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


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500.M42 - Rouse The Engines
"Rouse the engines," Admiral K-531 calmly spoke, hands clasped in quiet prayer and meditation as their words were relayed to the fleet and the Choirs accompanying the same and through them the rest of the offensive. "Ignite the hearts," they continued, a thrum running through the Libra-Secundus chosen as the flagship for this operation, his heart of burning plasma ignited into the burning cradle of reality-breaking power required to breach the Veil into the Immaterium. "Set course for Brigach," K-531 said, and the fleet lit up like miniature stars within the Warp, Hymnals beginning the Song required to traverse through the Warp unmolested. "Let there be peace among the stars," they ended, and the fleet...vanished.

Operation Enlightened Flame had begun.

"THIS IS MY LIFE'S WORK!" High Archivar Natasur howled, madness crackling at the edge of his eyes as he leveled his laspistol against the soldiers trying to pry him away from his post. His gaunt frame whipped the dangerous weapon around with frantic, twitching, and jerky motions. "I WILL NOT ABANDON IT!"

"Leave the crazy fucker, we gotta go!" One of the soldiers in the back called out, the sound of their boots hitting the ground already echoing in the venerable halls of Archive #11c, silent rows of scrolls and books bearing witness to the rest of the soldiers following piece-meal and uncertain, servo-skulls ignoring the shaking form of the High Archivar as the continued in their duties.

"My lord," one of the Lower Scribes humbly said, flinching as the High Archivar snapped around with frenzied energies coursing through his limbs. "My lord, we have barricaded all entrances," they continued. With our current supplies, we will be able to hold off against the rebels for at least a month.

"Yes, yes...good!" High Archivar Natasur muttered before declaring it, "Continue gathering the documents. We must protect as much history as possible until Marshal Jennus is here to restore order again." Slowly, he put his weapon away and began walking into the halls and archives where acolytes, scribes, servitors, and menials of all ranks and professions had centered around his call to protect their works and lives until the end. Dodging around a small child carrying half her body weight in books with the grace of someone doing so for decades, he walked on, surveying the large barricades put in front of the majority of entrances, the rest either leading deeper into the hidden portions of the Archive or those rooms set aside for storage of supplies or as accommodations for the defenders of history.

"My lord," said the same scribe again, hurrying after their master. "Is it really wise to trust the...the Federation with safeguarding our charges?"

The High Archivar stopped. With closed eyes, he took a breath before continuing his walk as if he hadn't stopped. "The fools burning this world and its holy purpose to the ground for selfish gains are no better than Chaos," he declared, resolute and unwavering. "I would rather deal with the foes willing to offer protection than the ones demanding weapons."

The sky was alight with the fires of plummeting monsters.

The ground was lit by the arcing of electricity slowly coiling around capacitors guarded by Techpriests who had ventured deeply into the Mysteries of the Motive Force.

The in-between quivered like a cable snapped taut.

The world of Zeta could not offer eternal resistance against a fleet providing orbital support, nor against an invasion of the 1st Barbarun System Army Group, its soldiers well-versed in the sabotage and destruction of critical infrastructure elements these defenders would heavily rely upon.

But they would fight, they would fight for years to come, and they would die for an outcome long decided and long calculated. But to give up and let Hereteks defile a world dedicated to the Motive Force was sacrilege beyond knowing.

And so Zeta was lit up by thunder racing skywards, burning thousands from the world in holy fury.

And Zeta shook with luminescent rage as lances of light smashed into the ground destroying cities of transistors and power plants and coils.

Letia shook with rage. Her entire body barely held back from charging into the rotting masses of once-Martyrs now profaned by foulest Chaos Sorceries because she no longer had the legs to move with.

"Sister, please," Alyna spoke gently, her hair blood-soaked, her face caked with grime and sweat, with the armor of the Sister whose name and charge she had taken when she had died in service to the God-Emperor coated with the ashes of a world burning and rotting to nothingness.

"I can still fight!" Letia demanded, more to herself, the chance to continue doing just that. "Please, Sister, do not let me die without a weapon in my hand!" She gritted out between her teeth, a hand balling into a fist as she felt something in her torn-off leg being removed before the stimms administered had a chance to spread their mercies.

"You will not die today," Alyna stated calmly, yet Letia knew it was a lie by the way she worked and by the sounds coming closer by the moment. "We have notified the...them of where we are," she said, not able to speak about the Heretics they had to allow to set foot upon their Holy World to ensure it would not fall even more into the hands of Ruin. The mere thought brought the taste of bile once more into her mouth.

"Do not lie, Sister; give me a weapon. Please," Letia spoke slowly as if to give her Sister the benefit of the doubt of not clearly hearing her. "Their profane machines will not make it here in time; they will not break through the thousands of desecrated corpses risen or the cultists profaning our charges. Give me a weapon. Allow me to die like a Sister ought to," she said again.

