Turn 10
- Location
- Castlevania
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.
Treasury: 16,988
Income: 19,425
Expenses: 650
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.
[] 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.
[] 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.
[] 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.
[] 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.
[] 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.
[] 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.
[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
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