Voting is open
Posting @Alectai 's plan since no one's actually posting the full plan.

[X] Plan: First Contact Package
-[X]
Now that the initial communication barrier has been cleared, introduce ourselves as envoys of the Glittering Federation, a relatively new influence in the region formed from a number of disparate peoples who have banded together for mutual protection and prosperity, in the name of the Star Child to Be.
--[X] SUMMARY: An introduction to us as a people, to the Droman Creed that unites us and the Five-who-are-One, a God who may hopefully emerge in the distant future to help bring an era of peace and prosperity to the Galaxy over this era of darkness it presently labors under.
-[X] Give a basic overview of what we understand of the current galactic position--with the major hegemonic power--The Imperium of Man--having withdrawn from this region of space due to pressure from an extremely aggressive species that had been pressuring them along these borders, and the Glittering Federation formed from their abandoned peoples and others who had endured within the margins. We share a creed and a core set of laws--though we are admittedly a new influence and hadn't quite managed to sort out how we were supposed to approach an uncontacted alien species until relatively recently, especially since we were certainly not going to emulate the Imperium of Man's approach--the tragedy of the Bold Explorer forced us into action quickly to prevent a repeat.
--[X] SUMMARY: A brief explanation as to the local astropolitical situation as we understand it, and us as a people, being those discarded by a hegemonic power who came together under a single creed for mutual prosperity and protection.
-[X] On that topic, we should share with you a proper explanation of our concern. Most forms of Faster than Life Travel that we are aware interact with the Immaterium--a realm of thought and idea that underpins much of the Material Universe as we understand it. It is both highly reactive to thoughts and emotions, and prone to positive feedback loops, which has--over the countless ages of history and untold tragedies, turned into a disaster zone, utterly inimical to life as we know it. What this means is that there is no absolutely safe means of entering or making direct use of it. There are ways to control the risks however, such as the Gellar Field--an ingenious device that allows a ship to maintain its own integrity when submerged into the Warp. This is not absolutely safe, for reasons we will touch on soon, but it becomes a controlled risk.
--[X] SUMMARY: Give a basic primer on the Warp and why you must treat it like hazardous material at all times. Yes, it is required to achieve Faster than Light Travel, no, it is not possible to completely eliminate all risk--but it can be controlled with proper techniques and diligence.
-[X] On that topic, yes, there are entities in the Warp, the overwhelming majority of which are hostile to life as we know it with vanishingly few exceptions. We do not know why, save that drawing the living closer to their natures provides some manner of satisfaction to them, and that when conditions are correct, they are capable of reaching across the veil to influence material reality. Fortunately, there are ways to combat them and deny their influence, and there are certain signs that can help see when their hand is in play.
--[X] SUMMARY: Touch on Why specifically, it's impossible to absolutely eliminate the risk--because there are things native to it that actively bend over backwards to stir the pot for their own reasons, and some of their most commonly known methods of attack and subversion.
-[X] So, what comes next. Truthfully, it would be abject cruelty to just vanish after this--you're young--and more importantly, you've already been noticed. Obscurity is no longer a defense, and those who can communicate in this dark time should band together, or we all risk being cut down apart. We are willing to provide protection to your people as you get your feet under you, as well as education in what you absolutely must know if you hope to survive in this time. Where we go from there is up to you.
--[X] SUMMARY: The Pitch--such as it is. A brief period to get a feel for them as a people and hopefully find and identify any major landmines or time bombs ready to go off, with a general push to Protectorate status.

[X] Plan: Easy as One Two Three... Fourteen? The Fourteen Points?!
 
I'm actually going to propose an addendum to the tech sharing agreement: if they're capable of space flight and not Ravagers, we give them Geller Field designs. No living soul deserves the attention of the Four.

Otherwise:

[X] Plan: Easy as One Two Three... Fourteen? The Fourteen Points?!
 