And it was true. Though the "Angel Walkers" and "Morrigan" Tanks of the Glimmerlings were able to effectively fight against the undead millions walking the world, the Heretics had only sent two regiments against the foulness pervading their home. The 1st Droman and 1st Itanian may have been valiant fighters for a true purpose once, or their people had been, but she held no illusions. Even if they managed to destroy Chaos upon this world and left, the craters that now adorned millions of mausoleums, if they had not outright shattered and annihilated them, spoke well of what their true intentions were.

The doors to the crypt they had taken temporary shelter in began to crack.

"What's in it for us?" The large, scarred, and heavily augmented Warlord asked, her body bulging with muscle and popping veins typical of those who abused muscle stimulants.

"Your crimes are forgiven, your people will be able to live normal lives, you will no longer have to live in fear of the cruelties of Neon, and supplies will be sent to ensure that you have enough food, civilian goods, clothes, and medicine to become more than a band of prisoners fighting for survival." K-531 offered.

"Shit, you have me at 'Medicine.' You pull through, and my portion of Kriegar Delta is yours, as long as it's under me, as far as I'm concerned!" She laughed, smashing the table with a meaty fist and cracking the metal plate with ease.

"That...was one of the last things I said," K-531 said with confusion in their voice.

"Good thing you said it then, heh?"

Qulach's Forge nearly, very nearly would have devolved into a fight against not only the Dark Priests seeking to turn this world into a profaned forge for their masters but also the Mechanicus present on the world, their ire and fury roused against any and all deviations from their hallowed codes and rituals.

Only by several miracles of oratory logic and several well-timed defeats handed to the local defenders was K-531 able to convince Arch-Magos 2 to allow the 1st Neumidian and 1st Ubrakan System Army Groups, alongside the Order of the Blazing Sun, to land and reinforce their positions.

But that was all he was able to do, the Arch-Magos entirely unwilling to even consider any more Federation forces at the moment, and all with an underlying current of threats made in the understanding that, once the Hereteks over there were dealt with, the Hereteks in the Federation would not find any welcome on the planet.

At least the Lamenters had been able to take the ships and forces of Gathing and Valhidem to crush their assigned front before they began to reinforce Hausen in Grabstein.

"And although a war rages, I now declared this Constitutional Convention open."



Changes to the Constitution/Government/Else?
(6-Hour Moratorium)
[] (Write-In)


I Drew This For You
When a child went missing in one of the forests of Ground, the local Yeeni searchers never imagined that they would be reinforced by a company of Space Marines led by the Master of Recruits Delta. One of the said recruits, who had found the child in this training exercise before beginning a no-supply march across a nearby mountain range, also never imagined that he would be found and approached by the same Yeeni child before leaving the world again, a hand-drawn picture in their hands.
(Reward: Warm fuzzy feelings.)

Charge of the War Pack
The fighting on Qulach's Forge is as brutal as it is messy, with lines not always drawn neatly or on a single plane. Yet, this fight was. On one side stood the gathered forces of the Order of the Blazing Sun and the Mechanicum Loyalists and their War Walkers; on the other, a prepared position and well-dug-in defenders backed up by the horrific might of the Crucible Stars. There was only one path to tread: forward unto doom and glory.
(Reward: The Order of the Blazing Sun takes a strategically important location.)

Undead Go Crunch
On one side, millions of corpses. On the other, a soldier in a well-armored, well-stocked Angel Medium Walker with four autocannons. Let's do this.
(Reward: Thin out the hordes on Saget VII a little.)
 
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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503.M42 - Innocentia Probat Nihil
"All this time," the Chaos Sorceror lectured, "all these resources, all your blood and sweat and efforts, are these mortals, barely above materials for our ascension, truly worthy of your time, Brother?" The last word was spoken with the contempt of one who considered it an insult, delivered from one Chaos Marine standing atop their floating book to a Lamenter held in his outstretched fist, choking him through armor and Black Carapace. "Struggle all you want, but the truth will not budge from how obvious it is to see," the Chaos Sorceror sneered, bringing the Lamenter closer, utterly unphased by the struggles of the man, his one remaining arm unable to break the sorcery-enhanced grip. "Tell me, Brother, how does it feel to die for vermin?"

The Lamenter, one hand still struggling to break the grip of the Sorcerors hand, stilled and looked at the corrupted Marine with utter hatred and spoke a singular word, letting his hand fall: "Euphoric."

A sneer passed over the Sorcerors face, the various maws and eyes on his flesh and armor cackling with delight at the answer and the distaste of their 'master' at it. "Then you will die happy," he said.

And closed his fist.

Letting the corpse of the Lamenter fall to the ground, the Chaos Sorcerer returned to the field of battle before him, the bodies of four other Lamenters spread around after their pitiful attempt to kill him. With a glare, he stared at the aerial transports that had managed to escape with his materials for the ritual. Their bleating mewling for 'mercy' may have been aggravating, but they had been necessary to fuel the next step in his journey for the Caernog Lagis.

