Morrslieb's probably already connected to the warp given its refusal to obey the laws of physics. It might be some kind of solidified warp gate. Or the egg of a god. Not sure sending it to the warp would work.
 
I hope we don't destroy the moon just find a way to neutralize its effects as the chaos gods can make a fuck you on the moon by making it nose dive to the planet
Not sure sending it to the warp would work.
It does seem to be physical, otherwise shooting it wouldn't work. However, yes it does seem to be very warpy. Reminds me of the Tyrant Star:

The Tyrant Star, also known as Komus, is an uncategorised stellar anomaly found in the Calixis Sector of the Segmentum Obscurus. Komus appears as a black dwarf star whose arrival in the sky of a world is seen as an imminent herald of catastrophe, while the existence of the Tyrant Star is itself part of a wider prophecy called the Hereticus Tenebrae that is of great interest to the Imperial Inquisition. Unraveling this prophecy and the role of the Tyrant Star may be crucial to preventing a cataclysm that will consume not only the worlds of the Calixis Sector but perhaps the entire Imperium of Man.
"Entry: 'Obscuro'—The nature of the threat is either unknown, resists analysis, is deliberately hidden, or falls outside the normal categories of danger. This threat classification is also in rare circumstances applied to forbidden dangers of mankind's own forgotten antiquity."

— Definitions of the Common Inquisitorial Threat Ratings, Tabernacle of the Conclaves Segmentum

The visitation is accompanied by psychic disturbance, geological upheaval and sociological problems on inhabited worlds, including mass rioting and unrest
 
Turn 2
Turn 2

Serfs carry the relic armour across the room and set it about the Chapter Master. While many might have thought their faith to flag after the horrors of the moons, in reality the event seems to have only strengthened their resolve, and they come to Amra now whispering prayers.

The Astartes himself is less pleased. Three months in Separatio Anomalia where the Chapter's apocetharies tested him for any signs of corruption, the Deathspeakers interrogated him for any tell of heresy, and finally the Techmarines carefully took apart his armour to check each system and understand what had shielded him from the mutation.

Finally released, Amra sought his position once again, serfs falling to their knees as he passed. Ten thousand of them were dead at his hand yet they worshipped him as if he were the Emperor himself.

"Report." the Lion's harsh voice sounded in the Strategium where his officers gathered.

Hath-Horeb stepped forward immediately, "All psychic activity has been suspended on my order, with the moon declared as Obscuro until futher investigation. All stations have produced reports ready for your review."

While it was rather discourteous, his rank allowed such privileges and Amra spend the next hour reading through each piece produced by the different Masters of the Chapter. Those of the Scouts and of his headquaters specialists interested him the most, but the Master of the Fleet's reports also merited consideration.

"We have been struck." Amra announced. "Let this blow not go unanswered. The Emperor Protects."

Previous voting rules apply. Choose 1 actions from each category. Turns will take place over roughly a year's worth of time. Actions will have a difficulty rating. Voting moratorium for 12 hours to encourage discussion. Write ins also encouraged. If you want X to do an action from Y's category and it's sensible then that's fine, for example, Librarians help out with scouting, that sort of thing.

Diplomacy

For now you've appointed Corax, Master of Rites, to deal with some of the necessary communications around the crash site. You're heartened to know that there are intact ships in orbit, but it's necessary to get them down somehow.

[ ] Contacting the Fleet 2
Dispatch Corax to personally head up, supported by Techmarines and Librarians, and investigate the status of the Peregrin and Cardinal of Nuvia, as well as take more detailed readings to determine the location of the other ships.

[ ] Integration
You'll clearly be here for some time, might it be better that you get Corax working now on integrating the Mechanicus and Imperial Guard under your authority? Strictly speaking you're forbidden from doing so by ancient edict, but practically surely it's going to happen anyway?

[ ] Vassals
There are cities on the coast nearby, command them in the name of the God-Emperor of Mankind to submit.

Martial
Tuthmes Skytalon, Master of the Fleet, has been appointed by you to see to the crash site's defences.

[ ] Conquer the Coast
There are cities on the coast, small ones, mortal ones…

[ ] Fortify
You have no idea what enemies might be out there, set up fortifications in your immediate surroundings.

[ ] Ferry
Would it not be better to simply begin to ferry those in orbit down as soon as you can? You have several Thunderhawks and Transporters, and could begin this effort almost immediately.

