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

Perhaps give the ones with domains that we cannot square a supplementary job of some kind?

But how do you pay a god for doing a job that isn't there purview?

This was basically the plan for the weaker gods, ie act as aides to gods who are getting power who can parcel it out.

But how would it be resolved for powerful gods? Amoth the city smiting secretary?

A shadow pantheon. As above, so below. As above a Celestial Bureaucracy, so below an Underworld of forbidden gods. It's rough and tumble and a mistake is death, but we can be guaranteed that these guys will side with us against our enemies.

How would they get worship though? Unless you are setting them up as nemesis for existing gods like golden lord and pale mistress in an teng.

Did they happen to chuck Five Day's Darkness in with us?
nope

Set the Pterok to investigating the things in this world that are new and different from Creation, that can provide appropriate purviews for the remainder spirits.
So a research action with hopes of unlocking more solutions based on new world features? I can add this project.
 
How would they get worship though? Unless you are setting them up as nemesis for existing gods like golden lord and pale mistress in an teng.
Play up the mystique of this criminal underworld. If the celestial bureaucracy isn't fast enough then these guys will, but it'll cost you. Maybe, a more long term solution as we might need to poach the typical supply of chaos cultists. Now, it isn't a fall to Chaos, but trip to local mob to help. After all, how could anyone refuse these business deals?
 
Turn 12
Turn 12

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 expect to be busy wrangling spirits or researching solutions for Orks

Raptok are getting kinda eager to equip the legions with mounts and artillery which is what they are usually intended to run as part of the job.

Ork Progress roll: 51 Scalpcleava reigns supreme . (turn 14).

[You can choose to add a type of mount to the Legions as standard by adding 8 to threshold total for the recruiting legions and than you can add 1 free success from mount to finishing. So one mount type would increase total needed to 22 but you could apply three a turn until finished]

You have 8 (+4) = 12 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)

1x Free Success applied to Dinosaur Mount projects (research or equipping.

1x Free Success applied to Martial Arts Training Projects.
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 11/14. 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 400 more Martial Artists.

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.

[ ] A worldly study: Hundreds of gods are basically useless and too strong to ignore or handle in mass. This action is an intensive study of the world around you from the perspective of adapting these forbidden gods to meet needs in this new world. How thorough our study and whats available in the world will determine how useful this study will be. AP Needed 1. DC ??. AP needed 1. Reward: Possible method to get more forbidden gods on track.

[ ] Aids for the Spirit: Thousands of gods are basically useless. With purviews that either only applied in creation, or that are never apply or are harmful to you, and too weak to force the issue. Our shamans and other more stable gods work with these forbidden gods to find employment in the service of more powerful gods who can supply them with Quintessence and slowly adapt them to fit roles of the powerful god. This will lessen the scope of the problem. AP Needed 2. DC 45. AP needed 4. Reward: Population of useless gods reduced as weaker ones are redirected as aides for more powerful gods who will slowly adapt their purviews over time.

[ ] 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).

[ ] Clockwork Collars: While our people are fearless and well suited to controlling such fearsome beasts. The truth remains that such mounts are quite difficult to control. Developing this technology would ease the recruitment of Dinosaur mounts and allow us to mount the Tyrant Lizard itself. AP Needed 1. DC 35. AP needed 2. Reward: Mind control collars for your Dinosaur mounts.

[ ] 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 2/3. 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.

[ ] Being Reasonable: Raptoks are diplomatic and innovative, have them try talking to the worst outlier forbidden gods and see if anything can be done to smooth the transition. AP Needed. 1. DC: 50/90. Success Needed 1. Reward: Raptoks smooth talk a few gods into dramatic personal change and take up radically different views or perhaps be talked willingly into letting themselves be forged into artifacts, but that will likely be rare.

[ ] 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 "exceptional strategos equipment".

[ ] 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 1/15. 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.

[ ] Bio-Engineering Compound: The breeding, training, and caring for our "lesser" kin requires special facilities. Using advanced genetic research, mutagenic compounds, and biothaumaturgic implants we can push our mounts further and further. AP Needed 3. DC 50. AP needed 9. Reward: Advanced 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 1. DC: 25. Success Needed 8. Reward: 10 Draconic Legions are equipped with a dozen Armored Siege Lizards each.

