Oh dear. I've started singing this now in RL in this appropriately slightly off-key minor...
Oh, that's fine. There is no way that that could cause Him to manifest in reality, beginning a reign of terror upon this earth that shall make the stars themselves cringe.
How do you pronounce his name again?
When pain and suffering come to you; when fire licks at your heels; when you mind is filled with hate and fear- the pronunciation will spring to your mind, clear as day.
Anyway this seems to be the consensus, basically:
First we should contact with inmates via dreams, introduce ourself and promise freedom if they start worshiping Krlnkir Yrlvnt. It's the first step of any corrupt plan
And the very pebbles that make up the asylum. Gather information, spook the guards, prepare for invasion.
The asylum is well guarded against magical attack, and attempts at corruption. Ancient wards are inscribed into the stones themselves to protect it from entities such as yourself. But these wards are old, and the monster hunters have forgotten the arts required to maintain them. You cast your mind towards them, testing for weak spots, for gaps or loopholes through which your mind can enter.
...
Eventually, you manage to force your way through. However, in doing so, you trip some alarm of some kind. Within the asylum, a crystal orb begins to shriek to itself. Fortunately, the guards do not know exactly what it means, only that the asylum is under attack
somehow. They are alarmed, but their pitiful minds will not be able to stop you.
You dream together with the inmates. Their dreams are dark, filled with horror and despair already. To your surprise, you recognise one of the dreamers- the little girl from the hamlet you burnt down. Her mind is broken, and all her dreams are of you and what you did to her. Of the insane inmates, you whisper yet more madness, telling them of fire and tall men. The (relatively) saner inmates you promise release, power, vengeance- provided they swear their loyalty to you. Many of them accept on the spot; a few require more convincing.
Meanwhile, you explore the fabric of the asylum. The stones tell you of hundreds of years of death, torture, madness and magic. To merely be in contact with them fills you with energy. Energy which you promptly return to the stones, releasing some of the wards that keep their evil in check, encouraging them to release their power, to strike against the guards. In the darkness beneath the asylum you find unused rooms, filled with skeletons of men and beasts, many haunted by the vengeful ghosts of their owners. These too you help free from their bindings, to plague the monster hunters and weaken them.
The inmates question the guards beliefs, try to sow doubt in their minds, but the guards are strong, and do not listen to their words. The stones twist and shake, moving doors and rooms, seeping blood, whispering death and destruction. This the guards are less prepared for; though in theory it is their job to combat such events, they have never actually experienced them, and assumed them mere myths; fear and doubt creep into their minds. But in the end they hold firm; they perform basic rites of cleansing upon the stones, and dispel the illusions as best they can. The spectres in the dark think it best to hide their newfound freedom till they can cause the most chaos; at the moment, the guards are too strong.
It is whilst you are dreaming that you hear a curious thing. The little girl- and some of the other inmates who picked up her song- is singing a verse which you never spoke. It calls to you...
"Fire, fire,
burning-brighter
Call to the Tall Man
so-he-can-hear"
Curious. You should probably
-ignore it, focus on the asylum
-investigate it, putting the asylum on hold for the moment
If you choose to focus on the asylum, you should
-lure the guards away by spreading tales of monsters in the surrounding area
-empower the spectres further so that they can do some real damage
-have the inmates plan a breakout
-attack the asylum
Name: Krlnkir Yrlvnt
Physical might: 18 (+3 Evil Stones)(-3 Ward weakening)(-2 Spectre releasing)
Mental might: 18 (+3 Evil Stones)(-3 Ward weakening)(-2 Spectre releasing)
Other: Feeling ready to TAKE ON THE WORLD
Followers: 6 | 16 (inmates)
Slaves: 7 (decaying)
Servants: 40 (30 Amberärshs, 10 Spectres)
Cults:
The cult of the Tall Man. Low organisation. 6 (12) members in 1 village.
Power level: 5 -2 spent watching over your unborn child -1 spent worshipping you
Resources: 0
Champions:
Unborn Half Demon: estimated 7.5 months till birth.