Lords of Darkness (WHF CK2-Ish Quest)
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Guide a newly transformed vampire in the world of warhammer fantasy.
Opening Post
Location
Castlevania
Vampires, kings and queens of darkness and death, they are plague upon the world of the living abominations who should have never existed.

They are hunted by all living beings for what they represent a world which nothing will die and no god shall be worshipped which the divine beings (except the four) do not want particularly the latter which mean that shall no longer exist.

You are a vampire of von carstein recently transformed into a vampire a creature of the night, but before we tell your history, tell us who were you before your transformation into a being of darkness.

[] A Magician: You were a magician a being who could use one of the winds of magic particularly the wind of Hysh the wind of light, and because of this you were hunted, since then you possess a burning hatred to the so called witch hunters and any organization who acts like them.
- Paronoid: Years of being hunted and fearing what time they may come for you have left their mark in you. +2 intrigue, -1 diplomacy.
- Magician: you are a magician a being who was born with the ability to control the winds of magic. +3 magic

[] A Soldier: You were a soldier, you fought for your country loyally for decades never voicing against your superiors, you were rewarded with betrayal the nobles wanted to kill peasants for their sadistic pleasure and you were one of the unlucky ones to be selected for. You were the only one who survived.
- Tough Soldier: you have survived multiple battlefields and have the skill to back it up. +1 martial, -1 learning, +0.50 health.
- Patient: you times at the battlefield have engraved upon you that being patient is one key part of victory. +1 intrigue, +1 stewardship, +1 diplomacy, +1 learning.

[] A Noble: You were noble once, you were to be the heir of a patch land insignificant in the greater picture but it was your home, it was attacked by a cabal of dark elves they pillaged everything and killed your family, for all you know you are the last member of your family, you somehow managed to escape the conflict and days after you became a vampire. Now you are seeking a purpose in your new unlife.
- Flamboyant Schemer: As noble you have received education in courtly intrigues. +3 intrigue, -1 stewardship.
- Underhanded Rogue: You have received diplomatic education as befitting as a son of nobles. +3 Diplomacy, -1 Martial

Ahhh l see, tell me then being of darkness and blood where are you currently located, l am sure your response will be interesting for sure.

[] The Empire of Man.
- [] Stirland
- [] Wissenland
- [] Hochland
- [] Averland
- [] Middleland
- [] Nordland
- [] Reikland
- [] Osteland
- [] Talabecland
- [] Ostermark
- [] The Moot

[] Brittonia
- [] Couronne
- [] L'Anguille
- [] Lyonesse
- [] Artois
- [] Gisoreux
- [] Mousilion
- [] Bordeleaux
- [] Bastonne
- [] Montfort
- [] Aquitaine
- [] Brionne
- [] Quenelles
- [] Parravon
- [] Carcassone

[] Border Princes
- [] Khypris
- [] Alfori
- [] The Northern Border Confederacy¹

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AN: Do not post/vote yet. Okay so this is gonna be my first ck2-ish quest so l an open to any good suggestions and help you guys, l was inspired by hundreds of ck2 but most importantly the loki quest (which is great go check it out).
 
Character Sheet

True Name: Aleksander Von Carstein
Aliases: Dracul
Race: Vampire/Dragon/God
Lands: The Mousilion Rose (underground complex); Duchy of Mousilion
Titles: Emperor of The Empire of Wallachia; Duke of Mousilon; God of Knowledge; Father of The Night; Blessed Father; Emperor of The Dead; The Father of Dragons
Godly Domains: Knowledge; Dragons

Health: 241
Diplomacy: 80 (+35) [85 in diplomatic actions involving vampires and dragons]
Martial: 102 (+35)
Stewardship: 86 (+35)
Intrigue: 130 (+35)
Learning: 76 (+35)
Magic: 88 (+35)
Mana: 208
Personal Combat Skill: 318 (+318) [+338 with a sword]

Invocation of Nehek - Resurrects fallen troops (allied or enemy) into undead.
- Type: Resurrection
- Range: Inter-planetary
- Mana Cost: 10
- Area of effect: Planetary

Wind of Death - Create a deadly gust of wind which can easily cut through armor and flesh alike.
- Type: Wind
- Range: inter-planetary
- Mana Cost: 20
- Area of Effect: planetary

Curse of Years - With this spell, everything considered being young and new becomes elderly and old.
- Type: Hex
- Range: inter-planetary
- Mana Cost: 25
- Area of Effect: planetary

Banish Undead - Creates a magical vortex within a large area nearby that sucks energy from the Undead. Skeletons and Zombies are instantly destroyed by this.
- Type: Vortex
- Range: Inter-Planetary
- Mana Cost: 25
- Area of Effect: Planetary

Blight - Sucks the life out of an area up to at least one square mile. Plants wither, animals sicken, water becomes poison, and soil turns to dust and ash. Animals instinctively avoid this land, and it will gain a reputation for being haunted. Dhar pools here, allowing its users to cast their spells with greater ease. It can grow no crops unless the ground is first sanctified by a Jade Magician or similar to the Cure Blight spell, which reverses all the effects.
- Type: Hex/Augment
- Range: Inter-planetary
- Mana Cost: 45
- Area of Effect: Planetary

Call of Vanhel - Energizes undead under the caster's control, making them absurdly fast.
- Type: Augment
- Range: Inter-Planetary
- Mana Cost: 20

Control Undead - Bends one of the ethereal Undead to the casters will. The necromancer can target any one creature with both the Ethereal and Undead traits within range, though the target may attempt to resist their command.
- Type: Domination
- Range: Inter-planetary
- Mana Cost: 10

Corpse Flesh - The caster's skin takes on the toughness of mortified flesh for one minute. During that time any would-be fatal wounds become less than threatening.
- Type: Defense
- Range: self
- Mana cost: 5

Face of Death - The necromancer makes their face look like a leering skull, the very symbol of death. This causes supernatural fear in any who gaze upon it.
- Type: Illusion
- Range: self
- Mana cost: 5

