- Cultist Rise: There has been a rise of cultist numbers throughout the empire, cults dedicated to all of the dark gods are making moves and the witch hunters do not have the numbers to properly root them out.
- Wolf Count Assassinated: The wolf emperor Siegfried III who gave up his crown to be an elector count once more has been assassinated and his 17-year-old son Ragnar is now the new elector count of Middenland and he has vowed to avenge his father. The assassin seems to be a complete unknown and no one knows what he or she even looks like.
Tilea
- The Army of The King In Black: A massive undead army numbering in the hundreds of thousands have unveiled themselves from the shadows of Tilea and are making their way towards the capital of the unified nation.
Estalia
- Massive Orc WAAAGH! Invades Estalia - A massive orc waaagh has invaded the nation of Estalia, the warboss being the same one that invaded it years prior, it seems that he has risen through his defeat and amassed an even bigger Warband and now seeks to conquer Estalia once more.
Border Princes
- An Empire is Born: There has been a new self-named empire that rose from the border princes but unlike many others before it, it has shown incredible prowess both military and civic, it has become noticeably big in it's territory and many of the other king and emperors of the region worry themselves of the growing power.[/U]
- The Army of The King In Black: A massive undead army numbering in the hundreds of thousands have unveiled themselves from the shadows of Tilea and are making their way towards the capital of the unified nation.
Massive Orc WAAAGH! Invades Estalia - A massive orc waaagh has invaded the nation of Estalia, the warboss being the same one that invaded it years prior, it seems that he has risen through his defeat and amassed an even bigger Warband and now seeks to conquer Estalia once more.
Probably not, the undead army was mentioned in the last rumor mill as being in tilea while the dark sorcerer was mentioned as being in estalia in the last rumor mill. It's possible but it's really unlikely since it would be weird to have raised an army all the way over there while he himself hadn't been there.
The king is most likely Arkhan the black a servant of Nagash. We should do something about them soon either one of them could be a lot of trouble later on.
Your emissaries have converted the total of about one to two percent of the entirety of the population of Tilea, the government will surely be aware of the new religion cropping up in their territory though they don't seem to care that much about it.
- Cultist Rise: There has been a rise of cultist numbers throughout the empire, cults dedicated to all of the dark gods are making moves and the witch hunters do not have the numbers to properly root them out.
- Wolf Count Assassinated: The wolf emperor Siegfried III who gave up his crown to be an elector count once more has been assassinated and his 17-year-old son Ragnar is now the new elector count of Middenland and he has vowed to avenge his father. The assassin seems to be a complete unknown and no one knows what he or she even looks like.
Tilea
- The Army of The King In Black: A massive undead army numbering in the hundreds of thousands have unveiled themselves from the shadows of Tilea and are making their way towards the capital of the unified nation.
Estalia
- Massive Orc WAAAGH! Invades Estalia - A massive orc waaagh has invaded the nation of Estalia, the warboss being the same one that invaded it years prior, it seems that he has risen through his defeat and amassed an even bigger Warband and now seeks to conquer Estalia once more.
Border Princes
- An Empire is Born: There has been a new self-named empire that rose from the border princes but unlike many others before it, it has shown incredible prowess both military and civic, it has become noticeably big in it's territory and many of the other king and emperors of the region worry themselves of the growing power.[/U]
well shit looks like chaos tide is comming, we need more defenses stat people! Also @Alucard Vampiry will you be combining the garrisons of upper and lower bretonnia together to make two separate armies while we command the main one in case war breaks out?
Also looks like the wolf emperor is dead, im pretty sure we didnt do that...fucking neferata. or skaven....fuck everything is going to shit now.
Looks like TIlea needs allot more help now, as well as Estalia....and a empire being born? i dont like this...
well shit looks like chaos tide is comming, we need more defenses stat people! Also @Alucard Vampiry will you be combining the garrisons of upper and lower bretonnia together to make two separate armies while we command the main one in case war breaks out?
Also looks like the wolf emperor is dead, im pretty sure we didnt do that...fucking neferata. or skaven....fuck everything is going to shit now.
Looks like TIlea needs allot more help now, as well as Estalia....and a empire being born? i dont like this...
We only have 1 martial action next turn, so defenses are going to be hard to do. At least any that actually matter. We could set up defenses in the north in 10 years or the south for the same amount of time but if we want to do both at the same time it takes 20 years(North and South Combined action). Coastal fortifications are the same. It might be best to just raise the size of our army more and diversify it. Get some living units, raise the giants, or obtain a standing navy(I know dragons can basically fill in for them but I doubt the dragons want to be by the coast all the time so it would help to have some ships and it would also help with transportation and future trading).
Hmm, I don't think I explained it well but I want to wait a turn to set up defenses since we can get both the north and the south's border fortifications set up in 15 total years from now where as if we start now we get them set up 20 years from now or 1/2 of them set up 10 years ,and having only half of them set up kinda defeats the purpose of having defenses since they can just go around.
