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

Turn 21
Turn 21


Ankloks: Ahhh, its chewing on my throat. Glorious, this one will be a warrior when he grows up!

Mosok: Hah, this one is stealing extra food, make sure to note him for future training.

Pterok: Ah my eyes, she's pecking at my eyes!

Raptok: <<<stares>>>

263 Dragon Kings have limbs replaced with vegetative grafts. Petitions have been filled out to improve our capacity for artifice so that you can once again make Lizard Tail Regrowth Spheres.

You have 7 + 2 – 4 (Hatching Eggs) = 5 generic AP

1x Free Success applied to Training Grounds projects (x3)
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. (x3)
1x Free astrology applied to (3/20 turns until astrology unlocked)
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 are ready to start. This project builds Ondar Shambal's construction upon the Solar Aspected dragon nest. Aid from golems, elementals, and architectural machines is not allowed as every brick and stone is personally blessed. AP needed 3. DC 35. Success needed 0/22. Reward: Build the Prayer-City of Ondar Shambal allowing regular prayers to and blessing from the Most High.

[ ] 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.

[ ] Advanced Orichalcum Refinery: By changing our occult mirrors to incorporate yellow paint we believe we can enhance the yield of Orichalcum per gold. With luck we can double our output. AP Needed 3. DC: 40, Success needed 1/6. Reward: Doubles availability of Orichalcum. Hint Orichalcum is a thing you sacrifice when praying to the Sun!
[ ] 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 and Dinosaur based mounts. AP Needed 3 DC: 40. Success Needed 0/18. Reward: Gain 10 Draconic Legions. Training Grounds, Stable and Armory success can apply.

[ ] Flame them: Don't wait for fungicide. Use fire and alot of it to burn the spores out. Repairing the damage may mean to takes more effort in the long run but the orks are gone faster. AP Needed 3 DC 35 Success Needed 10. Reward, ork spores are gone, but the land is damaged and will take some 30 AP to restore. But it means no risk of orks attacks while cleansing the world.

[ ] 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 15. 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 bear on our enemies. AP needed 5. DC: 40. Success Needed 144. Reward: Gain 90 Legions. Training Ground, Stable, and Armory Success may 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.

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.

[ ] Careful delivery: Mosok sent to assassinate any powerful orks that attempt to arise before they get anywhere. Kind of boring actually. AP Needed 1. DC 15. AP needed 1. Reward: Remaining orks are killed. Note until spores are totally destroyed this will not be a permanent state.
[ ] 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 5/10. 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.

[ ] 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.

[ ] Emerald Roar Style: 3/6 progress

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.

[ ] Advanced Observatory: Enchantments will be applied to the domes to allow observation during the day and allows are vision to pierce cloud cover. More helpers and golem aides are employed. And an expensive network of communicators is established so observatories can keep each other updated on discoveries and cooperate on observing special projects. AP needed 3. DC: 40. Success Needed 6. Reward: Observatories upgraded, two free projects to astrology per turn, or double progress to astrology unlocking.

[ ] 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 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 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: 40. 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.

[ ] 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 7. 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.

[ ] Prayer Caster: Improved Prayer piece so motes do not need to be expended with each shot, allowing more extensive use of such prayer based ammunition. Unlocks other types of firearms, like rifle and machine gun equivalents. AP Needed 1. DC 35. AP needed 4. Reward: Allows Prayer Casters and unlocks further martial reverence based fire arms.

[ ] 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 25. 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. Success needed 3. Reward: Thaumaturgical Workshop built.

[ ] Spore Suppression: Massive quantities of fungicide need produced as well as constant geomantic sweeps to scry for locations of remaining spores. Its an exhaustive work but if we don't do it the orks will continue to be a threat. [Warning, successes can potentially evaporate on any turn you do not commit at least some AP to make progress] AP needed 1. DC: Auto. Success Needed 11/30. Reward: Tokat free of Ork Spore.

[ ] 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.

[ ] 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 varies AP needed varies Reward: Selected mount gains selected trait. Stable Success may apply. See research threadmark for details.

[ ] 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.

[ ] Spess Construct: It has been heard that the Orks wanted to use the Spess construct to travel into spess, specifically to leave Tokat. Not sure how that works although we have identified extremely large versions of the rokkit nozzles they use. More study (and experiments) are required. AP needed: 2. DC: 35 Success Needed: 2/6 Reward: Results from studying Spess construct.

[ ] Improve Plasma Rockets: We can build them bigger! AP needed 1. DC: 30. Success Needed 2. Reward: Jupiter PGM-19 equivalent. 2400 km range.

[ ] Biothaumaturgical Research: See Research Threadmark for details.

[ ] 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 1/9. 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 cap the worlds 100 hearthstones available for other magitech projects as fast as possible. AP needed 2. DC: 20. Success Needed 8. Reward: Gain 100 hearthstones to power magitech gear.

[ ] Major Manse: Build one of the special manses, choices and costs are indicated in Turn 18 Results.

[ ] City Builder: We don't really need the space yet but we will need them eventually. Beside the cities we will eventually. AP needed 3. DC: 25. Success Needed 8/14. Reward: Build 120 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 173 million in comfortable population.)

[ ] Comm links: Technically all of your sites outside of the major capitals are only able to communicate through golem and or elemental summoned messengers moving about 100 mph. Use white jade drills to provide geomantic power and connection for long range echo jewels and all our stationary locations. AP Needed 3. DC 35. Success Needed 6. Reward: At least a single instantaneous comlink with every Dragon King Community. Experience towards communication technology.

[ ] Imidazole Plantation: You can modify the Staran plantation to instead produce the key ingredient in your spore suppression efforts magnifying the impact of your committed effort. AP Needed 1. DC 10. Success Needed 3. Reward: Every success committed to Spore suppression is double up to ten in one turn.

[ ] Anagathic Plantation: The more sophisticated ones are out of your reach (see Beasts of Resplendent Liquid) but you can use alchemical shrubbery to produce vast quantities of our lesser anagathic solutions, enough to supply our population if we wanted to. Not sure why we would though. AP Needed 1. DC 20. Success Needed 3. Reward: Normal lifespan of Dragon King who takes it there whole life is about 50 years longer.
[ ] 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 13. Reward: One Legion upgraded to Primordial War Standard equipment. + 3 Might and +1 "exceptional strategos equipment". Armory Success may apply.

[ ] Prayer Pieces: Prayer pieces are somewhat involved artifacts involving a lot of Orichalcum and a great deal of carefully inscribed sutras. Prayer pieces increase the range and hitting power of our forces and are considered holy weapons causing immense pain to creatures of Darkness. Once they are built of course the troops will need trained too. AP Needed 1. DC: 25. Success needed 6. Reward: Bolters, I mean Prayer Pieces. Armory Can be used.
[ ] 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 1/22. 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

[ ] 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 1,000 Knights will be lead by four or five DK commanders and is considered an effective match for a far greater number of Slugga Boyz. AP Needed 1. DC 35. AP needed 1. Reward: Order of Staran Knights. Golem success may apply, NOT plantation.
[ ] 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: Adamant 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 3/6. 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 4/10. 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. 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.
 
Turn 21 Results
Turn 21 Results

We are really feeling the strain. Projects are making no progress despite having excellent facilities from sheer lack of available experts as those experts are busy watching hatchlings.

Also since its been five years they have all achieved their adult size and strength. And are now savage monsters without any self control who we have to force to learn. What fun.

The number of hatchlings escaping, running amok and mauling people is roughly as expected. 304 spawn were lost from fighting or to preserve the life of an adult being mauled.

When do we get our [Bacta Tanks] Lizard Tail Regrowth Spheres back again?

[X] Plan Automation Nation
-[X][Anklok1] Bribing spirits to do their job
DC: 20 > 69

So apparently the gods did not respond earlier were "busy" Among our hatchlings are a handful of godblooded born of a divine parent paring with a Dragon King suitor.

Reward: +5 to other rolls. A handful of God-blooded Dragon kings mixed in with this batch of children.
-[X][Anklok2] Advanced Orichalcum Refinery x 3
DC: 40 > 75, 63, 81

So Anklok are the best we have at working with metal, what with the fire control they have. Of course we have also discovered that painting anklok built mirrors yellow improves the quality of their ability to reflect sunlight dramatically. So make of that what you will.

Reward: 4/6 Progress
-[X][Mosok1] Careful delivery
DC: 15 > 51

Sigh. I almost feel sad for them. If it wasn't for the need to keep them from spreading their spores I don't even think this would be worth it.

Reward: Orks suppressed the whole five years.
-[X][Mosok2] Fishin' Fleet x 2
DC: 30 > 24+5, 73

Things go pretty well, they could have gone better. We almost swore we going to be assigned some elementals granted good weather or gods providing blessing our travel routes. Oh well I am sure there is nothing going on.

Reward: 6/10 Progress
-[X][Pterok1] Spore Suppression
DC: Auto

Spray Spray Spray. Another few square miles made safe.

Reward: 12/30 Progress
-[X][Pterok2] Thaumaturgical Work Shop x 3
DC: 35 > 19+5, 80, 6+5 elemental rolls: 70, 74

Its takes some elemental and divine support but the Pterok's are definitely the group to solicit this aid. There is a non-zero chance they made arrangements to take elemental and spiritual support from the Mosok Fleet building project. Surely there is nothing to these rumors.

The new facility gleams with cauldrons, burners, and elaborate set ups of crystal vials and vine based tubing that make no sense to the lay-dragon. Other areas are filled with simple circles for channeling power for geomantic blessings or empowering talismans like walk-a-ways, warding talismans, and good luck charms.

And of course vast vats for mass producing the fungicide needed to suppress orks.

Reward: Complete Thaumaturgical workshop available. One free thaumaturgical success per turn and larger scale and more efficient projects are available.
-[X][Raptok1] City Builder x 3
DC: 25 > 56, 38, 13+5

Our people get to work correcting the errors noted in the elementally produced cities. No more rooms that require the ability to move through stone to get through, not more kitchens filled with toxic smoke, no more steaming mud baths filled with lava. While there are some of us who can use such a thing its mostly elders and we still prefer a more normal structure, especially when raising hatchlings. We aren't finished but got just enough accomplished that the 40 million new spawnlings are not overcrowding everything.

