Bit of a big ask, but do you guys think we think we can do a double research action on academic initiatives as our next research? Not next turn, but some time after?
Right now we've got 0.2 in the bank and gain 0.4 per research action, so that'll finish it up in one turn. After that, we'll get 0.5 actions banked per research action, and subsequently any 3 action researches can be done in 2. Really want to see if we can we could quickly standardize Auto-Loaders across our fleet seeing how the vast majority of them would benefit from essentially a 50% increase in firepower.
ight now we've got 0.2 in the bank and gain 0.4 per research action, so that'll finish it up in one turn. After that, we'll get 0.5 actions banked per research action, and subsequently any 3 action researches can be done in 2.
No, that's a typo. We ought to have 0.4 research banked, and gain 0.2 per action - it's just that the last time @HeroCooky fixed it there was a small mistake.
No, that's a typo. We ought to have 0.4 research banked, and gain 0.2 per action - it's just that the last time @HeroCooky fixed it there was a small mistake.
I have to wonder if all the talk about what we should do about Voxx Primus is a bit premature. Even "smaller" Hive Worlds like Scintilla explicitly require massive imports of food to keep themselves from collapsing into famine, and Scintilla has only 25 billion people. Voxx Primus has 700 billion people, it's in the middle of nowhere at the end of a massive supply chain, and the polity it's part of (which it presumably depended on to keep 700 billion people fed) just collapsed. I'm not sure how big the Van Zandt Free Duchy is behind what we can see, but I would be very unsurprised if it turns out that they can't keep the entire population fed. Considering we're talking about the Imperium here, at best that means they start murdering huge portions of the population to reduce the strain, and at worst it means authority in the system totally collapses and there's a mass die-off. Hopefully it's not the case, but we'll have to wait and see.
I have to wonder if all the talk about what we should do about Voxx Primus is a bit premature. Even "smaller" Hive Worlds like Scintilla explicitly require massive imports of food to keep themselves from collapsing into famine, and Scintilla has only 25 billion people. Voxx Primus has 700 billion people, it's in the middle of nowhere at the end of a massive supply chain, and the polity it's part of (which it presumably depended on to keep 700 billion people fed) just collapsed. I'm not sure how big the Van Zandt Free Duchy is behind what we can see, but I would be very unsurprised if it turns out that they can't keep the entire population fed. Considering we're talking about the Imperium here, at best that means they start murdering huge portions of the population to reduce the strain, and at worst it means authority in the system totally collapses and there's a mass die-off. Hopefully it's not the case, but we'll have to wait and see.
Again, nothing about how Hive Worlds function makes the slightest amount of sense. But they not only work, but are the most productive worlds in the Imperium to the point where nothing else is remotely in the same league.
It gets even more horrifying the more you learn, somehow, some way, they've achieved some kind of stack overflow of misery to the point where things don't get worse against all odds. They still require regular shipments from massive horrifying agricultural worlds, yes, but they don't instantly starve to death if a shipment or two gets missed or delayed, and the Underhives are somehow magically self-sufficient based on plundering each other, to the point where they produce nothing, acquire nothing legally, but are still a sizable percentage of the entire Hive's population and are functionally independent states because there are so god damn many of them that the Imperium could pour entire armies in there and never see them again.
Somehow, they still survive and maintain those numbers despite having no access to outside resources that aren't stolen, and they don't have the ability to just go up and take what they want either because the Imperium uses the Good Shit to protect the access points to the actually productive sectors of the Hive.
Couple this with "For how miserable Hives usually are, they consistently remain productive and lucrative enough for the Imperium's coffers that establishing a Hive City is kind of the long term dream of a lot of planetary governors", and the brain just fails to process it.
The only way I can remotely process it is that it's a Dogmatic Perk that lets Imperial Citizens tolerate insanely low standards of living as long as they have something to hate, and that their recycling is good enough that the waste products of the upper hive are calorie rich enough to sustain the large Underhive population after a little processing, and that while people do regularly get sick and die off of this, there's still enough being born to achieve a net neutral population.
