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

Strong Personalities
Omake

Nysela was too immaterial and alien to the mortal form, too perfect and generally immune to mortal frailties to pick up the discomforts such creatures physically manifested. Her wounds were as much matters of an irreconcilable concept or intruding belief into her metaphysical structure as they were bruised meat or broken bones. Or - perish the thought - leaking ichor from a punctured skin. It was rare verging on impossible for one such as her to become diseased or experience more than distaste at spoiled food, should she care to eat (and choose to consume something not wrought of quintessence, once it became available once more). Many of the concerns fleeting mortals had did not apply to such as her - neither burning sand nor freezing gale were cause for discomfort should she elect not to feel it, such was the right of her station and craft poured into her form.

This did little to stop her from having a headache. Her peer spirits were....strong willed, at times and required the application of directed discourse to encourage their efforts or reign in excesses of enthusiasm. It was a boon to have such as Little Beam and Final Hymn of Judgement along this excursion, both for lending their occasionally sonorous voices to subordinate spirits when more gentle guidance was a more imperfect tool and to have some of her more enthusiastic subordinates not left alone to cause mischief in Teteocon-in-Waiting due to a lack of oversight and guidance. She could rely upon those Children of the Wind who aided her to keep any errant fires from becoming out of control 'ere her return from this campaign.

The diplomatic efforts with this 'Imperium of Man' were...strenuous. The valor they display against Wyld-tainted monsters was undisputed, but their compassion was...lacking, to speak of the sacrifice of worlds of souls as though a bid in a Gateway match. Her beloved would never had stood for such, and so mustn't she, yet she could but guide their path to wisdom and virtue, not force it upon them. Free Will had much to answer for sometimes.

Of greater concern was the constant suspicion the diplomatic party was under. Every meeting was armed, every observation questioned, every offer was treated as though it was a dagger at the heart of their realm. Even an offer of a meal was taken as a suggestion of forcing poison upon the dignitaries and only reluctantly accepted....with strenuous sampling of all provided delicacies and a stomach pump a near certainty for the Imperial dignitaries afterwards. This was a people for whom trust grew in a barren field. The difference in the cold hatred in Imperial eyes towards Dragon Kings and the relations she saw between the Scaled Ones and the humanity of Creation was...sad. Both had suffered from horrors beyond their comprehension, but in Creation Man had other species to help them when they suffered, had the Lords of Creation and the Chosen of the Gods to protect them from errant Behemoths, or the dissolution of fire or savage self-propelled plagues tear through populations.

Here, now? 'A logical argument must be dismissed with absolute conviction', 'blessed is the mind too small to doubt', 'an open mind is as a fortress with its gate open and unbarred'. The task to bring the Imperium to virtue will be no simple one, but a worthy goal all the same. As self-evidently worthwhile as to cleanse and purify the wound in reality that was the Eye, though perhaps not as straightforward.

The goddess returned to her office-sanctum, a modest shrine near the central altar of her lord-beloved's temple, and willed a modest amount of the Mead of Eternity to appear in her hand. She needed a drink after the day's discussions with the Lord-Admiral and Inquisitor. As she rested herself behind the baroque mahogany-and-rose-marble table she turned to her inbox to do what she could to keep small fires back home from becoming large fires.

Transcripts of matters of concern prayed to her, either by administrative clerics or by some direct petitioners willing to put in the effort to perform the rites necessary to send messages directly to her instead of the far more accessible squadron of secretaries both along for the expedition and back at Teteocon-in-Waiting. The first message was a warning to her, in comparatively straightforward language, of incoming petitions from Intrepid Lotus and One-Thousand Gardens who were 'at it again'.

Already suspecting the substance of the incoming petitions if not the precise shape, the seniormost divinity in the Tokati pantheon delved deeper into her limited supply of divine alcohol to fortify herself with the anticipation of what was to come. The two Dragon Kings - currently both Raptok, currently both master artificers, both always brilliant at whatever they chose to do, both ever in competition with the other. If Lotus said night followed day, Garden would - outraged and smug - declare day followed night just to continue a quarrel whose beginning neither knew the beginning of but each insisted the other began out of pettiness and spite.

The Dragon Kings were exemplary servants of her beloved, but for every ten stories of generational friendships or love affairs, you get a pair of Anklok who'd kill each other in a duel over something incredibly banal, hatch as young Pterok in the same hatchery and immediately begin stealing fish from one another.

