We don't really need the dragon knights for a rapid response force since we kinda already have one. Our response to danger is probably just going to be use birona's timewarp on some dragons and have them deal with it. I don't think the dragon knights would be any faster than that.

I do still want them later on though.

[X] Plan: Population growth
Um our we don't even have dragons knights yet just champions we have to recruit them now
 
alright

looks like we will be having a tie for a bit, unless people want to keep up the pop growth...issue is the longer we take for the academy+dragon knight order, the more difficult it might get later on. shame its 5-year turns. other then that, hopefully centralizing stuff will give us more things to do, even if it means the baddies get more land...that just means we have more places to throw undead-haunts at.

that and i do hope to find a few old crypts to the point where we can REALLY start getting the undead army up and running.

edited:
We don't really need the dragon knights for a rapid response force since we kinda already have one. Our response to danger is probably just going to be use birona's timewarp on some dragons and have them deal with it. I don't think the dragon knights would be any faster than that.

I do still want them later on though.
Um our we don't even have dragons knights yet just champions we have to recruit them now

we dont have dragon knights, we have Dragon Lords, aka our version of Chaos Champions running around, only way to get dragon knights is to build the academy, also do you think we wont go full force on some ass that tries anything in our reigon of space? i mean we will cheat as hard as we possibly can, and hopefully if we get a magic academy up and running it will allow us to get more spells every time we research something, and hopefully again it will allow us to smack some fools down.

*really need to get god of magic status, if only to truly fuck someone's day over if we do high-magic bullshit on some idoits army.*

also i wonder if we can ever pull a lizardmen and power our cities with geomantic Lines of power (kind of like Ley-Lines...go read "Respect Your Elders" here on SV for more info on how lizardmen pull their brand of bullshit and what they can do.)
 
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Um our we don't even have dragons knights yet just champions we have to recruit them now
I was talking about dragons, we don't need the knights to command the dragons ourself. My point was the knights wouldn't make our response to danger any faster than it currently is. Since we can just have the dragons deal with it.
 
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We need knights for the other generations to defend our lands
I feel like you don't understand what I'm talking about. I specifically said I wanted to make the order but I felt getting cattle pens first was more important since it would help population growth and making the order wouldn't really cause any improvement, until war turns at least. We also don't need them to help defend/patrol the land, we have over 200 million undead and a couple hundred thousand dragons.
 
I was talking about dragons, we don't need the knights to command the dragons ourself. My point was the knights wouldn't make our response to danger any faster than it currently is. Since we can just have the dragons deal with it.

Dragons arent alwasy going to do shit unless we specfically ask them too, plus they are dragons, not humans...if they see a problem they solve it the dragon way of things, either domination, over-powering it, or blasting it into oblivion. We will need the knights to handle more subtle and diplomatic issues rather then show up as a huge hulking mass of dragon-scaled elemental fury.

We need knights for the other generations to defend our lands

this, and the fact the other lands might not want to see us deploy dragons enmass...i mean those buggers DO have to eat every now and then, and you dont want to depopulate the lands now do we? RIght now were massively increasing food-stockpiles thanks to our mass cattle-pens and such...if the cattle pen plan does continue to work then ill just keep on hammering the other parts of it untill were finished with it all.

hopefully we get less options so were not in AP hell again lol!

edited:

I feel like you don't understand what I'm talking about. I specifically said I wanted to make the order but I felt getting cattle pens first was more important since it would help population growth and making the order wouldn't really cause any improvement, until war turns at least. We also don't need them to help defend/patrol the land, we have over 200 million undead and a couple hundred thousand dragons.

again, basic fucking undead, as in not intellgent...unless you want us to be directing hordes of undead 24/7 to deal with everything we will need mortal agaents...and dragons are not good at intrigue or diplomacy that doesnt have intimidation acts in it. Plus why the hell would we send a dragon to go clean up a tiny mutant enclave when a group of wannabe knights can go do it in their stead? We have the Traits Proud, Strong, and Greedy now thanks to greater domain of Dragon-kind.
 
