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

Turn 14 Results
Turn 14 results

"I am growing concerned with the Orks"

"And for good reason, they are growing frustrated over their constant setbacks. In any other race this would only slow them down more, but it seems the frustration is enough to stir the Waaagh!"

"Yes, the latest reports show that despite fighting among themselves more than ever their numbers are increasing, both because a given area of the fungal ecosystem can support more Orks and because that ecosystem is spreading for the first time since we spotted them."

"And as the Waaagh! stirs they are growing, in size, in strength, and in 'Kunning' as they call it." They are going to be a harder opponent now then they were a year ago, I just hope our strength has grown all the more."

"It has friend it has. The Orks are contained by the fortress line and the essence batteries of Hlass and New Rathess behind them. War may become before we choose but we cannot say it will come before we are ready!"

Reward: Orks have advanced to Waaagh!: 1. Waaagh! level grants Ork units Might equal to Waaagh! level and has an impact pushing the more frequent creation of special units.

[X] Plan War Factory Online
-[X] [Anklok1] Bribing spirits to do their job
DC: 25 > 50

Things go well, not outstanding effects noted good or bad.

Reward: +5 to other rolls.

-[X] [Anklok2] Advanced Training Grounds x 3
DC: 40 > 36+5, 35+5, 76 Elemental Roll: 74, 61, 82

An elaborate training facility fit for training a 100 legions at once, if we wanted to. Aside from sheer size is the quality. Not only are their Dragon King shaped golems fit for demonstrations, but golems fit for a massive variety of body types, from the close to human shape that many mortal races have to those matching some of the more common combat forms of Primordial Deva and Raksha. Elementally produced inclement weather training (including some types that are only possible when fighting Primordials or Raksha) pushes are people to the edge of what even they can handle so they can learn to handle more. Brutal training can ready troops faster but established clinics and teams of healers and thaumturgists insures that it doesn't kill them.

Reward: Advanced Training Ground Complete. Every success earned through rolls and the free success assigned to Training Grounds are multiplied by three before applying to the success needed entry for any project valid for a training ground success.

-[X] [Mosok1] Or catch an Ork Napping
DC: 25/35 > 44+5=49

Another exciting adventure conducted by Bond J'Bond goes into the story books as the crazy Mosok makes off with another boat load of critical construction supplies. His name and orcish appearance are becoming famous among the orks, they are starting to suspect that another clan of orks lives on this planet and has been raiding them.

Reward: Orks delayed 1 turn, +3 AP

-[X] [Mosok2] Advanced Dojo x 3
DC: 40 > 80, 64, 58 elemental rolls: 72, 95+5, 84

We had almost forgotten about the 400 newly initialized students of the martial schools. They aided the Dojo in construction and between the long period of idle training and the early access to the high quality training aids as the dojo was built when managed to master their first Style by the end of the season.

Reward: Advanced Dojo complete. AP successes earned from rolls or provided by the Dojo free success are tripled before applying to the success needed total for projects valid for a Dojo free success. Crit, training during construction has finished the training of several initiated Martial Artists. You have 500 Martial Artists, not counting the Martial Legion.

-[X] [Pterok1] Aids for the Spirit x 5
DC: 35 > 99, 97, 12, 19, 16

This project was a series of highs and lows. Things seemed to be going good at first but then a group of the weaker gods rebelled and tried to institute and uprising. However they received no support as every god that might have been tempted had already found their place, and of course they had been saved for last due to being so weak.

Between the gods killed in the rebellion and the survivors pressed into servitude to other gods there are now no forbidden gods left among the pantheon that came through the Primordial Gate with us.

Reward: Crit reward. Project complete despite three failed rolls. All issues identified with the known Forbidden gods have been dealt with.

-[X] [Raptok1] Magitech Workshop x 3
DC: 35 > 90, 77, 80

Long overdue honestly, Raptoks would like to say, but while we can building the smallest magitech artillery items more easily now, without a powersource there is no point in building the greater war engines or other magictech equipment. Still several items will benefit from completing this workshop.

Reward: Magitech Workshop completed, several construction projects are easier to complete, war engines will be unlocked as soon as you have a means of powering them.

-[X] [Generic5] Elemental Support x 4
DC: 30 >64, 05+5, 69, 88

Things mostly go ok, mostly.

Reward: +9 AP from Elemental helpers.

-[X] [Generic9] Color Thaumaturgy
DC: 35 > 94+5=99

While its not as simple for us as it is for the Waaagh! its not exactly difficult either. Paint cannot simply be a color, its made from powdered gemstones, certain species of lilies, and components from rare animals. Typical stuff really. Once an object has been painted a small ritual is done to empower it with the effect an Ork might expect which only lasts an hour or so unless someone using it has committed a mote to keep it working (or your inside a Waaagh!). We have constructed certain talismans that keep the effect going as long as the talisman lasts but the most popular use we have found is as a form of War Paint. Red for speed and ferocity, blue for luck and protection. Green paint has been found to help Mosok blend in with Orks and among Dragon kings makes the user oddly more attractive, Black paint improves toughness while white paint improves resolve. There were notes on using purple for stealth but all the details seem to have gone missing.

There are currently plans to use the yellow paint in conjunction with the Orichalcum mine to improve production and vague ideas that we may be able to produce Yellow jade but everyone knows that TRYING to produce yellow jade never works.

Reward: Color Thaumaturgy has been added to the skillset of Dragon Kings. Dragon kings have adopted war paint based on the concept and a War Paint stockpile can now be produced relatively simply.

-[X] [Generic10] Waaagh!tech
DC: ?? > 03 rerolled 01 +5 = 6…

Its loud… so loud. Ugh we can't deal with this anymore.

Reward: Nothing. General Waaagh technology research no longer possible, you have to specifically recover something and try to reverse engineer it now.

-[X] [TrainingGrounds] Martial Legion
-[X] [Armory] Martial Legion
-[X] [Dojo] Martial Legion
Auto x 3

Replacement troops in the Legions were finished being trained and the new Martial Legions have picked up their first charms of their breed styles.

Reward: 6/12
-[X] [Golem] Staran Knights
Auto

A third group of the potent golems marches off the production line.

Reward: Third Staran Knight Order
-[X] [Plantation] Staran Forces
Auto x 1, elemental rolls: 71 64, 93

More and more progress has been made, hundreds of millions of the Starans have broken free from soil and we have started training and arming them.

Reward: 9/15 Progress
-[X] [Dinosaur] Razor-Beaks
Auto

A Talon of Razor-Beaks have been selected, their training has begun, their equipment is being built, their riders are receiving their own training, all that is left is for these three aspects to be brought together.

Reward: ½ Progress
 
Turn 15
Turn 15

Ankloks: We have spent too much time servicing lesser dieties and need to make proper obedience to the Unconquered Sun. Anklok AP reduced by 1 this turn (unless you are Praying for war).

Mosok are concerned at how you plan to move 300 Million Starans across an Ocean. Calculations show that a Logistic Fleet if doing nothing else can move 9 million a season. The Tube Tunnels can only move about 30,000 without disrupting the vital commuting network, enough for the Staran knights perhaps.

Pterok: With access to the Wyld perhaps we have another method of answering questions, even lacking Astrology.

Raptok just need the exotic component workshop so they can stop using their own blood sweat and tears as part of crafting.

Ork Progress roll: 07 The Frenetic energy of the Orks is too new and they seem unable to properly channel it, yet. Still keep in mind the current Ork population is 320 million and about 20 Million are at least the level of Sluggaboyz, even without superior factory support.(turn 17+1+1=19).

You have 7 (+3) = 10 generic AP (One generic is converted to one of each breed by the Tube Tunnel)

1x Free Success applied to Training Grounds projects
1x Free Success applied to Armory projects
1x Free Success applied to any one Golem projects
1x Free Success applied to Plantation projects.
1x Free Success applied to Dinosaur Mount projects
1x Free Success applied to Dojo Projects.
7 x Exotic Stockpiles (Master Grade)

Anklok (2 AP): Zealot priests and barbaric warriors who deal with fire. Anklok inspire and lead, whether troops or religious gatherings. Basically Griffindors.

[ ] Ondar Shambal: Forging a holy city in the form of Prayer. It will be a lot of work and we cannot start blindly. This project Designs Ondar Shambal's construction upon the Solar Aspected dragon nest. AP needed 1. DC 30. Success needed 5. Reward: Design for how to start building Ondar Shambal.

[ ] Prayers for War: A major prayer to the Sun for Victory. To be done no more than 1 turn before starting a Conflict, may be done the same turn. 1 AP Needed. DC: 25. Success Needed 1. Reward: +1 to avoid rout checks.

[ ] Prayers of Conquest: While there is no doubt prayers will flow to Leeayta when Dragon Kings go to war, she is only likely to respond to grand rituals done before a Territorial Conquest. If you are undertaking such a conquest than direct your prayers to this 8 foot Clawstrider female, known as the Lizard Queen and no greatness in war. 1 AP Needed. DC: 20. Success Needed 1. Reward: +1 War scores of Draconic Legion commanders. These scores apply to leading troops, rallying them, preventing routs and to enacting stratagems.

[ ] 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: 30. 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]

[ ] 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: 20. Success Needed: 1. Reward: You gain +5 to all other rolls which can prevent a botch or cause a critical success.
[ ] Draconic Legions: A large mustering to bring our forces up another 10 Legions and outfitting them to Standard levels. AP Needed 2 DC: 40. Success Needed 0/15. Reward: Gain 10 Draconic Legions. Training Grounds and Armory success can apply.

[ ] Militia: Take advantage of our new training ground to recruit a large number of Militia units. These would only have militia grade gear of course and would only be trained to a more basic level than expected of the Draconic Legion. In return they would spend most of their lives working normally rather than draining resources when they aren't actually fighting. AP needed 2. DC: 20. Success Needed 20. Reward: Gain 500,000 Militia-Dragons. Training Grounds and Armory Success may apply.

[ ] We are LEGION!: Lets just skip the slow recruitment, test the capacity of our new training complex by trying to train and recruit 90 new legions simultaneously. With this we will have 100 Legions to bring to bare on our enemies. AP needed 5. DC: 40. Success Needed 90. Reward: Gain 90 Legions. Training Ground and Armory Success may apply.

[ ] Mount Up: Recruits Clawstrider, Ox-Dragon, and Siege Lizard Battlegroups for 10 Draconic Legions. AP Needed 2 DC: 35. Success Needed 0/16. Reward: 10 Draconic Legions gain Dinosaur mounts. Training Grounds and Stable success can apply.

[ ] Martial Legion: Recruit a solid Legion with just barely enough Martial arts knowledge to boost their combat in war. AP Needed 1 DC: 45. Success Needed 6/12. Reward: Gain 1 Martial Legion. Basic Martial Legion has +1 might, but not higher attributes or skills, compared to standard Draconic Legion. Training Grounds, and Armory and Dojo success can apply.

[ ] Time for War!: Plot a campaign against the Ork and drive them from our World. AP needed 1. DC: ?? Reward: Quality of roll determines the difficulty of starting conditions. Will switch to a war miniturn set up after this turn completes until campaign ends or enough time has occurred to justify another seasonal turn.

Mosok (3 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. Basically Slytherin.

[ ] 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: 25/35. Success Needed 1. Reward: Gain 3 extra generic AP next turn for basic success weakening Greenskins (delays current infrastructure improvement of Orks by one turn). Avoid notice with the greater success.
[ ] 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.

[ ] War Fleet: Build some mildly magical ships equipped armored hulls, Light Implosion Bows, and dedicated marine groups. These can protect other ships if the Orks start building ships as well as standing off-shore and bombarding them from the sea if they don't. AP needed 1. DC: 40. Success Needed 3. Reward: Gain 20 hardened vessels equipped with Light Implosion Bows.

[ ] Advanced Shipyard (locked: requires access to hearthstones or alternative). Fancy super ships are gonna take more work.

[ ] Logistic Fleet part 2: 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, build another 40 vessels. Able to land 2 legions at a time and support 20.
[ ] Train martial artists: The mosok concentrate on teaching the arts to new pupils. AP needed 1. DC: 30. Success Needed 0/6. Reward: Train 500 more Martial Artists. Dojo success may apply.

[ ] Research Martial Art: Either request a known terrestrial martial art from the Exalted books or give a request of what benefits you hope the art gains in what conditions (usually something like +1 might versus enemy type or in some specific circumstances) and your Stylists will combine training with research in Sperimin on principles to create the style. For example: Seafaring Hero Style would assist in boarding or repelling boarders, Lightning Hoof Styles benefits mounted Martial Artists, Falling Blossom would benefit bodyguards, and Jade Mountain Style benefits all standing on the ground. (Note to the exalted experts: Pan-elemental styles are notoriously complicated, DC +5 and +2 success needed). If you wish to create your own consider the kinds of effects it might have, if you want an Anti-Ork style than how does that work? AP needed 2. DC: 45. Success Needed 6. Reward: Gain a new martial Art. Dojo Success may apply.

Pterok (3 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. Basically Ravenclaws.

[ ] Observatory: After Geomancy one of the great pillars of Dragon King Science and Art is Astrology. The power to divine truth from the stars is a heady one but the stars of here are unknown to us. This Observatory lowers the difficulty of "What are Those?" as well as automatically making progress every turn towards studying the stars in order to unlock your knowledge of Astrology for use once again. Once astrology is unlocked you will be able to deploy astrological thaumaturgy and divination and this observatory will gain an auto success aiding projecting involving such. AP needed 1. DC: 35. Success Needed 3. Reward: Observatory Built. Starts Astrology unlock count down.

[ ] 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 40. AP needed 6. 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 40. AP needed 6. Reward: Advanced Administrative Monastery built. Further reduces the difficulty and successes needed on massive projects.

[ ] Advanced Shrines: Altering the locations of Shrines to improve the Geomancy, using higher quality materials or more time spent on improving the art and iconography, gods that could benefit has secondary shrines built in multiple locations. All to allow greater return on the effort put into our dieties. AP Needed 3. DC 40. AP needed 6. Reward: Advanced Shrines built, lower difficulty and larger scale projects possible via prayer.
[ ] 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.
[ ] Dragons in Space!: (locked: requires access to five hearthstones (or alternative)) Build some Globe of Transports and go to space, making modifications if needed. Maybe set up a modified hemisphere of underwater respite? AP needed 1. DC: 30. Success Needed 2. Reward: Figure out this space travel thing.

[ ] What is that?: A giant ball of light in the sky, we have some concerns. AP needed 1. DC: 35. 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: 45. Success Needed 1. Reward: What are stars?

[ ] Vision Quest ([Insert Question Here]: While we are lacking the lore to use Astrology in this realm we have discovered a known source of prognostication. We can prepare a team of experienced wyld explorers, loaded down with blessings, rituals and talismans to preserve them from the mutagenic effect and send them into the wyld with a question burning in their hearts and souls. The wyld is chaotic but is also influenced by sapient thought. A seeker holding a desire and keeping it ever in mind while dealing with the issues that exploring the wyld brings may, if they keep trying long enough, find their desire brought forth. Vision questing is the easiest and while true Divinatory knowledge is not possible, anything known to beings whose thoughts and dreams influence the Wyld can potentially be learned. Thus we could learn much about this new Realm we dwell in, but each question sought is fraught with peril. AP Needed 2. DC Special. Success Needed special. Reward. A team is sent on a vision quest with a question in mind, this is rolled as per Wyld Vision questing rules. Your team will stick to the bordermarches, barely dipping a claw into the realm of narrative chaos. Thus they will endure three rolls to check for mutation, addiction, and encounters (the massive stacking of prepwork and only going to border marches means its almost certain the encounters will be the only danger) and will get one roll of 15 dice to gain a vision. The more successes the more clear the answering vision, 7 success which should be an average roll for this dice amount should give a clear answer. You may create the questions but be wary, vague wide reaching questions will produce vague wide reaching answers. Focused questions will usually do you more good.

[ ] Aid the Priests: Proper study of sacred Geometries may let us improve the chance of creating a Creation synchronous ritual space. Needed 1. DC 25. AP needed 1. Reward: Apply a success to Ondar Shambal.

[ ] Unknown Aspects: There are four major Dragon Nests on this world bursting with potential but of unknown elemental aspects. While one is occupied with the Orks we could probably explore one of the other three and learn more about its potential. The spirits want to use one of these to create a Spirit court, a city sized sanctum where Jade Fountains will funnel Quintessence to the populace. But we cannot start such a thing without knowing what we have to work with. AP Needed 1. DC: 45. Success Needed 3. Reward: One unknown aspect is known and you get an idea of what you can do with it.

[ ] 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 30. 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 30. AP needed 3. Reward: Knowledge of how to build Magitech Shipyards. pre-requisite needs hearthstones or alternatives.

[ ] 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 30. 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 30. AP needed 3. Reward: Raise equipment level available to Martial Artists. Dojo success may apply.

[ ] Prayer Piece: A weapon which is a shrine containing half a martial prayer to the sun. A golden bullet contains the other half and by passing through the weapon blesses itself, accelerating to massive speed and deadliness while a wisp of incense carries the complete prayer to heaven. AP Needed 1. DC 30. AP needed 3. Reward: Prayer pieces unlocked for Second rate gear, improving Draconic Legion ranged ability at that level. Armory Success may apply.

[ ] Plasma Projector: Alchemical fueled fire weapons are potent but tend to be dangerous, use expensive fuels, and of course overheat. We wish to pursue research into improving these weapons. The first step is simply to place multiple fuel bolt launchers on a single mount and from their we can try to minimize the size and speed up reloading. AP Needed 1. DC 30. AP needed 3. Reward: Plasma Fire Projector (Medium and not easily movable artillery piece).
[ ] 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 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.

[ ] 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.

[ ] War Paint Stockpile: Compared to other stockpiles, paint is relatively simple. However it still wears away in battle and must be replaced so the principle of a stockpile applies. Red, Blue and black predominate among the used colors. A War Paint Stockpile grants a Legion +1 combat maneuvering and +1 effective size. AP needed 1. DC: 15. Success Needed 1. Reward: Gain 3 War Paint Stockpiles.

[ ] Grace 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 Grace stockpiles cause effected rolls to ignore botches for a battle segment. After the battle, calculated losses of effected unit is halved. There is no effect to multiple uses of this stockpile in a single battle. AP needed 1. DC: 25. Success Needed 4. Reward: Gain 10 x Grace Stockpiles.

[ ] Invocation Stockpile: By creating one use artifact prayer strips which are imbedded with a potent benediction or a power waiting to be unleashed from a greater god and making it available to soldiers to be used on demand for relatively little cost of essence during the battle (in exchange for all the careful work and negotiation dead ahead of time). These powers are varied, from summoning a war elemental in an instant, granting a militant gods panoply of divine armor and weapons to a soldier, getting a nigh fatally wounded solider back in the fight, and unleashing potent battleground altering attacks. Invocation Stockpiles have the effect of Grace Stockpiles but also add 5 temporary Magnitude for the battle segment. Any damage on temporary Magnitude disappears with it. AP Needed 1. DC 40. AP needed 4. Consumes 1 Grace Stockpile Reward: gain 1 Invocation Stockpile.
[ ] 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 35. 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.

Raptok (3 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.

[ ] Magical Mounts: Mounts can learn to do tricks, potent mounts like dinosaurs being ridden by essence users allows us to provide the power for the mount to channel into a magically fueled trick. This allows us to train our mounts to develop something along these lines. Effectively granting the mounts unit an increase in Might. AP Needed 1. DC 40. AP needed 3. Reward: Mount groups gain +1 Might or equivalent improvement. Stable Success may apply.

[ ] Dino Breeder [Breed][Aspect]: Pick a dino mount we want to improve and the area you want to improve. For example Razor Beaks could have speed increased, or strength for better weapons and armor, or endurance so they can travel further from an Airbase and fight longer. This is a combination of improving the animal in general as well as how they adapt to their equipment. AP Needed 1. DC 35. AP needed 6. Reward: Selected mount gains selected trait. Stable Success may apply.

[ ] War Engines of Tokati: Bigger essence cannons, skimmers, war birds. Those are all known things we can try to build of course. But we just fought a ridiculously large scale war and now are in another dimension. While this has given our people many a sleepless night. Its time to turn horrors and nightmares into inspiration. Cut loose our designers to envision a new means of waging war! AP Needed 1. DC: ?? Reward: Gain options for new magitech designs inspired by the war and what you have seen. DC rolled will determine the number of options you are given. You may pick ONE of those options to pursue research on.
[ ] 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: 25. Success Needed 2. 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 35. 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: 30. Success Needed 4. 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. Armory success may apply.

[ ] 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: 30. Success Needed 21. Reward: One Legion upgraded to Primordial War Standard equipment. + 3 Might and +1 "exceptional strategos equipment". Armory Success may apply.
[ ] 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 our Dragon King Legion. AP needed 2. DC: 25. Success Needed 6. Reward: Add mobile artillery support to ten Draconic Legions.

[ ] 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. Golem Success may apply

[ ] 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. Golem success may apply.
[ ] Advanced Magitech Workshop: This workshop is focused on producing delicate powered devices that require hearthstones or hopefully a means to bypass hearthstones. Improvements with intricate motonic tools allowing for both greater precision and greater scale of construction. AP needed 3. DC: 45. Success Needed 9. Reward: Advanced Magitech Workshop built.

