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

Investigate the Sea?

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@durin are you going to update the Not Researched section of the Adaptus Mechanicus Biologis with the new region?

By my count we've discovered the Sun Beetle, Ammut Crocodile, Temple Cat, and Anubis Jackal.

Also, plan makers, we should probably spend some time researching the new wildlife, to attempt to reduce casualties when settling the new region.
 
Non Canon Wildlife Omakes: Wildlife
Primary post for my beasties:
@durin I'm trying to leave a little room for research/expansion, and I'm going to try to leave the region they're from at least a little flexible so you can slot them in as you please.

Athena Wasp: Athena wasps are brightly colored, semi-corporeal, parasitiod insects measuring 6 to 7 centimeters in length.
Their stingers exist in both the Materium and Warp simultaneously: their material aspect inject a disorientating toxin while their Warp aspect act as ovipositors, implanting their eggs directly into a victim's soul. Once hatched, their larva will feed on the host's memories until they mature, at which point they will exit the host body and take on material form. The hosts of Athena Wasp larva will experience memory loss and degradation of the senses: both are replaced by visual, auditory and somatic hallucinations of swarming wasps.
A single larva is not sufficient to fully consume a human soul: most non-psykers are capable of surviving implantation of upwards of a hundred larva with severe mental damage and a dramatically increased vulnerability to the predations of Chaos. As such, Athena Wasp hosts are often trailed by hungry Canopy Baku.
The primary predators of the Athena Wasp are the Soul-Shell Pangolin, which feed on their larval form, and the Nightrender Bat.

Assuming they are discovered via talks with Sirens: Sirens generally find Athena Wasp larvae revolting, with the exception of a small population that treats infected souls as a delicacy.

Celebrant Sloth: These large (adults measuring upwards of six meters long and four meters tall), solitary, slow moving animals act as symbiotic hubs for the local ecosystem. Celebrant Sloths are natural Primaris Psykers (with base strength usually in the high Delta region), capable of gathering and directing the psychic abilities of Avernite wildlife. The process functions in a manner very similar to the familiar bond created by Psykers. A Celebrant Sloth can create bonds with individual creatures or entire communities such a hive, colony or pack. A Celebrant Sloth can maintain three to four such bonds at a time, and is capable of directing the actions of its bond creatures.
Each Sloth's capabilities are effectively unique, determined by their particular symbiont ecosystem; the only symbiont that all Celebrant Sloth's share is the Sacrifice Algae.
While Celebrant Sloths are capable of forming bonds with all Warp-active Avernite Wildlife, a few more common symbionts are listed here:
- Sacrifice Algae: This blue-green, symbiotic algae grows on Celebrant Sloths exclusively and generates an unusually large warp signature: the population growing on a healthy, adult Celebrant Sloth will have the strength of a strong Beta Psyker. In times of crisis, the Celebrant Sloth may consume its Sacrifice Algae to fuel the powers of its choir. It takes time for the Algae mats to regrow, so Celebrant Sloths tend to use this ability sparingly.
- Warlord Beetle: Warlord Beetles are hunting insects (4.5-6 cm, black shells with red and gold wings, three horns extending from head), and generally prefer to avoid each other, coming together only to mate in massive swarms. They are capable of increasing their physical speed, durability and strength far beyond what should be possible (if stepped on on a solid surface, could push a human off them).
Celebrant Sloths can draw on this for sudden bursts of speed and strength: while they normally plod along at less than half a kilometer per hour, a Sloth drawing on a Warlord Beetle population can outpace a Jetbike over short distances and rend adamant with ease.
- Watcher Lemure: These small primate-analogues possess limited divinatory capabilities in the form of a danger sense extending several seconds into the future. They form small colonies (usually between 8 to 15 members). They prefer to prey on poisonous insects, whose venom they are somehow able incorporate into saliva.
- Blackhole Vines: These symbiotic creeper vines are able to project shaped gravity wells from their leaves, which they use to trap and crush insects and small animals. These corpses are deposited on the roots of the host tree, ensuring nutrition for both. They are capable of growing in the fur of Celebrant Sloths, who can direct their powers to create waves of crushing force or small, short lived singularities. Bonded vines feed on Sacrifice Algae, so bonded populations are generally kept small.
- Blink Spiders: Celebrant Sloths have been observed to utilize biomancy from other bonded symbionts to improve and modify the venom of bonded blink spiders. Celebrant Sloths are only capable of utilizing blink spider teleportation when calling on its Sacrifice Algae population.
- Eyefire Frog: Eyefire frogs possess unusually large eyes on stalks that glow a rippling orange when the creatures utilize their powers. They possess an ability that combines telepathy and pyromancy: their victim will be paralyzed while their internal temperature rapidly rises to lethal levels, cooking them from the inside out. Celebrant Sloths can support large colonies on their backs, which they direct to destroy potential threats and provide food for other carnivorous symbionts.

