Rebirth Of Man: Unification Of Terra

I will say this once more, as a Grand Nation your default stance to any other nation is "I can take them." This means that unless you are absolutely being crushed you will not have the chance to actually begin surrender negotiations and even during that point you will be forced to angle for the least restrictive/punitive measures you can find. The pride of a grand nation is no small thing.
 
Can we still have other things like trade with other nations? Or are we at total war at all times?
Trade, alliances of convenance, treaties of non aggression, defensive pacts and everything are allowed. What is not allowed is to outright Surrender to another nation that can't force unconditional surrender through force of arms. Note that a Diplo Hero can circumvent this to a degree. But other than that one exception it is total for Grand Nations.
 
Prologue to Unification: Nation Creation part 3
Ever since the Fall of Man all those millennial ago, your nation has remained shrouded in mountains and valleys that extend into the sky far above and deep below. The outpouring of toxic gases and the lack of air above have been your defenses while you have built up behind the impenetrable barricade of the world that was shaped in the Fall. Now, this mighty bastion falls to the ground as rock and metal flow out of the either as anceint technology hums and activates at your command.

Atoms are forged in the heart of esoteric energies of geomantic might, electrons protons neutrons and quarks are forged into new forms from a reservoir of eternal providence. New matter, existing where non had before. This was your might, the power to shape the world to your whims, the power to reshape all in sight to serve your desires and dreams. Atoms were yours to manipulate and form as you willed by the heart of the world, a complex grand machine that rested underneath the capital city.

"Sculptor Khas, the troops are prepared to march forth. The cities have begun to produce the materials needed for the coming years of battle." You turn to see one of the heroes of your nation, General Nosra. Dismissing the aura of discomfort that she produced, you nodded even as you moved to the table that had a hologram of your nation and the world.

"What do we know of the world beyond our borders?" As you began to shift the controls of the ancient relic of the past. "Not much at the current, due to our self imposed isolation we lack any form of spy network in the other notable nations and are a new force on the world stage to their view point. As such, I would expect them to be notably wary of us more than the others for a time." She stated promptly even as she added new information to the world map that flickered into existence for a time.

"Do you know where the others might be?" You ask pointing to the map as you point around the room noting the lack of the other champions of your nation.

"Yes, General Nela is currently getting the boring machines ready and the men trained in their usage. You know how much she loves the stranger applications of our technology. Champion Thule is being suspicious as always, meditating in front of a metal pillar he has painted emerald as a personal shrine." "Never took you for one of the prejudiced against religion types." You interject into her report, "You misunderstand, I have no issue with what one might believe in. Thule however is overly fanatical about his religion and most of all doesn't seek out converts. Anyway, the twins are training their skills currently by climbing the shifting terrain of the falling mountains and rising ravines. Unfortunately, the older sister Alax has had to rescue her younger sister Yara several times since they started this exercise."

You shrug at the closing for the twins had ever been a strange group, Nosra had met them early on and had immediately forced her way into serving with them for as long as she could, regardless of their feelings on the matter. "Will you tell me why you forced yourself into their presence at the beginning now?" You ask even as you fill in what little you know to the map of the world.

"I don't see the reason to offer information that will only harm internal cohesion when it no longer matters. The issue was dealt with before it could become a true issue." You frown for Nosra tended to be overly easy to push around on certain things, but could also be unbendable on other matters.

"Thank you for the report." You nod even as you turn away to focus on the other important matter of the current day. With the lowering of the walls it was time to hire some true advisors to handle your reports for the much more tumultuous time to come.

Infrastructure Advisor
[] Yourself - you have no need for a helper in this field and instead will manage all aspects of the infrastructure of the nation by your own means and with your own aspects involved.
Pros: will apply the traits of Khas to all infrastructure actions by default, unlocks special actions in this category
Cons: Khas can not be assigned to combat duty and will prevent the application of Khas' traits for combat bonuses

[] Geal - a hardworking man from the capital city that has been trained to handle the complex intertwined nature of the nations infrastructure and income.
Pros: very good economic advisor
Cons: Terrible at general infrastructure improvements

[] Sares - a strange woman that comes from one of the smaller villages on the borders of the nation. She has a keen interest in the way cities conduct their process and how to expand this across the nation.
Pros: very good infrastructure advisor, psyker
Cons: Terrible at economics, psyker

[] Aleph - a wildcard that somehow came to your attention. They proclaim to hold skills in both infrastructure development and economic improvement. However, you have been unable to confirm where they come from, but they bear an oddly large number of high end cybernetics.
Pros: skilled at both economics and infrastructure development, will become a Hero soon, Highly Augmented
Cons: unknown loyalty/origin, signs of Martian influence

