Join the noble and savage Dragon King race as they try to recover from their greatest defeat. Considering where they were sent, peace seems an unlikely.
You, the Dragon Kings, ruled Creation uncontested for tens of thousands, possibly hundreds of thousands, of years at the behest of your gods. Most beloved of which was the Unconquered Sun.
But the gods themselves were but slaves beneath the power of the Primordial Beings which forged Creation. And the Primordials were petty and cruel tyrants who cared not for the plight their amusements inflicted on Creation, the gods, or yourselves.
So when the Sun asked you to help the gods rebel against the Primordials at the side of Celestially and Elementally empowered human warriors you didn't hesitate.
However, despite centuries of preparation supported by divinity, divinely blessed warriors and two magical species (yourselves and the Jadeborn) you still lost.
Is it mercy or further cruelty that the Primordials decided not to end your race but chose instead to banish you from Creation along with some of your allied Elementals and Terrestrial Gods (spirits) but explicitly away from the Unconquered Sun and other Celestial Incarna? All they remark as the shove the survivors of your people through a massive tear in space is that "If you are so eager for war, than we will send you where your grim future will know nothing else."
Thus the proud Dragon King race, stripped of most of your possessions, 80 percent of your people dead (but waiting to be reborn in eggs also sent through), sent through to some unknown place. [A planet in the Warhammer 40k universe]
Your 30 Million survivors are spread across an Island Continent (Australia sized) which is temperate enough for your four breeds to work together here even if none consider the environment perfect.
[ ] Write-In: What are you calling your new world? (Keep in mind I hope to use the planet name as an eventual name for your nation)
[ ] Default choice: Tokat (Leads to alternative name Tokati)
OOC choice: What manner of world did you arrive on?
[ ] Empty: The world has no other races, so a quick path to establish yourselves, but no lessons learned.
[ ] An enemy: This planet has orcs. Won't too hard to wipe them out and you get to learn at least a little.
[ ] Three way tie: Planet has two races fighting each other and when you show up it becomes a three way battle royale.
[ ] Too Crowded: There are 4 hostile races on the planet, at least one is probably the natives. Make sure to kill them twice, they might leave ghosts behind like humans do and we don't want our planet to be haunted. Clearing the planet will take a while but you will learn a lot in the process.
[ ] Complicated: 40k special. At least 6 races, some of which might be more than one faction. Includes humans. Make sure to kill them, in this busy galaxy you cannot afford to be burdened by dead weight. You almost will certainly start a fight with at least one if not more interstellar factions before you even leave the planet. This is a horrible choice, especially since it makes it all but impossible to have neutral relations with the races you butchered to claim the planet. Only choose this if you don't care about angering powerful star nations before leaving your planet and want to embrace a grim future that knows only war.
[Yes the planet is yours now, You are not sharing it, do not plan on it, do not hope for it, you are making the above choice based on the principle that you are killing everything else]
What meagre possessions did you manage to bring with you?
Primordial Sufferance: Choose one thing the Primordials let you take through the gate.
[ ] Basic Supplies: Food Rations, medicine, potions to restore essence. Basic things that let your people work harder in the early days to get yourselves set up, rather than using up time hunting, healing, and respiring essence. Reward: +10 expendable AP. Once used they are gone and considering the nature of the supplies using them early on to help establish yourself is best, they will not remain useful after turn 5 at longest.
[ ] Dragon King Armory: Your best weapons are spent of course, even your second and third rate gear was lost with the bodies of 80% of your species. What is left is only your equivalent of Militia grade. Since that is no threat the Primordials let you have it. You have 300 million sets of Dragon King Militia grade gear. This is not cheap and would be the most valuable option of the lot, if it was worth doing of course. In the long term you would be better off producing higher quality gear in more limited numbers and in the short term there are only 30 million of you and it would be crazy to arm your whole population. However it does let your surviving troops rearm and you can cheaply raise new legions of militia grade quality. Reward: 300 million sets of militia grade gear: Sword-sticks (chain sword), thorn tube(lasguns), leaf armor (carapace armor), essence visors (photo-visor), and echo jewels (com-beads). Also large supplies of crystal shurikens, the favored throwing weapon for those of you who cannot throw fireballs.
[ ] My notes!: The researchers who came up with the best gear were mostly left alone in workshops trying to build new or better gear all the way until the end of the war. The Primordials let you bring their notes, equipment and prototypes with them, vastly speeding up cutting edge research options as long as things you could have been working on in the war. As a downside it doesn't help you do much to survive in the here and now. Reward: +10 auto-success expendable AP for applicable research.
[ ] Primordial Stockpile: Fighting primordials is not easy. Your best troops need to be equipped to the utmost to even stand on the same field as the chosen warriors of the gods. To win though you needed a boost, in the form of one use artifacts that temporarily evened the score. Sun's Fist Chakrams, Skin like mountains oil, 8-scream devil powder, essence capacitors, yasal crystals and more need to be created and expended to let your mainline troops win a fight on a Primordial Battlefield. You ran out of troops slightly faster than expendables. Your people are not up to mainline troop standards, so hopefully you will not face a Primordial in open battle. Reward: one Primordial Stockpile.
Stockpiles are reserves of fuel, ammunition, maintenance supplies and other expendables needed to keep an army or war machine moving. Basics like food and normal levels of use are assumed taken care of as part of the unit, (except for certain special high maintenance units, like titans) but stockpiles allow for a much higher tempo of operation for a time period before being expended. Exact nature and quality of Stockpiles and which kind of stockpiles a unit can use varies although that will be somewhat abstracted for game purposes. Building up and transporting to the battle appropriate levels of stockpiles to allow your troops to perform their best is part of the cost of military and contains most of how this game will handle logistics. Using a Primordial Stockpile requires Essence users (which Dragon Kings count as), and is intended for power armored and power weapon armed heavy infantry versions of such but can be used by less well-equipped groups to auto-win against any enemy unless you are hilariously out-classed or outnumbered. If you had better than even odds of winning normally than expending a Primordial stockpile makes it an auto-critical success. Honestly the trick would be to gather enough of your enemies in one place to be worth using these resources. The Primordial stockpile as you might guess is specialized for opposing Primordials so is of even greater effect against their 40k equivalents: the Ruinous Powers. Dragon Kings are able to create less impressive stockpiles far more easily.
Knowledge of Exalted Warfare: If you had won these are all things the Exalted would have taught the Dragon Kings, In this timeline one was taught to them during the prep for war. Choose one atemporal skillset the Dragon King have now.
[ ] Supernatural Martial Arts: Dragon Kings can learn terrestrial Martial Arts and with special enlightment training can even learn celestial Martial Arts. These are mostly combat related moves that let some of your better Dragon kings perform even better. This mostly lets you make your elites more elite. Spreading the knowledge of Martial Arts will require building dojos in your cities. Learning supernatural martial arts if you don't choose this will require your elites to face enemy elites that push them past the brink in order to unlock research path. Reward: Dragon Kings can learn Martial arts, start with access to several and can create more. Mostly just makes elite troops more elite and provides more routes for creating elite troops. Start with a single group of elite (but still unarmed, albiet that is less of a hinderance) martial artists. Your troops are also use to fighting these so fighting enemies with exotic combat abilities causes less penalties.
[ ] Sorcery: Dragon Kings can learn the Emerald Circle of Sorcery. While sorcery can have a large variety of utility effects, (which can be handy for supporting a developing civilization) they are mostly used in combat providing the equivalent of Artillery fire. They can also attempt to counter sorcerous like effects from various warp using races. You can also have them develop a specific spell for countering certain enemies or solving certain problems, although its usually easier dealing with those another way. Spreading sorcerous knowledge requires building academies for training such. Unlocking Sorcery if this option is not chosen requires facing some major form of Sorcery and having to deal with the consequences. Reward: You have knowledge of sorcery in general and do not suffer penalties from the "surprise" of an enemy using the equivalent. Sorcerers are common enough that all Legions, including your last remaining one, count as equipped with Sorcerers (and thus artillery). [For those in the know please understand that Summon Demons of course won't work (but they might learn Summon Daemon eventually) and Dragon Kings already can Summon Elementals on their own without sorcery.]
[ ] Warstrider: Or should we say Dragonstriders? Dragon Kings know how to assemble war machines of legendary size, mostly of Ironwood and Crystal. Your troops will not be shocked and terrified if asked to face humanoid war machines up to 20 meters tall, though you will take severe losses unless you deploy your own. Currently you can only build ten meter tall ones yourselves though. You don't start with any, you have to build workshops and build the things. But you have the crafters and pilot training knowledge though. Obviously deploying warstriders will require factory workshops dedicated to such and warstriders are among the items that needs stockpiles to fight at all. Learning to make warstriders if this option is not chosen is unlocked by facing warstriders (Titans or Equivalent) Reward: You know how to build and fight Warstriders.
Gift of the Sun: The Sun and the other celestial Incarna manages to sneak you a single improbably large and exotic object that was waiting on the other side of the gate when you arrived.
[ ] Observatory of Rathess: Astrology as a source of Divination works, at least for you. But you have a new galaxy of Stars to study and you need to build an observatory to get started and unlock access to astrological thaumaturgy. With this chosen you are sent the equipment for the finest such observatory ever conceived, it just needs set up. Lets you start unlocking Astrology sooner, with less time required to complete unlocking and better results once you do. Reward: The Orrery of Arainthu and the Great Observatory containing it.
[ ] Library of Sperimin: A massive library/academy containing huge amounts of information about: Agriculture, the Arts, Cosmology and Theology, Engineering and Architecture, Government, History, Martial Arts, Medicine, Military Science, Mining and Metallurgy, Sorcery and Thaumaturgy, and Trade. The Library helps Dragon Kings research anything from the Old world about these topics and shortens the time and effort needed to allow access to or improve the knowledges from the atemporal section. Reward: Library of Sperimin.
[ ] Kireeki Class Assault Skyreme: A 100 meter airship able to move at 225 km/h through the sky. A 20 dragon king crew with a dedicated marine force of 25 commandos. If cargo used for troops the ship can move 250 troopers and equipment or 8 warstriders, or equivalent cargo. It mounts a fore and aft Lightning Ballista, Implosion Bows (Medium for heavier targets and lights on turrets for antifighter work) and ventral fire lances for clearing a drop zone and a haze shield for protection. The ship is big enough that it needs to dock at a specially designed building or land awkwardly in water. It provides environmental protection and though your people don't know it is capable of orbital and interplanetary scale movement. It requires hearthstones to power it and its weapons so it is unusable until you come up with a work around or build manses. Still it gives a massive advantage to conquering this planet and it can be reverse engineered to allow earlier space travel than otherwise possible. Reward: Kireeki Class Assault Skyreme, not currently powered.
This game uses a system in which AP are used to buy dice for a project which are then rolled. Only dice which are above the projects DC let the project gain a success. Some projects need multiple successes.
Physiology
All four breeds of Dragon Kings are "warm-blooded, egg-laying, humanoid reptiles." They are brightly colored covered in both scales and feathers. All but the Raptok are complete carnivores. The Dragon Kings are, at their heart, predators.
When a Dragon King is born, she is a beast ruled by instinct. While they physically mature quickly it takes years of training (roughly a decade of dedicated "tutoring") for them to show a glimmer of their former intelligence. During the height of their civilization they had special hatcheries, protecting the young Dragon Kings from others and from themselves. Once the spark of their intelligence returns it is quite easy for an adolescent Dragon King to remember. This generally takes a few years past when she's once again able to speak. Unlike for humans in Creation, Dragon Kings have perfect reincarnation, for while their memories may be spotty when they reincarnate, they were once set up to retake the position and life they previously lived.
Training in the Dragon King philosophies is necessary to unlock the minds and spirits latent within them. Without such training, it is nothing more than a savage and a mindless killer.
The Savage (Essence One) - the individual is a bestial savage but possesses many keen instincts. It takes a new Dragon King 5 years to achieve most of their bodies size and strength. It takes another ten for "tutors" to bound the basics of civilization into them.
The Apprentice (Essence Two) - the individual is dully civilized but has no memories of its many past lives. While Dragon Kings can attain this level without tutelage, few do. From 15 years to roughly 20 years old the Dragon King is civilized enough to control themselves but totally lacks memories of past lives or advanced skills. Thus is considered a relatively carefree time as the Apprentice can live and act without the burden of memories and most Dragon Kings indulge them for the fondly remember this period of their lives.
The Reborn (Essence Three) - the individual possesses fragmentary memories of its past lives. Somewhere between 20-25 years old for civilized Dragon Kings they start remembering their past lives and start rapidly picking up skills they used to possess.
The Adult (Essence Four and Five) - the individual possesses integrated memories of its past lives.
The Wise (Essence Six) - the individual possesses an inhuman level of intelligence.
When the population is stable most Dragon Kings are Reborn or Adults.
Religion and Civilization
First and foremost, the Dragon Kings worshiped the Unconquered Sun. They built great temples to his glory and gave blood sacrifices for his favor. While the Unconquered Sun was their primary patron they still dealt with many other spirits and Gods. Those who could convince a spirit to possess and ride with them were called Ochilike (the Chosen), and while they weren't considered of a higher caste, they did enjoy great privilege until the spirit withdrew.
Because of the reincarnation almost guaranteed to the Dragon Kings, they saw death not as a final end and more of an inconvenience. Duels were sometimes fought to the death and sacrificing oneself for the glory of the Unconquered Sun was an uncommon but not unheard of practice. Creating new souls is not impossible but rare and tricky. Returning to max population of 150 million is relatively easy but going further will take effort. They never bothered as 150 million was enough to rule Creation effortlessly. They may bother now.
Breeds
Anklok: 7.5 to 8.5 feet tall and heavily built. They are the strongest and toughest of the Dragon King Breeds. Their association with Fire brings them passion, for hunting, War, and religious Zeal for the Unconquered Sun. Their favored Draconic paths are those of Fire, allowing them to produce light, inflame claws or weapons, throw fireballs, and command extant flames on the other claw they may speed reaction times, movement and combat speeds.
Mosok: Only slightly smaller than Anklok but they hunch so much they look shorter than they are. They may hold their breaths for over an hour as swim incredibly well. Croc-men are the most cunning, ambitious and deceptive of the Dragon Kings. Like the water they favor they adapt to their environment and can be a danger to those around them. Their favored Draconic Paths are those of Water, allowing them to walk across walls, across air, through walls or even teleport for the master, on the other claw they can make themselves less noticeable with a SEP filter, shapeshift into other creatures of similar size or become invisible.
Pterok: One of the smallest and lightest, not counting their wingspans. Pterok are flyers. They are also scholars, scribes, bureaucrats. Their love of the written word and their skill in calligraphy can be considered divine. If they can wax on poetically about the look on someone's face right before they performed a surprise diving attack, who could blame them. Pterok of course favor Air, allowing them to see and talk to spirit beings, force their way into the Immaterium at weak spots, and summon elementals. On the other claw they gain supernaturally potent perception, the ability to see essence and magic, prenatural abilities to make accurate attacks and evasions, the ability to supernaturally target weak points, and psychometry.
Raptok: The most human sized and shape of the Dragon Kings, of course they are still covered in scales and have claws on their hands. These are the craftsmen, socialites and diplomancers of the Dragon King. From the perspective of Creation, they invented Civilization. Of course they are still a bit Savage, like all Dragon Kings. They favor Wood, allowing them to bonuses when working with Plants or plant products, accelerate plant growth to produce a full years growth in one month, create artifact plants, reshape plants into tools or shape them to attack enemies, or walk through plants or wood as easily as air, on the other claw they may reshape their body and stretch limbs and neck, give himself a protective bark like hide, adapt to any specific environment with no penalties, shapeshift into another breed, shapeshift into another mundane non-magical species (like humans).
Current Population: 282,833,491 Max Population: 307,833,491 Growth Rate: .23% per year or 1.15% per standard turn. CCI Rate: .345% per year or 1.725% per standard turn. Moon's Loving Hatchery: .4 % per year or 2% per standard turn.
Segmentum: Obscurus
Sector: Koronus Expanse
Sub-Sector: Tokat Sub-Sector
Kinich: Astromantically Aligned to the Daystar. Three Planets
Tokat: Gaia class planet. Capital of Tokati Realm. One moon, Abraxus, Premesis of a Dark Star.
Population: 61,042,166 (Growth Rate: .345 % per year) Max: 200 Million
Cities: Merela (Capital), Tzali, New Rathess, Luthe, Hlass.
Improvements: Standard, Jade Mine, Adamant Crucible, Advanced Genesis Laboratory, Advanced Orichalcum Refinery, Sperimin Academic City, Ondar Shambol (Little Beam, Golden Lord, Nysela), Temples (Treel, Relza, Leeayta, Final Hymn of Judgement, Shining Flower) Lanka World Tree (Karmic Apiary, Celestial Meadery), Celestial City Teteocan, Gate of Auspicous Passage, Elektron Cauldon, Adamant Cauldron, Scriptorium, Immaculate Blood and Anagathic Plantations, Luthe Naval Institute with Phalanx Academy, Naval Oversight Administration
Geomantic Potential: Major Manses of (Earth, Fire, Water, Air, Wood, Solar, Sidereal*, Karmic, Wyld, Ork), 150 Basic Manses
Special Resources: Jade, Orichalcum, Adamant, Elektron, Karmic Honey, Celestial Mead, Ironbush Leaves, Rampaging Horned Hungers, Essence Spider Ranch
Military: Realm Guard, Martello Fort Network, Fort Lines Surrounding Ork Demesne, Angelic Patrols, Fortress-Arena of Orks (Expanded to million ork fortress city plus Arena). 2 x Squadrons of Warbirds, Currently all Draconic Legions. Expanded QRF, Skyweavers training (100 Elite Warbird Squadrons), Orkwik Airfield
Orbit: Night Faring Gem of Tokat, 3 Assault Skyremes, Nobz Gob, Templeforge Shipyard, Gemini Shipyard, Directional Titan Shipyard
Economy: +5(+1 OCTP) AP + 2 Raptok AP +2 Pterok AP +2 Mosok AP + 2 Anklok AP
Jach'uchil: Volcanic world with Toxic Atmosphere. No Moon.
Population: None
Cities: None
Improvements: Sulfur Mining Resource Exploitation Site
Geomantic Potential: 1 Major Demesne of Mars*, 10 x Basic Demesne*
Special Resources: Potential (Iron, Lapis Lazuli), Major Sulfur Exploitation underway
Military: None
Orbit: None
Ajawo'Baxal : Gas Giant with numerous moons, albeit none quite big enough to be a world.
Population: None
Cities: None
Improvements: None
Geomantic Potential: 5 x Basic Demesne*
Special Resources: Moons for conversion to Orbital Citadels, Large potential for essence taps in aerostat facilities on the Gas Giant.
Military: None
Orbit: None
Valki, where shields lay shattered:
This system has only a single planet and is covered in debris. Some from asteroid belts but other debris comes from a fierce battle that occurred millennia ago. Wrecked and ruined starships fill the system to the point of being a navigational hazard. The planet is large and geomantically rich and the threat of debris fields are a useful resource, particularly as its believed that falling debris can be used as starmetal. Sadly the planet is quite hostile to Raptok and Pterok with minimal mountains or forests. Oceans abound and much of the land is some range between desert, savannah, and prairie with rivers running through it, leading to preferred Mosok and Anklok inhabitation.
Population: Recommended 30 million. Maximum 200 Million
Cities: 1 Major Port City
Improvements: None
Geomantic Potential: 3 of Earth, Wood and Air, 4 of Water and Fire, 1 x non-aspected Sidereal, Metal , Starmetal Demense, 200 Basic Demense.
Special Resources: Starmetal, Adamant, Ruined starships.
Military: None
Orbit: Debris field x 4, 3 weeks from de-warp to planet fall, slight hard to astroform sun
Economy: +3 AP + 3 Mosok AP + 3 Anklok AP – 2 Raptok AP – 2 Pterok AP
Tocha, Forest Moon of Awalix:
This star system is noticeably clear sensor wise but the extra planets it contains and subtle wyld geometries still forces system entry 3.5 weeks out. The central star is slightly easier to astroform than Kinich was. The planet is quite rich in normal resources, specially a huge variety of plants and animals for low end thaumaturgical components as well as food to feed a population. Of course the whole planet (moon) is ridiculously forested, some say it reminds one of the Eastern Direction of creation and wonder if a Pole of Wood is hidden on the world somewhere. Rivers and oceans of course exist and the planet is suitable for Mosok as well. On the poor end the planet only has the same geomantic potential as Tokat and detailed surveys show no special resources. On the plus end its size and vibrancy will allow the planet to foster four industrial plantations with no geomantic load. Three Continents, one of which is truly massive and heavily forested and one is a super-island. The middle continent contains some mountains and plains to contain most of the non-forest resources of the planet.
