[X] Plan Growth Growth Growth

- [X] (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.

- [X] 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

- [X] 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.

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

-[X] 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).

- [X] 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

- [X] 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

- [X] 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.

- [X] 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

-[X] 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

- [X] 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.

- [X] 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.

-[X] 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).

- [X] Learn Subterfuge: Being more cunning and cautious is never a detriment in your mind. DC 30
Rewards: Depends on Roll

- [X] 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

- [X] 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
 
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- [X] 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.
Would you be open to delaying this a turn in order to Gather Undead as well? The Rose is all ready quite well defended, and summoning more Skeletons/Zombies means less uncontrolled ones that could attack our people.

- [X] 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.
And what about delaying this a turn so that we can get started on setting up that Iron Mine so that we'll be able to upgrade the weapons, armor, and tools of our living and undead people?
 
Would you be open to delaying this a turn in order to Gather Undead as well? The Rose is all ready quite well defended, and summoning more Skeletons/Zombies means less uncontrolled ones that could attack our people.

Actually this is to bind undead spirits to prevent them from harming our people. We have reduced corpreal undead attacks but incorpreal attacks are still happening.

And what about delaying this a turn so that we can get started on setting up that Iron Mine so that we'll be able to upgrade the weapons, armor, and tools of our living and undead people?

This is right below our base. I want to know if we are sitting on top of anything valuable or dangerous. I mislike wasted wealth or hidden dangers.
 
Actually this is to bind undead spirits to prevent them from harming our people. We have reduced corpreal undead attacks but incorpreal attacks are still happening.

This is right below our base. I want to know if we are sitting on top of anything valuable or dangerous. I mislike wasted wealth or hidden dangers.
Ah gotcha, good points.

- [X] 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.

-[X] 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).
How about replacing one of these with Master of the Putrid Horde? We can get Bats/Wolves/Crypt Ghouls/Horrors for free from the Gather Beasts action, meanwhile Putrid Horde would enhance our Zombies even further.
 
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Question, if we take the following actions at the same time:
[] Incite Rebellions:

[] Sabotage The Errantry War:

[] Incite The Dukes:

Would their DC lower or a bonus?
Also, would taking them make the warning from [] Border Fortifications, Patrols: be cancelled?
  1. It will lower the DC from the 3 actions
  2. It would depend on the scale of the civil war, if its just involving the two dukedom or several more, in the latter case, it would be cancelled since everyone is occupied killing each other than seeing the (what they think) shithole known as Mousillon.
 
Going to try for a plan of my own.

[X] Plan: Rising Night

-[x] 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
(OOC: Pushing for more undead, a mere 5% is ridiculously low. This will reduce accidental attacks on our living population while substantially expanding our reserves, both for military and possibly basic repetitive manual labor if we can get our undead to do that kind of thing.)

-[x] 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
(OOC: Now that we have them, more beasties is always good. Need something heavier than skeletons and zombies.)

-[x] (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.
(OOC: Can't wait to get started on establishing competent living troops of our very own, militiamen usually kinda suck.)

-[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.
(OOC: Already going.)

-[x] Trained Diplomats: Always better to have full-time professionals in charge of this than the ones who won their position by bribes or favors. DC 15
Cost: 50
Time: 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).
(OOC: Getting these two going is a very good idea now, this way we'll get a head start on possibly establishing a better reputation outside of Mousillon's borders. Between our history and existing issues there's a lot of bad blood to get over. With these two maybe we could do diplomancy instead of conquering everybody the hard way.)

-[x] 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).
(OOC: Getting these two going is a very good idea now, this way we'll get a head start on possibly establishing a better reputation outside of Mousillon's borders. Between our history and existing issues there's a lot of bad blood to get over. With these two maybe we could do diplomancy instead of conquering everybody the hard way.)

-[x] 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
(OOC: Absolutely 100% needed right now! It will enable living and undead troops to travel easier, trade to flow faster, and greater mobility for the common folk as well. I am very concerned about possible Brettonian involvement with us soon, so these this will help outsiders travel in our lands, it also enhances defense.)

-[x] 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.
(OOC: This is another way to possibly discover more useful deposits other than iron and gold, which we need. The more variety in what Mousillon has the better.)

-[x] 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.
(OOC: Yeah, kind of need raw resources to start anything like establishing anything strong, be it trade or armories full of weapons and armor.)

-[x] 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
(OOC: OMG this could be huge! We can really use a crit here! This is also why I went with pushing our character's Intrigue, as the higher his intrigute the more of a bonus he provides to actions like these.)

-[x] 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
(OOC: OMG this could be huge! We can really use a crit here! This is also why I went with pushing our character's Intrigue, as the higher his intrigute the more of a bonus he provides to actions like these.)

-[x] 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.
(OOC: While I understand not pushing Brettonia too much, I worry about possible intervention from the King that might calm this down. We need to trigger this now, so nothing can stop them from tearing each throats out. Also, Brettonia is a huge land, I don't feel we're anywhere close to truly breaking Brettonia' will or capacity to fight yet.)

-[x] 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.
(OOC: This will help our militia now, and our professional fulltime troops as we design and raise them. Better to have high standards from the beginning, rather than have to retrain folks later.)

-[x] 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.
(OOC: More zombies is always good. I'd bet this might result in better condition zombies as well, which means they'll be better at fighting.)

-[x] 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).
(OOC: Establishing bonuses ahead of time for our future elite and cavalry forces is a very good idea.)

-[x] Learn Subterfuge: Being more cunning and cautious is never a detriment in your mind. DC 30
Rewards: Depends on Roll
(OOC: Like I said, pushing development of this is really helpful for the Tech Stealing actions. And every other stat development has really paid off, Intrigue might go very well the same way.)