"At least I have their corpses to tide me over until I can gather more soul fuel from the vermin of this planet," he said, turning his eyes to the Power Armor unknown to him. It looked akin to the Imperial ones he had already seen, but they were...different, somehow, and not in a way that pleased his patron. He took a step toward one of them.

And the last thing he heard as his soul was sent careening into the Warp was the cackle of his patron as the tactical nuclear warhead armed by the Lamenter he had killed went off.



Innocentia Probat Nihil - Innocence Proves Nothing
The motto of His Most Holy Inquisition​

"Beware the whispers in the dark, for they may not be imagined. Beware the offer of ease from those you do not know and those you do, for they may hide poisons sinister beyond comprehension. Beware those you hold dear, for they will not disguise what you will willfully ignore. Beware the strange, the alien, the dark, and the open mind, for they hold a death beyond death. Beware those preaching of peace, for they know only war."
-Unknown Inquisitor.

"To believe we do what we do out of a sick sense of satisfaction is heretical. We do what we do to safeguard against those who would feel that satisfaction when they slide a knife into the hearts of children while wearing the skin of their slain parents. The foes we face know no low, and we are not above retaliation."
-Radical Inquisitor Hai Shi Ti

"We are the first defenders of Humanity, no matter what some of my colleagues may think. We are the first bastion that will be assailed, and we are the first who shall die whenever the Great Enemy rears its head. Never delude yourselves into thinking that you are somehow exempt from that. Whatever life you had before is over. Your souls now belong to the God-Emperor and His Holy Imperium, now and forever."
-Lord High Inquisitor Nakk Astrobus to a new batch of Acolytes in 503.M42

With the Protectorate of Neon falling apart from within with seemingly millions of Chaos Cultists ready to rise up, despite the well-known eye it kept on its citizens and enslaved menials, fears have arisen on if such a thing could happen to the Glimmering Federation. Though many would like to believe that their fellow Glimmerlings are somehow above the temptations of Chaos, we know that those are not as voluntary as many think. While we have closed as many avenues of Corruption for the Forces of Ruin as we can, and there exist many and numerous ways for those who suspect to be harboring unseen Corruption to self-report and be cleansed of such, even if the vast majority will only find such cleansing after death, the chance for devious and malignant tumors growing unnoticed still exist.

With such being the case, and Neon, alongside the entirety of Sub-Sector 621, standing as warnings of what happens if one allows Chaos to grow and act unimpeded, the question then arises once people clamor to create an organization to combat such threats: how exactly do we do that?



One Sacrifice At A Time:
(6-Hour Moratorium)
[] (Anti-Chaos Organization)
-[] Legal Status

(Where does this Organization stand in the political hierarchy? To whom do they report? To local Councils? To only the High Council?)
-[] Reach
(Can they go from system to system unimpeded, or are they anchored to singular planets or stations?)
-[] Members
(Who will make up this Organization? Heroes? Respected members of society? Priests? A mix of soldiers and scribes?)
-[] Ranks
(The internal hierarchy of this Organization.)
-[] Extraordinary Powers and Protections
(Are there any Legal Powers and Protections granted to the members of this Organization? For example, there are no speeding tickets when pursuing a Cultist, the ability to call in local Law Enforcement Support, and the ability to call in people without warrants for questioning, etc.)
-[] Armory
(What weapons, vehicles, ships, equipment, and so forth does this Organization have access to?)
 
510.M42 - Hundreds Of Martyrs
The wars on Hausen, Qulach's Forge, and Saget VII continue to rage with unmatched ferocity despite the reinforcements sent. Seven SAGs are mobilized and sent to the fronts, the troops swiftly deploying unto the fields of battle against hordes of cultists, sorcerors, and undead corpses rising from beneath the ground to wage war against the living.

Entire cities are swept clean by the war, one side constructing hardened ritual chambers to summon daemons and enact their foul Chaos Sorceries. At the same time, the other let loose bomb after bomb of cleansing promethium unto blighted tombs and masses of pox walkers shambling against the still-living.

Though some breakthroughs are made on Qulach's Forge, Saget VII is the birthplace of hundreds of Martyrs, again and again, when brave soldiers ride forth in Walkers and Tanks. Unbroken Promise Assault Boats supported by Star Raptors deploy against ritual sides again and again, the troops within their bays leaving into choking atmospheres and rotting environs, every nick and cut to their LHDESs spelling doom and death, some gracefully ended with mercy by the end of a friendly barrel, more ending in their shambling corpses joining the legions marching against the Federation holding firm in their tombs turned bunkers and mausoleums converted into fortresses.

Chaos Marches against the Federation and the Federation sallies to stand against them.



