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

[X] Plan Mobilization
-[X] [Anklok] Bribing spirits to do their job
-[X] [Mosok] Da Plan
-[X] [Pterok] Elemental Support
-[X] [Raptok] Port Abalone #1
-[X] [Generic] Port Abalone #2
-[X] [Generic] Port Abalone #3
-[X] [Generic] Port Abalone #4
-[X] [Generic] Port Abalone #5
-[X] [Generic] Workshop – Golems #1
-[X] [Generic] Workshop – Golems #2
-[X] [Generic] Workshop – Golems #3
-[X] [Generic] Skydock
-[X] [Success] Draconic Legions #1
-[X] [Success] Draconic Legions #2

Anyway, nothing for it, just have to rush the port out. More golems -> More AP.
Skydock gets one AP and then Elemental Support will probably finish it

We NEED reliable dice on these, so Port Abalone must finish or we just plain can't fight shit.
Again, really think it would probably be a really good idea to work on the dojo since if something happens that could cost us anymore of our martial artists it could be serious problem. Rather we avoid the mistake of tunnel visioning to the point of ignoring potential problems. We know that the Orks are likely planning something, so rather we take some actions to make sure that our most elite units are able to survive and pass down their knowledge before any serious conflict happens.
 
Again, really think it would probably be a really good idea to work on the dojo since if something happens that could cost us anymore of our martial artists it could be serious problem. Rather we avoid the mistake of tunnel visioning to the point of ignoring potential problems. We know that the Orks are likely planning something, so rather we take some actions to make sure that our most elite units are able to survive and pass down their knowledge before any serious conflict happens.
We aren't taking actions which risk martial artists this turn, so they won't die. And the issue with the dojo is simple - I'm pretty sure its a Racial Capital infrastructure item we're making do without the proper facilities at present. So Port Abalone -> Sea capital(DC massively lowered by having actual ships allowing us to spam elementals to finish it in a turn) is the key to martial arts stability. Same as the sky capital being the key to sorcerous upgrades being less difficult.

We explicitly lost the martial artists to a dojo botch.
If I were to push for doing something about them immediately it'd be to train martial artists, not rush the dojo and risk losing the last martial artists to another botch.
 
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The sea capital is Luthe. Port Abalone is to be the gateway from the Isle to the sea (and via the sea all the land that is not on the isle). So it will allow building a navy which will lower DC for building and military actions on the main land and unlock naval support actions to battles but it won't help martial artists.


I tend to put more effort into the descriptions of actions with the pre-action description either being a summary, a place for laying out the narrative of inter-project issues or stuff that happened that didn't quite fit inside the projects.

Many quests like this simply repost the same words from the Turn Budgeting and the Turn result posts and I am trying to avoid that, but means one or the other is usually lacking words.

I will try to add a bit more fluff based narrative to initial descriptions, especially when there isn't much else to add. The whole point of going through this without simply granting you your whole population and infrastructure is so there is a bit of investment and built up history when interstellar stuff comes into play, so I should be doing more character interaction level stuff to PROVIDE that history. Just not one of my strengths.
 
The sea capital is Luthe. Port Abalone is to be the gateway from the Isle to the sea (and via the sea all the land that is not on the isle). So it will allow building a navy which will lower DC for building and military actions on the main land and unlock naval support actions to battles but it won't help martial artists.
Yes, I mean after finishing Port Abalone, Luthe's difficulty will drop to the point where we could oneshot the city with several Elemental supports.

Luthe SHOULD support the martial artists better right? Its one of their caste skills
 
Luthe SHOULD support the martial artists better right? Its one of their caste skills
Mostly in the sense of getting another Breed AP which can be applied to MA training. Otherwise it makes developing more martial arts easier. Makes martial artists legions possible, but there are gives and takes to that which make choosing it not a given.

I am generally assuming that out of 5 random martial artists two are mosok and of each of the other breeds. They favor it and are naturals but its not like its the passion of their breed like stealing things and "stealing" (trading/commerce) are. They are ambitious as a breed and personal power and unique abilities of martial arts are useful but not central to that personal ambition.

Imagine they are pirates in the various senses of the word. Corporate piracy and insider trading, media piracy and computer hacking if thats a thing, ferengi like trade deals, tolls, etc. Sailing out on the ocean/void in order to claim booty from trade vessels is like the Mosok cliche.
 
