The cult of the Tall man
Finish the temple, then everyone worship us and sacrifice 12 slaves
Flames of Madness
1) Finish the moat
2) Worship us and sacrifice 6 captives
Krlnkir Yrlvnt
Use all that power to:
1) Combine 14 ghouls into two warcraft3like abominations
2) Turn all available cats and dogs ( but not livestock) into Amberärshs
3) If power is left: Summon red imps
4) Start "the last man standing competiton" as in Evil Marahadja's post
Rep Imp design
Bassicaly an imp, but flying and fire throwing
Your cultists finish off the temple, as you recline upon your throne. They erect barracks and storerooms around the outside, smash rocks and lay better roads from the temple to the mines and the forests. Finally, it is complete. And you dream, there, in your temple, and in your dreams you call upon all your followers to sacrifice wildly in your name and worship you fervently. In the Church of Flaming Madness, the cultists are sleeping deeply after finishing the moat, and hear your call also.
All the faithful, all the slaves, all the captives, all the servants; they gather. A hundred voices call chant your chants and call your name. A score of sacrifices are laid before you, thrown into your pyres. To celebrate the completion of the forge-temple, your followers light the furnace and fill it with scrap metal; as they throw the sacrifices into its fire both you and the furnace feast of of their energy. Soon the metal melts, swirls together, and acquires a dark aura. As your followers continue to call your name and dance in your glory, four remaining slaves take a crucible of molten steel and bring it to a forge. Here the village blacksmith and his son take the metal, and chanting dark chants all the while, forge from it a great blade. Cultists man the bellows with zeal, shrieking with delight every time the hammer hits the metal, and the screams of the sacrificed ring out.
The worship and sacrifices empower you; your power grows to such heights as that evil radiates from your body uncontrollably. With focus, you can hold it in, but there is almost no need- with such great power, you have become a source of evil; you feel your power growing even when no external force influences you. Minor summonings or mutations will be no effort for you now; you can use the evil which flows from your body to perform them. However, if the faithful do not worship you for a while, your power will begin to drop again- for the evil you generate is outweighed by the evil you radiate.
As you muse over this new aspect to your life, your cultists come and bow before you. The blacksmith offers you a gift. You take it, curiously. A great axe, far larger and heavier than anything a normal human could wield; but for you it could serve as a hand-axe in a larger form, or a battle-axe in a human form. Not that demons typically use weapons; but it might make a nice accessory. The metal is dark as night, with veins of blood, fire, or both running through it. The screams of the sacrificed and the chants of the faithful ring out when it is struck.
You place the axe by the side of your throne, for now.
You call your Ghouls before you. They shamble up, gnawing on scraps of sacrifice, occasionally bumping into each other. You split them into two groups. Then, you call upon the power leaving your body and direct it towards them. The ghouls shudder, and look around fearfully. Then it begins.
The ghouls grab onto each other. The two groups form a big pile of diseased bodies, wriggling and squirming. Then their flesh begins to melt. It billows and flows; merging with that of the others. Bones snap, move, and rejoin. Three spinal chords are made into one. From the mass of quivering flesh emerges a head, gasping for air and growling in confusion. The head grows larger, to suit the proportions of the spine onto which it is placed. Organs are rearranged. Vague limbs sprout from the formless mass, and it pulls itself upright with difficulty. The other six heads emerge on various parts of the body, giving snarls of complaint. You give the main head a little more intelligence- it will need it to overcome the other six heads, and maintain control of the body. Even then, you can't guarantee anything.
Your work is completed. It took a surprising amount of energy- turns out, human bodies are not naturally symbiotic. The amount of evil you had to pour in would addle their minds, but their minds are pretty much as addled as they get anyway- what with being seven minds clamouring for control. Still; you should keep an eye on them, and make sure they are well fed- human flesh, of course- or they could go a little crazy and start trying to eat your followers. Amusing as that would be.
Created: 2 Unnamed ghoul-merger-things.You take all the dogs and cats in the villager and turn them into amberärshs. It consumes enough of your power that you no longer generate/spill evil.
Using the last of the power from the sacrifices, you summon a single Red Imp: A cheeky little thing with the standard wings+horns+tail getup (in red), and a fireball in each hand. It blows a raspberry at you and flits about the ceiling throwing fireballs at things harmlessly.