You Have 3 [Three] Actions.
(6-Hour Moratorium)
[] [General] Develop The Federations'...
-[] Food Production V
-[] Civilian Infrastructure IV
-[] Heavy Industry IV
-[] Void Industry X
-[] Medical Services V
-[] 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: 1d29 Imperial Ships)
-[] 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)
-[] 4x 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, 3x Dauntless Mk.1 Light Cruiser, 1x Dauntless Mk.2 Light Cruiser, 1x Endurance Light Cruiser, 3x Endeavour Light Cruiser, 4x Falchion-class Frigate, 7x Cobra Destroyer, 5x Cobra Widowmaker Destroyer, 5x 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.) (0.4/1 - 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.)

[] [Chapter] As The Codex Demands (0.5/5)
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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513.M42 - Overburdened By Candles
The majority of the spots and buildings where the faithful of the Star Child gather for various reasons are typically constructed in a manner mostly left to the individual local communities where those are built, leading to some very eclectic buildings ranging from small hole-in-the-station shrines overburdened by centuries of candles, prayer scrolls, incense ashes, and small gifts to large domineering stadiums on Corcrat where holy lights, sports, and theatrical spectacle come together under a keen eye for cost savings set on making sure these sacred places can be used for more purposes than one.

However, with the size of the Federation growing by the decade and soon to be joined by billions entering as full members, some priests and scholars, alongside a cadre of very enthusiastic architects, have raised the potential to maybe standardize the various temples to the Star Child...a little? Not enough to crush the various culture-specific ways of the Federation members gathering at their local shrines or small community temples, but enough to ensure that the large buildings, those intended to house tens of thousands at once, are constructed in a way that is both beneficial to worship of the Star Child, as well as capable of being slightly modified to suit local tastes more.

Go!
(6-Hour Moratorium)
[] (Write-In)
 
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515.M42 - The Tensions Start
The end of the Chaos Threat within Amratur is not merely a priority now, in 515.M42, but a reality that will soon become a reality. The Lamenters have already stated that their liberation of Hausen will not take more than another two years to fully ensure all remnant Chaos Cults have been wiped out, with projections regarding the war on Qulach's Forge likewise pointing to a swift resolution against the Forces of Ruin within the following year.

And that is where the tensions start.

Though the wider Mechanicum sees Qulach's Magi and Techpriests as liberal-minded, the members of the Qulach Orthodoxy are becoming less and less patient and able to grudgingly endorse the presence of those they deem to border on becoming Hereteks due to their dabbling in Tech-Heresy with the slow and gradual removal of threats and dangers to the Holy Machines of Qualch's Forge. Without a unifying enemy, their sensory instruments turn towards repairing the damages done to the manufactories, mines, smelters, and cities of the planet, with more than one of those already producing munitions that are, according to our Star-Mechanicum experts, suspiciously adept at breaking through Ion-shields.

Though our presence, and especially that of the Karnivore Knights, has managed to gather a small cabal of Techpriests and their Skitarii Maniples willing to fight for our cause (in exchange for several concessions within the tolerable margins), and now is the best time to strike as the majority of their defenses have been shattered, the fact remains that the fighting to incorporate Qulach's Forge will be...bloody. Very, very bloody.

If we choose to fight here and now.

Saget remains under threat by Nurgle, and the deployed SAGs could be better used rooting and burning out that blight upon the galaxy than dying for a world that will be extremely hostile to us in the best-case scenario.

The Choice Remains:
(6-Hour Moratorium)
[] Honor Among The Forgotten
(Retreat from Qulach's Forge to focus down Saget. Any armed conflict with Qulach's Forge will be far bloodier, longer, and bitter.)

[] The Rewards Of Traitors
(Unto that bridge once taken by Chaos, re-taken by the Packs of War, now stormed by the Liberators of a world of industry.)



In other news, one of our scouts returned to friendly ports with information regarding the utter anarchy reigning in Sub-Sector 621, specifically about the Xeno Species that had been noticed years before.

Though the majority of information about them has been taken from intercepted broadcasts and translated with very dubious accuracy, the Xenos, which have managed to purge Vorskrit in the Megoxura system of Nurglite Rot, are called 'Mashan. They call their polity or navy/military the 'Mashan Temple Authority.'

Little else could be gleaned from the intercepted broadcasts, but their ships were...strange, to say the least. Unlike literally any other species encountered or known, the Mashan, or Mashan Temple Authority, has built their ships around a spheroid configuration, with a belt in the 'middle' of the spheres for engines, alongside various bristling weaponry-batteries slotted into the upper and lower portions, if said portions aren't studded with half-spheres themselves bristling with weaponry. Through their specifications and engine outputs, alongside a lone engagement against Chaos Ships, our specialists are confident that their technological sophistication is at Low Imperial at best and Warp Space with certainty.

Regardless, they seem to be the enemy of Chaos. The enemy of our enemy may not be our friend, but if guided correctly, they can be used to eradicate more of the Great Enemy.

On that note;
[] We Should Initiate First Contact.

(Attempt to establish First Contact with the Mashan Temple Authority.)