Fountains of Blood - All living creatures within range bleed more freely than before, as if their lifeblood is eager to weep from their bodies. This spell is especially handy for vampires. the increased blood flow makes it easier for them to feed.
- Type: Hex/Augment
- Range: Inter-Planetary
- Mana cost: 75
- Area of Effect: Planetary

Gaze of Nagash - Bolts of Dhar fly from the caster's eyes, and what flesh they touch blackens and withers, peeling away completely to reveal bleached white bone beneath.
- Type: Hex/Projectile
- Range: inter-planetary
- Mana Cost: 20

Hand of Death - The caster can wound with a touch, but cannot use weapons for the duration of the spell.
- Type: Hex
- Range: Touch
- Mana Cost: 10
Lance of Light - Create a lance of pure light and launch it at your enemies, carving a bloody swathe in their lines.
- Type: Construct
- Range: Inter-planetary
- Mana Cost: 15

Shem's Burning Gaze - lance furious bolts of light from your eyes.
- Type: Projectile
- Range: Inter-planetary
- Mana Cost: 10

Abulla's Snare - A snare of brilliant magical energy leaps from the caster's extended hand and wraps itself around a single person. The snare plucks the victim from the ground and brings him back to the wizard. It holds the victim in the air above the caster and remains a prisoner for some time. Once ensnared, the victim may do nothing at all. If the wizard moves, the ensnared victim drifts along with him.
- Type: Domination
- Range: Inter-planetary
- Mana Cost: 5

Assault Stone - Connecting his will with the dormant strands of earthbound Light Magic, the wizard reshapes the battlefield to his desires, crushing those unfortunate enough to be caught in the way of progress.
- Type: Area Manipulation
- Range: Inter-Planetary
- Mana Cost: 40
- Area of Effect: Planetary

Birona's Timewarp - The wizard infuses his allies with Light Magic, freeing them from the passaging of time and speeding their actions.
- Type: Augment
- Range: Inter-planetary
- Mana Cost: 20
- Area of Effect: Planetary

Blinding Light - Create an explosion of shimmering light within a large area that blinds all those present for potentially half a minute. Even those who resist the spell suffer effects similar to Dazzling Brightness instead.
- Type: Elemental
- Range: inter-planetary
- Mana cost: 15
- Area of Effect: planetary

Boon of Hysh - This spell wraps a single individual in the healing power of Hysh and all damage and maladies affecting him are healed. This includes all wounds sustained, diseases currently being suffered, poisons currently in the system, etc. The Caster can also cast this spell on themselves. This is a touch spell.
- Type: Healing
- Range: touch
- Mana Cost: 5

Brilliance - A brilliant light emanates from the caster's chosen allies, putting any attempting to hit them at a disadvantage.
- Type: Augment
- Range: inter-planetary
- Mana Cost: 28
- Area of Effect: planetary

The Claw of Apek - A huge silvery talon appears in the air and instantly attacks an individual within 12 yards of the caster.
- Type: Construct
- Range: inter-planetary
- Mana Cost: 15
- Area of Effect: planetary

Crevasse - The wizard strikes a staff on the ground and a low rumbling starts, rising to a crescendo as a huge crevasse opens in a place of the caster's choice. The crevasse is a variable amount of kilometers in depth and wide. Anyone in the crevasse's area, when it opens, as well as vehicles such as coaches and horses, will fall in automatically though people inside the vehicles and those on the edge of the crevasse can avoid falling in. Afterwards, the earth snaps shut, and it buries those trapped in the crevasse alive.
- Type: Area Manipulation
- Range: inter-planetary
- Mana cost: 55
- Area of Effect: planetary

Dazzling Brightness - Creates a burst of light that dazzles those in the area, hindering their ability to fight as much as see.
- Type: Elemental
- Range: inter-planetary
- Mana cost: 18 mana
- Area of Effect: planetary

Deathly Shards - Shards of crystal energy, like pieces of broken glass, fly up from the caster and embed themselves in the first person or group in their path. Each shard will cause a wound to the target's body, slogging its way to the heart over one to six days. As this happens, the victim will be in increasing pain. At the end of this period, the shards will embed themselves in the heart, which will tear itself to shreds as it beats. Someone can sometimes remove the shards through surgery. Certain spells can stop the shards' movements.
- Type: Construct
- Range: inter-planetary
- Mana Cost: 15
- Area of Effect: planetary

Daemonbane - Rends the very Aethyr and casts a group of daemons within a large area back whence they came. A great flash of light blinds anyone looking at a daemon at its time of banishment.
- Type: Banishment
- Range: Inter-planetary
- Mana Cost: 10

Eyes of Truth - The caster's eyes shine with the light of truth. For several moments, they can see through illusions, magical and mundane darkness, invisibility, and disguises. Concealed individuals are also revealed.
- Type: Revelation
- Range: Inter-Planetary
- Mana Cost: 5

Ill-Bane - Uses the power of Hysh to aid one or more individuals suffering from disease or poison. If this spell is cast successfully, any diseases affecting the targets have their duration halves (rounded down). Alternately, the spell can remove one poison from each target, nullifying all its effects. The wizard must decide if Ill-bane will treat disease or poison when they cast the spell.
- Type: Healing
- Range: Inter-Planetary
- Mana Cost: 5

The Hands of Karkora - The Hands of Karkora may be cast against any individual or group. It can only be cast outdoors, or on the ground floor if indoors (assuming there is no cellar, basement, abandoned mine-workings, Skaven tunnels or similar below). The ground beneath the target seethes as hundreds of hands claw their way to the surface and seize the legs of the target, holding them fast for the duration of the spell or dragging the victim below the earth.
- Type: Summoning
- Range: Inter-Planetary
- Mana Cost: 30
- Area of Effect: Planetary

Healing Light - The target glows with a cleansing light, about the same luminescence as a campfire. This light heals them and has the possibility of cleansing other forms of corruption.
- Type: Healing
- Range: Inter-Planetary
- Mana Cost: 10

