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

For everyone voting on the major manse, I want to offer the possibility that a Major Abyssal Manse might be something we could use to solidify Ghostwalker pathists (or otherwise make dealing with Underworld actions easier).
It would be able to act as an otherworld gate and/or something that could enhance Ghostwalker Necromancy to the Second tier.

Or a hearthstone/location that grants high level Whispers rating.

A place where sacrifices can be converted into motes of essence which you can use to recharge or power high end stuff without it being an explicit sacrifice to a god that is enabling the ritual. IE you could create Void Circle Necromancy Arks as long as its explicit you are recharging them via blood sacrfices (and boosting them in an Abyssal temple would also require blood sacrifices.

A place that can manufacture grave goods in mass (via symbolically sacrificing real objects while inside) would vastly increase trade potential with the underworld as you could than have atelier manses dedicated to it just like you can more primative societies among the stars.

A gem bearer who can learn to call up and banish shadow lands at their behest maybe?

Something to help manufacture Soulsteel probably (still need a source of souls of course)

And thats to say nothing of the likely but currently unknown interactions if there is a major race in 40k that might counts as Undead.
 
[X] Umbral Drive: Umbral Drives work hard to push the ship slightly out of phase with reality instead of merely masking emissions. The quality of your stealth goes up a tier, with primitive systems not really getting a chance to spot you and those who would have advantage or auto spot a normal night drive being forced to roll now. Improvements to the Drive will allow bigger vehicles to be umbral, provide dice bonuses in contested rolls, and eventually allow the Umbral Drive to travel outside of fate, ie it can resist precognition.
[X] Karmic Demense: You have found a lovely valley which had been subject to a brutal battle millenia ago. Now it is a suitable location for a new World Tree.
[X] 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).
 
[x] Starmetal Demense: an odd, almost Sidereal manse that seems to favor the metal Starmetal far more than the stars themselves. Can be set up to enhance Starmetal production and usage in the Valki system.
I don't have strong opinions about the other votes, but getting more MagMat production, especially of something as annoying to get as Starmetal, is, imo, more valuable than expanding Lanka, especially since we still have room to milk our current branch further.
 
[X] Umbral Drive: Umbral Drives work hard to push the ship slightly out of phase with reality instead of merely masking emissions. The quality of your stealth goes up a tier, with primitive systems not really getting a chance to spot you and those who would have advantage or auto spot a normal night drive being forced to roll now. Improvements to the Drive will allow bigger vehicles to be umbral, provide dice bonuses in contested rolls, and eventually allow the Umbral Drive to travel outside of fate, ie it can resist precognition.
[X] 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).
I will let other people decide on the Demense.
Starmetal seems good as a magic material that we have limited access to, not sure about the importance of Karmic Demense but world tree seems like it would be useful, Abyssal seems like a rare manse (and something that would be on some of the more dangerous worlds), and Mars seems uncommon.
Adamant and Orichalcum we have a solid amount already but could always do with more.

Still like the idea of Thicker since it is very good for carriers, Storm Shields work as all round good so lets go with that.
 
It would be able to act as an otherworld gate and/or something that could enhance Ghostwalker Necromancy to the Second tier.

Or a hearthstone/location that grants high level Whispers rating.

A place where sacrifices can be converted into motes of essence which you can use to recharge or power high end stuff without it being an explicit sacrifice to a god that is enabling the ritual. IE you could create Void Circle Necromancy Arks as long as its explicit you are recharging them via blood sacrfices (and boosting them in an Abyssal temple would also require blood sacrifices.

A place that can manufacture grave goods in mass (via symbolically sacrificing real objects while inside) would vastly increase trade potential with the underworld as you could than have atelier manses dedicated to it just like you can more primative societies among the stars.

A gem bearer who can learn to call up and banish shadow lands at their behest maybe?

Something to help manufacture Soulsteel probably (still need a source of souls of course)

And thats to say nothing of the likely but currently unknown interactions if there is a major race in 40k that might counts as Undead.

Choose One (you can assume you will NOT find any options not selected):
[ ] Solar Demense: One of the Major Manses of Valki is a Solar Manse
[ ] Abyssal Demense: One of the Major Manses of Valki is an Abyssal Manse (Death)
[ ] Mars is Bright: One of the Major manses is a Sidereal Manse heavily tilted to Mars.
[ ] Starmetal Demense: an odd, almost Sidereal manse that seems to favor the metal Starmetal far more than the stars themselves. Can be set up to enhance Starmetal production and usage in the Valki system.
[ ] Karmic Demense: You have found a lovely valley which had been subject to a brutal battle millenia ago. Now it is a suitable location for a new World Tree.
[ ] Gold in those Hills: You found a place with gold and volcanoes and good weather ideal for setting up an Orichalcum refinery.
[ ] Adamant: While you can find a huge amount of Adamant in the debris field of the system, you have also discovered a large surface deposit you can mine more traditionally.
[ ] Technology: Some of the crashed ships were found to be intact enough to have technology that inspired our Savants to make their own developments. You can make another choice on the tech Gatcha, chosen from several options related to Void Vessel Combat.

Note: As a reminder Valki has 20 Major Demense and 200 Basic Demense
Majors are: 3 of Earth, Wood and Air, 4 of Water and Fire, 1 x non-aspected Sidereal, 1 Metal Manse, and one that will either be one of the choices above or become a fourth Earth Manse.

Alright, let's take a look at some of these options;
  • Solar Manse
    • We already know what we can do with these (though there's probably plenty of room for innovation). IIRC we can make these with effort using geomantic engineering. Not unwelcome for any Dragon King but not exactly new ground either.
  • Abyssal Manse
    • Possibilities include:
      • Void Tier Necromancy (We haven't invested much in developing necromancy, or sorcery for that matter, but is potentially useful for Underworld actions and against specific foes.) Necromancy vs Sorcery has been described to me as comparing a knife vs a stiletto; necromancy is a more specialized tool and performs well within its limits, but sorcery is the more broadly applicable skillset
      • Soulsteel manufacture. Combined with the blackstone/noctolith research we have access to thanks to the Eldar and we can probably get a lot of work done using Soulsteel, possibly without even ritually murdering millions of sentients. More MAgical Materials is nice and between Starmetal and Adamantium on-site already (we just need to snoop) and the ability to turn an Earth Manse and a Fire Manse into Orichalcum production (and a Solar manse to double it) Valki starts to look like a major MM production site.
      • Whispers hearthstone. Normally Whispers aren't something I'd wish on anyone, but the Dragon Kings have a higher tolerance for 'hearing the whispers of dying Titans attempting to attain True Death by murdering the world' than I do. This'd probably manifest as a research hero focused on murder weapons and the Underworld but I'm willing to hear out other possibilities.
      • Shadowlands hearthstone. Not sure how I feel about that, but we'll probably get access to something like this at some point and if nothing else 'quietly move armies from A to B without interdiction via Wyld Questing' seems a possibility.
      • Grave Good trade center. Being able to engage in trade is generally a plus (trade counts for both Resources & Labor AP as a reminder) and we're already invested in the soulsteel trade and sending things to the Tau'va in exchange for labor in biomotonic replicants. This'd let us make the trade more sophisticated.
    • This manse type is novel to us, but "place of death where millions died" is probably not going to be too difficult to find in the wider galaxy. The first place I'd start to look is Atlaaki. Of the listed options I favor either the Whispers Hearthstone or Grave Goods option for now, with other options becoming more attractive as our needs and capabilities develop further. If it offered a Ghostwalker Anchor I think there'd be very little debate on what flavor to go for.
  • Mars Manse
    • We have two options for this as it is and haven't really worked to develop them.
  • Starmetal Manse
    • Not sure exactly what this might offer, but "improve production of Starmetal" seems a plausible possibility. Given that it is difficult to produce it (normally requiring potent fates ending or certain gods bleeding, neither of which is popular in divine circles) this could be a good way to eke out improved production numbers. Not sure if other options exist.
  • Karmic Manse
    • Building a new world tree would let us expand our underworld connections (potentially expanding the number of humans waiting around in the Golden Throne? We get new underworld types?) but I'm not sure I want to go for a second in the Tokat sector given some of the other possibilities presented. I don't recall if there are other possibilities for a Karmic Manse.
  • Earth Manse
    • The planet already has three of these and we already have an inkling of what we can do with these. Also on the list of 'things we can make using geomantic engineering'.
      • Fortress. We can probably fortify this world plenty, but do we want to?
      • Crystal Master Manse; we have one but haven't finished developing it
      • Gravity Master Manse; none yet, expensive to develop
      • Endless Mine. We'll probably develop one here just to get raw resources to make more orichalcum as development continues.
    • We don't need a new Earth Manse and if we did could make a new one ourselves.
  • Orichalcum site.
    • We can always use more Holy Gold, but with the extant Earth and Fire manses we can produce this independently.
  • Adamant mines.
    • A little bit of a mystery box, we know of Adamant(ium?) but haven't really had access to it enough to play around with it. We'll probably want more later, but I'm not sure how much we will want it for now.
  • Technology Gacha
    • Mystery box option. I imagine this'd be a roll to see if we have the possibility to discover, say, naval lances or nova cannon tech if Imperial, or fragment of Eldar Holofield tech or Kroot Warsphere version of Ox-Body or just an Orkish point defense system (a dozen grots strapped together with pea shooters). Could be anything, would likely still need to be researched (we have a gracious bounty of naval tech to research already) and would likely need
Of the options provided I favor Abyssal or Starmetal (about 40/60) but am open to being swayed one way or another.

-[ ] Dark Star Drive: Dark Star Drives may be equipped on any vessel with a Temple to the Dark Star, regardless of Size. Dark Star drive ships may host Truculee crew (or Jadeite I suppose) who can use the Night drive to spread illusions across the vessel. This cannot hide it better or allow a vessel to look more or less threatening but can change the nature of the threat, making you vessel look like a human, ork or eldar craft of comparable size and threat level, or allow a carrier to pretend to be a Gunship. Upgrades to this drive will allow the illusions to make greater changes and/or become real equipment aboard the ship.
-[ ] Umbral Drive: Umbral Drives work hard to push the ship slightly out of phase with reality instead of merely masking emissions. The quality of your stealth goes up a tier, with primitive systems not really getting a chance to spot you and those who would have advantage or auto spot a normal night drive being forced to roll now. Improvements to the Drive will allow bigger vehicles to be umbral, provide dice bonuses in contested rolls, and eventually allow the Umbral Drive to travel outside of fate, ie it can resist precognition.
-[ ] Skulking Drive: You have found your night drive technology to be immensely compatible with another drive system. Using one adds the other at no extra cost, the skulk drive is both drive choices simultaneously. Upgrades to the drive upgrade both features.
–[ ] Sure Skulker: Drive is cheap. The components you need are compatible with the low cost components of a Surety Drive, allowing you to make a Skulker that costs the same as a standard drive system. You can still choose to install a pure surety drive to make the ship even cheaper of course.
–[ ] Robust Skulker: This drive has reduced need for Maintenance through improving components to reduce any sensor signature, lowering logistics costs in addition to being a Night Drive.
–[ ] Ram Skulker: Your ship is a Ram Drive in addition to being a night drive vessel. Something about twin modes and switching between them making this an easy pairing according to the summarized synopsis.
–[ ] Silent Skulker: You discover your Night drive achieves much of its emissions control through improved efficiency, which makes pairing it with your Pagoda Drive a great deal.

  • Dark Star Drive: Create illusions (and eventually real equipment) when paired with Abraxus temple components (presumably on top of standard Night Drive stealth effects?). The fact that this will almost inevitably be paired with moonsilver hulls for the improved stealth effect and the strong potential for synergies with Lunar temples adds up to a potent effect on its own. The fact that this will make it far easier to do false flag operations ("this was totally an Ork Kroozer that attacked that world and fastidiously cleaned up every trace of Mosok operatives in the area, honest!") while also allowing for a degree of modularity with its components ("we really need an X for this mission") is pretty attractive, especially if we expect to plan to be tricksy with our covert actions. Also of note is the potential for sorcerous support with Sorcerous Thrones + Abraxus Temple + Moonsilver Hulls for Templeship-sized stealth ships.
  • Umbral Drive: A fairly liniar Stealth+ effect with a development path that includes anti-divination effects as standard after a while. Being able to shut down detection attempts is attractive, and allowing for the chance for something sneaky sneaky against auto-detect abilities is rather attractive (and 'dedicated stealth platforms will likely have moonsilver hulls to improve their performance' again). A strong choice for Night Fleet operations, making small and nimble frigates more troublesome to detect or track.
  • Skulking Drive:
    • Sure Skulker: Night Drive costs the same as an unimproved drive. The way to go if you want Night Fleet to be only fairly stealthy but be able to afford more friends. Not my preference among the Skulking line, but a sober and respectable choice.
    • Robust Skulker: Night Drive requires fewer Logistics stockpiles to operate. Not much to say here, it's another "boring but practical" choice that doesn't significantly alter the performance or application of the ship.
    • Ram Skulker: This is the most value-added from the Skulking options in my eyes; in addition to whatever else the ship might be designed to do, it's both a surprise attacker and a melee fighter. Stealth ships can ram, ramming ships can get closer before someone notices them. Both sides benefit, and while it's possible to focus more on one side of the equation or another this just gives ships more options.
    • Silent Skulker: Night Drive + Pagoda Drive. We're not really hurting for hearthstones to apply to our ships (we can certainly use more but that's more a case of 'development of relevant infrastructure is lagging' than truly being choked on resources) so unless we develop something interesting to do with Pagoda drives I'm not seeing a lot of utility here.
Of these options I like Dark Star, Umbral and Ram Skulker. Which order I like them most in I'm still trying to decide, but at time of writing it's Dark Star > Ram Skulker > Umbral, but the margins are tight.

-[ ] 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.

  • Cheap: Boring but might have some interesting narrative effects later. I'd invest in this if we wanted to make shields more prevalent among the Dragon Kings, but they're far less focused on survival individually than just about anyone but the Orks, and 'but what could we do with cheap shields' seems more interesting as a development going with something like 'smaller' or 'thicker'.
  • Vehicle Mode: More easily put shields on Warbirds (and presumably Warstriders). I've been toying with something like this on the prior Warbird upgrade but will probably hold off for a bit longer. Warstriders with shields seems more immediately useful, though complicated by the tiny problem of "we do not have Warstrider designs or the means to produce them in any meaningful numbers as-yet (though both are easily done once we set aside the time and effort)
  • Smaller: Essence Battlement components take half the space. The way I'd try to take advantage of this is to immediately double down on the Essence Battlements so you get more shields per ship, which IIRC doesn't scale well. Something I'm considering, but far from the first choice.
  • Bigger: Able to scale up Essence Battlements to cover regional scales. Void stations seem the obvious benefactor, and while I'm still in favor of this I'm more in favor of other possibilities now than I was when the vote was originally put out. (Potentially a step towards being able to build planetary shield systems?)
  • Thicker: I like the improved to-hit penalties, and slipping it into the Games of Divinity's design after the fact is gravy. This is explicitly good for carriers (of which I expect us to have several) and presumably torpedo boats (which we have interesting options for improving but not as-yet something we're overly concerned about).
  • Storm Shields: Haze Shields + Essence Battlements become Storm Shields, I like the space savings and implication that our ships will have a -2 to hit with direct fire weapons just across the board. I'd normally pass this over for Thicker but with the Night Drive options on the table I'd like to put forth the increased stealth potential of "night drives + always-on ECM effect" as a standard component of Night Fleet (and the to-hit penalty Day Fleets impose).
  • Dazefields: I want to clarify that I am not against this upgrade. I'm against this upgrade at this time. I fully expect to fight alongside (or against) the Eldar again and if that doesn't unlock Haze Shields II it might have unlocked Haze Shields III because we got inspired by Tau stealth suits or something.
For this I'm thinking something like Storm Shields > Thicker > Bigger but I'm open to arguments.
 
Dark Star Drive: Create illusions (and eventually real equipment) when paired with Abraxus temple components

All the Dark Star Drives create the illusions. The Abraxus temple allows BIG ships to mount the drive right off the bat so the upgrade tree is less about size increases and more about improving the illusions.

presumably on top of standard Night Drive stealth effects?)

Yes.

For this I'm thinking something like Storm Shields > Thicker > Bigger but I'm open to arguments.
Your words suggest you think you are asking for another change to normal Essence Battlements shielding. You are not. You are selecting an option for Haze shields (Dragon King ECM) because the vote for it last time was inconclusive (not everyone who voted made a pick and those who did each voted for somethign different).

If Storm Shields win I will just add on a Storm Shields also completed project entry into the already posted turn and call it done.
 
Your words suggest you think you are asking for another change to normal Essence Battlements shielding. You are not. You are selecting an option for Haze shields (Dragon King ECM) because the vote for it last time was inconclusive (not everyone who voted made a pick and those who did each voted for somethign different).

...that's because I was. Thank you for catching that. Looks like I had my wires crossed.
Let's try this again, then;

Also, I feel the Haze critical choice was NOT resolved. I believe every option got one vote or something silly like that.

Please choose one:

-[ ] 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.

  • Cheap: Cheap ECM means we're more likely to put it on things, making our stuff harder to pin down in general. I'm not adverse to this but I'm generally willing to pay more to get a stronger effect than pay less for an equivalent one.
  • Vehicle Mode: I'm most interested in the possibilities that 'vehicle-scale ECM on a warstrider' offers, especially if we can pair that with some sort of Shimmering Water Path tools that Notice-Me-Not upgrades seem to offer. A titan-scale combatant is scary, one that you keep losing track of is moreso. Furthermore I'm interested in what sort of effects an army-wide effect offers (I'm thinking a more limited version of a Hallucination Engine Ordinatus just inspiring a degree of doubt in what and where exactly our forces are in enemy commanders. Something they can overcome if they commit the resources to do so, but forcing them to commit resources to do so). Not opposed, but not a priority in my eyes.
    • Fake edit; Warbirds with ECM, on the other hand, are worth a fair bit. We've already invested a fair bit into their offensive capabilities (mostly in melee and operational range) but while I'm wishy-washy on purely defensive upgrades for them like Essence Battlements, ECM makes them harder to hit and likely harder to spot. Thus in a chaotic enviornment like a battle (especially when there is already ship-scale jamming and sensor ghost effects going off) helping a squadron of Rocs get in a surprise bombing run on a light cruiser could be telling, so I suppose I shouldn't be quite so dismissive of Vehicle Mode as I was.
  • Smaller: Smaller components means we can fit more components in and perhaps make it more palatable for some some components to be conflated somehow, letting us stuff more toys into a ship design than otherwise we might be able. Similarly a half-sized regular ECM sounds like an invitation to get ECM x2 for improved effect. Not something I'd argue against perhaps, but not something that tempts me unless it led to something like 'personal-sized Haze effect to improve spy ring performance' which...I mean, more spy toys is nice but I don't think the Mosok are really lacking in that specific field?
  • Bigger: Being able to conceal a city or space-station sized area (or the zip code they're in) seems darn useful. Ignoring the capacity for obscuring where exactly our major cities are on a planet from orbital strikes ("they're somewhere within this 600 square miles of obscuration effect" likely makes precision orbit-to-surface strikes difficult and when combined with return fire from Fortress Manses would probably spare some of our surface infrastructure some grief) if we wanted to set up secret anchorages in remote or sensor-obscured systems (like Therak) to support Mosok raiders, Mosok spy rings, surprise naval relief forces or quiet expansion into a region ahead of a colonization push or...well, I'm sure you can think of all kinds of reasons to keep a void station quiet somewhere. This is fighting for first place as a consideration.
  • Thicker: A qualitative advantage for carriers, as mentioned (and I expect to have plenty of carriers in our fleets given our Warbird advantages) but also a boon to stealth ships. Whether it is quietly slipping agents onto a planet for data extraction, doing recon in a potentially dangerous system without alerting the bad guys we're snooping around, or just making ramming ships harder to detect (I presume 'full speed ahead! Brace for impact! Glory to the Most High!' does not count as 'direct fire' and thus isn't really penalized?) making haze shield ECM thicker is a linear upgrade and plays well with advantages we're cultivating. I don't know what potential synergistic effects 'thicker ECM' and 'Umbral Drive' might have, for example, but it's probably superior to 'regular ECM' and 'Night Drive Mk1'. This is one of the possibilities I'm in favor of.
  • Storm Shields: "Everyone's basic shields also acts as ECM" is a strong argument, but I'm hopeful that it's one we can work towards using Essence Battlements III and Haze Shields II when they're unlocked (if not just iterative Components research, which seems more direct but still cheating somehow). This is another 'I like it, but I don't feel this to be urgent' option that I wouldn't complain if it won but isn't a first pick for me.
  • Dazefields: I want this tech. I am willing to be patient for it, however, and with further cooperation between the Realm and the Craftworlds (or conflict with those of Commorragh) gives us reasonable expectation of this showing back up so while I'm not opposed to this possibility, I am happy to put it on the back burner for now.

To that end;


[x] Thicker
[x] Starmetal Demense
[x] Umbral Drive

Thicker ECM + Umbral Drive (plus whatever add-ons Notice-Me-Not design committee cooks up to improve stealth) on a Moonsilver hull seems a good start to a dedicated stealth ship (and makes our carriers safer to operate out of), while I'm hopeful that the Starmetal Demense will have some sort of magical material production bonus akin to the Wishmetal Smeltery and thus make a precious resource stretch further.
 
Turn 59
[X] Umbral Drive: Umbral Drives work hard to push the ship slightly out of phase with reality instead of merely masking emissions. The quality of your stealth goes up a tier, with primitive systems not really getting a chance to spot you and those who would have advantage or auto spot a normal night drive being forced to roll now. Improvements to the Drive will allow bigger vehicles to be umbral, provide dice bonuses in contested rolls, and eventually allow the Umbral Drive to travel outside of fate, ie it can resist precognition.

[X] Starmetal Demense: an odd, almost Sidereal manse that seems to favor the metal Starmetal far more than the stars themselves. Can be set up to enhance Starmetal production and usage in the Valki system.

-[X] 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).

Turn 59

Ankloks: The wiping out of Local orks is raising concerns. We have learned there is no risk of running out of enemies in the Galaxy, but we have need to go to them. Perhaps development of a dedicated troop carrier (instead of a converted Colony ship) is called for. Still its clear that yet more bodies are need to render the Dragon Kings a major player in the Galaxy and we must make each dragon king body worth ever more. More Dragon Kings under arms, under better arms, with better training, and more dragon Kings must be called unto us from the Sun's Grace.

Mosok: With the launch of the 1st Light Tokati thousands of new Mosok sailors are able to take to the stars. With the sub-sector conquered the Deliberative won't have a choice but to send us out to look for new target's to plunder. Perhaps we can trade or raid these Kauali? The development of the incredibly stealth Umbral drive spurs demands for a new stealth class to be developed but just as many hush them, swearing that a new field of mental stealth technology is on the way which should be completed before investing in new classes, which may give time to improve the core drive tech before committing it to a ship design.

Pterok: Many projects are completed, and while that sparks joy there is also a fear that project budgets will be reassigned to colonization instead of either new research or exploration.

Raptok: Another empty world we will need to somehow build up and populate, still no Raptok rests easy as their hearts soar and their Ichor sings with all the construction being done of late.

System Scan: A ship or ships perhaps is approaching Khyral. The 'ships' are quite ramshackle, looking like hulks or asteroid fragments which have been chained together loosely and yet still moving through space. They approach representatives from Khyral and seem to want to engage in trade.
Mini-turn
Stryxis Trade Encounter

Rumors:
-Rumors in the Gothic Sector show minor improvements

-Underworld rumors are showing the slow circulation of the news of our contact with Chur through the Dark Kingdoms. The dead move slowly so it may be decades before the news fully saturates the realm.


55 General AP + 26 (Resource and Labor) - 27 (Upkeep) = 54 General AP

Planetary: Anklok/Mosok/Pterok/Raptok/General
Tokat: 4/4/4/4/18
Ophelis: 7/7/7/7/18
Tocha: 2/6/2/7/11
Khyral: 4/4/4/4/7
Valki: 0/0/0/0/0.4
Therak:
Chosen: 0/0/0/0/1
Special: 0/0/0/1/-
Total: 17/21/17/23/55

-Resource Extraction Limit: 17/26 (maximum possible bonus from easy to acquire raw materials (anything that requires effort to acquire and effort to render into usable form), including trade of same.
-Labor Exploitation Limit: 9/26 (maximum possible bonus from skilled slave labor, trade, or equivalent in finished high quality goods or services)

Resource Exploitation Sites

Jach'Uchil: Sulfur Mine [1] Produces Three Resource Extraction.
Ophelis: Endless Mine [2] Produces Six Resource Extraction.
Tau'va: Tau Factories [2] Produces 4 Labor AP. (Special Upkeep, one can come from Resources, and the other raptok diplomacy or general AP). Tau'va Service Exchange [2], Produces 5 Labor AP. (Special Upkeep, one can come from an Atelier Manse if its handy to do so)
Underworld: Temporary only

Trade Routes
Kaukauna: none
Ulthwe: none
RT Lockhart: none

Time Limited Exploitation

Dying slaves: none for 0 turns
Bountiful but limited mines: none for 0 turns
Medical: [1] 1 upkeep for Nursery

Intelligence: [1] 1 Upkeep for Shining Inquisition

Industrial: [10] 7 upkeep for Atelier; 3 upkeep for Factory Cathedral

RES: [7] 1 Resources Exploitation site, Endless Mine, Tau Factory, Tau Service Exchange

Fleet: [15+2 Mosok] 1 upkeep for three Skyreme; 1 upkeep for Ramship, 2 for Treel Templeship, 2 for Speak with Authority, 2 for stalking mantis, 9 for 1st Light Tokati.

-Wondrous Orbs of Precious Stability [1]

-Logistics: [-10] 15/18 support (ie costs 5 upkeep, but produces 15 upkeep)

Transportation: [3] 3 upkeep for gates

Military: [0] 0 upkeep for 0 special units.

Trade: [0] 0 trade routes

Total Costs: 27

Strategic Material Demand/Supply

1/2 x Celestial Mead: mostly consumed by deities via offerings
1/2 x Karmic Honey: Mostly used in either artifice, or to secure divine blessings (usually for artifice)
25/34 x Jade: Jade supply is not strained
2/2 x Moonsilver: Moonsilver is in extremely high demand for artifice, only producible via crucible.
3/11 x Elektrum: Magical Amber has a minor surplus to standard demands but limited
30/30 x Orichalcum: Wishmetal is able to meet current requirements although all spare finds use in religious icons or rituals.
20/25 x Adamant: Supply of adamant is sufficient but expansion of the Celestial City will consume much spare production.
1/1 x Soulsteel: no steady supply of soulsteel
0/0 x Starmetal: No steady supply of starmetal, extremely limited production via divine assistance and intense sources rituals.
0/0 x Adamantium: No steady supply of Adamantium
0/0 x Promethium: No current supply or demand for Promethium
7 x Warbirds (Elite)
10 x Assault Rocs (FTL enabled)
3 x Assault Skyreme
3 x Manta Class Transports
1 x Nobz Gob (FTL Capable)
1 x Harmonious Resonance (Speak with Authority)
4 x Minotaur Class FTL Transport
1 x Stalking Mantis
1 x Abundant Feast Obscures Raging Lioness Before Mount Pelion
1st Light Tokati Flotilla

1x Free Success applied to Training Grounds projects (x3)
3x Free Success applied to Ideal Workshop projects (x3)
-1 x Alchemical Engineer (Doubles bonus of an Ideal Workshop)
1x Free Success applied to any one Automata projects (x3)
1x Free Success applied to Thaumaturgy projects (x3)
2x Free Success applied to Stable projects (x3)
2x Free Success applied to Dojo Projects. (x3)
2x Free Success applied to Astrological Lines (5 Questions max)
7x Atelier Manse may be assigned to appropriate projects. May be shut down and their upkeep used if nothing utilizing their capacity can be found.

Note: From now on Automata success may be applied to most research projects


13 x Exotic Stockpiles (Master Grade)

Red Seed Count 4 turns



Note: For plans with multiple sub options, like building on a chosen planet, please enter plans as if each sub-option desired is its own project, if you are doing multiple instances of a project on different planets for example, make each its own project. Going forward I will no longer automatically assign successes to the next project on the list.


Anklok (17 AP): Zealot priests and barbaric warriors who deal with fire. Anklok inspire and lead, whether troops or religious gatherings.

[ ] 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 "betraying" 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. AP Needed: 4. DC: 45. Success Needed: 8 Reward: Consume Eye of Night. Empower Faradai, Artificer of Most Efficacious Prostheses and grant him the Technomorphic Path to guide and develop.

[ ] Chosen of the [Insert Name here] II: 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 to 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: 30. 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]

[ ] 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: 15. Success Needed: 1. Reward: You gain +5 to all other rolls which can prevent a botch or cause a critical success.

[ ] A Lunar Incarna: Two Eldar goddesses stand out, not for being notable but for being powerful without being notable. Atharti, Goddess of Seduction, Beauty, Pleasure and Romantic Love and Hekarti, Goddess of Conjuration, Dark Magic, and Forbidden knowledge. The Eldar barely mention them and see them almost as divinities they are glad to be bereft of. Well we happen to have a powerful Goddess tied to Seduction and Forbidden Knowledge respectively who happens to have a history of absorbing "sister" goddesses to evolve and become more powerful. We will help Abraxus, Premises of the Dark Star walk the path of herself by walking the paths meant for Atharti and Hekarti to Incarnate, absorbing their stories into her own... and reclaiming her title as Luna, Incarna of the Moon. As Luna this shapeshifting goddess can shift between herself as Abraxus and Herself as Atharti and Hekarti, including being in more than one place at a time and answering any prayers from Eldar to their gods. The Eldar will never know... and the probably wouldn't care. And the most powerful god currently on our side of the divide becomes a full incarna with more power and a wider purview and a proper link between the Eldar Pantheon and our Pantheon. AP Needed: 4. DC: 45. Success Needed: 32. Reward: Atharti and Hekarti absorbed into Abraxus remaking her as Luna, the Incarna. This Goddess would be one of the most Supreme seductresses and masters of Forbidden lore in the galaxy (Slaanesh and Tzneetch "Wait what?") in addition to Predator, Pleasure, Beauty, Romantic Love, Conjuration, Dark Magic, Mysticism, unknown, forgotten or alien lore, dreams, and Witches. Celestial Sorcerers would be able to more easily able to develop spells that call on these purviews.