[] Only Observe For Now.
(Gather more information first.)



Though somewhat out of left field for those not in the loop or interested in the goings-on in the Yeeni Protectorate, the Yeeni have finished constructing a Light Cruiser Scout intended to expand their knowledge and fill in some blank spots on the map that their people have been interested in coloring.

On that note, though they have not demanded or asked for such a privilege, the Yeeni High Administration has indeed floated the idea of lending a Choir to speed up the scout's journey toward the frontiers to ensure his Five Year Mission to seek out the strange and unknown will not end barely out of the local stellar backyard.

What will we do?
[] Wish Them Good Luck And Pray For Their Health

(Gain a Light Cruiser Scout.)

[] These Are The Voyages Of The Starship 'Spirit Of Discovery'...
(Lose a Choir but gain a Light Cruiser Scout. Yeeni will like this.)
 
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520.M42 - 'Gold-Broken Humanity.'
With the decision made that the threat of Nurglite Corruption was far more critical to check and then eradicate, the forces stationed on Qulach's Forge were ordered to retreat, the thousands of machines, soldiers, vehicles, and tons of supplies slowly marching into the bellies of enormous landers to be flown into their motherships and make ready for the journey to Saget VII. Though there was grumbling and muttering from some of the troops, most were happy to turn toward a world that would, hopefully, cheer on their liberators instead of being afraid or outright refusing to interact with the soldiers like the majority of the Techpriests and laborers had done during their time here.

And yet, though the SAGs and the Order of the Blazing Sun withdrew, so too did a smattering of various "Heretek" Magi and their Skitarii forces join the ships in covert operations with the aid of sympathetic Glimmerlings aiding their escape from the merciless hands of the Orthodoxy of the local Mechanicum here. With the world now mostly cleansed of the overt threat of Chaos, even if the Star-Prophetess remained at large to the great dismay of many a military planner, the local Mechanicum began a three-fold operation to return Qulach's Forge to working status.

The first was a general implementation of an augmentation and breeding program to increase the availability and effectiveness of labor for the forges and manufactories; all birth-capable menials were ordered to report to Medicae Facilities before being ordered to return once insemination procedures were confirmed to be successful. Meanwhile, strategic menials have their arms replaced by piston-drivers for crushing rocks and ores for transport; eyes are replaced with scanners to look for damaged or non-functional parts on assembly lines; the need for sleep is slowly being phased out in favor of chemical replacement cocktails, and hundreds of other augments are slowly replacing the flesh of the Forge for the Steel of the Blessed Machine.

The second is the repair and reconstruction of the forges and industries lost. A metal-hungry task, to say the least, the construction of several resource extraction outposts on Node 17c has been greenlighted despite the planet's acidic atmosphere, a legion of menials and servitors with only the minimal allotment of rebreathers sent to extract the vital minerals. The harsh quotas, even for the Mechanicum, are enforced upon the menials with various means, ranging from punishments such as withholding food or physical harm to executions, with targeted lobotimization, drug-induced production increases, and servitorization for those unlucky enough to earn the ire of their overlords.

The third, and most displeasing to the gathered Admiralcy, operation is the rush-constructions of obvious Suicide-Monitors. These small ships, barely more than an engine, a reactor, and a Lance, with their probable pilots either very unfortunate menials or servitors, are designed to be unleashed upon any incursion of the Glimmering Federation. Though unlikely to spell the doom of the fleet, these Suicide-Monitors will nonetheless be a pain to deal with.



Contact with the Mashan Temple Authority (the name a lucky correct guess) goes...weirdly. As far as we know, the Mashan believed the Scout sent to establish contact to be a 'Deep Space Outrider Scout' designed to search for friendly contacts in the galaxy without catching the attention of 'Gold-Broken Humanity.' (This was due to a breakdown of contact with the Mashan Temple Authority before a problem with the image-sharing systems used could be resolved on our end, as a large Nurglite Fleet entered the system and nearly destroyed the Scout before it could escape.)

They were, as per their own testimony, the last forgotten splinter of a species that once held to the 'Nine-Day Concordat' established between them and the 'Nusqu Alliance,' a smaller section of the lost Federation that once led most of the galaxy. The larger part of their people held to the Concordat to the letter even after the galaxy had been shattered by the Civil War, with only a minority seeking to establish their supremacy over other races and create a Kingdom* devoted to the 'Spirits of Kashun,' a then-dominant faith. The war against them lasted for several decades until the arrival of the 'Gold-Born Son of Red-Ashen Sorceries' was believed to spell its end and rekindle the Concordat of old as Humanity had been assumed to have started a rekindling of the Federation after the lighting of the largest Warp-Beacon in known history.

Less than 0.0001% of their people escaped the indiscriminate Xenocide that followed.

Terrified of the senseless slaughter of their people, and with the forces of the 'Gold-Broken' dogging the last survivors, the Mashan decided to fling their people upon generation ships into the far reaches of the galaxy, watching in grief as 'Gold-Broken Humanity' rampaged through the survivors of the Civil War and Chaos Waking within the galaxy over their journey.

