Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 24 25 [26] 27 28 ... 41

Author Topic: The Rise of a Demon (Number of ritual wedding duels: 1)  (Read 32741 times)

WyrdByrd

  • Bay Watcher
    • View Profile

We basically just converted two hundred thralls into twenty-eight elites and some tasty slaughter. I wasn't expecting quite that high a casualty rate, so apparently demonic favour is a highly sought commodity.

Anyway, I propose we reform the Ceaseless Consumption Cult slightly. All those who are in Henord Crossing (as well as the Dark Priests heading that way) should become part of a new cult known as "The Avar Society", which will focus on recruiting the affluent, influential and respected members of Henord Crossing, by throwing lavish private parties where exotic, morally questionable and hedonist pursuits are enjoyed. Each event will culminate with a minor sacrifice (a goat for example) and a praise of our name. Once hearts and minds have been secured, the hedonism and worship can become much more depraved. Life amongst the common people will remain mostly unchanged, for now.

Meanwhile, fifty thralls are sent back to Avar to mine for ore. A few Doom-Seekers and a hundred zombies are also sent back to do all the tedious manual labour, leaving the thralls to do the complicated tasks. The Reavers will accompany them and act as an elite defence force, assuming a horde of zombies isn't enough.

Duthrax is tasked with training the remaining thralls in combat. We now have a lot of spare equipment lying around after the tournament, so we should be fine for a bit.

The Demon-touched will accompany Kreth in pillaging any nearby villages that have avoided our focus.

Finally (maybe firstly?), we shall order Caliwick to liaise with Lurrothel, and have them compare notes on what they do and do not know. Then our various casters will go about raise the contents of any graveyards in the near vicinity.

Also, see if we can find out the following:
- Which mortal lord claims dominion over our lands
- What sort of kingdom is he part of
- How has he not noticed our presence over the last seven months
- The general political landscape in the area
  I agree with most of the  points, but we shouldn't lower Kreth to Thrall work.  Instead, let the motivation come from the surrounding, corrupted neighbors. Spread the word amongst the farms and villages already accepting  of us that an "inspection" is imminent within our new territory, in two weeks or so. If a region is found to be suitably devout, all within  it will be granted boons. The farms will have further blessings bestowed upon their fields, and be granted undead servitors to aid in tilling them (Nothing too impressive, maybe 2 zombies or so per farm, though they could increase that amount by donating their dead).  Any settlements found to be sufficiently faithful will have the honor  of a demonic parish  being founded within their walls, for their instruction on the infernal arts. As a more tangible reward, lessen the first month of tributes within the area by 20 percent. However, if any are found lacking, there will be no recourse from Kreth and the Demon-touched. Ideally, we won't even have to reave them.
 Additionally, we shouldn't have our Dark Priests associated with the Avar Society. Their skills are not meant for hedonistic pursuits and honeyed words.  Rather, we should convert the most enthusiastic of the Society's initiates into Seducers, and teach them the  proper rituals for dedication.

Making  contact with our High Seducer should also be a priority of ours.  We need to find out if the plan succeeded, or her fate if not.  Remember, there is still a castle not under our control in the area.
« Last Edit: February 26, 2019, 10:32:31 am by WyrdByrd »
Logged

King Zultan

  • Bay Watcher
    • View Profile

We basically just converted two hundred thralls into twenty-eight elites and some tasty slaughter. I wasn't expecting quite that high a casualty rate, so apparently demonic favour is a highly sought commodity.

Anyway, I propose we reform the Ceaseless Consumption Cult slightly. All those who are in Henord Crossing (as well as the Dark Priests heading that way) should become part of a new cult known as "The Avar Society", which will focus on recruiting the affluent, influential and respected members of Henord Crossing, by throwing lavish private parties where exotic, morally questionable and hedonist pursuits are enjoyed. Each event will culminate with a minor sacrifice (a goat for example) and a praise of our name. Once hearts and minds have been secured, the hedonism and worship can become much more depraved. Life amongst the common people will remain mostly unchanged, for now.

