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

Turn 8 overview
The eighth year of our ascension to the cosmos ends with some more major infrastructural projects being completed, even as our vessels have reached the end of their surveys of our star system, and the arts of anti-Daemonology are being slowly rediscovered.



Overview: Naval Actions
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: 10/10 (Completely surveyed)
Survey difficulty: Moderately challenging
Estimated survey duration: 13 months
Travel time: 16 months
Rolls: 2d100 = 148 (Success)

The Farsight and the Steadfast have completed the survey of Nas'tanak and its satellite, Nel'tarath.

Nel'tarath is a rather unremarkable little ball of rock with a very slow rotation, implying highly minimal tidal distortion if we are to assume it is in hydrostatic equilibrium.

As to how it originated, our cosmonauts are divided into two camps - one group proposing the "hot start" theory, and the other adhering to the "cold start" theory. Only a proper analysis of the data gathered will be able to tell which of these two is correct. But for now, the ships are making preparations to return home.


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: 7/10 (Considerably surveyed)
Survey difficulty: Challenging
Estimated survey duration: 1 year
Travel time: 3 months
(Progress halted due to lack of sufficiently advanced equipment)
Rolls: 2d100 = 75 (Failure)

As feared, our equipment is still not sufficiently strong enough to bear the vitriolic atmosphere of Bel'xarok for extended periods of time. We will need new, advanced, chemical-resistant materials to produce a new line of equipment that might be better suited than what we are currently using.




Overview: Infrastructure Actions
Build mining facilities in the Bel'karron Depression

Description: The Bel'karron Depression is a deep bowl-shaped depression located in the northern regions of the Ler'kaas Desert. Once infamous for being the scene of brutal executions by the desert-dwelling tribes in the past, all there is left now are white bones, and skar'lan packs running for their lives from the grel'dars living there. In this background, sits a rather rich mineral vein, which would be a significant boost to our economy if we can harness it.
Cost: 510 M minerals, 153 M nanomaterials
Time: 6.1 months
Chance of success: 70%
Rolls: 2d100 = 175 (Major success)

It wasn't particularly troublesome to deal with the skar'lans and grel'dars in the area, by setting up basic shrines to keep them at bay. Once that was done, the mines were set up in quick order, which are providing us with valuable minerals as we speak.
Reward: Additional mineral production (+820 M minerals per year)


Build mining facilities in the Mal'detath Hills

Description: The Mal'detath Hills are a picturesque grouping of hills, located in the far southern parts of the Nav'korran Expanse. This region is known to be quite rich in natural resources, and by building mines here, we can begin to tap into the sizeable wealth here.
Cost: 390 M minerals, 117 M nanomaterials
Time: 4.5 months
Chance of success: 80%
Rolls: 2d100 = 183 (Brilliant success)

The mines in the Mal'detath Hills were a piece of cake to build for our engineers, for whom the process was highly enjoyable. As of now, they are churning out minerals for our industries.
Reward: Additional mineral production (+580 M minerals per year)


Build nanomaterial manufactory complex in the Wen'qralor District

Description: The Wen'qralor District is a region of significant potential, thanks to the surge in construction here as of late. 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: 360 M minerals, 108 M nanomaterials
Time: 4.3 months
Chance of success: 90%
Rolls: 2d100 = 192 (Near-perfect success)

The nanomanufactory complex in the Wen'qralor District has been set up and is busy producing nanomaterials for the Dae'laan.
Reward: Additional nanomaterials production (+530 M nanomaterials per year)


Build nanomaterial manufactory complex in the Yav'nolar District

Description: The Yav'nolar District is a rising economic node for the Dae'laan, with many new manufacturing facilities being built 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: 410 M minerals, 123 M nanomaterials
Time: 4.7 months
Chance of success: 90%
Rolls: 2d100 = 195 (Near-perfect success)

The nanomanufactory complex in the Yav'nolar District has been set up and is busy producing nanomaterials for the Dae'laan.
Reward: Additional nanomaterials production (+640 M nanomaterials per year)


Build underground high-speed maglev rail network in the Nal'tokkar Seaboard (Phase 2)

Description: The first phase of the rail network in the Nal'tokkar Seaboard is completed. Now we move on to the second phase of the project, where we will be building lines connecting the various ancillary settlements. This will lead to an appreciable leap in connectivity throughout the region.
Cost: 850 M minerals, 255 M nanomaterials
Time: 16 months
Chance of success: 75%
Rolls: 2d100 = 164 (Appreciable success)

With the finishing of the ancillary rail lines between the lower tier settlements in the Nal'tokkar Seaboard, the region is witnessing an appreciable surge in connectivity and internal trade, leading to an overall increase in the region's prosperity.
Reward: Additional mineral and nanomaterial production (+550 M minerals, +200 M nanomaterials per year)


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%
Rolls: 2d100 = 72 (Failure)

The combination of the lack of experience and the dangerous aquatic fauna and flora have proven to be a lethal concoction, as our first attempt to build an underwater railway line has proven to be a failure of considerable proportions. Our engineers have come away from with this failed project with some suggestions, which they hope might improve chances of success, if we wish to retry it in the future.
Status: Chance of success increased by 10%


Build a floating city

Description: Having proven the feasibility of building a city on water, now is the time to actually build one and see how it works out.
Cost: 300 M minerals, 90 M nanomaterials
Time: 16 months
Chance of success: 65%
Rolls: 2d100 = 124 (Success)

Our efforts at aquatic engineering have paid off, as our very first floating city has been built, with all the amenities one can expect to find in a city on the ground. It has already been populated and is slowly moving across the ocean, maintaining close links with the coastline.
Reward: Additional mineral and nanomaterial production (+170 M minerals, +50 M nanomaterials per year)


Build automated farming complexes × 8
Build nanomaterial production plants × 6


Cost: 172.8 M minerals, 52.16 M nanomaterials

The new automated farming complexes and nanomaterial production plants have been brought online and are already contributing to our economy.




Overview: Archaeology Actions
Explore unknown alien ruins XA-06 (Level 1)

Cost: 2.5 M minerals, 750K nanomaterials
Time: 12 months
Chance of success: 72%
Rolls: 2d100 = 158 (Appreciable success)

Armed with fresh resources and reinforced by additional experts, the Lorefinders at XA-06 slowly made their way through the first level of the facility.

From the looks of it, the aliens who had built this site really had not spared any expenses whatsoever. The genetic engineering labs, the cybernetic engineering labs, the weaponry and armor manufacturing lines, the breeding and incubation pods (which are empty at the moment) and the training facilities - everything is top-notch and in pristine condition.

The old computers are being activated and the data within them is being pulled for further analysis at the FRCs, along with samples of the weapons and armor.
Unlocked: Explore unknown alien ruins XA-06 (Level 2) (Archaeology Action)


Explore unknown alien ruins XA-07 (Level 2)

Cost: 1.8 M minerals, 540K nanomaterials
Time: 20 months
Chance of success: 75%
Rolls: 2d100 = 178 (Major success)

Thanks to having made their way through the first level of XA-07, the second level was no particular trouble at all.

On the second level, we went through the storage depot with a tooth comb, and found stacks upon stacks of crates, which were revealed to contain a variety of supplies - weapons, munitions, armor parts, sensors and the like.

The command center proved to be rather difficult to get, due to the intricate layering of defenses around it, but we managed to disable them cybernetically and enter the place. The computers within have plenty of encrypted files within, which we have extracted, and are bringing to the FRCs for decryption.

The rapid transit hub has been checked, and found to be in relatively good condition, even after all these years. Reactivating it is definitely within the realm of possibility, and the same can be said for the rest of the facility.
Unlocked: Restore and reactivate Facility XA-07 (Infrastructure Option - Major), Analysis - Encrypted Files from XA-07 (Archaeology Action)


Explore unknown alien ruins XA-08

Cost: 1 M minerals, 300K nanomaterials
Time: 16 months
Chance of success: 64.5%
Rolls: 2d100 = 89 (Failure)

Our Lorefinders had said earlier that they would be camped at the site XA-08 for a while.

They weren't kidding when they had said that, as they have bunkered down, forming detailed maps of the site, based on the images obtained from drones and satellites, as well as taking a crack at the cybernetic security measures. While we haven't been completely successful with the latter, enough headway has been made that a couple of cycles more should do the trick.
Status: XA-08 chance of success increased by 5.5%


Explore unknown alien ruins XA-09

Cost: 1.2 M minerals, 360K nanomaterials
Time: 18 months
Chance of success: 73.5%
Rolls: 2d100 = 109 (Close success)

We have done it! After all those months of combing the forest, we have finally discovered the entrance to XA-09!

Like the other XA sites, there is a screening floor, which we made our way through as if it was a walk in the forest. Upon having made our way through the same, we were greeted by a sight that was not quite expected by us.

XA-09 is a production and storage facility for chemicals, or to be more precise, chemical weapons. Concoctions of various colors abound in the first level of the facility, which will require a more detailed study…and an eventual decision as to what to do with them.
Status: Explore unknown alien ruins XA-09 (Level 1) (Archaeology Action)


Explore unknown alien ruins XA-10

Cost: 1.4 M minerals, 420K nanomaterials
Time: 18 months
Chance of success: 67.5%
Rolls: 2d100 = 84 (Failure)

The first few months of the expedition to XA-10 were spent by the team in an extensive effort to photograph and map the site, which have shown it to be quite expansive above the ground. We can only imagine how large it is beneath the ground.

Our cybernetics experts have gotten down to cracking its defense algorithms, and they have made some progress in this regard. It will be a while before they can be cracked down, they warn us, however.
Status: XA-10 chance of success increased by 3%


Explore unknown alien ruins XA-11

Cost: 1.5 M minerals, 450K nanomaterials
Time: 20 months
Chance of success: 61.5%
Rolls: 2d100 = 88 (Failure)

We have combed our way through more of the surrounding desert in search of the underground entrance, but so far, our efforts have yielded nothing. We can only keep searching through the dunes and hope we eventually come upon the entrance.
Status: XA-11 chance of success increased by 4.5%




Overview: Research Actions
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: 21.6 months
Chance of success: 90%
Unlocks: Orbital Defense Outpost (Infrastructure Option)
Rolls: 2d100 = 173 (Major success)

The initial design cycles by our cosmic engineers have provided us with workable designs for basic defensive platforms in the cosmos, which can be mounted with weaponry and bays for drones and aircraft. The design is preliminary, and will probably be revised in the future, based on circumstances and actual combat experience, but for the time being, it will suffice.
Unlocked: Orbital Defense Platform (Infrastructure 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: 13.5 months
Chance of success: 85%
Unlocks: New mineral resource
Rolls: 2d100 = 184 (Brilliant success)

The samples of the metal from Kel'taor have proven to be a complete delight for our mineralogists to study, as they are saying in their own words.