Reward: 10/14 progress
-[X][Raptok2] Anagathic Plantation x 2
DC: 20 > 89, 92+5 Elemental Roll: 53

With a bit of timely aid from some elementally summoned assistance we have converted our staran plantation over to the production of alchemical shrubs dedicated to Anagathic Drugs. The current idea is that anyone over 40 will start taking them. Over the next 200 years they will only age 150 years, effectively buying our citizens an extra 50 years of live for the cost of having to drink a potion every day for 200 years. Luckily we made them tasty enough that most of our people don't 'forget' despite how unenthusiastic they are. We also made it so a simple enzyme exposure should allow quick modification of the product to new species, if they are found. So we can trade the extra… or all of it. We could trade all of it, if we wanted. I'll get started looking for them now.

It's not like I don't have more time… now.

Reward: Complete, You have enough low-grade anagathics to put 300 million people on it. Of course you don't have anywhere near 300 million people and your newly hatched won't start taking it until at least forty but there it is. Maybe it can be used as a trade good if you meet anyone else… somehow.

-[X][Generic5] Elemental Support
DC: 30 > 35

It was a struggle to keep powerful elementals from responding to our beckoning but we managed. They just wanted to Halp.

Rewards: +3 AP
-[X][TrainingGroundsx3] Martial Legion
Auto x 3

Our training grounds gets another 20 percent of a single legion ready to learn a martial art.

Reward: 3/12 Progress
-[X][Armory] Guns on the City walls
Auto (3 needed, no progress)

The project proves too complicated to manage without some form of oversight. Assigning actual experts to oversee construction and placement of our defenses may be important.

Reward: 1/22 Progress
-[X][Golem] Staran Knights
Auto

Sap and wood! Sap and Wood!

Reward: Another order of Staran Knights.
-[X][Stables] Tyrant Lizards
Auto x 1 (3 needed, no progress)

Tyrant Lizards are fearsome beasts who need a firm hand to tame them. Since no firm hands were made available, presumably due to raising the spawnlings, no progress is made taming Tyrant Lizards.

We either to upgrade our facilities or make sure the few with the critical skills are available to assist.

Reward: 0/6
-[X][Dojox3] Emerald Roar Style
Auto x 3

Emerald Roar or as it is sometimes called, Endless Waaagh! Style somewhat emulates the effects of an Ork Waaagh! On its users. They learn to use great shouts to slough off fatigue and goad themselves into terrifying charges.

A Stylist (not a martial soldier) who knows the style can raise their Might to match a Waaagh! Level if they are fighting with or against it. Of course they normally have a might of at least 4 so it may never be relevant. Surely the Warboss was as potent as orks might ever get, even if there are more in Spess, right?

Reward: Complete, Emerald Roar Style reduces fatigue and spurs on charges. You need to decide if you are going to add training in this style to the Martial Soldiers. Every battlegroup of Martial legions costs 3 AP successes to train, added to the new ones and the first group will have an extra bit added for the training of previous troops.
 
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Turn 22
Turn 22

Dragon Kings and Humans despite centuries living together have never really understood each other. As Sheut watch the grim faces of the Dragon King caregivers they share a glance and resolve themselves, materializing and placing a hand of the scaly shoulder. The savage king looks back at the soul reaper, who looks the king in the eye, face just as grim, and raises a scythe in offering.

For long moments nothing passes until the King gives a firm nod and allows the shepherd of souls to pass through to the nursery.

Sheut are borne from human souls, risen past the bound of mortality to become death gods. But still born as humans and many humans bore some animosity towards the kings for one reason or another. By the time the 80 millionth hatchling child has been reaped and their soul safely escorted to a new egg, none of the Sheut can bare malice for the kings in their hearts.

"A report my lords. The death of so many potent souls in such a small time has … stirred… the wyld across the veil. Worry not, our escort has not failed, every soul has been seen to safety. But you should know that many deaths at once seems to have some effect on the other world."

As the Sheut walks away he can barely make out the "thank you" in whispered old realm.


Ankloks: Our Orichalcum Workshop has almost finished upgrading. There is some concern about the lack of raising new troops. We remind you that while Tokat is fairly peaceful, the Orks stressed the existence of a greater Waaagh! In spess, the Wyld remains crackling at the edge of reality, and our own children can be dangerous. Having only .1 percent of our population as troops seems grossly inadequate, especially with the intent to expand our population.

Mosok: The commerce fleeting is coming along well, there is growing interest in building the wyld marketplace to gain a

Pterok: Suppressing spores continues and will be easier with the Thaumaturgical lab ready. Of course upgrading it would make it even easier.

Raptok: Work continues on building cities on Tokat. Anything to get us out of having to watch the little monsters… please.


1016 Dragon Kings have limbs replaced with vegetative grafts. So the spawnling have grown to full size and now we must teach them. Oh dear.


You have 7 – 4 (Hatching Eggs) = 3 generic AP

1x Free Success applied to Training Grounds projects (x3)
1x Free Success applied to Armory projects
1x Free Success applied to any one Golem projects
1x Free Success applied to Thaumaturgy projects
1x Free Success applied to Dinosaur Mount projects
1x Free Success applied to Dojo Projects. (x3)
1x Free astrology applied to (3/20 turns until astrology unlocked)
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 are ready to start. This project builds Ondar Shambal's construction upon the Solar Aspected dragon nest. Aid from golems, elementals, and architectural machines is not allowed as every brick and stone is personally blessed. AP needed 3. DC 35. Success needed 0/22. Reward: Build the Prayer-City of Ondar Shambal allowing regular prayers to and blessing from the Most High.

[ ] 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.

[ ] Advanced Orichalcum Refinery: By changing our occult mirrors to incorporate yellow paint we believe we can enhance the yield of Orichalcum per gold. With luck we can double our output. AP Needed 3. DC: 40, Success needed 4/6. Reward: Doubles availability of Orichalcum. Hint Orichalcum is a thing you sacrifice when praying to the Sun!
[ ] 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 and Dinosaur based mounts. AP Needed 3 DC: 40. Success Needed 0/18. Reward: Gain 10 Draconic Legions. Training Grounds, Stable and Armory success can apply.

[ ] Flame them: Don't wait for fungicide. Use fire and alot of it to burn the spores out. Repairing the damage may mean to takes more effort in the long run but the orks are gone faster. AP Needed 3 DC 35 Success Needed 10. Reward, ork spores are gone, but the land is damaged and will take some 30 AP to restore. But it means no risk of orks attacks while cleansing the world.

[ ] 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 15. 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 bear on our enemies. AP needed 5. DC: 40. Success Needed 144. Reward: Gain 90 Legions. Training Ground, Stable, and Armory Success may 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 3/12. 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.

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.

[ ] Careful delivery: Mosok sent to assassinate any powerful orks that attempt to arise before they get anywhere. Kind of boring actually. AP Needed 1. DC 15. AP needed 1. Reward: Remaining orks are killed. Note until spores are totally destroyed this will not be a permanent state.
[ ] 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 6/10. 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.

[ ] 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.

[ ] Training Emerald Roar: Train the existing battlegroups of martial soldiers the Emerald Roar style and prepare to teach new formations the same styles: AP Needed 1. DC 15. Successes needed 6. Reward: Previous Battlegroups of Martial Legions gain the Emerald Roar style and all new formations have AP needed raised to 15 to represent being taught it as well. 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.

[ ] Advanced Observatory: Enchantments will be applied to the domes to allow observation during the day and allows are vision to pierce cloud cover. More helpers and golem aides are employed. And an expensive network of communicators is established so observatories can keep each other updated on discoveries and cooperate on observing special projects. AP needed 3. DC: 40. Success Needed 6. Reward: Observatories upgraded, two free projects to astrology per turn, or double progress to astrology unlocking.

[ ] 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 Thaumaturgical Work Shop: Improved tools can be created to speed up creation of alchemical fuels, potions, enchantments, and talismans. AP Needed 3. DC 40. Success needed 6. Reward: Advanced Thaumaturgical Workshop built.

[ ] 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 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: 40. 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.

[ ] 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 7. 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.

[ ] Prayer Caster: Improved Prayer piece so motes do not need to be expended with each shot, allowing more extensive use of such prayer based ammunition. Unlocks other types of firearms, like rifle and machine gun equivalents. AP Needed 1. DC 35. AP needed 4. Reward: Allows Prayer Casters and unlocks further martial reverence based fire arms.

[ ] 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 25. AP needed 3. Reward: Plasma Fire Projector (Medium and not easily movable artillery piece).
[ ] Spore Suppression: Massive quantities of fungicide need produced as well as constant geomantic sweeps to scry for locations of remaining spores. Its an exhaustive work but if we don't do it the orks will continue to be a threat. [Warning, successes can potentially evaporate on any turn you do not commit at least some AP to make progress] AP needed 1. DC: Auto. Success Needed 12/30. Reward: Tokat free of Ork Spore.

[ ] 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: 35. Success Needed 3. Reward: Gain 10 Basic Stockpiles.

[ ] 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 5 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.

[ ] 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 varies AP needed varies Reward: Selected mount gains selected trait. Stable Success may apply. See research threadmark for details.

[ ] 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.

[ ] Spess Construct: It has been heard that the Orks wanted to use the Spess construct to travel into spess, specifically to leave Tokat. Not sure how that works although we have identified extremely large versions of the rokkit nozzles they use. More study (and experiments) are required. AP needed: 2. DC: 35 Success Needed: 2/6 Reward: Results from studying Spess construct.

[ ] Improve Plasma Rockets: We can build them bigger! AP needed 1. DC: 30. Success Needed 2. Reward: Jupiter PGM-19 equivalent. 2400 km range.

[ ] Biothaumaturgical Research: See Research Threadmark for details.

[ ] 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 1/9. 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 cap the worlds 100 hearthstones available for other magitech projects as fast as possible. AP needed 2. DC: 20. Success Needed 8. Reward: Gain 100 hearthstones to power magitech gear.

[ ] Major Manse: Build one of the special manses, choices and costs are indicated in Turn 18 Results.

[ ] City Builder: We don't really need the space yet but we will need them eventually. Beside the cities we will eventually. AP needed 3. DC: 25. Success Needed 10/14. Reward: Build 120 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 173 million in comfortable population.)

[ ] Comm links: Technically all of your sites outside of the major capitals are only able to communicate through golem and or elemental summoned messengers moving about 100 mph. Use white jade drills to provide geomantic power and connection for long range echo jewels and all our stationary locations. AP Needed 3. DC 35. Success Needed 6. Reward: At least a single instantaneous comlink with every Dragon King Community. Experience towards communication technology.

[ ] Imidazole Plantation: You can create a new plantation to instead produce the key ingredient in your spore suppression efforts magnifying the impact of your committed effort. AP Needed 1. DC 20. Success Needed 9. Reward: Every success committed to Spore suppression is double up to ten in one turn.
[ ] 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 13. Reward: One Legion upgraded to Primordial War Standard equipment. + 3 Might and +1 "exceptional strategos equipment". Armory Success may apply.

