The fifteen goblin outcasts moved into Ashenfell that same day, huddled together as they walked through the ancient gates under the watchful eyes of hundreds of undead soldiers.
Grix could feel their fear—a palpable thing that made their movements jerky and uncertain. They flinched every time an eternal guard shifted position. They stared wide-eyed at the skeletal death knights standing sentinel. And when they saw the sheer number of undead filling the fortress, several of the younglings started crying.
"This many dead things..." the goblin leader—who'd introduced himself as Krek—muttered. "Never seen so many."
"You'll get used to it," Grix said, leading them toward the barracks he'd converted into living quarters. "The undead don't harm anyone under my protection. They're workers and soldiers, nothing more."
"Workers that used to be people."
"Some of them, yes. Others were always dead—the eternal guards have been undead for two centuries. They never had a choice." Grix pushed open the barracks door, revealing the space he'd prepared. "This is yours. It's not much yet, but it's warm, dry, and safe."
The goblins filed inside cautiously. The space was basic—stone walls, salvaged furniture, a large fire pit in the center for warmth and cooking. But compared to a freezing cave in the middle of winter, it was luxury.
"Food stores are through that door," Grix pointed. "Guild supplies we captured. Enough for several months if you're careful. Water from the well is clean—we tested it. Beds are there, blankets there. Make yourselves comfortable."
Krek turned to face him, suspicion still evident in his scarred features. "What do you want from us? Really?"
"Work. Help repair and improve the fortress. Clear debris, process materials, maintain living spaces. Eventually, farming if we can establish fields. Building if we expand. Normal labor."
"And if we refuse?"
"Then you're free to leave. But you won't get a better offer anywhere else. Most places kill goblins on sight. I'm offering protection, food, and a place to belong." Grix met Krek's eyes steadily. "I'm not your slave master. I'm offering employment. The terms are generous because I need you as much as you need me."
Krek studied him for a long moment, then slowly nodded. "Fine. We work. But first—" he gestured at the younglings and infants, "—they need proper care. Some are sick. Need medicine, warm food, rest."
"Zara," Grix called through their mental link. "Medical supplies from the guild's stores. Whatever we captured that can help sick younglings."
The undead shaman appeared within minutes, her arms loaded with salvaged medical supplies—bandages, healing salves, herbal remedies, even a few minor healing potions.
"I was a healer before I was a shaman," Zara explained to the startled goblins. "I remember enough to treat common ailments. Let me see the sick ones."
Krek hesitated, then gestured for the others to bring forward three younglings who were clearly feverish and weak. Zara examined them with practiced efficiency, her undead hands surprisingly gentle.
"Infection from malnutrition and exposure. Common in winter. Nothing life-threatening if treated properly." She began preparing poultices and mixing remedies. "They'll need clean water, warm food, and rest. Within a week they should recover fully."
"You were a healer?" one of the female goblins asked, wonder in her voice. "Even as undead, you help the living?"
"Old habits," Zara said with a hint of her dry humor. "And practical necessity. If you die before you're useful, Grix wasted resources recruiting you. Better to keep you alive and productive."
It was blunt but honest. The goblins seemed to appreciate the directness more than false comfort would have provided.
Over the next few days, the outcasts began settling in. The younglings recovered under Zara's care. The adults started helping with basic labor—clearing rubble, organizing supplies, maintaining the living spaces.
Grix observed them carefully, learning their dynamics. Krek was the de facto leader, respected for his strength and survival skills. A female goblin named Vex handled most of the cooking and childcare. An older goblin called Rik served as the group's craftsman, skilled at making tools and repairs.
Each had their role. Each contributed. And slowly, cautiously, they began to relax.
On the third day, while Grix was working on enhancement rituals in the courtyard, young goblin—barely more than a child—approached him nervously.
"Master Necromancer?" the youngling squeaked.
Grix looked up from his work. "You can call me Grix. What do you need?"
"I... I wanted to say thank you. For the food. For saving us." The youngling fidgeted with a small carved figure—a crude wooden goblin. "My mother says we would have died in another week if you hadn't found us."
"Probably," Grix agreed. No point in false modesty. "You're welcome. But the thanks should be mutual—you're helping build something here. That's valuable to me."
"Can I watch? What you're doing?"
Grix glanced at the ritual circle he'd been working on—intricate runes designed to enhance an eternal guard's combat reflexes. It wasn't dangerous to observe, just complex.
"Sure. But stay quiet and don't cross any rune lines. Magic doesn't react well to interruptions."
