What should your focus for the rest of the Quest be?


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I might be a little slow on the uptake here, but it sounds like that the local Councils has more power over the organization as oppose to the High council. It can override the High Council's decisions but not the local Councils? And they have to report everything to the local Councils but not to the High Council? Isn't it suppose to be the other way around?
I think @The Laurent meant that the organization ultimately answers to the High Council. But does not override the local council's authority. So to make the local council do something the organization must petition the High Council. That doesn't mean that the local council can order the organization around and vice versa is also true. When an investigation completes the local council has to be briefed on it to the extent that it is safe for opsec and memetic hazards.

But yeah, the wording is definitely confusing and needs clarification.
 
It answers directly to the High Council, but it (as opposed to the High Council in such cases) cannot override the local Council's decisions and when an investigation on a planet completes must inform the local Councils of their findings within the limits of secrecy/not spreading the very symbols one might be going out against.
I might be a little slow on the uptake here, but it sounds like that the local Councils has more power over the organization as oppose to the High council. It can override the High Council's decisions but not the local Councils? And they have to report everything to the local Councils but not to the High Council? Isn't it suppose to be the other way around?
 
...I literally can't quote your post to respond to it because there's no text. "as opposed to the High Council in such cases" is literally added in to answer your question or someone's.

The point is not, "They can direct the HIgh Council" but instead, "The High Council can direct the Local Council's decisions."

"It cannot override the local Council's decisions [as opposed to the High Council that can]."
 
...I literally can't quote your post to respond to it because there's no text. "as opposed to the High Council in such cases" is literally added in to answer your question or someone's.

The point is not, "They can direct the HIgh Council" but instead, "The High Council can direct the Local Council's decisions."

"It cannot override the local Council's decisions [as opposed to the High Council that can]."
Ah, that makes more sense. Thank you!
 
"Tell me, Brother, how does it feel to die for vermin?"

The Lamenter, one hand still struggling to break the grip of the Sorcerors hand, stilled and looked at the corrupted Marine with utter hatred and spoke a singular word, letting his hand fall: "Euphoric."
No way, HeroCooky actually used that line? Glourious. and what was the context for that? just adding in something and how the Lamenters are at the frontlines fighting Chaos? or just adding in something for this so it wasn't just quotes and what to include in the write up for our Not!Inquisition?

"At least I have their corpses to tide me over until I can gather more soul fuel from the vermin of this planet," he said, turning his eyes to the Power Armor unknown to him. It looked akin to the Imperial ones he had already seen, but they were...different, somehow, and not in a way that pleased his patron. He took a step toward one of them.

And the last thing he heard as his soul was sent careening into the Warp was the cackle of his patron as the tactical nuclear warhead armed by the Lamenter he had killed went off.
HAH yup, that's the Lamenters. Dying to save just a few more civilians and keeping them out of Chaos's hands and detonate a nuke to deny them any victory. Also love the little bit there about due to our power armor being different the chaos marine didn't pick up on the nuke.

[X] The Five Eyes, Hearts, and Hands v2

Make sense but if we kept to the theme it'd be Five Eyes, Five Hands, Five Hearts, Five Ears, and Five Thoughts or Five Minds.
 
Vote closed
Scheduled vote count started by HeroCooky on May 4, 2024 at 12:56 PM, finished with 36 posts and 24 votes.

