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File: The Tainted Horde.jpg (80 KB, 900x1234)
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Previous Threads: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=The%20Tainted%20Horde.

You are Darkspawn. A twisted and warped mockery of another race, born from a tainted Broodmother of that race. Normally your kind are mindless, but you are very ancient. Once before its fall you lead the armies of the Archdemon as its vanguard. But after its fall the other races sought out and killed the remaining slumbering old gods. Without them the call that kept the Darkspawn going faded. All withered with time or died fighting. Till only recently you were the last one left. But a spark of intelligence has flickered in your mind, and now you build your kind anew.

You've taken to the surface splitting the horde in two, a force to protect the Broodmother, and a force for raiding.

Earlier you sent out scouts and now their what they see flows into your mind. To the north is a small village in the mountains. From what your rogues can see a caravan, and its guards, have stopped there to resupply. Mabari hounds accompany them. To the west lies a Chasind tribe. But what intrest you most is a small force of Qunari to the northwest. The spider sees that its a military force but a small and well equipped one.

>>Head towards the Village.
>>Head towards the Tribe.
>>Head towards the Qunari.
>>[Write In]
>>
Titles: General of the Last Archdemon, Reviver of the Taint
Type: Intelligent Darkspawn
Race: Darkspawn [Hurlock]
Class: Emissary
Specializations: Blight Magic, Blood Magic, Shapeshifting,
Hitpoints: 20
AC: 15
Weapon: Dwarven Battleaxe [1d8+2]
Equipment: Medium Plate Armor Set [+5 AC], Leather Straps.
Spells: [Blazing Inferno, AoE, 2d6+4] [You’re your worst enemy, Stun, 1d4+4][Tainted Bolt, Single, 1d4+4]
Honorguard: Empty

The Horde: 2 Corrupted Spiders, 4 Blight Rats, 1 Dwarven Broodmother, 58 Genlocks, 7 Genlock Rogues, 2 Genlock Alphas, 5 Genlock Emissary’s, 1 Genlock Forge Masters.

Locations and Groups

[Raiding Force] The group taken by you to the surface for raiding.
Forces- 1 Corrupted Spider, 2 Blight Rats, 35 Genlocks, 3 Genlock Rogues, 1 Genlock Alpha, 2 Genlock Emissary's.

[Carsh Thaig] A remote abandoned Thaig of a house long since killed by the Darkspawn. It was taken as the first home for the Darkspawn after you gained your mind. It’s only accessible through the Deep Roads by a small tunnel that’s full of pitfall traps.
Modifiers- Surface Tunnel, Defensible, Forges, Traps(Pitfalls).
Forces- Remaining Darkspawn.
>>
>>3076055
>Head towards the Tribe.
Qunari ain't nothing to casually fuck with.
And the same goes for Mabari Warhounds.
>>
>>3076076
>>3076076
backed.

I'm gonna speedread the archive.
>>
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>>3076076
>>3076154
You begin the march higher up the mountains. The others are simply to big a threat to take on with your paltry force as of now. You call back any scouts back to the force as you ascend the freezing slopes. Your forces try to stick to what cover they can find, but few trees dot this now rocky landscape. Fortunately the small size of the Genlocks helps them hide as they march. Night begins to settle as you stop on a slope to the south. A slight flurry of snow helps to obscure your view, but off in the distance you make out the lights of the Tribe. You're about to command your forces to make a camp when you realize they could spot you. Instead you order Genlocks and they carve out deep holes and shelves in the snow, helping to protect them from the biting wind.

You send what animals you brought to act as advanced scouts. To the opposite side(north) of the camp lies an elevated ridge. It could be useful for a high ground advantage or make an excellent ambush point. The east is a slope leading down the mountain. The west levels out into a small forest which may be good for a false retreat. The south towards you is an open plain with little cover for both you and them.

[Multiple can be taken]
>>Wait for conditions.[Night, Blizzard, Fog, Light Snow, Heavy Wind]
>>Prepare traps in certain areas. [Where and what]
>>Where do you want to position your troops. [Can be kept as a single group or spread out around the locations]

Forces- 1 Corrupted Spider, 2 Blight Rats, 35 Genlocks, 3 Genlock Rogues, 1 Genlock Alpha, 2 Genlock Emissary's.
>>
>>3076187
aight I'm back. Must say I love the premise OP.