[ ] Moon Speak: Please review the rules for created Sorcerous workings under the Tokati Divinity Tab.
---[ ]Moon Speak (Byron the Diviner): You have captured a Human psyker and smuggled him through the Tokat in stasis. He is known as a Diviner and has shown limited healing skills. He also has demonstrated loyalty to the ideals of the one known as Tzneetch. We wish to learn the nature of this Psyker business, including the what and how they do what they do. Probably best to wait until after the Vault of Darkness is closed and Beryl is rendered a Truculee before taking him out of Crystal stasis? May assign Pterok AP to this action. AP Needed: 2. DC: 40. Success Needed: ?. Reward: Learn more about this Psyker business.

[ ] God of (Tocha, Khyral, Therak, Valki): We can work in the Abraxan temples to forge a God or Goddess representing the new colony of the Forest moon itself. This is slightly more effortful due to the need to organize so many people, but that alone will help when they move out as it will minimize the disorganization on both sides, preventing critical gaps from emerging. AP Needed: 3 DC: 50. Success Needed: 9. Reward: A community and god of Tocha is forged.

[ ] More Angels are needed (sub-sector scale): We plan to eventually secure the whole subsector and that means at least four planets worth of patrols. And we happen to have half a planet's worth the spare right now. Lets get this done in bulk to benefit from scaling! AP Needed: 3. DC: 40. Success Needed: 8/20. Reward: Enough Aurichim and Argentim to guard four planets. Planets Needing: Tocha.

[ ] Sheut Academy: Using the freed up Sheut we set up a long term solution, a major Academy, including satellite branches and recruiting stations across the vast realms of the Golden Throne and Underworld. Ghosts will be slowly trained compared to normal but can be trained in comparatively vast numbers compared to previously. Once recruits from the Academy start graduating we can make some serious developments happen. AP Needed: 4. DC: 28. Success Needed: 0/24. Reward: Build a Sheut Academy system for allowing a handful of teachers to train hundreds of new Sheut over the course of many years. Allows dramatic increase in Sheut numbers. You are looking at over 2 million needing to join up just to meet the current demand.

[ ] Dogs of the States: Lion Dogs are fearsome celestial guardians, usually assigned to protect important locations. A few were loyal to Dragon Kings, but only a few. Even by the patchy standard of our current pantheon our numbers are far too low, especially for the valuable places that we will build in the Celestial City, such as Peaches of Immortality orchards and the Loom of Fate. Use the existing dogs as a template to create an army of new ones. AP Needed: 1. DC: 35. Success Needed: 7. Reward: Can Guard 5 more locations (Currently 1/6 used)

[ ] Lions of Justice!: Celestial Lions are the powerful arbiters of Divine Law. We have enough to investigate Teteocan and guard the gates to another world sufficiently. If we want to expand to further worlds we need to recruit more. AP Needed: 2. DC: 35. Success Needed: 7. Reward: Enough Celestial Lions recruited to increase number of possible Celestial gates to 5, currently two.

Note: Lion Dogs are basically street cops/city guards. Celestial Lions are like Detectives/City guarding knights. Lion Dogs are fearsome opponents as long as their foe can be considered an "interloper" Celestial Lions are more concerned with protecting the Celestial city as a whole and more potent all around.

[ ] Summon Nysela: With her Pagoda Shrine establish Nysela can be called upon to execute her purview of reminding the wayward of the true path of Righteousness and Heavenly Duty as a superb individual combatant and impressive social skills combined with the ability to shapeshift into anything. Only if she can be convinced its part of the Sun's Righteous Ideals or her Heavenly Duty. Convincing her to assist in captaining a Directional Titan or larger craft is much easier. AP Needed 1. DC: 25/75 (unless you have a good argument to stunt it). Success Needed: 1. Reward: Nysela is summoned to directly perform a task for the turn, lower difficulty for captaining a Battleship or larger warship or the higher for acting as a warrior or Diplomat unless you can come up with a way her task acts as part of the UCS's ideals.

[ ] Beckon to Battle: Call upon the Martial Might and faithful fury that is Little Beam so that he is available to war in the upcoming turn. AP Needed 1. DC: 25. Success Needed: 1. Reward: Little Beam acts as a Hero unit available to be assigned to combat in the turn he is beckoned. Becomes an automatic success of there is a good chance of facing the Ork Boss named Nargle.

[ ] Empower Relic: Relics carry concentrated Divine blessings for personal scale effects but when used need to be re-empowered. When used on Templeships some relics can be ritually boosted to enhance the whole ship. Empowering one costs one success, empowering 5 costs two success, empowering 25 is three success and 125 is four success, etc. Raptok Craftsman are needed to craft these relics. AP Needed 1. DC: 15. Success Needed: Varies. Reward: Empowers Personal Solar Relics. See Tokati Divinity tab for rules on making and types of relics.

[ ] Infuse Ark: Arks are larger artifacts meant to contain greater portions of a deity's Divine Might. They can be used to unleash region scale effects when deployed or, if deployed from a Temple of the originating Deity, can potentially have planetary effects. [Arks Available: none]AP Needed 1. DC: 25. Success Needed: 1. Reward: One Ark is Infused and ready to be deployed. See Tokati Divinity tab for rules on making and types of arks.

[ ] Grace Dawns Eternal: We now have a possible solution to our population issues. The Sun may bestow many blessings as long we his faithful stand within one [mile] of the ritual center. By conducting a large ritual to bear as much of the burden as possible and crowding in as many females as possible we may receive his blessing of fertility which ensures the next mating the blessed undertakes will certainly result in an off-spring. AP Needed 2. DC: 30. Success Needed: 10. Reward: Population increases by 10 million. +May apply up to one Exotic stockpile a turn as sacrifices. Each one applied lowers DC to 15 for the turn.
-[ ] Through a Second holy city we can expand this project to a degree. AP Needed: 4. DC: 31. Successes Needed: 18. Reward: Population increases by 20 million. May apply up to one Exotic stockpile a turn as sacrifices. Each one applied lowers DC to 15 for the turn.

[ ] Continual Grace: Demand for more population is bearing down on us to conquer nearby planets and secure them against orks and other races. With that in mind perhaps a larger scale system of Solar blessings. Still a massive investment but increasing the scope will provide at least some saved efforts. AP Needed 4. DC: 30. Success Needed: 5/26. Reward: Population increases by 30 million. +3 Generic AP. +1 Breed AP. May apply up to one Exotic stockpile a turn as sacrifices. Each one applied lowers DC to 15 for the turn.
-[ ] Through a Second Holy city we can expand this project to a degree. AP needed: 6. DC: 31. Successes Needed: 32. +40 Million population.
-[ ] AP Needed: 7. DC: 31. Successes Needed: 37. Reward: +50 Million Population.
-[ ] AP Needed: 8. DC: 32. Successes Needed: 41. Reward: +60 Million Population

Cooldown: Population projects need time for their subjects to grow up whats more they need a ready supply of teachers and mentors to become productive members of society., to reflect this, there is a cooldown so this project cannot simply be spammed. [10- (Current Population/Population Increased through projects this turn)] equals the number of turns before a population project can be completed again. If the number is 0 or less than you can repeat the project every turn.

[ ] Highest of Holies: We can beseech the Unconquered Sun to declare a being or category of beings his enemy, adding them to the rolls of the Creatures of Darkness and allowing Holy effects to work against them. We cannot force him to make that choice, and the more limited what we ask and the more obvious unholy those we ask him to condemn the more likely he is to agree. For example he would never agree to condemn all of humanity, not matter how many examples of depraved humans you bring him, but may be willing to condemn say the Drukari if enough examples of Drukari being Drukari are presented. Based on what you know about Orks now he would NOT condemn them. AP Needed 1. DC: 20. Success Needed: 3. Reward: You ASK the Most High to condemn a being or category of beings to Creatures of Darkness status. The individuals are easier than groups, small groups are easier than whole races. If you fail you can try again after gathering more evidence.

[ ] Righteous Answer of Catechism: If you do intend to march on the Wyld it may be best to call upon the sun to provide at least temporary Divine resistance to the warping effects of the wyld. Each success allows ten legions worth to basically ignore the environmental dangers of being in the wyld if sent to fight there in the same turn. AP Needed 1. DC: 15. Success Needed: Any. Reward: Each success allows ten legions ignore Shaping effects and all the mutative and addictive properties of the Wyld for any combat that might be relevant in the same turn.
[ ] Military Theory: We have developed a new batch of vehicles that might replace our dinosaur mounts. Put our generals to work with Leeayta and after thorough testing bring us a new build plan for our Draconic Legions as well as an upgrade path for the existing military. AP Needed: 2. DC: 42. Success Needed: 3. Reward: Upgrade the Draconic Hosts and basic legion to include the newest technologies, especially the new vehicles. Likely will increase cost.

[ ] Dragon Soul Unfurling: Our barracks have special areas intended for elite Special forces beyond even the doughty warriors wearing Obsidian Sheaths and we have nothing really to put in them yet. Several plans have emerged to design new units of elite warriors to fill this role. AP Needed: 2. DC: 40 Success Needed: 9. Reward: One of the below options can be recruited.
-[ ] Chosen: The Anklok choice of course is to rely on the olchiliké. Putting together a group of Chosen, training them to work together while challenging would produce a terribly flexible and strong unit. The issue of course is the limited number of olchiliké to recruit from. There may only be one of these units for each completion of the "Chosen of the [insert name here]" or an equivalent project. Even an initial unit can only be recruited due to the Draculee.
-[ ] Paragon Phalanx: The Mosok propose simply improving their naval Phalanx units. Give them additional training (including Celestial Martial Arts) and equipment so they are as elite in all situations as in the void, some team work practices in working in fang, scale, and talon formations, maybe some heavy equipment that is useless in the void and we can fulfill all the possible needs. What's more, the need to recruit so many should simplify creation of purely Naval Phalanx as washouts from the Paragon program join. The downside is of course recruitment will be much more expensive than the other options. Mosok dice can contribute to research.
-[ ] Pokemon Trainers Elementalists: Pterok have decided that leaning on Elemental Summoning is the way to go. They propose a program where all involved learn the Path to summon Elementals, then they learn not just the basics, but get to know all possible elementals of their element and maybe a few others worth calling despite taking more time. They develop relationships with a few, train them and learn other forms of Thaumaturgy to enhance their capabilities. Probably the least potent in its own right but has the advantage of benefiting if Elemental Auxilia or other elemental enhancing effects are used while operating and the skills are quite divergent from warriors skills so this would not pull from the same recruit pool. Pterok dice can contribute to research (and likely training)
-[ ] Transdraconic Hypersoldiers: Raptok advocate a combination of Augmetics and extremely high end artifacts to make up the difference between Elite and Special Forces. The upside is that some of the cost can be borne by industry. The downside is some of the cost MUST be borne by industry. A unit of Hypersoldiers requires a Factory Cathedral to equip. Raptok dice can contribute to research.
-[ ] Write in special forces concept using the above as a model.

[ ] Draconic Legions (Tidal/Volcano/Storm/Jungle ): A large mustering to bring our forces up another 10 Legions and outfitting them to Standard levels. These units will include artillery pieces and Dinosaur based mounts. AP Needed 3 DC: 35. Success Needed: 20. Reward: Gain 10 Draconic Legions of the Chosen Host. Training Grounds, Stable and Ideal Workshop success can apply.

[ ] Infantry Thunders: Our primary force is a bit of a hodge podge. Its core is third rate equipment suitable for Rear Line units, but auxiliary forces like artillery, mounts, sorcerers, and moon blessed shikari act as force multipliers that are honestly out of place compared to the armor and equipment those soldiers are wearing. Originally our forces moved as potent individual warriors in groups called Thunders. These Thunder Warriors were mighty and potent but undisciplined. Lacking the effect of mounts, machinery, dedicated units, or even much organization limited what they could do and we moved on in need of greater TOTAL power, individual warriors sacrificing some potential in order to perform better in their organized specialty roles. In honor of these ancient warriors we could produce a "Light" infantry only unit that equips that gear without any auxiliary forces and perhaps keep them even after the Draconic Legions receive their much delayed upgrades. Thus training Infantry Thunders which still have the same basic of effects of our legions but lack mounts, artillery, sorcerers or chosen shikari. AP Needed 3 DC: 30. Success Needed 30. Reward: Gain 50 Light Infantry Thunders. Training Grounds, and Ideal Workshop success can apply. Elementals can add up to 13 successes to total.

[ ] Militia: Take advantage of our new training ground to recruit a large number of Militia units. These would only have militia grade gear of course and would only be trained to a more basic level than expected of the Draconic Legion. In return they would spend most of their lives working normally rather than draining resources when they aren't actually fighting. AP needed 3. DC: 15. Success Needed 24. Reward: Two Percent of Dragon King Population is considered Militia Trained and has gear available to Muster. Training Grounds and Ideal Workshop success can apply. Unlocks projects to increase percentage.

[ ] Cancel the Apocalypse (Ophelis): We are told that Ophelis is doomed. While 80 Million plus Dragon Kings living here inarguably makes the planet more secure... we can start pushing it further. Let us massively increase the size of the Ophelis Guard as a first step to insuring we can hold the planet. AP Needed 3. DC 20. AP needed 35. Reward: Ophelis Planetary Guard is now 5 million individuals instead of 500,000. Costs one upkeep ongoing in lost labor from Guards.

[ ] Pried out of our Cold Dead Claws (Tokat): Tokat has most of our resources and population right now, so lets make sure we can hold the planet against all odds: AP Needed 3. DC 20. AP needed 35. Reward: Tokati Planetary Guard is now 5 million individuals instead of 500,000. Costs one upkeep ongoing in lost labor from Guards.

[ ] Every Other Planet (Tocha, Khyral): Other planets may need a massive increase in their planetary guards... maybe. AP Needed 3. DC 20. AP needed 35. Reward: [Planet Chosen] Planetary Guard is now 5 million individuals instead of 500,000. Costs one upkeep ongoing in lost labor from Guards. Planets available: Tocha.

[ ] We are LEGION!: Lets just skip the slow recruitment, test the capacity of our new training complex by trying to train and recruit 100 new legions simultaneously. With this we will have 100 Legions to bring to bear on our enemies. AP needed 4. DC: 35. Success Needed 96. Reward: Gain 100 Legions. Training Ground, Stable, and Ideal Workshop Success may apply.
- [ ] Legion Trainee: We can spend sometime committing the forces we have to speed up the training of additional forces as our existing force... takes trainees under their metaphorical (and not so metaphorical) wings. While this action is underway you lose access to 100 legions until completed. AP needed: 3. DC: 25. Success Needed: 32. Reward: +100 Draconic Legions. Training Ground, Stable, and Ideal Workshop Success may apply.

[ ] Martial Legion: Recruit a solid Legion with just barely enough Martial arts knowledge to boost their combat in war. AP Needed 2 DC: 45. Success Needed 16. Reward: Gain a fourth and fifth battlegroup of Martial Legionaries. Completes ONE Martial Legion. Training Grounds, Ideal Workshop and Dojo success can apply.

[ ] Wash the spears(Dark Reapers): You don't have any stand out units at this time AP Needed 2. DC 35. AP needed 6. Reward: A Legion up-rated to "fine" quality. In Exalted terms they will have on average four dots base in any relevant skill or attribute (current legion has three dots in the same before breed modifiers apply). Unlocks MORE training, but they will be allowed… grudgingly… to wield the elite gear when this is complete. Training Ground success provides a die, not auto, but successes are tripled.

[ ] (Dark Reapers) need Gear: They have the training now to provide the nascent elite legion with the Elite Frontline gear, most consistently the Obsidian Sheath but also a whole host of better than normal equipment. AP Needed: Atelier Manse or Factory Cathedral. DC: N/A. Success: N/A. Reward: Named Legion is considered an elite unit.

[ ] You can Rest when you are dead (Ruby Arrows, Perfected Slayers): They have earned the right to wield the most sacred of our weapons and armors but there is still more that can be accomplished. Push the Ruby Arrows back into training to raise their quality to Excellent. AP needed 3. DC: 50. AP needed: 21/17. Reward: Ruby Arrow/Perfected Slayer Legion raised to Excellent quality. In Exalted Terms they will have an average of five dots in any relevant skill or attribute. Unlocks ability to recruit additional Elite units. (Yes the Perfected Slayers are easier to train, its their trait)

[ ] Wyld Fighting Force: In fulfillment of a quest granted by the Emperor of Mankind. This project raises a force of 1,000,000 fighting Dragons. Their gear, training, and support are all optimized for fighting Raksha based forces inside the wyld. Silver and Cold Iron Weapons more conceptual than material, laden with prayer strips and holy symbols and supported by specially crafted Elementals as mounts and heavy weapon substitutes. They will go forth armed in a plethora of blessings and talismans optimized to allow them to hold a line against Pure Chaos for as long as possible with no hope of a triumphant return. This force is integrated with our Ecstatics and can only operate with them. So many are needed that we lose an Ecstatic die every time one is raised. AP Needed 3 + Ecstatic. DC 25. AP needed 24/120 + 2 x Atelier Manse. Reward: Raise a Wyld Fighting Force. 60 Successes MUST come from General or Training Grounds AP, 30 successes MAY come from Elemental Support, 10 Successes MAY come from the Thaumaturgy Workshop, 30 Successes MAY come from additional Atelier Manses. Slicktongue support for the whole project reduces AP cost by 6.

[ ] Suppression (Khyral, Therak, Valki): This mission represents sending a Host to a world and distributed them across the planet to keep a hostile but native population in line, or to stop raids that are so regular they are part of the planet's bottom line. Commonly envisioned for culling the orks that arise from spores but can also be used for patrolling a world a bit too close to a wyld zone, a place suffering dark eldar raids through a Webway gate, or a place with a hostile human population that we have colonized for some reason, or other equivalent issues. It doesn't go to the length to fully wipe them out but also does not risk notable losses among your troops, although the distributed nature of work does tie up a large number of troops and leaves them vulnerable. IE this is to protect from raids and rebellious indigenous lifeforms not to stop a planetary invasion. AP Needed 1. DC: varies, Orks is 10+Waaagh level. Success Needed 1. Reward: 1 Host worth of soldiery kept busy on planet. Planet does not suffer the AP loss due to raiding (or at least it is much reduced, max reduction in losses is 5 AP so if your targeted planet regularly losses more than that you may need to double up).

[ ] Prayers for War: A major prayer to the Sun for Victory. To be done no more than 1 turn before starting a Conflict, may be done the same turn. 1 AP Needed. DC: 06. Success Needed 1. Reward: +1 to avoid rout checks.

Mosok (21-2(upkeep stalking mantis)= 19 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. Basically Slytherin.

[-] Taking the Shine to Known Threats (none): You have gathered enough lore about a source of corrupting influence to adapt the training methods of the Shining Inquisition to look for those who have been subject to such foul influence. AP Needed: 1. DC: 40. Success Needed: 3 Reward: Penalties regarding spotting those corrupted by studied Known Threat are reduced.

[-]Shining Heroes: To improve the Shining Inquisition we need something new in terms of hunting down the corrupted. New equipment, sorcery, gene forged warriors, something new needs to be available to improve our inquisitors and once it is we can conceptualize how to improve the Inquisition.

[ ] Revolutionary Security Measures: Anti-Scrying measures, anti phasic barriers, Anti-invisibility wards, rematerialization pillars. New more rigorous training to handle novel threats. We may have failed the Revolution but they were still surprised when we launched it. We know HOW to keep secrets from gods and things beyond gods. It's just a question of if its worth the cost. AP Needed: 5. DC: 65. Success Needed 72. Reward: Cuttlefish Monitors improved. Costs 1 upkeep per planet. Counter-Espionage service, by DK standards, meets the requirements for the early stages of preparing for the Rebellion against the Primordials. Every Dragon King activity is assumed to be under a 1 AP level anti-divination effect which can stack with active efforts to thwart divination.

[ ] Going Fishing for Known Threats (Imperial Inquisition): You have gathered enough Lore about a nation or organization that may attempt to engage in Espionage against our Realm. Take that knowledge, analyze it, and systemize it so all in the Cuttlefish Monitors are prepared. AP Needed: 1. DC: 45. Success Needed: 3 Reward: Penalties to spot espionage attempts from this specific Known Threat are reduced.

[ ] Voidmist Serum: We uncovered a dose of a ridiculously potent neurotoxin. It is imbued with Essence and conceptual agony and death. All in all, a substance that is extremely responsive to aersolizing. Allowing even one dose to potentially depopulate a ship of all life. This serum overcomes even supernal resistance to poisons and there is some interest in learning how to recreate it for our own assassinations: AP Needed: 3. DC: 65. Success Needed: 9 Reward: Poison counts as [Perfect] instituted guaranteed death unless target has [perfect] poison resistance. Even then the poison grants +3 successes to the Essence roll off between poisoner and poisoned.

[ ] Deepen Spy ring(Choose: Golden Throne, Tau'va, Orar, Bhien Morr, or Elysium): Send a spy vessel laden with fresh spies. Use the numbers to penetrate deeper into the planet, gaining positions both mundane and fantastical. Possibly start off mosok as younger and have them spend years building up good credentials or taking the place of those who already have them in criminal or other corrupt organizations. AP Needed: 2. DC: 45ish Success Needed: 7. Reward: A world selected gains thousands of new spies, leading to more coverage, more self sufficiency, and more ability to gather information and eventually influence people. Requires transportation such as the Stalking Mantis.

[ ] Dark Kingdom Operations: You have made major in-roads in the Dark Kingdoms using the help you gave Anzir to basically take over Chur's spy network. Most of this spy network is of course composed of Dark Kingdom natives. That won't do. Start sending tools, training guides, and Mosok instructors to improve these native eyes and ears as well as placing agents where they can deploy their non-ghost abilities to bypass defenses. AP Needed: 3. DC: 50-5. Success Needed: 9. Reward: Brings our penetration of the Dark Kingdoms to the level we expected to have with our neighbors in Creation before the Revolutionary War was initialized. IE the level where you can find out if your enemy is mobilizing or doing something crazy you need to stop but you don't plan on attacking them and don't really think they plan on attacking you.

[ ] Widen Spy Ring (Choose a Target): We can try to set up a new very basic infiltration of a planet that we have not touched before. How difficult and dangerous it will be depends on the target and what we know about them and what support they might get. For example picking a new world in the same sub-sector as an existing infiltration would be easier, if less valuable. However it might be advised to target easy worlds nearby like agriworlds or mining planets as entry points before tackling harder targets which can bring useful information. AP Needed: 2. DC: ?? (Varies depending on target). Success Needed: 5. Reward: Gain a Very basic infiltration level on the chosen planet viable for the next 20 turns. Three successes of this may come from Atelier manse. Needs transportation like the Stalking Mantis. Note: Targets can include Lankan realms (like the Lordran), or major spaceports (like Port Maw) and similar instead of only planets.

[ ] Scouting Trip [where to go?, what ship/rocs to take] Requires the use of an FTL capable ship. Mosok can execute an exploration mission to another star system and acquire information of local resources and opposition. No guarantee they do not get into trouble they cannot get out of though. AP Needed: 1 (+logistics stockpiles suitable for chosen ship). DC: at least 35. Success Needed: 1. Reward: Gain information on the target. Exploring ship may be spotted.

[ ] Raiding Trip [where to go?, What ship/rocs to take] Requires the use of an FTL capable ship. Mosok can execute an raiding mission to another star system and acquire local resources and work on removing the opposition. No guarantee they do not get into trouble they cannot get out of though. They are going looking for trouble after all. AP Needed: 1 (+logistics stockpiles suitable for chosen ship). DC: at least 35. Success Needed: 1. Reward: Shit is stirred. Crew ain't crazy of course, if the target is too hard they will scout some and return. Mosok Morale
[ ] Votann Trade Preparation: A prophecy was given about meeting with a race of stellar traders who would do business with us but would be just as willing to kill us and take our stuff if it would be more profitable. Very Mosok of them, we can probably do business... unless its more profitable for us to kill them and take their stuff of course. AP needed: 2. DC: 38. Success Needed: 2/3. Reward: You come up with samples of wares and materials you can craft in bulk or that might be especially valuable even if not made in bulk to offer as potential trade goods if/when you meet a representative of the Kindred of Votann.

[ ] Soulsteel Trade Penetration: Your soulsteel trade basically requires accepting whatever you get. This is ethically dubious as you know some local soulsteel is created frivolously. Eventually you want to set it up so volunteers may create white soulsteel and all your black soulsteel is only from those who commit heinous crimes. The first step is to up your trade volumes, demanding more, but also require at least some evidence that what is supplied was in fact a proper punishment, even if it's not a guarantee it's a step in the right direction. Simultaneously we will send spies to discover the worst perpetrators of frivolous soulsteel production… and turn them into soulsteel. AP Needed: 3. DC: 35. Success Needed: 6. Reward: Increase in Soulsteel trade, influence towards black soulsteel as punishment tool and lowers amount that is made from the innocent. Benefits from deepening a spy ring.

[ ] Heroic Ghosts Recruitment: One of the Lankan realms that materialized was a place of heroic training. Only a handful of souls enter here and they seem to undergo trials that remind us of those of the righteous dead. We need to spend more time in this realm and see if we can recruit these nascent heroes as Sheut, Lumina, Celestial Lions or other figures that call on legendary dead heroes. AP Needed: 1. DC: 45. Reward: 1. Reward: Gain two successes in a randomly chosen project that can benefit from more Dead Heroes, like those mentioned.

[ ] Minotaur class Transport: Now that a prototype is built perhaps we should construct more FTL transports with full Wyld Chancels. AP needed: 1. DC: 30. Success Needed 1/16. Reward: Additional FTL Transport. 9 successes may come from atelier manse or factory cathedral used once. Exotic component stockpile may be spent to lower needed successes by 4. Assigning a skyship lowers DC by 10. Assigning a shipyard lowers DC by 10 and double rolled successes. Contrary to MOST ship designs, these transports can be made with automatic free successes and shipyards.

[ ] Maze Class Void Skiff: A transport ship derived from the Manta but with just enough modifications is simple enough we can build one without design work. It can be used as a Manta in system or a transport within a sub-sector. Cannot travel further than 6 Lightyears and return without being able to land on a planet. If it could count on a landing it could just about make 12 lightyears. AP Needed 1. DC 25. AP needed: 6/8. Reward: Maze Class Void Skiff able to assist in orbital deployments and act as a sub-sector transport and the elemental cores needed to make it work, lowering DC 10 when assigned to appropriate projects or enabling trade with nearby colony. Ideal Workshop success may apply and this project may be supported by Ideal Workshop automatic success. Atelier Manse may supply half the total successes if assigned at 9 successes each. Pterok Dice can apply cause its a skyship, but its a transport so Mosok dice can also apply. Potentially all successes may come from Factory Cathedrals and Atelier Manses. With the support of Ryzela you could build 6 Mazes for 24 AP, 7 for 28 AP and 8 for 32 AP. 9 Mazes at 36 AP is the max bonus Ryzela can provide at this time.

[ ] Basic Patrol [Tokat, Tocha, Ophelis]: The incursion from Ork vessels in Tokat and Tocha is concerning and we want to use our Kireeki Skyships to run patrol runs across the Kinich System. Given our limited number of skyships and the limited patrols they can conduct without straining their logistics support means our control of our own system will be low even with this but better than nothing. Requires 3 committed armed sublight skyships or two FTL ships of any kind. (Of course if the patrols find something what you commit the patrol will need to encounter it). AP Needed 1. DC: 15. Success Needed: 1. Reward: Patrol Established in chosen system. Any patrol encounter will be assumed to be your assigned patrol group versus whatever showed up. Ships committed will not be available for other purposes. 30% chance of catching the incursion. Realm Presence in chosen system raised to Low. Upgrades possible if more ships are available or you are willing to pour on Logistics stockpiles.

Note: System revealed. Presence in a system, Sub-sector, sector, etc indicates the chance you have of encountering any traffic or incursion in said area. Total presence of ALL parties in an area cannot reach more than 100%. Having 100% presence means no traveler can pass through the area without encountering you. Circumstances can add plus and minuses each representing 5% chance, such as stealth ships, or pirates avoiding heavily protected convoys, or patrolling ships having enhanced sensors.

Each movement through an area rolls against the presence of all those in the area. If presences are opposed such as two powers in conflict over an area, ships of both sides roll against the percentage represented by the other... depending how hard they are LOOKING this may produce plusses and minuses. Forces avoiding you might produce odd effects. Like trade vessels might roll to encounter pirate presences but usually pirate hunters in the area do not roll as pirates would avoid them. Pirates though do roll for encounter the presence of pirate hunters in the area.
Miniscule: 10%
Very Low: 20%
Low: 30%
Low-Moderate: 40%
Moderate: 50%
High-Moderate: 60%
High: 70%
Very High: 80%
Extreme: 90%
Complete: 100%

[ ] Void Shipyard(where): Build a massive facility for building a single large void vessel, this version would NOT be protected by the armor and weapons of an Orbital Citadel but would be cheaper to get running. (But vulnerable to attack) Shipyards reduce the difficulty by ten (to a minimum of 10) and double the effect of successes earned as applied to the total needed. Each shipyard slip can only build one ship at a time. If you wish to have multiple ships under construction at a time you need multiple shipyards. Consumes 1 hearthstone or relay. AP Needed: 3. DC: 40. Success Needed: 0/9. Reward: One freefloating slip for constructing void vessels up to Conquest Platform in size. (No battleships or larger.. yet) Void yard can benefit from Skyship support, reducing DC by 10. Consumes 1 power.

