What should your focus for the rest of the Quest be?


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"Sod Off. Faith Stuff." - [Canon]
It took Brother Fren breaking down her door and physically dragging her out the doorway so that she could stop hiding and face the music head-on. Even if the music was several weeks of consecrations, paperwork, holy rituals, paperwork, prayers, paperwork, canonizations, paperwork, and paperwork.

"I am afraid, Blessed One, that your attendance is quite mandatory". The Star Mechanicus said. "In fact, I would say it rather urgent." They had been chosen for this assignment as most diplomatic of the available engineer-clergy, and put on their most common face and voice generators for the task. But the melodious song and crowd appeal failed to convince.
"Go away" came the soft, muffled noise from behind the sealed door. "I don't need to address anyone. In fact, you know what, I'm meditating. Faith stuff. Important stuff. So sod off, unless you're coming to tell me the ship is under attack. "

"Not as such", the Mechanicus admitted, only to be interrupted by the shrill warning claxon of the impending collision alarm. Four great thumps resounded through the ship, followed by a rythmic patter, weaker than the first but growing louder as something neared. The collision alert was replaced by another, calling the crew to counter boarding operations. Already, the sound of thumping of the hull was replaced by the screaching of metal as something forced it's way through the anti warp shutters, pushing aside the thick plating that protected the ships portholes, airlocks and docking ports.

The Mechanicus stepped away from the door, informed by vague sense of unease, as well as high quality rear view camera, of the impending approach of Brother Fren, who entered the Thules quarters, unbothered by such nessecities as doors or a supplicant's decorum. From the within there were no signs of combat, only a mechanical laughter. Curious, the Star Mechanicus extended a mechadentrite, to look inside the room.

The entire room was covered in a baleful red glow, the Oldest sister hiding within an improvised fortification of cloth and fiber. Brother Fren had passed her by, walking up onto the porthole, whose shutters had been so brutalized.
And through that tiny porthole, visible at high zoom, towered the two little sisters, their gaze firmly fixed upon the porthole, even as they tried to straighten out the warp shielding they had so torn.
They even had the temerity of looking a bit sheepish.
 
320.M43 - Literal Thundering Guns
With the end of the decade, so too comes the end of peace.

For some, that peace is metaphorical, as the forges of the Federation begin to roar to the drumbeat of the navy and Lamenters. For the first; ships without numbers, thousands slated to be constructed in the coming decades and centuries, with most expected never to see the ports of their creation again after they set out against the Cults of the Sector. For the latter; it is a season of recruitment and growth, with two hundred Scouts entering the ranks of the Chapter every five years, veterans of peaceful years assigned to their newly-created Companies, now able to fill out half of the available capacity to move them within the Fleet of the Lamenters, and expected to be filled within ~73 years at the current rate of growth. That this rate will increase far before that should not go unmentioned.

For others, the end of that peace comes with literal thundering guns, contact made between the Symphosium's scouts and that of the Mashan Temple Authority and the Shipwright's Grove, their respective navies setting out to curtail the Cult's dreams of expansion as both nations change their economies into one suited for generational wars.

And yet, for a few, so vanishingly few, it is not the end of peace but the beginning of one. The Dirut, brought from their homeworld, turned into nothing more than a monument to Humanity's Sins of unbridled creation beyond reason, settled into the Federation, taking up homes in distant space stations and secluded corners of planets rarely explored and rarer visited. Within their new homes, bound in wire, brass, and wood, frames foreign and all-too-well remembered for what they inflicted and represented, they shed their bodies for those they desire. Soon, there is no ticking, tocking, ticking clockwork in their chests...only the thrum of their organic hearts, their species eternally bound into shells of metal by the curses inflicted by the Dark Age of Technology. But still...they can bear children on their own, once a curse, now a blessing, and when the first of the new generation to be born is safely placed in the vessel they cannot survive without, a name is etched upon their frame.

'Tikvah.'



