Krlnkir Yrlvnt:
Now then. This siege. You should
-Weaken the morale of the inhabitants by corrupting their dreams and sending spectres to haunt them.
An important part of a siege is weakening the enemy's morale. With the citizens unable to escape or send for help without detection, time is on our side. A besieged city with everyone underslept is a great boon for any actions we take.
To help with this the Akataki Siege Force should: Clatter shields, shout warcries, recite demonic chants; Make noise, ensure no-one forgets our presence.
Eyes of the Tall Man:
Your spies in the city can still act, although it will be difficult. They should:
-Make another attempt at disabling the boats
With the city under seige, the only escape route which isn't a bloodbath, is by ship. Our spies can attempt to disable ships while we weaken the inhabitants with our high mental strength. Ideally the citizens would fight amongst each other for the right to be on a boat.
Name for Chosen Warrior
Dal'Kahh the Avaricious
Flames of Madness:
Continue magical research.
Your spies make another desperate attempt to disable the boats, but guards watch the docks carefully, and they are unable to act.
You enter the dreams of the townsfolk, bringing them nightmares and visions of their town burning. Though shaken, they manage to carry on, loading the last of their supplies into the boats and preparing them to cast off. Your spectres attempt to drive them away from the boats, but the priests appear burning incense and chanting holy chants, and the spectres themselves are driven off.
Alongside the other efforts, your soldiers chant dark praises in your name, the ghouls shriek in their foul way, and the Amberärshs howl into the night. This fazes the resolute townsfolk little, though it disturbs their sleep slightly.
In frustration at all the other failed attempts to cause fear and madness amongst the people of the city, you decide to just break their minds directly. You pour your power into it, touching the minds of citizens at random and driving them insane. Approximately a hundred people run through the streets, gibbering madly. It isn't much, but at least this wasn't a complete waste of time.
The citizens have loaded their ships, and are ready to cast off at any time. If you want to prevent anyone from escaping, let alone have anyone left to enslave/convert, you will have to act fast, and find some way of preventing them from launching the boats- or at least some way of preventing the boats from escaping. This demands
-A brilliant plan.
Bad luck. Morale rolls really weren't in your favour. Oh, also the guys at CFM? Research accident, two dead. :/
Name: Krlnkir Yrlvnt
Physical might: 47 (+6 Sacrifice)
Mental might: 54 (-3 Maintain Barrier)(+4 Worship)(-4 Brute-force-madness)
Other: Maintaining Barrier (-3 Mental Might)
Followers: 89
Slaves: 68 (-2 sacrificed to the forge)(-6 sacrificed to you)
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: 21 -6 Mining/Lumber/Furnace -1 Smithing -8 Worship -6 Sacrifice
Resources: 21 (+21 Smithing)
Cultists:
Slaves: 68 slaves
Branch-Cult: Flames of Madness. 19 members in The Church of The Flames of Madness (Dolnar Asylum)
Power level: 9 -6 Research -4 Training
Resources: 3 (+1 Workshops)
Cultists: 6 Acolytes, 12 Armed Cultists
Slaves: Woman from Ylm.
Servants:
Other: Magical research claims a victim. A spell backfires, and one of the Acolytes is transformed into a Wraith, who kills another Acolyte before being put down
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. 0.5 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.
Dal'Kahh the Avaricious: 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.