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

That's a really good point. If the Orks do attack they would likely suffer huge casualties. Personally really not getting why people can't see that it would probably be a lot better to get more actions since we would actually be able to do more which is why I went with Veekie's plan.

That said for the love of god get the freaking dojos already. It looks like we may run into the Orks and even if we can hold them off we have a very dangerously low number of martial artists that people refuse to vote to raise for some reasons despite how dangerously low number we have.

Seriously, why the hell haven't we gotten freaking dojos already? If we had gotten them at the start this wouldn't be a problem.
The Mosok city should lower the DC as it'd have supporting infrastructure. After the racial cities deploy should be crash building all the city facilities.
 
What DC reductions? Why not just get the freaking dojos already? The actions you are putting into training martial artists can just go into dojos that would let us raise a lot more martial artists instead of training them now. Which is inefficient as hell with the low numbers we can train.
Because when they died the first time the DC for dojo's was raised, so I'm hoping that the DC will decrease when we retrain new martial artists.
 
Turn 10 Results
Turn 10 results

The end of our second year on Tokat. We have learned about the ORK, we have contacted, however briefly the Unconquered Sun and we have built up quite a bit of industry and infrastructure on Tokat.

With the troublesome gods identified, we can give preferential treatment to others. Although abandoning those troublesome gods may make them enemies. Some at least may side with Orks if it came to it.

[X] Plan We Can Do This Now!
-[X][Anklok] Draconic Legions
-[X][Legion] Draconic Legions
-[X][Legion] Draconic Legions
DC: 40 > 91 + 2 Auto

Continuing work on training and equipping our new Legions is about half done at this point.

Reward: 9/18

-[X][Mosok] Spirits are always with you!!
DC: 40 > 58

After a survey we have found that most of the gods we expected to come through in fact did. These are gods of purview wholly tied to Dragon Kings, like Leeayta, God of Dragon King Warfare and Territorial Conquest. Relza, Shogun of Dragon King based Artificial flight, or Shining Flower, Goddess of Sacrificial Offerings to the Unconquered Sun (and Mistress of Knives and Assassins to boot). Or were exceedingly common allies who chose Dragon King heroes regularly, like Ta'il-nok, God of Fools who hunt Pestletails, and Gorignak, God of challenging giant stone monsters to a fight.

These make up roughly half the gods that came through. Another good portion is the gods of crafts and specific potent weapons that were created for the war, like the God of the Mark IV Heavy Sonic Cannon. They were banished due to affiliation with Autochtonia and the People of Adamant and will be invaluable to our crafters. A handle of similar Gaia associated gods also came through but most either already had ties to us or were needed to maintain something back in Creation.

Another good portion is the Lumina, with the Goddess Nysela. Formerly Charioteer of the Daystar the Sun hastily dubbed her Purview Righteous Ideals for she and the Lumina were stripped from the Unconquered Sun as part of his punishments. This is a potent army of holy warriors, the least of which, Jina, is usually a match or more for a Dragon King and a few Arhats of which can come to grips with exalted and third circle Primordial Deva. However, they are so monofocused on serving the sun that they are driven to despondency without him. Your ritual provides a glimmer of hope. But not enough to muster any by Nysela and the more independent Glamifores. We have learned that some gods like the Golden Lord of Sun's Judgement were specifically retained as warden's for the solar exaltations although his panapoly and a small yasal shrine containing his stripped powers was tossed through. Tethys of the Untrammeled Path, Goddess of Exiles (and their triumphant return after having grown stronger) was specifically slain to prevent her aiding the Dragon Kings. Aurichim, Argentim, and Truculee, Sin-eater bees, and Sheut are also present in hundreds although so bereft of their former purpose as to be useless.

[For those not deep in Exalted lore, Aurichim, Argentim and Truculee are basically the Immune system for Creation against incursions from the Wyld(Warp). Aurichim watch the skies during the day, Argentim at night, and Truculee watch for incursion through dreams. Sin-eater bees and Sheut are basically Exalteds version of Hell-Butterflies and Shinigami. Although not their normal function they have worked to insure that all the Dragon King Souls fallen since entry have made their way to fresh eggs.]

The final noteworthy portion are gods that were merely enemies of Primordials. Or mistakes they wished to be rid of. Investigation has shows that these are the gods that immediately come forward when aid is asked but tend to demand exploitative offerings for any degree of aid. Partly since their purposes are usually so counter to Dragon Kings that without such they would be doomed to fade. Gods of Fungal growths seem like they would only aid our enemies, the orks. The God of reading peoples minds by shoving tendrils up their nose isn't very going to find many worshippers here. Such forbidden and lost gods are trying to find a place for themselves and survive however they can, but lacking valid purviews and with no access to the generic Quintessence of Yu-shan they are doomed to fall or become our enemies without special efforts.

