[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.)
We all ready have lots of all 3 units in our army from doing Gather Beasts the past few turns. I see no real need to use actions on both when we can just do Gather Beasts again.
 
We all ready have lots of all 3 units in our army from doing Gather Beasts the past few turns. I see no real need to use actions on both when we can just do Gather Beasts again.
This is establishing the needed infrastructure to not only make more if need be, but also maintain them, give them places to rest or whatever they need. Before our numbers grow too big we need to do this, otherwise it wouldn't be there.
 
This is establishing the needed infrastructure to not only make more if need be, but also maintain them, give them places to rest or whatever they need. Before our numbers grow too big we need to do this, otherwise it wouldn't be there.
There's been no indication before now that we're suffering any negative effects from not having them, and we can get far more of them far more cheaply by doing Gather Beasts.
 
[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.)
Why aren't you doing the dragon egg action? Any of the magic actions can wait a turn, that's way more important.
 
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There's been no indication before now that we're suffering any negative effects from not having them, and we can get far more of them far more cheaply by doing Gather Beasts.
I'm planning ahead, basically. I'm a fan of having proper facilities for our troops.

Why aren't you doing the dragon egg action? Any of the magic actions can wait a turn, that's way more important.
I wanted to push one more turn on the various magics we can learn, then do Dragon Eggs next turn. That DC of 45 is a bit high for me, learning a bunch of other magicks may help lower it.
 
I wanted to push one more turn on the various magics we can learn, then do Dragon Eggs next turn. That DC of 45 is a bit high for me, learning a bunch of other magicks may help lower it.
I doubt that it will, and I'd much rather finish the action sooner so that we know what type of dragons we have, and can figure out the best environment to incubate them in and the best way to get them to listen to us earlier.
 
[X] Plan Born to be Wild

I want to do the dragon egg action this turn. Revealing ourselves too.
 
Inserted tally
Adhoc vote count started by Alucard Vampiry on May 22, 2020 at 7:23 PM, finished with 26 posts and 14 votes.
  • 15

    [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
    - [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
    - [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
    - [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
    - [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
    - [X] The Underground: You build your capital deep underground surely there must be some mineral veins down there. DC 10
    - [X] Gold Mines: Constructing gold mines would give a large amount of gold to both your peasants and yourself. DC 10
    - [X] Training Facility: Spies, foreign agents, and assassins need to be trained for maximum effect, after all. DC 10
    - [X] Anti-Cult Watch: Eternal vigilance must be maintained so Chaos does not take root in Mousillon's borders. DC 18
    - [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
    - [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
    - [X] Corruptor of The Forests: The darker and more haunted the forests become, the better the habitat for fell creatures. DC 34
    - [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
    - [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: Objects of Darkness
    [X] Plan Thriller
    -[X] Gather The Undead of Mousillon
    -[X] Build Ghost Fence
    -[X] (Undead) Infantry Rearmament
    -[X] Show your true nature to the humans
    -[X] Recruit Unwanted Brettonians
    -[X] Expand Farms
    -[X] The Underground
    -[X] Blacksmith
    -[X] Training Facility
    -[X] Anti-Cult Watch
    -[X] Sabotage the Invaders
    -[X] Dread Animator
    -[X] Incantations of Ushoran
    -[X] Corruptor of The Forests
    -[X] Analyse the dragon eggs
    -[X] Practice Your Light Magic
    -[X] Practice your vampire magic
    [X] Training Facility: Spies, foreign agents, and assassins need to be trained for maximum effect, after all. DC 10
    [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] 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] Corruptor of The Forests: The darker and more haunted the forests become, the better the habitat for fell creatures. DC 34
    [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
    [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
    [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
    [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
    [X] The Underground: You build your capital deep underground surely there must be some mineral veins down there. DC 10
    [X] Blacksmith: Encouraging already here and providing them with funding to either improve their tools or expand their training, is a great idea.
    [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
    [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
    [X] Diplomatic Staff: A full-time diplomatic staff to help run diplomatic operations is a good idea. DC 15
    [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] 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
    [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
    [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] Learn Metal Magic: the Lore of Metal is the Yellow Wind of Magic, and it is a manifestation of the Aethyric abstract and reality of logic, the desire to quantify, the desire and need to learn and instruct, and the wish to implement learning to practical or tangible ends. DC 65
 
