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> Previous threads here: http://suptg.thisisnotatrueending.com/archive.html?tags=dark+spirit+quest
> I'm not using the same hashtag, but it's me, CirrusandN on twitter.

It has been three months since you broke out of the deep, powerful prison which had held you for centuries and centuries. And you have not spent a single moment of those three months idling.

As you slowly grew in power, taking the life force from your victims and subjects and gaining more strength by deep meditation and thought, your forces have not stopped training and preparing. After a month under Skada and Anders, your newfound henchmen, your troops are gaining more confidence and more discipline. Meanwhile, your little fort in a river island has been filled out; triple walls, tipped with spikes, surround a central keep. It's nothing like what you used to have, but you are a creative force. In time, in time.

At the same time, though, you know that all around you threats and opportunities abound. Mathraim, Full-Men, Hinlings, and even new races are showing up in your sights, via reports brought to you by the ravens and crows and starlings. Perhaps it was sheer fortune that you broke out of your chamber just as this corner of the world was being repopulated. Farther west, you hear of even greater deeds of conquest and colonisation occurring, of kingdoms and republics, tribes with fierce leaders.

More on that later. One day at a time.

> What do/say/organise?
> Yes, it's finally here!
>>
>>19137029

Oh yes, your forces. Each unit is 10 men.

Hinlings:
4 units of Bowmen
1 unit of Archers
4 units of Spearmen
1 unit of Spearbearers

Full-men:
1 unit of Axemen
1 unit of Archers

Fortifications:
Island Fort

Subjects:
350 Hinlings
50 Full-men
>>
>>19137029

We should try to establish another fort somewhere. Are there hinlings nearby?
>>
>>19137130

Over the last month, you've sensed something - a large group of hinlings moving southeast, to camp in the foothills of the mountains to your south.

There must be at least three hundred of them; there were six or seven separate clans all coming together. You wonder what this means. The hinlings do have a system of assembling for war, as you know from dealing with them. But you're not sure if it's war they are about to carry out.

> What do?
>>
>>19137162
God damn it CirrusandN stop destroying my social life with these awesome quests
>>
>>19137232

I try my best. And this is a relatively straightforward quest, compared to the others.

As far as you can tell, the Mathraim are not being much more active. The Full-men have become alerted to your presence, and you sense them giving your side of the forests wide berth. That's not a good thing, them being defensive and hiding away. You need more thralls and subjects...

You need to dominate.
>>
>>19137250
Sorry reading up on Dark Spirit Quest so I know what's going on but it sounds like we gotta dominate that group of hinlings before they become a even bigger threat
>>
>>19137250
Are the full-men all together, have a network, or in isolated villages?
>>
>>19137297

No worries.

>>19137325

They appear to be setting up a state, which is what the full-men do best. Everywhere they go, set up a state.

You know there's a big town far up north, at the mouth of another river to your northeast. That's probably the capital. From there smaller settlements radiate; there's another two or three towns near that capital, and more villages outside.

They are quite separated from each other, and you know several hamlets you could probably pick off easily. But they do have a force of rangers who patrol the woods and give advance warning. Maybe picking the hamlets off will not be worth it in the long term...
>>
Oh yes oh yes, can we build a river fleet? Since we're in a river island, we should try to dominate the entire valley first.

But before that, maybe take out the hinlings. Maybe if we cast frost and scattered them somehow.
>>
>>19137342
Knowing where the hamlets are though could help in a long against the rangers in the long run. You know if we decide to get rid of them at one full swoop so the "Ranger warning system" doesn't work that well ( That's if they even bother to go there. I have no idea if they live there or they have "Ranger Huts" are other places. I guess we can chuck this idea for plans at a later date.)
>>
Could you remind us of our abilities?
How about our henchmen? Could you remind what hey can do? What they have been doing past month, did they improve?

>>19137342
We must raid! What are small settlement near-by? Full-men or hinglings?
>>
>>19137364
I second this so we can get more thralls. This could help with the "hamlet warning system". We are so calling this the H.W.S. and market this idea as our own. (Good idea when we need to make more forts)
>>
Well, to be honest, the 'power system' in this setting isn't going to revolve around definite spells. (I have to say, I hate that aspect of RPGs.)

It's more like in Tolkien, where powerful people just have an aura of power, and they could... do things. So far, you've been able to cast dark fogs, frost, and strike terror into the hearts of others.

As for your Champions:

> Skada
He is now a formless shadow, the size of a small cloud, from which arrows shoot out at his foes. His movement speed is far faster at night than in the day.

> Anders
A former human lumberjack, he is now permanently on fire and wields a flail, the Searscourge. He can teleport up to ten paces at a go, in a burst of flames.

As for raiding:

If you're looking for nearby places to raid, well... the fish have been telling you about two small full-men settlements just ten miles downstream of you along the river. At the same time, there are still some lumberjack camps in the forest to your north and east, with three within a day's march.

You could probably launch a sudden attack on some of them, but maybe not all...

> So, what do/find out? Hinlings to your south, full-men to your northeast...
>>
> Oh, also - roll d100 for random event for now as you plan.
>>
rolled 7 = 7

>>19137423

Let's roll.

Also, so the hinlings are one large group? We should take them, for more people to throw at the full-men.
>>
rolled 75 = 75

>>19137423
Rolling (time for some dangerously low numbers)
>>
rolled 83 = 83

>>19137400
I say it would be better to Blitzkrieg the two settlements down the stream. Assault at night?

>Well, to be honest, the 'power system' in this setting isn't going to revolve around definite spells.
I seem to remember we could empower our underlings. IIRC we could do it safely by taking a little bit of spirit essence from everyone under our dominion and having minor upgrade or violently killing one or two for their spirits and having an upgrade of the same power or greater.
Can we permanently upgrade anyone doing that?
>>
rolled 58 = 58

>>19137448
Wow not that bad
>>
>>19137452

To reward that roll, you have one boon you could grant to either of your Champions.

Alternatively, you could make another Champion, but two seems about right for the size of your forces right now...

> So, attack the two small full-men villages, or the large hinling encampment? The full-men villages together have about... 40 men. The hinling camp has maybe 300. And those three lumber camps together have maybe about... 80 people?
> Also, you sense that other than that encampment of hinlings, the other hinlings seem to have backed off from this patch of forest. They might know about what's going on now...
>>
rolled 70 = 70

>>19137482
I say attack the Hinlings if people are anythign like the real world they will ignore the attack and try to protect what they own a.k.a the land they own (I guessing the Full-Men will ignore the attack on the Hinlings and play it defensively)
>>
>>19137512
(same poster) due to the fact Full-Men don't care about the Hinlings
>>
rolled 78 = 78

>>19137482
>Skada
He can teleport in any shadow he can see as long as he is under a shadow (works during the day too but is less effective sicne there aren't as many shadows)

We should give a temporary buff to the army that we will send out. I say perfect night vision since we are attacking at night?
>>
Also, making dinner now, replies will be slow. Bear with me.
>>
>>19137522
Sounds good just wondering who we are gonna attack now
>>
>>19137522

You give Skada that ability. In nighttime, it makes him almost unstoppable then.

Meanwhile, you can give them perfect night vision, but if you do that you will be limited in what powers you have left to attack the enemy directly with. Would you like to buff your soldiers, or save the energy?

Anders thinks you should buff the soldiers. 'If they run in the night, master, it would be easier for us to catch them.'

'They can see by your light, Anders, you're a bloody walking torch.'

The two of you laugh heartily at that. What, dark lords can't do humour? Pish.