Reward: Knowledge of basic spirit breakdown. About half what you were expecting, 1/6 spirits stolen to punish Incarnae, about a sixth stolen to punish Gaia and Autochton which is mostly the later in the form of Crafting gods, and about a sixth of gods with purviews that are useless or harmful in your current situation. You can now isolate these gods and start praying for aid again. You can gain more options for specific actions, like Turning Basic Manses into Temple Monasteries to certain gods to get more aid. This would basically be for training monks in a matter similar to Eldar Aspect warriors, or getting certain powerful prayers to be unleashed, although none will be as potent or all-encompassing in scope as securing a blessing from the Unconquered Sun. Gaining an army of Lumina will take more work in contacting the Sun.

-[X][Generic1] Train martial artists
-[X][Generic2] Train martial artists
DC: 35 > 64, 42

Losses are recovered as new Martial Artists complete their training.

Reward: Back up to 100 Martial Artists, dojo DC reduced by 5

-[X][Pterok] Did the sky fall?
DC: 35 > 02 rerolled 55

The first attempt to fly up until they meet the empyreal vault almost ends in disaster when the air grows so thin that the Pterok cannot breath and they fall. Luckily one of the newly contacted Aurichim swept in and caught the falling explorer before it was too late. After that Pteroks were given breather vines which allowed them to ascend higher. Eventually the air grew so thing that it took exhausting amounts of work to stay aloft and they could ascend no higher. Our solution was to summon air elementals to aid the Pterok. These elementals were able to surround the Pterok with air allowing them to continue gaining altitude. At some point the elemental reported that there was effectively no air outside himself. When experiments were conducted with exposure the complete void was able to damage us over time, even if the Breather vines meant we were not suffocating. Further work was done sending up those equipped with Crystal Belts of Adaptation. These were able to completely protect Dragon Kings from the perils of the void. Pterok noticed that once on the void their was no true hinderance to continuing acceleration although they would have to turn and decelerate to reduce speed rather than simply coasting. Although simple coasting does subject one to gravity and re-entering Tokat's atmosphere. In one case the explorer got fast enough and then re-entered the atmosphere producing enough windflow from sheer speed and friction to harm the elemental. Luckily, Fallen Shepherd had a Crystal belt on and was able to endure until speed was manageable.

Geomancers, Astrologers and Mathematicians are of course still confused by the nature of this spherical world but they speculate that other essence driven craft with speed limits in air might be able to go faster in this void as well. Others suggest that going fast enough may reach a speed at which re-entering the atmosphere is not inevitable. Meaning it may be possible to establish labs, observatories and infrastructure up in this void.

Thus we hope for access to magitech workshops and at least 5 hearthstones to test some of our hypothesis.

Reward: Initial explorations complete, reduce diff on What is That, unlock further space explorations.

-[X][Golem Success] Research Assistants
Auto-success

Reward: 1/3 progress

-[X][Raptok] Staran Plantation
-[X][Generic3] Staran Plantation
-[X][Generic4] Staran Plantation
DC: 35 > 77, 92, 61

Vast fields are planted outside the city, although quite a bit of production of their weapons and some training take place in the city. Enough inner fields remain to aid some level of production even if the out plantations fall. However in order to produce vast numbers, vast area is needed. An area bigger than even Merela laid out for mass growing of Staran Defenders.

Reward: Staran Plantation built, large scale production of Starans is possible. Can produce wooden warmachines like Great Cat-Trees. One free success for such progress is provided per turn.

-[X][Generic5] Jade Mine
DC: 35 > 99

The mine finished easily and above schedule. The mine is massive and deep providing far more White jade than expected as well as several small veins of other colors or resonant white jade that may be alchemically transmuted to other colors if needed.

Reward: Jade Mine Complete, many projects reduced in difficulty due to vast quantities of Jade available. Mine will last for thousands of years even at maximum production. Only reason to need more Jade is to build massive projects faster due to throughput issues.

-[X][Generic6] Stables
-[X][Generic7] Stables
-[X][Generic8] Stables
DC: 35 > 83, 61, 27

Dinosaur stables are under construction, we are mostly able to stable the animals that exist. However training grounds, breeding areas, workshops for Dinosaur barding, and additional stable areas for newly bred dinosaurs is still under construction.

Rewards: 2/3 Progress.
 
Pterok cannot breath and they fall.

This probably looks insane from the outside.

