Dragon Kings in the 41st Millennia (Exalted/40K Empire)

Turn 4 Results
Sorry too late for your tie creating vote

[X] Plan Getting Stuff Done

-[X] [Generic] Bribing spirits to do their job

DC: 25 > 37

Things go as poorly as any Anklok would expect. Gods are demanding assholes who demand worship sacrifices and quests performed in their names to win even the shallowest of blessings. For the Sun they would do so gladly. Doing it for a fungus god so they do not curse the efforts of researchers working on anti Ork techniques is… galling.

Reward: +5 to all other rolls, which can prevent a botch or cause a crit.

-[X] [Anklok] 2nd Legion
DC: 25 > 79 2/2 Complete Success

Training continues for the season and another 5,000 Dragon kings are ready to take the field, armed with ironwood spears, and simple shurikens.

Reward: You now have two legions of 5,000 each. Baring actual plans with them one of them or the other is dispersed to the Martello Towers increasing the quality of protection they provide. Usually trading off every month or so to keep things interesting. (Yes manning an island continent's coastline forts takes an army.)

-[X] [Mosok] Train martial artists x 2
DC: 40 > 34+5 = 39, 81

New recruits learned the basic non supernatural parts and entry level essence movements easily enough but mastering the use of a Martial Arts form charm is strenuous and many of our artists had their progress delayed on this critical part of mastering any Martial Art. Still they can all manage it now, but they have to learn the later charms that build on it still.

Reward: 2/3 complete but DC next turn is reduced to 35.

-[X] [Pterok] Elemental Support
DC: 30 > 09 rerolled: 19+5 = 24 Failure

Apparently our Summoners are out of practice. While some elementals are of course summoned most resist the binding and retaliate, leading to need for healing. Others are poorly chosen for the requested tasks. Overall this can be called nothing but a failure. Hopefully time to settle in will let them perform better soon.

Project Failed.

-[X] [Raptok] Fungicide
DC: 30 > 61+5=66 Success
-[X] [Generic] Fungal Sterilization
DC: 25 > 93 +5 = 98 Artificial Crit

You have developed the procedures for cleansing a battle site or Ork village. Of course this involves a lot of fire, but between Anklok, Fire Elementals, and Alchemical fire weapons that's not a problem.

Raptok research complete a simple combination alchemical poison combined with enchantment that can be applied to weapons before combat rendering the weapon more effective against Orks.

The Pterok were able to back engineer some of the thaumaturgic principles from this poison into a simple 1 minute decontamination procedure that should prevent our soldiers and tools from spreading the ork spores around with elaborate efforts.

Reward: You can perform spore cleansing actions, Thaumaturgic Stockpiles are more effective vs orks, no chance of spreading orks spores due to returning soldiers even without taking special efforts.

-[X] [Generic] Workshop-Armory x3
DC: 35 > 80, 95+5=100, 56 3/3 complete with crit

Enthusiasm for the Armorium is high and a lot of effort is poured into it and the workers do not disappoint. The workshop was completed so quickly that some of the laborers turned around and cranked out a few basic pieces of gear.

Reward: Armory Workshop complete, special discounted action for armoring your current troops.
 
Turn 5
Turn 5

You are finishing up your first year on Tokat and have already founded a major city, fortified an Island continent, discovered an enemy, optimized your tools to face said enemy, and prepared for equipping your Legions for battle. How will you finish out the year?

Results of turn 5 will have reached one year of game time.

While you haven't kept an eye on them those on the coastal towers nearest the Orks report that after several months of relative quiet they see smoke on the horizon (this is fires of industry smoke, not coming warfleet just to be clear). And Horizon is a bit more distant when Pterok can fly several miles up and give themselves supernatural sight.

A Pterok studying for Ork like beings in the Sperimin library has found a darkbrood species that uses deep pits of a glowing slime mold to convert victims into more of itself. He warns that Orks may try to capture Dragon Kings and we should be extra wary of pits of glowing green ooze if we come across any.

Temples and Arena's have allowed our people to maintain a standard of Morale and self-control befitting a civilized species.

You have 6 generic AP

1x Free Success you can apply to Basic Outfitting or Standard Outfitting.

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]

[ ] 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 1. 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: 35. Success Needed 2/3. 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.

[ ] Basic 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. Now contains poisons and special supplies to apply fungicide during battle with the ork. Nothing hard if not for needing to provide enough to supply 5000 troops for several days worth of battling. Basic Stockpiles add +2 (+3 for orks) to Might for a segment of a battle. Note that up to four such stockpiles can be consumed per segment of a battle if available. This does not prevent a botch. AP needed 1. DC: 40. Success Needed 1. Reward: Gain 1 Basic 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.

[ ] 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. AP needed 1. DC: 25. Success needed 1. Reward: Minor resistance to a common Ork manuever.

[ ] 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 Basic 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.

[ ] Basic Outfitting: 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. Between the existence of you new work shop and some preliminary work done upon finishing said workshop we can build militia gear for both legions relatively easily. AP needed 1. DC: 25. Success Needed 1. Reward: Both Draconic Legion are armed with Militia Grade gear. Will grant +1 Might to Legions.

[ ] Standard Outfitting: 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. Between the armory and the already completed Echo Jewels we can equip two legions for roughly the price of one. AP needed 2. DC: 40. Success Needed 5. Rewards: Both Draconic legions are equipped with third rate Dragon King gear. Will grant +2 Might to legions.

[ ] 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.

[ ] Advanced Armory (locked: required Tools Workshop): This project includes the equipment needed to mass produce a higher level of 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 but is possible. This facility provides a three free successes every turn and triples naturally earned successes 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 mass produce second rate gear. With BOTH Exotic Stockpiles and a Jade or Orichalcum mine we could produce first rate gear at exhaustive efforts. AP Needed 3. DC 50. AP needed 9. Reward: Advanced Armory Workshop built.

[Exotic Stockpiles represent exotic components of higher quality then can be mass produced, currently. Thus they are a limited resource but this stockpile represents enough for a project calling upon them.]

[ ] 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.

[ ] Staran Plantation: AP needed 1. DC: 35. Success Needed 3. Reward: Build Staran Plantation

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 "Standard Outfitting 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.


Omake Prompts:
Lengthy and vivid descriptions of Breed Capitals, Sperimin and Port Abalone including how those cities are unique and wondrous if in theme (or close enough to be fixed) earn a free AP success for the relevant city.

Story involving military training, war exercises of at least 600 words results in a free legion.

A story of Draconic troops being bored at Martello towers that is somehow still interesting and at least 600 words allows you to crew those towers with Legion quality troops without using a legion.

Stories or lists of appropriate plant-soldier themed puns and anecdotes of at least 600 words in veins of them acting like the plant golem based B-1 units, each 600 word segment granting 3 million Starans. Really funny anecdotes can allow shorter stories. Remember they are plants and if unmotivated want to hold still and bask in sun like plants so you can't just copy B-1 anecdotes without some tinkering.

Refined descriptions of what breeds can do, brief version to go with every turn, verbose versions hidden in info document. If they actually do seem clear enough I adopt them you get 1 free breed AP for the relevant breed which the author can choose how is applied if they want.

Descriptions of Dragon kings going about their lives that emphasize that most of their tools look like baubles and trinkets to human eyes. 600 words of in theme writing grants 1 generic AP the author can apply as they wish. Remember Stone, Crystals and Plants and their craftsmen's ability to mold those with naught but essence.

Create your own, if not in theme enough to be canon or long enough I will grant a dice bonus to a project that seems appropriate based on the story. Canonized stories will grant an AP dice, success, or other bonus depending on the story using my prompts as an example.
 
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Turn 5 Results
Turn 5 Results

[X] Plan Defense In Depth

-[X][Anklok] Training Grounds
DC: 35 > 07

No progress on construction of training grounds is completed because most of the builders and everyone who would be consulted for providing good training ran of to the fight.

Reward: No Progress

-[X][Mosok] Train martial artists
DC: 35 > 39

Training was completed and we now have 100 Terrestrial Martial Artists. Which was useful in the fight.

Reward: 3/3 Complete

-[X][Pterok] Waaagh! Theory
DC: 30 > 72 success

Pterok's discovered that looking upon the winds of essence allows them to glean hints of Waaagh! potency. Thus you should be able to develop a system for rating Waaagh! power. Although a rough estimate should be attainable by anyone who practices fighting the Orks. Experiments with Perception of the Subtle Flaws reveals that certain particularly potent Orks can act as lynchpins in the Waaagh! This Lynchpins or Warbosses would allow the Waaagh! to act at a far higher level locally and perhaps even direct Orks with the apparent effect of intelligent command (or Kunnin as Orks say) Taking out this warboss should dramatically weaken the Waaagh!, temporarily even past what it should be if the Warboss was never there although it should either recover or a new Warboss will arise. This skill is rarer and only a few dozen in any legion know it but there exists the chance of a Draconic Legion picking out this Warboss even if its not obvious. Ancient Understanding can be used to probe the local Waaagh! for information by capturing any Ork in the area. However to be useful the ork must still be in the Waaagh! and ideally unhurt when probed. This would allow elders to "question" the Waaagh! itself for its current plans, location of Warbosses.