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[X] Plan: Easy as One Two Three... Fourteen? The Fourteen Points?!
-[X] 1) The Geller Field: That there are ways to reduce the risks of traveling between the Stars, and that many species have discovered them. However, that there is no such thing as total safety. The Warp is dangerous.
-[X] 2) The Warp. That the warp as beings in it, including beings of the Warp, and four Ways of its Corruption attached to powerful dark beings who feed on the evil in hearts. One that feeds on manipulation and lies, one on rage and hate, one on hopelessness, despair, and disease, and one on excess and cruel decadence. Be wary for these enemies may corrupt good people and you should watch your society for organizations of Schemers, Plaguebearers, Obsessionists or Bloodthirsty Monsters. Compare it to an illness of the mind, heart and soul, as well as the body, and acknowledge that major disasters on their planet may be the Warp.
-[X] 3) The Imperium of Mankind: A government flawed and evil, which has dominated much of the galaxy but not all of it, and which has withdrawn from this region. Make it clear that some in the Glittering Federation were of the Imperium, but are no longer, having been abandoned to die--those who show no kindness and mercy to those they deem enemies rarely have kindness or mercy to the innocent on their own "side."
-[X] 4) The Glittering Federation: A government of and by the people, which has included even non-Humans as part of the Protectorate or, in the case of the Kil'drabi, as Kin. The basic categories and priorities, focusing especially on the moral and ethical.
-[X] 5) The Kil'drabi: A full accounting of their story so as to illustrate the character of the Federation, their character and the Five Ranks that have been recently qualified.
-[X] 6) The Star Child: the five-fold religion, proselytizing it with vigor but making it very clear that you shall not be trying to force them to convert at this moment. (Leave out the fact that you're not necessarily religiously opposed to Forced Conversion, this is diplomacy.) Create an account of at least the generalities of the religion. Give it your best pitch.
-[X] 7) The Orks and other beings: Being a brief enumeration of the dangers of the Orks that caused the Imperium's retreat, and how those Left Behind righteously battled to save the innocent from destruction, and how these battles have ultimately saved tens of millions if not more, and how they are ongoing but the region is partially secure from Orks. Make it clear that this is the situation that led to leaving them be after the incident involving suspected attack, and that it is only now moving towards one stage of resolution.
-[X] 8) Elder: They exist. Say little else. Say they would probably prefer not to be disturbed.
-[X] 9) Problems: Ask about problems they've been having, especially in light of the Information with the Warp. Offer to potentially send Psykana to scan for them, and investigators, should they ask for help. Make it clear this is not a demand, and refusal will be accepted.
-[X] 10) Refusal: If they refuse, give them at least a bit of basic information to help them find problems.
-[X] 11) Psykana: Explain what Psykers are and aren't. Simple terms. Very basic.
-[X] 12) Trade of Information: Reveal the Five-Fold points and propose a trade. Information on the Geller Field, therefore making all parties safer, in exchange for information on culture, music, the religions of the people of this system, dead languages, historical information, etc, etc: both parties will therefore expand their galaxy! (Also let us look for signs of Chaos.)
--[X] Little did the negotiators know it was a vile trap!
---[X] For one of the music genres shared by the new species would turn out to be incredibly popular among the youths, and one day, a mere decade or two later, their own children would call them lame, square, and boring for thinking that the latest music fad sounds like just noise. Even when they go, "I negotiated for that!" their children will just roll their eyes and say, "Ok, Parent."
-[X] 13) Status: Offer and explain both Neutrality and Protectorate status, and leave it to them to decide or to counteroffer.
-[X] 14) Inquiry: Ask of their government, way of life, culture, music, science, etc, etc. Send messages back to the educated of the Federation, and no doubt they will have more. Or requests to send crazy academics to study an entirely new people, etc, etc!

As always, open for suggestions.
How about a point to specifically explain that we are advanced humans, nothing more/less?
Just as a general precaution against deification. The Starchild is the divine, we are only normal people trying to do their work.
(Also would bring it to 15 points, multiple of 5)
 
Question for when you are back @HeroCooky
Do we know about warp skipping drives?
Yes. They are inferior to actual Warp Drives in every way, especially if you know how to create Gellar Fields.
@HeroCooky do we know what brotar is like yet and is there anything further past it?
... What the fuck happened there? Where are the Orks in Brotar?
It's a Barren and Lifeless World, likely having been subjected to a Life-eater Virus bombardment as suggested by Chapter Master Chyron once he'd seen the reports.

Also, you don't know what lays beyond that system because you have a Scouting Range of 1 System.
 
Yes. They are inferior to actual Warp Drives in every way, especially if you know how to create Gellar Fields.
Well, there is one way they get beaten out by Skip Drives (especially those by the Tau) and that's safety and reliability. While on average a ship with a Warp Drive is faster, with a Skip Drive when that ship arrives is more predictable as there's significantly less chance of getting lost in the warp or something weird happening like arriving decades to centuries after they were supposed to arrive or before they even left
 
Discovered Species of the Galaxy
Classification of the species.
Name: What the Species is called/calls themselves.
Appearance: How they look.
Age Range: How old they are as individuals and as a species.
Technology Level: The level of technology they possess.
Stone Age
Bronze/Iron Age
Steel Age
Pre-Industrial
Industrial
Early Space
Advanced Space
Warp Space
Low Imperial
High Imperial
Advanced
Psychological Compatibility: How closely they are in thought to Humanity (Baseline).
Physiological Compatibility: How closely they are in environmental needs to Humanity (Baseline).
Chocolate Compatibleness: How and if they can eat your spiced chocolate.
Short History: A short history of their people.


Name: Orks
Appearance: Extreme Variance. Sub-species known: Squig, Snotling, Gretchin, Ork (proper.)
Age Range: Unknown. Unknown.
Technology Level: Extreme Variance.
Psychological Compatibility: Low-Medium.
Physiological Compatibility: Medium-High.
Chocolate Compatibleness: Likely able to consume chocolate.
Short History: Unknown.
Name: Eldar / Asuryani.
Appearance: Extreme similarities to baseline humanity, but taller and spindly. Most notable are the sharp ears.
Age Range: Unknown.
Technology Level: Advanced at the least.
Psychological Compatibility: Low-Middle Assumed.
Physiological Compatibility: Extreme Assumed.
Chocolate Compatibleness: Likely able to consume chocolate.
Short History: Unknown.

