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.
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
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.
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.
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"
+1We 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
Hmm, hmm.+1
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-snip-+1
why people?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.
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".
Corrupt the wells in the villiage.+1, also investigate the ruins if time allows.
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.
+1Corrupt the wells in the villiage.+1, also investigate the ruins if time allows.
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.
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.+1
I'd rather prioritise checking out those ruins- there might be some lingering Evil there we can absorb.
Investigate the Ruins
+1Hmm. 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.+1
I'd rather prioritise checking out those ruins- there might be some lingering Evil there we can absorb.
Investigate the Ruins
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.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, 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. Assuming time allows, explore the castle a bit, and absorb some of the evil energies.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+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. Assuming time allows, explore the castle a bit, and absorb some of the evil energies.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
Name the creatures Boneys, cos I have no imagination.+1
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, 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.Name the creatures Boneys, cos I have no imagination.+1
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.
Agreed. +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.Name the creatures Boneys, cos I have no imagination.+1
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.
+1Agreed. +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.Name the creatures Boneys, cos I have no imagination.+1
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.
Snatch a traveller under cover of night and use them to fuel a ritual to corrupt the blade.+1
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.
+1Snatch a traveller under cover of night and use them to fuel a ritual to corrupt the blade.+1
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.
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.+1
For now we should leave the sword to soak up ambient evil, and then go investigate the other fragments.
+1One 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.+1
For now we should leave the sword to soak up ambient evil, and then go investigate the other fragments.
+1+1One 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.+1
For now we should leave the sword to soak up ambient evil, and then go investigate the other fragments.
+1+1One 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.+1
For now we should leave the sword to soak up ambient evil, and then go investigate the other fragments.
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.+1 to both.
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.
+1I 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.+1 to both.
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+1I 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.+1 to both.
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.
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?
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?
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.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
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.
-snip-+1.
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-
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.-snip-+1.
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-
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.
+1-snip-+1.
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-
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.
I don’t think the village is quite ready for us to reveal ourselves just yet. But we can lay the groundwork.+1, seems wise.
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.
Don't kill the priest.+1
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.
Ah, never-mind my vote, this is better.+1, assuming we keep killing people without the mark.Don't kill the priest.+1
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.
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.
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.
+1Idea 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+1Idea 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+1Idea 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. 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.+1 & 4, try to find a use for the souls whilst raising dead, perhaps as wisp scouts? if not, just eat them.
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, I agree, but we should look into knitting two of the burliest villagers into a single, eight limbed, two headed, swollen hulk.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.+1 & 4, try to find a use for the souls whilst raising dead, perhaps as wisp scouts? if not, just eat them.
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.
Yes to this1. 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.+1 & 4, try to find a use for the souls whilst raising dead, perhaps as wisp scouts? if not, just eat them.
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, 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.Yes to this1. 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.+1 & 4, try to find a use for the souls whilst raising dead, perhaps as wisp scouts? if not, just eat them.
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, 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
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.
-snip-+1 to all, but I suggest we call the undead Wisp Wights.
I like wisp wights!+1
I agree with heading west, keeping eyes open for any hamlets or opportunities. We also should travel at night to stay hidden.
+1, I agree with each of these points.I like wisp wights!+1
I agree with heading west, keeping eyes open for any hamlets or opportunities. We also should travel at night to stay hidden.
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.-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+1.-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.
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?
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?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?
A good idea, but how do you easily kill someone with a skull? Unless you were suggesting transferring the Evil after the fact.Or perhaps we can store the energies in a skull from one of the captives?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?
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.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.
Just be careful with the Mergings, every one we do takes from our following, and thus our power because worship.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?
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.
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.
I like the sound of doing that ritual and putting the energy onto a skull.+1
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.
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 we should absorb the power within the skull and vow never again to make another skull.
If it is hostile, lock it in a box or something to figure out later.
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.+1
If it is hostile, lock it in a box or something to figure out later.
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.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 we should absorb the power within the skull and vow never again to make another skull.
If it is hostile, lock it in a box or something to figure out later.
The entire point of this ritual was to corrupt the sword. Why did guys wanna shove it all into a skull? Grumble grumbleLet's do this, but try to preserve the consciousness, so we have an Evil, sapient sword.
Secure the skull. Take it to the ruins and channel the Evil into the sword.
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.+1
If it is hostile, lock it in a box or something to figure out later.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.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 we should absorb the power within the skull and vow never again to make another skull.