Population: 61,042,166 (Growth Rate: .345 % per year) Max: 200 Million
Cities: 5 Major, 50 minor cities.
Improvements: Standard, Imidazole Plantation
Geomantic Potential: 3 Major Wood Manses, 1 Major Oil Manse, 1 Major Mercury Manse,
Special Resources: 225 Basic Manses, 4 Industrial Plantations (Imadozole), easier to astroform star, massive reserves of promethium (enough to feed ten atelier manses), Temple of Quetzacoatl, Green Rider Manse, Peerless Predator Manse
Military: Minimal
Orbit: Gas Giant it orbiting provides some geomantic potential, 4 planets of little value exist in system. Over three weeks from dewarping to orbit. Expanded QRF
Economy: +5 AP + 3 Mosok AP + 5 Raptok AP
Therak, Lost in Mist:
This system, centered around another hard to re-align star, has a vast cloud of crystals and gravitational anomalies obscure details and cripple sensor sweeps. The first planet in the system is hidden deep in the "mist" zone and happens to be a small low gravity world that is very hot with a thin toxic atmosphere. Not water or life has been discovered on the planet nor valuable resources. Therak itself is the second planet in the system. It lies still with the crystal hazards of the system although the gravitational anomalies are much reduced. The planet has slightly lower gravity, easing pterok flight and raptok climbing but not benefiting the other breeds as much. It has verdant life (although not by Tocha or Ophelis standards) It has four continents and 48 large islands. Its believed that moonsilver production can be conducted on this planet as well as indications that the planet hosts deeply venomous beasts. The planet has two moons which amount to a very large asteroid and an asteroid so large its almost a spherical planetoid of its own. In the outer system the crystal shards fade to dust particles which shroud the system from detection. The third planet is a massive gas giant with many useful moons including one habitable one that is cold but still has a full ecosystem and two other distant larger moons with limited ecosystems. The fourth planet is smaller and further away.
Population: 30,000,000. (Growth Rate: .345 % per year) Max 120 Million,
Vaniwayan population: recommended 20 million; max 80 million
Cities: 5 Major manse cities, 30 minor ones.
Improvements: Standard Improvements
Geomantic Potential: 3 x Air, 2 x Wood, Earth, and 1 x Water, Crystal, and Lunar. 225 Basic Demense.
Special Resources: Moonsilver Mine, venom, hidden from sensors, small living moon, terraformable moons and planet, 3 Industrial Plantations
Military: None
Orbit: Hard to astroform star, very sensor obscured in and out.
Economy: +3 AP + 2 Raptok AP + 3 Pterok AP – 1 Anklok AP; Vaniwayan(Therak III-a); +4 AP + 1 Anklok AP +2 Mosok AP + 1 Pterok AP)
Khyral, Window upon Endless Stars:
This system acts as a gateway from the Tokat Sub-sector to wider stars. The system it remarkably clear of debris and sensory obstructions granting a bonus to astronomical or astrological observatories and ships starting a longer journey from the system. This is enhanced due the fact it only takes a week to get to or from the entry point to the planets making it a place easier to rest and stock up than many systems. The system actually has 6 "habitable" planets but this was mostly due to the efforts of the Ork self contained ecosystem and efforts will have to be spent carefully converting them to use without Ork life. Between the various worlds some ecosystem can be found for everyone.
Population: 40,694,777 (Growth Rate: .345 % per year) Max 150 Million
Cities: 6 Major Manse Cities, 120 minor ones. Evenly divided among 6 subworlds
Improvements: Standard Improvements, Temple to Han-Tha,
Geomantic Potential: (Earth, Air, Fire, Wood, Water, Sidereal(Mercury) Major Manses, 180 latent Demesne*
Special Resources: Jade Mines, clear observatory sites. 2 Industrial Plantations
Military: None
Orbit: Six planets (some require work to keep habitatal after de-orking), good to start journeys here.
Economy: +3 AP + 3 Raptok AP + 3 Pterok AP +3 Mosok AP + 3 Anklok AP
Sub-Sector: Hatra Sub-Sector
Hatra, of Windswept Mountains:
Hatra orbits another star relatively easy to astroform. The planet is relatively poor but its mountainous landscape is ideal living conditions for Pterok colonists. The system has a minor debris field and gas giants which both cause minor sensor troubles and provide resources for forging void citadels and potential geomantic tapping of the giant. While most of the mountains are not even slightly volcano like enough are that, combined with the fairly sun like star, an Orichalcum Refinery can be established on Hatra.
Population: Recommended 30 million. Maximum 150 Million
Cities: None
Improvements: None
Geomantic Potential: 10 Major Manses, 100 latent Demesne*
Special Resources: Potential Orichalcum Refinery site, Asteroid and moon resources for forging Void citadels and Gas giants to exploit.
Military: None
Orbit: easier to astroform sun, minor debris field, gas giants
Economy: +1 AP + 1 Raptok AP + 5 Pterok AP + 1 Anklok AP
Sub-Sector: Atlaaki Sub-Sector
Atlaaki, Arena of Night:
This odd "world" is actually twin planets locked in a spiraling dance around each other. The effect combined with the complete lack of almost anything else in the system and the dying star (stars take millions of years to die so its probably fine for a while) has a dramatic effect lowering the planets geomancy but does increase the effective living area on the planet. Whats more the dramatic effect of the two worlds so close produces tidal shifts and induces magma activity on the worlds, making it a fair home for Ankloks already. Add some much more aggressive creatures than we have seen so far and its all the more potential as a home.
Population: Recommended 30 million. Maximum 200 Million
Cities: None
Improvements: None
Geomantic Potential: 5 Major Manses, 50 latent Demesne*
Special Resources: Death beasts, sun is odd enough that Dragon Kings can be more active on the surface.
Military: None
Orbit: impossible to astroform, twin planets
Economy: +1 AP + 2 Raptok AP -1 Pterok AP +3 Mosok AP + 4 Anklok AP
Segmentum: Unknown
Sector: Unknown
Sub-Sector: Ophelis Sub-Sector
Ophelis, Lileathan world:
This Lileathan world is an apparent paradise rich in resource, mundane, mystic and spiritual. Lush landscape filled with bountiful flora and fauna fill this world. Also in system is two other planets closer to Tokat level.
Population: 115,054,382 Dragon Kings (Growth Rate: .345% per year)
Recommended 80 million. Maximum 300 Million
Cities: 15 Major Cities, 80 minor cities
Improvements: Standard, Gateport, Advanced Genesis Laboratory, Advanced Orichalcum Refinery, Maiden world effects, Scriptorium, Prying Veil of Discretion Manse, Halo of Hesiesh (Pyreflame Anchor), Brass Redoubt (Metal Anchor, Automata Foundry, Greater Automatorium), Seed of Ruinous Life, Crystal Mastery, Moon's Loving Hatchery, All Mountain Fane (Training Grounds)
Geomantic Potential: 7 Major Demense for each five gaian element (-2 Earth, -3 Fire, -1 Wood) 8 x Sidereal Demense, Wyld Manse, 4 x Solar Demense, demenses for each major god. 1000 Basic Manses.
Special Resources: Jade Mines, Adamant potential, 10 Industrial Plantation sites. Two also habitable but less impressive worlds in system. (Each needs 20 million and grants +1 to each breed and +2 generic) Effects of Chaos Consuming Infrastructure already apply! Improved Orichalcum Production, Endless Mine (Fully Upgraded),
Military: Realm Guard, Argentim/Aurichim patrols, Expanded QRF
Orbit: Astroformed Sun, Gemini Shipyard, 3 x Maze Class
Economy: +8 AP + 4 Raptok AP + 4 Pterok AP +4 Mosok AP + 4 Anklok AP
Military Assets
2 x Tidal Host
2 x Volcano Host
2 x Storm Host (Enhanced Speed, +2 Maneuver Warfare)
2 x Jungle Host
1 x Torothal Host
58 x Draconic Legions
1 x Elemental Auxilia (Air)
20 x Legions worth of the Army of Twilight
2 x Veteran Frontline Legions (Rough Riders, Tearbringers)
3 x Elite Legion (Ruby Arrows, Perfected Slayers, Thorn Shredders)
1 x Latent Elite Legion (Dark Reapers)
3 x Battlegroup of Martially Trained Legions: All stationed on Tokat
4 x Order of Staran Knights
11 x Brass Legions of Clockwork Warriors.
224 x Battlegroups of Terrestrial Martial Artists (100 each)
155 x Individual Celestial Martial Artists
1 x Squadron of Razor-Beaks
20 x Quick Response Force on every Realm World
4 x Million Ork bound to Orkenstone (Tokat)
2 of 6 Lion Dog Groups (25 each) assigned (Pyreflame Anchor, Metal Anchor).
20 x Elite Naval Phalanx
Void Assets
3 x Minotaur Class Transports: Serenity Valley, Thread of Fate, Labrys of Rhyton, Asterion
9 x Maze Class Short Range Transports
Night Faring Gem of Tokat: An orbital redoubt some 25 km wide inhabited by a Gemlord that gives it its name.
Speed: N/A
Maneuver: 8 dice (7 dice for Night Faring Gem independent actions)
Hull: -0x5/-1x10/-2x15/-3x5/Crippledx5
Advanced damage, (Gemlord can do Basic Damage as an independent attack)
Crew: Thousands, assume a one die penalty for every thousand who die. Up to 100,000 permanently stationed troops. Up to 38 Squadrons of Warbirds, 0/125 Naval Phalanx.
Power: Gemlord manse provide 5 free power (4/5 power used)
Slots (6): Implosion Weapon Batteries, Essence Battlement, Torpedoes, Barracks, Hanger, Ox-Body
Note: Gemlord presence has several effects: They can perform an independent basic attack, they can heal one health level every 6 rounds (three hours), they can ignore damage from an Earth based source like thrown asteroids, they can work against invaders causing all assaulting troops to get -5 penalty to rolls, they can also specifically target individual invaders with potent charms, they have perfect Integrity versus anything smaller than them (25 km), the floors of the hallways are made of Jet now.
3 x Kireeki Class Assault Skyremes: Possess Basic Magitech Weaponry and armored hulls for reinforcement. They do not possess a stellar capable drive and due to logistics issues on such a small craft, couldn't travel interstellar with one even if they did.
Role: In system defense and interplanetary support.
Speed 10 dice , Maneuver 12 dice, not FTL
Hull -1/-1/-2/-4/Crippled, Basic Damage,
Crew: 20 crew, 50 Elite Naval Phalanx. Ship cannot run with less than five crew.
Cargo: a Wing (625) of Legionnaires or 8 Warstiders. Very cramped, good luck keeping them alive for more than a week.
Names: Tokitae, Keiko (elite till 52), Tsuux
??? Void Kraken
Rider Dice pool: Wits + Survival + Void Kraken Specialty: Currently 12
Speed: +5 for in-system pursuits, -5 if responding to interstellar phenomena
Maneuver: 16 (+2 versus indirect attacks)(double 9 when ramming)(double 8s when concealed)
Hull: 0/0/0//-1/-1/-1/-1/-1/-1/-2/-2/-2/-3/-3/-3/-4/-4/-4/-5/-5/-5/Dying/Dying/Dying, Heavy Ram, no Broadside.
Cost: Upkeep: Minimal. No Power. Unknown Logistic Cost.
Notes: FTL is limited to 100 times the speed of light. May not move cargo at any level. Special Riptide based Stratagems
Nobz Gob
Speed +4, Maneuver 10 dice (double 9 when ramming)
Hull -0//-1/-1/-2/-4/Crippled Basic Damage, heavy Ram.
Crew: 20,000 Orks, one Dragon King with Orkenstone. Barracks may hold 100,000 orks or 10 x Draconic Legions (including mounts and vehicles).
Cost: 1 Upkeep, No power, 6 Logistic Stockpiles to send on mission.
Notes: Heavy Ram is a component which should take up a half size component in volume which due to the superior design of the Ramship seems to fit in somehow. Heavy Ram reduces momentum needed to ram by 1. Heavy ram increases damage by +1 per 2 extra successes instead of +1 per 3 extra successes. Heavy rams reduce damage taken by its ship when ramming by 3 health levels instead of 1.
Abundant Feast Obscures Raging Lioness Before Mount Pelion
Speed: +3, Maneuver: +2 dice (8 die commander confirmed until turn 58) = 10
Hull: -0/-0// -1/-1/-1/-2/-2/-2/-3/-4/-4/Crippled/Crippled
Crew: Required 4,925, usually 7,000 naval crew and up to 1600 in guards (without taking space in the Barracks) (30 Draconic Legions + 1 special ground unit + 9 Squadrons, or 500,000 unarmed Dragon Kings (you could likely cram a million desperate humans aboard if you had to))
Cost: 2 Upkeep, 8 Power, + 9 Logistic Stockpiles to send on mission.
Notes: Optimized for colonization missions with a Large Hanger for landing craft, cargobays for supplies and infrastructure components and a colonization area outfit with sleeper pods fit for moving 10 million Dragon Kings in one trip. When those are removed the space can be converted to barracks rooms fit for 150,000 troops including equipment and dinosaur mounts, or 300,000 in troops with no extra gear like Thunderers or 500,000 in awake civilian Dragon Kings. Hangers are perfectly able to support Warbird or Rocs and even during colonization missions its assumed a Squadron of Warbirds will go along for defense. Cargo Bay can be rigged to mount the Amoth Smiting Cannon and discharge it through cargobay doors with good timing. Thus while optimized for colonization in time of War its large hanger and barracks makes it ideal to launch boarding attacks and fighter strikes.
Stalking Mantis
Speed +6, Maneuver 10 dice (+4 and double 9 specifically to hiding and infiltration)
Hull -1/-3/Crippled Infiltration team support
Crew: 200 Dragon Kings, all MUST know water path. 50 infiltrators may conduct infiltration missions
Cost: 2 Mosok AP Upkeep, +6 Power, +3 Logistic Stockpiles to send on mission.
Note: Stalking Mantis is sneaky and has sneaky landing skiffs meant to land infiltrators on planets undetected.
Speak with Authority, Harmonic Resonance Class Templeship
Speed: +3, Maneuver: 3 + Chosen Commander (Sea Serpent Flash) until turn 58
Components: Heavy Sonic Cannon, FTL, Essence Battlements, Final Hymn of Judgment Templeship, Heavy Ram, Bombardment capable, Barracks for ten Legions with landing craft, boarding penalties for non-Autochthonic enemies.
Hull Level:-0/-0//-1/-1/-1/-1/-1/-2/-2/-2/-2/-3/-4/-4/Crippled/Crippled
Crew: 4,500 crew minimum to avoid penalties, normally 12,000 crew assigned. 2500 void guards assigned in addition to crew.
Cost: Upkeep: 2; Power: +8; Logistics: +7
Notes: Double 9s when Ramming, Four level of Hull Damage vs Crystalline enemies.
Sea Serpent Flash Relevant Charms: Iron Hull Union, Implacable Void Wolf Spirit, Immortal Void Advantage, Legendary Captain's Signature, Deck Sweeping Fusillade
Abiding Light, Sweeping Darkness, Abiding Light Class Pennants
Speed +4, Maneuver +3
Hull Level: -0/-1/-2-/-2/-3/-4/Crippled
Crew: 450 Dragon Kings,
Components: Chancel, Essence Battlement, magitech basic weaponry, Sensor Arrays and a 3 slot Hanger.
Cost: 1 upkeep, +9 Power, +7 Logistic Stockpiles to send on mission.
Note: Power and logistics and upkeep are handled by special manses. Assigned 2 Warbird and 1 Assault Roc Squadrons.
Instrument of Glory, Voice of Glory, Passion of Glory, Time of Glory, Instrument of Glory class Chariots
Speed +4, Maneuver +4
Hull Level: -0/-1/-2/-3/-4/Crippled
Crew: 350 Dragon Kings,
Components: Chancel, Essence Battlement, magitech basic weaponry, Cargobays optimized for supplies for 5 turn deployments for the whole flotilla (assuming 4 chariots are all there)
Cost: 1 upkeep, +7 Power, +4 Logistic Stockpiles to send on mission.
Note: Power and logistics and upkeep are handled by special manses.
Reflections of Virtue, Reflections of Honor, Reflections of Duty, Reflections of Principal, Reflections of Worth, Reflections of Purpose, Reflections of Virtue class Sloop.
Speed +5, Maneuver +5
Hull Level: -0/-1/-3/-4/Crippled
Crew: 250 Dragon Kings,
Components: Chancel, Essence Battlement, magitech basic weaponry
Cost: 1/2 upkeep, +6 Power, +3 Logistic Stockpiles to send on mission.
Note: Power and logistics and upkeep are handled by special manses.
7 x Warbird Squadrons Mark III (Elite):
4 x Warbird Squadrons Mark III: Assigned to the First Light Tokati
15 x Warbird Squadrons Mark III: Assigned to Defense Towers on Tokat, Tocha, Khyral, and Ophelis.
12 x Assault Roc Squadrons: Can carry 500 Heavy Infantry per squadron and have sub-sector only FTL capability.
Each of the 40 flight towers on Tokat can act as a hanger for a squadron, however the planet may only roll for five (5) hanger operations simultaneously and only in nearby tokati Space. Planetary Hanger operations currently roll 7 dice for "positioning" and strike craft assistance. Like all hangers they may roll once before the enemy does (unless they also have hangers). Having more then five squadrons gives spares for absorbing damage and allows the five hangers to support more than one kind of operation as most Warbirds operations require recharging or re-arming weapons (and probably changing the pilots after what may be several hours of high intensity operations) after an operation. Tokat can support 40 Squadrons. Night Faring Gem can support 18 Squadrons. Excess will be placed in storage until more hanger space is found.
Leader: Kukulkan
When the banishment of the Dragon Kings became inevitable the Celestial God of Dragon Kings decided he would go with them in exile and Bonded with one of the most powerful elders of the Dragon Kings and declared his new united Name to be Kukulkan. While Dragon Kings don't really have a leader Kulkulkan is both the single most powerful, oldest being and is technically the god of your species. Not that you worship the Avatar god of your species, that's barbaric.
Limited Resources or Equipment
137 x Standard Stockpile
106 x Grace Stockpile
10 x Invocation Stockpile
123 x Logistics Stockpiles
0 x Elemental Stockpiles
4 x Colonization Stockpile
0 x Human Care Packages
1 x Lumina Summoning Tokens
1199 x Hearthstones: Unassigned.
5 x Geomantic Relays assigned
3 x Alchemical Vats (1 Assigned)
1 x Mysterious Arcane Tome
1 x Rough Location of Melbethe, about 20 Lightyears from here.
5 x Rough Locations of knowledge of human tongue, including three human populations, a ruin, and an alien group with knowledge of humans.
3 x Manta Aerial Skiff
2 x Ark of Wrath Beyond Measure (infused)
1 x Ark of Wrath Beyond Measure (Empty)
1 x Godspear of the Unconquered Sun (infused)
1 x Aegis of the Unconquered Might (infused)
1 x Relic of As the Morning Reveals (infused) 2 x Relic of Sunburst Portal Evocation (infused)
1 x Wondrous Globe of Precious Stability
1 x Vault of Darkness (Contains: Hand of Darkness)
1 x Eye of Night (Stored at the Maiden of Secrets manse)
1 x Void Kraken Collar of Clockwork Diligence (On a void Kraken)
6/45 Skyship slots used.
Espionage Services
Cuttlefish Monitors: Peace-Time Counter Espionage Service. Important sites equipped with Radiant Web and Patrol Armors. Radiant Web on and IN the walls, floors, and ceilings. Remote scrying posts and the ability to dispatch brass legions and elemental response teams to improve security. Anti smell plants with poison emitters and sonic detectors at important passageways.
Basic Infiltration Counter Measures Established: Despoiler, Tzneetch, Slaanesh, Nurgle, Ulthwe
Shining Service: Basic Anti-Corruption Task Force, trained to spot corruption of Slaanesh, Tzneetch, Nurgle
Jadeite: Powerful Truculee, very skilled in Deception, Strategy, and Fire Manipulation
Greenskin Infiltrators: Mosok Infiltrators can maintain Ork Disguises of far greater fidelity with less effort for long durations without support, which eases some options and unlocks others.
