Herding the wizards proves to be easy, as the promise of warmth and love is enough to get them to move. The hobo is not so easily swayed, however, and remains on the streets, doing handstands and playing the viola for money.
Whatever, you say. let him! He probably wont end up being important, some god in disguise or anything of note.
When you arrive, the recruits are brought to the priestess, whom looks positively thrilled to be able to teach and mark again. You leave the easily amused mortals to their business as you take a look at magus hobo, here.
Most are too stupid to really fire off their magic anymore, due to the demon sapping their intelligence when summoned. In a calm state, they could slowly get it back, along with their mana, but they've been panicking for long enough that hobo-ness overtook the magic part of the brain.
While their mind is easy to break, their souls will not lose potency for years. Best if you left it alone for now, but you do lock them up in the basement for now. They probably wont cause trouble down there.
You then decide to just have a talk with some nearby cultists about the recent happenings.
After a very lucrative talk you discover that absolutely nothing happened after the demon attack. Nobody goes outside anymore, and a large amount of people have left the town. The count is more paranoid then ever, and has executed his wife and local ambassador due to suspected demonic possession. By which we mean he grabbed an axe and give her forty whacks. When he saw what he had done, he gave Lord Fhalric forty-one.
Then he called the guard, scared out of his wits. Currently, he's kind of chilling in his own dungeon and the captain of the guard became the regent.
But nothing happened in the city proper apart from the large-scale movings. after a few more weeks the town will be filled with new people, as is custom after large attacks of evil upon towns.
You briefly talked over the breeding program with the goblins, and she tells you that a goblin child still takes a few years to mature and that goblins always try to outbreed the massacres that adventurers perform upon them.
so that won't be needed. Still, if you get the tribe to be bigger and more fortified, the goblin population will logically go up.
Name:Putris.
HP: 20/25
Fatigue:3/30
Status: Solid form
Currently using: steel-reinforced leather armor, steel bracers
Ways of doing damage: Poison Claws. Fangs. missile
Evil: 17,5/25
Bases: Underground complex inside city, tower, large temple.
Cult members: 68
Underlings :Goblin tribe. Basic workers(around 30? of them
Inventory: Artifact amulet, Sweeter protective clothing, 972 gold pieces, two firebombs,antique dragon-sword.
Spells
Illusion
Vessel empowerment.
Rot missile
Passive abilities
Empowering presence
Necrotic air
Cult supplies
Weapons and armor, Hammer of the Avatar. Basic food supplies, 2900 coins. A werewolf, magical loot Seven dwarves.
Poisonous animals.
Trading:
Rotten fruits, Deathrot , goblin weaponry on occasions, cheap man-power