Quest:Planetary Governor Quest

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A quest on /tg/, run by TheGameroom on Fridays (And sometimes Saturdays) at 8 PM US Mountain Time (2:00 AM Saturday Standard GMT).

Currently ON HIATUS due to scheduling conflict, will resume as soon as possible. It's dead Jim.

Basic information.[edit]

You are former Imperial Navy captain Elyssa von Braun, the Planetary Governor of the planet Daysimir, appointed following the previous corrupt, incompetent, and, as it turned out, Tau-Sympathizing Governor Rodoris Caliphate the Sixths removal from office for failure to pay the Imperial Tithes.

Your task is to govern your world wisely, navigate Sector and Sub-Sector politics and intrigue, defend your holdings against Chaos, Orks, and other Xenos, keep the Inquisition off your back, develop the infrastructure and defenses of your planet, and pay your taxes on time.

No pressure.

Uniquely, due to our background as an Imperial Naval Captain, you control a small but potent warp-capable fleet. Consisting of one ship-of-the-line and a squadron of escorts, you managed to capture a Chaos raider and have cleansed it of taint, adding to your naval might.


Ground forces[edit]

3 1/2 Billion Militia: Well-Trained.

18 Million Standing PDF: Expertly trained.

50,000 Special Forces: Stormtrooper grade


Treasury: 50 C (1 C=1 Billion Thrones)

Von Braun Holdings (Private Company, owned by you): 18 C

Annual Income (Government): 44 C.

Annual Income (Von Braun Holdings) 9 C.


Competent, militarily strong, slightly radical.


The world itself is somewhat larger than Terra and has gravity roughly 10% higher, along being notably richer in mineral resources, it also has deposits of several useful substances not found on Ancient Terra.

Most of the useable land is concentrated on a single massive mega-continent stretching from pole to pole and containing a wide variety of environments. The planet is also extremely mountainous, with over 70% of its land area being covered in various mountain ranges. Daysimir is also dotted with smaller island chains and sub-continents, with a dense "belt" of such landmasses hugging the continents coasts, but most are populated only by research and weather-observation outposts.

Aside from divergent continents the planet is practically the twin of Ancient Terra, having been terraformed and seeded with Terran life forms during the Dark Age of Technology, the planet has both a massive moon similar to Luna and a range of trace minerals nearly identical to Old Earth, meaning that the population of Daysimir, unlike most other planets in the Imperium, does not require regular supplementary pills to make up for trace minerals that the planet is deficient in. In orbit around Daysimir are another four lesser moons (Only about 1/4th the size of the Primary) and dozens of even smaller moons that are mostly just large enough to pull themselves into a spherical shape.


The people of Daysimir are a hardy, independent, and freedom-loving folk, heavily armed and used to telling authority figures to go to Hell when their interference becomes annoying. Many of them were veterans of the conquest of the planet by the Tau Empire, and the following guerrilla war to free it. Resistance forces eventually won with the help of Eldar strike-teams from Exodite worlds in the sector and a nearby Craftworld. After 12 years of bloody guerrilla warfare beside their Eldar allies, along with the occasional Gue’Vesa or Kroot Turncloaks, the people of Daysimir shed the Imperial propaganda that the Ecclesiarchy had managed to hammer into the population after Imperial forces shut down their trade with nearby Xenos Empires. Since the end of the war the neither the Ecclesiarchy or anti-Xenos propaganda have been welcome on Daysimir, and clandestine trade with old Eldar allies continues in the wilderness to this day, far from prying eyes.

It was because of this bloody-minded independence, martial spirit, and near-total disregard for the ancient Laws of the Imperium that Governor Rodoris Caliphate the Sixth was blocked from tyrannizing his people to a large extent, by fear of a planet-wide rebellion, and was thus limited to squandering tax money on a lavish palace and personal pleasures instead of holding his populace in an iron grip as he had intended. The Governor was eventually removed from power when he began cracking down on the ancient civil rights of the planets citizens. Imperial authorities in the sector feared that a successful rebellion (As the PDF had atrophied from constant embezzling of funds for several decades, and consisted in large part of off-planet mercenaries of questionable loyalty) would encourage unrest across dozens of worlds and removed him from office. The planet is also unusual in that most positions normally held by Techpriests are instead occupied by civilian engineers and technicians, leaving the Techpriests in control of only the most complex and advanced pieces of machinery and greatly reducing the amount of influence the AdMech holds over the planetary government. The population of Daysimir boasts both a very low rate of mutation and almost twice the average number of Geneseed-Compatible citizens, making it a popular recruiting world for fleet-based Astartes Chapters. This was also one of the main factors in the Iron Dragons Chapter deciding to settle on Daysimir as their Homeworld.

Historically, the PDF has consisted almost entirely of an expertly trained Citizen Militia, with three years of mandatory active service for all Citizens starting at the age of 16, and with continued mandatory monthly drilling and membership in the Militia reserve (To be called into active service when needed) until age 60, with the addition a small professional military. Following your ascent to the Throne and a massive Chaos raid, the standing army has been expanded significantly.

Daysimir is renowned for the excellent quality of the Autogun and Stubber weapons it produces (Its main finished export), and boasts a high number of expert Gunsmiths. The National Sport of Daysimir is marksmanship.

The planet is also home to several million Ogryns living in tribal groups on the northern reaches of your world, which has had the effect of making your people far more tolerant of Abhumans and even more mistrustful of the Ecclesiarchy. Until the Tau occupation and Rodoris the Sixth’s disastrous appointment to Governor, it was customary for the Regiments Ogryn attachment to simply be recruited from their homeworld, this tradition has since been revived.

