Power isn't the only concern, considering the former can both shoot faster and at different targets, but I take your point on range (especially considering with it's Webway Gate we'd probably prefer to keep away if possible).

If we went for that layout we'd probably need to focus the remaining weapons at medium/close range, just in case something gets in close. Suncannon/Starlance/Fusion Mortar maybe? The last for the AoE. Then we could swap the Heavy weapons for slots to get the defenses we'd need.
We have a ton of ships armed with Heavy Starlances, each Battle Carrack and Assault/War Ketch has a battery of them and we've got over 100 Ketches and 54 Carracks for engaging smaller more numerous targets.

Our ships aren't operating in a white room where they are the only ship, they fight in fleets where each ship is able to support the other and as such our ship designs focus on being able to synergize well with each other (i.e. the Brigs with two Mega-Lances nuke the big capital ships while the Heavy Starlance armed ships sweep away the lighter capitals and escorts).

Having them retain some tactical independence isn't a bad idea and that was why my proposed design had a Fatetwister battery since those things can shoot in a near 360 degree sphere around the ship along with some Suncannons for self defense while leaving the two Heavy Weapon slots open for either some Heavy weapons, conversion to additional System slots, or a mix of both.

On that note, I decided to compare our Exotic Resource reserves from Turn 3 to this Turn (Turn 4) as we should have gotten a big injection of them thanks to the War Ketch refits removing the Starlance CIWB's for Las-Cannon PD.
Special Resources:
  • Starcrystals (+800/turn): 10,775
  • Fatebender Psy-scopes (+120/turn): 1691
Special Resources:
  • Starcrystals (+800/turn): 23,555
  • Fatebender Psy-scopes (+120/turn): 1789
NGL I think that's a big enough surplus to last us until we've expanded Starcrystal production sufficiently for War Ketch's to be our main Frigate and we'll be getting a few more similarly sized injections as we still have quite a few Assault Ketches to refit.

We'll probably get a similarly huge injections of Psy-Scopes once we start refitting our Battle Carracks and Combat Brigs to swap out the Fatesever PD and Fatesheer CIWB for something else.
 
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We'll probably get a similarly huge injections of Psy-Scopes once we start refitting our Battle Carracks and Combat Brigs to swap out the Fatesever PD and Fatesheer CIWB for something else.
Are we sure we want to do that? Psyscope PD on our most expensive/important ships seems like a great application for our exotics, since it amounts to "any small craft that come near this ship die". That's like a guarantee that PD does its job perfectly. While there are a lot of scopes tied up in those systems, unless we have some other specific high-utility use for them...?
 
Are we sure we want to do that? Psyscope PD on our most expensive/important ships seems like a great application for our exotics, since it amounts to "any small craft that come near this ship die". That's like a guarantee that PD does its job perfectly. While there are a lot of scopes tied up in those systems, unless we have some other specific high-utility use for them...?

The specific vulnerability of Aethersails to fighters makes very effective PD even more attractive.

Of course, having more Fatescopes available is also very attractive for our ground forces, but I think that in the hear term there's likely to be more demand on our navy.
 
Are we sure we want to do that? Psyscope PD on our most expensive/important ships seems like a great application for our exotics, since it amounts to "any small craft that come near this ship die". That's like a guarantee that PD does its job perfectly. While there are a lot of scopes tied up in those systems, unless we have some other specific high-utility use for them...?
It's 360 Psy-Scopes per Combat Brig or 3 turns of Psy-Scope production per ship.

I'd rather replace them with something else and invest those Psy-Scopes into Fatesever cannon armed Interceptors which can fly around covering not just the one ship but entire fleets.

For example, if we went with a single Fatesever cannon per interceptor that's 180 interceptors worth of Psy-Scopes or the more than half of our entire strikecraft force (Each Combat Brig has 3 Squadrons of 6, we have 16 Combat Brigs total counting the 4 damaged ones so 288 strikecraft).