Meanwhile, fifty thralls are sent back to Avar to mine for ore. A few Doom-Seekers and a hundred zombies are also sent back to do all the tedious manual labour, leaving the thralls to do the complicated tasks. The Reavers will accompany them and act as an elite defence force, assuming a horde of zombies isn't enough.

Duthrax is tasked with training the remaining thralls in combat. We now have a lot of spare equipment lying around after the tournament, so we should be fine for a bit.

The Demon-touched will accompany Kreth in pillaging any nearby villages that have avoided our focus.

Finally (maybe firstly?), we shall order Caliwick to liaise with Lurrothel, and have them compare notes on what they do and do not know. Then our various casters will go about raise the contents of any graveyards in the near vicinity.

Also, see if we can find out the following:
- Which mortal lord claims dominion over our lands
- What sort of kingdom is he part of
- How has he not noticed our presence over the last seven months
- The general political landscape in the area
  I agree with most of the  points, but we shouldn't lower Kreth to Thrall work.  Instead, let the motivation come from the surrounding, corrupted neighbors. Spread the word amongst the farms and villages already accepting  of us that an "inspection" is imminent within our new territory, in two weeks or so. If a region is found to be suitably devout, all within  it will be granted boons. The farms will have further blessings bestowed upon their fields, and be granted undead servitors to aid in tilling them (Nothing too impressive, maybe 2 zombies or so per farm, though they could increase that amount by donating their dead).  Any settlements found to be sufficiently faithful will have the honor  of a demonic parish  being founded within their walls, for their instruction on the infernal arts. As a more tangible reward, lessen the first month of tributes within the area by 20 percent. However, if any are found lacking, there will be no recourse from Kreth and the Demon-touched. Ideally, we won't even have to reave them.
 Additionally, we shouldn't have our Dark Priests associated with the Avar Society. Their skills are not meant for hedonistic pursuits and honeyed words.  Rather, we should convert the most enthusiastic of the Society's initiates into Seducers, and teach them the  proper rituals for dedication.

Making  contact with our High Seducer should also be a priority of ours.  We need to find out if the plan succeeded, or her fate if not.  Remember, there is still a castle not under our control in the area.

+1
Logged
The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

Urist Mc Dwarf

  • Bay Watcher
    • View Profile

You first command Caliwick to speak with Lurrothel and your Doom-Seers, to teach and learn. He cackles briefly, and you seize him to take him back to Avar with you. The journey is largely uneventful, except you learn that he will be banished back to the castle and be unable to leave if the amulet is removed from his neck.

Once in Avar, you begin to set about solidifying your rule in Henord Crossing and the various farms and villages. You send back a small force of thralls and zombies, along with two Doom-Seekers and the Reavers. Once more the mines shall provide weapons and armor for your followers, but in the meantime the dead are stripped of their equipment as more of the soldiers are trained. You reform your followers in Henord Crossing, calling them the Avar Society, and having them organize and throw parties. They draw the resources for these from the town itself, throwing festivities in your name. Many attend reluctantly at first, but find themselves enjoying the affairs, even the sacrificing of goats and pigs and sheep at the end.

You also decide to investigate Lord Southbend and why he has not done anything about you, and you wish to hear from your High Seducer. She is currently in a town to the north of Castle Southbend called Redwerd, built on the shores of a vast lake at the base of a mountain range. The rivers that lead to Avar and Henord Crossing both originate from there, as does a third river which flows north. Which makes it an excellent place for rumors. She has found several reliable ones – a detachment of a thousand legion infantry and five hundred cavalry are moving south to you, and Lord Southbend has been hiring every mercenary he can find as he hunkers behind the walls of his castle. Her “refugees” are scattered across towns and villages, all muttering darkly about how inevitable your conquest is.
And you send Krell and the Demon-touched out to the farms and villages, to inform them of the coming inspections. There are inevitably a few who try to resist. Kreth turns them into zombies.
The Ceaseless Consumption finds their recruitment much more successful now. People don’t fear the Legions the way they did the Spears, and so they are willing to listen to this semi-heretical talk. Some do more than listen.

