Your leaving from town was celebrated, and Melvin promised a boon. Money will be needed to restore his lands to their former glory, so you can't just take some dosh right now.
Your cultists will move into town after you leave, and will do their best to convert people. You can ask about the rate of conversion later, but first you need to have a talk with Carnifex.
I suppose you'd like an explanation. I am scared of this threat myself, and I cannot allow you to go rogue now. IS THIS CLEAR? Put says with alarming clarity.
My lord... What happened to your way of speech?I don't use it when angered. Now, be off, and don't start thinking about nobody being capable of giving you orders. Nobody wanted to stay for the funerals, so you continue on with your quest, going far to the north. After some days travel, you find yourself close to the entrance of the dwarven mountain-home of Burnannil, famous for it's cave-rhino meat and large mines.
It's highly welcome, too, as your supplies have dwindled, and the weather has steadily been growing colder.
Before the gates, however, Seum takes you away for the promised private talk.
So, start explaining what you are.What do you tell him?
HP: 20/20
Fatigue:30/30
Status: Solid form
Ways of doing damage: Poison Claws. Fangs.
Evil: 16/20
Bases: Underground complex inside city, tower, large temple.
Cult members: 44
Underlings :Goblin tribe. Basic workers(around 30 of them)
Inventory: Artifact amulet, Sweet protective clothing, 405 gold pieces
Party: Seum, Wander and you
Inventory: 305 gold pieces, basic weaponry, a glowy stone,A shortbow(three arrows), a maul, oil-covered reinforced leather armor, slightly melted flame mechanism, light leather armor. (Seum has a rucksack).
Way of travel: Horse.
Spells
Illusion
Vessel empowerment.
Cult supplies
Weapons and armor, Hammer of the Avatar. Basic food supplies, 10000 coins. A werewolf.
Poisonous animals.
Trading:
Rotten fruits, Deathrot ( of all kinds, poison, alchemy and home defense), goblin weaponry on occasions, cheap man-power