southbend, to gather information for us. They should not harm the Lord or his family, instead targeting guards and priests accompanying them before disappearing, making it obvious every time that they could have killed the Lord/family member if they wanted to. Meanwhile, they should also assassinate priests and lone sentries, to foster as much panic and fear amongst the garrison as possible.

Meanwhile, we should see if there are any susceptible minds within the castle for us to break or convert. These individuals will be able to help shelter the Night-Stalkers and form a basis for any creeping-corruption plans we have. If we're able to corrupt or break a priest, all the better.

I'm not sure what to do regarding our demesne/army however. Any thoughts?
+1
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: WyrdByrd on March 01, 2019, 01:00:48 pm
I suggest we upgrade some of our Hunters into Night-Stalkers - along with their unnatural agility and mind scan, they can blend into darkness, both natural or otherwise, allowing them to slip by unseen by even the most vigilant of sentries. Coupled with this, they have the ability to mimic the sounds of anything they hear as well as casting their voice even beyond the ability of a mundane ventriloquist. They will also be able to sense magical wards and other area based spells. Finally, they will be made to look identical.

They will be able to climb castle walls and slip by unnoticed at night, misdirect guards in lit areas and thus eliminate their targets without being discovered by either man or magic.

We should produce five of these and have them infiltrate Castle Southbend, to gather information for us. They should not harm the Lord or his family, instead targeting guards and priests accompanying them before disappearing, making it obvious every time that they could have killed the Lord/family member if they wanted to. Meanwhile, they should also assassinate priests and lone sentries, to foster as much panic and fear amongst the garrison as possible.

Meanwhile, we should see if there are any susceptible minds within the castle for us to break or convert. These individuals will be able to help shelter the Night-Stalkers and form a basis for any creeping-corruption plans we have. If we're able to corrupt or break a priest, all the better.

I'm not sure what to do regarding our demesne/army however. Any thoughts?
+1
  I like the concept, but I think we should take it even further. After all, we only have two months, and  Southbend needs to fall before that. At the moment, the castle is jam-packed with mercenaries,  many of which probably stand at odds against the soldiers directly in the Lord's service.  It would be a mistake to view them as one united garrison.  When the Stalkers infiltrate the Castle, they should find the mercenary company that has the most problems with the Lord, yet still commands respect amongst the other mercs.  When the killings begin, ensure that the first deaths are amongst those that have a grudge with  this company (owes them debts, insulted them,  killed their dog, etc.),  and enough evidence to cast suspicion upon them (having someone hear the mercenary's voice before the killing, for instance). The Stalkers can determine the best course of action based on  their mind scan. Once tempers begin to flare, have the targets alternate  between members of the company and increasingly higher ranked soldiers of the garrison.  If the Stalkers find any information... unsavory about the Lord,  his family, Southbend, or the Empire,  have it disseminated amongst our demense.  At the same time,  create Worms of  Avarice throughout the  castle, in places that would be conducive to vermin. Cesspits, garbage dumps, the mud around the moat- anywhere a pest could thrive. Southbend is gambling on Legion relief. Let's make them rue that choice.


Dominion/ army post coming later.

Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: King Zultan on March 02, 2019, 09:10:55 am
I suggest we upgrade some of our Hunters into Night-Stalkers - along with their unnatural agility and mind scan, they can blend into darkness, both natural or otherwise, allowing them to slip by unseen by even the most vigilant of sentries. Coupled with this, they have the ability to mimic the sounds of anything they hear as well as casting their voice even beyond the ability of a mundane ventriloquist. They will also be able to sense magical wards and other area based spells. Finally, they will be made to look identical.

They will be able to climb castle walls and slip by unnoticed at night, misdirect guards in lit areas and thus eliminate their targets without being discovered by either man or magic.

We should produce five of these and have them infiltrate Castle Southbend, to gather information for us. They should not harm the Lord or his family, instead targeting guards and priests accompanying them before disappearing, making it obvious every time that they could have killed the Lord/family member if they wanted to. Meanwhile, they should also assassinate priests and lone sentries, to foster as much panic and fear amongst the garrison as possible.

Meanwhile, we should see if there are any susceptible minds within the castle for us to break or convert. These individuals will be able to help shelter the Night-Stalkers and form a basis for any creeping-corruption plans we have. If we're able to corrupt or break a priest, all the better.

I'm not sure what to do regarding our demesne/army however. Any thoughts?
+1
  I like the concept, but I think we should take it even further. After all, we only have two months, and  Southbend needs to fall before that. At the moment, the castle is jam-packed with mercenaries,  many of which probably stand at odds against the soldiers directly in the Lord's service.  It would be a mistake to view them as one united garrison.  When the Stalkers infiltrate the Castle, they should find the mercenary company that has the most problems with the Lord, yet still commands respect amongst the other mercs.  When the killings begin, ensure that the first deaths are amongst those that have a grudge with  this company (owes them debts, insulted them,  killed their dog, etc.),  and enough evidence to cast suspicion upon them (having someone hear the mercenary's voice before the killing, for instance). The Stalkers can determine the best course of action based on  their mind scan. Once tempers begin to flare, have the targets alternate  between members of the company and increasingly higher ranked soldiers of the garrison.  If the Stalkers find any information... unsavory about the Lord,  his family, Southbend, or the Empire,  have it disseminated amongst our demense.  At the same time,  create Worms of  Avarice throughout the  castle, in places that would be conducive to vermin. Cesspits, garbage dumps, the mud around the moat- anywhere a pest could thrive. Southbend is gambling on Legion relief. Let's make them rue that choice.


Dominion/ army post coming later.


+1
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: chubby2man on March 02, 2019, 09:39:18 am
I suggest we upgrade some of our Hunters into Night-Stalkers - along with their unnatural agility and mind scan, they can blend into darkness, both natural or otherwise, allowing them to slip by unseen by even the most vigilant of sentries. Coupled with this, they have the ability to mimic the sounds of anything they hear as well as casting their voice even beyond the ability of a mundane ventriloquist. They will also be able to sense magical wards and other area based spells. Finally, they will be made to look identical.

They will be able to climb castle walls and slip by unnoticed at night, misdirect guards in lit areas and thus eliminate their targets without being discovered by either man or magic.

We should produce five of these and have them infiltrate Castle Southbend, to gather information for us. They should not harm the Lord or his family, instead targeting guards and priests accompanying them before disappearing, making it obvious every time that they could have killed the Lord/family member if they wanted to. Meanwhile, they should also assassinate priests and lone sentries, to foster as much panic and fear amongst the garrison as possible.

Meanwhile, we should see if there are any susceptible minds within the castle for us to break or convert. These individuals will be able to help shelter the Night-Stalkers and form a basis for any creeping-corruption plans we have. If we're able to corrupt or break a priest, all the better.

I'm not sure what to do regarding our demesne/army however. Any thoughts?
+1
  I like the concept, but I think we should take it even further. After all, we only have two months, and  Southbend needs to fall before that. At the moment, the castle is jam-packed with mercenaries,  many of which probably stand at odds against the soldiers directly in the Lord's service.  It would be a mistake to view them as one united garrison.  When the Stalkers infiltrate the Castle, they should find the mercenary company that has the most problems with the Lord, yet still commands respect amongst the other mercs.  When the killings begin, ensure that the first deaths are amongst those that have a grudge with  this company (owes them debts, insulted them,  killed their dog, etc.),  and enough evidence to cast suspicion upon them (having someone hear the mercenary's voice before the killing, for instance). The Stalkers can determine the best course of action based on  their mind scan. Once tempers begin to flare, have the targets alternate  between members of the company and increasingly higher ranked soldiers of the garrison.  If the Stalkers find any information... unsavory about the Lord,  his family, Southbend, or the Empire,  have it disseminated amongst our demense.  At the same time,  create Worms of  Avarice throughout the  castle, in places that would be conducive to vermin. Cesspits, garbage dumps, the mud around the moat- anywhere a pest could thrive. Southbend is gambling on Legion relief. Let's make them rue that choice.


Dominion/ army post coming later.


+1
+1
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Detoxicated on March 02, 2019, 02:44:53 pm
I suggest we upgrade some of our Hunters into Night-Stalkers - along with their unnatural agility and mind scan, they can blend into darkness, both natural or otherwise, allowing them to slip by unseen by even the most vigilant of sentries. Coupled with this, they have the ability to mimic the sounds of anything they hear as well as casting their voice even beyond the ability of a mundane ventriloquist. They will also be able to sense magical wards and other area based spells. Finally, they will be made to look identical.

They will be able to climb castle walls and slip by unnoticed at night, misdirect guards in lit areas and thus eliminate their targets without being discovered by either man or magic.

We should produce five of these and have them infiltrate Castle Southbend, to gather information for us. They should not harm the Lord or his family, instead targeting guards and priests accompanying them before disappearing, making it obvious every time that they could have killed the Lord/family member if they wanted to. Meanwhile, they should also assassinate priests and lone sentries, to foster as much panic and fear amongst the garrison as possible.

Meanwhile, we should see if there are any susceptible minds within the castle for us to break or convert. These individuals will be able to help shelter the Night-Stalkers and form a basis for any creeping-corruption plans we have. If we're able to corrupt or break a priest, all the better.

I'm not sure what to do regarding our demesne/army however. Any thoughts?
+1
  I like the concept, but I think we should take it even further. After all, we only have two months, and  Southbend needs to fall before that. At the moment, the castle is jam-packed with mercenaries,  many of which probably stand at odds against the soldiers directly in the Lord's service.  It would be a mistake to view them as one united garrison.  When the Stalkers infiltrate the Castle, they should find the mercenary company that has the most problems with the Lord, yet still commands respect amongst the other mercs.  When the killings begin, ensure that the first deaths are amongst those that have a grudge with  this company (owes them debts, insulted them,  killed their dog, etc.),  and enough evidence to cast suspicion upon them (having someone hear the mercenary's voice before the killing, for instance). The Stalkers can determine the best course of action based on  their mind scan. Once tempers begin to flare, have the targets alternate  between members of the company and increasingly higher ranked soldiers of the garrison.  If the Stalkers find any information... unsavory about the Lord,  his family, Southbend, or the Empire,  have it disseminated amongst our demense.  At the same time,  create Worms of  Avarice throughout the  castle, in places that would be conducive to vermin. Cesspits, garbage dumps, the mud around the moat- anywhere a pest could thrive. Southbend is gambling on Legion relief. Let's make them rue that choice.


Dominion/ army post coming later.


+1
+1
+1
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Urist Mc Dwarf on March 03, 2019, 12:23:15 am
I will update once there’s an army/dominion post.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: WyrdByrd on March 03, 2019, 08:19:36 am
Should have one ready tonight.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: WyrdByrd on March 04, 2019, 10:36:09 pm
Now that we’ve gained control over the countryside, there shouldn’t be anything standing in the way of further demonic modification. So long as we manage to impose a certain improvement of livelihood upon  the farms and towns, they will probably even welcome it.
In order to do so, we must show people how industrious the dead can be, by distributing the zombies to the farms that qualified.  Demonstrate its value as a replacement for farm animals, beasts of burden, and even unskilled labor. As a further sign of dedication, have a team of Dark Priests construct a simple shrine to us at each qualifying farm, and teach the families that accept some  simple  rites and sacrifices for their new servant’s “maintenance”. Even if some are initially wary, the economic boons generated by such an action will eventually win them over.
As for the villages, have the zombies assigned to them work on constructing defenses and civic improvements, such as palisades, septic pits, and paths within the settlement.  To add a certain level of competition to the process,  mention that the broader goal of this engagement is to determine the site of a great fair, the Festival of Change, to occur  in six months time.

Of course,  we cannot neglect our defenses during this time. Drawing from the best trackers, foresters, and marksmen in the area, a new cadre of hunters should be formed.  These Barrow Bows will use their knowledge of the land to determine how to best turn it against the Legion: what beasts would wreak the most havoc corrupted, what plants would hurt them the most if deprived, the best locations for an ambush,  and so forth. Once that has been determined, the actual alteration and subjugation of the creatures will be turned over to Krieth, who will then work with the Bows in guerilla warfare and terror attacks when the time comes.
The Broken, too, will adapt. The usual thralls will be integrated into the army, but amongst those tested for magic and divine ability, we should set aside those that show a talent for the changing of flesh, be they butchers or apothecaries. Those that do will have the powers of mutation bestowed upon them, and be trained by us personally in the ways of Shaping: being able to both turn a foes’ skin against itself and heal a thrall’s broken body. Once this occurs, they should be placed under the organization of Duthrax.
Lurrothel, however, will be assigned to another, far more important task. Around the periphery of the countryside, she is to create a series of WardStones. These digit-ridden slabs will both catch the Evil energy otherwise lost through leakage, and then channel it into the lands around it: binding and creating spirits for our cause, providing forewarning against those who would do us harm, and shaping the very earth to suit whatever purpose we may need.
As for Callewick he shall go to the hidden  places of power within our region, and awaken any dead he may find there.  After all, he knows the area better than we do.
Any ideas for how to defend Avar? I was thinking of corrupting the mud even further, until it turned into slthis seeething, sucking pool, with caltrops buried underneath for further anti-cavalry. A repaired gate with murder holes might help, too.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Urist Mc Dwarf on March 05, 2019, 12:27:37 am
No update tonight, but hopefully there can be one tomorrow.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Urist Mc Dwarf on March 05, 2019, 03:37:30 pm
The castle stands and defies your will. They huddle behind their walls and pray for the Legion to come to their aid. They shall learn that walls and numbers provide no protection against your wrath. You and the five fastest Hunters stand before their walls, distant enough that they will have no way of sensing your presence. With a whisper of power, you begin to bring further changes upon each. Their flesh thins and darkens, growing into something seemingly insubstantial which cannot be seen in shadow. Their mouths seal shut, but in exchange, they gain the ability to mimic sounds and cast their voices as they will. You reach out to pluck out their eyes, touching each with a fragment of your magic, allowing them to see wards and enchantments. Then you replace the eyes you have taken, and so five Night-Stalkers stand before you, barely visible even to your eyes in the long shadows of evening.

They hear your command, and as one they turn and run, long strides covering the ground. They weave amongst themselves as they run, and you soon cannot tell which was the first to feel your blessing and which was the last.

You turn your attention back south. Your followers go from village to village, recruiting hunters and trappers and herdsmen who spend all their time upon the desolate plains. Most go reluctantly, some go eagerly, but in the end, 400 hundred men and women are inducted into the Barrow Bows.  They give whatever knowledge they have to Kreth – what plants heal and what plants kill, where the dangerous animals make their nests and dens, where water can be found – and hunt for places to make ambushes and traps. Kreth suggests that he might be more able at turning the land into a lethal trap for your enemies if he had some followers of his own…perhaps the Barrow Bows?

Amongst the Broken, you pick out 20 who know flesh, who can carve it with their knives and blades. Each of them is granted the barest fragment of your power, enough to allow them to warp flesh and bone, albeit on a surface level. Unfortunately, you discover something Kreth learned long ago – it can be incredibly difficult to teach mortals how to use Evil because it is something you know so instinctively. Fortunately, however, Caliwick taught Lurrothel enough about mutation she was able to teach the Doom-Seers, who in turn teach the Shapers.

Lurrothel attempts to imbue stones with warding magic to bind spirits. You aren’t quite clear on what happened, but it seems that she created a solid, living ball of fire which hurts to look at. While it can’t move, it’s rather annoying, especially since Lurrothel is trapped inside, although she still lives.

Caliwick was the one who found her, as apparently, she did this right on top of the now buried ruins of one of his binding circles. He ignores that for now, hunting down his others – he created many hidden caches of varying types, not anticipating he would get trapped inside his castle. Many were destroyed by the victorious crusaders. Many more fell to rot and decay. Some survive though. Several valuable tomes on necromantic magic are uncovered, their pages covered in scrawled blasphemy and corrupted demon-tongue. Spires of stone to serve as focuses for terrible rites are pulled from the earth. And grasping hordes of undead are dragged from their graves. Wisp wretches and skeletons march forth to join your armies, and Caliwick promises more dreadful monstrosities will awaken in time.

Throughout your conquered lands, Dark Priests and Doom-Seekers roam, reanimating animal corpses to serve as beasts of burden and constructing simple shrines. Many wonder…can such a thing truly be evil? Interestingly, several with the potential to be Doom-Seekers and one who could become a Doom-Seer are found among these farms, and they are…encouraged…to join you at Avar. A few scattered undead are set to work in villages, given tasks like building roads. Word of a glorious feast is promised for the village which does best with your gifts.

In Avar you stand on the walls, looking down at the churned earth. Below you men toil to repair and reinforce the gate, as the living ward is wracked by agony from the constant vibrations this work causes. At Canord, you made the plants and fields into a weapon and a shield. Here, you shall make the earth itself your servant. Raising up Desecrator, you gather power in the pommel before shooting it out the blade. Streams of energy burst forth, and the ground churns. The mud thickens, spreading and expanding into something unnatural. It trembles now, quivering, and occasionally noxious bubbles in it burst with a disgusting “Pop!” You can sense something beginning to take shape in it, something similar to both the fence, the mud, and a zombie. It will need time and power and perhaps more before it can form though.

The Avar Society makes little progress. Few are interested in proclaiming their willingness to serve you, not while Castle Southbend stands defiant.  The Ceaseless Consumption has a great deal more luck, and many join them, convinced by the spreading rumors that the defeat of the Legion is inevitable.

And in Castle Southbend, blades are beginning to be unsheathed. Worms of Avarice you created worm their way through middens, while Night-Stalkers hide in the quarters of a few terrified servants. Whenever they have an opportunity, they sneak out. When they return, their hands are red, and the servants avert their eyes, trembling in a fear of worse than death. Priests are slain in their chapels, and their skins stretched over the altars they prayed at. Fifty mercenaries and nearly as many members of the garrison died throughout these dreadful nights, and over a hundred were executed or murdered by fellow mercenaries. The Lord of Southbend turns inwards, spending much of the day in his study. Some of the smaller bands and servants begin to flee, desperate to hide from what they know comes.
Terror grows in Southbend, and in the towns and villages and castles north of it. Your army grows, despite unfortunate setbacks. Even as a legion moves to destroy you, you gain power and followers.

 Name: Klx-Dryklfx

Time: 7.5 months

Physical Might: 90+6 (-4 mud corruption,- 10 Night Stalkers, -15 Shapers, - 8 Worms of Avarice, +21 worship)

Mental Might: ] 90+6 (-4 mud corruption,- 10 Night Stalkers, -15 Shapers, - 8 Worms of Avarice, +21 worship)

 Cults

The Ceaseless Consumption
  Members: 7 seducers and 72 peons split among 8 locations, 1 high seducer and 73 peons
  Resources: 0
  Power: 13 (4 spent worshipping you, 3 spent recruiting, 4 spent spreading rumors)
The Avar Society
  Members: 1 seducer, 14 peons
Resources: 0 (+4 “donations”, -4 party)
Power: 2(2 spent throwing parties)
Unnamed Cult in Southbend
Members: 8(5 Night-Stalkers, 3 servants)
Resources: 0
Power: 5 (3 spent making discord)

Fortresses
Canord
   Strong walls (45), Deep moat (25), Thorn Wall (25), Weak wards (15), Traps (15) Demonic crops, plentiful mines, Strong aura of domination.
Avar
  Basic Walls(25), Living Ward(15), Demonic Mud Moat (10)

Demonic Realm
1900 Peons
36 resources (-5 shrines)
+17 power/week, + 15 resources/week
Demonic Armies
13 Reavers, 2 Doom-Seekers, 50 thralls, 100 zombies in Canord
The Broken – 836 chaff (52 thralls, 451 zombies, 227 skeletons, 17 wisp wights, 89 weeping sores), 276 light infantry (137 Spear-Thralls, 139 Sword-Thralls), 137 heavy infantry (28 Demon-Touched, 109 wisp-wretches), 130 ranged (130 Archer-Thralls), 22 mages (3 Doom-Seers, 19 Doom-Seekers), 5 heavy cavalry( 5 mounted god-slayers), 5 infiltrators (5 Hunters), 33 support (18 Dark Priests, 15 Shapers), 10 siege (8 armored brutes, 2 crushers), 17 incorporeal(17 specters) in Avar
Barrow Bows – 400 scouts (rangers) in between Avar and Southbend
Champions
Kreth Woemaker
   Physical might: 10
   Mental might: 10
   Other: Magic Cloak

Duthrax Soul-Render, First of the Thrall-Herds
  Physical might: 7 + 1
  Mental might: 3 + 1
  Other: Duelist, skilled commander, zombie horse, Herald

Lurrothel, Weaver of Nightmares
  Physical might: 1
  Mental might: 6
  Other: Necromancer, skilled at wards and dream magic, currently trapped within a living, possibly holy fire
Caliwick the Arch-Necromancer
   Physical might: 2
   Mental might: 11
   Other: Necromancer, Soulbond, Living Legend

Artifacts

Desecrator
  +6 physical, +6 mental
  Bringer of unholy rot, Reanimator, Focus of Power

Magic Cloak
  Unknown properties

Herald
  +1 physical, + 1 mental
    Inspiring song


I decided to readjust the way I kept track of your followers since the cult system was meant more for small or hidden groups. I also dediced to group up your active army by unit type. Feel free to suggest alternate organization schemes.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Kashyyk on March 05, 2019, 04:53:32 pm
Whilst we will not solve Lurrothel's problem for her (otherwise how would she learn?), we will give her the tools she needs to resolve the issue. Ten zombies and a doom-seeker will be tasked with following her every order and up to five resources will be spared for her endeavours. Perhaps she'll find a way out of the flame, and be the mightier for it. Maybe she will be consumed, one more sacrifice in our name. Or she may even take a liking to her new home, and instead choose to develop her control of the outside world from it. If she believes herself to be truly trapped, then we will intervene. We will transform the flame into a fire opal, with her soul still trapped inside. It will then form the focus of the Rod of Dreams, allowing the user to tap into Lurrothel's memories and expertise as needed. We either regain a champion, or we have a nifty artifact. Win/win.

We shall claim two hundred of the Barrow Bows as our own, serving as Scouts for our demonic army. The remaining two hundred will be granted to Kreth as his personal retinue, whilst he continues to make the countryside a death trap to all who refuse us.

The Southbend cult will be named the Bloody Terror. Whilst the Night-Stalkers continue sowing discord, the servants will provide intelligence for us: Are there any secret entrances to the castle? Does Lord Southbend have any notable family, retainers or hangers-on? Who are the calming influences (and thus the ideal targets) amongst the defenders? How many people are there, in what roles?

Anyone who flees the castle should be caught and brought before us,  or if our followers cannot, we're shall appear before them ourselves. Those are willing to serve will join the thralls, those who are not will have their souls devoured, and their lifeless bodies will be hurled back into the castle.

Caliwick will be tasked with providing advise to Lorrethel if asked, and to focus on providing us with suitable cavalry to fill out that very understaffed section of the army. In any spare time, he will continue with the Wardstone project.

Speaking of, the army will march to Southbend and set up camp nearby, but out of sight. We don't want to assault yet, but having the army nearby will open up our options. We will then start probing the magical defences, gently testing it for weaknesses and exploits that will allow us to push our demonic influence on those within.



I'm hoping to turn the entire castle in on itself,  allowing us to swoop in, feed on the resultant Evil, converting the survivors and raising the dead. I'm also hoping to convert at least someone within the Southbend dynasty into a Champion.

I also recall the previous Demon game involved having "relations" with a mortal, that resulted in a half-demon child. Would any of you be interested in cultivating our own semi-reliable lieutenants in that way? Is Is Urist okay with facilitating that?
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Urist Mc Dwarf on March 05, 2019, 05:09:49 pm
I have nothing against half demons. Caliwick was actually one.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: WyrdByrd on March 05, 2019, 05:13:39 pm
So, how is the rebellion heating up? Last we left them, both the Dwarves and the westerners weere going hard against the Empire.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: WyrdByrd on March 05, 2019, 05:21:24 pm
Whilst we will not solve Lurrothel's problem for her (otherwise how would she learn?), we will give her the tools she needs to resolve the issue. Ten zombies and a doom-seeker will be tasked with following her every order and up to five resources will be spared for her endeavours. Perhaps she'll find a way out of the flame, and be the mightier for it. Maybe she will be consumed, one more sacrifice in our name. Or she may even take a liking to her new home, and instead choose to develop her control of the outside world from it. If she believes herself to be truly trapped, then we will intervene. We will transform the flame into a fire opal, with her soul still trapped inside. It will then form the focus of the Rod of Dreams, allowing the user to tap into Lurrothel's memories and expertise as needed. We either regain a champion, or we have a nifty artifact. Win/win.

We shall claim two hundred of the Barrow Bows as our own, serving as Scouts for our demonic army. The remaining two hundred will be granted to Kreth as his personal retinue, whilst he continues to make the countryside a death trap to all who refuse us.

The Southbend cult will be named the Bloody Terror. Whilst the Night-Stalkers continue sowing discord, the servants will provide intelligence for us: Are there any secret entrances to the castle? Does Lord Southbend have any notable family, retainers or hangers-on? Who are the calming influences (and thus the ideal targets) amongst the defenders? How many people are there, in what roles?

Anyone who flees the castle should be caught and brought before us,  or if our followers cannot, we're shall appear before them ourselves. Those are willing to serve will join the thralls, those who are not will have their souls devoured, and their lifeless bodies will be hurled back into the castle.

Caliwick will be tasked with providing advise to Lorrethel if asked, and to focus on providing us with suitable cavalry to fill out that very understaffed section of the army. In any spare time, he will continue with the Wardstone project.

Speaking of, the army will march to Southbend and set up camp nearby, but out of sight. We don't want to assault yet, but having the army nearby will open up our options. We will then start probing the magical defences, gently testing it for weaknesses and exploits that will allow us to push our demonic influence on those within.



I'm hoping to turn the entire castle in on itself,  allowing us to swoop in, feed on the resultant Evil, converting the survivors and raising the dead. I'm also hoping to convert at least someone within the Southbend dynasty into a Champion.

I also recall the previous Demon game involved having "relations" with a mortal, that resulted in a half-dozen child. Would any of you be interested in cultivating our own semi-reliable lieutenants in that way? Is Is Urist okay with facilitating that?
+1, But we should make the best 20 of our Barrow Bows Hunters as well, both to ensure a loyal command base and to add a group of specialists within the Scouts.  I'd also like to delegate 4 points of power (2 physical, 2 mental) to both Lurrothel and Duthrax, to bolster their abilities for the fight ahead.  They've done more than enough to deserve it.
As for further community engagement, we should send the Seers and Seeker gathered from the countryside back to their farms, attended by two of our priests,  and use their skills to reinforce the Blood Boons,  as well as any other beneficial, but not completely alienating  rites and spells they can think of. Try to get them to emphasize how much "friendlier"  and accessible this form of magic is.
Quote
I also recall the previous Demon game involved having "relations" with a mortal, that resulted in a half-dozen child. Would any of you be interested in cultivating our own semi-reliable lieutenants in that way? Is Is Urist okay with facilitating that?
The only problem I see with that is our position within this new society.  How "connected" with  the mortal realm  do we want to appear?  If we're that keen to "normalize"  the demonic for the populace, I'm all for it. We can decide what positions to place them within if we get them.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Urist Mc Dwarf on March 05, 2019, 05:57:39 pm
In the north, numerous minor dwarven holds have been taken, but all the major ones are holding and dealing as much damage to the besieging armies as they are taking.

In the west, it's a blood-soaked affair. Some legions have defected, and both sides are using brutal tactics - including some mind control on the part of the rebels, and limited usage of undead. Not necromancy, more digging a pit, shoving already animated zombies in it, and covering the pit so soldiers march into it.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: WyrdByrd on March 05, 2019, 06:06:23 pm
We might want to send another wave of corruptive dreams and visions out there, then.
How well known is Caliwick to the people of Avar? What sort of tales are told about him?
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Urist Mc Dwarf on March 05, 2019, 06:11:22 pm
Everyone knows him. There are a million legends about him, each one more horrifying than the last.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: WyrdByrd on March 05, 2019, 07:08:57 pm
Are any of the cults and orders dedicated to him still around, and would they join us?
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: KitRougard on March 05, 2019, 07:19:36 pm
...I like Dwarves. Could we support them somehow? You know how Dwarves tend to be about ancient debts, after all...

EDIT: Dude, I just got really turned on to the idea of normalizing Demonkind in this world. Upper/Lower class divide, uncrossable except through violent means, or perhaps a deal involving your soul...
Undead and mutated servants, battling in a bloodbathed arena for entertainment purposes...
And most importanyly, us on top, cackling as the other Great Demons try to claw a piece of OUR world for themselves...
Yes, I like.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Urist Mc Dwarf on March 05, 2019, 10:47:02 pm
Here’s a writing challenge: Describe one of the monsters Caliwick made which is now awakening.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: WyrdByrd on March 06, 2019, 02:08:29 am
Can we submit multiples?

Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Urist Mc Dwarf on March 06, 2019, 07:02:17 am
Definitely.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: King Zultan on March 06, 2019, 09:14:44 am
Whilst we will not solve Lurrothel's problem for her (otherwise how would she learn?), we will give her the tools she needs to resolve the issue. Ten zombies and a doom-seeker will be tasked with following her every order and up to five resources will be spared for her endeavours. Perhaps she'll find a way out of the flame, and be the mightier for it. Maybe she will be consumed, one more sacrifice in our name. Or she may even take a liking to her new home, and instead choose to develop her control of the outside world from it. If she believes herself to be truly trapped, then we will intervene. We will transform the flame into a fire opal, with her soul still trapped inside. It will then form the focus of the Rod of Dreams, allowing the user to tap into Lurrothel's memories and expertise as needed. We either regain a champion, or we have a nifty artifact. Win/win.

We shall claim two hundred of the Barrow Bows as our own, serving as Scouts for our demonic army. The remaining two hundred will be granted to Kreth as his personal retinue, whilst he continues to make the countryside a death trap to all who refuse us.

The Southbend cult will be named the Bloody Terror. Whilst the Night-Stalkers continue sowing discord, the servants will provide intelligence for us: Are there any secret entrances to the castle? Does Lord Southbend have any notable family, retainers or hangers-on? Who are the calming influences (and thus the ideal targets) amongst the defenders? How many people are there, in what roles?

Anyone who flees the castle should be caught and brought before us,  or if our followers cannot, we're shall appear before them ourselves. Those are willing to serve will join the thralls, those who are not will have their souls devoured, and their lifeless bodies will be hurled back into the castle.

Caliwick will be tasked with providing advise to Lorrethel if asked, and to focus on providing us with suitable cavalry to fill out that very understaffed section of the army. In any spare time, he will continue with the Wardstone project.

Speaking of, the army will march to Southbend and set up camp nearby, but out of sight. We don't want to assault yet, but having the army nearby will open up our options. We will then start probing the magical defences, gently testing it for weaknesses and exploits that will allow us to push our demonic influence on those within.



I'm hoping to turn the entire castle in on itself,  allowing us to swoop in, feed on the resultant Evil, converting the survivors and raising the dead. I'm also hoping to convert at least someone within the Southbend dynasty into a Champion.

I also recall the previous Demon game involved having "relations" with a mortal, that resulted in a half-dozen child. Would any of you be interested in cultivating our own semi-reliable lieutenants in that way? Is Is Urist okay with facilitating that?
+1, But we should make the best 20 of our Barrow Bows Hunters as well, both to ensure a loyal command base and to add a group of specialists within the Scouts.  I'd also like to delegate 4 points of power (2 physical, 2 mental) to both Lurrothel and Duthrax, to bolster their abilities for the fight ahead.  They've done more than enough to deserve it.
As for further community engagement, we should send the Seers and Seeker gathered from the countryside back to their farms, attended by two of our priests,  and use their skills to reinforce the Blood Boons,  as well as any other beneficial, but not completely alienating  rites and spells they can think of. Try to get them to emphasize how much "friendlier"  and accessible this form of magic is.
Quote
I also recall the previous Demon game involved having "relations" with a mortal, that resulted in a half-dozen child. Would any of you be interested in cultivating our own semi-reliable lieutenants in that way? Is Is Urist okay with facilitating that?
The only problem I see with that is our position within this new society.  How "connected" with  the mortal realm  do we want to appear?  If we're that keen to "normalize"  the demonic for the populace, I'm all for it. We can decide what positions to place them within if we get them.
+1
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Kashyyk on March 06, 2019, 10:57:19 am
Quote
Quote
I also recall the previous Demon game involved having "relations" with a mortal, that resulted in a half-dozen child. Would any of you be interested in cultivating our own semi-reliable lieutenants in that way? Is Is Urist okay with facilitating that?
The only problem I see with that is our position within this new society.  How "connected" with  the mortal realm  do we want to appear?  If we're that keen to "normalize"  the demonic for the populace, I'm all for it. We can decide what positions to place them within if we get them.
If we want to go for some fantastic racism (an assuredly Evil concept), we could declare that half-demon's are a higher-form of life, second only to us, whilst mere mortals are the bottom rung. This could allow an effective cast system, although with the potential for an exponential set of layers as we start getting semi-demi-hemi-demons running around. Assuming we keep going for that long, anyway.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: WyrdByrd on March 06, 2019, 03:21:16 pm
I could see that working. Bear in mind, though, we don't even have a castle yet.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Kashyyk on March 06, 2019, 03:29:41 pm
We have two towns, and we're about to acquire a castle, so we're well on our way. Although we seem to be going more for a roving horde than a kingdom currently. Perhaps that'll change.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: WyrdByrd on March 06, 2019, 03:39:22 pm
We can form a balance of sorts once we take Southbend. Using the Broken as our standing army and  Ceaseless Consumption  as our  infiltration team,  delegating the Avar Society to civic management would make a lot of sense.  I've already started drafting some "bread and circuses" type events once our hold becomes more developed.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Urist Mc Dwarf on March 06, 2019, 07:05:25 pm
I will need something more specific if you want to make half-demons. Like with who, and how many.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: KitRougard on March 06, 2019, 07:25:37 pm
Heh, I pounded out a story, and a backstory in one day, on a calculator.
Long story.
In any case, I think it takes the prompt in an... Interesting... Direction, that may-or-may-not bite us in the rear.

