Updated, updated, updated, update( changes are in italic)
the cult+servants
1) 20 Sintaurs patrol the area in pairs, 5 fire elementals patrol the river and burn any boats
2) Some armed cultists + the champion+Spectres+amberashs: Conquer (don't raze, conquer) surrounding villages, recruit, enslave, create amberashs packs
3) Let some male cultists relax and perform dendrophilia with Female Akataki
4) Impregnate 20 female slaves with Akataki's seed and send them to Barrspring
5) Forge in Barrspring: produce armor and weapons for sintaurs
6) Some cultist + slaves, should help ZWA ( ZombieWorkingArmy) when intelligence is needed
7) Estabilish Giant rat farms in repaired farmstands near Akataki (it's a good food source, at least for slaves)
8 )Fortify CFM, somehow
9) torture captives and let our daughter watch and learn how to torture effectively and teach magic she can handle.
Zombie working army all zombies + baneghouls used as workhorses
Work in Akitaki: (in order of importance)
1) build barracks for 100 slaves (they dion't need comfortable houses)
2) Repair farmstands
3) Repair the palicade.
4) Dig a moat, link it to the lake
5) built statues of Krlnkir Yrlvnt
Krlnkir Yrlvnt
1) Control ZWA
2) Send a mental message in all directions and as far as he can to all evil beings ( sentient undeads, necromancers, dormant lesser demons, wild monsters ) to come to Akataki and join the army. It surely will be intercepted by some good guys, but we aren't hiding anymore. I repeat, we are not hiding, so no range limit
3) Use power leakage and evil from conquering villages, torturing to summon more black imps of different genders and send them to Barrspring (really, Bay12 game must have it's dwarfs ) They can start brewing themself, it's not a Krlknr's job to care about imps needs, and we can teach acolytes how summon and bind red imps
4) If time is left - sneak to the CFM and teach new acolytes\improve acolytes to invokers in it
That is not dead which can eternal lie, and given strange aeons even death may die...In ancient tombs beneath the ground
Dead bones rise without a sound
By unholy ruins in mountains high
Twisted spirits heed the cry
From corrupt warrens sealed in frost
Awaken beasts once thought lost
All these forces and many more
By demon's call now march to war
And any man who claims be wise
Would do best to run and hideI am Krlnkir Yrlvnt, demon of Barrspring. Heed my words, ye dark forces, and join my horde by red lake's shore.Faint echoes of your mental call return to you from distant mountains, bearing with them the feel of many minds awakening. These eastern lands have known peace too long- now they shall again know the terror of a demon's touch. Your demonic call immediately converts the spectres in both the ruins of Akataki and the mines of Barrspring to your cause.
In the accursed flames of your Forge-Temple, smiths forge twenty suits of darkbarr armour for those beasts known as sintaurs, and holsters of weapons for their suffering 'riders' to wield. In pairs the horrid beasts roam the countryside, slaying travellers who might spread word of your conquests, whilst elementals roam the river setting barges ablaze.
From the ruins of Akataki your cultists march, aided by spectres and amberärshs, conquering surrounding villages with little resistance, bringing the inhabitants under your command, willingly or not. The villages are left to go about their business, though a harsh tribute is extracted from each, and delivered to Akataki. Some of the villagers join your cause with more willingness than others, and leave their homes to serve your cult. Some villages mount a resistance, and must be destroyed, with the survivors enslaved and brought back to Akataki.
You 'allow' several of your male cultists to mate with the female Akatrees. They emerge from the fleshy tendril's embrace somewhat sore and bewildered. Some do not emerge at all, but are sucked into the trees, to be slowly digested. Perhaps cultists should not be used for this purpose. The male Akatrees you mate with female slaves, who are sent to Barrspring to start a new grove.
Your hosts of cultists, slaves, and zombies easily repair the damaged palisade, and of the rubble build barracks and store-houses; enough to house your slaves and cultists. Crude statues in your likeness are erected, and a moat is dug around the palisade, connected to the lake, with wooden drawbridges constructed by the three gates. The farmsteads surrounding the city are repaired- the crops and livestock have not been unduly damaged, and merely require slaves and overseers to provide a steady supply of food and supplies. One of the farms is modified, and the giant rats coaxed into nesting there. With their high breeding speed and hefty bodies, they should supply a decent- if somewhat unorthodox- source of food. Though some of the rats will escape and eat the crops from the other farms... still, you should wind up with a profit in the end.
Some of the zombies fall to pieces by the end of the week, the work too much for their decaying forms.
On your throne in Barrspring, you summon a host of Black Imps to aid in the mines and the forge. Though prone to mood swings and alcoholism, the creatures are hard workers, and improve the output of both the mines and the forge. Your daughter, already crawling about, ever accompanied by her red imp, delights in communicating with the new servants, and setting fire to their scruffy beards. The imps take it all in stride; frankly, they hardly seem to notice it.
