- Location
- Singapore
[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
- [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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