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Author Topic: The Rise of a Demon (Number of ritual wedding duels: 1)  (Read 52171 times)

Urist Mc Dwarf

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Re: The Rise of a Demon (Number of easy battles:2)
« Reply #525 on: March 23, 2019, 08:34:51 pm »

I would like more actions than building roads and waiting for all your plots to bear fruit for an update, but if there's nothing else you want to do...I will give it a day.

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Re: The Rise of a Demon (Number of easy battles:2)
« Reply #526 on: March 23, 2019, 09:27:38 pm »

Couldnt we send Out to gain immigrants in avar.
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thompson

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Re: The Rise of a Demon (Number of easy battles:2)
« Reply #527 on: March 24, 2019, 02:10:25 am »

Just passing by, but if you really want to be evil you could look into a means of mass producing opium. I'll leave the rest to your imaginations.
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WyrdByrd

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Re: The Rise of a Demon (Number of easy battles:2)
« Reply #528 on: March 24, 2019, 07:51:38 pm »

Will post in about an hour or so.
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WyrdByrd

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Re: The Rise of a Demon (Number of easy battles:2)
« Reply #529 on: March 24, 2019, 10:22:17 pm »

Alright, ideas on how to use the Guard:

Learn about other, non-affiliated outlaw groups through the bandits on our payroll, typically those that would take in Legion deserters. Once we’ve learned their location, send the information to the Consumption and the Guard, setting the scene for a swift and merciless raid.  Any who resist are to be killed on the spot, their bodies left to rot (and, if our influence spreads, reanimate). The prisoners are to be “judged” as soon as the fighting ends, with the standard sentence for guilt being quartered, then hung from the nearest tree. Should any  question why,  claim it’s to reduce their threat in  case of reanimation, while also eliminating  the risk of unintended damage that could be brought on by burns.  Drag any captured Legion deserters back to the nearest settlement that   contains our Voices, and place them on trial, adding high treason to their list of crimes. Should they tell the truth  about what they saw, use this opportunity to deride them further,  and have the Voices turn the crowd’s anger not just on them, but on the idea of  demons causing the crimes at all, positioning their tales as  excuses made by weak men to justify  their own sins,  fairy stories made to hold back the ignorant.  If those amongst the trial make the larger implication, power to them.


At the same time, send emissaries to the bandit groups that have not yet been targeted by the Guards, and attempt to press them into service, both for protection purposes and the promise of future loot. Should any refuse, slaughter them, and send on the locations of any shattered survivors to the Guard.  If our plan succeeds, stories of unimaginable horrors won’t sway them,   and  the method of their destruction would go unquestioned. After all, as established in the Southbound Expose, the “Folk of Henord” have their back.  Regardless, once the raids occur, have our bandit activity begin to decrease in both number and intensity. Incorporate those gained into the Barrow Bows, and have old and new member alike learn from another: the rangers  teaching the outlaws the way around the woods,  and they in turn learning more about combat.




Well corruption magic seems Like the obvious choice. With IT we can create the Land in a Fashion we desire. I would actually suggest to have some mechanics to Work with the mages to apply Knowledge to areas aplicable.

IT IS important to begin building better roads between Our Holdings and to Establish a light cavalry to Scout Our region for enemies and interesting Locations. Payl each settlements a Village and considering establishing demons AS Barons for Locations.

Roads are important. Perhaps we can round up the zombie that were reanimated in battle and form them into a road building crew to connect our settlements.

Aside from that, I think we should bide our time, encourge worship, build strength, and wait for the next opportunity to present itself.

+1.
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Detoxicated

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Re: The Rise of a Demon (Number of easy battles:2)
« Reply #530 on: March 25, 2019, 07:11:31 am »

Alright, ideas on how to use the Guard:

Learn about other, non-affiliated outlaw groups through the bandits on our payroll, typically those that would take in Legion deserters. Once we’ve learned their location, send the information to the Consumption and the Guard, setting the scene for a swift and merciless raid.  Any who resist are to be killed on the spot, their bodies left to rot (and, if our influence spreads, reanimate). The prisoners are to be “judged” as soon as the fighting ends, with the standard sentence for guilt being quartered, then hung from the nearest tree. Should any  question why,  claim it’s to reduce their threat in  case of reanimation, while also eliminating  the risk of unintended damage that could be brought on by burns.  Drag any captured Legion deserters back to the nearest settlement that   contains our Voices, and place them on trial, adding high treason to their list of crimes. Should they tell the truth  about what they saw, use this opportunity to deride them further,  and have the Voices turn the crowd’s anger not just on them, but on the idea of  demons causing the crimes at all, positioning their tales as  excuses made by weak men to justify  their own sins,  fairy stories made to hold back the ignorant.  If those amongst the trial make the larger implication, power to them.


