Sunrise - a Khepri in the Dark Lands Quest (Worm/Warhammer Fantasy)

[ X] Data Package: Simurgh

since its random it would be hilarious if she kept getting: You become inhumanly beautiful rather then the useful powers.
She breaks the siege in classic Skitter fashion, and somehow the powers all randomly keep applying to inhuman beauty as more and more of the dwarves and prisoners become increasingly terrified of her and her methods, and all she has to show for it at the end of hundreds of people left dead or gibbering fearfully on the ground is looking like a disinterested supermodel.

This sounds a bit like a JoJo's Bizarre Adventure crossover. Does she pose dramatically next?
 
[X] Data Package: Simurgh
[X] Data Package: Chevalier

I'm torn between this and the Chevalier one - but this one could be interesting narratively, and is a strong option in general. Whereas the Chevalier one seems to basically make us Doc Ock, and could potentially be real friggin cool.
The Glaistig Uaine power seemed nice, but each limb can only hold one imprint, so no infinite gathering of power from that.
Presumably the four imprints allow her to hit above her class, which allow her to gather stronger abilities and so on. So more like a continually escalating power set assuming she has a viable opponent and that she wins.
 
[X] Data Package: Teacher
I think that there's some real interesting things to be done with these enforced roles and building a rebellion into a nation
 
oh, They summoned something far GREATER than some daemon. As a fan of both worlds I can say this confidently.
 
This sounds a bit like a JoJo's Bizarre Adventure crossover. Does she pose dramatically next?
I mean I dunno about that, but I do think that there's something to be said for her method of learning other magicks (if that becomes a possibility) requires her to master a new form of music as well.

So if she wants to learn how to do Shyish she has to learn death metal! :D
 
Jokes aside we're quite clearly in a bad situation.

To try and assess what is going on

1. We have around 50 Dawi Zharr slaves and are blockaded in a cave. Addendum, at least one of them is desperate or evil enough to think he can summon daemons.
2. We are sharing the body of a journeyman lightwizard who thinks we are a daemon. We're going to need to address this.
3. The body is probably rather injured ATM, possibly mutated as well if the clawed fingers point is any indicator, although that might just mean "clawed" in the sense of tense to try and hurt etc.
4. There are currently angry Dawi Zharr with battering rams trying to take down the door.

So what are our options?

Well can't guess what our extra power set will be, so to stick with what we know we have, bugs are unlikely to be able to overwhelm the Dawi Zharr, but can at least keep them busy until they can bring out sufficient fire of some kind via a sorcerer or machine.

That said we also don't seem to have all that many insects either although we're bringing in more from outside.

mmm

What are our options?

Lacking surity of what option might win, our best bet is probably to try and scout to see if there are any exits that are not immediately obvious. This is meant to be a volcanic cave system after all, so while I don't relish the thought of running from dwarfs underground its certainly better than nothing and Talyor is an excellent underground scout.

To try and analyse how our different powers might interact

Glastig, probably hide in the shadows and use the hands to kill Dawi and take their stuff. So target a sorceror for magic, a warrior for durability and skill that kinda stuff. Then we can harass them via the swarm.

Chevalier is probably the simplest, assuming we don't get insta corrupted by their kit we can lash out absorb high quality Dawi gear and thrash em, with the biggest risk being from guns, crossbows and magic.

Teacher relies more on stealth, but relies on us hitting the Dawi Zharr with do not murder. While I can see us being able to do this the problem is it leaves a lot more witnesses and likely upgrades us from irritation to interesting in their eyes.

Smirgh is interesting since the power is randomised, but given that we likely just scared the living beegesus out of the slaves we should be good to go power wise. We have nine powers, so assuming we only scared 5 people sufficiently we're not quite there, but progress.

Depending on the powers gained, telekinesis is useful, precog is useful, strength and durability are useful, fear is useful.

Singing is situational and combines very well with intuiting magic.

Intuit and reverse engineer tech is not useful in this situation.
 
Teacher relies more on stealth, but relies on us hitting the Dawi Zharr with do not murder. While I can see us being able to do this the problem is it leaves a lot more witnesses and likely upgrades us from irritation to interesting in their eyes.
I mean, it just keeps them from killing. Nothing to keep them from beating the snot out of the slaves and bringing them back in chains, and/or wishing they were dead.
Smirgh is interesting since the power is randomised, but given that we likely just scared the living beegesus out of the slaves we should be good to go power wise. We have nine powers, so assuming we only scared 5 people sufficiently we're not quite there, but progress.
If the soul of the host body counts (Elva), we may always have access to at least one power depending on how it works. Not that terrifying her forever is a good thing, and she was actually right to fear the slaves trying to bind/summon a daemon, but Taylor telling her she's not a daemon ain't exactly gonna put her fears to rest/make her feel better when she's a prisoner in her own body.
 
