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

Can we now finally finish the dojos? Because as mentioned we have a ridiculously low number of martial artists and we literally ended up losing nearly half, we only have 60 out of population that number in the millions, of our martial artists so increasing the number just makes sense. Especially since we may be getting into conflict with the Orks.

Seriously, it would suck if we ended up screwing ourselves by not increasing the number if they end up all getting killed which is a serious worry considering that literally nearly half of them died and that was before a serious conflict.
 
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Ah, okay, lemme adjust.
It now goes to Golem Workforce
Thanks

So did my more in character bit at the last turns results and the brief status update at the start of a turn seem like a good pattern?

Are there any actions anyone wants to see added that seem to be missing?

If you know exalted you have access to at least a million master thaumaturges of Geomancy, Astrology Enchantment, Alchemy, Animal Husbandry, Warding. You have a few hundred weather workers and spirit beckoners. You can produce effectively millions of talismans and level one artifacts or thousands of level two artifacts. You can even produce level three artifacts as long as crystal or vegetative. More is possible but you need the Exotic Components and Jade mines.

Your troops right now are equipped with vegetative equivalent of Ashigaru power armor.

Draconic Legions have 2000 Anklok Heavy Infantry, usually equipped with Sword-sticks, daiklaives or shockpikes and thunderbolt shields. Second line is 1000 Mosok equipped as medium infantry and marines. They often can pretend to be Anklok in mass to make the line look thicker, or pretend to be raptok to make it look weaker, whichever would be more useful. They are much more likely to use fire-claws or more exotic melee weaponry than to have a shield. There stealth tricks means they often sent to scout. 1000 Pterok of course are only lightly equipped to enable flight, although there armor is meant to compensate. They tend to be forward observers where hiding the presence of our scouts is unwanted or unneeded. They are most likely to drop bombs and thrown weapons on enemy forces or contest enemy air if it exists. As loremasters they tend to handle thaumaturgical needs of the Legion (part of why they drop alchemical bombs is that the are making them) 1000 Raptok are meant to handle the equipment like artillery, war engines, and to ride mounts (or magitech hoverbike equivalents) to perform flanking attacks with "Calvary" equivalent, they also tend to Golem forces if any. As you might notice your forces are missing a lot of that. They currently focus on your fuel bolt launchers and Crystal Shard Throwers, the idea being to race over as a pack and exploit weak spots in the enemy line to take out troops or vehicles.
 
Something to wrangle spirits/deal with them. The poor guys really need some help to get organized into a semblance of a CB again. They lost most of their income/prayer cattle with mankind gone for now.
The start of that chain is in there. At this point you don't even have a list.

Speaking of. Any spirits that you are really hoping to see that might make sense? Ones that explicitly sided with the Sun and Exalted in the Primordial war are appropriate unless they had a function they needed to do like the incarna. Some of those have also been banished to punish the Incarna by forcing more work on them. Any hated by a particular Primordial or hyper loyal to Gaia or Autocthonia would be appropriate.

Oh not sure it matters but you also got Auto-bot elementals as well, crystal, steam, metal, lightning, and oil as well as gaian air, earth, fire, water, and wood. Of course none of your breeds favor those elements so you call on them less. Crystal of course gets called on relatively often due to your tech, but the others not so much.
 
As in steampunk or steam cloud?

As in warm water. Steam elementals due things like insure boiling temperatures stay predictable and consistent.

Important in this crazy world where air pressure changes cooking times. Better to have a steam elemental watch the pot so you can use the same cooking times every time. Very in demand in your steaming mud baths. Some mosok use them to help in spying as they can usually fly and are pretty stealthy.

God of Artificial Flight, perhaps. Spaceships make that very relevant.

He, having not lived through the Reign of the Solar Deliberative, is also a lot weaker. Considering the Globe of Transport he may still find the Dragon Kings his best ...customers/suppliers
 
Turn 8 Results
Turn 8 results

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

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

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

"YES SIR!"

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

[X] Plan Appeasement

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

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

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

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

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

Reward: no progress

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

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

Reward: Skydock Complete.

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

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

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

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

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

Reward: No Progress.

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

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

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

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

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

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

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

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

Reward: Reduced diff for Ork Infiltration.