Strong. Personalities.

The next two letters were what Dautless Bell had warned her about - two exemplary petitions with magnificent calligraphy that, were they of some other task, were they from some other petitioners, she may have been tempted to keep as the works of art they clearly were - one written upon purest ricepaper with abyssal squid ink prepared with the finest hints of black jade dust mixed in and with the barest hint of perfume, the other with golden ink mixed only at high noon and placed upon indigo silk woven in pleasing patterns. Both salutations were nigh identical, neither actually mentioning the other by name or implication.

Lotus spoke of the creation of a mighty spear of legend, whose potency would create an echo the likes of which would emulate the manse-temple to the Maiden of Endings' own hearthstone. The ability to follow through with their claims was questionable - doubtful in someone who had accomplished less with more than they - but promised to be a truly impressive addition to the arsenal of the Realm once completed. All they required was access to certain rare materials, a half dozen hearthstones from Saturn aspected manses of the second coil (or a like number of Hesiesh aspected manses of the third coil) all easily obtained from manses on Tokat, permission to make use of 'workplaces appropriate to the task' - clearly meaning the Basilica of Regal Artistry - and a truly staggering amount of orichalcum that, unless she was not informed on recent advances in the production of Holy Gold, would beggar the Realm's production for years.

In the other missive, Garden suggests a 'humbler' approach; merely creating a large Collar of Clockwork Diligence...a staggering seven and a half leagues across. Her suggestion emphasized the proven nature of the design, its ability to be reused for 'like creatures' and the opportunity to instruct apprentices, as well as including a modest poem alluding to how each of the Lumina were once monsters and after persuasion became loyal Solar servants.

Of course. The news of the Void Kraken will have reached Tokat by now, wouldn't it? Such a potent beast would be a near irresistible trophy to either crafter, being able to claim that they had bested such a creature through their works would be literal lifetimes of achievements with which to hold over their rival's head in every argument they had.

Nysela had a monstrous headache, and almost wished it was because of the cheer-forsaken Humans.
 
I originally wrote the omake to get a headstart on the very-large Collar of Clockwork Diligence and introduce some 'brilliant but difficult' characters for later. Then Star Jaunter presented me with...other options, and I'd like some feedback as to what's on the table here.


[ ] Behemoth Culling Saturnine Harpoon: A massive harpoon scaled to fight titans. Meant as an incredibly Exhaustive artifact which effectively completely drains a powerful Dragon King to be used by one for one strike. That strike will imped itself in a titan forcing it to slumber as long as the Harpoon remains in it. Ties to Saturn mean that when a Manse of Saturn is built and a facility for calling titans constructed it will be able to summon the defeated slumbering titan and free up the Harpoon for a new target. This option helps more in the long run but does almost nothing for the Gothic Expedition. You need to get 2 more rolled successes at DC: 45 to complete it by RUSH standards for shipping to gothic sector or use an Ideal Factory Cathedral.

[ ] Collar of Clockwork Diligence: Void Kraken Edition: Building a massive Artifact collar to help control the massive void Kraken is doable, although we will have to spend time training the beast and familiarizing ourselves with the mount, but if we catch it early we can use it against Abaddon. Getting it home is something of an issue but making this at least means the Gothic Expedition will have a goal while waiting for abaddon. You need to get 2 more rolled successes at DC: 45 to complete it by RUSH standards for shipping to gothic sector or use an Ideal Factory Cathedral.

[ ] This is how its done: Nysela chastises the crafters by presenting plans to build a Direction Titan to them including a model more impressive than either of their planned projects all on her own without using any Realm resources just to show them their place. You cannot design it youself but you may choose 1 through 10. 1 being as workmanlike and low cost as possible to get a Directional Titan up and running and 10 being as close the Daystar as Nysela can get with Dragon king limits and damn the cost. Filled with Bespoke technology if they Dragon kings could build it they could study the thing to learn how it actually worked... IF they can build it given the massive expense. If this is chosen and a Direction Titan shipyard is started in Turn 51, the budget may sacrifice the wrecked Ork ships captured to auto build it at no cost.

[ ] Get to work you two!: Nysela gives the two engineers a lecture on Duty and Righteousness and sets them to work, each guiding the construction of a Rhadamanthine class Chariot in a Dual Imperishable set up. They are highly motivated. Counts as 12/539 built. If worked on in a turn 51 budget, any Ork ship (including wrecks and Nobz Gob) sacrificed to construction counts as both an Atelier Manse AND an Exotic Stockpile. (Thats 136 success if all four are taken).