Military Advisor
[] General Nosra - "I will be willing to take this mantle." Was all she had to say when you offered this too her.
Pros: skilled general, potent blank effect will prevent psionic detection of plans
Cons: will sometimes refuse to enact actions chosen, can be pressured into making mistakes easily, can't assign to Fronts

[] General Nela - "I will do this, but only because I must." You could tell that Nela was unhappy about this task and frankly you were as well for she was a truly terrible force to have in charge of anything on a nation scale.
Pros: skilled general, well versed at making use of terraforming and recon forces
Cons: insane, has a fixation on certain aspects of war that are unwieldy, can't assign to Fronts

[] General Yera - "I would prefer not to do this, it is a misuse of my talents."
Pros: skilled general, generally reliable for things
Cons: synergy with sister lost (Champion Alax), can't be assigned to fronts

[] Liska Sar - a rapidly promoted man whose parents served in the armies prior to his birth and still serve to this day. He is a generally acceptable person for this role, if not exceptional.
Pros: Not a hero, has a good idea of what the troops want
Cons: Not a hero, lacks experience in the job, untrained

[] Nathan - An unusual person a foreigner by all measures, yet one that has lived in your lands for a while now and has a level of trust with the armies that could be worrying if they hadn't been vetted by one of your psykers to be loyal.
Pros: Possible connections to Nord Merica, skilled general, high emphasis on elite troops over hordes
Cons: possible duel loyalties, not a hero, limited understanding of terraforming technology, emphasis on elites over numbers

Security Advisor
[] Champion Alax - "I feel this would be a waste of my talents." The single strongest fighter you have in your nation, a master of all forms of terrain and able to easily defeat anyone that has fought against her so far. As far as you know she holds no secrets, but something worries you about her skill.
Pros: Champion Hero, ultimate bodyguard, master of all forms of personal combat, secrets
Cons: Champion Hero, lacks training in counter intelligence actions, dislikes the idea, secrets, can't be assigned to Armies or Fronts, loses synergy with sister General Yara

[] Champion Thule - "It is an acceptable position for one of my skills." You question the wisdom of giving Thule this position as he has always been suspect from his religion, as something about it always pushes others away from him. Yet, his personal equipment is the best in the nation second only to yours.
Pros: Champion Hero, good all rounder, emphasis on high quality over quantity
Cons: secrets, disturbing religious practices, emphasis on quality over quantity, not a master of anything, can't be assigned to Armies or Fronts

[] Mal Ourn - a man that has trained his life to be hard to find and even harder to remember. He was born in a family that was a plant from another nation, yet he had turned them in once he learned of a plot against the capital city. Proven trustworthy by psykers.
Pros: Skilled at counter espionage, good at deflecting sabotage, fanatically loyal to the nation as a whole
Cons: not a hero, foreign appearance, useless in a body guard roll

Engineering Advisor

[] Yourself - you are without a doubt the best option to govern the sects that work on terraforming relics and their improvements. You have the best grasp of them in the nation and thus the world at large.
Pros: will apply the traits of Khas to all infrastructure actions by default, unlocks special actions in this category
Cons: Khas can not be assigned to combat duty and will prevent the application of Khas' traits for combat bonuses

[] General Nela - "This is a waste of my talents, anyone would be better than me." Regardless of her feelings on the matter, she is one of the few people you trust with this aspect of the government in this era, as unlike other areas it is unacceptable for anyone not among the top levels to take this position.
Pros: Unlocks special units that can bypass terrain defenses, gives special upgrades to the technology along improving terrain manipulation.
Cons: reduces the effectiveness of technology at non terrain modifications meant for battle, can't be assigned to armies or fronts

[] Champion Thule - "I am willing to do my part for the return of the past." A dangerous option, but one of the few that can be accepted and so its forced your hand to place Thule into the short list for this position.
Pros: improves all technology options, reduces costs for actions, special options unknown, improves results of terraforming
Cons: technology he works on tends to be weird, his religious practices disturb others, increases cost of terraforming actions, can't be assigned to armies or fronts

Infiltration Advisor
Currently not fillable due to having no Heroes for this task. Actions unlocked to find a trustworthy spymaster.
 
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For the record you don't know the traits of people in this quest IC, so the pros and cons above are Khas' best estimates of their skills regarding the positions. However, as my word as GM I will say that they are correct. None of the Pros and Cons above are wrong for the purposes of this vote. I will not obfuscate information that is critical to informed voting.
 
