Vote tally - Lords of Darkness (WHF CK2-Ish Quest)

Adhoc vote count started by Alucard Vampiry on May 22, 2020 at 7:23 PM, finished with 26 posts and 14 votes.

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Alucard Vampiry
Lords of Darkness (WHF CK2-Ish Quest)
Post #365
Post #390

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  • 15

    [X] Plan Born to be Wild
    - [X] 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
    - [X] 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
    - [X] (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's undead, and that the undead and living can be shown to work together at all. DC 50
    - [X] 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
    - [X] 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
    - [X] The Underground: You build your capital deep underground surely there must be some mineral veins down there. DC 10
    - [X] Gold Mines: Constructing gold mines would give a large amount of gold to both your peasants and yourself. DC 10
    - [X] Training Facility: Spies, foreign agents, and assassins need to be trained for maximum effect, after all. DC 10
    - [X] Anti-Cult Watch: Eternal vigilance must be maintained so Chaos does not take root in Mousillon's borders. DC 18
    - [X] 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
    - [X] Incantations of Ushoran: Ushoran was the first Ghoul King; his spirit can be invoked with the right words, and his children summoned. DC 45
    - [X] Corruptor of The Forests: The darker and more haunted the forests become, the better the habitat for fell creatures. DC 34
    - [X] Analyse the dragon eggs: The crimson dragon eggs found in the newly built iron mines must be analyzed carefully, and you are quile literally the one most qualified for it. DC 45
    - [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 30
    - [X] 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
    [X] Plan: Objects of Darkness
    [X] Plan Thriller
    -[X] Gather The Undead of Mousillon
    -[X] Build Ghost Fence
    -[X] (Undead) Infantry Rearmament
    -[X] Show your true nature to the humans
    -[X] Recruit Unwanted Brettonians
    -[X] Expand Farms
    -[X] The Underground
    -[X] Blacksmith
    -[X] Training Facility
    -[X] Anti-Cult Watch
    -[X] Sabotage the Invaders
    -[X] Dread Animator
    -[X] Incantations of Ushoran
    -[X] Corruptor of The Forests
    -[X] Analyse the dragon eggs
    -[X] Practice Your Light Magic
    -[X] Practice your vampire magic
    [X] Training Facility: Spies, foreign agents, and assassins need to be trained for maximum effect, after all. DC 10
    [X] 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
    [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 30
    [X] Corruptor of The Forests: The darker and more haunted the forests become, the better the habitat for fell creatures. DC 34
    [X] Incantations of Ushoran: Ushoran was the first Ghoul King; his spirit can be invoked with the right words, and his children summoned. DC 45
    [X] 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
    [X] 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
    [X] Brettonian Horse Blood: Brettonian warhorses are legendary for how terrifying and tough they are in the field of battle. With Mousillon's cavalry so anemic by comparison, as a vampire you know all that the quality of bloodlines matters quite a bit. Sending out teams to acquire Brettonian foals of high quality breeding is essential to injecting Mousillon's horses with new blood. DC 45
    [X] The Underground: You build your capital deep underground surely there must be some mineral veins down there. DC 10
    [X] Blacksmith: Encouraging already here and providing them with funding to either improve their tools or expand their training, is a great idea.
    [X] 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
    [X] Recruit Unwanted Brettonians: Mousillon has need of your tired masses, the too clever minds that are not tolerated, the renegades that are very annoying but are too useful to just kill. Send your tired masses and malcontents to Mousillon, where you gain domestic peace in a time of crisis, and we have more hands to work the fields. Everybody wins. Diplomatic DC 15; Intrigue DC 20
    [X] Diplomatic Staff: A full-time diplomatic staff to help run diplomatic operations is a good idea. DC 15
    [X] 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
    [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 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
    [X] 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
    [X] 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 30
    [X] 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
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