[X] Plan Beelining A Good City
-[X][Anklok] A punch to the face is good medicine
-[X][Mosok] Exploration!
-[X][Pterok] Geomantic survey
-[X][Raptok] Cooperation and Encouragement
-[X][Generic] Healing and Repair
-[X][Generic] Fort Up
-[X][Generic] Tools of the City (Builder)
-[X][Supplies] If I was an enemy I would be here
A lot of our current options would be made redundant by an actual city, but building a city on the spot without surveying the geomancy and defensibility is just...reckless, a city is a big investment and throwing random shit at it doesn't gel.
So basic defenses, take the debuff management actions and save most of the supplies, next turn we splurge on building a city with the remaining nine supplies AP.
Also I labeled my AP expenses, so we don't get any confusion.
10 extra AP that we use up one at a time, like any other AP. Theres nothing worth blowing them on the first turn. Better to spend them after we have scouted a geomantically beneficial, defensible and resource rich city site, so I'm saving 9 of them for later. Then crash build the city.
10 extra AP that we use up one at a time, like any other AP. Theres nothing worth blowing them on the first turn. Better to spend them after we have scouted a geomantically beneficial, defensible and resource rich city site, so I'm saving 9 of them for later. Then crash build the city.
Things have gone well this Season. We have some concerns about this Greenskin Enemy though.
[X] Plan Beelining A Good City
-[X][Anklok] A punch to the face is good medicine
DC: 30 > 49 Success
"INSPECTION!" shouted a deep gravelly voice right before the sleeping Legionnaire felt himself lifted bodily and thrown at his scale mates.
"I have had it with the moping, if you have the energy to lose yourself to horrific memories than you should have the energy to fight off an old man!" growls the Elder.
With this the elder Anklok flexes and almost instantly gains in height and adds a ridiculous volume of muscle mass. As he does golden flame starts pouring out of his body until he is giving off a roaring bonfire.
"And you better come at me with the intent to kill, your lives depend on it," he adds ominously.
[Luckily you had not given them weapons yet, or the old man might have brought his cane]
Trees are re-shaped into "crude rafts" (medieval Cog-style ships), crewed mostly by Mosok and set out to sea. The Island continent we have arrived on posseses a long thin peninsula/archipelago that extends into a vast sea. This vast sea is bordered on almost all sides by land with our current island-continent in the middle although to border between the edge of the closes points only involves a few hundred miles between a few large islands, although in some areas only small isthmus of land separate oceans and seas.
Traveling up rivers had led us to discover that far from us, almost as far as you can get there are settlements of another race already living on this planet. They seem to have breeds as well but without anything approaching equality as the most Dragon King like specimens dominate and even eat other breeds. They have green skin but Mosok can tell you immediately are not lizards or anything close to it. They can be mimicked by Mosok with somewhat greater skill though.
These beings seem to have some level of infrastructure established and are able to produce armor plates which are often welded to their skin and a variety of sword and axes based weapons. They also seem to use some form of noxious alchemy to power their magitech. Slingstone throwers, vehicles and factory workshops all seem to be accompanied by noxious smoke and loud noises. We are unsure how they produce this alchemical fuel but we guess it involves some form of processing the fungus that the smallest of the race seem to tend.
There seem to be roughly 300 million Dragon King sized greenskins on the planet.
Reward: You know where resources and Greenskin race are on the planet. Unlock Ork (greenskin) based actions. See map at end of post or in Assets post.
-[X][Pterok] Geomantic survey
DC: 15 > 83 Success
Well it could be better, and it could be worse. There are about a hundred basic dragon nests for normal Manses. There about 10 Greater Dragon Nexi. There is also conveniently one greater for each element as well as one for the sun. The other four greater Nexi are unknown aspects. We will either need to do some research to learn how to cap these aspects or undertake a large geomantic project to change their aspects.
We have access to about 20 Normal and 1 greater Dragon Nests from the land we have or the immediate adjacent Islands. There are also dozens more we could in theory set up where the Greenskins are distant but would technically be reachable by them on foot.