[ ] 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 1. DC: 30. Success Needed 8. Reward: Ten Draconic Legions are equipped with a dozen Fire Ox-Dragons each

[ ] Claw-Striders: not!Velociraptors are used as a high speed cavalry unit by raptoks. They arm themselves with Plasma Tongue Repeaters, race into to attack and race out of range to reload before doing it again. AP needed 1. DC: 30. Success Needed 8 Reward: Ten Draconic Legions are equipped with about 100 Clawstrider mounted cavalry each.

[ ] 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 1. DC: 30. Success Needed 2. Reward: Gain Air Force.

[ ] Magical Mounts: Mounts can learn to do tricks, potent mounts like dinosaurs being ridden by essence users allows us to provide the power for the mount to channel into a magically fueled trick. This allows us to train our mounts to develop something along these lines. Effectively granting the mounts unit an increase in Might. AP Needed 1. DC 40. AP needed 3. Reward: Mount groups gain +1 Might or equivalent improvement.

[ ] Dino Breeder [Breed][Aspect]: Pick a dino mount we want to improve and the area you want to improve. For example Razor Beaks could have speed increased, or strength for better weapons and armor, or endurance so they can travel further from an Airbase and fight longer. This is a combination of improving the animal in general as well as how they adapt to their equipment. AP Needed 1. DC 35. AP needed 9. Reward: Selected mount gains selected trait.
 
[ ] 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.
Hmmm. We should do this, then. Letting orks build up more will be bad, and it is getting to the point where we will no longer be able to hide.
 
[X] Plan All Cities Away From Orks
-[X] [Anklok] Northern Line
-[X] [Mosok] Luthe
-[X] [Pterok] Tzali
-[X] [Raptok] Being Reasonable
-[X] [Generic1] Southern Line
-[X] [Generic2] Luthe
-[X] [Generic3] Tzali
-[X] [Generic4] Bribing spirits to do their job
-[X] [Generic5] A worldly study
-[X] [Generic6] Shrines
-[X] [Generic7] Elemental Support
-[X] [Generic8] Elemental Support
-[X] [Generic9] Elemental Support
-[X] [Generic10] Elemental Support
-[X] [Generic11] Or catch an Ork Napping
-[X] [Generic12] Draconic Legions
-[X] [Legion1] Draconic Legions #1
-[X] [Legion2] Draconic Legions #2
-[X] [Golem] Research Assistants
-[X] [Staran] Staran Forces
-[X] [Dinosaur] Clockwork Collars
-[X] [Martial Arts] Train martial artists

This plan focuses on:
-Getting the cities not directly in contact with the Orks built. One basic action each, then crash four Elemental Supports into them.
--We need Tzali online to help solve the spirits problem. The Pterok are our spirit wranglers.
--Luthe comes with a mass transport network, which should greatly simplify defensive logistics

-Setting up defensive lines, the Orks have a new Boss, they're going to start going active soon. We're also getting large enough that avoiding contact with a global power is getting increasingly implausible unless we pull a miracle and gank the boss

-Fucking with the Orks because...well see above.
-Getting the Draconic Legions online, in case they make contact anyways.

On the spirits, laying the groundwork. Shrines will keep the ones that have a job properly engaged, while we study and talk the troublesome ones into finding a better solution than murder.
That'd let us deploy Hlass next turn as well.
 
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[X] Plan All Cities Away From Orks

No, it's the same Ork. The only thing which concerns me is Being Reasonable action. It's too early to do such an extreme action when we just started tackling this issue. We should wait until turn 15 or 16 before we implement such extreme measures. What can I say to convince you to do Aids for the Spirits or to change the Raptok action to A Worldly Study instead?
 
So I did some testing of Staran knights based on "standard" golem army rules.

Hundreds of orks dead and the rest runaway.

*Nerf Bat!*

Hundreds of Orks dead and rest runaway

*NERF BAT!*

At this point my Nerf bat is dripping in sap and I don't know whats real anymore. Trying to make them roughly equal without just copying the ork stat sheet is trickier than I thought, and apparently golems were insanely strong when placed in groups of thousands... Who Knew!

Also in an experimental Anklok group vs orks it came out as expected accept every ork roll was divinely bless and the Anklok rolls were trash. Seriously the best anklok roll was 8 success on 24 dice while the orks managed 14 successes on 14 dice. It was like the Waaagh! knew what was going on through time space and reality and decided the orks needed a hand. They still lost cause the Ankloks are ridiculous and it was just Sluggaboyz but that one guy who got knocked out for part of the battle will never live it down. Orks made there morale checks until the last handful, one thousand to about 4 orks left before they ran. Not cause of a bonus, just how the dice rolled it.
 
