[X] Plan to Build a Shining Vessel of Glory
-[X] Anklok (17/17 AP, see Artha Shambol below)
--[X] Bribing spirits to do their job (AP Needed: 1. DC: 15. Success Needed: 1) 1 General AP
Result: +5 to needed dice rolls.
--[X] More Angels are needed (sub-sector scale) AP Needed: 3. DC: 40. Success Needed: 5/20. 3 Anklok AP
DC: 40 > 60, 88, 86
Result: 8/20
--[X] Suppression (Therak) (AP Needed 1. DC: varies, Orks is 10+Waaagh level. Success Needed 1) 1 GeneralAP
DC: 14 > 41
Operations on Therak go smoothly and everyone is please with the news until…
Result: Ork issues on Therak are suppressed next turn
--[X] Suppression (Valki) AP Needed 1. DC: varies, Orks is 10+Waaagh level. Success Needed 1. 1 General AP
DC: 15 > 06
Swarms of orks riding boars that are just another form of Fruit from the Shroomborn spores boil out of the unsettled lands and start raiding the understaffed towns. Our suppression forces always seem to be at the wrong place at the wrong time.
Result: Ork's rage on Valki causing mayhem and confusion!
--[X] Wyld Fighting Force (AP Needed 3 + Ecstatic. DC 25. AP needed 120 + 4 x Atelier Manse) 2 Anklok AP, 1 General AP, Pyreflame Ecstatics, Training Grounds, 2 Factory Cathedrals
DC: 25 > 87, 13, 12, 44, Auto x 3 + 6 from Factories
We have begun the long process of raising the Wyld Fighting force the Emperor of Mankind requested we supply.
Result: 15/120 + 0/4 Atelier Manses. 6/30 total Factory Allowance consumed.
--[X] Relic of [Godspear of All-searing noon] 2 Anklok AP
DC:45 -10=35 > 99, 86
Materials were gathered and prayers were conducted over a full day in preparation. When the craftsmen returned the Godspear of All-Searing Noon was waiting for them, complete.
Taken as a sign from the Most High the team immediately precedes with the rituals to empower the God-Spear.
Result: Gain one fully empowered God-Spear of All-Searing Noon.
--[X] Assign 2/6 Lion-dog groups to guard Pyreflame Anchor and Metal Anchor
Assigned
-[X] Mosok (17/17 AP)
--[X] Anti-Infiltration Measures (AP Needed: 3. DC: 30. Success Needed: 9) 3 Mosok AP, 1 Factory Cathedral, 1 Cyber-Engineer
DC: 30 > 77, 11, 70, Auto, Auto, Elemental: 67
When basic competency is invisibility, the ability to make guards ignore you, the ability to walk through walls and climb along ceilings… security is a challenge.
While we had more sophisticated methods the availability of Radiant Web makes it much easier to deal with the basic issues going on. Every secure door is equipped with multiple layers of Radiant Web, ceilings and walls are lined with Radiant web preventing climbing on the outside, walls are remade with several layers of Radiant Web tuned to slightly different frequencies at different layers to catch the ability to pass through walls. Hallways are set up with less damaging but more visible Radiant webs and then monitored through direct guard observation and scrying mirrors set up at watchposts.
Secure facilities are set up with plants that can detect scents and other particulates that are not supposed to be there and disperse poisonous gasses when higher security levels are reached and the most important doorways are also fit with sound detectors which annoyingly go off accidentally but constant tests from Cuttlefish Monitors and bored Mosok ensures the guards never slack off on procedures.
While physical guards are the norm we have enough elementals and Brass Legions that higher levels of security can bring down totally different enemies to hopefully surprise or at least overwhelm an enemy infiltrator.
Result: Complete
--[X] Tau'va Service Exchange (AP Needed: 3. DC: 40. Success Needed: 9) 6 Mosok AP, 1 Atelier
DC: 40 > 42, 87, 13, 90, 51, 14, Auto, Auto, Auto
The idea put forth is intriguing of course. No matter how selfless, anyone effectively a ghost and soul bound in the afterlife will have some desire for flesh once more. And its not so hard to track down some Tau scientist who had the expertise needed to make a replicant close enough to an actual Tau body to pass surface inspection and fool a non-expert ghost possessing said body.
A medical professional or a martial artists of high regard might notice the differences but such people are the very ones needed to fine tune the effort.