Imperial Infiltrators: Mosok Infiltrators can maintain Imperial Human disguises of far greater fidelity with less effort for long durations without support, which eases some options and unlocks others. Prefers fashion advisors and creators, hawking snake oil based miracle cures (only one in a hundred of which are real) and minor priests as infiltration vectors.
Imperial Spy Rings: You have Very Basic Infiltration on the Imperial Planets: Bhien Morr, Orar, and Elysium lasting until turn 70 which can provide rumor mills and some information from these planets.
Deadlands Spy Rings: You have Very Basic Information on the Death Realms: Golden Throne, Tau'va lasting until turn 72 which can provide rumor mills and some information on these Realms. Basic Spy Ring (Dark Kingdoms, until turn 76)
Stryxis Spy Ring: You have Basic Information on Stryxis convoys in the Koronus Expanse until turn 79.
Ulthwe Diplomatic Contact: 26 (Miyuan, teacher/gossip; Onroth, warlock/'diplomat', High Autarch Gavarion )
Lugganath Diplomatic Contact: 4 (Zhoron: Corsair liaison)
Naiatoc Queen Contact: 1 (Queen of Naiatoc)
Oelil Contacts: 5 (King, Prince)
Chur Contacts: 6 (King Anzir, Nathan the Sheut)
Rogue Trader Contact: 2 (Lockhart, fashion expert, searching for ordinatus, faith trading, provided age staving treatments.)
Order of the Quicksilver Rose Contact: 18 (Palatine Liara, Sisters of Battle who lean heavily on the Tarot)
Battlefleet Gothic Diplomacy: 18 (Lord Admiral Ravensburg, admiral of Battlefleet Gothic)
Military Units:
Draconic Legions
Draconic legions are each composed of 2000 Anklok heavy infantry, 1000 Mosok marines/medium infantry, 1000 pterok fliers and scouts, and 1000 Raptok who crew war machines, artillery pieces and ride Dinosaurs. Currently equipped with what was considered rear-line gear during the Primordial War except all who want one have a Prayer piece and the training to use it. 50 Chosen of Truculees and 5 Walkers of the Crossroads have been added to each legion. Troop equipped with Third-Rate or Rear line gear and the plasma/melta weapons that have become standard Dragon King equipment.
Notes: Standard Dragon King Gear, 12 Light Implosion Bows and 12 Devotion Cannons, 5 Celestial Sorcerers, 50 Draculee, 120, Cant of Endless Petitions, 100 Clawstriders (speed boost), 12 Ox-Dragons, 12 Siege Lizards and 1 Essence Battlement.
Quick Response Force
100 Globes of Transport which are always ready to carry 10 Draconic Legion soldiers each as an immediate response to any issue on the planet. They are equipped with Second Rate or Front Line gear. Currently retrained as void warriors to provide bulk defense on Templeships.
Void Guardians
QRF scale forces but trained and equipped to serve as protectors on Void Vessels, constantly patrolling the halls or protecting important locations in 10 soldier groups. The amount varies per ship but Templeships can have over 2000 when full staffed.
Elite Legion
A Draconic Legions put through additional hellish training to earn the right to use the best gear and equipment you have access to. Obsidian Sheaths and Prayercasters are standard and leaders in the legion will use Evocation enabled custom Artifacts. In addition to their superior equipment, they also have had their attributes, abilities, and drilled pushed another level compared to normal Draconic Legionnaires
Phalanx
An extreme formation raised up from the Elites, adopting special training, teamwork, equipment (and celestial martial arts) to make them more skilled at operating as boarders and counter boarders. Each unit represents 25 individual elite warriors who can roughly match the might of 6 Astartes. Investment costs are quite extreme though.
Order of Staran Knights
Ironwood golems empowered by elementals so they can be somewhat independent. 1,000 wooden golem knights in each order and each is said to be a match for ten Sluggaboyz, but sadly not BurnaBoyz. Very good at Melee, and now armed with Ardent Embrace Casters, very deadly at range too.
Orks of the Realm
Orks risen from the creation of the Fortress-Arena of Gork and Mork and bound to serve the bearer of the Orkenstone. Currently at Waaagh! level 3 due to scrappin with the Legion and equipped with 5th tier gear and Plasma weapons (Nobz have fourth tier gear). Equipment probably allows them to fight on the level of level 4 Waaagh! orks of equal numbers.
Squadron of Razorbeaks
25 immense flying beasts which have been bred and mystically enhanced with alchemical treatments and biothaumaturgy to allow them to have the speed and toughness of a magitechnological vehicle. They can mount Warstrider Flame lances when targeting infantry or Light Implosion bows when seeking aerial targets. They can carry light bombs over enemy fortifications.
Lumina
The lumina were gigantic monsters and guardian spirits birthed within the Sun's flames to protect the Daystar. The Unconquered Sun was choosing heroes of light and forging them into defenders and agents well before the Primordial War. In his flames, they meditated, trained, and evolved, becoming ever closer to the potential and godlike power they had held within themselves, becoming as living legends within the Sun's flames. Now they are all banished along side us. Idols baring the True image of a Lumina act as a doorway through which they may pass and a combination of prayer, sorcerous ritual and negotiation could let us call upon these beings at need. We built a Heliolatry filled with statues, murals, and engraved slabs through which we may call upon those who might fight for us in the name of the Unconquered Sun. Jina, roughly the same as Sheut or first circle devic races (Lesser Daemon). Bodhisattva roughly equivalent to a second circle Deva or essence 6 god (like Little Beam or the strongest Dragon King Elder). Arhats are essence 8, comparable to third circle deva and move across the land like a force of nature rivaling the mightiest behemoths. Allows the summoning of Lumina forces, 25 jina, 5 Bodhisattvas, or 1 arhat per success (DC 15/20/25) in the future. Lumina only have martial skills.
Martially Trained Legionaries
Each Battlegroup is a 1000 warriors drawn from the Draconic Legions and taught the introductory charms of their Breed Martial art and Emerald Roar Style. Thus they have +1 Might compared to the Standard Draconic Legion. Emerald Roar Style slows their rate of Fatigue and gains them a bonus on a charge.
Martial Artists
Each Small Battlegroup of Terrestrial Martial Artists is composed of 100 who have at least Mastered their Breed style and usually learned some charms from other styles. The Training involved in this makes them better conditioned and more skilled warriors besides the greater flexibility their Martial Arts Charms allow. They are also now equipped with high quality magical Martial Weapons and Armors appropriate to their styles. They lack the group training and drill as well as the support equipment (like artillery and dinosaurs) that a Legion can draw on. One in every 5 Dragon Kings knows at least the intro Charm in a TMA. One in every 10 of those knows up to the Form charm, one in ten of those knows a whole style. One in ten of these bothers to learn multiple styles and half of those both have the potential to become Celestial Martial Artists and are willing and able to offer their services as Martial Artists to the State.
Celestial Martial Artists
These are those who have mastered a whole Celestial Martial Art and many have started working on a second as well as having at least one and usually more Terrestrial Martial arts mastered as well. Like TMA groups they lack drill and support equipment but their standard of training is even higher and their charms far more potent. They are usually deployed in groups of 25-50 as breakthrough units on a small scale or those meant to challenge elite body guards for an enemy leader or other forms of elite enemies trying to do the same to our leaders. Currently when Little Beam takes the field many Celestial martial Artists join him as HIS elite body guards.
Anklok Artists study Flame and Stone Style which allows shield and sword-stick and full armor... just like normal Anklok warriors but better basically. It mostly improves the use of shields and fierce blows (all out attacks).
Mosok Artists are the most common as they find it a bit easier to learn the skills. The most common they learn is Black Tide Style, this is limited to light armor and allows the use of tridents as well as claws. The style improves the act of fighting underwater and grapples. And allows the martial artist to produce a water "aura" allowing them to always be underwater (and drown grappled enemies).
Pterok Artists learn Dagger Wind Style, meant for winged flying races only. It allows at most light armor and relies of flight and wing buffet attacks so much it cannot utilize any weapons.
Raptok Artists learn Shadow Hunter Style emphasizing stealth and pack tactics. They are limited to light armor (almost always leaf armor) and bare claws or hand blades not much better.
Golden Janissary Style was learned on a training journey as they contemplated what they saw during the War. It uses a light armor and spear and is dedicated as purely towards opposing the Unholy as an art can be as still be viable.
Dino Face Punching Style, a style dedicated to training dinosaurs by punching them in the face
Emerald Roar Style, a style mimicking the fighting style of Orks, on low levels it provides resistance to fatigue with empowering roars and boosts the users on a charge. Higher levels available to true stylists are able to interface with the Waaagh! to some extant.
White Veil Style was not learned to allow for discrete assassinations during social events.
Golden Exhalation Style, a style for using flame and plasma based weapons that helps the user extend their range and use their weapon or its energy bursts as a form of defense.
A few know Eye of Heaven style, a Celestial Martial art intended for Dragon Kings to learn. A gift from Merela. It may be practiced with normal swordsticks or a Reaver Daiklave and full armor. A master of Eye of Heaven stands triumphant and undefeated and passes judgement. The can break non-magical weapons and armor and dispel magical construct versions of such before finally punching someone in the soul. Sadly this is but the slightest taste of dissolution of the soul, not the real thing. Their pinnacle ability is punching barehanded into someone chest ripping out their heart and auto sacrificing it to the Unconquered Sun before the enemy dies.
Arms of the Unconquered Sun can only be performed in medium armor and with no weapons, it is a devotional art that brings a stylist closer in tune with the Unconquered Sun. Various Forms provide perfect resistance to Crippling, Sickness, Shaping, and Poison. Meditation provide potent counter attacks exploiting weaknesses in an enemies style and the pinnacle charm allows the user to copy an enemy style if it turns out superior to yours. Thus this style is the best for facing and countering the inborn advantages of an Enemy Martial Artist and their own esoteric combat styles.
Void Dancing Style, developed by Little Beam as an art specifically to aide in boarding, especially when using weapons traditionally associated with Boarding, short heavy variant of the Swordclub with shields and their artifact equivalents. Almost all who learn it will learn Flame and Stone Styel and Eye of Heaven style since they are highly compatible. Many also learn Golden Exhalation style to aide in the use of ardent embrace weaponry aboard ships. The style uses a combination of teamwork effects and specific environment manipulation to pin opponents and leave them either defenseless or doomed (style lets you due stuff like slash the environment and cause a surge of collapsing hullplating/vent air/plasma/lightning/oil/steam/vacuum/etc to hit an opponent similar to an environmental hazard from Autochthon. Since this is inherently a stunt AND a charm it only vaguely needs to make sense. Users are highly able to ignore such hazards such as vacuum and hard radiation (At least on a vessel, and on may include outside on the hull as well as inside). The core of the style is slowing or pinning enemies with such traps of such hazards and use the mobility advantage to either continue on to the objective or fight the trapped enemy with a large bonus on your side.
Order of the Fallen Blossom: Dedicated Group of Bodyguards who are both skilled martial artists and willing to gain glory through the defense of a charge deemed worthy by the master of the Order.
Occult Units
Draculee: One in a thousand Dragon Kings is Moon touched Truculee chosen Dragon Kings. They can call on a variety of Illusion abilities, powerful social skills, and in combat they can call on Dodge and Martial Arts Excellencies, Principle of Motion to rapidly move or attack and Thousand Wondrous Forms to customize their bodies to a given battlefield or foe.
Walkers of Crossroads: One in Ten Thousand Dragon Kigns is Moon-Blessed and a Celestial sorcerer. The list of spells commonly know is below. A few may now custom charms but they are usually less efficient than those properly designed in occult workshops.
Emerald Countermagic
Emerald Banishment
Eye and Mouth: Summons a mysterious eye that can translate all it sees and a mysterious mouth that can speak what the eye sees, but only once per subject per caster.
Eye of Alliance: Bonds a group by creating for everyone in a group a magical crystal that provides an empathetic and arcane link between members of the group.
Infalliable Messenger: Spirit messenger can carry messages at ever increasing speeds, basic range is one solar system and the IM can reach anywhere within the system in one day.
Internal Flame: Turns a target's bone marrow to molten iron, in addition, if this is survived, normal mortals tend to die within weeks of casting due to the loss of bone marrow. Transhuman or supernatural beings tend to be able to either fix themselves or adapt their biology to survive.
Ritual of Elemental Empowerment: Spell lets you bond elemental energy to an object as a basic but very quick and easy enchantment. (Earth, Air, Fire, Water, Wood, Crystal, Metal, Steam, Smoke, Oil, Lighting)
Silent Words of Dreams and Nightmares: Lets you send someone you have an arcane link, which is consumed, with a directed dream to send a message or torment them.
Stormwind Rider: Summon a tornado to carry you and a small group at high speed across the land.
Shadow Summons: You can summon someones shadow to your presence with the availability of an Arcane Link which is consumed. The shadow is pinned into place and a given a message which will be carrier back to owner. You can also expose the shadow to the sun, destroying it and paining the one stolen from. They will suffer penalties for one week, shadow takes one month to regrow.
Sapphire
Eternal Crystalline Encasement: Stasis Magic
Luna's Deliverance: A Magical Shield scaled to a city.
Sapphire Countermagic: Counters celestial/army/city/vehicle scale magic.
Shadow Theft: Steal Shadow, encase in crystal ball, acts as permanent arcane link, drives target crazy with desperation to recover their Shadow.
Note: Shadow Spells were originally created to protect targets from the many many beings that can manipulate, hide in, or possess someone through their shadows. Any other effects are side effects of shadow removal, but the intention was to keep someone safe by displacing their shadow. Or Goddammit Ebon Dragon, thats the LAST TIME.
Aurichim and Argentim Patrols
Planet as a whole gains an 8 dice resistance roll to Landing Maneuvers, whether landing smallcraft or whole ships. This adds to the 4 dice for resisting landing on or very near our Capital Cities. This will also stack with planet based Warbirds tasked for such defenses. Successes on this roll versus smallcraft result in destroyed smallcraft, even if the landing as a whole goes through (remember multiple ships attempting landing simultaneously will penalize the resistance roll). Full ships attempting landing and gaining less successes than the Patrol portion of the resistance alone will find themselves subject to being boarded by the holy spirit warriors. (Registers as a size one group of Elite Drilled Fair folk Cataphractoi per extra success). Patrols exist on: Tokat, Ophelis.
The angelic beings when killed take roughly a season to re-emerge unless subject to spirit killing weaponry. You can produce more to support colonization of other planets with projects.
Large Hanger: 2 slot hanger that is roughly three times as effective as a single slot hanger
Large Barracks: 2 slot barrack that is roughly three times as effective as a single slot barracks.
Shows the planet, along with planned city locations. Also Shows roughly where Orks are and the location of the four great Manses you don't know the aspect of (As weird purple stars).
When the survivors came through to the new world dubbed Tokat in honor of an old story, they expected nothing to be there but a barren waste. Instead there was a temperate field with soft hills and on one hill nearby, a massive gleaming tower of Marble and Quartz. Sperimin, the Central Library Tower of what would have been a series of Academies in a city meant to aid in the preservation of knowledge and rebuilding Creation after the war. One of the Celestial Incarna must have snuck it through the gate, either the Quicksilver Moon or the Unconquered Sun himself.
The tower is climate controlled and has knowledge redundantly stored as scrolls, books and crystal codices. Wood and Earth elementals insure that various tomes remain intact. Automata will read the works aloud to those who wish it and even discuss the works although they are limited. Perfected Calculation Arrays and Crystal Assisted Design stations assist with research and tiny spider automata will spin out silk pages containing copies of work or current research on demand (As well as working to repair damaged tomes).
With all the knowledge that were known to gods, humans, Jadeborn and Dragon King at the tips of our claws rebuilding our civilization will be all the easier.
Time to get started.
This game uses a system in which AP are used to buy dice for a project which are then rolled. Only dice which are above the projects DC let the project gain a success. Some projects need multiple successes to complete. Some projects need multiple dice assigned to even continue the project. You may assign more dice than the minimum to complete the project faster. Sources of free dice or successes are suggested to be paired with actual rolled AP dice in the same project, just because I as the QM prefer it. (Similar to Victoria Falls)
In the early days in which you are surviving actions will be less potent, both because you lack population and resources but also because each turn will cover only a season. Later on when space is a thing turns will cover more time and projects will each be more potent as a result.
You have 3 generic AP which may be assigned to support any breed actions as well as actions not specific to any breed.
Due to your choices you gain:
Basic Supplies: +10 one use AP dice (expire if unused after turn 5)
Martial Arts: You have a group of about 50 elite fighters knowing Supernatural Martial Arts. This group is hindered less by the lack of weaponry.
Library of Sperimin: You were gifted as massive library containing all the knowledge of your old world. In addition to using it for research it contains special equipment that is very useful at this time when your people are completely without infrastructure.
Anklok (1 AP): Zealot priests and barbaric warriors who deal with fire. Anklok inspire and lead, whether troops or religious gatherings. The Anklok elders are very concerned about being deprived of their glorious god. They are somewhat concerned that the only protection 30 million Dragon Kings and 120 Million eggs have is a single legion with no weapons, made up of shattered survivors who each suffered horrible trauma (such as being petrified into an aware but frozen stone statue or being caught in a timeloop constantly repeating their deaths) and have never fought together before. They are wondering what the glowing thing up in the sky is if the Sun is in another dimension. Anklok care the least about the Library, which means they act as ideal guards to keep the Mosok from stealing things and drag out Pterok and Raptok who linger too long.
[ ] Praise the Sun!: You worship the Unconquered Sun. That will not stop just because He is in another dimension. Glory to the Most High! AP needed: 1. DC: 30. Success needed 1. Reward: Increase in Morale.
[ ] Bribing spirits to do their job. Spirits can exert blessings beyond the simple abilities of Dragon Kings. However they don't work free and need festivals and rites performed in their honor to cooperate. It grates on you to have to resort to things kind of thing though. AP Needed: 1. DC: 25/70. Success Needed: 1. Reward: For first DC you gain +5 to all other rolls which can prevent a botch or cause a critical success. Unless you make the second DC though you take a morale hit. And your morale is really low right now.
[ ] Chosen of the [Insert Name here]: The Anklok guide others through the rites and rituals that prompt a god to choose a Dragon King and how to find a compatible god to try to prompt. Chosen add the power and ability of the Spirit to the Dragon King making a superior being as long as the spirit decides to work with them. AP Needed: 1. DC: 40. Success needed: 10. Reward: You gain enough chosen to gain a generic AP. [You may repeat this project but the DC goes up each time though]
[ ] Gone Huntin': Send the trouble makers off to go hunt and kill things. You learn about the planets wild life and there is less unrest. AP needed 1. DC: 15. Success Needed 1. Reward: Provides some food, some planet knowledge, mostly keeps the least useful Dragon kings from causing trouble.
[ ] If I was an enemy I would be here: Send out Dragon Kings all around the planet to survey it from the perspective of: A) Looking for defensible spots to build cities and fortresses and B) Looking for things we need to kill to claim this planet. One piece of knowledge that the Library doesn't help with. AP needed 1. DC: 15. Success Needed 1. Reward: Any cities built AFTER this project succeeds gain a defensive bonus. Learn the location of other races, if there are any.
[ ] My eye for a spear: Your people have no weapons or armor. Send people out into the woods to make some wood and stone weapons and practice with them a bit so the group is used to working together. AP needed 1. DC: 25. Success Needed 1. Reward: Remnant legion gains primitive weapons slightly better than Dragon King claws and lose the Unorganized Penalty. If you chose the Armory option this DC is reduced to 15 and everyone familiarizes themselves with the available gear as well.
[ ] A punch to the face is good medicine: Anklok "counselors" help Remnant legion deal with the "issues" arriving from survival in the only way they know how. The few that don't get over their "issues" after a nice soothing mauling get their hearts ripped out so that their rebirth will dull the memories and the Anklok get the next best to step into the Legion. AP needed 1. DC: 30. Success Needed 1. Reward: Remnant Legion losses Shell-Shocked Malus.
Mosok (1 AP): Amphibious creatures who excel in deception. Martial Arts, Trade, Commerce, sailing, theft, blackmail, sabotage, infiltration, assassination, anything with water. Some call them devious and selfish. They just say they are cunning and Ambitious. There is no one to trade with or steal from yet so the Elder Mosok are worried they might start causing trouble for the other breeds.
