Turn 6
GM note: I give thanks to @avatar11792 and @Rakaziel for giving ideas that were implemented in this update, you guys are awesome.

The Year is 2058 By The Imperial Calendar

You are Aleksander Von Carstein, and you are happy with your current situation, the world major powers do not, yet, know of your existence and with this continue your project to transform Mousillon into a seat of power. There have been reports of your spies in the empires about the personality and power of the current leader of your lineage.

Konrad Von Carstein is completely insane by both mortal and vampire standards and also has no magical talent in necromancy which means that he depends on his necromancers but he is a great combatant even causing thousands of casualties every time he makes an appearance on the battlefield. But even with this, it is clear he is no good leader.

But enough with the matters of the greater parts of the world, you have a duchy to rule.

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 30
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 shadowlands of Mousillon. DC 35
Cost: 0
Time: 1 Turn
Rewards: Gains Beast Army

[] Build Ghost Fence: A ghost fence is a barrier with little physical substance - merely a series of poles or posts upon which are hung accursed fetishes and totems to which Daemonic and Undead spirits have been bound with forbidden spells. Only a brave or foolish warrior crosses a ghost fence without good cause - or without powerful protective wards. DC 45
Cost: 1,500
Time: 2 Turns
Rewards: The Rose gains a +15 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 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 are known as ghouls spawn, the process of transformation is a heinous affair with bones breaking and then reforming back in a new shape, the flesh starts turning green and ugly along with dozens of other changes, their claws also possess some kind of mix between a poison and a virus any living thing which takes the slightest marks will transform into a ghoul no matter how long it takes. There is no cure to this effect. DC 38
Cost: 2,000
Time: 1 Turn
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.

[] (Living) Barracks: If you want to turn your living forces into proper soldiers they will need a place to stay and training while not proper training fields it is a step towards that direction. DC 10
Cost: 100
Rewards: Civilians and (Living) Military Happy. New Recruitment Options.

[] Border Fortifications, Patrols: We need to fortify Mousillon's borders properly or restore what is there. This would include establishing patrols and building sentry towers inside our lands as well. DC 15
Cost: 500
Time: 1 Turn
Rewards: Border Fortifications build, patrols added in them.
Warning: Chance of discovery by Brettonia.

[] Shallow Graves: Bury your undead in advance and have them rise behind your enemies' backs. DC 10
Rewards: +5 Bonus to all Undead if you had time to prepare the Battlefield.

Choose 2

[] 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.

[X] Start a propaganda campaign: Start a propaganda campaign to favor of vampires and magicians in a better light. DC 25
Cost: 50
Time: 1 Turn
Rewards: Humans now see vampires and magicians in a better perspective.

[] Trained Diplomats: Always better to have full-time professionals in charge of this than the ones who won their position by bribes or favors. DC 15
Cost: 50
Time: 3 Turns
Rewards: +10 bonus to diplomatic actions ('Show Your True Nature To Humans' will not receive the bonus as they won't know it).

[] Diplomatic Staff: A full-time diplomatic staff to help run diplomatic operations is a good idea. DC 15
Cost: 100
Time: 2 Turns
Rewards: +10 Bonus diplomatic actions ('Show Your True Nature To Humans' will not receive the bonus as they won't know it).

Choose 3

[] Expand Farms: Expanding the farms would give you gold to fuel your projects and your peasant's food to feed themselves. DC 20
Cost: 500
Time: 1 Turn
Rewards: +200 Income. +100 Food Income

[] Roads: Rebuilding the roads would allow the better movement of both your civilians and military forces both living and undead. DC 20
Cost: 120
Time: 1 Turn
Rewards: Faster movement of both civilians and military forces. Settlements connected

[] 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: Fewer chances of plagues and diseases spreading. Possible Rat problem.

[] 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.

[] Iron Mines: Constructing mines to extract the iron recently found, it would give you many new options to arm your military forces. DC 10
Cost: 1,000
Time: 1 Turn
Rewards: Gains +150 Income. New Stewardship, Martial, and Learning actions.

[] Gold Mines: Constructing gold mines would give a large amount of gold to both your peasants and yourself. DC 10
Cost: 1,000
Time: 1 Turn
Rewards: Gain +200 Income.

Choose 3

[] Steal Technology (Brettonia): Your, future, enemies have a clear technological edge against you while you have magic, this cannot guarantee certain victory stealing the technology of the Brettonians may put you on equal grounds in terms of technology. DC 35
Cost: 0
Time: 1 Turn
Rewards: Depends on Roll

[] Steal Technology (Empires of Man): The empires possess are one of the more technological advances only behind the dwarves for how good they are in terms of technology. DC 49
Cost: 0
Time: 1 Turn
Rewards: Depends on Roll

[] Incite Rebellions: Your spies have reported to you that various parts of Brettonia are feeling quite rebellious towards the remaining lords, inciting these rebellions will cause much-sought chaos in the land of chivalry. DC 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 suffers casualties.

[] Incite The Dukes: The dukes of Borderlaux and Aquitaine will be in conflict, that is inevitable but you can certainly speed it up. DC 10
Cost: 0
Time: 2 Turns
Rewards: Aquitaine and Borderlux in open conflict at the worst time possible.

Choose 3

[] Risen Standard Bearers: These banners were enchanted to provide boosts of morale to the living troops of the masters of the undead.
Cost: 0
Time: 1 Turn
Rewards: +10 bonus to morale rolls of living troops.

[] Master of the Putrid Horde: While not the best vessels for war, Zombies are a ready and easily accessible source for any budding Necromancer, especially during battle - as fresh corpses are constantly being 'created'. DC 30
Cost: 0
Time: 1 Turn
Rewards: +5 bonus to zombies. -25% of the recruitment cost.