[ ] Other concerns Dominate: You may look at the list of designs for ships I will release at the end of turn 51 and make a new choice from that list which will be available for Turn 51 planning (And there will still be three designs granted at that time as well, this is an EXTRA one not simply moving one choice forward at your control). Some of these designs do include easy to build craft which could be started in Turn 51. If you do they will gain +6 Successes completed at the start and any Ork ship (including wrecks and Nobz Gob) sacrificed to construction counts as both an Atelier Manse AND an Exotic Stockpile. This potentially allows a rushed ship or ships to be sent to Gothic Sector or left behind to enable security against the Orks.

My current inclination is 'this is how it is done', both for the narritive 'stop fooling around you two' chastisement and because I always wanted a Directional Titan that was (almost) the Daystar, but figured the latter would be more of a late game thing and was intending to cut my teeth on a Mass Conveyor design (both as a trade vessel and to get experience in creating something akin to a Dragon King Craftworld in case someone oopsies our planets).

HOWEVER.

This is...uh, not just for me, and I would like some feedback here. What's a good pick?
 
Soulsteel Deal: This is an unfinished project, I don't want it to decay, and we'll need soulsteel to make Wondrous Globes more quickly for our ships. That said I can take 1 AP off of it to keep Magical Population Growth from decaying.
I do. Black Soulsteel is a perversion of the holy metal of one of the Most High. And even as alien as Dragon King concepts of Compassion and Temperance are, we have no way of ensuring its manufacture is held to the moral standard of Sol Invictus who is, above most other spheres, a god of Virtue.
Should I ask instead 'is there a planet that has the following manses' and then play twenty questions to narrow down to 'are there any that have the following attributes' etc until finally asking 'where is the nearest of these planets to the Tokati Realm'? That feels like multiple vision quests but may conditionally be a reasonable way going about something (with the typical caveats about 'reason' and 'the Wyld').
Honestly what you should do is Vision Quest for "what subsector has anything of interest" and then send an Observatory Ship with 3-6 Nirupadhika Synapse Interface capable Manta Skiffs to that subsector. The Observatory Ship will be able to compile a Star chart and the skiffs will be able to scout out any systems within a single turn.
Astrological divination is good at learning new data about things we already know about, and bad at answering vague questions looking for entirely new subjects and Vision Quests are more broad scale. Plus our Petroks will be happy getting to go scouting.

EDIT: I also want a Directional Titan. Celestial Seat class ships are probably further away yet, but biggatons are required.
 
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Biel-Tan are supposed to be the most aggressive and imperialistic of the Eldar craftworlds, are they not? We should prepare for an attack from them because this is still one of "their" worlds for being part of the former Eldar empire. We should prepare for an attack instead of guessing they will not because you can guess wrong.
 
Biel-Tan are supposed to be the most aggressive and imperialistic of the Eldar craftworlds, are they not? We should prepare for an attack from them because this is still one of "their" worlds for being part of the former Eldar empire. We should prepare for an attack instead of guessing they will not because you can guess wrong.
Keep in mind the timescales Eldar work on. We're currently a meat shield they can kill in a thousand years after the invasion force we'll endure in their place softens us up. This isn't an unsanctioned imperial colony on a Maiden World they were maybe planning to use in a few hundred years, this is a group of primitives paying for the honor to die in the defense of a Maiden World they know is going to get attacked and can always recover later.
 
Are Staran Knights different from Staran Defenders?

Yes, Starans are a race of sentient and borderline sapient mobile plants that you can make and work with due to wood path.

The Staran Knights are plant golems powered by elementals named staran only because they sorta of match the aesthetic.

How do we make Staran Knights?

Plant golems powered by elementals, which must be replaced every month, putting strict limits on how many you have.

I only see a project for Defenders.
Brass Legions are supposed to have the same stats as Staran Knights.

Except the Brass Legions have ranged weapons which Staran flat out do not, and they are not powered by elementals so you have higher total numbers possible.

Did Brass Legions replace them?

Basically, Staran knights cannot have much more than you have and Brass Legions are blanketly superior. Thus unless someone came up with a good use for Staran knights I was considering them an obsolete design and would quietly get the existing ones killed off as soon as possible to remove them from my need to consider at all.

