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

Is... is that godzilla???
Yes it's a version of the sailor moon redraw meme courtesy of one KaijuSamurai who has done some brilliant Kaiju art.

I have also found a necron, sisters of battle senshi and Charlie from Hazbin Hotel versions.

Brilliant! This is more like what they will learn to summon when their powers combine. This amuses me enough, you get one free AP to apply to whatever you want in the upcoming turn.
Nice, does that mean that omakes could get us bonuses?
 
Found it!

Posted in turn 5, pretty out of date but gives and example

Omake Prompts:
Lengthy and vivid descriptions of Breed Capitals, Sperimin and Port Abalone including how those cities are unique and wondrous if in theme (or close enough to be fixed) earn a free AP success for the relevant city.

Story involving military training, war exercises of at least 600 words results in a free legion.

A story of Draconic troops being bored at Martello towers that is somehow still interesting and at least 600 words allows you to crew those towers with Legion quality troops without using a legion.

Stories or lists of appropriate plant-soldier themed puns and anecdotes of at least 600 words in veins of them acting like the plant golem based B-1 units, each 600 word segment granting 3 million Starans. Really funny anecdotes can allow shorter stories. Remember they are plants and if unmotivated want to hold still and bask in sun like plants so you can't just copy B-1 anecdotes without some tinkering.

Refined descriptions of what breeds can do, brief version to go with every turn, verbose versions hidden in info document. If they actually do seem clear enough I adopt them you get 1 free breed AP for the relevant breed which the author can choose how is applied if they want.

Descriptions of Dragon kings going about their lives that emphasize that most of their tools look like baubles and trinkets to human eyes. 600 words of in theme writing grants 1 generic AP the author can apply as they wish. Remember Stone, Crystals and Plants and their craftsmen's ability to mold those with naught but essence.

Create your own, if not in theme enough to be canon or long enough I will grant a dice bonus to a project that seems appropriate based on the story. Canonized stories will grant an AP dice, success, or other bonus depending on the story using my prompts as an example.
 
Turn 31
Turn 31

Ankloks: Our armies rise and our grand temples near completion. Soon whatever terrors lurk in the Dark between stars or the chaos between realms will know our might!

Mosok: It would only be fair to do unto others as they do unto us, would it not? We just need to get the Shining Service established... once its running we might have some options.

Pterok: So much research…

Raptok: Improving com links and finishing the conversion of Kinich into an Avatar of the once guarding star is how we can help with the current crisis. Unless we manage to establish diplomatic relations.

You have 24 = 24 generic AP
1x Free Success applied to Training Grounds projects (x3)
1x Free Success applied to Flawless Workshop projects (x3)
1x Free Success applied to any one Golem projects (x3)
1x Free Success applied to Thaumaturgy projects (x3)
1x Free Success applied to Dinosaur Mount projects
1x Free Success applied to Dojo Projects. (x3)
1x Free astrology applied to (13/20 turns until astrology unlocked)
7 x Exotic Stockpiles (Master Grade)

Anklok (7 AP): Zealot priests and barbaric warriors who deal with fire. Anklok inspire and lead, whether troops or religious gatherings. Basically Griffindors.

[ ] Ondar Shambal: Forging a holy city in the form of Prayer. It will be a lot of work and we are ready to start. This project builds Ondar Shambal's construction upon the Solar Aspected dragon nest. Aid from golems, elementals, and architectural machines is not allowed as every brick and stone is personally blessed. AP needed 3. DC 35. Success needed 15/20. Reward: Build the Prayer-City of Ondar Shambal allowing regular prayers to and blessing from the Most High.

[ ] Chosen of the [Insert Name here]: The Anklok guide others through the rites and rituals that prompt a god to choose a Dragon King and how to find a compatible god to try to prompt. Chosen add the power and ability of the Spirit to the Dragon King making a superior being as long as the spirit decides to work with them. AP Needed: 1. DC: 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]

[ ] Temple of Abraxus: Our new moon goddess may still be a savage predator and an unparalleled seductress, but she has a much greater focus on mysticism and forgotten, forbidden, ancient, lost, and alien lore. The temples to Luna built out of tradition but left un-dragoned need to be brought into the new codex and filled with priests and monks to the Dark and Mysterious moon. AP Needed 2. DC 30. AP needed 4/9. Reward: Temples to Abraxus established, unlocks arranging Argentim to make patrols, negotiation with the Remaining Truculee, the ability to conduct sorcerous working at the behest of our new goddess, and a potent and lengthy counter magic ritual that pushes into the bounds of Adamant case sorcery.

[ ] 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.
[ ] Draconic Legions: 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: 40. Success Needed 6/18. Reward: Gain 10 Draconic Legions. Training Grounds, Stable and Flawless Workshop success can apply.

[ ] 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 2. DC: 15. Success Needed 12. Reward: Gain 1 million Militia-Dragons. Training Grounds success can apply

[ ] We are LEGION!: Lets just skip the slow recruitment, test the capacity of our new training complex by trying to train and recruit 90 new legions simultaneously. With this we will have 100 Legions to bring to bear on our enemies. AP needed 5. DC: 40. Success Needed 99. Reward: Gain 90 Legions. Training Ground, Stable, and Flawless 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 1 DC: 45. Success Needed 0/15. Reward: Gain a fourth battlegroup of Martial Legionaries. Gain a Basic Martial Legion has +1 might, but not higher attributes or skills, compared to standard Draconic Legion. Training Grounds, Flawless Workshop and Dojo success can apply.

[ ] I cast FIST!: Recruits some of the young Moon-blessed and Draculee, train them up to legion standards and start working out how to incorporate Reality Warpers and Illusionists into the troops. AP Needed 3. DC 35. AP needed 0/16. Reward: Figure out the best way to train and utilize your limited sorcerers and illusionists. Training Ground may provide a die to roll but does not auto succeed or multiply successes.