[] 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 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 at 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

[] Practice Your Shadow Magic: Ulgu, is the lore of shadows which you recently learned, one of its mainly focus are the art of illusions. DC 27
Rewards: New shadow spell

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

[] Learn Metal Magic: the Lore of Metal is the Yellow Wind of Magic, and it is a manifestation of the Aethyric abstract and reality of logic, the desire to quantify, the desire and need to learn and instruct, and the wish to implement learning to practical or tangible ends. DC 65
Cost: 0
Time: 1 turn
Rewards: Learns New Lore: Lore of Metal

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

Treasure: 25,443
Income: 700
Expenses: 550
 
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Turn 6 Results
[X] Plan Lord of the Night
-[X] Gather The Undead of Mousillon
-[X] Gather The Beasts of Mousillon
-[X] (Living) Barracks
-[X] Trained Diplomats
-[X] Diplomatic Staff
-[X] Roads
-[X] Build Schools
-[X] Iron Mines
-[X] Steal Technology (Brettonia)
-[X] Steal Technology (Empires of Man)
-[X] No 3rd Intrigue action
-[X] Risen Standard Bearers
-[X] Master of the Putrid Horde
-[X] Unearth Cursed Wightblades
-[X] Learn Subterfuge
-[X] Practice Your Light Magic
-[X] Practice your vampire magic

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

The Year is 2058 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 30
- Roll: 1d100= 37 + 40 (Martial) = 77 success

You once more gather the undead of Mousillon, they come with greater quantity this time around.

Rewards: Gain 10,000 skeletons, 10,000 zombies. 8% of the undead now in control.

Gather The Dark Beasts of Mousillon: Mousillon not only holds undead, dark beasts such as direwolves, vargheists, ghouls, and many more inhabit the shadowlands of Mousillon. DC 35
- Roll: 1d100= 5 + 40 (Martial) = 45 success

While you did not see much success like last year, only attracting direwolves and fellbats, it still is a large number of beasts.

Rewards: Gain 5,000 direwolves, 5,000 fellbats. 37% of the beasts of mousillon now under control.

(Living) Barracks: If you want to turn your living forces into proper soldiers they will need a place to stay and training while not proper training fields it is a step towards that direction. DC 10
Cost: 100
- Roll: 173 (OOC: this is the combination of all the criticals you guys got)

The barracks for your, future, living soldiers were timely constructed ahead of schedule, and there are already young man and women (you and the rest of Mousillon do not have the stupid tradition that only men fight) already want to sign in for the future armies of their savior. There also has been a significant morale boost among living. As result of this you popularity among them is becoming more like a somewhat religious figure, butt there aren't any cults dedicated to you… you checked.

Rewards: Humans happy. DC for recruitment of living units in four turns is reduced. You now become a somewhat religious figure among the humans.

Start a propaganda campaign: Start a propaganda campaign to favor of vampires and magicians in a better light. DC 25
Cost: 50
Time: Finishes this turn
- Roll: 1d100= 6 + 31 (Diplomacy) = 37 success

The propaganda campaign was a success the humans of Mousillon now see both magicians and vampires in a much better perspective. It said that the reason why vampires and magicians become what the common man sees then is because they are hunted and hated by everyone just because what they are.

Rewards: Humans now see both vampires and magicians in a much better perspective. Lowers DC of 'Show Your True Nature To Humans'.

Trained Diplomats: Always better to have full-time professionals in charge of this than the ones who won their position by bribes or favors. DC 15
Cost: 50
Time: 2 turns
- Roll: 1d100= 46 + 31 (Diplomacy) = 77 success

You start the training of your diplomats, it starts with basic things like etiquette, foreign customs, etc.

Diplomatic Staff: Diplomatic Staff: A full-time diplomatic staff to help run diplomatic operations is a good idea. DC 15
Cost: 100
Time: 1 Turn
- Roll: 94

The diplomats staff you wanted to create, so they could help handle diplomatic actions went beyond your expectations on the initial phases, you can say with complete confidence that they will help handle diplomatic efforts once they are all trained.

Roads: Rebuilding the roads would allow the better movement of both your civilians and military forces both living and undead. DC 20
Cost: 120
- Roll: 313

The roads were rebuilt after the map was drawn to see how they would look like, the distance between the villages was taken into account as well. After this it took only nine weeks to get everything done, the settlements are now connected. And the quality of them is quite impressive.

Rewards: Faster movement of both civilians and military forces. Settlements connected. Quality: average dwarf road.

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: 1 Turn
- Roll: 1d100= 56 + 36 (Stewardship) = 92

While the foundation of the new schools are being made, you educate the teachers, they are surprisingly good listeners and students.

Iron Mines: Constructing mines to extract the iron recently found, it would give you many new options to arm your military forces. DC 10
Cost: 1,000
- Roll: 397

The iron mines were up and running in a few weeks, and after the first days of mining the humans found something quite interesting, they found what appeared to be a cluster of eggs who shined in the darkness without any type of light.

These eggs, are dragon eggs.

Rewards: +150 Income. New Options. Gained 10 dragon eggs, you do not know the species.

Steal Technology (Brettonia): Your, future, enemies have a clear technological edge against you while you have magic, this cannot guarantee certain victory stealing the technology of the Brettonians may put you on equal grounds in terms of technology. DC 35
- Roll: 283

Your spies did an excellent job, in fact they did so well that not only stole various schematics for the technologies (both military and civil) but the recipes for how to build them as well.

