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

Why not try for [ ] Unity of Elemental Advantage? Pretty good chance of +4AP
Spending AP on a DC 40 chance to get +2 AP for a turn is mostly a waste of AP until we set up the full Breed City to support this kind of summoning. Until the DC is 20 you get 1.2 AP for every AP you put in, except the AP is restricted rather than the most powerful generic AP
 
Spending AP on a DC 40 chance to get +2 AP for a turn is mostly a waste of AP until we set up the full Breed City to support this kind of summoning. Until the DC is 20 you get 1.2 AP for every AP you put in, except the AP is restricted rather than the most powerful generic AP
Elemental Summoning is still worth it. For the one turn summon you get a net return of 2 AP per AP invested.
 
Spending AP on a DC 40 chance to get +2 AP for a turn is mostly a waste of AP until we set up the full Breed City to support this kind of summoning. Until the DC is 20 you get 1.2 AP for every AP you put in, except the AP is restricted rather than the most powerful generic AP
Er its two AP for two turns.
So 4 AP times .60 chance =2.4 AP from 1 AP invested.
Whereas the normal one is 3 AP * .7 = 2.1 AP from 1 AP invested.

So mathematically its a better investment.
 
Er its two AP for two turns.
So 4 AP times .60 chance =2.4 AP from 1 AP invested.
Whereas the normal one is 3 AP * .7 = 2.1 AP from 1 AP invested.

So mathematically its a better investment.
It comes with the limit of half the return being in a future turn rather than this one, however. But elemental summoning is absurdly useful. I don't see why people keep neglecting it in their plans. Free AP.
 
Turn 5 Results
Turn 5 Results

[X] Plan Defense In Depth

-[X][Anklok] Training Grounds
DC: 35 > 07

No progress on construction of training grounds is completed because most of the builders and everyone who would be consulted for providing good training ran of to the fight.

Reward: No Progress

-[X][Mosok] Train martial artists
DC: 35 > 39

Training was completed and we now have 100 Terrestrial Martial Artists. Which was useful in the fight.

Reward: 3/3 Complete

-[X][Pterok] Waaagh! Theory
DC: 30 > 72 success

Pterok's discovered that looking upon the winds of essence allows them to glean hints of Waaagh! potency. Thus you should be able to develop a system for rating Waaagh! power. Although a rough estimate should be attainable by anyone who practices fighting the Orks. Experiments with Perception of the Subtle Flaws reveals that certain particularly potent Orks can act as lynchpins in the Waaagh! This Lynchpins or Warbosses would allow the Waaagh! to act at a far higher level locally and perhaps even direct Orks with the apparent effect of intelligent command (or Kunnin as Orks say) Taking out this warboss should dramatically weaken the Waaagh!, temporarily even past what it should be if the Warboss was never there although it should either recover or a new Warboss will arise. This skill is rarer and only a few dozen in any legion know it but there exists the chance of a Draconic Legion picking out this Warboss even if its not obvious. Ancient Understanding can be used to probe the local Waaagh! for information by capturing any Ork in the area. However to be useful the ork must still be in the Waaagh! and ideally unhurt when probed. This would allow elders to "question" the Waaagh! itself for its current plans, location of Warbosses.

Orks cannot see dematerialized elementals or Dragon Kings. Sadly Orks apparently do not count as Creatures of Darkness so they will not suffering agonizing headaches as their flesh and soul withers away of they invade Merela. They also do not seem to suffer when we Bar the Doorway of the Gods although it seems to produce some effect they can notice.

Orks are just as vulnerable to fire as one would expect. Orks never seem to pierce illusions as individuals but the Waaagh! as a whole sometimes seems to notice, which can lead to odd behavior as orks feel compelled to search for things they cannot see to Krump. However a small enough isolate Waaagh! can be fully immersed inside an Elder Mosok's illusion, but expecting a hundred or so Orks to threaten an Elder Dragon King was already laughable. It does prove that the Waaagh! has some degree of awareness of itself as a whole so when only part of it is exposed to an illusion the rest can provide the clues needed to pierce the illusion.

