Make him sign a contract that requires he answers one question and both heads MUST answer and he cant switch which head lies until he answers. Than ask him "Is this Question False?"

While the lying head has an easy time, the truth telling head is left with a question it physically can never truly answer!
 
And for the record, this has three major arcana (Light, Dark and Grey) split into five suites of five cards each (Ruling, Defending, Commanding, Serving and Foundation) plus five numberd suites of thirteen cards (Angels, Shadows, Rods, Guns and Blades, obviously, with each having ten number cards, the Lord/Lady, the Knight and the Knave)

The Burning Void

The Unknown

@Mechanis as you release these interludes, can you tell us which major arcana and suite the card fell under?
 
So what are we planning for next turn again? Another round of enhance industry and getting some armor + sunblaster and weapon forges up?
 
So what are we planning for next turn again? Another round of enhance industry and getting some armor + sunblaster and weapon forges up?
1 AP for continuing ship repairs
2 AP for starting another Quilan batch
2 AP for starting Stel-Uit ship repairs, after which it'll just get included in continuing ship repairs in the following turns.
3 AP for at least an enhanced industry
2 AP for VGW Foundry
2 AP for Sunblaster Forge

these are the fundamental musts in my opinion, with 4 AP left over for other options. we may end up assisting Nacretinei in repairs, or simply adding another enhance industry and maybe spending extra ap on repairs, or possibly an energy dispersion barrier generator foundry and develop missiles. regardless, we aren't going to have much in the way of wiggle room for Bonesinger.

stewardship will be grabbing the sign of Herald, probably some new stuff unlocked by activating the hall of stewardship, and hopefully some relic vault scrounging.

seer is a bit harder to guess but I'm leaning into continuing to focus on the eye of Tzeench.

Seeker is likely just continuing perfect hybridization and Haywire bombs.

we are still in the post Aeldmoot lull between none of our allies being in danger and any Daemon retaliation being a long way off and us being far off the beaten track for grimtusk and his empire, so we should increase our webway scouting and kronite scavenging, as well as start scavenging the other decaying orbital megastructure.

as for AP, we'll have to wait to see what we have leftover after chassis and command, but my preference is hull militarization, to get a proper iteration of our Battleships and cutters as well as design a raider class frigate hull and Grand Cruiser(battle cruiser) type Hull.
 
1 AP for continuing ship repairs
2 AP for starting another Quilan batch
2 AP for starting Stel-Uit ship repairs, after which it'll just get included in continuing ship repairs in the following turns.
3 AP for at least an enhanced industry
2 AP for VGW Foundry
2 AP for Sunblaster Forge

these are the fundamental musts in my opinion, with 4 AP left over for other options. we may end up assisting Nacretinei in repairs, or simply adding another enhance industry and maybe spending extra ap on repairs, or possibly an energy dispersion barrier generator foundry and develop missiles. regardless, we aren't going to have much in the way of wiggle room for Bonesinger.

stewardship will be grabbing the sign of Herald, probably some new stuff unlocked by activating the hall of stewardship, and hopefully some relic vault scrounging.

seer is a bit harder to guess but I'm leaning into continuing to focus on the eye of Tzeench.

Seeker is likely just continuing perfect hybridization and Haywire bombs.

we are still in the post Aeldmoot lull between none of our allies being in danger and any Daemon retaliation being a long way off and us being far off the beaten track for grimtusk and his empire, so we should increase our webway scouting and kronite scavenging, as well as start scavenging the other decaying orbital megastructure.

as for AP, we'll have to wait to see what we have leftover after chassis and command, but my preference is hull militarization, to get a proper iteration of our Battleships and cutters as well as design a raider class frigate hull and Grand Cruiser(battle cruiser) type Hull.
We need to set up our diplomatic council or whatever it's called, so that we can handle with our foreign policy matters more efficiently. We'll have to bite that bullet eventually regardless, so we might as well do it now, I think.

There are a bunch of very lucrative diplomatic missions we want to undertake in the near future--artificial soul stones, prisons for daemons, participating in the Wild Hunt, searching for the missing large Vaulite craftworld, and even helping Uthwe with its long range communications project as a possibly game-changing breakthrough for inter-craftworld cooperation. And that's assuming nothing new comes up.
 