[ ] Prayer Pieces: Prayer pieces are somewhat involved artifacts involving a lot of Orichalcum and a great deal of carefully inscribed sutras. Prayer pieces increase the range and hitting power of our forces and are considered holy weapons causing immense pain to creatures of Darkness. Once they are built of course the troops will need trained too. AP Needed 1. DC: 25. Success needed 6. Reward: Bolters, I mean Prayer Pieces. Armory Can be used.
[ ] 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 1/22. 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

[ ] 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 1,000 Knights will be lead by four or five DK commanders and is considered an effective match for a far greater number of Slugga Boyz. AP Needed 1. DC 35. AP needed 1. Reward: Order of Staran Knights. Golem success may apply, NOT plantation.
[ ] 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: Adamant 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 3/6. 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
[ ] 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. 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.
 
Turn 22 results
Turn 22 Results

We teach them patience; they use it to wait for the right moment. We teach them empathy and they use to sense weakness in teachers. We teach them social skills and they are used to deceive. We teach them to build and they use it to craft traps. We teach cooperation and they use pack tactics to overwhelm caregivers. We teach games and logic and they use it to puzzle out strategies to defeat us.

"So everything is going well than"

"Yes splendidly, better than we could hope honestly."


A1: 04 -1/5
A2: 13 0/5
A3: 89 progress 1/5
A4: 23 0/5

[X] Plan Ticking Off Some Boxes
-[X][Anklok1] Bribing spirits to do their job
DC: 20 > 23

Times are a bit more trying than previously but the blessings are secured.

Reward: +5 to the rest of the rolls
-[X][Anklok2] Advanced Orichalcum Refinery x 3
DC: 40 > 03+5, 85, 66

A batch of sacred yellow mirrors is lost into the lava pits when the workers are attacked by a group of savage stalkers. Due to divine blessings on the endeavour, only a few adults are maimed and only a few children fall into the liquid hot magma.

A new batch is prepared and installed without difficulties allowing the pretty much twice as much orichalcum to be produced from a given amount of time and gold. Since it usually takes about 5 days of constant monitoring without a break this is pretty handy.

Reward: Complete. Doubles availability of Orichalcum. Certain projects are easier.
-[X][Mosok1] Careful delivery:
DC: 15 >80

The mosok have started bringing over the stalkers to let them hunt the orks as training exercises.

Reward: No orks for another turn.
-[X][Mosok2] Fishin' Fleet x 3
DC: 30 > 46, 76, 48

Things are going well, we almost have our commercial network down. Just a little fine tuning.

Reward: 9/10 Progress
-[X][Pterok1] Advanced Thaumaturgical Work Shop x 3
DC: 40 > 97, 54, 57

Progress on upgrading our workshop has gone splendidly. More space to work on larger projects, long tables allow an alchemist to prepare potions in sequence so every individual can work on a half dozen or so at once. Essence forges allow lucky charms and walkaways to be reforged into completely new substances and large geomantically aligned rooms with channels of white jade can be used in intricate rituals to empower wards and charms like these from scratch.

The new workshops for mixing up talismanic paint also get an overhaul since it was kind of a slapdash affair in the first place.

Reward: 4/6 Progress

-[X][Raptok1] City Builder x 4
DC: 25 > 63, 65, 60, 36

It took a heroic amount of effort (at least in terms in which there is at least a kid for every single adult and more) but you can now house your whole population plus some surplus and most will live in as much or more luxury than any dragon king desires. Only communities established at resources extraction sites lacking geomantic power are not perfect and that just means they have to spend essence to turn on the lights or the steaming mud baths rather than having them just work. And thanks to white jade drills even that might be fixed eventually.

The issue of course is that while there is little that millions of Dragon Kings cannot accomplish, there is honestly little need for your whole population. There is no advantage to leaving the bulk of your race unborne of course but you could probably manage everything on Tokat with the population you had, and that while wrestling with children and engaging in fungicide.

Hopefully something can be found for all these strapping young Dragon Kings to do once they regain sapience.

Reward: Complete. You can house 173 million in a level of comfort that most humans in 40k cannot imagine.

-[X][TrainingGroundsx3] Martial Legion
DC: Auto

The Emerald Roar style is added to the curriculum and the newly training group works with the more experienced users as they learn it together.

Reward: 6/15 Progress

-[X][Golem] Staran Knights
DC: Auto
Reward: Another order of wood golem knights.

-[X][Thaumaturgy] Spore Suppression
DC: Auto
Reward: 13/30 Progress

-[X][Stables] Razorbeak speed
Auto

Genesis labs spend years carefully studying the genesis codex for every Razor beak we can get our claws on and plan out a series of careful mutagenesis protocols to enhance their speed tremendously without impacting their other abilities.

Reward: 1/7

-[X][Dojox3] Training Emerald Roar
DC: Auto

Our already trained style users begin training in the new art.

Reward: 3/6 Progress
 
Turn 23
Turn 23

Ankloks: There is some concern about the lack of raising new troops. We remind you that while Tokat is fairly peaceful, the Orks stressed the existence of a greater Waaagh! In spess, the Wyld remains crackling at the edge of reality, and our own children can be dangerous. Having only .1 percent of our population as troops seems grossly inadequate.

Mosok: The commerce fleeting is almost finished! Plus there is growing interest in building the wyld marketplace to gain the ability to "negotiate" with other races

Pterok: Advanced Thaumaturgy is underconstruction. We have a lot more research projects to undertake. Some want you to be reminded that when our current workshops are finished we may have projects available at Sperimen to teach the specialized skills of Savants so we can push the envelope even harder.

Raptok: With the cities of Tokat complete there is debate on whether we should focus on the Spess construct and its follow on research and prototyping or constructing Manses and their follow on improvements.


1108 Dragon Kings have limbs replaced with vegetative grafts, considering the increase in danger represented by the hatchlings this isn't so bad.

You have 7 – 4 (Hatching Eggs) = 3 generic AP

1x Free Success applied to Training Grounds projects (x3)
1x Free Success applied to Armory projects
1x Free Success applied to any one Golem projects
1x Free Success applied to Thaumaturgy projects
1x Free Success applied to Dinosaur Mount projects
1x Free Success applied to Dojo Projects. (x3)
1x Free astrology applied to (4/20 turns until astrology unlocked)
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 are ready to start. This project builds Ondar Shambal's construction upon the Solar Aspected dragon nest. Aid from golems, elementals, and architectural machines is not allowed as every brick and stone is personally blessed. AP needed 3. DC 35. Success needed 0/20. Reward: Build the Prayer-City of Ondar Shambal allowing regular prayers to and blessing from the Most High.

[ ] 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 and Dinosaur based mounts. AP Needed 3 DC: 40. Success Needed 0/18. Reward: Gain 10 Draconic Legions. Training Grounds, Stable and Armory success can apply.

[ ] Flame them: Don't wait for fungicide. Use fire and alot of it to burn the spores out. Repairing the damage may mean to takes more effort in the long run but the orks are gone faster. AP Needed 3 DC 35 Success Needed 10. Reward, ork spores are gone, but the land is damaged and will take some 30 AP to restore. But it means no risk of orks attacks while cleansing the world.

[ ] 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 15. 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 bear on our enemies. AP needed 5. DC: 40. Success Needed 144. Reward: Gain 90 Legions. Training Ground, Stable, and Armory Success may 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 6/15. 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.

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.

[ ] Careful delivery: Mosok sent to assassinate any powerful orks that attempt to arise before they get anywhere. Kind of boring actually. AP Needed 1. DC 15. AP needed 1. Reward: Remaining orks are killed. Note until spores are totally destroyed this will not be a permanent state.
[ ] 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 9/10. 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.

[ ] 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.

[ ] Training Emerald Roar AP Needed 1, DC 15. Success needed 3/6. Reward: Existing battlegroups of martial Legions add Emerald Roar to repertoire

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.

[ ] Advanced Observatory: Enchantments will be applied to the domes to allow observation during the day and allows are vision to pierce cloud cover. More helpers and golem aides are employed. And an expensive network of communicators is established so observatories can keep each other updated on discoveries and cooperate on observing special projects. AP needed 3. DC: 40. Success Needed 6. Reward: Observatories upgraded, two free projects to astrology per turn, or double progress to astrology unlocking.

[ ] 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 Thaumaturgical Work Shop: Improved tools can be created to speed up creation of alchemical fuels, potions, enchantments, and talismans. AP Needed 3. DC 40. Success needed 4/6. Reward: Advanced Thaumaturgical Workshop built.

[ ] 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 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: 40. 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.

[ ] 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 7. 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.

[ ] Prayer Caster: Improved Prayer piece so motes do not need to be expended with each shot, allowing more extensive use of such prayer based ammunition. Unlocks other types of firearms, like rifle and machine gun equivalents. AP Needed 1. DC 35. AP needed 4. Reward: Allows Prayer Casters and unlocks further martial reverence based fire arms.

[ ] 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 25. AP needed 3. Reward: Plasma Fire Projector (Medium and not easily movable artillery piece).
[ ] Spore Suppression: Massive quantities of fungicide need produced as well as constant geomantic sweeps to scry for locations of remaining spores. Its an exhaustive work but if we don't do it the orks will continue to be a threat. [Warning, successes can potentially evaporate on any turn you do not commit at least some AP to make progress] AP needed 1. DC: Auto. Success Needed 13/30. Reward: Tokat free of Ork Spore.

[ ] 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: 35. Success Needed 3. Reward: Gain 10 Basic Stockpiles.

[ ] 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 5 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.

[ ] 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 varies AP needed varies Reward: Selected mount gains selected trait. Stable Success may apply. See research threadmark for details.

[ ] Razor-Beak Speed Breeding: . AP needed: 1. DC: 40 Success Needed: 1/7 Reward: 800 KPH combat speed in Razor-Beaks.

[ ] 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.

[ ] Spess Construct: It has been heard that the Orks wanted to use the Spess construct to travel into spess, specifically to leave Tokat. Not sure how that works although we have identified extremely large versions of the rokkit nozzles they use. More study (and experiments) are required. AP needed: 2. DC: 35 Success Needed: 2/6 Reward: Results from studying Spess construct.

[ ] Improve Plasma Rockets: We can build them bigger! AP needed 1. DC: 30. Success Needed 2. Reward: Jupiter PGM-19 equivalent. 2400 km range.

[ ] Biothaumaturgical Research: See Research Threadmark for details.

