You investigate the graveyard, seeking to determine the cause of the disturbance. You find that the bone pits in their heart have shifted, revealing something which was buried inside: a large, black metal cask, sealed shut and engraved with a variety of runes. There are very few things such a vessel could not contain. Cautiously, you probe it with your mind. The contents are almost disappointing mundane. There are some specters inside. You release them and bind them to your service, before putting the cask back. It could be useful one day.
With a dismissive wave of your hand, you raise some more skeletons and have them march out to join your army. Now, you consider how to spread fear among the populace north of you. You recall how well fear worked at Dresick, and select the 10 stealthiest soldiers, blessing them with fragments of your power. Each of them stays exactly the same in appearance, except their eyes grow darker, and their irises bigger. The effect is subtle. What is not subtle is how they move - they walk with more grace than your average deer, and are likely just as fast as one, over short distances at least. They have also gained some minor instincts for stealth, making it easier for them to stay hidden, and an ability to sense the surface thoughts of those around them.
You dispatch them north to bring terror and death to your foes, striking wherever an opportunity presents itself.
Duthrax Soul-Render, currently a Thrallherd and certain to rise higher as your armies grow, bows respectfully as he oversees training of the second hundred. These ones are more focused on archery, with only a few regular infantry. They are already quite skilled, firing volley after volley with steady, unceasing accuracy.
The captives are put to work in the mines, given the hardest and dirtiest jobs, and improving your production. Apparently, plans are being made to sacrifice one to you with every feast, until they have all died or joined your followers in truth.
Your Doom-Seers and Seekers depart with Kreth Woemaker, intending to wreak more havoc, but in Kreth’s name and not your own. They take all your skeletons and fill out the rest of their ranks with zombies, and go looking for villages to slaughter and raise.
Meanwhile, you head north, to the town of Avar, built on a river crossing. It’s a rambling, chaotic place, not contained in the slightest by its walls, which slump in disrepair. Several waterwheels turn in the river, powering giant mills, and the docks and extensive and well-built. Here there is a stark divide, with stately, white-columned homes just a few streets away from muddy streets and flimsy shacks. The mere sight of it fills you with glee.
Soon enough you find your Seducer when you spot her sign: >¡<. Disguising yourself as one of the shepherds you ate, you enter the tavern, and spot her, calmly talking with a few men and women from behind the bar, discussing the failures of the church to protect the downtrodden. As your presence fills the room and your hand reaches out to touch her mind, her tongue grows swifter, her comments more subtle. Where people were uneasy, now they need eagerly. Of course! They therefore need to turn to some other faith…She nods, and begins serving drinks. You sit at the bar, and take in the room, noting your other cultists, one standing in front of the door, one subtly watching it, and the third in the attic, praying to you.
You go upstairs to join him, finding a simple altar. You lay down next to it and you dream. Something is different now…something has entered the dreamscape, turning what was once firm ground into thick, clinging mud. You reach out and touch a mind skilled in magic…but you cannot enter, and you only glean a few surface thoughts. Most are insignificant, but one stands out. They are traveling south, planning to investigate the rumors slowly spreading, which most dismiss as mad ramblings of drunken peasants.
Withdrawing from the dreamscape, you turn your attention to investigating the other going-ons in your cult. Kreth has grown greatly in strength, having found no significant obstacles. Some of the villagers he slaughtered have chosen to join you instead, swelling your numbers. Do you…
[] Accept them
[] Enslave them
[] Kill them
The Doom-Seers and Doom-Seekers have done better than expected. In addition to raising the 50 zombies you demanded, they accidentally made a wisp wight. They are now working to understand how to do so. However, they have been neglecting to work on their other magical skills…necromancy is a broad discipline. Should they…
[] Keep working on the wisp wights
[] Study other kinds of magic
The Hunters are still traveling north. For now, your primary concern is what to do about the mage. She is fairly skilled, and could be a dangerous threat or a useful tool. You have a few days before you need to act however…
[] Kill her
[] Convert her
[] Subvert her
Full status
Current Status
Name: Klx-Dryklfx
Time: 5.25 months
Physical Might: 53+6 (- 4 undead, - 6 hunters, +9 worship)
Mental Might: ] 52+6 (- 4 undead, - 6 hunters, +9 worship, -1 high-seducer)
Followers
13 Boneys, 134 thralls, 220 soldiers, 7 seducers, 26 peasants, 10 Hunters, 1 High Seducer, 14 Doom-Seekers, 2 Doom-Seers
Slaves
97 slaves
Servants
16 wisp wights, 2 brutes, 367 zombies, 79 skeletons, 50 wisp wretches, 9 weeping sores, 19 specters
Cults
The Broken
Members: 13 Boneys, 134 thralls, 220 soldiers, 14 Doom-Seekers, 2 Doom-Seers
Slaves: 97
Resources: 42(-20 construction, - 6 forging, + 5 looted caravans, +5/week demonic crops, +5/week iron mines )
Power: 22 (5 spent worshipping you, 6 spent on training, 6 spent on construction, 5 spent gathering resources)
Unnamed cult
Members: 7 seducers and 24 thralls, and 26 peasants split among 8 locations, 1 high seducer
Resources: 0
Power: 8 (1 spent worshipping you, 4 spent recruiting)
Fortresses
Canord
Strong walls (35), Deep moat (20), Thorn fences (10) Demonic crops, plentiful mines, Strong aura of domination
Champions
Kreth Woemaker
Physical might: 9
Mental might: 9
Other: Magic cloak
Duthrax Soul-Render, First of the Thrall-Herds
Physical might: 5 + 1
Mental might: 3 + 1
Other: Duelist, skilled commander, HeraldKashyyk, you have one bonus.
Also, do you guys have any feedback for my writing?