A Beacon of Hope in the Darkness: Warhammer 40,000 Xeno Civ Quest

I have some good news for you all.

The heatwave has receded, and the weather will be increasingly conducive for rain from tomorrow. Plus I have fully recovered from the heat fever.

I will be able to get back to work on the Turn 3 overview and plan out Turn 4.
 
A little update for you all.

I am almost done with the Turn 3 overview and should be able to finish it today.
 
Turn 3 overview
As the third year of our ascension to the cosmos ends, we are faced with the dilemma of having to do much with the little we have. However, we have never bowed our heads to any difficult situation whatsoever, and will be able to figure out a way forward.



Overview: Naval Actions
Aiuran - The fourth planet from our star, Aiuran seems to have been capable of supporting life sometime in the past, as has been deduced from the images sent by our probes, which show what appear to be the remains of a river system. Also visible are what appear to be some sort of structures. This calls for a thorough survey. The same must apply to its two moons.
Survey level: 10/10 (Completely surveyed)
Survey difficulty: Easy
Rolls: 2d100 = 174 (Major success)

The second survey has concluded, and our cosmonauts have come to some interesting conclusions.

First of all, Aiuran was indeed capable of supporting life in the past. It required multiple cross-checked analyses to come to the aforementioned conclusion, due to the presence of chemicals of a clearly artificial origin in the soil and rocks. How they came to be there is a mystery, as several of the soil samples we took show the remains of fossilized bones, indicating the presence of non-sentient organic lifeforms. How they went extinct is also unclear as of now. The presence of the XA-category ruins we discovered earlier and later on points to the alien civilization having formed a permanent presence on the planet. Oddly enough, our team's intuition is saying that the ruins may be holding some answers to the questions we have encountered on Aiuran so far.

Rewards: Mineral veins discovered, unknown minerals discovered, seven more XA category alien ruins discovered.


Bel'xarok - The second planet from our star and the closest planet to our homeworld, Bel'xarok is nothing less than a spherical cauldron. Surrounded by a thick, noxious atmosphere, the surface has proven difficult to survey, and we can only guess at the condition of the surface based on the atmospheric composition. This will be quite the test for the ship's sensors.
Survey level: 3/10 (Partially surveyed)
Survey difficulty: Challenging
Estimated survey duration: 1 year
Travel time: 3 months
Progress: 9/24 months

The initial survey of Bel'xarok has been done by the Curiosity and the Farsight, and the initial results are…rather concerning.

In the beginning, it was all we could do to collect samples of the gasses from the upper layers of the atmosphere, as the gasses were slowly eating away at the external armor of our robotic probes. We lost quite a few probes in this manner; however, some of them managed to return to the ships, albeit with degraded external armor.

The analysis of the gas samples has basically confirmed our suspicions - the atmosphere of Bel'xarok is indeed a lethal mix of inorganic acid anhydrides that preclude the possibility of life on the planetary surface. Unless some lifeforms have adapted to these exceptionally hostile conditions, in which case we will need evidence to confirm such a conjecture.

At the moment, our teams are busy analyzing the chemical composition of the gaseous mixture and working on improvements to the armor of our probes in order to ensure that they can get the survey done.


Lan'karis - The fifth planet from our star, Lan'karis is a gas giant of colossal proportions. The atmosphere is colored a rather bright shade of red, most likely due to the presence of exotic gasses as per probe data analysis. Descending into its atmosphere for a survey is out of the question. However, with our probes, a relatively thorough survey can still be done. Of interest to us are its several satellites.
Survey level: 4/10 (Partially surveyed)
Survey difficulty: Moderately challenging
Estimated survey duration: 8-10 months
Travel time: 7 months
Progress: 4/9 months

Our preliminary survey of Lan'karis has been done, and the data we have collected has led to some very interesting insights.

For starters, the gasses present in the atmosphere of Lan'karis are, for the most part, unknown to us. Basic analysis of the samples brought back by the probes has occupied a significant part of the duration of the first survey. The team has obtained a wealth of information by doing so, with some of the gasses showing exotic properties that may be useful in some way or the other, and they feel that they will have to stay here for further surveying actions in order to properly understand the gas giant and its satellites.


Trav'kon - The sixth planet from our star, Trav'kon is a gas giant of massive proportions. With an atmosphere colored a bright shade of purple, obviously due to the presence of exotic gasses, it merits further analysis, not the least due to the unusual readings gathered by our probes when they scanned it.
Survey level: 3/10 (Partially surveyed)
Survey difficulty: Moderately challenging
Estimated survey duration: 9-11 months
Travel time: 10 months
Progress: 4/10 months

The Steadfast has completed its first survey of Trav'kon, and its crew have come upon something that is…..difficult to believe.

For the samples of the gasses brought back by the probes from Trav'kon's atmosphere are not only unknown to us, but upon preliminary investigation, they have been revealed to contain….microscopic lifeforms! This is truly a groundbreaking discovery, for it will help us get an idea of systems of life other than ours.

For now, progress has been slowed down by the analysis of not only the gasses, but also the lifeforms. The team is afire with enthusiasm as their first expedition has led to such a rich scientific find.




Overview: Infrastructure Actions
Build mining facilities in the Mat'narros Depression

Description: A depression of great depth located in the southern regions of the Ler'kaas Desert, the Mat'narros has had an infamous history as a place of execution used by the nomadic desert-dwelling tribes in the past. Though it has been long since the last execution occurred, and the blood on the sand and the rocks has dried and the bones have been devoured by scavenging wildlife. Now is the time to turn this place of death into one of industry, as our mineralogists have found some rich mineral veins in their surveys. Care must be taken while building the facilities however, as the area around the Mat'narros is infested with skar'lan packs.
Cost: 180 M minerals, 54 M nanomaterials
Time: 2.4 months
Chance of success: 75%
Rolls: 2d100 = 122 (Success)

It was harder than we thought. The skar'lan packs were greater in number and size than we thought, and they were rather displeased at our intrusion on their territory. In the end, we had to resort to exterminative methods in order to secure the construction site.

Fortunately, our efforts paid off as the newly built mines are now operational and supplying minerals for our economy.
Rewards: Additional minerals production (+175M minerals per year)


Build nanomaterial manufactory complex in the Rel'narok District

Description: The Rel'narok District is a vital economic node for the Dae'laan, with several of our civilian manufacturing facilities being present here. As such, there is a constant demand for raw materials. To address this, plans have been drawn up to build a nanomaterial manufactory complex here.
Cost: 175 M minerals, 52.5 M nanomaterials
Time: 2.4 months
Chance of success: 85%
Rolls: 2d100 = 179 (Major success)

In contrast, our construction teams in the Rel'narok District had a relatively uneventful time setting up and building the nanomaterial manufactory complex, which was finished on schedule and is busy churning out nanomaterials for our use.
Rewards: Additional nanomaterials production (+110 M nanomaterials per year)




Overview: Archaeology Actions
Explore unknown alien ruins XA-02

Cost: 500K minerals, 150K nanomaterials
Time: 11 months
Chance of success: 77.5%
Rolls: 2d100 = 112 (Close success)

Our team at the site XA-02 chose to utilize a rather bold and risky approach to enter the site. After discovering that the site's defenses were proving a tough nut to crack, they were simply blasted down with lasers, and the doors - five of them, placed consecutively - cut open with the same lasers. The defenses were indeed sophisticated, but as it turned out, not all of the subroutines controlling them were functional, making our job of entering the facility somewhat easy.

However, the deeper we went into the facility, the harder it got, in part due to the complete unfamiliarity of the place, as well as us having less time to react to the defenses inside. Many a time we had a close shave as a hidden trap got activated, only to be saved by split-second reflexes. As we entered what we presumed to be the central hall of the site, after navigating several labyrinthine passages, we were left stunned.

XA-02 appears to have been a robotics lab, as is evinced by the rows of automatons in the room. These robots are relatively crude and unsophisticated compared to ours, but in the computers, there is a treasure trove of information regarding several robot designs, of both civilian and military purposes. Also discovered within are some encrypted files.

Our Lorefinders got down to work, collecting some of the robots and the data in the computers, preparing it all for further research and analysis.
Obtained: Several robots of unknown alien origin, robotics data of unknown alien origin
Unlocked: Analysis - Unknown Alien Robots (Research Option), Analysis - Unknown Alien Robotics Data (Research Option), Decryption - Encrypted files from XA-02 (Archaeology Option)


Explore unknown alien ruins XA-03

Cost: 500K minerals, 150K nanomaterials
Time: 10 months
Chance of success: 77.5%
Rolls: 2d100 = 108 (Close success)

It was a nail biting and painstaking effort on the part of our cyber experts that allowed us to break through the cybersecurity measures of the site XA-03. The doors were then cut down using high-power lasers. Much like the site XA-02, this site had multi-level doors; however, there were six doors here at the entrance, compared to five at XA-02. This could only mean, whatever is present here must be very valuable to warrant such a high level of security.

After breaching the doors and entering the facility, what struck us at first was its size. Internally, it is quite expansive, with the corridors being unnaturally broad and high. This served to stoke our curiosity as to what purpose this place served for it to be built to such considerable specifications.

After navigating through and disabling several layers of redundant security measures - though not without losses to our team, sadly, as some of the traps and defenses proved to be too much even for us - our team came upon an astonishing sight. Something they had been imaging in their minds, but not completely prepared for from a mental perspective.

The last set of large doors they unlocked, opened into what can only be described as a hangar of massive proportions. And within said hangar, our team has found a number of large mechanical….contraptions, for lack of a better term to describe them. Some are bipedal, some tripedal, some tetrapedal, some quintapedal, some hexapedal.

Preliminary and superficial guesses by our Lorefinders are that these contraptions are some sort of war engine, based on the fact that their construction feels robust, and that they are equipped with what can only be weapons. They are busy looking through the computers on the site for more information. For now, they suggest that the All-Union Military Command Committee be informed of this discovery post-haste.
Obtained: Several units of large-scale war machines of unknown alien origin, data on said war machines.
Unlocked: Analysis - Unknown Alien War Machines (Research Option), Analysis - Unknown Alien War Machines Data (Research Option)


Explore unknown alien ruins XA-04 (Level 2)

Cost: 500K minerals, 150K nanomaterials
Time: 9 months
Chance of success: 77.5%
Rolls: 2d100 = 136 (Success)

Our work on the first level of the site XA-04 proved to be of great value to us as we made our way through the second level of the facility. There were traps and defenses to be sure, but thanks to the prior experience of exploring the first level, and the holomaps we acquired, we had a much better idea of the place.

As we proceeded through the labyrinthine corridors and passages of the second level (which some of the team members are beginning to feel might be characteristic of the XA-category ruins), we came upon more laboratories. Some of them were working on suits of armor, as we saw on the first level. Others were working on combat vehicles and their armaments. In some of the rooms, which appear to be storerooms of some sort, we found what appear to be prototypes of weapons.

As we were looking through the computers, a message came to our notice. It says, "ACCESS TO LEVELS 4 AND 5 HAS BEEN RESCINDED AND THE SAID LEVELS SEALED OFF IN ORDER TO PREVENT THE SPREAD OF AGENT GJ-06-A-2." The terse nature of this missive implies that whatever this "Agent GJ-06-A-2" is, it cannot be a good thing for the aliens who built this site to have to seal off two entire levels of this facility. Our team members looked at each other with a sense of foreboding after reading the message, fearing the worst.

Nevertheless, they got down to categorizing everything they found in the second level, while preparing for an exploration of the third level.
Obtained: Data on combat vehicles of unknown alien origin, prototype armament designs.
Unlocked: Analysis - Unknown Alien Combat Vehicles Data (Research Option), Analysis - Unknown Alien Prototype Weapons (Research Option), Explore unknown alien ruins XA-04 (Level 3) (Archaeology Action)


Explore unknown alien ruins XA-05 (Phase 2)

Cost: 650K minerals, 195K nanomaterials
Time: 11 months
Chance of success: 70%
Rolls: 2d100 = 128 (Success)

Our Lorefinder team re-entered the site XA-05, this time with their eyes peeled and ears open. The orders were to look for anything that at first glance seemed to be ordinary, and subject it to closer examination.

At first, the team members kept looking for the better part of two hours, and were almost about to come up empty-handed, when one of the Lorefinders happened to notice an apparently innocuous looking panel. It was locked securely, leading to assumptions it was covering some sort of maintenance shaft. However, on using our lasers to burn open the lock, we were left stunned, as instead of a maintenance shaft, we found a touchscreen panel, which seemed to be an access panel for the facility. Keying in the right code for the panel took us at least two weeks of sleepless efforts, but when we got it right, we were left shocked as a part of the wall to the right, which seemed to be solid at first glance, lit up to reveal a door, which then opened up.

After a brief discussion, the decision was taken to proceed further inside. Every step was taken with the utmost caution, for this was something of an unforeseen variable that we were dealing with, and it would not do to let our guard down.

The corridors proved to be long and complicated, taking up some of our time while we navigated through them, keeping our senses alert for any sort of traps. There were indeed quite a few, but we managed to evade most of them. Well, most of them, as a few of them proved to be a little too much, and….we ended up losing the lives of some of our comrades.

It was not in vain, however, as we came upon a set of heavily reinforced doors. After initially floating the idea to either cut them open with lasers (the idea to use plastic explosives being considered too risky), we decided to try to hack the digital locks on the doors. It would take the better part of five months, as we labored hard on the codes, but finally, the doors opened.