" Steward.... what are those tribal mon-kai doing?"
" It appears as if they were attempting to fly beyond atmo Farseer. Now, they're wrapping themselves in plants."
*snorts* " Just like mon-"
[Proceeds to Work]
" wha-"

At some point the elemental reported that there was effectively no air outside himself.
That must have been an awful conversation for the elemental. They have to ask their lizard buddy if they really want to be up here as it appears he/she/it/the elemental is the only source of precious breathable air.
 
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Because when they died the first time the DC for dojo's was raised, so I'm hoping that the DC will decrease when we retrain new martial artists.
-[X][Generic1] Train martial artists
-[X][Generic2] Train martial artists
DC: 35 > 64, 42

Losses are recovered as new Martial Artists complete their training.

Reward: Back up to 100 Martial Artists, dojo DC reduced by 5
...If the Dojo actions were taken in place of these we literally would have passed them this very turn and have been able to train far more martial artists at once in future turns. Instead all we got was a measly -5 to a DC that wouldn't have been necessary since both rolls were over 40. Meaning that that was just a colossal mistake that ended up being incredibly inefficient. For real I am absolutely sick of people continually putting off the dojos. It's just been a colossal waste considering that we could have picked sorcery or freaking titans.

Instead people have repeatedly been putting off training super elites. If we had just freaking done dojos we could have had way more super elite people by now since it's been outright mentioned we would be able to train way more martial artists.

Stop obsessing over DCs and AP people. This is an issue I see in quests a lot. At a point it just gets extremely crippling and boring when people do nothing but obsess over getting as much AP and lowering DCs all the time.
 
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That must have been an awful conversation for the elemental. They have to ask their lizard buddy if they really want to be up here as it appears he/she/it/the elemental is the only source of precious breathable air.
I mean air wasn't the issue so much as the vacuum pressure. The elementals went up to give the pterok's wings something to lift against. If you were using essence thrusters they might not have noticed until the vacuum was hurting the Draconaut

" Steward.... what are those tribal mon-kai doing?"
" It appears as if they were attempting to fly beyond atmo Farseer. Now, they're wrapping themselves in plants."
*snorts* " Just like mon-"
[Proceeds to Work]
" wha-"
Wait until they see the warbirds. Those have essence canopies, not solid ones so technically the pilot doesn't even need the crystal belt or breather vines. And their wings are essence thrusters which move to control thrust not for flapping and lift.

Dragon men with no apparent protection riding giant mechanical birds that breath energy beam attacks in space.
 
Wait until they see the warbirds. Those have essence canopies, not solid ones so technically the pilot doesn't even need the crystal belt or breather vines. And their wings are essence thrusters which move to control thrust not for flapping and lift.

Dragon men with no apparent protection riding giant mechanical birds that breath energy beam attacks in space.
Farseer adressing a gaggle of corsairs and harlequins : Okay, which of you chucklefucks decided to smuggle drukhari drugs to the exodites?
 
I don't know why but now the image of various Dragon Kings Breeds posing like JoJo bizarre adventure is stuck in my head.

This is the closest I could find to what's in my head.

 
Turn 11
Turn 11

It's the start of your third year on Tokat.

Ankloks: The Sun is with us, and an Army is almost ready!

Mosok are tempted to arrange accidents for the gods most likely to side with the orks, but delaying the Orks development is almost as important.

Pterok are becoming quite the Draconauts. If only they knew how to get to Spess though.

Raptok are drooling alot over all the Jade they are finding. Looks like things are stabilizing at 1000 tons a Season and there are enough reserves to handle that rate for thousands of years. Good times are coming.

Ork Progress roll: 08 Orks suffer another disaster, as they fall into fighting amongst themselves and doubting Scalpcleava's leadership. (turn 14).

You have 8 generic AP

2x Free Successes applied to Draconic Legions.
1x Free Success applied to any one Golem Project. (Golem Researcher, Crystalline Golems, Staran Knights)

1x Free Success applied to Staran Project. (Staran Forces or Wood Striders)
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. Basically Griffindors.

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

[ ] 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: 25. Success Needed 4. 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 30. AP needed 2. 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 30. AP needed 2. 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: 35. Success needed: 10. Reward: You gain enough chosen to gain a generic AP. [You may repeat this project but the DC goes up each time though]

[ ] Bribing spirits to do their job. Spirit can exert blessings beyond the simple abilities of Dragon Kings. However they don't work free and need festivals and rites performed in their honor to cooperate. It grates on you to have to resort to things kind of thing though. AP Needed: 1. DC: 25. Success Needed: 1. Reward: You gain +5 to all other rolls which can prevent a botch or cause a critical success.