A battery of tests has revealed that the metal has a very high tensile strength, and lends itself to the formation of alloy steels of exceptional strength and properties, some of which can be used as substitutes for the materials we are using right now, with appreciable benefits. Our scientists tell us that this is but scratching the surface of what this new metal can be used for. The new metal has been named Tar'bonar by the Sci-Res-Dev Secretariat.
Unlocked: Tar'bonar as a resource


Analysis - Unknown Gaseous Element (Lan'karis)

Description: During the course of their survey, the crew of the Resolution came across a gaseous element that has never been seen before. They have conducted some preliminary tests on it, and have prepared samples for the attention of our researchers at home. Taking a crack at those samples would be a good idea.
Category: Advanced Materials
Cost: 30 M nanomaterials
Time: 19.8 months
Chance of success: 70%
Unlocks: New gaseous resource
Rolls: 2d100 = 153 (Notable success)

The reddish gas brought back from Lan'karis has left the scientific community abuzz with speculation.

For one, the gas has been found to react with metals to produce a variety of compounds, some of which are under investigation for potential uses. As for the gas itself, it is being investigated as a potential fuel in the liquid form for a new form of fuel cell. This new gas has been named Nes'korium.
Unlocked: Nes'korium as a resource


Analysis - Unknown Gaseous Element (Trav'kon)

Description: During the course of their survey, the crew of the Steadfast came across a gaseous element that has never been seen before. They have conducted some preliminary tests on it, and have prepared samples for the attention of our researchers at home. Taking a crack at those samples would be a good idea.
Category: Advanced Materials
Cost: 35 M nanomaterials
Time: 23.4 months
Chance of success: 70%
Unlocks: New gaseous resource
Rolls: 2d100 = 141 (Success)

The gas samples brought back from Trav'kon have intrigued the scientific community on Xan'qarras, for more reasons than one.

For starters, the gas in question is unusually conductive with regards to electricity, a rare phenomenon as far as the gaseous state is concerned. Whether this is due to the exotic physicochemical make-up of the gas, or maybe even the microorganisms in it, is something that will require further tests to verify. For now, attempts are being made to utilize it for power generation. The gas has been named Sef'tarlium.
Unlocked: Sef'tarlium as a 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: 18 months
Chance of success: 80%
Rolls: 2d100 = 198 (Near-perfect success)

The armor experts went over the suits of armor with a tooth comb, dismantling them and analyzing them in great detail.

From the looks of it, these suits of armor, which have been described as "Power Armor" by the aliens, provide considerable amounts of protection to the wearer, while enabling the integration of cutting edge heavy weapons systems along with them. Integrated into the Power Armor suits are a sophisticated sensor suite, meant to assist with gauging battlefield conditions and developing combat doctrine in an attempt to maximize damage dealt to the foe, while simultaneously seeking to minimize friendly casualties.

While the designs analyzed are not the most advanced ones built by the aliens, they have provided valuable insights into this type of technology.
Reward: Basic Power Armor designs available for production


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: 13.5 months
Chance of success: 85%
Rolls: 2d100 = 189 (Brilliant success)

The combat vehicle designs have been analyzed umpteen times by our military experts, and in the process, they have been able to come up with some improvements to the current ACV park we are using at the moment.
Reward: Incremental improvements made to the current ACV park (All stats increased by 5%)



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: 16.4 months
Chance of success: 70%
Unlocks: Genetic Enhancement Protocols (Research Option)
Rolls: 2d100 = 157 (Notable success)

Our geneticists have carried out extensive tests on our genome, and based on them, have a clearer idea of the modifications that can be possibly done to them, within the realm of safety. They have prepared a list of protocols regarding the same, which only await the nod of the Sci-Res-Dev Secretariat to implement.
Unlocked: Genetic Enhancement Protocols (Research Option)


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: 6.3 months
Chance of success: 80%
Unlocks: Cloning Facility (Infrastructure Option)
Rolls: 2d100 = 187 (Brilliant success)

So far, cloning was considered to be an academic pursuit of those in the biological field. Now, that same pursuit will be pursued with an intent to put it to proper use for the benefit of the people, as our scientists have drawn up plans for our very first cloning facility.
Unlocked: Cloning Facility (Infrastructure Option)




Overview: Faith Actions
Pantheon
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%
Rolls: 2d100 = 192 (Near-perfect success)

Across the homeworld, temples dedicated to the Goddess of the Wilds have been built. These shrines will help with the training of new druids and druidesses, as well as the power of any psiolytes blessed by Nes'taria. Additionally, the aura exuded by these temples will have the effect of calming down the wildlife around them.
Reward: +200 Temples of the Wild built across Xan'qarras. Training of Druids, Druidesses and Wild Psiolytes increased. Wildlife around the temples no longer aggressive towards the Drak'xarim.


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%
Rolls: 2d100 = 172 (Major success)

With the assistance of the priesthood, our herbalists have been able to get a grasp of the old rites of healing, in order to improve the efficacy and the potency of their medications. For now, they are experimenting with the preliminary level rites that they have mastered, and report an appreciable little increase in all parameters.
Reward: Combat Healers are able to recover +5% more casualties from the field of battle
Unlocked: Intermediate Natural Restoration Rites (Lore of the Wilds)



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%
Rolls: 2d100 = 124 (Success)

In comparison to the earlier years, the number of candidates we have gotten this year has seen a drop. This has left us wondering if there is some sort of pattern as to the manifestation of the powers of the Void in our people. For now, we can train the candidates we have gotten.
Rewards: 3650 new psiolytes recruited.
  • Grade 1 psiolytes = 1278
  • Grade 2 psiolytes = 1183
  • Grade 3 psiolytes = 1161
  • Grade 4 psiolytes = 28
  • Grade 5 psiolytes = 0


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: 71%
Rolls: 2d100 = 115 (Close success)

A fortunate breakthrough by a young acolyte has led to a cascade effect, as the most preliminary techniques to create wards have been rediscovered and as of now, being memorized by heart by the priesthood, with the intention to create the core of a force of psiolytes who will be at the forefront of hunting Daemons. For now, these methods will help show us the way forward.
Reward: Basic Wards available for crafting
Unlocked: Intermediate Wardcrafting Methods (Anti-Daemonology)




Resources
Minerals
  • Previous stockpile: 1.492 B
  • Previous production (Total): 3.9795 B
  • New production (Total): 3.9795 B + 820 M + 580 M + 550 M + 170 M = 6.0995 B
  • Previous upkeep: 380 M
  • New upkeep: 380 M + 220 M = 600 M
  • Previous production (Actual): 3.5995 B
  • New production (Actual): 6.0995 B - 600 M = 5.4995 B
  • Expenditure: 3.6527 B
  • Calculated stockpile: 1.492 B - 3.6527 B + 3.5995 B + 611.58 M + 323.83 M + 284.17 M + 32.58 M - 220 M = 2.491 B

Exotic gasses
  • Previous stockpile: 630 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: 619 M + 11.5 M = 641.5 M

Radioactive materials
  • Previous stockpile: 15.3 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: 15.3 M + 400,000 = 15.7 M

Nanomaterials
  • Previous stockpile: 1.7921 B
  • Previous production (Total): 2.8613 B
  • New production (Total): 2.8613 B + 530 M + 640 M + 200 M + 50 M + 19.8 M = 4.3011 B
  • Previous upkeep: 276 M
  • New upkeep: 276 M + 170 M = 446 M
  • Previous production (Actual): 2.5853 B
  • New production (Actual): 4.3011 B - 446 M = 3.8551 B
  • Expenditure: 1.2833 B
  • Calculated stockpile: 1.7921 B - 1.2833 B + 2.5853 B + 200.96 M + 117.33 M + 96.67 M + 9.58 M + 2.805 M + 2.31 M + 1.815 M + 1.32 M + 0.825 M + 0.33 M - 170 M = 4.6413 B

Dan'xenal
  • Previous stockpile: 3.76 M
  • Previous production (Total): 550,000
  • New production (Total): 550,000
  • Previous upkeep: 15,000
  • New upkeep: 15,000
  • Previous production (Actual): 550,000
  • New production (Actual): 550,000 - 15,000 = 535,000
  • Expenditure: Nil
  • Calculated stockpile: 3.76 M + 535,000 = 4.295 M




A/N: We are really building some foundations there.

Time to prepare Turn 9.
 
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How many more mining facilities and nanomanufactory complex do we need to build? Mostly because we are pretty secure for the foreseeable future until we colonize our Moon and beyond
 
Well, on the next plan I'd put down some more shipyards, to maximise the number of ships we can pump out in an emergency.

But apart from ensuring our ship production capability keeps pace with our resource production, there's no other reason to hold back from building more resource generation.
 
A Farseer's Musings
Somewhere in the Pacificus Segmentum…..

On a desolate planet far out in the western regions of the galaxy, where any semblance of order, of hope, of anything positive whatsoever, seemed to have disappeared for good, a group of Rangers was moving slowly in the shadows, making slow, carefully calculated movements as he sought to approach a position with a concentration of Chaos cultists.

Bahash Taldyoc, the lead Ranger, was able to get quite close (for an Asuryani, that is), and with the heightened senses that were the natural gift of his race, sought to observe the scene in front of him.

"Hmmmm…." he thought to himself. "A rather large group down there. Hardly a bit of organization among their ranks, that is if they have any ranks at all." he mentally snickered.

"Supplies scattered around haphazardly. Nothing out of the ordinary….wait, what's this?" he remarked to himself as his attention was caught by something.

"Crates full of explosives? Now, now, you shouldn't be putting them out there in the open, you morons. Someone could do something really bad to them." Bahash remarked as he took in the scene of the ramshackle encampment.