We have mapped out the Dragon Lines of the planet and can in theory rebuild the transport tunnel network on Tokat.
Reward: You know the Geomantic potential of this planet and are already plotting to exploit it. Unlock actions to build manses.
-[X][Raptok] Cooperation and Encouragement
DC: 25 > 39 Success
It's a hard sell encouraging a race so thoroughly beaten but the Raptok are persistent and there are a lot of them. It's a slow and gradual thing, only comparing the attitude at the start of the season to the end lets you know progress has been made.
Reward: Morale improved. Currently set at one stage below neutral.
-[X][Generic] Healing and Repair
DC: 20 > 31 Success?
Your healers went to work but… honestly ran themselves so ragged keeping up with the various exploration and fort building teams that they were there own patients more often others.
Reward: Your success in healing lets you re-roll your lowest roll, which was healing.
-[X][Generic] Fort Up
DC: 40 > 57 Success
The project starts out slow as there is no evidence you are not alone on the planet and it is boring and repetitive work. Until news of the Greenskins comes in. At that point the tower building teams double time it and manage to finish on schedule despite a slow start. Each Tower can support 20 Dragon Kings and the top both provides a look out vantage and a platform for simple stone throwing onagers. If the Greenskin try to come by sea we will have extra warning and potentially slow them down.
Reward: Martello Tower network established around coastline of the Isle.
-[X][Generic] Tools of the City (Builder)
DC: 35 > 63
Draconic Paths of Enlightenment allow the craftsmen to shape stone and wood to their whim. But fine detail work needs a firmer claw and shifting 100 ton stones into millimeter precision takes some help. Some enchanted stone chisels, cranes, scaffolding, even some artifacts for lightening the load like Windslaves disks are all crafted so when the time comes things are easier.
Reward: City Building actions have difficulty lowered by 5 until something better is built.
-[X][Supplies] If I was an enemy I would be here
DC: 15 > 77
Anklok scouts are the slowest but may possibly be considered the most thorough. We have identified the best defensive positions on the planet for future cities and forts and have set up watches so we may gain some additional warning if the Greenskin go to a higher readiness state. While the creatures seem to fight each other regularly, we cannot gauge their comparative strength without taking them in claw. That risks warning them of our presence. We can tell that at least most of the DK sized breed would be able to go to war if needed and they seem in the realm of better than average humans but maybe not as good as elite well equipped humans.
Reward: Knowledge of Defensive sites, some more Greenskin knowledge.
Exploration Combo!
We have identified 5 ideal sites possessing good resources, good defensive potential, and a Greater Elemental Dragon Nest. We recommend these for our Breed Capitals and the over-all Dragon King capital. The Overall dragon king capital, planned name Merela, is on the Isle with us, and the Mosok capital is in the sea. The Raptok, Anklok potential capitals are about a thousand miles from either side of the Greenskin controlled area. The Pterok potential capital is far from their land but could be reached on foot. The manses planned to be built for the cities will be designed to send a flood of geomantic power through the whole city granting the cities many advantages (like city wide environmental control, city shielding, consecration which would cause pain to Creatures of Darkness and more).
Reward: You know the five best places for great cities on the planet, as well as the best places for lesser cities.
Seems to work for me, but since my Dropbox seems broken without demanding money is there anything that can be recommended that doesn't demand my money? I still wish I could just post images instead of having to insert links sometimes.
Seems to work for me, but since my Dropbox seems broken without demanding money is there anything that can be recommended that doesn't demand my money? I still wish I could just post images instead of having to insert links sometimes.
"INSPECTION!" shouted a deep gravelly voice right before the sleeping Legionnaire felt himself lifted bodily and thrown at his scale mates.
"I have had it with the moping, if you have the energy to lose yourself to horrific memories than you should have the energy to fight off an old man!" growls the Elder.
With this the elder Anklok flexes and almost instantly gains in height and adds a ridiculous volume of muscle mass. As he does golden flame starts pouring out of his body until he is giving off a roaring bonfire.
"And you better come at me with the intent to kill, your lives depend on it," he adds ominously.