We only have 1 martial action next turn, so defenses are going to be hard to do. At least any that actually matter. We could set up defenses in the north in 10 years or the south for the same amount of time but if we want to do both at the same time it takes 20 years(North and South Combined action). Coastal fortifications are the same. It might be best to just raise the size of our army more and diversify it. Get some living units, raise the giants, or obtain a standing navy(I know dragons can basically fill in for them but I doubt the dragons want to be by the coast all the time so it would help to have some ships and it would also help with transportation and future trading).
Hmm, I don't think I explained it well but I want to wait a turn to set up defenses since we can get both the north and the south's border fortifications set up in 15 total years from now where as if we start now we get them set up 20 years from now or 1/2 of them set up 10 years ,and having only half of them set up kinda defeats the purpose of having defenses since they can just go around.
as for stewardship actions, we still have a few left to do before we can finally get everything up to our capital cities standards. For one thing the north will need the cattle pens, not sure what the south needs, but generally we can all agree that once were finished with the basics we should focus heavily on making sure everything goes well for the most part.
just hoping we can get some down-time before the chaos-tide hits...and frankly all these other places are getting steam-rolled...unless they decide to ask for help.
Also can we use our intrigue actions to help our neighboring states rather then mess them up? would like some stable nations so they dont go insane from chaos or other crazies running around.
Good news is, this next turn were getting a migration wave or two...which means all our dragons come into play massively increasing our numbers to near bullshit levels on concentrated fuck you to everyone and everything that's not ours in our lands.
edited: also i did do a estimate of getting Hysh spells all finished, should take at least 15 more actions to get all the spells needed, or are we going to get the other winds of magic for sheer versitility?
edited again:
@Alucard Vampiry once we get all the winds of magic at least basic level mastery, could we forge magical artifacts or perhapes create them in enough scale to make our mortal armies bullshit by the usual standards of fantasy? (aka magic weapon and armor at least +1 due to enchantments and some other basic ones that will increase survivability on the battle-field.)
Also @Alucard Vampiry will you be combining the garrisons of upper and lower bretonnia together to make two separate armies while we command the main one in case war breaks out?
@Alucard Vampiry once we get all the winds of magic at least basic level mastery, could we forge magical artifacts or perhapes create them in enough scale to make our mortal armies bullshit by the usual standards of fantasy? (aka magic weapon and armor at least +1 due to enchantments and some other basic ones that will increase survivability on the battle-field.)
+Quote of The Day: Those who are loyal will be rewarded, and those who betray will be destroyed with righteous wrath+
The Illuminated are good in many things: Espionage, Falsification of information, assassination, physical and psychological torture, to name a few. They had to be good after all for there were many other spies and assassins out there.
Which brings us to the current situation, upon one of the many safe houses of the Illuminated in one of the many interrogation rooms of the facility. In that room there is a bound blond and blue eyed woman who has numerous cuts and wounds on her body, the one who inflicted these wounds being a man clad in a dark cloak with normal clothing's and a blank face mask upon his face.
"I will admit you have great will lady Nicole others would have broken at this time and given to me their sweet secrets" - The agent of the Illuminated said to the bound noble lady in a chair, she was one of the ones who were selling information to other nations apparently she had been doing this for a long time even before the conquest of Bretonnia in fact, goes to show that their lord method of ruling was the best for the nation instead of the previous one if this was normal thing that happened.
Really the amount of nobles who were selling information to other kingdoms right under the nose of the king and dukes of Bretonnia was very impressive in its numbers
Nicole only growled at his mocking sarcasm - "No matter what you do to me you son of a whore I won't say anything" - To her defiance her torturer only gave silent mockery like he knew something that would make her break - "Oh really, very well them it seems that I have to apply another method" - He waved his hand to the door behind him and called for something.
Soon another of the Illuminated entered through this one was a woman and had a black feather cloak and a bird mask, the most interesting perhaps was the bundle of cloth that she carried in her arms, a bundle that was carrying something quite special for Nicole. "NO NO LEAVE HER ALONE!!!" - The bundle was of course Nicole newly born daughter Loyse and her only weakness public weakness
The blank masked agent asked her - "well now Nicole will you tell what I want to know?" - Nicole looked at her daughter who was thankfully asleep and could only nod to her torturer, who behind his mask had a triumphant smile as he listened to every single spy from other nations that Nicole had contact or knew off.
OOC: Don't fuck with the Illunimated, they will make sure that you regret it and even if you don't screw with them their mission may or may not involve you, this happened in the Root Out Spies intrigue mission.
Now we need to root out the cultists...and I have ideas for how people think aleksander rules.
But damn, getting rid of every spy in bretonia would make it a pain in the ass to replace, as that means either more time training agents, reliable ones at that, as well as making sure the info they send is valid.