Overall, it could be easily said that the Rangers were hardly impressed by the little camp, and were already making plans to strike at it.

They moved to take positions from which they could cover the entire camp, between them all. Having taken their positions, they aimed their Long Rifles at the stockpiles of explosives, and in a moment of brilliant coordination, fired at the same time, causing a chain reaction of explosions to blow the camp and the cultists into smithereens, leaving a burning, smoking ruin, with the few surviving worshippers of the Dark Gods groaning in pain from highly severe wounds. They would be put out of their misery by a few well-placed Long Rifle shots.

"Good riddance to bad rubbish, I would say. Now let us leave already. There are more targets awaiting us elsewhere." one of the Rangers said, as they prepared to depart.

…..

On another part of the planet, a squad of Shadow Spectres maintained a cautious pursuit of a very large group of corrupted Predator Tanks and Rhino Transports. The detachment of Chaos armor made its way slowly, with an unhurried pace, unaware of the fact that they were being stalked.

The Exarch of the Shadow Spectres, Almios Cean, watched the vehicles move to their destination, wherever that may be, with the cold eyes of a hunter whose sight is firmly fixed on the prey in front, waiting for the ideal moment to strike, not wishing to scare them off by a premature shot.

"A little bit further, and they will be in the perfect position for the ambush. If nothing goes wrong, they will be struggling like an animal caught in a trap by an astute hunter." he said to himself, as he observed the convoy trundle ahead towards its intended destination.

Further ahead, two groups of Falcon Grav-tanks, equipped specifically with Bright Lances for this particular operation, accompanied by a few Wave Serpents, within which, a few squads of Fire Dragons were awaiting the arrival of their foes.

After a few hours of slow, unhurried movement, the Predators and Rhinos approached the spot where the Asuryani were already awaiting them.

The Chaos corrupted Imperial Guard troopers manning the vehicles moved forward even as the tankers and the Shadow Spectres exchanged signals with each other psionically, giving the other a go-ahead for the attack.

All of a sudden, the surroundings, so far subdued and silent, were now alive with the firing of weaponry, as the Falcons made themselves known with precisely placed shots from their Bright Lances, and the Fire Dragons rapidly disembarked from the Wave Serpents, and unleashed the fury of their Fusion Guns on the Rhinos, with a ferocity that few save Fuegan would approve of.

Many of the Chaos Predators and Rhinos fell to the brutal fusillade of fire that was visited upon them. Those that weren't targeted by the Eldar in the front would try to reverse and hopefully escape, only to be wrecked by a battery of shots from the back, as the Shadow Spectres, with unerring aim, fired their Prism Rifles at the armor that made foolhardy attempts to run off.

By the time the ambush ended, the entire convoy had been obliterated, with virtually no casualties to the Eldar, who were already retreating in an orderly manner, not wishing to tarry there for longer than necessary.

….

As the world's star began to set, casting the shadows of night across half the planet, a tall figure, robed in the vestments of an Eldar Farseer, paced back and forth in their temporary base camp, plagued by feelings of doubt.

This had caused appreciable consternation among her Warlock bodyguards, and the Guardians present, for every action and word of a Farseer is relied heavily upon by the Asuryani of their Craftworld in order to divine a path through the trying times before the Rhana Dandra. Any sign of agitation thus, can only be taken poorly by the Eldar, as they start fearing the worst.

Irliraniel was consumed with doubt and skepticism about the conflict they had been fighting in uptil now. It had all begun with a request from one of the Farseers of Saim-Hann to aid them against the forces of Chaos, and the Tyranids in the western reaches of the galaxy.

So far, it had went well, with several defeats dealt to the followers of the Dark Gods. But there was an increasingly strong feeling that they were fighting a thankless war, one without respite and with little reward.

Such were the thoughts in her mind, as she was approached by a Warlock.

Saimon Zuic coughed softly and asked the question pretty much everyone in the camp wanted to ask, "Is something the matter, Farseer?"

Irliraniel stopped pacing, and looking at the dismal horizon ahead of her, said gravely, "I have been thinking about the battles we have been fighting recently, Warrior. We have come here at the behest of our allies in Saim-Hann, who wished for our assistance against the minions of Chaos, and the Devourers. While we have sustained minimal losses in the battles fought so far, I have been wondering if persisting in this campaign is in our best interests for the long term."

"And you think that…" Saimon's words would be preempted by the Farseer.

"That the campaign is increasingly looking to be a dead end, a loop from which there is no escape. And the only way out is to leave it." She said grimly.

"And you are reluctant to forsake our allies like this when they are fighting to keep the darkness at bay." Saimon said cautiously.

"Indeed, it does feel in bad taste to abandon an ally like this, but there is no other choice. Hopefully Farseer Aragmar will understand, and not make too much of a fuss about it." Irliraniel said, a hint of hope in her voice.

"I don't see any reason why they shouldn't, after all, they are not Alaitoci or Biel-Tanni." Saimon said, almost casually.

Raising her eyebrows, the Farseer of Craftworld Yllentoc thought to rebuke him, but then rethought it, and said, "As much as I disapprove of your manner of saying it, you are right. Our kin from Alaitoc would never understand our actions, as rigid-minded as they are, and as for our….kin from Biel-Tan, the less said about them, the better."

The mention of Biel-Tan caused the Warlock to grimace in distaste as he said, "I agree, Farseer. They are consistently wasting their strength by looking for fights, whether it be against the Mon-Keigh, the Orks, the Necrons, the Devourers, or the Dark Gods. I do understand their intentions to secure the Maiden Worlds, but I believe that they are going too far in this goal, and trying to achieve what is basically impossible."

The Farseer replied thoughtfully, "Yes, their ambitions to restore the Empire are as foolhardy and futile as the attempts of the Mon-Keigh to preserve their own. The tragedy is that they are fundamentally incapable of realizing it, and would rather embrace oblivion and destruction rather than admit the truth. It is scary to think how many of the smaller Craftworlds have fallen in with them, in spite of the efforts of our allies in Cal-Carith."

"It is very sad indeed, Farseer, and something we can do nothing about. We can, however, talk to Farseer Aragmar about our plans for the future, and see how he reacts." Saimon said as he stared at the horizon.

Irliraniel nodded in agreement. "I do agree on that regard, Warrior. And if we do leave this place, we should check up on our allies in Laega-Roth. I wonder how many more lesser races have they succeeded in saving from the Mon-Keigh."

"Quite a few more, if their plans play out how they intend them to." Saimon said with a soft smile on his face.



Craftworld Yllentoc

Meaning: Unknown
Current location: Segmentum Pacificus
Main colors: Royal purple body armor, Poppy red helmets, Ghost white faceplates.
Favored units: None in particular
Speciality: Pincer assaults
Reputation: Despised by Alaitoc, hated by Biel-Tan, viewed neutrally by Ulthwé, viewed positively by Saim-Hann, liked by Iyanden and most of the minor Craftworlds, especially Mymeara, Laega-Roth and Cal-Carith.
Main enemies: Chaos, Orks, Drukhari, Imperium (Depending on the situation)



A/N: Here is another little story for the Quest, from the Eldar perspective.
 
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A little heads up for you all.

Turn 9 is nearly complete, and should be going up in the next couple of days.

The Drukhari sidestory is also almost done, and will be released after Turn 9.
 
Turn 9 - Sowing the Seeds
"Even the smallest of seeds will grow into the mightiest of trees, if nurtured with sufficient care." - Anonymous

It is the year UY 758, per our calendar.

In the preceding year, the Dae'laan has made very good progress in terms of development, one can say, as new mines and nanomanufactories, along with new rail lines are built, along with our first floating city, bringing great benefits to the populace.

And as this goes on, our Lorefinders keep working on the alien sites, our scientists work on their projects at a faster pace, and new temples and shrines are built for our priesthood.

One might say that we are sowing the seeds for something great.




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


View: https://youtu.be/qq50NrujfC8?si=FPpvCBY3FJkmNpuw



Naval Actions
With the exception of Bel'xarok, all the celestial bodies in our star system have been surveyed to a meaningful degree of completion. Our cosmonauts now have little to do other than aid with research projects planetside. The All-Union Center for Cosmological Studies is now faced with the conundrum of too much time and not knowing what to do with it.

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

Vessels available
Civilian
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: Returning to Xan'qarras (ETA: 3 months)


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: In orbit above Xan'qarras, assisting with research


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: Returning to Xan'qarras (ETA: 5 months)


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: Returning to Xan'qarras (ETA: 5 months)


Military
Hunter-1 - The Hunter-1, the first corvette of its class, is also the first proper vessel built by the Dae'laan with military purposes in mind. Built on the principles of ergonomic modular construction, its design has much in common with the flora on the surface of Xan'qarras. Spread throughout the ship are a plethora of cutting edge sensors with multilevel redundancy, in order to ensure the ship is not easily blinded by the foe in a combat situation. 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 munitions decks and storage areas, and the battle decks, redundant systems and weapons are located in the ancillary bulges. The ship is armed with two small-caliber mass driver cannons and two corvette-scale opticothermal cannons (all of them mounted on the top of the ship), missile batteries (mounted in the sides) and torpedo launchers (mounted in the bottom) loaded with fusion torpedoes.
Status: Currently patrolling the space around Xan'qarras


Hunter-2 - The Hunter-2, the second corvette of its class, is also the second proper vessel built by the Dae'laan with military purposes in mind. Built on the principles of ergonomic modular construction, its design has much in common with the flora on the surface of Xan'qarras. Spread throughout the ship are a plethora of cutting edge sensors with multilevel redundancy, in order to ensure the ship is not easily blinded by the foe in a combat situation. 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 munitions decks and storage areas, and the battle decks, redundant systems and weapons are located in the ancillary bulges. The ship is armed with two small-caliber mass driver cannons and two corvette-scale opticothermal cannons (all of them mounted on the top of the ship), missile batteries (mounted in the sides) and torpedo launchers (mounted in the bottom) loaded with fusion torpedoes.
Status: Currently patrolling the space around Xan'qarras


Exploration and survey options
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: 7/10 (Considerably surveyed)
Survey difficulty: Challenging
Estimated survey duration: 1 year
Travel time: 3 months
(Progress halted due to lack of sufficiently advanced equipment)


Shipbuilding
Currently, our shipyards can build a maximum of 3 vessels each at a time. However, they can be upgraded in the future to increase their shipbuilding capacity.

