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
Malea.
Malea.

The Last Stand of the Quartok. At least... so some thought. Aryz gave a small smile to that. So some had thought many times. It was surprising in its own way. Man was not generally thought trustworthy. But this war had not been because of human treachery. Purple skies? Daemon planetary invasion. Did the Avernites stationed in Malea panic? No. Did they blow up hidden charges in the city using that invasion as an excuse? No. There was some issue when the Quartok militia rose bigger than it was supposed to be to help man the walls - but it's surprising how minor issues fade away at the offer of another couple of million guns at the walls. Few things are as good at getting people to band together as monsters howling for blood at the gates. And the Avernites understood about having a good militia, and wanting to protect their own.

For some strange reason, quite a number of daemons went for cover and hid in the grass quite a bit to the east of the city, as if lying in wait, maybe an ambush... Ah well. Aryz had given orders to ignore them and prioritize other targets. Hiding not in Razor grass, but cannibal grass, lying still for hours... well. Blood makes the grass grow.

A couple of hours later, the reason for the attempted ambush became clear. A coloumn of panzer and artillery riding hell bent for leather for the gates. Two squads of daemonettes jumped gleefully to the charge... and were run over. The rest never even rose.

Primaris Zhokov came in with a number of combat psychers pyromancers for 'detachted duty' with a Lieutenant Overkill at the head of the coloumn, who quite liked the Primaris's approach ('Burn them all!') and who had been sent out to scout the raptor flocks in force. Their reports made it clear that there were no longer flocks of raptors. There were hordes. Rapidly massing very aggressive hordes.

The following nights the Quartok got a good use of the walls, guns, and every bit of training used to keep from getting eaten by orks, and lately, the monsters of this planet. Of which, surprisingly, the humans no longer really counted. Well. At least the Avernites did not.

Malea should have fallen. Multiple times.
Malea should have burned. But there were too many pyromaniacs in town for that.
So parts of Malea burned. But not like the Daemons wanted it to.

Every meter closer to the wall? The Daemons paid for that. Every brick loose? The Daemons paid for that. Aryz made quite certain of it. But those times the walls were breached... that is when the Avernites took the lead. Took to the melee with glee. And those nights, the Gartok got a nice view of exactly how much of a bonfire could be made with staggered flamer tanks, heavy flamers in the galleries and a Primaris backed by a choir, all of them Pyromancers.

Burn baby burn.

Too bad about Zeta sector, but oh well, it was about time for renovations anyway. It had been filled up with promethium, bombs, and porn movies running in every empty flat. The Daemons had been drawn in like moths to the flame. Then the flame burned.

At the end of the invasion Malae stood singed, with Quartok and a few Avernites raising the flag again at the top.

Both sides knew certain things for certain. The Avernites knew that they were glad First Councilor Aryz was on their side in this war. The Quartok knew for absolutely certain that the Avernites were ultraviolent pyromaniacs when they wanted to be. But also that this might not be a bad thing.
 
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I actually really wanted to put Jane in Malea as well, but spotted that omake and therefore did not put her there. It would have fit with Jane following up some data about there possibly being more militia in town than registred, and coming to talk with the First Councilor to double check that information.

Basic premise: Yes, the Quartok was considering a backstab to be probable and got ready, but in such a way that it was not breaking the agreement. Something like a million or two registered hunters is reasonable, yes? Let's just say that the Avernite version of the NRA had quite fertile ground here, and that the Quartok has quite a few 'Ork Fighter Veteran' clubs who keep their skills sharp. The thing is, to an Avernite, this would look completely legit. I was thinking letting Jane just check and note that the groups did not use heavy weapons and consider it a day, but not having left yet when the invasion came.
 
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I understand this might not be a popular opinion, but I feel that events like this and Freya's death add to the story. We are in the Grim Darkness Of The Far Future after all. One of the main plot elements is that its hard for even the wisest of farseers to know The Shape Of Things To Come :p.

But in all honesty, shit happens. Even if it takes away from the agency of the players, sometimes random things happen to you and you just need to deal with that. And to be fair, IMO durin has been good about giving us enemies that we can match so far.

It seems to me, reading the thread, that in nearly every other situation the players have had huge amounts of control in all sorts of things, even things that arguably are not under Rotbart's purview but for GM ex machina, and as soon as that gets taken away people get mad. Understandable, given that many people have been following the quest for a long time and are pretty invested, but maybe some perspective would be healthy?

Tldr; I'm cool with this random invasion stuff.
 
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The fact that they don't attack our cities is probably a major factor. Otherwise, I imagine they're rather stealthy, and possibly less aggressive. Unlike Phase-Tigers, they may have actively been avoiding human contact, so patrols wouldn't find them since they wouldn't know to look for them.
I wonder if their sentient?

Cause ya know they seem like an evolution of the Phase Tigers, different structure same Genus with a more advanced version of their powers as well as basic understanding, though how much was them and how much the planet is up for debate.
 
Shadows
Shadows

The cultist crept forward, gunning down a former friend before he could shout a warning, even as another succumbed to the wiles of Slaneesh. He had a mission to, now. Striking down more of his own comrades wouldn't help them take the city in any meaningful way. What would help was the elimination of his leaders, loath as he was to do so.