Should I ask instead 'is there a planet that has the following manses' and then play twenty questions to narrow down to 'are there any that have the following attributes' etc until finally asking 'where is the nearest of these planets to the Tokati Realm'? That feels like multiple vision quests but may conditionally be a reasonable way going about something (with the typical caveats about 'reason' and 'the Wyld').

Exploring should be done with exploration. This is not something divination is supposed to be good at, the fact it can be slap dashed to work as psuedo exploration is a testemant to how flexible it is, not a failing of divination.

Basically you need some form of information on something to do astrology which can come from exploration, spy networks or vision questing.

Do we have enough information to run astrological divination on any of these planets

no.

or would we want to vision quest for their coordinates and thus get a profile on them first?

yes.

No, but the Eldar Empire was safe, stable and sane for millinia until it wasn't, and I doubt the Eldar will be making the same mistakes if we return their pantheon to them

That was part of the issue of course, Their second most powerful god was of conflict and strife and they all stopped fighting and even automated the few military duties left. Khaine got pissed and reckless.

I believe Star Jaunter has said omake successes do not decay

They are more resistant to decay and will come with more warnings.

We deployed the troops we had because we had them to deploy, not because they were strictly required.

correct. I mean if your capital was attacked would you leave the army standing by even if you were sure said capitals inherent defenses were adequate?

How viable would that be?

DC will not reach zero, five at the lowest. I will let the actions roll over to the next project on the line if you over invest, at least till turn 60.

And even as alien as Dragon King concepts of Compassion and Temperance are, we have no way of ensuring its manufacture is held to the moral standard of Sol Invictus who is, above most other spheres, a god of Virtue.

Sure. Autochthon used soul steelification as a punishment for a race that utterly betrayed him. So there is A moral use (by DK standards) for black soulsteel as a punishment for the highest crimes and betrayals.

Not that this deal would ensure that level of morality of course. You need an in to gain control of the system and modify it.

Honestly what you should do is Vision Quest for "what subsector has anything of interest" and then send an Observatory Ship with 3-6 Nirupadhika Synapse Interface capable Manta Skiffs to that subsector.

Basically, although you have like 10 ish points of interest in your own sector already so not sure when you plan on switching from actually exploring instead of looking for more points of interest.

Biel-Tan are supposed to be the most aggressive and imperialistic of the Eldar craftworlds, are they not?

They are.

We should prepare for an attack from them because this is still one of "their" worlds for being part of the former Eldar empire.

No, you worked out a deal. At worst they would only betray you by attacking Ophelis AFTER you have dealt with whatever issue makes Ophelis's existence untenable.

We should prepare for an attack instead of guessing they will not because you can guess wrong.

I mean you should but thats because of the issue that opened up Ophelis at all, not Biel tan.
 
Not that this deal would ensure that level of morality of course. You need an in to gain control of the system and modify it.
Yeah, that's what I meant. Black Soulsteel production can, technically, be performed ethically (within our savage standard of ethics) but I flatly don't trust the Underworld Lords to do so, especially at any kind of logistical scale. Also, as much as we love and respect Auto-Kun and Gaia, they are still Primordials and thus fit more into the "they're on our side so don't push it" category than even our more savage gods.
Basically, although you have like 10 ish points of interest in your own sector already so not sure when you plan on switching from actually exploring instead of looking for more points of interest.
Well we can make those NSI Skiffs to scout out our current subsector and build the carrier Observatory to scout out the rest of the sector first, obviously. I was more suggesting a general modus operandi for looking for neat stuff in the future.
No, you worked out a deal. At worst they would only betray you by attacking Ophelis AFTER you have dealt with whatever issue makes Ophelis's existence untenable.
That's about what I thought. No sense killing the guys paying you to be your meat shields until after they've shielded you with their meat.
 
@StarJaunter no I'm absolutely not trying to sabotage the game at all! I was greatly enjoying the game. I'm sincerely sorry for swearing and upsetting you.

I'm not sure how to answer "what is going on" without starting an argument again and I absolutely don't want to do that. I know that it's not important if things match any canon or not, I just didn't realize I wasn't supposed to use any wikis. And that wasn't why I've been so hurt. I'm sorry I mistook it for a 'trap.' and hurt your feelings.

Thank you for explaining about Khaine and Asuryan. That helps very much.

Peace, honestly. Not being sarcastic.