Mostly in the sense of getting another Breed AP which can be applied to MA training. Otherwise it makes developing more martial arts easier. Makes martial artists legions possible, but there are gives and takes to that which make choosing it not a given.

I am generally assuming that out of 5 random martial artists two are mosok and of each of the other breeds. They favor it and are naturals but its not like its the passion of their breed like stealing things and "stealing" (trading/commerce) are. They are ambitious as a breed and personal power and unique abilities of martial arts are useful but not central to that personal ambition.

Imagine they are pirates in the various senses of the word. Corporate piracy and insider trading, media piracy and computer hacking if thats a thing, ferengi like trade deals, tolls, etc. Sailing out on the ocean/void in order to claim booty from trade vessels is like the Mosok cliche.
Got it. Making Martial Arts easier would be the crux.
Martial artist legions would be neat, do we have the Dragonblooded teamwork styles?
 
Martial artist legions would be neat

There is the issue of equipment though. Both limitations from Martial Arts styles and the need for essence to power charms means less for attunement.

Still a group with Perfected Kata Bracers, and various in style armors or weapons could be quite fearsome, and lose less of their might if they are stripped of equipment.

do we have the Dragonblooded teamwork styles?
Not yet, but with the Sperimin library, Luthe, and advanced dojos its possible to invent many styles, including some custom designed to deal with specific foes, like Golden Janissary is for Creatures of Darkness or that exploit physical properties this realm/world/universe have that differ from Creation.

The biggest barrier is time, just like breeding a new generation. Unlocking Celestial Martial arts takes five years for each individual and mastering a full art usually a few more years on top of that. The Arena can speed it up but only at the cost of lives that take that same time be replaced. So no improvements to celestial martial arts until five year turns are reached.
 
There is the issue of equipment though. Both limitations from Martial Arts styles and the need for essence to power charms means less for attunement.

Still a group with Perfected Kata Bracers, and various in style armors or weapons could be quite fearsome, and lose less of their might if they are stripped of equipment.
Should work pretty well as fast response forces.
And of course, if you could have a legion of Golden Jannisaries vs the forces of Chaos...
Not yet, but with the Sperimin library, Luthe, and advanced dojos its possible to invent many styles, including some custom designed to deal with specific foes, like Golden Janissary is for Creatures of Darkness or that exploit physical properties this realm/world/universe have that differ from Creation.

The biggest barrier is time, just like breeding a new generation. Unlocking Celestial Martial arts takes five years for each individual and mastering a full art usually a few more years on top of that. The Arena can speed it up but only at the cost of lives that take that same time be replaced. So no improvements to celestial martial arts until five year turns are reached.
Gotcha.
Works great later, but then once we have the infrastructure we could train a great deal at one go and maintain them relatively cheaply, whereas its faster to crash build individual Warstriders, but increasing the throughput would be expensive in stockpiles and the upkeep of those hangar queens would be probably some kind of permanent AP drain.
 
Again, really think it would probably be a really good idea to work on the dojo since if something happens that could cost us anymore of our martial artists it could be serious problem. Rather we avoid the mistake of tunnel visioning to the point of ignoring potential problems. We know that the Orks are likely planning something, so rather we take some actions to make sure that our most elite units are able to survive and pass down their knowledge before any serious conflict happens.
I have a plan, you know.
 
Turn 7 Results
Turn 7 Results.

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

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

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

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

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

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

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

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

"Typical," replies Stands Beneath Canopy.

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

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

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

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

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

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

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

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

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

But where would they go?

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

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

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

Reward: 3 AP assigned to other projects

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

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

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

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

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

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

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

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

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

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

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

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

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

Reward: progress on skydock 1/3

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

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

Reward: 2/18 progress.
 
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Okay, we do something to keep the people happy. Maybe tear out the hearts of some enemies. Next, can we abuse elementals next turn? We need to produce high level buildings, and with elementals we can get them done fast.
 
...the spirts are either daemons now or complete assholes...time to prune them out, if they don't act up as allies and friends then they can be kicked to the curb.

sorry to say this guys, but these assholes aren't doing us any favors even we when ask them for help.

edited: Thinking on it, lets just praise the Sun for Now on...the other spirits sure arent helping matters.
 