[ ] Gemini Yards(where?): Perhaps a large quantity of ships is what is needed. If so surely they would be smaller vessels, thus it might behoove us to build a shipyard that contains not one but two berths. Limiting the berths to ships of Sloop, Chariot, or Pennant size keeps the twin yard a reasonable cost and if we build two identical ships we can benefit from some shared facilities to save effort. AP Needed: 3. DC: 40. Success Needed: 12. Reward: A Twin Small Shipyard freefloating over Tokat. Can simultaneously build two of Sloop, Chariot or Pennant classes. If building two designs of the same class you may use a combined project to reduce cost slightly (enough that even one use of this feature covers the difference in price between this and a standard shipyard. Gemini yard can benefit from Skyship support, reducing DC by 10. Consumes 1 power.

[ ] Temple Forge(where): Surely though we will lean on the glorious might of various Templeships to be the mainstay of our fleet. So it would be best to build a yard dedicated only to this single class of ship and optimize it for doing so. While you could in theory build shipyards dedicated to other sizes of ship, why would you? AP Needed: 3. DC: 45. Success Needed: 8. Reward: A Void Shipyard dedicated to construction of Templeships (any manse ship really) providing a small discount in exchange for not being able to build any other ship type. Temple Forge can benefit from Skyship support, reducing DC by 10. Consumes 1 power.

[ ] Directional Shipyard(where): Building a massive shipyard capable of constructing truly colossal vessels of 10 km long will take a bit more punch to it than a normal voidyard. In order to ensure the yard is able to handle such massive vessels of course it loses some capacity to handle small ships and it can only build and repair Conquest Platforms and Directional Titans. AP Needed: 3. DC: 40. Success Needed: 15. Reward: A colossal shipyard suited to construct Direction Titans and Conquest Platforms. Consumes 2 power and two slots if installed in a Station.

[ ] Acadamia of Constellations (Phase 2): Void Vessels require hundreds or thousands of relatively skilled and very technically minded Dragon Kings. The need to commit these high value people to a vessel acts as a constant cost on our society as those people are not available for other projects. Constellation Academy is a training ground to raise up younger and less experienced Dragon Kings with the concentrated training they need to run void vessels, minimizing the impact on society of fielding such Craft. Constellation Academy will consume 1 Generic AP in perpetuity but produce 3 AP worth of Upkeep. AP Needed: 3. DC: 35. Success Needed: 0/9. Reward: Training Academy for void vessels expanded. 1 AP lost as Upkeep. creates 3 Void vessel upkeep.

[ ] Watchtower Class Void Redoubt Design: This project designs a complete fort, including all six slots specifically focused on a sensor station with a wide variety of very good sensing abilities to watch whatever system it is built in as well as solid communications links, and deep reserves of supplies so it can go decades without being visited if needed. At least basic weapons should be included. Intended to allow the Realm to learn about anything that passes through the star system, allowing the realm intelligence or simply warning them an enemy may be coming. AP needed: 2. DC: N/A Reward: Design Specs for a system lookout station that can be built in an unclaimed system.

Note: When building ships please indicate where especially for Ophelis vs Tokat or any other distant ports that arise.

[ ] Build Infiltration Ship (Stalking Mantis class?): Mosok do not want to wait until the Pterok get around to a design appropriate to allowing Mosok to infiltrate alien worlds, things are too urgent for that. Instead they will do their best and build something directly. It won't be as efficient but they will get it done quickly. It will pair a basic FTL ship with as much subtlety as possible and support facilities and hangers to coordinate stealth skyships inserting infiltrators onto a chosen planet. Considering the lack of specific cloaking technologies its methods of stealth will depend heavily on Water path magic and artifacts amplifying the effects. Thus if built and deployed it will cause upkeep to be paid out of the Mosok Breed dice as Mosok alone can handle the running of such a vessel. AP Needed: 4. DC: 30. Success Needed: 24. Reward: A small mosok driven stealth FTL ship containing a hanger and support facility for a planetary infiltration effort and the camouflaged skyships needed to insert and extract those infiltrators. Consumes 6 power and two mosok breed AP per turn, costs 3 logistics to deploy on a mission. 8 Success can come from a single exotic material stockpile, 7 successes may come from an Atelier manse assigned once, 7 successes may come from a Flawless Workshop assigned once. Assigning a skyship lowers the DC to 20.

Ship Building: See Ascending Void Sutra Tab.
[ ] Encourage Martial Arts: Mosok work with the cult of Eve to spread knowledge of and encourage individuals to learn martial arts. AP needed 5. DC: 43. Success Needed: 4/24. Reward: 1 in 2 Dragon Kings knows a martial charm instead of 1 in 3.

[ ] Encourage Development: Mosok work with the Cult of Eve to encourage those with a Taste for Martial arts to keep going. AP needed: 3, DC: 38. Success Needed: 0/18. Reward: 1 in 3 Dragon Kings go on the next step instead of one in four

[ ] Encourage Progression: Mosok work with the Cult of Eve to encourage those who have gained a form charm to complete the whole style and maybe move on to a further style. AP needed: 4, DC: 35. Success Needed: 15. Reward: 1 in 4 Dragon Kings go on the next step instead of one in ten.

[ ] Encourage Cross training: Mosok in the Cult of Eve show dynamic combos in tournaments to encourage Dragon Kings to learn multiple styles. AP needed: 5, DC: 30. Success Needed: 12. Reward: 1 in 5 Dragon Kings go on the next step instead of one in ten.

[ ] Encourage Service: As a final aspect we develop sutras, propaganda, and even glorified examples to encourage those with the martial skill to volunteer as tribute… i mean as meatshield defenders of the realm and fodder for the Celestial Arenas! Hah Nailed it. AP Needed: 4. DC: 30. Success Needed 12. Reward: 1 in 5 Dragon Kings join the Volunteers instead of 1 in ten.

[ ] Train Celestial martial Arts: With more time to work with we may be able to get more students settled into the power of Celestial Martial Arts. It will not be easy since one must master a complete Martial Style before even starting a celestial style. AP Needed 1. DC: 40. Reward: +5 CMA stylists per success. Successes are tripled of course so each success gained is +15 stylists. Dojo can now provide an auto-success.

[ ] Expand Martial Legionnaires to Golden Exhalation Style. AP Needed: 2. DC: 35. Success Needed: 6 Reward: Martial Legions also know a few charms of Golden Exhalation style. Increase cost of Martial Legion by 2 AP.

[ ] Develop Piercing Augur Style: A Terrestrial style built around understanding the flows of Fate to better predict and maneuver one's opponent. The Steel-Fisted Seer, God of the Piercing Augur Style, takes the form of a vaguely humanoid shape defined by negative spaces except when the time for battle is nigh, at which point they reveal they were always present as a steel-and-ivory mendicant of grim countenance wearing a weather-worn plum stole. In a world that shall now never be, upon the completion of the Divine Revolution the Maiden of Endings murdered the Steel-Fisted Seer and used their sinew and bones to create the Violet Bier of Sorrows Style the Viziers practice. As it is, given their own innate mastery of martial arts and the intuitive nature of the style for seers, any Sidereal attempting to learn this does so as though they knew Swallowing the Lotus Root, whether they know this charm or not.

This style is practiced in light or no armor, its form weapons are the Khakkhara, staff, spear and any weaponized form of a user's preferred divination items (such as razor-edged tarot cards).

AP needed 2. DC: 50. Success Needed 6. Reward: Gain Piercing Augur Style. Can recruit units of Battle Diviners. Can explicitly be learned by other Divination capable species unless less humanoid than a Dragon King.

[ ] Research Martial Art: Either request a known terrestrial martial art from the Exalted books or give a request of what benefits you hope the art gains in what conditions (usually something like +1 might versus enemy type or in some specific circumstances) and your Stylists will combine training with research in Sperimin on principles to create the style. For example: Seafaring Hero Style would assist in boarding or repelling boarders, Lightning Hoof Styles benefits mounted Martial Artists, Falling Blossom would benefit bodyguards, and Jade Mountain Style benefits all standing on the ground. (Note to the exalted experts: Pan-elemental styles are notoriously complicated, DC +5 and +2 success needed). If you wish to create your own consider the kinds of effects it might have, if you want an Anti-Ork style than how does that work? AP needed 2. DC: 45. Success Needed 6. Reward: Gain a new martial Art. Dojo Success may apply

[ ] Celestial Arena for [# of participants]: The Arena is Luthe has been outfit especially to train Celestial Martial Artists. Normally this can be accomplished through five years of meditative training. But when you are in a rush a bloody tournament is the answer. Participants must know at least 1 full Terrestrial Martial Art and 90% of participants die. The ten percent who survive find themselves Awakened to the Bulb of the Perfected Lotus and able to learn Celestial Martial Arts. AP needed 1. DC: 05. Success Needed 1. Reward: 90% of participants die and the remaining ten percent can learn Celestial Martial Arts.

[ ] Solar Hero Style: This is an honest battle art, for champions, gladiators and heroes. Little Beam has expertise in this art and it is relatively easy to pick up. AP Needed 2. DC: 40. Success Needed 6. Reward: Celestial martial artists may learn the Solar Hero Style.

[ ] Laughing Monster Style: Ripped from Fae Warrior Princes who distilled it from the Dreams of countless thieves and oathbreakers, this style epitomizes impetuosity and wicked humor, employing misdirection and confusion to humiliate rivals with inordinate glee. Its stylists practice erratic breathing exercises, rolling dance-steps, and ego-destroying meditations to fully understand its secrets.

Laughing Monster Weapons: Laughing Monster style uses open-handed slaps, elbow strikes, and sweeping kicks. It also employs the staff, war fan, and whip. Unarmed attacks enhanced with Laughing Monster Charms can be stunted to deal lethal damage.

This style employs counter attacks, distractions, and disarming techniques to the utmost. At the higher levels you may punch someone's negative emotions out of them into an imp like creature, bid that creature to attack and hinder them, or snatch it up and shove it into ANOTHER target, which may very well cause mental issues. The pinnacle charm dissolved the stylist into a cloud of madness which may employ the charms of this style to aid allies and hinder enemies while being dematerialized.

AP Needed 2. DC: 45. Success Needed 6. Reward: Celestial Martial Artists can learn Laughing Monster style

Pterok (17 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 for summoning elementals, even without sorcery. Basically Ravenclaws.

[ ] Minor Geomantic Observatory: You currently have access to the best divination mortal hands and science could create. By tying into the geomancy of a demense and powering greater enchantments we can expand the limits of our observational framework. AP needed 2. DC: 40. Success Needed 5. Reward: Basic Manse upgraded to a minor observatory, allows one additional line of Astrological questioning. Can also be built by Raptok AP

[ ] Major Geomantic Observatory [Where]: Tapping into a major manse (which is not conducive to divination except through raw power) allows a major center for astrology to be created with multiple teams able to work collectively and independently from the Augury collective at need. AP Needed 3. DC: 45. Success Needed: 9. Reward: Any Major Manse (or Plasma Upgrade Manse) upgraded to Major Observatory, +1 Free Divination and +1 line of astrological questioning. May be built by Raptok AP.

[ ] Grand Orrery and Observatory [Where]: Once planned and partially built a grand Orrery to be built in the original Rathess. This model of observatory relies on a major manse that is in theme with the concept of divination or something similar. Solar or Sidereal Manses are the usual suspects. AP Needed: 4. DC: 50. Success Needed: 16. Reward: Solar or Sidereal (or something equivalent) Major Manse is converted to a Grand Orrery and Observatory. Any system with one counts as having improved sensors watching it, adds +1 free divination AP and +2 lines of astrological investigation. For each Grand Orrery you posses you may have a three AP divination project to better pierce attempts to obfuscate fate. Grand Orreries may instead be assigned to assist with Astrological Workings on the Loom of Fate acting as a means for such projects. May be built by Raptok AP.

[ ] Naval Administrative Oversight (Phase 2): Keeping massive moving structures filled with our most complicated and advanced technology maintained, crewed, stocked, and ready to go at any given moments with no risk of it crashing into anything else we care about is tricky enough. Pterok's want to organize the administrative and managerial tasks for transforming Policy and ambition into Naval power in an Administrative Clergy dedicated to such oversight. NAO costs 1 AP of upkeep to maintain but produces 3 AP of Void Vessel or Fleet upkeep. AP Needed: 3. DC: 35. Success Needed: 9. Reward: NAO administratum expanded. Costs 1 AP but generates 3 for purposes of Void or Fleet upkeep.

[ ] Repair Yard Auxiliary: One of the largest costs involved in this conflict is repairing our skyships. We want to expand our sky dock to facilitate repairs to skyships. (Void Vessels will have to use a ship yard like everyone else). AP Needed: 2. DC: 35. Success Needed: 6. Reward: Post action repairs to skyships (and only skyships) are half price. Fractions round up, so three base repair cost would be reduced to two AP.

[ ] Medical Monitoring Bureau: We have seen that there are those who plumb the stars that focus on terrifying diseases and widespread atmospheric toxin to do their dread work. We want to establish a new administrative function whose purpose is to constantly monitor for signs of disease or widespread toxin outbreaks and respond to them immediately both to prevent spread and as the fastest possible response to signs such a force is arriving or influencing the planet. This bureau will let us conduct additional research into overcoming the most common forms of these illnesses later on but initially are simply another step in increasing the responsiveness of our Health system. AP Needed: 2. DC: 35. Success Needed: 6. Reward: Medical Monitoring Bureau improves health response to disease outbreaks and allows study into specific and general diseases used by various factions for even better response and identification of such "attacks". Allows an additional Medical Cyber Dragon to be recruited.
[ ] Astrological Question "Insert Question here": You may invest in a line of questioning, which may be repeated usage of short duration questions or extended usage of long duration observation for a more distant Divination. Your Augury can see five times as far into the future as you spend observing. These can make a prediction about a target person or object's future, such as location, alive or death. Short duration questions will automatically go after secondary information. Questions that take a full turn or more cannot do this of course. And often Vision Questing may render superior results. Each line requires an AP (or astrological auto success) to the line until its answered. If AP must be diverted progress is lost, you cannot partially answer a question. You may maintain 5 questions with your current astrological infrastructure. AP needed 1 per question. You may apply up to two AP per question with the assumption you are better at piercing anti-divination measures... if any existed. DC: N/A. Reward: You pursue a line of questioning.

[ ] Obscuring Fate "Insert protected idea here": You may use divination to protect a concept by asking question related to what might be checking on the subject and constantly making minor modifications to thwart casual attempts at divination. AP Needed: At least 1, up to two. Counts against lines of questioning limit. Reward: Subject is harder to perceive. Blocks casual divination efforts towards subject with 1 and even pushing attempts for 2.

[ ] Crashsite Location: Location finding is one of the greatest strengths of Astrology which is why this is even possible. Still with 20 millennia, a galaxy, and a fragmented retelling from a broken automata does not give us a lot to work with. Still it can be done. AP Needed: 1 Divination AP. DC: n/a. Success needed: 4 Divination AP. Reward: Location where the Rhino's ship and crew crashed. Note this project is purely divination, once started it must be finished and you can only throw two Divination at it per turn at your current limits.

[ ] Votann Timing (4 turns): We feel we should plan out our meeting with the Votann in some detail to insure things go smoothly. Perhaps set a date for 120 years off? AP Needed: 1 Divination AP. DC: n/a. Success Needed: 4 (1 per turn for 4 turns) Reward: Gain some insight into your meeting with the Kindred and a date set 20 turns after the Divination is complete. Provides enough time to ask fine tuning follow up questions in future turns as the time draws near, as well as prepare a set up to impress with scaring the Votann.

[ ] Vision Quest "Insert Question Here": We can prepare a team of experienced wyld explorers, loaded down with blessings, rituals and talismans to preserve them from the mutagenic effect and send them into the wyld with a question burning in their hearts and souls. The wyld is chaotic but is also influenced by sapient thought. A seeker holding a desire and keeping it ever in mind while dealing with the issues that exploring the wyld brings may, if they keep trying long enough, find their desire brought forth. Vision questing is the easiest and while true Divinatory knowledge is not possible, anything known to beings whose thoughts and dreams influence the Wyld can potentially be learned. Thus we could learn much about this new Realm we dwell in, but each question sought is fraught with peril. AP Needed 2. DC: Special. Success Needed: special. Reward: A team is sent on a vision quest with a question in mind, this is rolled as per Wyld Vision questing rules. Your team will stick to the bordermarches, barely dipping a claw into the realm of narrative chaos. Thus they will endure three rolls to check for mutation, addiction, and encounters (the massive stacking of prepwork and only going to border marches means its almost certain the encounters will be the only danger) and will get one roll of 15 dice to gain a vision. The more successes the more clear the answering vision, 7 successes which should be an average roll for this dice amount should give a clear answer. You may create the questions but be wary, vague wide reaching questions will produce vague wide reaching answers. Focused questions will usually do you more good.

[ ] Map the Other Stars(Atlaaki Sub-sector, Hatra Sub-sector, Ophelis-Alpha, write-in): Stars are for the most part Suns that are very distant. Point our telescopes at the area we are informed a potential allied or at least anti-ork race exists and the sub-sector they supposedly control. AP needed 1. DC: 40. Success Needed 5. Reward: Map out the chosen sub-sector. May have divination success apply
[ ] 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. Particularly with the elemental complex that aids in summoning elementals for longer or with greater power. May be taken more than once. AP needed 1. DC: 25. 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.

[ ] Supremacy of Elemental Advantage: With this project we focus on either the most powerful or most specifically chosen Elementals for a given task. When this project is chosen you must choose another project being supported by AP this turn that it is targeting. May not target things inappropriate for elementals like research or intricate magitech, may not apply to projects over DC of 50. 1 AP needed. DC: 25. Success Needed 1. Reward: Targeted Project gets two successes applied.

Note: Projects appropriate for Elemental Support or Advantage with the Aide of Exoskeletons. Keep in mind the project must still be valid to proceed assuming nothing from the elementals is happening, they are aides and if the project lacks baseline support they will lack oversight. Most of these are also limited to roughly a third of maximum successes can come from Elemental Aide, although some can be argued up to 50% such as plantations and manses.: We are Legion, Infantry Thunders, Militia, Minor and Major Observatory, Temple of [Divinity], Silos, Atelier Manse, Factory-Cathedral, Major Manses, [Type] Plantations, Tree Spires, Open Plantation, Chaos Consuming Infrastructure, Archgenesis, A core for everyone, Expanding Teteocon, Treel Refuge, Treel Tunnels.

[ ] [Elemental] Auxilia: Thunderbirds, Garda, and similarly martial elementals from the various courts can be recruited and put to service as troops. These elementals remain in service due to arrangements with their home court, jade payments, access to luxuries, and promises of sufficient worship during a time of battle to at least give a chance for the Elemental to be reborn when killed rather than dissipating into elemental essence. This does limit the number of such elemental Auxilia possible to max with our current population. 2 AP needed. DC: 25. Success Needed 4/10 (Air). Reward: Recruits 1000 war-like elementals from the chosen element. Special abilities and fighting tactics determined by the element chosen, for example Air elementals will certainly fly, whereas an Earth group will not.

[ ] Elemental Torpedo: One idea occurred after the encounter was to imbed a torpedo warhead with thousands of yasal crystals filled with minor non-sapient elementals. When it strikes the ship the crystals would be broken and release the elementals to sweep through the ship causing elemental havoc to the crew. Does not work against a ship with shields up though. AP Needed 1. DC 35. AP needed 0/6. Reward: Torpedoes can be equipped with Elemental Heads. Do not penetrate -0 HL nor does it cause any ship damage. But do roll 10d10, destroying a unit equivalent of troops or crew on the ship for every dice above 5. (certain troops will be more or less resistant to these effects and may gain bonuses or penalties to number rolled, like necrons are much more resistant. Orks and normal humans are default level).

[ ] Vessel Elementals: This is speculative research in how likely or unlikely we could induce massive growth in elementals without having to require the Elemental to reach a massive enlightenment level. Gemlords do something similar although they are tied to a manse. Perhaps dedicating some Geomantic Relays and some components derived from Elemental Exoskeletons we can create a framework that a Sorcerously altered Elemental could spread across. AP Needed 3. DC: 45. Success Needed 14. Reward: Methods for creating/Summoning Elemental Ships the way Chaos would a Daemonship.
[ ] Godspeed Motivators: The speed of your Divine Lord was considered basically instantaneous enough that the speed itself rarely mattered. Than you got here and realize that even the nearly instantaneous movement of your God's glorious light still seems to crawl when compared to the distance between stars. Still its not like taking years to travel would be an impossible feat for Dragon Kings. Work out how to build an Engine that could move a vessel (potentially of the scale of the Ork spess construct) at Godspeed and whatever else is needed for a ship that will take years to reach a destination. AP needed 2. DC: 35. Success Needed 10. Reward: Lightspeed Travel unlocked (note this takes the FTL slot on a ship, giving a ship both would be both costly and require volume, mass, and power that could go to other things)

[ ] Go fish?: You are not satisfied with risking chaos or taking the … slow?... route. Instead you will hit the books. Investigate odd phenomenon in the Library of Sperimin until you come up with something to test. Be warned, this may take a while and not every idea will work, once something is found it must be tested with projects comparable to Way Travel and Godspeed motivator. Only after those projects completed will you discover if it was a gem or lemon. Also keep in mind that every method will have issues, nothing should be flatly superior to other methods. AP needed: any. DC: Special. Success Needed: Special: Every AP assigned gets a hidden 1d20 roll. Roll of 3-17 results in nothing. If a 1,2,19,20 is rolled you will be given a successful project notice and offered a new FTL method to prototype. You will not find out if it was a good method until you complete the prototype.

[ ] Hand of the Great Maker: In reverence of the Primordial who sided with the Sun we invoke his name when creating greater wonders. Such invocation goes a step further with the Hand of the Greak Maker, a shaping artifact that filters a Dragon King motes through the vestigial energies within us granted by the Maker's last gift. Amplifying the vestigial energy of a Primordial with the full power of a Solar Hearthstone unlocks the power to reshape the cosmos. This is the next step in Reality Shaping technologies, specifically because you need to be able to use Wyld Shaping to create the impossible components in the Wyld to move to the next steps. AP Needed: 5 + Factory Cathedral. DC: 65. Success Needed: 15. Reward: Create one [1] Hand of the Great Maker, level 5 magitech artifact that consumes 1 upkeep and also requires a Hearthstone from a Major Solar Manse to use.

[ ] Titanic Sutra Weapons: Now that Prayer Weapons may be deployed on Templeships, perhaps it is time to develop hardier holy weapons for the largest of ships. AP Needed 3. DC 45. AP needed: 12. Reward: Battleship tier weaponry derived from Sutra Weapon Batteries, each will use three hullspaces and do three levels of damage on a hit, four against unholy targets. Can only be mounted on Dromons or Directional Titans and larger.

[ ] Magic Torpedoes: Don't get us wrong, the torpedo is definitely using Essence but its not really made AS a magical artifact. But we could change that. Artifact Torpedoes will be a lot more expensive to reload, but the damage they can do is potentially inspiring. AP Needed 1. DC 35. AP needed 0/6. Reward: You can build artifact torpedoes to equip on torpedo tube mounted vessels or Redoubts. Artifact torpedoes do Supreme damage and are fifty percent less effected by excessive amounts of defensive fire. They make one of your most expensive weapons more expensive.

[ ] Minion of Deadly Touch: We believe we can manage the feat of creating a highly loyal (by the standards of essence attuned golem standards) shapeshifting (12 shapes total) golem servitor but some research will be needed to work out the details. AP Needed 2. DC 35. AP needed 6. Reward: Minions of Deadly Touch can be constructed… you mad lads you.

[ ] Deadly Automata: We can try to expand upon Autochthon's work with miniaturized devices and try to duplicate the destructive power of horrific Scarab Guardians that were used to protect the Primordials and Gods most dangerous treasures. The plan is to create vast swarms of tiny essence powered automata with each swarm acting together as a unit. Each automata is about the size of a lima bean. We plan this project to work out what is needed to use these destructive miniature destroyers to destroy object and bypass protections. AP Needed 2. DC 35. AP needed 9. Reward: Deadly Automata can be constructed

[ ] Shadow Caul Unfever: This is a spiritual disease of the second circle which spreads through the interaction of shadows. We can deal with it through the use of Shadow manipulating sorcery which means we can perhaps use it more readily than most factions could. We could steal an enemy shadow, infect it, and then release it back which could go on to infect their whole population. This project seeks to study the process of the disease both in how to weaponize it as well as better contain and control it for both "weapon" safety as well as defending against the original source of the disease. AP Needed: 3. DC: 45. Success Needed: 4. Reward: Can weaponize and defend against Shadow Caul Unfever.

[ ] Lightning Lance Battery: We can likely scale up heavy Lightning Ballista even further. Large enough that the individual weapons will grow strong enough to pierce much deeper into armor than could casually be done with simply having more smaller weapons. This will enable a 2 slot weapon which deals one hull damage but will skip up to 10 hull levels of -1 (armor) going straight to the first -2 hull level if there are less than ten undamaged armor levels left. AP Needed: 3. DC: 40. Success needed: 9. Reward: You can use magitech Lance batteries worthy of the name.

[ ] Heavy Gunz: One of the Ork ships had much heavier gunz then normal and it has inspired a wave of research to unlock the potential in our own Weapons batteries. Heavy variants of weapons batteries are limited in firing rate. Perhaps the range is short. Perhaps the weapons need to be tended more carefully by savants. Whatever the explanation, the weapon is more difficult to focus down on an enemy but has a chance of doing more damage than weapons normally of that type and scope can do. The combined effects of needing more maneuvering to deliver the shot and needing the salvo to be a nice clean hit to gain the heavy weapon bonus means that this should normally be installed on ships which will have a comparative maneuvering advantage over their enemies. Effectively it lets you kill enemies faster if your victory was a given anyway. Either because they are so good, because the heavy weapon platform is finishing off wounded enemies or multiple ships are outnumbering the target. AP Needed 1. DC 35. AP needed 0/4. Reward: You are able to design ships with Heavy variants of direct fire weapon systems, like Plasma, Sutra, or Implosion bows. Heavy Guns cost 8 momentum to fire but if you gain three or more successes beyond whats needed to hit the enemy it does an additional level of damage.

[ ] Coruscating Plasma Weapons: Derived from studies of solar phenomena and the Daystar, we can try to equip a vessel with focusing rods and booster systems so that the plasma beams can do basic damage to ships with minimal wasted space in the hull. May use Anklok AP as well as Pterok AP Needed 3. DC: 45. Success Needed: 9. Reward: May put a Basic Weaponry system on a hull with only half a hull slot, which explicitly may come from the half slot freed up by using a Plasma Beam Array to replace the defense turrets.

[ ] Power Ram: Seeing the ram of the Brute ramship has really inspired our designers and they want to move forward with magitech enhancements to this impressive things. Imbeding the ram with nodes of red crystal will let us cover the ram in a glimmering field of destructive red essence right before contact, maximizing the damage done. This will consume some power though. AP Needed 1. DC 25. AP needed 5. Reward: Power Rams add 1 to power consumption but cause base damage of ramming to increase to Advanced and improves how much damage the Ram absorbs from the hit by 1 as well. Your people feel compelled to remind you that Jade artifact ships would also have impressive ramming performance.

[ ] Essence Concussive Ram: Essence baffles are mounted on the ship and its ramming prow and set up to absorb the energies of impact and redirect them upon the target anew. Such a hit will not only hit the target but leave it vulnerable. AP Needed 1. DC 30. AP needed 6. Reward: Essence Concussive Rams add +1 to power consumption but reduce the damage the ramming ship can potentially take by two. When a normal ram is performed the target in addition to other effects also loses two momentum. A ship equipped with a Essence Concussive Ram that performs a simultaneous Ram and Board maneuver also automatically benefits from the effects of Drowning Tide without having to gather even more momentum.

[ ] Boarding Field: Your ship is equipped to help lock a tracta derived essence field onto a ship being boarded and extend crystal essence lifts towards the target in order to enhance the rate of boarding actions. Boarding fields consume additional power. AP Needed 1. DC 25. AP needed 4. Reward: Boarding fields consume one power. Whenever your ship successfully performs any variant of a boarding action the target ship loses two dice from any attempt to maneuver to break free and disengage. Whatever normal limits of crew exchange between the ships in this circumstance are considered doubled thanks to travel along claws and crystal lifts. This usually means going from two per turn to four per turn, but many exceptions exist. Narratively a ship with a boarding field is much better at towing.

[ ] Crucible of Tarim: With access to sorcery, mayhap we want a way to distribute it. We believe a combination of Ridiculous levels of Artifice, insanely finicky and expensive potion crafting and days of crippling essence Attunement may allow a spell to be "bottled". If it pans out a spell could be stored in a crystal vial to cast on target when drunk or unleash an area of effect spell when shattered. Skilled occultists and sorcerers themselves can shape the unleashed spell as if casting it with no time or energy wasting on casting. Note: Several spells you know are closer to rituals so you might want to research some less esoteric spells before getting this AP Needed 2. DC 45. AP needed 0/9. Reward: May bottle spells. Unlocks projects to produce effects for distribution.

[ ] Plasma Cannons: You have some interest in being able to upscale Plasma weapons up to space construct level giving you a cheaper alternative than using Heavy implosion bows. AP Needed 1. DC 25. AP needed 5. Reward: Starship scale Plasma weapons developed as a "cheap" alternative to magitech weaponry.

