Derek58
Rocket Punch is Best Punch
- Location
- Getter Valhalla
I think it's just because we're a Von Carstein vampire.
I think it's just because we're a Von Carstein vampire.
Gonna fix itYou mixed up the Intrigue actions.
Sabotage the Invaders won, not Horse Blood.
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.
Nice, more human tolerance of undead/beasts is good.(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.
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 ???
Ooh, very niceExpand 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.
Nice, those resources will come in handy.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.
Excellent.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.
Ooh, interesting.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. ??????
Ooh, nice!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.
Very nice, that's a bunch more spells.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
Ooh, niceGuys. Think BIG. We a god now, we also Laser Vampire. It's obviously:-
[X] The Illuminati
We are bringing Light into the Darkness of Mousillon.
Percentage wise you control 56% of the dark beasts in your dukedom.Damn that's a lot of Beasts! @Alucard vampiry how much of Mousilion's beasts do we control now percentage-wise?
Superspeed Zombies!Call of Vanhel - Energizes undead under the caster's control, making them absurdly fast.
Dang, nicePercentage wise you control 56% of the dark beasts in your dukedom.
Light of Purity - In casting this spell, the Hierophant lights a fire of any size from candle to campfire. All those within the area illuminated by that flame can automatically resist any disease for as long as the flame burns. The fire may be increased in size (by adding more fuel to a fire, for example) and even split into multiple fires (such as by lighting a second candle with a first). In the latter case, "child" fires have the same full effects as their "parents," and the effect lasts for all those illuminated by any of the fires until such time as they go out.
Ooh, that's very nice!We need to get this spell ASAP. It'd be vital for our Piety actions, we can call it our Sacred Flame or something.