Your army grows in strength, although it will still be some time before everyone has been trained. Caliwick and Lurrothel have closeted themselves away to try and learn as much magic as possible. The returned necromancer has forgotten much due to his long centuries as a barely-there presence.

There is little to do but preparation. The Legion is nearly two months away, and Castle Southbend stands, if not exactly defiant, then at least resistant. Henord Crossing and the countryside are slowly bringing themselves under your control.  What will you do next?

Name: Klx-Dryklfx

Time: 7.5 months

Physical Might: 102+6 (-4 leakage,+ 14 worship)

Mental Might: ] 102+6 (-4 leakage, +14 worship)

Followers

13 Reavers, 122 thralls, 129 Spear-Thralls, 132 Sword-Thralls, and 130 Archer-Thralls, 8 seducers, 117 peasants, 10 Hunters, 1 High Seducer, 17 Doom-Seekers, 2 Doom-Seers, 18 Dark Priests, 5 god-slayers(mounted), 28 Demon-touched

Servants

17 wisp wights, 8 armored brutes, 2 crushers, 451 zombies, 67 skeletons, 50 wisp wretches, 89 weeping sores, 17 specters

Cults

The Broken
  Members: 13 Reavers, 122 thralls, 129 Spear-Thralls, 132 Sword-Thralls, and 130 Archer-Thralls, 10 Hunters,17 Doom-Seekers, 2 Doom-Seers, 18 Dark Priests, 5 god-slayers(mounted), 28 Demon-Touched
  Resources: 26(+ 4 mines)
  Power: 25(13 spent worshipping you, 4 spent gathering resources, 8 spent training)
The Ceaseless Consumption
  Members: 7 seducers and 21 thralls, and 43 peasants split among 8 locations, 1 high seducer and 62 peasants
  Resources: 0
  Power: 11 (4 spent worshipping you, 2 spent recruiting, 4 spent spreading rumors)
The Avar Society
  Members: 1 seducer, 3 thralls, 11 peasants
Resources: 0 (+4 “donations”, -4 party)
Power: 2(2 spent throwing parties)

Fortresses
Canord
   Strong walls (45), Deep moat (25), Thorn Wall (25), Weak wards(15), Traps(15) Demonic crops, plentiful mines, Strong aura of domination. Inhabited by 50 thralls, 100 zombies, 2 Doom-Seekers, and 13 Reavers.
Avar
  Basic Walls(20), Living Ward(15)

Demonic Realm
1300 Peons (+3 power/week)

Champions
Kreth Woemaker
   Physical might: 10 (-5 zombies, +3 fear)
   Mental might: 10(-5 zombies, +3 fear)
   Other: Magic Cloak

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

Lurrothel, Weaver of Nightmares
  Physical might: 1
  Mental might: 6
  Other: Necromancer, skilled at wards and dream magic
Caliwick the Arch-Necromancer
   Physical might: 2
   Mental might: 11
   Other: Necromancer, Soulbond, Living Legend

Artifacts

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

Magic Cloak
  Unknown properties

Herald
  +1 physical, + 1 mental
    Inspiring song

VoidSlayer

  • Bay Watcher
    • View Profile

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.

WyrdByrd

  • Bay Watcher
    • View Profile

Maybe we can sneak something in as mercenaries, some very loyal thralls, a few seducers or a special mind taker unit?

Priests are the biggest threat from the castle, we can maybe have some kind of assassin get them?

I think if we can take the castle by stealth and subterfuge then invite the legion in before the whole place turns on them would be a goods plan, but it would take a good stealth takeover plan.

Alternatively, we could pop them from the inside. By definition, mercenaries fight for personal gain.  Seeding the castle with Worms of Avarice could amplify tensions within  it.
Logged

Urist Mc Dwarf

  • Bay Watcher
    • View Profile

I would like a little more consensus before I write an update.

