Turn 3
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.

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.

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.

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.

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.

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.

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

Treasury: 9,700
Income: 0
Expenses: 150
 
Turn 3 Results
[X] Plan: All of Mousillon's Men
- [X] Train the militia
- [X] Talk with the necromancers
- [X] Vampire Crypt
- [X] Divert the Witch hunters from Mousillon
- [X] Unnatural Strength
- [X] Learn Statecraft

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

The Year is 2055 By The Imperial Calendar

Train the militia: The militias 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
Expenses Until Finished: 50
- Roll: 1d100= 34 + 16 (Martial) = 50

The training begins with the Militia learning what is needed in troops, formations, how to handle weapons, etc. Finishes in one turn

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
- Roll: 1d100= 51 + 20 (Diplomacy) = 71 Success

You met with the cabal of necromancers who has recently made a camp in the forest, you talk and they accept to join you. Their faces when you not only showed them your home and after that revealed that you were the new duke of Mousillon and is loved by the peasants was just priceless.

Rewards: Gain 5 necromancers, DC to martial, and learning involving undead or necromancy is reduced.

Vampire Crypt: By the construction of the crypt your moments of rest are easier and much faster, allowing you to realize much more. DC 25
Costs: 1,000
- Roll: 1d100= 18 + 19 (Stewardship) = 37 Success

You command and instruct your undead to build your crypt the place where you shall rest and recover after the construction is done you infuse it with dark magic now your moments of rest shall not only be much more pleasant but faster as well.

Rewards: +2 actions to everything.

Divert the Witch hunters from Mousillon: As much as would you want to rip apart these mortals limb by limb you know you must maintain secrecy about your existence and the changes of Mousillon the best you can. DC 55
- Roll: 36 + 20 (Intrigue) = 56 Success

Your spies manage to divert the witch hunters from Mousillon by doing a tactic many used before.

False Information.

The spies spread false information about the chaos cults in various provinces of Brettonia making them all forget about Mousillon and focus on the 'healthy' parts of Brettonia and not coming anywhere closer to Mousillon.

Rewards: Witch Hunters diverted from Mousillon they are now focused on the other parts of Brettonia.

Unnatural Strength: The skeleton troops do not possess the strength and weakness of the flesh, with this spell the caster makes so that they have an unnatural form of strength. DC 35
- Roll: 1d100= 89 + 17 (Learning) = 106 Critical Success
- Second Roll: 1d100= 37 + 17 (Learning) = 54
- Final Result: 160

When you are learning how to increase the strength of your skeleton troops you came across inspiration, you further studied the subject even after you finished with the spell, after all, you follow your own understanding of magic in taking a wider view of it.

Rewards: Skeleton troops gain +5 to combat rolls. Gain Trait: Scholar: You have learned great things in your life but why stop knowledge is power after all +3 learning, +4 Magic.

Learn Tactics and Strategies: You have feeling you gonna have the learn this subject and fast. DC 50
- Roll: 1d100= 100 + 16 (Martial) = 116 Critical Success
- Second Roll: 1d100 = 80 + 16 (Martial) = 96 Critical Success
- Third Roll: 25 + 16 (Martial) = 40
- Final Result: 252

When you start training your Tactics and Strategies, you didn't expect much. It seems that you are a military genius in the aspects of Tactics and Strategies, who would have thought?

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

Finances: 8,800 gold
Income: 0
Expenses: 200 gold
 
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Turn 3 Rumor Mill
Brettonia:

- Brettonia Victory: The Brettonians score a victory against the beastmen and suffer little in the way if casualties but are being constantly harassed by the beastmen, the war is now becoming longer than expected.

- Sylvania Stirs: Rumors comes from the empire('s) of a prelude of a new vampiric war, the men and women of the empire('s) now prepare for the second vampire war.

- Raids Intensify: The raids upon the coasts are intensifying, the green knight is now seen with much more frequency leading battles against the raiding forces and vanishing towards the next battle.

- Witch Hunters Arrive: The witch hunters and now they hunt the worshippers of chaos in every place of Brettonia thought they don't go towards the dreaded Mousillon. They shall be here for five whole years.
 
Turn 4
The Year is 2056 By The Imperial Calendar

You are Aleksander Von Carstein, and you have done much for yourself. You have just discovered that you have a military talent not seen in decades or perhaps even centuries, you also started to train the militia of the villages.

But there is still much to be done.