I'm going to saw we need more info via scouts. Enemy numbers and composition. Settling in now with the Genlocks, sending out the rogues, rats, and spiders to spot out the enemy. With our small numbers we want to play to our advantages. Could the Genlocks have spiderholes dug into the snow with teams of two per hole? The emissary's need to be positioned to the flanks with the Alpha holding a fighting group of 5 Genlocks. He could act as a lure to pull a party into our death field.
>>
>>3076187
op return you darkspawn taint eater
>>
>>3076898
I was waiting for more votes but I guess that means everyone agrees with >>3076196, Normally two votes is my minimum.
>>
>>3076196
As morning begins break, the black storm turning a dull grey. You send the scout out in two ways. The animals venture the closest not seeming much out of the ordinary if the Chasind spot them. The rats are even able to slip into the huts and tents. Your rogues observe from the nearby forest and ridge. One wonders off to your dismay but comes across a group of hawks and a crow feeding from a carcass. Using its stealthy abilities its sneaks up on them before slitting its wrist tainting the corpse.

While they preform your Genlocks are hard at work. Slowly but steadily they dig a network of tunnels just large enough for them to run through. You have to crawl through them, and so will any wilders. Occasionally at sporadic intervals a Genlock digs a spiderhole, weaving a cover for it from pine branches that is covered in snow.

Night begins to settle after the day of preparations you feel the cawing of birds enter your mind, the taint has taken hold in the mind of the animals the rogue poisoned.

>-Bloodcrow- Large black crows that have now been ghoulified. Their tails are now snake like, and their beaks incredibly sharp. The feathers have taken a red shine, and will occasionally part to reveal small spines and spikes. Not very dangerous on their own but unstoppable in groups.

>-Deathhawks- Large predatory species of birds that have gone through an increase in size and deadliness from the taint. Most sprout small spikes, and have elongated beaks with the lower part segmenting into two parts.

Their red eyes pierce the dark as you use them to get an overhead view. In a few hours the sun will rise again, but you believe you've gotten an accurate account of them. All in all there's about 30 humans, warriors and hunters alike, you also feel a magical presence in the second largest hut. From the crow's eyes you've seen the source to be an old man covered in ceremonial markings.

[1d20]
>>[Wait for harsh weather. Disadvantage to vision for them, but could throw off archers.]
>>[Start the fight in the early morning.]
>>[Set more traps. Where and what.]
>>[Write In]
>>
Rolled 8 (1d20)

>>3077068

>-Bloodcrow- Large black crows that have now been ghoulified. Their tails are now snake like, and their beaks incredibly sharp. The feathers have taken a red shine, and will occasionally part to reveal small spines and spikes. Not very dangerous on their own but unstoppable in groups.


>>[Write In]
>Go to their graveyard, and raise their ancestors our emissary's will assist us in taking demons of rage and put them in the skeletons.
>The Rogues keep watching, that nobody find us. The rest of the raiding force waits near.
>>
Rolled 5 (1d20)

>>3077088
>>3077068
I say wait for the dark of night, when most are asleep. Gank the mage as usual. Ourselves and the other emissaries as well as the rogues should target the second largest hut. Rain fire and blight upon it. The Air units should target any sentries or watches. The Genlocks led by the alpha should sweep in during the chaos. After we are done with the mage, we need to move to support the rest.
>>
>>3077106
it could be done. But having more troops doesn t sound bad.

we could try both (that means we will attack them after evocating the skellies), or do mine first and then attack them at a second night.
What you think ?


>>3077068
we can have a third roll ?
>>
>>3077088
This, we need more troops that are better before we fight. While this happens we could have our troops dig in more
>>
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>>3077121
It's best of three. In cases like this where the votes are split I'll take the highest roll if it can't be agreed upon. So right now I'm writing skeletons.
>>
>>3077128
ah ok
>>
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>>3077088
>>3077106
While time is still left in the night you crawl through the tunnels with the Emissary's walking along side you. You make your way to an exit near the forest, and once there begin searching the entire forest. These wilders bury their dead in special places so it should be obvious when you spot it.

Eventually after a few hours of combing the forest you find a small burial sight. Its long since gone undisturbed. Despite the proximity of the village. Some graves seem to have been dug up and plundered by forest animals. The ones that remain though are rightly ancient. Why this graveyard seems to have fallen out of use you cannot say, perhaps they've taken to cremation to prevent an event such as this.

