[X] The Illuminati

Only in Mousillon.
"Hey guys I'm an undead abomination"
"Oh good, you won't die and let the next lordling loot it bare."
 
Hmmm, just thought of something. Hey @Alucard vampiry, now that we're a fledgling god, are we still susceptible to holy weapons/magic from being a vampire?
 
Okay, go over time.

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.
That...is a lot of very noticeable monsters around. Good thing the Sinister Corpse was built, that will give them places to hide from prying mortal eyes.

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
This is good, now we can maintain and provide shelter for our beasties, and make more if we have to. Not going to be a problem for a long while as Mousillon is FILLED with them apparently, but don't want to be caught offguard later.

(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.
That...worked much better than I thoguht it would. We do have ludicrous bonuses, though.

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).
This will be useful for literally every Diplo action we do aside from our reveal, which went well this turn anyways. So, from now on all of these bonuses are going to be VERY useful.

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 ???
Well...that DC drop wasn't needed that much after all, turns out, but again, in this one matter its good to be VERY overprepared.

The new development is fascinating, though. I thought vampires were cut off from the Warp, so things like worship wouldn't make them into a god? I mean, we know there are exceptions, and existing gods (ie Sigmar) can imbue vampires (ie Genivieve) with His holy power if He so chooses...but from scratch? Interesting, I can't wait to see where this goes. Our stat bonuses are going to be very huge and worse after this, though.

Also, I wonder if this will effect any vamps we sire ourselves. Like, will they be imbued with a fraction of our power, due to direct blood/Dhar mixing? IDK.

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.
Absolutely beautiful, exactly what our people needed. Drowning in food, with ever better healthcare and infrastructure, there should be baby booms going on. Awesome.

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.
Very nice! Now we have viable resources to use in our growing industries.

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.
And more wealth is always good, right?

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
Good, closer to super-spies. Now I want a vampire James Bond infiltrating a Norscan stronghold and wooing the chieftain's wife.

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.
That's good we're monitoring our Norscan agents, don't want them bringing anything...chaotic...back home.

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.
Already voted for the Illuminati as our organization's name, but I'm very happy we have something up and running here. Like our own version of Witch Hunters, except better equipped and trained, and not frothing fanatics.

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. ??????
Looks like Mousillon will become a rallying point for Strigoi vampires now over time. We'll need to keep their needs in mind, prepare for their arrival.

Speaking Vlad's original name...hmm... It's probably from our connection with the Von Carstein line, but who knows now, especially as we're a nascent vampire god in the making.

I do like Ushoran's policy of only feeding on criminals, fugitives, or enemies, not the civilian population. @Alucard vampiry , do we already do that?

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.
Sweet, more super-wolves is always a good thing.

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.
...Death Magic dragons...why am I not surprised.

Well, we should get along with them just fine, at least.

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
Some very powerful spells, very nice!

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
Sounds great, and expanding our control of the undead is always a good thing.

Treasury: 5,573
Income: 1,550
Expenses: 550
Hmm, we'll need to be more careful with our treasury, we've burned through the largess we got a couple of turns back. More income generating actions will be very much needed, but we've established the foundations of a growing economy, so more opportunities will be coming along soon.



***

Overall, great turn, really nothing bad occurring. Can't wait to see how the Rumor Mill is.
 
if that is all we are doing with all those beast around and the other undead hoard then we are low balling things.
unless you did not mean that in a military sense then ya most likely.
 
Well...that DC drop wasn't needed that much after all, turns out, but again, in this one matter its good to be VERY overprepared.

The new development is fascinating, though. I thought vampires were cut off from the Warp, so things like worship wouldn't make them into a god? I mean, we know there are exceptions, and existing gods (ie Sigmar) can imbue vampires (ie Genivieve) with His holy power if He so chooses...but from scratch? Interesting, I can't wait to see where this goes. Our stat bonuses are going to be very huge and worse after this, though.

Also, I wonder if this will effect any vamps we sire ourselves. Like, will they be imbued with a fraction of our power, due to direct blood/Dhar mixing? IDK.
Vampires can still cast magic from the Winds, so how cut off they are is a matter of debate and I don't think any vampire is interested in volunteering for destructive testing.
 
Turn 7 Rumor Mill
GM NOTE: The name of your anti cult organization will now be 'the illuminati'.

Brettonia:

- Invaders Pushed Back: Both the norscans and the orcs are starting to be pushed back, territories are being reconquered and the population of peasants (the ones still alive that is) were immediately put to work.

- Wrath of The King: The king is absolutely enraged by the actions of the duke of Lyonesse, by removing thousands of soldiers from the frontlines of the war against the beastmen, some groups started to break through and he had to send to groups of men who were needed to stop them, many wait with bated breath what will happen when the war is over.

- Tensions Continue To Rise and Battle In The Errantry: The tensions between the dukes of Aquitaine and Borderlux continues to rise particular after a disastrous meeting between the two, the duke of aquitaine insulted all the family line of the duke of borderlux, one thing led to another and steel was drawn. The duke borderlux had one of his hands cut off and his leg broken by the duke of aquitaine who is a much superior warrior, the repercussions are already in movement.

Empires of Man:

- Stalemate: The war against the vampires has entered a stalemate with both sides not making any sort of headway, but as more humans die more undead rise in the ranks of the vampire army.

