Turn 8: Start
Yzarc
The Spark of Madness
Colchis - 831.M30
You stand on the newly resurrected world of Colchis, feeling the pulse of its vibrant Worldsoul echo through the land. The Covenant is vanquished, the Shard of Winters defeated, and the people of Colchis, both past and present, have been brought back to life. Now, with the spirits of the world at your side and the power of an awakened planet, you must prepare for the coming of the Emperor of Mankind. You have ten years to transform Colchis into a fortress of strength, a center of diplomacy, and a testament to the resilience of mankind.
Your resources are vast: an active Worldsoul that provides unlimited resources and wards against Chaos, 1000 Space Marines, billions of people, and technological knowledge comparable to Mars. With broken and wrecked ships in orbit and basic production facilities on the ground, you have the means to achieve greatness. But how you choose to wield these assets will determine the future of Colchis.
Each choice will shape the path you take and influence the outcome of your efforts. The fate of Colchis rests in your hands.
PLANETS:
Colchis: Advantages:
Active Worldspirit and Lesser Spirits: Allows the Training of Shamans, who are a far more stable form of Psyker. They do not roll perils of the Warp on the Planet and reroll any failed Psyker rolls out of the planet. They can also summon spirits with Sorcery to aid them in combat, gaining Weight enough to max Summoning, Warding and Binding Path.
Unlimited Resources: You can build as much Resources nodes and Factories on the planet as you want, ignoring the planetary Resource cap.
Anti-Chaos Wards: The Worldspirit.....did not like what Chaos and the Shard of Winters did to it. So it is fighting back against all attempts to subvert it. Due to Dharok's involvement and influence, the Worldsoul will actively target any one and anything he declares as "Evil" and any Shaman of the Worldspirit does agg damage to "Evil" and Chaos when calling upon the Spirits. In addition, mechanically, any attempt to subvert the planet done in orbit or on the planet by "Evil" eats a -5 penalty. List of active "Evil" Targets:
-Chaos and Chaos corrupted entities.
-The Shard of Winters.
-Mindless/enslaved Undead.
Awakened Machine Spirits: All technology made in Colchis and in its orbit will have awakened Machine Spirits. They can range from as smart as a Dog to human intelligence. They can actively resist any takeover attempts from AI and daemons and can better interact with the user.
Exalted Shaman Librarians: You have one thousand Space Marines with True Faith 7, Enlightened Essence, who can use Exalted Sorcery like Fan Morgal and are beloved by the Spirits. They are a Resource you cannot recreate as the Godstorm has passed. You can create new Space Marines but not as blessed as the one thousand.
Technology of Mars: You have resurrected billions who live in hundreds of cities which are filled with technology that can only be found on Mars. This will need to be mastered if you want to make full use of it.
STATISTICS
-Current Resource Production: T3 (25 T2s or 250 T1s or 2500 T0s)
-Current Army Cap: T5
-Current Factory Production: T3 (25 T2s or 250 T1s or 2500 T0s)
-People's Loyalty: Divided (Lorgar's Word is being widely misinterpreted)
-Worldspirit: MAX (So long as you do not try to kill/corrupt it, it and its component spirits likes you a lot)
TURN TIME: 6 Months
Time: Time taken to complete that action. 1 turn is completed in the end but 2+ takes that many turns and you are LOCKED IN for that many turns.
Reward: What you get out of that action.
Event: I roll a d100 for each action. When dice rolls good or bad, the Circle gathers to solve the issue.
Write in: You can WRITE IN for any person SUBJECT to GM approval.
Cost: Amount of Resources and Exotic resources needed
Dharok (Choose 1):
[] Establish Space Marine Recruitment and Training:
-Train new generations of Space Marines to bolster your forces and ensure a powerful defense against any threat. Using the Codex Astartes as a base, the main method of training will involve granting aspirants wishes and sending them on missions to work off their debt.
Cost: one T2
Time: 1 Turns
Reward: Automate Space Marine Training. I will roll a d10 every turn and you get that many recruits. This can be improved with more gene-seed or Thalassa actions.
