How does one kill a god?
Okay, so gonna give you guys two forms of how to deal with gods you want to be gone, okay so the first method has three methods by eliminating all the anchors of the god in question:

1) Kill or convert the gods worshippers en mass.

2) Destroy all relics and anything holy to the god, this will definitely grab its attention and weaker it further.

3) Confront the god after 1 and 2 are done, with god weakned it will be more easy to you, depending on the god level of power of course.

Of course this may not always work, so thats why there is a second tactic and the one most used amongst the gods (well the powerful ones at least): Confront the god spiritually ie fight it in the warp and devour/destroy it.
 
1) Kill or convert the gods worshippers en mass.

2) Destroy all relics and anything holy to the god, this will definitely grab its attention and weaker it further.
This is Bretonnia, the peasants are not allowed to worship the Lady and near every other religion is supressed.

Kill the knights, convert the peasants. S.O.P.

The relics and temples/shrines are the kicker. We are way too weak to call attention to ourselves yet. May need to wait till we control every undead in Mousillon.
 
This is Bretonnia, the peasants are not allowed to worship the Lady and near every other religion is supressed.
Not exactly. The Cult of the Lady is mainly restricted to nobility true(although the middle class of freemen commoners are allowed to worship at shrines and temples, they are required to pay a tithe unto the brotherhood maintaining such sites. For the nobility, such tithing is entirely voluntary and the amount dependent upon the noble's generosity. Most tithings are thus made for show and to establish their social status and reputation amongst the peerage), for the peasantry the cults of the other gods of the Old World are permitted.

As of the time of Karl Franz,
The Cult of Ulric has very few followers and even fewer public shrines while the Cult of Myrmidia is growing substantially due to the presence of nearby Estalia. Being a martial god, it is a common theme for peasant soldiers and common militia to revere Myrmidia more than any other deity. The worship of Rhya and Taal is strong amongst farmers, where peasants regularly pray for good weather and a bountiful harvest, to feed their hungry families and to pay the exorbitant tithes and taxes imposed by their lords and masters.

Whilst worship of the Lady is centred on the nobility, the peasants do not ignore her. It is true that most peasants give their primary devotion to other deities. A few peasants, however, are as devoted to the Lady of the Lake as any Grail Knight. As these peasants cannot become Grail Knights or Damsels themselves, they try to be as close as possible to those who have. Damsels of the Lady are more feared than loved by most peasants, and most would drive off any peasants who started following them around, so the vast majority of these peasants join the entourage of a Grail Knight. Such people are known as Grail Pilgrims.

The Cult of Verena is strongest amongst the few scholars that occupy Bretonnian civic society, found exclusively within the ducal capitals and larger trade port towns. It is common knowledge that outlaw vigilante groups such as the Herrimaults, or more commonly known as the Merry Men, make her their patron goddess of justice. The Cult of Morr is especially strong within both the peasantry and nobility alike, for the recurring theme of the dead rising from the graves has ensured the creation of many Gardens of Morr, both to keep the spirits at rest and to contain the dead should they begin to stir. The cult is more feared by the peasantry than worshipped, yet supported as a vitally important and necessary service by the nobility.

Since the invasion of the kingdom by Heinrich Kemmler, the royal court has patronised and encouraged the formation of fortress Gardens and monasteries dedicated to the guarding of the dead. Amongst the nobility, the black monks and their protectors, the mighty Black Guards, are seen as special protectors of the kingdom, and so although they are mostly trained and sourced from the Cult's central temples within the lands of the Empire, the armoured warriors of these Gardens are given a special royal dispensation for the wearing of plate armour, baring martial arms, and the stone construction and castellation of their monasteries. The largest and strongest of these within Bretonnia can all be found within the lands that border disgraced Mousillon, aiding in the guarding and maintenance of the Sanitaire des Mousillon.

