Sage

The Sages are one of the Archetypes of heroes, they mostly deal with accumulating knowledge and spellcraft throughout the world. Any town that generates Lore can slowly unravel clues, develop countermeasures to your power, uncover your identity, and cast power rituals. This is supported by the Sage Archetype Heroes who mostly will linger in these areas greatly helping with these tasks, as well as functioning as Advisers, Court Wizards, Guildmasters, or more exotic roles. The Sage concept has no AI per say, but Lore generated by a town has its uses dictated by the King or Ruler of that nation. They may decide that knowledge is open to all, allowing even wandering heroes to benefit from their resources and quickly unravel clues they have accumulated though this makes it easier for you to corrupt that lore, they may decide that wise men are better off looking into how to augment their military, or they may even decide that they have no need of such heresies and ban lore altogether. However, Sage Archetype Heroes and other Luminaries of the world are not restricted by allegiance to a King and can spend their lore in accordance with their (or their guild's) desires - and if they perceive dangers in the world or fear your return they will seek to not only spread the word but also research ways to counteract these threats.

Sages, and lore, get benefits from working with people from other cultures - five sages from one culture are less beneficial than three sages from different cultures. This represents varied cultural traditions having grains of truth that together form the actual truth (and of course is mechanically very interesting.) Sages from very different cultures may have access to Ancient Lore, Forgotten Lore, or other types which also add even greater benefits to research and when combined can allow sages to research more potent countermeasures. Yes, you may have crushed the tribes, but perhaps you pushed their wise men as refugees to the neighbouring civilized countries now giving them a benefit to their lore.

The Chosen One and the Alliance are your main threats in the end, but it's important to remember that Heroes will constantly be roaming the world interfering with your plans and also making the world a "better place." They come in three archetypes - Sages (which we just discussed) who often spend their time studying in Lore-rich cities and making pilgrimages to exotic locations, Adventurers who are most likely to pursue random quests and wander "accidentally" into your Seal, and Leaders who like to pop in between warring states to negotiate a peace or barring that help the locals with their orc problems. Each of the three archetypes can lead to your demise, directly and indirectly, and identifying these threats as they emerge is extremely important.