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


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I'm not sure about this particular aspect, since it seems to be applied universally? Family separation is almost certainly going to be more traumatic and damaging than the alternative in many cases.

Good catch! Didn't even think of that aspect. I've edited that section to include provisions to keep siblings together, return to families when applicable, and only send to foster care as a last resort.

-[X] Any and all children found should undergo deprograming specifically designed for their age brackets.
--[X] Care shall be taken to ensure siblings remain together, and that they are returned to their families, so long as said families either have no connection to the Nurenor Roses or undergo deprograming alongside their children.
--[X] In situations where the families of children are found to be unable or unwilling to deprogram, the child is to be placed with suitable foster families that have been informed and trained to care for them.
 
I just have an image in my head of a bunch of priests gearing up for a major theological debate and dissection, only to find that no they are just assholes. This is not a case of someone having an alternative theological take, or simply valuing one part of the teaching over others, this is just remnants of old and ugly ideologies that managed to cling to the edge of the drain instead of being flushed away like it deserves to be.
 
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Vote closed
Scheduled vote count started by HeroCooky on Jun 14, 2024 at 8:16 AM, finished with 21 posts and 14 votes.

  • [X] Plan Rehabilitation and Reintegration of our Wayward Sons and Daughters
    -[X] Authorize Cerberus to track and arrest every single member of the Order of the Nurenor Roses by all means at their disposal.
    --[X] Grant Cerberus the authority to temporarily take local PDF forces under their command to provide the manpower needed to raid and arrest Nurenor Roses' cells and meetings.
    --[X] The Nurenor Roses' views on gender and caste should be used against them to help identify suspected members and cells, by working with local choirs to identify women psychers suspected to identify with the Roses, or at risk of falling to their beliefs.
    --[X] Investigate the drugs used during these "Mothering" "ceremonies" to determine which ones are used most often to force people people to participate unwittingly. Follow the trail of distributors and manufacturers to those members of the Roses buying the substances.
    --[X] These should, with a combination of luck and skill, provide additional leads for Cerberus to track down and arrest many members of the Roses.
    -[X] Once arrested, members of the Roses should be placed in detention centers separate from the general populace, where they will each undergo a thorough psychiatric evaluation and begin deprograming.
    --[X] Attention and care should be made to recognize that many, if not most, of the adult members of the Roses were forced into the cult as children. Time and effort will need to be made to rehabilitate these adults and show them the trauma they underwent as children, and how their current belief systems are a reflection of that trauma that they were forced to adopt.
    --[X] They should be regularly encouraged to provide information on other members of the Roses, to help break the cycle and prevent anyone else from experiencing what they went through.
    --[X] Those who joined as adults should focus their deprograming on the route causes that brought them into the clutches of the cult: coercion, drugging, and any number of systemic societal pressures that have left them vulnerable to predations by cults like the Nurenor Roses. They should address these underlying issues and be provided with the resources to overcome and throw off the shackles that made them susceptible to cult indoctrination.
    -[X] Those who refuse to deprogram, are deemed unable to deprogram by psychiatric evaluation, or show absolutely no remorse for their beliefs and actions should be tried within the justice system for the crimes they committed, and sentenced accordingly.
    -[X] Those found to be corrupted by chaos should be treated accordingly.
    -[X] Any and all children found should undergo deprograming specifically designed for their age brackets.
    --[X] Care shall be taken to ensure siblings remain together, and that they are returned to their families, so long as said families either have no connection to the Nurenor Roses or undergo deprograming alongside their children.
    --[X] In situations where the families of children are found to be unable or unwilling to deprogram, the child is to be placed with suitable foster families that have been informed and trained to care for them.
    -[X] It should be recognized that tackling the Nurenor Roses it not something that can or should be done in a quick manner. It will take time and effort to thoroughly root out every cell and member, and to then follow through with deprograming people who were forced into the cult.
    [X] Plan: Kick In The Door v1.1
    -[X] Outlaw the Numeror Roses cult in its entirety and let Cerberus deal with the upper leadership.
    -[X] After the cult is defeated, apply the Provisionary Cultist Surrender and Imprisonment Guidelines to all members of the cult.
    -[X] Preach sermons emphasizing that everyone is equal under the Droman Creed, no matter their gender. Note the importance of both Teeln and Bnuy, man and woman, to the development of the Glimmering Federation.
    -[X] Start an information campaign on STDs and general sex education.
 
