An Extra Primarch

Should the Quest switch to a Narrative Base?

  • Yes, it will streamline things.

    Votes: 345 40.5%
  • No, I prefer the current system.

    Votes: 127 14.9%
  • Yes, but not until the Crusade begins/Prologue ends.

    Votes: 379 44.5%

  • Total voters
    851
mailed fist apporach
Sure, the whole "don't make us notice you" apporach might work on 40k, but as acolyte says, we are going to do more stuff. Creating a galactic identity shouldn't be too difficult, especially once we have some kind of hybrid noospheres/world spirit/WAAAHG!! field up and running.
Are just shellworlds with tasty iron cores that haven't been slurped out yet.
 
While conversation seems to have moved past this while I was typing…

I think it is a bit dangerous to assume that the Emperor's plan is nearly as simple as a 100 word summation makes it seem :V

I assume that dealing with the Daemon Worlds chaos currently has falls under "Unite the Galaxy under imperial rule", for example. Since you know Daemon Worlds that are in the Galaxy aren't under imperial rule and therefore the Galaxy isn't united under imperial rule when they exist :V.

The plan probably also meant to take place over thousands of years, first uniting the Galaxy, then removing Pysker gene, improving quality of life via new scientific technology, probably having thousands upon thousands of policies in place meant specifically to make the population happy without going over the line into overindulgence like the eldar did, etc.

And frankly a large part about it that is being overlooked is that once the Emperor's attempts to purify the warp bear any fruit things simply get easier, as the warp entities slowly change, which, for example, would makes cults less and less horrible.

And the moment a world falls to Chaos, he'll either make the world unlivable then later terraform it again, or destroy it, or anything of the sort, and it would be found out right shortly after a world falls to chaos because he would have a system of checks in place greatly warded and resistant to the effects of chaos.

That said:

The Emperor doesn't need to win every battle against Chaos, he simply needs to percentage of cultists down enough on a galaxy wide level (so a couple daemon worlds happening would be a minor blip of a statistic) that the warp starts moving in the way the system he designed (the Imperium of Man) forces it to move.

The major weakness of our method of Pysker tech is that tech that relies on the warp is less reliable then tech based outside it, because of the inherent nature of the warp.

Like, to go the most hard hitting route, right now, with our crystals, imagine the effects of a broken relationship with Hydaelyn, or even worse, chaos corrupting her.

Hydaelyn refusing us the ability to make more crystals would utterly devastate every system we have in place that uses crystals.

Ships that travel the warp, no matter how good the shielding, can be attacked by warp horrors, or in a bout of bad luck leave the warp years before or years after they were suppose to arrive, or a warp storm comes and cuts off a route or a sector from the rest of the galaxy.

Each piece of tech that connects to the Immaterium in some way needs loads more safety measures in place to prevent Daemons from making use of it. Normal tech, also does, but less so, and so has less safeties needed to be get to a minimum level of acceptability. It only takes a couple people who don't understand why those protections are in place (and it is an info hazard to explain in full detail, and even if it weren't there still are people stupid enough to ignore it anyway) and not bother using them to save time, or to get it to work 0.1% better, or something, to bring disaster.

Using Hard Science tech and removing psykers and psy-tech removes many dangerous variables that could go wrong.

This isn't to say that hard tech can't go wrong, it obviously can and have in the past of Warhammer, but the Emperor knows all the ways it has failed, and could more easily make policies preventing those fail points than predicting the unpredictability of the warp.

I can easily see why the Emperor thinks that it is better to go without.

If we pull our plan off, we'll end up with more powerful psykers faster (since we never had to remove them from the gene pool), and our tech has a chance of increasing past what tech that only relies on the Materium is capable of, but it is not the safer path.

TL;DR I think our current path has better long term gains if successful, but the Emperor's plan was safer in theory in the long run, and going for safety where the warp is concerned isn't a bad move :V
 
Our plan is to be able to build the immaterial equivalent of earthmoving equipment, then take all our psychic waste (souls. Belief, emotion, ect) and pile it up into walls, buildings, castles and eventually cities.

The downside is that maybe that warp-tech might be subverted and go on a rampage.

The Emperor's plan is to have so many people creating so much psychic waste that it forms it's own mountain.
 