Orks cannot see dematerialized elementals or Dragon Kings. Sadly Orks apparently do not count as Creatures of Darkness so they will not suffering agonizing headaches as their flesh and soul withers away of they invade Merela. They also do not seem to suffer when we Bar the Doorway of the Gods although it seems to produce some effect they can notice.

Orks are just as vulnerable to fire as one would expect. Orks never seem to pierce illusions as individuals but the Waaagh! as a whole sometimes seems to notice, which can lead to odd behavior as orks feel compelled to search for things they cannot see to Krump. However a small enough isolate Waaagh! can be fully immersed inside an Elder Mosok's illusion, but expecting a hundred or so Orks to threaten an Elder Dragon King was already laughable. It does prove that the Waaagh! has some degree of awareness of itself as a whole so when only part of it is exposed to an illusion the rest can provide the clues needed to pierce the illusion.

Verdant Understanding allows a Dragon King to attune and use Ork technology as an Ork would use it. Empower Cultivation can be used to cause spore to produce various breeds including orks in conditions other wise impossible, which was handy for our experiments but not something we intend to do much. Shape Plants does not work on Orks, even the spore stage which implies even spores are sapient and/or magical. Alter plants can be used with a touch to heal orks or cause spores to sprout various breeds, even full orks. They can change the breed and cause an ork to experience an effect similar to a potent Waaagh! allowing more potent development of the Ork which can be altered or guided as the Dragon King sees fit within the limits he has of understanding the Ork potential. The power can be used to rip the Ork out of the Waaagh! through mass alterations and attune it as a Vegetative artifact golem. It dies if the attunement lapses rather than rejoin the Waaagh!. However its no easier doing this than making your own vegetative golem of equivalent ability from a tree.

Finally Elder Raptoks can possess an ork as they would a plant OR ignore all examples of Orks including all attuned ork tech and walk through them all. We believe they would have to fight the Warboss as such being would effectively be the manifested "spirit" of the Waaagh! Until a Warboss is fought we do not know how hard or easy a Raptok dueling a Warboss alone in the middle of the Ork army would be. Raptoks cannot take the true physical form of an Ork. We suspect of course this is because the Ork can only exist inside the Waaagh! and transforming into an entire slightly supernatural ecosystem is beyond the capacity of even Elder Raptoks.

Reward: Lots of knowledge of Orks and how Dragon King powers interact with Orks and Waaagh! Any Draconic Legion can gain gets a numerical value of Waaagh! strength of the Ork forces they are facing.

They have a chance to detect a Warboss if it exists.

Special missions using elders to blitz through Orks using Anklok superspeed, Pterok dematerialization, Mosok illusions and teleporting, and raptok ignore all orks until they get to the target are possible but may be too risky. Such elders are still alive because we didn't risk them ALL on the Primordial War after all.

Dragon Kings believe that when a Waaagh! is potent enough it manifests a spirit which will quickly bond with the strongest Ork around creating a Warboss, effectively there version of a Dragon King Chosen.

Crafters speculate that the heart of warboss may be a valuable crafting component or sacrifice to the sun as it would be the metaphysical heart of an ecosystem, not just a single powerful being.

-[X][Raptok] Standard Outfitting x 2 + 1 auto
DC:40 > 46, 52 + 1 auto

Mass production of Ironwood Armor sheathes, Shock Lances and other equipment occurs as crystals focus light to carve essence channels in magitech equipment so it can project attacks and nectar from flowers with impossible geometries is used to trace runes upon ironwood pieces, allowing them to return to life and gain mobility when attuned. More work remains as the team switches gears to produce Thunderbolt shields, fuelbolt launchers and the rest.

Reward: 3/5 complete

-[X][Generic] Isle Cities x 5
DC: 20 > 100, 93, 74, 09, 04 reroll 52

Most of the cities were completed quickly and competently. Millions had moved into various townships, each no more than a million or so total population. Nothing exotic but each was chosen to be easy to defend or near valuable physical or geomantic resources that made the location worth it anyway.

Near the last construction site the digging of the underway seem to have unearthed a cavern sealed for at least tens of thousands of years. When it burst free it cause massive havok, wound hundreds of workers and causing massive destruction. The monster was roughly 15 meters tall once totally above the surface, the beast constantly emits toxic spores and can apparently project a dense spray of vitriolic and venomous acid akin to the substance of the primordial Kimberry.



Legionnaires on patrol and at the nearest Martello Towers responded, several onagers were dragged into position and the work of hasty alchemists had giant garda eggs launch at the beast or dropped on it by brave pteroks. Anklok fire teams move close to apply Heart Flame wreathed blades and firebolts to the creature. Than swarms of hundreds of raptoks, who were nominally the construction crew, swarmed the beast from all sides using their pack tactics, coordination, and slight resistance to the toxic spores to get close and damage important looking parts of the beast. That is why a quick response team of martial artists showed up. They helped the raptoks flee with only minimal losses to the construction crew for their brave nigh sacrifice. Mosok illusions were used to distract the beast as the rest of the Legion troops were pulled back. Than the beast charged towards the nearest high concentration of life and essence, Merela.

Lucky us. As it got in range the Potent essence cannons of the Fortress city spoke in violence and began pounding on the massive creature. Return fire from its Vitriol Cannons could not find purchase against the cities Essence Battlements and continue fire from the cities defenses combined with Alchemical harassment from brave pterok bombers manage to bring it down before it could test the city shields with its claws.

Loss of the construction site, workers needing to heal and mourn friends, and clean up of the monsters path of destruction mean we were not able to finish building the last city before the end of the year.

Reward: 4/5 complete +1 generic AP from being over half done, a few dozen dead and a few hundred maimed but nothing that causes mechanical effect, awareness that Titan scale combat accomplished for minimal cost (thanks to healing reroll) and can now be researched. Body parts preserved from Ancient monster result in gaining 3 x Exotic Stockpile. These are very high quality parts suitable for the greatest of purposes (suitable for level 5+ Artifacts)
 
Turn 6
Turn 6

It's the start of our Second year on Tokat and we are a bit shaken from our encounter with the Behemoth.

A few relatively isolated Dragon Kings have gone missing, its attributed to accidents and assumed they have been eaten.

Noise and smoke continue to rise from the Southwest.

You have 7 generic AP

1x Free Success you can apply to Basic Outfitting or Standard Outfitting.

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]

[ ] 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 1. 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 0/3. Reward: Doubles # 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.

[ ] Basic 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. Now contains poisons and special supplies to apply fungicide during battle with the ork. Nothing hard if not for needing to provide enough to supply 5000 troops for several days worth of battling. Basic Stockpiles add +2 (+3 for orks) to Might for a segment of a battle. Note that up to four such stockpiles can be consumed per segment of a battle if available. This does not prevent a botch. AP needed 1. DC: 40. Success Needed 1. Reward: Gain 1 Basic 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.

[ ] 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.

[ ] 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. AP needed 1. DC: 25. Success needed 1. Reward: Minor resistance to a common Ork maneuver.

[ ] Fighting Behemoths: Apparently this world has massive creatures able to fight armies on their own. During the Primordial War we tended to lean on Lunar Exalted taking massive forms for opposing enemy Behemoths. Without these allies we will have to learn to fight massive monsters on our own. We need to hit the books and do the maths, luckily Minnow Sky has a plan he calls Project: Titan. AP Needed 2. DC 40. AP needed 10. Reward: Can build Prototype Warstrider.

[ ] 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 Basic 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.

[ ] Skydock: Specialized workshop for building simple airships and a dock for allowing them to load, unload and be maintained in the city. AP Needed 1. DC 35. AP needed 3. Reward: Skydock 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 4/5. 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.

[ ] Standard Outfitting: 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. Between the armory and the already completed Echo Jewels we can equip two legions for roughly the price of one. AP needed 2. DC: 40. Success Needed 3/5. Rewards: Both Draconic legions are equipped with third rate Dragon King gear. Will grant +2 Might to legions.

[ ] 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.

