Blood, Sweat, and Tears (WH40k Design Bureau)

Interesting... but what does this (highlighted text) mean? What does it entail? It's so vague that it's practically meaningless... unless you're planning a third sequel quest after the next one and you're leaving your options open for it. An actual civilization game with us set to control Calivar properly is very enticing and I truly hope that is what you intend (still salty that this quest ended when it did).
It's a worldbuilding/political thing. The two worlds aren't obligated by treaty to obey the other. However, without Lexicalum's knowledge the Crusade would have struggled mightily to achieve half of what it did while without Calavar's bargain with Laskin the outpost would still be beholden and in some degree of penalty for their establishing of a combat fleet (even if they would have on paper handed them off to Calavar).

For example, if one of the two worlds come under threat the other would mobilize everything they could to defend them. It would be a grave insult to try to cheat the other in a trade. Etc.
 
It's a worldbuilding/political thing. The two worlds aren't obligated by treaty to obey the other. However, without Lexicalum's knowledge the Crusade would have struggled mightily to achieve half of what it did while without Calavar's bargain with Laskin the outpost would still be beholden and in some degree of penalty for their establishing of a combat fleet (even if they would have on paper handed them off to Calavar).

For example, if one of the two worlds come under threat the other would mobilize everything they could to defend them. It would be a grave insult to try to cheat the other in a trade. Etc.
Ok. That's understandable but that is not what I'm looking for. My main focus is on the development of technology and how do both groups handle that bucket of cyber-wyrms? How much slack does Calivar have and what do they gain materially to study and test thanks to their relationship to Lexicalum? I might make some omakes and I want to know what I can get away with IC for this setting.
 
Ok. That's understandable but that is not what I'm looking for. My main focus is on the development of technology and how do both groups handle that bucket of cyber-wyrms? How much slack does Calivar have and what do they gain materially to study and test thanks to their relationship to Lexicalum? I might make some omakes and I want to know what I can get away with IC for this setting.
Calavar companies and concerns would partner with Lexicalum groups (whatever word would suit such a gathering). One would come with ideas, the other would usually tell them why it wouldn't work and provide specialist testing and research assets to make the others in such a way that is acceptable to their faith. Plus it's Lexicalum on the name tag of what these partnerships result in, so they are slightly more acceptable to everyone.
 
Calavar companies and concerns would partner with Lexicalum groups (whatever word would suit such a gathering). One would come with ideas, the other would usually tell them why it wouldn't work and provide specialist testing and research assets to make the others in such a way that is acceptable to their faith. Plus it's Lexicalum on the name tag of what these partnerships result in, so they are slightly more acceptable to everyone.
Huh, so if I'm understanding the relationship correctly:

While Calavar won't see as much direct benefit as a outright enclave being on Calavar, Lexicalum becoming a Forge World will mean we'll get technical assistance, if only later once Lexicalum has built up. And once Lexicalum has achieved Forgeworld status spreading Calavar's innovations to the greater Sector and Imperium will be easier due to being able to slap on Lexicalum's seal of approval on it or outright 'Made in Lexicalum'. Which would make it a lot more respectable compared to being made by a civilized world.

Calavar will be able to expect reasonable rates on stuff it buys from Lexicalum (and vice versa, if only for raw materials with respect to Lexicalum) and they will basically have a mutual defense pact. The value of which will only grow as Lexicalum grows since Lexicalum's going to have a pretty big interest in building as big of a fleet as it can support since it doesn't want a repeat of its precarious situation in the past.
 
Huh, so if I'm understanding the relationship correctly:
Essentially. Lexicalum will also be more proactive with their fleet for much the same reason rather than concerning themselves wholly with Tech Cult matters (though they will do a fair amount of Hulk diving with what they have and their first units of Skitarii).

And while they will not be able to produce the Good Stuff anytime soon, they will be a lot more free with what they can produce to Calavar. Trading at cost things like armored divisions and making Landship Flotillas for service in lieu of the God Machines they will not have for a good long time.
This makes them the "wild child" of the Subsector that well to do Grudan and Laskin Magi make disapproving noises about but given they aren't trading away secrets of the Cult to unworthy hands it stays at that.
 
This makes them the "wild child" of the Subsector that well to do Grudan and Laskin Magi make disapproving noises about but given they aren't trading away secrets of the Cult to unworthy hands it stays at that.
So basically we'd probably end up with three Forgeworlds in the sector. Grudan becomes the conservative stronghold, where you go if you want to gain the most political power in the AdMech and otherwise hold true to the whole 'Mystery Cult' aspect that is strong in the AdMech. Laskin is in the middle and gets the advantages and disadvantages of that. I suspect they'll end up the most theologically active of the forges just because it's where you have strong segments of the populations that are conservative and others that are more radical. So you end up with each having ready access to the other to arguedebate the truth of their interpretation of AdMech beliefs and traditions. Not as economically active as Lexicalum or prestigious/politically important as Grudan. But in-between for both.