At the same time, send emissaries to the bandit groups that have not yet been targeted by the Guards, and attempt to press them into service, both for protection purposes and the promise of future loot. Should any refuse, slaughter them, and send on the locations of any shattered survivors to the Guard.  If our plan succeeds, stories of unimaginable horrors won’t sway them,   and  the method of their destruction would go unquestioned. After all, as established in the Southbound Expose, the “Folk of Henord” have their back.  Regardless, once the raids occur, have our bandit activity begin to decrease in both number and intensity. Incorporate those gained into the Barrow Bows, and have old and new member alike learn from another: the rangers  teaching the outlaws the way around the woods,  and they in turn learning more about combat.




Well corruption magic seems Like the obvious choice. With IT we can create the Land in a Fashion we desire. I would actually suggest to have some mechanics to Work with the mages to apply Knowledge to areas aplicable.

IT IS important to begin building better roads between Our Holdings and to Establish a light cavalry to Scout Our region for enemies and interesting Locations. Payl each settlements a Village and considering establishing demons AS Barons for Locations.

Roads are important. Perhaps we can round up the zombie that were reanimated in battle and form them into a road building crew to connect our settlements.

Aside from that, I think we should bide our time, encourge worship, build strength, and wait for the next opportunity to present itself.

+1.
+1
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Urist Mc Dwarf

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Re: The Rise of a Demon (Number of easy battles:2)
« Reply #531 on: March 25, 2019, 01:40:09 pm »

You have launched many arrows at distant targets. It will be some time before they land, and so you turn inwards to fortify and improve your realm, sending a horde of zombies southwards to build roads. The slouching horde makes steady progress, with only a couple falling to pieces, and wide roads of hard-packed dirt stretch between settlements. Sections of them are paved with stone, but it will take more time for that to be completed.

You also begin to establish a cavalry force to patrol your realm. They will need a name, but a merchant from Henord Crossing sells you about fifty horses at a very reasonable price, and you gather up another hundred or so living ones. You manage to corral some of the horses you mutated and reanimate some others, bringing up the total number of mounts you have to about four hundred. You gather recruits from among the villages, and send them off to patrol your realm.

Caliwick begins to teach your mages, demonstrating magic which creates demonic strains of crops, reanimates the dead, and induces mutations. Your Seekers and Seers both increase in skill, albeit slowly.

Duthrax continues to train and drill his soldiers, as a few more thralls trickle in to join the army and a few more gain in skill enough to join the Broken proper.

Lurrothel lounges, waited on hand and foot by the Lord and Lady of Southbend, smirking at their forced servility and occasionally gnawing on a bit of flesh as her belly begins to swell.

And Kreth sends his Barrow Bows out to recruit, more bandits to their ranks. He has not said much about what he has been doing lately, although you sense his increasing strength and the increasing corruption in the land. Some of it is centered on a small knot of territory.

But none of that is the focus of your attention this week, as unrest grows in Avendor. The dramatic “truth” of the Southbend Expose sparks a series of riots and counter-riots, and order is only restored with the whole of the Civil Guard. While this unfortunately prevents the hunting/recruitment of bandits, it does provide several other opportunities for graft and recruitment, and as a result, your power in Avendor swells. Unfortunately, several members are caught worshipping you, and are efficiently executed before they can reveal anything damaging.

Even more unfortunately, word comes from Canord. Raiding bands of horsemen and camel riders have been attacking villages to the south which have just started to repopulate, and the few who have been captured suggest that more and worse will come. Apparently, something has made then inner deserts completely uninhabitable, and their people are scattering, fleeing in every direction possible. When asked what this threat is, you receive many contradicting answers, from a creature with wings made of blades to a living black wind. Some reports suggest that these things are fighting each other, some suggest they are allies.

Caliwick looks slightly embarrassed when he hears about this.

