Why do people want to ally with the other gods exactly? Doing so limits what we can do since we would have to run a lot of the stuff we do by them to make sure we aren't stepping on anyone's toes since an alliance means having an equal partnership with them. As well as other reasons like it being easier to get worshippers through conquering, less strife due to us being a better ruler than the mortal ones, domains from the ones we decide to kill rather than subjugate, and being in charge.

I just don't really see the reason to ally instead of subjugate the ones we want into our pantheon and to take the domains of the ones that we have to kill.

Some people have said they want a big pantheon, I want one to, but I want us to be in charge of it so we can continue doing what we want.

at least you make a case, anyway the reason why is because the chaos gods see us as less than ants, if we even go to intermediate god-hood by slaughtering all the other gods were fucked as were the only god left standing...not to mention that even doing so weakens us immensly. look at how many damn threats are in malleus that we have to deal with then, constant fucking orks, beastmen, chaos, evil elves, hordes of monsters, other nations, ect.

lets NOT get ourselves killed and/or subsumed by chaos...this is a proto daemon world only held back from becoming said daemon-world because of the vortex, the dwarven gods, the chaos gods treating this as going primarch-mode playthrough by SEVERALY limiting themselves here, weaker possible chaos gods, ect, also the Slann and lizardmen helping out when they can from the great plan and such.

If anything I'm treating the alliances as more of "Moderate term" agreements, were NEVER going to be real freinds, at best reluctant but reliable allies, at worst barely tolerated but needed to keep chaos from fucking everyone over.

we are not the end all be all force, even if we COULD take over the world and we possible can, how the fuck are we going to manage it all? I mean we got bretonnia because of 1) Neglect, 2) it was corrupt by the nobility and hampered by its technological, social, and magical development to the point at the end-times it got so fucked over its not even funny, 3) it was weakened by massive amounts of battles and stalemates (we helped in that regard), and 4) Lileath really didn't care much anymore since the first time-loop that chaos threw at malleus.

its why the gods are so cynical and bitter, if not completely traumatized. Plus if they ever TRIED to deviate from the chosen path of the stagnate forces (well anymore then life can throw...as in Actively throwing wrenches in the great game), then chaos gets into the equivalent of a 2-year-old tantrum and throws untold amounts of daemons and goes full hog "FUCK-YOU" mode into destroying this world.

As (Powerful) greater gods they can wipe out this universe without a sweat...and the only one that CAN hold them off is the Emperor of mankind who could be a god on a similar scale (both narrative wise capable of holding them back, and powerful enough to actually hurt them), issue is if he goes full god-mode he becomes the imperial tyrant. Not that it isn't getting born anyway...
 
Yes, there are various domains that you guys can gain, they range from the awesome to the mundane, to the stupid.
How do we gain domains anyway? Will we get long term actions to try and gain them or something like that?

Just wanted to say my point of view, since the dc to ally has been shown as possible, I'm fine with us allying with the majority of the gods but I think we should still conquer some more land for more worshippers. Maybe estalia, Tilea, or some of the badlands? Like I have said before I don't know much about warhammer fantasy so other people could probably say what would be better to take over
 
How do we gain domains anyway? Will we get long term actions to try and gain them or something like that?

Just wanted to say my point of view, since the dc to ally has been shown as possible, I'm fine with us allying with the majority of the gods but I think we should still conquer some more land for more worshippers. Maybe estalia, Tilea, or some of the badlands? Like I have said before I don't know much about warhammer fantasy so other people could probably say what would be better to take over

you do realize that bretonnia is massive right? we use Brianna's time warp as well as the Call of Vanhel to massive boost our undead to stomp across allot of the time, plus undead don't tire so we could march much farther then what the living can do. Also Malleus is 4x the size of earth...we have PLENTY of space for commoners to expand into, as well as get massive amounts of pop growth in our own lands.

we are also vastly trying to catch up to the other nations, only issue for them is that we dont have beastmen (right now), or other nasty problems due to dragons, undead, and other living Milita.

also with what the QM has said, if we finish our militia upgrades as well as military tech we could potentially match Cathay/Nippon in the east (Not China and Not Japan respectively).

only reason why we would want tilea and estalia is to not have border gore...which case we have allot of land to administrate…and for empires of this time period (medieval going into gunpowder war-fare era), this amount of land is nuts to try and administrate, and only we could get bretonnia done because A) Vampire, don't need to sleep or have issues the living do, B) we are a god, C) have dragons and can get to places real fucking fast if we find out about problems to deal with ourselves.