I mean, it just keeps them from killing. Nothing to keep them from beating the snot out of the slaves and bringing them back in chains, and/or wishing they were dead.

If the soul of the host body counts (Elva), we may always have access to at least one power depending on how it works. Not that terrifying her forever is a good thing, and she was actually right to fear the slaves trying to bind/summon a daemon, but Taylor telling her she's not a daemon ain't exactly gonna put her fears to rest/make her feel better when she's a prisoner in her own body.
mmm...I suppose I should emphasise then the revealing of capabilities/uniquness.

Its one thing for desperate slaves to summon up a daemon, which subsequently beat up a bunch of bozos, its quite another to summon one that can make people incapable of killing and give them an extra sense.

It certainly is not. I think actions certainly will speak louder than words here.
 
Also sorta just realised, but the Smirgh does have a potential cascade effect via the scream, since ya know causes fear and confusion.

Depending how that interacts with bugs (such as can we project the scream through them) and the song (can a song count as a scream. If so the ability to have the song inspire an emotion amplifies the scream's fear.)

Even then, just the bugs alone would be good, since most people surrounded by screaming bugs irregardless of whether or not there's a super natural element to their screaming is going to unnerve the hell out of people.

Also doing some quick info dumping, we're about 25 years pre canon ATM (2450 canon starts 2475). The closest canon event to us is Tzar Vladimir Bokha who will die fighting goblins to the east of Kislev in 2 years, so presumably dark lands or close.

Presently, we are in the dark tower of Gorgoroth which is around the centre of the dark lands. The tower is one of the Zharr's major production/power centres (it vies for second place with the Black Fortress, and is defo top 3) has big mines and produces a lot of daemon engines and has a literal straight road to Zharr Naggrun(capital).

Unfortunately, we've not got great options on where to go, the Dark Lands are really desolate. Got more mineral wealth than it knows what to do with, but not great for anything else, and that's where there's no magma.

Map

Damn thing won't insert, but it should give you an idea.

South is a complete no go. First we hit the desolation of Azgorh, which is the area the volcano the black tower is built out of ****ed up. Its compeltely inhospitable, filled with sulphur etc. Taylor might be able to make it alone, but with a party no. If you make it through that you reach the Ash Ridge mountains, also volcanos. Go through that you reach the bone plains.

This is potentially a massive opportunity, as here is where dragons go to die. Literally primordial dragon corpses are here and they have been marinating in magic for thousands of years. Even more so many of these dragons brought with them bits of their hordes. The downside to this and the reason that fewer people don't come here is that it is ****ing diffcult to traverse all the crap in the way, centuries of necromancers after skeleton dragons have ensured that there are a lot of free roaming skeleton dragons living, various mutants, feral strogoi and not so dead dragons.

This place is the freaking motherload, but its got dangers to match.

We can go south east which is a bit "nicer" since we'd head to the river ruin (poisonous, hot water) that flows into the sea of dread, also has the haunted forest. We go far enough we could hit the Dragon Isle, by crossing the sea of storms.

East sends us towards Cathay, but to reach it we'll have to go through the black fortress (the other major Dawi Zharr stronghold) and flayed rock (which might be a stronghold of Clan Eshin.)

North sends us to the wolf lands, (giant super powerful dangerous wolves) and is the direction of the Chaos Dwarf's heart land Zharr Naggrund in a giant crater.

Our safest bet is straight west, heading through Mt Grey Hag (goblin stronghold), cutting slightly south around the edges of the desolation of Azgorh to try and reach Death Pass. We'd probably have to deal with being watched from Crookback mountain though (which is the largest skaven holding in the dark lands, and home of clan Rictus which produces large numbers of Stormvermine.)

To level with ya'll there is a reason nobody has had much luck staging a long term rebellion against the chaos dwarfs, its not a matter of will power or skill its one of practicality and logistics, with the situation simply being that the dark lands are both insanely hostile and surviving in its environment without protection alone is a ****ing nightmare. It is a place of great possibilities in theory, (there is truly vast power we can accrue and knowledge we can obtain), but @Jurric was probably understating things a little when he said "the dark lands are not really a nice place."
 
[X] Data Package: Simurgh

The more she terrifies sentients, the more powerful she becomes. This includes Skaven, Humans, Elves, Dwarves, Demons, Lizardmen, Beastman, and possibly Orks. So, just about everything, and it doesn't have a gain limit on how many she can terrify at once, or any limits to doing it repeatedly to the same sentient.

Sooo, this one is objectively the best choice.
 
