You know, with how strong of an influence we have over Mousillon, I'm surprised we haven't been seeing any messages from our sublords in Rachard, Grenuille Gate, and Chateau Hane. Then there is Castle Mousillon, which has a great deal of areas we can improve if we only just have control over the human populated areas. For instance, relighting the Lance of Light lighthouse, and potentially gaining the ghost of Manon as a servant.
 
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.
 
So, some future turn ideas based on this last turn giving me ideas:

Martial:
- (Living) Mousillon Scouts/Skirmishers: Now that Brettonian technologies such as hardened leather and Imperial ones such as crossbows have been recovered for Mousillon's use, establishing a dedicated group of living scouts and skirmishers is quite possible. Modeled off the lines of Dwarven Rangers, equipped in hardened leather armor, wielding crossbows, javelins, and axes and short swords for melee combat, these scouts won't be nearly as good as true Rangers, but a beginning is needed, and why not learn from the best? Unlocks: Scout/Skirmisher regiments.
- (Living) Mousillon Light Cavalry: Mousillon has some horses, but as they are even the knight's destriers are not that impressive compared to the true prize of Brettonian warhorses with their superb bloodlines and possible magical influence. Expanding a group of light cavalry for high-mobility reinforcement of Mousillon's borders, messengers, and more is very needed. Equipped in a mixture of chainmail and half-plate, unlike Brettonian knights, these light cavalry will use ranged weapons, such as bows at long range and pistols and lances at close range. Unlocks: Light Cavalry regiments.
- (Living) Mousillon at Range: Establishing regiments of dedicated archers, using a mix of crossbows and longbows, will provide a significant edge in battle against Mousillon's enemies. Unlocks: Archer regiments.
- (Living) Moussilon's Swordtip: With higher-grade Brettonian steel now able to be produced, establishing frontline heavy infantry equipped with longswords, warhammers, spears, and advanced shields is a very good idea. These forces will hold the battle lines against Mousillon's enemies. Unlocks: Melee regiments.
- (Living) Mousillon's Long Reach: Infantry trained in the use of Pikes and Halberds will establish a longer reach for Mousillon's armies, keeping back Brettonian super-cavalry and other nations' horses as well. Unlocks: Pike regiments.
- (Living) Mousillon Greatswords: With no legal restrictions on the numbers of Greatswords that can be fielded, Mousillon should push for the establishment of its own elite infantry, to have an edge against the champions of other nations. Unlocks: Greatsword regiments, Champion recruitment.

- (Undead) Infantry Rearmament: Mousillon's undead are 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 with properly maintained equivalents will provide a substantial edge across all of the undead in the land. Result: Mousillon's skeletons and zombies are armed and armored with modern equivalents. When not marching to war, undead are conditioned to return their weaponry and armor to mobile armory wagons which accompany the army on campaign, ensuring that weapons and armor are properly maintained and cleaned back home. +10 to all undead infantry combat rolls, +10% maintenance cost (due to maintaining said weapons and armor).
- (Undead) Bestial Relations: The number of necromancers and vampires in Mousillon is so far rather low, which as the armies expand will make controlling them a problem. Using modified techniques to tame wild animals, mortal living handlers can be taught to act as an intermediate rank in controlling Direwolves and other monsters, giving them simple directives through training, and reinforcing their obedience through snacks of living flesh via livestock. Its expensive, but it will ensure that mortals play a greater part in working with Mousillon's undead, and that the undead and living can be shown to work together at all. Result: +5 to all Beast rolls. Greater tolerance of Mousillon's living of undead and dark beasts.

Diplo:
- Recruit Unwanted Brettonians: Mousillon has need of your tired masses, the too clever minds that are not tolerated, the renegades that are very annoying but are too useful to just kill. Send your tired masses and malcontents to Mousillon, where you gain domestic peace in a time of crisis, and we have more hands to work the fields. Everybody wins. Result: Intellectuals, malcontents, and other potentially useful but not tolerated members of Brettonian society sent to Mousillon in exchange for domestic peace, which they desperately need.
- Recruit Foreign Exiles: Many travel the world because their own nations have disposed of them, or ordered them to never return. Recruiting these renegades and foreigners could have immense benefits. Result: Foreigners recruited, bribed, or seduced to move to Mousillon, bringing their talents and knowledge with them. Chance of ???
- Dwarf Outreach (Grey Mountains): The Dwarven Holds have long been allies of Brettonia and the Empire, and indeed they make excellent weapons, roads, and fortifications. Making friends with them and establishing trade is a good idea, at the least to sow some level of mixed loyalties in future conflicts. Results: diplomatic talks opened with various Dwarven Holds from the Grey Mountains. Roll dependent on what come out of said talks.
- Elven Outreach (Ulthuan): The High Elves of Ulthuan are a proud yet mighty people, and have worked with Brettonia and the Empire in the past. Making friends with them and establishing trade is a good idea, at the least to sow some level of mixed loyalties in future conflicts. Result: diplomatic talks opened with the High Elves, (roll dependent on what comes of it).
- 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. Results: Talks opened with Athel Loren. ???
- Tilean Relations: Talking with geographic neighbors is always a good thing, and Tilea has much to offer, their fine steel being one of them. Results: Talks with Tilea opened up, roll dependent on what emerges from them.
- Estalian Relations: Talking with geographic neighbors is always a good thing, and Estalia has much to offer. Results: Talks with Estalia opened up, roll dependent on what emerges from them.