So yeah, we have allot of provinces to fix up and get up to snuff...we wont have time to expand for a long while, unless we want to also build cities underground which case we will need light sources that replicate sunlight so people don't get sick in the darkness. Not to mention that building a underground city means we can really make use of all our space, and especially if we find mushroom farms, underground crops, animals that thrive underground, ect.
 
you do realize that bretonnia is massive right? we use Brianna's time warp as well as the Call of Vanhel to massive boost our undead to stomp across allot of the time, plus undead don't tire so we could march much farther then what the living can do. Also Malleus is 4x the size of earth...we have PLENTY of space for commoners to expand into, as well as get massive amounts of pop growth in our own lands.

we are also vastly trying to catch up to the other nations, only issue for them is that we dont have beastmen (right now), or other nasty problems due to dragons, undead, and other living Milita.

also with what the QM has said, if we finish our militia upgrades as well as military tech we could potentially match Cathay/Nippon in the east (Not China and Not Japan respectively).

only reason why we would want tilea and estalia is to not have border gore...which case we have allot of land to administrate…and for empires of this time period (medieval going into gunpowder war-fare era), this amount of land is nuts to try and administrate, and only we could get bretonnia done because A) Vampire, don't need to sleep or have issues the living do, B) we are a god, C) have dragons and can get to places real fucking fast if we find out about problems to deal with ourselves.

So yeah, we have allot of provinces to fix up and get up to snuff...we wont have time to expand for a long while, unless we want to also build cities underground which case we will need light sources that replicate sunlight so people don't get sick in the darkness. Not to mention that building a underground city means we can really make use of all our space, and especially if we find mushroom farms, underground crops, animals that thrive underground, ect.
I actually didn't know it was 4x the size of earth.

We already have trained diplomats to help us so we could probably train a team of administrators, researchers, etc to help us manage our larger territory if we need to.
 
Turn 14
The Year is 2066 By The Imperial Calendar

You have done It. You have conquered the land of chivalry, and now all of Bretonnia bow to your power, and while you would have liked to commerotate your victory there are matters that need your attention. Bretonnia is frankly speaking, a mess not only socially but economically as well it seems that everything in it needs to be fixed in one way or another no matter how small and oblivious the issue seems.

You are also beginning to understand why paperwork is considered the bane of all rulers, be their mortal or divine, like really who would like paperwork? These issues will take time as well gold but fortunately you have money to spare.

+10,800,000,000 Gold Added To The Treasury Thanks To Plunder. This will be a five year turn.



Choose 1

[X] Skeletal Walls: Not all creatures are raised back to join a Vampire's Undead horde, for bone is useful material. Larger walls that mark boundaries around Vampire strongholds are often made from the bones and skulls of former enemies. Such a terrifying structure will make any invader think twice about climbing it, especially when the embedded skulls begin to scream! DC 35
Cost: 5000 Gold
Time: 1 Year
Result: +25 To The Rose Defense Bonus

[] Cleanse The Battlefield: There are still roaming bands of beastmen spread out across Bretonnia eliminating them is a must. DC 30
Cost: 0
Time: 6 Years
Result: Roll Dependable.

[] 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 Years
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 a 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 Year
Result: Can Now Recruit: Crypt Ghouls

[] Barracks (Mousilion) - There is a need to ensure they have a battle-ready defence at any time, a barracks that houses the majority of state troops. More prestigious regiments, such as Greatswords, may have their own wing of the barracks or even separate quarters, earned for their prowess in battle. DC 25
Cost: 4,000 Gold
Time: 4 Years
Result: +15 To Human Troops, New Martial Actions

[] Training Field (Bretonnia) - The peasants of Bretonnia know very little in terms of war, training them into beter combatants is a must if they are going to be useful in future conflicts. DC 30
Cost: 800,000 Gold
Time: 10 Years
Result:+5 To All Human Forces of Bretonnia