You Have 3 [Three] Actions. Currently Active ISC: [Green Horizons Colonization LTD]. Current Symphony: [N/A]. Current Warp Tremors: [Medium - Decreasing].
(6-Hour Moratorium)
[Green Horizons Colonization LTD] - Settlement Invigoration Directive - Newly colonized Sub-Sectors will not have a Vulnerability Period to invasions due to quick-started industry and military installations.
[New Dawn R&D] - Anomaly Identified - Uncover Points of Interest (PoI) within and without your territory every Turn this ISC is sponsored. PoI include (but are not limited to) new colonizable systems, Economic Boons, Military Relevant Resources or Locations, and more.
[Federation Post] - Messenger Fleet - Reduce the cost of improving Civilian Infrastructure by 50% (rounded down).
The Devouring Mechadendrite - 20x Choirs.
A Glint of Genius - 40x Choirs.
Heartbeat of Industry - 50x Choirs
Unto Works Generational - 0x Choirs
See No Evil, Speak No Evil, Hear No Evil, Do No Evil - 500x Choirs
Hippity Hoppity -100x Choirs
Hiss of the Steam Valve - 100x Choirs
Foretold Luminous Paths Seen - 100x Choirs
Dutiful Spirits - 135x Choirs
Warp Tremor Levels: [Warp Storm] - [High] - [Medium] - [Restive] - [Calm] - [Still]
None - Allow The Warp To Calm
A Cry For The Future - Gain 0.25 Actions for every Total Action spent. Actions gained this way are rounded up. +1 Warp Tremors per Turn.
Grand Design - All Research Actions have their effects enhanced to the best possible degree they can provide. +0.25 Warp Tremors per Turn. This increased by 0.25 every Turn.

[] [Free] Consecrate In Sacred Sand (Write-In Sub-Sector)
Works of generations started today.
(Gain: A Consecrated Sub-Sector.)

[] [General] Develop The Federations'...
-[] Food Production XI (0/2)
-[] Civilian Infrastructure XVI (0/2)
-[] Heavy Industry XI (0/2)
-[] Void Industry XVII (0/2)
-[] Medical Services XI (0/2)
-[] Military Industry XI (0/2)

(Gain: A boost in production focusing on the chosen option.)

[] [General] Colonize (Sub-Sector)
It is time to bring more worlds into the fold. Thanks to the Irrita becoming our Kin, we will not lose any Development when colonizing worlds that are less than habitable due to them being terraformed into habitable worlds.
(Gain: One Colonized Sub-Sector.
Warning: Already occupied systems are not colonized.
Habitable Sub-Sectors: Chery (2/9 Systems), Gulf's Edge (9/14 Systems).)