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile

I suggest we upgrade some of our Hunters into Night-Stalkers - along with their unnatural agility and mind scan, they can blend into darkness, both natural or otherwise, allowing them to slip by unseen by even the most vigilant of sentries. Coupled with this, they have the ability to mimic the sounds of anything they hear as well as casting their voice even beyond the ability of a mundane ventriloquist. They will also be able to sense magical wards and other area based spells. Finally, they will be made to look identical.

They will be able to climb castle walls and slip by unnoticed at night, misdirect guards in lit areas and thus eliminate their targets without being discovered by either man or magic.

We should produce five of these and have them infiltrate Castle Southbend, to gather information for us. They should not harm the Lord or his family, instead targeting guards and priests accompanying them before disappearing, making it obvious every time that they could have killed the Lord/family member if they wanted to. Meanwhile, they should also assassinate priests and lone sentries, to foster as much panic and fear amongst the garrison as possible.

Meanwhile, we should see if there are any susceptible minds within the castle for us to break or convert. These individuals will be able to help shelter the Night-Stalkers and form a basis for any creeping-corruption plans we have. If we're able to corrupt or break a priest, all the better.

I'm not sure what to do regarding our demesne/army however. Any thoughts?
Logged

Detoxicated

  • Bay Watcher
  • Urist McCarpenter
    • View Profile

I suggest we upgrade some of our Hunters into Night-Stalkers - along with their unnatural agility and mind scan, they can blend into darkness, both natural or otherwise, allowing them to slip by unseen by even the most vigilant of sentries. Coupled with this, they have the ability to mimic the sounds of anything they hear as well as casting their voice even beyond the ability of a mundane ventriloquist. They will also be able to sense magical wards and other area based spells. Finally, they will be made to look identical.

They will be able to climb castle walls and slip by unnoticed at night, misdirect guards in lit areas and thus eliminate their targets without being discovered by either man or magic.

We should produce five of these and have them infiltrate Castle Southbend, to gather information for us. They should not harm the Lord or his family, instead targeting guards and priests accompanying them before disappearing, making it obvious every time that they could have killed the Lord/family member if they wanted to. Meanwhile, they should also assassinate priests and lone sentries, to foster as much panic and fear amongst the garrison as possible.

Meanwhile, we should see if there are any susceptible minds within the castle for us to break or convert. These individuals will be able to help shelter the Night-Stalkers and form a basis for any creeping-corruption plans we have. If we're able to corrupt or break a priest, all the better.

I'm not sure what to do regarding our demesne/army however. Any thoughts?
+1
Logged

WyrdByrd

  • Bay Watcher
    • View Profile

I suggest we upgrade some of our Hunters into Night-Stalkers - along with their unnatural agility and mind scan, they can blend into darkness, both natural or otherwise, allowing them to slip by unseen by even the most vigilant of sentries. Coupled with this, they have the ability to mimic the sounds of anything they hear as well as casting their voice even beyond the ability of a mundane ventriloquist. They will also be able to sense magical wards and other area based spells. Finally, they will be made to look identical.

They will be able to climb castle walls and slip by unnoticed at night, misdirect guards in lit areas and thus eliminate their targets without being discovered by either man or magic.

We should produce five of these and have them infiltrate Castle Southbend, to gather information for us. They should not harm the Lord or his family, instead targeting guards and priests accompanying them before disappearing, making it obvious every time that they could have killed the Lord/family member if they wanted to. Meanwhile, they should also assassinate priests and lone sentries, to foster as much panic and fear amongst the garrison as possible.

Meanwhile, we should see if there are any susceptible minds within the castle for us to break or convert. These individuals will be able to help shelter the Night-Stalkers and form a basis for any creeping-corruption plans we have. If we're able to corrupt or break a priest, all the better.