Verdant Understanding allows a Dragon King to attune and use Ork technology as an Ork would use it. Empower Cultivation can be used to cause spore to produce various breeds including orks in conditions other wise impossible, which was handy for our experiments but not something we intend to do much. Shape Plants does not work on Orks, even the spore stage which implies even spores are sapient and/or magical. Alter plants can be used with a touch to heal orks or cause spores to sprout various breeds, even full orks. They can change the breed and cause an ork to experience an effect similar to a potent Waaagh! allowing more potent development of the Ork which can be altered or guided as the Dragon King sees fit within the limits he has of understanding the Ork potential. The power can be used to rip the Ork out of the Waaagh! through mass alterations and attune it as a Vegetative artifact golem. It dies if the attunement lapses rather than rejoin the Waaagh!. However its no easier doing this than making your own vegetative golem of equivalent ability from a tree.

Finally Elder Raptoks can possess an ork as they would a plant OR ignore all examples of Orks including all attuned ork tech and walk through them all. We believe they would have to fight the Warboss as such being would effectively be the manifested "spirit" of the Waaagh! Until a Warboss is fought we do not know how hard or easy a Raptok dueling a Warboss alone in the middle of the Ork army would be. Raptoks cannot take the true physical form of an Ork. We suspect of course this is because the Ork can only exist inside the Waaagh! and transforming into an entire slightly supernatural ecosystem is beyond the capacity of even Elder Raptoks.

Reward: Lots of knowledge of Orks and how Dragon King powers interact with Orks and Waaagh! Any Draconic Legion can gain gets a numerical value of Waaagh! strength of the Ork forces they are facing.

They have a chance to detect a Warboss if it exists.

Special missions using elders to blitz through Orks using Anklok superspeed, Pterok dematerialization, Mosok illusions and teleporting, and raptok ignore all orks until they get to the target are possible but may be too risky. Such elders are still alive because we didn't risk them ALL on the Primordial War after all.

Dragon Kings believe that when a Waaagh! is potent enough it manifests a spirit which will quickly bond with the strongest Ork around creating a Warboss, effectively there version of a Dragon King Chosen.

Crafters speculate that the heart of warboss may be a valuable crafting component or sacrifice to the sun as it would be the metaphysical heart of an ecosystem, not just a single powerful being.

-[X][Raptok] Standard Outfitting x 2 + 1 auto
DC:40 > 46, 52 + 1 auto

Mass production of Ironwood Armor sheathes, Shock Lances and other equipment occurs as crystals focus light to carve essence channels in magitech equipment so it can project attacks and nectar from flowers with impossible geometries is used to trace runes upon ironwood pieces, allowing them to return to life and gain mobility when attuned. More work remains as the team switches gears to produce Thunderbolt shields, fuelbolt launchers and the rest.

Reward: 3/5 complete

-[X][Generic] Isle Cities x 5
DC: 20 > 100, 93, 74, 09, 04 reroll 52

Most of the cities were completed quickly and competently. Millions had moved into various townships, each no more than a million or so total population. Nothing exotic but each was chosen to be easy to defend or near valuable physical or geomantic resources that made the location worth it anyway.

Near the last construction site the digging of the underway seem to have unearthed a cavern sealed for at least tens of thousands of years. When it burst free it cause massive havok, wound hundreds of workers and causing massive destruction. The monster was roughly 15 meters tall once totally above the surface, the beast constantly emits toxic spores and can apparently project a dense spray of vitriolic and venomous acid akin to the substance of the primordial Kimberry.



Legionnaires on patrol and at the nearest Martello Towers responded, several onagers were dragged into position and the work of hasty alchemists had giant garda eggs launch at the beast or dropped on it by brave pteroks. Anklok fire teams move close to apply Heart Flame wreathed blades and firebolts to the creature. Than swarms of hundreds of raptoks, who were nominally the construction crew, swarmed the beast from all sides using their pack tactics, coordination, and slight resistance to the toxic spores to get close and damage important looking parts of the beast. That is why a quick response team of martial artists showed up. They helped the raptoks flee with only minimal losses to the construction crew for their brave nigh sacrifice. Mosok illusions were used to distract the beast as the rest of the Legion troops were pulled back. Than the beast charged towards the nearest high concentration of life and essence, Merela.

Lucky us. As it got in range the Potent essence cannons of the Fortress city spoke in violence and began pounding on the massive creature. Return fire from its Vitriol Cannons could not find purchase against the cities Essence Battlements and continue fire from the cities defenses combined with Alchemical harassment from brave pterok bombers manage to bring it down before it could test the city shields with its claws.

Loss of the construction site, workers needing to heal and mourn friends, and clean up of the monsters path of destruction mean we were not able to finish building the last city before the end of the year.