Edit: Please don't assume the worst of me either. :(
 
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Are Staran Knights different from Staran Defenders? How do we make Staran Knights? I only see a project for Defenders. Brass Legions are supposed to have the same stats as Staran Knights.
I know that this has been answered already but I felt that there is room for an analogy here. @StarJaunter you have stated that Staran Defenders are equivalent to B1 droids, than would that make the Staran Knights and Brass Legionaries equivalent to B2 droids? Of course the Kriegers would be roughly equivalent to SW clone troopers.:evil2:
 
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Except the Brass Legions have ranged weapons which Staran flat out do not, and they are not powered by elementals so you have higher total numbers possible.
Basically, Staran knights cannot have much more than you have and Brass Legions are blanketly superior. Thus unless someone came up with a good use for Staran knights I was considering them an obsolete design and would quietly get the existing ones killed off as soon as possible to remove them from my need to consider at all.
I know that this has been answered already but I felt that there is room for an analogy here. @StarJaunter you have been stated that Staran Defenders are equivalent to B1 droids, than would that make the Staran Knights and Brass Legionaries equivalent to B2 droids? Of course the Kriegers would be roughly equivalent to SW clone troopers.:evil2:

We could give staran knights armor and ranged weapons. Staran Knights could heal while Brass Legions need to be repaired. Something that would require research, if you want to give them more uses, would be to give them abilities related to being wood elementals and giving them bonuses to fighting in forests or jungles.
 
My current inclination is 'this is how it is done', both for the narritive 'stop fooling around you two' chastisement and because I always wanted a Directional Titan that was (almost) the Daystar, but figured the latter would be more of a late game thing and was intending to cut my teeth on a Mass Conveyor design (both as a trade vessel and to get experience in creating something akin to a Dragon King Craftworld in case someone oopsies our planets).

HOWEVER.

This is...uh, not just for me, and I would like some feedback here. What's a good pick?
I'm all for ether "This is how its done" or "Collar of Clockwork Diligence: Void Kraken Edition"
 
[ ] Get to work you two!: Nysela gives the two engineers a lecture on Duty and Righteousness and sets them to work, each guiding the construction of a Rhadamanthine class Chariot in a Dual Imperishable set up. They are highly motivated. Counts as 12/539 built. If worked on in a turn 51 budget, any Ork ship (including wrecks and Nobz Gob) sacrificed to construction counts as both an Atelier Manse AND an Exotic Stockpile. (Thats 136 success if all four are taken).

[ ] Other concerns Dominate: You may look at the list of designs for ships I will release at the end of turn 51 and make a new choice from that list which will be available for Turn 51 planning (And there will still be three designs granted at that time as well, this is an EXTRA one not simply moving one choice forward at your control). Some of these designs do include easy to build craft which could be started in Turn 51. If you do they will gain +6 Successes completed at the start and any Ork ship (including wrecks and Nobz Gob) sacrificed to construction counts as both an Atelier Manse AND an Exotic Stockpile. This potentially allows a rushed ship or ships to be sent to Gothic Sector or left behind to enable security against the Orks.

If the Rhadamanthine class is 539 AP how much AP do you think the cheapest directional titan will be? Easy to build ships would be good because we are going to be using half of our AP to prevent project decay. I want a Rhadamanthine but it would still be 403 AP if we sacrifice all Ork ships.
 
Honestly I think we should avoid building any Rhadamanthine class ships for the foreseeable future as things stand just now due to the fact that we're currently using more Orichalcum then we're producing, once we've got at least two more Orichalcum refineries then yeah sure but not right now.
 
I want a Rhadamanthine but it would still be 403 AP if we sacrifice all Ork ships.
MInd with the Gemini Yard the AP's worth are doubled, so cut that number in half; still a lot but considerably less than before.
Honestly I think we should avoid building any Rhadamanthine class ships for the foreseeable future as things stand just now due to the fact that we're currently using more Orichalcum then we're producing, once we've got at least two more Orichalcum refineries then yeah sure but not right now.
Yeah for all that the Rhadamanthine class punches above its weight it is quite expensive to build. We need less expensive (but still rather capable) ships, perhaps a Jurian pennant hull with plasma cannons. Of course Ebonite will be needed for it as well.

//Edit: AAAhhgg So much to do and so little AP to do it with. 😖
 
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In terms of other concerns dominate I will point out that Golden Scale and Harmonious Resonance classes described previously are possible choices. So if you want more affordable ships you can see at least some choices.
 