I'm not sure what to do regarding our demesne/army however. Any thoughts?
+1
  I like the concept, but I think we should take it even further. After all, we only have two months, and  Southbend needs to fall before that. At the moment, the castle is jam-packed with mercenaries,  many of which probably stand at odds against the soldiers directly in the Lord's service.  It would be a mistake to view them as one united garrison.  When the Stalkers infiltrate the Castle, they should find the mercenary company that has the most problems with the Lord, yet still commands respect amongst the other mercs.  When the killings begin, ensure that the first deaths are amongst those that have a grudge with  this company (owes them debts, insulted them,  killed their dog, etc.),  and enough evidence to cast suspicion upon them (having someone hear the mercenary's voice before the killing, for instance). The Stalkers can determine the best course of action based on  their mind scan. Once tempers begin to flare, have the targets alternate  between members of the company and increasingly higher ranked soldiers of the garrison.  If the Stalkers find any information... unsavory about the Lord,  his family, Southbend, or the Empire,  have it disseminated amongst our demense.  At the same time,  create Worms of  Avarice throughout the  castle, in places that would be conducive to vermin. Cesspits, garbage dumps, the mud around the moat- anywhere a pest could thrive. Southbend is gambling on Legion relief. Let's make them rue that choice.


Dominion/ army post coming later.

Logged

King Zultan

  • Bay Watcher
    • View Profile

I suggest we upgrade some of our Hunters into Night-Stalkers - along with their unnatural agility and mind scan, they can blend into darkness, both natural or otherwise, allowing them to slip by unseen by even the most vigilant of sentries. Coupled with this, they have the ability to mimic the sounds of anything they hear as well as casting their voice even beyond the ability of a mundane ventriloquist. They will also be able to sense magical wards and other area based spells. Finally, they will be made to look identical.

They will be able to climb castle walls and slip by unnoticed at night, misdirect guards in lit areas and thus eliminate their targets without being discovered by either man or magic.

We should produce five of these and have them infiltrate Castle Southbend, to gather information for us. They should not harm the Lord or his family, instead targeting guards and priests accompanying them before disappearing, making it obvious every time that they could have killed the Lord/family member if they wanted to. Meanwhile, they should also assassinate priests and lone sentries, to foster as much panic and fear amongst the garrison as possible.

Meanwhile, we should see if there are any susceptible minds within the castle for us to break or convert. These individuals will be able to help shelter the Night-Stalkers and form a basis for any creeping-corruption plans we have. If we're able to corrupt or break a priest, all the better.

I'm not sure what to do regarding our demesne/army however. Any thoughts?
+1
  I like the concept, but I think we should take it even further. After all, we only have two months, and  Southbend needs to fall before that. At the moment, the castle is jam-packed with mercenaries,  many of which probably stand at odds against the soldiers directly in the Lord's service.  It would be a mistake to view them as one united garrison.  When the Stalkers infiltrate the Castle, they should find the mercenary company that has the most problems with the Lord, yet still commands respect amongst the other mercs.  When the killings begin, ensure that the first deaths are amongst those that have a grudge with  this company (owes them debts, insulted them,  killed their dog, etc.),  and enough evidence to cast suspicion upon them (having someone hear the mercenary's voice before the killing, for instance). The Stalkers can determine the best course of action based on  their mind scan. Once tempers begin to flare, have the targets alternate  between members of the company and increasingly higher ranked soldiers of the garrison.  If the Stalkers find any information... unsavory about the Lord,  his family, Southbend, or the Empire,  have it disseminated amongst our demense.  At the same time,  create Worms of  Avarice throughout the  castle, in places that would be conducive to vermin. Cesspits, garbage dumps, the mud around the moat- anywhere a pest could thrive. Southbend is gambling on Legion relief. Let's make them rue that choice.


Dominion/ army post coming later.


+1
Logged
The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?

chubby2man

  • Bay Watcher
    • View Profile

I suggest we upgrade some of our Hunters into Night-Stalkers - along with their unnatural agility and mind scan, they can blend into darkness, both natural or otherwise, allowing them to slip by unseen by even the most vigilant of sentries. Coupled with this, they have the ability to mimic the sounds of anything they hear as well as casting their voice even beyond the ability of a mundane ventriloquist. They will also be able to sense magical wards and other area based spells. Finally, they will be made to look identical.