Stewardship:
- Engineering Workshop: There are few true engineers and machinists in Mousillon, and most of them are passing through. The few that exist though can be brought together to work in larger teams, and a dedicated workshop built to their unique needs and specifications. Not only is this needed for producing complex equipment on a large scale, this will also bring their minds together, unleashing new innovative ideas to give Mousillon any further edge it can get. Unlocks: new research and infrastructure options.
- Water Mills: Using the power of nature harnessed to man's will will change the world. Result: Water Mills built in Mousillon's towns and cities. +100 to agricultural income. Bonus to Engineering Workshop production quality, Forge/Smithy production quality.
- Wind Mills: Using the power of nature harnessed to man's will will change the world. Result: Wind Mills built in Mousillon's towns and villages. +100 to agricultural income.

Learning:
- (Prereq: Engineering Workshop) Hybrid Bows: Longbows allow a rapid stream of long-range firepower, yet take years of training and development to properly utilize to full power, while crossbows are unwieldy and heavy yet can be used by a new recruit with virtually no training. Perhaps combining the best features of both worlds is possible? Unlocks: Hybrid Bows (basically this lovely abomination: )

Intrigue:
- Brettonian Horse Blood: Brettonian warhorses are legendary for how terrifying and tough they are in the field of battle. With Mousillon's cavalry so anemic by comparison, as a vampire you know all that the quality of bloodlines matters quite a bit. Sending out teams to acquire Brettonian foals of high quality breeding is essential to injecting Mousillon's horses with new blood. Unlocks: Mousillon Heavy Cavalry.
- Anti-Cult Watch: Eternal vigilance must be maintained so Chaos does not take root in Mousillon's borders. +10 to anti-Chaos rolls within Mousillon's borders, greater chances of detecting major cult or magical activity in Mousillon's borders.



Its a start, anyways. Feedback appreciated.
 
Been doing further research on our territory in Lexicanum as well as a Map of the Old World, and discovered a few bits of information of interest. Firstly, across the river from the town of Mousillon, within Bordeaux is the Turris Vigilans who constantly scry over the lands. Another factoid of note is that it is likely that most of our acquired technology from the "empire" actually likely originated in Sigmarsheim, a town located within Old Mousillon. It makes sense considering the fact that the border between the Empire and Bretonnia is on the opposite side of Brettonia compared to where we are.
 
@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?
  1. 1) No, you will have an action to intengrate the technologies you stole next turn.
  2. The training capacity is, taking in account the size of your future regiments, 10,000 give or take. And yes you can expand it
  3. The level is comparable to an average imperial soldier, but the training can be improved with actions.

@Alucard vampiry , will the agri techs be automatically integrated into the Expand Farms action?
Yes it will
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.
I wish it was that, your roads are COMPARED to the average dwarf road but are NOT the same in both how they were built and the materials used.
 
So, some future turn ideas based on this last turn giving me ideas:

