Regarding our cultist enclave in the capital:
Cult Name: The Arms of He Who Beckons (to complement our overarching finger theme)
Form a martial cult that reveres Nokluvgn as a source of strength, willpower, and martial prowess. I'm picturing it would function similarly to Greco-Roman mystery cults. Where the New Way rewards cultists by amplifying the satisfaction gained from hedonisim, members of this cult would be able to access more of their muscle strength before injuring themselves, slightly hightened reflexes, and higher resilience to organ damage/blood-loss.
Inductees of the The Arms of He Who Beckons will (where possible) adorn their armour with the following symbol: The upper half of a ring bisected by a sword. The half-ring symbolizes the sun and Good, and the sword represents the violent anger of Nokluvgn's chosen. Having a symbol for the cult allows members to recognize other members, and seeing an "exclusive club" will make non-members (in the military) want to join.
Cult Action: Display military excellence and valour, recruit when possible.
Throw a rock from a safe distance
You stride into the village yourself, flanked by your other forces. The priest notices you and aims his staff in your direction, causing you to feel somewhat uncomfortable. The wights hiss in displeasure as their mounts shift nervously beneath them. You tower over the villagers, but the priest rallies them, inspiring them to stand defiant.
So you decide to get rid of him.
You grab a handful of house and tear off a chunk of masonry. You heft it over your head and lob it in his direction. He sees it coming, but stands motionless- either paralysed with fear, or confident that his god will protect him. Either way, his life is forfeit. There is some sort of fizzle, but the airborne masonry has no difficulty in crushing his skull.
The death of their priest strikes fear in the heart of the villagers, and several break ranks and flee. You direct your wights to run them down, whilst mentally ordering your zombies to redouble their attack. The tide starts to turn, especially when you wade into the fray yourself. Your wights run down almost everyone who flees... although a few slip through the cracks. Malkus asks you if they should focus on catching them, or let them escape. You respond that
-Letting them go will spread fear throughout the region.
-You don't want people to have a clear picture of what is happening to these villages.
Meanwhile, the battle between the zombies and villagers rages on. The villagers fight with the desperation of the doomed, the zombies with the unthinking devotion of the dead. And you wade through it all, swinging bladed fingers through the crowd, slicing people to pieces. The ground turns to crimson mud as the fight continues. It seems as if the two forces are evenly matched, especially when one of the villagers picks up the priest's staff and starts waving it around. He wields it clumsily, but it still manages to cause the undead to falter for long enough for the living to catch their breath, giving them the edge they need to swing a farm implement through a long-dead skull.
Then the dead start to rise again. You direct the energy from the death and destruction into the corpses littering the village, who lurch into battle. Unfortunately, they are not under your control, so they attack both sides at random, but the mere sight of their former friends standing against them causes many more villagers to break ranks, running straight into the waiting fangs and blades of your elite forces.
Within half an hour, the village is quiet, but for the rasping of the undead. The dead are raised or converted to your cause. The priest's staff turns out to be made of silver- and several villagers possess silver jewellery. Not huge amounts, but far more than one would expect of peasants (which is to say, any at all). The mere presence of this metal causes you and your minions discomfort, therefore you decide to
-Bury it outside the village. Out of sight, out of mind.
-Have Malkus (who is mostly unaffected) collect it all and sell it.
-Try to corrupt the metal somehow.
The village is littered with evidence of battle. You use the residual evil to raise some skeletons from the graveyard, but there is not enough to raise the mangled bodies and destroyed zombies. You take the remaining corpses and
-Put them on display, as a warning to anyone who passes through the village, spreading fear amongst the people.
-Burn them, disguising (to some degree) the fate of Ginkozan.
-Use some of your own power to raise the corpses as skeletons.
After finishing up in Ginkozan, you choose where to go next;
-North, to continue razing sparsely distributed hamlets.
-South, to start attacking larger villages.
-East, deeper into the mountains.
-West, to go back to Fozdoch.
Not much happening this update, really. Well, they can't all be winners.