As of right now, we can currently build a maximum of 6 ships at a time, from the two shipyards available.


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 torpedoes.
Cost: 95 M minerals, 28.5 M nanomaterials
Build time: 9 months
Shakedown cruise duration: 1 month




Wen'qarlom Dan'kraas Suburb, Var'kalas


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

The day of the Sun was a day when all Drak'xarim chose to relax the otherwise hectic pace of their everyday life, by taking time off to visit relatives, friends, go on an outing, get together with their closest acquaintances, etc.

And that is exactly what Zal'roth was doing at the park in front of the apartment complex where he lived, along with a group of his friends, as they were making preparations for a get-together. It had been in the works for a while, considering how much work they had on hand last year.

"By the deities, the last year was quite exhausting!" Zair'mak said as he prepared the roasting pit.

"You said it! Between the two new mines, the two new nanomanufactory complexes, the rail lines in the Nal'tokkar Seaboard, and the newly built floating city, it was all we could do to get everything done." Kres'lana said, as she marinated the gar'lok¹ meat with a mix of freshly ground spices.

"Aughhh…don't remind me of last year. The failure of the underwater railway line to the Teq'naris Archipelago is still fresh in my mind." Ner'zal groaned as he cut the ill'os² into properly sized pieces for the various dishes that were planned.

"Well, there wasn't much you could have done there. This is the first time the Dae'laan has attempted such an undertaking, and one can hardly expect success at the first go, considering the difficulties this project was facing." Zelara said as she chopped her way through a table full of vegetables, with the finesse and expertise of a master chef.

"I understand, but still, it does feel bad when the project you are working on does not succeed, and dealing with it isn't easy." Mar'tennoth said as he crushed fruits to extract the juices from them.

"That's what we are here for. To talk amongst each other, let out the stress and tension, find solutions to problems, and make our lives that much easier." Er'kana said as she prepared the barbecue grill.

"That last bit is something we all will need, considering the developments at the FRCs last year. I hear that the labbers have prepared a design for an orbital defense platform, as well as a cloning facility." Zal'roth said, his tone growing slightly grave.

"Are you forgetting the project for the reactivation of the XA-07 facility? I had a look at the basic cost estimates for that, and….they are really something." Zair'mak said with a raised eyebrow.

"Well, I don't know about you all, but I would love to be a part of that project, when it is authorized. Ever since the Lorefinders came back with tales of the place, my imagination has been running amok. I just can't wait to refurbish that site." Kres'lana said, her eyes shining brightly.

"There is a pretty good chance you will get that opportunity, considering how audacious the Industrial Development Secretariat is becoming of late. Who knows, it could be the next project they will approve." Ner'zal said with a chuckle, as his good mood returned.

"Ok, ok, stop with the leg-pulling, you all. But seriously, the project, if completed, the benefits it will provide to the Union…I can't quite begin to imagine." Kres'lana said, drifting off into dreamland, as her friends laughed softly and shook their heads.

"It all sounds good, but I don't think we can discuss this at length on an empty stomach. So, can we put it off for now?" Zelara said, as she finished chopping the vegetables.

And with that, the conversation drifted towards more mundane, everyday matters, as a very delicious spread of dishes was prepared.



Infrastructure Actions
With the big exception of the underwater rail link to the Teq'naris Archipelago, our engineers and architects have had a good year. With more mines, nanomanufactories and rail lines having come online, the economy is booming upwards, aided by the fact that our first floating city has been built. The People's Secretariat for Industrial Development and the People's Secretariat for Transportation are on fire with optimism, and ready to okay any project coming their way.

You have 5 action slots (3 major, 2 minor) available for this section.

Available major projects
Build mining facilities in the Hol'tranorr Valley

Description: A rugged valley with hostile terrain, the Hol'tranorr is one of the less visually aesthetic places on Xan'qarras and a place that the Drak'xarim prefer to avoid, in part due to the fact that Xel'gar Drakes tend to roost in the vicinity. But the region has been found to be rather rich in minerals, and the mining collectives wish to develop the area. It will be an excessively difficult endeavor, needless to say.
Cost: 680 M minerals, 204 M nanomaterials
Time: 9.8 months
Chance of success: 50%


Build mining facilities in the Fal'nakkar Hills

Description: A picturesque little range of hills, the Fal'nakkar Hills are well known for the rich biodiversity in their vicinity as well as the rich mineral nodes underneath. Our mining collectives have plans for the development of the region. They are complicated by the fact that the hills are next to the Zel'mannak Forest, which is home to a lot of vicious fauna.
Cost: 730 M minerals, 219 M nanomaterials
Time: 10.6 months
Chance of success: 75%


Build nanomaterial manufactory complex in the Rek'nallan District

Description: The Rek'nallan District is a region of significant potential, thanks to the surge in construction here as of late. 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: 490 M minerals, 147 M nanomaterials
Time: 5.3 months
Chance of success: 85%


Build nanomaterial manufactory complex in the Jok'traalin District

Description: The Jok'traalin District is a rising economic node for the Dae'laan, with many new manufacturing facilities being built 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: 540 M minerals, 162 M nanomaterials
Time: 5.9 months
Chance of success: 85%


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: 65%


Build arcologies near the Fen'zarril Hills

Description: Now that we have cut our teeth in building arcologies, it is time to take up more projects. The next group is slated to be built near the Fen'zarril Hills. The region is for the most part untamed and by building arcologies, we can populate it with minimal impact on the local environment.
Cost: 900 M minerals, 270 M nanomaterials
Time: 35 months
Chance of success: 71%


Build arcologies in the Les'tarros Plains

Description: The Les'tarros Plains are a charming little piece of land in the proximity of a lush forest and a mineral node in the southeast of the Nav'korran Expanse. The terrain there would be an ideal candidate for building another group of arcologies.
Cost: 940 M minerals, 282 M nanomaterials
Time: 39 months
Chance of success: 72%


Fortify the Gen'xarril Plains arcologies

Description: Our engineers have prepared a plan to incorporate defensive measures in the Gen'xarril Plans arcologies, since they were built before the fortified arcology designs were available. We should incorporate these upgrades as soon as possible.
Cost: 200 M minerals, 60 M nanomaterials
Time: 8 months
Chance of success: 70%


Build a floating city

Description: Having proven the feasibility of building a city on water, now is the time to actually build one and see how it works out.
Cost: 300 M minerals, 90 M nanomaterials
Time: 16 months
Chance of success: 65%


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%


Build orbital defense platform

Description: Now that we have working designs for an orbital defense platform, we should build some in order to ensure the safety of the space around our homeworld.
Cost: 450 M minerals, 135 M nanomaterials
Time: 23 months
Chance of success: 75%


Build cloning facility

Description: Having drawn up basic schematics for a cloning facility, we should build some in order to give our scientists a proper place to carry out cloning experiments…and maybe create some clones.
Cost: 550 M minerals, 165 M nanomaterials
Time: 20 months
Chance of success: 90%


Restore and reactivate Facility XA-07

Description: After a detailed expedition and investigation of the site XA-07, the Lorefinders have declared the facility to be fit for restoration and reactivation. Based on their reports, we have prepared a plan for the same. It will be quite expensive, but the eventual benefits will be worth it.
Cost: 4.75 B minerals, 1.425 B nanomaterials
Time: 3 years 22 months
Chance of success: 70%


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




Site XA-09, Dor'warron Forest


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


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

Having entered the facility, the team of Lorefinders looked around the place with a sense of unease and distaste.

"I thought I had seen it all at the site XA-06, with all its equipment for producing superwarriors, but this is just too much." Norandis said, an expression on her face that seemed to be a cross between a grimace and a scowl.

"Yeah, I have been looking at the computer terminals attached to these storage tanks, and all I can say is that…these concoctions are quite dangerous, from the looks of it." Fel'zarrash said with a grim look on his face.

"Exactly. Some of them are highly hazardous "industrial grade defoliants", as per the descriptions in the terminals. That bit alone is causing my blood to rile up." Ser'nalis said, a scowl on her face.

"Did you say defoliants?" Kar'togath said, his face darkening.

"Yes, though that is not all that is present here. There are other chemicals present here, of a different nature compared to the ones we have seen here. Though according to the terminals, they are present on the second level." Nortrana said, as she went through the data on the central terminal.

"Hrmph. They had better be different than what we have seen so far on this level. I am already starting to develop a dislike for this place." Norandis said, the annoyance in her voice as clear as crystal.



Archaeology Actions
The past year has been a mixed bag for the Lorefinders, as they made further progress at XA-06, while wrapping up work at XA-07 and sending in a report that clears the place for restoration. XA-09 has also been entered, and while the others have not yet met any success, the All-Union Archaeological Survey is hopeful that there will be breakthroughs on those fronts.

You have 4 action slots available for this section.

Available projects
Analysis - Encrypted Files from XA-07

Description: A cache of encrypted files has been brought back from the command center at the site XA-07. They now await the attention of the cybernetics experts at the AUAS.
Time: 2 years
Chance of success: 65%


Explore unknown alien ruins XA-06 (Level 2)

Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year
Chance of success: 70%


Explore unknown alien ruins XA-08

Cost: 1 M minerals, 300K nanomaterials
Time: 16 months
Chance of success: 70%


Explore unknown alien ruins XA-09 (Level 1)

Cost: 1.2 M minerals, 360K nanomaterials
Time: 18 months
Chance of success: 68%


Explore unknown alien ruins XA-10

Cost: 1.4 M minerals, 420K nanomaterials
Time: 18 months
Chance of success: 70.5%


Explore unknown alien ruins XA-11

Cost: 1.5 M minerals, 450K nanomaterials
Time: 20 months
Chance of success: 66%


Explore unknown alien ruins XA-12

Cost: 1.5 M minerals, 450K nanomaterials
Time: 21 months
Chance of success: 50%


Explore unknown alien ruins XA-13

Cost: 1.7 M minerals, 510K nanomaterials
Time: 23 months
Chance of success: 55%


Explore unknown alien ruins XA-14

Cost: 1.9 M minerals, 570K nanomaterials
Time: 1 year 2 months
Chance of success: 65%


Explore unknown alien ruins XA-15

Cost: 2.2 M minerals, 660K nanomaterials
Time: 1 year 5 months
Chance of success: 60%


Explore unknown alien ruins XA-16

Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year 8 months
Chance of success: 60%


Explore unknown alien ruins XA-17

Cost: 2.8 M minerals, 840K nanomaterials
Time: 1 year 11 months months
Chance of success: 60%


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 7th Federal Research Center, Neph'taras


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

At the present moment, the scientific community of the Dae'laan was one of the happiest on Xan'qarras, and for good reason.