Martial:
- (Living) Mousillon Scouts/Skirmishers: Now that Brettonian technologies such as hardened leather and Imperial ones such as crossbows have been recovered for Mousillon's use, establishing a dedicated group of living scouts and skirmishers is quite possible. Modeled off the lines of Dwarven Rangers, equipped in hardened leather armor, wielding crossbows, javelins, and axes and short swords for melee combat, these scouts won't be nearly as good as true Rangers, but a beginning is needed, and why not learn from the best? Unlocks: Scout/Skirmisher regiments.
- (Living) Mousillon Light Cavalry: Mousillon has some horses, but as they are even the knight's destriers are not that impressive compared to the true prize of Brettonian warhorses with their superb bloodlines and possible magical influence. Expanding a group of light cavalry for high-mobility reinforcement of Mousillon's borders, messengers, and more is very needed. Equipped in a mixture of chainmail and half-plate, unlike Brettonian knights, these light cavalry will use ranged weapons, such as bows at long range and pistols and lances at close range. Unlocks: Light Cavalry regiments.
- (Living) Mousillon at Range: Establishing regiments of dedicated archers, using a mix of crossbows and longbows, will provide a significant edge in battle against Mousillon's enemies. Unlocks: Archer regiments.
- (Living) Moussilon's Swordtip: With higher-grade Brettonian steel now able to be produced, establishing frontline heavy infantry equipped with longswords, warhammers, spears, and advanced shields is a very good idea. These forces will hold the battle lines against Mousillon's enemies. Unlocks: Melee regiments.
- (Living) Mousillon's Long Reach: Infantry trained in the use of Pikes and Halberds will establish a longer reach for Mousillon's armies, keeping back Brettonian super-cavalry and other nations' horses as well. Unlocks: Pike regiments.
- (Living) Mousillon Greatswords: With no legal restrictions on the numbers of Greatswords that can be fielded, Mousillon should push for the establishment of its own elite infantry, to have an edge against the champions of other nations. Unlocks: Greatsword regiments, Champion recruitment.

- (Undead) Infantry Rearmament: Mousillon's undead are 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 with properly maintained equivalents will provide a substantial edge across all of the undead in the land. Result: Mousillon's skeletons and zombies are armed and armored with modern equivalents. When not marching to war, undead are conditioned to return their weaponry and armor to mobile armory wagons which accompany the army on campaign, ensuring that weapons and armor are properly maintained and cleaned back home. +10 to all undead infantry combat rolls, +10% maintenance cost (due to maintaining said weapons and armor).
- (Undead) Bestial Relations: The number of necromancers and vampires in Mousillon is so far rather low, which as the armies expand will make controlling them a problem. Using modified techniques to tame wild animals, mortal living handlers can be taught to act as an intermediate rank in controlling Direwolves and other monsters, giving them simple directives through training, and reinforcing their obedience through snacks of living flesh via livestock. Its expensive, but it will ensure that mortals play a greater part in working with Mousillon's undead, and that the undead and living can be shown to work together at all. Result: +5 to all Beast rolls. Greater tolerance of Mousillon's living of undead and dark beasts.

Diplo:
- Recruit Unwanted Brettonians: Mousillon has need of your tired masses, the too clever minds that are not tolerated, the renegades that are very annoying but are too useful to just kill. Send your tired masses and malcontents to Mousillon, where you gain domestic peace in a time of crisis, and we have more hands to work the fields. Everybody wins. Result: Intellectuals, malcontents, and other potentially useful but not tolerated members of Brettonian society sent to Mousillon in exchange for domestic peace, which they desperately need.
- Recruit Foreign Exiles: Many travel the world because their own nations have disposed of them, or ordered them to never return. Recruiting these renegades and foreigners could have immense benefits. Result: Foreigners recruited, bribed, or seduced to move to Mousillon, bringing their talents and knowledge with them. Chance of ???
- Dwarf Outreach (Grey Mountains): The Dwarven Holds have long been allies of Brettonia and the Empire, and indeed they make excellent weapons, roads, and fortifications. Making friends with them and establishing trade is a good idea, at the least to sow some level of mixed loyalties in future conflicts. Results: diplomatic talks opened with various Dwarven Holds from the Grey Mountains. Roll dependent on what come out of said talks.
- Elven Outreach (Ulthuan): The High Elves of Ulthuan are a proud yet mighty people, and have worked with Brettonia and the Empire in the past. Making friends with them and establishing trade is a good idea, at the least to sow some level of mixed loyalties in future conflicts. Result: diplomatic talks opened with the High Elves, (roll dependent on what comes of it).
- 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. Results: Talks opened with Athel Loren. ???
- Tilean Relations: Talking with geographic neighbors is always a good thing, and Tilea has much to offer, their fine steel being one of them. Results: Talks with Tilea opened up, roll dependent on what emerges from them.
- Estalian Relations: Talking with geographic neighbors is always a good thing, and Estalia has much to offer. Results: Talks with Estalia opened up, roll dependent on what emerges from them.

Stewardship:
- Engineering Workshop: There are few true engineers and machinists in Mousillon, and most of them are passing through. The few that exist though can be brought together to work in larger teams, and a dedicated workshop built to their unique needs and specifications. Not only is this needed for producing complex equipment on a large scale, this will also bring their minds together, unleashing new innovative ideas to give Mousillon any further edge it can get. Unlocks: new research and infrastructure options.
- Water Mills: Using the power of nature harnessed to man's will will change the world. Result: Water Mills built in Mousillon's towns and cities. +100 to agricultural income. Bonus to Engineering Workshop production quality, Forge/Smithy production quality.
- Wind Mills: Using the power of nature harnessed to man's will will change the world. Result: Wind Mills built in Mousillon's towns and villages. +100 to agricultural income.