[ ] Advanced Armory (locked: required Tools Workshop): This project includes the equipment needed to mass produce a higher level of 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 but is possible. This facility provides a three free successes every turn and triples naturally earned successes 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 mass produce second rate gear. With BOTH Exotic Stockpiles and a Jade or Orichalcum mine we could produce first rate gear at exhaustive efforts. AP Needed 3. DC 50. AP needed 9. Reward: Advanced Armory Workshop built.

[Exotic Stockpiles represent exotic components of higher quality then can be mass produced, currently. Thus they are a limited resource but this stockpile represents enough for a project calling upon them.]

[ ] 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.

[ ] Staran Plantation: AP needed 1. DC: 35. Success Needed 3. Reward: Build Staran Plantation

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 "Standard Outfitting 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.
 
Turn 6 Results
Turn 6 Results

Disaster strikes as one of our Mosok spies is captured by an outlying Ork village. A group of martial artists is available for quick response and attempts to extract the spy. Things escalate. The good news is we manage to kill enough nearby Orks that none remain who knew. The bad news is we lost a group of martial artists in the endeavor.

[-40 Martial Artists]

[X] Plan Messy Expansion & Orks


-[X] [Anklok] Training Grounds
DC: 35 > 95, (66, 88, 02)

Almost all the elementals were routed here. Luckily they were being watched carefully by more powerful Ankloks because several of the more combative and aggressive types started getting into "duels" with training Legionnaires that kept escalating until reaching the point of almost destroying the already completed work. Due to those watchers, all that was wasted was a bit of time from the elementals.

Reward: Training Grounds complete, you can train troops more efficiently than before. (Near crit reduced elemental botch to simple failure)

-[X] [Mosok] Ork Watchers
DC: 20/35 > 24 reroll 45

Our watchers penetrate Ork areas and find that for the last six months or so the Orks have been expanding their factories which has produced the thick smoke we see on the horizon. Oddly this has not been paired with much in terms of expanding territory but the amount of Orks actively wielding weaponry has tripled since we first took count.

As mentioned a spy was captured and only the brave efforts of the support staff saw the nearby orks destroyed without the evidence of our presence being discovered by the orks.

Reward: There are 310 million Orks on Tokat. Approximately 30 million have a Choppa big enough to threaten a dragon king and 3 million count as at least slugga boy level. There are hints and whispers of something called "Da Plan" but nothing was learned of it.

-[X] [Pterok] Elemental Support
DC: 30 > 77

Things go as they should and many actions are supported by thousands of elementals either as sheer being-power or utilize special abilities to assist the normal work crews.

Reward: +3 AP dice to assign. Diverted to Training grounds.

-[X] [Raptok] Isle Cities
DC: 20 > 29

Finishing up clean up from the Behemoth and repairing damage to the Underways was more challenging then expected but its complete.

Reward: Isle Cities complete, all your population lives as civilized as they might want. +1 generic AP.

-[X] [Generic] Dojos x 3
DC: 35 > 04, 06, 67

Massive losses preventing the Orks from spreading knowledge of our presence has massively slowed progress on the developing dojos.

Reward: 1/3 complete, diff is now 40 (If it wasn't clear this Botch is what made the Martial Artists die off, the spy action was just the narrative of why).

-[X] [Generic] Workshop-Tools x 3
DC: 35 > 98, 86, 80

Cabinets stocked with some of the fanciest tools used to make tools possible have been assembled. The workshop will be kept busy replacing delicate tools and constantly re-calibrating incredibly sensitive measuring devices. We can now build Diagnostic Plants to analyze the environment and essential aspect of a workspace, Essence Needles, Hyperion Keys, Adamant scalpels, motonic converters, prayer-drills and more. A full set of these tools takes the effort to build and maintain as a lavish palace and our tool workshops are doing so for dozens of other workshops at once.

Some of these tools call for Jade so some was mined so some progress has been made in setting up the Jade Mine as a result.

Reward: 3/3 complete Tool Workshop built. Basic Workshops can be upgraded. [In terms of Exalted you can upgrade normal Master workshops to Shogunate era factory workshops inside cities and you can potentially upgrade Basic manses to Factory Cathedrals to produce the greatest wonders.

Jade Mine gets one success complete as critical reward.

-[X] [Generic]

Standard Outfitting
-[X] [Success] Standard Outfitting

DC: 40 > 94

Everything is finished up, weapons and arms are distributed to the troops. A plan is put in place for raising new Legions with this standard equipment.

Reward: 5/5 Complete. Both Legions are outfit with 3rd​ rate soldier equipment. Draconic Legions gain +2 Might.

[ ] Draconic Legions: A large mustering to bring our forces up to 10 Legions by raising 8 and outfitting to Standard levels. AP Needed 1 (would be more but Training Grounds and Armory lab cover it), DC: 40. Success Needed 18. Reward: Gain 8 Legions. One free AP success from Workshop AND the Training grounds each applied every turn.
 
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Turn 7
Turn 7

Smoke dies off slightly to barely be visible.

You have 8 generic AP

2x Free Successes applied to Draconic Legions.

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. Anklok are becoming concerned about the obvious efforts of Orks to equip themselves. They are just glad our workshops are producing higher quality.

[ ] 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 and ???.

[ ] 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]

[ ] Draconic Legions: A large mustering to bring our forces up to 10 Legions by raising 8 and outfitting to Standard levels. AP Needed 1 (would be more but Training Grounds and Armory lab cover it), DC: 40. Success Needed 18. Reward: Gain 8 Legions. One free AP success from Workshop AND the Training grounds each applied every turn.

[ ] Advanced Training Grounds: Dream tutors, golem dummies, "dueling" torcs that prevent damage from potentially killing, emerald orchids to provide enhance healing, elementally bound rooms for "Adverse environment training". We can push training even further now that better tools have been made available. AP Needed 3. DC 50. AP needed 9. Reward: Advanced Training Ground built. Faster training possible, elite troop quality training unlocked.


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 and ???.

[ ] 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.

[ ] Da Plan: Specifically send mosok pretending to be orks to locate and spy on nobs or the so far theoretical Warboss and gain information about why the Orks are currently industrializing. AP Needed 1. DC: 25/45. Success Needed 1. Find Warboss and or gain info on the plain. Meet the higher DC to avoid getting caught.

[ ] 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: 35. Success Needed 0/2. Reward: Back up to 100 Martial Artists. Reduce Dojo difficulty to normal.

[ ] 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: 40. Success Needed 1/3. 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.

[ ] Advanced Elemental Complex: Elemental Exoskeletons, elemental scanning rings, intricately designed "comfort" yasal crystals, elementally aspect zones pleasing to the element, elaborately managed systems of hallways to prevent unfriendly elementals from encountering each other. We can make improvements now that better tools are available. AP Needed 3. DC 50. AP needed 9. Reward: Advanced Elemental Complex. Slightly Lowers DC on existing actions, unlocks new uses for elementals like scanning, stockpiling, and larger scale potential actions as exoskeletons allow King and Element to almost become chosen.

[ ] Advanced Administrative Monastery: Winged Messenger Baubles, Audient Brushes, Perfected Calculation Arrays, immobile but longer range echo jewels, and liquid memory fountains. We can improve our ability to communicate, record information and plan large scale projects even further than we currently have now that better tools are available. AP Needed 3. DC 50. AP needed 9. Reward: Advanced Administrative Monastery built. Further reduces the difficulty and successes needed on massive projects.

[ ] Basic 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. Now contains poisons and special supplies to apply fungicide during battle with the ork. Nothing hard if not for needing to provide enough to supply 5000 troops for several days worth of battling. Basic Stockpiles add +2 (+3 for orks) to Might for a segment of a battle. Note that up to four such stockpiles can be consumed per segment of a battle if available. This does not prevent a botch. AP needed 1. DC: 40. Success Needed 1. Reward: Gain 1 Basic 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.

[ ] 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.

[ ] 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. AP needed 1. DC: 25. Success needed 1. Reward: Minor resistance to a common Ork maneuver.

[ ] Fighting Behemoths: Apparently this world has massive creatures able to fight armies on their own. During the Primordial War we tended to lean on Lunar Exalted taking massive forms for opposing enemy Behemoths. Without these allies we will have to learn to fight massive monsters on our own. We need to hit the books and do the maths, luckily Minnow Sky has a plan he calls Project: Titan. AP Needed 2. DC 40. AP needed 10. Reward: Can build Prototype Warstrider.

[ ] 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 Basic 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.

[ ] Skydock: Specialized workshop for building simple airships and a dock for allowing them to load, unload and be maintained in the city. AP Needed 1. DC 35. AP needed 3. Reward: Skydock 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.

[ ] 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.

[ ] 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 "Ork Watch and Catch an Ork Napping, or Da Plan" 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.