Mass production of these Biomotonic Replicants proceeds with Atelier manses cranking them out in job lots even as other experts proceed to optimize a thaumaturgical procedure to summon a Tau soul from their afterlife and bind them to the Replicant.
We have set up the initial infrastructure, gotten friendly Sheut to assist us. All that remains is selecting the final recruits, fine tuning their bodies to match their residual self images, and pairing millions of these revenants to whatever service sector is needed to get the most from the expense involved.
Reward: 7/9 Progress.
--[X] Scouting Trip (Kaukauna) AP Needed: 1 (+logistics stockpiles suitable for chosen ship). DC: at least 35. Success Needed: 1) 2 Mosok AP, Stalking Mantis, James Bond, Merela, 3 Logistics Stockpiles
DC: 35 > 82, 47
Worried about what we might find in the home system, at least in terms of more sensors pointing at our ship, we investigated the other systems in the Sub-sector first.
All the mining planets are similar with a single planet side outpost focused on resource extraction. Shuttles carry things up to a single void side cargo post which is visited roughly every half year or so by a convoy of several freighters and three small sloop sized escorts.
The second habitable system is more confusing, we can confirm it is both more patrolled than any of the mining systems but also has absolutely no habitation of any kind. The planet is pristine except for what seems to have been a small attempt at a colony with aging indicating almost 300 years of abandonment.
The planet does have a network of satellites and crewed watch stations and the system almost always has at least a 3 ship patrol group and is visited at least twice a year by a cruiser group.
With that in mind we move into the home system of this race to learn more about them.
The home system is well exploited with mines on the moons of gas giants, in asteroids, outposts for science and resource drawing on more hostile planets in the system. The home planet itself is oddly less industrialized than we expected with all this extra planet exploitation.
The race which uses light based communication systems and we have received basic intelligence on, call the planet Kaukana, and one of their names for themselves is Kaukarian. Another name they have for themselves is the word forgotten in their own language so we have started calling them the Kauali.
The Kauali have a presence of roughly 4 billion beings. They have a vaguely human like appearance but are covered in organic crystalline growths which they seem to have a symbiotic relationship with, we have seen them demonstrate abilities that seem impossible for purely organic beings in this universe which seem to cause the crystal parts to glow when used.
Their worlds focuses on oceanic travel and all their major cities are ports, however they do not have a developed road system, and we are pretty sure they have no sub-surface tunnels either.
Worse a decent percentage of the planet has active demenses. Most Demense locations discovered by our surveys of the galaxy have been dormant and need to be activated by use to turn into manses. There is a whole nexus of active locations on Kaukana which has produced the normal mutant creatures which threaten the nearby inhabitants. Roughly ⅓ of the planet is within range of being in danger from the ranging of essence mutants.
Combined with their crystal growth gained abilities they have developed something of an adventurer guild which trains warriors to fight the mutants and gathers exotic ingredients, from the bodies of the slain creatures or by moving deeper into the demense zones. These ingredients have enabled the Kauali to develop crude forms of alchemy and enchantment… most of which goes back to the adventurers who hold the line but some of their most advanced tools seem to use the resources as well.
While there are of course some who are happy with this lifestyle there are just as many or more who are dissatisfied and we still do not know why they have not expanded their planetary holdings into true colonies for those people.
Their ships do travel via Wyld Questing but as far as we can tell they cannot navigate the Wyld in any fashion and use Calculated jumps. They apparently use some form of special crystal to absorb the corrupting energies from time spent in the Wyld to protect the crew. Still this means they can only make 4-6 lightyear jumps and will generally only be able to make a few jumps before needing extensive maintenance. Which likely explains why they haven't visited us, totally aside from the fact if they had explored here they would almost certainly have run into the Orks at Khyral.
Every sign points to them developing Wyld based FTL travel a little over 300 years ago, exploring their sub-sector, setting up mines and a colony and than abandoning it within a few years and keeping everything off planet to things that do not involve population. They protect things to prevent Orks from settling nearby of course, and the mines probably help sustain the fleet needed to provide that protection. But…
Its almost like they cannot breed off the planet?
Divination check
Its exactly like they cannot breed off the planet!
You just don't know why.
Result: Adventure!
--[X] Votann Trade Preparation AP needed: 2. DC: 38. Success Needed: 3. 3 Mosok AP
DC: 38 > 94, 38, 28
Mosok traders review the prophecy and even make a few minor new ones to gain insight into the kind of wares we can offer the Votann… specifically the kind they will pay the most for the least possible work from us.