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

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

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

Training and equipping for 40,000 legions continues.

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

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

Reward: 1/3
 
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Definition a change from how this is typically portrayed, but not totally unwelcome.

Reward: Mosok will likely discretely hog elemental support until their Naval projects are "on schedule"
Very awkward.
Reward: Sperimin Complete.
Prayer for Research DC discount.
Pteroks who are starting to jealous
Also get some stuff for everyone who isn't a Raptok.
 
Naw, we got the Pteroks Sperimin, they're fine. Its just the Mosoks who're antsy and the Ankloks will probably demand Glory to the Most High next turn, which is going to need a whole bunch of support to not just throw AP into the void
 
Also get some stuff for everyone who isn't a Raptok.
I mean they got Sperimin so they are pretty happy. But they really want to get that workshop just like Raptok really want to have a magical component pipeline.


Any research projects you WANT added. Considering the number of projects already on the list I was gonna put it off but if something seems reasonable I can add it now.
 
Turn 9
Turn 9

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

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

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

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

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

You have 8 generic AP

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

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

[ ] Glory to the Most High!: Regular worship of the Sun has been restored and morale of the Dragon Kings has mostly neutralized. Our priests say that during their most fervent prayers they hear the glimmer of a response. The Anklok Elders want permission to take advantage of the Consecrated Geomancy of the city and enact a far more elaborate ritual with the most zealous priests inspiring the most fervent followers over grand sacrifices to call out to the Sun. We need to know he is still there. AP needed: 2. DC: 70. Success needed 1. Reward: Increase in Morale. Response from the Sun unlocks further actions. (Yes you need to commit 2 AP even though only one success is needed. Praying to a god enough to get a response across dimensional boundaries is hard.)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



[ ] Did the sky fall?: Creation had a giant dome over it and air never got very thin even if you flew a thousand kilometers straight up. We have already proven that is not the case here so more investigation is required. AP needed 1. DC: 35. Success Needed 1. Reward: What is the deal with the sky. Starts "Space Program"

[ ] What is that?: A giant ball of light in the sky, we have some concerns. AP needed 1. DC: 45. Success Needed 1. Reward: Confirm that that is indeed not the Daystar Dirigible Fortress.

[ ] What are those?: Stars are supposed to be representations of celestial gods whose interactions are mapped to the heavens. What in the Ignis Divine are those? AP needed 1. DC: 55. Success Needed 1. Reward: What are stars?


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

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

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



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

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

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

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

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

[ ] Color Thaumaturgy: Inside the empowering effect of the Waaagh! items covered in predominately one bright color gain certain attributes, because apparently the Orks believe they do. Honestly we have worked with sketchier bases for mystic arts before. Although our version will probably demand paint and painting methods a bit more involved than the Orks and have some duration rather than simply being true as long as Orks are nearby. Of course being the proper color means that they will also be true when orks are nearby. AP needed 1. DC: 40 Success Needed 1. Reward: Your thaumaturgists may utilize the science and art of color magic.

[ ] Orks are Loud!: Orks are so loud and smelly that it can be a bit distracting for the keen senses of the Dragon king. Develop some tool or potion or something to help you keep from being deafened while still being able to use your senses in the battle: Develop ork oriented sensory overload Procedures. AP needed 1. DC: 20. Success needed 1. Reward: Minor resistance to a common Ork maneuver.

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

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

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

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

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

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

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

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

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

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

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

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

[ ] New Hearths: Much of our most powerful equipment needs continual power transmitted from Geomantic power-wells like Dragon Nests and Manses via hearthstones. It seems we would be too lucky to have this new world be as rich in Dragon Nests as Creation was and even if it is we will need to build those Manses to channel the geomantic power. So we may want to consider developing alternatives. AP Needed 1. DC 50. Success Needed 2. Reward: Options for modifying some magitech designs to use non-hearthstone based power sources. Further research unlocked.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[ ] Resource Expedition: Various Dragon Kings can effectively magic up useful equipment from rocks and trees. But that doesn't mean its not easier if they have higher quality materials to work from. Use what you learned from the Mosok Exploration last season to go on expeditions to various places across Tokat to bring back more useful raw materials, if you are lucky maybe even something with enough potency to allow more powerful artifact creation. AP Needed 1. DC: 20/80. Success Needed 1. Reward: Every base success provide TWO AP next turn, every greater success provides an additional Exotic Stockpile.