If it is hostile, lock it in a box or something to figure out later.
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.
Well that's good to hear.One is enough, if we make more we should make them weaker just in case
Let's go corrupt that sword now, and only make another one of these when we've got the captives and power to spare.
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.
Hmm I think this requires a course adjustment.I agree, let's corrupt the sword further, than allow the skull demon to attempt possessing it.
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.
+1Hmm I think this requires a course adjustment.I agree, let's corrupt the sword further, than allow the skull demon to attempt possessing it.
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.
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.
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?
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.
-snip--doublesnip--Let's go, Triple Snippish!-
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 all.Alrighty then, so after we get the sword from the castle (Send a Boney, Wisp Wight, and Brute, to show some of our achievements),+1 to the whole plan-snip--Use Quad-Snip!--doublesnip--Let's go, Triple Snippish!-
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.)+1
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.
Master of Mutation II gives you more of a boost to attempting mutations.What about Destroyer of Purity? Increased Evil gain from destroying sacred places, and unspeakable rituals, I'm guessing?
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...
Master of Mutation II gives you more of a boost to attempting mutations.What about Destroyer of Purity? Increased Evil gain from destroying sacred places, and unspeakable rituals, I'm guessing?
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...
In that case, my vote remains as it is. Does Kreth count as an Undead minion, or is he his own category?Master of Mutation II gives you more of a boost to attempting mutations.What about Destroyer of Purity? Increased Evil gain from destroying sacred places, and unspeakable rituals, I'm guessing?
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...
Yeah, I forgot about that one at first.
Kreth is a lesser demon.Ah,
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.
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?
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
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).
How about instead, we name the sword Desecrater? Less generic than Defiler, but a decent, simple enough name for our first Evil weapon.
I support doing all four actions. I'm not fussed on the sword name . I'd prefer Gravecaller for trait though.
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.
+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.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.
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.+1, this should go without saying.
Speaking of, we should raise whatever is still viable in Dresick's graveyard
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.+1
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.
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.
+1. You make several good points, and I feel this plan's superior to my own.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 I'm gonna change my vote to this.+1. You make several good points, and I feel this plan's superior to my own.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.
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.
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:+1
- 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.
+1According 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:+1
- 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.
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.
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.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?
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?
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.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?
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.
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?
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.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.
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.
-snip-+1
+1-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.
Check out the graveyard. Raise what we can if appropriate. Congratulate the commander, and thank Krell for serving well.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.
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.
From henceforth, the Commander shall be known as Duthrax Soul-Render, and he shall be the first and fiercest of our Thrallherds.
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.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".
I'm which case I support Ardent's plan, except for the bit about going West. Maybe send a few seducers that way though?
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.
Indeed, I see I was mistaken. I feel we should have a regimented hierarchy for our marshals, going something like,QuoteFrom 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.
Clever, let's create two new Seducers and send them that way.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.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".
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'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...I'll look into doing something in MS Paint. Does anyone have any suggestions?
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 quite like the idea of a subtle symbol, like the Christians used tht fish symbol back in Roman times.Are we just limiting the seducers to underground recruitment, or will they be directly advertising their religion?
Maybe something like this:
>¡<
I quite like the idea of a subtle symbol, like the Christians used tht fish symbol back in Roman times.
Maybe something like this:
>¡<
+1. I agree with the symbol, but feel we should wait until we've ransacked another 2-3 towns before investigating the castle further.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.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.
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.
Allow Kreth Woemaker to continue razing (and raising) the villages surrounding the ruins of Canord.
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.+1
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.
I agree, with the caveat we move both the Doom-Seers and Doom-Seekers.QuoteAllow 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.
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.
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:
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.Quoten 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.
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?
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?
Physical: 0.5Thank you for clarifying.
Mental: 4.5 maybe.
She will get a little stronger as damage from you forcibly corrupting her fades.
Physical: 0.5Thank you for clarifying.
Mental: 4.5 maybe.
She will get a little stronger as damage from you forcibly corrupting her fades.
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 howwiselyforbidden, 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: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.
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?
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.I think we should go full tilt into Pride and Greed, as our primary motivation is regaining our previous standing.
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.
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?
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.
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.
Yes... I feel like that’s implied by the word knight.Historically, some poorer Knights fought on foot but I should've assumed.
This is my plan for initial preparations:+1
- 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 thelack ofhonors 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.
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.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.
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.
