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
Ok, finished reading this and it's been enjoyable. Signed up on SV just to post here, even. The planet Avernus is a very fun setting to read about.

several of the great powers are mentioned in A is for Avernus, if only indirectly
The things in the sea chasms, then?

As for a suggestion, I think we should have the Mechanicus start participating in our education system. This will accomplish three things:
1. Further the integration of the Mechanicus with the rest of the Imperium.
2. Increase the level of education our citizens receive.
3. Boost the numbers of the Mechanicus.

This project is very important. Possibly revolutionary. Let me explain...
The Adeptus Mechanicus has technology. That's what they do, that's all they do, and they're the only ones who do it. The students in our schools and universities go to them to get better jobs - not expand the knowledge of humankind. Ultimately, we have a population of 3.6 billion people who all have access to education (the industrial revolution began with less than 2 billion people) but without a way to translate that into technological growth. Aside from implementing the mass adoption of tech-heresy, getting more of that population inducted into the Cult Mechanicus is the only way to sufficiently boost our technology enough to see us through these grim, dark times.
As a bonus, the odds that at least one of our 3.6 billion people is a genius should be fairly high, meaning we'll probably end up with a new Mechanicus hero.

I've also taken the liberty to write up a critique on how the current Dark Eldar campaign has been handled. Some good and some bad.
On the current campaign, I think we should change our strategy. We're currently employing too many high- and mid-risk manoeuvres for our current strategy to be sustainable. Against normal enemies this is acceptable and even necessary, but not against Eldar. The Dark Eldar have better modifiers to their rolls which means they're more likely to win individual engagements. If we're relying on us winning those individual engagements to win us the war, we'll lose. Instead, we should rely more on low-risk, attrition-based stratagems to win the war. It's not pleasant but it means we have a greater chance of victory and much more importantly, it means a greater chance that our heroes will survive.

With that said, I think taking the middle option when it came to deployment was the best option you guys could've taken. As we've seen, harassment is really f*cking deadly. Landing further away would've been absolutely horrible. On top of the increased casualties, morale would've dropped much lower since our troops would know of how much further they'd have to walk before the harassment would stop.

On the other hand, landing closer might've been even worse. Even landing in the mid-way point we lost somewhere between a quarter and half of our entire air force from the enemy fighters alone. If we landed closer, the effects of the enemy fighters would've increased and we'd have had to deal with their AA too. Our air force would've likely been wiped out, leaving the enemy with total aerial superiority and our forces badly damaged through shot down transports rather than harassment.

Aside from our infantry numbers, one of our biggest advantages is our artillery. Unless I'm mistaken, our artillery is about on par in terms of quality with the Dark Eldar except we have a lot more of it. We should use our artillery as much as we possibly can.

The other big advantage of ours is our psykers. Normally, Eldar would beat us in this regard but Avernus produces so many of such high quality that we probably overtake the Dark Eldar in this regard. We should probably do some rituals or something with them.
 
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The other big advantage of ours is our psykers. Normally, Eldar would beat us in this regard but Avernus produces so many of such high quality that we probably overtake the Dark Eldar in this regard. We should probably do some rituals or something with them.
A few things 1. Dark Eldar psykers are virtually unheard-of. The innate psychic abilities common to the Eldar race have atrophied within the Dark Eldar, partly due to their focus on physical athleticism. Furthermore, to use any psychic powers would draw the attention of Slaanesh, and is one of the few things expressly forbidden within Commorragh. 2. All of our psykers are deployed with other units.
 
Can we set Psykers out as explorer groups with some Mechanicus help and Army guards? Just tell them here's a bunch of people, you got a year or seven to wonder around and find stuff? Honestly I see the biggest problem being that the Krakens make all water born craft instant death so they would have to be supported by space assets.
that will be one of your options when you begin exploring the neighboring regions
 
Ok, finished reading this and it's been enjoyable. Signed up on SV just to post here, even. The planet Avernus is a very fun setting to read about.