You call over one of the few others you brought with you, the spider. An Emissary grabs a knife and plunges it deep into the creatures abdomen, trying to make the process as painful as possible. The other Emissary joins you as you begin chanting and waving your arms in a ritualistic manner. The creatures blood, and pain, soak into the ground corrupting the world itself. As he finishes cutting it up he joins your movement as you all move into a triangular pattern. Between you a green rift in the air begins to form as you tear the veil asunder, several wisp of smoke shoot out into the ground with a howl. As soon as the portal opened it closed though, the two Emissary's collapse from exhaustion and the grueling task.. But that was all you needed. The air itself seems to shudder, and you feel pounding beneath you. Soon shallow graves begin to empty themselves as their former residents get up. Caskets broken by creature with no concern for the strength they should possess. Soon a little over half a dozen skeletons emerge. One turns its empty skull at you and produces a animalistic hiss it should not be able to make, it takes a step forward with its weapon. In your head you hear. "I follow no one!"

You raise your staff and drive it back with the air. In their own minds you boom. "YOU WILL SUBMIT!" They move back like wounded animals and make no further attempts on your life.

[1d20]
>>[Wait for harsh weather. Disadvantage to vision for them, but could throw off archers.]
>>[Start the fight in the early morning.]
>>[Set more traps. Where and what.]
>>[Ambush from the ridge. The larger huts are located near it.]
>>[Write In]

Forces- 2 Blight Rats, 4 Deathhawks, 1 Bloodcrow, 4 Skeletons, 3 Skeleton Archers, 35 Genlocks, 3 Genlock Rogues, 1 Genlock Alpha, 2 Genlock Emissary's.
>>
Rolled 2 (1d20)

>>3077170
>>[Start the fight in the early morning.]
>>Attack fast and avoid the mage for our infantry us and the emissary will deal with him.
>>try to kill all their guards, avoid the civilians for now (unless they attack)
>>
>>3077230
so low
>>
>>3077234
At least its best of three
>>
Rolled 8 (1d20)

>>3077230
>try to kill all their guards, avoid the civilians for now (unless they attack)
Why let them live? I don't really remember setting or lore that much but do we have reason for that?
>Attack fast and avoid the mage for our infantry us and the emissary will deal with him.
Maybe when he distracted order also 4 deathhawks and 1 bloodcrow to attack him

It would be unwise to let anyone escape so maybe live rogues outside to cut down anyone who tries to escape?
>>
>>3077365
Because we can use them later, we are doing the raid for take them .


Plus if they are not a threath in the battle, we should not waste time in killing them.
Instead we will focus on the actual threath : the guards.
>>
>>3077365
>Why let them live? I don't really remember setting or lore that much but do we have reason for that?
You need the women of the other races to make Broodmothers.
>>
>>3077365
Also we can even torture them for info on the region.

Use them as slaves.

Experiments

Teachers not payed and not able to do any harm (for example if the mage is knocked unconscious, forcefully learn is art can be an option. It s also possible to make him a vessel for a strong demon . Other people could still be useful with their skill and knowledge)

And other things.

Even an indocritination of some of them for create a cult around us, that will spread faith and give us more slaves without problems (too early for this; see the other 2 threads we have just started, so avoid to be seen but still grow is the idea now. )
>>
>>3077430
*A cult will still give problems. But not in the usual way.
>>
Rolled 13 (1d20)

Since it may be a while since someone else might roll I'll do this one just to speed things along.
>>
>>3077440
Sound fine
>>
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>>3077230
>>3077365
>>3077440
In the earliest hours of the dawn, when only the sleepiest sentries have arisen, you make your move. You give an Emissary control over the skeletons and send him with the Alpha, together they set off in a run across the open plain with a small force of Genlocks. As the sentries let out shouts your three rogues let loose a set of flaming arrows towards the larger huts. As your warriors reach the edge of the tribal village the sentries put up a good effort but fall in their panicked state. They manage to buy enough time though for the enemy warriors and hunters to arm themselves. Through the eyes of a Deathhawk you see a few warriors shepherding women and children towards one of the few not on fire huts, but a few women break free and go to join the warriors. The men who guided them guard and you see a few hunters manage to spot your rogues, two manage to scurry into the forest away from a volley of arrows but the third is peppered with arrows and falls dead.

Your front line is not fairing very well outnumbered right now and out skilled, one of their warriors worth one of yours. Finally the shaman shows himself as he sends your front line flying with a powerful blast, the Alpha being saved from a fatal hit by a skeleton. With nearly all but the skeleton archers gone the Alpha and remaining fighters begin to run back across the field. You set off in a run gripping you battleaxe. About halfway across the plain the Alpha stops, rearing back, and delivers a fearsome warcry. From all directions Genlocks burst in a flurry of snow and steel from the spiderholes and tunnel network. The battlefield turns into chaos as the real battle begins.