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

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

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

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

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

Second verse same as the first. Raptok on Waaaghtech mainly because its lowest in min AP.
Come on Logistic Fleet...we're relying on you guys to build the racial capitals in any kind of sane timespan
 
Turn 9 Results
Turn 9 Results

It, it is good. Our Guarding Star is with us!

[X] Plan Boats can't be THAT hard...can they?
-[X] [Anklok] Glory to the Most High! X 2
DC: 70 to 60 > 57, 93

"The Eye of the Unconquered Sun is Upon us. Show him our Courage!"

Months of preparation catalyze in a 5 day ritual featuring over a million Dragon kings, mostly the Desert Dragons of course. It comes so achingly close to success that almost none doubt how close the sun felt. Which means none question, not even the most "civilized" Raptok, when another five day ritual starts calling in almost every King in the city. Mountains of food, swimming pools of blood, hearts of enemies and prey, even the hearts willing giving from the most fervent Monks are sacrificed.

And at noon on the second fifth day the orb overhead changings hue, the air around them even changes. For a shining moment they stand in Creation and the sun smiles at them and is proud of his people. All within the city are healed of all wounds, all fatigue, and all essence is completely restored to them.

And during the shining moment Priests and crafters and loremasters are filled with Sacred knowledge. That to contact the sun again more regularly they must create something that allows their temple and Creation to become one.

As he can affect all within Creation and we are of Creation if we can create a geomantic resonance potent enough we can claim an area as Creation in order for our prayers to truly be answered.

Reward: Confirmation Sun exists and can be contacted. Knowledge of how to approach designing an Ultimate Sacred Sun Temple to make this easier, almost Certainly to be built in the Solar Aspected dragon nest.

-[X] [Mosok] Da Plan part III
DC: 45/65 to 40/50 > 64

"Dam grot breath got hizseff kilt. Ders a PROPA WAAAGH! in Spess with da humies. We'ze need to be propa killy now so we can krump em too." Roars Scalpcleava as he smashes a Grot across the room after hearing about a mysteriously dead mekboy just after he started rebuilding destroyed factories.

Further conversations overheard make it clear that "Spess" is up and "humies" are another race the Orks are Krumping. Spess is apparently a hostile environment and traveling through it takes far more equipment then these orks have available. We propose that Spess may be another pseudo dimension parallel to this one that also has Orks (and at least humies) in it. Similar to Yu-shan to Creation. We want to send Pteroks looking for Sanctum entry points to gain access to this Spess so we can find out what is going on there.

All we have learned about humies is they are insufficiently Orky but will often act as non-ork Opponents for Waaaghs!

Reward: Knowledge of Spess and Humies, where these lie who can know.
-[X] [Pterok] Aid the Croc-Men
DC: 30 > 52

Far less problems this time and pteroks are able to provide useful aid.

Reward: lower difficulty on da Plan III.

-[X] [Raptok] Waaagh!tech
DC: ?? > 49

Testing of captured Choppas shows that however crude they look, attunement from Ork or Dragon King results in them being almost as effective as our sword-sticks. Orks are relatively tough and resistant to pain, enough to balance our scales. Most of the armed orks wear a studded leather armor made form the hides of one of the other breeds, Squigs. This is almost as effective as leaf armor. Some nobs and the warboss seem to have heavier armored plates riveted onto them. While none of us have tested it we assume that these are Waaagh!tech and attunement provides benefits equivalent to higher quality armor.

Sluggas, are nearly the opposite of our ranged weapons. Range and accuracy is abysmal compared to shurikens, crystal bolts, thrown fireballs or thorn tubes but when they do hit they have more stopping power. Our weapons usually depend on either poisons, setting target on fire or accurate attacks against weakspots. Still if you get close enough that accuracy goes up a shot from a Slugga will hurt. Of course its just as likely an ork will have wasted their ammo on earlier misses. Whereas if a Dragon king was that close the only answer would be finish charging and get our weapon or claws into them before they fire as throwing a shuriken, even a poisoned one will accomplish little to stop the ork at that point.

