Thinking... actually we can take black imps away from the labyrinth and come back later to benefit from the abandoned site. It is just true that imps will be more useful at mines. How about doing
this: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.
Double Misha's allowance, with the message that results should occur in the near future.
Dealing with a wizard
Have 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 Catcher
We 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).
+The last party of Fellshore 1) Wait till the magical education of Mischa's group ends and call those cultists(and their smallish undead army) back to the village. Same applies to all Fellshore villagers. They should see the end of the village
2) Order cultists to get few good men and women to be sacrificed during the incoming feast
3) Run a little tournament with 9 nails as participants. They should fight to the death till only one will remain. This one will receive a new set of weapon and armor enchanted by you and will be the first to be raised to the finger status
4) Launch a feast with a special addition to menu: Raw flesh of the fallen nails and sacrifices mixed with raw flesh of Fellshore livestock. Be sure to give some share to our tentacled servants and eat some yourself.
5) During the feast cultists should burn the village they once loved as a landmark of the final abandonment of the old life and becoming true followers of the New Way
6) You, Mischa, Kate and her students should do a joint ritual to raise souls(and\or skeletons) of cultists fallen in the tournament as powerful undead guardians. This guys should be strong enough to create some problems even to mighty beings
7) Expansion of the labyrinth should be halted till we come back here to build a proper fortress. Black imps should link the lake and the labyrinth creating even deadlier place. Our undead army should stay in the water hidden till they will be needed (hopefully they will not rot too much...)
We do lose some nails but I think tournament like this is a proper form of worship and ordering our cultists eating their friends and relatives is a nice evil act. I also hope to get strong undead warriors, hopefully strong enough to at least wound the angel should she dare to come back to the lake. We preserve Fellshore as some kind of undead\tentacled fortress that can be used should we ever come to the open warfare.
New cult power distribution
2 recruiting in Nuulyd. Focus on the mayor and remaining rich townsfolk
6 training cultists (combat)
2 training cultists (magic)
8 power - Copper mine part of the plan
2 power - Rat part of the plan
This halts further recruitment in Brulyb because it is a crawling pace anyways and if we want to make it full dark fortress we should do it ourselves. It also reduces power spent on recruiting people in Nuulyd because we need only the mayor anyways. It is the last turn when we enjoy benefits of the labyrinth and starting from the next one we will have to reduce power spent for more secrecy