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

OK, so it looks like inviting the Eldar to the opening of the Gates of Auspicious Passage is solid and I will lock that in now.

Anyone else want to vote for the normal turn budgets? I will have a lot of free time tomorrow to work on it if we get a budget locked in today.
 
Turn 44 results
Turn 44 results

The Gate opening is carefully timed between constant ansible exchanges between engineers and Astrological confirmations to confirm timing. A celebration and welcoming ceremony is arranged and important Eldar of Ulthwe are invited through Miyuan, including several crew of the ship which delivered the colonists to Ophelis. While Eldrad Ulthran, leader of the Ulthwe craftworld is not present, members of the council such as Seer Eldressyn are present.

They appear on Ophelis showing up approaching at high speed on some form of hover vehicle once in range of the Manse cities strongest scanning systems with no evidence of their presence before than. They are taken to the Earth Element city and shown around as their interest waxes or wanes. The crew of the Shining Peregrine seem especially impressed with how quickly you have built infrastructure of such quality in such a short span. The seers and warlocks present are heard to comment that they believe their full powers would be denied them if we had not signed them in as proper guests upon entering the city, they treat the situation somewhat ominously and we quickly move on.

When the time draws nigh the tube tunnels are used to shift the part to the Sidereal Manse that empowers the Gate. The Eldar join the important guests from Ophelis arranged around the vaguely pyramidal foundation the Gate is mounted on, Capacitor moniliths crackle with essence discharges until the Savant given the honor approaches the Dialing pedestal and inputs the agreed upon motonic identification tag for the Tokati gate. A slight rumble is felt as the essence crackling around the monoliths is visibly drawn into them and the Gate lights up and the doors open, briefly a very short but highly ornamented hallway is visible, covered in periapts, complex glyphs and jade tiles inscribed with sutras is visible for the threshold of the doorway shimmers and we are left able to see those on the other side, Tokat clearly visible. Several diplomats from Tokat cross over, and for a distance of the short 5 meter hallway there is a vague perception they are in both places at once or not quite really here before they complete the crossing and stand on Ophelis proper. They congratulate the Architects and Savants for performing what is well known as one of the most demanding acts of Geomantic Infrastructure known to Dragon Kings.

After this they are drawn into conversation with the Eldar diplomats who seem visibly impressed with what they have seen despite their self control.

Reward: 59, 05, 97; Eldar are slightly impressed with quality and speed of construction but not enough to do anything with it. Eldar are off put but some quality of the Greater manse cities, perhaps the immutable nature of our Manse cities suppressing their gifts? Do not expect the Eldar to recommend hiding in Dragon King cities, even if it would be a brilliant Idea. Eldar are far more impressed with the Gate opening then anyone expected, there was some talk of potentially opening Gates in other locations. Reputation +4


Battle will be followed up.


Gate: 41, 45 Gate of Auspicious Passage Complete.
Gateport: 95, 40, 58, 79, 28, 46, 48 + 2 Elemental Gateport Complete.
Mapping: 58, 31 1/5 Progress
Gemini Yards: 31, 63, 83 3/12 Progress
Aurichim/Argentim: 32, 51, 96 4/6 progress

Soon after completing their cities the newly forged industry of Ophelis turns towards the bulk of its efforts towards finalizing the gateport. Within scant years the Gate, control pedestal and Capacitor Monoliths of the Gate of Auspicious Passage are housed inside a building that is both fortress and logistics station. Discrete defenses protect the Gateport from being taken from either the gate itself or outside. Facilities are established to accumulate essence faster and allow more frequent and longer gate openings. Moving Walkways allowing larger amounts of people and veritable Windslave trains of cargo can be moved rapidly through the gate after opening, and extensive customs facilities to check over cargo and travelers and quarantine them if necessary are set up in such a way to minimize delays caused in actual gate use. And every Gateport has at least a talon (125) of QRF capable soldiers and a whole field force (2500) of the Planetary Guard stationed for its defense at all times.

Otherwise the Mosok have begun construction of an orbital shipyard to aide in constructing defensive vessels on this end, Anklok have begun Godforging the angelic Guardians of Ophelis and the Pterok have begun mapping the local stars. They can report that apparently the local wyld has somehow been shaped by the Eldar to make visiting Ophelis through random exploration less likely and the system itself is some 16 lightyears from the nearest potentially useful star. That way lies a complex subsector that we plan on studying in depth though.
[x] Plan: Heavenly Stars, Stars in Heaven v.01

Anklok
-[X] Bribing spirits to do their job. Spirit can exert blessings beyond the simple abilities of Dragon Kings. However, they don't work free and need festivals and rites performed in their honor to cooperate. It grates on you to have to resort to things kind of thing though. AP Needed: 1. DC: 15. Success Needed: 1. Reward: You gain +5 to all other rolls which can prevent a botch or cause a critical success.
Auto

Reward: +5 to other rolls.
-[X] Dogs of the States: AP Needed: 1. DC: 35. Success Needed: 7. Reward: 125 Lion Dogs recruited to Guard Teteocan. Can be recruited to guard irregularly visited locations for years between visits although they are not suited for guarding locations that are never visited. 8 AP
DC: 35 (25) > 10+5, 32+5, 69, 82, 08, 84, 07, 67

The Lion Dogs of Tokat seem cursed and only massive commitment of resources seems to have allowed any progress to be made. Without their guardianship it is probably not a good idea to establish valuable infrastructure like Peach of Immortality Orchards or Looms of Fate in Teteocan.

