That is true. But this was in a Vault, and the Alpha Legion is known for having deep-cover operatives that wear the armor, face, and even genetics of the group they're infiltrating. So it's less likley this was a Legion on the move, and more Trollbot swaggering in to nab yet another historically significant trinket from the claws of Chaos.
It's terrifying how often the Necrons are starting to push back against Chaos and make it look easy.
You are halfway through telling them that that sounds pathological when your mind suddenly insists, impossibly, that you have never met the person in the pod with you in your life.
There is a lot of variance, in the construction of Escape Pod, from the slap-dash lifeboats of Intra-system craft, intended only to keep a crew alive for a few hours, to the fully equipped lifeboat you've seen on some Mechanicum Craft, intended to give a Magos stranded far from civilisation the absolute best chance at survival. You have seen some that allow for suspended animation, even: capable of keeping their crew alive for years, decades, and centuries, grasping at even the slightest chance to be found and revived.
The Escape Pod you are in does not rise to that quality, though that is no great surprise: pods like that are relics in their own right, a ridiculous expenditure reserved for those that hold themselves to the highest importance and have the resources to back it up. If you had to guess, you would say that it comes from a battleship of some kind: it is intended to keep the important personnel of a destroyed ship alive until a battle is won and they can be collected, with atmospheric entry only a distant secondary consideration within the design.
That means, of course, that when you enter the atmosphere it is absolutely awful.
Theama-Nul is the only one that can fit into any of the shock seats: you and Talef are forced to stand, feet magnetized, braced for impact in a way that will never be enough. You almost pass out, as you breach the atmosphere. The Oculus turns to a cloud of fire, the particulate you have drawn with you burning up around you even as the ablative plating of the Escape Pod does. You fire the maneuvering thrusters and then almost pass out as the pod tumbles end over end for a brief moment. For a moment, you are utterly, completely convinced that this is it: this is the moment you will die, dashed unceremoniously upon some unnamed rock far away from anywhere else.
It strikes you as perfectly unfair, and perfectly fitting.
Of course, that is the moment the retro-thruster fires, and the tumble to certain death becomes a descent that can be called controlled only in the most technical of terms.
You do not see much of the planet, as it rushes to meet you: the burning salt as left a fine film of soot upon the Oculus of the pod, and so the very first up-close impression of the new world you get is breaking through the cap of a one of the fungi at an odd angle, followed by skipping of the forest ground, breaching the stem of a second Mushroom, and then coming to rest upside down.
Your brain would really like you to vomit, now, which is impressive, given your inner ear was replaced by a gyroscope almost a century ago.
You push the impulse aside and punch through the oculus.
Behind you, Talef cowers on the floor, cooling unit whirring like never before and audibly retching.
[Roll: Eta-Nu 9-35: Ecology: 6,1: Success]
It takes your eyes a few fractions of a second to adjust to the gloom: an uncommonly long time, but allowances must be made for the unusual situation. It is enough time to draw a breath of air, and register the foreign substances that become stuck in your inbuilt filters: spores, largely, released both from the fungi the pod broke through and from the small egg shapes that litter the forest floor.
Some of them, your analytics tell you, would be at least mild hallucinogenics to the unadjusted organism.
It is, you notice almost at once, too warm. This place has not seen the sun, perhaps in centuries or millennia. It should not be warm enough to support this much life, should not be warm enough to support water in an unfrozen state. And yet, here it is, hovering comfortably above the freezing point, stable (as far as you can tell) not just where it can support life, but where it can support human life. Livable temperatures, breathable earth, sustained growth despite the lack of light: it is almost not speculation to say that something about this planet is manipulated in some way, made to maintain a population. You take a moment to take scans of your environment, discovering several instances of Fauna: largely small homoiotherm vertebrae, some of them possessing fur, many lacking it. Eyes, your preliminary and entirely superficial analysis shows, tend either to the very large or to the vestigial, with other sensory organs making up the lack.
The place is in a perpetual gloom, you note: a wide variety of fungi stand around you, the smallest less than a centimeter in diameter, the largest more than ten meters tall. Most of them are fluorescent, in one way or another: a wide variety of patterns are on display, though without deeper analysis, it is difficult to tell which one of these are meant to warn away and which ones are meant to attract.
There is a thump behind you, followed by a string of binaric curses. Talef, it seems, has managed to leave the pod. Theama-Nul is gone, already, probably having a look around similarly to you.
You find yourself strangely elated, despite everything: besides a few short-term expeditions, you have rarely had the opportunity to explore a novel ecosystem. Of course, finding out what makes your surroundings tick is going to be absolutely crucial for survival.