Name: Nokluvgn
Age: 9 months
Physical might: 52 (+3 p/w: province-wide suffering)(-1: Leakage)
Mental might: 57 (+3 p/w: province-wide suffering)(+3: Worship)(-1: Leakage)
Followers:272 (159 cultists, 7 magically trained cultists, 22 Nails, 28 Nails (armed), 1 Finger (heavily armed), 40 mercenaries (armed), 3 Lesser Wordbearers, 4 Wordbearers, 2 trained Wordbearers (armed), 7 knights (heavily armed), 1 Mayor (lesser Wordbearer), 1 Duke)
Slaves: 18 (4 priests, 1 high priest, 7 guards (armed), 6 captives)
Servants: 133 (8 Brutewolves, 3 Smokewraiths, 15 spectres, 4 giant-rat-packs, 10 black imps, 4 ultraviolet imps, 18 skeletons, 4 Hollow Remnants, 3 fungal druids, 84 zombies, 3 Klrntvs, 8 Wights)
Cults:
The New Way: Medium organization. 222 members (109 cultists, 7 magically trained cultists, 16 Nails, 34 Nails (armed), 1 Finger (heavily armed), 40 mercenaries (armed), 3 Lesser Wordbearers, 4 Wordbearers, 2 trained Wordbearers (armed), 5 knights (heavily armed), 1 Mayor (lesser Wordbearer), 1 Duke)
Slaves: 18 (4 priests, 1 high priest, 7 guards (armed), 6 captives)
Power level: 24 (15 used)
Of which: 3 spent recruiting, 3 spent worshipping, 3 spent converting engineers at the mine, 3 spent arming Nails, 3 spent training new acolytes (3/12)
Secrecy estimate: (somewhat risky)
Resources: 1028 (+40 p/week: Duke's income)(+3: Copper mines)(-6: arming cultists)
Locations: Nuulyd: Merchant & town council & jail connections. Mayor converted.
Castle Brylib: Court connections+.
Oegorda: Nokluvgn may have been detected here. No wizards to be found.
Fözdoch Province (misc): No special features.
Other: Conversion of the mining engineers goes well this week. Alice starts arming the unarmed Nails, and Mischa starts training more acolytes.
The Arms of He Who Beckons: Medium Organisation. 50 members (50 cultists)
Power level: 7 (4 used)
Of which: 3 spent on extra training to stand out, 1 spent recruiting.
Resources: 0
Locations: Army camp near the capital. Divided amongst several units of trainees.
Other: Your cultists are busy with their training most of the time, but nevertheless use much of their free time to do even more training amongst themselves. They also start looking around for potential converts amongst their fellow recruits.
Champions:
Mischa Alwiz: The Duke's 'loyal' companion, now corrupted by the allure of evil.
Physical Might: 2 (+1: the Vessel)
Mental Might: 12 (+5: the Vessel)
Knowledge: Magic, adequate Necromancy.
Possessions: Grey imp (knowledge of human & demonic magic, disguised as a crow), the Vessel (An urn containing 100 souls and a chunk of Nokluvgn's essence; +1 physical and +5 mental, enhances spell-casting stamina. Large and unwieldy, requires knowledge of Necromancy to use)
Other: Starts training 6 cultists and 2 Wordbearers in magic.
Malkus Rom: The captain of the mercenaries in the Duke's employ, he proved an especially eager convert, requiring only the most minor of rewards before pledging his loyalty to you.
Physical Might: 9 (+2: Devil-horse)
Mental Might: 2
Knowledge: Competent Tactics.
Possessions: Devil-horse (A huge black horse with demonic strength and intellect; +2 physical strength, greatly increased mobility)
Other: Aids the wights in running down fleeing villagers.
"Kate": A female Wordbearer, trained in combat and magic and provided with arms and armour, now the vessel for your demonic offspring.
Physical Might: 6
Mental Might: 5
Knowledge: Adequate Mesmerism, basic Magic.
Other: 2.5/9(?) months pregnant. Oversees recruitment efforts in Nuulyd.
Demon-Brutewolf offspring: 1.25/2(?) months to birth
Physical Might: ?
Mental Might: ?
Other: The mother is starting to become less mobile. She won't be much use as a mount soon.
Fortresses:
Fellshore: Was a small fishing village nestled between a small lake and a forest (with mountains not so far in the distance), it has now been razed. It is undermined with many tunnels and chambers forming a twisted maze, lit with smoky torches, where the shadows form strange shapes in the corner of your eyes.
Smallish labyrinth (10, increases secrecy)(being upgraded to Medium Labyrinth 56/200), Crude wall (construction halted. Defence value of 5. 32/100)
Hidden altar: A suitable place to sacrifice to you and praise your dark name.
Copper Mine: A recently reopened mine. The engineers recruited by the Duke are not yet converted (4/10 converted)
Copper Veins: Generates income (5 resources p/w) if fully staffed (requires 100 workers and 10 overseers)(currently at 70 workers and 10 overseers, generating 3 r p/w)