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
1. so far just more
2. the lifestyle, you people burn a lot more energy then anyone else due to stress and exercise
Cheers.

Also

@Nurgle remove the stronger more control psykers and the enhanced metabolism please :)

@Durin
1. Just to confirm we can't trade Quartok tech to the Sirens because they want stuff that works at least semi properly underwater?

But they don't even do anything. They save a few million people a year but that's a drop in the bucket compared to the amount that normal medicine saves.
Yeah, but they're also one of the biggest contributors to increasing Trust in psykers as I recall and I kinda want most worlds in the Trust to have a member on hand. After all they can deal with a lot of things where modern medicine fails...like say a chaotic poison introduced by a Tzeenchian infiltrator/assassin which is going to be a real possibility very soon.
 
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Cheers.

Also

@Nurgle remove the stronger more control psykers and the enhanced metabolism please :)

@Durin
1. Just to confirm we can't trade Quartok tech to the Sirens because they want stuff that works at least semi properly underwater?


Yeah, but they're also one of the biggest contributors to increasing Trust in psykers as I recall and I kinda want most worlds in the Trust to have a member on hand. After all they can deal with a lot of things where modern medicine fails...like say a chaotic poison introduced by a Tzeenchian infiltrator/assassin which is going to be a real possibility very soon.
1. you can trade it but will not get nearly as much as you would for more water, and pressure, proof tech
 
All Hellguard soldiers in Power Armor
Do you mean helltrooper? Because our helguard have been power armored for awhile.

Or perhaps the new model power armor regiments? The entire trust is aware of them, having been observing their performance on svartalfheim for possible adoption.
 
32 armies...how do the Nilfar breed so quickly?!

Though that being said we do have to note this
she is planning on launching an expedition to the hidden Dark Age Shipyards of Rokslide in a decades time
We have to pencil in (in my opinion) to greater divinations from Ridcully, one divining something like the best route for the ship to take there and back and another divining the ship yard itself to give Tranth a speed boost in how quickly he can get the defences down and locate the valuable tech.

@Durin
1. You said that the trip there and back would be about 10 years. How fast would it be with both a Void Abbacus and the best navigators we have?
2. Do we think that Turoq or anyother group will attempt to follow the expedition, or do we think we can hide it's departure?
3. What polities would an expedition pass by?
4. Does Ridcully think he could
A. Divine the best route route for Tranth to get there and back?
B. Divine the ship yard itself, either to give Tranth a boost to bringing down (perhaps even subverting?) any remaining defences, giving him a boost to finding the tech in the ship yard ASAP, or just a heads up as to what brought the yard down (it could just be they were cut off from supplies?) that kind of stuff?
5. When he actually gets there how fast does Tranth think he can go through the shipyard?
 
Ok, here's the events I think are important.

[X] Plan Avernus Events

Avernus is willing to send 8 armies long term, three more short term.

Military
PDF and Helltroopers have been expanded, Helguard is currently in the process of being expanded. Speaking of the Helguard, Avernus is approaching the limit of how much its economy can grow, and your Administratum head has suggested the possibility of a tax break or subsidy to help fund the Helguard. You are open to the exact form this might take.
Several technologies have been implemented to increase the diversity of your forces, such as Crab Walkers.
You have reorganized your Power Armor using forces, which has proven to be effective in the war against Headcrusha.

Economy and Misc
Avernus has expanded it's juvenat production facilities.
Avernus has begun exporting wildlife goods.
Avernus is in the process of integrating banking systems with other commercial sectors of its economy.
Avernus has expanded several cities to be hives.

Ministorum
Saint Lin is in the process of studying the subject of gods, and has already found out a great deal.
Saint Lin is in the process of cleansing the tainted worlds of Valinor, to make them ready for colonization.