[ ] Elder Gear: There was some discussion regarding sending Elder Dragon Kings in as agents. We might not be able to mass produce our best gear but making a few dozen sets for our elders might we worth the extra cost in blood sweat and tears to making it happen. Obsidian Sheaths, Crystal Warclubs, Crystal Belts of Adaptation and equivalent Artifacts are made available in a restricted armory for our Elders. AP needed 3. DC: 65. Success Needed 6. (Burning an Elemental Stockpile on this lowers DC to 30 until complete and completes three successes) Reward: If elders forced to fight (say Merela was attacked) they can call on +3 Might as a "unit" or very small groups or individuals can reach +4 Might when they have the prep time to cherry pick preferred gear and attune and train with it properly.

[ ] Primordial Standard: Build gear for our Draconic Legions up the standards of that the troops intended to be the bulk of our Armies fought the Primordial war in. Reinforced Twinning Leaf Breastplates, Crystal Warclubs (Power Swords), Ironwood Grand Goremauls, Crystal belts of Adaptation (ignore environment, no need to breath), Dragonfly Ranging Eyes (basically DBZ Scouters but better), Fire Lances, Crystal Hearthstone Bracers, Healing Orchids, and a variety of customized gear like elemental lenses for Anklok, Essence Thrust Drives for Pteroks, Perfected Greaves for Mosok, and commanders of each Legion get a single Atlas of the Unconquered General. Soldiers often have essence manipulating artifacts like Aegis inset amulets and undergo meridian realigning thaumaturgical surgery to reduce the essence cost of attuning all this gear. AP needed 3. DC: 65. Success Needed 27. (Burning an Elemental Stockpile on this lowers DC to 30 until complete and completes three successes) Reward: One Legion upgraded to Primordial War Standard equipment. + 3 Might.

[ ] 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.

[ ] Magitech Workshop: 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. AP needed 1. DC: 35. Success Needed 3. Reward: Magitech Workshop built.

[ ] Advanced Armory: This project includes the equipment needed to mass produce a higher level of 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 but is possible. This facility provides a three free successes every turn and triples naturally earned successes 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 mass produce second rate gear. With BOTH Exotic Stockpiles and a Jade or Orichalcum mine we could produce first rate gear at exhaustive efforts. AP Needed 3. DC 50. AP needed 9. Reward: Advanced Armory Workshop built.

[Exotic Stockpiles represent exotic components of higher quality then can be mass produced, currently. Thus they are a limited resource but this stockpile represents enough for a project calling upon them.]

[ ] Geomantic Workshop: Improves your workshops capacity to support geomantic developments and city building with thaumaturgical mass construction. When almost every tool the construction workers use is at least a talisman if not a full blown artifact we can probably achieve something amazing. AP Needed 3. DC 50. AP needed 9. Reward: Geomantic Workshop built. Improves rate of building cities and manses. Allows more impressive potential projects.

[ ] Advanced Clinics: Wound healing kits filled with jade acupuncture needles (needed to get through Dragon King Scales), entire greenhouses filled with Emerald orchids, and mass production of seven bounties paste, sweet cordial, disease warding talismans and equivalent gear. AP Needed 3. DC 50. AP needed 9. Reward: Advanced Clinics provided. Get Two re-rolls a turn.

[ ] 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 per three successes, 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.

[ ] Staran Plantation: AP needed 1. DC: 35. Success Needed 3. Reward: Build Staran Plantation

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 "Standard Outfitting 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 1/3. 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.
 
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Turn 7 Results
Turn 7 Results.

The mighty scaled fists pounds on the table and the other choose to politely ignore any scorch marks that might remain.

"This is intolerable!" shouts the Anklok representative, Shell-Smiter.

"Do you even comprehend how humiliating it has been for our people to deal with these impudent spirits!" growls Shell-Smiter, "my respect for the gods who joined us in exile has never been lower. They should be acting as allies in our mutual time of need, instead all they do is exploit. They exploit the lack of censor ship from the Incarnae and they exploit our need for their blessings."

"Calm, my friend. Spirits have always been willful. If not they would not have rebelled against their creators," tried to sooth Stands-Beneath-Canopy.

"Perhaps its best we give the spirits some space," ponders Lost Among Clouds. "Their services are useful not doubt, the issues at Abalone prove that. But this evidence of exploitation is unnerving. Perhaps an investigation is in order, Riptide"

"We'll see, we keep getting glances of some larger Ork plan. We are getting closer so I am not sure I am comfortable taking the pressure off. Still if we cannot trust the help of our spirit allies with begging on our knees it may be representative of a bigger problem and we need to head it off," explains Riptide the Mosok represtative.

"Hmmph, I am going to the Arena. I hear they have a Hand of the Mountain you can wrestle with now, I need to get my mind off all this," mutters Shell-Smiter as he storms out.

"Aren't Hands of mountains twice as strong as even strong Anklok's?" questions Lost Among Clouds.

"Typical," replies Stands Beneath Canopy.

Reward: Anklok slightly unrestful, spirits aren't as trusted. Bribe action not available next turn, other actions involving spirits (but not elementals) have difficulty increases until trust issue is resolved.

[X] Plan Mobilization
-[X] [Anklok] Bribing spirits to do their job
DC: 25 > 14 re-roll 31

So much petty groveling has to be done to keep spirits placated that many Anklok have to be healed from biting their tongues. Spirits demands are completely unreasonable given the situation, but the issues at Port Abalone are severe enough the spirit blessings granted are pretty the only thing the prevented a disaster.

No progress has been made to uncover anything about their situation in over a year on this miserable rock and far too much time is being spent bending knees to beg aid from spirits and elementals. And what good has all this city building done. The Sun is no closer, the Dragon Kings situation is no better understood, even the Orks are no closer to defeated.

Unrest among the Anklok is growing as their demands have been ignored for so long.

Rewards: All other actions gain +5, preventing a complete catastrophe at Port Abalone. Anklok are miserable and angry about the situation, another disaster like this without something done to placate them first will cause issues.

-[X] [Mosok] Da Plan
DC: 25/45 > 66 +5 =71

Things have gone much better for Mosok spies this time. Nobs have been confirmed to exist and we have placed several spies among these "elite" ork's boyz.

So far what we have learned is only that many of the Orks feel an urge to "Go Krump" something but it seems apparent that they don't really know of our presence yet. Its almost of if they feel the Urge to go somewhere they know they cannot get to and are improving their industry to facilitate the move of the Waaagh!

But where would they go?

Reward: Establish awareness of Ork Progress and you can see their rolls [This turns was 87]. You get a rumor mill type report about Orks without further actions. Lower difficulty to steal from Orks.

-[X] [Pterok] Elemental Support
DC: 30 > 41 = 46

Things work as they should and a stream of Elementals marches forth to support development around the community. Most aid in Port Abalone, although a good number go to support the golem crafters.

Reward: 3 AP assigned to other projects

-[X] [Raptok] Port Abalone x 5
DC: 25 > 37+5, 04+5, 03+5, 06+5, 46+5, Elemental: 23+5, 50+5 4/4

Disaster almost strikes when the almost completed city suffers an earthquake. Land thought stable loosens and the city almost come tumbling down. If it wasn't for the large assortment of gods and elementals in the city able to react quickly to the changing situation we would have been in real trouble. As it is they were able to hold up half the city and docks while blessed workers worked double time to restore and quake proof the foundations of the city.

Port Abalone is complete, you have a shipyard capable of building and maintaining both warships and cargo vessels and dock capable of supporting such a fleet.

After that the Tube Tunnel to Merela going live was practically an afterthought. One can get from the Capital to Abalone in a few hours, although it is a dull trip.

Reward: Port Abalone complete, room for another million people. Able to build ships and support development of cross ocean movement.

-[X] [Generic] Workshop – Golems X 3
DC: 35 > 65+5, 11+5, 89+5=94 elemental: 78

Golems are at their most basic animated statues. Often the animating force is by covering them in essence channeling glyphs that light up when the golem is under pressure or strain or damaged. The other primary way is to use elementals to power them which tends to grant the golem a slightly elemental look and appropriately glowing eyes. Crystal, clay and wood are all quite common. Golems never forget instructions, never get tired, and never swerve in loyalty to their makers.

Golems need to be recharged, either directly providing essence or by re-summoning an elemental when it has completed its term of service. They are strong and resilient and usually function oriented.

The most common labor golem is the Hand of the Mountain, weighing two tons each with thick basalt arms and legs and used for moving large blocks for manse and city construction.

Crystal golems able to "throw" crystal spikes and wield crystal spears and can be used as golem soldiers superior to but by far more expensive to construct than Staran Defenders. Versions of these can also be stripped of weapons and emphasize their limited "social" skills and perfect memories to act as aides for Dragon king researchers or bureaucrats, effectively mobile walking reference libraries and note takers.