[Luckily you had not given them weapons yet, or the old man might have brought his cane]
Well it could be better, and it could be worse. There are about a hundred basic dragon nests for normal Manses. There about 10 Greater Dragon Nexi. There is also conveniently one greater for each element as well as one for the sun. The other four greater Nexi are unknown aspects. We will either need to do some research to learn how to cap these aspects or undertake a large geomantic project to change their aspects.
We have access to about 20 Normal and 1 greater Dragon Nests from the land we have or the immediate adjacent Islands. There are also dozens more we could in theory set up where the Greenskins are distant but would technically be reachable by them on foot.
We have mapped out the Dragon Lines of the planet and can in theory rebuild the transport tunnel network on Tokat.
Reward: You know the Geomantic potential of this planet and are already plotting to exploit it. Unlock actions to build manses.
Your healers went to work but… honestly ran themselves so ragged keeping up with the various exploration and fort building teams that they were there own patients more often others.
Reward: Your success in healing lets you re-roll your lowest roll, which was healing.
The project starts out slow as there is no evidence you are not alone on the planet and it is boring and repetitive work. Until news of the Greenskins comes in. At that point the tower building teams double time it and manage to finish on schedule despite a slow start. Each Tower can support 20 Dragon Kings and the top both provides a look out vantage and a platform for simple stone throwing onagers. If the Greenskin try to come by sea we will have extra warning and potentially slow them down.
Reward: Martello Tower network established around coastline of the Isle.
Anklok scouts are the slowest but may possibly be considered the most thorough. We have identified the best defensive positions on the planet for future cities and forts and have set up watches so we may gain some additional warning if the Greenskin go to a higher readiness state. While the creatures seem to fight each other regularly, we cannot gauge their comparative strength without taking them in claw. That risks warning them of our presence. We can tell that at least most of the DK sized breed would be able to go to war if needed and they seem in the realm of better than average humans but maybe not as good as elite well equipped humans.
Reward: Knowledge of Defensive sites, some more Greenskin knowledge.
We have identified 5 ideal sites possessing good resources, good defensive potential, and a Greater Elemental Dragon Nest. We recommend these for our Breed Capitals and the over-all Dragon King capital. The Overall dragon king capital, planned name Merela, is on the Isle with us, and the Mosok capital is in the sea. The Raptok, Anklok potential capitals are about a thousand miles from either side of the Greenskin controlled area. The Pterok potential capital is far from their land but could be reached on foot. The manses planned to be built for the cities will be designed to send a flood of geomantic power through the whole city granting the cities many advantages (like city wide environmental control, city shielding, consecration which would cause pain to Creatures of Darkness and more).
Reward: You know the five best places for great cities on the planet, as well as the best places for lesser cities.
So do Orks have Hearts to rip out for Sacrifices or is it just a spongy mass of Orkiness?
How in general terms do you want to pursue the war. delay while your first cities are built and you can equip a bunch, delay for decades as your population rebuilds?, raise a bunch of disposable minions and elementals and attack now.
Its kinda fun imaging the Raptoks bemoaning crude rafts that could sail across the world and survive decades and primitive stone towers that can last for centuries. Especially since they can crank them out it job lots, That tower is literally 20 minutes work a piece, most of the project was travel time and training the crews in using an onager. Its magical stuff that is both difficult and worth it in their eyes.
They have hearts, yes. Capturing orks for sacrifice is going to be hard, as even weak ones are superhumanly strong and tough. I would say we delay a bit. Get the pipeline for our people to get educated and trained. Build up a bunch of summoning circles and mass summon elementals to engage in war. We do not want deaths just yet.
You now know much of the new world you live on, for example.. that it's a sphere. And apparently the sky is not being contained by a dome. And the sun-like object moves across the sky because the world-sphere is spinning.
You can see why the Primordials sent you here. Whoever designed this universe clearly shouldn't be trusted with things as important as foundational aspects of nature.
As the season rolls by the Greenskin seem to be working on something, perhaps some planned expansion of their presence across the planet? As far as you can tell they are not aware of Dragon Kings yet.