[ ] 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 1/9. 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. Note: This is the intended functionality for Dragon King Void Ships FYI.
[ ] Manse Builder: These will not be elaborate geomantic power-wells driving cities or factory cathedrals. At least not yet. This project gets them cap the worlds 100 hearthstones available for other magitech projects as fast as possible. AP needed 2. DC: 20. Success Needed 8. Reward: Gain 100 hearthstones to power magitech gear.

[ ] Major Manse: Build one of the special manses, choices and costs are indicated in Turn 18 Results.

[ ] Comm links: Technically all of your sites outside of the major capitals are only able to communicate through golem and or elemental summoned messengers moving about 100 mph. Use white jade drills to provide geomantic power and connection for long range echo jewels and all our stationary locations. AP Needed 3. DC 35. Success Needed 6. Reward: At least a single instantaneous comlink with every Dragon King Community. Experience towards communication technology.

[ ] Little Luxuries: Roughly a third of our cities are situated on sites which are easy to defend and possess useful resources nearby, but are not geomantically useful enough to be self powered as a normal Dragon King city would be. We propose to build White Jade drills in plenty and install them around such cities to provide the lacking geomantic power and bring the cities into line with full fledged civilization. AP Needed 2. DC 30. Success Needed 5. Reward: Morale improves and there are no cities with lower standards. In future if any new such cities are built they will be built this way.

[ ] Imidazole Plantation: You can create a new plantation to instead produce the key ingredient in your spore suppression efforts magnifying the impact of your committed effort. AP Needed 1. DC 20. Success Needed 9. Reward: Every success committed to Spore suppression is double up to ten in one turn.
[ ] 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 12. Reward: One Legion upgraded to Primordial War Standard equipment. + 3 Might and +1 "exceptional strategos equipment". Armory Success may apply.

[ ] Prayer Pieces: Prayer pieces are somewhat involved artifacts involving a lot of Orichalcum and a great deal of carefully inscribed sutras. Prayer pieces increase the range and hitting power of our forces and are considered holy weapons causing immense pain to creatures of Darkness. Once they are built of course the troops will need trained too. AP Needed 1. DC: 25. Success needed 4. Reward: Bolters, I mean Prayer Pieces. Armory Can be used.
[ ] 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 1/22. 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

[ ] 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 1,000 Knights will be lead by four or five DK commanders and is considered an effective match for a far greater number of Slugga Boyz. AP Needed 1. DC 35. AP needed 1. Reward: Order of Staran Knights. Golem success may apply, NOT plantation.
[ ] 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 8. 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: Adamant 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 3/6. 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
[ ] 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 5. Reward: Ten Draconic Legions each gain four Tyrant Lizards. 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.
 
Turn 23 Results
Turn 23 Results

We finally have a group of young raised enough they can take care of themselves. Just in time to hatch another batch of murder beasts.

The Pterok apologize for their research failures and are prepared to pay with their hearts if required.

A1: 30 -1/5
A2: 96 2/5
A3: 95 3/5
A4: 23 0/5

[X] Plan Raising Legions & Spess
-[X][Anklok1] Bribing spirits to do their job.
DC: 20 > 01 reroll 78

An elder Anklok making obeisance through a sacrifice of their own blood cuts too deep and almost dies. Luckily medical support can sweep in, in a way that doesn't spoil the ritual.

Reward: +5 to other projects
-[X][Anklok2] Martial Legion x 2
DC: 45 > 44+5, 23+5 x 3

Anklok trainers kick some tail in getting a new battle group ready. They are eager to test the resolve of these talents and training is fairly tough.

Reward: 9/15 progress
-[X][Mosok1] Careful delivery
DC: 15 > 58

Several almost fully trained younglings are taken on expeditions against the Orks, its good training and fun for the whole family!

Reward: Orks suppressed
-[X][Mosok2] Finshin' Fleet
DC: 30 > 98 +5

With things almost finished a Mosok decides by chance to read a treatise on trade created by one of the Eclipse Castes Solars. In it the Solar describes a pattern of trade that promotes reality through the circulation of jade, iron, and silver and promoting constant interaction to tie the parts of reality together and prevent distant locales from breaking off and drifting into the wyld.

While the protection engendered is in no way as comprehensive as that provided through directed geomancy or Elder step usages, it is constant and effectively "free." Indeed what little effort the trade pattern might cost is paid back by its greater overall efficiency, the fact it makes all your trading stops and the trading caravans, convoys, and fleets more resistant to the chaotic forces of the Wyld is just a pleasant side effect.

Reward: Order Conferring Trade Pattern Established +1 General AP and all trade locations are resistant to warp/wyld taint.
-[X][Mosok3] Train Martial Artist
DC: 30 > 94 + 5 x 3

Held back for too long only half-tailing the training of their Martial Styles the group takes the go ahead to really train with Gusto and within 5 years they have massively expanded the population of Martial Stylists on Tokat.

Wielding style friendly Weapons and armors, the stylists are almost always able to defeat a legionnaire, even a martial legionnaire. Its not Just the greater skill in the style and the charm knowledge involved (although that helps) but that Stylists hold themselves to higher levels of training and have improved physical bodies and mental refinement as well.

Reward: Complete. 500 more martial artists gained.
-[X][Pterok1] Advanced Thaumaturgical Work Shop x 3
DC: 40 > 58, 34+5, 05+5 reroll: 46

Something was mixed which should NOT have been and only a combination of divine intervention and quick response first aid/ repair team (same path for Dragon Kings remember) keeps things from disaster.

Still progress is made and the complex in Tzali is practically a wonder of the world, there is even room for new workshops for as yet undiscovered Thaumaturgical schools.

Reward: Complete, Thaumaturgical work is tripled in progress. Larger scale projects can be attempted.

-[X][Pterok2] What are those?
DC: 40 > 22+5
-[X][Pterok3] Pondering the Loom
DC: 45 > 21+5

Apparently the Pterok are out of practice with using their heads. Give them some time to warm up before demanding the unlock the mysteries of the universe! They might say if they weren't all nursing headaches.

-[X][Raptok1] Advanced Armory x 2 + 1 auto
DC: 40 > Auto, 06+5, 01+5

Progress is slow and grudging. Some work done previously now is no longer in alignment. Some fancier tools previously made "found" there way into the private workshops of master crafters rather than sitting idle where they were supposed to be. Those have to be tracked down and re-calibrated. In the end you made some progress but a lot of effort was spend just cleaning up what had already been made years ago.

Reward: 4/6 Progress
-[X][Raptok2] Spess Construct x 2
DC: 35 > 85, 60

The construct clearly seems to be intended to provide movement for large numbers of Orks in a hostile environment. The construct makes at least some effort to contain air inside it and any failures in this are probably covered by the potency of the Waaagh!field. A system to provide fuel for the smoky main engines, food for crew, and air using specialize breeds of mushroom farms and squigs. Considering fungus are chemosynthetic life though that means the food, fuel and air do not come from nowhere. While a ship could onboard food and fuel reserves by making stops, considering the ships design and our knowledge of Orks we believe they intend to "refuel" by packing the ship with fresh orks whenever needed and any orks that die (or simply are too slow) get converted to food, air and fuel by spores growing on them and squigs eating them. Which of course means a freshly restocked Ork ship would be the most dangerous. We also expect the effect of the Waaagh! To come into play, that is the more potent the Waaagh! the more efficient the spores work and the less often a ship would need anything approaching maintenance or restocking.

One of the most curious items is what the Orks call "Searchy Grubbins" These range from powerful telescopes, WiiJii boards, and orbs of cracking green lightning we assume works as some form of scrying. All of these tools are designed to provide orks information at distances and ranges that seem absurd, why would a ship on Tokat need to know if there was say another ship somewhere else around our central star?

Seems absurd at first, but the engines of the construct are that powerful, and at full stocking the ship could keep operation for years before the crew grew critically depleted. Could it be the ship was meant to travel such distances?

Next we explore the more esoteric components, some form of crude warding lines the hull and there is a component designed to channel massive amounts of energy through orks brains wired into a cybernetic matrix.

Reward: 4/6 Progress
-[X][Training Grounds Auto] Draconic Legions x3
-[X][Stables1] Draconic Legions
Auto x 4

Another group of Legions begins their vigorous training.

Reward: 4/18 Progress
-[X][Thaumaturgy Auto] Spore supression
Auto

Reward: 14/30 Progress
-[X][Dojo] Training Emerald Roar x3

All existing Martial Legion groups and martial stylists learn the basics of the Emerald Roar. A few push forward to master the style, just in case they encounter Orks again.
 
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Turn 24
Turn 24

Ankloks: The raising of more troops is agreeable, perhaps once this batch of troops is finished we can begin construction of our Holy City?

Mosok: Now that the Order Conferring Trade Pattern is established there is not much going on, other than teaching youngsters stealth skills and martial arts.

Pterok: We have a lot more research projects to undertake. They give a thousand apologies and swear they can do better this time. Some want you to be reminded that when our current workshops are finished we may have projects available at Sperimen to teach the specialized skills of Savants so we can push the envelope even harder.

Raptok: The Spess Construct continues to seem fascinating but there is also a High demand for building manses to enable other projects.

893 more Dragon Kings have limbs replaced with vegetative grafts, many of them among the newly sapient youngsters who want to help and got too close to the fangs of a stalker.

You have 8 – 4 (Hatching Eggs 2nd batch) = 4 generic AP

Next turn 40 million youngsters start being productive. +1 AP each breed and +4 Generic AP.

1x Free Success applied to Training Grounds projects (x3)
1x Free Success applied to Armory projects
1x Free Success applied to any one Golem projects
1x Free Success applied to Thaumaturgy projects (x3)
1x Free Success applied to Dinosaur Mount projects
1x Free Success applied to Dojo Projects. (x3)
1x Free astrology applied to (5/20 turns until astrology unlocked)
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 are ready to start. This project builds Ondar Shambal's construction upon the Solar Aspected dragon nest. Aid from golems, elementals, and architectural machines is not allowed as every brick and stone is personally blessed. AP needed 3. DC 35. Success needed 0/20. Reward: Build the Prayer-City of Ondar Shambal allowing regular prayers to and blessing from the Most High.

[ ] 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 and Dinosaur based mounts. AP Needed 3 DC: 40. Success Needed 4/18. Reward: Gain 10 Draconic Legions. Training Grounds, Stable and Armory success can apply.

[ ] Flame them: Don't wait for fungicide. Use fire and alot of it to burn the spores out. Repairing the damage may mean to takes more effort in the long run but the orks are gone faster. AP Needed 3 DC 35 Success Needed 10. Reward, ork spores are gone, but the land is damaged and will take some 30 AP to restore. But it means no risk of orks attacks while cleansing the world.

