Krlnkir Yrlvnt + servants
1) Return to Barrspring
2) open the mines
3) Add spectres and ghouls to the army, if they are too rebellious, just eat\destroy them
The cult of the Tall Man + slaves
1) Start mining
2) Cut trees
3) Forge armors for baneghouls
4) worship
5) Send 2 adults and 6 kids including the Acolyte to Akitaki to form a new cult branch, spies, call it " eyes of the Tall man"
Flames of Madness
Research new spells, arm cultists.
Eyes of the Tall Man
Adults = spy
Kids = recruit other kids
New law for all cults
Sacrificing children is punishable by death or worse
You return to Barrspring, slaves in tow, and open up the mines. A foul stench emerges from the mines, along with a few screams, echoing up from the lair of some spectre. You command the ghouls and spectres come before you and bow down before you.
The ghouls emerge blinking into the sunlight, their clothes tattered and bloodstained, and bow before you. The spectres, however, refuse to bow down before the one who condemned them to their fate, and hide in the stones, screaming petty insults at you. You try to force them out with your mind, but they hide deep within the mines, and you cannot locate them. Nevertheless, with the ghouls on your side, the mines are mostly harmless- the spectres will not be able to do much more than pester the miners, and can be kept at bay by simple spells.
The slaves are sent into the mines. Twenty slaves and five cultists to guide them. Ten slaves and two cultists head into the woods to gather lumber, and ten slaves and five cultists prepare the furnaces. The blacksmith and his son ready their tools.
The mines do not disappoint, and soon cartloads of ore are brought down to the temple. Lumber is stockpiled; the furnace, lit. Ore is poured in, and a slave thrown into the fires, his screams giving the flames heat, and corrupting the metal. Soon the liquid metal flows, and the smiths begin their work. You desire armour for the baneghouls. Measurements have been taken, plans made. Soon the ring of hammers fills the air.
A problem arises, in that the body of a baneghoul is so malleable that it is difficult to get armour to sit upon it correctly. Eventually a solution is devised, in that the armour is bolted directly onto the baneghoul's flesh. It takes a little attention from you to prevent them from going mad from the pain of having glowing steel punched into their hides. You also aid by twisting the metal within their bodies as that it is fixed to their bones. The process is long and arduous, but eventually, the work is completed. The three baneghouls have been covered in steel plate- or as much steel plate as could be fitted on. As such, there are some significant unarmoured areas- but those areas are mostly useless flesh, injuries to which will not phase the baneghoul much. The main head has a large steel helmet, and the lesser heads have visors set into the plate that covers them, which can open to allow them to feed, but will also offer a great deal of protection. Of course, the once clumsy and sluggish baneghouls have only become even slower thanks to their armour, but it would take a great deal of effort and luck to even manage to incapacitate one of these things for a length of time, let alone kill it.
3 Baneghouls upgraded to Armoured BaneghoulsMeanwhile, your child-acolyte, five other children, and two adults, leave for Akataki.
Meanwhile meanwhile, your Acolytes at The Church of the Flames of Madness work feverishly to develop new ways to use their magic in your name. They pool their knowledge of what they know of the forbidden art of Necromancy, along with the scrolls that describe the creation of Amberärshs, and with some experimentation and thought, manage to conclude a few basic principles, although nothing practical. Nevertheless, they write down their findings and store them in the library. ((Been meaning to add necromancy to the glossary. Necromancy is not only raising of the dead; it is any use of 'demonic' magic by mortals- though it is primarily used for summoning))
Your daughter will be born soon. Her mother spends less time active, and more time lying in bed giving orders to slaves. She manages to drag herself out of bed to feed off of her mother, though. Her mother's mind broke earlier, and she now stares blankly into space even as her daughter tears at her living flesh, but she still enjoys doing it.
Leaving doesn't really seem appropriate at this point. Whilst you are here, you should
-Try to teach your cultists the ways of magic.
-Develop some interesting new servant.
-Corrupt the dreams of Akataki from afar, in preparation for your attack.
The mines are operational; the furnace runs hot. Your two smiths work day and night, forging
-Arms and armour for your cultists
-Arms and armour for your slaves
-Statues and icons in your image
Meanwhile, your cultists
-Do stuff
Armoured Baneghouls are... mini-bosses (or possibly even an early game bossfight). They can tear through enemy soldiers like paper, and can't be stopped by anything less than a series of precisely-aimed blows with a holy sword. Possibly involving quicktime events.
Name: Krlnkir Yrlvnt
Physical might: 41 (+1 Axe)
Mental might: 46 (+5 Worship)
Other: Feeling pretty pumped. Barrsdoom (Axe; +1 to physical might. Can be granted to champion; will have greater effects)
Followers: 91
Slaves: 85 (-2: Sacrificed to the furnace)
Servants: 65 (67 Amberärshs, 10 Spectres, 3 Armoured Baneghouls, 1 Red Imp) | 12 (12 Amberärshs at CFM)
Cults:
The cult of the Tall Man. Low organisation. 47 (of which 10 are 20 kids) members in Barrspring.
Power level: 23 -6 Mining/Lumber/Furnace -1 Armoursmithing -1 Spread to Akataki -10 Worship
Resources: 5
Cultists:
Slaves: 85 slaves
Branch-Cult: Flames of Madness. 39 members in The Church of The Flames of Madness (Dolnar Asylum)
Power level: 13 -6 Research -3 Training -4 Resources
Resources: 0 (+1 Workshops)(-6 Arming Cultists)(+4 Resources)
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. 5 members (of which 3 are 6 children) in Akataki
Power level: 2 -2 Travel
Cultists: Acolyte (control magic)
Champions:
Unborn Half Demon: estimated 0.5 months till birth.
Female, considerable demonic half.
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.
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 (20). 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.