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

Investigate the Sea?

  • Yes

    Votes: 592 80.3%
  • No

    Votes: 145 19.7%

  • Total voters
    737
Actually since both plans have asking guilliman help the economy will recover since Guilliman help will give a 10%, which according to durin is a huge increase.

@Red Bovine we don't know for sure but I asked on discord. Right now my plan has 2 GD for for Rotbart.
certainly a good thing sure, but it takes time for eco-boosts to come in (in fact, there is usally a slump immediately after most sources of eco-boosts happen due to the eco kind of "stalling" while people adjust to the new way of things/similar)....and I doubt that durin will let guilliman's boosts come in immediately....at best it will come in increments which in the meantime we need rotbart to stick around .

edit: to be honest, my biggest concern with getting him to help us is that chaos/others will notice the fricking primarch and wonder why hes helping a (relatively) small policy in the middle of nowhere and (correctly) come to the conclusion that we did something to help his policy. from there they might realize we were the ones to give them the tech (since we both have the same tech pool now, if you know to look closely at us).

woudl it be possable to disguise him?
 
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edit: to be honest, my biggest concern with getting him to help us is that chaos/others will notice the fricking primarch and wonder why hes helping a (relatively) small policy in the middle of nowhere and (correctly) come to the conclusion that we did something to help his policy. from there they might realize we were the ones to give them the tech (since we both have the same tech pool now, if you know to look closely at us).

While they are preparing themself for the ritual?
Also, why should they notice? It's not like it will be obvious he is working with us by simply watching him working on administration.
 
edit: to be honest, my biggest concern with getting him to help us is that chaos/others will notice the fricking primarch and wonder why hes helping a (relatively) small policy in the middle of nowhere and (correctly) come to the conclusion that we did something to help his policy. from there they might realize we were the ones to give them the tech (since we both have the same tech pool now, if you know to look closely at us).

woudl it be possable to disguise him?
It's not as if we'd be advertising that he was helping us, or anything like that. His involvement would likely be a secret, even within the Imperial Trust itself.
 
It's not as if we'd be advertising that he was helping us, or anything like that. His involvement would likely be a secret, even within the Imperial Trust itself.
Even assuming he ever is here physically.

We can just send him the info, or hell he can stay within the webway if he needs to be close by.
 
Even assuming he ever is here physically.

We can just send him the info, or hell he can stay within the webway if he needs to be close by.
Yeah, that's what I'd have assumed, but it is still possible that we're wrong, and that for some reason he needs to be here, and that we wouldn't be able to hide his presence from spies, even if that scenario doesn't make too much sense. Another possibility is that him overhauling our administration could itself draw attention from spies, minor though that risk would probably be.

Regardless, I've decided to double check by asking Durin on Discord whether Guilliman's overhaul of the Trust admin would draw attention from Chaos, so he should give a definitive answer. Most likely though the risk will be trivial, and insignificant compared to everything else.
 
@Shard I don't know if you have changed your plan or not but Durin did say that some divinations would help Rotbart stay alive if he goes to help the eldar.
 
@Shard I don't know if you have changed your plan or not but Durin did say that some divinations would help Rotbart stay alive if he goes to help the eldar.
That G.Divs would help Rotbart stay alive in helping Eldar wasn't even in dispute. Of course they would help.

That it is worth it is in serious dispute. Like, there's the option of just not sending Rotbart to the Eldar? Pushing G.Divs is a really inefficient solution. Particularly when the odds of dying are basically in the 'roll Nat 1' range, and piling up more stuff is smacking diminishing returns.

e: it might be worth it if Rotbart was going to the Eldar more than once.
 
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@Shard, I think you should remove from this list the Citybane Termites, the Concrete Fish, the Toxicos, and the Biter Turtles. In their stead, I think you should replace them with Electric Mice, Euryales, Shine Moths, and geology. Let me explain why.

Electric Mice - Electric Mice are possibly the single most valuable animal we can study with Biologis actions. They amplify electric power and they're already being domesticated. Studying them will allow us to reduce blink spider casualties and improve our electric stuff, whether it be by increasing our general scientific knowledge, replicating their biological power cells*, using the mice themselves to generate power**, or some combination therein.
* We likely have our own, but the electric mice's may be better, or have some bits that'd let us improve our own.
** Codex Adeptus Mechanicus says that actual old-timely leather bellows are sometimes used as lungs, so I'm willing to bet that AdMech also legit makes use of rodents running in wheels to generate power, something that these electric mice would be good for.