Hitpoints: 20
AC: 15
Weapon: Dwarven Battleaxe [1d8+2]
Equipment: Medium Plate Armor Set [+5 AC], Leather Straps.
Spells: [Blazing Inferno, AoE, 2d6+4] [You’re your worst enemy, Stun, 1d4+4][Tainted Bolt, Single, 1d4+4]

VS

Wilder Shaman
Hitpoints: 14
AC: 13
Weapon: Shaman Staff [Ranged, 1d6+2]
Equipment: Shaman pelts [+3 AC]
Spells: [Concussive Blast, Stun, 1d8+3] [Natures Wrath, Single, 1d6+3]

[1d20]
>>Attack with your weapon.
>>[Spell, Choose]
>>[Spell, Custom(Has to be balanced)]
>>Try to taunt him into letting down his guard. [DC 10, Lowers AC by 4]
>>[Write In]
>>
Rolled 8 + 2 (1d8 + 2)

>>3077513
>>Attack with your weapon.
>>Order our troops to concentrate on killing the guards. Avoid the Mage. The Emissarys need to concentrate in weakening is power.
>>
>>3077598
That was luck
>>
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>>3077598
>>3077603
(You still needed to roll a d20 for vs his AC, but I rolled it off screen, and let it slide since you got max damage this time. You hit with a 15.)
With a ferocious roar you put all your strength behind your attack, and bring the axe down in an earth shattering strike. The shaman grabs the gaping wound on his chest one hand as he tries to strike you down with a spell. But all he produces is a weak fizzling crack. While he's unfocused you call down some of the blighted birds, sending them to peck and claw at the eyes of their archers. All around the battlefield is nothing but motion and a fight for survival. Somewhere a Genlock is cleaved apart, poisoning the ground with its black blood. In another part of the battlefield two Genlocks knock a woman down and drag her kicking and screaming into the tunnels. A warrior breaks off with a shout of rage and leaps into a spiderhole to try and save her. But as he crawls through the tunnels he finds the two Blight Rats waiting for him, without room to move they effortlessly devour him as he thrashes, screaming, trapped with no way out.

As the minutes pass the battle begins to fall in your favor, and you've pushed them to the edge of the Tribe, while capturing several. But still several warriors fight and the Shaman remains.

Hitpoints: 20
AC: 15
Weapon: Dwarven Battleaxe [1d8+2]
Equipment: Medium Plate Armor Set [+5 AC], Leather Straps.
Spells: [Blazing Inferno, AoE, 2d6+4] [You’re your worst enemy, Stun, 1d4+4][Tainted Bolt, Single, 1d4+4]

VS

Wilder Shaman
Hitpoints: 4
AC: 13
Weapon: Shaman Staff [Ranged, 1d6+2]
Equipment: Shaman pelts [+3 AC]
Spells: [Concussive Blast, Stun, 1d8+3] [Natures Wrath, Single, 1d6+3]

[1d20]>Don't forget
>>Attack with your weapon.
>>[Spell, Choose]
>>[Spell, Custom(Has to be balanced)]
>>Try to taunt him into letting down his guard. [DC 10, Lowers AC by 4]
>>Try to knock him unconscious and take him alive.
>>[Write In]
>>
Rolled 13 (1d20)

>>3077655
Ok
>>Try to knock him unconscious and take him alive
>>
Rolled 5 (1d20)

>>3078045
Support
>>
Rolled 16 (1d20)

>>3077655
Last roll
>>
>>3078045
>>3078076
>>3078136
As your forces push back the last resistance you lash out with the handle of your, with a painful crack the feeble old man falls unconscious. The Gelocks descend on him binding his frail old form and gagging him with little care. You cut down the last of their warriors, and push deeper where they keep the women and children. As you round the corner to the hut they store them you see it has gone up in flames. The men who were guarding them old torches. It seems they would rather they burn then let their fates fall into your hands. From the lack of sound they've accepted this fate or are already dead.