Ever since the new quantum computers had become standard issue across the entire planet, there had been a surge in productivity, as projects were completed prior to their projected deadlines, leaving the researchers with time to work on other things on the sidelines. This had resulted in an appreciable lightening of the backlog accumulated at the FRCs over the years as of late.

And now, a group of labbers were hard at work at the 7th FRC, typing and clicking away with an energized frenzy.

"You know, ever since the new quantum computers have become widespread, things have become much easier here at the labs. Less time to complete our projects, more time to think up new ones." Gronnak said, as he typed away furiously on his keyboard.

"You said it! The fact that we were able to tackle eight projects that were pending for quite some time in the last year speaks to the advantages we have gained thanks to the improvement in computing power." Ol'draa said as she modeled a prototype reactor based on liquid Dan'xenal.

"And the other projects have seen their deadlines pulled forwards. I say we should take them on, one by one. Especially those on optical computation." Vel'dorak said, as he worked on creating a probable design for an orbital defense outpost.

"I agree. We should be utilizing our capabilities to the maximum where possible. The optical computers would be an appreciable boost to our computing capabilities." Wel'qranis said as she put the finishing touches to a project about a new engine based on Dan'xenal fuel cells.

"Now, now, now. Hold it right there, everyone. I appreciate the enthusiasm, but a reminder to you all - don't get carried away and overwork yourself. There is no point in coming up with new ideas if you don't have the health to put them into practice." Jep'rannoth said a little sternly, in an attempt to cool down the hotheads in the lab.

"Don't worry, boss. We are strictly following the overwork regs. We are high on energy, but not high on stupidity!" Gronnak quipped, with a wink of his eye.

The remark was met with laughter, and a frown from their senior, who said with knitted eyebrows, "You little smartass…."



Research Actions
Thanks to the new quantum computers, our researchers have been able to lighten the considerable backlog of projects on their table, and finish off eight projects last year. They are upbeat with optimism and confidence, as they prepare to tackle the remaining projects. The People's Secretariat for Scientific Research and Development is ablaze with optimism, as new prospects beckon to our scientists.

You have 5 action slots available for this section.

Available projects
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: 96 M nanomaterials
Time: 3 years 14.4 months
Chance of success: 85%
(Minor Breakthrough)


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: 3 years 18 months
Chance of success: 65%
(Minor Breakthrough)


Analysis - Unknown Alien Heavy Weaponry


Description: The samples of heavy weaponry recovered from XA-05 have caught the eye of our weaponologists, and they are chomping at the bit to study them.
Category: Military Equipment - Heavy Weapons
Cost: 150 M nanomaterials
Time: 4 years 16.5 months
Chance of success: 65%
(Minor Breakthrough)


Analysis - Unknown Alien Cosmocraft Designs


Description: We have come across designs and schematics for cosmocraft in the computers at XA-05. The All-Union Center for Cosmological Studies and the All-Union Military Command Committee have expressed an interest in having them studied in depth. This will go a very long way in helping develop our cosmonaval capabilities.
Category: Cosmocraft
Cost: 700 M nanomaterials
Time: 19 years 19.2 months
Chance of success: 70%
Unlocks: Research times and costs for Cosmocraft projects reduced by 25%.
(Major 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: 4 years 12 months
Chance of success: 65%
(Minor Breakthrough)


Analysis - Anti-Gravity Levitation Drive Data


Description: One of the things we discovered from the site XA-05 was the schematics for a device called an "Anti-Gravity Levitation Drive". Now would be as good a time as any to have a closer look at it, and see if it can be of use to us.
Category: Advanced Locomotion
Cost: 150 M nanomaterials
Time: 4 years 12 months
Chance of success: 65%
Unlocks: Anti-Gravity Levitation Drive - Prototype Development (Research Option)


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: 2 years 16.8 months
Chance of success: 80%


Analysis - Unknown Alien Genetic Engineering Data

Description: Among other things, we found a cache of data pertaining to the field of genetic engineering in XA-05. By studying it, we can glean some new insights, and hopefully, get an idea as to the biology of the alien species that once inhabited our homeworld in the past.
Category: Biotechnology
Cost: 120 M nanomaterials
Time: 2 years 16.8 months
Chance of success: 75%
Unlocks: Chance of success for Biotechnology projects increased by 7.5%


Analysis - Unknown Alien Cybernetic Implants

Description: The implants recovered from the site XA-05 are of an intriguing nature in that they are supposed to integrate with the body of the recipient. Such a technology is rather unfamiliar to us, due to the fact that our senses have been heightened considerably with years of harsh training and livelihood to the point that the idea of artificially enhancing them was dismissed. Maybe, we should open up this concept again?
Category: Cybernetics
Cost: 200 M nanomaterials
Time: 5 years 9.6 months
Chance of success: 60%
Unlocks: Cybernetic implants available for production.
(Minor Breakthrough)


Analysis - Unknown Alien Cybernetics Data


Description: We have come across a cache of data concerning the cybernetic implants discovered from XA-05. By studying it first, we will be able to get a better understanding of the implants.
Category: Cybernetics
Cost: 50 M nanomaterials
Time: 1 year 19.2 months
Chance of success: 75%
Unlocks: Chance of success for Cybernetics Implants projects increased by 10%


Analysis - Kiloscale Orbital Engineering Data

Description: The data we obtained from the site XA-05 mentions many large scale cosmoorbital facilities, which were apparently of great benefit to the alien civilization who conceptualized and built them. It would be worth our while to have a look at the data.
Category: Cosmic Facilities
Cost: 350 M nanomaterials
Time: 8 years 2.4 months
Chance of success: 55%
Unlocks: Kiloscale Orbital Engineering Methods (Research Option)


Analysis - Megascale Orbital Engineering Data

Description: The data we obtained from the site XA-05 mentions many large scale cosmoorbital facilities, which were apparently of great benefit to the alien civilization who conceptualized and built them. It would be worth our while to have a look at the data.
Category: Cosmic Facilities
Cost: 500 M nanomaterials
Time: 10 years 19.2 months
Chance of success: 50%
Unlocks: Megascale Orbital Engineering Methods (Research Option)


Analysis - Prototype Plasma Weaponry Data

Description: Among other things in the site XA-05, we came across data for what looks to be prototypes for weapons that use plasma as their ammunition. From what we can see, the aliens expected these weapons to be a game-changer of sorts. Let us see if we can finish what they started and make these weapons for ourselves, by studying the data first of all.
Category: Military Equipment - Plasma Weapons
Cost: 200 M nanomaterials
Time: 4 years 12 months
Chance of success: 75%
Unlocks: Increases chance of success and reduces research time for the project "Analysis - Prototype Plasma Weaponry"


Analysis - Prototype Plasma Weaponry

Description: Among other things in the site XA-05, we came across what are apparently prototypes for weapons that use plasma as their ammunition. From what we can see, the aliens expected these weapons to be a game-changer of sorts. Let us see if we can finish what they started and make these weapons for ourselves, by analyzing these prototypes.
Category: Military Equipment - Plasma Weapons
Cost: 350 M nanomaterials
Time: 7 years 4.8 months
Chance of success: 60%
Unlocks: Basic Plasma Weaponry (Research Option)


Analysis - Dark Matter Harnessing Data

Description: One of the data caches recovered from the site XA-05 has left us stumped. It describes methods to collect, refine and harness dark matter, of all things. While we were unsure of the existence of dark matter until of late, this discovery shows us that utilizing it may not be science fiction as many have thought it to be. We should study the files to see exactly how these aliens managed to pull off this feat.
Category: Exotic Materials
Cost: 1.25 B nanomaterials
Time: 27 years
Chance of success: 40%
Unlocks: New resource (Dark Matter); Dark Matter technologies unlocked
(Revolutionary Breakthrough)


Analysis - "Living Metal"


Description: One of the stranger things we recovered from the site XA-05, the tubes of "living metal" have left us intrigued. The little we have seen of it has been nothing short of awe-inspiring. Sending it to the labs would help us get to the bottom of how this wonder material works.
Category: Advanced Materials
Cost: 450 M nanomaterials
Time: 9 years
Chance of success: 65%
Unlocks: New resource (Living Metal); Living Metal technologies unlocked
(Major Breakthrough)


Analysis - Cosmocraft Singularity Reactor Data


Description: One of the data caches recovered from the site XA-05 has information regarding an advanced form of powerplant for cosmocraft. Described as a "singularity reactor", apparently the device tries to create a singularity and harness it for energy. We should study the data and see if it can be replicated.
Category: Cosmocraft
Cost: 600 M nanomaterials
Time: 16 years 4.8 months
Chance of success: 50%
Unlocks: New cosmocraft component (Singularity Reactor)
(Major Breakthrough)


Analysis - Gravity Manipulation Data


Description: One of the data caches recovered from the site XA-05 apparently contains data about methods to manipulate gravity itself. Considering that we recovered information regarding an Anti-Gravity Levitation Drive before, this could be of interest to us.
Category: Locomotion
Cost: 250 M nanomaterials
Time: 6 years 7.2 months
Chance of success: 65%
Unlocks: Increases the chance of success and reduces the research time for the Anti-Gravity Levitation Drive projects.