You take the opportunity to educate your daughter on the pleasures of torture, drowning out the sounds of the forge with the screams of agonised captives. You teach her to reach out with her mind to send mortals into throes of madness, much to her delight, and the dismay of her attendants. When you have finished with the captives, her mother and you eat their broken corpses in a not-at-all-romantic way, especially not that time when you were both slurping up the same piece of stringy flesh and your lips touched. Nope. Not romantic at all. Demons don't do that sort of thing, after all.
There is no time to travel to CFM, but you lend your power to the acolytes there, helping them to strengthen the asylum's wards.
You also feel the faint mental call of some of the cultists sent from CFM to the other cities in the Eastern Confederacy reach you, confirming that they have settled into their destinations and are spreading your influence there.
Now, the patrols of your sintaurs and elementals will have slowed it, but surely the king at Dolnar will soon hear of the fall of Akataki, and doubtless send some force of soldiers to investigate. It will take them time to organize and to reach you, during which you should
-Strengthen your grip over the lands around Akataki. Recruit more cultists from the surrounding villages, build fortifications, set slaves to work in the fields and build up stockpiles of food and supplies. Wait for those who heard your call to arrive.
-Build an army and intercept whatever force the king sends your way, conquering the lands beyond Akataki in the process.
Note: The next update will be a month long, unless there is an overwhelming call for more micromanagement.
Name: Krlnkir Yrlvnt
Physical might: 65 (-1: Leakage)
Mental might: 70 (-2: Leakage)
Followers: 310
Slaves: 547 | 90 (captives)
Servants: 660 (440 Zombies, 5 Amberärsh Packs, 5 Giant Rat Packs, 60 Spectres, 20 Sintaurs, 2 Baneghouls, 2 Armoured Baneghouls, 5 Fire Elementals, 1 Red Imp, 20 Black Imps)
Cults:
The cult of the Tall Man. Low organisation. 275 cultists in three locations
Power Level: 100 (WARNING: CULT IS BEYOND SECRECY) -60 Conquest -20 Construction -5 Strengthen Wards
Resources: 10
Cultists: 124 Cultists, 144 Armed Cultists, 6 Acolytes, 1 Acolyte (control).
Slaves: 427 (-1/week:Replacing lost miners) | 90 (captives)(-7/week:Furnace)
Locations:
Barrspring. 0 Resources. +55 Resources per week (Forge-Temple) Connected to Akataki.
Akataki. 5 Resources. +12 Resources per week (conquered villages) Connected to Barrspring
CFM. 0 Resources. +1 Resources per week (workshops) Isolated. (Can use sending circles; 10% chance of losing sent/summoned resources/people)
Followers of the Tall Man. Low organisation. 3 cultists in three locations; various cities of the Eastern Confederacy.
Power Level: N/A
Champions:
Alyshtr Yrlvnt: Half-demon. 1 month old.
Physical Might: 0.5 (note: in an emergency, her demonic powers would protect her)
Mental Might: 1.5
Other: Red Imp pet (will act as bodyguard, entertain with fire magic and demonic tales)
Knowledge: Demontongue, mind-corruption.
Dal'Kahh the Avaricious: Warrior with demonic strength, armed with Darkbarr armour and Barrsdoom.
Physical Might: 10 (+3 Axe)(+1: Armour upgrade)
Mental Might: 4 (+1 Axe)
Equipment: Barrsdoom (Axe; +3 to physical might, +1 to mental might. Inspires friendly troops, causes fear in enemy troops)
Unamed Guard: Former Akataki Guard with aspirations to heroism. Slowly being corrupted.
Physical Might: -4 (Rebellious)
Mental Might: -2 (Rebellious)
Other: Crying to himself in a corner of the Forge-Temple, cringing every time he hears a sacrifice thrown into the furnace.
Fortresses:
The Church of the Flames of Madness. Formerly Dolnar Asylum, HQ of Barrtal monster hunters.
Mighty Walls (50). Moat (5, slows attackers). Minor Wards (20). 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 enemies)
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; The operation of Sending Circles.
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.
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, though now corrupted by your evil influence. Slaves and followers work the mines, aided by black imps, acquiring darkbarr ore for the Forge-Temple.
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. Black Imps roam the halls, cursing, drinking, and setting fire to themselves, yet somehow increasing productivity. Currently employing 120 slaves, 35 cultists, and 8 smiths, producing 55 Resources per week.
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.
Akatree grove: 20 slaves bearing Akatree seed. Will take a while to be born and mature.
Akataki. Corrupted town in the eastern mountains.
Wooden palisade (10). Moat and drawbridges(15, slows attackers). The town reeks of decay. An evil aura hangs about the town.
Farmsteads: If supplied with a workforce, would provide food for humans.
Akatrees: A grove of Flesh-trees grows in the ashes. Once it has had a chance to expand, will provide food for cannibals. The trees have been impregnated. Will take a while to be born and mature.
Surrounding Villages/Hamlets: Conquered villages, whose inhabitants have been converted or enslaved. Provide small amounts of food, resources, and power.