Grab three little chunks of evil, offer it in liquid form for the children to suck to call their attention, then put one of the medallions on the neck of one.
Put the staff where they tried to burn us and suck all the evil needed in the staff. If the village's evil is not enough, torture one by one till get enough corruption
after that we should do something with the others that didn't succumb to madness or pledge their devotion... Torture and give the killing blow to the Malkus.
Grab whatever the shit our troop can to arm our new cultists, grab swords melt cooking pans, nothing that would slow down us.
I don't mind it but I -1 and attempts to corrupt the staff more. It is not urgent and more forces are plain better.
Torture captives (let Malkus keep few if he wishes, his attempts to convert his playthings to our cause are amusing) and burn corpses
Use existing and generated evil to
- Raise more skeletons\spectres from a local cemetery
- Convert some skeletons into hollow remains.
- Summon some deep blue imps (Colour of the night, flying, experts at using ranged weapons) and arm them with bows\slings if any left from the villagers
- Use converted villagers to form "The cult of the wolf" They should worship wolves(public part) trio of wolves and their father (secret part). Their current order is to follow the army and worship Nokluvgn and his wolf daughters. Later we may send them elsewhere
- Pick the most evil of converted villagers and buff him to a
WOLFMASTER (if he\she dies in the process, repeat until success) Wolfmasters are similar to Wordbearers but their power focused on controlling canines allowing them to amass armies of dogs and wolves if needed. He\she may start using his power to control local dogs to serve as mates for brutewolves and additional troops
- If we still have resident evil after all, we may corrupt the staff more but it is not the priority
- Name the sword - Blade of Eternal Ash
- Name daughters - Mkilzk meaning Three in demonic
Raid a tax collector or someone for more information about the Tokzoku Empire
One or two villages to the south to grab more power and wolves and then east?
Or something like that.
You have your new followers participate in the torture of their former friends. Some of the terrified villagers beg for mercy, and you can see several of your converts wavering, but your presence keeps them on the dark path. Other villagers spit in their captor's faces; this results in a boot to the head, and a boost in your cultists' loyalty. In the end it matters not whether they are defiant or grovelling, the knives come for them all. Your cold-hearted followers flay their skin; their blood is collected for your child(ren) Mkilzk to drink, the human hide set aside for later use. The inexperienced cultists are clumsy in their flaying, and many of the victims die from their injuries. Oh well. At least their corpses make a nice snack; much like grapes, humans taste better peeled.
Agonised screams sound throughout the ruins of the village as the surviving victims are set upon by all manner of improvised torture device. Evil saturates the air of the village, just waiting to be put to use. And to use it shall be put.
You channel Evil into Hoimura's cemetery, enlisting the long dead into the skeleton war. The ground shakes and splits as they arise from their graves, marching forth to do your dark bidding. The ten most promising specimens you direct into pyres, charring their bones, shrouding them in smoke, and instilling them with additional strength, making them into hollow remnants.
It is with a mixture of satisfaction and dread that you see a host of spectres arise from their tombs to serve you. Hopefully these will not be as inclined to poetry.
You use some of the Evil to summon several Midnight
* Imps. The creatures pop into existence and immediately seek cover beneath the eaves of surrounding houses. The sunlight does not do them any harm per se, but they much prefer darker conditions. They are skilled at hiding in shadows and attacking from a distance using their intrinsic magic. Unusually for an imp, Midnight Imps may on occasion use mortal weaponry, though they lack the strength to use larger bows, preferring slings or small hunting bows.
You gather the remaining Evil and summon your converts. You select the strongest looking one and bid him step forward. He does so somewhat nervously, kneeling before you. With two brutewolves by your side, you place an emaciated hand on his head and pour both a measure of Evil and some of the brutewolves' nature into him. He starts to spasm as the evil flows through him, and starts to snarl at nothing. Then he dies. You sigh, and summon the second strongest contender. He comes before you even more nervously than his predecessor, somewhat understandably.
You repeat the ritual, and immediately things start to go better. His body absorbs the Evil far more readily, and though you see a primal rage building in his eyes, he manages to restrain himself. As you continue to infuse him with Evil, his hair starts growing, he grows taller and muscular, and his teeth become sharper. When you have finished, he truly looks the part of a Wolfmaster. He lets out a triumphant howl, then commands the brutewolves to sit. Had he not been recently empowered, that would've resulted in him losing a limb or two. As it is, they obey without question.