Revealing an entire underground laboratory complex. The scale of the facility is considerable, with labs dedicated to multiple scientific disciplines spread all over the place. This will take a larger team, nay, several teams, and more resources to properly explore, as preliminary data we pulled from some of the computer terminals indicates the presence of an additional floor underneath.

Nevertheless, we went through some of the labs on the first level. It seems that some of them were working on aeronautic developments, as is evinced by the designs of several aircraft, both civilian and military. There is a grouping of labs designated "Advanced Materials". While there is not much in the way of samples to be analyzed, the computers are still there, full of data. We are in the process of pulling it for analysis.
Obtained: Data on civilian and military aircraft of unknown alien origin, research data on advanced materials of unknown alien origin
Unlocked: Analysis - Unknown Alien Origin Aircraft (Research Option), Analysis - Advanced Materials Research Data (Research Option), Explore unknown alien ruins XA-05 (Level 1) (Archaeology Action)


Explore unknown alien ruins XA-06

Cost: 650K minerals, 195K nanomaterials
Time: 12 months
Chance of success: 77.5%
Rolls: 2d100 = 79 (Failure)

The site XA-06 has proven to be tougher than we anticipated. Our original estimates and assumptions regarding it have apparently missed the mark by a notable margin.

For starters, the site seems to be larger than we thought, as there are automated defenses popping out of the ground in areas where one would not expect them at all. Besides, there are patches of land mines in some spots around the site. And to top it off, the frontal entrance is protected by several layers of redundant automated defenses, and high level cybernetic encryption. This will require substantial efforts and resources to properly deal with.
Status: XA-06 chance of success set to 70%


Explore unknown alien ruins XA-07

Cost: 750K minerals, 250K nanomaterials
Time: 14 months
Chance of success: 67.5%
Rolls: 2d100 = 75 (Failure)

XA-07's location in a remote, fauna-rich valley adds an extra layer of difficulty for the team trying to explore it, as basically everything has to be airlifted in. What complicates matters is that the entrance is built into one of the mountain ranges forming this valley, and the door has proven to be incredibly resilient, resisting attacks from even high power lasers. We then attempted to hack it, but the cybersecurity systems here have proved to be exceptionally stubborn, spitting out all our efforts to crack them so far.
Status: XA-07 chance of success increased by 2.5%




Overview: Research Actions
Analysis - Unknown Lunar Minerals

Description: Our cosmonauts have returned from Kel'taor bearing samples of hitherto unknown minerals. They have sparked considerable interest among our mineralogists, who are chomping at the bit to work on them.
Category: Advanced Materials
Cost: 15 M nanomaterials
Time: 15 months
Chance of success: 90%
Progress: 15/15 months
Rolls: 2d100 = 171 (Major success)

The analyses have finally been done, and our mineralogists have quite a bit to report.

First of all, some of the mineral samples brought back from Kel'taor exhibit varying levels of difference when compared with their counterparts on Xan'qarras, implying that they are isotopes of the minerals we are familiar with. This theory is reinforced by the presence of the familiar isotopes near these new ones in the mineral veins.

While this is interesting indeed, what has attracted the attention of our mineralogists is the discovery of a metal that we have not seen before. Preliminary tests are revealing a plethora of properties that could be potentially promising. The report to the People's Secretariat for Scientific Research and Development contains a recommendation to have this metal researched with due haste.
Unlocked: Analysis - Unknown Metal (Research Option)


Biogenetic Modification (Phase 2)

Description: The studies of our genome have provided us with a wealth of information. Our geneticists now seek to find out if our genes can be modified, and if so, to what extent.
Category: Biotechnology
Cost: 20 M nanomaterials
Time: 18 months
Chance of success: 65%
Unlocks: Genetic Enhancement Protocols (Research Option)
Rolls : 2d100 = 91 (Failure)

Unfortunately, the efforts of our geneticists have come up short this time. They have gained some insights, however, which they believe will assist their efforts next time.
Status: Project chance of success increased by 5%


Fortified Arcologies - Prototypes

Description: While the arcology project has provided us with usable designs, some are not satisfied. They feel that if the wildlife potentially gets out of hand, or if there is an attack by an enemy (though others consider this to be alarmist), our present arcology designs will not suffice. They thus want to see if it is possible to integrate defensive fortifications into our present designs.
Category: Infrastructure
Cost: 35 M nanomaterials
Time: 18 months
Chance of success: 85%
Unlocks: Fortified Arcology Designs (Research Option)
Rolls: 2d100 = 132 (Success)

Our architects have been successful in their endeavor to create arcology designs that incorporate automated defenses and fortifications; however, due to the lack of an actual arcology to base their designs off of, their work was not easy. They thus stress that the prototypes will be subject to change depending on circumstances.
Unlocked: Fortified Arcology Designs (Research Option)


Analysis - Unknown Alien Firearms and Munitions

Description: Our Lorefinders have returned from their exploration of the site XA-01 with crates of firearms and ammunition. This is a job for our firearms experts, who are intrigued by these alien weapons.
Category: Weapons - Firearms
Cost: 15 M nanomaterials
Time: 15 months
Chance of success: 85%
Rolls: 2d100 = 181 (Brilliant success)

The alien firearms found from the site XA-01 have been studied in detail and the analysis reports have come in.

As per our weaponologists, these firearms are very well designed, with robust nano-modulated polymer bodies, which provide for remarkably high resilience across a plethora of battlefield conditions. Their size implies that their users were of shorter stature than us. The munitions we discovered have very good penetrating power and explosive power by our standards, implying a need for excessive firepower in a small package. This would be hardly surprising, considering the dangerous wildlife of our homeworld.

Nevertheless, by studying them, our firearms experts have come up with ideas on how to improve our own guns, as well as ideas for some new ones. The decision to implement the changes is for the All-Union Military Command Committee to take.
Unlocked: Implement new firearms standards (Military Action)


Military Vessel Designs - Corvettes

Description: While our research vessels have some level of weaponry on them, they are by no means meant to engage in any serious action. We must look into the development of designs for military warships in order to protect our Dae'laan and its people, starting with the smallest of such vessels - the corvette.
Category: Cosmocraft - Military
Cost: 30 M nanomaterials
Time: 16 months
Chance of success: 85%
Unlocks: Corvette (Shipbuilding Option)
Rolls: 2d100 = 163 (Major success)

It was somewhat difficult, but in the end, by using the Resolution-class research vessel as a base template, our shipbuilders were able to come up with a working design of a vessel meant expressly for armed combat.

This corvette design is only the beginning of the foundation of our cosmonaval forces.
Unlocked: Corvette (Shipbuilding Option)


Design Standardization - Research Vessels

Description: By streamlining the design schematics for our research vessels, we can speed up their building process, as well as cut down on their building costs.
Category: Cosmocraft - Civilian
Cost: 10 M nanomaterials
Time: 7 months
Chance of success: 95%
Unlocks: Reduced building time and costs for research vessels
Rolls: 2d100 = 181 (Brilliant success)

Our shipbuilders and scientists have done a thorough refurbishing of the design for the Resolution-class research vessel, removing whatever components they deemed unnecessary, while trying to ensure maximal parts commonality and reusability. This will help cut down the costs and construction times of future vessels.
Reward: Resolution-class research vessel building time and costs are reduced by 5%.




Overview: Faith Actions
Pantheon
The Unseen Guardian

Description: Every month, there is a day when the moon shines at its brightest, like a beacon in the night sky, lighting the way for people during the night. Similarly, there is a day when the moon is obscured from our vision, and the skies are dark. Even in such times, Kel'tanig keeps vigil over his devotees…but in the form of his Shadowed Aspect, Kel'tanrith. This form of him also has a fair amount of lore associated with him. It would be wise to collect it, so that the Kel'tanni Codex can be completed.
Time: 12 months
Chance of success: 90%
Unlocks: Lore of Shadows
Rolls: 2d100 = 186 (Brilliant success)

Our priests got down to work quickly enough, collecting and combining all the texts on the Shadow Aspect of the Lunar God that they could come across. Due to their efforts, we now have the second half of the Kel'tanni Codex.
Unlocked: Lore of Shadows; new Faith Actions available.


The Winds of Eternity

Description: Another one of the elements that has a duality associated with it, the currents of air provide us with life-sustaining gasses, but they can also be destructive if moving at very high speeds. The god of air, Geyganor, thus can provide the breath of life to a person, or deny it to them and blow them away in his rage.
Time: 12 months
Chance of success: 90%
Unlocks: Lore of Air
Rolls: 2d100 = 184 (Brilliant success)

The meticulous efforts of our priesthood has seen the disparate scriptures concerning the God of Air collated into a unified work, the Geygan'rim Codex.
Unlocked: Lore of Air; new Faith Actions available.


The Soul of Restoration

Description: There are several ways to die. But one can agree that no one wishes to die too early. Thus it is no surprise that the god of life, Ul'kraan, is invoked quite often. He watches over all that lives, and his demesne is that of healing. Physicians have prayed to him whenever they are confronted with a difficult case. Needless to say, there is a lot of disorganized lore about him. It must all be collated into a single codex.
Time: 12 months
Chance of success: 90%
Unlocks: Lore of Life
Rolls: 2d100 = 189 (Brilliant success)

Over the months, our priests and priestesses worked hard, collecting and collating all the available lore on the God of Life. The fruit of their labor is the Ul'kraani Codex.
Unlocked: Lore of Life; new Faith Actions available.


The Warden of the Departed

Description: Death. The end of life, as we know it. After one dies, their soul makes its way to the domain of the goddess of death, Sen'kiral. Depending on what the character of the person was in life, the soul is sent to one of the two regions of the Eternal Fields. She judges all incoming souls with no discrimination whatsoever, thus she is considered to be the goddess of justice as well. There is quite a bit of lore that describes her myths. It all must be gathered together into a unified work.
Time: 12 months
Chance of success: 90%
Unlocks: Lore of Death
Rolls: 2d100 = 185 (Brilliant success)

The meticulous efforts of our priests and priestesses has led to the compilation of the Sen'kiranni Codex, a unified work containing all the known lore about the Goddess of Death.
Unlocked: Lore of Death; new Faith Actions available.


Psionics
Analysis - Psiolyte Power Scale

Description: Preliminary observations have shown that not all psiolytes possess the same level of power. Some have rather feeble psionic capabilities, and some are endowed with appreciable psionic power. By making further observations, we must try to develop a scale, so that we have a clearer idea of their strength.
Cost: 5 M nanomaterials
Time: 1 year
Chance of success: 70%
Rolls: 2d100 = 116 (Close success)

The overall lack of understanding of psionic powers made the task of categorizing their powers in the form of a scale rather difficult, but over the course of the year, our researchers observed the psiolytes they found and came to some conclusions.

Based on what they observed, the psiolytes have been divided into five grades, based on the strength of the powers they can manifest, with Grade 1 being considered the weakest and Grade 5 the strongest. They iterate that this grading system is based on the limited data at their disposal at present, and may be subject to change depending on future observations and circumstances.


Basic Wardcrafting Methods

Description: During the years of the Voidspawn Wars, our ancestors utilized many methods to hold back the tides of ruin. Among them was the art of making wards. The wards made by our Wardcrafters went a long way in supporting our forces, or debilitating the enemy. Those methods of old must be rediscovered and if possible, improved upon, if we are to stand against the horrors of the Void.
Time: 2 years
Chance of success: 70%
Rolls: 2d100 = 81 (Failure)

Our initial attempts to read through the old texts on wardcrafting and replicate the methods were not successful. It must be due to the fact that we have lost touch with such arcane texts for years, and thus, have only scratched the surface, while trying to understand them.
Status: Chance of success increased by 0.5%




Resources
Minerals
  • Previous stockpile: 511.95 M
  • Previous production (Total): 385.5 M
  • New production (Total): 385.5 M + 175 M = 560.5 M
  • Previous upkeep: 117.5 M
  • New upkeep: 117.5 M + 17.5 M = 135 M
  • Previous production (Actual): 268 M
  • New production (Actual): 560.5 M - 135 M = 425.5 M
  • Expenditure: 589.55 M
  • Calculated stockpile: 511.95 M - 589.55 M + 268 M + 157.5 M - 17.5 M = 330.4 M

Exotic gasses
  • Previous stockpile: 573 M
  • Previous production (Total): 25.5 M
  • New production (Total): 25.5 M
  • Previous upkeep: 14 M
  • New upkeep: 14 M
  • Previous production (Actual): 11.5 M
  • New production (Actual): 11.5 M
  • Expenditure: Nil
  • Calculated stockpile: 573 M + 11.5 M = 584.5 M

Radioactive materials
  • Previous stockpile: 13.3 M
  • Previous production (Total): 750,000
  • New production (Total): 750,000
  • Previous upkeep: 350,000
  • New upkeep: 350,000
  • Previous production (Actual): 400,000
  • New production (Actual): 400,000
  • Expenditure: Nil
  • Calculated stockpile: 13.3 M + 400,000 = 13.7 M

Nanomaterials
  • Previous stockpile: 575.985 M
  • Previous production (Total): 297 M
  • New production (Total): 297 M + 110 M = 407 M
  • Previous upkeep: 139 M
  • New upkeep: 131 M + 7 M = 146 M
  • Previous production (Actual): 158 M
  • New production (Actual): 407 M - 146 M = 261 M
  • Expenditure: 291.89 M
  • Calculated stockpile: 575.985 M - 291.89 M + 158 M + 99 M - 7 M = 534.095 M

Dan'xenal
  • Previous stockpile: 1.085 M
  • Previous production (Total): 550,000
  • New production (Total): 550,000
  • Previous upkeep: 0
  • New upkeep: 15,000
  • Previous production (Actual): 550,000
  • New production (Actual): 550,000 - 15,000 = 535,000
  • Expenditure: Nil
  • Calculated stockpile: 1.085 M + 535,000 = 1.62 M




A/N: Well, there you all go.

