Turn 6
- Location
- Castlevania
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.
Treasure: 25,443
Income: 700
Expenses: 550
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.
[] 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).
[] 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.
[] 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.
[] 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).
[] 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.
[] 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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