[] Training Fields (Northern Bretonnia) - The peasants of Bretonnia know very little in terms of war, training them into beter combatants is a must if they are going to be useful in future conflicts. DC 15
Cost: 400,000 Gold
Time: 5 Years
Result: +5 To North Bretonnia Human Forces

[] Training Fields (South Bretonnia) - The peasants of Bretonnia know very little in terms of war, training them into beter combatants is a must if they are going to be useful in future conflicts. DC 15
Cost: 400,000 Gold
Time: 5 Years
Result: +5 To South Bretonnia Human Forces

[] Guard House (Mousilion) - Guard houses are effectively small bases and mustering stations for the settlement's guards. These may be state troops on defensive duty, older veterans or even young ones. DC 30
Cost: 1,500
Time: 2 Years
Result: Human Towns in Mousilion Gain +15 To Their Defense Rolls

[] Border Fortifications (Bretonnia) - You have borders with various nations it is better to fortify them, just in case. DC 40
Cost: 1,000,000 Gold
Time: 20 Years
Result: Borders with the other nations fortified.

[] Border Fortifications (Northern Bretonnia) - You have borders with various different nations it is better to fortify them, just in case. DC 20
Cost: 500,000 Gold
Time: 10 Years
Result: Borders with the nations localized in the north fortified.

[] Border Fortifications (Southern Bretonnia) - You have borders with various different nations it is better to fortify them, just in case. DC 20
Cost: 500,000 Gold
Time: 10 Years
Result: Borders with the nations localized in the south fortified.

[] Coastal Fortifications (Bretonnia) - There are many threats that can come from the sea, from monsters to raiders, fortifying the coast is a wise decision. DC 80
Cost: 3,000,000 Gold
Time: 20 Years
Result: Bretonnia Coasts Fortified against raiders and invaders.

[] Coastal Fortifications (Northern Bretonnia) - There are many threats that can come from the sea, from monsters to raiders, fortifying the coast is a wise decision. DC 40
Cost: 1,500,000 Gold
Time: 10 Years
Result: Northern Bretonnia coast fortified against raiders and invaders

[] Coastal Fortifications (Southern Bretonnia) - There are many threats that can come from the sea, from monsters to raiders, fortifying the coast is a wise decision. DC 40
Cost: 1,500,000 Gold
Time: 10 Years
Result: Southern Bretonnia coast fortified against raiders and invaders

[] Garrisons (Write-in Number; Does Not Cost a Action) - Some of your holdings do not have a proper garrison in them, those include the dukedoms of Brionne and Carcassonne localized in the south holdings. DC 0
Cost: 0
Time: 1 Year
Result: Territories selected gain or change designated garrison.
[] Lyonesse (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 1 Great Storm, 10,000 grave guard, 10,000 black knights, and 7 necromancers)

[] Artois (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 1 Great Storm Dragon, 10,000 grave guard, 10,000 black knights, and 7 necromancers)

[] L'Anguille (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 10,000 grave guard, 10,000 black knights, and 7 necromancers)
Gisoreux (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 1 Great Storm Dragon, 10,000 grave guard, 10,000 black knights, and 7 necromancers)

[] Couronne (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 1 Great Storm Dragon, 10,000 grave guard, 10,000 black knights, and 7 necromancers)

[] Montfort (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 1 Great Storm Dragon, 10,000 grave guard, 10,000 black knights, and 7 necromancers)

[] Bastonne (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 1 Great Storm Dragon, 10,000 grave guard, 10,000 black knights, and 7 necromancers)


[] Quenelles (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 1 Great Storm Dragon, 10,000 grave guard, 10,000 black knights, and 7 necromancers)

[] Parravon (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 1 Great Storm Dragon, 10,000 grave guard, 10,000 black knights, and 7 necromancers)

[]Borderlaux (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 1 Great Storm Dragon, 10,000 grave guard, 10,000 black knights, and 7 necromancers)

[] Aquitaine (Existing Garrison: 150,000 skeletons, 150,000 zombies, 100 fire dragons, 100 storm dragons, 1 Great Storm Dragon, 10,000 grave guard, 10,000 black knights, and 7 necromancers)

[] Brionne (No Existing Garrison)

[] Carcassonne (No Existing Garrison)

[] Flag Signals: Using flags to improve coordination between various moving army elements will help large armies move much more smoothly, and enable coordinated assaults across large distances. DC 35
Cost: 500 Gold
Time: 2 Year's
Result: +5 to all living forces combat rolls, the possibility of ambushes, and large-scale feints unlocked.

