My proposal for a plan :
Fellshore :
-Leave Fellshore behind. All Cultists move towards the mine
The Mine :
-The Duke will hire outside experts to organize the Mine. Initially, it will be operated by cultists (also as labor) This should limit explicit resistance, as the Duke doesn't need to go on a big recruiting rampage to provide the initial staffing. He can just take the usual criminals. This phase of operation will last untill we corrupt the mining engineers. This is expected to happen quite fast, with all of the engineers we can't convince after a short period getting an unfortunate accident. Once we have our skilled engineers, we will unleash our black Imps to increase production.
Then, we can largely remove our cultists from the mines, only keeping them as overseers. This allows us to utilize far more of our Cult's power. After all, Imps keep the mine's production at the expected level, meaning that no one will suspect that the Cultists aren't doing what they're supposed to be doing. Conversion rates will also be boosted, as people see that the cultists are treated far better than them.
The War : To be honest, I see no reason for a war. It will only be a distraction as we need to look for the angel.
Hero character Actions :
- Mischa Alwiz : Vessel + Teaching Magic
- Malkus Rom : Training Nails
- Kate : Learning magic
- Demon-Brutewolf : Being born
Double Misha's allowance, with the message that results should occur in the near future.
Dealing with a wizardHave our duke covertly contact an assasins guild of sorts (surely one exists), to murder the annoying wizard in Oegoerda. We're also a bit lacking in high offense stealth units, so that can fill in the gap
The Rat CatcherWe need to spread our cult. Gather the giant rat packs, and send them to a variety of nearby villages. The rats will harrass the villagers, destroying harvests, eating small children. After a short period of distress, our cultist will arrive, and use a magic flute and the word of [I forgot the demon's name] to gather the rat and drown them in a local river. (Rats, of course, can swim, so we can reuse the trick a few times).
Creatures I don't know what to do with. 3 lake-beasts? : Nothing
8 skeletons : Nothing
4 Hollow Remnants Nothing
6 zombies : Nothing
4 slave priests : Nothing
1 Slave high priest
Followers and Slaves and Stuff :
Leadership :
6 Wordbearers : Learning Magic
1 Duke : Being a Duke
1 slave high priest : Nothing
Civilians
156 cultists : Cultist stuff
3 fungal druids : Tending the fungoid forest
10 black imps : Mining
Scouts
3 Smokewraiths : Scouting (where?)
15 spectres : Scouting (where?)
4 ultraviolet imps : Converting
Regular forces :
8 cultists (armed)
29 trained cultists (armed)
40 mercenaries (armed)
7 knights (heavily armed)
7 slave guards (armed)
Harrasing units :
8 Brutewolves : Gathering humans
3 Giant Rat packs : Harrasing people
Big dangerous unit :
3 lake-beasts? : Nothing
Fodder
8 skeletons : Nothing
4 Hollow Remnants Nothing
6 zombies : Nothing
4 slave priests : Nothing