Astra Telepathica
The daemon responsible for dragging Chaos Psykers into Warp Rifts was killed.
The biggest news here happened in the last couple years - two Alpha Plus psykers were born on Avernus. One was completely unstable and became a Warp Rift, and the planet reacted by destroying the island the Arbor was on. The other was possessed by a daemon before it could be taken into custody, and the daemon was ultimately put down.

Avernus Xenos
Study has confirmed that there is some kind of psychic lifeform living in the Warp on Avernus that slowly 'eats' Chaos taint, though not much is known about it currently.
Several runes have been purchased from the Sirens in the wake of Valinor's crusade. You are now in the process of studying them.
You are considering the prospect of trading Quartok techonology to the Nynye in exchange for alkestry knowledge, giving examples of what potions you've been able to buy thus far. They do not want any technology to become space faring. You will likely give the Quartok a promise to build them a second city for their part in this. If there are any objections or limitations desired on this, please let them be known now.
Tell the council about the changes that the planet seems to be making to the Avernite human population. (increased reflexes, more psykers, etc.)
 
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@Durin Does the Vargarian Guard sends Astrates to fight on Avernus to increase experience? If so how does it work?
It's where their scouts are trained and they keep coming back since its the only world they can really train combat situations (well orks anywhere, but we got the toughest orks.)

[X] Plan Avernus Events
We gotta tell them that the Planet Mind is altering us.

Just add something to the final section like

A combination of study and checking with friendly Avernite xenos like the Sphinx and Areatha have confirmed that the planet mind is indeed modifying humans on Avernus over a long period of time. Current changes are greatly enhanced immune systems, toxicity resistance and reflexes with minor boosts present in all other measurable physical category in addition to the already known increase to psyker production. According to all contacted the changes are currently "normal" both in terms of how they are applied and what they are doing.

potions you've been able to buy thus far.
Maybe add that this will let us produce them independently of the Nyne reducing our reliance upon them and giving us more control over them.
 
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We gotta tell them that the Planet Mind is altering us.

Just add something to the final section like

A combination of study and checking with friendly Avernite xenos like the Sphinx and Areatha have confirmed that the planet mind is indeed modifying humans on Avernus over a long period of time. Current changes are greatly enhanced immune systems, toxicity resistance and reflexes with minor boosts present in all other measurable physical category in addition to the already known increase to psyker production. According to all contacted the changes are currently "normal" both in terms of how they are applied and what they are doing.

Given the xenophobia of some of these people... I would prefer to avoid that revelation.
 
Avernus has expanded it's juvenat production facilities.
Avernus has begun exporting wildlife goods.
Avernus is in the process of integrating banking systems with other commercial sectors of its economy.
None of this is important.

The other was possessed by a daemon before it could be taken into custody, and the daemon was ultimately put down by Jane.
Given that she still goes by Arbitrator Jane and she's in charge of spying on our neighbours, don't mention her by name. Say that the daemon was killed by the Arbites or by "our forces" or something.
 
Given the xenophobia of some of these people... I would prefer to avoid that revelation.
We don't have a choice if we don't the Inquisition will say it.
2) what do our advisors think about us informing the High Council about this?
2. That the inquisition will tell it if you do not
And I'd rather it came from us makes us seem more open.

I have two other things, one I edited in above, but

Maybe add that this will let us produce them independently of the Nyne reducing our reliance upon them and giving us more control over them.
This is just to make it seem more appealing I guess.

The second, while I don't have real issues with this
If there are any objections or limitations desired on this, please let them be known now.
Durin did say this last page
2. no, just mechanicus which you have, but it would be politically expedient to mention it.
So not a biggy, but something to consider, because I don't want to listen to Bertil's complaints too much.

Given that she still goes by Arbitrator Jane and she's in charge of spying on our neighbours, don't mention her by name. Say that the daemon was killed by the Arbites or by "our forces" or something.
I'm pretty sure we've told them who she is before...like when she killed the changling at least.
 