The things in the sea chasms, then?

As for a suggestion, I think we should have the Mechanicus start participating in our education system. This will accomplish three things:
1. Further the integration of the Mechanicus with the rest of the Imperium.
2. Increase the level of education our citizens receive.
3. Boost the numbers of the Mechanicus.

This project is very important. Possibly revolutionary. Let me explain...
The Adeptus Mechanicus has technology. That's what they do, that's all they do, and they're the only ones who do it. The students in our schools and universities to get better jobs - not expand the knowledge of humankind. Ultimately, we have a population of 3.6 billion people who all have access to education (the industrial revolution began with less than 2 billion people) but without a way to translate that into technological growth. Aside from implementing the mass adoption of tech-heresy, getting more of that population inducted into the Cult Mechanicus is the only way to sufficiently boost our technology enough to see us through these grim, dark times.
As a bonus, the odds that at least one of our 3.6 billion people is a genius should be fairly high, meaning we'll probably end up with a new Mechanicus hero.

I've also taken the liberty to write up a critique on how the current Dark Eldar campaign has been handled. Some good and some bad.
On the current campaign, I think we should change our strategy. We're currently employing too many high- and mid-risk manoeuvres for our current strategy to be sustainable. Against normal enemies this is acceptable and even necessary, but not against Eldar. The Dark Eldar have better modifiers to their rolls which means they're more likely to win individual engagements. If we're relying on us winning those individual engagements to win us the war, we'll lose. Instead, we should rely more on low-risk, attrition-based stratagems to win the war. It's not pleasant but it means we have a greater chance of victory and much more importantly, it means a greater chance that our heroes will survive.

With that said, I think taking the middle option when it came to deployment was the best option you guys could've taken. As we've seen, harassment is really f*cking deadly. Landing further away would've been absolutely horrible. On top of the increased casualties, morale would've dropped much lower since our troops would know of how much further they'd have to walk before the harassment would stop.

On the other hand, landing closer might've been even worse. Even landing in the mid-way point we lost somewhere between a quarter and half of our entire air force from the enemy fighters alone. If we landed closer, the effects of the enemy fighters would've increased and we'd have had to deal with their AA too. Our air force would've likely been wiped out, leaving the enemy with total aerial superiority and our forces badly damaged through shot down transports rather than harassment.

Aside from our infantry numbers, one of our biggest advantages is our artillery. Unless I'm mistaken, our artillery is about on par in terms of quality with the Dark Eldar except we have a lot more of it. We should use our artillery as much as we possibly can.

The other big advantage of ours is our psykers. Normally, Eldar would beat us in this regard but Avernus produces so many of such high quality that we probably overtake the Dark Eldar in this regard. We should probably do some rituals or something with them.
thanks you for signing up to post on my quest
also yes the things in the sea chasms
 
A few things 1. Dark Eldar psykers are virtually unheard-of. The innate psychic abilities common to the Eldar race have atrophied within the Dark Eldar, partly due to their focus on physical athleticism. Furthermore, to use any psychic powers would draw the attention of Slaanesh, and is one of the few things expressly forbidden within Commorragh. 2. All of our psykers are deployed with other units.
1. Ah, forgive me. I'm not as familiar with 40k as I am with Fantasy. Considering what happened with Slaanesh and Ynnead, though, the Dark Eldar would be free to use psychic powers now. They might get better at it over the millennia. 2. Damn.
 
1. Ah, forgive me. I'm not as familiar with 40k as I am with Fantasy. Considering what happened with Slaanesh and Ynnead, though, the Dark Eldar would be free to use psychic powers now. They might get better at it over the millennia. 2. Damn.
They will be able to begin to learn psychic powers with Dark Eldar being no more susceptible to Slaanesh then a human psyker
 
given that dark eldar culture is kinda one giant murder fucking feastival I would imagine they're going to have more problems with chaos than humans would. I mean the imperiums culture was more or less designed from the ground up to be chaos resistant above all else, same with craftworld eldar culture. The dark eldar are going to have to more or less re work their culture from the ground up, or they're just going to fall to chaos.
 