>>Ignore the warriors and see if you can bust the door down and take any.
>>Kill the men and leave you have enough prisoner already.
>>Make sure they're truly dead and this isn't a distraction.
>>[Write In]
>>
>>3078699
>>Make sure they're truly dead and this isn't a distraction.

then
>> bust the door down and take any.


after this control if there is any other survivor escape from the raid. Then proceed to sack everything useful (weapons, clothes, their food ecc), if there are wagons in the village take them and put even corpses there ours or of the tribe.
>>
>>3078721
Your Genlocks charge past you and cut down the warriors, who put little fight, then they begin trying to knock down the door. The flames have devoured the rest of the building, but only lick at the door leaving it strong, they heave throwing themselves against it. But to no avail. You order them aside and step up yourself. Raising your hand you unleash a powerful blast of air, splintering the door as it flies inward. The Genlocks take a few tentative steps into the smoke, you look through their eyes like your own, it appears by the knives in their hands most of them slit their wrist and throats. But you have the Genlocks search anyway. It seems that a few didn't do it properly and have merely slipped into an unconscious state, the Genlocks crudely wrap their wounds and drag them out.

In another part of the village they find a path that seems to lead down the mountains. Waiting near it is a crude wagon that they use for trade, and the horses they use to pull it.

Forces- 2 Blight Rats, 3 Deathhawks, 1 Bloodcrow, 2 Skeleton Archers, 13 Genlocks, 2 Genlock Rogues, 1 Genlock Alpha, 1 Genlock Emissary's.
Prisoners- 4 Wilder Hunters, 9 Wilder Women, 1 Wilder Shaman, 2 Wilder Children.
Losses: 30

>>Taint the horses, check for survivors, and clean up while they ghoulify.
>>Set up a temporary base and try to taint some local wildlife. [May attract attention.]
>>Try to make it back with what you have and leave the mess.
>>[Write In]
>>
>>3079233

>>Taint the horses, check for survivors, and clean up while they ghoulify.

>Losses: 30

We definetly need to take back the corpses of our fallen not just for recycling, but to avoid that the first thing someone think about when they see this village is Darkspawns.

Avoid the road and return back to our lair.
>>
>>3079316

>>3079233
Indeed

Collect the corpses, and beat a hasty retreat back to our warren
>>
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>>3079316
>>3079454
One of your soldiers slits their wrist letting the oily blood drip into the beast feeding trough. At first they seem almost aware of the wrongness it now carries, but their stomachs win out and they take in the taint. As the corruption spread through their bodies you begin picking up your mess. The remnants of your raiding body start by picking up the bodies of their dead brothers, carrying them to the cart. What they can't take like the blood is swept under the snow to be forgotten. The corpses of the Wilders are piled with your own, so they may serve as food for the Broodmothers. If fortune should favor you it'll be written off as an attack by a group of apostates.

Loudly the tainted birds caw as the sun begins to set. Before you leave you mix the flesh of a warrior with the blood of a fallen Darkspawn, best to begin the transformation to Broodmothers now.

All of the prisoners have begun to wake but can do nothing as they are bound and lead in a line behind the wagon, now pulled by the two ghoulified beast of burden.

>-Blight Charger- These twisted creatures bear little resemblance to the noble and proud steads they once were. Now the flesh from their very skulls has peeled back to allow them to better indulge their new predatory instincts. To reduce the pride of one of these creatures to allow itself to be rode, one must show no mercy.

The harsh wind of the winter night bites at you, but has little effect on your kind. The humans shiver though as the howling wind bites to their very bones. One of the women falls to the snow, a Genlock checks and confirms her dead. "A waste." You think, but if she could not bear this she was of no use to you.

You finally make your way back to the Thaig surface tunnel after a night of marching. You leave the remaining skeletons to act dead, and guard the first chamber. The prisoners are paraded through the Thaig as your returning party is hailed with triumphant roars. As all comes to an end the supplies and bodies are offloaded, and the prisoners marched into the old jail that used to hold the Broodmother. So soon and yet its nearly time for her to bear another litter hopefully by next week a human will be joining her.


The Horde: 1 Corrupted Spiders, 4 Blight Rats, 2 Blight Chargers, 3 Deathhawks, 1 Bloodcrow, 2 Skeleton Archers, 1 Dwarven Broodmother, 36 Genlocks, 6 Genlock Rogues, 2 Genlock Alphas, 4 Genlock Emissary’s, 1 Genlock Forge Masters.

>>Use the Shaman to give Dolomon a body.
>>Experiment on your prisoners.
>>Experiment with animals.
>>Learn an animal form.
>>Raid the tunnels.
>>Experiment with Lyrium.
>>[Write In]
>>
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>>3079517
>>3079517
>Experiment on your prisoners.
Can we perhaps pull them into the Fade with us.