Now for me to cook up Turn 4.
 
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Lore tidbits masterpost
Lore of Drak'xarim (Turn 16)
Religion
*Sanguine Butcher - The Drak'xarri name for Khorne
*Void - The Drak'xarri term for the Warp
*Lac'rinsali - The Drak'xarri solar goddess. Also their goddess of wisdom
*Deceptive Machinator - The name for Tzeentch in the Drak'xarri Lexicon.

Ranks
*Phase-smith - The Drak'xarri term for engineer. Rough Imperial equivalent: Adeptus Mechanicus Tech Priest
*Cosmographer - The Drak'xarri term for Space Navigator. Rough Imperial equivalent: Navigator.
*Chief Lorefinder - The Drak'xarri term for Chief Archaeologist
*Representors - The delegates who represent the populace in the AUCoC.
*Comarms, Comcors, Comdivs, and Combrigs - The ranks of the higher-level commanding officers in the Surface Defense Forces of the Dae'laan

Tech (Energy or Technology)
*photoelectric - Solar cells
*opticothermal - Laser beam (Turn 1)
*nar'zolin - A rare-Xan'qarri element. Used in nuclear breeder reactors as a part of the control rods. (Turn 3)

Color
*Red - Fire Engine Red (Turn 1)

Food & Drinks
*kre'nios - A foodgrain equivalent to red rice. Turns brownish red when cooked. Packed with vitamins and minerals. (Turn 2)
*dre'kan - A foodgrain equivalent to corn, with green colored kernels. Used to make bread and alcoholic beverages. (Turn 2)
*blue san'lios - A lentil with a blue cotyledon, rich in vitamins and minerals. A favorite of the Drak'xarim. (Turn 2)
*er'loff - A Drak'xarri beverage, somewhat similar in taste and properties to coffee (Turn 3)
*na'rar - A flatbread quite similar to naan, made from dre'kan flour. (Turn 8)
*ger'ata - A flatbread made from kre'nios flour (Turn 13)
*red san'lios - A lentil with a red cotyledon, rich in vitamins and minerals. A favorite of the Drak'xarim. (Turn 13)
*xer'latl - A product of the xoc'lar plant, somewhat similar in taste, texture and properties to chocolate.

Fauna
*sorgax - An animal equivalent to the water buffalo, larger than the animal it resembles and with four horns. Domesticated for its milk and meat. (Turn 2)
*karmal - An animal quite similar to the camel. Found mostly in the deserts of Xan'qarras. (Turn 2)
*len'garm - An animal with superficial similarity to the goats on Terra. Raised for its milk and meat. (Turn 2)
*skar'lan - An animal not dissimilar to the hyena. Mostly found in the deserts of Xan'qarras. Carnivorous, but not above scavenging corpses. (Turn 3)
*ren'zoir - A fish similar to the trout, with blue-tinted flesh, and a creamy, tangy roe. (Turn 3)
*mer'niok - An animal similar to the deer, with four horns instead of two, and larger than its Terran analogue. Hunted for its meat, but not very often. (Turn 3)
*dar'gok - A predatory animal on Xan'qarras, with some similarity to the jaguar of Earth. Larger in size, with blue-tinted hair. (Turn 4)
*el'ekkari - An animal on Xan'qarras, equivalent to the elephant of Terra in appearance. Has two pairs of tusks. (Turn 4)
*kar'wol - A fish found in the saline waters of Xan'qarras, with a green coloration and a sharp, pointy bill. Hunts in groups, allowing it to take down larger fish. A prize delicacy among the coastal populace. (Turn 6)
*bar'grun - A fish found in the oceanic waters of Xan'qarras. Quite large in size, with a long, narrow, flattened rostrum, lined with sharp transverse teeth. Very dangerous aquatic predator, due to the presence of electric organs. (Turn 6)
*grel'dar - A large animal found in the deserts of Xan'qarras. It is a lizard with armor scales on its body, and poison glands in its mouth. A particularly dangerous predator. (Turn 6)
*nar'liak - A predatory animal with green skin, and a coat of spots that transition to rosettes on the sides. Has four eyes, and a very strong sense of scent. (Turn 7)
*xen'lir - A riverine fish with bluish flesh, not dissimilar to the trout. (Turn 8)
*gar'lok - An animal similar to the wild boar, with coarse bristles and short, downy fur, and two large tusks. Hunted for its meat. (Turn 9)
*ill'os - A marine fish with a slight golden yellow color, with a pale pink flesh and a delicate, delectable flavor. Highly sought after by the Drak'xarim. (Turn 9)
*stal'roks - An animal similar to the Terran horse, with eight legs, four eyes, possessing infrared vision and being stronger than its Terran counterpart. Used for riding and hunting by the Drak'xarim. (Turn 11)
*eb'lawk - A bird of prey, not very dissimilar to the eagle of Old Terra, but appreciably larger in dimensions, and with four eyes instead of two, and seven talons on each foot in place of five. (Turn 13)
*sar'wan - An animal with some similarity to the deer on Old Terra, but larger than their Terran counterparts, with eight legs and four eyes instead of four and two, respectively. Hunted for their meat, and are not easy to hunt. (Turn 13)
*xak'ril - A saltwater fish found in the seas of Xan'qarras, with a dark blue coloration, and a pointy bill, much like the blue marlin. Prized for its firm texture and full flavor.
*ar'lagd -A bird not dissimilar to the mallard duck, but somewhat larger and with dark green plumage. Domesticated and bred by the Drak'xarim for its meat and eggs.
*del'rab - A camelid animal with wool on its body, somewhat similar to and larger than the llama. Has eight legs, and four eyes, and can see in the dark. Once used as a pack animal by the Drak'xarim, now primarily bred for its wool and meat.


Plants
*as'clenal - A purple algae found in the shallow seabeds of Xan'qarras. Used regularly in cuisine by the inhabitants of the coastal regions. (Turn 3)
*cil'tran - A red-tinged legume, not dissimilar to the chickpea. Used very widely by the Drak'xarim. (Turn 6)

Words
*Dae'laan - Translates to "Union" in Imperial Gothic. (Turn 2)
*psiolytes - Drak'xarri Lexicon term for Psykers. (Turn 2)
*flacking - A cuss word in the Drak'xarri Lexicon. (Turn 4)
*labber - A slang term in the Drak'xarri Lexicon, used to denote scientists working in the laboratory. (Turn 4)
*Combat Geodynes - The term used by the Cor'av'na to refer to tracked tanks.
*Accelerator Cannon - The term used by the Cor'av'na to refer to railguns which are at least vehicle-grade.
*xal'rans - A unit of length, akin to the Terran kilometre. 1 xal'ran = 1.5 km.

Government
*All-Union Congregation of Councils - The lower chamber of the Parliament of the People. Closest recognisable human equivalent: All-Union Congress of Soviets. (Turn 2)
*Parliament of the People - The highest legislative body of the Dae'laan of People's Council Republics. (Turn 2)
*Cor'av'na - The abbreviation for the All-Union Military Command Committee in the Drak'xarri Lexicon. (Turn 10)
*Oligarchic - The form of government prevalent in Xan'qarras prior to the Unification Wars. Very similar in form to the Spartan oligarchy


Important Buildings
*Halls of the People - The building complex which houses the Parliament of the People. (Turn 2)
*Qal'ea'rk - A large building in Var'kalas that heavily resembles a fortified castle complex, like the Alhambra or the Himeji Castle. Headquarters of the All-Union Military Command Committee. (Turn 10)
*The Citadel of the Guardian - A heavily fortified building in the Central Gubernatorial District that serves as the offices for the People's Secretariat for Defense. (Turn 12)
*For'alzor Building - A large building complex in the Central Gubernatorial District of Var'kalas, with futuristic architecture. Headquarters of the People's Secretariat for Scientific Research and Development.
*Akro'zorikth - A building complex in the Central Gubernatorial District of Var'kalas, with a considerable number of temples and shrines. Headquarters of the People's Secretariat for Religious and Psionic Affairs
*The Bastion of Vigilance - A building complex in the Central Gubernatorial District of Var'kalas, with the appearance of a small fortress. Headquarters of the People's Secretariat for Internal Security.

Buildings
*Arbitration Stations - The local law enforcement stations in the cities, towns and villages of the Dae'laan. Akin to police stations IRL.

History
*Curse of the Void - A period in Drak'xarri history when they were subjected to the depredations of Chaos. (Turn 2)
*Age of Peace - A period in Drak'xarri history (UY 301 - UY 500) when there was relatively little conflict between the various powers-that-be.

*Viridian Revolution - The popular revolution that overthrew the last Oligarchate in Xan'qarras, leading to the establishment of the DPCR.
*Unification Wars - A period of considerable strife and planetside conflict (UY 501 - UY 630) amongst the powers-that-be, with some falling to revolution, some to reaction.

Miscellaneous
*The Starwinder Chronicles* - An RPG game with a character creation system like that of Diablo, and a setting akin to Honkai Star Rail. Very popular among the Drak'xarim. (Turn 5)
*Three Dark Gods - During the Curse of the Void, the Drak'xarim were attacked by the forces of three gods, in descending order of strength and numbers - the Sanguine Butcher, the Deceptive Machinator and the Noxious Phagemaker. They are unaware of the existence of the fourth Dark God.
 
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A little update for you all.

The progress on Turn 4 is slow but steady.

I think I should have it ready in the next 3-4 days.

Also, I am cooking up a little sidestory for you all to chew on.
 
Turn 4: Getting back on our feet
"The smallest brick can lay the foundation for a huge city." - Unknown

It is the year UY 753, per our calendar.

The last year has been one of great joy for the Dae'laan, as our first orbital shipyard has started working, and built the first three of many cosmocraft to come.

As we celebrate the commissioning of these new ships, we must also be cognizant of the fact that we need to build up proper resource stockpiles to take on several projects that have been delayed for some time.

It is a challenge, but one we can hopefully overcome.



Onboard the Resolution.....


View: https://youtu.be/RC7m0FEAfQM?si=ghfKxz9gLH0z6ypJ

Lan'karis, as seen from the Resolution

After a brief but much needed period of respite, it was once again business as usual for the crew of the first research vessel of the Dae'laan. This time, they would be tasked with surveying Lan'karis, the massive red gas giant beyond Aiuran.

Onboard the bridge, Arga was sitting in her chair, deep in thought, as she looked at the imposing, fiery red planet in front of her. If one didn't know better, one would have assumed they were staring right at a creation of the Sanguine Butcher, so fearsome did Lan'karis look when viewed up close. But for a race who had suffered the depredations of that Dark God, such a sight was not so frightening.

Her thoughts wandered back to the time she was selected as a cosmonaut. The emotions surging through her….disbelief, happiness, elation, pride (though not a lot). The missions undertaken under the guidance and leadership of senior cosmonauts, who noted her acumen and capability. Which might or might not have played a role in her promotion.

She had been present to witness the commissioning of the Resolution. The research vessel might not have been large or imposing, but it was special to the people of the Dae'laan. After all, it was the fruit of the efforts of the collective Union, and everyone was considered to have had a role in it being built and commissioned. Even those who had wished the people well who were the most directly involved in the project.

Then came the news. Her selection as the commander of the ship. At first, a disbelieving silence. Then as it sunk in, tears. And then, after a while, she wiped her tears and saluted her superiors smartly.

Then came the surveys. First Kel'taor, then Aiuran…which had proved to be a bit too long, leaving her and the crew feeling homesick and in need of counseling. And now, Lan'karis…..

"Captain? Captain?" Zal'ron's voice broke her out of her reverie. Shaking her head, she looked up to see her Cosmographer staring at her with a concerned look on his face.

"Sorry, I was reminiscing and got lost in my thoughts. Is the preliminary analysis of the gas samples done?" The Commander asked as she got up from her chair.

"No, the analyses are still in progress. They will probably take some more time, based on what Chief Research Officer Drel'nar has to say." Zal'ron reported.

"Hmmm….I must visit the labs sometime in the future…."

.....

Onboard the Curiosity.....

Bel'xarok, as seen from the Curiosity

In the bridge, a Drak'xar of average height, with green-tinted hair and yellow eyes, wearing the viridian and chartreuse colored uniform that was by now standard for those serving in the Cosmonaval Forces, was pacing to and fro, a deep frown on his face.

Jel'qanth, the Commanding Officer of the Curiosity had every reason to be in the state he was in at the moment. While he had been ecstatic at being chosen by the AUCCS as a cosmonaut, the enthusiasm was slightly dampened with the announcement that the ship under his command would be tasked to survey Bel'xarok. For a newly minted CO, this was a very tough and challenging assignment to begin with. But as was characteristic of his people, Jel'qanth was not one to give up. He would take this wild sor'gax by the horns.

But neither he and his crew, nor the CO of the Farsight and her crew were ready for what was awaiting them.

For one, both ships released drones and probes into the roiling atmosphere, only to find that it was too corrosive for them. Most of them were degraded and destroyed, and it was only by collecting from the upper layers for short periods of time that they were able to get workable samples.

The next shock came when the samples were analyzed. As they suspected, the gasses were a deadly mixture of acid anhydrides, potent and sufficiently variegated enough to preclude the possibilities of most life forms existing on the surface.

The rest of the time had been spent trying to improve the external armor of the drones and probes. It was proving to be a challenge in itself, to develop a composite that could resist such a broad spectrum of acidic gasses. But the researchers of both vessels labored on, determined to find a solution.