The Cult of Sigmar is practically non-existent within Bretonnia's heartland, although not discouraged "officially". A high level of noble prejudice and suspicion is attached to any that follows the Cult's teaching. Such worship can being found within small communities of displaced Empire citizens, now living within disputed border territories, and the passes of the Grey Mountains.

And then of course, there is Shallya,
The largest and most important religious cult within Bretonnian society, after the Cult of the Lady of course, is the Cult of Shallya. The life of a Bretonnian peasant is extremely hard and the relief brought by the caring and ever merciful Shallya is a most welcoming sight within any village, town, or city. The religious doctrines of Shallya have been known to contradict those of the Lady at times, for while the Lady of the Lake promotes ideals of chivalry and honourable deeds in battle amongst the nobility, the goddess Shallya cares for all people equally and weeps crystal-white tears for the suffering they must endure, wishing only to ease their burden and provide a sense of comfort and relief in an otherwise cruel world. The symbol of the cult is a white dove in flight.

As many might expect, the Cult is extremely popular within the peasantry and commoners alike, to such an extent that no Bretonnian peasant would ever want to be more than a few hours walk from a shrine dedicated to Shallya. Such is the popularity of Shallya's teachings that even the nobility have taken to endowing small shrines near and even associated with Grail Chapels, in the form of Grail convents, a custom that is rapidly growing in popularity. In fact, the main temple for the Cult of Shallya is now located within Castle Couronne and has the official patronage of the entire royal court and the present king himself.

A common and growing heresy among peasants and some commoners, is the belief that both Shallya and Varena are merely aspects of the Lady, whom provide comfort for the peasantry and guide the nobility towards their protection. However, such beliefs are ruthlessly suppressed by all agents of the Lady, namely the Bretonnian Inquisition based within Bastonne. Despite many years of vigorous investigation, a repeated reappearance of this heresy is now believed to be a natural weakness of the mind formed within the common and simple folk.
 
Vote closed, gonna work on the update.
Adhoc vote count started by Alucard Vampiry on May 25, 2020 at 9:59 PM, finished with 23 posts and 15 votes.