Turn 7 Results
[X] Plan Born to be Wild
- [X] Gather The Beasts of Mousillon
- [X] Plant Sinister Corpse
- [X] (Undead) Bestial Relations
- [X] Show your true nature to the humans
- [X] Expand Farms
- [X] The Underground
- [X] Gold Mines
- [X] Training Facility
- [X] Anti-Cult Watch
- [X] Sabotage the Invaders
- [X] Incantations of Ushoran
- [X] Corruptor of The Forests
- [X] Analyse the dragon eggs
- [X] Practice Your Light Magic
- [X] Practice your vampire magic

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

The Year is 2059 By The Imperial Calendar

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
Roll: 518

This gathering was definitely one of your greatest, as the thousands of beasts can attest.

Result: 80,000 dire wolves, 80,000 fell bats, 50,000 crypt ghouls, 50,000 crypt horrors, 40,000 vargheists, 40,000 varghulfs, 200 terrorgheists. 56% of Mousillon dark beasts now under control.

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
Roll: 193

The corpses were planted accordingly and after a few other things, there is now a collection of trees around your capital if somehow manage to make a complete forest around your fortress you will add another of defence.

Result: Can now recruit: Fell Bats and Dire Wolves. New options

(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 undead, and that the undead and living can be shown to work together at all. DC 50
Cost: 15,000
Time: 0 turns
Roll: 216

The process was way more easier than you expected when you introduced it to the villages by the simple virtue that you were the one who proposed it, this moved the project ahead of schedule and so it finished in one year instead of two as previously expected. Even better there were no deaths or other types of accidents.

Result: +5 to all Beast rolls. Greater tolerance of Mousillon living of undead and dark beasts.

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: 0 Turns
Roll: 197

All of them excelled at your classes ahead what you once thought and having learned everything you could teach you declared that they passed.

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

Diplomatic Staff: A full-time diplomatic staff to help run diplomatic operations is a good idea. DC 15
Cost: 100
Time: 0 turns
Roll: 311

The staff are done with their studies and together with others are ready for open diplomatic efforts when you decide it.

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

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
Roll: 920

Hmmm you were not expecting this.

Apparently Mousillon people are quite overjoyed by the fact that you are an immortal, there has been a fear you see that you would die and the 'golden age' as they called it would end. They even threw a party.

Also cults dedicated to you as a god have popping up, you don't honestly know how to feel about this actually not only because of your past experiences with fanatics (FUCKING WITCH HUNTERS!!!) and because you feel… something happening to you.

Result: Humans of Mousillon now know that you are a vampire. Unlock Piety Actions. Gain Trait: Fledgling God: You are on the steps on becoming a god, thought you are only a fledgling compared to other gods +10 to all attributes, +25 mana, +30.05 health, +20 personal combat skill ???

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
Roll: 222

The farms were expanded and with the new forms of technology food is being grown not only more efficiently but in more quantity as well, this has led to population growth.

Result: +700 Income. +500 Food Income. +300 pop growth.

The Underground: You build your capital deep underground surely there must be some mineral veins down there. DC 10
Roll: 120

Many new minerals were found in the underground, including large amounts of copper, silver, and lead.

Result: Following minerals found: copper, silver, lead among others.

Gold Mines: Constructing gold mines would give a large amount of gold to both your peasants and yourself. DC 10
Cost: 1,000
Roll: 32 + 41 = 73

The new gold mines were made in schedule, and production is already beginning to happen.

Result: Gain +200 Income.

Training Facility: Spies, foreign agents, and assassins need to be trained for maximum effect, after all. DC 10
Cost: 500
Time: 0 turns
Roll: 303

Your training facility was – secretly – made faster than you expected, the same goes for your spies who would be the trainers for your infiltration, and assassination forces passed all the tests you imposed upon them.

Result: +10 bonus to intrigue actions

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
Roll: 196

You spies followed your orders, destroying supplies and weapons of both norscans and the orcs and making the coordination even more difficult than before, the ones who were sended towards the norscans are being watched carefully of course.

Result: Orcs and norscans stalled.