Reward: 3/3 Complete; Golem Factory Workshop built. You gain one success per turn for free that may be applied to golem projects.

-[X] [Generic] Skydock
DC: 35 > 41+5=46

Mostly at this point workshops which are slowly being filled with the proper equipment and trained personnel. The base of an aerial dock has been constructed but not raised into its final position yet.

Reward: progress on skydock 1/3

-[X] [Success] Draconic Legions #1
-[X] [Success] Draconic Legions #2

Training of 40,000 new troops and construction of their arms and equipment has begun.

Reward: 2/18 progress.
 
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Turn 8
Turn 8

Ankloks are sick of spirit shit and would rather make an attempt at contacting the Sun, or at least do what they can to prepare for it. Otherwise they want to wipe out the Orks so the other breed can start focusing on the Sun as they should.

Mosok are torn between spying on the Orks, monitoring the spirits, or taking advantage of the new Shipyard. While Abalone is not quite their capital city its an obvious step in the right direction and they are pleased.

Pterok have a lot to research, but even they are frequently occupied summoning elementals. They will be a lot happier if Sperimin is built.

Raptok have a lot to build, although they are satisfied with how much focus there has been on constructing cities and workshops.

Ork Progress roll: 74 Development has slowed slightly but still every month hundreds of thousands of Orks get weapons. A new factory workshop of a much different type is under construction. Its still early to be sure but we think it may produce vehicles when finished, however that should take the rest of the year (turn 10).

You have 8 generic AP

2x Free Successes applied to Draconic Legions.
1x Free Success applied to any one Golem Project.
3 x Exotic Stockpiles (Master Grade)

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. Anklok are becoming concerned about the obvious efforts of Orks to equip themselves. They are just glad our workshops are producing higher quality.

[ ] 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.)

[ ] Temple improvements: Why shouldn't we get to use these tools to enhance the temple. We can carve prayers into every block, add sacred oils and incense and other things to improve the temple further than it is even now. AP Needed 1. DC 35. AP needed 3. Reward: Pyramid of the Sun is shined up really pretty. Reduces difficulty on Glory to the Most High.

[ ] 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 and ???.

[ ] Northern Line: Build a line of forts to the North of Ork territory. Pick spots that are either really defensible or that will block the Orks from marching on planned New Rathess. Increases the risk of starting a confrontation with the orks by 5% in exchange for simplifying construction of New Rathess and acting as a defensive line for that city. AP Needed 1. DC 45. AP needed 3. Reward: Northern Defensive Line.

[ ] Southern Line: Build a line of forts to the south of Ork territory. Pick spots that are either really defensible or that will block the Orks from marching on planned Hlass. Increases the risk of starting a confrontation with the orks by 5% in exchange for simplifying construction of Hlass and acting as a defensive line for that city. AP Needed 1. DC 45. AP needed 3. Reward: Southern Defensive Line.

[ ] 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: 45. 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]

[ ] Draconic Legions: A large mustering to bring our forces up to 10 Legions by raising 8 and outfitting to Standard levels. AP Needed 1 (would be more but Training Grounds and Armory lab cover it), DC: 40. Success Needed 2/18. Reward: Gain 8 Legions.

[ ] Advanced Training Grounds: Dream tutors, golem dummies, "dueling" torcs that prevent damage from potentially killing, emerald orchids to provide enhance healing, elementally bound rooms for "Adverse environment training". We can push training even further now that better tools have been made available. AP Needed 3. DC 50. AP needed 9. Reward: Advanced Training Ground built. Faster training possible, elite troop quality training unlocked.

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 and ???.

[ ] Spirits are always with you!!: We honestly aren't even sure WHO was exiled with us. Enemies of the Primordials may match up heavily with our allies, but there may be some that aren't or who are regretful now that the banishment has happened. First step to dealing with this spirit issue is figuring out who is here. If nothing else spirits are more likely to police themselves if you can find someone reliable and powerful enough to enforce rules. AP Needed 1. DC 40. AP needed 1. Reward: Learn some notable names, some issues on the spirit side, and if anything sticks out.

[ ] 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.

[ ] Da Plan part II: Specifically send orks to locate and spy on nobs or the so far theoretical Warboss and gain information about why the Orks are currently industrializing. AP Needed 1. DC: 30/50. Success Needed 1. Push infiltrators and spies further into Ork territory.

[ ] Spy Fleet: Considering how small it is, most would be shocked at how expensive each of these vessels are. Until they realize they are submersibles, and that these subs are equipped with even further stealth magic as well as acting as mobile safehouses and deployment points for Mosok spy actions. AP Needed 1. DC 30. AP needed 3. Reward: Sub fleet built to support spying. Auto applies "Aid the Croc-Men" effects every turn.

[ ] Fishin' Fleet: Mosok start out with a fleet of ships going fishing and returning to selling at various crystal cities. No harm in looking around while there, right? Certain cities have competitive advantages, either materials are more easily available or the ones who are best at making it happen to live there. Over time we arrange deals encouraging this and trading the goods to other cities that need it most, and eventually the fishing boats spend very little time fishing, for fish at least. AP needed 1. DC: 30. Success Needed 10. Reward: Inter-city trade established. Gain 1 extra generic AP.

[ ] Logistic Fleet: Ships far better suited for moving troops, workers, supplies and building materials are built in massive quantities, easing the process of construction or military action across the ocean. AP Needed 1. DC 35. AP needed 3. Reward: Logistic Fleet built, reduced difficulties on overseas military deployment or construction projects.

[ ] Train martial artists: The mosok concentrate on teaching the arts to new pupils. AP needed 1. DC: 35. Success Needed 0/2. Reward: Back up to 100 Martial Artists. Reduce Dojo difficulty to normal.

[ ] 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: 40. Success Needed 1/3. 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 or Da Plan based actions done this turn have base DC reduced by 5 and unnoticed DC reduced by 15.

[ ] Aid the Priests: Proper study of sacred Geometries may let us improve the chance of success on the "Glory to the Most High" ritual: AP Needed 1. DC 30. AP needed 1. Reward: Reduce difficulty of "Glory to the Most High"

[ ] 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.

[ ] Advanced Elemental Complex: Elemental Exoskeletons, elemental scanning rings, intricately designed "comfort" yasal crystals, elementally aspect zones pleasing to the element, elaborately managed systems of hallways to prevent unfriendly elementals from encountering each other. We can make improvements now that better tools are available. AP Needed 3. DC 50. AP needed 9. Reward: Advanced Elemental Complex. Slightly Lowers DC on existing actions, unlocks new uses for elementals like scanning, stockpiling, and larger scale potential actions as exoskeletons allow King and Element to almost become chosen.

[ ] Advanced Administrative Monastery: Winged Messenger Baubles, Audient Brushes, Perfected Calculation Arrays, immobile but longer range echo jewels, and liquid memory fountains. We can improve our ability to communicate, record information and plan large scale projects even further than we currently have now that better tools are available. AP Needed 3. DC 50. AP needed 9. Reward: Advanced Administrative Monastery built. Further reduces the difficulty and successes needed on massive projects.

[ ] Basic 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. Now contains poisons and special supplies to apply fungicide during battle with the ork. Nothing hard if not for needing to provide enough to supply 5000 troops for several days worth of battling. Basic Stockpiles add +2 (+3 for orks) to Might for a segment of a battle. Note that up to four such stockpiles can be consumed per segment of a battle if available. This does not prevent a botch. AP needed 1. DC: 40. Success Needed 1. Reward: Gain 1 Basic 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: 55. Success Needed 1. Reward: Gain 1 Prayer-strip Stockpile.

[ ] 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.

[ ] 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. AP needed 1. DC: 25. Success needed 1. Reward: Minor resistance to a common Ork maneuver.

[ ] Fighting Behemoths: Apparently this world has massive creatures able to fight armies on their own. During the Primordial War we tended to lean on Lunar Exalted taking massive forms for opposing enemy Behemoths. Without these allies we will have to learn to fight massive monsters on our own. We need to hit the books and do the maths, luckily Minnow Sky has a plan he calls Project: Titan. AP Needed 2. DC 40. AP needed 10. Reward: Can build Prototype Warstrider.

[ ] Research Assistants: Build a batch of dedicated golems for aiding our researchers. Essentially every researcher would get a crystal golem assistant that would remember everything they did, take notes, and allow people to interact with the their notes. Plus the scientist can sacrifice the golem in the same of Science! if anything goes awry. AP Needed 1. DC 35. AP needed 3. Reward: Research Golems built. Research DCs are lowered by 5.

[ ] 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 Basic 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.

