Krlnkir Yrlvnt
Creates a magical portal between Barrspring and Asylum
Servants
1) Amberärshs and 5 spectres - rampage countryside between Barrspring and Akataki, avoid hard fights
2) Baneghouls, ghouls, 5 spectres: guard the gates, kill anything that comes near
The cult of the Tall Man + slaves
1) Mine
2) Cut trees
3) Forge a new steel gate covered with unholy symbols and images of Krlnkir
4) Worship
Flames of Madness
1) Aid Krlnkir Yrlvnt in portal building
2) Send 8 cultist in all directions from the capital, as a missionaries that will create new cults (or affiliates of the main cult) in many different towns in Eastern Confederacy, they have some time to go far before we start an open war
Eyes of the Tall Man
Adults = spy
Kids = recruit other kids
A permanent portal to distant Dolnar would require a vast amount of power to create, and a continuous source of further power far greater than what you have at hand. If you made it so as to drain from your power directly, you would risk becoming crippled at some critical juncture. However, you can do the next best thing.
Of steel and stone your followers create two daises in an antechamber of the Forge-Temple. Into their surface they carve eldritch runes and strange geometries, in a circular pattern around the center of the dais. By dreams you have your followers at The Church of the Flames of Madness do the same; forming a matching pair.
When the daises are installed and secured, you pour your power into them, causing the runes to warp and shift, and the circles to glow with a malign light. Then your followers in Dolnar use their knowledge of magic to summon you; whereupon you repeat the process on the daises there.
Of the circles, one is enchanted to send things to its distant partner, whilst the other acts in reverse. In this manner, goods or people can be sent from Dolnar to Barrspring and back. However, the circles require power and skill to operate; power and skill which at the moment only you posses. Given your current strength, you should be able to send or summon half a dozen people or resources a week without affecting your other activities. Your acolytes in Dolnar reckon that they could learn to operate the circles with a little time and effort.
The circles are large enough to send or summon three people or a small pile of crates at a time. Be warned that there is a slight risk of a mishap during transport, and that they will appear as a cloud of blood and gore.
You send your Amberärshs and five spectres to guide them out into the countryside, to cause mayhem and destruction. The land between Akataki and Barrspring is mostly mountains, but your servants manage to raze two small hamlets and slaughter several travellers. The chaos and destruction brings a smile to your lips and power to your fingers (or it would if you had them).
The ghouls stand watch by the wall; a mostly lonely vigil as few people have reason to visit Barrspring. The monthly food caravan comes, and they kill the pack-animals and eat the caravaneers, but take little joy in doing so.
Meanwhile, in your dark forge, a new project is begun. A great mold is created, and the crucible of the furnace tipped by way of a dozen sweating slaves pulling on two great chains, pouring molten steel onto the carved stone. It takes much work from the two smiths and many helpers to finish the doors, shaping and polishing the metal into twisted visages of your great self and grotesque depictions of suffering mortals. When the doors are complete, they are dragged down the road to the pass, where the old wooden gate is removed, and the new steel gate fitted. The great mass of cursed steel whispers to itself as it sits there, not only providing a nigh-impervious physical barrier to any unwanted visitors, but also driving them mad with its horrific imagery and haunting influence.
From your cultists in Akataki you receive word that suspicion is growing regarding the various raids performed by you and your minions, and the mysterious failure of the iron shipments from Barrspring to arrive. The fear is mostly that Barrspring itself may have been attacked, though there are a few who wonder about the strange behaviour of its inhabitants, and wonder if perhaps it may be the source of the anarchists? Someone suggests sending a party to investigate, but eventually it is resolved to wait a little longer, at least until the latest caravan returns- perhaps it will bring more conclusive news.
Towards the end of the week, the woman carrying your dark spawn becomes bedridden, and must be waited on by slaves and cultists. On a cloudless night when the moon is high, one of your cultists informs you that the birthing has begun. The girl writhes in pain, held down by four cultists as more stand by with cold water, mopping her brow, from which steam visibly rises. She occasionally screams in pain, and your cultists fear she may not survive. You
-Revel in her suffering and torment; a fitting way for your daughter to enter the world
-Use your power to ease the birth; you can't risk anything happening to your daughter
FLASH DECISION: Revel in suffering or Use your power? Just this decision, no others!
Name: Krlnkir Yrlvnt
Physical might: 46 (+1 Axe)(+5 Chaos and destruction)
Mental might: 55 (+5 Worship)(+5 Chaos and destruction)(-1 Leakage)
Other: Feeling pretty pumped. Barrsdoom (Axe; +1 to physical might. Can be granted to champion; will have greater effects)
Followers: 91
Slaves: 82 (-2: Sacrificed to the furnace)(-1: Fed to Ghouls)
Servants: 81 (67 Amberärshs, 10 Spectres, 12 Ghouls, 3 Armoured Baneghouls, 1 Red Imp) | 15 (15 Amberärshs at CFM)
Cults:
The cult of the Tall Man. Low organisation. 47 (of which 10 are 20 kids) members in Barrspring.
Power level: 22 -6 Mining/Lumber/Furnace -1 Smithing -4 Construction -10 Worship
Resources: 1 (-4 Construction)
Cultists:
Slaves: 83 slaves
Branch-Cult: Flames of Madness. 31 members in The Church of The Flames of Madness (Dolnar Asylum)
Power level: 13 -8 Spread Cult -2 Construction -2 Resources -1 Long Distance Summoning
Resources: 1 (+1 Workshops)(+2 Resources)(-2 Construction)
Cultists: 6 Acolytes, 22 Armed Cultists
Slaves: Woman from Ylm.
Servants: 15 Amberärshs
Other: Research into new spells underway
Branch-Cult: The Eyes of the Tall Man. 7 members (of which 5 are 10 children) in Akataki
Power level: 2 -1 Espionage -1 Recruitment
Cultists: Acolyte (control magic)
Champions:
Unborn Half Demon: about to be born
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; the basic principles of Necromancy.
Sending Circles: A pair of raised daises, linked to a similar pair in Barrspring, which can send and receive objects given a source of power.
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 with Corrupted Steel Gate (30, may cause fear to attackers, also acts as a weak ward (5)). Treacherous Terrain (defensive bonuses)
Barrspring Iron Mines: Renowned as a source of high-quality iron, these mines could easily provide enough ore to keep the furnace of the Forge-Temple busy. The mines are an evil place now; dark power fills the air, and infects the ore. It is currently inhabited by a nest of ghouls and a host of wild spectres. Slaves work where once did miners, though not in enough numbers to fully exploit the mines.
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. Currently operating at 1/4 efficiency- nevertheless a source of many weapons and armour for your demonic armies.
Sending Circles: A pair of raised daises, linked to a similar pair in Dolnar, which can send and receive objects given a source of power.