So far the plan seems to be Ardent Debater's plan, and corrupt their dreams. Am I missing anything?I don't believe so.
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.
[X]”Surrender, or your eternal souls shall wish for the sweet embrace of death.”+1!. I've got a lot of plans for what to do with our new recruits, should we succeed.
- 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.
Kill them allTrue, 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.
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).
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.Kill them allTrue, 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.
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).
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.
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.
Sounds good to me.I'm a bit curious as to whether consuming a priest's soul confers a greater benefit than an ordinary human's.
I wonder what freshly murdered warrior will give us. Long dead warrior produced Wisp Wretches after all.
+1I 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.
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:+1 This is an excellent plan, disregard mine.
- 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~snip~+1 This is an excellent plan, disregard mine.
+1+1~snip~+1 This is an excellent plan, disregard mine.
I am too tired for an update right now, so here's a writing challenge instead:*considers diving into another horror-type writing challenge*
Describe the battle from the view of a soldier on either side.
This is my immediate plan:+1
- 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.
Yeah, I can't come up with any better ideas - not that this one's bad, mind you.+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.
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)
This is my immediate plan:Sounds good to me.
- 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.
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.+1
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.
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.
+1We 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.
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.+1 I really like the sound of the second idea.
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.
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.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.
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.
I'm sure we can combine our ideas Wyrdbyrd.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.
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.
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.
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.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.
+1We 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.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.
How do you think we should reward the veterans?
Now that we have acquired some more Thralls, we should look to folding them into our army.+1
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.
Now that we have acquired some more Thralls, we should look to folding them into our army.+1
[snip]
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.
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.
Fair enough. I feel like we've been neglecting our Boneys as of late. Did we ever figure out how they reproduce?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.
Oh, right, Boneys to Reavers, forgot about that.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: Reavers (click to show/hide)
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.
So the current plan is:Also many voted for Lord of Blasphemy
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?
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.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.
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
+1We 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.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.
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
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.
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.
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.+1
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?
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.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.+1
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?
+1I 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.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.+1
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?
Dominion/ army post coming later.
+1+1I 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.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.+1
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?
Dominion/ army post coming later.
+1+1+1I 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.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.+1
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?
Dominion/ army post coming later.
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.+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.
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?
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.
+1Whilst 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.+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.
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?
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.QuoteI 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.QuoteI 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.
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.
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.
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).+1
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.
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.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).+1
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.
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!
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...
+1I 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 to the above+1
+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.
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.
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.QuoteFour 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.
There are lots of small ones in between Southbend and Avendor.
Don't think those ones are in our sphere of influence yet.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.
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?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.
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.
I'll back WyrdByrd's plan.+1
their confidence is shaken, but they still think that once they force you into battle you will lose.
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.Quotetheir 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.
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.+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.
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.
+1I 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.+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.
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.
-Open the gate to let in those who surrender.+1
-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.
-Open the gate to let in those who surrender.+1. "Full army" would probably be referring to the members of the Legion that haven't retreated.
-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.
-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.
-Open the gate to let in those who surrender.+1
-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.
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.+1
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.
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.+1. I like the idea, but we still have to account for the remainders of the army.
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.
...Oh, by the Four that's bloody detailed. +1 it ALL.-snip--supersnip-
+1...Oh, by the Four that's bloody detailed. +1 it ALL.-snip--supersnip-
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.+1
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.
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.
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.
+1.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.
Alright, ideas on how to use the Guard:+1
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.+1.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.
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.+1 And make sure our horse kid can talk.
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.
Facebook of a crow[/b]What would a crow even post on Facebook?
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.+1
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.
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.
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.
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.
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.
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
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.
Master of The Land and Nightmare Walker+1
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".
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.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?
Master of The Land and Nightmare Walker
Soon dream and reality will be indistinguishable in our realm, a constant nightmare for all.
+1Since 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.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?
Also, +1 for Void's proposals.
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.
Invade the dreams of the monks. Leave normal nightmares but also specific demonic imagery and a battlefield where the dreamer will die.
+1+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
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...
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.+1
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, but no reanimation. We should reward reverence with preferential treatment, and the Barrow Bows worship us.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.+1
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.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.+1
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.
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.+1
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. Also, Continue Avendor Corruption. Begin to bring the surrounding communities into the fold.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.+1
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.
Order another flying monster attack to probe the fleeing monks to see if they have brought the holy weapon with them.+1
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.
I have a funeral and finals, expect sparse updates.My condolences