The World Serpents have returned diminished but victorious and you have spent much effort to help them rebuild. Mandatory corruption screenings, psychoanalysis performed upon the survivors of Tyran, and a thorough review of their performances and tactics. You have argued that the Chapter be granted a second injection of gene seed alongside expanded facilities for their apothecaries to handle said influx. For his part Chapter Master Char'is was thoroughly reasonable in his accounting of events. Some mistakes had been made but the lessons were being learned rapidly. Especially in regards to integrating their mortal allies and their abilities.
The only oddity was a severe lack of detail regarding The Hunt for Hydross. Such an endeavor should be the stuff of legend and even the most withdrawn Astartes loves telling such a tale. Supposedly those involved had been sworn to silence, but there was no reason for that.
Unless...The Burning Hands?
Yes. That must be it. They sought revenge but didn't wish to explain the full circumstances of why. When offered help of a (somewhat) more veteran chapter Char'is had done the pragmatic thing and avoided prying too deeply. Omnissiah be praised! It does your mechandrites good to see them collaborating like reasonable post human warriors.
Still. You'll have to repay that kindness somehow. Preferably something deniable. It would do little good for them to refuse your gift out of pride. Perhaps your old power axes? The work is a bit crude and the symbolism blatant but they are masterworks by any measure. Yes, they could make good use of such gifts.
For all their attempts at stealth The Burning Hands cannot dodge your messenger. After all, they are like the Adeptus Mechanicus more then the Adeptus Furtim*. Similarly not even Astartes can resist following social etiquette.
With your work for the day complete you retire to your chambers. You are Canto-6, and you need time to plan your next moves...
Upon the galactic stage the curtain draws taut, there is but time for one scene before it closes on this act...
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Which Crisis will you address?
[] Of Fate and the Forgotten (Tzeentch, Imperium, ???): 'Outis the Journeyman' communes with the Thousand Sons, hoping that their combined sorcerous might can break Tzeentch's hold upon them. Meawnhile the Alpha Legion has begun to withdraw from the Segmentum Pacificus with great haste. For his part the Lion seems to be chasing phantoms rather then the foes at the gates. This will be our only chance to head off the insidious influence of the Architect of Fate. (This crisis will progress in one turn)
[] Waaagh and Prejudice (Orks, Khorne): Bronze Midir has been blessed with skill and hubris in equal measure. The iconoclast is not content with his own god's displeasure. Instead he seeks to challenge the Twin Gods for the souls of their children. He has made a throne from the corpses of eight Warbosses and raises the banner of eternal war. To him rally Stormboyz, Freebootaz, Gretchin and every Greenskin that values strength above all else. For now the disfavored gathers his strength but soon the Red Waaagh will march for Armageddon. At his command they build a tremendous fleet, better to burn them in port then face them it in battle. (This Crisis will progress in one turn)
-[] Beasts of the Apocalypse: While it has become clear that Midir's actions have agitated at least half a dozen Ork empires across the Segmentum Solar. The exact ramifications of this remain unclear. Currently it is believed that the Orks are engaging in societal intimidation and dominance displays as they attempt to choose a 'Nob of Nobz'. Unfortunately any disruption to such a process is likely to catalyze multiple distinct Waaaghs into action intolerably close to Terra. It is hoped that without Bronze Midir the empires will slow their unification or turn upon each other wholly...though such a hope is considered painfully optimistic. (This crisis will progress in one turn)
[] Triskaidekaphobia (Xenos, Chaos): This Xenos(?) empire is currently under watch and containment within the Rho-Dencia system. These 'Skaven' possess thirteen habitable worlds. Including no less four Hive Worlds with commiserate populations. A massive industrial base fed from multiple mining and agriworlds and highly advanced (if unstable) Warptech. Current intelligence suggests that they are entering a period of heightened intraspecies activity. That is to say, interpersonal violence and a veritable orgy of betrayals. (This crisis will progress in ? turns).
[] Abominable Intellects (Dark Mechanicus, Legio Cybernetica): 01010100 01101000 01101001 01110011 00100000 01100011 01100001 01101110 01101110 01101111 01110100 00100000 01100011 01101111 01101110 01110100 01101001 01101110 01110101 01100101 (This crisis will progress in 2+? turns)
[] The Stormlord (Necrons): Across the galaxy the ancient Necrontyr have begun to awaken from their tomb complexes. Wielding unthinkable technology and charged with animus against life itself. Imotekh the Stormlord represents the most ambitious and powerful of his kind. Without more knowledge we cannot predict his movements or designs. However a Chapter bearing his title might be sufficient to pique his pride and bring him to the field regardless. (Note: If taken this Chapter's naming options will be limited). (This crisis is currently stalled and will not progress)
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Who will be your instrument?
[] Emperor's Children: Fulgrim's children deserved better. Few in number so they learned to excel in all things instead. So it was and so it will be again. This stock demands greatness and brings all it's attendant tragedies. Yet they will never be lesser for it.
[] Iron Warriors: Traditionally they were used in meatgrinder sieges and garrison units behind the lines. However this usage ignores the unique strengths this geneline brings to bear. Most notably the gene seed is stable and plentiful alongside with a knack for creative problem solving.
They will repay any kindness shown.
[] Night Lords: The genestocks are depleted and their leadership stripped bare. You are needed elsewhere.
[] World Eaters: Before Angron, before the rage and slaughter the War Hounds had been a different breed. Once, they were used an iron fist. A premier mechanized fighting force left to degenerate for lack of supplies. They will always be great warriors, it will be your choices that make them something more.
[] Death Guard: Though few in number it seems that any psykers born of this gene seed will be particularly powerful to compensate. Otherwise the Death Guard were almost painfully reliable. Favoring straightforward tactics where they could leverage their superior durability and discipline. The path stretches into eternity, but they will endure all the same.
[] Thousand Sons: The awakening of their psykers blunted the growth of this legion. Not merely in number but in a sheer variety of skills. Shorn from Magnus and his influence this gene seed has become remarkably adaptable. It's main advantages being sharpened minds, sensory intake, and a higher rate of (commensurately weaker) psykers. Teach them the wisdom their Fathers could not.
[] Sons of Horus: This gene seed calls out for red battle, to face the foe and make itself pure once more. They will make fine pathfinders and vanguards for mankind's armies. Let them rally their brothers and mend what bonds have been broken. Has the time for redemption finally come?
[] Word Bearers: The most patient legion, preferring pointed words to swords and bolter. Without the pressures of the Great Crusade you will be able to take better advantage of their strengths. The same hands that build wonders can bring ruin to any foe. Give them purpose and they will work miracles.
[] Alpha Legion: Buried beneath their father's egomaniacal plans lies a deep well of competence. The Alpha Legion is known for their skill at subterfuge but perhaps their most remarkable ability is in coordination. They would have been masters of combined arms, if only they had bothered to try. Too blinded by imagined glory, and too insecure to see their own potential. Set them right.
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Turn 4!
*Canto is literally making a pun about how they are not adept at stealth. This is what passes for humor amongst their misbegotten kind.
Quick and dirty update. Touched up the wording on most Legions, new trinket text on most crises to help foreshadow what's coming, etc..
I'm sure people figured out who gave them Knowledge and Zeal way back when but I decided it'd be fun to bring it up anyways.
This is the calm before the storm. Next turn we enter the 'interesting times' phase.