...the spirts are either daemons now or complete assholes...time to prune them out, if they don't act up as allies and friends then they can be kicked to the curb.

sorry to say this guys, but these assholes aren't doing us any favors even we when ask them for help.

edited: Thinking on it, lets just praise the Sun for Now on...the other spirits sure arent helping matters.
That's damn tragic though. We literally fight together, and now we've lost then as a result of universe's metaphysics. This probably counts as the ultimate crit-fail, but surely they cannot all be gone. They literally kept the city from falling.
 
sorry to say this guys, but these assholes aren't doing us any favors even we when ask them for help.

But they did do you favors when asked. They just demanded what seems like a assholish amount of prayer, sacrifice and questing for what amounts to giving everyone lucky charms.

Yes they are. They prevented a major Earthquake.

More like they spontaneously told all the elementals to start holding up buildings for no apparent reason. Than an earthquake hit and it suddenly made sense. All of this dematerialized so most of the workers never saw them, just the elementals.

Than they granted a principle of motion like charm to the most critical workers letting them get like 5 times as much done during the most crucial phase of rebuilding.

Don't get me wrong. They were critical to averting a disaster, but they were gods about it.

Gods are just petty dicks in Exalted without a working celestial bureaucracy to keep them in line.

Truth.
 
We need to setup a proper department to deal with gods and wrangling them.

Hmmm... this calls for specialized monks of course. Perhaps with specialized Martial Arts and thaumaturgical training. They should have the utmost of morals and be pillars of righteousness. Those who would judge gods should have spirits of purest virtue.

One would almost call them Immaculate.
 
Hmmm... this calls for specialized monks of course. Perhaps with specialized Martial Arts and thaumaturgical training. They should have the utmost of morals and be pillars of righteousness. Those who would judge gods should have spirits of purest virtue.

One would almost call them Immaculate.
Or something like that. Less adversarial than Immaculates are, as Dragon Kings are very big on synergy with gods. It is just that the gods are all freaking out at being outside of Creation probably even more than the Dragon Kings. Once a semblance of a celestial Bureaucracy is setup things will be better.
 
Well, we'd need to appease the Anklok first so they can appease the spirits.
Spirits have a deep deep reserve of pettiness.
 
Turn 8
Turn 8

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

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

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

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

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

You have 8 generic AP

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

Anklok (1 AP): Zealot priests and barbaric warriors who deal with fire. Anklok inspire and lead, whether troops or religious gatherings. The Anklok elders are very concerned about being deprived of their glorious god. They are content that the future of the Dragon King race is safe behind mighty fortress walls. They are wondering what the glowing thing up in the sky is if the Sun is in another dimension. Many Anklok that are not officially soldiers have informally taken up patrol routes along the wall. Anklok are becoming concerned about the obvious efforts of Orks to equip themselves. They are just glad our workshops are producing higher quality.

[ ] Glory to the Most High!: Regular worship of the Sun has been restored and morale of the Dragon Kings has mostly neutralized. Our priests say that during their most fervent prayers they hear the glimmer of a response. The Anklok Elders want permission to take advantage of the Consecrated Geomancy of the city and enact a far more elaborate ritual with the most zealous priests inspiring the most fervent followers over grand sacrifices to call out to the Sun. We need to know he is still there. AP needed: 2. DC: 80. Success needed 1. Reward: Increase in Morale. Response from the Sun unlocks further actions. (Yes you need to commit 2 AP even though only one success is needed. Praying to a god enough to get a response across dimensional boundaries is hard.)

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

[ ] Hlass: Well we know where to build cities and the Capital for our Breed is needed. Let's build it. This project includes the manse allowing all the support features the capital has. It will be especially difficult due to the nearness of Orks and the distance from our supply area. AP needed 2. DC: 40. Success Needed 5. Reward: Gain Hlass, Anklok Capital. Space for 4 million, +1 Anklok Action, Orichalcum Refinery and ???.

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

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

[ ] Chosen of the [Insert Name here]: The Anklok guide others through the rites and rituals that prompt a god to choose a Dragon King and how to find a compatible god to try to prompt. Chosen add the power and ability of the Spirit to the Dragon King making a superior being as long as the spirit decides to work with them. AP Needed: 1. DC: 45. Success needed: 10. Reward: You gain enough chosen to gain a generic AP. [You may repeat this project but the DC goes up each time though]

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

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

Mosok (1 AP): Amphibious creatures who excel in deception. Martial Arts, Trade, Commerce, sailing, theft, blackmail, sabotage, infiltration, assassination, anything with water. Some call them devious and selfish. They just say they are cunning and Ambitious. They are eager to get to work proving their superiority to this new race.