Learning:
- (Prereq: Engineering Workshop) Hybrid Bows: Longbows allow a rapid stream of long-range firepower, yet take years of training and development to properly utilize to full power, while crossbows are unwieldy and heavy yet can be used by a new recruit with virtually no training. Perhaps combining the best features of both worlds is possible? Unlocks: Hybrid Bows (basically this lovely abomination: )

Intrigue:
- Brettonian Horse Blood: Brettonian warhorses are legendary for how terrifying and tough they are in the field of battle. With Mousillon's cavalry so anemic by comparison, as a vampire you know all that the quality of bloodlines matters quite a bit. Sending out teams to acquire Brettonian foals of high quality breeding is essential to injecting Mousillon's horses with new blood. Unlocks: Mousillon Heavy Cavalry.
- Anti-Cult Watch: Eternal vigilance must be maintained so Chaos does not take root in Mousillon's borders. +10 to anti-Chaos rolls within Mousillon's borders, greater chances of detecting major cult or magical activity in Mousillon's borders.



Its a start, anyways. Feedback appreciated.

Added to the ideas list.
 
Turn 6 Rumor Mill
Brettonia:

- The King: The king of Brettonia is trying, and failing, to make the near open hostilities among the dukes of Aquitaine and Borderlux but like many expected to happen made no apparent success in his endeavours to stop the inevitable.

- Norscans Win The Siege: The Norscans have won the siege of castle Lyonesse and now use it as fortress to their blasphemous interests, upon hearing of this the duke of Lyonesse is said to have become engulfed by fury, and marched his army to his dukedom without asking permission to the king.

- Orcs March: Like many feared the orcs of the Irrana Mountains have more giants than the previous attack suggested, not only this but orc shamans have been sighted. The conflict continues.

- Orcs Win: The orcs of the Massif Orcal have managed to repel the force sent to take back the territories but the force has inflicted heavy casualties to the orcs. The battle still continues as minor battles between the two sides happen every day.

- The Warning: The witch hunters warn the lords of Brettonia that the chaos cults are rising much faster than they thought and more methods will be necessary, the king and dukes gave him their blessing to safeguard their nation.

Empires of Man:

- Stirland Emperor Wounded: Konrad Von Carstein engaged in a duel against the stirland emperor, nearly slaying him had not an entire regiment of greatswords sacrificing themselves to save him, but the stirland emperor is mortally wounded, and many fear that he will die leaving his seventh year old son who isn't prepared yet for this to rule.

- Vampires Victory: The vampires have won the majority of the battles giving them many new troops from the bodies of the deceased.
 
So should we disguise our selves as a knight to kick out the norscans or something else. We may not like britonia but anyone sane will be in the fuck chaos train.
 
Okay we should probably focus on making problems for the Orcs and Norscan next turn with our Intrigue, instead of Brettonia or the Empire.
 
The three things we need to do as of right now is...

Intervene with our Carstein brethren to make sure that they are being held at a stalemate, push the Norscans out of Lyonesse, and push the Orks to a point that they won't have such an advantage.
 
Turn 7
The Year is 2059 By The Imperial Calendar

You are Aleksander Von Carstein and you are worried, Brettonia is constantly losing to their enemies, the stalemate is being slowly broken as the norscans have showed.

Helping the brettonians in against their enemies is necessary after you can't have them crumble beneath the weight of the orcs, norscans, and especially the beastmen.

Choose 3

[] 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
Result: Gains New Undead

[] 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
Result: Gains Beast Army

[] 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
Result: The Rose gains a +15 bonus to defense rolls.

[] Plant Sinister Corpse: An effect of the necromancy the trees seem to crave blood. There are many tales of how a hut built too close to a corpse was discovered to have tree roots boring into the bodies of the unfortunates sleeping within. These trees can grow particularly anywhere as long as they have magic to sustain themselves, they also attract dark beasts which serve the forces of undead. DC 43
Cost: 1,000
Time: 1 Turn
Result: Can now recruit: Fell Bats, Direwolves

[] 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 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 Turn
Result: Can Now Recruit: Crypt Ghouls

[] (Living) Archery Workshops: Constructing proper workshops to build ranged weapons will surely give your forces a new form of combat.
Cost: 1,000
Time: 2 Turns
Result: Unlocks production of composite bows and crossbows. New Options

[] (Living) Academy: Officers need to be properly trained in an established school of higher learning specifically designed for the task. Unlocks higher tactical and strategic training for living soldiers.
Cost: 900
Time: 3 Turns
Result: Living Troops gain +5 to rolls.