Because, y'know, when you're that old and corpsey, you tend to forget the specifics of your hidden goodies. You know where they are, just not what's in them.

And some things are better left in their cage. Even a genius makes mistakes sometimes...

Enough teaser, I just need to find time to transcribe!
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: WyrdByrd on March 06, 2019, 08:57:36 pm
Alright, finished up my first monster. Might post another idea later.



 In many ways, Gresh’Nak can be considered an archetypical specimen of Amalgamate.  Known to the scholars of the bizarre as  the “Dwarf Chimera”, this member of the Manticore family is amongst the most common seen in the wild, in no small part due to their unique reproductive abilities. Though not possessing  the magical talents  of their  Greater counterparts, nor the tactical acumen present within other Manticore lines, this being  is capable of  begetting its brood through parasitic infestation.
In its “purest” state, an Amalgamate takes the shape of a large, horse-sized insect, similar  in appearance to a wasp or locust.  Should the population be isolated, this form may persist for several generations, and, barring the introduction of  a new species, would continue indefinitely . However, when provided with a living victim, the Amalgamate will proceed to inject it with a stinger  laden with eggs and soporific, dooming the hapless subject to live out their mercifully shortened life as a  host to the brood inside. Within a matter of days, the larva within will hatch, bearing a mixture of their “parent’s” traits, rapidly maturing thereafter. This absorption has been recorded in reptilian, avian, and mammalian hosts,  with the presence of  an insectoid host resetting the Amalgamate brood to its “pure” characteristics. Should a suitable host not be found,  the Amalgamate will instead self-fertilize the eggs, practicing nesting habits much like any other member of the Manticore  family. However, each successive generation  produced in this manner will begin to emphasize the traits gathered from its host, until it becomes the defining identifier of  those Amalgamate families.


As for Gresh’Nak, her host was a prized  panther owned by Sundamar of Redleaf, an  elf mercenary hired to oppose  Caliwick during the early days of his conquest. Having been bequeathed a clutch of Amalgamate eggs by his demonic progenitor, he had made the would-be heroes’ forces into their first host, sparing only their leader from this horror (who was later twisted into the centerpiece of a war machine known to history as “Dark Reckoning”).  The most cunning of the resultant spawn, Gresh’Nak became infamous amongst the legions of the Angelslayer for wreaking havoc behind enemy lines and sabotaging their food supplies, often rendering the only trace of habitation in the area her numerous spawn.  After singlehandedly  destroying the McCrae Estate, leaving their crops fouled and their livestock infested, she had become known to most as the Dame of Famine. Having been far afield when Caliwick’s first defeat had occurred,  Gresh’Nak was able to  escape the worst of the fallout and take refuge in a crypt on the Avar periphery, infecting any local wildlife that wandered too close and the occasional foolish tomb robber. With Caliwick’s return, the Dame and her brood stand ready to serve Evil once more.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Urist Mc Dwarf on March 06, 2019, 09:05:44 pm
Very nice! I especially like the little bits of history, and the Angelslayer title.

You, WyrdByrd, get a point. And Kit, I eagerly await to see what you have written.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Kashyyk on March 07, 2019, 03:03:24 am
I'm happy to wait until we have an appropriate subject before making a half demon. Our first time is supposed to be special after all. Maybe with a princess? That seems appropriately thematic.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: KitRougard on March 07, 2019, 09:37:10 am
First, the story of opening up the place where the monster rests...

   He had cleared out most of his hidden reserves, and had almost forgotten about this one. Caliwick could feel the Evil pulsing from within this tomb - this was a rare time where time had been kind, it seems. Something else was in the air as well - Hatred? Wrath? Whatever that dark emotion was, it had POWER. The necromancer smiled. A fine creation lies within this stone.
   As he opened the stone wall that sealed the Evil creation within, Caliwick felt something push back against his breaking of the seal. This... Concerned him. His other caches had protections, but they hadn't fought HIM. Perhaps this tomb had consumed much of the ambient Evil his demonic master was giving off, and his wards had turned against their creator? Yes, that was it he decided, and continued to open the solid tomb.
   An unnatural darkness greeted Caliwick, and though he had put it there himself, something was... wrong. Two blood red orbs lit up in the black, and Caliwick knew then that HE had made those wards so aggressive.
   The beast that was coiled within was one of his earliest and greatest experiments... And also his most volatile. The Oroboros - Half snake, half human, with honeyed, forked tongue, and toxic fangs and claws. Most dangerously, though, a hunger for flesh that could leave a nation empty. It needed no food to sustain itself, as it was mostly undead, undying. But its mind was sharper and crueler than in life, and it used its undead physiology to slither in pursuit of its prey, breathless, tireless, silent as death.
   It was Caliwick's proudest moment and greatest regret. And as the beautiful monster slid up to him and flicked its tongue across his cheek, he remembered with a flash of fear that he never could quite control this one.
   "Hm... One of usss now?" it hissed. "And I sssmell my new massster on you. Ssshame. I had hoped to rip you to ssshreds with my enhanced form..."
   Caliwick realized the two arms wrapped around his left side, stroking his spine with those needle-like claws.
   "Oh? Sssuprised by how I've changed?" The Oroboros says, a smirk on its thin lips. It slides back and opens its four arms, basking in its own glory.
   Indeed, the beast had taken to Klx's form somehow, with another set of arms connected in an impossible way, and its full form covered in scales, save for it face. It had retained its grace, even improved upon it, somehow having removed the scars of the magical and surgical fusion of flesh.
   It was a glorious nightmare given physical form.
   It turnsss out that Evil isss a MUCH finer delicacy than the living." the Oroboros said, tasting the air. "Now I'm off to find the sssource of this deliciousss darknesss..."
   Caliwick blinked as the snake-thing slithered into the distance. He knew what that beast was capable of. And he knew he couldn't stop it. And he feared that if his demonic master let his guard down for even a moment, the Oroboros would swallow him whole. He stood, frozen, for what had to be an hour, before he dared to breathe again. Perhaps he had uncovered enough graves for today.

...And FIN!
I also have a more describy description complete with an explanation of the creation ritual and notes from Caliwick's notebook... Just gotta find the time for that too.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: WyrdByrd on March 07, 2019, 10:16:15 am
I'm happy to wait until we have an appropriate subject before making a half demon. Our first time is supposed to be special after all. Maybe with a princess? That seems appropriately thematic.
If we're going full evil, why not Lady Southbend? Also, I'll probably post my second monster tonight.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Urist Mc Dwarf on March 07, 2019, 05:32:54 pm
First, the story of opening up the place where the monster rests...

   He had cleared out most of his hidden reserves, and had almost forgotten about this one. Caliwick could feel the Evil pulsing from within this tomb - this was a rare time where time had been kind, it seems. Something else was in the air as well - Hatred? Wrath? Whatever that dark emotion was, it had POWER. The necromancer smiled. A fine creation lies within this stone.
   As he opened the stone wall that sealed the Evil creation within, Caliwick felt something push back against his breaking of the seal. This... Concerned him. His other caches had protections, but they hadn't fought HIM. Perhaps this tomb had consumed much of the ambient Evil his demonic master was giving off, and his wards had turned against their creator? Yes, that was it he decided, and continued to open the solid tomb.
   An unnatural darkness greeted Caliwick, and though he had put it there himself, something was... wrong. Two blood red orbs lit up in the black, and Caliwick knew then that HE had made those wards so aggressive.
   The beast that was coiled within was one of his earliest and greatest experiments... And also his most volatile. The Oroboros - Half snake, half human, with honeyed, forked tongue, and toxic fangs and claws. Most dangerously, though, a hunger for flesh that could leave a nation empty. It needed no food to sustain itself, as it was mostly undead, undying. But its mind was sharper and crueler than in life, and it used its undead physiology to slither in pursuit of its prey, breathless, tireless, silent as death.
   It was Caliwick's proudest moment and greatest regret. And as the beautiful monster slid up to him and flicked its tongue across his cheek, he remembered with a flash of fear that he never could quite control this one.
   "Hm... One of usss now?" it hissed. "And I sssmell my new massster on you. Ssshame. I had hoped to rip you to ssshreds with my enhanced form..."
   Caliwick realized the two arms wrapped around his left side, stroking his spine with those needle-like claws.
   "Oh? Sssuprised by how I've changed?" The Oroboros says, a smirk on its thin lips. It slides back and opens its four arms, basking in its own glory.
   Indeed, the beast had taken to Klx's form somehow, with another set of arms connected in an impossible way, and its full form covered in scales, save for it face. It had retained its grace, even improved upon it, somehow having removed the scars of the magical and surgical fusion of flesh.
   It was a glorious nightmare given physical form.
   It turnsss out that Evil isss a MUCH finer delicacy than the living." the Oroboros said, tasting the air. "Now I'm off to find the sssource of this deliciousss darknesss..."
   Caliwick blinked as the snake-thing slithered into the distance. He knew what that beast was capable of. And he knew he couldn't stop it. And he feared that if his demonic master let his guard down for even a moment, the Oroboros would swallow him whole. He stood, frozen, for what had to be an hour, before he dared to breathe again. Perhaps he had uncovered enough graves for today.

...And FIN!
I also have a more describy description complete with an explanation of the creation ritual and notes from Caliwick's notebook... Just gotta find the time for that too.

I was going to wait for you to post the rest before making my judgement, but you get a point for this.

Also, if no one suggests someone to impregnate, I will write the update and end it with you considering the possibilities of reproduction.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: KitRougard on March 07, 2019, 06:42:19 pm
I would say Lurrothel, but she's kinda... Stuck in a fire. Also, what's the point mean?
*is proud of acquiring a point, but at what cost?*
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Urist Mc Dwarf on March 07, 2019, 06:42:48 pm
Points can be spent to give a bonus to an action.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: KitRougard on March 07, 2019, 06:50:45 pm
Hm, I was almost hoping you would throw the Oroboros at us. If I save up enough points could it happen?
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Urist Mc Dwarf on March 07, 2019, 06:55:05 pm
It exists. It is somewhere. It might just take some time to find it.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Kashyyk on March 07, 2019, 07:04:47 pm
If Lurrothel finds her way out of the holy fire, I can see her being an option. But for now, I'm happy to pause on the reproduction plan.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: KitRougard on March 07, 2019, 07:15:12 pm
Well, it's more like she'll find us because of the kind of monster she is, but hey, we might get the drop on her as she looks for us!
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Urist Mc Dwarf on March 07, 2019, 09:47:25 pm
You send a small force to Lurrothel. Ten zombies commanded by a Doom-Seeker split off from the Broken, carrying loads of stone. They arrived, and the zombies walk in, still carrying their loads of stone. They burn, and the stone falls to the ground, driving the fire back enough for Lurrothel to crawl out, her flesh burned black. She is carried back to Avar, moaning in agony, and left to recover on her own.
Caliwick grins when you mention cavalry. It’s actually a little unsettling…he heads south, into the desert, and finds what he went looking for. A veritable army rises up from under the sands, horses and riders with their bodies twisted so that it is locked forever, withered and dried like the desert itself.  And deadlier things rise as well – creatures of the brood of the Dame of Famine, with her endless hunger and swift flight, although their capacity to infect others is currently reduced by their long slumber. He rides north, bringing his army with him.

The Barrow-Bows are split in two. Half join with your army, the other half continuing to work with Krell. He encourages them to worship him, to participate in depraved orgies of blood-letting and animal sacrifice. The power he gains from this is spent, corrupting the land, making profusions of demonic crops and grasping thorns stretch across the ground. Most are merely thorny and unpleasant, but a few near the rivers leak a corrupting poison from their diseased flowers. Of those who join the Broken, you pick out the twenty fastest and deadliest. And with a casual wave of your hand, you turn them into Hunters. Unfortunately, seven of them seemed unable to bear the transformation, wounding themselves seriously as they attempted to block out the horrid thoughts before their brains dribbled out of their heads. Perhaps doing this in the middle of a typically horrible worship ceremony wasn’t the best idea. Whoops.

At your orders, the servants begin to do more than hide the Night-Stalkers and provide amusement. They begin to provide intelligence – mostly useless gossip. The Night-Stalkers demonstrate their displeasure. The servants are even less capable of finding information now. But the tension in the castle rises with every kill, with every mocking mimicry. They have no priests now, and no one dares enter the chapel. The commander of the garrison is a nervous wreck after finding the heads of his family stashes around his office…and hearing them whispering to him. Two companies of mercenaries abandoned Southbend, the smaller one fleeing north. Their barely living bodies were tossed over the wall the next morning, and you barely suffered a scratch fighting them. The larger went south, and slit their arms as they knelt before you.

A few more flee, but they are tossed over the wall as well. For now the soulless bodies are being kept in the dungeon, tended by a few healers.

Your army camps just south of Southbend now, barely out of sight of the castle walls. They don’t send scouting parties anymore, and no more mercenaries join their cause. Their numbers dwindle every day, from sudden claws in the night, from bloody clashes in the courtyard, from sheer terror as the setting sun begins to lengthen the shadows on the walls.

The Avar Society continues to struggle, and recruitment for the Ceaseless Consumption slows as well. The Doom-Seekers and Doom-Seer have a little better luck, as they turn some crops demonic and help guide the zombies.

As the week draws to a close, you grant a final boon to Duthrax and Lurrothel, carefully making sure neither of them explodes. They survive, although both look distinctly inhuman now – Duthrax’s mouth has turned vertical, and Lurrothel will bear burn marks in the form of blasphemous sigils forever.

Name: Klx-Dryklfx

Time: 7.75 months

Physical Might: 87+6 (-4 leakage,- 20 Hunters, -4 empowerment, +25 worship)

Mental Might: ] 87+6 (-4 leakage,- 20 Hunters, -4 empowerment, +25 worship)

 Cults

The Ceaseless Consumption
  Members: 7 seducers and 77 peons split among 8 locations, 1 high seducer and 75 peons
  Resources: 0
  Power: 14 (5 spent worshipping you, 3 spent recruiting, 4 spent spreading rumors)
The Avar Society
  Members: 1 seducer, 14 peons
Resources: 0 (+4 “donations”, -4 party)
Power: 2(2 spent throwing parties)
The Bloody Terror Cult in Southbend
Members: 8(5 Night-Stalkers, 3 servants)
Resources: 0
Power: 5 (2 spent making discord, 2 spent spying)

Fortresses
Canord
   Strong walls (45), Deep moat (25), Thorn Wall (25), Weak wards (15), Traps (15) Demonic crops, plentiful mines, Strong aura of domination.
Avar
  Basic Walls(25), Living Ward(15), Demonic Mud Moat (10)

Demonic Realm
1900 Peons
1 Doom-Seer, 2 Doom-Seekers
46 resources (-5 rescuing Lurrothel)
+20 power/week, + 15 resources/week
Demonic Armies
13 Reavers, 2 Doom-Seekers, 50 thralls, 100 zombies in Canord
The Broken – 826 chaff (52 thralls, 441 zombies, 227 skeletons, 17 wisp wights, 89 weeping sores), 339 light infantry (137 Spear-Thralls, 202 Sword-Thralls), 137 heavy infantry (28 Demon-Touched, 109 wisp-wretches), 130 ranged (130 Archer-Thralls), 19 mages (2 Doom-Seers, 17 Doom-Seekers), 336 heavy cavalry( 5 mounted god-slayers, 331 deathless knights), 18 infiltrators (18 Hunters), 33 support (18 Dark Priests, 15 Shapers), 10 siege (8 armored brutes, 2 crushers), 17 incorporeal(17 specters), 180 scouts (rangers), 17 flyers (17 Gresh-spawn) near Southbend
Barrow Bows – 200 scouts (rangers) in between Avar and Southbend
Champions
Kreth Woemaker
   Physical might: 12 (+10 worship, - 8 corruption)
   Mental might: 12 (+10 worship, - 8 corruption)
   Other: Magic Cloak, worshipped by the Barrow Bows

Duthrax Soul-Render, First of the Thrall-Herds
  Physical might: 9 + 1
  Mental might: 5+ 1
  Other: Duelist, skilled commander, zombie horse, Herald

Lurrothel, Weaver of Nightmares
  Physical might: 0.1 (Injuries)
  Mental might: 3(Injuries)
  Other: Necromancer, skilled at wards and dream magic
Caliwick the Arch-Necromancer
   Physical might: 2
   Mental might: 11
   Other: Necromancer, Soulbond, Living Legend

Artifacts

Desecrator
  +6 physical, +6 mental
  Bringer of unholy rot, Reanimator, Focus of Power

Magic Cloak
  Unknown properties

Herald
  +1 physical, + 1 mental
    Inspiring song
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: WyrdByrd on March 07, 2019, 10:19:31 pm
Our dungeon, or Southbend's?
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: KitRougard on March 07, 2019, 10:23:43 pm
Well, she's not dead... Let us tend to Lurrothel's wounds, find out what happened with that fire, and perhaps get to know her a bit better *wink wink nudge nudge* as we discussed previously once she is better.

And, uh, whatever else you all want to happen.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Urist Mc Dwarf on March 07, 2019, 10:35:00 pm
Southbend’s. It’s not safe for them to be out in the courtyard, and the regular infirmary is usually pretty full.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: WyrdByrd on March 07, 2019, 10:43:41 pm
I'd imagine.  How " cleanly" would you say the castle is nowadays? Do they just toss the corpses over the walls, or is there a dedicated gravesite or burning-zone?
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Urist Mc Dwarf on March 07, 2019, 10:46:03 pm
All corpses are burned as soon as possible.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: WyrdByrd on March 07, 2019, 10:59:32 pm
Not a lot of news from the Lord in this day and age. He still around?
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Urist Mc Dwarf on March 07, 2019, 11:03:58 pm
As far as your Night-Stalkers can tell, he is slowly drinking himself to death in his rooms.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: WyrdByrd on March 07, 2019, 11:09:54 pm
 In terms of  development, we need to up our non-combatant participation. At the moment, the Avar Society and the Ceaseless  Consumption have been doing  next to nothing for us.  I propose we distribute a total of 15 resources to them: 5 to the former and 10 to the latter.  The Society needs to focus on networking and presentation, using the resources to connect with the influential still within Avar and Henord's Crossing: aldermen, burghers,  wealthy scholars, and so forth. Ideally, we make the Society a place that movers and shakers within the Realm would actively seek out.  Once we do so, construction of  a Chapterhouse outside of Avar can begin.

As for the Ceaseless Consumption, their boon should be dedicated to planning a grand fair, one that serves not to  terrify the populace, but fascinate and intrigue them.  The Consumption may go about this Festival of Change however they wish, so long as they keep this purpose in mind.  Should they require it, we will even send three Shapers back to  Avar, in order to ease the process.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: VoidSlayer on March 07, 2019, 11:42:53 pm
Develop a powerful addictive narcotic to be used in rituals and distributed in general, something that makes people susceptible to demonic influence.  Give that to our cults attempting recruitment and additional resources.

Edit: Eh it doesn't even really need to be that addictive as long as it makes them vulnerable and gets them in a pleasant altered state.

We should try more direct recruitment inside the castle.  Offers of not being murdered and a way out of the castle if people join us by committing a murder of a soldier.  People are already on edge and killing each other, if we can get them on our side thanks to it all the better.  Give it a one day offer before we do the assault.  Maybe have our hunters drop leaflets around for people to find.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Kashyyk on March 08, 2019, 08:17:50 am
Summon our most skilled Shapers, and give them access to a small portion of our power so that they can bring Lurrothel back to full strength. (Not as a boon to anyone mind, purely as an energy source if they need it).

I believe we've brought the castle to the appropriate level of terror now. Tonight, we seize it and everyone within.

As the sun sets, we will spend some power to make the darkness around and within the castle heavier and deeper. So dark that anyone standing outside without light will not be able to see their own hand in front of their face, and even a bonfire will barely illuminate for more than a few meters around it. Meanwhile, our army will march on the castle, trusting in the unnatural darkness to blind any watchers on the walls, and await outside the gates whilst we alight in the centre of the courtyard.

The Night-Stalkers will then capture everyone outside and bring them to us. We will lift the darkness from each of them as they arrive, and offer them the chance to serve us or be consumed, noisily. Once the last person has been dealt with, and everyone inside is thoroughly terrified by the sounds of us eating, we will then have the gates opened for our army, lift the darkness enough that they can see, but those within the keep are still blind and they'll secure everywhere but the keep.

We will then repeat the process with out Night-Stalkers with the Keep, slowly advancing on wherever we believe Lord Southbend to be (probably his chambers). Once we find him, we will very carefully extract every memory from his mind. This should give us a wealth of information about the kingdom, the surrounding area, the political movers and shakers, etc. As well as enough information to impersonate him if need be. We will then consume him too, unless he's particularly desperate to convert I suppose. The only other exceptions are any of his family that we find, who we'll keep to one side for later processing.

Meanwhile, the Avar Society and the Ceaseless Consumption will be receive a shipment of resources (5 to Avar, 10 to the Ceaseless Consumption) from our Demonic realm. This should be a bolstering shot to a rather subpar performance recently.  The Society needs to focus on networking and presentation, using the resources to connect with the influential still within Avar and Henord's Crossing: aldermen, burghers,  wealthy scholars, and so forth. Ideally, we make the Society a place that movers and shakers within the Realm would actively seek out.  Once we do so, construction of  a Chapterhouse outside of Avar can begin. As for the Ceaseless Consumption, their boon should be dedicated to planning a grand fair, one that serves not to  terrify the populace, but fascinate and intrigue them.  The Consumption may go about this Festival of Change however they wish, so long as they keep this purpose in mind.  Should they require it, we will even send three Shapers back to  Avar, in order to ease the process. Both cults will be reminded that we will not take further failure lightly.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: King Zultan on March 08, 2019, 08:46:53 am
Summon our most skilled Shapers, and give them access to a small portion of our power so that they can bring Lurrothel back to full strength. (Not as a boon to anyone mind, purely as an energy source if they need it).

I believe we've brought the castle to the appropriate level of terror now. Tonight, we seize it and everyone within.

As the sun sets, we will spend some power to make the darkness around and within the castle heavier and deeper. So dark that anyone standing outside without light will not be able to see their own hand in front of their face, and even a bonfire will barely illuminate for more than a few meters around it. Meanwhile, our army will march on the castle, trusting in the unnatural darkness to blind any watchers on the walls, and await outside the gates whilst we alight in the centre of the courtyard.

The Night-Stalkers will then capture everyone outside and bring them to us. We will lift the darkness from each of them as they arrive, and offer them the chance to serve us or be consumed, noisily. Once the last person has been dealt with, and everyone inside is thoroughly terrified by the sounds of us eating, we will then have the gates opened for our army, lift the darkness enough that they can see, but those within the keep are still blind and they'll secure everywhere but the keep.

We will then repeat the process with out Night-Stalkers with the Keep, slowly advancing on wherever we believe Lord Southbend to be (probably his chambers). Once we find him, we will very carefully extract every memory from his mind. This should give us a wealth of information about the kingdom, the surrounding area, the political movers and shakers, etc. As well as enough information to impersonate him if need be. We will then consume him too, unless he's particularly desperate to convert I suppose. The only other exceptions are any of his family that we find, who we'll keep to one side for later processing.

Meanwhile, the Avar Society and the Ceaseless Consumption will be receive a shipment of resources (5 to Avar, 10 to the Ceaseless Consumption) from our Demonic realm. This should be a bolstering shot to a rather subpar performance recently.  The Society needs to focus on networking and presentation, using the resources to connect with the influential still within Avar and Henord's Crossing: aldermen, burghers,  wealthy scholars, and so forth. Ideally, we make the Society a place that movers and shakers within the Realm would actively seek out.  Once we do so, construction of  a Chapterhouse outside of Avar can begin. As for the Ceaseless Consumption, their boon should be dedicated to planning a grand fair, one that serves not to  terrify the populace, but fascinate and intrigue them.  The Consumption may go about this Festival of Change however they wish, so long as they keep this purpose in mind.  Should they require it, we will even send three Shapers back to  Avar, in order to ease the process. Both cults will be reminded that we will not take further failure lightly.
+1
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: WyrdByrd on March 08, 2019, 09:35:23 am
Summon our most skilled Shapers, and give them access to a small portion of our power so that they can bring Lurrothel back to full strength. (Not as a boon to anyone mind, purely as an energy source if they need it).

I believe we've brought the castle to the appropriate level of terror now. Tonight, we seize it and everyone within.

As the sun sets, we will spend some power to make the darkness around and within the castle heavier and deeper. So dark that anyone standing outside without light will not be able to see their own hand in front of their face, and even a bonfire will barely illuminate for more than a few meters around it. Meanwhile, our army will march on the castle, trusting in the unnatural darkness to blind any watchers on the walls, and await outside the gates whilst we alight in the centre of the courtyard.

The Night-Stalkers will then capture everyone outside and bring them to us. We will lift the darkness from each of them as they arrive, and offer them the chance to serve us or be consumed, noisily. Once the last person has been dealt with, and everyone inside is thoroughly terrified by the sounds of us eating, we will then have the gates opened for our army, lift the darkness enough that they can see, but those within the keep are still blind and they'll secure everywhere but the keep.

We will then repeat the process with out Night-Stalkers with the Keep, slowly advancing on wherever we believe Lord Southbend to be (probably his chambers). Once we find him, we will very carefully extract every memory from his mind. This should give us a wealth of information about the kingdom, the surrounding area, the political movers and shakers, etc. As well as enough information to impersonate him if need be. We will then consume him too, unless he's particularly desperate to convert I suppose. The only other exceptions are any of his family that we find, who we'll keep to one side for later processing.

Meanwhile, the Avar Society and the Ceaseless Consumption will be receive a shipment of resources (5 to Avar, 10 to the Ceaseless Consumption) from our Demonic realm. This should be a bolstering shot to a rather subpar performance recently.  The Society needs to focus on networking and presentation, using the resources to connect with the influential still within Avar and Henord's Crossing: aldermen, burghers,  wealthy scholars, and so forth. Ideally, we make the Society a place that movers and shakers within the Realm would actively seek out.  Once we do so, construction of  a Chapterhouse outside of Avar can begin. As for the Ceaseless Consumption, their boon should be dedicated to planning a grand fair, one that serves not to  terrify the populace, but fascinate and intrigue them.  The Consumption may go about this Festival of Change however they wish, so long as they keep this purpose in mind.  Should they require it, we will even send three Shapers back to  Avar, in order to ease the process. Both cults will be reminded that we will not take further failure lightly.
+1
  In terms of army composition, I think we should  lead with Caliwick and the Deathless knights, before revealing our own forces. Seeing  a figure talked about only in nightmarish legends, flanked by 300 or so  undead cavalry, would be a terrifying experience for anyone.
Instead of consuming them, might it be better to use those that refuse as hosts for the Gresh-Spawn?   this would certainly send a message to those who wouldn't join,  and add to our ranks as well.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Kashyyk on March 08, 2019, 09:43:01 am
We could use the soulless mercenaries in the dungeon for that. I'd like to consume at least some of the defenders at least, to restore some of the power we're going to lose in the assault.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: WyrdByrd on March 08, 2019, 09:54:04 am
Fair enough. 
 Forgot to mention this in my previous post: The Doom team we have assigned in the countryside should keep doing what they're doing, and, in addition to the improvements and zombie guiding, they should surreptitiously probe for those with signs of  Priest Potential.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Urist Mc Dwarf on March 08, 2019, 06:34:17 pm
It is time for war. Time for blood. Time for slaughter. These foolish mortals may cower in terror, they may cringe at shadows and draw blades for any reason or none, but their banners still fly from the castle towers. They still hunt your servants. Now they shall learn what Canord did, what Avar did, what the Spears of Cavana did. Resistance is futile, useless, and earns them nothing but fear and pain.

The sun sets.

You raise a hand. Darkness flows from your palms like smoke from a fire. Thick and cloying, it slowly spreads forth in a great tide, drowning the castle in shadow.

The spearman marched along the wall, holding his weapon in one hand, his lantern in the other. Nervously, he scanned around him, all around him. Some of those bastards from the Carvers had been looking askance at him, even though he had been on duty when the lad had been murdered. And although people claimed whatever had been responsible for the massacre of the priests had been driven away, he swore he could still see something moving in the shadow when no one else was looking…”That’s odd…” He murmured, noticing his lantern wasn’t giving out as much light as usual. Maybe something was wrong with the oil. He squinted at it, before suddenly realizing how dark it had gotten. And how alone he was. Screams erupted throughout the castle, but he couldn’t see where they were coming from. He couldn’t see anything! The lantern barely provided enough light to see his hand in front of his face. He set his spear, putting his back to the castle wall and holding his weapon up, trying and failing to disguise his trembling. He heard the scuff of footsteps and a familiar voice. “Come, boy, whatever spell this is must be a prelude to attack.” He turned to the sound, felt something strike his head, and everything went black.

Within the keep, chaos reigns. The doors have been closed and barred, torches held everywhere to try and ward off the darkness. A few mage lights drive it back, and between all their efforts, there is just enough light to barely see. Something or someone is pounding at the door. It could be the soldiers who were out in the courtyard, or it could be the demon. Warriors and servants lay sobbing in terror or curl up in little balls, even as their leaders attempt to rally them for a defense of the castle, or an escape, or something.

The courtyard makes the keep look like an island of calm. A few bonfires still burn, and mercenaries cluster around them, their rivalries forgotten in the face of what surely must be an attack. A confused battle is waged in the gatehouse, with no one really sure who is one whose side. And outside the keep, they beg desperately to be let in.

Into this madness, you stride in. Caliwick waves his hand, and the iron-faced wood of the gates draws in the darkness for a brief moment, before collapsing into rust and rot. A few men attempt to flee, and find themselves impaled upon the lances of the knights. Others manage to kneel in time and are left kneeling as your forces advance into the courtyard. Most run deeper into the courtyard, shouting for someone, anyone to come. The demon is here! And his army!

Your Night Stalkers drag people forth, five or six at a time. Most are barely conscious, but they awaken soon enough. And they are given a choice. Usually, as the shadows clear away, one tries to be defiant. They taste delicious. Some, even with that example, still refuse to serve you. Still, about two-thirds of those brought before you join your ranks, staggering away to stand with the rest of the army.
After the Night Stalkers have taken all the easy targets, you begin to approach the bonfires. Here, there is a bit more resistance. Some of the men have blessed spears and swords, and it actually stings quite a bit. But no matter how painful the wounds, they are like mosquitos trying to slow down a dragon. Half join you, half feed you. The men at the doors of the keep, praying to be let in, join you eagerly, frantic to be gone from this darkness and terror.

You kick down the doors, the thick wood shattering from the massive force. There is a pause, then those still on their feet charge at you, with torches and swords and table legs and their bare hands. And your knights charge, lances lowered, hoofbeats pounding on the stone floor, while Caliwick soars above them. Fire rains down, lances run through them, and Desecrator sweeps through them in savage arcs. It is a slaughter, an incredibly one-sided one. You lost a pair of knights. Nearly two hundred men and women died in that hall.

Now you search the halls, scouring them for survivors. You find the servants the Night Stalkers terrorized, lying dead on the ground. You find an infirmary with a few groaning patients who swear to you. And you find the chambers of the Lord of Southbend. You find him within them, lying on his bed, a bottle of wine in one hand and a bottle of nightshade in the other.

Irritating. You head down to the basement and consider offering these slaves to the Gresh-spawn, although the eggs they implant will not hatch.