The youngling sat cross-legged at a safe distance, watching with fascination as Grix worked. His tiny hands traced shapes in the air, mimicking the rune patterns without actually drawing them.
He's trying to learn, Grix realized. Watching, memorizing, understanding.
"You interested in magic?" Grix asked while working.
"Yes! But goblins can't do magic. Not real magic. Only shamans like Zara can, and she's special."
"That's not entirely true. Any goblin with enough intelligence and discipline can learn basic magic. It's just that most goblin tribes don't teach it—they're too focused on survival to invest in education."
The youngling's eyes went wide. "You could teach magic? To normal goblins?"
"Theoretically. Though it would take years of study and practice." Grix completed the ritual and watched as the eternal guard's bones began absorbing the enhancement. "Why? You want to learn?"
"More than anything! But I'm just a youngling. Nobody teaches younglings."
"I was a youngling six months ago. Now I command a fortress and an undead army. Age matters less than determination." Grix stood, dusting off his robes. "Tell you what—if you're serious about learning, come find me every morning. I'll teach you to read death runes. That's the foundation of all necromantic magic. Master that, and we'll see about teaching you more."
The youngling's face lit up with pure joy. "Really? You'd teach me?"
"If you're willing to work for it. Magic isn't easy. It requires discipline, focus, and lots of failure before you succeed. Think you can handle that?"
"Yes! I can! I promise I'll work hard!"
"Good. What's your name?"
"Nyx. My name is Nyx."
"Alright, Nyx. Tomorrow morning, meet me in the keep after breakfast. Bring something to write with—chalk, charcoal, whatever you can find. We'll start with the basic death runes."
Nyx ran off excitedly to tell the others, leaving Grix alone with his thoughts.
I just took on a student. An actual student.
"You're building a legacy," Mordren observed through the phylactery. "Teaching the next generation. Smart move—trained necromancers are worth far more than mindless servants."
"He's just a kid. Might not have any real talent."
"Or he might become your first true apprentice. Either way, the act of teaching will force you to deepen your own understanding. Teaching is how masters become true experts—by articulating knowledge clearly enough for others to comprehend."
That evening, Grix called a meeting with his core command structure in the keep—Aldric, Zara, the four death knights, and his intelligent human undead.
"We need to discuss long-term planning," he began, spreading a rough map of the region on the command table. "We've established Ashenfell as our base. We've secured the immediate area. We have our first living settlers. Now we need to think bigger."
"How much bigger?" Aldric asked.
"Regional control. Not just this fortress, but the entire territory within a fifty-mile radius." Grix traced a circle on the map. "This whole area was abandoned after the fortress fell. There are ruins, resources, possibly other survivors. We need to explore, map, and claim it systematically."
"That's ambitious," Marcus noted. "Fifty miles includes multiple terrain types—forests, hills, that mountain range to the north. Each presents different challenges."
"Which is why we do it methodically. Aldric, I want scouting teams established. Small groups—five to ten undead each, led by intelligent commanders. They explore, map, identify resources and threats, and report back."
"How many teams?"
"Six teams, each covering a different sector. Rotate them weekly so we build comprehensive knowledge of the region."
"What about hostile forces?" one of the death knights asked. "The guild isn't the only threat. There are monster tribes, bandit groups, possibly other necromancers."
"We document them but don't engage unless necessary. Right now, information is more valuable than conflict. Once we know what's out there, we can decide how to deal with it."
Grix pointed to several marked locations on the map. "There are also ruins here, here, and here. Old villages, abandoned during various wars. They might contain resources—tools, materials, possibly books or magical items. I want them searched and cataloged."
"And if we find living people?" Zara asked.
"Depends on their disposition. If they're hostile, we avoid or eliminate them. If they're neutral or friendly, we offer the same deal I gave Krek's group—protection and resources in exchange for labor and loyalty."
"You're building an empire," Aldric observed. "One territory at a time."
"I'm building a sustainable power base. The difference matters." Grix looked at each of his commanders. "An empire built purely on conquest collapses the moment expansion stops. But a power base built on mutual benefit, shared defense, and economic integration can grow organically. That's what I want—something that grows itself, not something I have to constantly force to expand."
It was a lesson from his past life—sustainable business models versus unsustainable growth hacks. The principles applied to empire building just as much as to corporate strategy.
"There's wisdom in that," Zara agreed. "The Third Necromantic Empire fell because it was all military conquest with no civilian infrastructure. Mordren can confirm—it was brittle, held together by force rather than genuine integration."
"She's correct," Mordren's voice acknowledged through the phylactery. "We conquered brilliantly but governed poorly. Don't repeat our mistakes."
