Turn 10
The Year is 2062 By The Imperial Calendar

Last year, it has been a flurry of activity both in your dukedom and in the outside world, your handiwork continues to cause more insignificant war for Brettonia just as you intended.

The empires have started to push back the bulk of your lineage and their forces with your lineage current leader being allegedly receiving a wound that will take years to properly heal.

The world is moving, and so shall you, from the shadows of course.

Choose 3

[] 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.

[] Abyssal Wood: there are abyssal things in the woods, even more, terrifying than the trees themselves. Such things are sought by the Midnight Aristocracy, who wish to add them to their hordes. DC 29
Cost: 2,000
Time: 2 turns
Result: Can now recruit vargheists

[] 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 a 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) Training Fields: Soldiers need proper facilities to train in. DC 10
Cost: 500
Time: 1 turn
Result: +5 to all living units

[] (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. DC 0
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 the production of siege weapons such as Arbalests, Catapults, and Trebuchets. New Options

[] (Undead) Infantry Rearmament: Mousillon's undead is 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. 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).

[] 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) units.

[] Recruit Dark Beast (Write-in number): The beasts mutated by the fel energies emitted by necromancy, serve the masters of the undead. DC 0
Cost: Fell Bats (315 gold); Dire Wolves (450 gold)

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

Choose 5

[] Fanged Greetings: There are other vampires like you out there, younger ones who need guidance under a strong will such as yours. Recruitment seems a good idea to extend your reach farther than before. DC 50
Cost: 0
Time: 1 turn
Results: vampires from varying bloodlines recruited based on passing DC checks.

[] Recruit Foreign Exiles: Many travels 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. DC 50
Cost: 0
Time: 1 turn
Result: Foreigners recruited, bribed, or seduced to move to Mousillon, bringing their talents and knowledge with them. Chance of ???
Warning: operations may be found by outside parties.

[] Dark Cabal's Shadow: You have necromancers, having more would only help. DC 25
Cost: 0
Time: 1 Turn
Result: More Necromancers, ???

[] Tilean Relations: Talking with geographic neighbors is always a good thing, and Tilea has much to offer, their fine steel being one of them, but first your diplomats will have to, secretly, reach. Diplomatic DC 35; Intrigue DC 40
Cost: 0
Time: 2 Turns
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, but first your diplomats must, secretly, reach them. DC 50
Cost: 0
Time: 3 Turns
Results: Talks with Estalia opened up, roll dependent on what emerges from them.

Choose 3

[] Cathedrals: Build very much like the first cathedral that is the church main headquarters, these massive structures allow much more occupation by the flock, like the churches they too will have the objective to perceive chaotic or other forms of spiritual corruption. DC 25
Cost: 500
Expenses: 350
Time: 2 turns
Result: +15 To Anti-cult Watch. Population happy

[] Ordo Militia: The ordo militia will be the official armed force of the cult, and officially answers only to the abbot, though you can order them around as well. DC 5
Cost: 200
Expenses: 100
Time: 1 turn
Result: Cult of knowledge gains an armed force. Potential long term problems

[] Preachers: Preachers are those members of a new organization who will handle magical knowledge best left forgotten like any knowledge related to chaos, their base of operations shall be built in a secret location it shall be heavily protected by physical and magical means, this organization is completely separated from the church and the Illuminati but will work closely with them. DC 45
Cost: 349
Expenses: 240
Time: 1 turn
Result: Preacher organization created, shall hide and protect dangerous knowledge against forces who want to use it.

Choose 2

[] Build Sewers: Building sewers will not only improve the health of your peasants but also reducing the chance of diseases spreading. DC 20
Cost: 200
Time: 1 Turn
Result: Fewer chances of plagues and diseases spreading. Possible Rat problem.