Healing of Hysh - The Hierophant's touch heals an injured character depending on their prowess with the arcane. The caster can also heal themselves.
- Type: Healing
- Range: Inter-Planetary
- Mana Cost: 12
Assume Illusionary Appearance: The caster may assume the appearance of any other living, bipedal creature under 10 feet in height. The caster can appear in the guise of a specific individual if desired.
- Type: Illusion
- Range: self
- Mana Cost: 5

Bewilder: The shadowmancer casts this spell on any one character or creature nearby. If successful, the victim becomes bewildered, their actions randomly ranging from wandering aimlessly, to attacking anything in reach, or even curling into a ball on the floor.
- Type: Hex
- Range: inter-planetary
- Mana Cost: 15

Banish Illusion - The caster may use this spell against any group of creatures, single character, or object which he or she suspects of being an illusion. If the target is an illusion, it will be destroyed.
- Type: Revelation
- Range: Inter-Planetary
- Mana Cost: 15

Bridge of Shadows - At the wizard's command, a bridge of shadow and spite whisks his allies across the battlefield.
- Type: Construct
- Range: Inter-Planetary
- Mana Cost: 10

Burning Shadows - Causes the shadows around the caster to burn like acid, inflicting pain and misery on any enemies upon whom a shadow from any light source as-or-more powerful than a torch falls at the moment the shadowmancer casts this spell. Lack of light alone does not make up shadow for this spell; targets must be in a distinct shadow cast by some object interrupting light shining from some source. Simply being indoors does not count; the building's structure is not "casting a shadow" inside.
- Type: Hex/Conjuration
- Range: Inter-Planetary
- Mana Cost: 35

Clone Image - This spell allows the Illusionist to create one or more clone images. When the spell is cast, the Illusionist will appear to split into 2, 3, or more identical images - only one of which is the real Illusionist. The images always stay within 2 yards or more depending on your choice. Each image may move individually, leaving any observer unsure which is the real Illusionist. The entire group of images counts as a single illusion and lasts for 1 hour or more, depending on your choice.
- Type: Construct/Illusion
- Range: Inter-Planetary
- Mana Cost: 10 Per Clone Created
The Amber Spear - Sounding a gnarled horn, the wizard summons a glowing amber spear of pure Ghur. Seizing hard upon the spear's translucent shaft, he hurls it at the foe with uncanny accuracy.
- Type: Construct
- Range: inter-planetary
- Mana Cost: 5

Amber Talons - The caster's nails grow into cruel amber talons.
- Type: Shape-shifting
- Range: Self
- Mana Cost: 3

The Amber Trance - The Amber Trance mesmerizes a single individual. They will fall into a rigid trance, and their body slowly turn to transparent amber. The entranced individual cannot be moved or harmed. When the spell wears off the victim returns to normal, remembering none of the "lost" period.
- Type: Hex
- Range: inter-planetary
- Mana Cost: 10
Barkskin - The skin of the target becomes hard and gnarled, as the bark of a tree. This acts as natural armor, although it comes at the price of decreased agility.
- Type: Augment
- Range: inter-planetary
- Mana Cost: 10

Awakening of the Wood - The trees have long and wrathful memories, needing only a little magical encouragement to lash out with root and branch.
- Type: Area Manipulation
- Range: inter-planetary
- Mana Cost: 20

Cure Blight - Cleanses an area of blight. This saves plants, trees, crops, and other growing things and makes the area immune to the same blight for the rest of the season. Alternately, this spell can be cast on up to twenty (or more) characters suffering from disease. The duration of any diseases these characters are suffering from is halved or taken out depending on the wish of the caster.
- Type: Healing
- Range: Inter-planetary
- Mana Cost: 30

Curse of Thorns - Causes thorns to grow inside the body of one or more characters, wracking them with excruciating pain that might turn fatal.
- Type: Hex
- Range: Inter-planetary
- Mana Cost: 10

The Cloak of Dain - A cloak of shimmering green energy forms round the wizard. This magical shield will absorb a select amount of damage and will then disappear. Each time a weapon hits the cloak, it takes the damage off the Wounds total of the robe. When the robe's damage amount is gone, the wizard will begin taking damage as normal, even if this means they share the damage from a single blow between robe and wizard. If the cloak provides protection from any magical attack, it will vanish the moment that the damage has been absorbed.
- Type: Protection
- Range: Self
- Mana Cost: 5

The Dwellers Below - Gnarled creatures emerge from the ground, their steely strong fingers tearing at the foes' flesh, clutching their limbs and dragging them down to who knows what fate.
- Type: Summoning
- Range: Inter-Planetary
- Mana Cost: 20

Drain Life - This spell allows the Wizard to drain the life fluids from a person, sucking out all the moisture and leaving a desiccated corpse.
- Type: Hex
- Range: Inter-Planetary
- Mana Cost: 15

Earth Blood - The druid absorbs energy from the earth beneath their feet to heal themselves. They must stand on natural earth. The longer it's channeled, the more injuries are healed. They cannot cast this spell on others. This is also the name of a charm of rebirth that a Jade Wizard can create by tapping into the Winds of Magic, bestowing great resilience upon himself and his companions.
- Type: Hex
- Range: Inter-Planetary
- Mana Cost: 15

Earth Gate or Earthpool - The caster disappears into the earth and reappears anywhere within a wide area. Both their departure and arrival points must be areas of natural earth, meaning the druid can't cast this spell while inside a building or on a cobblestone street, for example.
- Type: Transportation
- Range: Inter-Planetary
- Mana Cost: 25

The Emerald Pool - The caster melts into a pool of water which is absorbed into the ground. The wizard may immediately reappear anywhere within any river, pool, or other natural water source. This means the wizard could move to be within a lake a mile away, or to an island in a river as long as they have the power to do so. The wizard can only cast this spell on himself.
- Type: Transportation
- Range: Inter-Planetary
- Mana Cost: 25