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

[] (Undead) Infantry Rearmament: Mousillon's undead are 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 with properly maintained equivalents will provide a substantial edge across all of the undead in the land. Result: Mousillon's skeletons and zombies are armed and armored with modern equivalents. When not marching to war, undead are conditioned to return their weaponry and armor to mobile armory wagons which accompany the army on campaign, ensuring that weapons and armor are properly maintained and cleaned back home. DC 0
Cost: 5,000
Time: 4 Turns
Result: +10 to all undead infantry combat rolls, +10% maintenance cost (due to maintaining said weapons and armor).

[] (Undead) Bestial Relations: The number of necromancers and vampires in Mousillon is so far rather low, which as the armies expand will make controlling them a problem. Using modified techniques to tame wild animals, mortal living handlers can be taught to act as an intermediate rank in controlling Direwolves and other monsters, giving them simple directives through training, and reinforcing their obedience through snacks of living flesh via livestock. Its expensive, but it will ensure that mortals play a greater part in working with Mousillon's undead, and that the undead and living can be shown to work together at all. DC 50
Cost: 15,000
Time: 2 Turns
Result: +5 to all Beast rolls. Greater tolerance of Mousillon's living of undead and dark beasts.

[] Recruit Undead (Write-in number): The undead of Mousillon takes residence in the buildings you recently build inside your underground complex providing new recruits for your army. DC 0
Costs: Skeletons (30 gold); Zombies (10 gold); Grave Guard (750 gold)
Time: 1 Turn
Result: Recruit new (undead) troops.

[] Recruit Living Troops (Write-in Number): Now that you build barracks you can recruit living troops to boster your army. DC 0
Cost: Swords (50 gold; 20 upkeep)
Time: 1 Turn
Result: Recruit new (living) troops

Choose 1

[] Show your true nature to the humans: While certainly not a good idea whatsoever you can't keep your true nature a secret forever. DC 3
Cost: 0
Time: 1 Turn
Result: Humans of Mousillon now know that you are a vampire.

[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: 2 Turns
Result: +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: 1 Turns
Result: +10 Bonus diplomatic actions ('Show Your True Nature To Humans' will not receive the bonus as they won't know it).

[] Recruit Unwanted Brettonians: Mousillon has need of your tired masses, the too clever minds that are not tolerated, the renegades that are very annoying but are too useful to just kill. Send your tired masses and malcontents to Mousillon, where you gain domestic peace in a time of crisis, and we have more hands to work the fields. Everybody wins. Diplomatic DC 15; Intrigue DC 20
Cost: 0
Time: 2 Turns
Result: Intellectuals, malcontents, and other potentially useful but not tolerated members of Brettonian society sent to Mousillon in exchange for domestic peace, which they desperately need.
Warning: Operations may be found by Brettonia.

Choose 3

[] Expand Farms: Expanding the farms would give you gold to fuel your projects and your peasant's food to feed themselves. The new technologies stole from other parts of Brettonia will surely give more production than before. DC 20
Cost: 900
Time: 1 Turn
Result: +700 Income. +500 Food Income

[] Build Sewers: Building sewers will not only improve the health of your peasants but also reducing the chance of diseases spreading. DC 35
Cost: 200
Time: 1 Turn
Result: Fewer chances of plagues and diseases spreading. Possible Rat problem.

[] The Underground: You build your capital deep underground surely there must be some mineral veins down there. DC 10
Cost: 0
Time: 1 Turn
Result: Mineral Survey of your portion of the underground.

[] Gold Mines: Constructing gold mines would give a large amount of gold to both your peasants and yourself. DC 10
Cost: 1,000
Time: 1 Turn
Result: Gain +200 Income.

[] Blacksmith: Encouraging already here and providing them with funding to either improve their tools or expand their training, is a great idea.
Cost: 2,000
Time: 1 Turn
Result: Boosts civilian trade, improves quality of life. Unlocks Smith variant types.

Choose 3

[] Incite Rebellions: Your spies have reported to you that various parts of Brettonia are feeling quite rebellious towards the remaining lords, inciting these rebellions will cause much-sought chaos in the land of chivalry. DC 34
Cost: 0
Time: 1 Turn
Rewards: Brettonia now has to deal with rebellions.

[] Sabotage The Errantry War: Sabotaging the errantry war would not only make it last more time but would also inflict casualties in the military of Brettonia. DC 50
Cost: 0
Time: 1 Turn
Rewards: Errantry war will now last much longer. Brettonians military suffers casualties.