Implantation Spider: Related to the Blink Spider, Implantation Spiders lack a venomous bite and the ability to perform long distance teleports and have their short range teleportation abilities are significantly weaker than those of their cousins. In exchange, Implantation Spiders are able to launch their eggs through the same mechanism that Blink Spiders use for short range teleports. Implantation Spiders will generally aim their eggs to arrive inside the body of warm blooded animals. These eggs secrete a numbing agent that prevents the host from noticing as the young spiders hatch and eat their way to the surface. Implantation Spiders can deposit hundreds of eggs at a time in this way.

Spine-Shiver Eel: These eel-like creatures inhabit freshwater streams and rivers. Their most remarkable feature is their ability to swim through, and integrate with, the flesh (but not bone) of select species as if it were water. Numerous variations exist, each focusing on a different type of vertebrate animal. Only one variety, which normally preys on River Sirens, is capable of swimming through humans. This ability is not, as far as anyone can determine, related to the immaterial states exhibited by phase-felinids.
After a swarm of Spine-Shiver Eels have laid and fertilized their eggs, the adults will release a burst of pheromones intended to attract suitable hosts. When the hosts draw near, the Eels will invade their bodies, one per host, and move to a position parallel to the host's spine. At this point, they will extend their nervous system to integrate with that of the host, usurping control of the host's body. The host will then be used to protect and care for the clutch of young eels until it dies, at which point the host and the controlling eel become food for the young.

Soul-Shell Pangolin: Small arboreal mammals with thick, crystalline scales; Soul-Shell Pangolins are nearly immune to the powers of the Warp. They are immune to psychic attack, are able to ignore warpfire and their scales are impenetrable to all known phasing organisms. These qualities do not persist after death; a Soul-Shell Pangolin's scales crumble to dust almost immediately.
Soul-Shell Pangolins are primarily insectivores, using their long, flexible, sticky tongues to catch their prey. They are capable of selectively phasing their tongues, allowing them to extract insects embedded in living flesh and immaterial parasites that attach themselves to their host's soul.
As such, many larger animals will develop symbiotic relations with Soul-Shell Pangolin colonies, offering protection from physical dangers in exchange for dealing with parasites.

If you can convince one to sit on your head, it would act like a makeshift Psychic Hood.

Labyrinth Mangrove: Believed to be a relative of the Illusionary Pine and Mirage Palm, Labyrinth Mangroves are large trees with sprawling root systems. Labyrinth Mangroves project two illusions. The first hides everything that passes over its roots from view. The second causes anyone caught in the first to perceive themselves as being reduced to miniscule size and lost within a maze made of the tree's roots. It is possible to escape this illusion by precisely backtracking to one's point of entry.

Heretic-Shrine Plant: The large, curved, waxy leaves of this plant form a natural enclosed space around the aperture to its digestive cavity. This space can vary in size from less than a meter in circumference and height to chambers large enough to contain dozens of humans.
When sufficient attendants to support itself, the plant will seek to lure members of social animal groups to it using a combination of mind-addling pheromones and a psychic lure. When a creature suitable to act as an attendant approaches, it will be lured into the enclosed space and lulled to sleep through more pheromones and psychic influence. While sleeping, the plant will implant the urge to feed and care for it in the prospective attendant's mind. This urge is strong enough that mother animals have been observed feeding their young to the controlling plant in times of scarcity.
The number of attendants a plant will seek to control varies directly according to its size.
The plant gets its name from the fact that people who have been corrupted by Chaos are particularly susceptible to the lure and the implanted urge; the plant does not even need to put them to sleep in order to alter their minds. Such attendants will invariably attempt to incorporate the plant into their rituals, usually as a shrine.