- Stirland Emperor Survives: The stirland emperor has survived but his body maimed while he can perfectly rule from his throne he shall never ride with his armies ever again. His thoughts of this subject are unknown.
 
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it looks like that even if the Brettonias win there war against the orcs, norscans and beastmen, there is gonna be a civil war and the Chaos Cults might rise up. if the Brettonia win there four way war, we should try and start a Peasant uprising to hurt the Brettonia economy even more and depleted even more of there armies
 
it looks like that even if the Brettonias win there war against the orcs, norscans and beastmen, there is gonna be a civil war and the Chaos Cults might rise up. if the Brettonia win there four way war, we should try and start a Peasant uprising to hurt the Brettonia economy even more and depleted even more of there armies
Nah. If the peasants revolt the dukes would unite to put it down. If it's one thing the Brettonian aristocracy agree on is that peasants should "know their place".

We should start taking the Unwanted. They are too distracted right now to care.
 
Nah. If the peasants revolt the dukes would unite to put it down. If it's one thing the Brettonian aristocracy agree on is that peasants should "know their place".
hmm so lets wait to the dukes are done with the civil war if it happens, if not then we should start a peasants revolt as soon the four way war ends

Also i think we should get in contact with the Herrimault to get them on our side. Maybe even try and takeover some of the criminal organisations around the world to expand our influence and subtle power
 
Ranks of Power Amongst Gods
If anyone is wondering how the ranks of power amongst the gods work it is essentially like this:

Fledgling -》Minor -》Intermediate -》Greater -》Overgod -》Almighty

DETAILS

• Fledgling: Newborn god entities they are at the bottom of hierarchy of power amongst divine entities, but they are still powerful if a mortal attempts to confront one without a divine weapon they are a good as dead. The souls of their believers reside in a pocket space inside their god souls.
- Power Level: Larger City to Continental
- Capabilities: Complete invulnerability to all mortal weapons, can solo entire armies of various tech levels, can survive in extreme temperatures (can survive on the vaccum of space, the heart of a volcano, etc)

• Minor: Minor divinities are those who are already entrenched in a society (and in most cases) a pantheon, pantheons compromised entirely of minor gods are not uncommon. They possess a base of operations inside the warp, thought it is small by the stands of gods and they do not possess immaterial servants. The afterlife of many faiths usually resides within this domain.
- Power Level: (At full power) solar system; (when not at full power) planetary
- Capabilities: Can warp reality of a planet or system to their wims when fully manifested and powered in a material avatar, can destroy whole stars and planets when fully manifested and powered on the material realm.

• Intermediate: Intermediate divinities can already warp the reality of whole galaxies to even their respective universes, if a mortal wants to fight against one they are just begging to be killed. At this stage they are already possess legion of servants both from the material and immaterial realms.
- Power Level: (At full power) Universal; (when not at full power) Galactical
- Capabilities: at full power in the material realm can affect the universe they reside in, can potentially destroy a universe when in full power in the material realm, can destroy whole galaxies at once even in a weakened state. Legions of immaterial servants

• Greater Gods: Greater gods are the third most powerful beings in the whole omniverse being multiversal beings capable affecting multiple universe at once, they also very hard to kill as they reside in multiple realities at once and have the power to destroy multiple realities as well.
- Power Level: Multiversal
- Capabilities: Exist at multiple point of times in different realities at once, can affect multiverses and travel 'the void' between them, have the power to destroy multiple realities at once if fully manifested and powered on the material realm. [OOC: Chaos gods are on this level]

• Overgod: Overgods are the second most powerful entities in the ommniverse, they have the power to create multiverses and are Nigh omnipotent.
- Power Level: ERROR
- Capabilities: Nigh Omnipotence, Nigh Omniscience, Nigh Omnipresence, can create multiverses.

• Almighty: ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR
- Power Level: Unknown
- Capabilities: Unknown likely to have full Omnipotence, Omnipresence and Omniscience

Right now in the planet you are in have several minor gods running around with practically not many intermidiate gods yet, the four chaos gods are the only greater gods in the planet which are worshipped a fact that they abuse very often.
 
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Hmmm, just thought of something. Hey @Alucard vampiry, now that we're a fledgling god, are we still susceptible to holy weapons/magic from being a vampire?
Somewhat, right now it would depend on the potency of the holy spells wielded by followers of another god and the god rank of power plays a major part in it.

For example: Is its very unlikely that an avatar of a minor god could hurt an avatar of an intermidiate one and they cannot hurt a greater god the same applies to intermidiate and greater as well, intermidiates can curbstomp minor gods and while they have a chance against greater ones it is essentially suicide.
 
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@Alucard vampiry can mortals harm gods or D&D where they can't unless they have a weapon that can ?

also another question where do the Dwarf gods rank? another if have the time what domains/portfolios can we get?
 
@Alucard vampiry can mortals harm gods or D&D where they can't unless they have a weapon that can ?

also another question where do the Dwarf gods rank? another if have the time what domains/portfolios can we get?
  1. Mortals cannot hurt gods if they do not have at least a divine weapon or a equivalent
  2. Minor this because they don't have much worshipers because they are the dwarf ancestor gods which means that their worshippers are just dwarves who are in a decline population wise for a very long time.
  3. That will be decided next turn, your religion is pretty young while your worshippers are sure that you are a god they don't know which domain you belong to, are you war? Death? Undeath? Peace? Technology? Everything shall be decided next turn.
 
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