Reward: 5/7 Progress

-[X] Lions of Justice!: Celestial Lions are the powerful arbiters of Divine Law. Originally created directly by the Unconquered Sun as Orichalcum lions uplifted from 100 mortal laborers as a constabulary if we gained control of Yu-shan. Before hand they tended to act as bodyguards for Celestial Gods and young Celestial Exalted (and a few bounded as Chosen with Dragon Kings which is why any are here) We need to use these few to raise new Celestial Lions, deputized to investigate crime and violence among the gods of Teteocan. . AP Needed: 2. DC: 35. Success Needed: 7. Reward: 20 Celestial Lions recruited to dispense Justice and root out heretical gods. 8 AP
DC: 35 (25) > 92, 06, 35, 70, 63, 56, 35, 77

Celestial Lions on the other hand take the same amount of effort to be forged in the Temple of Abraxus. Celestial Lions in addition to acting as investigators of crime and violence in the heavenly city also guard the gates, with Lions available we can now safely dedicate a Major manse on another world to Teteocan, connecting it with a Celestial Gate, guarded by Celestial Lions against misuse, and allowing gods and more importantly divine aide to cross worlds more easily, as well as expanded the potential size of Teteocan.

Reward: 20 Celestial Lions begin patrolling Teteocan as well as guarding the entrance. You may now build an expansion to Teteocan with a Gate on Ophelis since said gate can be guarded.

-[X] Little Beam Training Arc (part 3): AP Needed 1. DC: 35. Success Needed: 1. Reward: Little Beam makes progress gaining martial skills outside of Martial Arts. Will likely be a repeated thing. If he manages to rematch Nargle and defeat him easily this project will go away. Training Grounds auto-success
Auto

Work has started and Little Beam has decided to call the Art Void Dancer. It will include the standard equipment of the Naval Phalanx units as form weapons and improve performance on a Void Vessel.

Reward: Little Beam works on his Void Dancer Celestial Martial Art.


Mosok
-[X] Visit the Neighbors [Visit Tocha]: Make a short terms deal with the Onyx Court to guide a group of Dragon Kings to a conduct a recognizance mission to another planet we are familiar with. AP Needed: 2. DC: 40. Success Needed: 3/6. Reward: Some basic information on the planet you visit. 2 AP + Hotbloods + Corpse-Eaters + Eucharist
DC: 40 > 85, 77, 29, 09 reroll 97, 89

Bond'J'Bond gathered a collection of apparent misfits, including several Alternate path users, he began training them for the mission while making "arrangements" with the Onyx Court to assist in passage to Tocha with at least reduced risk of the group becoming mutated or addicted to the Wyld.

Arriving on the Forest Moon of Tocha it becomes clear the massive gas giant it orbits hosts other smaller moons and debris rings. Enough that it is surprising these Orks have not developed Roks like the Orks of Valki. There is evidence of a "shipyard" although no Dragon King would feel right honoring the scrap construct with such a term, it can be used to create Ork vessels faster than normal. There is evidence the Ork vessels occasionally fire upon each other and have to use the scrapyard to get repaired, for some standard of repair.

On the planet we identify one continent that is the center of Ork presence on the planet. A city on a river mouth acts as a port and pseudo capital, named Durkah, of the Ork in charge, Uskogar. Leadership is complicated because these orks believe strongly in the importance of the Fleet so a Fiend Admiral Drakgonak could be considered the Warboss, but he never goes on the planet leaving Uskogar in charge. Up river the mountain, north of are mined by Grots worked hard by Ork Overseers and materials are sent to Durkah and its space port to be sent up to the Scrapyard. An ork presence is on the second continent of the planet which produces some materials not available in the mountains, more through the presence of high quality food, producing more Orks and through them more Meks who craft the "high-tek" equipment of the Orks and ship those goods, food, and Boyz to Durkah. The population on the second continent is higher but far more diffuse with less strong points and defenses than Durkah or the mountain mines.

A third island continent exists which has no ork presence and may work as a suitable foothold for extended operations, assuming we cannot bring in enough forces to claim the planet in one swoop.

All told the planet possesses about 120 million Boyz of various types and over a billion grots and gretchins.

One of the Corpse Eaters encounters and attempts to eat the corpse of an important looking Ork and nearly makes themselves sick. After several days they pull through and announce they have kept the memories of the ork involved, a Mekboy specialized in construction of Telly-portas.

Reward: Knowledge of Tocha and its orks. Can target Uskogar and Drakgonak with Astrology. Can attempt to reverse engineer Teleportation Technology.