Choose 2

[] Gather The Undead of Mousillon: While you have gathered thousands of undead there are still thousands more out there in the darkness of Mousillon, and as its ruler, it is only natural for they serve you in death while they could not in life. DC 35
Cost: 0
Rewards: Gains Undead Army

[] Build Corpse Pile: A Corpse pile will add a layer of defense to your capital against invaders. DC 15
Cost: 100
Time: 1 Turn
Rewards: +5 defense to the Rose

[] Barrow: A powerful Necromancer or Vampire can call the long-dead back to serve him. Those buried in the Old World make excellent warriors - they fought in life and can do so again. No Zombies are found here for the flesh has long since rotted away, there is just dust, bones, and a willingness to fight again. DC 45
Cost: 200
Time: 2 Turns
Rewards: Can now recruit grave guard

[X] Train the militia: The militias 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: Finishes This Turn
Rewards: Militia gains a +10 bonus

[] Recruit Undead (Write-in number): The undead of Mousillon takes residence in the cemetery you recently build inside your underground complex providing new recruits for your army. DC 0
Costs: Skeletons 30 gold; Zombies 100 gold
Time: 1 Turn
Rewards: Recruit new undead.

Choose 3

[] 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 Mousillon now know that you are a vampire.

[] Start a propaganda campaign: Start a propaganda campaign to favor of vampires and magicians in a better light. DC 85
Cost: 50
Time: 3 Turns
Rewards: Humans now see vampires and magicians in a better perspective.

[] Magicians Arrive: Your spies reported to you that a group of magicians has entered Mousillon, contacting them now before they are persecuted by the masses would be wise. DC 20
Cost: 0
Time: 1 Turn
Rewards: Gain additional magical forces.

Choose 3

[] 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 Mousillon, setting up forester's around them would definitely help with the growing economy.
Cost: 600
Time: 1 Turn
Expenses: 100
Rewards: +100 Income

[] Forbidden Library: The forbidden library will not only be where all magical knowledge is stored and preserved but also the home section of your magical forces. DC 23
Costs: 500
Time: 2 Turns
Rewards: DC for learning actions go down. Magical Forces get a home section in the rose.

[] Hills: The hills of Mousillon are said to have rich mineral wealth, you need to see if that is true. DC 10
Cost: 0
Time: 1 Turn
Rewards: A 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 3

[] 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 rest of the lands of Mousillon 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

[] Search For Blackmail Material: The nobles definitely have some dirty they must hide from the public. DC 30
Cost: 0
Time: 2 Turns
Rewards: Blackmail material towards the 'Honourable' lords of Brettonia.

Choose 3

[] 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 45
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 40
Cost: 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 3

[] 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 against your own shadow. DC 50
Rewards: Learns Lore of Shadows.

Treasury: 8,500 gold
Income: 0
Expenses 200 gold
 
Turn 4 Results
[X] Plan: Night Terror
- [X] Build Corpse Pile
- [X] Barrow
- [X] Organize talks with the merchants
- [X] Magicians Arrive
- [X] Rebuild The Villages
- [X] Cursed Fields
- [X] Expand Spy Network
- [X] Create Strife in Lynesse
- [X] Bond of Flesh
- [X] Distribute grave gift
- [X] Risen Champions
- [X] Learn The Way of The Blade
- [X] Practice Your Light Magic
- [X] Practice your vampire magic

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

The Year is 2056 By The Imperial Calendar

Train the militia: The militias 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
-Roll: 1d100= 63 + 27 (Martial) = 93 Success

The Militia are now properly trained for their duties as an active defense force for the human villages.

Rewards: Militia gains +10 to combat rolls.

Build Corpse Pile: A Corpse pile will add a layer of defense to your capital against invaders. DC 15
Cost: 100
- Roll: 1d100= 42 + 27 (Martial) = 69 Success

Undead were bound and then sent towards newly made piles, thousands of zombies and Skeletons now defend your capital.

Rewards: The Mousillon Rose gains +5 to defensive rolls, garrison composed of 5,000 Skeletons and Zombies.

Barrow: A powerful Necromancer or Vampire can call the long-dead back to serve him. Those buried in the Old World make excellent warriors - they fought in life and can do so again. No Zombies are found here for the flesh has long since rotted away, there is just dust, bones, and a willingness to fight again. DC 45
Cost: 200
- Rolls: 1d100= 96 + 27 (Martial) = 123 Critical Success
- Second Roll: 1d100= 57 + 27 (Martial) = 84
- Final Result: 204

The Construction of the Barrows when along ahead of schedule finishing in only one month instead of the two months foreseen, this was mainly because of your administrative skills which saw the fast construction with no problems.

Rewards: Gains Barrows can now recruit grave guards. Gains Trait: Administrator: Your skill of administration of resources is among the greatest of the world +3 Stewardship.