Rewards: Gain the following military technologies: Steel, hardened leather armor, chain mail, plate and half-plate armor, scale armor, advanced sadles, advanced shields, polearm, spear, trebuchet, catapults, bows, longbows, horseshoes, plough and heavy plough, crop rotation, wine press, horse collar.

Steal Technology (Empires of Man): The empires possess are one of the more technological advances only behind the dwarves for how good they are in terms of technology. DC 49
- Roll: 186

While the results were not as impressive as the ones in Brettonia, your spies still got the wonderful weapon known as black powder.

Rewards: Gain the following technologies: Gunpowder, crossbows, greatsword, hallberds, handgun, pistol.

Risen Standard Bearers: These banners were enchanted to provide boosts of morale to the living troops of the masters of the undead.

While the enchantments were being woven, it was asked how the banner would look like.

You decide that it would look like.

[] Write-in description or image of your faction banner (OOC: This will be the official banner of your faction bytaway)

Rewards: +10 bonus to morale rolls of living troops

Master of The Putrid Horde: While not the best vessels for war, Zombies are a ready and easily accessible source for any budding Necromancer, especially during battle - as fresh corpses are constantly being 'created'. DC 30
- Roll: 1d100= 23 + 26 (Learning) = 49 success

Ideally speaking zombies are not the best vessels of war, but they are the most accessible as during battles new corpses are constantly being created, and with this new spell can quickly rise as undead along with a few enchantments.

Rewards: +5 bonus to zombies. -25% of the recruitment cost.

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
- Roll: 400

Ancient battlefields were uncovered by your forces, in one of them they found something quite peculiar, a broken runeblade. The runes are still there and if you study it correctly you will have the ability to forge runeblades as well.

Rewards: +10 bonus to grave guards and black knights. Broken runeblade.

Learn Subterfuge: Being more cunning and cautious is never a detriment in your mind. DC 30
- Roll: 376

You officially self taught yourself everything you could now everything will come as field experience.

Rewards: Gain Trait: Elusive Shadow: You are elusive as a shadow to both foe and ally alike +9 Intrigue, +2 diplomacy, +2 martial, +16 personal combat skill. All Requirements Meted Gain Trait: Genius: You are amongst the various geniuses of the world, having learned incredible things without any type of outside help +5 to all attributes, +10 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 at the moment. DC 30
- Roll: 428

You discover new spells after your practice with the lore of light.

Rewards: Gain New Light Spells: Abulla's Snare, Assault Stone

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: 165

Your knowledge about the art of necromancy continues to rise.

Rewards: Gain New Vampire Spells: Banish Undead, Blight.

Treasure: 23,923
Income: 850
Expenses: 550
 
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Turn 6 Rumor Mill
Brettonia:

- The King: The king of Brettonia is trying, and failing, to make the near open hostilities among the dukes of Aquitaine and Borderlux but like many expected to happen made no apparent success in his endeavours to stop the inevitable.

- Norscans Win The Siege: The Norscans have won the siege of castle Lyonesse and now use it as fortress to their blasphemous interests, upon hearing of this the duke of Lyonesse is said to have become engulfed by fury, and marched his army to his dukedom without asking permission to the king.

- Orcs March: Like many feared the orcs of the Irrana Mountains have more giants than the previous attack suggested, not only this but orc shamans have been sighted. The conflict continues.

- Orcs Win: The orcs of the Massif Orcal have managed to repel the force sent to take back the territories but the force has inflicted heavy casualties to the orcs. The battle still continues as minor battles between the two sides happen every day.

- The Warning: The witch hunters warn the lords of Brettonia that the chaos cults are rising much faster than they thought and more methods will be necessary, the king and dukes gave him their blessing to safeguard their nation.

Empires of Man:

- Stirland Emperor Wounded: Konrad Von Carstein engaged in a duel against the stirland emperor, nearly slaying him had not an entire regiment of greatswords sacrificing themselves to save him, but the stirland emperor is mortally wounded, and many fear that he will die leaving his seventh year old son who isn't prepared yet for this to rule.

- Vampires Victory: The vampires have won the majority of the battles giving them many new troops from the bodies of the deceased.
 
Turn 7
The Year is 2059 By The Imperial Calendar

You are Aleksander Von Carstein and you are worried, Brettonia is constantly losing to their enemies, the stalemate is being slowly broken as the norscans have showed.

Helping the brettonians in against their enemies is necessary after you can't have them crumble beneath the weight of the orcs, norscans, and especially the beastmen.

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 30
Cost: 0
Time: 1 Turn
Result: 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 shadowlands of Mousillon. DC 35
Cost: 0
Time: 1 Turn
Result: Gains Beast Army

[] Build Ghost Fence: A ghost fence is a barrier with little physical substance - merely a series of poles or posts upon which are hung accursed fetishes and totems to which Daemonic and Undead spirits have been bound with forbidden spells. Only a brave or foolish warrior crosses a ghost fence without good cause - or without powerful protective wards. DC 45
Cost: 1,500
Time: 2 Turns
Result: The Rose gains a +15 bonus to defense rolls.

[] 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 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
Result: Can now recruit: Fell Bats, Direwolves

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

[] (Living) Archery Workshops: Constructing proper workshops to build ranged weapons will surely give your forces a new form of combat.
Cost: 1,000
Time: 2 Turns
Result: Unlocks production of composite bows and crossbows. New Options

[] (Living) Academy: Officers need to be properly trained in an established school of higher learning specifically designed for the task. Unlocks higher tactical and strategic training for living soldiers.
Cost: 900
Time: 3 Turns
Result: Living Troops gain +5 to rolls.