[ ] Acheron Crash Site
The Acheron, one of the Chapter's Strike Cruisers, was forced to crash land far sooner than the rest of your fleet, and though you know it at least survived the crash, you have no idea of the status of the 3rd Company or its cargo. Find them.

[ ] Pursue the Xenos
Reptilian Xenos of several forms attacked the Mordant's crash site, defiling the corpses of the fallen, some of them even being eaten. This insult against the Chapter cannot stand.

[ ] Kill the Mutant!
There are two large congregations of mutants, firstly in the mountains to the northwest on the coast, secondly in the jungles over the larger mountain range to the south. Aerial reconnaissance has confirmed their disposition and numbers, and they will not stand against the Lions' claws. Likely they have been turned by the same influence which affected your serfs, but all the same they must be purged.

[ ] Mordant Drop Pods
Some of the Scouts from the Mordant claim drop pods were fired before the crash. Could there be survivors in the jungles to the south?

Stewardship
Khotan, Master of the Forge, has taken on management of most of the organisation of the crash site.

[ ] Thunderchild
The Adeptus Mechanicus guard their secrets well. At this moment though their 'secrets' are falling out of holes in their stricken cruiser. Khotan believes he can persuade the Magi to accept your help.

[ ] Establish Basic Manufacturing
While you have sufficient supplies for the moment, Khotan has suggested getting some basic supply lines of ammunition and similar set up early.

[ ] Rites of Unity (Ships)
Khotan describes the 'Rites of Unity', essentially the cannibalisation of parts from destroyed ships to strengthen the remainder. Set him to repair the Serenkai using the materials from the smaller, more damaged ones. Will destroy the 'salvaged' pieces of materiel, preventing their possible repair.

[ ] Rites of Unity (Vehicles)
Khotan describes the 'Rites of Unity', essentially the cannibalisation of parts from destroyed vehicles to strengthen the remainder. Set him to repair the vehicles using the materials from the more damaged ones. Will destroy the 'salvaged' pieces of materiel, preventing their possible repair.

[ ] Rites of Unity (Equipment)
Khotan describes the 'Rites of Unity', essentially the cannibalisation of parts from destroyed equipment to strengthen the remainder. Set him to repairing any suits of Power Armour or weapons he can using the materials from the more damaged ones. Will destroy the 'salvaged' pieces of materiel, preventing their possible repair.

[ ] Cut a Way
Accept Khotan's suggestion to cut a way through the Serenkai to the vehicle bay to give you access to the heavier equipment in the bowels of the ship.

[ ] Salvage the Demios
The Demios, a frigate, exploded on impact during landing. The wreckage is still scattered about the surroundings and it would be good to salvage some of the intact pieces, possibly even repairing the other ships?

[ ] Salvage the Mordant
The Mordant, a frigate, exploded on impact during landing. The wreckage is still scattered about the surroundings and it would be good to salvage some of the intact pieces, possibly even repairing the other ships?

[ ] Artillery
Khotan described how he might employ the downed ship's cannons as artillery, approve this project.

Intrigue
Vularakh, Master of Scouts, is skilled and able as an infiltrator and information gatherer.

[ ] The Jungle
Concentrate the Scouts' efforts on the southern jungle.

[ ] The Desert.
Concentrate the Scouts' efforts on the northern desert.

[ ] The Coast
Concentrate the Scouts' efforts on the eastern coast.

[ ] The Mountains
Concentrate the Scouts' efforts on the western mountains.

[ ] The Black Pyramid
Concentrate the Scouts' efforts on the Xenotech pyramid in the centre of the northern desert.

[ ] Seeking a Home
You cannot stay at the crash site forever. Direct the Scouts to looking for possible sites to establish a Fortress Monastery.

Learning
Hath-Horeb, the Chapter's Chief librarian, is certainly the most learned Astartes in the Chapter.

[ ] Scrying
The Librarians are able to perceive many mysterious things, walking in the Realm of Spirits using their abilities. Apparently the prognostication will be protracted, but potentially very useful in learning more about where you find yourself.

[ ] The Pyramid
Direct Hath-Horeb to investigate the Xenotech pyramid and its effects.

[ ] The Moons
Direct Hath-Horeb to investigate the psychic anomalies of the moons and the Warp.