I don't think that's true, considering Emps told her that she focuses too much on psy-tech... a suggestion which she promptly ignored. :p
To be fair, that's mostly because I forgot about it when writing the plans Progress and People and Psykery and Politics v3, and none of the other voters reminded me. But still, Serras definitely doesn't bother all that much with "independence from the Warp", as you put it.


Serras already worked on subspace tech, namely the atomic rearrangement of the replicators.
Mhh true, though I only said "technology". Psy-tech is also technology.
 
Our plan is to be able to build the immaterial equivalent of earthmoving equipment, then take all our psychic waste (souls. Belief, emotion, ect) and pile it up into walls, buildings, castles and eventually cities.

The downside is that maybe that warp-tech might be subverted and go on a rampage.

The Emperor's plan is to have so many people creating so much psychic waste that it forms it's own mountain.

You're not wrong. On the other hand, I'd rather have Mount Everest serving as a wall than most mundane walls.
 
Looks like Serra's might stumble upon a cabal of cyberpunk vampires or actual inter dimensional demons. There will be much Death in the event of human or Xeno abuse by the supernatural.
We actually already have Vampires .... arguably Cyberpunk Vampires considering they were made as a science project by a cruel and uncaring ruling class.

Check out planet Malleus from Turn 14 Minor Actions. Based on a description I wrote up earlier, it has Vampires, Zombies, Frankentinian monsters, Werewolves, and secret Mummies as a result of crazy high tier Psyker/Tech experimentation and dark age/Xeno artifacts. There are also super high class detectives.

Used to be ruled by an evil techno-sorcerer, it is currently ruled by Good Guy Dracula
 