Also, you are shifting populations around to less-developed planets, alongside natural population growth being stymied by the natural factor of your Councils putting a lid on it once it outpaces your ability to create the supplies said people will require. Most planets will probably cap out at around ~10 Billion pops if they are habitable by humans, with Xeno Pops varying by species and planet.
another reason to colonize more worlds is so that we have more planets with room for more people so that we can move as many people off the voox primus as we can once we sometime in the far future get it under our grasp
I agree that Hive Worlds are a bit wonky logic-wise (they're there for the aesthetic, after all), but their existence still requires some amount of basis in material reality. If you cut off a Hive World's food supply, it will starve to death. This will happen regardless of what kind of arcane magic is required to keep the Underhive in existence or to allow it to exist with inconsistent food supply. Does the Free Duchy have enough agri-worlds behind the line to keep Voxx Primus going? I don't know. But if they're not there, it will collapse.
Hive Worlds also have all sorts of hidden DAOT tech and artifacts that could also help keep them going, like some greenhouses and arcologies scattered in the Underhive here and there claimed by gangs and shit.
Of course they don't help enough to keep the Underhivers living comfortably, but another way besides whatever Dark Magic the Imperium either knowingly or unknowingly uses to keep them going.
Listen, if Voxx Primus is having food problems, that's frankly even more reason to do the research for Hive Agriculture and then send in agents (after setting up the School), because if we can recruit vast numbers of people just by offering, "You won't starve to death" then that's... all the better?
Scheduled vote count started by HeroCooky on May 14, 2024 at 12:22 PM, finished with 45 posts and 23 votes.
[X] Plan: 5 cheers for the Saint of 5 centuries -[X] Declare Teeln, Prophet of the Star Child, A Saint
--[X] Title: The Glimmering Quinceps; the Patron-Saint of the Federation, of liberation, of love, of cooperation and of Hope.
--[X] Week of Veneration: The week of the Prophet (it is also unofficially called [local name for the 5th month]week), from the first day of the 5th month until the 5th day
---[X] Schedule of the Week (What is done when, etc.)
----[X] 1st day: Is a day when we celebrate his quiet and day-to-day work for the Federation, a day when we celebrate his work by celebrating the work of others who built the Federation; almost all no essential workplace close down with essential ones having multiple short shifts so people can spend their time with their families, go to church etc. Also, a lot of flags and patriotic songs are played.
----[X] 2nd day: we celebrate his work of liberating the people who were trapped by sin, be it by the chains or the vices, be they small or be they huge, by the chaos or by the tyrants. The people who were addicts volunteer in rehabilitation centres/churches so the patient can see people they knew who got better and reignite the desire to liberate themselves (from addiction). Prisoners have game nights, and if they have family, they have extended visitation. Former chaos cultists spend a lot of that day discovering new ways to curse the names of the 4. In many towns, there are games centred around "freeing" something or shooting Dark Mechanicus (with our cogbois being very good at making and then shooting targets).
----[X] 3rd day: Its basically valentines. People give chocolates to their loved ones, be they platonic or romantic, with homemade ones being given to "their Bnnuy", there is a lot of bunny imagery... also there is quite an interesting spike in births nine months after.
----[X] 4th: Celebrating his work in making sure that followers of Starchild did not splinter over stupid reasons. People try to resolve their issues from the previous year, there is a lot of competitions where teams try to make the greatest flying lantern in only one day for the great festival that is on the next day
----[X] 5th: Celebrations of the hope of an even better tomorrow. There are huge festivals all over, flying lanterns, food stands, carnival games that aren't rigged (because most festivals are state-sponsored), music concerts, psychic choirs doing magic shows, etc. People who started dating on the 3rd day of the celebrations often have their first date on this day. Of course, the faithful start this day praying and go to church for a short visit, but they are also living their lives, making memories with their friends and their family. The Day of Hope is not a simple religious holiday; it is a day when the laughter of thirsting gods is overwhelmed by the cheers of people who dare to have hope. For in the dark galaxy full of war and despair, one man let a glimmer of hope turn lit the hearts of billions. "For in the grim dark future of 42 millennia, a small candle has been lit."