As he was pondering this, Fen'nora, his Cosmographer walked up to him and gave him a crisp salute - standing firmly at attention and placing her fisted right hand over her heart.

Returning the salute, Jel'qanth said, "Ah Cosmographer, is there anything to report?"

"Negative, sir. The labbers² are hard at work, but as you know, they have yet to make a breakthrough with this one. This is proving too flacking¹ difficult!" The Cosmographer uttering the last sentence with a gritting of her teeth and a slight narrowing of her lavender eyes.

Jel'qanth raised his eyebrows slightly at the expletive, but decided to let it pass. "Have patience, Fen'nora. No city was ever built in a day." He said soothingly.

"I wish I could be, sir, but when one is witnessing so many failures at a project that could help crack the secrets of a world like that," she gestured towards Bel'xarok, "then it is hard not to feel agitated."

"I can feel and understand where you are coming from. But until there is a breakthrough…"

His words were interrupted by the beeping of his communicator.

"Let me take this one. Ah, Nel'daris," he said as the Commander of the Farsight showed up on screen, "What is it about?"

"Jel'lo, we have got it! We have got it!" Nel'daris was screaming in uncontrolled excitement.

Even one as severe as Jel'qanth had to crack a smile at this. "Calm down. What did you get?"

"The improvements to the armor for the drones and the probes, you dummy! Quickly get your labbers on the line, we must get to work on this ASAP!"

…….

Onboard the Steadfast.....

Trav'kon, as seen from the Steadfast

The view outside the glass was…..breathtaking, to say the least. A beautiful, purple gas giant, revolving in its orbit, leaving anyone who beheld it spellstruck. After seeing it, one would feel that they had seen a wonder. Such was the charm of Trav'kon.

Xer'garoth, the Commander of the Steadfast stood near the viewing screen, taking in the view, nay, feasting his eyes on it. The purple orb, its atmosphere rocked and churned by powerful storms that left patterns that felt like strokes of the brush wielded by a master painter. Oh, the delightful pleasure of it all.

When he had been informed that his first assignment as a research vessel's CO would be to survey Trav'kon, his eyes glowed with excitement. After all, he had a love for adventure, and the unknown was something he felt strongly attracted towards. Thus, he took to the assignment like a fish to water.

On the way to Trav'kon, he used his personal camera to take as many photographs as he could. He had an artist's eye, after all, and wished to preserve the exquisite cosmic scenery in front of him.

On arrival at the planet, the drones and probes were promptly sent out, with express instructions to stick to the upper atmosphere. And the find they returned with was exhilarating, from a scientific viewpoint.

For the preliminary analyses revealed the presence of microorganisms in the gasses! This sent the researchers aboard into a frenzy, and they prepared to conduct a fresh new battery of tests, feeling excited by this discovery.

As Xer'garoth was musing thus, Rek'lana, his Chief Research Officer approached him, a tablet in hand.

"Commander," she said, giving a textbook salute.

"Chief Research Officer", he responded back, returning the salute with a genial smile.

"How goes the analysis?"

"Very well. I believe it will be done in about 4-5 months if we keep up the present rate of progress." Rek'lana responded dryly.

"Duly noted." Xer'garoth said with a smile. "Rek'lana, I really think you need to relax and loosen up. You are looking a bit too stiff."

"Not now. When the project finishes, and the survey is done, then I might."



Naval Actions
The commissioning of three new research vessels is a blessing for the All-Union Center for Cosmological Studies, who are now confident that they will be able to finish surveying our star system in the next 7-8 years.

Your ships will take 2 months for overhauling and resupplying after every exploration.

Vessels available
Resolution - The current pinnacle of Drak'xarri engineering, the Resolution is the first proper vessel built for exploring the reaches of space, and has several technologies incorporated into it to serve this end. Built on the principles of ergonomic modular construction, its design has much in common with the flora on the surface of Xan'qarras. In front of the hull is a sophisticated sensor suite, concealed by an apparatus that looks like a mechanical recreation of a flower, the petals of which are also loaded with sensors. There are branch-like structures attached to the main hull, with leaf-shaped devices attached to them. These leaves are crammed with auxiliary photoelectric cells, to provide additional power, should the ship need it. The main hull houses most of the crew and the work decks, and the sub-engineering decks, redundant systems and storage areas are located in the ancillary bulges. The ship has no military-grade weaponry save a low-power opticothermal beam cannon and some fusion torpedoes. This is in accordance with its stated purpose as an exploratory vessel.
Status: Currently surveying Lan'karis


Curiosity - The Curiosity is the second proper vessel built for exploring the reaches of space, and the second member of the Resolution-class and has several technologies incorporated into it to serve this end. Built on the principles of ergonomic modular construction, its design has much in common with the flora on the surface of Xan'qarras. In front of the hull is a sophisticated sensor suite, concealed by an apparatus that looks like a mechanical recreation of a flower, the petals of which are also loaded with sensors. There are branch-like structures attached to the main hull, with leaf-shaped devices attached to them. These leaves are crammed with auxiliary photoelectric cells, to provide additional power, should the ship need it. The main hull houses most of the crew and the work decks, and the sub-engineering decks, redundant systems and storage areas are located in the ancillary bulges. The ship has no military-grade weaponry save a low-power opticothermal beam cannon and some fusion torpedoes. This is in accordance with its stated purpose as an exploratory vessel.
Status: Currently surveying Bel'xarok with the Farsight


Farsight - The Farsight is the third proper vessel built for exploring the reaches of space, and the third member of the Resolution-class, and has several technologies incorporated into it to serve this end. Built on the principles of ergonomic modular construction, its design has much in common with the flora on the surface of Xan'qarras. In front of the hull is a sophisticated sensor suite, concealed by an apparatus that looks like a mechanical recreation of a flower, the petals of which are also loaded with sensors. There are branch-like structures attached to the main hull, with leaf-shaped devices attached to them. These leaves are crammed with auxiliary photoelectric cells, to provide additional power, should the ship need it. The main hull houses most of the crew and the work decks, and the sub-engineering decks, redundant systems and storage areas are located in the ancillary bulges. The ship has no military-grade weaponry save a low-power opticothermal beam cannon and some fusion torpedoes. This is in accordance with its stated purpose as an exploratory vessel.
Status: Currently surveying Bel'xarok with the Curiosity


Steadfast - The Steadfast is the fourth proper vessel built for exploring the reaches of space, and the fourth member of the Resolution-class, and has several technologies incorporated into it to serve this end. Built on the principles of ergonomic modular construction, its design has much in common with the flora on the surface of Xan'qarras. In front of the hull is a sophisticated sensor suite, concealed by an apparatus that looks like a mechanical recreation of a flower, the petals of which are also loaded with sensors. There are branch-like structures attached to the main hull, with leaf-shaped devices attached to them. These leaves are crammed with auxiliary photoelectric cells, to provide additional power, should the ship need it. The main hull houses most of the crew and the work decks, and the sub-engineering decks, redundant systems and storage areas are located in the ancillary bulges. The ship has no military-grade weaponry save a low-power opticothermal beam cannon and some fusion torpedoes. This is in accordance with its stated purpose as an exploratory vessel.
Status: Currently surveying Trav'kon


Exploration and survey options
Caf'xilin - The closest planet to your star, Caf'xilin has been shown to be a barren ball of rock from the data gathered by deep space probes. The proximity to the sun has most likely stripped it of any atmosphere whatsoever. We can go there, if only to check how much heat our ship can take.
Survey level: 0/10 (Not surveyed)
Survey difficulty: Mildly challenging
Estimated survey duration: 11 months
Travel time: 6 months


Bel'xarok - The second planet from our star and the closest planet to our homeworld, Bel'xarok is nothing less than a spherical cauldron. Surrounded by a thick, noxious atmosphere, the surface has proven difficult to survey, and we can only guess at the condition of the surface based on the atmospheric composition. This will be quite the test for the ship's sensors.
Survey level: 3/10 (Partially surveyed)
Survey difficulty: Challenging
Estimated survey duration: 1 year
Travel time: 3 months
Progress: 9/24 months


Lan'karis - The fifth planet from our star, Lan'karis is a gas giant of colossal proportions. The atmosphere is colored a rather bright shade of green, most likely due to the presence of exotic gasses as per probe data analysis. Descending into its atmosphere for a survey is out of the question. However, with our probes, a relatively thorough survey can still be done. Of interest to us are its several satellites.
Survey level: 4/10 (Partially surveyed)
Survey difficulty: Moderately challenging
Estimated survey duration: 8-10 months
Travel time: 7 months
Progress: 4/9 months


Trav'kon - The sixth planet from our star, Trav'kon is a gas giant of massive proportions. With an atmosphere colored a bright shade of purple, obviously due to the presence of exotic gasses, it merits further analysis, not the least due to the unusual readings gathered by our probes when they scanned it.
Survey level: 3/10 (Partially surveyed)
Survey difficulty: Moderately challenging
Estimated survey duration: 9-11 months
Travel time: 10 months
Progress: 4/10 months

Hal'jerran - The seventh planet from our star, Hal'jerran is a rocky world which is unique due to the fact that it appears to be shattered. Close to two-fifths of the planet are apparently gone…or rather, surrounding it in the form of a ring of rocky debris. For this fact alone, a detailed survey is a must.
Survey level: 0/10 (Not surveyed)
Survey difficulty: Challenging
Estimated survey duration: 28 months
Travel time: 13 months


Nas'tanak - The eighth and farthest planet from our star, Nas'tanak is a frozen ball of ice and rock. Not much is known about this distant member of our stellar system. A survey would help understand it better.
Survey level: 0/10 (Not surveyed)
Survey difficulty: Unknown
Estimated survey duration: Unable to estimate
Travel time:


Shipbuilding
Currently, our shipyard can build a maximum of 3 vessels at a time. However, it can be upgraded in the future to increase its shipbuilding capacity.


Available shipbuilding options:


Resolution-class research vessel

Description: A reliable vessel designed to conduct scientific endeavors, the Resolution-class is adept at performing its role without much trouble.
Cost: 73.15 M minerals, 21.945 M nanomaterials
Build time: 6.4 months
Shakedown cruise duration: 1 month


Hunter-class corvette

Description: A basic warship design based on the Resolution-class, the Hunter-class is a simple vessel armed with small caliber guns, laser cannons, missiles and torpedos.
Cost: 95 M minerals, 28.5 M nanomaterials
Build time: 9 months
Shakedown cruise duration: 1 month




Kre'narom Tor'las Suburb, Kal'zanom


View: https://youtu.be/eMh6dYInfZI?si=qbCCOVzf-XjrMg6Q

After a long week of hard work, Zel'kan was busy preparing for a weekend get-together with some of his friends. It had been proposed for quite some time, but had to be consistently put off due to the others not finding free time in their schedules. Finally, a day came when everyone said they would be free.

Thus he got down to work, shopping for ingredients, and now preparing them for the meal, in the communal park a stone's throw away from the apartment complex where he lived.

As he finished locking up the last of the ingredients in the portable ice-boxes, his mind wandered back to the conversation at the office, last week.

(Flashback)

"Oh no no no, that won't work out!"

"Really? Give me a good reason then. How else are you supposed to make this work out, eh?"

"Like this" Tor'kal said as he swiped across the screen of his tab, bringing up a three-dimensional model of an arcology.

Sor'kannis frowned as she looked closely at the design her co-worker was proposing. All the proper elements of the arcology were present. The main point of contention, however, was….

"A reinforced dome with defensive installations surrounding it?"

"Yeah, that way, it will be secured from any surface-based attacking force. And as for aerial raids, well, the combined anti-air capabilities of the armed forces, as well as the static emplacements should be able to fend such attacks off."

"That is all well and fine, but did you consider the possibility of orbital bombardment?" She said, a deep frown on her face.

He faltered. "Well, I have been wondering what to do about that. I mean, we don't have much in the way of technological solutions at the moment. And anything that would work falls in the realm of science fiction. Like a shield generator, which, sadly, we don't have right now."

"Even so, this design isn't one we can just toss into the trash bin. Keep working on it. Hopefully the labbers will be able to figure out something about the shields."

(End of flashback)

As the flashback playing in his mind came to a close, Zel'kan saw a group of people making their way towards him.

"Hey there buddy! How's everything going?" Tor'kal greeted him with a firm shake of the hand, followed up with a friendly slap on the back.

"Just fine. And you all? Finally managed to get some time out for an outing, eh?"

"Hah, no one likes a smartass, Zel'kan." Sor'kannis smirked.

"But seriously, work was really heavy this week. A few projects too many." Gar'gorath said as he sat down on the cool grass.

"I guess even architectural firms have to step up some time." Zel'kan said.

"Anyway, can we please not talk about work right now? We are here to relax, and already I feel like I am in the office, trying to design a new building." Len'tana grumbled in annoyance.

"Ok, ok, that's it with the workplace talk for now. And now can you all help me get these ingredients ready for the luncheon?"

Two and a half hours later, a marvelous, mouth watering spread of dishes adorned the foldable table, courtesy of the efforts of fifty-odd people.

"All right, let's dig in!"



Infrastructure Actions
While we have several options when it comes to infrastructure projects, due to the fact that our resource reserves are starting to run low, the People's Secretariat for Transportation and the People's Secretariat for Industry are recommending that we should be careful while allocating them to a new project.

You have 3 action slots (2 major, 1 minor) available for this section.