Father of Thorns - Causes thorns and briars to burst from naked earth. Anyone affected has become physically impaired while they remain in the affected area, and anyone who tries to move suffers serious injury. The thorns and briars retreat into the ground after several minutes, depending on the magical strength of their summoner.
- Type: Summoning
- Range: Inter-Planetary
- Mana Cost: 10

Fat of the Land - Just as animals fatten themselves up before winter, the druid causes the character they touch to feed on and store the energy of Ghyran. The subject of the spell does not need to eat for one week, though drinking water is still required. In addition, they excrete a normal amount, though their feces are a verdant green. The wizard can cast this spell on themselves.
- Type: Augment
- Range: Inter-Planetary
- Mana Cost: 10
Acceptance of Fate - Causes allies to temporally put aside their fear of death, making them immune to mundane and supernatural forms of terror.
- Type: Augment
- Range: Inter-Planetary
- Mana Cost: 15

The Animus Imprisoned - The spiriter imprisons the soul of their victim, sealing it in a durable vessel of their choosing, such as a bottle, vial, or pouch. While the soul is so imprisoned, the victim's body lives as a mental vegetable, carrying on the barest functions of life — breathing, swallowing, excreting — without initiative or awareness. Though technically living, this husk cannot shuffle around or even sit up on its own and must be fed by others or die of thirst or starvation. Damage, diseases, poisons, and other sources of harm affect it normally. It similarly heals over time and can be healed as usual by magic or normal medical practice. The caster can restore the imprisoned soul to its body by opening the sealed vessel in the presence of its body. In either case, the restored individual likely goes insane from the experience. If the bottle is opened away from its body or is opened by one who does not know the proper rituals, the soul becomes lost in the world, wandering and damned to become a ghost. If the soul is lost, they can maintain the body in its state, but there is little point. This is a touch spell. Because of the disruption caused in the fabric of life and death by this conjuration, all wizards in a five-mile radius are aware of the disturbance in the Aethyr that this spell causes.
- Type: Hex
- Range: Touch
- Mana Cost: 45

Ashes and Dust - A choking dust cloud erupts from the wizard's fingertips, suffocating all in its path.
- Type: Hex
- Range: Inter-Planetary
- Mana Cost: 15
Armour of Lead - Causes the armor of a group of enemies to have the weight of lead, encumbering them severely.
- Type: Hex
- Range: Inter-Planetary
- Mana Cost: 10

Breach the Unknown - Allows the alchemist to unlock all secrets of the object, learning the material composition and any mundane special properties it might contain. For instance, a Gold Wizard using Breach the Unknown could learn the medicinal character of the toadstone. Besides the normal effects of this spell, the caster may attempt channeling to discern a magical item's special properties. With cursed, tainted, or otherwise spoiled items, the wizard uncovers these dangerous properties at last.
- Type: Detect/Identify
- Range: Touch
- Mana Cost: 15

Burnished Gauntlet - A burnished gold gauntlet materializes out of thin air and flies off to strike an enemy. It vanishes after making its attack.
- Type: Construct
- Range: Inter-Planetary
- Mana Cost: 5

The Crucible - The caster takes on a golden glow that gets fiercer and fiercer until he is impossible to look upon, at which point he seems to melt away to nothing. The caster can then reappear instantaneously somewhere else, appearing first as a glow of molten gold that then solidifies and cools a multiple of 100 yards — or more — away from the casting point. The spell cannot be cast on anyone but the caster.
- Type: Teleportation
- Range: Inter-Planetary
- Mana Cost: 20
Azure Blades - Thin, razor-like shards fill the air around the wizard, whirling in orbit around them like miniature stars, and dealing damage to any who come close for a hand-to-hand combat attack.
- Type: Construct
- Range: Inter-Planetary
- Mana Cost: 5

Birdspeak - The astromancer can speak and understand the language of birds. However, this does not force birds to talk to said-caster or answer their questions. Cunning birds may even lie or demand favors in return for their knowledge. A bird's opinion of the wizard will be based on the way they appear and act. The wizard does, however, because of this spell, gain insight into the customs and behavior of birds, understanding, for example, why a flock of birds is behaving in some particular way, or why a nest might have been abandoned.
- Type: Voice
- Range: Self
- Mana Cost: 5

The Cerulean Shield - A crackling shield of magical energy forms upon the wizard's left arm. The shield automatically negates any damage from normal weapons, and with additional defense, but not complete negation, when hit by magical weapons. In addition, anyone who strikes the Cerulean Shield with a metal weapon will suffer electrocution. If any blow (physical or magical) causes actual damage to the wizard, the Cerulean Shield is instantly dispelled.
- Type: Construct
- Range: Self
- Mana Cost: 8

Chain Lightning - Lightning bursts from the wizard's hands and arcs across the battlefield, leaping from foe to foe with crackling fury.
- Type: Elemental
- Range: Inter-Planetary
- Mana Cost: 12

Clear Sky - Clears a single cloud from the sky, or, in the event of a completely overcast sky, clears all areas present in the casters line of sight. Clouds continue to blow and form naturally in the aftermath of this spell, so the time the caster has an uninterrupted view of the sky above depends on the weather. When cast in the rain, this spell also stops precipitation, though it is hard to stop precipitation over a point on the ground, as the winds drive falling rain in ways that are difficult to perceive and predict.
- Type: Area Alteration
- Range: Inter-Planetary
- Mana Cost: 21

Crystal Charioteer - A gigantic crystal ball envelops and imprisons a single individual within at least 24 yards. The ball immediately carries the victim between two and twelve yards (or more) in a direction nominated by the caster and continuously carries them in that direction until the spell can be broken. If the victim can break free of the ball, it shatters with a ringing sound, breaking into millions of tiny fragments that melt away into nothing in a few seconds.
- Type: Construct
- Range: Inter-Planetary
- Mana Cost: 20

Curse - Curses one opponent within the immediate area. For the next twenty-four hours, the target suffers a greater chance at failure in all endeavors, and is more susceptible to harm. A target person can only be the subject of one curse at a time.
- Type: Hex
- Range: Inter-Planetary
- Mana Cost: 15