Name: Eldar Sub-Faction "Dark Eldar" / Drukhari.
Appearance: Extreme similarities to baseline humanity, but taller and spindly. Most notable are the sharp ears.
Age Range: Unknown.
Technology Level: Advanced at the least.
Psychological Compatibility: None-Low Assumed.
Physiological Compatibility: Extreme Assumed.
Chocolate Compatibleness: Likely able to consume chocolate.
Short History: Unknown.
N/A
Name: Yeeni / The Thinking Ones
Appearance: They are 1.6-1.9m tall but have a noticeable hunch, and they are 1.9-2.2m if their back is stretched. They possess fur across their body with the exception of paw-soles, inner hands, and snouts. Their coloration range is white, black, ochre, red, ashen, and brown, with spots of darker coloration. They have a short muzzle filled with sharp carnivore teeth, stubby ears, pronounced digitigrade legs, mostly black eyes, and oversized hands and arms.

Age Range: ~60 years for individuals, ~18.000 years assumed by archeological records.
Technology Level: Low Imperial
Psychological Compatibility: High.
Physiological Compatibility: High-Extreme. Notably, their diet consists mostly (70%) of bones.
Chocolate Compatibleness: Are allergic to chocolate.
Short History: Subject to a regular extermination mission of the Imperium of Man for most of their history has led most of it to be lost. The recent "suppression cycle" was discontinued due to Imperial Retreat from the Sub-Sector. Have grown to colonize another moon within their orbital Gas-Giant system and have sent sleeper ships to other stars to prevent complete extermination. They were stopped from utilizing unshielded Warp Skim-Drives by the Glimmering Federation and became a Protectorate in 328.M42 with a species-wide referendum with 89% in favor after morale-crushing revelations of the nature of the galaxy. As of 398.M42, they are allowed to serve in Secondary Combat Roles.
Name: Kil'drabi / We Who Yet Wander
Appearance: Looking like a ~2-3 meter long grey conduit tube, with three legs on each side of the "tube," and a ~40-60cm long, very dextrous maw filled with sharp teeth at one end. They unfold four "arms" from the sides of their maw, each far weaker than a human arm but able to manipulate objects in far better detail than a human could. They are herbivorous.
Age Range: ~180-250 for Individuals, ~95.000 assumed as a species.
Technology Level: High Imperial
Psychological Compatibility: High.
Physiological Compatibility: Low-Medium.
Chocolate Compatibleness: Can eat it, but doesn't taste good for them.
Short History: Fleeing a natural disaster that destroyed their home system ~9.000 years ago, the Kil'drabi became interstellar nomads, splitting their fleets whenever they grew too large to supply themselves swiftly before continuing. This splinter of their race anchored itself in the Droman system. However, the Imperium killed most, with only a tiny portion surviving via crash-landing on the Frozen Moon, where they battled against a crashed Imperial regiment until the people of the Cradle Station arrived. From there, nearly three centuries of Protectorate Status followed, ended when they sent another Battlecolony to shield Ubraka, bleeding in its defense with these near-holy ships. They have been declared Kin in 320.M42.
 
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They are 1.6-1.9m tall but have a noticeable hunch, and they are 2.3-2.5m if their back is stretched. They possess fur across their body with the exception of paw-soles, inner hands, and snouts. Their coloration range is white, black, ochre, red, ashen, and brown, with spots of darker coloration. They have a short muzzle filled with sharp carnivore teeth, stubby ears, pronounced digitigrade legs, mostly black eyes, and oversized hands and arms.

...Doggy?
 
Vote closed
Scheduled vote count started by HeroCooky on Mar 28, 2024 at 2:15 PM, finished with 21 posts and 13 votes.