  • [X] The Five Eyes, Hearts, and Hands v2
    [X] The Laurent
    [X] Plan ORDER - The Office for Recognition, Disentanglement, Evaluation and Rectification
    -[X] Legal Status
    -[X] Reach
    -[X] Members
    -[X] Ranks
    -[X] Extraordinary Powers and Protections
    -[X] Armory
    [X] The Five Eyes, Hearts, and Hands v2
    -[X] This organization, which has two branches, is designed to deal with internal threats of Chaos and also participate in anti-Chaos investigations on battlefields and other contested areas. It answers directly to the High Council, but it cannot override the local Council's decisions and when an investigation on a planet completes must inform the local Councils of their findings within the limits of secrecy/not spreading the very symbols one might be going out against.
    -[X] Five Eyes: They move from system to system unimpeded, on a rotation, often using scout ships and stowing aboard as passengers/etc to be dropped off, though they can also be summoned by a request by a local Council or intelligence as to the problem. They have a central headquarters in Droma.
    -[X] Five Hands: There's a core at the headquarters, and then task groups ready to be jumped in in a hurry, and local branches that are small but prestigious/elite, though it is preferable to use all local assets first/as well.
    -[X] Five Hearts: Local branches, with the central branch essentially being the information office/etc, only proven people can join the local branches on each planet, with the emphasis being on the right mix of knowledge and empathy.
    -[X] The Five Eyes are to be made of priests, scribes, and investigators, those with proven experience but also proven religious devotion. The "Five Hands" on the other hand are to be made of priests, Heroes, soldiers and potentially the investment/aid of the local Choir.
    -[X] The Five Hands and the Five Eyes have several positions and ranks. The Five Eyes, whose job is to roam and find trouble and if it is not capable of being dealt with by local forces, will have the positions of Investigator, Analyst, Infiltrator, Censor, and Commander (administrative role) and an added Chief Commander selected/elected/etc among them and subject to a term limit of one decade to prevent concentration of power. The Five Hands include Soldiers, Medics, Specialists, Fanatics (members of Holy Orders joining into this larger structure, etc), and in charge of them, Captains. The Branch is to be led by the Grand Captain. The overall organization is to be led by the Captain-Commander, Supreme Director of the Eyes, Heart, and Hand.
    -[X] The Five Hearts have five positions as well: Educator (in charge of spreading information about the nature of Chaos, carefully controlled, so that people know what to watch out for), Counselor (to help the victims of Chaos and those who have turned from it, such as, I dunno, a cultist who blows the whistle or etc, as well as serve as negotiators to talk down people, dangerous job but prestigious), Internal Investigator (designed to provide help and keep an eye out among the Hands, Hearts, and Eyes for any flaws/etc), Chronicler (whose job it is to collate the information that Hands and Eyes gather to understand the larger pattern), Priest (designed to pray for miracles and act as the conscience of the Hearts), led in this case by Planetary Directors.
    -[X] Extraordinary Powers and Protections: The right to appeal decisions of local Councils dealing with their work to the High Councils, should it become relevant. Pardon from all misdemeanor charges if it is proven it was done in the line of duty (aka speeding tickets, etc). Right to commandeer a space on any Scout ship, etc, etc. Funds sufficient for travel, infiltration, etc are to be provided. Generous pensions, top-notch, better than average Healthcare (considering Nurgle). Dental, even!
    -[X] Access to a through-line to Lamenters in dire situations to be able to go above the planetary level (but strike system for abuse of this). Otherwise top of the line equipment for Hands... that makes sense for internal work, so there are some tanks but only a few. An obscure by-law mandates there be at least "one cool cyborg" per local branch of the Hands and/or Eyes, preferrably with, "Viewpoint character energy."
    -[X] Mandatory therapy/vacation/relaxation-time after each encounter with Chaos/etc for Hands and Eyes and Hearts. Therapy is vital to keep teh mind sharp. After Action Reports also mandatory.