[ ] Adamant Crucible: A fortuitous find of high quality diamond placed near other needed alchemical components make New Rathess and Ideal location for an Adamant Crucible. A place where a glass like crystal can be infused with the essence of diamonds which are used to heat the crucible through essence driven burning. The molten adamant must be blown and bent into shape in a manner similar to primitive glass technique but demanding many magnitudes greater skill. We can and have forged adamant components in small quantities but here we can mass produce the useful magical crystal. AP needed 1. DC: 35. Success Needed 3. Reward: Adamamt Crucible built. Adamant is available in large quantities easing construction on many high end magic devices, especially Magitech Artillery and sensors. 'Primordial Standard' would have three success removed from total needed after the Crucible is 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 Exotic Stockpiles we could produce first rate gear at exhaustive efforts. AP Needed 3. DC 40. AP needed 6. 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 40. AP needed 6. 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 40. AP needed 6. 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.

[ ] Bio-Engineering Compound: The breeding, training, and caring for our "lesser" kin requires special facilities. Using advanced genetic research, mutagenic compounds, and biothaumaturgic implants we can push our mounts further and further. AP Needed 3. DC 40. AP needed 6. Reward: Advanced Stables 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 Forces: Time to get that plantation cranking. Makes 300 million Staran Defenders to start with. AP Needed 2. DC 35. AP needed 9/15. Reward: Large Staran Defender Army. Plantation success may apply.

[ ] Wood Striders: Build giant wooden war machines to attend the Staran Army. Mobile Ballista and Onager, Rams, Giant Cat Trees, all grown and assembled to be used by Staran and in suitable numbers for the whole Staran Army. AP Needed 2. DC 40. AP needed 10. Reward: Basic War Machines available to Staran Defender forces. Plantation success may apply.

[ ] 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 1. DC: 20. Success Needed 8. Reward: 10 Draconic Legions are equipped with a dozen Armored Siege Lizards each. Stable Success may apply. Stable Success may apply.

[ ] 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 1. DC: 25. Success Needed 8. Reward: Ten Draconic Legions are equipped with a dozen Fire Ox-Dragons each. Stable Success may apply.

[ ] Claw-Striders: not!Velociraptors are used as a high speed cavalry unit by raptoks. They arm themselves with Plasma Tongue Repeaters, race into to attack and race out of range to reload before doing it again. AP needed 1. DC: 25. Success Needed 8 Reward: Ten Draconic Legions are equipped with about 100 Clawstrider mounted cavalry each. Stable Success may apply.

[ ] 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 re-loading 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 1. DC: 25. Success Needed 1/2. Reward: Gain Air Force. Stable Success may apply.

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 provides TWO AP next turn, every greater success provides an additional Exotic Stockpile.
 
Turn 15 Results
Turn 15 results

"That was a lot of elementals," whispers an elder.

"15 Million at peak level, and that's not counting those settling into courts."

"Did we even need that many," Shell-smiter growls.

"Probably not, but both the summoning and the formation of the Elemental Courts went usually well. It was assumed we would need to use summonings and bindings to help the courts settle quickly. Didn't happen."

"At least our disposable forces are ready. We start sending them down next season? We should be able to manage to move at least 15 Million over to the continent even if we take it easy"

"And of course we could use River Dragons and summoned Water Elementals to speed up the boats if we wanted to push things."

"We need to consider how we will deal with the situation from the War though. Now that things are slightly settled I believe its time we think about what we learned and how to apply it."

"Agreed"

Lessons of Wonder and Loss

Dragon Kings lost the Primordial War, its true. But they fought it! They challenged the very beings who created them and everything orderly in their world, beings who are world's unto themselves. Even in their loss they forced these world beings to expend effort. To try. The efforts of a hardworking Primordial put paid to their rebellion but between the early years, the years leading up to the war, seeing Exalt and Primordial clash and the pain of loss as the world crumbled under them, the Dragon Kings could not help but learn and be changed.

So, now that things have settled down a bit. What was the greatest lesson the Dragon Kings learned from what happened? (Choose one):

[ ] Exigence, the Divine Flame: While mortal humans were granted Exaltation that was mostly to benefit from the fact that no Primordial had engraved imperishable commands upon their nature, their great population of billions providing plenty of spares, and the relative mutability of a mortal soul compared to any other race allied with the Revolution. A few of us have seen Autochthon's workshop while he was creating the Exigence and the potent Celestial blanks for the Incarnae. Some have discussed the matter with the Unconquered Sun or the Great Maker or witness the flood of power as the Sun used the process of Exigence to imbue a Celestial blank into a Solar Exaltation. And we knew humans, we knew them well as the depended on us in the harsh would of Creation, and we new them after exaltation, some even saw the process with spiritually attuned eyes. And while the exaltation process was never mean to target us we know are own chosen were an inspiration for it. We do not expect mimicking the work of the Great Maker and Incarnae to be easy, but it may not be impossible.

[ ] On crafting spirits and forging Deva: In the wretched twisted lands that were Primordial world-bodies or the wracked hellscape that any battlefield in which they participated became new gods and spirits formed, and we often slain, almost constantly. The same for Deva, the races of pure soul spawned directly from the myriad souls of a Primordial. Not only were Devic races mass produced before our very eyes, on some occasions a new race would be custom designed to solve some problem the primordial soul wanted to solve right on the spot. The souls, or should we say motonic patterns, of these beings were both different from each other and different from ourselves but had certain correlations, specifically they are much more highly reactive to worship and far more able to interact with worshippers than any mortal race or even the primordial created races like ourselves and the People of Adamant. These beings can certainly be influenced by and perhaps created by worship. At the very least we know that being worshipped grants the capacity for low-end immortality when it might otherwise be lacking in these beings. Perhaps we could turn our lore to forging Deva of our own?

[ ] Nirupadhika, the Way: This shinma defines location, It exists everywhere and nowhere, observing all things simultaneously, yet unable to act, for it has no space in which to do so. Some observances of Spatial ruptures were seen through the War, but none compared to the leisurely method by which we were cast to Tokat via a profound manipulation of Nirupadhika. And we paid enough attention to gain a head start in manipulating location and distance in this method.

[ ] Planetary Warfare is where the planet tries to kill you: Katabolic Winds, Island drowning Tidal Waves, city melting Volcanoes, flesh melting toxins, and mountain splitting earthquakes. No, we aren't discussing the War, we are talking about the 'peace' during the Time of Glory. The martial forces of divinity enhanced natural disasters and the unnatural disasters unleashed by Primordial world-bodies definitely changed the way we think of warfare. We have adapted to tumultuous battlefields of uninhabitable ever-changing hellscapes, and continued to wage war in them at the side of the Exalted host. Building Artifacts able to unleash comparable forces on our own is within reach. And if it ever happens again, we are far better prepared to fight wars on a Creation-wide scale. [For comparison you would consider Tokat as a planet a roughly Directional in scope, ie roughly a fourth or fifth of Creation]

[ ] On battling the Measureless Hordes: Supporting the Exalted host in battling a primordial was often something of an endurance challenge. Usually our legions would work with Dragon Blooded and have to fight endless waves of Devic Races and the lesser souls of the Primordial, keeping them focused on us, while Celestial shikari took out the higher souls or jouten bodies of the Primordial. Practice makes perfect and we have had a lot of practice. If it came to it, we would be far better at facing endless waves of powerful essence users and if we take the effort we can specialized even further for these efforts. Our best equipment will be even better for these situations when we are ready to craft it again. Of course, we cannot hold forever, even if we can hold longer. So we also need to create elite teams, either Celestial Martial Artists or powerful chosen to take the place of Celestial Shikari to find the source and end it.

[ ] Death to the Deathless: Exalts managed the impossible feat of killing the unkillable. Not the ability to kill lesser immortals like gods or Dragon Kings, our own elders can manage such a feat if pressed. No, they killed Primordials who are beyond life and death. And we were there. We watched, and we helped. They did it with weapons we helped forged and tactics we helped refine. We cannot replicate the ease with which those graced by the Great Maker's masterpieces and the exerted blessing of the incarna, but with our experience we can, through technique and artifice get closer than we are. Perhaps, with great efforts and sacrifices, we could kill a Primordial on our own.

[ ] Death and Dark Enlightenment: Primordials were not born and they had never died. They are immortal in a way that makes a mockery of the "immortality" of Dragon Kings, People of Adamant, or even gods. But they were brought down. At tremendous cost, especially since the first few deaths were what caused the Primordial forces to take the Revolution seriously, but the Neverborn were killed and bringing death to the world caused a shockwave that changed Creation and everything in it, including the Dragon King race. We paid attention to the changes and studied them as we could in the time we had. We have greater insights into the mortal condition, mortal souls, forces of death, undeath, and awareness of the Dark Paths of Enlightenment. [Note: You have been changed and thus the Dark Paths are unlocked, this option only grants you awareness and the ability to use them and not be blindsided if, say a Ruinous power uses them to corrupt a Dragon King]

[ ] Power Untold and the Devil's Bargain: Thaumaturgy is the art and science of manipulating the natural world via certain loopholes and catches in natural law. Primordial don't due that, they warp reality towards their designs, combining brute force, occult skill, and enlightened will (which for a primordial is all basically one and the same). This process, Sorcery, has been observed time and again, both before and during the War. We paid enough attention that we can make a start of replicating these efforts. [Note: It is possible to unlock this if you encounter something similar and get inspired]

[ ] Unwoven Menagerie and Incomprehensible Beast Codex: We have seen wonders and horrors beyond counting. Behemoths, Raksha, Devic monsters, tentacled horrors born from the sea. We have had a wide spectrum of experience and it is telling. We are for more likely to properly respond to some new horror than to be horrified. Oh, this being is actual a contagious emotional state? Been there, done that. Wasps that crawl into your heart to posses you, let me get the flyswatter. Who knows what manner of horrors Raptok's biothaumaturgy facilities could unleash if we let them off the leash?

[ ] Stalwart Barriers: We have faced down the wyld time and time again, long before we fought a war with beings that could shotput us into Pure Chaos or drop Creation out from under us. We have grown about as skilled and able to handle the nature of the wyld as beings firmly of Creation can. We are far more able to navigate the wyld, avoid its perils, and negotiate or battle (convincing a Raksha or wounding one is basically the same from their perspective) them at need. We are far more able to gain advantage from the wyld in terms of Vision Quests, working with Gossamer stolen from Raksha, or winning prized crafting materials from Raksha and unshaped. And its not just thaumaturgic tricks, we have made ourselves tougher and more resistant to that environment.

[ ] Behemoth Call: While we lost the war we did claim prizes. While we couldn't take things with us, we did have connections that should, with effort still work. Certain primordial behemoths have been won to our allegiance and with the correct constructions and rituals could be called to this realm and induced to fight at our behest. One for each Breed, each a match for the higher souls of a Primordial.

[ ] Secrets of Autochthon: At some point after our loss in the War became inevitable, many of us received a message/vision/dream containing sacred and secret knowledge from the Great Maker. Foremost among these secrets seems to be Path of Enlightenments for Autochthonian elements although they come with warnings of Clarity, Dissonance, and void. There are elaborate dreams which seem to guide one towards creating a Loom of Fate. The effort would be astonishing, and we are not sure what need this realm has for such a thing.

[ ] Secrets of Gaia: At some point after our loss in the War became inevitable, many of us received a message/vision/dream containing sacred and secret knowledge from the consort of Luna. Foremost among these secrets is new ways elements may be bent. Vague visions and dreams would guide us to increasing the power of elementals far more quickly and controlling the most powerful as warnings suggest they must be to prevent disaster.

[ ] Secrets of Luna: At some point after our loss in the War became inevitable, many of us received a message/vision/dream containing sacred and secret knowledge from Luna. Foremost among these secrets is powerful Lunar Paths of Enlightenment and secrets to working with Argentim and Truculee more closely.

[ ] Secrets of the Maidens: At some point after our loss in the War became inevitable, many of us received a message/vision/dream containing sacred and secret knowledge from the Five Maidens. Foremost among these is fate-guided stellar paths of enlightenment and greater secrets of destiny and samsara.

[ ] Hidden Lore of the Ereta'een: This race of spindly triangular faced beings was once beloved of the Great Maker. Their technology was incomparable, but they sought too far, devising a grand artifact to bind Autochthon himself to their purposes. The Great Maker rose up before they finished and ended their whole race in a moment swallowing them into his world body along with all their works. What we have never let slip to any for fear of the Great Maker is that we were consulted by the Ereta'een. We provided some materials and some of their plans were discussed with us. We have great insight into making Legendary Artifacts and could perhaps device something capable of sealing an Incarna level god or Primordial. Hopefully we can learn from the mistakes made by the Ereta'een.

[ ] Hidden Lore of the Abalindi: This race was artificially created and bound to a great eyeless being between dimensions who used the keen eyes of the Abalindi to observe the world and nourish itself. While they were mostly bothersome and creepy observers that no one was happy was watching them all the time, we took the time to learn the secrets of this race and the Eyeless face they were minions of. These beings careful observations taught them the secret paths through the In-between places. The Eyeless face was defeated by the Revolutionaries to keep the Abalindi from revealing our secrets, he was not killed but bound and with effort we may be able to call on the services of the Minions of the Eyeless face, since its isolated dimension between what is and what is not should be equally reachable from here as Creation.

[ ] Hidden Lore of the Alaun: While we lived along the threshold of Creation and were its overall rulers and masters, the birdlike Alaun spent their 'immortal' lives singing praises to the Primordials and were allowed to dwell on the Blessed Isle where they are far more likely to interact with Celestial spirits and Devic races than we did. While they became our enemies, before than they were among the non-mortal races we had the most 'friendly' contact with. Due to this contact we have a greater familiarity with Spirit and Deva Beckoning prayers and can learn to use some of the spiritual charms the Alaun had access to instead of using Paths as we did.

[ ] Hidden Lore of the Migong: Migong was one of the biggest Behemoths ever spawned due to its nature as a hive mind of crystal composed insect like beings. All such beings were highly specialized, from tiny bugs meant to polish crystal tunnels, to large beings meant to protect. The insects burrow, mine, build, and polish endlessly, creating an ever-expanding mandala-like pattern of geometric patterns, precise down to the motonic level. These shapes seem to be a (vastly simplified) representation of the orbits of She Who Lives In Her Name's spheres. By describing and representing her with such relative precision, the maze of tunnels channels some of her Essence, creating precise demesnes of her Aspect and capping them to create a nested and networked system of manses. Each of these manses, known as overseers, has an intelligence and controls the insects within its area of influence. In addition, the overseer serves as a node of a higher-order intelligence, called an architect, that controls all the manses in a certain area. These architects in turn make up the components of an overarching intelligence known simply as Migong. While we didn't communicate with it its Geometries were studied in preparation for the attack that shattered its crystal colony body. Thus our knowledge of hiveminds, specialized bodies, and motonic precise geometric mandalas is far stronger.

[ ] Hidden Lore of the Centimani: These were the ultimate warriors and soldiers of the Time of Glory. They appear as perfectly animated bronze statues of humans. They always fought in groups and their battle formations became the inspiration for human and through them our Draconic Legion elite drill. Centimani use no weapons or armor but harness diverse telekinetic force powers to shield, project ranged attacks, enhance movement and even fly. While their inspiration in our Immaculate battle formation is unquestioned we still suffered massive losses from fighting them, from the lessons learned perhaps we can push our selves even further. Our study of this most impressive of all enemies has honed our tactics, improved our ability through technique and artifice to harness telekinesis and force projection, and we have learned to summon Invulnerable skins of Bronze in emulation of these ultimate warriors.

[X] Plan Elemental Deliveries

-[X] [Anklok2] Bribing spirits to do their job
DC: 25 > 04 reroll 54

With so many priests attending to major Sun rituals those left to earn the favor of the other spirits have to work double time and several collapse from blood loss and exhaustion.

Reward: +5 to other rolls.

-[X] [Anklok3] Ondar Shambal
DC: 30 > 68

The solar dragon nests is brought to life into a full Demense and its properties are carefully analyzed so we understand the foundation of our great Prayer city.

Reward: 1/5 progress

-[X] [Mosok1] Or catch an Ork Napping
DC: 25/35 > 40

Bond J'Bond makes another daring escape, this time capturing an Ork Trukk and destroying most of a factory in the process of "escaping" The damage dealt should slow the orks somewhat. He comments it is getting harder and harder to make his getaways.

Reward: +1 turn delay to orks, +3 AP.

-[X] [Mosok2] War Fleet
DC: 40 > 72 elemental roll (limit one): 97 (okay crit allows another) 57

While not made of imperishable alloys, alchemically treated ironwood clad in crystal panels is a hardy hull. Essence Driven paddlewheels and essence imbued sails make the ships far faster than expected and Light Implosion bows and marines make them a danger to others as well.

Reward: Basic War Fleet complete. Your logistics fleets will have some escorts if the Orks produce warships and if not you can conduct actions to bombard coastal areas.

-[X] [Mosok3] Logistic Fleet part 2
DC: 35 > 82 elemental roll: 07+5, 53, 88

Reward: Second Logistic Fleet complete. You can land two Draconic Legions simultaneously or move 18 Million starans to the Mainland in a season.

-[X] [Pterok1] Elemental Courts x 6
DC: 35 > 79+5,52+5,37+5,76+5,3+5,54+5

Setting up various courts for the different elements (there are few inter-element situations) is easy enough, guiding them through the process of governing themselves in a way that makes them more effective to services us without exploiting them takes some work and we end up having to use prayer to distract some gods from trying to exploit the elemental courts before things are locked down but its done. By sending negotiators we can gain elemental aid without forced bindings, which means also that elementals can be potentially recruited without rules of summoning limiting the time of service, although in this case they might have to be paid with jade, worship or favors.

Reward: Elemental Courts complete, minor difficulty reduction, able to recruit elemental legions.

-[X] [Raptok1] Artillery too
-[X] [Golem] Artillery too
DC: 25 > 89 Auto x 1 elemental roll (limit one): 75

Using elementals agreements we have bound several golems with longer term contracts to assist in pulling the light artillery pieces around the battlefield. We are about half done equipping our current Draconic Legions.

Reward: 3/6 Progress

-[X] [Raptok2] Advanced Armory
DC: 40 > 05+5=10

Thousands of helpful elementals show up and there is no room for actual crafters or architects. By the time they are all sent away and the mess in cleaned up we are back where we started.

Reward: No Progress, this project will refuse elemental support dice in future.

-[X] [Raptok3] Workshop – Exotic Components
DC: 35 > 73 elemental rolls: 61, 72

Things go far more smoothly among the exotic component producing workshop. Here we do things like use essence to nourish plants to grow in impossible conditions and harness that impossibility. We have set up a large running experiment to breed enough of a subspecies to produce a god of the plant, then we convince the god to breed with the plant to produce a new subspecies which will have its own god and this continues until we have something that is not quite plant or god but a very useful component in crafting. We produce large amounts of perfected water which involves summoning a Water elemental to produce pure water, than a fire elemental is summoned and all its power expended to flash vaporize the water, than the steam is gathered and an air elemental is summoned to expend all its power freezing the water. This process is repeated usually ten times before the water is Perfected and can be used in artifact crafting. The aid of numerous elementals let us build up large collections of such juxtaposed elements, like Frozen Lightning and Molten Crystals. Other things involve crafting items to be used in greater constructs in complete darkness. The component is used without light ever touch it and that has power in it. Mosok divers or water elementals are sent to the depths of the ocean to recover things obviously lost from the surface. The longer it was lost before we found it the more power it possesses.

Reward: Exotic Component Workshop complete. Much artifact crafting is easier.

-[X] [Generic4] Elemental Support x 7
DC: 30 > 73,59,62,24+5,54,45,40

Reward: +15 AP…
-[X] [TrainingGrounds] Martial Legion

-[X] [Dojo] Martial Legion
Auto x 6

A full battlegroup of a thousand troops who have received full Draconic Legion training in addition to attaining the basic of a Martial art.

Reward: Martial Legion Raised. 1000 Legion with basics of the style.

-[X] [Armory] Prayer Piece
DC: 30 > Auto x 1

Initial research is started, designing the micronized shrines to work together rather than compete and drag the prayer shot back and forth takes some effort.

Reward: 1/3

-[X] [Plantation] Staran Forces
DC: 35 > Auto x 1 Elemental Rolls: 15,88,92,6,17,89,65,15,55

Wood Elementals flood the plantation helping the Starans equip and train themselves. Now in a shockingly low amount of time you have a force of 300 Million Staran Defenders armed with Spears and Bows.

Reward: Staran Force of 300 Million Complete.
-[X] [Dinosaur] Razor-Beaks
Auto x 1

Most riders are Pterok since they can survive a disaster, some brave Raptoks become riders though. Riders can only deploy if they have some kind of nesting site within 250 miles of the deployment zone. Their weapons are impressive but the lack of armor and maximum speed would make them vulnerable to some of the wondrous Magitech vessels that could potential be deployed.