-[X] Acadamia of Constellations: Void Vessels requires hundreds or thousands of relatively skilled and very technically minded Dragon Kings. The need to commit these high value people to a vessel acts as a constant cost on our society as those people are not available for other projects. Constellation Academy is a training ground to raise up younger and less experienced Dragon Kings with the concentrated training they need to run void vessels, minimizing the impact on society of fielding such Craft. Constellation Academy will consume 1 Generic AP in perpetuity but produce 3 AP worth of Upkeep. AP Needed: 3. DC: 35. Success Needed: 5/9. Reward: Training Academy for void vessels created. 1 AP lost as Upkeep creates 3 Void vessel upkeep. May not purchase more until a Naval Oversight and an Atelier Manse dedicated to spare production are also created. 3 AP
DC: 35 > 36, 47, 94

Progress continues at a rate beyond expected for the level of resources committed. We are almost ready to bring the Luthe Naval Institute online.

Reward: 8/9 Progress

-[X] Void Dancing Style: Thanks to Little Beam this project has evolved to develop a dedicated Celestial Martial Art to be taught to spacers and Naval Phalanxes. Improves the quality of your naval Phalanxes and large Vessels may have a second line of defenders in the form of crew who know some Void Faring Hero style. AP needed: 2. DC: 50. Success Needed 9. Reward: Unlock Void Dancing Style. 2 AP + Dojo
DC: 50 (40) > 11, 83, Dojo

Under Little Beam's tutelage the style takes shape, granted a needed boon to those fighting in shipboard conditions.

Reward: 6/9 Progress


Pterok
-[X] Astrological Question "What days favor the creation of guardian divinities?": Free AP
Done

-[X] Astrological Question "Which individuals are sufficiently favored by Mercury to seek to walk Wyld paths?": 1 AP
Done,

-[X] Astrological Question "When shall the Sword cross before the Captain next?": 1 AP
Done, no help though.

-[X] Vision Quest "What is the galactic event the Eldar would invite us to?": 2 AP

It takes 3 years and a couple of vision questors who go mad or fail to return but eventually critical information is gathered.

TLDR: The Gothic War aka the 12th Black Crusade and their Operation: Grand Theft Talisman of Vaul.

You learn that some time near the start of [Turn 48] a predominately Empire of Mankind controlled space sector, Gothic Sector, will be attacked by a traitor of said empire known as Abaddon the Despoiler. Gothic Sectors greatest claim to fame is massive xeno fortress repurposed to their needs. The humans call these Blackstone Fortresses but the Eldar call them Talismans of Vaul and the Eldar have some familiarity with these fortresses as they were built to fight an ancient war that the Eldar participated in. Abaddon has somehow acquired an ability to control or influence the Talisman Citadels (instead of squatting in the inert stations with their own weapons like the Imperial humans) and plans on a crusade to capture them.

The Eldar plan to allow the Despoiler to capture these stations as they lack the resources to truly prevent it, but plan on attack one that in an un-interrupted timeline he would successfully acquire and taking it from him before he "gets away" They only feel they have a chance at this due to the Out of Context trump card the supplies and weapons you have provided give them. Which is why they both want more and direct aide if at all possible. Without such aide they may use ships to help the humans in fleet battles but not accomplish more than that.

According to the current designs of fate Abaddon will recover at least 1 and possibly three Blackstone fortress and cause the ones he does not acquire (even if still wholly in imperial or Eldar control) to self destruct. Eldar think they have a method to avert this self-destruct if they can claim and hold the control station while the Despoiler is too busy, and of course hold it against his attempts to reclaim it. They will only target the ones he steals first as otherwise they would have to claim control of a station with tens of thousands of human soldiers on board.

When in possession of Talismans an ancient weapon can be used in a manner similiar to a Thousand Forged Dragon to detonate manses, although when more than one is possessed they can work together to detonate a star. We MAY be able to stabilize a star using astromantic engineering but will have very little time to work with so we would have to build the tools in advance.

If we are reluctant to provide aide the Eldar plan on tempting us with the lives of humans, apparently a world which cannot feed itself will be blockaded during the conflict and 90 billion humans will starve to death without interference. The Eldar have no plans or interest in this as it very secondary or even Tertiary to the war with the Despoiler but they think they can offer saving these 90 billion lives as a means of tempting our aide.

Critical Bonus: A Wondrous Globe of Precious Stability installed near the center of a Blackstone Fortress will prevent it from falling to the Self Destruct signal from Abaddon. You have learned enough about Abaddon the Despoiler and Lord Admiral Ravensburg to target them with Astrology.

-[X] Supremacy of Elemental Advantage [Factory-Cathedral] 1 AP
94

-[X] Supremacy of Elemental Advantage [Gateport] 1 AP
46

-[X] Supremacy of Elemental Advantage [Open Plantation] 1 AP
75

-[X] Way Travel: It shouldn't be impossible to travel to these massively distant stars, the idea that most quickly comes to mind is to travel to the Wyld and use a modified vision quest to reach the other star in Narrative time instead of using large amounts of actual time. Set up a project to work on the details of the technique, including entry, guidance, and of course protection while in the Wyld.
--[X] AP needed 2. DC: 25. Success Needed 1/7. Reward: Figure out Way Travel (Warp Travel) with Ferryman aide. 6 AP
DC: 25 > 100, 41, 24+5, 73, 05+5, 84

A massive dedication of resources allows the project to reach completion, including the building of a prototype demonstrating our ability to use Way Travel. There was just enough resources left to convert the prototype into a basic Way-Capable transport. It can in theory move 10 Legions and three stockpiles for each, but they would not be able to conduct combat landings, something would have to clear the way first.