[X] Expand Mines: Expanding both the gold and iron mines will increase the amount of gold you get per year, while also allowing other things if the people of the engineering team are anything to go by. DC 23
Cost: 890
Time: 5 Turns
Result: +1,200 income. New options

[] Armorsmiths: Smiths with the sole purpose of creating high-end military armor such as plate and half plate. DC 35
Cost: 350
Expenses: 230
Time: 1 Turn
Result: Unlocks higher-end armor production such as half-plate and full plate armor.

[] Weaponsmiths: Smiths with the sole purpose of creating weapons of war of high quality. DC 34
Cost: 340
Expenses: 220
Time: 1 Turn
Result: Unlocks the production of higher-quality weapons.

[] Gunsmiths: Gunsmiths will be properly organized and trained men and women who will work on the production of gunpowder weapons. DC 34
Cost: 680
Expenses: 350
Time: 2 Turns
Result: Unlocks gunpowder weapons. New options.

[] Expand Villages: The villages are very close to being overpopulated, expanding them into proper towns will be necessary to avoid this problem. DC 5
Cost: 2,000
Expenses: 250
Time: 1 Turn
Result: Overpopulation no longer a problem. Villages Expanded into proper towns.

[] Build Naval Infrastructure: Naval dockyards and harbors will be necessary for future actions involving the ocean, such as sea trade. DC 19
Cost: 1,000
Expenses: 100
Time: 2 Turns
Result: Naval Infrastructure build. New options.

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 25
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 30
Cost: 0
Time: 1 Turn
Rewards: Errantry war will now last much longer. Brettonians military suffers casualties.

[] Sabotage Both Sides of The Civil War: Sabotage and then put the blame on the other parties of the civil war, assassinations of key figures among the military of both groups, distributing false information, etc. DC 30
Cost: 0
Time: 1 Turn
Result: Civil war escalates. Casualties on both sides. Chaos in the military rankings

[] Reveal Blackmail Material (Empires of Man): Revealing the sensitive Information regarding the death of the previous wolf emperor, will definitely cause chaos upon the court and kingdom of the current one. DC 20
Cost: 0
Time: 1 Turn
Result: Blackmail Material Revealed

[] Sabotage Ritual: The ritual to summon a great daemon of Nurgle must not come to pass. DC 130
Cost: 0
Time: 1 Turn
Result: Ritual to summon a greater daemon of Nurgle stopped. ???

[] Expand Spy Network (Tilea): Tilea, the land of anarchy, it embraces the idea of freedom to the extreme, dozens of civil wars are waged constantly on the peninsula, they also have secrets that you want. DC 23
Cost: 0
Time: 1 turn
Results: Tilean rumor mill unlocked. New options

[] Expand Spy Network (Estalia): Estalia has a complicated relationship with undead and their master's thanks to an event called the war of blood, they are certainly your current and future enemies infiltrate them is wise. DC 35
Cost: 0
Time: 1 turn
Results: Estalia Rumor Mill Unlocked. New Options

[] Steal Supplies (Brettonia Civil War): Stealing supplies from the ongoing civil war will not only add more gold to your supplies but escalate the war as well as you will order your agents to put the blame on the opposite party. DC 45
Cost: 0
Time: 1 Turn
Result: 500 + 2d200 Treasury. Hostilities Rise between the two opposing sides of the civil war.

Choose 2

[] 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. ???

[] Strigoi Legacy: The legacy of the Strigoi runs deep among Ghoul-kind for it was at Mourkain, capital of the Strygos Empire, when they were at the pinnacle of their power. Now, the remnants of that bloodline scavenge amidst the Ghouls, awaiting a return to greatness. It is a racial memory that can be implanted into all Crypt Ghouls if the correct rituals are used. DC 50
Cost: 0
Time: 1 turn
Result: +10 to Crypt Ghouls

[] Unliving Siege Engines: To be besieged by the dead is to know that the enemy can wait for eternity for your capitulation, should they wish; they do not need to eat, nor will they suffer thirst or disease. DC 5
Cost: 0
Time: 1 turn
Result: +10 when being sieges or when being sieged.

