@Alucard vampiry : First off, are we in control of the real duke, or is there no duke currently? Are we openly in charge of the province as Duke-in-name, were we given official sanction by Brettonia to be the Duke, or are we operating in the shadows while there is a Duke but he in nonfunctional? Some clarification on this would be appreciated.
Literally no noble wants to be duke of the Brettonian shithole known as Mousillon.
 
What about the red duke who is responsible for the fall of the duchy?
After his second appearance in the eighties or nineties he disappeared from the face of the planet, probably has to do with the fact that he tried blaspheme the tomb of his own son which he did not even knew existed in the first place and tried to kill his grandson this definitely drove even madder than before.
 
Thank you very much for the feedback, its much appreciated and informative. Yeah, I tend to underestimate the sheer gulf between a newly-risen vampire and a human being. Then again, it IS Warhammer, it is overpowered by nature.
 
Thank you very much for the feedback, its much appreciated and informative. Yeah, I tend to underestimate the sheer gulf between a newly-risen vampire and a human being. Then again, it IS Warhammer, it is overpowered by nature.
Yep the gulf between vampires and humans is not even funny, the same aplies to young vampires to elder vampires who are basically godlike beings thought the 'godlike' right now applies only to first generation vampires.
 
Think we should have a human army on the ground while our undead are underground fighting the skaven and greenskins
 
Sewers/Hygiene: Actual sewers and mass hygiene, like the Imperial cities have! And maybe bathrooms, gods forbid! Or at least
And the only possible problem is that you will have to deal with a bunch of ratmen.

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Think we should have a human army on the ground while our undead are underground fighting the skaven and greenskins
The skaven haven't found your capital yet, and the greenskins who can assess the underground passages and tunnels are currently focused on the larger of Brettonia... for now.
 
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Making a school of necromancy seems like a good idea, some of our people are sure to be able to cast magic, and it would be a shame for that talent to go to waste.
 
Would it be possible to reach out to the Dwarves? I don't think they hate vampires too much, so long as we're honorable towards them and pay our debts.

If we roll well, maybe we could commission armor or weapons from them, orget their help with Dwarf-quality roads and sewers? Their anti-Skavin experience would help massively fortifying underground infrastructure.
 
It would really depend on the hold but yes you can do that.


Going off this map, the closest Holds are:

Karak Norn (Grey Mtns)
warhammerfantasy.fandom.com

Karak Norn

Karak Norn, which means "Barren Earth Hold" in Khazalid, is a Dwarf hold built on a forested and valley-ringed mountain amongst the Grey Mountains.[1][2][3] It is believed to be the first hold to have been ruled by a Dwarf queen.[4] Of all the areas settled by the Dwarfs, the Grey Mountains are...

Karak Hirn (Black Mtns)
warhammerfantasy.fandom.com

Karak Hirn

Karak Hirn, known as the "Hornhold" in Khazalid, is the biggest and most important Dwarf hold in the Black Mountains between the northern Border Princes and the southern borders of the Empire. The hold is currently ruled by King Alrik Ranulfsson of Clan Drazhkarak and his wife, Queen Winnifer...

Karak Izor (Vaults)
warhammerfantasy.fandom.com

Karak Izor

Karak Izor, known as the "Copper Hold" in Khazalid or "Copper Mountain" as Humans call it, is the first and largest Dwarfhold outside the Worlds Edge Mountains. Its age and prestige is such that Dwarf settlements across the Vaults and as far afield as the eastern Irrana and northern Apuccini...

However, going from this wiki link:


There's also other Holds in the Grey Mountains:

Karak Azgaraz
warhammerfantasy.fandom.com

Karak Azgaraz

"Karak Azgaraz? The old Dwarf Hold? Why would you want to go there? It’s hard to get past the Trading Post unless you’re peddling something the Dwarfs really want. Moreover, the land is crawlin’ with Greenskins. It’s rumoured that the Dwarfs beat back the greenies, but you know that won’t last."...

Karak Ziflin
warhammerfantasy.fandom.com

Karak Ziflin

"My advice to His Imperial Majesty to ensure we maintain our vital trade link with Karak Ziflin: grow a beard and keep your promises." —Letter to the High Lord of the Chair, from Ambassador Willemijna von Kotzdam[3a] Karak Ziflin is a small Dwarf Hold that lies in the Grey Mountains just north...


So, I guess your thoughts on those 5, being geographically closest, would be appreciated. If they are viable for diplomatic approaches, we can formulate a plan or strategy of some sort.
 