  • [X] Plan Creepy Crawlie
    -[X] Gather The Undead of Mousillon
    -[X] Gather The Beasts of Mousillon
    -[X] (Living) Archery Workshops
    -[X] Diplomatic Department
    -[X] Recruit Unwanted Brettonians
    -[X] No 3rd Diplomacy action.
    -[X] Organize your church
    -[X] Talk to your followers
    -[X] Organize your religion
    -[X] Blacksmith
    -[X] Outside Talent
    -[X] Engineering Workshop
    -[X] Brettonian Horse Blood
    -[X] No 2nd Intrigue action
    -[X] No 3rd Intrigue action
    -[X] Infuse the Tireless Hordes
    -[X] (Living) Medical Kits
    -[X] Combat Healers
    -[X] Hatch The Eggs
    -[X] Practice Your Light Magic
    -[X] Practice your vampire magic
    [X] Blacksmith: Encouraging already here and providing them with funding to either improve their tools or expand their training, is a great idea.
    [X] Practice Your Shadow Magic: Ulgu, is the lore of shadows which you recently learned, one of its mainly focus are the art of illusions. DC 27
    [X] Hatch The Eggs: There must be some way of hatching the carmine dragon eggs you have in your possession. DC 120
    [X] Combat Healers: Ensure that those individuals with some level of talent in the healing arts get basic training and are distributed throughout the army to provide aid on the battlefield.
    [X] (Living) Medical Kits: Living soldiers need to be patched up during battle, unlike undead. Provide medical kits with basic supplies such as bandages, very high grade alcohol to numb pain, and a variety of really sharp knives to help keep our living soldiers alive for longer. No use in wasting talent before its time, right? DC 10
    [X] Infuse the Tireless Hordes: The dead do not tire, nor do they need sustenance - that is an affliction of the living. Nevertheless, they are bound to travel only as quickly as they can put one rotting leg in front of the other. Infusing the hordes with this incantation will speed up the Undead marchers, although has to be limited lest their legs be worn away! DC 15
    [X] Brettonian Horse Blood: Brettonian warhorses are legendary for how terrifying and tough they are in the field of battle. With Mousillon's cavalry so anemic by comparison, as a vampire you know all that the quality of bloodlines matters quite a bit. Sending out teams to acquire Brettonian foals of high quality breeding is essential to injecting Mousillon's horses with new blood. DC 45
    [X] Incite The Dukes: The dukes of Borderlaux and Aquitaine will be in conflict, that is inevitable but you can certainly speed it up. DC 10
    [X] Incite Rebellions: Your spies have reported to you that various parts of Brettonia are feeling quite rebellious towards the remaining lords, inciting these rebellions will cause much-sought chaos in the land of chivalry. DC 34
    [X] Engineering Workshop: There are few true engineers and machinists in Mousillon, and most of them are passing through. The few that exist though can be brought together to work in larger teams, and a dedicated workshop built to their unique needs and specifications. Not only is this needed for producing complex equipment on a large scale, this will also bring their minds together, unleashing new innovative ideas to give Mousillon any further edge it can get. DC 26
    [X] Underground Mines: There are several mineral veins at your abode deep underground extracting them will prove wisely, thought you would still have to account the potential dangers of the underground.
    [X] Plan: Gotcha By The Spirits
    [X] Organize your religion: Set out to do things for your religion, like writing a holy book, making the words of prayers, name of priests and how their hierarchy is like, give a name to it, etc. In other words make a religion. DC 5
    [X] Talk to your followers: Your worshippers – you are still getting used to the word – believe that you are a god but they do not know which domain you hold and await your words about the subject. DC 0
    [X] Organize your church: Your religious right now is scattered with multiple and different sects preaching something different from one another but while still the same, the less said about the fanatical sects the better, organizing them into a single organization and building their headquarters is not only needed but necessary.
    [X] 3rd Diplo slot empty
    [X] Fanged Greetings: There are other vampires like you out there, younger ones who need guidance under a strong will such as yours. Recruitment seems a good idea to extend your reach farther than before. DC 50
    [X] Diplomatic Department: This department will handle all diplomatic affairs set by you but you can interfere with it as long you wish. DC 27
    [X] (Living) Training Fields: Soldiers need proper facilities to train in. DC 10
    [X] Gather The Beasts of Mousillon: Mousillon not only holds undead, dark beasts such as direwolves, vargheists, ghouls, and many more inhabit the shadowlands of Mousillon. DC 35
    [X] Gather The Undead of Mousillon: While you have gathered thousands of undead there are still thousands more out there in the darkness of Mousillon, and as its ruler, it is only natural for they serve you in death while they could not in life. DC 30
    [X] Learn Metal Magic: the Lore of Metal is the Yellow Wind of Magic, and it is a manifestation of the Aethyric abstract and reality of logic, the desire to quantify, the desire and need to learn and instruct, and the wish to implement learning to practical or tangible ends. DC 65
 
I literally found this this morning and all I can say is... Holy Shit!!!

By God the growth you've all been going through is nothing short of amazing and I want in. I'm just sad that I missed the vote. But I'm in this for the Long haul now.

And with this whole God thing going on with us and since we're a vampire with a bunch of spooky stuff, and exciting idea that I came up with and that I hope you will all agree with.

Let's go full Halloween

I'm talking about declaring ourselves God of all things that go bump in the night, Lord of darkness, The Nights and Nightmares. That all undead and dark beasts that wander the world are just our flock that has lost its way and must be brought back to us.

That the living have nothing to fear from us or the night under our care for our beast shall not harm them but protect them. For if they worship us their harvest shall be great and their souls protected in our afterlife (we can figure this one out later) by guardians of the harvest (pumpkinhead of scarecrows or grim reapers as demons for us)
Make Halloween an actual holiday with an actual enchanted jack-o'-lanterns that they used to Ward away unaligned dark beasts, and can speak with lost loved ones from beyond on this holiday.