[ ] Luthe: Well we know where to build cities and the Capital for our Breed is needed. Let's build it. This project includes the manse allowing all the support features the capital has. It will be especially difficult due to being underwater and the distance from our supply area. AP needed 2. DC: 40. Success Needed 5. Reward: Gain Luthe, Mosok Capital. Space for 4 million, +1 Mosok Action, Tube Tunnel Nexus (much reduces the effort of connecting all cities and manses to a tube network and ???.

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

[ ] Or catch an Ork Napping: They won't be here long, its probably not worth learning that much from them. Lets just take things that would potentially be useful. We won't be much more obvious than the infiltration mission but the stolen goods and eaten Greenskins will be more useful than information. This action wis even more useful now that you know more about them. AP needed 1. DC: 30/50. Success Needed 1. Reward: Gain 3 extra generic AP next turn for basic success weakening Greenskins. Avoid notice with the greater success.

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

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

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

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

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

[ ] Dojos: Simple facilities made to concentrate the senses and focus on training. Certain dojos dedicated to certain martial arts will have imagery and special tools to aid training those Arts. Aid in the development of Martial Artists, including training new ones and developing new arts. Gain one free success in related projects every turn, new projects to train far more Martial Artists at once are possible. AP Needed 1. DC: 40. Success Needed 1/3. Reward: Dojos built.

Pterok (1 AP): Flying bureaucrats. Pterok excel in scholarly pursuits, like research in terms of looking up information in a library (or adding info to a library) rather than making a new piece of tech. They are amazing scribes and academics, having knowledge of history, mathematics, geology, geomancy, alchemy, astrology and many other thaumaturgical arts. The also deal with spirits the most, including the native ability many have to summon elementals even without sorcery. They can engage in crafting but focus on fine details like scribing tiny runes on an artifact more than building a temple manse. Between this new world and what they have learned from the Orks there is way too much research to do.

[ ] Tzali: Well we know where to build cities and the Capital for our Breed is needed. Let's build it. This project includes the manse allowing all the support features the capital has. It will be especially difficult due to the high mountains supplies must be brought up and the distance from our supply area. AP needed 2. DC: 40. Success Needed 5. Reward: Gain Tzali, Pterok Capital. Space for 4 million, +1 Pterok Action, Scriptorium (Allows mass production of Prayer Strips and higher quality prayer strips, ???).

[ ] Aid the Croc-Men: Potions, Geomantic blessings, talismans. You can do a lot to aid the Mosok in not being detected so you should. AP needed 1. DC: 30. Success Needed 1. Reward: Ork Napping or Da Plan based actions done this turn have base DC reduced by 5 and unnoticed DC reduced by 15.

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

[ ] What is that?: A giant ball of light in the sky, we have some concerns. AP needed 1. DC: 50. Success Needed 1. Reward: Confirm that that is indeed not the Daystar Dirigible Fortress.

[ ] What are those?: Stars are supposed to be representations of celestial gods whose interactions are mapped to the heavens. What in the Ignis Divine are those? AP needed 1. DC: 60. Success Needed 1. Reward: What are stars?

[ ] Did the sky fall?: Creation had a giant dome over it and air never got very thin even if you flew a thousand kilometers straight up. We have already proven that is not the case here so more investigation is required. AP needed 1. DC: 40. Success Needed 1. Reward: What is the deal with the sky.

[ ] Elemental Support: Dragon Kings in general and Pteroks in particular are adept at summoning elements which both provide general aid and have particular skills and special powers that Dragon Kings may not. Particularly with the elemental complex that aids in summoning elementals for longer or with greater power. May be taken more than once. AP needed 1. DC: 30. Success Needed 1. Reward: For every success I assign three AP dice to whatever project seems to need it the most, as long as elementals could help.

[ ] Unity of Elemental Advantage: In this action the focus is on longer duration bindings instead of general use summonings. This means the advantage elementals provide is less targeted be we may gain more total use from our elemental support per effort of summoning in the end. AP needed 1. DC: 40. Success Needed 1. Reward: For every success I assign two AP dice to whatever project seems to need it the most, as long as elementals could help to this turn AND next turn.

[ ] Supremacy of Elemental Advantage: This this project we focus on either the most powerful or most specifically chosen Elementals for a given task. When this project is chosen you must choose another project being supported by AP this turn that it is targeting. May not target things inappropriate for elementals like research, may not apply to projects over DC of 50. 1 AP DC: 40. Success Needed 1. Reward: Targeted Project gets two successes applied.