@The Froggy Ninja

This is in answer to your request to open up a quest line to communicate with the Leagues of Votann.

A Dragon King, Wakes in Tunnels, is quite quirky. She reached deep into the paths to become another breed as soon as possible. The breed she chose is not an existing one but what our current understanding of what a mythological fifth Earth path breed would look like. She became that breed and hues to the Earth Path outside of the paths needed to take that form. She is known to build Tunnels for a living and when not working is often found wandering tunnels, including in her sleep. Hence her name as she is often found waking up in a Random Tunnel she knows not where.

This latest time upon waking though her mind is filled with Visions. They are encompassing and filling her mind and she seeks aid. A combination of paths, Thaumaturgy and divine aid is used to extract her vision which is analyzed thoroughly.

Her vision was of a Sub-Type of human, but one that split off so long ago and so agreesively that they are at least as different from normal humans as Breeds are from each other.

Checking our human records they know them only as the Squats. The vision indicates otherwise. Complete analysis and minor crystal divinations to fill gaps provide the below information.

One of the clearest phrases pulled from the vision is: "By the mysteries of the crucible are they given form and strength. By the molten fires and pounding pistons of the Forge are they armed and armoured. By the Votann and by the Fane are they given wisdom and purpose. And by the searing wrath of the Hearth are they filled with the fury to overcome any foe."


The Crucible seems to be a method for birthing the beings known as Kin instead of natural childbirth. The visions indicate it is similar to the Jade Egg crafting of our Adamant Allies in the Revolutionary War with the addition of being an Artifact that creates these new Kin using the remains of old Kin if at all possible.

The Forge seems to be their equivalent of a Factory Cathedral, but it being placed as one of the four pillars of their society is very indicative of their status as Artisans.

Fane and Vo-tann seem to be places of worship and what they worship respectively although the specifics elude us, in some ways it seems like ancestor worship in others like praying to gods. Divinations are unclear.

Hearth is technically the main power core of any community but the term as a Pillar combines the power source, the place, the community and society that dwell their and all the loyalties a given kin might have all at once.

While the rest is less cohesive we can pull out these ideas, the Kin of Votann are Pragmatic, Survivalist, and Mercenary.

Pragmatism: The followers of Votann show a degree of Pragmatism that is shocking and unsettling to Dragon Kings, and even most humans. This pragmatism is part of what will let the Kin even make the choice to work with a Dragon King Realm, but it also makes them even more alien to our mindset than a normal human.

Survivalist: Initially offsetting but further exploration clarifies that the Kin work towards the Survival of their society. So while an individual is more loathe to die for a cause than a normal human would be, if that cause saved more of their people or a cultural icon, they would still gladly spend their lives. Still this caution makes them a touch more alien yet to the Dragon King mindset who have no problems sacrificing their lives for a moment of Glory.

Mercenary: One of the more dangerous and useful aspects of what makes the Kin the Kin. The Kin will do what is best for their people, especially in terms of building wealth. Like with our Mosok breed though this can mean they are willing to trade as long as their people are coming off better with trade but it also means they will raid or invade if they pragmatically calculate that the math work out more profitable in the end than fair trade.

The combined effect means while we can work with the Kin we must always be cautious that they are satisfied with the deal and maintain a sword in one hand openly so the Kin know that treachery will threaten their survival and that the threat we represent should be included in any calculations.

While the Kin are unlikely to provide advanced technology they have access to vast amounts of knowledge, resources, and rare materials. Their workshops could easily provide trade goods with require some degree of training to produce as well. Our end of any bulk trade would likely revolve around plantation provided foods, and other organic materials.

But beware, if a they are tested sorely with intolerable insults, shaming or provocations then the Kin, Kindred, or League might declare a grudge. All pragmatism, mercenary greed, or survivalism is cast aside. They will throw their themselves at a foe to redress the wrong no matter the costs in lives or materiel.

Through Divinations and analyzing the Vision we have determined we have a chance to open contact with one of the Kindred of the Greater Thurian League... whatever that means.

We need to use Divination to find a lost but particularly valued Kôrvyk's Cuirass, recover it as a gift and than go to a location the Kindred will be exploring and use the gift as an in to start communication.

There is some flexibility in when we go because we can always go to another planet they will land on before they get there, so we need to use divination to lock in the destination before we go.

