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 does anyone know if Ridcully gets special interaction with the new temporal weaponry we got recently? Cause they both seem to be things that would sing in the hands of a top tier divination expert.
 
House Morgan
House Morgan
"Duty before honor."
-House motto.
Hose colors - argent and sable.


It is well known that the Ritual of Becoming can result in certain traits becoming near universal among a Knight House. The spirits of their ancestors instill a trait in the next generation, who in turn further strengthen it and pass it on to their descendants. Many Knight Houses are known for their fury, their honor, or their valor. House Morgan of Secundus is known above all for its pragmatism.

House Morgan is a deeply strange vassal house on the Secundus world of Camlann. They rule a modest barony from their capital of Carnwennan. To them their duty to their people outweighs any petty concerns such as honor or glory. They will think nothing of quitting the field, striking from ambush,being relegated to less glorious duties or even surrendering to the Tau should the situation become dire. This has resulted in the House having a rather mixed reputation. On one hand they are seen by many as craven and underhanded, but at the same time they are also seen as immensely dependable. "No worse ally on the field of honor, no better ally on the campaign" is the typical feeling of most other Houses. Their mixed reputation is made worse by a few high profile members falling to Chaos over the centuries.

Among the more distasteful practices of the House is the strong encouragement of its members to have as many children as possible, legitimate or otherwise. This has led to an informal arrangement where commoners agree to provide a child to the House in exchange for a stipend. Typically such bastards are adopted fully into the House at birth, and have only loose ties to their commoner parent, though exceptions do occur. This practice has led to them having far more knight pilots than a House of their size would typically possess. As such, they tend to favor cheaper knight patterns, relying on numbers and teamwork to compensate for the individual weakness of their knights.

In terms of governance, they are notably above average in terms of administrative skill. This is primarily due to another practice considered distasteful. They actively train and recruit commoners into the bureaucracy, and will claim those who excel as being long lost bastards, moving them formally into the House. They will of course not be expected to pilot a knight, but will be given a high administrative position. This political fiction allows them to draw upon a far larger pool for administrative work. While the head of the House is always a knight pilot, it is not uncommon for them to cede the majority of the day to day administrative work to these adopted serfs. Their primary source of income is mostly mining, both on and off world.
It has long been rumored that House Morgan survived an ancient purge by cutting a deal with the Inquisition. While this rumor has not been proven one way or another, in the modern day they are known to work closely with the Frumentarii*, providing assistance when overwhelming firepower is needed, and allegedly allowing them to operate out of their holdings. While this has not helped their reputation, it has at least assured some that they are being watched.

Since the fall of the Imperium the house has found its ancient strategy of spending as much time abroad as possible infeasible, and has adopted a strategy of seeking to sink as far into the background as they feasibly can. This is something the never ending tide of changes brought about by Camlann's absorption by Imperium Secundus has helped immensely with. To those that pay attention to the house, the skill they have shown in always being in the middle of the pack when it comes to adopting new changes or taking advantage of loosened restrictions is impressive. Though in some cases changes were rolled out with suspicious quickness and smoothness. More than one historian has noticed their adoption of tau derived enhancements was completed with suspicious speed.

In war Morgan has a somewhat distasteful willingness to take full advantage of the Cyhtheria Conventions, especially the Convention of Honor ironically enough. When in command, Morgan forces are extremely willing to both give and take surrenders, and have been known to allow tau forces to withdraw from battle. Worse is the rather controversial practice of sanguis enim sanguis. Where House Morgan commanders will offer to surrender their parole without a fight, in exchange for the tau commander paroling an approximately equal number forces they could have felled, or pausing an advance for how long they could have stalled them for. In one now legendary case, upon hearing of a brewing Waaagh, a Morgan commander offered to parole his entire force in exchange for an attacking tau general to do the same, a deal that is ultimately credited with both saving the world they were fighting over, and greatly reducing the impact of the Waaagh. Ironically, their tendency for this has made their forces more likely to be deployed to the Tau front, as their tendency to be paroled rather than destroyed is seen as desirable by the local chapters** This tendency has resulted in one of the few forces that actually respects House Morgan to be the Tau Empire, creating a bizarre situation where their enemies often think higher of them than their allies.

Worries about defectors from House Morgan however have been thoroughly put to rest. Over the centuries there have been over a dozen defections from House Morgan to the Tau Empire, and every last one of them was a double agent. It has reached the point of near parody, to the point where no Morgan defector will be accepted under any circumstances. This has resulted in a near ritual deeply insincere offer of defection made by House Morgan officers upon surrender. Some have muttered that the repeated use of such a ploy hints at a worry of genuine defection, a perhaps not entirely unwarranted thought.