In addition to paired fuel bolt launchers with 20 shots each for anti air they are trained to pick up large items to drop. This can include rocks but drop commandos, firepots, or huge Garda eggs and even special artifact munitions are possibilities.

Reward: Complete 25 Razor Beak Riders added to forces.
 
Turn 16
Turn 16

Whispers of a last vision or contact from Autochthon trickle down. Apparently, many thought they were the only ones and most of the visions make little sense on their own. Only when combined can they be made useful.

Ankloks: Things went well with the ritual prayers to the sun, even if the lack meant those priests were unavailable to assist in bribing the spirits. Maybe trying to pray to lesser gods when you have been told all your best priests will be busy was a mistake?

Mosok will start moving the Staran forces over to the mainland. They will move 15 million during this season if no special action is taken.

Pterok: With access to the Wyld perhaps we have another method of answering questions, even lacking Astrology. Or perhaps its time to delve the celestial sphere for answers?>

Raptok feel its all coming together, just need to build some manses or discover some alternative to get their war machines back on-line.

Ork Progress roll: 51 The increased energy of the Waaagh! seems to be settling and with the greater physical and mental capabilities of the orks the efforts of Bond J'Bond barely hold them even. (turn 19+1-1=19).

You have 7 (+3) = 10 generic AP (One generic is converted to one of each breed by the Tube Tunnel)

1x Free Success applied to Training Grounds projects
1x Free Success applied to Armory projects
1x Free Success applied to any one Golem projects
1x Free Success applied to Plantation projects.
1x Free Success applied to Dinosaur Mount projects
1x Free Success applied to Dojo Projects.
7 x Exotic Stockpiles (Master Grade)


Anklok (3 AP): Zealot priests and barbaric warriors who deal with fire. Anklok inspire and lead, whether troops or religious gatherings. Basically Griffindors.

[ ] Ondar Shambal: Forging a holy city in the form of Prayer. It will be a lot of work and we cannot start blindly. This project Designs Ondar Shambal's construction upon the Solar Aspected dragon nest. AP needed 1. DC 30. Success needed 1/5. Reward: Design for how to start building Ondar Shambal.

[ ] Prayers for War: A major prayer to the Sun for Victory. To be done no more than 1 turn before starting a Conflict, may be done the same turn. 1 AP Needed. DC: 25. Success Needed 1. Reward: +1 to avoid rout checks.

[ ] Prayers of Conquest: While there is no doubt prayers will flow to Leeayta when Dragon Kings go to war, she is only likely to respond to grand rituals done before a Territorial Conquest. If you are undertaking such a conquest than direct your prayers to this 8 foot Clawstrider female, known as the Lizard Queen and no greatness in war. 1 AP Needed. DC: 20. Success Needed 1. Reward: +1 War scores of Draconic Legion commanders. These scores apply to leading troops, rallying them, preventing routs and to enacting stratagems.

[ ] 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: 30. 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]

[ ] 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: 20. Success Needed: 1. Reward: You gain +5 to all other rolls which can prevent a botch or cause a critical success.
[ ] Draconic Legions: A large mustering to bring our forces up another 10 Legions and outfitting them to Standard levels. AP Needed 2 DC: 40. Success Needed 0/15. Reward: Gain 10 Draconic Legions. Training Grounds and Armory success can apply.

[ ] Militia: Take advantage of our new training ground to recruit a large number of Militia units. These would only have militia grade gear of course and would only be trained to a more basic level than expected of the Draconic Legion. In return they would spend most of their lives working normally rather than draining resources when they aren't actually fighting. AP needed 2. DC: 20. Success Needed 20. Reward: Gain 500,000 Militia-Dragons. Training Grounds and Armory Success may apply.

[ ] We are LEGION!: Lets just skip the slow recruitment, test the capacity of our new training complex by trying to train and recruit 90 new legions simultaneously. With this we will have 100 Legions to bring to bare on our enemies. AP needed 5. DC: 40. Success Needed 90. Reward: Gain 90 Legions. Training Ground and Armory Success may apply.

[ ] Mount Up: Recruits Clawstrider, Ox-Dragon, and Siege Lizard Battlegroups for 10 Draconic Legions. AP Needed 2 DC: 35. Success Needed 0/16. Reward: 10 Draconic Legions gain Dinosaur mounts. Training Grounds and Stable success can apply.

[ ] Martial Legion: Recruit a solid Legion with just barely enough Martial arts knowledge to boost their combat in war. AP Needed 1 DC: 45. Success Needed 0/12. Reward: Gain 1 Martial Legion. Gain a Basic Martial Legion has +1 might, but not higher attributes or skills, compared to standard Draconic Legion. Training Grounds, and Armory and Dojo success can apply.

[ ] Time for War!: Plot a campaign against the Ork and drive them from our World. AP needed 1. DC: ?? Reward: Quality of roll determines the difficulty of starting conditions. Will switch to a war miniturn set up after this turn completes until campaign ends or enough time has occurred to justify another seasonal turn.

Mosok (3 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. Basically Slytherin.

[ ] 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, but its getting more difficult as the Orks get wise to us. AP needed 1. DC: 30/40. Success Needed 1. Reward: Gain 3 extra generic AP next turn for basic success weakening Greenskins (delays current infrastructure improvement of Orks by one turn). Avoid notice with the greater success.

[ ] Go Loud!: Slowing down the Ork is more important then hiding our presence. Make multiple plays to take out orks and destroy supplies but it will be much harder to hide. AP needed any. DC: 20/80. Success Needed any. Reward: Every success delays the ork by one turn but unless the much higher success is made it will reveal the infiltrator as a non-Ork.
[ ] 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 per turn.

[ ] Advanced Shipyard (locked: requires access to hearthstones or alternative). Fancy super ships are gonna take more work.

[ ] Go Overboard: A combination of River Dragons and Water elementals is used to speed up ship movement drastically, this will allow us to move a lot more Staran in the season. AP needed 3. DC: 30. Success Needed 0/3. Reward: Any season in which this project successfully completes will move 75 million Starans instead of 15 million.

[ ] Logistic Fleet part 3: 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, build another 40 vessels. Able to land 3 legions at a time and support 30.
[ ] Train martial artists: The mosok concentrate on teaching the arts to new pupils. AP needed 1. DC: 30. Success Needed 0/6. Reward: Train 500 more Martial Artists. Dojo success may apply.

[ ] Research Martial Art: Either request a known terrestrial martial art from the Exalted books or give a request of what benefits you hope the art gains in what conditions (usually something like +1 might versus enemy type or in some specific circumstances) and your Stylists will combine training with research in Sperimin on principles to create the style. For example: Seafaring Hero Style would assist in boarding or repelling boarders, Lightning Hoof Styles benefits mounted Martial Artists, Falling Blossom would benefit bodyguards, and Jade Mountain Style benefits all standing on the ground. (Note to the exalted experts: Pan-elemental styles are notoriously complicated, DC +5 and +2 success needed). If you wish to create your own consider the kinds of effects it might have, if you want an Anti-Ork style than how does that work? AP needed 2. DC: 45. Success Needed 6. Reward: Gain a new martial Art. Dojo Success may apply.

[ ] Celestial Arena for [# of participants]: The Arena is Luthe has been outfit especially to train Celestial Martial Artists. Normally this can be accomplished through five years of meditative training. But when you are in a rush a bloody tournament is the answer. Participants must know at least 1 full Terrestrial Martial Art and 90% of participants die. The ten percent who survive find themselves Awakened to the Bulb of the Perfected Lotus and able to learn Celestial Martial Arts. AP needed 1. DC: 05. Success Needed 1. Reward: 90% of participants die and the remaining ten percent can learn Celestial Martial Arts.

Pterok (3 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 for summoning elementals, even without sorcery. Basically Ravenclaws.

[ ] Observatory: After Geomancy one of the great pillars of Dragon King Science and Art is Astrology. The power to divine truth from the stars is a heady one but the stars of here are unknown to us. This Observatory lowers the difficulty of "What are Those?" as well as automatically making progress every turn towards studying the stars in order to unlock your knowledge of Astrology for use once again. Once astrology is unlocked you will be able to deploy astrological thaumaturgy and divination and this observatory will gain an auto success aiding projecting involving such. AP needed 1. DC: 35. Success Needed 3. Reward: Observatory Built. Starts Astrology unlock count down.

[ ] 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 40. AP needed 6. 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 40. AP needed 6. Reward: Advanced Administrative Monastery built. Further reduces the difficulty and successes needed on massive projects.

[ ] Advanced Shrines: Altering the locations of Shrines to improve the Geomancy, using higher quality materials or more time spent on improving the art and iconography, gods that could benefit has secondary shrines built in multiple locations. We can even build lorestones granting the relevant priest expertise in working with any given diety. All to allow greater return on the effort put into our dieties. AP Needed 3. DC 40. AP needed 6. Reward: Advanced Shrines built, lower difficulty and larger scale projects possible via prayer.
[ ] 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.

[ ] 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 or intricate magitech, may not apply to projects over DC of 50. 1 AP needed. DC: 30. Success Needed 1. Reward: Targeted Project gets two successes applied.

[ ] [Elemental] Auxilia: Thunderbirds, Garda, and similarly martial elementals from the various courts can be recruited and put to service as troops. These elementals remain in service due to arrangements with their home court, jade payments, access to luxuries, and promises of sufficient worship during a time of battle to at least give a chance for the Elemental to be reborn when killed rather than dissipating into elemental essence. This does limit the number of such elemental Auxilia possible to 100 max, or 500 max with our whole population available. 2 AP needed. DC: 30. Success Needed 10. Reward: Recruits 1000 war-like elementals from the chosen element. Special abilities and fighting tactics determined by the element chosen, for example Air elementals will certainly fly, whereas an Earth group will not.
[ ] Dragons in Space!: (locked: requires access to five hearthstones (or alternative)) Build some Globe of Transports and go to space, making modifications if needed. Maybe set up a modified hemisphere of underwater respite? AP needed 1. DC: 30. Success Needed 2. Reward: Figure out this space travel thing.

[ ] What is that?: A giant ball of light in the sky, we have some concerns. AP needed 1. DC: 35. 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: 45. Success Needed 1. Reward: What are stars?

[ ] Vision Quest ([Insert Question Here]: While we are lacking the lore to use Astrology in this realm we have discovered a known source of prognostication. We can prepare a team of experienced wyld explorers, loaded down with blessings, rituals and talismans to preserve them from the mutagenic effect and send them into the wyld with a question burning in their hearts and souls. The wyld is chaotic but is also influenced by sapient thought. A seeker holding a desire and keeping it ever in mind while dealing with the issues that exploring the wyld brings may, if they keep trying long enough, find their desire brought forth. Vision questing is the easiest and while true Divinatory knowledge is not possible, anything known to beings whose thoughts and dreams influence the Wyld can potentially be learned. Thus we could learn much about this new Realm we dwell in, but each question sought is fraught with peril. AP Needed 2. DC Special. Success Needed special. Reward. A team is sent on a vision quest with a question in mind, this is rolled as per Wyld Vision questing rules. Your team will stick to the bordermarches, barely dipping a claw into the realm of narrative chaos. Thus they will endure three rolls to check for mutation, addiction, and encounters (the massive stacking of prepwork and only going to border marches means its almost certain the encounters will be the only danger) and will get one roll of 15 dice to gain a vision. The more successes the more clear the answering vision, 7 success which should be an average roll for this dice amount should give a clear answer. You may create the questions but be wary, vague wide reaching questions will produce vague wide reaching answers. Focused questions will usually do you more good.

[ ] Aid the Priests: Proper study of sacred Geometries may let us improve the chance of creating a Creation synchronous ritual space. Needed 1. DC 25. AP needed 1. Reward: Apply a success to Ondar Shambal.

[ ] Unknown Aspects: There are four major Dragon Nests on this world bursting with potential but of unknown elemental aspects. While one is occupied with the Orks we could probably explore one of the other three and learn more about its potential. The spirits want to use one of these to create a Spirit court, a city sized sanctum where Jade Fountains will funnel Quintessence to the populace. But we cannot start such a thing without knowing what we have to work with. AP Needed 1. DC: 45. Success Needed 3. Reward: One unknown aspect is known and you get an idea of what you can do with it.

[ ] 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 30. AP needed 8. Reward: Can build Prototype Warstrider.

[ ] Pondering the Loom: Pteroks gather what they learned in their visions of the Loom of Fate. Just getting it all down and available for study instead of barely recalled vision is the first step. AP needed 1. DC: 45. Success Needed 9. Reward: Step on the Path towards the Loom of Fate

[ ] Advanced Air: Research into magitech concepts needed for superior airship manufacture. Needed to unlock Advanced Skydocks. AP Needed 1. DC 30. AP needed 3. Reward: Knowledge of how to build Magitech Shipyards. pre-requisite needs hearthstones or alternatives.

[ ] 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 30. 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 30. AP needed 3. Reward: Raise equipment level available to Martial Artists. Dojo success may apply.

[ ] Prayer Piece: A weapon which is a shrine containing half a martial prayer to the sun. A golden bullet contains the other half and by passing through the weapon blesses itself, accelerating to massive speed and deadliness while a wisp of incense carries the complete prayer to heaven. AP Needed 1. DC 30. AP needed 1/3. Reward: Prayer pieces unlocked for Second rate gear, improving Draconic Legion ranged ability at that level. Armory Success may apply.

[ ] Plasma Projector: Alchemical fueled fire weapons are potent but tend to be dangerous, use expensive fuels, and of course overheat. We wish to pursue research into improving these weapons. The first step is simply to place multiple fuel bolt launchers on a single mount and from their we can try to minimize the size and speed up reloading. AP Needed 1. DC 30. AP needed 3. Reward: Plasma Fire Projector (Medium and not easily movable artillery piece).
[ ] 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 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.

[ ] 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.

[ ] War Paint Stockpile: Compared to other stockpiles, paint is relatively simple. However it still wears away in battle and must be replaced so the principle of a stockpile applies. Red, Blue and black predominate among the used colors. A War Paint Stockpile grants a Legion +1 combat maneuvering and +1 effective size. AP needed 1. DC: 15. Success Needed 1. Reward: Gain 3 War Paint Stockpiles.

[ ] Grace 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 Grace stockpiles cause effected rolls to ignore botches for a battle segment. After the battle, calculated losses of effected unit is halved. There is no effect to multiple uses of this stockpile in a single battle. AP needed 1. DC: 25. Success Needed 4. Reward: Gain 10 x Grace Stockpiles.

[ ] Invocation Stockpile: By creating one use artifact prayer strips which are imbedded with a potent benediction or a power waiting to be unleashed from a greater god and making it available to soldiers to be used on demand for relatively little cost of essence during the battle (in exchange for all the careful work and negotiation dead ahead of time). These powers are varied, from summoning a war elemental in an instant, granting a militant gods panoply of divine armor and weapons to a soldier, getting a nigh fatally wounded solider back in the fight, and unleashing potent battleground altering attacks. Invocation Stockpiles have the effect of Grace Stockpiles but also add 5 temporary Magnitude for the battle segment. Any damage on temporary Magnitude disappears with it. AP Needed 1. DC 40. AP needed 4. Consumes 1 Grace Stockpile Reward: gain 1 Invocation Stockpile.
[ ] 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 35. 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.

Raptok (3 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.

[ ] Magical Mounts: Mounts can learn to do tricks, potent mounts like dinosaurs being ridden by essence users allows us to provide the power for the mount to channel into a magically fueled trick. This allows us to train our mounts to develop something along these lines. Effectively granting the mounts unit an increase in Might. AP Needed 1. DC 40. AP needed 3. Reward: Mount groups gain +1 Might or equivalent improvement. Stable Success may apply.

[ ] Dino Breeder [Breed][Aspect]: Pick a dino mount we want to improve and the area you want to improve. For example Razor Beaks could have speed increased, or strength for better weapons and armor, or endurance so they can travel further from an Airbase and fight longer. This is a combination of improving the animal in general as well as how they adapt to their equipment. AP Needed 1. DC 35. AP needed 6. Reward: Selected mount gains selected trait. Stable Success may apply.

[ ] War Engines of Tokati: Bigger essence cannons, skimmers, war birds. Those are all known things we can try to build of course. But we just fought a ridiculously large scale war and now are in another dimension. While this has given our people many a sleepless night. Its time to turn horrors and nightmares into inspiration. Cut loose our designers to envision a new means of waging war! AP Needed 1. DC: ?? Reward: Gain options for new magitech designs inspired by the war and what you have seen. DC rolled will determine the number of options you are given. You may pick ONE of those options to pursue research on.

[ ] Visions of the Perfected Warrior: Our shiny new lab is just waiting for us to perform some excessive surgeries and exploratory mutagen exposures. Lets get too it. AP needed 1. DC: ??. Success Needed 1. Reward: Gain options for new biothaumaturgical procedures inspired by the war and what you have seen. Cybernetics, controlled mutations, and artifice organs. DC rolled will determine the number of options you are given. You may pick ONE of those options to pursue research on. [Note with the influence of Autochthon you may gain options comparable to Alchemical Charms]

[ ] Great Maker's Insight: Visions of clockwork and bottled lightning dance in the back of the mind of many Raptoks. By collating their visions and building some prototypes we can lock in what has been hinted. Fully exploiting out new knowledge may require batter facilities.AP needed 1. DC: 45. Success Needed 9. Reward: The penalty Dragon Kings have for working with Magitech and automata is removed and Dragon Kings can build four dot versions of those (not counting the effects of Autochthonian Paths of Enlightenment)(It was previously limited to three dots except in a few very heavily crystallized items which were mostly designed with help of the Jadeborn)
[ ] 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: 20. Success Needed 2. 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 35. 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 2. DC: 30. Success Needed 3. 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. Armory success may apply.

[ ] 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: 25. Success Needed 18. Reward: One Legion upgraded to Primordial War Standard equipment. + 3 Might and +1 "exceptional strategos equipment". Armory Success may apply.
[ ] 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 our Dragon King Legion. AP needed 2. DC: 25. Success Needed 3/5. Reward: Add mobile artillery support to ten Draconic Legions.

[ ] 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. Golem Success may apply

[ ] 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. Golem success may apply.
[ ] Advanced Magitech Workshop: This workshop is focused on producing delicate powered devices that require hearthstones or hopefully a means to bypass hearthstones. Improvements with intricate motonic tools allowing for both greater precision and greater scale of construction. AP needed 3. DC: 45. Success Needed 9. Reward: Advanced Magitech Workshop built.

[ ] Adamant Crucible: A fortuitous find of high quality diamond placed near other needed alchemical components make New Rathess and Ideal location for an Adamant Crucible. A place where a glass like crystal can be infused with the essence of diamonds which are used to heat the crucible through essence driven burning. The molten adamant must be blown and bent into shape in a manner similar to primitive glass technique but demanding many magnitudes greater skill. We can and have forged adamant components in small quantities but here we can mass produce the useful magical crystal. AP needed 1. DC: 35. Success Needed 3. Reward: Adamamt Crucible built. Adamant is available in large quantities easing construction on many high end magic devices, especially Magitech Artillery and sensors. 'Primordial Standard' would have three success removed from total needed after the Crucible is 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 Exotic Stockpiles we could produce first rate gear at exhaustive efforts. AP Needed 3. DC 40. AP needed 6. 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 40. AP needed 6. 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 40. AP needed 6. 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.

[ ] Bio-Engineering Compound: The breeding, training, and caring for our "lesser" kin requires special facilities. Using advanced genetic research, mutagenic compounds, and biothaumaturgic implants we can push our mounts further and further. AP Needed 3. DC 40. AP needed 6. Reward: Advanced Stables Built
[ ] Staran Forces: Time to get that plantation cranking. Makes 300 million Staran Defenders to start with. AP Needed 2. DC 35. AP needed 0/15. Reward: Large Staran Defender Army. Plantation success may apply.

[ ] Wood Striders: Build giant wooden war machines to attend the Staran Army. Mobile Ballista and Onager, Rams, Giant Cat Trees, all grown and assembled to be used by Staran and in suitable numbers for the whole Staran Army. AP Needed 2. DC 40. AP needed 10. Reward: Basic War Machines available to Staran Defender forces. Plantation success may apply.

[ ] 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 1. DC: 20. Success Needed 8. Reward: 10 Draconic Legions are equipped with a dozen Armored Siege Lizards each. Stable Success may apply. Stable Success may apply.

[ ] 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 1. DC: 25. Success Needed 8. Reward: Ten Draconic Legions are equipped with a dozen Fire Ox-Dragons each. Stable Success may apply.

[ ] Claw-Striders: not!Velociraptors are used as a high speed cavalry unit by raptoks. They arm themselves with Plasma Tongue Repeaters, race into to attack and race out of range to reload before doing it again. AP needed 1. DC: 25. Success Needed 8 Reward: Ten Draconic Legions are equipped with about 100 Clawstrider mounted cavalry each. Stable Success may apply.

[ ] 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 re-loading 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 aircraft. 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 1. DC: 25. Success Needed 2. Reward: Gain 2nd​ group of riders. Stable Success may apply.

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 provides TWO AP next turn, every greater success provides an additional Exotic Stockpile.
 