Reward: 4/5 complete +1 generic AP from being over half done, a few dozen dead and a few hundred maimed but nothing that causes mechanical effect, awareness that Titan scale combat accomplished for minimal cost (thanks to healing reroll) and can now be researched. Body parts preserved from Ancient monster result in gaining 3 x Exotic Stockpile. These are very high quality parts suitable for the greatest of purposes (suitable for level 5+ Artifacts)
 
Elemental Summoning is still worth it. For the one turn summon you get a net return of 2 AP per AP invested.
It comes with the limit of half the return being in a future turn rather than this one, however. But elemental summoning is absurdly useful. I don't see why people keep neglecting it in their plans. Free AP.
The issue is that they are temporary, narrow, uncontrolled AP with a low success rate. Currently its simply much more efficient to work on lowering the DC, at DC 30 they become a competitive AP sink even if the AP is still uncontrolled, at DC 20 they'd probably become a staple once per turn action.

But its still vastly behind setting up the logistics needed for a navy, which has already been explained to be the cause of many of our high DC options. And an army, considering we're going to need to fight really soon.

E: nice, rare mats might want to go into high end artifacts for our anti-warboss Elder kill squads. We can't replace Elders after all.
 
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The issue is that they are temporary, narrow, uncontrolled AP with a low success rate. Currently its simply much more efficient to work on lowering the DC, at DC 30 they become a competitive AP sink even if the AP is still uncontrolled
It is at DC30. That is not a low success rate.

But its still vastly behind setting up the logistics needed for a navy, which has already been explained to be the cause of many of our high DC options. And an army, considering we're going to need to fight really soon.
Dude. Summoning elementals would easily be used to setup a navy infrastructure.
 
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awareness that Titan scale combat accomplished
Incredible. We learned of this without being in a war, or ridiculous casualties. An unintentional result.

The power can be used to rip the Ork out of the Waaagh! through mass alterations and attune it as a Vegetative artifact golem.
allowing more potent development of the Ork
These are terrible ideas. Let's never employ them.
 
[ ] Unity of Elemental Advantage: In this action the focus is on longer duration bindings instead of general use summonings. This means the advantage elementals provide is less targeted be we may gain more total use from our elemental support per effort of summoning in the end. AP needed 1. DC: 40. Success Needed 1. Reward: For every success I assign two AP dice to whatever project seems to need it the most, as long as elementals could help to this turn AND next turn.
Bolded the main problems

40% chance of wasting the AP.
AP can only go to multi-turn projects, Elementals cannot be assigned to intrigue, or military actions, as they only take one turn. Elementals cannot be assigned to research actions, as they cannot help.

This means 2 AP going to a construction project, but the problem with construction projects isn't AP cost, its high DCs from bad logistics and workshops. Lower the DC by 20 on the Racial capitals and we can literally finish them in one turn using generic AP with more to spare. We're usually better off just spending the AP directly on the project to finish it in one turn instead of doing it over two, as construction projects often have a minimum 2 AP requirement.
If we finish early due to rolling well, the 2 AP on next turn is wasted.

It looks attractive.
Looks.
 
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It looks attractive.
Looks.
What's the issue? We know the action could be unpredictable since we received it since turn 1. The real money maker is Bribe the Spirits To Do Their Job as that gives a flat bonus of 5 to everything. 5 doesn't sound like much, but it is when doing 6 different things at a modest DC. Could be the difference between a wasted turn, and a highly productive one.
 
What's the issue? We know the action could be unpredictable since we received it since turn 1. The real money maker is Bribe the Spirits To Do Their Job as that gives a flat bonus of 5 to everything. 5 doesn't sound like much, but it is when doing 6 different things at a modest DC. Could be the difference between a wasted turn, and a highly productive one.
Bribe the spirits is probably highly attractive when we start building the species capitals.

The thing with unpredictable is that its bad for planning infrastructure unless you're at peace. We're dealing with orks right on the border of some of our species capitals, any construction not complete in one turn is going to be luring ork attacks without having the defenses of a complete one.

Short version: Elemental Unity is great for upteching workshops, because those are things we can build slowly and steadily, at no particular rush while we do other things. Elemental Unity + minimum AP is quite optimal for those.

Its not good for strategic positions or high difficulty low successes constructions.
 
Its not good for strategic positions or high difficulty low successes constructions.
Okay, that just means we're developing stratagem about our faction. When we act it must be with care, but the results will come quicker than overs. Do you think we should employ them for our future space program after we deal with the Orks or for producing stockpiles?
 
