So, preparations:
1) All combatants - Akataki, all non combatants - Barrspring
2) Turn Baneghouls into armoured ones
3) Arm zombies
4) The necromancer transforms slaves into ghouls (up to 100)
5) Summon some water elementals and some fire imps
6) Black imps\slaves\zombies\whoever link some canals to make a big circle around Akataki, some kind of the second moat ( but I suspect that we alredy have that)
7) Put 30 crossbowers and the Necromancer (Balthanor)
Put 100 zombies between moats\moat and canals, as a cannon fodder\bait
9) Treacherously eat 5 lesser demons
10) Hide water elementals and tentacle monster in moat\canals
11) Spectres hide in countryside, ready to ambush on command (they are much better ambushers than sintaurs)
12) Sintaurs, Dal'Kahh the Avaricious (on a horse) and banegouls wait near the gate, ready to charge when the drawbidge is lowered
13) Red imps and dragons fly high in a sky, ready to dive when needed
13) All other forces stay in Akataki and do whatever possible to stay unnoticied
Dragons circle in the sky, imps hanging onto the scales of their backs, enjoying the ride.
Monsters and soldiers of every shape and sort reside quietly in the barracks of Akataki. Twenty Sintaurs, with fresh 'riders', mull by the gates, alongside four recently-fed Baneghouls, and Dal'Kahh (who fights best on foot, but will ride to the battle on a Sintaur's back).
Upon the wall stands Balthanor with thirty crossbowmen. Standing mostly to attention in the fields beyond the moat are one hundred armed zombies. The water of the canals churns occasionally, as the great beast within adjusts itself, or the elementals grow bored of sitting still.
Krlnkir Yrlvnt stands within Akataki, addressing the five lesser demons who recently joined his cause. He explains to them the importance of centralization, the need for a younger generation to surpass the elder. He also mentions that he is going to eat them, but act surprised, because he wants it to feel like he is betraying you somehow. The lesser demons oblige.
A thousand years of memories pour into your head. Battles, places, people, things- though they soon fade, they leave a niggling sense of mortality; will one day your memories be nothing but a minor distraction to some greater entity?
This niggling sense of mortality is quickly replaced by a not-so-niglent sense of power. Sure, the demons were weak, but they were made of pure evil, and every drop of it is now part of you. The density surpasses a certain limit, and it becomes entirely impossible for you to hold back the tide of evil energy that flows from your body. For mortals to even glance upon you will cause great discomfort, and everything in your vicinity is victim to the corrupting touches of evil; mutating living things, reanimating dead things, instilling non-living things with an evil nature. This tide of evil energy will be felt around the world- though from greater distances, it will be muted, and hard to tell from whence it came- but for a brief moment, people all over the world will shudder in fear.
Now marches forth the forces of Dolnar, armour shining in the sun, banners waving in the wind. At their head, a column of knights, led by a knight in stylised armour, who rides with no helmet and a noble bearing. Spectres spying upon the force report that it consists of twenty-five knights, seventy-five archers, fifty swordsmen in light armour and a hundred swordsmen in heavy armour. All their weapons are of a good-quality steel, and their march is well drilled, indicating training and discipline.
They stop before the canal that seperates them from the city. They look upon the forces arrayed before the walls, and espy those standing upon them also. The knight in front- the leader, presumably- makes a gesture, and one of the other knights nods, and rides towards the city walls. No doubt requesting your surrender.
Now, you should
-Surrender
-Not Surrender
-Do something else
Name: Krlnkir Yrlvnt
Physical might: 115 (+45 Omnomnom)
Mental might: 125 (+45 Omnomnom)
Other: Corrupting influence on all who look upon him. (Auto-converts/enslaves small numbers of people. Prolonged exposure causes random mutations.). Corrupter (auto-corrupts nearby area over time)
Followers: 311
Slaves: 702
Servants: 566 (174 Zombies, 146 Armed Zombies, 70 Skeletal Warriors, 5 Amberärsh Packs, 10 Giant Rat Packs, 70 Spectres, 10 Beastmen, 20 Armoured Sintaurs, 13 Ghouls, 4 Armoured Baneghouls, 2 Black Dragons, 1 Giant Tentacle Monster, 8 Water Elementals, 5 Fire Elementals, 15 Red Imps, 40 Black Imps)
Cults:
The cult of the Tall Man. Low organisation. 315 cultists in three locations.
Power Level: 110 (WARNING: CULT IS BEYOND SECRECY)
Resources: 104 -28 Armour-plating Baneghouls -73 Arming Zombies
Cultists: 94 Cultists, 184 Armed Cultists, 15 Sergeants, 21 Acolytes, 1 Acolyte (control).
Slaves: 426 (-1/week:Replacing lost miners), 152 (captives)(-7/week:Furnace)
Locations:
Barrspring. 31 Resources. +55 Resources per week (Forge-Temple) Connected to Akataki.
Akataki. 70 Resources. +20 Resources per week (conquered villages) Connected to Barrspring
CFM. 3 Resources, 5 Captives. +1 Resources per week (workshops) Isolated. (Can use sending circles; 10% chance of losing sent/summoned resources/people)
Followers of the Tall Man. High organisation. 36 cultists in six locations; Dragonsnest, Greywinde, Port Hope, Goldhall, Easthall and Narsis.
Power Level: 10 -3 Recruitment
Resources: 0
Cultists: 36 Cultists
Locations: Dragonsnest, Greywinde, Port Hope, Goldhall, Easthall and Narsis: 6 Cultists each
Missionaries of the Alternate Faith. ?? organisation. 3 members in Noragan.
Resources: 2 (-8: Store purchased and stocked.)
Champions:
Alyshtr Yrlvnt: Half-demon. 2 months 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), pet slave.
Knowledge: Demontongue, mind-corruption.
Dal'Kahh the Avaricious: Warrior with demonic strength, armed with Darkbarr armour and Barrsdoom.
Physical Might: 10 (+3 Axe)
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: -2 (Rebellious)
Mental Might: -1 (Rebellious)
Other: Wandering around Barrspring, mumbling the names of the gods, drinking only water and eating only bread- resisting temptation, for now.
Balthanor the Necromancer: Travelled to Akataki to join your cause. Has considerable knowledge of magic and necromancy.
Physical Might: 2
Mental Might: 10 (+5: Dark Crystal)
Equipment: Dark Crystal which emanates evil energy (+5 Mental might. Requires basic knowledge of necromancy to use)
Knowledge: Magic, Necromancy. Summoning of Zombies, creation of Ghouls, casting of Dark Bolt, Hypnosis.
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 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 principles of Mutation; the learning and casting of Dark Bolt; the operation of Sending Circles; the creation of Ghouls; the creation of Beastmen.
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. Plump helmets grow in the mines, and are harvested for use in the brewery.
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.
Twisted Brewery: Produces dark liquors from with corruptive properties.
Brothel: Keeps people 'entertained'. Unfortunately, black imps have no interest in human females. Or females of any species for that matter. Or males. One might go so far as to call them 'asexual'.
Akataki. Corrupted town in the eastern mountains.
Reinforced wooden palisade with Corrupted Steel Gate(20, may cause fear to attackers, also acts as a weak ward (5)). Moat and drawbridge(15, slows attackers). Surrounded by canals (slows attackers)
Extensive Barracks: The town has been rebuilt, with plenty of bulk housing for your slaves and cultists.
Granaries: Mostly Empty
Farmsteads: Provide food for humans. Also provides Giant Rats.
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.