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


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PS: I didn't canonize your Omake, Blackangel, due to the Bloodthirster. Getting a Greater Daemon summoned is usually the point when planets straight up die and fall to Chaos completely. It is also a bit weird to summon a Khorne Daemon when you are mostly Tzeentchia.
Ah makes sense, I'll dial it down next time. Unless next time the planet is actually losing hard.

Just to let you know, Qualech's Forge was affected by Tzeetchian cultists, the only reported Khornate influence in the subsector was over in Valhidheim which was handled by the Lamenters, so I don't know how a Bloodthrister got here.
Didn't see that, all I saw was the "Forces of the crucible stars" and just went for it. Man I could have made a magical mech fight with all the horror that entails.

I kinda defaulted khorne became these models are strictly known as Khorne lovers.
 
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Vote closed
Scheduled vote count started by HeroCooky on May 2, 2024 at 1:51 PM, finished with 50 posts and 24 votes.

  • [X] Plan: Minor Tweaks v2.3
    -[X] Increase the number of Civilian Seats to 18, and Voices to 6, and the Faith Voices to 3 while allowing fractional/minority views within the orthodox of the Faith Voices (since now we're probably getting in Orders/etc raising their voices and disagreeing without being heretics).
    -[X] Confirming ad-hoc decisions over the last century, Kin are to be given a single full seat in the Planetary Council, as part of the Civilian Administration Seats, otherwise equal. Additionally, Protectorates are to be afforded a Special Observer seat (per Protectorate) where they may be excluded from attending certain top secret/classified votes, but are otherwise free to watch, but not vote or veto.
    -[X] Recommit to the one-century timeframe for becoming a voting/etc member of the Federation (and not before, barring extraordinary circumstances), and state a high priority for reconstruction/etc.
    -[X] Debate for several months pointlessly about National Songs, National Animals, and other such nonsense.
    [X] Plan: Minor Tweaks, scaling
    -[X] Increase the number of Civilian Seats to 18, and Voices to 6, and the Faith Voices to 3 while allowing fractional/minority views within the orthodox of the Faith Voices (since now we're probably getting in Orders/etc raising their voices and disagreeing without being heretics).
    -[X] Confirming ad-hoc decisions over the last century, Kin are to be given a single full seat in the Planetary Council, as part of the Civilian Administration Seats, otherwise equal. Additionally, Protectorates are to be afforded a Special Observer seat (per Protectorate) where they may be excluded from attending certain top secret/classified votes, but are otherwise free to watch, but not vote or veto.
    -[X] Recommit to the one-century timeframe for becoming a voting/etc member of the Federation (and not before, barring extraordinary circumstances), and state a high priority for reconstruction/etc.
    -[X] When the Neon-Systems become voting members, introduce the Sub-Sector layer of councils between the system councils and the polity wide council.
 
[X] Plan: Minor Tweaks v2.3

Not too sure if sub-sector councils are a good idea yet. How many planets do we control overall?
 
500.M42 - The Scouts Begin Their Journey
With the great debate at the Constitutional Convention regarding potential national anthems, animals, flags, and the like still raging, and the massive amounts of materials being shifted from port to port as severely overtaxed Andromedas ferried equally overtaxed Tauruses from the Core of the Federation to the Fronts the Federation had opened with Operation: ENLIGHTENED FLAME, a new sense of urgent normalcy settled for the various planets and their populations. Some had to adjust to new overlords offering a better future; others had to contend with decades of war against existential threats.

For the scouts of the Glimmering Federation, orders begin trickling down to each vessel. So, the scouts begin their journey into fields far and wide, not to be seen for several more years, each bearing news of a different Sub-Sector. Some of the news are horrific, others bizarre, and some amusing.

Yet, most were alarming and disturbing to the mind and soul alike. Peace was not found amongst the stars today, only an eternity of bloodshed.



You Have 3 [Three] Actions. 1 [One] is reserved by Beware The Sorcerors, The Abominations, The Cultists...
(6-Hour Moratorium)
[] [General] Develop The Federations'...
-[] Food Production V
-[] Civilian Infrastructure IV

-[] Heavy Industry IV
-[] Void Industry X

-[] Medical Services IV
-[] Military Industry V

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

[] [General] Colonize (Planet/s)
It is time to bring two more worlds into the fold. Thanks to the Kil'drabi becoming our Kin, we can now categorize Frozen, Ash, and Volcanic Worlds as Habitable instead.
(Gain: Two colonized Worlds.
Habitable Worlds: Ultima Sigritta - Sira (Mesa and Savannah), Silista - Silista X (Temperate Continent), Itani - Grubbub (Ash and Frozen), Gnatiila - Smug (Volcanic and Ash), Valhidem - Valhidem Three (Trench and Mud), Turriamnish's Hope - Hope (Lichen and Moss)
Hostile Worlds (-1 Void Industry): N/A
Deathworlds (-1 to All): N/A)