 Name: Klx-Dryklfx

Time: 7.75 months

Physical Might: 96+6 ( -6 injuries, +15 meals)

Mental Might: ] 96+6 ( -6 injuries, +15 meals)
 Cults

The Ceaseless Consumption
  Members: 7 seducers and 77 peons split among 8 locations, 1 high seducer and 75 peons
  Resources: 0
  Power: 14 (5 spent worshipping you, 3 spent recruiting, 4 spent spreading rumors)
The Avar Society
  Members: 1 seducer, 14 peons
Resources: 0 (+4 “donations”, -4 party)
Power: 2(2 spent throwing parties)
The Bloody Terror Cult in Southbend
Members: 8(5 Night-Stalkers, 3 servants)
Resources: 0
Power: 5 (2 spent making discord, 2 spent spying)

Fortresses
Canord
   Strong walls (45), Deep moat (25), Thorn Wall (25), Weak wards (15), Traps (15) Demonic crops, plentiful mines, Strong aura of domination.
Avar
  Basic Walls(25), Living Ward(15), Demonic Mud Moat (10)

Demonic Realm
1900 Peons
1 Doom-Seer, 2 Doom-Seekers
46 resources (-5 rescuing Lurrothel)
+20 power/week, + 15 resources/week
Demonic Armies
13 Reavers, 2 Doom-Seekers, 50 thralls, 100 zombies in Canord
The Broken – 828 chaff (54 thralls, 441 zombies, 227 skeletons, 17 wisp wights, 89 weeping sores), 583 light infantry (289 Spear-Thralls, 294 Sword-Thralls), 179 heavy infantry (28 Demon-Touched, 109 wisp-wretches, 42 heavy swordsman), 230 ranged (214 Archer-Thralls, 17 slingers), 19 mages (2 Doom-Seers, 17 Doom-Seekers), 334 heavy cavalry( 5 mounted god-slayers, 329 deathless knights), 18 infiltrators (18 Hunters), 33 support (18 Dark Priests, 15 Shapers), 10 siege (8 armored brutes, 2 crushers), 17 incorporeal(17 specters), 180 scouts (rangers), 17 flyers (17 Gresh-spawn) near Southbend
Barrow Bows – 200 scouts (rangers) in between Avar and Southbend
Champions
Kreth Woemaker
   Physical might: 12 (+10 worship, - 8 corruption)
   Mental might: 12 (+10 worship, - 8 corruption)
   Other: Magic Cloak, worshipped by the Barrow Bows

Duthrax Soul-Render, First of the Thrall-Herds
  Physical might: 9 + 1
  Mental might: 5+ 1
  Other: Duelist, skilled commander, zombie horse, Herald

Lurrothel, Weaver of Nightmares
  Physical might: 0.1 (Injuries)
  Mental might: 3(Injuries)
  Other: Necromancer, skilled at wards and dream magic
Caliwick the Arch-Necromancer
   Physical might: 2
   Mental might: 11
   Other: Necromancer, Soulbond, Living Legend

Artifacts

Desecrator
  +6 physical, +6 mental
  Bringer of unholy rot, Reanimator, Focus of Power

Magic Cloak
  Unknown properties

Herald
  +1 physical, + 1 mental
    Inspiring song
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: WyrdByrd on March 08, 2019, 07:28:18 pm
Well. That went far smoother than expected.  Did we end up finding anything incriminating in the Lord's chamber? Necromatic tomes, salicious love letters,  hoarded tribute, the like?
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Urist Mc Dwarf on March 08, 2019, 08:26:53 pm
Lot's of alcohol, some more poison, and a map of the area.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: WyrdByrd on March 08, 2019, 08:29:24 pm
Alright. Anything we didn't know  about on the map?
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Urist Mc Dwarf on March 08, 2019, 08:34:15 pm
It marks a couple towns you already knew about, but nothing else that’s important/you haven’t conquered.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Weirdsound on March 08, 2019, 09:38:37 pm
Inspect our new minions. See if anybody is notable or talented. Perhaps we can find somebody suitable to rule the keep in our name or make half demon offspring with.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: WyrdByrd on March 08, 2019, 11:36:05 pm
If we're appointing anyone to rule the keep, Duthrax would be the obvious choice. He's  a proven commander and leader, but he's also mortal enough to make people relatively  tolerant of his rule. 
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Urist Mc Dwarf on March 09, 2019, 12:23:55 am
The stuff about the Avar Society and Ceaseless Consumption will take place next update, I wanted this one to be just a battle update.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Detoxicated on March 09, 2019, 03:40:52 am
Bring Back the Lord and make him our undead Slave.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: KitRougard on March 09, 2019, 10:19:13 am
I still say we need to heal and mate with Lurrothel.

...And still find out what in the Heavens happened with that fire!
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Urist Mc Dwarf on March 09, 2019, 11:21:37 am
I would like more of a consensus for what actions to take during the next update.

Also, just to clarify: the Ceaseless Consumption is outside your territory, so it will take some work and time to get resources to them.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Weirdsound on March 10, 2019, 12:42:30 pm
Bring Back the Lord and make him our undead Slave.

I still say we need to heal and mate with Lurrothel.

...And still find out what in the Heavens happened with that fire!

+1 to these for the sake of concenseous.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: WyrdByrd on March 10, 2019, 01:31:58 pm
Already got consensus on plans for Avar and the Consumption.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Urist Mc Dwarf on March 10, 2019, 05:22:17 pm
As you enter the study, you look upon the corpse of the Lord of Southbend. He was a relatively handsome man, you judge, although the vast quantity of drink and poison have made him seem far less so. Your lip curls in disgust, and then you snarl in rage. How dare this man seek to escape you? How dare he defy you like this? You reach down, sink one hand into his chest, and begin to shape dark magic. This is a complicated feat, just as complicated as what you did to Lurrothel. But that was against a living, struggling wizard, not a helpless corpse and half-aware soul. And more importantly, this was something you were extremely skilled in. You weave Evil into something more complicated than lace, tying the soul of the Lord of Soutbend – you learn his name is Suthen Surthick in the process – to his body, and binding it in a complicated series of restrictions which will leave him completely unable to defy your will. The corpse rises, glaring up at you. “I chose death, rather than service to you. Do you have no decency? Do you have no honor?” The creature tries to bend its neck and spit on you, but you make it choke on its tongue instead. And you begin to laugh, providing it with a pretty good answer to its questions.

You leave him standing watch over his castle as your army moves in properly, taking extra care to desecrate the chapel even further and install a second shrine in what was once his personal rooms, and you turn your attention to Lurrothel, who lies barely alive in Avar.  She stirs, just a little, as you enter the room, and a little more as you turn your attention to her, both to heal her and to create a child. Several hours later, you leave her, and within her, the beginnings of your spawn. She still sleeps for now, but her burns have healed.

You head out to demand some results from your cults, organizing the delivery of 5 resources to Avar, with a note informing them of your expectations…and the consequences for failure.
Apparently, all it took was a little motivation. The Avar Society throws a massive feast, and apparently creatively interpret your note to browbeat about half the town’s upper class into attending. Once there, they find themselves enjoying the fine foods, the expensive wines, the strange drinks laced with stranger powders…and several enjoy themselves enough that they agree to begin worshipping you, while others decide that they ought to attend again…just to keep abreast of developments of course.

You personally deliver various supplies and three Shapers to the Ceaseless Consumption, who at your order have begun to gather outside the city of Avendor, where the High Seducer has been spinning her webs. They form a great festival, just as the Legion detachment passes by. When they stop, several visit, along with hordes of city-folk and villagers from miles around.
You watch from a distance as the marvel at the wonders your Shapers have produced and are enchanted by the talk of your Seducers, of new ages and new possibilities and the things which can emerge from crucibles of war. While the soldiers don’t have time to hear more, they are interested, and a veritable horde of other citizens wait for more meetings, eagerly listening, although only some are judged worthy to enter the inner circle.

You make time to speak to Lurrothel. Not about your child – although she is interested in that, all you say is she will need to eat human flesh and you will be most displeased should anything happen to her. You are more interested in the fire, which apparently came from a seal made by someone over the spot she picked, designed to react to the presence of evil.

Caliwick has exhausted all the stores of monsters he has in the area. Everything else will require more time or special rituals to awaken. Meanwhile, Kreth continues corrupting the land, although his pace slows as he begins to work on the land around Southbend.

And the Doom-Seekers and Doom-Seers continue their work across your realm, capturing several wandering priests and beginning the work of persuading them to join your cause. They also organize several demonstrations in how to better control zombies, create some more, help enhance fields, and generally convince people to more enthusiastically worship you.

You find that your skill with manipulating the undead has been greatly enhanced, and you have earned the trait Gravecaller II.

Name: Klx-Dryklfx

Time: 8 months

Physical Might: 110+6 ( -4 leakage, -3 undead Lord Southbend, -4 creating a child, + 25 worship)

Mental Might: ] 110+6 ( -4 leakage, -3 undead Lord Southbend, -4 creating a child, + 25 worship)
 Cults

The Ceaseless Consumption
  Members: 7 seducers, 1 high seducer, 3 Shapers and 208 peons in Avendor
  Resources: 0 (+10 given, - 10 Festival of Change)
  Power: 14 ( 12 spent throwing Festival of Change)
The Avar Society
  Members: 1 seducer, 14 peons, 7 merchants
Resources: 0 (+4 “donations”, +5 given -9 party)
Power: 3(3 spent throwing parties)

Fortresses
Canord
   Strong walls (45), Deep moat (25), Thorn Wall (25), Weak wards (15), Traps (15) Demonic crops, plentiful mines, Strong aura of domination.
Avar
  Basic Walls(25), Living Ward(15), Demonic Mud Moat (10)
Castle Southbend
  Strong Walls (30)
Demonic Realm
2400 Peons
1 Doom-Seer, 2 Doom-Seekers, 317 Slaves
48 resources (-5 Avar Feast, - 10 Festival of Change)
+22 power/week, + 17 resources/week
Slight corruption
Demonic Armies
13 Reavers, 2 Doom-Seekers, 50 thralls, 100 zombies in Canord
The Broken – 813 chaff (39 thralls, 441 zombies, 227 skeletons, 17 wisp wights, 89 weeping sores), 598 light infantry (299 Spear-Thralls, 299 Sword-Thralls), 179 heavy infantry (28 Demon-Touched, 109 wisp-wretches, 42 heavy swordsman), 230 ranged (214 Archer-Thralls, 17 slingers), 19 mages (2 Doom-Seers, 17 Doom-Seekers), 334 heavy cavalry( 5 mounted god-slayers, 329 deathless knights), 23 Infiltrators (18 Hunters, 5 Night-Stalkers), 30 support (18 Dark Priests, 12 Shapers), 10 siege (8 armored brutes, 2 crushers), 17 incorporeal(17 specters), 180 scouts (rangers), 17 flyers (17 Gresh-spawn) in Southbend
Barrow Bows – 200 scouts (rangers) in between Avar and Southbend
Champions
Kreth Woemaker
   Physical might: 14 (+10 worship, - 8 corruption)
   Mental might: 14 (+10 worship, - 8 corruption)
   Other: Magic Cloak, worshipped by the Barrow Bows

Duthrax Soul-Render, First of the Thrall-Herds
  Physical might: 9 + 1
  Mental might: 5+ 1
  Other: Duelist, skilled commander, zombie horse, Herald

Lurrothel, Weaver of Nightmares
  Physical might: 3
  Mental might: 8
  Other: Necromancer, skilled at wards and dream magic, pregnant with your child
Caliwick the Arch-Necromancer
   Physical might: 2
   Mental might: 11
   Other: Necromancer, Soulbond, Living Legend

Artifacts

Desecrator
  +6 physical, +6 mental
  Bringer of unholy rot, Reanimator, Focus of Power

Magic Cloak
  Unknown properties

Herald
  +1 physical, + 1 mental
    Inspiring song
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Weirdsound on March 10, 2019, 07:01:03 pm
Let us focus on making the most out of our new castle.

Move Lurrothel into Castle Southbend, which her child will someday inherit. She can eat the servants we captured there, and perhaps some of the warriors if they displease her. She can work on setting up wards in the meantime.

Create gargoyle-like statues around Castle Southbend, and bind the souls of those who died in our conquest to inhabit the statues and defend the castle for all eternity.

Suthen Surthick will raise our child, before stepping aside to let him rule someday. Order the reanimated lord to treat whatever child Lurrothel spawns as his own offspring and heir. Also lay another curse upon him. As our child grows up, the lord shall become more physically and mentally monstrous. When our child comes of age, the Lord of Southbend will be little more than his or her bestial slave!
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Detoxicated on March 10, 2019, 07:27:58 pm
+1 Create a wife for Our lord Slave. Beautiful cunning and deadly. Her Job ist to watch over the Lord and find Out His Secrets. Also she ist to protect the child.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Kashyyk on March 10, 2019, 08:25:11 pm
I don't think we need a fake wife for him. We already own the lord, body and soul. Not his mind perhaps, but that just adds to the Evil.

We should however see if he had a wife. Making another half demon with her with his knowledge would be super evil. Maybe we should do it whilst looking like Suthrn for added extra evil...
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: KitRougard on March 10, 2019, 08:27:18 pm
Oh, baby YES. Or if she's dead, well, bring her back and defile her in front of him?
Another monstrous slave for our child, perhaps?
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Weirdsound on March 10, 2019, 08:33:46 pm
I don't think we need a fake wife for him. We already own the lord, body and soul. Not his mind perhaps, but that just adds to the Evil.

We should however see if he had a wife. Making another half demon with her with his knowledge would be super evil. Maybe we should do it whilst looking like Suthrn for added extra evil...

+1 to investigating the lord's family situation.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Detoxicated on March 10, 2019, 10:12:47 pm
I don't think we need a fake wife for him. We already own the lord, body and soul. Not his mind perhaps, but that just adds to the Evil.

We should however see if he had a wife. Making another half demon with her with his knowledge would be super evil. Maybe we should do it whilst looking like Suthrn for added extra evil...

+1 to investigating the lord's family situation.
+1
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Urist Mc Dwarf on March 10, 2019, 10:45:20 pm
He has a wife, but he sent her out of the castle. She is likely set up in some somewhat nearby town, desperately awaiting news, and praying it's good.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Weirdsound on March 11, 2019, 01:35:49 am
Force him to give up her location. Appear to her, and offer a sadistic choice.

Explain that her cowardly husband chose to take his own life before we had the opportunity to offer a place at our right hand as a favored servant. Because of this, we instead will offer the opprotunity to her; Submit to us, and she will have everything she had as the wife of a lord, and so much more. Present to her the means of committing suicide should she refuse our offer.

Should she accept, spirit her away to Avar for an unholy honeymoon where we will indulge her every vice and leave her with our seed and a prominent spot within the Avar Society. (Arrange for them to throw a grand party to welcome her).

Should she kill herself, bring her back as a thrall like we did with her husband. Then use her to torment the lord for our amusement by forcing her to renounce her love for him to his face.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Detoxicated on March 11, 2019, 05:21:36 am
+1 to the above
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: King Zultan on March 11, 2019, 10:17:32 am
+1 to the above
+1
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: WyrdByrd on March 11, 2019, 10:36:41 am
Alright, demense improvement time. First of all, the castle. +1 to the Gargoyles idea, but take it  one further and create an Aura of Reanimation, forcibly bringing any hostile forces that die within its range into undeath, binding their bodies and souls to our service. Further, have the zombies currently assigned to the area begin digging a deep moat around the Castle, in the style of the one we built at Canord.  Using our newfound gravecalling powers, we should reanimate the bodies of the dead at Southbend, taking care to preserve their fighting ability and tactical awareness.  As for the now desecrated chapel, leave a set of four Dark Priests to tend to and convert it into a fitting place of worship for us, exalting the best of them to a Dread Priest. Send another four Dark Priests to the Avar-Crossing countryside, to establish a religious group in our name, facilitating this endeavor through donations solicited from the most enthusiastic supporters. Once they've done so, have this  Order of the Changing Way   begin recruiting amongst the faithful, lead local worship ceremonies, and begin to enhance resource production industries with some of the power gained.  Send the most talented acolytes gained from this process onto the Southbend Chapel, for further tutelage and instruction. The Doom Squad in the area should continue to persuade the captured priests to join our cause, and begin converting fields into demonic crops amongst willing farmers. As an aside, sink around 6 points of power into  the Avar Mud Moat, in order to further its potential.

Duthrax, having served us faithfully, shall receive a promotion to Thrall-Lord. As part of this, enhance Herald to double its buffs and provide regeneration similar to our Crushers, then send his armor to our Artisans, in order to enchant in the style of his Godslayer retinue.  Having now created a Lord, spend a portion of our power recruiting Thrallherds from the Broken, for a total of 7 (2 from the Sword Thralls, 2 from the Spear Thralls, 2 from the Archer Thralls, and one from the Demon-touched), and have them serve as Duthrax's lieutenants, leading their respective armies and interpreting his will. Duthrax himself should be in charge of training and organizing the Broken further, adapting them to this new change of command structure.
Caliwick shall be granted  some wild game  gathered by  the Barrow Bows, and access to the Gresh-Spawn, in order to further improve upon the breed, be it through working out the flaws in their biology, or developing a new form of Amalgamate from the eggs thus gained.
+1 to the Lurrothel idea, and assign a pair of Reavers to serve as her bodyguards  until her child is born.
Krieth should take some time out of  his corruptive actions to deepen the worship of the thralls assigned to him. It might help with the efforts in manipulating the lands. 
Once again, send 5 resources to the Society, and 10 to the Ceaseless Consumption. This next Society meeting should a  slightly more subdued affair than the last one, though the luxuries  will remain unchanged. Have its main focus be on what resources the Society members can bring to bear, both for their benefit and ours, in particular showing how the introduction of demonic goods and products could  facilitate that.
In regards to the Ceaseless Consumption, have them host  the next festival, this time making it an Artisan's Tourney, using this opportunity to deepen the connections with both the Legion and the surrounding townspeople . The smiths, craftsfolk, and tinkers that attend will be briefly tutored by the Shapers in design and crafting techniques at the beginning of the event, ensuring that the process and products  are  subtly corruptive. Once this occurs,  ensure that every attendee has a space and position for their sales, be it equipment or general goods alike. Given that we have both a  villagers and Legion soldiers as prospects, this  mixture will benefit us. In addition to the hopefully corrupted gear, offer some tainted, but not initially noticeable demonic crops  from the Avar area as  snacks and refreshments. As for the tourney itself, make the victor's prize a marvel created by the Shapers themselves, alongside any leftover resources. Furthermore,  offer whoever wins an apprenticeship with the Shapers proper, thus giving them a chance to corrupt the artisan further. I'd like to use my bonus on this action, if possible.

Finally, send a detachment of Barrow Bows to scout the land beyond Southbend,  determining the best routes through the landscape and any hidden secrets in the area. Additionally, have them take note of the woes presented by other trackers and hunters. Any notable monsters? Bandits? Renegades?  If so, have them take note and send the info back to Southbend for  analysis.
If I missed anything, feel free to let me know.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Urist Mc Dwarf on March 11, 2019, 02:50:22 pm
The castle is well and truly yours. Even its Lord serves you, albeit reluctantly and rebelliously. Now you shall begin to…improve it, and make it something dark and terrifying, for it shall be the domain of your firstborn. First, you instruct your followers to begin constructing horrible stone grotesques.  Blocks of stone are dragged up from a few small quarries near Henord Crossing. They form several dozen gargoyles of varying sizes, ranging from taller than a man to about the size of a dog. Most of them feature some variation of four arms, although how they connect changes from one to another.
Each one has several twisted sigils and a name carved into their surface, and you briefly lay a hand on each one, channeling enough power to call back a soul and shape it into an instrument in your service, binding it to both your will and the castle. It is a draining and time-intensive process, and you don’t have time to completely animate all of them, but you leave a small but potent force of creatures of living stone.

You also create an aura of reanimation in the castle, stretching across the walls and several hundred feet out. Anything which dies within that area will come back as a zombie. The process is difficult, and you must take several thralls, nailing them to the inside of the highest tower in the castle, one for each cardinal direction.
Lurrothel travels north to the castle, sleeping in the former Lord’s chambers, and two Reavers come to join her. She constructs wards, keeping a few of the slaves with her at all times to use as living larders. Complex magic soon coats the walls, hardening the stone, repulsing arrows and catapult stones and siege ladders, absorbing magic and sending it back out as crackling bolts of lethal energy.  Even the gargoyles receive some of her magic, making them slightly more durable.

Now you fly north, hunting for the wife of Lord Southbend using the information you forced him to give you, finding her in Avendor, in a small but luxurious townhouse. You are seen by several of her servants, and you rip them apart, leaving yourself soaked in blood as you enter her chamber. She turns, her eyes widening with horror, and she frantically retreats, pressing herself against the wall in a vain attempt to escape.
Her horror and fear do not fade in the slightest as you tell her about what happened to the castle, what happened to her husband. You offer her a place in your service. She refuses, vowing to join her husband as she takes the offered knife. It is the work of a moment to force her soul to stay in her body, even as her heart ceases beating. It takes even less to force her to obey you.
When she returns home, she finds her husband. Her barrage of invective and abuse can be heard across the castle, as can his pitiful wails. They grow louder when you inform the Lord who is attempting to sob that he will be responsible for raising your child. You don’t bother to mention the curse. He will learn soon enough. However, you modify the time delay slightly, as how quickly your child will grow will depend on the extent of his or her demonic nature.

Meanwhile, you issue a variety of orders to further strengthen your realm. The horde of zombies at Southbend begins to labor at digging a moat, connecting it to the rivers. The excess dirt is piled up to make a rudimentary breastwork, and a rough drawbridge is constructed in front of the gate.

You reanimate the dead at Southbend, creating a small army of wisp wretches to join your forces. There aren’t as many as there should be - those you ate left no bodies behind, as did those burned before the castle fell. Still, nearly a hundred corpses with all their skill and weaponry join your ranks.

Four of your Dark Priests begin to further dedicate the castle to you, taking the best-carved gargoyle and placing it atop the blood-soaked altar, writing legends of your glory on the walls. You pick one and name him to be a Dread Priest, then send another four to help spread word of your glories. They join the Doom-Seekers and Doom-Seer, supporting their more practical demonstrations with rituals, dogma, and sermons. People begin to grow more dedicated in their worship, and several of the more devout farms grow crops as corrupted as those of Canord. The priests, however, continue to resist, refusing to swear to you. They are surprisingly devout, enough to make the Doom-Seer slightly uncomfortable.

You decide to reward Duthrax, naming him Thrall-Lord. You take Herald, and find some innocent blood in a nearby farm, soaking the blade in it as you speak to the blade in demontongue, reshaping its essence and granting it new strength. You order him to pick out lieutenants to raise to Thrall-Herd, and he requests permission to run some training exercises or raids to help judge who should be granted that honor. His already formidable armor is further decorated and enhanced to help protect him from enemy magic.

Caliwick tinkers with the Greshspawn, examining the changes centuries in slumber have caused. He repairs some of the damage caused by time buried in sand and enhances their stinger so that it inflicts a deadly venom. He manages to partially restore their reproductive capacity as well – the creatures they create will not be full Greshspawn, but merely vicious and cruel insects the size of a man’s fist with a bottomless appetite for flesh.

Kreth eagerly turns some of his attention from corrupting the land to encouraging worship of himself among the Barrow Bows. He does still put some effort into turning nature into something nightmarish, and makes some progress, as more poisonous thorns spread across the land and wolf packs multiply in number. Some of the Bows are sent around Southbend, to hunt for bandit groups and monsters, along with usable paths. Aside from the rivers, there is a semi-ruined road that runs partway towards Southbend. They find a few small bandit gangs as well who prey on river traffic, and press a few of them into joining.

The Avar Society throws a more subdued and discussion based gathering, which features a trip outside to view the productivity of a zombie workforce and demonic crops. Some of the merchants are inquiring about purchasing zombie draft animals, and several more become regular attendees of the Avar Society’s affairs.

The Artisan’s Tourney didn’t have quite the same success. People come, but they are reluctant to listen to the advice of the Shapers – it seems they consider themselves perfectly capable artisans on their own. However, people do come and they do listen, and while little in the way of corrupted goods are spread amongst the people, several more ordinary forms of corruption take place, and the numbers swell once more.

The mud around Avar deepens and widens, and within several creatures stir, animated by your power. Mud elementals now roam in the moat.

+1 Create a wife for Our lord Slave. Beautiful cunning and deadly. Her Job ist to watch over the Lord and find Out His Secrets. Also she ist to protect the child.
The castle is well and truly yours. Even its Lord serves you, albeit reluctantly and rebelliously. Now you shall begin to…improve it, and make it something dark and terrifying, for it shall be the domain of your firstborn. First, you instruct your followers to begin constructing horrible stone grotesques.  Blocks of stone are dragged up from a few small quarries near Henord Crossing. They form several dozen gargoyles of varying sizes, ranging from taller than a man to about the size of a dog. Most of them feature some variation of four arms, although how they connect changes from one to another.
Each one has several twisted sigils and a name carved into their surface, and you briefly lay a hand on each one, channeling enough power to call back a soul and shape it into an instrument in your service, binding it to both your will and the castle. It is a draining and time-intensive process, and you don’t have time to completely animate all of them, but you leave a small but potent force of creatures of living stone.

You also create an aura of reanimation in the castle, stretching across the walls and several hundred feet out. Anything which dies within that area will come back as a zombie. The process is difficult, and you must take several thralls, nailing them to the inside of the highest tower in the castle, one for each cardinal direction.
Lurrothel travels north to the castle, sleeping in the former Lord’s chambers, and two Reavers come to join her. She constructs wards, keeping a few of the slaves with her at all times to use as living larders. Complex magic soon coats the walls, hardening the stone, repulsing arrows and catapult stones and siege ladders, absorbing magic and sending it back out as crackling bolts of lethal energy.  Even the gargoyles receive some of her magic, making them slightly more durable.

Now you fly north, hunting for the wife of Lord Southbend using the information you forced him to give you, finding her in Avendor, in a small but luxorious townhouse. You are seen by several of her servants, and you rip them apart, leaving yourself soaked in blood as you enter her chamber. She turns, her eyes widening with horror, and she frantically retreats, pressing herself against the wall in a vain attempt to escape.
Her horror and fear do not fade in the slightest as you tell her about what happened to the castle, what happened to her husband. You offer her a place in your service. She refuses, vowing to join her husband as she takes the offered knife. It is the work of a moment to force her soul to stay in her body, even as her heart ceases beating. It takes even less to force her to obey you.
When she returns home, she finds her husband. Her barrage of invective and abuse can be heard across the castle, as can his pitiful wails. They grow louder when you inform the lord who is attempting to sob that he will be responsible for raising your child. You don’t bother to mention the curse. He will learn soon enough. However, you modify the time delay slightly, as how quickly your child will grow will depend on the extent of his or her demonic nature.

Meanwhile, you issue a variety of orders to further strengthen your realm. The horde of zombies at Southbend begins to labor at digging a moat, connecting it to the rivers. The excess dirt is piled up to make a rudimentary breastwork, and a rough drawbridge is constructed in front of the gate.

You reanimate the dead at Southbend, creating a small army of wisp wretches to join your forces. There aren’t as many as there should be - those you ate left no bodies behind, as did those burned before the castle fell. Still, nearly a hundred corpses with all their skill and weaponry join your ranks.

Four of your Dark Priests begin to further dedicate the castle to you, taking the best carved gargoyle and placing it atop the blood-soaked altar, writing legends of your glory on the walls. You pick one and name him to be a Dread Priest, then send another four to help spread word of your glories. They join the Doom-Seekers and Doom-Seer, supporting their more practical demonstrations with rituals, dogma, and sermons. People begin to grow more dedicated in their worship, and several of the more devout farms grow crops as corrupted as those of Canord. The priests however, continue to resist, refusing to swear to you. They are surprisingly devout, enough to make the Doom-Seer slightly uncomfortable.

You decide to reward Duthrax, naming him Thrall-Lord. You take Herald, and find some innocent blood in a nearby farm, soaking the blade in it as you speak to the blade in demontongue, reshaping its essence and granting it new strength. You order him to pick out lieutenants to raise to Thrall-Herd, and he requests permission to run some training exercises or raids to help judge who should be granted that honor. His already formidable armor is further decorated and enhanced to help protect him from enemy magic.

Caliwick tinkers with the Greshspawn, examining the changes centuries in slumber have caused. He repairs some of the damage caused by time buried in sand, and enhances their stinger so that it inflicts a deadly venom. He manages to partially restore their reproductive capacity as well – the creatures they create will not be full Greshspawn, but merely vicious and cruel insects the size of a man’s fist with a bottomless appetite for flesh.

Kreth eagerly turns some of his attention from corrupting the land to encouraging worship of himself among the Barrow Bows. He does still put some effort into turning nature into something nightmarish, and makes some progress, as more poisonous thorns spread across the land and wolf packs multiply in number. Some of the Bows are sent around Southbend, to hunt for bandit groups and monsters, along with usable paths. Aside from the rivers, there is a semi-ruined road that runs partway towards Southbend. They find a few small bandit gangs as well who prey on river traffic, and press a few of them into joining.

The Avar Society throws a more subdued and discussion based gathering, which features a trip outside to view the productivity of a zombie workforce and demonic crops. Some of the merchants are inquiring about purchasing zombie draft animals, and several more become regular attendees of the Avar Society’s affairs.

The Artisan’s Tourney didn’t have quite the same success. People come, but they are reluctant to listen to the advice of the Shapers – it seems they consider themselves perfectly capable artisans on their own. However, people do come and they do listen, and while little in the way of corrupted goods are spread amongst the people, several more ordinary forms of corruption take place, and the numbers swell once more.

The mud around Avar deepens and widens, and within several creatures stir, animated by your power. Mud elementals now roam in the moat.

Name: Klx-Dryklfx

Time: 8.25 months

Physical Might: 88+6 ( -6 mud moat, -2 Southbend’s Curse - 30 animating gargoyles, -10 reanimation aura, -12 raising undead, -2 upgrading Herald, + 29 worship)

Mental Might: ] 88+6 ( -6 mud moat, -2 Southbend’s Curse - 30 animating gargoyles, -10 reanimation aura, -12 raising undead, -2 upgrading Herald, + 29 worship) Cults

The Ceaseless Consumption
  Members: 7 seducers, 1 high seducer, 3 Shapers and 317 peons in Avendor
  Resources: 0 (+10 given, - 10 Artisan’s Tourney)
  Power: 17 ( 12 spent throwing Artisan’s Tourney, 3 spent worshipping)
The Avar Society
  Members: 1 seducer, 14 peons, 9 merchants, 2 artisands
Resources: 0 (+3 donations, +5 given -8 party)
Power: 3(3 spent throwing parties)

Fortresses
Canord
   Strong walls (45), Deep moat (25), Thorn Wall (25), Weak wards (15), Traps (15) Demonic crops, plentiful mines, Strong aura of domination.
Avar
  Basic Walls (25), Living Ward(15), Demonic Mud Moat (20)
Castle Southbend
  Strong Walls (30), Strong Wards (30), Moat (15), Gargoyle Guards (15), aura of reanimation
Demonic Realm
2400 Peons
1 Doom-Seer, 2 Doom-Seekers, 317 Slaves, 4 Dark Priests
45 resources (-5 Avar Feast, - 10 Artisan’s Tourney, - 4 Gargoyles, -1 Duthrax’s Armor)
+24 power/week, + 19 resources/week
Slight corruption
Demonic Armies
11 Reavers, 2 Doom-Seekers, 50 thralls, 100 zombies in Canord
The Broken – 809 chaff (35 thralls, 441 zombies, 227 skeletons, 17 wisp wights, 89 weeping sores), 598 light infantry (299 Spear-Thralls, 299 Sword-Thralls), 269 heavy infantry (28 Demon-Touched, 199 wisp-wretches, 42 heavy swordsman), 230 ranged (214 Archer-Thralls, 17 slingers), 19 mages (2 Doom-Seers, 17 Doom-Seekers), 334 heavy cavalry( 5 mounted god-slayers, 329 deathless knights), 23 Infiltrators (18 Hunters, 5 Night-Stalkers), 26 support (13 Dark Priests, 1 Dread Priest 12 Shapers), 10 siege (8 armored brutes, 2 crushers), 17 incorporeal(17 specters), 180 scouts (rangers), 17 flyers (17 Gresh-spawn) in Southbend
Barrow Bows – 220 scouts (rangers), 15 light infantry (bandits) in between Avar and Southbend
Champions
Kreth Woemaker
   Physical might: 18 (+12 worship, - 6 corruption)
   Mental might: 18 (+12 worship, - 6 corruption)
   Other: Magic Cloak, worshipped by the Barrow Bows

Duthrax Soul-Render, First of the Thrall-Herds
  Physical might: 9 + 1
  Mental might: 5+ 1
  Other: Duelist, skilled commander, zombie horse, Herald

Lurrothel, Weaver of Nightmares
  Physical might: 3
  Mental might: 8
  Other: Necromancer, skilled at wards and dream magic, pregnant with your child
Caliwick the Arch-Necromancer
   Physical might: 2
   Mental might: 11
   Other: Necromancer, Soulbond, Living Legend

Artifacts

Desecrator
  +6 physical, +6 mental
  Bringer of unholy rot, Reanimator, Focus of Power

Magic Cloak
  Unknown properties

Herald
  +2 physical, + 2 mental
    Inspiring song, crimson regeneration
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: WyrdByrd on March 11, 2019, 03:01:56 pm
Were we able to learn anything more about the Legion from the attendees?
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Urist Mc Dwarf on March 11, 2019, 03:21:05 pm
The local Legion has a fairly standard setup. Their auxiliaries are a mix of horse archers recruited from the area and dwarvish artillery, although the artillery is currently not in use as many of its operators have deserted, been executed, or imprisoned. The force heading to you consists mostly of regular legionaries with the horse archers in support.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: WyrdByrd on March 11, 2019, 03:37:04 pm
Makes sense. Would you say tensions with the dwarves are high? Also, how sympathetic would you say the  local Legion is to  the Consumption at the moment?
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Urist Mc Dwarf on March 11, 2019, 03:41:34 pm
Tensions with dwarves are very high. There are rumors of race riots and mass exoduses going on in the north.

And only slightly- the legion passed through, and while a lot of the rank and file enjoyed it, and the message resonated with them, they aren't planning any action.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: WyrdByrd on March 11, 2019, 05:25:41 pm
Is Avendor the  only settlement in the area, or are there  smaller ones  closer to Southbend?
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Urist Mc Dwarf on March 11, 2019, 05:46:43 pm
There are lots of small ones in between Southbend and Avendor.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Weirdsound on March 11, 2019, 05:58:23 pm
Quote
Four of your Dark Priests begin to further dedicate the castle to you, taking the best carved gargoyle and placing it atop the blood-soaked altar, writing legends of your glory on the walls. You pick one and name him to be a Dread Priest, then send another four to help spread word of your glories. They join the Doom-Seekers and Doom-Seer, supporting their more practical demonstrations with rituals, dogma, and sermons. People begin to grow more dedicated in their worship, and several of the more devout farms grow crops as corrupted as those of Canord. The priests however, continue to resist, refusing to swear to you. They are surprisingly devout, enough to make the Doom-Seer slightly uncomfortable.