[] Master of The Swarm: To become Master of Swarms is to dominate each creature within the flock, so they sway to his control. DC 28
Cost: 0
Time: 1 turn
Result: +10 to Fell Bats

[] Leader of The Pack: To glean obedience from the notoriously feral Dire Wolves is to become the alpha whom they follow. The iron will of Vampires and Necromancers alike can achieve this through the strength of mind, but there are other more efficient methods. DC 35
Cost: 0
Time: 1 turn
Result: +10 to Dire Wolves

[X] Vaccines: Vaccines: Utilizing various amounts of herbs and other suspicious amounts of drugs, the biological portion that works in the engineering workshop guarantee that they can create a 'vaccine' to common diseases. DC 20
Cost: 250
Time: 1 Turn
Result: Vaccines created. Less chances of diseases and plagues spreading

[] Rifles: Taking the same specifics of the handguns, the engineers want to create a new type of long-ranged weapon. DC 45
Cost: 450
Time: 3 Turns
Result: 'Rifles' Created.

Choose 1

[X] 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 750
Cost: 0
Time: 4 Turns
Rewards: Ability to create runeblades.

[X] Hatch The Eggs: There must be some way of hatching the carmine dragon eggs you have in your possession. DC 120
Cost: 0
Time: 1 turn
Result: Eggs hatched.

[] 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 25
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 15
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 20
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: 16,988
Income: 19,425
Expenses: 650
 
Last edited:
[X] Plan Fortress of Prosperity

- [X] 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.

- [X] Abyssal Wood: there are abyssal things in the woods, even more, terrifying than the trees themselves. Such things are sought by the Midnight Aristocracy, who wish to add them to their hordes. DC 29
Cost: 2,000
Time: 2 turns
Result: Can now recruit vargheists

- [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 a 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

- [X] Recruit Foreign Exiles: Many travels 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. DC 50
Cost: 0
Time: 1 turn
Result: Foreigners recruited, bribed, or seduced to move to Mousillon, bringing their talents and knowledge with them. Chance of ???
Warning: operations may be found by outside parties.

- [X] Dark Cabal's Shadow: You have necromancers, having more would only help. DC 25
Cost: 0
Time: 1 Turn
Result: More Necromancers, ???

- [X] Tilean Relations: Talking with geographic neighbors is always a good thing, and Tilea has much to offer, their fine steel being one of them, but first your diplomats will have to, secretly, reach. Diplomatic DC 35; Intrigue DC 40
Cost: 0
Time: 2 Turns
Results: Talks with Tilea opened up, roll dependent on what emerges from them.

- [X] Estalian Relations: Talking with geographic neighbors is always a good thing, and Estalia has much to offer, but first your diplomats must, secretly, reach them. DC 50
Cost: 0
Time: 3 Turns
Results: Talks with Estalia opened up, roll dependent on what emerges from them.

- [X] Cathedrals: Build very much like the first cathedral that is the church main headquarters, these massive structures allow much more occupation by the flock, like the churches they too will have the objective to perceive chaotic or other forms of spiritual corruption. DC 25
Cost: 500
Expenses: 350
Time: 2 turns
Result: +15 To Anti-cult Watch. Population happy

- [X] Preachers: Preachers are those members of a new organization who will handle magical knowledge best left forgotten like any knowledge related to chaos, their base of operations shall be built in a secret location it shall be heavily protected by physical and magical means, this organization is completely separated from the church and the Illuminati but will work closely with them. DC 45
Cost: 349
Expenses: 240
Time: 1 turn
Result: Preacher organization created, shall hide and protect dangerous knowledge against forces who want to use it.

- [X] Gunsmiths: Gunsmiths will be properly organized and trained men and women who will work on the production of gunpowder weapons. DC 34
Cost: 680
Expenses: 350
Time: 2 Turns
Result: Unlocks gunpowder weapons. New options.