[ ] Mark IV Not-Heavy Sonic Cannon: By his very existence, Final Hymn of Judgment changes the rules of the universe to enable the Mark IV Heavy Sonic Cannon to exist. So perhaps we can create lighter versions of those god weapons exploiting the same principles in a smaller form. Work with the god and many occultists and savants and engineers to create a new smaller form factor for his famous weapon form. AP Needed: 2. DC: 40. Success Needed: 9. Reward: Can build standard ship guns using the Sonic Weapon effect. Starts a chain to keep shrinking them to eventually be hand guns if you want.

[ ] Solar Elementals?: The sun of Ophelis has been found to hose apparently solar elementals which lay eggs with shells of Orichalcum generated through the sun's efforts and their life cycle. Study them, learn if we can summon them, if they have special abilities if we can, and if all else fails how can we harvest their eggs without collapsing their population and spread them to other stars. AP Needed: 2. DC: 27. Success Needed: 5. Reward: Figure out next steps with Solar Elementals. May use Thaumaturgy to apply 1 success without multiplying.

[ ] Mystic Tome – Reading the Book: Now that the language is cracked and the hurdles and traps uncovered, someone prepared with the knowledge must risk reading the Tome in whole. Possible several someones although they will be segregated from both society and each other and subject to intensive and non-identical monitoring and cognito preservation techniques. AP needed 3. DC: 75. Success Needed 1. Reward: Hopefully someone successfully reads the mystic tome without succumbing to memetic hazards, corruption, addiction, or mutation.

[ ] Void Vessel Design (Sloop/Chariot/Pennant): This project allows your savants to crunch the numbers for ship design. Indicate the size you want and its purpose and I will provide the one or more options (you only get to choose one) that fulfill your requests. AP needed: 1 DC: N/A Reward: Ship Design Choice.

[ ] Void Vessel Mini Turn (Sloop/Chariot/Pennant): This project also crunches numbers for a ship. The only difference is it starts a ship design mini turn working out new design as a group instead of me just doing it and presenting options. AP needed: 1. DC: N/A Reward: Ship Design Mini-Turn

[ ] Void Vessel Design (Wayfarer/Templeship/Dromon Artillery Ship): This project allows your savants to crunch the numbers for ship design. Indicate the size you want and its purpose and I will provide the one or more options (you only get to choose one) that fulfill your requests. AP needed: 2. DC: N/A Reward: Ship Design Choice.

[ ] Void Vessel Mini Turn (Wayfarer/Templeship/Dromon Artillery Ship): This project also crunches numbers for a ship. The only difference is it starts a ship design mini turn working out new design as a group instead of me just doing it and presenting options. AP needed: 2. DC: N/A Reward: Ship Design Mini-Turn

[ ] Void Vessel Design (Conquest Platform): This project allows your savants to crunch the numbers for ship design. Indicate the size you want and its purpose and I will provide the one or more options (you only get to choose one) that fulfill your requests. AP needed: 3. DC: N/A Reward: Ship Design Choice.

[ ] Void Vessel Mini Turn (Conquest Platform): This projects also crunches numbers for a ship. The only difference is it starts a ship design mini turn working out new design as a group instead of me just doing it and presenting options. AP needed: 3. DC: N/A Reward: Ship Design Mini-Turn

[ ] Void Vessel Design (Directional): This project allows your savants to crunch the numbers for ship design. Indicate the size you want and its purpose and I will provide the one or more options (you only get to choose one) that fulfill your requests. AP needed: 4. DC: N/A Reward: Ship Design Choice.

[ ] Void Vessel Mini Turn (Directional Titan): This projects also crunches numbers for a ship. The only difference is it starts a ship design mini turn working out new design as a group instead of me just doing it and presenting options. AP needed: 4. DC: N/A Reward: Ship Design Mini-Turn

[ ] Orbital Redoubt Design: This project designs a complete fort, including all six slots (which makes building it a massive project). By locking in the design we can get reduced costs or improved quality for the same cost though. AP needed: 3. DC: N/A Reward: Orbital Redoubt Design Choice.

[ ] Orbital Redoubt Design: This project designs a complete fort, including all six slots (which makes building it a massive project). By locking in the design we can get reduced costs or improved quality for the same cost though. AP needed: 3. DC: N/A Reward: Orbital Redoubt Design Choice.

[ ] Void Citadel Design (Ideas: Waystation, Listening post, research station, etc): Design a new Void Citadel concept that we can thus build more efficiently by building it as a whole unit instead of piecemeal. AP needed: (desired number of station slots divided by 2). DC: N/A Reward: Void Citadel Design Choice.

[ ] Noble Warstrider Design: A project to use the lessons learned from building and testing the Prototype warstriders to build more impressive 10 meter tall machines, laden with special equipment and magical powers and weaponry designed to scale. AP Needed 2. DC: 50. Success Needed: 5. Reward: Completed designs for several Noble Warstriders that can be built by the Warstrider Auxiliary Factorum.

[ ] Spirit Gathering Thousand Forge: It is almost inconceivable to better the work of a Factory Cathedral through the mere application of more Geomantic power. Any manse more powerful would almost certainly be better spent elsewhere or at least producing greater wonders rather than simple quantity. But we may one day use Plasma Manses as Hearths to provide this power and so it might be time to design the next step in mass production. A Spirit Gathering Thousand Forge works comparable to an Atelier manse but better handles creation of magical goods and Artifacts, using the greater Geomantic power to fuel not just more Geomancy but to empower the works needed to better synchronize the site with the god and enable sustaining purified work crews of immense size for long durations. Thus when it comes to mundane goods a Thousand Forge is no better than an Atelier Manse. But for anything more magical the Thousand forge counts as five times as productive as a Factory Cathedral. Work out the design for making such a facility, expected to build on major fire, Earth, or Plasma Reactor manses. AP Needed: 3. DC: 45.Success Needed: 11. Reward: May build Spirit Gathering Thousand Forges. These cannot build anything a Factory Cathedral cannot but can build more of what they can.

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

[ ] Spell Research is contained in the Research tab.

[ ] Ghostwind Safety Guide: You learned the basics but now you need to learn how to navigate and explore the Ghostwind with how hazardous it seems. This will require building a custom ship with a cost of 30 AP 5 relays, and 1 upkeep. It will need a Globe of Precious Stability. AP Needed: 2. Requires Wondrous Globe of Precious Stability and 1 logistics stockpile. DC: 57. Success Needed: 6. Reward: Second step to searching for the Second Primarch.

[ ] Sea of Soul mining?: Sounds like an abhorrent practice but our needs should be minimal compared to what was used to make apparently multiple Talismans of Vaul and who knows what else in the past. See if we can determine if this Soul sea regenerates over time, or can be fed Geomantic power to induce it to do so. And of course experiment to see if we can make soulsteel this way at all. AP Needed: 4. DC: 55. Success Needed: 3. Reward: Learn more about this Soulsteel/Noctilith/Blackstone manufacturing process and its side effects.

[ ] Develop Soul Modification Sorcery: Your hopes of "curing" an altered soul hinge on developing a sorcerous spell able to temporarily suppress the effects while other work is done to guide the soul back to righteousness. AP Needed: 3. DC: 70. Success Needed: 8. Reward: First step of "curing" altered soul status like Creature of Death or Creature of Autochthon.
[ ] Cleanse Therak: Removing the spores that allow Feral Shroomborn to spawn will be time consuming project but possible, especially if we establish Imadozole plantations. Requires an FTL transport to be assigned to make any progress. AP needed: 2. DC: 30 (20). Success Needed 0/50. Reward: Therak cleansed of Ork Spores, Thaumaturgy Workshop fully applies. Elementals can provide up to 10 (Which are tripled to 30 by workshop) successes to this project, any overage is lost.

[ ] Standard Stockpile: We are not quite ready to build one use consumable artifacts that are required for Primordial combat, but we can level up our stockpile quality. Combat Drugs, versatile Dust casters, and greater quantities of other potions and war paints to improve the bonus if has. Standard stockpiles allow a Legion to +4 (+5 for orks and Raksha) their Might and +2 to maneuvering rolls and effective size for a critical segment of the battle. This does not prevent a Botch. AP Needed 2. DC: 35. Success Needed 0/8. Reward: Gain 10 Standard Stockpiles. An Atelier assigned may complete this project on its own in one turn with no further input.

[ ] Grace 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 Grace stockpiles cause effected rolls to ignore botches for a battle segment. After the battle, calculated losses of effected unit is halved. There is no effect to multiple uses of this stockpile in a single battle. AP needed 1. DC: 20. Success Needed 3/6. Reward: Gain 30 x Grace Stockpiles. An Atelier Manse may complete this project on its own in one turn with no further input.

[ ] Invocation Stockpile: By creating one use artifact prayer strips which are imbedded with a potent benediction or a power waiting to be unleashed from a greater god and making it available to soldiers to be used on demand for relatively little cost of essence during the battle (in exchange for all the careful work and negotiation dead ahead of time). These powers are varied, from summoning a war elemental in an instant, granting a militant gods panoply of divine armor and weapons to a soldier, getting a nigh fatally wounded soldier back in the fight, and unleashing potent battleground altering attacks. Invocation Stockpiles have the effect of Grace Stockpiles but also add 5 temporary Magnitude for the battle segment. Any damage on temporary Magnitude disappears with it. AP Needed 2. DC 35. AP needed 15. Consumes 10 Grace Stockpile Reward: gain 10 Invocation Stockpile. Atelier Manse may contribute 10 successes and only one may be assigned per instance of the project. IE you also need two rolled successes.

[ ] Logistics Stockpile: Torpedoes, fuel, food, spare parts galore. Vehicles like Warstriders and Void Vessels consumes mountains of minor parts and gizmos and for them to be utilized to their utmost they need to be supplied with the appropriate logistical support. Astrological readings and genius level bureaucratic oversite ensures that what is needed is always what is available as long as the effort is put in to create the items in the first place. AP Needed 1 or Atelier. DC 20. AP needed: 2/10 or Atelier. Reward: Gain +10 Logistics stockpiles, consumed by your heaviest most intense creations when being fully utilized. Certain technologies, missions or operational environments increase the logistics burden on such vehicles. As a special effect Atelier manses can be assigned to produce Logistics stockpiles without any other dice being assigned and can complete the project in one turn even though normally they would fall short because the project is so within their optimal functioning. Resupplying Torpedoes is an example of consuming a logistic stockpile, which will save AP if your defenses have to use them.

[ ] Human Care Package: We would be of aide to humans, not just with Daiklaive but also with the Cornucopia. We can use our Atelier Manses to prepare food, medicine, clothing, building supplies, even basic weaponry and armor fit for mass human populations. Giving them enough to turn the dying into refugees and the refugees into militia. To be clear the resources in the packages are too basic to trade, their only value is in being given away at a critical moment. Each one represents enough to radically improve the position of roughly a hundred million humans. AP Needed: 1 Atelier. DC N/A. AP needed: Atelier. Reward: Gain +10 Human Care Packages.

[ ] Elemental Stockpile: Elementals can be contracted through the use of luxurious element support rooms and comfort Yasal crystal to be available in mass and unleashed upon a situation. Not for combat directly as that would require the Elemental Auxilia, but to use their charms to benefit the Dragon Kings. This can be aide such as empowerment or healing but is often in the use of battlefield reshaping elemental powers. An elemental stockpile massively reshapes a battle as thousands of elementals are unleashed to shift the battlefield in our favor and restore or empower our troops. Having one available provides the military an "In case of emergency break crystal" extra option. Could be used to aide a new colonial endeavor, providing 3 free successes immediately, but only in the initial stages. AP Needed 2. DC: 35. Success Needed 5. Reward: Gain +1 Elemental Stockpiles.

[ ] Thaumaturgy Training: Sieges are hard. Deprived of access to raw materials or supplies from outside the sieged area or even being able to freely move about the area. This impedes everything and wears on those sieged fiercely. To combat that our shamans and savants will pound additional knowledge into the head of our Volcano legions. When this project is complete huge numbers of the legion will know at least some basic Thaumaturgic rituals that help, such as cleansing rituals and medical alchemy. As well as an increase in non-combat skills improving their ability to conduct repairs and keep the infrastructure of a besieged city moving... or at least keep themselves alive. AP Needed: 2. DC: 25. Success Needed: 22. Reward: Every Volcano Scale has at least one skilled thaumaturge, as well as additional equipment to make the best of things.. Upgrades the bonus of the Volcano Host when conducting their specialties. Thaumaturgy Workshop Success may apply.
[ ] Birds of a feather (Warbirds, Rocs): Mass producing these light skyships is still beyond our magitechnology limits, but with the support facilities in flight towers we can start producing them at least. Warbirds are exquisitely built, with each feather and joint perfectly mimicking those of a living bird. These vehicles are made from a variety of magical metals with bright gemstone eyes. The metals are all colored vivid blues, greens, reds, blacks and purples. Assault Rocs are far larger and less exquisite looking. The need to mount howdahs for weapon mounts renders them looking more biomechanical looking than living moving jewled statutes. Still for delivering troops or weapon payloads they are superior to warbirds. AP Needed 2. DC 25. AP needed: 24. Reward: +10 squadrons of Mark III Warbirds or Assault Rocs. AP Needed 3. DC 25. AP needed: 0/28. Reward: +20 squadrons of Mark III Warbirds or Assault Rocs. Ideal Workshop success may apply but cannot support the project. Atelier Manse may supply at most half total needed successes for the project and do not support the project.

Note: Mark IV Warbird unlocked on turn 69 without battle experience.

[ ] Skyship Design: This project allows your savants to crunch the numbers for skyship design. Indicate what you want and its purpose and I will provide the one or more options (you only get to choose one) that fulfill your requests. AP needed: 1 DC: N/A Reward: SkyShip Design Choice. This includes anything from a new model of fighter craft to Skyreme's that can challenge sloops in the void and everything between.

Raptok (23 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.

[ ] Study [Blank] Policy Implementation: Sociological management is tricky but possible. We use the lore of Sperimin and our knowledge of a society, ours or others, to design a plan to manipulate or alter some facet of their culture or beliefs. The larger the society, the greater the divergence, and the more limited your access to that society the more difficult success will be and the more resources must be devoted to completing the plan. AP Needed: 1. DC: N/A. Reward: Presented with a project for implementing the chosen policy, or at least told how and why it's nigh impossible.

[ ] Call Ulthwe (Miyuan, Onroth): Use your magical Ansible to interact with your current contacts. Such friendly calls will give some insight into the situation and improve your relationship with Ulthwe more easily. You can only commit one AP per Ulthwe contact, limiting how fast you can improve relations unless you get new contacts. AP needed Maximum 2. DC: 35 Success Needed 1. Reward: Gains some gossip. Success means the interaction was a net positive.

[ ] Call (nation-state) (New Contacts): Use your magical Ansible to interact with "nation-state" to contact new people and make new friendly relations. Additional contact will provide new angles of insight into "Nation-state" as well as speeding up the rate you can establish good relations. AP needed 1. DC: 45 Success Needed 1. Reward: You call a given Nation State once per turn to try and get new contacts.

[ ] Call Ulthwe (Grill "Contact"): Use your magical Ansible to interact with a contact and explicitly try to extract more than casual information or exert influence on Ulthwe council through her. AP needed 1. DC: 50/70/90 Success Needed 1. Reward: Interaction does not penalize relations with Ulthwe or lose your friendly contact/ Gain a list of options for intelligence or diplomatic influence appropriate to this contact that you may choose one/ Also gain positive relation with Ulthwe. This is the action you would take to try and set up a trade.

[ ] Call Lugganath (Zhoron): Use your magical Ansible to interact with your current contacts. Such friendly calls will give some insight into the situation and improve your relationship with Lugganath more easily. You can only commit one AP per Lugganath contact, limiting how fast you can improve relations unless you get new contacts. AP needed Maximum 1. DC: 35 Success Needed 1. Reward: Gains some gossip. Success means the interaction was a net positive.

[ ] Call Naiatoc Queen Contact: 1 (Queen of Naiatoc): Use your magical Ansible to interact with your current contacts. Such friendly calls will give some insight into the situation and improve your relationship with Naiatoc more easily. You can only commit one AP per contact. AP needed Maximum 1. DC: 35 Success Needed 1. Reward: Gains some gossip. Success means the interaction was a net positive.

[ ] Call Oelil Contacts: 5 (King, Prince): Use your magical Ansible to interact with your current contacts. Such friendly calls will give some insight into the situation and improve your relationship with Oelil more easily. You may only commit one AP per contact. AP needed Maximum 2. DC: 35 Success Needed 1. Reward: Gains some gossip. Success means the interaction was a net positive.

[ ] Call Chur Contacts (King Anzir): You may attempt to contact the King of Chur who is currently only an agent of our espionage services to open up relations with his Dark Kingdom for other purposes. These include trade for exotic resources, changes to Soulsteel projects, setting up bases for further spy widening in the Dark Kingdoms. AP needed Maximum 1. DC: 30 Success Needed 1. Reward: Open a dialogue with King Anzir beyond simply being influenced by Mosok agents.

Diplomatic Note: Your relations with Ulthwe are plus 26 right now. Lugganath is 4. Naiatoc is 1. Oelil is 5. Chur is 6
[ ] Chameleon Infiltrators: Essence cannot always be relied on for Stealth, especially as some sensors will be tasked to catch that very thing. To improve our ability we could employ our Genesis laboratories to copy the various strategies employed by beasts, Deva, and Behemoths to join the realms of the Hidden. Scentless bodies, unnaturally cool and quiet biologies, contorting joints, mutations for unnaturally small size about 18 inches tall and covered in chameleon scales to hide. AP Needed: 2. DC: 35. Success Needed: 6/22. Reward: Can found an order of sublime infiltrators and assassins.

[ ] Devastating God-Beasts: Skirting the border between Genesis and more Essence derived power this project would grant their recipients a set of shapechanging mutations, allowing them to access the Form the Terrifying Ancestors far earlier and more gloriously than they should be able to, reaching heights of 6 meters. To control the form they must take regular doses of alchemical solutions and learn a dedicated Terrestrial Martial Arts whose whole purpose is to utilize, control and fight with their God Beast forms. A breakdown shows that they would be roughly as dangerous as our current Elite units like the Ruby Arrows (bearing in mind they will not have mounts or machines) but cheaper to train and equip. And we could in theory improve their training with further martial arts and dedicated God-Beast oriented Artifacts. AP Needed: 2. DC: 35. Success Needed: 16. Reward: Can raise formations of God-Beasts, count as special units for Barracks purposes.

[ ] Alchemical Design Solutions (Champion, Engineer, Rescue, Socialite, Spy, Kayotl): A proposal has been made to design all the charms needed to suit a specific need with several models conceptualized. Some suites of charms have carryover so as suites are researched the remaining suites may get easier to complete.

- Champions: Mighty warriors with implanted excellencies boosting combat attributes and charm implants related to providing hard hitting attacks, improved toughness and healing, and enhancing mobility. AP Needed: 2. DC: 40. Success Needed: 1/16. Reward: Cyber Champions able to take and deal out shattering blows that are impossible to surprise and can react with blinding speed and which mount artifact armors and weapons in foldspace storage systems so they can be ready at a moments notice. Cyberizing a Dragon King will cost 12 AP per Champion.
-Rescuer: Implants dedicated to repair and healing guide the design of Cyber Rescuers, with just a touch of being immune to fatigue. AP Needed: 2. DC: 40. Success Needed: 3/8. Reward: Cyber Rescuers provide an additional re-roll die from your Medicae. The max per turn is doubling your existing medicae rerolls. Extra can be Rescuers can be used to support combat or exploration missions to reduce casualties or enact repairs. Any planet having one increases their passive Health bonus by one. Cyberizing a Dragon King will cost 10 AP per Rescuer.
-Socialite: Load a Dragon King down with social boosting implants and body sculpting and spirit emulating cybernetics in order to produce a Cyber Socialite who will have dedicated loyalty to the Realm and be extremely persuasive at need. Cyber Socialites each add a die to diplomatic actions, although they may no more than double AP assigned to Diplomatic actions (not including oilspeakers). AP Needed: 2. DC: 40. Success Needed: 1/9. Reward: Cyber Socialites may add a die to diplomatic actions, up to doubling AP assigned to diplomatic actions. Extra socialites may be assigned to combat or explorations missions to provide diplomatic options such as convincing bystanders to help, or at least stay neutral rather than join the enemy. Social actions may be possible with a Cyber Socialite that just are not possible without. Cyberizing a Dragon King will cost 9 AP per Socialite.
-Spy: Sensory enhancements, optical shrouds, sensory drones, and a Personality Override Spike with Identity Re-calibration Signal mark the critical Augmentations of the Cyber Spy. Espionage options may be possible with a Cyber Spy that are just not possible without. Each Cyber spy adds a die to espionage actions but may not more than double the amount of AP assigned to Espionage in a turn. Extra Cyber spies may be assigned to combat or exploration missions to provide options that may not be possible otherwise, like memory removal or making an allied mortal stronger willed and more temperate or making an enemy leader a memory loss riddled coward. AP Needed: 2. DC: 40. Success Needed: 1/10. Reward: Cyber Spy provide dice and unique options to espionage, but may not more than double natural AP assigned to Espionage actions. Cyberizing a Dragon King will cost 11 AP per Spy.
-Kayotl: Alchemical Cyber Dragons optimized to be Ship Captains will have massive bundles of magical material wires hidden in Elsewhere. When they claim a ship as theirs these wires flow through the ship integrating into the systems and allow their Implanted Charms to effect the ship. The prevents the Metal path ability to protect ships from working, but don't worry, they can do it too. At base a Cyber-Captain would roll 26 dice + Maneuverability or Speed. They increase maneuverability by 2 and speed by 1. They decrease travel time by 25%. If the crew falls below the minimum including the captain being alone the ship can run with a 2 die penalty. The Captain can travel anywhere on their ship or any ship boarding or being boarded and if you get the Champion suite some of those enhancement will be applied to Cyber Kayotl. They also have an optical shroud and can apply it to the ship as their essence using action, otherwise they can roll double 9s (double 8s when boarding), and gain +4 momentum to positioning rolls, convert five dice to success to avoid hazards, and rerolls 5 failed dice on a combat roll, or reduce the momentum cost of boarding by 2. When boarding the captain may use his 26 dice sail dice pool to strategize as a Commander for the boarding action. AP Needed: 2. DC: 40. Success Needed: 1/10. Reward: Cyber Kayotl can be used to command ships without requiring recruitment or a metal path user. Cyberizing a Dragon King will cost 12 AP per Captain.

[ ] War Engines of Tokati: Bigger essence cannons, skimmers, war birds. Those are all known things we can try to build of course. But we just fought a ridiculously large scale war and now are in another dimension. While this has given our people many a sleepless night. Its time to turn horrors and nightmares into inspiration. Cut loose our designers to envision a new means of waging war! AP Needed 1. DC: ?? Reward: Gain options for new magitech designs inspired by the war and what you have seen. DC rolled will determine the number of options you are given. You may pick ONE of those options to pursue research on.

[ ] Thousand-Forged Dragons: Notes from Twilights and Autochthon showed diagrams for a Dragon Automata fueled through attacking enemy geomancy. These superweapons would pay homage to the elemental fury of Gaia's draconic sub-souls. Thousand-Forged Dragons are precision weapons of mass production, capable of single handedly destroying a city. Launched in Flights they can destroy whole nations. The downside is they are greedy for essence and usually gain it by draining demense in their target region which can take years or even centuries to recover... Of course if we don't plan on claiming the world than that wouldn't matter. AP Needed 3. DC 45. AP needed 12. Reward: You are able to construct Thousand Forged Dragons. This construction would require Factory Cathedral level (or superior) support.

[ ] Storm Shield: An Advanced integration of Essence Battlements and Haze Shields which may install both aboard, synergistically sharing components and volume to save on available hull volume for other equipment, at the cost of requiring Factory Cathedral assistance and additional cost. AP Needed 2. DC 38. AP needed: 24/25. Reward: Can add Storm Shields to ships. Upgrade allows the creation of a single non-hull using component that costs an Upkeep to keep running.

[ ] Biothaumaturgical Research: See Research Threadmark for details.

[ ] Visions of the Perfected Warrior: Our shiny new lab is just waiting for us to perform some excessive surgeries and exploratory mutagen exposures. Let's get to it. AP needed 1. DC: ??. Success Needed 1. Reward: Gain options for new biothaumaturgical procedures inspired by the war and what you have seen. Cybernetics, controlled mutations, and artifice organs. DC rolled will determine the number of options you are given. You may pick ONE of those options to pursue research on. [Note with the influence of Autochthon you may gain options comparable to Alchemical Charms]

[ ] Temporal Manipulation: During the time of Glory a certain Primordial was able to casually use Time Dilation effects as a weapon. That is why normal mortals could not really fight as the being was able to deploy battlefield effects that aged the participants 100 years over the course of the battle. Such even if you won, your side might still die after the fight was over… of old age. Direct weaponry of course aged a target 1000 years upon a successful strike. Unlike most primordial weapons this effect bypassed the defense against shaping that worked against most comparable primordial effects. Thus the exalted needed longer lifespans and that primordial was made an urgent target early in the Revolution.

Many Twilights pondered the use of Time Dilation effects to benefit our side in the War but we lacked the insight into that primordial's methods until the war started and had no time to develop a new and intricate motonic science by that point.

We may not swim completely against the flow of time by changing the past, but we may, with a great deal of practice unlock Chrono-Entropic Weapons and Temporal Control Spheres. AP Needed: 3. DC: 60. Success Needed: 14. Reward: Knowledge of time. Unlock further research into Chrono-Entropic Weapons and Temporal Control Spheres.

[ ] Rolling Earth Rampart: A bit less sophisticated magitech and more channeling the Path of Enlightened Earth. Our people are relatively comfortable underground in tunnels (at least compared to humans) and we can fight there. A RER produces a radius effect around a legion that constantly churns the earth, actively hindering enemies and providing cover to our forces. In addition to churning the surface the whole area under the surface is riddled with tunnels that our forces can causally retreat to from the surface and jump out from to surprise enemies.

While there may be tunnel using enemies that can fight better than us in the tunnels, such would almost certainly be trying to tunnel up and surprise us if they could. Better to fight them where they have a slight advantage than let them surprise us. Because of our capacity to retreat into hardened defensive tunnels almost instantly we are fairly able to avoid bombardment, it would take weapons able to crater the whole region we are occupying with our rampart to defeat its protection. We can advance purely underground but this is considered hindering terrain for ourselves and NOT subtle.

Just to be clear, fighting with this lets our troops advance under the cover of hardened stones protecting our people as they move. Even in melee, stones and minor quakes interrupt enemies and rocky spikes will punch up to provide cover to our Legionaire if some ranged enemy tries to line up a shot.

The issue is they provide minimal protection to a city and there seems no possibility of them protecting a void vessel. AP needed 2. DC: 30. Success Needed 5. Reward: Rolling Earth Ramparts available. Much easier to build then the shields and your armory can handle it. In case it's not obvious, installing them on a ship would be a form of anti-boarding tech, like being able to control gravity.

[ ] Motonic Warheads: Purposefully build Essence Capacitors that we can destabilize on command in order to make warhead's of terrible power and compactness. This will make our torpedoes more powerful and unlock uses of Motonic warheads in Special operations. AP needed 3. DC: 35. Success Needed 5. Reward: Can use Motonic Warheads, basically Satchel Nukes and more expensive but more damaging Torpedoes.

[ ] Soul Capturing Seeds of Renewal: Using Seeds of renewal on the fallen to insure there soul moves on quickly and none may pervert their body is pretty standard practice. Our battles with the enslaving Dark Eldar have led to a desire to do more. Through arcane arts and occult practices we will design a new seed. One which implanted will trap the soul of the target, which may be recovered to prevent the enemy from being able to resurrect themselves OR feed their souls to their foul subjects of worship. The initial model will soul target Eldar but expanding it to be more adaptable for subjects of chaos worshippers is within our eventual power. AP needed: 3. DC: 45. Success Needed: 5. Reward: Can use standard stockpiles and better to trap the souls of Eldar for good or ill (to them). Trapped souls prevent them from being fed to Slaanesh or resurrected if the Dark Eldar can do so. Thaumaturgy workshop can add a success and help enable the project but does not multiply other successes.

[ ] Design [Component]: While many basic components are available for the asking some thing are trickier. Often this takes the form of properly installing an alien components mountings to get the most use out of it, if the component is THAT good, you have a reliable source so you have a lot, or you want to install them in non-autochthonian ships. Others can be used to create variants of existing components, such as a half hanger half barracks for launch small groups of elite fighters with minimal space used on a ship. Or a ship with two hangers that synchronize their effects to get more out of them than you would normally expect of two hangers. Generally speaking a half sized component is one third as effective. So modifications of components can occur when designing a full ship so this need not be invested in, on the other hand having the components pre-prepared means a good roll can go into making a ship cheaper or stronger rather than squeezing an extra feature aboard somehow. AP Needed: 1 AP. DC: varies but usually low. Success Needed. 3. Reward: Variant of Component or streamlined mounting of xeno component installation.
[ ] Draconic Weyr/Hive (Major City): Thus a design has been established for a sophisticated Geomantic mega-city. A major city has five more basic manses tied to it allowing it to massively expand in scale from an 8 km radius to about 200 km in radius. This region is filled with artificial lakes and rivers, mountains and canyons, plains and savannahs, forests and jungles. Massive territory for Dragon Kings to go hunting and be with nature but never technically leaving the boundaries of their Geomantic home, reducing the effect of the population on the planet's capacity. Thus it would technically reduce the morale of the population somewhat but every measure is being taken to minimize the loss as much as possible with this city. In addition to the massive improvement in terms of adding population capacity the Mega-Cities, sometimes called Hives, due to the numerous underground tunnels, add huge tracts of land where our enemies may not necessarily know that we have incredible advantages. We may be able to fight entire wars where we gain a massive homefield advantage due to the many benefits our Geomantic cities provide our civilization. Thus it may be in our interest to build these even if we don't need them for the population, simply due to the advantages to our ability to fight inside them. AP Needed: 3. DC 25. AP needed 24. Reward: Major City upgraded to Weyr, improving population capacity and defenses.