    [X] The Five Eyes, Hearts, and Hands v2
    -[X] This organization, which has two branches, is designed to deal with internal threats of Chaos and also participate in anti-Chaos investigations on battlefields and other contested areas. It answers directly to the High Council, but it (as opposed to the High Council in such cases) cannot override the local Council's decisions and when an investigation on a planet completes must inform the local Councils of their findings within the limits of secrecy/not spreading the very symbols one might be going out against.
    -[X] Five Eyes: They move from system to system unimpeded, on a rotation, often using scout ships and stowing aboard as passengers/etc to be dropped off, though they can also be summoned by a request by a local Council or intelligence as to the problem. They have a central headquarters in Droma.
    -[X] Five Hands: There's a core at the headquarters, and then task groups ready to be jumped in in a hurry, and local branches that are small but prestigious/elite, though it is preferable to use all local assets first/as well.
    -[X] Five Hearts: Local branches, with the central branch essentially being the information office/etc, only proven people can join the local branches on each planet, with the emphasis being on the right mix of knowledge and empathy.
    -[X] The Five Eyes are to be made of priests, scribes, and investigators, those with proven experience but also proven religious devotion. The "Five Hands" on the other hand are to be made of priests, Heroes, soldiers and potentially the investment/aid of the local Choir.
    -[X] The Five Hands and the Five Eyes have several positions and ranks. The Five Eyes, whose job is to roam and find trouble and if it is not capable of being dealt with by local forces, will have the positions of Investigator, Analyst, Infiltrator, Censor, and Commander (administrative role) and an added Chief Commander selected/elected/etc among them and subject to a term limit of one decade to prevent concentration of power. The Five Hands include Soldiers, Medics, Specialists, Fanatics (members of Holy Orders joining into this larger structure, etc), and in charge of them, Captains. The Branch is to be led by the Grand Captain. The overall organization is to be led by the Captain-Commander, Supreme Director of the Eyes, Heart, and Hand.
    -[X] The Five Hearts have five positions as well: Educator (in charge of spreading information about the nature of Chaos, carefully controlled, so that people know what to watch out for), Counselor (to help the victims of Chaos and those who have turned from it, such as, I dunno, a cultist who blows the whistle or etc, as well as serve as negotiators to talk down people, dangerous job but prestigious), Internal Investigator (designed to provide help and keep an eye out among the Hands, Hearts, and Eyes for any flaws/etc), Chronicler (whose job it is to collate the information that Hands and Eyes gather to understand the larger pattern), Priest (designed to pray for miracles and act as the conscience of the Hearts), led in this case by Planetary Directors.
    -[X] Extraordinary Powers and Protections: The right to appeal decisions of local Councils dealing with their work to the High Councils, should it become relevant. Pardon from all misdemeanor charges if it is proven it was done in the line of duty (aka speeding tickets, etc). Right to commandeer a space on any Scout ship, etc, etc. Funds sufficient for travel, infiltration, etc are to be provided. Generous pensions, top-notch, better than average Healthcare (considering Nurgle). Dental, even!
    -[X] Access to a through-line to Lamenters in dire situations to be able to go above the planetary level (but strike system for abuse of this). Otherwise top of the line equipment for Hands... that makes sense for internal work, so there are some tanks but only a few. An obscure by-law mandates there be at least "one cool cyborg" per local branch of the Hands and/or Eyes, preferrably with, "Viewpoint character energy."
    -[X] Mandatory therapy/vacation/relaxation-time after each encounter with Chaos/etc for Hands and Eyes and Hearts. Therapy is vital to keep teh mind sharp. After Action Reports also mandatory.
    [X] The Five Eyes, Hearts, and Hands with Freedoms v2 alt