In turn 51 all you can do is use a divination to look for the Kôrvyk's Cuirass.
 
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Updated some stuff, like Khaine's manse and the below research

[ ] Spirit Gathering Thousand Forge: It is almost inconceivable to better the work of a Factory Cathedral through the mere application of more Geomantic power. Any manse more powerful would almost certainly be better spent elsewhere or at least producing greater wonders rather than simple quantity. But we may one day use Plasma Manses as Hearths to provide this power and so it might be time to design the next step in mass production. A Spirit Gathering Thousand Forge works comparable to an Atelier manse but better handles creation of magical goods and Artifacts, using the greater Geomantic power to fuel not just more Geomancy but to empower the works needed to better synchronize the site with the god and enable sustaining purified work crews of immense size for long durations. Thus when it comes to mundane goods a Thousand Forge is no better than an Atelier Manse. But for anything more magical the Thousand forge counts as five times as productive as a Factory Cathedral. Work out the design for making such a facility, expected to build on major fire, Earth, or Plasma Reactor manses. AP Needed: 3. DC: 45.Success Needed: 16. Reward: May build Spirit Gathering Thousand Forges. These cannot build anything a Factory Cathedral cannot but can build more of what they can.

Note: One of these getting built counts as a normal Factory Cathedral. Large scale projects oriented on large amounts of small artifacts may be reduced in AP by up to 20 per Thousand Forge and some projects may be rescoped to make this useful. Stacks if more are built assuming you have projects that need it. A core for everyone and Standardization could maybe handle one as is. Artifacts that demand a Factory Cathedral like a Void Index can have five built at once as long as you have a Thousand Forge to spare... they would all need started as effectively a bigger scope project and built all together.

[ ] Wonder Forging Core: Now a manse of Solar, Autochtonian or I suppose Vaul aspect demands something a bit more special. Directing the power of an Incarna with a Creative aspect through a workshop, providing a Forge of Immense power, essence fire fueled with creative wyld energies and custom tools provided in abundance. This entire massive facility is to enable work on legendary projects that are beyond the creation of even a Factory Cathedral. AP Needed: 4. DC: 55. Success Needed: 22. Reward: May build a Wonder Forging Core on a Solar, Autochthon, or Vaul manse.

For creating wonders beyond mere Artifact Level 5
 
Note: One of these getting built counts as a normal Factory Cathedral. Large scale projects oriented on large amounts of small artifacts may be reduced in AP by up to 20 per Thousand Forge and some projects may be rescoped to make this useful. Stacks if more are built assuming you have projects that need it. A core for everyone and Standardization could maybe handle one as is. Artifacts that demand a Factory Cathedral like a Void Index can have five built at once as long as you have a Thousand Forge to spare... they would all need started as effectively a bigger scope project and built all together.

Does this mean we can make artifact 1-3 in greater abundance more easily now? Because I'm wondering how that pairs with the augmentations from 6 million obol dragon.

For clarification; I hope to train up the Perfected Slayers to Elite, give them implants to push them to 6s in their physical stats and try for something like 'even more elite' status just so we have a very big stick to wave around if necessary.

On a related note, is Dragon Soul Unfurling a 'pick one' or 'all these are now options'? Because I'm interested in all of them.
 
There was some curiousity so here are some of the Hearthstone hero units I have written up so far. Eventually I will make a spoiler or seperate page with all the manse choices to build but until then here is a taste.