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Turn 16 Results
Turn 16 Results

Reports say that the orks are launching rafts into the sea and launching traveling expeditions into mainland areas they do not control. They are not getting too far, their own efforts are laughable at this stage but they seem to get better with each attempt. A bit of discrete sabotage should keep them from having in luck for far longer than they should but eventually they will either get lucky or get frustrated and march a massive army in one direction or another.

Reward: You can probably delay through turn 17 but the Orks are likely to do something… Orky on turn 18.

15 million staran on mainland.
[ ] North favored
[ ] South favored
[ ] Balanced deployment
[ ] No we didn't send them yet.

[X] Plan Load Equipment
-[X][Anklok1] Bribing spirits to do their job
DC: 25 > 42

Things go well, not as well as they could be but well enough. What can you expect from lesser dieties after all.

Rewards: +5 to other rolls
-[X][Anklok2] Mount Up x 2
-[X][Training Grounds] Mount Up
-[X][Dinosaur] Mount Up
DC: 35 > (62, 82, +1) x 3 = 9 + 1 (dino)

Efforts of preparing the dinosaur mounts and training their riders in tactics occupy the training grounds for several months. The most basic and in some ways hardest thing to train is for the beasts to not panic if exposed to explosions, essence weaponry, or wounds. But each group has their own specialties.

Siege Lizards have little direct offensive powers and aren't even that fast but between their sheer toughness and the armor we have given them they can ignore almost anything including the heaviest weapons made by orks. Their backs have hard and even more armored plates providing mobile cover to Raptoks equipped with ranged weaponry. And anyone who tries to storm the side of Siege Lizard is gonna get a spiked tail to the face.

Ox-Dragons are much faster than Siege Lizards, indeed their true glory as a beast of war lies in the Charge. They are not as armored as Siege Lizards but are faster and they mount a heavy Flame Lance which can be aimed in either a stream mode or a wider spectrum spray mode, but the general plan will be to lock it forward facing and charge it to maximize the damage done from the Ox-Dragons might charge. Crew learn how to time this best so they can still get shots in but are prepared to lock at the correct moment. Nothing more embarrassing than your lance going flying because it wasn't locked when your mount hit the side of building or vehicle.

Claw-Striders will act as the skirmishers and flankers, moving in quick coordinated attacks to scythe through the enemy dealing maximum confusion. Raptoks learn how to aim, fire and reload while their mount races about. More over the Claw Strider are pack hunters and their training involves getting them to cooperate with each other in groups efficient for military use and to instinctively include their riders as part of their packs. Difficult, but not impossible. [For comparison to Horses left behind in Creation, the horse is somewhat faster in their maneuvers but lacks the advantage of being pack hunters who can coordinate attacks between themselves and riders, some breeding might remove the slim advantage horse cavalry has over striders.]

Reward: 10/16 Progress.

-[X][Mosok1] Or catch an Ork Napping
DC: 30/40 > 47+5= 52

Griznak and Bond (looking like an Ork) stand atop a rickety dam. Bond has planted explosives and if they go off the dam will burst and flood a major production township. Griznak has become obsessed with stopping Bond.

"Not dis time, Bond!" cried out Griznak, "Yer krimes stop ere, i'll krump yer an' save 'da valley."

"Hoho, yuse getting closer, but ya er too late to stop me." Bond replies as he pulls out a rickety control and pushes the ridiculously oversized red button. This blows the dam and send Griznak into the water. As Griznak flood into the valley Bond solutes him before teleporting away.

Rewards: +1 turn to ork Timer + 3 AP to next turn. Orks iz kompleetly shur da world haz udder orks on it.

-[X][Mosok2] Logistic Fleet part 3 x 3
DC: 35 > 62, 42+5, 35+5

This is getting a bit easier, there are now 120 Merchant vessels plying the waves between here and the mainland.

Reward: Third fleet complete, 40 more vessels available. We can move 3 Legions in one move and move 22 Million Staran defenders a Season.

-[X][Pterok1] Martial Armor x 3
DC: 30 > 11+5, 76, 29+5

Armor on martial artists is tricky. The first issue is limitations of movement. Most styles cannot accept heavy armor even when it has been cleverly wrought to avoid all restrictions of movement. The stylist is still held back. A potentially greater issue is essence. Attuning artifact armors commits essence which Stylists depend on for their fighting style far more than a normal Dragon King warrior. So options which produce glowing protective auras at the cost of essence may be possible, they would strip the martial artist of some of what makes them a bigger threat than a normal warrior.

Currently we are focused on magical silken robes designed to emphasize the styles… style, which provides some protection and does not burden essence much. Another possibility is pushing war paint further and tattooing war paint talismans onto the scales and leathery skins of the dragon king. The tattoos could not be causally removed as a robe could but that pleases some stylists, since they would always be ready.

Of course someone who cared about protection more than preserving motes could use essence armor, silk robes and tattoos and still technically perform martial arts, but not many stylists would consider that a valid choice.

Reward: 2/3 Progress

-[X][Generic2] Pondering the Loom
DC: 45 > 43+5

Strands in the loom of fate resonate with anyone or anything with a destiny. When those destinies are disturbed, usually by exposure to intense amounts of essence expenditure or wyld activity, it vibrates the sympathetic strand in the loom. This can cause strands to stick together when they come in contact which results in causality breaches in Creation. Thus any Loom, unless in an environment with no chance of disturbance, which seems unlikely, must have some form of monitoring and repair function. Such as the infamous Pattern Spider…

Honestly if it wasn't for scholar gods blessing the Pterok's researching this you doubt any progress would be made.

Reward: 1/9 Progress

-[X][Generic3] Great Maker's Insight
DC: 45 > 46 +5

Dragon Kings for thousands of years have thought in crystal and vegetative science. And it has helped them build wonders and fight the foundations of creation but the work of Autochthon, the Great Maker. Wrapping lizard minds around the idea of cogs, and alloy. Of conduit and filament. Of bottled lightning and steam. Its stressful to raptok minds who must frequently take mud bath breaks as they are overwhelmed by the mindset of the great maker but progress is made.

Reward: 1/9 Progress

-[X][Generic4] New Hearths x 2
DC: 35 >71, 32+5

So in Creation Hearthstone were plentiful. It was once calculated that Creation had 9.4 million potential manse locations. So while its not unlimited, it was close enough that you rarely needed to NOT use such an efficient source of power.

Still it doesn't mean you have no ideas. One god of craft even reminded you of a trick used during the Primordial war. Using White Jade drills to tap into geomantically sensitive spots to draw power directly was far more efficient that that channeled through a hearthstone. With the downside being the powered item had to stay in one spot. Still certain machines and immobile essence batteries can benefit from this method. [You can build immobile war machines with little difficulty as long as you can "plug-in" to the ground.]

The simplest is simply to have our warriors commit huge amounts of essence to the vehicle to provide power. The downside is obvious, by committing such huge amounts of power the Dragon King controlling the war engine or vehicle cannot use paths or attune other artifacts. Stockpiles are built up not to support the vehicle but to restore a measure of supernal might. [Mechanically this means you can ignore a lot of need for logistics but your pilots plus vehicle will come off as having lost the edge of magic, represented as a loss of Might in battlegroups]

Alchemist work over time developing an incredibly energy dense gel like fuel paired with an incredibly efficient talismanic engine. Of course the fact they are meant to replace a hearthstone and hearthstone socket means the fuel tanks are very very small. Thus you would still have some logistics issues. Still it means you can push HARD when you have access to a stockpile, which would include this fuel. [Making fuel tanks bigger would effectively cause the same trade off the previous example does as some of the magical conductors are removed for fuel tanks]

Alternatively items can be built to accept bound elementals as a power source. They issue here is that none could stay for over a month of service and we cannot push the things too hard or the elemental will be hurt. So effectively we save on logistics but lose the option to push the war engines harder at need.

How will you power mobile war machines?:

[ ] Commit Essence (Lose Might to avoid Logistics)
[ ] Alchemical Fuels (Highest need of logistics but benefit from stockpiles)
[ ] Bound Elementals (Avoid most logistics but lose stockpiles)
[ ] Wait for future research.

More research could allow further options, Elemental cores store essence and can be charged at manses before being shipped back the front. With enough spare cores could allow war machines to stay operational even when pushed HARD. But as each core is an artifact expanding capacity of logistics would be a trial. This is like the alchemical fuel option but needs an invested infrastructure of elemental cores and transport system of much higher cost in exchange for making maintaining stockpiles much much cheaper. [You basically build very expensive but permanent stockpiles that refresh every so often for free, but building a new stockpile is very expensive]

Essence capacitors on the other hand store much less essence but regenerate some on their own. Pairing them with a tri-socket adapter would let them be completely free of needing a hearthstone. But this required building three complicated magical crystals, making it the greatest expense in terms of just getting the device or vehicle working. Stockpiles for this crystal involve equipment and thaumaturgical procedures that cleanse taint from the crystal. There is concern that since the capacitors are also respiring from the environment and not a distant manse, they can be in danger from contamination. This would make using them, in say the Wyld, risky.

Geomantic Relays solve this. Basic Manses are set up to produce not just a hearthstone but additional relays. A large vehicle could contain a geomantic node that funnels that power. But we are talking monstrous vehicles at least 100 meters long to use this technique. Basic Manses upgraded to focus all this essence on Geomantic Relays will produce 5 relays. [This is a method for powering starships, what 40k would call a frigate will use 5 relays or hearthstones, Cruisers 7]

Reward: Complete, can build stationary magitech. Have options to build magitech devices with the chosen work around. options available to research Elemental cores, essence capacitors, and Geomantic Relays.

-[X][Generic6] Artillery too
-[X][Golem] Artillery too
DC: 25> 95+5, +1 auto

Work is completed and we even add one Lightning Ballista designed to be elementally powered to each group.

Reward: Complete, all ten Draconic Legions are assigned an Artillery battlegroup. Crit adds one lightning ballista to each group as well.

-[X][Generic7] Advanced Armory x 3
DC: 40 > 87, 54, 96+5

The armory team is eager to catch up on missed progress and steps into high gear. Entire workshops are designed to optimize essence flow. Procedures for entering a workshop look like a combination of clean room standards and spiritual purification ritual.

A lot of the difference in crafting at this level is arranging for the least gods of the workshop to cooperate and so it may seem like a lot of time is wasted in prayer and cleansing rituals placating tools and built in equipment. But the higher performance and lack of waste these "blessed" workshops can output make it worth it.

There is a reason the level beyond this is called Factory-Cathedral and requires a manse to power it.

Reward: 3/6 Progress

-[X][Generic10] Elemental Support
DC: 30 > 87

The smaller scale of the effort makes it a lot easier to keep the elementals under control.

Reward: + 3 dice

-[X][Armory] Prayer Piece
Auto

Blending Jade and Orichalcum in the barrel to maximize the speed of the projectile without causes dangerous feedback or recoil (or losing the holy trait) is tricky.

Developing training sutras and contemplative wall scrolls and position demonstrating statuary to help quickly train our legions in new weapons is also under way.

Reward: 2/3 Progress

-[X][Plantation] Wood Striders
Auto: elemental rolls: 15, 37+5, 18

A new crop of plants has been started, fewer in number but far larger and more potent. Wooden beasts to pull wooden ballista, but the 64 Giant Tree-cats are where most of the focus is going. If these had fought the behemoth earlier, well they would have lost, but the beast would have known it was in a fight without a cities Essence batteries being involved.

Reward: 2/10 Progress

-[X][Dojo] Mount Up
Autox1

A bunch of Martial stylist are sent out to punch misbehaving dinosaurs in the face. It doesn't work out too well but with practice we can make perfect.

Reward: 3/6 Lizard Whipping Style.
 
Turn 17
Turn 17

Ankloks: Draconic Legions are rapidly gaining in Artillery and Armored Units.

Mosok continue moving Staran forces, focusing on the northside. They will move 22 million during this season if no special action is taken.

Pterok: With access to the Wyld perhaps we have another method of answering questions, even lacking Astrology. Or perhaps its time to delve the celestial sphere for answers?

Raptok went very mad science last season but are ready for work again.

Ork Progress roll: 69 The increased energy of the Waaagh! seems to be settling and with the greater physical and mental capabilities of the orks the efforts of Bond J'Bond barely hold them even. (turn 19+1-1=19).

You have 7 (+3) = 10 generic AP (One generic is converted to one of each breed by the Tube Tunnel)

1x Free Success applied to Training Grounds projects
1x Free Success applied to Armory projects
1x Free Success applied to any one Golem projects
1x Free Success applied to Plantation projects.
1x Free Success applied to Dinosaur Mount projects
1x Free Success applied to Dojo Projects.
7 x Exotic Stockpiles (Master Grade)

Anklok (3 AP): Zealot priests and barbaric warriors who deal with fire. Anklok inspire and lead, whether troops or religious gatherings. Basically Griffindors.

[ ] Ondar Shambal: Forging a holy city in the form of Prayer. It will be a lot of work and we cannot start blindly. This project Designs Ondar Shambal's construction upon the Solar Aspected dragon nest. AP needed 1. DC 30. Success needed 1/5. Reward: Design for how to start building Ondar Shambal.

[ ] Prayers for War: A major prayer to the Sun for Victory. To be done no more than 1 turn before starting a Conflict, may be done the same turn. 1 AP Needed. DC: 25. Success Needed 1. Reward: +1 to avoid rout checks.

[ ] Prayers of Conquest: While there is no doubt prayers will flow to Leeayta when Dragon Kings go to war, she is only likely to respond to grand rituals done before a Territorial Conquest. If you are undertaking such a conquest than direct your prayers to this 8 foot Clawstrider female, known as the Lizard Queen and no greatness in war. 1 AP Needed. DC: 20. Success Needed 1. Reward: +1 War scores of Draconic Legion commanders. These scores apply to leading troops, rallying them, preventing routs and to enacting stratagems.

[ ] 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: 30. 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]

[ ] 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: 20. Success Needed: 1. Reward: You gain +5 to all other rolls which can prevent a botch or cause a critical success.
[ ] Draconic Legions: A large mustering to bring our forces up another 10 Legions and outfitting them to Standard levels. These units will include artillery pieces. AP Needed 2 DC: 40. Success Needed 0/20. Reward: Gain 10 Draconic Legions. Training Grounds and Armory success can apply.

[ ] Militia: Take advantage of our new training ground to recruit a large number of Militia units. These would only have militia grade gear of course and would only be trained to a more basic level than expected of the Draconic Legion. In return they would spend most of their lives working normally rather than draining resources when they aren't actually fighting. AP needed 2. DC: 20. Success Needed 20. Reward: Gain 500,000 Militia-Dragons. Training Grounds and Armory Success may apply.

[ ] We are LEGION!: Lets just skip the slow recruitment, test the capacity of our new training complex by trying to train and recruit 90 new legions simultaneously. With this we will have 100 Legions to bring to bare on our enemies. AP needed 5. DC: 40. Success Needed 120. Reward: Gain 90 Legions. Training Ground and Armory Success may apply.

[ ] Mount Up: Recruits Clawstrider, Ox-Dragon, and Siege Lizard Battlegroups for 10 Draconic Legions. AP Needed 2 DC: 35. Success Needed 10/16. Reward: 10 Draconic Legions gain Dinosaur mounts. Training Grounds and Stable success can apply.

[ ] Martial Legion: Recruit a solid Legion with just barely enough Martial arts knowledge to boost their combat in war. AP Needed 1 DC: 45. Success Needed 0/12. Reward: Gain 1 Martial Legion. Gain a Basic Martial Legion has +1 might, but not higher attributes or skills, compared to standard Draconic Legion. Training Grounds, and Armory and Dojo success can apply.

[ ] Time for War!: Plot a campaign against the Ork and drive them from our World. AP needed 1. DC: ?? Reward: Quality of roll determines the difficulty of starting conditions. Will switch to a war miniturn set up after this turn completes until campaign ends or enough time has occurred to justify another seasonal turn.

Mosok (3 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. Basically Slytherin.

[ ] 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, but its getting more difficult as the Orks get wise to us. Less is available as more and more resources are tied up into completed workshops and heavily guarded 'expeditions.' AP needed 1. DC: 35/45. Success Needed 1. Reward: Gain 2 extra generic AP next turn for basic success weakening Greenskins (delays current infrastructure improvement of Orks by one turn). Avoid notice as non-Ork with the greater success.

[ ] Thwart Expeditions: Orks are attempting to find the 'other' group of kunning orks on this world and Krump em good. So far, all their expeditions are not well thought out enough to get very far before turning back or falling apart. However, attempts are improving and eventually the orks are expected to get far enough out to either find the fort lines or have ships spot your cargo ships (and successfully return). Send saboteurs to stop these expeditions in as natural a manner as possible so they have no reason to focus on a direction and insure any that do spot you have no survivors. AP needed 3. DC: 35/45. Success Needed 1. Reward: Ork expeditions do not spot you this season. If this action fails or is not taken the orks next season will launch an attack. Avoid notice as non-Ork with the greater success.

[ ] Go Loud!: Slowing down the Ork is more important then hiding our presence. Make multiple plays to take out orks and destroy supplies but there is no need to hide since they will discover us soon. AP needed any. DC: 20/80. Success Needed any. Reward: Every success delays the ork industrialization by one turn but unless the much higher success is made it will reveal the infiltrator as a non-Ork.
[ ] 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 per turn.

[ ] Advanced Shipyard: Build a massive shipyard and docking complex fit for building and services magitech warships fit to do battle with Primordial Sea monsters. These babies will bring you home from the seas of Kimbery herself or your money back! AP Needed 3. DC 40. AP needed 6. Reward: Advanced Shipyard can build magitech ships.

[ ] Go Overboard: A combination of River Dragons and Water elementals is used to speed up ship movement drastically, this will allow us to move a lot more Staran in the season. AP needed 3. DC: 30. Success Needed 0/3. Reward: Any season in which this project successfully completes will move 110 million Starans instead of 22 million.

[ ] Logistic Fleet part 4: 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, build another 40 vessels. Able to land 4 legions at a time and support 40.
[ ] Train martial artists: The mosok concentrate on teaching the arts to new pupils. AP needed 1. DC: 30. Success Needed 0/6. Reward: Train 500 more Martial Artists. Dojo success may apply.

[ ] Research Martial Art: Either request a known terrestrial martial art from the Exalted books or give a request of what benefits you hope the art gains in what conditions (usually something like +1 might versus enemy type or in some specific circumstances) and your Stylists will combine training with research in Sperimin on principles to create the style. For example: Seafaring Hero Style would assist in boarding or repelling boarders, Lightning Hoof Styles benefits mounted Martial Artists, Falling Blossom would benefit bodyguards, and Jade Mountain Style benefits all standing on the ground. (Note to the exalted experts: Pan-elemental styles are notoriously complicated, DC +5 and +2 success needed). If you wish to create your own consider the kinds of effects it might have, if you want an Anti-Ork style than how does that work? AP needed 2. DC: 45. Success Needed 6. Reward: Gain a new martial Art. Dojo Success may apply.

[ ] Celestial Arena for [# of participants]: The Arena is Luthe has been outfit especially to train Celestial Martial Artists. Normally this can be accomplished through five years of meditative training. But when you are in a rush a bloody tournament is the answer. Participants must know at least 1 full Terrestrial Martial Art and 90% of participants die. The ten percent who survive find themselves Awakened to the Bulb of the Perfected Lotus and able to learn Celestial Martial Arts. AP needed 1. DC: 05. Success Needed 1. Reward: 90% of participants die and the remaining ten percent can learn Celestial Martial Arts.

[ ] Lizard Whipping Style: This style lets martial artists participate in training dinosaurs AP needed 2. DC: 45. Success Needed 3/6. Reward: Gain a new martial Art. Dojo Success may apply.

Pterok (3 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 for summoning elementals, even without sorcery. Basically Ravenclaws.

[ ] Observatory: After Geomancy one of the great pillars of Dragon King Science and Art is Astrology. The power to divine truth from the stars is a heady one but the stars of here are unknown to us. This Observatory lowers the difficulty of "What are Those?" as well as automatically making progress every turn towards studying the stars in order to unlock your knowledge of Astrology for use once again. Once astrology is unlocked you will be able to deploy astrological thaumaturgy and divination and this observatory will gain an auto success aiding projecting involving such. AP needed 1. DC: 35. Success Needed 3. Reward: Observatory Built. Starts Astrology unlock count down.

[ ] 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 40. AP needed 6. 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 40. AP needed 6. Reward: Advanced Administrative Monastery built. Further reduces the difficulty and successes needed on massive projects.

[ ] Advanced Shrines: Altering the locations of Shrines to improve the Geomancy, using higher quality materials or more time spent on improving the art and iconography, gods that could benefit has secondary shrines built in multiple locations. We can even build lorestones granting the relevant priest expertise in working with any given diety. All to allow greater return on the effort put into our dieties. AP Needed 3. DC 40. AP needed 6. Reward: Advanced Shrines built, lower difficulty and larger scale projects possible via prayer.
[ ] 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.

[ ] 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 or intricate magitech, may not apply to projects over DC of 50. 1 AP needed. DC: 30. Success Needed 1. Reward: Targeted Project gets two successes applied.