Even if we went and filled both Vehicle weapon slots with Fatesevers so each Brig's PD is only worth 90 interceptors that's still just a little over 3 Combat Brig's worth of Fatesever PD's to replace our entire strikecraft force with Fatesever armed strikecraft.

I did the math in an earlier post and unless our strikecraft get radically cheaper our bottleneck for producing an interceptor with a single Fatesever will be EP rather than Psy-Scopes (assuming we invest all 15BAP and Forge actions).

If we used 2 Fatesever's we'd be 28 Psy-Scopes a turn short (we can produce 30 interceptors a turn on 120 Psy-Scopes a turn) but again that requires that we are able to dump all 17200EP from all 15 Bonesinger AP and both Forge of Vaul actions (enough EP for 37 interceptors) into building interceptors.
 
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989.M29 | Special Event: The Aeldmoot, Prologue
True Star Erat-Kehsha
989.M29

The Aeldmoot

The time has come—years of politics, of negotiation, of traversing distant corners of the Webway, it all culminates in this.

Erat-Kehsha's orbit is a riot of ships from every corner of the galaxy—there, the duty-black edged in defiance white of Ulthwe hangs, a gaggle of other, lesser fleets from the Craftworlds nearest the Great Wound on their flanks. There, the battlejoy red and freedom black stripes of Saim-Hann fly proudly, dozens upon dozens of Dragonships of every imaginable size and make and color swarming around them.

Proud Iyanden is here, resplendent and the single greatest force by far, quarrelsome Biel-Tan lurking at their flank. Alaitoc, too is here, carefully positioned an equal distance from the other Major Craftworlds' forces.
And then there are independents: fledgling federations clear in mixed flotillas and those still alone maneuvering for position.

It is the largest meeting of the Aeldari since the Fall, and will without doubt shape the course of events for centuries to come—and you are the catalyst that has made it happen. But what, exactly, do you bring with you?

Each choice here is a political statement. You should consider what message you wish to send, and what cards you wish to reveal.

The Retinue of Aresh-Vul

[ ] His Sons
Seven sons has Aresh-Vul, whose council he most values; each has been of great import in the ruling of Vau-Vulkesh. Tall and Copperhaired Geal-Vad Halfhand, the Mariner, is eldest, and his father's strong right hand—for all that his own was lost in battle with the minions of the Soul-Thirster during their escape. Reaf-Vad the Minstrel, Tall and dark of hair, serves often now as his father's conduit to the Harlequins, for not infrequently did this second son consider joining with the servants of the Laughing God to ply his skill with song in the days before the Fall. Light-haired Ceil-Vad the Hunter, third son of Aresh-Vul, favored murdered Kruronos and is among the most clever of them; and rarely is he apart from his brother Seil-Vad the Dark, quickest to anger and harshest of Aresh-Vul's sons. Fifth of his sons is Aryad-Vad, who resembles his father greatly and was himself a priest of Vaul, who too is often found in company with his immediate elder brothers, often tempering Seil-Vad's anger with quick wit and cleverness.
His youngest are the twins Fanr-Vad and Fenr-Vad, who are often overlooked, but in these fallen days their sharp wisdom has been invaluable to their father and his people.

Bring Aresh-Vul's seven sons, whom serve as the core of his council and as his deputies in managing the needs of Vau-Vulkesh.

[ ] Irsfeial, Emissary of the Ishari
Whilst both the logistics of transporting sufficient biomass to sustain her and the likelihood of pushback from the more conservative Craftworlds given the soul-modification they have performed, bringing Irsfeial would be a strong statement to the more radical factions—and she is an ordained priestess of Isha, whose survival is part of the news you will be breaking.

[X] Dragonlord Amar-Ithil of Quilan
Fiery Amar-Ithil is going, whether you would have her or not—and Aresh-Vul is many things, but fool enough to deny a Dragonlord in her chosen course is not among them. Some will without doubt sneer, at least when they think she isn't looking, but her presence will at least be a boon with Saim-Hann if none other.