[X]Plan: Counter espionage?
-[X] Aleph - a wildcard that somehow came to your attention. They proclaim to hold skills in both infrastructure development and economic improvement. However, you have been unable to confirm where they come from, but they bear an oddly large number of high end cybernetics.
Pros: skilled at both economics and infrastructure development, will become a Hero soon, Highly Augmented
Cons: unknown loyalty/origin, signs of Martian influence
-[X] Nathan - An unusual person a foreigner by all measures, yet one that has lived in your lands for a while now and has a level of trust with the armies that could be worrying if they hadn't been vetted by one of your psykers to be loyal.
Pros: Possible connections to Nord Merica, skilled general, high emphasis on elite troops over hordes
Cons: possible duel loyalties, not a hero, limited understanding of terraforming technology, emphasis on elites over numbers
-[X] Mal Ourn - a man that has trained his life to be hard to find and even harder to remember. He was born in a family that was a plant from another nation, yet he had turned them in once he learned of a plot against the capital city. Proven trustworthy by psykers.
Pros: Skilled at counter espionage, good at deflecting sabotage, fanatically loyal to the nation as a whole
Cons: not a hero, foreign appearance, useless in a body guard roll
-[X] Yourself - you are without a doubt the best option to govern the sects that work on terraforming relics and their improvements. You have the best grasp of them in the nation and thus the world at large.
Pros: will apply the traits of Khas to all infrastructure actions by default, unlocks special actions in this category
Cons: Khas can not be assigned to combat duty and will prevent the application of Khas' traits for combat bonuses
 
[X]Plan: Counter espionage Modified for Army
-[X] Aleph - a wildcard that somehow came to your attention. They proclaim to hold skills in both infrastructure development and economic improvement. However, you have been unable to confirm where they come from, but they bear an oddly large number of high end cybernetics.
Pros: skilled at both economics and infrastructure development, will become a Hero soon, Highly Augmented
Cons: unknown loyalty/origin, signs of Martian influence
-[X] Liska Sar - a rapidly promoted man whose parents served in the armies prior to his birth and still serve to this day. He is a generally acceptable person for this role, if not exceptional.
Pros: Not a hero, has a good idea of what the troops want
Cons: Not a hero, lacks experience in the job, untrained
-[X] Mal Ourn - a man that has trained his life to be hard to find and even harder to remember. He was born in a family that was a plant from another nation, yet he had turned them in once he learned of a plot against the capital city. Proven trustworthy by psykers.
Pros: Skilled at counter espionage, good at deflecting sabotage, fanatically loyal to the nation as a whole
Cons: not a hero, foreign appearance, useless in a body guard roll
-[X] Yourself - you are without a doubt the best option to govern the sects that work on terraforming relics and their improvements. You have the best grasp of them in the nation and thus the world at large.
Pros: will apply the traits of Khas to all infrastructure actions by default, unlocks special actions in this category
Cons: Khas can not be assigned to combat duty and will prevent the application of Khas' traits for combat bonuses
 
General Nela is currently getting the boring machines ready and the men trained in their usage. You know how much she loves the stranger applications of our technology.
Oooo, I can see Tiberium Sun Subterranean APCs, Devil Tongues (Basically a Flame Tank that can travel underground), and loads more weapons that can utilize burrow to both move or stay hidden from regular sight.
 
Quest Lore
In this quest you will see a large number of psykers and blanks compared to the norm for the setting, this is because in my view Terra at this point and post Fall is effectively a Deathworld. That means that the people on Terra aren't baseline humans at this point, every single person is smarter/tougher and overall better than the general baseline strain at this point. Another aspect of this is a vastly higher proportion of psykers/blanks and other less common forms of alterations to the human base.

This is also why the Thunder Warriors and Astartes are so easy for Emps to make, the people of Terra accept the augments much cleaner than those of other worlds.

List of possible modifiers for people to have if they are Terran born
Psyker - generally not above a rank Zeta, but the odds are much higher for them to exist at higher levels just as the amount is increased
Blank - not going to be the sort of monsters that can just walk through a city and kill it, but the kind that just fuck any psyker less than Beta are common place and is the average for Terran Blanks
Augmented - a person that has a body simply better than the already high average due to their genetics. This can be improved with cybernetics and genetic upgrades to become Highly Augmented. This can also be applied to other people via the same methods
Vampiric - a strange mutation that has aspects of both Blank and Psyker nature due to the interbreeding of Psykers and Blanks. People with this trait act similar to vampires, in that if they drink blood they will heal and become stronger temporarily. They don't have any of the powers of the psyker, but their improvements come from consuming the traces of the soul left in the blood of their victims. If they drink the blood of a Blank or Psyker, their nature shifts to more align with what they drank. Allowing them to present powers reminiscent of psykers or blanks, this allocation can only happen once in their life. This is mostly found only in Albion.
Radiated - this is a person that has genetics that can absorb and handle radiation that is enough to kill anyone else. This trait conveys immunity to radiation sickness and damage to the holder and gives them increased abilities in areas of high radiation. Mostly found among the tribes of the rad wastes.

