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

If we take a city building action more than once, can we get more than one success on it? Because as is it will take a long time to finish the city.

Of course, in fact consult the AP needed. You HAVE to invest two AP to take the project at all. An you definitely can invest more. Many projects also could be multi invested in hopes of increasing the effect. Like launching multiple resource expeditions.

And thats aside from simply investing more AP than needed to increase the chance the overall project succeeds.
 
Of course, in fact consult the AP needed. You HAVE to invest two AP to take the project at all. An you definitely can invest more. Many projects also could be multi invested in hopes of increasing the effect. Like launching multiple resource expeditions.

And thats aside from simply investing more AP than needed to increase the chance the overall project succeeds.
I know that. I'm just wondering if we can spend 4 AP to do it twice so we can succeed faster.
 
[X] Plan We have more problems than the Sky
-[X] [Anklok] My eye for a spear
-[X] [Anklok] Praise the Sun
-[X] [Mosok] Ork Napping
-[X] [Pterok] Ad-ork-able nerds
-[X] [Pterok] Aid the Croc-Men
-[X] [Raptok] Merela
-[X] [Raptok] Merela
-[X] [Raptok] Merela Temple Manse
-[X] [Raptok] Summoning Circles

Not sure if I'm happy with this, but have my contribution. I've marked the categories from where the options come from instead of AP usage. Not sure if I should just cram the plant soldiers in there though because that'll be digging into more of the one-time-use supplies, leaving us with just four.
 
Question for the QM: What are the chances that these guys become sentient? Do we have any other supplies to create people or beings like the Staran?

Starans are of course Sentient. If you mean Sapient than... maybe?

They can follow orders, give reports, even chat among themselves, but it would be like B-1 Droids from star wars. Basically feel for them what you would feel for B-1 droids from Star Wars.

A Staran not compelled loses the motivation to do anything but act like a plant. But can be motivated to take action by Dragon Kings (or other plant elemental types like Poison Ivy or something), kinda like Ents convincing the Trees of Fanghorn forest to join a battle.


You can create advanced Golems and relatively simple Automata. As intelligent as a trained dog or horse is within your abilities, you could even produce something with enough social skills to fake sapience (like a VI in Sci fi terms). Such things are a bit too resource intensive to mass produce a disposable army with. You haven't yet created something with true sapience, you can fake it by making a golem inhabited by an elemental. But its just the sapience of a summoned elemental.

Sapient Robots is definitely possible of course, but you are talking each one being comparable in effort to supplying a Dragon King first grade combat gear.

I know that. I'm just wondering if we can spend 4 AP to do it twice so we can succeed faster.

Of course, you don't even have to make it multiples of the needed. Anything from two to thirteen dice are all possible investments.

Raptok die
three generic die
all 9 supply die
= 13 dice
 
Sapient Robots is definitely possible of course, but you are talking each one being comparable in effort to supplying a Dragon King first grade combat gear.
So no home grown species to federate with? Darn, no Stellaris hacks for us. Well, at least the robots should be fun, and I like B1 banter so there's that.
 
Except its not, not right now and never previously
Upload it to Imgur and use the share links provided for BBcode forums there.
Thats how everyone else does it.
Pasting images don't work at all and Onedrive's usage cap is hilariously low without a paid subscription.

[X] Plan Crash Building A City
-[X][Anklok] My eye for a spear
-[X][Mosok] Ork Napping
-[X][Pterok] Aid the Croc-Men
-[X][Raptok] Merela
-[X][Generic] Merela x2
-[X][Generic] Merela x3
-[X][Generic] Healing and Repair
-[X][Stockpile] Merela x4
-[X][Stockpile] Merela x5
-[X][Stockpile] Merela x6
-[X][Stockpile] Merela x7
-[X][Stockpile] Merela x8
-[X][Stockpile] Merela x9
-[X][Stockpile] Merela x10
-[X][Stockpile] Merela Temple Manse
-[X][Stockpile] Merela Temple Manse x2

This has a chance of completing the city at one go(the difficulty is low and Healing and Repair would cancel a potential botch), using up all the stockpile as planned last turn.
The Temple Manse should be ALMOST done too, and should complete with the Raptok + Generic AP next turn.
Almost all the infrastructure actions on the table are completely wasted unless you build the city first, because they're obsolete. The capital city has summoning circles, workshops, barracks, and tools for everything powered geomantically once the Temple Manse finishes
 
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[X] Plan Crash Building A City

Alright, so hyper-building a city like a certain other race. I can support that.
 