While many of their compatriots sneer at what they see as base cowardice against the Tau, this is largely offset by an impeccable service record against both orks and Chaos, with House Morgan often dying in droves to protect more strategically valuable forces. The sharp contrast combined with the willingness for many chapters to vouch for their effectiveness, and the house's stringent efforts to avoid both political entanglements and any overly desirable assets, has allowed the house to survive as something of an open dirty secret. Many houses sneer at them, but few houses would consider the effort to truly undo them worthwhile, until quite suddenly that was no longer the case.

Morgan had long funded itself though mines, studiously avoiding truly valuable substances such as gold or adamantium, they contend themselves with the mining of baser metals such as iron and silver. Few other houses considered the additional overhead needed to shape such base ore into valuable products worth the hassle. This lack of interest had allowed them to become one of the largest producers of silver in their sector. However, silvers status as a lesser metal was one of many things to change when the Empire of Ashes gifted Secundus with knowledge. Among the plethora of technology was a smattering of warplore, including silver's ability to resist taint. Overnight, silver became one of the most valuable metals in Secundus.

It was an utter disaster for the house. Quite suddenly they found themselves the target of every ambitious house with too much glory and not enough wealth. It had not even been a week before murmurings started about how it was obscene to leave so valuable a resource in the hands of so craven a house. Worse still, the revelation came shortly after the battle of the vault of honor***, and their support among the astartes chapters was at a low ebb. For the last decade they have barely survived by calling in every favor they had carefully hoarded over the centuries, and desperately attempting to leverage their wealth into political connections.

While they so far have kept their heads above water, their future remains uncertain as they desperately seek out a new strategy to survive their sudden wealth. While the house is martailly stronger than ever, their political situation is likely untenable. Baring a chance to prove themselves within the next few decades, it is nearly certain that this ancient house will at last be undone by its own pragmatism.


*The intelligence apparatus of Secundus
** the Maeval guard and Oberic legion
*** the vault of honor was a deeply holy site in a distant sector, where both local chapters interred their greatest heroes. It also briefly housed an orkish warlord who found his foes refusal to bombard it so amusing he made a point of leaving it unfortified. A decision that allowed a Morgan maniple to reduce it to rubble in a controversial, if effective decapitation strike.

@Durin, I finally finished these guys up. if the tau thing needs toning down let me know.

Many thanks to andres110 and doomed wombat for helping with the many rewrites and editing.
 
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[X] Plan Nurgle 125

Departmento Munitorum
Slot A
Y1: Pulse Rifles: PDF
Slot B
Y1: Anti-Psyker Training: Military
Improve the PDF and get the antipsyker actions started

Void Command
Slot A
Y1: Repair Nanites
Slot B
Y4: Expand Shipyards: Large
Nanites are a must and continue the shipyard expanse

Administratum
Slot A
Y1: Technological Improvements: (Other)
Slot B
Y2: Technological Improvements: (Other)
Slot C
Y3: Technological Improvements: (Food)
Population growth and we need to start the food upgrade

Diplomancy
Y1: Persons of Interest- Inquisitor Klovis-Ultan
Y2: Trade Talks ( Muselphiem) 2,400 cargo space
Y3: Trade Talks (Midgard) Sell 30 billion in metal for 354,000 credits , exchange 134.804 credits for 134,804,000 thrones
Y4: Sound Out ( Negotiating with the eldar sending more troops for favors)
Y5: Sound Out ( Negotiating with the eldar sending more troops for favors)
Finally get Klovis stat sheet

Adeptus Arbites
Slot A & B
Y1-5: Greater Psyker Hunting
Just kill Psykers Jane

Adeptus Mechanicus
Slot D Free slot
Y1:Technological Improvements: (Advanced Material)
Y5: Technological Improvements: (Advanced Material)
continue Advance Material

Adeptus Minisortum
Y2:Cleanse world (Medium)
Y4: On Created Gods DOUBLE DOWN
Cleansing a world so I can do created gods can be double down

Adeptus Astra Telepathica
Ridiculy
Y1: Greater Divination (Fortress of the Soulless Repeat if failed) DOUBLE DOWN
Y2: Greater Divination ( Destroyer Plans) DOUBLE DOWN
Y3: Laws of the Warp DOUBLE DOWN
-Y?: Greater Divination (Eldar choice)
Xavier
Y1: Create Psyker Order (Technomancy order)
We need to find the Soulless fortress for the assassin guild. I am hoping it leads to the Custodies and they can help Lin.

Personal
SLOT A - Year 1
-Y1: Personal Attention: Implement (Volkite Weapons): Planning
-Y3: Personal Attention: Implement (Djinn Skein Gladiatoria): Planning
-Y5: Personal Attention: Implement (Psi throne): Planning
SLOT B - Year 3
-Y3: Personal Attention: Technological Improvements: (Food)
SLOT C - Year 1
-Y1: Spend Time With (Syr)
-Y2: Wedding Bells (Locked)
-Y3: Spend Time With (Klovis-Ultan)
-Y4: Knowing Avernus (QM's Choice)
-Y5: Write In: Take a Vacation

I am off to work and this is 10 minutes before 24 hours.
As always let me know if you want something change and have a good reason why please.
 