Name: Klx-Dryklfx

Time: 9.25 months

Physical Might: 120 +6 ( -6 leakage, -1 zombie horses, +35 worship)

Mental Might: ] 120 +6 ( -6 leakage, -1 zombie horses, +35 worship)

Cults

The Ceaseless Consumption
  Members: 7 seducers, 1 high seducer, 3 Shapers, 96 peons, 3 members of the city council in Avendor, 472 Civil Guardsmen
  Resources: 20 (+ 12 government corruption)
  Power: 27 (10 spent recruiting, 3 spent training, 5 spent worshipping, 5 spent spreading rumors)
The Avar Society
  Members: 1 seducer, 25 peons, 19 merchants, 11 artisans
Resources: 4 (+5 donations, -3 party)
Power: 4(4 spent throwing parties)
17 mutated spies
15 Voices of Change
Fortresses

Canord
   Strong walls (45), Deep moat (25), Thorn Wall (25), Weak wards (15), Traps (15) Demonic crops, plentiful mines, Strong aura of domination.
Avar
  Basic Walls (25), Living Ward (15), Demonic Mud Moat (20)
Castle Southbend
  Strong Walls (35), Strong Wards (30), Moat (20), Gargoyle Guards (15), aura of reanimation (-4 slaves/week)
Demonic Realm
2400 Peons
1 Doom-Seer, 2 Doom-Seekers, 309 Slaves, 4 Dark Priests, 499 zombies
400 Light Cavalry
100 resources (-5 trade)
+28 power/week, + 30 resources/week
Mild corruption
Demonic Armies
11 Reavers, 2 Doom-Seekers, 50 thralls, 100 zombies in Canord
The Broken – 818 chaff (43 thralls, 441 zombies, 227 skeletons, 17 wisp wights, 89 weeping sores), 725 light infantry (400 Spear-Thralls, 2 Spear-Thrallherds, 321 Sword-Thralls, 2 Sword-Thrallherds), 269 heavy infantry (27 Demon-Touched , 1 Demon-Touched Thrallherd, 199 wisp-wretches, 42 heavy swordsman), 332 ranged (313 Archer-Thralls, 2 Archer-Thrallherds, 17 slingers), 30 mages (2 Doom-Seers, 30 Doom-Seekers), 315 heavy cavalry( 5 mounted god-slayers, 310 deathless knights), 23 Infiltrators (18 Hunters, 5 Night-Stalkers), 28 support (15 Dark Priests, 1 Dread Priest, 12 Shapers), 10 siege (8 armored brutes, 2 crushers), 17 incorporeal(17 specters), 180 scouts (rangers), 17 flyers (17 Gresh-spawn) in Southbend
Barrow Bows – 168 scouts (rangers), 39 light infantry (bandits) in between Avar and Southbend
Champions
Kreth Woemaker
   Physical might: 26 (+11 worship, - 8 corruption, -2 corruption)
   Mental might: 26 (+11 worship, - 8 corruption, -2 corruption)
   Other: Magic Cloak, worshipped by the Barrow Bows

Duthrax Soul-Render, First of the Thrall-Herds
  Physical might: 9 + 1
  Mental might: 5+ 1
  Other: Duelist, skilled commander, zombie horse, Herald

Lurrothel, Weaver of Nightmares
  Physical might: 3
  Mental might: 8
  Other: Necromancer, skilled at wards and dream magic, pregnant with your child
Caliwick the Arch-Necromancer
   Physical might: 2
   Mental might: 11
   Other: Necromancer, Soulbond, Living Legend

Artifacts

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

Magic Cloak
  Unknown properties

Herald
  +2 physical, + 2 mental
    Inspiring song, crimson regeneration

Weirdsound

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Re: The Rise of a Demon (Number of easy battles:2)
« Reply #532 on: March 25, 2019, 04:16:51 pm »

Tell Caliwick that we don't know or care what he did, but that he is responsible for it. He is to take his students + The Broken army and travel south to both exploit the refugees heading our way, and prevent whatever is displacing them from coming to our realm. Raiders and refugees are to be captured and screened. The best and brightest amoung them will be allowed to swear fealty to us and move into our realm with their families. The rest are to be killed, mummified, and have their souls trapped within their inanimate corpses, for us to exploit later at our leisure.

We shall then pick out the finest mare at our disposal, and impregnate it. Our second child, once born and named, will be both the leader and namesake of our new cavalry force.

We will then take our mare, and travel south as well. We will temporary pull the heavy cavalry from Caliwick's command, and hunt for a band of horse or camel raider raiders to kill.