[] (Living) Siege Workshops: Constructing workshops to build siege engines will prove useful. DC 10
Cost: 2,000
Time: 2 Turns
Result: Unlocks production of siege weapons such as Arbalests, Catapults, and Trebuchets. New Options

[] (Undead) Infantry Rearmament: Mousillon's undead are equipped often with what they wielded in life, which is often as rotten and decayed as they are. Taking the undead's weapons and armor and replacing with properly maintained equivalents will provide a substantial edge across all of the undead in the land. Result: Mousillon's skeletons and zombies are armed and armored with modern equivalents. When not marching to war, undead are conditioned to return their weaponry and armor to mobile armory wagons which accompany the army on campaign, ensuring that weapons and armor are properly maintained and cleaned back home. DC 0
Cost: 5,000
Time: 4 Turns
Result: +10 to all undead infantry combat rolls, +10% maintenance cost (due to maintaining said weapons and armor).

[] (Undead) Bestial Relations: The number of necromancers and vampires in Mousillon is so far rather low, which as the armies expand will make controlling them a problem. Using modified techniques to tame wild animals, mortal living handlers can be taught to act as an intermediate rank in controlling Direwolves and other monsters, giving them simple directives through training, and reinforcing their obedience through snacks of living flesh via livestock. Its expensive, but it will ensure that mortals play a greater part in working with Mousillon's undead, and that the undead and living can be shown to work together at all. DC 50
Cost: 15,000
Time: 2 Turns
Result: +5 to all Beast rolls. Greater tolerance of Mousillon's living of undead and dark beasts.

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

[] Recruit Living Troops (Write-in Number): Now that you build barracks you can recruit living troops to boster your army. DC 0
Cost: Swords (50 gold; 20 upkeep)
Time: 1 Turn
Result: Recruit new (living) troops

Choose 1

[] 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 3
Cost: 0
Time: 1 Turn
Result: Humans of Mousillon now know that you are a vampire.

[X] Trained Diplomats: Always better to have full-time professionals in charge of this than the ones who won their position by bribes or favors. DC 15
Cost: 50
Time: 2 Turns
Result: +10 bonus to diplomatic actions ('Show Your True Nature To Humans' will not receive the bonus as they won't know it).

[X] Diplomatic Staff: A full-time diplomatic staff to help run diplomatic operations is a good idea. DC 15
Cost: 100
Time: 1 Turns
Result: +10 Bonus diplomatic actions ('Show Your True Nature To Humans' will not receive the bonus as they won't know it).

[] Recruit Unwanted Brettonians: Mousillon has need of your tired masses, the too clever minds that are not tolerated, the renegades that are very annoying but are too useful to just kill. Send your tired masses and malcontents to Mousillon, where you gain domestic peace in a time of crisis, and we have more hands to work the fields. Everybody wins. Diplomatic DC 15; Intrigue DC 20
Cost: 0
Time: 2 Turns
Result: Intellectuals, malcontents, and other potentially useful but not tolerated members of Brettonian society sent to Mousillon in exchange for domestic peace, which they desperately need.
Warning: Operations may be found by Brettonia.

Choose 3

[] Expand Farms: Expanding the farms would give you gold to fuel your projects and your peasant's food to feed themselves. The new technologies stole from other parts of Brettonia will surely give more production than before. DC 20
Cost: 900
Time: 1 Turn
Result: +700 Income. +500 Food Income

[] 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
Result: Fewer chances of plagues and diseases spreading. Possible Rat problem.

[] The Underground: You build your capital deep underground surely there must be some mineral veins down there. DC 10
Cost: 0
Time: 1 Turn
Result: Mineral Survey of your portion of the underground.

[] Gold Mines: Constructing gold mines would give a large amount of gold to both your peasants and yourself. DC 10
Cost: 1,000
Time: 1 Turn
Result: Gain +200 Income.

[] Blacksmith: Encouraging already here and providing them with funding to either improve their tools or expand their training, is a great idea.
Cost: 2,000
Time: 1 Turn
Result: Boosts civilian trade, improves quality of life. Unlocks Smith variant types.

Choose 3

[] Incite Rebellions: Your spies have reported to you that various parts of Brettonia are feeling quite rebellious towards the remaining lords, inciting these rebellions will cause much-sought chaos in the land of chivalry. DC 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 suffers casualties.

[] Incite The Dukes: The dukes of Borderlaux and Aquitaine will be in conflict, that is inevitable but you can certainly speed it up. DC 10
Cost: 0
Time: 2 Turns
Rewards: Aquitaine and Borderlux in open conflict at the worst time possible.

[] Training Facility: Spies, foreign agents, and assassins need to be trained for maximum effect, after all. DC 10
Cost: 500
Time: 2 turns
Result: +10 bonus to intrigue actions

[] Brettonian Horse Blood: Brettonian warhorses are legendary for how terrifying and tough they are in the field of battle. With Mousillon's cavalry so anemic by comparison, as a vampire you know all that the quality of bloodlines matters quite a bit. Sending out teams to acquire Brettonian foals of high quality breeding is essential to injecting Mousillon's horses with new blood. DC 45
Cost: 0
Time: 1 Turn
Result: Unlocks: Mousillon Heavy Cavalry.

[] Anti-Cult Watch: Eternal vigilance must be maintained so Chaos does not take root in Mousillon's borders. DC 18
Cost: 200
Time: 1 Turn
Result: +10 to anti-Chaos rolls within Mousillon's borders, greater chances of detecting major cult or magical activity in Mousillon's borders.

[] Sabotage the Invaders: The norscans and orcs are putting to much pressure on brettonia at the rate they are going brettonia may break under their weight, you cannot allow that, not yet. DC 36
Cost: 0
Time: 1 turn
Rewards: Norscans and orcs stalled.