Psyker Divine All 50 Perk. Conceptual Interactions. Psychic power works on thoughts, beliefs, emotions. Concepts, in other words. This is the reason Daemonic attacks are so difficult to heal, as they are as much direct assaults on the soul as physical force, even in the Materium. In the Warp, psychic energy is all there is, so the Daemons, no longer requiring any anchoring, use attacks that are solely conceptual whether they attack material beings trapped there or each other. Even the least of summoned Daemons is a danger to material beings for this reason, even if they are often little more than masses of congealed souls, twisted by their circumstances and the Warp's conflicting confluence of corruptive influences. On their home ground, Daemons are an order of magnitude more dangerous, as their conceptual attacks are not weakened by the purely mundane existence of their targets. Similarly, psychic powers often work as their user wishes because the power responds to the concepts in their mind and desires of the user, assuming sufficient power. The Waagh! Field of Orks is merely an enhanced version of this effect, as used by their Psykers. Hence the ridiculous feats they can pull off at higher levels. +7500 to Psyker Checks.
Psyker Divine All 100 Perk. Archetypes. Archetypes so closely resemble Chaos in their workings that you triple-checked to be sure there wasn't some kind of Chaotic long-con lurking in the background, and you still aren't completely comfortable. Sure, there are similarities to mundane Minor Gods, but the parallels with Chaos are even stronger. For clarity's sake, and the relevance to Astartes, the Heroes Archetype would be used as an example. Every person who could be considered someone of import or significant power, and any great deed accomplished by anyone, went towards the Hero Archetype's power, as did the recognition of such deeds. Much like a Chaos God. Also like a Chaos God, those who could be called Heroes were empowered by this Archetype, essentially being rewarded for feeding a psychic entity. It's to the point you're surprised the Archetypes don't have their own gods by default. Speaking of which, the final similarity is that, as the follower of whatever path the Archetype lays out advances along that path, they accumulate power, but start to grow more rigidly aligned with it. While the slow path of Transcendence lets them retain most of their personal autonomy, the quick path, much like the ritual for becoming a Daemon Prince, leaves them as little more than an extension of their attached concepts. A transcended mortal who took the quick path to Minor god of Heroism is unlikely to arise, both because of how at odds taking the easy way out is with the Archetype, but also because of how many candidates there are. This is partially due simply to the number of people there are in the galaxy, in part because of the Astartes all being candidates simply by nature of the link Father forged between them and the Archetype, and in part because being a Hero is something almost everyone aspires to at some point, so more than a few actively work towards that lofty goal. For this reason, the Archetype of Heroism is one of the most powerful, and ancient, indelibly linked to the consciousness of most races in a manner not dissimilar to Chaos' emotional links, though there isn't usually any issue if any existing transcended mortal is killed off, unlike what would likely happen if something were to happen to a Chaos God. +10000 to Psyker Checks.
Psyker Divine All 150 Perk. Know Thy Self. The Warp is an immensely powerful dimension. Theoretically, one can access unlimited energy, as it does not consider the law of conservation or it's related laws to be anything more than a suggestion. The dangers are myriad, but much lost or undiscovered knowledge can be retrieved if you know what to look for and how to protect yourself. The best method for the latter is to know who you really are. Shrouding yourself in psychic might is as much a beacon as a shield, attempting to pass unnoticed is unreliable at best, especially against a native, million-year-old denizen. Knowing who you truly are provides a measure of defense all by itself. A stronger sense of self reduces the impact of memetic hazards and other conceptual damage, makes one more resistant to active Daemonic sabotage, and even removes inefficiencies and blockages in the soul resulting in an increase in psychic energy produced by the person in question, which in turn makes processing more Warp-based power possible due to better anchoring. An effective order of magnitude increase to psychic power is no laughing matter if the philosophical implications and reduced risk are not enough incentive. On the other hand, truly knowing oneself requires immense effort, or being repeatedly throwing into thrive or die situations. Most simply can't muster the interest or effort to really travel deeply, and in all honesty, it's hard to blame them. It's a lot of work to see every side of yourself, and most don't like everything they find. Most simply work on their willpower and self-discipline, as that is comparatively easier both mentally and emotionally. Both approaches are necessary for optimal results, as self-knowledge is only so helpful and the greatest foundation in the world without anything standing on it means just as little as a huge fortress built over a rickety foundation. Still, you believe you've tapped this avenue out. You're essentially at your peak of self-knowledge, and likewise concerning psychic might without a steady diet of souls, simple passage of time to allow soul-growth, Chaotic pacts, or some combination of the three. Alpha Plus power is more than enough for your purposes however, and psychic safety and knowledge are of greater import as of now. +15000 to Psyker Checks.
Psyker Divine All 200 Perk. Worlds Unknown. At this point, you've completely exhausted the psychic knowledge it is possible to accrue in less than 50 years. It is simply impossible to discover more without learning things unknown to all but a select handful who would never share. Most of these tidbits cannot be learned without experiments that are impossible to perform in less than a decade, unethical, or require conditions you simply don't have. A pure, undisturbed Warp, the Realm of Souls, for example, is never gonna happen in this universe. If a portal were opened to a dead one, the building blocks of reality decayed into nothingness, the last living thing a quadrillion years dead so even the sensations of the lowliest of lifeforms had long since evaporated into psychic nothingness, then it would be possible, but you lack the technology to do that on purpose with anything resembling reliability, even if you suspect a few methods that might be available without more than a few decades of work, and it would probably be a magnet for trouble regardless, drawing attention like the shadows in all likelihood. Still, the benefits of being present for the end of time would be immense. Insights into the decay of psychic energy, so difficult to measure because of how difficult true isolation is, insights into what happens to the denizens of the Warp when the potential for life is reintroduced after trillions of years of dormancy. A pre-War in Heaven universe would be best, but a Warp returned to it's calmed state would also provide much insight into what the Warp was like before it's corruption, which could aid in returning it to a heavenly place, as the oldest records of the Eldar indicated it had been. Then there was the true nature of the shadows, something you couldn't test without test subjects, and was therefore unethical in the extreme. Similarly, the exact mechanics of ritual sacrifice were a fuzzy area for you since you weren't exactly doing it yourself. Attempting to determine Nex's degree of corrupting influence relative to mundane Chaos or Chaos Undivided was an exercise in futility with the former unconscious and inaccessible without traversing layers of the Warp even deeper than the Chaos Gods, and the difference between the latter two was, while more easily quantified, still difficult to put a hard number on. Then there was the idea of how difficult it would be to make a Minor God with varying levels of worship and time. Is the volume of space with worshipers a factor as well? Does the complexity of their legend matter? The number of Domains? You aren't sure, but you aren't going to start fake religions just to find out. The point is that there's still a great deal you don't know. Some of it may never be known. What matters, is that you'll never stop looking for those answers, and you already know enough to be called an expert. To aid humanity in pushing psychic knowledge and technology to the point where it's not something to be feared. +20000 to Psyker Checks.
 
