Salty
Shadow Cabal Assumptor Supreme
- Location
- Sun, Moon, Talia
- Pronouns
- I/Me
Better yet. Ellogean choose-your-own-adventure book that's also a dungeon.
Better yet. Ellogean choose-your-own-adventure book that's also a dungeon.
@EarthScorpion did you ever write a charm guide for your szoreny charms like you did for oramus
Also how would no sleep nootropics work with nightmare fugue vigilance.
Alright, bigpost incoming; here's my side of the Inksgame stuff from the last couple of sessions.
A third circle demon could be a dungeon easily. Second circle...? Eh, there's that one second circle that turns into a spear, but I don't think we see any second circle on the scale of being a dungeon. With first circles I reckon you're more likely to see a bunch of demons bounding together to form a dungeon than a single dungeon demon. Maybe each room is an individual demon?
Of course, if it's just a demon with a compulsion to make dungeons instead of physically being one, you can get that at any circle.
Pretty sure that must be Munaxas (Munaxus?), who is a 3CD.
Maybe link the hoard growth more to their biology than fiating it out of thin air? Like have it possess scales of precious metals that it sheds as it grows, or blood that solidified into jewels like a sort of dragon-amber. In a similar vein, having all the treasure becoming better over time could be because they have a 1sd compulsion to increase the value of their hordes, and so become amazingly skilled jewellers and smiths as they grow older.SARKANY, THE EVER-GROWING HOARD
~FIRST CIRCLE DEMON, PROGENY OF THE TEMPTER OF MEN
Many are the riches of Malfeas. Trees of gold, are common here, the precious metal growing like plants. Shrubs of silver, where if you were not careful, you would cut yourself on the soft metal leaves. Demons, wonders, exotic and infernal fauna and flora, and the various substances composed from the world-bodies of the Yozis. Scholars and adventurers know of these. But those in the know, wish for the Sarkany the most.
The Sarkany are dragon-shaped demons, with a stink of sulfur and steel-hard scales. Their hide, impervious to nearly any weapon. Their breathe, full of fire and scorching acid. Their minds, brutal and cunning. Their claws, sharp and lethal. Yet, each Sarkany is sought after by fools and heroes alike, for the hoard they collect is known to be the richest of them all.
Each Sarkany starts out small. A small dragon-shaped being, the size of a man's hand, could possess a single egg-sized jewel, or a block of gold. At this stage, it is fragile, and hides in a dark and deserted place. Like a deep mountain cave, or in a forest alcove. Then it becomes bigger, and the hoard grows. More gold and silver coins appear. Then it gets bigger and bigger, and as its size increases, so does its hoard. Until it becomes gargantuan, and its hoard becomes a mountain. And as its size increases, so does the precision and exquisiteness of the jewellery. The jewels are no longer the size of eggs. Now they glow with an inner fire, or show images of exquisite art when light is shone through them. The gold is no longer arranged in blocks, but instead in necklaces and chains, all in whorls and curves and decorations, each one the equivalent of a master goldsmith's magnus opus.
But what draws attention the most, are the arms and armour. The greed of men know no bounds, and they would always try to steal the hoard of the Sarkany. Whether by stealth, force, guile, or speed. But they often fail, for even the greatest of mortal men are wheat before the scythe when face with a demon. And so they die, and their corpses are devoured, along with any equipment they find. There, their lost hopes, their dreams, their bodies, and their souls, are alloyed with whatever they had on their bodies, and within the belly of the Ever-growing Hoard, something new is forged. Until with a burp and a cough, the Hoard spits out a new addition to its pile of treasure. Perhaps a shield made of Jade-steel. Perhaps a sword of Celestrium. Perhaps a sword of enchanted steel. No matter. More will always come.
Uses: Sorcerers will often summon the Sarkany for their hoard, to gain their riches. This is often foolish, for they consider handing over anything to be an unacceptable order. The sorcerer has to take the treasures, just like everyone else. Many are the tales of adventurers and explorers looking into abandoned demenses and sorcerous labs, only to find a Sarkany. The Sarkany find other uses as sentries and guards, their talents that let them defend their hoard also letting them fight off any number of attackers or spot any thief.
A/N: Please review.