I mean I'm practically giddy with excitement for this idea. I hope you guys will take this idea and run with it.
 
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I literally found this this morning and all I can say is... Holy Shit!!!

By God the growth you've all been going through is nothing short of amazing and I want in. I'm just sad that I missed the vote. But I'm in this for the Long haul now.

And with this whole God thing going on with us and since we're a vampire with a bunch of spooky stuff, and exciting idea that I came up with and that I hope you will all agree with.

Let's go full Halloween

I'm talking about declaring ourselves God of all things that go bump in the night, Lord of darkness, The Nights and Nightmares. That all undead and dark beasts that wander the world are just our flock that has lost its way and must be brought back to us.

That the living have nothing to fear from us or the night under our care for our beast shall not harm them but protect them. For if they worship us their harvest shall be great and their souls protected in our afterlife (we can figure this one out later) by guardians of the harvest (pumpkinhead of scarecrows or grim reapers as demons for us)
Make Halloween an actual holiday with an actual enchanted jack-o'-lanterns that they used to Ward away unaligned dark beasts, and can speak with lost loved ones from beyond on this holiday.

I mean I'm practically giddy with excitement for this idea. I hope you guys will take this idea and run with it.
We might as well throw in eternal love while we're at it.
 
Wouldn't that be kind of included the Day of The Dead/Halloween hybrid holiday I was talking about.
Also quick question where do werewolves fall in Warhammer fantasy? Are they beastmen, Norsca Chaos or something else.
Werewolves are highly controversial beings among the warhammer, because apparently no one knows where they came from, are they beastmen ? Descendants of a god who had a fling with a human ? Or experiments of a cabal of old ones who went full blown mad scientist on a group of humans who then propagated ?

(Option two is definitely not true, no matter what the fuck you tell me a god who was born from the warp is pure warpstuff of course the truth may be that ulric 'blessed' humans who then turned into werewolves. Option three is not true, like totally not)
 
Turn 8 Results
[X] Plan Creepy Crawlie
-[X] Gather The Undead of Mousillon
-[X] Gather The Beasts of Mousillon
-[X] (Living) Archery Workshops
-[X] Diplomatic Department
-[X] Recruit Unwanted Brettonians
-[X] No 3rd Diplomatic action.
-[X] Organize your church
-[X] Talk to your followers
-[X] Organize your religion
-[X] Blacksmith
-[X] Outside Talent
-[X] Engineering Workshop
-[X] Brettonian Horse Blood
-[X] No 2nd Intrigue action
-[X] No 3rd Intrigue action
-[X] Infuse the Tireless Hordes
-[X] (Living) Medical Kits
-[X] Combat Healers
-[X] Hatch The Eggs
-[X] Practice Your Light Magic
-[X] Practice your vampire magic

===================================

The Year is 2060 By The Imperial Calendar

Gather The Undead of Mousillon: While you have gathered thousands of undead there are still thousands more out there in the darkness of Mousillon, and as its ruler, it is only natural for they serve you in death while they could not in life. DC 30
Roll: 1,003

Well would you look at that. The gathering of undead this year was stupidly thousands good zombies, skeletons, grave guard and black knights (and wasn't that a surprise) also the charnel hills don't exist anymore by the looks of it.

Result: 2,600,000 Skeletons, 2,580,000 zombies, 980,000 grave guard, 950,000 black knights. 100% of Mousillon undead controlled.

Gather The Beasts of Mousillon: Mousillon not only holds undead, dark beasts such as direwolves, vargheists, ghouls, and many more inhabit the shadowlands of Mousillon. DC 35
Roll: 855

This gathering of beasts while not exceptional like the gathering of undead still brought hundreds of thousands of dark beasts.

Result: 500,000 fell bats, 500,000 dire wolves, 450,000 crypt ghouls, 450,000 crypt horrors, 300,000 vargheists, 300,000 varghulfs, 5,000 terrorgheists. 85% of Mousillon dark beasts under control.