Over the following week, the scouting teams deployed. Six groups of undead, each led by either a death knight or one of Grix's intelligent undead, spread out across the region in different directions.
They discovered a surprising amount:
Northern sector (Mountain approach): Multiple cave systems, some inhabited by kobolds—small dragon-kin creatures who were skittish but not immediately hostile. Rich mineral deposits including iron and copper. One large cave system containing ancient dwarven ruins, partially collapsed.
Eastern sector (Forest): Dense woodland with abundant game. Several small clearings that could potentially become farms. One ruined village with intact stone foundations. Signs of a large predator—possibly a dire bear or worse—but no direct contact.
Southern sector (Plains): Rolling grasslands, excellent for grazing or farming. Multiple small streams feeding into a larger river. One active bandit camp with approximately twenty members. Another goblin tribe—larger than Krek's group, possibly hostile.
Western sector (Hills): Rocky terrain with limited resources but excellent defensive positions. Several natural chokepoints that could be fortified. One location showing signs of recent magical activity—possibly another necromancer or a wild mage.
Northwest sector (Mixed terrain): Transition zone between mountains and forest. Home to several monster species including harpies, giant spiders, and what appeared to be a young wyvern. Dangerous but potentially valuable if creatures could be raised as undead.
Southwest sector (River valley): Fertile land along the river. One intact bridge from the old empire era. Multiple fishing spots. One location emanating strong death energy—possibly a natural undead spawn point or an ancient battlefield.
Grix absorbed all this information over several days, creating detailed maps and resource assessments. The region had potential—significant potential—but also threats that needed addressing.
"The bandit camp is the most immediate concern," he told his commanders. "They're active, organized, and probably raiding whatever settlements exist in the area. We eliminate them first."
"And the other goblin tribe?" Krek asked. He'd been invited to the command meetings as representative of the living settlers.
"We approach them cautiously. Offer the same deal I gave your group. If they accept, we integrate them. If they're hostile, we defend ourselves."
"They won't accept easily," Krek warned. "That's probably Gruk's old tribe—the one that exiled my group. They see strength as the only currency. They'll test you, try to prove they're stronger."
"Then I'll prove otherwise." Grix looked at Aldric. "Prepare a demonstration force. A hundred eternal guards, all enhanced. We're going to make a diplomatic visit to this goblin tribe. They can join peacefully or learn why attacking necromancers is a bad idea."
"When do we leave?"
"Tomorrow. But first—" Grix turned to Nyx, who'd been sitting quietly in the corner, practicing rune forms on a slate, "—we have a lesson to finish."
The youngling jumped up excitedly, joining Grix at a smaller table where they'd been working through basic death runes. In just a week, Nyx had learned to recognize and reproduce twenty of the fundamental symbols. It was impressive progress for a goblin child.
"Show me the rune for 'binding,'" Grix instructed.
Nyx carefully drew the symbol—a complex interlocking pattern that represented magical containment. The lines were shaky but recognizable.
"Good. Now 'death.'"
Another symbol, this one simpler but requiring precise angles. Nyx drew it correctly.
"Excellent. You're learning quickly." Grix added a new rune to the practice sheet. "This one is 'rise.' Study it tonight. Tomorrow I'll test you on all twenty-one."
"I'll memorize it perfectly! I promise!"
As Nyx ran off to practice, Zara approached Grix with an observation. "You're good with him. Patient. I wouldn't have expected that from someone who spends most of his time raising the dead."
"Teaching is different from necromancy. It requires you to remember what it's like to not understand something, to see the world from a beginner's perspective." Grix watched Nyx practicing enthusiastically in the corner. "Besides, he reminds me of myself six months ago—weak, ignorant, desperate to survive and grow stronger. If I can help him avoid some of my mistakes, that's worthwhile."
"You're becoming a better person even as you become more monstrous in other ways. It's an interesting contradiction."
"I contain multitudes," Grix said dryly, quoting something he'd read in his past life. "Now, let's plan this diplomatic mission. I want overwhelming force but a peaceful approach. Show strength, offer partnership, avoid bloodshed if possible."
"And if they attack anyway?"
"Then we demonstrate why attacking a necromancer with a thousand undead soldiers is the last mistake they'll ever make."
The planning continued late into the night. Maps were studied, forces were organized, contingencies were prepared.
Tomorrow, Grix would attempt to peacefully recruit an entire goblin tribe.
And if that failed, he'd destroy them and raise their corpses as examples.
Diplomacy backed by overwhelming force.
It was, he reflected grimly, a very human approach to empire building.
Some things transcended reincarnation.