The news of the Prophet's death echoed like a lost heartbeat across the entire population, planet after planet, station after station, ship after ship. The collective grief is immense, and more than one person finds it not worth continuing. The churches and temples of the Federation are packed to bursting on the day of Teeln's Wake, entire planets grinding to a halt as billions hold aloft candles and sing the hymns and prayers, mourners marching in solemn lines that stretch through streets and cities into countrysides and unto designated ending points. Black-clad, or donning other colors of mourning, processions of citizens pray for the soul of the man that had lit the first light against the dark as the clergy, both mundane and from Orders alike, walk with full regalia in honor of the Prophet, incense wafting from thuribles in thick clouds that dull the sense and sharpen the soul, lights flickering in the hands of billions until they are seen even in orbit.
Above the earths of the Federation, Thules fly the ancient and hallowed practice of the "Missing Man Formation" again and again, thousands of fighters and bombers roaring into the skies the grief of billions or soaring within the void unheard by all but the suns of their systems. Ships mourn with aching hearts, the Magi of the Star Mechanicus recording with reverent devotion a down-turn of efficiency of the titanic plasma reactors by 50% once the news arrives, lights growing dim in their weapons but roaring higher within their shrines and churches. Ogryns all across the Federation are unconsolable for weeks, crying with the pure grief of those who barely understand the concept of death, their handlers and comrades crying with them.
Even as the Choirs spread the news of the Miracle of the Single Wing the Prophet had wrought, they, too, grief for him and the founder of their hymns, preparing the First Hymnal Bnuy within a stasis of time next to her beloved to ensure time shall never touch them with hundreds devoted to humming the notes required to power the field. It is grief pure and clear, the tears of thousands who had known the steady hand of the First Hymnal from the moment they had entered the sacred halls where they had been inducted into the Voices of the Federation with the thought that she may die before them alien and laughable, and yet here they stood with grief in their hearts and pain in their souls. And though aspects of the God of Despair try to feast and fester, the Single Wing allows them no hold. Not here, not now.
It is perhaps unsurprising then that, once the High Stars have been blessed and sworn into their seats as the next guiding hands of the Faith, their first proclamation is to commission the construction of a Mausoleum to house and preserve the bodies of Teel, Prophet of the Star Child, The Glimmering Quinceps, Patron-Saint of the Federation, Liberation, Love, Cooperation, and Hope, and his love the First Hymnal Bnuy whose steady guidance will be missed no less than his.
The arguments of what shape, size, and nature said mausoleum should take are, naturally, apocalyptic in scale.
And it is with that somewhat bad timing that the 'Spirit of Discovery' returns once more to the Glimmering Federation after another successful voyage. Her holds are filled with more than curious stones, minerals, and star charts of far-off places that hold little interest or value to the Federation. This time, she carries a crescent-shaped ship of black materials unknown to all aboard her, the large-ish vessel chained to the Spirit like a backpack.
You Have 3 [Three] Actions. (6-Hour Moratorium) [] [General] Develop The Federations'... -[] Food Production VI
-[] Civilian Infrastructure VI
-[] 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 (Lichen and Fog), Gnatiila - Smug (Outback and Canyons), Turriamnish's Hope - Hope (Steppes and Moss), Monresast - Monresast Major (Arboreal and Savanna)
Hostile Worlds (-1 Void Industry): Qulach's Forge - Node 17c (Acidic Atmosphere)
Deathworlds (-1 to All): Qulach's Forge - Qulach's Forge (Fallout, Glass, Industrial Ruins, and Chemicals))
-[] Poke The Weird Ship
(Gain: Information?) -[] Hive Crops and other Agricultural Wonders
(Gain: Your cities are harder to siege down by dint of having more food. Better infiltration of Hives.) -[] 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. (0.4 Research Banked)
[AUTO] [General] Begin Archive/Arsenal Inventories - [4/10]
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 - [0/4]
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.)
