War plans
1) Krlnkir Yrlvnt and servants march to the Akataki
2) 10 best armed cultists and 15 Amberashs from Flames of Madness also go to Akataki)
3) Gift 1 physical power (Don't change him much, just make stronger and healthier) Give Barrsdoom to the best warrior and commander, name him cultist general
4) Openly camp near Akataki on arrival
5) Send an offer to surrender
6) Do anything necessary to block any messengers out , magical or otherwise
7) Corrupt dreams of townsfolk
Cults
The cult of the Tall Man
1) Mining/Lumber/Furnace
2) Forge Balista(s) put it on the wall:
3) Worship us
4) Take care for daughter
5) worship daughter (celebrate her birthday) (4 power)
Flames of Madness
Send soldiers, research direct damage spells, teach new acolytes
The Eyes of the Tall Man.
Spy
Daughter part:
Naming
Alshtr Yrlvnt
Treatment
Mother, they both should live in forge-temple
First gift
Gift red imp as a pet\toy
You take a humanoid form and stand by the receiving circle. Once you feel that the soldiers are in place in the opposite circle, you summon them through. There is a flash of light, a few stray flames, and three slightly bewildered cultists clad in simple armour appear, each with a small sack containing a dormant amberärsh over their shoulder. You repeat the process three more times; the last time, only a single cultist comes through, carrying a much larger sack with all the remaining amberärshs in it. The circles work flawlessly, which pleases the soldiers. The acolytes at CFM took great delight in describing what they would experience if the transit failed.
In the central chamber of the Forge-Temple, you summon the greatest of the ten warriors before you. A violent criminal, who boasts a resume of evil that impresses even you; he had, in his line of work, experience with all sorts of weapons, and built up quite some muscle. His mind is cold and calculating, though prone to excessive viciousness. A perfect specimen. You bid him grovel before you. He does so unquestioningly. Excellent.
You command him to rise, and then with your four arms you grasp him by the shoulders and the waist, and oh-so-carefully pour just a little of your strength into him. He shudders, shakes, his eyes glow blue and fire sprouts from his body- but he recovers, no worse for wear, though his veins run more visibly, and a darker red, than before, and his every movement suggests he is carefully getting used to his new found strength.
You snap your fingers, and four slaves walk over carrying your axe Barrsdoom. You bid him take it.
Carefully, he lifts it from the slaves, testing its weight. He shifts his grip a few times, then suddenly he swings the axe, hacking one of the slaves in half. The slave screams in pain, but the warrior stamps on his neck with his boot, silencing the screams with a snap. Without pause, he swings the axe again; this time hitting a slave square square on the head, splitting her in half. Well, almost in half. The axe snags about halfway down, and he is forced to jostle it a bit before it comes loose, the former slave dropping to the floor with a squelch. He calls to his comrades, and they bring his shield and his handaxe and proffer it to one of the slaves. You release the slave in question from his binds, and he suddenly swings at the warrior, wailing madly. The warrior dodges aside, swings the great axe again- the slave tries to dodge whilst raising his shield, but the axe smashes the shield, and gashes the slave's left arm. The slave cries out in pain, drops the remains of the shield, and backs away. The warrior grins at him, waving the axe menacingly. He advances slowly, the slave ever backing away- then suddenly the slave jumps up onto some piece of forging equipment, grabs a chain hanging from the ceiling, and swings over the warrior, dropping down behind him, axe raised... but he gets no further, for the warrior jabs the spiked handle of the axe backwards, kebabing the slave.
As the warrior returns before you, wiping blood off of the axe with his sleeve, he asks whether he should kill the last slave as well, just to complete the set. Why not?, you say. The ghouls need feeding anyway.
And so your damned company sets off for Akataki. You take a humanoid form for the march, and conjure up some faux-armour, so as not to stand out. So; 1 demon, 10 warriors, 12 ghouls, 10 Spectres, 3 Armoured Baneghouls, and 82 Amberärshs (carried in sacks by the Baneghouls) march down from the mountains. You meet a few travellers who came looking for the caravaneer. They make a nice snack.
After about a weeks travel you come into view of Akataki.
Your spies in the city report that they twice tried to disable the boats in the harbour, but both times were spotted by patrolling guards, and had to pretend to be regular kids, which got them a scolding.
Meanwhile, your cultists at Barrspring hold a great celebration of your daughters birth. They chant her name- Alyshtr Yrlvnt- and sing songs in her praise. Food and drink flows freely, pyres are lit, a few sacrifices tossed in- it is all a very impressive display. The young Alshtr has little way of responding to this, but on the whole she seems pleased where a normal baby might be scared by the noise and violence. It is a wonderful party, but has little effect. The imp who you bound into her service pleases her far more. The imp itself delights in having an appreciative audience, and entertains the girl by juggling fireballs, performing acrobatic swoops, and telling tall tales in the tongue of demons, which after several attendant slaves drop dead it is asked to do telepathically.