Quite a few nobles will be losing quite a few assets and/or their heads soon enough, those that haven't done this will be breathing sighs of relief the axe has passed over their heads and will be walking carefully.
That is not a good sign, then again a several times traitor to her nation and only cared about herself and her baby, yeah understandable, but how long has she been doing this for even with the kid?
Dangerous fucking work as a info broker, and playing sides as one gets you killed if not worse.
The dragon migrations have ended, with all of them reaching the coasts or lands of Bretonnia and they have reunited with their father, these new dragons will have new homes as well new dragon orders to protect them in time. Their arrival has also seen a fundamental change in the god of dragons, his link towards them is now much more stronger this has given some characteristics of draconic beings his skin while looking the same in more humanoid forms will have faint patterns of scales.
His personality incorporated the dragon's pride and greed (Though it could be said it was already there), while his body incorporated their strength.
The Lesser Domain dragons has evolved into a greater domain. Thanks to your domain evolution you have gained the traits: Prideful, Greedy, and Strong.
This will be a five year turn.
Choose 1
[] Blasphemous Bulwark: The great curtain walls are massive bulwarks of stone, compacted bone and cursed relics, topped by leering gargoyles. They make any potential siege a formidable prospect, especially when such walls are guarded by observers that never tire, and will always stand ready to repulse any foolish mortal invaders.
Cost: 20,000
Time: 10 Years
Result: +25 To The Mousilion Rose Defense Rolls
[X] Cleanse The Battlefield: There are still roaming bands of beastmen spread out across Bretonnia eliminating them is a must. DC 30
Cost: 0
Time: 1 Year
Result: Roll Dependable.
[] 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 Years
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 a 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 Year
Result: Can Now Recruit: Crypt Ghouls
[] Barracks (Mousilion) - There is a need to ensure they have a battle-ready defence at any time, a barracks that houses the majority of state troops. More prestigious regiments, such as Greatswords, may have their own wing of the barracks or even separate quarters, earned for their prowess in battle. DC 25
Cost: 4,000 Gold
Time: 4 Years
Result: +15 To Human Troops, New Martial Actions
[] Training Field (Bretonnia) - The peasants of Bretonnia know very little in terms of war, training them into beter combatants is a must if they are going to be useful in future conflicts. DC 30
Cost: 800,000 Gold
Time: 10 Years
Result:+5 To All Human Forces of Bretonnia
[] Training Fields (Northern Bretonnia) - The peasants of Bretonnia know very little in terms of war, training them into beter combatants is a must if they are going to be useful in future conflicts. DC 15
Cost: 400,000 Gold
Time: 5 Years
Result: +5 To North Bretonnia Human Forces
[] Training Fields (South Bretonnia) - The peasants of Bretonnia know very little in terms of war, training them into beter combatants is a must if they are going to be useful in future conflicts. DC 15
Cost: 400,000 Gold
Time: 5 Years
Result: +5 To South Bretonnia Human Forces
[] Guard House (Mousilion) - Guard houses are effectively small bases and mustering stations for the settlement's guards. These may be state troops on defensive duty, older veterans or even young ones. DC 30
Cost: 1,500
Time: 2 Years
Result: Human Towns in Mousilion Gain +15 To Their Defense Rolls
[] Border Fortifications (Bretonnia) - You have borders with various nations it is better to fortify them, just in case. DC 40
Cost: 1,000,000 Gold
Time: 20 Years
Result: Borders with the other nations fortified.
[] Border Fortifications (Northern Bretonnia) - You have borders with various different nations it is better to fortify them, just in case. DC 20
Cost: 500,000 Gold
Time: 10 Years
Result: Borders with the nations localized in the north fortified.
[] Border Fortifications (Southern Bretonnia) - You have borders with various different nations it is better to fortify them, just in case. DC 20
Cost: 500,000 Gold
Time: 10 Years
Result: Borders with the nations localized in the south fortified.
[] Coastal Fortifications (Bretonnia) - There are many threats that can come from the sea, from monsters to raiders, fortifying the coast is a wise decision. DC 80
Cost: 3,000,000 Gold
Time: 20 Years
Result: Bretonnia Coasts Fortified against raiders and invaders.
[] Coastal Fortifications (Northern Bretonnia) - There are many threats that can come from the sea, from monsters to raiders, fortifying the coast is a wise decision. DC 40
Cost: 1,500,000 Gold
Time: 10 Years
Result: Northern Bretonnia coast fortified against raiders and invaders
[] Coastal Fortifications (Southern Bretonnia) - There are many threats that can come from the sea, from monsters to raiders, fortifying the coast is a wise decision. DC 40
Cost: 1,500,000 Gold
Time: 10 Years
Result: Southern Bretonnia coast fortified against raiders and invaders
[] Garrisons (Write-in Number) - Some of your holdings do not have a proper garrison in them, those include the dukedoms of Brionne and Carcassonne localized in the south holdings. DC 0
Cost: 0
Time: 1 Year
Result: Territories selected gain or change designated garrison.