[ ] They are the bones of our Daiklaves: Well we have an entire Legions worth of our best gear just lying around. Pull out the best of the best, training replacements of course and put them through a ridiculous training regime to get them… at least a touch closer to being worthy of it. AP Needed 3. DC 40. AP needed 0/16. Reward: One 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.

Mosok (7 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.

[ ] Shining Service: We know that mortals can be converted to the unwholesome cults of gods, devic races, Raksha, and the other "immortal" races that are our peers and those we are responsible for must be monitored. While we don't like to admit it, we also can be corrupted, if no where near as easily. We were not worried much when every member of our race was a toughened survivor of horrors beyond imagining, but now youngsters are involved, a lot of them. It may be time to restore the Servants of Shining Flower, the shining service for short.

This group has the training to spot corruption, at least in terms of turning away from the Unconquered Sun (ie trending towards becoming or serving a Creature of Darkness), and with knives guided by their divine mistress they will carve out their hearts and sacrifice them pray for an uncorrupted rebirth of their prey.

AP Needed: 2. DC: 40. Success Needed 5/6. Reward: Servants of Shining Flower re-established (Anti-Corruption Task Force, note it won't know to look for Ruinous Powers influence yet)

[ ] Moar Fishies: Current cuttlefish are basically limited to sweeping the offices of important people regularly and guarding meeting locations. This project will massively expand numbers so offices can be swept more often, more secure meeting sites, and more uniquely a group of hunters moving through civilization trying to find where they would be if they were infiltrating. AP Needed: 3. DC: 45. Success Needed 15. Reward: Cuttlefish Monitors improved. Basic Counter-Espionage service, by DK standards

[ ] Wyld Scouting: We are being attacked from the Wyld, so we need to enter the Wyld in and around Tokat to figure out whats going on. Maybe even bring the fight to our enemies. AP Needed 2. DC: 75 Success: 1 Reward: Gain the most basic of basic information of about local Wyld environment.
[ ] Advanced Shipyard: Build a massive shipyard and docking complex fit for building and servicing magitech warships fit to do battle with Primordial Sea monsters. These babies will bring you home from the seas of Kimbery herself or your money back! AP Needed 3. DC 40. AP needed 6. Reward: Advanced Shipyard can build magitech ships.
[ ] Train martial artists: The mosok concentrate on teaching the arts to new pupils. AP needed 1. DC: 30. Success Needed 0/6. Reward: Train 500 more Martial Artists. Dojo success may apply.

[ ] 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. Thus there are only a potential pool of 1000 ish students to choose from, and only 5 teachers. AP Needed 1. DC: 60. Reward: +5 CMA stylists per success. Successes are tripled of course so each success gained is +15 stylists. Dojo free help only provides a dice to roll, not an auto-success.

[ ] Order of the Falling Blossom: Recruit an order of Dragon King Monks trained extensively in both Martial Styles and other things needed for a good body guard. These bodyguards will be available for protecting envoys, diplomats and ambassadors when needed. AP Needed: 2. DC: 40. Success Needed 6. Reward: Order of professional Body guarding monks established.

[ ] 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.

[ ] Arms of the Unconquered Sun: Intended as a meditative practice to help prepare for complex essence workings as much as a combat art, the pious will also enjoy practicing this art as a form of Devotion. AP Needed 2. DC: 55. Success Needed 9. Reward: Celestial martial artists may learn the Arms of the Unconquered Sun Style.

Pterok (7 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.

[ ] Advanced Observatory: Enchantments will be applied to the domes to allow observation during the day and allows are vision to pierce cloud cover. More helpers and golem aides are employed. And an expensive network of communicators is established so observatories can keep each other updated on discoveries and cooperate on observing special projects. AP needed 2. DC: 35. Success Needed 6. Reward: Observatories upgraded, two free projects to astrology per turn, or double progress to astrology unlocking.

[ ] Advanced Elemental Complex: Elemental Exoskeletons, elemental scanning rings, intricately designed "comfort" yasal crystals, elementally aspect zones pleasing to the element, elaborately managed systems of hallways to prevent unfriendly elementals from encountering each other. We can make improvements now that better tools are available. AP Needed 2. DC 35. AP needed 6. Reward: Advanced Elemental Complex. Slightly Lowers DC on existing actions, unlocks new uses for elementals like scanning, stockpiling, and larger scale potential actions as exoskeletons allow King and Element to almost become chosen.
[ ] 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: 30. 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: This 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: 30. Success Needed 1. Reward: Targeted Project gets two successes applied.

[ ] [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 100 max, or 500 max with our whole population available. 2 AP needed. DC: 30. Success Needed 10. 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.
[ ] Map the Stars: Stars are for the most part Suns that are very distant. That may mean that worlds like Tokat may circle those other stars. Point are best telescopes at the nearest stars and see if we can find them. AP needed 1. DC: 35 . Success Needed 4. Reward: Map out your local stellar Sub-Sector

[ ] Magical Ansible: An artifact which two pieces allowing communication connected by a piece stored in elsewhere so the distance between them does not matter. However we will have to overcome the tendency of elsewhere to act as a stasis effect on things within it even as we abuse its ability to ignore location to whatever it might be attuned to. AP Needed 1. DC: 40. Success Needed 2/3. Reward: Able to build Quantum communicators as magical artifacts.

[ ] Way Travel: It shouldn't be impossible to travel to these massively distant stars, the idea that most quickly comes to mind is to travel to the Wyld and use a modified vision quest to reach the other star in Narrative time instead of using large amounts of actual time. Set up a project to work on the details of the technique, including entry, guidance, and of course protection while in the Wyld. AP needed 2. DC: 40. Success Needed 10. Reward: Figure out Way Travel (Warp Travel).