This bothers me. Send the night stalkers to torment the families of the stubborn clergy until they submit to our faith.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: WyrdByrd on March 11, 2019, 06:26:48 pm
Quote
Four of your Dark Priests begin to further dedicate the castle to you, taking the best carved gargoyle and placing it atop the blood-soaked altar, writing legends of your glory on the walls. You pick one and name him to be a Dread Priest, then send another four to help spread word of your glories. They join the Doom-Seekers and Doom-Seer, supporting their more practical demonstrations with rituals, dogma, and sermons. People begin to grow more dedicated in their worship, and several of the more devout farms grow crops as corrupted as those of Canord. The priests however, continue to resist, refusing to swear to you. They are surprisingly devout, enough to make the Doom-Seer slightly uncomfortable.
 

This bothers me. Send the night stalkers to torment the families of the stubborn clergy until they submit to our faith.
These are wandering priests we're talking about. Not likely to have much in the way of family, and those they do probably wouldn't have that many close ties.  If they  chose not to repent, there's no reason for them to stay alive.  Instead, we should take half of the priests gathered, and sacrifice them in front of the assembled congregation. Should any relent,  good  for us. In the event that they still remain defiant, save them for further terrors,  sacrificing one each month leading up to our child's birth, with the  final, most devout being sacrificed upon the date itself. 
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Detoxicated on March 11, 2019, 06:40:44 pm
There are lots of small ones in between Southbend and Avendor.

Using demonic geometry you start settling surrounding the Castle. The New settlements are placed in a Fashion that when you Put lines between them they Form a huge Rune of summoning. Each settlements ist supposed to build a chapel asap.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: WyrdByrd on March 11, 2019, 07:01:13 pm
There are lots of small ones in between Southbend and Avendor.

Using demonic geometry you start settling surrounding the Castle. The New settlements are placed in a Fashion that when you Put lines between them they Form a huge Rune of summoning. Each settlements ist supposed to build a chapel asap.
Don't think those ones are in our sphere of influence yet.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Detoxicated on March 11, 2019, 09:40:59 pm
Set Up several shrines to US in the Castle so that they are aligned in a summoning Rune.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: WyrdByrd on March 11, 2019, 09:49:15 pm
We've already got quite a few  shrines set up. Maybe we could have those assigned to the chapel summon an entity?
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: VoidSlayer on March 12, 2019, 01:24:16 am
Instead of summoning something with a region wide rune, what about just pulling in raw magical/demonic energy and using it in a forge to make demonic artifacts or golems?

Also the demonic ecosystem needs food to sustain the carnivorous beasts.  Maybe we can make flesh growing trees out of lots of  slaves that are self sustaining on their torment.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Detoxicated on March 12, 2019, 04:26:35 am
Bad Feng shui to attract evil
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Urist Mc Dwarf on March 12, 2019, 06:38:57 am
Creating bad Feng Shui, at least on a regional scale, would require multiple turns of work.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Detoxicated on March 12, 2019, 06:42:57 am
Well attempt to arrange the interiour of the Castle with Bad Feng shui. Angles are to be Sharp. Human leather is to be used for adornments and in everyone room There should be vases with Alcohol and blood.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: WyrdByrd on March 12, 2019, 07:04:25 am
Instead of summoning something with a region wide rune, what about just pulling in raw magical/demonic energy and using it in a forge to make demonic artifacts or golems?

Also the demonic ecosystem needs food to sustain the carnivorous beasts.  Maybe we can make flesh growing trees out of lots of  slaves that are self sustaining on their torment.
It depends. Based on the things that we've seen thus far, this corruption has spread to  most parts of the ecosystem, including the plants. So long as we keep some available demonic herbivores, we shouldn't have a problem. 
I'm not really sure about us installing bad Feng Shui. For one, it seems like the sort of thing we can delegate to our subordinates. Plus, the process is time consuming,  and the Legion arriving soon, we need everyone on hand for it.

Due to this, a shift on the offensive is needed.
The zombie horde should continue to deepen the moat, and build up the breastwork further.  For our thralls  and peons currently stationed at the castle, they should begin to reinforce  the current gatehouse, alongside installing a series of arrow slits within the walls.
Accept Duthrax's request, and have the Gresh-spawn tag along if he ends up raiding.They can seed any animals and victims cut down by the prospects.
 Caliwick should attempt to teach the Doomseers and Doom-seekers new spells, and expand their form of magic, placing an emphasis on long-range, artillery-like ones.
Krieth, the faith in the Barrows assigned to him renewed, can return to  corrupting the landscape, but with the added goal of rooting out any Legion advance scouts in his path.  If possible, he should capture and interrogate them, in order to gain further information on our foe.

The Order of the Changing Way should  now turn its efforts to recruitment amongst the zealous. Those who seem willing shall go to Southbend, where their skills and capabilities will be tested, and thus assigned to a fitting role: Average recruits for Thralls,  those with magic for Shapers or Doom-seekers, those capable in the divine for Dark Priests. If they don't have anything useful, set them aside  for brute fusion. The Doom Squad can continue their improvement efforts.
 
 Have the Barrow Bows currently near Southbend begin to trap the paths  most likely to be used by the Legion, and begin to recruit more bandits to the cause.
Send a final 10 resources into the Ceaseless Consumption, to sponsor a competition of sagas and songs. Within it, have the  Seducers themselves participate, telling  tales of far off lands and changing powers, mixed in with a few urban legends and horror stories  loosely based on our exploits. The intention should be twofold within this event: To both  further fascinate those in attendance (everyone likes a good story), and to intimidate any members of the Legion who wouldn't be swayed by the Consumption's efforts. This event will also give us the perfect cover for a dream assault by  Lurrothel, plaguing the rank and file with corruptive nightmares. In addition to the usual terrors, she should attempt to invoke a feeling of paranoia within the forces due to their prior relations with the dwarves, leaving them skeptical of every aspect of their gear.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Urist Mc Dwarf on March 12, 2019, 08:43:25 am
So, I would like more of a consensus for a plan. Also, do you accept Duthrax’s request?
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: WyrdByrd on March 12, 2019, 08:44:14 am
Anyone have any ideas for the Avar Society?
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Detoxicated on March 12, 2019, 08:51:27 am
Gives them resources to Establish evil Feng shui Philosophie in all aspects of their decadent ways. Try to seduce artists and artisans to Join this movement.
Have them create Art to impress Others. This ist to subtly corrupt society AS a whole.
Look for Your best Smith and infuse hin to become an unnaturally able Smith and give him to the avar society.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: KitRougard on March 12, 2019, 04:02:50 pm
Time for the other part of the Oroboros writing!

Name- The Oroboros
Age- Ancient, exact date unknown.
Description- A tall, graceful beast, with the upper body of a human female and a 20 foot long snake's tail from the waist down. Originally created in a dark ritual involving a live virgin, a man-eating snake, "Human Centipede"-class twisted surgery, and a liberal application of freshly killed blood.
Spoiler: Violent Ritual (click to show/hide)
A depraved ritual to be sure, which Caliwick would go on to refine, although this first beast had some... Issues. Details were recorded in his notes.
~~The Notes~~
The Oroboros successfully combined two different species' flesh into one amalgam, but that brought with it the problem of motive. The snake's primal brain meshed with the mind of the broken human, and created a monster that could think and plot, with one goal in mind - hunger. Its thirst was quenched forever with its bloody birth, but though it needed no food, it hungered for mortal flesh. It has eaten both rotten zombie and still-living villager, and I believe the only thing keeping myself off the menu is my demonic heritage. It has also shown a repulsion to the flesh of the clergy, though it kills priests with joy. Other quirks include poisoned claw-like nails and venomous fangs. It also has a strange way with words that affects even I...
In honesty, I can hardly control it, and will lock it in a tomb I had hoped to use for hiding a far greater army. But the beast cannot be left to its own devices, or there will not be a world left to conquer.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Urist Mc Dwarf on March 12, 2019, 11:07:22 pm
I would like more of a consensus before I post an update, and an answer for Duthrax.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Kashyyk on March 13, 2019, 12:34:01 am
I'll back WyrdByrd's plan.
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: King Zultan on March 13, 2019, 08:26:10 am
I'll back WyrdByrd's plan.
+1
Title: Re: The Rise of a Demon (Number of semi-undead arch-nercromancers in service: 0.75)
Post by: Urist Mc Dwarf on March 13, 2019, 11:23:06 am
The Legion sends their soldiers southwards in an attempt to defeat you. They do not comprehend what they are fighting against, but you will teach them. You tell Duthrax to begin his raids, and to take the Greshspawn to leave behind plenty of presents for the Legion. His lips quirk at the thought, and several detachments of soldier leave, Greshspawn buzzing above their heads, stingers dripping with venom.

Next, you prepare to fill their minds with fear and terror. Once more, you deliver some resources to the Ceaseless Consumption, wishing you had a better way to get them supplies. This sort of work seems like it should be beneath you, although it is good to personally remind your followers who is in charge every so often. This feast is a resounding success, although all the soldiers coming to attack you have long since passed through. Still, the stories told fill people’s minds, and the words of the Seducers go a long way to convincing many that it might be wise to prepare for the defeat of the Legion…and to embrace the words of Klicks-Dricklefix, at least enough to avoid something like the Burning of Canord. Two members of the city’s Council attend the fair, and both seem quite concerned by the possibility, concerned enough to have the high seducer personally brief them on everything she knows.

In a private meeting – private enough that she convinces the council members to send away their personal priests – she persuades the two of them to begin preparing the city for your inevitable conquest, and to join the cause and reap the resultant rewards.

Meanwhile, Lurrothel attacks the dreams of the soldiers. While they took the precaution of having priests ward the dreams against demonic intrusion, Lurrothel is the Weaver of Nightmares, and their pitiful wards are torn to shreds, leading to several of the priests dying in their sleep, blood pouring from everywhere there is a gap in the flesh. With their defenses stripped bare, she runs rampant through their minds, filling them with terror and paranoia so severe that nearly a hundred men desert and another hundred horse arches refuse to get on their horses after various minor incidents such as tossed shoes and unusually loud neighs. Every night the dreams go on, and every day a few more men slip away.

Their morale improves somewhat when the horse archers encounter the Barrow Bows, leading to a brief but bloody battle. The charge of the cavalry is enough to scatter the undisciplined rangers, and then it is a rout, with nearly fifty of your followers cut down in exchange for three dead legionaries. They find the traps the Barrow Bows were making as well, and know enough to avoid them now. The losses of the Bows are at least somewhat made good as more bandits trickle in, tempted by the promise of loot.

Kreth responds by further corrupting the land, attempting to cover the land the Legion marches on with thorns and venom, but the surviving priests manage to counter his efforts enough to make them inconsequential.

However, the Barrow Bows, now in the sort of war they are familiar with, prove very effective. Though several do not return from missions, numerous scouts are captured or killed.  They are thoroughly interrogated and then executed and from what they say a picture forms:

The soldiers approaching are mostly green, and they are the ones suffering most from the dreams. Nearly four hundred have deserted already, including half their horse arches, leaving them with only about a hundred auxiliary cavalry and fifty regular legion cavalry. Morale is in shambles, and most are convinced they are outnumbered 10-1 if not by more. However, the commander is still confident despite the nightmares, and has convinced most that the dreams are a sign of weakness – whatever necromancer responsible must resort to tricks because he knows he is outmatched.

When the scouts begin finding villages destroyed by Duthrax’s soldiers – two were apparently eaten alive by the children of Greshspawn – their confidence is shaken, but they still think that once they force you into battle you will lose.

Duthrax’s raiders return, and he picks out seven to be raised to the rank of Thrall-herd. You grant them a minor fragment of your power, and he gives them some sort of rank insignia. You weren’t really paying attention.

The moat digging continues steadily, while the gates are reinforced. Arrow slits and murder holes are carven through the walls, and lines of sight are mapped to ensure there will be nowhere same from archer fire.

Caliwick begins to teach some magic to the Doom-Seers and Doom-Seekers, but he seems to be frustrated by their lack of theoretical knowledge, and has to teach them that first. While they grow more effective generally, they don’t learn any new spells.

He is also frustrated in his efforts to teach your mages because he has to teach several others the basics. The Order of the Changing way found 11 with the capacity to become Doom-Seekers, and sent them to you with 2 converted priests and a few thralls.

And in Henord Crossing, more pledge themselves to you, actively embracing your worship. You can feel the power flowing from a mass sacrifice of a dozen goats in the center of the town square, and you smile, even as you see the Legion, just on the edge of your vision. Do you have any last minute preparations?

Name: Klx-Dryklfx

Time: 8.5 months

Physical Might: 114 +6 ( -6 leakage,  + 32 worship)

Mental Might: ] 114 +6 ( -6 leakage,  + 32 worship)

Cults

The Ceaseless Consumption
  Members: 7 seducers, 1 high seducer, 3 Shapers, 396 peons, 2 members of the city council in Avendor
  Resources: 0 (+10 given, - 10  festival )
  Power: 20 ( 12 spent throwing festival, 5 spent worshipping)
The Avar Society
  Members: 1 seducer, 23 peons, 14 merchants, 7 artisans
Resources: 0 (+3 donations, +5 given -8 party)
Power: 4(4 spent throwing parties)

Fortresses

Canord
   Strong walls (45), Deep moat (25), Thorn Wall (25), Weak wards (15), Traps (15) Demonic crops, plentiful mines, Strong aura of domination.
Avar
  Basic Walls (25), Living Ward(15), Demonic Mud Moat (20)
Castle Southbend
  Strong Walls (35), Strong Wards (30), Moat (20), Gargoyle Guards (15), aura of reanimation
Demonic Realm
2400 Peons
1 Doom-Seer, 2 Doom-Seekers, 317 Slaves, 4 Dark Priests
55 resources (- 10 Ceasless Consumption)
+26 power/week, + 20 resources/week
Slight corruption
Demonic Armies
11 Reavers, 2 Doom-Seekers, 50 thralls, 100 zombies in Canord
The Broken – 821 chaff (46 thralls, 441 zombies, 227 skeletons, 17 wisp wights, 89 weeping sores), 598 light infantry (297 Spear-Thralls, 2 Spear-Thrallherds, 297 Sword-Thralls, 2 Sword-Thrallherds), 269 heavy infantry (27 Demon-Touched , 1 Demon-Touched Thrallherd, 199 wisp-wretches, 42 heavy swordsman), 230 ranged (212 Archer-Thralls, 2 Archer-Thrallherds 17 slingers), 30 mages (2 Doom-Seers, 28 Doom-Seekers), 334 heavy cavalry( 5 mounted god-slayers, 329 deathless knights), 23 Infiltrators (18 Hunters, 5 Night-Stalkers), 28 support (15 Dark Priests, 1 Dread Priest, 12 Shapers), 10 siege (8 armored brutes, 2 crushers), 17 incorporeal(17 specters), 180 scouts (rangers), 17 flyers (17 Gresh-spawn) in Southbend
Barrow Bows – 172 scouts (rangers), 37 light infantry (bandits) in between Avar and Southbend
Champions
Kreth Woemaker
   Physical might: 21 (+11 worship, - 8 corruption)
   Mental might: 21 (+11 worship, - 8 corruption)
   Other: Magic Cloak, worshipped by the Barrow Bows

Duthrax Soul-Render, First of the Thrall-Herds
  Physical might: 9 + 1
  Mental might: 5+ 1
  Other: Duelist, skilled commander, zombie horse, Herald

Lurrothel, Weaver of Nightmares
  Physical might: 3
  Mental might: 8
  Other: Necromancer, skilled at wards and dream magic, pregnant with your child
Caliwick the Arch-Necromancer
   Physical might: 2
   Mental might: 11
   Other: Necromancer, Soulbond, Living Legend

Artifacts

Desecrator
  +6 physical, +6 mental
  Bringer of unholy rot, Reanimator, Focus of Power

Magic Cloak
  Unknown properties

Herald
  +2 physical, + 2 mental
    Inspiring song, crimson regeneration
Title: Re: The Rise of a Demon (Number of feasts thrown: 4)
Post by: Detoxicated on March 13, 2019, 09:14:14 pm
Strike at their Graveyard First and Raise the dead to cause Chaos in town.
Title: Re: The Rise of a Demon (Number of feasts thrown: 4)
Post by: Urist Mc Dwarf on March 13, 2019, 09:21:53 pm
The Legion is currently in a mostly wilderness area. There aren't really any graveyards, just a few family plots.
Title: Re: The Rise of a Demon (Number of feasts thrown: 4)
Post by: WyrdByrd on March 13, 2019, 09:27:13 pm
How many regular legionnaires are there?  We were able to get a number on their cavalry, so I was wondering if we had any info on the main body.
Title: Re: The Rise of a Demon (Number of feasts thrown: 4)
Post by: Urist Mc Dwarf on March 13, 2019, 09:29:36 pm
There's about 750 infantry, all equipped with spears and javelins.
Title: Re: The Rise of a Demon (Number of feasts thrown: 4)
Post by: Weirdsound on March 13, 2019, 11:43:14 pm
Quote
their confidence is shaken, but they still think that once they force you into battle you will lose.

Lets fuck with them.

Appear before the legion alone, while they are still in the woods and challenge them in all your splendor. Attack. At the first sign of annoying holy weapons, feign serious damage and try to lead them into a wild goose chase through the forest. They will continue to take attrition damage from the Barrow Bows and our Baby Mama's nightmares. While playing this game, try to isolate and attack small groups, leaving a soldier or two alive to report back that you are still 'wounded' so that they keep up the chase as long as possible.
Title: Re: The Rise of a Demon (Number of feasts thrown: 4)
Post by: WyrdByrd on March 14, 2019, 06:54:24 am
Quote
their confidence is shaken, but they still think that once they force you into battle you will lose.

Lets fuck with them.

Appear before the legion alone, while they are still in the woods and challenge them in all your splendor. Attack. At the first sign of annoying holy weapons, feign serious damage and try to lead them into a wild goose chase through the forest. They will continue to take attrition damage from the Barrow Bows and our Baby Mama's nightmares. While playing this game, try to isolate and attack small groups, leaving a soldier or two alive to report back that you are still 'wounded' so that they keep up the chase as long as possible.

That might boost their morale too far. Plus, that would give them more faith in their commander. Remember, they don't know a demon is responsible for this incident.
 If we really wanted to  make our true powers known, have Krieth perform this game for us, eventually leading out into the fortress. Knowing that they lost both time and men to a lieutenant would probably discourage them further.

Of course, we shouldn't remain idle during this time. Using our corruptive power, we should break the horses that the Legion has remaining: be it through shattering their minds or warping their bodies. They only have 150 left, and animals are far more easily manipulated, so this won't be an intensive effort on our part. 
Most of the Broken should be within the fortress, with  the archers and mages at the murder holes closest to the gate first,  then slowly spreading out to the    The  priests  and Shapers should  be present behind them,  ready to bless or heal our troops if needed. Within the gatehouse, we should prepare a  battle line: All of our brutes and crushers at the  center of the front, encased by Wisp Wretches around the flanks. Directly behind them should be the spear and sword thralls, supported by our hunters and  slingers.
Finally, Duthrax and the Godslayers should divide the Deathless Knights into two, and bring them outside the castle. Should they attempt to engage our forces, have them  charge on each side of the Legion's flanks, in order to  stagger their initial advance.

 When the Legion first reaches Southbend, we should be positioned upon the most   visible sections of the walls, surrounded  by the Demon-Touched and Caliwick, being orbited by the Greshspawn. Much like the Spears before them,  offer the Legion one chance at surrender and submission,  imbuing our  words with an immense amount of mental influence.
Title: Re: The Rise of a Demon (Number of feasts thrown: 4)
Post by: Kashyyk on March 14, 2019, 08:23:54 am
I don't think we need to bother with a pitched battle. That risks too much of our army, when we're fully capable of destroying the legion before the majority even draw their blades.

Now that our baby mama has dealt with their priests, we have full reign to make their lives hell on earth:

We will cause as much disruption at night as possible and Lurrothel will continue spreading nightmares, so that their nights are full of disrupted, poor quality sleep. Do not underestimate the affects of sleep deprivation.

Deprivation tactics include:
- Flying over the camp and lobbing a few fireballs at random
- Fake assaults, with phantom torch light, war horns and illusory soldiers
- Real assaults, with reach torch light, war horns and real soldiers
- Breaking the minds of random soldiers and having them start fights and fires, or building demonic totems
- Oppressive darkness (similar to but lesser than) the darkness used to take Castle Southbend, with people disappearing noisily, never to be seen again

The commander may try and convince the soldiers that we do this because we don't want a pitched battle, but that doesn't matter if the strategies work.

Title: Re: The Rise of a Demon (Number of feasts thrown: 4)
Post by: WyrdByrd on March 14, 2019, 08:27:22 am
I don't think we need to bother with a pitched battle. That risks too much of our army, when we're fully capable of destroying the legion before the majority even draw their blades.

Now that our baby mama has dealt with their priests, we have full reign to make their lives hell on earth:

We will cause as much disruption at night as possible and Lurrothel will continue spreading nightmares, so that their nights are full of disrupted, poor quality sleep. Do not underestimate the affects of sleep deprivation.

Deprivation tactics include:
- Flying over the camp and lobbing a few fireballs at random
- Fake assaults, with phantom torch light, war horns and illusory soldiers
- Real assaults, with reach torch light, war horns and real soldiers
- Breaking the minds of random soldiers and having them start fights and fires, or building demonic totems
- Oppressive darkness (similar to but lesser than) the darkness used to take Castle Southbend, with people disappearing noisily, never to be seen again

The commander may try and convince the soldiers that we do this because we don't want a pitched battle, but that doesn't matter if the strategies work.
+1 to this plan prior to engaging. I was just suggesting how we would organize against an assault on the castle.  Southbend is both fortified and well-supplied, so we could be able to ride out a siege.  We should take down some of those cavalry, though, if only to suppress any form of information getting out via fleeing riders.
Title: Re: The Rise of a Demon (Number of feasts thrown: 4)
Post by: King Zultan on March 14, 2019, 08:36:46 am
I don't think we need to bother with a pitched battle. That risks too much of our army, when we're fully capable of destroying the legion before the majority even draw their blades.

Now that our baby mama has dealt with their priests, we have full reign to make their lives hell on earth:

We will cause as much disruption at night as possible and Lurrothel will continue spreading nightmares, so that their nights are full of disrupted, poor quality sleep. Do not underestimate the affects of sleep deprivation.

Deprivation tactics include:
- Flying over the camp and lobbing a few fireballs at random
- Fake assaults, with phantom torch light, war horns and illusory soldiers
- Real assaults, with reach torch light, war horns and real soldiers
- Breaking the minds of random soldiers and having them start fights and fires, or building demonic totems
- Oppressive darkness (similar to but lesser than) the darkness used to take Castle Southbend, with people disappearing noisily, never to be seen again

The commander may try and convince the soldiers that we do this because we don't want a pitched battle, but that doesn't matter if the strategies work.
+1 to this plan prior to engaging. I was just suggesting how we would organize against an assault on the castle.  Southbend is both fortified and well-supplied, so we could be able to ride out a siege.  We should take down some of those cavalry, though, if only to suppress any form of information getting out via fleeing riders.
+1
Title: Re: The Rise of a Demon (Number of feasts thrown: 4)
Post by: Urist Mc Dwarf on March 14, 2019, 03:11:53 pm
They are learning to fear you, but this is a lesson you want to hammer into their bones.  Lurrothel continues to rampage through their dreams, showing them a thousand nightmares, as they dream of giant monsters babbling curses and shattering their bones, of their dead families rising up and shredding them, of innocent shrubs hiding deadly nooses of poisonous thorns.

And you begin to torment their sleep, disturbing it at random intervals as you fly high above their encampment. Fire rains down from your hands, catching a few unlucky souls and burning them alive, but mostly igniting random patches of flame the men must scramble to put out. Horns blare, shocking them out of sleep they have just entered. Darkness swallows sections of camp, and those inside are tormented by the sound of chewing and the revelation that one of their friends has been turned into a gnawed skeleton. Soldier go mad, turning on each other. Illusory phantoms swirl at the edge of their vision, threatening attacks which never quite manifest…until they do, and men of the Barrow Bows leap out of the bushes, taking advantage of the Legion’s exhaustion to gain an element of surprise. Arrows are fired from hidden warriors, as the harassment goes on and on and on.  The officers try to keep up morale, even as their own courage begins to falter. Even the commander begins to bow under the pressure of nightmares and exhaustion and lingering terror.

And as their morale begins to fray, you leave them with a brutal hammer blow. In the dead of night, just a day away from Southbend, you raise one hand and a wave of arcane energy stretches out to embrace their tethered horses. Unfortunately, it’s not enough to get all the horses – they brought plenty of remounts – but a brief wave of chaos runs through the camp, as men awaken to find their horses growing hideous fangs and bone spurs jutting through their flesh. Many have to be put down, but a few manage to escape, and will run wild through the slowly corrupting forests.

With that final blow struck, you return to Castle Southbend, and quickly make contact with your various followers to ensure all is well. Kreth continues to make slowly but steady progress corrupting the land, while Caliwick has continued to teach some basic magical theory to your mages. The Avar Society continues to make great progress, while the Ceaseless Consumption struggles somewhat as the city council members try to use them to consolidate their power.  A dream from you is enough to clear up the relationship, but is temporarily curbs their activities. The Order of the Changing Way continues to improve the productivity and loyalty of your realm, slowly improving a road that stretches towards Canord.

And with those matters taken care of, you array your army. The mages and archers position themselves behind arrow slits, the brutes and crushers stand just back from the gate, the soldiers and undead forming a semi-circle around them. You stand atop the parapet, Caliwick and the Demon-touched dwarfed by your sheer malevolence, which rolls off you in waves. Gresh-spawn buzz around you like angry hornets, their half-human, half-insect faces twisted into grins. The deathless knights, led by Duthrax and the Godslayers, conceal themselves to the south of the castle, ready to strike at your command.
The Legion marches forth, looking ragged, exhaustion evident in the way even the officers slouch and stumble, but their weapons are sharp and their ranks steady, except for in the back, where a hundred dismounted horse archers finger their bows and stare up at you with a mix of anger, terror, and exhaustion.

They halt just outside of arrow range, and you prepare yourself. The world slows, and the words echo.

“Men of the Empire. You came here to fight a foe you cannot comprehend, to conquer a nation you cannot defeat, to wage a war you cannot win. Your distant masters sent you to die for their false, pathetic gods, caring not for how you suffered, or whether you lived or died. And all the while they let you believe in them, let you follow them for no reward but empty praises and carven stones you will never see.

But it need not be this way. I can offer you power, pleasure, and endless rewards.”


As you speak, demanding their surrender, laying every word with incredible magical power, you can see the will of the soldiers beginning to weaken, snapping in places as many sheathe their swords and begin running to you, their comrades looking on in horror. A small force begins to retreat from the castle, consisting of the priests, a few of the spearman, and all the cavalry who still have their horses. What do you do?

Name: Klx-Dryklfx

Time: 8.75 months

Physical Might: 121 +6 ( -6 leakage,- 15 horse mutation, -14 speech  + 32 worship)

Mental Might: ] 121 +6 ( -6 leakage,- 15 horse mutation, -14 speech  + 32 worship)

Cults

The Ceaseless Consumption
  Members: 7 seducers, 1 high seducer, 3 Shapers, 397 peons, 2 members of the city council in Avendor
  Resources: 0
  Power: 20 (, 5 spent worshipping)
The Avar Society
  Members: 1 seducer, 25 peons, 19 merchants, 11 artisans
Resources: 2 (+5 donations, -3 party)
Power: 4(4 spent throwing parties)

Fortresses

Canord
   Strong walls (45), Deep moat (25), Thorn Wall (25), Weak wards (15), Traps (15) Demonic crops, plentiful mines, Strong aura of domination.
Avar
  Basic Walls (25), Living Ward(15), Demonic Mud Moat (20)
Castle Southbend
  Strong Walls (35), Strong Wards (30), Moat (20), Gargoyle Guards (15), aura of reanimation
Demonic Realm
2400 Peons
1 Doom-Seer, 2 Doom-Seekers, 317 Slaves, 4 Dark Priests
75 resources
+26 power/week, + 20 resources/week
Slight corruption
Demonic Armies
11 Reavers, 2 Doom-Seekers, 50 thralls, 100 zombies in Canord
The Broken – 821 chaff (46 thralls, 441 zombies, 227 skeletons, 17 wisp wights, 89 weeping sores), 598 light infantry (297 Spear-Thralls, 2 Spear-Thrallherds, 297 Sword-Thralls, 2 Sword-Thrallherds), 269 heavy infantry (27 Demon-Touched , 1 Demon-Touched Thrallherd, 199 wisp-wretches, 42 heavy swordsman), 230 ranged (212 Archer-Thralls, 2 Archer-Thrallherds 17 slingers), 30 mages (2 Doom-Seers, 28 Doom-Seekers), 334 heavy cavalry( 5 mounted god-slayers, 329 deathless knights), 23 Infiltrators (18 Hunters, 5 Night-Stalkers), 28 support (15 Dark Priests, 1 Dread Priest, 12 Shapers), 10 siege (8 armored brutes, 2 crushers), 17 incorporeal(17 specters), 180 scouts (rangers), 17 flyers (17 Gresh-spawn) in Southbend
Barrow Bows – 164 scouts (rangers), 33 light infantry (bandits) in between Avar and Southbend
Champions
Kreth Woemaker
   Physical might: 23 (+10 worship, - 8 corruption)
   Mental might: 23 (+10 worship, - 8 corruption)
   Other: Magic Cloak, worshipped by the Barrow Bows

Duthrax Soul-Render, First of the Thrall-Herds
  Physical might: 9 + 1
  Mental might: 5+ 1
  Other: Duelist, skilled commander, zombie horse, Herald

Lurrothel, Weaver of Nightmares
  Physical might: 3
  Mental might: 8
  Other: Necromancer, skilled at wards and dream magic, pregnant with your child
Caliwick the Arch-Necromancer
   Physical might: 2
   Mental might: 11
   Other: Necromancer, Soulbond, Living Legend

Artifacts

Desecrator
  +6 physical, +6 mental
  Bringer of unholy rot, Reanimator, Focus of Power

Magic Cloak
  Unknown properties

Herald
  +2 physical, + 2 mental
    Inspiring song, crimson regeneration
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: VoidSlayer on March 14, 2019, 03:40:14 pm
-Open the gate to let in those who surrender.
-Move in personally to defend the gate if it gets attacked or to defend the surrendering soldiers.  Reward the smart ones after all.
-Have the deathless knights follow the retreating group and join them after the gate is secured after letting in the surrendering soldiers.  Bring the Gresh along since they can fly.
-Once the retreating group is far enough away, kill them all with the deathless knights, led by us personally breaking up any spearman formation or priestly prayers meant to counter the heavy knights.
-Retreat if the full army moves to defend the escaping group.
-Eat every last person in that group to heal and charge up power for the battle to come.
-Have the rest of our army on standby, defend the castle if it is attacked or move out to assault them if the enemy turns to defend the priests.
-Rejoin the castle or whatever battle is going on after the skirmish.
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: Detoxicated on March 14, 2019, 05:04:12 pm
-Open the gate to let in those who surrender.
-Move in personally to defend the gate if it gets attacked or to defend the surrendering soldiers.  Reward the smart ones after all.
-Have the deathless knights follow the retreating group and join them after the gate is secured after letting in the surrendering soldiers.  Bring the Gresh along since they can fly.
-Once the retreating group is far enough away, kill them all with the deathless knights, led by us personally breaking up any spearman formation or priestly prayers meant to counter the heavy knights.
-Retreat if the full army moves to defend the escaping group.
-Eat every last person in that group to heal and charge up power for the battle to come.
-Have the rest of our army on standby, defend the castle if it is attacked or move out to assault them if the enemy turns to defend the priests.
-Rejoin the castle or whatever battle is going on after the skirmish.
+1
Take survivors of the retreating group with US and Form a monstrosity Out of their bodies. A pile of flesh Made Up of the agonized survivors to be shackled and tormented until IT obeys.
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: Urist Mc Dwarf on March 14, 2019, 05:50:18 pm
What do you mean by the full army?
When you say that group, what do you mean?
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: WyrdByrd on March 14, 2019, 06:04:59 pm
-Open the gate to let in those who surrender.
-Move in personally to defend the gate if it gets attacked or to defend the surrendering soldiers.  Reward the smart ones after all.
-Have the deathless knights follow the retreating group and join them after the gate is secured after letting in the surrendering soldiers.  Bring the Gresh along since they can fly.
-Once the retreating group is far enough away, kill them all with the deathless knights, led by us personally breaking up any spearman formation or priestly prayers meant to counter the heavy knights.
-Retreat if the full army moves to defend the escaping group.
-Eat every last person in that group to heal and charge up power for the battle to come.
-Have the rest of our army on standby, defend the castle if it is attacked or move out to assault them if the enemy turns to defend the priests.
-Rejoin the castle or whatever battle is going on after the skirmish.
+1.  "Full army"  would probably be referring to the members of the Legion that haven't retreated.
Are the Legion within range of mage hellblasts?
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: Urist Mc Dwarf on March 14, 2019, 06:58:01 pm
Yes, they are.
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: WyrdByrd on March 14, 2019, 07:22:51 pm
Great. As soon as we engage the retreating group, have the mages within the castle start raining hellfire down upon the legion, letting the resultant  zombies run amok.  If they try to attack the castle, they'll have to walk through a hail of arrows and demonic projectiles, with the added inhibitor of their undead fallen breaking  up the formation, even before the main force engages.  If they choose to defend those who fled, our initial assault would be only bolstered by the interference.
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: VoidSlayer on March 14, 2019, 08:59:57 pm
Sorry yeah if it wasn't clear I see the enemy in 3 groups, those who are surrendering, those who are standing ground and the priests, spear-men and horsemen retreating.  My plan was to secure the surrendering guys, then go after the retreating guys.  No witnesses.  Afterwards see how the rest of the enemy legion reacts.
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: Weirdsound on March 15, 2019, 12:21:15 am
-Open the gate to let in those who surrender.
-Move in personally to defend the gate if it gets attacked or to defend the surrendering soldiers.  Reward the smart ones after all.
-Have the deathless knights follow the retreating group and join them after the gate is secured after letting in the surrendering soldiers.  Bring the Gresh along since they can fly.
-Once the retreating group is far enough away, kill them all with the deathless knights, led by us personally breaking up any spearman formation or priestly prayers meant to counter the heavy knights.
-Retreat if the full army moves to defend the escaping group.
-Eat every last person in that group to heal and charge up power for the battle to come.
-Have the rest of our army on standby, defend the castle if it is attacked or move out to assault them if the enemy turns to defend the priests.
-Rejoin the castle or whatever battle is going on after the skirmish.