The thing that will be most demanded seems to be magical materials and alchemical alloys and clays, but foodstuffs is a close second and far easier to produce for us.
Result: 2/3 Progress.
--[X] Encourage Martial Arts (AP needed 4. DC: 40. Success Needed: 21/22) 3 Mosok AP +Dojo, Cerulean Arc as student
DC: 40 > 92, 75, 83, Auto
Rather than pushing the already developed Martial Artists along we go back to the basics and work to increase interest in the whole population all over again.
Which means we need to spark interest. We start with stories, trying to get Martial Arts in the news and in the lore of the people. Children are taught more stories that involve Martial Arts somehow and famous Martial Artists are encouraged to develop fanbases to promote the Art among their followers.
Complete: 1 in 3 Dragon Kings knows a martial charm instead of 1 in four.
Next tier is 4/24 Progress.
-[X] Pterok (16/16 AP)
--[X] Astrology Q: "Where is the place nearest to Ophelis where we can build a Shrineworld to the Emperor of Mankind, and potential waystations to it?" (AP needed 1 per question. DC: N/A) Astrology auto-success
Result: Next sub-sector over, roughly 20~ lightyears from Ophelis. This sub-sector has a Civilized human world, a world with 100 million humans which is very productive for its population and is hard to understand why, a mining world, a relatively primitive feudal world, and two worlds filled with orks which you believe the imperials, or at least space marines use for training exercises. Any of these worlds can have a Shrineworld built, dealing with the consequences? How valuable a shrineworld built here would be to the Emperor or the Dragon Kings? Those are another story.
--[X] Astrology Support: Eye of Night Analysis (AP needed 1 per question. DC: N/A) Astrology auto-success
Result: -10 DC on Eye of the Night Analysis
--[X] Astrology Support: Coruscating Plasma Beam Array (AP needed 1 per question. DC: N/A) 1 Pterok AP
Result: -10 DC on Coruscating Plasma Beam Array
--[X] Astrology Support: Relic of [Godspear of All-searing noon] (AP needed 1 per question. DC: N/A) 1 Pterok AP
30
Result: -10 DC on forging a Godspear of All-Searing Noon.
--[X] Astrology Support: Essence Battlements II (AP needed 1 per question. DC: N/A) 1 Pterok AP
Result: -10 DC on the Essence Battlements II
--[X] Vision Quest Support: Unshaped Hunt (AP Needed 2. DC: Special. Success Needed: special.) 1 Pterok AP, 1 General AP
14, 21
8 successes
Result: Your Vision Quest is successful, you target the Tumultuous Path upon the Hill of Sorrows as your Unshaped. -10 DC.
--[X] Elemental Support (AP needed 1. DC: 25. Success Needed 1) 5 General AP
DC: 25 > 98, 66, 32, 47, 04+5
Result: +15 Elemental Dice
--[X] Supremacy of Elemental Advantage (Jupiter's Prying Veil+Hidden Vault) (AP needed 1. DC: 25. Success Needed 1) 1 General AP
DC: 25 > 52
Result: +2 Successes to Jupiter's Prying Veil.
--[X] Eye of Night Analysis (AP needed: 1. DC: 50. Success Needed: 2/3) 2 Pterok AP, Crystalweavers
DC: 50 - 10 > 40 > 87, 04+5, 98
Occult arrays, walls covered in inks formed of silver, gold and dragon king blood surround the Eye and the faint traces of energies collected on one glyph or another symbol eventually the patterns emerge to a Savant's keen training and reveal more information about the Eye. And this is just one test performed.
And at the end the Eye is an incredibly potent source of conceptual energy, half heartedly moulded into a Legendary Relic and then basted in the malice and horror from the forces of chaos. So concentrated is the true concept that the malice could not penetrate. So concentrated is the True concept that a surface impression cannot tell the difference. We have already purified the Eye of the Taint of the Ruinous Powers for the little it means conceptually.
We can destroy the Eye. Unmaking it in a way that ensures the energies will not go to one of the Ruinous Powers will take some effort but it can be done.
We can also use it as Abaddon likely did, a Legendary object from which Evocations can be developed and executed on a grand scale.
We can use the Eye as a source of Conceptual resonance, allowing the creation of spells of Betrayal, including the empowering of Relics and Arks with highly potent Betrayal resonance.