[X] Plan Crash Building A City

Wooo, Supersonic Architecting! :D
 
So no home grown species to federate with? Darn, no Stellaris hacks for us. Well, at least the robots should be fun, and I like B1 banter so there's that.
I mean arguably you are composed of 4 similar races. Also most such constructed races have breeding issues so wouldn't help you out much in the sense of being your bulk population.

You also were technically "served" by a vast population of Humans before the war. But this was less like having slaves and servants and more like having trained pets. IE it would have been more efficient to keep them in a zoo or something where nothing was demanding of them at all but resources for caregiving were more efficiently applied. It was found to be detrimental to human minds, so Dragon Kings reordered their whole society to enable them to protect humans while letting the humans think they were being useful.

And the humans still resented it, rebelled, and when they were exalted demand that all humans be freed after the war.

Dragon Kings said good riddance.
 
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I mean arguably you are composed of 4 similar races. Also most such constructed races have breeding issues so wouldn't help you out much in the sense of being your bulk population.
Not quite the same considering the interconnected history.....

But now that I type that out, that statement would basically be the same for any home-grown race.
 
Turn 2 Results
[X] Plan Crash Building A City

The Martial Artists return from their training journey eager and ready for action or students. They have spent time in contemplation of the fighting form of the humans chosen by the Unconquered Sun to fight the Primordials unnatural cruelty. Thus they have managed to create a new Martial Art called Golden Janissary Style. Golden Janissaries wield spears and light armor and have a special focus against Creatures of Darkness (Unholy Dead, Beings of Chaos, and Primordial Ilk) and several have cross trained in its use. The fact it produces effects holy to the Unconquered Sun that emit golden flames as side effects is sure it make it popular. It doesn't help nearly as much against normal beings.

Reward: Martial Artists can learn Golden Janissary. A terrestrial level martial art that is so focused on fighting the unholy its practically a Celestial Martial art… as long as your opponent is Unholy that is.

During the excavations of the underway beneath Merela your people discover a jade deposit. Its quite exciting but means there were delays in the construction of the City and Temple Manse as the bounds of the future mine had to be worked out and the Geomantic affects compensated for.

Reward: A jade mine was discovered under Merela, sadly it slowed construction of the city and temple.

-[X][Anklok] My eye for a spear
DC: 15 > 67

"Ah Runaway! He has a stick," cried out the fierce draconic warriors as the Elder came into view.

Elder grinned fiercely as his victims… hmmph.. pupils ran into the woods. He wondered how long it would take them to find weapons and remember the battle formations they had been trained in.

As he walked down the hill to follow them into the woods he whispered , "For their sakes it better be before I get hungry."

Reward: 5000 of your finest troops can now fend off and old man with a walking stick. They are equipped with Ironwood Spears or Swordclubs and shields, most have either slings and shot or a brace of crude shurikens, others have an atlatl and a few throwing darts meant to work with it.

-[X][Mosok] Ork Napping
DC:30/50 > 25/35 > 15 rerolls to 42

Things almost go horribly awry when one of your people has their disguise fail them in the middle of an Ork village. Luckily the Anklok were able to double their watcher patrols thanks to the work healers and alchemist working to minimize recovery and rest time. The Ankloks wipe the Ork village and recover the shamed Croc-man. Even this might have lead to discovery if the Pterok support hadn't provided enough Ardent Embrace resin to destroy the evidence, and everything else in the ork village.

Oh they are called Orks. And apparently the are part animal/part fungus. Its weird. The Ork beings give off spores which when allowed to spread grow into the fungal mycelial network which spawns the simpler breeds as "fruiting bodies" which both tend and eat the simpler manifestations of the fungus. The spreading fungus eventually allows the larger Dragon King sized breeds to appear which mostly eat the fungus eating breeds.

Ork language and "Kultur" is crude beyond belief. We suspect the Orks might not be individually intelligent, but instead rely on some sort of hive mind which uplifts the whole group as the group grows, like certain exotic plants from Creation can pretend well enough to fool onlookers. Just like those plants they have developed the instinctive ability to recreate technology, at least within the limits of the hivegroups intelligence.