[ ] Draylin of the True Sight, Seerlord of Meros
Perhaps among the eldest of Aeldari still living, it is clear that Draylin's life is coming to a close, wizened and stooped, his mundane sight long since dimmed—yet even diminished and aged, the ancient Seer can wield his Sight with an acuity that few others can match, and has forgotten more warp-lore than most ever learn. Despite the great burden of age and the deaths of his gods, the old Seer has some centuries in him yet, and his advice would undoubtedly be valuable—as would his support of Aresh-Vul as the leading voice in this coalition.

[ ] Seer Araeniel of Meros
Draylin's chosen deputy and right hand—and also his thrice-great granddaughter—Araeniel has spent over three centuries absorbing everything her thrice-great grandfather has had to teach her, and helping him copy down yet more of his vast knowledge so it cannot be lost with his death. She might lack his ancient wisdom, knowledge and power, but she is still one of the best Seers available to you, and likely to be the next Seerlord of Meros.

[ ] Yranne Kal, the Mothwing Lord of Arach-Qin
A ship-master of no little skill, Yranne would be a good choice to affirm your alliance further, and would offer significant clout with other mariners and fleetlords. Bringing him along would also open the possibility of having him bring his flagship, which would be a potent statement—few can boast a ship of such pedigree.

[ ] Zevrin Kal, Blademaster of Arach-Qin
Alternatively (or perhaps additionally) Yranne's brother Zevrin manages the ground component of Arach-Qin's armies and often serves as his brother's chief deputy. He is also likely to make any with warrior training sit straight, as he has spent the last three millenia beating Arach-Qin's warriors into shape—often literally—and trainers of warriors have an especial way of making warriors pay them heed.

[ ] Forgemaster Xenael Wraev of Zahr-Tann
Perhaps your strongest ally in actual military strength at the moment, including Zahr-Tann's Forgelord would likely give you some extra negotiating power with other martial Craftworlds—and those that are less so and seeking a patron. Cannot also take Faelin Wraev.

[ ] Faelin Wraev of Zahr-Tann
Whilst possessed of no official titles, the Forgemaster's wife is well known to be his equal in ruling Zahr-Tann, and here can speak with her husband's voice. Of course, if one goes, the other will need to stay behind to manage affairs on Zahr-Tann. Cannot also take Xenael Wraev



The second major choice is how many bodyguard troops you will bring with you. You will have to strike a balance between not appearing too weak, but not seeming to be 'puffing yourself up' to cover weakness either.

Choose Two. Additionally, the overall size of one option may be optionally reduced for more of the other. Note that these forces will scale with the size of your Retinue, regardless of your configuration.

[ ] Elite Bodyguards
Each of the forces involved that possess them will contribute some of their best elite troops and equipment available.

[ ] Regular Bodyguards
Each of you will contribute some line troops, which will increase the size of your bodyguard unit.

[ ] Special Bodyguards
Those that have them will contribute a few available Special Units—while the smallest in size, these offer disproportionate strength for their numbers.




The final choice is what kind of fleet you arrived with. Similar to the above, you will have to exercise your own judgment as to what will make others think you too weak and what will be taken for bluster.

Make one selection from each section.

[ ] Weight: Escort Heavy
Bring a fleet weighted towards lighter ships—Frigates, Destroyers, and so on.
[ ] Weight Capital Heavy
Bring a fleet with more capital ships.

[ ] Configuration: Cruiser Task Fleet
Bring a balanced fleet centered on a cruiser or three.
[ ] Configuration: Cruiser Squadron
Bring a heavier fleet with a strong core of several cruisers.
[ ] Configuration: Battleship Task Group
Bring a battleship with an appropriate support fleet.

[ ] Special: The Serpent of the Stars
Bring Arach-Qin's Flagship. Only available if Yranne Kal the Mothwing Lord is attending.
[ ] Special: The Hidden Fang
Keep your faction's possession of that powerful asset as a trump card. Chosen by default if Yranne Kal is not included in your Retinue.


24 Hour Moratorium.

Vote By Plan.