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we dont have dragon knights, we have Dragon Lords, aka our version of Chaos Champions running around, only way to get dragon knights is to build the academy, also do you think we wont go full force on some ass that tries anything in our reigon of space? i mean we will cheat as hard as we possibly can, and hopefully if we get a magic academy up and running it will allow us to get more spells every time we research something, and hopefully again it will allow us to smack some fools down.
Again, I never said I didn't want the order. I was originally responding to someone saying they wanted them as a rapid response force because they wanted us to focus on defense before long term improvements. I was stating my opinion on us not really needing them urgently for that since having them wouldn't have much of an impact on how fast we respond to things and that with our army we were well equipped to handle an invasion if need be.
Dragons arent alwasy going to do shit unless we specfically ask them too, plus they are dragons, not humans...if they see a problem they solve it the dragon way of things, either domination, over-powering it, or blasting it into oblivion. We will need the knights to handle more subtle and diplomatic issues rather then show up as a huge hulking mass of dragon-scaled elemental fury.
Again, I was originally responding to someone saying they wanted a rapid response force, in which case they would only be responding if someone were attacking so I was saying there wasn't much reason to get the dragon knights immediately instead of cattle pens for that reason.

Also if we do need to use diplomacy or intrigue we have diplomats and spies. If anything big comes up we could send one the dragon lords or ourself. Again I do want them since I think they would be useful, I just don't see them as an urgent need so I would prefer cattle pens.

Edit: You probably just didn't see the original post that I was responding to that whenyouseeyou quoted me for the first time.

I do agree we need mortal agents, I just don't think we need them urgently enough to put off cattle pens since the faster our population grows the larger it gets and the larger it gets the faster it grows. It's a cycle.
 
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That is not a good sign, then again a several times traitor to her nation and only cared about herself and her baby, yeah understandable, but how long has she been doing this for even with the kid?

Dangerous fucking work as a info broker, and playing sides as one gets you killed if not worse.
she's pretty much inconsequential(worthless for both sides), sure, they should technicaly make an example out of her.But that doesn't allways mean death! u know?
she maybe also has info (useful ones) as shown, so amnesty by being willing to help? dunno :p
 
she's pretty much inconsequential(worthless for both sides), sure, they should technicaly make an example out of her.But that doesn't allways mean death! u know?
she maybe also has info (useful ones) as shown, so amnesty by being willing to help? dunno :p
dunno why, but plz let the poor woman have a happy ending after that interogation, ç.ç
The mother had a very brutal 'accident' and her daughter was given to the orphanage and was adopted by a couple who wanted to adopt a child into their family she was now being raised in a house full of love and who has a zealous but understanding family.
 
Votes are Closed.
Scheduled vote count started by Alucard Vampiry on Dec 28, 2020 at 7:19 PM, finished with 43 posts and 19 votes.