> So, who attack? (Still cooking.)
>>
rolled 91 = 91

>>19137527
I think both targets are valid. There are more hinglings to capture but they have weaker spirits than Full-men. Actually, that is probably a good thing since they are more likely to surrender.
Also, we can easily give them bows and use "blot out the sun with arrows" tactitcs.

So, lets raid Hinglings?
As always, attack at night. Use clod fog or dark smoke to obscure our offense (at night the smoke should not be visible to other settlement). We will lead the assault and use our Presence to force them to surrender. We need thralls.
>>
rolled 55 = 55

>>19137553
Since we have a big army, we don't have to rely on our offensive powers. As long as we can use some power to instill terror and obedience that would be enough (besides, we could just grab an enemy and directly drink its spirit to fuel a power)
>>
>>19137555
Second this
>>
Second hinlings, to gain manpower.

Also, we can split up our armies. Anders leads the direct assault, Skada leads a bunch up the hills to come down and catch anyone who tries to run.
>>
>>19137597
>>19137571
>>19137569
>>19137555

> Hinlings
> Battle advantage: Highly Favourable!

You decide to wait for a moonless night before assembling your troops. Your instructions are, as ever, terse and to the point. And then, you give them their boon, and they cry out, clutching at their eyes.

'It's bright! It's bright, master! We see you, master, we see you!'

This is all very well. Skada has scouted ahead and come back. He says the hinlings appear to be unprepared. There's been a large feast of some sort, and many of them are drunk.

At the same time, he's also found a route that leads round to the flank of the encampment. As you reach the site itself, you see the encampment is flanked by two hills - which idiot recommended this place?

> Any buffs, offensive powers to use at night, before you launch the attack? Roll d100 and just come up with your ideas.
> You and Anders are leading the main force, and Skada is taking 2 units of hinling Bowmen with him to take the hill and shoot the enemy.
>>
rolled 45 = 45

>>19137635
>> Any buffs, offensive powers to use at night, before you launch the attack? Roll d100 and just come up with your ideas.
Nah. Doesn't look that there is any need for this.

I say spreading some smoke or fog that makes our enemies pessimist and defeatist so that they don't out up much resistance.
Tell our men to try to not kill, preferring capture.
>>
rolled 8 = 8

>>19137635
Buff up the Spearmen and Spearbearers with endurance so they won't tire in battle ( Being a Dark Lord makes me giddy beyond reason)
>>
>>19137659
Looks like your no buff roll beat my pathetic 8
>>
rolled 72 = 72

>>19137635
I don't think we need to waste any energy on buffing our soldiers.

We should use it for some kind of Presence aura, so that they surrender immediately.
>>
>>19137685
Second this ( Please Dice Gods Give me a High Roll no whammy no whammy STOP)
>>
rolled 1 = 1

>>19137722
Forgot the dice which could be a bad sign
>>
rolled 51 = 51

>>19137727
>>19137722

I'm laughing so hard now
>>
> Sorry guys, still cooking. But here I am.

You decide against launching any direct offensive buffs. Instead, all you do is puff up the enormity of your existence, so that when you finally give the order to attack, it emerges from you in a single, terrible utterance which rolls about the valley, rousing the birds and beasts in panicked flight, and awaking all the hinlings in surprise.

'My people! Destroy them!'

Anders leads the charge, and his flail slashes through several of the guards, gaining entry into the camp. At the same time, Skada launches arrows into the camp, so the half-blind hinlings are soon pinned to the ground, wailing in pain.

You savour that pain and spirit, but you soon sense that your forces simply aren't enough to corral the whole lot in. At least seventy or eighty of them have found a path out, and are making a break for it over the hills!

> What do? Give chase and split your forces more? Or take what you've got? Or something else? Again, roll d100 for any buffs - I'll have tighter limits this time since you're spending on Presence.
>>
>>19137727
Wow I don't even feel bad I just amazed at this nat one
>>
>>19137736
send some scouts to track them down and attack them in the day when they are exhausted
>>
> That nat 1 is not being wasted, by the way. It will emerge now or soon.

> What, I'm a sadist, what?
>>
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>>19137772
A total sadist
>>
>>19137760

Second this. Maybe send Skada along. But be very careful. Meanwhile we consolidate our gains.
>>
>>19137760
>>19137806

You send Skada and a unit of bowmen to track those fleeing Hinlings down, and meanwhile you move down into the remnants of the camp. The prisoners, crying and wailing, are being gathered and brought before you.

> Roll for loot! Since you have enough to eat for the most part now, loot counts will focus mostly on items and gold and coins, etc.

Also, as you look them over, you feel triumph... but also a certain unease, about Skada and the hinlings in his team. There's... there's something over in the west where they've fled. You can't put a finger on it, but it's an old, familiar feeling...

You know the tracking itself will go fine, though.

> What do/say?
>>
rolled 57 = 57

>>19137834
We need some sweet loot
>>
rolled 5 = 5

>>19137834


LOOTAN GAEMS.
>>
rolled 26 = 26

>>19137834
Loot roll.

Tell Anders to reinforce Skada. You've got a bad feeling about this.
>>
>>19137834

Loot, please!

Focus on enthralling the healthy, eat those who are wounded. Do we still have our blacksmith?
>>
rolled 24 = 24

>>19137834

Looting is the foundation upon which our economy shall grow.
>>
rolled 29 = 29

>>19137834

Look over the new prisoners. If you feel anyone who will resist your new rule, kill them on the spot by visibly sucking their spirit.
Use the power gained to reinforce your presence
>>
rolled 90 = 90

>>19137876

Roll is here.
>>
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>>19137889
I'm sorry I'm laughing so hard right now the Dice Gods are so mad
>>
>>19137889

We are now BR's.

Gib moni or i kil u.
>>
>>19137870
>>19137876
>>19137889
>>19137888

Nice roll!

You do have your blacksmith. And with a cursory count, you have 210 hinlings captured. Many of them are wounded, though, and you gather them in front of the others and raise your arms, tearing their spirits apart as yellow, shadow-wreathed flames burst from their limbs.

'Noo!' The wailing and keening raises a notch. You then use the power, still struggling vainly to resist being consumed, and cast it over the others, and suddenly there is a deep, eerie silence.

'You are mine.'

'No... you are...'

'You are mine.'

'We... we are yours.'

> You have gained 140 hinlings! (490)

Loot:
> Bolts of silk: 8 (12 in store)
> 320 silver coins (482)
> 115 gold coins (156)

> I'll generate the other items now, food is going to get overcooked!
>>
>>19137945
Any of these have special skills?

Now that they are ours, direct them to our fortress with a small escort.
We, with Anders and other soldiers, we go and meet up with Skada.
>>
Right, more loot:

> 3 Amethysts
> 1 Ring. This ring feels... somehow magical. You sense it provides a certain resistance to cold. A bit funny for a cold-wielding spirit to use it, but well...
> 30 spears
> 20 swords
> 20 crossbows

It seems they really were, in some way, gearing up for war.

You send off the several hinlings with smithing skills to toil in the blacksmith, while sensing that some of the hinlings are herbalists. You probably have enough to staff an apothecary, so you build one.

Meanwhile, Anders has been sent back. 'Skada says I could be seen from miles off,' he says... which is kind of true. But now Skada has been reinforced with another unit of bowmen.

It's nearly dawn when you get everything sorted out...

> What do/say? The tracking is still going on. You still have that nagging feeling... roll d100, with a severe penalty, if you want to try and discern its nature.
>>
rolled 99 = 99

>>19138022
We got to try
>>
rolled 52 = 52

>>19138022
Can we give another boon to our henchmen?
I'd like to improve Ander's pyromancy so that he has complete control over it. He could put down his flames to nothing, visibly looking just like an average human.