Let the games-

-Begin!
 
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It's 360 Psy-Scopes per Combat Brig or 3 turns of Psy-Scope production per ship.

I'd rather replace them with something else and invest those Psy-Scopes into Fatesever cannon armed Interceptors which can fly around covering not just the one ship but entire fleets.

For example, if we went with a single Fatesever cannon per interceptor that's 180 interceptors worth of Psy-Scopes or the more than half of our entire strikecraft force (Each Combat Brig has 3 Squadrons of 6, we have 16 Combat Brigs total counting the 4 damaged ones so 288 strikecraft).

Even if we went and filled both Vehicle weapon slots with Fatesevers so each Brig's PD is only worth 90 interceptors that's still just a little over 3 Combat Brig's worth of Fatesever PD's to replace our entire strikecraft force with Fatesever armed strikecraft.

I did the math in an earlier post and unless our strikecraft get radically cheaper our bottleneck for producing an interceptor with a single Fatesever will be EP rather than Psy-Scopes (assuming we invest all 15BAP and Forge actions).

If we used 2 Fatesever's we'd be 28 Psy-Scopes a turn short (we can produce 30 interceptors a turn on 120 Psy-Scopes a turn) but again that requires that we are able to dump all 17200EP from all 15 Bonesinger AP and both Forge of Vaul actions (enough EP for 37 interceptors) into building interceptors.

The thing is, Interceptors are probably a lot more fragile than point defence batteries, and so we could end up suffering expensive to replace attrition.

Fateserver cannons are expensive enough that I'd hold off on something like this until we can get triple shielded vehicles, I.e. when we can get a new conversion field design.

It's things like the descriptions of the average imperial carrier having capacity for several thousand fighters that worries me. Our fighters are good, but are they that good? Particularly as grav shields are vulnerable to being swamped with volume of fire.
 
Power isn't the only concern, considering the former can both shoot faster and at different targets, but I take your point on range (especially considering with it's Webway Gate we'd probably prefer to keep away if possible).

If we went for that layout we'd probably need to focus the remaining weapons at medium/close range, just in case something gets in close. Suncannon/Starlance/Fusion Mortar maybe? The last for the AoE. Then we could swap the Heavy weapons for slots to get the defenses we'd need.
battleships primarily focus on long range engagements, relying on the escort vessels accompanying them to defend them at close and medium range. it would be wiser to go for a mix of mostly long range and defenses, with some room for hangers to keep the fatesever or fate twister interceptors class starfighters we have discussed previously, for emergency deployment against potential destroyer/fast attack/fighterbomber knifefights in their general vicinity.
Unfortunately, I think there's a fair chance any really nice stuff belongs to Val-Terrine, and we should probably return their relics to them.
probably, but it's possible they offer a new deal to build them some ships and we get to keep those, plus, there are human worlds they might have looted goodies from prefall.
When i first read this, i thought "oh, we took minor casualties because its orks." it took other people mentioning no casualties for me to go back and check. and no fatalities? no serious Casualties? Holy @*$%, thats just impressive. I want to work with Zahr-Tann harder. Eldar NATO when? (Northern Obscurus Treaty Organization perhaps?)
we took no casualties cause of gratuitous overkill. more than a hundred ships, all shielded, with superior weapons, against 20 Ork Pirate Kroozas and their space stations defenses. we'd have had to crit fail to lose anyone like this.
 
Fun Fun!

Broadly, I get the impression that the current situation is "We should take one rep from each of our Allies as a united block, but we should take care to not strip our defenses bare"

Are we able to field a small number of our more advanced dudes as part of our Bodyguard Detail @Mechanis ? The scale should be small enough for this that we should be able to have reps from our modernized stuff on hand, I think?

Anyway, that aside, I think Draylin being an option here is a result of the Meros Tower Defense going perfectly, so we should definitely take him. His word will add considerable Weight to our arguments, and it's pinned as "He's a straight upgrade to his daughter and he was probably going to be doomed if Meros didn't go as well as it did"

EDIT: On further consideration, I'm wondering if bringing our dude's Sons with him would be good too. The reward there seems to be "Sheer ability to politick", but it also means that our Craftworld has none of it's Named Characters on hand if something goes crosseyed between now and and our return.