[] Drums: Using drums or other musical instruments to keep a steady march across long distances is vital to ensuring that formations are kept together, ensuring a more powerful striking force on contact with the enemy. DC 40
Cost: 350 Gold
Time: 2 Year's
Result: +5 to all living forces combat rolls.

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

[X] (Undead) Infantry Rearmament: Mousilion's undead is 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 them with properly maintained equivalents will provide a substantial edge across all of the undead in the land. DC 0
Cost: 5,000
Time: 15 Years
Result: +10 to all undead infantry combat rolls, +10% maintenance cost (due to maintaining said weapons and armor).

[] Raise Undead (Giants) - There are many giant bodies left over from the conquest for you to use to bolster your forces. DC 0
Cost: 0
Time: 1 Year
Result: Undead Giants Added To Army

[] Recruit Dark Beasts: Your dark beast population is not only stable but booming you can recruit a fair share of them to your army. DC 5
Cost: 500 Gold
Time: 2 Years
Result: +35,000 Fell Bats; +40,000 Direwolves

[] Army of The Living: You have literally millions of subjects, you can start recruiting living troops off them. DC 25
Cost: 15,000 Gold
Expenses: 10,000 Gold
Time: 4 Years
Result: +50,000 Swordsmen

Choose 1

[X] Meeting of Brothers: The von carstein are your lineage, you think it is time to finally meet your brothers and sisters. DC ???
Cost: 0
Time: 6 Years
Result: Talks Opened With The Von Carsteins

[] Dwarven Trade (Grey Mountains) - Open trade talks with the dwarves of the grey mountains. DC 58
Cost: 0
Time: 2 Years
Results: Roll Dependable

[] Elven Outreach (Athel Loren): The Wood Elves of Athel Loren are mighty and know the true power of nature, turning it on invaders and foreigners alike. Establishing relations with these proud dwellers of the forest may yield unexpected benefits. DC 95
Cost: 0
Time: 1 Year
Results: Talks opened with Athel Loren. ???

[] Tilea Trade Talks: Open trade talks with the Tilean government. DC 50
Cost: 0
Time: 2 Years
Result: Roll Dependable

[X] Estalian Relations: Talking with geographic neighbors is always a good thing, and Estalia has much to offer, but first your diplomats must, secretly, reach them. DC 50
Cost: 0
Time: 1 Year
Results: Talks with Estalia opened up, roll dependent on what emerges from them.

Choose 0

[] Organize Church: The religion branched out during your coming towards Bretonnia, organizing them under the official religious organization will cause less problems to everyone involved. DC 20
Cost: 0
Time: 3 Years
Result: Church Organized

[] Churches (Bretonnia) - Building Churchers along Bretonnia will make all of your subjects for a place to pray. DC 10
Cost: 20,000
Time: 4 Years
Result: Churchers build all over Bretonnia

[] Cleanse The Battlefield: While many herdstones were destroyed, there still is a chance that artifacts of the fell powers of chaos are still in place somewhere around Bretonnia, this also includes locations that have been completely corrupted by the forces of ruin. DC 40
Cost: 0
Time: 5 Years
Result: Roll Dependable.

[] Temples of Shallya: The goddess Shallya is very popular amongst your subjects, and you personally have nothing against her, so building temples dedicated to her will definitely increase your popularity among them. What's the worst that can happen? DC 20
Cost: 5,000
Time: 3 Years
Result: Popularity increased; ???