Available major projects
Build mining facilities in the Kar'talom Valley

Description: From the looks of it, the Kar'talom Valley is rather unassuming, other than its natural beauty. However as they say, looks can be deceiving, as this valley falls in the way of one of the migration routes used by the infamous Nak'tar Storm Drakes, which are very difficult to take on, thanks to a metallic carapace that serves the role of plate armor, and the ability to launch thunderbolts of considerable power. And in this very place, we have discovered an exceptionally rich mineral vein. Developing it will be quite difficult, but it is believed that the challenge will be worth it.
Cost: 200 M minerals, 60 M nanomaterials
Time: 2.8 months
Chance of success: 70%


Build nanomaterial manufactory complex in the Kher'sharan District

Description: The Kher'sharan District is a vital economic node for the Dae'laan, with several of our civilian manufacturing facilities being present here. As such, there is a constant demand for raw materials. To address this, plans have been drawn up to build a nanomaterial manufactory complex here.
Cost: 190 M minerals, 57 M nanomaterials
Time: 2.7 months
Chance of success: 85%


Build underground high-speed maglev rail network in the Ler'kaas Desert (Phase 2)

Description: The linking of the major cities in the Ler'kaas Desert via underground rail lines has helped quite a bit in ensuring the region is self-sustaining. But we can do more in this respect. By setting up rail lines between the smaller cities, the region will witness further growth.
Cost: 360 M minerals, 108 M nanomaterials
Time: 11.2 months
Chance of success: 80%


Expand the dockyards in the Teq'naris Archipelago

Description: The colony in the Teq'naris Archipelago is in need of infrastructure to improve the quality of life of the colonists there, and to improve the odds of its survival in the face of the dangerous wildlife it coexists with. To this end, the expansion of the dockyards there will go a long way in alleviating the new colony's problems.
Cost: 324 M minerals, 97.2 M nanomaterials
Time: 6.4 months
Chance of success: 70%


Build underwater high-speed maglev rail network in the Teq'naris Archipelago (Phase 1)

Description: While basic inter-settlement railways have been built in the Teq'naris colony, to form a strong and hopefully, unassailable link to the mainland, it has been proposed to build an underwater high-speed rail line, connecting the island chain to the continent of Dek'manak. Such an undertaking, while definitely highly beneficial, is problematic due to the fact that our engineers do not have experience in building structures underneath the seas, or for that matter, the seabed.
Cost: 648 M minerals, 194.4 M nanomaterials
Time: 16.56 months
Chance of success: 55%


Build orbital shipyard

Description: In order to build up our fleet, we need to build additional shipyards.
Cost: 432 M minerals, 129.6 M nanomaterials
Time: 19.2 months
Chance of success: 75%


Available minor projects
Build automated farming complexes

Description: There is a very old saying, "An army marches on its stomach, and a populace works well on a full stomach." In order to ensure that our stomachs do not go empty, we should build agricultural facilities.
Cost: 10.8 M minerals, 3.28 M nanomaterials
Time: 2.88 months
Reward: Population growth rate increased


Build mineral processing facilities

Description: It has been rightfully said that minerals are the lifeblood of a civilization's industry. To ensure that our industry does not die due to a lack of raw material, we should expand our mineral processing and refining facilities.
Cost: 10.8 M minerals, 3.28 M nanomaterials
Time: 2.88 months
Reward: +5 M minerals production per year


Build exotic gas refineries

Description: Exotic gasses have several useful applications which we know of and research is ongoing to uncover more. It would be foolhardy to not reinforce our stockpiles of these rare gasses.
Cost: 10.8 M minerals, 3.28 M nanomaterials
Time: 2.88 months
Reward: +750K exotic gas production per year


Build nuclear breeder reactors

Description: As risky as it may be, there is no way to deny the advantages and power of nuclear energy. By building breeder reactors, we can ensure that there will be no shortage of electrical power, while at the same time producing radioactive isotopes for our scientists to study.
Cost: 14.4 M minerals, 4.32 M nanomaterials
Time: 3.6 months
Reward: +25K radioactive material production per year


Build nanomaterial production plants

Description: If minerals are the lifeblood of our industry, then nanomaterials are its flesh and bones. By building additional nanomaterial plants, we can ensure a steady supply of these wonder materials.
Cost: 14.4 M minerals, 4.32 M nanomaterials
Time: 3.6 months
Reward: +3.3 M nanomaterial production per year


Build Dan'xenal processing facilities

Description: The discovery of Dan'xenal and some of its properties has led to it being declared a "strategic material of great value" by the Central Executive Committee. To ensure we have adequate stockpiles, building some processing and refining facilities will be of great help.
Cost: 14.4 M minerals, 4.32 M nanomaterials
Time: 3.6 months
Reward: +5K Dan'xenal production per year




The All-Union Archaeological Survey, 3rd Research Bureau, Tref'qalom


View: https://youtu.be/0B27AysSGSA?si=y4-jaxcj6a9PXznc


View: https://youtu.be/otxvWGGaWQc?si=fbl4zQwMx1jroNiD

Under normal circumstances, the mood at a Research Bureau of the All-Union Archaeological Survey would be relatively grave and somber, due to the fact that these people were trying to work their way through the tales of the past, more often than not relying on the barest of scraps and ruins to find their way forward.

So far, Del'norath mused, they had been doing rather well.

The decryption of the language XA-L-01 had been a task of much effort and many sleepless nights, as he and many of his colleagues could manifest. The levels of hidden complexity in the language had hindered and slowed down decryption efforts, and it had been due partly to a stroke of luck that they had managed to crack it.

This was followed up by the excavation of the site XA-01. As it turned out, they were blessed by luck, due to the facility having minimal security measures. It turned out to be an armory of a small scale, with caches of weapons and ammunition being retrieved from there.

The site XA-02 could only be accessed after two failed attempts, and it turned out to be heavily defended inside. By the deities, that was quite a hair-raising experience for him, as he remembered the number of times he evaded hidden traps and automated defenses.

He was hoping that the robots and data retrieved from the site would prove to be worth the pains he and his team had gone through.

The site XA-03 also could only be accessed on the third attempt, and required quite a bit of machinery to do so. But the infiltration of this site was even more difficult than XA-02, as he found out to his anguish when news of the deaths of his cousin and his best friend reached him. As it turned out, the defenses there were even more difficult to get past.

Here he bit his lip, hoping fervently that the war machines found on site were worth all those deaths.

He had been part of the team that made its way into the second level of the site XA-04, after the first level was explored by another team. The efforts made to get past the traps and automated defenses were rewarded with technology samples of various kinds.

He still remembered the moment he turned on a computer, intending to look for information. What he found was more than what he had bargained for, as there was a single message in bold letters that warned of a certain "Agent GJ-06-A-2". It left him and his team with a sense of dread that they could not shake off.

Then there was the site XA-05, which at first sight, looked like a logistics center of sorts. That was, until the site was re-examined, and it turned out to be a blind for an underground laboratory complex. There had been losses to reach it as well, he winced as he remembered.

As he broke out of his reverie, he wondered, "What will this year have in store for us?"



Archaeology Actions
UY 752 has gone exceptionally well for the All-Union Archaeological Survey, as we have encountered success in exploring the sites we chose to take on. However, they have not come without loss, as XA-04 and XA-05 have shown. We must keep this and our lost comrades in mind as we prepare for future expeditions.

You have 3 action slots available for this section.

Available projects
Decryption - Encrypted files from XA-02

Time: 1 year
Chance of success: 70%


Explore unknown alien ruins XA-04 (Level 3)

Cost: 700K minerals, 210K nanomaterials
Time: 11 months
Chance of success: 85%


Explore unknown alien ruins XA-05 (Level 1)

Cost: 1.5M minerals, 450K nanomaterials
Time: 18 months
Chance of success: 77.5%


Explore unknown alien ruins XA-06

Cost: 650K minerals, 195K nanomaterials
Time: 12 months
Chance of success: 70%


Explore unknown alien ruins XA-07

Cost: 750K minerals, 250K nanomaterials
Time: 14 months
Chance of success: 70%


Explore unknown alien ruins XB-01

Cost: 900K minerals, 270K nanomaterials
Time: 16 months
Chance of success: 55%


Explore unknown alien ruins XB-02

Cost: 900K minerals, 270K nanomaterials
Time: 1 year
Chance of success: 55%


Explore unknown alien ruins XB-03

Cost: 1.1 M minerals, 330K nanomaterials
Time: 19 months
Chance of success: 50%


Explore unknown alien ruins XB-04

Cost: 1.1 M minerals, 330K nanomaterials
Time: 20 months
Chance of success: 50%


Explore unknown alien ruins XB-05

Cost: 1.4 M minerals, 420K nanomaterials
Time: 22 months
Chance of success: 45%




The 4th Federal Research Center, Ner'qalas


View: https://youtu.be/KISIj-uaIw0?si=2zOFr9JKgLTARgV9

Wer'lana looked at the computer screen in front of her with a hint of exasperation. The readings she had gotten were not matching up. Something, some unseen factor, was coming into play at some stage, but what could it be?

This accursed experiment had been the bane of her team ever since they decided to carry it out. Something or the other had been going wrong since the beginning, but they had shrugged them off, believing that these were but trials promising something greater. But when one consistently keeps on meeting obstacles in the way, and the destination is nowhere in sight, then there is bound to be annoyance, exasperation and self-doubt.

She stared, or rather, glared at the screen for a few minutes, eventually punching the table in frustration.

"Dammit. Eight flacking weeks already, and we are nowhere near a solution. This damn experiment is a killer. I need a break, or else…" she groaned, as she held her head.

Another headache. The sleepless nights spent over the experiment were starting to have a toll on her. Maybe taking a rest would not be such a bad idea.

She finally turned off her computer, and headed for the office of the Chief Research Director in charge of the center.

Qel'grannis was busy in her office, sorting out project reports sent by the researchers and preparing to compile a report for the Sci-Res-Dev Secretariat, when she was alerted by a beeping at the door.

She checked her tab, and it said that a researcher was waiting at the door. Looking at the name, she sighed. "I don't have a good feeling about this…"

The door opened, bringing in a somewhat disheveled Wer'lana. The present state of her shocked the Chief Research Director of the 4th Federal Research Center.

"Greetings, ma'am. I hope I am not disturbing anything?"

"Ah, no no no, you aren't disturbing anything. Please sit down", Qel'grannis said, still in a state of shock.

After a cup of refreshing er'loff, offered to her by her superior, Wer'lana found herself somewhat energized and subject to the inscrutable gaze of the Drak'xar in front of her, who was very obviously displeased.

"Let me guess, this is about the experiment to refine the idea of a liquid Dan"xenal reactor?"

"Ye….yes, it is just that, ma'am." Wer'lana said, nervousness in her voice.

Qel'grannis felt like facepalming. This fool…she was hardworking, no doubt, with a very good work ethic, but she tended to lose track of the world when she felt that a solution to a problem was within reach.

"And you and your team kept going on at it, for eight weeks straight, if your attendance logs are anything to go by, WITHOUT EVEN THE MINIMAL PERIODS OF REST?!" The Chief Research Director ended up shouting the last few words out of anger and disbelief.

"I…I'm…"

"No need to say anything. I am authorizing a period of mandatory leave for you and your team. Use this time to take a rest, and reflect on your idiocy. Until further notice, the project you are working on will be put on hold." Qel'grannis' voice was cold, like the breath of Astaryani.

"But…but ma'am, if you give me some…" Wer'lana stammered.

"Some time, eh? Have a look at your record first, and see how many warnings you have had for overworking."

"...."

"Look, my dear. I understand your dedication and your passion, but you can't endanger your own health as well as that of your team for the sake of a project. Now go home."

"Ok….ma'am."

As Wer'lana left the room, the Chief Research Director sighed. This was not a lone case. Many young researchers were exerting themselves to deliver results, and while they were successful, it was taking a toll on their health. The extent to which they were going was variant, though.

"I think I will have to talk to the other Directors about this. See if something can be done about it." She said, sighing.



Research Actions
Our scientists have had yet another year of success, as they worked their way through their assigned projects, and even got some work done on some stuff on the sidelines, which they believe will be of aid to us in the future. However, in achieving these goals, they are overworking themselves, which is a matter of concern for us. The People's Secretariat for Scientific Research and Development has been notified of the same, as a new year beckons to the Dae'laan.

You have 3 action slots available for this section.