Lexicalum ends up being... Honestly, I don't think they'd be a radical stronghold. What they are is the stronghold of those who take proven technologies and are willing to adapt and adjust them to create new designs. So shades of radical thought, definitely. But I think how the Crusade that founded them was in part against Chaos, and the subsequent Reclamation Crusades will be against Chaos forces that stole and corrupted some of the designs they assisted with will leave them with a hatred of how Chaos corrupts the purity of technology. Toss in how we tried to get better Warp Drives once, failed badly and steered clear of any Warp-related technologies afterwards because fuck touching that will make them cautious towards any technology development/adaption in that field (as they should be). They're also the stronghold of those who wish to work with the Imperium and thus likely are the ones that have the most economic power of the three. They lack the prestige of the older forges, and the more advanced technologies but if you need something done, and don't have the favours or money to afford the very advanced designs which either fill the role you need, or can do that role as well as whatever it's designed for... Well, you go to Lexicalum and if they don't have it now, you can likely get something that'll do it within a century or two.
 
If you want Warp related tech your best bet is to ask the Lord Explorator, who studies the relation of it and the Materium at times. This relates to why he was in the Subsector, going about the edges of the Silent Stars collecting what will come to be known as Necron artifacts along with a Rogue Trader and the Hoise Noctris dude before their convoy got attacked by drones.
 
Closing Turn: The State of the Subsector
(If you read this in a voice other than the Dawn of War Narrator, you are Doing It Wrong)


The locally declared Crusade, by the previously unimportant world of Calavar, was indicative of the many such occurrences throughout the history of the Imperium. Indomitable Human spirit was once more pitted against the many foes that would seek their destruction, and once more emerged victorious as they had so many times before!

Even so, the political scene of the Lativa Subsector, was irrevocably changed by these events! What was once a quiet provincial zone was now, after so much blood spilt and treasure spent, the new power of the Subsector. Even isolated behind the imposing fortresses of Waaagh Gunbreaka and the Traitors of the Hylian Stretch, the inhospitable but now slightly less mysterious Silent Stars, and the Ork infested ruins of the former core of Lativa, the Calavan Crusade was now the undisputed master of these ruined worlds.

Bagalog, overtaken by refugees from the fallen Subsector, is now host to a new merchant republic, made up of those fortunate enough to flee ahead of the greenskin horde, spilling over what was once Lativa. With the aid of an Explorator of the Adeptus Mechanicus, an eccentric master of forbidding technology, their Houses once more ply the void! Moving cargo of great military, and commercial value for a variety of customers, the new and reformed Houses have their positions cemented by the agreement between the one who had the force of will to corral their members from flight, the one wealthy enough to tempt an agent of the Mechanicus, the one who had bargained with the new military power to join their forces against the greenskins and Traitors. Loree Mulyran, the woman who had saved her dynasty and made it indispensable to the new government on Calavar and who would see great success in the remainder of her days. Including, serving the Reclamation campaigns to come.

The Dark Star Alignment, free to mature their near heretical ideas, festered and fermented in time. Much of their population saw the light, returning to embrace the Emperor in approved ways that did not risk their souls, yet many held tighter to their deviant beliefs. These heretics began plundering the grand vaults their world contained, arming themselves for a future confrontation with the true faithful when the sum of their belief reached critical mass...

Lexicalum, good friend of Calavar throughout the whole of their self proclaimed crusade, revels in their newfound freedom and power as ships from their parent Forge come with some regularity with supplies and personnel to build up the newly proclaimed Forge World. Escorted by Calavan warships, these reinforcements have busied themselves building new stations of the orbiting Lexicalum. Befitting of it's origin, the assembled Magi of Lexicalum, unlike many of their compatriots, closely cooperated with the Imperial worlds in their vicinity. Such a new Forge was wholly incapable of fielding the Titan Legions their order was famed for, but made do with the Calavan designed Landships. Their sprawling forms, and even larger derivatives, would be seen in every Reclamation in the Subsector alongside their Calavan built equivalents.

Their parent Forges, Grudan and Laskin, would, after many years of rebuilding, be the first to truly investigate the Silent Stars in some time. Drawn by the scent of more vessels like that traded to them by Calavar, after prying it from a conglomerate of wreckage, they would begin a spirited war against the Abominable Intelligences that resided within the unnatural region. However, even by the Reclamation campaigns this would bear more relation to skirmishes, than the all encompassing campaigns ancient and well respected Forges would wage to acquire items of interest to their reclusive orders.