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: 21.6 year
Chance of success: 70%


Optical Computation - Storage Devices

Description: Having proven the feasibility of optical computation, it is time for us to build on the progress we have made in this field. If we can devise methods to store data optically, we will have taken several steps forward towards a functional optical computer.
Category: Computation
Cost: 41.5 M nanomaterials
Time: 2 years 10.32 months
Chance of success: 70%
Unlocks: Optical Computation - First Generation Optical Computers (Research Option)


Analysis - Power Weapons Data

Description: We came across a cache of data about a series of melee weapons that run on a source of power and are capable of dealing significant amounts of damage. These "Power Weapons", as they are called, have caught the interest of the AUMCC. It would be worth our while to have a look at the data, to get a better understanding of these weapons.
Category: Military Equipment - Power Weapons
Cost: 300 M nanomaterials
Time: 9 years 4.8 months
Chance of success: 45%
Unlocks: Increased chance of success and reduced time and costs of the project "Analysis - Power Weapon Prototypes"


Analysis - Power Weapon Prototypes

Description: Among other things, we have discovered crates full of prototype Power Weaponry from XA-07. These weapons are unlike anything we have seen before. Our military command wants us to study them, to see if they can be refined into better designs, and explore the possibility of mass-producing them.
Category: Military Equipment - Power Weapons
Cost: 500 M nanomaterials
Time: 13 years 12 months
Chance of success: 40%
Unlocks: Basic Power Weaponry (Research Option)
(Minor Breakthrough)


Analysis - Cryogenic Weapons


Description: One of the more interesting things we obtained from XA-07 is a cache of cryogenic weaponry - weapons that kill by reducing temperatures close to absolute zero. They have intrigued both our scientists and our military officers. For this reason alone, a detailed study of them is necessary.
Category: Military Equipment - Cryogenic Weapons
Cost: 250 M nanomaterials
Time: 8 years 5 months
Chance of success: 50%
Unlocks: Basic Cryogenic Weaponry (Research Option)


Analysis - Electric Weapons

Description: Among other things, we have recovered a cache of electric weapons from the site XA-07. These weapons seem to be relatively straightforward in the way they kill, with powerful bolts of electricity. Conducting a full-fledged study of them would be a good idea - no pun intended.
Category: Military Equipment - Electric Weapons
Cost: 200 M nanomaterials
Time: 7 years 4 months
Chance of success: 75%
Unlocks: Basic Electric Weaponry (Research Option)


Analysis - Advanced Personal Combat Armor Data

Description: We have found a cache of data that describes in detail about a variant of advanced personal combat armor that seemingly runs on an internal power source. By studying the data, we will gain a better understanding of this armor, which will help with studying the samples obtained from the site.
Category: Military Equipment - Power Armor
Cost: 200 M nanomaterials
Time: 5 years
Chance of success: 70%
Unlocks: Increased chance of success and reduced time and costs of the project "Analysis - Advanced Combat Armor Prototypes"


Analysis - Advanced Personal Combat Armor Prototypes

Description: We have discovered several suits of personal combat armor from XA-07, which seem to be quite advanced and, apparently, in a prototype stage. We should study them thoroughly to see if we can finish developing them into something workable.
Category: Military Equipment - Power Armor
Cost: 275 M nanomaterials
Time: 7 years 18 months
Chance of success: 45%
Unlocks: Intermediate Power Armor (Research Option)


Analysis - Unknown Electromagnetic Weapons

Description: One of the things we came across in XA-07 was a cache of electromagnetic weapons. The weapons seemingly look straightforward in principle, using magnetic acceleration to propel kinetic projectiles at great speed for considerable destructive power. Studying them would be a very good idea.
Category: Military Equipment - Electromagnetic Weapons
Cost: 225 M nanomaterials
Time: 6 years 15 months
Chance of success: 80%
Unlocks: Basic Electromagnetic Weaponry (Research Option)


Analysis - Unknown mineral samples (Hal'jerran)

Description: Our cosmonauts have gathered some unusual mineral samples from the shattered hal-planet, Hal'jerran. They feel that it should be brought to the attention of the Sci-Res-Dev Secretariat post-haste.
Category: Advanced Materials
Cost: 200 M nanomaterials
Time: 3 years
Chance of success: 60%
Unlocks: New mineral resource


Orbital Shipyard Expansion (Level 2)

Description: Our cosmic engineers have come up with a plan to upgrade the existing design of the orbital shipyard we are building right now. The new design will have more berths for constructing of vessels, and they will be made such that they are capable of building vessels one class larger than the corvettes.
Category: Cosmic Facilities
Cost: 400 M nanomaterials
Time: 2 years 11 months
Chance of success: 80%
Unlocks: Orbital Shipyard (Tier 1, Level 2) (Infrastructure Option)




The 2nd Federal Research Center for Psionics, Yal'xios Vol'han Suburb, Fej'tarros

Bel'trannis awoke from what had been, thankfully enough, a rather restful sleep. Yawning, she stretched her arms and headed to the bathroom, with a newfound peace of mind.

It was something she had been deprived of for a while, ever since the vision began to appear in her mindscape while sleeping at night. The scenes she had seen in the vision, of a war of great proportions across the galaxy, with multiple belligerents, had left her scared initially, and in need of some intensive counseling.

The counseling sessions with her supervisor, Sev'zorral, had paid off. While the vision hadn't exactly stopped appearing, it was no longer robbing her of her peace of mind. It did leave her with many questions, though.

She scratched her head, trying to guess at the answers to the same, before eventually giving up and deciding to let the deities and fate reveal the answers to her.

Having had a bath and freshened up, she headed to the common space where the psiolytes meditated, picked a spot, sat down, and closed her eyes, going into a trance.

She made an attempt to focus all her thoughts into a point in her mind, which succeeded, and then try to do something which, until a few days ago, was something she considered far-fetched.

The thing is, after her first counseling session, her supervisor had brought her to the temple on the campus, and explained her case in minute detail. After hearing of it, the priests and priestesses went into an animated discussion about what it entailed, and also about her…or more precisely, the power she might be endowed with, if their suspicions were correct.

And that was exactly what she was trying to do right now, as she meditated and focused her thoughts on trying to peek into the future.

Or more specifically, the future of the Dae'laan.

As she meditated, a blurry vision started to appear in her mindscape. At first, it was indistinct, but slowly and steadily, it began to take shape. And what she saw left her relieved and worried at the same time.

Having seen what she had seen, she had committed it to memory and decided to put it down on paper and screen, before she talked to her supervisor about it.



Faith Actions
As new temples and shrines are built, and the rites and methods of old are slowly relearned, the training of the psiolytes is progressing smoothly enough. The People's Secretariat for Religious and Psionic Affairs has their hands full, as the days roll by.

You have 3 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 Machinator. 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%


Intermediate Natural Restoration Rites

Description: We have succeeded in mastering some of the basic rituals for the improvement of the healing capabilities of our healers. But there is always room for improvement, and there are more advanced rites and rituals, which are more powerful than the current ones. It would be harder to relearn them, but hopefully it shouldn't be that hard, now that we have an understanding of the field.
Time: 3 years 14 months
Chance of success: 70%


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%


Lore of Fire
Build Temples of Fire (Repeatable)

Description: Fire is an element with an interesting dualism. On one side, it can be used constructively, to craft and forge metals into useful objects. On the other hand, when used correctly, it can leave a trail of destruction and devastation in its wake. And the Goddess of Fire, Tar'sanas, is not very discriminating in deciding who will be affected by her wrath. We should build temples dedicated to her, in order to appease her and ensure a purificative aura around us, that shall burn away all evil.
Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year
Chance of success: 85%


Study the Tar'sanorim Codex (Repeatable)

Description: The Tar'sanorim Codex is an exhaustive work containing all the known lore about the Goddess of Fire, Tar'sanas. 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 Flameweaver Rites

Description: The considerable power wielded by the flame is something that can give anyone pause. It can be used offensively and defensively, in a myriad variety of ways. The Flameweavers were those who excelled in the use of fire offensively, with a battery of spells to burn the enemy. Relearning them would be a good idea, considering what awaits us in the Void.
Time: 2 years
Chance of success: 80%


Basic Flamewarden Rites

Description: The flame is as much a shield as it is a weapon. After all, few would dare to brave a wall of fire (save those who are highly courageous or highly foolhardy). The Flamewardens were past masters at making nearly impenetrable barriers of fire, which were utilized either defensively, or to besiege a foe. Rediscovering them would serve us well.
Time: 2 years
Chance of success: 80%


Lore of Metal
Build Shrines of Forging (Repeatable)

Description: The art of metalworking is one that originated with our ancestors trying to find better materials than stone with which to make weapons and tools out of. Over the years, it has been refined into what can be considered to be a top-notch craft, requiring skills and precision to produce cutting-edge products. It is no surprise that over the years, the blacksmiths became fervent devotees of the Fire Goddess's Metalworking Aspect, Tar'sankras. By building shrines dedicated to her, we can ensure that she is appeased, while at the same time ensuring that our products are of the best quality possible.
Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year
Chance of success: 85%


Study the Tar'senkrim Codex (Repeatable)

Description: The Tar'senkrim Codex is a comprehensive repertoire of myths and legends of the Metalworking Aspect of the Goddess of Fire, Tar'sankras. 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 Refinement Rites

Description: There is an old saying, "A chain is only as strong as its weakest link." This maxim is something that blacksmiths and metalworkers have taken to heart, as they strive to remove any impurities whatsoever while making a weapon or a tool. In the past, special rites were used to purify the metals. The weapons and tools made using them were very sturdy, and stood the test of time. Maybe we should consider rediscovering them, and combining them with our technological prowess to see what kind of weapons and tools we get.
Time: 3 years
Chance of success: 70%


Basic Imbuement Rites

Description: The accounts of old speak of weapons and armor that had magical properties associated with them. A closer reading between the lines shows us that special rites and spells were used to endow said properties upon the weapons and armor. We must make attempts to rediscover them, for they could be a game-changer.
Time: 4 years
Chance of success: 60%


Basic Aegismaker Rites

Description: The tales of the Voidspawn Wars speak of a group of individuals, the Aegismakers, who could manipulate the very ground and metal around them, forming defensive barriers of varying scales. The rites and spells in question must be relearned post-haste.
Time: 3 years
Chance of success: 65%


Basic Metalweaver Rites

Description: There are tales of a group of psiolytes who could manipulate metal in ways that surpassed the Aegismakers. In their hands, any metallic object could become a potent weapon…or a sturdy shield…in ways none could expect. These rites and spells must be relearned urgently.
Time: 4 years
Chance of success: 60%


Lore of Ice
Build Temples of Frost (Repeatable)