[ ] Exploration!: It isn't too hard for Croc-men to craft some crude boats to act as supply depots and go exploring. AP needed 1. DC: 15. Success Needed 1. Reward: Knowledge of what's worth taking. Where obvious resources are. Cities built after this action is taken are more likely to have good resources and/or ports. May provide encounters with other races if any. Did you know this world is round… like a ball. So weird.
[ ] Gone Fishin': Mosok concentrate on providing sea based food to the rest of the Dragon Kings so they can keep working. AP needed 1. DC: 30. Success Needed 1. Reward: Gain 1 extra generic AP next turn.
[ ] Train martial artists: The mosok concentrate on teaching the arts to new pupils. AP needed 1. DC: 40. Success Needed 3. Reward: New unit of Martial Artists created.
Pterok (1 AP): Flying bureaucrats. Pterok excel in scholarly pursuits, like research in terms of looking up information in a library (or adding info to a library) rather than making a new piece of tech. They are amazing scribes and academics, having knowledge of history, mathematics, geology, geomancy, alchemy, astrology and many other thaumaturgical arts. The also deal with spirits the most, including the native ability many have to summon elementals even without sorcery. They can engage in crafting but focus on fine details like scribing tiny runes on an artifact more than building a temple manse.
[ ] Geomantic survey: Flyers are best going around and tracking the geomancy of the land so you know where to build Manses. AP needed 1. DC: 15. Success Needed 1. Reward: You know where to build Manses and where the Planet's Dragon lines are. You can choose to build cities with Manses (a major bonus) if you do this before founding any.
[ ] What is that?: A giant ball of light in the sky, we have some concerns. AP needed 1. DC: 50. Success Needed 1. Reward: Confirm that that is indeed not the Daystar Dirigible Fortress.
[ ] What are those?: Stars are supposed to be representations of celestial gods whose interactions are mapped to the heavens. What in the Ignis Divine are those? AP needed 1. DC: 60. Success Needed 1. Reward: What are stars?
[ ] Did the sky fall?: Creation had a giant dome over it and air never got very thin even if you flew a thousand kilometers straight up. We have already proven that is not the case here so more investigation is required. AP needed 1. DC: 40. Success Needed 1. Reward: What is the deal with the sky.
[ ] Elemental Support: Dragon Kings in general and Pteroks in particular are adept at summoning elementals, which both provide general aid and have particular skills and special powers that Dragon Kings may not. May be taken more than once. AP needed 1. DC: 60. Success Needed 1. Reward: For every success I assign three AP dice to whatever project seems to need it the most, as long as elementals could help.
[ ] Thaumaturgical support: Alchemical potions, geomantic blessings, minor enchanted objects. Thaumaturges can find lots of ways to provide help, lacking infrastructure makes it relatively inefficient and unsustainable. AP needed 1. DC: 30. Success Needed 1. Reward: Gain 1 extra generic AP next turn.
[ ] Thaumaturgical Stockpile: Potions enhance healing, senses, reduce pain, reduce the need to sleep, poison enhanced weapons. Garda eggs filled with Ardent Embrace Resin. Enchanted walkaways for protection. Nothing hard if not for needing to provide enough to supply 5000 troops for several days worth of battling. Thaumaturgical stockpiles add 20 to a d100 roll. Note that up to four such stockpiles can be consumed per battle if available. This does not prevent a botch. AP needed 1. DC: 40. Success Needed 1. Reward: Gain 1 Thaumaturgical stockpile.
[ ] Prayer-strip Stockpile: Soldiers are handed prayer strips which can be easily activated to burn away and "automatically" pray to a certain spirit on behalf of the user. Normally the effect is minimal but the Pterok Shamans have pre-arranged things with the spirits in this case. They will apply a useful combat blessing to the soldier. Using Prayer-strip stockpiles cause effected rolls to ignore botches. After losses of effected unit is calculated the number of losses is halved. There is no effect to multiple uses of this stockpile in a single battle. AP needed 1. DC: 50. Success Needed 1. Reward: Gain 1 Prayer-strip Stockpile.
Raptok (1 AP): The most civilized of all Dragon kings. Diplomats and socializers. Best at getting along with other races. City builders and masters of vegetative and crystal technology that is the hallmark of the Dragon King mastery. Inquisitive natures allow them to explore unknown technologies and debate philosophy with aliens. There are still Dragon Kings at heart though, even if they may sip wine and discuss great literary works while polishing and adorning the skulls of their enemies with elaborate crystals to display in a battle shrine. Raptoks are also sized to be the only Dragon King able to comfortably use Human sized tools and workshops. This combined with their social skills and love of technology makes them the most likely to meet other races, and some races may think Raptoks are it when talking about Dragon Kings. Raptok have a lot to do since they need to rebuild all the infrastructure of an entire civilization, its hard to resist waiting until the survey reports are in to start building a city.
[ ] Sperimin: Who needs to wait for explorers and surveyors to find a good location, you need to put something around Sperimin tower so just start building a city right here. AP needed 2. DC: 30. Success needed: 5. Reward. A small city build around the tower, it will lack inherent defenses, resources, and geomantic potency of other potential cities, but you will need dozens of cities, including capitals for each breed and a fifth combined capital eventually, and an Academic center doesn't really need those things.
[ ] Plant it and they will come: Use mystic plant powers to induce a massive growth in feedstock plants to encourage animals to congregate nearby for ease of hunting as well as feed your Ox-Dragons and provide the few plants Dragon Kings can eat at least some of to supplement foodstocks. AP needed 1. DC: 30. Success Needed 1. Reward: Gain 1 extra generic AP next turn.
[ ] Alchemical Shrubbery: Use mystic plant powers to create gardens of simple artifact plants designed to produce alchemical reagents. AP needed 1. DC: 35. Success Needed 1. Reward: Gain Alchemical Garden. Difficulty on actions that use Alchemy like Thaumaturgical support and Thaumaturgical Stockpile are lowered by 5 until we manage something better.
[ ] Nursery: OK a city is going too far but there are four eggs for everyone one of us and keeping an eye on them around hungry Tyrant Lizards is exhausting. Use Earth shaping and wood crafting to create thousands of simple nurseries so a tiny fraction of your people can keep all the eggs safe, freeing up a bunch of labor. Eggs will be moved into cities as soon as available, hopefully before the little monsters hatch, it's going to be hard enough raising 4 savage children simultaneously for every one of us alive now in a proper city, let alone doing it in the middle of a field. Which is why these temp nurseries are also designed to slow the eggs maturation as much as possible. AP needed 1. DC: 30. Success Needed 1. Reward: Gain 1 extra generic AP, will be rendered obsolete by a City AP bonus.
[ ] Tools of the City (Builder): OK so starting a city right now might be a bad idea but you can get ready for it by building basic tools that either let you do higher quality or more efficient work than sheer essence powers. From simple chisels to windslave disks, cranes, and scaffolding. AP needed 1. DC: 35. Success Needed 1. Reward: Lowers difficulty of City Building actions like "Sperimin!" by 5 until replaced with better.
[ ] Temple: I mean it's not made using tools that were consecrated and blessed, the stones of the ziggurat have not each been carved with prayers, it certainly has not been geomantically aligned with the planet. But it's a place to gather and occasionally sacrifice something to! AP needed 1. DC: 35. Success Needed 1. Reward: Lowers difficulty of "Praise the Sun!" by 5 until replaced with better.
[ ] Fishing Boats: Mosok built boats are very… inelegant. Lets help them out so they can help us out with fresh food. AP needed 1. DC: 35. Success Needed 1. Reward: Lowers difficulty of "Gone Fishin'" by 5 until replaced with better.
[ ] Summoning Circles: Circles are not needed but scribe a few hunks of rock with element appropriate symbolism may ease the way. Noticeable enough over the course of millions of summoned elementals anyway. AP needed 1. DC: 35. Success Needed 1. Reward: Lowers difficulty of "Elemental Support" by 10 until replaced with better.
[ ] New Hearths: Much of our most powerful equipment needs continual power transmitted from Geomantic power-wells like Dragon Nests and Manses via hearthstones. It seems we would be too lucky to have this new world be as rich in Dragon Nests as Creation was and even if it is we will need to build those Manses to channel the geomantic power. So we may want to consider developing alternatives. AP Needed 1. DC 60. Success Needed 2. Reward: Options for modifying some magitech designs to use non-hearthstone based power sources. Further research unlocked.
[ ] Militia Gear: There is a reason that the Dragon King armory has more sets of militia gear than Dragon Kings exist. Its easy enough to make on its own, with proper infrastructure even a single AP can produce a million sets. You though struggle to equip 5000 warriors but its not impossible. AP needed 1. DC: 35. Success Needed 1. Reward: Remnant Legion is armed with Militia Grade gear.
[ ] We ain't no scrubs: You don't want your people to settle for suck. Raptok craftsmen work hard to forge third rate gear for the remnant legion. Although it is difficult without any workshops or feed stock. This is probably the best you can do until you set up. Ironwood Sheaths (shit tier power armor), Breath Vines, Essence Visors, Echo Jewels, Shock Pikes (magic spear that shoots force bolts), essence pulse grenades, some use thunderbolt shields and others equip Fuel Bolt Launchers for anti-vehicle work. AP needed 2. DC: 55. Success Needed 4. Rewards: Remnant legion equipped with third rate Dragon King gear.
[ ] Artillery too: Light Implosion Bows mounted on golem drawn ironwood chariots for some degree of mobility. Implosion bows shoot spheres of spatially twisted essence and cause vortices of disintegrating light on impact. This project makes enough Light Implosion Bows to supply mobile artillery support for a single Dragon King Legion. AP needed 2. DC: 55. Success Needed 3. Reward: Add mobile artillery support to Remnant Legion.
[ ] Cooperation and Encouragement: Raptok spread among the others doing their best to distract them with conversations, steer their fellows towards optimism and entertain them with art or stories as appropriate. AP needed 1. DC: 25. Success Needed 1. Reward: Improve Morale (If this and Praise the Sun Succeeded it would make the morale roughly neutral.)
General Action: Actions that you can attempt which are not focused on a given breed need generic AP to use. To confirm, generic AP can also be used on Breed specific actions.
[ ] Healing and Repair: Speeding healing and repair use the same Draconic Path so dedicate some who know this path to making sure others and their tools are topped up. This lets them push themselves harder than otherwise might be possible. AP Needed 1. DC: 20. Success Needed 1. Reward: Worst Roll of the turn gets re-rolled with the best of the two rolls being kept.
[ ] Barracks: A bit extravagant to create a place for our Legions to train and work together when no one else has homes and we only have one Legion. Armories and stables and workshops serve no purpose when you have no weapons, mounts, or war machines. And this whole thing will be wasted effort once we build a city. But maybe we cannot wait? AP Needed 1. DC: 25. Success Needed 1. Reward: Barracks built. You can recruit new Legions. Space for 20 total Legions.
[ ] Siege Lizards: Not!Stegosaurus herds were sent along with us when we came here. Should we be offended we are considered equal to herd animals in the eyes of Primordials? Either way, Siege Lizards are not very bright and ferociously independent but we have long experience domesticating them. And they are very very tough. We want to train some, armor them, and use firing platforms along their sides that will allow our people to use their spiny plates as cover, effectively mobile bunkers. Most of the artifact work in this project will be used to speed up the ponderous beasts so that our armies are not slowed down tactically or strategically. AP needed 2. DC: 30. Success Needed 2. Reward: Remnant Legion is equipped with a dozen Armored Siege Lizards, enough to meaningfully impact combat.
[ ] Ox-Dragons: Not!Triceratops are normally used as beasts of burden by Dragon Kings. These 12 ton monsters are surprisingly fast over the long haul and dangerously fast on a charge. We plan to take some, train them, armor them up, maybe put magical material filigree into their horns. And mount a warstrider scale Fire Lance on top. AHAHAHAHA!. Fire Lances can empower the tip during a charge, shoot streams of fire at single targets within 250 meters, or throw massive curtains of fire burning everything within a 7 meter wide and 175 meter long area. Now don't get me wrong, there are better weapons we could mount, Implosion bows, Essence cannons for anti-armor work, or larger numbers of smaller weapons for anti-infantry weaponry. But A) a fire lance can do both almost as well as dedicated weaponry and B) When you are riding a monster that will inevitably charge the enemy, a huge magical lance seems appropriate. AP needed 2. DC: 35. Success Needed 3. Reward: Remnant Legion is equipped with a dozen Fire Ox-Dragons, enough to meaningfully impact combat.
[ ] Fort Up: You plan to claim the whole planet but if there is someone else here its best to be prepared. Build a ring of 250 Martello towers along the coast of your island continent, stick onagers on top of them and recruit enough sharp-eyed folk to keep a constant eye out, use the onagers if an enemy shows up and send runners warning the rest if something happens. This will let us be warned if something tries to raid us and if a major invasion happens it will be at least slightly slowed down. AP needed 1. DC: 40. Success Needed 1. Reward: Island-Continent is ringed with defensive towers.
[ ] Air Support?: A quarter of our race can fly, what more air support do you want? What if the enemy uses flying vehicles you say? Ugh we can try to come up with something, but asking for anti-air defenses when we have no workshops is very challenging. We could set up some hot air balloons operating on never ending heart's flame burners, add some flash on the outside, some geomantic blessings to give them a touch of essence and attackers will think our decoy is a very important and valuable aerial target. We use the fact that we have decoys we believe will be attacked to set up Pterok watchers armed with one use fire and forget weapons designed to bring down small aerial vehicles. Probably the best we can do until we get the workshops to build warbirds and aerial chariots. AP needed 1. DC: 60. Success Needed 1. Reward: Air Defenses of dubious value.
Things have gone well this Season. We have some concerns about this Greenskin Enemy though.
[X] Plan Beelining A Good City
-[X][Anklok] A punch to the face is good medicine
DC: 30 > 49 Success
"INSPECTION!" shouted a deep gravelly voice right before the sleeping Legionnaire felt himself lifted bodily and thrown at his scale mates.
"I have had it with the moping, if you have the energy to lose yourself to horrific memories than you should have the energy to fight off an old man!" growls the Elder.
With this the elder Anklok flexes and almost instantly gains in height and adds a ridiculous volume of muscle mass. As he does golden flame starts pouring out of his body until he is giving off a roaring bonfire.
"And you better come at me with the intent to kill, your lives depend on it," he adds ominously.
[Luckily you had not given them weapons yet, or the old man might have brought his cane]
Trees are re-shaped into "crude rafts" (medieval Cog-style ships), crewed mostly by Mosok and set out to sea. The Island continent we have arrived on posseses a long thin peninsula/archipelago that extends into a vast sea. This vast sea is bordered on almost all sides by land with our current island-continent in the middle although to border between the edge of the closes points only involves a few hundred miles between a few large islands, although in some areas only small isthmus of land separate oceans and seas.
Traveling up rivers had led us to discover that far from us, almost as far as you can get there are settlements of another race already living on this planet. They seem to have breeds as well but without anything approaching equality as the most Dragon King like specimens dominate and even eat other breeds. They have green skin but Mosok can tell you immediately are not lizards or anything close to it. They can be mimicked by Mosok with somewhat greater skill though.
These beings seem to have some level of infrastructure established and are able to produce armor plates which are often welded to their skin and a variety of sword and axes based weapons. They also seem to use some form of noxious alchemy to power their magitech. Slingstone throwers, vehicles and factory workshops all seem to be accompanied by noxious smoke and loud noises. We are unsure how they produce this alchemical fuel but we guess it involves some form of processing the fungus that the smallest of the race seem to tend.
There seem to be roughly 300 million Dragon King sized greenskins on the planet.
Reward: You know where resources and Greenskin race are on the planet. Unlock Ork (greenskin) based actions. See map at end of post or in Assets post.
-[X][Pterok] Geomantic survey
DC: 15 > 83 Success
Well it could be better, and it could be worse. There are about a hundred basic dragon nests for normal Manses. There about 10 Greater Dragon Nexi. There is also conveniently one greater for each element as well as one for the sun. The other four greater Nexi are unknown aspects. We will either need to do some research to learn how to cap these aspects or undertake a large geomantic project to change their aspects.
We have access to about 20 Normal and 1 greater Dragon Nests from the land we have or the immediate adjacent Islands. There are also dozens more we could in theory set up where the Greenskins are distant but would technically be reachable by them on foot.
We have mapped out the Dragon Lines of the planet and can in theory rebuild the transport tunnel network on Tokat.
Reward: You know the Geomantic potential of this planet and are already plotting to exploit it. Unlock actions to build manses.
-[X][Raptok] Cooperation and Encouragement
DC: 25 > 39 Success
It's a hard sell encouraging a race so thoroughly beaten but the Raptok are persistent and there are a lot of them. It's a slow and gradual thing, only comparing the attitude at the start of the season to the end lets you know progress has been made.
Reward: Morale improved. Currently set at one stage below neutral.
-[X][Generic] Healing and Repair
DC: 20 > 31 Success?
Your healers went to work but… honestly ran themselves so ragged keeping up with the various exploration and fort building teams that they were there own patients more often others.
Reward: Your success in healing lets you re-roll your lowest roll, which was healing.
-[X][Generic] Fort Up
DC: 40 > 57 Success
The project starts out slow as there is no evidence you are not alone on the planet and it is boring and repetitive work. Until news of the Greenskins comes in. At that point the tower building teams double time it and manage to finish on schedule despite a slow start. Each Tower can support 20 Dragon Kings and the top both provides a look out vantage and a platform for simple stone throwing onagers. If the Greenskin try to come by sea we will have extra warning and potentially slow them down.
Reward: Martello Tower network established around coastline of the Isle.
-[X][Generic] Tools of the City (Builder)
DC: 35 > 63
Draconic Paths of Enlightenment allow the craftsmen to shape stone and wood to their whim. But fine detail work needs a firmer claw and shifting 100 ton stones into millimeter precision takes some help. Some enchanted stone chisels, cranes, scaffolding, even some artifacts for lightening the load like Windslaves disks are all crafted so when the time comes things are easier.
Reward: City Building actions have difficulty lowered by 5 until something better is built.
-[X][Supplies] If I was an enemy I would be here
DC: 15 > 77
Anklok scouts are the slowest but may possibly be considered the most thorough. We have identified the best defensive positions on the planet for future cities and forts and have set up watches so we may gain some additional warning if the Greenskin go to a higher readiness state. While the creatures seem to fight each other regularly, we cannot gauge their comparative strength without taking them in claw. That risks warning them of our presence. We can tell that at least most of the DK sized breed would be able to go to war if needed and they seem in the realm of better than average humans but maybe not as good as elite well equipped humans.
Reward: Knowledge of Defensive sites, some more Greenskin knowledge.
Exploration Combo!
We have identified 5 ideal sites possessing good resources, good defensive potential, and a Greater Elemental Dragon Nest. We recommend these for our Breed Capitals and the over-all Dragon King capital. The Overall dragon king capital, planned name Merela, is on the Isle with us, and the Mosok capital is in the sea. The Raptok, Anklok potential capitals are about a thousand miles from either side of the Greenskin controlled area. The Pterok potential capital is far from their land but could be reached on foot. The manses planned to be built for the cities will be designed to send a flood of geomantic power through the whole city granting the cities many advantages (like city wide environmental control, city shielding, consecration which would cause pain to Creatures of Darkness and more).
Reward: You know the five best places for great cities on the planet, as well as the best places for lesser cities.
You now know much of the new world you live on, for example.. that it's a sphere. And apparently the sky is not being contained by a dome. And the sun-like object moves across the sky because the world-sphere is spinning.
You can see why the Primordials sent you here. Whoever designed this universe clearly shouldn't be trusted with things as important as foundational aspects of nature.
As the season rolls by the Greenskin seem to be working on something, perhaps some planned expansion of their presence across the planet? As far as you can tell they are not aware of Dragon Kings yet.
The Martial Artists have gone a wandering and will not be available to assign this season.
One of your explorers encountered a orchid like plant growing on a vine and it struck as being familiar. When shown to the vegetative crafters they recognized the life form as very close to Emerald Healing Orchids. This close cousin living nearby will make recreating this miracle aid much easier.
Reward: Difficulty on Healing action reduced.
You have 3 generic AP which may be assigned to support any breed actions as well as actions not specific to any breed.
Basic Supplies: +9 one use AP dice (expire if unused after turn 5)
Anklok (1 AP): Zealot priests and barbaric warriors who deal with fire. Anklok inspire and lead, whether troops or religious gatherings. The Anklok elders are very concerned about being deprived of their glorious god. They are somewhat concerned that the only protection 30 million Dragon Kings and 120 Million eggs have is a single legion with no weapons, and have never fought together before. They are wondering what the glowing thing up in the sky is if the Sun is in another dimension. Anklok care the least about the Library, which means they act as ideal guards to keep the Mosok from stealing things and drag out Pterok and Raptok who linger too long.