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No counter intel actions for Jane? I would like to run 1 or 2 on empty turns like this to catch anyone new they try to slip in. Though I do imagine that infiltrating Avernus is less attractive then other planets of the Trust due to the chance of death by wildlife or psyker being so high.
 
instead of this how about we use it to detect agent ,spies and cultists in dragons nest and the breaches ,leaks and loop holes they use ,it would speed up and smooth over the merger plus dragons nest did not have a chance to clean house like the trust did
I assume that's the free one, in which case it doesn't work.

Has to be on something more than 1000 lys away.
 
No counter intel actions for Jane? I would like to run 1 or 2 on empty turns like this to catch anyone new they try to slip in. Though I do imagine that infiltrating Avernus is less attractive then other planets of the Trust due to the chance of death by wildlife or psyker being so high.
We've already run a bunch of counter intel actions after a certain point it's a waist compared to getting Jane out on the hunt for the fucker who can kill millions.
 
instead of this how about we use it to detect agent ,spies and cultists in dragons nest and the breaches ,leaks and loop holes they use ,it would speed up and smooth over the merger plus dragons nest did not have a chance to clean house like the trust did
That is the free divination which can only be used on things 1000 lightyears away.
No counter intel actions for Jane? I would like to run 1 or 2 on empty turns like this to catch anyone new they try to slip in. Though I do imagine that infiltrating Avernus is less attractive then other planets of the Trust due to the chance of death by wildlife or psyker being so high.
if more people want to I can add a few but I like the synergy of her just devoting all her time to doing what she does best
@Nurgle
No metal-trade? No Bertil sheet-update? No look-in on how the Eldar are faring with their eldar-teenagers?
in order to do a metal trade we have to find someone who has cargo space available trade for them than trade with Vanaheim or Muselphiem. Bertil really is not as important as helping the Eldar or getting psyker knights set up. If we are going to do anything I rather get Klovis stats before he dies.
 
someone who has cargo space available trade for them than trade with Vanaheim or Muselphiem.
Do you mean "other than"? Because I had been informed that Vanaheim would be our primary buyer of metal.
I rather get Klovis stats before he dies.
He still has another century in him. No need to panic.
Unless age is going to make him more likely to die from Avernus. In which case, go ahead and panic.
 
may I ask why the Boar combat vehicle in particular? I would really recommend the harvester heavy tank, since hordes are most of what we fight.
It's a starting off point and helps with getting jump jets for everything we can.
Do you mean "other than"? Because I had been informed that Vanaheim would be our primary buyer of metal.

He still has another century in him. No need to panic.
Unless age is going to make him more likely to die from Avernus. In which case, go ahead and panic.
Sorry on my phone now but we have to contact Muselphiem and see if they have cargo space than sell the metal to Vanaheim or Midgard.

Characters actually do loose stats as old age starts to effect them. I worry not just for Klovis but Saint Lin. :(
 
do you mean in the sense of getting as much jump stuff as we can? or in the sense of researching something? because we still have the harvester hover tank to implement.
I was trying to make a pun but failed horrible. But let me check @Chlof (thanks for doing that big post) big bad post of stuff we still need. Ok the heavey Harvester tank and like 15 other things we still have to research implement.

If you want me to change it get some more people and I will. I did it because I think it would helpful for harassment units because of the versatility it has.
 
or getting psyker knights set up.
Psy-Knights are nowhere near being a thing. I don't think we even researched Psi-Throne Mechanicum yet. We can easily delay those actions. For that matter, I am not sure if we can send troops to Eldar earlier than the next High Council meeting, so we can delay those too, if we can't.
 
-Y1: Personal Attention: Implement (Volkite Weapons): Planning
-Y3: Personal Attention: Implement (Djinn Skein Gladiatoria): Planning
-Y5: Personal Attention: Implement (Boar General Combat Vehicle): Planning

ok, so looking at this, volkite weapons and Gladiatoira are obvious must-haves, but the Boar could be anything. So i'm suggesting 2 things that might be more useful.

Harvester heavy hover tank- essentially a sub-super heavy tank meant to dunk on masses of less potent foes, like almost everything the trust fights.

Psi-Throne Mechanicum- may as well get a jump on it, since we took an option to roll it out more easily, not doing it Asap after doing so is bad follow through.


as much as I shill harvesters, I think the psi throne might be the better pick.
 
Ok, here's my plan. Subject to changes from discussion, as usual.

