Alright, it seems basically everyone is in favour of fortify.
We should also fortify. And the place should be made a proper temple with fires and things being made.
You waltz into the asylum, the doors opening by themselves to welcome their new master. A few petty alarms go off, but there is no one to hear them, and you silence them with ease. You grab a dead guard of the floor, and after stripping him of his silver weaponry, nibble at him as you tour the facilities, releasing the inmates, turning the insane ones into your slaves, rounding up the various guards and stashing them in a cell. You take the guise of one of the guards in case someone comes knocking, and for ease of navigation, and then the renovations begin. The silver is stripped away and piled up in some dark corner, to be sold later. The magically-inclined inmates help you remove the last of the wards, whilst the rest and your slaves begin tidying up the place; out with the holy symbols, in with the dark runes painted in fresh blood. Fires are lit. An inmate with a little knowing of metalwork starts up the monster hunter's forge, turning scrap metal into images of yourself and tools for your workers. With the aid of the stones and the sweat of your slave's backs, you move a few walls around, turning several central rooms into one large circular room, a firepit at its center. Crudely-forged icons are hung upon the walls, bloody runes are scrawled upon the floor.
The torture chambers require little in the way of renovation. A few of the older machines need dusting off, a little oil, spikes sharpened and blades dulled. You test them all out on one of the surviving guards. His screams of agony echo through the hallways, filling you with delight.
Below the earth your followers open long-sealed doors, disturbing the spirits who dwell there. You release your allied spectres from the last of their binds, and together you badger the other ghosts into a frenzy; they swoop through the hallways crying death and despair.
With the place more to your tastes, you set about placing wards of your own. With the aid of the trained inmates, you establish a series of wards whose strength is equivalent to what existed before. Of course, you would want more powerful wards, but you have not the power to establish them at the moment. Besides, the asylum itself should ward off any attempts at magical meddling quite handily.
To a backdrop of screams of long-dead inmates, the cries of the stone itself, and the pleas for mercy from the guard, your followers chant and dance in your name. The fire pit lit, an altar procured, and upon that altar one of the last (sane) guards bound. In a nightmarish frenzy of worship, they carve runes into the man's chest, then take him and throw him into the fire. The fire briefly becomes your gaping maw, and the guard is swallowed whole. Your followers shriek in delight, crying your name and begging your blessing.
You can feel the power of their worship invigorating you, and the death throes of the dead guard sating your hunger. It has taken some time, but of this place you have made a fortress of darkness, from which you and your followers can strike with relative safety.
Your worshippers need some structure. You should
-Formally make these men part of the Cult of the Tall Man
-Make them into a new Cult
The insane guards need dealing with. You should
-Have your followers sacrifice them to you. Omnomnom.
-Enslave them, and use them to further disguise your takeover of the asylum.
The asylum was filled with resources, which you could use for all sorts of things. You should
-Arm your followers as that they might fight in your name
-Further improve the asylum with them: buy/build more forges; make more impressive statues of yourself from gold or ivory; perform more drastic remodelling.
-Let your cultists use them to aid them in their activities, however they see fit
Oh, and some of your slaves- the ones from Ylm- are falling to pieces. Literally. You should
-Just eat them
-Work them to the bone
-Fix them up
Once all that- and anything else that needs doing- is handled, you will have wasted enough time indoors. You should
-Go on a rampage in the surrounding countryside
-Send followers out to kidnap people from their homes to be sacrificed to you
-Send followers out to find more potential worshippers
-Enter the city in disguise, learn what the news in the kingdom is.
-Do something completely different.
Required: Choice: New followers in Tall Man cult, or new cult?
Choice: Sacrifice or Enslave former Monster Hunters?
Choice: Eat, Ignore, or Fix decaying Slaves?
Action: What to do with the resources plundered from the asylum?
Action: What to do once you are finished at the asylum?
Optional: Describe the interior of the asylum some more. What sort of style has it been renovated in? Will it be practical, with sleeping quarters
here and barracks
there and slave pens
there, or chaotic, with stuff just put wherever the hell people feel like it?
Name: Krlnkir Yrlvnt
Physical might: 20 (+2 Omnomnom)(+2 Worship)
Mental might: 19 (+1 Omnomnom)(+3 Worship)
Followers: 6 | 26 (inmates)
Slaves: 17 (of which 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 looking after your unborn daughter, -1 spent worshipping you.
Resources: 0
Cultists: 1 Acolyte (control magic)
Champions:
Unborn Half Demon: estimated 3.25 months till birth.
Female, considerable demonic half.
Fortresses:
Dolnar Asylum. Former HQ of Barrtal monster hunters.
Mighty Walls (50). Weak Wards (10). Evil Stones (cause illusions and madness to attackers, also act as a second set of Weak Wards). Rampant Spectres (cause madness to attackers. May randomly attack occupants (friend or foe))
Sacrificial Chamber: An excellent location for worship and sacrifice.
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.