[] [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
-[] Destructive Reverse-Engineering of Imperial Ships
(Gain: Possible DP, Possible Weapons, Possible Equipment. Not guaranteed.
Lose: 1d11 Imperial Ships)
-[] Sanctified Chaos Investigations
(Gain: ???)
-[] Directional Ion Shields
(Gain: Directional Ion Shield Emitters for your whole Military.)
-[] Novel Infantry-Grade Weapons Development
(Gain: Infantry Weapons Upgrades.)
-[] Experimental Infantry-Grade Weapons Development
(Gain: New Infantry Weapons.)
-[] Logistical Infantry-Grade Weapons Development (0/3)
(Gain: Cheaper Infantry Weapons.)
-[] Novel Infantry-Grade Armor Development
(Gain: Infantry Armor Upgrades.)
-[] Experimental Infantry-Grade Armor Development
(Gain: New Infantry Armor.)
-[] Logicstical Infantry-Grade Armor Development (0/3)
(Gain: Cheaper Infantry Armor.)
-[] Automechanical Augmentations
(Gain: Mechanized Unit Upgrades.)
-[] Karnivore Weapon And Equipment Loadouts
(Gain: Improve and add to the weapons of your Karnivores.)
-[] Anti-Ork Ecology Cleansing Methods
(Gain: Reduces time to conquer Ork Worlds.)
-[] New Bombers for a New Age
(Gain: New Bombers.)
-[] New Boarders for a New Age
(Gain: New Boarding Craft.)
-[] Ship Equipment Standartization - [1 DP Equipment] (0/3)
(Gain: Standardize 1 [One] 1 DP Ship Equipment across all new Designs.)
-[] Shipyard Automatization (0/2)
(Gain: 1 Destroyer every Turn.)
-[] Academic Initiatives (0/3)
(Gain: +0.1 Research per Action Spent.)
-[] Psytech Foundings (0/5)
(Gain: Rudimentary Understanding of Psytech. Not the ability to create it.)

Hereteks Refuge - Reduce Research Cost by 20%, Rounded Up. +0.2 Research per Action Spent. (0.0 Research Banked)

[] [General] Investigate The Unknown Xeno Structure In End Of Line
There is a massive Xeno Structure that, though the system has been observed for centuries, has evaded observation and discovery until its coordinates had been revealed by collaborators within the Three Sisters. Who or what could possibly build this monumental structure, or for what purpose, is unknown, but apparently, the local Pirates used it to travel? Information regarding that is sketchy, especially as even the crews we have taken captive have been left mainly in the dark. The Lamenters are equally as confused, but are advising a "Let's not poke the unknown structure we know nothing about" stance. It also seems to have "sprouted" an additional ring?
(Gain: Information?)

[] [General] Begin Archive/Arsenal Inventories - [0/10]
Though it will likely take over two centuries to go over everything both planets have archived or put into storage, we may find some things that are of import to us. Slowly Auto-Completes after one Action spent.
(Gain: Stuff?)

[] [General] Propaganda For The Foreign Masses - [0/5]

With the Glimmering Federation struggling to digest its recent mass-acquisition of systems and populations, some have raised the possibility of using the Federations more diplomatic abilities and capabilities to subvert, convert, and then integrate new systems without causing mass-casualties or widespread destruction. A Propaganda office outfitted with ships, Choirs, materials, factories, and a mandate to do just that should bring foreign systems into our sphere of influence and then Federation as a whole. It will be pricy, though.
(Gain: Allows you to slowly convert one [1] random system at a time to the Glimmering Federation without Action cost.)

[] [Military] Create A [Blazing Sun - 3x War-Packs] or 2x SAGs - [System/s] - [Weight: Light/Medium/Heavy] - [Type: Infantry/Mechanized/Tanks] - [Classification: Sabotage/Assault/Engineering/Demolition/Ogryn/Kil'drabi]
Sabotage Units will focus on raiding and disrupting the enemy with lighting raids and plundering logistics; Assault Units will punch through the enemy in weak points and sow confusion with overwhelming firepower; Engineering Units will focus on creating fortifications and using turrets, mines, and barricades; Demolition Units will be comprised out of heavy weaponry squads with plenty of explosives, from mines to rockets; and Ogryn Units will be Ogryns armored in heavy metals and armed with shields and Beatin' Sticks led by soldiers with spiffy hats that will not be disobeyed. Kil'drabi Units can go into temperature enviroments Humans would require special equipment with ease. Infantry Units consist mainly of boots on the ground, while Mechanized Units are equipped with vehicles that increase mobility and durability at the cost of logistics and all-terrain capability, with Tanks allowing a myriad of armored spearheads or operations to proceed. Light Units are better for Low-Logistic scenarios, while Medium Units rely more on regular shipments yet strike a good balance between supply consumption and effectiveness, with Heavy Units reliant on solid logistics to continue working while also offering an equal force-concentration in return. A War-Pack consists out of 15 Karnivores grouped in Packs of 3 Knights each, alongside the infrastructure/logistics to support and rebuild their Knights.
(Gain: Two SAGs. These contain [Four Units] chosen from the above choices. Tanks require no Classification.)