[X] Priest Training (Heresy): Train your priests so that they can detect the signs of corruption. DC 25
Cost: 200
Time: 1 Year
Result: +5 To Anti-Corruption Rolls

[X] Priest Training (Converting): Train your priests so they can better convert new mortals to your faith. DC 40
Cost: 300
Time: 1 Year
Result: +5 To Converting Rolls


[] Emissaries (Empires of Man): Send Emissaries towards the location to spread a new faith, your faith. DC 45
Cost: 0
Time: 5 Years
Result: Roll Dependent

[X] Emissaries (Tilea): Send Emissaries towards the location to spread a new faith, your faith. DC 35
Cost: 0
Time: 5 Years
Result: Roll Dependent

[] Emissaries (Estalia): Send Emissaries towards the location to spread a new faith, your faith. DC 35
Cost: 0
Time: 5 Years
Result: Roll Dependent

Choose 3

[] Population Censor: The population of Bretonnia is immensely decentralized so you don't know exactly how many people you rule. DC 0
Cost: 200
Time: 3 Years
Result: Population numbers are now exact in their numbers. New Options unlocked

[] Dragon Orders: It is time to build the headquarters of the dragon orders. DC 15
Cost: 30,000
Time: 8 Years
Result: Headquarters of the dragon orders constructed and ready to be used.

[] Weaving Houses (Bretonnia) - Creation of cloth is a necessary step if one has the clothing for winter, summer, and other seasons, merchants buy these cloths produced by the houses they sell them to populace and the cycle repeats. DC 30
Cost: 60,000
Expenses: 1,000
Time: 10 Years
Result: +80,000 Income

[] Weaving Houses (Northern Bretonnia) - Creation of cloth is a necessary step if one has the clothing for winter, summer, and other seasons, merchants buy these cloths produced by the houses they sell them to populace and the cycle repeats. DC 15
Cost: 30,000
Expenses: 500
Time: 5 Years
Result: +40,000 Income

[] Weaving Houses (Southern Bretonnia) - Creation of cloth is a necessary step if one has the clothing for winter, summer, and other seasons, merchants buy these cloths produced by the houses they sell them to populace and the cycle repeats. DC 15
Cost: 30,000
Expenses: 500
Time: 5 Years
Result: +40,000 Income

[] Farms (Bretonnia) - While there are many farms in Bretonnia those are all in poor conditions, introducing your more modern methods of farming will surely increase how much food is harvested. DC 35
Cost: 40,500
Time: 14 Years
Result: +400,000 Income; +800,000 Food

[] Farms (Northern Bretonnia) - While there are many farms in Bretonnia those are all in poor conditions, introducing your more modern methods of farming will surely increase how much food is harvested. DC 15
Cost: 20,500
Time: 9 Years
Result: +200,000 Income; +400,000 Food

[] Farms (Southern Bretonnia) - While there are many farms in Bretonnia those are all in poor conditions, introducing your more modern methods of farming will surely increase how much food is harvested. DC 15
Cost: 20,000
Time: 5 Years
Result: +200,000 Income; +400,000 Food

[] The Future of War Part 1: Factories will be needed, their purpose to sorely create the supplies needed to use your new weapons and the weapons themselves. DC 25
Cost: 800
Expenses: 250
Times: 5 Years
Result: The Future of War Part 2 Unlocked

[] Mines (Bretonnia) - There are many mines spread out in Bretonnia but all of them are in poor conditions, both for a workplace and how to get said minerals, implementing your form of mining will certainly increase not only your popularity amongst the miners as well as the amount of minerals gained. DC 80
Cost; 600,000 Gold
Time: 10 Years
Result: +800,000 Income

[] Mines (Northern Bretonnia) - There are many mines spread out in Bretonnia but all of them are in poor conditions, both for a workplace and how to get said minerals, implementing your form of mining will certainly increase not only your popularity amongst the miners as well as the amount of minerals gained. DC 40
Cost: 300,000
Time: 5 Years
Result: +300,000 Income

[] Mines (Southern Bretonnia) - There are many mines spread out in Bretonnia but all of them are in poor conditions, both for a workplace and how to get said minerals, implementing your form of mining will certainly increase not only your popularity amongst the miners as well as the amount of minerals gained. DC 40
Cost: 300,000
Time: 5 Years
Result: +300,000 Income

[] Expand Mines (Mousilion) - Expanding both the gold and iron mines (hopefully without any accidents this time) will increase the amount of gold you get per year, while also allowing other things if the people of the engineering team are anything to go by. DC 23
Cost: 890
Time: 5 Years
Result: +1,200 income. New options

[] Clothier (Mousilion) - Clothes are necessary for the day to day living as well for surviving, warm clothes for winter are needed if you don't want to freeze to death after all. DC 15
Cost: 1,500
Time: 2 Years
Result: +500 Income

[] Cattle Pens (Bretonnia) - Larger cattle farms have more land and better, more permanent, housing for the animals they keep. DC 10
Cost: 10,000 Gold
Time: 8 Years
Result: +20,000 Income, +80% For Human Pop Growth.