>Have the Alpha lead a force to perform reconnaissance on the tunnels. Once he has found a target, have the emissaries each leading a force move to pincer.
>>
>>3079695
this
>>
>>3079517
>>3079695
Support
But torture them first for have informations then experiment on them.


Avoid to experiment on the shaman, but let him see every single second of what happens to is fellow tribesman. That should be sufficient for crash is mind and give us the knowledge of is magic.
Order the forge master to create an Iron form for a demon (5 m tall will be sufficient), make him a sword too. Is irrilevant if is rough, we will need to do a long work on it both on body & weapon (since we will put other materials like gold and gems, and give a great amount of details).
-------

A target like a small dwarf caravan with few guards ? With that i m ok, if they ambush it we should lose not even one of our kind. But going for a settlement or a patrol of dwarf soldiers (20/30 of them are already a lot) would be madness if we are not leading the raid force.
>>
>>3079695
>>3080259
>>3080283
The Genlocks drag the bruised shaman into your throwing him into a cage. You draw symbols of Lyrium around the cage stopping any magic he might try. "Why are you doing this!" He ask.

"I just need to make sure there's no resistance left is all." You reply casually as a hunter is dragged in. Trough the Genlocks you see them clearing out a few more women who have dropped dead. You also tell the Forge Master to start building a large Iron human-like form. As he starts his work you begin your own. The soul is such a strange and mutable thing, one might be able to use it tear the veil, or use it to rejuvenate themselves. Travelling to the fade with others is nothing new, but normally it requires large amounts of Lyrium and several mages to be able to travel in a group and arrive in the same place. You make much progress working off a theory of tricking the fade into thinking a large group of minds are one allowing them to travel as one, but is still crude.

The soul of the human becomes harder to work with as time passes though. Your own corrupted blood as taken root in his wounds and corrupts his very soul.

>-Ghoul- Ghoul is the term normally used to describe those who’ve been infected with the taint. Over the course of several days their veins will turn black, their skin pale, and eventually they will either die or they shall hear the calling. Those who hear the calling leave for the Deep Roads where they shall take role similar to slave labor. Men become cannon fodder and food, while women become Broodmothers.

Perhaps you can use this to your advantage though.

>>Stop by for a chat with Dolomon.
>>Experiment with ghouls.
>>Continue your fade experiment.
>>[Write In]
>>
>>3080671
>Stop by for a chat with Dolomon.
>>
>>3080671

>>Stop by for a chat with Dolomon.
>>
>>3080671
>Stop by for a chat with Dolomon.
>>
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>>3081521
>>3081730
>>3081773
(Sorry took so long, gave my room a full cleaning, steamed the carpets and rearranged furniture too.)
As you've been experimenting with the fade you realize it probably be good to get Dolomon's advice on what body he'd like. You leave the slowly darkening soul of the human be for now and make your way to Dolomon's domain. He's apparently established great control over his realm again, because as soon as you enter you can feel yourself forcefully dragged to him. As you appear at his feet you realize you're now on the top of the finished tower he was making. The large clearing is now completely unrecognizable, and not... what you expected. The clearing is now full of grass and flowers, you even see some wisp forced into the forms of does, how... quaint.

"So what do you think?" He ask from his throne, head resting on one hand in an almost bored matter. Is this a joke or test?

>>You didn't come here for games, ask which form he wants. Mage flesh or Iron and rock.
>>Its... nice.
>>Could do with more Darkspawn taint.
>>Body on a pike here. A grieving widow there, would really liven up the place.
>>[Write In]
>>
>>3082965
>>>Its... nice.
>>>Body on a pike here. A grieving widow there, would really liven up the place.
>>but nice overall
>>
>>3083166
"It's... nice." You say as you watch a family of ducks waddle past a pond. "But it could use improvements. Perhaps a body on a pike here. A grieving widow in the meadow. Set the meadow on fire. It'd really make the place so much more lively and improve the aesthetic." You tell him without a hint of sarcasm.

"Now I don't know why, but I had feeling you'd say that." He deadpans. "It's almost like it's your whole shtick." He mutters while walking past you. "Now I have a feeling you didn't drop by for a snack, and pleasant conversation. So what is it you want to say?" You hear the intrigue in his voice at your sudden appearance.

"We've captured a mage, but we've also started building a rather large body that could house you."