[ ] Draconic Legions: A large mustering to bring our forces up 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 9/14. 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. Basically Slytherin.

[ ] 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: 25. Success Needed 4. 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 ???.

[ ] Until we kill them: Assassinate the most Ork-Friendly spirits. Like that fungus guy. Nobody like him. Non-zero chance it will upset other gods. Non-zero chance you fail to perma-death them, killing a god permanently is non-trivial. [Just to be clear this is one of those actions you might not necessarily want to take] AP Needed 4. DC: 40/??/?? Success Needed: 2.

[ ] Or catch an Ork Napping: They won't be here long, its probably not worth learning that much from them. Lets just take things that would potentially be useful. We won't be much more obvious than the infiltration mission but the stolen goods and eaten Greenskins will be more useful than information. This action is even more useful now that you know more about them. AP needed 1. DC: 25/35. Success Needed 1. Reward: Gain 3 extra generic AP next turn for basic success weakening Greenskins (delays current infrastructure improvement of Orks by one turn). Avoid notice with the greater success.

[ ] Humies?: Try to overhear or use spies to strike up conversations about humies to learn more about these creatures second hand through the orks. AP Needed 1. DC: 30/40. Success Needed 1. Reward: Knowledge of Humies.

[ ] Spess Travel: Figure out how to get to Spess, which is currently assumed to be another realm adjacent to this one separated by a spiritual barrier which should have weak points we can push doors through. AP Needed 1. DC: 35/50. Success Needed 1. Reward: Travel to Spess.

[ ] 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.

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

[ ] Logistic Fleet part 2: Ships far better suited for moving troops, workers, supplies and building materials are built in massive quantities, easing the process of construction or military action across the ocean. AP Needed 1. DC 35. AP needed 3. Reward: Logistic Fleet built, build another 40 vessels. Able to land 2 legions at a time and support 20.

[ ] Train martial artists: The mosok concentrate on teaching the arts to new pupils. AP needed 1. DC: 35. Success Needed 0/3. Reward: Train 100 more Martial Artists.

[ ] 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: 35. 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. Basically Ravenclaws.

[ ] 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: 25. Success Needed 4. 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 Priests: Proper study of sacred Geometries may let us improve the chance of creating a Creation synchronous ritual space. Needed 1. DC 30. AP needed 1. Reward: Apply a success to Ondar Shambal.

[ ] Dragons in Space!: (locked: requires Magitech workshop and access to five hearthstones (or alternative)) Build some Globe of Transports and go to space, making modifications if needed. Maybe set up a modified hemisphere of underwater respite? AP needed 1. DC: 35. Success Needed 2. Reward: Figure out this space travel thing.

[ ] What is that?: A giant ball of light in the sky, we have some concerns. AP needed 1. DC: 40. 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: 50. Success Needed 1. Reward: What are stars?

[ ] Shrines: Tens of thousands of gods and elementals were either banished alongside you for so thoroughly opposing the Primorials or chose to follow you due to favoring your race so highly. Now that the great temples to the Sun are complete you can build the minor shrines that act as Sanctums and places of power for these lesser gods. This makes it easier to take actions involving them such as asking for aid, matching gods to invoke chosen, or preparing Prayer Stockpiles. Difficulty on these actions reduces and projects involving larger scale efforts are easier to manage, however there are no free successes received. AP needed 1. DC: 35. Success Needed 3. Reward: Thousands of small shrines built to act as sanctums and contact points for various spirits.

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

[ ] 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.

[ ] Alms for Poor gods: Thousands of gods are basically useless. With purviews that either only applied in creation, or that are never apply or are harmful to you. Without active purviews these gods are weakening and getting desperate. This will involve our shamans basically throwing out free prayers for the useless gods. Its not a great solution but does delay the decision point and will grant time for other solutions. AP Needed 1. DC 10. AP needed 1. Reward: One turn in which the forbidden gods cause no trouble and delays the point of major trouble another turn.

[ ] Help wanted: Thousands of gods are basically useless. With purviews that either only applied in creation, or that are never apply or are harmful to you. Without active purviews these gods are weakening and getting desperate. Our shamans and other more stable gods work with these forbidden gods to change their purviews, like fungus guy can become the god of alchemical shrooms instead. Not every god will have these solutions but it will lessen the scope of the problem. AP Needed 3. DC 40. AP needed 6. Reward: Population of useless gods reduced as any that can be are redirected to new niches.

[ ] 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: 50. 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. Probably has magitech workshop as pre-requisite and needs hearthstones.

[ ] 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.