660.M42 - The Entire Navy
+++Lieutenant?+++ Admiral K-533 slowly spoke, looking at the results of the re-organization.

"Every naval requestition form we have and all that are produced while you fill them out?" Their second-in-command said.

+++You are the backbone of the entire navy.+++ They replied, what small pieces of facial flesh remained moving as if to grin maliciously.

"Thank you Admiral," the second-in-command answered, already putting in the emergency requests.



You Have 3 [Three] Actions. +1 [One] Action due to making a Song. Currently Active ISC: [Federation Post]
(6-Hour Moratorium)
[Green Horizons Colonization LTD] - Resettlement Initiatives - Increases colonized worlds by 50% if the Action {Colonize Planet/s} is used.
[New Dawn R&D] - Anomaly Identified - Uncover Points of Interest (PoI) within and without your territory every Turn this ISC is sponsored. PoI include (but are not limited to) new colonizable systems, Economic Boons, Military Relevant Resources or Locations, and more.
[Federation Post] - Messenger Fleet - Reduce the cost of improving Civilian Infrastructure by 50% (rounded down).

[] [General] Develop The Federations'...
-[] Food Production VII (0/2)
-[] Civilian Infrastructure VII (0/2)
-[] Heavy Industry VI (0/2)
-[] Void Industry X (0/2)
-[] Medical Services VI (0/2)
-[] Military Industry VI (0/2)

(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), Itani - Grubbub (Low Shrubs and Fog), Gnatiila - Smug (Outback and Canyons)
Hostile Worlds (-1 Void Industry): Qulach's Forge - Node 17c (Acidic Atmosphere), Abyssal Eye - Howling Gaze (No Atmosphere)
Deathworlds (-1 to All): Qulach's Forge - Qulach's Forge (Fallout, Glass, Industrial Ruins, and Chemicals))

[] [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
-[] Poke The Weird Ship
(Gain: Information?)
-[] Burner Seeker Mines
(Gain: An upgrade to your Mines. These weapons automatically seek out non-friendly ships within a medium radius around themselves.)
-[] Unstable Ore Deposits Exploitation, Chemical After-Burner Bottling, and Ancient Imperial Missile Studies
(Gain: Two Missile Upgrade Equipments and Hangar Upgrades.)
-[] Snapshot Cogitation Improvements
(Gain: Missiles have increased Breakthrough against Hostile AM-Systems)
-[] Tetratek ARc Cannonade
(Gain: Tetratek Advanced-Reach (Grade c) Cannonade Ship Weapon (4 Dp).)
-[] Servitor Cognition Auxiliary Enhancement Procedures
(Gain: Improved Servitors.)
-[] Novel Infantry-Grade Weapons and Armor Development
(Gain: Infantry Weapons and Armor Upgrades.)
-[] Experimental Infantry-Grade Weapons and Armor Development
(Gain: New Infantry Weapons and Armors.)
-[] Logistical Infantry-Grade Weapons Development (0/3)
(Gain: Cheaper Infantry Weapons.)
-[] Logicstical Infantry-Grade Armor Development (0/3)
(Gain: Cheaper Infantry Armor.)
-[] New Boarders for a New Age
(Gain: New Boarding Craft.)
-[] Ship Equipment Standardization - [1 DP Equipment] (0/2)
(Gain: Standardize 1 [One] 1 DP Ship Equipment across all new Designs.)
-[] Shipyard Automatization
(Gain: 1 Destroyer every Turn.)
-[] Mind-Machine Interface Re-Examined (0/2)
(Greater Insight into already existing MMI methods and links.)
-[] Psytech Foundings (2/4)
(Gain: Rudimentary Understanding of Psytech. Not the ability to create it.)
-[] Reconstruct The Shattered STC-Fragment (0/12)
(Gain: An STC Fragment.)