[] 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.

[] Training Facility: Spies, foreign agents, and assassins need to be trained for maximum effect, after all. DC 10
Cost: 500
Time: 2 turns
Result: +10 bonus to intrigue actions

[] Brettonian Horse Blood: Brettonian warhorses are legendary for how terrifying and tough they are in the field of battle. With Mousillon's cavalry so anemic by comparison, as a vampire you know all that the quality of bloodlines matters quite a bit. Sending out teams to acquire Brettonian foals of high quality breeding is essential to injecting Mousillon's horses with new blood. DC 45
Cost: 0
Time: 1 Turn
Result: Unlocks: Mousillon Heavy Cavalry.

[] Anti-Cult Watch: Eternal vigilance must be maintained so Chaos does not take root in Mousillon's borders. DC 18
Cost: 200
Time: 1 Turn
Result: +10 to anti-Chaos rolls within Mousillon's borders, greater chances of detecting major cult or magical activity in Mousillon's borders.

[] Sabotage the Invaders: The norscans and orcs are putting to much pressure on brettonia at the rate they are going brettonia may break under their weight, you cannot allow that, not yet. DC 36
Cost: 0
Time: 1 turn
Rewards: Norscans and orcs stalled.

Choose 3

[] Dread Animator: The Dread Animator is a shadowy presence appearing just above the left shoulder of a Necromancer. For an undisclosed price, he will whisper secrets into the spellcaster's ear that will invigorate even the most stubborn Wight back to his mortal remains for service in the Necromancer's legions. DC 20
Cost: 0
Time: 1 turn
Rewards: +5 to grave guards and black knights. ???

[] 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.

[] 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).

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 800
Cost: 0
Time: 5 Turns
Rewards: Ability to create runeblades.

[] Analyse the dragon eggs: The crimson dragon eggs found in the newly built iron mines must be analyzed carefully, and you are quile literally the one most qualified for it. DC 45
Cost: 0
Time: 2 Turns
Rewards: Species of the eggs discovered.

[] 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

[] 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

[] Practice Your Shadow Magic: Ulgu, is the lore of shadows which you recently learned, one of its mainly focus are the art of illusions. DC 27
Rewards: New shadow 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 turn
Rewards: 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 turn
Rewards: Learns New Lore: Lore of Metal

[] Learn Beast Magic: Ghur, the Lore of Beasts is the Brown Wind of Magic, which is often called the Aethyr's 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 turn
Rewards: Learns New Lore: Lore of Beasts.

Treasury: 24,223
Income: 850
Expenses: 550
 
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No l didn't, there is reason why the runeblades are very hard to make after all ;)
...then how in the hell are we ever supposed to be able to create them? That DC is impossible to hit on a turn to turn basis. We'll never get 5 turns of successes.

[X] Plan Thriller
-[X] Gather The Undead of Mousillon

I'd like to keep going with this until we're up to the same percentage as Gather Beasts, then start alternating.

-[X] Build Ghost Fence

Lets get this next level of defenses for the Rose built.

-[X] (Undead) Infantry Rearmament

Tough choice between this and the living military upgrades, but I'd like to do this first since it takes longer, and will apply to ALL our undead infantry.

-[X] Show your true nature to the humans

Time for the big reveal!

-[X] Recruit Unwanted Brettonians

And since Diplomatic Staff finished last turn, and we have great Diplomacy and Intrigue, I'm willing to take a risk on this.

-[X] Expand Farms

That's some excellent income boost from the farming tech we got, so lets definitely do it.

-[X] The Underground

Lets do this to see what's under the Rose, good or bad.

-[X] Blacksmith

And the benefits of blacksmith outweigh the other available options by a lot.

-[X] Training Facility

A further bonus to rolls is always nice.

-[X] Anti-Cult Watch

Bonuses to finding Chaos is always good.

-[X] Sabotage the Invaders

Definitely gotta do this to buy Bretonnia some breathing room.

-[X] Dread Animator
-[X] Incantations of Ushoran
-[X] Corruptor of The Forests

Only three things available :D

-[X] Analyse the dragon eggs

Same for seeing what kinda dragons we have.

-[X] Practice Your Light Magic
-[X] Practice your vampire magic

And more light and vampire magic.
 
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The Von Carstein bloodline is supposed to have special affinity with wild beasts.

In any case here I go.