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

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

[ ] Basic Stockpile: Potions enhance healing, senses, reduce pain, reduce the need to sleep, poison enhanced weapons. Garda eggs filled with Ardent Embrace Resin. Enchanted walkaways for protection. Now contains poisons and special supplies to apply fungicide during battle with the ork. Nothing hard if not for needing to provide enough to supply 5000 troops for several days worth of battling. Basic Stockpiles add +2 (+3 for orks) to Might for a segment of a battle. Note that up to four such stockpiles can be consumed per segment of a battle if available. This does not prevent a botch. AP needed 1. DC: 40. Success Needed 1. Reward: Gain 1 Basic Stockpile.

[ ] Prayer-strip Stockpile: Soldiers are handed prayer strips which can be easily activated to burn away and "automatically" pray to a certain spirit on behalf of the user. Normally the effect is minimal but the Pterok Shamans have pre-arranged things with the spirits in this case. They will apply a useful combat blessing to the soldier. Using Prayer-strip stockpiles cause effected rolls to ignore botches. After losses of effected unit is calculated the number of losses is halved. There is no effect to multiple uses of this stockpile in a single battle. AP needed 1. DC: 55. Success Needed 1. Reward: Gain 1 Prayer-strip Stockpile.

[ ] Color Thaumaturgy: Inside the empowering effect of the Waaagh! items covered in predominately one bright color gain certain attributes, because apparently the Orks believe they do. Honestly we have worked with sketchier bases for mystic arts before. Although our version will probably demand paint and painting methods a bit more involved than the Orks and have some duration rather than simply being true as long as Orks are nearby. Of course being the proper color means that they will also be true when orks are nearby. AP needed 1. DC: 45 Success Needed 1. Reward: Your thaumaturgists may utilize the science and art of color magic.

[ ] Orks are Loud!: Orks are so loud and smelly that it can be a bit distracting for the keen senses of the Dragon king. Develop some tool or potion or something to help you keep from being deafened while still being able to use your senses in the battle: Develop ork oriented sensory overload Procedures. AP needed 1. DC: 25. Success needed 1. Reward: Minor resistance to a common Ork maneuver.

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

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

[ ] Thaumaturgical Work Shop: This work shop combines potions labs, enchanting workshops and geomantically aligned rooms to allow mass production of Basic Stockpiles and potentially more powerful stockpiles are made possible. You gain a single free success every turn for Basic Stockpile or similar actions (like "Aid the Croc-Men") as well as enabling mass production of such stockpiles or maybe the creation of more potent stockpiles if appropriate exotic ingredients are found. AP Needed 1. DC 35. AP needed 3. Reward: Thaumaturgical Workshop built.

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

Raptok (1 AP): The most civilized of all Dragon kings. Diplomats and socializers. Best at getting along with other races. City builders and masters of vegetative and crystal technology that is the hallmark of the Dragon King mastery. Inquisitive natures allow them to explore unknown technologies and debate philosophy with aliens. There are still Dragon Kings at heart though, even if they may sip wine and discuss great literary works while polishing and adorning the skulls of their enemies with elaborate crystals to display in a battle shrine. Raptoks are also sized to be the only Dragon King able to comfortably use Human sized tools and workshops. This combined with their social skills and love of technology makes them the most likely to meet other races, and some races may think Raptoks are it when talking about Dragon Kings.

[ ] New Rathess: Well we know where to build cities and the Capital for our Breed is needed. Let's build it. This project includes the manse allowing all the support features the capital has. It will be especially difficult due to the nearness of Orks and the distance from our supply area. AP needed 2. DC: 40. Success Needed 5. Reward: Gain New Rathess, Raptok Capital. Space for 4 million, +1 Raptok Action, Biothaumaturgy labs.

[ ] Sperimin: Now that our capital is finished lets build up the Academy city properly, includes 12 academies around the central library. A city of a million, basic defenses, and a tube tunnel to Merela. AP needed 2. DC: 25. Success needed: 4. Reward. Complete the Academy City Sperimin to discount and unlock research actions.

[ ] Waaagh!tech: While we have no real interest in making and using this technology, a more thorough study may provide insights into our own magitechnology, inspiration for magitech versions of Ork devices, or at least tell us if our armor is strong enough to resist their weapons and vice versa. AP needed 1. DC: ?? Success Needed 1. Reward: May be repeated. Rolling well produces a better result.