Hereteks Refuge - Reduce Research Cost by 20%, Rounded Up. +0.2 Research per Action Spent.
Academic Initiatives - +0.1 Research per Action Spent.
(0.4 Research Banked)

[] [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 Federation's 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 the 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 - [1 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 markup. However, there are only so many materials to sell until the industries are behind and need to restock and be able to supply the same once again.
(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] Militarize The Schools Of Paladins
Though the schools created to equip and train our missionaries for all possible environments and situations have quickly grown to smooth out all failures and bumps in their curriculum, some military think tanks have poked at the possibility of creating a home-grown version of the Imperial Sisters of Battle mentioned in both records and the descendants of a squad on Saget VII. This would include streamlining the usage of the Militaristic Faith Orders to use them in battles on the front line and training those dedicated to spreading and defending the Faith of the Star Child as parts of the military directly in the use of bullet and sword in heavy power armor.
(Gain: Unlock Templars, boosting your military.)

[] [Military] Create A [Blazing Sun - 4x War-Packs] or 3x SAGs - [System/s] - [Weight: Light/Medium/Heavy] - [Type: Infantry/Mechanized/Tanks/Augmetic Legion] - [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, and an Augmetic Legion consists of cybernetically enhanced humans, equipped with high-end implants and prosthetics that set them far above the human baseline, allowing for far more dangerous deployments. Light Units are better for low-logistic scenarios, while Medium Units rely more on regular shipments and strike a good balance between supply consumption and effectiveness. Heavy Units rely on solid logistics to continue working while offering an equal force concentration in return. A War-Pack comprises 15 Karnivores grouped in Packs of 3 Knights each, alongside the infrastructure/logistics to support and rebuild their Knights.
(Gain: Three SAGs. These contain [Four Units] chosen from the above choices. Tanks require no Classification.)

[] [Military] [Construct/Refit] A Fleet - [36 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 18 FP.
You can refit for 10 FP: Two Libra-S to Two Libra-T, Three Crux to Three Crux-S, and Four Taurus into Four Taurus-S in one Turn.
(Gain: Chosen Fleet.)

[] [Military] Fill Out Sector Battle Group
-[] Sphinx (0/0.5)

-[] Centaur (0/2)
-[] Werewolf (0/3.5)
A Sector Battle Group consists out of 4 Heavy Cruisers, 8 Carriers, 6 Light Cruisers, 8 Heavy Frigates, and 4 Corvettes. Building them in Bulk is cheaper than in parcel, and once we have them all filled, we can think about constructing new ones!
(Information: All Action Cost must be paid to recieve the ships.
Gain: Filled out SBG.)

[ ] [Military] Design New Voidship Classes - [Available: Destroyer (1 DP), Frigate (2 DP), Light Cruiser (4 DP), Heavy Cruiser (8 DP)] - [8 DP]
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 DP than you possess take more than one Action to design.
Gain: Newly designed and built Ship Class/es.)

[] [Military] Begin Military Operations (Assign SAG/s) (Choose Location/s) (Designate Objective/s)
-[] 34x Free Celestial Choirs
-[] Sector Battle Group Sphinx (30/30 Ship Capacity) - (Missing: 4 Carriers)
(3x Andromeda-Class Command Ship, 4x Proof of Our New Path Battlecolony, 2x Libra-Tertium Light Carrier, 2x Libra-Secundus Light Carrier, 6x Scorpio-Class Light Cruiser, 8x Words of the Writ-Class Frigate, 4x Aries-Secundus Class Corvette)
-[] Sector Battle Group Centaur (18/30 Ship Capacity) - (Missing: 3 Heavy Cruisers, 8 Carriers, 1 Line Holder)

(3x Andromeda-Class Command Ship, 1x Leo-Primus Heavy Cruiser, 2x Endeavour Light Cruiser, 3x Scorpio-Class Light Cruiser, 3x Crux-Secundus Class Heavy Frigate, 5x Crux-Class Missile Frigates, 4x Aries-Secundus Class Corvette)
-[] Sector Battle Group Werewolf (7/10 Ship Capacity) - (Missing: 2 Andromeda, 4 Heavy Cruisers, 8 Carriers, 6 Line Holder, 5 Frigates)