  • [X] Plan: Easy as One Two Three... Fourteen? The Fourteen Points?!
    -[X] 1) The Geller Field: That there are ways to reduce the risks of traveling between the Stars, and that many species have discovered them. However, that there is no such thing as total safety. The Warp is dangerous.
    -[X] 2) The Warp. That the warp as beings in it, including beings of the Warp, and four Ways of its Corruption attached to powerful dark beings who feed on the evil in hearts. One that feeds on manipulation and lies, one on rage and hate, one on hopelessness, despair, and disease, and one on excess and cruel decadence. Be wary for these enemies may corrupt good people and you should watch your society for organizations of Schemers, Plaguebearers, Obsessionists or Bloodthirsty Monsters. Compare it to an illness of the mind, heart and soul, as well as the body, and acknowledge that major disasters on their planet may be the Warp.
    -[X] 3) The Imperium of Mankind: A government flawed and evil, which has dominated much of the galaxy but not all of it, and which has withdrawn from this region. Make it clear that some in the Glittering Federation were of the Imperium, but are no longer, having been abandoned to die--those who show no kindness and mercy to those they deem enemies rarely have kindness or mercy to the innocent on their own "side."
    -[X] 4) The Glittering Federation: A government of and by the people, which has included even non-Humans as part of the Protectorate or, in the case of the Kil'drabi, as Kin. The basic categories and priorities, focusing especially on the moral and ethical.
    -[X] 5) The Kil'drabi: A full accounting of their story so as to illustrate the character of the Federation, their character and the Five Ranks that have been recently qualified.
    -[X] 6) The Star Child: the five-fold religion, proselytizing it with vigor but making it very clear that you shall not be trying to force them to convert at this moment. (Leave out the fact that you're not necessarily religiously opposed to Forced Conversion, this is diplomacy.) Create an account of at least the generalities of the religion. Give it your best pitch.
    -[X] 7) The Orks and other beings: Being a brief enumeration of the dangers of the Orks that caused the Imperium's retreat, and how those Left Behind righteously battled to save the innocent from destruction, and how these battles have ultimately saved tens of millions if not more, and how they are ongoing but the region is partially secure from Orks. Make it clear that this is the situation that led to leaving them be after the incident involving suspected attack, and that it is only now moving towards one stage of resolution.
    -[X] 8) Elder: They exist. Say little else. Say they would probably prefer not to be disturbed.
    -[X] 9) Problems: Ask about problems they've been having, especially in light of the Information with the Warp. Offer to potentially send Psykana to scan for them, and investigators, should they ask for help. Make it clear this is not a demand, and refusal will be accepted.
    -[X] 10) Refusal: If they refuse, give them at least a bit of basic information to help them find problems.
    -[X] 11) Psykana: Explain what Psykers are and aren't. Simple terms. Very basic.
    -[X] 12) Trade of Information: Reveal the Five-Fold points and propose a trade. Information on the Geller Field, therefore making all parties safer, in exchange for information on culture, music, the religions of the people of this system, dead languages, historical information, etc, etc: both parties will therefore expand their galaxy! (Also let us look for signs of Chaos.)
    --[X] Little did the negotiators know it was a vile trap!
    ---[X] For one of the music genres shared by the new species would turn out to be incredibly popular among the youths, and one day, a mere decade or two later, their own children would call them lame, square, and boring for thinking that the latest music fad sounds like just noise. Even when they go, "I negotiated for that!" their children will just roll their eyes and say, "Ok, Parent."
    -[X] 13) Status: Offer and explain both Neutrality and Protectorate status, and leave it to them to decide or to counteroffer.
    -[X] 14) Inquiry: Ask of their government, way of life, culture, music, science, etc, etc. Send messages back to the educated of the Federation, and no doubt they will have more. Or requests to send crazy academics to study an entirely new people, etc, etc!
    [X] Plan: First Contact Package
    -[X] Now that the initial communication barrier has been cleared, introduce ourselves as envoys of the Glittering Federation, a relatively new influence in the region formed from a number of disparate peoples who have banded together for mutual protection and prosperity, in the name of the Star Child to Be.
    --[X] SUMMARY: An introduction to us as a people, to the Droman Creed that unites us and the Five-who-are-One, a God who may hopefully emerge in the distant future to help bring an era of peace and prosperity to the Galaxy over this era of darkness it presently labors under.
    -[X] Give a basic overview of what we understand of the current galactic position--with the major hegemonic power--The Imperium of Man--having withdrawn from this region of space due to pressure from an extremely aggressive species that had been pressuring them along these borders, and the Glittering Federation formed from their abandoned peoples and others who had endured within the margins. We share a creed and a core set of laws--though we are admittedly a new influence and hadn't quite managed to sort out how we were supposed to approach an uncontacted alien species until relatively recently, especially since we were certainly not going to emulate the Imperium of Man's approach--the tragedy of the Bold Explorer forced us into action quickly to prevent a repeat.
    --[X] SUMMARY: A brief explanation as to the local astropolitical situation as we understand it, and us as a people, being those discarded by a hegemonic power who came together under a single creed for mutual prosperity and protection.
    -[X] On that topic, we should share with you a proper explanation of our concern. Most forms of Faster than Life Travel that we are aware interact with the Immaterium--a realm of thought and idea that underpins much of the Material Universe as we understand it. It is both highly reactive to thoughts and emotions, and prone to positive feedback loops, which has--over the countless ages of history and untold tragedies, turned into a disaster zone, utterly inimical to life as we know it. What this means is that there is no absolutely safe means of entering or making direct use of it. There are ways to control the risks however, such as the Gellar Field--an ingenious device that allows a ship to maintain its own integrity when submerged into the Warp. This is not absolutely safe, for reasons we will touch on soon, but it becomes a controlled risk.
    --[X] SUMMARY: Give a basic primer on the Warp and why you must treat it like hazardous material at all times. Yes, it is required to achieve Faster than Light Travel, no, it is not possible to completely eliminate all risk--but it can be controlled with proper techniques and diligence.
    -[X] On that topic, yes, there are entities in the Warp, the overwhelming majority of which are hostile to life as we know it with vanishingly few exceptions. We do not know why, save that drawing the living closer to their natures provides some manner of satisfaction to them, and that when conditions are correct, they are capable of reaching across the veil to influence material reality. Fortunately, there are ways to combat them and deny their influence, and there are certain signs that can help see when their hand is in play.
    --[X] SUMMARY: Touch on Why specifically, it's impossible to absolutely eliminate the risk--because there are things native to it that actively bend over backwards to stir the pot for their own reasons, and some of their most commonly known methods of attack and subversion.
    -[X] So, what comes next. Truthfully, it would be abject cruelty to just vanish after this--you're young--and more importantly, you've already been noticed. Obscurity is no longer a defense, and those who can communicate in this dark time should band together, or we all risk being cut down apart. We are willing to provide protection to your people as you get your feet under you, as well as education in what you absolutely must know if you hope to survive in this time. Where we go from there is up to you.
    --[X] SUMMARY: The Pitch--such as it is. A brief period to get a feel for them as a people and hopefully find and identify any major landmines or time bombs ready to go off, with a general push to Protectorate status.
 