    -[X] This organization, which has two branches, is designed to deal with internal threats of Chaos and also participate in anti-Chaos investigations on battlefields and other contested areas. It answers directly to the High Council, but it (as opposed to the High Council in such cases) cannot override the local Council's decisions and when an investigation on a planet completes must inform the local Councils of their findings within the limits of secrecy/not spreading the very symbols one might be going out against.
    -[X] Five Eyes: They move from system to system unimpeded, on a rotation, often using scout ships and stowing aboard as passengers/etc to be dropped off, though they can also be summoned by a request by a local Council or intelligence as to the problem. They have a central headquarters in Droma.
    -[X] Five Hands: There's a core at the headquarters, and then task groups ready to be jumped in in a hurry, and local branches that are small but prestigious/elite, though it is preferable to use all local assets first/as well.
    -[X] Five Hearts: Local branches, with the central branch essentially being the information office/etc, only proven people can join the local branches on each planet, with the emphasis being on the right mix of knowledge and empathy.
    -[X] The Five Eyes are to be made of priests, scribes, and investigators, those with proven experience but also proven religious devotion. The "Five Hands" on the other hand are to be made of priests, Heroes, soldiers and potentially the investment/aid of the local Choir.
    -[X] The Five Hands and the Five Eyes have several positions and ranks. The Five Eyes, whose job is to roam and find trouble and if it is not capable of being dealt with by local forces, will have the positions of Investigator, Analyst, Infiltrator, Censor, and Commander (administrative role) and an added Chief Commander selected/elected/etc among them and subject to a term limit of one decade to prevent concentration of power. The Five Hands include Soldiers, Medics, Specialists, Fanatics (members of Holy Orders joining into this larger structure, etc), and in charge of them, Captains. The Branch is to be led by the Grand Captain. The overall organization is to be led by the Captain-Commander, Supreme Director of the Eyes, Heart, and Hand.
    -[X] The Five Hearts have five positions as well: Educator (in charge of spreading information about the nature of Chaos, carefully controlled, so that people know what to watch out for), Counselor (to help the victims of Chaos and those who have turned from it, such as, I dunno, a cultist who blows the whistle or etc, as well as serve as negotiators to talk down people, dangerous job but prestigious), Internal Investigator (designed to provide help and keep an eye out among the Hands, Hearts, and Eyes for any flaws/etc), Chronicler (whose job it is to collate the information that Hands and Eyes gather to understand the larger pattern), Priest (designed to pray for miracles and act as the conscience of the Hearts), led in this case by Planetary Directors.
    -[X] Extraordinary Powers and Protections: The right to appeal decisions of local Councils dealing with their work to the High Councils, should it become relevant. Right to commandeer a space on any Scout ship, etc, etc. Funds sufficient for travel, infiltration, etc are to be provided. Generous pensions, top-notch, better than average Healthcare (considering Nurgle). Dental, even! Can ignore infraction-level crimes (you aint getting a speeding ticket when pursuing a criminal), have a generous strike system for misdemeanors (stuff that can considerably worsen civilian life, like burning a dude's room to smoke a chaos cultist out), something like 10 to 30 strikes, before an audit is done in which is revised if the agent is performing necessary evils or going overboard, Tigther strike system for felonies (stuff that will majorly fuck over people, like destroying a bridge or killing hostages) 3 to 10 strikes before the audit. As well as mandatory therapy.
    -[X] Access to a through-line to Lamenters in dire situations to be able to go above the planetary level (but strike system for abuse of this). Otherwise top of the line equipment for Hands... that makes sense for internal work, so there are some tanks but only a few. An obscure by-law mandates there be at least "one cool cyborg" per local branch of the Hands and/or Eyes, preferrably with, "Viewpoint character energy."
    -[X] Mandatory therapy/vacation/relaxation-time after each encounter with Chaos/etc for Hands and Eyes and Hearts. Therapy is vital to keep teh mind sharp. After Action Reports also mandatory.
 
