You regard these activities with bemusement, eventually deciding
-This is as it should be. Your followers shall be rewarded for their worship, and thus fall deeper into darkness.
Someone is headed this way. They will be here in a few hours- you should immediately prepare to
-Disguise the village as "perfectly normal". If the traveller is someone who wouldn't be missed, take the information from their skull by force and then eat them. If they're a tax collector or something, enslave them and set them on their way, to tell the world about how we're still "perfectly normal".
There does not appear to be a consensus about the name of the smoke-creatures, so for now I will refer to them as Smokewraiths.
You command your cultists to act normal, and disguise any sign of your presence, whilst you await the visitor.
It turns out to be another priest. He asks around about the village priest and is directed to the shrine where you await him. You decide to listen to what he has to say before you break his mind.
"Where is brother Jitpau?", he asks. You explain that Jitpau... went missing a few months ago, and that you happened to be passing through and offered to replace him. He regards you suspiciously for a moment, before continuing:
"Surely you must have felt the disturbance two weeks ago, and then the second disturbance last week. We have decided to gather in the town of Nuulyd, to hold a meeting of all the priests who felt this disturbance. Personally I think it's the work of the witches, but some superstitious fools claim that it is the sign of a demon- even though they haven't been seen in centuries."
He looks around, then says: "We are also trying to determine the location of the event, in the hopes that we might find some clues there as to the nature of this evil threat."
He narrows his eyes. "There is evil in this place, brother. Can you not feel it? This may even be the source! Why have you not sent for help dealing with this?"
You decide that you have heard enough, and place one hand on his forehead, and then assault the priest's mind with the full force of your own. Naturally he cannot stand up to this mental battering ram, and his defences- raised though they may be, given his suspicions- crumble, leaving his unprotected mind as clay to be molded by your hands. You carefully remove all his memories of his visit, and replace them with ones where everything was normal and he noticed nothing out of the ordinary.
You then send him on his way, to report back to the other priests that everything is fine. Before he leaves, he asks you if you will be joining the meeting in Nuulyd, to which you respond
-Of course! You will leave the village soon and make your way to Nuulyd as quickly as possible.
-Unfortunately not; you make up some excuse that in his addled state he finds perfectly reasonable.
Whether you stay or go, your cultists will need directions. They should
-Continue expanding the labyrinth. (although without proper tools and expert supervision they can only make so much progress)
-Arm themselves for battle, lest the priests manage to convince the local burgomeister to send a troupe of guards to investigate the area.
-Build fortifications around the village, for similar reasons.
-Do nothing; act totally normal, and seal up the entrances to the labyrinth.
-Worship you, and find more substantial sacrifices.
-Do something completely different.
Name: Nokluvgn
Age: 2.5 months
Physical might: 27
Mental might: 21
Followers:80 (78 villagers, 2 Wordbearers)
Slaves: 1 - One mind-broken priest.
Servants: 3 - One Brutewolf, two Smokewraiths.
Cults: The New Way: Low organization. 80 members in Fellshore (78 villagers, 2 Wordbearers)
Power level: 14
Of which: 8 spent digging a labyrinth beneath Fellshore, 1 spent worshipping you, 1 spent finding and sacrificing random animals.
Resources: 0
Other: Your cult's secrecy rating is secret, but it depends on a combination of factors; how powerful it is (larger cults are more likely to be discovered), how much of that power they use (less active cults are less likely to be discovered), and any bonuses or penalties to secrecy they may have (for example, The New Way can use the tunnel network in Fellshore to conduct their activities in a less detectable way)
Fortresses: Fellshore: A small fishing village nestled between a small lake and a forest (with mountains not so far in the distance), now undermined with tunnels and chambers forming a twisted maze, lit with smoky torches, where the shadows form strange shapes in the corner of your eyes.
Small tunnel network: increases secrecy of local cult.
Small (hidden) altar: A suitable place to sacrifice to you and praise your dark name.