330.M42 - Five Years Pass
Five years pass as the delegation within Teardrop slowly explains the nature of the galaxy, Chaos, the Imperium, the Glimmering Federation, and a host of other issues and problems to the Yeeni, with the latter reacting with ever-growing horror, shock, disappointment, and growing sorrow to each news.

The revelation that they had sent their crews through the Warp, a realm of pure chaotic energies filled with dangerous parasites and malignant thought-diseases, without any protection, was received with shock and dismay. Additionally, the (scrubbed of all malignant influences) pictures of what had happened to their first ship and crew nearly resulted in a riot of civilians taking over the manufacturing plant of their "Miracle Drives" and destroying the same before order could be restored. The Yeeni have since stopped production and are concerned with understanding the Gellar Field technology given to them first before they resume Warp Skim-Drive production.

The warnings of the dangers of the Warp and the corrupting beings within were taken with varying levels of horror and terror, governmental organizations and faiths (which had a surprising amount of similarity to the Star Child in structure and should be quickly subsumed or syncretized in a century or two, as their governments have agreed to allow preachers and monasteries to be built on their soils) overreacting at first before being guided down a far less damaging path in the containment of Chaos and the forces of the "Schemer, Plaguebearer, Obsessionist, and Bloodseeker."

The news of the truth behind the "Archangels" and "Winged Watchers" did little to the already in-the-gutters morale of the Yeeni but was dutifully recorded and disseminated. That the "Archangels" are a brutal government suppressing its people who can be guided down a better path has seemingly demystified the Imperium and has kindled a fire in a small section of the Yeeni not to become its victims ever again. In addition, the truthful and honest nature of our information exchanges has strengthened their belief that we are "benevolent watchers" despite the latter being somewhat untrue and the first remaining a hotly debated topic amongst ourselves.

The news of the various Xenos has been taken in a far better mood, though the existence of the Orks was not. Questions about how we knew so little about the Eldar were rightly answered with: "Because we had one point of contact with them." That the Glimmering Federation is also a duo-species polity with the Kil'drabi having recently been declared as equal to its founding member, humanity, was also seen as a positive mark in our favor by the Yeeni.

When it came time to discuss the topic of Psykers, a demonstration was offered of a Choir (with a Kil'drabi member) using their powers to invoke a Fire Melody. The video was shared on their planetary noospheres and reached a combined total of 14 billion views within a day. We have, confusingly enough, received revenue for the ads shown before the video. (The Choir intends to spend it on a lifetime supply of incense.) However, the Yeeni have professed that they do not know or have never had an individual manifest psychic abilities...that they could empirically prove. The offer to have a Choir stationed within their system to examine those people and offer training so they don't accidentally summon a Warp Parasite and keep an eye out for problems caused by them was accepted after a few discussions.

All of which ended in the offer of Protectorate Status, with all the rights and duties therein, to the Yeeni.

They, after a species-wide referendum, agreed with an 89% super-majority. 5% abstained.



With the colonization of Magdab in Itani, our scouts were able to reach further into the galaxy, with the Brotar System of the Amratur Sub-Sector uncovered and scouted. Concerningly, no Orks were found, meaning that whatever had made the local Imperium retreat from their former worlds had to be something else...or the Orks were dealt with in the meantime by another. A theory supported by Brotar Primus having been, as declared by Chapter Master Chyron of the Lamenters, subjected to a Life-eater Virus bombardment.

Concerning.


You Have 3 [Three] Actions. You Have 1 [One] Action Thanks To Defeating Your First Sub-Sector War!
(6-Hour Moratorium)
[] [General] Construct Something
-[] Food Production VI
-[] Civilian Infrastructure VI
-[] Heavy Industry II
-[] Void Industry VII
-[] Medical Services II
-[] Military Industry III

(Gain: A boost in production focusing on the chosen option.)

[] [General] Colonize (Planet)
It is time to bring another world into the fold. Thanks to the Kil'drabi becoming our Kin, we can now categorize Frozen, Ash, and Volcanic Worlds as Habitable instead.
(Gain: A colonized World.
Habitable Worlds: Ultima Sigritta - Sira (Mesa and Savannah), Silista - Silista X (Temperate Continent), Itani - Grubbub (Ash and Frozen), Gnatiila - Smug (Volcanic and Ash)
Hostile Worlds (-1 Void Industry): Bortar - Brotar Prime (Barren and Lifeless)
Deathworlds (-1 to All): N/A)

[] [General] Integrate the Kil'drabi Kin (1.5/2)
This is much more than a 'mere' sharing of technology to those deemed worthy, but the declaration of another species as complete equals and members of the Glimmering Federation as one more Candle against the Dark. The Kil'drabi have bled for us; they have risked ships that are almost holy to them in defense of Ubraka, and they have done so without prompting or asking but out of their own free will. We have three centuries of peaceful and content co-existence and a battle as proof of their dedication, and a Divine Mandate. This is no blind trust, no matter the work that still needs to be done to take them in as equals. This is proof of the truth in the path we walk and the faith we preach. We declare them Kin. As have they.
(Gain: Kil'drabi Integrated! +1 Void Industry/Civilian Infrastructure/Heavy Industry, -1 Military Industry. Unlock [Emergency Transition Warp Breakers|Snapshot Pinpoint Targeting Solutions]!)