[ ] Manse Builder: These will not be elaborate geomantic power-wells driving cities or factory cathedrals. At least not yet. This project gets them capped and twenty hearthstones available for other magitech projects as fast as possible. AP needed 2. DC: 30. Success Needed 3. Reward: Gain 20 hearthstones to power magitech gear.

[ ] New Hearths: Much of our most powerful equipment needs continual power transmitted from Geomantic power-wells like Dragon Nests and Manses via hearthstones. It seems we would be too lucky to have this new world be as rich in Dragon Nests as Creation was and even if it is we will need to build those Manses to channel the geomantic power. So we may want to consider developing alternatives. AP Needed 1. DC 60. Success Needed 2. Reward: Options for modifying some magitech designs to use non-hearthstone based power sources. Further research unlocked.

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

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

[ ] Artillery too: Light Implosion Bows mounted on golem drawn ironwood chariots for some degree of mobility. Implosion bows shoot spheres of spatially twisted essence and cause vortices of disintegrating light on impact. This project makes enough Light Implosion Bows to supply mobile artillery support for a single Dragon King Legion. AP needed 2. DC: 50. Success Needed 3. Reward: Add mobile artillery support to Remnant Legion.

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

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

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

[ ] Magitech Workshop: This workshop is focused on producing delicate powered devices that require hearthstones or hopefully a means to bypass hearthstones. Lowers difficulty on "New Hearths" "Artillery too", and follow up projects that are greater yet. Enables raising War engines and artillery as a background part of building Legions rather than needing separate projects (although one that needs more successes per Legion). One of the things that enables first rate military gear and war engines, warstriders, and skyremes as well as producing alternate powersources for them. AP needed 1. DC: 35. Success Needed 3. Reward: Magitech Workshop built.

[ ] Advanced Armory: This project includes the equipment needed to mass produce a higher level of weapons and armor and other equipment they need, it also allows greater levels of work to be done. Second rate gear would require more exotic materials but is possible. This facility provides a three free successes every turn and triples naturally earned successes in terms of building equipment sets for troops as well as enabling mass production projects for militia grade and third rate gear. With access to exotic components or a Jade mine we can mass produce second rate gear. With BOTH Exotic Stockpiles and a Jade or Orichalcum mine we could produce first rate gear at exhaustive efforts. AP Needed 3. DC 50. AP needed 9. Reward: Advanced Armory Workshop built.

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

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

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

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

[ ] Workshop – Exotic Components: We have jury rigged our way making lesser artifacts through using our powerful Paths and the Fact our blood, scales, teeth and claws are potent enough to count as lesser magical components. To work greater wonders we need more in quantity, quality, and diversity. This workshop sets up Alchemical Gardens for plant produced components, crystal growing labs, and teams that work out deals with spirits and elemental to accept either body parts or blessings as useful components. Note that they are not amazing components, but there will be a lot to fill our workshops and we don't have to literally work our hands bloody making our magical tools now. Exotic component workshop reduces the number of success a mass project like magical armories or manse building take by one per three successes, this only applies if the project needed at least three originally. This workshop does not provide free successes and there are high level artifacts that these components are not equipped to aid. This facility would enable 2nd​ rate arms, war engines, or golems along with Advanced versions of their workshops. AP Needed 1. DC 35. AP needed 3. Reward: Exotic Component Workshop built.

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

General Action: Actions that you can attempt which are not focused on a given breed need generic AP to use. To confirm, generic AP can also be used on Breed specific actions.

[ ] Resource Expedition: Various Dragon Kings can effectively magic up useful equipment from rocks and trees. But that doesn't mean its not easier if they have higher quality materials to work from. Use what you learned from the Mosok Exploration last season to go on expeditions to various places across Tokat to bring back more useful raw materials, if you are lucky maybe even something with enough potency to allow more powerful artifact creation. AP Needed 1. DC: 20/80. Success Needed 1. Reward: Every base success provide TWO AP next turn, every greater success provides a free AP success that can be applied to a magitech project of at least three total successes, such as "Standard Outfitting or Manse Builder"

[ ] Jade Mine: The Jade Mine needs to be set up to be fully exploited. Setting up this mine enables us to draw out the jade for use in our artifact crafting, any artifact that is applicable has it count as an exotic component. Which means any magitech or manse project that needs at least three success can have one removed thanks to copious jade supplies. This will still benefit and unlock higher level artifact crafting as long as they use jade, some project will not use jade and cannot benefit however 3rd​ and second rate war gear, war engines and golems will specifically benefit. AP Needed 1. DC 35. AP needed 1/3. Reward: Mine Built.