[ ] [Elemental] Auxilia: Thunderbirds, Garda, and similarly martial elementals from the various courts can be recruited and put to service as troops. These elementals remain in service due to arrangements with their home court, jade payments, access to luxuries, and promises of sufficient worship during a time of battle to at least give a chance for the Elemental to be reborn when killed rather than dissipating into elemental essence. This does limit the number of such elemental Auxilia possible to 100 max, or 500 max with our whole population available. 2 AP needed. DC: 30. Success Needed 10. Reward: Recruits 1000 war-like elementals from the chosen element. Special abilities and fighting tactics determined by the element chosen, for example Air elementals will certainly fly, whereas an Earth group will not.
[ ] Dragons in Space!: Build some Globe of Transports and go to space, making modifications if needed. Maybe set up a modified hemisphere of underwater respite? AP needed 1. DC: 30. Success Needed 2. Reward: Figure out this space travel thing.

[ ] What is that?: A giant ball of light in the sky, we have some concerns. AP needed 1. DC: 35. 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: 45. Success Needed 1. Reward: What are stars?

[ ] Vision Quest ([Insert Question Here]: While we are lacking the lore to use Astrology in this realm we have discovered a known source of prognostication. We can prepare a team of experienced wyld explorers, loaded down with blessings, rituals and talismans to preserve them from the mutagenic effect and send them into the wyld with a question burning in their hearts and souls. The wyld is chaotic but is also influenced by sapient thought. A seeker holding a desire and keeping it ever in mind while dealing with the issues that exploring the wyld brings may, if they keep trying long enough, find their desire brought forth. Vision questing is the easiest and while true Divinatory knowledge is not possible, anything known to beings whose thoughts and dreams influence the Wyld can potentially be learned. Thus we could learn much about this new Realm we dwell in, but each question sought is fraught with peril. AP Needed 2. DC Special. Success Needed special. Reward. A team is sent on a vision quest with a question in mind, this is rolled as per Wyld Vision questing rules. Your team will stick to the bordermarches, barely dipping a claw into the realm of narrative chaos. Thus they will endure three rolls to check for mutation, addiction, and encounters (the massive stacking of prepwork and only going to border marches means its almost certain the encounters will be the only danger) and will get one roll of 15 dice to gain a vision. The more successes the more clear the answering vision, 7 success which should be an average roll for this dice amount should give a clear answer. You may create the questions but be wary, vague wide reaching questions will produce vague wide reaching answers. Focused questions will usually do you more good.

[ ] Aid the Priests: Proper study of sacred Geometries may let us improve the chance of creating a Creation synchronous ritual space. Needed 1. DC 25. AP needed 1. Reward: Apply a success to Ondar Shambal.

[ ] Unknown Aspects: There are four major Dragon Nests on this world bursting with potential but of unknown elemental aspects. While one is occupied with the Orks we could probably explore one of the other three and learn more about its potential. The spirits want to use one of these to create a Spirit court, a city sized sanctum where Jade Fountains will funnel Quintessence to the populace. But we cannot start such a thing without knowing what we have to work with. AP Needed 1. DC: 45. Success Needed 3. Reward: One unknown aspect is known and you get an idea of what you can do with it.

[ ] 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 30. AP needed 8. Reward: Can build Prototype Warstrider.

[ ] Pondering the Loom: Pteroks gather what they learned in their visions of the Loom of Fate. Just getting it all down and available for study instead of barely recalled vision is the first step. AP needed 1. DC: 45. Success Needed 1/9. Reward: Step on the Path towards the Loom of Fate

[ ] Advanced Air: We can proceed with studies into how to build airships. Needed to unlock Advanced Skydocks. AP Needed 1. DC 30. 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 30. 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 30. AP needed 2/3. Reward: Raise equipment level available to Martial Artists. Dojo success may apply.

[ ] Prayer Piece: A weapon which is a shrine containing half a martial prayer to the sun. A golden bullet contains the other half and by passing through the weapon blesses itself, accelerating to massive speed and deadliness while a wisp of incense carries the complete prayer to heaven. AP Needed 1. DC 30. AP needed 2/3. Reward: Prayer pieces unlocked for Second rate gear, improving Draconic Legion ranged ability at that level. Armory Success may apply.

[ ] Plasma Projector: Alchemical fueled fire weapons are potent but tend to be dangerous, use expensive fuels, and of course overheat. We wish to pursue research into improving these weapons. The first step is simply to place multiple fuel bolt launchers on a single mount and from their we can try to minimize the size and speed up reloading. AP Needed 1. DC 30. AP needed 3. Reward: Plasma Fire Projector (Medium and not easily movable artillery piece).
[ ] 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 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.

[ ] 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.

[ ] War Paint Stockpile: Compared to other stockpiles, paint is relatively simple. However it still wears away in battle and must be replaced so the principle of a stockpile applies. Red, Blue and black predominate among the used colors. A War Paint Stockpile grants a Legion +1 combat maneuvering and +1 effective size. AP needed 1. DC: 15. Success Needed 1. Reward: Gain 3 War Paint Stockpiles.

[ ] Grace 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 Grace stockpiles cause effected rolls to ignore botches for a battle segment. After the battle, calculated losses of effected unit is halved. There is no effect to multiple uses of this stockpile in a single battle. AP needed 1. DC: 25. Success Needed 4. Reward: Gain 10 x Grace Stockpiles.

[ ] Invocation Stockpile: By creating one use artifact prayer strips which are imbedded with a potent benediction or a power waiting to be unleashed from a greater god and making it available to soldiers to be used on demand for relatively little cost of essence during the battle (in exchange for all the careful work and negotiation dead ahead of time). These powers are varied, from summoning a war elemental in an instant, granting a militant gods panoply of divine armor and weapons to a soldier, getting a nigh fatally wounded solider back in the fight, and unleashing potent battleground altering attacks. Invocation Stockpiles have the effect of Grace Stockpiles but also add 5 temporary Magnitude for the battle segment. Any damage on temporary Magnitude disappears with it. AP Needed 1. DC 40. AP needed 4. Consumes 1 Grace Stockpile Reward: gain 1 Invocation Stockpile.
[ ] 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 35. 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.

Raptok (3 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.

[ ] Magical Mounts: Mounts can learn to do tricks, potent mounts like dinosaurs being ridden by essence users allows us to provide the power for the mount to channel into a magically fueled trick. This allows us to train our mounts to develop something along these lines. Effectively granting the mounts unit an increase in Might. AP Needed 1. DC 40. AP needed 3. Reward: Mount groups gain +1 Might or equivalent improvement. Stable Success may apply.

[ ] Dino Breeder [Breed][Aspect]: Pick a dino mount we want to improve and the area you want to improve. For example Razor Beaks could have speed increased, or strength for better weapons and armor, or endurance so they can travel further from an Airbase and fight longer. This is a combination of improving the animal in general as well as how they adapt to their equipment. AP Needed 1. DC 35. AP needed 6. Reward: Selected mount gains selected trait. Stable Success may apply.

[ ] War Engines of Tokati: Bigger essence cannons, skimmers, war birds. Those are all known things we can try to build of course. But we just fought a ridiculously large scale war and now are in another dimension. While this has given our people many a sleepless night. Its time to turn horrors and nightmares into inspiration. Cut loose our designers to envision a new means of waging war! AP Needed 1. DC: ?? Reward: Gain options for new magitech designs inspired by the war and what you have seen. DC rolled will determine the number of options you are given. You may pick ONE of those options to pursue research on.

[ ] Visions of the Perfected Warrior: Our shiny new lab is just waiting for us to perform some excessive surgeries and exploratory mutagen exposures. Lets get too it. AP needed 1. DC: ??. Success Needed 1. Reward: Gain options for new biothaumaturgical procedures inspired by the war and what you have seen. Cybernetics, controlled mutations, and artifice organs. DC rolled will determine the number of options you are given. You may pick ONE of those options to pursue research on. [Note with the influence of Autochthon you may gain options comparable to Alchemical Charms]

[ ] Great Maker's Insight: Visions of clockwork and bottled lightning dance in the back of the mind of many Raptoks. By collating their visions and building some prototypes we can lock in what has been hinted. Fully exploiting out new knowledge may require batter facilities.AP needed 1. DC: 45. Success Needed 9. Reward: The penalty Dragon Kings have for working with Magitech and automata is removed and Dragon Kings can build four dot versions of those (not counting the effects of Autochthonian Paths of Enlightenment)(It was previously limited to three dots except in a few very heavily crystallized items which were mostly designed with help of the Jadeborn)

[ ] Haze Shields: A martial adaptation of weather control thaumaturgy, haze shields cover and army, fort, small city in a dome or theoretically a bubble around an air ship or floating manse city. This device and fit into a backpack but unfolds into a relatively ungainly device with broadcast antennae. We plan on setting them up on Siege Lizards generally so we can keep moving. And will need powered by a hearthstone or a Third rank elemental. Each should be large enough for a legion, but they can be narrowed down to smaller units if needed.

When active the shield creates an insubstantial barrier that flickers and obscure vision. The shield glows with essence and brilliant opaque white. Anyone depending on essence sight must attack blindly through the shield. The shield has two modes in the lower cost mode the shield can last for up to 30 hours at a time as long as users supply essence or fuel. This mode penalizes incoming fire from outside the field as even those not using essence sight face flickering and obscured visuals but those from inside have no penalties. The second setting drains power ten times faster but doubles the protection, sadly it also impacts the attacks and visual observation of those inside (on the level the first mode causes enemies). Still for our primarily melee warriors it can be useful helping them get into claw range of the enemy if said enemy possesses artillery. This is explicitly stacking with other forms of obscuring such as summoned mists or darkness.

Haze shields can be upgraded to Storm shields which remove the penalty for shots in the second mode and charges the shields with a diffuse corona of lightning that strikes objects entering the shield from the outside. In the first mode it can vaporize all infantry scale physical projectiles, arrows and shuriken and Ork Dakka weaponry, that are not made of magical materials and damages anyone entering. In the second mode artillery scale projectiles are vaporized and the intruders suffer twice as much damage.

One issue with this shield will be adapting it to void use as it was based on weather manipulation principles, the assistance of air and lightning elementals should make it possible though.

AP needed 3. DC: 35. Success Needed 6. Reward: Haze shields unlocked to be built, as four dot artifacts, they would strain the capabilities of your current workshops. (And storm shields would be beyond them)

[ ] Essence Battlements: Similar to a haze shield but far heftier and not requiring delicate weather manipulating coils. A user must commit 7 motes while socketing a hearthstone or equivalent. Doing so causes an impenetrable barrier to spring up as either dome, or a wall. The dome provides actual protection of whats beneath, however if impacted with a heavy enough blow the shield will come down and it takes [two combat rounds] to bring back up even if someone is ready instantly. Users can provide openings for our people to attack through, these are considered to provide heavy cover AND a lower power essence screen provides at least some protect to the user. The primary limit is that it cannot move while activated and as mentioned takes [2 combat rounds to re-establish if you bring it down to move your forces. Still as long as moving isn't important its generally superior to a haze shield.

Developing versions that work on void ships may be possible since they will be spherical and not slide a solid barrier along ground, but it will be extra work and more research.

AP needed 3. DC: 35. Success Needed 6. Reward: Essence Battlements unlocked to be built, as four dot artifacts, they would strain the capabilities of your current workshops.

[ ] Rolling Earth Rampart: A bit less sophisticated magitech and more channeling the Path of Enlightened Earth. Our people are relatively comfortable underground in tunnels (at least compared to humans) and we can fight there. A RER produces a radius effect around a legion that constantly churns the earth, actively hindering enemies and providing cover to our forces. In addition to churning the surface the whole area under the surface is riddled with tunnels that our forces can causally retreat to from the surface and jump out from to surprise enemies.

While there may be tunnel using enemies that can fight us in the tunnels, such would almost certainly be trying to tunnel up and surprise us if they could. Better to fight them where they have a slight advantage than let them surprise us. Because of our capacity to retreat into hardened defensive tunnels almost instantly we are fairly able to avoid bombardment, it would take weapons able to crater the whole region we are occupying with our rampart to defeat its protection. We can advance purely underground but this is considered hindering terrain for ourselves and NOT subtle.

Just to be clear fighting with this lets our troops advanced under the cover of hardened stones protecting our people as they move. Even in melee stones and minor quakes interrupt enemies and rocky spikes will punch up to provide cover to our Legionaire if some ranged enemy tries to line up a shot.

The issue is they provide minimal protection to a city and there seems no possibility of them protecting a void vessel.

AP needed 3. DC: 35. Success Needed 6. Reward: Rolling Earth Ramparts available. Much easier to build then the shields and your armory can handle it.

[ ] Elemental Cores: This method of powering a device stores elemental essence in a small crystal or gem somewhat like a lightning box. They are made to store up elementally aligned geomantic power for a whole season, after that they must be returned to an elementally appropriate manse or a major city (which can make elemental adjustments). However, this only takes a few hours, five at most, before its ready to go again for another season. This research project will work out the design details as well as the plans for logistics of having spares and shipping depleted ones back to be charged up. AP needed 2. DC: 35. Success Needed 4. Reward: Elemental Cores available.

[ ] Essence Capacitors: A wire cage encompasses and inch wide crystal constructed of orichalcum and infused with the densest essence we can manage. A user must harmonize with it by committing one mote. They can only function one day before the shutdown depleted, although releasing the committed mote can shut them down early. Unlike an elemental core though their more sensitive design can pull energy from the environment, taking two days charging to provide one day of function. Tri-socket adapters can be built allowing three capacitors to provide uninterrupted power. Certain realms may cause a dead zone where they cannot respire. In theory they can be calibrated to charge in environments like the Wyld or the world body of a Primordial but we fear lingering contamination. Capacitors require annual service and cleaning from competent technicians to remove impurities that collect around the conductive filaments.

Essence Capacitors are more fragile than hearthstone and we could potentially design them to fail in massive geomantic explosions. Very expensive bombs. With some effort we could maybe design capacitors intended for this use that are cheaper to deploy.

AP needed 2. DC: 40. Success Needed 5. Reward: Essence Capacitors are available, unlock Motonic Warhead research.

[ ] Geomantic Relays: A basic manse can be modified to shift its geomantic power to a Nexus, granting the nexus greater power. We already know how to build one, this research allows us to maximize the amount of relayed geomantic power we can pull from a given manse and how to build a Geomantic nexus without a manse of its own. We could potentially build ships as these Demense less Manses, 'fueled' through geomantic relays from Manses safe and sound in our territory while a ship goes off. If the ship is lost this way we do not lose Hearthstones and can rebuild the Geomantic nexus by realigning the relays even if our ship were captured. Such a ship would have to be fairly sizable, at least 100 meters long at a minimum and would probably require several relays to power itself. AP needed 3. DC: 45. Success Needed 6. Reward: Basic Manses can be upgraded to Geomantic Relays and you can build mobile Geomantic Nexus without a core manse.
[ ] 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: 20. Success Needed 2. Reward: Gain 20 hearthstones to power magitech gear.

[ ] City Builder: We don't really need the space yet but we could build cities in areas safish from the orks, we will need them eventually. Beside the cities we will eventually build where ork territory lies may be delayed due to necessary clean up operations. AP needed 3. DC: 25. Success Needed 7. Reward: Build 70 cities around the planet, all of which will be further away from orks than New Rathess and Hlass are. Note this will NOT raise AP right now, cities will be sparsely populated until you start hatching the eggs waiting in stasis. (Combined with existing space, this would grant 123 million in comfortable population. Between manses needing to be built and the ability to rough it and we would be able to hatch all our people at once, although that will be a very draining long duration project)
[ ] 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 2. DC: 30. Success Needed 3. 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. Armory success may apply.

[ ] 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: 25. Success Needed 18. Reward: One Legion upgraded to Primordial War Standard equipment. + 3 Might and +1 "exceptional strategos equipment". Armory Success may apply.
[ ] Guns on the City walls: The central manses of our cities provide a handful of extremely powerful essence cannons, however with White Jade Essence Drills we discovered we can power artillery without a manse. Our smaller cities lack this protection and our bigger cities could use more. AP needed 3. DC: 35. Success Needed 27. Reward: Every city gains 12 Light Implosion Bows, every capital gains 48 Light Implosion Bows. That is 624 Light Implosion Bows. Armory success may apply

[ ] Guns on the fort line: Add 48 Light Implosion bows and 4 Lightning Ballista to each of the fortlines and down check some of the primitive "artillery" AP needed 2. DC: 35. Success Needed 4. Reward: Forts equipped with Essence Artillery instead of onagers and trebuchets. Armory Success may apply.

[ ] 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 18. Reward: Crystal Golems formation for all ten legions.

[ ] 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. Golem success may apply.
[ ] Advanced Magitech Workshop: This workshop is focused on producing delicate powered devices that require hearthstones or hopefully a means to bypass hearthstones. Improvements with intricate motonic tools allowing for both greater precision and greater scale of construction. AP needed 3. DC: 45. Success Needed 9. Reward: Advanced Magitech Workshop built. May build four dot magitech, five dots after completing 'Great Maker's Insight' and the other limits of five dot artifacts.

[ ] Adamant Crucible: A fortuitous find of high quality diamond placed near other needed alchemical components make New Rathess and Ideal location for an Adamant Crucible. A place where a glass like crystal can be infused with the essence of diamonds which are used to heat the crucible through essence driven burning. The molten adamant must be blown and bent into shape in a manner similar to primitive glass technique but demanding many magnitudes greater skill. We can and have forged adamant components in small quantities but here we can mass produce the useful magical crystal. AP needed 1. DC: 35. Success Needed 3. Reward: Adamamt Crucible built. Adamant is available in large quantities easing construction on many high end magic devices, especially Magitech Artillery and sensors. 'Primordial Standard' would have three success removed from total needed after the Crucible is 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 Exotic Stockpiles we could produce first rate gear at exhaustive efforts. AP Needed 3. DC 40. AP needed 6. Reward: Advanced Armory Workshop built. Armory success and naturally rolled successes for an armory project produce triple effect, projects like 'Primordial Standard' cost less successes. Able to mass produce level three artifacts (level four crystal and vegetative) and produce level 4 to a limited extant.

[ ] 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 40. AP needed 6. 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 40. AP needed 6. 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 after-all. 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. May build golems and automata of the three dot artifact level, four dots after completing 'Great Makers Insight' Making anything clockwork also depends on that project.

[ ] Bio-Engineering Compound: The breeding, training, and caring for our "lesser" kin requires special facilities. Using advanced genetic research, mutagenic compounds, and biothaumaturgic implants we can push our mounts further and further. AP Needed 3. DC 40. AP needed 6. Reward: Advanced Stables Built
[ ] Staran Forces: Time to get that plantation cranking. Makes 300 million Staran Defenders to start with. AP Needed 2. DC 35. AP needed 0/15. Reward: Second Staran Defender Army. Plantation success may apply.

[ ] Wood Striders: Build giant wooden war machines to attend the Staran Army. Mobile Ballista and Onager, Rams, Giant Cat Trees, all grown and assembled to be used by Staran and in suitable numbers for the whole Staran Army. AP Needed 2. DC 40. AP needed 10. Reward: Basic War Machines available to Staran Defender forces. Plantation success may apply.

[ ] Tyrant Lizards: We have controlled our beats with collars of clockwork diligence which suppresses the animals free will and forces them to obey orders from the attuned owner of the collar and ignore pain and fear. All other such are made of white jade for its simple plentifulness. Only the Tyrant Lizard do we feel compelled to provide an Orichalcum collar. This boosts its already might strength and intimidating appearance to something glorious. An armored harness is provides the rider who is equipped with our heaviest artifact armors to insure they are not the weak link, a fortified saddle, usually providing at least light cover on top of being far out of reach of melee weapons atop the Tyrant Lizard.

Still, Tyrant Lizards are fearsome beasts, and we keep our control as light as possible. In addition to the effects of the collar the beast's teeth and claws are treated to enable them to inflict damage and resist corruption as if they were magical material weaponry. Lorestones that can be activated by the rider are surgically inserted inside the Tyrant's chakra points. These grant the mount incredible insight into its savage techniques pushing them beyond what it could naturally manage.

[Tyrant Lizard is normal beyond being ridden and somewhat controlled by a heavily armored Raptok, All damage is +1, intimidation and feats of strength rolls are +3, combat movement, hiding and tracking rolls are +2, can attack dematerialized beings with teeth and claws and any target subject to an effect that might damage or corrupt what hits the target treats the Tyrant Lizards teeth and claws as Orichalcum.

AP needed 3. DC: 35. Success Needed 6. Reward: Ten Draconic Legions each gain four Tyrant Lizards.

[ ] 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 re-loading 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 aircraft. 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 1. DC: 25. Success Needed 2. Reward: Gain 2nd​ group of riders. Stable Success may apply.

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 provides TWO AP next turn, every greater success provides an additional Exotic Stockpile.
 
Turn 17 Results
Turn 17 Results

"For the glory of the Unconquered Sun!"

"Glory to the Most High!"

"Called to Valor we go to war!"

"Glory to the Most High!"

"Called to Temperance we did raise armies and outfit them with!"

"Glory to the Most High!"

"Called to Compassion our gods watch over our warriors and our healers will be ready to welcome the home!"

"Glory to the Most High!"

"Called to Conviction we will claim this world our own!"