[] Lyonesse (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 1 Great Storm, 10,000 grave guard, 10,000 black knights, and 7 necromancers)
[] Artois (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 1 Great Storm Dragon, 10,000 grave guard, 10,000 black knights, and 7 necromancers)
[] L'Anguille (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 10,000 grave guard, 10,000 black knights, and 7 necromancers)
Gisoreux (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 1 Great Storm Dragon, 10,000 grave guard, 10,000 black knights, and 7 necromancers)
[] Couronne (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 1 Great Storm Dragon, 10,000 grave guard, 10,000 black knights, and 7 necromancers)
[] Montfort (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 1 Great Storm Dragon, 10,000 grave guard, 10,000 black knights, and 7 necromancers)
[] Bastonne (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 1 Great Storm Dragon, 10,000 grave guard, 10,000 black knights, and 7 necromancers)
[] Quenelles (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 1 Great Storm Dragon, 10,000 grave guard, 10,000 black knights, and 7 necromancers)
[] Parravon (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 1 Great Storm Dragon, 10,000 grave guard, 10,000 black knights, and 7 necromancers)
[]Borderlaux (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 1 Great Storm Dragon, 10,000 grave guard, 10,000 black knights, and 7 necromancers)
[] Aquitaine (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 1 Great Storm Dragon, 10,000 grave guard, 10,000 black knights, and 7 necromancers)
[] Brionne (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 100 fire dragons, 1 doom fire dragon, 1 Great Storm Dragon, 10,000 grave guard, 10,000 black knights, and 7 necromancers)
[] Carcassonne (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 100 fire dragons, 1 doom fire dragon, 1 Great Storm Dragon, 10,000 grave guard, 10,000 black knights, and 7 necromancers)
[] Flag Signals: Using flags to improve coordination between various moving army elements will help large armies move much more smoothly, and enable coordinated assaults across large distances. DC 35
Cost: 500 Gold
Time: 2 Year's
Result: +5 to all living forces combat rolls, the possibility of ambushes, and large-scale feints unlocked.
[] Drums: Using drums or other musical instruments to keep a steady march across long distances is vital to ensuring that formations are kept together, ensuring a more powerful striking force on contact with the enemy. DC 40
Cost: 350 Gold
Time: 2 Year's
Result: +5 to all living forces combat rolls.
[] (Living) Siege Workshops: Constructing workshops to build siege engines will prove useful. DC 10
Cost: 2,000
Time: 2 Year's
Result: Unlocks the production of siege weapons such as Arbalests, Catapults, and Trebuchets. New Options
[X] (Undead) Infantry Rearmament: Mousilion's undead is 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 them with properly maintained equivalents will provide a substantial edge across all of the undead in the land. DC 0
Cost: 5,000
Time: 10 Years
Result: +10 to all undead infantry combat rolls, +10% maintenance cost (due to maintaining said weapons and armor).
[] Raise Undead (Giants) - There are many giant bodies left over from the conquest for you to use to bolster your forces. DC 0
Cost: 0
Time: 1 Year
Result: Undead Giants Added To Army
[] Recruit Dark Beasts: Your dark beast population is not only stable but booming you can recruit a fair share of them to your army. DC 5
Cost: 500 Gold
Time: 2 Years
Result: +35,000 Fell Bats; +40,000 Direwolves
[] Army of The Living: You have literally millions of subjects, you can start recruiting living troops off them. DC 25
Cost: 15,000 Gold
Expenses: 10,000 Gold
Time: 4 Years
Result: +50,000 Swordsmen
Choose 2
[X] Meeting of Brothers: The von carstein are your lineage, you think it is time to finally meet your brothers and sisters. DC ???
Cost: 0
Time: 1 Year
Result: Talks Opened With The Von Carsteins
[] Dwarven Relations (Grey Mountains) - Build up good relations with the dwarves. DC 40
Cost: 0
Time: 2 Years
Results: Roll Dependable
[] Elven Outreach (Athel Loren): The Wood Elves of Athel Loren are mighty and know the true power of nature, turning it on invaders and foreigners alike. Establishing relations with these proud dwellers of the forest may yield unexpected benefits. DC 95
Cost: 0
Time: 1 Year
Results: Talks opened with Athel Loren. ???
[] Tilea Trade Talks: Open trade talks with the Tilean government. DC 50
Cost: 0
Time: 2 Years
Result: Roll Dependable
[] Estalian Relations: Talking with geographic neighbors is always a good thing, and Estalia has much to offer, but first your diplomats must, secretly, reach them. DC 40
Cost: 0
Time: 2 Years
Results: Talks with Estalia opened up, roll dependent on what emerges from them.