Euryales - They're a People who we're in contact with. We're trading with them and they're even getting hired by some of our people as mercenaries.

Shine Moths - If we can domesticate them, we not only get access to potentially powerful warbeasts (which at this point is admittedly not a big deal at this point), we also get some really good silk to work with.

Geology - While electric mice are the best animal to study, Avernite geology is the single most important thing to study with Biologis out of everything. Magic rock, magic metal, magic crystal, etc. etc., there is a mother lode of untapped potentially literally under our feet, waiting for us to exploit it and reap substantial benefits. We're going on three hundred years disregarding perhaps the single most potent human-usable resource on the planet.
 
@Shard, I think you should remove from this list the Citybane Termites, the Concrete Fish, the Toxicos, and the Biter Turtles. In their stead, I think you should replace them with Electric Mice, Euryales, Shine Moths, and geology. Let me explain why.

Electric Mice - Electric Mice are possibly the single most valuable animal we can study with Biologis actions. They amplify electric power and they're already being domesticated. Studying them will allow us to reduce blink spider casualties and improve our electric stuff, whether it be by increasing our general scientific knowledge, replicating their biological power cells*, using the mice themselves to generate power**, or some combination therein.
* We likely have our own, but the electric mice's may be better, or have some bits that'd let us improve our own.
** Codex Adeptus Mechanicus says that actual old-timely leather bellows are sometimes used as lungs, so I'm willing to bet that AdMech also legit makes use of rodents running in wheels to generate power, something that these electric mice would be good for.

Euryales - They're a People who we're in contact with. We're trading with them and they're even getting hired by some of our people as mercenaries.

Shine Moths - If we can domesticate them, we not only get access to potentially powerful warbeasts (which at this point is admittedly not a big deal at this point), we also get some really good silk to work with.

Geology - While electric mice are the best animal to study, Avernite geology is the single most important thing to study with Biologis out of everything. Magic rock, magic metal, magic crystal, etc. etc., there is a mother lode of untapped potentially literally under our feet, waiting for us to exploit it and reap substantial benefits. We're going on three hundred years disregarding perhaps the single most potent human-usable resource on the planet.
Does geology fall under the remit of the Biologis? I'd have thought that they'd only be studying actual organisms.
 
2. Fundamentals Research w/Followup: Priority Order: Food, Hives, EM Production, Basic Cogitators, Advanced Cogitators, Exotic Cogitators in that order. (~75 Years total) - DOUBLE DOWN whenever relevant
@Shard, I think you should swap one of these out for Immaterium. Warp technology is the single most important thing we could do fundamentals on, because it covers so many critically important technologies and because there's loads of room to improve our current tech, or to invent entirely new things. It's a low chance of success and it'll take time, but it is most certainly worth it, and would be even without the Dark Age theorems.

Does geology fall under the remit of the Biologis? I'd have thought that they'd only be studying actual organisms.
For the purposes of this game it does. Durin confirmed it.
 
@Shard, I think you should remove from this list the Citybane Termites, the Concrete Fish, the Toxicos, and the Biter Turtles. In their stead, I think you should replace them with Electric Mice, Euryales, Shine Moths, and geology. Let me explain why.

Electric Mice - Electric Mice are possibly the single most valuable animal we can study with Biologis actions. They amplify electric power and they're already being domesticated. Studying them will allow us to reduce blink spider casualties and improve our electric stuff, whether it be by increasing our general scientific knowledge, replicating their biological power cells*, using the mice themselves to generate power**, or some combination therein.
* We likely have our own, but the electric mice's may be better, or have some bits that'd let us improve our own.
** Codex Adeptus Mechanicus says that actual old-timely leather bellows are sometimes used as lungs, so I'm willing to bet that AdMech also legit makes use of rodents running in wheels to generate power, something that these electric mice would be good for.

Euryales - They're a People who we're in contact with. We're trading with them and they're even getting hired by some of our people as mercenaries.

Shine Moths - If we can domesticate them, we not only get access to potentially powerful warbeasts (which at this point is admittedly not a big deal at this point), we also get some really good silk to work with.