> What do/say? The tracking is still going on. You still have that nagging feeling... roll d100, with a severe penalty, if you want to try and discern its nature.

Wait for Skada and for any prisoners he caught. We should dominate them on the spot
>>
>>19138039
Wow I redeemed myself kinda for that nat 1 ( It's for the discerning thing we got to do)
>>
>>19138022
>>19138039

HOLY SHIT.

Apparently the Dice Gods don't agree with OP's severe penalty.
>>
>>19138042
>>19138039

> 99: Niiiice. Well, *not* nice.

Your mind floats out to the presences you sensed... they resist your attempts at identification. But you force yourself to see. You open your eyes. And then you freeze.

Oh. It's *them*. The Halvare. One of them is worth 200 full-men in their innate power - and 200 full-men in their power to fight against you. You know Skada, Anders, and all the troops together will have nothing on even a small group of them.

Immediately you send the ravens to call them back...

> Roll d100 with bonus, for success!

Meanwhile, you could give that boon, but that'd use up quite a bit of the energy you just got. You could use that for other things, enhancing your settlement for instance...

Go ahead anyway?
>>
rolled 89 = 89

>>19138104
>Go ahead anyway?
Nah, will wait for now. We need to improve our settlement somehow.

Also, more info on Halvare
>>
>>19138104
>Oh. It's *them*. The Halvare. One of them is worth 200 full-men in their innate power - and 200 full-men in their power to fight against you.

I don't get it. How many Halvare are there right now? And does each of them have 200 men under them?
>>
>>19138104
>>19138120
I say try to use the upgrade to hide where the settlement is from the Halvare
>>
>>19138137
btw I roll the 99 so I ain't gonna roll for awhile even though I really want to
>>
>>19138135

No, he is saying that the Halvare are basically Demi-God's, probably no-where near as powerful as us in our Prime, but each is worth in sheer power the equivalent of 200 Full-Men.
>>
>>19138137
>>19138135
>>19138120

The Halvare are an old, long-lived race. People always say they are dwindling and fading away, especially full-men who always catch merely a glimpse of their wandering, solitary natures.

You know better. They don't dwindle, and they don't grow. They've been around for ages upon ages. They don't normally group in anything larger than a warband; but their learning, the power of their spirit and their sheer enormity of presence means that each single one of them is, in skill, many times the equivalent of even a full-man.

In fact, you remember one of your greatest defeats in those former times, when you attacked a bridge to cut off a full-man army several thousand strong. In the middle of the night, about 120 Halvare came and offered to hold the bridge. The full-men laughed at them even while accepting.

By the morning, 1,800 of your minions lay dead in the river, running black with their blood. The Halvare lost two of their number...
>>
>>19138182
Fucking Halvare. I still don't understand how many we noticed just right now.
Also, how are we (the main character) compared to them? In our prime and current state?
>>
>>19138182
Fuck then run and take as many thralls as we run I guess Basically I want us to mask our presence as much as possible
>>
>>19138137

> Also, 89 - 30 vs. 61: close success.

As you lead your troops and rush back to your fortifications, Skada returns. You can sense that he's wounded, and an entire unit of the bowmen has been lost.

'It's them. It's the Flame-Eyes! I couldn't outshoot them, master. I couldn't dodge from them.' Skada sounds desperate.

> You lost a unit of hinling bowmen
> The amount of experience gained by the surviving unit, though, has made them into hardened archers.
> Summary: you have 2 units of Hinling archers, and 2 of bowmen.

> On the bright side, you have 100 more hinlings to join the army with. You can make them spearmen, bowmen, or crossbowmen.
>>
> Also, in metagame terms: the Halvare are kind of like Tolkien's Calaquendi, the elves who've been to the Undying lands and came back. The most powerful ones are Galadriel-tier (Noldorin).

> In your prime you can definitely match several of them at once, but now... noooope.
>>
>>19138232
"You've gone against a powerful foe. It is a wonder that we did not lose more."

> On the bright side, you have 100 more hinlings to join the army with. You can make them spearmen, bowmen, or crossbowmen.
Turn them into crossbow men.

Now, move back to our fortress with our loot and new minions. Have them settle and contribute to our settlement.
>>
>>19138232
Can they track us down? If they can fuck we either have to use boons to hide where the base is like a evil invisible city of the elves
>>
>>19138283
or run towards the Full-Men and take as many thralls as we can as we run
>>
>>19138283

I don't actually think they are coming for us.

At most I think the Hinling's that ran crossed paths with them and kept on running, and our group decided to fuck with them and got obliterated.

Unless they are going to be massive faggots about protecting their lessers.
>>
so if we ate every one we have think we could dominate them?
>>
>>19138272
>>19138298
>>19138290
>>19138283

The new ones have been introduced to your camp now. You are still quite unsettled from the discovery of Halvare here. The other races you could deal with, by force or diplomacy... but they are rather different.

Well, shit.

You can make 50 hinlings into crossbowmen (5 units). The others, you can wait to make more crossbows, or just give them spears or swords. If you want other weapons, do order them as well.

Meanwhile, you decide it might be prudent to cast a fog ward around your fortification. It's easy protection; within several hundred yards, the whole area is cloaked in a thick fog that makes navigation difficult. But to your hinlings, there is little hindrance to their sight.

You wait for several days, and finally start breathing again - well you don't really need to breath, but - when it seems that the Halvare aren't coming back. Might they have been the shining presences you sensed earlier on? Did they rally the hinlings? If they did, well, they done gone messed up...

Meanwhile, the number of lumber camps is increasing, and there are now many homesteads being established along the river. Since you've cleared a large area of farmland yourself, you can understand that... but really, what the full-men lack in brains, they more than make up for in sheer drive.

> What do?

> What do now?
>>
No rush to make a decision, by the way. Two what dos are a typo, not an exhortation.

>>19138318

You... possibly could dominate a small band, 10 or so Halvare. But it doesn't seem worthwhile.
>>
>>19138355

How is our settlement looking anyway? Does it need any improvements? How is our population?
Do we have power for any more spells or boons?
Did we start training more blacksmiths? Iirc, we had only one.

Also, build the apothecary and a magnificent garden to cultivate herbs.
>>
>>19138355
Wait did we cut the wood down and they moved in or they moving right next to us thinking nothing gonna happen now?
>>
Goddamnit Cirrus you are devouring all of my free time with your quests.
>>
>>19138355
Just start targeting the closest camps I guess I wish we had enough magic for a EarthBlood type blessing for the farmland when we start making huge tracts of the stuff
>>
>>19138417
I know, right?
And Exabyte too. God damn.
>>
>>19138393
>>19138392

Population:

> 490 hinlings
> 50 full-men

Army (in units):

> 2 hinling bowmen
> 2 hinling archers
> 5 hinling crossbowmen
> 3 hinling spearmen
> 2 hinling spearbearers

> 1 full-man axemen
> 1 full-man archers

> Morale: excellent
> Discipline: slightly unruly

Fort:

You have a timber fort, set on a hill in the middle of a river. Cliffs on two sides, two lines of walls, and a central keep that's 3 storeys high at the moment. Nice view of the forest and those damn homesteads spreading upriver.

Around the tower are your facilities:

> 1 blacksmith (staffed by 1 human, 5 hinlings)
> 1 apothecary (staffed by 5 hinlings)

You could probably stand to build more training facilities, really. You've got a barracks and some wooden posts to hack, but not much more right now.

Finally, the homesteaders are just spreading upriver. They're still some miles off, but still...
>>
>>19138450

What's Earthblood? Elaborate please.