[ ] 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 15. 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 bear on our enemies. AP needed 5. DC: 40. Success Needed 144. Reward: Gain 90 Legions. Training Ground, Stable, and Armory Success may 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 9/15. 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.

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.

[ ] Careful delivery: Mosok sent to assassinate any powerful orks that attempt to arise before they get anywhere. Kind of boring actually. AP Needed 1. DC 15. AP needed 1. Reward: Remaining orks are killed. Note until spores are totally destroyed this will not be a permanent state.
[ ] 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.
[ ] 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.

[ ] Train Celestial Martial Arts: With more time to work with we may be able to get more students settled into the power of Celestial Martial Arts. It will not be easy since one must master a complete Martial Style before even starting a celestial style. Thus there are only a potential pool of 1000 ish students to choose from, and only 5 teachers. AP Needed 1. DC: 60. Reward: +5 CMA stylists per success. Successes are tripled of course so each success gained is +15 stylists. Dojo free help only provides a dice to roll, not an auto-success.

[ ] 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.

[ ] Advanced Observatory: Enchantments will be applied to the domes to allow observation during the day and allows are vision to pierce cloud cover. More helpers and golem aides are employed. And an expensive network of communicators is established so observatories can keep each other updated on discoveries and cooperate on observing special projects. AP needed 3. DC: 40. Success Needed 6. Reward: Observatories upgraded, two free projects to astrology per turn, or double progress to astrology unlocking.

[ ] 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 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 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: 39. 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.

[ ] 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 7. 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: 44. 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.

[ ] Prayer Caster: Improved Prayer piece so motes do not need to be expended with each shot, allowing more extensive use of such prayer based ammunition. Unlocks other types of firearms, like rifle and machine gun equivalents. AP Needed 1. DC 35. AP needed 4. Reward: Allows Prayer Casters and unlocks further martial reverence based fire arms.

[ ] 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 25. AP needed 3. Reward: Plasma Fire Projector (Medium and not easily movable artillery piece).
[ ] Spore Suppression: Massive quantities of fungicide need produced as well as constant geomantic sweeps to scry for locations of remaining spores. Its an exhaustive work but if we don't do it the orks will continue to be a threat. [Warning, successes can potentially evaporate on any turn you do not commit at least some AP to make progress] AP needed 1. DC: Auto. Success Needed 14/30. Reward: Tokat free of Ork Spore.

[ ] 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: 35. Success Needed 3. Reward: Gain 10 Basic Stockpiles.

[ ] 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 5 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.

[ ] 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 varies AP needed varies Reward: Selected mount gains selected trait. Stable Success may apply. See research threadmark for details.

[ ] Razor-Beak Speed Breeding: . AP needed: 1. DC: 40 Success Needed: 1/7 Reward: 800 KPH combat speed in Razor-Beaks.

[ ] 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.

[ ] Spess Construct: It has been heard that the Orks wanted to use the Spess construct to travel into spess, specifically to leave Tokat. Not sure how that works although we have identified extremely large versions of the rokkit nozzles they use. More study (and experiments) are required. AP needed: 2. DC: 35 Success Needed: 4/6 Reward: Results from studying Spess construct.

[ ] Improve Plasma Rockets: We can build them bigger! AP needed 1. DC: 30. Success Needed 2. Reward: Jupiter PGM-19 equivalent. 2400 km range.

[ ] Biothaumaturgical Research: See Research Threadmark for details.

[ ] 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 1/9. 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. Note: This is the intended functionality for Dragon King Void Ships FYI.
[ ] Manse Builder: These will not be elaborate geomantic power-wells driving cities or factory cathedrals. At least not yet. This project gets them cap the worlds 100 hearthstones available for other magitech projects as fast as possible. AP needed 2. DC: 20. Success Needed 8. Reward: Gain 100 hearthstones to power magitech gear.

[ ] Major Manse: Build one of the special manses, choices and costs are indicated in Turn 18 Results.

[ ] Comm links: Technically all of your sites outside of the major capitals are only able to communicate through golem and or elemental summoned messengers moving about 100 mph. Use white jade drills to provide geomantic power and connection for long range echo jewels and all our stationary locations. AP Needed 3. DC 35. Success Needed 6. Reward: At least a single instantaneous comlink with every Dragon King Community. Experience towards communication technology.

[ ] Little Luxuries: Roughly a third of our cities are situated on sites which are easy to defend and possess useful resources nearby, but are not geomantically useful enough to be self powered as a normal Dragon King city would be. We propose to build White Jade drills in plenty and install them around such cities to provide the lacking geomantic power and bring the cities into line with full fledged civilization. AP Needed 2. DC 30. Success Needed 5. Reward: Morale improves and there are no cities with lower standards. In future if any new such cities are built they will be built this way.

[ ] Imidazole Plantation: You can create a new plantation to instead produce the key ingredient in your spore suppression efforts magnifying the impact of your committed effort. AP Needed 1. DC 20. Success Needed 9. Reward: Every success committed to Spore suppression is double up to ten in one turn. Yes this stacks with the tripling effect of Advanced Thaumaturgy up to the "ten" limit
[ ] 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 12. Reward: One Legion upgraded to Primordial War Standard equipment. + 3 Might and +1 "exceptional strategos equipment". Armory Success may apply.

[ ] Prayer Pieces: Prayer pieces are somewhat involved artifacts involving a lot of Orichalcum and a great deal of carefully inscribed sutras. Prayer pieces increase the range and hitting power of our forces and are considered holy weapons causing immense pain to creatures of Darkness. Once they are built of course the troops will need trained too. AP Needed 1. DC: 25. Success needed 4. Reward: Bolters, I mean Prayer Pieces. Armory Can be used.
[ ] 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 1/22. 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

[ ] 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 1,000 Knights will be lead by four or five DK commanders and is considered an effective match for a far greater number of Slugga Boyz. AP Needed 1. DC 35. AP needed 1. Reward: Order of Staran Knights. Golem success may apply, NOT plantation.
[ ] 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 8. 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: Adamant 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 4/6. 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
[ ] 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 5. Reward: Ten Draconic Legions each gain four Tyrant Lizards. 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.
 
Turn 24 Results
Turn 24 Results

Things have gone a lot more easily the last few years. While you started hatching new eggs as soon as stalkers gained control of your instincts, a newly hatched spawn is a lot less dangerous than an almost sapient stalker. Plus while we would never force our teenagers to work (indeed in any normal situation no one would be expected to start being useful until they were 40) the fact is a least a few have made themselves useful enough that the burden is eased.

A1: 78 0/5
A2: 46 2/5
A3: 60 4/5
A4: 41 0/5

[X] Plan Ondar Shambal Groundwork
-[X][Anklok1] Bribing spirits to do their job.
DC: 20 > 32

Assisting spirits goes as per normal.

Reward: +5 to all other actions.

-[X][Anklok2] Draconic Legions x 3
DC: 40 > 95+5, 58, 55 x 3

Major progress is made recruiting the additional legions. Just a bit of fine tuning involving intricate maneuvers on a large scale is needed.

Reward: 16/18 Progress

-[X][Mosok1] Careful delivery
DC: 15 > 79

Things are calm enough that a few interested teenagers can handle it.

Reward: No chance for Orks this turn.

-[X][Mosok2] Train Celestial Martial Arts x 2
DC: 60 > 15, 18

Every one interested in learning Celestial Martial Arts shows up for lessons and instead gets wrapped up in lengthy meditation sessions, staring at sutras they fail to understand and take mind altering drugs that seem to reach nothing.

Apparently teach CMA is harder than expected.

Reward: Failure

-[X][Pterok1] Advanced Shrines x 3
DC: 40 > 62, 46, 95

Existing Shrines are relocated to more geomantically or spiritually resonant locations. As they are rebuilt higher quality materials are used and more care is taken in construction.

Young Dragon Kings are found who might be interested and tens of thousands of new acolytes join the service of various deities.

Reward: 4/6 Progress

-[X][Raptok1] Spess Construct x 2
DC: 35 > 27, 71

Further exploration shows the Ork Construct has a bizarre construct that when empowered crackles with green lightning and produce a powerfield protective field around the vehicle. Very similar in effect to Essence Battlements.

Hmmm

Something to keep in mind if this is to be considered standard equipment on such a craft.

Reward: 5/6 Progress

-[X][Raptok3] Advanced Armory x 3
DC: 40 > 97, 63, 67

A flawless workshop is stocked entirely with perfect or enchanted tools. The artisan has every mundane ingredient possible, as well as a decent supply of lower tier exotic ingredients.

With a network of Flawless workshops constructed across Dragon King cities supported by specialized Master's Workshops and Thaumaturgical and Genesis labs acting as suppliers we can now produce a higher tier of Artifice. Or at least the metaphysical burden of producing reality warping wonders has been spread widely enough and with enough backing that we can imagine producing them in meaningful numbers.

The construction team finishes a year early and uses the resources of their new infrastructure to build Lizard Tail Regrowth Spheres and set up the associated thaumaturgical and medical support in clinics. Everyone is eager to get their lost limbs regrown.

The capacity for the regeneration of limbs, tails and even organs is well known as a hallmark of many species of lizards and other reptiles. While the Dragon Kings did not possess such remarkable abilities naturally, their science was able to achieve similar results. This device looks like a glittering green globe, laced with red.stripes of a jewel-like material and full of a warm, translucent green slime. Those placed within it experience a remarkable regeneration, even to the point of restoring lost or amputated limbs.

Reward: Complete, All your main cities have Flawless Workshops established. You can produce level three artifacts in large quantities and level two artifacts can be mass produced Crit reward: LTR Spheres set up in every clinic (Bacta Tanks basically, can heal 20 times faster than normal plus regenerate organs and limbs)
-[X][Generic1] What are those?
DC: 39 > 39 + 5

Our studies reveal that stars of this universe are basically the same physically and very very similar metaphysically as the one above Tokat. However, we must keep in mind that these stars are so distant it boggles the mind.

In creation we could travel to vault of Heaven and explore the empyrean. It would be difficult, and long and dangerous. But a prepared and determined explorer could travel among the stars. A Pterok could fly there on his own wings if he could fight the guards that might oppose his exploration.

In this bizarre world we have been exiled to the stars have been cast not upon a grand dome isolating the world from the teeming chaos but strewn across painfully absurd distances.

Which raises the question; might there be world like Tokat around these far strewn jewels of light?

However our thaumaturgical experiments conclude Astrology still works in the this world, but because of the distances involved if we did manage to travel to such worlds we would be looking at something different. Thus rendering astrology in this new plane ever more complicated because it must account for the change in perspective based on where you are standing. Thus astrology MUST include the distances of every celestial body studied. We have forwarded our findings.