- Vampire: You are a vampire, a creature of the night who feeds on blood. +5 to all stats, Negates piety attribute, negates fertility, +50 health, +20 personal combat skill, +10 mana

- Von Carstein: You are part of the Von Carstein bloodline. +3 to intrigue and diplomacy, +1 to stewardship

- Paranoid: The time spent hiding and escaping the witch hunters has left their mark on you. -1 Diplomacy, +2 Intrigue

- Magician: you are a magician, a being who was born with the ability to control the winds of magic. +3 magic

- Architect: You architected and build what may be one of the greatest works in history when not even wanting the result. +1 Martial, +2 Stewardship, +20 Bonus to armies you are leading in sieges

- Socializer: Your very presence attracts everyone to you, making them listen to your every word with the utmost attention. +3 Diplomacy

- Mystic: In your studies involving the magical arts you have come thought a unique understanding of it. +1 Stewardship, +2 learning, +5 magic

- Scholar: You have learned great things in your life, but why stop? Knowledge is power, after all. +3 learning, +4 Magic

- Strategist: You are a natural strategist, making plans that seem incredible to others but to you are simply average. +2 Martial, +1 Stewardship, +20 Bonus to armies, you are leading in defense rolls.

- Brilliant Strategist: You are among the most Brilliant Strategists and Tacticians in the world. +9 Martial, +2 Stewardship, +2 Intrigue, +0.5 Health, +20 Personal Combat Skill

- Administrator: Your skill in administration of resources is among the greatest in the world. +3 Stewardship

- Master Schemer: In the matters of schemes, you are their master. +3 intrigue

- Game Master: Everything is a game and you are the master of the game. +2 to all attributes except magic, health and personal combat

- Legendary Swordsman: You are amongst the most skilled swordsman in the world. +4 martial, +20 Personal combat Skill when wielding a sword

- Legendary Fighter: You are amongst the most skilled fighters in the world. +5 martial, +20 personal combat skill

- Grey Eminence: You are among the most brilliant and dangerous diplomats in the world. +9 diplomacy, +2 intrigue, +2 learning

- Touched By Fortune: You are considered being touched by fortune, as this is the only way everyone can explain the success of your actions. +9 Stewardship, +2 martial, +2 Intrigue

- Elusive Shadow: You are elusive as a shadow to both foe and ally alike. +9 Intrigue, +2 diplomacy, +2 martial, +16 personal combat skill

- Genius: You are amongst the various geniuses of the world, having learned incredible things with no type of outside help. +5 to all attributes, +10 personal combat skill

- Minor God: You are a minor god capable of destroying entire worlds, but your journey is still not done. +30 to all attributes, +100 to Mana, +150 Health, +100 Personal Combat Skill

- Father of The Night: You have an uncanny ability in the matters of diplomacy involving the aristocracy of the night. +5 Diplomacy in diplomatic actions with vampires

- Ambitious: You possess a grand ambition to see your enemies destroyed and conquer or assimilate new lands under your control. +2 To all attributes, +3 To Personal Combat.

- Father of Dragons: 'There he saw a mighty dragon who seemed to change color as he blinked but never in appearance, he was surrounded by dozens of other dragons of various colors and appearances and he looked at them like a father would his very own children'. +5 Diplomacy with dragons, Draconic Transformation

- Strong: You have the might of dragons running through your body. +1 Diplomacy, +2 Martial, +10 Personal Combat Skill, +1 Health

- Greedy: The greed of all dragons that exist and will exist has affected your mind, turning you into someone who is naturally greedy to what others have, though you can control this to various degrees. -1 Diplomacy

- Proud: You are a proud being, for it is the pride of dragons that courses through your veins. You have accomplished so much. Why shouldn't you be proud? +1 Martial

Broken Runeblade

Rusted (?) Magical Blade of Aenarion

The Sword of Darkness (Equipped):
- Damage - 7d10 health points
- Grants +10 to martial, +8 to magic, and +100 to personal combat skill
- Special Effects: The Last Breath, a target hit by this, will start having their air flow stopped by the sword's magic. A high level curse break can break the effect. -20 to combat rolls for an enemy hit by the blade. Formless Attacker can hit spiritual or formless enemies.

Ebon Battlegear of Dracul (Equipped)
- Description: A complete set of armor made by the dark god Dracul, also known as Aleksander, made using the fire of an Emperor Fire Dragon and his own divine energy. It grows in power with its master. No mortal weapons can even scratch it.
- Special Effect: Divine Item (Can only be destroyed by Divine Weapons or Attacks)
 
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Mechanics
Attributes: The attributes will be divided like this:

Health
Diplomacy
Martial
Stewardship
Intrigue
Learning
???: other attributes that may arise given the setting or other things

Attribute level: The levels of the attributes will be like this (unless l change them):
-5 to -1 Terrible (-10)
0 to 4 Below Average (-5)
5 to 9 Average (+0)
10 to 14 Above Average (+5)
15 to 20 Skilled | Peak Human (+10)
21 to 24 Exceptional (+15)
25 to 29 Great (+19)
30 to 35 Edge of Mortal Capacity (+21)
36 to 39 Low-Superhuman (+25)
40 to 44 High-Superhuman (+29)
45 to 49 Legendary (+31)
50 to 59+ Mythical (+35)

Turns: Each turn will be one year in time (unless I change that).

Critical success and failures: 95 to 100 will be the critical rolls and 1 to 3 will be critical failures.

Combat: Combat will be the roll plus the personal combat skill of you and your enemy have. If either side manages to reduce the health of the other to zero they win.

Actions: Okay so actions will be the roll plus the bonuses of your attributes, martial actions have your martial attribute, same with your learning, Intrigue, etc.
 