Experimentation shows that while Orks do not normally respire essence while resting they CAN respire essence while fighting. The bigger the fight, the more orks involved and the longer it lasts seems to up the amount of Essence respired by the involved Orks. As all beings channeling essence for the first time the Orks receive a form of Essence high, which encourages them to fight so they feel it, usually while shouting "Waaagh!". This essence is only crudely used via pseudo instinctive charms most of the respired power is channeled into Orks physically or to force ramshackle tools and weapons to work like they should without penalty. Unlike normal beings who only recover and grow during rest, Orks consider fighting a form of training. And an essence enhanced training as well. Thus the longer the Ork fights, the bigger the fight, the more orks involved, the stronger and more intelligent the involved orks will get. While our experiments were not sufficient in scale to be sure we believe the hivemind effect, called the Waaagh! from now own to distinguish it to the Ork, ameliorates with distance to some degree but the power of the Waaagh! will reach out further and further as it grows in strength. That is if a fight with orks lasts long enough it will call out to Orks further away who increase the scale of the Waaagh! drawing in yet further Orks, until the fight ends.

Ork weapons and tools demonstrably work poorly or not at all when not touching an Ork, just like most artifact and magitech weapons and tools. Apparently the orks are instinctively attuning to these Waaagh!tech devices to keep them functioning. Experimentation reveals that a Dragon King sufficiently advanced in the Wood paths can attune to Ork devices and keep them functioning. Even with this we do not know how to recreate these Waaagh!tech devices. We are also pretty sure the Orks don't know either, beyond on an instinctive level tied to the strength of the Waaagh! they are tied to.

Orks also use a form of Thaumaturgy based on painting things certain colors, which amplifies or enables certain characteristics depending on the color. This generally depends on the ambient essence of a Waaagh! but since it does depend on essence we may be able to create our own version of Color Thamaturgy.

Currently the bulk of the Ork "army" is equipped only with choppas or what they call Slugga. A few "elites" carry both and are called Slugga boyz. Orks vastly prefer Choppas and melee combat. Ranged weapons seem to be chosen for the loud noise they cause, not accuracy so despite preferring throwing weapons we are not worse off at range. The average ork is worth 5 Staran defenders and given the current weapons equipped to the Remnant Legion, one Legionnaire is worth 5 Slugga boyz or ten lesser orks. Currently the Orks have roughly a million Slugga Boyz and 10 million only equipped with choppas and no armor. The rest of the Orks are unarmed but the Ork Factory Workshops are churning out more with time. We believe they have leaders called nobs and possible "elite" troops with heavier armor but haven't captured any.

[Keep in mind your Out of Context nature here. Some of your info is really insightful and some is talking out your tails.]

Reward: Knowledge of Orks (you know nothing of weirdboyz, warbosses or higher levels of mekboy orktech yet). Orkish research unlocked: Waaagh!, Waaagh!tech, Color Thaumaturgy, Ork Targeting Poisons, fungul sterilization, ear protection, Ork Watchers Guild.

-[X][Pterok] Aid the Croc-Men
DC:30 > 31 bare Success

Pteroks try, mostly adding with potions meant to enhance senses only for enhanced senses to prove detrimental to spying on Orks. Luckily a supply or Ardent Embrace Resin (basically Napalm) wiping out an Ork village kept them from discovering you.
Reward: Difficulty reduced on Ork Napping.

-[X][Generic] Healing and Repair
DC: 10 > 33

Luckily the Healing efforts managed to keep Anklok patrols operating and ready to prevent our discovery with fire and abundant amounts of AER.
Reward: Re-roll for Ork Napping.

-[X][Raptok] Merela x 10 AP
DC: 25 > 49, 42, 20, 21, 96, 16, 69, 43, 47, 44 [7 Successes out of 10]

Immense progress has been made, walls and residences and other such edifices are even partly usable. During the excavation of the cities underways a source of Jade has been discovered. While it's a valuable resource, planning around the potential mine has slowed things down below expectation.

Still the 30 meter wide boulevards paved with black stone veined in shining gold. 500 meter tall Pyramids of Dawn and Sunset are appropriately positioned and the 700 meter tall Pyramid of the Sun is under construction as the body of the Temple Manse. The roadways shine in the sun during the day and the golden veins blaze dimly in the night, providing acceptable lighting to the city at nght. Triangular and hexagonal spires rise 100-300 meters on the side streets as future dwellings, walls tiled with striking mosaics or ornate reliefs featuring spiral patterns in private areas or historical scenes of the primordial war, epic hunts and sacrifices and similar stories in public areas. Ramps are used in many places as backups to the crystal lifts and glow crystals providing reddish light are used in the dark. These dwelling spires contain apartments and villas with large windows of enchanted quartz for the future inhabitants. Spire walls feature brightly colored stone and are reinforced with enchantments. Most levels are 5 meters tall and apartments are spacious and get windows while the central area is a plaza for gathering and access the lift tubes and spiral ramp access. Higher in the spire results in fewer but larger apartments for older and more elite Dragon Kings. Dwellings can usually only be accessed from the underway without powerful magics to force and entrance.