  • [X] Plan: Shit-time to house these crazy Dragons!
    -[x] Martial
    --[x] Raise Undead (Giants) - There are many giant bodies left over from the conquest for you to use to bolster your forces. DC 0
    -[x] Diplomacy
    --[x] Dwarven Relations (Grey Mountains) - Build up good relations with the dwarves. DC 40
    --[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] Piety
    --[x] 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
    --[x] Churches (Bretonnia) - Building Churchers along Bretonnia will make all of your subjects for a place to pray. DC 10
    --[x] 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
    -[x] Stewardship
    --[X] Centralization: Centralize all of the villages in the different dukedoms of your kingdom into single or multiple towns. DC 30
    --[x] Dragon Homes: Expanding or building new homes for your dragons will be beneficial in the long term for making sure that deaths do not happen. DC 25
    --[x] Dragon Orders: It is time to build the headquarters of the dragon orders. DC 15
    -[x] Intrigue
    --[x] 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 ???
    --[x] Expand Spy Network (Sylvania) - It is smart to keep tabs on the activities of your kin. DC 75
    -[x] Learning
    --[x] Weapon I - New firearms as well as small scale explosives. DC 50
    --[x] Support weapons I - Automatic weapons are becoming more portable. Submachine guns have already proven effective and the development of hand-held support weapons must continue. DC 20
    -[x] Personal
    --[x] 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
    --[x] Rename Your Kingdom (Empire Of Wallachia) - Name your new kingdom or empire. DC 0
    --[x] 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
    [X] Plan: Population growth
    -[x] Martial
    --[x] Raise Undead (Giants) - There are many giant bodies left over from the conquest for you to use to bolster your forces. DC 0
    -[x] Diplomacy
    --[x] Dwarven Relations (Grey Mountains) - Build up good relations with the dwarves. DC 40
    --[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] Piety
    --[x] 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
    --[x] Churches (Bretonnia) - Building Churchers along Bretonnia will make all of your subjects for a place to pray. DC 10
    --[x] 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
    -[x] Stewardship
    --[X] Centralization: Centralize all of the villages in the different dukedoms of your kingdom into single or multiple towns. DC 30
    --[x] Dragon Homes: Expanding or building new homes for your dragons will be beneficial in the long term for making sure that deaths do not happen. DC 25
    --[x] Cattle Pens (Southern Bretonnia) - Larger cattle farms have more land and better, more permanent, housing for the animals they keep. DC 5
    -[x] Intrigue
    --[x] 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 ???
    --[x] Expand Spy Network (Sylvania) - It is smart to keep tabs on the activities of your kin. DC 75
    -[x] Learning
    --[x] Weapon I - New firearms as well as small scale explosives. DC 50
    --[x] Support weapons I - Automatic weapons are becoming more portable. Submachine guns have already proven effective and the development of hand-held support weapons must continue. DC 20
    -[x] Personal
    --[x] 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
    --[x] Rename Your Kingdom (Empire Of Wallachia) - Name your new kingdom or empire. DC 0
    --[x] 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
    [X] Plan: Houses for Dragons
    -[x] Martial
    --[X] Border Fortifications (Southern Bretonnia) - You have borders with various different nations it is better to fortify them, just in case. DC 20
    -[x] Diplomacy
    --[x] Dwarven Relations (Grey Mountains) - Build up good relations with the dwarves. DC 40
    --[X] Tilea Trade Talks: Open trade talks with the Tilean government. DC 50
    -[x] Piety
    --[x] 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
    --[x] Churches (Bretonnia) - Building Churchers along Bretonnia will make all of your subjects for a place to pray. DC 10
    --[x] 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
    -[x] Stewardship
    --[X] Centralization: Centralize all of the villages in the different dukedoms of your kingdom into single or multiple towns. DC 30
    --[x] Dragon Homes: Expanding or building new homes for your dragons will be beneficial in the long term for making sure that deaths do not happen. DC 25
    --[x] Dragon Orders: It is time to build the headquarters of the dragon orders. DC 15
    -[x] Intrigue
    --[x] 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 ???
    --[x] Expand Spy Network (Sylvania) - It is smart to keep tabs on the activities of your kin. DC 75
    -[x] Learning
    --[x] Weapon I - New firearms as well as small scale explosives. DC 50
    --[x] Support weapons I - Automatic weapons are becoming more portable. Submachine guns have already proven effective and the development of hand-held support weapons must continue. DC 20
    -[x] Personal
    --[x] 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
    --[x] Rename Your Kingdom (Empire Of Wallachia) - Name your new kingdom or empire. DC 0
    --[x] 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
 