Choose 3

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

[] 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

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

[] Analyse the dragon eggs: The crimson dragon eggs found in the newly built iron mines must be analyzed carefully, and you are quile literally the one most qualified for it. DC 45
Cost: 0
Time: 2 Turns
Rewards: Species of the eggs discovered.

[] Practice Your Light Magic: Hysh the lore of light it is the first lore of magic you have, you never had time to properly train it as had more pressing matters at the moment. DC 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

[] Practice Your Shadow Magic: Ulgu, is the lore of shadows which you recently learned, one of its mainly focus are the art of illusions. DC 27
Rewards: New shadow spell

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

[] Learn Metal Magic: the Lore of Metal is the Yellow Wind of Magic, and it is a manifestation of the Aethyric abstract and reality of logic, the desire to quantify, the desire and need to learn and instruct, and the wish to implement learning to practical or tangible ends. DC 65
Cost: 0
Time: 1 turn
Rewards: Learns New Lore: Lore of Metal

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

Treasury: 24,223
Income: 850
Expenses: 550
 
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Turn 7 Results
[X] Plan Born to be Wild
- [X] Gather The Beasts of Mousillon
- [X] Plant Sinister Corpse
- [X] (Undead) Bestial Relations
- [X] Show your true nature to the humans
- [X] Expand Farms
- [X] The Underground
- [X] Gold Mines
- [X] Training Facility
- [X] Anti-Cult Watch
- [X] Sabotage the Invaders
- [X] Incantations of Ushoran
- [X] Corruptor of The Forests
- [X] Analyse the dragon eggs
- [X] Practice Your Light Magic
- [X] Practice your vampire magic

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

The Year is 2059 By The Imperial Calendar

Gather The Beasts of Mousillon: Mousillon not only holds undead, dark beasts such as direwolves, vargheists, ghouls, and many more inhabit the shadowlands of Mousillon. DC 35
Roll: 518

This gathering was definitely one of your greatest, as the thousands of beasts can attest.

Result: 80,000 dire wolves, 80,000 fell bats, 50,000 crypt ghouls, 50,000 crypt horrors, 40,000 vargheists, 40,000 varghulfs, 200 terrorgheists. 56% of Mousillon dark beasts now under control.

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 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
Roll: 193

The corpses were planted accordingly and after a few other things, there is now a collection of trees around your capital if somehow manage to make a complete forest around your fortress you will add another of defence.

Result: Can now recruit: Fell Bats and Dire Wolves. New options

(Undead) Bestial Relations: The number of necromancers and vampires in Mousillon is so far rather low, which as the armies expand will make controlling them a problem. Using modified techniques to tame wild animals, mortal living handlers can be taught to act as an intermediate rank in controlling Direwolves and other monsters, giving them simple directives through training, and reinforcing their obedience through snacks of living flesh via livestock. Its expensive, but it will ensure that mortals play a greater part in working with Mousillon undead, and that the undead and living can be shown to work together at all. DC 50
Cost: 15,000
Time: 0 turns
Roll: 216

The process was way more easier than you expected when you introduced it to the villages by the simple virtue that you were the one who proposed it, this moved the project ahead of schedule and so it finished in one year instead of two as previously expected. Even better there were no deaths or other types of accidents.

Result: +5 to all Beast rolls. Greater tolerance of Mousillon living of undead and dark beasts.

Trained Diplomats: Always better to have full-time professionals in charge of this than the ones who won their position by bribes or favors. DC 15
Cost: 50
Time: 0 Turns
Roll: 197

All of them excelled at your classes ahead what you once thought and having learned everything you could teach you declared that they passed.

Result: +10 bonus to diplomatic actions ('Show Your True Nature To Humans' will not receive the bonus as they won't know it).

Diplomatic Staff: A full-time diplomatic staff to help run diplomatic operations is a good idea. DC 15
Cost: 100
Time: 0 turns
Roll: 311

The staff are done with their studies and together with others are ready for open diplomatic efforts when you decide it.

Result: +10 Bonus diplomatic actions ('Show Your True Nature To Humans' will not receive the bonus as they won't know it).

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 3
Roll: 920

Hmmm you were not expecting this.

Apparently Mousillon people are quite overjoyed by the fact that you are an immortal, there has been a fear you see that you would die and the 'golden age' as they called it would end. They even threw a party.

Also cults dedicated to you as a god have popping up, you don't honestly know how to feel about this actually not only because of your past experiences with fanatics (FUCKING WITCH HUNTERS!!!) and because you feel… something happening to you.

Result: Humans of Mousillon now know that you are a vampire. Unlock Piety Actions. Gain Trait: Fledgling God: You are on the steps on becoming a god, thought you are only a fledgling compared to other gods +10 to all attributes, +25 mana, +30.05 health, +20 personal combat skill ???

Expand Farms: Expanding the farms would give you gold to fuel your projects and your peasant's food to feed themselves. The new technologies stole from other parts of Brettonia will surely give more production than before. DC 20
Cost: 900
Roll: 222

The farms were expanded and with the new forms of technology food is being grown not only more efficiently but in more quantity as well, this has led to population growth.

Result: +700 Income. +500 Food Income. +300 pop growth.

The Underground: You build your capital deep underground surely there must be some mineral veins down there. DC 10
Roll: 120

Many new minerals were found in the underground, including large amounts of copper, silver, and lead.

Result: Following minerals found: copper, silver, lead among others.

Gold Mines: Constructing gold mines would give a large amount of gold to both your peasants and yourself. DC 10
Cost: 1,000
Roll: 32 + 41 = 73

The new gold mines were made in schedule, and production is already beginning to happen.

Result: Gain +200 Income.