[] [General] Forge Closer Economic/Political/Spiritual Ties With The Yeeni
Having accepted our offer of becoming a Protectorate of the Glimmering Federation-though civilian morale seems to have taken a massive hit due to the large amount of revelations given by us-the Yeeni now require several structures built within their system to better protect them and facilitate economic, political, and spiritual integrations into the wider Federation. Unfortunately, this will entail a large portion of academics and eggheads arriving and bothering the people there.
(Gain: Starts auto-alignment of the Yeeni Protectorate to Glimmering Morals, Values, and Faith.)

[] [Military] Karnivore Sanctification And Manufactorium
With the recovery of the Karnivore STC, we have gained a potent combat walker that will undoubtedly massively improve our troops' combat capability. However, the construction of the many specialized components and weapons demanded within the STC, as well as the Armiger Knight itself, will require dedicated assemblies, factories, and forges, alongside training academies and pilot cadres to pilot these combat walkers. Additionally, further sanctifications would not be amiss, alongside a change in appearance.
(Gain: The ability to construct Karnivore War-Packs (15 per).)

[] [Military] Fill Out The System Army Groups - (0/2)
With the military reorganized, it is time to begin a standardization across all our systems to fill out at least one SAG.
(Gain: All Systems currently fully controlled have their SAGs filled to 100% strength. 4 SAGs in Total.)

[] [Military] Create A SAG - [System] - [Weight: Light/Medium/Heavy] - [Type: Infantry/Mechanized] - [Classification: Sabotage/Assault/Engineering/Demolition/Ogryn]
Sabotage Units will focus on raiding and disrupting the enemy with lighting raids and plundering logistics; Assault Units will punch through the enemy in weak points and sow confusion with overwhelming firepower; Engineering Units will focus on creating fortifications and using turrets, mines, and barricades; Demolition Units will be comprised out of heavy weaponry squads with plenty of explosives, from mines to rockets; and Ogryn Units will be Ogryns armored in heavy metals and armed with shields and Beatin' Sticks led by men and women with spiffy hats that will not be disobeyed. Infantry Units consist mainly of boots on the ground, while Mechanized Units are equipped with vehicles that increase mobility and durability at the cost of logistics and all-terrain capability. Light Units are better for Low-Logistic scenarios, while Medium Units rely more on regular shipments yet strike a good balance between supply consumption and effectiveness, with Heavy Units reliant on solid logistics to continue working while also offering an equal force-concentration in return.
(Gain: A SAG. These contain [Four Units] chosen from the above choices.)

[] [Military] Construct/Refit A Warp Ship - [Choose a Design]
Ships are produced at these rates: Six Scouts, Four Destroyers, two Frigates, and One Light Cruiser per decade. Refit Rates: 6 Aries to 6 Aries-Secundus per Decade.
(Gain: Chosen Ships.)

[][Military] Design A New Voidship Class - [Available: Destroyer, Frigate, Light Cruiser]
From what we can tell, thanks to our history, what information we have available, and what the Kil'drabi and the Governor of Droma III tell us, the difference between a prosperous interstellar polity and one naught but ash is the strength of their navy. At the moment, we have the beginning of a nascent Void Fleet, yet purely defending against our enemies is a great way to get ground down into dust over time; we need to be able to bring the fight to them.
(Gain: A newly designed and built Ship Class.)

[] [Military] Begin Military Operations (Assign SAG/s) (Choose Location/s) (Designate Objective/s)
-[] 2x Free Celestial Choirs

-[] Task Fleet Alpha
(6x Aries-Class Corvettes, 1x Aries-Secundus Class Corvette, 1x Lupus-Class Torpedo Destroyer, 1x Crux-Class Missile Frigate, 1x Libra-class Light Carrier, 2x Taurus-Class Troopship (0/2 SAG Capacity))
-[] Task Fleet Beta
(2x Pact of Our New Path Battlecolonies)
-[] Scout Fleet Alpha
(4x Circinus-Class Scout Sloop)
-[-] Lamenters Chapter Fleet
(3x Risen Dirge-Class Boarding Ships (Space Marine Troopship))

There is war to be had and battle to be made. Send troops to resolve issues and squash opposition to the Star Child and Humanity and all Their Protectorates. Or send ships to scout neighboring systems to understand what is happening there.
(Gain: Military dispatched to put down opposition violently. Scouts are dispatched to look at other systems.
Scouting Range: 1 System from Claimed Systems. Scouting Efficiency: 50%
Note: For use outside your territory or in support of forces specified within another Action.)

[] [Psykana] Conduct a Melody (Choose one below.) (0.2/1 - Auto Complete)
The Celestial Choir has been given the means; with time, they shall conduct their songs. They will listen to the Warp and filter out the false whispers from the slumbering guidance of the Star Child. In halting prayer and stumbling humming, the truth will be stripped until nothing but it remains in the hands of those who shall make it anew into power to be wielded by the Choirs to come.
(Uncovered: Technology.
Secret: Slumber, Silence, Perception, and Grounding.
Star Child: Hope, Compassion, Humanity II, Song III, Mercy, Creativity II, Health, Unity, Innovation, Machinery, Logic II, Progress, Protection II, Justice, Wisdom, The Sun II, The Home II, Death, Ruthlessness, Brutality, and Fire II.
Kil'drabi: Paths, The Void, Struggle, Community, and Family.
Gain: A Melody newly Conducted.)

