Of Lords and their Legions (A Necron Overlord Quest)

Voting is open
[X] Plan Proud Vassal Race

Rather they are able to stand on their own feet, then come to us for everything. More than that, they could develop tech we are not able to or do not have the time to.
 
it seems to fit the ''passive guidance'' aproach we have for them,and leaves a lot of space for them developing their own unique tech

I will still make it an option if you want.
as it stands and if they accept the Sirano will eventually get to antimatter tech and will be able to ask for help if they need it.

How do these actions interact with our option to allow our son to rule them?

I don't think any of these actions contradict those chosen in the last update. I intended the last vote to indicate what rights he would have as effective ruler. While this one was how the Sirano's present life would be changed by vassalization, my apologies for any confusion
 
I will still make it an option if you want.
as it stands and if they accept the Sirano will eventually get to antimatter tech and will be able to ask for help if they need it.



I don't think any of these actions contradict those chosen in the last update. I intended the last vote to indicate what rights he would have as effective ruler. While this one was how the Sirano's present life would be changed by vassalization, my apologies for any confusion

then yes

is a good option and synergizes with what we had planed
give them the basic foundations for energy production and storaging,leave the applications in their hands

who knows,maybe they will find interesting aplicattions we didnt thought off

specially with psykers
 
Selling the narrative
Finally Alen'ic turns away from the frieze and sighs deeply.

How well do you sell the whole vassalage thing
= 36 +4 (diplomacy) + 20 (Return of the Saviors) + 10 (a small boon) +10 (cleansed the orks) +10 (nano scarab panacea) - 5 (Denied special relationship) - 5 (More mundane than hoped) + 15 (Jornakhs terms) = 95 accepted without reservation

Some time later the two of you emerge onto a nearby balcony in one of the upper wards of the city. Tens of thousands of Sirano flood the orange lit passageways of this grand audience chamber. Drones flit here and there as they attempt to record this pivotal moment from a perfect angle. Aleni'c is largely unchanged physically, though she walks as if a great weight has been lifted from her shoulders. She is significantly shorter than you, however few could ever match a Necrontyrs great height. Her frill extends slightly as she begins, a vibrant orange seen among few of the Sirano.

She waits for the cheering crowds to recede somewhat and begins in a measured tone. "Today shall be the end of an era. The end of an era of struggle, of pain and of death. No more shall the Orks hunt and harry us, held back only by the slimmest margins. No more shall disease and death stalk our cities and towns". She snarls" No more shall we fear the imperial demons will come from the stars to finish what the Waagghh started. No, the saviors have returned and they offer us glory!" The cheers redouble and she is forced to wait until they calm once more "They, masters of arcane arts shall guide us in their ways and restore us above even the great ancestors. They with us by their sides will purge the Emerald plague from our planet and give us peace for the first time in Millenia. Then once we are ready, we shall reclaim our lost worlds and strive ever onward! We will join with the Saviors and take back that which is rightfully ours. We will never again lose our place in the galaxy!

Eventually the crowd does die down for its clamor and gradually all eyes return to the balcony. "I say this not merely as your queen, my brood" she says in a far more calm tone. A quiet chorus of hisses and whispers occur, even shouts of alarm as you have a regal staff form from nothing within your hand summond from a nearby room. Not quite as fine as your own but extremely potent nonetheless. A circular trident with the points at each third of the circle representing the three queens of the SIrano. "No, today i can make these promises as a lord of the Necrons welcomed into their court". Though you despise grandstanding, you still do what you must to ensure that this transition goes as smoothly as possible. You hand her the staff and as she receives it solemnly, her half bow of deference sending ripples of surprise through the crowd. A ripple cut short as the staff blazes to life, shining like a beacon, before slowly shrinking to a mere glow as a captive ball of energy is suspended between the three prongs. "I and my fellow queens, also welcomed into this esteemed body. Will rule as we have for generations. Now we simply have guardians. Ancient, Wise and Powerful to guide us to prosperity and glory! We after all are the Sirano, We are the heirs of empire, and we are ready to return to the Stars!" So saying she thrusts her staff to the sky and the cheers of the crowd become deafening as the citizenry roar their approval


Honestly with the amount you guys were focusing on them and the fact that this was the result of a nat 100 meant that the result was never in particular doubt. the roll was poor, but it only really needed to avoid being catastrophic
 
We probably COULD have been a lot harsher with the terms but I figured long term frictions should be avoided, once the glamour wears off.
 