[ ] Moon's Loving Hatchery (Tokat, Tocha): Moon's Loving Hatchery is a Geomancy project that can only be built on worlds with complete Chaos Consuming Infrastructure (yes Eldar version works). It will add .055 percent to the birth rate. This will bring the five year increase to 2% on worlds that have both. It will cost 5 Basic Manses and 9 Successes at DC: 30 per world. I am willing to consider a multi world project, so building on three worlds at once would be 22 successes and 15 Basic Manses. 4 would be 24 and five worlds would be 25 with slicktongue aid and probably Quetzacoatl aid too if they were busy.
AP Needed: 3. DC: 30. Success Needed: 9. ( Reward: Converts 5 Basic Manses into a Moon's Loving Hatchery. Costs one upkeep. May be build as a single project with admin discounts based on each costing 10 AP. Adds .055 percent to birthrate, bringing turn rate to 2%

[ ] Defense Grid (Planet?): We can use torpedoes to launch torpedo silos into orbit. These orbital silos will need crewed at this stage but we can put enough torpedoes into orbit to threaten any attackers. You can assign 5 Hearthstones to complete the project more quickly. AP Needed 2. DC 30. AP needed 0/8. Reward: A basic defense grid is built. It costs 1 generic AP per turn as upkeep. It will allow you to produce up to Five torpedo attacks with a default of four successes each against space vessels attempting to make orbit or land before being depleted. Restocking will cost one Logistic Stockpile per attack made. Assigning a working Manta Skiff reduces the difficulty to 20. Likely to fade in a few turns as you have more effective means of defending planets.

[ ] Upgraded Orks: Orks are vegetative enough to be effected by our Vegetative artificing. Send some Raptok to work their magic and forcibly upgrade some of our boyz to nobz. However those who can do this are in high demand and we need to dedicate a lot to convert sufficient orks. AP needed 2. DC: 30. Success Needed: 8. Reward: A decent amount of Orks are upgraded to Nobz physiologically and given somewhat better equipment then other orks.

[ ] Ork Civilians: Orks don't really have a true civilian, not in the sense of something that helps out at home that they care about and don't expect to fight. The Orks Waaagh! prevents something like that. But we can make an artificial race designed to live alongside and maybe even "breed" with natural orks that takes over some basic tasks like cooking and constructions, is friendly to the Waaagh! driven orks, but not expected to fight. AP needed 3. DC: 45. Success Needed: 12. Reward: Raises the Effective Waaagh! Level by 1 for all purposes except combat, ie tech level, replacement rates, etc. Maximum level 10.

[ ] Ork Vehicle Bay: Orks build Bikes, Trukks, Trakks, and Wagons as mechanized support for their forces. Meks lack space and resources to construct enough vehicles to matter. We can give them space and resources and aide them in constructing Vehicle Bays to our standards so they can provide mekanized support to the Boyz. AP Needed: 2. DC: 35. Success Needed: 6. Reward: Tokati Bound Orks can build Light Vehicles, Wagons and Tanks. No walkers or Super heavy stuff yet.

[ ] Temple of [Divinity]: We can convert any Basic Manse into a consecrated temple to one of our divinities to receive the blessing mentioned under their entries in the Divinity page. Divinities who need a Temple: Han-Tha (one exists but every planet could use one), Emperor of Mankind, Torothal, other eldar gods Each temple of course consumes one basic manse and removes one Hearthstone from play (it exists but is in the hands of the divinity to use as they see fit). AP needed: 2. DC: 30. Success Needed: 3. Reward: Temple built to appropriate god, some gods may warrant additional temples, especially as you expand to other worlds.

[ ] Geomantic Relay: Convert a basic manse into an efficient geomantic power relay to provide power for your void vessels. AP needed: 1. DC: 20. Success Needed: 3. Reward: One basic Manse converted to a Geomantic relay, provide 5 power to void vessels and sky ships.

[ ] Raise a Wayfinder Gens: Wayfinders can guide and navigate through the Wyld, letting any wyld questing vessel they are assigned move with greater speed and safety. AP needed: 3. DC: 35. Successes Needed: 16. Reward: Gain one Gens of Wayfinders. Each gens supports 16 vessels and requires 2 upkeep.

[ ] Vat Complex: A geomantic powered laboratory where autochthonian cybernetics are designed created and most importantly installed in Dragon Kings who have reached Essence 5 and agree to enter the Vat. The vat (each complex will have three) contains a nutrient broth which sustains the Dragon king while their flesh is flayed in complex surgeries that reweave their tissues and organs to contain the new Alchemical Charms and cybernetics. Each Vat Complex removes a Basic Manse and hearthstone from existence. AP needed: 3. DC: 45. Success Needed: 4. Reward: Vat Complex able to create and modify Alchemical Dragon Kings. You need one per every three Cyber Dragon, preferably you have at least one on any planet assigned Cyber Dragons. Currently 1/3 full.

[ ] Transalchemical Engineer (Requires Vat Complex): Skilled crafters with Omnitool implants and systems for operating with transdraconic efficiency as well as synergy enhancers allowing the Engineer to work in teams with greater Synergy. AP Needed: 2. DC: 35. Success Needed: 8/18. Reward: +2 Cyber Engineers can assist in reverse engineering personal scale complicated technology (where they provide a bonus die when assigned) or may be assigned to any mass manufacturing process in which case they increase the auto-success (or dice if auto success is not allowed for a given action) provided by Factory Cathedrals to two automatic successes per workshop assignment. You may only have as many as you have factory cathedrals in terms of benefiting a Realm turn, extra engineers cyberized may be assigned to combat or exploration missions to unlock options based on high speed production of custom artifacts, or understanding alien technologies.

[ ] Atelier Manse: Such factories are wonders of mass production. At least in terms of Mundane artifice, as Mundane as an enchanted masterwork weapon or tool can be considered. The manse is turned into a grand machine which produces whatever the hearthstone bearer designates using the skill the bearer has as long as it has raw materials. In addition to the automated manufacturing at the skill of whichever Dragon King is the best at whatever we have it do, it also smooths production and allows things to be made in much faster intervals. Atelier manses will demand the raw materials to keep producing but switching tracks to a new run only takes a week or so to reset the machine, find a new bearer, and replace the raw materials. Thus Stockpiles can be mass produced in droves. In general a Atelier Manse consumes one Generic AP in upkeep every turn and produces effectively three successes worth of mundane products, this can be multiplies by Thaumaturgical or other workshops, allowing effectively Nine successes worth of appropriate production for each Atelier manse. Each Atelier Factory of course consumes a Basic Manse and its Hearthstone and as mentioned running it consumes an AP dice of upkeep. AP needed: 3. DC: 40. Success Needed: 4. Reward: Atelier Factory Manse established. Consumes one AP of upkeep per turn. Produces three success worth of "Mundane" Production every turn. This is how one can mass produce Stockpiles for servicing Void Vessels and Active armies.

An Atelier manse dedicated to vehicle or ship production may produce no more than half the total AP for the project, often only one third. Each one would produce 3 successes, likely tripled, for the project per turn up to the half limit.

An Atelier Manse dedicated to "fuel" production can cover three AP worth of fuel. If feedstock is provided in the form of a Promethium Oil Reserve or an Industrial Plantation this becomes 9 AP worth of fuel.

[ ] Dedicated Naval Atelier (Phase 2): An Atelier manse dedicated to spare part production can produce 3 AP worth of upkeep. AP needed: 3. DC: 40. Success Needed: 4. Reward: Consume one manse, 1 generic ap a turn in upkeep. Gain 3 void vessel upkeep.

[ ] Factory Cathedral: Faith, magic, and technology come together in the factory-cathedral. Within its walls are produced glorious wonders. Such a splendiferous workshop enables mass construction of normal artifice and magitechnology but also unlocks the creation of true wonders. A Factory-Cathedral may act as an Atelier manse although that is usually an under use of its power. The ideal workshop that is a Factory-Cathedral can make Magitechnology and Artifice of any level, including legendary N/A assembled from multiple high level individual components.

Everyone who enters the facility must undergo purification rituals, lest unclean Essence contaminate delicate machinery. Sacrifice of great value must be used to kindle a Primordial Furnace inside a factory-cathedral and every year lesser ingredients must be fed into the Furnace to keep it burning. In addition, over the course of the year various components being replaced consumes 10 talents of Jade in incredibly delicate parts, a frozen lightning bolt (tricky but doable with some lightning and air elementals), and the blood of a potent diety (or daemon). Luckily there are plenty of crafting gods perfectly jazzed to enable production in such a facility for only minor prayers and services. All told this means each Factory cathedral must receive at least one die in upkeep every turn, even if not being used.

Factory-Cathedrals act as one of the most critical bottlenecks for production of the greater wonders of Legendary Artifice. Additional Factory-cathedrals CAN be used as an Atelier Manse is used, but also enables similar projects for mass production of magical weapons and tools. This includes providing additional auto-successes that may be applied to appropriate projects.

Each factory-cathedral consumes a Basic Manse and its hearthstone AND a high quality Exotic Component, each will consume one Generic AP per turn even if not used as needed maintenance must be performed, fixing a "shut-down" Factory-cathedral is a project roughly the scale of building an Atelier Manse but also needs a new Exotic Stockpile to re-start the Primordial Furnace. AP needed: 3. DC: 45. Success Needed: 6. Reward: Gain a Factory-Cathedral. First one built converts Flawless Workshop Success to Ideal Workshop. Costs 1 Exotic Stockpile.

[ ] Teteocon Expansion: A sub-dimensional Dome of Adamant is forced into Elsewhere with portals connecting it to the Plaza Entry. The city itself will be the home of the gods, filled with Quintessence fountains and sublime palaces. Once built we can add on features like Celestial Wine vinyards and Orchards of Peaches of Immortality, and of course the Loom of Fate. AP needed 3. DC: 35. Success Needed 3/9. Reward: Celestial City in an Adamant Dome fit for Exploitation.

[ ] Teteocon (Ophelis Edition). Use a Sidereal demense on Ophelis to open a new "door" and wider base of metaphysical support for the celestial city. The more support in the real world the larger Teteocon can grow. We may want to save this expansion for worlds not doomed to be invaded in a few hundred years though. AP needed: 2. DC: 20. Success Needed: 2. Reward: Celestial Door between Ophelis and Teteocon opened. Must be guarded by Celestial Lions.

[ ] Teteocon (Tocha, Valki). Use a Sidereal demense on Tocha to open a new "door" and wider base of metaphysical support for the celestial city. The more support in the real world the larger Teteocon can grow. AP needed: 2. DC: 20. Success Needed: 3. Reward: Celestial Door between Tocha, or Valki and Teteocon opened. Must be guarded by Celestial Lions.

[ ] Impossible Design Evocatorium.
—[ ] Witchfire Blaze Forge: Building a forge around the Infinite chaos that can be evoked from a chained Unshaped is just the kind of mad Genius that the Great Maker looks for. This build is a full factory cathedral that avoids the need for upkeep via the matter and energy and exotic reagents stolen from the Unshaped trapped within it. This forge is typical of most although being free of upkeep and with an endless supply of basic materials and meta spatial distortions allows construction of objects much larger than a Factory Cathedral is normally limited to. AP Needed: 3. DC: 45. Success Needed: 6. Reward: Gain 1 more Factory Cathedral. This one does not need an upkeep instead having the issues associated with a Greater unshaped constantly striving to escape while a genius level AI constantly thwarts it. Any project this factory is assigned to gains 1 free Exotic stockpile applied to that project if needed.
-[ ] Eye of the Outsider Observatory: Use the "gate" to the Wyld that exists within this manse to look upon and study the ever changing chaos of the wyld. Mostly this will allow spotting incoming ships in the wyld as well as unlocking further methods of research. AP Needed: 4. DC: 45. Success Needed: 6. Reward: Gain the Eye of the Outsider. You may spot incoming ships in the "warp" up to 30 lightyears away.
–[ ] Evocatorium of the Impossible: Using observation of the local wyld and occasional access to that dread realm facilitates research into Reality Shaping technologies like Hand of the Great Maker. AP Needed: 4. DC: 50. Success Needed: 9. Reward: Research lab that provides 1 free success to projects invested in Reality Shaping (note this does NOT provide AP, project must be handled without the Evocatorium). Research in such fields has a reduced DC by ten. We should be able to research heights of the fields beyond what we could manage without the Evocatorium but its hard to know if we might not have other paths on the way to greatness.
Notes: Progress in research or discoveries will likely unlock new projects that either build onto this manse or utilize it.

[ ] Geomantic Expansion (Tokat): With every latent Demesne on Tokat awakened and capped we are not free to engage in development Geomantic works. Rearranging the landscape to encourage new demesne to form. AP needed: 1. DC: 25. Success Needed: 5. Reward: Gain +10 Basic Manse or +1 (Elemental) Demesne or partial progress to (celestial/exotic) demesne. This action may be repeated but goes up in difficulty and progress requirement every time.

[ ] Chaos Consuming Infrastructure (Khyral, Valki): We can incorporate the "heavy machinery" of the CCI into the existing capitals and spread out thousands of heavy White Jade Drills across the planet as power relays that spread the effect from the capitals to cover the whole planet. The effect will be to render all the local wyld Border Marches (this does NOT include any Onyx Court Territory), make crossing in this area harder for those who lack the "password" and will cause a boon on Tokat. Mortals who live here will have an easier time becoming heroic and or essence wielders (you don't know it yet but psykers would be more stable as well). Because you are already heroes and essence wielders it would slightly improve your birth rate as the essence that goes into the formation of Dragon King souls is more easily available. The most noticeable effect would be strengthening the planets Geomancy. Building it requires either a dedicated Major manse or flexible equipment at multiple major manses on the planet. AP needed 2. DC: 35. Success Needed 0/13. Reward: CCI completed would render all local space Border Marches (unpassable to ships and not long term livable for Wyld beings), Dragon Kings on planet gain a 50 percent improvement to population growth rates (ie .115 percent per year right now). Mortals that live on an CCI equipped world are more likely to become heroes, savants, and thaumaturges. Basic Geomantic potential of a CCI equipped world goes up by 50 percent.

[ ] Jade Mine Expansion (Ophelis, Tocha, Khyral): We can expand mining of Jade on the available worlds improving our supplies and preventing in limitations in this critical good. AP Needed: 1. DC: 20. Success Needed 5.(4 on Ophelis) Reward: +8 Jade Availability.

[ ] Adamant Refinery Expansion (Ophelis, Tocha): We can expand refining of Adamant on the available worlds improving our supplies and preventing in limitations in this critical good. AP Needed: 1. DC: 25. Success Needed 5.(4 on Ophelis) Reward: +8 Adamant Availability.

[ ] Orichalcum Refinery Expansion (none available): We can expand refining of Orichalcum on the available worlds improving our supplies and preventing in limitations in this critical good. AP Needed: 1. DC: 25. Success Needed 5. Reward: +4 Orichalcum Availability.

[ ] Jach'uchil Establishment: Time to spread our wings as it were. Build a Capital class city on the planet at the Mars-Aspected manse to support the population needed to try to exploit the other manses and resources on the planet. This will mean we cannot use it to make some form of mars manse though. AP Needed 3. DC 40. Success Needed 9. Reward: Establish a Capital and population on Jach'uchil. Assigning a completed Manta skiff reduces diff to 30.

[ ] Spread the wealth: Using Giant Adamant domes we can build five much smaller cities on smaller manses, connected with Tube Networks. This allows us to populate Jach'Uchil without locking out the use of the Major manse for something special. Does use up 5 Basic Manses though. AP Needed 3. DC 35. Success Needed 12. Reward: Establish a 5 small Adamant Domed cities and population on Jach'uchil. Consumes 5 Basic Demense on Jach'Uchil. Assigning a completed Manta skiff reduces diff to 25.

[ ] Blessed Legion's Bloody Halo (Jach'Uchil): While it may be difficult to maintain on a non-habitable planet we believe it worth it to take advantage of the Mars-Aspected geomancy. The general who holds the Hearthstone should be able to call upon a fraction of Mars's own ability to command troops, blessing the troops they lead with +5 to all relevant statistics as long as the group remains together. Expansions can build training grounds for elite troops far beyond anything we can currently conceive. Also equipment can be built here to support the Loom of Fate and make it easier for that construct to affect the Destiny of Battles. AP Needed 3. DC: 45. Success Needed: 5. Reward: Bloody Halo built on Jach'uchil, unlocks third tier training grounds, unlock improved battle focused astrological infrastructure. Potential ongoing loss of one generic AP to upkeeping a major manse without any local population. Assigning a completed Manta skiff reduces diff to 35.

[ ] Far-Flung Moons: Using Giant Adamant domes we can build five much smaller cities on larger moons of Ajawo'Baxal. This allows us to tap into the Geomantic potential of the Gas giant as well as construct Asteroid fortress more easily. Some visions of the future include building well protected shipyards out here by placing all of them in Orbital Redoubts rather than floating freely, and turning the Ajawo'Baxal area into a major source for our future fleets. AP Needed 3. DC 50. Success Needed 12. Reward: Establish 5 small Adamant Domed cities and population near Ajawo'Baxal. Consumes 5 Basic Demense moons. Assigning a completed Manta skiff reduces diff to 40.

[ ] Plasma Reactor: Using knowledge provided by the Rogue Trader Lockhart to incorporate a Plasma Reactor fueled by Promethium into a Basic Manse. When provided with fuel and turned on it would count as a Major manse for purposes of Geomantic Cities or Weyrs... assuming you can guarantee a source of fuel for such. Fuel is provided by Atelier Manses, each one dedicated to fuel production can support three Plasma Reactors or Nine reactors if it has access to Promethium Oil reserve fields. AP Needed 1. DC 30. Success Needed 3. Reward: Basic Manse gains a Plasma Reactor.
[ ] Khyral Basic Spread: Khyral has 119 Latent Demense that need awakened and capped with Manses. Lets be About it. AP Needed: 2 DC 15. AP needed: 6. Reward: Gain +119 Basic Manses on Khyral.

Earth, Air, Fire, Wood, Water, Sidereal(Mercury) Major Manses available.
[ ] Valki Basic Spread: Khyral has 200 Latent Demense that need awakened and capped with Manses. Lets be About it. AP Needed: 2 DC 15. AP needed: 9. Reward: Gain +200 Basic Manses on Valki.

Metal Manse
[ ] Gravitational Mastery Manse
[ ] Metal Mastery Manse (a stonewielder with enhanced metal path abilities)
Spirit Gather Thousandforge (requires research)
[ ] Brass Redoubt:
[ ] Refinery (probably requires an Endless Manse as feedstock to produce massive quantities of First Age alloys. Can probably be used to make Adamant once you know what that is.)

Sidereal Manse:
[ ] Gate of Auspicious Passage
[ ] Gate of Heaven
[ ] Celestial Orrery and Stellarium (Highest grade of Observatory you can conceive without a major project and research and perhaps a god forging involved.
[ ] Celestial Art Dojo (Like a Grand Art Dojo but more on making Celestial Martial Artists and way less on bulk producing Terrestrial Artists)

Starmetal
[ ] Harmonious Lore Understanding Manse
[ ] Infiltration Camp
[ ] Celestial Starmetal Refinery: Fortune has seen fit to grant a geomantic site that is heavily attuned to the magical material, the prismatic Starmetal, in one of the likely rare systems with a supply of the material's ore. AP needed: 3. DC: 30. Success Needed: 4. Reward: Lose one Starmental Demense and gain one Celestial Starmetal Refinery.
-[ ] Divine Appeasal Refinery: The methods of refining Starmetal without rendering it nothing but high quality steel are actually quite tricky and involve a great deal of prayer. Modification at the Starmetal refinery and geomantic supported tools for this can improve recovery rates. AP needed:32. DC: 35. Success Needed: 9. Reward: All starmetal gains are improved by 50 percent.
-[ ] Divine Sublimation Precision Manufactury: Starmetal parts have long been known for being finer than the comparative uses of other magical materials. With fullscale, dedicated, and resonate geomantic workshops we can push this to extremes unimagined outside of Autochthon's personal workshops. Allows with nano-scale control, filigree, engravings, foils and more using starmetal all controlled to such a fine degree that we can achieve the desired effects without wasting a single motonic particle of the rare material. AP needed: 4. DC: 40. Success Needed: 16. Reward: Starmetal 'used' counts for double. IE you only need a supply equal to half the required amount to complete a project.
-[ ] Divine Inspiration Engine: Set up a process to make the debris field replicate itself, becoming self sustaining in the starsystem. And allowing more aggressive exploitation. AP needed: 4. DC: 40. Success Needed: 22. Reward: A second starmetal refinery can be built of the same quality and cost as the original and the potential expiration date is negated as long as the Manse is operational. (IE you could build 2 of the existing starmetal refinery, if you found a true second through exploration than you could build a 3rd and 4th at the new quality level).


Majors Manses available after colonization
2 x Earth, 2 x Wood, 2 x Air, 3 x Water, 3 x Fire, 1 x non-aspected Sidereal , 1 Metal Manse, and one Starmetal Manse.
[ ] Starfall Path Unveiling (Tocha): The single Sidereal Manse on Tocha bears a slight Mercury aspect and we can exploit this. Someone who holds the Hearthstone should be able to call upon a fraction of Mercury's own ability move by gaining the ability to use the "Hurry Home" charm from anywhere governed by fate to anywhere governed by Fate as a reflexive teleport. Expansions can build a teleportium able to transport large groups led by the Hearthstone bearer anywhere within fate including through wards against teleportation of lesser power than adamant or void circle sorcery. Also equipment can be built here to support the Loom of Fate and make it easier for that construct to affect the Destiny of Journeys. AP Needed 3. DC: 35. Success Needed: 5. Reward: Starfall Path built on Tocha, unlocks mass combat teleporter, unlock improved Journey focused astrological infrastructure.

Alternatively the Sidereal Manse is the best place for either a Gate or a Celestial Portal

AP needed: 2. DC: 25. Success Needed: 4. Reward: New Portal or a Gate of Auspicious Passage.

[ ] Wood Manses (Tocha)?

[ ] Plantations (Tocha): Its got 3 more
Celestial Manses: 3 Solar Manses.

[ ] Crucible of the Ignis Divine: This temple city exults the physical form of the Ignis Divine, cultivating, directing and utilizing the flames of one of the Unconquered Suns. Can only be built on Major Solar demesne located in systems that have a sol-formed star. AP Needed: 2. DC: 30. Success Needed: 4. Reward: Lose one Solar Manse. Gain one Crucible of the Ignis Divine. Anklok Dice may contribute
-[ ] Wishmetal Smeltery: Perhaps the simplest of these facilities, this confluence of geomantic power, solar essence, liturgy and divine flame nonetheless allows unprecedented increases in the production of Orichalcum. Reward: Increased Orichalcum production. AP Needed: 3. DC: 40. Success Needed: 12. Reward: Doubles Planetary Orichalcum Production (does not stack with itself. Anklok Dice may contribute
-[ ] Solar Invigoration Chapel: This place of worship uses similar, if vastly lesser, geomantic principles to Ondar Shambol to enhance the worship not of Sol Invictus directly, but rather of the system's astroformed star as a manifestation of his power. AP Needed: 2. DC: 35. Success Needed: 7. Reward: Gain 1 General AP Upkeep cost. Gain 1 Resource AP in bountiful supplies and easier prayers. D100 Event rolls in-system gain a +10 bonus towards the Dragon King side, explicitly covers rolls for friendly ships leaving or entering the system via Warp. Certain Holy effects (not all) are stronger. And of course it can restore a sun after being drained such as via Starforging Orichalcum. Anklok Dice may contribute
-[ ] Wrath Invoking Citadel: The Ignis Divine burns and destroys as easily as it warms and protects. This can be channeled to better destroy those who are condemned by the Most High. AP Needed: 3. DC: 40. Success Needed: 18. Reward: Able to cast temple normal Wrath Beyond Measure without requiring an Ark targeting anywhere in the system once every 25 days. Combative Arks stationed in the Citadel may also be targeted with their normal effect anywhere in the system using the same mechanism. These Arks may unleash their Temple Ritual Enhance effect at extreme range (beyond weapon range of most systems) but not the entire system. AP may be invested in realm Turns to same up additional shots to be use in a crises, at most one per Solar Day (or 25 hours if the local day is too divergent) but these AP are not saved if not used so invested in a large Stockpile of Arks is likely the better plan. Anklok Dice may contribute
-[ ] Starforging Baptistry: Though stressful in the extreme to the star this temple worships, the purified essence of the Ignis Divine can be used to elevate Wishmetal to even more miraculous heights. Solar Invigoration Chapel must be constructed first to allow recovery from use. AP Needed: 3. DC: 40. Success Needed: 12. Reward: This facility costs Upkeep regardless if used or not. It can convert up to 20 units of Orichalcum into 20 units of Star-Refined Orichalcum when active. The star may be Drained to power shots from the Wrath invoking citadel in an emergency. Restoring the Star afterwards costs 5 successes per shot used this way. Anklok Dice may contribute


[ ] Isha's Garden: There is a powerful Demense located remarkably near our initial landing area that seems to resonate so strongly with the Eldar Goddess Isha that it effectively is bound to her and with proper design can gain new effects. AP Needed: 3. DC 20. AP needed: 18. Reward:
-[ ] Garden Most Holy: Manse counts as an Industrial Plantation AND as a nigh Ondar Shambol level Manse garden/temple towards Isha.
-[ ] Garden Most Verdant: Manse counts as FIVE industrial Plantations and a basic Isha Temple.
-[ ] Garden Most Sublime: Manse counts as a basic temple to Isha and a high end research garden for exotic vegetative technology that may simply be beyond what you could achieve on your own. Does not help produce high end vegetative technology, simply may make it possible.

[ ] Vaul's Forge: There is a powerful Demense on Ophelis bound to the Forge god of the Eldar and in honor of the Great Maker we could lift up this simple place to glory in Vaul's name. AP Needed: 3. DC 20. AP needed: 18. Reward:
-[ ] Forge Most Holy: Manse counts as a Factory Cathedral AND as a nigh Ondar Shambol level Manse forge/temple towards Vaul.
-[ ] Forge Most Productive: Manse counts as FIVE Factory Cathedrals and a basic temple to Vaul.
-[ ] Forge Most Sublime: Manse Counts as a basic Temple to Vaul AND an Exotic artificing workshop of the utmost care and essence. A place fit for a visit from such crafting giants as the Unconquered Sun, Ligier, the Great Maker, and Vaul himself. Enables the construction of technology and artifice beyond the limits of Factory Cathedrals but does not improve the production of more basic technologies.

[ ] Morai-Heg's Lair: There is a powerful Demense on Ophelis bound to the Eldar god of Fate and souls and with our ties to divination and the stars perhaps we can call out to what remnants of her remain in the aether. AP Needed: 3. DC 20. AP needed: 18. Reward:
-[ ] Lair Most Holy: Manse Counts as a divination source and as a nigh ondar Shambol level Manse temple for Morai-Heg
-[ ] Lair Most Plentiful: Manse adds five free divination AP per turn and increases the potential divination slots by 10 as well as counting as a basic temple to Morai-heg
-[ ] Lair Most Sublime: Manse counts as a basic temple to Morai-heg and as a center of Divination and Wisdom, enabling the Divination project to pierce the utmost of secrets although not helping increase the quantity of divination enabled (IE may reach 4 AP divinations).

[ ] Lileath's Loom: There is a powerful Demense on Ophelis bound to the Eldar god of Dreams and Fortune and with our ties to prophecy and dreams perhaps we can call out to what remnants of her remain in the aether. Her Dream-Skeins enable the contact with others through dreams, specifically they are usually tied to Divination and used to give a prophecy needed to some distant individual that aides them (specifically aiding them in a way that will eventually benefit you) Of course this will require committing divination as well as Dream-skeins. AP Needed: 3. DC 20. AP needed: 18. Reward:
-[ ] Loom Most Holy: Manse Counts as a Dream-Skein and as a nigh ondar Shambol level Manse temple for Lileath
-[ ] Loom Most Manifold: Manse adds five Dream-skein as well as counting as a basic temple to Lileath
-[ ] Loom Most Sublime: Manse counts as a basic temple to Lileath and as a center of weaving dreams and prophecies, enabling projects to reach out to the most distant through their dreams as all know even those who lie dead may dream.

[ ] Kurnous's Hunting Ground: There is a powerful Demense on Ophelis bound to the Eldar god of the Hunt and Wild Places and with our ties such things perhaps we can call out to what remnants of him remain in the aether. His hunting grounds allow Dragon Kings to train as Wild Riders. Demi-Ochilike who are gain ethereal power in exchange for service to the Horn. Each Sounding of the Horn summons all Wild Riders who ravage their enemies with savagery and Vengeance. AP Needed: 3. DC 20. AP needed: 18. Reward:
-[ ] Hunting Grounds Most Holy: Kurnous's Horn may be sounded once a turn and the manse counts as a nigh ondar Shambol level Manse temple for Kurnous
-[ ] Hunting Grounds Most Savage: Manse adds five Soundings of the Horn as well as counting as a basic temple to Kurnous
-[ ] Hunting Grounds Most Sublime: Manse counts as a basic temple to Kurnous and the may be sounded once, per turn but that sounding calls upon an Avatar, the King of the Woods, to lead the Wild Hunt.