[] Train Special Forces Units:
-Establish special forces units trained in a variety of combat scenarios, including boarding actions, sabotage, and guerilla warfare. These units will be versatile and capable of striking at critical enemy assets.
Cost: one T2
Time: 1 Turn
Reward: You get special forces that give you options in combat that you will not normally have.
[] Establish a Planetary Defense Force:
-Form a dedicated planetary defense force composed of elite soldiers and advanced combat units. Train them extensively in both ground and space combat to ensure they can defend Colchis from any threat.
Cost: one T2
Time: 1 Turn
Reward: Basic Planetary PDF. Your Planet has a permanent defense force that replenishes itself. This is the first step to create an army if you want to unify the neighboring planets.
Lorgar (Choose 2 - Mind Partition + Primarch Bonus and Assist in 1 Action from OTHER Category):
[] Clarify Lorgar's Philosophy:
- Address the misinterpretation of Lorgar's teachings among the newly restored people of Colchis. Lorgar will hold public forums and speeches to explain his philosophy clearly, emphasizing unity, faith, and the balance between progress and tradition.
Cost: One T1
Time: 2 Turns
Reward: This gives them the Defining Trait "Lorgar's Philosophy" that does not degrade naturally and allows them to counter roll all mind control effects and other emotional effects that may force them to betray their intimacy.
[] Decide Machine Spirit Rights:
-Establish a framework for the rights and treatment of Machine Spirits, considering their varying levels of intelligence.
Cost: One T1
Time: 1 Turn
Reward: Heads off any AI scare and also sets a good example of how to integrate with active Machine Spirits. This gives the Machine Spirit an intimacy for Humanity and integrates them into the Workforce, boosing Production rolls, adding +10 for good events and -10 for Bad events (Rolled annually).
[] Cultivate Loyal Factions
- Identify and support loyal factions within the population to maintain stability and control.
Cost: One T2
Time: 2 Turns
Reward: Set up a unified Government for Colchis. This allows you to get started on MACRO level projects beyond forming organizations or maintaining infrastructure.
Thalassa (Choose 1)
[] Revitalize Production Facilities:
- Repair and understand the production facilities to achieve manufacturing capabilities comparable to Mars.
Cost: One T2
Time: 2 Turns
Reward: This makes it so that your Maximum Production facility counts as T4 and not T3. Your Resources are still caped at T3 until you build more.
[] Create Defensive Drones and Automatons:
-Develop a series of defensive drones and combat automatons. These autonomous units can be deployed in large numbers to bolster defenses and provide support in both ground and space engagements.
Cost: One T1
Turn: 1 or 2 Turns (Gives you more rolls in the designing phase, 6 rolls to 12 rolls)
Reward: This allows you to directly convert Resources to Armies. Much like how a planet has a resource cap, it has a population cap as well. T1 to T5. This allows you to raise armies, ignoring the Population cap. BE WARNED: Though they will have awakened Machine Spirits and not AI, Mars will raise a fuss when they find out to preserve their power.
[] Enhance Soldier Equipment:
-Develop and distribute advanced power armor, weapons, and equipment to your troops. Ensure that every soldier is equipped with the best technology available to maximize their effectiveness in combat.
Cost: One T1
Turn: 1 or 2 Turns (Gives you more rolls in the designing phase, 6 rolls to 12 rolls)
Reward: Design some mass producible weapons for people. You can make Skitarii weapons but they are Production Princesses and eat your resources like there is no tomorrow. This gives you the chance to design comparable weapons that are easier to make/use/maintain.
Fan Morgal (Choose ANY 3 options from ANY Category):
[] Develop an Intelligence Network:
- Create a network of spirits that actively gather information and preempt any threats against Colchis.
Cost: One T2
Time: 1 Turn
Reward: You set up a rumor mill for the planet and the Spirits let you know in case anything bad happens.
[] Construct Sacred Centers for the Worldsoul:
- Build places to honor the Worldsoul, fostering a sense of unity and reverence among the population.
Cost: N/A
Time: 2 Turns
Reward: Can start Training Shaman-Sorcerer. Can learn Summoning, Warding and Binding & Storm calling Sorcery paths. You need this to build facilities/organizations to find Psykers.