Personal
You, Amra, are a veteran of a hundred wars, an able administrator, and more besides, and there is much to do after all…

[ ] Investigate
There were many unusual things about your arrival, least of all the ravings of the Navigator before his death. Question the others more closely. What was it that brought you spinning from the Warp?

[ ] Personal Attention
Select one action from another area to give your personal attention.
 
Morrslieb's probably already connected to the warp given its refusal to obey the laws of physics. It might be some kind of solidified warp gate. Or the egg of a god. Not sure sending it to the warp would work.
It's probably part of an old one gate given what I read.

The north and south pole is the gateway on land and the green moon is the one in space.
 
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[X] plan Fort up and contact

[X] Fortify
needs to be done while we salvage everything

[X] Contacting the Fleet 2 we really need to know what the situation the fleet is in

[X] Thunderchild we need to start the salvage somwerelets start with the guys who make things

[X] The Jungle
this is the closest thing to us

[X] pyramid
I want the lions to find out about the slann

[X] Personal Attention
thunderchild because it.would show are sinceraty
 
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@Fractious Day, how much time has passed since landfall? And does Arma think the drop pod survivors could have lasted that long?
 
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, how much time has passed since landfall? And does Arma think the drop pod survivors could have lasted that long?
Turns are a year, so that's how much time has passed. As for surviving, that's basically what scouts do. There were 19 Scouts aboard the Mordant, and 2000 Serfs, so it depends really. Obviously all of them couldn't have been able to fit into the drop pods but if they did and if they managed to get to a defensible location then yes they could still be about. Alternatively, they might have been eaten by a carnosaur. Amra doesn't know much about the jungle other than the standard other jungles he's experienced so he'd be aware of the usual dangers etc.
 
Turns are a year, so that's how much time has passed. As for surviving, that's basically what scouts do. There were 19 Scouts aboard the Mordant, and 2000 Serfs, so it depends really. Obviously all of them couldn't have been able to fit into the drop pods but if they did and if they managed to get to a defensible location then yes they could still be about. Alternatively, they might have been eaten by a carnosaur. Amra doesn't know much about the jungle other than the standard other jungles he's experienced so he'd be aware of the usual dangers etc.

Alright, that simplifies things. 20 scouts are worth spending a turn on.

I'm going to advocate for pretty much the same plan as I did before, for pretty much the same reasons.

Integration and Thunderchild because we're isolated and our numbers are small, so we need to be a united group.

Mordant Drop Pods and scouting the southern jungles because a) they're our most vulnerable recoverable asset and b) we need lizardmen intel, badly.


The moons, because it'll be a good start on understanding the differences between 40k immaterium and Mallus, Immaterium, against a passive effect, as opposed to an active source, like a Slann or tomb king.

And investigate, because again we need intel, although I could be persuaded to put our personal action on supervising integration.
 
And investigate, because again we need intel, although I could be persuaded to put our personal action on supervising integration.
In case it wasn't clear, that would basically give you 2 diplo actions, because it frees up Corax to do something else. You could spend basically 2 actions on a single thing if you really want to, but you don't have to
 
In case it wasn't clear, that would basically give you 2 diplo actions, because it frees up Corax to do something else. You could spend basically 2 actions on a single thing if you really want to, but you don't have to

Oh, ok, sure. Usually personal oversight is a bonus to the roll, but this works too.

In that case, I say investigate.
 
Usually personal oversight is a bonus to the roll, but this works too.
I'm pretty flexible about it really. It's all an abstraction anyway really, so I'll probably be changing the system as I go

On that point actually, I'm very open to suggestions on this and how mechanics work, I've not run a ck2 style quest before
 
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pfttt Yeah why wouldn't I?

There are several reasons I can think of. There are the calls of very non-thirsty(in the sense of trying to eat people's souls) benevolent or at least mostly so gods like Shallaya, Morr, Lileath, Esmerelda, Verena, Manaan, Rigg and Valaya and more are at play in this world.
Also there are some very good people in this world. Teclis has improved the world a lot, he practically needs no introduction. Maybe Khalida Neferher could count too just for giving Neferata (certainly in the top 10 assholes of the Warhammer world list)so much grief?

The Everqueens have to count given they literally bleed to save the world every couple of years. There are some other world-changing characters that may count but I am less than sure about them being alive at this point in the timeline.

I think we could even fit Genevieve Dieudonné in here, maybe?


Avelorn, The Moot, Remas and Couronne exist on this planet, they seem actually decent places to visit even acceptable places to live in long-term.