510.M42 - Hundreds Of Martyrs
The wars on Hausen, Qulach's Forge, and Saget VII continue to rage with unmatched ferocity despite the reinforcements sent. Seven SAGs are mobilized and sent to the fronts, the troops swiftly deploying unto the fields of battle against hordes of cultists, sorcerors, and undead corpses rising from beneath the ground to wage war against the living.

Entire cities are swept clean by the war, one side constructing hardened ritual chambers to summon daemons and enact their foul Chaos Sorceries. At the same time, the other let loose bomb after bomb of cleansing promethium unto blighted tombs and masses of pox walkers shambling against the still-living.

Though some breakthroughs are made on Qulach's Forge, Saget VII is the birthplace of hundreds of Martyrs, again and again, when brave soldiers ride forth in Walkers and Tanks. Unbroken Promise Assault Boats supported by Star Raptors deploy against ritual sides again and again, the troops within their bays leaving into choking atmospheres and rotting environs, every nick and cut to their LHDESs spelling doom and death, some gracefully ended with mercy by the end of a friendly barrel, more ending in their shambling corpses joining the legions marching against the Federation holding firm in their tombs turned bunkers and mausoleums converted into fortresses.

Chaos Marches against the Federation and the Federation sallies to stand against them.



You Have 3 [Three] Actions.
(6-Hour Moratorium)
[] [General] Develop The Federations'...
-[] Food Production V
-[] Civilian Infrastructure IV
-[] Heavy Industry IV
-[] Void Industry X
-[] Medical Services V
-[] Military Industry V

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

[] [General] Colonize (Planet/s)
It is time to bring two more worlds into the fold. Thanks to the Kil'drabi becoming our Kin, we can now categorize Frozen, Ash, and Volcanic Worlds as Habitable instead.
(Gain: Two colonized Worlds.
Habitable Worlds: Ultima Sigritta - Sira (Mesa and Savannah), Silista - Silista X (Temperate Continent), Itani - Grubbub (Ash and Frozen), Gnatiila - Smug (Volcanic and Ash), Valhidem - Valhidem Three (Trench and Mud), Turriamnish's Hope - Hope (Lichen and Moss)
Hostile Worlds (-1 Void Industry): N/A
Deathworlds (-1 to All): N/A)

[] [General] Research:
01001101 01100001 01100100 00100000 01000010 01101001 01101110 01101000 01100001 01110010 01101001 01100011 00100000 01010011 01100011 01110010 01100101 01100101 01100011 01101000 01101001 01101110 01100111 00100001
-[] Destructive Reverse-Engineering of Imperial Ships
(Gain: Possible DP, Possible Weapons, Possible Equipment. Not guaranteed.
Lose: 1d29 Imperial Ships)
-[] Directional Ion Shields
(Gain: Directional Ion Shield Emitters for your whole Military.)
-[] Novel Infantry-Grade Weapons Development
(Gain: Infantry Weapons Upgrades.)
-[] Experimental Infantry-Grade Weapons Development
(Gain: New Infantry Weapons.)
-[] Logistical Infantry-Grade Weapons Development (0/3)
(Gain: Cheaper Infantry Weapons.)
-[] Novel Infantry-Grade Armor Development
(Gain: Infantry Armor Upgrades.)
-[] Experimental Infantry-Grade Armor Development
(Gain: New Infantry Armor.)
-[] Logicstical Infantry-Grade Armor Development (0/3)
(Gain: Cheaper Infantry Armor.)
-[] Automechanical Augmentations
(Gain: Mechanized Unit Upgrades.)
-[] Karnivore Weapon And Equipment Loadouts
(Gain: Improve and add to the weapons of your Karnivores.)
-[] Anti-Ork Ecology Cleansing Methods
(Gain: Reduces time to conquer Ork Worlds.)
-[] New Bombers for a New Age
(Gain: New Bombers.)
-[] New Boarders for a New Age
(Gain: New Boarding Craft.)
-[] Ship Equipment Standartization - [1 DP Equipment] (0/3)
(Gain: Standardize 1 [One] 1 DP Ship Equipment across all new Designs.)
-[] Shipyard Automatization (0/2)
(Gain: 1 Destroyer every Turn.)
-[] Academic Initiatives (0/3)
(Gain: +0.1 Research per Action Spent.)
-[] Psytech Foundings (0/5)
(Gain: Rudimentary Understanding of Psytech. Not the ability to create it.)