You could probably devour a few more subjects, your own or newly captured ones.

Also, I'll simplify the food supply picture; you reckon you can feed your camp on full rations for up to 8 months. That's sufficient, you think.
>>
y now I thought they were like super men y wouldn't we want them ?
>>
>>19138495
You know when people can attack you and they die on your lands because you had this type of blessing crop production goes up. In a lot different games although by different names. It's good thing to have if people keep attacking you or you have a lot farms I guess
>>
>>19138503

Because they would kick our ass six-ways to sunday you dolt.

We can worry about the fucking Demi-God tribes when we have the resources and man-power of a PROPER Nation.
>>
>>19138503
we could take like 10 if we eat all of our thralls could be 50 or 100 then we would die for nothing and that would suck so hard
>>
>>19138478
>You could probably stand to build more training facilities, really. You've got a barracks and some wooden posts to hack, but not much more right now.

That seems prudent. Let do this, build several training facilities for all unit types. Start training officers too, have Skada and Anders search for best candidates and train them up.
Also, build another smithy and have more smith training up.

>>19138495
Lets not eat anyone, we can gain small, safe amount of spirit power from each thrall every day. It is good enough and the more we have, the more power we gain.

>>19138503
Because we are more powerful the more thralls we have. Lets not sacrifice them for a couple of powerful units. Besides, we have no way of knowing if they can break from under our dominion (probably can)
>>
>>19138517
Basically when people war with you it's like they are paying you in food
>>
>>19138517

Alternatively, why don't we have a boon where we get living brambles to grab enemies who attack?
>>
>>19138532
Second
>>
>>19138532
>>19138541
>>19138539
>>19138517

Hmm. These sound like sensible ideas. You do already use manure as fertiliser anyway, but if you could get your land to devour the attackers themselves somehow...

> Since you have one boon, would brambles which grab intruders and tear them into bits for fertiliser work? Or think of another way to express this, open to suggestions.

Meanwhile, you decide to build archery ranges and a more proper sword range. That will take one month. As for the smithy, you can just enlarge it, and the human master smith agrees to train more apprentices.

> Anything else do? Okay I'm going to try to turn-base this a little, see if it works. Every month has a wax phase and a wane phase, so now we're headed into the wane phase unless there's other things you'd like to do.
> And speaking of other things, you have 50 hinlings still unarmed. Spears, swords, or something else (needs ordering)?
>>
>>19138582
> And speaking of other things, you have 50 hinlings still unarmed. Spears, swords, ?
Bows.

>or something else (needs ordering)
Lets start making preparations to raid full-men settlements nearby. Have Skada recon at night and determine the best day for the assault and the most optimal route.
>>
>>19138582
I think he meant more along the line of the earth of the entire nation drinks the blood spilt on it and becomes more productive.
>>
>>19138582
Okay that cool and I was just throwing ideas around I'll try to think something up
>>
>>19138604
Yeah it was something like that but I think that might be a little much so I'll try to tone it down a bit
>>
>>19138604
>>19138617

We don't have anyone assaulting us, so that boon seems completely useless for now. Lets focus on something with immediate effects.
>>
>>19138640
I guess.

Still seems pretty cool though.

Perhaps combine the two? The more blood is spilt on the land, the more plants grow which are aligned with us. Man eating plants and bladed vines and such.
>>
>>19138640
Yes I guess your right it's just a pastime favorite of mine I'll keep it in the back burner for now and try to come with a more completed idea for the boon anyways we should try to replace the bowmen units some make some bows
>>
>>19138617
>>19138609
>>19138604
>>19138600

I meant something else that needs ordering in that, if you want to arm them in something that's neither a sword nor a bow, you'll have to order it. But sure, you order bows. They'll be ready by the end of the wane phase.

(Your army is very missile dominated, it seems.)

Also, you can easily cast a spell that allows the earth to drink blood and become more fertile. Or indeed digest bone and become more fertile. You wouldn't be able to test it yet, since you haven't actually been attacked so far, but would you like to do it?

Finally, roll d100. We are moving into the wane phase.

> Wane Phase

According to the full-men, this is the eighth month of their year. The month of the Hunter's Moon. They like to fight wars during this period, just before the harvest, which always seemed a bit silly to you. But whatever...

The ravens which always circle above the skies of the peninsula to your northeast come back with alarming news. New towns, garrison towns, are being founded on the foothills of the mountains. They're not aimed at you, but that could mean the state getting more and more powerful.

The full-men really aren't stopping. You've even sensed their presence to the west now. They're not treating the hinlings any better than you, really... mostly as slaves and menial workers.

> So. What do?
>>
>>19138672
Replace the bowmen we lose*
>>
rolled 85 = 85

>>19138685

We must destroy those garrison towns before they turn into powerful fortresses.
>>
rolled 92 = 92

>>19138685
Rolling and god damn these guys move fast
>>
>>19138714
Sweet a 92 and yeah gotta move fast can't even slow down at all
>>
>>19138685
Yeah we got to curb this as of now target the closest and move on from there ( In a way we do we make ours happy to serve)
>>
>>19138714

> Any action plans? For expanding your territory, or something? As you can see, the full-men aren't ever stopping.

Skada comes back from several days of tracking with some precious and excellent discoveries. He's figured out the location of 6 of the lumber camps in the forests, which are within a night's march.

More importantly, though, he's found something - the two major Ranger encampments in your sector of the forest. Dear me, they move quick - there was only one a month ago! They dismantled it before you could attack, but now you've found both.

At the same time, there is ominous news that the full-men and the Mathraim have initiated contact here. Such things are always risky business, even between just two races - imagine when the horn-men or the Lamandrin get into the picture - but it appears things have gone peacefully, worse luck for you.

Finally, another piece of good fortune - some 50 hinlings have escaped from the west and gotten themselves captured. You have them easily dominated, and added to your workforce. But the fortress is getting a little packed now.

> You now have 540 hinlings in thrall.
> What do?
>>
>>19138685
Where is the closest town anyways could be our start of an invasion point
>>
>>19138768
(the guy with the 92) Get rid of the rangers as fast as we can.
One they kinda like a warning system so it's good to get rid of the siren before you start a major attack.
Two Ranger are great for forest defense so if they are under our thrall we can use them to curb the Full-Men from attacking us.
Great for defense ans offense
>>
>>19138768
Expand fortress. Perhaps we need to make new settlements too.

Man, we need to raid something soon. Doesn't matter what but we need to start clearing the surrounding area.
>>
>>19138768

We have to start setting up our villages before it's too late. Let's run upstream from our fort. The lower river is already full of full-men, we'll deal with them later.

And attack the Rangers first. Take both of them out in a night attack, then maybe attack the lumber camps in daylight. Sow terror among the men.
>>
>>19138800
As soon as we are done with that we can start expanding our territory by attacking Full-Men settlements
>>
>>19138771
>>19138748

Those garrison towns are at least three days' march from your place, it seems. They're positioned along the state's eastern border.

Mind you, if the full-men have that as an eastern border, your little fortress is totally dwarfed by their state. Shit.

>>19138809
>>19138814

You expand the fortress by adding another fort on the left bank of the river from the island. The island itself is pretty much full up within the walls; you can build new buildings within the walls, but you can't *expand* the fort anymore.

Roll d100 for settlement. Who do you want to settle, and how many? You have 540 hinlings and 50 humans. If you want to cast any boon on them, roll for that too.

>>19138800
>>19138814

Skada is eager to fight the Rangers. You have equipped the remaining 50 hinlings with bows by the end of the wane phase, and Skada reckons a moonless night would be good for the assault.