Reward: Complete, +1 to Astrology count down. Unlock further research

-[X][Generic2] Pondering the Loom
DC: 44 > re-roll 56

Trying to take a break from contemplating stars by contemplating the loom of fate was not anyone's best decision and a lot of savants end up getting headaches treated at clinics.

The Loom of Fate is the structure on which the pattern spiders weave mystic strands of fate to set the destiny of all things. It is the most important tool of the Bureau of Destiny.

The Loom of Fate works eternally, each moment in time created in the weaving of disparate threads of primal Essence. The threads of What May Be twist and interweave in the ever-changing Now to weave the Tapestry of Creation. Created by the Primordials, it was managed by the Five Maidens to ensure the proper flow of cause and effect in Creation. It was kept on the Blessed Isle, where it occupied the five-mile-wide Lotus Dome.

Reward: 2/9 Progress

-[X][Armory] Prayer Pieces
Auto

Vast numbers of Prayer pieces can now be constructed, of course with the soon doubling of the size of our military we must make more than originally expected. Luckily the new workshops will make that easy enough.

Reward: 3/6 Progress

-[X][Golem] Hold Production, we got enough Knights
-[X][Thaumaturgyx3] Spore Suppression
Auto

Sprays of fungicide rise from a trickle to a roar.

Reward: 17/30 Progress
-[X][Dinosaur] Razor-Beak Speed Breeding
Auto

Given some time to settle and for the Razorbeaks birthed during the first iteration of the breeding protocol time to mature it was easy enough to cull the worst and condition some champions to the peak of performance. Meticulous notes are taken as (after spreading their superior genes to the whole the of next generation) these champions were taken to the Genesis labs of New Rathess and exposed to a variety of vegetative grafts, alchemical treatments, and mutagenic procedures.

Things didn't go so well… but we learned a lot!

Reward: 2/7 Progress

-[X][Dojox3] Martial Legion
Auto

Reward: 12/15 Progress

-[X][Astrology] Timer Tick Down
Auto

Notes from the stellar research time are compiled and our charts begin to take shape. Considering distance of stars from observer, subject, and each other has to be considered it seems Astrology will be even more complicated in this Realm then Creation.

Reward: 7/20 Progress
 
Turn 25
Turn 25

Ankloks: The raising of more troops is agreeable, perhaps once this batch of troops is finished we can begin construction of our Holy City?

Mosok: Now tertiary to the interests of the Mosok as Martial Arts may be, attempting to train 30 stylists in a style for 5 years without accomplishing anything is a bit frustrating. More so since they cannot participate in their primary or secondary interests.

Pterok: Wrapping the minds of Dragon Kings around the works of Primordials (or their equivalent in this realm) is apparently dangerous. Several would be Savants have been wracked by headaches contemplating the Celestial and Ephemeral with their all too physical brains.

Raptok: The Spess Construct continues to seem fascinating but there is also a High demand for building manses to enable other projects. Now that the improved workshops are in place we may be positioned to really upgrade our warriors gear. and conduct some other equipment based upgrades.

283 more Dragon Kings have limbs replaced with vegetative grafts, although lines have formed to get limbs replaced in LTR spheres. It does take about two weeks to regrow a limb and there are only so many of the valuable devices. Some have taken advantage of the improvement in our workshop infrastructure to replace limbs with vegetative or crystal bionics with capabilities superior to normal limbs.

You have 12 – 4 (Hatching Eggs 2nd batch) = 8 generic AP

1x Free Success applied to Training Grounds projects (x3)
1x Free Success applied to Flawless Workshop projects (x3)
1x Free Success applied to any one Golem projects
1x Free Success applied to Thaumaturgy projects (x3)
1x Free Success applied to Dinosaur Mount projects
1x Free Success applied to Dojo Projects. (x3)
1x Free astrology applied to (7/20 turns until astrology unlocked)
7 x Exotic Stockpiles (Master Grade)

Anklok (4 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 are ready to start. This project builds Ondar Shambal's construction upon the Solar Aspected dragon nest. Aid from golems, elementals, and architectural machines is not allowed as every brick and stone is personally blessed. AP needed 3. DC 35. Success needed 0/20. Reward: Build the Prayer-City of Ondar Shambal allowing regular prayers to and blessing from the Most High.

[ ] 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 and Dinosaur based mounts. AP Needed 3 DC: 40. Success Needed 16/18. Reward: Gain 10 Draconic Legions. Training Grounds, Stable and Armory success can apply.

[ ] Flame them: Don't wait for fungicide. Use fire and alot of it to burn the spores out. Repairing the damage may mean to takes more effort in the long run but the orks are gone faster. AP Needed 3 DC 35 Success Needed 10. Reward, ork spores are gone, but the land is damaged and will take some 30 AP to restore. But it means no risk of orks attacks while cleansing the world.

[ ] 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 12. 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 bear on our enemies. AP needed 5. DC: 40. Success Needed 117. Reward: Gain 90 Legions. Training Ground, Stable, and Armory Success may 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 12/15. 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.

Mosok (4 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.

[ ] Careful delivery: Mosok sent to assassinate any powerful orks that attempt to arise before they get anywhere. Kind of boring actually. AP Needed 1. DC 15. AP needed 1. Reward: Remaining orks are killed. Note until spores are totally destroyed this will not be a permanent state.

[ ] Shining Service: We know that mortals can be converted to the unwholesome cults of gods, devic races, Raksha, and the other "immortal" races that are our peers and those we are responsible for must be monitored. While we don't like to admit it, we also can be corrupted, if no where near as easily. We were not worried much which every member of our race was a toughened survivor of horrors beyond imagining, but now youngsters are involved, a lot of them. It may be time to restore the Servants of Shining Flower, the shining service for short.

This group has the training to spot corruption, at least in terms of turning away from the Unconquered Sun (ie trending towards becoming or serving a Creature of Darkness), and with knives guided by their divine mistress they will carve out their hearts and sacrifice them pray for an uncorrupted rebirth of their prey.

AP Needed: 2. DC: 40. Success Needed 6. Reward: Servants of Shining Flower re-established (Anti-Corruption Task Force, note it won't know to look for Ruinous Powers influence yet)

[ ] Cuttlefish Monitors: While the Orks weren't terribly threatening in terms of spycraft, they also didn't ever learn we were here before we killed them all. Granted that says things about them but also means we never really learned what they can potentially do in terms of espionage. Plus we know there are more and that orks get more dangerous in groups, and there is the Humies and there unknown quality. Plus the known factors if Raksha start slipping through the veil between worlds. Best to prepare for trouble by re-establishing the Cuttlefish monitors. AP Needed: 2. DC: 45. Success Needed 6. Reward: Cuttlefish Monitors re-established. Very Basic Counter-Espionage service, by DK standards (all Mosok can cling to ceilings and have SEP field generators so what they consider good is a bit demanding). Unlocks upgraded versions.

[ ] We have Greenskins!: Our people are not quite as good at blending in with enemies as Night Caste Solars or Changing Moon Lunars, but Orks aren't much of a challenge. Still we know more are out there and when the time comes we will need to blend in. Set up a group to practice the skills and build the tools needed to slip among an Ork population and get out with intel. AP Needed: 1. DC: 25. Success Needed 3. Reward: A group of specialized Ork infiltrators is established. Makes Ork targeting espionage easier and enables both more difficult (like listening to a Warbosses plans or spying directly on Mek construction) and more subtle projects (like rumor mills or societal influence) than before.
[ ] Advanced Shipyard: Build a massive shipyard and docking complex fit for building and servicing 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.
[ ] 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.

[ ] Train Celestial Martial Arts: With more time to work with we may be able to get more students settled into the power of Celestial Martial Arts. It will not be easy since one must master a complete Martial Style before even starting a celestial style. Thus there are only a potential pool of 1000 ish students to choose from, and only 5 teachers. AP Needed 1. DC: 60. Reward: +5 CMA stylists per success. Successes are tripled of course so each success gained is +15 stylists. Dojo free help only provides a dice to roll, not an auto-success.

[ ] Research Falling Blossom Style: If we do engage with other races with diplomacy and trade, those diplomats and traders will need guardians. Develop a style specific to bodyguards. AP needed 2. DC: 45. Success Needed 6. Reward: Gain a Falling Blossom Style. Unlocks training elite body guards. 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 (4 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.

[ ] Savant Training: With 80% of the population being young and us not being willing to let them take a century to get their claws wet before throwing them into the deep end we may need to take steps. Through a combination of normal lessons, study plans, meditations, dream learning, lorestones, and sutra contemplation a student is [relatively] quickly indoctrinated in some of the deeper mysteries of the physical and metaphysical world. This will be critical if we need to deploy some really deep end mysteries. Luckily potential savants can easily be assigned golem assistants AP Needed 1. DC: 30. Success Needed 3. Reward: Ability to grant students the Savant background. Removes potential issues/penalties for having 80% population being relative children compared to the normal situation. Needed for some projects like Factory Cathedrals

[ ] Advanced Observatory: Enchantments will be applied to the domes to allow observation during the day and allows are vision to pierce cloud cover. More helpers and golem aides are employed. And an expensive network of communicators is established so observatories can keep each other updated on discoveries and cooperate on observing special projects. AP needed 3. DC: 40. Success Needed 6. Reward: Observatories upgraded, two free projects to astrology per turn, or double progress to astrology unlocking.

[ ] 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 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 4/6. 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.

[ ] Map the Stars: Stars are for the most part Suns that are very distant. That may mean that worlds like Tokat may circle those other stars. Point are best telescopes at the nearest stars and see if we can find them. AP needed 1. DC: 35 . Success Needed 4. Reward: Map out your local stellar Sub-Sector

[ ] Way Travel: It shouldn't be impossible to travel to these massively distant stars, the idea that most quickly comes to mind is to travel to the Wyld and use a modified vision quest to reach the other star in Narrative time instead of using large amounts of actual time. Set up a project to work on the details of the technique, including entry, guidance, and of course protection while in the Wyld. AP needed 2. DC: 40. Success Needed 10. Reward: Figure out Way Travel (Warp Travel).