Training Facility: Spies, foreign agents, and assassins need to be trained for maximum effect, after all. DC 10
Cost: 500
Time: 0 turns
Roll: 303

Your training facility was – secretly – made faster than you expected, the same goes for your spies who would be the trainers for your infiltration, and assassination forces passed all the tests you imposed upon them.

Result: +10 bonus to intrigue actions

Sabotage the Invaders: The norscans and orcs are putting to much pressure on brettonia at the rate they are going brettonia may break under their weight, you cannot allow that, not yet. DC 36
Roll: 196

You spies followed your orders, destroying supplies and weapons of both norscans and the orcs and making the coordination even more difficult than before, the ones who were sended towards the norscans are being watched carefully of course.

Result: Orcs and norscans stalled.

Anti-Cult Watch: Eternal vigilance must be maintained so Chaos does not take root in Mousillon borders. DC 18
Cost: 200
Roll: 93

The threat of chaotic corruption is ever present, thought you are immune to it you can't say the same for the common man and women of your territory, so with this in mind you set to create an organization who would root out any chaotic cult thought a close eye on them as the potential of abuse is there and you will not another version of the witch hunters in your dukedom.

You decided to name them after everything was done, their name now was…

[] Write-in name of the organization

Result: +10 to anti-Chaos rolls within Mousillon borders, greater chances of detecting major cult or magical activity in Mousillon borders.

Ushoran was the first Ghoul King; his spirit can be invoked with the right words, and his children summoned. DC 45
Roll: 567

When you decided to do this ritual, you have to say you were excited to know the spirit of one of the bloodlines of vampires you had many expectations, and he fulfilled them all and more.

When he was invoked Ushoran did not give you words of power or magic, he gave you something much more… the history of your race, the vampires.

He told you of the first vampires created by Neferatem.

He told you about the battle of their race for Nagash against his enemies.

He told you the rise and fall of Mourkain.

And before he vanished and called his children to your location, he called you a name that you pretty sure aren't yours…

He called you Vashanesh.

Results: -10% Recruitment cost for crypt ghouls and horrors. History of The Vampire Race. ??????

Corruptor of The Forests: The darker and more haunted the forests become, the better the habitat for fell creatures. DC 34
Cost: 0
Roll: 53 + 31 = 84

After the ritual was done the darkness that surrounded the blood sucking trees seemed to grow thicker than before.

Result: -10% Recruitment cost for direwolves and fell bats.

The crimson dragon eggs found in the newly built iron mines must be analyzed carefully, and you are quite literally the one most qualified for it. DC 45
Roll: 298

It was difficult but you manage to find the species of dragon that the eggs belong to. This was mainly because of their reaction to the types of magic available to you, while many did not work out any type of reaction when an undead walked in, the eggs reacted to its magical signature, it went from there.

The eggs belong to carmine dragons, a species of dragon imbued with the wind of death or Shysh, this revelation has many implications to you now.

Result: Species of the eggs discovered.

Practice Your Light Magic: Hysh the lore of light it is the first lore of magic you have, you never had time to properly train it as had more pressing matters at the moment. DC 30
Roll: 286

You once more achieve new spells in the wind of light.

Result: New light spells: Birona's Timewarp; Blinding Light; Boon of Hysh

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: 399

Once more you study the art of necromancy and achieve new spells of the subject

Result: New vampiric spells: Call of Vanhel; Control Undead; Corpse Flesh

Treasury: 5,573
Income: 1,550
Expenses: 550
 
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Turn 7 Rumor Mill
GM NOTE: The name of your anti cult organization will now be 'the illuminati'.

Brettonia:

- Invaders Pushed Back: Both the norscans and the orcs are starting to be pushed back, territories are being reconquered and the population of peasants (the ones still alive that is) were immediately put to work.

- Wrath of The King: The king is absolutely enraged by the actions of the duke of Lyonesse, by removing thousands of soldiers from the frontlines of the war against the beastmen, some groups started to break through and he had to send to groups of men who were needed to stop them, many wait with bated breath what will happen when the war is over.

- Tensions Continue To Rise and Battle In The Errantry: The tensions between the dukes of Aquitaine and Borderlux continues to rise particular after a disastrous meeting between the two, the duke of aquitaine insulted all the family line of the duke of borderlux, one thing led to another and steel was drawn. The duke borderlux had one of his hands cut off and his leg broken by the duke of aquitaine who is a much superior warrior, the repercussions are already in movement.

Empires of Man:

- Stalemate: The war against the vampires has entered a stalemate with both sides not making any sort of headway, but as more humans die more undead rise in the ranks of the vampire army.

- Stirland Emperor Survives: The stirland emperor has survived but his body maimed while he can perfectly rule from his throne he shall never ride with his armies ever again. His thoughts of this subject are unknown.
 
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Ranks of Power Amongst Gods
If anyone is wondering how the ranks of power amongst the gods work it is essentially like this:

Fledgling -》Minor -》Intermediate -》Greater -》Overgod -》Almighty

DETAILS

• Fledgling: Newborn god entities they are at the bottom of hierarchy of power amongst divine entities, but they are still powerful if a mortal attempts to confront one without a divine weapon they are a good as dead. The souls of their believers reside in a pocket space inside their god souls.
- Power Level: Larger City to Continental
- Capabilities: Complete invulnerability to all mortal weapons, can solo entire armies of various tech levels, can survive in extreme temperatures (can survive on the vaccum of space, the heart of a volcano, etc)

• Minor: Minor divinities are those who are already entrenched in a society (and in most cases) a pantheon, pantheons compromised entirely of minor gods are not uncommon. They possess a base of operations inside the warp, thought it is small by the stands of gods and they do not possess immaterial servants. The afterlife of many faiths usually resides within this domain.
- Power Level: (At full power) solar system; (when not at full power) planetary
- Capabilities: Can warp reality of a planet or system to their wims when fully manifested and powered in a material avatar, can destroy whole stars and planets when fully manifested and powered on the material realm.