- [X] Expand Villages: The villages are very close to being overpopulated, expanding them into proper towns will be necessary to avoid this problem. DC 5
Cost: 2,000
Expenses: 250
Time: 1 Turn
Result: Overpopulation no longer a problem. Villages Expanded into proper towns.

- [X] Reveal Blackmail Material (Empires of Man): Revealing the sensitive Information regarding the death of the previous wolf emperor, will definitely cause chaos upon the court and kingdom of the current one. DC 20
Cost: 0
Time: 1 Turn
Result: Blackmail Material Revealed

- [X] Steal Supplies (Brettonia Civil War): Stealing supplies from the ongoing civil war will not only add more gold to your supplies but escalate the war as well as you will order your agents to put the blame on the opposite party. DC 45
Cost: 0
Time: 1 Turn
Result: 500 + 2d200 Treasury. Hostilities Rise between the two opposing sides of the civil war.

- [X] Sabotage Ritual: The ritual to summon a great daemon of Nurgle must not come to pass. DC 130
Cost: 0
Time: 1 Turn
Result: Ritual to summon a greater daemon of Nurgle stopped. [Color=dark green]???[/Color]

- [X] Strigoi Legacy: The legacy of the Strigoi runs deep among Ghoul-kind for it was at Mourkain, capital of the Strygos Empire, when they were at the pinnacle of their power. Now, the remnants of that bloodline scavenge amidst the Ghouls, awaiting a return to greatness. It is a racial memory that can be implanted into all Crypt Ghouls if the correct rituals are used. DC 50
Cost: 0
Time: 1 turn
Result: +10 to Crypt Ghouls

- [X] Unliving Siege Engines: To be besieged by the dead is to know that the enemy can wait for eternity for your capitulation, should they wish; they do not need to eat, nor will they suffer thirst or disease. DC 5
Cost: 0
Time: 1 turn
Result: +10 when being sieges or when being sieged.

- [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 25
Rewards: New light spell
 
...Huh i suppose nothing stops a vampire from learning all magic in theory. Though idk how well they can be channeled by the undead.
 
When you learn at least 30 spells in a school of magic you are considered a master, the actions of learning it will disappear when you learn every spell in it

Shouldnt we have option to deal with Important action personnally ? sacrifacing personal action instead ?. I would personally want to deal with Nurgle Daemon personally even if it risks revealing ourselves.
 
[X] Plan: let's get to it.
-[X] Build Ghost Fence
-[X] (Living) Training Fields
-[X] (Living) Academy

I just want to focus on our living soldiers, and improved them as much as posseble.

-[X] Fanged Greetings
-[X] Recruit Foreign Exiles:
-[X] Dark Cabal's Shadow:
-[X] Tilean Relations:
-[X] Estalian Relations

We got 5 action here, and I consider it a waste, that we don't use them all.
So that's why I do all five of them.

-[X] Cathedrals:
-[X] Ordo Militia:
-[X] Preachers

The same reason as befor.
Any problem that gonna be in the Ordo Milita, can we handle, as long as we act fast and nip the bud, before it became a issues.

-[X] Build Sewers
-[X] Expand Villages

I get it why, you guys don't to build sewers, because of the skaven, but you can't put this of forever.
There is no countries there dosen't had sewer, and we are gonna it, because we people.

-[X] Sabotage Ritual
-[X] Expand Spy Network (Tilea)
-[X] Expand Spy Network (Estalia)

We need to stop the ritual and any omake rewares would be a big help.
I also want to expand our spy network.

-[X] Dread Animator
-[X] Rifles

One action for the undead, and action for the living.

-[X] Learn Beast Magic

Beast magic is gonna help us to tame the dragons we got.
I am willing to change this part for a personal action to help stop the ritual.
 
[X] Plan: let's get to it.

Time to grab some more vamps, that should make some actions easier as they are both caster and hero units in one.
 