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Realm
Population:
- Humans: 13,990,000
- Vampires: 235 Vampires (100 Strigoi; 50 Lahmian; 85 Necrach)

Population Growth Per Turn:
- Humans: 1,190,000

Population Status:
- Humans: No Problems
- Vampires: No Problems

Reputation Among Population:
- Humans: God
- Vampires: Savior/Admiration/Near Worship

Food In Storage: 389,200
Food Being Consumed: 13,990
Food Being Generated: 400,390

Blood in Storage: 19,734
Blood Being Consumed: 23
Blood Being Generated: 9,900

Infrastructure Level:
- Northern Wallachia: Low (High in Mousilion)
- Southern Wallachia: Low

Infrastructure Income: 580,225
Infrastructure Expenses: 13,584

Wallachia:
- Northern Wallachia: Mousilion (Capital), Lyonesse, Artois, Gisoreux, and Couronne
- Southern Wallachia: Quenelles, Bastonne, Montfort, Aquitaine, Borderlaux, Brionne, Parravon, and Carcassonne.

Undead: 67,641,098 Skeletons, 62,262,490 Zombies, 45,810,630 Grave Guard, 43,243,750 Black Knights, 950 Undead Giants.

Dark Beasts: 467,250 Fell Bats, 467,350 Dire wolves, 262,500 Vargheists, 264,000 Varghulfs, 401,250 Crypt Ghouls, 378,750 Crypt Horrors, 890 Terrorgheists.

Hero Units: Bahamut, Nidhogg, Dragoth, Drakon, Galrkrond, Fafnir, Druk.

Dragons: 50,000 Fire Dragons, 700 Doom Fire Dragons, 50,000 Storm Dragons, 700 Great Storm Dragons, 70,000 Forest Dragons, 500 Venom Dragons, 50,000 Magma Dragons, 45,000 Frost Dragons, 600 Ice Dragons, 60,000 Carmine Dragons, 45,000 Merwyrms, 30,000 Pagowyrms, 30,000 Sciowyrms, 10,000 Sea Dragons, 800 Helldrakes, 800 Shard Dragons, 800 Toad Dragons, 15,000 Celestial Dragons.

Human Forces: 50,000 Swordsmen

Magical Forces: 105 Necromancers, 2 Fire Wizards, 1 Metal Wizard, 1 Heaven Wizard, 1 Beast Wizard, 1 Shadow Wizard.
 
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Turn 1
The year is 2053 by The Imperial Calendar

You are Aleksander Von Carstein, if the name did not give it away you are a vampire, a newly transformed one to be exact, you are currently located at the county of Mousilion the home of the Red Duke, thought you did not know where he was but you definitely knew that he isn't he would sensed you or one of his servants would have reported your existence to him. But putting that aside for now, you situation is quite precarious at the moment you have no lands, no armies, but you have some funds.

+10,000 gold coins

Your story has just begun.


[] Learn Tactics and Strategies: You have feeling you gonna have the learn this subject and fast. DC 50
- Rewards: Depends on roll

[] Learn The Way of The Blade: You do not know any form whatsoever of combat with weapons much less a sword, but at least you could try. DC 30
- Rewards: Depends on Roll

[] Gather The Undead: The undead are currently leaderless but this will certainly not last forever. DC 50
- Rewards: Gains undead army, new options.

[] Talk with the locals (humans): Surprisingly enough there is humans in here, maybe it could be useful to foster good relations with these mortals. DC 20
- Rewards: Meet the locals, new options

[] Learn The Art of Diplomacy: while you certainly can hold your ground in a debate, learning more is never bad. DC 30
- Rewards: Depends on roll.

[] Learn Statecraft: If you ever hold a kingdom then you must know how to manage one. DC 10
- Rewards: Depends on roll

[] Build a secret hideout: Having a secret hideout will surely come in hand. Stewardship DC 30; Intrigue DC 40
- Costs: 50 Gold Coins
- Rewards: Gains a secret hideout.

[] Learn Subterfuge: Being more cunning and cautious is never a detriment in your mind. DC 30
- Rewards: Depends on Roll

[] Hear the rumours of passing merchants: It seems that – heavily guarded – merchants pass through Mousilion and bring with them news of Brettonia. DC 5
- Rewards: Unlocks Brettonia rumour mill

[] 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 in the moment. DC 30
- 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 20
- Rewards: New vampiric spell

[] Learn Shadow Magic: Ulgu the lore of shadows is perhaps the most dangerous magic in the world after all how can you fight agaisnt your own shadow. DC 50
- Rewards: Learns Lore of Shadows

Finances: 10,000 gold coins
Income: 0
Expenses: 0
 
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Turn 1 Results
[X] Plan Newbie Vamp
- [X] Gather The Undead
- [X] Talk with the locals (humans)
- [X] Build a Secret Hideout
- [X] Hear The Rumours of Passing Merchants
- [X] Practice your vampire of magic

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

2053 by The Imperial Calendar

[X] Gather The Undead: The undead are currently leaderless but this will certainly not last forever. DC 50
- Roll: 1d100= 54 + 15 (Martial) = 69 Success

You manage to gather a suitable host of undead but there are still many undead left in the lands of Mousilion, but at least you know you now own a few thousand of them.
Rewards: Gains 5,000 Skeletons and 3,000 Zombies

[X] Talk with the locals (humans): Surprisingly enough there is humans in here, maybe it could be useful to foster good relations with these mortals. DC 20
- Roll: 1d100= 11 + 17 (Diplomacy) = 28 Success

From your talks with humans, you now know that their situation is bad, like really bad. They are starving and being picked own by the undead and other creatures that resides on their home, and since Brettonia has made no efforts to help well let's just say they are very angry at the lords of Brettonia for not even attempting to help. The merchants do not trade for they literally have nothing to offer. The majority of the villages are either destroyed with no survivors or are in the path towards that destiny, if this continues there will be no more humans in Mousilion only the undead or other types of creatures.