[ ] Gravitational Mastery Manse: This Manse is focused on producing a very powerful Hearthstone centered on Gravity and its control. Projects for this manse involve training a hero to use said Hearthstone. AP Needed: 1. DC: 20. Success Needed: 4. Reward: One Major Earth Demense removed, Gain one Gravitational Master Hearthstone.
-[ ] Training the Gravity Master: A Gravity Master is attuned to the Gravitational Mastery Manse, has studied Gravity extensively and received the Hearthstone to unlock its Evocations. The master can make things light as a feather or heavier than a mountain, may repel and attract, Detect anomalies in gravity, shield themselves, fly, and more. A starting Gravity master counts as a Legendary die, ie they can destroy as many units as they roll on a d10 and if an enemy unit rolls a ten against them they are foiled, not killed, inconvenienced. Only another Legendary die or repeated rolls of ten against them without withdrawing can kill them. After ten turns they will have gone up in Essence and gain more abilities: Can change tangibility and phase and actual mass, they can fly in space, using gravity to bring air with them, and move along at meaningful sublight velocities. This means they can participate in naval battles and will receive a Vessel sheet for when they do so. On the ground they are extremely mobile and a single positioning check can move them almost anywhere on the planet with how close they got to their target being the onlying meaningful result (effectively a Legendary dice for positioning as well as attack). After 20 more turns, or 30 turns from initial training they become an Eldar and are assumed to know Eldar paths but mostly gain even more gravity powers. Can create small short lived singularities, can survive near small short lived singularities, can distort space time, can throw things into or out of orbit almost at will, and in ship combat can deal 4 hull levels of damage a combat turn through Gravitational Crushing that ignores any shields not meant to handle such forces, rolls as a naval vessel are only to see if the ship weapons manage to hit the Master. He can open gravity wormholes to travel FTL speeds although slow enough that going between stars is effectively disengaging. On a personal level he counts as having two Legendary Dice in combat. Ten turns after reaching peak mastery they will die of old age and need to be replaced. AP Needed: 8. DC: 85. Success Needed: 9. Reward: Lose one Gravitational Mastery Hearthstone, Gain one Gravity Master.


[ ] Crystal Mastery Manse: This Manse is focused on producing a very powerful Hearthstone centered on Earth and its control. Projects for this manse involve training a hero to use said Hearthstone. AP Needed: 1. DC: 20. Success Needed: 4. Reward: One Major Earth Demense removed, Gain one Crystal Master Hearthstone.
-[ ] Training the Crystal Master: A Dragon King who has mastered both paths of the Earth is invited to attune this manse. There they study earth, Earth, and Earth Elementals until ready to wield the Hearthstone of Crystal Master. A new Crystal Master at Essence 4 immediately gains the Level 6 paths of Earth despite not having Essence 6. More over they gain a variety of bonuses to their Earth Path effects making it seem like their actual Path rating is 12. A Crystal Master may make a level 1 artifact of Crystal or Stone with a flick of their wrist. 1 level 2 artifact in 20 minutes. A basic Earth Manse in about two days of hard work. In direct combat he counts as 1 Combat die himself and can do anything an Elder with Earth Paths maxed can do and more (creating fortresses, using earthquakes to destroy enemy structures, and walk through stone, healing others). In a Turn he counts as 1 AP that may be assigned to work on Solar or Earth Manses or equipment projects of certain kinds, if not assigned he counts as an additional reroll as per the clinics. After ten turns he reaches Essence five and unlocks new powers, effectively Path 7. He may raise Earth Golems and animate them on the scale of Warstriders or massive building scales and acts of healing that save those who might otherwise be lost although he needs to go on a mystic quest to lock it in. His combat die upgrades to Legendary and he counts as an auto success when he is applied in budgets. When he is used as a reroll, you may reroll again and keep the best of three rolls. If after 20 more turns he reaches Elder status his Earth Paths upgrade again to effectively Path 8. He may create or tear apart whole mountain ranges, controlling every aspect at his will. He can reflexively raise multi kilometer thick rocks to tank orbital attacks and create an army of golems. He can heal in mass reduces casualties among allied forces. He counts as one legendary and 10 normal combat dice. The 10 normal dice refresh every combat turn and do not affect him if lost. When called to aid in construction he grants 3 Successes, and when used as a healer he offers two double rerolls per turn. After ten turns he dies of old age and a new user must be chosen. AP Needed: 5. DC: 55. Success Needed: 7. Reward: Lose one Crystal Mastery Hearthstone, Gain one Crystal Master.
 
After ten turns they will have gone up in Essence and gain more abilities
After 20 more turns, or 30 turns from initial training they become an Eldar and are assumed to know Eldar paths but mostly gain even more gravity powers.
Ten turns after reaching peak mastery they will die of old age and need to be replaced.
Those upgrade times are obviously locked in for the first person to be trained, but could they build training notes to speed training of their successor and or directly help in training an apprentice?
 
Woo those are some nice benefits there.

Quick question @StarJaunter does Ophelis have the standard improvements listed at the bottom of the Realm of Tokat threadmark or are we going to get the option to build them later?
 
Nice to see new Manses @StarJaunter. Can we get more types that use wood aspected manses? Maybe something that would help with building Jurian hulled ships, they are wood tree ships after all.
 
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