You start getting more information on pretty much everything, and keep a watchful eye near the village for about a week. When you presented your plans to the goblins, you were met with some confusion, but understood the need for it quickly enough. Making roads is difficult without a good source for stone, however, and goblins are lousy miners. Aquiring fertile land is easy enough, as most farmers don't come close to goblins, and the soldiers find it unneeded to attack the goblins as they keep to themselves, and only prey on dumb daravans that get too close and do not heed warnings. Soy the farm-land is easy to pull up, and the goblins work on putting seeds in the ground.
The nearby farmers are willing to give some bits of land to goblins, but only after you gave them some guards, just in case. They won't go near the goblins themselves.
Unfortunately, they are very haphasard with their seeds, so you can't go about expecting them to have pretty rows of vegetables. At least they keep the specfic plants together. As for goblin works, they are like any other race. They can't work quite as well at night as during the day, though they have low-light vision. The smiths, however, are quite special. Being a race not bound by the weapon laws, they are willing to do things most races would find horrid, such as a swallowing sword, which is basically a sharp clamp they slowly gains in power the longer it's attached, untill it bites through the victim. It kills slowly, and is often not even sharp, though deep spikes are added on the top and bottom. They also have their shamans enchant them in some mean ways. It also helps them getting food, seeing how they mostly operate on meat, but can live berries and other such stuff.
However, they have to make do with crap materials, because they are really cruddy miners. Something about a species-wide paranoia for dwarves.
Moving to your cult's establishment in the city, however, and you find that most apothecaries are more then willin got trade with you, as they can create anti-poisons from your poison. Most other shopkeepers however, have no interest. Many try to keep their shop free from the mob, to prevent caravans and customers from being scared away.(on a sidenote, the shops are willing to sell to you without issue) The rest already has a relationship with a guild, and have on wish to squander it. Speaking of the guilds, you finally managed to convince the assassins to talk to you.
Your proposition for a failed assassination attempt is met with much doubt, as the blame will be directly put on their shoulders. They are willing if they can leave a calling card of a third party. If you find one, you have free reign, if you give them Four-thousand coins. (High-profile assassination attempts are not cheap.)
Finally, you gather info about your cult. Specifically, the necromancer and his abilities. The explanation is simple enough, as the necromancer is very new at this.
From what he can gather, few wizards wish to become necromancers, as the dark energies can feel pretty terrible to most. Tribal-born as he is, he doesn't mind it much. He can only keep a limited amount of zombies alive, right now it's capped at three, but some necromasters are capable of raising entire armies. This also keep them a bit under te weather, so adventurers have to deal with the choice of killing zombies and adding to the necromancer's strenth, or somehow getting past the walls of meat. Zombie tolerance varies from necromancer to necromancer. the power can be changed by expert necromancers, at the cost of a lesser amount of zombies.
Liches are a nasty bit of business that no sane person would even consider. Necromancers gain in abilities as they gain in skill, and the amount of zombies.
HP: 14/20
Fatigue:30/30
Status: Gaseous form and feeling better.
Ways of doing damage: stuff.
Evil: 1/20
Cult members: 40
Underlings :Goblin tribe. Basic workers(around 30 of them)
Inventory:
Spells
Illusion
Vessel empowerment.
Base supplies
Weapons and armor, Hammer of the Avatar. Basic food supplies, 13540 coins.
Trading:
Rotten fruits, Deathrot ( of all kinds, poison, alchemy and home defense), goblin weaponry on occasions