The girl's mother seems far more pleased than her daughter by all the attention her progeny receives. She participates wildly in the celebrations, and explains to the girl in human tongue what a great and powerful demon her father is. The girl already knows this, of course, but she tolerates the repetition, for she enjoys the sound of her mothers voice. She feeds, as a human child would, off of her mother's milk, but her mother continues her cannibalistic diet- having acquired a refined taste for the meat- and as such the girl receives the necessary nutrition.
Meanwhile meanwhile, at CFM, your acolytes have successfully divined enough knowledge of necromancy in order to apply it practically, allowing them to cast bolts of darkness at distant targets. The bolts are weak, but cause some damage, and leave a disturbing residue, which may hinder enemy soldiers.
You camp an arrow's shot from the walls, and command the town, in your booming voice, to surrender. Their response is to send out a couple of guards to see what you want. You repeat your request for surrender. The guards return to the town. After about an hour, they return, with the response: No. You have the ghouls save the heads, which you throw back in, and erect a magical barrier around the town and environs, which will alert you of anyone attempting to enter or leave, and slow them enough that your servants could easily catch them. It also prevents magical communication, in the rare event that they have that. It saps your concentration to maintain, and costs some power to set up, but it works; a band of merchants travelling towards the city are captured and eaten, a few farmers and their families who try to flee are captured (and eaten), and a messenger travelling by boat has his ship sunk by spectres, who don't eat him, but do tear him into little pieces which the fish eat. You then light a fire and wake your sackfuls of Amberärshs, and prepare for your next move.
The townsfolk manage to keep their cool. There is very little panicking, just an orderly movement of supplies to the boats, in the event that things go poorly, whilst the guards warm themselves up and prepare themselves for the battle to come.
Now then. This siege. You should
-Weaken the morale of the inhabitants by corrupting their dreams and sending spectres to haunt them.
-Set fire to the town, and capture any who try to flee.
-Charge in, slaughter the guards, smite the priests, kill anyone who runs, and enslave/convert those left standing
Your spies in the city can still act, although it will be difficult. They should
-Open the gates at night, allowing you to enter the city unnoticed.
-Make another attempt at disabling the boats
-Have the acolyte enslave a guard, and use him to silently take out the others
Optional: Name for Chosen Warrior.
Name: Krlnkir Yrlvnt
Physical might: 41 (-1 granted to chosen warrior)
Mental might: 50 (-2 Erect Barrier)(-3 Maintain Barrier)(+5 Worship)
Other: Maintaining Barrier (-3 Mental Might)
Followers: 91
Slaves: 76 (-2 sacrificed to the forge)(-4 slain by chosen warrior)
Servants: 98 (82 Amberärshs, 10 Spectres, 12 Ghouls, 3 Armoured Baneghouls, 1 Red Imp)
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 -1 Construction -10 Worship -4 Worship Daughter
Resources: 0 (-1 Construction)
Cultists:
Slaves: 83 slaves
Branch-Cult: Flames of Madness. 21 members in The Church of The Flames of Madness (Dolnar Asylum)
Power level: 10 -6 Research -4 Training
Resources: 2 (+1 Workshops)
Cultists: 7 Acolytes, 12 Armed Cultists
Slaves: Woman from Ylm.
Servants:
Other: Research into spells successful: Dark bolt researched
Branch-Cult: The Eyes of the Tall Man. 7 members (of which 5 are 10 children) in Akataki
Power level: 2 -2 Espionage
Cultists: Acolyte (control magic)
Champions:
Alyshtr Yrlvnt: Half-demon. 0.25 months old.
Physical Might: 0 (note: in an emergency, her demonic powers would protect her)
Mental Might: 1
Other: Red Imp pet (will act as bodyguard, entertain with fire magic and demonic tales)
Knowledge: Demontongue.
Chosen Warrior: Armed Cultist with demonic strength and Barrsdoom.
Physical Might: 8 (+3 Axe)
Mental Might: 3 (+1 Axe)
Equipment: Barrsdoom (Axe; +3 to physical might, +1 to mental might. Inspires friendly troops, causes fear in enemy troops)
Armies:
Akataki Siege Force: Lead by Krlnkir Yrlvnt
Champions: Chosen Warrior
Followers: 9 (9 Armed Cultists)
Slaves: 0
Servants: 97 (82 Amberärshs, 10 Spectres, 12 Ghouls, 3 Armoured Baneghouls)
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; the learning and casting of Dark Bolt.
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)). Cursed Steel Ballistae. 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 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.