The Martial Artists have gone a wandering and will not be available to assign this season.
One of your explorers encountered a orchid like plant growing on a vine and it struck as being familiar. When shown to the vegetative crafters they recognized the life form as very close to Emerald Healing Orchids. This close cousin living nearby will make recreating this miracle aid much easier.
Reward: Difficulty on Healing action reduced.
You have 3 generic AP which may be assigned to support any breed actions as well as actions not specific to any breed.
Basic Supplies: +9 one use AP dice (expire if unused after turn 5)
Anklok (1 AP): Zealot priests and barbaric warriors who deal with fire. Anklok inspire and lead, whether troops or religious gatherings. The Anklok elders are very concerned about being deprived of their glorious god. They are somewhat concerned that the only protection 30 million Dragon Kings and 120 Million eggs have is a single legion with no weapons, and have never fought together before. They are wondering what the glowing thing up in the sky is if the Sun is in another dimension. Anklok care the least about the Library, which means they act as ideal guards to keep the Mosok from stealing things and drag out Pterok and Raptok who linger too long.
[ ] Praise the Sun!: You worship the Unconquered Sun. That will not stop just because he is in another dimensions. Glory to the Most High! AP needed: 1. DC: 30. Success needed 1. Reward: Increase in Morale.
[ ] 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: 25/70. Success Needed: 1. Reward: For first DC you gain +5 to all other rolls which can prevent a botch or cause a critical success. Unless you make the second DC though you take a morale hit. And your morale is really low right now.
[ ] 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: 40. 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]
[ ] Gone Huntin': Send the trouble makers off to go hunt and kill things. You learn about the planets wild life and there is less unrest. AP needed 1. DC: 15. Success Needed 1. Reward: Provides some food, some planet knowledge, mostly keeps the least useful Dragon kings from causing trouble.
[ ] My eye for a spear: Your people have no weapons or armor. Send people out into the woods to make some wood and stone weapons and practice with them a bit so the group is used to working together. AP needed 1. DC: 25. Success Needed 1. Reward: Remnant legion gains primitive weapons slightly better than Dragon King claws and lose the Unorganized Penalty. If you chose the Armory option this DC is reduced to 15 and everyone familiarizes themselves with the available gear as well.
Mosok (1 AP): Amphibious creatures who excel in deception. Martial Arts, Trade, Commerce, sailing, theft, blackmail, sabotage, infiltration, assassination, anything with water. Some call them devious and selfish. They just say they are cunning and Ambitious. They are eager to get to work proving their superiority to this new race.
[ ] Ork Napping: Send Mosok and others with sufficient knowledge of water paths into the Greenskin territory to take stock, and stuff, and even the greenskins themselves. Try to gain as much actual knowledge as possible, mostly via Greenskin disguised or Invisible Croc-men taking stuff and individuals back for "study" Pterok and Raptok with the power will try to learn the Greenskins language and culture. Sadly this much activity implies a risk of getting caught. AP needed 1. DC: 30/50. Success Needed 1. Reward: Meet First DC to get data, Meet second DC to not get caught.
[ ] 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: AP needed 1. DC: 35/55. Success Needed 1. Reward: Gain 2 extra generic AP next turn for basic success weakening Greenskins. Avoid notice with the greater success.
[ ] Gone Fishin': Mosok concentrate on providing sea based food to the rest of the Dragon Kings so they can keep working. AP needed 1. DC: 30. Success Needed 1. Reward: Gain 1 extra generic AP next turn.
[ ] Train martial artists: The mosok concentrate on teaching the arts to new pupils. AP needed 1. DC: 40. Success Needed 3. Reward: New unit of Martial Artists created.
Pterok (1 AP): Flying bureaucrats. Pterok excel in scholarly pursuits, like research in terms of looking up information in a library (or adding info to a library) rather than making a new piece of tech. They are amazing scribes and academics, having knowledge of history, mathematics, geology, geomancy, alchemy, astrology and many other thaumaturgical arts. The also deal with spirits the most, including the native ability many have to summon elementals even without sorcery. They can engage in crafting but focus on fine details like scribing tiny runes on an artifact more than building a temple manse.