[ ] Praise the Sun!: You worship the Unconquered Sun. That will not stop just because he is in another dimensions. Glory to the Most High! AP needed: 1. DC: 30. Success needed 1. Reward: Increase in Morale.
[ ] Bribing spirits to do their job. Spirit can exert blessings beyond the simple abilities of Dragon Kings. However they don't work free and need festivals and rites performed in their honor to cooperate. It grates on you to have to resort to things kind of thing though. AP Needed: 1. DC: 25/70. Success Needed: 1. Reward: For first DC you gain +5 to all other rolls which can prevent a botch or cause a critical success. Unless you make the second DC though you take a morale hit. And your morale is really low right now.
[ ] Chosen of the [Insert Name here]: The Anklok guide others through the rites and rituals that prompt a god to choose a Dragon King and how to find a compatible god to try to prompt. Chosen add the power and ability of the Spirit to the Dragon King making a superior being as long as the spirit decides to work with them. AP Needed: 1. DC: 40. Success needed: 10. Reward: You gain enough chosen to gain a generic AP. [You may repeat this project but the DC goes up each time though]
[ ] Gone Huntin': Send the trouble makers off to go hunt and kill things. You learn about the planets wild life and there is less unrest. AP needed 1. DC: 15. Success Needed 1. Reward: Provides some food, some planet knowledge, mostly keeps the least useful Dragon kings from causing trouble.
[ ] My eye for a spear: Your people have no weapons or armor. Send people out into the woods to make some wood and stone weapons and practice with them a bit so the group is used to working together. AP needed 1. DC: 25. Success Needed 1. Reward: Remnant legion gains primitive weapons slightly better than Dragon King claws and lose the Unorganized Penalty. If you chose the Armory option this DC is reduced to 15 and everyone familiarizes themselves with the available gear as well.
Mosok (1 AP): Amphibious creatures who excel in deception. Martial Arts, Trade, Commerce, sailing, theft, blackmail, sabotage, infiltration, assassination, anything with water. Some call them devious and selfish. They just say they are cunning and Ambitious. They are eager to get to work proving their superiority to this new race.
[ ] Ork Napping: Send Mosok and others with sufficient knowledge of water paths into the Greenskin territory to take stock, and stuff, and even the greenskins themselves. Try to gain as much actual knowledge as possible, mostly via Greenskin disguised or Invisible Croc-men taking stuff and individuals back for "study" Pterok and Raptok with the power will try to learn the Greenskins language and culture. Sadly this much activity implies a risk of getting caught. AP needed 1. DC: 30/50. Success Needed 1. Reward: Meet First DC to get data, Meet second DC to not get caught.
[ ] Or catch an Ork Napping: They won't be here long, its probably not worth learning that much from them. Lets just take things that would potentially be useful. We won't be much more obvious than the infiltration mission but the stolen goods and eaten Greenskins will be more useful than information: AP needed 1. DC: 35/55. Success Needed 1. Reward: Gain 2 extra generic AP next turn for basic success weakening Greenskins. Avoid notice with the greater success.
[ ] Gone Fishin': Mosok concentrate on providing sea based food to the rest of the Dragon Kings so they can keep working. AP needed 1. DC: 30. Success Needed 1. Reward: Gain 1 extra generic AP next turn.
[ ] Train martial artists: The mosok concentrate on teaching the arts to new pupils. AP needed 1. DC: 40. Success Needed 3. Reward: New unit of Martial Artists created.
Pterok (1 AP): Flying bureaucrats. Pterok excel in scholarly pursuits, like research in terms of looking up information in a library (or adding info to a library) rather than making a new piece of tech. They are amazing scribes and academics, having knowledge of history, mathematics, geology, geomancy, alchemy, astrology and many other thaumaturgical arts. The also deal with spirits the most, including the native ability many have to summon elementals even without sorcery. They can engage in crafting but focus on fine details like scribing tiny runes on an artifact more than building a temple manse.
[ ] Ad-ork-able nerds: No risk starting a fight, Pteroks will use the Library of Sperimin to research all we need without risking a confrontation. Surely in the vastness of the Library a similar species must exist. AP needed 1. DC: 25. Success Needed 1. Reward: Gain knowledge about Orks. Basically very educated guesses which may lead to incorrect conclusions.
[ ] Aid the Croc-Men: Potions, Geomantic blessings, talismans. You can do a lot to aid the Mosok in not being detected so you should. AP needed 1. DC: 30. Success Needed 1. Reward: Ork Napping based actions done this or next turn have base DC reduced by 5 and unnoticed DC reduced by 15.
[ ] What is that?: A giant ball of light in the sky, we have some concerns. AP needed 1. DC: 50. Success Needed 1. Reward: Confirm that that is indeed not the Daystar Dirigible Fortress.
[ ] What are those?: Stars are supposed to be representations of celestial gods whose interactions are mapped to the heavens. What in the Ignis Divine are those? AP needed 1. DC: 60. Success Needed 1. Reward: What are stars?
[ ] Did the sky fall?: Creation had a giant dome over it and air never got very thin even if you flew a thousand kilometers straight up. We have already proven that is not the case here so more investigation is required. AP needed 1. DC: 40. Success Needed 1. Reward: What is the deal with the sky.
[ ] Elemental Support: Dragon Kings in general and Pteroks in particular are adept at summoning elements which both provide general aid and have particular skills and special powers that Dragon Kings may not. May be taken more than once. AP needed 1. DC: 60. Success Needed 1. Reward: For every success I assign three AP dice to whatever project seems to need it the most, as long as elementals could help.
[ ] Thaumaturgical support: Alchemical potions, geomantic blessings, minor enchanted objects. Thaumaturges can find lots of ways to provide help, lacking infrastructure makes it relatively inefficient and unsustainable. AP needed 1. DC: 30. Success Needed 1. Reward: Gain 1 extra generic AP next turn.
[ ] Thaumaturgical Stockpile: Potions enhance healing, senses, reduce pain, reduce the need to sleep, poison enhanced weapons. Garda eggs filled with Ardent Embrace Resin. Enchanted walkaways for protection. Nothing hard if not for needing to provide enough to supply 5000 troops for several days worth of battling. Thaumaturgical stockpiles add 20 to a d100 roll. Note that up to four such stockpiles can be consumed per battle if available. This does not prevent a botch. AP needed 1. DC: 40. Success Needed 1. Reward: Gain 1 Thaumaturgical stockpile.
[ ] Prayer-strip Stockpile: Soldiers are handed prayer strips which can be easily activated to burn away and "automatically" pray to a certain spirit on behalf of the user. Normally the effect is minimal but the Pterok Shamans have pre-arranged things with the spirits in this case. They will apply a useful combat blessing to the soldier. Using Prayer-strip stockpiles cause effected rolls to ignore botches. After losses of effected unit is calculated the number of losses is halved. There is no effect to multiple uses of this stockpile in a single battle. AP needed 1. DC: 50. Success Needed 1. Reward: Gain 1 Prayer-strip Stockpile.
Raptok (1 AP): The most civilized of all Dragon kings. Diplomats and socializers. Best at getting along with other races. City builders and masters of vegetative and crystal technology that is the hallmark of the Dragon King mastery. Inquisitive natures allow them to explore unknown technologies and debate philosophy with aliens. There are still Dragon Kings at heart though, even if they may sip wine and discuss great literary works while polishing and adorning the skulls of their enemies with elaborate crystals to display in a battle shrine. Raptoks are also sized to be the only Dragon King able to comfortably use Human sized tools and workshops. This combined with their social skills and love of technology makes them the most likely to meet other races, and some races may think Raptoks are it when talking about Dragon Kings. Raptok have a lot to do since they need to rebuild all the infrastructure of an entire civilization.
[ ] Merela: Well we know where to build cities and the Capital for the planet isn't even that far away. Let's build it. Although it will need its manse build to unlock its full potential. AP needed 2. DC: 25. Success Needed 10. Reward: Gain Capital City. Space for 5 million, basic workshops, nurseries, barracks, temples, gardens and such. Gain 1 generic AP and obsolete a bunch of projects.
[ ] Merela Temple Manse: Build the capital cities Geomantic power-well. It will allow a radically more capable city. All Dragon King inhabitants will regenerate essence faster as well as recover from wounds and disease faster. Environment will be controlled, city shields can be deployed, essence artillery weaponry will be installed. A fortress wall patrolled by Golems for protection, the city will be consecrated so all creatures of darkness suffer in the city. Plus we plan to hook up a lot of the knowledge from Sperimin to the Merela manse and the planned systems will allow citizens to ask questions and get answers and illusory displays from thin air. AP needed 2. DC: 35. Success Needed 4. Reward: Increases Merela generic AP from 1 to three. Adds a bunch of comfort and defensive features.
[ ] Sperimin: Who needs to wait for explorers and surveyors to find a good location, you need to put something around Sperimin tower so just start building a city right here. AP needed 2. DC: 25. Success needed: 5. Reward. A small city build around the tower, it will lack inherent defenses, resources, and geomantic potency of other potential cities, but its an Academy city.
[ ] Plant it and they will come: Use mystic plant powers to induce a massive growth in feedstock plants to encourage animals to congregate nearby for ease of hunting as well as feed your Ox-Dragons and provide the few plants Dragon Kings can eat at least some of to supplement foodstocks. AP needed 1. DC: 30. Success Needed 1. Reward: Gain 1 extra generic AP next turn.
[ ] Alchemical Shrubbery: Use mystic plant powers to create gardens of simple artifact plants designed to produce alchemical reagents. AP needed 1. DC: 35. Success Needed 1. Reward: Gain Alchemical Garden. Difficulty on actions that use Alchemy like Thaumaturgical support and Thaumaturgical Stockpile are lowered by 5 until we manage something better.
[ ] Nursery: OK a city is going to far but there are four eggs for everyone one of us and keeping an eye on them around hungry Tyrant Lizards is exhausting. Use Earth shaping and wood crafting to create thousands of simple nurseries so a tiny fraction of your people can keep all the eggs safe, freeing up a bunch of labor. Eggs will be moved into cities as soon as available, hopefully before the little monsters hatch, it's going to be hard enough raising 4 savage children simultaneously for every one of us alive now in a proper city, let alone doing it in the middle of a field. Which is why these temp nurseries are also designed to slow the eggs maturation as much as possible. AP needed 1. DC: 30. Success Needed 1. Reward: Gain 1 extra generic AP, will be rendered obsolete by a City AP bonus.
[ ] Temple: I mean it's not made using tools that were consecrated a blessed, the stones of the ziggurat has not each been carved with prayers, it certainly has not been geomantically aligned with the planet. But it's a place to gather and occasionally sacrifice something to! AP needed 1. DC: 35. Success Needed 1. Reward: Lowers difficulty of "Praise the Sun!" by 5 until replaced with better.
[ ] Fishing Boats: Mosok built boats are very… inelegant. Lets help them out so they can help us out with fresh food. AP needed 1. DC: 35. Success Needed 1. Reward: Lowers difficulty of "Gone Fishin' and Catch and Ork Napping" by 5 until replaced with better.
[ ] Summoning Circles: Circles are not needed but scribe a few hunks of rock with element appropriate symbolism may ease the way. Noticeable enough over the course of millions of summoned elementals anyway. AP needed 1. DC: 35. Success Needed 1. Reward: Lowers difficulty of "Elemental Support" by 10 until replaced with better.
[ ] Manse Builder: These will not be elaborate geomantic power-wells driving cities or factory cathedrals. At least not yet. This project gets them capped and twenty hearthstones available for other magitech projects as fast as possible. AP needed 2. DC: 35. Success Needed 5. Reward: Gain 20 hearthstones to power magitech gear.
[ ] New Hearths: Much of our most powerful equipment needs continual power transmitted from Geomantic power-wells like Dragon Nests and Manses via hearthstones. It seems we would be too lucky to have this new world be as rich in Dragon Nests as Creation was and even if it is we will need to build those Manses to channel the geomantic power. So we may want to consider developing alternatives. AP Needed 1. DC 60. Success Needed 2. Reward: Options for modifying some magitech designs to use non-hearthstone based power sources. Further research unlocked.
[ ] Militia Gear: There is a reason that the Dragon King armory has more sets of militia gear than Dragon Kings exist. Its easy enough to make on its own, with proper infrastructure even a single AP can produce a million sets. You though struggle to equip 5000 warriors but its not impossible. AP needed 1. DC: 35. Success Needed 1. Reward: Remnant Legion is armed with Militia Grade gear.
[ ] We ain't no scrubs: You don't want your people to settle for suck. Raptok craftsmen work hard to forge third rate gear for the remnant legion. Although it is difficult without any workshops or feed stock. This is probably the best you can do until you set up. Ironwood Sheaths (shit tier power armor), Breath Vines, Essence Visors, Echo Jewels, Shock Pikes (magic spear that shoots force bolts), essence pulse grenades, some use thunderbolt shields and others equip Fuel Bolt Launchers for anti-vehicle work. AP needed 2. DC: 55. Success Needed 4. Rewards: Remnant legion equipped with third rate Dragon King gear.
[ ] Artillery too: Light Implosion Bows mounted on golem drawn ironwood chariots for some degree of mobility. Implosion bows shoot spheres of spatially twisted essence and cause vortices of disintegrating light on impact. This project makes enough Light Implosion Bows to supply mobile artillery support for a single Dragon King Legion. AP needed 2. DC: 55. Success Needed 3. Reward: Add mobile artillery support to Remnant Legion.
[ ] Sow Staran Defenders: Its concerning, being outnumbered 10 to one, even if you are likely worth more than ten of them. Plus you are unsure how they fight. Better some disposable troops do it first, if only so you can learn how to beat them and minimize losses. Dragon kings once met a group of humans so mutated they were more plant than human. Plant enough for powers of wood to work on them but human enough to be handed a spear or bow and trained to fight. Each Defender has a tough oaken hide and cares an ironwood spear or bow. They are planted as seeds and grow taking some time, after which they can be quickly trained to operate with minimal supervision at Dragon King orders. AP needed 1. DC: 25. Success Needed 1. Reward: A Season AFTER sowing (so turn 4 is first they could be deployed/used) you gain 3 million Staran Defenders.
General Action: Actions that you can attempt which are not focused on a given breed need generic AP to use. To confirm, generic AP can also be used on Breed specific actions.
[ ] Healing and Repair: Speeding healing and repair use the same Draconic Path so dedicate some who know this path to making sure others and their tools are topped up. This lets them push themselves harder than otherwise might be possible. AP Needed 1. DC: 10. Success Needed 1. Reward: Worst Roll of the turn gets re-rolled with the best of the two rolls being kept.
[ ] Resource Expedition: Various Dragon Kings can effectively magic up useful equipment from rocks and trees. But that doesn't mean its not easier if they have higher quality materials to work from. Use what you learned from the Mosok Exploration last season to go on expeditions to various places across Tokat to bring back more useful raw materials, if you are lucky maybe even something with enough potency to allow more powerful artifact creation. AP Needed 1. DC: 20/80. Success Needed 1. Reward: Every base success provide TWO AP next turn, every greater success provides a free AP success that can be applied to a magitech project of at least three total successes, such as "We Ain't No Scrubs or Manse Builder"
[ ] Barracks: A bit extravagant to create a place for our Legions to train and work together when no one else has homes and we only have one Legion. Armories and stables and workshops serve no purpose when you have no weapons, mounts, or war machines. And this whole thing will be wasted effort once we build a city. But maybe we cannot wait? AP Needed 1. DC: 25. Success Needed 1. Reward: Barracks built. You can recruit new Legions. Space for 20 total Legions.
[ ] Siege Lizards: Not!Stegosaurus herds were sent along with us when we came here. Should we be offended we are considered equal to herd animals in the eyes of Primordials? Either way, Siege Lizards are not very bright and ferociously independent but we have long experience domesticating them. And they are very very tough. We want to train some, armor them, and use firing platforms along their sides that will allow our people to use their spiny plates as cover, effectively mobile bunkers. Most of the artifact work in this project will be used to speed up the ponderous beasts so that our armies are not slowed down tactically or strategically. AP needed 2. DC: 30. Success Needed 2. Reward: Remnant Legion is equipped with a dozen Armored Siege Lizards, enough to meaningfully impact combat.
[ ] Ox-Dragons: Not!Triceratops are normally used as beasts of burden by Dragon Kings. These 12 ton monsters are surprisingly fast over the long haul and dangerously fast on a charge. We plan to take some, train them, armor them up, maybe put magical material filigree into their horns. And mount a warstrider scale Fire Lance on top. AHAHAHAHA!. Fire Lances can empower the tip during a charge, shoot streams of fire at single targets within 250 meters, or throw massive curtains of fire burning everything within a 7 meter wide and 175 meter long area. Now don't get me wrong, there are better weapons we could mount, Implosion bows, Essence cannons for anti-armor work, or larger numbers of smaller weapons for anti-infantry weaponry. But A) a fire lance can do both almost as well as dedicated weaponry and B) When you are riding a monster that will inevitably charge the enemy, a huge magical lance seems appropriate. AP needed 2. DC: 35. Success Needed 3. Reward: Remnant Legion is equipped with a dozen Fire Ox-Dragons, enough to meaningfully impact combat.
[ ] Air Support?: A quarter of our race can fly, what more air support do you want? What if the enemy uses flying vehicles you say? Ugh we can try to come up with something, but asking for anti-air defenses when we have no workshops is very challenging. We could set up some hot air balloons operating on never ending heart's flame burners, add some flash on the outside, some geomantic blessings to give them a touch of essence and attackers will think our decoy is a very important and valuable aerial target. We use the fact that we have decoys we believe will be attacked to set up Pterok watchers armed with one use fire and forget weapons designed to bring down small aerial vehicles. Probably the best we can do until we get the workshops to build warbirds and aerial chariots. AP needed 1. DC: 60. Success Needed 1. Reward: Air Defenses of dubious value.
The Martial Artists return from their training journey eager and ready for action or students. They have spent time in contemplation of the fighting form of the humans chosen by the Unconquered Sun to fight the Primordials unnatural cruelty. Thus they have managed to create a new Martial Art called Golden Janissary Style. Golden Janissaries wield spears and light armor and have a special focus against Creatures of Darkness (Unholy Dead, Beings of Chaos, and Primordial Ilk) and several have cross trained in its use. The fact it produces effects holy to the Unconquered Sun that emit golden flames as side effects is sure it make it popular. It doesn't help nearly as much against normal beings.
Reward: Martial Artists can learn Golden Janissary. A terrestrial level martial art that is so focused on fighting the unholy its practically a Celestial Martial art… as long as your opponent is Unholy that is.
During the excavations of the underway beneath Merela your people discover a jade deposit. Its quite exciting but means there were delays in the construction of the City and Temple Manse as the bounds of the future mine had to be worked out and the Geomantic affects compensated for.
Reward: A jade mine was discovered under Merela, sadly it slowed construction of the city and temple.
-[X][Anklok] My eye for a spear
DC: 15 > 67
"Ah Runaway! He has a stick," cried out the fierce draconic warriors as the Elder came into view.
Elder grinned fiercely as his victims… hmmph.. pupils ran into the woods. He wondered how long it would take them to find weapons and remember the battle formations they had been trained in.
As he walked down the hill to follow them into the woods he whispered , "For their sakes it better be before I get hungry."
Reward: 5000 of your finest troops can now fend off and old man with a walking stick. They are equipped with Ironwood Spears or Swordclubs and shields, most have either slings and shot or a brace of crude shurikens, others have an atlatl and a few throwing darts meant to work with it.
Things almost go horribly awry when one of your people has their disguise fail them in the middle of an Ork village. Luckily the Anklok were able to double their watcher patrols thanks to the work healers and alchemist working to minimize recovery and rest time. The Ankloks wipe the Ork village and recover the shamed Croc-man. Even this might have lead to discovery if the Pterok support hadn't provided enough Ardent Embrace resin to destroy the evidence, and everything else in the ork village.
Oh they are called Orks. And apparently the are part animal/part fungus. Its weird. The Ork beings give off spores which when allowed to spread grow into the fungal mycelial network which spawns the simpler breeds as "fruiting bodies" which both tend and eat the simpler manifestations of the fungus. The spreading fungus eventually allows the larger Dragon King sized breeds to appear which mostly eat the fungus eating breeds.