Organize talks with the merchants: The merchants may prove themselves trade partners. DC 50
- Roll: 1d100= 100 + 20 (Diplomacy) = 120 Critical Success
- Second Roll: 1d100= 96 + 20 (Diplomacy) = 116 Critical Success
- Third Roll: 1d100= 53 + 20 (Diplomacy) = 73
- Final Result: 309
- Gold Roll: 5d100= [94, 69, 53, 45, 27] = 288

The talks went well, in fact, it went so well that not only you now have much more gold than you expected, but some merchants to settle down here this will definitely encourage internal trade among the population which is good.

Rewards: gain 20,288 gold, gain merchants which shall encourage internal trade amongst the human population.

Magicians Arrive: Your spies reported to you that a group of magicians has entered Mousillon, contacting them now before they are persecuted by the masses would be wise. DC 20
- Roll: 1d100= 73 + 20 (Diplomacy) = 93

You contact the magicians, they explain their situation to you, all of them are running from the main parts of Brettonia from, some lost friends or loved ones and now they simply want to run from all this persecution against them.

You accept all of them open arms, not only because of their powers but because you were in the same situation once in the past.

Rewards: gains 6 Magicians (1 Shadow, 2 Fire, 1 metal, 1 heaven, 1 beast).

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
Expenses: 200
- Roll: 1d100= 83 + 22 (Stewardship) = 103 Critical Success
- Second Roll: 1d100= 74 + 22 (Stewardship) = 96 Critical Success
- Third Roll: 1d100= 49 + 22 (Stewardship) = 71
- Final Result: 270

The reconstruction of the villages progress much faster than you thought, not only this but to pay you are paying back everything you promised to them and now they love, even more, the adoration they have for you borders on religious, you must admit you are curious how this will turn out in the future.

Rewards: Villages Rebuild, adoration on your borders on religion.

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
Expenses: 100
- Roll: 1d100= 27 + 22 (Stewardship) = 49 Success

The fields are created the villages now have a source of food and money as internal trade is being encouraged after a few merchants started to settle down in the village.

Rewards: +100 Income, +90 Food Income.

Forbidden Library: The forbidden library will not only be where all magical knowledge is stored and preserved but also the home section of your magical forces. DC 23
Costs: 500
- Roll: 1d100= 95 + 22 (Stewardship) = 117 Critical Success
- Second Roll: 1d100= 100 + 22 (Stewardship) = 122 Critical Success
- Third Roll: 1d100= 20 + 22 (Stewardship) = 42
- Final Result: 281

The construction of not only the magical section of your capital but the library itself was faster than you all thought would be, after this your magicians both the necromancers and newly arrived start writing books about their respective winds of magic you do same writing down everything you know about magic and putting it in the library.

Rewards: Learning DC is reduced, personal DC involving any type of magic is reduced.

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
- Roll: 1d100= 81 + 22 (Intrigue) = 103 Critical Success
- Second Roll: 1d100= 18 + 22 (Intrigue) = 40
- Final Result: 143

Okay, you might have cared yourself away when you were doing this, your spy network expanded beyond what you could have foreseen, in the whole of Brettonia there is no place where you do not have spies this includes the war which is currently being waged.

Rewards: Spy network expanded, intrigue DC reduced. Gains Trait: Master Schemer: In the matters of schemes, you are their master +3 intrigue. All Requirements Achieved: Gains Trait: Game Master: Everything is a game and you are the master of the game +2 to all attributes except magic, health and personal combat.

Create Strife in Lynesse: Lynesse has the rest of the lands of Mousillon your lands and with their armies and nobles out you are sure you can create some sort of chaos and strife. DC 49 29
- Roll: 1d100= 21 + 22 (Intrigue) = 43 Success

All sorts of strife and chaos went down on Lynesse, this impacted the defensive parts of the duchy with the defenders even temporarily losing some port cities, and there are talks of rebellion among the peasants.

Rewards: Strife and Chaos at Lynesse.

Search For Blackmail Material: The nobles definitely have some dirty they must hide from the public. DC 30 20
- Roll: 1d100= 59 + 22 (Intrigue) = 81 Success

Well, you discovered something really interesting, apparently, the duke of Bastonne has been secretly stealing resources of Borderlaux and Borderlux duke has been having an affair with the wife of the duke of Aquitaine and got her pregnant, unfortunately, the duke of Aquitaine has a trueborn son… you think.

Rewards: Blackmail Material.

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 45 35
- Roll: 1d100= 41 + 20 (Learning) = 61 Success

Using the notes left for your previous research you quickly found the necessary combinations for the spell to work, you can already see the improvement in your zombies.