Because, in a certain sense, the treasure is them?Having an angry demon possessing your new shiny sword isn't great for you, after all, even if it's only a little First circle.Excellent idea. I think I should also make it so that their items are cursed. Any who seek to steal it, only gain misfortune and pain until they return it or give it to someone else. And I mean give. No profiting from the theft.
And also, they can use their treasure like weapons. I got no idea how much you love gold. But molten gold raining on you has gotta hurt.
Yes. It is connected to them.Because, in a certain sense, the treasure is them?Having an angry demon possessing your new shiny sword isn't great for you, after all, even if it's only a little First circle.
Question. Should I let them make artifacts?Because, in a certain sense, the treasure is them?Having an angry demon possessing your new shiny sword isn't great for you, after all, even if it's only a little First circle.
I mean, think about it. Mortal hero, comes along. Begging for help. Maybe a ring so it can actually strike the ghost tormenting her home. Maybe a sword so that she can kill the nearby marauding blood ape. A rod to conjure a temporary well, so that the drought becomes survivable. A bell to smash apart the delusions and illusions that the Anathema has put them under. But, of course, such gifts come with a price....
It started out in the West, and one of the PCs (the Zenith) is a pirate captain with her own ship. And while it could be assumed that the young Exigent in question could on occasion have navigated or helped navigate the ship, that's not his primary role. That would be his job as chronicler/servantFor clarification, is this game in the West and does him being a Navigator-Exalt refer to the navigator of a ship?
Some new Demons I wrote up. Would greatly appreciate feedback
Kulkolneek - The Puppeteer Spiders
Demon of the Third Circle
Of Unknown Ancestry
One could be forgiven for thinking Denok the most prolific progenitor of the Green Sun Princes, for his domain is overrun with creatures great and small. Porcelain Warriors do battle with great stuffed dragons in the lands of Shou-Nan, paper tigers with bones of wood stalk the forests of the Bai, and Aluminum Birds hunt for prey in the cloud city of Baroak, gliding on magnetic winds.
Yet these are not many demon breeds, but one, the Puppeteer Spiders. In appearance Puppeteer Spiders look like precious gems the size of an egg from which sprout a plethora of long, multi-jointed limbs, each tipped with a human hand, though with one thumb on each side and whose bodies glow with a faint inner light. Puppeteer spiders are vain creatures and avid builders, who create puppet-constructs which they pilot through the use of an intricate series of pulleys, levers and threads.
These construct-puppets, or Vertep, are seen as the ultimate form of self-expression in Kulkolneek culture, and the Kulkolneek spend their entire lives modifying and improving on their design. Each Vertep is wholly unique for this reason, changing as the Kulkolneek grows and representing who they are in a concrete and tangible way. Radical shifts in the thoughts or feelings of a Kulkolneek are always followed by similar shifts in the form of its Vertep, as the creature seeks to express this paradigm shift in a concrete form. Regardless of what form their Vertep takes, the Kulkolneek is always given pride of place in it's design, they're shining bodies shining and drawing the eye.
Kulkolneek are one of the most versatile demon breeds, and sorcerers have put them to a variety of purposes. The body of a Kulkolneek naturally absorbs the essence of their surroundings. Normally this is used to fuel their Vertep, but an unethical sorcerer can kill them and harvest the essence, in which case the Kulkolneek functions remarkably like a single use hearthstone. They may also be used for construction, as the same talent which allows them to build their Vertep can be put to use building other devices, and many a clockwork device has been built according to their design. If the sorcerer has need, they may also be harvested for their silk, the fibers of which are stronger than any steel. Additionally, because each Vertep is unique, an enterprising sorcerer can usually find a Kulkolneek whose abilities and match their needs.
Kulkolneek are social creatures, and prone to gather with others of similar temperaments. For this reason they seek out individuals with artistic taste similar to their own, forming communes and societies based around their shared artistic ideals and a selection of them can be found below.
The Five-Fold Troupe
Many Kulkolneek believe that the best art can only be created collaboratively. For this reason they form groups with others of their kind and design their Vertep's so that they can interface together, each individual combing to create a larger whole. Sorcerers are especially fond of using these as weapons of war, as they can combine into rather large creations.
The Brotherhood of Virtuous Warriors
The Brotherhood of Virtuous Warriors are a martial order dedicated to warrior ideals of honor and chivalry, who travel the land righting wrongs and battling evil.