[X] Plan Enjou 125

Munitorum
SLOT A - Year 1
-Y1: Pulse Rifles: PDF
SLOT B - Year 1
-Y1: Anti-Psyker Training: Military

Void Command
SLOT A - Year 1
-Y1: Repair Nanites
SLOT B - Year 3
-Y3: Implement (Shield Capacitors): Naval

Administratum
SLOT A - Year 1
-Y1: Technological Improvements: (Other)
SLOT B - Year 2
-Y2: Technological Improvements: (Other)
SLOT C - Year 3
-Y3: Technological Improvements: (Food)

Diplomacy
SLOT A - Year 1
-Y1: Persons of Interest- Inquisitor Klovis-Ultan
-Y2: Sound Out (Getting support to help train and create a order of Psyker Knights from the rest of the trust)
-Y3: Ask Vlad (Are there any noteworthy lifeforms in the regions we've explored that we've missed which he's aware of that could be beneficial to study)
-Y4: Nynye Trade (Ask for help to see if they can extend Klovis-Ultan's lifespan)
-Y5: Sound Out (Loaning troops to the Eldar again for favors)

I'm still very flexible here. Suggestions very welcome.
I don't think we need more than one sound out for help on training the Psyker Knights. Only a few planets would even have any advice. Mainly Asgard, but some of the more martially inclined planets may have a few ideas.
Asking Vlad about less obvious wildlife could be beneficial.
I'm down for asking about sending the Eldar troops again.

Arbites
SLOT A - Year 1
-Y1-Y5: Greater Psyker Hunting
SLOT B - Year 1
-Y1-Y4: Greater Psyker Hunting
-Y5: Counter-Intelligence

AdMech
SLOT A - Year 1 (Free)
-Y1: Technological Improvements: (Advanced Material)
-Y5: Technological Improvements: (Advanced Material)

Ministorum
SLOT A - Year 2
-Y2: On Created Gods
-- DOUBLE DOWN YEAR 2

Astra Telepathica
SLOT A - Year 1 (Ridcully)
-Y1: Greater Divination (Destroyer War - useful intel)
-- DOUBLE DOWN YEAR 1
-Y2: Greater Divination (Eldar Choice)
-Y3: Laws of the Warp
-- DOUBLE DOWN YEAR 3
SLOT B - Year 1 (Xavier)
-Y1: Create Psyker Order (Order of Technomancers)
SLOT C - Free Divination
-Y?: Greater Divination (Eldar Choice)

Getting info on the Destroy War is useful. The Destroyer won't be fighting alone here, and even knowing where and when it's forces will strike will help a lot, especially in the outset. (and can I just say that it's unfortunate that Secundus didn't have time to build up their new tech, but at least they've got it I suppose)
The Sanguinor has been an often requested topic, and after learning about the curses I'm curious enough to take a look.
Let the Eldar have the last one. EDIT - Give'em two. We can earn favors.

Personal
SLOT A - Year 1
-Y1: Personal Attention: Implement (Volkite Weapons): Planning
-Y3: Personal Attention: Implement (Djinn Skein Gladiatoria): Planning
-Y5: Personal Attention: Implement (Psi-Throne for Knights): Planning
SLOT B - Year 3
-Y3: Personal Attention: Technological Improvements: (Food)
SLOT C - Year 1
-Y1: Spend Time With (Syr (and Sigmund, if they're together))
-Y2: Wedding Bells (Locked)
-Y3: Spend Time With (Klovis-Ultan)
-Y4: Knowing Avernus (QM's Choice)
-Y5: Write In: Take a Vacation
-- You have faithfully served the Emperor for over four hundred years. You rose in the ranks of the Administratum through skill and efficiency, until a twist of fate landed you on what is perhaps the most terrifying Deathworld in all the galaxy. Yet, you did not cease. You continued your work, ever maintaining your faith in the Emperor even after his death. You have lead men into battle, fought traitors and abominations, and nearly died several times. You think... you think you may have earned a vacation. Surely the Emperor will forgive you for taking a vacation to rest for a little while! You've never had one, and other people have told you they're great... even if most of them were tourists coming to Avernus. Still, you've heard nice things about the beaches of Vanaheim. They're said to rival the beauty of those of the Azure Bay. Plus they don't have any poison spewing turtles that resist las fire. Or rogue sirens looking to suck out your soul. Or kraken looking for an easy meal. Or Emperor damned Blink Spiders. That sounds pretty nice.
 
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Do people want me to drop two of the diplomatic options I have and set up a trade for metal for thrones?

@Enjou why don't you want to divine the fortress of the soulless? Making contact with the assassins guild would be a huge boon.
 
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Not the biggest fan of your greater divination this turn, solid plan otherwise but IMO the technology and expertise we can get from contacting the Fortress of the Souless is far more valuable than the Sanguinor.
 
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