[] [General] Research:
01001101 01100001 01100100 00100000 01000010 01101001 01101110 01101000 01100001 01110010 01101001 01100011 00100000 01010011 01100011 01110010 01100101 01100101 01100011 01101000 01101001 01101110 01100111 00100001
-[X] Bubble Drive Prototype - Will complete in 900.M43
(Gain: Bubble Drive Prototype)
-[] Clockwork Toys (0/1)
(Gain: Increased Happiness.)
-[] Rejuvenat Experimentation IIb (0/3)
(Gain: Improve Rejuvenat Access from 10% to 10.4%.)
-[] Warcasket Improvements (0/2)
(Gain: Standardized Warcaskets that improve on all aspects.)
-[] Autonomous Automata !!!WARNING!!! (0/1)
(WARNING: Automata grow more capable of Independent Action.)
-[] Black Cat Shield Overload, Large Black Cat Troop Compartment, Expanded Sensorium, and Black Cat Heat Cyclers (0/1)
(Gain: Black Cat Ship Equipment.)
-[] Black Cat Ship Weapon Rationalization (0/1)
(Gain: Increased Weapon Cramming Threshold.)
-[] New Generation Ground Vehicles (0/1)
(Gain: Massively Upgraded Ground Vehicles)
-[] Novel Infantry-Grade Weapons and Armor Development III (0/2)
(Gain: Infantry Weapons and Armor Upgrades.)
-[] Experimental Infantry-Grade Weapons and Armor Development II (0/1)
(Gain: New Infantry Weapons and Armors.)
-[] Logistical Infantry-Grade Weapons Development III (0/2)
(Gain: Cheaper Infantry Weapons.)
-[] Logicstical Infantry-Grade Armor Development III (0/2)
(Gain: Cheaper Infantry Armor.)
-[] Ship Equipment Standardization III - [1 DP Equipment] (0/5)
(Gain: Standardize 1 [One] 1 DP Ship Equipment across all new Designs.)
-[] Shipyard Automatization IV (0/4)
(Gain: 10 Destroyers and 3 Frigates every Turn.)
-[] Sigils (0/6)
Carved into reality itself, born from song and melody, humm and symphony.
(Gain: Sigils.)
-[] Anti-Psychic Materials (0/7)
There are some materials that, for one reason or another, seem to repell psychic phenomena and works, which, in the right hands, could prove to be a boon in our anti-daemon efforts.
(Gain: Anti-Psychic Materials collected and understood.)
-[] Psykana-Repelling Persons (0/10)
Though they are rare, some people seem to not merely be uncomfortable to be around but possess an...anti-soul if one would say something so base. Yet, while normal people find them unpleasant, our Hymnals would rather run away or self-harm themselves than be in their presence. This...could be useful.
(Gain: Anti-Souls?)
-[] Arcanum Psyker Staves (0/9)
The ability to create psychic focii is no longer a mere beginner's art within the Glimmering Federation, and with knowledge and familiarity comes the ability to strive further than yesterday. With The Sun Melody having become a measuring stick upon which one can see progress, it is estimated that further refinement will be capable of reducing the damages incurred into "mere" full-body second-degree burns.
(Gain: Improves Choir efficiency and might when using Songs and Melodies.)
-[] Arcanum Psychic Hoods (0/9)
Thanks to the work done in figuring out how to psychically tune and shape cloth and metals to weave together into one whole, a "Psychic Hood" for the layperson, the Celestial Choir is eager to not only begin large-scale dissemination of knowledge and practice but also delve deeper into their understanding of how they function and can be improved.
(Gain: Improved Psychic Hoods are equipment that shields your Psykers from backlash to varying degrees.)
-[] Choir's Tangle (0/6)
The Choir's Tangle is a system of Psykana married with Technology capable of providing minor guidance to the Federation's Choirs singing Bound To The Stars, thus speeding up their traveling speed.
(Gain: Improved speed between Federation Systems. It requires a choir to operate and will automatically apply the necessary numbers.)
-[] Discordant Shriek (0/11)
Utilizing the same underlying principles as the Choir's Tangle, the Discordant Shriek is a series of five installations that will be put in a perfect orbit around the local star in predetermined patterns, each housing one part of a Choir, that will, when enemy ships approach the system, activate and try to disrupt and rip the approaching vessels out of the Warp at best and seek to damage and delay them at worst.
(Gain: A means to inflict damage to approaching Fleets. It requires a choir to operate and will automatically apply the necessary numbers.)

Hereteks Refuge - Reduce Research Cost by 20%, Rounded Up. +0.20 Research per Action Spent.
Academic Publishing Institutes - +0.15 Research per Action Spent.
Noosphere Unity - +0.05 Research per Action Spent.
[Song] - A Glint of Genius - +0.40 Research per Action Spent.
The Horizon Program - (Lords of Eternity and Shipwright's Grove) - +0.20 Research per Action Spent.
The Psycademia 'Wings of our Crucible' - Allows Psytech to be researched under [General].
(0.75 Research Banked)

[] [General] Ministry of Subversion, Infiltration, and Interstellar Communication
A new age of peace dawns on the Glimmering Federation, and with it rises the required needs of its various branches and plans to come to fruition, from subverting hostile polities to maintaining friendly relations with good neighbors. Thanks to an expansion in resources, the Ministry of SIIC can now focus on multiple things simultaneously.
[] [AUTOMATIC] System Subversion (Choose Two)
With the allocated funds, a slow subversion of a singular system can be undertaken. However, these efforts can be focused and accelerated with dedicated attention.
(Gain: Allows you to slowly convert two [2] random systems simultaneously to the Glimmering Federation without Action cost.)
Orbital Habitat - Jak-Hal
Suspected Subversion Time: ~110 Years
Modifiers: Isolationist Society

Oqo - Ishanu
Suspected Subversion Time: ~40 Years
Modifiers: Small Fish
[] Free Neutrality Agreement
After so much time passing, the anger of the past is now fully in the past. With trade increasing by the year, and tempers cooled off, it is time to formally agree to bury the past and prepare for the future.
(Gain: Fully normalized relations with the Van Zandt Free Duchy)

[] Duel Of The Fates (4.5/12)
Let The Duels Commence!
(Gain: The Black Ash Clan is assimilated. Increases by +0.5 per Turn.
Warning: [Error 404 - Text Not Found] possible.)

