WE(the people) might not need to, but guess who does(check spoiler at end of update, and one at end of this post). And if he has to keep track of 1-10 different kinds of 100 different creatures, each with its own individual stats. He's going to go fucking crazy(probably). I was there in the Demonhood thread. That list of stuff fucking ballooned.
And the reason everything's been hunky dory is cause of good rolls. The one thing that turned out less than superb was the forest, which became highly aggressive. And we're dealing with Chaos. The presence and idea and just form of randomness. I'm still apprehensive about giving any of our power to minion creatures(could it be stolen? you dunno what's gonna happen), but you do make good points on that front.
If someone can deploy insecticide(middle ages- they'd need a lot of poison for bugs that big) on our bugs, they can also do the same to anything else we have, and we can fix the whole hard-to-ride bit by making saddles. That's why they were invented in the first place. But I'm sure that some crazy guy will perfect the art of riding them saddle-less.
And what will we do when the nocturnal animals require sleep? Drag them while we march? Carts are expensive, comparatively, and each one requires a beetle/animal that isn't ready for fighting.
Name: Krlnkir Yrlvnt
Physical might: 160 (+15: Sacrifice)(-15: Leakage)(-10: Tournament)(-10:D'awwww)
Mental might: 170 (+15: Worship)(-15: Leakage)(-10: Tournament)(-10:D'awwww)
Other: Corrupter. Mysterious Ring. Witnessing her ferocious display of violence at the tournament (and maybe a bit of the ring's magic) left you feeling a lot more amicable towards Eliza.
Demonic Realm: 21000 Peons, 200 Resources per week. +15 Physical Might/week +15 Mental Might/week
Resources: 925 -75: Infrastructure +1075 (Looting Dolnar) -300: Arming soldiers
Notable features:
The Forge-Temple at Barrspring provides weaponry of darkbarr steel- high quality corrupted metal.
Glades of Akatrees provide emergency food sources for cannibals, trap unwary travellers with illusions, and generally look freaky.
The farms of your realm, alongside conventional livestock, breed and raise Giant Rats, as a food source for slaves, and as distractions in your army.
The mines of Aonogake provide small amounts of rare gemstones suitable for use in magic.
The over-hunted forests of the east are home to evil spirits and packs of wild wolves, who attack travellers and unprotected hamlets.
Demonic Totems channel Evil, which they use to corrupt the land.
Dolnar stands an empty, burnt out shell of a city, with blood-stained streets, piles of rotting corpses, and an evil aura hanging throughout- a testimony to your power, and a message to all who see it: Fear you.
Demonic Armies:
Light Infantry: 200 Armed Cultists, 25 Sergeants, 200 Armed Zombies, 350 Skeletal Warriors, 1000 Ghouls, 200 Barrtal Light Swordsmen, 200 Barrtal Archers
Heavy Infantry: 40 Biolopolybolos-Wielders, 30 Haunted Armours, 125 Beastmen, 6 Water Elementals, 300 Barrtal Swordsmen, 100 Barrtal Longbowmen
Cavalry: 20 Skeletal Knights, 40 Armoured Sintaurs, 15 Biolopolybolos-Wielding-Sintaurs, 20 Barrtal Knights, 100 Barrtal Light Horse, 100 Mercenary Horsemen
Mentals: 200 Spectres, 10 Greater Spectres, 100 Green Imps, 5 Novice Wizards
Fliers: 10 Black Dragons, 150 Red Imps, 50 Grey Imps
Swarms: 30 Amberärsh Packs, 30 Giant Rat Packs
Others: 50 Baneghouls, 4 Armoured Baneghouls, 100 Black Imps, 75 Yellow Imps, 25 Blue Imps, 50 Brown Imps, 5 Catapults, 1 Turrment
Cults:
The Mad Flames: Low organisation. 47 Cultists in the Church of the Flames of Madness. Led by Balthanor the Necromancer
Power Level: 17 -15: Biolopolybolos Construction -2: Turrment Creation
Resources: 150 (+3/week: Workshops)(-30: Biolopolybolos Construction)
Cultists: 24 Cultists, 15 Acolytes, 3 Invocators
Slaves: 5 Captive Wizards.
Other:
Followers of the Tall Man. Very high organisation. 72 cultists in six locations; Dragonsnest, Greywinde, Port Hope, Goldhall, Easthall and Narsis.
Power Level: 14 -6 Construction -8 Resources
Resources: 2 (+1/week: Criminal connections)(+8: Gathering Resources)(-12: Construction)
Cultists: 60 Cultists, 6 Infiltrators, 6 Acolytes
Locations: Dragonsnest, Greywinde, Port Hope, Goldhall, Easthall and Narsis: 11 Cultists, 1 Infiltrator, 1 Acolyte each.
Other: Your cultists begin work on shrines in your honour.
Missionaries of the Alternate Faith. High organisation. 72 members in six locations.
Power Level: 20 -11 Resources -9 Construction
Resources: 0 (+2/week: Wealthy members)(+11: Gathering Resources)(-18:Construction)
Locations: Noragan (12 cultists), Sal'Sarrin (12 Cultists), Barrsmouth (12 Cultists), Cleomenople (12 Cultists), [Major City] (12 Cultists), [Major City2], (12 Cultists)
Other: Your cultists begin work on shrines in your honour.