Ork language and "Kultur" is crude beyond belief. We suspect the Orks might not be individually intelligent, but instead rely on some sort of hive mind which uplifts the whole group as the group grows, like certain exotic plants from Creation can pretend well enough to fool onlookers. Just like those plants they have developed the instinctive ability to recreate technology, at least within the limits of the hivegroups intelligence.
Experimentation shows that while Orks do not normally respire essence while resting they CAN respire essence while fighting. The bigger the fight, the more orks involved and the longer it lasts seems to up the amount of Essence respired by the involved Orks. As all beings channeling essence for the first time the Orks receive a form of Essence high, which encourages them to fight so they feel it, usually while shouting "Waaagh!". This essence is only crudely used via pseudo instinctive charms most of the respired power is channeled into Orks physically or to force ramshackle tools and weapons to work like they should without penalty. Unlike normal beings who only recover and grow during rest, Orks consider fighting a form of training. And an essence enhanced training as well. Thus the longer the Ork fights, the bigger the fight, the more orks involved, the stronger and more intelligent the involved orks will get. While our experiments were not sufficient in scale to be sure we believe the hivemind effect, called the Waaagh! from now own to distinguish it to the Ork, ameliorates with distance to some degree but the power of the Waaagh! will reach out further and further as it grows in strength. That is if a fight with orks lasts long enough it will call out to Orks further away who increase the scale of the Waaagh! drawing in yet further Orks, until the fight ends.
Ork weapons and tools demonstrably work poorly or not at all when not touching an Ork, just like most artifact and magitech weapons and tools. Apparently the orks are instinctively attuning to these Waaagh!tech devices to keep them functioning. Experimentation reveals that a Dragon King sufficiently advanced in the Wood paths can attune to Ork devices and keep them functioning. Even with this we do not know how to recreate these Waaagh!tech devices. We are also pretty sure the Orks don't know either, beyond on an instinctive level tied to the strength of the Waaagh! they are tied to.
Orks also use a form of Thaumaturgy based on painting things certain colors, which amplifies or enables certain characteristics depending on the color. This generally depends on the ambient essence of a Waaagh! but since it does depend on essence we may be able to create our own version of Color Thamaturgy.
Currently the bulk of the Ork "army" is equipped only with choppas or what they call Slugga. A few "elites" carry both and are called Slugga boyz. Orks vastly prefer Choppas and melee combat. Ranged weapons seem to be chosen for the loud noise they cause, not accuracy so despite preferring throwing weapons we are not worse off at range. The average ork is worth 5 Staran defenders and given the current weapons equipped to the Remnant Legion, one Legionnaire is worth 5 Slugga boyz or ten lesser orks. Currently the Orks have roughly a million Slugga Boyz and 10 million only equipped with choppas and no armor. The rest of the Orks are unarmed but the Ork Factory Workshops are churning out more with time. We believe they have leaders called nobs and possible "elite" troops with heavier armor but haven't captured any.
[Keep in mind your Out of Context nature here. Some of your info is really insightful and some is talking out your tails.]
Reward: Knowledge of Orks (you know nothing of weirdboyz, warbosses or higher levels of mekboy orktech yet). Orkish research unlocked: Waaagh!, Waaagh!tech, Color Thaumaturgy, Ork Targeting Poisons, fungul sterilization, ear protection, Ork Watchers Guild.
-[X][Pterok] Aid the Croc-Men
DC:30 > 31 bare Success
Pteroks try, mostly adding with potions meant to enhance senses only for enhanced senses to prove detrimental to spying on Orks. Luckily a supply or Ardent Embrace Resin (basically Napalm) wiping out an Ork village kept them from discovering you.
Reward: Difficulty reduced on Ork Napping.
-[X][Generic] Healing and Repair
DC: 10 > 33
Luckily the Healing efforts managed to keep Anklok patrols operating and ready to prevent our discovery with fire and abundant amounts of AER.
Reward: Re-roll for Ork Napping.
-[X][Raptok] Merela x 10 AP
DC: 25 > 49, 42, 20, 21, 96, 16, 69, 43, 47, 44 [7 Successes out of 10]
Immense progress has been made, walls and residences and other such edifices are even partly usable. During the excavation of the cities underways a source of Jade has been discovered. While it's a valuable resource, planning around the potential mine has slowed things down below expectation.
Still the 30 meter wide boulevards paved with black stone veined in shining gold. 500 meter tall Pyramids of Dawn and Sunset are appropriately positioned and the 700 meter tall Pyramid of the Sun is under construction as the body of the Temple Manse. The roadways shine in the sun during the day and the golden veins blaze dimly in the night, providing acceptable lighting to the city at nght. Triangular and hexagonal spires rise 100-300 meters on the side streets as future dwellings, walls tiled with striking mosaics or ornate reliefs featuring spiral patterns in private areas or historical scenes of the primordial war, epic hunts and sacrifices and similar stories in public areas. Ramps are used in many places as backups to the crystal lifts and glow crystals providing reddish light are used in the dark. These dwelling spires contain apartments and villas with large windows of enchanted quartz for the future inhabitants. Spire walls feature brightly colored stone and are reinforced with enchantments. Most levels are 5 meters tall and apartments are spacious and get windows while the central area is a plaza for gathering and access the lift tubes and spiral ramp access. Higher in the spire results in fewer but larger apartments for older and more elite Dragon Kings. Dwellings can usually only be accessed from the underway without powerful magics to force and entrance.
Secular activities are believed to profane to take place in the light of sun, plus Dragon Kings get drowsy in sunlight. So areas to contain eventual commerce, industry, bureaucracy, chirurgeons, steaming mud baths, and schools are all kept in the Underway of Dragon King cities. Even lower down you will find eventual arsenals, thamaturgical workshops and labs, the potential Jade Mine, and nurseries. The tubes that will eventually allow the underway tube care transport system are readied but not operative yet.
Reward: 7/10 success with Merela. +1 Generic AP to budget. Jade Mining site discovered.
-[X][Stockpile] Merela Temple Manse x2
DC: 35 > 24, 76 [1 Success out of 4]
The presence of a large node of magical materials so close will have geomantic effects. Since we will probably mine and thus change the node over time its even more complicated. Needless to say things have slowed down a bit.
A forest valley filled with animals that populated the land above the limit of sustainability was discovered. Your hunters were almost effortlessly able to bring tons of meat home with little effort and no repercussions for the environment.
You have 4 AP +1 AP this turn (good food sources) = 5 AP
Anklok (1 AP): Zealot priests and barbaric warriors who deal with fire. Anklok inspire and lead, whether troops or religious gatherings. The Anklok elders are very concerned about being deprived of their glorious god. They are somewhat concerned that the only protection 30 million Dragon Kings and 120 Million eggs have is a single legion. They are wondering what the glowing thing up in the sky is if the Sun is in another dimension. Anklok care the least about the Library, which means they act as ideal guards to keep the Mosok from stealing things and drag out Pterok and Raptok who linger too long.
[ ] Praise the Sun!: You worship the Unconquered Sun. That will not stop just because he is in another dimensions. Glory to the Most High! AP needed: 1. DC: 30. Success needed 1. Reward: Increase in Morale.
[ ] Bribing spirits to do their job. Spirit can exert blessings beyond the simple abilities of Dragon Kings. However they don't work free and need festivals and rites performed in their honor to cooperate. It grates on you to have to resort to things kind of thing though. AP Needed: 1. DC: 25/70. Success Needed: 1. Reward: For first DC you gain +5 to all other rolls which can prevent a botch or cause a critical success. Unless you make the second DC though you take a morale hit. And your morale is really low right now.
[ ] Chosen of the [Insert Name here]: The Anklok guide others through the rites and rituals that prompt a god to choose a Dragon King and how to find a compatible god to try to prompt. Chosen add the power and ability of the Spirit to the Dragon King making a superior being as long as the spirit decides to work with them. AP Needed: 1. DC: 40. Success needed: 10. Reward: You gain enough chosen to gain a generic AP. [You may repeat this project but the DC goes up each time though]
[ ] Gone Huntin': Send the trouble makers off to go hunt and kill things. You learn about the planets wild life and there is less unrest. AP needed 1. DC: 15. Success Needed 1. Reward: Provides some food, some planet knowledge, mostly keeps the least useful Dragon kings from causing trouble.
[ ] 2nd Legion: With your remaining Legion up to snuff and at least crudely armed and a city partially built you think it may be time to put more of your people under arms. AP needed 1. DC: 25. Success Needed 2. Reward: Another Legion up the Remnant Legions standards.
Mosok (1 AP): Amphibious creatures who excel in deception. Martial Arts, Trade, Commerce, sailing, theft, blackmail, sabotage, infiltration, assassination, anything with water. Some call them devious and selfish. They just say they are cunning and Ambitious. They are eager to get to work proving their superiority to this new race.
[ ] Ork Watchers: Send Mosok and others with sufficient knowledge of water paths into the Greenskin territory to keep an eye on them. If you don't take this action you will not know what happened with the Orks, but how much trouble could they get into half a world away. Sadly this much activity implies a risk of getting caught, although less of one now that you know more about them. AP needed 1. DC: 20/35. Success Needed 1. Reward: Update on what the Orks are doing, which may just be doing the same thing they were.
[ ] Or catch an Ork Napping: They won't be here long, its probably not worth learning that much from them. Lets just take things that would potentially be useful. We won't be much more obvious than the infiltration mission but the stolen goods and eaten Greenskins will be more useful than information. This action wis even more useful now that you know more about them. AP needed 1. DC: 30/50. Success Needed 1. Reward: Gain 3 extra generic AP next turn for basic success weakening Greenskins. Avoid notice with the greater success.
[ ] Gone Fishin': Mosok concentrate on providing sea based food to the rest of the Dragon Kings so they can keep working. AP needed 1. DC: 30. Success Needed 1. Reward: Gain 1 extra generic AP next turn.
[ ] Train martial artists: The mosok concentrate on teaching the arts to new pupils. AP needed 1. DC: 40. Success Needed 3. Reward: New unit of Martial Artists created.
Pterok (1 AP): Flying bureaucrats. Pterok excel in scholarly pursuits, like research in terms of looking up information in a library (or adding info to a library) rather than making a new piece of tech. They are amazing scribes and academics, having knowledge of history, mathematics, geology, geomancy, alchemy, astrology and many other thaumaturgical arts. The also deal with spirits the most, including the native ability many have to summon elementals even without sorcery. They can engage in crafting but focus on fine details like scribing tiny runes on an artifact more than building a temple manse. Between this new world and what they have learned from the Orks there is way too much research to do.
[ ] Aid the Croc-Men: Potions, Geomantic blessings, talismans. You can do a lot to aid the Mosok in not being detected so you should. AP needed 1. DC: 30. Success Needed 1. Reward: Ork Napping based actions done this or next turn have base DC reduced by 5 and unnoticed DC reduced by 15.
[ ] What is that?: A giant ball of light in the sky, we have some concerns. AP needed 1. DC: 50. Success Needed 1. Reward: Confirm that that is indeed not the Daystar Dirigible Fortress.
[ ] What are those?: Stars are supposed to be representations of celestial gods whose interactions are mapped to the heavens. What in the Ignis Divine are those? AP needed 1. DC: 60. Success Needed 1. Reward: What are stars?
[ ] Did the sky fall?: Creation had a giant dome over it and air never got very thin even if you flew a thousand kilometers straight up. We have already proven that is not the case here so more investigation is required. AP needed 1. DC: 40. Success Needed 1. Reward: What is the deal with the sky.
[ ] Elemental Support: Dragon Kings in general and Pteroks in particular are adept at summoning elements which both provide general aid and have particular skills and special powers that Dragon Kings may not. May be taken more than once. AP needed 1. DC: 60. Success Needed 1. Reward: For every success I assign three AP dice to whatever project seems to need it the most, as long as elementals could help.
[ ] Thaumaturgical support: Alchemical potions, geomantic blessings, minor enchanted objects. Thaumaturges can find lots of ways to provide help, lacking infrastructure makes it relatively inefficient and unsustainable. AP needed 1. DC: 30. Success Needed 1. Reward: Gain 1 extra generic AP next turn.
[ ] Thaumaturgical Stockpile: Potions enhance healing, senses, reduce pain, reduce the need to sleep, poison enhanced weapons. Garda eggs filled with Ardent Embrace Resin. Enchanted walkaways for protection. Nothing hard if not for needing to provide enough to supply 5000 troops for several days worth of battling. Thaumaturgical stockpiles add 20 to a d100 roll. Note that up to four such stockpiles can be consumed per battle if available. This does not prevent a botch. AP needed 1. DC: 40. Success Needed 1. Reward: Gain 1 Thaumaturgical stockpile.
[ ] Prayer-strip Stockpile: Soldiers are handed prayer strips which can be easily activated to burn away and "automatically" pray to a certain spirit on behalf of the user. Normally the effect is minimal but the Pterok Shamans have pre-arranged things with the spirits in this case. They will apply a useful combat blessing to the soldier. Using Prayer-strip stockpiles cause effected rolls to ignore botches. After losses of effected unit is calculated the number of losses is halved. There is no effect to multiple uses of this stockpile in a single battle. AP needed 1. DC: 50. Success Needed 1. Reward: Gain 1 Prayer-strip Stockpile.
[ ] Waaagh! Theory: The Waaagh is still much of a mystery. This project proposes various theories and tries to test them. Most of which involve testing the various Path abilities and Thaumaturgical Arts to see if something has an interesting effect. AP needed 1. DC: 30. Success Needed 1. Reward: Gain more theories about the Waaagh! May learn of power interactions.
[ ] Color Thaumaturgy: Inside the empowering effect of the Waaagh! items covered in predominately one bright color gain certain attributes, because apparently the Orks believe they do. Honestly we have worked with sketchier bases for mystic arts before. Although our version will probably demand paint and painting methods a bit more involved than the Orks and have some duration rather than simply being true as long as Orks are nearby. Of course being the proper color means that they will also be true when orks are nearby. AP needed 1. DC: 45 Success Needed 1. Reward: Your thaumaturgists may utilize the science and art of color magic.
[ ] Fungal Sterilization: To prevent new orks from being "born" from their fungal origins we have to destroy the spores. Luckily we have abundant ways to apply fire. This project researches the best ways of applying it, as well as develop thaumaturgical procedures to decontaminate troops and equipment after battle to prevent a victorious return from spreading the spores. AP needed 1. DC: 30 Success Needed 1. Reward: Ork Sterilization protocol established.
[ ] Orks are Loud!: Orks are so loud and smelly that it can be a bit distracting for the keen senses of the Dragon king. Develop some tool or potion or something to help you keep from being deafened while still being able to use your senses in the battle: Develop ork oriented sensory overload Procedures.
Raptok (1 AP): The most civilized of all Dragon kings. Diplomats and socializers. Best at getting along with other races. City builders and masters of vegetative and crystal technology that is the hallmark of the Dragon King mastery. Inquisitive natures allow them to explore unknown technologies and debate philosophy with aliens. There are still Dragon Kings at heart though, even if they may sip wine and discuss great literary works while polishing and adorning the skulls of their enemies with elaborate crystals to display in a battle shrine. Raptoks are also sized to be the only Dragon King able to comfortably use Human sized tools and workshops. This combined with their social skills and love of technology makes them the most likely to meet other races, and some races may think Raptoks are it when talking about Dragon Kings. Raptok have a lot to do since they need to rebuild all the infrastructure of an entire civilization.
[ ] Merela: Well we know where to build cities and the Capital for the planet isn't even that far away. Let's build it. Although it will need its manse build to unlock its full potential. AP needed 2. DC: 25. Success Needed 7/10. Reward: Gain Capital City. Space for 5 million, basic workshops, nurseries, barracks, temples, gardens and such. Gain 1 generic AP and obsolete a bunch of projects.
[ ] Merela Temple Manse: Build the capital cities Geomantic power-well. It will allow a radically more capable city. All Dragon King inhabitants will regenerate essence faster as well as recover from wounds and disease faster. Environment will be controlled, city shields can be deployed, essence artillery weaponry will be installed. A fortress wall patrolled by Golems for protection, the city will be consecrated so all creatures of darkness suffer in the city. Plus we plan to hook up a lot of the knowledge from Sperimin to the Merela manse and the planned systems will allow citizens to ask questions and get answers and illusory displays from thin air. AP needed 2. DC: 35. Success Needed 1/4. Reward: Increases Merela generic AP from 1 to three. Adds a bunch of comfort and defensive features.
[ ] Sperimin: Who needs to wait for explorers and surveyors to find a good location, you need to put something around Sperimin tower so just start building a city right here. AP needed 2. DC: 25. Success needed: 5. Reward. A small city build around the tower, it will lack inherent defenses, resources, and geomantic potency of other potential cities, but its an Academy city.
[ ] Plant it and they will come: Use mystic plant powers to induce a massive growth in feedstock plants to encourage animals to congregate nearby for ease of hunting as well as feed your Ox-Dragons and provide the few plants Dragon Kings can eat at least some of to supplement foodstocks. AP needed 1. DC: 30. Success Needed 1. Reward: Gain 1 extra generic AP next turn.
[ ] Alchemical Shrubbery: Use mystic plant powers to create gardens of simple artifact plants designed to produce alchemical reagents. AP needed 1. DC: 35. Success Needed 1. Reward: Gain Alchemical Garden. Difficulty on actions that use Alchemy like Thaumaturgical support and Thaumaturgical Stockpile are lowered by 5 until we manage something better.
[ ] Nursery: OK a city is going to far but there are four eggs for everyone one of us and keeping an eye on them around hungry Tyrant Lizards is exhausting. Use Earth shaping and wood crafting to create thousands of simple nurseries so a tiny fraction of your people can keep all the eggs safe, freeing up a bunch of labor. Eggs will be moved into cities as soon as available, hopefully before the little monsters hatch, it's going to be hard enough raising 4 savage children simultaneously for every one of us alive now in a proper city, let alone doing it in the middle of a field. Which is why these temp nurseries are also designed to slow the eggs maturation as much as possible. AP needed 1. DC: 30. Success Needed 1. Reward: Gain 1 extra generic AP, will be rendered obsolete by a City AP bonus.
[ ] Fungicide: A project to develop a poison or fungicide based enchantment that can be used to increase effectiveness versus Orks and possibly limit the spread of their spores after death. AP needed 1. DC: 30 Success Needed 1. Reward: Fungicidal poisons or Enchantments.
[ ] Waaagh!tech: While we have no real interest in making and using this technology, a more thorough study may provide insights into our own magitechnology, inspiration for magitech versions of Ork devices, or at least tell us if our armor is strong enough to resist their weapons and vice versa. AP needed 1. DC: ?? Success Needed 1. Reward: May be repeated. Rolling well produces a better result.
[ ] Temple: I mean it's not made using tools that were consecrated a blessed, the stones of the ziggurat has not each been carved with prayers, it certainly has not been geomantically aligned with the planet. But it's a place to gather and occasionally sacrifice something to! AP needed 1. DC: 35. Success Needed 1. Reward: Lowers difficulty of "Praise the Sun!" by 5 until replaced with better.
[ ] Fishing Boats: Mosok built boats are very… inelegant. Lets help them out so they can help us out with fresh food. AP needed 1. DC: 35. Success Needed 1. Reward: Lowers difficulty of "Gone Fishin' and Catch and Ork Napping" by 5 until replaced with better.
[ ] Summoning Circles: Circles are not needed but scribe a few hunks of rock with element appropriate symbolism may ease the way. Noticeable enough over the course of millions of summoned elementals anyway. AP needed 1. DC: 35. Success Needed 1. Reward: Lowers difficulty of "Elemental Support" by 10 until replaced with better.
[ ] Manse Builder: These will not be elaborate geomantic power-wells driving cities or factory cathedrals. At least not yet. This project gets them capped and twenty hearthstones available for other magitech projects as fast as possible. AP needed 2. DC: 35. Success Needed 5. Reward: Gain 20 hearthstones to power magitech gear.
[ ] New Hearths: Much of our most powerful equipment needs continual power transmitted from Geomantic power-wells like Dragon Nests and Manses via hearthstones. It seems we would be too lucky to have this new world be as rich in Dragon Nests as Creation was and even if it is we will need to build those Manses to channel the geomantic power. So we may want to consider developing alternatives. AP Needed 1. DC 60. Success Needed 2. Reward: Options for modifying some magitech designs to use non-hearthstone based power sources. Further research unlocked.
