Thoughts on balancing the budget:
Sell war bonds to our people.
Acquire loans to subsidize the construction of economy buildings.
Lease our undead for menial tasks.
Organize a tithe from our followers.
Send agents to "procure" funds from the Britonians
Have our living form mercenary bands to acquire both funds and experience.
Sell some of our research to the vampire counts and/or freelance necromancers.
 
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Thoughts on balancing the budget:
Sell war bonds to our people.
Acquire loans to subsidize the construction of economy buildings.
Lease our undead for menial tasks.
Organize a tithe from our followers.
Send agents to "procure" funds from the Britonians
Have our living form mercenary bands to acquire both funds and experience.
Sell some of our research to the vampire counts and/or freelance necromancers.
We have 9,000 living people in our domain, and not much in the way of merchants so rather hard to raise funds from them beyond what we already get. Stealing funds from the other provinces though, that could be something.
 
I'm just trying every combination I can think of to generate funds. As a side note, I wonder if there's a way to drop construction costs through zombie labor.

The bit about the mercenary bands I drew inspiration from Astoshan the Gray Necromancer. Hell, when we finally come out in the open I vote we have a "Deathless Company" of our own founded on similar principles.
 
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We have milions of undead and 9000 people, this is weird as fuck and needs to be fixed promptly.
What do you mean the ratio of humans to undead is only for every 900 humans there is 1,009,021 undead, its perfectly balanced.

Really though if we take in a lot of refugees we will have to convert them to our religion and we also might anger some people by taking their citizens. I'm not saying we shouldn't do it I am just saying we should up our defenses first particularly at the corrupted villages because the defenses there are light. I'm not really worried about them attacking us in a frontal assault because of how large our army is but they might launch a sneak attack on the village since their defenses are so weak which worries me.
 
How long do you think it'll take before we add the four to the menu? Knowing our luck, not very long.
 
Another thought came to me regarding ways to aquire funds. Sending skeletens under the sea to search for wrecks to plunder. Also, checking if it's possible to get in touch with the vampire coast.
 
Turn 9
The Year is 2061 By The Imperial Calendar

You are Aleksander Von Carstein, magician, vampire, and now, god. The road you have traveled was long and your history filled with misery and sadness in the past and glory and… something known as 'happiness' in the present and, hopefully, in the future as well.

Your agents have reported that your handiwork has finally paid off, the dukedoms of Aquitaine and Borderlux are in open conflict and while officially not receiving any help from the other dukedoms, unofficially they are actually sending both supplies and weapons to both sides and getting more rich atop of it.

But enough with the matters of a collapsing kingdom, it is time to rule.

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.

Choose 2

[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
Cost: 950
Time: 1 turn
Result: Official diplomatic department created. +2 Diplomatic actions

[] 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
Cost: 0
Time: 1 turn
Results: vampires from varying bloodlines recruited based on passing DC checks.

[] Recruit Foreign Exiles: Many travel the world because their own nations have disposed of them, or ordered them to never return. Recruiting these renegades and foreigners could have immense benefits. DC 50
Cost: 0
Time: 1 turn
Result: Foreigners recruited, bribed, or seduced to move to Mousillon, bringing their talents and knowledge with them. Chance of ???
Warning: operations may be found by outside parties.

Choose 4

[] Churches of Aleksander: Build churchers to accommodate the woes of the common man. They will also serve as hotspots for identification of chaotic corruption amongst the flock. DC 0
Cost: 360
Time: 1 turn
Result: +10 to anti-cult activity. Population happy

[] Ordo Militia: The ordo militia will be the official armed force of the cult, and officially answers only to the abbot, though you can order then around as well. DC 5
Cost: 200
Expenses: 100
Time: 1 turn
Result: Cult of knowledge gains an armed force. Potential long term problems

[] Orphanages: There are several orphans around the villages of Mousillon, building orphanages to accommodate and educate them can certainly pay off in the long term. DC 15
Cost: 350
Expenses: 100
Time: 1 turn
Result: Orphans have a place to stay until they are either grown up or adopted by someone. Population happy. +5% to Treasury

[] Sermon: 'Obey Aleksander for he freed us from sadness and misery, heed his words for will guide us even after the end of times, and obey him for all walk in his immortal shadow'. DC 0
Cost: 0
Time: 1 turn
Result: First sermon created. Population further indoctrinated.

Choose 3

[] Build Sewers: Building sewers will not only improve the health of your peasants but also reducing the chance of diseases spreading. DC 25
Cost: 200
Time: 1 Turn
Result: Fewer chances of plagues and diseases spreading. Possible Rat problem.

