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
so random question after looking through some of the canon wildlife omakes. do we have a unicorn equivalent? if yes i probebly missed it if not why? like a chaos purging psychic unicorn would fit really well on avernus, also gryphons, pegasi and hyppogryphs for other horse like creatures that might be able to live on avurnus if they got some psychic powers while also being fun things to have people fly on.
 
Briefvoice is concerned about ordering, not amount of actions. Edit: Okay, worried about amount of actions too - but the point about ordering remains.

Doing Fundamentals A (X years), Fundamentals B (Y Years), Follow Up A (Z Years) in that order means the benefits of Fundamentals A takes X+Y+Z years to come into effects, whereas Fundamentals A (X Years), Follow Up A (Z Years), Fundamentals B (Y Years) takes the same total time, but has the benefits of Fundamentals A take effect in Z+X Years rather than X+Y+Z years.
@Shard Do you want to maybe change it so that follow up stuff is prioritised over other fundamentals research?
 
so random question after looking through some of the canon wildlife omakes. do we have a unicorn equivalent? if yes i probebly missed it if not why? like a chaos purging psychic unicorn would fit really well on avernus, also gryphons, pegasi and hyppogryphs for other horse like creatures that might be able to live on avurnus if they got some psychic powers while also being fun things to have people fly on.
IIRC Unicorns do exist, just not here and now, there somewhere else on one of the continents.

Gryphons and the others I believe have not yet turned up.
 
IIRC Unicorns do exist, just not here and now, there somewhere else on one of the continents.

Gryphons and the others I believe have not yet turned up.
hmm i feel like we should rectefy that at some point, i don't really have any ideas for powers for gryphons and hyppogryphs but pegasi could probebly get some weather/wind controling psychic ability.
... do we have a bird that fires of extremely sharp feathers yes like scarmory or those birds heracles kills?
 
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Not yet, but an armour piercing birb seems like it'd fit in nicely with the new city dwellers.
so in the myth i think they lived in the swamp, they would throw their feathers at people which were like daggers and then eat the bodies and the other is scarmory from pokemon. still throwing dagger like feathers is a neat and new idea for Avurnus to use.
do we have any petrifying creatures like basalisks, gorgon's or that one type of iron bull that dnd calls a gorgen but really isn't a gorgen
 
so in the myth i think they lived in the swamp, they would throw their feathers at people which were like daggers and then eat the bodies and the other is scarmory from pokemon. still throwing dagger like feathers is a neat and new idea for Avurnus to use.
do we have any petrifying creatures like basalisks, gorgon's or that one type of iron bull that dnd calls a gorgen but really isn't a gorgen
The Stymphalian birds, yeah Herc's sixth labour.

There's the Euraley who have eyes that can do that, but no species that does that we know of yet...except for some mushrooms.
 
The Stymphalian birds, yeah Herc's sixth labour.

There's the Euraley who have eyes that can do that, but no species that does that we know of yet...except for some mushrooms.
k, i'm basically just spouting abilities or myphs to turn into wildlife at this point
(maybe we can do something with the 3 monkey's based on hear no evil, see no evil, speak no evil. also pseudodragons, don't know if we have them but we should their poison would be very avurnussy being an insane paralitic poison
 
[x] Plan Last chance for chaos
[x] Plan Last chance for chaos
[x] Plan Last chance for chaos
Was there some discussion I missed? Why the sudden flurry of votes for this plan?

It seems particularly bizarre from you @Briefvoice , because you criticised Shard's plan for only devoting 32 (edit: actually 52, counting 20 years from Administratum) years to follow up actions for Tranth's research, while Nurgle's plan only spends 12 years doing that.

More broadly, the primary criticism I'd make of Nurgle's plan is that it wastes a lot of time and resources on building new Hives in Tarascon that we simply don't need. Dis alone has enough room for a hundred billion people, and we only have 30 billion in Avernus in total. Creating small Hives at the moment not only wastes resources, but is basically creating weak points in our defences that risk leaving us overstretched. At the moment we should be going tall, not wide.