[ ] Skydock: Specialized workshop for building simple airships and a dock for allowing them to load, unload and be maintained in the city. AP Needed 1. DC 35. AP needed 1/3. Reward: Skydock 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.

[ ] 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.

[ ] 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.

[ ] 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.

[ ] Elder Gear: There was some discussion regarding sending Elder Dragon Kings in as agents. We might not be able to mass produce our best gear but making a few dozen sets for our elders might we worth the extra cost in blood sweat and tears to making it happen. Obsidian Sheaths, Crystal Warclubs, Crystal Belts of Adaptation and equivalent Artifacts are made available in a restricted armory for our Elders. AP needed 3. DC: 65. Success Needed 6. (Burning an Elemental Stockpile on this lowers DC to 30 until complete and completes three successes) Reward: If elders forced to fight (say Merela was attacked) they can call on +3 Might as a "unit" or very small groups or individuals can reach +4 Might when they have the prep time to cherry pick preferred gear and attune and train with it properly.

[ ] Primordial Standard: Build gear for our Draconic Legions up the standards of that the troops intended to be the bulk of our Armies fought the Primordial war in. Reinforced Twinning Leaf Breastplates, Crystal Warclubs (Power Swords), Ironwood Grand Goremauls, Crystal belts of Adaptation (ignore environment, no need to breath), Dragonfly Ranging Eyes (basically DBZ Scouters but better), Fire Lances, Crystal Hearthstone Bracers, Healing Orchids, and a variety of customized gear like elemental lenses for Anklok, Essence Thrust Drives for Pteroks, Perfected Greaves for Mosok, and commanders of each Legion get a single Atlas of the Unconquered General. Soldiers often have essence manipulating artifacts like Aegis inset amulets and undergo meridian realigning thaumaturgical surgery to reduce the essence cost of attuning all this gear. AP needed 3. DC: 65. Success Needed 27. (Burning an Elemental Stockpile on this lowers DC to 30 until complete and completes three successes) Reward: One Legion upgraded to Primordial War Standard equipment. + 3 Might.

[ ] 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: 50. Success Needed 3. Reward: Add mobile artillery support to Remnant Legion.

[ ] Golem Workforce: Build a bunch of Basalt Golems, called Hands of the Mountain, to move around supplies and act as grunt labor for our city and manse building projects. AP Needed 1. DC 35. AP needed 3. Reward: Golem Workforce built. Difficulty on City and Manse building projects lowered by 5.

[ ] Crystalline Army: Build a Legion of crystal golems armed with spears and crystal needle projection. Their clear nature makes them fairly stealthy for an army size level. Until combat is joined and their essence channels light up glyphs along their limbs. The downside is they can only last about ten days without needing essence users to "refill" them. Good at ambushes and flanking attacks due to stealth and roughly as dangerous as the Remnant Legion was before elder got their act together. Need to be refilled means that these are normally assigned to Legions and tended to by Raptok. AP Needed 1. DC 30. AP needed 3. Reward: Crystal Golems formation.

[ ] Staran Knights: Upgraded and more sophisticated versions of Staran defenders. Despite name and appearance these are ironwood golems, not actually Starans. They are imbedded with Elementals so they can operate independently and naturally produce the fungicide as long as they operate making them especially effective against orks. A group of 10,000 Knights will be lead by four or five DK commanders and is considered an effective match for and equal number of Slugga Boyz. AP Needed 1. DC 35. AP needed 1. Reward: Order of Staran Knights.

[ ] Magitech Workshop: 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. AP needed 1. DC: 35. Success Needed 3. Reward: Magitech Workshop built.

[ ] Advanced Armory: This project includes the equipment needed to mass produce a higher level of 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 but is possible. This facility provides a three free successes every turn and triples naturally earned successes 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 mass produce second rate gear. With BOTH Exotic Stockpiles and a Jade or Orichalcum mine we could produce first rate gear at exhaustive efforts. AP Needed 3. DC 50. AP needed 9. Reward: Advanced Armory Workshop built.

[Exotic Stockpiles represent exotic components of higher quality then can be mass produced, currently. Thus they are a limited resource but this stockpile represents enough for a project calling upon them.]

[ ] Geomantic Workshop: Improves your workshops capacity to support geomantic developments and city building with thaumaturgical mass construction. When almost every tool the construction workers use is at least a talisman if not a full blown artifact we can probably achieve something amazing. AP Needed 3. DC 50. AP needed 9. Reward: Geomantic Workshop built. Improves rate of building cities and manses. Allows more impressive potential projects.

[ ] Advanced Clinics: Wound healing kits filled with jade acupuncture needles (needed to get through Dragon King Scales), entire greenhouses filled with Emerald orchids, and mass production of seven bounties paste, sweet cordial, disease warding talismans and equivalent gear. AP Needed 3. DC 50. AP needed 9. Reward: Advanced Clinics provided. Get Two re-rolls a turn.

[ ] Automatorium: Automata and constructed consciousness isn't our expertise. Plants don't tend to need brains afterall. But we have seen a few clockwork mechanisms in our time. Perhaps we can emulate them. Or at least fake it with more sophisticad use of vegetative and crystal technologies. AP Needed 3. DC 50. AP needed 9. Reward: Automata 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 per three successes, 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.

[ ] Staran Plantation: AP needed 1. DC: 35. Success Needed 3. Reward: Build Staran Plantation

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 "Standard Outfitting 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 1/3. 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.
 
Turn 8 Results
Turn 8 results

Riptide looked out at the sloppy shipyard, filled with so many barely started projects that trying to finish them would get in each other's way. His mien was approaching despair.

"Maybe we should have had the Raptok handle this," proposed the aide.

"Shut up before I kill you," growled the Elder. "In fact lets make sure they never know, we'll try to coopt elemental aide to catch up and all the reports will show smooth progress. Do I make myself clear!"

"YES SIR!"

Reward: Mosok will likely discretely hog elemental support until their Naval projects are "on schedule"

[X] Plan Appeasement

-[X] [Anklok] Temple improvements
DC: 35 > 71, elemental 36, 38 0/3

Most of the direct work was done by the Dragon Priests themselves, but earth elementals provided support. Earth elementals could hold remove individual sections of stone without harming the structure and support it for the one carving prayers. Water and Steam elementals deeply cleansed things. Oil elementals insured the sacred oils used were of the highest purity. Wood and smoke elementals fought to provide the highest grades of incense. The fighting to help amongst the elementals almost got in the way of actually getting work done but they just barely managed it.

The Temple is as good as we are gonna get it without actually dedicated a whole manse to doing nothing else.

Reward: Temple Improvements complete.
-[X] [Mosok] Logistic Fleet
DC: 35 > 17 0/3

Work was done, but out of practice crafters got too ambitious and only manage to start ships without finishing any.

Reward: no progress

-[X] [Pterok] Skydock x 2
DC: 35 > 91, 68 1/3

When the ground side workshops were ready the Sky dock was lifted into the sky where ships could be physically docked and repaired without having to land. Geomantic processes power this lift and the whole thing is made light weight to reduce damage if it collapses. Crystal essence lifts carry cargo to the dock, and for right now that includes the airship parts needed to construct a new vessel.

Reward: Skydock Complete.

-[X] [Raptok] Sperimin x 2
DC: 25 > 83, 62, elementals 76, 25 0/4

12 academies dedicated to the various sciences and arts of Sperimin are made around the central tower, each is filled with the most learned of Dragon Kings as well as spirits of scholarship. Around this whole endevour a city designed to support the academy has sprung up. Roads and tube tunnels connecting to Merela have been established and some of the information in the Library (mostly cultural information and media but some lower end actual knowledge) has been made available to those with access to the Merela network. (Basically Wikipedia and you tube)

With the academy online several research projects will be easier or available and we can train Savants.

Reward: Sperimin Complete.
-[X] [Generic1] Spy Fleet #1
DC: 30 > 08

The problems with the logistic fleet were even worse for the fancy submersible. Its like they didn't even know where to start and very little was accomplished beyond planning.

Reward: No Progress.

-[X] [Generic2] Da Plan part II
DC: 30/50 reduced to 25/35> 50

Aid of thaumaturgic supplies help Mosok sneak further inland and still exfiltrate. We are now sure that the Orks are building more factories to both escalate their armament, provide vehicles, and to some degree prepare for building even more elaborate factories. We have no clues what those will be though. We know that there is a Warboss from listening to a Nob who apparently sometimes serves in the Warbosses personal guard. The Warboss is named Zhutag Scalpcleava.

Boss Scalpcleava has been pushing his "mekboyz" (whatever those are) to speed up industrialization so they can get to the Krumpin' before it's too late. Still we have no clue where this fight is they are seeking and that seems to be exciting the orks.