I've done some reading on the Dark Eldar and I think I've found something interesting. The biggest reason for their lifestyle is because they don't wanna get nommed by Slaanesh, of course, but it actually goes a bit deeper than that. They actually feel as their soul slips away by Slaanesh's influence. The atrocities they commit aren't just pleasurable because they're evil bastards, but also because it's the equivalent of regrowing their limbs and vital organs. Without Slaanesh's influence, I predict the Dark Eldar to split into three separate lifestyles:
1. Those who want to feel the pleasure of healing their souls without actually having damaged souls. These Dark Eldar will commit even worse atrocities and will quickly fall into the lap of Slaanesh.
2. Those who'll just continue what they've always been doing. They'll eventually go to Slaanesh, but a few may be able to resist or find a work-around.
3. Those who lose the drive they had for so long and "settle down" a bit. They'll still be rampaging dickheads but they'll be significantly less single-minded about their pain-focused pleasure and instead focus on more cerebral ones; the gaining of wealth and power, for example. Rogue Traders except evil and ruthless (by Rogue Trader standards) basically.

The guys we're attacking are probably from the second group. The other groups haven't had enough time to form considering so little time has passed since they were freed. I'm also curious how the Eldar are doing what with having a literal death god on their side. I also wonder how the Dark Eldar are reacting to Ynnead's existence.
 
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humans are considered dangerous on Avernus, not one of the great powers like the Penguin Empires or the spoiler but still more dangerous then most

I don't know how I feel about this. and it raises so many questions. Does this mean the penguins could have held off the Necrons and Orks with ease? Would be considered a great power if we sat down and explained the Exterminatus and what our tech does? Just how smart are some of the creatures? Do the different powers on Avernus have a ten yearly summit in which they rank the different species by power? Most of my knowsledge of the subject comes from 'If the Emperor had a text to speech device', but what are the metaphysical implications that most animals have souls on Avernus? And how literal is the description of the empires as empires?
Even more questions.
Just how much does the Mantle Worm know about Chaos, how was it able to sense it and why does it care?
 
Is it possible to capture some Dark Eldar so we can interrogate them later or are we already doing that?
 
I think we should capture some Dark Eldar. Getting information on the enemy should help greatly in the war, as it does in all wars. The Sisters Dialogis (is that what they're called?) will translate. We can't torture the information out of them and we don't have Lin with us but we have another trump card: our sword. Our sword is capable of killing souls. Dark Eldar would sooner die than betray their secrets but not at the cost of their soul.

Considering the whole situation with Ynnead and Slaanesh, however, the DE might actually want their souls destroyed. With this in mind, we shouldn't offer the same deal to everyone. For some, it'll be "tell us or die" while for others it'll be "tell us and die". This'll give us a better idea of what's going on with the gods and the souls of the DE.
 
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could I have a vote count

Here you go. Top plan has a majority, so no need to do it by line:

Vote Tally : Embers in the Dusk: A Planetary Governor Quest (43k) | Page 1064 | Sufficient Velocity
##### NetTally 1.1.26

[X] Have your Vanguard find defensible positions and hold them. This will reduce their casualties and increase the chance that they will lose the ground that they have currently taken.
[X] Have a portion of your siege infantry and combat engineers move forward to reinforce your vanguards currant position and begin to widen the breaches allowing for your forces to more quickly move though them (currant rate is 36 cargo per hour each)- This will reduce the size of the forces that go though the breaches tonight greatly but allow for more men to move though tomorrow.
[X] Send forward a mix of Midgardians and Avernites – This is a balance between the other two options and will involve having the Avernites support the Midgardians allowing them to more effectively engage the Dark Eldar but preventing you from having either an overwhelmingly powerful or expandable force in Objective Alpha-Two.
[X] Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
[X] Target the artillery- This will reduce the amount of damage that the Dark Eldar artillery can do over time but will cause less damage then some of the other targets due to the fact that the artillery is most likely well fortified against return fire. This option would be best if you are planning to take your time and turn the fight into an extended siege.
[X] Target the city in general.- Firing into the city with an aim to ruin as much of it as possible would most likely kill a decent number of slave-soldiers and some Dark Eldar as well as reducing the benefit of the Dark Eldar's knowledge of the city. This option would be best if you are planning to take the entire outer ring before attacking the inner ring.
No. of Votes: 10