Way Travel we learn has a series of ranges with increasing difficulty and time committed to travel them. Short in system hops are rarely worth the additional risk of way travel to save time but due dramatically shorten the time required, allowing an in system hope at one hour intervals of "Pure Chaos" but with only Middlemarches level risk. The short jump allows travel to nearby stars and has a range of about 4 lightyears. According to the Ferryman, many races of aliens in the galaxy are unable to properly observe the Wyld and use something called calculated jumps. These jumps are always limited to this short 4 LY range making long range travel atrocious. This range is short enough for minimal risk and allows travel around a sub-sector so is also called Sub-sector range. While its hard to understand how any would risk traveling without actually being able to have a Questor's vision drag the ship along, it does inspire some of our people to conceive a new artifact which could be installed on ships to improve their ability to travel without a guide, called a Void Abacus. Such a thing would need to be created in a factory Cathedral in a manor similar to that of Wondrous Globes of Precious Stability.

The next range band, medium, is also called the intra-sector range. 20 lightyears of range allows travel between sub-sectors so a sector itself can be explored over the course of a few jumps. The difficulty for completing a jump on this level in one interval is about double that of sub-sector jumps. So usually manageable but not always. Navigators like the Ferrymen or our own genetic project should be able to handle such jumps as easily as we can handle sub-sector jumps without them, and the Void Abacus if built could make such calculated jumps possible.

The next Range band, Long, or Inter-sector range. 100 Light years at a jump. This travel is tricky enough there is only about a 50% chance the average Pterok guide can make it in one interval. Which is still less danger than drying 5 intra-sector jumps to clear the same distance... usually. Traveling so far in a single jump would be insane without a guide though, even a void Abacus couldn't manage it.

The next range band, Very long, or multi-sector range. 500 lightyear jumps allow skipping over whole sectors as you travel. There are a lot of stars you miss by traveling so far in one jump, but sometimes there is just some place you have to go. There is only about a 25% percent chance of a standard Pterok guide making a Very Long jump in one interval. Which may still be better than trying so many shorter jumps, but if you need to travel this far it may be worth finding yourself a better than average guide for the journey.

The last range band worth mentioning is extreme or intra-segmentum range. 2500 Lightyears can be passed in a single jump. But the crew may spend many intervals in the wyld unless they have a far more skilled than normal guide. Any jump further than this is effectively impossible for standard pilots and perilous even for elites, elders, or Navigators if we get any.

There are several degrees of wyld flux that correspond to what we consider bordermarches, one month base time, which is very hard to travel through by Vessel most of the time, and regions in which only bordermarches are available tend to be avoided as dead zones in the wyld by aliens. Dragon King ships can move through such zones, usually, and the risk while doing so is minimal. Its just slow. Most of the Wyld is either Middle or Deep marches and travel paths usually aim to stick to Middle marches for safety and avoid the deep marches. Although the ferrymen warn that some races either do not care about the danger or have ways to avoid it and can use the Deep Marches to move more quickly. Storms can arrive and make a previously safe region deep or worse and cut off access for most races. Middle marches use one week as a base and the dangers of travel here are manageable but not ignorable. Deep marches use one day as a base and dangers are perilous enough that Dragon King ships not equipped with WGoPS should avoid doing so. Some Warp storms can kick things all the way up to what Dragon Kings regard as Pure Chaos which has a base time of one hour. Even a WGoPS cannot allow fully safe travel through such an area and the ferrymen posits any ship which lacked incredible favor and patronage would be lost in such a zone.

Reward: Way Travel unlocked, Can design and build vessels with Way Travel Chancels. Gain one FTL transport. Unlock Void Abacus project.

-[X] 2nd Manta Class Skiff: Builds one true void capable sky ship. 20 meters wide and 30 meters long the vehicles are tiny by the standards of the Ork Spess Construct but by the standards of skyships, well it finally starts looking like a ship in the sky. Manta's require at least a pilot and co-pilot able to wield essence and three other crew (which could be clockwork servitor class servants or mortal assistants) besides, all inside a cramped forward bridge. The rest is a massive cargo hold able to hold 125 armored troops are equivalent cargo. The ship is tough enough to practically ignore weapons meant for infantry and vehicles but pretty much any hit from something mean to damage a space vessel will cripple or kill it, nor does it mount weapons able to do more than act as basic point defense and landing zone clearing. However it both allows much larger parts to be ferried back and forth to orbit and the deployment of effectively a large mobile forward base to aid exploration or construction in system. AP Needed 2. DC 20. AP needed 6. Reward: Second Manta skyship able to assist in orbital deployments and act as an intrasystem transport and the elemental cores needed to make it work, lowering DC 10 when assigned. Flawless Workshop success may apply but this project may NOT be supported by a Flawless Workshop dice. Atelier Manse may supply half the successes if assigned (ie one turns worth).
--[X] 2 Mantas for 11 successes: 2 AP + Atelier Manse + Flawless Workshop
DC: 20 > 46, 54, Flawless, Atelier

The skydocks churn into action as the industries of Tokat pour materials, wondrous and base to teams of laborers churning out two skyships in tandem.