[] ISC Access - (Shipwright's Grove)
The Federation's ISCs are eager to spread their markets and customer bases beyond the Glimmering Federation, willing to brave the (relatively safe and profitable) unknown.
(Gain: Disables one random ISC per Turn and significantly improves relations with the Lords of Eternity/Watchtower Confederacy/Shipwright's Grove.)

[] [AUTOMATIC] Improve Relations (Choose Two)
Though tedious work, improving relations over time with steady hands instead of bold declarations and treaties will enable more of the latter to be wrought without any complications.
(Targets: Mashan Temple Authority, Van Zandt Free Duchy, Watchtower Confederacy, Shipwright's Grove, Black Ash Clan, Black Cat Company, Lords of Eternity.
Gain: Slowly improved relations.)
Van Zandt Free Duchy
Current Relations: Trading
Trend: Steady
Modifiers: Iconoclast-Favoring Trade

Watchtower Confederacy
Current Relations: 'Aight, y'all 'aight.
Trend: Increase
Modifiers: ISC Access.

Star Navy Primacy - 8 Turns Remain

[] [Military] Create Two Grand Armies (Write-in Names) for (Sub-Sectors) or 3 Knight Orders (Write-in Names)
Grand Armies are composed of 2 SAGs per Sub-Sector System, which are composed of 4 Units each. Though each SAG will have its own Battle Standard and Motto, only those existing will be recorded in detail. A Grand Army requires you to specify each SAG as either Light, Medium, or Heavy, with the further moniker of Infantry/Mechanized/Tanks/Augmetic Legions Formations attached. All other specializations will be taken care of within the Grand Army itself. A Knight Order contains 20 War-Packs, one War-Pack consisting of One Questoris per Four Armigers, of variable Patterns.
(Gain: Two Grand Armies or Three Knight Orders.)

[] [Military] Fleet Construction - (1.000 Points per Action) - (+600 Points One-Time Bonus)
(Add 50% Progress to another choice when taken.)
-[] 5x Nomadic Fleet Upgrades [Automatic] (0.0/1)

Chose Names for Fleets: Hydralisk, Necrolisk, Kraken, Gorgon, Gryphon, Wyvern, Dragon, Cyclops, Kraken, Phoenix, Scylla, Chimera, Garuda, Enfield, K'uk'ulkan, and Anansi.
See Informational - Military Forces for Fleet Compositions/Point Values.
(Gain: Fleets.)


[] [Military] Design New Voidship Classes - [Available: Destroyer (1 DP), Frigate (2 DP), Light Cruiser/Freighter (4 DP), Heavy Cruiser/Freighter (8 DP), Grand Cruiser (16 DP), Temple Ship (25 DP), Battleship (50 DP)] - [75 DP]
(Add 50% Progress to another choice when taken.)

From what we can tell, thanks to our history, what information we, the Kil'drabi, Yeeni, and the archives of our planets tell us, the difference between a prosperous interstellar polity and one naught but ash is the strength of their navy. At the moment, we have the beginning of a proud Void Fleet, yet purely defending against our enemies is a great way to get ground down into dust over time; we need to be able to bring the fight to them.
(Information: Ship Classes requiring more DP than you possess take more than one Action to design.
Gain: Newly designed and built Ship Class/es.)

[] [Military] Construct God-Engines (20x Grandis (0/1), 10x Modeste Immensus (0/2), 4x Immensa Immensus (0/2), 2x Magnificus (0/3), 1x Momentus (0/5), 1x Deus Machina (0/8))
(Add 50% Progress to another choice when taken.)