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[X] Plan getting it out of the way
General information

Hyper Juve-Nat production facilities are operational.
Saint Lin has begun studies into matters of divinity.
Saint Lin is Cleansing worlds with Telepathica assistance.
In more recent news, the first Alpha Plus psyker to ever be found in Trust history turned into a warp rift in the city of Arbor. The city was lost. Soon afterwards, a Lord of Change possessed another Alpha Plus psyker, but we were able to kill it this time. We believe that this many powerful psykers in such a short order to be only bad luck at this time.
Avernites are slowly being Altered to be better fighters ,light sleepers and better immunity to poison. We suspect it is the planet is doing so .

Military
All Hell guard soldiers possess bionics
PDF expanded
All Hellguard soldiers in Power Armor
Black Irons are expanding, now with a Helltrooper branch


Telepathica
Orders of Healing, Warding, and Psy-Hunting established.
Song Weaver Choirs established
Ork Grand Countering researched
Ridicully reports so far on Turoq and the large ork waaghs in the galaxy.

Arbites
Master Psyker Hunters are operational
The Daemon that has been kidnapping the rogue psykers is now dead.

Peoples of Avernus
Begun trading with Avernite races using xenotech. Informing the council of these before hand as a courtesy and we are doing these because Rotbart believes it is necessary. Also should be able to start exporting Alkhestry products in a few decades.
Acquired the Runes of Warding, Enchantment, Focus, Power, and Protection from trade with the Sirens.

Avernus willing to deploy 8 armies long term with 3 more on short term.

Ij I changed some more things, Like dropping the more unnecessary stuff. The psyker orders are important as well as the other psyker abilities. The trust still has a harsh look at psykers in general. A whole order devoted to helping humans heal is good PR. Also there are two other planets that can use what is being researched by Avernus. The choirs are important because it allows groups of psykers to use all know abilities with little power lost. Essentially turning the choirs into valuable military assets. Also the runes are important since we need to show that we are getting something valuable for human souls. That was such a political disaster but valuable since there are two other planets that can use them and they are seem to be incredible valuable as well as useful.

@Enjou we should inform the High council about the fact that Avernites are changing. We have no proof what is doing so (but all the guardians and races said it is something Avernus would totally do) so I am using vague language and trying to pass it in the best light as possible.. Also if Rotbart does not tell them the inquisition will. So it is better for it to come out now than look like we are hiding something.
 
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@Enjou we should inform the High council about the fact that Avernites are changing. We have no proof what is doing so (but all the guardians and races said it is something Avernus would totally do) so I am using vague language and trying to pass it in the best light as possible.. Also if Rotbart does not tell them the inquisition will. So it is better for it to come out now than look like we are hiding something.
No we know what it's doing (at least the most obvious aspects of it.) we just don't know why its doing it. And we're in no position to really ask either.

It's also almost certainly the planet, few ifs or buts about it.
 
We suspect but no definitive proof. So agian trying to cast it in the best light possible.
No it's pretty certain. I mean we have proof that wildlife is also adapting around us, all the experts say this is what the PM does and we're getting impossibly wide ranging upgrades... I'd say it's pretty good proof.
 
@Enjou , ditch the banking comment, Maybe add the alpha twins aswell if ur going that deep in psykers. Maybe mention the upgrade of defense over our shipyards i guess. And i think we have cleared a few worlds of taint and they are available for colonizing for the trust, we probably will have to do the colonies in waves anyway for max efficeny to set up worlds properly.

+ the new tech thing mention that they are mostly super heavies and we can produce and train people in them if asked about specifily i imagine or atleast produce them for them like we do most of the nights for asgard.
We really should be a seller of stuff to make our trade balance better especially amongst the am/em worlds we need with or even others for higher level ground stuff? Or they arent big enough item to count or everyone can produce them for some reason. Cause we could literally give the astartes personal freaking land raiders and im not even talking about rhinos for their transport.

[X] Plan Avernus Events
 
32 armies...how do the Nilfar breed so quickly?!