I think the time to take full control over Avendor is near at hand. I'm hoping we can eat the minds of some of the raiders we find, and pull enough information so that we can assume mortal form and impersonate a rich southern refugee. We can then travel to Avendor in that guise, and engineer our conquest of that place from within. We can feed the rest of the rider souls to our developing horse baby in hopes of teaching it cavalry tactics.
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Detoxicated

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Re: The Rise of a Demon (Number of easy battles:2)
« Reply #533 on: March 25, 2019, 07:59:50 pm »

Create 100  foxcrows. Foxcrows are demonic Cross able to Speaker and understand all languages. They have Wings and Face of a crow but the Rest of the body is of a fox. They can cackle in horrifying ways.
« Last Edit: March 26, 2019, 04:51:39 am by Detoxicated »
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King Zultan

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Re: The Rise of a Demon (Number of easy battles:2)
« Reply #534 on: March 26, 2019, 04:50:22 am »

Tell Caliwick that we don't know or care what he did, but that he is responsible for it. He is to take his students + The Broken army and travel south to both exploit the refugees heading our way, and prevent whatever is displacing them from coming to our realm. Raiders and refugees are to be captured and screened. The best and brightest amoung them will be allowed to swear fealty to us and move into our realm with their families. The rest are to be killed, mummified, and have their souls trapped within their inanimate corpses, for us to exploit later at our leisure.

We shall then pick out the finest mare at our disposal, and impregnate it. Our second child, once born and named, will be both the leader and namesake of our new cavalry force.

We will then take our mare, and travel south as well. We will temporary pull the heavy cavalry from Caliwick's command, and hunt for a band of horse or camel raider raiders to kill.


I think the time to take full control over Avendor is near at hand. I'm hoping we can eat the minds of some of the raiders we find, and pull enough information so that we can assume mortal form and impersonate a rich southern refugee. We can then travel to Avendor in that guise, and engineer our conquest of that place from within. We can feed the rest of the rider souls to our developing horse baby in hopes of teaching it cavalry tactics.

+1 And make sure our horse kid can talk.


Facebook of a crow[/b]
What would a crow even post on Facebook?
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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.
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Re: The Rise of a Demon (Number of easy battles:2)
« Reply #535 on: March 26, 2019, 04:52:39 am »

Nothing. Crows get their socializing Done in a crowbar.
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Urist Mc Dwarf

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Re: The Rise of a Demon (Number of easy battles:2)
« Reply #536 on: March 26, 2019, 08:57:02 am »

You get a point, just for that pun.

Urist Mc Dwarf

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Re: The Rise of a Demon (Number of easy battles:2)
« Reply #537 on: March 28, 2019, 01:53:12 pm »

You don’t bother asking Caliwick what happened, but he mentions that most of his monsters were located further to the south, as were several uncorrupted holy sites. He suggests that he might be able to recruit some of them if that is the case, but others will fight against you fanatically. You suggest he be prepared to deal with either option. He agrees, having regained his confidence, and immediately begins preparations to move his mages and as much of the army as he can. Duthrax suggests retaining half the Broken and both him and Caliwick take some of the Barrow Bows to bolster their numbers.

You…
[] Agree
[] Disagree
[] Suggest something else

Caliwick departs, eager to regain some control and whatever status he has lost in your eyes. You turn to Avendor, and make further preparations for the conquest. There are several towns in between you and Avendor, not to mention numerous villages and a couple of half-abandoned castles. But you can corrupt the city from within, creating a second stronghold, and possibly one with rather more legitimacy than your ”rebellious” realm. Several random souls are absorbed from raiders, and you take the appearance of a wealthy merchant who fled from Avar to Henord Crossing to Avendor, riding a very fine horse. You also leave the horse pregnant with your child.

Lurrothel is reaching the point where she is beginning to show, and a brief inspection determines that she will be giving birth within a couple months. Nothing unusual for you, you think. But now will give you an opportunity to adjust the traits of your baby.

[] Suggest a gender, possible abilities, etc.

In this guise, you take command of the cavalry and begin to travel south. On the way you catch crows, and corrupt them into twisted amalgamations of vulpine and corvid, making them able to talk and terrorize with screeching, haunted voices. Nearly a hundred of them are released into your land, scattering in every direction. Even if you die, these will remain, to reproduce and spread. You find your knowledge and skill has grown, and you have gained the trait Master of Mutation II.

As you ride, you gain reports from various quarters. The Avar Society has slowly gained ground, and now has a strong voice in the city government. They have begun the construction of a new temple at the behest of the Society. A temple solely dedicated to you.

In Avendor the Civil Guard begins hunting bandits, leaving their brutally tortured and dismembered corpses, and claiming their loot as the property of the empire, to be used to further fund the defense of the city.

Kreth continues to slowly make progress, but it has reached a point where truly corrupting the landscape will require extensive effort on your part.