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 40
Cost: 0
- Roll: 1d100= 42 + 20 (Learning) = 62 Success

The spell was finished and now your Skeletons grow stronger.

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
- Roll: 1d100= 56 + 20 (Learning) = 76 Success

The long lost now join your undead armies bringing their Martial prowess with them.

Rewards: Skeletons and Zombies gain +10 bonus to combat rolls.

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
- Roll: 1d100= 100 + 27 (martial) = 127
- Second Roll: 1d100= 89 + 27 (martial) = 116
- Third Roll: 1d100= 97 + 27 (martial) = 124
- Fourth Roll: 1d100= 8 + 27 (martial) = 35
- Final Result: 402

Well you are certainly impressed with yourself, not only are you apparently one of the most skilled fighters but you are also very skilled with a blade.

Rewards: Gains Trait: Legendary Swordsman: You are amongst the most skilled swordsman in the world +4 martial, +20 Personal combat Skill when wielding a sword. Gains Trait: Legendary Fighter: You are amongst the most skilled fighters in the world +5 martial, +20 personal combat skill.

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 20
- Roll: 1d100= 20 + 20 (learning) = 40 success

You achieve a new light spell when bolts of literal light exit your eyes. You write with down at the hysh section of your library.

Rewards: gain light spell: Shem's Burning Gaze. +1 magic.

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= 41 + 20 (learning) = 61 success

You achieve a new spell when you notice that everything looks elderly and old. You write the spell down at the necromantic section of your library.

Rewards: Gains New Vampiric Spell: Curse of The Years. +1 magic.

Treasure: 27,388
Income: 100
Expenses: 450
 
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Turn 4 Rumor Mill
Brettonia:

- Beastmen Ravage The Errantry: The Beastmen ravaged a section of the Brettonia army killing thousands of men at arms and many nobles, the day would have been lost if the green knight hadn't appeared and single handedly eliminate the beastmen which attacked them, thought some managed to escape, the knight vanished soon after.

- The Lady Returns: The lady of the lake has returned her returning heralded the coming of the grail knights to protect her servants in the war against the beastmen while several nobles were saved, the men at arms are suffering horrendous casualties in every year thanks to the beastmen tactics.

- Beastmen Herd Increases in Size: The beastmen herd is increasing in size, the battle against the Brettonians attracting many beastmen, some minotaurs were even seen in some attacks against the Brettonians.

- Dark Elves Retreat: The dark elves have retreated from their raids for now, but now returning with plenty of slaves and treasure.

- Castle of Lyonesse Besieged: The castle of Lyonesse the capital of the province is being besieged by norscan raiders they managed to hold out against the raiders but if it falls there shall be a great morale loss, amongst the nobles.

- Orcs Arrive: The orcs of the mountains known as the Massif Orcal march towards the lands of Quenelles completely eliminating the settlement that resided in the mountains. A group of grail knights arrived to help the defenders but the fighting is in a stalemate with more and more orcs from the mountains arriving to join the Waaagh. With this conflict Brettonia is essentially fighting a four way war against the norscan raiders, the beastmen and now the orcs.

- Second Vampire War: The second vampire war has now officially begun hundreds of thousands of undead march towards the fractured empire of man who unites their forces to fight against their common enemy.

- Carcassone Besieged: The dukedom of carcassone is being invaded by a large gathering of greenskin tribes thousands are already dead and more will die as the greenskins wage war upon it.
 
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Turn 5
The Year is 2057 By The Imperial Calendar

You are Aleksander Von Carstein and you feel good with yourself, the merchants which decided to settle down have encouraged internal trade amongst your peasants this generated quite a bit which you take some to fund the projects to the duchy.

+100 Income for 5 turns.

But there are many more things to be done, your work now continues.

Choose 3

[] Gather The Undead of Mousillon: While you have gathered thousands of undead there are still thousands more out there in the darkness of Mousillon, and as its ruler, it is only natural for they serve you in death while they could not in life. DC 35
Cost: 0
Time: 1 Turn
Rewards: Gains New Undead

[] Gather The Beasts of Mousillon: Mousillon not only holds undead, dark beasts such as direwolves, vargheists, ghouls and many more inhabit the shadow lands of Mousillon. DC 40
Cost: 0
Time: 1 Turn
Rewards: Gains Beast Army

[] Build Grave Guard Watchtower: Watchtowers and walls are build in your capital to better defend it against potential invaders. DC 45
Cost: 1,000
Time: 2 Turns
Rewards: Adds walls to Capital. Rose gains +10 bonus to defense rolls.