[ ] 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: 40. 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.

[ ] Vision Quest ([Insert Question Here]: While we are lacking the lore to use Astrology in this realm we have discovered a known source of prognostication. 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.

[ ] Fighting Behemoths: Apparently this world has massive creatures able to fight armies on their own. During the Primordial War we tended to lean on Lunar Exalted taking massive forms for opposing enemy Behemoths. Without these allies we will have to learn to fight massive monsters on our own. We need to hit the books and do the maths, luckily Minnow Sky has a plan he calls Project: Titan. AP Needed 2. DC 30. AP needed 7. Reward: Can build Prototype Warstrider.

[ ] Pondering the Loom: Pteroks gather what they learned in their visions of the Loom of Fate. Just getting it all down and available for study instead of barely recalled vision is the first step. AP needed 1. DC: 45. Success Needed 6/9. Reward: Step on the Path towards the Loom of Fate

[ ] Factory-Cathedral: Knowledge of how to convert a basic manse into a geomantically powered super factory to mass produce simple artifacts and enable production of the highest artifacts. Beware, not only do these ideal workshops consume one of your limited Manses but they also tend to consume a fair amount of resources keeping functional. AP Needed 1. DC 30. AP needed 3. Reward: Knowledge of how to convert a Basic Manse into a Factory-Cathedral.

[ ] Cant of Endless Petitions: Larger crew served dakka weapons that use up hundreds of pieces of ammunition in a fight, perhaps carried by Warbirds and Razor-beaks? Maybe we can even make artillery pieces that use ballistic arcs to fire over the horizon in ways an essence based weapon cannot. These would consume ammunition instead of the Essence of soldiers which means preparation and logistics is even more valuable, but that means our troops have the essence to use on other things and can throw holy weapons in bulk at potential Creatures of Darkness. AP Needed 2. DC 40. AP needed 4/6. Reward: Next stage of Rail Prayer weaponry. Vehicle and artillery based weapons are possible.

[ ] 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 40. AP needed 0/6. Reward: You can build artifact torpedoes to equip on torpedo tube mounted vessels. Artifact torpedoes do fifty percent more 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 45. AP needed 6. Reward: Minions of Deadly Touch can be constructed… you mad lads you.

[ ] 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 50. 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 30. AP needed 0/5. Reward: Starship scale Plasma weapons developed as "cheap" alternative.

[ ] Plasma Wands and Casters: Instead we wish to pursue improving our infantry plasma weaponry using the techniques learned, specifically creating weapons in between one handed revolvers and an over the should anti-vehicle weapon. AP Needed 1. DC 30. AP needed 0/4. Reward: Can build infantry scale plasma weapons to enhance lower quality troops.

[ ] Pray for a Miracle!: Relza, goddess of artificial flight can teach the sorcerous spell, "Conjuring the Azure Chariot" which is pretty close to being a summonable Globe of Transport. With her aide it's a lot easier to learn the spell. AP Needed: 1. DC: 35. Success Needed: 3. Reward: Sorcerers can learn Conjuring the Azure Chariot.

[ ] By the Power!: When so versed in Elemental might and surrounded by Elementals it's easy enough to Pick up the Ritual of Elemental Empowerment. AP Needed: 1. DC: 40. Success Needed: 3. Reward: Sorcerers can learn Ritual of Elemental Empowerment.

[ ] Swear yourself to Darkness!: The might of a celestial sorcerer is terrifying indeed and the Dark Goddess Abraxus lends itself to the darkest and most forbidding of secrets. Learn to "Summon the Heart of Darkness" a pillar of supernatural darkness one mile wide and at least ten miles tall that not only is completely supernaturally dark but even if you can pierce it or don't use eyes is still eerie enough to cause panic and terror in those effected. Be careful, neither the caster nor their allies is immune. AP Needed: 2 DC: 60. Success Needed: 8. Reward: Celestial Sorcerers may learn "Summon the Heart of Darkness"
[ ] Hraas'Kaztha: This substance has been around since practically the beginning of the Dragon King people. The pollen of the plant is ground and ingested producing a combat enhancing effect at the cost of dulling wits slightly and worse, leaving the user drained for an hour after use (which only lasts about twenty minutes). While useful in the early days in which single warriors and small packs would go challenge something potent and either win or die before the effect wore off it was fine. But training actual soldiers and armies meant the downside of dull wits was unwanted and the extended battles needed to slog through armies of Deva and supernatural races meant the exhaustion that comes all too soon meant the combat drug was abandoned. Still refining the drug was essentially grind pollen into a fine powder… that's it. Surely if we turn our alchemists lose on this thing we can improve it. Either making the benefits worth the downside or reducing the downside enough its worth using. AP Needed 1. DC 40. AP needed 0/3. Reward: Unlock combat drugs. Part one of two for developing an improved Stockpile. Thaumaturgy auto success provides a rolled die, not tripling.

[ ] Basic Stockpile: Potions enhance healing, senses, reduce pain, reduce the need to sleep, poison enhanced weapons. Garda eggs filled with Ardent Embrace Resin. Enchanted walkaways for protection. Now contains poisons and special supplies to apply fungicide during battle with the ork. Nothing hard if not for needing to provide enough to supply 5000 troops for several days worth of battling. Basic Stockpiles add +2 (+3 for orks) to Might for a segment of a battle. Note that up to four such stockpiles can be consumed per segment of a battle if available. This does not prevent a botch. AP needed 1. DC: 35. Success Needed 3. Reward: Gain 10 Basic Stockpiles.