[X] Plan Born to be Wild

- [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
Result: Gains Beast Army

- [X] Plant Sinister Corpse: An effect of the necromancy the trees seem to crave blood. There are many tales of how a hut built too close to a corpse was discovered to have tree roots boring into the bodies of the unfortunates sleeping within. These trees can grow particularly anywhere as long as they have magic to sustain themselves, they also attract dark beasts which serve the forces of undead. DC 43
Cost: 1,000
Time: 1 Turn
Result: Can now recruit: Fell Bats, Direwolves

- [X] (Undead) Bestial Relations: The number of necromancers and vampires in Mousillon is so far rather low, which as the armies expand will make controlling them a problem. Using modified techniques to tame wild animals, mortal living handlers can be taught to act as an intermediate rank in controlling Direwolves and other monsters, giving them simple directives through training, and reinforcing their obedience through snacks of living flesh via livestock. Its expensive, but it will ensure that mortals play a greater part in working with Mousillon's undead, and that the undead and living can be shown to work together at all. DC 50
Cost: 15,000
Time: 2 Turns
Result: +5 to all Beast rolls. Greater tolerance of Mousillon's living of undead and dark beasts.

- [X] Show your true nature to the humans: While certainly not a good idea whatsoever you can't keep your true nature a secret forever. DC 3
Cost: 0
Time: 1 Turn
Result: Humans of Mousillon now know that you are a vampire.

- [X] Expand Farms: Expanding the farms would give you gold to fuel your projects and your peasant's food to feed themselves. The new technologies stole from other parts of Brettonia will surely give more production than before. DC 20
Cost: 900
Time: 1 Turn
Result: +700 Income. +500 Food Income

- [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
Result: Mineral Survey of your portion of the underground.

- [X] Gold Mines: Constructing gold mines would give a large amount of gold to both your peasants and yourself. DC 10
Cost: 1,000
Time: 1 Turn
Result: Gain +200 Income.

- [X] Training Facility: Spies, foreign agents, and assassins need to be trained for maximum effect, after all. DC 10
Cost: 500
Time: 2 turns
Result: +10 bonus to intrigue actions

- [X] Anti-Cult Watch: Eternal vigilance must be maintained so Chaos does not take root in Mousillon's borders. DC 18
Cost: 200
Time: 1 Turn
Result: +10 to anti-Chaos rolls within Mousillon's borders, greater chances of detecting major cult or magical activity in Mousillon's borders.

- [X] Sabotage the Invaders: The norscans and orcs are putting to much pressure on brettonia at the rate they are going brettonia may break under their weight, you cannot allow that, not yet. DC 36
Cost: 0
Time: 1 turn
Rewards: Norscans and orcs stalled.

- [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).

- [X] Analyse the dragon eggs: The crimson dragon eggs found in the newly built iron mines must be analyzed carefully, and you are quile literally the one most qualified for it. DC 45
Cost: 0
Time: 2 Turns
Rewards: Species of the eggs discovered.

- [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] Plan: Objects of Darkness

[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
Result: Gains New Undead
(OOC: With how few we actually control in our lands, we need to always do this every turn to keep grabbing them up. Its free troops we DON'T have to make or train ourselves. That's also why I'm also having us focus on developing our Vampire magic, bc it will increase our control over larger and larger undead hordes.)

[X] Plant Sinister Corpse: An effect of the necromancy the trees seem to crave blood. There are many tales of how a hut built too close to a corpse was discovered to have tree roots boring into the bodies of the unfortunates sleeping within. These trees can grow particularly anywhere as long as they have magic to sustain themselves, they also attract dark beasts which serve the forces of undead. DC 43
Cost: 1,000
Time: 1 Turn
Result: Can now recruit: Fell Bats, Direwolves
(OOC: We need to unlock new monster/troop types, aand these are powerful units, Fell Bats especially bc they will grant us limited aerial control.)

[X] 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 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 Turn
Result: Can Now Recruit: Crypt Ghouls
(OOC: These sound extremely powerful, we need them, especially before things get too heated or we are discovered.)

[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: 2 Turns
Result: +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: 1 Turns
Result: +10 Bonus diplomatic actions ('Show Your True Nature To Humans' will not receive the bonus as they won't know it).
(OOC: Already doing both of these.)

[X] Recruit Unwanted Brettonians: Mousillon has need of your tired masses, the too clever minds that are not tolerated, the renegades that are very annoying but are too useful to just kill. Send your tired masses and malcontents to Mousillon, where you gain domestic peace in a time of crisis, and we have more hands to work the fields. Everybody wins. Diplomatic DC 15; Intrigue DC 20
Cost: 0
Time: 2 Turns
Result: Intellectuals, malcontents, and other potentially useful but not tolerated members of Brettonian society sent to Mousillon in exchange for domestic peace, which they desperately need.
Warning: Operations may be found by Brettonia.
(OOC: I'm choosing to do this bc with our extreme bonuses we should relatively easily meet the needed DCs.)