[] Plant Sinister Corpse: An effect of the necromancy the trees seem to crave blood. There are many tales of how a hut built too close to a corpse was discovered to have a tree roots boring into the bodies of the unfortunates sleeping within. These trees can grow particularly anywhere as long as they have magic to sustain themselves, they also attract dark beasts which serve the forces of undead. DC 43
Cost: 1,000
Time: 1 Turn
Rewards: Can now recruit: Fell Bats, Direwolves

[] Build Defiled Cairn: Technically is not really defiled but whatever, defiled cairns is where the cannibalistic creatures known as ghouls spawn, the process of transformation is heinous affair with bones breaking and then reforming back in a new shape the flesh starts turning green and ugly along with dozens of other changes, their claws also possess some kind of mix between a poison and a virus any living thing which take the slightest marks will transform into a ghoul no matter how long it takes. There is no cure to this effect. DC 38
Cost: 2,000
Time: 1 Turn
Rewards: Can Now Recruit: Crypt Ghouls

[] Recruit Undead (Write-in number): The undead of Mousillon takes residence in the buildings you recently build inside your underground complex providing new recruits for your army. DC 0
Costs: Skeletons 30 gold; Zombies 10 gold; Grave Guard 750 gold
Time: 1 Turn
Rewards: Recruit new undead.

Choose 3

[] 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 10
Cost: 0
Time: 1 Turn
Rewards: Humans of Mousillon now know that you are a vampire.

[] Start a propaganda campaign: Start a propaganda campaign to favor of vampires and magicians in a better light. DC 25
Cost: 50
Time: 3 Turns
Rewards: Humans now see vampires and magicians in a better perspective.

[] Trade Talks with the merchants: The merchants which settled here know a lot about the trade routes of Brettonia and with the right things done they can set up trades that officially speaking that can't have any traces towards you. Diplomacy DC 20; Intrigue DC 25
Cost: 50
Time: 1 Turn
Rewards: Gain +100 (Secret) Trade income.

Choose 3

[] Forester's Shack: There is a surprising amount of forests around Mousillon, setting up forester's around them would definitely help with the growing economy.
Cost: 600
Time: 1 Turn
Expenses: 100
Rewards: +100 Income

[] Expand Farms: Expanding the farms would give you gold to fuel you projects and your peasants food to feed themselves.
Cost: 500
Time: 1 Turn
Rewards: +200 Income. +100 Food Income

[] Build Schools: Your peasants are currently illiterate and uneducated certifying that will prove a certain improvement to the peasant lives. DC 25
Cost: 150
Time: 2 Turns
Rewards: Population happy and educated.

[] Build Sewers: Building sewers will not only improve the health of your peasants but also reducing the chance of diseases spreading. DC 35
Cost: 200
Time: 1 Turn
Rewards: Less chances of plagues and diseases spreading. Possible Ratmen problem.

[] Hygiene: Reintroducing the concepts and buildings of hygiene will help lessening the chances of plagues and diseases happening in your villages. DC 5
Cost: 45
Time: 1 Turn
Rewards: Less chances of plague and diseases

[] Build Basic Hospitals: The hospitals will help with the healthcare of your duchy. DC 45
Cost: 100
Time: 2 Turns
Rewards: Less chances of plague and disease.

[] Hills: The hills of Mousillon are said to have rich mineral wealth, you need to see if that is true. DC 10
Cost: 0
Time: 1 Turn
Rewards: A 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 3

[] Expand Spy Network (Empires of Man): Expanding your spy network towards the empire will definitely be useful as you don't know what is happening in there and you could pull some strings in there. DC 25
Cost: 0
Time: 1 Turn
Rewards: Gains Empire('s) Rumour Mill. Spy Network in the empires.

[] Incite Rebellions: Your spys have reported to you that various parts of Brettonia are feeling quite rebellious towards the remaining lords, inciting these rebellions will cause much sought chaos in the land of chivalry. DC 34
Cost: 0
Time: 1 Turn
Rewards: Brettonia now has to deal with rebellions.

[] Sabotage The Errantry War: Sabotaging the errantry war would not only make it last more time but would also inflict casualties in the military of Brettonia. DC 50
Cost: 0
Time: 1 Turn
Rewards: Errantry war will now last much longer. Brettonians military suffer casualties.

[] Sabotage The Defenders: The token defense force left by the king to protect his kingdom are doing a truly good job, they may actually win now that the grail knights are helping them this must not happen, the chaos generated by this conflict is giving much room to think, so it must continue.
Cost: 0
Time: 1 Turn
Rewards: Defense of Brettonia returned to previous stalemate in the fighting zones.

[] Reveal Your Information: The information that your gathered about the dukes of Borderlaux, Aquitaine and Bastonne can cause a huge amount of chaos if revealed at the right moment. DC 35
Cost: 0
Time: 1 Turn
Rewards: Secret information Revealed to the right people.