[] [Military] [Construct/Refit] A Warp Ship - [Choose a Design]
Ships are produced at these rates: Twenty Scouts, Ten Destroyers, Five Frigates, and Three Light Cruiser per decade. One Heavy Cruiser per Two Decades. Two Libra-S to Two Libra-T. Three Crux to Three Crux-S.
(Gain: Chosen Ships.)

[ ] [Military] Design A New Voidship Class - [Available: Destroyer, Frigate, Light Cruiser, Heavy Cruiser (0/2)]
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.
(Gain: A newly designed and built Ship Class.)

[] [Military] Begin Military Operations (Assign SAG/s) (Choose Location/s) (Designate Objective/s)
-[] 0x Free Celestial Choirs
-[] Task Fleet Alpha (20/20 Ship Capacity)
(2x Andromeda-Class Command Ship, 3x Proof of Our New Path Battlecolony, 1x Libra-Tertium Light Carrier, 2x Libra-Secundus Light Carrier, 3x Crux-Class Missile Frigates, 5x Aries-Secundus Class Corvette, 6x Words of the Writ-Class Frigate)
-[] Task Fleet Beta (10/10)
(1x Andromeda-Class Command Ship, 5x Aries-Secundus Class Corvette, 5x Crux-Secundus Class Heavy Frigate)
-[] Task Fleet Gamma
(1x Leo-Primus Heavy Cruiser, 1x Dauntless Mk.1, 2x Falchion-class Frigate, 2x Cobra, 3x Cobra Widowmakers, 3x Viper-Class Missile Destroyer, 1x Aries-Secundus Class Corvette, 4x Taurus-Class Troopship (0/2 SAG Capacity))
-[] Scout Fleet Alpha
(4x Circinus-Class Scout Sloop)
-[] Lamenters Chapter Fleet
(2x Risen Dirge-Class Boarding Ship (0/2 Companies), 3x Lantern Bearer-Class Commandeering Ship (0/3 Companies), 3x Infidels, 1x Idolator, 1x Resurgence-Class Torpedo Hunter, and 1x Bloody Dawn-Class Light Cruiser (0/2 Companies))

There is war to be had and battle to be made. Send troops to resolve issues and 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 dispatched to look at other systems.
Scouting Range: ~10 Systems from Claimed Systems. Scouting Efficiency: 75% Adjacent Systems, 40% Three+ Systems, 10% Five+ Systems.
Note: For use outside your territory or in support of forces specified within another Action.)

[] [Psykana] Conduct Two Melodies (Choose two below.) (0.2/1 - Auto Complete)
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.
(Uncovered: Technology.
Secret: Slumber, Silence, Perception, and Grounding.
Star Child: Hope, Compassion II, Humanity II, Song III, Mercy, Creativity III, Health, Unity II, Innovation, Machinery, Logic II, Progress II, Protection II, Justice, Wisdom, The Sun II, The Home II, Death, Ruthlessness, Brutality, and Fire II.
Kil'drabi: Paths, The Void, Struggle, Community, and Family.
Gain: Two Melodies newly Conducted.)

[] [Psykana] Sing a Song (Choose at least Three below.)
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.
(Available: Protection I, Fire I, The Sun I, Humanity I, Creativity II, Song II, The Home I, Logic I, Unity I, Progress I, and Compassion I.
Gain: A Song.
Sung: Dirge for the Innocent, Bound To The Stars, A Web Of Song.)

[] [Faith] Cathedrals of the Star Child
Sing the Hymns, Toll the Bells, allow the masses to fill hallowed halls and raise their voices in harmonious prayer to the Five-One and One-Five, so that they can elevate themselves through pious prayer and quiet fervor! Let the teeming masses yearn for grand places of worship no longer, but let them be awed by the labors of their hands and the works of their minds.
(Gain: Build one (or several) Cathedrals to the Star Child on every world, bringing the glory and splendor of their presence to billions. Also includes figuring out how they are to look like.)

[] [Faith] Psykana Of The Outside And Unknown
Though we use the Celestial Choirs to bind and tame the powers of the Warp to minimize the risks and dangers inherent in the use of the Psykana, it is folly to believe that we are the only ones who have uncovered ways to utilize the Warp amongst the galaxy, or that there is nothing to be learned from Outsiders. Likewise, though there has been currently only one example, we must also consider what to do with the Psykers of Outsiders to the Federation and how we should go about ensuring that those individuals within our Protectorates or Kin are given over or sent to us instead of being utilized in horrific, immoral, or dangerous ways if they aren't outright killed as was the fate of all Kil'drabi Psykers before they began to send them to us to be taught control or executed should they fail and become a risk to themselves and others without sending their souls to the Great Enemy.
(Gain: Nail down the Outsider Psyker and Psykana Use-doctrine aspects of the Cult of the Star Child.)