Cubists
The cubists forgo the realistic proportions and designs of their brethren for a highly stylized, angular design. Opponents of this school claim it's a bunch of ugly blocks strung together in a vague shape. Cubists respond that they don't have a creative thought in their head.
Kulkolneek gain limit whenever they are forced to go an entire day without working on their Vertep.
They may be called to creation whenever two youths race vehicles which they have built from the ground up, or which they have completely retrofitted.
Vodorike - The living Smithies
The Crocodile Forges
Demon of the Third Circle
Progeny of Urom
The industry of The City is always ready for war, for there is always another enemy to fight. For this reason Urom designed even his forges as weapons of war, giving them the ability to heat men as well as they do metal. Despite this they abhor violence, and gain one point of limit whenever forced to do battle.
Vodorike take the form of large crocodiles with 6 legs, who are three times as long as a man and of height with his shoulder, whose bodies are forged of iron, covered in strange protrusions. They are always warm to the touch, and when they open their mouth heat radiates from it as from a lit forge.
Vodorike feed on a diet of sediment, and they love the taste of metallic ores. They cannot digest such ores however, and so vomit them up in great streams of superheated metal. In this way they are able to produce pure metals or finely mixed alloys, as well as burn there foes.
Sorcerers summon Vodorike for their ability to melt the 5 magical materials, allowing them to easily create alloys of these materials or melt them down for casting. They are also often used for forge work, as the protrusions on their body and the heat of their mouths allow them to work as a fully realized blacksmithing station. They may also be summoned for use as muscle and siege weapons, their strength and molten breath allowing them to tear down fortification and break formations.
Those Who Walk Behind
Demon of the Third Circle
Progeny of Pillago
Many a sorcerer approaches Pillago for tutelage, and he teaches them freely for he knows that knowledge only grows in the sharing. Yet sorcerers are a bookish and fragile lot, all too likely to die before they can pay him back in knowledge shared. For this reason he created the Those Who Walk Behind, to safeguard and protect his pupils
Those Who Walk Behind resemble nothing so much as a shadow, with all the malleability that this implies, able to change their shape to match the person or creature they are tailing.
The process of binding Those Who Walk Behind is simple, for each carries with them a pair of scissors which can be used to cut the shadow from the person wielding them. Should the sorcerer do this, the One Who Walks Behind will then take the place of his shadow and he will gain the creature of darkness template, his skin turning pale white and his hair midnight black. Sorcerers thus bonded may never regain their shadow, and should they lose their bond to the One Who Walks Behind for any reason than natural sunlight will deal lethal damage to them.
Sorcerers summon Those Who Walk Behind to serve as spies, bodyguards or assassins.
Those Who Walk Behind gain one point of limit for every minute spent in direct sunlight while not bound to another creature.
Lol, right. BrainfartJust a quick note, it's first, not third circle. Counterintuitive, yes, but the actual third circles are the terrifying E8-10 masters of hell.
/pedantry
I love the Puppeteer Spiders!Some new Demons I wrote up. Would greatly appreciate feedback
Kulkolneek - The Puppeteer Spiders
Demon of the First Circle
Of Unknown Ancestry
One could be forgiven for thinking Denok the most prolific progenitor of the Green Sun Princes, for his domain is overrun with creatures great and small. Porcelain Warriors do battle with great stuffed dragons in the lands of Shou-Nan, paper tigers with bones of wood stalk the forests of the Bai, and Aluminum Birds hunt for prey in the cloud city of Baroak, gliding on magnetic winds.
Yet these are not many demon breeds, but one, the Puppeteer Spiders. In appearance Puppeteer Spiders look like precious gems the size of an egg from which sprout a plethora of long, multi-jointed limbs, each tipped with a human hand, though with one thumb on each side and whose bodies glow with a faint inner light. Puppeteer spiders are vain creatures and avid builders, who create puppet-constructs which they pilot through the use of an intricate series of pulleys, levers and threads.
These construct-puppets, or Vertep, are seen as the ultimate form of self-expression in Kulkolneek culture, and the Kulkolneek spend their entire lives modifying and improving on their design. Each Vertep is wholly unique for this reason, changing as the Kulkolneek grows and representing who they are in a concrete and tangible way. Radical shifts in the thoughts or feelings of a Kulkolneek are always followed by similar shifts in the form of its Vertep, as the creature seeks to express this paradigm shift in a concrete form. Regardless of what form their Vertep takes, the Kulkolneek is always given pride of place in it's design, they're shining bodies shining and drawing the eye.