We need to set up our diplomatic council or whatever it's called, so that we can handle with our foreign policy matters more efficiently. We'll have to bite that bullet eventually regardless, so we might as well do it now, I think.
yeah. that's the sign of the Herald that I mentioned.
There are a bunch of very lucrative diplomatic missions we want to undertake in the near future--artificial soul stones, prisons for daemons, participating in the Wild Hunt, searching for the missing large Vaulite craftworld, and even helping Uthwe with its long range communications project as a possibly game-changing breakthrough for inter-craftworld cooperation. And that's assuming nothing new comes up.
yup. we'll probably have to wait until turn 8 to take up Ulthwe's communication project since our Haywire tech doesn't finish until the end of turn 7 the earliest. might try to squeeze in building the grand Academy to generate more Seeker AP and unlock higher research options.
 
Depending on what's available Steward AP wise, we may want to hold off on the sign of the Herald for another turn; grabbing it and doing diplomacy was mutually exclusive last turn and will likely remain that way, and I'll admit to getting a bit paranoid about delaying getting on the trail of the other missing craftworld again.
Still, I can admit it's likely just paranoia. If there's not a bunch of useful new things we can do in the category, not enough to make us decide between the 'useful new things' and 'the Herald sign' anyway, then setting up diplomacy proper is likely our best bet. But if there is... Do at least consider squeezing in some minor diplomacy.
 
Depending on what's available Steward AP wise, we may want to hold off on the sign of the Herald for another turn; grabbing it and doing diplomacy was mutually exclusive last turn and will likely remain that way, and I'll admit to getting a bit paranoid about delaying getting on the trail of the other missing craftworld again.
Still, I can admit it's likely just paranoia. If there's not a bunch of useful new things we can do in the category, not enough to make us decide between the 'useful new things' and 'the Herald sign' anyway, then setting up diplomacy proper is likely our best bet. But if there is... Do at least consider squeezing in some minor diplomacy.
I don't think we can afford to put off sign of herald again. It feels likely if we delay it we'll end up with further reasons to do so the following turn. Best to just get it done. The only reason we rushed into Nacretinei was because they had been missing for at least 4 years already when the turn began and as a creation pick that has survived this long they were more on the chopping block than the other missing craft world quest, which we normally wouldn't even be capable of undertaking this early without the Aeldmoot putting us so far ahead of schedule with making contact with Lal'c-Tann. Since we have met them likely decades ahead of schedule we can afford to delay a turn.
[ ] Stel'iy-Rann | A Pearl Without Price
The small craftworld of Stel'iy-Rann is the senior-most of a small coalition in which the craftworld Nacretinei was a member, yet that Craftworld has seemingly vanished without a trace, and the party they had stated their intent to send to the Aeldmoot made no appearance. Stel'iy-Rann and the other three minors craftworld of that coalition have grown concerned for their fate, now, and would certainly welcome the resources of your own coalition in the search for their missing compatriot—an easy door to draw them into your sphere of influence
Among the independent Craftworlds and federations thereof, there is at present a four way split—the majority are effectively neutral, whilst three other internal camps favor respectively Alaitoc, Ulthwe and Iyanden, in order of size. There are, however, a few standouts—firstly, Nacretinei stated their intention to attend to the small federation they aligned with, yet no representative has come—and from what their allies tell you, they have seemingly vanished shortly after the announcement—nearly four years ago, now. their allies have become… concerned, but the largest among the three remaining is the Small Craftworld of Stel'iy-Rann, and they would most welcome assistance in searching for the missing Craftworld.
@Mechanis how many craft worlds are a part of Nacretinei's coalition? The first mentions put their numbers at 3 minor & 1 small including Nacretinei but the second one lists there as being Stel'iy-Rann and 3 other Minor Craftworld with Nacretinei excluded from the count. Which is correct?
 
I don't think we can afford to put off sign of herald again. It feels likely if we delay it we'll end up with further reasons to do so the following turn. Best to just get it done. The only reason we rushed into Nacretinei was because they had been missing for at least 4 years already when the turn began and as a creation pick that has survived this long they were more on the chopping block than the other missing craft world quest, which we normally wouldn't even be capable of undertaking this early without the Aeldmoot putting us so far ahead of schedule with making contact with Lal'c-Tann. Since we have met them likely decades ahead of schedule we can afford to delay a turn.