Turn 5
The Year is 2057 By The Imperial Calendar

You are Aleksander Von Carstein and you feel good with yourself, the merchants which decided to settle down have encouraged internal trade amongst your peasants this generated quite a bit which you take some to fund the projects to the duchy.

+100 Income for 5 turns.

But there are many more things to be done, your work now continues.

Choose 3

[] Gather The Undead of Mousillon: While you have gathered thousands of undead there are still thousands more out there in the darkness of Mousillon, and as its ruler, it is only natural for they serve you in death while they could not in life. DC 35
Cost: 0
Time: 1 Turn
Rewards: Gains New Undead

[] Gather The Beasts of Mousillon: Mousillon not only holds undead, dark beasts such as direwolves, vargheists, ghouls and many more inhabit the shadow lands of Mousillon. DC 40
Cost: 0
Time: 1 Turn
Rewards: Gains Beast Army

[] Build Grave Guard Watchtower: Watchtowers and walls are build in your capital to better defend it against potential invaders. DC 45
Cost: 1,000
Time: 2 Turns
Rewards: Adds walls to Capital. Rose gains +10 bonus to defense rolls.

[] 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 a 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
Time: 1 Turn
Rewards: Can now recruit: Fell Bats, Direwolves

[] Build Defiled Cairn: Technically is not really defiled but whatever, defiled cairns is where the cannibalistic creatures known as ghouls spawn, the process of transformation is 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 mix between a poison and a virus any living thing which take 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
Rewards: Can Now Recruit: Crypt Ghouls

[] 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
Rewards: Recruit new undead.

Choose 3

[] 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 10
Cost: 0
Time: 1 Turn
Rewards: Humans of Mousillon now know that you are a vampire.

[] Start a propaganda campaign: Start a propaganda campaign to favor of vampires and magicians in a better light. DC 25
Cost: 50
Time: 3 Turns
Rewards: Humans now see vampires and magicians in a better perspective.

[] Trade Talks with the merchants: The merchants which settled here know a lot about the trade routes of Brettonia and with the right things done they can set up trades that officially speaking that can't have any traces towards you. Diplomacy DC 20; Intrigue DC 25
Cost: 50
Time: 1 Turn
Rewards: Gain +100 (Secret) Trade income.

Choose 3

[] Forester's Shack: There is a surprising amount of forests around Mousillon, setting up forester's around them would definitely help with the growing economy.
Cost: 600
Time: 1 Turn
Expenses: 100
Rewards: +100 Income

[] Expand Farms: Expanding the farms would give you gold to fuel you projects and your peasants food to feed themselves.
Cost: 500
Time: 1 Turn
Rewards: +200 Income. +100 Food Income

[] Build Schools: Your peasants are currently illiterate and uneducated certifying that will prove a certain improvement to the peasant lives. DC 25
Cost: 150
Time: 2 Turns
Rewards: Population happy and educated.

[] Build Sewers: Building sewers will not only improve the health of your peasants but also reducing the chance of diseases spreading. DC 35
Cost: 200
Time: 1 Turn
Rewards: Less chances of plagues and diseases spreading. Possible Ratmen problem.

[] Hygiene: Reintroducing the concepts and buildings of hygiene will help lessening the chances of plagues and diseases happening in your villages. DC 5
Cost: 45
Time: 1 Turn
Rewards: Less chances of plague and diseases

[] Build Basic Hospitals: The hospitals will help with the healthcare of your duchy. DC 45
Cost: 100
Time: 2 Turns
Rewards: Less chances of plague and disease.

[] Hills: The hills of Mousillon are said to have rich mineral wealth, you need to see if that is true. DC 10
Cost: 0
Time: 1 Turn
Rewards: A mineral survey of the hills

[] The Underground: You build your capital deep underground surely there must be some mineral veins down there. DC 10
Cost: 0
Time: 1 Turn
Rewards: Mineral Survey of your portion of the underground.

Choose 3

[] Expand Spy Network (Empires of Man): Expanding your spy network towards the empire will definitely be useful as you don't know what is happening in there and you could pull some strings in there. DC 25
Cost: 0
Time: 1 Turn
Rewards: Gains Empire('s) Rumour Mill. Spy Network in the empires.

[] Incite Rebellions: Your spys 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 34
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 50
Cost: 0
Time: 1 Turn
Rewards: Errantry war will now last much longer. Brettonians military suffer casualties.

[] Sabotage The Defenders: The token defense force left by the king to protect his kingdom are doing a truly good job, they may actually win now that the grail knights are helping them this must not happen, the chaos generated by this conflict is giving much room to think, so it must continue.
Cost: 0
Time: 1 Turn
Rewards: Defense of Brettonia returned to previous stalemate in the fighting zones.