(1x Andromeda-Class Command Ship, 1x Words of the Writ-Class Frigate, 2x Falchion-class Frigate, 2x Aries-Secundus Class Corvette, 2x Viper-Class Missile Destroyer)
-[] Task Fleet Alpha
(2x Cobra Destroyers, 5x Taurus-S Troopship (0/25 SAG Capacity), 4x Taurus-Class Troopship (0/2 SAG Capacity))
-[] Independent Operations Task Force
(5x Chamleon-Class Infiltration Carrier)
-[] Lamenters Chapter Fleet (7/10)
(1x Andromeda-Class Command Ship, 2x Risen Dirge-Class Boarding Ship (0/2 Companies), 3x Lantern Bearer-Class Commandeering Ship (0/3 Companies), 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, 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 sent to look at other systems.
Scouting Range: ~10 Systems from Claimed Systems. Scouting Efficiency: 20% Adjacent Systems, 5% Three+ Systems, 1% 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) - [Choose Melody]
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. As there are 10 Celestial Choirs free to pursue research, the High Council can ask them to pursue a target instead of what comes close. This will, naturally, be lost once they dip below 10 Choirs.
(Total: 30
Uncovered: Technology II.
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 II, 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.
(Uncovered: Technology I.
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.
Kil'drabi: Void I.
Gain: A Song.
Sung: Dirge for the Innocent, Bound To The Stars, A Web Of Song.)

[] [Faith] The Great Heresies
Though it is infuriating to many that splits and cracks have already started to appear within the structure of our faith, especially when the Prophet hasn't even been laid to rest in his last resting place, these splits were inevitable. There was no way to prevent those who strayed from established Doctrine, so we must expend effort to bring them back into the fold, even if some start to whisper about altering Doctrine itself to incorporate some parts of their beliefs into ours.
(Gain: Reconcile, Syncretise, Legalise, or Crack Down on a Heresy.)
-[] The Particularists
The Droman Creed emphasizes the different qualities and roles of each of the Five, encapsulating the Co-equal Oneness of the Five-One, One-Five, yet some believe this to be a Pantheon. For the Particularists, this is the furthest from the truth, as they believe the Five-One to not be co-equal within their shared Divinity, but One-As-Five, mixing everything into one being by denying the uniqueness of each Five to not deny the Oneness of them all.
-[] The Anti-Particularists
The opposite to the Particularists, they have twisted this section of the Creed to its utter limit: I believe that these Five, Omnissiah, Emepror, Motive Force, Body of the Faith, and Star Child, are Indivisible and One, and Two, And Three, Four, and Five. They believe one can pair the Five-One according to their "Co-Equal Hierarchy," represented by a square with four edges and the Star Child in the middle. In this, they claim that the Emperor and Omnissiah are on the Left and Right of the square, with the Community of Faith and Motive Force in the lower left and right, relating to each other in their respective roles and relations as they come together to create the Star Child.
-[] The Adherents of the Divine Lines
Those who call themselves the Adherents of the Divine Lines hold to the idea that a Divine Lineage exists at all, claiming that, as the Space Marines and Primarchs are the children of the Emperor-and-Omnissiah as well as the Star Child, a clear line of Divine Heritage exists that allows those who partake in its shared blood to better understand and enact the will of the Five-One unto the face of the galaxy, and that the Glimmering Federation need only right what has so long been silenced.

[] [Chapter] A Ship Worthy Of The Chapter (1.5/4)
Though bound by oaths and ties of blood and industry, the Lamenters were, have, and will never be a Chapter bound by terrestial chains; their fate to sail the endless void in pursuit of the enemy, the wicked, and the daemonic. But to proudly fly once again in full strength, a ship worhty of the Chapter must be built.
(Gain: The Lamenters gain a Grand Cruiser as a Flagship.)

[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)
 
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Looks like our bet paid off, there's no urgent crisis to take care of and we can put all actions into making life better for our citizens and getting Civ Inf XII!
Next turn we can do a Voxx Primus action, the tech exchange deal with the Shipwrights, and maybe start filling out the Sector Battlegroups.
 
