You don’t bother asking Caliwick what happened, but he mentions that most of his monsters were located further to the south, as were several uncorrupted holy sites. He suggests that he might be able to recruit some of them if that is the case, but others will fight against you fanatically. You suggest he be prepared to deal with either option. He agrees, having regained his confidence, and immediately begins preparations to move his mages and as much of the army as he can. Duthrax suggests retaining half the Broken and both him and Caliwick take some of the Barrow Bows to bolster their numbers.
You…
[] Agree
[] Disagree
[] Suggest something else
Caliwick departs, eager to regain some control and whatever status he has lost in your eyes. You turn to Avendor, and make further preparations for the conquest. There are several towns in between you and Avendor, not to mention numerous villages and a couple of half-abandoned castles. But you can corrupt the city from within, creating a second stronghold, and possibly one with rather more legitimacy than your ”rebellious” realm. Several random souls are absorbed from raiders, and you take the appearance of a wealthy merchant who fled from Avar to Henord Crossing to Avendor, riding a very fine horse. You also leave the horse pregnant with your child.
Lurrothel is reaching the point where she is beginning to show, and a brief inspection determines that she will be giving birth within a couple months. Nothing unusual for you, you think. But now will give you an opportunity to adjust the traits of your baby.
[] Suggest a gender, possible abilities, etc.
In this guise, you take command of the cavalry and begin to travel south. On the way you catch crows, and corrupt them into twisted amalgamations of vulpine and corvid, making them able to talk and terrorize with screeching, haunted voices. Nearly a hundred of them are released into your land, scattering in every direction. Even if you die, these will remain, to reproduce and spread. You find your knowledge and skill has grown, and you have gained the trait Master of Mutation II.
As you ride, you gain reports from various quarters. The Avar Society has slowly gained ground, and now has a strong voice in the city government. They have begun the construction of a new temple at the behest of the Society. A temple solely dedicated to you.
In Avendor the Civil Guard begins hunting bandits, leaving their brutally tortured and dismembered corpses, and claiming their loot as the property of the empire, to be used to further fund the defense of the city.
Kreth continues to slowly make progress, but it has reached a point where truly corrupting the landscape will require extensive effort on your part.
Name: Klx-Dryklfx
Time: 9.5 months
Physical Might: 146 +6 ( -6 leakage, +4 souls eaten, -3 child, -10 fox-crows, +35 worship)
Mental Might: ] 146 +6 ( -6 leakage, +4 souls eaten, -3 child, -10 fox-crows, +35 worship)
Cults
The Ceaseless Consumption
Members: 7 seducers, 1 high seducer, 3 Shapers, 96 peons, 3 members of the city council in Avendor, 493 Civil Guardsmen
Resources: 30 (+6 government corruption, +4 theft)
Power: 27 (5 spent recruiting, 2 spent training, 5 spent worshipping, 5 spent spreading rumors, 6 spent hunting bandits)
The Avar Society
Members: 1 seducer, 27 peons, 23 merchants, 11 artisans
Resources: 1 (+5 donations, +4 town government, -3 party, -8 temple)
Power: 8 (4 spent throwing parties, 4 spent constructing temple)
17 mutated spies
15 Voices of Change
Fortresses
Canord
Strong walls (45), Deep moat (25), Thorn Wall (25), Weak wards (15), Traps (15) Demonic crops, plentiful mines, Strong aura of domination.
Avar
Basic Walls (25), Living Ward (15), Demonic Mud Moat (20)
Castle Southbend
Strong Walls (35), Strong Wards (30), Moat (20), Gargoyle Guards (15), aura of reanimation (-4 slaves/week)
Demonic Realm
2400 Peons
1 Doom-Seer, 2 Doom-Seekers, 309 Slaves, 4 Dark Priests, 499 zombies
400 Light Cavalry
100 resources (-5 trade)
+28 power/week, + 30 resources/week
Mild corruption
Demonic Armies
11 Reavers, 2 Doom-Seekers, 50 thralls, 100 zombies in Canord
The Broken – 818 chaff (43 thralls, 441 zombies, 227 skeletons, 17 wisp wights, 89 weeping sores), 725 light infantry (400 Spear-Thralls, 2 Spear-Thrallherds, 321 Sword-Thralls, 2 Sword-Thrallherds), 269 heavy infantry (27 Demon-Touched , 1 Demon-Touched Thrallherd, 199 wisp-wretches, 42 heavy swordsman), 332 ranged (313 Archer-Thralls, 2 Archer-Thrallherds, 17 slingers), 30 mages (2 Doom-Seers, 30 Doom-Seekers), 315 heavy cavalry( 5 mounted god-slayers, 310 deathless knights), 23 Infiltrators (18 Hunters, 5 Night-Stalkers), 28 support (15 Dark Priests, 1 Dread Priest, 12 Shapers), 10 siege (8 armored brutes, 2 crushers), 17 incorporeal(17 specters), 180 scouts (rangers), 17 flyers (17 Gresh-spawn) in Southbend
Barrow Bows – 168 scouts (rangers), 39 light infantry (bandits) in between Avar and Southbend
Champions
Kreth Woemaker
Physical might: 26 (+11 worship, - 8 corruption, -2 corruption)
Mental might: 26 (+11 worship, - 8 corruption, -2 corruption)
Other: Magic Cloak, worshipped by the Barrow Bows
Duthrax Soul-Render, First of the Thrall-Herds
Physical might: 9 + 1
Mental might: 5+ 1
Other: Duelist, skilled commander, zombie horse, Herald
Lurrothel, Weaver of Nightmares
Physical might: 3
Mental might: 8
Other: Necromancer, skilled at wards and dream magic, pregnant with your child
Caliwick the Arch-Necromancer
Physical might: 2
Mental might: 11
Other: Necromancer, Soulbond, Living Legend
Artifacts
Desecrator
+6 physical, +6 mental
Bringer of unholy rot, Reanimator, Focus of Power
Magic Cloak
Unknown properties
Herald
+2 physical, + 2 mental
Inspiring song, crimson regeneration