[X] Build a secret hideout: Having a secret hideout will surely come in hand. Stewardship DC 30; Intrigue DC 40.
Cost: 50 Gold Coins
- Stewardship Roll: 1d100= 98 + 16 (Stewardship) = 113 Critical Success
- Second Stewardship Roll: 1d100= 65 + 16 (Stewardship) = 85
- Final Stewardship Result = 196
- Intrigue Roll: 1d100= 75 + 20 = 105 Critical Success
- Second Intrigue Roll: 1d100= 16 + 20 (Intrigue) = 36
- Final Intrigue Result = 141

Okay you may have exaggerated a bit. After you bought the materials from the merchants, you went on and searched a place to build your hideout, you ended finding a empty cave you put your new undead servants to work one thing led to another and now you have an entire underground complex which can not only house not only you but your army as well and it can still be expanded, of course there are multiple hidden passages to act as hidden places for your servants in case the complex is invaded and for you to escape in a last resort. The walls and supports were sculpted with efficiency in mind, there is no light in here as well as you and your servants do not need light to see, these are the initial components of your new home, more will certainly be added in the future.

The best part is that no one knows that this cavern – now a complex – even existed. Now what to name it for surely this achievement of yours must have a worthy name.

[] Write-in name

Rewards: Gain underground complex, new options. Gain Trait: Architect: You Architected and build what may be one of greatest works in history when not even wanting the result. +1 Martial, +2 Stewardship, +20 Bonus to armies in sieges

[X] Hear the rumours of passing merchants: It seems that – heavily guarded – merchants pass through Mousilion and bring with them news of Brettonia. DC 5
- Roll: 1d100= 44 + 20 (Intrigue) = 64 Success

Okay so Brettonia leader's are now officially insane.

Rewards: Brettonia rumour mill unlocked.

[X] 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: 1d100= 29 + 15 (Learning) = 44 Success

You cannot describe the feeling that is using magic the closest analogy you can get is moving an invisible limb of yours, only those who wield magic can understand the feeling.

Now apart from that you discover a new spell when notice that a wind current suddenly formed out of nowhere growing more strongly with each time that passes, you immediately cut the flow of magic and the wind ceases to be.

Rewards: Gains Vampiric spell Wind of Death, +1 to magic attribute.

Finances: 9,950 gold coins
Income: 0
Expenses: 0
 
Turn 1 Rumor Mill
Gm note: the name of your new base shall now be The Mousilion Rose.

Brettonia:

New Errantry War: The king of Brettonia has a declared a new errantry war against a new horde of beastmen which was ravaging parts of Brettonia, he leads a massive army of knights and men at arms towards the location of the beastmen horde this has also taken all but a minority of Brettonia leaving it almost completely defenseless.

New Orc Horde: News from the empire come that a new orc horde is coming through the black fire pass, emperors have declared temporary peace to combat this threat and already marching their respective armies towards the black fire pass.

The Lady is Silent: The lady of the lake, the deity of the Brettonians (wel of the nobles, the peasants pay lip service to her) is silent she no more contacts and empowers her champions, the nobles are distressed about this.

Dark Elves Raid: Dark elves take advantage of the token defenses in the cost of Brittonia and raid with impunity.
 
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Turn 2
The Year is 2054 by The Imperial Calendar

You are Aleksander Von Carstein and you are happy with your current situation, you have The Mousilion Rose a underground complex which may be considered one of the greatest works in history and you have discovered that the armies of Brettonia have left.

But you are not optimistic or arrogant enough to think that everything will now go perfectly, you will just have move on and see what happens.

Choose one:

[] Gather The Undead: While you have gathered thousands of undead there are still thousands more out there in the darkness of Mousilion. DC 40
Rewards: Gains Undead Army

[] Help The Humans: Protecting the humans against the undead will definitely foster good relations with, you will act as guardian protecting them against the undead threat. DC 40
Rewards: The humans will see you as a guardian, all actions involving humans will have the DC reduced.

[] Build Corpse Pile: A corpse pile is where the garrison force will stay acting immobile until a enemy invades your home. DC 15
Cost: 100
Rewards: +5 to defense of the rose.

Choose One

[] Organize talks with the merchants: The merchants may prove themselves trade partners. DC 50
Rewards: 100+5d100 gold

[] Talk with the human leaders: Talk with the leaders of the surviving villages to foster relations. DC 45
Rewards: Establish official relations with the humans.

Choose one

[] Cemetery: Building cemetary to store dead corpses to resurrect them as either a last line of defense in case the rose is is being invaded or to gather more basic undead troops, they also attract the basic undead giving them a feeling of home to them. DC 20
Cost: 100
Expenses: 150
Rewards: Gains Cemetary, can now recruit base undead units (Zombies and Skeletons).

[] Scout The Rose for minerals: You build your fortress under the ground surely there must be some types of minerals. DC 35
Rewards: Discovers if there are any type of minerals and metals, new options.

Choose one

[] Create a spy network: Creating a spy network will be greatly needed if you maintain your existence a secret and also learn whatever dirt secrets the Brettonians hide. DC 55
Rewards: Gains spy network, many new options

[] Create Strife: This Land already have a fair amount of strife add more and there will be only chaos and destruction leaving you to take over the remains. DC 28
Rewards: Mousilion is thrown into more chaos and strife easy pickings for you or someone else to conquer.

Choose one

[] Bond of Bones: When added to the traditional summoning rituals, Magic becomes much stronger when seeking out skeletal remains. DC 56
Rewards: Recruitment Cost For Skeleton Troops (when you can do that) goes down by 10%.

[] Bond of Flesh: Acting the same way as The Bond of Bones the magic used in the act of the traditional necromantic rituals when seeking the flesh of the deceased. DC 54
Rewards: Recruitment cost for zombie troops (when you can do that) goes down by 10%

Choose one

[] Learn Tactics and Strategies: You have feeling you gonna have the learn this subject and fast. DC 50
- Rewards: Depends on roll

[] Learn The Way of The Blade: You do not know any form whatsoever of combat with weapons much less a sword, but at least you could try. DC 30
- Rewards: Depends on Roll

[] Learn The Art of Diplomacy: while you certainly can hold your ground in a debate, learning more is never bad. DC 30
- Rewards: Depends on roll.