You set to work with a purpose that you have not felt in years. By the time you have to stop to rest, 47 hours have passed, and you have cataloged 124,573 species previously unknown to your internal databases, largely varieties of fungi and small mammalians and microorganisms adapted to their environment. About 500 of them are usable, in one way or another: largely as a food source, though you have also identified six small mushrooms that you ought to be able to extract toxins from, ranging from a hypercoagulant to a powerful hallucinogen.
You also discover another thing that is both a little exciting and a little worrying: the environment you find yourself in is not natural, at least not entirely. On one hand, of course, there is the usual signs of warp-born corruption: the eyeless vermin with too many teeth, the strange, grasping tendrils some of the fungi seem to sport, the frequent disruption to the bodyplans of the animals you observed by random growths, limbs, or sensory organs.
But even despite that, and somewhat more excitingly, there is clear evidence of intelligent manipulation: something sapient has done careful and possibly millenia-long work to adapt and change the environment to it's needs, edible and medicinally useful fungi spread in patterns that is too deliberate to be the result of an accident of nature.
There are sentient beings with roughly the nutritional and medical requirements of a human population: not a small one, either. It is a primitive effort at ecological manipulation, of course, but that is to be expected of autodidacts with no access to the greater variety of toolsets you can make use of.
"Nomads", you cant at Theama-Nul and Myges Talef, as you stand hooked to the internal generator of the Escape Pod, filling up your energy stores as best you can. "Probably travelling all throughout the forest, following the seasonal patterns of the organisms they rely on."
Theama-Nul nods: "There's other traces of them, too."
He holds up something: a piece of sharpened volcanic glass, disturbingly sharp and shaped into an arrow head.
"Found this lodged into one of the trunks", Theama-Nul explains. "Grown in, so it's been there a while, but not something that happens by accident."
People, then: an entire civilisation of them, surviving here even after the planet has been shrouded in salt. There is potential, there, and dangers.
Before you can discuss this any further, however, Theama-Nul suddenly holds a sword wreathed in blue fire in his hand, and your world dissolves into screams.
Something breaches through the caps of the mushrooms. For a moment, all there is to your world is the noise: a scream that seems to surpass the audible and pierce directly into your brain. You catch sight of something that is mostly angular metal and blades. Theama-Nul's sword blazes, hacking at a wing that seems to be made mostly of knives. Then it spirals away, and you find yourself face to face with a maw of grinding gears, and a yellow, slitted eye.
A claw sweeps for your guts, crackling with energy. You avoid it, if only barely. A bladed wing almost takes your head off, forcing you backwards, clawed limbs skittering above the uneven ground.
You strike out with your hydraulic blade, and it glances off the metal hide of the monstrosity that is attacking you, almost becoming embedded in the trunk of yet another mushroom.
The thing lurches forward, it's maw grinding. You fire a poisoned dart into it's eye mostly out of principle before you dodge, taking three skittering steps up a fungal trunk and slashing downwards with your blade, even as it is shredded below you.
The mushroom topples, and you throw yourself forward, propelled through the air in a burst of hydraulic energy, metal arms covering your face as you burst through a second mushroom and hit the ground hard.
There is another screech, and you whirl around, blade raised, only to witness the strange engine of destruction take flight on its strange, impossible metal wings. It stares at you, it's yellow eyes hateful and malign, and then it screeches again, slicing through the mushroom cap above it in a cloud of spores and fluorescent vapor. Theama-Nul's sword is stuck in it still, still blazing with it's blue fire.
For a moment, it seems like it will escape, taking the sword with it. It rises above the canopy of caps, trailing blue fire.
Then it detonates, suddenly and almost without warning: black fire shoots from the pseudo-organics, and then it is gone, the shade of a manta-like entity briefly in it's place before it circles upwards.
You watch the sword fall down, strangely unaffected by the explosion, trailing more blue fire behind it.
[Roll:Theama-Nul:Combat:2d6.:4,3. Partial Success.]
[Roll:Eta-Nu 9-35:Combat:1d6:6. Full Success.]
"It draws power from the Warp", Theama-Nul preempts your request for an explanation, "which means that proximity to warp-based entities kind of makes it go into overdrive."
"A Daemon Engine", you say, and Theama-Nul nods. "And if the effort put in to contain this planet is anything to go by, I would wager it isn't the only one."
You let out a burst of frustrated static, and look around yourself, at the landing site. The pod has dug a trench, and the fight with the Daemon Engine has ensured several of the trees have toppled over, fluorescent fluid spattered all around, including, you note, over your own robes. It seems likely more of the Daemon Engines are going to show up, and equally as likely that some of those nomads will be around, attracted either by the ripening vegetation all around you or by the flashes of light repeatedly pointing at the area.