Meanwhile, in the mines. The 'sane' villagers resort ever more to cannibalism. They have split into two groups; one of which thinks they should wait for natural deaths, the other of which thinks that it is kinder to choose someone and kill them in their sleep. The two groups bicker, fight, and eventually leave for different part of the mines- but not before killing some of the other group, and taking their corpses with them. The 'mad' villagers continue to prey on both groups. No longer do they use torches; their eyes are adopting to the darkness, and some measure of your evil influence, aided by their actions, has begun to slowly change them. Their teeth grow sharper, the sickness that comes from eating human flesh they no longer feel- frankly, they have no desire to eat anything but human flesh any more. They also grow in number, as villagers from both groups snap, and join the 'mad' in the depths, after killing a few of their brethren first.
The rampant cannibalism, murder, betrayals, hate, fear, violence, and madness begin to affect the mines. The stones soak up the evil, and the spirits of dead villagers arise as spectres, who haunt the living into ever greater madness.
You consider offering them release, but you figure they will all be dead or ghouls by next week, and the mines permeated with evil. Waiting one week is worth it. It's not like you have the slaves to do any mining yet anyway.
Speaking of slaves, you're going to need some if you want to get things working here. And some smiths. And ideally some more followers. Basically your only choice is to go to Akataki, and fuck shit up there. But what's the plan?
-Arm as many followers as you can, take all the forces you can muster, and charge into Akataki, razing it to the ground.
-Slowly corrupt the entire city with lethargy, until its citizens will be unable to fight back, then take out any resistance and convert/enslave/eat the citizens.
-Camp outside the city and corrupt/enslave batches of citizens, bleeding them out of the city until it is empty.
-Don't go to Akataki, go to little villages around it and enslave them
-Something along those lines
Optional: Name your axe.
Required: Name the Merged-Ghoul-thingy. Which, incidentally, is just as strong as seven ghouls put together, and just as stupid too. It could easily beat the crap out of seven ghouls, though.
Name: Krlnkir Yrlvnt
Physical might: 40 (+6 Sacrifices)(+12 Omnomnomnom)(-1 Spillage)(-10 Amberärshs)(-6 Imp)
Mental might: 40 (+5 Worship)(-6 Amberärshs)
Other: Feeling pretty pumped. Unnamed axe (+1 to physical might. Can be granted to champion; will have greater effects)
Followers: 75
Slaves: 5
Servants: 57 (60 Amberärshs, 10 Spectres, 2 Unnamed Ghoul-merger-things, 1 Red Imp) | 12 (12 Amberärshs at CFM)
Cults:
The cult of the Tall Man. Low organisation. 42 (of which 6 are 12 kids) members in Barrspring.
Power level: 15 -3 Construction -6 Resources -6 Worship
Resources: 0 (+6)(-6)
Cultists: 1 Acolyte (control magic)
Slaves: 5 slaves
Branch-Cult: Flames of Madness. 35 members in The Church of The Flames of Madness (Dolnar Asylum)
Power level: 12 -2 Construction -6 Sacrifice -4 Worship
Resources: 1 (+1 Workshops)(-2 Construction)
Cultists: 6 Acolytes, 12 Armed Cultists
Slaves: 6 captives, Woman from Ylm.
Servants: 12 Amberärshs
Champions:
Unborn Half Demon: estimated 1 month till birth.
Female, considerable demonic half.
Fortresses:
The Church of the Flames of Madness. Formerly Dolnar Asylum, HQ of Barrtal monster hunters.
Mighty Walls (50). Moat (5, slows attackers). Weak Wards (12). Evil Stones (cause illusions and madness to attackers, also act as a second set of Weak Wards(10)). Rampant Spectres (cause madness to attackers. May randomly attack occupants (friend or foe))
Sacrificial Chamber: An excellent location for worship and sacrifice.
Workshops: A large forge and a series of workshops allow cultists to refine resources much more efficiently. Would be more useful with a steady supply of raw materials, but lets the cultists repurpose, recycle, and repair enough to generate a small amount of resources.
Library: A (slightly empty) library and series of studies allow cultists to learn the arts of magic. Contains scrolls on the creation of Amberärshs.
Source of Evil: This place has a long history, and much of it unpleasant. The reserves of evil seem nearly bottomless. It has built up to such a level that it seems to generate evil on its own (in small amounts). This makes it an excellent place for summoning or necromancy.
Barrspring. Iron mining village in the eastern mountains.
Hard to get to. Stone Wall (20). Treacherous Terrain (defensive bonuses)
Iron mines: currently occupied by slowly dying villagers. Once dead, should provide a good source of iron, provided you have workers to mine it. Haunted by spectres and ghouls. An evil aura hangs about the place.
Forge-Temple: An unholy place for worship and forging. A great furnace which takes live sacrifices as fuel, feeding liquid metal to four dark forges. Would produce vast amount of resources (especially weaponry), but requires ore, sacrifices, and workers.