• Intermediate: Intermediate divinities can already warp the reality of whole galaxies to even their respective universes, if a mortal wants to fight against one they are just begging to be killed. At this stage they are already possess legion of servants both from the material and immaterial realms.
- Power Level: (At full power) Universal; (when not at full power) Galactical
- Capabilities: at full power in the material realm can affect the universe they reside in, can potentially destroy a universe when in full power in the material realm, can destroy whole galaxies at once even in a weakened state. Legions of immaterial servants

• Greater Gods: Greater gods are the third most powerful beings in the whole omniverse being multiversal beings capable affecting multiple universe at once, they also very hard to kill as they reside in multiple realities at once and have the power to destroy multiple realities as well.
- Power Level: Multiversal
- Capabilities: Exist at multiple point of times in different realities at once, can affect multiverses and travel 'the void' between them, have the power to destroy multiple realities at once if fully manifested and powered on the material realm. [OOC: Chaos gods are on this level]

• Overgod: Overgods are the second most powerful entities in the ommniverse, they have the power to create multiverses and are Nigh omnipotent.
- Power Level: ERROR
- Capabilities: Nigh Omnipotence, Nigh Omniscience, Nigh Omnipresence, can create multiverses.

• Almighty: ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR
- Power Level: Unknown
- Capabilities: Unknown likely to have full Omnipotence, Omnipresence and Omniscience

Right now in the planet you are in have several minor gods running around with practically not many intermidiate gods yet, the four chaos gods are the only greater gods in the planet which are worshipped a fact that they abuse very often.
 
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Turn 8
The Year is 2060 By The Imperial Calendar

You are Aleksander Von Carstein and you are conflicted, your peasants now see you as a living god while you would have dismissed these claims before, you can feel it a change happening to you both spiritually and physically (thought these were really small and had been found with careful attention) you do not know what will happen now on but you will see it.

Now you will not rule as an simple vampire but as a god.

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 30
Cost: 0
Time: 1 Turn
Result: 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 shadowlands of Mousillon. DC 35
Cost: 0
Time: 1 Turn
Result: Gains Dark Beast Army

[] Build Ghost Fence: A ghost fence is a barrier with little physical substance - merely a series of poles or posts upon which are hung accursed fetishes and totems to which Daemonic and Undead spirits have been bound with forbidden spells. Only a brave or foolish warrior crosses a ghost fence without good cause - or without powerful protective wards. DC 45
Cost: 1,500
Time: 2 Turns
Result: The Rose gains a +15 bonus to defense rolls.

[] Abyssal Wood: there are abyssal things in the woods, even more terrifying than the trees themselves. Such things are sought by the Midnight Aristocracy, who wish to add them to their hordes. DC 29
Cost: 2,000
Time: 2 turns
Result: Can now recruit vargheists

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

[] (Living) Training Fields: Soldiers need proper facilities to train in. DC 10
Cost: 500
Time: 1 turn
Result: +5 to all living units

[] (Living) Stables: Horses are very useful in this time period, in war and in peace.
Cost: 200
Time: 1 turn
Result: Stables built. New options

[] (Living) Archery Workshops: Constructing proper workshops to build ranged weapons will surely give your forces a new form of combat.
Cost: 1,000
Time: 2 Turns
Result: Unlocks production of composite bows and crossbows. New Options

[] (Living) Academy: Officers need to be properly trained in an established school of higher learning specifically designed for the task. Unlocks higher tactical and strategic training for living soldiers.
Cost: 900
Time: 3 Turns
Result: Living Troops gain +5 to rolls.

[] (Living) Siege Workshops: Constructing workshops to build siege engines will prove useful. DC 10
Cost: 2,000
Time: 2 Turns
Result: Unlocks production of siege weapons such as Arbalests, Catapults, and Trebuchets. New Options

[] (Undead) Infantry Rearmament: Mousillon's undead are equipped often with what they wielded in life, which is often as rotten and decayed as they are. Taking the undead's weapons and armor and replacing with properly maintained equivalents will provide a substantial edge across all of the undead in the land. DC 0
Cost: 5,000
Time: 4 Turns
Result: +10 to all undead infantry combat rolls, +10% maintenance cost (due to maintaining said weapons and armor).

[] Reclaim Mousillon: You quite likely have the largest undead and dark beast army in your dukedom the time for reclaiming it is now. DC 89
Cost: 0
Time: As long as it takes
Results: Mousillon territory fully under control. New options
Warning: Operations may be found by outside parties.

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

[] Recruit Living Troops (Write-in Number): Now that you build barracks you can recruit living troops to bolster your army. DC 0
Cost: Swords (50 gold; 20 upkeep)
Time: 1 Turn
Result: Recruit new (living) units.

Choose 3

[] Diplomatic Department: This department will handle all diplomatic affairs set by you but you can interfere with it as long you wish. DC 27
Cost: 950
Time: 2 turns
Result: Official diplomatic department created. +2 Diplomatic actions

[] Recruit Unwanted Brettonians: Mousillon has need of your tired masses, the too clever minds that are not tolerated, the renegades that are very annoying but are too useful to just kill. Send your tired masses and malcontents to Mousillon, where you gain domestic peace in a time of crisis, and we have more hands to work the fields. Everybody wins. Diplomatic DC 15; Intrigue DC 20
Cost: 0
Time: 1 Turn
Result: Intellectuals, malcontents, and other potentially useful but not tolerated members of Brettonian society sent to Mousillon in exchange for domestic peace, which they desperately need.
Warning: Operations may be found by Brettonia.