[] Reveal Your Information: The information that your gathered about the dukes of Borderlaux, Aquitaine and Bastonne can cause a huge amount of chaos if revealed at the right moment. DC 35
Cost: 0
Time: 1 Turn
Rewards: Secret information Revealed to the right people.

Choose 3

[] Raise Newly Dead: A single-word boon, spoken during the ritual, will harden the skin of corpses as they jerk back to life. DC 31
Cost: 0
Time: 1 Turn
Rewards: +10 bonus to zombies.

[] Rotten Gift: The decayed flesh and bone material of the zombies harden, transforming their flesh and bone into some kind biological armor. DC 37
Cost: 0
Time: 1 Turn
Rewards: +10 bonus to zombies.

[] Defiler of Barrows: defiling the barrows - reveals secrets that can prolong the term of the ancient risen. DC 40
Cost: 0
Time: 1 Turn
Rewards: +10 bonus to skeleton troops

[] Unearth Cursed Wightblades: A small cantrip can locate ancient blades upon an ancient battlefield long thought lost to time, and they are very easy to find. DC 20
Cost: 0
Time: 1 Turn
Rewards: +10 bonus to grave guard and black knights (when you have them).

[] Incantations of Ushoran: Ushoran was the first Ghoul King; his spirit can be invoked with the right words, and his children summoned. DC 45
Cost: 0
Time: 1 Turn
Rewards: -10% Recruitment cost for crypt ghouls and horrors.

[] Corruptor of The Forests: The darker and more haunted the forests become, the better the habitat for fell creatures. DC 34
Cost: 0
Time: 1 Turn
Rewards: -10% Recruitment cost for direwolves and fell bats (when you can do that).

Choose 3

[] Learn The Art of Diplomacy: while you certainly can hold your ground in a debate, learning more is never bad. DC 30
Rewards: Depends on roll.

[] Learn Statecraft: Now that you hold a duchy you must learn how to run one. DC 10
Rewards: Depends on roll

[] Learn Subterfuge: Being more cunning and cautious is never a detriment in your mind. DC 30
Rewards: Depends on Roll

[] 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 in the moment. DC 30
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 20
Rewards: New vampiric spell

[] Learn Shadow Magic: Ulgu the lore of shadows is perhaps the most dangerous magic in the world after all how can you fight against your own shadow. DC 50
Rewards: Learns Lore of Shadows.

Treasure: 27,138
Income: 200
Expenses: 450
 
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[X] Plan Bump in the Night
-[X] Build Grave Guard Watchtower

Definitely keep going on improving the Rose's defenses.

-[X] Plant Sinister Corpse

Fell Bats are an ok flying unit that can harass enemies, and Dire Wolves are a similar ground unit.

-[X] Build Defiled Cairn

I remember Ghouls being a pretty solid offensive unit in Total Warhammer, so lets grab them too.

I originally wanted to do the general Gather Undead action for more Zombies/Skeletons, and recruit Grave Guard specifically with Recruit Undead, but unlocking more units is more important imo.

-[X] Start a propaganda campaign

Same for this.

-[X] Trade Talks with the merchants

And secret trade sounds good.

-[X] No 3rd Diplomacy action

I've been convinced to delay revealing ourselves until we've improved people's view of vampires.

-[X] Build Schools

I'd like to work on getting our populace better educated.

-[X] Hygiene
-[X] Build Basic Hospitals

Better hygiene and healthcare also sound great.

I'd like to wait on building sewers until we have more forces to guard them against Skaven.

-[X] Sabotage The Errantry War

I'd definitely like to help things go badly for the Bretonnian forces.

-[X] Sabotage The Defenders

And make things go worse back home.

-[X] Reveal Your Information

Getting our blackmail to the right people should hopefully cause quite a lot of additional chaos :drevil:

-[X] Unearth Cursed Wightblades

I recall Grave Guard and Black Knights being two of the best units in the Vampire Counts roster in Total Warhammer, so improving them sounds great.

-[X] Incantations of Ushoran

Cheaper Ghoul recruiting sounds great.

-[X] Corruptor of The Forests

Ditto for Bats/Wolves.

-[X] Learn The Art of Diplomacy

I'd like to train this to hopefully make the Intrigue actions this turn go better.

@Alucard vampiry would boosting our Intrigue help Intrigue actions in the same turn?

-[X] Practice Your Light Magic
-[X] Practice your vampire magic

And keep working on Light/Vampire magic.
 
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I am not sure if sabotaging Brettonia to such a degree is really a good idea.
 
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