Secular activities are believed to profane to take place in the light of sun, plus Dragon Kings get drowsy in sunlight. So areas to contain eventual commerce, industry, bureaucracy, chirurgeons, steaming mud baths, and schools are all kept in the Underway of Dragon King cities. Even lower down you will find eventual arsenals, thamaturgical workshops and labs, the potential Jade Mine, and nurseries. The tubes that will eventually allow the underway tube care transport system are readied but not operative yet.

Reward: 7/10 success with Merela. +1 Generic AP to budget. Jade Mining site discovered.


-[X][Stockpile] Merela Temple Manse x2
DC: 35 > 24, 76 [1 Success out of 4]

The presence of a large node of magical materials so close will have geomantic effects. Since we will probably mine and thus change the node over time its even more complicated. Needless to say things have slowed down a bit.

Reward: ¼ success.


Stockpile of Basic Supplies has been depleted.
 
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Keep in mind your Out of Context nature here. Some of your info is really insightful and some is talking out your tails.]
The thread should make a mini-game our of this. I'll start.


Orks also use a form of Thaumaturgy based on painting things certain colors,
They don't actually have Color magiks. That's just a result of Orkish beliefs.
This essence is only crudely used via pseudo instinctive charms most of the respired power is channeled into Orks physically or to force ramshackle tools and weapons to work like they should without penalty.
Seems more or less accurate.
A few "elites" carry both and are called Slugga boyz.
Those aren't elites. They're the workhorse grunts of Ork Waaghs!

I got 3. Next person's turn!
 
I also wonder if there is any actual interest in riding Dinosaur war machines or if you want to skip to magitech war machines?

If we are going to ride dinosaurs, how do you want to kit out a Tyrant Lizard? I joked with myself about invisible Tyrant Lizards or making them breath fire, but honestly you could just trust in their awesome and focus your mount prep on better control. Just wondering if you lot had ideas?
 
I also wonder if there is any actual interest in riding Dinosaur war machines or if you want to skip to magitech war machines?

If we are going to ride dinosaurs, how do you want to kit out a Tyrant Lizard? I joked with myself about invisible Tyrant Lizards or making them breath fire, but honestly you could just trust in their awesome and focus your mount prep on better control. Just wondering if you lot had ideas?
I am always interested in riding dino war machines! :D
 
Does worship of US have any effect on warp? Enough to give birth of an entity?

Can US intervene in 40k?

How potent dragons soul compared to Eldar or other psyker races?
 

Hmm, we'll since you're asking for opinions then I'll give my thoughts.

I think Dinosaurs and dinosaur riders will be an integral part in the early and late game. Or at least, that's how I think it should go. Early because we don't have really anything at this point. No machines or laser katanas or sorceries. Just our fists and Dinos. They'll basically cover us until we get the fires of industry going, and decent R and D running.

At which point, at early-mid level dinosaurs take a back seat to other stuff like magic or empowered Infantrymen. We could probably force dinosaurs to remain relevant in mid-game with exotic beasts or dragons, but an easier approach would be an efficient, long-term breeding program. That way, after many centuries and the accumulative R & D allows us to re-enhance Dino riders with all manner of equipment and magic and military doctrine. That will be late game though as dinosaurs need time to be biologically on par with the premier biological faction; Tyrannids and Gene-stealers.

Though again by that point, they'll be one form of army our people will have access to for any situation. To borrow tabletop terms, you can run Imperials, but there are many sub-factions of distinct armies possible. From IG tank squads to different Space Marine chapters and Mechanicus squads to Sisters of battle. Riding Dinosaurs equipped with the latest mega cannons( stress-tested in the field of battle during mid-game by infantry) will be just one army type we can field. Just like the slowly re-emerging veterans of the failed Celestial revolt or the schools of martial arts.
 
Does worship of US have any effect on warp? Enough to give birth of an entity?

You don't know, you don't even know about the warp yet, let alone Divine entity production.

Can US intervene in 40k?