> Plan assault in general outline? It's half a day from you to either camp, and half a day between the camps. The eastern camp is larger, but the western camp guards an approach to what appears to be a construction site for another few lumber camps up north. There'll be undefended full-men there...
>>
rolled 37 = 37

>>19138853
>Roll d100 for settlement. Who do you want to settle, and how many? You have 540 hinlings and 50 humans.

Some 200 hinlings would be good.

>Captcha: Inablyb Geargetown
I know what we call our new settlement
>>
rolled 66 = 66

>>19138853

I say we send someone to launch a diversion on the east camp first.

Then, while they run around to announce the attack, the main force hits the west camp, grabs all those full men, and comes back.

rolling for settlemtne
>>
rolled 87 = 87

>>19138853
>Roll d100 for settlement.
>>
rolled 98 = 98

>>19138877
>>19138853
Rolling and I like the name
>>
>>19138879
I second this plan
>>
>>19138883
Thank god for the 98 so is anyone gonna roll for a boon like endurance and stamina for faster construction
>>
rolled 12 = 12

>>19138853
>If you want to cast any boon on them, roll for that too.
Something like the first boon we ever cast. Gives them a lot of energy and they can work for far more longer and with little sleep, don't get tired easily. That way, they will set up the settlement in no time.
>>
rolled 100 = 100

>>19138908
>>19138910
FFF
lets try again
>>
rolled 97 = 97

>>19138908
Rolling for boon
>>
>>19138918
>>19138915
>>19138883
Well all is good with the world
>>
>>19138879
>>19138883

> Geargetown it is. What's the fortress called, by the way? Haven't named it yet...

Using fish and birds, you find an excellent spot to found a village, some 10 miles upstream of your fort. The river does a loop there, so the village is very well protected; and the land around it is flat and fertile, being on a valley floor.

In fact, it's so good a site that the full-men got to it first. Fortunately you sent Anders and some units as backup, and after a short exhortation, Anders leads a charge of men into the camp, flailing and killing as he goes.

By the time he's done, you have a ready made vacated village that just needs some scrubbing to get the blood off the walls. You've also captured 20 full-men!

> Settle them in Geargetown, or bring them back to fort? One of them appears to be a skilled carpenter.
> Also, what instructions for Geargetown, if any?

As for the battle plan, it sounds good. You just need to wait for the moonless night...

... and it's almost here. Would you like to confirm the plan, or change it?
>>
>>19138918
>>19138915

Your rolls will not be wasted. Don't worry.

The 98 was enough good luck! You've already got Geargetown half set up, from the full-men houses.
>>
>>19138931
what about the boon and we could make then build walls as fast as they can so keep the carpenter there
>>
>>19138931
Bring them back to the fort. They must be directly dominated by us. Afterwards we can send them back with 150-200 hinglings.
Take the carpenter to the fortress. Build a high-quality workshop for him and have him apprentice 5 or so people.
>>
>>19138954
Nevermind got super excited about dem rolls so ignore that post
>>
>>19138931
The plan is good by the way
>>
Okay. The 20 full-men come back to the fort, as does the carpenter. With the people in the fortress also charged up from the power of your boon, you get the carpenter, the archery range, and the expanded smithy all done by this phase of the moon!

> Anything on the battle plan? The moonless night is almost upon us now. And you have a 100 in reserve you could use.
> If you need any information, do ask as well. Interesting plans would be fantastic!
>>
>>19138988
I really can't think of anything. Anders and his units would be the distractions while Skada attacks from the flank?

We should be present as always to ensure the maximum amount of prisoners. When we're present, people usually surrender more readily.
>>
>>19138988
No real ideas here we could use the aura like we did with the Hinlings so the plan will go smoother
>>
>>19139017
just an idea though we could save the roll for the battle
>>
>>19139013
No i think Skada attacks the west camp while Anders attacks the east and we meet up with Anders unless I'm confused which could be true
>>
>>19138879
>>19138979
>>19139013

Righto, then. Autoroll of 100 on this one...

When the night falls, Anders - deliberately hiding his glow as much as he can - leads two units of the spearmen out to the eastern camp; when they are close enough, he orders the spearmen to start pouring the oil they've carried here in jars onto the ground and around the nearby bushes.

Then they scatter, and Anders ignites. A whole patch of forest suddenly shoots into furious flames, and as the Rangers of the east camp move out to engage, Anders distracts them, charging here and there and setting things alight.

Meanwhile, Skada has already sought out the rear approaches to the west camp, and at yet another signal from you, amplified into an awful roar, all your units of men charge at the camp. Previously you had cast a darkness ward on them, so that even the skilled Rangers were unalert; this minimised your casualties, and as Skada mopped up you advanced northward.

It is like a tiger among lambs. You don't lose a single man in either of your actions when you've swept through all three of the incomplete lumber camps, dragging the screaming men and women from their beds and tying them up. By the time dawn is complete, you are already back in your fortress, and Anders comes, reporting the loss of another unit of spearmen. Well, you can deal.

> You're running rather low on close-combat troops, dark lord. Just saying.
> Total victory! Roll d100, with major bonus, for loot. (Prisoners is already determined by that 100.)
>>
rolled 100 = 100

>>19139080
Commend our troops for their great actions.
>>
rolled 24 = 24

>>19139080
Rolling for loot
>>
>>19139101
Wow Congrats on that 100 Might as well make the post about the loot CirrusandN. It can't get higher
>>
>>19139101
Looks like we captured some Power Rangers or something.
>>
rolled 77 = 77

>>19139116
More 100s
>>
>>19139183
Lucky 7s.

Not bad, but it's no nat 100.
>>
>>19139116

> Please don't be rushin' me, mate, got weasels to squiggle and birds to waff.

You've captured a *huge* number of full-men, actually. You gain an enormous amount of power from draining the badly wounded ones, and the ones whose minds seem too tough to crack; the rest are pressed screaming into your service.

> You gain enough power to give two more boons!
> You also gained another 130 full-men! (total population 200)

As for loot:

At first you don't find much loot around here, until Skada notices something - a series of underground cellars under each camp. Opening them, you find a bewildering array of stuff.

> 1,120 silver coins (1,602)
> 320 gold coins (476)
> Two chests of gemstones, mostly sapphires and opals
> 180 amphorae of fine wine (180)
> 50 leopard pelts (50)
> Several swords of excellent make, of which one draws your particular fancy. The sword burst into flames as you hold it, and you can make the flames so hot they turn blue in your hand.
> Several suits of armour; two hold your attention. One appears to be made entirely of stone, stone plates and stone rings. Another one is ice-cold to the touch, and shines with a dull green light.

> What do? Also, did you wear that ring you looted with the last raid? The resistance ring?
>>
>>19139199

Also, of those 130 men, many are very tough warriors. It seems that, now that you've enthralled them, you can make them into very good warriors and fighters indeed.
>>
>>19139199
I'm pretty sure we didn't and sorry about rushing you bro.
>>
>>19139222

> Actually, on second read, you weren't really rushing me. Sorry bout being snappy, mate.

Also, why not, you just put on that ring. You didn't think you'd need it, but what with Helvare in the house... what's next, right, full-men Adepts with magical training?

... okay, let's not jinx it.
>>
>>19139222
at least we didn't say to wear the ring
>>
rolled 33 = 33

>>19139199
Are we humanoid not a spirit? If yes then it seems we can use this frost armor with that frost resist ring. We should inspect armor for some debufs/curses though.
>>
>>19139199
We gotta kit out another champion with some of that jazz.