[ ] Godspeed Motivators: The speed of your Divine Lord was considered basically instantaneous enough that the speed itself rarely mattered. Than you got here and realize that even the nearly instantaneous movement of your God's glorious light still seems to crawl when compared to the distance between stars. Still its not like taking years to travel would be an impossible feat for Dragon Kings. Work out how to build an Engine that could move a vessel (potentially of the scale of the Ork spess construct) at Godspeed and whatever else is needed for a ship that will take years to reach a destination. AP needed 2. DC: 40. Success Needed 10. Reward: Lightspeed Travel unlocked (note this takes the FTL slot on a ship, giving a ship both would be both costly and require volume, mass, and power that could go to other things)

[ ] Go fish?: You are not satisfied with risking chaos or taking the … slow?... route. Instead you will hit the books. Investigate odd phenomenon in the Library of Sperimin until you come up with something to test. Be warned, this may take a while and not every idea will work, once something is found it must be tested with projects comparable to Way Travel and Godspeed motivator. Only after those projects completed will you discover if it was a gem or lemon. Also keep in mind that every method will have issues, nothing should be flatly superior to other methods. AP needed: any. DC: Special. Success Needed: Special: Every AP assigned gets a hidden 1d20 roll. Roll of 3-17 results in nothing. If a 1,2,19,20 is rolled you will be given a successful project notice and offered a new FTL method to prototype. You will not find out if it was a good method until you complete the prototype.

[ ] 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.

[ ] 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 7. 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 2/9. 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 Skydocks.

[ ] 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.

[ ] Prayer Caster: Improved Prayer piece so motes do not need to be expended with each shot, allowing more extensive use of such prayer based ammunition. Unlocks other types of firearms, like rifle and machine gun equivalents. AP Needed 1. DC 35. AP needed 4. Reward: Allows Prayer Casters and unlocks further martial reverence based fire arms.

[ ] 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 25. AP needed 3. Reward: Plasma Fire Projector (Medium and not easily movable artillery piece).
[ ] Spore Suppression: Massive quantities of fungicide need produced as well as constant geomantic sweeps to scry for locations of remaining spores. Its an exhaustive work but if we don't do it the orks will continue to be a threat. [Warning, successes can potentially evaporate on any turn you do not commit at least some AP to make progress] AP needed 1. DC: Auto. Success Needed 17/30. Reward: Tokat free of Ork Spore.

[ ] 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: 35. Success Needed 3. Reward: Gain 10 Basic Stockpiles.

[ ] 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 5 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 (4 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.

[ ] 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 varies AP needed varies Reward: Selected mount gains selected trait. Stable Success may apply. See research threadmark for details.

[ ] Razor-Beak Speed Breeding: Breed Razor-Beaks to have the speed needed to challenge Dakkajets. AP needed: 1. DC: 40 Success Needed: 2/7 Reward: 800 KPH combat speed in Razor-Beaks.

[ ] 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.

[ ] Spess Construct: It has been heard that the Orks wanted to use the Spess construct to travel into spess, specifically to leave Tokat. Not sure how that works although we have identified extremely large versions of the rokkit nozzles they use. More study (and experiments) are required. AP needed: 2. DC: 35 Success Needed: 5/6 Reward: Results from studying Spess construct.

[ ] Improve Plasma Rockets: We can build them bigger! AP needed 1. DC: 30. Success Needed 2. Reward: Jupiter PGM-19 equivalent. 2400 km range.

[ ] Biothaumaturgical Research: See Research Threadmark for details.

[ ] Visions of the Perfected Warrior: Our shiny new lab is just waiting for us to perform some excessive surgeries and exploratory mutagen exposures. Let's get to 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 our new knowledge may require batter facilities. AP needed 1. DC: 45. Success Needed 1/9. 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 you could only build a handful per project (And storm shields would be a major strain to 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, you can only build a few per project.

[ ] 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 to power magitech equipment like swift riders, warbirds and warstriders.

[ ] Essence Capacitors: A wire cage encompasses an 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 they 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 to power magitech equipment like swift riders, warbirds and warstriders. Unlocks 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. Note: This is the intended functionality for Dragon King Void Ships FYI, although it also allows creating major manses by combining the geomantic potential of five lesser manses.
[ ] Manse Builder: These will not be elaborate geomantic power-wells driving cities or factory cathedrals. At least not yet. This project caps this world's 100 latent dragon nests and makes their hearthstones available immediately. It also makes the manses available for other geomantic projects. AP needed 2. DC: 20. Success Needed 8. Reward: Gain 100 hearthstones to power magitech gear and a 100 manses for potential temples, atelier workshops, geomantic relays, and other useful infrastructure.

[ ] Major Manse: Build one of the special major manses, choices and costs are indicated in Turn 18 Results.

[ ] Comm links: Technically all of your cities outside of the major capitals are only able to communicate through golem and or elemental summoned messengers moving about 100 mph. Use white jade drills to provide geomantic power and connection for long range echo jewels at all our stationary locations. AP Needed 3. DC 35. Success Needed 4. Reward: At least a single instantaneous comlink with every Dragon King Community. Experience towards communication technology.

[ ] Little Luxuries: Roughly a third of our cities are situated on sites which are easy to defend and possess useful resources nearby, but are not geomantically useful enough to be self-powered as a normal Dragon King city would be. We propose to build White Jade drills in plenty and install them around such cities to provide the lacking geomantic power and bring the cities into line with full-fledged civilization. AP Needed 2. DC 30. Success Needed 3. Reward: Morale improves and there are no cities with lower standards. In future if any new such cities are built they will be built this way.

[ ] Imidazole Plantation: You can create a new plantation to instead produce the key ingredient in your spore suppression efforts magnifying the impact of your committed effort. AP Needed 1. DC 20. Success Needed 9. Reward: Every success committed to Spore suppression is double up to ten in one turn. Yes this stacks with the tripling effect of Advanced Thaumaturgy up to the "ten" limit
[ ] 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 the 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 2. DC: 25. Success Needed 6. Reward: One Legion upgraded to Primordial War Standard equipment. + 3 Might and +1 "exceptional strategos equipment". Flawless Workshop Success may apply.

[ ] Standardization: Rather than creating a new layer by equipping some of your troops with better gear, you will upgrade all 20 legions in one go! AP needed 4. DC: 25. Success Needed 100. Reward: 20 Legions worth of Front-Line Gear is produced. Flawless Workshop Success may apply. A Single High Grade exotic component may be spent to reduce total needed to 70 Successes.

[ ] Break Crystal in case of emergency: While a formally trained militia would be best we could simply use our new facilities to churn out sheer mountains of militia gear and store it in armories and war-rooms all over. Lacking in training as they may be but sticking a sword-stick in claw and leaf-armor on over scales will still render a Dragon King a fearsome opponent. Just in case. AP Needed 1. DC: 15. Success needed 9. Reward: 1 million sets of Militia Grade gear for emergencies. Flawless Workshop Success may be used.

[ ] Bad to the Tail!: We want to build a set of our best gear and use it to forge a battlegroup of our most elite troops to act as a hammer in war when we don't want to risk our elders. Obsidian Sheaths production run commence, AP Needed 3. DC: 45. Success needed 9. Reward: 5,000 sets of Obsidian Sheaths, unlocks a project to gather your "best" and train a single group to a higher standard. Flawless Workshop success may be used.

[ ] Prayer Pieces: Prayer pieces are somewhat involved artifacts involving a lot of Orichalcum and a great deal of carefully inscribed sutras. Prayer pieces increase the range and hitting power of our forces and are considered holy weapons causing immense pain to creatures of Darkness. Once they are built of course the troops will need trained too. AP Needed 1. DC: 25. Success needed 3/6. Reward: 100,000 Bolters, I mean Prayer Pieces available. Flawless Workshop can be used.

[ ] Quick Response Force: Build a hundred or so Globes of Transport to quickly shift response teams around on the planet if an incursion or crisis happens. Will be built in the extra essence needed variant, thus acting as what certain mortal groups would call Dragoons. AP Needed 1. DC: 35. Success needed 3. Reward: 100 Globes of Transport built and distributed around Tokat with dedicated high readiness response teams to deploy at a moments notice. Flawless Workshop Success can be used.
[ ] Guns on the City walls: The central manses of our cities provide a handful of extremely powerful essence cannons, however with the 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 1/22. Reward: Every city gains 12 Light Implosion Bows, every capital gains 48 Light Implosion Bows. That is 624 Light Implosion Bows.

[ ] 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 1,000 Knights will be lead by four or five DK commanders and is considered an effective match for a far greater number of Slugga Boyz. AP Needed 1. DC 35. AP needed 1. Reward: Order of Staran Knights. Golem success may apply, NOT plantation.
[ ] 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 8. 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: Adamant Crucible built. Adamant is available in large quantities easing construction on many high end magic devices, especially Magitech Artillery and sensors. "Standardization" project has successes require reduced by 20.

[ ] 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
[ ] 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 5. Reward: Ten Draconic Legions each gain four Tyrant Lizards. 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.
[/QUOTE]
 
Turn 25 Results
Turn 25 results

Things have gone well, about the only problem was some partially trained Falling Blossom Stylists tried to use the current batch of immature stalkers as their principle for protection and ended up getting mauled by the one they were guarding. Luckily medical response teams arrived quickly enough to keep the stalkers from eating the stylists and a few weeks in LTR spheres will set them to rights.

A1: 66 1/5
A2: 98 4/5
A3: 63 5/5
A4: 11 0/5

[X] Plan: We're getting visitors soon

Anklok (4 AP):

-[X] Ondar Shambal: Forging a holy city in the form of Prayer. It will be a lot of work and we are ready to start. This project builds Ondar Shambal's construction upon the Solar Aspected dragon nest. Aid from golems, elementals, and architectural machines is not allowed as every brick and stone is personally blessed. AP needed 3. DC 35. Success needed 0/20. Reward: Build the Prayer-City of Ondar Shambal allowing regular prayers to and blessing from the Most High. 3 Anklok AP
DC: 35 > 75, 36, 96

With a great ceremony all workers who might possibly be called on to work in the city and all the raw materials that could potentially go into the city and spares and backups are blessed and sanctified over the site of the future prayer-city. Afterwards ground is broken and with naught but talons and hard work the Solar-Aspected Demense is awakened with an investment of hundreds of motes pumped into the land. Afterwards the land is cleared and following geomantic and spiritually resonant principles the foundations are dug out in preparation.

Reward: 4/20 progress
-[X] 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. 1 Anklok AP
DC: 20 > 26

Things are difficult, probably because efforts are left to the youngest Ankloks and the newest acololytes as the rest focus on Ondar Shambal.

Reward: +5 to all projects

-[X] 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 and Dinosaur based mounts. AP Needed 3 DC: 40. Success Needed 16/18. Reward: Gain 10 Draconic Legions. Training Grounds, Stable and Armory success can apply. 2 generic AP + Training Grounds free success
DC: 40 > 23, 33, Auto x 3

Things went very slowly, probably because the trainers spent time working with the Ondar Shambal project. Still the facilities available and the occasional bit of advise is enough considering how close to finalized the efforts were. With this our military might doubles and we now have 20 Legions to call upon.