Hereteks Refuge - Reduce Research Cost by 20%, Rounded Up. +0.2 Research per Action Spent. (0.0 Research Banked)

[] [General] Investigate The Unknown Xeno Structure In End Of Line
There is a massive Xeno Structure that, though the system has been observed for centuries, has evaded observation and discovery until its coordinates had been revealed by collaborators within the Three Sisters. Who or what could possibly build this monumental structure, or for what purpose, is unknown, but apparently, the local Pirates used it to travel? Information regarding that is sketchy, especially as even the crews we have taken captive have been left mainly in the dark. The Lamenters are equally as confused, but are advising a "Let's not poke the unknown structure we know nothing about" stance. It also seems to have "sprouted" an additional ring?
(Gain: Information?)

[] [General] Begin Archive/Arsenal Inventories - [0/10]
Though it will likely take over two centuries to go over everything both planets have archived or put into storage, we may find some things that are of import to us. Slowly Auto-Completes after one Action spent.
(Gain: Stuff?)

[] [General] Propaganda For The Foreign Masses - [0/5]
With the Glimmering Federation struggling to digest its recent mass-acquisition of systems and populations, some have raised the possibility of using the Federations more diplomatic abilities and capabilities to subvert, convert, and then integrate new systems without causing mass-casualties or widespread destruction. A Propaganda office outfitted with ships, Choirs, materials, factories, and a mandate to do just that should bring foreign systems into our sphere of influence and then Federation as a whole. It will be pricy, though.
(Gain: Allows you to slowly convert one [1] random system at a time to the Glimmering Federation without Action cost.)

[] [Military] Create A [Blazing Sun - 3x War-Packs] or 2x SAGs - [System/s] - [Weight: Light/Medium/Heavy] - [Type: Infantry/Mechanized/Tanks] - [Classification: Sabotage/Assault/Engineering/Demolition/Ogryn/Kil'drabi]
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 soldiers with spiffy hats that will not be disobeyed. Kil'drabi Units can go into temperature enviroments Humans would require special equipment with ease. 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, with Tanks allowing a myriad of armored spearheads or operations to proceed. 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. A War-Pack consists out of 15 Karnivores grouped in Packs of 3 Knights each, alongside the infrastructure/logistics to support and rebuild their Knights.
(Gain: Two SAGs. These contain [Four Units] chosen from the above choices. Tanks require no Classification.)

[] [Military] [Construct/Refit] A Warp Ship - [Choose a Design]
Ships are produced at these rates: Twenty Scouts, Ten Destroyers, Five Frigates, and Three Light Cruiser per decade. One Heavy Cruiser per Two Decades. Two Libra-S to Two Libra-T. Three Crux to Three Crux-S.
(Gain: Chosen Ships.)

[ ] [Military] Design A New Voidship Class - [Available: Destroyer, Frigate, Light Cruiser, Heavy Cruiser (0/2)]
From what we can tell, thanks to our history, what information we, the Kil'drabi, Yeeni, and the archives of our planets 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 proud 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)
-[] 4x Free Celestial Choirs
-[] Task Fleet Alpha (20/20 Ship Capacity)
(2x Andromeda-Class Command Ship, 3x Proof of Our New Path Battlecolony, 1x Libra-Tertium Light Carrier, 2x Libra-Secundus Light Carrier, 3x Crux-Class Missile Frigates, 5x Aries-Secundus Class Corvette, 6x Words of the Writ-Class Frigate)
-[] Task Fleet Beta (10/10)
(1x Andromeda-Class Command Ship, 5x Aries-Secundus Class Corvette, 5x Crux-Secundus Class Heavy Frigate)
-[] Task Fleet Gamma
(1x Leo-Primus Heavy Cruiser, 3x Dauntless Mk.1 Light Cruiser, 1x Dauntless Mk.2 Light Cruiser, 1x Endurance Light Cruiser, 3x Endeavour Light Cruiser, 4x Falchion-class Frigate, 7x Cobra Destroyer, 5x Cobra Widowmaker Destroyer, 5x Viper-Class Missile Destroyer, 1x Aries-Secundus Class Corvette, 4x Taurus-Class Troopship (0/2 SAG Capacity))
-[] Scout Fleet Alpha
(4x Circinus-Class Scout Sloop)
-[] Lamenters Chapter Fleet
(2x Risen Dirge-Class Boarding Ship (0/2 Companies), 3x Lantern Bearer-Class Commandeering Ship (0/3 Companies), 3x Infidels, 1x Idolator, 1x Resurgence-Class Torpedo Hunter, and 1x Bloody Dawn-Class Light Cruiser (0/2 Companies))

