Choose 0
[] Declare War On Bretonnia: The time has come, raise your legions and march towards the so-called land of chivalry. DC 0
Cost: 0
Time: Until The War is Done
Result: War Turns
[X] Skeletal Walls: Not all creatures are raised back to join a Vampire's Undead horde, for bone is useful material. Larger walls that mark boundaries around Vampire strongholds are often made from the bones and skulls of former enemies. Such a terrifying structure will make any invader think twice about climbing it, especially when the embedded skulls begin to scream! DC 35
Cost: 5000 Gold
Time: 3 Years
Result: +25 To The Rose Defense Bonus
[] 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 Years
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 Year
Result: Can Now Recruit: Crypt Ghouls
[X] Rally Fields: The rally fields are where these mighty formations of troops – from Swordsmen to Halberdiers and Crossbowmen – are trained, mustered, and then marched out to face their foes. DC 20
Cost: 2000
Time: 1 Year
Result: +15 To Living Troops Rolls
[] Flag Signals: Using flags to improve coordination between various moving army elements will help large armies move much more smoothly, and enable coordinated assaults across large distances. DC 35
Cost: 500 Gold
Time: 2 Year's
Result: +5 to all living forces combat rolls, the possibility of ambushes, and large-scale feints unlocked.
[] Drums: Using drums or other musical instruments to keep a steady march across long distances is vital to ensuring that formations are kept together, ensuring a more powerful striking force on contact with the enemy. DC 40
Cost: 350 Gold
Time: 2 Year's
Result: +5 to all living forces combat rolls.
[] (Living) Siege Workshops: Constructing workshops to build siege engines will prove useful. DC 10
Cost: 2,000
Time: 2 Year's
Result: Unlocks the production of siege weapons such as Arbalests, Catapults, and Trebuchets. New Options
[X] (Undead) Infantry Rearmament: Mousilion'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 them with properly maintained equivalents will provide a substantial edge across all of the undead in the land. DC 0
Cost: 5,000
Time: 3 Years
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 Mousilion takes residence in the buildings you recently built inside your underground complex providing recruits for your army. DC 0
Costs: Skeletons (30 gold); Zombies (10 gold); Grave Guard (750 gold)
Time: 1 Year
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
Time: 1 Year
Cost: Fell Bats (315 gold); Dire Wolves (450 gold)
Result: Recruit new beasts.
[] 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 Year
Result: Recruit new (living) units.