Name: Klx-Dryklfx

Time: 9.5 months

Physical Might: 146 +6 ( -6 leakage, +4 souls eaten, -3 child, -10 fox-crows, +35 worship)

Mental Might: ] 146 +6 ( -6 leakage, +4 souls eaten, -3 child, -10 fox-crows, +35 worship)

Cults

The Ceaseless Consumption
  Members: 7 seducers, 1 high seducer, 3 Shapers, 96 peons, 3 members of the city council in Avendor, 493 Civil Guardsmen
  Resources: 30 (+6 government corruption, +4 theft)
  Power: 27 (5 spent recruiting, 2 spent training, 5 spent worshipping, 5 spent spreading rumors, 6 spent hunting bandits)
The Avar Society
  Members: 1 seducer, 27 peons, 23 merchants, 11 artisans
Resources: 1 (+5 donations, +4 town government, -3 party, -8 temple)
Power: 8 (4 spent throwing parties, 4 spent constructing temple)
17 mutated spies
15 Voices of Change
Fortresses

Canord
   Strong walls (45), Deep moat (25), Thorn Wall (25), Weak wards (15), Traps (15) Demonic crops, plentiful mines, Strong aura of domination.
Avar
  Basic Walls (25), Living Ward (15), Demonic Mud Moat (20)
Castle Southbend
  Strong Walls (35), Strong Wards (30), Moat (20), Gargoyle Guards (15), aura of reanimation (-4 slaves/week)
Demonic Realm
2400 Peons
1 Doom-Seer, 2 Doom-Seekers, 309 Slaves, 4 Dark Priests, 499 zombies
400 Light Cavalry
100 resources (-5 trade)
+28 power/week, + 30 resources/week
Mild corruption
Demonic Armies
11 Reavers, 2 Doom-Seekers, 50 thralls, 100 zombies in Canord
The Broken – 818 chaff (43 thralls, 441 zombies, 227 skeletons, 17 wisp wights, 89 weeping sores), 725 light infantry (400 Spear-Thralls, 2 Spear-Thrallherds, 321 Sword-Thralls, 2 Sword-Thrallherds), 269 heavy infantry (27 Demon-Touched , 1 Demon-Touched Thrallherd, 199 wisp-wretches, 42 heavy swordsman), 332 ranged (313 Archer-Thralls, 2 Archer-Thrallherds, 17 slingers), 30 mages (2 Doom-Seers, 30 Doom-Seekers), 315 heavy cavalry( 5 mounted god-slayers, 310 deathless knights), 23 Infiltrators (18 Hunters, 5 Night-Stalkers), 28 support (15 Dark Priests, 1 Dread Priest, 12 Shapers), 10 siege (8 armored brutes, 2 crushers), 17 incorporeal(17 specters), 180 scouts (rangers), 17 flyers (17 Gresh-spawn) in Southbend
Barrow Bows – 168 scouts (rangers), 39 light infantry (bandits) in between Avar and Southbend
Champions
Kreth Woemaker
   Physical might: 26 (+11 worship, - 8 corruption, -2 corruption)
   Mental might: 26 (+11 worship, - 8 corruption, -2 corruption)
   Other: Magic Cloak, worshipped by the Barrow Bows

Duthrax Soul-Render, First of the Thrall-Herds
  Physical might: 9 + 1
  Mental might: 5+ 1
  Other: Duelist, skilled commander, zombie horse, Herald

Lurrothel, Weaver of Nightmares
  Physical might: 3
  Mental might: 8
  Other: Necromancer, skilled at wards and dream magic, pregnant with your child
Caliwick the Arch-Necromancer
   Physical might: 2
   Mental might: 11
   Other: Necromancer, Soulbond, Living Legend

Artifacts

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

Magic Cloak
  Unknown properties

Herald
  +2 physical, + 2 mental
    Inspiring song, crimson regeneration

Urist Mc Dwarf

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Re: The Rise of a Demon (Number of easy battles:2)
« Reply #538 on: March 30, 2019, 12:09:32 pm »

I am hoping to continue this.

KitRougard

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Re: The Rise of a Demon (Number of easy battles:2)
« Reply #539 on: March 30, 2019, 04:17:22 pm »

Sorry, sorry. Not sure about the whole situation with splitting the Barrows and Broken and all that... But our child? Hm...
Female, with a strange combination of Lurrothel's dream-weaving and our professional mutation - Able to invade a person's sleep and twist their mind, their body, so when they wake up they have only one wish: Serve Klx-Dryklfx. KILL FOR HIM. Fun stuff, any other ideas?
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