[] [Psykana] Sing a Song (Choose at least Three below.)
Mere Melodies are not the end of the journey, nor should they be the start. They are the middle, from which all things shall grow and wither.
(Available: Protection I, Fire I, The Sun I, Humanity I, Creativity I, Song II, The Home I, and Logic I.
Gain: A Song.
Sung: Dirge for the Innocent.)

[] [Faith] Monuments for Martyrs, Graves for the Forgotten
The Candle Keepers have been fighting the good fight for nearly 250 years, a fourth of a millennium. In this time, thousands have perished to give people hope, security, and a better life and pave the way for those who come after to stride further and with growing security and pride into the great unknown and black abyss shrinking before the light of the Star Child. Within those 250 years, we have fought against a constant barrage of Orks, worshippers of Chaos, and those who tried to turn traitors to their fellow people, with the first of many Xeno Protectorates established, and its people turned into faithful worshippers and adherents to the Droman Creed. Yet, though now temples ring with the sounds of bells and the hymns of choirs signing united, and our systems teem with the faithful eager to build a better future against the coming of the dark, many had to give their lives to reach this point...and many more will follow. Do these people, who are now forever lost to the soil of worlds and the greedy grasp of the void, deserve to be forgotten? Does their memory not deserve to be honored and remembered? They do, and though some bodies shall never be recovered, their names deserve to be carved for eternity. The only question then arises...where should they be carved into? And how grand would these monuments be if we made multiple instead of one?
(Gain: The Candle Keepers discuss how to honor the fallen and the forgotten. Variable Action Cost.)

[] [Faith] Brotherhoods, Sisterhoods, Siblinghoods, And Orders of Faith
It is undeniable that many marching within our military are those most dedicated to spreading the light of the Star Child. Yet, questions have arisen from those seeking to contribute to the liberation of the galaxy, who either failed to enter the military by being too dedicated to the mission and failing to see the objectives that need to be taken or by failing some other criteria. Some of those questions are if it would not be beneficial if some manner of Faith Militant organization or organizations could be created, or allowed to be created, with others asking for a formal creation of Faith Orders to bolster the ranks of the soldiery with those utterly dedicated to the mission, lending strength, surety, and a bulwark against the horrors of the galaxy to all within.
(Gain: Nail down the Faith Militant aspects of the Cult of the Star Child.)

[] [Faith] Psykana Of The Outside And Unknown
Though we use the Celestial Choirs to bind and tame the powers of the Warp to minimize the risks and dangers inherent in the use of the Psykana, it is folly to believe that we are the only ones who have uncovered ways to utilize the Warp amongst the galaxy, or that there is nothing to be learned from Outsiders. Likewise, though there has been currently only one example, we must also consider what to do with the Psykers of Outsiders to the Federation and how we should go about ensuring that those individuals within our Protectorates or Kin are given over or sent to us instead of being utilized in horrific, immoral, or dangerous ways if they aren't outright killed as was the fate of all Kil'drabi Psykers before they began to send them to us to be taught control or executed should they fail and become a risk to themselves and others without sending their souls to the Great Enemy.
(Gain: Nail down the Outsider Psyker and Psykana Use-doctrine aspects of the Cult of the Star Child.)

[] [Chapter] A Suit Worthy Of The Name (3/5)
With the business on Drixxus and Ixxus done, Chapter Master Chyron is now convinced that, with the possibility of encountering Chaos Marines as high as ever, the main priority of the Lamenters should be the construction of Space Marine Armor. Luckily, Cradle Station has several blueprints, but Chyron is reluctant to use them due to the connotations the Crusade-era designs carry. Instead, he will use the Chapter and Candle Keepers' technical expertise to build a new pattern of Power Armor untainted by history.
(Gain: The Lamenters gain actual Space Marine-rated Power Armor.)

[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)
 
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Huh, we didn't get a Free AP for pushing the Orks out of the Sub-Sector @HeroCooky ? Or is that campaign still finishing up?

Also, just want to confirm, but the Kil'drabi will auto-tick over this turn?
 
No, it's done. You are currently busy re-settling Gnatiila.
But I forgot to add that. :V
And yet, they'll auto-tick.

Huzzah!

Alright, gimmie a sec to crunch some numbers. We're definitely in a period of Consolidation right now, I think.

Broadly though, there's two schools of thought here. We can push to get HI 5 this turn between the Kil'Drabi ticking up while still doing the Yeeni outreach. Or we can spread things out a bit more. Suit Worthy of the Name is getting close to finishing though, so we might want to rush this. The other would be taking this chance to start the Karnivore Sanctification with that bonus point and get HI 5 next turn. I'll admit, I haven't decided yet.
 
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I think we should focus on Psykana (the song for Navigators, and the last Melody to allow the Communication songs) and then... maybe Karnivores, maybe SAG, maybe integrating the Yeeni?
 