Looks like we just got soft confirmation of what Meros brings us to bear. Probably the best living Psyker among the Diaspora, maybe not as talented as Eldrad but he's at the peak of his craft while Eldrad is just relatively getting started.
 
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Well, I think we should keep the Ishari at home as it might be a distraction from the important business of the Curses.

Apart from that I think we should take as many individual leaders as possible.

I think we should bring the Sword of Vaul along with us.

And generally I think we should bring special forces along, so we can show off our Ithilmar Warsuits.
 
Well, I think we should keep the Ishari at home as it might be a distraction from the important business of the Curses.

Apart from that I think we should take as many individual leaders as possible.

I think we should bring the Sword of Vaul along with us.

And generally I think we should bring special forces along, so we can show off our Ithilmar Warsuits.
I think that getting the priestess of Isha to tell people that Mom is alive is quite important, and while the Sword of Vaul is a flex, I would prefer to keep it in our pocket. Especially if orks or anyone really gets upitty during (probably) a year we are away.
 
The thing is, Interceptors are probably a lot more fragile than point defence batteries, and so we could end up suffering expensive to replace attrition.

Fateserver cannons are expensive enough that I'd hold off on something like this until we can get triple shielded vehicles, I.e. when we can get a new conversion field design.

It's things like the descriptions of the average imperial carrier having capacity for several thousand fighters that worries me. Our fighters are good, but are they that good? Particularly as grav shields are vulnerable to being swamped with volume of fire.
They are 2 Psy-Scopes apiece, we'd lose more far more Psy-Scopes from a single Fatebreaker squad or Hearthguard Jetbike Squad (the Jetbike squads do not have Holo-Fields ATM and not all Fatebreaker squads are in VGA) getting wiped than we would from the loss of an interceptor.

Any Interceptor we design with Fatesevers will be equipped with both Holo-Fields and Grav-Shields at a bare minimum which is almost certainly more survivability than what we could give any of our infantry short of Ithilmar.
 
Yeah, I think broadly, this is the Retinue we're looking at.

[ ] His Sons
[ ] Irsfeial, Emissary of the Ishari
[ ] Dragonlord Amar-Ithil of Quilan
[ ] Draylin of the True Sight, Seerlord of Meros
[ ] Yranne Kal, the Mothwing Lord of Arach-Qin
[ ] Forgemaster Xenael Wraev of Zahr-Tann

Leaves a Hero Unit to guard the fort for each faction back home, and makes it very clear that we've built a formidable coalition in the time we've had. Four Craftworlds including a Large and two Exodites? We're not to be trifled with in any event. And our combined talents have come together to support each other's vulnerabilities in a way that we're likely stronger than the sum of our parts.

More importantly, getting what is possibly the greatest Space Elf Psyker alive--who mastered his Craft before the Fall and survived its collapse? Someone who was presumably super fucked? A lot of people are going to sit up and take Notice at the statement.

What we're bringing to the table here, collectively, is Industrial Might, Diplomacy, Martial Strength, Naval Strength, and Psychic Knowledge in a coalition that can't be dismissed by anyone. The only thing I'm wibbling on is whether we want to bring Aresh-Vul's sons too, because while that presumably gives us a lot more elfpower to do some politicking with, it leaves Vau-Vulkesh uncomfortably empty on senior leadership.
 