00101011 00101011 00101011 01001001 01101110 01101001 01110100 01101001 01100001 01110100 01100101 00100000 01010000 01110010 01101111 01110100 01101111 01100011 01101111 01101100 01101100 00111010 00100000 01000010 01101001 01100111 00100000 01001110 01110101 01110100 00101011 00101011 00101011
(Proposed (and Valid) Designs: Tetrapod
Gain: Titan/s specialized ship/s capable of moving them. A sketch is Mandatory for Modeste Immensus and up. No AI or Reference Images allowed.)

[] [Military] The Ancient's [Bone-Mender Temple/Jubilant Den/Circus De Meniue] - (Write-In Military Forces)
(Add 50% Progress to another choice when taken.)

Hippity Hoppity has revealed to us a site where technology, rites, knowledge, or culture of the Ancients yet remain...if not how intact. It is far away from our borders, and thus the fleet sent there to uncover the truth must be guarded.
(Gain: One plundered Ancient Site.)

[] [Military] Begin Military Operations (Assign SAG/s) (Choose Location/s) (Designate Objective/s) - [2 Automated Frigate Production Free]
-[] 50x Free Celestial Choirs
-[] Sector Battle Group Sphinx (30/30 Ship Capacity)
(3x Andromeda-Secundus Pathfinder Ship, 4x Harbinger of Our Journey Battlecolony, 8x Libra-Quartus Light Carrier, 6x Scorpio-Secondus Light Cruiser, 6x Words of the Writ-Class Frigate, 2x Crux-Tertium Class Heavy Frigate, 4x Lupus-Secundus Torpedo Destroyer)
-[] Sector Battle Group Centaur (30/30 Ship Capacity)
(3x Andromeda-Secundus Pathfinder Ship, 4x Leo-Secundus Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 1x Endeavour Light Cruiser, 5x Scorpio-Secondus Light Cruiser, 8x Crux-Tertium Class Heavy Frigate, 4x Lupus-Secundus Torpedo Destroyer)
-[] Sector Battle Group Werewolf (30/30 Ship Capacity)
(3x Andromeda-Secundus Pathfinder Ship, 4x Leo-Class Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Secondus Light Cruiser, 2x Falchion-class Frigate, 6x Sagitarrius-Tertium Lance Frigate, 1x Viper-Class Missile Destroyer, 1x Cobra Destroyer, 2x Lupus-Secundus Torpedo Destroyer)
-[] Sector Battle Group Minotaur (30/30 Ship Capacity)
(3x Andromeda-Secundus Pathfinder Ship, 4x Leo-Secundus Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Secondus Light Cruiser, 8x Crux-Tertium Class Heavy Frigate, 4x Lupus-Secundus Torpedo Destroyer)
-[] Sector Battle Group Leviathan (30/30 Ship Capacity)
(3x Andromeda-Secundus Pathfinder Ship, 4x Leo-Secundus Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Secondus Light Cruiser, 8x Crux-Tertium Class Heavy Frigate, 4x Aries-Tertium Class Corvette)
-[] Sector Battle Group Basilisk (30/30 Ship Capacity)
(3x Andromeda-Secundus Pathfinder Ship, 4x Leo-Secundus Vanguard Cruiser, 8x Libra-Quartus Light Carrier, 6x Scorpio-Secondus Light Cruiser, 4x Words of the Writ-Class Frigate, 4x Crux-Tertium Class Heavy Frigate, 4x Aries-Tertium Class Corvette)
-[] Sector Battle Group Overflow (14/10 Ship Capacity) - [3x Serpens-Class Auto-Construction]
(1x Aquarius-Primus Fleet Tender, 1x Cancer-Class Assault Cruiser, 13x Serpens-Class Stealth Destroyer)
-[] Sector Battle Group Black Cat (132/0 Ship Capacity)
(77x Little Paw-Class Missile Destroyer, 28x Mother Cat Troopship, 19x Cat's Fang-Class Lancer, 7x Tomcat-Class Artillery Cruiser, 1x Black Cat's Claw)
-[] Nomadic Fleet 'Once-Forgotten-Joy' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Thrum-Of-The-Journey' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Illuminators-Of-The-Road-Not-Traveled' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Bastion-Of-Pathways' (49/50 Ship Capacity)