And of those of more spiritual inclination, the Shrine World of Lativa crushed the final infestation of Orks on their soil with a significant investment from the Calavan Crusade. When the Orks of the far off portions of their land stopped coming back it was met with much rejoicing from the entire population. Even so, it would continue to be a sore spot that despite their overall importance to the region, they were left to fight the Orks alone at times by the Crusade, even after the claims made to protect them by the same. Under understandable circumstances, perhaps, but it would remain a sore spot between some elements of the Adepta Sororitas that stayed on their world along with their auxiliary armies and the Crusade they felt should have protected their holy world before all others.


Of the Solar Hawks, those Astartes who had held back the darkness for at least half a century, little is known other than their appreciation of the Crusade for their help and generosity. Their departure had been a major opportunity for the survivors of the Subsector to come together to show off their military prowess in a way acceptable, to all parties.


This is the circumstances of the new Lativa Subsector. The Imperial Navy is still rarely seen and if the Inquisition is operating in the area once more it is with great circumspection that their order is simultaneously known for and for their eschewment of such. The foul pawns of the Ruinous Powers remain, but are undone by the nature of that they say aids them. The only source of relief for such Traitors is the fallen Forge of Incleon, whose Dark Mechanicus masters trade the foul product of their corrupted manufactories for what it needs to function. Aliens and their vessels are a common sight, from the mechanically supported, predatory and psychic Locroft to the technosorcerous Hashim and their Human laborers. Ork Freebootas remain the most common foe, for all navies in the region, as they attempt to plunder what they can from the growing realms.
Yet for all of this, the circumstances are much changed from what they were. Vessels stream from the shipyards of the new Human powers to fight war in the name of peace while endless armies march forward to do battle with their opposites.

Yes... The future of this region holds much promise. For those who live there, and those outside of it.

And this, this was just one of those tales.



[GM Note: ...I honestly expected to stall out on, like, turn three. So this is a major achievement. So... Yeah. Thank you to everyone who played, and doubly so to those who added their imagination to this shared world space.
For those who only read the main updates, a sequel is being planned for this story where you, the players, will control a single Guardsman during one or more of the Reclamation campaigns in the Lativan Subsector, using and supported by the equipment developed in this game, following in the steps of the events players set out responding to stimuli by being set in the Reclamation campaigns. I hope to put it out... Sometime in the next two weeks, thereabout, using what is essentially the Only War RPG rules but with a few changes to resolving challenges that is more in line with the rather good Star Shock quest on SB in that it will use your stats against challenges rather than tracking every act inside a scene.
I hope to see you all there when the time comes.]
 
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Uh, is this the end of the quest? Thank you for hosting!
Unfortunately, yes. Along with my fitful ability to actually write the updates, past this there wouldn't be a great deal of change in the actual circumstances other than serving as a spreadsheet simulator. And without problems to resolve, in this case strategic military decisions, the circumstances of the Lativa Subsector become more of a civil matter than a military campaign.

That being said. I have toyed with an idea to do... Not something entirely similar, but at least in the same genre, to this as I figure out how exactly to plan out and run a character focused RPG: being brought on as a minor power's supreme military commander in Star Wars, post-Endor, and within a universe that uses elements of the old, pre-Prequel lore. It's main focus would be moving your available assets about to resolve problems with a different economic system and much reduced technology choices.
You know. If people would play such a thing.
 
Looking forward to the sequel. Kind of bummed that this one is over, but it had a pretty good run.

Pity about relations with Lativa being soured somewhat. We probably could have sent another squadron to Lativa to really kick the Orks off of the orbit, but eh, hindsight is 20/20.
 
Congratulations @DaLintyGuy, on seeing a quest through to completion! I know I didn't participate, but I remember seeing the start and was paying attention for when you resumed.

Do you have any nuggets of wisdom you've found after seeing this through?

Also, congratulations to the participants of the thread for making the right decisions on what to design, how much to construct, where to deploy and what factions to engage with!
 
Do you have any nuggets of wisdom you've found after seeing this through?
With regards to what, specifically? In terms of making a game like this: actually try to look ahead and plan instead of winging it most of the time. In the same vein, it would have allowed me to be a little meaner about things.
Which is hopefully something I'll get to do in the sequel.

Oh, and keep one or more master lists for GM reference to make things easier for yourself.
 
Unfortunately, yes. Along with my fitful ability to actually write the updates, past this there wouldn't be a great deal of change in the actual circumstances other than serving as a spreadsheet simulator. And without problems to resolve, in this case strategic military decisions, the circumstances of the Lativa Subsector become more of a civil matter than a military campaign.