"Glory to the Most High!"

"In Leeayta's name we go to war and will conquer this world in her names in ours and in the name of Ignis Divine!"

"Glory to the Lizard Queen!"
"Glory to the Most High!

[X] Plan To Waaagh!
-[X] [Anklok1] Prayers for War
DC: 25 > 31+5

Rituals to the Sun are invoked, while our people but predominately our troops look on. Nothing magical happens but nothing goes wrong either and our wills are bolstered by the traditional ceremonies.

Reward: +1 to avoid rout checks

-[X] [Anklok2] Time for War!
DC: ?? > 52 +5

To be continued…

Reward: War Starts!

-[X] [Anklok3] Prayers of Conquest
DC: 20 > 18+5

Goes a little less smoothly but some Questing on Leeayta's behalf soothes her anger and she agrees to bless our troops, or at least our commanders.

Reward: +1 War to Commanders of this War of Conquest.
-[X] [Mosok1] Go Loud!
DC: 20/80 > 70+5 elemental roll: 87+5

Bond shows up with a Posse of elementals and wrecks dozens of factories and workshops. Some of his use of powers leads some to suspect he is not an Ork but the elementals stay dematerialized and there involvement is not suspected.

Reward: +2 Turn delay, elemental not seen, but some evidence you are not orks out there.

-[X] [Mosok2] Go Overboard x 3
DC: 30 > 39, 97, 42

Sea Dragons are harnessed and Water elementals are summoned to pull ships five times faster than they can go on their own. One particularly aggressive elemental named Fakharu manages to move his ship even faster and so we get more moved than expected. Although the ship is very worn out.

Reward: Complete, crit reward: 135 million moved. Half of Starans now on mainland.

-[X] [Pterok1] Martial Armor
DC: 30 > 76+5

We have worked out designs for silken armor with minimal essence commitment as well as black tattoo armor that is even less demanding in exchange for not being able to take it off.

Reward: Complete, Martial Artist can be equipped with better armor.
-[X] [Pterok2] Grace Stockpile x 5
DC: 25 > 79, 08+5, 98, 66, 41

Pterok scribes and shamans are kept busy and prayer strips are prepared, in the end we have more than enough to give every one at least one prayer strip and thanks to some martial spirits feeling the rising tension and exulting in it, a few more are stashed for later.

Reward: 12 x Grace Stockpiles available. Crit grants extra stockpiles.

-[X] [Pterok3] War Paint Stockpile
DC: 15 > 15+5

It was our first time preparing the war paint, but we managed to get make some available to the war effort.

Reward: 3 War Paint Stockpiles available.

-[X] [Raptok1] Elder Gear x 4
DC: 30 > 23+5, 65, 31, 72

100 sets of Frontline gear with custom pieces made for each set of higher quality that when concentrated allow us to equip a small strike team with our highest quality elite strike team gear. With this it will possible to send a group of elders on deep strikes against the Orks against improbable targets.

Reward: Complete, Elder Gear Available. Elder strike team available. Elders will show up to defend cities with front line gear if needed.
-[X] [Generic1] Bribing spirits to do their job
DC: 25 > 53

The spirits sense our martial focus and either help or stay out of the way.

Reward: +5 to all other rolls.

-[X] [Generic8] Guns on the fort line x 2
DC: 35 > 13 reroll 64, 59

Guns are made but we haven't had time to get them shipped, or trained their crews, or installed at forts, or ….

Reward: 2/4 Progress

-[X] [Generic10] Elemental Support
DC: 30 > 81

Even the elementals sense our heightening resolve and stay out of our way.

Reward: +3 AP dice

-[X] [TrainingGrounds] Mount Up
-[X] [Dinosaur] Mount Up
Auto x 4 elemental roll: 49, 58

It takes some help from elemental soothing beasts and healing over trained ones faster than they should but eventually our Draconic Legions have all their mounts ready to go. The foolish orks won't know what hit them.

Reward: Complete

-[X] [Armory] Prayer Piece
Auto x 1

We have worked out the difficulties. We have a final design and have worked out the logistics of providing ammunition and training in use.

Reward: Complete; Projects to equip will be availab.e
-[X] [Golem] Staran Knights
Auto

Reward: fourth group of golem knights available.
-[X] [Plantation] Knights invalid- War Machines
Auto x 1

Reward: 2/10 Progress

-[X] [Dojo] Lizard Whipping Style
Auto x 3

Reward: Complete Dino Whipping style. Dojo success can apply to mount training. Does NOT triple.
 
Battle for Tokat I
To War!

Part 1

Assuming you have not looked at the map, Tokat has 5 areas. The island you first landed on. A massive ocean, a large southern continent, and two peninsula like continents coming up from the southern continent which connect with a land bridge on their northern side containing a vast inland sea or small ocean between them.

The Orks occupy the southern area of the Peninsula continent that New Rathess is on and part of the southern continent where it connects. A thin section of the peninsula has been walled off about a thousand miles of forest north of the Ork line. To the east and south of the Orks a wide pass between two mountain chains has a similar line of forts. Technically the orks could go around the mountains or build boats and bypass the fort to attack New Rathess or even Tzali. Its just not likely unless they know a lot more about what the world map looks like than they seem to.

Elder Strike Team (Choose 1)

A group of Elders, the four most combat able beings with 250 years of experience. Between them they have mastery of all Ten Paths of Draconic Enlightenment, Thaumaturgy, Eye of the Dragon Style and powerful artifacts. All are in Obsidian Sheaths and bear weapons and artifacts customized to their needs.

[ ] Claim the Heart!: Use thaumaturgic tricks and Mosok enlightenment to sneak through an entire ork nation close to the Warboss. Than defeat his entire bodyguard of nobs and claim his heart, and if our theory hold, the heart of the whole Waaagh!.
[ ] A little Closer!: Wait until the Warboss comes out, no need to sneak through their whole nation, especially since extraction may be an issue. Your strike team only has to fight through an army rather than sneak through a nation, but your army will be there too.
[ ] Hold the Strike!: Its not time yet


Staran Defenders

Staran defenders are sorcerously bred plants which are vaguely the size, shape and capability of humans. They are armed with wooden spears and bows and arrows. Due to their nature they cannot be harmed or hindered by wood so their weapons cannot be turned against them and they will work better in a forest. They are vulnerable to fire. In the forest they will be a bit too plant-like which will be represented as rout checks between battles as they decide its easier to go hide as a tree in the forest than keep fighting. They cannot be commanded directly, nor can leaders inspire them. On the other hand they do not feel fear or suffer rout checks from damage. Only the lure of the forest can call them away, otherwise they fight to the last. 150 million were moved to the mainland, How many are north in the forests or south in the deserts and mountains?

Total 150 million divided.
[### moved to the Forest Line]
[### moved to the Mountain Line]

Choose 1
[ ] We bring a large group of Starans with us when we march
[ ] Most of the staran will be left to hold the line
[ ] We send most of the Starans in a massive attack, once they are dead and the orks are used to fighting treemen we will fall on them. Downside is that the Waaagh! might have fired up by that point.

Staran Knight Golems

You have four orders of Knight Golems containing wood elementals. The carry powerful hardened ironwood slashing swords but no ranged weaponry. They are very very tough compared to Starans Defenders that inspired their name. Each group is commanded by 5 Dragon kings who can command the knights although they have perfect morale with no change of falling to fear or route. They fight to the last.

Choose 1
[ ] Use knights to hold the fort lines so all the Draconic Legions can march forth!
[ ] Use them to attack the Orks on the far side from the Draconic Legions
[ ] Bring them with the Draconic Legions.
[ ] Send them in advance of the Draconic Legions.
[ ] They can follow after the Draconic legion and butcher Gretchin and other ork life.
[ ] Leave the Staran Knight Golems at home. Just in case.

Razor Beaks (Choose 1)

A group of 25 flying dinosaurs which can be ridden to battle. Unless the Orks demonstrate aerial power they will mostly carry alchemical bombs to the battle.

[ ] Bombing Run: Send the Razor Beaks with the most destructive bombs possible to cause havoc to Ork infrastructure.
[ ] Stay with the Army: They will cling to the greatest concentration of Legion forces and support them.
[ ]Keep Them Back: They are held back, unable to assist in battle immediately but kept fresh if we decide to use them later.

Martial Stylists (Choose 1)

We have 500 stylists and 1000 Legionnaires with basic MA training. Both have higher might than normal legions, while the full stylists also have higher levels of skill than normal warriors.

[ ] Hold them back: They may be elites but they lack the numbers, equipment and quality to transform the battle, keep them back until we have perfected these groups.
[ ] Bring them with the Legion: They should participate and will join the largest concentration of legion forces.

Draconic Legions

A grand symbol of our might. Each Legion has two battle groups of Heavy Anklok Infantry, one of Medium Infantry/Marines, one of flying harassers, Raptoks are divided among Artillery groups, Clawstriders, Siege Lizards, Ox-Dragons, and fuel bolt launcher groups, along with the remaining 500 raptok acting as light infantry. Its assumed the fort lines are guarded by 1 legion each. We can use our knight golems to cover the forts and use all ten potentially, given they lack range though it does weaken the forts and their use as a fallback position.

[ ] We March to Glory!: Gather all legions and march forth boldly into Ork territory…
[ ] … from the Forests. The forest region is the perfect condition for the fungal nature of the orks. This region has the greatest population and new orks materialize from their fungal spawning more rapidly here.
[ ] … from the Mountains. The mountain region contains the mines and ores the orks crudely beat into weapons. This area has the bulk of ork "industry". There are fewer orks in this area but they will be far better armed with highest waaaghtech available. Better we destroy it here than give them time to ready their war machines.
[ ] … from the Sea. We have warships equipped with Marines and enough ships to land three Legions at once. Use the warships and marines to take the ports and quickly bring in the legions to hold them, should be easy enough with support from warship artillery batteries to help. A week later three more legions can be landed and so on. Once all are deployed we punch through the ork central region. This area will have the highest amount of sluggaboyz and nobs and of course run into the warboss himself the soonest.
[ ] … from the sky. Send an airfleet from Tzali and unleash drop commando on critical targets of the central region. You do not have an airfleet.

[ ] We only sent [#] legions: We held back more legions then we absolutely had to.
[ ] … from the Forests. The forest region is the perfect condition for the fungal nature of the orks. This region has the greatest population and new orks materialize from their fungal spawning more rapidly here.
[ ] … from the Mountains. The mountain region contains the mines and ores the orks crudely beat into weapons. This area has the bulk of ork "industry". There are fewer orks in this area but they will be far better armed with highest waaaghtech available. Better we destroy it here than give them time to ready their war machines.
[ ] … from the Sea. We have warships equipped with Marines and enough ships to land three Legions at once. Use the warships and marines to take the ports and quickly bring in the legions to hold them, should be easy enough with support from warship artillery batteries to help. A week later three more legions can be landed and so on. Once all are deployed we punch through the ork central region. This area will have the highest amount of sluggaboyz and nobs and of course run into the warboss himself the soonest.

Strategic Maneuvering (Choose 1)

Keeping in mind the forces available and circumstances how should we proceed, circumstances can include whether or not the Staran Defenders attacked first. Orks without leaders cannot participate in Strategos contest, nor can Staran Defenders, but Orks may always use the Waaagh! stratagem with a number of extra successes equal to Waagh! (currently 1). Waaagh! is basically the demoralized stratagem. Which will have to be beaten for your strategy to work. Knight groups are assumed to roll 8 dice. Between drill, blessings and mosok spies your basic legions strategos rolls 12 dice.

[ ] To the wall: Not really appropriate for a sea based attack but you can show yourselves and kite the Orks army towards your fort, which you can than defend with all your legions. The downside is it loses territory which will be covered in ork spores and tells the orks where to go. Threshold 1.

[ ] It's a trap: Not appropriate for sea attack. Lead the orks into a trap where a huge number of Staran defenders are waiting. Threshold 1.

[ ] Back to the sea: Find a large force of orks and force there backs against either the sea or a cliff or something where you can force a slaughter. Threshold 1.

[ ] Let them come: again not appropriate for a sea attack. March within sight of the ork holdings and use your magic and elementals to erect a massive fort including hindering terrain leading up to it. Crude but functional. Lose access to mounts but maximize use of Artillery. Threshold 1 (usually 2 but you guys are stupid good at raising crude forts quickly, like elsa's palace quickly)

[ ] Killing Field: Find or create a perfect killing field, surrounded by Artillery. Areas for mounts to charge into from. Fields for flyers with bombs to heavy to move very far. Set it up. And have our infantry scare up the biggest ork army we can and lead them into the killing field. Threshold 2.

[ ] We could try a sneak attack: Rather than being bold we will use stealth to sneak close, granting a surprise attack. Keep in mind that while this allows killing a lot of orks at low risk it won't effect nearly as many orks as the other options. Threshold 3.

[ ] Flank them: The infantry will be the anvil while the cavalry will be the hammer, pound them flat! Provides onslaught penalties to the orcs and our mounts get to use their special talents to the max. Threshold 4 (usually 3 but letting Mount groups use special abilities and trained skills raises it).

Strategos (Choose 1)

All our forces are excellent and with the blessings of Leeayta and the Sun who could stand against us. But not all our people are equal and even those who are superior can be superior in different ways. Keeping in mind various blessings the basic level of command; Rally and logistics rolls have a base of 9 dice, command rolls are 11 dice, and strategic maneuvering rolls are 12 dice. Who will lead our forces?

[ ] Fireclaw: This Anklok is a mighty force on the field of battle, none dare let themselves fall or fail when he exhorts them to keep pushing. +3 dice to rally and rout prevention checks.

[ ] Ten Drips: This Mosok is as the orks would say, a sneaky git. He has a way of sneaking armies where they shouldn't go. Ambush Stratagem is threshold 1.

[ ] Eye from the Sky: This Pterok has studied all the wars of creation inside and out. While not the boldest leader he can execute a plans for the largest visions of war and battle. Gain three dice for Strategic Maneuvering and logistics checks.

[ ] Malachite Claw: Not many Raptoks take as well to war as Malachite but this one has a clear voice and clear sight. He always gives bold orders and his voice shines across the battlefield and all follow him. Gain three dice for command rolls.

[ ] Golden Scale is not your best general. He will leave that to the standard commanders of the legions. No, he is a peerless warrior and a chosen of a celestial lion, and outfitted with Elite Strike equipment… somehow. He will do nothing to lead your forces, but he will hit the enemy like a hurricane between powerful path magic, artifact arms and armor and the potent charms and essence of a celestial lion. If we can keep him alive long enough he can probably kill the Warboss too. Tricky. Gain a peerless hero and the closest thing you have to an Exalted warrior who will mow through the enemy without trying to command your forces at all. [The most minmaxed officially producible Dragon King assuming you can get an ST to allow you to pair and Ancient Dragon King with a Celestial Lion loaded with Artifact bling.]
 
Research Projects
Research

Biothaumaturgy

Considered Raptok Projects unless otherwise noted.

[ ] Bees of Zarlath: Plum sized bees which glow with golden light and use ephemeral essence wings. They take nectar from roses that bloom in sunlight and oleanders that bloom only in moonlight and work it into a magical honey. From acting as a reagent for forging, a coating for musical instrument and many other uses. AP Needed 2. DC: 35. Success needed 4. Reward: Can produce plantations which output supernatural honey. It presence allows accelerated production of enchanted masterwork equipment within Atelier manses.

[ ] Blood Berries: A treat of the Dragon Kings from either Wood Aspected Demense or deep near the Pole of Wood. These berries grow high up in trees and produce Tart red berries. The oozing crimson juice has curative properties for those suffering blood loss (halving the healing time for wounds derived from blood loss). Blood Berries are one of the few fruits that can be turned into a juice or alcohol that Dragon Kings are willing to consume as such. Let us recreate these plants anew on Ophelis and widen the palates of our people. AP needed: 1. DC: 20. Success Needed: 3. Reward: Recreate the gene-template for Blood Berries from records a the Library. A plantation can be made to grow blood berries, can do double duty with something that has trees like Ebonwood.

[ ] Superlative Fabrics: If we are going to become the center of Human fashions we will need more than just Essence Silk, for one it is a horrible fabric in term of comfort if you can't attune to it. Other more normal silks from silkmoths perhaps, plant based fabrics like Cotton, Ramie and linen would also provide many options. Perhaps an improvement to Coir or Jute might allow the durable materials to be used for clothes instead of merely ropes. All of these plants would be enhanced so the fabrics produced were borderline magical, but only borderline unlike the Essence Silk. AP needed: 1. DC: 20. Success Needed: 2. Reward: Create plants, or insect life that depends on plants that produces a large variety of fabrics. Trade item for any race that cares about such things.

[ ] Skin Like Mountains Oil: We know "A" formula. It required ingredients provided by either Jadeborn or the Solar Exalted forging them from the wyld. Still the substance is quite valuable and we need to develop alternatives, no matter how involved and elaborate, so the precious substance can be manufactured anew. AP Needed 1. DC: 40. Success needed 3. Reward: Can produce Skin like Mountains Oil, one of the key parts of Primordial Stockpiles.

[ ] Stoneform Poison: A consumable or injectable substance which converts the target into a very hard and durable stone, but renders them unable to move for a full day. You can think of just as many uses in which this would be beneficial as a form of stasis drug or last ditch protection from an area attack as to harm enemies by rendering them unable to act (and possible be carried into containment or prison while stuck as a stone. There is also a hope the formula would enable easier development of your Skin Like Mountains oil research. AP Needed 1. DC: 41. Success needed 6. Reward: Learn how to make and use Stoneform Poison.

[ ] Chaomorphic Symbiotes: An independent lifeform but one intended to bond to a host both through essence attunement and through genesis artifice and surgery. A symbiote would provide the capacity to create biological mutations on the fly, composed of a combination of host flesh, symbiote flesh and essence. These mutations would be temporary and on a low end scale would allow someone to test out an augmentation before committing to a procedure. High end models could be assigned to specialists to grant a versatile ability they might otherwise lack. An eye to making them "human" friendly will be kept in mind. AP Needed. DC: 30. Success Needed: 3. Reward: You can produce Chaomorphic Symbiotes.

[ ] Design Biomotonic procedure (Insert requested augment here): A wide variety of changes are possible through mutagenesis, implantation, and other biothaumatuergical procedures. But any given design, especially one meant for mass production should be approached with careful forethought. Review an idea, confirm its possible or why its not and unlock a new project to either implement it or finalize the design as appropriate. AP Needed: 1. DC: 25. Success Needed: 1. Reward: Idea is reviewed and new projects unlocked most likely.

Dino Breeding
Considered Anklok projects unless otherwise noted.

[ ] Forging the Divine Presence of our Sublime Companions: Creating biological warbeasts with the capacity to compete with what we have seen deployed by Hereteks on Forgeworlds and can infer based on the Rh1N0 being an emergency construct made for exploration and resources exploitation and not war will strain the limits of the Genesis arts. So we cannot rely on only the Genesis arts. We will forge gods for each beast that allow those limits to be strained the beast in question to raise beyond all possible prediction. This godforging must be done at the same time as the process of designing the ideal warbeast and the gear intended for them so the God can be forged with an ideal in mind that doesn't exist until the prototype warbeasts exist to fill that role.

-[ ] Pestle-Tail: They have endured minimal use as a warbeast due to being just a bit too small to justify it. However its strong armor and wide relatively flat back makes it attractive to mount a Howdah for weapon and artifact deployment. This is easily correct with Genesis but we will not stop there. The plan involves imbuing the creature with enough white jade to be almost a living statue, which can control its mass to allow relatively high speed movement at need but also incredible stability when holding still. It will drive its tail into the ground as a White Jade Drill and use this to power artifacts on its back, often Recanters or Implosion Bows. AP Needed: 2. DC: 30. Success Needed: 5. Reward: Gain a God of Pestle Tails that supports their ideal disposition.

-[ ] Siege Lizard: Used as a mount for a long time as a living wall with a strong hide and bone plating on the back which acts as arrow slits protecting warriors on its back. Its purpose in combat is to act as a moving bunker to resist swarming and horde based enemies. Those same plates do get in the way of placing large structures on the back. We envision completely reworking their backs creating a hollow space which will be embedded with vegetative grafts that symbiotically bonds with the Siege Lizard, and reworking their necks and giving them tusks so they can act as if they had a Thagomizer on both ends. The beasts muscles will be sorcerously strengthened so enchanted stone armor of incredible strength but also weight may be used even without attunement. Their essence must be awakened though so they can bond with leg grafts to increase their speed and use evocations related to the symbiotic plants tied to them, projectile poisonous thorns, whipping razor vines, pollen clouds, toxic mists. With training and the help of experienced riders they might even produce a potent solar energy beam to sweep through a horde of enemies, although this is too slow firing and energy intensive to be a primary tactic. Variants would strip out the vegetative qualities and associated training to mount Devotional Cannons, Heavy Implosion Bows, Essence Battlements and similar heavy equipment with the Siege lizard acting as moving platforms for them like the Pestle Tail does for lighter equipment. AP Needed: 2. DC: 30. Success Needed: 5. Reward: Gain a God of Siege Lizards which supports their ideal Disposition.