Instant-Eternity Oven Moth: These small, hairy, predatory, six-winged insects manipulate time to kill and cook their prey. An Instant-Eternity Oven Moth can generate a bubble where time runs considerably slower than normal. This bubble will maintain its existence for roughly one second subjective to its internal reckoning before collapsing in a wave of accelerated time.
If the bubble is exposed to light for the duration of its existence, the extreme blueshift light experiences as it enters the bubble results in everything within being subjected to what amounts to a single seconds exposure to an omnidirectional x-ray laser. The accelerated time wave then counteracts the blueshift to a degree, protecting the moths from their own attack. To an outside observer, it appears as if the moth creates a refracted sphere where only x-ray reflective materials are visible (so, walking skeletons) that explodes in a flash of brilliant light hours later.
A single Instant-Eternity Oven Moth can create a bubble with a volume of roughly 500 cm^3 (a sphere with a radius of roughly 10 cm) and a temporal ratio of one second internal per one hundred external. Additional moths can contribute a similar volume, although suffering from diminishing returns: a swarm of 5000 moths can generate a sphere with a radius of roughly 1.6 meters and a temporal ratio of 1:5000. Larger swarms are not able to coordinate properly.
Animals partially trapped in an Instant-Eternity Oven Moth's bubble can suffer serious circulatory problems, dependant on what parts of the body are trapped.

Beergrass: This tall, yellow and red grass grows abundantly in the floodplains of the Iota region. While alive its stalks produce bulbous vacuoles that contain a thick, nutrient rich fluid with a high ethanol content. Dead and damaged beergrass stalks release a pheromone signal that causes other stalks to rapidly convert the ethanol in their nutrient vacuoles into methanol.

Hathor Beast: This single-sex species feeds primarily on the beergrass of the Iota region floodplains. While they do possess a thick hide and a short range (3m-4m) aura that induces a state of calm, they do not possess any obvious offensive capabilities that would explain why most predators in the region give them such a wide berth.
Hathor Beast milk is nutritious, but its high alcohol content makes it generally unsuitable as anything other than a recreational foodsource. Since the creatures do not seem to require alcohol for their survival, it is possible that an alteration to their diet might allow Hathor Beasts to produce milk that better serves our needs.

Sun-Swallower Serpent:
These massive (specimens over 100m long have been observed), subterranean snakes spend much of their time dormant. When they emerge to hunt, they surround themselves in an aura of darkness that weakens the walls between the Materium and the Warp. They are one of the few Avernite species that do not react with immediate violence when presented with daemons: instead using the daemons that are lured into the Materium by their aura as bait for their preferred prey.
Sun Beetles are particularly hostile to Sun-Swallower Serpents.

Tarpit Scarab: These carnivorous, beetle like insect-analogues measure between 4 and 6 cm in length and possess two sets of razor sharp mandibles. A swarm of these carnivorous insects can reduce a human to bones in a matter of seconds.
Alone, a Tarpit Scarab possesses none of the unusual, Warp derived abilities that seem to define Avernite wildlife. Tarpit Scarab swarms, on the other hand, display two unusual characteristics.
The first is a short range entropic aura similar to that of the Gnaw Worm, although heavily biased towards degrading metallic substances over stone. Objects destroyed in this manner are reduced to a thick, tarry substance. The Scarabs are immune to the adhesive qualities of this material.
The second is an aura that prevents most forms of teleportation and phasing; one cannot become immaterial to escape the swarm. Only Blink Spiders appear to be able to bypass this field.
Tarpit Scarabs appear to be drawn to large quantities of refined metals.

King's Tears Bee: According to Siren legend, a young queen must sting one destined to lead before it can establish a new hive, but that their sting will poison that destiny, dooming all that follow them.
On the three occasions where a nesting flight has been observed from beginning to end, the swarms did appear to single out specimens in a leadership position* for the queen to sting before settling down.
The sirens have also expressed an extreme interest in acquiring King's Tears Bee honey, which has a high alcohol content due to the Beergrass nectar it is often refined from.

*Two Anubis Jackal alphas and a PDF sergeant who was being considered for promotion to the Helltroopers. The Jackal packs and the sergeant's squad have been placed under observation.


EDIT: I've tried to flesh them out a bit, with the exception of the Implantation Spider. I like that one how it is. Short, sweet, horrible to contemplate.
 