[ ] War Paint Stockpile: Compared to other stockpiles, paint is relatively simple. However it still wears away in battle and must be replaced so the principle of a stockpile applies. Red, Blue and black predominate among the used colors. A War Paint Stockpile grants a Legion +1 combat maneuvering and +1 effective size. AP needed 1. DC: 15. Success Needed 1. Reward: Gain 5 War Paint Stockpiles.

[ ] 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 6. Reward: Gain 30 x Grace Stockpiles.

[ ] 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.
[ ] Warbirds: 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. Warbirds are all highly visible and were meant to inspire fear and awe in those they were used to attack. Warbirds are controlled with a combination of leg movements, weight shifting, built in reins and verbal commands.

Saddles on the Warbird allow a pilot and if desired a passenger to be strapped in. Essence fields block windflow at speed and provide basic atmospheric protection in the void (although pilots intending to go to the void should also have back up emergency life support.) When inactive, a Warbird appears to be an immobile metal statue. When activated, the Warbird moves exactly like a giant living bird, but requires no food or other nourishment. Warbirds usually mount a weapon in their beak, which can be changed depending on their purpose. Large Flame Lance when attacking ground targets or Light Implosion Bows when expecting to face other flyers. Warbirds are faster than razorbeaks at least on the long range movement, but not quite as fast as Globes of Transports. They can fly to space or flying out of special hangers installed in Space Vessels or Orbital Citadels.
AP Needed 3. DC 45. AP needed 0/9. Reward: A squadron of 25 Warbirds is available. Ideally we want one of these squadrons flying out of every flight tower.

[ ] Orbital Lighters: Build Orbit capable lighters for moving personnel and cargo to space more casually. The amount is left vague but generally just enough to provide a discount to orbital projects. Assume one per flight tower if you must have a number. Building Elemental cores to power them all will take over a third of the effort needed though as each needs two cores. AP Needed 2. DC 35. AP needed 22. Reward: A small fleet of orbital lighters to support void construction.

[ ] Manta Class Skiff: Builds one true void capable sky ship. 20 meters wide and 30 meters long the vehicles are tiny by the standards of the Ork Spess Construct but by the standards of skyships, well it finally starts looking like a ship in the sky. Manta's require at least a pilot and co-pilot able to wield essence and three other crew (which could be clockwork servitor class servants) besides all inside a cramped forward bridge. The rest is a massive cargo hold able to hold 125 armored troops are equivalent cargo. The ship is tough enough to practically ignore weapons meant for infantry and vehicles but pretty much any hit from something mean to damage a space vessel will cripple or kill it, not does it mount weapons able to do more than act as basic point defense and landing zone clearing. However it both allows much larger parts to be ferried back and forth to orbit and the deployment of effectively a large mobile forward base to aid exploration or construction in system. AP Needed 3. DC 40. AP needed 2/9. Reward: One Manta skyship able to assist in orbital deployments and act as an intrasystem transport and the elemental cores needed to make it work.


Raptok (7 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.

[ ] Dino Breeder [Breed][Aspect]: Pick a dino mount we want to improve and the area you want to improve. For example Razor Beaks could have speed increased, or strength for better weapons and armor, or endurance so they can travel further from an Airbase and fight longer. This is a combination of improving the animal in general as well as how they adapt to their equipment. AP Needed 1. DC varies AP needed varies Reward: Selected mount gains selected trait. Stable Success may apply. See research threadmark for details.

[ ] Population Growth: With the bulk of our population born we should be able to discern newly hatched eggs that represent actual growth from rebirths of someone who died. That being the case perhaps it is time to figure out how to encourage true growth in our population. While this will certainly involve some form of essence manipulation we can also accomplish a lot from studying the basic biology of the thing. Is an egg more likely to form a soul at certain temperatures or humidity, what about lighting. Perhaps the nutrition of the mother before she lays the eggs is important. Again true progress will require more work, but this is a good first step. If we can induce any measureable difference in soul formation with environmental controls it will be huge. More importantly it tells us what variable we have to control for when testing magical solutions. AP Needed 1. DC. 35. Success Needed 5. Reward: Stage 1 of how to grow more population. Requires at least three turns so even if successes achieved will not complete until three turns after project started.

[ ] 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. (May include Giant Honking space lasers)

[ ] Essence Drive: While we can build an Essence Drive on the massive scale needed to mimic the ork construct we might want to improve the quality of our relevant occult mysteries. AP needed 2. DC: 40. Success Needed 1/6. Reward: Essence Drives II available.

[ ] Plasma Drive: While we are still finagling the use of Plasma drives as weapons, their use as thrusters is familiar enough. Undertake a special project to improve the quality of eventual plasma drives for massive scale projects like this. AP needed 2. DC: 35. Success Needed 0/6. Reward: Plasma Drives II available.

[ ] 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]

[ ] Great Maker's Insight: Visions of clockwork and bottled lightning dance in the back of the mind of many Raptoks. By collating their visions and building some prototypes we can lock in what has been hinted. Fully exploiting our new knowledge may require batter facilities. AP needed 1. DC: 45. Success Needed 7/9. Reward: The penalty Dragon Kings have for working with Magitech and automata is removed and Dragon Kings can build four dot versions of those (not counting the effects of Autochthonian Paths of Enlightenment)(It was previously limited to three dots except in a few very heavily crystallized items which were mostly designed with help of the Jadeborn)

[ ] Haze Shields: A martial adaptation of weather control thaumaturgy, haze shields cover and army, fort, small city in a dome or theoretically a bubble around an air ship or floating manse city. This device and fit into a backpack but unfolds into a relatively ungainly device with broadcast antennae. We plan on setting them up on Siege Lizards generally so we can keep moving. And will need powered by a hearthstone or a Third rank elemental. Each should be large enough for a legion, but they can be narrowed down to smaller units if needed.