(Living) Archery Workshops: Constructing proper workshops to build ranged weapons will surely give your forces a new form of combat.
Cost: 1,000
Time: 2 0 Turns
Roll: 588

Workshops were built in your villages and men and women trained to fabricate them, the project went much faster than you previously expected further projects are now possible with this.

Result: Unlocks production of composite bows and crossbows. New Options

Diplomatic Department: This department will handle all diplomatic affairs set by you but you can interfere with it as long you wish. DC 27
Cost: 950
Time: 1 turn
Roll: 12 + 48 = 60

The start of the construction begun in its earnest, the foundation of the department headquarters is already finished along with other things, now they are adding the finishing touches like the ceiling and the walls among other things.

Recruit Unwanted Brettonians: Mousillon has need of your tired masses, the too clever minds that are not tolerated, the renegades that are very annoying but are too useful to just kill. Send your tired masses and malcontents to Mousillon, where you gain domestic peace in a time of crisis, and we have more hands to work the fields. Everybody wins. Diplomatic DC 15; Intrigue DC 20
Diplomatic Roll: 25 + 48 = 73
Intrigue Roll: 30 + 55 = 85

The recruitment did not began in its earnest, first you had to find them, then the negotiations started they went well, your agents repeated this various times, though it took time to find the unwanted and convince them to come to Mousillon.

Result: Intellectuals, malcontents, and other potentially useful but not tolerated members of Brettonian society sent to Mousillon in exchange for domestic peace, which they desperately need.

Organize Your Church: Your religion right now is scattered with multiple and different sects preaching something different from one another but while still the same, the less said about the fanatical sects the better, organizing them into a single organization and building their headquarters is not only needed but necessary.
Cost: 980
Time: 1 turn
Roll: not needed

It was surprisingly easy to convince them to unite in a single organization, building the headquarters of the new faith was easily as well.

Result: Religious organization created. +1 piety action. No chance of 'holy wars' happening. New options

Talk To Your Followers: Your worshippers – you are still getting used to the word – believe that you are a god but they do not know which domain you hold and await your words about the subject. DC 0
Roll: Not Needed

Moments after the new religious organization in your name was created you called to your followers and you told them you are the god…

[] Select Your Domain/Portfolio (CHOOSE ONE)
-[] War
-[] Life
-[] Death
-[] Magic
-[] Undeath
-[] Darkness
-[] Light
-[] Knowledge
-[] Write-in

(OOC: The portfolio or domain of a deity determines the area of interest that it both represents and have power over. Ideas, emotions, races of creatures, schools of magic, and other topics related to mortal existence can all become part of a deity's portfolio/domain, deities can also feel enormous events that involves their domain, but the vision depends on its level of power.)

Organize Your Religion: Set out to do things for your religion, like writing a holy book, making the words of prayers, name of priests and how their hierarchy is like, give a name to it, etc. In other words make a religion. DC 5
Roll: 130

It wasn't really hard, you had everything sorted out very soon, the ranks of your priests were divided as such: acolyte, deacon, cardinal, high cardinal, and finally the head of the organization the abbot who handles the day to day affairs of the church.

The first holy book was written by yourself quite easily you just wrote some things and the masses eat it up.

The other details were quickly done without problems as well.

Blacksmith: Encouraging already here and providing them with funding to either improve their tools or expand their training, is a great idea.
Cost: 2,000
Roll: Not needed

Encouraging and providing funding to the existing blacksmiths was an easy thing to do particularly because there were not so many of them before, it allowed a more rapid form of distribution.

Result: Boosts civilian trade, improves quality of life. Unlocks Smith variant types.

Outside Talent: Mousillon lacks educated engineers and architects, without which building larger and more complex buildings and infrastructure is much harder, more expensive, and more dangerous. Bringing in outside knowledge via bribes and preferential treatment will take talent from surrounding provinces and bring it to Mousillon where it belongs.
Cost: 0
Time: 1 turn

The secret operation to bring the outside talent towards your dukedom was easily accomplished but it will take time to bring them all to your duchy. And in secret from other parties.