[] Cattle Pens (Northern Bretonnia) - Larger cattle farms have more land and better, more permanent, housing for the animals they keep. DC 5
Cost: 5,000
Time: 4 Years
Result: +10,000 Income, +40% For Human Pop Growth

[] Cattle Pens (Southern Bretonnia) - Larger cattle farms have more land and better, more permanent, housing for the animals they keep. DC 5
Cost: 5,000
Time: 4 Years
Result: +10,000 Income, +40% For Human Pop Growth

[] Hunting Camps (Bretonnia) - Bretonnia has many different animals present in it, their furs can be used for trade while the meat can be used for consumption. DC 20
Cost: 10,000
Time: 8 Years
Result: +2,000 Income, +10% to human population growth

[] Hunting Camps (Northern Bretonnia) - Bretonnia has many different animals present in it, their furs can be used for trade while the meat can be used for consumption. DC 10
Cost: 5,000
Time: 4 Years
Result: +1,000 Income; +5% To Human Population Growth

[] Hunting Camps (Southern Bretonnia) - Bretonnia has many different animals present in it, their furs can be used for trade while the meat can be used for consumption. DC 10
Cost: 5,000
Time: 4 Years
Result: +1,000 Income; +5% To Human Population Growth

[] Stone Cutters: Marble is a construction resource mainly used for construction of great buildings, while you do not have such projects in mind yet, it doesn't bother to be prepared, and many nations like marble themselves. DC 20
Cost: 1,000
Time: 3 Years
Result: New Options.

[] Cinnabar Mining Pits: Everyone likes colorful clothes after all, it is a great industry found all over the world. DC 20
Cost: 2,000
Time: 4 Years
Result: +2,000 Income

[] Vineyards: The wineries of bretonnia are famed for the wine they produce said to be the best in the whole world, but the wineries are way backwards in their approach of wine making, adding a more modern approach will certainly make so that production rises. DC 30
Cost: 3,000
Time: 5 Years
Result: +5,000 Income

[] Woodsman Huts: There are many forests in Bretonnia, the wood they give is necessary for the construction or manufacture of many different objects and materials. DC 20
Cost: 35,000
Time: 7 Years
Result: +9,000 Income

[] Armorsmiths: Smiths with the sole purpose of creating high-end military armor such as plate and half plate. DC 35
Cost: 350
Expenses: 230
Time: 1 Year
Result: Unlocks higher-end armor production such as half-plate and full plate armor.

[] Weaponsmiths: Smiths with the sole purpose of creating weapons of war of high quality. DC 34
Cost: 340
Expenses: 220
Time: 1 Year
Result: Unlocks the production of higher-quality weapons.

[] Build Naval Infrastructure: Naval dockyards and harbors will be necessary for future actions involving the ocean, such as sea trade, the harbors and dockyards of Bretonnia can be improved. DC 25
Cost: 10,000
Expenses: 200
Time: 4 Years
Result: Naval Infrastructure build. New options.

Choose 1

[] Incite Rebellions: The lands of the wolf emperor are in chaos thanks to new revelation thanks to yours truly, a single push is all that is needed for the people of his kingdom to start rebellions against their rule. DC 15
Cost: 0
Time: 2 Years
Result: Rebellions at the wolf's empire.

[] Root Out Spies: There are many spies and informants to other nations in your realm, root them out. DC ???
Cost: 0
Time: 5 Years
Result: Roll Dependable.

[] Root Out Cultists: You can feel the presence of the ruinous powers in this land faint as it is, rooting out the weeds before they grow into something problematic is definitely a good thing to do. DC ???
Cost: 0
Time: 6 Years
Result: Roll Dependable

[] Expand Spy Network (Sylvania) - It is smart to keep tabs on the activities of your kin. DC 75
Cost: 0
Time: 3 Years
Result: Sylvania Rumor Mill Unlocked.