That being said. I have toyed with an idea to do... Not something entirely similar, but at least in the same genre, to this as I figure out how exactly to plan out and run a character focused RPG: being brought on as a minor power's supreme military commander in Star Wars, post-Endor, and within a universe that uses elements of the old, pre-Prequel lore. It's main focus would be moving your available assets about to resolve problems with a different economic system and much reduced technology choices.
You know. If people would play such a thing.
This sounds interesting! How small would be small though? Something like the Eriadu Authority/Zero Command or even tinier? I'd totally be up for this. This quest caught my attention too late for me to really engage with it, so I've just lurked, really enjoyed it though! Would be nice to catch another one at the start.
 
This sounds interesting! How small would be small though? Something like the Eriadu Authority/Zero Command or even tinier? I'd totally be up for this. This quest caught my attention too late for me to really engage with it, so I've just lurked, really enjoyed it though! Would be nice to catch another one at the start.
Small. Like, random planet with a few ties to nearby ones, you start with a handful of FTL capable... "Combat" ships, and a singular vessel worthy of being called a warship. This is no war to decide the fate of the galaxy, or even to create a lasting and mighty power. Rather, it would be a fight to survive between the competing power blocks of a Warlord's lieutenant, a small fraction of the New Republic, and various criminal and local powers possibly including a new branch of Black Sun.

Of course, you might have a few advantages and you can, naturally, work your way up to building Stuff, or just steal it from your foes. Though research and design would be greatly cut down to represent the different scale and feel of the new game. Instead of designing things yourself you'd have companies with at least neutral opinions of you do so. Instead of researching you would be more involved in trying to salvage advanced tech from your enemies for study, use, and perhaps limited production of inferior copies.
 
I like the ideia of being small in the SW universe, usually stuff set in it has more far ranging consequences and deals with the fate of the Galaxy. Scaling down would provide an interesting setting and make decisions more meaningful I think.
 
Small. Like, random planet with a few ties to nearby ones, you start with a handful of FTL capable... "Combat" ships, and a singular vessel worthy of being called a warship. This is no war to decide the fate of the galaxy, or even to create a lasting and mighty power. Rather, it would be a fight to survive between the competing power blocks of a Warlord's lieutenant, a small fraction of the New Republic, and various criminal and local powers possibly including a new branch of Black Sun.

Of course, you might have a few advantages and you can, naturally, work your way up to building Stuff, or just steal it from your foes. Though research and design would be greatly cut down to represent the different scale and feel of the new game. Instead of designing things yourself you'd have companies with at least neutral opinions of you do so. Instead of researching you would be more involved in trying to salvage advanced tech from your enemies for study, use, and perhaps limited production of inferior copies.

Man, I'd make a "Yeah, keep talking dirty to us baby" joke if it wasn't so low brow so, ummm....

Yeah, keep hyping us up fella? Does that work?
 
With regards to what, specifically?
Can't say I had any specifics honestly.
In terms of making a game like this: actually try to look ahead and plan instead of winging it most of the time. In the same vein, it would have allowed me to be a little meaner about things.
Which is hopefully something I'll get to do in the sequel.
The balance of laying on and taking off the pressure based on actions has always been something I've been leery on. Making proper 'tier' lists with possible enemy actions noted under each tier makes sense to me. Something to simulate the carrion-empire nature of the Imperium would have at least seven entities with such tier lists. While entities eliminated are either replaced or never fully eradicated.
Oh, and keep one or more master lists for GM reference to make things easier for yourself.
One massive doc that just holds sections with links to the other, more specific, documents? I can see it.
 
Yeah, keep hyping us up fella? Does that work?
No.

Planetary control is not measured by percentage of planetary occupation but by ownership of specific points on the planet. Administrative sectors are nearly universal and often the location that provides official changes of ownership on the strategic map. However, this leaves the way open for criminal elements to do their thing without overly bothering their host, as they will worm their way into urban centers and set up rural outposts to further their nefarious plans. Which is usually making handfuls of credits at the expense of the owner and citizenry.

Other times things can get more complicated, with a set of objectives that might have to be completed in a specific order to openly invade a world. A garrison inside a shield alongside the administrative center may need the shield taken down before combat units can effectively reduce the hostile presence.
Speaking of which, unit sizes. Ground forces will generally be used in Companies. This is not a Clone War of old, you don't have millions of expendable soldiers to toss at the enemy. Militia and other garrison forces will generally be strong in number but, as they cover the whole planet for a great deal of duties, are limited in their response and vulnerable to sabotage or subversion.

Military equipment, from blaster rifles and uniforms to small warships, are built at their respective Landmarks. These Factories (for ground forces) and Assembly- or Shipyards (for space capable assets such as fighters and corvettes) are tooled for a specific product and will build that from a base pool of build points that is divided by the cost of the unit to get the number produced. Operating these Landmarks will usually cost Affluence, also known as your liquid currency, to represent purchasing the materials or finished product with your limited budget. Units may also cost upkeep, though that is a bit too granular for me outside of notable things such as large prize vessels your limited emergency powers explicitly do not cover.
 
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