Anders could have the stone mail if he wants it. The other armour and the sword should go to some sort of black (green) knight.
>>
>>19139199
>Also, did you wear that ring you looted with the last raid? The resistance ring?

Nah. What do we need it for anyway?

>>19139209
Great, these we will train to be our close combat soldiers.
Call Anders and show him the armors and the swords. Ask him if he wants any of them.

Then, out of the men we captured search for the best candidates and turn them into officers. Give them the armors and the sword (if Anders does not need them). Whoever gets the Cold Armor, should get the Cold ring too (actually give those two to the Best warrior and perhaps we will give him Ice related boon later)

Give Anders a boon. Give him complete control over fire dominion. He can remove all fire from himself and appear as normal human or burn like the core of the World.
>>
Also, any ideas what to do with all that DOSH we found?
We don't have any trade going on. Perhaps stimulate domestic economy somehow? Like, distributing it a little among the population so that they have means and incentive to trade?
I'm at a total loss.
>>
>>19139199
Anders should get the sword.
>>
>>19139294
>>19139257
>>19139254
>>19139252

Righto. There are 100 full-men ready to join your army. Right now, if you kitted them out with what you have, you'd have:

> 5 units of spearbearers
> 2 units of swordfighters
> 3 units of rangers (rangers are level 4 archers, powerful shit)

Do so, or tweak it around a bit? Maybe having axes might help with the charging tactics you use a lot.

You pick out the men who lead those new units, and give them new swords for which they thank you humbly. There is one man among them who has a peculiar talent for spearfighting.

You could make him a champion, giving him one boon, and the cold armour. Anders takes the stone armour, and you grant him the other boon, allowing him to turn off his visible flames. The only sign, then, is his eyes, and the occasional wisp of smoke from his nose.

Also, you give Anders the flame sword. Now he dual-wields.

> What decide? And what plan for the next phase?
> Also, if you'd like to ask about anything, go ahead as well.
>>
File: 1337291003239.jpg-(44 KB, 800x453, sauron.jpg)
44 KB
rolled 30 = 30

I think it's time we start joining the battles folks. Suit up, take two boons for ourself and start scaring the hell out of our enemies with our giant mace swings of doom.
>>
>>19139376
>You pick out the men who lead those new units, and give them new swords for which they thank you humbly. There is one man among them who has a peculiar talent for spearfighting.
>
>You could make him a champion, giving him one boon, and the cold armour.

Yes. Lets do it. Give him Ice related powers. Would synchronize greatly with his armor and a nice contrast with Anders.

Have the Rangers train all of our lower archer units.

> What decide?
Hmm. Perhaps some small celebration is is in order? Nothing that would leave all of our men drunk and with their pants down like when we attacked the hinling settlement but the morale boost would be great, imo, and would show that we are not some insane, no-fun-allowed dictator.
>>
>>19139376
Make him a champion.

Wide area weather control centered on him. He can be like the eye of the hurricane.

Name should be Fimbulvetr or something.
>>
>>19139430
I like it, but it should be restricted to ice and snowstorms only. Possibly hailstorms for heavy artillery.
>>
>>19139376
Lets make a champion as for boon we should know what bonuses frost armor gives and boon accordingly.
Also make axes for some of the new warriors insted of some of spearmen units.
>>
>>19139430
You know, if he has general ice powers, working together with Anders they could call up some insane storms, hurricans, etc anyway.
>>
>>19139419
>>19139457
>>19139454
>>19139430

Done and done.

New, Updated Army:

Hinlings (units):

> 9 Archers
> 5 Crossbowmen
> 2 Spearmen
> 2 Spearbearers

Full-men (units):

> 2 Axefighters
> 4 Spearbearers
> 2 Swordfighters
> 1 Archers
> 3 Rangers

You actually have a frighteningly powerful force now, given your small fortress and little side village. You've got more than 300 fighters, many of whom are hardened.

Meanwhile, you cast a deep frost on a pool of the river, and grab Fimbel the spearman and put him in it. He struggles and thrashes as your men watch, until after half an hour of agony he ceases to stir.

You then take him from the water and tear the frozen skin off him as he roars, dressing him permanently in the frost armour after that. 'Fimbel!'

'Master! Winter is upon me!'

'So it is!'

Besides having frost armour and a sword which you've enhanced with frost, you also give him the ability to cast ice-storms on enemies within range, freezing them up.

Naturally, he and Anders... oh wait, actually, they get along pretty well. You're surprised. And your slaves have to wipe the water off the floor very frequently when they drink together.

> Righto! It's now the Wax Phase of the ninth month, and battle reports are coming in. The full-men are... they're actually attacking the hinlings, and also what appears to be other rival claimants to this land!

Division among the full-men - that sounds like a good opportunity...
>>
>>19139517
Tornado of fire.

Do it. Fimbulvetr and Anders tag team.
>>
>>19139539
>The full-men are... they're actually attacking the hinlings

Maybe it's time for diplomacy at last?
We could annex the Hinlings peacefully if we offer to protect them from Full-men.
>>
>>19139552

That actually sounds brilliant! Maybe we offer to settle them in new villages along the river, and to defend them from the full-men.

We're kind of taking the weaker side in a conflict, though.
>>
>>19139539
Send a message to the Hinlings, let them know that if they come to us and accept our conditions we'll aid them in wiping the full-men off the map and protect them, don't mention the dark servitude.
>>
>>19139590
>We're kind of taking the weaker side in a conflict, though.

Because I doubt full-men would agree. Besides, we're planning to remove them from the area anyway so it is doubtful we would want to establish peaceful negotiations anyway.
>>
>>19139591
>>19139590
>>19139552

You have such a message drafted, and then you instruct your servant hinlings to go out and contact those tribes. To be honest, the hinlings have pretty much cleared this nearby area and headed for the foothills. You'll have to search for them a bit...

> Roll d100 with a slight penalty for success of recruitment.

Meanwhile, not long after you sent your hinlings out, several full-men wander into your fog ward, and are captured and brought to you. Soon after, a bird comes with news that the villages along the river seem to be planning an attack...

> What do?
>>
>>19139614
Yeah, better fight full-men with hinlings allies now than fight them all alone after they finish with the hinlings.
>>
rolled 93 = 93

>>19139627
>> Roll d100 with a slight penalty for success of recruitment.

>Soon after, a bird comes with news that the villages along the river seem to be planning an attack...
Planning attack on us?
Ha!
Let them come to the lands that we have dominated. We will set up ambush, traps, etc and defeat them!
>>
>>19139627
Set up forces to ambush them along the path they will take and harry them, have hidden forces set up to take their village when they leave and drop a fucking snow storm on them when they're at a choke point.
>>
rolled 82 = 82

>>19139627
Send Skada to scout possible locations to ambush attackers.
>>
>>19139686
>>19139674
>>19139658

Woah. It seems the dice gods are Chaos, after all.

Your efforts to summon the hinlings is a considerable success! You even get the bulk of the hinlings in just before the ravens start coming in and reporting that the troops are assembling. 'Not now. I've got hinlings to break.'

The hinlings are seduced by your promise of a better life, and then their eyes widen in horror as you break their minds and turn them into thralls. See? No need to think about stuff anymore. Who says that isn't a better life?

> You gained 240 more hinlings! You now have 730.
> You also gain 100 more fighting hinlings, but your blacksmith hasn't the time to make equipment for them. You can equip 5 units as spearmen and 3 units as bowmen if you'd like?

Skada comes back from his scouting, and points out a few spots where the terrain favours an ambush. The one that seems best to you is this long gully, right at the limit of your fog ward; you could easily extend it, and make a dangerous trek even worse for the humans.