You have to figure out how to deal with your new situation, and do it quickly.
[Location]
[] Move
The area you are in is not extremely defensible, and it is almost certain that there will be other, more defensible places around. Going to them will mean leaving the resources you cannot carry behind, of course, but might be a trade worth making.
[Direction of the Move]
[] Follow the Nomad Trails
There are a series of foot trails that run through the fungal forest, and following them will lead you either towards other humans, or at the very least towards a place that they have deemed suitable for shelter. There is, of course, no telling how they will react to your presence, should they find you, but having people with local knowledge at your disposal would probably be immensely useful
[] Uphill
You will take up position away from any of the obvious Nomad Trails, making your way up the highest elevated place you can find. Lugging equipment up there will be difficult, but on the other hand it will give you the twin advantage of visibility and defensibility
[] Downhill
Downhill is the most likely place to find a source of water: running water even, which could serve as a steady source of energy. Probably an easier place to carry equipment, too, all told.
[Generator]
The Escape Pod features a small Prometheum Generator: not much, but also potentially your only source of energy available on the planet. Removing and moving it will be difficult, slow you significantly, and probably leave a pretty readable trail, and removing it will take time. On the other hand, it seems unlikely you will get anything even as meager as it, if you move.
[] Take it
[] Leave It
[Sword]
The Sword took out a Daemon Engine, and then fell…somewhere…into the fungal forest below. The trail of fire has shown the location that might have been fairly clearly, but retrieving it will take time you might not be able to afford to lose. On the other hand, it is a known way to fight Daemon Engines.
[] Retrieve it
[] Leave it
[] Stay
This place might not be the most defensible, but it is the place you are, and you would rather stick around and prepare than risk being caught unprepared on the move.
[Preparations. Pick Any Three. Options May Be Double Or Triple Picked for maximized effect]
[] Physical Defenses
-Palisades. Moats. Pitfalls. Sling Traps. Poison Darts. Some toxic gasses, perhaps? Securing your campsite against physical attacks will be labor intensive, but also defend against the most likely avenue of assault
[] Empyrical Defenses
-Salt Circles. Blood Wards. An attack from the empyrean is harder to ward against, but guarding against it's outpours seems a good way to stop anything that might trample your more physical defenses with ease
[] Sustainable Energy
The Generator of the Pod runs on prometheum, of which you only possess rapidly disappearing stores. Setting up a refinery process for new fuel will be difficult, but several of the fungi around you do possess promising materials for it.
[] Retrieve The Sword
The Sword took out a Daemon Engine, and then fell…somewhere…into the fungal forest below. The trail of fire has shown the location that might have been fairly clearly, but retrieving it will take time you might not be able to afford to lose. On the other hand, it is a known way to fight Daemon Engines.
[] Secure Genetic Material
The Custodian Glove still sits there, unmolested, potentially containing invaluable genetic material that might degrade more with any second it isn't extracted. Doing so will take valuable time, but who knows what will be left if you don't?
[] The Heart
The Heart has begun beating more rapidly, and it seems clear by now that it might regenerate into it's former owner…who might be invaluable in helping you out, here. Finding a way to speed the regeneration might be helpful.
Please vote by plan. I am glad to be back.
.....and I never actually closed the vote. This actually means this is the fastest turnaround between the vote closing and an update yet, and I certainly didn't take weeks and weeks due to writer's block and work.
Scheduled vote count started by Uniquelyequal on Jul 27, 2024 at 9:47 AM, finished with 33 posts and 25 votes.
[X] Plan Play To Our Strength
- [X] The Heart
- [X] The Glowing Forest
You may pick three options under the 'Stay' option, and every [Subheader] under the move option denotes a seperate choice to be made which may be voted for
[X]Stay
-[X] Physical Defenses: Palisades. Moats. Pitfalls. Sling Traps. Poison Darts. Some toxic gasses, perhaps? Securing your campsite against physical attacks will be labor intensive, but also defend against the most likely avenue of assault
-[X] Empyrical Defenses: Salt Circles. Blood Wards. An attack from the empyrean is harder to ward against, but guarding against it's outpours seems a good way to stop anything that might trample your more physical defenses with ease
-[X] Sustainable Energy: The Generator of the Pod runs on prometheum, of which you only possess rapidly disappearing stores. Setting up a refinery process for new fuel will be difficult, but several of the fungi around you do possess promising materials for it.