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.