Heck, if I recall correctly, Tranth has already done Fundamentals Research we never bothered following up on.
We have done a handful of fundamentals research actions, including on things like Impalers. Incidentally, finally implementing them is one of the things we're doing this timeskip.

Secondly, I don't really see what your point is here, since we are explicitly devoting time to the follow up actions to this fundamentals research. How can you claim that it's somehow going to be wasted when it's literally in the plan that we will be making use of it all?

EDIT: I kind of place a pretty low value on Fundamentals Research honestly. It just doesn't seem to amount to very much.
... Why on Earth would you possibly think this? Fundamentals research, which we've actually done extremely little of because we've mostly been implementing existing DAoT tech, is vitally important. It's essentially the only way we have of improving our tech, with the sole exception after the civil war of potentially reverse engineering xenotech.

Even then, there's basically no xenotech we can use that will take us up to a higher tech level. Fundamentals research is essentially the sole means we have of doing that. How can you possibly dismiss it as unimportant?

We have deficits of Thrones and EM, and are also constrained by our food production. Fundamentals Research helps with all of those, both by actively reducing the deficits of the relevant resources, and by making it possible for us to sell more of other resources like Metal and Promethium so we can more easily afford to buy the resources we need.

FYI, additional multi-tier researches we are likely to take after the timeskip include cogitators, forges, and servitors, all of which are integral technologies for all parts of our economy, and areas where improvement would have massive dividends.
 
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Speaking for myself I forgot about the vote, then remembered, read both plans and voted for the one I liked.
Okay, fair enough. I'll share something I added to my comment just as you posted yours:

The primary criticism I'd make of Nurgle's plan is that it wastes a lot of time and resources on building new Hives in Tarascon that we simply don't need. Dis alone has enough room for a hundred billion people, and we only have 30 billion on Avernus in total. Creating small Hives at the moment not only wastes resources, but is basically creating weak points in our defences that risk leaving us overstretched. At the moment we should be going tall to try and strengthen our economy, not wide.
 
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The Hunter’s Lodge
The Hunter's Lodge

Established initially in Dis as a watering hole for ex-apprentices of Sir Pellinore, the Hunter's Lodge is arguably the first bushwalker's guild, and certainly amongst the most powerful Guilds on Avernus, in spite of its supposed founder having very little to do with it.

At its most basic the Lodge is a means of handling the affairs of the various hunters that make up its members. Offering training, bounties, trophies and means of organising expeditions, sharing news and the other many vital functions a thriving community of outdoorsmen need.

The central guildhall is located within one of Dis's lower habspires, and is both an administrative office, habitat, record facility, forge and massive trophy gallery where the greatest remnants of the hunts are kept.

This is where eager hunters must present themselves in hopes of being taken as an apprentice by a fully credited master and taught the secrets of the trade.

However, to even qualify for this one must already be highly skilled by the standards of the Avernite bushman. The Lodge only takes the best after all.

To facilitate this it has borrowed a tradition from Sir Pellinor's home planet, the trials system.

Set up across the wilderness of every human-inhabited region are small outposts of humanity, struggling for survival against the avernite nature. These outposts are a safe refuge for bushmen, but are also where the hunting trails of the lodge are overseen.

Each outpost is led by a Master Hunter of the Lodge, who issues challenges based on their region's specific threats.

For example, the trials in the Duat could require one to negotiate a herd of Hathor Beasts in a certain time frame without either disturbing the herd or growing drunk from the fumes of the beer grass they eat.

A trial in Elysium might require the taker kill a certain number of Thundabeasts with the las cannon of a tyrant lizard.

These trials are observed and marked by the master hunter, with the option demand a review by a different Master always available.

Those that pass their trials are awarded a hunter's badge. A bronze phase tiger, a silver dragon or a golden raptor, which is the highest award possible.

Three raptors are needed to gain entry to the lodge and consideration for an apprenticeship, although you can acquire as many badges as you wish before attempting. Many graduated hunters choose to continue the trials and earn more badges as they are a sure sign of mastery in a large range of environments.

If a hopeful hunter is selected they are apprenticed to a Master who takes them under their wing and takes them on numerous ventures. Hopefully, they will learn, if not then they will almost certainly die. A brutal process, but one that ensures the very best end up becoming Hunters.