Geology - While electric mice are the best animal to study, Avernite geology is the single most important thing to study with Biologis out of everything. Magic rock, magic metal, magic crystal, etc. etc., there is a mother lode of untapped potentially literally under our feet, waiting for us to exploit it and reap substantial benefits. We're going on three hundred years disregarding perhaps the single most potent human-usable resource on the planet.
Electric Mice and Geology are good ideas. I am not sure about Euraylese. They don't seem to have things which we really need to examine with Biologis (compared to other animals), wouldn't normal diplomacy actions be enough to get stuff from them? A little ambivalent on Shine Moths but I'll see if I can fit them in.
@Shard, I think you should swap one of these out for Immaterium. Warp technology is the single most important thing we could do fundamentals on, because it covers so many critically important technologies and because there's loads of room to improve our current tech, or to invent entirely new things. It's a low chance of success and it'll take time, but it is most certainly worth it, and would be even without the Dark Age theorems.
I think at the moment it's better to go through all the resource options one by one, for two reasons:

1. As Gulliman demonstrates,these kind of improvements are pretty massive, especially the larger scale you get.
2. Timeskip is excellent for all the 'Boring' stuff to start going through our deficit.
3. They're pretty fast 4 years actions anyway. +6 or so from the followup I think.
 
@Shard, I think you should swap one of these out for Immaterium. Warp technology is the single most important thing we could do fundamentals on, because it covers so many critically important technologies and because there's loads of room to improve our current tech, or to invent entirely new things. It's a low chance of success and it'll take time, but it is most certainly worth it, and would be even without the Dark Age theorems.


For the purposes of this game it does. Durin confirmed it.
Oh cool, I didn't realise that. It makes a lot of sense to go with geology then.

However, on the front of research, I think it's actually a good idea to go with those options, since they should all increase our resource income. Cogitators, for example, are used in practically every walk of life, and would have big economic benefits, as well as likely assisting our military. This timeskip our main priority is fixing our economy, and trying to reduce our thrones and EM deficit as much as possible. Once we're firmly in the black, then we can switch out to other stuff.
 
Hope From the Ashes: A negaverse omake
@Durin
Because I was inspired.

Hope From the Ashes: A negaverse omake

Nalrey said:
So. Thread's about done, with "just" the Climactic Final Battle of Good Versus Evil versus Evil versus Evil to go and we're on to a new thread, for good or ill.



Way I see it, our priorities should be in approximately the following order:



1) Prevent the Chaos ritual from turning into an i-win button. We can't stop the ritual, and Chaos is already a massive force in the galaxy. Preventing a high-tier success is feasible though, and from what laughing one has hinted through Eldrad strategic divinations a high tier success is pretty much a guaranteed Bad End for the galaxy. As a note, this only means we need to invest enough to prevent it from being a high-tier success at this priority level, as it's okay (if sub-optimal) if they turn into the biggest immediate threat in setting. It's just that we cannot allow them to get head, shoulders, torso, and waist above everyone else.



2) Rescue Isha. While the Scroll plus Ynnead's success at cutting our link to Slannesh means we're actually growing a bit in population in normal turns, if we're going to scale with everyone else we NEED the pop growth multiplier she provides. The addition of another relatively powerful god with a very nice set of domains isn't to be overlooked, but at the end of the day we need her for the pop boost more than anything else.



3) Keep the other sane powers in play. We've already gotten some real return on investment from them and from the tech up they're still in the process of that is only going to increase. Unless one of the many, many assholes out there decides to stomp them flat. Keep assholes pointed at other assholes though and the reduction in forces needed to passively keep things from spiraling out of control we've seen from having other good guys on the job should only grow, and they're actually starting to reach the point where they can substantially reduce the active force deployment we need.



4) The Dragon. Quite possibly the scariest motherfucker soon to be in play. We NEED to keep him penned up, cause he's also sane enough to avoid making waves until he's of the opinion he can take on everyone else at once and win.



5) Necrons. Only this low down the list because fucking with sane powers and not fucking with hostile powers would screw them over and they're smart enough to know it. Being able to cooperate would be amazing, being able to coordinate would be nice, but being able to avoid skirmishing and needing to dedicate resources to defenses against each other is all but mandatory.