Choose 3

[] Raise Newly Dead: A single-word boon, spoken during the ritual, will harden the skin of corpses as they jerk back to life. DC 31
Cost: 0
Time: 1 Turn
Rewards: +10 bonus to zombies.

[] Rotten Gift: The decayed flesh and bone material of the zombies harden, transforming their flesh and bone into some kind biological armor. DC 37
Cost: 0
Time: 1 Turn
Rewards: +10 bonus to zombies.

[] Defiler of Barrows: defiling the barrows - reveals secrets that can prolong the term of the ancient risen. DC 40
Cost: 0
Time: 1 Turn
Rewards: +10 bonus to skeleton troops

[] Unearth Cursed Wightblades: A small cantrip can locate ancient blades upon an ancient battlefield long thought lost to time, and they are very easy to find. DC 20
Cost: 0
Time: 1 Turn
Rewards: +10 bonus to grave guard and black knights (when you have them).

[] Incantations of Ushoran: Ushoran was the first Ghoul King; his spirit can be invoked with the right words, and his children summoned. DC 45
Cost: 0
Time: 1 Turn
Rewards: -10% Recruitment cost for crypt ghouls and horrors.

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

Choose 3

[] 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 against your own shadow. DC 50
Rewards: Learns Lore of Shadows.

Treasure: 27,138
Income: 200
Expenses: 450
 
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Turn 5 Results
[X] Plan: UNLIMITED POWAH...Within Reason
- [X] Gather The Undead of Mousillon
- [X] Gather The Beasts of Mousillon
- [X] Build Grave Guard Watchtower
- [X] Start a Propaganda Campaign
- [X] Trade Talks With The Merchants
- [X] Forrester's Shack
- [X] Hygiene
- [X] Hills
- [X] Expand Spy Network (Empires of Man)
- [X] Sabotage The Defenders
- [X] Reveal The Information
- [X] Raise Newly Dead
- [X] Rotten Gift
- [X] Defiler of Barrows
- [X] Learn The Art of Diplomacy
- [X] Learn Statecraft
- [X] Learn Shadow Magic

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

The Year is 2057 By The Imperial Calendar

Gather The Undead of Mousillon: While you have gathered thousands of undead there are still thousands more out there in the darkness of Mousillon, and as its ruler, it is only natural for they serve you in death while they could not in life. DC 35
- Roll: 1d100= 36 + 38 (Martial) = 74 Success

You once more unleash a burst of dark magic to bind the undead of your duchy to you, your necromancers helped the process, the previous rogue undead now join your armies.

Rewards: Gains the following amount of troops: 5,000 Skeletons, 5,000 zombies. 5% of Mousillon undead now under control.

Gather The Beasts of Mousillon: Mousillon not only holds undead, dark beasts such as direwolves, vargheists, ghouls and many more inhabit the shadow lands of Mousillon. DC 40
- Roll: 1d100= 65 + 38 (Martial) = 103
- Second Roll: 1d100= 91 + 38 (Martial) = 129
- Third Roll: 1d100= 52 + 38 (Martial) = 90
- Final Result: 322

When you decided to attract the dark creatures that inhabit your territory you did not expect much from it.

It appears that you should have expected something great to happen, as the thousands of fell bats, direwolves, vargheists, varghulfs, crypt ghouls and horrors that now march in your banner can attest.

Rewards: Gains the following amount of beasts: 25,000 fell bats, 25,000 direwolves, 5,000 vargheists, 5,000 varghulfs, 5,000 crypt horrors, 25,000 crypt ghouls. 35% of Mousillon dark beasts under control.

Build Grave Guard Watchtower: Watchtowers and walls are build in your capital to better defend it against potential invaders. DC 45
Cost: 1,000
- Roll: 1d100= 15 + 38 (Martial) = 53 Success

The watchtowers and walls were build in the schedule and now your capital has a much better defense, you should probably see selecting new undead for the garrison, after there's no such as enough troops.

Rewards: The Rose gains walls and +10 bonus to defense rolls. New options.

Start a propaganda campaign: Start a propaganda campaign to favor of vampires and magicians in a better light. DC 25
Cost: 50
Time: 2 Turns
- Roll: 1d100= 85 + 22 (Diplomacy) = 107
- Second Roll: 1d100= 35 + 22 (Diplomacy) = 57
- Final Result: 164

Your start with your propaganda plan for your peasants to see vampires and magicians in a better perspective and you have done a good job in this, they are taking all the propaganda your throwing at them like it is some kind of religious experience in fact the time of the project has significantly lessened thanks to this. Thanks to the critical will now finish next turn.