Choose 3
[] Organize Church: The religion branched out during your coming towards Bretonnia, organizing them under the official religious organization will cause less problems to everyone involved. DC 20
Cost: 0
Time: 3 Years
Result: Church Organized
[] Churches (Bretonnia) - Building Churchers along Bretonnia will make all of your subjects for a place to pray. DC 10
Cost: 20,000
Time: 4 Years
Result: Churchers build all over Bretonnia
[] Cleanse The Battlefield: While many herdstones were destroyed, there still is a chance that artifacts of the fell powers of chaos are still in place somewhere around Bretonnia, this also includes locations that have been completely corrupted by the forces of ruin. DC 40
Cost: 0
Time: 5 Years
Result: Roll Dependable.
[] Temples of Shallya: The goddess Shallya is very popular amongst your subjects, and you personally have nothing against her, so building temples dedicated to her will definitely increase your popularity among them. What's the worst that can happen? DC 20
Cost: 5,000
Time: 3 Years
Result: Popularity increased; ???
[] Emissaries (Empires of Man): Send Emissaries towards the location to spread a new faith, your faith. DC 45
Cost: 0
Time: 5 Years
Result: Roll Dependent
[] Emissaries (Estalia): Send Emissaries towards the location to spread a new faith, your faith. DC 35
Cost: 0
Time: 5 Years
Result: Roll Dependent
Choose 3
[] Centralization: Centralize all of the villages in the different dukedoms of your kingdom into single or multiple towns. DC 30
Cost: 100,000
Time: 10 Years
Result: Villages centralized into proper towns. New options. Cannot choose with decentralization.
[] Decentralization: Keep your villages decentralized at least for now. DC 0
Cost: 0
Time: 1 Year
Result: Villages remain decentralized. Cannot choose with centralization.
[] Dragon Homes: Expanding or building new homes for your dragons will be beneficial in the long term for making sure that deaths do not happen. DC 25
Cost: 25,000
Time: 4 Years
Result: Homes built or expanded for dragons. New options.
[] Dragon Orders: It is time to build the headquarters of the dragon orders. DC 15
Cost: 30,000
Time: 8 Years
Result: Headquarters of the dragon orders constructed and ready to be used.
[] Magical Schools; A proposal made by your mages, the creation of a magical school dedicated to teaching mages from all of the eight winds on how to use their powers, you would be lying if you don't really like the prospect of the idea. DC 20
Cost: 20,000
Time: 6 Years
Result: Magical Schools Created. New Options
[] Weaving Houses (Bretonnia) - Creation of cloth is a necessary step if one has the clothing for winter, summer, and other seasons, merchants buy these cloths produced by the houses they sell them to populace and the cycle repeats. DC 30
Cost: 60,000
Expenses: 1,000
Time: 10 Years
Result: +80,000 Income
[] Weaving Houses (Northern Bretonnia) - Creation of cloth is a necessary step if one has the clothing for winter, summer, and other seasons, merchants buy these cloths produced by the houses they sell them to populace and the cycle repeats. DC 15
Cost: 30,000
Expenses: 500
Time: 5 Years
Result: +40,000 Income
[] Weaving Houses (Southern Bretonnia) - Creation of cloth is a necessary step if one has the clothing for winter, summer, and other seasons, merchants buy these cloths produced by the houses they sell them to populace and the cycle repeats. DC 15
Cost: 30,000
Expenses: 500
Time: 5 Years
Result: +40,000 Income
[] Farms (Bretonnia) - While there are many farms in Bretonnia those are all in poor conditions, introducing your more modern methods of farming will surely increase how much food is harvested. DC 35
Cost: 40,500
Time: 14 Years
Result: +400,000 Income; +800,000 Food
[] Farms (Northern Bretonnia) - While there are many farms in Bretonnia those are all in poor conditions, introducing your more modern methods of farming will surely increase how much food is harvested. DC 15
Cost: 20,500
Time: 9 Years
Result: +200,000 Income; +400,000 Food
[] The Future of War Part 1: Factories will be needed, their purpose to sorely create the supplies needed to use your new weapons and the weapons themselves. DC 25
Cost: 800
Expenses: 250
Times: 5 Years
Result: The Future of War Part 2 Unlocked
[] Mines (Bretonnia) - There are many mines spread out in Bretonnia but all of them are in poor conditions, both for a workplace and how to get said minerals, implementing your form of mining will certainly increase not only your popularity amongst the miners as well as the amount of minerals gained. DC 80
Cost; 600,000 Gold
Time: 10 Years
Result: +800,000 Income
[] Mines (Northern Bretonnia) - There are many mines spread out in Bretonnia but all of them are in poor conditions, both for a workplace and how to get said minerals, implementing your form of mining will certainly increase not only your popularity amongst the miners as well as the amount of minerals gained. DC 40
Cost: 300,000
Time: 5 Years
Result: +300,000 Income
[] Mines (Southern Bretonnia) - There are many mines spread out in Bretonnia but all of them are in poor conditions, both for a workplace and how to get said minerals, implementing your form of mining will certainly increase not only your popularity amongst the miners as well as the amount of minerals gained. DC 40
Cost: 300,000
Time: 5 Years
Result: +300,000 Income
[] Expand Mines (Mousilion) - Expanding both the gold and iron mines (hopefully without any accidents this time) 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: 5 Years
Result: +1,200 income. New options
[] Clothier (Mousilion) - Clothes are necessary for the day to day living as well for surviving, warm clothes for winter are needed if you don't want to freeze to death after all. DC 15
Cost: 1,500
Time: 2 Years
Result: +500 Income
[] Cattle Pens (Bretonnia) - Larger cattle farms have more land and better, more permanent, housing for the animals they keep. DC 10
Cost: 10,000 Gold
Time: 8 Years
Result: +20,000 Income, +80% For Human Pop Growth.