Based on what we know about the Waaagh! we could expect a similar effect if a group of Orks were fighting in the distant place and the Orks needed vehicles to get there. But we have explored enough of the planet that if another Waaagh! was present, especially if it was fighting fiercely enough to call these orks from across the planet, we would have seen it.

So where is this other Waaagh! and how big a fight must it be to call them from so far.

Reward: More Orkish knowledge. Next is an attempt to spy directly on Scalpcleava.

-[X] [Generic3] Aid the Croc-Men
DC: 30 > 09 rerolled 47

This go quite poorly with some potions blowing up in the face of Pteroks who are starting to become jealous of all the Raptok Workshops they are lacking. However some healer support lets them double down their efforts, repair their cauldrons and get back to work.

Reward: Reduced diff for Ork Infiltration.

-[X] [Generic5] Elemental Support x 3
DC: 30 > 25, 69, 29

We put a lot of work into summoning Elementals and while progress was certainly made it was a lot less impressive than we hoped for the efforts involved.

Reward: 4 AP applied to other actions.
-[X] [Legion1] Draconic Legions #1
-[X] [Legion2] Draconic Legions #2

Training and equipping for 40,000 legions continues.

Reward: 4/18
-[X] [Golem] Golem Workforce

Manufacture of Hand of Mountains starts at a rapid pace. It shouldn't be too much longer before we can use these guys to handle heavy moving around construction sites which should ease up our work load.

Reward: 1/3
 
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Turn 9
Turn 9

Ankloks are feeling a little better, like all Dragon Kings they are nervous about spirit's odd behavior and orks acting like a giant fight is happening nearby with no apparent sign in sight. They would feel most better after hearing from the Sun of course.

Mosok are torn between spying on the Orks, monitoring the spirits, or taking advantage of the new Shipyard. They were apparently a little too happy about the shipyard and the thing is filled with an incredible mess of barely started hulls and the Mosok are willing and able to hide it from the others until things are back on track.

Pterok are quite glad that Sperimin is built. Its not quite their capital but definitely a step in the direction. Research is made easier, and we can train Savants now.

Raptok have a lot to build, although they are satisfied with how much focus there has been on constructing cities and workshops. A lot of Raptoks are bleeding a lot to make the progress we have so urging for the Jade Mine or the Exotic component workshop (or both) to finish so they can stop literally working claws to the nub and bleeding into the tools they are building to make them magical.

Ork Progress roll: 03 Disaster strikes the Orks as a major factory town experiences a giant green fireball and every orks head in a mile pops. Quite disturbing. A new factories are under construction which will speed up their armament, grant them vehicles and allow building even more complicated factories. Luckily the infamous head popping incident slowed things down a lot. (turn 12).

You have 8 generic AP

2x Free Successes applied to Draconic Legions.
1x Free Success applied to any one Golem Project.
3 x Exotic Stockpiles (Master Grade)

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. Anklok are becoming concerned about the obvious efforts of Orks to equip themselves. They are just glad our workshops are producing higher quality.

[ ] 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: 70. 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 and ???.

[ ] Northern Line: Build a line of forts to the North of Ork territory. Pick spots that are either really defensible or that will block the Orks from marching on planned New Rathess. Increases the risk of starting a confrontation with the orks by 5% in exchange for simplifying construction of New Rathess and acting as a defensive line for that city. AP Needed 1. DC 45. AP needed 3. Reward: Northern Defensive Line.

[ ] Southern Line: Build a line of forts to the south of Ork territory. Pick spots that are either really defensible or that will block the Orks from marching on planned Hlass. Increases the risk of starting a confrontation with the orks by 5% in exchange for simplifying construction of Hlass and acting as a defensive line for that city. AP Needed 1. DC 45. AP needed 3. Reward: Southern Defensive Line.

[ ] 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: 45. 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]

[ ] Draconic Legions: A large mustering to bring our forces up to 10 Legions by raising 8 and outfitting to Standard levels. AP Needed 1 (would be more but Training Grounds and Armory lab cover it), DC: 40. Success Needed 4/18. Reward: Gain 8 Legions.

[ ] Advanced Training Grounds: Dream tutors, golem dummies, "dueling" torcs that prevent damage from potentially killing, emerald orchids to provide enhance healing, elementally bound rooms for "Adverse environment training". We can push training even further now that better tools have been made available. AP Needed 3. DC 50. AP needed 9. Reward: Advanced Training Ground built. Faster training possible, elite troop quality training unlocked.

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 and ???.

[ ] Spirits are always with you!!: We honestly aren't even sure WHO was exiled with us. Enemies of the Primordials may match up heavily with our allies, but there may be some that aren't or who are regretful now that the banishment has happened. First step to dealing with this spirit issue is figuring out who is here. If nothing else spirits are more likely to police themselves if you can find someone reliable and powerful enough to enforce rules. AP Needed 1. DC 40. AP needed 1. Reward: Learn some notable names, some issues on the spirit side, and if anything sticks out.

[ ] 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 is 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 (delays current infrastructure improvement by one turn). Avoid notice with the greater success.

[ ] Da Plan part III: Specifically send orks to locate and spy on Warboss Scalpcleava and gain information about why the Orks are currently industrializing. AP Needed 1. DC: 45/65. Success Needed 1. Reward: Over hear something important and get away with it.

[ ] Spy Fleet: Considering how small it is, most would be shocked at how expensive each of these vessels are. Until they realize they are submersibles, and that these subs are equipped with even further stealth magic as well as acting as mobile safehouses and deployment points for Mosok spy actions. AP Needed 1. DC 30. AP needed 3. Reward: Sub fleet built to support spying. Auto applies "Aid the Croc-Men" effects every turn.

[ ] Fishin' Fleet: Mosok start out with a fleet of ships going fishing and returning to selling at various crystal cities. No harm in looking around while there, right? Certain cities have competitive advantages, either materials are more easily available or the ones who are best at making it happen to live there. Over time we arrange deals encouraging this and trading the goods to other cities that need it most, and eventually the fishing boats spend very little time fishing, for fish at least. AP needed 1. DC: 30. Success Needed 10. Reward: Inter-city trade established. Gain 1 extra generic AP.

[ ] Logistic Fleet: Ships far better suited for moving troops, workers, supplies and building materials are built in massive quantities, easing the process of construction or military action across the ocean. AP Needed 1. DC 35. AP needed 3. Reward: Logistic Fleet built, reduced difficulties on overseas military deployment or construction projects.

[ ] Train martial artists: The mosok concentrate on teaching the arts to new pupils. AP needed 1. DC: 35. Success Needed 0/2. Reward: Back up to 100 Martial Artists. Reduce Dojo difficulty to normal.

[ ] 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: 40. Success Needed 1/3. 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. 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 or Da Plan based actions done this turn have base DC reduced by 5 and unnoticed DC reduced by 15.

[ ] Aid the Priests: Proper study of sacred Geometries may let us improve the chance of success on the "Glory to the Most High" ritual: AP Needed 1. DC 20. AP needed 1. Reward: Reduce difficulty of "Glory to the Most High"



[ ] 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: 35. Success Needed 1. Reward: What is the deal with the sky. Starts "Space Program"

[ ] What is that?: A giant ball of light in the sky, we have some concerns. AP needed 1. DC: 45. 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: 55. Success Needed 1. Reward: What are stars?


[ ] 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 summoning. 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.



[ ] Elemental Courts: Spirits may be beyond us but we could perhaps calm things down by helping our elementals establish courts, groups of the same elemental type. This is mostly for social purposes. If we do it right the elementals will compete to be more helpful to us for bragging rights, doing so would make them resist binding less and make arrangements for mass binding easier. Specifically it would allow the recruitment of Elemental Armies. AP Needed 3. DC 35. AP needed 5. Reward: Elemental courts established for various types, lowers diff by 5 on elemental projects. Allows recruitment of Elemental army units.

[ ] Advanced Elemental Complex: Elemental Exoskeletons, elemental scanning rings, intricately designed "comfort" yasal crystals, elementally aspect zones pleasing to the element, elaborately managed systems of hallways to prevent unfriendly elementals from encountering each other. We can make improvements now that better tools are available. AP Needed 3. DC 50. AP needed 9. Reward: Advanced Elemental Complex. Slightly Lowers DC on existing actions, unlocks new uses for elementals like scanning, stockpiling, and larger scale potential actions as exoskeletons allow King and Element to almost become chosen.

[ ] Advanced Administrative Monastery: Winged Messenger Baubles, Audient Brushes, Perfected Calculation Arrays, immobile but longer range echo jewels, and liquid memory fountains. We can improve our ability to communicate, record information and plan large scale projects even further than we currently have now that better tools are available. AP Needed 3. DC 50. AP needed 9. Reward: Advanced Administrative Monastery built. Further reduces the difficulty and successes needed on massive projects.