[ ] Stables: The breeding, training, and caring for our "lesser" kin requires special facilities. Ox-Dragons, River-Dragons, Claw-Striders, Pestletails, Siege Lizards, Razorbeak Dragons, and Tyrant Lizards are all fearsome beasts that are difficult to train and control at the best of times but long practice and the use of Husbandry based Arts and Sciences has enabled us to use these terrible beasts as Mounts and war engines. Building this facility provides a single free success dedicated to setting up mounts and enables either mass projects, research into improved magical training methods, further mount using projects, and setting up standard army recruitment to include equipping with appropriate beasts. AP Needed 1. DC 35. AP needed 3. Reward: Stables built

[ ] Siege Lizards: Not!Stegosaurus herds were sent along with us when we came here. Should we be offended we are considered equal to herd animals in the eyes of Primordials? Either way, Siege Lizards are not very bright and ferociously independent but we have long experience domesticating them. And they are very very tough. We want to train some, armor them, and use firing platforms along their sides that will allow our people to use their spiny plates as cover, effectively mobile bunkers. Most of the artifact work in this project will be used to speed up the ponderous beasts so that our armies are not slowed down tactically or strategically. AP needed 2. DC: 30. Success Needed 2. Reward: Remnant Legion is equipped with a dozen Armored Siege Lizards, enough to meaningfully impact combat.

[ ] Ox-Dragons: Not!Triceratops are normally used as beasts of burden by Dragon Kings. These 12 ton monsters are surprisingly fast over the long haul and dangerously fast on a charge. We plan to take some, train them, armor them up, maybe put magical material filigree into their horns. And mount a warstrider scale Fire Lance on top. AHAHAHAHA!. Fire Lances can empower the tip during a charge, shoot streams of fire at single targets within 250 meters, or throw massive curtains of fire burning everything within a 7 meter wide and 175 meter long area. Now don't get me wrong, there are better weapons we could mount, Implosion bows, Essence cannons for anti-armor work, or larger numbers of smaller weapons for anti-infantry weaponry. But A) a fire lance can do both almost as well as dedicated weaponry and B) When you are riding a monster that will inevitably charge the enemy, a huge magical lance seems appropriate. AP needed 2. DC: 35. Success Needed 3. Reward: Remnant Legion is equipped with a dozen Fire Ox-Dragons, enough to meaningfully impact combat.

[ ] Razor-Beaks: not!Quetzalcoatlus are normally ridden by Pteroks the way humans rode horses. We can equip trained Razor-Beaks with leaf armor and self reloading fuel bolt launchers that the riders can control. The beasts can fly faster and further than Pteroks alone can, if not by a massive amount and the anti-vehicle weapons allow them to be dangerous when opposing any air craft. In situations where there is no enemy air support they can carry large fire bombs and garda eggs or other alchemical grenades (fungicides maybe?) to drop on foes. AP needed 2. DC: 35. Success Needed 3. Reward: Gain Air Force.
 
[X] Plan Appeasement
-[X] [Anklok] Temple improvements
-[X] [Mosok] Logistic Fleet #1
-[X] [Pterok] Skydock
-[X] [Raptok] Sperimin #1
-[X] [Generic1] Spy Fleet #1
-[X] [Generic2] Da Plan part II
-[X] [Generic3] Aid the Croc-Men
-[X] [Generic4] Sperimin #2
-[X] [Generic5] Elemental Support #1
-[X] [Generic6] Elemental Support #2
-[X] [Generic7] Elemental Support #3
-[X] [Generic8] Skydock
-[X] [Legion1] Draconic Legions #1
-[X] [Legion2] Draconic Legions #2
-[X] [Golem] Golem Workforce

Anklok are the most restless so let them have their progress towards praising the sun.
Raptok and Mosok are happy enough, for now.
Pterok are okay, but we should start on Sperimin if we're using them heavily(we are, this is time to Spam Elementals on the multiple low-but-not-certain multi success tasks of construction)

So continue digging into the orks with support, get the two fleets running so we don't need to keep using an AP on the recon or building so inefficiently.

This should complete Skydock, Logistic Fleet, Spy Fleet and if we're lucky we finish Sperimin too.
 
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