Trade Talks with the merchants: The merchants which settled here know a lot about the trade routes of Brettonia and with the right things done they can set up trades that officially speaking that can't have any traces towards you. Diplomacy DC 20; Intrigue DC 25
Cost: 50
- Roll: 1d100= 79 + 22 (Diplomacy) = 101
- Second Roll: 1d100= 94 + 22 (Diplomacy) = 116
- Third Roll: 1d100= 45 + 22 (Diplomacy) = 67
- Final Result: 284

Your merchants certainly exaggerated as they went to make the secret deals, they not only contacted not only one of the contacts which can manage to send trade in secret.

They did this several times, the end result is now that you unofficially trade with approximately 5 duchy cities giving you more money than you expected.

Rewards: +400 (Secret) trade income.

Forester's Shack: There is a surprising amount of forests around Mousillon, setting up forester's around them would definitely help with the growing economy.
Cost: 600
Expenses: 100
- Roll: not needed

The shacks are up and running in schedule the lumber provided by them helps the growing economy of your duchy and gives you a nice bot of gold.

Rewards: +100 Income.

Hygiene: Reintroducing the concepts and buildings of hygiene will help lessening the chances of plagues and diseases happening in your villages. DC 5
Cost: 45
- Roll: 1d100= 72 + 27 (Stewardship) = 99
- Second Roll: 1d100= 44 + 27 (Stewardship) = 71
- Final Result: 170

The citizens of Mousillon losted many things this included the concepts and buildings of hygiene fortunately you are here to reintroduce it. The process did not last long with the population following all of the instructions to the letter and the buildings such as public bathrooms being finished early than expected.

This already affects your citizens as general health starts to improve, this apparently also impacted the number of births per year if the calculations and reports are right.

Rewards: +100 to Pop Growth. Less chances of plagues and diseases spreading among your citizens.

Hills: The hills of Mousillon are said to have rich mineral wealth, you need to see if that is true. DC 10
- Roll: 1d100= 42 + 27 (Stewardship) = 69 Success

The mineral survey founds out several mineral veins, they are mainly comprised of iron but there are some gold mineral veins as well.

Rewards: Discovered The Following Mineral Veins In The Hills: iron and gold.

Expand Spy Network (Empires of Man): Expanding your spy network towards the empire will definitely be useful as you don't know what is happening in there and you could pull some strings in there. DC 25
- Roll: 1d100= 61 + 27 (Intrigue) = 89 Success

You have to say you aren't impressed when the the reports reach you about the current situation about the second vampire war.

Rewards: Empire Rumour Mill unlocked.

Sabotage The Defenders: The token defense force left by the king to protect his kingdom are doing a truly good job, they may actually win now that the grail knights are helping them this must not happen, the chaos generated by this conflict is giving much room to think, so it must continue.
- Roll: Not Needed

Your spies work hard to renstabilish the stalemate that Brettonia had with their enemies, you do not want Brettonia to collapse against its enemies, yet, you still need them but the stalemate has given you many options it must be kept.

And so your spies made everything for both sides to lose and win battles, burning supplies, intercepting and changing orders, etc. When they were done the stalemate had returned, just as you wanted.

Rewards: Stalemate returned towards the defense of Brettonia.

Reveal Your Information: The information that your gathered about the dukes of Borderlaux, Aquitaine and Bastonne can cause a huge amount of chaos if revealed at the right moment. DC 35
- Roll: 1d100= 75 + 27 (Intrigue) = 102
- Second Roll: 1d100= 65 + 27 (Intrigue) = 92
- Final Result: 194

You spies secretly disguised deliver the information plus the proof that everything of it is true. When the dukes read it all hell broke loose as the duke of Aquitaine marched towards the tent of the duke of Borderlaux entered, approached him, and proceeded to repeatedly punch him in the face and hatefully say that he will kill him, the duke of Borderlaux was said to be one of the most beautiful men in Brettonia now after the punching barrage he can no longer be considered to be beautiful.

The king interfered before there could be deaths and after hearing everything that happened, the reasons behind it as well as the proof he talked with the duke and managed to calm him down, but tensions are already high and blood shall be drawn very soon as both sides gather allies.

Rewards: Dukes of Aquitaine and Borderlux in open hostilities a conflict between the two is inevitable.

Raise Newly Dead: A single-word boon, spoken during the ritual, will harden the skin of corpses as they jerk back to life. DC 31
- Roll: 1d100= 56 + 22 (Learning) = 78 Success

The word to complete the spell was easily discovered, and now your zombies are more powerful.