[] [General] Jolly Economic Co-Operation - [2 Remaining]
Despite what people may think, selling a shit-load of materials at discount prices will make you more money than trying to sell them at the standard mark-ups. However, there is only so many materials to sell until the industries lack behind order to restock and supply the same.
(Gain: 50% Discount on your [Develop] Actions taken in the same Turn (1 Dev into 2, 2 into 4). Ashan Families like you more.)
[] [Military] Create A [Blazing Sun - 4x War-Packs] or 3x 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 Fleet - [24 Fleet Points]
Ships are produced at these rates: Scouts at 1 FP, Destroyers at 2 FP, Frigates at 4 FP, Light Cruisers at 8 FP, and Heavy Cruisers at at 18 FP.
You can refit Two Libra-S to Two Libra-T, and Three Crux to Three Crux-S in one Turn.
(Gain: Chosen Fleet.)
[ ] [Military] Design New Voidship Classes - [Available: Destroyer (1 FP), Frigate (2 FP), Light Cruiser (4 FP), Heavy Cruiser (8 FP)] - [6 FP]
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.
(Information: Ship Classes requiring more FP than you posses take more than one Action to produce.
Gain: Newly designed and built Ship Classes.)
[] [Military] Begin Military Operations (Assign SAG/s) (Choose Location/s) (Designate Objective/s) -[] 9x 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 (17/20)
(2x Andromeda, 1x Leo-Primus Heavy Cruiser, 1x Dauntless Mk.1 Light Cruiser, 2x Endeavour Light Cruiser, 2x Viper-Class Missile Destroyer, 4x Cobra Destroyer, 2x Falchion-class Frigate, 1x Aries-Secundus Class Corvette, 4x Taurus-Class Troopship (0/2 SAG Capacity))
-[] Lamenters Chapter Fleet (12/10)
(1x Andromeda 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))
-[] Scout Fleet Alpha
(4x Circinus-Class Scout Sloop, 1x Spirit of Discovery Scout-Class Light Cruiser)
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.
(Total: 30
Uncovered: Technology.
Secret: Slumber, Silence, Perception, and Grounding.
Star Child: Hope II, Compassion II, Humanity II, Mercy, Creativity III, Health II, 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.
(Star Child: Protection I, Fire I, The Sun I, Humanity I, Creativity II, Song III, The Home I, Logic I, Unity I, Progress I, Compassion I, Hope I, and Health I.
Gain: A Song.
Sung: Dirge for the Innocent, Bound To The Stars, A Web Of Song.)
[] [Faith] Sermons To The Families
Though the Ashan Families are no fan of strangers walking into their home and preaching about strange deities, they are a fan of allowing honored guests to preach an interpretation of a sanctioned faith (even if it a weird interpretation) in exchange for money. Though they will still check if said guests are preaching Chaos. Just to be sure.
(Gain: The Ashan allow your priests to preach in their territories.)
[] [Faith] Mausoleum of the Prophet
Let him rest in a place worthy of his deeds.
(Gain: Mausoleum of the Prophet.)
[] [Chapter] As The Codex Demands (3.5/6)
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.)
AN: If you are trying to get to All V, then I would suggest doing so now. Otherwise, you'll be too busy for the next century or so.
[ ] Plan: Taking the Hint -[] [General] Jolly Economic Co-Operation - [2 Remaining]
--[] [General] Develop The Federations'...
---[] Heavy Industry IV
----[] Heavy Industry V
---[] Medical Services V
---[] Military Industry V
Well, I'll take that Hint where it lies. Let's see what'll cause the Thread War.
So, let's do the All-V turn real quick, and then we can get to work on all the things we have to do to undermine Voxx Primus, while also building up our fleet and figuring a few things out.
@HeroCooky , where and how did they find it? What happened, etc, etc?
Saint Teeln, Prophet of the Star Child
***The Glimmering Quinceps, Patron-Saint of the Federation, Liberation, Love, Cooperation, and Hope.***
Veneration Period:
The Week of the Prophet (also unofficially called [local name for the 5th month] week) stretches from the first day of the 5th month until the 5th day.