[ ] Ad-ork-able nerds: No risk starting a fight, Pteroks will use the Library of Sperimin to research all we need without risking a confrontation. Surely in the vastness of the Library a similar species must exist. AP needed 1. DC: 25. Success Needed 1. Reward: Gain knowledge about Orks. Basically very educated guesses which may lead to incorrect conclusions.
[ ] Aid the Croc-Men: Potions, Geomantic blessings, talismans. You can do a lot to aid the Mosok in not being detected so you should. AP needed 1. DC: 30. Success Needed 1. Reward: Ork Napping based actions done this or next turn have base DC reduced by 5 and unnoticed DC reduced by 15.
[ ] What is that?: A giant ball of light in the sky, we have some concerns. AP needed 1. DC: 50. Success Needed 1. Reward: Confirm that that is indeed not the Daystar Dirigible Fortress.
[ ] What are those?: Stars are supposed to be representations of celestial gods whose interactions are mapped to the heavens. What in the Ignis Divine are those? AP needed 1. DC: 60. Success Needed 1. Reward: What are stars?
[ ] Did the sky fall?: Creation had a giant dome over it and air never got very thin even if you flew a thousand kilometers straight up. We have already proven that is not the case here so more investigation is required. AP needed 1. DC: 40. Success Needed 1. Reward: What is the deal with the sky.
[ ] Elemental Support: Dragon Kings in general and Pteroks in particular are adept at summoning elements which both provide general aid and have particular skills and special powers that Dragon Kings may not. May be taken more than once. AP needed 1. DC: 60. 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.
[ ] Thaumaturgical support: Alchemical potions, geomantic blessings, minor enchanted objects. Thaumaturges can find lots of ways to provide help, lacking infrastructure makes it relatively inefficient and unsustainable. AP needed 1. DC: 30. Success Needed 1. Reward: Gain 1 extra generic AP next turn.
[ ] Thaumaturgical 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. Nothing hard if not for needing to provide enough to supply 5000 troops for several days worth of battling. Thaumaturgical stockpiles add 20 to a d100 roll. Note that up to four such stockpiles can be consumed per battle if available. This does not prevent a botch. AP needed 1. DC: 40. Success Needed 1. Reward: Gain 1 Thaumaturgical 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.
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. Raptok have a lot to do since they need to rebuild all the infrastructure of an entire civilization.
[ ] Merela: Well we know where to build cities and the Capital for the planet isn't even that far away. Let's build it. Although it will need its manse build to unlock its full potential. AP needed 2. DC: 25. Success Needed 10. Reward: Gain Capital City. Space for 5 million, basic workshops, nurseries, barracks, temples, gardens and such. Gain 1 generic AP and obsolete a bunch of projects.
[ ] Merela Temple Manse: Build the capital cities Geomantic power-well. It will allow a radically more capable city. All Dragon King inhabitants will regenerate essence faster as well as recover from wounds and disease faster. Environment will be controlled, city shields can be deployed, essence artillery weaponry will be installed. A fortress wall patrolled by Golems for protection, the city will be consecrated so all creatures of darkness suffer in the city. Plus we plan to hook up a lot of the knowledge from Sperimin to the Merela manse and the planned systems will allow citizens to ask questions and get answers and illusory displays from thin air. AP needed 2. DC: 35. Success Needed 4. Reward: Increases Merela generic AP from 1 to three. Adds a bunch of comfort and defensive features.
[ ] Sperimin: Who needs to wait for explorers and surveyors to find a good location, you need to put something around Sperimin tower so just start building a city right here. AP needed 2. DC: 25. Success needed: 5. Reward. A small city build around the tower, it will lack inherent defenses, resources, and geomantic potency of other potential cities, but its an Academy city.
[ ] Plant it and they will come: Use mystic plant powers to induce a massive growth in feedstock plants to encourage animals to congregate nearby for ease of hunting as well as feed your Ox-Dragons and provide the few plants Dragon Kings can eat at least some of to supplement foodstocks. AP needed 1. DC: 30. Success Needed 1. Reward: Gain 1 extra generic AP next turn.
