Right, well. I've gone over everyone's posts and assembled a general sort of consensus-esque average course of action.
Teach cultists how to create Amberärshs. Briefly enter city to gather information, then head upriver, engaging in light rampaging in out-of-the-way areas.
Cultists will mostly spend their time worshipping you and sacrificing slaves, and spend remaining time gathering resources.
You whisper to the wisest of your acolytes in the tongue of demons, telling him the secrets of raising Amberärshs. Your thoughts almost drive him mad, and he spends several days in a delirium, but eventually he recovers, and records his knowledge on a scroll of parchment.
You then leave with the majority of your slaves and servants, but as they make their way through the rough countryside eastwards, you disguise yourself as a humble traveller and enter the city. You spend a night drinking in a tavern, listening to the news. What you pick up:
*Relations with the neighbouring kingdom of Nagaron have soured after a diplomatic incident.
*There's a hot new carnival in town with some interesting exhibits.
*The investigation into 'monsters' up by Akataki has been concluded; probably bandits with arsonist tendencies
*The weather is fine, and should give a good harvest. Many agree that this is a good year.
At the end of the night you leave, purging the excess alcohol from your system into the river by way of violent regurgitation.
You meet up with your motley horde, and begin a slow journey upriver, meandering about the countryside, razing the occasional hamlet and slaughtering its inhabitants. You acquire more servants by corrupting villagers into ghouls and raising animals as amberärshs.
Meanwhile, you feel the Mad Flame cultists worshipping you and sacrificing captives in your name; their actions please you, filling you with strength. With the larger scale of their worship and their organised and well equipped rituals, you find your power growing to greater heights than ever before.
Eventually, your slow travel brings you to Akataki once more. The town lies before you, far less intimidating than when you last saw it. Now you
-Attack the town. Burn the buildings and slaughter the civilians. Enough caution!
-Gather more servants from the surrounding countryside, and recruit mortals to serve as your soldiers.
-Ignore the town, continue on to Barrspring.
-Do something else.
With your increased power, you find yourself able to influence the minds of your cultists from ever greater distances. You can change your cultists orders, should the need arise.
Name: Krlnkir Yrlvnt
Physical might: 36 (+12 Worship)(+4 Rampage)
Mental might: 35 (+12 Sacrifice)(+4 Rampage)
Followers: 39
Slaves: 17 | 2 (captives at CFM)
Servants: 68 (44 Amberärshs, 10 Spectres, 14 Ghouls) | 8 (8 Amberärshs at CFM)
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 -6 Worship -3 Sacrifice -1 Resources -2 Summoning
Resources: 8 (+1/week)
Cultists: 6 Acolytes
Slaves: 2 captives
Servants: 8 Amberärshs
Champions:
Unborn Half Demon: estimated 2 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, 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.