When active the shield creates an insubstantial barrier that flickers and obscure vision. The shield glows with essence and brilliant opaque white. Anyone depending on essence sight must attack blindly through the shield. The shield has two modes in the lower cost mode the shield can last for up to 30 hours at a time as long as users supply essence or fuel. This mode penalizes incoming fire from outside the field as even those not using essence sight face flickering and obscured visuals but those from inside have no penalties. The second setting drains power ten times faster but doubles the protection, sadly it also impacts the attacks and visual observation of those inside (on the level the first mode causes enemies). Still for our primarily melee warriors it can be useful helping them get into claw range of the enemy if said enemy possesses artillery. This is explicitly stacking with other forms of obscuring such as summoned mists or darkness.

Haze shields can be upgraded to Storm shields which remove the penalty for shots in the second mode and charges the shields with a diffuse corona of lightning that strikes objects entering the shield from the outside. In the first mode it can vaporize all infantry scale physical projectiles, arrows and shuriken and Ork Dakka weaponry, that are not made of magical materials and damages anyone entering. In the second mode artillery scale projectiles are vaporized and the intruders suffer twice as much damage.

One issue with this shield will be adapting it to void use as it was based on weather manipulation principles, the assistance of air and lightning elementals should make it possible though.

AP needed 3. DC: 35. Success Needed 6. Reward: Haze shields unlocked to be built, as four dot artifacts you could only build a handful per project (And storm shields would be a major strain to them)

[ ] Essence Battlements: Similar to a haze shield but far heftier and not requiring delicate weather manipulating coils. A user must commit 7 motes while socketing a hearthstone or equivalent. Doing so causes an impenetrable barrier to spring up as either dome, or a wall. The dome provides actual protection of whats beneath, however if impacted with a heavy enough blow the shield will come down and it takes [two combat rounds] to bring back up even if someone is ready instantly. Users can provide openings for our people to attack through, these are considered to provide heavy cover AND a lower power essence screen provides at least some protect to the user. The primary limit is that it cannot move while activated and as mentioned takes [2 combat rounds to re-establish if you bring it down to move your forces. Still as long as moving isn't important its generally superior to a haze shield.

Developing versions that work on void ships may be possible since they will be spherical and not slide a solid barrier along ground, but it will be extra work and more research. AP needed 3. DC: 35. Success Needed 6. Reward: Essence Battlements unlocked to be built, as four dot artifacts, you can only build a few per project.

[ ] 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 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 advanced 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 3. DC: 35. Success Needed 6. Reward: Rolling Earth Ramparts available. Much easier to build then the shields and your armory can handle it.

[ ] Essence Capacitors: A wire cage encompasses an inch wide crystal constructed of orichalcum and infused with the densest essence we can manage. A user must harmonize with it by committing one mote. They can only function one day before they shutdown depleted, although releasing the committed mote can shut them down early. Unlike an elemental core though their more sensitive design can pull energy from the environment, taking two days charging to provide one day of function. Tri-socket adapters can be built allowing three capacitors to provide uninterrupted power. Certain realms may cause a dead zone where they cannot respire. In theory they can be calibrated to charge in environments like the Wyld or the world body of a Primordial but we fear lingering contamination. Capacitors require annual service and cleaning from competent technicians to remove impurities that collect around the conductive filaments.

Essence Capacitors are more fragile than hearthstone and we could potentially design them to fail in massive geomantic explosions. Very expensive bombs. With some effort we could maybe design capacitors intended for this use that are cheaper to deploy. AP needed 2. DC: 40. Success Needed 5. Reward: Essence Capacitors are available to power magitech equipment like swift riders, warbirds and warstriders. Unlocks Motonic Warhead research.

[ ] Geomantic Relays: A basic manse can be modified to shift its geomantic power to a Nexus, granting the nexus greater power. We already know how to build one, this research allows us to maximize the amount of relayed geomantic power we can pull from a given manse and how to build a Geomantic nexus without a manse of its own. We could potentially build ships as these Demense less Manses, 'fueled' through geomantic relays from Manses safe and sound in our territory while a ship goes off. If the ship is lost this way we do not lose Hearthstones and can rebuild the Geomantic nexus by realigning the relays even if our ship were captured. Such a ship would have to be fairly sizable, at least 100 meters long at a minimum and would probably require several relays to power itself. AP needed 3. DC: 45. Success Needed 6. Reward: Basic Manses can be upgraded to Geomantic Relays and you can build mobile Geomantic Nexus without a core manse. Note: This is the intended functionality for Dragon King Void Ships FYI, although it also allows creating major manses by combining the geomantic potential of five lesser manses.
[ ] Orbital Redoubt: We have spotted a "small" moon around the Gas giant in our system. We have speculated on a plan, to send a heard of Globes of Transport to the moon and drag it back to orbit over Tokat. Made of stone it would be easy enough for teams of Draconic engineers to reshape, even if on a scale beyond any before attempted. And the moon would be big enough to act as its own source of Geomantic energy, so we won't even need to power it unless we do something elaborate.

[Keep in mind this "Asteroid Fort" is much closer to being a true purpose built thing than is usually imagined by Asteroid fort since Dragon Kings are really good at shaping stone.

This phase of construction will move the moon to Orbit, and reshape it into a fortress. Later actions will need to be taken to appropriately arm it (beyond simple defensive weaponry) and equip it with facilities like shipyards and Legionnaire quarters. AP needed 2. DC: 35. Success Needed 0/7. Reward: 'Basic' Orbital Fortress with 6 slots that will need filled to be "super-effective"

[ ] Defense Grid: 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. AP Needed 2. DC 35. AP needed 0/9. 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 AP dice per attack made.