[ ] Alchemical Shrubbery: Use mystic plant powers to create gardens of simple artifact plants designed to produce alchemical reagents. AP needed 1. DC: 35. Success Needed 1. Reward: Gain Alchemical Garden. Difficulty on actions that use Alchemy like Thaumaturgical support and Thaumaturgical Stockpile are lowered by 5 until we manage something better.
[ ] Nursery: OK a city is going to far but there are four eggs for everyone one of us and keeping an eye on them around hungry Tyrant Lizards is exhausting. Use Earth shaping and wood crafting to create thousands of simple nurseries so a tiny fraction of your people can keep all the eggs safe, freeing up a bunch of labor. Eggs will be moved into cities as soon as available, hopefully before the little monsters hatch, it's going to be hard enough raising 4 savage children simultaneously for every one of us alive now in a proper city, let alone doing it in the middle of a field. Which is why these temp nurseries are also designed to slow the eggs maturation as much as possible. AP needed 1. DC: 30. Success Needed 1. Reward: Gain 1 extra generic AP, will be rendered obsolete by a City AP bonus.
[ ] Temple: I mean it's not made using tools that were consecrated a blessed, the stones of the ziggurat has not each been carved with prayers, it certainly has not been geomantically aligned with the planet. But it's a place to gather and occasionally sacrifice something to! AP needed 1. DC: 35. Success Needed 1. Reward: Lowers difficulty of "Praise the Sun!" by 5 until replaced with better.
[ ] Fishing Boats: Mosok built boats are very… inelegant. Lets help them out so they can help us out with fresh food. AP needed 1. DC: 35. Success Needed 1. Reward: Lowers difficulty of "Gone Fishin' and Catch and Ork Napping" by 5 until replaced with better.
[ ] Summoning Circles: Circles are not needed but scribe a few hunks of rock with element appropriate symbolism may ease the way. Noticeable enough over the course of millions of summoned elementals anyway. AP needed 1. DC: 35. Success Needed 1. Reward: Lowers difficulty of "Elemental Support" by 10 until replaced with better.
[ ] 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: 35. Success Needed 5. Reward: Gain 20 hearthstones to power magitech gear.
[ ] New Hearths: Much of our most powerful equipment needs continual power transmitted from Geomantic power-wells like Dragon Nests and Manses via hearthstones. It seems we would be too lucky to have this new world be as rich in Dragon Nests as Creation was and even if it is we will need to build those Manses to channel the geomantic power. So we may want to consider developing alternatives. AP Needed 1. DC 60. Success Needed 2. Reward: Options for modifying some magitech designs to use non-hearthstone based power sources. Further research unlocked.
[ ] Militia Gear: There is a reason that the Dragon King armory has more sets of militia gear than Dragon Kings exist. Its easy enough to make on its own, with proper infrastructure even a single AP can produce a million sets. You though struggle to equip 5000 warriors but its not impossible. AP needed 1. DC: 35. Success Needed 1. Reward: Remnant Legion is armed with Militia Grade gear.
[ ] We ain't no scrubs: You don't want your people to settle for suck. Raptok craftsmen work hard to forge third rate gear for the remnant legion. Although it is difficult without any workshops or feed stock. This is probably the best you can do until you set up. Ironwood Sheaths (shit tier power armor), Breath Vines, Essence Visors, Echo Jewels, Shock Pikes (magic spear that shoots force bolts), essence pulse grenades, some use thunderbolt shields and others equip Fuel Bolt Launchers for anti-vehicle work. AP needed 2. DC: 55. Success Needed 4. Rewards: Remnant legion equipped with third rate Dragon King gear.
[ ] 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: 55. Success Needed 3. Reward: Add mobile artillery support to Remnant Legion.