[ ] Basic 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. Now contains poisons and special supplies to apply fungicide during battle with the ork. Nothing hard if not for needing to provide enough to supply 5000 troops for several days worth of battling. Basic Stockpiles add +2 (+3 for orks) to Might for a segment of a battle. Note that up to four such stockpiles can be consumed per segment of a battle if available. This does not prevent a botch. AP needed 1. DC: 40. Success Needed 1. Reward: Gain 1 Basic 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: 55. Success Needed 1. Reward: Gain 1 Prayer-strip Stockpile.

[ ] 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: 40 Success Needed 1. Reward: Your thaumaturgists may utilize the science and art of color magic.

[ ] 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. AP needed 1. DC: 20. Success needed 1. Reward: Minor resistance to a common Ork maneuver.

[ ] Fighting Behemoths: Apparently this world has massive creatures able to fight armies on their own. During the Primordial War we tended to lean on Lunar Exalted taking massive forms for opposing enemy Behemoths. Without these allies we will have to learn to fight massive monsters on our own. We need to hit the books and do the maths, luckily Minnow Sky has a plan he calls Project: Titan. AP Needed 2. DC 35. AP needed 8. Reward: Can build Prototype Warstrider.

[ ] Advanced Air: Research into magitech concepts needed for superior airship manufacture. Needed to unlock Advanced Skydocks. AP Needed 1. DC 35. AP needed 3. Reward: Knowledge of how to build Magitech Shipyards.

[ ] Factory-Cathedral: Knowledge of how to convert a basic manse into a geomantically powered super factory to mass produce simple artifacts and enable production of the highest artifacts. Beware, not only do these ideal workshops consume one of your limited Manses but they also tend to consume a fair amount of resources keeping functional. AP Needed 1. DC 35. AP needed 3. Reward: Knowledge of how to convert a Basic Manse into a Factory-Cathedral.

[ ] Martial Armor: Many martial arts demand lighter or non-existent armors. We propose research into techniques that might let us bypass this limitation by building armoring artifacts that do not count as armor for Martial Arts. AP Needed 1. DC 35. AP needed 3. Reward: Raise equipment level available to Martial Artists.

[ ] Research Assistants: Build a batch of dedicated golems for aiding our researchers. Essentially every researcher would get a crystal golem assistant that would remember everything they did, take notes, and allow people to interact with the their notes. Plus the scientist can sacrifice the golem in the same of Science! if anything goes awry. AP Needed 1. DC 35. AP needed 3. Reward: Research Golems built. Research DCs are lowered by 5.

[ ] 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 Basic 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.

[ ] Logistic Sky Fleet: Build a fleet of 30 or so airships, hot-air dirigibles that use Path Magic and thaumaturgy to make it work. This fleet would be able to replace the naval version and help Pterok's build things up on their mountain city. AP Needed 2. DC 40. AP needed 5. Reward: Sky fleet that can do what the Logistic naval fleet can do in terms of supporting transport to the mainland with a superior bonus to building Tzali.

[ ] Up the Mountain: We trust the Mosok will be able to get their boats to carry supplies to the mainland, we just need to get them up the mountain. Build lots of hot-air balloon sky cranes to carry a cities worth of building materials up a mountain. AP Needed 1. DC 35. AP needed 1. Reward: Difficulty for building Tzali reduced by 5.

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.

[ ] 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.

[ ] 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.

[ ] 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 50. Success Needed 2. Reward: Options for modifying some magitech designs to use non-hearthstone based power sources. Further research unlocked.

[ ] Elder Gear: There was some discussion regarding sending Elder Dragon Kings in as agents. We might not be able to mass produce our best gear but making a few dozen sets for our elders might we worth the extra cost in blood sweat and tears to making it happen. Obsidian Sheaths, Crystal Warclubs, Crystal Belts of Adaptation and equivalent Artifacts are made available in a restricted armory for our Elders. AP needed 3. DC: 65. Success Needed 6. (Burning an Elemental Stockpile on this lowers DC to 30 until complete and completes three successes) Reward: If elders forced to fight (say Merela was attacked) they can call on +3 Might as a "unit" or very small groups or individuals can reach +4 Might when they have the prep time to cherry pick preferred gear and attune and train with it properly.

[ ] Primordial Standard: Build gear for our Draconic Legions up the standards of that the troops intended to be the bulk of our Armies fought the Primordial war in. Reinforced Twinning Leaf Breastplates, Crystal Warclubs (Power Swords), Ironwood Grand Goremauls, Crystal belts of Adaptation (ignore environment, no need to breath), Dragonfly Ranging Eyes (basically DBZ Scouters but better), Fire Lances, Crystal Hearthstone Bracers, Healing Orchids, and a variety of customized gear like elemental lenses for Anklok, Essence Thrust Drives for Pteroks, Perfected Greaves for Mosok, and commanders of each Legion get a single Atlas of the Unconquered General. Soldiers often have essence manipulating artifacts like Aegis inset amulets and undergo meridian realigning thaumaturgical surgery to reduce the essence cost of attuning all this gear. AP needed 3. DC: 65. Success Needed 27. (Burning an Elemental Stockpile on this lowers DC to 30 until complete and completes three successes) Reward: One Legion upgraded to Primordial War Standard equipment. + 3 Might and +1 drill.

[ ] 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: 50. Success Needed 3. Reward: Add mobile artillery support to one Draconic Legion.

[ ] Golem Workforce: Build a bunch of Basalt Golems, called Hands of the Mountain, to move around supplies and act as grunt labor for our city and manse building projects. AP Needed 1. DC 35. AP needed 1/3. Reward: Golem Workforce built. Difficulty on City and Manse building projects lowered by 5.

[ ] Crystalline Army: Build a Legion of crystal golems armed with spears and crystal needle projection. Their clear nature makes them fairly stealthy for an army size level. Until combat is joined and their essence channels light up glyphs along their limbs. The downside is they can only last about ten days without needing essence users to "refill" them. Good at ambushes and flanking attacks due to stealth and roughly as dangerous as the Remnant Legion was before elder got their act together. Need to be refilled means that these are normally assigned to Legions and tended to by Raptok. AP Needed 1. DC 30. AP needed 3. Reward: Crystal Golems formation.

[ ] Staran Knights: Upgraded and more sophisticated versions of Staran defenders. Despite name and appearance these are ironwood golems, not actually Starans. They are imbedded with Elementals so they can operate independently and naturally produce the fungicide as long as they operate making them especially effective against orks. A group of 10,000 Knights will be lead by four or five DK commanders and is considered an effective match for and equal number of Slugga Boyz. AP Needed 1. DC 35. AP needed 1. Reward: Order of Staran Knights.

[ ] Magitech Workshop: 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. AP needed 1. DC: 35. Success Needed 3. Reward: Magitech Workshop built.

[ ] Advanced Armory: This project includes the equipment needed to mass produce a higher level of 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 but is possible. This facility provides a three free successes every turn and triples naturally earned successes 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 mass produce second rate gear. With BOTH Exotic Stockpiles and a Jade or Orichalcum mine we could produce first rate gear at exhaustive efforts. AP Needed 3. DC 50. AP needed 9. Reward: Advanced Armory Workshop built.

[ ] Geomantic Workshop: Improves your workshops capacity to support geomantic developments and city building with thaumaturgical mass construction. When almost every tool the construction workers use is at least a talisman if not a full blown artifact we can probably achieve something amazing. AP Needed 3. DC 50. AP needed 9. Reward: Geomantic Workshop built. Improves rate of building cities and manses. Allows more impressive potential projects.

[ ] Advanced Clinics: Wound healing kits filled with jade acupuncture needles (needed to get through Dragon King Scales), entire greenhouses filled with Emerald orchids, and mass production of seven bounties paste, sweet cordial, disease warding talismans and equivalent gear. AP Needed 3. DC 50. AP needed 9. Reward: Advanced Clinics provided. Get Two re-rolls a turn.

[ ] Automatorium: Automata and constructed consciousness isn't our expertise. Plants don't tend to need brains afterall. But we have seen a few clockwork mechanisms in our time. Perhaps we can emulate them. Or at least fake it with more sophisticated use of vegetative and crystal technologies. AP Needed 3. DC 50. AP needed 9. Reward: Automata 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 per three successes, 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.

[ ] Staran Plantation: AP needed 1. DC: 35. Success Needed 3. Reward: Build Staran Plantation

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 an additional Exotic Stockpile.

[ ] 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 1/3. 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.
 
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