Champions:
Alyshtr Yrlvnt: Half-demon. 7 months old.
Physical Might: 2 (+1: Imp bodyguard Squad)
Mental Might: 3 (+1: Imp bodyguard Squad)
Equipment: Red Imp pet (fire magic and demonic tales), pet slave, Black Imp pet (metal working and demonic ales), Green Imp pet (illusion magic and demonic wails), Yellow Imp pet (shapeshifting and demonic grails)
Knowledge: Demontongue, mind-corruption, basic fire magic, basic illusion magic, granting demonic power to mortals.
Personality: Chaotic. Cruel, with a twisted sense of humour. Cares about her mother.
Other: Spoke a few words of Human recently, to her mother's great excitement.
Consort: Mother of Alyshtr.
Physical Might: 3
Mental Might: 2
Knowledge: Faint ken of Demontongue, sort-of-half-forgotten basics of Necromancy.
Mutations: Refined Cannibal. Increased Strength. Slight Resistance to disease/poison. Were-Necromancer (excessive moonlight causes her to gain and employ extreme necromancy powers with no regard for her targets)
Other: Has dinner most nights with Nameless and Alyshtr. No complaints from Nameless regarding the meat. Together, starting to make some sort of progress in almost-Demontongue.
Nameless: Former Akataki Guard. Fairly corrupt. He will fight for you... but only in defence of his brothel/your consort.
Physical Might: 2
Mental Might: 1
Knowledge: Smattering of almost-Demontongue.
Other: Enjoys performing cruel sex acts upon new captives, but feels guilty afterwards. Picking up bits and pieces of Demontongue together with Consort.
Eliza: Wife of Krlnkir.
Physical Might: 13
Mental Might: 6
Knowledge: Swordplay, Sharpshooting, Riding, Dance and Song, Grace and Poise, Statecraft, Diplomacy, Tactics, Leadership, Alchemy
Mutations: Increased Strength. Significantly Increased Beauty. Increased Intelligence. Resistance to Mutation?
Equipment: Fine armour (+1 physical might). Warhorse (+1 physical might). Biolopolybolos (+4 physical might, Ranged). Barrsdoom (+3 physical might, +1 mental might). Healing potions. Poisons. Caltrops. Mysterious Ring.
Other: Succumbed to unfathomable bloodlust recently. Killed a knight, stole his armour, had it reffited for her, stole a Biolopolybolos from the cart delivering them from CFM and hid it in a tomb on Dead Man's Barr, and used her knowledge of alchemy to brew a variety of useful potions. She then joined the tournament, and by the combination of her skills, equipment, potions, increased strength and intelligence, and one small favour from her husband, won. Her bloodlust and joy in victory (and maybe a bit of the ring's magic) left her feeling a lot more amicable towards Krlnkir.
Balthanor the Necromancer: Travelled to Akataki to join your cause. Has considerable knowledge of magic and necromancy.
Physical Might: 4 (+2: Biolopolybolos)
Mental Might: 13 (+5: Dark Crystal)
Equipment: Dark Crystal which emanates evil energy (+5 Mental might. Requires basic knowledge of necromancy to use). Biolopolybolos (+2 Physical Might, Ranged)
Knowledge: Magic, Necromancy.
The Titaneghoul: A massive monster made of steel and flesh.
Physical Might: 49 (-5: Recovering Injuries)
Mental Might: 5
Location: Hugh's Shade (A ruined keep; now the lair of the Titaneghoul. The air stinks of rotting flesh, unstable masonry threatens to fall at the slightest notice, and lesser ghouls occasionally risk their necks to scurry in and grab some scraps the Titaneghoul missed)
Other: Indescribably tormented minds: Requires considerable effort to control; almost entirely immune to hypnosis and illusions. Omnivore: Will eat anything. Friend, foe, or scenery. Unstable Biology: Physical might will rise and fall at random. Terror-inducing-shriek: May randomly shriek, causing terror in all around it. Only entities which are entirely incapable of feeling fear (greater demons, greater angels, elementals, entirely mindless undead) are immune.
Fortresses:
The Church of the Flames of Madness. Formerly Dolnar Asylum, HQ of Barrtal monster hunters.
Mighty Walls (50). Moat (5, slows attackers). Dark Wards (30). Evil Stones (cause illusions and madness to attackers, also act as a second set of Weak Wards(10)). Rampant Spectres (cause madness to attackers. May randomly attack enemies)
Sacrificial Chamber: An excellent location for worship and sacrifice.
Workshops: A large forge and a series of workshops allow cultists to refine resources much more efficiently. With the resources sent from Barrspring, the Cultists can use the workshops far more effectively than before.
Library: A library and series of studies allow cultists to learn the arts of magic. Contains a host of information on both Magic and Necromancy, enabling Acolytes to be upgraded to Invocators, and for a wide variety of spells and rituals to be learnt.
Sending Circles: A pair of raised daises, linked to a similar pair in Barrspring, which can send and receive objects given a source of power. Balthanor's Dark Crystal powers the circles.
Amberärsh Furnace: A horrific device which industrializes the summoning of Amberärshs. Animals go in, Amberärshs come out.