[ ] Hoeth's Tower: There is a powerful Demense on Ophelis bound to the Eldar god of Wisdom and Knowledge, learning and sorcery. Perhaps we can call out to what remnants of his remain in the aether. Hoeth's Tower adds research AP directly as his priests help pierce the veil. This AP may explicitly be used for Sorcery. AP Needed: 3. DC 20. AP needed: 18. Reward:
-[ ] Tower Most Holy: Manse Counts as 1 research only AP and as a nigh ondar Shambol level Manse temple for Hoeth, Lord of Wisdom
-[ ] Tower Most Mighty: Manse adds five research only AP as well as counting as a basic temple to Hoeth, Lord of Wisdom
-[ ] Tower Most Sublime: Manse counts as a basic temple to Hoeth, Lord of Wisdom and as a center of Wisdom and Knowledge, grants one Auto success to research and may allow very limited access to sorcery beyond normal limits.

[ ] Cegorach's Cauldron: There is a powerful Demense on Ophelis bound to the Eldar god of thieves, Deception, and Creativity. As one of the few Eldar gods still alive and free we can probably build an annex that expands this site to interface with the Divinity and we can hope to have him respond to our Rituals, Arks and Relics. Cegorach's Cauldron uses the divinities associations to rip power away from the Wyld, shape it with his creativity to fulfill the needs of the Material world. IE it creates Exotic Stockpiles by stealing them from the Wyld. AP Needed: 3. DC 20. AP needed: 18. Reward:
-[ ] Cauldron Most Holy: Manse adds 1 Exotic Stockpile per turn and counts as a nigh Ondar Shambol level Manse temple for Cegorach, the Laughing God.
-[ ] Cauldron Most Bountiful: Manse adds five Exotic Stockpiles per turn as well as counting as a basic temple to Cegorach, the Laughing God.
-[ ] Cauldron Most Fantastic: Manse counts as a basic temple to Cegorach, the Laughing God and grants one Exotic Stockpile per turn, which may be dedicated to a specific project which will receive customized and highly potent ingredients. The exact effect varies but this can enable projects that might not have been possible without it.
–[ ] All the World's a Stage: A Theatre set up at Cegorach's Cauldron allowing his Harlequin to put on a play. A place Harlequin can congregate outside the webway to rest and gain succor. Or practice plays with minimal criticism. AP Needed: 3. DC 20. AP needed: 4. Reward: Gain a Theatre of Cegorach
–[ ] Webway Guide: Hmmm something something. Maybe a portal, maybe a map. Maybe just an alarm. AP Needed: 3. DC 25. AP needed: 7. Reward: Some greater connection to the webway. Its a surprise!
–[ ] Rick-Roll: Never gonna give you up, never gonna let you down! Grants a minor bonus to Cegorach's ability to fight Slaanesh for his followers' souls. AP Needed: 2. DC 20. AP needed: 12. Reward: Help a brother out.
–[ ] Shadowseer Mosok: Eh, Close enough right? Cegorach enables Mosok to be trained as Shadowseers, masters of illusion, misdirection and terror, using hallucinogens to ease the way and ripping memories of their passing from any they leave alive. AP Needed: 3. DC 25. AP needed: 12. Reward: You gain Shadowseer equipped and Trained Mosok.

[ ] Khaine's Killing Field: There is a powerful Demense on Ophelis bound to the Eldar god of Conflict, Strife, Violence, Murder, and Destrruction As one of the few Eldar gods still partially alive and his role as the second strongest of their pantheon, we may gain more from this Manse than most. Khaine's Killing Fields are filled with areas needed to train in the 1001 Aspects of violence and murder. From armies to assassinations. AP Needed: 3. DC 20. AP needed: 18. Reward:
-[ ] Killing Field Most Holy: Manse counts as a Training Ground and counts as a nigh Ondar Shambol level Manse temple for Bloody Handed Khaine.
-[ ] Killing Field Most Serial: Manse counts as Five Training Grounds as well as counting as a basic temple to Bloody Handed Khaine.
-[ ] Killing Field Most Bloody: Manse counts as a basic temple to Bloody Handed Khaine and counts as a Training Grounds but one that also produces Named Champion, Generals, Assassins and other heroic murderers on a regular basis.
--[ ] Aspect Shrine (choice): You may build up to five Aspect Shrines on Khaine's Killing Field. If an existing Eldar one is chosen the Dragon Kings will do their best to mimic the style, but Eldar of that Aspect may also use it, making it easier to recruit those Aspects. Loaned Aspect warriors come in greater numbers or stay longer. You may also choose new Aspects designed for Dragon Kings from the ground up. AP Needed: 2. DC: 25. Success Needed: 7. Reward: You build an Aspect Shrine.
--[ ] Vortex of Destruction: Some times you have something that you just absolutely have to destroy. As a god of Destruction, Khaine is equipped to help. This facility allows objects (and Raksha) up to the size of a Warstrider to be absolutely unmade with a comparatively simple ritual. AP Needed: 2. DC: 25. Success Needed: 4. Reward: Access to Vortex of Destruction.
--[ ] Ritual of the Young King: This facility at the Heart of the Killing Field gathers enough Khaine resonant energy to cause a shard of the shattered god to settle here. A terrible and sacrificial ritual lets a mighty warrior temporarily bond with the shard of Khaine producing an Avatar when the call is needed. Dragon Kings do not need Exarchs but do require an Essence 5 Dragon King. Eldar Exarchs can use this facility for the Ritual if it came up. AP Needed: 4. DC: 45. Success Needed: 12. Reward: Your Killing Field hosts a shard of Khaine and can be used for the Ritual of the Young King to awaken an Avatar of Khaine.

Elemental Manses: See Tab. Thanks to Sakti all Manse building on Ophelis is 33% off before administrative discounts.
Ophelis Has:
Earth: 5
Air: 7
Water: 6
Fire: 5
Wood: 6

Crystal Mastery (Ophelis)
-[ ] Crystal Anchor (NO DISCOUNT)
-[ ] Crystal Master (NO DISCOUNT)

Brass Redoubt (Ophelis):
-[ ] Automata Foundry: Use fire for molten bronze and molten bronze into clockwork, gear, pipes and valves. AP Needed: 1. DC: 35. Success Needed: 4. Reward: Gain one Automata success. May use Automata success to proceed.
-[ ] Greater Automatorium: Scaling up the original Automatorium to manufacture Automata on a grander scale. AP Needed: 2. DC: 40. Success Needed: 7. Reward: Lose one Resource AP as upkeep, gain another Automata success. Large scale Automata projects (50+ AP) are more efficient. May use Automata Success to proceed.

–[ ] Automata Foundry + Greater Automatorium: AP Needed: 2. DC: 40. 5/10 Success Needed. Reward: Add those two things.

-[ ] Sublime Automata Workshop: Some Automata need a grander degree of refinement and purity in composition and much more detailed workings and etchings made upon their chassis. For this this workshop allows creation and high end Automata research. AP Needed: 3. DC: 40. Success Needed: 7. Reward: You may research and build Artifact 4 Automata and more powerful classes of Crafted Consciousness. Reduces DC of any Automata research projects that already exist. This may NOT use free Automata success to proceed.

[ ] Starfall Path Unveiling (Ophelis): A Sidereal Manse on Ophelis bears a slight Mercury aspect and we can exploit this. Someone who holds the Hearthstone should be able to call upon a fraction of Mercury's own ability move by gaining the ability to use the "Hurry Home" charm from anywhere governed by fate to anywhere governed by Fate as a reflexive teleport. Expansions can build a teleportium able to transport large groups led by the Hearthstone bearer anywhere within fate including through wards against teleportation of lesser power than adamant or void circle sorcery. Also equipment can be built here to support the Loom of Fate and make it easier for that construct to affect the Destiny of Journeys. AP Needed 3. DC: 35. Success Needed: 4. Reward: Starfall Path built on Ophelis, unlocks mass combat teleporter, unlock improved Journey focused astrological infrastructure.

[ ] Ever Loving Connivance (Ophelis): A Sidereal Manse on Ophelis bears a slight Venus aspect and we can exploit this. Someone with the Hearthstone can inflict a positive intimacy towards anything the bearer wants on any target hit with a physical or social attack. This is very hard but not impossible to resist. Yes this means a speech given to a crowd can force the crowd to love the speaker or their cause as long as the speech was at all moving and only the most hardened and bitterly determined individuals can resist. Expansions can allow the construction of a Factory Cathedral or high class Theatre. Also equipment can be built here to support the Loom of Fate and make it easier for that construct to affect the Destiny of Serenity. AP Needed 3. DC: 35. Success Needed: 4. Reward: Ever Loving Connivance built on Ophelis, unlocks factory cathedral or equivalent quality theatre, unlock improved serenity focused astrological infrastructure.

[ ] Blessed Legion's Bloody Halo (Ophelis): A Sidereal Manse on Ophelis bears a slight Mars aspect and we can exploit this. The general who holds the Hearthstone should be able to call upon a fraction of Mars's own ability to command troops, blessing the troops they lead with +5 to all relevant statistics as long as the group remains together. Expansions can build training grounds for elite troops far beyond anything we can currently conceive. Also equipment can be built here to support the Loom of Fate and make it easier for that construct to affect the Destiny of Battles. AP Needed 3. DC: 35. Success Needed: 4. Reward: Bloody Halo built on Ophelis, unlocks third tier training grounds, unlock improved battle focused astrological infrastructure.

[-] Prying Veil of Discretion (Ophelis): A Sidereal Manse on Ophelis bears a slight Jupiter aspect and we can exploit this. Anyone who holds the Hearthstone should be able to call upon a fraction of Jupiters ability, becoming immune to mental domination, mind reading, or deception and can protect others nearby. They can even temporarily free permanently bound individuals with a touch. Expansions can allow for the concealing effect to apply to all events or conversations occurring in the Manse, protecting them from scrying or divination. Also equipment can be built here to support the Loom of Fate and make it easier for that construct to affect the Destiny of Secrets. AP Needed 3. DC: 35. Success Needed: 5. Reward: Veil of Discretion built on Ophelis, unlocks anti-scrying/anti-divination meeting place, unlock improved secret focused astrological infrastructure.
-[ ] Training the stone bearer: While telepathy is a rare gift among dragon kings it is one that exists, getting a natural telepath a Hearthstone that makes them immune to reprisals from a more gifted mind reader would be useful, as well as practicing in their ability to protect others nearby. AP Needed: 2 DC: 45. Success Needed: 3 Reward: The stone bearer is a named hero unit who has been chosen as best as possible for this stone and trained hard to master every aspect of its power.
-[ ] Hidden Vault: The Eye of Night is likely not the only thing we want hidden going forward. Let us build a vault to secure such horrors going forward, and hide them from prying eyes. AP Needed: 3 DC: 35. Success Needed: 7 Reward: You may store (and hide) up to five objects as mystically potent as the Eye of Night at this manse and many more lesser objects. This hiding effect provides 4 AP protection against divination based attempts to locate or scry anything inside, which stacks with active attempts to obscure a specific object's location.
-[ ] Plotting Room: The Revolutionary War was waged in secret and we had to learn alot but scheming under the gaze of transbeingly intelligent, with dimension crossing senses, aside from any actual ability with Divination they might have. With enemies possessing abilities almost as potent and much more wisdom in using them its time to start using those methods again. AP Needed: 4 DC: 45. Success Needed: 11 Reward: Any plotting done here is immune to spatial or temporal scrying and any plans made can be made here will be protected by a level 3 obscuration which can stack with active efforts to hide. Note hiding plans made on the frontlines would require mobile resources, not every plan is hidden because one secret plotting room exists somewhere. But it is assumed you use it when you can.
-[ ] Event Integration: This requires the Plotting Room and a Trained stone bearer. Normally we can hide the plotters from being sensed directly but the execution of the plan still exists off in the world somewhere. This is an elaborate occult matrix that freshly and continually wraps every plot in an Astrological working to continue hiding the plan AND the actions the plan represents as long as everyone keeps to the plan and the stone bearer is both present during planning and being present critical points in the plan's execution. AP Needed: 5 DC: 50. Success Needed: 18 Reward: Level three obscuring effect applies to the actions conducted as part of the plan as well as the planning itself as long as stone bearer is present.
-[ ] Astrological Support: Its... not really a telescope but its not, not a telescope? Astrological support engines best meant to interface with the Loom of fate are weird. This one of course makes influencing the fate's favored by Jupiter easier. Without the Loom of Fate the effect will be more limited. AP Needed: 4 DC: 45. Success Needed: 22. Reward: Bonuses to making Jupiter Friendly Astrological Workings using the Loom of Fate. You may apply an extra (so three total right now) AP to attempts to obscure a fate from Divination.

[ ] Final Cessation's Edge (Ophelis): A Sidereal Manse on Ophelis bears a slight Saturn aspect and we can exploit this. The warrior who holds the Hearthstone should be able to call upon a fraction of Saturn's own ability to slay, any hit may replace its normal effects with a shaping effect which can drive the target into a slumber of any desired duration or slay them in any manner the bearer wishes, only beings with immortality on the scale Primordials can regenerate from a permanent attempt unless they have some form of Shaping defense. Expansions can enable the summoning of enemies previously defeated, whether dead or not, even if that makes no sense (defeats can even be from negotiated surrenders or equivalent), such as summon the insect like behemoth encountered on Tokat or Beryl. This is for potent individuals, not armies. Also equipment can be built here to support the Loom of Fate and make it easier for that construct to affect the Destiny of Endings. AP Needed 3. DC: 35. Success Needed: 4. Reward:Final Cessation's Edge built on Ophelis, unlocks Titan Unleashing Clarion, unlock improved Endings focused astrological infrastructure.

Halo of Hesiesh (Ophelis)
[ ] Training the Halo-Bearer: A Dragon King who has mastered both paths of Fire is invited to attune this manse. There they study fire, Fire, and associated Elementals until ready to wield the Hearthstone of Halo of Hesiesh. AP Needed: 5. DC: 60. Success Needed: 7. Reward: Lose one Halo of Hesiesh Hearthstone, Gain one Halo Bearer.
[ ] Militia Plantation(where): Militia Grade equipment is composed of a great deal of vegetative technology and artifacts. Setting up a plantation will allow production of much of the needed gear over time and reduce the costs associated with recruiting Planetary Guards and Militia. AP Needed 1. DC 15. Success Needed 6. Reward: Milita Gear Plantation. Reduces cost of recruiting a new Planetary Guard by 5 success and costs for recruiting Militia is reduced by a third. (as long as Militia is using Vegetative gear)

[ ] Imidazole Plantation(where): You can create a new plantation to instead produce the key ingredient in your spore suppression efforts magnifying the impact of your committed effort. AP Needed 1. DC 15. Success Needed 6. Reward: Every success committed to Spore suppression is double up to ten in one turn. Yes this stacks with the tripling effect of Advanced Thaumaturgy up to the "ten" limit

[ ] Ebonite Plantation(where): You can plant Ebonite groves to grow Ebonite in mass... if you ever need it. This is just here to remind you that Ebonite, a near magical material quality wood product is available to be grown in plantations. AP Needed: 1. DC: 20. Success Needed: 6. Reward: Ebonite Plantations can grow wood strong enough to be Armor plating on Warhammer vehicles and spaceships. Having one lets you treat the plantation as an Atelier manse for a project that consumes large amounts of such material.

[ ] Age Staving Cordial Plantation(where): AP Needed 1. DC 15. Success Needed 6. Reward: Another 300 millions served Age Staving Cordial, or enough to represent an ongoing trade good.

[ ] Seeds of Immaculate Blood Plantation (where): A mere 250 million plants, each produces but a dozen sterile green seeds twice a year and only produce the most fertile red seeds once a century. But even green seeds are the foundation of the most powerful of alchemical medicines and red seeds may be used in Archgenesis and other wondrous effects. AP Needed: 1. DC: 20. Success Needed: 6. Reward: Gain a plantation for Seeds of Immaculate Blood.

[ ] Beast of Resplendent Liquid (What, Where): A Beast of Resplendent Liquid is a massive construct of the highest levels of Biothaumaturgy and sorcerous enhancements. It is meant live while consuming only a source material and produce waste that is only a hyper pure alchemical product. Age Staving Cordial plantations can be refined to produce a fraction of the amount but twice as strong effect cordial, Seeds of Immaculate Blood can be consumed to produce the red seed as excretion through this refining process instead of waiting 100 years. Even oil reserves can be consumed and refined into alchemical fuels for Imperial starships or Plasma Manses. 3 Billion humans might be fed from a tasteless but nutrient balanced gruel and the much more simple biochemical products that humans value, honey, chocolate, wine, heroin, antiobiotics and painkillers, things of this nature can bring much value in trade with humans or equivalents. A plantation slot is assumed to be consumed although some products will not, the cost is usually the same even if not due to infrastructure set up, although exceptions might exist. AP Needed: 2. DC: 30. Success Needed: 9. Reward: Set up a plantation (if needed) and a Beast of Resplendent Liquids that consumes the output of its production to produce a superior product in return and the infrastructure to utilize such product. A set up to aid something complicated like Human aid packages or Standard Stockpiles doubles the output of atelier production and implies multiple beasts working off different subfields.

[ ] Tree Spires: Massive trees are grown from plantations penetrating deep into the sky. On the outside these trees will be about 18 km wide and 1000 km tall. On the inside a spatial distortion effect takes place. Near the surface of the tree things are closer to normal allowing movement of giant items albeit slowly. As you get closer the distortion increases, leading to less and less room but much faster movement. In the Heart of the Spire is a wide one story stair case which leads from the bottom to the 1000 km top in the effort it takes a Dragon King to climb some stairs. Build 5 Tree Spires but uses up an Industrial Plantation location: AP Needed 1. DC 20. Success Needed: 2/24. Reward: Projects in orbit gain -10 difficulty and projects in the same system but not orbit reduce difficulty by 5 (cannot reduce difficulty below ten)

[ ] Open Plantation: We have needs for more plantations then we have space and ecological support for. Harness five wood and Earth manses and channel their geomancy to make a new region incredibly rich for Plantation Production. Removes five basic manses and Hearthstones. AP Needed 1. DC: 15. Success Needed 5. Reward: Increase a planet's Plantation limit by one, reduces basic manses by five.

[ ] Grox Ranch [Planet]: The Grox is a large, fast and aggressive reptilian animal originating from an Imperial system. The Grox possesses many useful traits, such as the ability to survive in almost any planetary environment and the omnivorous ability to thrive on even the most indigestible food

Grox meat itself is also extremely palatable and nutritious, and nearly every single part of the beast is edible. Because of their value as livestock they have since been introduced to other worlds throughout the entire galaxy, so that the Grox is now the most common type of livestock animal throughout the Imperium.

The Imperials claim the only drawback to the Grox is their aggressive and vicious temperament. That they will usually charge any creature in sight, including other Grox. They are also large, fast, and dangerous beasts, about five metres long and well-muscled and they are territorial and like their privacy, so attempting to herd Grox together would easily drive them into a rage.

We are still trying to figure out why this is considered a drawback, debates abound but the only conclusion we can reach is that humans are odd.

AP Needed 1. DC 15. Success Needed 6. Reward: Grox Ranch opened. Raises population limit of the planet by 20 million and raises morale of 120 million due to improved food and opportunities for glory. Limit one per natural Industrial Plantation, does not occupy that Industrial Plantation.
[ ] Standardization: Build gear for our Draconic Legions up the standards of that the troops intended to be the bulk of our Armies fought the Primordial war in. Reinforced Twinning Leaf Breastplates, Crystal Warclubs (Power Swords), Ironwood Grand Goremauls, Crystal belts of Adaptation (ignore environment, no need to breath), Dragonfly Ranging Eyes (basically DBZ Scouters but better), Fire Lances, Crystal Hearthstone Bracers, Healing Orchids, and a variety of customized gear like elemental lenses for Anklok, Essence Thrust Drives for Pteroks, Perfected Greaves for Mosok, and the commanders of each Legion get a single Atlas of the Unconquered General. Soldiers often have essence manipulating artifacts like Aegis inset amulets and undergo meridian realigning thaumaturgical surgery to reduce the essence cost of attuning all this gear. AP needed 4. DC: 20. Success Needed 71. Reward: 200 Legions worth of Front-Line Gear is produced. Ideal Workshop Success may apply. High Grade exotic component may be spent to reduce total needed by 3 Successes. You may apply 12 stockpiles maximum to this action. Atelier Manse can be assigned to assist this project 2 times to add 9 successes.

[ ] A core for everyone: Most of our troops have a least some piece of equipment that contains a Hearthstone amulet. We could theoretically provide every single one of soldiers an elemental core to improve their essence recovery rate and provide them a useful secondary power. Still building several hundred thousand cores is no trifling matter and should be undertaken with care. AP needed 3. DC: 30. Success Needed 133. Reward: 200 Legions worth of Elemental Cores produced. Choose either a common power up all soldiers will have or accept a lesser generic boost from soldiers having a variety of abilities. Ideal Workshop Success may apply. High Grade exotic component may be spent to reduce total needed by 15 Successes. Up to two may be spent.

[ ] Cores for Eldar: The request may be simple but fulfilling it will be a trial. Create 1 million willpower bolstering elemental cores for the Eldar. AP Needed: 4. DC: 30. Success Needed: 117 Reward: 1 million Eldar Willpower Boosting Cores. Ideal Workshop Success may apply. High Grade exotic component may be spent to reduce total needed by 15 Successes. Up to four may be spent.

[ ] Archgenesis: Whereas Genesis the manipulation of a lifeform or a species, archgenesis represents the manipulation of ecosystems over regional and planetary scales. Our current schema for providing Archgenesis to a completely barren world like Jach'uchil would require production of Red Seeds of the immaculate blood in several tens of thousands of individual seeds. Lacking an established plantation and unwilling to wait a century we would have to mass produce these seeds as step one Archgenesis. Part two of course is an Ark of Benediction of Archgenesis and an onsite temple or orbiting templeship to propagate the effect across the planet after the seeds are buried. AP needed 2. DC: 20. Success Needed 17. Reward: Enough red seeds of immaculate blood to perform Archgenesis on a world. May use an Exotic Stockpile to reduce the successes by 3. You may apply four stockpiles maximum to this action. Atelier Manse can be assigned to assist this project once to add 9 successes from project.

[ ] Wondrous Globe of Precious Stability: These small orbs provide a vessel or a single massive structure like a tower with protection from the mutative effects of the wyld. However they are tricky to make and require constant maintenance and attunement as well as a constant supply of reliable power in the form of its own Hearthstone (its too small for a relay and cores and essence capacitors are unstable). AP Needed: 4. DC: 45. Success Needed 14. Reward: +1 Wondrous Globe of Precious Stability. +1 upkeep, -1 basic manse.

[ ] Void Abacus: These systems are intended to install aboard a ship and aide them in making longer ranged Calculated jumps. Over the long distance they effectively double the speed of a Navigator-less ship. Less useful than a Wondrous Globe in both speeding up a ship as well as not having other potential uses. On the other hand they are a bit easier to build. A bit. AP Needed: 3. DC: 40. Success Needed 9. Reward: +1 Void Abacus +1 upkeep, -1 basic manse (when installed).

[ ] Big Guns: The Tidal Legion is all about sweeping in from the sea and pounding enemy fortifications to scrap. It will take some doing but we intend to massively increase the size of the Artillery batteries of the Tidal legions. Doubling the Devotional Cannons and upping the Light Implosion Bows to Medium. In addition Battle Carriers for wall breeching, amphibious landers and rapid bridgemaking machines are being added to their arsenal. AP Needed: 2. DC: 25. Success Needed: 22. Reward: Every Tidal Legion has additional Siege engines as well as amphibious landers and bridging machines. Ideal Workshop successes may apply.

[ ] Colonization Package: Prep work for setting up a new colony, something that can be done in advance so they progress more quickly, or in a situation to assist a colony that does not have direct aide from an established world. Builder Bug nests have been added as standard equipment for colonization packages. This should speed things along at a new colony. A new colony can only benefit from one colonization package per 10 million inhabitants. AP Needed 1. DC 20. Success Needed 5. Reward: Colonization Packages provide 4 Auto success to establishment of colony, may only have one per ten million colonists and reduces difficulty for rolled dice by 5 until colony is completed. Atelier Manse may be assigned to construct two colonization packages per turn.
[ ] Brass Legion: Clockwork soldiers that fight for the holders of their command codes. They will not depend on essence from Attunement or elementals, simply activated and allowed to perform maintenance during the time a normal soldier would be sleeping or eating. Our clockwork soldiers would be ideal to equip with our new faux yellow jade artifacts and Prayer weaponry. AP needed 2. DC: 30. AP Needed 10. Reward: 10 Brass Legions of Clockwork Soldiers equipped with some form of Artifact armor and Prayer caster derived weaponry. Stats are the same as Staran knights but you can have more total and they are equipped with ranged Artifact weaponry and have more independence and skill in warfare. You may have 5,000 Brass Legions per upkeep. Now with vehicles, mounts, and artillery. Ideal Workshop and Automatorium success may apply.

[ ] Reaver Drones: We can build a large batch of Reaver drones in order to upgrade the specialties associated with the Jungle Host. Once this project is completed its assumed the cost of new Jungle hosts will rise to automatically include the additional Reaver Drones. AP Needed: 2. DC: 25. Success Needed: 22. Reward: Every Jungle Scale has at least one Reaver Drone, every Jungle Fang has at least one insect sized assassin automata with enhanced poison. Upgrades the bonus of the Jungle Host when conducting their specialties. Ideal Workshop and Automatorium success may apply.

[ ] Advisor Class Crafted Consciousness: Advisor Class Automata all vary and are unique in form and function but usually take the form of something small that travels with the whoever is attuning the Advisor or something stationary and built into a manse or building. Either way they are masterworks of motonic construction. Carefully arranged magical materials and crystals create an essence construct that is the mind of the automata. In the case of Advisors these minds are what we are after and all have intelligence and quick wits paired with skills beyond even our greatest Elder achievements... at least in their specialties. Advisors are intended to be paired with a Dragon King who will benefit from their advice. They could be used to aide ship captains or enhance the work of generals in the field. The specifics of who they are aiding should be decided on when being built and you may also choose three very narrow specialties that the Advisor is especially talented at. Think not Ship Maneuver but a specific ship maneuver. [This is how Dragon Kings will likely handle AI. You are happy to take their advice and by doing so achieve things that might be beyond you, but you wouldn't give them direct control... not yet anyway. If you have any "Can we use an AI to do blah? questions. Figure out how to apply it with this project]. One could be built to assign to a shipyard and increase the productivity of said shipyard. They would effectively count as tier 8 logistics instead of tier 4. AP Needed: 3 + Factory Cathedral, DC: 50. Success Needed: 9. Reward: +1 Advisor Class Automata. +1 Upkeep. Automata success may apply but one Ideal Factory success MUST be assigned merely to work on the project.

[ ] Legions of Servants: Create a Massive amount of Clockwork Servants and other Automata and Golem workers to take the burden off our population. AP Needed 3. DC 25. Success needed: 27. Reward: Building vast numbers of Automata, millions of specialized units and thousands of more robust clockwork servants to lead them. +1 AP to Skilled Labor and Service pool. Automata and Ideal Workshop success may apply.
[ ] Ordinatus Omnipotent (Name): Potent works of magic, science, and faith. The Ordinatus Omnipotent is a branch of the Dragon King military might focused on delivering engines of awesome power and overwhelming strategical advantage to any battle they might participate in. However, they all have their quirks and choosing the best Ordinatus… or perhaps custom building one to face a specific fortress, battlefield, or enemy is often the policy. IE these works are forged to tear down unassailable enemies you have been trying to defeat normally for years or decades and you are choosing to call upon the Ordinatus Omnipotent's works to tilt the situation in your favor. Unless otherwise noted every Ordinatus is a unique wonder and only one of each may exist at a time. Each one is based upon an Ambulatory Manse and thus consumes both a basic manse as well as five additional power (which can come from Geomantic Power Relays). Each one requires an Upkeep to keep active and mothballing them requires minor projects to shut them down and start them up. Every Ordinatus consumes at least one special unit slot of a barracks and some have additional requirements. Some Ordinatus have situational requirements to either get the most out of them or use them at all. AP Required: 3 + FC. DC: 45. Success Required: 24. Reward: Add an Engine-Omnipotent to the Ordinatus Omnipotent branch of your military. Requires a Factory Cathedral which serves no purpose but enabling construction. Additional Factory Cathedrals may be assigned to the project to provide automatic successes and double (not triple) the successes. That is you must assign two factory cathedrals to even get the double effect. Training grounds may be assigned to gain automatic successes but no more than 9 may come from this source and its effects are not doubled or tripled.

-[ ] Hammer of Dawn: Lo! Whose wrath and martial splendor can surpass the Most High? None. So we shall emulate his martial rage upon our foes. A series of occult mirrors, similar to those meant to refine Orichaclum, are set upon orbit above a world. They instead refine the base light of the nearby star into His most Holy light. On the ground a team of the most devout positions themselves near the target of the most holy wrath and direct the martial light of the sun upon our foe. Deploying the Hammer of Dawn is risky as it basically requires we control the void around the world as well as having the vulnerable spotter team which has to position themselves to use the Hammer with precision. Deploying the hammer requires both a hanger slot as well as a special slot of a barracks. On the upside the Hammer, when properly spotted, can target objects as small, fast and mobile as a common Warstrider (5 meters) … doing the equivalent to five hull levels of vessel class damage. This is holy damage and ignores any unholy trick to avoid, ameliorate, or regenerate damage. Targeting an army with precision destroys ten combat dice worth of enemies when fired. When used to bombard a region or lay waste, precise targeting is less important but it takes time. Approximately 25 full days to perform exterminatus upon a world via this method. Unlike most methods of exterminatus the Hammer of Dawn method does not hinder or prevent acts of future Archgenesis. Considering the Hammer of Dawn's precision targeting, it will usually be used to create openings for troops, flatten hardpoints, or bring down Behemoths.