To Sabotage a Ritual (Canon)
[To Sabotage A Ritual]
Alexander Von Carstein was annoyed...no scratch that he was FURIOUS at the moment. Not at the messenger that passed the information about the Ritual those Chaos Curs were doing, no he was annoyed at the chaotic elements themselves. He had many plans for Bretonnia, and indeed allot of it required the living to KEEP living, as well as maintain the secret civil war and erranty war to keep going as long as possible. The more corpses that were made, the more his undead armies will swell. The More brutal both sides of the erranty civil war were, the more people will flock to his banner and pay tribute to him. The More the erranty war fought, the more likely he would be able to undermine the Faith of the Lady.

He already saw himself as Her Rival, and he intended to surpass her in these lands. After all, she had such a abundance of the living to be worshipped by, and just simply going for the nobility weakened her greatly considering the prospects and capabilities of the living peasents that could have been supplied. Knowledge, tricks, and possible advances in all things...she could have become a powerful entity that united the entirety of Bretonnia, and not only make these lands flourish beyond reckoning, but also maintain a massive mage presence due to the magics of these lands. Especially if she had dealt fairly with Bretonnia's "Neighbors"....

As it was he could only grumble furiously at himself of the idiocy of some of the "Gods" of Order, as well as setting up preparations to keep himself from doing the same "off-hands" work. Now, mentioning that he scrolled over the old plans for the type of castle the Cult of Nurgle were stationed in. It was the usual bretonnia designed castle, with the usual applied constructions and capabilities...if anything he picked out over a dozen weaknesses just by glancing at the design. Not to mention numerous ideas on HOW to weaken the entire province while he was at it that would be easily fixable for his own people, both living and dead, to deal with. Of course this would mean due to how magic functioned, a simple bat scuffing a candle, a controlled rat disturbing the wards/ritual lines, or even throwing enough zombies at the gates to allow assassins' to hit the fools while he unleashed light magic to burn critical parts of the ritual itself would be useful.

There were also the weather issues that could come into play, even a long range bombardment could be used...as well as simply going himself to deal with it in the dead of night. Alexander smirked darkly as he thought of that bit...it would be...interesting...to see how his abilities stacked against the fools. Not to mention the numerous weapons he had in his inventory...while he wanted to fully complete his mental library of knowledge on all the winds of magic, he would have to see how things would go.

Of course his recent idea of the Ordo Militia would have to be...cared for...to prevent the fools from causing issues with his plans. Which meant a personal visit to the abbot to insure that everything went according to plan. As well as the first few cathedrals, that would also tie in to his plans...and a few experiments with the energy of...Belief...as he was calling it. Nodding to himself, Alexander Von Carstein would need to make sure the ritual was sabotaged, even if he had to conduct his own counter ritual against it...perhaps even blighting the lands so that not even the sicknesses of Nurgle could grow? Another wider grin full of teeth bloomed from his "Face" as he revealed his full vampiric features...yes...this would definitely allow him to "Clean" up the influence of chaos nicely, might even be useful for a opening act against the cult!

Then of course the swarm of vampire bats, dire wolves, and other nasties he could throw at the cult to allow him entry into the castle...knowing the nurgle cultists, they would not have rebuilt what they have taken down, considering that the forces of chaos can never truly build up what they have taken down...fools the lot of them.

As it was, the night was young, and Alexander would need to call in a few of his favored humans in order to properly plan things out, as well as call his necromancers to consult the spirits of the dead on the keeps possible new additions...Yes, the ritual would not go off, and Bretonnia would be HIS to control, to Rule, and to Guide to the future. After all, a immortal God Emperor of this would be in the cards for him, and if he had to crack a few dozen heads of his "Fellow" gods, Eat the more Malicious Ones, and of course ally with others would be on the cards...now...how would he find the dwarven gods to consult with? Or even the Gods down South? Sigmar would need to be...watched...carefully...as well as Ulric. But as it were, getting everything set up and ready for his own ascension would be paramount for now, as well as preventing a super plague from draining his living subjects.
 
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