Meanwhile, Fimbel has been tasked with gathering a small force to strike north once the full-men march south. At the same time, though, Skada warns that there is a powerful presence among the humans. You've had that nagging thought too, actually. Damn...

> What do? If we're going with that plan (and it's a good plan methinks), roll d100. Or add details.
>>
> Also, this will be the last battle for this evening. I'll announce on Twitter if/when I run Dark Spirit Quest again. (probably when, rather than if.)

You guys are an awesome bunch, thanks for playing.
>>
rolled 92 = 92

>>19139752
>You can equip 5 units as spearmen and 3 units as bowmen if you'd like?
sure.

>Skada warns that there is a powerful presence among the humans
Damn, we will have to deal with that personally. Conserve our powers for now.

>The one that seems best to you is this long gully, right at the limit of your fog ward; you could easily extend it, and make a dangerous trek even worse for the humans.

Yes. Do it.
>>
rolled 80 = 80

>>19139766
And thanks for running this (Caption: Soldier Genera what capcha what are you telling me)
>>
>>19139796
wow Caption=Capcha sorry eating this great burrito mind went blank with deliciousness
>>
>>19139752
Extend the fog to the gully, we want them to regret ever leaving their hols. We have giant piles of bow men to rain hell down on them and we can use spearmen to prevent them from charging up the hill at our various archers and swordsmen to pen them in so they can't escape the way they came.
>>
>>19139796
>>19139782

You decide to leave a small garrison, and advance with most of your force towards the gully. Yet, as you cast your fog ward, you encounter resistance and disruption. Wind is actually blowing away the fog.

And that's when you know you just jinxed yourself good - you're dealing with an Adept here, is what it is. Still, his powers are no match for yours; he doesn't seem to be particularly powerful, and you forcibly push his winds away and cloth the whole gully in fog.

The full-men force is nearly 400 men in size, and as they march down into the gully the results are quite predicta- what? The Adept raises his staff, fiercely dispels the fog, and then holds it dispelled while the full-men archers engage your men in a fierce duel. You have the advantage, of course; and besides, even now, Fimbel is already advancing with some 80 men to destroy all the homesteads downriver. Still. No one dispels your fog just like that!

It isn't a particularly equal duel, and soon you close in around him clothed in fog. He points his staff at you, and you don't just break it - you shatter it, breaking his arm as well as he is flung back. That's when the full-men finally panic, and Anders then appears in the rear of the valley, towering flames, swinging his sword mercilessly.

> Roll d100 for Fimbel's attack.
> Roll another d100 for loot. You guys are good at fighting battles.
>>
rolled 91 = 91

>>19139879
Rolling attack
>>
rolled 23 = 23

>>19139879
Rolling for loot
>>
rolled 48 = 48

>>19139879
Loot, and oh hoho, an Adept, and a good one at that. We shall BREAK HIM and subvert him to our own ends.
>>
>>19139903

This! We should order Fimbel to be quick and ruthless. Focus on destroying first, we'll reoccupy the land later.
>>
rolled 61 = 61

>>19139910
Rerolling (Thought I roll higher but then again I been rolling in the 80-90s range)
>>
>>19139919
Sounds good ( Can others roll for loot)
>>
>>19139921
>>19139903

Moving through the fog, you hear your hinlings screeching as they set upon the scattering full-men, partly out of deference to you, but also from a genuine hatred. By the time Anders reaches your side, you are looking at the Adept, and then you clear the fog a little.

'How is Fimbel?' You ask the ravens. They tell you the attack has gone well; the homesteads are burning, and a militia force that tried to stop them at the village has been defeated as well.

You move north, pursuing the scattering full-men, and finally meet Fimbel coming south. 'Master! Look at my handiwork!'

The whole area for about 5 miles upriver has been totally laid waste. If you're quick, you should be able to capture this area and control even more of the river. Now that's a nice thought.

> Victory! Loot incoming!
>>
rolled 78 = 78

>>19139879
Lootan time
>>
>>19139967
"Good job Fimbel!"

Yes, we the amount of people we are getting we should reclaim these lands quickly.

How many thralls did we capture and did we dominate the adept or just kill him? Having him as a champion would be great.
>>
>>19139967
Congratulate Fimbel, he did well, especially for his first time.

Capture the area, extend our control. Subvert the living fuck out of the Adept, use more lives to fuel it than we think we'll have to, he's a strong one.
>>
> Looting: above average

Well, the homesteads aren't particularly rich places anyway. Come think of it, you still have no idea why the lumber camps were so rich. Or... or is the lumber thing just a ruse of some sort...?

The crows, while pecking at the bodies of the dead gratefully, tell you there is a general sense of fear about the 'southern fog' up in the full-men towns. It's also breeding discontent among the towns, even, as they differ on how to deal with you.

> You've captured 80 full-men! (280 in all)
> 30 full-men are ready for war service.

Loot:

> Plenty of food from the harvest - you now have a whole 15 month food supply ready
> 155 silver coins (1,757)
> 24 gold coins (500)
> 60 axes
> 30 spears
> 30 bows
> A Seeing-Bowl: allows sight into a given locality for a period of time, so long as water from the locality is poured in.

The Adept proves to be tough. You have to devour 2 full-men to gain the energy needed to crush his spirit. But crush it you eventually do, and he simply stares at you glassy eyed.

'What.... do you want of me, master?'

> And so ends the last battle of this session. We'll wrap up this phase and call it a day! What do/say/plan? You've cleared out quite a lot of full-men settlement, and there are definitely more hinlings around to induce.
> Also, the loot is above average, but you didn't really hit a hoard here. These are farmers and woodsmen...
>>
>>19140017
>>19140011

You praise Fimbel, and Anders too. And Skada for his ever sterling work in scouting and finding that gully.

Drinking is had, though for Fimbel it's more popping the ice cubes in his mouth and eating the liquor.
>>
Capture the adept. We really want to either eat him or break his will.
>>
>>19140064
Question the adept on his skills. We want him to have some skill.
>>
Man, Fimbel should be freezing stuff, not burning it. Burning it just doesn't seem like his style.
>>
>>19140064
Well first off, what was your name before you came into my service, I might let you keep it if you serve loyally. What can you do, what are your capabilities?

Our next plans are to investigate the lumber camps and maybe use a boon to make a spymaster/infiltrator type who spreads dissent further and causes chaos among the populace of our enemies. Can change it's face and intercept orders and deliver the wrong ones so the forces of our enemies are not where they want them.
>>
>>19140107
It's laid waste, not burned.
>>
>>19139766
This is awesome. You're awesome!

>>19140064
> Also, the loot is above average, but you didn't really hit a hoard here. These are farmers and woodsmen...
Yeah, makes sense.

>We'll wrap up this phase and call it a day! What do/say/plan?
Well, we need to populate the land we captured, send the new thralls to settle there.

Also, boon time?
We destroyed Adept's hand, right? So.... I don't know if this is possible but lets summon a strong demon, offer it several souls of newly captured full-men for his demonic arm which we will attach on the Adept. It will considerably boost his magic abilities and give some demonic powers.
>>
>>19140017
>>19140011

You praise Fimbel, and Anders too. And Skada for his ever sterling work in scouting and finding that gully.

Drinking is had, though for Fimbel it's more popping the ice cubes in his mouth and eating the liquor.