-[x] 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
(OOC: Hoping for Speed Of Light, really fucking handy from what I've heard. Superspeed is no joke.)

-[x] 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
(OOC: We should keep pushing along this route, its spells and abilities only we can truly do that others can't.)



***

Basically, there are certain synergies that I'm aiming for with actions that the other two plans don't have. I especially want to push the Tech Stealing as much as possible, because that could unlock very substantial military and tech advancements for comparatively little cost.
 
Inserted tally
Adhoc vote count started by Alucard Vampiry on May 18, 2020 at 7:50 PM, finished with 23 posts and 12 votes.

  • [X] Plan Lord of the Night
    -[X] Gather The Undead of Mousillon
    -[X] Gather The Beasts of Mousillon
    -[X] (Living) Barracks
    -[X] Trained Diplomats
    -[X] Diplomatic Staff
    -[X] Roads
    -[X] Build Schools
    -[X] Iron Mines
    -[X] Steal Technology (Brettonia)
    -[X] Steal Technology (Empires of Man)
    -[X] No 3rd Intrigue action
    -[X] Risen Standard Bearers
    -[X] Master of the Putrid Horde
    -[X] Unearth Cursed Wightblades
    -[X] Learn Subterfuge
    -[X] Practice Your Light Magic
    -[X] Practice your vampire magic
    [X] Plan Growth Growth Growth
    - [X] (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
    - [X] 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
    - [X] 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
    - [X] Trained Diplomats: Always better to have full-time professionals in charge of this than the ones who won their position by bribes or favors. DC 15
    -[X] Diplomatic Staff: A full-time diplomatic staff to help run diplomatic operations is a good idea. DC 15
    - [X] Expand Farms: Expanding the farms would give you gold to fuel your projects and your peasant's food to feed themselves. DC 20
    - [X] Roads: Rebuilding the roads would allow the better movement of both your civilians and military forces both living and undead. DC 20
    - [X] The Underground: You build your capital deep underground surely there must be some mineral veins down there. DC 10
    - [X] 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
    -[X] 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
    - [X] Risen Standard Bearers: These banners were enchanted to provide boosts of morale to the living troops of the masters of the undead.
    - [X] 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
    -[X] Corruptor of The Forests: The darker and more haunted the forests become, the better the habitat for fell creatures. DC 34
    - [X] Learn Subterfuge: Being more cunning and cautious is never a detriment in your mind. DC 30
    - [X] 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
    - [X] 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
    [X] Plan: Rising Night
    -[x] 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
    -[x] 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
    -[x] (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
    -[x] Start a propaganda campaign: Start a propaganda campaign to favor of vampires and magicians in a better light. DC 25
    -[x] Trained Diplomats: Always better to have full-time professionals in charge of this than the ones who won their position by bribes or favors. DC 15
    -[X] Diplomatic Staff: A full-time diplomatic staff to help run diplomatic operations is a good idea. DC 15
    -[x] Roads: Rebuilding the roads would allow the better movement of both your civilians and military forces both living and undead. DC 20
    -[x] The Underground: You build your capital deep underground surely there must be some mineral veins down there. DC 10
    -[x] Iron Mines: Constructing mines to extract the iron recently found, it would give you many new options to arm your military forces. DC 10
    -[x] 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
    -[X] 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
    -[x] 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
    -[x] Risen Standard Bearers: These banners were enchanted to provide boosts of morale to the living troops of the masters of the undead.
    -[x] 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
    -[x] 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
    -[x] Learn Subterfuge: Being more cunning and cautious is never a detriment in your mind. DC 30
    -[x] 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
    -[x] 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
 
Turn 6 Results
[X] Plan Lord of the Night
-[X] Gather The Undead of Mousillon
-[X] Gather The Beasts of Mousillon
-[X] (Living) Barracks
-[X] Trained Diplomats
-[X] Diplomatic Staff
-[X] Roads
-[X] Build Schools
-[X] Iron Mines
-[X] Steal Technology (Brettonia)
-[X] Steal Technology (Empires of Man)
-[X] No 3rd Intrigue action
-[X] Risen Standard Bearers
-[X] Master of the Putrid Horde
-[X] Unearth Cursed Wightblades
-[X] Learn Subterfuge
-[X] Practice Your Light Magic
-[X] Practice your vampire magic

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

The Year is 2058 By The Imperial Calendar

Gather The Undead of Mousillon: While you have gathered thousands of undead there are still thousands more out there in the darkness of Mousillon, and as its ruler, it is only natural for they serve you in death while they could not in life. DC 30
- Roll: 1d100= 37 + 40 (Martial) = 77 success

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Build Schools: Your peasants are currently illiterate and uneducated certifying that will prove a certain improvement to the peasant lives. DC 25
Cost: 150
Time: 1 Turn
- Roll: 1d100= 56 + 36 (Stewardship) = 92

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

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

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

These eggs, are dragon eggs.

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

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

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

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

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

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

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

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

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

You decide that it would look like.

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

Rewards: +10 bonus to morale rolls of living troops

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

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

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

Unearth Cursed Wightblades: A small cantrip can locate ancient blades upon an ancient battlefield long thought lost to time, and they are very easy to find. DC 20
- Roll: 400

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

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

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

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

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

Practice Your Light Magic: Hysh the lore of light it is the first lore of magic you have, you never had time to properly train it as had more pressing matters at the moment. DC 30
- Roll: 428

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

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

Practice your vampire magic: Vampires have their own type of magic, it is similar to common necromancy but it is more strong whether because of the nature of vampires as undead or something else no one knows. DC 20
- Roll: 165

Your knowledge about the art of necromancy continues to rise.

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

Treasure: 23,923
Income: 850
Expenses: 550
 
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