+1, but try to take the priests alive. They are worth trying to press into our service, and failing that, they would make a fine snack for our pregnant baby mama.
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: King Zultan on March 15, 2019, 06:27:37 am
-Open the gate to let in those who surrender.
-Move in personally to defend the gate if it gets attacked or to defend the surrendering soldiers.  Reward the smart ones after all.
-Have the deathless knights follow the retreating group and join them after the gate is secured after letting in the surrendering soldiers.  Bring the Gresh along since they can fly.
-Once the retreating group is far enough away, kill them all with the deathless knights, led by us personally breaking up any spearman formation or priestly prayers meant to counter the heavy knights.
-Retreat if the full army moves to defend the escaping group.
-Eat every last person in that group to heal and charge up power for the battle to come.
-Have the rest of our army on standby, defend the castle if it is attacked or move out to assault them if the enemy turns to defend the priests.
-Rejoin the castle or whatever battle is going on after the skirmish.
+1
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: Urist Mc Dwarf on March 15, 2019, 09:40:46 am
The battle is mostly over. A few soldiers still stand their ground, attempting to buy time for their fellows, or simply too terrified to run, but blasts of hellfire and lightning strike them down, carving bloody gouges in their ranks. Arrows rain down on the shattered formation, killing any who managed to escape the barrage of sorcery. By the time you fly overhead their corpses, none live.

You soar over the heads of the retreating soldiers and priests, the Greshspawn buzzing around you, the occasional arrow shooting up from the host to strike at you, but falling short every time. The deathless knights, at Durthrax’s silent command, charge forth in a thunder of dead hooves, lances lowered as they prepare themselves to smash into the enemy force.

The surviving spearmen manage to form ranks in the instant before your horsemen arrive, and the two forces smash together, spears thrusting into undead horses and jabbing into rotting riders, while the knights thrust with their heavy lances, skewering soldiers. Though many of your knights fall and are trampled into shattered bones, the line is broken, and now it is the turn of the priests to try and stop the relentless charge.

The priests form a line and begin to chant, voices steady even in the face of impending death. A line of light begins to form on the ground, and the Greshspawn let out a buzz of displeasure as the knights’ formation begins to break apart. You raise your hand, and a tendril of inky darkness shoots out, eating the light, wrapping around a dozen priests and strangling them as they are lifted up into the air. The remaining few are snatched up by Greshspawn, and all that is left are a few archers, rapidly run down, and the last few Legion cavalry, the broken, fleeing remnants of the army sent to destroy you.
You kill them slowly, chasing one by one, devouring them and letting them hear the screams. The last few push their horses so hard the animals die, but there is no escape. Not a single one survives, as far as you can tell…

Name: Klx-Dryklfx

Time: 8.75 months

Physical Might: 124 +6 ( -2 priestly snuffing, +5 feasting)

Mental Might: ] 124 +6 ( -2 priestly snuffing, +5 feasting)

Cults

The Ceaseless Consumption
  Members: 7 seducers, 1 high seducer, 3 Shapers, 397 peons, 2 members of the city council in Avendor
  Resources: 0
  Power: 20 (, 5 spent worshipping)
The Avar Society
  Members: 1 seducer, 25 peons, 19 merchants, 11 artisans
Resources: 2 (+5 donations, -3 party)
Power: 4(4 spent throwing parties)

Fortresses

Canord
   Strong walls (45), Deep moat (25), Thorn Wall (25), Weak wards (15), Traps (15) Demonic crops, plentiful mines, Strong aura of domination.
Avar
  Basic Walls (25), Living Ward(15), Demonic Mud Moat (20)
Castle Southbend
  Strong Walls (35), Strong Wards (30), Moat (20), Gargoyle Guards (15), aura of reanimation
Demonic Realm
2400 Peons
1 Doom-Seer, 2 Doom-Seekers, 317 Slaves, 4 Dark Priests
75 resources
+26 power/week, + 20 resources/week
Slight corruption
Demonic Armies
11 Reavers, 2 Doom-Seekers, 50 thralls, 100 zombies in Canord
The Broken – 821 chaff (46 thralls, 441 zombies, 227 skeletons, 17 wisp wights, 89 weeping sores), 723 light infantry (422 Spear-Thralls, 2 Spear-Thrallherds, 297 Sword-Thralls, 2 Sword-Thrallherds), 269 heavy infantry (27 Demon-Touched , 1 Demon-Touched Thrallherd, 199 wisp-wretches, 42 heavy swordsman), 332 ranged (313 Archer-Thralls, 2 Archer-Thrallherds, 17 slingers), 30 mages (2 Doom-Seers, 28 Doom-Seekers), 315 heavy cavalry( 5 mounted god-slayers, 310 deathless knights), 23 Infiltrators (18 Hunters, 5 Night-Stalkers), 28 support (15 Dark Priests, 1 Dread Priest, 12 Shapers), 10 siege (8 armored brutes, 2 crushers), 17 incorporeal(17 specters), 180 scouts (rangers), 17 flyers (17 Gresh-spawn) in Southbend
Barrow Bows – 164 scouts (rangers), 33 light infantry (bandits) in between Avar and Southbend
Champions
Kreth Woemaker
   Physical might: 23 (+10 worship, - 8 corruption)
   Mental might: 23 (+10 worship, - 8 corruption)
   Other: Magic Cloak, worshipped by the Barrow Bows

Duthrax Soul-Render, First of the Thrall-Herds
  Physical might: 9 + 1
  Mental might: 5+ 1
  Other: Duelist, skilled commander, zombie horse, Herald

Lurrothel, Weaver of Nightmares
  Physical might: 3
  Mental might: 8
  Other: Necromancer, skilled at wards and dream magic, pregnant with your child
Caliwick the Arch-Necromancer
   Physical might: 2
   Mental might: 11
   Other: Necromancer, Soulbond, Living Legend

Artifacts

Desecrator
  +6 physical, +6 mental
  Bringer of unholy rot, Reanimator, Focus of Power

Magic Cloak
  Unknown properties

Herald
  +2 physical, + 2 mental
    Inspiring song, crimson regeneration
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: Detoxicated on March 15, 2019, 10:23:39 am
Return to Your New Land to make a through inventory and to begin fortifying the Position.
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: WyrdByrd on March 15, 2019, 08:07:09 pm
Is the commander's corpse recoverable?
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: Urist Mc Dwarf on March 15, 2019, 09:24:44 pm
Probably, but you will have to look for it.
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: Weirdsound on March 16, 2019, 12:15:27 am
We promised the turncoats "power, pleasure, and endless rewards," and we should be a demon of our word. Throw a victory feast. Spare no expense to form lavish meals from the dead. For our amusement, force Lord Southbend and his wife to play the role of gracious hosts, and subject them to all manner of humiliation. Perhaps include a depraved ceremony in which we officially make a concubine out of Lurrothel, as she was likely too hurt and tired to fully appreciate the moment the first time around. If we have a few sufficiently loyal servants, we could make them debate over who should receive the honor of becoming Lurrothel's next meal.

Once the party is over, get down to business. Imbue the Imperials who joined us with the souls of the ones we killed. Grant our new minions the memories of their fallen comrades, and the ability to assume their physical appearances.

Send them back to The Empire as many-faced spies to gather information and weaken our enemy from within. Perhaps give some of them concealable wings so that they may move between the Empire and our realms quickly if needed.
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: King Zultan on March 16, 2019, 05:59:38 am
We promised the turncoats "power, pleasure, and endless rewards," and we should be a demon of our word. Throw a victory feast. Spare no expense to form lavish meals from the dead. For our amusement, force Lord Southbend and his wife to play the role of gracious hosts, and subject them to all manner of humiliation. Perhaps include a depraved ceremony in which we officially make a concubine out of Lurrothel, as she was likely too hurt and tired to fully appreciate the moment the first time around. If we have a few sufficiently loyal servants, we could make them debate over who should receive the honor of becoming Lurrothel's next meal.

Once the party is over, get down to business. Imbue the Imperials who joined us with the souls of the ones we killed. Grant our new minions the memories of their fallen comrades, and the ability to assume their physical appearances.

Send them back to The Empire as many-faced spies to gather information and weaken our enemy from within. Perhaps give some of them concealable wings so that they may move between the Empire and our realms quickly if needed.

+1
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: WyrdByrd on March 16, 2019, 07:35:49 pm
We promised the turncoats "power, pleasure, and endless rewards," and we should be a demon of our word. Throw a victory feast. Spare no expense to form lavish meals from the dead. For our amusement, force Lord Southbend and his wife to play the role of gracious hosts, and subject them to all manner of humiliation. Perhaps include a depraved ceremony in which we officially make a concubine out of Lurrothel, as she was likely too hurt and tired to fully appreciate the moment the first time around. If we have a few sufficiently loyal servants, we could make them debate over who should receive the honor of becoming Lurrothel's next meal.

Once the party is over, get down to business. Imbue the Imperials who joined us with the souls of the ones we killed. Grant our new minions the memories of their fallen comrades, and the ability to assume their physical appearances.

Send them back to The Empire as many-faced spies to gather information and weaken our enemy from within. Perhaps give some of them concealable wings so that they may move between the Empire and our realms quickly if needed.

+1. I like the idea,  but we still have to account for  the remainders of the army.
 After all we wouldn't anyone confusing the message we're trying to send. Furthermore, the disappearance of an entire army can't be dismissed out of hand, no matter how  mundane they were. 
Here's  how I propose we not only rectify this discrepancy, but also advance our goals further.

1: Let the news of mass desertions leak to the surrounding population. Not only will this further shake  their faith in the Empire, it provides the perfect excuse for the Ceaseless Consumption to get involved. As soon as this reaches Avendor,  have our members in the City Council spring into action. In  response to this revolting development, have them push for the implementation and mass deputization of our followers in the area as  "County Wardens", members  of the surrounding community authorized to take action for the protection of their communities and the Empire as a whole, ensuring their safety from threats without and within.  If the motion fails, have the Consumption attempt to form  a group of a similar idea amongst the surrounding town, on the grounds of "if the Empire won't protect us, we have to." Regardless of its legality, their first order of business should be the same: to hunt down the deserters  and their supporters, wherever they may hide, and administer "Imperial justice", through posses spearheaded by Consumption members. In practice, alongside the Consumption's guidance,  any sort of action  should be condoned, so long as the "traitors" end up dead. If they have the time, the Consumption should also use this  opportunity  to infiltrate local militias and members of the Avendor town guard.
2: In order to supply this new influx of armed operatives, arrange for the Avar Society to begin trading and sending caravans up to Avendor and the surrounding villages, using  our council connections to smooth any objections that might occur. The main contents of these caravans should be food  and corrupted arms and armor, though none should be tainted to the degree of easy detection. Hidden within the caravans should be colonies of Worms of Avarice, to be released upon arrival.  At the same time, have the bandits assigned to the Barrow Bows begin raiding supplies coming up river to Avendor, thus cutting off some of the  non-Society aid.   This can work in conjunction with the Consumption's efforts, as most of those arms will  likely be going to anxious  citizens and concerned outfits, people ripe for recruitment. However, the main goal  of this effort is to gain both enough social and financial capital to establish an Avendor branch of the Society, which should begin recruitment amongst the more desperate artisans, rakes unused to  this reduced quality of life, and enterprising entrepreneurs. In exchange  for service, we will meet their needs.
3: Taking a number of criers, heralds, and messengers from our realm, we should imbue these  thralls with supreme deductive and analytical skills, minor mind reading, and  the ability to agitate even the most docile of crowds.   These Voices of Change should be sent to the settlements around Avendor, in preparation for the final stage of this plan.
4:
Pick through the minds of the dead priests, the Legion Commander, and other officers, and use the information, tactical knowledge, and tenants of the religion gained to construct a shocking 'truth': The surviving body of priests  were, in fact, in league with a cadre of Dwarvish artillerists, now far removed from the Empire. In part  a matter of revenge against a perceived failure on the  region as a to provide for the Spears of Caverna, and also simple greed, these treacherous clerics conspired to bring the Legion down with the aid of the dwarves, who had struck a bargain with the desert raiders plaguing the area.  The dwarves would lose an army  that could be fought against them, and the church would be able to prove that  further holy intervention was required.  After murdering the clergy they thought would object to their machinations, these conspirators nearly led the Legion to their deaths, sabotaging them at every turn, and brought  them right into the hands of the raiders. The soldiers  were barely able to repulse the assault, and, were it not for timely intervention of  a patrol from Hennord's Crossing, they might not have been able to survive it at all.  But in the end, the traitors were slain, and their raider host was  broken, sending the shattered remnants back into the woods.
Distribute this "Southbound Expose" to Avendor, and, using our recruits from the Society, ensure it is seen by the learned amongst the city. Shortly thereafter, have our Voices of Change  take up the message, decrying "treacherous faith" and feeding  anti-dwarvish sentiment, ultimately leading to a call for action against those that would dismantle society from the inside. The  Legion "Survivors"  can vouch for this truth.
While all of this is beneficial, it serves as both smokescreen and contribution to one of our more important goals: Further infiltrating the council. Not only can we appeal to them on a personal level through our Consumption pawns, but we also  offer a wide variety of solutions to the situations plaguing them. Be it on a patriotic, economic, or personal interest,  our options have increased considerably.
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: KitRougard on March 16, 2019, 07:42:46 pm
-snip-
-supersnip-
...Oh, by the Four that's bloody detailed. +1 it ALL.
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: King Zultan on March 17, 2019, 04:34:23 am
-snip-
-supersnip-
...Oh, by the Four that's bloody detailed. +1 it ALL.
+1
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: Urist Mc Dwarf on March 18, 2019, 12:58:27 pm
We promised the turncoats "power, pleasure, and endless rewards," and we should be a demon of our word. Throw a victory feast. Spare no expense to form lavish meals from the dead. For our amusement, force Lord Southbend and his wife to play the role of gracious hosts, and subject them to all manner of humiliation. Perhaps include a depraved ceremony in which we officially make a concubine out of Lurrothel, as she was likely too hurt and tired to fully appreciate the moment the first time around. If we have a few sufficiently loyal servants, we could make them debate over who should receive the honor of becoming Lurrothel's next meal.

Once the party is over, get down to business. Imbue the Imperials who joined us with the souls of the ones we killed. Grant our new minions the memories of their fallen comrades, and the ability to assume their physical appearances.

Send them back to The Empire as many-faced spies to gather information and weaken our enemy from within. Perhaps give some of them concealable wings so that they may move between the Empire and our realms quickly if needed.

+1

First, sorry for the lack of update and responses, I have three tests and a lab report this week.

Second, you can definitely make shapeshifting, memory-stealing, hidden winged spies, but you got a lot of new recruits from the legion. Making them all into that would cost you an incredible amount of power, resources, and followers/slaves.
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: Urist Mc Dwarf on March 20, 2019, 09:52:17 am
Update will come tonight or tomorrow, and I will be assuming you only make a few into magic spies and have the rest be regular spies so that you don't lose all your power and get turned on by your lieutenants.
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: Weirdsound on March 20, 2019, 12:20:11 pm
Update will come tonight or tomorrow, and I will be assuming you only make a few into magic spies and have the rest be regular spies so that you don't lose all your power and get turned on by your lieutenants.

Sure. I'm fine spending a good deal of power on this, just not enough to put us in a dangerous position.
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: Urist Mc Dwarf on March 21, 2019, 02:36:49 pm
The battle is over. If there are any survivors, they are few and scattered, and you doubt they have much left in the way of sanity after witnessing that endless parade of horrors. You dismiss them from your mind, and gather up the Greshspawn and the remaining deathless knights, leaving the slaughtered, trampled corpses to lie in the mud.  It is a brief journey back to Southbend, and largely uneventful.

When you arrive you find a slight skirmish still going on. A few mages stand on the battlements, blasting zombies that stagger on the field. You realize that since you only ever intended the reanimation field to be a way to harass besieging armies, and the zombies aren’t actually under anyone’s control. Irritating. A simple wave of your hand is enough to keep them randomly wandering about, and you land on the battlements, overlooking your new army.

They stand in clumps. They might have sworn to you, they might have knelt at your feet, but they are still terrified, and some are beginning to regret their choice. Fortunately, you have the perfect cure in mind for that. You announce a grant feast, and cheers rise up from your soldiers – everyone likes not having to work. You suspect many of them are eager to erase memories of the long march down.
You also officially grant Lurrothel the rank of concubine, and make it clear exactly what this means. The sight makes an impression on the soldiers – seeing the sadistic witch who tormented them so horribly in that position makes it clear exactly what they have signed up for.

Once you are satisfied, preparations for the feast are begun. Great fire pits are dug, and men are spitted next to hogs and lambs. Crop storages are taken, the wheat nearly rotten and the fruits on the edge of inedibility, but delicious all the same. Musicians are sent for from Avar, from Henord Crossing, from the various villages which make up your realm, as well as other sorts of servants.
The feast is ready within two days, and it lasts for three. People lie everywhere, stuffed to the point of bursting, but they sit up and eat more. Dancers still dance, although they can barely stand, while soldiers sit around them, demanding more and demanding better, even as they can barely keep their eyes open from exhaustion. Fights break out, over this meal and this musician and this dancer.
Everywhere the Lord and Lady of Southbend are compelled to act as good, gracious hosts, cleaning and serving their guests, keeping food coming, offering any and every service possible. They cannot even cry, as you forbid them to show displeasure.

But at long last, the feast is done. All the food is devoured, the dancing is done, and men and women lie in heaps in a mix of contentment and misery.  The entire castle is suffused with evil, of a different sort than usual. This is not the evil of slaughter and torture, but the evil of indulgence and selfish hedonism.

You roam among the feasters, picking out 20 soldiers, all recently recruited spearmen. Each one of them staggers up from the floor, fear sobering them up. You find yourself distracted, and three of them go mad when you implant the memories, their minds shattering into confused shards. The other seventeen take it relatively well, although they seem somewhat disappointed by the mission, except for two. They depart to begin spying, wings concealed by thin coatings of skin and heavy coats. It will be some time before they reach a useful location.

Caravans begin to flow north from Henord Crossing, supplied by merchants in the Avar Society, using lightly corrupted crops along with armor and weapons with subtle demonic sigils. Worms of Avarice nestle within the crates and hide in stacks of hay. Once more, it will take time for this to pay off, or even to test if it is viable – banditry is on the rise, and if people realize where these caravans are coming from, they may take matters into their own hands. Barrow Bows are put to work to both protect the caravans and destroy rival shipments.

You take one final step to ensure your version of events is what people will hear. 15 town criers are called forth, and imbued with something akin to the power of the Seducers, making every word from their mouth ring true. All survive the experience, even if they are a little shaken, and go north to spread word of treachery and murder.

Finally, as soon as rumors begin to spread that the Legion detachment was defeated or deserted or defected, the two loyal council members act, using the aid of the Ceaseless Consumption to make a political coup, driving one member from the council and replacing her with an ally, blackmailing two others into supporting them, and persuading a fourth to join with them. With a solid majority on the council, several votes are rammed through to funnel wealth into the pockets of your followers, and to fund the immediate raising and arming of a Civil Guard to help ensure Avendor and its surroundings are protected. The Ceaseless Consumption makes up about half their members, with Shapers working day and night to help enhance the strength of those involved. Recruitment efforts are stepped up, with more joining, including, amusingly enough, one of the resistant council member.

Meanwhile, Duthrax works in integrating the remaining Legion soldiers into your army, and Caliwick resumes lessons. Now that your Seekers and Seers actually understand the basics of magic, they learn new spells far easier. In addition, two more join the ranks of the Doom-Seekers.

Caliwick wonders if you wish to focus on any particular sort of magic. He suggests battle magic, support magic, or corruptive magic, but there are many branches you could have your mages work towards, including rituals.

Kreth departs to be among the Barrow Bows and spread further corruption.

What now?

Name: Klx-Dryklfx

Time: 9 months

Physical Might: 92 +6 ( +3 feasting, +4 evil, + 34 worship, - 8 leakage, -10 Worms of Avarice, -40 mutation, -15 Voices of Change)

Mental Might: ] 92 +6 ( +3 feasting, +4 evil, + 34 worship, - 8 leakage, -10 Worms of Avarice, -40 mutation, -15 Voices of Change)

Cults

The Ceaseless Consumption
  Members: 7 seducers, 1 high seducer, 3 Shapers, 16 peons, 3 members of the city council in Avendor, 431 Civil Guardmen
  Resources: 8 (+ 8 government corruption)
  Power: 24 (10 spent recruiting, 3 spent training, 5 spent worshipping, 2 spent spreading rumors)
The Avar Society
  Members: 1 seducer, 25 peons, 19 merchants, 11 artisans
Resources: 2 (+5 donations, -3 party)
Power: 4(4 spent throwing parties)
17 mutated spies
15 Voices of Change
Fortresses

Canord
   Strong walls (45), Deep moat (25), Thorn Wall (25), Weak wards (15), Traps (15) Demonic crops, plentiful mines, Strong aura of domination.
Avar
  Basic Walls (25), Living Ward (15), Demonic Mud Moat (20)
Castle Southbend
  Strong Walls (35), Strong Wards (30), Moat (20), Gargoyle Guards (15), aura of reanimation (-4 slaves/week)
Demonic Realm
2400 Peons
1 Doom-Seer, 2 Doom-Seekers, 313 Slaves, 4 Dark Priests
75 resources (-20 trade, - 20 feasting)
+28 power/week, + 20 resources/week
Slight corruption
Demonic Armies
11 Reavers, 2 Doom-Seekers, 50 thralls, 100 zombies in Canord
The Broken – 821 chaff (46 thralls, 441 zombies, 227 skeletons, 17 wisp wights, 89 weeping sores), 701 light infantry (400 Spear-Thralls, 2 Spear-Thrallherds, 297 Sword-Thralls, 2 Sword-Thrallherds), 269 heavy infantry (27 Demon-Touched , 1 Demon-Touched Thrallherd, 199 wisp-wretches, 42 heavy swordsman), 332 ranged (313 Archer-Thralls, 2 Archer-Thrallherds, 17 slingers), 30 mages (2 Doom-Seers, 30 Doom-Seekers), 315 heavy cavalry( 5 mounted god-slayers, 310 deathless knights), 23 Infiltrators (18 Hunters, 5 Night-Stalkers), 28 support (15 Dark Priests, 1 Dread Priest, 12 Shapers), 10 siege (8 armored brutes, 2 crushers), 17 incorporeal(17 specters), 180 scouts (rangers), 17 flyers (17 Gresh-spawn) in Southbend
Barrow Bows – 168 scouts (rangers), 39 light infantry (bandits) in between Avar and Southbend
Champions
Kreth Woemaker
   Physical might: 25 (+10 worship, - 8 corruption)
   Mental might: 25 (+10 worship, - 8 corruption)
   Other: Magic Cloak, worshipped by the Barrow Bows

Duthrax Soul-Render, First of the Thrall-Herds
  Physical might: 9 + 1
  Mental might: 5+ 1
  Other: Duelist, skilled commander, zombie horse, Herald

Lurrothel, Weaver of Nightmares
  Physical might: 3
  Mental might: 8
  Other: Necromancer, skilled at wards and dream magic, pregnant with your child
Caliwick the Arch-Necromancer
   Physical might: 2
   Mental might: 11
   Other: Necromancer, Soulbond, Living Legend

Artifacts

Desecrator
  +6 physical, +6 mental
  Bringer of unholy rot, Reanimator, Focus of Power

Magic Cloak
  Unknown properties

Herald
  +2 physical, + 2 mental
    Inspiring song, crimson regeneration
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: Detoxicated on March 21, 2019, 04:51:13 pm
Well corruption magic seems Like the obvious choice. With IT we can create the Land in a Fashion we desire. I would actually suggest to have some mechanics to Work with the mages to apply Knowledge to areas aplicable.

IT IS important to begin building better roads between Our Holdings and to Establish a light cavalry to Scout Our region for enemies and interesting Locations. Payl each settlements a Village and considering establishing demons AS Barons for Locations.
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: Weirdsound on March 22, 2019, 02:35:14 pm
Well corruption magic seems Like the obvious choice. With IT we can create the Land in a Fashion we desire. I would actually suggest to have some mechanics to Work with the mages to apply Knowledge to areas aplicable.

IT IS important to begin building better roads between Our Holdings and to Establish a light cavalry to Scout Our region for enemies and interesting Locations. Payl each settlements a Village and considering establishing demons AS Barons for Locations.

Roads are important. Perhaps we can round up the zombie that were reanimated in battle and form them into a road building crew to connect our settlements.

Aside from that, I think we should bide our time, encourge worship, build strength, and wait for the next opportunity to present itself.
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: WyrdByrd on March 22, 2019, 08:56:46 pm
How did our Southbound Expose turn out? Any marked increase in anti-dwarf or anti-priest sentiment?
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: Urist Mc Dwarf on March 22, 2019, 09:43:05 pm
So far, there is nothing major, just an undercurrent of tension.
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: Urist Mc Dwarf on March 23, 2019, 08:34:51 pm
I would like more actions than building roads and waiting for all your plots to bear fruit for an update, but if there's nothing else you want to do...I will give it a day.
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: Detoxicated on March 23, 2019, 09:27:38 pm
Couldnt we send Out to gain immigrants in avar.
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: thompson on March 24, 2019, 02:10:25 am
Just passing by, but if you really want to be evil you could look into a means of mass producing opium. I'll leave the rest to your imaginations.
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: WyrdByrd on March 24, 2019, 07:51:38 pm
Will post in about an hour or so.
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: WyrdByrd on March 24, 2019, 10:22:17 pm
Alright, ideas on how to use the Guard:

Learn about other, non-affiliated outlaw groups through the bandits on our payroll, typically those that would take in Legion deserters. Once we’ve learned their location, send the information to the Consumption and the Guard, setting the scene for a swift and merciless raid.  Any who resist are to be killed on the spot, their bodies left to rot (and, if our influence spreads, reanimate). The prisoners are to be “judged” as soon as the fighting ends, with the standard sentence for guilt being quartered, then hung from the nearest tree. Should any  question why,  claim it’s to reduce their threat in  case of reanimation, while also eliminating  the risk of unintended damage that could be brought on by burns.  Drag any captured Legion deserters back to the nearest settlement that   contains our Voices, and place them on trial, adding high treason to their list of crimes. Should they tell the truth  about what they saw, use this opportunity to deride them further,  and have the Voices turn the crowd’s anger not just on them, but on the idea of  demons causing the crimes at all, positioning their tales as  excuses made by weak men to justify  their own sins,  fairy stories made to hold back the ignorant.  If those amongst the trial make the larger implication, power to them.


At the same time, send emissaries to the bandit groups that have not yet been targeted by the Guards, and attempt to press them into service, both for protection purposes and the promise of future loot. Should any refuse, slaughter them, and send on the locations of any shattered survivors to the Guard.  If our plan succeeds, stories of unimaginable horrors won’t sway them,   and  the method of their destruction would go unquestioned. After all, as established in the Southbound Expose, the “Folk of Henord” have their back.  Regardless, once the raids occur, have our bandit activity begin to decrease in both number and intensity. Incorporate those gained into the Barrow Bows, and have old and new member alike learn from another: the rangers  teaching the outlaws the way around the woods,  and they in turn learning more about combat.




Well corruption magic seems Like the obvious choice. With IT we can create the Land in a Fashion we desire. I would actually suggest to have some mechanics to Work with the mages to apply Knowledge to areas aplicable.

IT IS important to begin building better roads between Our Holdings and to Establish a light cavalry to Scout Our region for enemies and interesting Locations. Payl each settlements a Village and considering establishing demons AS Barons for Locations.

Roads are important. Perhaps we can round up the zombie that were reanimated in battle and form them into a road building crew to connect our settlements.

Aside from that, I think we should bide our time, encourge worship, build strength, and wait for the next opportunity to present itself.

+1.
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: Detoxicated on March 25, 2019, 07:11:31 am
Alright, ideas on how to use the Guard:

Learn about other, non-affiliated outlaw groups through the bandits on our payroll, typically those that would take in Legion deserters. Once we’ve learned their location, send the information to the Consumption and the Guard, setting the scene for a swift and merciless raid.  Any who resist are to be killed on the spot, their bodies left to rot (and, if our influence spreads, reanimate). The prisoners are to be “judged” as soon as the fighting ends, with the standard sentence for guilt being quartered, then hung from the nearest tree. Should any  question why,  claim it’s to reduce their threat in  case of reanimation, while also eliminating  the risk of unintended damage that could be brought on by burns.  Drag any captured Legion deserters back to the nearest settlement that   contains our Voices, and place them on trial, adding high treason to their list of crimes. Should they tell the truth  about what they saw, use this opportunity to deride them further,  and have the Voices turn the crowd’s anger not just on them, but on the idea of  demons causing the crimes at all, positioning their tales as  excuses made by weak men to justify  their own sins,  fairy stories made to hold back the ignorant.  If those amongst the trial make the larger implication, power to them.


At the same time, send emissaries to the bandit groups that have not yet been targeted by the Guards, and attempt to press them into service, both for protection purposes and the promise of future loot. Should any refuse, slaughter them, and send on the locations of any shattered survivors to the Guard.  If our plan succeeds, stories of unimaginable horrors won’t sway them,   and  the method of their destruction would go unquestioned. After all, as established in the Southbound Expose, the “Folk of Henord” have their back.  Regardless, once the raids occur, have our bandit activity begin to decrease in both number and intensity. Incorporate those gained into the Barrow Bows, and have old and new member alike learn from another: the rangers  teaching the outlaws the way around the woods,  and they in turn learning more about combat.




Well corruption magic seems Like the obvious choice. With IT we can create the Land in a Fashion we desire. I would actually suggest to have some mechanics to Work with the mages to apply Knowledge to areas aplicable.

IT IS important to begin building better roads between Our Holdings and to Establish a light cavalry to Scout Our region for enemies and interesting Locations. Payl each settlements a Village and considering establishing demons AS Barons for Locations.

Roads are important. Perhaps we can round up the zombie that were reanimated in battle and form them into a road building crew to connect our settlements.

Aside from that, I think we should bide our time, encourge worship, build strength, and wait for the next opportunity to present itself.

+1.
+1
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: Urist Mc Dwarf on March 25, 2019, 01:40:09 pm
You have launched many arrows at distant targets. It will be some time before they land, and so you turn inwards to fortify and improve your realm, sending a horde of zombies southwards to build roads. The slouching horde makes steady progress, with only a couple falling to pieces, and wide roads of hard-packed dirt stretch between settlements. Sections of them are paved with stone, but it will take more time for that to be completed.

You also begin to establish a cavalry force to patrol your realm. They will need a name, but a merchant from Henord Crossing sells you about fifty horses at a very reasonable price, and you gather up another hundred or so living ones. You manage to corral some of the horses you mutated and reanimate some others, bringing up the total number of mounts you have to about four hundred. You gather recruits from among the villages, and send them off to patrol your realm.

Caliwick begins to teach your mages, demonstrating magic which creates demonic strains of crops, reanimates the dead, and induces mutations. Your Seekers and Seers both increase in skill, albeit slowly.

Duthrax continues to train and drill his soldiers, as a few more thralls trickle in to join the army and a few more gain in skill enough to join the Broken proper.

Lurrothel lounges, waited on hand and foot by the Lord and Lady of Southbend, smirking at their forced servility and occasionally gnawing on a bit of flesh as her belly begins to swell.

And Kreth sends his Barrow Bows out to recruit, more bandits to their ranks. He has not said much about what he has been doing lately, although you sense his increasing strength and the increasing corruption in the land. Some of it is centered on a small knot of territory.

But none of that is the focus of your attention this week, as unrest grows in Avendor. The dramatic “truth” of the Southbend Expose sparks a series of riots and counter-riots, and order is only restored with the whole of the Civil Guard. While this unfortunately prevents the hunting/recruitment of bandits, it does provide several other opportunities for graft and recruitment, and as a result, your power in Avendor swells. Unfortunately, several members are caught worshipping you, and are efficiently executed before they can reveal anything damaging.

Even more unfortunately, word comes from Canord. Raiding bands of horsemen and camel riders have been attacking villages to the south which have just started to repopulate, and the few who have been captured suggest that more and worse will come. Apparently, something has made then inner deserts completely uninhabitable, and their people are scattering, fleeing in every direction possible. When asked what this threat is, you receive many contradicting answers, from a creature with wings made of blades to a living black wind. Some reports suggest that these things are fighting each other, some suggest they are allies.

Caliwick looks slightly embarrassed when he hears about this.