[X] Have your Vanguard find defensible positions and hold them. This will reduce their casualties and increase the chance that they will lose the ground that they have currently taken.
[X] Have a portion of your siege infantry and combat engineers move forward to reinforce your vanguards currant position and begin to widen the breaches allowing for your forces to more quickly move though them (currant rate is 36 cargo per hour each)- This will reduce the size of the forces that go though the breaches tonight greatly but allow for more men to move though tomorrow.
[X] Send forward a mix of Midgardians and Avernites – This is a balance between the other two options and will involve having the Avernites support the Midgardians allowing them to more effectively engage the Dark Eldar but preventing you from having either an overwhelmingly powerful or expandable force in Objective Alpha-Two.
[X] Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
[X] Target the city in general.- Firing into the city with an aim to ruin as much of it as possible would most likely kill a decent number of slave-soldiers and some Dark Eldar as well as reducing the benefit of the Dark Eldar's knowledge of the city. This option would be best if you are planning to take the entire outer ring before attacking the inner ring.
[X] Targets designated by ground forces.- This will allow the artillery to provide a major advantage to your forces in the city and would be a major advantage for them. This option would be best if you are not reinforcing your currant vanguard by much or are pushing the attack tonight.
No. of Votes: 3

[X] Have your Vanguard find defensible positions and hold them. This will reduce their casualties and increase the chance that they will lose the ground that they have currently taken.
[X] Have a portion of your siege infantry and combat engineers move forward to reinforce your vanguards currant position and begin to widen the breaches allowing for your forces to more quickly move though them (currant rate is 36 cargo per hour each)- This will reduce the size of the forces that go though the breaches tonight greatly but allow for more men to move though tomorrow.
[X] Fort up in their currant position and have reinforcements for the city cross over the no mans land surrounding the city. - This will allow your forces to fort up in their currant location and suffer less damage from the Dark Eldar Macrocannons and artillery but will leave the men crossing the no mans land vulnerable to harassment.
[X] Send your Avernites through First. This would allow your next attack to include a large portion of Avernites and be able to quickly push back the Dark Eldar defenders. On the other hand it will expose your elite forces to more casualties early on against the weaker portions of the Dark Eldar defences.
[X] Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
[X] Target the inner walls.- This will make the inner walls easier to take when the time comes but will not have any effect on the currant fight and will take time or concentration of fire to cause major damage. This option would be best if you are planning to quickly push though the city and attack the inner walls.
[X] Targets designated by ground forces.- This will allow the artillery to provide a major advantage to your forces in the city and would be a major advantage for them. This option would be best if you are not reinforcing your currant vanguard by much or are pushing the attack tonight.
No. of Votes: 3