[] 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.
Cost: 500
Time: 1 turn
Results: +850 income. Possible Problems

[] Expand Mines: Expanding both the gold and iron mines will increase the amount of gold you get per year, while also allowing other things if the people of the engineering team are anything to go by. DC 23
Cost: 890
Time: 3 Turns
Result: +1,200 income. New options

[] Construct Commercial Centers: The commercial centers will be where merchants are located, of course they will be taxed like everyone else. DC 30
Cost: 800
Time: 1 turn
Result: +300 income.

Choose 3

[] 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 25
Cost: 0
Time: 1 Turn
Rewards: Brettonia now has to deal with rebellions.

[] Sabotage The Errantry War: Sabotaging the errantry war would not only make it last more time but would also inflict casualties in the military of Brettonia. DC 30
Cost: 0
Time: 1 Turn
Rewards: Errantry war will now last much longer. Brettonians military suffers casualties.

[] Sabotage Both Sides of The Civil War: Sabotage and then put the blame on the other parties of the civil war, assassinations of key figures among the military of both groups, distributing false information, etc. DC 30
Cost: 0
Time: 1 Turn
Result: Civil war escalates. Casualties on both sides. Chaos in the military rankings

[] Collect Blackmail Material (Empires' of Man): The empires' of man nobles and emperors surely have some type of secrets to share with you. DC 35
Cost: 0
Time: 1 turn
Result: Blackmail Material collected.

[] Investigate Enemy (Orcs): The orcs that have been invading Brettonia from the mountains does not appear to have an active presence of a warboss, identifying it can prove useful. This can also be used to see how these orcs fight. DC 50
Cost: 0
Time: 1 turn
Result: Information

[] Investigate Enemy (Norscans): The norscans do not appear to have an present chaos lord amongst them this is worrying, Investigate not only this but their pattern of fighting as well. DC 56
Cost: 0
Time: 1 turn
Result: Information. Chance of chaos corruption amongst agents.

Choose 3

[] Dread Animator: The Dread Animator is a shadowy presence appearing just above the left shoulder of a Necromancer. For an undisclosed price, he will whisper secrets into the spellcaster's ear that will invigorate even the most stubborn Wight back to his mortal remains for service in the Necromancer's legions. DC 20
Cost: 0
Time: 1 turn
Rewards: +5 to grave guards and black knights. ???

[] Corruptor of The Forests: The darker and more haunted the forests become, the better the habitat for fell creatures. DC 34
Cost: 0
Time: 1 Turn
Rewards: -10% Recruitment cost for direwolves and fell bats (when you can do that).

[] Cannibalistic Rituals: Ghouls and their larger kin mainly hunt in packs. They may have once been of men, generations ago, but are now little better than beasts. Yet by inscribing a disgusting mark of power on the ground and eating one of their own - usually the weakest of the pack - the Ghouls' claws grow even deadlier. DC 10
Cost: 0
Time: 1 turn
Result: +10 bonus to crypt ghouls and horrors.

[] Vaccines: Utilizing various amounts of herbs and other suspicious amounts of drugs, the biological portion that work in the engineering workshop guarantee that they can create an 'vaccine' to common diseases. DC 20
Cost: 250
Time: 2 Turns
Result: Vaccines created. Less chances of diseases and plagues spreading

[] Rifles: Taking the same specifics of the handguns, the engineers want to create a new type of long ranged weapon. DC 45
Cost: 450
Time: 3 Turns
Result: 'Rifles' Created.

Choose 2

[] Study the runeblade: The broken runeblade was quite the found, you heard of the power behind these blades, it will take time but that power will be yours. DC 800
Cost: 0
Time: 5 Turns
Rewards: Ability to create runeblades.

[X] Hatch The Eggs: There must be some way of hatching the carmine dragon eggs you have in your possession. DC 120
Cost: 0
Time: 2 turns
Result: Eggs hatched.

[] 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 25
Rewards: New light spell

[] 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 15
Rewards: New vampiric spell

[] 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 20
Rewards: New shadow spell

[] Learn Fire Magic: Aqshy, the Lore of Fire, is the Red Wind of Magic, and it is the coalescence of the emotional experience and abstract of passion in its widest possible sense. It is the projection of brashness, courage, and enthusiasm. It is also an expression of the mortal feelings of warmth and heat that is often felt in a state of high emotion. DC 69
Cost: 0
Time: 1 turn
Rewards: Learns New Lore: Lore of Fire

[] 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
Cost: 0
Time: 1 turn
Rewards: Learns New Lore: Lore of Metal

[] Learn Beast Magic: Ghur, the Lore of Beasts is the Brown Wind of Magic, which is often called the Aethyr's wild and bestial spirit, its spells range from shapeshifting to offensive, defensive and even communication of the beasts of the wild. DC 60
Cost: 0
Time: 1 turn
Rewards: Learns New Lore: Lore of Beasts.