[] Cattle Pens (Southern Bretonnia) - Larger cattle farms have more land and better, more permanent, housing for the animals they keep. DC 5
Cost: 5,000
Time: 4 Years
Result: +10,000 Income, +40% For Human Pop Growth
[] Hunting Camps (Bretonnia) - Bretonnia has many different animals present in it, their furs can be used for trade while the meat can be used for consumption. DC 20
Cost: 10,000
Time: 8 Years
Result: +2,000 Income, +10% to human population growth
[] Hunting Camps (Northern Bretonnia) - Bretonnia has many different animals present in it, their furs can be used for trade while the meat can be used for consumption. DC 10
Cost: 5,000
Time: 4 Years
Result: +1,000 Income; +5% To Human Population Growth
[] Hunting Camps (Southern Bretonnia) - Bretonnia has many different animals present in it, their furs can be used for trade while the meat can be used for consumption. DC 10
Cost: 5,000
Time: 4 Years
Result: +1,000 Income; +5% To Human Population Growth
[] Stone Cutters: Marble is a construction resource mainly used for construction of great buildings, while you do not have such projects in mind yet, it doesn't bother to be prepared, and many nations like marble themselves. DC 20
Cost: 1,000
Time: 3 Years
Result: New Options.
[] Cinnabar Mining Pits: Everyone likes colorful clothes after all, it is a great industry found all over the world. DC 20
Cost: 2,000
Time: 4 Years
Result: +2,000 Income
[] Vineyards: The wineries of bretonnia are famed for the wine they produce said to be the best in the whole world, but the wineries are way backwards in their approach of wine making, adding a more modern approach will certainly make so that production rises. DC 30
Cost: 3,000
Time: 5 Years
Result: +5,000 Income
[] Woodsman Huts: There are many forests in Bretonnia, the wood they give is necessary for the construction or manufacture of many different objects and materials. DC 20
Cost: 35,000
Time: 7 Years
Result: +9,000 Income
[] Armorsmiths: Smiths with the sole purpose of creating high-end military armor such as plate and half plate. DC 35
Cost: 350
Expenses: 230
Time: 1 Year
Result: Unlocks higher-end armor production such as half-plate and full plate armor.
[] Weaponsmiths: Smiths with the sole purpose of creating weapons of war of high quality. DC 34
Cost: 340
Expenses: 220
Time: 1 Year
Result: Unlocks the production of higher-quality weapons.
[] Build Naval Infrastructure: Naval dockyards and harbors will be necessary for future actions involving the ocean, such as sea trade, the harbors and dockyards of Bretonnia can be improved. DC 25
Cost: 10,000
Expenses: 200
Time: 4 Years
Result: Naval Infrastructure build. New options.
Choose 2
[] Root Out Cultists: You can feel the presence of the ruinous powers in this land faint as it is, rooting out the weeds before they grow into something problematic is definitely a good thing to do. DC ???
Cost: 0
Time: 6 Years
Result: Roll Dependable
[] Expand Spy Network (Sylvania) - It is smart to keep tabs on the activities of your kin. DC 75
Cost: 0
Time: 3 Years
Result: Sylvania Rumor Mill Unlocked.
[X] Expand Spy Network (Kislev): Kislev a frozen wasteland ruled by tzars and ice mages, they are always suffering under constant attacks by forces of the dark gods of chaos. DC 50
Cost: 0
Time: 2 Years
Result: Kislev Rumor Mill Unlocked
[] Steal Technology (Estalia): The steel of Estalia is famous around the world, obtaining the methods of forging will give your forces great benefits. DC 120
Cost: 0
Time: 5 Years
Result: Estalia Steel Acquired.
Choose 2
[X] Electronic Mechanical Engineering: Your research team is looking at the possibility of creating what they have been calling 'electricity' minor experiments have been going on for a few months and it appears to show promise. DC 100
Cost: 1,000
Time: 5 Years
Result: The wonders of electricity are discovered; New tech trees unlocked.