Reward: +2 Manta Aerial Skiffs

-[X] Logistics Stockpile: Torpedoes, fuel, food, spare parts galore. Vehicles like Warstriders and Void Vessels consumes mountains of minor parts and gizmos and for them to be utilized to their utmost they need to be supplied with the appropriate logistical support. Astrological readings and genius level bureaucratic oversite ensures that what is needed is always what is available as long as the effort is put in to create the items in the first place. AP Needed 1 or Atelier. DC 20. AP needed: 6/10 or Atelier. Reward: Gain +10 Logistics stockpiles, consumed by your heaviest most intense creations when being fully utilized. Certain technologies, missions or operational environments increase the logistics burden on such vehicles. As a special effect Atelier manses can be assigned to produce Logistics stockpiles without any other dice being assigned and can complete the project in one turn even though normally they would fall short because the project is so within their optimal functioning. Resupplying Torpedoes is an example of consuming a logistic stockpile, which will save AP if your defenses have to use them. Thaumaturgy
Auto

a little closer.

Reward: 9/10 Progress.

Raptok
-[X] Golden Throne Aide: During our last expedition into the Golden Throne of Lanka we discovered a large subset of the trillion plus population were ready to adapt to their new situation, being guided by Sin-Eater bees and the Sheut in ways that both fulfill their beliefs and make them more useful as a source of Karma in the Tree of worlds. AP Needed 2. DC 35. AP needed 0/9. Reward: Double production of Karmic Honey and Celestial Mead, starts better relations with the Golden Throne. 1 AP + Slicktongues + Ghostwalkers
DC: 35 > 91, 98, 77

A major expedition was launched with the aide of Sheut. Over the course of years, hundreds of groups of humans ghosts, each representing a million plus humans in the region were met with and negotiated with. Attempting to work out a compromise that allows them to follow the faith in their hearts while still facilitating the processing of souls to make Karmic Honey and Celestial Mead more abundant.

Reward: 4/9 Progress

-[X] Magical Population Growth: Now that we have established the mundane factors that can address the likely hood of hatched eggs we can start working on magical solutions. Geomancy, Thaumatuergic rituals, alchemical baths, artifacts and possible other things need tested in conjunction with each other and mundane factors to figure out improved growth rates. However magical solutions are more expensive so expect implementation to demand upkeep. AP Needed 3. DC. 40. Success Needed 24. Reward: Stage 2 of how to grow more population. Requires at least six turns so even if successes achieved will not complete until six turns after project started. 3 AP + Crystalweavers
DC: 40 > 47, 20+5, 75, 01 reroll 24

We never thought it would be easy but the challenge involved in further improvements to our reproduction is turning out to be incredible. Worse, We have discovered that the presence of Crystalweavers deep in their arts (ie when they are useful for research) inhibits the fertility of nearby eggs. Luckily this was discovered by a medicae trained nursery agent soon into the project. But we sadly will have to do without them from now on.

Reward: 2/24 Progress, crystalweavers cannot help with this project again.

-[X] Navigator: If we are to commit to travel about the galaxy we need guides and none are eager to cleave to the aide of Raksha Ferrymen, no matter how advantageous such speedy travel may be. Instead of binding ourselves to monsters or consigning ourselves to forever limp ineffectually about the galaxy we could re-engineer ourselves to handle the role. A series of perception enhancing mutations centered around a Lidless Demon Eye, which glows with eerie soul life from within and cannot born to be concealed is laid upon a Dragon King. If we can manage the alterations without physical or spiritual collapse the Navigator gains the power to see the unseen and immaterial. They can observe the nature of the Wyld with far greater facility and guide us with a firmer hand then our own fumbling vision questors or crude calculations. Beware the newly forged Navigators must start from scratch building up the institutional knowledge of how to train themselves to chart courses through the Ways. AP Needed: 3. DC: 40. Success Needed: 24. Reward: May grant Navigator mutation. 3 AP + Bone-Breakers
DC: 40 (30) > 68, 61, 30+5, 97

Knowledge of the Way Travel process has allowed great strides to be made, especially the involvement of Bonebreakers who are working on a set of Artifact implants to enhance the nature of Navigators ability totally separate from the useful mutations themselves.

They have designed an interface meant to allow the Navigator to lean on the Auto-labes and Perfected calculation arrays of a ship for help. For way travel this is of minimal aide but with the new Void Abacus such could provide an incredible improvement. A Navigator on a ship with a void abacus can double the length of jumps in addition to the other bonuses a Navigator has.

Reward: 5/24 Progress. Critical bonus. A ship with a navigator linked to a void abacus may travel as quickly and safely as a Navigator on a human ship able to see the light of the Astronomicon.