"So you stopped by for my option? My I'm honored." He speaks with a voice dripping sarcasm as his face splits into an unnatural grin. "Though to be honest it wasn't your worst move. These things tend to vary from demon to demon. I personally prefer those of flesh. Just so much more malleable, and used to controlling magic as well." He tell you plainly. "Some Demons like those of Sloth prefer bodies of stone, no surprise they share about the same brains and move the same amount." He says with little care.

>>Give him the shaman when you get back. [The shaman does not know any magic you do not possess.]
>>Build him the iron body anyway, whether he likes it or not.
>>[Write In]
>>
>>3083487
>>Give him the shaman when you get back. [The shaman does not know any magic you do not possess.]
>>
>>3083487
>>Give him the shaman when you get back. [The shaman does not know any magic you do not possess.]
>>
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>>3083506
>>3083523
"You will have your form of flesh, and in return I shall have your wisdom." You state clearly.

"Something I have in great amounts to spare." He says with mirth.

You feel yourself ejected from his realm, like before with little ceremony or warning. You regain consciousness in the waking world once more, still over the helpless hunter as he thrashes in pain from the taint burning him from the inside out. You turn with a malevolent grin to the shaman in his cage resigned to whatever fate awaits him. Wasting little time you have all other Emissary's assemble in your lab, and have another hunter brought in. The shaman watches in horror as you gut the hunters on either side of him. Just like the graveyard you begin chanting along with the Emissary's as the blood pools in a ritualistic manner around the still caged shaman. You see him crouch hands clasped as he quickly mutters prayers to his gods.

You feel the opening form inside him. A tiny crack in the fortress like walls of his mind, which to a Demon like Dolomon is as good as an open gate. You call out to him and feel a great power enter the shaman. He falls screaming as lightning tears across his body, his weak flesh nearly destroyed by the Demon's power alone. Soon what little metal the shaman wears is fused with him forming spikes, bones burst through his skin forming spikes as well. Meanwhile his skin stretches and tears as it takes on a purple color. His entire skeleton seems to break itself and reassemble itself in ways no living creature should be able to, the body molding like clay to the whims of Dolomon's power.

He finally stops screaming falling to all fours, only letting out soft pained pants. Soon an animalistic growl raises from him. He reaches out and grabs a bar of the cage bending it out of the way with ease as he rises. The metal bending as he steps through as easily as water does for you. He takes a deep breath before letting out an almost happy sigh. "Ah, smell that fresh air." He for a moment grins as looks down to one claw before it turns sour. "It seems this body did not hold up as well as I'd hoped. Oh well I can always get a new one." He says dismissively.

"Now I do believe I owe you a favor, ah heck just for your previous help I'll even give you two! I'm... generous like that." He says with an almost predatory grin.

(Pick 2)
>>More Necromancy.
>>Demon Shapeshifting.
>>Ask him to your forces.
>>[Write In]
>>
>>3083543
>>Ask him to your forces.
>>More Necromancy.
>>
>>3083543
>>Ask him to your forces.
>>More Necromancy.
>>
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>>3083546
>>3083555
"Join me in my conquest, and teach more of the secrets of necromancy." You say with no hesitation.

The ancient Demon of pride sways his head as he considers your request. "I guess I could stick around, don't have anywhere else to be. If you get me the body of an even better mage I might even tell you more secrets as well."

>-Abomination- A mage warped and twisted by a Demon that gained complete dominion over them. Their flesh and bodies have been warped in a macabre fashion to the whims of the Demons that control them. Possessing an inhuman strength and speed on top of their already formidable magical prowess. Some ancient Grey Warden mages were known to allow themselves to become Abominations in a final act to kill as many Darkspawn as possible.

He goes stone still as he begins to teach you more about necromancy. "Your problem is you think to much that what it was and what is are separate. Did I not teach you this before. Demons and Spirits are creatures of will, bound by what they are told they are. To lose this would revert them to nothing." He sighs pinching his face. "How can I put this so you may understand. Okay, think of it like a battle of wills or shouting match. You're telling the spirit you bind that it is what you tell it, till that is nothing but the truth. You're basically wiping away everything else but what you want left, causing it to be lost and your single truth of its existence to remain Though more powerful demons are more... well formed and do not forget themselves so easily." He says as if stating the obvious to a child.

>[Expert Necromancy]

>-Arcane Horror: The body of a mage possessed by a Pride Demon. These undead are incredibly powerful and talented with magic causing them to be feared by many. These creatures can turn entire battles, though they can still be struck down by experienced fighters.