[ ] Silos: Install in each capital city a set of silos with planetary range plasma missiles for performing strategic bombardment against planetary invaders. AP Needed 2. DC 30. AP needed 0/6. Reward: Each of your five capital cities can unleash a potent strategic strike. Replacing the missiles will cost an AP dice, depending on circumstance another might be spent on clean up after the strike.

[ ] Manse Builder: These will not be elaborate geomantic power-wells driving cities or factory cathedrals. At least not yet. This project caps this world's 100 latent dragon nests and makes their hearthstones available immediately. It also makes the manses available for other geomantic projects. AP needed 2. DC: 15. Success Needed 6. Reward: Gain 100 hearthstones to power magitech gear and a 100 manses for potential temples, atelier workshops, geomantic relays, and other useful infrastructure.

[ ] Major Manse: Build one of the special major manses, choices and costs are indicated in Turn 18 Results.

[ ] Comm links: Technically all of your cities outside of the major capitals are only able to communicate through golem and or elemental summoned messengers moving about 100 mph. Use white jade drills to provide geomantic power and connection for long range echo jewels at all our stationary locations. AP Needed 2. DC 30. Success Needed 1/4. Reward: At least a single instantaneous comlink with every Dragon King Community. Experience towards communication technology.

[ ] Little Luxuries: Roughly a third of our cities are situated on sites which are easy to defend and possess useful resources nearby, but are not geomantically useful enough to be self-powered as a normal Dragon King city would be. We propose to build White Jade drills in plenty and install them around such cities to provide the lacking geomantic power and bring the cities into line with full-fledged civilization. AP Needed 1. DC 25. Success Needed 3. Reward: Morale improves and there are no cities with lower standards. In future if any new such cities are built they will be built this way.

[ ] Imidazole Plantation: 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

[ ] One of the Unconquered Sun: Now that Globes of Transport are available we can start modification to the star overhead. Large and carefully shaped and enchanted obelisks of Orichalcum will be created and dropped into the star at critical points. Given the sheer size of the star and the relatively small amounts of Orichalcum you can bring to bear it may take a while. AP needed 2. DC: 40. Success Needed 6/24. Reward: Star now resonates with the Unconquered Sun, being exposed to this star will have the same metaphysical effect as exposure to the light of the Unconquered Sun. Flawless Workshop successes may apply but only counts as one of the two needed AP.
[ ] Lens of the Internal Flame!: The primary attack spell of our caster is the Internal Flame. A spell that turns all the target's bone marrow into molten iron. The heat is usually enough to kill them, and if they survive and are a normal mortal they die over time from the effects of missing Bone marrow. But lets equip all our sorcerers with specialty bracers that double the effect of the Internal Flame spell, intensifying the heat of the molten iron within! AP Needed 1. DC: 35. Success Needed: 3. Reward: Sorcery spell "Internal Flame" is twice as dangerous.

[ ] Primordial Standard: 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 2. DC: 25. Success Needed 5. Reward: One Legion upgraded to Primordial War Standard equipment. + 3 Might and +1 "exceptional strategos equipment". Flawless Workshop Success may apply but only counts as one of the two needed AP

[ ] Standardization: Rather than creating a new layer by equipping some of your troops with better gear, you will upgrade all 20 legions in one go! AP needed 4. DC: 25. Success Needed 80. Reward: 20 Legions worth of Front-Line Gear is produced. Flawless Workshop Success may apply. A Single High Grade exotic component may be spent to reduce total needed to 50 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 100. Reward: 20 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. Flawless Workshop Success may apply. A Single High Grade exotic component may be spent to reduce total needed to 70 Successes.
[ ] Guns on the City walls: This project will be made easier by using larger quantities of cruder plasma based weaponry. AP needed 2. DC: 30. Success Needed 1/9. Reward: Every city gains dozens to hundreds of artillery scale Plasma Projectors. Flawless Workshop success may apply

[ ] Swift Riders: With access to elemental cores we can start building swift riders [hover bikes] for Raptok scouts. 25 per legion should be simple enough. AP needed 2. DC: 35. Success Needed 0/8. Reward: Each of your 20 legions is equipped with 25 swift riders to act as land based high speed scouts and response teams.

[ ] Staran Knights: Upgraded and more sophisticated versions of Staran defenders. Despite name and appearance these are ironwood golems, not actually Starans. They are imbedded with Elementals so they can operate independently and naturally produce the fungicide as long as they operate making them especially effective against orks. A group of 1,000 Knights will be lead by four or five DK commanders and is considered an effective match for a far greater number of Slugga Boyz. AP Needed 1. DC 40. AP needed 3. Reward: 6 x Order of Staran Knights. Max amount allowed when combined with current knights. Automatorium success may apply.

[ ] 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: 45. AP Needed 16. Reward: 10 Brass Legions of Clockwork Soldiers equipped with some form of Artifact armor and Prayer caster derived weaponry. Stats are 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. Flawless Workshop and Automatorium success may apply.

[ ] Clockwork Servitors: Time to replace at least some of our crystalline aides with Clockwork Efficiency Servitors. They are both more capable and should be more resistant to the effects of Wyld Corruption. However their greater capability means they are more dangerous if they are corrupted. AP needed 2. DC: 40. Success Needed 12/21. Reward: Creates approximately 2000 Clockwork Efficiency Servitors. Research projects and automata crafting projects are reduced in difficulty by 5 on top of crystal aide bonuses. They are more capable but have almost no combat capacity or skill so aren't much more dangerous to owners if they turn (although harder to destroy due to how tough they are).
[ ] Advanced Magitech Workshop: This workshop is focused on producing delicate powered devices that require hearthstones or hopefully a means to bypass hearthstones. Improvements with intricate motonic tools allowing for both greater precision and greater scale of construction. AP needed 3. DC: 45. Success Needed 8. Reward: Advanced Magitech Workshop built. May build four dot magitech, five dots after completing 'Great Maker's Insight' and the other limits of five dot artifacts.