Not without more effort, on the other hand he snuck you a giant library underneath the Primordial noses. Maybe you just need to light a beacon.

You do have a Solar Aspected Manse on the planet and a Library to research sacred geometries with.

How potent dragons soul compared to Eldar or other psyker races?

I think a Dragon King and Eldar could argue for centuries on the relative merits of there souls, and not reach a conclusion that the other side accepted and have to pass the argument down to a new generation (which for the Dragon King would be the same guy)
 
not reach a conclusion that the other side accepted and have to pass the argument down to a new generation (which for the Dragon King would be the same guy)
Kek

"Oh Unconquerable Sun! I have argued with your family since Taco Tuesday. Just admit my logic infallible and the conclusion absolute."
" Well, you see based on Wych Sight I can say without a doubt that you smell of odious fruit juice. As expected of grandfather's stories on your progenitors"
"I'm the same person!!"
 
Turn 3
Turn 3

A forest valley filled with animals that populated the land above the limit of sustainability was discovered. Your hunters were almost effortlessly able to bring tons of meat home with little effort and no repercussions for the environment.

You have 4 AP +1 AP this turn (good food sources) = 5 AP

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. 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.

[ ] 2nd​ Legion: With your remaining Legion up to snuff and at least crudely armed and a city partially built you think it may be time to put more of your people under arms. AP needed 1. DC: 25. Success Needed 2. Reward: Another Legion up the Remnant Legions standards.

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 Watchers: Send Mosok and others with sufficient knowledge of water paths into the Greenskin territory to keep an eye on them. If you don't take this action you will not know what happened with the Orks, but how much trouble could they get into half a world away. Sadly this much activity implies a risk of getting caught, although less of one now that you know more about them. AP needed 1. DC: 20/35. Success Needed 1. Reward: Update on what the Orks are doing, which may just be doing the same thing they were.

[ ] Or catch an Ork Napping: They won't be here long, its probably not worth learning that much from them. Lets just take things that would potentially be useful. We won't be much more obvious than the infiltration mission but the stolen goods and eaten Greenskins will be more useful than information. This action wis even more useful now that you know more about them. AP needed 1. DC: 30/50. Success Needed 1. Reward: Gain 3 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. Between this new world and what they have learned from the Orks there is way too much research to do.

[ ] 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.

[ ] Waaagh! Theory: The Waaagh is still much of a mystery. This project proposes various theories and tries to test them. Most of which involve testing the various Path abilities and Thaumaturgical Arts to see if something has an interesting effect. AP needed 1. DC: 30. Success Needed 1. Reward: Gain more theories about the Waaagh! May learn of power interactions.

[ ] Color Thaumaturgy: Inside the empowering effect of the Waaagh! items covered in predominately one bright color gain certain attributes, because apparently the Orks believe they do. Honestly we have worked with sketchier bases for mystic arts before. Although our version will probably demand paint and painting methods a bit more involved than the Orks and have some duration rather than simply being true as long as Orks are nearby. Of course being the proper color means that they will also be true when orks are nearby. AP needed 1. DC: 45 Success Needed 1. Reward: Your thaumaturgists may utilize the science and art of color magic.

[ ] Fungal Sterilization: To prevent new orks from being "born" from their fungal origins we have to destroy the spores. Luckily we have abundant ways to apply fire. This project researches the best ways of applying it, as well as develop thaumaturgical procedures to decontaminate troops and equipment after battle to prevent a victorious return from spreading the spores. AP needed 1. DC: 30 Success Needed 1. Reward: Ork Sterilization protocol established.

[ ] Orks are Loud!: Orks are so loud and smelly that it can be a bit distracting for the keen senses of the Dragon king. Develop some tool or potion or something to help you keep from being deafened while still being able to use your senses in the battle: Develop ork oriented sensory overload Procedures.


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 7/10. 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 1/4. 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.

[ ] Fungicide: A project to develop a poison or fungicide based enchantment that can be used to increase effectiveness versus Orks and possibly limit the spread of their spores after death. AP needed 1. DC: 30 Success Needed 1. Reward: Fungicidal poisons or Enchantments.

[ ] Waaagh!tech: While we have no real interest in making and using this technology, a more thorough study may provide insights into our own magitechnology, inspiration for magitech versions of Ork devices, or at least tell us if our armor is strong enough to resist their weapons and vice versa. AP needed 1. DC: ?? Success Needed 1. Reward: May be repeated. Rolling well produces a better result.

[ ] 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 5 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.
 
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