Schedule:
-1st Day - Day of the Labors: This is a day when we celebrate his quiet and day-to-day work for the Federation by celebrating the work of others who built the Federation; almost all non-essential workplaces close down, with essential ones having multiple short shifts so people can spend their time with their families, go to church, etc. Also, a lot of flags and patriotic songs are played.
-2nd Day - Day of the Broken Chains: We celebrate his work of liberating the people trapped by sin, be it by the chains or the vices, be they small or be they huge, by Chaos, or by Tyrants. The people who had an addiction volunteer in rehabilitation centers/churches so the patient can see people they knew who got better and reignite the desire to liberate themselves (from addiction). Prisoners have game nights, and if they have family, they have extended visitation. Former chaos cultists spend much of that day discovering new ways to curse the names of the 4. In many towns, games are held that are centered around "freeing" something or shooting Dark Mechanicus.
-3rd Day - Lover's Night: People give chocolates to their loved ones, be they platonic or romantic, with homemade ones being given to "their Bnnuy," there is a lot of bunny imagery... also there is an inexplicable spike in births nine months after.
-4th Day - Day of Unity: Celebrating his work ensuring that the Star Child's followers did not splinter over stupid reasons. People try to resolve their issues from the previous year, with a lot of competitions where teams try to make the most fantastic flying lantern in only one day for the great festival that is on the following day
-5th Day - Day of Hope: Celebrations of the hope of an even better tomorrow. There are huge festivals, flying lanterns, food stands, carnival games that aren't rigged (because most festivals are state-sponsored), music concerts, psychic choirs providing exhibitions of their works and arts, etc. People who started dating on the 3rd day of the celebrations often have their first date on this day. Of course, the faithful start this day by going to a sermon in the nearest church, but they also live their lives and make memories with their friends and family. The Day of Hope is not a simple religious holiday; it is a day when the laughter of Thirsting Gods is overwhelmed by the cheers of people who dare to have hope. For in a dark galaxy full of war and despair, one man let a glimmer of hope turn lit the hearts of billions. "For in the grim dark future of 42 millennia, a small candle has been lit."
Holy Resting Place:
The Isle of Avalon
-It took decades of debates, but ultimately, it was decided that the Mausoleum of Saint Teeln, Prophet of the Star Child, should acknowledge future realities. It was agreed that it needed to be able to survive the traffic of future pilgrims, be defensible in case vile Chaos tries to desecrate it, that First Hymnal Bnuy will also be buried with Teeln and present that despite his great achievements and sainthood, Prophet Teeln was still a man.
-It was decided that Droma III would be the resting place of First Hymnal Bnuy and Prophet Teeln. The project was ambitious, and yet it was humble. People of the federation raised the new island from the planet's ocean and shaped it in the shape of the 5-armed star.
-The paths were built with stones from every world of the federation, the Genetors of the Star Mechanicum gathered the most breathtaking plants that wouldn't endanger the local ecosystem, the military built hidden bunker networks that blended with the created landscape, and chapels and resting spots were scattered around the island.
-Even the most well-traveled pilgrim could spend five weeks walking around marveling at the national park that held the Mausoleum within it. The practice of lighting flying lanterns in honor of the Saint at the foot of the building itself or earlier if they found a place that they felt was right swiftly found itself supported by the clergy overseeing the Mausoleum.
-The main tomb of the Saind and First Hymnal is nestled in an artificial valley constructed in such a way as to scatter the flying lanterns over the skies above the island; a five-sided pavilion of stained glass focuses the light on the double sarcophagus of Teeln and Bnuy with the light of the stained glass illuminating the words [Teeln loved Bnuy, and Bnuy loved Teeln; a Law written unto the Warp itself.]
--The stained glass of the pavilion itself presents a gathering of 55555 people, who all hold candles.