Available projects
Orbital Defense Installations

Description: While some may consider this idea to be alarmist, the possibility of being attacked in the cosmos by hostile entities is something that cannot be ruled out. Thus, we must look into the feasibility of building facilities in the cosmos which serve the same purpose as the castles and fortresses of old.
Category: Cosmic Facilities
Cost: 35 M nanomaterials
Time: 1 year
Chance of success: 90%
Unlocks: Orbital Defense Outpost (Infrastructure Option)


Floating Cities - Prototypes

Description: The concept of a city that can float on and traverse the waves like a ship has hitherto been a figment of the imagination of authors. Now may be the time to see if it can be realized.
Category: Infrastructure
Cost: 10 M nanomaterials
Time: 11 months
Chance of success: 85%
Unlocks: Floating City Prototypes (Infrastructure), Basic Floating City Designs (Research Option)


Basic Floating City Designs

Description: Now that we have proven that floating cities are entirely feasible, we can move on to conceptualizing some starting designs.
Category: Infrastructure
Requirement: Floating City Prototypes
Cost: 15 M nanomaterials
Time: 10 months
Chance of success: 90%
Unlocks: Floating City (Infrastructure Option)


Fortified Arcology Designs

Description: Now that we have prepared some proof of concept prototypes, it is time to refine them and develop proper fortified arcology designs.
Category: Infrastructure
Requirement: Fortified Arcologies - Prototypes
Cost: 40 M nanomaterials
Time: 17 months
Chance of success: 90%
Unlocks: Fortified Arcology (Infrastructure Option)


Preliminary Quantum Computation

Description: As processors get smaller in size and more powerful in processing power, one wonders- what if we built a computer that relies on the principles of quantum mechanics to operate? Right now, it may seem like the dream of an overimaginative writer, but then again, don't we have a knack for dealing with difficult situations?
Category: Computation
Cost: 25 M nanomaterials
Time: 51 months
Chance of success: 65%
Unlocks: Quantum Computation - Basic Hardware (Research Option)


Preliminary Optical Computation

Description: Light is an all-pervasive electromagnetic radiation that enables the optical sensation in many living beings. Just as it helps us to see things in the darkness, may it not help us reveal the unknown secrets of the universe? Is it possible to develop a computational device running on variant wavelengths of light?
Category: Computation
Cost: 25 M nanomaterials
Time: 50 months
Chance of success: 65%
Unlocks: Optical Computation - Basic Hardware (Research Option)


Analysis - Unknown Metal

Description: The analysis of the mineral samples from Kel'taor has revealed the existence of a metal that has not been seen beforehand. Preliminary tests say that it has interesting properties. Our mineralogists are asking for resources to study it further.
Category: Advanced Materials
Cost: 15 M nanomaterials
Time: 15 months
Chance of success: 85%
Unlocks: New mineral resource


Analysis - Unknown Alien Military-Grade Armor

Description: Our Lorefinders have returned from their preliminary exploration of the site XA-04 with several suits of military-grade armor. Our armor experts are intrigued by the news and are waiting to get to work on them.
Category: Military Equipment - Power Armor
Cost: 25 M nanomaterials
Time: 20 months
Chance of success: 80%


Analysis - Unknown Alien Robots

Description: The robots discovered at the site XA-02 have been brought back to the capital for a thorough inspection. While they may look crude on the outside, our robotics experts want to have a go at studying them….if only to satiate their academic curiosity.
Category: Robotics
Cost: 15 M nanomaterials
Time: 15 months
Chance of success: 85%


Analysis - Unknown Alien Robotics Data

Description: Besides the robots, we came across data for more robot designs in the computers at XA-02. Going through it will help our robotics experts understand the robots in hand….and maybe provide some interesting insights.
Category: Robotics
Cost: 20 M nanomaterials
Time: 20 months
Chance of success: 80%


Analysis - Unknown Alien War Machines

Description: The war machines discovered at XA-03 are too large to be transported by air, so they have to be studied in situ. A team of military experts is asking for resources to study these imposing battle engines.
Category: Military Equipment - Combat Machines
Cost: 120 M nanomaterials
Time: 5 years
Chance of success: 65%
(Minor Breakthrough)


Analysis - Unknown Alien War Machines Data


Description: The computers at XA-03 contain appreciable amounts of data on the war machines we found there, as well as some new designs. Going through it with a tooth comb will be necessary if we are to make sense of these constructs.
Category: Military Equipment - Combat Machines
Cost: 24 months
Time: 1 year
Chance of success: 80%
Unlocks: Reduces cost and time, and increases chance of success of the project "Analysis - Unknown Alien War Machines"


Analysis - Unknown Alien Combat Vehicles Data

Description: Among the things we retrieved from XA-04 was a cache of data on what appear to be combat vehicles. Our military experts want to have a look at the data and see if it can be helpful to us in any way.
Category: Military Equipment - Combat Vehicles
Cost: 15 M nanomaterials
Time: 15 months
Chance of success: 85%


Analysis - Unknown Alien Prototype Weapons

Description: The prototype weapons we recovered from XA-04 have caught the eyes of our weaponologists. They are eager to study them and see if there are possibilities for us to finish the work these aliens began.
Category: Military Equipment - Advanced Weapons
Cost: 100 M nanomaterials
Time: 100 months
Chance of success: 65%
(Minor Breakthrough)


Analysis - Unknown Alien Aircraft


Description: The data on aircraft designs that we retrieved from XA-05 has been uploaded to our servers, and is currently awaiting analysis by our aeronautics experts.
Category: Aeronautics
Cost: 120 M nanomaterials
Time: 5 years
Chance of success: 65%
(Minor Breakthrough)


Analysis - Advanced Materials Research Data


Description: The research data concerning advanced materials that we recovered from XA-05 has been uploaded to our servers. It is awaiting the attention of our scientists at the Advanced Materials laboratories.
Category: Advanced Materials
Cost: 75 M nanomaterials
Time: 3 years
Chance of success: 80%


Biogenetic Modification (Phase 2)

Description: The studies of our genome have provided us with a wealth of information. Our geneticists now seek to find out if our genes can be modified, and if so, to what extent.
Category: Biotechnology
Cost: 20 M nanomaterials
Time: 18 months
Chance of success: 70%
Unlocks: Genetic Enhancement Protocols (Research Option)


Genetic Enhancement Protocols

Description: Thanks to the efforts of our geneticists, we have been able to devise an initial plan for the genetic modification of our species. It is time to put it into action.
Category: Biotechnology
Cost: 35 M nanomaterials
Time: 1 year
Chance of success: 70%


Mass-scale Bioreplication Facilities

Description: One of the problems with our species has been our slow rate of growth. This, combined with the deadly conditions in our homeworld, presents us with a grim scenario. It is due to our resilience and resourcefulness that we have survived so far. But this alone will not do. In order to shore up our numbers, we must consider the possibility offered by the field of cloning, which our scientists have so far regarded as an academic pursuit.
Category: Biotechnology
Cost: 12.5 M nanomaterials
Time: 7 months
Chance of success: 80%
Unlocks: Cloning Facility (Infrastructure Option)




Somewhere near the Dor'warron Forest….


View: https://youtu.be/6TwV-11hzkk?si=2q0UJJWwD3aln-Mi

The young acolyte took a moment to take in the scenery before him.

Lush foliage at the bottom of towering, magnificent trees that were home to several birds and small animals. Bushes full of herbs with curative properties, or plants with venom in at least one part of them. Wild fruits and vegetables growing in patches, attracting the herbivores in the forest, who themselves would be prey for some sort of predator later on.

"Mentor, is this necessary?" Tel'darath asked the druid who was accompanying him for this rite.

The druid, a venerable old Drak'xar with dark grey hair and pale blue eyes, clothed in a viridian robe with intricate, swirling patterns embroidered on it, said, "Yes, my child. There is no better way for the initiation of a follower of the Goddess of the Wilds than to meditate in the middle of the wilderness."

"Very well, if you say so….Mentor." The youth was still not convinced, but decided to go along with it.

As he and his mentor walked along the path, the roar of a dar'gak³ could be heard in the distance, followed by a distant, muffled sound.

"I think that is a el'ekkari⁴ somewhere in the distance. That dar'gak better take care not to provoke it needlessly." Fen'zoran, the old druid, said thoughtfully.

"Unless it is hungry and desperate for food?" Tel'darath proffered.

"In that case, there will be a bloodbath. A hungry dar'gak is not the most rational of creatures, from what I have seen. Ah, here we are!" The old druid exclaimed with pleasure, as they came upon a clearing, just as Lac'rinsor began to set.

The clearing in the forest

Due to the starset, the plants in the clearing began to glow with a bright fluorescence, exhibiting beautiful hues of blue and purple. The foliage surrounding the clearing was a bit dense, so light could not enter it easily.

"Now my child, sit down in the center in a meditative pose, as I have taught you. And then, relax yourself. Attune your mind to that of the forest. Feel it with every fiber of your soul." Fen'zoran instructed.

Like a dutiful student, Tel'darath did as he was told.

As he sat down and entered a meditative state, at first, he felt nothing. Then, as the seconds wore on, he felt…a strange sensation. It was as if, somehow, he was a part of the lively forest around him. The movements of even the smallest insect, the sensations of the animals, the birds, the trees….he felt as if his soul was becoming one with the wild.

And then….it happened.

A soft, greenish light began to appear around him as he meditated. It enveloped him as the time went on, and eventually, dissipated.

When it disappeared, there were newborn saplings growing around the meditating Tel'darath, leaving his mentor in a state of shock.

This was a phenomenon that had not been witnessed since the days of the Void Wars! He would have to consult the texts and his fellow druids about this. If he was right about it…this child had probably received the favors of Nes'taria.



Faith Actions
Our priests and priestesses have worked hard to collect the lores of our deities and compile them in the form of unified codices. At the same time, several psiolytes have been identified and are currently under observation in the Federal Research Center for Psionics. The newly formed People's Secretariat for Religious and Psionic Affairs reports that this is just the beginning of their jobs.

You have 2 action slots available for the Pantheon subcategory.

You have 3 action slots available for the Psionics subcategory.
Available actions: Pantheon
Lore of the Light
Build Temples of the Sun (Repeatable)

Description: Lac'rinsali is seen as the bane of all that is evil in our pantheon, and thus, it would serve us well to build temples dedicated to her, so that our people may never stray from the path of righteousness.
Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year
Chance of success: 90%


Study the Lac'rinsarri Codex (Repeatable)

Description: The Codex of the Solar Goddess is an exhaustive tome containing all the known lore about Lac'rinsali. By studying it analytically, we might be able to glean new insights, and probably get inspiration for…new rituals.
Time: 1 year
Chance of success: 85%


Basic Sanctification Rites

Description: The old rituals of Sanctification had served us well in the past against the pawns of the Deceptive Machinator⁶. However, since then, they have almost been consigned to oblivion. We must rediscover and relearn them, so as to be ready for the dangers which we will face in the future.
Time: 2 years
Chance of success: 80%


Basic Stellar Purification Rites

Description: The Rites of Stellar Purification were of great assistance during the Voidspawn Wars, as many fell to the corrupting influence of the Void. The sacred powers of the Light, bestowed upon us by Lac'rinsali, helped us claim back several of the corrupted. Relearning these lost rites would be of great aid to us.
Time: 2 years
Chance of success: 75%


Basic Exorcism Rites

Description: One of the many threats we faced during the Voidspawn Wars was that of the dead being reanimated, alongside the Daemons. To combat such foul aberrations, the Exorcism rites were of much avail to us. We must relearn and restore them if we are to stand a proper chance against the Dark Gods.
Time: 2 years
Chance of success: 75%


Basic Stellar Restoration Rites

Description: The holy energies of the sun are not merely used for purification and cleansing, they have a restorative purpose as well. In the past, the Starwalkers aided the healers with their own abilities in this field. Rediscovering them would be of great benefit to us.
Time: 2 years
Chance of success: 80%


Basic Stellar Wrath Rites

Description: The energies of the Light do not just purify and heal, they can be used offensively as well. There have been several examples of this during the Voidspawn Wars. Relearning the rites concerned would, thus, be in our best interest.
Time: 2 years
Chance of success: 75%


Lore of the Night
Build Temples of the Moon (Repeatable)

Description: If Lac'rinsali protects us during the day, then Kel'tanig keeps us safe from malevolent influences at night. We should build temples dedicated to him, in order to ensure consistent protection against the forces of ruination.
Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year
Chance of success: 90%


Study the Kel'tanni Codex, Part 1 (Repeatable)

Description: The first half of the Kel'tanni Codex is an exhaustive tome containing the myths and lore of the lunar god, Kel'tanig. By studying it closely, we may be able to glean some new insights and inspiration for new rites.
Time: 1 year
Chance of success: 85%


Basic Lunar Purification Rites

Description: The Starwalkers were the Archons of our race who received the favor of the Solar Goddess. Similarly, the Nightkeepers were those Archons who were favored by the Lunar God. Alongside their sun-worshiping brethren, they carried out the purification and cleansing of several of our kith and kin, who were corrupted by the malicious influence of the Void. The rites used by them must be relearned if we are to resist the ruinous hordes.
Time: 2 years
Chance of success: 80%


Basic Shroudbreaker Rites

Description: There are those who strike from the shadows and deal significant damage in a short time window. During the Voidspawn Wars, this was a cause for much grief, as many hidden foes did much harm to us. To counteract them, the Shroudbreakers devised special rites to detect hidden enemies. Rediscovering them will be important, as the utility of assassins is undeniable.
Time: 2 years
Chance of success: 75%


Basic Lunar Restoration Rites

Description: The sacred energies of the moon hold restorative properties, much like those of the sun. The Nightkeepers were of great aid during the Voidspawn Wars, helping with healing the wounded alongside the Starwalkers and the Druids. Relearning those rites would be a very good idea.
Time: 2 years
Chance of success: 80%


Basic Lunar Wrath Rites

Description: Much like the solar goddess, Kel'tanig can bestow considerable powers to the Nightkeepers to smite the foe. The accounts of the Voidspawn Wars bear ample testimony to their effect. We must begin by rediscovering them, in order to strengthen ourselves against the Void and its horrors.
Time: 2 years
Chance of success: 75%


Lore of Water
Build Temples of the Tides (Repeatable)

Description: The waters on our homeworld, whether they be ponds, lakes, streams, rivers, seas, oceans…are all the demesne of Astaryok. To him, we owe the maintenance of the balance of life due to the presence of water. It would do us well to build temples dedicated to him in order to minimize the chances of a bad drought.
Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year
Chance of success: 90%


Study the Astaryothi Codex (Repeatable)

Description: The Astaryothi Codex is a veritable compilation of mythological tales and lore regarding the god of water. By critically studying it, we may be able to gain new insights that may help us devise new rites.
Time: 1 year
Chance of success: 85%