Anyways, future idea. Train up a core of low essence (2 to 3) spirits to have the Ride charm and then have various Principle of motion and other such things. They then form the core of a Chosen speartip, given some of the most important and dangerous military tasks.
 
Anyways, future idea. Train up a core of low essence (2 to 3) spirits to have the Ride charm and then have various Principle of motion and other such things. They then form the core of a Chosen speartip, given some of the most important and dangerous military tasks.
I mean there is a reason enough chosen gives you more AP. If you recruit them you can convert that AP into a super elite force for your speartip. A full set of spirit charms AND Draconic paths plus spirit usually larger essence pools. Its a big bonus for both sides.

But Ride has a min essence of 3 plus most DK who would be a valid target would be at LEAST essence 3. Remember if they are too different they don't merge and whoever stronger is in control with only minor bonus from the other half, which is why its not a good idea with Amoth and the like.
 
[X] Plan Spirits and Elementals Need Love

[You can choose to add a type of mount to the Legions as standard by adding 8 to threshold total for the recruiting legions and than you can add 1 free success from mount to finishing. So one mount type would increase total needed to 22 but you could apply three a turn until finished]

-[X] [Anklok] Bribing spirits to do their job.
-[X] [Mosok] Or catch an Ork Napping
-[X] [Pterok] A worldly study
-[X] [Raptok] Being Reasonable
-[X] [Generic1] Being Reasonable
-[X] [Generic2] Elemental Courts
-[X] [Generic3] Elemental Courts
-[X] [Generic4] Elemental Courts
-[X] [Generic5] Elemental Courts
-[X] [Generic6] Elemental Courts
-[X] [Generic7] Elemental Support
-[X] [Generic8] Elemental Support
-[X] [Generic9] Elemental Support
-[X] [Generic10] Elemental Support
-[X] [Generic11] Shrines
-[X] [Generic12] Shrines
-[X] [Legion1] Draconic Legions #1
-[X] [Legion2] Draconic Legions #2
-[X] [Golem] Staran Knights
-[X] [Staran] Staran Forces
-[X] [Dinosaur] Equip Draconic Legions
-[X] [Martial Arts] Train martial artists
 
So I did some testing of Staran knights based on "standard" golem army rules.

Hundreds of orks dead and the rest runaway.

*Nerf Bat!*

Hundreds of Orks dead and rest runaway

*NERF BAT!*

At this point my Nerf bat is dripping in sap and I don't know whats real anymore. Trying to make them roughly equal without just copying the ork stat sheet is trickier than I thought, and apparently golems were insanely strong when placed in groups of thousands... Who Knew!

Also in an experimental Anklok group vs orks it came out as expected accept every ork roll was divinely bless and the Anklok rolls were trash. Seriously the best anklok roll was 8 success on 24 dice while the orks managed 14 successes on 14 dice. It was like the Waaagh! knew what was going on through time space and reality and decided the orks needed a hand. They still lost cause the Ankloks are ridiculous and it was just Sluggaboyz but that one guy who got knocked out for part of the battle will never live it down. Orks made there morale checks until the last handful, one thousand to about 4 orks left before they ran. Not cause of a bonus, just how the dice rolled it.
Okay...sounds like we really need those cities with integrated Essence Artillery soon.
 
I think my largest complaint about plan cities away from Orks is that the Northern and Southern Lines are near the Orks and will increase our chances of getting caught.
 
Turn 12 Results
Turn 12 Results

Apparently the best Raptoks spending time talking meant they weren't able to help build cities. Especially the underwater cities. Almost all construction had to lean heavily on Elemental summoning. If the summoning had not gone insanely smoothly we may have fell short.

[X] Plan All Cities Away From Orks

-[X] [Anklok] Northern Line
DC: 30 > 12 elemental rolls: 47, 48
-[X] [Generic1] Southern Line
DC: 30 > 05+5=10 elemental rolls: 91, 40

Its apparent during efforts that elementals are crucial to getting the fort line constructed as quickly as possible. Earth Elementals create forts and set up pitfalls and ditches. Wood elementals fill pitfalls with wooden spikes and cover them in with leafy foliage, moats are filled with wood elementals. Oil and Fire elementals set up some truly devastating traps. Several kilometers out from the line count as difficult terrain forcing orks to either move slowly or take attrition damage from rushing through various hellish traps.