Psyker Divine All 50 Perk. Conceptual Interactions. Psychic power works on thoughts, beliefs, emotions. Concepts, in other words. This is the reason Daemonic attacks are so difficult to heal, as they are as much direct assaults on the soul as physical force, even in the Materium. In the Warp, psychic energy is all there is, so the Daemons, no longer requiring any anchoring, use attacks that are solely conceptual whether they attack material beings trapped there or each other. Even the least of summoned Daemons is a danger to material beings for this reason, even if they are often little more than masses of congealed souls, twisted by their circumstances and the Warp's conflicting confluence of corruptive influences. On their home ground, Daemons are an order of magnitude more dangerous, as their conceptual attacks are not weakened by the purely mundane existence of their targets. Similarly, psychic powers often work as their user wishes because the power responds to the concepts in their mind and desires of the user, assuming sufficient power. The Waagh! Field of Orks is merely an enhanced version of this effect, as used by their Psykers. Hence the ridiculous feats they can pull off at higher levels. +7500 to Psyker Checks.
Psyker Divine All 100 Perk. Archetypes. Archetypes so closely resemble Chaos in their workings that you triple-checked to be sure there wasn't some kind of Chaotic long-con lurking in the background, and you still aren't completely comfortable. Sure, there are similarities to mundane Minor Gods, but the parallels with Chaos are even stronger. For clarity's sake, and the relevance to Astartes, the Heroes Archetype would be used as an example. Every person who could be considered someone of import or significant power, and any great deed accomplished by anyone, went towards the Hero Archetype's power, as did the recognition of such deeds. Much like a Chaos God. Also like a Chaos God, those who could be called Heroes were empowered by this Archetype, essentially being rewarded for feeding a psychic entity. It's to the point you're surprised the Archetypes don't have their own gods by default. Speaking of which, the final similarity is that, as the follower of whatever path the Archetype lays out advances along that path, they accumulate power, but start to grow more rigidly aligned with it. While the slow path of Transcendence lets them retain most of their personal autonomy, the quick path, much like the ritual for becoming a Daemon Prince, leaves them as little more than an extension of their attached concepts. A transcended mortal who took the quick path to Minor god of Heroism is unlikely to arise, both because of how at odds taking the easy way out is with the Archetype, but also because of how many candidates there are. This is partially due simply to the number of people there are in the galaxy, in part because of the Astartes all being candidates simply by nature of the link Father forged between them and the Archetype, and in part because being a Hero is something almost everyone aspires to at some point, so more than a few actively work towards that lofty goal. For this reason, the Archetype of Heroism is one of the most powerful, and ancient, indelibly linked to the consciousness of most races in a manner not dissimilar to Chaos' emotional links, though there isn't usually any issue if any existing transcended mortal is killed off, unlike what would likely happen if something were to happen to a Chaos God. +10000 to Psyker Checks.
Psyker Divine All 150 Perk. Know Thy Self. The Warp is an immensely powerful dimension. Theoretically, one can access unlimited energy, as it does not consider the law of conservation or it's related laws to be anything more than a suggestion. The dangers are myriad, but much lost or undiscovered knowledge can be retrieved if you know what to look for and how to protect yourself. The best method for the latter is to know who you really are. Shrouding yourself in psychic might is as much a beacon as a shield, attempting to pass unnoticed is unreliable at best, especially against a native, million-year-old denizen. Knowing who you truly are provides a measure of defense all by itself. A stronger sense of self reduces the impact of memetic hazards and other conceptual damage, makes one more resistant to active Daemonic sabotage, and even removes inefficiencies and blockages in the soul resulting in an increase in psychic energy produced by the person in question, which in turn makes processing more Warp-based power possible due to better anchoring. An effective order of magnitude increase to psychic power is no laughing matter if the philosophical implications and reduced risk are not enough incentive. On the other hand, truly knowing oneself requires immense effort, or being repeatedly throwing into thrive or die situations. Most simply can't muster the interest or effort to really travel deeply, and in all honesty, it's hard to blame them. It's a lot of work to see every side of yourself, and most don't like everything they find. Most simply work on their willpower and self-discipline, as that is comparatively easier both mentally and emotionally. Both approaches are necessary for optimal results, as self-knowledge is only so helpful and the greatest foundation in the world without anything standing on it means just as little as a huge fortress built over a rickety foundation. Still, you believe you've tapped this avenue out. You're essentially at your peak of self-knowledge, and likewise concerning psychic might without a steady diet of souls, simple passage of time to allow soul-growth, Chaotic pacts, or some combination of the three. Alpha Plus power is more than enough for your purposes however, and psychic safety and knowledge are of greater import as of now. +15000 to Psyker Checks.
Psyker Divine All 200 Perk. Worlds Unknown. At this point, you've completely exhausted the psychic knowledge it is possible to accrue in less than 50 years. It is simply impossible to discover more without learning things unknown to all but a select handful who would never share. Most of these tidbits cannot be learned without experiments that are impossible to perform in less than a decade, unethical, or require conditions you simply don't have. A pure, undisturbed Warp, the Realm of Souls, for example, is never gonna happen in this universe. If a portal were opened to a dead one, the building blocks of reality decayed into nothingness, the last living thing a quadrillion years dead so even the sensations of the lowliest of lifeforms had long since evaporated into psychic nothingness, then it would be possible, but you lack the technology to do that on purpose with anything resembling reliability, even if you suspect a few methods that might be available without more than a few decades of work, and it would probably be a magnet for trouble regardless, drawing attention like the shadows in all likelihood. Still, the benefits of being present for the end of time would be immense. Insights into the decay of psychic energy, so difficult to measure because of how difficult true isolation is, insights into what happens to the denizens of the Warp when the potential for life is reintroduced after trillions of years of dormancy. A pre-War in Heaven universe would be best, but a Warp returned to it's calmed state would also provide much insight into what the Warp was like before it's corruption, which could aid in returning it to a heavenly place, as the oldest records of the Eldar indicated it had been. Then there was the true nature of the shadows, something you couldn't test without test subjects, and was therefore unethical in the extreme. Similarly, the exact mechanics of ritual sacrifice were a fuzzy area for you since you weren't exactly doing it yourself. Attempting to determine Nex's degree of corrupting influence relative to mundane Chaos or Chaos Undivided was an exercise in futility with the former unconscious and inaccessible without traversing layers of the Warp even deeper than the Chaos Gods, and the difference between the latter two was, while more easily quantified, still difficult to put a hard number on. Then there was the idea of how difficult it would be to make a Minor God with varying levels of worship and time. Is the volume of space with worshipers a factor as well? Does the complexity of their legend matter? The number of Domains? You aren't sure, but you aren't going to start fake religions just to find out. The point is that there's still a great deal you don't know. Some of it may never be known. What matters, is that you'll never stop looking for those answers, and you already know enough to be called an expert. To aid humanity in pushing psychic knowledge and technology to the point where it's not something to be feared. +20000 to Psyker Checks.