[X] Expand Farms: Expanding the farms would give you gold to fuel your projects and your peasant's food to feed themselves. The new technologies stole from other parts of Brettonia will surely give more production than before. DC 20
Cost: 900
Time: 1 Turn
Result: +700 Income. +500 Food Income
(OOC: Before we aactually recruit living troops, we need a larger and healthier population base in which to do so. This accomplishes both, plus integrates the new technologies we discovered into our society.)

[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
Result: Mineral Survey of your portion of the underground.
(OOC: We need greater mining options for new resources, and this is a way to get that.)

[X] Blacksmith: Encouraging already here and providing them with funding to either improve their tools or expand their training, is a great idea.
Cost: 2,000
Time: 1 Turn
Result: Boosts civilian trade, improves quality of life. Unlocks Smith variant types.
(OOC: Improving way of life plus unlocking greater industrial capacity? Sign me up!)

[X] Training Facility: Spies, foreign agents, and assassins need to be trained for maximum effect, after all. DC 10
Cost: 500
Time: 2 turns
Result: +10 bonus to intrigue actions
(OOC: Having a flat bonus to all Intrigue actions is a very good idea when a lot of what we to do is so damn volatile.)

[X] Brettonian Horse Blood: Brettonian warhorses are legendary for how terrifying and tough they are in the field of battle. With Mousillon's cavalry so anemic by comparison, as a vampire you know all that the quality of bloodlines matters quite a bit. Sending out teams to acquire Brettonian foals of high quality breeding is essential to injecting Mousillon's horses with new blood. DC 45
Cost: 0
Time: 1 Turn
Result: Unlocks: Mousillon Heavy Cavalry.
(OOC: Unlocking reliable heavy cavalry that is not undead is a great way to keep up our appearance as servants of the Lady, thus keeping our true allegiance (ie to ourselves) in the dark. Plus Brettonian heavy cav is terrifyingly effective.)

[X] Sabotage the Invaders: The norscans and orcs are putting to much pressure on brettonia at the rate they are going brettonia may break under their weight, you cannot allow that, not yet. DC 36
Cost: 0
Time: 1 turn
Rewards: Norscans and orcs stalled.
(OOC: Sad to say this seems to be actually needed. Would have preferred to weaken Brettonia more bc I don't view Brettonia collapsing as a bad thing bc we could take advantage of the chaos to gobble up territory, manpower, and resources, but it is true that every turn bought is more time for us to develop into an opponent that nobody can shatter.)

[X] Dread Animator: The Dread Animator is a shadowy presence appearing just above the left shoulder of a Necromancer. For an undisclosed price, he will whisper secrets into the spellcaster's ear that will invigorate even the most stubborn Wight back to his mortal remains for service in the Necromancer's legions. DC 20
Cost: 0
Time: 1 turn
Rewards: +5 to grave guards and black knights. ???
(OOC: Sounds like plot, I like plot. And elite troops are needed, so we need to pay this price.)

[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.
(OOC: Since I'm pushing for getting Crypt Ghouls, getting this makes a lot of sense now.)

[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).
(OOC: Again, getting this now makes sense.)

[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: Still pushing for Speed Of Light, but more Light magic is always good bc its very overpowered.)

[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: Expanding our control of the undead, plus new spells? Great combo.)

[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
Cost: 0
Time: 1 turn
Rewards: Learns New Lore: Lore of Metal
(OOC: With us pushing for blacksmith development, learning this should allow us to maybe grant our smiths an edge with Lore of Metal-enchanted equipment, maybe? Anyways, lots of potential here.)


***

Already explained my specific actions, but overall I still want to keep our identity as a vampire secret as long as possible. Yes we have a LOT of bonuses already there, but I want more, bc in this world Vampires and Undead are FEARED by pretty everybody. The more infrastructure we develop, the healthier and more populous our people are, that is the ticket to truly getting them on our side. I do not wish to rule through fear like some vampire overlords do, I want to sway the living to my side, that there are so many benefits to staying with me that they will do it of their own volition, instead of mind control or terror tactics.

And yes, I am afraid of how Mousillon, let alone the world, will react when our true nature is revealed. Its Warhammer, it ain't going to be pretty.

As usual for me there is a lot of attempted syngergy going on. Blacksmiths synch with Lore of Metal we're learning, Expand Farms synchs up with future civilian/living recruitment, and constantly were pushing for an expansion of our powers into new Winds so we're not a one-trick pony. The sooner we as a character can get to some form of High Magic the better, Dhar use will just drive us batty the quicker and we want to avoid that as a vamp in the long term.
 
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