You leave orders amongst your puppets to cover for your sudden, inexplicable absence, and you are gone from the city before the sun has set. You have yet another war to fight. Flying southwards, you arrive and begin to rush Lurrothel’s birth, pumping demonic magic into the child, accelerating its growth. A dozen slaves are shredded to satisfy Lurrothel’s ravenous hunger, and shrieks of agony begin to fill the air, rebounding off the stone walls. But at long last, your child is born, wrapped in a coating of sludge and ichor.
You hold your child up, and the coating falls away, revealing its gender, such as it is. The demonic energy you forced into it clearly had a mutagenic effect, changing it into a creature of midnight blue, its skin carven with nightmare creatures that seem to run along its flesh. It is also literally made of dreamstuff, and will die without regular access to nightmares.
What is its name?
Lurrothel lies in shock, barely conscious after the agony of the birth, but the prospect of serving you in nightmares proves the perfect motivator. Even though she can’t walk until she heals, she commands various servants and two Doom-Seekers to create a complex ritual circle around her bed.
And together, the two of you begin to dream. You dream of four hundred monks, sleeping in a temple they built out of sacred stones they carried from their distant homes. Around the temple is an island of purity in a sea of corruption, where the grass grows green and brave. And surrounding them, guarding their sleep, are several hundred fierce warriors skilled with shortbow and spear and crescent-headed ax. Around all of them lay wards forged with holy power and words written in a sacred tongue, protecting all who ask for shelter and demanding nothing in return.
It disgusts you. Its mere existence is an unpalatable insult, and it drives you into a frothing rage. Lurrothel, although tired and weakened, is angered by your wrath, and together you tear into the wards which protect their dreams, shattering them like glass. In the temple a dozen of the strongest monks wake with a start, fleeing from your presence, unable to resist.
The remainder find themselves caught within a panicked nightmare, where they are slaughtered again and again on battlefields marked with twisted symbols and hills oozing with decay, on the edge of pools full of noxious fumes and vile fluids. Some unlucky ones see you indulging Lurrothel, and their screams are loud enough to wake the dead…but not to wake the tormented monks.
After what feels like hours, the senior monks transform into living storms of burning sand, and scour their initiates. Many are burnt and abraded by this, but it is enough to shock them awake. Prayers that day are a nervous, tense affair.
They spend much of the day weaving additional dreamwards, but the next night finds only more blood and slaughter and betrayal in their dreams. But on the third night, their defenses are strong enough that their sleep is troubled only by ordinary nightmares, and after that you can never do more than make those a little worse.
Unfortunately, you don’t manage to impregnate Lurrothel again. Apparently, dream sex does not equal regular sex, at least in that sense. She is a little disappointed, although she brightens considerably when you instruct her to prepare for the conquest of Avendor.
The monks are astonishingly strong of will and heart and mind, and you find few who are open to your temptations. But amongst the tribesman who guard them, you find many desperate to protect or be reunited with their family, and many who wish to return home. And of course, there is the usual leavening of ordinary scum.
Even a few of the monks begin to weaken though, when the land around them twists and transforms, and various features from their dreams appear. Though they have formed an island of purity, the taint around it has grown all the stronger. They see this, and the weakest among them begin to despair. Fortunately, they do not see how this has cost you, for the strain of such acts greatly weakened you. It may have been part of the reason your efforts to attack their dreams began to weaken…
But it does not seem to have an impact upon your recruitment efforts. Entire tribes, driven from their homes, agree to join you in battle against the monks, although most are uninterested in truly joining you and would rather return to the desert, and perhaps engage in a bit of trade or raids now and then.
They do give you plenty of information however, including revealing something extremely important: The monks have a weapon that can literally scour away Evil with the light of the sun. It is how they made their little island, and it is what their order is based around. They also tell you quite a bit about the monk’s capabilities:
Most have unnatural grace and strength, thanks to training and ritual enhancements. The more experienced ones can shoot blasts of sand or flame, while the strongest can literally become sandstorms. Even four hundred will be a difficult foe.
But there’s good news as well. Caliwick arrives with some of the monsters he left buried, including another thirty Greshspawn and several lesser dragons.
In Avendor, martial law has been outright declared, but an army has been sent to reinforce the city and investigate the claims of treason.
And Henord Crossing has finished their temple, dedicating it to you with the sacrifice of several “criminals.”
But for now, those are relatively unimportant, compared to the threat these monks pose. They are shaken, and you have found many allies. But they still could be a deadly danger, especially with that weapon.
Name: Klx-Dryklfx
Time: 10.5 months
Physical Might: 167 +6 ( -12 leakage, -10 child acceleration,- 50 massive landscape transformation, +40 worship)
Mental Might: 167 +6 ( -12 leakage, -10 child acceleration,- 50 massive landscape transformation, +40 worship)
Cults
The Ceaseless Consumption
Members: 7 seducers, 1 high seducer, 3 Shapers, 349 peons, 3 members of the city council in Avendor, 1127 Civil Guardsmen, 4 priests, 24 merchants, 37 mercenaries, 299 beggars, 29 thieves
Resources: 35
Power: 42 (5 spent recruiting, 5 spent training, 5 spent worshipping, 6 spent spreading rumors, 6 spent hunting bandits)
The Avar Society
Members: 1 seducer, 27 peons, 27 merchants, 22 artisans
Resources: 12
Power: 8 (4 spent throwing parties, 4 spent dedicating temple)
17 mutated spies, 15 Voices of Change
Fortresses
Canord
Strong walls (45), Deep moat (25), Thorn Wall (25), Wards (20), Traps (25), 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)
Henord Crossing
Basic Walls (15), Moat (5), weak aura of domination, desecrated ground
Demonic Realm
2200 Peons
1 Doom-Seer, 2 Doom-Seekers, 280 Slaves, 4 Dark Priests, 446 zombies
405 Light Cavalry
225 resources
+28 power/week, + 40 resources/week (farms, mines, mills), -10 resources/week (upkeep)
Mild corruption, Road Network, Demonic Shrines
Demonic Armies
11 Reavers, 2 Doom-Seekers, 250 thralls, 100 zombies in Canord
100 zombies, 100 skeletons, 30 weeping sores, 100 Spear-Thralls, 1 Spear-Thrallherd, 50 Archer-Thralls, 100 deathless knights, 49 Greshspawn, 90 rangers, 6 desert drakes in Canord/the south
The Broken – 791 chaff (243 thralls, 343 zombies, 128 skeletons, 17 wisp wights, 59 weeping sores), 675 light infantry (300 Spear-Thralls, 1 Spear-Thrallherds, 372 Sword-Thralls, 2 Sword-Thrallherds), 273 heavy infantry (27 Demon-Touched , 1 Demon-Touched Thrallherd, 199 wisp-wretches, 46 heavy swordsman), 279 ranged (272 Archer-Thralls, 2 Archer-Thrallherds, 17 slingers), 31 mages (3 Doom-Seers, 31 Doom-Seekers), 215 heavy cavalry( 5 mounted god-slayers, 210 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), 90 scouts (rangers)
Barrow Bows – 183 scouts (rangers), 67 light infantry (bandits) in between Avar and Southbend
Champions
Kreth Woemaker
Physical might: 27 (+11 worship, - 8 corruption, -2 corruption)
Mental might: 27(+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
Caliwick the Arch-Necromancer
Physical might: 2
Mental might: 11
Other: Necromancer, Soulbond, Living Legend
Child
Physical might: 0
Mental might: 0
Other: Baby, living nightmare
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