Basic Tidekeeper Rites

Description: Every one of the deities bestows their favors upon a select few they feel are worthy. These individuals are known as Archons. The Archons of the God of Water were divided into two groups. The first of them being the Tidekeepers, whose job was to maintain the flow of the tides and ensure that little harm came to the people living near the coasts. Over the years, they became adept at manipulating the tides to serve their needs. The rites used by them must be relearned, to aid our peoples living in the coastal regions.
Time: 2 years
Chance of success: 80%


Basic Wavecaller Rites

Description: The second of the grouping of Archons serving Astaryok are the Wavecallers. Unlike the Tidekeepers, their purpose was more….offensive, as they could call forth great, towering waves to crush and sink the foe; also, they could summon elementals to their aid; alongside weaponizing the flow of water in many other ways. It would be of great avail to us if we can rediscover these rites.
Time: 2 years
Chance of success: 75%


Lore of the Wilds
Build Temples of the Wilds (Repeatable)

Description: Our homeworld is a place of considerable natural beauty. The life our ancestors led amidst such wonders has instilled in us an appreciation for the said wonders around us. This is exactly as Nes'taria, the Goddess of the Wilds would have it. By building temples dedicated to her, we can ensure that we are able to live in increasing harmony with the wild inhabitants of our world.
Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year
Chance of success: 85%


Study the Nes'tarni Codex (Repeatable)

Description: The Nes'tarni Codex is an exhaustive work, detailing the mythological tales and lore of the Goddess of the Wilds. By studying it carefully, we can glean new insights, which will aid us in crafting new rites.
Time: 1 year
Chance of success: 85%


Intermediate Druidic Rites

Description: While we have some of the old rites from the times of the Voidspawn Wars in usage, they will not suffice, knowing what horrors our ancestors had faced off against. There are several rites that are of greater power than what we are currently practicing. Relearning them is a very considerable priority for us.
Time: 3 years
Chance of success: 65%


Basic Natural Restoration Rites

Description: The forests hold the cure to many illnesses and diseases in the myriad plethora of herbs and other plants and trees. Even now, this knowledge has served us well, as our herbalists are preparing to learn the rites of old to enhance the efficiency of their concoctions. This is something we must encourage, by all means.
Time: 2 years
Chance of success: 80%


Basic Wrath of the Wilds Rites

Description: The wilds can be like a caring parent, providing one with all that is needed to sustain life. However, they can also be like your worst enemy, mauling and poisoning those that fall foul of them. Several rites were devised in the years of the Voidspawn Wars, which make use of this fierce power. We must rediscover them if we wish to stand a chance against the abominations of the Void.
Time: 2 years
Chance of success: 80%



Lore of Shadows
Build Temples of the Shade (Repeatable)

Description: During the nights of the full moon, Kel'tanig extends his protection to his devotees. On the nights of the shaded moon, they turn to his Shadow Aspect, Kel'tanrith for protection. His presence keeps anyone of strong heart safe from the dangers in the dark. By building temples dedicated to him, we can ensure that this safety grid is maintained consistently.
Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year
Chance of success: 85%


Study the Kel'tanni Codex, Part 2 (Repeatable)

Description: The second half of the Kel'tanni Codex is an exhaustive tome containing the myths and lore of the lunar god Kel'tanig's Shadow Aspect, Kel'tanrith. By studying it closely, we may be able to glean some new insights and inspiration for new rites.
Time: 1 year
Chance of success: 85%


Basic Shadewalker Rites

Description: The shadows are the hiding place for all sorts of no-gooders, or at least, that is what most people tend to believe. But they have been used effectively as a shroud by those with good intentions as well. Those who were able to master this ability were called Shadewalkers. By means of some rites and spells, they could meld in with the darkness. Relearning this ability is of the utmost importance if we are to have an advantage against our enemies.
Time: 3 years
Chance of success: 70%


Basic Shadeslayer Rites

Description: The shadows do not only protect one from prying eyes, they can also be used as a means to attack one's foe. This was an ancient art practiced by the most elite Shadewalkers, who were called Shadeslayers. Legends say that one could form blades out of darkness itself and strike the enemy with them. Rediscovering the relevant rites and spells will be essential if we are to strengthen ourselves.
Time: 3 years
Chance of success: 65%



Lore of Air
Build Temples of the Wind (Repeatable)

Description: Without air, no living being can survive. On the other hand, the fury of the winds can leave a trail of destruction in its wake. Such is the duality that is characteristic of the God of Air. By building temples dedicated to him, we can do our best to appease this tempestuous deity.
Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year
Chance of success: 85%


Study the Geygan'rim Codex (Repeatable)

Description: The Geygan'rim Codex is a comprehensive repertoire on all the lore about the God of Air, Geyganor. By studying it carefully, we may be able to glean some new insights and inspiration for new rites.
Time: 1 year
Chance of success: 85%


Basic Windweaver Rites

Description: The winds have a mind of their own. They traverse without any sort of fetters whatsoever, all the while controlling the speed of any being moving through them. However, with enough effort, one can use the winds and manipulate them via properly conducted rites and spells to gain newfound levels of celerity. Relearning the same will help us in our struggle against the spawn of the Void.
Time: 2 years
Chance of success: 80%


Basic Stormcaller Rites

Description: The storms on Xan'qarras are a sobering reminder of the potent powers that nature is bestowed with. One can only quiver in fear at the uncontrolled devastation they can wreak. However, in the hands of a highly capable anemomancer, the winds can destroy a target with relatively low collateral damage. We must relearn these rites and spells in order to be better prepared for the perils to come.
Time: 2 years
Chance of success: 75%



Lore of Life
Build Temples of Life (Repeatable)

Description: The spark of life is present everywhere in our world where we choose to look. From the tiniest of microorganisms in the ground, the water and the air, to the largest and most imposing of fauna and flora we have seen over the years, the forms in which it manifests itself are numerous. They help to maintain the delicate balance between life and death. At one end of this balance is the God of Life, Ul'kraan. By building temples dedicated to him, we can ensure the essence of life is sustained in all its entirety.
Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year
Chance of success: 85%


Study the Ul'kraani Codex (Repeatable)

Description: The Ul'kraani Codex is an exhaustive work containing all the known lore about the God of Life, Ul'kraan. By studying it carefully, we may be able to glean some new insights and inspiration for new rites.
Time: 1 year
Chance of success: 85%


Basic Genesiator Rites

Description: The creation of life is something that is held sacred among the Drak'xarim. Even the growth of a little sapling into a mighty tree is something of great sanctity to us. And while we celebrate the birth of new life, what do we do when faced with a place from which life has been snuffed out? That is a job for the Genesiators of old. Those who would receive Ul'kraan's powers were capable of wielding it to restore fertility and life to once-barren lands. We must rediscover these rites and spells post-haste.
Time: 3 years
Chance of success: 65%


Basic Purificator Rites

Description: In the course of life, one encounters much in the way of poisons and germs, which can toxify and kill by the thousands. The Purificators of old excelled in cleansing such filth away, keeping our people hale and hearty. These rites and spells must be relearned as soon as possible.
Time: 2 years
Chance of success: 80%


Basic Restorator Rites

Description: Injuries are an inevitability of life. While mental injuries require a sympathetic ear and a patient soul to heal, physical injuries require the touch and skills of an expert healer. The Restorators of old were past masters in this regard. Rediscovering those rites and spells practiced by them is of utmost importance.
Time: 2 years
Chance of success: 80%



Lore of Death
Build Temples of the Dead (Repeatable)

Description: Just as a living being is born and granted the gift of life, so too must it have to depart the realm of the living when it's time has come. Thus begins its journey to the Eternal Fields, the realm of the dead. To which region of the Fields shall they go is to be decided by the Goddess of Death, Sen'kiral. By building temples dedicated to her, we can ensure that not only the journey goes on smoothly, but also appease her and her cold, impartial wardens.
Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year
Chance of success: 85%


Study the Sen'kiranni Codex (Repeatable)

Description: The Sen'kiranni Codex is a comprehensive repertoire of myths and legends of the Goddess of Death, Sen'kiral. By studying it carefully, we may be able to glean some new insights and inspiration for new rites.
Time: 1 year
Chance of success: 85%


Intermediate Soulkeeper Rites

Description: When a person dies and their soul leaves the physical body, it is in a very vulnerable state. Not knowing immediately where to go or what to do, it is a prime target for the malevolent forces. In order to prevent this, special rites are conducted by the Soulkeepers in order to commune with them and ensure their safe passage to the Eternal Fields. The rites we are practicing now are merely basic ones. There are more complex ones recorded in the ancient texts, which must be rediscovered.
Time: 4 years
Chance of success: 60%


Basic Death Warden Rites

Description: The powers of the demesne of death are not limited to escorting souls to the Eternal Fields. They can be used in an offensive and defensive manner as well. The Death Wardens of old were able to bring such grim, fearsome powers to bear on the foe. We should attempt to rediscover these rites and spells to bolster ourselves against the Daemons of the Void.
Time: 3 years
Chance of success: 70%


Basic Thanatomantic Rites

Description: Thanatomancy. The art of reanimating the dead. It is not without reason that the field is viewed with dread, horror and revulsion. After all, the sight of walking corpses and disembodied spirits is not a reassuring one. But the art persisted on, as the Goddess of Death never truly condemned it. Regardless of what people think of them, the Thanatomancers performed well during the years of the Curse of the Void. We must seek to relearn these powerful rites and spells…and hopefully, decrease the dread we feel towards them.
Time: 3 years
Chance of success: 70%



Codex compilation
The Spirits of the Flame

Description: Fire is an element with a dual nature - it can be used constructively, to cook food and work metals; and destructively, as a weapon of war. The fire goddess, Tar'sanas, herself manifests this duality. Her strength can be a blessing or a curse, depending on the perspective of who is being asked. There are plenty of written works telling her story. They should be collected and organized, in order to benefit her priesthood and her worshippers.
Time: 12 months
Chance of success: 90%
Unlocks: Lore of Fire


The Souls of the Metals

Description: As we know, fire can destroy…and it can help forge tools and weapons out of metals, after having helped refine said metals from their ores. The goddess Tar'sanas, is thus held in high regard by blacksmiths and metalworkers, in the form of her Metalworking Aspect, Tar'sankras. There is no shortage of lore regarding this form of hers, which should be collated in the form of a unified codex.
Time: 12 months
Chance of success: 90%
Unlocks: Lore of Metal


The Spirits of Coldness

Description: During the times of winter, the waters in the rivers and lakes become colder, sometimes freezing over. This is the time when Astaryok's twin sister, Astaryani manifests herself. Unlike her brother, she is as frigid as the element she rules over, and is indiscriminate as to who and what suffers from the chills left in her wake. There is quite some written lore about her, which must be collected and streamlined.
Time: 12 months
Chance of success: 90%
Unlocks: Lore of Ice


The Storms of the Heavens

Description: The storms on our homeworld are a sobering demonstration of the fury that nature, and the deities, can wield. Our ancestors have attributed them to the goddess Geygantaris, twin sister of the god of air, Geyganor. Unlike her brother, who is lively most of the time, she has a ferocious temper. The bright flashes of lightning and the ear-splitting claps of thunder are considered to be manifestations of her anger. There is by no means a shortage of lore about her, which we should collect and compile in the form of a Codex.
Time: 12 months
Chance of success: 90%
Unlocks: Lore of Thunder


The Drums of Battle

Description: Alongside Nes'taria, there is another deity whose influence hangs heavy over us. The goddess of war, Kre'valis, was invoked often by soldiers before marching into battle. Even though it has been quite some time since the last wars were fought, her aura is undeniable, due to the warrior spirit that resides within. She is still invoked, in order to restrain the curse of Rak'sarkon. Many are the legends that speak of her. They must be collated for the good of her priesthood and our populace.
Time: 12 months
Chance of success: 90%
Unlocks: Lore of War


Available actions: Psionics
Psiolyte Training Programs (Can be repeated)

Description: There is a very old saying, "Practice makes perfect.". This is a universal truth, and has never been disproved. The new field of psionics cannot be an exception to this rule. We must start some initial training programs to not only hone the skills of our existing psiolytes, but also gain new recruits.
Cost: Negligible
Time: 1 year
Chance of success: 70%

Anti-daemonology measures
Basic Wardcrafting Methods

Description: During the years of the Voidspawn Wars, our ancestors utilized many methods to hold back the tides of ruin. Among them was the art of making wards. The wards made by our Wardcrafters went a long way in supporting our forces, or debilitating the enemy. Those methods of old must be rediscovered and if possible, improved upon, if we are to stand against the horrors of the Void.
Time: 2 years
Chance of success: 70%


Basic Runecrafting Methods

Description: "Runecrafting is an art that requires an appreciable level of expertise, finesse and precision. For even the slightest mistake in etching can change the characteristics of a rune." This is the motto of several of our esteemed Runecrafters, who distinguished themselves during the Voidspawn Wars. The runes created by them were of great aid to us, by either strengthening our forces, or weakening the foe. It will be in our interest to relearn these powerful methods.
Time: 2 years
Chance of success: 65%


Basic Formation Crafting Methods

Description: The only thing that requires a greater level of finesse and precision than a rune is a formation. While not easy to make, when properly made and executed, the results can be impressive, as is told in the histories of the Voidspawn Wars, where our Formationists put their skills to good use, conjuring formation arrays of a supportive and of a destructive nature. Needless to say, we must put effort into rediscovering these powerful arts.
Time: 2 years
Chance of success: 60%


Basic Anti-Void Barriers: Prototype Refinement

Description: During the Years of Darkness, our priesthood were working fervently on a means to shield our warriors from the ruinous energies of the Void. They were only able to develop some crude prototypes, which were not particularly effective at carrying out their intended role. But they still were able to provide an advantage to us, however slight. We must rediscover the research on them and get to work on it if we intend to survive the attentions of the Dark Gods.
Time: 3 years
Chance of success: 55%




Resources
Minerals
  • Stockpile: 330.4 M
  • Production (Total): 560.5 M
  • Upkeep: 135 M
  • Production (Actual): 425.5 M

Exotic gasses
  • Stockpile: 584.5 M
  • Production (Total): 25.5 M
  • Upkeep: 14 M
  • Production (Actual): 11.5 M

Radioactive materials
  • Stockpile: 13.7 M
  • Production (Total): 750,000
  • Upkeep: 350,000
  • Production (Actual): 400,000

Nanomaterials
  • Stockpile: 534.096 M
  • Production (Total): 407 M
  • Upkeep: 146 M
  • Production (Actual): 261 M

Dan'xenal
  • Stockpile: 1.62 M
  • Production (Total): 550,000
  • Upkeep: 15,000
  • Production (Actual): 535,000




1.A cuss word in the Drak'xarri Lexicon.