Neat.
 
Hm, gonna design a new designation. Hive Worlds are basically 'Combine a Recruitment World with a Factory World' in theory. With Eden Torus Rings adding 15 effective planets to living space, 61 times the planet's ordinary cap is possible in well-guarded areas. An unstable Civilized World would have a cap of 41.175 quintillion with 4 Edens. A stable one would have 42.8283 quintillion people at most. An unstable Hive World would have a cap of 139.995 quintillion with 4 Edens. A stable Hive World would have a cap of 140.061131 quintillion people maximum.

Let's call them Population Worlds.
 
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I am greatly looking forward to the next conversation with Magnus. With the relevant stats and skills maximized all the way to the Divine level, I can only imagine Magnus shall be beyond elated to be able to speak with Serras as an equal about Psyker and Education matters.

I am anticipating the time when Electronics, Forging, and Invention are all maximized to the Divine level as well. We do need to ensure that non-psychic technological development can eventually match that of the psychic sort, and if such an encounter ever comes, it would be most intriguing indeed to be able to converse with Necron Crypteks as equals regarding their arcane technologies, to the point that even they would be grudgingly impressed by Serras' mastery.
 
You know, I wonder if we could try and fix the problem Eldar have with breeding at some point.
Emps probably wouldn't like it though, not before all/most of them are firmly allied and basically tied to us.