We can instead use it as a Sacrifice. A component in divine empowering rituals. We believe we can short cut the resurrection of an Eldar God via making a version of their temple and sacrificing the Eye of Night. Kurnous and Lileath are the most reasonable candidates for this object.
The last is a personal project due to concerns about the rise of alternate paths of enlightenment and terrible foes we may one day face. Faradai, Artificer of Most Efficacious Prostheses, Is a god of crafting prosthetics that was banished due to strong associations with the Great maker. We could offer to remake the god with the Eye of Night as a catalyst. Using the conceptual framework of a limb "bretraying" the owner as a connection point. This boost in power should convince the spirit to agree, they would grow in power but in the process could be reshaped. Beyond ensuring the loyalty to the Realm, they would become a patron of the Technomorphic paths, guiding their development and insuring they do not fall to corruption. And a powerful god of prosthetics may put us in a good position if we ever need to create augmetic warriors, ourselves, or humans. And a core of limb betrayal would also be a boon to face such warriors as enemies as well.
Reward: You understand the nature of the Eye of Night as basically an infinity stone level source of Betrayal that is awkwardly placed in a Relic that was tainted by Chaos. You have purified the chaos away.
Choose a Plan:
[ ] Destroy The Eye of Night: AP Needed: 3. DC: N/A. Success Needed: 3. Reward: Eye of Night destroyed, energy is not allowed to go to anything.
[ ] Keep it Secret, Keep it safe: We will hold on to the hand, use it to study. We may be able to create Evocations that use it, designs spells inspire by [Betrayal] or even create high end relics and Arks that must be refilled with access to the Eye of Night. All of those involve their own projects of course.
[ ] Sacrifice the Eye of Night
-[ ] Kurnous
-[ ] Lileath
-[ ] Faradai, Artificer of Most Efficacious Prostheses
Result: Complete, note due to the critical success if you choose to destroy it the action is free.
--[X] Coruscating Plasma Beam Array (AP Needed 2. DC: 40. Success Needed: 2/9) 8 Pterok AP, Sparks, Automata
DC: 40-10=30 > 81, 98, 28+5, 53, 65, 22, 48, 13
We solve the problems related to channeling along Orichalcum channels through the use of a special White Jade composite to act as an insulator, where the plasma beams can emerge the surface of a ship at array points that look like Old Realm Glyphs praising the unconquered Sun and his temperance.
From these points the energy contained in the array of orichalcum wiring running through a ships motonic channels can flood forth as a tight plasma beam able to shoot down enemy weapon systems and smallcraft as well as divert some of the less direct weapon systems if you are lucky.
The basic system is designed around the idea of using it to supplement the normal Flamelance and Light Implosion bow based defense turrets to achieve an effect similar to saturating a ship in such defense turrets while barely consuming any additional hullspace.
We have also developed a strategy to wholly replace all defense turrets with the system, freeing up hullspace for other projects. And another in which we do use additional space, funneling additional power and setting up focusing rods for more distant targeting solutions so the ship can be used to protect another target that might lack sophisticated defense systems.
Reward:Coruscating Plasma Beam Array research is complete, these can be installed in future designs. You have unlocked a project that would upgrade this to a basic weapon system for half a hull slot, albeit one much more expensive than normal.
Corscating Plasma Beam Array.
Derived from studies of solar phenomena and the Daystar, we can try to equip a vessel with Orichalcum circuitry needed to deliver precise targeting where needed with minimal wasted space. Grants improved point defense for no slot usage, Guardian Arrays for one slot, or frees up half a slot of space without improving the ship. Cost and power demand Sections represent half slot gain/ no slot +2 bonus/ or the 1 slot guardian array.
Cost: +8/12/16
Power: +1/2/3
Logistics: 0
--[X] Cleanse Khyral (AP needed: 2. DC: 30 (20). Success Needed 40/55) 2 Pterok AP, 1 Minotaur transport, Thaumaturgy
DC: 20 > 78, 36. Auto x 3 = 9 + 9 = 18
The final work terraforming the six planetoids of Khyral has completed. No more orks spores remain and non of the ecosystems depend on Ork ecology to supplement them any more.
Result: Khyral is cleansed.
--[X] Grace Stockpile (2 Ateliers)
Reward: +60 Grace Stockpiles
--[X] Standard Stockpile (3 Ateliers)
Result: +30 Standard Stockpiles.