Though that being said we do have to note this

We have to pencil in (in my opinion) to greater divinations from Ridcully, one divining something like the best route for the ship to take there and back and another divining the ship yard itself to give Tranth a speed boost in how quickly he can get the defences down and locate the valuable tech.

@Durin
1. You said that the trip there and back would be about 10 years. How fast would it be with both a Void Abbacus and the best navigators we have?
2. Do we think that Turoq or anyother group will attempt to follow the expedition, or do we think we can hide it's departure?
3. What polities would an expedition pass by?
4. Does Ridcully think he could
A. Divine the best route route for Tranth to get there and back?
B. Divine the ship yard itself, either to give Tranth a boost to bringing down (perhaps even subverting?) any remaining defences, giving him a boost to finding the tech in the ship yard ASAP, or just a heads up as to what brought the yard down (it could just be they were cut off from supplies?) that kind of stuff?
5. When he actually gets there how fast does Tranth think he can go through the shipyard?
1. 2-3 years there, 2-3 years back, unknown time in between
2. unknown
3. The More'lumix's Realm
4. a. yes b probebly
5. unknown, probably years
@Durin Does the Vargarian Guard sends Astrates to fight on Avernus to increase experience? If so how does it work?
a mix of finishing scholl plus a plae that companies visit if there are no wars going on
 
@Enjou , ditch the banking comment, Maybe add the alpha twins aswell if ur going that deep in psykers. Maybe mention the upgrade of defense over our shipyards i guess. And i think we have cleared a few worlds of taint and they are available for colonizing for the trust, we probably will have to do the colonies in waves anyway for max efficeny to set up worlds properly.

+ the new tech thing mention that they are mostly super heavies and we can produce and train people in them if asked about specifily i imagine or atleast produce them for them like we do most of the nights for asgard.
We really should be a seller of stuff to make our trade balance better especially amongst the am/em worlds we need with or even others for higher level ground stuff? Or they arent big enough item to count or everyone can produce them for some reason. Cause we could literally give the astartes personal freaking land raiders and im not even talking about rhinos for their transport.

[X] Plan Avernus Events
You can only mention things that have happen in game already. So the twins don't graduate till the end of the turn 4 years from now.
 
Hey @Durin not sure if I'm posting these too fast or if I posted them while you were asleep or something, but I think you might have missed them, and I'd like the questions answered before they can become relevent to the meeting.
The first one is mostly questions, the others are an order idea and Trust planet idea.

I strongly disagree, if any of the chaotic polities cared enough to send a fleet comparable to our own after us then they could kill us by constantly striking at our planets then flying away to strike at another planet on the other side of the Trust whenever a force that had a chance of beating their fleet showed up. We would be doomed, because if we split our forces enough to respond fast enough to prevent them from taking their time to devastate any planet they struck we wouldn't have the force concentration to have a hope in hell of beating them.
The only reason I give us a chance against Turoq is because our fleet is similarly sized, if not slightly bigger, and worth more pound for pound. Which means that they are completly unable to commit enough forces to beat us that way.

I'll skip my stealth ships idea because it apparently isn't viable. Presumably because their daemons tracking our stealth ships would let them react to any move, even from inside their own territory, and still arrive there before us. Though I want to revisit it when we get around to facing more spread out multi-hundred system polities, having to prevent your weakly defended systems from getting overwhelmed should still count as a distraction and resource sink.

Right, so if the leader of a chaos warband gets delayed or intercepted then the entire thing collapses into infighting or waits for their commander(unless it's Abomination, then that only happens some of the time, or Khorne, then only the command ranks collapse into duels), this could be achieved by targeting the ship, its gellar field or warp engine, navigating and speed boosting Daemons, or the commanding individual while the ship is in warp.
Unfortunately(or perhaps fortunately) most of this sounds completly impractical, if it was possible we would lose Heroes to assasination practically every time they went through warp.
The only reason why I think this is at all possible is because it is possible to summon daemons from a distance(something illegal in the Imperial Trust), with sufficient power it should be possible to draw them away from the ship they are speeding, to bring it down to or below the speed of slow Chaos as opposed to fast Chaos.
Unfortunately even this stands the risk of getting out of control everywhere but Avernus, pissing off the planetmind on Avernus, corrupting the psykers used to power it anywhere, and being something that Chaos has already prepared to counter, because they have to occasionally use the tactic against their rivals.