-[ ] Ox Dragon: Mighty on the Charge is the Ox-Dragon. We fully intend on the Ox-Dragon being our equivalent of the human tanks. Genesis Sorceries and Technologies will be implied in bulk to increase the sheer mass of the Ox-Dragon without slowing it one bit. Scales grow with bits of red jade in occult patterns that evoke Color Thaumaturgy to increase their speed despite the magnitude increase in mass. Sorcerous hides provided protection and the howdah mounted on its back was expanded with the increased strength of the Ox Dragon to carry two recanters and a new larger more powerful occult engine. A bit more of the god forging goes into enabling the engine than the beast, which works because the engine is designed to shoot construct Ox-Dragons as both long range attacks and as a form of temporary construct power armor around the real Ox-Dragon at the moment of the charge. AP Needed: 2. DC: 30. Success Needed: 5. Reward: Gain a God of Ox-Dragons which supports their ideal disposition.

-[ ] Claw Strider: Speed is the name of the game. Leg grafts and windslave implants are used to let the clawstrider to hit 160 kilometers per hour and their nervous system is enhanced to give them the reflexes and agility to fully utilize this speed in combat and positioning, not merely straight line sprints. With so much blue jade on the Clawstrider an Evocation will be developed which lets the Clawstrider breath lightning on demand. Riders in addition to using Prayer piece weapons also have saddle bags filled with Garda Eggs, Flame casters, Radiant Nets, and other Stockpile supplies weapons to be deployed during skirmishes. AP Needed: 2. DC: 30. Success Needed: 5. Reward: Gain a God of Claw Striders which supports their ideal disposition.

-[ ] Horned Hungers: The aggressive spirit of the Horned Hungers is what we will channel here. Fully awakening the beasts and training them in a crude Path of Enlightenment to channel their aggression in battle, fast, resilient, and above all ferocious they can blow through barriers and esoteric dangers that would make lesser beasts balk. Riders only contribute in the vague sense of barely controlling the Horned Hungers and pointing them in the right direction but they still can act as a kind of Heavy Calvary, especially effective at running down broken units in the process of routing as they have a speed the Tyrant Lizard lacks and the size to hit hard targets the Claw Strider cannot. AP Needed: 2. DC: 30. Success Needed: 6. Reward: Gain a God of Horned Hungers which supports their ideal disposition.

-[ ] Razorbeak: Already pushed nearly to the limits of Genesis arts we now must push forward with divinity and sorcerous techniques to make progress. Its soul is empowered with between divine blessings and thaumaturgy and directed towards creating essence barriers which act to both protect it as well as manifolding the Razorbeaks wings, improving speed and agility. Sorcerous improvements to the respiratory system derived from Cetaceans allow a Razorbeak to hold its breath long enough to dock at a space ship or descend from one, using its essence barriers to protect itself from thermal and pressure issues and its essence manifolds to maneuver in vacuum. Making sure the Razorbeak can carry a recanter and not buckle under vibration and recoil is harder but we think we can mange. AP Needed: 2. DC: 30. Success Needed: 6. Reward: Gain a God of Razorbeaks which supports their ideal disposition.

-[ ] Tyrant Lizard: Their bodies are mighty, we can only hope to improve them by fanning the flames of their souls. Strengthening their souls enough to match their bodies all but makes them Demigods and we shall lavish them attention with shrine chambers and attendants, and when prayed they might deign to war for us garbed in the ceremonial armor that both tempers their might to our vague direction but also channels it to loose upon the battlefield. AP Needed: 2. DC: 30. Success Needed: 6. Reward: Gain a God of Tyrant Lizards which supports their ideal disposition.

Considered Raptok projects unless otherwise noted.

[ ] Forging the Genesis of our Sublime Companions: Creating biological warbeasts with the capacity to compete with what we have seen deployed by Hereteks on Forgeworlds and can infer based on the Rh1N0 being an emergency construct made for exploration and resources exploitation and not war will strain the limits of the Genesis arts. So we cannot rely on only the Genesis arts. We will forge gods for each beast that allow those limits to be strained the beast in question to raise beyond all possible prediction. This Genesis plan and equipment design must be done at the same time as the process of forging the god, both so we don't exceed the limits of the gods capacity to twist the Law of the World, but also to insure the prototype is complete at the same time the god is forged.

-[ ] Pestle-Tail: They have endured minimal use as a warbeast due to being just a bit too small to justify it. However its strong armor and wide relatively flat back makes it attractive to mount a Howdah for weapon and artifact deployment. This is easily correct with Genesis but we will not stop there. The plan involves imbuing the creature with enough white jade to be almost a living statue, which can control its mass to allow relatively high speed movement at need but also incredible stability when holding still. It will drive its tail into the ground as a White Jade Drill and use this to power artifacts on its back, often Recanters or Implosion Bows. AP Needed: 1. DC: 20. Success Needed: 18. Reward: Gain a Prototype of Pestle Tails that supports their ideal disposition. Stable may apply

-[ ] Siege Lizard: Used as a mount for a long time as a living wall with a strong hide and bone plating on the back which acts as arrow slits protecting warriors on its back. Its purpose in combat is to act as a moving bunker to resist swarming and horde based enemies. Those same plates do get in the way of placing large structures on the back. We envision completely reworking their backs creating a hollow space which will be embedded with vegetative grafts that symbiotically bonds with the Siege Lizard, and reworking their necks and giving them tusks so they can act as if they had a Thagomizer on both ends. The beasts muscles will be sorcerously strengthened so enchanted stone armor of incredible strength but also weight may be used even without attunement. Their essence must be awakened though so they can bond with leg grafts to increase their speed and use evocations related to the symbiotic plants tied to them, projectile poisonous thorns, whipping razor vines, pollen clouds, toxic mists. With training and the help of experienced riders they might even produce a potent solar energy beam to sweep through a horde of enemies, although this is too slow firing and energy intensive to be a primary tactic. Variants would strip out the vegetative qualities and associated training to mount Devotional Cannons, Heavy Implosion Bows, Essence Battlements and similar heavy equipment with the Siege lizard acting as moving platforms for them like the Pestle Tail does for lighter equipment. AP Needed: 1. DC: 20. Success Needed: 24. Reward: Gain a Prototype of Siege Lizards which supports their ideal Disposition. Stable may apply.

-[ ] Ox Dragon: Mighty on the Charge is the Ox-Dragon. We fully intend on the Ox-Dragon being our equivalent of the human tanks. Genesis Sorceries and Technologies will be implied in bulk to increase the sheer mass of the Ox-Dragon without slowing it one bit. Scales grow with bits of red jade in occult patterns that evoke Color Thaumaturgy to increase their speed despite the magnitude increase in mass. Sorcerous hides provided protection and the howdah mounted on its back was expanded with the increased strength of the Ox Dragon to carry two recanters and a new larger more powerful occult engine. A bit more of the god forging goes into enabling the engine than the beast, which works because the engine is designed to shoot construct Ox-Dragons as both long range attacks and as a form of temporary construct power armor around the real Ox-Dragon at the moment of the charge. AP Needed: 1. DC: 20. Success Needed: 24. Reward: Gain a Prototype of Ox-Dragons which supports their ideal disposition. May use stables.

-[ ] Claw Strider: Speed is the name of the game. Leg grafts and windslave implants are used to let the clawstrider to hit 160 kilometers per hour and their nervous system is enhanced to give them the reflexes and agility to fully utilize this speed in combat and positioning, not merely straight line sprints. With so much blue jade on the Clawstrider an Evocation will be developed which lets the Clawstrider breath lightning on demand. Riders in addition to using Prayer piece weapons also have saddle bags filled with Garda Eggs, Flame casters, Radiant Nets, and other Stockpile supplies weapons to be deployed during skirmishes. AP Needed: 1. DC: 20. Success Needed: 18. Reward: Gain a Prototype of Claw Striders which supports their ideal disposition. May use stables.

-[ ] Horned Hungers: The aggressive spirit of the Horned Hungers is what we will channel here. Fully awakening the beasts and training them in a crude Path of Enlightenment to channel their aggression in battle, fast, resilient, and above all ferocious they can blow through barriers and esoteric dangers that would make lesser beasts balk. Riders only contribute in the vague sense of barely controlling the Horned Hungers and pointing them in the right direction but they still can act as a kind of Heavy Calvary, especially effective at running down broken units in the process of routing as they have a speed the Tyrant Lizard lacks and the size to hit hard targets the Claw Strider cannot. AP Needed: 1. DC: 20. Success Needed: 18. Reward: Gain a Prototype of Horned Hungers which supports their ideal disposition. May use stables.

-[ ] Razorbeak: Already pushed nearly to the limits of Genesis arts we now must push forward with divinity and sorcerous techniques to make progress. Its soul is empowered with between divine blessings and thaumaturgy and directed towards creating essence barriers which act to both protect it as well as manifolding the Razorbeaks wings, improving speed and agility. Sorcerous improvements to the respiratory system derived from Cetaceans allow a Razorbeak to hold its breath long enough to dock at a space ship or descend from one, using its essence barriers to protect itself from thermal and pressure issues and its essence manifolds to maneuver in vacuum. Making sure the Razorbeak can carry a recanter and not buckle under vibration and recoil is harder but we think we can mange. AP Needed: 1. DC: 25. Success Needed: 24. Reward: Gain a Prototype of Razorbeaks which supports their ideal disposition. May use stables.

-[ ] Tyrant Lizard: Their bodies are mighty, we can only hope to improve them by fanning the flames of their souls. Strengthening their souls enough to match their bodies all but makes them Demigods and we shall lavish them attention with shrine chambers and attendants, and when prayed they might deign to war for us garbed in the ceremonial armor that both tempers their might to our vague direction but also channels it to loose upon the battlefield. AP Needed: 2. DC: 30. Success Needed: 30. Reward: Gain a Prototype of Tyrant Lizards which supports their ideal disposition. May use stables.

Spells
Unless otherwise noted these projects should be considered Pterok Breed Projects.
[ ] Pray for a Miracle!: Relza, goddess of artificial flight can teach the sorcerous spell, "Conjuring the Azure Chariot" which is pretty close to being a summonable Globe of Transport. With her aide it's a lot easier to learn the spell. AP Needed: 1. DC: 30. Success Needed: 3. Reward: Sorcerers can learn Conjuring the Azure Chariot. May be treated as Pterok OR Anklok project.

[ ] Death of Obsidian Butterflies: AP Needed: 1. DC: 45. Success Needed: 5. Reward: Sorcerers can learn Death of Obsidian Butterflies

[ ] Disguise of the New Face: AP Needed: 1. DC: 40. Success Needed: 4. Reward: Sorcerers can learn Disguise of the New Face. May be treated as Pterok or Mosok.

[ ] Dragon of Smoke and Flame: AP Needed: 1. DC: 45. Success Needed: 5. Reward: Sorcerers can learn Dragon of Smoke and Flame.

[ ] Flight of the Brilliant Raptor: AP Needed: 1. DC: 40. Success Needed: 4. Reward: Sorcerers can learn Flight of the Brilliant Raptor.

[ ] Flying Guillotine: AP Needed: 1. DC: 40. Success Needed: 3. Reward: Sorcerers can learn Flying Guillotine.

[ ] Incantation of Spiritual Discretion: AP Needed: 1. DC: 35. Success Needed: 3. Reward: Sorcerers can learn Incantation of Spiritual Discretion

[ ] Paralyzing Contradiction: AP Needed: 1. DC: 45. Success Needed: 5. Reward: Sorcerers can learn Paralyzing Contradiction.

[ ] Sorcerous Sealing: Using the inspiration of the Crystal seal, try to develop a spell that can be cast by our sorcerers with a similar ability, if not better. AP Needed 1. DC: 30. Success needed 3. Reward: Gain Private Plaza of Downcast Eyes for reduced cost and effort.

[ ] Spy who walks in Darkness: AP Needed: 1. DC: 40. Success Needed: 4. Reward: Sorcerers can learn Spy who walks in Darkness.

[ ] Summoning of the Harvest: AP Needed: 1. DC: 40. Success Needed: 4. Reward: Sorcerers can learn Summoning the Harvest.

[ ] Unconquerable Self: AP Needed: 1. DC: 35. Success Needed: 3. Reward: Sorcerers can learn Unconquerable Self.

[ ] Swear yourself to Darkness!: The might of a celestial sorcerer is terrifying indeed and the Dark Goddess Abraxus lends itself to the darkest and most forbidding of secrets. Learn to "Summon the Heart of Darkness" a pillar of supernatural darkness one mile wide and at least ten miles tall that not only is completely supernaturally dark but even if you can pierce it or don't use eyes is still eerie enough to cause panic and terror in those effected. Be careful, neither the caster nor their allies is immune. AP Needed: 2 DC: 60. Success Needed: 8. Reward: Celestial Sorcerers may learn "Summon the Heart of Darkness"

[ ] Pray for a Miracle! Part TWO: Relza, goddess of artificial flight can teach the sorcerous spell, "Swift Spirit of Winged Transportation" which basically turns any large vehicle or small building into an impromptu skyship. With her aide it's a lot easier to learn the spell. AP Needed: 2. DC: 40. Success Needed: 5. Reward: Celestial Sorcerers can learn "Swift Spirit of Winged Transportation" May be treated as Pterok OR Anklok Project.

[ ] Crumbling Walls: AP Needed: 2 DC: 55. Success Needed: 9. Reward: Celestial Sorcerers may learn "Crumbling Walls" May be treated as Anklok or Pterok

[ ] Ivory Orchid Pavilion: AP Needed: 2 DC: 65. Success Needed: 9. Reward: Celestial Sorcerers may learn "Ivory Orchid Pavilion"

[ ] God Forged Champion of War: AP Needed: 2 DC: 65. Success Needed: 10. Reward: Celestial Sorcerers may learn "God Forged Champion of War" May be treated as Anklok or Pterok.

[ ] Outside Worlds Within: AP Needed: 2 DC: 65. Success Needed: 9. Reward: Celestial Sorcerers may learn "Outside Worlds Within"

[ ] Raise the Puissant Sanctum: AP Needed: 2 DC: 65. Success Needed: 9. Reward: Celestial Sorcerers may learn "Raise the Puissant Sanctum" May be treated as Pterok, Raptok, or Anklok.

[ ] Sapphire Banishment: AP Needed: 2 DC: 55. Success Needed: 7. Reward: Celestial Sorcerers may learn "Sapphire Circle Banishment"

[ ] Shadows of the Ancient Past: AP Needed: 2 DC: 60. Success Needed: 8. Reward: Celestial Sorcerers may learn "Shadows of the Ancient Past"

[ ] IM Choral Weave: The Choral weave is an artifact sorcerous circle intended to allow multiple sorcerers to work together when casting Infallible Messenger to make the summoned cherub fast enough to travel interstellar distances. The target can be anyone that could normally be targeted by Infallible Messenger, but the message itself takes weeks or months to reach its destination and the further away it is the more fragmented the message can be. Still gives us a way to send messages to someone who lacks one of our Ansible Mirrors. AP Needed: 2. DC: 55. Success Needed: 8. Reward: Choral Weaves allow sorcerers to act as Astropaths would in terms of sending messages, although they can send to any "receiver" as long as whoever gets it knows not to panic when a freaky cherub shows up.

Continuing Research
Unless Otherwise noted these projects should be considered Pterok Breed projects.
[ ] Surety Drive II: With a larger hull volume comes a larger drive section. These larger drive sections are a given but the extra space gives us more room for price saving optimizations. AP Needed: 2. DC: 45. Success Needed 12. Reward: Ships of Wayfarer class or larger may reduce cost by 6 AP
[ ] Robust Drive II: With a larger Hull volume comes a larger drive section. These larger drive sections are a given but the extra space gives us more room for maintenance considerations. AP Needed: 2. DC: 45. Success Needed 12. Reward: Ships of Wayfarer class or larger may reduce logistics cost by 2.
[ ] Ramship Drive II: Allowing the critical bursts of acceleration that makes a Ramship drive possible in larger ships will take more research but can be done. AP Needed: 2. DC: 45. Success Needed 12. Reward: Ships of Wayfarer, Templeship, and Dromon classes may mount Ramship Drives.
[ ] Pagoda Drive II: Insight into cruiser scale power networks gained from the Chaos cruiser provides insight needed to make progress towards larger and larger power networks. AP Needed: 1. DC: 40. Success Needed: 3/12. Reward: Pagoda Drive II allows Pagoda drives installed in Wayfayer and temple ships to reduce Power requirement by 2. Counts as a Raptok project.
[ ] Theion Drive II: Theion drives can already be installed in every ship class possible, allowing any ship so installed to become so obvious that sensor readings cannot pick out any details. A Mark II drive installed on a ship will allow it to hide the presence of a Mark 1 or 2 drive installed on a smaller ship nearby, effectively allowing a ship to hide its escorts from long range detection. Once in combat range the smaller ship will be distinguishable of course. At mark III a ship can hide a smaller ship that completely lacks a Theion drive or an equal sized ship that also has a mark III drive. Mark IV drives installed on the largest ship may allow up to five ships with Theion drives of any mark to hide as a single "Fleet" Mark V increases that to 10 ships and some of those ships need not have Theion drives. AP Needed: 2. DC: 50. Success Needed 12. Reward: Theion drive ships can hide smaller Theion drive ships in their shadows. Unlock Mark III research
[ ] Umbral Drive II: Umbral drives phase part of the ship's presence into what we call a Dematerialized state while also making extensive attempts to control emissions. Thus ships lacking sophisticated Sensor systems cannot even detect them outside of combat and even very advanced systems (or those that can explicitly detect dematerialized beings and objects) may have to roll to notice an Umbral Clad ship. However the phasing systems are quite limited, only handling ships up to Pennant class, further research is needed to allow larger ships to mount the Umbral Drive. Mark II Umbral drives can be installed in Templeships. Mark III can be installed in Conquest Platforms, Mark IV can be installed on Directional Titans and Mark V can be installed in Ark Draconis. Side grades unlocked at Mark IV may allow the drive to hide from Scrying, temporal and precognitive effects by rendering the vehicle Out Of Fate when the drive is fully engaged. Upgrades for beyond Mark V would start over and allow ships to greater bonuses chosen as a direction when development reaches that point. AP Needed: 2. DC: 55. Success Needed 12. Reward: Ships of Wayfarer, Templeship, and Dromon classes may mount Umbral Drives.
[ ] [name] Drive: Many possibilities exist with modulation of an Essence drives motonic flows or larger scale design changes. AP Needed: 1. DC: 40. Success Needed 6. Reward: Unlock an additional drive type from the list displayed on the Essence Drive Mini turn

Reverse Engineering Projects
Because reverse engineering is done through the Abraxan Temples, they can be done with Anklok and Pterok Breed Dice unless otherwise noted (which is usually replacing Pterok with Raptok or Mosok).

Light Shield: Wristband that emits a field around the wearer for five minutes, as long as there is light in the area it provides an increase in protection.

[ ] Holy Light: Light obviously has connections to the Unconquered Sun. The Light Shield we received has no holy iconography of any kind and has apparently received no blessings to render its effects holy. We should correct this failing. AP Needed: 1. DC: 35. Success Needed: 2. Reward: Light Shields and Iron Halos can be made Holy, ie Rosarius.

[ ] Conversion Fields: Alternatively the principles could be reverse, converting the energies of an attack into harmless light. This would be slightly weaker but would operate in dark environs. AP Needed: 1. DC: 35. Success Needed: 3. Reward: Able to produce "normal" conversion fields, such as Iron Halos and Rosarius.

Secret Pocket: Cloak with concealed pocked that connects to an extradimensional space of one cubic meter, when closed by user none can detect the pocket, nor does the cloak show any changes

[ ] Bag of Holding: While pocket dimensions and banishing objects to elsewhere are known, both as techniques and technologies, this pocket combines them so efficiently and smoothly that it is definitely an impressive work: AP Needed: 2. DC: 40. Success Needed: 5. Reward: Can produce 1 square meter pocket dimensions.

[ ] Shimmering Water Enhancement Suit: The way of Shimmering Water is the way of riddles and hallucination. Its teachings reveal the power of assumptions and perspective. By opening himself to the lessons of belief and denial, the Dragon King learns to forge a new reality of misdirected perceptions. This array takes the form of a suit the Mosok wears which is plugged into vehicle and allows the first step of the Shimmering Water path to be used on the whole vehicle, making it easy to ignore said vehicle. AP Needed: 3. DC: 45. Success Needed: 3/9. Reward: Able to make equipment that can enhance the "Easily Overlooked Presence Method" ability that all Mosok use so it can be used on vehicles the Mosok is within. Unlocks a ship scale uprade research.

Spatial Warp: a small metal ring, when applied to another device such as a ranged weapon it increases range to 1 mile if it was shorter using temporary warping of space.

[ ] Steam Alloy: An odd metal we have taken to calling Steamsteel composes the Warp ring. This metal massively improves the efficiency and stability of spatial distortions. We are not sure what we might do with this alloy but knowledge of its metallurgy would be required to produce the Spatial Warp rings. AP Needed: 1. DC: 35. Success Needed: 3. Reward: Able to produce Steamsteel.