Name: Klx-Dryklfx

Time: 9.25 months

Physical Might: 120 +6 ( -6 leakage, -1 zombie horses, +35 worship)

Mental Might: ] 120 +6 ( -6 leakage, -1 zombie horses, +35 worship)

Cults

The Ceaseless Consumption
  Members: 7 seducers, 1 high seducer, 3 Shapers, 96 peons, 3 members of the city council in Avendor, 472 Civil Guardsmen
  Resources: 20 (+ 12 government corruption)
  Power: 27 (10 spent recruiting, 3 spent training, 5 spent worshipping, 5 spent spreading rumors)
The Avar Society
  Members: 1 seducer, 25 peons, 19 merchants, 11 artisans
Resources: 4 (+5 donations, -3 party)
Power: 4(4 spent throwing parties)
17 mutated spies
15 Voices of Change
Fortresses

Canord
   Strong walls (45), Deep moat (25), Thorn Wall (25), Weak wards (15), Traps (15) Demonic crops, plentiful mines, Strong aura of domination.
Avar
  Basic Walls (25), Living Ward (15), Demonic Mud Moat (20)
Castle Southbend
  Strong Walls (35), Strong Wards (30), Moat (20), Gargoyle Guards (15), aura of reanimation (-4 slaves/week)
Demonic Realm
2400 Peons
1 Doom-Seer, 2 Doom-Seekers, 309 Slaves, 4 Dark Priests, 499 zombies
400 Light Cavalry
100 resources (-5 trade)
+28 power/week, + 30 resources/week
Mild corruption
Demonic Armies
11 Reavers, 2 Doom-Seekers, 50 thralls, 100 zombies in Canord
The Broken – 818 chaff (43 thralls, 441 zombies, 227 skeletons, 17 wisp wights, 89 weeping sores), 725 light infantry (400 Spear-Thralls, 2 Spear-Thrallherds, 321 Sword-Thralls, 2 Sword-Thrallherds), 269 heavy infantry (27 Demon-Touched , 1 Demon-Touched Thrallherd, 199 wisp-wretches, 42 heavy swordsman), 332 ranged (313 Archer-Thralls, 2 Archer-Thrallherds, 17 slingers), 30 mages (2 Doom-Seers, 30 Doom-Seekers), 315 heavy cavalry( 5 mounted god-slayers, 310 deathless knights), 23 Infiltrators (18 Hunters, 5 Night-Stalkers), 28 support (15 Dark Priests, 1 Dread Priest, 12 Shapers), 10 siege (8 armored brutes, 2 crushers), 17 incorporeal(17 specters), 180 scouts (rangers), 17 flyers (17 Gresh-spawn) in Southbend
Barrow Bows – 168 scouts (rangers), 39 light infantry (bandits) in between Avar and Southbend
Champions
Kreth Woemaker
   Physical might: 26 (+11 worship, - 8 corruption, -2 corruption)
   Mental might: 26 (+11 worship, - 8 corruption, -2 corruption)
   Other: Magic Cloak, worshipped by the Barrow Bows

Duthrax Soul-Render, First of the Thrall-Herds
  Physical might: 9 + 1
  Mental might: 5+ 1
  Other: Duelist, skilled commander, zombie horse, Herald

Lurrothel, Weaver of Nightmares
  Physical might: 3
  Mental might: 8
  Other: Necromancer, skilled at wards and dream magic, pregnant with your child
Caliwick the Arch-Necromancer
   Physical might: 2
   Mental might: 11
   Other: Necromancer, Soulbond, Living Legend

Artifacts

Desecrator
  +6 physical, +6 mental
  Bringer of unholy rot, Reanimator, Focus of Power

Magic Cloak
  Unknown properties

Herald
  +2 physical, + 2 mental
    Inspiring song, crimson regeneration
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: Weirdsound on March 25, 2019, 04:16:51 pm
Tell Caliwick that we don't know or care what he did, but that he is responsible for it. He is to take his students + The Broken army and travel south to both exploit the refugees heading our way, and prevent whatever is displacing them from coming to our realm. Raiders and refugees are to be captured and screened. The best and brightest amoung them will be allowed to swear fealty to us and move into our realm with their families. The rest are to be killed, mummified, and have their souls trapped within their inanimate corpses, for us to exploit later at our leisure.

We shall then pick out the finest mare at our disposal, and impregnate it. Our second child, once born and named, will be both the leader and namesake of our new cavalry force.

We will then take our mare, and travel south as well. We will temporary pull the heavy cavalry from Caliwick's command, and hunt for a band of horse or camel raider raiders to kill.


I think the time to take full control over Avendor is near at hand. I'm hoping we can eat the minds of some of the raiders we find, and pull enough information so that we can assume mortal form and impersonate a rich southern refugee. We can then travel to Avendor in that guise, and engineer our conquest of that place from within. We can feed the rest of the rider souls to our developing horse baby in hopes of teaching it cavalry tactics.
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: Detoxicated on March 25, 2019, 07:59:50 pm
Create 100  foxcrows. Foxcrows are demonic Cross able to Speaker and understand all languages. They have Wings and Face of a crow but the Rest of the body is of a fox. They can cackle in horrifying ways.
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: King Zultan on March 26, 2019, 04:50:22 am
Tell Caliwick that we don't know or care what he did, but that he is responsible for it. He is to take his students + The Broken army and travel south to both exploit the refugees heading our way, and prevent whatever is displacing them from coming to our realm. Raiders and refugees are to be captured and screened. The best and brightest amoung them will be allowed to swear fealty to us and move into our realm with their families. The rest are to be killed, mummified, and have their souls trapped within their inanimate corpses, for us to exploit later at our leisure.

We shall then pick out the finest mare at our disposal, and impregnate it. Our second child, once born and named, will be both the leader and namesake of our new cavalry force.

We will then take our mare, and travel south as well. We will temporary pull the heavy cavalry from Caliwick's command, and hunt for a band of horse or camel raider raiders to kill.


I think the time to take full control over Avendor is near at hand. I'm hoping we can eat the minds of some of the raiders we find, and pull enough information so that we can assume mortal form and impersonate a rich southern refugee. We can then travel to Avendor in that guise, and engineer our conquest of that place from within. We can feed the rest of the rider souls to our developing horse baby in hopes of teaching it cavalry tactics.

+1 And make sure our horse kid can talk.


Facebook of a crow[/b]
What would a crow even post on Facebook?
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: Detoxicated on March 26, 2019, 04:52:39 am
Nothing. Crows get their socializing Done in a crowbar.
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: Urist Mc Dwarf on March 26, 2019, 08:57:02 am
You get a point, just for that pun.
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: Urist Mc Dwarf on March 28, 2019, 01:53:12 pm
You don’t bother asking Caliwick what happened, but he mentions that most of his monsters were located further to the south, as were several uncorrupted holy sites. He suggests that he might be able to recruit some of them if that is the case, but others will fight against you fanatically. You suggest he be prepared to deal with either option. He agrees, having regained his confidence, and immediately begins preparations to move his mages and as much of the army as he can. Duthrax suggests retaining half the Broken and both him and Caliwick take some of the Barrow Bows to bolster their numbers.

You…
[] Agree
[] Disagree
[] Suggest something else

Caliwick departs, eager to regain some control and whatever status he has lost in your eyes. You turn to Avendor, and make further preparations for the conquest. There are several towns in between you and Avendor, not to mention numerous villages and a couple of half-abandoned castles. But you can corrupt the city from within, creating a second stronghold, and possibly one with rather more legitimacy than your ”rebellious” realm. Several random souls are absorbed from raiders, and you take the appearance of a wealthy merchant who fled from Avar to Henord Crossing to Avendor, riding a very fine horse. You also leave the horse pregnant with your child.

Lurrothel is reaching the point where she is beginning to show, and a brief inspection determines that she will be giving birth within a couple months. Nothing unusual for you, you think. But now will give you an opportunity to adjust the traits of your baby.

[] Suggest a gender, possible abilities, etc.

In this guise, you take command of the cavalry and begin to travel south. On the way you catch crows, and corrupt them into twisted amalgamations of vulpine and corvid, making them able to talk and terrorize with screeching, haunted voices. Nearly a hundred of them are released into your land, scattering in every direction. Even if you die, these will remain, to reproduce and spread. You find your knowledge and skill has grown, and you have gained the trait Master of Mutation II.

As you ride, you gain reports from various quarters. The Avar Society has slowly gained ground, and now has a strong voice in the city government. They have begun the construction of a new temple at the behest of the Society. A temple solely dedicated to you.

In Avendor the Civil Guard begins hunting bandits, leaving their brutally tortured and dismembered corpses, and claiming their loot as the property of the empire, to be used to further fund the defense of the city.

Kreth continues to slowly make progress, but it has reached a point where truly corrupting the landscape will require extensive effort on your part.

Name: Klx-Dryklfx

Time: 9.5 months

Physical Might: 146 +6 ( -6 leakage, +4 souls eaten, -3 child, -10 fox-crows, +35 worship)

Mental Might: ] 146 +6 ( -6 leakage, +4 souls eaten, -3 child, -10 fox-crows, +35 worship)

Cults

The Ceaseless Consumption
  Members: 7 seducers, 1 high seducer, 3 Shapers, 96 peons, 3 members of the city council in Avendor, 493 Civil Guardsmen
  Resources: 30 (+6 government corruption, +4 theft)
  Power: 27 (5 spent recruiting, 2 spent training, 5 spent worshipping, 5 spent spreading rumors, 6 spent hunting bandits)
The Avar Society
  Members: 1 seducer, 27 peons, 23 merchants, 11 artisans
Resources: 1 (+5 donations, +4 town government, -3 party, -8 temple)
Power: 8 (4 spent throwing parties, 4 spent constructing temple)
17 mutated spies
15 Voices of Change
Fortresses

Canord
   Strong walls (45), Deep moat (25), Thorn Wall (25), Weak wards (15), Traps (15) Demonic crops, plentiful mines, Strong aura of domination.
Avar
  Basic Walls (25), Living Ward (15), Demonic Mud Moat (20)
Castle Southbend
  Strong Walls (35), Strong Wards (30), Moat (20), Gargoyle Guards (15), aura of reanimation (-4 slaves/week)
Demonic Realm
2400 Peons
1 Doom-Seer, 2 Doom-Seekers, 309 Slaves, 4 Dark Priests, 499 zombies
400 Light Cavalry
100 resources (-5 trade)
+28 power/week, + 30 resources/week
Mild corruption
Demonic Armies
11 Reavers, 2 Doom-Seekers, 50 thralls, 100 zombies in Canord
The Broken – 818 chaff (43 thralls, 441 zombies, 227 skeletons, 17 wisp wights, 89 weeping sores), 725 light infantry (400 Spear-Thralls, 2 Spear-Thrallherds, 321 Sword-Thralls, 2 Sword-Thrallherds), 269 heavy infantry (27 Demon-Touched , 1 Demon-Touched Thrallherd, 199 wisp-wretches, 42 heavy swordsman), 332 ranged (313 Archer-Thralls, 2 Archer-Thrallherds, 17 slingers), 30 mages (2 Doom-Seers, 30 Doom-Seekers), 315 heavy cavalry( 5 mounted god-slayers, 310 deathless knights), 23 Infiltrators (18 Hunters, 5 Night-Stalkers), 28 support (15 Dark Priests, 1 Dread Priest, 12 Shapers), 10 siege (8 armored brutes, 2 crushers), 17 incorporeal(17 specters), 180 scouts (rangers), 17 flyers (17 Gresh-spawn) in Southbend
Barrow Bows – 168 scouts (rangers), 39 light infantry (bandits) in between Avar and Southbend
Champions
Kreth Woemaker
   Physical might: 26 (+11 worship, - 8 corruption, -2 corruption)
   Mental might: 26 (+11 worship, - 8 corruption, -2 corruption)
   Other: Magic Cloak, worshipped by the Barrow Bows

Duthrax Soul-Render, First of the Thrall-Herds
  Physical might: 9 + 1
  Mental might: 5+ 1
  Other: Duelist, skilled commander, zombie horse, Herald

Lurrothel, Weaver of Nightmares
  Physical might: 3
  Mental might: 8
  Other: Necromancer, skilled at wards and dream magic, pregnant with your child
Caliwick the Arch-Necromancer
   Physical might: 2
   Mental might: 11
   Other: Necromancer, Soulbond, Living Legend

Artifacts

Desecrator
  +6 physical, +6 mental
  Bringer of unholy rot, Reanimator, Focus of Power

Magic Cloak
  Unknown properties

Herald
  +2 physical, + 2 mental
    Inspiring song, crimson regeneration
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: Urist Mc Dwarf on March 30, 2019, 12:09:32 pm
I am hoping to continue this.
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: KitRougard on March 30, 2019, 04:17:22 pm
Sorry, sorry. Not sure about the whole situation with splitting the Barrows and Broken and all that... But our child? Hm...
Female, with a strange combination of Lurrothel's dream-weaving and our professional mutation - Able to invade a person's sleep and twist their mind, their body, so when they wake up they have only one wish: Serve Klx-Dryklfx. KILL FOR HIM. Fun stuff, any other ideas?
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: WyrdByrd on March 30, 2019, 10:08:07 pm
Post coming soon.
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: Detoxicated on March 30, 2019, 10:59:51 pm
Mutate one foxcrow to act AS Spy for you. IT becomes more intelligent, Bigger and gains a poisonous bite. This ist the King of foxcrows and Always gains Respekt from them. Take him wherever we Go.
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: VoidSlayer on March 30, 2019, 11:31:32 pm
We should make a demonic tutor for our most powerful two mages.  Some kind of demi lich which they can control at a distance with access to their knowledge but that wont tax them too much.  Make it somewhat independent but slaved to their mind and soul, it doesn't need their raw power just enough to teach.

That way they can keep teaching while we have them research or do other projects.  Maybe something to think about when we have mage prisoners available to experiment on.

Also learning to better split consciousness can have good outcomes to us later in maybe making some kind of hive mind horde we can control directly or indirectly.

A different plan, Caliwick should drive directly south to his monsters, picking up prisoners as he goes.  Use the prisoners as sacrifices in whatever way he needs to in order to seize control of and further awaken the monstrosities we love him for.

Meanwhile our forces retreat into defensible positions and let the horsemen attack a blighted land who's crops and forests will offer them no fodder and whose bounty is behind a few strong walls.  Once they are forced into our lands and tire themselves out we can crush them with, like our normal tactics.  Already pretty established, corruption, nightmares, big crush of zombies and demons and such.  We can move to boaster wherever they hit, an entire people coming to grind themselves to meat in our lands.
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: Detoxicated on March 31, 2019, 08:20:46 am
We should make a demonic tutor for our most powerful two mages.  Some kind of demi lich which they can control at a distance with access to their knowledge but that wont tax them too much.  Make it somewhat independent but slaved to their mind and soul, it doesn't need their raw power just enough to teach.

That way they can keep teaching while we have them research or do other projects.  Maybe something to think about when we have mage prisoners available to experiment on.

Also learning to better split consciousness can have good outcomes to us later in maybe making some kind of hive mind horde we can control directly or indirectly.

A different plan, Caliwick should drive directly south to his monsters, picking up prisoners as he goes.  Use the prisoners as sacrifices in whatever way he needs to in order to seize control of and further awaken the monstrosities we love him for.

Meanwhile our forces retreat into defensible positions and let the horsemen attack a blighted land who's crops and forests will offer them no fodder and whose bounty is behind a few strong walls.  Once they are forced into our lands and tire themselves out we can crush them with, like our normal tactics.  Already pretty established, corruption, nightmares, big crush of zombies and demons and such.  We can move to boaster wherever they hit, an entire people coming to grind themselves to meat in our lands.
+1
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: Detoxicated on March 31, 2019, 04:50:48 pm
Sacrifice some of Our blood to Our Heroes. May the demonic blood Help them to become more demonic. This ist to strengthen them before we Leave Our Lands to infiltrate Our neighbours.
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: Urist Mc Dwarf on March 31, 2019, 06:20:43 pm
Sacrifice some of Our blood to Our Heroes. May the demonic blood Help them to become more demonic. This ist to strengthen them before we Leave Our Lands to infiltrate Our neighbours.

Too much demonic infusion into mortals can have dangerous consequences. Like explosions. And transformations into uncontrollable beasts. And explosive transformations.
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: KitRougard on March 31, 2019, 06:31:12 pm
Sacrifice some of Our blood to Our Heroes. May the demonic blood Help them to become more demonic. This ist to strengthen them before we Leave Our Lands to infiltrate Our neighbours.

Yeah, -1 to this. I think we've pumped them to the safe limit, with their visible transformations. Though the "explosive transformation" might be useful against an army, just corrupt some unlucky soldier in the middle and watch the blood fly...

Hey, could we look into those Mutation Grenades I mentioned a while back?
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: Detoxicated on March 31, 2019, 07:30:16 pm
Sounds intriguing can you Link me.
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: KitRougard on March 31, 2019, 08:02:02 pm
We talked about it in general on page 8, when we accidentally made Kreth.
http://www.bay12forums.com/smf/index.php?topic=173117.105
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: Detoxicated on March 31, 2019, 08:40:54 pm
Spoiler: Wolfjuice Flask (click to show/hide)
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: KitRougard on March 31, 2019, 09:03:14 pm
Simple and scientific. Perhaps if we were mortal, we would induce specific traits. But here's a far more twisted idea... Based on the original conversation!
Spoiler: Mutagenic Skull-Bomb (click to show/hide)
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: WyrdByrd on March 31, 2019, 09:11:41 pm
We should make a demonic tutor for our most powerful two mages.  Some kind of demi lich which they can control at a distance with access to their knowledge but that wont tax them too much.  Make it somewhat independent but slaved to their mind and soul, it doesn't need their raw power just enough to teach.

That way they can keep teaching while we have them research or do other projects.  Maybe something to think about when we have mage prisoners available to experiment on.

Also learning to better split consciousness can have good outcomes to us later in maybe making some kind of hive mind horde we can control directly or indirectly.

A different plan, Caliwick should drive directly south to his monsters, picking up prisoners as he goes.  Use the prisoners as sacrifices in whatever way he needs to in order to seize control of and further awaken the monstrosities we love him for.

Meanwhile our forces retreat into defensible positions and let the horsemen attack a blighted land who's crops and forests will offer them no fodder and whose bounty is behind a few strong walls.  Once they are forced into our lands and tire themselves out we can crush them with, like our normal tactics.  Already pretty established, corruption, nightmares, big crush of zombies and demons and such.  We can move to boaster wherever they hit, an entire people coming to grind themselves to meat in our lands.

Personally, I think we should establish a group of mages at Castle Southbend. This Southbend Coven would serve as our research/training hub.

Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: VoidSlayer on March 31, 2019, 10:33:32 pm
I agree, I just want to train mages, including new ones we might recruit, without taking up all our main liche's time.  Turning castle south-bend into our main magic training place would be nice.
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: Detoxicated on April 01, 2019, 07:47:13 am
Scan what Kind of animals live in the south.
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: Urist Mc Dwarf on April 01, 2019, 01:04:10 pm
We should make a demonic tutor for our most powerful two mages.  Some kind of demi lich which they can control at a distance with access to their knowledge but that wont tax them too much.  Make it somewhat independent but slaved to their mind and soul, it doesn't need their raw power just enough to teach.

That way they can keep teaching while we have them research or do other projects.  Maybe something to think about when we have mage prisoners available to experiment on.

Also learning to better split consciousness can have good outcomes to us later in maybe making some kind of hive mind horde we can control directly or indirectly.

A different plan, Caliwick should drive directly south to his monsters, picking up prisoners as he goes.  Use the prisoners as sacrifices in whatever way he needs to in order to seize control of and further awaken the monstrosities we love him for.

Meanwhile our forces retreat into defensible positions and let the horsemen attack a blighted land who's crops and forests will offer them no fodder and whose bounty is behind a few strong walls.  Once they are forced into our lands and tire themselves out we can crush them with, like our normal tactics.  Already pretty established, corruption, nightmares, big crush of zombies and demons and such.  We can move to boaster wherever they hit, an entire people coming to grind themselves to meat in our lands.

So this and what else is the plan?
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: Detoxicated on April 01, 2019, 05:06:40 pm
Mutate one foxcrow to act AS Spy for you. IT becomes more intelligent, Bigger and gains a poisonous bite. This ist the King of foxcrows and Always gains Respekt from them. Take him wherever we Go.
this i guess
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: VoidSlayer on April 02, 2019, 01:01:10 am
Oh yeah we actually need something to do.  I still think we should mix up with the dwarves to open a second front, or find the wizards and figure out a way to corrupt them all.  Set some more fires while this one burns a little.
Title: Re: The Rise of a Demon (Number of easy battles:2)
Post by: Urist Mc Dwarf on April 02, 2019, 10:13:54 am
You turn to your child, shaping some of the demonic essence within it. While you cannot be certain how powerful its demonic side will be – no one has ever managed to control that – it will have your skill at persuasion and Lurrothel’s mastery of dreams. This could make it be anything from a living dream to a sorceress unusually skilled at dream magic, but either way, she will be a loyal servant.

You turn your attention back to the matter of this irritating invasion, demanding your people abandon their homes before the invaders. Let them starve in what should be a place of plenty, while you prepare to teach them the true meaning of fear. And meanwhile, Caliwick flies south, seeking the monsters he buried in the heart of the desert.

You yourself head south to Canord, to better direct this, and to witness their impending defeat. The town is packed, full of hundreds of people, as it was before you claimed it. But while those people huddled in fear, yours celebrate, as prisoners are burned alive in your name and their bones used to forge unholy steel weapons. You haven’t paid much attention from this part of your realm, and demanded little from them. And they have put every spare bit of labor they have into improving it, by the looks of things.

The walls bristle with ballista and scorpions, and paved roads snaked across the landscape. Vast fields of half-rotten crops stretch to the horizon. And everywhere lie shrines to you. They are simple ones, mostly – boulders carven with your sigil or wooden effigies – but there are many, and some of them seem to have magic in them.

As you travel south, you spot several foxcrows. They seem to have taken well to their new life, and many of them are surrounded by torn and savaged carrion, sleeping peacefully in the heap of blood and viscera. Others taunt villagers and farmers with their screeches and mocking, delighting in their spiteful reactions. You even see one using a zombie’s skull as a larder. That one, you decide, deserves a reward.

Shaping it with your demonic power, you turn into something bigger. Fiercer. Smarter. You give it a poisonous bite and the power to demand respect and obedience from other foxcrows. And you pour your corruption into it, giving it the ability to command both foxes and crows as well. It perches on your shoulder, finding easy purchase on a joint which no mortal mind can comprehend, and caws taunting, crude insults at man and animal as you fly south.

When you arrive at Canord, you begin to consider ways to better teach your mages. Working carefully, you detach all the knowledge of magic and demonology from the head of the Doom-Seekers, and shape it into the form of a living crystal. It can respond to questions, access any knowledge of any mage within a small radius around it, and provide assistance in spells and rituals. Once Caliwick or Lurrothel get their hands on it, it will prove a powerful weapon.

Throughout your realm, work continues. There are now roads between every major settlement, lined with shrines and carefully paved. Wagons of ore trundle north from Canord, to cloth goes south from Avar. Zombies labor on nearly every farm alongside the living, and many of those who refused to use the undead find themselves forced into the same role as them.

Two of your followers are murdered in Henord Crossing by a merchant, who is sent to Southbend in chains to await your pleasure. And Kreth, returned from the Barrow Bows to report to you, decides to deal with him on his own. No one knows what actually happened to the killer after that.

But there is far better news from Avendor, as your followers continue to gain strength, and rumor runs wild. Two priests are so weakened in their faith that they find themselves easy prey for the whispers of your seducers, and now they preach the truth of the Southbend Expose alongside your Voices of Change and seducers.

Your power has grown to levels most mortals cannot comprehend. All but the mightiest most avert their eyes from your gaze, lest the sheer malevolence within you turn their minds into a shattered dreamscape of eternal nightmares. You can raise the dead with but a gesture, warp flesh and bone with a breath. Again, a wave of dark energy erupts from you, sweeping across the world as you force it to recognize you for what you are. Undead claw their way out of their graves, and while the ones within your land are mostly empty, a few join the Broken. Men and women are driven mad by their nightmares, and flee into the streets to burn and destroy in the name of the evil that they have seen. Monsters stir, and those who would slay them find their strength lacking against the might of these risen abominations.

In the west, cities burn. The population of entire towns are slain and their bodies left on stakes or hung from trees in grisly displays. Temples are defaced, cemeteries defiled, granaries destroyed. In the north, men find common cause with the dwarves who were once their enemies, fighting valiantly against a tide of bestial horrors.

And you…you find your power growing once more, as long-forgotten memories return to you.

Pick two traits:

Master of the Land
Prince of the Accursed Grimoire
Nightmare Walker
Mighty General
Speaker of Ten Thousand Lies

Name: Klx-Dryklfx

Time: 9.75 months

Physical Might: 168 +6 ( -8 leakage, -2 fox-crow king, -4 knowledge crystal, +36 worship)

Mental Might: 168 +6 ( -8 leakage, -2 fox-crow king, -4 knowledge crystal, +36 worship)

Cults

The Ceaseless Consumption
  Members: 7 seducers, 1 high seducer, 3 Shapers, 96 peons, 3 members of the city council in Avendor, 327 Civil Guardsmen, 2 priests
  Resources: 40 (+6 government corruption, +4 theft)
  Power: 27 (5 spent recruiting, 2 spent training, 5 spent worshipping, 5 spent spreading rumors, 6 spent hunting bandits)
The Avar Society
  Members: 1 seducer, 27 peons, 23 merchants, 11 artisans
Resources: 1 (+5 donations, +4 town government, -3 party, -8 temple)
Power: 8 (4 spent throwing parties, 4 spent constructing temple)
17 mutated spies
15 Voices of Change
Fortresses

Canord
   Strong walls (45), Deep moat (25), Thorn Wall (25), Wards (20), Traps (25), Demonic crops, plentiful mines, Strong aura of domination.
Avar
  Basic Walls (25), Living Ward (15), Demonic Mud Moat (20)
Castle Southbend
  Strong Walls (35), Strong Wards (30), Moat (20), Gargoyle Guards (15), aura of reanimation (-4 slaves/week)
Demonic Realm
2100 Peons
1 Doom-Seer, 2 Doom-Seekers, 305 Slaves, 4 Dark Priests, 499 zombies
400 Light Cavalry
135 resources 
+28 power/week, + 40 resources/week (farms, mines, mills), -5 resources/week (upkeep)
Mild corruption, Road Network, Demonic Shrines
Demonic Armies
11 Reavers, 2 Doom-Seekers, 250 thralls, 100 zombies in Canord
The Broken – 821 chaff (43 thralls, 443 zombies, 228 skeletons, 17 wisp wights, 89 weeping sores), 725 light infantry (400 Spear-Thralls, 2 Spear-Thrallherds, 321 Sword-Thralls, 2 Sword-Thrallherds), 269 heavy infantry (27 Demon-Touched , 1 Demon-Touched Thrallherd, 199 wisp-wretches, 42 heavy swordsman), 332 ranged (313 Archer-Thralls, 2 Archer-Thrallherds, 17 slingers), 30 mages (2 Doom-Seers, 30 Doom-Seekers), 315 heavy cavalry( 5 mounted god-slayers, 310 deathless knights), 23 Infiltrators (18 Hunters, 5 Night-Stalkers), 28 support (15 Dark Priests, 1 Dread Priest, 12 Shapers), 10 siege (8 armored brutes, 2 crushers), 17 incorporeal(17 specters), 180 scouts (rangers), 17 flyers (17 Gresh-spawn) in Southbend
Barrow Bows – 172 scouts (rangers), 39 light infantry (bandits) in between Avar and Southbend
Champions
Kreth Woemaker
   Physical might: 27 (+11 worship, - 8 corruption, -2 corruption)
   Mental might: 27(+11 worship, - 8 corruption, -2 corruption)
   Other: Magic Cloak, worshipped by the Barrow Bows

Duthrax Soul-Render, First of the Thrall-Herds
  Physical might: 9 + 1
  Mental might: 5+ 1
  Other: Duelist, skilled commander, zombie horse, Herald

Lurrothel, Weaver of Nightmares
  Physical might: 3
  Mental might: 8
  Other: Necromancer, skilled at wards and dream magic, pregnant with your child (2.75 months till birth)

Caliwick the Arch-Necromancer
   Physical might: 2
   Mental might: 11
   Other: Necromancer, Soulbond, Living Legend

Artifacts

Desecrator
  +6 physical, +6 mental
  Bringer of unholy rot, Reanimator, Focus of Power

Magic Cloak
  Unknown properties

Herald
  +2 physical, + 2 mental
    Inspiring song, crimson regeneration

Title: Re: The Rise of a Demon (Number of foxcrow kings:1)
Post by: Detoxicated on April 02, 2019, 11:15:30 am
Master of the Land seems obvious the other choices all have their own Ring to them. Though i Feel mighty General will give us the broadest Set Off abilities while the other traits seem to be good to specialize into areas we are fond of.
Title: Re: The Rise of a Demon (Number of foxcrow kings:1)
Post by: Weirdsound on April 02, 2019, 03:22:45 pm
Mighty General
Speaker of Ten Thousand Lies


We have underlings to take care of the other things.

As for our next action, it is time to start putting the screws into Avar:

Create a large sack of wealth, enough to allow a man to live a life of opulence for several mortal lifetimes, but with each piece cursed to amplify the vices of the owner. Gold coins that bring out the holder's pride, Silver that amplifies envy, cut rubies that amplify wrath, emeralds that invoke greed, and sapphires that strike up lust.

Assume an inconspicuous guise of a wealthy mortal southern refugee who lost his family to the monster attacks, and travel to Avar. Use the cursed wealth to pay for goods and services, further corrupting the people of the city.

Spread the word that you are looking for a new wife (or Harem if that would be appropriate for the culture you are impersonating) and are willing to pay an exuberant bride price for a worthy woman. Send your personal foxcrow to spy on the noblewomen of the town, to try and track down the ones who might be interested in an illicit relationship with a wealthy foreigner.

While in town, seek the services of professionals who can be paid to spend time alone with you (doctors, prostitutes, ect). Once you have these people somewhere private, kill and raise them Lord Southbend style. Order your new peons to continue their everyday lives, seek out and serve the Avar Society without question, but to tell nobody outside the society what has happened to them.


Edit: Unless something else demands our attention, we should work Avar in this manner for several months until Lurrothel is ready to have her child, at which point we should travel to Southbend and use our power to ensure she survives childbirth and recovers quickly. We can leave the kid with Lord and Lady Southbend who are forced to raise it as their own heir, and bring our concubine back to Avar. The nightmares she weave will be the final straw for the city. After a few weeks of Lurrothel's handywork and months our corruption of the populace, a coup should be a simple matter.
Title: Re: The Rise of a Demon (Number of foxcrow kings:1)
Post by: Detoxicated on April 02, 2019, 03:51:16 pm
+1
Title: Re: The Rise of a Demon (Number of foxcrow kings:1)
Post by: Detoxicated on April 02, 2019, 08:02:15 pm
Have the Zombies errect a colluseum while we are gone. IT IS to be Centered between Our settlments.
Title: Re: The Rise of a Demon (Number of foxcrow kings:1)
Post by: WyrdByrd on April 02, 2019, 08:54:17 pm
Mighty General
Speaker of Ten Thousand Lies


We have underlings to take care of the other things.

As for our next action, it is time to start putting the screws into Avar:

Create a large sack of wealth, enough to allow a man to live a life of opulence for several mortal lifetimes, but with each piece cursed to amplify the vices of the owner. Gold coins that bring out the holder's pride, Silver that amplifies envy, cut rubies that amplify wrath, emeralds that invoke greed, and sapphires that strike up lust.

Assume an inconspicuous guise of a wealthy mortal southern refugee who lost his family to the monster attacks, and travel to Avar. Use the cursed wealth to pay for goods and services, further corrupting the people of the city.

Spread the word that you are looking for a new wife (or Harem if that would be appropriate for the culture you are impersonating) and are willing to pay an exuberant bride price for a worthy woman. Send your personal foxcrow to spy on the noblewomen of the town, to try and track down the ones who might be interested in an illicit relationship with a wealthy foreigner.

While in town, seek the services of professionals who can be paid to spend time alone with you (doctors, prostitutes, ect). Once you have these people somewhere private, kill and raise them Lord Southbend style. Order your new peons to continue their everyday lives, seek out and serve the Avar Society without question, but to tell nobody outside the society what has happened to them.


Edit: Unless something else demands our attention, we should work Avar in this manner for several months until Lurrothel is ready to have her child, at which point we should travel to Southbend and use our power to ensure she survives childbirth and recovers quickly. We can leave the kid with Lord and Lady Southbend who are forced to raise it as their own heir, and bring our concubine back to Avar. The nightmares she weave will be the final straw for the city. After a few weeks of Lurrothel's handywork and months our corruption of the populace, a coup should be a simple matter.

Why go through all that work, all that corruptive energy,  when the people there are loyal to us? Avar is our city, and for the most part, they've served us willingly. Adding another layer of deception and terror would not only be a waste of resources, but also serve to upend  our status quo. Plus, they've served under us long enough to know how ludicrous a blameless, innocent refugee would be traveling here.  Rather, we should make the pressure, once again, internal. Have the merchants and business owners of the society start to encourage the adaptation of our field fertility rituals to other disciplines, such as timber harvesting, offering incentives and  status increases in order to do so, in exchange for subsidation under the Avar Society

Avendor, on the other hand, is a far more enticing prospect. We could continue to ratchet up the paranoia, and have our loyal servants on the city council compile a hitlist, mostly linking  any potential adversaries to our reign that have even the slightest instance of dwarven or Legion contact, further infiltrating the ranks of the government. At the crux of this corruption, have the city council go public with this "evidence" corroborating our claims. As a response, then launch the Civil Guard on a "security mission", effectively crippling any organized resistance that may occur.

Integration post coming tomorrow.