[ ] Sow Staran Defenders: Its concerning, being outnumbered 10 to one, even if you are likely worth more than ten of them. Plus you are unsure how they fight. Better some disposable troops do it first, if only so you can learn how to beat them and minimize losses. Dragon kings once met a group of humans so mutated they were more plant than human. Plant enough for powers of wood to work on them but human enough to be handed a spear or bow and trained to fight. Each Defender has a tough oaken hide and cares an ironwood spear or bow. They are planted as seeds and grow taking some time, after which they can be quickly trained to operate with minimal supervision at Dragon King orders. AP needed 1. DC: 25. Success Needed 1. Reward: A Season AFTER sowing (so turn 4 is first they could be deployed/used) you gain 3 million Staran Defenders.
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.
[ ] Healing and Repair: Speeding healing and repair use the same Draconic Path so dedicate some who know this path to making sure others and their tools are topped up. This lets them push themselves harder than otherwise might be possible. AP Needed 1. DC: 10. Success Needed 1. Reward: Worst Roll of the turn gets re-rolled with the best of the two rolls being kept.
[ ] Resource Expedition: Various Dragon Kings can effectively magic up useful equipment from rocks and trees. But that doesn't mean its not easier if they have higher quality materials to work from. Use what you learned from the Mosok Exploration last season to go on expeditions to various places across Tokat to bring back more useful raw materials, if you are lucky maybe even something with enough potency to allow more powerful artifact creation. AP Needed 1. DC: 20/80. Success Needed 1. Reward: Every base success provide TWO AP next turn, every greater success provides a free AP success that can be applied to a magitech project of at least three total successes, such as "We Ain't No Scrubs or Manse Builder"
[ ] Barracks: A bit extravagant to create a place for our Legions to train and work together when no one else has homes and we only have one Legion. Armories and stables and workshops serve no purpose when you have no weapons, mounts, or war machines. And this whole thing will be wasted effort once we build a city. But maybe we cannot wait? AP Needed 1. DC: 25. Success Needed 1. Reward: Barracks built. You can recruit new Legions. Space for 20 total Legions.
[ ] 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.
[ ] Air Support?: A quarter of our race can fly, what more air support do you want? What if the enemy uses flying vehicles you say? Ugh we can try to come up with something, but asking for anti-air defenses when we have no workshops is very challenging. We could set up some hot air balloons operating on never ending heart's flame burners, add some flash on the outside, some geomantic blessings to give them a touch of essence and attackers will think our decoy is a very important and valuable aerial target. We use the fact that we have decoys we believe will be attacked to set up Pterok watchers armed with one use fire and forget weapons designed to bring down small aerial vehicles. Probably the best we can do until we get the workshops to build warbirds and aerial chariots. AP needed 1. DC: 60. Success Needed 1. Reward: Air Defenses of dubious value.
You can see why the Primordials sent you here. Whoever designed this universe clearly shouldn't be trusted with things as important as foundational aspects of nature.
You can see why the Primordials sent you here. Whoever designed this universe clearly shouldn't be trusted with things as important as foundational aspects of nature.
[X]Plan What is Happening
[X] My eye for a spear: Your people have no weapons or armor. Send people out into the woods to make some wood and stone weapons and practice with them a bit so the group is used to working together. AP needed 1. DC: 25. Success Needed 1. Reward: Remnant legion gains primitive weapons slightly better than Dragon King claws and lose the Unorganized Penalty. If you chose the Armory option this DC is reduced to 15 and everyone familiarizes themselves with the available gear as well.
[X] Ork Napping: Send Mosok and others with sufficient knowledge of water paths into the Greenskin territory to take stock, and stuff, and even the greenskins themselves. Try to gain as much actual knowledge as possible, mostly via Greenskin disguised or Invisible Croc-men taking stuff and individuals back for "study" Pterok and Raptok with the power will try to learn the Greenskins language and culture. Sadly this much activity implies a risk of getting caught. AP needed 1. DC: 30/50. Success Needed 1. Reward: Meet First DC to get data, Meet second DC to not get caught.
[X] 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: AP needed 1. DC: 35/55. Success Needed 1. Reward: Gain 2 extra generic AP next turn for basic success weakening Greenskins. Avoid notice with the greater success.