Now, having arrived at a place they believed to be far enough away to shelter at only a millennia ago, the Mashan Temple Authority has been busy re-establishing their people again, seeking out a haven for their people until either the Warp Beacon of the 'Gold-Screaming God' is snuffed out and a new order can replace the madness of the old or they become unassailable.

*Translators Note: The term was translated as such but lacks Low Gothic's gender-specific associations.



You Have 3 [Three] Actions.
(6-Hour Moratorium)
[] [General] Develop The Federations'...
-[] Food Production V
-[] Civilian Infrastructure IV
-[] Heavy Industry IV
-[] Void Industry X
-[] Medical Services V
-[] 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: 1d29 Imperial Ships)
-[] 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. (0.2 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)
-[] 2x Free Celestial Choirs
-[] Task Fleet Alpha (20/50 Ship Capacity)
(5x 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, 3x Dauntless Mk.1 Light Cruiser, 1x Dauntless Mk.2 Light Cruiser, 1x Endurance Light Cruiser, 3x Endeavour Light Cruiser, 4x Falchion-class Frigate, 7x Cobra Destroyer, 5x Cobra Widowmaker Destroyer, 5x 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, 1x Spirit of Discovery Scout-Class Light Cruiser)
-[] 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.) (0.6/1 - 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 II, Compassion II, Humanity II, Song III, Mercy, Creativity III, Health II, 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.
(Star Child: Protection I, Fire I, The Sun I, Humanity I, Creativity II, Song II, The Home I, Logic I, Unity I, Progress I, Compassion I, Hope I, and Health I.
Gain: A Song.
Sung: Dirge for the Innocent, Bound To The Stars, A Web Of Song.)

[] [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.)

[] [Chapter] As The Codex Demands (1/6)
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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523.M42 - Upstanding Stellar Nation
Admiral K-531 was currently, and excuse the language, ABSOLUTELY LIVID.

When the order came to re-orient the forces of the Federation toward the threat of Chaos on Saget VII, crushing it with the combined might of nearly all of the Federation soldiers, they had assumed that, though the Mechanicum on Qulach's Forge would be brutal in their demands to the enslaved population, they would generally work on repairing and then rebuilding the holy sites and factories before they thought about arming themselves once more against Glimmerling "Attacks."

Even with the order to take the various Task Forces and two SAGs to establish order and stable governments on the long abandoned and by now likely near/complete anarchic planets of the former Protectorate of Neon, K-531 had assumed that the most challenging part of the decade would be dislodging the forces of the "Ashan Families" that had seized Gheistheim and Rethomum.

In that case, it had turned out that they had willingly let go of Gheistheim and Wiedergang due to the difficulty the locals were giving them (a difficulty that was absent for the Federation due to the locals being granted far more autonomy than they had demanded and were now a bit suspicious about the Federation, but that was neither here nor there). Still, they were demanding that their sovereign rights over Rethomum and Rethomum Majoris be respected from one "Upstanding Stellar Nation to another" and that diplomatic channels be opened to facilitate "trade, goodwill, and non-violent stabilization of collapsed communities in this lawless sector of space."

Seeing as they were trying to open diplomatic channels, Admiral K-531 decided to kick that particular can up the chain of command so they could focus on the actual crisis currently happening, which was occupying the majority of their attention: the Mechanicum on Qulach's Forge had nuked themselves into near-oblivion.

Apparently, the Star-Prophetess had used a large-scale ritual to do something, which had prompted the Mechanicum leaders to go ballistic and throw several nuclear warheads at the ritual site, which impacted after the ritual was completed. The fact that the ritual site was also home to several million people was apparently overlooked in their reaction.

BUT THERE IS MORE.

You see, the ritual site was not only home to several million people who were trying to exist without being vaporized in nuclear annihilation but also the headquarters of those Magi who held sympathies for the Glimmering Federation who had stayed back when the same left to undermine and topple their government to join the Federation in full. With the Federation crushing the attempt to use metals from Node 17c (alongside liberating their enslaved laborers), said faction had gained more followers and influence in the crumbling chain of command, with perhaps only a decade or two separating them from earning enough of an upper hand to rise, successfully even if the Federation came to their aid.

AND THEN THEY SAW THE NUKES.

Under the mistaken assumption that they were the primary target and not merely the collateral victims (recovered records show that they were utterly unaware of the ritual happening, and more than one Choir has confirmed that the after-effects of Tzeentchian Sorceries lingered in the Noosphere, with said sorceries used to block their sensors from detecting the ritual), those Magi launched their attacks, which included launching their own nukes.

So now, K-531 was wholly swamped with trying to evacuate the surviving ~2 billion or so people on Qulach's Forge to rescue them from a planet currently going to Absolute Hell.