-[X] Design [2 Hangar Bays]: While many basic components are available for the asking some thing are trickier. Often this takes the form of properly installing an alien components mountings to get the most use out of it, if the component is THAT good, you have a reliable source so you have a lot, or you want to install them in non-autochthonian ships. Others can be used to create variants of existing components, such as a half hanger half barracks for launch small groups of elite fighters with minimal space used on a ship. Or a ship with two hangers that synchronize their effects to get more out of them than you would normally expect of two hangers. Generally speaking a half sized component is one third as effective. So modifications of components can occur when designing a full ship so this need not be invested in, on the other hand having the components pre-prepared means a good roll can go into making a ship cheaper or stronger rather than squeezing an extra feature aboard somehow. AP Needed: 1 AP. DC: varies but usually low. Success Needed. 3. Reward: Variant of Component or streamlined mounting of xeno component installation. 1 AP + Metalforger
DC: 15 > 45, 12+5

We have started the design process but lacked the resources to complete it within only a few years. Give us a bit more time and we will have a flexible Large Hanger Bay design.

Reward: 2/3 Progress

-[X] Factory Cathedral: Faith, magic, and technology come together in the factory-cathedral. Within its walls are produced glorious wonders. Such a splendiferous workshop enables mass construction of normal artifice and magitechnology but also unlocks the creation of true wonders. A Factory-Cathedral may act as an Atelier manse although that is usually an under use of its power. The ideal workshop that is a Factory-Cathedral can make Magitechnology and Artifice of any level, including legendary N/A assembled from multiple high level individual components.

Everyone who enters the facility must undergo purification rituals, lest unclean Essence contaminate delicate machinery. Sacrifice of great value must be used to kindle a Primordial Furnace inside a factory-cathedral and every year lesser ingredients must be fed into the Furnace to keep it burning. In addition, over the course of the year various components being replaced consumes 10 talents of Jade in incredibly delicate parts, a frozen lightning bolt (tricky but doable with some lightning and air elementals), and the blood of a potent diety (or daemon). Luckily there are plenty of crafting gods perfectly jazzed to enable production in such a facility for only minor prayers and services. All told this means each Factory cathedral must receive at least one die in upkeep every turn, even if not being used.

The first Factory-Cathedral built will convert Flawless Workshop bonus into an ideal Workshop bonus. This will change many prices as mass production gets easier and act as one of the most critical bottlenecks for production of the greater wonders of Legendary Artifice. Additional Factory-cathedrals CAN be used as an Atelier Manse is used, requiring an additional AP dice to provide the needed raw materials, but also enables similar projects for mass production of magical weapons and tools. This includes providing additional auto-successes that may be applied to appropriate projects.

Each factory-cathedral consumes a Basic Manse and its hearthstone AND a high quality Exotic Component, each will consume one Generic AP per turn even if not used as needed maintenance must be performed, fixing a "shut-down" Factory-cathedral is a project roughly the scale of building an Atelier Manse but also needs a new Exotic Stockpile to re-start the Primordial Furnace. AP needed: 3. DC: 45. Success Needed: 6. Reward: Gain a Factory-Cathedral. First one built converts Flawless Workshop Success to Ideal Workshop. 4 AP + Exotic Component
DC: 45 > 36+5, 08+5, 32+5, 29+5, Elemental

The foundational work by elementals goes as smoothly as any could hope and the basic manse is cracked open and ready for the Factory Cathedral to be installed. Sadly the intricate nature of both the individual tools and the complicated way they must be installed together meets issue after issue. Sadly the elementals cannot help with the rest, its just too complicated.

Reward: 2/6 Progress. Elementals cannot contribute any more to this project.

-[X] Gateport: Build large and geomantically powered facilities around the Gate of Auspicious passage to assist in moving cargo and passengers between worlds. One on both sides is needed or the amount of AP that can pass through the gate is limited. AP needed 2. DC: 15. Success Needed 9. Reward: Gateport built around Tokat's Gate of Auspicous passage. 3 AP (This project is far far too small to benefit from Treel)
DC: 15 > 69, 18, 60, Elemental

Tokati may have had their gate built first but the team left on Tokat are left somewhat shamed when the Ophelian Gateport announces completion very close to the Tokati sides halfway point. Still we manage to get some stuff operational, at least when it lean on the Ophelian gates side for the details.

Reward: 5/9 Progress. You can move 2 AP across the world gap OR 20 Million colonists.

-[X] Open Plantation: We have needs for more plantations then we have space and ecological support for. Harness five wood and Earth manses and channel their geomancy to make a new region incredibly rich for Plantation Production. Removes five basic manses and Hearthstones. AP Needed 1. DC: 15. Success Needed 5. Reward: Increase a planet's Plantation limit by one, reduces basic manses by five. 1 AP
DC: 15 > 81, Elemental

The project goes smashingly, we just lack the resources to complete it timely.

