The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Investigate the Sea?

  • Yes

    Votes: 593 80.4%
  • No

    Votes: 145 19.6%

  • Total voters
    738
So Callimus is a forgeworld that pioneered the idea of not treating menials like cattle, has an internal security strength similar or better than Avernus, has an industrial output noted as being unusually high even for a forge world and is in the center of an unusually large concentration of forgeworlds having three others nearby. Sounds pretty secure in relative terms, I wonder how they will react to contact with the people who posses an almost intact Standard Template Constructor if we get around to a trade with them.
 
That seems wastefull. The number of drinkable portions does not change so why use the lesser ones?

I just copied @Dynamesmouse's plan, as I couldn't find anyone else actually presenting a plan that used all 150 trade credits. You'd have to ask him the logic behind it. If you want to come up with something else, go ahead and do so.

So Callimus is a forgeworld that pioneered the idea of not treating menials like cattle, has an internal security strength similar or better than Avernus, has an industrial output noted as being unusually high even for a forge world and is in the center of an unusually large concentration of forgeworlds having three others nearby. Sounds pretty secure in relative terms, I wonder how they will react to contact with the people who posses an almost intact Standard Template Constructor if we get around to a trade with them.

Keep in mind that this setting's Callamus isn't strictly the Deus Ex Mechanicus version. It's Durin's own version fit into his setting.
 
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we don't know in character so we have to ask.
Eh, Durin gives answers based on our IC knowledge so we probably know those answers IC as well.

@Durin:
1) do our advisors know what the Quartok want in return for trading away their tech?
2) would asking the Quartok first help smooth over any disagreements over the trade?
3) would asking the Quartok first anger the Trust's Conservatives?
 
It's not their technology. It's our technology. As part of our initial agreement, they had to give us all their technology, which they did. We can do whatever we want with our own technology.

...There are differences between Trust DaoT tech, xeno tech and quartok tech. Of course we would use quartok tech when talking about trading tech based off of quartok technology. Not only that but we are looking to largely benefit from the tech we took from them after basically forcing them to live on Avernus to appease the rest of the racist Trust groups. Giving them stuff when we benefit largely from their tech is just us not being a collosal dick after spending tons amount of time buidling up our relationship with them.
 
@Durin

1. Is it possible to set up trade agreements with other hierarchies?
2. Do the effects of potions stack? That is, if you drank two potions of strength in quick succession, would you be stronger than if you just drank one?
 
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So Callimus is a forgeworld that pioneered the idea of not treating menials like cattle, has an internal security strength similar or better than Avernus, has an industrial output noted as being unusually high even for a forge world and is in the center of an unusually large concentration of forgeworlds having three others nearby. Sounds pretty secure in relative terms, I wonder how they will react to contact with the people who posses an almost intact Standard Template Constructor if we get around to a trade with them.
Well in DEM, no idea what they'll be like in this one.
 
Not only that but we are looking to largely benefit from the tech we took from them after basically forcing them to live on Avernus to appease the rest of the racist Trust groups.
Actually, we asked if they wanted to live somewhere else and they stated that they wanted to live on Avernus. It was their choice, not ours.

Giving them stuff when we benefit largely from their tech is just us not being a collosal dick after spending tons amount of time buidling up our relationship with them.
It is not being a "colossal dick". We're not stealing their technology and we're not breaking an agreement on usage of the technology we got from them. It is doing something that we have every right to do with knowledge that we legally acquired.

The agreement we signed was not extortionate, and was described as being pretty fair by the very quartok we were negotiating with. We got that technology and a bunch of other stuff from the quartok, and in exchange the quartok got a bunch of stuff too. Saying that it would be "colossally dickish" to use the technology we got is like saying it's "colossally dickish" for them to live in the city we built for them. What's fair is sticking to the agreement, not sticking to a non-existent, imaginary part of the agreement.
 