Turn 15 Results
[X] Plan: Shit-time to house these crazy Dragons!
-[x] Martial
--[x] Raise Undead (Giants) - There are many giant bodies left over from the conquest for you to use to bolster your forces. DC 0
-[x] Diplomacy
--[x] Dwarven Relations (Grey Mountains) - Build up good relations with the dwarves. DC 40
--[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] Piety
--[x] 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
--[x] Churches (Bretonnia) - Building Churchers along Bretonnia will make all of your subjects for a place to pray. DC 10
--[x] 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
-[x] Stewardship
--[X] Centralization: Centralize all of the villages in the different dukedoms of your kingdom into single or multiple towns. DC 30
--[x] Dragon Homes: Expanding or building new homes for your dragons will be beneficial in the long term for making sure that deaths do not happen. DC 25
--[x] Dragon Orders: It is time to build the headquarters of the dragon orders. DC 15
-[x] Intrigue
--[x] 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 ???
--[x] Expand Spy Network (Sylvania) - It is smart to keep tabs on the activities of your kin. DC 75
-[x] Learning
--[x] Weapon I - New firearms as well as small scale explosives. DC 50
--[x] Support weapons I - Automatic weapons are becoming more portable. Submachine guns have already proven effective and the development of hand-held support weapons must continue. DC 20
-[x] Personal
--[x] 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
--[x] Rename Your Kingdom (Empire Of Wallachia) - Name your new kingdom or empire. DC 0
--[x] 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
10 people have voted



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: Completed
Roll: autosuccess

The orcs brought over nearly one thousand giants to their invasion of the old kingdom but they all were killed by either you or the 'knights' of Bretonnia, which means that their bodies could be raised back to the world of the living, nine hundred and fifty giants were raised as undead and added to the already massive undead army.

Result: +950 Undead Giants Added To Undead Forces

Cleanse The Battlefield: There are still roaming bands of beastmen spread out across Bretonnia eliminating them is a must. DC 30
Cost: 0
Time: Completed
Roll: 1d100+35 = 62

In the last years of the military purification many roaming bands as well already established beastmen tribes were purged from your lands, while you can not be sure that you got them all you can be sure that their population has been thinned down sufficiently that they won't be a problem for decades perhaps even centuries.

(Undead) Infantry Rearmament: Mousilion's undead are equipped often with what they wield 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: 5 Years
Roll = autosuccess

The rearmament continues on its pace as thousands of weapons and armours are made and shipped off to your undead forces.

Dwarven Relations (Grey Mountains) - Build up good relations with the dwarves. DC 40
Cost: 0
Time: Complete
Roll: 1d100+35 = 106

The diplomats sent to the grey mountains say that relations with the dwarves are going well so well in fact that a non aggression pact, military alliance, defensive pact, legal migration, and maybe a bit of the dwarf technology and build tips are on the table. This is mainly because the trade between you and them, has made them richer than centuries of work had, the dwarven holds of the grey mountains are poorer than other holds which always prickled at their pride but the trade between you and them has made them richer and now they are on the level of a average hold in a rich resource area.

Results: New options, relations of the dwarfs are on incredibly good terms.

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: Complete
Roll: 1d100+35 = 133

The situation of the von carsteins is quite complicated, there is ongoing civil war between two old timers of the bloodline, one of the two is the apparent heir of Vlad and Konrad this vampire being Mannfred who wants the turn the world into 'a world of perpetual darkness' you are quite sure that he is insane even if you diplomats didn't say that to you.

The other old timer, which you can't shake the strange feeling that you know her, is Velana a powerful vampiress who was one of the personal handmaidens of Isabella the wife of Vlad or so she claims, her goals are very different from Mannfred's faction for one her faction does not mistreat mortals and actually handles as benevolent overlords they just ask for a tax of blood which is taken without the one who gives dying.

You don't think there needs to be critical thinking to say who you will support and talk to.

Results: Contact opened with the Von Carsteins, civil war between conservative and radical vampires led by Mannfred and Velana respectively. New options.

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: Completed
Roll: 1d100+35 = 108

The talks were incredibly short, the wood elves or Asrai if you want to be practical in talks if you don't want to offend them in some way by not saying their name, said that they would not interfere with your business as long you don't mess with them. Short, blunt and exactly what you expected from the elves of Athel Loren.