You tell the remaining fourteen that they are now members of the Cult of the Wolf, that they shall worship wolves, Mkilzk, and you, and that the new Wolfmaster shall be their leader. Suitably impressed by their leader's transformation, the cultists readily agree. They fashion cloaks of human skin, and celebrate their new status by sacrificing the torture victims who had not yet succumbed to their injuries. You take some of the power for yourself, and return the rest to them- though not in the same form as you grant the New Way; where they experience hedonistic delight, the Cult of the Wolf feels the irresistible call of the wild within themselves, instilling them with primal strength and resistance to pain.
As the new cult prostrates itself before her, you bend down before Mkilzk and offer her a droplet of pure Evil. One of her bodies tastes it gingerly, and decides that it is acceptable. You try putting a medallion on them, but they are still too small. You conclude that at the moment, her mortal form needs time to grow before she can start to truly expand her powers. Not that that should take very long at all; her growth rate is extremely high.
You torch Hoimura on your way out and head south. Your undead horde easily overruns the next village you come to, further bolstering their numbers. Another, somewhat larger village requires the intervention of Malkus and your wights, but their resistance is short lived, and your horde swells even further. With a now rather respectable horde of roughly 400 undead, you turn to the east.
Cold winds assault you as you climb higher into the mountains, causing Malkus and the cultists to complain. You ignore them, and continue on.
You pass through a few small hamlets, which you raze 'n' raise, following directions extracted from tortured peasants to what they consider to be the most important place in the region. This takes you even higher into the mountains, where the air begins to grow thin, before you finally reach the settlement.
Perched precariously on the slope of a towering, white-peaked mountain sits a collection of well-built structures. Several pagoda-esque wooden towers rise from the corners of the central compound, which itself is several stories tall. Smaller buildings are attached to it by covered walkways. The whole thing has gabled roofs made of quality tiles, with slightly sloped whitewashed walls of either stone or brick.
Whilst it does not resemble the fortifications you saw in Fozdoch, this settlement looks easy to defend, and those large buildings probably contain plenty of supplies intended to see the occupants through the winter. Perhaps it would be wiser to move on, and seek softer targets? You confer with Malkus to get his tactical opinion, and come to the decision that
-It's not worth the hassle; there will be juicier targets further east, which may be as good a source of information as this.
-You are not one to back down from a fight. Your undead horde will make short work of any defenders within.
-Making a decision with so little information is foolish; you shall send in spectres to spy on the settlement, and perhaps infiltrate it yourself.
Name: Nokluvgn
Age: 9.75 months
Physical might: 64 (+2 p/w: province-wide suffering)(+2: Sacrifices)(-2: Leakage)
Mental might: 71 (+2 p/w: province-wide suffering)(+3: Worship)(-3: Leakage)
Followers:312 (191 cultists, 7 magically trained cultists, 50 Nails (armed), 1 Finger (heavily armed), 40 mercenaries (armed), 3 Lesser Wordbearers, 4 Wordbearers, 2 trained Wordbearers (armed), 1 Wolfmaster, 7 knights (heavily armed), 7 mining engineers, 1 Mayor (lesser Wordbearer), 1 Duke)
Slaves: 18 (4 priests, 1 high priest, 7 guards (armed), 6 captives)
Servants: lots (12 Brutewolves, 3 Smokewraiths, 30 spectres, 5 giant-rat-packs, 10 black imps, 4 ultraviolet imps, 5 midnight imps, 95 skeletons, 14 Hollow Remnants, 3 fungal druids, 290 zombies, 3 Klrntvs, 8 Wights)
Cults:
The New Way: Medium organization. 243 members (117 cultists, 13 Acolytes, 50 Nails (armed), 1 Finger (heavily armed), 40 mercenaries (armed), 3 Lesser Wordbearers, 2 Wordbearers, 2 magically trained Wordbearers, 2 trained Wordbearers (armed), 5 knights (heavily armed), 7 mining engineers, 1 Mayor (lesser Wordbearer), 1 Duke)
Slaves: 18 (4 priests, 1 high priest, 7 guards (armed), 6 captives)
Power level: 24 (15 used)
Of which: 4 spent recruiting, 6 spent constructing underground temple in Nuulyd (11/100), 2 spent arming Nails, 3 spent training new acolytes (12/12)
Secrecy estimate: (somewhat risky)
Resources: 1106 (+30 p/week: Duke's income)(+5: Copper mines)(-4: arming cultists)(-22: constructing underground temple in Nuulyd)(-5: Mischa)
Locations: Nuulyd: Merchant & town council & jail connections. Mayor converted.