[] [Faith] Of The Revolution And The Rising
We are only as strong as those willing to rise with us against the darkness of the universe, and with every candle lit, we must ensure that it never goes out within the awning abyss of the cruelties leveled against every sapient willing to fight for what is right, what is just, and what must be done to light the way to a brighter future.
(Gain: Nail down the Subversion and Revolutionary Doctrine aspects of the Cult of the Star Child.)

[X] [Faith] Beware The Sorcerors, The Abominations, The Cultists...
Troubling reports have begun to filter back from Quintura Diablo, both Minor and Major, of Chaos Cultist activity being discovered far later than should be possible, with evidence sometimes outright ignored by those who witness such, even as they proclaim to not harbor any corruption within their souls. Investigations revealed that, in an ironic twist, our soldiers are so slow to realize the signs of Chaos due to their adamantium-clad faith in the Five-Who-Are-One, and not due to any failings in their souls. Such a state of affairs is dangerous beyond belief, as without a reliable warning system of vigilant faithful ready to speak up, we are left blind and stumbling before the silent daggers of Chaos. Something needs to be done, and fast!
(Gain: Figure out a way to keep an eye out for Chaos infiltrations and Chaos Cults within and without your territory.)

[] [Chapter] As The Codex Demands (0/5)
Once again, unto the fields of training.
(Gain: The Lamenters fill out completely for the first time in millennia.)

[] [Other] Take Care Of [Future Or Current Problems]
(Write-In the problem being addressed.)
 
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Not too sure if sub-sector councils are a good idea yet. How many planets do we control overall?
21-and-a-half, with 6 Full Stations and 1 Defense Station slowly being converted to a Full Station.
(Full Stations are basically Habitation Stations capable of housing millions to billions depending on where they are made, and are typically used for asteroid mining, ship production, and defensive purposes.)
 
Okay! We have seven actions to do to get to the All-Five, which is a lot but it really could be worse. I think we should start with Military Industry, because it's somewhat practical for the military sitch!
 
[X] [Faith] Beware The Sorcerors, The Abominations, The Cultists...
Troubling reports have begun to filter back from Quintura Diablo, both Minor and Major, of Chaos Cultist activity being discovered far later than should be possible, with evidence sometimes outright ignored by those who witness such, even as they proclaim to not harbor any corruption within their souls. Investigations revealed that, in an ironic twist, our soldiers are so slow to realize the signs of Chaos due to their adamantium-clad faith in the Five-Who-Are-One, and not due to any failings in their souls. Such a state of affairs is dangerous beyond belief, as without a reliable warning system of vigilant faithful ready to speak up, we are left blind and stumbling before the silent daggers of Chaos. Something needs to be done, and fast!
(Gain: Figure out a way to keep an eye out for Chaos infiltrations and Chaos Cults within and without your territory.)
Uh oh.
 
[] [General] Begin Archive/Arsenal Inventories - [0/10]
Though it will likely take over two centuries to go over everything both planets have archived or put into storage, we may find some things that are of import to us. Slowly Auto-Completes after one Action spent.
(Gain: Stuff?)
Can we fit in one action to get it to start doing itself without actions?
 
[] [General] Begin Archive/Arsenal Inventories - [0/10]
Though it will likely take over two centuries to go over everything both planets have archived or put into storage, we may find some things that are of import to us. Slowly Auto-Completes after one Action spent.
(Gain: Stuff?)
So, we should definitely put one action into this and let it autocomplete on its own.
 
You voted to take it this Turn, so you need to take it this Turn. That's why it's in red. :V
Question: didn't we get any more Imperial Ships that decided to join us? Like that one fleet over Gathin?
Mayhaps. But you* will get them after the entire clusterfuck with Chaos is somewhat over.
Can we fit in one action to get it to start doing itself without actions?
HeroCooky said:
Slowly Auto-Completes after one Action spent.
*Stares Judgementally*

Wait, nevermind. I am the one that failed their reading-comprehension. :sad:
 
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Okay! We have seven actions to do to get to the All-Five, which is a lot but it really could be worse. I think we should start with Military Industry, because it's somewhat practical for the military sitch!
That we do, but I think we should focus on other things now for the moment. We need more Taurus' as it's specifically noted that they're overtaxed and we still have that sanctified Chaos Research to do.
So, we should definitely put one action into this and let it autocomplete on its own.
Maybe, but not now. We have more pressing matters at the moment.
 
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