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We'll have to get back to giving them an action next turn, I think.
Yeah, sounds about right.

Is that how it works?

I thought we needed 2 Actions per 1 Increase right now? And that the current booster gave us 2 Increases per 2 Actions?
There are 2 boosters, our ISC and a limited uses action.
With our bonus action that leaves us at 3 AP at 2*2=4 times the efficiency.
Turning 2 AP for 1 level into 1 AP for 2 levels.
You Have 3 [Three] Actions. +1 [One] Action due to making a Song. Currently Active ISC: [Federation Post]

[Federation Post] - Messenger Fleet - Reduce the cost of improving Civilian Infrastructure by 50% (rounded down).
[] [General] Jolly Economic Co-Operation - [1 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 markup. However, there are only so many materials to sell until the industries are behind and need to restock and be able to supply the same once again.
(Gain: 50% Discount on your [Develop] Actions taken in the same Turn (1 Dev into 2, 2 into 4). Ashan Families like you more.)
 
Ok. So, a jolly economic turn, then Psytech. We must get pay tech. We can rest on the heresies for now, they're mostly not problems. They might catch fire later but we're good for a bit.
 
So if we go all in on improving our civilian industry, we'd get to 14 or so? We get the milestone for 10 and then with one more action, we'll get the milestone for 15.

Though doubling our civilian industry might incur some backlash with all this rapid expansion, maybe easier infiltration of our bureaucratic apparatus? Here's to hoping Chaos or the cults don't take advantage of that.
 
[] Plan: Fuck it, post-rose economic miracle
-[] [General] Jolly Economic Co-Operation - [1 Remaining]
-[] [Federation Post] - Messenger Fleet
- Reduce the cost of improving Civilian Infrastructure by 50% (rounded down).
-[] [General] Develop The Federations'...
--[] Civilian Infrastructure VII
--[] Civilian Infrastructure VIII
--[] Civilian Infrastructure IX
--[] Civilian Infrastructure X
--[] Civilian Infrastructure XI
--[] Civilian Infrastructure XII
 
So if we go all in on improving our civilian industry, we'd get to 14 or so? We get the milestone for 10 and then with one more action, we'll get the milestone for 15.

Though doubling our civilian industry might incur some backlash with all this rapid expansion, maybe easier infiltration of our bureaucratic apparatus? Here's to hoping Chaos or the cults don't take advantage of that.
We are at 6 and can do 3 actions of 2 lvls each -> 6+(3*2)=12.
That leaves us 3 short of 15, 3 Action (i.e. a full turn worth of actions) with the ISC active.
More turns if we have to do some other stuff. Like the Voxx infiltrators and Heresies.

Edit:
Raising living standards like that should make it much harder to find exploitable-due-to-desperation citizens.
Might want to look at exploitable-due-to-excess, though.
 
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Next turn I think we should do the trade with the whosit (so that we can design the new Heavy Cruiser because that way the bulk discount will apply to getting a bunch of them), do a Voxx Primus Action, and do 1 action of Research into Psytech, to get it to 3/4.

Then the turn after we can finish Psytech Research, Design a Heavy Cruiser, and ??? (one free one).

Therefore because we're probably going to be waiting a bit before leaping towards 15 Civ, I think that we should switch to the Discovery ISC or whatnot for the following turn.
 
[] Plan: Civ Inf XII, do not abandon Voxx Primus
-[] [General] Jolly Economic Co-Operation - [1 Remaining]
-[] [General] Develop The Federations'...
--[] Civilian Infrastructure VII
--[] Civilian Infrastructure VIII
--[] Civilian Infrastructure IX
--[] Civilian Infrastructure X
--[] Civilian Infrastructure XI
--[] Civilian Infrastructure XII
-[] Switch ISC to New Dawn R&D


We'll want to go for Civ Inf XV soon, but not next turn - next turn we must absolutely take a Voxx Primus action or our enclave will be eliminated and all our progress lost. So I'm switching ISC.
 
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