While they lack magitech artillery weapons most of the fortress are well equipped with various Siege engines, Trebuchet, Ballista, and heavy Onagers. Critical passes rather then being physically blocked are lined with flame cannon equipped forts to exact punishing tolls on those trying to pass quickly.

Fortresses were built under the assumption they will eventually be filled with plentitudes of Staran Archers.

Reward: Northern and Southern Line Complete. You gain a major bonus in a defensive war with the orks and a fall back point in an offensive war. Cities can be built at lower penalty due to safety of the defenses. Ideally they would be upgraded with Magitech artillery.

-[X] [Mosok] Luthe x 2
DC: 25 > 17, 19 fails Elemental rolls: 14+5, 82, 53, 35, 02+5, 23+5

Building underwater is tricky and without the help of breathless construction golems, water elementals and air elementals to keep our workers building we may have made no progress rather than finishing the Underwater City of Luthe.

When the manse went online a dome of air was pushed out 8 kilometers in every direction which vastly sped up interior construction. As a Mosok city it is lined with water ways and canals to let the land awkward but water graceful Mosok get around. Many levels of Luthe's underway only have a three foot breathing gap at the top and are otherwise filled with magically purified water.

Otherwise the city has all the conveniences expected from those used to living in Merela, just a greater focus on the comfort and functionality of the Mosok Breed.

A focus on early transportation and tunnels led to the construction of the central hub for the planetary Tube Transport network and lines are already connected to Merela and Port Abalone. We can now make connections to our other cities. While the city has all the protections it normally would, the greatest protection (beyond 100s of meters of sea above it) is a city wide illusion hiding its existence. Unless special arrangements are made it will only be accessible from the Tube networks of other cities.

A bit of geomantic power has been funneled into the cities Dojos making them a touch more sophisticated. An arena focused on celestial enlightment has been built, but beware the tournaments conducted here costs lives.

Reward: Luthe Completed, Unlocks actions to connect tube tunnels to other cities, lowers cost of advanced Dojos and advanced shipyards. You can spend the lives of ten TMA stylist to gain one CMA stylist.

-[X] [Pterok] Tzali x 2
DC: 25 > 07+5=12, 89 one success, elemental rolls: 69, 07+5, 79, 57

Elementals are only slightly less useful in building Tzali then Luthe. Getting massive stone blocks and building machines up the mountain was quite a struggle.

The Pterok centric city is meant to be used by flyers, every floor and important room has balconies that can be used for entry and hallways tend to be downplayed in exchange for large open plazas or rooms that can be flown in. Pterok prefer more clean lines and less non-functional decoration unless that decoration is a library shelf. Even more windows than Merela as Pterok hate to be confined.

The Pterok pride and joy is a massive Scriptorium where the best calligraphers and prayer strip righters can learn their craft. The Scriptorium will allow more impressive versions of the prayerstrip stockpile to be created. Strips that don't merely call on a last minute desperate blessing to save a life but instead can instantly summon minor gods or elementals, unleash a gods most powerful attack and similar phenomena and the form of elaborately prepared and negotiated for prayer strip artifacts. Of course producing these will be easier when the geomatically attuned shrines and temples are built.

Reward: Tzali Completed. Lowers cost of Advanced Shrines and advanced elemental summoning complex, unlocks improved prayer strip stockpiles. Acts as backup font of knowledge if Sperimin is lost.

-[X] [Raptok] Being Reasonable
DC: 50/90 > 88 + 5 = 93

No one is not impressed with the capacity for Raptok to build and craft. All too often this leads to forgetting their way with words. They manage to sweet talk a lot of gods into becoming aides or lesser partners of stable gods who they are nominally equal to. Others are convinced to bind themselves in special constructed shrines where they will remain in stasis for millennia as long as a minimum of ritual continues to be observed. One noteworthy Han-Tha now works under Leeayta and is called the Eater of the Slain. He will specifically supervise clean up of battlefields, working diligently to consume dangerous or powerful bodies. He will aid in cleaning up Ork spores after battlefields and similar situations in the future in exchange for being allowed to consume the bodies of at least some Fallen Dragon Kings.