Rewards: +10 Bonus to zombies

Rotten Gift: The decayed flesh and bone material of the zombies harden, transforming their flesh and bone into some kind biological armor. DC 37
- Roll: 1d100= 44 + 22 (Learning) = 66 Success

The flesh and bone of your zombies as you cast the spell over them, transforming into some combination between flesh and bone with some being exposed from the flesh to create additional protection.

Rewards: +10 bonus to zombies

Defiler of Barrows: defiling the barrows - reveals secrets that can prolong the term of the ancient risen. DC 40
- Roll: 1d100= 24 + 22 (Learning) = 46 Success

The secret of barrows reveal secrets that help you and your necromancers to improve the rituals and spells that animate the skelenton troops of your army.

Rewards: +10 bonus to skeletons.

Learn The Art of Diplomacy: while you certainly can hold your ground in a debate, learning more is never bad. DC 30
- Roll: 1d100= 81 + 22 (Diplomacy) = 103
- Second Roll: 1d100= 98 + 22 (Diplomacy) = 120
- Third Roll: 1d100= 71 + 22 (Diplomacy) = 93
- Final Result: 316

Well you surely can destroy anyone in a debate now, it seems that you have a natural talent for the art of diplomacy.

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

Learn Statecraft: Now that you hold a duchy you must learn how to run one. DC 10
- Roll: 1d100= 74 + 22 (Stewardship) = 96
- Second Roll: 1d100= 99 + 22 (Stewardship) = 121
- Third Roll: 1d100= 45 + 22 (Stewardship) = 67
- Final Result: 289

Statecraft is not as hard as you once thought, you are sure you can run a duchy to a large sized kingdom now.

Rewards: Gains Trait: Touched By Fortune: You are considered to be touched by fortune as this is the only way everyone can explains the success of your actions +9 Stewardship, +2 martial, +2 Intrigue.

Learn Shadow Magic: Ulgu the lore of shadows is perhaps the most dangerous magic in the world after all how can you fight against your own shadow. DC 50
- Roll: 1d100= 54 + 22 (Learning) = 76 Success

Following the instructions set by your shadow wizard, you follow every step of it and after a few seconds you could swore that you saw the shadows grow tickeir. Seeing the signal you immediately went towards the section of Ulgu in the forbidden library.

There you learned a variety of spells, while the wind of shadows did not have many offensive spells the majority of it being illusion spells these spells if used right could prove devastating, you can't wait to try them out agaisnt your enemies, present and future.

Rewards: Learned New Lore: Lore of Shadows +2 magic. Learns the following spells: Assume Illusionary Appearance and Bewilder.

Treasure: 25,843
Income: 700
Expenses: 550
 
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Turn 5 Rumor Mill
Brettonia:

- Conflict at The Errantry: It has been recently revealed that the duke of Bordelux has been having an affair with the duke of Aquitaine's wife and worse of all has impregnated, after the duke Aquitaine discussion with him, there have been hostilities between the two and conflict is inevitable.

- The Defense and Attack: Brettonia has not seen much success in the four-way war between then them the norscans, the orks, and the beastmen, hundreds of thousands are already dead and more shall die as the conflict carries on.

- Norscan Invasion: The norscans are no longer simply raiding as full invasion force landed on the coasts of Lyonesse, their leader is a complete unknown but he must be very powerful to arrange such an invasion, his banner seems to be the same one of the forces besieging the island castle of Lyonesse.

- Orcs Advance: The orcs of both the massif orcal have invaded and conquered parts of Quenelles a force has been dispatched to reclaim the lost territories at all costs, several grail knights accompany them.

- Orcs and Giants: The orcs of Carcassonne who previously lived at the Irrana Mountains have revealed one of their hidden weapons in a recent battle against a force of the dukedom, hundreds of giants completely destroyed the army and would have likely killed more as the greenskins advanced, fortunately, the green knight along with several grail knights arrived and killed the vile beasts, it is unknown how the orcs managed to gain such quantity of giants and many nobles fear that they very likely have more.

- Beastmen Grow in Strength: The beastmen herd continues to grow at an alarming rate, minotaurs and other types of strong beastmen are becoming such a common sight that grail knights are permanently attached to every single army group. There have been reports of Beastmen magicians.

Empires of Man:

- Second Vampire War: The second vampire continues as the forces of Konrad Von Carstein fight against the combined forces of the empires, much knowledge was gained of how to fight the undead and are used to fight against them.

- Return of The Wolf Emperor: The wolf emperor Siegfried III of Middenland which have been recently silent for much of the decades since after his succession towards the throne of Middenland since the first vampire war has returned in full force, allying with the other emperors to deal with Konrad Von Carstein.
 
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