Choose 3
[] 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
Cost: 0
Time: 1 Turn
Result: Gains Dark Beast Army
[] Build Ghost Fence: A ghost fence is a barrier with little physical substance - merely a series of poles or posts upon which are hung accursed fetishes and totems to which Daemonic and Undead spirits have been bound with forbidden spells. Only a brave or foolish warrior crosses a ghost fence without good cause - or without powerful protective wards. DC 45
Cost: 1,500
Time: 2 Turns
Result: The Rose gains a +15 bonus to defense rolls.
[] Abyssal Wood: there are abyssal things in the woods, even more terrifying than the trees themselves. Such things are sought by the Midnight Aristocracy, who wish to add them to their hordes. DC 29
Cost: 2,000
Time: 2 turns
Result: Can now recruit vargheists
[] Build Defiled Cairn: Technically is not really defiled but whatever, defiled cairns is where the cannibalistic creatures are known as ghouls spawn, the process of transformation is a heinous affair with bones breaking and then reforming back in a new shape, the flesh starts turning green and ugly along with dozens of other changes, their claws also possess some kind of mix between a poison and a virus any living thing which takes the slightest marks will transform into a ghoul no matter how long it takes. There is no cure to this effect. DC 38
Cost: 2,000
Time: 1 Turn
Result: Can Now Recruit: Crypt Ghouls
[] Shallow Graves: Bury your undead in advance and have them rise behind your enemies' backs.
DC 10
Rewards: +5 Bonus to all Undead if you had time to prepare the Battlefield.
[] (Living) Training Fields: Soldiers need proper facilities to train in. DC 10
Cost: 500
Time: 1 turn
Result: +5 to all living units
[] (Living) Stables: Horses are very useful in this time period, in war and in peace. DC 0
Cost: 200
Time: 1 turn
Result: Stables built. New options
[] (Living) Academy: Officers need to be properly trained in an established school of higher learning specifically designed for the task. Unlocks higher tactical and strategic training for living soldiers. DC 0
Cost: 900
Time: 3 Turns
Result: Living Troops gain +5 to rolls.
[] (Living) Siege Workshops: Constructing workshops to build siege engines will prove useful. DC 10
Cost: 2,000
Time: 2 Turns
Result: Unlocks production of siege weapons such as Arbalests, Catapults, and Trebuchets. New Options
[] (Undead) Infantry Rearmament: Mousillon's undead are equipped often with what they wielded in life, which is often as rotten and decayed as they are. Taking the undead's weapons and armor and replacing with properly maintained equivalents will provide a substantial edge across all of the undead in the land. DC 0
Cost: 5,000
Time: 4 Turns
Result: +10 to all undead infantry combat rolls, +10% maintenance cost (due to maintaining said weapons and armor).
[] Reclaim Mousillon: You quite literally have the largest army in your dukedom the time for reclaiming it is now. DC 10
Cost: 0
Time: As long as it takes
Results: Mousillon territory fully under control. New options
Warning: Operations may be found by outside parties.
[] Recruit Undead (Write-in number): The undead of Mousillon takes residence in the buildings you recently build inside your underground complex providing new recruits for your army. DC 0
Costs: Skeletons (30 gold); Zombies (10 gold); Grave Guard (750 gold)
Time: 1 Turn
Result: Recruit new (undead) units.
[] Recruit Living Troops (Write-in Number): Now that you build barracks you can recruit living troops to bolster your army. DC 0
Cost: Swords (50 gold; 20 upkeep)
Time: 1 Turn
Result: Recruit new (living) units.