You stand on the newly resurrected world of Colchis, feeling the pulse of its vibrant Worldsoul echo through the land. The Covenant is vanquished, the Shard of Winters defeated, and the people of Colchis, both past and present, have been brought back to life. Now, with the spirits of the world at your side and the power of an awakened planet, you must prepare for the coming of the Emperor of Mankind. You have ten years to transform Colchis into a fortress of strength, a center of diplomacy, and a testament to the resilience of mankind.
Your resources are vast: an active Worldsoul that provides unlimited resources and wards against Chaos, 1000 Space Marines, billions of people, and technological knowledge comparable to Mars. With broken and wrecked ships in orbit and basic production facilities on the ground, you have the means to achieve greatness. But how you choose to wield these assets will determine the future of Colchis.
Each choice will shape the path you take and influence the outcome of your efforts. The fate of Colchis rests in your hands.
PLANETS:
Colchis: Advantages:
Active Worldspirit and Lesser Spirits: Allows the Training of Shamans, who are a far more stable form of Psyker. They do not roll perils of the Warp on the Planet and reroll any failed Psyker rolls out of the planet. They can also summon spirits with Sorcery to aid them in combat, gaining Weight enough to max Summoning, Warding and Binding Path.
Unlimited Resources: You can build as much Resources nodes and Factories on the planet as you want, ignoring the planetary Resource cap.
Anti-Chaos Wards: The Worldspirit.....did not like what Chaos and the Shard of Winters did to it. So it is fighting back against all attempts to subvert it. Due to Dharok's involvement and influence, the Worldsoul will actively target any one and anything he declares as "Evil" and any Shaman of the Worldspirit does agg damage to "Evil" and Chaos when calling upon the Spirits. In addition, mechanically, any attempt to subvert the planet done in orbit or on the planet by "Evil" eats a -5 penalty. List of active "Evil" Targets:
-Chaos and Chaos corrupted entities.
-The Shard of Winters.
-Mindless/enslaved Undead.
Awakened Machine Spirits: All technology made in Colchis and in its orbit will have awakened Machine Spirits. They can range from as smart as a Dog to human intelligence. They can actively resist any takeover attempts from AI and daemons and can better interact with the user.
Exalted Shaman Librarians: You have one thousand Space Marines with True Faith 7, Enlightened Essence, who can use Exalted Sorcery like Fan Morgal and are beloved by the Spirits. They are a Resource you cannot recreate as the Godstorm has passed. You can create new Space Marines but not as blessed as the one thousand.
Technology of Mars: You have resurrected billions who live in hundreds of cities which are filled with technology that can only be found on Mars. This will need to be mastered if you want to make full use of it.
STATISTICS
-Current Resource Production: T3 (25 T2s or 250 T1s or 2500 T0s)
-Current Army Cap: T5
-Current Factory Production: T3 (25 T2s or 250 T1s or 2500 T0s)
-People's Loyalty: Divided (Lorgar's Word is being widely misinterpreted)
-Worldspirit: MAX (So long as you do not try to kill/corrupt it, it and its component spirits likes you a lot)
TURN TIME: 6 Months
Time: Time taken to complete that action. 1 turn is completed in the end but 2+ takes that many turns and you are LOCKED IN for that many turns.
Reward: What you get out of that action.
Event: I roll a d100 for each action. When dice rolls good or bad, the Circle gathers to solve the issue.
Write in: You can WRITE IN for any person SUBJECT to GM approval.
Cost: Amount of Resources and Exotic resources needed
Dharok (Choose 1):
[] Establish Space Marine Recruitment and Training:
-Train new generations of Space Marines to bolster your forces and ensure a powerful defense against any threat. Using the Codex Astartes as a base, the main method of training will involve granting aspirants wishes and sending them on missions to work off their debt.
Cost: one T2
Time: 1 Turns
Reward: Automate Space Marine Training. I will roll a d10 every turn and you get that many recruits. This can be improved with more gene-seed or Thalassa actions.