[ ] Militia Gear: There is a reason that the Dragon King armory has more sets of militia gear than Dragon Kings exist. Its easy enough to make on its own, with proper infrastructure even a single AP can produce a million sets. You though struggle to equip 5000 warriors but its not impossible. AP needed 1. DC: 35. Success Needed 1. Reward: Remnant Legion is armed with Militia Grade gear.
[ ] We ain't no scrubs: You don't want your people to settle for suck. Raptok craftsmen work hard to forge third rate gear for the remnant legion. Although it is difficult without any workshops or feed stock. This is probably the best you can do until you set up. Ironwood Sheaths (shit tier power armor), Breath Vines, Essence Visors, Echo Jewels, Shock Pikes (magic spear that shoots force bolts), essence pulse grenades, some use thunderbolt shields and others equip Fuel Bolt Launchers for anti-vehicle work. AP needed 2. DC: 55. Success Needed 4. Rewards: Remnant legion equipped with third rate Dragon King gear.
[ ] Artillery too: Light Implosion Bows mounted on golem drawn ironwood chariots for some degree of mobility. Implosion bows shoot spheres of spatially twisted essence and cause vortices of disintegrating light on impact. This project makes enough Light Implosion Bows to supply mobile artillery support for a single Dragon King Legion. AP needed 2. DC: 55. Success Needed 3. Reward: Add mobile artillery support to Remnant Legion.
[ ] Sow Staran Defenders: Its concerning, being outnumbered 10 to one, even if you are likely worth more than ten of them. Plus you are unsure how they fight. Better some disposable troops do it first, if only so you can learn how to beat them and minimize losses. Dragon kings once met a group of humans so mutated they were more plant than human. Plant enough for powers of wood to work on them but human enough to be handed a spear or bow and trained to fight. Each Defender has a tough oaken hide and cares an ironwood spear or bow. They are planted as seeds and grow taking some time, after which they can be quickly trained to operate with minimal supervision at Dragon King orders. AP needed 1. DC: 25. Success Needed 1. Reward: A Season AFTER sowing (so turn 5 is first they could be deployed/used) you gain 3 million Staran Defenders.
General Action: Actions that you can attempt which are not focused on a given breed need generic AP to use. To confirm, generic AP can also be used on Breed specific actions.
[ ] Healing and Repair: Speeding healing and repair use the same Draconic Path so dedicate some who know this path to making sure others and their tools are topped up. This lets them push themselves harder than otherwise might be possible. AP Needed 1. DC: 10. Success Needed 1. Reward: Worst Roll of the turn gets re-rolled with the best of the two rolls being kept.
[ ] Resource Expedition: Various Dragon Kings can effectively magic up useful equipment from rocks and trees. But that doesn't mean its not easier if they have higher quality materials to work from. Use what you learned from the Mosok Exploration last season to go on expeditions to various places across Tokat to bring back more useful raw materials, if you are lucky maybe even something with enough potency to allow more powerful artifact creation. AP Needed 1. DC: 20/80. Success Needed 1. Reward: Every base success provide TWO AP next turn, every greater success provides a free AP success that can be applied to a magitech project of at least three total successes, such as "We Ain't No Scrubs or Manse Builder"
[ ] Barracks: A bit extravagant to create a place for our Legions to train and work together when no one else has homes and we only have one Legion. Armories and stables and workshops serve no purpose when you have no weapons, mounts, or war machines. And this whole thing will be wasted effort once we build a city. But maybe we cannot wait? AP Needed 1. DC: 25. Success Needed 1. Reward: Barracks built. You can recruit new Legions. Space for 20 total Legions.
[ ] Siege Lizards: Not!Stegosaurus herds were sent along with us when we came here. Should we be offended we are considered equal to herd animals in the eyes of Primordials? Either way, Siege Lizards are not very bright and ferociously independent but we have long experience domesticating them. And they are very very tough. We want to train some, armor them, and use firing platforms along their sides that will allow our people to use their spiny plates as cover, effectively mobile bunkers. Most of the artifact work in this project will be used to speed up the ponderous beasts so that our armies are not slowed down tactically or strategically. AP needed 2. DC: 30. Success Needed 2. Reward: Remnant Legion is equipped with a dozen Armored Siege Lizards, enough to meaningfully impact combat.
[ ] Ox-Dragons: Not!Triceratops are normally used as beasts of burden by Dragon Kings. These 12 ton monsters are surprisingly fast over the long haul and dangerously fast on a charge. We plan to take some, train them, armor them up, maybe put magical material filigree into their horns. And mount a warstrider scale Fire Lance on top. AHAHAHAHA!. Fire Lances can empower the tip during a charge, shoot streams of fire at single targets within 250 meters, or throw massive curtains of fire burning everything within a 7 meter wide and 175 meter long area. Now don't get me wrong, there are better weapons we could mount, Implosion bows, Essence cannons for anti-armor work, or larger numbers of smaller weapons for anti-infantry weaponry. But A) a fire lance can do both almost as well as dedicated weaponry and B) When you are riding a monster that will inevitably charge the enemy, a huge magical lance seems appropriate. AP needed 2. DC: 35. Success Needed 3. Reward: Remnant Legion is equipped with a dozen Fire Ox-Dragons, enough to meaningfully impact combat.
[ ] Air Support?: A quarter of our race can fly, what more air support do you want? What if the enemy uses flying vehicles you say? Ugh we can try to come up with something, but asking for anti-air defenses when we have no workshops is very challenging. We could set up some hot air balloons operating on never ending heart's flame burners, add some flash on the outside, some geomantic blessings to give them a touch of essence and attackers will think our decoy is a very important and valuable aerial target. We use the fact that we have decoys we believe will be attacked to set up Pterok watchers armed with one use fire and forget weapons designed to bring down small aerial vehicles. Probably the best we can do until we get the workshops to build warbirds and aerial chariots. AP needed 1. DC: 60. Success Needed 1. Reward: Air Defenses of dubious value.
The founded of Merela has vastly improved morale among the People. Temples are risen, a powerful manse consecrated to the Most High thrumming with geomantic power at its core. Truly the greatest city build by Draconic hands yet. While it can only handle a tiny fraction of your population you now have a place to stand and fall back to as you make greater efforts upon the world.
The Breed Capitals and the Academy City of Sperimin, and many more small cities and manses and temples await construction as we fully claim this world as ours.
Note: Just letting you know, breed capitals will cost 10 successes for city AND central manse to build but provide less benefits then building Merela.
-[X][Anklok] 2nd Legion
DC: 25 > 80 1/2 successes
Training has started on a new group of 5000 troops. They have been equipped with the simple weapons that the Remnant legion has and our practicing troop movements refined over thousands of years of combat against Lintha, Raksha, and Dark Umbrood and tempered against the Devic hordes of the Primordial War.
Our Martial Artists select apprentices and begin training them. Learning the slightly unnatural methods of channeling essence is quite challenging though.
There is a reason we are practicing this. Several attempts so far have resulting in fires blazing out of control or left spots in the inferno cool enough for the spores to survive. Work continues.
The Pyramid of the Sun, a massive 700 meter tall central Ziggurat Fortress Temple inside a hexagonal city wall at 8 km radius. Mounts powerful Essence Cannons for defense against Legendary scale attackers. The whole city is Consecrated and Immutable. The Warp has no influence here and Creatures of Darkness suffer physical, mental, and spiritual assault just being in the city. An army of servitor golems and bound elementals guards the massive and heavily armored city walls and more sophisticated version guard the Temple manse as well as any normal Dragon King troops assigned. The city can deploy a powerful Essence shield to resist orbital bombardment and powerful artillery class attacks.
Citizens experience faster healing, improved durability and resistance to infections, diseases and poisons as if exalted as long as in the city. They may ask the city questions which it responds in voice and visual illusions with all the lore the city possesses, from history, mathematics, interpreting codices, help with occult principles, to playing famous songs. Climate control, hot and cold running water, lights, automatic doors, food preservers, simple food prep magitech, and other basics are all provided and powered by the central manse. And of course all essence users in the city that are officially attuned citizens experience the flush of extra essence from Respiration.
One of the most well defended locations is a control center that records all non-dragon kings in the city and alerts patrols or can send golem servitors. Echo jewels interface with the Manse and allow communication with the control center from anywhere in the city. Sneaking into the city takes incredible magic/psionic powers as the city ignores all mundane stealth skills and still demands incredible talent to avoid, and good luck getting those past the Consecrated and Immutable features.
Ability Enlightenment (4): Performance, Lore, Occult, Linguistics
Extended Zone of Consecrated Influence (5) 8 km range
Immutable Armored Fortress with Essence Artillery and Essence Shield with City Control Center with Golem Army(10)
Subtle Breath of Sextes Jylis (3): Climate control, heal/resist as exalted, environmental conveniences.
Pasiap's Buried Whiskers: Super Sensors
Mela's Sweet Whiskers: Voice Communication
Glorious Halo of Hesieh: Illusions
Eyeless Sight of Daana'd: Good luck avoiding the sensors
TLDR: City provides +1/+3 AP. Nursery, Thaumaturgical Support, Plant it and they will come, Praise the Sun, Barracks, and Alchemical Gardens are all obsolete and or automatically being done by virtue of a city existing. Massive bonus to life style and defense of the city, Massive resistance to the Effects of the Warp and other Creatures of Darkness.
Choose (5) five facilties that are auto completed at this time. Further projects can expand upon these, adding more or improving them. FYI the breed capitals get unique facilities, not more from this list.
[ ] Dojos: Simple facilities made to concentrate the senses and focus on training. Certain dojos dedicated to certain martial arts will have imagery and special tools to aid training those Arts. Aid in the development of Martial Artists, including training new ones and developing new arts. Gain one free success in related projects every turn, new projects to train far more Martial Artists at once are possible.
[ ] Shrines: Tens of thousands of gods and elementals were either banished alongside you for so thoroughly opposing the Primorials or chose to follow you due to favoring your race so highly. Now that the great temples to the Sun are complete you can build the minor shrines that act as Sanctums and places of power for these lesser gods. This makes it easier to take actions involving them such as asking for aid, matching gods to invoke chosen, or preparing Prayer Stockpiles. Difficulty on these actions reduces and projects involving larger scale efforts are easier to manage, however there are no free successes received.
[ ] Clinics: You have medical offices available in the city normally, but this option expands them, effectively making the "healing and repair" project happen for free every turn. This would allow the worst project to be re-rolled every turn for free. Clinics will also benefit you during epidemics or recovering from attacks that caused mass wounding of troops or civilians.
[ ] Arena: A large arena where your people may face each other in duels and mock wars or fight captured enemies or creatures or constructs to the roars of thousands of cheering Dragon Kings. Honor Duels among angry Kings can be fought here without spilling into the streets. The Arena dampens unrest as unruly Kings have an outlet even when no wars are being fought. If we plan on delaying the fight with Orks as long as possible this will be crucial. There may be other possible uses of the Arena, such as raising up of Champions. This has at least the effect of an auto-successful Gone Huntin' project and may have other effects in the future.
[ ] Training Grounds: Raising up of Troops will be crucial for all that we are the least martial as we are the 20% left after the other 80% died in war. We are still Dragon Kings and a Savage desire to claim the hearts and skulls of our enemies is known to us. This action counts as an automatic success for troop recruitment every turn and allows larger scale (and thus more efficient) training efforts.
[ ] Shipyard and Docks: It took a few artificial lakes and canals but there is a path using Rivers to get from Merela to the Ocean of Tokat. Thus we built the facilities needed to construct and support a Navy. This facility provides and automatic success towards building naval units and allows Merela to support at least a hundred warships and hundreds more cargoships operating on the great sea of this world. A navy supports actions to build or launch attacks outside the Isle. Also counts as completing Fishing Boats instantly.
[ ] Observatory: After Geomancy one of the great pillars of Dragon King Science and Art is Astrology. The power to divine truth from the stars is a heady one but the stars of here are unknown to us. This Observatory lowers the difficulty of "What are Those?" as well as automatically making progress every turn towards studying the stars in order to unlock your knowledge of Astrology for use once again. Once astrology is unlocked you will be able to deploy astrological thaumaturgy and divination and this observatory will gain an auto success aiding projecting involving such.
[ ] Skydock and Sky-yard: This includes the workshops and special docking ports needed to support the use and construction of simple airships using hot air or alchemical lifting gases inside fabric envelops (Barely Magical Dirigibles). Upgrades will allow use more impressive airships with time. Skyships will certainly aid in the construction of the Breed Cities and landing troops. (Comparing Naval fleet and Sky fleet: The Sky fleet will cost more for the same level of bonus a naval fleet grants, but its easier to move on to a void fleet from an air fleet than water fleet) Obsoletes "Air Support?"
[ ] Elemental Complex: While the summoning circles and simple shrines of this complex may not provide much help it does enable more complicated works of elemental support. Reduces difficulty on Elemental support option to 30 and enables more complicated support options, but no free successes.
[ ] Thaumaturgical Work Shop: This work shop combines potions labs, enchanting workshops and geomantically aligned rooms to allow mass production of Basic Stockpiles and potentially more powerful stockpiles are made possible. You gain an single automatic success every turn forThaumaturgical Stockpile or similar actions (like "Aid the Croc-Men") as well as enabling mass production of such stockpiles or maybe the creation of more potent stockpiles if appropriate exotic ingredients are found.
[ ] Bureaucratic Offices: While there isn't much need for paperwork management among the Dragon Kings that isn't to say it wouldn't be useful. Offices lowers the difficulty on massive multi turn projects like building cities, manses, and eventual space based infrastructure (when that is a thing) due to better resource and dragon-power management.
Sperimin: Facilities to support research or education would have gone here but those will instead by built in Sperimin Academy City.
[ ] Workshop-Architecture: This workshop includes dedicated crystal assisted designing boards for designing cities, temples and manses as well as workshops to build the tools needed for on-site construction. It also dedicates a bit of the cities resources to producing the large scale things like stone blocks and quarts glass windows for shipping to the construction site. This facilities lowers the number of successes needed on construction projects by 40% [for every 5 successes you now only need 3] but does not provide free successes every turn. This workshop may enable even greater works of architecture but what is greater than a massive gleaming magitech city that lets millions live in comfort?
[ ] Workshop-Tools: This workshop is dedicated to the mass construction of tools and consumable that enable a higher level of craft to take place. This facility does nothing itself, merely unlock upgrades to the other facilities which will have to be done in further projects. An Advanced Observatory will uncover astrology faster and allow better use, an advanced Workshop armory will be needed for mass production of 2nd rate gear or potential first rate gear.
[ ] Workshop-Armory: This project includes the equipment needed to mass produce weapons and armor and other equipment they need, it also allows greater levels of work to be done. Second rate gear would require more exotic materials and take a lot of work but is possible. This facility provides an single free success every turn in terms of building equipment sets for troops as well as enabling mass production projects for militia grade and third rate gear. With access to exotic components or a Jade mine we can produce second rate gear at great efforts.
[ ] Workshop – Magitech: This workshop is focused on producing delicate powered devices that require hearthstones or hopefully a means to bypass hearthstones. Lowers difficulty on "New Hearths" "Artillery too" and follow up projects that are greater yet. Enables raising War engines and artillery as a background part of building Legions rather than needing separate projects (although one that needs more successes per Legion). One of the things that enables first rate military gear and war engines, warstriders, and skyremes as well as producing alternate powersources for them.
[ ] Workshop – Golems: When even the most average unarmed ork can defeat multiple Staran we cannot depend on them. We need higher quality disposable troops. This workshop enables and supports construction of higher quality golems and automata. It provides a single free success for such construction every turn and enables large scale production.
[ ] Workshop – Exotic Components: We have jury rigged our way making lesser artifacts through using our powerful Paths and the Fact our blood, scales, teeth and claws are potent enough to count as lesser magical components. To work greater wonders we need more in quantity, quality, and diversity. This workshop sets up Alchemical Gardens for plant produced components, crystal growing labs, and teams that work out deals with spirits and elemental to accept either body parts or blessings as useful components. Note that they are not amazing components, but there will be a lot to fill our workshops and we don't have to literally work our hands bloody making our magical tools now. Exotic component workshop reduces the number of success a mass project like magical armories or manse building take by one, this only applies if the project needed at least three originally. This workshop does not provide free successes and there are high level artifacts that these components are not equipped to aid. This facility would enable 2nd rate arms, war engines, or golems along with Advanced versions of their workshops.
[ ] Jade Mine: The Jade Mine needs to be set up to be fully exploited. Setting up this mine enables us to draw out the jade for use in our artifact crafting, any artifact that is applicable has it count as an exotic component. Which means any magitech or manse project that needs at least three success can have one removed thanks to copious jade supplies. This will still benefit and unlock higher level artifact crafting as long as they use jade, some project will not use jade and cannot benefit however 3rd and second rate war gear, war engines and golems will specifically benefit.
[ ] Stables: The breeding, training, and caring for our "lesser" kin requires special facilities. Ox-Dragons, River-Dragons, Claw-Striders, Pestletails, Siege Lizards, Razorbeak Dragons, and Tyrant Lizards are all fearsome beasts that are difficult to train and control at the best of times but long practice and the use of Husbandry based Arts and Sciences has enabled us to use these terrible beasts as Mounts and war engines. Building this facility provides a single free success dedicated to setting up mounts and enables either mass projects, research into improved magical training methods, further mount using projects, and setting up standard army recruitment to include equipping with appropriate beasts.
[ ] Staran Plantation: Facilties for the mass production of the Staran seeds, large scale equipment to support sowing, tending, and harvesting the troops, and "training" facilities for pushing the troops to readiness faster. This facility supports a free success for "Sow Staran" every turn or enables larger scale projects to raise vaster armies of the wooden defenders as well as projects to make wooden "war machines" like Great Cat-trees.
Much has been accomplished and much remains to be done.
You have 6 generic AP
Anklok (1 AP): Zealot priests and barbaric warriors who deal with fire. Anklok inspire and lead, whether troops or religious gatherings. The Anklok elders are very concerned about being deprived of their glorious god. They are content that the future of the Dragon King race is safe behind mighty fortress walls. They are wondering what the glowing thing up in the sky is if the Sun is in another dimension. Many Anklok that are not officially soldiers have informally taken up patrol routes along the wall.
[ ] Glory to the Most High.!: Regular worship of the Sun has been restored and morale of the Dragon Kings has mostly neutralized. Our priests say that during their most fervent prayers they hear the glimmer of a response. The Anklok Elders want permission to take advantage of the Consecrated Geomancy of the city and enact a far more elaborate ritual with the most zealous priests inspiring the most fervent followers over grand sacrifices to call out to the Sun. We need to know he is still there. AP needed: 2. DC: 80. Success needed 1. Reward: Increase in Morale. Response from the Sun unlocks further actions. (Yes you need to commit 2 AP even though only one success is needed. Praying to a god enough to get a response across dimensional boundaries is hard.)
[ ] Hlass: Well we know where to build cities and the Capital for our Breed is needed. Let's build it. This project includes the manse allowing all the support features the capital has. It will be especially difficult due to the nearness of Orks and the distance from our supply area. AP needed 2. DC: 40. Success Needed 5. Reward: Gain Hlass, Anklok Capital. Space for 4 million, +1 Anklok Action, Orichalcum Refinery.
[ ] Bribing spirits to do their job. Spirit can exert blessings beyond the simple abilities of Dragon Kings. However they don't work free and need festivals and rites performed in their honor to cooperate. It grates on you to have to resort to things kind of thing though. AP Needed: 1. DC: 25. Success Needed: 1. Reward: You gain +5 to all other rolls which can prevent a botch or cause a critical success.
[ ] Chosen of the [Insert Name here]: The Anklok guide others through the rites and rituals that prompt a god to choose a Dragon King and how to find a compatible god to try to prompt. Chosen add the power and ability of the Spirit to the Dragon King making a superior being as long as the spirit decides to work with them. AP Needed: 1. DC: 40. Success needed: 10. Reward: You gain enough chosen to gain a generic AP. [You may repeat this project but the DC goes up each time though]
[ ] 2nd Legion: With your remaining Legion up to snuff and at least crudely armed and a city partially built you think it may be time to put more of your people under arms. AP needed 1. DC: 25. Success Needed 1/2. Reward: Another Legion up the Remnant Legion standards.
[ ] Training Grounds: Raising up of Troops will be crucial for all that we are the least martial as we are the 20% left after the other 80% died in war. We are still Dragon Kings and a Savage desire to claim the hearts and skulls of our enemies is known to us. This action counts as an automatic success for troop recruitment every turn and allows larger scale (and thus more efficient) training efforts. AP Needed. DC: 35. Success Needed 3. Reward Training Grounds built.