-[X] Raptok (22/22 AP, see Artha Shambol below)
--[X] Call Lugganath (Zhoron) (AP needed Maximum 1. DC: 35 Success Needed 1) 1 Slicktongue AP
DC: 35 > 29
Result: You just miss reaching your contact as he is about to leave on various journeys… repeatedly.
--[X] Call Chur Contacts (King Anzir) (AP needed Maximum 1. DC: 30 Success Needed 1) 1 Ghostwalker AP
DC: 30> 62
Another few years of working with Anzir and his court has taught us of its ways and made them familiar with our emissaries.
Result: +1 status with Chur. He is willing to consider setting up a trade deal, probably the trade of Jade and Blood for exotic underworld materials.
--[X] Mineral Survey Equipment (AP needed: 1. DC: 20. Success Needed: 3) 2 General AP, Metalforgers
DC: 20 > 91, 05+5, 73
We make good progress in understanding the exotic mineral scanners developed by the Dark Age of Technology humanity.
Result: 2/3 Progress
--[X] Essence Battlements II (AP Needed 3. DC 45. AP needed 24) 13 General AP
DC: 45 -10 > 14, 60, 46, 52, 32+5, 23. 21, 100, 72, 79, 73, 88, 12
We have gotten good at making cheap Essence Battlements, and making smaller but less useful ones for emergency shields and protecting drones. But now we are trying to make it better, forcing more Essence into the same space… which is not ever going to be easy.
In some ways we are working to combine the two techniques, using a normal Essence Battlement as a lattice upon which a hardened shell of smaller individual protections act as scales to protect it further.
Result: 10/24 Progress
--[X] Haze Shields AP needed 2. DC: 30. Success Needed 3/5. 3 Raptok AP
DC: 99, 96, 87
Haze shields work via the same principle as mirages, using light refraction to make targeting anything on the other side much harder. In air this can even use the same phenomena of heat hazing to generate some of the observed protection, but in space it is much harder and power demands and maintenance needs increase as well as the size needed to cover multi kilometer objects. Of course most of the extra space is for hazing OTHER forms of sensory input since light alone is not enough.
Result: You have completed Haze Shields. You can make Haze shields scaled to Vehicles
Critical Reward
-[ ] Cheap: As you did with your Essence Battlements you make Haze Shields relatively cheap. Cost is currently 8 AP, it would be reduced to 4 AP.
-[ ] Vehicle Mode: You have a much easier time making vehicle sized Haze Shields, you will be able to build them into Warbirds fairly easily and even smaller vehicles can gain this protection.
-[ ] Smaller: You managed to get ship scale protection without quite as many size upgrades as expected, Haze shields cost only a half slot of space. Cost is otherwise unchanged.
-[ ] Bigger: We can build Haze shields able to protect Massive Void Citadels, entire regions and small moons, up to 625 km across.
-[ ] Thicker: All Haze shields can be intensified but it massively increases the cost and wear and tear on the components as well as penalizing the user so its mostly academic. You have solved this, well not all of it but enough that you can build Haze shields that can better operate in this mode. Your Haze shields increase power and logistics demand by 1 and you may choose to intensify the field, your direct fire attacks take a -2 penalty, and your protection increases to 4 (this setting cannot be changed fast enough to take a shot and enjoy the protection and you should assume its on all the time unless you have a good reason). This makes it very good for carriers. For the giggles your Games of Divinity design may gain this upgrade if you want, increasing cost and power, and logistics but otherwise just magically finding room for it to be added to the design somehow.
-[ ] Storm Shields: An envisioned upgrade combining Haze Shields and Essence Battlements into one "device" which will require factory cathedrals to build but provides the protections of both shielding techniques in one go. Choosing this upgrades Essence Battlements II to Storm Shields, raising the cost to 25 (since you had Slicktongues assigned even though they weren't needed so it can benefit).
-[ ] Dazefields: Distant observation of Eldari Holofield technology has inspired Haze shield developments, choosing this allows us to immediately proceed to Haze Shields II, Dazefields which bring the capabilities closer to the Holofield possessed by the Eldar. This will be a 24 progress project.
Haze Shield
When this is adapted to operate in space it will allow uncertainty regarding the ships position by blurring its emissions. What might traditionally be called ECM. Unless a weapon system can adapt as it closes and potentially "fly under" the shield it will have a harder time hitting. When defending against direct fire weapon salvoes that are not a Strikecraft or Torpedo based the ship will gain +2 bonus dice (or the enemy takes a -2 penalty, whichever makes more sense at the time.