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Thinking of

[] The More the Merrier
- [ ] His Sons
Having more representatives means they can do more diplomacy in side discussions with minor factors on matters of interest
- [] Dragonlord Amar-Ithil of Quilan
- [ ] Draylin of the True Sight, Seerlord of Meros
The credibility boost would be useful and I think Meros is safe for now. His heir can stay at home and supervise there.
- [ ] Yranne Kal, the Mothwing Lord of Arach-Qin
So we can bring the Sword of Vaul
- [ ] Forgemaster Xenael Wraev of Zahr-Tann
For martial credibility
- [ ] Special Bodyguards
To show off our uniqueness, and because they're the main people we've re-equipped, and it leaves the bulk of our forces that we usually deploy behind
- [ ] Elite Bodyguards
- - [] Reduce this
To leave more regular and elite troops at home and make a bigger deal of our more unique troops
- [ ] Weight: Escort Heavy
As we've refitted more escorts
- [ ] Configuration: Cruiser Squadron
Bring a heavier fleet with a strong core of several cruisers.
- [ ] Special: The Serpent of the Stars
Bring Arach-Qin's Flagship. Only available if Yranne Kal the Mothwing Lord is attending.

I think people will learn about the Sword by scrying anyway, and it will be impressive, as well as allowing us to leave our unreformed battleships behind. Also, people may be aware of it already, and trying to hide it may look peculiar.
 
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What we're bringing to the table here, collectively, is Industrial Might, Diplomacy, Martial Strength, Naval Strength, and Psychic Knowledge in a coalition that can't be dismissed by anyone. The only thing I'm wibbling on is whether we want to bring Aresh-Vul's sons too, because while that presumably gives us a lot more elfpower to do some politicking with, it leaves Vau-Vulkesh uncomfortably empty on senior leadership.
I think we can leave the boys behind. We have plenty of allies present to help with the politicking, and it would fit with the principle already demonstrated of having key figures left behind to cover for our leaders while they're at the big diplomatic event.
 
Feel like keeping the serpant behind would be wise keep in mind every one is unique so even if they know we have one they wont know which one we have particularly since i would be surprised if it does not have defenses against scrying.
 
bring. they'll be helpful in any deal striking afterwords, particularly the ones involved in Seeker and Bonesinger actions.
[ ] Irsfeial, Emissary of the Ishari
maybe leave behind. the conservative craft worlds make up a majority of the major ones, and we don't want to much pushback when we try to make our case about the curses three.
[ ] Draylin of the True Sight, Seerlord of Meros
must bring. we want that support.
[ ] Yranne Kal, the Mothwing Lord of Arach-Qin
absolute must bring. a crone sword vessel is a subconscious "we should take this person seriously" in the minds of the Aeldari, and the fact that it is soon to be Vau-Vulkesh will make people wonder just what aid we have rendered to earn such a vessel.
[ ] Zevrin Kal, Blademaster of Arach-Qin
we can certainly bring him, if for no reason than to talk up what armor we bring, but not strictly necessary.
[ ] Forgemaster Xenael Wraev of Zahr-Tann
yes. bring him. we could use both worlds in need of patron and worlds in need of repairs.
[ ] Special Bodyguards
show off the Ithilmar warsuits on our Psychers.
Make one selection from each section.

[ ] Weight: Escort Heavy
Bring a fleet weighted towards lighter ships—Frigates, Destroyers, and so on.

[ ] Configuration: Battleship Task Group
Bring a battleship with an appropriate support fleet.
[ ] Special: The Serpent of the Stars
Bring Arach-Qin's Flagship. Only available if Yranne Kal the Mothwing Lord is attending.
escort heavy let's us show off the war ketch and Nettler destroyers, as well as Zahr-Tann's many heavy frigates.

battleship task group let's us show off our crone class and advanced escorts even more

this is a time for posturing. bring the serpent of the stars.
 
I think that getting the priestess of Isha to tell people that Mom is alive is quite important, and while the Sword of Vaul is a flex, I would prefer to keep it in our pocket. Especially if orks or anyone really gets upitty during (probably) a year we are away.

There will be other priestess of Isha. Most of them aren't trees. Her presence could also specially be very offensive to other ex-priestesses of Isha, as I suspect the priestesses of the mother of the Eldar in their current biological form may be particularly prone to bio conservatism and opposed to trans-Eldarism. The last thing we need is a squabble within the remains of the cult about whether they're quasi/heretical. It's a potential distraction that's not worth the risk, even if it 's remote.