When I was creating these powers I tried to give them all a bit of that 'Worm' twist. It's most obvious for the Glaistig Uaine and Teacher data packages. For the others, the Chevalier package is designed to be extremely limited out of direct combat and the Simurgh package is designed to make you terrorize a city once every couple of months.

You're right that, between the scream and the singing the Simurgh package is quite easily the strongest from this list in the early game. The power-gaming options are obvious. Just be aware that the level of terror required is also the level of terror that leaves most people suffering panic attacks, unable to breathe or move. It's the sort of thing where people spend the rest of their lives flinching whenever they think of it.

It's probably going to be the power-set that allows you to save the most slaves right of the bat, and this is Warhammer. Your allies aren't going to get very worked up about you scaring your enemies. Just expect a certain reputation if you're sloppy about who you scare.
 
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When I was creating these powers I tried to give them all a bit of that 'Worm' twist. It's most obvious for the Glaistig Uaine and Teacher data packages. For the others, the Chevalier package is designed to be extremely limited out of direct combat and the Simurgh package is designed to see you terrorize a city once every couple of months.

You're right that, between the scream and the singing the Simurgh package is quite easily the strongest from this list in the early game. The power-gaming options are obvious. Just be aware that the level of terror required is also the level of terror that leaves most people suffering panic attacks, unable to breathe or move. It's the sort of thing where people spend the rest of their lives flinching whenever they think of it.

It's probably going to be the power-set that allows you to save the most slaves right of the bat, and this is Warhammer. Your allies aren't going to get very worked up about you scaring your enemies. Just expect a certain reputation if you're sloppy about who you scare.

It's not just the most powerful short term, but also long term. From the wording, you didn't give any limit to how many charges of these random powers we can hold, no limit on how many sentient we can terrify, and no limit on doing repeatedly to the same sentient. So if we set up some sort of of terror chamber, and put say, a bunch of Skaven inside, we can farm charges of powers pretty much indefinitely, allowing us to go full power all the time. And if we go for terrifying an army, we can basically snowball from there.

Honestly, we're basically set up to be the Skaven's natural enemy, considering their cowardly nature. And if we terrify them once, kill a bunch of them and let the survivors spread the word, its' basically an infinite cascade effect.
 
When I was creating these powers I tried to give them all a bit of that 'Worm' twist. It's most obvious for the Glaistig Uaine and Teacher data packages. For the others, the Chevalier package is designed to be extremely limited out of direct combat and the Simurgh package is designed to make you terrorize a city once every couple of months.

You're right that, between the scream and the singing the Simurgh package is quite easily the strongest from this list in the early game. The power-gaming options are obvious. Just be aware that the level of terror required is also the level of terror that leaves most people suffering panic attacks, unable to breathe or move. It's the sort of thing where people spend the rest of their lives flinching whenever they think of it.

It's probably going to be the power-set that allows you to save the most slaves right of the bat, and this is Warhammer. Your allies aren't going to get very worked up about you scaring your enemies. Just expect a certain reputation if you're sloppy about who you scare.
It is beyond irony to take Worm's methodology of power design and have such a power be a lynchpin element in a fix fic.

Like really. The irony is over 9000 on this one.
It's not just the most powerful short term, but also long term. From the wording, you didn't give any limit to how many charges of these random powers we can hold, no limit on how many sentient we can terrify, and no limit on doing repeatedly to the same sentient. So if we set up some sort of of terror chamber, and put say, a bunch of Skaven inside, we can farm charges of powers pretty much indefinitely, allowing us to go full power all the time. And if we go for terrifying an army, we can basically snowball from there.

Honestly, we're basically set up to be the Skaven's natural enemy, considering their cowardly nature. And if we terrify them once, kill a bunch of them and let the survivors spread the word, its' basically an infinite cascade effect.
The specificity given here implies that the level of fear you have to reach can't be reached twice on the same person, or at least can't be reached twice on the same person without doing something different next time. Additionally, it's unlikely that Taylor will be able to passively generate power charges just by reputation alone. You don't cause people permanent mental trauma just by telling them about your personal most terrifying moment.
 
You don't cause people permanent mental trauma just by telling them about your personal most terrifying moment.

Nope, thats for our victims to do for us, to instill fear that we can utilize to cause terror in future conflicts. Reputation can't cause terror on it's own in most cases, but we don't need it to. We just need them to fear us.

And at no point did Jurric say that we had limits on terrifying the same individual. We won't do the same thing to terrify them, because thats not the intelligent thing to do to cause terror. We just need to establish a pattern of cause and effect. We go somewhere, horrible things happen to bad people, they are terrified as a result, they spread the word of what happens when we show up, and the cycle repeats itself.

Simurgh is also the best option for a simple reason: All the other options have upper limits that are crippling for their long term power growth. Simurgh doesn't, just a time limit that incentives us to use it, which we are going to do anyway.
 
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