Comes a bit late, but I felt so much happened its still worth commenting on.
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.
Hmm...a 3% boost garnered 10k skellies and zombos...
Okay, I looked at the total undead military list. We have 20k skeletons, 19k zombies, and 25k ghouls, for 64k in total.
64k / .08 = 800,000
So...we have a lot of potential recruitment. And with dice rolls influencing things, its possible that with a few super-crits we might be able to recruit over 1 million undead of various types, not even counting the various beasts and monsters. We could develop to be quite a fearsome opponent.
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.
Okay, same formula.
30,000 Fell Bats, 30,000 Direwolves, 5,000 Vargheists, 5,000 Varghulfs, 5,000 Crypt Horrors as of this turn on the realm sheet, and 75k in total.
75k / .37 = 202,702 potential beasties we could recruit. And considering how much more powerful they are compared to skellies or zombos, thats a frightening amount of damage they could unleash.
(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.
So, rolling a super-crit, I imagine that the facilities are both larger and better equipped than what was initially planned.
@Alucard vampiry , I have a few questions:
1. As we gathered up Brettonian and Imperial technologies and schematics, was the design of the barracks modified to accomodate the influx of new tech and such?
1a. If not, would it be possible in upcoming turns to expand the barracks and upgrade it with what we acquired?
2. What is the current training capacity of the barracks, and to what level of training quality?
Other than that, a great outcome, I'm very pleased training our living soldiers is going to get off to such a great start.
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'.
I'm glad we avoided a crit-fail, especially on such a potentially volatile issue. And this is good, as it covers our future recruitment of magic users, and possibly even covers necromancers, though that might take further social engineering/propaganda to pull off.
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: 178
The diplomats staff you wanted to create, so they could help handle diplomatic actions went beyond your expectations, you can say with complete confidence that they can help handle diplomatic efforts.
Rewards: +10 bonus to diplomatic actions.
Fantastic, off to a good start. Hopefully this unlocks beginning to diplomatically court allies, we could stand to suck up to the Dwarves if possible, and maybe Elves bc we can potentially learn all the Winds of Magic like they can do, so learning from the best makes sense. I'd rather use High Magic and not Dhar for anything.
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.
Considering the description, high quality human roads would make more sense, unless we hired Dwarf work crews. Did we? Should have been more expensive then, due to the Dwarves' expertise and the higher quality materials they normally use.
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.
Learning from a secret genius vampire...our first teachers better be good.
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.
...that is HUGE, a literal game changer. I mean, we have no clue how to hatch them, but still, actual living dragons allied to us would be titanically useful. We'd have viable opponents against superheavy opponents or vehicles, even Giants. The Dwarves in ancient times had forges that used the intense heat generated by older dragons to forge super-powerful artifacts and weapons (I forget if this is a WHF thing, maybe LOTR, I forget, but it should be possible in theory). And of course adult dragons can pretty much wipe out conventional small armies on their own. And thats not even counting possible magic we could use to imbue them with further abilities.
And yeah, of course thats our mount eventually. So cool!
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.
Very nice! Now as we get forges and smiths up and running, we can have them make much higher quality weapons, armor, and gear from the beginning. Bretonnian standards for their knights are quite high, so even without the Lady's Blessings we should still have very potent living cavalry once we get them trained.
Also, pike formations, we'll need them. Them and Greatswords.
Plus several techs for agricultural reforms, which is always good, and the wine press will enhance wine production which will boost trade income.
@Alucard vampiry , will the agri techs be automatically integrated into the Expand Farms action?
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.
These are perhaps more important than the Brettonian techs. Crossbows will massively reduce training needs for ranged troops meaning we can field more of them, and of course Imperial firearms while crude by modern standards open up development of gunpowder weaponry at all, especially cannons. I mean, yeah we can build trebuchets much faster in our current state, but we NEED to work towards establishing our own cannon foundries eventually.
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 by the way)
Rewards: +10 bonus to morale rolls of living troops
I don't really care about the banner, I'll leave that up to my fellow players, but I am happy for the bonus.
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.
This is huge, especially as my above calculations show just how many we could potentially get access to, (not counting anybody we kill and recruit). Anything that improves zombie quality will multiply across all of them.
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.
...Dwarf runes? This...again, can be huge. If we can begin to learn about Dwarf runes, perhaps enough to create our OWN human runes independently from Dwarves, that would break the Dwarves' monopoly on rune anything. Its the kind of breakthrough thing that even kingdoms and peoples who hate vampires might be willing to trade secretly with us and stay nautral in order to get them.
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.
Considering the multiplying bonuses these unlocked, perhaps having these be like 2 turns long might have been better, to illustrate the scale of the improvement. Too late now though.
I thought doing this would unlock some multiplier traits, and Genius is one of the better stat bonuses. Nice.
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
I don't know much about these abilities, but anything to round out our repertoire is always good. We need to be as capable as possible to fight off potentially the whole world.
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.
Nice, very good abilities to possess, and refining our control over the undead is a very good thing, as we now have a definite idea just how of them are out there.