Reward: +10 Draconic Legions.

Mosok (4 AP):

-[X] Careful delivery: Mosok sent to assassinate any powerful orks that attempt to arise before they get anywhere. Kind of boring actually. AP Needed 1. DC 15. AP needed 1. Reward: Remaining orks are killed. Note until spores are totally destroyed this will not be a permanent state. 1 Mosok AP
DC: 15 > 61

Transitioning the ork suppression to the young adults with just a few old sweats watching over them works well and no problems arise.

Reward: Orks suppressed

-[X] Cuttlefish Monitors: While the Orks weren't terribly threatening in terms of spycraft, they also didn't ever learn we were here before we killed them all. Granted that says things about them but also means we never really learned what they can potentially do in terms of espionage. Plus we know there are more and that orks get more dangerous in groups, and there is the Humies and there unknown quality. Plus the known factors if Raksha start slipping through the veil between worlds. Best to prepare for trouble by re-establishing the Cuttlefish monitors. AP Needed: 2. DC: 45. Success Needed 6. Reward: Cuttlefish Monitors re-established. Very Basic Counter-Espionage service, by DK standards (all Mosok can cling to ceilings and have SEP field generators so what they consider good is a bit demanding). Unlocks upgraded versions. 2 Mosok AP
DC: 45 > 70, 87

The broken remains of the old Cuttlefish Monitors (mostly support staff) grab the keenest eyed young adults and start them on basic training exercises while they hit the books in Sperimin to research all the methods the Library has on how their organization performed and what they did and how they were trained.

Reward: 2/6 Progress

-[X] Research Falling Blossom Style: If we do engage with other races with diplomacy and trade, those diplomats and traders will need guardians. Develop a style specific to bodyguards. AP needed 2. DC: 45. Success Needed 6. Reward: Gain a Falling Blossom Style. Unlocks training elite body guards. Dojo Success may apply. 1 Mosok AP + Dojo free success
DC: 45 > 02 reroll 79 + Auto

Martial artists who practice the Falling Blossom Style find their ultimate worth in service to others. No matter who the martial artist protects, he directs his every action in combat to ensuring that person's safety, regardless of the cost to the Falling Blossom himself. Swords and knives count as unarmed attacks for the purpose of Falling Blossom Style, but this fighting art is incompatible with the use of armor. The same techniques of footwork and mobility that enable a martial artist to avoid damage also enable her to interpose herself between an attack and its intended target.

Reward: Complete Falling Blossom Style unlocked. You can train an Order of Martial Stylist Bodyguards who would all know at least one breed style AND Falling Blossom.

Pterok (4 AP):

-[X] Savant Training: With 80% of the population being young and us not being willing to let them take a century to get their claws wet before throwing them into the deep end we may need to take steps. Through a combination of normal lessons, study plans, meditations, dream learning, lorestones, and sutra contemplation a student is [relatively] quickly indoctrinated in some of the deeper mysteries of the physical and metaphysical world. This will be critical if we need to deploy some really deep end mysteries. Luckily potential savants can easily be assigned golem assistants AP Needed 1. DC: 30. Success Needed 3. Reward: Ability to grant students the Savant background. Removes potential issues/penalties for having 80% population being relative children compared to the normal situation. Needed for some projects like Factory Cathedrals 1 Pterok AP
DC: 30 > 59

First those who would be teachers must learn. Those most clearly sure of the knowledge create a test of Savant status using their accumulated knowledge as a base and subject all the prospects to the test. Those who rate highest are given the results and sent into Sperimin to brush up on their weakest subjects and if needed learn the arts of teaching. By the end of several years we have achieved a high level of standardized performance and established a core of teachers.

Reward: 1/3 progress.

-[X] 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 deity. All to allow greater return on the effort put into our deities. AP Needed 3. DC 40. AP needed 4/6. Reward: Advanced Shrines built, lower difficulty and larger scale projects possible via prayer. 3 Pterok AP
DC: 40 > 100, 16, 15

With more time we can complete training of the new batch of Acolytes, with some of the best becoming young priests. The most important deities have secondary shrines build in other towns for ease of access and more local deities who only serve a small town get their shrines built to the new standards.

Reward: Complete. Best possible access to gods short of building geomantic temples for them.

-[X] Prayer Caster: Improved Prayer piece so motes do not need to be expended with each shot, allowing more extensive use of such prayer based ammunition. Unlocks other types of firearms, like rifle and machine gun equivalents. AP Needed 1. DC 35. AP needed 4. Reward: Allows Prayer Casters and unlocks further martial reverence based fire arms. 1 generic AP
DC: 35 > 40

So the issue with extended combat is usually draining the essence of our warriors. So our plan is to build a tiny alter inside the prayer caster and then place a carefully carved jade chip on the back of the prayer ammunition. Thus when the ammunition is loaded the chip is positioned on the mini-alter which sacrifices the jade chip, providing the essence needed to fire the round without more investment from the wielder. Allowing for what the Orks might call Moar Dakka!

Still it works in a lab but making it robust AND work inside a prayer piece will take some more work.

Reward: ¼ Progress.

-[X] Spore Suppression: Massive quantities of fungicide need produced as well as constant geomantic sweeps to scry for locations of remaining spores. Its an exhaustive work but if we don't do it the orks will continue to be a threat. [Warning, successes can potentially evaporate on any turn you do not commit at least some AP to make progress] AP needed 1. DC: Auto. Success Needed 17/30. Reward: Tokat free of Ork Spore. 1 generic AP
Auto x 3

With our current efforts we are officially two thirds complete.

Reward: 20/30 Progress
-[X] 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: 35. Success Needed 3. Reward: Gain 10 Basic Stockpiles. 2 generic AP + Thaumaturgy free success
DC: 35 > 54, 05+5, Auto x 3

Our new Thaumaturgical facilities go into overdrive pouring out mountains of potions, talismans, mystic weapons, poisons and garda eggs.

We have enough to allow our whole military to engage at full tilt for one major battle. Your generals recommend tripling these stockpiles in preparation for facing a war. IE three stockpiles per Legion.

Reward: +20 Basic Stockpiles.

Raptok (4 AP):

-[X] Razor-Beak Speed Breeding: Breed Razor-Beaks to have the speed needed to challenge Dakkajets. AP needed: 1. DC: 40 Success Needed: 2/7 Reward: 800 KPH combat speed in Razor-Beaks. 1 generic AP + Dinosaur Mount free success
DC: 40 > 88 + Auto

A new generation is bred and the carefully selected for young are subjected to conditioning, training, and preparatory procedures devised based on results from earlier. Than once those are bred to form a new generation of even more superior young you subject your conditioned subjects to the revised versions of the mutagenic procedures.

It goes… better. Sadly none of the subjects lived very long but we learned a lot.

Reward: 4/7 Progress.

-[X] Spess Construct: It has been heard that the Orks wanted to use the Spess construct to travel into spess, specifically to leave Tokat. Not sure how that works although we have identified extremely large versions of the rokkit nozzles they use. More study (and experiments) are required. AP needed: 2. DC: 35 Success Needed: 5/6 Reward: Results from studying Spess construct. 2 Raptok AP
DC: 35 > 83, 78

With this exploration we dive into the more esoteric components of the Spess Construct. First and most basic is a warding scheme. Its crude and involves far more spiky bits than seems appropriate but when empowered by the Waaagh of the travelers it would like perform better than it seems at first. Still its clear the warding scheme is meant to protect the ship from the Wyld. The whole ship. The focus is on keeping the ship from being permanently changed which is sensible, likely the Ork wouldn't mind occasionally fighting Raksha.

The exploration of the Array of wired ork brains seems to be a methoding for opening a path TO the wyld. A portal big enough for the whole ship. Which is kinda what you expected but seems really confusing.

Finally we grab one of the primitive remaining orks, use our Steps to upgrade it to a highly intelligent Mek while in the ship and than use the Air path to read its mind.

The result makes it clear, the ship is meant to travel into the airless void between stars (ie Spess). Once far enough from a planet they can enter the Wyld (which they call the Warp for some reason). Traveling through the Wyld lets the Orks reach other stars and planets in order to seek proppa fights.

The orks living here were aware that other planets exist and they have other orks and potential other beings to fight on them.

Apparently even if we are alone on Tokat, we are not alone in the wider realm.

Reward: Complete. You have a very basic idea of 40k ships; size, toughness, offensives, speed, etc. Its still limited by having only seen an Ork Frigate, but you aren't gonna build a Skyreme and be surprised if an alien ship defeats it.

-[X] 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 our new knowledge may require batter facilities. AP needed 1. DC: 45. Success Needed 1/9. 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) 1 Raptok AP
DC: 45 > 66

After several years of failing to bang their heads against the illusions of crystal imagers finally a moment of clarity is reached. Wires are like tendril vines, winding around something for support and reaching areas where a resource or energy source is so the energy can be made available to the rest.

We think. Still we think we understand wires, just don't be surprised if we try to invent a semi-conducting plant vine and use that instead of metal.

Reward: 2/9 progress

-[X] Prayer Pieces: Prayer pieces are somewhat involved artifacts involving a lot of Orichalcum and a great deal of carefully inscribed sutras. Prayer pieces increase the range and hitting power of our forces and are considered holy weapons causing immense pain to creatures of Darkness. Once they are built of course the troops will need trained too. AP Needed 1. DC: 25. Success needed 3/6. Reward: 100,000 Bolters, I mean Prayer Pieces available. Flawless Workshop can be used. Flawless Workshop free success
Auto

With the upgrades to our workshops long done it doesn't take long to finish up this order. Sadly the training ground was distracted and busy enough that they were unable to complete the integration of the pieces into their fighting order yet.

Reward: Complete. Prayer pieces available, unlock action to train troops to use them.

-[X] 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. 1 Raptok AP + 1 generic AP + Golem free success
DC: 50 > 48+5, 87, Auto

A few blessings from an appropriate god and to be taken to help out but in the end we got a lot of progress done, more than expected honestly. Various facilities for creating clockwork components, sculpting high quality golems, assembly workshops where golem arms and lenses can be used to magnify or minimize movements for building large automata or placing delicate components in an assembly. The lab where perfected Calculation arrays and crafted consciousnesses will be built uses the most esoteric devices we have ever built, much of it is simply following the orders of a god or from a blueprint in Sperimin by rote without true understanding of why the tool or work station might be useful.

Reward: 3/9 progress
 
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