More and more orks are showing up equipped with Kannon. Kannon seem to be their anti-vehicular weapon of choice. Compared to our fuel bolt launchers it is far less accurate, somewhat weaker, and just as slow to reload.

A few orks, many of the nob type have shown up with Burna weapons. These use alchemical reagent fuels in pressure tanks connected to the directable weapon with triggers and flow rate manipulators. They burn oddly slowly, showing none of the potency of fire dust or its alchemical alternatives but still burning faster and more efficiently than the simple oils in basic fire starting and cooking activities. Only relatively experienced Ankloks can mimic the effects (of course they can do a lot better usually too). We aren't sure if there is value in this but we are tempted to explore alternatives.

We have started research projects to develop an alternative version of the Slugga with more stopping power and better range. We are also working to develop an alternative delivery system for the fuel bolt launcher which would allow us the produce an effect similar to the Burna, but the issue is in heat management and cooling. Even given sufficient fuel they only last about 8 seconds before they get hot enough to hurt themselves, their wielders, and more critically cook off the rest of the alchemical fuel. While they last such weapons are much more dangerous than burna's though so we will keep trying.

Reward: Knowledge of how armor and weapons will interact. Research projects for Prayer Piece and Plasma Projectors. [yes the alchemical fire your Fuel Bolt Launcher shoots is what I am calling equal to 40K weapon plasma]
-[X] [Generic1] Aid the Priests
DC: 20 > 27

Study of Sacred Geometries and more obscure Unconquered Sun Symbolism was revealed and incorporated into the grand ritual planned by the Priests of the Unconquered Sun.

Reward: Reduced DC for Glory to the Most High.
-[X] [Generic3] Logistic Fleet

DC: 35 > 50 elemental: 77, 71

It took a lot of work from elementals but we managed to get 40 of the 65 meter vessels ready to go. Between them we can land a whole legion in one trip, and easily keep 10 legions stocked with supplies. Or for peaceful purposes, move the workers and building materials needed to get a city off the isle under construction.

Reward: 3/3 Complete; Logistic fleet built. Reduced DC for many mainland actions.



-[X] [Generic4] Spy Fleet

DC: 30 > 82, elemental :97, 31

Roughly a dozen basic Undersea couriers have been produced. Not to the level of the magitech Resplendent courier class but they can manage about 8 mph while totally submerged, and 20 on the surface. They can provide food air and water for about 6 kings for about two weeks and have an airlock that lets Mosok leave the ship without it surfacing. This way the Mosok have bases they can retreat to. They can rest, drop off intel, and pick up new thaumaturgical blessings and potions before heading back out. By rotating the ships travel times and repair schedules we can keep about three off sea bases ready to support our spies in the Ork's midst.

Critical Reward: One of the ships was sent on a special mission to find a mekboy. The one they called a mekboy was supervising the construction of one of the factory-workshops the orks were building. Other than his vague leadership position related to construction we couldn't discern why he was special. Nor did he put up much of a fight when we came for him in the night. Wonder what the big deal was.

Reward: Ork spying actions get discount, Aid the Croc-men now obsolete. Orks delayed by 1 turn.


Reward: 3/3 Complete
-[X] [Generic5] Elemental Support x3
DC: 30 > 16, 22 rerolled 68, 74

Our summoners worked so tirelessly we had to bring some to get medical care from sheer exhaustion. However a new high in the amount of elementals working on our behalf at once has been reached.

Reward: +6 AP

Jade Mine (1/3) Elemental dice
DC: 35 > 51, 23

Elementals were sent below Merela to work on the Jade Mine. Sadly they didn't finish despite their best efforts.

Reward: 2/3 progress
-[X] [Generic8] Golem Workforce
-[X] [Golem] Golem Workforce
DC: 35 > 85

A little extra aid to the Golem Factory Workshop and we now have warehouses full of construction grade Golems ready for work.

Reward: 3/3 Complete; Golem Workforce Complete, DC for manse, fortress and City construction reduced.
-[X] [Legion1] Draconic Legions #1
-[X] [Legion2] Draconic Legions #2

Reward: 6/18
 
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We should really finish the dojo. We want as many martial artists as possible. TMA for everyone is a big force increase, and CMA would slaughter average SM.
 
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