They will be able to climb castle walls and slip by unnoticed at night, misdirect guards in lit areas and thus eliminate their targets without being discovered by either man or magic.

We should produce five of these and have them infiltrate Castle Southbend, to gather information for us. They should not harm the Lord or his family, instead targeting guards and priests accompanying them before disappearing, making it obvious every time that they could have killed the Lord/family member if they wanted to. Meanwhile, they should also assassinate priests and lone sentries, to foster as much panic and fear amongst the garrison as possible.

Meanwhile, we should see if there are any susceptible minds within the castle for us to break or convert. These individuals will be able to help shelter the Night-Stalkers and form a basis for any creeping-corruption plans we have. If we're able to corrupt or break a priest, all the better.

I'm not sure what to do regarding our demesne/army however. Any thoughts?
+1
  I like the concept, but I think we should take it even further. After all, we only have two months, and  Southbend needs to fall before that. At the moment, the castle is jam-packed with mercenaries,  many of which probably stand at odds against the soldiers directly in the Lord's service.  It would be a mistake to view them as one united garrison.  When the Stalkers infiltrate the Castle, they should find the mercenary company that has the most problems with the Lord, yet still commands respect amongst the other mercs.  When the killings begin, ensure that the first deaths are amongst those that have a grudge with  this company (owes them debts, insulted them,  killed their dog, etc.),  and enough evidence to cast suspicion upon them (having someone hear the mercenary's voice before the killing, for instance). The Stalkers can determine the best course of action based on  their mind scan. Once tempers begin to flare, have the targets alternate  between members of the company and increasingly higher ranked soldiers of the garrison.  If the Stalkers find any information... unsavory about the Lord,  his family, Southbend, or the Empire,  have it disseminated amongst our demense.  At the same time,  create Worms of  Avarice throughout the  castle, in places that would be conducive to vermin. Cesspits, garbage dumps, the mud around the moat- anywhere a pest could thrive. Southbend is gambling on Legion relief. Let's make them rue that choice.


Dominion/ army post coming later.


+1
+1
Logged
Sindari Immortals Play as an immortal being trying to subvert an evil empire of (for now) stronger immortals. On long term hiatus.

Detoxicated

  • Bay Watcher
  • Urist McCarpenter
    • View Profile

I suggest we upgrade some of our Hunters into Night-Stalkers - along with their unnatural agility and mind scan, they can blend into darkness, both natural or otherwise, allowing them to slip by unseen by even the most vigilant of sentries. Coupled with this, they have the ability to mimic the sounds of anything they hear as well as casting their voice even beyond the ability of a mundane ventriloquist. They will also be able to sense magical wards and other area based spells. Finally, they will be made to look identical.

They will be able to climb castle walls and slip by unnoticed at night, misdirect guards in lit areas and thus eliminate their targets without being discovered by either man or magic.

We should produce five of these and have them infiltrate Castle Southbend, to gather information for us. They should not harm the Lord or his family, instead targeting guards and priests accompanying them before disappearing, making it obvious every time that they could have killed the Lord/family member if they wanted to. Meanwhile, they should also assassinate priests and lone sentries, to foster as much panic and fear amongst the garrison as possible.

Meanwhile, we should see if there are any susceptible minds within the castle for us to break or convert. These individuals will be able to help shelter the Night-Stalkers and form a basis for any creeping-corruption plans we have. If we're able to corrupt or break a priest, all the better.