Timeskip
Ok, so im going to be honest here. The Sirano have somewhat blown up the pacing for this arc of the quest.

I had originally expected a three way fight between you, the Orks on the planet and whoever else owned it as the Necrons are notoriously poor at diplomacy (as is basically everyone else in 40K). THis would have involved alot of strategic manouvering and acting as advantages are found and your power gradually increases as more Necrons awaken. However, instead of an enemy who may have been able to call in offworld assistance, you have allies. Allies who while they are quite weak are not actively trying to kick you in the teeth and can offer you assistance instead while you are at your weakest.

Now, this is not in and of itself a bad thing. You position is secure and you have a clear path ahead of you. But the Orks are screwed. There's no where near enough of them to be a true threat the're quite backward tech wise (for orks) and the Sirano have sent 300,000 volunteers to help you. Now i could write the next few turns where you get to wield your armies and annihilate the Orks in a series of set piece battles. But there would also be VERY little of interest going on elsewhere barring maybe diplomacy. So im just going to instigate a time skip. (I also want to add that Orks are not always going to be such pushovers, they rolled sub 20 for presence on the planet)

Now what does matter is how long you want this time skip to be. The shortest option will be 5 years where options will be more limited in scope compared to say a 20 year jump. but regardless of length during this period you will of course be able to influence what happens (yes offering antimatter to the Sirano will be a possibility). There will also of course be the possibility that outside events take place and your planet is attacked/invaded during which we will fall into more regular turns.

Sorry to pull this on you, but i have little interest in writing the next 20 turns of "marginal repair work is done, this will be useful in 5 years"

It also needs to be said that once the timeskip is over the turn length will change to be a year instead of a month

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So...When do you decide it is time to expand your desires beyond this system alone.

[ ] 5 years. The Orks are broken and scattered into pitiful tribes. Yervum stands fully restored in the light of the sun, its pyramids and towers glisten darkly as fresh legions still awaken beneath its shining streets. Resources flood out of the city both to its neighboring cities rising out of the dirt and to space where the beginnings of a fleet are taking shape.

[ ] 10 years. The crypts of Yervum stand empty, its legions fully awakened and on the march. Other cities rise tall as scarab swarms descend across the continent, revealing tombs and structures not seen in millions of years and deeply within them their legions stir. Above, the fleet maneuvers as more ships are built, the orbital factories churning out great mining scarabs and ships of the fleet alike. The Sirano, adapting to their new lives are buttressed as they begin reaping the earliest benefits of Necron inspired science. Their pride is bolstered further as for the first time in 2000 years a Sirano military vessel moves under its own power

[ ] 20 years. The world is awash with construction and reconstruction as the last of the great tomb cities are exposed to the air of the planet, the Warriors, immortals and lords within heeding the call to rise again to serve their master. The Sirano spread and multiply as the living are wont to do Pyramid cities of their own rising to meet yours and the beginnings of their own small fleet taking up positions at lagrange points. Up in orbit the foundries are abuzz with activity. Immense harvesting activity ramping up as the repopulated asteroids of this system are harvested to feed the growing Yulenoth war machine. The fleet, now with heavy cruisers forming a solid core wheels through the system on exercises. The court buzzes for anticipation for when they will be given leave to set forth from this system.
 