[X] Expand Spy Network (Kislev): Kislev a frozen wasteland ruled by tzars and ice mages, they are always suffering under constant attacks by forces of the dark gods of chaos. DC 50
Cost: 0
Time: 7 Years
Result: Kislev Rumor Mill Unlocked

[X] Expand Spy Network (Border Princes): The border princes are a region which was colonized centuries ago by humans in the hopes of serving as a bulwark against the orc and goblins of the region, now it is simply a region where small kingdoms battle themselves as much as they battle the orcs which come from the badlands. DC 50
Cost: 0
Time: 4 Years
Result: Border Princes Rumor Mill unlocked.

[] Steal Technology (Estalia): The steel of Estalia is famous around the world, obtaining the methods of forging will give your forces great benefits. DC 120
Cost: 0
Time: 5 Years
Result: Estalia Steel Acquired.

Choose 3

[] Fuelled By Fear: A Terrorgheist feeds by terrifying its prey into paralysis, this invocation invigorates the monster further making them even deadlier and more terrifying when on the hunt or in battle. DC 20
Cost: 0
Time: 2 Years
Result: +10 To Terrorgheists Rolls

[] Electronic Mechanical Engineering: Your research team is looking at the possibility of creating what they have been calling 'electricity' minor experiments have been going on for a few months and it appears to show promise. DC 100
Cost: 1,000
Time: 9 Years
Result: The wonders of electricity are discovered; New tech trees unlocked.

[] New Firearms: The previous firearms can be improved, new weapons can be made as well. DC 65
Cost: 50
Time: 5 Years
Result: +10 To Units With firearms, new weapons

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 100
Cost: 0
Time: 8 Years
Result: Ability to create runeblades.

[] Throw a Feast: Throw a feast to commemorate your victory and conquest of Bretonnia. DC 5
Cost: 900
Time: 1 Year
Result: Popularity increased. ???

[] 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 it had more pressing matters at the moment. DC 25
Cost: 0
Time: 1 Year
Result: 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 15
Cost: 0
Time: 1 Year
Result: New vampiric spell

[] Practice Your Shadow Magic: Ulgu, is the lore of shadows which you recently learned, one of its main focuses are the art of illusions. DC 20
Cost: 0
Time: 1 Year
Result: New shadow spell

[] Practice Beast Magic: Ghur, the Lore of Beasts is the Brown Wind of Magic, which is often called the Aethyrs 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 Year
Result: Learns New Beast 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 Year
Result: 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 Year
Result: Learns New Lore: Lore of Metal

[] Learn Heaven Magic: Azyr, the Lore of Heavens is the Blue Wind of Magic, and it is said to be a manifestation of the Aethyr's reflection of inspiration and that which is out of reach. DC 45
Cost: 0
Time: 1 Year
Result: Learn New Lore: Lore of The Heavens

[] Learn Life Magic: The Lore of Life is associated with Ghyran, the green wind of magic, which is closely tied to nature, water and the flow of the natural essence of life through the world. It is strongest near sources of water or in areas where life grows in abundance - around rivers and lakes, by springs, in forests and woods. Rainfall is known to unleash a torrent of Ghyran energy where it falls. The strength of Ghyran magic is generally affected by the seasons - it is most potent in spring and summer, and it declines during winter. Ghyran magic can be used in a wide range of spells - as well as giving vital energy and providing healing, it can be used to manipulate the natural environment and control water in all its forms. DC 30
Cost: 0
Time: 1 Year
Result: Learns New Lore of Magic - Lore of Life

[] Learn Lore of Death: The Lore of Death is associated with Shyish, the purple wind of magic. The power of Shyish comes from the ending of things, the slow decline of the soul, and the certainty and terrible awe of death that all sentient creatures must face at some point. Shyish tells us that even though physical form must inevitably come to an end, creation is permanent, and there exist forces larger than our mortal selves that deserve respect and even reverence. Shyish is drawn to places where death must be faced, or where things are brought to an end. It blows strongly around battlefields, lingers around gallows and courts of justice, and hangs in the mournful silence around fresh graves. It is said to be strongest around times of obvious transition, when one state ends and another begins. Dawn and dusk are the most obvious examples of this, but also spring and autumn, and the equinoxes that mark the beginning of the end for winter and summer. DC 20
Cost: 0
Time: 1 Year
Result: Larned New Lore of Magic - Lore of Death

Treasury: 10,800,024,615
Income: 20,225
Expenses: 2,340

OOC: I divided Bretonnia into North (Mousillon, Lyonesse, Artois, Gisoreux, and Couronne) and South (Quenelles, Bastonne, Montfort, Aquitaine, Borderlaux, Brionne, Parravon, and Carcassonne) because it makes things more easier, now if you excuse me I will go to the realm sheet and add/change somethings.
 