[] Weapons I - New firearms as well as small scale explosives. DC 50
Cost: 120
Time: 4 Years
Result: +15 To Units With firearms, new weapons.
[] Support weapons I - Automatic weapons are becoming more portable. Submachine guns have already proven effective and the development of hand-held support weapons must continue. DC 20
Cost: 100
Time: 5 Years
Result: +5 To Units With Firearms
Choose 3
[] 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 100
Cost: 0
Time: 8 Years
Result: Ability to create runeblades.
[] Rename Your Kingdom (write-in) - Name your new kingdom or empire. DC 0
Cost: 0
Time: 1 Year
Result: Finally a name for your faction, warning this can not be changed.
[] Change Your Banner (Image) - You have a banner though you can change it to something else.
Cost: 0
Time: 1 year
Result: Banner Changed, warning this a one time change only.
[] 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 it had more pressing matters at the moment. DC 25
Cost: 0
Time: 1 Year
Result: 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
Cost: 0
Time: 1 Year
Result: New vampiric spell
[] Practice Your Shadow Magic: Ulgu, is the lore of shadows which you recently learned, one of its main focuses are the art of illusions. DC 20
Cost: 0
Time: 1 Year
Result: New shadow spell
[] Practice Beast Magic: Ghur, the Lore of Beasts is the Brown Wind of Magic, which is often called the Aethyrs 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 Year
Result: Learns New Beast Spell
[] Practice Your Life Magic: The lore of life focuses itself on the manipulation of the woods and the waters of the world, the latter being in any state. 40
Cost: 0
Time: 1 Year
Result: New Life Spells
[] Practice Your Death Magic: The lore of death is the inevitability that death comes, mortals fear the cold touch of death but immortals fear just as much. DC 15
Cost: 0
Time: 1 Year
Result: New Death Spells
[] 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 Year
Result: 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 Year
Result: Learns New Lore: Lore of Metal
[] Learn Heaven Magic: Azyr, the Lore of Heavens is the Blue Wind of Magic, and it is said to be a manifestation of the Aethyr's reflection of inspiration and that which is out of reach. DC 45
Cost: 0
Time: 1 Year
Result: Learn New Lore: Lore of The Heavens
-[x] Martial
--[x] Raise Undead (Giants) - There are many giant bodies left over from the conquest for you to use to bolster your forces. DC 0
Cost: 0
Time: 1 Year
Result: Undead Giants Added To Army
-[x] Diplomacy
--[x] Dwarven Relations (Grey Mountains) - Build up good relations with the dwarves. DC 40
Cost: 0
Time: 2 Years
Results: Roll Dependable
--[x] Elven Outreach (Athel Loren): The Wood Elves of Athel Loren are mighty and know the true power of nature, turning it on invaders and foreigners alike. Establishing relations with these proud dwellers of the forest may yield unexpected benefits. DC 95
Cost: 0
Time: 1 Year
Results: Talks opened with Athel Loren. ???
+(Use Randomdwarf Omakes, all of them)
-[x] Piety
--[x] Organize Church: The religion branched out during your coming towards Bretonnia, organizing them under the official religious organization will cause less problems to everyone involved. DC 20
Cost: 0
Time: 3 Years
Result: Church Organized
--[x] Churches (Bretonnia) - Building Churchers along Bretonnia will make all of your subjects for a place to pray. DC 10
Cost: 20,000
Time: 4 Years
Result: Churchers build all over Bretonnia
--[x] Cleanse The Battlefield: While many herdstones were destroyed, there still is a chance that artifacts of the fell powers of chaos are still in place somewhere around Bretonnia, this also includes locations that have been completely corrupted by the forces of ruin. DC 40
Cost: 0
Time: 5 Years
Result: Roll Dependable.
-[x] Stewardship
--[X] Centralization: Centralize all of the villages in the different dukedoms of your kingdom into single or multiple towns. DC 30
Cost: 100,000
Time: 10 Years
Result: Villages centralized into proper towns. New options. Cannot choose with decentralization.
--[x] Dragon Homes: Expanding or building new homes for your dragons will be beneficial in the long term for making sure that deaths do not happen. DC 25
Cost: 25,000
Time: 4 Years
Result: Homes built or expanded for dragons. New options.
--[x] Dragon Orders: It is time to build the headquarters of the dragon orders. DC 15
Cost: 30,000
Time: 8 Years
Result: Headquarters of the dragon orders constructed and ready to be used.
-[x] Intrigue
--[x] Root Out Cultists: You can feel the presence of the ruinous powers in this land faint as it is, rooting out the weeds before they grow into something problematic is definitely a good thing to do. DC ???
Cost: 0
Time: 6 Years
Result: Roll Dependable
--[x] Expand Spy Network (Sylvania) - It is smart to keep tabs on the activities of your kin. DC 75
Cost: 0
Time: 3 Years
Result: Sylvania Rumor Mill Unlocked.