Also, she's probably in demand at home supervising the in/flight evacuation. If things go wrong with that we don't want their leader to be on the other side of the galaxy.

The Sword of Vaul is, I think, best used as a prestige flex as it's heavily damaged and not refitted yet. I don't think we want it in combat anyway. This is probably the best chance there'll ever be to use it for a prestige flex.
 
I think that we should go like this:
[ ] His Sons
Seven sons has Aresh-Vul, whose council he most values; each has been of great import in the ruling of Vau-Vulkesh. Tall and Copperhaired Geal-Vad Halfhand, the Mariner, is eldest, and his father's strong right hand—for all that his own was lost in battle with the minions of the Soul-Thirster during their escape. Reaf-Vad the Minstrel, Tall and dark of hair, serves often now as his father's conduit to the Harlequins, for not infrequently did this second son consider joining with the servants of the Laughing God to ply his skill with song in the days before the Fall. Light-haired Ceil-Vad the Hunter, third son of Aresh-Vul, favored murdered Kruronos and is among the most clever of them; and rarely is he apart from his brother Seil-Vad the Dark, quickest to anger and harshest of Aresh-Vul's sons. Fifth of his sons is Aryad-Vad, who resembles his father greatly and was himself a priest of Vaul, who too is often found in company with his immediate elder brothers, often tempering Seil-Vad's anger with quick wit and cleverness.
His youngest are the twins Fanr-Vad and Fenr-Vad, who are often overlooked, but in these fallen days their sharp wisdom has been invaluable to their father and his people.

Bring Aresh-Vul's seven sons, whom serve as the core of his council and as his deputies in managing the needs of Vau-Vulkesh.
Putting so many representatives of our craftworld would be a bit much and in my opinion them being left behind to manage it is better option but I am not beyond being convinced
[ ] Irsfeial, Emissary of the Ishari
Whilst both the logistics of transporting sufficient biomass to sustain her and the likelihood of pushback from the more conservative Craftworlds given the soul-modification they have performed, bringing Irsfeial would be a strong statement to the more radical factions—and she is an ordained priestess of Isha, whose survival is part of the news you will be breaking.
We are announcing that Isha, mother of the Aeldari is alive having probably one of her last high priestesses left in galaxy is quite important. Also, fuck conservatives any way to deny great enemy is good diversification and all
[X] Dragonlord Amar-Ithil of Quilan
Fiery Amar-Ithil is going, whether you would have her or not—and Aresh-Vul is many things, but fool enough to deny a Dragonlord in her chosen course is not among them. Some will without doubt sneer, at least when they think she isn't looking, but her presence will at least be a boon with Saim-Hann if none other.
We are not give a choice but getting other Exodites to wake the fuck up is important in preparation to free Isha.
] Draylin of the True Sight, Seerlord of Meros
Perhaps among the eldest of Aeldari still living, it is clear that Draylin's life is coming to a close, wizened and stooped, his mundane sight long since dimmed—yet even diminished and aged, the ancient Seer can wield his Sight with an acuity that few others can match, and has forgotten more warp-lore than most ever learn. Despite the great burden of age and the deaths of his gods, the old Seer has some centuries in him yet, and his advice would undoubtedly be valuable—as would his support of Aresh-Vul as the leading voice in this coalition.