[] Learn Statecraft: If you ever hold a kingdom then you must know how to manage one. DC 10
- Rewards: Depends on roll

[] Learn Subterfuge: Being more cunning and cautious is never a detriment in your mind. DC 30
- Rewards: Depends on Roll

[] 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 in the moment. DC 30
- 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 20
- Rewards: New vampiric spell

[] Learn Shadow Magic: Ulgu the lore of shadows is perhaps the most dangerous magic in the world after all how can you fight agaisnt your own shadow. DC 50
- Rewards: Learns Lore of Shadows



Finances: 9,950
Income: 0
Expenses: 0
 
Turn 2 Results
[X] Plan Raising Cattle
- [X] Help The Humans
- [X] Talk with the human leaders
- [X] Cemetery
- [X] Create a spy network
- [X] Bond of Bones
- [X] Practice Your Light Magic


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

The Year is 2054 by The Imperial Calendar


Help The Humans: Protecting the humans against the undead will definitely foster good relations with, you will act as guardian protecting them against the undead threat. DC 40
- Roll: 1d100= 40 + 16 (Martial) = 56 Success

You protect the humans against the undead, and they now revere you for it they situation was already so bleak and then out of nowhere comes a guardian who protects of course humans still die you cannot stop all of the undead but the losses are minimal and most importantly of this act of yours, you now definitely have a spot in the hearts of the villagers.

Rewards: You now have the respect and love of the humans of Mousilion (well the surviving ones at least)

Talk with the human leaders: Talk with the leaders of the surviving villages to foster relations. DC 45 35
- Roll: 1d100= 95 + 17 (Diplomacy) = 112 Critical Success
- Second Roll: 1d100= 75 + 17 (Diplomacy) = 92
- Final Result: 204

Okay you do not know if its because of your actions or because you are just that good, when you went to speak with the leaders after revealing you were the shadow protector of the last human villages on Mousilion.

One thing led to another, and now you are the most loved being in all Mousilion much to your amusement they have also pledged their loyalty towards you, so now you own the last remnants of Mousilion. Does that mean that mean you are now the Duke of Mousilion? According to the villagers and yourself, yes yes you are.

Rewards: Gain Title Duke of Mousilion and complete control of the humans and – technically – the rest of Mousilion. Gain Trait: Socializer: You very presence attracts everyone to you making them listen to your every word with utmost attention +3 Diplomacy.

Cemetery: Building a cemetery to store dead corpses to resurrect them as either a last line of defense in case the rose is is being invaded or to gather more basic undead troops, they also attract the basic undead giving a feeling of home to them. DC 20
Cost: 100
Expenses: 150
- Roll: 1d100= 19 + 18 (Stewardship) = 37 Success

The cemetary was build and you can feel the undead coming towards the locationof it inside your fortress with this you can now bind these undead to you in the safety of your fortress.

Rewards: Cemetery build can now recruit basic undead units (Skeletons and zombies).

Create a spy network: Creating a spy network will be greatly needed if you maintain your existence a secret and also learn whatever dirt secrets the Brettonians hide. DC 55
- Roll: 1d100= 36 + 20 (Intrigue) = 56 Success

You manage to create a spy network centered around Mousilion, you have eyes and years in every place of the Duchy where there is life which is to say the villages of the humans.

Rewards: Gain Spy network in Mousilion.

Bond of Bones: When added to the traditional summoning rituals, Magic becomes much stronger when seeking out skeletal remains. DC 56
- Roll: 1d100= 99 + 15 (Learning) = 114 Critical Success
- Second Roll: 1d100= 33 + 15 (Learning) = 48
- Final Result: 162

While you were researching the bond of bones you came thought a breakthrough that not only allowed you to finish it but to gain an unique insight into magic this new understanding of the magical led to your own magic growing stronger than before.

Rewards: Recruitment of Skeleton Troops now cost 10% less. Gains Trait: Mystic: In your studies involving the magical arts you have come thought a unique understanding of it +1 Stewardship +2 learning +5 magic.

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 in the moment. DC 30
- Roll:1d100= 77 + 15 (Learning) = 92 Success

You achieved a spell of hysh the lore of light when you extended your hand and what looked wide distorted lance exited it, as undead being proving that the vampires can use the lore of light and the preachings of everyone including the fucking witch hunters about the wind of light are false, it is not some kind holy power or something like that it is the manipulation of light.

Surface to say you are quite pleased with yourself for this act.

Rewards: Gains Light Spell: Lance of Light. Gets to the see the faces of everyone when you wield a light spell as an undead.



Finances: 9,850 Gold
Income: 0
Expenses: 150 Gold
 
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Turn 2 Rumor Mill
Brettonia:

- Bloody Battle: The host that marched against the beastmen suffered high casualties in the first major battle of the war, thousands died including many nobles, there are those who wish to go back to Brettonia but the king and his circle of confidantes still call for the Errantry to continue.

- The Fay Enchantress Warning: The Fay Enchantress came to Brittonia with a warning, she spoke of a shadow which left alone will grow to devour the whole of Brettonia, though she admits that she does not know what this shadow is or where it is located.

- Norscan Raiders: There have been sightings of the dammned vessels of the Norscans, tribes that worship the dark gods of chaos and now they raid the cost of Brettonia, there is nothing the token force can do to stop them as they were still dealing with the dark elves and now the Norscans.

- The Green Knight Appears: The mysterious green knight has been seen across the cost of Brettonia helping the defenders against both the dark elves and the norscan raiders vanishing as soon as the enemy either retreats or is destroyed.

- Empire Beats Back The Orc Horde: The Empire('s) managed to beat back the orc horde that threatened to pass through the black fire pass after a period of inaction among them, then after that the hostilities returned.

- Chaos Cults Rise: As an after effect of the recent norscan raids there has been a rise in chaos cults, witch hunter organizations are coming towards Brettonia to deal with the issue.
 
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