So, with all due respect, they were going to focus on saving as many people as possible. The High Council can decide whether the Ashran Families should be kicked out with force or engaged in diplomacy.



And Then There's Those Fuckers:
(6-Hour Vote)
[] "Stay the fuck away, assholes."
(Gain Rethomum, Ashran Families are not happy. But you have 3 Battlecruisers and 1 Heavy Cruiser, so they can go pound sand.)

[] "Sure, we can talk."
(Ashran Families keep Rethomum and open up Actions to engage in mutually beneficial diplomacy.)
 
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530.M42 - Significant Chaos Offensive
Despite the horrific toll on human lives that occurred because of Qulach's Techpriests deciding to commit to the worst possible chain of actions, there is one upside in this misery, cancer-filled, radiation-blasted, billions-traumatized, ridden mess. Of the around 1.65 billion people needing a new home, around 20% have skills that technically place them at the second rung of the Star-Mechanicums ladder. This means that while many planets have been added to the Glimmering Federation, nearly doubling its previous total, the majority do not need vast amounts of specialists or trained workers shipped over from the Core. A relief to those in charge of economic investments, planning, and subsidizations, as the bulk of expected economic downturns due to lacking workers was avoided, with only medical services taking a hit that could be described as [Notable].

In other, far more enjoyable, news, the Ashan Families have struck a general amiable conversation with the High Council, agreeing to the Federation's Sovereign Ownership over Gheistheim and Wiedergang and the rest of its territories. Some notes on stellar cartography and Warp Routes were also exchanged as a gesture of goodwill, with promises of non-aggression for a decade struck between the two nations as the Families acknowledged the need of the Federation to clean its backyard of the mess a local Mechanicum Holdout had made. Happily enough, the Families have also proven willing to sell a lot of stockpiled machines and trade goods and even allow a limited open-border initiative in exchange for several other, needed, trade goods and materials, alongside being open to allowing priests to enter their worlds all for a price, of course. Some tentative feelers reached out to gauge the Federation's willingness to supply a few military goods, which were rebuffed without hesitation in the same meeting.

In yet more, far-flung, news, the Mashan Temple Authority has, for some reason, sent a small ship into Valhidem, which then chucked a crate at the local (utterly anemic and mostly mining vessels in nature) SDF, which contained several data repositories regarding their language, diplomatic customs, and instruction manuals on how to avoid Chaos Corruption, before said ship left before contact could be made. The crate contained the reason: the vessel was a scout that had merely noticed that Valhidem was part of our nation due to our somewhat unique design aesthetics instead of being part of an effort to reach us, and decided to gift us the cache to facilitate diplomacy between our peoples better whenever we felt ready to do so again. However, they warned us not to do so in the near future, as a significant Chaos Offensive was divined to come against them. How nice of them!

In a fourth set of news, the Military has begun to mutter about procurement of ships, the difficulty of shuffling ships between fleets, and some budgetary wizardry that needs to be done. A proposal has been sent to the High Council in that regard.


You Have 3 [Three] Actions.
(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), , Turriamnish's Hope - Hope (Lichen and Moss), Monresast - Monresast Major (Arboreal and Savanna)
Hostile Worlds (-1 Void Industry): Qulach's Forge - Node 17c (Acidic Atmosphere)
Deathworlds (-1 to All): Qulach's Forge - Qulach's Forge (Fallout, Glass, Industrial Ruins, and Chemicals))

[] [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: 1d29 Imperial Ships)
-[] 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. (0.2 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? Huh, that ring is glowing. Okay, who poked the Xeno Structure?
(Gain: Information?)

[AUTO] [General] Begin Archive/Arsenal Inventories - [1/10]
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.)

[] [General] Jolly Economic Co-Operation - [3 Remaining]
Despite what people may think, selling a shit-load of materials at discount prices will make you more money than trying to sell them at the standard mark-ups. However, there is only so many materials to sell until the industries lack behind order to restock and supply the same.
(Gain: 50% Discount on your [Develop] Actions taken in the same Turn (1 Dev into 2, 2 into 4). Ashan Families like you more.)

[] [Military] Fleet Procurement Re-Organization
Spending such significant amounts of money, attention, and oversight on something that is rapidly growing to be simple is no longer tolerable. A better way to construct our fleets must be implemented, and we have several ideas on how to do so.
(Gain: A more effective way of constructing fleets for a nation your size.)