[ ] Seer Araeniel of Meros
Draylin's chosen deputy and right hand—and also his thrice-great granddaughter—Araeniel has spent over three centuries absorbing everything her thrice-great grandfather has had to teach her, and helping him copy down yet more of his vast knowledge so it cannot be lost with his death. She might lack his ancient wisdom, knowledge and power, but she is still one of the best Seers available to you, and likely to be the next Seerlord of Meros.
While others having only one representative is fine, Meros needs 2 because Draylin is on Eldar equivalent of his deathbed and him having good heiress and is important to let other people know her. Also more seers is always good when talking politics with race who can see future and present if only to not allow them to do it to you.
[ ] Yranne Kal, the Mothwing Lord of Arach-Qin
A ship-master of no little skill, Yranne would be a good choice to affirm your alliance further, and would offer significant clout with other mariners and fleetlords. Bringing him along would also open the possibility of having him bring his flagship, which would be a potent statement—few can boast a ship of such pedigree.
He is part of the almost part of our coalition, he is good with ships and normal martial is covered by next people.
] Faelin Wraev of Zahr-Tann
Whilst possessed of no official titles, the Forgemaster's wife is well known to be his equal in ruling Zahr-Tann, and here can speak with her husband's voice. Of course, if one goes, the other will need to stay behind to manage affairs on Zahr-Tann. Cannot also take Xenael Wraev
I almost want to take husband for all leaders delegation, but he seems like a no-nonsense kind of guy, which is a bad person to send in the den of snake that Aeldmoot will turn into.
 
The only thing I'm wibbling on is whether we want to bring Aresh-Vul's sons too, because while that presumably gives us a lot more elfpower to do some politicking with, it leaves Vau-Vulkesh uncomfortably empty on senior leadership.
I would say don't bring the sons. Bringing them would make Vaul-Vulkesh's leadership a lot more prominent than that of our allies, and that comes too close to signalling hegemony for my liking.
 
I think we can leave the boys behind. We have plenty of allies present to help with the politicking, and it would fit with the principle already demonstrated of having key figures left behind to cover for our leaders while they're at the big diplomatic event.

I disagree. Nothing is on fire now or anticipated to be on fire and the conference probably won't last that long anyway.

We should put ourselves in the best place to exploit this to the fullest. Now is not the time to be over cautious. We should seize the quite miraculous opportunity we've been granted with both hands.

There are several billions of people on the Craftworld, and we've established a formal government. We shouldn't be completely dependent on eight named characters to do everything.

If this was before we finished the Hall of Stewards things might be different; but we have, so we should have the basic structures in place to keep the place running without them.
 
Fun Fun!

Broadly, I get the impression that the current situation is "We should take one rep from each of our Allies as a united block, but we should take care to not strip our defenses bare"

Are we able to field a small number of our more advanced dudes as part of our Bodyguard Detail @Mechanis ? The scale should be small enough for this that we should be able to have reps from our modernized stuff on hand, I think?

Anyway, that aside, I think Draylin being an option here is a result of the Meros Tower Defense going perfectly, so we should definitely take him. His word will add considerable Weight to our arguments, and it's pinned as "He's a straight upgrade to his daughter and he was probably going to be doomed if Meros didn't go as well as it did"

EDIT: On further consideration, I'm wondering if bringing our dude's Sons with him would be good too. The reward there seems to be "Sheer ability to politick", but it also means that our Craftworld has none of it's Named Characters on hand if something goes crosseyed between now and and our return.

Looks like we just got soft confirmation of what Meros brings us to bear. Probably the best living Psyker among the Diaspora, maybe not as talented as Eldrad but he's at the peak of his craft while Eldrad is just relatively getting started.
These troops would be the best you can bring regardless, yes.

And Draylin has the problem of, well, not exactly being a spring chicken. Old Age and Treachery will only get you so far when you literally can't handle half the energy you used to because you might accidentally stop your heart or something, and Draylin has no intention of dieing before he can get as much of his knowledge--- preferably all of it---out of his very vulnerable head and into something a bit more durable, like triple-copied Wraithbone tablets. The man knows his time is running out, after all. The big thing he brings to your table is something far more precious than a mere powerful Psyker: knowledge. And not just raw data, but teaching manuals by an experienced teacher.


Ah I see someone has been rereading the Silmarillion. Obviously I think that we must bring the seven sons of Feanor Aresh-Vul.
I was wondering how long it would take someone to catch that.
Because yes,
Aresh-Vul: "You thought I was an OC, but it was me, DioFeanor!"

And it means I get to add a tag I've been sitting on!
 
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