Cost: +8
Power: +1
Logistics: +1
--[X] Design Orichalcum Hulled Solar Templeship: Make Orichalcum hulls cheaper (AP Needed: 1 AP. DC: varies but usually low. Success Needed. 3) 3 General AP
DC: 18 > 35, 56, 84
Result: Making Solar Templeships out of Orichalcum just makes sense, so you have optimized the procedure as much as you can. Base cost for a Geomantic Hulled Templeship was 140.
Four Virtues of Glorious Purpose Hull: You may now create a Solar Templeship with a Orichalcum, Geomantic Hull for 105 AP, and the Power cost of +8 instead of +10 of a normal Orichalcum templeship.
--[X] Design PCA + Solar Templeship: Increased multi-tracking against Unholy ships (AP Needed: 1 AP. DC: varies but usually low. Success Needed. 3) 3 Raptok AP
DC: 25 > 43, 92, 34
Result: The Rancor-Scenting Harmony Shroud is a PCA optimized for use in Solar Templeships to make them more responsive to the enemies of the Unconquered Sun. Its cost is the same as a normal PCA but allows the ship to handle five unholy enemies for every -1 penalty imposed on the ship in addition to being able to compensate for a -5 penalty like a normal PCA. Thus a Solar Templeship with the RSHS installed can face 25 enemies of the Unconquered Sun at once without the numbers exceeding the capacity to process and compensate for. A mixed enemy group will produce mixed results with five unholy enemies worth 1 normal enemy.
--[X] Design Orichalcum Armor + Ox Body armor layer component (AP Needed: 1 AP. DC: varies but usually low. Success Needed. 3) 3 Raptok AP
DC: 12 > 36, 91, 41
Result: Golden Fortress Body, a spaced armor that takes advantage of Orichalcum as well as other enchanted alloys, wrapped in layers, using some of the volume of the ship to allow the Orichalcum to be used in alloys and in various layers as fine foils to avoid the immense costs of simply filling the space with Wishmetal but still getting much of the benefit of doing so. Golden Fortress Body costs 40 AP and 2 power to attune and 1 hull volume but grants +2 hull levels at the -0 level, and 2 hull levels at the -2 level.
Glorious Solar Temple Body (only on Four Virtues of Glorious Purpose Hull), including prayer strips upon the foil layers and ensuring that the worship (and geomantic power) of the temple ship's Orichalcum are channeled through the Armor of the ship. The Hulls normal armor (4x-1 Hull levels) is replaced with 7 x -0 Hull levels. This costs 1 hull space, 105 AP and 3 ongoing power.
--[X] Jupiter's Prying Manse upgrade (Hidden Vault) (AP Needed: 3 DC: 35. Success Needed: 7) 7 General AP
DC: 35 > 58, 99, 100, 19, 12, 07, 25, Elemental, Auto, Auto
Using the power of Jupiter's secrecy we build a secure vault with every safety measure we can imagine and then cover the vault in every paling of obfuscation we can imagine, inside and out are covered in prayer strips evoking Jupiter to occult the contents (and designed to draw on the Manse since the Maiden of Secrets is a bit out of reach.
After that we perform a ritual to hide the whole vault as a secret within the Manse… and than we forgot what we are doing.
Luckily after a year or two the Elementals assigned to the project showed up to report completion of their side of things and we put together enough information to track down the entrance and set up a watch crew of attuned users who can hold on the information of the Vault's existence even when the door is closed.
Result: Complete, Hidden Vault protection is higher than expected and you gain level 5 divination protection against items hidden inside. The Eye of Night will be stored here if you decide to keep it.
--[X] Unshaped Hunt (AP Needed: 5. DC: 50. Success Needed: 9) 9 General AP
DC: 50-10 40 > 99, 91, 89, 95, 75, 43, 64, 94, 36
Guided by visions the hunt proceeds, journeying deep into the Wyld. Their prey?
And Unshaped known as the Tumultuous Path upon the Hill of Sorrows.
If we sought only to vex the beast of its treasures it would be one thing, a mighty quest but one worthy of song, complete with prize. If we sought its uncreated life we might have a harder time but it's really just going again and again until the Unshaped has been carved into a Shape by all the things removed from it, and then killing it.
But our mission was to move an Unshaped, into Creation without unduly harming it, in effect turning it into a gate of sorts into the Uncreated Night of Chaos in a way that is trapped in Creation.