Title: Re: The Rise of a Demon (Number of foxcrow kings:1)
Post by: VoidSlayer on April 03, 2019, 02:39:34 am
Master of The Land and Nightmare Walker

Soon dream and reality will be indistinguishable in our realm, a constant nightmare for all.
Title: Re: The Rise of a Demon (Number of foxcrow kings:1)
Post by: Detoxicated on April 03, 2019, 09:40:48 am
What races are in this world to be found.
Also:
Homeland Building Initiative:
- Build a colluseum between Our settlements.
- Build the Beginninga for a mage Tower in southbend
- Build sentry Towers for Our guards along the roads

All of this Done by Our zombies of course.
Title: Re: The Rise of a Demon (Number of foxcrow kings:1)
Post by: Urist Mc Dwarf on April 03, 2019, 10:01:49 am
In addition to humans and various semi-sapient monstrous races, there are dwarves and orcs. There may be others as well.
Title: Re: The Rise of a Demon (Number of foxcrow kings:1)
Post by: Detoxicated on April 03, 2019, 10:06:31 am
Hmmm. Orcs seem Like a good choice to corrupt...
Title: Re: The Rise of a Demon (Number of foxcrow kings:1)
Post by: Urist Mc Dwarf on April 03, 2019, 06:23:40 pm
There seems to be a bit of conflict about which traits to go for.
Title: Re: The Rise of a Demon (Number of foxcrow kings:1)
Post by: Detoxicated on April 03, 2019, 06:32:01 pm
Master of The Land and Nightmare Walker

Soon dream and reality will be indistinguishable in our realm, a constant nightmare for all.
+1
Title: Re: The Rise of a Demon (Number of foxcrow kings:1)
Post by: WyrdByrd on April 03, 2019, 09:13:45 pm
Avendor follow-up:


Using our new skills,  spring the trap in full.  During the security action, plunge the entire realm of Avendor into a waking nightmare, with the main terrors being a melange of the "desert raiders" with the face of locusts, capering, flaming dwarves, and rotting Spears of Carvana, along with any other horrors the citizenry can think of, only relaxed within our Civic Guard. This should provide an effective screen for their coup, and further serve to  highlight the "lunacy" of the status quo. Once the deed is done,  have whatever government takes power announce an alliance with the folk of Henord, and  continued relations with the "Lord of Southbend".
Title: Re: The Rise of a Demon (Number of foxcrow kings:1)
Post by: Urist Mc Dwarf on April 04, 2019, 12:57:31 pm
Avendor follow-up:


Using our new skills,  spring the trap in full.  During the security action, plunge the entire realm of Avendor into a waking nightmare, with the main terrors being a melange of the "desert raiders" with the face of locusts, capering, flaming dwarves, and rotting Spears of Carvana, along with any other horrors the citizenry can think of, only relaxed within our Civic Guard. This should provide an effective screen for their coup, and further serve to  highlight the "lunacy" of the status quo. Once the deed is done,  have whatever government takes power announce an alliance with the folk of Henord, and  continued relations with the "Lord of Southbend".

What do you mean by the security action?
Title: Re: The Rise of a Demon (Number of foxcrow kings:1)
Post by: Urist Mc Dwarf on April 04, 2019, 10:51:25 pm
Also, I would still like some more votes for traits.
Title: Re: The Rise of a Demon (Number of foxcrow kings:1)
Post by: WyrdByrd on April 05, 2019, 09:11:52 am
Avendor follow-up:


Using our new skills,  spring the trap in full.  During the security action, plunge the entire realm of Avendor into a waking nightmare, with the main terrors being a melange of the "desert raiders" with the face of locusts, capering, flaming dwarves, and rotting Spears of Carvana, along with any other horrors the citizenry can think of, only relaxed within our Civic Guard. This should provide an effective screen for their coup, and further serve to  highlight the "lunacy" of the status quo. Once the deed is done,  have whatever government takes power announce an alliance with the folk of Henord, and  continued relations with the "Lord of Southbend".

What do you mean by the security action?
Since the Southbend Expose is being pushed, the Avendor City Council would effectively be enforcing martial law,  using this opportunity to get rid of any further rivals that might stand in our way.


Also, +1 for Void's proposals.
Title: Re: The Rise of a Demon (Number of foxcrow kings:1)
Post by: King Zultan on April 05, 2019, 12:43:54 pm
Master of The Land and Nightmare Walker

Soon dream and reality will be indistinguishable in our realm, a constant nightmare for all.
Avendor follow-up:


Using our new skills,  spring the trap in full.  During the security action, plunge the entire realm of Avendor into a waking nightmare, with the main terrors being a melange of the "desert raiders" with the face of locusts, capering, flaming dwarves, and rotting Spears of Carvana, along with any other horrors the citizenry can think of, only relaxed within our Civic Guard. This should provide an effective screen for their coup, and further serve to  highlight the "lunacy" of the status quo. Once the deed is done,  have whatever government takes power announce an alliance with the folk of Henord, and  continued relations with the "Lord of Southbend".

What do you mean by the security action?
Since the Southbend Expose is being pushed, the Avendor City Council would effectively be enforcing martial law,  using this opportunity to get rid of any further rivals that might stand in our way.


Also, +1 for Void's proposals.
+1
Title: Re: The Rise of a Demon (Number of foxcrow kings:1)
Post by: Urist Mc Dwarf on April 05, 2019, 02:50:21 pm
Mighty General
Speaker of Ten Thousand Lies


We have underlings to take care of the other things.

As for our next action, it is time to start putting the screws into Avar:

Create a large sack of wealth, enough to allow a man to live a life of opulence for several mortal lifetimes, but with each piece cursed to amplify the vices of the owner. Gold coins that bring out the holder's pride, Silver that amplifies envy, cut rubies that amplify wrath, emeralds that invoke greed, and sapphires that strike up lust.

Assume an inconspicuous guise of a wealthy mortal southern refugee who lost his family to the monster attacks, and travel to Avar. Use the cursed wealth to pay for goods and services, further corrupting the people of the city.

Spread the word that you are looking for a new wife (or Harem if that would be appropriate for the culture you are impersonating) and are willing to pay an exuberant bride price for a worthy woman. Send your personal foxcrow to spy on the noblewomen of the town, to try and track down the ones who might be interested in an illicit relationship with a wealthy foreigner.

While in town, seek the services of professionals who can be paid to spend time alone with you (doctors, prostitutes, ect). Once you have these people somewhere private, kill and raise them Lord Southbend style. Order your new peons to continue their everyday lives, seek out and serve the Avar Society without question, but to tell nobody outside the society what has happened to them.


Edit: Unless something else demands our attention, we should work Avar in this manner for several months until Lurrothel is ready to have her child, at which point we should travel to Southbend and use our power to ensure she survives childbirth and recovers quickly. We can leave the kid with Lord and Lady Southbend who are forced to raise it as their own heir, and bring our concubine back to Avar. The nightmares she weave will be the final straw for the city. After a few weeks of Lurrothel's handywork and months our corruption of the populace, a coup should be a simple matter.

I think you meant to say Avendor in this? Avar is already yours. I am writing the update with that assumption for now.
Title: Re: The Rise of a Demon (Number of foxcrow kings:1)
Post by: Urist Mc Dwarf on April 05, 2019, 03:55:49 pm
You gain in power, and your form shifts in two subtle ways to accommodate the sudden change. First, looking closely at you suggests you are made out of earth and plant life. Of course, anyone who looked that closely at you would be gibbering and babbling for the rest of your life, so that doesn’t really bother you. And you have gained an attachment to the land. Unless you will it otherwise, flowers die at your feet and the soil becomes poisoned. Some claim the king is one with the land.

In truth, the land is one with you, and as your might grows so shall its corruption. And the world will learn of this, as the skies and the rain and the very ground you walk on will praise your name and serve your will.

You also become slightly misty in appearance, like you aren’t really there. Like you are just a half-remembered figment of a bad dream. Before, you had to work to enter a dream. Now, stepping between them is as simple as walking and none can match your skill at dreams.

You revel in this sense of increased strength, although admittedly it is not as incredible as you first thought when you felt that first heady sensation and your forgotten knowledge and skill came rushing back. There are limits, but you can feel them stretching as your strength continues to grow.

You turn your attention back to your realm. Satisfied your orders have been understood, you leave the south. Several detachments from the Broken move to Canord, and refugees flock north, only to be greeted with cruelty and abuse. Members of your cavalry and your priests stabilize the situation, and the refugees work on farms and in the mines and forges, adding strength to your industry.

And meanwhile, the desert warriors find the land to be less hospitable than the sands of their home, even with a horde of monsters battling. The water burns their throats when they drink, the crops make their stomachs cramp and hearts slow, and they can find no beasts to hunt. When they sleep, they are torn apart by barely visible horrors, and as they die in their nightmares, they hear a voice saying a word no human tongue can speak. Klx-dryklfx…

Some flee, heading back to their home. Some turn east or west, and eventually find relative safety. A few push on north, and their corpses fertilize the fields they thought they would burn. But behind them come more, always, and so your people stay away from their farms and villages.

Earlier, you created the guise of a wealthy southern refugee. You take it again as you return north, your foxcrow perched on your shoulder, and in your hand you hold a large sack. Day by day, as you walk, you pour a little corruption in it and take a little from the land, and gradually coins and gems and all manner of treasures form inside it, each tainted in some subtle way.

And with that disguise in place, you slip into Avendor, distributing a few of your treasures to some scattered beggars, wincing inwardly at the act of charity even as you take pleasure in the knowledge of what those coins will do. You see a formation of guardsmen marching through the street, and sense a strange mixture of fear, resentment, admiration, and respect come from the surrounding people. Similarly, when you pass a Voice of Change, you can sense a mix of skepticism and belief. But there’s more belief than doubt, which bodes well.

You take a room in an expensive inn, tip generously, and attend a few balls and dances, meeting the lovely ladies of the city and regaling them with tales of your heroics defending the walls of Henord Crossing, riding to the rescue of refugees from Avar, and other such blatant falsehoods. You gift several with trinkets of various types, and send your foxcrow to listen to them in the night. Sending a hideous monster to eavesdrop on wealthy young women in a paranoid city proves ineffective, and some of the families leave the city…with your gifts in tow. You also have to persuade a patrol of Civil Guards that you aren’t a secret agent of the demon or the corrupt priests. Fortunately, enough of them are members of your cult that a whisper in their mind gets the point across.

Hiring doctors and courtesans proves much easier. You made sure to spread word of your painful wounds and horrid nightmares, so no one is confused by your constant need for two common treatments for both.

They die easy. Reanimating them takes only slightly more effort, and they follow your orders obediently. Several people comment on the apparent mass exodus, but very few manage to link it to you. That fact makes their ready acceptance of your brilliant lies slightly less impressive.

Still, the corruption of the city grows at a rapid pace, with literal hundreds of recruits joining the Civil Guard, and most of them going on to become cult members, slowly falling into evil without even realizing it. Laws become stricter, punishments harsher, and the city slowly begins to divide into two armed camps with several thousand caught in between.

You are eagerly preparing to “return to Henord” and witness the birth of your daughter, when you receive a note from Caliwick, delivered by some spirit of darkness which dissolves once you take the letter. It’s short, and hastily written.

“Army formed. Order of monks on the move. Very dangerous. Some desert tribes will ally. Orders?”

Name: Klx-Dryklfx

Time: 10.25 months

Physical Might: 199 +6 ( -24 leakage, -15 gems of corruption, - 10 reanimation, +80 worship)

Mental Might: 199 +6 ( -24 leakage, -15 gems of corruption, - 10 reanimation, +80 worship)

Cults

The Ceaseless Consumption
  Members: 7 seducers, 1 high seducer, 3 Shapers, 346 peons, 3 members of the city council in Avendor, 1096 Civil Guardsmen, 4 priests, 23 merchants, 29 mercenaries, 273 beggars, 24 thieves
  Resources: 35
  Power: 42 (5 spent recruiting, 5 spent training, 5 spent worshipping, 6 spent spreading rumors, 6 spent hunting bandits)

The Avar Society
 Members: 1 seducer, 27 peons, 27 merchants, 19 artisans
Resources: 12
Power: 8 (4 spent throwing parties, 4 spent constructing temple)

17 mutated spies, 15 Voices of Change

Fortresses

Canord
   Strong walls (45), Deep moat (25), Thorn Wall (25), Wards (20), Traps (25), Demonic crops, plentiful mines, Strong aura of domination.

Avar
  Basic Walls (25), Living Ward (15), Demonic Mud Moat (20)

Castle Southbend
  Strong Walls (35), Strong Wards (30), Moat (20), Gargoyle Guards (15), aura of reanimation (-4 slaves/week)

Henord Crossing
  Basic Walls (15), Moat (5), weak aura of domination, partially complete temple (16/20)

Demonic Realm
2200 Peons
1 Doom-Seer, 2 Doom-Seekers, 293 Slaves, 4 Dark Priests, 446 zombies
405 Light Cavalry
225 resources 
+28 power/week, + 40 resources/week (farms, mines, mills), -10 resources/week (upkeep)
Mild corruption, Road Network, Demonic Shrines

Demonic Armies

11 Reavers, 2 Doom-Seekers, 250 thralls, 100 zombies in Canord

100 zombies, 100 skeletons, 30 weeping sores, 100 Spear-Thralls, 1 Spear-Thrallherd, 50 Archer-Thralls, 100 deathless knights, 17 Greshspawn, 90 rangers in Canord/the south

The Broken – 791 chaff (243 thralls, 343 zombies, 128 skeletons, 17 wisp wights, 59 weeping sores), 675 light infantry (300 Spear-Thralls, 1 Spear-Thrallherds, 372 Sword-Thralls, 2 Sword-Thrallherds), 273 heavy infantry (27 Demon-Touched , 1 Demon-Touched Thrallherd, 199 wisp-wretches, 46 heavy swordsman), 279 ranged (272 Archer-Thralls, 2 Archer-Thrallherds, 17 slingers), 31 mages (3 Doom-Seers, 31 Doom-Seekers), 215 heavy cavalry( 5 mounted god-slayers, 210 deathless knights), 23 Infiltrators (18 Hunters, 5 Night-Stalkers), 28 support (15 Dark Priests, 1 Dread Priest, 12 Shapers), 10 siege (8 armored brutes, 2 crushers), 17 incorporeal(17 specters), 90 scouts (rangers)
Barrow Bows – 183 scouts (rangers), 67 light infantry (bandits) in between Avar and Southbend

Champions

Kreth Woemaker
   Physical might: 27 (+11 worship, - 8 corruption, -2 corruption)
   Mental might: 27(+11 worship, - 8 corruption, -2 corruption)
   Other: Magic Cloak, worshipped by the Barrow Bows

Duthrax Soul-Render, First of the Thrall-Herds
  Physical might: 9 + 1
  Mental might: 5+ 1
  Other: Duelist, skilled commander, zombie horse, Herald

Lurrothel, Weaver of Nightmares
  Physical might: 3
  Mental might: 8
  Other: Necromancer, skilled at wards and dream magic, pregnant with your child (2 months till birth)

Caliwick the Arch-Necromancer
   Physical might: 2
   Mental might: 11
   Other: Necromancer, Soulbond, Living Legend

Artifacts

Desecrator
  +6 physical, +6 mental
  Bringer of unholy rot, Reanimator, Focus of Power

Magic Cloak
  Unknown properties

Herald
  +2 physical, + 2 mental
    Inspiring song, crimson regeneration

Title: Re: The Rise of a Demon (Number of foxcrow kings:1)
Post by: Detoxicated on April 05, 2019, 04:50:36 pm
Ally with some tribes and prepare for the Monk Army by laying Out complicated traps throughout the lair.
Title: Re: The Rise of a Demon (Number of foxcrow kings:1)
Post by: Detoxicated on April 06, 2019, 02:58:26 am
Also meet with Our troops but let them enter battle without us. We Strike them from Behind. Beforehand we demoralizr the enemy with visions of despair and Nightmare of betrayal.
Title: Re: The Rise of a Demon (Number of foxcrow kings:1)
Post by: Urist Mc Dwarf on April 08, 2019, 12:59:11 pm
I would like some more votes before I make an update.
Title: Re: The Rise of a Demon (Number of foxcrow kings:1)
Post by: VoidSlayer on April 10, 2019, 12:52:28 am
Invade the dreams of the monks.  Leave normal nightmares but also specific demonic imagery and a battlefield where the dreamer will die.

Alter the land as they move north to include these things in the dreams, twisted hills, mutated plants and whatnot.  The arrange to meet their army with ours in an area we alter to both be to our advantage and match the dreams.
Title: Re: The Rise of a Demon (Number of foxcrow kings:1)
Post by: Weirdsound on April 10, 2019, 02:28:27 am

Have our physician puppets cover for our absence in town by spreading word that they have advised us to seek the aid of an expert based somewhere else on our wounds.

Attend the birth of our daughter before dealing with the Monks. We should be able to use our powers to speed the process up, ensure our concubine's survival, and reduce her recovery time. This shouldn't eat too much valuable time.

Reward Lurrothel by joining forces with her to run amok across the nightmares of the Monk army. While doing this, try impregnating her with a child that will exist primarily within the realm of dreams. After a few weeks of this pleasure, send her away to Avendor with strict orders to deal the final blow to the compromised city and rule it openly in our name by the time her second child is born.


Invade the dreams of the monks.  Leave normal nightmares but also specific demonic imagery and a battlefield where the dreamer will die.

This. But also use the dreams to gather information on individual monks and their families. Build up a mental index of easily corruptible people for us to use at a later date. Also, go out of your way to cater to any dark sadistic desires Lurrothel might have while the two of you are together in somebody elses dreams.
Title: Re: The Rise of a Demon (Number of foxcrow kings:1)
Post by: Urist Mc Dwarf on April 11, 2019, 02:09:37 pm
You leave orders amongst your puppets to cover for your sudden, inexplicable absence, and you are gone from the city before the sun has set. You have yet another war to fight. Flying southwards, you arrive and begin to rush Lurrothel’s birth, pumping demonic magic into the child, accelerating its growth. A dozen slaves are shredded to satisfy Lurrothel’s ravenous hunger, and shrieks of agony begin to fill the air, rebounding off the stone walls. But at long last, your child is born, wrapped in a coating of sludge and ichor.

You hold your child up, and the coating falls away, revealing its gender, such as it is. The demonic energy you forced into it clearly had a mutagenic effect, changing it into a creature of midnight blue, its skin carven with nightmare creatures that seem to run along its flesh. It is also literally made of dreamstuff, and will die without regular access to nightmares.

What is its name?

Lurrothel lies in shock, barely conscious after the agony of the birth, but the prospect of serving you in nightmares proves the perfect motivator. Even though she can’t walk until she heals, she commands various servants and two Doom-Seekers to create a complex ritual circle around her bed.

And together, the two of you begin to dream. You dream of four hundred monks, sleeping in a temple they built out of sacred stones they carried from their distant homes. Around the temple is an island of purity in a sea of corruption, where the grass grows green and brave. And surrounding them, guarding their sleep, are several hundred fierce warriors skilled with shortbow and spear and crescent-headed ax. Around all of them lay wards forged with holy power and words written in a sacred tongue, protecting all who ask for shelter and demanding nothing in return.

It disgusts you. Its mere existence is an unpalatable insult, and it drives you into a frothing rage. Lurrothel, although tired and weakened, is angered by your wrath, and together you tear into the wards which protect their dreams, shattering them like glass. In the temple a dozen of the strongest monks wake with a start, fleeing from your presence, unable to resist.

The remainder find themselves caught within a panicked nightmare, where they are slaughtered again and again on battlefields marked with twisted symbols and hills oozing with decay, on the edge of pools full of noxious fumes and vile fluids. Some unlucky ones see you indulging Lurrothel, and their screams are loud enough to wake the dead…but not to wake the tormented monks.

After what feels like hours, the senior monks transform into living storms of burning sand, and scour their initiates. Many are burnt and abraded by this, but it is enough to shock them awake. Prayers that day are a nervous, tense affair.
They spend much of the day weaving additional dreamwards, but the next night finds only more blood and slaughter and betrayal in their dreams. But on the third night, their defenses are strong enough that their sleep is troubled only by ordinary nightmares, and after that you can never do more than make those a little worse.

Unfortunately, you don’t manage to impregnate Lurrothel again. Apparently, dream sex does not equal regular sex, at least in that sense. She is a little disappointed, although she brightens considerably when you instruct her to prepare for the conquest of Avendor.

The monks are astonishingly strong of will and heart and mind, and you find few who are open to your temptations. But amongst the tribesman who guard them, you find many desperate to protect or be reunited with their family, and many who wish to return home. And of course, there is the usual leavening of ordinary scum.

Even a few of the monks begin to weaken though, when the land around them twists and transforms, and various features from their dreams appear. Though they have formed an island of purity, the taint around it has grown all the stronger. They see this, and the weakest among them begin to despair. Fortunately, they do not see how this has cost you, for the strain of such acts greatly weakened you. It may have been part of the reason your efforts to attack their dreams began to weaken…

But it does not seem to have an impact upon your recruitment efforts. Entire tribes, driven from their homes, agree to join you in battle against the monks, although most are uninterested in truly joining you and would rather return to the desert, and perhaps engage in a bit of trade or raids now and then.

They do give you plenty of information however, including revealing something extremely important: The monks have a weapon that can literally scour away Evil with the light of the sun. It is how they made their little island, and it is what their order is based around. They also tell you quite a bit about the monk’s capabilities:

Most have unnatural grace and strength, thanks to training and ritual enhancements. The more experienced ones can shoot blasts of sand or flame, while the strongest can literally become sandstorms. Even four hundred will be a difficult foe.

But there’s good news as well. Caliwick arrives with some of the monsters he left buried, including another thirty Greshspawn and several lesser dragons.

In Avendor, martial law has been outright declared, but an army has been sent to reinforce the city and investigate the claims of treason.

And Henord Crossing has finished their temple, dedicating it to you with the sacrifice of several “criminals.”

But for now, those are relatively unimportant, compared to the threat these monks pose. They are shaken, and you have found many allies. But they still could be a deadly danger, especially with that weapon.

Name: Klx-Dryklfx

Time: 10.5 months

Physical Might: 167 +6 ( -12 leakage, -10 child acceleration,- 50 massive landscape transformation, +40 worship)

Mental Might: 167 +6 ( -12 leakage, -10 child acceleration,- 50 massive landscape transformation, +40 worship)

Cults

The Ceaseless Consumption
  Members: 7 seducers, 1 high seducer, 3 Shapers, 349 peons, 3 members of the city council in Avendor, 1127 Civil Guardsmen, 4 priests, 24 merchants, 37 mercenaries, 299 beggars, 29 thieves
  Resources: 35
  Power: 42 (5 spent recruiting, 5 spent training, 5 spent worshipping, 6 spent spreading rumors, 6 spent hunting bandits)

The Avar Society
 Members: 1 seducer, 27 peons, 27 merchants, 22 artisans
Resources: 12
Power: 8 (4 spent throwing parties, 4 spent dedicating temple)

17 mutated spies, 15 Voices of Change

Fortresses

Canord
   Strong walls (45), Deep moat (25), Thorn Wall (25), Wards (20), Traps (25), Demonic crops, plentiful mines, Strong aura of domination.

Avar
  Basic Walls (25), Living Ward (15), Demonic Mud Moat (20)

Castle Southbend
  Strong Walls (35), Strong Wards (30), Moat (20), Gargoyle Guards (15), aura of reanimation (-4 slaves/week)

Henord Crossing
  Basic Walls (15), Moat (5), weak aura of domination, desecrated ground

Demonic Realm
2200 Peons
1 Doom-Seer, 2 Doom-Seekers, 280 Slaves, 4 Dark Priests, 446 zombies
405 Light Cavalry
225 resources 
+28 power/week, + 40 resources/week (farms, mines, mills), -10 resources/week (upkeep)
Mild corruption, Road Network, Demonic Shrines

Demonic Armies

11 Reavers, 2 Doom-Seekers, 250 thralls, 100 zombies in Canord

100 zombies, 100 skeletons, 30 weeping sores, 100 Spear-Thralls, 1 Spear-Thrallherd, 50 Archer-Thralls, 100 deathless knights, 49 Greshspawn, 90 rangers, 6 desert drakes in Canord/the south

The Broken – 791 chaff (243 thralls, 343 zombies, 128 skeletons, 17 wisp wights, 59 weeping sores), 675 light infantry (300 Spear-Thralls, 1 Spear-Thrallherds, 372 Sword-Thralls, 2 Sword-Thrallherds), 273 heavy infantry (27 Demon-Touched , 1 Demon-Touched Thrallherd, 199 wisp-wretches, 46 heavy swordsman), 279 ranged (272 Archer-Thralls, 2 Archer-Thrallherds, 17 slingers), 31 mages (3 Doom-Seers, 31 Doom-Seekers), 215 heavy cavalry( 5 mounted god-slayers, 210 deathless knights), 23 Infiltrators (18 Hunters, 5 Night-Stalkers), 28 support (15 Dark Priests, 1 Dread Priest, 12 Shapers), 10 siege (8 armored brutes, 2 crushers), 17 incorporeal(17 specters), 90 scouts (rangers)
Barrow Bows – 183 scouts (rangers), 67 light infantry (bandits) in between Avar and Southbend

Champions

Kreth Woemaker
   Physical might: 27 (+11 worship, - 8 corruption, -2 corruption)
   Mental might: 27(+11 worship, - 8 corruption, -2 corruption)
   Other: Magic Cloak, worshipped by the Barrow Bows

Duthrax Soul-Render, First of the Thrall-Herds
  Physical might: 9 + 1
  Mental might: 5+ 1
  Other: Duelist, skilled commander, zombie horse, Herald

Lurrothel, Weaver of Nightmares
  Physical might: 3
  Mental might: 8
  Other: Necromancer, skilled at wards and dream magic

Caliwick the Arch-Necromancer
   Physical might: 2
   Mental might: 11
   Other: Necromancer, Soulbond, Living Legend

Child
  Physical might: 0
  Mental might: 0
  Other: Baby, living nightmare

Artifacts

Desecrator
  +6 physical, +6 mental
  Bringer of unholy rot, Reanimator, Focus of Power

Magic Cloak
  Unknown properties

Herald
  +2 physical, + 2 mental
    Inspiring song, crimson regeneration

Title: Re: The Rise of a Demon (Number of sandstorm monks:400 or so)
Post by: Weirdsound on April 11, 2019, 04:47:42 pm
We shall call the child 'Firstborn' for now. It will earn a proper name in time. Check to see if it is capable of accessing nightmares on its own; If it is, we can leave it to be raised by poor Lord Southbend as planned. If not, Lurrothel will have to take it with her to Avendor for now until it is at least old enough to 'feed' itself or we can find/train a proper nursemaid with dream magic.

Avendor should be sufficiently weakened so that our concubine can take it without further intervention from us. A regular army stationed in town should prove no match for our dream warfare and intrigue based mythology; The new troops will bend like everyone else. Send the Foxcrow King to keep an eye on her, and to make sure all our other assets in town obey her orders as they would ours. Let her know that we will be disappointed in her if she is not ruling the place openly in our name within the next year or two.

Arrange for the tribesmen who will help us fight the monks (But do not want to join us) to be equipped with the best weapons we can find/make that are not evil or corrupted. They might have to do the bulk of the fighting with that weapon in play. Also, approach their leaders (donning some human guise so as not to scare the shit out of them), and assure them that we respect their independence and appreciate their aid. From the biggest tribe, attempt to secure a formal alliance by taking a wife/concubine from the leader's family, paying a generous bride price in the same sort of cursed wealth we have been using in Avendor.

Let us re-focus our efforts on the weaker monks and tribesmen who have failed to resist our dreams. Switch from tormenting them with nightmares to temping them with dreams of wealth, glory, and conquest. The corruption should not be a cause for despair, but a glorious destiny to celebrate. We only need to flip a handful to massacre the others in their sleep and/or sabotage the weapon.

Speaking of the weapon, let us gather more information on it. Have Caliwick send a few airborne monsters to harass the Temple from above, in hopes of goading them into using the device so we can learn more about its operation and weaknesses.
Title: Re: The Rise of a Demon (Number of sandstorm monks:400 or so)
Post by: Detoxicated on April 11, 2019, 05:49:55 pm
+1
Though i would say Your second Last Paragraph about the temptations ist highly likely to fail. So -1 to that Part.
Besides that good plan...
Title: Re: The Rise of a Demon (Number of sandstorm monks:400 or so)
Post by: King Zultan on April 11, 2019, 05:57:08 pm
+1
Though i would say Your second Last Paragraph about the temptations ist highly likely to fail. So -1 to that Part.
Besides that good plan...
+1
Title: Re: The Rise of a Demon (Number of sandstorm monks:400 or so)
Post by: Weirdsound on April 11, 2019, 11:21:16 pm
+1
Though i would say Your second Last Paragraph about the temptations ist highly likely to fail. So -1 to that Part.
Besides that good plan...

We were told there are both non-monks and weaker monks at the temple. It is worth a try.
Title: Re: The Rise of a Demon (Number of sandstorm monks:400 or so)
Post by: Urist Mc Dwarf on April 12, 2019, 12:05:38 am
I will wait to see if this debate is resolved, at least until morning.

In the meantime, anyone who writes up a good description of the temple gets a point.
Title: Re: The Rise of a Demon (Number of sandstorm monks:400 or so)
Post by: Urist Mc Dwarf on April 12, 2019, 10:03:18 am
Battle will come, but not yet. Naming your child Firstborn until it earns something better, you leave it with the Lord and Lady of Southbend, instructing it to raise the child like it is their own, and you let it have its own diet of nightmares, feeding off the traumatized soldiers within Southbend Castle, especially the former mercenaries and legionaries scattered among your troops.

And Lurrothel is sent north, to Avendor, with instructions to finalize your control over it. The Foxcrow King is sent with her, and she promises to have the city be fully yours within the year. She trembles a little at the prospect of your disappointment, and makes more promises, sounding a little more frantic this time.

You dismiss her, and order the construction of weapons throughout your realm. Axes and swords and spears are forged and shipped south, although most of the tribesmen who will fight with you in exchange for promises of safe passage are hesitant to accept, even if their own weapons aren’t quite as well forged. Apparently having a reputation like yours does not make people inclined to trust your gifts.

However, they prove much more comfortable when you deliver them in the guise of a man, and personally assure them that they are simply good steel weapons. Marriage discussions don’t go as well, however, since part of the ritual for it involves an honor duel, and no one wants to fight a demon. Everyone passes responsibility for several hours, and you barely manage to restrain yourself from ripping several people's heads off.

Your spying attempt goes much better, although there is a cost. Several Greshspawn are sent above the temple, circling above it. You see a monk climb to the roof and then…it is difficult to describe or comprehend, and several people who happened to be glancing in the general direction of it have been blinded. It was a star, on the edge of a knife, and then it glowed with power. Four of the Greshspawn were reduced to ash, and two more had huge portions of their body vaporized. They drifted to the ground and were hacked apart by furious tribesmen, the broken corpses thrown outside the slowly growing island.

Lurrothel arrives in Avendor, and immediately she begins driving the cult harder, as she infiltrates the mage’s college with the help of several lower-ranking members. The Civil Guard seizes full power in Avendor, the two remaining members of the Council who have not joined are executed or assassinated, and several guild leaders are forced into service using binding magic.

Using stolen ingredients and tomes of forbidden lore, she begins preparing a ritual of incredible power to truly make the city yours.

Meanwhile, Kreth resumes his efforts at corrupting the land, pouring power into it. Your presence makes his efforts much easier and the ground moans in agony as it is reshaped, the soil poisoned, the forests darkened. The island of purity the monks have established wavers in the face of this taint, but they manage to maintain it, constructing all manner of sacred wards and blessed runes.

Name: Klx-Dryklfx

Time: 10.75 months

Physical Might: 195 +6 ( -12 leakage, +40 worship)

Mental Might: 195 +6 ( -12 leakage, +40 worship)

Cults

The Ceaseless Consumption
  Members: 7 seducers, 1 high seducer, 3 Shapers, 578 peons, 3 members of the city council in Avendor, 1534 Civil Guardsmen, 6 priests, 117 merchants, 37 mercenaries, 299 beggars, 29 thieves, 7 mages
  Resources: 15( -20 ritual)
  Power: 51 (15 spent recruiting, 5 spent training, 15 spent worshipping, 10 spent keeping order, 5 spent on ritual preparations)

The Avar Society
 Members: 1 seducer, 27 peons, 27 merchants, 22 artisans
Resources: 12
Power: 8 (4 spent throwing parties, 4 spent dedicating temple)

17 mutated spies, 15 Voices of Change

Fortresses

Canord
   Strong walls (45), Deep moat (25), Thorn Wall (25), Wards (20), Traps (25), Demonic crops, plentiful mines, Strong aura of domination.