Of course, the real trick is how we do all this. Seriously, there's an existential threat to the galaxy that no one else is likely to poke at much without prompting down at priority four. FOUR. And the cockmuncher Ahra doesn't even make it because he's such a failure he can't even make it to being an existential threat to the galaxy expect by accident when he inevitably fucks something up badly again.



Fragment said:
Seriously, there's an existential threat to the galaxy that no one else is likely to poke at much without prompting down at priority four. FOUR.

I mean, it is one that is at least theoretically susceptible to our tried and true "hit a bitch with another bitch" strategy. Finding another bitch able to fuck up a dude that's taking Tjapa on at home and winning is a bit of a trick though…



Specific_Protagonist said:
For ritual disruption as well as Isha rescue, I'm pretty sure the how matters far more than the sheer quantity of resources we're dedicating towards it.



Unfortunately, it also looks like they're both the sort of things that tend to benefit a lot from a similar pool of resources—namely, extremely high-end Seers, Gods, etc.



Do we think adding our own bits to the ritual might be feasible? Attacking or infiltrating the ritual on its home ground is really fucking hard, but it is a galaxy-spanning ritual. Adding another few nodes shouldn't be impossible, and even if they do literally nothing it ought to throw off their calculus at least a bit.



Tzneetch said:
Do we think adding our own bits to the ritual might be feasible?

I approve of the audacity of this plan.



Eugene said:
Do we think adding our own bits to the ritual might be feasible? Attacking or infiltrating the ritual on its home ground is really fucking hard, but it is a galaxy-spanning ritual. Adding another few nodes shouldn't be impossible, and even if they do literally nothing it ought to throw off their calculus at least a bit.

I'm not sure if the idea has been brought up before, but it seems at least potentially possible.



Off the top of my head though, I see a few issues.



First and foremost is in tying it into the greater ritual. Ultimately, any location that can reasonably be tied into it is going to be on turf that Chaos can access, and as the botched Khaine resurrection demonstrated holding that ground is dangerous and expensive. While we're willing to pay a significant price for a significant disruption to the ritual, we'd really need some guarantee of it leading to a significant disruption for it to be worthwhile. On top of that, we would need someone capable of slipping in connections and power taps to significant lines in said ritual as well, and that's not an easy task or one that many can do.



Second is power. Chaos is sacrificing Warpstorms, Gods, Exalted Daemons, and an uncountable number of souls in this thing. The amount of power we'd need to effectively remove from the ritual to have any effect at all is staggering, and well beyond anything we could feasibly muster even if we went all-in on this like we did in birthing Ynnead. Which means we'd need to turn its own power against itself somehow, which means we would need to get into the control circuit of the ritual, which means we would need an extraordinarily in-depth understanding of the nuts and bolts of the highest level of the ritual as well as some level of access to it. Which again is extremely hard to do.



Third is knowledge. While Chaos is at least nominally cooperating on this ritual, they're still Chaos. Merely disrupting a section doesn't actually mean the ritual as a whole will be significantly affected—hell, we could reasonably end up strengthening the gain Chaos as a whole gets by sabotaging a component included to sabotage a rival god. And even if we do succeed in that, the ritual's going to have so much inefficiency and sabotage built into it that it's hard to say if our efforts would even have a noticeable impact.



That said, it does seem like a project to sabotage the ritual by adding bits to it rather than directly breaking other bits should be at least theoretically possible, and I agree that the Chaos ritual is number one in what we should ensure isn't a great success. And if so, it looks like something we could do in tandem as well, with significant synergy possibility.



@laughing one, any comment?

laughing one said:
@laughing one, any comment?

An interesting idea.



All of the concerns you've raised are true, especially the power one. However, with information and time your psychic artisans are confident they would be capable of creating a ritual circuit that, if tied into the greater ritual network at an appropriate place, would be capable of at least a small negative impact on the ritual at large.



The downside is that it would tie up said artisans for a few decades, which would reduce the number of new bodies for your Wraiths massively and would require a work stop on Webway maintenance, and unless it was tied in correctly would have precisely no impact.



Nalrey said:
That's certainly interesting. Assuming we can get the information and access they'd need, I'd be all for having the Artisans swap focus for a bit. While keeping the Webway running and combat bodies are a definite must for long-term concerns, they're exactly the sorts of things that can be dropped temporarily to deal with a crisis scenario. Especially a crisis scenario where a few more soldiers can do precisely jack shit about.