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[X] Plan: Cleaning house
-[X] Cleanse The Battlefield: There are still roaming bands of beastmen spread out across Bretonnia eliminating them is a must. DC 30
-[X] Elven Outreach (Athel Loren): The Wood Elves of Athel Loren are mighty and know the true power of nature, turning it on invaders and foreigners alike. Establishing relations with these proud dwellers of the forest may yield unexpected benefits. DC 95
-[X] Population Censor: The population of Bretonnia is immensely decentralized so you don't know exactly how many people you rule. DC 0
-[X] Farms (Southern Bretonnia) - While there are many farms in Bretonnia those are all in poor conditions, introducing your more modern methods of farming will surely increase how much food is harvested. DC 15
-[X] Mines (Southern Bretonnia) - There are many mines spread out in Bretonnia but all of them are in poor conditions, both for a workplace and how to get said minerals, implementing your form of mining will certainly increase not only your popularity amongst the miners as well as the amount of minerals gained. DC 40
-[X] Root Out Spies: There are many spies and informants to other nations in your realm, root them out. DC ???
-[X] Fuelled By Fear: A Terrorgheist feeds by terrifying its prey into paralysis, this invocation invigorates the monster further making them even deadlier and more terrifying when on the hunt or in battle. DC 20
-[X] Electronic Mechanical Engineering: Your research team is looking at the possibility of creating what they have been calling 'electricity' minor experiments have been going on for a few months and it appears to show promise. DC 100
-[X] New Firearms: The previous firearms can be improved, new weapons can be made as well. DC 65
-[X] Throw a Feast: Throw a feast to commemorate your victory and conquest of Bretonnia. DC 5
-[X] Learn Life Magic: The Lore of Life is associated with Ghyran, the green wind of magic, which is closely tied to nature, water and the flow of the natural essence of life through the world. It is strongest near sources of water or in areas where life grows in abundance - around rivers and lakes, by springs, in forests and woods. Rainfall is known to unleash a torrent of Ghyran energy where it falls. The strength of Ghyran magic is generally affected by the seasons - it is most potent in spring and summer, and it declines during winter. Ghyran magic can be used in a wide range of spells - as well as giving vital energy and providing healing, it can be used to manipulate the natural environment and control water in all its forms. DC 30
-[X] Learn Lore of Death: The Lore of Death is associated with Shyish, the purple wind of magic. The power of Shyish comes from the ending of things, the slow decline of the soul, and the certainty and terrible awe of death that all sentient creatures must face at some point. Shyish tells us that even though physical form must inevitably come to an end, creation is permanent, and there exist forces larger than our mortal selves that deserve respect and even reverence. Shyish is drawn to places where death must be faced, or where things are brought to an end. It blows strongly around battlefields, lingers around gallows and courts of justice, and hangs in the mournful silence around fresh graves. It is said to be strongest around times of obvious transition, when one state ends and another begins. Dawn and dusk are the most obvious examples of this, but also spring and autumn, and the equinoxes that mark the beginning of the end for winter and summer. DC 20
 
Was this year or the next for the 2nd reinforcements of Dragons?

Can't remember since it has been a while ago

Edit: Also since this is a 5 year turn then shouldn't the turns for actions be adjusted? Or do we have to get actions that make 15 years total on every category?
 
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There is so much to do and so little time, where is a time lord when you need them? :)

[X] Plan: Cleaning house


I would like to go with (Root Out Cultists) instead of (Root Out Spies).
 
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@Alucard Vampiry you didn't answer. What do we do with actions that cost less than 5 years? Do they continue to another action or is that slot finished? Because that would make things a bit harder for plans.
 
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