[X] What is that?: A giant ball of light in the sky, we have some concerns. AP needed 1. DC: 50. Success Needed 1. Reward: Confirm that that is indeed not the Daystar Dirigible Fortress.
[X] What are those?: Stars are supposed to be representations of celestial gods whose interactions are mapped to the heavens. What in the Ignis Divine are those? AP needed 1. DC: 60. Success Needed 1. Reward: What are stars?
[X] Aid the Croc-Men: Potions, Geomantic blessings, talismans. You can do a lot to aid the Mosok in not being detected so you should. AP needed 1. DC: 30. Success Needed 1. Reward: Ork Napping based actions done this or next turn have base DC reduced by 5 and unnoticed DC reduced by 15.
[X] Did the sky fall?: Creation had a giant dome over it and air never got very thin even if you flew a thousand kilometers straight up. We have already proven that is not the case here so more investigation is required. AP needed 1. DC: 40. Success Needed 1. Reward: What is the deal with the sky.
[X] Merela: Well we know where to build cities and the Capital for the planet isn't even that far away. Let's build it. Although it will need its manse build to unlock its full potential. AP needed 2. DC: 25. Success Needed 10. Reward: Gain Capital City. Space for 5 million, basic workshops, nurseries, barracks, temples, gardens and such. Gain 1 generic AP and obsolete a bunch of projects.
[X] Merela Temple Manse: Build the capital cities Geomantic power-well. It will allow a radically more capable city. All Dragon King inhabitants will regenerate essence faster as well as recover from wounds and disease faster. Environment will be controlled, city shields can be deployed, essence artillery weaponry will be installed. A fortress wall patrolled by Golems for protection, the city will be consecrated so all creatures of darkness suffer in the city. Plus we plan to hook up a lot of the knowledge from Sperimin to the Merela manse and the planned systems will allow citizens to ask questions and get answers and illusory displays from thin air. AP needed 2. DC: 35. Success Needed 4. Reward: Increases Merela generic AP from 1 to three. Adds a bunch of comfort and defensive features.
-[X]4AP
[X] Summoning Circles: Circles are not needed but scribe a few hunks of rock with element appropriate symbolism may ease the way. Noticeable enough over the course of millions of summoned elementals anyway. AP needed 1. DC: 35. Success Needed 1. Reward: Lowers difficulty of "Elemental Support" by 10 until replaced with better.
[X] Healing and Repair: Speeding healing and repair use the same Draconic Path so dedicate some who know this path to making sure others and their tools are topped up. This lets them push themselves harder than otherwise might be possible. AP Needed 1. DC: 10. Success Needed 1. Reward: Worst Roll of the turn gets re-rolled with the best of the two rolls being kept.
[X] Sow Staran Defenders: Its concerning, being outnumbered 10 to one, even if you are likely worth more than ten of them. Plus you are unsure how they fight. Better some disposable troops do it first, if only so you can learn how to beat them and minimize losses. Dragon kings once met a group of humans so mutated they were more plant than human. Plant enough for powers of wood to work on them but human enough to be handed a spear or bow and trained to fight. Each Defender has a tough oaken hide and cares an ironwood spear or bow. They are planted as seeds and grow taking some time, after which they can be quickly trained to operate with minimal supervision at Dragon King orders. AP needed 1. DC: 25. Success Needed 1. Reward: A Season AFTER sowing (so turn 4 is first they could be deployed/used) you gain 3 million Staran Defenders.
[X] Resource Expedition: Various Dragon Kings can effectively magic up useful equipment from rocks and trees. But that doesn't mean its not easier if they have higher quality materials to work from. Use what you learned from the Mosok Exploration last season to go on expeditions to various places across Tokat to bring back more useful raw materials, if you are lucky maybe even something with enough potency to allow more powerful artifact creation. AP Needed 1. DC: 20/80. Success Needed 1. Reward: Every base success provide TWO AP next turn, every greater success provides a free AP success that can be applied to a magitech project of at least three total successes, such as "We Ain't No Scrubs or Manse Builder"