-[x] Learning
--[x] Weapon I - New firearms as well as small scale explosives. DC 50
Cost: 120
Time: 4 Years
Result: +15 To Units With firearms, new weapons.
--[x] Support weapons I - Automatic weapons are becoming more portable. Submachine guns have already proven effective and the development of hand-held support weapons must continue. DC 20
Cost: 100
Time: 5 Years
Result: +5 To Units With Firearms
-[x] Personal
--[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 100
Cost: 0
Time: 8 Years
Result: Ability to create runeblades.
--[x] Rename Your Kingdom (Empire Of Wallachia) - Name your new kingdom or empire. DC 0
Cost: 0
Time: 1 Year
Result: Finally a name for your faction, warning this can not be changed.
--[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
Cost: 0
Time: 1 Year
Result: Learns New Lore: Lore of Metal
alright, heres my plan guys, hope you all like it, next year its going to be temples to Shylla...our Pride will not let go that these priestess/healers/herbalists HAVE been taking care of our "hoard" for some-time now, not to mention any perceived concept of mercy that she has given out while following us.
also getting dragons orders up, now is the time to get things moving with them, it will take two turns yes, but that means next turn we can focus on getting everything else up and running for food supplies, clothing, ect.
-[X] Martial
--[X] Border Fortifications (Southern Bretonnia) - You have borders with various different nations it is better to fortify them, just in case. DC 20
Cost: 500,000 Gold
Time: 10 Years
Result: Borders with the nations localized in the south fortified.
-[x] Diplomacy
--[x] Dwarven Relations (Grey Mountains) - Build up good relations with the dwarves. DC 40
Cost: 0
Time: 2 Years
Results: Roll Dependable
--[X] Tilea Trade Talks: Open trade talks with the Tilean government. DC 50
Cost: 0
Time: 2 Years
Result: Roll Dependable
-[x] Piety
--[x] Organize Church: The religion branched out during your coming towards Bretonnia, organizing them under the official religious organization will cause less problems to everyone involved. DC 20
Cost: 0
Time: 3 Years
Result: Church Organized
--[x] Churches (Bretonnia) - Building Churchers along Bretonnia will make all of your subjects for a place to pray. DC 10
Cost: 20,000
Time: 4 Years
Result: Churchers build all over Bretonnia
--[x] Cleanse The Battlefield: While many herdstones were destroyed, there still is a chance that artifacts of the fell powers of chaos are still in place somewhere around Bretonnia, this also includes locations that have been completely corrupted by the forces of ruin. DC 40
Cost: 0
Time: 5 Years
Result: Roll Dependable.
-[x] Stewardship
--[X] Centralization: Centralize all of the villages in the different dukedoms of your kingdom into single or multiple towns. DC 30
Cost: 100,000
Time: 10 Years
Result: Villages centralized into proper towns. New options. Cannot choose with decentralization.
--[x] Dragon Homes: Expanding or building new homes for your dragons will be beneficial in the long term for making sure that deaths do not happen. DC 25
Cost: 25,000
Time: 4 Years
Result: Homes built or expanded for dragons. New options.
--[x] Dragon Orders: It is time to build the headquarters of the dragon orders. DC 15
Cost: 30,000
Time: 8 Years
Result: Headquarters of the dragon orders constructed and ready to be used.
-[x] Intrigue
--[x] Root Out Cultists: You can feel the presence of the ruinous powers in this land faint as it is, rooting out the weeds before they grow into something problematic is definitely a good thing to do. DC ???
Cost: 0
Time: 6 Years
Result: Roll Dependable
--[x] Expand Spy Network (Sylvania) - It is smart to keep tabs on the activities of your kin. DC 75
Cost: 0
Time: 3 Years
Result: Sylvania Rumor Mill Unlocked.
-[x] Learning
--[x] Weapon I - New firearms as well as small scale explosives. DC 50
Cost: 120
Time: 4 Years
Result: +15 To Units With firearms, new weapons.
--[x] Support weapons I - Automatic weapons are becoming more portable. Submachine guns have already proven effective and the development of hand-held support weapons must continue. DC 20
Cost: 100
Time: 5 Years
Result: +5 To Units With Firearms
-[x] Personal
--[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 100
Cost: 0
Time: 8 Years
Result: Ability to create runeblades.
--[x] Rename Your Kingdom (Empire Of Wallachia) - Name your new kingdom or empire. DC 0
Cost: 0
Time: 1 Year
Result: Finally a name for your faction, warning this can not be changed.
--[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
Cost: 0
Time: 1 Year
Result: Learns New Lore: Lore of Metal
I agree with most of RandomDwarf's plan except that we need to start to have the longer term projects going in the background, the southern border one is so that since trouble is starting in the south with orcs and possibly a servant of Nagash, I would feel better if we start there.
edit: removed elves, don't really care about them and would rather not poke them just yet, especially with that DC compared to other things.