@Mechanis how many craft worlds are a part of Nacretinei's coalition? The first mentions put their numbers at 3 minor & 1 small including Nacretinei but the second one lists there as being Stel'iy-Rann and 3 other Minor Craftworld with Nacretinei excluded from the count. Which is correct?
There were 5 total in that little federation; Stel'iy-Rann and Nacretinei plus three others (yet unnamed at this time). both times it says "Stel'iy-Rann plus three others, missing Nacretinei" just slightly different phrasing.
 
so, remind me what our likely options for Tyrant are besides chuckles?

Likely options off the top of my head includes (but probably isn't limited to + is depending on a nonexistent understanding of tarot cards):

Big A (Prime suspect)
Necron Lord who woke up early
The Ork Warboss who tried to krump Meros (can't remember his name)
Some other obscure xeno species wanting to shiver our timbers.
 
Um keep in mind that Trayzen is in fact up and around. So there doesn't need to be an early riser when the galaxy's greatest insomniac is about.
 
Big A (Prime suspect)
is big A the Anatolian? because that's who I'm referring to when ever I refer to an individual in this quest as "Chuckles". If not is there another A named Character I should be informed of.

Necron Lord who woke up early
seems a little generic, and It doesn't have to be someone active now or soon. any named Necron lords besides Szarekh come to mind?
The Ork Warboss who tried to krump Meros (can't remember his name)
Grimtusk Waaghbringa. he's a favorite mine. most visited threadmark on this phone is Meros escape as his armada arrives.
Some other obscure xeno species wanting to shiver our timbers.
actually would that Druchii with the V letter name who unifies the Druchii raiders count?

also I did a search, and there is a Tyrants legion.

there is also apparently a Tyrant star which is a herald of calamity. sounds like some kind of Chaos construct that might be some manner of warpstone construct.

Um keep in mind that Trayzen is in fact up and around. So there doesn't need to be an early riser when the galaxy's greatest insomniac is about.
ahh. yeah, but does he count as a tyrant? though thanks for answering my question before I asked it.
 
The Future | Interlude II | [The Tyrant]
CW: (proto)-Druchii doing (proto)-Druchii Things (torture for the lulz, that kind of thing).


Genesis​


The Tyrant​


Highest Probability Nexus, Moderate Midrange Future
The Webway
Commorragh​


Agony ripped though him, the collar only making it worse as it sent arcs of lighting into him.
He did not give a single indication despite the pain, not even a tremble that would spill the wine over his half-flayed back as his 'master' smirked, clearly enjoying using him as furniture after the whipping had grown too dull for the ancient princeling.

He gave no indication of his true feelings, masking them under the agonized slave his master expected, even as the ancient and his fellows indulged in decadence around other such unfortunates.
Not a hint of truth escaped him.​

Not until the party had finished, hours (days? He could not tell) later, and he was allowed to stand on limbs that trembled in spite of his will, to trail behind his 'master' like the others.

In that moment, where no-one could see, dark eyes burned in a pale face that had never known any light save the dying suns of Commorragh, a hate and rage that could shake the galaxy shining through with unspeakable promise, as cold and merciless as the deepest depths of the black between stars.

One day, "Master", swore the man who would one day be called Asdrubael Vect, You will die screaming while I smile, and I will have a footstool made of your skin and bones, and a fine goblet made of your skull.

But that day was not today, and so he submerged once more in what was expected,

Biding his time.​

Stand By…



A/N: What's this, Mech keeping two different Quests updated in the same week? Madness!
 
Vect is alive, huh. good for him probably bad for us
A productively aimed Vect would be a hell of a steal, it's just that actually getting that would be almost impossible.

Vect is for Vect and the minute our goals diverge from what helps him directly he'll already have like 12 different contingency plans for knocking us off the board.

Though personally I don't blame him for that because the Fall was the goddamn Fall and it's not like the rest of the galaxy is holding hands and singing hymns.
 
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