New followers in Tall Man cult, but new branch.
Enslave former Monster Hunters.
Fix decaying Slaves. Mutate them, as putty to your will.
Turn resources into weaponry and the like; corrupt the forge so that things that are made using it are 'evil'. Possibly WH40K Chaos like stuff, if we have a motif in mind.
Gain followers/slaves.
The interior of the asylum has been made more central, there is a large, ventilated worshipping room near the back/middle of the asylum, the barracks leads into this central place, as well as the needed utilities of the asylum. The front entrance is made for maximum killing, attackers would have to go in single file, and be accosted on all sides. Space Hulk claustrophobic hallways abound, except in high traffic areas. The passages are long and winding, but made for maximum ghost wailing effectiveness.
Agreed, exept for what to use the resorces for. I suggest that we divide it, 80% should go creating an real industry with forges, craftrooms, books with ancient magic and so fourth. The last 20% should go as a reward to the mages here. Who shall keep on working on the defences while we find proper men to man the forges.
You show your new followers the ways of your cult. As they have no way of staying in contact or sharing resources, you declare them a separate branch of the cult, dedicated to defending this, The Church of The Flames of Madness.
The former monster hunters you enslave, and from their broken minds extract enough memories to have them act in a crude facsimile of their normal selves, which should at the very least fool someone who isn't paying attention.
You summon the decaying slaves before you. Pitiful. The burns and injuries they suffered at Ylm healed poorly, or not at all. Maggots crawl over the live flesh, seeking out the rotting parts and gorging themselves upon it. It is surprising they lasted this long; only your dark energy must be keeping them from death. If their minds were whole, they would have died in agony long ago. But it would be a waste to let them die.
You summon the power of the asylum, and call it into the bodies of the slaves. A spark burns in their half-dead eyes, and their bodies begin to change. The rotting flesh repairs itself, ejecting the maggots who chitter in displeasure. Missing limbs regrow, bone and flesh errupting from puss-filled scabs. But you do not return them to their former selves; no. They are too far fallen to be of use to you that way. Their skin, scabbed and scarred, you leave as it is. You change their bodies as that it will repair any serious injuries itself. You corrupt their blood and warp their brains, removing the useless, thinking parts, leaving only animal instinct and an obedience to yourself. Their organs, many of which were failing- or had failed- you simplify. Who needs all this? They are made of human stuff, all they need to survive is more human stuff. Yes, human stuff is not a typically available meal, but you enjoy a steady diet of human stuff, and these mutants can have the scraps.
Thus the slaves are made into Ghouls, twisted, unintelligent cannibals, who will follow simple commands. For now, you store them in the catacombs, with the corpse of one of the guards to keep them fed.
The wealth of the Hunters is gathered, and subtly sold by your cultists. In return, they buy tools, tomes, furniture. The Hunters's library is ransacked in search of tomes of magic; their storerooms for old equipment.
The slaves and the ghouls help remodel some more of the asylum. Rooms are enlarged; workshops and a library built, the forge expanded. The former inmates with knowledge of magic are granted new robes, granted access to the library, and given private studies. They quickly reacquaint themselves with their art, and feel confident they could school others in it as well, given time.
6 inmates are trained cultists; acolytes. Cultists can be upgraded to Acolytes at the asylum.Armed with magic, your followers head out into the countryside, seeking converts and sacrifices. You oversee their efforts, aiding them mentally. They visit inns where men drink away their sorrows, and offer a better life. When the inns close, they ambush drunkards on the dark roads, and bring them to your fortress. They visit isolated hamlets, using magic to find villagers whose minds are tainted with evil thoughts, then tempting them to come join them. Under cover of darkness, they cast spells to make villagers rise from their sleep and walk straight into their arms, and with them to the asylum. They visit dank caves where bandits lurk, and offer them power and riches beyond their wildest dreams, and if that fails, they offer to buy anyone they catch on the roads.
Your cultists return. Their 'catch'; seven converts, fourteen captives. The captives can easily be enslaved, or they can be sacrificed.
This fortress, and its resident cult, is operational. You should give them orders, whilst you
-Go rampaging through the countryside.
-Disguise yourself and enter the city, to learn what news there is in the kingdom.
-Go wandering through the mountains, looking for interesting things.
-Do something
The Mad Flames branch-cult has 12 power. This can be divided over the following actions.
-Worship
-Sacrifice (requires sacrifice)
-Gather converts
-Gather slaves/sacrifices
-Gather resources
-Upgrade cultist to Acolyte
-Upgrade cultist to Armed Cultist (requires resources)
-Upgrade slaves to Slave Warriors (requires resources, slaves)
-Other
Note that at their current power level, the asylum provides enough of a secrecy bonus that they are basically unnoticeable (unless they do something really obvious)
Name: Krlnkir Yrlvnt
Physical might: 20
Mental might: 19
Followers: 39
Slaves: 17 | 14 (captives)
Servants: 47 (30 Amberärshs, 10 Spectres, 7 Ghouls)
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)
Branch-Cult: Flames of Madness. 33 members in The Church of The Flames of Madness (Dolnar Asylum)
Power level: 12
Resources: 0 (+1/week)
Cultists: 6 Acolytes
Champions:
Unborn Half Demon: estimated 3 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.
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 and recycle 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.
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.