[ ] Adamant Cauldron: Producing enough Adamant to build a dome for grand works *cough* Loom of Fate *cough* will require the production of much grander facilities. Not much more benefit for more reasonable scale projects though. AP needed 2. DC: 40. Success Needed 1/9. Reward: The Cauldron allows the production of Adamant on a scale needed to produce great city covering domes.

[ ] Advanced Clinics: Wound healing kits filled with jade acupuncture needles (needed to get through Dragon King Scales), entire greenhouses filled with Emerald orchids, and mass production of seven bounties paste, sweet cordial, disease warding talismans and equivalent gear. AP Needed 2. DC 35. AP needed 6. Reward: Advanced Clinics provided. Get Two re-rolls a turn.

[ ] Bio-Engineering Compound: The breeding, training, and caring for our "lesser" kin requires special facilities. Using advanced genetic research, mutagenic compounds, and biothaumaturgic implants we can push our mounts further and further. AP Needed 2. DC 35. AP needed 2/6. Reward: Advanced Stables Built
[ ] 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 3. DC: 35. Success Needed 5. Reward: Ten Draconic Legions each gain four Tyrant Lizards. Stable Success may apply.

[ ] 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 1. DC: 25. Success Needed 2. Reward: Gain 2nd​ group of riders. Stable Success may apply.

[ ] Tokat is boring: Use our stables and New Rathess's biothaumaturgy lab to breed up a supply of wild Tyrant Lizards, Razor Beaks and other dangerous beasts to make Tokat more interesting. AP needed 1. DC: 30. Success Needed 0/9. Reward: Tokat becomes more dangerous, improvement to Morale.

General Action: Actions that you can attempt which are not focused on a given breed need generic AP to use. To confirm, generic AP can also be used on Breed specific actions.

[ ] Resource Expedition: Various Dragon Kings can effectively magic up useful equipment from rocks and trees. But that doesn't mean its not easier if they have higher quality materials to work from. Use what you learned from the Mosok Exploration last season to go on expeditions to various places across Tokat to bring back more useful raw materials, if you are lucky maybe even something with enough potency to allow more powerful artifact creation. AP Needed 1. DC: 20/80. Success Needed 1. Reward: Every base success provides TWO AP next turn, every greater success provides an additional Exotic Stockpile.
 
[X] Plan: Spending AP
Anklok (7 AP)
-[X] Ondar Shambal: AP needed 3. DC 35. Success needed 15/20. Reward: Build the Prayer-City of Ondar Shambal allowing regular prayers to and blessing from the Most High. 5 Anklok AP
-[X] Temple of Abraxus: AP Needed 2. DC 30. AP needed 4/9. Reward: Temples to Abraxus established, unlocks arranging Argentim to make patrols, negotiation with the Remaining Truculee, the ability to conduct sorcerous working at the behest of our new goddess, and a potent and lengthy counter magic ritual that pushes into the bounds of Adamant case sorcery. 2 Anklok AP
-[X] Bribing spirits to do their job. 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. 1 generic AP
-[X] I cast FIST!: AP Needed 3. DC 35. AP needed 0/16. Reward: Figure out the best way to train and utilize your limited sorcerers and illusionists. Training Ground may provide a die to roll but does not auto succeed or multiply successes. 2 generic AP + Training Grounds auto-success

Mosok (7 AP)
-[X] Shining Service: AP Needed: 2. DC: 40. Success Needed 5/6. Reward: Servants of Shining Flower re-established (Anti-Corruption Task Force, note it won't know to look for Ruinous Powers influence yet) 2 Mosok AP
-[X] Wyld Scouting: AP Needed 2. DC: 75 Success: 1 Reward: Gain the most basic of basic information of about local Wyld environment. 4 Mosok AP
-[X] Arms of the Unconquered Sun: AP Needed 2. DC: 55. Success Needed 9. Reward: Celestial martial artists may learn the Arms of the Unconquered Sun Style. 1 Mosok AP + Dojo auto-success

Pterok (7 AP)
-[X] Magical Ansible: AP Needed 1. DC: 40. Success Needed 2/3. Reward: Able to build Quantum communicators as magical artifacts. 1 Pterok AP
-[X] Fighting Behemoths: AP Needed 2. DC 30. AP needed 7. Reward: Can build Prototype Warstrider. 2 generic AP
-[X] Pondering the Loom: AP needed 1. DC: 45. Success Needed 6/9. Reward: Step on the Path towards the Loom of Fate 1 Pterok AP
-[X] Cant of Endless Petitions: AP Needed 2. DC 40. AP needed 4/6. Reward: Next stage of Rail Prayer weaponry. Vehicle and artillery based weapons are possible. 2 Pterok AP
-[X] Plasma Cannons: AP Needed 1. DC 30. AP needed 0/5. Reward: Starship scale Plasma weapons developed as "cheap" alternative. 1 Pterok AP
-[X] Hraas'Kaztha: AP Needed 1. DC 40. AP needed 0/3. Reward: Unlock combat drugs. Part one of two for developing an improved Stockpile. Thaumaturgy auto success provides a rolled die, not tripling. 2 Pterok AP + Thaumaturgy auto-success
-[X] Manta Class Skiff: AP Needed 3. DC 40. AP needed 2/9. Reward: One Manta skyship able to assist in orbital deployments and act as an intrasystem transport and the elemental cores needed to make it work. 3 generic AP