Nynye Trade: Apprentice Potion of Rest Master Potion of Healing, Strength, Toughness and Strengthsapper and Bleed Poison for Heroes (39pts) Master Potion of Healing, Toughness and Deathshead Poison for the Last Hunters (80pts) Master potion of Toughness for Primaris and Grandmaster Psykers (30pts) Total 149pts

Ok, my idea for the Nynye trade, basically goes all in on the hero's and last Hunters plus makes our best psykers harder to kill therefore more likely to receive biomancy aid. The Hunters get Deathshead poison for use in assasination and healing and toughness so they survive longer and we get more use out of the resources and time we have spent for the last century of ingame time on the Temple of the Last Hunters. I went for Strengthsapper and slow poison for hero's because that seems like a deadly combination in duels especially when the hero is tougher, can heal, hits harder and can fight for longer.

Edit: changed slow poison for bleed
 
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Ah, but do they stack?
Better to give them a double dose of strengthsapper, so still redundant.

On a related note, I still can't think of a reason why you'd want willdrainer when you already have death's head. Making sorcerers more likely to miscast is a good idea, but a better alternative if you can manage it is just killing them.
 
On a related note, I still can't think of a reason why you'd want willdrainer when you already have death's head. Making sorcerers more likely to miscast is a good idea, but a better alternative if you can manage it is just killing them.
I think it would be most useful on rogue Alpha's and Beta's, the one's who just break reality around their direct proximity.
 
Nynye Trade: Apprentice Potion of Rest Master Potion of Healing, Strength, Toughness and Strengthsapper and Bleed Poison for Heroes (39pts) Master Potion of Healing, Toughness and Deathshead Poison for the Last Hunters (80pts) Master potion of Toughness for Primaris and Grandmaster Psykers (30pts) Total 149pts

Ok, my idea for the Nynye trade, basically goes all in on the hero's and last Hunters plus makes our best psykers harder to kill therefore more likely to receive biomancy aid. The Hunters get Deathshead poison for use in assasination and healing and toughness so they survive longer and we get more use out of the resources and time we have spent for the last century of ingame time on the Temple of the Last Hunters. I went for Strengthsapper and slow poison for hero's because that seems like a deadly combination in duels especially when the hero is tougher, can heal, hits harder and can fight for longer.

Edit: changed slow poison for bleed
Journeyman potions have a base cost of 3, and there's 5 potions, and getting a supply of them for all our Heroes, Grandmasters, and Last Hunters only adds a *6 Multiplier to the cost (total 90). Death's Head for our Last Hunters is only 40 (total 130). Journeyman poisons cost 6 a piece, so Strengthsapper and Fireblood only cost 12 to outfit our Heroes with (total 142). We could upgrade one of the potions our Heroes get to master, with 1 point left over.

Hmmm... You know, I want to ask the Sirens if they would add an Inverted Ward Rune to the Super Exitus Ammunition. That would be hilarious if each Last Hunter had a Ward Piercer round. Though I would imagine Rogue Alphas would quite strongly disagree.
 
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Again, if you can apply poison to them at all, why not apply the poison that simply kills them?
The description says it kills nearly everything, maybe some foes have enough resistance for the highest levels of biomancy to keep them alive? Such as Chaos marine sorcerers?

Journeyman potions have a base cost of 3, and there's 5 potions, and getting a supply of them for all our Heroes, Grandmasters, and Last Hunters only adds a *6 Multiplier to the cost (total 90). Death's Head for our Last Hunters is only 40 (total 130). Journeyman poisons cost 6 a piece, so Strengthsapper and Fireblood only cost 12 to outfit our Heroes with (total 142). We could upgrade one of the potions our Heroes get to master, with 1 point left over.
I want to maximize the lifespan of our Last Hunters so I really want the master level healing and toughness potions for them alongside the deathshead poison, this would make the resources we spend on them much more cost effective and give us the most Hunters possible in the long run, which I consider to be very important.
 
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