[] Train Special Forces Units:
-Establish special forces units trained in a variety of combat scenarios, including boarding actions, sabotage, and guerilla warfare. These units will be versatile and capable of striking at critical enemy assets.
Cost: one T2
Time: 1 Turn
Reward: You get special forces that give you options in combat that you will not normally have.
[] Establish a Planetary Defense Force:
-Form a dedicated planetary defense force composed of elite soldiers and advanced combat units. Train them extensively in both ground and space combat to ensure they can defend Colchis from any threat.
Cost: one T2
Time: 1 Turn
Reward: Basic Planetary PDF. Your Planet has a permanent defense force that replenishes itself. This is the first step to create an army if you want to unify the neighboring planets.
Lorgar (Choose 2 - Mind Partition + Primarch Bonus and Assist in 1 Action from OTHER Category):
[] Clarify Lorgar's Philosophy:
- Address the misinterpretation of Lorgar's teachings among the newly restored people of Colchis. Lorgar will hold public forums and speeches to explain his philosophy clearly, emphasizing unity, faith, and the balance between progress and tradition.
Cost: One T1
Time: 2 Turns
Reward: This gives them the Defining Trait "Lorgar's Philosophy" that does not degrade naturally and allows them to counter roll all mind control effects and other emotional effects that may force them to betray their intimacy.
[] Decide Machine Spirit Rights:
-Establish a framework for the rights and treatment of Machine Spirits, considering their varying levels of intelligence.
Cost: One T1
Time: 1 Turn
Reward: Heads off any AI scare and also sets a good example of how to integrate with active Machine Spirits. This gives the Machine Spirit an intimacy for Humanity and integrates them into the Workforce, boosing Production rolls, adding +10 for good events and -10 for Bad events (Rolled annually).
[] Cultivate Loyal Factions
- Identify and support loyal factions within the population to maintain stability and control.
Cost: One T2
Time: 2 Turns
Reward: Set up a unified Government for Colchis. This allows you to get started on MACRO level projects beyond forming organizations or maintaining infrastructure.
Thalassa (Choose 1)
[] Revitalize Production Facilities:
- Repair and understand the production facilities to achieve manufacturing capabilities comparable to Mars.
Cost: One T2
Time: 2 Turns
Reward: This makes it so that your Maximum Production facility counts as T4 and not T3. Your Resources are still caped at T3 until you build more.
[] Create Defensive Drones and Automatons:
-Develop a series of defensive drones and combat automatons. These autonomous units can be deployed in large numbers to bolster defenses and provide support in both ground and space engagements.
Cost: One T1
Turn: 1 or 2 Turns (Gives you more rolls in the designing phase, 6 rolls to 12 rolls)
Reward: This allows you to directly convert Resources to Armies. Much like how a planet has a resource cap, it has a population cap as well. T1 to T5. This allows you to raise armies, ignoring the Population cap. BE WARNED: Though they will have awakened Machine Spirits and not AI, Mars will raise a fuss when they find out to preserve their power.
[] Enhance Soldier Equipment:
-Develop and distribute advanced power armor, weapons, and equipment to your troops. Ensure that every soldier is equipped with the best technology available to maximize their effectiveness in combat.
Cost: One T1
Turn: 1 or 2 Turns (Gives you more rolls in the designing phase, 6 rolls to 12 rolls)
Reward: Design some mass producible weapons for people. You can make Skitarii weapons but they are Production Princesses and eat your resources like there is no tomorrow. This gives you the chance to design comparable weapons that are easier to make/use/maintain.
Fan Morgal (Choose ANY 3 options from ANY Category):
[] Develop an Intelligence Network:
- Create a network of spirits that actively gather information and preempt any threats against Colchis.
Cost: One T2
Time: 1 Turn
Reward: You set up a rumor mill for the planet and the Spirits let you know in case anything bad happens.
[] Construct Sacred Centers for the Worldsoul:
- Build places to honor the Worldsoul, fostering a sense of unity and reverence among the population.
Cost: N/A
Time: 2 Turns
Reward: Can start Training Shaman-Sorcerer. Can learn Summoning, Warding and Binding & Storm calling Sorcery paths. You need this to build facilities/organizations to find Psykers.
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