Eventually, an apprentice will be skilled enough to be a Journeyman, who can venture on their own, but are not quite qualified for full mastery. These hunters have far more control over their own affairs but are restricted from top lodge jobs and take up many tasks like supplying the voracious appetites of off-world collectors.

To become a master, a Journeyman must hunt down a mighty beast designated by their Masters bringing back a verifiable trophy and vid record to prove their kill.

Once their mastery has been given they will be granted greater access to Guild Facilities and the highest level of contracts, given out by the Avernite government, Inquisition and Magos Biologis.

There are two more levels above that of the master hunters, the Grandmasters who sit upon the council and the Questing Hunter who searches for the ever-illusive Questing Beast. Previously this position was occupied by Sir Pellinore defacto, but as his actual involvement with the lodge was minimal it is more of a ceremonial role.

The current Questing Hunter is Kayleth Tee, who earned the title for hunting the gargantuan Fire Dragon known as Bloodjaw.

Being a member of the Lodge confers many benefits outside of the social recognition of being a member of Avernus's most accredited hunting organisation.

Monetarily the Lodge is almost always the first port of call for Magi Biologis, off-world collectors and Inquisition hunting teams* all of whom pay exceedingly well for the services an expert hunter can offer.
*The Lodge is also a frequent source of agents for Inquisition kill teams. Their skills as one might expect translate very well to the tracking down of cultists and dealing with highly dangerous foes in the wider galaxy as well.

More than that, there is the offer of advanced gear due to the Lodge's long relations with Mechanicus. Custom made equipment, advanced traps, suits of highly sophisticated armour and survival gear. For the highest and most distinguished members of the organisation, they are rewarded with Super-Exitus rifles, the most powerful and precise handheld weapon currently within the human arsenal.

At present, the lodge is reorganising following the death of Sir Pellinor. Commemorations of life and achievements have sprung up and an internal tournament is being held to see who is worthy of his personal Rifle, willed to the lodge following his death. With the matter of who will take up the great quest resolved, it seems likely the Lodge will become a major part of not only Avernite culture, but also it's economy
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@Durin
May as well send it out to die.

Thanks @random_npc for having a look.
 
uhh.... @Shard why are you not doing the continuous expansion in your plan? seems like one of the best upgrades in the long term honestly.

also, what are harvester tanks?
Continuous Expansion and Macro-Scale organization are so important they're mandatory! There's no need to argue about putting them in a plan, since they will be done no matter what.

I understand Harvester Tanks were great against our enemies and something the majority of the thread wanted.
Briefvoice is concerned about ordering, not amount of actions. Edit: Okay, worried about amount of actions too - but the point about ordering remains.

Doing Fundamentals A (X years), Fundamentals B (Y Years), Follow Up A (Z Years) in that order means the benefits of Fundamentals A takes X+Y+Z years to come into effects, whereas Fundamentals A (X Years), Follow Up A (Z Years), Fundamentals B (Y Years) takes the same total time, but has the benefits of Fundamentals A take effect in Z+X Years rather than X+Y+Z years.
@Shard Do you want to maybe change it so that follow up stuff is prioritised over other fundamentals research?
As I understand, one of the great benefits of the timeskip is that time is unwound and we can arrange actions in ways which we normally could not. Mostly, for convenience. We can decide which specific resources we desperately want once the vote passes.

(My current opinion is that we go for Food, Thrones and EM. If there's still left, we go for Promethium, Material, AM, then Metal in that order.)
 
also, what are harvester tanks?

They are a heavy hover tank with six Very Heavy weapon slots*. that makes them staggeringly good against large numbers of weaker foes. They are more or less "fuck your numerical advantage" the heavy tank. Given the trust is almost always outnumbered, they are kinda perfect for us.

*best raw damage out of any weight category. Almost all the weapons in the heavier brackets starts trading raw damage for better pen.
 