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Anyone want to make a Psyker symbiote omake like the klyntar from Marvel when they are not insane. Or something else based on the concept. Also who thinks that there are a species of Balrogs that live in the caverns of Dis.
 
My plan for Mechanicus actions next turn is as follows;
Forge-Cathedral/Cathedral-Forge/Examine Rammilies finishes with three years left in the turn.
That leaves us with one five year span and three three year. I propose that we spend them all on Complete Examinations of the wildlife in Region Iota.

This would lead to a structure like as follows;
Complete Examination (Sun Beetle) –There are many different unusual species on Avernus and Magos Biologis Saren wishes to examine all of them. However, he is willing to let you choose what he examines next. In general Magos Biologis Saren has spent half a dozen or more years in a row studying each spices.

Time: 7 years. (5 years)
Chance of Success: unknown.

Cost: 1,221,000 Thrones, 61,000 Material, 61,000 Metal, 30,500 Promethium.
Reward: Discover large amounts about selected species

Complete Examination (Ammut Crocodile) –
There are many different unusual species on Avernus and Magos Biologis Saren wishes to examine all of them. However, he is willing to let you choose what he examines next. In general Magos Biologis Saren has spent half a dozen or more years in a row studying each spices.

Time: 7 years. (3 years)
Chance of Success: unknown.

Cost: 1,221,000 Thrones, 61,000 Material, 61,000 Metal, 30,500 Promethium.
Reward: Discover large amounts about selected species

Complete Examination (Anubis Jackal) – There are many different unusual species on Avernus and Magos Biologis Saren wishes to examine all of them. However, he is willing to let you choose what he examines next. In general Magos Biologis Saren has spent half a dozen or more years in a row studying each spices.

Time: 7 years. (3 years)
Chance of Success: unknown.

Cost: 1,221,000 Thrones, 61,000 Material, 61,000 Metal, 30,500 Promethium.
Reward: Discover large amounts about selected species

Complete Examination (Temple Cat) – There are many different unusual species on Avernus and Magos Biologis Saren wishes to examine all of them. However, he is willing to let you choose what he examines next. In general Magos Biologis Saren has spent half a dozen or more years in a row studying each spices.

Time: 7 years. (3 years)
Chance of Success: unknown.

Cost: 1,221,000 Thrones, 61,000 Material, 61,000 Metal, 30,500 Promethium.
Reward: Discover large amounts about selected species
Doing it this way will help ensure a successful expansion and help keep us from going further into Advanced Material debt.
 
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I'd say bump up the cats to before the jackles, unless we learn that those things create a zombie plague, or have some kind of Resurrection ability.
Both start on the same year. It's the Sun Beetle that starts before everything else. Given that one Sun Beetle wiped out a Regiment in a second, I think they deserve to get in before everything else.
 
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Both start on the same year. It's the Sun Beetle that starts before everything else. Given that one Sun Beetle wiped out a Regiment in a second, I think they deserve to get in before everything else.
Oh yeah I just remembered my other problem with your plan, we need to put the peddle down on the expansion...

Its as simple as that, we do that our AM and EM problems are solved, we can expand our Gimle mines and we get rid of the Young Trait, so I fear we're only going to be doing 1 per turn.
 
Oh yeah I just remembered my other problem with your plan, we need to put the peddle down on the expansion...

Its as simple as that, we do that our AM and EM problems are solved, we can expand our Gimle mines and we get rid of the Young Trait, so I fear we're only going to be doing 1 per turn.
I'd be willing to add that in.
 
@durin Could we have an option to establish a Collegia Biologos Exploratus, something like the Collegia Reconstructa for biologos actions?
Given the complexity of the species probably not, we already have the Genator's though they are kinda useless.

Is Cost per turn or overall?
For what?

When we start a project all is paid upfront and when we finish an action if it pays upkeep then we start paying it the next turn.

I'd be willing to add that in.
We're going to be doing 2 actions of that per turn at a minimum.
 
They already are.

We picked the heaviest refit remember.

That included tanks, artillery and and Impalers.
Right, forgot that.

1) In that case @durin how much would it be to outfit the following with full carapace roll out?
1i) Militia
1ii) PDF
1iii) Helltroopers

2) Also if you have the time can you add a section to the Military threadmark listing the standard level of equipment for each level of the military?

3) What was the Throne/materials cost and time requirement for Midgard's recent military expansion? I'm curious how Midgard's huge economy looks like.
 
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