Avar
  Basic Walls (25), Living Ward (15), Demonic Mud Moat (20)

Castle Southbend
  Strong Walls (35), Strong Wards (30), Moat (20), Gargoyle Guards (15), aura of reanimation (-4 slaves/week)

Henord Crossing
  Basic Walls (15), Moat (5), weak aura of domination, desecrated ground

Demonic Realm
2200 Peons
1 Doom-Seer, 2 Doom-Seekers, 276 Slaves, 4 Dark Priests, 446 zombies
405 Light Cavalry
235 resources (-50 weapons)
+28 power/week, + 40 resources/week (farms, mines, mills), -10 resources/week (upkeep)
Mild corruption, Road Network, Demonic Shrines
Island of Purity

Demonic Armies

11 Reavers, 2 Doom-Seekers, 250 thralls, 100 zombies in Canord

100 zombies, 100 skeletons, 30 weeping sores, 100 Spear-Thralls, 1 Spear-Thrallherd, 50 Archer-Thralls, 100 deathless knights, 43 Greshspawn, 90 rangers, 6 desert drakes in Canord/the south

The Broken – 791 chaff (243 thralls, 343 zombies, 128 skeletons, 17 wisp wights, 59 weeping sores), 675 light infantry (300 Spear-Thralls, 1 Spear-Thrallherds, 372 Sword-Thralls, 2 Sword-Thrallherds), 273 heavy infantry (27 Demon-Touched , 1 Demon-Touched Thrallherd, 199 wisp-wretches, 46 heavy swordsman), 279 ranged (272 Archer-Thralls, 2 Archer-Thrallherds, 17 slingers), 31 mages (3 Doom-Seers, 31 Doom-Seekers), 215 heavy cavalry( 5 mounted god-slayers, 210 deathless knights), 23 Infiltrators (18 Hunters, 5 Night-Stalkers), 28 support (15 Dark Priests, 1 Dread Priest, 12 Shapers), 10 siege (8 armored brutes, 2 crushers), 17 incorporeal(17 specters), 90 scouts (rangers)
Barrow Bows – 183 scouts (rangers), 67 light infantry (bandits) in between Avar and Southbend

Champions

Kreth Woemaker
   Physical might: 27 (+11 worship, - 8 corruption, -2 corruption)
   Mental might: 27(+11 worship, - 8 corruption, -2 corruption)
   Other: Magic Cloak, worshipped by the Barrow Bows

Duthrax Soul-Render, First of the Thrall-Herds
  Physical might: 9 + 1
  Mental might: 5+ 1
  Other: Duelist, skilled commander, zombie horse, Herald

Lurrothel, Weaver of Nightmares
  Physical might: 3
  Mental might: 8
  Other: Necromancer, skilled at wards and dream magic

Caliwick the Arch-Necromancer
   Physical might: 2
   Mental might: 11
   Other: Necromancer, Soulbond, Living Legend

Firstborn
  Physical might: 0
  Mental might: 0
  Other: Baby, living nightmare

Artifacts

Desecrator
  +6 physical, +6 mental
  Bringer of unholy rot, Reanimator, Focus of Power

Magic Cloak
  Unknown properties

Herald
  +2 physical, + 2 mental
    Inspiring song, crimson regeneration

Title: Re: The Rise of a Demon (Number of sandstorm monks:400 or so)
Post by: Weirdsound on April 12, 2019, 12:55:01 pm
Idea: The Monks are surrounded by our corruption on all sides... almost all sides. Work with Kreth to raise a dome of corrupted earth that completely encompass their holy bubble, trapping the Monks in and cutting them off from the sun. We will either starve them to death, or force them to use earth powers, dig out, and abandon their fortified position. Have the tribesmen and perhaps some monsters in position to run them down if they choose option B.

As for the duel for honor, ask if we might use a Human Champion to fight in our stead if they would (wisely) rather not cross swords with a demon. We can pull one of our most talented light infantrymen from the Barrow Bows. Perhaps kill our champion and raise it to a non-obvious state of undeath first to make it more durable.
Title: Re: The Rise of a Demon (Number of sandstorm monks:400 or so)
Post by: King Zultan on April 13, 2019, 04:30:06 am
Idea: The Monks are surrounded by our corruption on all sides... almost all sides. Work with Kreth to raise a dome of corrupted earth that completely encompass their holy bubble, trapping the Monks in and cutting them off from the sun. We will either starve them to death, or force them to use earth powers, dig out, and abandon their fortified position. Have the tribesmen and perhaps some monsters in position to run them down if they choose option B.

As for the duel for honor, ask if we might use a Human Champion to fight in our stead if they would (wisely) rather not cross swords with a demon. We can pull one of our most talented light infantrymen from the Barrow Bows. Perhaps kill our champion and raise it to a non-obvious state of undeath first to make it more durable.

+1
Title: Re: The Rise of a Demon (Number of sandstorm monks:400 or so)
Post by: WyrdByrd on April 13, 2019, 09:55:40 pm
Idea: The Monks are surrounded by our corruption on all sides... almost all sides. Work with Kreth to raise a dome of corrupted earth that completely encompass their holy bubble, trapping the Monks in and cutting them off from the sun. We will either starve them to death, or force them to use earth powers, dig out, and abandon their fortified position. Have the tribesmen and perhaps some monsters in position to run them down if they choose option B.

As for the duel for honor, ask if we might use a Human Champion to fight in our stead if they would (wisely) rather not cross swords with a demon. We can pull one of our most talented light infantrymen from the Barrow Bows. Perhaps kill our champion and raise it to a non-obvious state of undeath first to make it more durable.

+1
+1, but no reanimation.  We should reward  reverence with preferential treatment, and the Barrow Bows worship us.
Title: Re: The Rise of a Demon (Number of sandstorm monks:400 or so)
Post by: Detoxicated on April 14, 2019, 03:23:07 am
Idea: The Monks are surrounded by our corruption on all sides... almost all sides. Work with Kreth to raise a dome of corrupted earth that completely encompass their holy bubble, trapping the Monks in and cutting them off from the sun. We will either starve them to death, or force them to use earth powers, dig out, and abandon their fortified position. Have the tribesmen and perhaps some monsters in position to run them down if they choose option B.

As for the duel for honor, ask if we might use a Human Champion to fight in our stead if they would (wisely) rather not cross swords with a demon. We can pull one of our most talented light infantrymen from the Barrow Bows. Perhaps kill our champion and raise it to a non-obvious state of undeath first to make it more durable.

+1
+1, but no reanimation.  We should reward  reverence with preferential treatment, and the Barrow Bows worship us.
+1
Title: Re: The Rise of a Demon (Number of sandstorm monks:400 or so)
Post by: Urist Mc Dwarf on April 14, 2019, 11:08:22 am
So...reanimation, no reanimation, who wants to break the tie?

If no one does by tonight, I will flip a coin to decide.

And the "What does the temple look like?" challenge is still open.
Title: Re: The Rise of a Demon (Number of sandstorm monks:400 or so)
Post by: Haspen on April 14, 2019, 11:23:26 am
REANIMATE!
Title: Re: The Rise of a Demon (Number of sandstorm monks:400 or so)
Post by: Urist Mc Dwarf on April 14, 2019, 08:25:45 pm
Update will be coming soon, right now reanimation is winning.
Title: Re: The Rise of a Demon (Number of sandstorm monks:400 or so)
Post by: KitRougard on April 14, 2019, 08:33:09 pm
No reanimate, because we can simply watch over the fight and stitch together their wounds!

Or semi-reanimate them, for instance, if their arm takes a nasty blow, we simply make that part of them a zombie under their control.

Ooh... Can we apply necromantic magic to a still-living human? So they're still human, but can ignore blows that would bring others to their deaths?

Grant this man the title of "The Line's Guardian" if so. He stands firmly in both the realms of life and death, sending his chosen to the afterlife, and the rest to the limbo of Undeath.
Title: Re: The Rise of a Demon (Number of sandstorm monks:400 or so)
Post by: Weirdsound on April 14, 2019, 09:53:32 pm
Actually. I'll change my vote to no-reanimate.

If our undead champion takes a blow that would stop a living man and keeps fighting, our necromancy will be exposed, and may damage our relationship with the tribes, a risk we cannot take until the Monks are dealt with.
Title: Re: The Rise of a Demon (Number of sandstorm monks:400 or so)
Post by: Urist Mc Dwarf on April 14, 2019, 11:54:52 pm
Update will come in the morning, homework sucks, I need to sleep.
Title: Re: The Rise of a Demon (Number of sandstorm monks:400 or so)
Post by: Urist Mc Dwarf on April 15, 2019, 09:51:13 am
Negotiations continue with the various tribesmen. You play the kindly, understanding fellow, even as such…simpering boils your blood. You didn’t even kill anyone of them, or transform them into horrible necromantic abominations for the fun of it! You are glad you are the only true demon on this world, because if another saw you, they would surely die laughing. Of course, you would then get to feast upon their essence, but it’s the principle of the thing!

Fortunately, although the tribes are wary of closer ties with a demon, they are also wary of offending one, and when you offer them a mortal champion to fight the honor duel in your stead, none of them are willing to refuse. And so a bandit from the Barrow Bows who has already killed four men in duels steps forth, wielding a heavy steel mace and a buckler painted with your sigil and a large skull.
The other champion is a brother of one of the women you asked to marry, a deadly warrior in his own right. He stands confident and relaxed, seemingly the only person – besides you – who is unconcerned by this duel. This is just part of the ceremony, and one of little consequence. Everyone else seems utterly terrified. They watch with quiet intensity.

The two warriors step into the ring, the grass flattening and withering away at your command to allow the duel to take place on even footing. They circle, mace meeting ax meeting shield, each one testing each other. Then, as the desert champion passes you, he darts forwards, smacks your champion across the head with his ax hard enough to knock him off his feet, and darts towards you, drawing a dagger from an engraved sheathe. You can feel a faint spark of power in it, but not enough to truly harm you. With a sneer of contempt, you start to rise from your seat, your true form beginning to appear beneath your flesh.

But your champion throws his mace. Whether by luck or skill it flies true enough to shatter the other man’s shoulder before you can unmake him, and he falls to the ground. Several around the circle let out a shriek of horror. Everything happened far too fast for them to witness, but they can see their champion has lost.

The woman rises from her seat. “The gods have spoken. There shall be a bride-price.” She says woodenly, and a chest is brought out, and opened to reveal several fine sapphires which are offered to you. You accept, and the wedding begins. It’s a long ceremony, invoking many gods and spirits of the desert, with lots of water poured over the two of you. There’s a lot of subtle crying and angry looks, but no more assassination attempts. Finally, it ends, and you prepare for the next step of your war against the monks.

Working with Kreth, the two of you begin to raise an enormous earthen dome over the temple. The power flows easily through you, and you shape it, making the earth ripple before great stones rise out, thickening as they flow like water in response to your will, closing off the temple from light of day and star, the rock hovering above their skulls in oppressive silence. You hear the sounds of people trying to break through the dome.

Sand scours it, and you see the star that is a knife slashing against it, but the stone has withstood wind and root and storm. Only your strength of will could make it bend or move. Mortals, even mortals with magic taught by an angel and holy relics made from its flesh cannot defy it.  And so they begin to suffer and starve, trapped in their dome, and you turn your attention to other matters for the moment.

Tribesmen have begun filtering back into the desert, but many have offered you their aid in exchange for yours, and they will not break their word. So they wait with you for the next battle in this war.
In Avendor, Lurrothel’s ritual preparations continue. The cult has begun to throw all its efforts into it, determined to complete it as soon as possible. And Henord Crossing gives itself more and more to you every day.

Name: Klx-Dryklfx

Time: 11 months

Physical Might: 201 +6 ( -14 leakage, -20 earth moving,  +40 worship)

Mental Might: 201 +6 ( -14 leakage, -20 earth moving,  +40 worship)

Cults

The Ceaseless Consumption
  Members: 7 seducers, 1 high seducer, 3 Shapers, 578 peons, 3 members of the city council in Avendor, 1534 Civil Guardsmen, 6 priests, 117 merchants, 37 mercenaries, 299 beggars, 29 thieves, 7 mages
  Resources: 5( -20 ritual, +10 theft and corruption)
  Power: 51 (15 spent worshipping, 10 spent keeping order, 20 spent on ritual preparations, 5 spent acquiring resources)

The Avar Society
 Members: 1 seducer, 27 peons, 27 merchants, 22 artisans
Resources: 12
Power: 8 (4 spent throwing parties, 4 spent holding services in temple)

17 mutated spies, 15 Voices of Change

Fortresses

Canord
   Strong walls (45), Deep moat (25), Thorn Wall (25), Wards (20), Traps (25), Demonic crops, plentiful mines, Strong aura of domination.

Avar
  Basic Walls (25), Living Ward (15), Demonic Mud Moat (20)

Castle Southbend
  Strong Walls (35), Strong Wards (30), Moat (20), Gargoyle Guards (15), aura of reanimation (-4 slaves/week)

Henord Crossing
  Basic Walls (15), Moat (5), weak aura of domination, desecrated ground

Demonic Realm
2400 Peons
1 Doom-Seer, 2 Doom-Seekers, 273 Slaves, 4 Dark Priests, 446 zombies
405 Light Cavalry
270 resources
+28 power/week, + 45 resources/week (farms, mines, mills, trade), -10 resources/week (upkeep)
Mild corruption(8/50), Road Network, Demonic Shrines
 Domed Island of Purity

Demonic Armies

11 Reavers, 2 Doom-Seekers, 250 thralls, 100 zombies in Canord

100 zombies, 100 skeletons, 30 weeping sores, 100 Spear-Thralls, 1 Spear-Thrallherd, 50 Archer-Thralls, 100 deathless knights, 43 Greshspawn, 90 rangers, 6 desert drakes in Canord/the south

The Broken – 793 chaff (245 thralls, 343 zombies, 128 skeletons, 17 wisp wights, 59 weeping sores), 676 light infantry (301 Spear-Thralls, 1 Spear-Thrallherds, 372 Sword-Thralls, 2 Sword-Thrallherds), 273 heavy infantry (27 Demon-Touched , 1 Demon-Touched Thrallherd, 199 wisp-wretches, 46 heavy swordsman), 282 ranged (274 Archer-Thralls, 2 Archer-Thrallherds, 18 slingers), 31 mages (3 Doom-Seers, 31 Doom-Seekers), 215 heavy cavalry( 5 mounted god-slayers, 210 deathless knights), 23 Infiltrators (18 Hunters, 5 Night-Stalkers), 28 support (15 Dark Priests, 1 Dread Priest, 12 Shapers), 10 siege (8 armored brutes, 2 crushers), 17 incorporeal(17 specters), 90 scouts (rangers)
Barrow Bows – 183 scouts (rangers), 67 light infantry (bandits) in between Avar and Southbend

Champions

Kreth Woemaker
   Physical might: 27 (+11 worship, - 8 corruption, -2 corruption)
   Mental might: 27(+11 worship, - 8 corruption, -2 corruption)
   Other: Magic Cloak, worshipped by the Barrow Bows

Duthrax Soul-Render, First of the Thrall-Herds
  Physical might: 9 + 1
  Mental might: 5+ 1
  Other: Duelist, skilled commander, zombie horse, Herald

Lurrothel, Weaver of Nightmares
  Physical might: 3
  Mental might: 8
  Other: Necromancer, skilled at wards and dream magic

Caliwick the Arch-Necromancer
   Physical might: 2
   Mental might: 11
   Other: Necromancer, Soulbond, Living Legend

Firstborn
  Physical might: 0
  Mental might: 0
  Other: Baby, living nightmare

Artifacts

Desecrator
  +6 physical, +6 mental
  Bringer of unholy rot, Reanimator, Focus of Power

Magic Cloak
  Unknown properties

Herald
  +2 physical, + 2 mental
    Inspiring song, crimson regeneration

Title: Re: The Rise of a Demon (Number of ritual wedding duels: 1)
Post by: Weirdsound on April 15, 2019, 11:46:32 am
Investigate the effects of the wedding ceremony. Did it give either ourselves or our new wife any sort of connection to the 'gods and spirits of the desert'? If so our next project may be hunting down and subjugating such beings.

Get to know our new wife. What talents does she have? What are her likes and dislikes? What are her vices? If she is too sweet and pure, make her some beautiful jewlery cursed to amplify her wicked thoughts and habits. We do not want to impregnate her (thus giving her an appetite for human flesh) while her family is around, but we could find other ways to make her useful or amusing in the meantime.

Let us reward our champion's efforts with an artifact. He seems skilled at throwing things, so let us make him a terrible bladed boomerang. The arch and angle of the weapon can be controled mentally by wielder who worshipers us. The blades on the weapon drink the blood and soul of any mortal being pierced, so that even a small scratch from the Boomerang is instantly lethal. The boomerang slowly corrupts the souls it consumes, and attunes them to its wielder. This allow the wielder to meditate on the object to obtain knowlege from the captive souls, and should also allow us, in time, to safely mutate and corrupt our champion using the very souls he has claimed as fuel. It should also have a slight mind of its own, and will go out of its way to eventually prick and kill anybody other than its rightful owner who tries to use it.

Return to tormenting the Monks dreams while they starve. Once they are days, if not hours, from death open a portal in the rock dome, and send in our new tribal friends to finish them off. Tell the tribe that the temple, and everything in it except the bodies of the enemy and the magnificent holy weapon (both of which we claim), will be theirs if they can take it. If the tribesmen win, we honor our word, and even offer to buy the temple from them with some of our cursed-vice-enhancing wealth (I doubt a nomadic raiding people would have any strong desire to keep it). If the monks are strong enough, even at the brink of starvation, to gain the upper hand on our tribesmen, seal the dome and do not open it until everything inside has died by battle or starvation. If our raiders win, we continue to play the long game to win them over. If they lose, they can be our undead slaves.
Title: Re: The Rise of a Demon (Number of ritual wedding duels: 1)
Post by: King Zultan on April 16, 2019, 04:20:23 am
Investigate the effects of the wedding ceremony. Did it give either ourselves or our new wife any sort of connection to the 'gods and spirits of the desert'? If so our next project may be hunting down and subjugating such beings.

Get to know our new wife. What talents does she have? What are her likes and dislikes? What are her vices? If she is too sweet and pure, make her some beautiful jewlery cursed to amplify her wicked thoughts and habits. We do not want to impregnate her (thus giving her an appetite for human flesh) while her family is around, but we could find other ways to make her useful or amusing in the meantime.

Let us reward our champion's efforts with an artifact. He seems skilled at throwing things, so let us make him a terrible bladed boomerang. The arch and angle of the weapon can be controled mentally by wielder who worshipers us. The blades on the weapon drink the blood and soul of any mortal being pierced, so that even a small scratch from the Boomerang is instantly lethal. The boomerang slowly corrupts the souls it consumes, and attunes them to its wielder. This allow the wielder to meditate on the object to obtain knowlege from the captive souls, and should also allow us, in time, to safely mutate and corrupt our champion using the very souls he has claimed as fuel. It should also have a slight mind of its own, and will go out of its way to eventually prick and kill anybody other than its rightful owner who tries to use it.

Return to tormenting the Monks dreams while they starve. Once they are days, if not hours, from death open a portal in the rock dome, and send in our new tribal friends to finish them off. Tell the tribe that the temple, and everything in it except the bodies of the enemy and the magnificent holy weapon (both of which we claim), will be theirs if they can take it. If the tribesmen win, we honor our word, and even offer to buy the temple from them with some of our cursed-vice-enhancing wealth (I doubt a nomadic raiding people would have any strong desire to keep it). If the monks are strong enough, even at the brink of starvation, to gain the upper hand on our tribesmen, seal the dome and do not open it until everything inside has died by battle or starvation. If our raiders win, we continue to play the long game to win them over. If they lose, they can be our undead slaves.
+1
Title: Re: The Rise of a Demon (Number of ritual wedding duels: 1)
Post by: WyrdByrd on April 18, 2019, 08:03:58 am
Investigate the effects of the wedding ceremony. Did it give either ourselves or our new wife any sort of connection to the 'gods and spirits of the desert'? If so our next project may be hunting down and subjugating such beings.

Get to know our new wife. What talents does she have? What are her likes and dislikes? What are her vices? If she is too sweet and pure, make her some beautiful jewlery cursed to amplify her wicked thoughts and habits. We do not want to impregnate her (thus giving her an appetite for human flesh) while her family is around, but we could find other ways to make her useful or amusing in the meantime.

Let us reward our champion's efforts with an artifact. He seems skilled at throwing things, so let us make him a terrible bladed boomerang. The arch and angle of the weapon can be controled mentally by wielder who worshipers us. The blades on the weapon drink the blood and soul of any mortal being pierced, so that even a small scratch from the Boomerang is instantly lethal. The boomerang slowly corrupts the souls it consumes, and attunes them to its wielder. This allow the wielder to meditate on the object to obtain knowlege from the captive souls, and should also allow us, in time, to safely mutate and corrupt our champion using the very souls he has claimed as fuel. It should also have a slight mind of its own, and will go out of its way to eventually prick and kill anybody other than its rightful owner who tries to use it.

Return to tormenting the Monks dreams while they starve. Once they are days, if not hours, from death open a portal in the rock dome, and send in our new tribal friends to finish them off. Tell the tribe that the temple, and everything in it except the bodies of the enemy and the magnificent holy weapon (both of which we claim), will be theirs if they can take it. If the tribesmen win, we honor our word, and even offer to buy the temple from them with some of our cursed-vice-enhancing wealth (I doubt a nomadic raiding people would have any strong desire to keep it). If the monks are strong enough, even at the brink of starvation, to gain the upper hand on our tribesmen, seal the dome and do not open it until everything inside has died by battle or starvation. If our raiders win, we continue to play the long game to win them over. If they lose, they can be our undead slaves.
+1
+1. Also, Continue Avendor Corruption.  Begin to bring the surrounding communities into the fold.
Title: Re: The Rise of a Demon (Number of ritual wedding duels: 1)
Post by: Urist Mc Dwarf on April 18, 2019, 10:31:27 pm
That night, after the wedding, your bride sleeps by you, although you can sense her dreams are dark and filled with terror. You begin to probe at her and you, gently brushing each of you with your magical senses, but you find no hint of any connection or mystical bonding. Just complete blankness.

You also take the opportunity to get to know her better, touching her mind as soft as feather. You see her captured, and slitting her captor’s throat before fleeing back home. That seems to be the focus of her nightmares, but you can find other thoughts beneath it. Giving a last meal to a dying hawk. Mending a brother’s wounded knee. Stealing some fruit and sharing it and giggles with her siblings in the shade of a gnarled tree. With a fragment of power, you shape a golden necklace with a ruby shaped like that fruit, designed to enhance her violent instincts and her greed, and gently lock it around her neck, careful not to wake her.

As you do, you suddenly feel immensely tired, and you lay next to her to sleep. The night passes, and her sleep is no longer disturbed. She awakens before you, and touches the necklace. And you awaken, finding a ring on your hand, with a long name carved on it in ornate, flowing script. Her name, you assume. You have absolutely no idea where it came from, but you are fairly convinced it isn’t important. She returns to your family, as you summon your champion in the duel.

He kneels before you, a faint half-smile on his face as he takes in the inside of his tent. He never stops watching, this one, and he does not show any fear, although you can sense the torrent of terror and awe inside him.

You enter his mind and travel back in his memory, to the moment when he killed his opponent. You draw out the hate he felt, the exhilaration, and you bring it out in a pulsing ball of bloody red energy. Focusing your power onto it, you shape it into a lethal boomerang, binding it to his soul with unbreakable ties. The blade will answer only to his call, and return to his hand from wherever it flies.  It drips his hatred from every razor-sharp edge, and the merest scratch infects the flesh with maddening hatred, intense enough to stop the heart of all but the strongest men. It seeks out souls, drinking them in to offer their strength to its wielder, but to trap a soul in such a weapon is a difficult thing.

Even with that minor failure, it is a lethal weapon of great power, and all that is left is the name. ”Keep this blade by your side, and wield it as only you can. Whisper its name, and its strength shall be yours.” He bows lower, takes the weapon – carefully – and speaks. Then he rises. “I thank you, My Lord Klx-Dryklfx. I shall serve you and Lord Kreth well with her.” You dismiss him, and turn your attention to the monks.

Again and again, you attack their dreams and thoughts night and day, but find barriers and blockades everywhere. You worm through chinks in their armor, only to find desperate attackers at every turn. You are strong, but they are many, and some have enough skill to be more than just an irritation. Even so, they are in your territory. In the land of dreams, you are the master. Though it costs you every night, you smash down their defenses and knock aside their feeble defenses, and terror fills their thoughts.

When you are not attacking their dreams, you speak with your wife and learn of the tribes, and make honeyed promises to their other leaders. Some begin to consider staying with you, or at least forming some sort of alliance. And one night, you feel a great tide of magic spread across the land from Avendor.

Lurrothel appears to you, ecstatic, her eyes alight with cruel fire, and she babbles of her brilliant ritual. Costly and complicated, she doubts she will be able to pull it off again without incredible resources, and it took over three hundred lives, many of whom had to be willing. But an entire city was trapped in a waking nightmare, going about their day but truly lost in an eternal hellscape until they broke and swore to serve you. Avendor is yours…although it might not stay that way, with a hostile army approaching, although they still think Avendor is free of your corruption.

In the face of this glorious news, your attention is distracted. And you don’t realize for long moments that somehow the monks have forced their way out of the dome your raised and are fleeing southwards as fast as they can. Nearly a hundred tribesmen who tried to stop them are dead, and they are practically flying on skiffs made of sand.

Name: Klx-Dryklfx

Time: 11.25 months

Physical Might: 200 +6 ( -16 leakage, -10 dream injuries, -5 cursed jewelry, - 10 boomerang  +40 worship)

Mental Might: 200 +6 ( -16 leakage, -10 dream injuries, -5 cursed jewelry, - 10 boomerang  +40 worship)

Cults

The Ceaseless Consumption
  Members: 7 seducers, 1 high seducer, 3 Shapers, 578 peons, 3 members of the city council in Avendor, 1549 Civil Guardsmen, 6 priests, 117 merchants, 37 mercenaries, 15 beggars, 29 thieves, 7 mages
  Resources: 0( -20 ritual, +15 theft and corruption)
  Power: 51 (15 spent worshipping, 10 spent keeping order, 25 spent on ritual)

The Avar Society
 Members: 1 seducer, 117 peons, 27 merchants, 29 artisans
Resources: 13(+1 donations)
Power: 13 (4 spent throwing parties, 6 spent holding services in temple, 3 spent recruiting among the poor)

17 mutated spies, 15 Voices of Change

Fortresses

Canord
   Strong walls (45), Deep moat (25), Thorn Wall (25), Wards (20), Traps (25), Demonic crops, plentiful mines, Strong aura of domination.

Avar
  Basic Walls (25), Living Ward (15), Demonic Mud Moat (20)

Castle Southbend
  Strong Walls (35), Strong Wards (30), Moat (20), Gargoyle Guards (15), aura of reanimation (-4 slaves/week)

Henord Crossing
  Basic Walls (15), Moat (5), weak aura of domination, desecrated ground

Demonic Realm
2400 Peons
1 Doom-Seer, 2 Doom-Seekers, 273 Slaves, 4 Dark Priests, 446 zombies
405 Light Cavalry
270 resources
+28 power/week, + 45 resources/week (farms, mines, mills, trade), -10 resources/week (upkeep)
Mild corruption (8/50), Road Network, Demonic Shrines
 Domed Island of Purity

Demonic Armies

11 Reavers, 2 Doom-Seekers, 250 thralls, 100 zombies in Canord

100 zombies, 100 skeletons, 30 weeping sores, 100 Spear-Thralls, 1 Spear-Thrallherd, 50 Archer-Thralls, 100 deathless knights, 43 Greshspawn, 90 rangers, 6 desert drakes in Canord/the south

The Broken – 793 chaff (245 thralls, 343 zombies, 128 skeletons, 17 wisp wights, 59 weeping sores), 676 light infantry (301 Spear-Thralls, 1 Spear-Thrallherds, 372 Sword-Thralls, 2 Sword-Thrallherds), 273 heavy infantry (27 Demon-Touched , 1 Demon-Touched Thrallherd, 199 wisp-wretches, 46 heavy swordsman), 282 ranged (274 Archer-Thralls, 2 Archer-Thrallherds, 18 slingers), 31 mages (3 Doom-Seers, 31 Doom-Seekers), 215 heavy cavalry( 5 mounted god-slayers, 210 deathless knights), 23 Infiltrators (18 Hunters, 5 Night-Stalkers), 28 support (15 Dark Priests, 1 Dread Priest, 12 Shapers), 10 siege (8 armored brutes, 2 crushers), 17 incorporeal(17 specters), 90 scouts (rangers)
Barrow Bows – 183 scouts (rangers), 67 light infantry (bandits) in between Avar and Southbend

Champions

Kreth Woemaker
   Physical might: 29 (+11 worship, - 8 corruption, -2 corruption)
   Mental might: 29(+11 worship, - 8 corruption, -2 corruption)
   Other: Magic Cloak, worshipped by the Barrow Bows

Duthrax Soul-Render, First of the Thrall-Herds
  Physical might: 9 + 1
  Mental might: 5+ 1
  Other: Duelist, skilled commander, zombie horse, Herald

Lurrothel, Weaver of Nightmares
  Physical might: 3
  Mental might: 8
  Other: Necromancer, skilled at wards and dream magic

Caliwick the Arch-Necromancer
   Physical might: 2
   Mental might: 11
   Other: Necromancer, Soulbond, Living Legend

Firstborn
  Physical might: 0
  Mental might: 0
  Other: Baby, living nightmare

Artifacts

Desecrator
  +6 physical, +6 mental
  Bringer of unholy rot, Reanimator, Focus of Power

Magic Cloak
  Unknown properties

Herald
  +2 physical, + 2 mental
    Inspiring song, crimson regeneration

Nameless Boomerang
   +3 physical, +1 mental
   Returning, lethal poison, minor soul-drinker   


A few things. First, feel free to come up with descriptions and names for your wife and the boomerang guy.

Second, I will be updating the glossary soon. Does anyone have requests for entries?

Title: Re: The Rise of a Demon (Number of ritual wedding duels: 1)
Post by: Weirdsound on April 19, 2019, 02:42:58 pm
Order another flying monster attack to probe the fleeing monks to see if they have brought the holy weapon with them.

If so, do not engage them directly, but work on turning the corrupt land they are fleeing across against them. Try to have the environment kill as many monks as possible and (perhaps more importantly) damage the weapon. Aside from that, track their progress to find out where the survivors wind up, but do not risk engagement.

If they do not have the weapon, however, muster everything under your control that flies or runs quick enough to catch the Monks, and lead an assault.

Congratulate Lurrothel. Tell her that the city is hers to rule, and that through the children we give her it will belong to her family in perpetuity. Tell her that we are presently busy with other matters, and that she is free to deal with the incoming army as she sees fit. If she wishes to impress us, she can come up with some scheme to destroy or corrupt the attackers. Otherwise she can throw up wards, seal the town walls, and torment the army's dreams until we can send help.

Once the Monks are no longer any sort of imminent threat lead the tribesmen into the temple for looting and feasting. Throw them a party as they strip the place bare. Indulge their vices as best you can without going so far (IE cannibalism) as to freak them out. After all is said and done, make them two offers:

1 - We will buy the temple for a large pile of tainted treasure. If they agree, we will rebuild it as a pleasure palace for our new wife.
2 - We would like to offer a grand alliance to the nomadic tribesmen and raiders of the world. Ask that they round up as many clans who are willing to hear us out as they can, and meet us at Castle Southbend at a predetermined later date to discuss terms.


I've got a grand plan. We should build tall, not wide. Use our ability to corrupt the earth to shift all our major holdings into a small area, forming a megalopolis. As we take more towns and cities, we will bring them to the megalopolis as well, which will expand vertically rather than horizontally. We slowly convert most of the rest of our lands into pasture for our tribesmen, some of whom will raise livestock for our megalopolis, and others will be molded into an elite but mortal and corrupted fighting force that we can field against users of holy weapons.
Title: Re: The Rise of a Demon (Number of ritual wedding duels: 1)
Post by: King Zultan on April 20, 2019, 03:11:48 am
Order another flying monster attack to probe the fleeing monks to see if they have brought the holy weapon with them.

If so, do not engage them directly, but work on turning the corrupt land they are fleeing across against them. Try to have the environment kill as many monks as possible and (perhaps more importantly) damage the weapon. Aside from that, track their progress to find out where the survivors wind up, but do not risk engagement.

If they do not have the weapon, however, muster everything under your control that flies or runs quick enough to catch the Monks, and lead an assault.

Congratulate Lurrothel. Tell her that the city is hers to rule, and that through the children we give her it will belong to her family in perpetuity. Tell her that we are presently busy with other matters, and that she is free to deal with the incoming army as she sees fit. If she wishes to impress us, she can come up with some scheme to destroy or corrupt the attackers. Otherwise she can throw up wards, seal the town walls, and torment the army's dreams until we can send help.

Once the Monks are no longer any sort of imminent threat lead the tribesmen into the temple for looting and feasting. Throw them a party as they strip the place bare. Indulge their vices as best you can without going so far (IE cannibalism) as to freak them out. After all is said and done, make them two offers:

1 - We will buy the temple for a large pile of tainted treasure. If they agree, we will rebuild it as a pleasure palace for our new wife.
2 - We would like to offer a grand alliance to the nomadic tribesmen and raiders of the world. Ask that they round up as many clans who are willing to hear us out as they can, and meet us at Castle Southbend at a predetermined later date to discuss terms.


I've got a grand plan. We should build tall, not wide. Use our ability to corrupt the earth to shift all our major holdings into a small area, forming a megalopolis. As we take more towns and cities, we will bring them to the megalopolis as well, which will expand vertically rather than horizontally. We slowly convert most of the rest of our lands into pasture for our tribesmen, some of whom will raise livestock for our megalopolis, and others will be molded into an elite but mortal and corrupted fighting force that we can field against users of holy weapons.
+1
Title: Re: The Rise of a Demon (Number of ritual wedding duels: 1)
Post by: Urist Mc Dwarf on April 22, 2019, 02:22:10 pm
I have a funeral and finals, expect sparse updates.
Title: Re: The Rise of a Demon (Number of ritual wedding duels: 1)
Post by: Detoxicated on April 22, 2019, 02:46:00 pm
I have a funeral and finals, expect sparse updates.
My condolences
Title: Re: The Rise of a Demon (Number of ritual wedding duels: 1)
Post by: Detoxicated on April 24, 2019, 10:24:52 pm
Analyse the Wedding ring that apeared Out of thin Air
Title: Re: The Rise of a Demon (Number of ritual wedding duels: 1)
Post by: Urist Mc Dwarf on April 28, 2019, 03:38:28 pm
I will probably be able to get an update out by Sunday. I hope.