Anti-Cult Watch: Eternal vigilance must be maintained so Chaos does not take root in Mousillon borders. DC 18
Cost: 200
Roll: 93

The threat of chaotic corruption is ever present, thought you are immune to it you can't say the same for the common man and women of your territory, so with this in mind you set to create an organization who would root out any chaotic cult thought a close eye on them as the potential of abuse is there and you will not another version of the witch hunters in your dukedom.

You decided to name them after everything was done, their name now was…

[] Write-in name of the organization

Result: +10 to anti-Chaos rolls within Mousillon borders, greater chances of detecting major cult or magical activity in Mousillon borders.

Ushoran was the first Ghoul King; his spirit can be invoked with the right words, and his children summoned. DC 45
Roll: 567

When you decided to do this ritual, you have to say you were excited to know the spirit of one of the bloodlines of vampires you had many expectations, and he fulfilled them all and more.

When he was invoked Ushoran did not give you words of power or magic, he gave you something much more… the history of your race, the vampires.

He told you of the first vampires created by Neferatem.

He told you about the battle of their race for Nagash against his enemies.

He told you the rise and fall of Mourkain.

And before he vanished and called his children to your location, he called you a name that you pretty sure aren't yours…

He called you Vashanesh.

Results: -10% Recruitment cost for crypt ghouls and horrors. History of The Vampire Race. ??????

Corruptor of The Forests: The darker and more haunted the forests become, the better the habitat for fell creatures. DC 34
Cost: 0
Roll: 53 + 31 = 84

After the ritual was done the darkness that surrounded the blood sucking trees seemed to grow thicker than before.

Result: -10% Recruitment cost for direwolves and fell bats.

The crimson dragon eggs found in the newly built iron mines must be analyzed carefully, and you are quite literally the one most qualified for it. DC 45
Roll: 298

It was difficult but you manage to find the species of dragon that the eggs belong to. This was mainly because of their reaction to the types of magic available to you, while many did not work out any type of reaction when an undead walked in, the eggs reacted to its magical signature, it went from there.

The eggs belong to carmine dragons, a species of dragon imbued with the wind of death or Shysh, this revelation has many implications to you now.

Result: 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
Roll: 286

You once more achieve new spells in the wind of light.

Result: New light spells: Birona's Timewarp; Blinding Light; Boon of Hysh

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: 399

Once more you study the art of necromancy and achieve new spells of the subject

Result: New vampiric spells: Call of Vanhel; Control Undead; Corpse Flesh

Treasury: 5,573
Income: 1,550
Expenses: 550
 
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[X] Plan Born to be Wild
- [X] Gather The Beasts of Mousillon
- [X] Plant Sinister Corpse
- [X] (Undead) Bestial Relations
- [X] Show your true nature to the humans
- [X] Expand Farms
- [X] The Underground
- [X] Gold Mines
- [X] Training Facility
- [X] Anti-Cult Watch
- [X] Sabotage the Invaders
- [X] Incantations of Ushoran
- [X] Corruptor of The Forests
- [X] Analyse the dragon eggs
- [X] Practice Your Light Magic
- [X] Practice your vampire magic

Training Facility: Spies, foreign agents, and assassins need to be trained for maximum effect, after all. DC 10
Cost: 500
Time: 0 turns
Roll: 303

Your training facility was – secretly – made faster than you expected, the same goes for your spies who would be the trainers for your infiltration, and assassination forces passed all the tests you imposed upon them.

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 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 horses with new blood. DC 45
Roll: 190

It was shamefully easy to steal foals of high quality from the Brettonian's, you now have the ability to recreate and somehow improve the fearsome charge of Brettonian horse charge. Thought the horses will need a space to be kept.

Result: Unlocks: Mousillon Heavy Cavalry. New options

Anti-Cult Watch: Eternal vigilance must be maintained so Chaos does not take root in Mousillon borders. DC 18
Cost: 200
Roll: 93

The threat of chaotic corruption is ever present, thought you are immune to it you can't say the same for the common man and women of your territory, so with this in mind you set to create an organization who would root out any chaotic cult thought a close eye on them as the potential of abuse is there and you will not another version of the witch hunters in your dukedom.

You decided to name them after everything was done, their name now was…

[] Write-in name of the organization

Result: +10 to anti-Chaos rolls within Mousillon borders, greater chances of detecting major cult or magical activity in Mousillon borders.
You mixed up the Intrigue actions.

Sabotage the Invaders won, not Horse Blood.
 
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