Raptok (7 AP)
-[X] Razorbeak armor: AP Needed 1. DC: 35. Success needed 2/5. Reward: Razorbeak are as tough as an Imperial air machine. Dinosaur auto-success
-[X] Great Maker's Insight: AP needed 1. DC: 45. Success Needed 7/9. Reward: The penalty Dragon Kings have for working with Magitech and automata is removed and Dragon Kings can build four dot versions of those (not counting the effects of Autochthonian Paths of Enlightenment)(It was previously limited to three dots except in a few very heavily crystallized items which were mostly designed with help of the Jadeborn) 2 Raptok AP
-[X] Essence Battlements: AP needed 3. DC: 35. Success Needed 6. Reward: Essence Battlements unlocked to be built, as four dot artifacts, you can only build a few per project. 3 generic AP
-[X] Major Manse: Mini-Yggsdrasil AP needed: 2. DC: 30. Success Needed: 4. Reward: Mini-Yggsdrasil 1 Raptok AP + 3 generic AP
-[X] Comm links: AP Needed 2. DC 30. Success Needed 1/4. Reward: At least a single instantaneous comlink with every Dragon King Community. Experience towards communication technology. 3 Raptok AP
-[X] Little Luxuries: AP Needed 1. DC 25. Success Needed 3. Reward: Morale improves and there are no cities with lower standards. In future if any new such cities are built they will be built this way. 3 generic AP
-[X] One of the Unconquered Sun: AP needed 2. DC: 40. Success Needed 6/24. Reward: Star now resonates with the Unconquered Sun, being exposed to this star will have the same metaphysical effect as exposure to the light of the Unconquered Sun. Flawless Workshop successes may apply but only counts as one of the two needed AP. 2 generic AP
-[X] Guns on the City walls: AP needed 2. DC: 30. Success Needed 1/9. Reward: Every city gains dozens to hundreds of artillery scale Plasma Projectors. Flawless Workshop success may apply 1 Raptok AP + Workshop auto-success
-[X] Clockwork Servitors: AP needed 2. DC: 40. Success Needed 12/21. Reward: Creates approximately 2000 Clockwork Efficiency Servitors. Research projects and automata crafting projects are reduced in difficulty by 5 on top of crystal aide bonuses. They are more capable but have almost no combat capacity or skill so aren't much more dangerous to owners if they turn (although harder to destroy due to how tough they are). 1 generic AP + Golem auto-success
-[X] Advanced Magitech Workshop:AP needed 3. DC: 45. Success Needed 8. Reward: Advanced Magitech Workshop built. May build four dot magitech, five dots after completing 'Great Maker's Insight' and the other limits of five dot artifacts. 3 generic AP

General Action: Actions that you can attempt which are not focused on a given breed need generic AP to use. To confirm, generic AP can also be used on Breed specific actions.
-[X] Resource Expedition: AP Needed 1. DC: 20/80. Success Needed 1. Reward: Every base success provides TWO AP next turn, every greater success provides an additional Exotic Stockpile. 1 generic AP

Anyone have any questions or input?

Should I drop Order of the Falling Blossom to point stack Wyld Scouting?

EDIT: I'm thinking of dropping something in order to start on one of the major manses anyone have any input on that?
 
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Should I drop Order of the Falling Blossom to point stack Wyld Scouting?

EDIT: I'm thinking of dropping something in order to start on one of the major manses anyone have any input on that?
I would say we drop the Order of the Fallen Blossom and limit Wyld exploration to one dice, so we can go for this:
[ ] Advanced Clinics: Wound healing kits filled with jade acupuncture needles (needed to get through Dragon King Scales), entire greenhouses filled with Emerald orchids, and mass production of seven bounties paste, sweet cordial, disease warding talismans and equivalent gear. AP Needed 2. DC 35. AP needed 6. Reward: Advanced Clinics provided. Get Two re-rolls a turn.

It seems like we will need more rerolls for the future.
 
As FTL we should use the warp drive, the other one could be better, but for the first time we would not prepare for the dangers of the warp and for the second, we would not attract more attention.
 
As FTL we should use the warp drive, the other one could be better, but for the first time we would not prepare for the dangers of the warp and for the second, we would not attract more attention.
And what of the 'Go Fish?' option? We can dump a lot of AP into that and get some very interesting types of FTL out of it.
 
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We can still research them. But for our "official" ships we should take the warp drive in order to attract less attention than we will anyway.
We are large carnivorous humanoid lizards that casually use magic, can make Orks on a whim, and any of a number of other things I haven't thought of yet. We are not going to get much more attention than we would get anyway. Many other races have different types of FTL than warp travel the T'au use something like psudowarp that does not actually go into the warp, the Eldar have the Webway, and let us not go into too much depth on the Necron or the Tyranids. Xenos with a different FTL than warp is interesting but ultimately not very unusual. In context we don't know it would be different than the norm to have some other form of FTL, and we should not be inviting Wyld entities to attack/mess with us in transit. Besides if we get a different form of FTL travel we can maybe trade it with the Eldar.
 
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Okay so point stack wyld to avoid the gribblys doing anything to horrible.

New question, I'm thinking of taking AP from Guns on the City walls, Advanced Magitech Workshop and dropping Bio-Engineering Compound entirely so those points can be used on a major manse, anyone think that's a good idea?
 
New question, I'm thinking of taking AP from Guns on the City walls, Advanced Magitech Workshop and dropping Bio-Engineering Compound entirely so those points can be used on a major manse, anyone think that's a good idea?
Could be good. If you do, go with the Mini-Yggsdrasil at the Karma aspect manse.
 
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I was thinking the market or god town but the tree could be good to, the one I'm least interested in is the ork manse as it doesn't seem that useful until we have better defences then we do now.
The Mini-Yggsdrasil provides materials/goods, secures our people's souls, and allows us to quest for wonders; all for only 4 successes.
 
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