[ ] Spatial Manifolding (minor): The Warp ring produces an incredibly efficient effect by uses a permanent distortion in space we are calling a spatial manifold. When combined with the steam-steel and the intention to use an effect it flickers a distortion into effect bring distant targets as much as one mile closer. AP Needed: 3. DC: 50. Success Needed: 5. Reward: Minor Spatial Manifolding. Unlocks Moderate Spatial Manifolding.

Hoop Staff: Long wooden staff with a 15 cm bronze hoop attach to the end. Images flicker to life in the hoop warning of danger… sometimes.
  • Insight into how precognition is used natively in this Realm allows us to progress astrologically. Add one year to Astrological progress bar.
[ ] Irokane: The bronze like alloy the hoop is made of, which we are calling Irokane, is actually quite impressive in nature. This project would allow us to reverse engineer the material's alchemical and metallurgic principles. Irokane is NOT a magical material and does not benefit from Attunement inherently, but it has the same resilience as a magical material and is easier to produce than those are: AP Needed: 2. DC: 35. Success Needed: 4. Reward: Able to produce Irokane, in Exalted terms a "First Age alloy"

[ ] Teleport Seal Adaptation: As crystal technology we have high confidence in understanding this, especially as Crystal Path users are already known to have wyld suppressing effects. A crystal shard that when shattered prevents all scrying teleportation, wyld dimensional crossing, and phasing within a radius of two kilometers of the spot it was shattered for a full day. AP Needed 1. DC: 28. Success needed 3. Reward: Adapt Teleport Sealing Crystals to your technology. Crystal path may explore this technology on their own if you want.

[ ] Prescient Mark Adaptation: A simple sigil which when placed on the forehead glows brightly, almost like a castemark. For about three hours the user can see a few second into the future and gains a massive improvement in their ability to react at high speed. This project is to figure out how to adapt them to Dragon King technology and natures and how to create them with our materials. AP Needed 5. DC: 54. Success needed 9. Reward: Learn how to create and apply the Prescient Mark, which effectively grants a Caste Mark and Anima Ability to whoever you apply it to.

[ ] Reverse Engineering (Matter Converter): A complex and energy consuming device that can convert material inside a roughly 2 cubic meter volume into another material. You cannot make mundane materials into magical materials but you CAN make magical materials into OTHER magical materials. Figure out how to make it. AP Needed 3. DC: 39. Success needed 5. Reward: Can create Matter Converters exactly as purchased.

[-] Adapt the Matter Converter (prerequisite Reverse Engineering): Adapt the Matter Converter to run on Geomantic power supplies and essence attunement. AP Needed 2. DC: 28. Success needed 3. Reward: May use the Matter Converter with Dragon King Technology.

[-] Proliferation of the Matter Converter (Prerequisite: Adapt the Matter Converter): Build the Matter converters in large amounts and distribute them across the Realm. AP Needed 2. DC: 20. Success needed 16. Reward: Gain a 20% increase in Resource AP as you can more precisely adapt available resources to needed resources. Can handle up to +10 additional AP before capping out. Consumes 1 basic Manse of geomantic potential per expected AP provided. A single Factory Cathedral can supply 9 successes to this project. Most of the rest of the work is logistics and training and supply chain modifications.

[-] High Energy Matter Converter (Prerequisite: Adapt the Matter Converter): You have to supply more power to convert Magical Materials and it produces more wear and tear on them to do it, so we need to set something special. AP Needed 3. DC: 48. Success needed 9. Reward: Gain the ability to shift up to 5 magical material units to another type of magical material around per turn for the cost of 1 AP. Consumes 5 Basic Manses ongoing.

[ ] Exoeidetic Lorestones: Rather than even try to reverse engineer this technology you will use the research to expand the capabilities of current devices. Lorestones currently act as both a perfect tool for doing something (which may be a perfectly mental task that normally cannot benefit from tools) and grants a specialty in the specific task of using the tool. Allowing ignorant to passably manage a task and the skilled to push the barriers of the possible. Through incorporation of skill recording devices to create chips which are than used in the creation of Lorestones we can create Lorestones that allow the user to act with the skill of the one recorded even if they were otherwise ignorant. AP Needed 1. DC: 32. Success needed 3. Reward: Enhancement to Lorestones making them more useful to unskilled Dragon Kings.

[ ] Memory Engram Engraving Sutra: Using Dream recorders to create training sessions so others can learn in their sleep and than teaching them in their sleep produces great results at a speed higher than completely normal training. But it still takes time and effort. Through studying the engrammatic system we can learn to create an Artifact Sutra that would effectively force complete mastery of a skill onto the one who grasps it, making the learning effect instantaneous. We are pretty sure a given individual can only grasp one Memory Engram Engraving Sutra at a time unless they take the effort to truly mastery the lessons imparted. AP Needed 2. DC: 36. Success needed 4. Reward: You can create Sutras which impart skill mastery through an instant training effect which causes experience point debt. Normally someone cannot receive new training which generates experience point debt until they have paid off the debt, for the Sutras it will switch the skills trained and modify the debt in accordance if you use a new Sutra before paying off the debt. While there may be narrative implication the primary usage would be to adapt troops to fight unfamiliar enemies without a penalty as long as any Dragon Kings had previously fought them before.

The helm and mask combo bears an obviously alien make of a white metal similar to White Jade, however it is not intended for Dragon Kings, Human, or any other known race. It grants a decent bonus to mental and social characteristics and your willpower score. Using sorcery while wearing the mask counts as having always spent one willpower already for any given spell and it stores 20 sorcerous motes which can be recharged by working to enforce Law and Order in society for a time.

[ ] Reverse Engineer (Tsyji Helm): We have 1000s of celestial sorcerors who could benefit from a sorcery enhancing artifact, plenty of whom can except working to enforce Law and Order in society even if that is fixed. AP Needed 3. DC: 45. Success needed 5. Reward: You can create Tsyji Helms or comparable artifacts for your Sorcerers.

[-] Tsyji Society (Requires Tsyji Helm production): Develop a special society of Sorcerers who constantly work to support the Law and Order of Society to ensure they get maximum usage of their artifacts as well as the hopefully beneficial effects of improved Law and Order. AP Needed 2. DC: 35. Success needed 6. Reward: Tsyji society created although still small with only a few hundred sorcerers.

[ ] Divine Aegis Helm: While not against the enforcement of Law and Order, Dragon Kings would rather just serve the gods directly instead of some conceptual standard. Tinker with the Helm's formation until you can create variant that embody service to either our gods in general or one in particular. AP Needed 3. DC: 48. Success needed 9. Reward: You can create more variations of the helm that will make them more likely to be used by Dragon King Sorcerers.

[ ] Master of War Array: A modification through augmentations that fuses Starmetal and Orichalcum circuitry with nerves to create a capacity to both handle multiple enhanced skills AND to allow someone below Essence 6 to handle Rank 6 skills recorded from Elders. Difficult to create and straining to use, developing this system would be a step towards creating an elite force, not an overall improvement to the troops. AP Needed 4. DC: 43. Success needed 9. Reward: Develop the Master of War Array augmentation for enhancement of elite troops.


[ ] Sorcerous Thrones: Geomantically enhanced Thrones assist Sorcerers in gathering the reality bending energies needed to unleash spells. Some mention that we could build a Sorceryship like our current concept designs for Temple ships that would allow a Sorcerer to unleash spells upon enemy ships even as the ship continues to fight normally as well. With further research Spellstriders may be possible. AP Needed: 2. DC: 50. Success Needed: 5. Reward: Can build Sorcerous Thrones in either Manses or larger vessels dedicated to the purpose.

[ ] Teleportation: Due to a Corpse-Eater eating a Ork Mekboy specializing in Telly-portas you can attempt to crack Teleportation as a conceptual technology. This provides nothing other than unlocking other projects, like Rings of Vanishing Escape, Teleport capable Vehicles and Warstriders, and Teleportarium components for Vessels. Pterok Breed dice replaced with Mosok. AP Needed 3. DC: 50. Success Needed: 14. Reward: Understanding of Teleportation technology, can attempt to create various devices in future projects.

[ ] Wyldcannon: We can try to explore what we have learned from the Wraithcannon and develop our own version, likely depending on hearthstone mounts and attunement to make the per shot essence cost bearable. AP Needed: 1. DC: 25. Success Needed: 5. Reward: Can make a more potent anti-armor heavy infantry weapon. Might unlock heavier versions. Can be researched with any breed dice due to various special effects going on.

[ ] Improved Wyld Portals: We can use the insight of this weapon to make progress on improving our Questing drives systems, specifically the Wyld portal part of them. This will not make FTL faster but can improve the tolerance for entering the Wyld close to gravity anchors or other warp shielding effects, allows bonuses to accurate Wyld exits and other improvements to Wyld portal technology. AP Needed: 2. DC: 35. Success Needed: 7. Reward: You are better at making Wyld portal generating Chancel systems. Pterok or Anklok AP.

[ ] Wraithbone: Its seems to be the highest level of Psychoplastic the Eldar can create and works as their Magical material of choice but what is it? AP Needed: 3. DC: 65. Success Needed 9. Reward: What is Wraithbone from the Dragon King perspective.

[ ] Wraiths?: What do Eldar use to fire these weapons, not only are the power requirements onerous but what we know says they have more reasons to be wary of accidentally entering the wyld than most beings. So it seems improbable that they would ever use such a weapon. AP Needed: 3. DC: 75. Success Needed: 5. Reward: Are wraiths a thing? How do Eldar use Wraithcannons?

[ ] Holy Radiance: It might be expensive on our orichalcum supply but setting up at least some emitters to emit holy light instead of normal light would allow their attacks to be more demanding upon Creatures of Darkness. Seems worth doing. AP Needed: 2. DC: 30. Success Needed: 6. Reward: Critical emitters will do aggravated damage to Creatures of Darkness. May be researched by Anklok or Pterok.

[ ] Magnetic Senses: Fighting the Perfected Warriors enhanced with Dysprosium implants we discovered they had magnetic powers and it has caused a line of thought. Some natural creatures have crude ability to detect magnetic fields and many semi machine autochthonic creatures can do even better. Let us study these fields and adapt to these senses so any enhanced soldiery or sensor equipment we design can detect Magnetic fields with greater facility. AP needed: 1. DC: 35. Successes Needed: 3. Reward: Any unit with better than normal senses adds magnetic senses.

[ ] Human design methodology for Crafted Consciousness, aka Understanding Machine Spirits: Through study of the venerable spirit of the Rhino we have gained some insight into Human made crafted Consciousness. AP needed: 1. DC: 40. Success Needed: 3/9. Reward: You gain an understanding of Dark Age of Technology VI, counts as Anklok , Pterok, or Raptok breed projects.

[ ] Sublime Vehicles: You can create god versions of the Windslave Barrow, Warglobe, Verdant Skiff, War Stalker, and Trilithion. Like the Dinosaur mount section they need the god that allows bending the rules created in step with the prototype that anchors the gods existence. Costs are comparable.
[Windslave Barrows are your version of a Basilisk War Droid, to extra to exist without a god's backing]

Electronic Warfare? Er Digital Spirit Combat Interactions?

[ ] Median Icon Progress: Makes further improvements to our data spirits and our PC warfare options. Information Icons or Bits, can be used to lock down and retrieve information from a network, although a network connection may result in the Icon needing to be recovered from elsewhere in the network (ie another physical location in the base or vessel) to recover the intelligence. Structural Geomids and Icons are large Geomids that act as bastions and blueprints both, protecting a system and encourage it to repair to original standards (or avoid mutations and corruption) that serve a crafted consciousness and its network like minor spirits serving a god. AP Needed: 2. DC: 30. Success Needed: 5. Reward: Improved PC warfare, both attack and defense. Counts as Pterok or Raptok project.

[ ] Geomid Repelling Diagram (Requires Median Icon Progress): You develop techniques and enhancements to summoned Icons allow them to set up ephemeral wards of data around Data spirits or the much simpler essence lacking analogous existences. Programs and Executables can be isolated, keeping them from triggering but also potentially protecting them from malicious Geomids. AP Needed: 2. DC: 35. Success Needed: 6. Reward: Data elementals summoned into hardware can prevent programs from executing or protect said programs (up to and including Crafted Consciousness) from succumbing to viruses, scrapecode, or more blatant spiritual attacks. [IE Pterok "hackers" can spend Essence to "hold back" something digitally] Counts as Pterok or Raptok project.

[ ] Blessed Icon Arrangement (Requires Median Icon Progress): You can develop techniques to allow your Data spirits to bless the executables and hardware they find themselves in if the opportunity presents itself. AP Needed: 2. DC: 35. Success Needed: 6. Reward: Data elementals summoned into hardware can bless the programs, Crafted Consciousness, or hardware they find themselves in, augmenting the performance of allies (or allowing Pterok elementalists to boost a Brass Legion in house or Advisor class Automata). [IE pterok "hackers" can spend Essence to "boost" something digitally. Counts as Pterok or Raptok project.

[ ] Geomid Adaptation: By summoning a Geomid from the "physical" substance of a specific enemies network (such as a cogitator for humans) the resulting Geomid will be much better adapted to assaulting or infiltrating those systems. AP Needed: 2. DC: 30. Success Needed: 5. Reward: Improved PC warfare by allowing adaptive programs to be used. Counts as Pterok or Mosok project.

[ ] Advanced Icon Progress (Required Median Icon Progress): Further improvements to our Geomids make them more sophisticated and adaptable. This mostly makes attack geomids more dangerous granting them the ability to multiply through a network allowing them to overwhelm smaller system faster or actually threatening larger systems that would normally be well beyond the point a Geomid could actually threaten. Defenses against such among structural geomids are also developed. Also the ability to apply geomids to machines that are not normally sophisticated enough to care about such attacks like basic power armor or lasguns. This usually will not shut down such simple machines, just make them less able and more prone to issues. AP Needed: 3. DC: 35. Success Needed: 7. Reward: Advanced PC warfare allows attacks to much larger or smaller 'networks' than a single geomid can normally target. Counts as Pterok or Raptok project.

[ ] Geomid Generator (Requires Advanced Icon Progress and Geomid Adaptation): By melding machinery with spirit for successive "generations" we can evolve a greater spirit that is well adapted to a specific species machinery. Than we can take this Greater Geomid and mind it to a piece of enemy equipment and a source of geomatic power to generate an area of effect that subjects all targets in its range. How great a range depends on how much is invested in A) evolving the spirit (ie acquiring more examples of enemy tech) B) how great a piece of machinery it will be bonded to, (ie a hive or battlebarge is better than a lasgun) C) And how much power it is granted, (ie a Major Manse with a useful aspect like Air is better than a basic tap or core). Acquiring sufficient technology may require either salvaging after battles or infiltration work. AP Needed: 3. DC: 40. Success Needed: 9. Reward: Can make your own Scrapcode Generator. Counts as Pterok or Raptok project.


An encounter with the Hrud on Lockheart's Star Galleon leads to interest in understanding their... effect on the environment

[ ] Rudimentary Exploration of Hrud Entropic Effects: Hrud bodies appear to produce an entropic effect, aging their surroundings and environment beyond the norm. This is synergistic and the more Hrud there are the worse the effect is. We can study what we learned but this is only the most basic of studies. AP Needed: 1. DC: 40. Success Needed: 5. Reward: Rudimentary Understanding of Hrud Entropic Effects. Unlocks further entropic research.

[ ] Hrud Fusils: You captured a few of these weapons from the cleansing. These foul weapons channel energies directly from the Wyld, unleashing a horrid balefire upon the weapons targets. The Rogue Trader tells us its notorious for passing through shielding. You can determine it is because the weapon does not immolate a target through directed energy. When activated it triggers a Shaping effect which attempts to shape the trait "immolated" onto the target. Dangerous indeed. Perhaps we should study it... carefully. AP Needed 3. DC 50. Success Needed: 9. Reward: Inspired Invention gained through study, could be a version of the weapon, could be a defense, could be a new way to burn toast.
 
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Battle for Tokat II
Eye from the Sky landed on the plinth before some 36 sub-commanders for the legions participating in this expedition. He cleared his throat and used his ring of Greater images to show the audience the Pterok Eye view of the Ork "city".

"As you can see its not well defended. Despite some million orks and gods know how many lesser shroomborn it has no defensive walls. Nothing approaching artillery outside this central citadel. Despite that this is the greatest city in the north. We bring down this and the rest is mop up until the central and southern areas respond."

"As they lack threat but are numerous I am spreading us out, we will envelop the city and come at it from as many directions as possible. The largest streets will have Heavy Infantry marching down them. The next biggest will be used to send the clawstriders into the city and capped with siege lizards to prevent escape. Mosok and Raptok units will take the smaller roads. Ox-Dragon units will take out these buildings which are too ramshackle to actually be a barrier for them. Artillery units and grenadiers will target the middle around the Citadel." He made changes to he city image to illustrate his points. "As you can see that leaves some 30 percent of the city un contained. They may just leave but we lack the numbers to pin them. Theion, 13 percent of the city is only going to be engaged by artillery. They may take losses but they could leave as well. If they decide to run 400,000 orks may flee the city. What little we know of the Shroomborn suggests they will not run."

The Razor-beak commander seems about to speak but Eye answers first, "Yes the razorbeaks may show their power upon the citadel. No not bombing. I know as well as any that Razor beaks are dangerous and your fuel bolt launchers should put paid to anything outside the scope of a Razor Beak's beak."

"Let's be about it." "For the Glory of the Unconquered Sun!"

"VRAH!"

15 dice rolled: 2, 4 , 5, 2, 2, 10, 8, 10, 8, 1, 10, 5, 7, 10, 7 = 12 Success
Threshold for Flanking: 4
8 over threshold is 7 successes over the Ork "Maneuvering"

Later that day

A thunderous crash is heard as the scale of Razon beaks descend in stooping dives to take out the citadels guard towers. Quickly the lash out with beaks, punching through the sheetmetal walls to swallow the fat and juicy shroomborn hidden within. Steely eyed riders send bolts of plasma deep at anything that looks like an organized response as the orks within ineffectually try to resist the decimation from the skytitans.

Artillery sends spatially twisting ball which burst with implosions tearing great hunks out of the city and entire ramshackle buildings with each burst. The occasional cyanic lance of light punches through all resistance in great line killing dozens of orks per shot. In terms of killed orks they fall far below the targeted drops of Garda Eggs from Pterok flyers. The north has many orks but little weaponry and return fire is so ineffectual its barely worth mentioning before it is silenced.

Quick running claw striders are next, the handheld plasma guns quickly emptying as riders pick off distant orks while Clawstrider mounts use pack tactics and fearsome teeth to take out the bulk. The only thing preserving ork lives at all is the sheer mass of gretchin and other less shroomborn life physically occupying clawstrider teeth. Still even mixed among them the Clawstriders are too swift to be stricken. The march of siege lizards is marked by rather ineffectual fire from Raptok's in the Howdah. The relatively slow lizards are the only thing the Orks reliably lay their grubby hands on. Briefly. Not only is the armored hide enough to resist the orks, even without its barding, the tail strike that usually follows sends orks flying dozens of feet.

While the razor beaks concentration in the citadel seems to be the fastest fall time of any, our infantry does not disappoint, Raptok Light and Mosok Medium Infantry punching through formations of ten times their number without losses, and Anklok Heavy Infantry seem even more impressive as the Orks seem drawn to them and only die on their Jade Dailkaves, lucky if their foul breath even taints their crystal thunderbolt shields before the Anklok pass them over in disciplined formations.

The only thing even slightly off is the expected. The fact the orks don't break. Not that we were allowing survivors but even those with the opportunity to flee due to our incomplete coverage stick around longer than they should. In the end a city of a million orks only has about 70,000 flee through the opening in our coverage (which was big enough 400,000 could have made it if they had just run). The city is put to flame and all shroomspawn and their spores are quickly destroyed.

Replacing grenades, alchemical plasma fuel, and cleaning our weapons and armor of orkblood and spores is our only cost of this campaign. With this central city done in we are able to quickly divert and take out dozens of smaller fungal breeding pits and ramshackle towns, all concentrated growths put to flame although we know that a more dedicated effort will be needed given local spore densities.

Within a week our forces regather and move south, our spies report that Scalpcleava is moving south, meeting up with the vehicular forces he has there. They were stirred up by the Knight Golems who carved through some heavily armed orks but ran afoul of heavily armed trukks which stayed at range (golems had no range weaponry). They were eventually taken down by a group of Orks with Burna weaponry, although they barely had enough to keep from being charged down by the golems. Do to Mosok interference and normal confusion of the Shroomborn the Orks seem to be ignoring the north, despite it being the birthplace of half their population.

Reward: North is claimed, tens of millions of ork are dead and their population cannot sustain its current level without this territory. No fatalities or wounds that could not be treated with standard legion resources. Golem forces are gone but identified the orks have limited access to dakka armed trukks and heavy infantry burna units. Central Sluggaboyz and nobs have moved south and paired up with the mekboyz of the south. We are unsure of their plan from here, we do not know if Scalpcleava will keep heading south and east towards the mountains and Hlass or head back north to face us. We could fortify here or move south into the central cities. However while Scalpcleava has taken the most useful bits of his armies, there are still a lot of orks left in the central area.

How do you want to proceed?
 
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