The first thing you do is recruit the three would-be cultists. They aren't exactly the cream of the crop. The armourer is well into his fifties, and the two younger recruits are somewhere around fourteen to fifteen. Still, they take only minimal speaking to to convince to swear their lives to your service, so you set the armourer to preparing weapons and armour for your cultists and the cultists to training themselves and trying to recruit others.
Considering the possibility of setting up some sort of base of operations, you have one of the cultists acquire a map for you. You study it in the hopes of finding a fine place to settle a city. Of course, any good place to settle a city tends to already have a city on it. Ferrun would do, as would Ferrybridge. You rattle off a handful of existing cities, until you find one that might suit your purposes. Further north, downstream, the city of Farrowford was destroyed in the wars about three years ago. There are still survivors there living amongst the burnt out ruins, but by and large the area is abandoned. It crosses a river, and there are fertile fields and hills with iron in them not far away. It could be worth restoring.
You send a pair of shades off to Ferrybridge to try and determine the size of Thrane's host. It will take them about six days to get back to you, because they can only fly about half of your maximum speed (which is still a very fair clip, perhaps faster than a galloping horse). The others you send out to the villages to assess their religious fervour and apparent morality. They return after about a day of searching; there are temples to Tokchoko, Dolrael, Jilganheim and Utran'Vitran, and people attend their services, although how faithful they are they cannot guess. They have listened and heard scant rumour of a following of the god Slask as well, but his cult's temples are not easily found. Equally, the shades are not able to determine goodness, but they can at least tell you that they have not observed anything on the level of baby eating or human sacrifice. Maybe the occasional purse snatcher.
You fly to Lassef yourself, arriving in the middle of the night and hovering far above the town. Lassef's walls are sturdied than Oyral's; they boast stone foundations and the lower walls are made of stone as well, although the upper walls are still palisades. The castle is on a par with Oyral's, but at some point was extended to include a larger feasting hall. The streets are quiet and dark, as honest folk slumber at this time.
You can feel the town in your bones (or what you imagine to be bones). There is a deep, abiding sadness here. You can feel it even without going into dreams, an aching sense of loss and tiredness. You can feel the heartbeats of this town - too many old hearts, not enough young. You make your way into the dreams of Lord Michael, who appears in his dream to be a middle aged man with too much grey in his thick beard. You feel the echo of a recurring dream to this place, as you watch Michael bid farewell to three young men in fine and gleaming armour - and then kneeling over the broken bodies of his sons. For a time the Lord cries, then finds himself being chased by the remains of his children, blaming and cursing him, with a tall, imperious figure in gleaming armour with a white cape chasing at their heels, whipping each of the sons to keep them going.
You step back into your body again, hovering above the town. What now, Lvantha?
Name: Lvantha Talaoia
Strength: 14 manpower (+0 Worship)
Mind: 15 menminds (+0 Worship)
Personal Retinue
Followers: 15 cultists (Cult of the Winged Lady, Anarchic Organisation)
Slaves: -
Servants: 10 shades, 10 greater shades
Ferrun
Followers: 1 priest, 120 spearmen (in training), 31 macemen, 35 archers, 1 armed luxpanap (John)
Slaves: 1 brainwashed spy
Prisoners: -
Servants: -
Holdings: 16r
~20 villages (4 Resources)
1 market town (5 Resources)
1 tin mine (6 Resources)
Slave Gathering (1 Resource) [25 slaves]
Upkeep: 12r
~200 soldiers (4 resources)
Training (5 resources) [120 macemen]
Training (3 resources) [30 swordsmen]
Items:
Mistwalker: +2 vs undead & demons if you wield it. More effective when a mortal holds it.
Lvantha Medallion: +3 vs undead, +1 vs demons on both mental and physical atacks.