Reward: 3/5 Progress

-[X] Razor-Beaks: not!Quetzalcoatlus are normally ridden by Pteroks the way humans rode horses. We can equip trained Razor-Beaks with leaf armor and self re-loading fuel bolt launchers that the riders can control. The beasts can fly faster and further than Pteroks alone can, if not by a massive amount and the anti-vehicle weapons allow them to be dangerous when opposing any aircraft. In situations where there is no enemy air support they can carry large fire bombs and garda eggs or other alchemical grenades (fungicides maybe?) to drop on foes. AP needed 2. DC: 25. Success Needed 6/53. Reward: Each of 40 legions gains a group of 25 Razorbeaks as organic support. 1 AP + Stables
DC: 25 > 27 + Stables

A few specimens are weeded out as the extensive training, conditioning, and augmentation process starts up.

Reward: 12/53 Progress.
 
Can attempt to reverse engineer Teleportation Technology.
That is huge; we have monstrous singal combatants and infiltrators. It would be even better if our knowledge leads to us being able to defend against teleportation attacks.
TLDR: The Gothic War aka the 12th Black Crusade and their Operation: Grand Theft Talisman of Vaul.
Those things are awesome. Stealing another one for ourselves sounds like too tall an order for 4 turns of development. What kind of help do the Eldar need with this project?
Reward: Way Travel unlocked, Can design and build vessels with Way Travel Chancels. Gain one FTL transport. Unlock Void Abacus project.
Now that we have two FTL ships, we can recklessly risk the other on adventure! Could we, once we have a shipyard, update our Orkish prize of war into something that doesn't make our Raptok and Pterok wince whenever they consider how it functions?
The Void Abacus would make an excellent trade good with other groups we encounter.
They have designed an interface meant to allow the Navigator to lean on the Auto-labes and Perfected calculation arrays of a ship for help. For way travel this is of minimal aide but with the new Void Abacus such could provide an incredible improvement. A Navigator on a ship with a void abacus can double the length of jumps in addition to the other bonuses a Navigator has.
That's a huge boon. See, the death aspected paths don't lead only to ruin, they just tempt it.
-Beryl's private workshop contained her notes on attempting to find a Giant space station left behind by an ancient race that is probably not going to reclaim it (whether they are died off or just too far away or something is left vague, she is just sure they won't show up if she based herself there). She intended on looking for it nearby but never got the chance with how aggressive Agate and Onyx were. Her notes on finding the station and bypassing the expected security measures for that race's outposts are yours.
What ever happened with this? Can we go search for it now that we have cracked Way travel?
 
Okay we need to go hard in getting every thing we need for this coming war done. So to that end we seriously need AP so for the next 3-4 turns we max out our ship expeditions to Jach'Uchil (Now six), maybe even use an Astrological Question to make it more likely for Jach'Uchil expeditions to provide AP (I'm not even concerned with getting many more exotics just AP). We must get WGoPS, shipyards, Navigators, everything we need to swiftly field a fleet with associated forces, and we need to get invited to the party as well. This is an extremely rare (and valuable) chance to screw over the Ruinous Powers and change the course of events. This is now paramount in my opinion.
 
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Huh, the Eldar already have the Dragon Kings and their inclination to protect pegged already.

Admittedly anything that screws over Chaos is worthwhile anyways from a meta sense, plus it wouldn't feel great leaving a world to starve.
 
What kind of help do the Eldar need with this project?

Out of Context problems to throw in Abaddon's face. Otherwise anti-chaos stuff.

Holy Weaponry would work wonders if you were willing to mass produce your low-essence prayer pieces for eldar to give them all a Holy edge.

Obviously they don't know what to ask for because what they want most is stuff even they don't know about yet because if they don't know it exists, neither will Chaos.

Could we, once we have a shipyard, update our Orkish prize of war into something that doesn't make our Raptok and Pterok wince whenever they consider how it functions?

And actually be cheaper than a new build? Not really. You could do a design to maximize utilizing Ork hulls to minimize cost and effectively have a cheaper than normal ship with a special item cost (ork hull/derelict). This would have to be an Autochthonian design I think.

What ever happened with this? Can we go search for it now that we have cracked Way travel?

Its in the list of your limited assets on the front page. Rough Idea where giant station is or something like that is listed.

Rough Idea means you cannot just go straight there but either have to try to scry for it or explore for it to get the true location.

What does it mean Golden throne souls able to follow their faith with our help? is which Way dragons able to empower them?

You are not empowering them except possibly as a bribe. You are trying to get them to incorporate Sin-eater bees and Sheut into their Golden Throne religion to improve the flow of Karma through the Lanka World tree.

If you are familiar with the anime Angel Beats, its like every time someone fulfills their Motivation and moves on, a drop of magical honey drips into a vat somewhere in existence.

You want to encourage ghosts to develop and pursue motivations as it makes more magical honey.

So to that end we seriously need AP so for the next 3-4 turns we max out our ship expeditions to Jach'Uchil (Now six)

War starts at start of turn 48 but Eldar do not start participating until mid turn 49... cause Eldar.

Huh, the Eldar already have the Dragon Kings and their inclination to protect pegged already.

You may very well be cheesed when you realize where Ophelis is.
 
Is there a reason why they can not perceive astromincron while they researched extensively about Warp travel and Navigators?
Thought I had included this. I have already basically said you are on the outskirts of the Galaxy. So

A) You are either outside its light or too far away to notice it as distinct when you don't know what to look for.