I'm not sure what to do regarding our demesne/army however. Any thoughts?
+1
  I like the concept, but I think we should take it even further. After all, we only have two months, and  Southbend needs to fall before that. At the moment, the castle is jam-packed with mercenaries,  many of which probably stand at odds against the soldiers directly in the Lord's service.  It would be a mistake to view them as one united garrison.  When the Stalkers infiltrate the Castle, they should find the mercenary company that has the most problems with the Lord, yet still commands respect amongst the other mercs.  When the killings begin, ensure that the first deaths are amongst those that have a grudge with  this company (owes them debts, insulted them,  killed their dog, etc.),  and enough evidence to cast suspicion upon them (having someone hear the mercenary's voice before the killing, for instance). The Stalkers can determine the best course of action based on  their mind scan. Once tempers begin to flare, have the targets alternate  between members of the company and increasingly higher ranked soldiers of the garrison.  If the Stalkers find any information... unsavory about the Lord,  his family, Southbend, or the Empire,  have it disseminated amongst our demense.  At the same time,  create Worms of  Avarice throughout the  castle, in places that would be conducive to vermin. Cesspits, garbage dumps, the mud around the moat- anywhere a pest could thrive. Southbend is gambling on Legion relief. Let's make them rue that choice.


Dominion/ army post coming later.


+1
+1
+1
Logged

Urist Mc Dwarf

  • Bay Watcher
    • View Profile

I will update once there’s an army/dominion post.

WyrdByrd

  • Bay Watcher
    • View Profile

Should have one ready tonight.
Logged

WyrdByrd

  • Bay Watcher
    • View Profile

Now that we’ve gained control over the countryside, there shouldn’t be anything standing in the way of further demonic modification. So long as we manage to impose a certain improvement of livelihood upon  the farms and towns, they will probably even welcome it.
In order to do so, we must show people how industrious the dead can be, by distributing the zombies to the farms that qualified.  Demonstrate its value as a replacement for farm animals, beasts of burden, and even unskilled labor. As a further sign of dedication, have a team of Dark Priests construct a simple shrine to us at each qualifying farm, and teach the families that accept some  simple  rites and sacrifices for their new servant’s “maintenance”. Even if some are initially wary, the economic boons generated by such an action will eventually win them over.
As for the villages, have the zombies assigned to them work on constructing defenses and civic improvements, such as palisades, septic pits, and paths within the settlement.  To add a certain level of competition to the process,  mention that the broader goal of this engagement is to determine the site of a great fair, the Festival of Change, to occur  in six months time.

Of course,  we cannot neglect our defenses during this time. Drawing from the best trackers, foresters, and marksmen in the area, a new cadre of hunters should be formed.  These Barrow Bows will use their knowledge of the land to determine how to best turn it against the Legion: what beasts would wreak the most havoc corrupted, what plants would hurt them the most if deprived, the best locations for an ambush,  and so forth. Once that has been determined, the actual alteration and subjugation of the creatures will be turned over to Krieth, who will then work with the Bows in guerilla warfare and terror attacks when the time comes.
The Broken, too, will adapt. The usual thralls will be integrated into the army, but amongst those tested for magic and divine ability, we should set aside those that show a talent for the changing of flesh, be they butchers or apothecaries. Those that do will have the powers of mutation bestowed upon them, and be trained by us personally in the ways of Shaping: being able to both turn a foes’ skin against itself and heal a thrall’s broken body. Once this occurs, they should be placed under the organization of Duthrax.
Lurrothel, however, will be assigned to another, far more important task. Around the periphery of the countryside, she is to create a series of WardStones. These digit-ridden slabs will both catch the Evil energy otherwise lost through leakage, and then channel it into the lands around it: binding and creating spirits for our cause, providing forewarning against those who would do us harm, and shaping the very earth to suit whatever purpose we may need.
As for Callewick he shall go to the hidden  places of power within our region, and awaken any dead he may find there.  After all, he knows the area better than we do.
Any ideas for how to defend Avar? I was thinking of corrupting the mud even further, until it turned into slthis seeething, sucking pool, with caltrops buried underneath for further anti-cavalry. A repaired gate with murder holes might help, too.
« Last Edit: March 04, 2019, 11:18:42 pm by WyrdByrd »
Logged
Pages: 1 ... 24 25 [26] 27 28 ... 41