@Durin 1. When you said it is possible to intercept a ship in warp what exactly did you mean?
2. How exactly would Turoq accomplish that?
3. Could we accomplish somthing similar?

My next idea is that rather than infiltrating their systems to get at their planets we send in the stealth ships and teleported pyskers to attack their raiding ships, after they've left the cover of their defenses, but in the week before they've reached their system warp limit.
I know on an Imperial ship we could just emulate the All Guardsmen Party and plant bombs in their Gellar Field Generators set to go off on thier activation, but I have no idea whether something similar would work for a Chaos ship.
4. Is it possible to sabotage a Chaos vessel in such a way as to make warp disasterous for them?
5. Do they even need Gellar fields?
6. Can it be better done by sabotaging their Gellar Fields, Warp Drive, or Plasma reactors?

My last idea is to play the player, not the game.
We need to find out Turoq's character sheet, figure out which of his subordinates are likely to lead a raid, then see if we can find any way to manipulate or exploit them, hopefully we can use precog to guide the enemy into using a commander we can trap or convince to overextend.
7. Is this idea possible?
8. I know we can't move a fleet without changing their attack target, but could we move heroes?
That way Rotbart, Ridcully, Aria and Lin could be in place to help hold off an attack, along with the Life Guard to help them survive doing this. If necessary I think this would be the kind of thing worth spending pysker lives on if it could get them there fast enough.

Edit while I'm at it,
9. Can we set tiny minefield warp exit ambushes for any raiding fleets, so long as we don't move our own fleets to make them change their plans until they're already there?
I mean, setting minefields doesn't require moving ships through the warp and letting the daemons alert their master to change their plans, and it could be hidden from infiltrators.

Edit2
We can't stop them from entering our systems, or react quickly enough to fight them there with our whole fleet.
10. Can we divine which ships will be carrying out our stolen tech, and target them as they try to escape?

Edit3
11. Can we move elite forces to the suspected site of an oncoming attack by hiding them in the merchant traffic?

Edit4
I've been spending a couple of hours reading through examples of military strategies used against a more mobile opponent, it essentially boils down to exploiting superior information sources and discipline.
In this case the Enemy is nearly as well, if not as, informed as us, and we won't find their discipline problems to dig into without divining for them.
The other strategy it seems my sources advise is to attack a site they have to defend, or fortify a base inside of their territory then raid from there until you can provoke the enemy into attacking your presumably superior forces at that base.

So this gives me more questions:
12. If we'd chosen to have pirates at the beginning, or let the Dark Eldar get out of control how would that have worked?

13. Could we do something like this?:
We send a force of privateers and stealth ships out to tow a bunch of orbital defences, minefields, habitats, and maybe a small shipyard out into an uninhabited system or other geographical feature that introduces a warp limit in Turoq's vicinity.
Then we use precognition, divination, observation of economic patterns from ships, or spies to predict the position of their civilian transport ships, presumably moving metal, promethium, materials, cultists etc.
We use this information to launch stealth ship pirate raids against their shipping from our base, striking those ships in the week between when they leave their orbital defenses and arrive at the system's warp limit, or striking them in the week between when they hit their destination system's warp limit and when they can get behind it's defences.
We don't do this just to limit their growth, if we were trying to do that we could just base the privateers from our own territory, a few months to a year is a manageable round trip. Rather we do this to provoke the enemy into attacking all of the defences we've just towed into their territory, presumably these things are more cost effective in terms of expense to construct VS expense to construct whatever number of warp capable ships is lost in the process of defeating them.
Then we replace the whole group in a different position as soon as Turoq finds them and wipes them out.