Kulkolneek are one of the most versatile demon breeds, and sorcerers have put them to a variety of purposes. The body of a Kulkolneek naturally absorbs the essence of their surroundings. Normally this is used to fuel their Vertep, but an unethical sorcerer can kill them and harvest the essence, in which case the Kulkolneek functions remarkably like a single use hearthstone. They may also be used for construction, as the same talent which allows them to build their Vertep can be put to use building other devices, and many a clockwork device has been built according to their design. If the sorcerer has need, they may also be harvested for their silk, the fibers of which are stronger than any steel. Additionally, because each Vertep is unique, an enterprising sorcerer can usually find a Kulkolneek whose abilities and match their needs.
Kulkolneek are social creatures, and prone to gather with others of similar temperaments. For this reason they seek out individuals with artistic taste similar to their own, forming communes and societies based around their shared artistic ideals and a selection of them can be found below.
The Five-Fold Troupe
Many Kulkolneek believe that the best art can only be created collaboratively. For this reason they form groups with others of their kind and design their Vertep's so that they can interface together, each individual combing to create a larger whole. Sorcerers are especially fond of using these as weapons of war, as they can combine into rather large creations.
The Brotherhood of Virtuous Warriors
The Brotherhood of Virtuous Warriors are a martial order dedicated to warrior ideals of honor and chivalry, who travel the land righting wrongs and battling evil.
Cubists
The cubists forgo the realistic proportions and designs of their brethren for a highly stylized, angular design. Opponents of this school claim it's a bunch of ugly blocks strung together in a vague shape. Cubists respond that they don't have a creative thought in their head.
Kulkolneek gain limit whenever they are forced to go an entire day without working on their Vertep.
They may be called to creation whenever two youths race vehicles which they have built from the ground up, or which they have completely retrofitted.
Vodorike - The living Smithies
The Crocodile Forges
Demon of the First Circle
Progeny of Urom
The industry of The City is always ready for war, for there is always another enemy to fight. For this reason Urom designed even his forges as weapons of war, giving them the ability to heat men as well as they do metal. Despite this they abhor violence, and gain one point of limit whenever forced to do battle.
Vodorike take the form of large crocodiles with 6 legs, who are three times as long as a man and of height with his shoulder, whose bodies are forged of iron, covered in strange protrusions. They are always warm to the touch, and when they open their mouth heat radiates from it as from a lit forge.
Vodorike feed on a diet of sediment, and they love the taste of metallic ores. They cannot digest such ores however, and so vomit them up in great streams of superheated metal. In this way they are able to produce pure metals or finely mixed alloys, as well as burn there foes.
Sorcerers summon Vodorike for their ability to melt the 5 magical materials, allowing them to easily create alloys of these materials or melt them down for casting. They are also often used for forge work, as the protrusions on their body and the heat of their mouths allow them to work as a fully realized blacksmithing station. They may also be summoned for use as muscle and siege weapons, their strength and molten breath allowing them to tear down fortification and break formations.
Those Who Walk Behind
Demon of the First Circle
Progeny of Pillago
Many a sorcerer approaches Pillago for tutelage, and he teaches them freely for he knows that knowledge only grows in the sharing. Yet sorcerers are a bookish and fragile lot, all too likely to die before they can pay him back in knowledge shared. For this reason he created the Those Who Walk Behind, to safeguard and protect his pupils
Those Who Walk Behind resemble nothing so much as a shadow, with all the malleability that this implies, able to change their shape to match the person or creature they are tailing.
The process of binding Those Who Walk Behind is simple, for each carries with them a pair of scissors which can be used to cut the shadow from the person wielding them. Should the sorcerer do this, the One Who Walks Behind will then take the place of his shadow and he will gain the creature of darkness template, his skin turning pale white and his hair midnight black. Sorcerers thus bonded may never regain their shadow, and should they lose their bond to the One Who Walks Behind for any reason than natural sunlight will deal lethal damage to them.
Sorcerers summon Those Who Walk Behind to serve as spies, bodyguards or assassins.
Those Who Walk Behind gain one point of limit for every minute spent in direct sunlight while not bound to another creature.
Thanks