-[] Nomadic Fleet 'Trade-Guardians' (49/50 Ship Capacity)
-[] Nomadic Fleet 'Winged-Deliverance' (21/21 Ship Capacity)
-[] Nomadic Fleet 'Dust-Upon-The-Winds' (21/21 Ship Capacity)
-[] Nomadic Fleet 'Hot-Sands-Under-Swift-Legs' (21/21 Ship Capacity)
-[] Nomadic Fleet 'Banished-Sorrows-In-Dark-Times' (21/21 Ship Capacity)
-[] Nomadic Fleet 'Beat-Of-Oiled-Drums' (21/21 Ship Capacity)
-[] Nomadic Fleet 'Lanterns-Against-Dark-Times' (21/21 Ship Capacity)
-[] Nomadic Fleet 'Stellar-Harvesters' (21/21 Ship Capacity)
-[] Nomadic Fleet 'Purpose-Of-Unity' (21/21 Ship Capacity)
-[] Nomadic Fleet 'Unimpeded-Festival' (21/21 Ship Capacity)

(1x Harbinger of Our Journey-Class Battlecolony, 6x Citadel of the Chronicle-Class Heavy Cruiser, 12x Feather of the Stars-Class Light Cruiser, 30x Spirit of the Writ-Class Frigate)
-[] LRAD Alpha (30/30 Ship Capacity)
(3x Andromeda-Secundus Pathfinder Ship, 4x Pegasus-Class Command Cruiser, 13x Hydrus-Class Rad Cruiser, 6x Scutum-Class Shield Frigate, 5x Sagitarrius-Tertium Lance Frigate, 2x Lupus-Secundus Torpedo Destroyer)
-[] LRAD Beta (30/30 Ship Capacity))
-[] LRAD Gamma (30/30 Ship Capacity)
-[] LRAD Delta (30/30 Ship Capacity)
-[] LRAD Epsilon (30/30 Ship Capacity)
-[] Task Fleet 'Peacekeeper' (98/80 Ship Capacity) - [3x Taurus-S Troopship Auto-Construction]

(8x Andromeda-Secundus Pathfinder Ship, 24x Aries-Tertium Corvette, 62x Lupus-Secundus Torpedo Destroyer, 15x Taurus-S Troopship (0/45 SAG Capacity))
-[] Task Fleet Beta (20/20)
(2x Andromeda-Secundus Pathfinder Ship, 14x Sagitarrius-Tertium, 6x Libra-Quartus Light Carrier)
-[] Task Fleet Gamma (20/20)
(2x Andromeda-Secundus Pathfinder Ship, 14x Sagitarrius-Tertium, 6x Libra-Quartus Light Carrier)
-[] Temple Ship/s
(1x The Pantagruel)
-[] Independent Operations Task Force
(13x Chamleon-Class Infiltration Carrier (0/13 SAG Capacity))
-[] Scout Fleet Alpha
(63x Pyxis-Secundus Advanced Scout Sloop, 1x Spirit of Discovery Scout-Class Light Cruiser)
-[] Evacuation Fleet (30/30 Ship Capacity)
(4x Rustbucket-Class Conveyance Ship, 20x Auriga-Class Emergency Response Freighter, 5x Canis-Major Class Bulk Transport Liner, 10x Canis-Minor Class Bulk Transport Hauler)
-[] Lamenters Chapter Fleet (51/51)
(5x Andromeda-Secundus Pathfinder Ship, 6x Thunderous Declaration-Class Scout Destroyer, 6x Mournful Clarion-Class Boarding Ship (0/2 Companies), 5x Lantern Bearer Mk.3-Class Commandeering Ship (0/6 Companies), 10x Resurgence Mk.3-Class Torpedo Hunter (0/3 Companies), 8x Bloody Midnight-Class Light Cruiser (0/8 Companies), 10x Bloody Sunset-Class Light Cruiser (0/8 Companies), 4x Thunderous Gunnery-Class Heavy Cruiser (0/8 Companies), 1x Eternal Cry-Class Temple Ship (0/8 Companies), 1x Tears of the Void (0/20 Companies))
There is war to be had and battle to be made. Send troops to resolve issues, squash opposition to the Star Child and Humanity and all Their Protectorates, and send ships to scout neighboring systems to understand what is happening there.
(Gain: Military dispatched to put down opposition violently. Scouts are sent to look at other systems.
Scouting Range: ~20 Systems from Claimed Systems. Scouting Efficiency: N/A (75% Three+ Systems, 50% Eight+ Systems, 30% Fifteen+ Systems.)
Note: For use outside your territory or in support of forces specified within another Action.)