Description: The winters on Xan'qarras, while not excessively harsh, can still be testing. The cold winds force even the mighty predators on our planets to look for a warm shelter. As for us, there is little to do, other than hunkering down in our cities, and trying to go about our lives, as we prepare for the spring that is to come. The Goddess of Ice, Astaryani, is no warm-hearted deity, as has been manifested by the blizzards burying those unfortunate to be caught. By building temples dedicated to her, we can go some distance in appeasing her, while improving our ability to weather out the winters.
Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year
Chance of success: 85%


Study the Astaryannrim Codex (Repeatable)

Description: The Astaryannrim Codex is a comprehensive repertoire on all the lore about the Goddess of Ice, Astaryani. 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 Frostwalker Rites

Description: For those accustomed to a warm climate, a freezing winter can only mean doom. If you can't adapt quickly enough, you are as good as dead. The Frostwalkers of old were adept at controlling and manipulating the coldness, bringing relief to their allies, and death to their foes. We must rediscover these rites and spells as quickly as possible.
Time: 2 years
Chance of success: 80%


Basic Icecaller Rites

Description: The tales of old speak of a group of psiolytes, who were past masters at using the powers of ice, whether to defend their allies…or to call forth minions to aid them. The Icecallers had served us well in the Voidspawn Wars. Now we must relearn their arts in order to stand against the Void again.
Time: 2 years
Chance of success: 80%


Lore of Thunder
Build Temples of Storms (Repeatable)

Description: The storms on Xan'qarras are breathtaking when viewed from a distance, but it is a completely different matter for those experiencing their wrath up front. Winds lashing at high speeds, torrential rains, bright, blinding flashes of lightning, accompanied by loud, ear-splitting claps of thunder. They are considered to be signs of the rage of the Goddess of Thunder, Geygantaris. By building temples dedicated to her, we can take steps towards appeasing her, while at the same time being able to weather out the storms somewhat better.
Cost: 2.5 M minerals, 750K nanomaterials
Time: 1 year
Chance of success: 85%


Study the Geygannarim Codex (Repeatable)

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


Basic Stormweaver Rites

Description: Besides the worshippers of Geyganor, there exists a parallel association in the worshippers of Geygantaris. The Stormweavers, however, unlike their Stormcaller comrades, are more concerned with the destruction of the enemy and less so with collateral damage. It is as if they have inherited the mercurial temper of the Goddess of Thunder. We should try to rediscover these rites, in order to bolster our strength. But whether we should use them much is a matter of debate.
Time: 2 years
Chance of success: 80%


Basic Thunderdancer Rites

Description: There are tales of a group of electromancers, who could, with the help of special rites and spells, manipulate electricity itself, utilizing its power to electrocute large numbers of foes at once, or call down thunderbolts on a targeted location. The rites and spells of the Thunderdancers must be relearned post-haste.
Time: 2 years
Chance of success: 75%


Codex compilation
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
Intermediate Wardcrafting Methods

Description: Our success in relearning the arts of Wardcrafting is a positive sign and a ray of hope for the Anti-Daemonologists. However, we cannot afford to rest on this little success, as there are methods to create more advanced Wards than the ones we can make right now. Relearning these methods will not be easy, but considering what threats we had faced during the Voidspawn Wars, the efforts will prove to be worth it.
Time: 3 years 18 months
Chance of success: 64%


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: 60%




Resources
Minerals
  • Stockpile: 2.491 B
  • Production (Total): 6.0995 B
  • Upkeep: 600 M
  • Production (Actual): 5.4995 B

Exotic gasses
  • Stockpile: 641.5 M
  • Production (Total): 25.5 M
  • Upkeep: 14 M
  • Production (Actual): 11.5 M

Radioactive materials
  • Stockpile: 15.7 M
  • Production (Total): 750,000
  • Upkeep: 350,000
  • Production (Actual): 400,000

Nanomaterials
  • Stockpile: 4.6413 B
  • Production (Total): 4.3011 B
  • Upkeep: 446 M
  • Production (Actual): 3.8551 B

Dan'xenal
  • Stockpile: 4.295 M
  • Production (Total): 550,000
  • Upkeep: 15,000
  • Production (Actual): 535,000




1. An animal similar to the wild boar, with coarse bristles and short, downy fur, and two large tusks. Hunted for its meat.

2. 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.



A/N: Well, there you all go.

You now have a 36 hour moratorium.
 
Last edited:
Honestly, about the research options, the best we could is two. Maybe three, but most definitely just two research projects.
 
An Archon's Ambition
Somewhere in the Tempestus Segmentum….

On a world that the Imperium as a whole seemed to have forgotten the existence of, a bacchanalia of excessive cruelty, sadism, debauchery and brutality was playing out, as the hapless populace of the said world fled for their lives in desperation, hiding wherever they could, even as the local Imperial Guard and the PDF desperately grappled with a foe that rejoiced in the anguished, terrified cries of its victims, their war cries bearing ample testimony to the fact.

"MAIM! CRUSH! KILL!"

"KILL! KILL!"

All around the planet, Guardsmen, Guardswomen and PDF troopers fired their lasguns and tossed krak grenades in desperation, while autocannons and heavy lascannons fired off at the Ravagers, Reapers, and Tantalus grav-tanks that skimmed by, taking deadly potshots at the Leman Russ Battle Tanks and the myriad variants of the former that happened to be present on the battlefield, reducing them to burning piles of scrap with a few well-placed shots from their Dark Lances and Disintegrator Cannons.

Squads of Scourges flew around the battlefield, tearing apart any Guardsmen, Guardswomen and PDF troopers unfortunate enough to cross paths with them with bursts of fire from their Splinter Cannons, and cutting up any armored vehicles they came across with their Dark Lances. Some rather audacious individuals charged forth with their Heat Lances, and took potshots at the tanks, in a grotesque mockery of the Craftworlder Fire Dragons, much to the chagrin and annoyance of their commanding Solarites.

Meanwhile, squads of Wyches went on a brutal rampage, cutting a bloody swathe through their foes with their knives, Hekatarii Blades, Vambrace Blades and Splinter Pistols, alongside their more vicious sisters, the Lacerai, the Yraqnae and the Hydrae.

And as if this was not enough, Grotesques - the worst creations of the hated Haemonculi - tore through entire units of the Imperial Guard with their integrated Liquifier Guns, reducing them to reddish puddles of dissolved flesh and blood.

Alongside these grisly abominations marched the Beastmasters - tamers of some of the deadliest beasts the galaxy had seen, for the gladiatorial arenas of Commorragh, or for raids such as this one - leading packs of Khymerae, flocks of Razorwings, and vicious Clawed Fiends into the battle, providing their Kabalite allies with much needed support, and sending shivers of terror down the spines of their Mon-Keigh foes.

As is usual for the Drukhari, the raid concluded quickly enough, their rapidity of movement and the relative weakness of their victims ensuring that they fell rather quickly, a bit disappointing to the raiders no doubt, but there were those who were quite resilient among them, who stood up to them for quite some time.

These, along with many other prisoners, would make for good test subjects for the Haemonculi and their Wracks.

….

Having finished the raid, the Drukhari of the Kabal of the Burning Shadow now began to collect and sort out the loot they had obtained, while lots were being cast on the prisoners, as to who would get how many, the Kabalites glaring at each other while the prisoners were allocated to them, their visages growing sour when one got more slaves, for slaves are the perennial currency of the Dark City.

At a secluded spot in the camp, a tall figure wearing a ghastly suit of Ghostplate Armor, decorated with the grisly trophies of earlier raids, watched the processing with a twisted smile on his face.

Faharrath, the Archon of the Kabal of the Burning Shadow, cut a particularly terrifying figure, having led several raids himself, and partaken of countless atrocities during his life, first as a Kabalite Warrior, then as a Sybarite, then as a Dracon, then as a Hierarch, and finally - after many machinations and plots, one of which succeeded - as the present Archon of the Kabal.

He had seen things that would outrage many lesser beings many times over, and been a part of several plots that required the sacrificing of others above him, in his long journey to the top of the Kabal. But now that he was at the top, he would have to deal with the nest of snakes that was the Kabal. He was amply aware of the fact that there were claimants to his position in the Kabal, the Hierarchs eyeing his throne with greedy eyes.

He had already been subject to quite a few assassination attempts already - all of which had failed, due to him outwitting and outfighting his assailants - and had been playing the internecine rivalries of his subordinates against each other, but he knew that this might not last forever. Some day, in the far future, he would eventually fall to a machination of an exceedingly cunning subordinate, and his position would be taken by a successor. Until then, though, he had every intention to stay on the throne, and enjoy the brutal pleasures that the raids into realspace had to offer.

As he was preoccupied with such thoughts, one of the Incubi who served as his closest bodyguards, Ezbran by name, approached him and said, "It has been a good raid, Archon. We have gotten much in the way of loot and slaves this time."

Without taking his eyes off the horizon, Faharrath replied, "You think so? It was but a normal one as far as I am concerned."

Ezbran frowned slightly, momentarily caught off guard by his Archon's words. He said a little brusquely, "I was speaking for myself when I said that, Archon. I am fully aware that you have seen better raids than this."

Faharrath maintained a deadpan stare for a while, before smiling and replying, "Hahaha. You fool, did you really believe that? This was indeed a good raid, I was simply….toying with you." He laughed.

The Incubus was momentarily taken aback, but managed to recover quickly enough and said, "Your sense of humor is as usual, hard to anticipate, Archon. But truth be told, we have indeed gained a lot from this excursion. The question is, shall we continue with plundering the remaining worlds in this sorry system? Or shall we return to Commorragh?"

The Archon glared at his bodyguard's words, before replying curtly, "It is hardly the time to return to Commorragh yet, Ezbran. Though we have had a good raid, this alone will not suffice. Especially considering the…..leaders of the other Kabals, and how hard it is to earn the favor of Lord Vect. We will raid the rest of the pathetic worlds in this system, see if the Mon-Keigh have a better response than that which we experienced."

A wicked grin spread across Ezbran's lips as he said, "That is a good proposition, Archon. If those "Space Marines" of the Mon-Keigh show up, then it will be umpteen times better, to be able to break such resilient enemies…aahhh, the thought of it makes me excited!"

Smiling evilly, Faharrath replied, "You will get your chance eventually. Now, go and leave me alone for a while. And tell them that I do not wish to be disturbed."