Okay, that just means we're developing stratagem about our faction. When we act it must be with care, but the results will come quicker than overs. Do you think we should employ them for our future space program after we deal with the Orks or for producing stockpiles?
They'd be amazing for producing stockpile yeah, once we have all the racial capitals I think we'd probably permanently have an AP on elemental->stockpile. The risk doesn't matter much since its non-urgent, as long as we have more stockpile when we need it
 
They'd be amazing for producing stockpile yeah, once we have all the racial capitals I think we'd probably permanently have an AP on elemental->stockpile. The risk doesn't matter much since its non-urgent, as long as we have more stockpile when we need it
What's your opinion on Elemental Support? It doesn't have the multi-turn benefits, but it seems to be more widespread, has a lower DC, and 1 more dice.
 
What's your opinion on Elemental Support? It doesn't have the multi-turn benefits, but it seems to be more widespread, has a lower DC, and 1 more dice.
Hmm, pretty good really. Would prefer the DC to be 10 lower, but I could feasibly see pairing several of this with Workshops and not-threatened Racial Capitals.
Good to go with any of these:
[ ] Luthe: Well we know where to build cities and the Capital for our Breed is needed. Let's build it. This project includes the manse allowing all the support features the capital has. It will be especially difficult due to being underwater and the distance from our supply area. AP needed 2. DC: 40. Success Needed 5. Reward: Gain Luthe, Mosok Capital. Space for 4 million, +1 Mosok Action, Tube Tunnel Nexus (much reduces the effort of connecting all cities and manses to a tube network.
[ ] Tzali: Well we know where to build cities and the Capital for our Breed is needed. Let's build it. This project includes the manse allowing all the support features the capital has. It will be especially difficult due to the high mountains supplies must be brought up and the distance from our supply area. AP needed 2. DC: 40. Success Needed 5. Reward: Gain Tzali, Pterok Capital. Space for 4 million, +1 Pterok Action, Scriptorium (Allows mass production of Prayer Strips and higher quality prayer strips).
[ ] Sperimin: Now that our capital is finished lets build up the Academy city properly, includes 12 academies around the central library. A city of a million, basic defenses, and a tube tunnel to Merela. AP needed 2. DC: 25. Success needed: 4. Reward. Complete the Academy City Sperimin to discount and unlock research actions.
[ ] Port Abalone: While we could build a shipyard and Navy in Merela building a city on the southern Isle as a huge and dedicated port with Tunnel Tube connections to Merela would possibly be more efficient, especially when staging attacks on or defending from the Orks or supporting construction of the Breed Capitals. AP needed 2. DC: 25. Success needed: 4. Reward. Complete the Port City Abalone to discount and unlock Naval actions. Naval actions lower difficulty on most actions outside the Isle.
[ ] Manse Builder: These will not be elaborate geomantic power-wells driving cities or factory cathedrals. At least not yet. This project gets them capped and twenty hearthstones available for other magitech projects as fast as possible. AP needed 2. DC: 30. Success Needed 3. Reward: Gain 20 hearthstones to power magitech gear.
[ ] Standard Outfitting: You don't want your people to settle for suck. Raptok craftsmen work hard to forge third rate gear for the remnant legion. Although it is difficult without any workshops or feed stock. This is probably the best you can do until you set up. Ironwood Sheaths (shit tier power armor), Breath Vines, Essence Visors, Echo Jewels, Shock Pikes (magic spear that shoots force bolts), essence pulse grenades, some use thunderbolt shields and others equip Fuel Bolt Launchers for anti-vehicle work. Between the armory and the already completed Echo Jewels we can equip two legions for roughly the price of one. AP needed 2. DC: 40. Success Needed 5. Rewards: Both Draconic legions are equipped with third rate Dragon King gear. Will grant +2 Might to legions.
[ ] Workshop-Tools: This workshop is dedicated to the mass construction of tools and consumable that enable a higher level of craft to take place. This facility does nothing itself, merely unlock upgrades to the other facilities which will have to be done in further projects. An Advanced Observatory will uncover astrology faster and allow better use, an advanced Workshop armory will be needed for mass production of 2nd rate gear or potential first rate gear. AP Needed 1. DC 35. AP needed 3. Reward: Tool Workshop built.
[ ] Workshop – Golems: When even the most average unarmed ork can defeat multiple Staran we cannot depend on them. We need higher quality disposable troops. This workshop enables and supports construction of higher quality golems and automata. It provides a single free success for such construction every turn and enables large scale production. AP Needed 1. DC 35. AP needed 3. Reward: Golem Workshop built.