-[ ] Wrath of Hesiesh: This engine is no mighty fortress. Instead it is equipped with Earthwalking enchantments to move beneath the surface of a world. This Earthwalking Manse lacks weapons and troops built still has a terrifying function. It burrows deep into the world beneath the Enemy and triggers a Volcano below them. It's possible there are enemies that this wouldn't be a complete travesty for (Salamander Marines, certain Dragon Kings) and some enemies with burrowing skills or phasing techniques may be able to assault the Engine Omnipotent and find it vulnerable. In the sense it is assailable at all, its still a fortress surrounded by stone and magma defended by those on board, many of whom can manipulate the stone as if second nature. The largest issues with deploying this Ordinatus are finding enemies standing still enough upon a world with an active enough Tectonic situation to utilize. Not so helpful against mobile enemies, or planet-less enemies (looking at you Eldar).

-[ ] Eryie of the Terrible Ancestors: This Engine-Omnipotent takes the form of a moving pattern of floating rocks and crystals covered in vegetation and connected via elaborate networks of vines. The Eryie is both slow to move and relatively fragile (fragile by fortress manse standards) but can be placed extremely far from the front and still have its effect. When Dragon King warriors enter the Eryie they are transformed into the form of the Terrible Ancestors, even if they normally lack that Step. Moreover they are sustained in that form, not for one battle but until they re-enter the Eryie and are released. Due to this sustained effect we can train warriors to fight AS terrible ancestors as well as equip them with specially created armor and integrated weapons. The Eryie can sustain just enough warriors in the Terrible Ancestor form to constitute a Legendary die. However that die is effectively disposable as when they are lost all we lose is a few warriors and some mass produced weapons and armor. If those warriors are brought down, soon enough more will emerge from the Eryie. The Eryie moves with enough trained warriors and armor sets to constitute 40 such Legendary units before being depleted.

-[ ] Wrath of Sextes Jylis: One might be forgiven for believing we had made some kind of treestrider as a God-Engine based on the walking tree motif of this Engine-Omnipotent. And it certainly looks and can act the part, but the point of it is to walk into a forest or jungle analogue and Dominant, and then animate the vegetation within. Thus this Engine is situational, useless on an uninhabitable world, impossibly deadly on a Jungle Deathworld world (like Catachan.) When the Engine-Omnipotent usurps an environment a number of normal units is created appropriate to the scope of Vegetation in the environment. The Engine peaks at 10 million normal combat dice even if it could be more based on number and quality of trees. (Roughly the Amazon rainforest, note it would take roughly 5 Billion Dragon Kings in Frontline Equipment to reach this number). Issues of course are not being able to deploy to lifeless worlds and the vulnerability of the Engine itself causing billions of tree warriors to go still if it is lost.

-[ ] Lost in Veiled Images: Also known as the Hallucination engine, this Ordinatus uses the perfect illusion effect similar to the elder step of the Shimmering Water path but extends the control range and duration to effect an entire battle. The comprehensive control of perception within roughly an 8km radius is most often used to bypass troops or to ward off a small groups allies from detecting that you are ripping them apart. Certain strong willed units can perhaps see through the illusions but it would be rare for such to be deployed in numbers sufficient to defeat the forces that should be escorting an Engine-Omnipotent. Vice versa this could be used to allow weak willed troops (like mortal auxilia) to fight on a battlefield where cognitohazards are flying around without their minds breaking.

-[ ] Gransol Terminus: Mostly in the Ordinatus Omnipotent due to having an manse-engine of comparable size. The Gransol Terminus does not directly attack or hinder the enemy. Instead the Engine-Omnipotent is a portable Gate of Auspicious Passage. When the engine is live (ie paying upkeep) it may be connected to a free network and be used as any gate can be. While the lack of infrastructure on the Engines side prevents miracles of mass transportation, the ability to bring fresh troops and supplies to the front line straight from the homeworld and evacuate wounded straight to our best medical facilities is hard to overlook. It could even be used to facilitate colonizing distant worlds like Ophelia as long as we can get a ship there once we can use the Gransol Terminus to set up everything else including a permanent Gate station before leaving. Gransol Terminus needs two upkeep when live, one is the being an Ordinatus upkeep and the other is being a Gate of Auspicious Passage upkeep.

-[ ] Final Phyrium: A giant vaguely ziggurat shaped vehicle moving low to the ground using massive wheels made of enchanted stone from which rises a shining column of Orichalcum engraved with that which is most beloved and sacred of the Chac K'uk. This Engine Omnipotent channels the energies associated with the Elder step of Fire, generating Heart's flame. This flame burns the impure and wicked using tests based on the initiating elder's own values. This engine spreads those effects out to a whole battlefield. 8 kilometers in every direction set on holy fire that burns those who do not love/honor/cherish the ideals, philosophies, and Divinities of the initiator. Thus this engine is meant to work closely with a group of warriors trained and focused upon these same ideals so they may march through the flames unburnt even as their enemies smolder. Not just the warriors but their weapons, armor, and tools must also be made by those with the same alignment who hold those ideals in their hearts as the equipment is forged. Thus forms the limits of this Engine Omnipotent. Only one host (10 Draconic legions) may work with the Engine at a time simply due to limits of aligning that many warriors, as well as gear, mounts, and vehicles with a purpose Dragon King enough that a random enemy will not be safe. Of course this means its hard to use the Final Phyrium to work with allies or rescue random "innocents". Of course fighting any creatures of Darkness while the Final Phyrium's Heart Flame lights the battlefield gives your forces an edge.

-[ ] Barrier of the Divine Gate: This engine channels the energies associated with Pterok elders to expand its range to many kilometers using an array of floating crystals and channeled winds. This area allows you to prevent materialization or dematerialization at will (no phasing enemies, no incarnating spirit enemies). It also reinforces (or re-establishes) the veil between worlds and seals any gates or portals as long as nearby and active (even the webway portals and dolmen gates). This means that any ritual, phenomena, or manifestations that depend on a blending of worlds or access to the Wyld/Warp will fail or collapse on itself. One exception to this is actual fair folk/Daemons (not everything Mankind thinks is a Daemon actually is and some stuff they think isn't truly is a Daemon) that are trapped instead of being banished. Slain beings that are killed here suffer a death. Now this method lacks the surety of a Solar with Ghost Eating Technique and for stalwart enough souls this death doesn't mean permanent but most beings in a Daemonic army do not have enough favor from their patron to avoid permanent death if slain in this fashion and even those that do will take longer to return than being slain otherwise. On the other hand if you are not fighting Chaos or those leaning on its aide this engine is almost useless.

-[ ] Hound of Martial Glory: 250 meters tall, legs ending in breathtaking fortresses instead of feet. Gloryhounds are probably the most typical of any Ordinatus Omnipotent and one of the types we can imagine building more than one of and with the fewest limits on potential deployment… which renders them the least potent of the Engines Omnipotent. Of course, unless another Engine Omnipotent is upon the battlefield, the presence of the Gloryhound will likely dominate the course of the battle. The massive walking Fortress Manse mounts Sutra Cannons and does damage as a ship with them, including targeting ships in position for orbital bombardment or bombarding cities itself. In closer scale it counts as five Legendary dice, effects that would destroy a Legendary die only damage the Gloryhound and it remains combat effective until all five dice are eliminated.

-[ ] Hymn of Judgement: A Massive floating fortress manse that use a combination of Pagoda class essence accumulators and windslave arrays to float at 3m above the ground and move 20 kilometers per hour, by far the fastest of the Engines Omnipotent. It can be used as a Fortress, containing a whole Host of the Legion if needed and providing them with high class defenses. In addition, it can utilize a single Mark IV Heavy Sonic Cannon to bombard cities or wipe out armies. Counts as three Legendary dice, unless the enemy can ignore sonic effects (noise marines) the automatic dice are rolled, and the resulting numbers showing on the dice is how many units are slain. Enemies made of crystal or otherwise vulnerable to vibration count all six dice as the number showing indicating how many normal units fall. In addition to Gloryhounds, the Hymn of Judgement is the only other Ordinatus we can imagine building more than one of at this time and that only due to the aide of the Final Hymn of Judgment.
[ ] Treel's Refuge: Maximizing the aide providing by the god of Tokat a massive project is envisioned to dig out tunnels, barracks, workshops and even entire cities underground. It will have a side effect of increasing the population limit of Tokat if that matters. The primary purpose of course is to act as a refuge if you are forced to abandon the surface, allowing you to fight back… or in the case of a half hearted planet cleansing bombardment survive to rebuild eventually. Make no mistake there are still several methods of raining death on a world that will still wipe out those inside the refuge but there are some methods of destruction that would allow the Refuge to survive but would still destroy a normal city. AP needed 3. DC: 20. Success Needed: 36. Reward: Treel's Refuge is built. A massive planet scale underground with everything your civilization needs. This project's scope and nature is optimized for the aide that can be provided by Treel's temple.

[ ] Treel's Tunnels (Chosen Planet): A project conceived to massively expand the Tunnel Network. Plans include widening the main tunnels to allow larger cargos to move as well as adding separate two way passenger lines to add redundancy and smooth traffic problems. Additionally small branch lines will go out to smaller towns or mines that do not warrant them right now. More potently the network, rather than running on basic Essence Accumulators, the tunnels will tap into actual Manses to provide greater power, allowing the tunnels to run much faster (800 kph). All of this taken together should increase the productivity of Tokat's population. AP needed 3. DC: 20. Success Needed: 36. Reward: Treel's Tunnels is built on chosen planet. A massive planet scale high speed underground travel system. Allows troop movements at high speed across the planet as well as adding +2 generic AP to planet. This project's scope and nature is optimized for the aide that can be provided by Treel's temple.

[ ] Warstrider Auxiliary Factorum: Noble Warstriders are extremely complicated interfaces of Magic, Technology, Arcane workings and pure skill. They stretch the boundaries of what we are capable of and it would be best to build special facilities for handling their construction. (For those knowing Exalted, this is building a Flawless Workshop optimized for Warstrider construction to get bonuses). AP Needed 2. DC 30. AP needed 6. Reward: Major factory sites have a new workshop dedicated to Noble Warstrider production. Can build Noble Warstrider formations at rates faster than a century.

[ ] Orbital Redoubt (Sheltering Night Class/ built where): You now have settled on a method of building an orbital redoubt via slow construction. Now that the design is settled you can produce them all in one go. Redoubts built outside Tokat orbit raise DC by 10. AP Needed: 3. DC: 50 for first six successes than 30 Success Needed: 38 Reward: Gain one Sheltering Night Class Orbital Redoubt. Manta may be assigned to reduce the DC by ten. One exotic component stock may be expended to gain 6 successes once. Elementals may provide up to half the total successes in the project.
[ ] Mount Up Boys!: The Storm Host depends on speed. Too many mounts and machines relied upon just cannot move that fast. Massively increase the number of Storm Host riding Clawstriders as well as providing "special" version of other mounts that are faster. Once the project completes it is assumed the future Storm Hosts will be upgraded as well. AP Needed: 2. DC: 20. Success Needed: 18/20. Reward: Storm Host is faster on the march, able to move 600 kilometers a day and gains a bonus to maneuver warfare.

[ ] Staran Forces: Time to get that plantation cranking. Makes 300 million Staran Defenders to start with. AP Needed 2. DC 30. AP needed 0/12. Reward: 300 Million Staran defenders. Automatorium successes may apply.

[ ] Wood Striders: Build giant wooden war machines to attend the Staran Army. Mobile Ballista and Onager, Rams, Giant Cat Trees, all grown and assembled to be used by Staran and in suitable numbers for the whole Staran Army. AP Needed 2. DC 35. AP needed 8. Reward: Basic War Machines available to Staran Defender forces. Stable success may apply.

[ ] Stalker Horde: Dragon Kings eggs have been discovered to hatch in the presence of certain hormones. However these "children" are naught but savage beasts with no potential. Our idea is to hatch a bunch and use a combination of beast training and slave colors to control them and Aegis Inset amulets to drain their life spans to provide attunement costs for simple artifacts, tattoo armor and dragon claw weapons fused over their normal claws to make up for their lack of Steps or charms. Of course this would shrink their lifespan to only 50 years (60 if given anagathic drugs). This raises a legion dedicated to maintaining the Horde as well as hatching, gelding, training and equipping the horde. AP Needed 2. DC 35. AP needed 9. Reward: Horde of 50,000 Stalkers ready to be unleashed on foes, only counts as 5000 Dragon Kings under arms for purposes of upkeep limits. May be able to trade gelded Stalkers as slaves or Arena beasts. Takes a special troop slot in a Barracks.

[ ] Tyrant Lizards: We have controlled our beats with collars of clockwork diligence which suppresses the animals free will and forces them to obey orders from the attuned owner of the collar and ignore pain and fear. All other such are made of white jade for its simple plentifulness. Only the Tyrant Lizard do we feel compelled to provide an Orichalcum collar. This boosts its already might strength and intimidating appearance to something glorious. An armored harness is provides the rider who is equipped with our heaviest artifact armors to insure they are not the weak link, a fortified saddle, usually providing at least light cover on top of being far out of reach of melee weapons atop the Tyrant Lizard.

Still, Tyrant Lizards are fearsome beasts, and we keep our control as light as possible. In addition to the effects of the collar the beast's teeth and claws are treated to enable them to inflict damage and resist corruption as if they were magical material weaponry. Lorestones that can be activated by the rider are surgically inserted inside the Tyrant's chakra points. These grant the mount incredible insight into its savage techniques pushing them beyond what it could naturally manage.

[Tyrant Lizard is normal beyond being ridden and somewhat controlled by a heavily armored Raptok, All damage is +1, intimidation and feats of strength rolls are +3, combat movement, hiding and tracking rolls are +2, can attack dematerialized beings with teeth and claws and any target subject to an effect that might damage or corrupt what hits the target treats the Tyrant Lizards teeth and claws as Orichalcum. AP needed 2. DC: 30. Success Needed 16. Reward: Every Draconic Legions each gain four Tyrant Lizards. Stable Success may apply. Cost of new Draconic Legions goes up by 1 AP.

[ ] Razor-Beaks: not!Quetzalcoatlus are normally ridden by Pteroks the way humans rode horses. We can equip trained Razor-Beaks with leaf armor and self re-loading fuel bolt launchers that the riders can control. The beasts can fly faster and further than Pteroks alone can, if not by a massive amount and the anti-vehicle weapons allow them to be dangerous when opposing any aircraft. In situations where there is no enemy air support they can carry large fire bombs and garda eggs or other alchemical grenades (fungicides maybe?) to drop on foes. AP needed 2. DC: 20. Success Needed 34. Reward: Every legion gains a group of 25 Razorbeaks as organic support. Cost of New Draconic Legions goes up by 2 AP each.

Resource Action: Actions which gather more AP in future turns. There are limits. Most actions acquire resources you would have gathered or made anyway but did so in a labor saving method, like food, or low end exotic components. While getting these helps there is only so much labor to go around to utilize them. Thus Resource expeditions, resource colonies, or trade focused on comparable resources has a limit. This limit is 1 per population Base Generic AP. IE 1 per ten million Dragon Kings, currently 19 AP per turn. Of course expeditions can also yield high end exotic components and other potential benefits and resources expeditions and colonies and especially trade may have products which bypass these normal limits and continue to allow additional AP to be added on, such as raiding or trading for slaves and employing slave labor, or purchasing/acquiring products that can be used directly somehow without additional manufacturing steps.

[ ] Starmetal Gathering: A chain of regular debris is falling from a Debris field onto Valki and we have tracked it thoroughly enough to predict the timing and location of falls, thus letting us convert this fallen debris into Starmetal through the tracking of the fate of the debris. AP Needed: 3. DC: 25. Successes Needed: 16. Reward: Lose 1 AP as upkeep which can come from Labor if needed, gain +10 Starmetal availability and the capacity to design and Build starmetal artifacts and vessels.

[ ] Resource Expedition (Tokat, Tocha, Ophelis, Therak, Khyral, Valki): 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. (+15 DC if no population on planet, -10 DC with dedicated ship) Success Needed 1. Reward: Every base success provides TWO AP next turn, every greater success provides an additional Exotic Stockpile.

Note: Critical success on these rolls is how you find unique resources to Exploit on a given planet. Such as Starmetal on Valki or Moonsilver on Therak.

[ ] Karmic Expedition: Send a group of Dragon Kings and Sheut into one Lanka's afterlives and hunt for resources there. We are less likely to get basic resources than if conducted on Tokat but MORE likely to get Exotic materials. Critical success may unlock interactions with the inhabitants of an Afterlife realm. AP Needed 1. DC: 30/60. Success Needed 1. Reward: Every base success provides TWO AP next turn, every greater success provides an additional Exotic Stockpile.

[ ] Jach'Uchil 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. Jach'Uchil has been identified as having high quality gemstones, high quality sulfur fields, and vast deposits of high grade iron ores. While we can certainly work with what Tokat has, perhaps we can tap into what this other planet in our system has as well. AP Needed 1. DC: 45/95. Success Needed 1. Reward: Every base success provides THREE AP next turn, every greater success provides an additional Exotic Stockpile. Skyships assigned can reduce the DC by 20, but one must be assigned per dice assigned to get the reduced DC to all dice.
Note: Colonization Packages apply 4 Auto successes to the below and reduce DC by 5. You may apply one per ten million and you have 6 packages on hand. You still have to spend the AP and commit the transports though.

[ ] Colonize Therak: Send more people to our newly conquered world to prevent it from being retaken by other orks. This project MUST be assigned a transport. DC in the parenthesis is the Abundant Feast. Note Therak will suffer AP loss without suppression until the Orks are cleansed. As this world is a conquest there is a bonus to colonizing it from Leeayta.

-[ ] 20 Million: AP needed: 2. DC: 35 (25). Success Needed 20/26. Reward: 20 Million transferred to Therak; +2 AP + 1 Raptok AP + 2 Pterok AP – 0 Anklok AP
-[ ] 30 Million: AP needed: 3. DC: 35 (25). Success Needed 10/28. Reward: 30 Million transferred to Therak; +3 AP + 2 Raptok AP + 3 Pterok AP – 1 Anklok AP

[ ] Colonize Valki: Send more people to our newly conquered world to prevent it from being retaken by other orks. This project MUST be assigned a transport. DC in the parenthesis is the Abundant Feast. As this world is a conquest there is a bonus to colonizing it from Leeayta.

-[ ] 20 Million: AP needed: 2. DC: 35 (25). Success Needed 19/26. Reward: 20 Million transferred to Valki; +2 AP + 2 Mosok AP + 2 Anklok AP – 1 Raptok AP - 1 Pterok AP
-[ ] 30 Million: AP needed: 3. DC: 35 (25). Success Needed 19/28. Reward: 30 Million transferred to Valki; +3 AP + 3 Mosok AP + 3 Anklok AP – 2 Raptok AP – 2 Pterok AP

[ ] Soul Birthing Incubation: Soul Birthing Incubation is a procedure that is immensely draining on the Dragon Kings acting as parents, effectively removing them from the workforce at the same time as demanding immense resources for alchemical goods. Thus it is unlikely to be always on. Still it can be implemented on worlds that lack Chaos Consuming Infrastructure.
For the population which you want to be effected, which can be the WHOLE population if you want, you must spend 1 General AP per 10 million Dragon Kings getting bolstered population growth. So 26 AP with the current population. You must ALSO spend Thaumaturgy, Exotic Stockpiles or Atelier Manses equal to ⅓ of that. So maxing out with the current population you would need 26 General AP and 9 of either Thaumaturgy Success, Exotic Stockpiles or assigned Atelier manses. If this is done the associated population will experience an extra 5% population growth in a five year turn. While this is generally inferior to population gained through the grace of the Most High it can be sustained indefinitely, stacked on top of such methods, and would still work if we were cut off from the Most High for some reason.
-Choose which planet is effected if not benefitting the whole realm. Indicate how many AP are being provided and assign the associated Atelier Manses, Thaumaturgy auto-successes, or exotic stockpiles.
 
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StarJaunter does mothballing the Stalking Mantis require AP?

[ ] Suppression (Khyral, Therak, Valki)
Shouldn't Khyral and Valki be removed from this list?

[ ] Tau'va Service Exchange: By creating Biomotonic replicants for tau ghosts to possess they can leave the underworld and aid us in the real world. Whats more, doing so effectively acts as the reward for their service. The cost to create replicants, maintain them, arrange transport, placate the Sheut, and set up infrastructure for them to "live" and work on Tokat will have to be set up. AP needed: 3. DC: 40. Success Needed: 7/9. Reward: Trade deal for high labor services from Tau. Narrative effects of having millions of "tau" running around acting as free willed servants for Dragon Kings. Gain +5 AP in labor and service category, cost 2 AP in Upkeep. One of these upkeep can come from assigning an Atelier manse. Assigning an atelier manse can cover 3 successes needed, once for this project.
Is there a third step to the Tau'va trades our did you just forget to remove this from the turn StarJaunter?
 
StarJaunter does mothballing the Stalking Mantis require AP?

No, but considering the nature of the ship and the nature of mosok, mothballing instead of dismantling is basically giving the Mosok permission to take it and go raiding.

Everyone involved in the decision would know, its not hidden or a surprise so I am being upfront about it. If you mothball it the Mosok will take it and go raiding behind your back.

Is there a third step to the Tau'va trades our did you just forget to remove this from the turn StarJaunter?

No, I forgot.
 
[Spoiler =Vote]
[X] Umbral Drive: Umbral Drives work hard to push the ship slightly out of phase with reality instead of merely masking emissions. The quality of your stealth goes up a tier, with primitive systems not really getting a chance to spot you and those who would have advantage or auto spot a normal night drive being forced to roll now. Improvements to the Drive will allow bigger vehicles to be umbral, provide dice bonuses in contested rolls, and eventually allow the Umbral Drive to travel outside of fate, ie it can resist precognition.

[X] Starmetal Demense: an odd, almost Sidereal manse that seems to favor the metal Starmetal far more than the stars themselves. Can be set up to enhance Starmetal production and usage in the Valki system.

-[X] 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).
[/Spoiler]

Formatting issue.

Ankloks: The wiping out of Local orks is raising concerns. We have learned there is no risk of running out of enemies in the Galaxy, but we have need to go to them. Perhaps development of a dedicated troop carrier (instead of a converted Colony ship) is called for. Still its clear that yet more bodies are need to render the Dragon Kings a major player in the Galaxy and we must make each dragon king body worth ever more. More Dragon Kings under arms, under better arms, with better training, and more dragon Kings must be called unto us from the Sun's Grace.

Mosok: With the launch of the 1st Light Tokati thousands of new Mosok sailors are able to take to the stars. With the sub-sector conquered the Deliberative won't have a choice but to send us out to look for new target's to plunder. Perhaps we can trade or raid these Kauali? The development of the incredibly stealth Umbral drive spurs demands for a new stealth class to be developed but just as many hush them, swearing that a new field of mental stealth technology is on the way which should be completed before investing in new classes, which may give time to improve the core drive tech before committing it to a ship design.

Pterok: Many projects are completed, and while that sparks joy there is also a fear that project budgets will be reassigned to colonization instead of either new research or exploration.

Raptok: Another empty world we will need to somehow build up and populate, still no Raptok rests easy as their hearts soar and their Ichor sings with all the construction being done of late.

Anklok: I'm thinking some sort of "Leeyata temple + Large Barracks + Large Hanger" component design intended to improve landing operations and another design action for developing the Conquest Dias component to help with conquest generalship and bonuses for conquering a world. In my eyes that's 2 design projects (potentially a third if we want to do a "barracks + hanger" project strictly for the landing operations and then use that result separately with the Leeyata temple) that each needs 3 sux and has a low DC. A divination action to see when the best time to design the actual troop ship is would be nice but not strictly required. I would think a design action involving temples could reasonably include Anklok AP, but there's a lot of piety actions we want to follow up on with them that I reckon we're booked (Continuing Grace, More Sheut, Wyld Fighters etc) for a while.

Mosok: Mothball the Stalking Mantis, keep working on Notice-Me-Not tech, do research on raiding Orks (would "optimal way to pursue a raiding campaign" benefit from Mosok AP or would this still be a Raptok-only project?

Pterok: Don't worry about not having enough research going on, there's going to be plenty of that to do. Do worry about a lot of elemental summoning going on because there's also going to be lots of that. (There will also be colonization, so that's a wash; more budget assigned that but also more space to stretch your wings)

Raptok: You kids are going to be so sick of building things by the time we're done (and we're nowhere near done). So much infrastructure needs building up I want to cry.


Does the Sheut Academy benefit from either Thaumaturgy Workshop or Barracks support? Likewise, how helpful would Slicktongue administration be?

How much trouble would Lion-Dogs be on areas expected to get a lot of traffic? I'm thinking about places like the Isha demense that could conceivably get a lot of pilgrimage traffic. Would that be fine or are we looking at "like a dozen people per year" sort of traffic for them? I'm thinking about assigning Lion-Dogs to the various Maiden manses as well.



As a reminder for those making plans, this is the turn we get the +35 to Solar Templeship design. I'm working on a plan that puts significant investment in it, as well as doing 11th hour design work for: [Orichalcum Hull + Essence Battlements] to extend the Orichalcum effect to shields, [Storm Shields + Solar Temple + Theion Drive] to hopefully improve the Theion Drive effect to +1 tier, and [Orichalcum hull + Coruscating Plasma Beam Array] to hopefully improve the effectiveness of CPBA while on an Orichalcum hull (or at least make it cheaper to implement). Between ECM and improved point defense (plus Orichalcum hull and better shields) and ox-body...I'm not sure how we can make this ship a tougher nut to crack than we already have. Plus with the improvements on PCA and Sutra Batteries it's going to cut through Creatures of Darkness like a red jade daiklave through butter.

If anyone can think of other improvements to include at the last minute I welcome the input.
 
(would "optimal way to pursue a raiding campaign" benefit from Mosok AP or would this still be a Raptok-only project?

I would allow it.

Does the Sheut Academy benefit from either Thaumaturgy Workshop or Barracks support?

No

Likewise, how helpful would Slicktongue administration be?

None, the project is too small to benefit from slicktongue administration.

How much trouble would Lion-Dogs be on areas expected to get a lot of traffic?
If its the same visitors returning regularly its fine but if its a lot of tourists you probably want the finer discernment of Celestial Lions.
 
How does everyone feel about the Lunar Incarna Anklok action? Do we have room to squeeze this in or should we wait more?
 
How does everyone feel about the Lunar Incarna Anklok action? Do we have room to squeeze this in or should we wait more?
It's on the to do list certainly but it's not currently a priority like forging Faradai is or building anchors for the paths and on that note here is my current plan:

[] Plan Light the Divine Forges
-[] Anklok (17 AP)
-[] Piety
--[] Faradai, Artificer of Most Efficacious Prostheses AP Needed: 4. DC: 45. Success Needed: 8 2 Anklok AP + 6 General AP
--[] Bribing spirits to do their job AP Needed: 1. DC: 15. Success Needed: 1. 1 Anklok AP
--[] Relic of [Godspear of All Searing Noon] AP Needed 1. DC: 45. Success Needed: 1. 2 Anklok AP
--[] Grace Dawns Eternal (+20 Million Population) AP Needed: 4. DC: 31. Successes Needed: 18. 13 Anklok AP + 5 General AP + 1 Exotic Stockpile
-[] Military
--[] Wyld Fighting Force AP Needed 3 + Ecstatic. DC 25. AP needed 120 + 4 x Atelier Manse. 2 General AP + Training Grounds + 2 Atelier + Ecstatic AP
--[] Suppression (Therak) AP Needed 1. DC: varies, Orks is 10+Waaagh level. Success Needed 1. 1 General AP
-[] Mosok (20-2(upkeep stalking mantis)= 18 AP)
-[] Commerce and Shipbuilding
--[] Votann Trade Preparation AP needed: 2. DC: 38. Success Needed: 2/3. 2 Mosok AP
--[] Soulsteel Trade Penetration AP Needed: 3. DC: 35. Success Needed: 6. 5 Mosok AP + Ghostwalker AP
--[] Forge of the Great Maker class Factory-ship AP Needed: 4. DC: 30. Success Needed: 95. 4 Mosok AP + 2 Ideal Workshop + 2 Atelier + Templeforge + 1 Manta Skiff + Slicktongue admin AP
-[] Martial Arts
--[] Encourage Cross training AP needed: 5, DC: 30. Success Needed: 12. 3 Mosok AP + 2 Dojo
-[] Pterok (17 AP)
-[] Divination
--[] Divination Support: Relic of [Godspear of All Searing Noon] 1 Pterok AP
--[] Divination Support: Grace Dawns Eternal 1 Pterok AP
--[] Divination Support: Faradai, Artificer of Most Efficacious Prostheses 1 Pterok AP
--[] Divination Support: Grace Dawns Eternal 1 Divination auto answer
--[] Divination Support: Shimmering Water Enhancement Suit 1 Divination auto answer
-[] Elemental
--[] Elemental Support AP needed 1. DC: 25. Success Needed 1. 5 General AP
-[] Research
--[] Lightning Lance Battery AP Needed: 3. DC: 40. Success needed: 9. 3 Pterok AP
--[] Boarding Field AP Needed 1. DC 25. AP needed 4. 4 Pterok AP
--[] Void Vessel Design (infiltration ship) AP needed: 1 DC: N/A Reward: Ship Design Choice. 1 Pterok AP
--[] Void Vessel Design (Solar Templeship Redesign) AP needed: 2. DC: N/A Reward: Ship Design Choice. 2 Pterok AP
--[] Spirit Gathering Thousand Forge AP Needed: 3. DC: 45. Success Needed: 11. 11 General AP + Crystalweaver AP
-[] Thaumaturgy
--[] Cleanse Therak AP needed: 2. DC: 30 (20). Success Needed 50. 4 Pterok AP + Thaumaturgy autosuccess + 1 Minotaur Transport
--[] Standard Stockpile AP Needed 2. DC: 35. Success Needed 0/8. 2 Atelier
--[] Logistics Stockpile AP Needed 1 or Atelier. DC 20. AP needed: 2/10 or Atelier. 2 Atelier
-[] Raptok (23 AP)
-[] Diplomacy
--[] Call Naiatoc Contact (Queen of Naiatoc) AP needed Maximum 1. DC: 35 Success Needed 1. Slicktongue AP
-[] SCIENCE!
--[] Chameleon Infiltrators AP Needed: 2. DC: 35. Success Needed: 5/22. 2 Raptok AP + Technomorph AP
--[] Shimmering Water Enhancement Suit AP Needed: 3. DC: 45. Success Needed: 9. 4 Mosok AP
--[] Mineral Survey Equipment AP needed: 1. DC: 20. Success Needed: 2/3 1 Raptok AP
--[] Design [Storm Shield + Solar Temple + theion drive] AP Needed: 1 AP. DC: varies but usually low. Success Needed. 3. 3 Raptok AP
--[] Design [Orichalcum Hull + Essence Battlements] AP Needed: 1 AP. DC: varies but usually low. Success Needed. 3. 3 Raptok AP
-[] Architecture and Geomancy
--[] 2 Transalchemical Engineers (Requires Vat Complex) AP Needed: 2. DC: 35. Success Needed: 7/18. 4 Raptok AP + 7 General AP + 1 Ideal Workshop + 1 Alchemical Engineer
--[] Chaos Consuming Infrastructure (Khyral) AP needed 2. DC: 35. Success Needed 0/13. 7 Raptok AP
-[] Ophelis Geomancy
--[] All Mountain Fane [Ophelis] (+ Training Grounds) AP Needed: 3. DC: 25. Success Needed: 7/10. 3 General AP
--[] Brass Redoubt [Ophelis] (Automata Foundry + Greater Automatorium) AP Needed 2. DC 40. AP needed 5/10. 3 General AP + Automata autosuccess
-[] Plantations and Beasts of Resplendent Alchemy
--[] Tree Spires AP Needed 1. DC 20. Success Needed: 2/24. 2 General AP
-[] Equipment
--[] Colonization Package AP Needed 1. DC 20. Success Needed 5. 1 Atelier
-[] Recruiting Dinosaurs
--[] Mount Up Boys! AP Needed: 2. DC: 20. Success Needed: 18/20. 2 Raptok AP
--[] Razor-Beaks AP needed 2. DC: 20. Success Needed 34. 1 Raptok AP + 2 Stable autosuccess
-[] Resource Action
--[] Resource Expedition (Therak) AP Needed 1. DC: 20/80. (+15 DC if no population on planet, -10 DC with dedicated ship) Success Needed 1. 3 General AP + 3 Maze Skiffs
--[] Resource Expedition (Valki) AP Needed 1. DC: 20/80. (+15 DC if no population on planet, -10 DC with dedicated ship) Success Needed 1. Hotblood AP + 1 Maze Skiff
-[] Population and Colonisation
--[] Colonize Therak (30 Million) AP needed: 3. DC: 35 (25). Success Needed 10/28. 6 General AP + 3 Colonization Packages + Abundant Feast

I'm not sure which paths to put where just now so I would appreciate it if anyone would offer some suggestions.
 
