Turn 3
- Location
- Castlevania
The Year is 2055 By The Imperial Calendar
You are Aleksander Von Carstein and you have done much in the remaining past two years, you now rule over the duchy of Mousillion while is definitely no great duchy it will certainly be one after you are done it but first there are many projects that must be addressed for that to be realized.
Treasury: 9,700
Income: 0
Expenses: 150
You are Aleksander Von Carstein and you have done much in the remaining past two years, you now rule over the duchy of Mousillion while is definitely no great duchy it will certainly be one after you are done it but first there are many projects that must be addressed for that to be realized.
Choose One
[] Gather The Undead of Mousilion: While you have gathered thousands of undead there are still thousands more out there in the darkness of Mousilion, and as its ruler it is only natural for they serve you in death while they could not in life. DC 40
Rewards: Gains Undead Army
[] Build Corpse Pile: A Corpse pile will add a layer of defence to your capital against invaders. DC 15
Cost: 100
Time: 1 Turn
Rewards: +5 defense to the Rose
[] Train the militia: The militia are poorly trained men and women who only knows the basics of the basics training them is not only needed but necessary. DC 20
Cost: 50
Time: 2 Turns
Rewards: Militia gains a +10 bonus
[] Recruit Undead (Write-in number): The undead of Mousilion take residence in the cemetery you recently build inside your underground complex providing new recruits for your army. DC 5
Costs: Skeletons 30 gold; Zombies 100 gold
Time: 1 Turn
Rewards: Recruit new undead.
[] Gather The Undead of Mousilion: While you have gathered thousands of undead there are still thousands more out there in the darkness of Mousilion, and as its ruler it is only natural for they serve you in death while they could not in life. DC 40
Rewards: Gains Undead Army
[] Build Corpse Pile: A Corpse pile will add a layer of defence to your capital against invaders. DC 15
Cost: 100
Time: 1 Turn
Rewards: +5 defense to the Rose
[] Train the militia: The militia are poorly trained men and women who only knows the basics of the basics training them is not only needed but necessary. DC 20
Cost: 50
Time: 2 Turns
Rewards: Militia gains a +10 bonus
[] Recruit Undead (Write-in number): The undead of Mousilion take residence in the cemetery you recently build inside your underground complex providing new recruits for your army. DC 5
Costs: Skeletons 30 gold; Zombies 100 gold
Time: 1 Turn
Rewards: Recruit new undead.
Choose One
[] Organize talks with the merchants: The merchants may prove themselves trade partners. DC 50
Cost: 0
Time: 1 Turn
Rewards: 100+5d100 gold
[] Show your true nature to the humans: While certainly not a good idea whatsoever you can't keep your true nature a secret forever. DC 60
Cost: 0
Time: 1 Turn
Rewards: Humans of Mousilion now know that you are an vampire.
[] Talk with the necromancers: Your spies recently reported to you that a cabal of necromancers has recently arrived in your duchy contacting them would be wise. DC 45
Cost: 0
Time: 1 Turn
Rewards: Contact established with cabal of necromancers.
[] Start a propaganda campaign: Start a propaganda campaign to favor vampires in a better light. DC 85
Cost: 50
Time: 3 Turns
Rewards: Humans now see vampires in a better perspective.
[] Organize talks with the merchants: The merchants may prove themselves trade partners. DC 50
Cost: 0
Time: 1 Turn
Rewards: 100+5d100 gold
[] Show your true nature to the humans: While certainly not a good idea whatsoever you can't keep your true nature a secret forever. DC 60
Cost: 0
Time: 1 Turn
Rewards: Humans of Mousilion now know that you are an vampire.
[] Talk with the necromancers: Your spies recently reported to you that a cabal of necromancers has recently arrived in your duchy contacting them would be wise. DC 45
Cost: 0
Time: 1 Turn
Rewards: Contact established with cabal of necromancers.
[] Start a propaganda campaign: Start a propaganda campaign to favor vampires in a better light. DC 85
Cost: 50
Time: 3 Turns
Rewards: Humans now see vampires in a better perspective.
Choose One
[] Rebuild The Villages: The villages are pretty awful and you even saw some houses breaking down, rebuilding their entire infrastructure from the ground up is needed. DC 45
Cost 500
Time: 1 Turn
Expenses: 200
Rewards: Villages Rebuild into corrupted villages. Population Happy
[] Cursed Fields: Is not really cursed in any way everyone just named that way, these fields use magic to rapidly grow the crops needed to the humans generating a good amount of food in low amounts of time. DC 30
Cost: 500
Time: 1 Turn
Expenses: 100
Rewards: +100 Income. +90 Food Income.
[] Forester's Shack: There is a surprising amount of forests around Mousilion, setting up forester's arround them would definitely help with the growing economy.
Cost: 600
Time: 1 Turn
Expenses: 100
Rewards: +100 Income
[] Vampire Crypt: By the construction of the crypt your moments of rest are easier and much more faster, allowing you to realize much more. DC 25
Cost: 1,000
Time: 1 Turn
Rewards: +2 Actions in everything else.