Result: most buildings and infrastructure projects are cheaper with lower crit-failure consequences. Unlocks Irrigation Networks, Stone Houses, Town Apartments, and City Planning actions.

Engineering Workshop: There are few true engineers and machinists in Mousillon, and most of them are passing through. The few that exist though can be brought together to work in larger teams, and a dedicated workshop built to their unique needs and specifications. Not only is this needed for producing complex equipment on a large scale, this will also bring their minds together, unleashing new innovative ideas to give Mousillon any further edge it can get. DC 26
Cost: 500
Roll: 454

Well would you look at that they have several interesting ideas, one of them includes new technologies based on the concept of gunpowder. They called it a 'rifle'.

Unlocks: new research and infrastructure options.

Brettonian Horse Blood: Brettonian warhorses are legendary for how terrifying and tough they are in the field of battle. With Mousillon's cavalry so anemic by comparison, as a vampire you know all that the quality of bloodlines matters quite a bit. Sending out teams to acquire Brettonian foals of high quality breeding is essential to injecting Mousillon's horses with new blood. DC 45
Roll: 11 + 55 = 66

It was pathetically easy to steal some of brettonians' famous horses, who were bred for war they will represent new options to field living troops in heavy cavalry though you have to build stables for them to reside.

Result: Unlocks: Mousillon Heavy Cavalry.

Infuse the Tireless Hordes: The dead do not tire, nor do they need sustenance - that is an affliction of the living. Nevertheless, they are bound to travel only as quickly as they can put one rotting leg in front of the other. Infusing the hordes with this incantation will speed up the Undead marchers, although has to be limited lest their legs be worn away! DC 15
Roll: 42 + 41 = 83

The spell was easily done after the right incantations were woven your undead armies march more faster than before from the shambling zombies to dreaded grave guard.

Result: Undead armies move much more faster than once thought possible.

(Living) Medical Kits: Living soldiers need to be patched up during battle, unlike undead. Provide medical kits with basic supplies such as bandages, very high grade alcohol to numb pain, and a variety of really sharp knives to help keep our living soldiers alive for longer. No use in wasting talent before its time, right? DC 10
Cost: 30
Roll: 387

The medical kits made for your soldiers are composed off bandages, liquids who came from herbs who were found out could reduce the amount of pain in a soldier, among other things.

Result: -10% campaign casualties among living troops.

Combat Healers: Ensure that those individuals with some level of talent in the healing arts get basic training and are distributed throughout the army to provide aid on the battlefield.
Cost: 100
Roll: Not needed

The healers were all properly instructed on how to do medical operations on the field of battle and when they are not in it, as well how to hold weapons after all they will still be attacked.

Result: -20% campaign casualties to living troops.

Hatch The Eggs: There must be some way of hatching the carmine dragon eggs you have in your possession. DC 120
Time: 2 turns
Roll: 444

Your work a way to find how the dragon eggs can be hatched you have made a headway towards discovering how but it will take more time.

Practice Your Light Magic: Hysh the lore of light it is the first lore of magic you have, you never had time to properly train it as had more pressing matters at the moment. DC 30
Roll: 548

Your knowledge of the wind of light continues to deepen.

Result: Gains the following spells: Brilliance, The Claw of Apek, Crevasse, Dazzling Brightness

Practice your vampire magic: Vampires have their own type of magic, it is similar to common necromancy but it is more strong whether because of the nature of vampires as undead or something else no one knows. DC 20
Roll: 320

Your knowledge on the arts of necromancy continues to rise.

Result: Gains the following spells: Face of death, Fountains of Blood, Gaze of Nagash, Hand of Death

Treasury: 1,013
Income: 1,550
Expenses: 550
 
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Perhaps our portfolio could include infinite potential/hard work/merit? That if a person works hard enough anything is possible and no path is closed to them.
It reflects our own rise to power, while also casting a wide net on our worship base. Plus, anyone that pings our faith senses is likely someone we really want working for us.

