Use your power
Yes. You can't risk anything happening to your... oh who are you kidding your daughter is half demon it would take more than birthing complications to kill her. You just... its... RARGH YOU ARE AN EVIL DEMON. EVIL EVIL EVIL. DO NOT CARE ABOUT PEOPLE. AT ALL. SERIOUSLY.
But you use your power anyway, easing the girl's pain, and giving her strength to survive the experience. There is some pushing and moaning and some annoyed mental vibes coming from your daughter, and then she slides out covered in smoking black bile which eats into the bedclothes. A troupe of female cultists fuss about, cleaning her and cutting umbilical cords and other human-biology-things which you really don't care about. They then present your daughter to you, wrapped in a black shawl, leering at the world with her bright blue eyes suspiciously.
Her eyes are not human; they have neither whites nor pupils, but are entirely blue, and flicker softly as lines of brighter blue dance around their surface. Her skin is a bright red, and the fuzz of hair upon her head appears to vary between a yellowish-blond and a dark red. She has a small tail, which ends in four vanes; mimicking your own in smaller scale. Her tongue is forked, her feet have six toes each, and her nails have a certain sharpness to them which suggests they will be claw-like in due time. By your experience with ghouls and baneghouls you can tell that she is all but immune to disease and poison, and probably has minor regenerative abilities. You also believe that she will grow at a faster rate than humans, but once matured, will probably not age as they do. Her skin is hot to the touch, as if she has an exceptionally high fever. She will be far stronger than a human, though her body is weak now. Her mind has already developed some, and she will probably be naturally gifted with magic. How her other skills will develop you cannot say, but will probably depend on her experiences and education.
The child is returned to her mother, who seems sickeningly happy to see her. The girl bares her breasts and begins to feed the child, and you leave the house, not even remotely pleased to see the girl happy, at all, really, you mean it. Seriously. You are evil. Rar.
You should name your daughter, and see to it that she is taken care of. You shall name her
-Something appropriate
And have her taken care of by
-No one. She will fend for herself.
-Her mother and a few slaves.
-A host of slaves and cultists, to look after her every need.
((Incidentally, something I meant to put in the last post)): Your cultists in Akataki give a rough description of its defences. The town is built against the shore of the Red Lake, and surrounded by a wooden palisade. The palisade has three gates in it, which are closed at night. A few guards patrol the streets at all hours, and stand watch by the gates when they are open- although they mostly exist to deter thieves. The priesthood is devout, but not really knowledgeable about demonic matters. The town has a number of guards, not especially well trained or equipped, but enthusiastic about their duties.
Now then. It is time for you to, very evilly,
-Do something
Required: Name and treatment of daughter
Action.
Name: Krlnkir Yrlvnt
Physical might: 41 (+1 Axe)(-5: You soft-hearted pansy)
Mental might: 50 (-5: You soft-hearted pansy)
Other: Barrsdoom (Axe; +1 to physical might. Can be granted to champion; will have greater effects)
Followers: 91
Slaves: 82
Servants: 83 (67 Amberärshs, 10 Spectres, 12 Ghouls, 3 Armoured Baneghouls, 1 Red Imp) | 15 (15 Amberärshs at CFM)
Cults:
The cult of the Tall Man. Low organisation. 47 (of which 10 are 20 kids) members in Barrspring.
Power level: 22 -6 Mining/Lumber/Furnace -1 Smithing -4 Construction -10 Worship
Resources: 1 (-4 Construction)
Cultists:
Slaves: 83 slaves
Branch-Cult: Flames of Madness. 31 members in The Church of The Flames of Madness (Dolnar Asylum)
Power level: 13 -8 Spread Cult -2 Construction -2 Resources -1 Long Distance Summoning
Resources: 1 (+1 Workshops)(+2 Resources)(-2 Construction)
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. 7 members (of which 5 are 10 children) in Akataki
Power level: 2 -1 Espionage -1 Recruitment
Cultists: Acolyte (control magic)
Champions:
Half Demon Girl: 0 months old.
Physical Might: 0 (note: in an emergency, her demonic powers would protect her)
Mental Might: 1
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.
Sending Circles: A pair of raised daises, linked to a similar pair in Barrspring, which can send and receive objects given a source of power.
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 with Corrupted Steel Gate (30, may cause fear to attackers, also acts as a weak ward (5)). 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.
Sending Circles: A pair of raised daises, linked to a similar pair in Dolnar, which can send and receive objects given a source of power.