Could we also create/help create the Eldar rune, if they don't have it already?

Naval Improved Plasma Weapons. Plasma weapons on the scale of ship-to-ship combat, improved by human ingenuity. +35 to fleet and fighter rolls.

Excessively Improved Ship-Scale Plasma Weaponry. Plasma weapons are the middle ground between mass-weapons, which are effective against relatively large areas and materials that are more brittle/fragile, and laser weapons, which are more precise and more effective on materials with less heat resistance. They aren't as good at either, being too spread out to do precise damage or much damage to the areas they do hit, but hit pretty much everywhere, which has it's advantages, and these plasma weapons are good at what they do considering their disadvantages. +350 to naval rolls.
Is one of these two redundant? They seem to be about the same thing, I think.


I've gone through the list of stuff we have and picked some I'd like to see upgraded, some a bit earlier than others due to the k_ork attack incoming.
Improved Naval Tactics. A general improvement of the fleet's tactics, from ambushes and raids, to 'brawls' both offensively and defensively. +57 to fleet rolls.

Naval Improved Plasma Weapons. Plasma weapons on the scale of ship-to-ship combat, improved by human ingenuity. +35 to fleet and fighter rolls.

Improved Point Defenses. Point defenses are intended to stop incoming strikecraft and missiles from reaching the shields/hull, though the power and placement of these are major factors in their effectiveness. +50 to interception rolls.

Mediumly Shared Culture. The Bastion's culture is, while certainly not even close to homogeneous, much more closely knit than it might otherwise be, and at this stage, truly counts as a single culture, as opposed to a number of nation-states cooperating for their own benefit. +250 to Morale rolls. Medium Malus to infiltration attempts.

Mediumly Reduced Cultural Barriers. The myriad different cultures inducted into The Bastion have had the barriers between them drastically cut back, and the gaps adequately bridged. This encourages cooperation between the member species, which has knock-on effects. +250 to Morale rolls. Medium bonus to background rolls.

Minorly Integrated Androids. Appeals to the Mechaniucs on the Androids' behalf have made them back off on destroying them, though they remain stubborn on the issue of making more. Drastically reduced tensions between Androids and Mechanicus.

Moderately Improved Guard Command. The officers and troops of the armed forces alike receive standardized training at dedicated facilities for such. +600 to PDF rolls. +300 to morale rolls.

Moderately Improved Fleet Command. The officers and crewmen of the fleets alike receive standardized training at facilities dedicated for such. +600 to naval rolls. +300 to morale rolls.

Sixth-tier Purity Crystals/Runes. +80 to PDF rolls

'Simple' Charms: The first series of Wargear ever created by the Primarch Serras Salnus, these sets were given out to every Head of State on her Homeworld of Thernus along with those close to her and feature:

An Anti-Warp Combat Knife: Keyed to the Bearer's very Soul, this enables them to deal out permanent damage to Warp Horrors. [+25 to rolls against Daemons]

An Amulet of Divination: Worn as a necklace or simply kept on the bearer's person, it provides a limited form of divinatory abilities and will warn it's owner of their imminent demise on it's own, though it lacks the power or independence to do so repeatedly. [+50 to survival rolls, +1 survival reroll per event/year, +10 to background project rolls]

Personalized set of PDF Body Armour: A modified form of the body armor worn by the PDF of Thernus. It's too bulky to be worn all the time, but if the owner is given enough warning to get it on, it will provide protection from anything short of a city-killer bomb, including more esoteric effects. [+25 to survival rolls for leaders, soul-cutting weapons are no longer certain death provided they get the armor on]
 
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While the sheer density of population on a single planet will no doubt isolate the populace from the passive predations of the warp, that doesn't mean daemons can't invade from the materium. And with that much people, every Population Planet will NEED to be guarded well, because I don't even think canon 40k ever had that much people sacrificed in one go. Who the hell knows what the effects of something like a quadrillion souls dying at the same time? That's comparable to the Fall of the Eldar, and that's still just ONE planet.

So maybe we shouldn't push for filling up planets to the maximum too quickly ahead of our defences, hmmm? Just like how Chaos, if they could influence the right species, would want to push them towards Stellar Bellows to rival humanity's mass production, the prospect of sacrificing a quadrillion souls would probably push them towards further proactivity, whether to stymy mankind's advancement or increase their personal power.
 