The reason that Emps simply doesn't instantly win this fight is due to the warp and the narrative surrounding this aspect. Basically, whoever holds Terra legitimately has a claim to the loyalty of humanity as a whole, a bound to the homeworld type thing. However, this claim due to human nature can only be taken via war and it has to be an actual conflict to the average person. Unless a person can force the average person to realize that their personal loyalty has to change to another it won't transfer. Thus, Emps can't simply mind control or telensnip people like Khas due to this. That wouldn't covey the proper change of authority that the warp dictates for the claim of loyalty to humanity to exist.

As I have made clear, it is in fact possible to defeat Emps and the Imperium in this quest. This however does NOT mean easy or even likely. Emps has advantages that make any direct confrontation against him on your own suicide. You need to be clever and play his own biases against him if you want to win.

My take on Emps is that he wants the best for humanity but has been almost broken by the Fall. He is basically a PTSD sufferer right now and is absolutely terrified of humanity dying in any of the countless ways that he knows can happen. He also by my word as QM DOES NOT WANT to be Emperor. He is taking this route out of sheer desperation for what he knows is coming and his belief that only he has the power to save humanity.
 
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Wow, so many of our people don't want to do the Advisor job do they? Jeeze. Fuck it, if they don't want the job, we will pick people who are willing. Better to have people who want this then those who really don't.

I would find it halarious if Alph was secretly the Emp. I know that's probably not the case, but it's an idea that leaves me snickering at it's given irony.

[X]Plan: Counter espionage Modified for Army
 
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Wow, so many of our people don't want to do the Advisor job do they? Jeeze. Fuck it, if they don't want the job, we will pick people who are willing. Better to have people who want this then those who really don't.

I would find it halarious if Alph was secretly the Emp. I know that's probably not the case, but it's an idea that leaves me snickering at it's given irony.
If he is then that's great because then he won't decide to do it his way
 
Yes I had my impenetrable mountain fortress. Sure it is now gone but it existed and that is all that matters to me.
[X]Plan: Counter espionage Modified for Army
 
Yes I had my impenetrable mountain fortress. Sure it is now gone but it existed and that is all that matters to me.
In all honesty it was more defense by not letting anyone know anyone was in that mountain range. That is why Khas decided to reveal the nation to the world. With the growing air presence and expanding military buildup along with with rebuilding industrial sectors and technology beginning to stabilize she could see that it was only a matter of time before someone found them out. And she knew enough to know that the mountains and ravines were not enough to hold off other equal peer threats.
 
. And she knew enough to know that the mountains and ravines were not enough to hold off other equal peer threats.
Sure but getting rid of them is kinda stupid mountains can be used as major strongholds that people have to clear out unless they want to be attacked from the rear and they can be covered in anti air batteries which makes it immensely costly to approach with air forces
 
Sure but getting rid of them is kinda stupid mountains can be used as major strongholds that people have to clear out unless they want to be attacked from the rear and they can be covered in anti air batteries which makes it immensely costly to approach with air forces
Ah, miscommunication on my part there. She shifted them around to give pathways for the armies to leave, in the reconfiguration not removing them entirely. Its still a mountainous and ravine heavy region but there are large pathways through it now for your military to use and for large scale trade.
 
Ah, miscommunication on my part there. She shifted them around to give pathways for the armies to leave, in the reconfiguration not removing them entirely. Its still a mountainous and ravine heavy region but there are large pathways through it now for your military to use and for large scale trade.
Ah alright apologies then I might have misread it and assumed they just got rid of the mountains thanks for explaining
 
Ah alright apologies then I might have misread it and assumed they just got rid of the mountains thanks for explaining
Basically the issue comes down to the fact that the original mountains and ravines aren't designed to actually be good at defending against an invasion from a technologically sophisticated nation. They were designed to look natural enough to convince people that no one was there, so they don't have a great amount of actual defensive value comparably speaking. Its why one of the actions is going to be to reshape them into more proper defensive fortifications now that obscurity has failed.
 
Ooh, this is an interesting concept for a quest. Is the endpoint gonna be when Emps conquers Terra, or could we continue as part of the Imperium?

[X]Plan: Counter espionage Modified for Army
 
Ooh, this is an interesting concept for a quest. Is the endpoint gonna be when Emps conquers Terra, or could we continue as part of the Imperium?
I will say that the only way to have a true sequel is to defeat Emps and have your nation rule supreme over Terra and become the New Empire of Man. In the case of Imperial Victory might result in my doing a later sequel not sure.
 
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