The true surprise came when Raptok convinced some Anklok to go questing on the behalf of certain powerful deities, the quests either gathered or were used AS exotic components to forge certain forbidden gods into powerful Artifacts.

Behold, Amoth, the City Smashing Cannon. A powerful artifact cannon intended to destroy cities in one shot. The only cost of use is that the city must be left a ruin. You cannot repair it or wipe it clean. You do not need to preserve the ruin, time can wear it away and if invaders take it and then fix it up you don't care. But neither you nor forces working on your behalf can fix or remove the ruins. They are a testament to the power of Amoth and should be left behind.

Reward: Spirit Problem is now 4/6 solved. Gain +4 Exotic Stockpiles. Gain Amoth, the City Smashing Cannon.

-[X] [Generic4] Bribing spirits to do their job
DC: 25 > 68

Finally things go better than expected. Prayers, rites, deeds, and sacrifices go in; blessings come out. Just don't tell them we said that. Hopefully this keeps up.

Reward: +5 to other rolls this turn.

-[X] [Generic5] A worldly study
DC: ?? > 95+5=100

With the field narrowed to only about one hundred gods that are strong enough to avoid subservient positions and who the Raptok could not sweet talk. With such a narrow focus it certainly lets every researcher keep the god in mind and even bring them along. Between researching complex occult interrelations and a deep dive into the specific phenomena of this world.

Just a bit more work and we can have all these gods sorted into at least vaguely appropriate positions.

Reward: Unlocks a project which will sort out the remaining major gods and justify you having gods related to 40k universe specific phenomena later if I want. Combined with the "Aids for Spirits" would solve all the forbidden gods issues.

-[X] [Generic6] Shrines
DC: 35 > 74

Construction of Shrines begins, while they are spread around all the previously constructed towns, and an unusual percentage are being established in the newly built Tzali due to greater percentage of occults and geomantic focus.

Reward: 1/3 Progress

-[X] [Generic7] Elemental Support
-[X] [Generic8] Elemental Support
-[X] [Generic9] Elemental Support
-[X] [Generic10] Elemental Support
DC: 30 > 66, 99, 67, 69

Summoning goes almost bizarrely smoothly. Elementals not resisting the binding or cooperating even if binding fails. Sometimes multiple elementals showing up for the effort of one. Wish we could repeat this kind of thing honestly.

Reward: +15 AP

-[X] [Generic11] Or catch an Ork Napping
DC: 25/35 > 46 +5 = 51

Our people go in and snatch reserves of metal and meat making sure to silence anyone who might notice in a manner that looks like Ork on Ork violence.

Reward: +3 AP to next turn, ork progress delayed a turn.

-[X] [Generic12] Draconic Legions
-[X] [Legion1] Draconic Legions #1
-[X] [Legion2] Draconic Legions #2
DC: 40 > 11 failed, +2 Auto elemental roll: 50

Commanders requisition some elementals to aid them in the last bit of environmental training to put the finishing touches on the legion. With this we have 50,000 fully trained and equipped troops ready to deploy.

Without special assignments its assumed one is crewing the Martello forts, one is at each line of forts, one is stationed at each of Merela, Tzali, and Luthe. Port Abalone hosts the rest nearby waiting for deployment.

Reward: You now have Ten Draconic Legions.

-[X] [Golem] Research Assistants
Auto

There are now enough golem assistants and aides that almost any researcher who can justify it, and some of the more influential ones you can't, can have one assigned to aide them in day to day tasks. And we can use them as sacrificial operators for dangerous devices.

Reward: Research Golems online

-[X] [Staran] Staran Forces
Auto

The plants are growing, slowly but surely.

Reward: 2/15 progress
-[X] [Dinosaur] Clockwork Collars
Auto

Research into the devices has been done, now to built prototypes, test them and refine a mass production model.

Progress: ½ Progress

-[X] [Martial Arts] Train martial artists
Auto

Almost every living martial artists is running or helping run classes of students through the Martial Art most suited to them.

Progress: 1/3 Progress
 
ou can spend the lives of ten TMA stylist to gain one CMA stylist.
Nice. We should build more advanced Dojo to increase martial arts teaching rates. We want entire legions of martial artists.


Hmmm. How easy will it be to create/shape a spirit into a god of a particular martial art style? Then they can serve as a tutor for everyone in exchange for festivals in their honor, and so forth. Plus I imagine that using that style to kill stuff counts as offerings to them, and so forth.
 
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