Possible slogans/chants/prayers:
"Nothing is beyond our reach"
"To continue striving in the face of adversity is the greatest act of faith one can show"
"All our dreams can come true, if we have the courage to pursue them"
"Today I will do what others won't, so tomorrow I can accomplish what others can't."

Domain/Portfolio
[X] Merit
 
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Gather The Undead of Mousillon: While you have gathered thousands of undead there are still thousands more out there in the darkness of Mousillon, and as its ruler, it is only natural for they serve you in death while they could not in life. DC 30
Roll: 1,003

Well would you look at that. The gathering of undead this year was stupidly thousands good zombies, skeletons, grave guard and black knights (and wasn't that a surprise) also the charnel hills don't exist anymore by the looks of it.

Result: 2,600,000 Skeletons, 2,580,000 zombies, 980,000 grave guard, 950,000 black knights. 100% of Mousillon undead controlled.
:o :o :o :o :o

Holy shit that's a lot of undead! :D

Over 2.6 MILLION Skeletons/Zombies, and nearly a million Grave Guard and Black Knights :cool:

Gather The Beasts of Mousillon: Mousillon not only holds undead, dark beasts such as direwolves, vargheists, ghouls, and many more inhabit the shadowlands of Mousillon. DC 35
Roll: 855

This gathering of beasts while not exceptional like the gathering of undead still brought hundreds of thousands of dark beasts.

Result: 500,000 fell bats, 500,000 dire wolves, 450,000 crypt ghouls, 450,000 crypt horrors, 300,000 vargheists, 300,000 varghulfs, 5,000 terrorgheists. 85% of Mousillon dark beasts under control.
:rofl:

And a shitload of beasts too! Another even decent roll and we'll have all the Beasts in Mousilion too! :D

(Living) Archery Workshops: Constructing proper workshops to build ranged weapons will surely give your forces a new form of combat.
Cost: 1,000
Time: 2 0 Turns
Roll: 588

Workshops were built in your villages and men and women trained to fabricate them, the project went much faster than you previously expected further projects are now possible with this.

Result: Unlocks production of composite bows and crossbows. New Options
Oh nice, cut off a turn with the good roll :)

With so many undead under our control now, I'm thinking that we can have our human forces focus on things they're better suited for, like ranged units, operating siege weapons, and perhaps elite infantry/cavalry.

Recruit Unwanted Brettonians: Mousillon has need of your tired masses, the too clever minds that are not tolerated, the renegades that are very annoying but are too useful to just kill. Send your tired masses and malcontents to Mousillon, where you gain domestic peace in a time of crisis, and we have more hands to work the fields. Everybody wins. Diplomatic DC 15; Intrigue DC 20
Cost: 0
Time: 1 Turn
Diplomatic Roll: 25 + 48 = 73
Intrigue Roll: 30 + 55 = 85

The recruitment did not began in its earnest, first you had to find them, then the negotiations started they went well, your agents repeated this various times, though it took time to find the unwanted and convince them to come to Mousillon.

Result: Intellectuals, malcontents, and other potentially useful but not tolerated members of Brettonian society sent to Mousillon in exchange for domestic peace, which they desperately need.
Nice, no issues recruiting the people :)

Organize Your Church: Your religion right now is scattered with multiple and different sects preaching something different from one another but while still the same, the less said about the fanatical sects the better, organizing them into a single organization and building their headquarters is not only needed but necessary.
Cost: 980
Time: 1 turn
Roll: not needed

It was surprisingly easy to convince them to unite in a single organization, building the headquarters of the new faith was easily as well.

Result: Religious organization created. +1 piety action. No chance of 'holy wars' happening. New options
Nice.

