Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 30 31 [32] 33 34 ... 41

Author Topic: The Rise of a Demon (Number of ritual wedding duels: 1)  (Read 34490 times)

Urist Mc Dwarf

  • Bay Watcher
    • View Profile

The local Legion has a fairly standard setup. Their auxiliaries are a mix of horse archers recruited from the area and dwarvish artillery, although the artillery is currently not in use as many of its operators have deserted, been executed, or imprisoned. The force heading to you consists mostly of regular legionaries with the horse archers in support.

WyrdByrd

  • Bay Watcher
    • View Profile

Makes sense. Would you say tensions with the dwarves are high? Also, how sympathetic would you say the  local Legion is to  the Consumption at the moment?
Logged

Urist Mc Dwarf

  • Bay Watcher
    • View Profile

Tensions with dwarves are very high. There are rumors of race riots and mass exoduses going on in the north.

And only slightly- the legion passed through, and while a lot of the rank and file enjoyed it, and the message resonated with them, they aren't planning any action.

WyrdByrd

  • Bay Watcher
    • View Profile

Is Avendor the  only settlement in the area, or are there  smaller ones  closer to Southbend?
Logged

Urist Mc Dwarf

  • Bay Watcher
    • View Profile

There are lots of small ones in between Southbend and Avendor.

Weirdsound

  • Bay Watcher
  • Whoosh!
    • View Profile

Quote
Four of your Dark Priests begin to further dedicate the castle to you, taking the best carved gargoyle and placing it atop the blood-soaked altar, writing legends of your glory on the walls. You pick one and name him to be a Dread Priest, then send another four to help spread word of your glories. They join the Doom-Seekers and Doom-Seer, supporting their more practical demonstrations with rituals, dogma, and sermons. People begin to grow more dedicated in their worship, and several of the more devout farms grow crops as corrupted as those of Canord. The priests however, continue to resist, refusing to swear to you. They are surprisingly devout, enough to make the Doom-Seer slightly uncomfortable.

This bothers me. Send the night stalkers to torment the families of the stubborn clergy until they submit to our faith.
Logged

WyrdByrd

  • Bay Watcher
    • View Profile

Quote
Four of your Dark Priests begin to further dedicate the castle to you, taking the best carved gargoyle and placing it atop the blood-soaked altar, writing legends of your glory on the walls. You pick one and name him to be a Dread Priest, then send another four to help spread word of your glories. They join the Doom-Seekers and Doom-Seer, supporting their more practical demonstrations with rituals, dogma, and sermons. People begin to grow more dedicated in their worship, and several of the more devout farms grow crops as corrupted as those of Canord. The priests however, continue to resist, refusing to swear to you. They are surprisingly devout, enough to make the Doom-Seer slightly uncomfortable.
 

This bothers me. Send the night stalkers to torment the families of the stubborn clergy until they submit to our faith.
These are wandering priests we're talking about. Not likely to have much in the way of family, and those they do probably wouldn't have that many close ties.  If they  chose not to repent, there's no reason for them to stay alive.  Instead, we should take half of the priests gathered, and sacrifice them in front of the assembled congregation. Should any relent,  good  for us. In the event that they still remain defiant, save them for further terrors,  sacrificing one each month leading up to our child's birth, with the  final, most devout being sacrificed upon the date itself. 
Logged

Detoxicated

  • Bay Watcher
  • Urist McCarpenter
    • View Profile

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.
Logged

WyrdByrd

  • Bay Watcher
    • View Profile

There are lots of small ones in between Southbend and Avendor.

Using demonic geometry you start settling surrounding the Castle. The New settlements are placed in a Fashion that when you Put lines between them they Form a huge Rune of summoning. Each settlements ist supposed to build a chapel asap.
Don't think those ones are in our sphere of influence yet.
Logged

Detoxicated

  • Bay Watcher
  • Urist McCarpenter
    • View Profile

Set Up several shrines to US in the Castle so that they are aligned in a summoning Rune.
Logged

WyrdByrd

  • Bay Watcher
    • View Profile

We've already got quite a few  shrines set up. Maybe we could have those assigned to the chapel summon an entity?
Logged

VoidSlayer

  • Bay Watcher
    • View Profile

Instead of summoning something with a region wide rune, what about just pulling in raw magical/demonic energy and using it in a forge to make demonic artifacts or golems?

Also the demonic ecosystem needs food to sustain the carnivorous beasts.  Maybe we can make flesh growing trees out of lots of  slaves that are self sustaining on their torment.

Detoxicated

  • Bay Watcher
  • Urist McCarpenter
    • View Profile

Bad Feng shui to attract evil
Logged

Urist Mc Dwarf

  • Bay Watcher
    • View Profile

Creating bad Feng Shui, at least on a regional scale, would require multiple turns of work.

Detoxicated

  • Bay Watcher
  • Urist McCarpenter
    • View Profile

Well attempt to arrange the interiour of the Castle with Bad Feng shui. Angles are to be Sharp. Human leather is to be used for adornments and in everyone room There should be vases with Alcohol and blood.
Logged
Pages: 1 ... 30 31 [32] 33 34 ... 41