Mosok (1 AP): Amphibious creatures who excel in deception. Martial Arts, Trade, Commerce, sailing, theft, blackmail, sabotage, infiltration, assassination, anything with water. Some call them devious and selfish. They just say they are cunning and Ambitious. They are eager to get to work proving their superiority to this new race.
[ ] Luthe: Well we know where to build cities and the Capital for our Breed is needed. Let's build it. This project includes the manse allowing all the support features the capital has. It will be especially difficult due to being underwater and the distance from our supply area. AP needed 2. DC: 40. Success Needed 5. Reward: Gain Luthe, Mosok Capital. Space for 4 million, +1 Mosok Action, Tube Tunnel Nexus (much reduces the effort of connecting all cities and manses to a tube network.
[ ] Ork Watchers: Send Mosok and others with sufficient knowledge of water paths into the Greenskin territory to keep an eye on them. If you don't take this action you will not know what happened with the Orks, but how much trouble could they get into half a world away. Sadly this much activity implies a risk of getting caught, although less of one now that you know more about them. AP needed 1. DC: 20/35. Success Needed 1. Reward: Update on what the Orks are doing, which may just be doing the same thing they were.
[ ] Or catch an Ork Napping: They won't be here long, its probably not worth learning that much from them. Lets just take things that would potentially be useful. We won't be much more obvious than the infiltration mission but the stolen goods and eaten Greenskins will be more useful than information. This action wis even more useful now that you know more about them. AP needed 1. DC: 30/50. Success Needed 1. Reward: Gain 3 extra generic AP next turn for basic success weakening Greenskins. Avoid notice with the greater success.
[ ] Gone Fishin': Mosok concentrate on providing sea based food to the rest of the Dragon Kings so they can keep working. AP needed 1. DC: 30. Success Needed 1. Reward: Gain 1 extra generic AP next turn.
[ ] Train martial artists: The mosok concentrate on teaching the arts to new pupils. AP needed 1. DC: 40. Success Needed 1/3. Reward: New unit of Martial Artists created.
[ ] Dojos: Simple facilities made to concentrate the senses and focus on training. Certain dojos dedicated to certain martial arts will have imagery and special tools to aid training those Arts. Aid in the development of Martial Artists, including training new ones and developing new arts. Gain one free success in related projects every turn, new projects to train far more Martial Artists at once are possible. AP Needed 1. DC: 35. Success Needed 3. Reward: Dojos built.
Pterok (1 AP): Flying bureaucrats. Pterok excel in scholarly pursuits, like research in terms of looking up information in a library (or adding info to a library) rather than making a new piece of tech. They are amazing scribes and academics, having knowledge of history, mathematics, geology, geomancy, alchemy, astrology and many other thaumaturgical arts. The also deal with spirits the most, including the native ability many have to summon elementals even without sorcery. They can engage in crafting but focus on fine details like scribing tiny runes on an artifact more than building a temple manse. Between this new world and what they have learned from the Orks there is way too much research to do.
[ ] Tzali: Well we know where to build cities and the Capital for our Breed is needed. Let's build it. This project includes the manse allowing all the support features the capital has. It will be especially difficult due to the high mountains supplies must be brought up and the distance from our supply area. AP needed 2. DC: 40. Success Needed 5. Reward: Gain Tzali, Pterok Capital. Space for 4 million, +1 Pterok Action, Scriptorium (Allows mass production of Prayer Strips and higher quality prayer strips).
[ ] Aid the Croc-Men: Potions, Geomantic blessings, talismans. You can do a lot to aid the Mosok in not being detected so you should. AP needed 1. DC: 30. Success Needed 1. Reward: Ork Napping based actions done this or next turn have base DC reduced by 5 and unnoticed DC reduced by 15.
[ ] What is that?: A giant ball of light in the sky, we have some concerns. AP needed 1. DC: 50. Success Needed 1. Reward: Confirm that that is indeed not the Daystar Dirigible Fortress.
[ ] What are those?: Stars are supposed to be representations of celestial gods whose interactions are mapped to the heavens. What in the Ignis Divine are those? AP needed 1. DC: 60. Success Needed 1. Reward: What are stars?
[ ] Did the sky fall?: Creation had a giant dome over it and air never got very thin even if you flew a thousand kilometers straight up. We have already proven that is not the case here so more investigation is required. AP needed 1. DC: 40. Success Needed 1. Reward: What is the deal with the sky.
[ ] Elemental Support: Dragon Kings in general and Pteroks in particular are adept at summoning elements which both provide general aid and have particular skills and special powers that Dragon Kings may not. Particularly with the elemental complex that aids in summoning elementals for longer or with greater power. May be taken more than once. AP needed 1. DC: 30. Success Needed 1. Reward: For every success I assign three AP dice to whatever project seems to need it the most, as long as elementals could help.
[ ] Unity of Elemental Advantage: In this action the focus is on longer duration bindings instead of general use summonings. This means the advantage elementals provide is less targeted be we may gain more total use from our elemental support per effort of summoning in the end. AP needed 1. DC: 40. Success Needed 1. Reward: For every success I assign two AP dice to whatever project seems to need it the most, as long as elementals could help to this turn AND next turn.
[ ] Supremacy of Elemental Advantage: This this project we focus on either the most powerful or most specifically chosen Elementals for a given task. When this project is chosen you must choose another project being supported by AP this turn that it is targeting. May not target things inappropriate for elementals like research, may not apply to projects over DC of 50. 1 AP DC: 40. Success Needed 1. Reward: Targeted Project gets two successes applied.
[ ] Thaumaturgical support: Alchemical potions, geomantic blessings, minor enchanted objects. Thaumaturges can find lots of ways to provide help, lacking infrastructure makes it relatively inefficient and unsustainable. AP needed 1. DC: 30. Success Needed 1. Reward: Gain 1 extra generic AP next turn.
[ ] Thaumaturgical Stockpile: Potions enhance healing, senses, reduce pain, reduce the need to sleep, poison enhanced weapons. Garda eggs filled with Ardent Embrace Resin. Enchanted walkaways for protection. Nothing hard if not for needing to provide enough to supply 5000 troops for several days worth of battling. Thaumaturgical stockpiles add 20 to a d100 roll. Note that up to four such stockpiles can be consumed per battle if available. This does not prevent a botch. AP needed 1. DC: 40. Success Needed 1. Reward: Gain 1 Thaumaturgical stockpile.
[ ] Prayer-strip Stockpile: Soldiers are handed prayer strips which can be easily activated to burn away and "automatically" pray to a certain spirit on behalf of the user. Normally the effect is minimal but the Pterok Shamans have pre-arranged things with the spirits in this case. They will apply a useful combat blessing to the soldier. Using Prayer-strip stockpiles cause effected rolls to ignore botches. After losses of effected unit is calculated the number of losses is halved. There is no effect to multiple uses of this stockpile in a single battle. AP needed 1. DC: 50. Success Needed 1. Reward: Gain 1 Prayer-strip Stockpile.
[ ] Waaagh! Theory: The Waaagh is still much of a mystery. This project proposes various theories and tries to test them. Most of which involve testing the various Path abilities and Thaumaturgical Arts to see if something has an interesting effect. AP needed 1. DC: 30. Success Needed 1. Reward: Gain more theories about the Waaagh! May learn of power interactions.
[ ] Color Thaumaturgy: Inside the empowering effect of the Waaagh! items covered in predominately one bright color gain certain attributes, because apparently the Orks believe they do. Honestly we have worked with sketchier bases for mystic arts before. Although our version will probably demand paint and painting methods a bit more involved than the Orks and have some duration rather than simply being true as long as Orks are nearby. Of course being the proper color means that they will also be true when orks are nearby. AP needed 1. DC: 45 Success Needed 1. Reward: Your thaumaturgists may utilize the science and art of color magic.
[ ] Fungal Sterilization: To prevent new orks from being "born" from their fungal origins we have to destroy the spores. Luckily we have abundant ways to apply fire. This project researches the best ways of applying it, as well as develop thaumaturgical procedures to decontaminate troops and equipment after battle to prevent a victorious return from spreading the spores. AP needed 1. DC: 25 Success Needed 1. Reward: Ork Sterilization protocol established.
[ ] Orks are Loud!: Orks are so loud and smelly that it can be a bit distracting for the keen senses of the Dragon king. Develop some tool or potion or something to help you keep from being deafened while still being able to use your senses in the battle: Develop ork oriented sensory overload Procedures.
[ ] Thaumaturgical Work Shop: This work shop combines potions labs, enchanting workshops and geomantically aligned rooms to allow mass production of Basic Stockpiles and potentially more powerful stockpiles are made possible. You gain a single free success every turn for Thaumaturgical Stockpile or similar actions (like "Aid the Croc-Men") as well as enabling mass production of such stockpiles or maybe the creation of more potent stockpiles if appropriate exotic ingredients are found. AP Needed 1. DC 35. AP needed 3. Reward: Thaumaturgical Workshop built.
Raptok (1 AP): The most civilized of all Dragon kings. Diplomats and socializers. Best at getting along with other races. City builders and masters of vegetative and crystal technology that is the hallmark of the Dragon King mastery. Inquisitive natures allow them to explore unknown technologies and debate philosophy with aliens. There are still Dragon Kings at heart though, even if they may sip wine and discuss great literary works while polishing and adorning the skulls of their enemies with elaborate crystals to display in a battle shrine. Raptoks are also sized to be the only Dragon King able to comfortably use Human sized tools and workshops. This combined with their social skills and love of technology makes them the most likely to meet other races, and some races may think Raptoks are it when talking about Dragon Kings. Raptok have a lot to do since they need to rebuild all the infrastructure of an entire civilization.
[ ] New Rathess: Well we know where to build cities and the Capital for our Breed is needed. Let's build it. This project includes the manse allowing all the support features the capital has. It will be especially difficult due to the nearness of Orks and the distance from our supply area. AP needed 2. DC: 40. Success Needed 5. Reward: Gain New Rathess, Raptok Capital. Space for 4 million, +1 Raptok Action, Biothaumaturgy labs.
[ ] Sperimin: Now that our capital is finished lets build up the Academy city properly, includes 12 academies around the central library. A city of a million, basic defenses, and a tube tunnel to Merela. AP needed 2. DC: 25. Success needed: 4. Reward. Complete the Academy City Sperimin to discount and unlock research actions.
[ ] Port Abalone: While we could build a shipyard and Navy in Merela building a city on the southern Isle as a huge and dedicated port with Tunnel Tube connections to Merela would possibly be more efficient, especially when staging attacks on or defending from the Orks or supporting construction of the Breed Capitals. AP needed 2. DC: 25. Success needed: 4. Reward. Complete the Port City Abalone to discount and unlock Naval actions. Naval actions lower difficulty on most actions outside the Isle.
[ ] Isle Cities: While the populating breed cities, Merela, Sperimin, and various manses and fortresses would do for the current 30 million population… there are 120 million eggs waiting to be born. Bang out cities appropriate for the Isle assuming the whole world would be built up. You will have to build them eventually and it will give your current population a place to be productive while waiting for the Breed Capitals and other things to get built. Cities will not be quite as amazing as the Capitals but they should have all the basic comforts and still be fairly useful. AP needed 1. DC: 20. Success Needed 5. Reward: Gain Isle Cities, room for 30 million population on Isle in civilized manner. Defense of Isle in depth. +2 generic Actions.
[ ] Fungicide: A project to develop a poison or fungicide based enchantment that can be used to increase effectiveness versus Orks and possibly limit the spread of their spores after death. AP needed 1. DC: 30 Success Needed 1. Reward: Fungicidal poisons or Enchantments.
[ ] Waaagh!tech: While we have no real interest in making and using this technology, a more thorough study may provide insights into our own magitechnology, inspiration for magitech versions of Ork devices, or at least tell us if our armor is strong enough to resist their weapons and vice versa. AP needed 1. DC: ?? Success Needed 1. Reward: May be repeated. Rolling well produces a better result.
[ ] Fishing Boats: Mosok built boats are very… inelegant. Lets help them out so they can help us out with fresh food. AP needed 1. DC: 35. Success Needed 1. Reward: Lowers difficulty of "Gone Fishin' and Catch an Ork Napping" by 5 until replaced with better.
[ ] Manse Builder: These will not be elaborate geomantic power-wells driving cities or factory cathedrals. At least not yet. This project gets them capped and twenty hearthstones available for other magitech projects as fast as possible. AP needed 2. DC: 30. Success Needed 3. Reward: Gain 20 hearthstones to power magitech gear.
[ ] New Hearths: Much of our most powerful equipment needs continual power transmitted from Geomantic power-wells like Dragon Nests and Manses via hearthstones. It seems we would be too lucky to have this new world be as rich in Dragon Nests as Creation was and even if it is we will need to build those Manses to channel the geomantic power. So we may want to consider developing alternatives. AP Needed 1. DC 60. Success Needed 2. Reward: Options for modifying some magitech designs to use non-hearthstone based power sources. Further research unlocked.
[ ] Militia Gear: There is a reason that the Dragon King armory has more sets of militia gear than Dragon Kings exist. Its easy enough to make on its own, with proper infrastructure even a single AP can produce a million sets. You though struggle to equip 5000 warriors but its not impossible. AP needed 1. DC: 35. Success Needed 1. Reward: Remnant Legion is armed with Militia Grade gear.
[ ] We ain't no scrubs: You don't want your people to settle for suck. Raptok craftsmen work hard to forge third rate gear for the remnant legion. Although it is difficult without any workshops or feed stock. This is probably the best you can do until you set up. Ironwood Sheaths (shit tier power armor), Breath Vines, Essence Visors, Echo Jewels, Shock Pikes (magic spear that shoots force bolts), essence pulse grenades, some use thunderbolt shields and others equip Fuel Bolt Launchers for anti-vehicle work. AP needed 2. DC: 55. Success Needed 4. Rewards: Remnant legion equipped with third rate Dragon King gear.
[ ] Artillery too: Light Implosion Bows mounted on golem drawn ironwood chariots for some degree of mobility. Implosion bows shoot spheres of spatially twisted essence and cause vortices of disintegrating light on impact. This project makes enough Light Implosion Bows to supply mobile artillery support for a single Dragon King Legion. AP needed 2. DC: 55. Success Needed 3. Reward: Add mobile artillery support to Remnant Legion.
[ ] Workshop-Armory: This project includes the equipment needed to mass produce weapons and armor and other equipment they need, it also allows greater levels of work to be done. Second rate gear would require more exotic materials and take a lot of work but is possible. This facility provides a single free success every turn in terms of building equipment sets for troops as well as enabling mass production projects for militia grade and third rate gear. With access to exotic components or a Jade mine we can produce second rate gear at great efforts. AP Needed 1. DC 35. AP needed 3. Reward: Armory Workshop built.
[ ] Workshop-Tools: This workshop is dedicated to the mass construction of tools and consumable that enable a higher level of craft to take place. This facility does nothing itself, merely unlock upgrades to the other facilities which will have to be done in further projects. An Advanced Observatory will uncover astrology faster and allow better use, an advanced Workshop armory will be needed for mass production of 2nd rate gear or potential first rate gear. AP Needed 1. DC 35. AP needed 3. Reward: Tool Workshop built.
[ ] Workshop – Golems: When even the most average unarmed ork can defeat multiple Staran we cannot depend on them. We need higher quality disposable troops. This workshop enables and supports construction of higher quality golems and automata. It provides a single free success for such construction every turn and enables large scale production. AP Needed 1. DC 35. AP needed 3. Reward: Golem Workshop built.
[ ] Workshop – Exotic Components: We have jury rigged our way making lesser artifacts through using our powerful Paths and the Fact our blood, scales, teeth and claws are potent enough to count as lesser magical components. To work greater wonders we need more in quantity, quality, and diversity. This workshop sets up Alchemical Gardens for plant produced components, crystal growing labs, and teams that work out deals with spirits and elemental to accept either body parts or blessings as useful components. Note that they are not amazing components, but there will be a lot to fill our workshops and we don't have to literally work our hands bloody making our magical tools now. Exotic component workshop reduces the number of success a mass project like magical armories or manse building take by one, this only applies if the project needed at least three originally. This workshop does not provide free successes and there are high level artifacts that these components are not equipped to aid. This facility would enable 2nd rate arms, war engines, or golems along with Advanced versions of their workshops. AP Needed 1. DC 35. AP needed 3. Reward: Exotic Component Workshop built.
General Action: Actions that you can attempt which are not focused on a given breed need generic AP to use. To confirm, generic AP can also be used on Breed specific actions.
[ ] Resource Expedition: Various Dragon Kings can effectively magic up useful equipment from rocks and trees. But that doesn't mean its not easier if they have higher quality materials to work from. Use what you learned from the Mosok Exploration last season to go on expeditions to various places across Tokat to bring back more useful raw materials, if you are lucky maybe even something with enough potency to allow more powerful artifact creation. AP Needed 1. DC: 20/80. Success Needed 1. Reward: Every base success provide TWO AP next turn, every greater success provides a free AP success that can be applied to a magitech project of at least three total successes, such as "We Ain't No Scrubs or Manse Builder"
[ ] Jade Mine: The Jade Mine needs to be set up to be fully exploited. Setting up this mine enables us to draw out the jade for use in our artifact crafting, any artifact that is applicable has it count as an exotic component. Which means any magitech or manse project that needs at least three success can have one removed thanks to copious jade supplies. This will still benefit and unlock higher level artifact crafting as long as they use jade, some project will not use jade and cannot benefit however 3rd and second rate war gear, war engines and golems will specifically benefit. AP Needed 1. DC 35. AP needed 3. Reward: Mine Built.
[ ] Stables: The breeding, training, and caring for our "lesser" kin requires special facilities. Ox-Dragons, River-Dragons, Claw-Striders, Pestletails, Siege Lizards, Razorbeak Dragons, and Tyrant Lizards are all fearsome beasts that are difficult to train and control at the best of times but long practice and the use of Husbandry based Arts and Sciences has enabled us to use these terrible beasts as Mounts and war engines. Building this facility provides a single free success dedicated to setting up mounts and enables either mass projects, research into improved magical training methods, further mount using projects, and setting up standard army recruitment to include equipping with appropriate beasts. AP Needed 1. DC 35. AP needed 3. Reward: Stables built
[ ] Siege Lizards: Not!Stegosaurus herds were sent along with us when we came here. Should we be offended we are considered equal to herd animals in the eyes of Primordials? Either way, Siege Lizards are not very bright and ferociously independent but we have long experience domesticating them. And they are very very tough. We want to train some, armor them, and use firing platforms along their sides that will allow our people to use their spiny plates as cover, effectively mobile bunkers. Most of the artifact work in this project will be used to speed up the ponderous beasts so that our armies are not slowed down tactically or strategically. AP needed 2. DC: 30. Success Needed 2. Reward: Remnant Legion is equipped with a dozen Armored Siege Lizards, enough to meaningfully impact combat.
[ ] Ox-Dragons: Not!Triceratops are normally used as beasts of burden by Dragon Kings. These 12 ton monsters are surprisingly fast over the long haul and dangerously fast on a charge. We plan to take some, train them, armor them up, maybe put magical material filigree into their horns. And mount a warstrider scale Fire Lance on top. AHAHAHAHA!. Fire Lances can empower the tip during a charge, shoot streams of fire at single targets within 250 meters, or throw massive curtains of fire burning everything within a 7 meter wide and 175 meter long area. Now don't get me wrong, there are better weapons we could mount, Implosion bows, Essence cannons for anti-armor work, or larger numbers of smaller weapons for anti-infantry weaponry. But A) a fire lance can do both almost as well as dedicated weaponry and B) When you are riding a monster that will inevitably charge the enemy, a huge magical lance seems appropriate. AP needed 2. DC: 35. Success Needed 3. Reward: Remnant Legion is equipped with a dozen Fire Ox-Dragons, enough to meaningfully impact combat.
[ ] Razor-Beaks: not!Quetzalcoatlus are normally ridden by Pteroks the way humans rode horses. We can equip trained Razor-Beaks with leaf armor and self reloading fuel bolt launchers that the riders can control. The beasts can fly faster and further than Pteroks alone can, if not by a massive amount and the anti-vehicle weapons allow them to be dangerous when opposing any air craft. In situations where there is no enemy air support they can carry large fire bombs and garda eggs or other alchemical grenades (fungicides maybe?) to drop on foes. AP needed 2. DC: 35. Success Needed 3. Reward: Gain Air Force.