This way we play a game of 'who has the larger military industrial complex' with Turoq when the answer to that question is clearly The Imperial Trust, so long as we maintain the tech advantage, and we also become a constant drain on their shipbuilding capacity(edit never mind, crud 1.2 trillion population, If Dragon's Nest hasn't gotten much more populated since we last saw their stats Turoq outnumbers us both combined by like 3 to 1)
@Durin, building off of my idea I asked about in my last big post(admittedly before I can get a response, but eh, inspiration strikes when it does), an order that would be really useful in support of commerce raiding efforts, among other things.

The Order of Observers


The Order of Observers is an organization devoted to providing real time military and civilian intelligence to Trust commanders wherever they might be engaged, and applying combat precognition, divination and divination blocking as a force multiplier wherever a psyker might need to be deployed alongside the military arms of the Trust.

As much as this Order attempts to snatch major Psykers with the right aptitude it also recruits extensively among minor psykers. Mostly this is to fulfill their primary battlefield purpose of providing artillery batteries with additional targeting information and defeating enemy attempts at stealth and decoys, but minor psykers might also be deployed to support search and destroy teams hunting infiltrators, or to act as spotters for particularly skilled snipers.

The major Psykers of this Order could be deployed to form the meat of shipboard divination choirs, or in efforts to gain insight into the thoughts and character of enemy commanders, or the weaknesses of enemy ships, vehicles, fortifications, and formations, or to discover the disposition of enemy forces and supplies during scouting or to ensure that those troops assigned to carry out the tech destruction protocols can't have any fast ones pulled over them and fail to notice a raiding party or trick. Exceptional members of the Order of Observers might even be deployed with the Inquisition!

Whether they do their work from behind enemy lines or from mobile divination rooms would be up to them and would change with conditions on the ground.

The Order of Observers will allow the fleets of the Imperial Trust to accurately perceive which ships contain the most strategically vital cargo, allowing them to better counter the expected deployment of enhanced Chaos psyker forces with naval ambushes during their travel in system, and their efforts to extract Imperial Trust technology with focused strikes from reinforcing ships or surviving members of any system monitors or defence detachment.


The Order of Observers has taken advantage of High Grandmaster Ridcully's insight into his specialty in divining events at a distance to train their members, and his insights into divination in general to improve the quality of their members. Despite the difficulty of this task, with a psyker from Midgard commenting that getting coherent explanations from the High Grandmaster could be 'like drawing blood from a stone', a founding member of the Order of Observers commented that he 'would succeed regardless, no matter the difficulty. Besides, he had been knocked from his feet by a highly pressurized stream of blood while examining a psykically active stone just last week.'

As such this order will retain some minimal capacity to engage in longer ranged divination even when the High Grandmaster of the Adeptus Astra Telepathica is unavailable, and hopefully will be able to contribute intelligence when he is occupied with an extended assignment or even after his eventual passing.


The Order of Observers will play a critical role in assisting reconnaissance and privateering efforts against those polities that are difficult to infiltrate and undertake conventional information gathering efforts against.

This could include groups such as those Xenos species with life cycles and sociologies that preclude either infiltration through mercantile contacts with Rogue Traders, or as some radical Inquisitors would have endorsed during the age of the Imperium, kidnapping and indoctrination of their young as infiltrators, or those polities owing allegiance to the Ruinous Powers, whose casual corruption of all those in their vicinity and capacity for focused efforts to turn any spy to their side have been the doom of many infiltration efforts.



Summary: the Order of Observers specializes in deploying Psykers skilled in divination on missions to gather intelligence, generally by using their powers to perceive distant or hidden things, but they can sometimes stretch their role to involve powers looking at the immediate future(spotting) or sometimes the past, and they can sometimes get all of the intelligence they need without ever needing to take a ship out to get a closer look at what they're perceiving.