Nah though, I just like trying to answer tough questions.
I think these exceptions really do prove the rule though.

I think the idea of equating the tone of this place to the rest of the universe it is now in to be very odd.

Yes, this is a grimdark crapsack world but compared to many imperial worlds it strikes me as practically a shining beacon, compared to our own it looks like a hell pit to me though.
It's no Ultramar, but it is also no Kreig, heck it's way more appealing than the average imperial feudal world for sure overall.
As for how to play this out though, I'm too tired to think on that more though.
I spent too long checking things to make sure there were good relevant examples in this post. Hope this helps.
 
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Firstly, there are pretty normal bits of Warhammer, both settings. For the most part people are going about their buisness and living in relative peace. There's the spectre of a Chaos guy showing up and impaling your children all the time but otherwise you'd be more concerned about taxes etc. For every Cadia there are a million other worlds that supply Cadia. Similarly in WFB there are thousands of towns in which life goes on as normal and then they maybe occasionally burn a witch or similar.

Around perception, I think to the Imperium Mallus probably wouldn't seem that bad on the surface. You've got a consistent mutation and psyker problem according to the Administratum but the planet is already dealing with that, broadly by burning said groups. There are xenos remnants but if the Imperium was there I'm sure they'd just glass Lustria, just like they scheduled the Tau for obliteration and so on. As worlds go the Chaos Gates would indeed be concerning and probably merit Inquisitorial attention, but the basic stuff on the group would be pretty usual for any Feudal World.

Now of course Mallus is unique in some respects, but it's just that 40k is on such a larger scale. If Nagash showed up they'd probably ask him if he wanted a job lol.

Also I'll open voting now. As previously please think about and discuss stuff.
 
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There's something that bugs me about this which I've been trying to express, so please forgive me if this is vaguely worded and guessing a bit:

The QM wants the Space Marines to behave one way, the voters (mostly, seemingly) want the Space Marines to behave another way.
The QM wants the Space Marines to treat Mallus as a mutation-ridden rebel world which the Space Marines have to beat into shape in general, while the voters want to treat Mallus as a home setting where they know about all the heroes they want to befriend
The QM wants the Space Marines to have urgency about getting this stupid planet in line and then going off to the next task of the Imperium because the Imperium is huge and has a million things to do, while the voters want to stick around on Mallus because that's where the fun is and the rest of the Imperium might as well not exist for purposes of this quest.

I think some of this might be helped if the QM gives more of an explicit statement of the Space Marine charter and instruction as it relates to Mallus?
 
I want the lions to find out about the slann
Isn't the pyramid more likely to be Nagash or one of the other Tomb Kings than the Slann? Moreover, wouldn't scrying, despite being not focused on any particular topic, be safer? Not psychic displace is truly safer, but I feel like the pyramid has anti-scrying defenses which our space marines may trigger with we try to get closer.
 
Isn't the pyramid more likely to be Nagash or one of the other Tomb Kings than the Slann? Moreover, wouldn't scrying, despite being not focused on any particular topic, be safer? Not psychic displace is truly safer, but I feel like the pyramid has anti-scrying defenses which our space marines may trigger with we try to get closer.

honastly im not sure what to do with that action any suggstions
 
where the fun is and the rest of the Imperium might as well not exist for purposes of this quest.
To be objective, yeah, as a single world, Mallus, really isn't that special as weighted to the millions of over worlds in the Imperium. Like how could anyone say Mallus is more important than Cadia or Mars? With that said, this is also a world with a fascinating history that beggars belief, and that alone places it in the upper 50 percentile. It would do well for the imperium if we researched the history of this world.

Though, we can't actually ignore the Imperium because eventually someone's going to follow our trail, and ask why aren't we fighting the enemies of man or who's the planetary governor?
 
[X] Exploring/ helping
-[] Contacting the Fleet 2
-[] Acheron Crash Site
-[] Thunderchild
-[] The Mountains
-[] Scrying
-[] Investigate
 
[]Plan: Getting our act together
-[] Integration
-[] Mordant Drop Pods
-[] Thunderchild
-[] The Jungle
-[] The Moons
-[] Investigate
 
The QM wants the Space Marines to behave one way, the voters (mostly, seemingly) want the Space Marines to behave another way.
The QM wants the Space Marines to treat Mallus as a mutation-ridden rebel world which the Space Marines have to beat into shape in general, while the voters want to treat Mallus as a home setting where they know about all the heroes they want to befriend
The QM wants the Space Marines to have urgency about getting this stupid planet in line and then going off to the next task of the Imperium because the Imperium is huge and has a million things to do, while the voters want to stick around on Mallus because that's where the fun is and the rest of the Imperium might as well not exist for purposes of this quest.