[] Plan: If You Are What You Eat, Then the Yeeni are Bones And, This Decade, We Are Psykana and Steel
-[] [General] Forge Closer Economic/Political/Spiritual Ties With The Yeeni
-[] [Military] Karnivore Sanctification And Manufactorium

-[] [Psykana] Sing a Song (Choose at least Three below.)
--[] Song, Humanity, Protection, The Sun, The Home, Fire
[] [Psykana] Conduct a Melody (Choose one below.) (0.2/1 - Auto Complete)
-[] Unity


And then the two Psykana, the Song and then the other Melody needed for the Astro-whatnot.
 
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I think we should focus on Psykana (the song for Navigators, and the last Melody to allow the Communication songs) and then... maybe Karnivores, maybe SAG, maybe integrating the Yeeni?

Oh right, the Song. Forgot about that! It's especially important now!

Okay, yeah, let me see...

[ ] Plan: A moment to breathe
-[] [General] Construct Something
--[] Heavy Industry II x2
-[] [General] Forge Closer Economic/Political/Spiritual Ties With The Yeeni

-[ ] [Psykana] Sing a Song (Choose at least Three below.)
--[ ] Song, Humanity, Protection, The Sun, The Home, Fire


Okay, this gets us three total ticks on HI, continues to follow up with the Yeeni, and puts HI 5 in spitting distance of next turn. We also finally get our Warp Travel advancement Song. I believe that's the combo for it, right? That should help our straining comms network by making courier stuff a bit more practical, and we can pivot for astro-telepathy a bit down the line. We can then get HI-5 next turn with relative ease, and start filling in some of our modernization stuff.
 
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[]Plan: Integrate Yeeni and unlocking RnD with the help of the Kil'Drabi
-[] [General] Forge Closer Economic/Political/Spiritual Ties With The Yeeni
-[] [General] Construct Something
--[] Heavy Industry II
--[] Heavy Industry III
--[] Heavy Industry IV
 
Yeah, I think the Karnivore should be a top priority.

Also, I bet the Yeeni will love them, especially with their canine heads.


Maybe switch one of the heavy industry build up for the knights?

Next turn barring apocalypse, I promise. This is a consolidation turn.

Also, someone double-check if my Melody spread is right?
 
[]Plan: Integrate Yeeni and unlocking RnD with the help of the Kil'Drabi
-[] [General] Forge Closer Economic/Political/Spiritual Ties With The Yeeni
-[] [General] Construct Something
--[] Heavy Industry II
--[] Heavy Industry III
--[] Heavy Industry IV
 
[] Plan: If You Are What You Eat, Then the Yeeni are Bones And, This Decade, We Are Psykana and Steel
-[] [General] Forge Closer Economic/Political/Spiritual Ties With The Yeeni
-[] [Military] Karnivore Sanctification And Manufactorium

-[] [Psykana] Sing a Song (Choose at least Three below.)
--[] Song, Humanity, Protection, The Sun, The Home, Fire
-[] [Psykana] Conduct a Melody (Choose one below.) (0.2/1 - Auto Complete)
--[] Unity


So, this plan gets us the ties with the Yeeni, the Carnivores, the Navigators, and gets us the Melody to be a single action away from also having an Astropath equivilent, thus totally and completely transforming our strategic and logistical situation.

The Song needed for Astropaths is just replacing Humanity with Unity, I believe, and so we'd be a single action away from completing our Warp Travel/Comms set for the moment.
 
That went well! Poor starry eyes yeeni's, this is not a kind galaxy at the best of times, and this is not the best of times.


I have had them for all of 1 turn, but if anything happened to them, I will kill all the [insert asshole of the week here] and then myself.
 
Ok I don't have alot of time. I gotta get to work so I am putting this here so others copy and paste it and make it apart of their votes.
I get the feeling we need this established older rather than younger.


[X] [Other] Take Care Of [Dream, The Impossible Dream]
-[X] The Star Child has shown us the past as it was, and yet. We have questions. Yet we know not what to ask.
-[X] Establish and Order of Archeologists with assistance of the Choir, Mechanicus, and military help. This group responsibilities are to track down reports of anything that older than memory. Particularly from the 'DAOT'.
--[X] All sectors are to report any leads to this order with priority
--[X] Unless situations require more, the OoA will be granted a small fleet of Scout Ships out fitted for speed and personnel capacity for their use. Anything more can be borrowed from the Navy till proven they are in regular need of larger ships or alternative load outs.
---[X] Additionally, more permeant personal of various skills and capabilities maybe granted continual needs prove required.
--[X] The OoA is to either have or gather the required members with the particular skills sets to travel to locals to investigate DOAT ruins.
---[X] Both for STCs and other assorted technologies but primarily for historical facts and lore of what happened so long ago both Human and Alien in nature.
--[X] the overriding goal is to establish a True Historical Timeline of Events and verify the cause of everything that lead to the age of strife and perhaps into the rise of the Imperium.
---[X] Try hard to keep it as factual as possible with no bias or eyes clouded by emotion.
-[X] As this Order grows and our interactions with Xenos increases this Order may be required to create a splinter group whose job it is to fundamentally understand Xenos Ideology, lore, and most importantly: Historical accounts and facts. And maybe required to train Ambassadors to those Xenos cultures and if needed, be prepared to assist the Glimmering Federation behind enemy lines should the Xenos turn just as traitorous as last time.
-[X] And of course facts and conclusions will be reported to the council as information is understood at the end of particular investigations or as the council requests so.
 
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