The Sector[edit]

A map of the Kri Subsector. Or the sector. Questgiver confirmation needed Confirmed to be the Kri Subsector. Map of Sector at large pending.

The Nobilis Proscriptae Sector is located on the farthest reaches of the Eastern Fringe, being far enough away from both the Tau Empire and Ultramarine space to keep interference by both parties to a minimum. In the immediate sub-sector (Called Kri by the local merchants) there are three other Civilized worlds, eight Frontier worlds (Backwater Civilized worlds with little to no Imperial presence, often ignore Imperial laws concerning trade with Xenos, although this is true of most of the sector) one Feudal world, and a Death World that is the proud home of the fiercest and most highly decorated Regiment in the sector.

In the sector at large is more of the same, a mix of Frontier and Civilized worlds with a peppering of feudal and feral worlds. In the capitol system of the sector there is one Hive World (Magnoris, the Sector Capitol) one Forge World, two civilized worlds, one Agri-world, and a very lucrative asteroid belt mining colony.

Of the Xenos presence in the sector, there are four major Empires: The Xin'Tar Warrior Hives to the "Southern” edge of the sector, the Kraan Hegemony to the North, The Jarki stars to the center of the sector, and an unknown reptilian race run by a "Cabal" in the East (And that's right near you!). There are also five Eldar Exodite Worlds, three Ork worlds, two of which were once Imperial(which are a constant pain in the ass) and one Daemon world (Which is a bigger pain in the ass to everyone than everything else in the sector combined). There are also uncounted dozens of minor Xenos races whose dominions extend over only a few planets, such as the Kruk, a Reptilian Warrior-Race that have allied with the Imperium against the Tau Empire in the recent past.

Planetary Improvements[edit]

Improvements currently under construction[edit]

  • Recycling plants: 86% complete.
  • Mag-Rail train system: 70% complete.
  • Increased Industry: 49% complete.
  • PDF Batteries: 21% complete.

Improvements available for purchase[edit]

  • Spaceports: Build smaller Spaceports in all your cities to boost trade. (50 C)
  • Industry: Increase the manufacturing capability of your planet. (30 C)
  • Automated Factories: reduce the amount of manual labor needed in manufacturing and increase efficiency. (20 C)
  • EMP shielding: Hardens you infrastructure against EMP blasts, which are occasionally used by the Imperium and extensively used by the Tau. (10 C)
  • Pollution Collection: Reduce industrial pollution so much that it barely registers on tests while slightly reducing manufacturing efficiency (40 C)
  • Recycling: A Hyper-Efficient recycling system that reclaims 80% of the metal glass, plastic, etc that would normally be wasted. Reduces pollution. (45 C)
  • Mag-Rail train system: a network of mag-rails that connect all of your major cities and provide the most effective method of shipping bulk goods on the ground. (50 C)
  • No Techpriests: Trains civilian Engineers and Technicians up another "level" so that they can understand and care for more advanced machinery without Techpriests. Every time Tech Level is raised two more "Complexity Levels are added. (60 C, currently Complexity Level 4/5)
  • Extensive road network: Expands the network of paved roads. (10 C)
  • Advanced Roads: Paved roads made of hundreds of interlocking pieces of super-strong metal covered in a kind of synthi-asphalt. Will simply spring back into place after being deformed by an earthquake, if damage is too severe for it to self repair you can just run a steamroller over the road and re-flatten it. Maintenance is much cheaper, easier, and is needed way less often (30 C)
  • Continental Superhighway: A massive highway stretching from the extremes of human settlements and either pole. (10 C)
  • Shelters: Cold-War style fallout shelters are built under every home, provide protection against biological attacks and aerial bombing (Unless they're using bunker-busters). (25 C)
  • Orbital Bombardment Shelters: Massive shelters built under cities to provide protection for its civilian population against orbital bombardment. Also protects against biological agents. (40 C)
  • Redoubts: Buries your PDF bases in mountainsides to protect against Orbital Bombardment, also helps defend against aerial and ground attack. (35 C)
  • Fortress: Fortifies your PDF bases against ground assault. Compatible with the above upgrade. (30 C)
  • PDF Batteries: Installs Orbital defense Batteries in all of your PDF bases to fight back against enemy fleets (Laser battery and Missile Silo, not as effective as dedicated OD bases). (40 C)
  • Planetstrike: Arm your PDF and OD bases with Deathstrike silos so that they can strike at ground targets. (20 C)
  • Hardened Infrastructure: Buries all of your water treatment plants, power plants, etc in defensible bunkers, also fortifies train stations, Spaceports and whatnot as much as possible. (30 C)
  • Strong Defenses: Increases the number and strength of your Orbital Defense Silos (Laser batteries and missile silos to fire on enemy ships, plus smaller versions of both to shoot down enemy missiles, fighters, and landing craft). (40 C)
  • Fortified Silos: Buries your laser batteries underground except for retractable gun barrels and adds ground-attack fortification. (38 C)
  • Planetary Fortress: Converts your Palace into an intimidating Stronghold with Orbital Defense Batteries, Heavy Bolter Turrets, and so much AA and artillery it literally bristles. (50 C, an extra 10 C if you want to keep your Palace pretty)
  • Fortress Capitol: Fortifies your Capitol to extreme lengths. (40 C, an extra 10 C if you want to keep it pretty)
  • Walls: Builds thick walls around all your cities, good against Orks and Tyranids and useful as a defensive perimeter even when reduced to rubble (20 C)
  • Com Towers: Improves ground communications. (10 C)
  • Airports: Atmospheric transport infrastructure, great for shuttling passengers and tourists around quickly. (25 C)
  • Moon Colony: Exactly what it says on the tin. (30 C)


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