If you were a big evil guy looking to start an army.....

If I'm immortal, and reincarnable ('zat a real word?), I have the luxury of time. My first goal would be research, simply to track down all mention of my existance if it's rare enough, then kill anyone who knows about it. (There's bound to be a single isolated mage somewhere who knows the secret, but I don't know that, and will act surprised when the adventurers find him and come after me.)

My second goal is setting up equipment dumps just in case. I may need an army of duergar or their ilk to do it, but I'll dig an enormous hole somewhere nobody would ever think to look (say, right under the Elven kingdom but far too deep to be noticed), then hunt down every piece of magical treasure I can find and throw it in and shovel rocks over the top. I may even set up multiple troves, just in case. The next time (or the next, or the next) I'm killed, I'll hope I've got enough magic ferreted away to arm an entire army with magic blades, enchanted armour, staves and wands and golems.

If I'm smart, I'll have done this in the past (and subsequently killed everyone who knew where this pit was), so I'll be able to arm my legions of doom in this cycle of my life - thus making the heroes' lives harder.

Now, were I to planning to finally act in this cycle, I would need a trustworthy power base. The orc army messiah trick is a good old chestnut; just to make things a little more exciting, I'd stage an elaborate death sequence for myself in battle using illusions or actors, so everyone who knows I'm risen once again thinks I'm dead for another 2000 years. After that, it's time to be good.

No, really. If there's one thing evil tyrants do wrong, it's make enemies. It's OK to have enemies, so long as they're only my enemy between the time I pull the lever and the time they hit the pirhana pool below (give or take thirty seconds, less if they're not a cow). I'd also seek out controllable doppelgangers to replace the unfortunate victims of my wrath. And above all, I'll never off my underlings unless there's a really, really good reason that my other underlings can understand - failing to capture the hero is rarely punishable by death, but if my nation's got a standing law that allows execution for fleeing battle, I'll have a fair court-martial. Anyone who goes over to the heroes is, of course, an enemy and is fair game so long as you make the point very clear. Of course, my underlings will be given perks, such as the odd pillage trip into neighbouring realms, and a cut of the tax on my empire; this is to make the post more attractive than opposing me.

If this stage is successful, I won't necessarily be the most beloved man in the land (I am, after all, a warmonger and probably a hard tax-taker, and I assume I'm evil so I'll have to do something nasty every so often because it's in my nature). However, I will have a reputation as fair, and people will want to work for me because it gets them safety (from my occasional outburst) and perks.

However, I will not trust anyone with the truth. And should anyone ask about the horrible stench of brimstone in the halls of my private chambers, I was cursed by the leader of the orc horde with his dying breath; I must occasionally take his shape, but my piety or rare medicine or something keeps it at bay most of the time. But should word ever get out, I'm certain to be ruined, so would you please keep it secret? Or if not, then at least I'll pretend to run out of medicine every so often and send adventurers on dangerous quests to retrieve rare ingredients. It not only culls the adventuring population, but it makes you even more tragic.

Oh, and you have to play on the hates of your chosen dominion. Or if that fails, make them up. If Realm A is poor compared to Realm B's opulence, you have yourself an excuse. If not, then just poison your own fishing shoals and seek revenge later.

It's all quite fun, isn't it?

Merry Christmas, y'all.
 

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I think that staying in power means having loyal followers. To have loyal followers, you need to motivate them; that probably means giving them things they like, and linking those rewards to faithful service. The trick is, eventually they will want what you have, and probably betray you to get it.

So you make yourself seem invincible, by whatever means necessary. Your position is non-negotiable, but there is plenty of room for advancement. By gregarious to your highest support staff, and make it clear that promotion to the second-tier is possible. If you can make your seconds-in-command fight amonst themselves, then all the better. It assures that they will never be able to concentrate power and overthrow you.

Of course, this also means that you need to share the spoils and share power. That's okay, because the alternative isn't very good either. If you're really cunning, you can make the people you share power with think they are acting in their own interest but really helping you anyways. The important thing is that the people you rely on are reliant on you, and they know it. If you need to lie, don't just lie on the important issues, lie on the petty ones too. A mix of big truths and small lies makes it very difficult to find a big lie and a small truth when they finally come about.

In the metagaming "I've seen enough bad fantasy movies" way, a villain needs to be wary of his high-ups being sympathetic to your subjects. Betrayals don't happen for petty reasons, it takes a pretty compelling cause to change sides. As long as you allow free expression of concerns, it's not likely that the feelings would get out of control. Also watch out for unique magical items which can be your downfall. Assuming your people do their jobs correctly, it's not the teeming masses who will be your downfall, it's the adventurers. No plan is infallible and no fortress is impenetrable, so you just need to give the adventurers ample opportunity to screw up. To stop disguises, make sure all your security knows each other better than the adventurers can. To stop covert groups, make sure that the fortress has good lines of sight and an effective alert system.

-nameless
 

Since I run Darksun mainly- revive Thinking Zombies. These guys go after those that killed them....or Dwarven Bansheess whom died with the focus being to destroy said leader and his town.

Or...

Manupilate weather / crops to weaken cities. Enough of this can lead to revolt while still weakening everyone. A few years of this then arrive desguised as a god's herald or avatar with the weather suddenly clearing up. Hey...he's the real deal. Then use them to take on and spread to the neighbors (whom have also begun to be weakened by blights of weather and such)


Just a drunken thought....
 

One word: business. Don't subjugate an orc tribe or six just to throw them at your foes in a large and unwise route. Subjugate an orc tribe or six in order to use them to grow food. After building an agricultural base, make a trading alliance with a subterranean empire (duegar or drow). Trade food for slaves and gold. Trade more of the food to the enemy. Use said slaves to mass-produce weaponry (after investing in training, of course), and put you gold to good use by starting a money-lending business in your foe's cities (using polymorph spells and loyal minions). Sell the city the worst of your weaponry (ensure that it looks good, though) and stockpile the rest. Use your gold to buy the interests of a noble or two (after all, you now represent a powerful industry of weaponsmiths, farmers and moneylenders) and the services of an unscrupulous wizard or two to make you magic items. Wait several years (after all, you have all of the time in the world). Spend this time adventuring: it's a good way to make both money and friends (and in metagame terms, to level up). When the city depends on you for its food and weapons totally, attack with armies of slaves and orcs. You can use your new contacts gained through adventuring and call in a favor. You can also use magic items and gold to hire mercenaries. The city, dependant upon your trade and possessing mostly inferior weaponry, should cave pretty quickly.
Whew. Sorry about the length, but a good evil plan takes effort.

Demiurge out.
 


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