>-Revenant: A dead body that’s had a Demon of Pride placed inside of it. These creatures have been known to wipe out entire squads of experienced soldiers on their own. These undead have lost most of their magic but excel at physical fighting, and retain some magic related to their blade. Having been observed pulling enemies to impale them on their blades, and swinging them without touching their weapons.

>>Continue experiments
>>See if the Broodmother's ready.
>>Check the metal body you were making for Dolomon with him.
>>Assign Honorguard members. [Honorguard are characters that join you during those little combat sections.]
>>Going tunnel raiding with Dolomon.
>>Learn an animal shape. [Spider, Rat, Stallion.]
>>[Write In]
>>
>>3083576
>>See if the Broodmother's ready.
>>Check the metal body you were making for Dolomon with him.
>>
>>3083576
>>Check the metal body you were making for Dolomon with him.
>>
>>3083576
>>3083589
supporting
>>
>>3083589
>>3083591
>>3083597
You decide if Dolomon's going to stick around you might as well show him around besides it's best to stay on his good side. After a quick stroll you enter what was an empty house, but now in the past week has become a shelter for a new Broodmother. Most of the human women dropped dead, not able to withstand the taint that wracked their bodies, but not this one. She looks up at you from her meal as you enter looking out a guttural growl. It seems she'll her first litter will be soon, good it would be nice to have some real soldiers other than just cannon fodder. The Dwarven one also gave birth to her's so there are going to be many Darkspawn about. Fortunately those helping to mine have unintentionally helped to expand the Thaig.

After checking with the Broodmother you move to the forges of the Thaig. Always alight and churning out weapons for your forces, group of Genlocks always man the forges as the Forge Master directs them, making the best use of the Darkspawn not having to sleep. Right now several pound away unison shaping the massive arm of a metal humanoid figure. "Hmm, not bad." You hear from Dolomon beside you. "There are certainly denizens of the fade who'd like it when completed.


The Horde: 1 Corrupted Spiders, 4 Blight Rats, 2 Blight Chargers, 3 Deathhawks, 1 Bloodcrow, 2 Skeleton Archers, 1 Dwarven Broodmother, 51 Genlocks, 6 Genlock Rogues, 3 Genlock Alphas, 9 Genlock Emissary’s, 1 Genlock Forge Masters, Dolomon.

>>Keep building the golem.
>>Break it down and use it.

>>Continue experiments
>>Assign Honorguard members. [Honorguard are characters that join you during those little combat sections.]
>>Going tunnel raiding with Dolomon.
>>Learn an animal shape. [Spider, Rat, Stallion.]
>>[Write In]
>>
Keep building.

Assign two rogues to watch our backs and stab our enemies!

Then experiment?

Love the quest OP.
>>
>>3084361
>>>Keep building the golem
>>Learn an animal shape [Spider]
>>
>>3084970
>>3084991
1 vote learn a form vs 1 vote Experiment.
>>
Okay so people have lost interest and we were autosaged, so I'm gonna archive and we'll continue later. With Build, and animal shape. See you guys next time.
>>
>>3086519
Or not? Guess I'll do one more and we'll call it quits.
>>
>>3084970
>>3084991
You don't tell the Genlocks to stop their construction of the Golem, who knows it might be useful for experimentation. You part ways with Dolomon, as he wishes to continue exploring and experimenting with his body. Meanwhile you call the last spider under your control into your chambers. It clacks its mandibles together as you stare at intently, taking in every thing about it. Eventually after you've taken everything in about its physical form you send it away. You spend the rest of the day thinking about every part of the spider.

The second day it returns, now that you've seen its body you must observe its soul. You use your magic to see the very energy that animates the creature. Every singing cord, every transcendent string. So much smaller, but so infinitely more complicated then your previous task. You spend the day as you teach yourself how to chage your soul that to the creature without losing yourself.

Your efforts are finally rewarded as you take the form of a Giant Spider. Everything about it comes instinctually to you as if you were born in this form.

-Giant Spider: The form of a large species of arachnid. This form will not fair well in combat but is amazing for stealth and scouting. The user can do anything a spider can make webs, crawl on ceilings and walls.

Suddenly though a Genlock burst through the doors. He can speak no words, but tells you with his mind. A large Dwarven patrol approaches your Thaig.

(See you next time guys, stay safe!)
>>
When is this going to be up next? Any idea?
>>
>>3097285
Probably the start of January. My schedule until than is pretty full.
>>
Thanks, I'll be on the lookout!



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