> Well, freezing the structures isn't going to do much, though. He did freeze everyone he killed in battle, that's for sure.
>>
>>19140064
Man we got to build a new military fort for defense/staging invasions. I guessing near the river but I have no Idea how well would that work
>>19140110
second this
>>
Yeah, your quests are jawesome! Thanks running them!
>>
>>19140124
Yeah we need new settlements. BTW how do babies between thralls work
>>
>>19140156
Like are they pre-thrall or something
>>
> Roll d100 on Adept Skill. Meanwhile...

>>19140110

You have 2 boons to give from all the devouring you've done. You could create another character, if you wish!

Meanwhile, if you want to rebuild those villages and have them repopulated, determine who you want to send. I'm guessing it's probably hinlings? You're really taking their side in the war against full-men, aren't you?

It's almost sweet, if the hinlings were actually hinlings as opposed to your mind-slaves...
>>
>>19140169
Hey they love it at least
>>
rolled 22 = 22

For Adept skills.
>>
rolled 98 = 98

>>19140169
>Meanwhile, if you want to rebuild those villages and have them repopulated, determine who you want to send. I'm guessing it's probably hinlings? You're really taking their side in the war against full-men, aren't you?
It's just that we have so many of them.
Also, I thought the our minions retained some measure of personality and independence?

what about the idea for the boon I had here >>19140124 ?
>>
>>19140169
We need boon for Skada, something of deceit and subtelty. We already have enough brute force.
>>
>>19140064
Farmers and woodsmen?

Perfect! We need farms and building supplies! We need to get some bloody infrastructure going on here. Get some guard towers going, build a few more smithies, get some housing...we need to make our cities -cities-, and star planning a bit of sustainability for our rapidly growing horde.

Oh yeah, and start work on a breeding plan.
>>
>>19140245
But he is already subtle enough, what more could you want?
>>
>>19140169
Do demons even exist in this setting and what about the baby question?
>>
>>19140181
>>19140193

... Well, the Adept turns out to be a relative novice. He's only been in the service for two years, that's nothing. Not even time for specialisation, really.

But you have the solution for that, you think. Reaching deep into your mind, you call out one of the demons residing within your aegis, and insert it into his broken arm. The Adept screams in terror as you then grab ten of the full-men and drain all their spirits into your little demon friend.

> Well, you've got 270 full-men left.

The screaming goes on for days as the Adept himself is slowly devoured by the demon, until by the time he goes quiet and you open the door a wave of magical energy washes over you. You don't mind it, but even Anders' flame quavers. Standing before you is a man with five eyes on his face, a long tongue with a floret of claws at its end, and a horribly misshapen right arm, swollen and with tentacles trailing green sparks of energy.

> Name your new pet! He's not a Champion, not really; he is just your pet demon now.

Also, one more boon to give. Give to Skada?

Meanwhile, roll d100 with bonus for repopulation. The way in which the armies were scattered and the homesteads burned appears to have provoked outrage in the coastal towns, but also fear. The full-men rant and rail, but they also board up their gates instead of marching out in anger.

.... that might be a good thing for you.

> Anything else do?
>>
>>19140257
Second this all the way
>>
>>19140245
Perhaps give him the ability to plant spying wards in shadows? the shade of every tree is now a listening post.
>>
Oh yes, babies. Pretty much the same as before.

Then again, you've only been running this show four months, no babies have come along yet really. There are already pregnancies though.

> What build? If you want to cast boon of relentlessness, you can cast it now, and some of the buildings can be built by the end of the Wax Phase.
>>
rolled 15 = 15

>>19140275
rolling for reputation.
>>
rolled 84 = 84

>>19140169
>>19140275
Make our infiltrator/subverter/spymaster. I want to have them tear themselves apart so they are weak for our conquest. Name her Lilith.

Name our pet demon Asura.
>>
rolled 80 = 80

>>19140275
repopulate roll
>>
>>19140283
I guess we could give him a boon of illusion or shapeshifting so that he can pass as Full-Man, Hingling or any other race without a question. That would be good for spymastering, and spreading rumors and discontent.
>>
>>19140310
And since he can teleport between shadows, their walls would be of no problem.
>>
>>19140310
Yeah, that is a deceit i was talking about. Shapeshifting or illusion(this goes more with being shadow) so he can not only scout but make"no one is right everyone is wrong" situations among enemys.
>>
rolled 19 = 19

>>19140300
Nah, we don't need a spymaster, we need a prophet. We god now.
>>
File: 1337296016526.jpg-(652 KB, 893x1200, oh hell here we go.jpg)
652 KB
rolled 90 = 90

>>19140275
We need a name for the demon Rhasa I guess
>>
I think we should boon the whole population if we can.
Something useful even in civil matters, like getting a full rest with 3 hours of sleep.
>>
rolled 32 = 32

>>19140369
Captcha says his name should be Sevake.
>>
>>19140376
Population boons are not permanent, iirc
>>
So... shall we use Skada as the shapeshifting provocateur as well as the spy?

Also, the repopulation seems to be going quite smoothly, and you cast relentlessness over your hinlings to ensure they build everything quickly. For the most part, it works well. Soon there is a river road connecting the northern villages to you, and then the town to the south.

Around each village, and in a wide ring around your fort, there are towers. You don't actually need towers to see far, but you place them as a sign of power that your followers and enemies can understand. At the same time, you build another wall on the left bank of the river, around the new fort, and erect some housing there for your hinlings.

Things are, on the whole, going well. Despite the odds, you have matched the determination of the full-men with your own. Now you have three villages, and more than a thousand people and 300 fighting men, under your sway. You know that this is hardly a base for which to contend with the full-men. They are cunning, devious, and tough. But so are you. Ten times more so than they can ever be.

You rest in your keep, knowing it's a luxury you deserve for now. You are weak; but you are advancing, and eventually you will prevail.

> Do follow CirrusandN for this quest info, and also for Psychic Hobo and Nobleman Quest info. Thanks for playing, guys!
>>
>>19140377
Sounds good to me
>>
>>19140389
Yep to Skada and loving all your quests so far
>>
Rasuravake sounds good as a compromise.

(Let's not make the name too long.)
>>
>>19140432
It's already to long but it's all good I find that acceptable >>19140390
Like I said here loving all your quests
>>
>>19140389
The problem with doing that to Skada is that it gives him too many hats and he can't do recon, archery and spreading dissent effectively at the same time. I would prefer all of our direct henchmen be specialists rather than generalists, he's already a shadow jumping murder archer ranger.

Also how do you manage to run so many great quests at the same time?
>>
>>19140432
Yes, his true name is gibberish of fifty letters which only we know, but this one is a name for mortals
>>
Oh bother, I show up just in time for the thread to end. Ah well, it's good to see this quest alive again.

And we really need to get ourselves a herald of some sort to serve as a diplomat.
>>
>>19140384
Isn't it just a question of power ?

>>19140389
>>19140390
I thing we should select our spy among the human women. A little diversity, and maybe more social aptitude than Skada.
>>
>>19140449
Good point well we can argue about that later the next time this quest runs and I'm also waiting the answer to that question
>>
>>19140449
You're right
>>
>>19140449
You are somewhat right that could take too much of his time, no time left for scouting.
>>
>>19140502
>>19140481
>>19140474
>>19140470
Also what kind of evil overlord would we be without a dark temptress. Who knows exactly what ear to whisper the right ear into and bring war. Who brings chaos in her midst and effortlessly plays all of our foes against each other. Also if we ever go to the evil overlord reunion we'll want some arm candy.

We'll want to spend a fair bit of extra time and power making her loyalty completely assured, she'll be operating much more independently than the rest of our direct servants.
>>
Has the thread been archived?
>>
>>19140807
Now it has http://suptg.thisisnotatrueending.com/archive/19137029/ (Sorry for the shitty Description)


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