Total No. of Voters: 16
 
Vote tally:
##### 3.19
[X] Use your Deathstrikes and artillery to open several breaches in the walls allowing a mechanised strike force to gain entry into the city. While this would be a quick and safe method to gain entry to the city it would limit the rate at which you can send your troops in to how quickly they can pass though the breaches in the walls, which is likely to be rather slow.
No. of votes: 2
Doomsough, Imperial Lord
[X] Have your Vanguard find defensible positions and hold them. This will reduce their casualties and increase the chance that they will lose the ground that they have currently taken.
[X] Have a portion of your siege infantry and combat engineers move forward to reinforce your vanguards currant position and begin to widen the breaches allowing for your forces to more quickly move though them (currant rate is 36 cargo per hour each)- This will reduce the size of the forces that go though the breaches tonight greatly but allow for more men to move though tomorrow.
[X] Send forward a mix of Midgardians and Avernites â€" This is a balance between the other two options and will involve having the Avernites support the Midgardians allowing them to more effectively engage the Dark Eldar but preventing you from having either an overwhelmingly powerful or expandable force in Objective Alpha-Two.
[X] Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
[X] Target the city in general.- Firing into the city with an aim to ruin as much of it as possible would most likely kill a decent number of slave-soldiers and some Dark Eldar as well as reducing the benefit of the Dark Eldar's knowledge of the city. This option would be best if you are planning to take the entire outer ring before attacking the inner ring.
[X] Targets designated by ground forces.- This will allow the artillery to provide a major advantage to your forces in the city and would be a major advantage for them. This option would be best if you are not reinforcing your currant vanguard by much or are pushing the attack tonight.
No. of votes: 3
Portec, Nervos Belli, Shard
[X] Have your Vanguard find defensible positions and hold them. This will reduce their casualties and increase the chance that they will lose the ground that they have currently taken.
[X] Have a portion of your siege infantry and combat engineers move forward to reinforce your vanguards currant position and begin to widen the breaches allowing for your forces to more quickly move though them (currant rate is 36 cargo per hour each)- This will reduce the size of the forces that go though the breaches tonight greatly but allow for more men to move though tomorrow.
[X] Send forward a mix of Midgardians and Avernites â€" This is a balance between the other two options and will involve having the Avernites support the Midgardians allowing them to more effectively engage the Dark Eldar but preventing you from having either an overwhelmingly powerful or expandable force in Objective Alpha-Two.
[X] Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
[X] Target the artillery- This will reduce the amount of damage that the Dark Eldar artillery can do over time but will cause less damage then some of the other targets due to the fact that the artillery is most likely well fortified against return fire. This option would be best if you are planning to take your time and turn the fight into an extended siege.
[X] Target the city in general.- Firing into the city with an aim to ruin as much of it as possible would most likely kill a decent number of slave-soldiers and some Dark Eldar as well as reducing the benefit of the Dark Eldar's knowledge of the city. This option would be best if you are planning to take the entire outer ring before attacking the inner ring.
No. of votes: 10
Enjou, Valerian, Riggnarock, x2ero, Faux, Broken25, Derek58, DragonParadox, Darkcrest, ebolasos
[X] Have your Vanguard find defensible positions and hold them. This will reduce their casualties and increase the chance that they will lose the ground that they have currently taken.
[X] Have a portion of your siege infantry and combat engineers move forward to reinforce your vanguards currant position and begin to widen the breaches allowing for your forces to more quickly move though them (currant rate is 36 cargo per hour each)- This will reduce the size of the forces that go though the breaches tonight greatly but allow for more men to move though tomorrow.
[X] Fort up in their currant position and have reinforcements for the city cross over the no mans land surrounding the city. - This will allow your forces to fort up in their currant location and suffer less damage from the Dark Eldar Macrocannons and artillery but will leave the men crossing the no mans land vulnerable to harassment.
[X] Send your Avernites through First. This would allow your next attack to include a large portion of Avernites and be able to quickly push back the Dark Eldar defenders. On the other hand it will expose your elite forces to more casualties early on against the weaker portions of the Dark Eldar defences.
[X] Split fire between two targets.- This will allow your artillery to target multiple areas while still having a significant impact.
[X] Target the inner walls.- This will make the inner walls easier to take when the time comes but will not have any effect on the currant fight and will take time or concentration of fire to cause major damage. This option would be best if you are planning to quickly push though the city and attack the inner walls.
[X] Targets designated by ground forces.- This will allow the artillery to provide a major advantage to your forces in the city and would be a major advantage for them. This option would be best if you are not reinforcing your currant vanguard by much or are pushing the attack tonight.
No. of votes: 3
Elder Haman, dragon, HanEmpire
 
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