2.A slang term in the Drak'xarri Lexicon, used to denote scientists working in the laboratory.

3.A predatory animal on Xan'qarras, with some similarity to the jaguar of Earth. Larger in size, with blue-tinted hair.

4.An animal on Xan'qarras, equivalent to the elephant of Terra in appearance. Has two pairs of tusks.



A/N: Well, here it is, everyone, and sorry for the wait.

As usual, 48 hour moratorium.
 
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Well, nice to see this being update, and we will need to be prepared to storm those facility because i'm just seeing the ungodly warmachines that will be shouting ''kill xenos, exterminate all'' from those ruins.
 
Hm… It's kinda late for me so I'm not sure what to do in general, but I suggest we get the Sun and Moon temples up and running soon. Having the lore of protection is only helpful if we implement it.
 
Rage of the Arkifane
Deep within the Warp is a region called the Formless Wastes. This region is a terrain of pure, unadulterated Chaos that is forming and reforming constantly based on the psychic currents roiling the minds of the sentient mortals of the Milky Way Galaxy as well as the psychic currents of the Realm of Chaos. The Formless Wastes are a place where the laws of physics hold no sway. Within this dark, foul realm, also known as the Chaotic Abyss, sits rivers of tar that flow through petrified woodlands beneath crimson skies. Great stairways ascend into the heavens where they connect back on themselves in an endless loop. These celestial stairways sit alongside castles crafted from bone and fortresses of ichor while pillars of fire burn on the horizon. Every dream, nightmare and vision ever had by one of the sentient races of the galaxy has a representation within the Formless Wastes. The Wastes are also the home of the daemonic Furies who watch for any prey, mortal or daemon, that comes within their reach.

Those Greater Daemons and Daemon Princes that are strong enough to maintain a level of psychic control over their environment within the Warp also make their homes within the Wastes. These islands of horrific stability stand out within this chaotic wilderness with some only appearing for an instant whilst others are as old as the Ruinous Powers themselves. Each of these sub-realms is a small extension of the Realm of Chaos that embodies the whims of its creator and has a shrine or temple dedicated to its beliefs. Some are even populated by daemons born from the mind of the Greater Daemon or Daemon Prince, though these entities are usually short-lived as they tend to be consumed by the Furies that populate the Formless Wastes and are much weaker than the daemons of the four major Chaos Gods.

The minor Chaos Gods are also believed to sometimes maintain their demesnes within the Formless Wastes. Also within the Formless Wastes of the Immaterium resides the dark daemonic foundry known as the Forge of Souls.

This hellish forge is perpetually cloaked in a pall of black, oily fumes, rank with the acrid stench of forbidden metallurgy, dominated by a cacophony of strident grinding and the wailing of uncountable tortured spirits. This accursed place is where the blind, ever-mutating Daemon forge-masters of Chaos in service to Vashtorr the Arkifane eternally hammer at their creations in cyclopean smithies.

In the heart of this warp-realm of machines, a labyrinthine tangle of dark manufactorums in which countless semi-mechanical pseudo-sentient constructs laboured to create horrific weapons, abominable laboratories that were filled with the most curious and intelligent members of daemon-kind constantly competing to create ever more horrific designs, soul-furnaces that incinerated billions of spirits that the Adeptus Mechanicus unwittingly offered up every day (that didn't wind up in the gullet of one of the forges inhabitants or working the assembly lines) through their unknowing sacrifice of menials to the fires of industry helping to power this vast hell-complex, resided the Arkifane himself, a Greater Daemon that was the very soul of machinery itself, albeit one that was imbued with the darkness of the Warp.

At the moment, he was inspecting the fragments of an artifact whose origin predated the existence of probably Chaos itself. Every piece was subject to a series of tests of various kinds, before he was satisfied with it. As he picked up a fragment and began to analyze it, he frowned (even though he had no brows with which to frown).

Unlike the others, which had responded positively, this piece turned out to be inert and unresponsive to the battery of tests they had been subject to. No matter how they were done or how many times it was done, it was the same. The fragment simply did not respond.

On checking more carefully, his suspicions were aroused. Somehow it felt as if….the fragment had been…. tampered with. The mere thought of it caused the temperature around him to rise.

As he picked up the final fragment and began to check it, it too…turned out to be similarly unresponsive. This discovery caused him to fly into a rage.

"WHAT IS THIS! WHAT IS THE MEANING OF THIS! WHO HAS DARED TO STAND AGAINST ME?", Vashtorr roared in fury.

"ALL MY EFFORTS…ALL MY PLANS….RUINED! RUINED! THE KEY WAS MY ONLY HOPE, AND NOW IT IS GONE!"

"I WILL FIND OUT WHO DARED TO RUIN MY PLANS. AND I WILL TURN THAT IMP INTO A SOUL GRINDER!", he snarled, seething in rage.

……

In a distant, forgotten corner of the galaxy….

The outskirts of the abandoned city

Two genetically engineered supersoldiers were walking in the ruins of a derelict city, itself located in the middle of nowhere in a planet that was itself located in a subsector that had slipped away from the unreliable memories of the Imperial bureaucracy.

"Are you sure this is the place he gave us to meet him?" The first one asked, skepticism dripping from his voice.

"Yes, this is exactly the place the coordinates he gave us leads to." The second one said, after giving the said coordinates on his dataslate another once-over.

"I don't know, it all feels a little too shady to me."

On hearing his companion's words, the second Space Marine frowned briefly, before a slight grin broke out on his lips.

"After all you have seen and done across the galaxy, you are saying this only just now?" Mathias Pech chuckled softly.

"Mathias, that is exactly why I am saying this," Armillus Herzog said, a little annoyed by the flippancy of his battle-brother that he had to put up with on many occasions.

"Just look at this place. The silence, the desolation….it is the perfect place for anyone to kill a person and get away with it. And besides, our contact….I have been feeling uneasy ever since I met him the first time."

Mathias spoke a little soothingly, "Ok, ok, calm down. I get what you are trying to say. This really is a highly unnerving location. And our contact….the less said about him…or, rather, IT, the better."

No sooner than Mathias uttered the words, he felt an indescribable sensation. It was difficult to put a finger on, but it was nothing good, as a sudden feeling of unease descended upon him.

His breath quickened a little, as in the distance, a soft crunch of feet on the rubble caught his ear. He turned in a split second in that direction, only to see…nothing at all.

"Hey, what's wrong?" Armillus asked, a little tense himself.

"I don't know, but something doesn't feel quite right.." Mathias replied, a hint of nervousness in his voice.

"I told you already, this place is just…"

"Haunted? Oh no, it isn't. At least not in the sense that you are thinking.", a ghastly voice spoke up, out of the blue.

On hearing the voice, the two Space Marines jumped out of their skins for a brief moment, their hands moving towards their bolters by instinct.

"If I were you, I would by no means make the mistake of going for my weapons in this situation.", the voice spoke, this time with a hint of a threat.

The Space Marines withdrew their hands as they realized exactly who was talking to them.

"Curses, it's him." Armillus swore softly under his breath.

The stranger

Around them, the space seemed to grow dark, as if something was devouring the very light around it. Shadowy tendrils began to form around them, slowly moving closer to a certain spot. As they coagulated and merged, a figure emerged out of the darkness.

A shaded figure, wearing a jet-black cloak, with no discernible features visible, wielding two Warp-imbued blades, one in each spectral hand. A dark, unholy aura surrounding him.

"Let's skip the pleasantries, for I and my companion have little desire to stay here for a moment longer than is necessary." Mathias said crisply, all traces of tomfoolery and (fear?) having left him.

"Oh? Is that because you do not wish to be detected, Scion of the Hydra? Or is it because of your subconscious fear? Which is it, I wonder?", the figure said, an undercurrent of mockery marking its words.

"Why you…" Armillus' words were cut off by Mathias, who stepped in. "I can assure you that it is the former. As to the task you entrusted us with, you can rest assured that it has been accomplished, but it was not easy at all."

"I would not have expected any less from the Scions of the Hydra. Considering your propensity in subterfuge and the fact that I could not have directly aided you, you have done well.", the figure said, a hint of pleasure in its tone.

"Were you really that worried that he would catch on if you or…someone else had directly intervened?" Armillus asked, partly out of curiosity and partly out of spite.

Seemingly ignoring the jibe, the figure replied, "The master of the Forge of Souls is one who takes a lot of precautions. He is constantly on the watch against attempts by the Four Gods to thwart his plans. Thus the need for such a convoluted approach."

Mathias nodded, in order to show that he was in accord with the figure's thoughts, while trying to mask his own. He felt that he and Armillus were getting sucked into a maelstrom from which there was no escape.

"Whether you will get involved in all of this any further depends on how the Master's plans play out. For now, prepare to depart. It will do you no good to stay here any further.", the figure spoke with a tone which would admit no reply in response.

"Well, I guess that puts our doubts to rest." Armillus sighed in relief as the figure disappeared in a cloud of shadows.

"Let's get back to our ship and get out of here. I, for one, am done with this Emperor-forsaken place." Mathias said as he started taking long strides towards their ship.



A/N: Well, there you all go.

The first side story for this quest.
 
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A little heads up for you all.

The place where I live is about to be hit by a severe cyclone in the night, which will last until tomorrow at the very least.

So if you can't reach me in the meanwhile or I can't respond back to you, please don't be worried.
 
The cyclone has run its course, and the worst is now over.

I am all right, everyone, and can get back to answering you all full-time.
 
Plan: Minerals Ascension
- Naval Actions
-- Resolution
--- Lan'karis (4/9) - (9/9)
--- Travel to Hal'jerran (0/13) - (13/13)
--- Hal'jerran (0/28) - (6/28)
-- Curiosity
--- Bel'xarok (9/24) - (24/24)
--- Travel to Hal'jerran (0/13) - (9/13)
-- Farsight
--- Bel'xarok (9/24) - (24/24)
--- Travel to Cal'xilin (0/6) - (6/6)
--- Cal'xilin (0/11) - (3/11)
-- Steadfast
--- Trav'kon (4/10) - (10/10)
--- Trav'kon (0/10) - (10/10)
--- Travel to Nas'tanank (unknown)
- Infrastructure Actions
-- Major Action
--- Build mining facilities in the Kar'talom Valley (2.8 months)
-- Minor Action
--- Build nanomaterial production plants x6 (21.6 months)
- Archaeology Actions
-- Action 1
--- Decryption - Encrypted files from XA-02 (1 year)
-- Action 2
--- Explore unknown alien ruins XA-04 (Level 3) (0/11) - (11/11 months)
--- Explore unknown alien ruins XA-05 (Level 1) (0/12) - (12/12 months)
--- Explore unknown alien ruins XA-06 (0/12) - (1/12 months)
-- Action 3
--- Explore unknown alien ruins XA-06 (1/12 months) - (12/12 months)
--- Explore unknown alien ruins XA-07 (0/14) - (13/14 months)
- Research Action
-- Action 1
--- Preliminary Quantum Computation (0/51) - (24/51 months)
-- Action 2
--- Preliminary Quantum Computation (24/51) - (48/51 months)
-- Action 3
--- Preliminary Quantum Computation (48/51) - (51/51) months
--- Analysis - Unknown Alien Robotics Data (0/20) - (20/20)
--- Analysis - Unknown Alien Robots (0/15) - (1/15)
- Faith Actions
-- Pantheon
--- Action 1
---- The Spirits of the Flame (0/12) - (12/12) months
---- The Souls of the Metals (0/12) - (12/12) months
--- Action 2
---- The Spirits of Coldness (0/12) - (12/12) months
---- The Storms of the Heavens (0/12) - (12/12) months
-- Psionics
--- Action 1
---- Psiolyte Training Programs (Can be repeated) (0/1) - (1/1) year
--- Action 2
---- Basic Wardcrafting Methods (0/1) - (1/2 years)
--- Action 3
---- Basic Wardcrafting Methods (1/2) - (2/2 years)
 
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Here's the major reason for some of the actions mentioned in my plans:

Infrastructure: We're almost out of the mineral problem but now we're heading to a nanomaterials problem soon. Once we've gotten the minerals production over 500 M per turn at Turn 5, we can starts dealing with the nanomaterial.

Research: when we got the additional action for Psionics on Turn 2, I knew we might need the Preliminary Quantum Computation to get another actions for research. As for the unknown alien robots, I think they might helped, or even solve, the minerals problem due to one reason: miner robots. They might increase production rates just from their presence alone. Construction robots is also within the realm of possibility just by reducing the time and cost needed to build buildings. Military robots is also a thing but we're get to that point later.
 
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