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so random question after looking through some of the canon wildlife omakes. do we have a unicorn equivalent? if yes i probebly missed it if not why? like a chaos purging psychic unicorn would fit really well on avernus, also gryphons, pegasi and hyppogryphs for other horse like creatures that might be able to live on avurnus if they got some psychic powers while also being fun things to have people fly on.
Eh, if we have any Unicorns on Avernus, I'd prefer they take after the original kinds, rather than the Heraldric & Modern Fantasy kind. It would fit better with the setting.

"It is said of the three-legged ass that it stands in the middle of the wild sea, and it has three feet, six eyes, nine mouths, two ears and one horn. Its body is white, it eats spiritual food and is virtuous. And two of its six eyes are in the eyes place, two on top of its head and two on its rear; with these six sharp eyes it sees all who do evil and destroy.
Of the nine mouths, three are in the head, three on the back and three on the inner side of the flanks, and each mouth is the size of a house. The animal itself is as big as a mountain called Alvand. Each of its three feet take up as much ground as a herd of a thousand sheep when they are gathered together, and each rear part is of such extent that a thousand men with a thousand horses can be placed within it... The horn is of gold and hollow, and a thousand branches grow out of it..."

 
Removed Draining Rabbit from Telepathica research. We haven't yet done the Biologis research on them.
 
(My current opinion is that we go for Food, Thrones and EM. If there's still left, we go for Promethium, Material, AM, then Metal in that order.)
Material? Are you sure? I do think it's a good idea, but it seems to be missing from your plan. Maybe you could swap out Hives for it? Also, just FYI, from what Durin said in response to a question of mine on Discord, it seems like we can do separate fundamentals research options for Material, Metal, and Promethium, as well as a combined one for "Basic Resource Production". It's very late where I am, so maybe I'm just way too tired, but I don't think I misunderstood him.
 
Added Imaginary Morels - Potential for improving our Neo-Astropaths (!) and possible Chaos Resistance (!!!) makes it needed for me to stuff it in somehow.

Replaced Hives with Materials.

Btw we have to do it next thread. We must do all the Fundamentals. And all the Biologis actions.
 
Of Dorn’s Remaining Sons- Quartus
Of Dorn's Remaining Sons- Quartus

In the realm of Quartus the might of the Trueborn often outshine all others including their brothers who have not undergone the process. It's because of the Trueborn that Quartus has been able to fend off the Metal Tyranids.

However that is not to discount the works of their brothers. Many who come from other genelines and some are survivors from before the Primarchs began the process.

While these marines still fight, in many of Quartus's conflicts. There are many other tasks they do that while not glorious are necessary.

Many operate as trainers for regular and TrueBorn marines as many of the surviving marines are veterans of Centuries. Others administrate to systems, ensuring they are thriving and building up. And a myriad of other tasks that help keep the empire running.

Which brings us to the rebuilding Imperial Fists. A lone Surviving ship with the chapter relics, the remaining geneseed, and chapter serfs being all that was left of Phanlax's last stand.

With no marines left standing, the Fist's had lost most of their institutional knowledge. Archives and help from their previously Junior chapters only helping so much.

Feeling lost and missing much of their identity, they asked the Primarchs for Help. And were given a mission to fortify the worlds of Quartus and to "regain their purpose."

And they did, they floundered at first without knowledge or experience. But given time and resources, natural instincts began to pop up. And like a fish to water, they took to their mission with extreme passion. Rediscovering old tactics and techniques, they left world after world tougher to crack.

Then the Nids hit, given little warning given their unusual nature they struck many worlds that the Fist's were occupying.

And before the might of the Metal ones many worlds faltered. However many worlds also held because of the heavier fortifications Dorn's Sons built. And on every one of these fronts they also fought holding the line until reinforcements could be sent.

Suffering many losses, the Imperial Fist's instead of faltering found purpose. They are now sent to help defend worlds that are in the metal nids path, as well as help rebuild many worlds.

Though the Fist's shall never be the same or regain what they lost, but they have found what is at their core and that's all need. And as well with the existence of the Kholikos to the Fist's it feels like their home has come back. And while it is not officially their home, every Fist does a shift on the Kholikos and the majority of the Marines are often of Dorns geneline.

@Durin
 
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