[X] 20 years. The world is awash with construction and reconstruction as the last of the great tomb cities are exposed to the air of the planet, the Warriors, immortals and lords within heeding the call to rise again to serve their master. The Sirano spread and multiply as the living are wont to do Pyramid cities of their own rising to meet yours and the beginnings of their own small fleet taking up positions at lagrange points. Up in orbit the foundries are abuzz with activity. Immense harvesting activity ramping up as the repopulated asteroids of this system are harvested to feed the growing Yulenoth war machine. The fleet, now with heavy cruisers forming a solid core wheels through the system on exercises. The court buzzes for anticipation for when they will be given leave to set forth from this system
 
[X] 5 years. The Orks are broken and scattered into pitiful tribes. Yervum stands fully restored in the light of the sun, its pyramids and towers glisten darkly as fresh legions still awaken beneath its shining streets. Resources flood out of the city both to its neighboring cities rising out of the dirt and to space where the beginnings of a fleet are taking shape.

ah yes,diplomacy

a dark power people in warhammer have forgotten
 
[X] 20 years. The world is awash with construction and reconstruction as the last of the great tomb cities are exposed to the air of the planet, the Warriors, immortals and lords within heeding the call to rise again to serve their master. The Sirano spread and multiply as the living are wont to do Pyramid cities of their own rising to meet yours and the beginnings of their own small fleet taking up positions at lagrange points. Up in orbit the foundries are abuzz with activity. Immense harvesting activity ramping up as the repopulated asteroids of this system are harvested to feed the growing Yulenoth war machine. The fleet, now with heavy cruisers forming a solid core wheels through the system on exercises. The court buzzes for anticipation for when they will be given leave to set forth from this system
 
[X] 20 years. The world is awash with construction and reconstruction as the last of the great tomb cities are exposed to the air of the planet, the Warriors, immortals and lords within heeding the call to rise again to serve their master. The Sirano spread and multiply as the living are wont to do Pyramid cities of their own rising to meet yours and the beginnings of their own small fleet taking up positions at lagrange points. Up in orbit the foundries are abuzz with activity. Immense harvesting activity ramping up as the repopulated asteroids of this system are harvested to feed the growing Yulenoth war machine. The fleet, now with heavy cruisers forming a solid core wheels through the system on exercises. The court buzzes for anticipation for when they will be given leave to set forth from this system.
 
Ah yes, the classical case of the story walking off without a care of the author's plans. Happens to the best of us.

On the time skip I would say either the five or ten year one. Twenty years will be far too long, especially considering that we are really close to Imperial space. Someone will stumble upon us. We need more precise control over our defenses.

Five year skip will allow us more control over orbital preparations. But it will still leave us with a minor Ork presence and work still needed to finish our Seat of Power.

Ten will leave us ready to start expanding across the system, a core industrial capacity and our vassals/allies/pets back to a reasonable strength.

Twenty would be good for the buildup, but we would be basically gambling that no Imperial forces will notice the Necron Tomb World getting into gear. If that happens, hello Crusade of a dozen Space Marine Chapters.

Although... Looking at it now, since we are really close to the Imperium, maybe taking the chance to build up is better? Particularly since it is the Imperium. Twenty years is not much time for the gears of the Administratum to turn. Oh finnee....

[X] 20 years.
 
[x] 5 years. The Orks are broken and scattered into pitiful tribes. Yervum stands fully restored in the light of the sun, its pyramids and towers glisten darkly as fresh legions still awaken beneath its shining streets. Resources flood out of the city both to its neighboring cities rising out of the dirt and to space where the beginnings of a fleet are taking shape.
 
[X] 20 years.

We are pretty much done consolidating our base of operations. It's time to get out of system and see what our next enemies/opportunities would be.
 
[X] 10 years. The crypts of Yervum stand empty, its legions fully awakened and on the march. Other cities rise tall as scarab swarms descend across the continent, revealing tombs and structures not seen in millions of years and deeply within them their legions stir. Above, the fleet maneuvers as more ships are built, the orbital factories churning out great mining scarabs and ships of the fleet alike. The Sirano, adapting to their new lives are buttressed as they begin reaping the earliest benefits of Necron inspired science. Their pride is bolstered further as for the first time in 2000 years a Sirano military vessel moves under its own power
 
[X] 5 years. The Orks are broken and scattered into pitiful tribes. Yervum stands fully restored in the light of the sun, its pyramids and towers glisten darkly as fresh legions still awaken beneath its shining streets. Resources flood out of the city both to its neighboring cities rising out of the dirt and to space where the beginnings of a fleet are taking shape.
 
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