Nodding his assent, the Incubus left.

The Archon stared at his back for a while, before turning back to the horizon, and thinking to himself, "He is more capable than he looks. I will have to be more careful of him in the future. As for Lord Vect, I wonder when I will be able to challenge him for the position of Supreme Overlord…."



Kabal of the Burning Shadow

Archon: Faharrath
Colors: Obsidian black with maroon trim



A/N: Another little story, this one is from the perspective of the Drukhari.

(Forgive the sparseness of the story, as writing detailed descriptions of the types of sadistic perversions the Dark Eldar indulge in is not my cup of coffee.

Plus, it is not really my favorite faction in 40K.)
 
I think we need even more mineral mines to afford Restore and reactivate Facility XA-07 while still activation all of our actions

Restore and reactivate Facility XA-07

Description: After a detailed expedition and investigation of the site XA-07, the Lorefinders have declared the facility to be fit for restoration and reactivation. Based on their reports, we have prepared a plan for the same. It will be quite expensive, but the eventual benefits will be worth it.
Cost: 4.75 B minerals, 1.425 B nanomaterials
Time: 3 years 22 months
Chance of success: 70%

For research i think we should continu to improve computing with:
Optical Computation - Storage Devices

Description: Having proven the feasibility of optical computation, it is time for us to build on the progress we have made in this field. If we can devise methods to store data optically, we will have taken several steps forward towards a functional optical computer.
Category: Computation
Cost: 41.5 M nanomaterials
Time: 2 years 10.32 months
Chance of success: 70%
Unlocks: Optical Computation - First Generation Optical Computers (Research Option)

and unlock the option for the next level shipyard:
Orbital Shipyard Expansion (Level 2)

Description: Our cosmic engineers have come up with a plan to upgrade the existing design of the orbital shipyard we are building right now. The new design will have more berths for constructing of vessels, and they will be made such that they are capable of building vessels one class larger than the corvettes.
Category: Cosmic Facilities
Cost: 400 M nanomaterials
Time: 2 years 11 months
Chance of success: 80%
Unlocks: Orbital Shipyard (Tier 1, Level 2) (Infrastructure Option)

And for faith:
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%
 
I think we need even more mineral mines to afford Restore and reactivate Facility XA-07 while still activation all of our actions

Restore and reactivate Facility XA-07

Description: After a detailed expedition and investigation of the site XA-07, the Lorefinders have declared the facility to be fit for restoration and reactivation. Based on their reports, we have prepared a plan for the same. It will be quite expensive, but the eventual benefits will be worth it.
Cost: 4.75 B minerals, 1.425 B nanomaterials
Time: 3 years 22 months
Chance of success: 70%

For research i think we should continu to improve computing with:
Optical Computation - Storage Devices

Description: Having proven the feasibility of optical computation, it is time for us to build on the progress we have made in this field. If we can devise methods to store data optically, we will have taken several steps forward towards a functional optical computer.
Category: Computation
Cost: 41.5 M nanomaterials
Time: 2 years 10.32 months
Chance of success: 70%
Unlocks: Optical Computation - First Generation Optical Computers (Research Option)

and unlock the option for the next level shipyard:
Orbital Shipyard Expansion (Level 2)

Description: Our cosmic engineers have come up with a plan to upgrade the existing design of the orbital shipyard we are building right now. The new design will have more berths for constructing of vessels, and they will be made such that they are capable of building vessels one class larger than the corvettes.
Category: Cosmic Facilities
Cost: 400 M nanomaterials
Time: 2 years 11 months
Chance of success: 80%
Unlocks: Orbital Shipyard (Tier 1, Level 2) (Infrastructure Option)

And for faith:
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%
Put all of that into a plan. We can review it once you do
 
[X] Plan: Orbital Computers
- [X] Naval Action
-- [X] 2 Hunter-class corvette
- [X] Infrastructure Action
-- [X] Major Action 1
--- [X] Build mining facilities in the Hol'tranorr Valley (9.8/9.8) Months
--- [X] Build mining facilities in the Fal'nakkar Hills (10.6/10.6) Months
--- [X] Build nanomaterial manufactory complex in the Rek'nallan District (3.6/5.3) Months
-- [X] Major Action 2
--- [X] Build nanomaterial manufactory complex in the Rek'nallan District (5.3/5.3) Months
--- [X] Build nanomaterial manufactory complex in the Jok'traalin District (5.9/5.9) Months
--- [X] Build underwater high-speed maglev rail network in the Teq'naris Archipelago (Phase 1) (16.4/16.56) Months
-- [X] Major Action 3
--- [X] Build underwater high-speed maglev rail network in the Teq'naris Archipelago (Phase 1) (16.56/16.56) Months
--- [X] Build orbital shipyard (19.20/19.20) Months
--- [X] Fortify the Gen'xarril Plains arcologies (4.64/8) Months
-- [X] Minor Action 1
--- [X] Build nanomaterial production plants x6
-- [X] Minor Action 2
--- [X] Build nanomaterial production plants x6
- [X] Archeology Action
-- [X] Action 1
--- [X] Analysis - Encrypted Files from XA-07 (1/2) years
-- [X] Action 2
--- [X] Analysis - Encrypted Files from XA-07 (2/2) years
-- [X] Action 3
--- [X] Explore unknown alien ruins XA-06 (Level 2) (1/1) year
-- [X] Action 4
--- [X] Explore unknown alien ruins XA-08 (16/16) Months
- [X] Research Action
-- [X] Action 1
--- [X] Optical Computation - Storage Devices (1 year/2 years 10.32 months)
-- [X] Action 2
--- [X] Optical Computation - Storage Devices (2 years/2 years 10.32 months)
-- [X] Action 3
--- [X] Optical Computation - Storage Devices (2 years 10.32 months/2 years 10.32 months)
--- [X] Orbital Shipyard Expansion (Level 2) (11 months/2 years 11 months)
-- [X] Action 4
--- [X] Orbital Shipyard Expansion (Level 2) (1 year 11 months/2 years 11 months)
-- [X] Action 5
--- [X] Orbital Shipyard Expansion (Level 2) (2 years 11 months/2 years 11 months
- [X] Faith Action
-- [X] Pantheon Action
--- [X] Action 1
---- [X] Build Temples of the Sun (1/1) year
--- [X] Action 2
---- [X] Basic Stellar Purification Rites (1/2) years
--- [X] Action 3
---- [X] Basic Stellar Purification Rites (2/2) years
-- [X] Psionic Action
--- [X] Action 1
---- [X] Basic Anti-Void Barriers: Prototype Refinement (1/3) years
--- [X] Action 2
---- [X] Basic Anti-Void Barriers: Prototype Refinement (2/3) years
--- [X] Action 3
---- [X] Basic Anti-Void Barriers: Prototype Refinement (3/3) years
 
Looks good to me

[X] Plan: Orbital Computers

I'll double-check and see if there's anything I'd like better, post a plan if I do see anything I missed.
 
Turn 9 planning vote closed
Adhoc vote count started by Zolarian01 on Aug 21, 2024 at 2:35 AM, finished with 4 posts and 4 votes.

  • [X] Plan: Orbital Computers
    - [X] Naval Action
    -- [X] 2 Hunter-class corvette
    - [X] Infrastructure Action
    -- [X] Major Action 1
    --- [X] Build mining facilities in the Hol'tranorr Valley (9.8/9.8) Months
    --- [X] Build mining facilities in the Fal'nakkar Hills (10.6/10.6) Months
    --- [X] Build nanomaterial manufactory complex in the Rek'nallan District (3.6/5.3) Months
    -- [X] Major Action 2
    --- [X] Build nanomaterial manufactory complex in the Rek'nallan District (5.3/5.3) Months
    --- [X] Build nanomaterial manufactory complex in the Jok'traalin District (5.9/5.9) Months
    --- [X] Build underwater high-speed maglev rail network in the Teq'naris Archipelago (Phase 1) (16.4/16.56) Months
    -- [X] Major Action 3
    --- [X] Build underwater high-speed maglev rail network in the Teq'naris Archipelago (Phase 1) (16.56/16.56) Months
    --- [X] Build orbital shipyard (19.20/19.20) Months
    --- [X] Fortify the Gen'xarril Plains arcologies (4.64/8) Months
    -- [X] Minor Action 1
    --- [X] Build nanomaterial production plants x6
    -- [X] Minor Action 2
    - [X] Archeology Action
    -- [X] Action 1
    --- [X] Analysis - Encrypted Files from XA-07 (1/2) years
    -- [X] Action 2
    --- [X] Analysis - Encrypted Files from XA-07 (2/2) years
    -- [X] Action 3
    --- [X] Explore unknown alien ruins XA-06 (Level 2) (1/1) year
    -- [X] Action 4
    --- [X] Explore unknown alien ruins XA-08 (16/16) Months
    - [X] Research Action
    --- [X] Optical Computation - Storage Devices (1 year/2 years 10.32 months)
    --- [X] Optical Computation - Storage Devices (2 years/2 years 10.32 months)
    --- [X] Optical Computation - Storage Devices (2 years 10.32 months/2 years 10.32 months)
    --- [X] Orbital Shipyard Expansion (Level 2) (11 months/2 years 11 months)
    --- [X] Orbital Shipyard Expansion (Level 2) (1 year 11 months/2 years 11 months)
    -- [X] Action 5
    --- [X] Orbital Shipyard Expansion (Level 2) (2 years 11 months/2 years 11 months
    - [X] Faith Action
    -- [X] Pantheon Action
    --- [X] Action 1
    ---- [X] Build Temples of the Sun (1/1) year
    --- [X] Action 2
    ---- [X] Basic Stellar Purification Rites (1/2) years
    --- [X] Action 3
    ---- [X] Basic Stellar Purification Rites (2/2) years
    -- [X] Psionic Action
    ---- [X] Basic Anti-Void Barriers: Prototype Refinement (1/3) years
    ---- [X] Basic Anti-Void Barriers: Prototype Refinement (2/3) years
    ---- [X] Basic Anti-Void Barriers: Prototype Refinement (3/3) years


Another unanimously approved plan.

Time to get down to work.

PS - This one will take a while due to the T'au sidestory eating up my focus for the time being.
 
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