How does everyone feel about the Lunar Incarna Anklok action? Do we have room to squeeze this in or should we wait more?

Wait. I'm trying to get Revolutionary Security Measures up first to hide what we're doing (and Plotting Room) and doing a 5 turn divination (also obscured) to bring the DC down enough to significantly reduce the amount of time and effort we need to pull it off, both because that's a lot of effort to pull off (I fully expect sacrifices to lubricate the process) and because while the text says the Eldar probably won't care, their gods might care if two of their number got eaten. Also I think Luna would appreciate being a surprise.

But the action to get one designed only needs two AP and adding any more won't do anything.

IIRC the project takes the highest rolls so the more dice added the more likely you are to get two high numbers. I'm willing to be wrong on this count however.

So, here's what I have for an initial plan (this isn't meant to be a real plan yet, just trying to get my thoughts out there for nit-picking)
Proto-plan Holy Ship!
Anklok
- Bribe spirits 1
- Continual Grace 21 + exotic
- Infuse Ark 1
- Wyld Fighters 4 + ecstatic + barracks + atelier x2
- Suppress [Therak] 1 + smoke
- Dark Reapers Gear FC

Get +30m Dragon Kings, enough to colonize another world. Get that Ark of Wrath infused. Keep working on the Wyld Fighters (I was tempted to make a significant investment in them this turn to knock it out, but...not yet). I can be persuaded not to suppress Therak, but I didn't have anything else for the Ashlords to work on this turn and it might forestall problems.

Mosok
- Mothball Stalking Mantis 1
-- if unnecessary, AP towards trade prep
- Build Glimmering Twilight 3 + steam
- Spell: Disguise of New Face 1 + Jadite + Beryl
- Shimmering Water Enhancement 3
- Coral Reef [Tokat + 5 manse + all] 5 + Treel
- Encourage Martial Arts 5 + dojo + spark
- Encourage Development 3 + dojo

Turns out we don't need to spend AP to mothball so this plan is already out of date (and we probably want to decide if it's "mothball" or "deconstruct") and I can be persuaded to drop the Glimmering Twilight build (probably move it to 'hunt for Moonsilver on Therak' resource action), but get started working on the Shimmering Water Enhancement Suit, Coral Reef and expanding our spell list actions. Coral Reef with all the components and Treel's support I'm guestimating goes from ~69 sux to ~35 sux with a 5 AP minimum and DC of 25 but while I'm sure it was stated for sure elsewhere in the thread I'll need to go hunt that down. The Martial Arts actions are a little above minimum (and I can be persuaded to move the sparks to a different project) but should make good progress on training up everyone without it being a Big Deal (as martial arts IIRC are a tertiary interest)

Pterok
Q1 Continuing Grace support auto
Q2 Faradai 25y plan auto
Q3 Trade forecast 1
Q4 Beast of Immaculate Seed 25y 1
Q5 [free space] 1
- Harmonious Lore Understanding #1 [Ophelis]
-- [base + Ship Design Studio + Adventurer's forum] 6
- Harmonious Lore Understanding #2 [Ophelis]
-- [base + Hidden Empyerean] 3
- Elemental Support 7
- Elemental Supremacy [HLU2] 3
- Ghostwind Safety Guide 2
- Cleanse Therak 6 + oil (admin) + ships
- Spirit Gathering Thousand Forge 11 + golem + crystal + metal
- Bag of Holding 2 + Engineer
- Logistic Stockpile atelier x1
- Standard Stockpile atelier x2

Doing a quick peek ahead to prepare for whatever these incoming traders might offer (and pair that with a misc AP from the Mosok to do put our best face forward), I want to fish for good times to build Beasts of Immaculate Seeds (production, Eldar and Dragon King alike) while also seeing when a good time to do the Faradai project would be. Starting two Air Manse projects, one that might finish and one that's more meant to get started and sink some Elemental Supremacy support and start rolling for 'what is the secret sauce on Ophelis to make it so sneaky beaky?'. Cleansing Therak with a bit of Slicktongue support, hopefully knocking out the Thousand Forge project, plugging away at Ghostwind SAfety Guide (and if the diplomacy action doesn't benefit from both Oil + Ghost I'll reassign Ghost to Ghostwind probably) and starting on Bag of Holding research.

Raptok
- Study [Ork raiding policy] 1 + marela
- Study [Slave sacrificing policy] 1 + blood + corpse
- Call Chur oil + ghost
- Alchemical Design [Medic] 2 + bone
- Storm Shield 4
- Component [Orichalcum + shields] 3
- Component [storm shields + theion drive + solar temple] 3
- Component [Orichalcum + CPBA] 3
- Component [Large Hanger + Large Barracks] 1 + Arc
- Component [Conquest Dias] 1 + Loth'ea
- Impossible Design Evocatorium
-- [Witchfire Blaze Forge, Eye of the Outsider, Evocatorium] 4
- All mountain fane 3
- Brass Redoubt 2
- Transalchemical Engineer x2 4 + FC x2
- Tree Spires 1
- Mount Up Boys 1 + stable
- Grox Ranch [Ophelis] stable
- Colony Stockpile Atelier x2

Out of respect for @Erinys ' concern for Ork Slave Sacrifice stuff I broke the policy research into "Ork Raiding" and "Slave Sacrificing" (and if the Conquest Dias doesn't really work with Loth'ea's support I'll move her to supporting the policy research and drop the AP on it this turn) so hopefully we get "here are the potential methods for ork raiding" and "here are the various costs/benefits/risks to mass slave sacrifice". Otherwise we're doing a bit of work doing last minute Component research (including Storm Shields and getting that last sux), keeping working on making friends with Chur and doing a fair bit of work on existing Manse construction that, coupled with Elemental summoning, should complete the All-Mountain Fane and Brass Redoubt (and I'm not expecting regular summoned elementals to help with the Impossible Design Evocatorium but working on the remaining components should be helpful for getting better eyes on the local Wyld, improving our industrial output and helping research things like Hand of the Great Maker and Improved Wyld Portals). If I need to redo this plan (as I probably will) I'll probably either drop the IDE stuff for now or divert Elemental Supremacy AP towards it to help it finish.

- Colonize Valki [30m] 3 + stockpile x2

Mathmatically this doesn't need three stockpiles but it's probably okay to be pre-authorized for them.
 
Ack didn't notice that one so I guess I had better redraw my plan.

Did you apply the metal path anywhere? You could assign them to the mineral survey equipment instead
Looking over the paths the only ones that I have yet to assign that can be used are the Metalforgers and the Sparks.

EDIT:
Updated plan I've taken an AP from tree spires and CCI and added the sparks to add storm shields to my plan, changed the divination support for the Shimmering Water Enhancement Suit over to the storm shields and added the Metalforgers to researching lightning lances.

[] Plan Light the Divine Forges
-[] Anklok (17 AP)
-[] Piety
--[] Faradai, Artificer of Most Efficacious Prostheses AP Needed: 4. DC: 45. Success Needed: 8 2 Anklok AP + 6 General AP
--[] Bribing spirits to do their job AP Needed: 1. DC: 15. Success Needed: 1. 1 Anklok AP
--[] Relic of [Godspear of All Searing Noon] AP Needed 1. DC: 45. Success Needed: 1. 2 Anklok AP
--[] Grace Dawns Eternal (+20 Million Population) AP Needed: 4. DC: 31. Successes Needed: 18. 13 Anklok AP + 5 General AP + 1 Exotic Stockpile
-[] Military
--[] Wyld Fighting Force AP Needed 3 + Ecstatic. DC 25. AP needed 120 + 4 x Atelier Manse. 2 General AP + Training Grounds + 2 Atelier + Ecstatic AP
--[] Suppression (Therak) AP Needed 1. DC: varies, Orks is 10+Waaagh level. Success Needed 1. 1 General AP
-[] Mosok (20-2(upkeep stalking mantis)= 18 AP)
-[] Commerce and Shipbuilding
--[] Votann Trade Preparation AP needed: 2. DC: 38. Success Needed: 2/3. 2 Mosok AP
--[] Soulsteel Trade Penetration AP Needed: 3. DC: 35. Success Needed: 6. 5 Mosok AP + Ghostwalker AP
--[] Forge of the Great Maker class Factory-ship AP Needed: 4. DC: 30. Success Needed: 95. 4 Mosok AP + 2 Ideal Workshop + 2 Atelier + Templeforge + 1 Manta Skiff + Slicktongue admin AP
-[] Martial Arts
--[] Encourage Cross training AP needed: 5, DC: 30. Success Needed: 12. 3 Mosok AP + 2 Dojo
-[] Pterok (17 AP)
-[] Divination
--[] Divination Support: Relic of [Godspear of All Searing Noon] 1 Pterok AP
--[] Divination Support: Grace Dawns Eternal 1 Pterok AP
--[] Divination Support: Faradai, Artificer of Most Efficacious Prostheses 1 Pterok AP
--[] Divination Support: Grace Dawns Eternal 1 Divination auto answer
--[] Divination Support: Storm Shield 1 Divination auto answer
-[] Elemental
--[] Elemental Support AP needed 1. DC: 25. Success Needed 1. 5 General AP
-[] Research
--[] Lightning Lance Battery AP Needed: 3. DC: 40. Success needed: 9. 3 Pterok AP + Metalforger AP
--[] Boarding Field AP Needed 1. DC 25. AP needed 4. 4 Pterok AP
--[] Void Vessel Design (infiltration ship) AP needed: 1 DC: N/A Reward: Ship Design Choice. 1 Pterok AP
--[] Void Vessel Design (Solar Templeship Redesign) AP needed: 2. DC: N/A Reward: Ship Design Choice. 2 Pterok AP
--[] Spirit Gathering Thousand Forge AP Needed: 3. DC: 45. Success Needed: 11. 11 General AP + Crystalweaver AP
-[] Thaumaturgy
--[] Cleanse Therak AP needed: 2. DC: 30 (20). Success Needed 50. 4 Pterok AP + Thaumaturgy autosuccess + 1 Minotaur Transport
--[] Standard Stockpile AP Needed 2. DC: 35. Success Needed 0/8. 2 Atelier
--[] Logistics Stockpile AP Needed 1 or Atelier. DC 20. AP needed: 2/10 or Atelier. 2 Atelier
-[] Raptok (23 AP)
-[] Diplomacy
--[] Call Naiatoc Contact (Queen of Naiatoc) AP needed Maximum 1. DC: 35 Success Needed 1. Slicktongue AP
-[] SCIENCE!
--[] Chameleon Infiltrators AP Needed: 2. DC: 35. Success Needed: 5/22. 2 Raptok AP + Technomorph AP
--[] Storm Shield AP Needed 2. DC 38. AP needed: 24/25. 1 Raptok AP + 1 General AP + Spark AP
--[] Shimmering Water Enhancement Suit AP Needed: 3. DC: 45. Success Needed: 9. 4 Mosok AP
--[] Mineral Survey Equipment AP needed: 1. DC: 20. Success Needed: 2/3 1 Raptok AP
--[] Design [Storm Shield + Solar Temple + theion drive] AP Needed: 1 AP. DC: varies but usually low. Success Needed. 3. 3 Raptok AP
--[] Design [Orichalcum Hull + Essence Battlements] AP Needed: 1 AP. DC: varies but usually low. Success Needed. 3. 3 Raptok AP
-[] Architecture and Geomancy
--[] 2 Transalchemical Engineers (Requires Vat Complex) AP Needed: 2. DC: 35. Success Needed: 7/18. 4 Raptok AP + 7 General AP + 1 Ideal Workshop + 1 Alchemical Engineer
--[] Chaos Consuming Infrastructure (Khyral) AP needed 2. DC: 35. Success Needed 0/13. 6 Raptok AP
-[] Ophelis Geomancy
--[] All Mountain Fane [Ophelis] (+ Training Grounds) AP Needed: 3. DC: 25. Success Needed: 7/10. 3 General AP
--[] Brass Redoubt [Ophelis] (Automata Foundry + Greater Automatorium) AP Needed 2. DC 40. AP needed 5/10. 3 General AP + Automata autosuccess
-[] Plantations and Beasts of Resplendent Alchemy
--[] Tree Spires AP Needed 1. DC 20. Success Needed: 2/24. 1 General AP
-[] Equipment
--[] Colonization Package AP Needed 1. DC 20. Success Needed 5. 1 Atelier
-[] Recruiting Dinosaurs
--[] Mount Up Boys! AP Needed: 2. DC: 20. Success Needed: 18/20. 2 Raptok AP
--[] Razor-Beaks AP needed 2. DC: 20. Success Needed 34. 1 Raptok AP + 2 Stable autosuccess
-[] Resource Action
--[] Resource Expedition (Therak) AP Needed 1. DC: 20/80. (+15 DC if no population on planet, -10 DC with dedicated ship) Success Needed 1. 3 General AP + 3 Maze Skiffs
--[] Resource Expedition (Valki) AP Needed 1. DC: 20/80. (+15 DC if no population on planet, -10 DC with dedicated ship) Success Needed 1. Hotblood AP + 1 Maze Skiff
-[] Population and Colonisation
--[] Colonize Therak (30 Million) AP needed: 3. DC: 35 (25). Success Needed 10/28. 6 General AP + 3 Colonization Packages + Abundant Feast
 
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--[] Grace Dawns Eternal (+20 Million Population) AP Needed: 4. DC: 31. Successes Needed: 18. 13 Anklok AP + 5 General AP + 1 Exotic Stockpile

You can get another 10 million for 3 AP more.

--[] Encourage Cross training AP needed: 5, DC: 30. Success Needed: 12. 3 Mosok AP + 2 Dojo

I suggest splitting the dojos up into two actions so the tripling effect gets spread around. Also I prefer the more basic, foundational parts of the project be completed so as to get more Dragon Kings to know at least their Breed Style (and thus improve the numbers for Dragon King military formations, be they formal Legions sent forth to kick tail, PDF defending against opportunistic raids or just common civilians that got caught up in something).

--[] Divination Support: Grace Dawns Eternal 1 Pterok AP
...

--[] Divination Support: Grace Dawns Eternal 1 Divination auto answer

You've got this twice.

--[] Chameleon Infiltrators AP Needed: 2. DC: 35. Success Needed: 5/22. 2 Raptok AP + Technomorph AP

Any chance I could convince you to make this one of the Alchemical designs? I'd take any of them but IIRC Erinys likes the Rescuers

--[] Mount Up Boys! AP Needed: 2. DC: 20. Success Needed: 18/20. 2 Raptok AP
--[] Razor-Beaks AP needed 2. DC: 20. Success Needed 34. 1 Raptok AP + 2 Stable autosuccess

Might I suggest making these 1 AP + Stables for one and 2 AP + Stables for the other?

--[] Colonize Therak (30 Million) AP needed: 3. DC: 35 (25). Success Needed 10/28. 6 General AP + 3 Colonization Packages + Abundant Feast

3 packages should make this 22/28, and elementals should absolutely be applicable here. I suggest dropping this to 3 AP + 3 packages and putting one or more AP into Elemental Summoning to be spread around where needed.

I didn't see any use of Cerulean Arc, Loth'ea, Marela, Jadite or Beryl in this plan. Nor did I see Blood, Corpse, Smoke, Spark, Metal, or Steam paths.
Smoke I don't see much for it but to back up Suppression unless you want to put it towards fishing for some sort of experimental terror-inducing Ordinatus Engine research.
Spark is a training tool as well as a prototyping one, I'd put it towards either the Dojo action(s) or a research one
Metal works well with the Brass Redoubt, probably could work with the Great Maker Forgeship, maybe some of the research actions (Orichalcum Hull + Shields for example)
Steam works well in hazardous area work, either in a Resource action (I suggest Therak to hunt for Moonsilver but there's plenty of options) or helping with ship construction (I think it's either/or for Metal or Steam, not both on a project)
Blood & Corpse we could be using for getting AP with slave sacrifice actions but until then I'd put them towards a Policy Study on the slave raiding project (will need a free AP for that I think?)
Cerulean Arc is good for most anything that flies so a Hangar research project or otherwise sending him to train at kung fu some more
Loth'ea for one of the military policy ones the Anklok have, something martial related in the Mosok actions or maybe a design for the Conquest Dias (I'm not sure that's strictly allowed but it feels allowable) or just put her through kung fu summer camp
Jadite is good for sorcery research that involves illusions or fire, as well as strategy (so the doctrine research as well as Ork raids I think). He's probably also good for "what if we want to make truculee-based oicholke as a dedicated special forces unit that uses Principle of Motion, illusions and sorcery to make people have a hard time?" which I think is just the Mosok Shadowseer project with the serial numbers filed off.
Beryl is good for sorcery training (once we get that as a thing) and research (IIRC?)
Marela is a Solar Half-Caste with War and Sail favored, is a Blank and was raised by wolves Crocodile-people. I'd put her on tasks that involve the Underworld (in a 'not here to make friends' sort of way), the Wyld (probably as a crit-failure mitigation tool more than directly contributing to success), military planning and/or naval endeavors (she'll be a hell of a pirate queen one day). Failing that assign her to something you want her to get trained in incidentally, or have her keep learning kung-fu, or see if she can help learn Fist of the Daystar or Laughing Monster Style (RAW I don't think she can the second but the first should be good to go)

Have I missed any heroes?
 
You can get another 10 million for 3 AP more.
But I would have to drop something else and right now the only thing that appeals is the storm/temple/theion action.

I suggest splitting the dojos up into two actions so the tripling effect gets spread around. Also I prefer the more basic, foundational parts of the project be completed so as to get more Dragon Kings to know at least their Breed Style (and thus improve the numbers for Dragon King military formations, be they formal Legions sent forth to kick tail, PDF defending against opportunistic raids or just common civilians that got caught up in something).
I'll think on whether or not to change it to something else but I'm putting both on the same action to take advantage of the auto success part of the dojos and reduce the amount of AP spent on this action.

You've got this twice.
Well looks like I can use a div support on the stealth suits after all.

Any chance I could convince you to make this one of the Alchemical designs? I'd take any of them but IIRC Erinys likes the Rescuers
Not really this turn as I'm personally invested in the spies and don't want to drop them this turn for fear of it becoming one of those things that always gets delayed by other stuff.

Might I suggest making these 1 AP + Stables for one and 2 AP + Stables for the other?
Putting the stables towards something which only needs two successes to finish and has a low DC would be a bit of a waste since it can't benifit from the tripling effect and the DC is low enough that it has a high chance of finishing use normal AP rather then auto successes.

Spark is a training tool as well as a prototyping one, I'd put it towards either the Dojo action(s) or a research one
Do you think that storm shields would work?

Metal works well with the Brass Redoubt, probably could work with the Great Maker Forgeship, maybe some of the research actions (Orichalcum Hull + Shields for example)
I was thinking that lightning lances would be okay but the redoubt would work as well.
 
Do you think that storm shields would work?

I like the chances, yeah.

I was thinking that lightning lances would be okay but the redoubt would work as well.

That'd probably work too.

But I would have to drop something else and right now the only thing that appeals is the storm/temple/theion action.

Some possibilities that occur to me:
- Faradai is possible but unlikely to complete with effective DC 30 and 8 sux needed on 8 AP. Either bump that up to the 10 to 12 AP range or trim a little there (either is good)
- New Infiltration Ship stands to benefit from research into new stealth equipment (and getting Moonsilver production up so we can do Component research into combining things like "Night Drive + Stealth Suit + Moonsilver hull + Storm Shields". Developing a new spy ship seems premature at this point.
- Suppression isn't strictly necessary right now if we're not dropping colonists on Therak, it's just keeping our thumb on the scales to reduce problems for later.
- I don't think Storm Shield needs the Divination support (we need 1 sux)
- Lightning Lance Battery isn't going to complete this turn. Furthermore an argument can be made that getting some Air manses with [Ship Design Bureau] and [Weapon and Armor Lab] will help with researching low DC stuff like that in the future. If you're not trying to complete it for the ships being designed this turn (and given what we did for Sutra Batteries and the level of investment you're putting in here I'm guessing you aren't) you can drop this to 1 AP + paths and still be working towards this project's completion.
- Boarding Field the same, though given the DC and investment I'm kind of curious as to whether you are trying to complete it for something being designed this turn
- Thousand Forge I'd actually urge a bit more investment into, up to ~14 AP (or 12 AP and an auto-sux of some sort) but I suppose we're technically good as-is
- CCI [Khyral] IIRC needs 7 regular AP to complete with Elemental Support help and you don't seem to be putting enough into Elemental Support to be planning on that. (I could be wrong on that count however)
- Resource Expedition [Valki] needs an AP to work with for the Hotbloods to tag along with. Might be easier if you just roll the two Resource Expeditions into the same action on the same planet (it's not like we've exhausted either one's potential yet. I favor Therak because we haven't located the moonsilver deposit but either's good really)
- Jadite might be helpful with Sneak Suit research (it's a bit of a stretch but not a "this Pterok ace can single-handedly move mountains to ensure manse-building projects stay on schedule" sort of a stretch which, uh, someone wearing my shoes may have alleged at one point)
- Arc might be helpful on the resource expeditions if you're going for the 'hey let us hang out in debris fields and see if there are any goodies' angle, otherwise maybe one of the ship design options ("this infiltration ship really needs a hangar") or just put him to learning kung-fu
- Beryl is pretty firmly sorcery-locked and I don't see many Sorcery actions here
- Loth'ea can probably help with Suppression (excessive but if you don't have anything else for her to do...), Wyld Fighting (would probably commit her to the suicide attack that the Emperor has planned), maybe the Brass Redoubt or All-Mountain Fane if they were being built with the defensive components (but they aren't).
- Marela can stand to learn more kung-fu, support the Soulsteel Trade Penetration effort (though in a "bring a terrifying goddess of [[DEATH]] and [[SHADOW]] to an otherwise calm and reasonable discussion about trade between merchants", so an applicable action but one that almost assuredly has consequences), one of the Templeship or Component Design/Redesign actions (with it being more 'she was there when they were designing it' training rather than her having something helpful to add), maybe one of the Resource actions under similar logic as Cerulean Arc "we brought in a supernal Sail navigator to get us closer to potential goodie deposits", plus more Sail charm training

I don't want to nitpick your plan and I'm trying to keep it mostly going for what you seem to be angling for rather than what I want you to put there, so if I come across as bossy and pushy that's not my intent.

I'll think on whether or not to change it to something else but I'm putting both on the same action to take advantage of the auto success part of the dojos and reduce the amount of AP spent on this action.

I'd look at it as 'one action will for sure finish, the other will probably make gains'. A 15% chance to fail might happen and thus use up a reroll, while putting 1 autosux that triples finishes the action without question, meaning that there's no need to get rerolls involved. Either way it's not the end of the world though.

Not really this turn as I'm personally invested in the spies and don't want to drop them this turn for fear of it becoming one of those things that always gets delayed by other stuff.

You understand the irony when I say that the Alchemical designs are that for me in turn, yes?

I'll think on whether or not to change it to something else but I'm putting both on the same action to take advantage of the auto success part of the dojos and reduce the amount of AP spent on this action.

I would like to point out that the Martial Legion learning Golden Exhalation benefits from both Dojo and Barracks inputs here. Also if your objective is to minimize AP investment with Martial Arts actions, "Encourage Development"(get to Form Charm) is more foundational than "Encourage Cross-training" (learn 2nd style's intro charms) and is 3 AP required instead of 5. Developing various CMA is 2 AP (and Solar Hero Style likely benefits from Marela's involvement).
 
Stryxis Trade Mini Turn
"Do not fear, biped. We Stryxis are no threat to you, just poor scavengers and merchants, not like yourself, biped -- with your ship and friends. They are good friends, yes? Good friends, strong and pretty. Are they for sale? We Stryxis have pretties too: deadly weapons, secrets, lies, hatreds, and joys. All of these can be yours, biped. Tell us, what is your pleasure?"

— Sirred Fain, Stryxis Merchant Master

Analysis
Their mercantile ways have given them access to uncountable goods and relics. Their extensive travels have provided them with unfathomable amounts of priceless information; information that they shroud in secrecy, and do their best to protect.

These crafty, somewhat aloof creatures are experts at bartering and gathering information. They hold knowledge in high regard and are very careful about divulging anything in too much detail. Their secretive ways have led many to question if the information that they possess holds any truth, or if it is all merely fanciful tales told by unscrupulous merchants for a better return on their goods.

The Stryxis only part with information that pertains to other species or areas of the Koronus Expanse that they have little personal interest in.


Stryxis Trade

[ ] Meat: Trade one million Dragon Kings away as slaves to the Stryxis every turn. In return they will provide a bounty of valuable materials… just don't ask where theygot them from. Lose one million Dragon Kings every turn, gain 10 Exotic Stockpiles every turn.

[ ] Wood: Instead of enslaving ourselves we can plant a Staran plantation and trade its products for custom fleshcrafted servants. Commit one plantations worth of Starans (300 million)to slavery per turn in exchange for 8 Labor AP every turn in customized slaves.

[ ] Tools: Honored Bipeds that you are, you are quite strong and clever. We can trade your artifice for entertainments that delight, yes? Yes. Trade the output of an Atelier Manse for the Arena Beasts trade good and gain 1 AP in each Breed. Atelier output will mostly be weapons, probably sold to pirates and slavers.

[ ] Trinkets: We have traveled far and wide and have interest in Trinkets, yes. Perhaps we can trade trinket for Trinket, yes Honored Biped? You gain a Gatcha list of tech items, everyone you choose grants the Stryxis an equivalent. Weapons for weapons, utility gear for utility, entertainment for entertainment.

[ ] Secrets: Loathsome Eldar freaks are the bane of the galaxy. If you can provide some dread secret of theirs we will whisper of secrets profane to less honorable Biped ears then yours. Tell the Stryxis [insert fact here] about the Eldar and the Stryxis will provide an equally valuable fact. Keep in mind the value is in the eyes of the enemies of the Eldar, not your eyes or the Eldar's perception of value.

[ ] Lies: Honored Bipeds, your are too glorious and powerful with many friends. Surely such powerful bipeds as you may stride where though wilt. Such as these places. Provide information on Tokat holdings that is riddled with deception and traps for any that tries to follow it and the Stryxis will gleefully share how to enter an Ork trap.

[ ] Hatred: Rumors of the Hated Eldari roaming these stars have reached our profane ears. Oh Honored Bipeds surely you can do something about this? For every Eldar vessel you can provide proof you destroyed they will let you target a world in the Koronus Expanse and subject it to intense raids for a turn when you ask. They care not if its Drukhari, Corsair, or Craftworlder.
 
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