Slipping past a patrol, he silently counted down on the minutes he had before the guns would be trained on him and his attempts made futile. He'd have to be fast, swift and efficient in this. The huntress was only a few moments away now, he could tell. Her presence was unmistakable. There would be no opportunity to convert her in leiu of her death, he realized regretfully, but sacrifices must be made.

He saw a flicker of her shadow past the street. No way out now. An estimation of her location followed. This was it. Moving out into the open, he opened fire upon woman known as Oakheart. The woman hardly had time to cry out before falling. Such was it on Avernus. Creeping towards the body, just to be sure of what he'd just done, as the horror dawned upon him, as to what he had done.

Hand outstretched to the body's face, he saw a glint- light, what? He turned, and that was the last he did.

Jane withdrew her blade with practiced ease as the cultist's head fell apart. Another one to add to the count. Decoys were ever so handy once in a while.
 
It seems to me, reading the thread, that in nearly every other situation the players have had huge amounts of control in all sorts of things, even things that arguably are not under Rotbart's purview but for GM ex machina, and as soon as that gets taken away people get mad. Understandable, given that many people have been following the quest for a long time and are pretty invested, but maybe some perspective would be healthy?

Perspective does not automatically involve agreeing with a certain PoV. Random things happening is fine. Being a spectator unable to act IC at all for several updates is and issue.
 
We kinda did have our input in this over the last turns. Sure we can't do anything now, but we can praise the person who made the Siren-Embassy part of his/her plan, we can be happy we upgraded the city defenses as soon as it became possible and so on and on.
That's the player-involvement that decided the outcome of this invasion. It's not like our regular turns and our event turns are seperate matters.
 
Ok, just some ideas for future stuff to deal with possible future incursions and in general.

1. Thanks to this we should hopefully have a much easier time pushing for furthering our relationship with the Sirens. In particular we can use their runes as a reason to push for the relationship, as the psykers in the embassy we have in their city didn't feel any pressure on their minds beyond the norm. This means that at the very least they have a far more effective form of warding than we do, and if we could apply it to our own cities we could cut down on the amount of influence Chaos can have over our population. Not to mention that if their minds don't have extra pressure on them, using telepathy to communicate between cities might be viable in this kind of situation. And if we can ward the armor of our battle psykers then we can hopefully remove the malus psykers have in this situation.

2. The cities in the far-north suffer more than the ones in the south. We might consider building a series of heavy fortresses along our northern borders. They might fall during a future incursion, but they would relieve the pressure on our cities.

3. If we can't get safe telepathic communication due to Siren runes, then we might build reinforced communication landlines as well as more of them for redundancy.


What traits do Avernites already have, by the way?

2x Military Tradition boost, and just being Deathworlders.
 
I would also like for us to have like signal flares in case communication is jeapordized this way again.

And reinforce the railways, on top of warding them maximally.

Then ward every major city and hive. Basic warding, if it's too expensive.
 
What traits do Avernites already have, by the way?
We know that just living on Avernus gives you traits for Combat, which is insane as we have only been on the planet for a century and it usually takes a human population excess of 1000 years to adapt to their planet.

Add onto that natural selection and the fact that there may, or may not be, the fact that the PM is running a eunegentics program in the back ground, our focus on education and piety, we can expect a trait that may be equal to the Niflehiemers.
 
2x Military Tradition boost, and just being Deathworlders.
I think he may be refering to things like this.
Midgardian (+1M, +1C, -1L, -1I)- The Midgardians soldiers first and foremost with a culture that puts martial glory above all other achievements. Due to this they tend to be skilled fighters and leaders of men but are less educated then those of other worlds.
Niflheimer-(+0-4 all stats, -6 D, +3I, +4 L)- The people of Nilfheim are strange, isolationist and just feel uncanny. They are also far more skilled then they usually display as far as the Inquisition can tell. This level of hidden skill and isolationism has forced Inquisitor Klovis-Ultan to give an estimate of Governor Ulric's skill over a far broader range then normal.
 
yes taking away a lot of your vagrancy was nit the best choice but the lack of communications is a side effect of daemonic invasions of this size, the earthquakes are part of an already determined defence of Avernus, you will be seeing more of it later
I could have had you take command of the defences of each city, or even the more important cities but that would stretch this to a month or more and had you commanding what is in effect small forces
sorry about the lack of control but to be honest even if you could command your men what would you do other then fortify up, going on the offensive in a demonic inclusion like this is impractical, I am not a good enough writer of battles to allow for many tricky tricks

in other words sorry for this but I though it was the best option available

and as to rocks fall everyone dies you have lost two important characters(so far), on Avernus losing an important character is something that can happen on any turn anyway due to the nature of the world (see Freya)
basically events like this are the downside of choosing the most dangerous world that you can imagine in planet creation
the upside is the wildlife, the technology, your psykers and the quality of your troops
So what you're saying is that living in 40k sucks hard? Wow, never occurred to me before :p
 
Random Demon invasion is alright by me tbh. Helps shake things up without thinking too much. Besides I liked how so many omakes were made to save our heroes.
 
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