[] Fanged Greetings: There are other vampires like you out there, younger ones who need guidance under a strong will such as yours. Recruitment seems a good idea to extend your reach farther than before. DC 50
Cost: 0
Time: 1 turn
Results: vampires from varying bloodlines recruited based on passing DC checks.

Choose 3

[] Organize your church: Your religious right now is scattered with multiple and different sects preaching something different from one another but while still the same, the less said about the fanatical sects the better, organizing them into a single organization and building their headquarters is not only needed but necessary.
Cost: 980
Time: 1 turn
Result: Religious organization created. +1 piety action. No chance of 'holy wars' happening. New options

[] Talk to your followers: Your worshippers – you are still getting used to the word – believe that you are a god but they do not know which domain you hold and await your words about the subject. DC 0
Cost: 0
Time: 1 turn
Result: Domain and portfolio selected.

[] Organize your religion: Set out to do things for your religion, like writing a holy book, making the words of prayers, name of priests and how their hierarchy is like, give a name to it, etc. In other words make a religion. DC 5
Cost: 0
Time: 1 turn
Result: Everything about your religion sorted out.

Choose 3

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

[] Underground Mines: There are several mineral veins at your abode deep underground extracting them will prove wisely, thought you would still have to account the potential dangers of the underground.
Cost: 500
Time: 1 turn
Results: +850 income. Possible Problems

[] Blacksmith: Encouraging already here and providing them with funding to either improve their tools or expand their training, is a great idea.
Cost: 2,000
Time: 1 Turn
Result: Boosts civilian trade, improves quality of life. Unlocks Smith variant types.

[] Outside Talent: Mousillon lacks educated engineers and architects, without which building larger and more complex buildings and infrastructure is much harder, more expensive, and more dangerous. Bringing in outside knowledge via bribes and preferential treatment will take talent from surrounding provinces and bring it to Mousillon where it belongs.
Cost: 0
Time: 2 turns
Result: most buildings and infrastructure projects are cheaper with lower crit-failure consequences. Unlocks Irrigation Networks, Stone Houses, Town Apartments, and City Planning actions.
Warning: operations may be found by outside parties.

[] Engineering Workshop: There are few true engineers and machinists in Mousillon, and most of them are passing through. The few that exist though can be brought together to work in larger teams, and a dedicated workshop built to their unique needs and specifications. Not only is this needed for producing complex equipment on a large scale, this will also bring their minds together, unleashing new innovative ideas to give Mousillon any further edge it can get. DC 26
Cost: 500
Time: 1 turn
Result: Unlocks: new research and infrastructure options.

Choose 3

[] Incite Rebellions: Your spies have reported to you that various parts of Brettonia are feeling quite rebellious towards the remaining lords, inciting these rebellions will cause much-sought chaos in the land of chivalry. DC 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 suffers casualties.

[] Incite The Dukes: The dukes of Borderlaux and Aquitaine will be in conflict, that is inevitable but you can certainly speed it up. DC 10
Cost: 0
Time: 2 Turns
Rewards: Aquitaine and Borderlux in open conflict at the worst time possible.

[] Brettonian Horse Blood: Brettonian warhorses are legendary for how terrifying and tough they are in the field of battle. With Mousillon's cavalry so anemic by comparison, as a vampire you know all that the quality of bloodlines matters quite a bit. Sending out teams to acquire Brettonian foals of high quality breeding is essential to injecting Mousillon's horses with new blood. DC 45
Cost: 0
Time: 1 Turn
Result: Unlocks: Mousillon Heavy Cavalry.

Choose 3

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

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

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

[] Infuse the Tireless Hordes: The dead do not tire, nor do they need sustenance - that is an affliction of the living. Nevertheless, they are bound to travel only as quickly as they can put one rotting leg in front of the other. Infusing the hordes with this incantation will speed up the Undead marchers, although has to be limited lest their legs be worn away! DC 15
Cost: 0
Time: 1 turn
Result: Undead armies move much more faster than once thought possible.

[] (Living) Medical Kits: Living soldiers need to be patched up during battle, unlike undead. Provide medical kits with basic supplies such as bandages, very high grade alcohol to numb pain, and a variety of really sharp knives to help keep our living soldiers alive for longer. No use in wasting talent before its time, right? DC 10
Cost: 30
Time: 1 turn
Result: -10% campaign casualties.

[] Combat Healers: Ensure that those individuals with some level of talent in the healing arts get basic training and are distributed throughout the army to provide aid on the battlefield.
Cost: 100
Time: 1 turn
Result: -20% campaign casualties.

Choose 3

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

[] Hatch The Eggs: There must be some way of hatching the carmine dragon eggs you have in your possession. DC 120
Cost: 0
Time: 3 turns
Result: Eggs hatched.

[] Practice Your Light Magic: Hysh the lore of light it is the first lore of magic you have, you never had time to properly train it as had more pressing matters at the moment. DC 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

[] Practice Your Shadow Magic: Ulgu, is the lore of shadows which you recently learned, one of its mainly focus are the art of illusions. DC 27
Rewards: New shadow spell

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

[] Learn Metal Magic: the Lore of Metal is the Yellow Wind of Magic, and it is a manifestation of the Aethyric abstract and reality of logic, the desire to quantify, the desire and need to learn and instruct, and the wish to implement learning to practical or tangible ends. DC 65
Cost: 0
Time: 1 turn
Rewards: Learns New Lore: Lore of Metal

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

Treasury: 6,573
Income: 1,550
Expenses: 550
 
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