Results: Talks opened with Athel Loren. New options

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: Complete
Roll: 1d100+35 = 116

The process of organizing your church was smooth and had no problems whatsoever.

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: Completed
Roll: 1d100+35 = 97

Churches dedicated to you were built all across Bretonnia, congregations were in their hundreds of thousands in but a few hours, the people don't adore you they love you. Reaching the point of near insanity in some cases but they were manageable, in other reports the holy judges just got a bunch of new recruits.

Result: Churches built 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: Complete
Roll: 1d100+35 = 41

The locations completely corrupted by the forces of ruin were completely burned with the help of your dragons and fire mages the burning of the island capital of Lyonesse will definitely enter historic books as the island needed to completely burned to make sure that not even a scrap of corruption turning it into a burned husk of what it once was.

The artifacts found were either destroyed or, in the case that they would cause much more damage in their destruction, given over to the Preacher's and sealed within their vaults guarded 24/7 by the silent undead that were made for that exact purpose.

Result: All of the chaos artifacts or a major number of them have either been destroyed or sealed in the Preacher's vaults. Locations completely corrupted have been burned down.

Centralization: Centralize all of the villages in the different dukedoms of your kingdom into single or multiple towns. DC 30
Cost: 100,000
Time: 5 Years
Roll: 1d100+35 = 70

The villages located around the various dukedoms are being centralized into various towns for easier management, there was resistance of course but they were handled, the building of the towns is itself an easy thing to do. It is moving tens of thousands that is the problem.

Dragon Homes: Expanding or building new homes for your dragons will be beneficial in the long term for making sure that deaths do not happen. DC 25
Cost: 25,000
Time: Completed
Roll: 1d100+35 = 52

The expansion and building of new dragon homes went without any type of problem, mountains and cliffs on their territory had artificial caves dug into them forests had the same, construction was made even in the bottom or near bottom of your coastal waters with artificial caves or grottos being made to house the sea dragons and dragon kin.

Result: Homes built or expanded for dragons. New options.

Dragon Orders: It is time to build the headquarters of the dragon orders. DC 15
Cost: 30,000
Time: 3 Years
Roll: 1d100+35 = 46

The headquarters of the dragon orders are finally being constructed and each one of these will have their own appearance such as the carmine dragon having skull imagery and carmine painted walls because of the nature of the dragons they protect.

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: 1 Year
Roll: 1d100+35 = 40

Your agents caught many cultists, which you note that some cells had thousands of members and so were considered extremely important in neutralization of cultist cells as they could rally the other cells into something drastic.

Expand Spy Network (Sylvania) - It is smart to keep tabs on the activities of your kin. DC 75
Cost: 0
Time: Completed
Roll: 1d100+35 = 106

Your agents have successfully infiltrated the dark lands of Sylvania and have started sending information.

Result: Sylvania Rumor Mill Unlocked.

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: Completed
Roll: 1d100+35 = 55

Your agents have infiltrated the frozen lands of Kislev and have started to send information.

Result: Kislev Rumor Mill Unlocked

Weapons I - New firearms as well as small scale explosives. DC 50
Cost: 120
Time: Completed
Roll: 1d100+35 = 124

The research and development of the new generation of firearms as well as the small scale explosives went without hitch, now if you only had the time to make the factories needed to build them.

Result: +15 To Units With firearms, new weapons.

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: Completed
Roll: 1d100+35 = 102

The research team has done it, and you must say that you are quite impressed by their invention, new advents are now open thanks to this discovery.

Result: The wonders of electricity are discovered; New tech trees unlocked.

Support weapons I - Automatic weapons are becoming more portable. Submachine guns have already proven effective and the development of hand-held support weapons must continue. DC 20
Cost: 100
Time: Completed
Roll: 1d100+35 = 106

Automatic weapons have now become easier to hold and fire, sub-automatic has been given improvements as well, as well as other handheld support weapons.