[ ] Workshop – Exotic Components: We have jury rigged our way making lesser artifacts through using our powerful Paths and the Fact our blood, scales, teeth and claws are potent enough to count as lesser magical components. To work greater wonders we need more in quantity, quality, and diversity. This workshop sets up Alchemical Gardens for plant produced components, crystal growing labs, and teams that work out deals with spirits and elemental to accept either body parts or blessings as useful components. Note that they are not amazing components, but there will be a lot to fill our workshops and we don't have to literally work our hands bloody making our magical tools now. Exotic component workshop reduces the number of success a mass project like magical armories or manse building take by one, this only applies if the project needed at least three originally. This workshop does not provide free successes and there are high level artifacts that these components are not equipped to aid. This facility would enable 2nd rate arms, war engines, or golems along with Advanced versions of their workshops. AP Needed 1. DC 35. AP needed 3. Reward: Exotic Component Workshop built.
[ ] Jade Mine: The Jade Mine needs to be set up to be fully exploited. Setting up this mine enables us to draw out the jade for use in our artifact crafting, any artifact that is applicable has it count as an exotic component. Which means any magitech or manse project that needs at least three success can have one removed thanks to copious jade supplies. This will still benefit and unlock higher level artifact crafting as long as they use jade, some project will not use jade and cannot benefit however 3rd and second rate war gear, war engines and golems will specifically benefit. AP Needed 1. DC 35. AP needed 3. Reward: Mine Built.
Take the minimum 2 AP for 3 of these and take 2 of that and that means they'd be filled in as-needed with the elementals after we see which ones are still lacking successes.
 
These are terrible ideas. Let's never employ them.
Nonsense. Just do it like the Eldar do it. Do it on a world where you do not have anything you care about nearby.

Hell, that would be a hilarious trick to pull on Biel Tan when they fuck with us later on. Find Maiden world, generate super orks on it. Or similar. Is it dickish? Extremely. But I don't feel any guilt for doing it to people like Biel Tan.
 
Naw, the problem of making super orks is that there is a STRONG tendency of the ork escaping containment and then now theres super orks everywhere.
 
Messing around with the Orks genetically/magically is an absolutely awful idea that can only end badly. They're far too resilient (themselves and their spores) and widespread. What if in the process of messing with a group of them, we cause some kind of Waagh Signal that draws in a shitload of them from elsewhere?

Best to not touch them and focus on other projects.
 
AP can only go to multi-turn projects,

No, I thought this was clear, the elementals are more multipurpose and longer lasting in this project which is why the bonus is less. IE I assign the two dice in the turn it succeeded and I assign the two dice the next project.

The dice need not apply to the same project in the same turn let alone across turns.

Dedicating the elementals to a single pre-determined project would produce either easier or more potent effects.

'Nids are sources of exotic materials for artefacts? Noice.

Its age and the fact it was lost in a cave for so long is the source of its potency. One "cheap" source of exotic components is to find something that has been lost (ten years for level one, one hundred years for level two, 100,000 years for level 5.)

Though it being basically a Behemoth certainly helped which is why you got three stockpiles of the best quality. A stockpile being not a single component but something appropriate to matter on the scale of a voidship, outfitting an army, or building a manse city.

Wait... What is a 'nid doing in a 10k+ year old cave?

Um there are lots of sources indicating at least hints of tyranids sending scout parties or there being some psuedo tyranid like beings existing in the past all over the lore. Its never explained, other than a magos examining some trophy from 5,000 to 10,000 years ago and saying this is very similar to tyranid bioforms despite having them not show up in mass until "now"



Anything badass by nature is usable as rare materials, anything badass by development is usable as rare materials. An Exalt's body parts are good for lots of mid range stuff...

Your crafters have been using there own blood to "water" alchemical shrubs and artifact plantings and their own ground up scales and claws as dust in crystalline formation.

Humans in this situation, even if they had the "technology" would be a lot worse off unless that had exalted or an equivalent like space marines.

Keep in mind the really good components tend to require going questing in the Wyld/Warp for impossible products and or massive infrastructure works on the "drains AP just to keep active" level.
 
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