[ ] Prayer Piece: A weapon which is a shrine containing half a martial prayer to the sun. A golden bullet contains the other half and by passing through the weapon blesses itself, accelerating to massive speed and deadliness while a wisp of incense carries the complete prayer to heaven. AP Needed 1. DC 35. AP needed 3. Reward: Prayer pieces unlocked for Second rate gear, improving Draconic Legion ranged ability at that level.

[ ] Plasma Projector: Alchemical fueled fire weapons are potent but tend to be dangerous, use expensive fuels, and of course overheat. We wish to pursue research into improving these weapons. The first step is simply to place multiple fuel bolt launchers on a single mount and from their we can try to minimize the size and speed up reloading. AP Needed 1. DC 35. AP needed 3. Reward: Plasma Fire Projector (Medium and not easily movable artillery piece).

[ ] 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 1/3. 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 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: 25. Success Needed 4. 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: 25. Success Needed 2. Reward: Gain 20 hearthstones to power magitech gear.

[ ] New Hearths: Much of our most powerful equipment needs continual power transmitted from Geomantic power-wells like Dragon Nests and Manses via hearthstones. It seems we would be too lucky to have this new world be as rich in Dragon Nests as Creation was and even if it is we will need to build those Manses to channel the geomantic power. So we may want to consider developing alternatives. AP Needed 1. DC 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: 35. Success Needed 6. (Burning an Exotic 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: 35. Success Needed 24. (Burning an Exotic 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: 45. Success Needed 2. Reward: Add mobile artillery support to one Draconic Legion.

[ ] 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 Exotic Stockpiles 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 Forces: Time to get that plantation cranking. Makes 300 million Staran Defenders to start with. AP Needed 2. DC 35. AP needed 15. Reward: Large Staran Defender Army.



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


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.

[ ] 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 2/3. 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.
 
[ ] 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.
We will need essence capacitors in the future if we are ever going to be travelling far away from the planet.
 
So we should toss our free plantation action to this. It's basically the start of a free army build.

No Golem.

If you want smaller scale Staran force let me know. Based on comments I assumed you wanted the biggest force you could muster.

We will need essence capacitors in the future if we are ever going to be travelling far away from the planet.
Will need the New Hearth research and the magitech workshop and probably need another research project for being able to use the capacitor.
 
Will need the New Hearth research and the magitech workshop and probably need another research project for being able to use the capacitor.
All the more reason to get started sooner rather than later.

For those who haven't read the relevant source books: essence capacitors are a hearthstone replacement. They respire essence on their own, recharging at a rate of two hours of respiration for one hours worth of operating power. There is an item in the alchemical source book that adapts a hearthstone slot into three slots so that it can automatically swap out the active essence capacitor.

However, I agree that getting a handle on the gods problems is a time sensitive problem.
 
It is getting into, "never had to deal with before" territory for the Dragon Kings. Creation had millions of manses, the idea whole worlds might only have hundreds or less is kinda shocking and depressing.

Making the equivalent of a star wars speeder bike that needed a hearthstone for power was just standard practice. Truly impressive power armors, artillery pieces better than light implosion bow, almost every magitech vehicle. Almost all need hearthstones.
 
It is getting into, "never had to deal with before" territory for the Dragon Kings. Creation had millions of manses, the idea whole worlds might only have hundreds or less is kinda shocking and depressing.
This is getting into what make a 40K-Exalted crossover interesting.

The way I figure it, there is going to be a sort of rock-paper scissors relationships going on. The Dragon kings are going to be very very effective against demons and other warp nonsense. Warp nonsense messes over conventional force, whom in-turn are going to be very hard for the Dragon kings to deal with.
 
[X]Plan Spirit Reform
[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: 25. Success Needed: 1. Reward: You gain +5 to all other rolls which can prevent a botch or cause a critical success.
[X] 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: 35. Success Needed 1/3. Reward: Dojos built.
-[X]2AP
[X] Help wanted: Thousands of gods are basically useless. With purviews that either only applied in creation, or that are never apply or are harmful to you. Without active purviews these gods are weakening and getting desperate. Our shamans and other more stable gods work with these forbidden gods to change their purviews, like fungus guy can become the god of alchemical shrooms instead. Not every god will have these solutions but it will lessen the scope of the problem. AP Needed 3. DC 40. AP needed 6. Reward: Population of useless gods reduced as any that can be are redirected to new niches.
-[X]6AP
[X] 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.
-[X]2AP
[X] 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 1/3. Reward: Research Golems built. Research DCs are lowered by 5.
[X] 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.
 
Just to be clear you have 1 AP going to research golem, golem auto AP going to Staran knights and no investment of the auto success in Staran Defenders?
 
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