I think they would be useful in an array of situations, but especially in making sure that local commanders that are undertaking tech destruction always know where their targets are, allowing them more flexibility and responsiveness,
And in efforts at undercutting enemy trade and growth through privateering and commerce raiding, knowing the schedule to ambush an enemy ship or a weakness in their convoy system is one thing, knowing which ships are full to the bursting with advanced or relic material to dump on Avernus until purified and then sell to the Trust is another, I don't really want to have to constantly tie up Ridcully actions in keeping up to date information on what opportunities our commerce raiding targets are leaving open that year.
It will also ensure that there are always psykers distributed to every system to supply the 'scry' part of scry and fry(you can essentially fill in for the 'fry' with enough artillery in a pinch), which will hopefully be useful against the swarm of Tzeentchian sorcerers we'll be facing,
and we might be able to do something like 'select x(1?2?) number of polities bordering you, receive up to date summaries of their current motions, forces, and growth'.
Planetary name: [insert name here]

@Durin I figured that it might be a good idea to let you choose the name for this one, given that you seem to be stating them as they are cleansed.

This doesn't have to be in the present time, everything it mentions happening in the past tense could easily have happened in the future of the quest.

I mostly decided to write this because it would be nice to get the Valinor worlds colonized earlier, and I don't want Avernus to have to do all the work.

Death World ( Choose Type: Ice world, former Valinor world) -2
Abundant promethium- much more promethium reserves +2

Geologically Unstable- Increased chance of [Strikethrough]earth[/S][Italicize]ice[/I]quakes, need to build structures tougher so more expensive -2

Schola Progenium- Can recruit storm trooper and commissars. +1

Ties with the Imperial branch(Inquisition)- closer ties with chosen branch of the Imperium can be stacked +1

Moon of a gas giant- your planet is actually the moon of a gas giant, smaller starting population, less resources, can expand to other moon of the gas giant, can mine planetary rings. +0

Crossroads- Increased trade and more chance of random invasions, easier to reach other worlds +0

Good neighborhood- the other planets in you solar system are more likely to be useful +2


Warptouched- Your world seems to be easily touched by the warp, more psykers, more mutants, more Chaos cults. -5

Industrial- Your world has a larger starting industrial capacity can be stacked +1

Very Heavily Fortified- You planet has extremely heavy fortifications +4
(up to six)



Nilfar-??? +5


[Insert name here] is a former world of Valinor, retaken to aid the cause of Mankind and cleansed of the taint of the Ruinous Powers by the efforts of Saint Lin.
Despite this the surveyors sent to study it claim that the Moon is haunted.
They say that the ghosts of those who died fighting the Orks and saw their works defiled by Chaos linger on in this place, and that the after effects of the Chaotic rituals intended to empower their foul Sorcery have charged this planet with an otherness that no amount of fire can burn away.
Unless, that is, one is willing to burn the world until the ice sheets covering its subsurface oceans sublimate.

They strongly advocate for this solution.

Besides the restless spirits of the dead, forever obsessing over their hopeless and long lost struggle with the Xenos, this world is also subject to strange lights and inexplicable feelings that try to lead the unwary and weak willed out onto the ice, and frequently either to their doom, or into situations that could be construed as very strange pranks taken too far.
What else does one categorize the urge to hide oneself within a snowman until someone happens by to leap out at, even if doing so requires remaining still until frostbite sets in, or the urge to shape strange and menacing, but ultimately Psykicly insignificant symbols into the snow and ice, or the urge to dance manically across the surface until caught and forced back indoors, as?

The final notable Psykic anomaly found on this world is the presence of frightful standing -or sometimes slowly moving- temperature extremes, with temperatures ranging from that needed in order to cause Oxygen to precipitate, to those needed to melt the ice and bring the resulting water to a boil. These anomalies can be any scale, from smaller than a man, to large enough to melt a hole all the way through into the seas under the surface.
These anomalies have also significantly worsened the once nearly negligible geological instability created by the tidal stresses needed to heat the world enough to keep the Moon from freezing all the way through to something that is an actual impediment to colonization, having to constantly worry about whether your buildings will shatter in the cold is made worse by having to earthquake proof them all.

