[X] Plan: Shit-time to house these crazy Dragons!
-[x] Martial
--[x] Raise Undead (Giants) - There are many giant bodies left over from the conquest for you to use to bolster your forces. DC 0
-[x] Diplomacy
--[x] Dwarven Relations (Grey Mountains) - Build up good relations with the dwarves. DC 40
--[x] Elven Outreach (Athel Loren): The Wood Elves of Athel Loren are mighty and know the true power of nature, turning it on invaders and foreigners alike. Establishing relations with these proud dwellers of the forest may yield unexpected benefits. DC 95
-[x] Piety
--[x] Organize Church: The religion branched out during your coming towards Bretonnia, organizing them under the official religious organization will cause less problems to everyone involved. DC 20
--[x] Churches (Bretonnia) - Building Churchers along Bretonnia will make all of your subjects for a place to pray. DC 10
--[x] Cleanse The Battlefield: While many herdstones were destroyed, there still is a chance that artifacts of the fell powers of chaos are still in place somewhere around Bretonnia, this also includes locations that have been completely corrupted by the forces of ruin. DC 40
-[x] Stewardship
--[X] Centralization: Centralize all of the villages in the different dukedoms of your kingdom into single or multiple towns. DC 30
--[x] Dragon Homes: Expanding or building new homes for your dragons will be beneficial in the long term for making sure that deaths do not happen. DC 25
--[x] Dragon Orders: It is time to build the headquarters of the dragon orders. DC 15
-[x] Intrigue
--[x] Root Out Cultists: You can feel the presence of the ruinous powers in this land faint as it is, rooting out the weeds before they grow into something problematic is definitely a good thing to do. DC ???
--[x] Expand Spy Network (Sylvania) - It is smart to keep tabs on the activities of your kin. DC 75
-[x] Learning
--[x] Weapon I - New firearms as well as small scale explosives. DC 50
--[x] Support weapons I - Automatic weapons are becoming more portable. Submachine guns have already proven effective and the development of hand-held support weapons must continue. DC 20
-[x] Personal
--[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 100
--[x] Rename Your Kingdom (Empire Of Wallachia) - Name your new kingdom or empire. DC 0
--[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
[X] Plan: Population growth
-[x] Martial
--[x] Raise Undead (Giants) - There are many giant bodies left over from the conquest for you to use to bolster your forces. DC 0
-[x] Diplomacy
--[x] Dwarven Relations (Grey Mountains) - Build up good relations with the dwarves. DC 40
--[x] Elven Outreach (Athel Loren): The Wood Elves of Athel Loren are mighty and know the true power of nature, turning it on invaders and foreigners alike. Establishing relations with these proud dwellers of the forest may yield unexpected benefits. DC 95
-[x] Piety
--[x] Organize Church: The religion branched out during your coming towards Bretonnia, organizing them under the official religious organization will cause less problems to everyone involved. DC 20
--[x] Churches (Bretonnia) - Building Churchers along Bretonnia will make all of your subjects for a place to pray. DC 10
--[x] Cleanse The Battlefield: While many herdstones were destroyed, there still is a chance that artifacts of the fell powers of chaos are still in place somewhere around Bretonnia, this also includes locations that have been completely corrupted by the forces of ruin. DC 40
-[x] Stewardship
--[X] Centralization: Centralize all of the villages in the different dukedoms of your kingdom into single or multiple towns. DC 30
--[x] Dragon Homes: Expanding or building new homes for your dragons will be beneficial in the long term for making sure that deaths do not happen. DC 25
--[x] Cattle Pens (Southern Bretonnia) - Larger cattle farms have more land and better, more permanent, housing for the animals they keep. DC 5
-[x] Intrigue
--[x] Root Out Cultists: You can feel the presence of the ruinous powers in this land faint as it is, rooting out the weeds before they grow into something problematic is definitely a good thing to do. DC ???
--[x] Expand Spy Network (Sylvania) - It is smart to keep tabs on the activities of your kin. DC 75
-[x] Learning
--[x] Weapon I - New firearms as well as small scale explosives. DC 50
--[x] Support weapons I - Automatic weapons are becoming more portable. Submachine guns have already proven effective and the development of hand-held support weapons must continue. DC 20
-[x] Personal
--[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 100
--[x] Rename Your Kingdom (Empire Of Wallachia) - Name your new kingdom or empire. DC 0
--[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
[X] Plan: Houses for Dragons
-[x] Martial
--[X] Border Fortifications (Southern Bretonnia) - You have borders with various different nations it is better to fortify them, just in case. DC 20
-[x] Diplomacy
--[x] Dwarven Relations (Grey Mountains) - Build up good relations with the dwarves. DC 40
--[X] Tilea Trade Talks: Open trade talks with the Tilean government. DC 50
-[x] Piety
--[x] Organize Church: The religion branched out during your coming towards Bretonnia, organizing them under the official religious organization will cause less problems to everyone involved. DC 20
--[x] Churches (Bretonnia) - Building Churchers along Bretonnia will make all of your subjects for a place to pray. DC 10
--[x] Cleanse The Battlefield: While many herdstones were destroyed, there still is a chance that artifacts of the fell powers of chaos are still in place somewhere around Bretonnia, this also includes locations that have been completely corrupted by the forces of ruin. DC 40
-[x] Stewardship
--[X] Centralization: Centralize all of the villages in the different dukedoms of your kingdom into single or multiple towns. DC 30
--[x] Dragon Homes: Expanding or building new homes for your dragons will be beneficial in the long term for making sure that deaths do not happen. DC 25
--[x] Dragon Orders: It is time to build the headquarters of the dragon orders. DC 15
-[x] Intrigue
--[x] Root Out Cultists: You can feel the presence of the ruinous powers in this land faint as it is, rooting out the weeds before they grow into something problematic is definitely a good thing to do. DC ???
--[x] Expand Spy Network (Sylvania) - It is smart to keep tabs on the activities of your kin. DC 75
-[x] Learning
--[x] Weapon I - New firearms as well as small scale explosives. DC 50
--[x] Support weapons I - Automatic weapons are becoming more portable. Submachine guns have already proven effective and the development of hand-held support weapons must continue. DC 20
-[x] Personal
--[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 100
--[x] Rename Your Kingdom (Empire Of Wallachia) - Name your new kingdom or empire. DC 0
--[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