The team struggles through Waypoint after Waypoint, fulfilling the chaotic "quests" the Unshaped imposes on the hunters as part of its nature, pinning them down and when all the waypoints associated with the Tumultuous Path upon the Hill of Sorrows are anchored to a specially forged artifact harpoon, we send the call back the Impossible Design Evocatorium and it start winching it back.
Success.
Result: Tumultuous Path upon the Hill of Sorrows is pinned within your Impossible Design Evocatorium's Warding Hall and watched, hopefully forever by Alkenstar.
Critical Bonus: Evocatorium of the Impossible, when built will also allows the study of Wyld Travel systems and any technology or techniques associated with traveling the Wyld, such as Chancels, gellar fields, navigators, void abacuses and more. This specifically includes the feature where it can push the technology beyond limits of Dragon King understanding.
--[X] Peerless Predator Breeding [Tocha] (+ Army Mounting Breeding Pits + Predator Rearing Stables + Jungle Host release) (AP Needed: 3. DC: 30. Success Needed: 3/26) 1 Raptok AP, 2 General AP
DC: 30 > 28+5, 31, 55, elemental: 37, 04, 33, 48, 66, 51, 19, 05, 24, 100, 15, 16, 96, 36
More progress is made on Tocha expanding this jungle manse to be a home for our mounts.
Result: 16/26 Progress
--[X] Grand Art Dojo [Ophelis] (+ Dojo) (AP Needed: 3. DC: 30. Success Needed: 11/13.) 2 Raptok AP, 1 General AP
DC: 30 > 96, 29+5, 25+5
Not only did the Dojo on Ophelis come online early thanks to Sakti's aid but we finished early enough that a few Dragon Kings close to mastery were able to cross the threshold and become celestial Martial Artists.
Result: Dojo online. +5 Celestial Martial Artists.
--[X] Colonization Package (1 Atelier)
Result: +2 Colonization Packages
--[X] Mount Up Boys! (AP Needed: 2. DC: 20. Success Needed: 6/22) 1 General AP + Stables
DC: 20 > 92, Auto
We have made some progress with our mount breeding program.
Result: 12/22 Progress
-[X] Artha Shambol (AP Needed: 3. DC 20. AP needed: 8/22) 10 Anklok AP, 7 Raptok AP, Fireclaw
DC: 20 > 28, 74, 70, 36, 89, 52, 71, 81, 95, 02+5 reroll 93, 01 reroll 51, 11, 72, 80, 10, 75, 30, 77
Far from a copy, Artha Shambol has been designed for the veneration of the Sun within this star system and the differences between stars and the position in the galaxy were taken into account thus leading to a distinct looking city even if the general theme of Ondar Shambol has been followed. Ophelis's "fate" of being subject to an immense attack has prompted the defenses integrated into Artha Shambol to be more intense then the original model as well.
Fireclaw's work on this project has been immense, guiding others and manually doing more work directly than massive teams working elsewise as well. His mortal remains in this life were interred with honor in a minor shrine as one more difference between Artha Shambol and Ondar Shambol
Result: Artha Shambol, the City of Valor has been completed.
-[X] Resource Expedition (Khyral) 3 General AP, 3 Maze Skiffs
DC: 20/80 > 19+5,67, 13
Archgenesis crews help guide the wildcat mining teams to the best locations and picking up a few quick grabs of loot is easy enough.
Result: +4 Resource AP next turn.
-[X] Resource Expedition (Valki) 1 Hotbloods AP, 1 Maze Skiff
DC: 25/85 >100
Hotbloods trawling through the debris field looking for something good get the best result they could have hoped for.
We have found a natural pattern of material flowing onto Valki from the Debris field. With minor shifts we can add things to the end of the thousand year long 'queue' which should be long enough in the void to have lost the resonance of artificiality… at least enough to still be starmetal when it lands on Valki. We hope.
Result: +2 Resource AP, perfect site for Starmetal gathering set up. 10 units a turn for at least a thousand years, maybe more if your lucky.
-[X] Colonize Therak (20 million) (AP needed: 2. DC: 35 (25). Success Needed 10/26) 2 General AP, Abundant Feast Obscures Raging Lioness Before Mount Pelion, 2 Colonization Packages, 9 Logistic Stockpiles, Leeayta's support
DC: 25 > 43, 96 +8 Auto successes.
Cities are built and populations moved. A few bits of needed infrastructure, mostly those associated with the partially complete CCI prevent the colony from becoming productive.
Result: 20/26 Progress.