I think some of this might be helped if the QM gives more of an explicit statement of the Space Marine charter and instruction as it relates to Mallus?
Not sure I entirely understand this, however, thanks for noting it as even so it's good to get feedback.

I'll firstly say that as a sort of philosophy of QMing, I require in character reasoning for actions. I would not allow, for example, an action which directed the Lions toward something they have no knowledge of. This also means that I won't accept and would discourage actions and plans which go against the central tenets of the characters. If a character has been characterised as honourable then they wouldn't suddenly decide to do something devious.

This extends to the broader culture, whether social, military or organisational, of the characters in question. Here we refer to Space Marines, who have a very specific place as the special forces groups of the Imperium. They are the best troops around, they possess the best warriors and (generally) technology, and they use these to protect the Imperium. In turn, generally speaking, Astartes are pretty bad at diplomacy. They rarely talk to people, and tend to flit about from place to place on eternal crusades, with some Chapters explicitly setting themselves up for this. One of the things they're frequently pretty bad at is garrison duty for example, they resent it and making them do it has occasionally led to rebellions, notably the Iron Warriors and Astral Claws off the top of my head.

Most Chapters, including the Lions, are governed by the Codex Astartes, their special book which details how to wage war. We may assume that given Guilliman wrote it the work is essentially 'perfect', that is, it provides guidance and doctrine for all situations. However, it also established a lot of how the Astartes work with other organisations like the Imperial Guard and Administratum, because Guilliman was Regent of Terra when he wrote it and was the one with perhaps the most knowledge of the Emperor's philosophy. Now some chapters do other stuff, that's certainly true, but the Lions aren't really one of them. They're notable for having weird names for some of the ranks and objecting to the Inquisition at one point. They don't seem to favour any particular sort of tactic, though they share a couple of similarities with other Dorn successors like the Executioners.

Going back to making decisions in character, as well as your original points, the QM wants the Lions to behave as Space Marines, and treat their surroundings as they would logically treat them. Players didn't want to fight the Lizardmen, well, tough frankly, that's what Astartes do. In very specific circumstances they might talk to aliens, but their default position would be an aggressive one. I gave a variety of choices in the initial selection, of those the Inquisition, Administratium and Mechanicus are the only ones for whom purging wouldn't be the default option. This doesn't mean they'll never be able to talk to aliens like the Lizardmen, but you can't just sidle up and say hello in the first instance.

This will go for other things too. If you met an Imperial Wizard the assumption would again be that they're an unsanctioned psyker, and therefore a witch to be burnt. Now certainly they'd investigate the Altdorf Colleges or similar perhaps, but there's a reason the Imperium practices its policies toward psykers and has them all soulbound to the Emperor. I'll also note though that Astartes aren't idiots. If they met Teclis for example, observed that he was actively assisting humans and didn't seem hostile, and also seemed to have a good grasp of magic, and was a high ranking abhuman/xenos/whateveranelfcountsas, they'd leave him alone.

As for your last point I'm not really sure what you mean by that. I fully intend this quest to remain on Mallus. If I wanted to write another quest after you've conquered the planet or something then maybe I'd do that, but currently you're here for a few hundred years at least. The Lions are also fine with this because they're hiding from the Imperium and specifically the Inquisition, they're not planning on fixing the ships and leaving anytime soon.
and ask why aren't we fighting the enemies of man or who's the planetary governor?
Chapter Masters are the Planetary Governors of their worlds, the later having pretty broad latitude anyway. Consider the Astral Claws' situation and the Badab War, or the Red Sabers' problems. Strictly speaking only the High Lords of Terra have authority over Chapter Masters, and there's plenty of cultural differentiation in various worlds. The answer would just be that the xenos in question or whoever are indeed serving the Imperium, which there's legal precedent for, and that this is a Astartes World anyway and thus except from the tithe and other things.
 
It's entirely how I expect space marines to play out, if y'all wanted someone who had more of an excuse to work with the locals an inquisitor would of worked out more.
 
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