Psyker Divine All 150 Perk. Know Thy Self.
You're essentially at your peak of self-knowledge
Now we only need to express this in the form of a better Self-Rune next turn.
-[ ] [Invention] Improve Rune of Self x130

-[ ] [Minor] Write book series "Finding your Self" on self discovery and Self runes x20 (40 AP)
--[ ] Separate volumes for general population, Psykana University, people on Mehtrya's level, Aura users from Remnant


Could we also create/help create the Eldar rune, if they don't have it already?
While Serras probably understands the concept of "Eldar" well enough to create at least the Tier 1 version of the Eldar Crystal, Emps would be vehemently against that.
You may only build a single set of 5 Crystals per Turn for the next 6 Turns, resuming as much production as you want on Turn 22
Ordinarily you'd be allowed 5 per Turn, but you dumped a ton of them into one set of Research actions in one Turn because it was technically allowed so long as you eased off for a while, which built up a lot of 'Stress' towards the bar where Emps would make it an official limit instead of a stated preference. Also, just in case you forgot, you can make 5 Crystals per action/action set, which will use the same Check.
Until turn 22, Serras is only allowed to upgrade existing Crystals to a higher Tier, she is banned from creating new ones.
In other words, the Eldar of Quenya will have to create that Crystal for themselves.
 
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That nuber would be hard to reach anyway. It wil take genrations.

Well, with 5% population growth (Juve-nat+great medical care+cultural programs) 5 billion can hit 2 trillion in 120 years. It would be 110.132 trillion in 200 years.

A 50 billion Hive World would hit 1.101 quadrillion in 200 years. Could accelerate it via Vitae-Wombs of Krieg, but that has issues.
 
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@ilbgar123


Unrelated to the population thing, but with our newly regain ability to divine into the future thousands of years ahead, can we start trying to look for the brothers who have yet to come out from the warp? Or rather the worlds they will arrive at. Be there to meet them when they come out?
 
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@ilbgar123


Unrelated to the population thing, but with our newly regain ability to divine into the future thousands of years ahead, can we start trying to look for the brothers who have yet to come out from the warp? Or rather the worlds they will arrive at. Be there to meet them when they come out?
The largest game of catch ever played, apparently if you listen closely to the warp you can still hear the echo of the of the emporer calling out "go long serras!!"
 
Well, with 5% population growth (Juve-nat+great medical care+cultural programs) 5 billion can hit 2 trillion in 120 years. It would be 110.132 trillion in 200 years.

A 50 billion Hive World would hit 1.101 quadrillion in 200 years. Could accelerate it via Vitae-Wombs of Krieg, but that has issues.
What about things like fertility crystals or runes if a couple wishes to have children? And for that matter, can we make a rune to make deliveries easier? Or would that fall under genetic manipulation (wider hips etc.)? Something like that would be an enormous quality of life improvement for pregnant woman while encouraging birth rates to go up.
 
What about things like fertility crystals or runes if a couple wishes to have children? And for that matter, can we make a rune to make deliveries easier? Or would that fall under genetic manipulation (wider hips etc.)? Something like that would be an enormous quality of life improvement for pregnant woman while encouraging birth rates to go up.
Or just use machines. Our citizenes shouldnt have to suffer for a kid if they dont want to be pregnent for 9 months.
 

Or would that fall under genetic manipulation
We can do all that with mundane technology. We don't need to use warp-tech for literally everything. I'm starting to understand why the emperor is pushing us against warp-tech. Instead of thinking about medical VI's and improved reproductive systems, you guys immediatly start thinking about shoving crystals at the problem. We really don't want best daughter to be corrupted, so let's be careful with the psytech.
 


We can do all that with mundane technology. We don't need to use warp-tech for literally everything. I'm starting to understand why the emperor is pushing us against warp-tech. Instead of thinking about medical VI's and improved reproductive systems, you guys immediatly start thinking about shoving crystals at the problem. We really don't want best daughter to be corrupted, so let's be careful with the psytech.
Our daughter is practically a meme at this point. "HYDAELYN, DO EVERYTHING!" is practically a fact of life in the Bastion.
 
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