[] [Psykana] Conduct Six Melodies (0.0/1 - Auto Complete) - [Choose Melody]
The Celestial Choir has been given the means; with time, they shall conduct their songs. They will listen to the Warp and filter out the false whispers from the slumbering guidance of the Star Child. In halting prayer and stumbling humming, the truth will be stripped until nothing but it remains in the hands of those who shall make it anew into power to be wielded by the Choirs to come. As there are 10 Celestial Choirs free to pursue research, the High Council can ask them to pursue a target instead of what comes close. This will, naturally, be lost once they dip below 10 Choirs.
(Total: 26
Uncovered: Revenant and Prophecy II.
Secret: Slumber.
Star Child: Compassion III, Mercy III, Health III, Innovation III, Justice III, Wisdom III, Ruthlessness III, Brutality II, and Love.
Kil'drabi: Paths II, Community II, and Family II.
Irrita: Growth II, Plants, Harmony, and Hunger.
Msk'fa: Comfort, Revenge, and Retribution.
Dirut: Peace, Clockwork, Candle, Time, Sunset, and Dawn.

Gain: Six Melodies newly Conducted.)

[] [Psykana] Sing two Songs (Choose at least Three below.) - (0.4/1 - Auto Complete) - [N/A]
Mere Melodies are not the end of the journey, nor should they be the start. They are the middle, from which all things shall grow and wither.
(Uncovered: Technology III and Prophecy I.
Secret: Perception III, Silence III, and Grounding III.
Star Child: Protection III, Fire III, The Sun V, Humanity III, Creativity III, Song III, The Home III, Logic III, Unity III, Progress III, Compassion II, Hope III, Health II, Death III, Justice II, Wisdom II, Innovation II, Machinery III, Ruthlessness II, Brutality I, Mercy II, and The Star.
Kil'drabi: Void III, Struggle III, Paths I, Community I, and Family I.
Irrita: Growth I.
Gain: Two Songs.)

[] [Psykana] Sing a Symphony (Choose Five Songs)
Words beyond meaning, songs beyond uttering, a hum of power that is the Warp reveling in its own power unleashed. A Symphony crafted from labor centuries long, and one that shall burn itself into history eternal, both mortal and Immaterial.
(Gain: A Symphony)

[] [Faith] An Unborn Guide Sought Out (Write-In)
...
(Gain: Guidance on how to deal with or gain something.)

[] [Knightly Orders] New Knight Training! (4.5/?)
More training! Yay!
(Gain: Knight Orders train even more!)

[] [Chapter] Lament's Legion (0/1)
...
(Gain: ...
Warning: Does not Auto-Complete.)

[] [Chapter] Brothers For The Barge (0.5/?)
They must be ready for battle and barge.
(Gain: The Lamenters gain 4 Companies per Turn.)

[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)


AN: No, the Dirut are not Jewish, I just think the words are neat, and have fallen a bit into a Jewish Song Rabbithole lately. They got bangers. :V
 
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[] [Military] The Ancient's [Bone-Mender Temple/Jubilant Den] - (Write-In Military Forces)
(Add 50% Progress to another choice when taken.)

Hippity Hoppity has revealed to us a site where technology, rites, knowledge, or culture of the Ancients yet remain...if not how intact. It is far away from our borders, and thus the fleet sent there to uncover the truth must be guarded.
(Gain: One plundered Ancient Site.)
I'm pretty sure we should've rolled a new Ancient Site this turn.
 
[] [Military] The Ancient's [Bone-Mender Temple/Jubilant Den] - (Write-In Military Forces)
Can we get another one? We fully-funded Hippity Hoppity last turn. Looking forward to the Clown Factory or whatever.