Luckily, this world contains resources that the Imperial Trust can make good use of, the ice contains large frozen pockets of chemicals that could be easily refined into Promethium, and even larger bubbles of these chemicals, strangely refusing to mix with the water, play a poorly understood, but luckily long-standing and non-psykic, role in the local ecosystem. These have traditionally been collected by submarines, trawling the depths for riches.

The ice moon is also remarkable for its average fertility, normally such planets are barren, and rather difficult to support a large population on.
Not so with [insert name]!
The world has long had life clustered around rents in the ice or scattered scarcely across the ice sheets, spreading more widely with the current geological instability.

This includes both hard-shelled tubers and odd slow-growing evergreens thought to have been modified in order to live here during the dark age of technology, a number of species of native xenos lichen, and a couple of stranger Xenos plants, such as the reflector dish bush, which extrudes a thicket of non-living 'branches' both as a razor sharp defence, and as a means of reflecting light towards the photosynthesizing organs, that fold down during the period of their life cycle in which they seek to make their fruit available, or the 'Sleet wheat' known for leaving the mouth with a chilled aftertaste no matter what temperature you heat bread made of the stuff to.

The planet's surface also includes some sparse animal life, in the form of creatures modified from Terran stock, avian, mammalian and insectoid, and even sparser creatures of local stock, who possess an insulating and defensive exoskeleton, a cartilaginous endoskeleton, and insulating growths of what could be classified as branching fur or basic feathers, depending on which species you are talking about.

The seas underneath this world's ice are far more forgiving to life, and as such are actually densely populated by the creatures therin. They contain both local xenos species of lithovores their hydrothermal vent grazing cousins. Many of them creatures with an initial fungoid or coral-like phase of their life cycle, before they undergo a metamorphosis, begin filling roles more akin to animals and seek out mates and opportunities to release spores to found new colonies. Alongside these species live groups of eyeless Terran descended fish, feeding off of the local creatures and adapted to the frequent cold, unusual diet, and chemical peculiarities of this world.


The fact that it is possible to summarize a world's ecosystem in one page should hint that it is perhaps a little homogenious, but that was before the forces of chaos got their filthy mitts into it. There is no way to fully survey what potentially dangerous mutant variants of local species might have arisen without setting then undertaking more detailed examinations.


This world is being eyed in a vaguely-apathetic, but interested manner by the Nilfar as a colonisation site, being the only ice world the Trust has yet captured. And the Inquisition has somehow contrived to support the whole affair, though whether that is to position the army of weak blanks close to an active Daemonworld, to achieve some redundancy in preserving and a larger margin in growing one of the Trust's unique resources that might be critical to its future survival, out of genuine concern for the potential difficulty of colonizing this world and a desire to use the best tool for the job, or to attempt to uncover the secrets Niflhiem is concealing, only they know.
 
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Um is that true ? Cause i imagine trials happen every year , probably every week or two but if it is then probably a good point nurgle.

Divining roskilde seems like wise idea next turn or the turn after . I still think doing a trip to the primarchs , ultramarines , blood angels and the forge empire seem like a thing to do spend our political capital upon since half the point of those will be tech trades wich have been massive successes and lets continue with this. And contacting primarchs should hold massive meaning even if we arent super religious in general .

@Durin

1) Superheavy vechicles production i guess in two parts? The walkers and the superheavy tanks mainly.
1a) Are there trust worlds who dont produce them and if not.
1b) would that be a export market for them like we do with knights for extra credits?
1c) I imagine colonies might also want them right and them producing them seems abit stretch outside certain worlds right?
2) How many worlds are cleansed from taint so that can be added to the statement?(this is to the topic , to lazy to recheck the last few results)
 
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