Pretty sure Ridcully would be exactly the sort of Seer capable of pulling this sort of infiltration off too. The key here isn't doing damage to or destabilizing the ritual forms they're using, it's getting in and getting a good look without anyone the wiser. And while they're certainly warded up to high heaven (or hell considering exactly what we're dealing with here), it's hardly going to be defended like the center of Nurgle's Sanctum and at least half of Ridcully's whole deal is that he's able to get in and out undetected, at the cost of being less able to directly impact things on location.



Qin Republic said:
Damn glad we invested the ships to make sure that the Trust wasn't going to be facing anything interesting in this time frame. While he's not exactly needed for the rescue attempt it does seem like having him guaranteed on call was the right call even if it stretched our military a bit more than we'd like.



Fragment said:
Instead of trying to get the ritual to waste more energy or add counter-productive functions to it, would it be possible to tweak the aspects that are actually counter-productive to Chaos as a whole to be more effective?



Like, we know that Tzeentch is going to be sneaking in as much stuff to weaken the benefits to Nurgle as is possible, as well as trying to reduce the gains of the other four and enhancing the direct benefits to itself and its followers. We know the other four are going to be doing the same. What if we just tried to tweak things so that all of them are more likely to be really successful at gimping the other four?



Happy Dingo said:
Instead of trying to get the ritual to waste more energy or add counter-productive functions to it, would it be possible to tweak the aspects that are actually counter-productive to Chaos as a whole to be more effective?



Like, we know that Tzeentch is going to be sneaking in as much stuff to weaken the benefits to Nurgle as is possible, as well as trying to reduce the gains of the other four and enhancing the direct benefits to itself and its followers. We know the other four are going to be doing the same. What if we just tried to tweak things so that all of them are more likely to be really successful at gimping the other four?

Bit gruesome helping Chaos, even if helping Chaos to be more effective at sabotaging itself is a long-standing tradition of ours…



Nalrey said:
Instead of trying to get the ritual to waste more energy or add counter-productive functions to it, would it be possible to tweak the aspects that are actually counter-productive to Chaos as a whole to be more effective?



Like, we know that Tzeentch is going to be sneaking in as much stuff to weaken the benefits to Nurgle as is possible, as well as trying to reduce the gains of the other four and enhancing the direct benefits to itself and its followers. We know the other four are going to be doing the same. What if we just tried to tweak things so that all of them are more likely to be really successful at gimping the other four?

I really like the idea there. Pretty sure we'd get a pretty sizable narrative bonus from turning the self-destructive aspects of chaos against itself rather than opposing through strength, on top of it playing more into our own narrative niche of pitting our skill and cleverness against an enemy whose brute strength trivializes our own.



That said, I'm not sure how feasible the execution would be. We'd need to be looking at the bits that Chaos is desperately hiding from each other after all, and that is the sort of thing that even Ridcully is likely to have issues with. Plus, actually figuring out exactly how to balance the ritual additions would be really fucking complicated and for all that we're easily the best non-Chaos faction known at rituals and the like this is still the sort of thing that even Chaos can only do because it cheats.



However, looking at the list of Gods and Exalted Daemons on the docket for getting chopped in the ritual, it really does look like each of them is doing their best to set the others up to get screwed. Tzeentch's choice of an adaption-focused god seems tailor-made to both enhance an aspect of itself and fuck over Nurgle's stagnation focus if aspects of it are also getting bound to the materium, and the rest of them also seem to line up decently with having aspects that they would like to become more pronounced in the materium in addition to having negative externalities on the rest of the Chaos gods besides their own buff.



Bit gruesome helping Chaos, even if helping Chaos to be more effective at sabotaging itself is a long-standing tradition of ours…

Yeah, I am a bit concerned over the risks involved every time we 'help' Chaos, even if it is clearly to their net detriment and the only feasible way to oppose them at times. Course, we're dealing with the early End Times here, and actually good choices have long since gone the way of the dodo.