B) Do not yet have Navigators which are the intended targets for it.

C) Are not Humans who are the intended targets for it.

D) If you did notice the signal are not likely to rely on it without knowing anything about it.
 
Out of Context problems to throw in Abaddon's face. Otherwise anti-chaos stuff.

Holy Weaponry would work wonders if you were willing to mass produce your low-essence prayer pieces for eldar to give them all a Holy edge.

Obviously they don't know what to ask for because what they want most is stuff even they don't know about yet because if they don't know it exists, neither will Chaos.



And actually be cheaper than a new build? Not really. You could do a design to maximize utilizing Ork hulls to minimize cost and effectively have a cheaper than normal ship with a special item cost (ork hull/derelict). This would have to be an Autochthonian design I think.



Its in the list of your limited assets on the front page. Rough Idea where giant station is or something like that is listed.

Rough Idea means you cannot just go straight there but either have to try to scry for it or explore for it to get the true location.



You are not empowering them except possibly as a bribe. You are trying to get them to incorporate Sin-eater bees and Sheut into their Golden Throne religion to improve the flow of Karma through the Lanka World tree.

If you are familiar with the anime Angel Beats, its like every time someone fulfills their Motivation and moves on, a drop of magical honey drips into a vat somewhere in existence.

You want to encourage ghosts to develop and pursue motivations as it makes more magical honey.



War starts at start of turn 48 but Eldar do not start participating until mid turn 49... cause Eldar.



You may very well be cheesed when you realize where Ophelis is.
Why they are willing to incorporate bees? What kind of advantages they can get by agreeing to the suggestion of dragon kings? Will they just accept it just because they were requested to do so? Those souls mostly xenophobic humans why will they agree to request of xenos without any benefit to them?
 
Why they are willing to incorporate bees? What kind of advantages they can get by agreeing to the suggestion of dragon kings? Will they just accept it just because they were requested to do so? Those souls mostly xenophobic humans why will they agree to request of xenos without any benefit to them?
Working out those details is the point of the project.

And considering Sheut are human ghosts and Dragon Kings have disguise powers, they need not know you are xenos.

Mostly this is all on the down low. Followers of the golden throne are not going to see the bees or sheut. They are making slight modifications to how their faith is conducted to make it easier for the afterlife to do its thing.

You are not pushing them outside the range band of what the eclessiarchy would accept, you are simply encouraging them to optimize for a point inside that range which happens to be most useful to you.

You can offer the leaders and priests artifacts, training in Arcanoi (ghost powers), and occasional behind the scenes arranged "miracles" and such to convince them to do so and give them the strength to push "their vision" to their followers.
 
Will this have tangible effect on human afterlife? I mean their main wish is to help Emperor, and Throne remain without his representative. Will they try to create one or something else?

Will there be any overt changes occur in warp due to refining of human afterlife? Is Emperor even aware of them?

If dragon kings can change shape can they not create a fake Emperor to regulate human souls?
 
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Will this have tangible effect on human afterlife?

The whole point is little to no change, with any change that does happen intended to be an improvement.

Will they try to create one or something else?

That seems too blasphemous for anyone who ended up here.

Will there be any overt changes occur in warp due to refining of human afterlife?

No, its not the Human afterlife, its A human afterlife that was so close in form to what roughly a Quadrillion humans are expecting that they went there instead of whatever might be considered the official human afterlife.... whatever that is.

Its isolated enough that changes to it will not effect the Sea of Souls or the Psychosphere unless you expand it enough to allow ALL humans to go there in which case it might do something.

Is Emperor even aware of them?

You definitely do not know.

If dragon kings can change shape can they not create a fake Emperor to regulate human souls?

That seems both out of character and something that would take a lot of prep work before attempting even if you wanted to. You know, creating prophecies and arranging for portentous events and all that takes time. Plus you are only just now interacting with them and trying to learn about them even slightly, you do not know enough about them to pull this off yet.
 
You definitely do not know.



That seems both out of character and something that would take a lot of prep work before attempting even if you wanted to. You know, creating prophecies and arranging for portentous events and all that takes time. Plus you are only just now interacting with them and trying to learn about them even slightly, you do not know enough about them to pull this off yet.

Emps power comes from 2 things

1) being the top perpetual among perpetuals

2) the power boost at molech gates

We wpuld need to replicate both actions to give birth to a being like him and gods know how much time it would take to train him at "hold the chaos gods" level
 
Emps power comes from 2 things

1) being the top perpetual among perpetuals

2) the power boost at molech gates

We wpuld need to replicate both actions to give birth to a being like him and gods know how much time it would take to train him at "hold the chaos gods" level

I thought I was discussing faking it with a stand in Dragon King, not producing an effective replacement via god-forging.

God Forging a god to take the Golden Throne might be too effective. Anything that would fit though would not be subject to any level of Dragon King control or influence, because none of its followers would believe it could be influenced by xenos.

But plugging an exalted style god into a Worshipped by a Quadrillion people level cult. Non-zero chance of Kukla style explosion is what I am saying. Not that you know about Kukla, you didn't take that option in the Lessons.
 
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