I decided that, for the sake of formality, I will make a guide for my creatures. Without further ado:
The Daemonic Cherubim Player's Guide
I. Introduction
The daemonic cherubim are indeed an interesting race. Sent by Armok himself to collect live offerings, they build large cathedrals into the mountains in which they worship. You, as a player, will not be erecting one of these structures, however; instead, you will take the role of an individual cherub, tasked with spilling as much blood as thy scimitar can spill. Adventurer mode as these beings is a game of fun, a game of adventure. A game of rats and lice and the Black Death. A game of speared eyeballs and dripping guts and the smell of rotting gardenias. This guide is designed to help you brave this queer and treacherous world.
II. Beginning
The daemonic cherubim rarely abandon their allegiance to Armok, thus there are no outsiders to play as. There should only ever be one complete, unified entity to which they belong, so you won't be forced to make a choice. For weapon skills, you will be able to make the choice of a swordsman, who wields a scimitar, a spearman, who wields a trident, or a bowman, who wields a longbow. Choosing none of these automatically makes you a recruit with a trident.
It should be noted that the "knapper" skill is currently completely useless, and should be ignored entirely.
III. Beginning the Adventure
You will start your adventure in a halfling settlement, usually a small hamlet. You will immediately be told that you should ask these "friends" for advice.
Do not listen to it! The halflings, as with all other creatures, have a deep-seated hatred for you and your brethren. Even entering on of these homes will likely get you stoned to death immediately. Instead, you should fly away immediately! Halflings, as a whole, should be approached with extreme caution at all points of your adventure, due to their numbers and their throwing rocks.
Interestingly, it appears as if you won't be declared an enemy of the state until either you or your foe make a true attack. This means that their livestock that will chase you across their fields on sight will not stop you from settling down until you attack them.
After you flee the town and make your way into the wilderness, you will probably take note of the following:
- You are clothed in a cloth tunic, skirt, thong, and boots.
- You have neither backpack nor waterskin; pay no mind to this, as all daemonic cherubim are eternally sustained by Armok. You'll never have to eat, sleep, or drink.
- You can fly with '<' and descend with '>.'
You will now find yourself without a definite goal; for this reason, I shall supply you with one. You should open up your map screen and locate the nearest fortress; this shall be your first target. Fortresses contain many things that a daemonic cherub would enjoy, such as guards and nobles to kill for reputation and experience, and equipment to aid in your quest.
Travelling to this site can be a quest in its own right, depending on the distance you must travel. In order for you to prepare for your siege, I would suggest that you avoid fast-travelling, and instead spend your entire time sneaking and killing the local wildlife. Do note that the arrows you will find in civilized areas will not fit the daemonic cherubim longbows. For this reason, the "archery" skill should be trained, primarily, by throwing rocks.
IV. The Siege
If you have, by this point, managed to kill or evade the wildlife and have made it to a fortress, it is time to begin your attack. It is most likely that the fortress is that of a formic civilization, as those made by the lizardfolk are less common. Thus, it should be noted that your ant-like enemy will not sleep, so laying siege at night will not benefit you extraordinarily. There are three major ways to besiege the fortress in question:
1. Evasion & AttackThe most basic means of attack: simply flying in and killing anyone in your way. The benefit of the daemonic cherubim is that they can fly over any foot-soldier that tries to stop you. Unfortunately, a single arrow can break your wing, sending you spiraling down onto the ground, to be flayed alive by your enemy. Remember:
A flightless cherub is at the mercy of his enemies! Always make sure that you can fly away, or your adventure is over.
Another downside to this strategy is that, once you enter the tower, your ability of flight shall become much less useful. For this reason, and those mentioned above, it is advised that you not always choose this strategy, and should sometimes use one of the methods listed below.
2. AssasinationNote that you can sneak whilst flying. Sometimes it is best to simply grab some sand to throw at the guards in the towers and take them out one by one. This strategy requires more patience, but it is fairly safe.
To be concluded soon.
If anyone recognizes the reference in the introduction, I applaud you.