Castle Brylib: Court connections+.
Oegorda: Nokluvgn may have been detected here. No wizards to be found.
Fözdoch Province (misc): No special features.
Other: With the mine fully staffed, work can begin on the new underground temple in Nuulyd. Digging begins beneath the temple, the jail, and the large mansion used as the New Way's headquarters. 5 Black Imps aid in the construction; the other five are working in the mines. Mischa's acolytes finish their training in basic magic, and all the Nails have been provided with weaponry. In other news, a tax collector and his bodyguard disappeared this week. No one knows what happened to them.
The Arms of He Who Beckons: Medium Organisation. 54 members (54 cultists)
Power level: 7 (4 used)
Of which: 3 spent on extra training to stand out, 1 spent recruiting.
Resources: 0
Locations: Army camp near the capital. Divided amongst several units of trainees.
Other: Some more effort pays off, and their superiors recognise their enthusiasm and commitment. More recruits are tempted into joining
The Cult of the Wolf: Low organisation. 15 members (14 cultists, 1 Wolfmaster)
Power level: 4 (4 used)
Of which: 3 spent worshipping Nokluvgn, 1 spent worshipping Mkilzk.
Resources: 0
Locations: Following Nokluvgn
Other:
Champions:
Mischa Alwiz: The Duke's 'loyal' companion, now corrupted by the allure of evil.
Physical Might: 2 (+1: the Vessel)
Mental Might: 12 (+5: the Vessel)
Knowledge: Magic, adequate Necromancy.
Possessions: Grey imp (knowledge of human & demonic magic, disguised as a crow), the Vessel (An urn containing 100 souls and a chunk of Nokluvgn's essence; +1 physical and +5 mental, enhances spell-casting stamina. Large and unwieldy, requires knowledge of Necromancy to use)
Other: Starts devoting cult resources to finding traces of Necromancers in the province, past or present.
Malkus Rom: The captain of the mercenaries in the Duke's employ, he proved an especially eager convert, requiring only the most minor of rewards before pledging his loyalty to you.
Physical Might: 11 (+2: Devil-horse, +2: Blade of Eternal Ash)
Mental Might: 4 (+1: Burnt Silver Medallion)
Knowledge: Competent Tactics.
Possessions: Devil-horse (A huge black horse with demonic strength and intellect; +2 physical strength, greatly increased mobility), Blade of Eternal Ash (+2 Physical, captures souls of its victims (increases Mental)), Burnt Silver Medallion (+1 Mental, attracts Evil and repels Good)
Other: Cold.
"Kate": A female Wordbearer, trained in combat and magic and provided with arms and armour, now the vessel for your demonic offspring.
Physical Might: 6
Mental Might: 5
Knowledge: Adequate Mesmerism, basic Magic.
Other: 3.25/8(?) months pregnant.
Mkilzk: The child of Nokluvgn and a female brutewolf. Triplets. They have wings, bladed tails, and horns. Her fur ripples like smoke, yet is solid. They only has one soul.
Physical Might: 0.5 (child)
Mental Might: 1 (child)(+1: Worship)
Other: 0.25 months old. Growing extremely quickly. The worship by the Cult of the Wolf empowers her mentally, though her mind is still underdeveloped.
Fortresses:
Fellshore: Was a small fishing village nestled between a small lake and a forest (with mountains not so far in the distance), it has now been razed. It is undermined with many tunnels and chambers forming a twisted maze, lit with smoky torches, where the shadows form strange shapes in the corner of your eyes.
Smallish labyrinth (10, increases secrecy)(being upgraded to Medium Labyrinth 76/200)
Hidden altar: A suitable place to sacrifice to you and praise your dark name.
Copper Mine: A recently reopened mine. Converted engineers and Black Imps oversee the work of the prison labour.
Copper Veins: Generates income (5 resources p/w) if fully staffed (requires 100 workers and 10 overseers)(currently at 100 workers and 12 overseers, generating 5 r p/w)