Ok, so my vague plan sketch is something like
5x military actions:
- Design the Herc
- 2x actions to build the first Flag Armada.
- 2x actions to build 10x SBGs/Logistics fleets to Be Ready For War.
1x flex action - [] Free Neutrality Agreement (could also be Legion's Lament but... I want to get relations with the duchy nailed down).

Next turn we'll actually send out our new fleets against our enemies?
 
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Duchy is now fighting the Nurgle cult. The Watchtower is about to be attacked by Khorne cult.

We need to use an action to pop off the Lamenters Legion and put everything else into military build up.
 
We have a little bit of time, but I am somewhat worried about our ground forces falling behind a lot. Would people be OK with dedicating a couple actions either to researching better vehicles and upgrading our armies, or getting more titans?
 
To summarize the differences on the map from last turn: Khorne and the Watchtower Confederacy are touching now, as are Slaanesh and the Grove. van Zandt and Nurgle are also touching on another sub-sector now. We're going to have our new fleets ready barely in the nick of time.

edit: Also the Diaconate took three sub-sectors at once, which seems a bit scary.
 
To summarize the differences on the map from last turn: Khorne and the Watchtower Confederacy are touching now, as are Slaanesh and the Grove. van Zandt and Nurgle are also touching on another sub-sector now. We're going to have our new fleets ready barely in the nick of time.

edit: Also the Diaconate took three sub-sectors at once, which seems a bit scary.
Van Zandt and Nurgle are outright fighting over a subsector now given the half/half subsector.
 
To summarize the differences on the map from last turn: Khorne and the Watchtower Confederacy are touching now, as are Slaanesh and the Grove. van Zandt and Nurgle are also touching on another sub-sector now. We're going to have our new fleets ready barely in the nick of time.
We sweep south towards Khorne then. Duchy can fight Nurgle(hopefully they put up a good fight) Also by next turn we should get the anti chaos songs up for Nurgle and in general. Going to war without them seems...unwise. But also have every choir sing the song to upgrade our Chaos trait
 
[] [Battleship] Hercules-class Battleship
-[] Length
- 28.000 Meters (-5 DP)
-[] Width - 6.000 Meters (-5 DP)
-[] Acceleration - 1 Gravity (-4 DP)
-[] Armor - Deus-Ultima Pattern Armor (-7 DP)
-[] Shields - Five Refutation-Pattern Void Shields (-4 DP)
-[] Weapons - 1x Spinal Starlance/1x Shatterprow/3x Green Arc Cannon Turrets/2x Green Arc Lance Batteries/60x Light Lance Turrets (-29DP)
-[] Equipment - Pure Lenses/Armored Lifepods/Tuned Shields/(Standard) Ship Shrines/Armored Bridges/(Standard) Superior Gravimetric Engine Calculations)/Harsh Crew Training/Improved Internal Security Systems/Hardened Prow/Lattice Hulls/Prow Spur/Fangs of Dew/Enhanced Strategium/Augmetic Security Department/Yeeni Auxillary Engineer Division/Shrine of the Charging Revenant/Icons to the Faith/Elite Crews/Micro-Warp Jump Engine/Infused Armor Plates/Twisted Knotted Vinealloy/Gravimetric Control System (-96 DP)
Looks epic indeed, had two questions.

1. What is a Spinal Starlance? I only see regular Starlance as a 7 dp weapon, is this just that but flavorwise pointing straight ahead or something else?
2. Symphonia Arcancum Arma seems pretty cool, doubling our weapons output / power for a burst, thoughts on including that?
 
Ooohhhh wait I wonder if we can mix Peace with some of our other melodies for more anti-chaos songs? Maybe one we can work towards a calming symphony for the warp
 
We sweep south towards Khorne then. Duchy can fight Nurgle(hopefully they put up a good fight) Also by next turn we should get the anti chaos songs up for Nurgle and in general. Going to war without them seems...unwise. But also have every choir sing the song to upgrade our Chaos trait
I don't think singing Seeing Evil past 500 choirs upgrades it any further, so we're already at max level on that.
 
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