Saint Theodorius of the Ancient Pack ***Holy Martyr, Lord of Iron, Shield of the Innocent, the Charging Revenant, Eternal Lord of the Karnivore Who Woke***
Veneration Period:
23rd day of the fourth month of each solar cycle.
Schedule:
Feasts are thrown, festivals are assembled, and parades are held thanks to all Federation Armed Forces, specifically towards the Order of the Blazing Sun. Sermons dedicate themselves for the day towards the Order of the Blazing Sun and their mighty Karnivores, extolling their strength and bravery against the foe. Particular notice is made of the bond between pilot and machine spirit, with veneration given towards the Karnivore Who Woke and its mission to avenge the death of its Lord.
Holy Resting Place:
Shrine of the Last Watch
A mausoleum is built on Perfinda, large enough to house both the Karnivore Who Woke and allow two additional Karnivores to march inside side-by-side to pay respects to Saint and Machine. Galleries are dedicated to displaying the achievements of Saint Theodorius and his Karnivore across their long lives in service to the Federation and Star Child. Five stained-glass windows portraying blazing Suns shine upon the interior of the main chamber housing Saint Theodorius and the Karnivore Who Woke, with giant silver candles holding eternal flames set just before each window.
Saint Thule YF/800 'Nagato' ***Saint of the Soaring Soul***
Veneration Period:
Set on the 15th day of the 6th month of each Solar Cycle.
Schedule:
The Day of Sacred Flight is a holy day centered around the reinvention of the self. It is a day to learn something new from another walk of life and to consider alternative passions and pursuits. It is a day when all are encouraged to teach their skills to others, and those skilled in teaching are venerated.
Saint Daring Ignition ***Saint of the Engineer's Drive***
Veneration Period:
The day the 'Sanctity of Chastity' was saved by his sacrifice.
Schedule:
The Festival of the Everburning Furnace is a celebration of the mechanical marvels that link worlds together. It is a day where novelties from other systems are displayed, and inventors and engineers are encouraged to show off their work. There are sections both for crowd-pleasing displays and for serious displays to interested governmental and corporate entities.
I mean, it could be a Nat 1 for our purposes given that everything Necrons have has a recall function and if it trips nothing's going to stop it from leaving and could even call down Necrons on us
I personally think we should do all-5 turn next time and do the faith turn now because I do not want the possibility of somebody stealing Teeln corpse.
[] Plan: A break before the prosperity
-[] [Faith] Sermons To The Families
Though the Ashan Families are no fan of strangers walking into their home and preaching about strange deities, they are a fan of allowing honored guests to preach an interpretation of a sanctioned faith (even if it a weird interpretation) in exchange for money. Though they will still check if said guests are preaching Chaos. Just to be sure.
(Gain: The Ashan allow your priests to preach in their territories.) -[] [Faith] Mausoleum of the Prophet
Let him rest in a place worthy of his deeds.
(Gain: Mausoleum of the Prophet.)
-[] [General] Research:
--[] Poke The Weird Ship
(Gain: Information?)
I personally think we should do all-5 turn next time and do the faith turn now because I do not want the possibility of somebody stealing Teeln corpse.
[] Plan: A break before the prosperity
-[] [Faith] Sermons To The Families
Though the Ashan Families are no fan of strangers walking into their home and preaching about strange deities, they are a fan of allowing honored guests to preach an interpretation of a sanctioned faith (even if it a weird interpretation) in exchange for money. Though they will still check if said guests are preaching Chaos. Just to be sure.
(Gain: The Ashan allow your priests to preach in their territories.) -[] [Faith] Mausoleum of the Prophet
Let him rest in a place worthy of his deeds.
(Gain: Mausoleum of the Prophet.)
-[] [General] Research:
--[] Poke The Weird Ship
(Gain: Information?)
We got an explicit warning that we're going to be too busy for the next century or so if we don't grab it now at the end of the post.
I then went digging and found "oh fuck there's a lot of god damned Chaos in 621 now", plus, there's the whole "Voxx Primus just went brown", which suggests to me they might start getting expansionistic again soon.