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, and 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: ~10 Systems from Claimed Systems. Scouting Efficiency: 75% Adjacent Systems, 40% Three+ Systems, 10% Five+ Systems.
Note: For use outside your territory or in support of forces specified within another Action.)

[] [Psykana] Conduct Two Melodies (Choose two below.) (0.4/1 - 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 II, Humanity II, Song III, Mercy, Creativity III, Health, Unity II, Innovation, Machinery, Logic II, Progress II, 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: Two Melodies 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 II, Song II, The Home I, Logic I, Unity I, Progress I, and Compassion I.
Gain: A Song.
Sung: Dirge for the Innocent, Bound To The Stars, A Web Of Song.)

[] [Faith] Cathedrals of the Star Child
Sing the Hymns, Toll the Bells, allow the masses to fill hallowed halls and raise their voices in harmonious prayer to the Five-One and One-Five, so that they can elevate themselves through pious prayer and quiet fervor! Let the teeming masses yearn for grand places of worship no longer, but let them be awed by the labors of their hands and the works of their minds.
(Gain: Build one (or several) Cathedrals to the Star Child on every world, bringing the glory and splendor of their presence to billions. Also includes figuring out how they are to look like.)

[] [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.)

[] [Faith] Of The Revolution And The Rising
We are only as strong as those willing to rise with us against the darkness of the universe, and with every candle lit, we must ensure that it never goes out within the awning abyss of the cruelties leveled against every sapient willing to fight for what is right, what is just, and what must be done to light the way to a brighter future.
(Gain: Nail down the Subversion and Revolutionary Doctrine aspects of the Cult of the Star Child.)

[] [Chapter] As The Codex Demands (0.5/5)
Once again, unto the fields of training.
(Gain: The Lamenters fill out completely for the first time in millennia.)

[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)
 
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I wonder if we shouldn't colonize Valdheim, make some Andromedas and/or Taurus, and maybe start rebuilding towards All-5s?

Like, sure it could be viewed as a provocation, but it would put a stopper in the bottle...
 
Huh... Nothing is any MORE on fire then it was last turn. I mean, The situation hasn't changed much in the OTHER direction either, but its so weird that it isn't WORSE then last turn... I don't trust it, Mag dump Qulach and Sagget, Tzeench is plotting something.
 
We really should Start the Inventory of what we claimed, It will take a long time and the sooner we do that the faster the Stockpiles can add into our own situation.

Past that, I would really like to try conducting a song, preferably Home+progress+creativity (and yes, we have more applicable Melodies we can add, But we don't know much much each concept further dilutes the initial, more ingredients Doesn't ALWAYS make the soup better, I would rather try with Just those three FIRST.)
 
Ok. Get something up to 5 again (maybe military or heavy industry?), then the archival action, then do a research (either sanctified chaos, Automechanical, or destructive reverse engineering) or raise an army group.

Something like:

[] Plan: Making the Push
- [] [General] Develop The Federations'...
-- [] Military Industry V
- [] [General] Begin Archive/Arsenal Inventories - [0/10]
- [] [Military] Create A [Blazing Sun - 3x War-Packs]
 
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[] Plan: Nothing seems to be burning more...
-[] [General] Begin Archive/Arsenal Inventories - [0/10]
-[] [General] Develop The Federations'...
--[] Military Industry V
-[] [Faith] Cathedrals of the Star Child
 
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