Result: +5 To Units With Firearms

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: 3 Years
Roll: 1d100+35 = 75

You began once more your studies on the runeblade but you did not discover anything new about it.

Rename Your Kingdom (Empire Of Wallachia) - Name your new kingdom or empire. DC 0
Cost: 0
Time: Completed
Roll: autosuccess

You gathered all of your forces both living and dead, and you made a great speech that you would make sure was written in the history books. You told them how the old kingdom of Bretonnia has failed so many times in the past and that the old must give place to the new and so it was that you that the kingdom of Bretonnia was renamed. The old kingdom is no more now there is only the Empire of Wallachia, and there were many cheers from your declaration.

This is the birth of a new empire.

Result: Finally a name for your faction, warning this can not be changed.

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: Completed
Roll: 1d100+35 = 104

The lore of metal is logic pure and simple, the desire to learn and instruct, for the earth does not have many things to both learn and teach a single piece rock has seen the dawn and end of empires greater than any before, this has given you a new look on the pieces of rock that you found when you walk.

What things did it see, was it here when the old ones arrived? Or when in the coming of chaos? As god of knowledge you can't help but to be fascinated.

Result: Learns New Lore: Lore of Metal. Learns New Metal Spells: Armour of Lead; Breach the Unknown; Burnished Gauntlet; The Crucible

Treasury: 10,799,805,745
Income: 580,225
Expenses: 2,340
 
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I wonder if we can set up mage colleges and research/science guilds to boost research in both, really make knowledge of magic and science spread and develop.
 
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: 1 Year
Roll: 1d100+35 = 40

Your agents catched many cultists, which you note that some cells had thousands of members and so were considered extremely important in neutralization of cultist cells as they could rally the other cells into something drastic.
The roll was low. Definately needs regular sweeping.
 
The roll was low. Definately needs regular sweeping.

no kidding, sure we have pretty much DECIMATED the beastmen for the next few turns, hopefully now we can focus on other things.

and yeah, chaos cultists will need regular check-ups every turn...fucking chaos.

good news is that the losses from chaos conversion should be manageable due to pop growth, still hate it though. At least they should be having issues with conversion (unless its forceful), due to the population being completly and utterly dedicated to us.

edited: also looks like its time for us to get the radical vampires on our side...better be benevolent overlords and be both loved and feared then be dictator's that are despised and loathed.
 
We also have to focus on Shyalla churches too

we will see what we get next turn...though the fact we got the dwarves of the grey mountains on our side is wonderful. if we continue this going forward we might be named a good ally to them if we keep up the diplomatic pressure and trade, which of course means we need more stewardship stuff done. Also our undead rearment seems almost done, so next turn we should have 2 action slots, if not then continue with getting defenses done...mostly in the south it seems due to the recent undead uprisings.
 
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: Complete
Roll: 1d100+35 = 133

The situation of the von carsteins is quite complicated, there is ongoing civil war between two old timers of the bloodline, one of the two is the apparent heir of Vlad and Konrad this vampire being Mannfred who wants the turn the world into 'a world of perpetual darkness' you are quite sure that he is insane even if you diplomats didn't say that to you.

The other old timer, which you can't shake the strange feeling that you know her, is Velana a powerful vampiress who was one of the personal handmaidens of Isabella the wife of Vlad or so she claims, her goals are very different from Mannfred's faction for one her faction does not mistreat mortals and actually handles as benevolent overlords they just ask for a tax of blood which is taken without the one who gives dying.

You don't think there needs to be critical thinking to say who you will support and talk to.

Results: Contact opened with the Von Carsteins, civil war between conservative and radical vampires led by Mannfred and Velana respectively. New options
So our Choice is between someone who rules very similar to us...and the Moron who in Canon would eventually ally himself with Nagash, backstab Balthasar Gelt and allow the World to be consumed by Chaos.

Such a HARD Choice...
 
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