[] [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 (20/20)
(2x Andromeda, 1x Leo-Primus Heavy Cruiser, 3x Dauntless Mk.1 Light Cruiser, 1x Dauntless Mk.2 Light Cruiser, 1x Endurance Light Cruiser, 3x Endeavour Light Cruiser, 2x Falchion-class Frigate, 3x Cobra Destroyer, 1x Aries-Secundus Class Corvette, 4x Taurus-Class Troopship (0/2 SAG Capacity))
-[] Task Fleet Delta

(5x Cobra Widowmaker Destroyer, 5x Viper-Class Missile Destroyer, 4x Cobra Destroyer, 2x Falchion-class Frigate)
-[] Lamenters Chapter Fleet (12/10)

(1x Andromeda 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))
-[] Scout Fleet Alpha
(4x Circinus-Class Scout Sloop, 1x Spirit of Discovery Scout-Class Light Cruiser)

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.) (0.8/1 - 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 II, Compassion II, Humanity II, Song III, Mercy, Creativity III, Health II, 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.
(Star Child: Protection I, Fire I, The Sun I, Humanity I, Creativity II, Song II, The Home I, Logic I, Unity I, Progress I, Compassion I, Hope I, and Health I.
Gain: A Song.
Sung: Dirge for the Innocent, Bound To The Stars, A Web Of Song.)

[] [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.)

[] [Faith] Sermons To The Families
Though the Ashan Families are no fan of strangers walking into their home and preaching about strange deities, they are a fan of allowing honored guests to preach an interpretation of a sanctioned faith (even if it a weird interpretation) in exchange for money. Though they will still check if said guests are preaching Chaos. Just to be sure.
(Gain: The Ashan allow your priests to preach in their territories.)

[] [Chapter] As The Codex Demands (1.5/6)
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.)

AN: Decided to split the non-Andromeda covered ships into Task Force Delta to keep your fleets able to respond quickly.
 
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534.M42 - Thirty Seconds Passed
"This is Admiral Aspadillia van Herrata to the Unknown Voidcraft; you have entered the territory of the Glimmering Federation and are on course to our ships. This is your last warning. Cease your approach and open communications, or we will be forced to assume hostilities on your end and open fire. I repeat, cease your approach and open communications. You have thirty seconds."

Thirty seconds passed.

"Captain, they are not responding nor ceasing their approach," one of the sensor specialists spoke up, the image of the trio of jagged ships still approaching with all speed ahead, their forms starkly visible thanks to the murderous amounts of radiation they emitted.

"Very well. To the Fleet: This is the Admiral speaking. The Unknown Voidcraft are hereby designated a Menace Alpha and are to be engaged. Form up all strike-wings on my Leo, standard patterns Rho-Terra and Sigma-Triarii. Let none pass."



"That was the weirdest battle I have ever had the displeasure of being in," Admiral Aspadillia van Herrata said, staring at the drifting hulks of the ineffective attack from the Menace Alpha craft. "What are the projections? How much radiation got through?"

+++We expect a rise of 78% in cancers over the next three months among the crews of the Leo, Mercurial Vengeance, and Jubilant Jubilee.+++ Magos Hu-0-Li incanted, prodding at a sensor station with his mechadendrites in silent contemplation and vague interest.

"...okay. Does anyone know what Menace Alpha tried to accomplish with this suicide attack?"

+++This will likely only be determined once radiation-resistant specialists can comb through their wrecks. But as a first estimation...death?+++



Though the Celestial Choir of the Glimmering Federation is an old institution now, more than half a millennium old, their powers and versatility have only grown in the time since their inception by Hymnal Bnuy and her compatriots of the First Choir.

Yet, one cannot deny that it is vastly different from how most of (Imperial) Humanity uses or engages with Psykers and Psykana, as grouping our Psykers into five members to a Choir to distribute and even out the dangers and perils of the Warp when backlash happens if an incantation or Melody goes wrong is far different to instructing singular Psykers in a single Discipline which they use for a few decades to a century until they die from age or are taken by a violent end. So, too, is our practice of extending the lives of our Psykers to ensure they have vastly more time to train and become experts, different from how the Imperials do it.

Seeing as those are merely the most surface-level differences between two human institutions, we can readily assume that differences between species are only more pronounced and shocking, with practices we would never consider due to practicality or could never condone due to morality likely to be encountered as we go further into the galaxy.

Those species we encounter that utilize psychic powers likely have their use spark interest and curiosity within our Hymnals, as we can already see an uptick in interest for the divination experiments after merely the insinuation that the Mashan could have it.

Additionally, though that is only a minor part since it has taken on a life of its own due to sheer necessity, some are calling for a more standardized set of rules on how the Federation will interact with already existing Psykana Institutions, as the previously used "We take all new Psykers" could spark conflict and disharmony within new Protectorates.

Thus, the questions stand: How will we interact with foreign Psykana Disciplines, and how will we interact with existing Psykana Institutions that are not our own?



Foreign Psykana Disciplines
(8-Hour Vote)
[] Shun
(You will not utilize any non-Star Child Melodies. All already existing non-Star Child Melodies will be deleted.)
[] Investigate
(This is the Default. You will consider them on their merit and twist them to suit your Song-based Psykana Discipline.)
[] Develop
(You will seek ways to look at and develop non-Song-based Psykana Disciplines. This will split your focus and be dangerous, but it could be rewarding.)

Psykana Institutions Not Our Own:
[] (Write-In)
 
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