Treasury: 2,013
Income: 1,550
Expenses: 550
 
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[] Expand Mines: Expanding both the gold and iron mines will increase the amount of gold you get per year, while also allowing other things if the people of the engineering team are anything to go by. DC 23
Cost: 890
Time: 3 Turns
Result: +1,200 income. New options

[] Construct Commercial Centers: The commercial centers will be where merchants are located, of course they will be taxed like everyone else. DC 30
Cost: 800
Time: 1 turn
Result: +300 income.

We can do this and 423 wealth worth of actions. That is +300 for next turn and +1200 in a few turns (depending on rolls) we need that money given our low income.

@Alucard vampiry are the brets losing overall right now?
 
[] Study the runeblade: The broken runeblade was quite the found, you heard of the power behind these blades, it will take time but that power will be yours. DC 800

I desperately want this.
 
[X] Plan Goldfever Caution

- [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
Cost: 0
Time: 1 Turn
Result: Gains Dark Beast Army

- [X] 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.

- [X] (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

- [X] Churches of Aleksander: Build churchers to accommodate the woes of the common man. They will also serve as hotspots for identification of chaotic corruption amongst the flock. DC 0
Cost: 360
Time: 1 turn
Result: +10 to anti-cult activity. Population happy

- [X] Orphanages: There are several orphans around the villages of Mousillon, building orphanages to accommodate and educate them can certainly pay off in the long term. DC 15
Cost: 350
Expenses: 100
Time: 1 turn
Result: Orphans have a place to stay until they are either grown up or adopted by someone. Population happy. +5% to Treasury

- [X] Sermon: 'Obey Aleksander for he freed us from sadness and misery, heed his words for will guide us even after the end of times, and obey him for all walk in his immortal shadow'. DC 0
Cost: 0
Time: 1 turn
Result: First sermon created. Population further indoctrinated.

- [X] Expand Mines: Expanding both the gold and iron mines will increase the amount of gold you get per year, while also allowing other things if the people of the engineering team are anything to go by. DC 23
Cost: 890
Time: 3 Turns
Result: +1,200 income. New options

- [X] Construct Commercial Centers: The commercial centers will be where merchants are located, of course they will be taxed like everyone else. DC 30
Cost: 800
Time: 1 turn
Result: +300 income.

- [X] Collect Blackmail Material (Empires' of Man): The empires' of man nobles and emperors surely have some type of secrets to share with you. DC 35
Cost: 0
Time: 1 turn
Result: Blackmail Material collected.

- [X] Investigate Enemy (Orcs): The orcs that have been invading Brettonia from the mountains does not appear to have an active presence of a warboss, identifying it can prove useful. This can also be used to see how these orcs fight. DC 50
Cost: 0
Time: 1 turn
Result: Information

- [X] Investigate Enemy (Norscans): The norscans do not appear to have an present chaos lord amongst them this is worrying, Investigate not only this but their pattern of fighting as well. DC 56
Cost: 0
Time: 1 turn
Result: Information. Chance of chaos corruption amongst agents.

- [X] Corruptor of The Forests: The darker and more haunted the forests become, the better the habitat for fell creatures. DC 34
Cost: 0
Time: 1 Turn
Rewards: -10% Recruitment cost for direwolves and fell bats (when you can do that).

- [X] Cannibalistic Rituals: Ghouls and their larger kin mainly hunt in packs. They may have once been of men, generations ago, but are now little better than beasts. Yet by inscribing a disgusting mark of power on the ground and eating one of their own - usually the weakest of the pack - the Ghouls' claws grow even deadlier. DC 10
Cost: 0
Time: 1 turn
Result: +10 bonus to crypt ghouls and horrors.

- [X] Vaccines: Utilizing various amounts of herbs and other suspicious amounts of drugs, the biological portion that work in the engineering workshop guarantee that they can create an 'vaccine' to common diseases. DC 20
Cost: 250
Time: 2 Turns
Result: Vaccines created. Less chances of diseases and plagues spreading

- [X] Study the runeblade: The broken runeblade was quite the found, you heard of the power behind these blades, it will take time but that power will be yours. DC 800
Cost: 0
Time: 5 Turns
Rewards: Ability to create runeblades.

- [X] 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 25
Rewards: New light spell

*Yes. I know I'm taking less actions but our Treasury is not big enough.
 
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