Talk To Your Followers: Your worshippers – you are still getting used to the word – believe that you are a god but they do not know which domain you hold and await your words about the subject. DC 0
Roll: Not Needed

Moments after the new religious organization in your name was created you called to your followers and you told them you are the god…

[] Select Your Domain/Portfolio
-[] War
-[] Life
-[] Death
-[] Magic
-[] Undeath
-[] Darkness
-[] Light
-[] Knowledge
-[] Write-in
Hmm, tough choice. Maybe Undeath or Darkness?

Organize Your Religion: Set out to do things for your religion, like writing a holy book, making the words of prayers, name of priests and how their hierarchy is like, give a name to it, etc. In other words make a religion. DC 5
Roll: 130

It wasn't really hard, you had everything sorted out very soon, the ranks of your priests were divided as such: acolyte, deacon, cardinal, high cardinal, and finally the head of the organization the abbot who handles the day to day affairs of the church.

The first holy book was written by yourself quite easily you just wrote some things and the masses eat it up.

The other details were quickly done without problems as well.
Also nice.

Engineering Workshop: There are few true engineers and machinists in Mousillon, and most of them are passing through. The few that exist though can be brought together to work in larger teams, and a dedicated workshop built to their unique needs and specifications. Not only is this needed for producing complex equipment on a large scale, this will also bring their minds together, unleashing new innovative ideas to give Mousillon any further edge it can get. DC 26
Cost: 500
Roll: 454

Well would you look at that they have several interesting ideas, one of them includes new technologies based on the concept of gunpowder. They called it a 'rifle'.

Unlocks: new research and infrastructure options.
Ooh, rifled firearms is very nice! :D

Brettonian Horse Blood: Brettonian warhorses are legendary for how terrifying and tough they are in the field of battle. With Mousillon's cavalry so anemic by comparison, as a vampire you know all that the quality of bloodlines matters quite a bit. Sending out teams to acquire Brettonian foals of high quality breeding is essential to injecting Mousillon's horses with new blood. DC 45
Roll: 11 + 55 = 66

It was pathetically easy to steal some of brettonians' famous horses, who were bred for war they will represent new options to field living troops in heavy cavalry though you have to build stables for them to reside.

Result: Unlocks: Mousillon Heavy Cavalry.
Nice :)

Infuse the Tireless Hordes: The dead do not tire, nor do they need sustenance - that is an affliction of the living. Nevertheless, they are bound to travel only as quickly as they can put one rotting leg in front of the other. Infusing the hordes with this incantation will speed up the Undead marchers, although has to be limited lest their legs be worn away! DC 15
Roll: 42 + 41 = 83

The spell was easily done after the right incantations were woven your undead armies march more faster than before from the shambling zombies to dreaded grave guard.

Result: Undead armies move much more faster than once thought possible.
High speed undead, what a lovely thing for us, and terrifying for our enemies :evil:

Hatch The Eggs: There must be some way of hatching the carmine dragon eggs you have in your possession. DC 120
Time: 2 turns
Roll: 444

Your work a way to find how the dragon eggs can be hatched you have made a headway towards discovering how but it will take more time.
Very nice :)

Practice Your Light Magic: Hysh the lore of light it is the first lore of magic you have, you never had time to properly train it as had more pressing matters at the moment. DC 30
Roll: 548

Your knowledge of the wind of light continues to deepen.

Result: Gains the following spells: Brilliance, The Claw of Apek, Crevasse, Dazzling Brightness

Practice your vampire magic: Vampires have their own type of magic, it is similar to common necromancy but it is more strong whether because of the nature of vampires as undead or something else no one knows. DC 20
Roll: 320

Your knowledge on the arts of necromancy continues to rise.

Result: Gains the following spells: Face of death, Fountains of Blood, Gaze of Nagash, Hand of Death
Ditto.
 
[] Select Your Domain/Portfolio
-[5] merit
-[4] hard work
-[3] Magic
-[2] Knowledge
-[1] potential

@Alucard vampiry how many can we choose are is it just one?
if we can pick multiple this is the order i would this it best.
 
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