Krlnkir Yrlvnt
1) Go to Barrspring
2) Stealthy kill priest and witch, use their flesh to keep ghouls satiated
3) Don't kill anyone else
4) Gather all villagers in one place, manifest yourself and declare yourself as "a god of fire", kids as apostles, the girl as a "Holy mother", and unborn child as a messiah. Say that either they follow you, your daughter and the kids or will be killed as sinners. keep your promise if needed
5) Order army to kill anyone who tries to go in or out
Flames of Madness
We don't need personal power right now, so let them improwe themself
2 power - worship us (resting is not an action. If you want to give them 'time off', use less power. Using power to rest is like giving paid vacations to your dudes)
3 power - recruit new members\catch new slaves
3 power - upgrade cultist to Armed Cultist
2 power - summoning
2 power - gather resources
You lead your horde around Akataki, and begin the climb up into the mountains. You hide whenever a caravan passes by, but otherwise your journey is quick and easy. There is still a watcher at the gate in the pass. You enslave him with a mere thought, and he opens the gates for you.
In the woods outside the village, you make camp. At night, you enter the dreams of the witch and the priest- their knowledge and faith offering no resistance to the might of your mind, and you enslave their minds, drawing their bodies out to the woods, where the ghouls feast on their still-living bodies. You revel in the silent screams of their broken minds.
At dawn, you stride into the village- the Tall Man of legend. Your size has increased along with your power, and you must focus to reduce your size; even so, you now stand twice as tall as any human. You command the villagers gather before you, and none can resist your voice.
You proclaim yourself a god and command the villagers bow before you and your apostles, lest you smite them where they stand.
...
The villagers laugh at you. They slap their thighs and dry tears from their eyes. A god, they say, appearing before us- good joke, good joke.
You make your wrath known. From where your mouth should be you breath a stream of fire, roasting three villagers where they stand and burning dozens of others. The crowd flees in a panic, and you command your army to prevent anyone from leaving the village. You once again command the villagers to bow before you. Twenty-two villagers weigh their chances and decide to join you. The rest continue to run for their homes, or the mines. Your followers join you, with the bewildered, mildly sedated barmaid, who is now quite heavily pregnant.
Four villagers try to flee the village, and are cut down by your servants. The ghouls eagerly feast on their flesh.
All the other villagers- every single one- flee for the mines. It seems that one of them has a talent for leadership, and they quickly organise themselves into a rag-tag resistance, taking picks and shovels as weapons and securing themselves in the sturdy mine-facilities.
Bollocks. This is a completely ridiculous stroke of bad fortune. Nevertheless, you must press on
-You warned them. They've had two chances, now just kill them all.
-Send some of the other villagers to negotiate. Subtly sway their minds, and sap their moral. Eventually they all will join you.
-Combine the above; perform small attacks to terrify them, then use their fear to call them to your side.
-Seize their minds. Enslave them all.
Sometimes the RNG loves you, sometimes it hates you. This time, when rolling for how many villagers would flee to a secure location and arm themselves, I got- I kid you not- 51 out of 51.
Oh, and before that you got terrible rolls trying to convert the entire village at once, so that sucks as well.
Optional: Describe your Armed Cultists (at CFM)
Name: Krlnkir Yrlvnt
Physical might: 36
Mental might: 35
Followers: 39 | 22 (villagers, yet to be indoctrinated)
Slaves: 17 | 4 (captives at CFM)
Servants: 68 (44 Amberärshs, 10 Spectres, 14 Ghouls) | 10 (10 Amberärshs at CFM)
Cults:
The cult of the Tall Man. Low organisation. 6 (12) members in 1 village.
Power level: 5
Resources: 0
Cultists: 1 Acolyte (control magic)
Branch-Cult: Flames of Madness. 34 members in The Church of The Flames of Madness (Dolnar Asylum)
Power level: 12 -2 Worship -3 recruit/capture -3 upgrade to armed cultist -2 summoning -2 gather resources
Resources: 5 (+3/week)(-6: Arm Cultists)
Cultists: 6 Acolytes, 6 Armed Cultists
Slaves: 4 captives
Servants: 10 Amberärshs
Champions:
Unborn Half Demon: estimated 1.75 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.