If we do focus more on the binding of positive aspects it seems at least safe-ish though. Those domains are not chaotic in nature given that they're actively owned by non-Chaos gods (albeit doomed ones) and if I understand the ritual correctly by binding said domains to the materium directly they're effectively forfeiting their ability to claim them until they're able to claim the materium as a whole. And if they can claim the materium as a whole… well, that's already Bad End.



selbst011 said:
However, looking at the list of Gods and Exalted Daemons on the docket for getting chopped in the ritual, it really does look like each of them is doing their best to set the others up to get screwed. Tzeentch's choice of a few adaption-focused gods seems tailor-made to both enhance an aspect of itself and fuck over Nurgle's stagnation focus if aspects of it are also getting bound to the materium, and the rest of the known gods being sacrificed also seem to line up decently with having aspects that they would like to become more pronounced in the materium in addition to having negative externalities on the rest of the Chaos gods besides their own buff.

I get the obvious reasoning for that selection for Tzeentch, but I'm just not seeing how the rest line up all that well. I mean, Nurgle's got that one life god lined up and that's something that actively nerfs it if its influence in the materium gets stronger.



Also, wouldn't it be basically impossible to separate out and only improve the negative effects that (presumed) aspect of the ritual has upon the other gods? We'd need to bank on the net effect of the negatives from the other Chaos god's moves being greater than the positives from their own that we're deliberately enhancing…



Specific Protagonist said:
Lot of interesting speculation here, but I'm thinking we need a bit more concrete information before we actually start planning. This is the sort of thing that straddles the line of above and below the level of abstraction for the quest while still being something we should know IC.



@laughing one

1: Does our knowledge of the ritual seem to include a significant amount of effort on each god's part to directly stymie the power and influence of the other Chaos gods?

2: Does our knowledge of the planned ritual suggest that part of the role of the captured gods could be to bind specific aspects belonging to those gods to the Materium?

3: Providing we had the knowledge needed of the overall ritual and significant efforts are being made by the gods to sabotage each other through the ritual, would constructing ritual circuits to enhance said sabotage be possible?

4: If the above is true, do we know if we would expect attempting to weaken the overall negative effects of the ritual through that vector would be more or less effective than the more direct approach?



laughing one said:
1: Does our knowledge of the ritual seem to include a significant amount of effort on each god's part to directly stymie the power and influence of the other Chaos gods?

2: Does our knowledge of the planned ritual suggest that part of the role of the captured gods could be to bind specific aspects belonging to those gods to the Materium?

3: Providing we had the knowledge needed of the overall ritual and significant efforts are being made by the gods to sabotage each other through the ritual, would constructing ritual circuits to enhance said sabotage be possible?

4: If the above is true, do we know if we would expect attempting to weaken the overall negative effects of the ritual through that vector would be more or less effective than the more direct approach?

1: Yes. There is also a significant amount of effort by the Exalted Daemons of a given Chaos god to do so against the other Exalted Daemons of that god, continuing all the way down the ladder to the individual sacrifices. This is Chaos.

2: It is inconclusive if this is an intended effect of the ritual or one that will be actively pursued, but it does fit with the overall theme of the ritual and would be possible, although the effects would generally be fairly minor compared to the greater effect of tying the Immaterium more closely.

3: It would be possible, but it would require even more extensive knowledge of the ritual itself as well as the many moves and counter-moves being made.

4: Per unit effort of the Artisans in question it would be far more cost effective to expand the effects of sabotage efforts by the Chaos factions. While the number of opportunities would be limited by information availability on the sabotage efforts the two approaches are not mutually exclusive.



Fragment said:
Right. So, I'm thinking we pull Eldrad for an action or two to better map the extreme-term paths for this and then spam Ridcully to pull all the nitty gritty details they want hidden for us. Then it's just a matter of putting our own ritualists on tweaking things for maximum balanced Fuck Chaos effects, building the circuits with our Artisans, and sneaking a few connections in a blind spot.



Really, really glad we have Ridcully actions possible for this. Otherwise it seems like we'd need to pull Eldrad from Isha prep or run with plan "spam attacks around the edges and hope like hell things don't work out well for them".
 
@Durin, could the eldar add to the Grand Ritual to disrupt or edit it in some way? Sacrifice an additional warpstorm to unbalance it for example, or add an extra page or two to the script the sorcerers chant to change the context and have the ritual do something else entirely.
 
@Durin, could the eldar add to the Grand Ritual to disrupt or edit it in some way? Sacrifice an additional warpstorm to unbalance it for example, or add an extra page or two to the script the sorcerers chant to change the context and have the ritual do something else entirely.
Replace all the Exalted with Malal's exalted

NOTHING CAN GO WRONG
 
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