[] Hills: The hills of Mousilion are said to have rich mineral wealth, you need to see if that is true. DC 10
Cost: 0
Time: 1 Turn
Rewards: Mineral survey of the hills
[] The Underground: You build your capital deep underground surely there must be some mineral veins down there. DC 10
Cost: 0
Time: 1 Turn
Rewards: Mineral Survey of your portion of the underground.
[] Rebuild The Villages: The villages are pretty awful and you even saw some houses breaking down, rebuilding their entire infrastructure from the ground up is needed. DC 45
Cost 500
Time: 1 Turn
Expenses: 200
Rewards: Villages Rebuild into corrupted villages. Population Happy
[] Cursed Fields: Is not really cursed in any way everyone just named that way, these fields use magic to rapidly grow the crops needed to the humans generating a good amount of food in low amounts of time. DC 30
Cost: 500
Time: 1 Turn
Expenses: 100
Rewards: +100 Income. +90 Food Income.
[] Forester's Shack: There is a surprising amount of forests around Mousilion, setting up forester's arround them would definitely help with the growing economy.
Cost: 600
Time: 1 Turn
Expenses: 100
Rewards: +100 Income
[] Vampire Crypt: By the construction of the crypt your moments of rest are easier and much more faster, allowing you to realize much more. DC 25
Cost: 1,000
Time: 1 Turn
Rewards: +2 Actions in everything else.
[] Hills: The hills of Mousilion are said to have rich mineral wealth, you need to see if that is true. DC 10
Cost: 0
Time: 1 Turn
Rewards: Mineral survey of the hills
[] The Underground: You build your capital deep underground surely there must be some mineral veins down there. DC 10
Cost: 0
Time: 1 Turn
Rewards: Mineral Survey of your portion of the underground.
Choose One
[] Expand Spy Network: Expanding your spy network will be useful in the long run, also because you want to know whatever dirty secrets the nobles are hiding. DC 39
Cost: 0
Time: 1 Turn
Rewards: Spy Network Expanded.
[] Create Strife in Lynesse: Lynesse has the the rest of the lands of Mousilion your lands and with their armies and nobles out you are sure you can create some sort of chaos and strife. DC 49
Cost: 0
Time: 1 Turn
Rewards: Strife in Lynesse
[] Divert the Witch hunters from Mousilion: As much as would you want to to rip apart these mortals limb by limb you know you must maintain secrecy about your existence and the changes of Mousilion the best you can. DC 55
Cost: 0
Time: 1 Turn
Rewards: Witch Hunters do not come towards Mousilion.
[] Expand Spy Network: Expanding your spy network will be useful in the long run, also because you want to know whatever dirty secrets the nobles are hiding. DC 39
Cost: 0
Time: 1 Turn
Rewards: Spy Network Expanded.
[] Create Strife in Lynesse: Lynesse has the the rest of the lands of Mousilion your lands and with their armies and nobles out you are sure you can create some sort of chaos and strife. DC 49
Cost: 0
Time: 1 Turn
Rewards: Strife in Lynesse
[] Divert the Witch hunters from Mousilion: As much as would you want to to rip apart these mortals limb by limb you know you must maintain secrecy about your existence and the changes of Mousilion the best you can. DC 55
Cost: 0
Time: 1 Turn
Rewards: Witch Hunters do not come towards Mousilion.
Choose One
[] 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
Cost: 0
Time: 1 Turn
Rewards: Recruitment cost for zombie troops goes down by 10%
[] Distribute grave gift: There are warriors who are buried with their armor, with this magic the caster makes the armor cling to their bones when they are raised from the dead. DC 49
Cost: 0
Time: 1 Turn
Rewards: Skeleton Troops gain +5 to combat rolls.
[] Unnatural Strength: The skeleton troops do not possess the strength and weakness of flesh, with this spell the caster makes so that they have an unnatural form of strength. DC 35
Costs: 0
Time: 1 Turn
Rewards: Skeleton troops gain +5 to combat rolls
[] Risen Champions: Summoning long-lost warriors to join your shambling dead boosts the yearning hordes' capable champions. This ensures that martial prowess, as well as numbers, can bring about victory. DC 40
Cost: 0
Time: 2 Turns
Rewards: Skeleton and Zombie troops gain +10 to combat rolls.
[] 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
Cost: 0
Time: 1 Turn
Rewards: Recruitment cost for zombie troops goes down by 10%
[] Distribute grave gift: There are warriors who are buried with their armor, with this magic the caster makes the armor cling to their bones when they are raised from the dead. DC 49
Cost: 0
Time: 1 Turn
Rewards: Skeleton Troops gain +5 to combat rolls.
[] Unnatural Strength: The skeleton troops do not possess the strength and weakness of flesh, with this spell the caster makes so that they have an unnatural form of strength. DC 35
Costs: 0
Time: 1 Turn
Rewards: Skeleton troops gain +5 to combat rolls
[] Risen Champions: Summoning long-lost warriors to join your shambling dead boosts the yearning hordes' capable champions. This ensures that martial prowess, as well as numbers, can bring about victory. DC 40
Cost: 0
Time: 2 Turns
Rewards: Skeleton and Zombie troops gain +10 to combat rolls.
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: Now that you hold a duchy you must learn how to run 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
[] 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: Now that you hold a duchy you must learn how to run 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
Treasury: 9,700
Income: 0
Expenses: 150