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
Actually, I think we should do one Lunar city (either Erecura or Belisama) and one ground city (preferably Dorthonion).

A single space city will push us back into black metal-wise with large surplus. Since we are already exporting as much as we physically can there is little point in getting more metal for now.

Meanwhile, our planetside Forges have, by sizable margin, a weakest city defenses. Considering that they, unlike lunar cities, have to deal with Avernite wildlife all the time, I think we should prioritize their upgrades once critical ones are done.


@durin
1)Shouldn't we get an option to upgrade Annwn's metal mines for this turn? We have it for Mag Mell's promethium wells, after all.
We can upgrade Mag Mell because we expanded the forge city it is based on.

Upgrading Eurcima or Belisama would let us expand their mines.

Upgrades to defenses are now done automatically with the build.
 
Yeah, the thing is we don't even know what all the great ones are, as there are multiple guardians of Avernus's sin, of which Lady Death is one, and we don't know where those two rank save under the dooms day weapon.
True, however it is important to realise that 'more powerful' doesn't tell us by how much. The Unborn (theoretically the most powerful) might be only slightly more powerful and each of the three (known) Great Ones. It is entirely likely that the World Serpent and Lady of Death working together could kick the Unborn's arse. It is even possible that all the hundreds of Island Turtles combined have more firepower than a Great One.

Either way my point is that we saw Avernus pull out enough stops to know the planet mind took the First Demonic Incursion extremely seriously.
 
Thinking on Jexx's comment, we should upgrade Dorthonion - that's where the Men of Stone STC is stored, so making that more secure is most definitely a good thing.

EDIT - Actually, looking at the cost to actually build these things, it would be a better idea to only do one upgrade this turn, because doing two will mean 10-12 billion metal being spent on the upgrades, and our reserves are getting low. There are other projects that we still need to do, such as investigating the conservatives and designing advanced defence stations.
 
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The Unborn (theoretically the most powerful) might be only
Actually they are for one reason alone.

Though there are two.

U is for unborn, the eggs most infernal,


There are multiple Unborn

And two

they legit scare the chaos gods.
The reasons are mostly valid it is just that Avernus is strange and scary, even to the Chaos Gods
A lot of why they are scared is the Unborn

I think its fair to say Lady death wouldn't intimidate the actual chaos gods, but what ever the Unborn are, must be packing some big guns to scare the actual chaos gods.

Also when I asked @durin about this
2. Are you willing to tell us where the Great Ones rank compared to the Unborn and Premature?

His response was this

2. the Premature is a Great One

Notice he doesn't comment on the Unborn.

Either this means the Unborn's power is very different or the Unborn are simply so powerful that the great ones do not compare.

True, however it is important to realise that 'more powerful' doesn't tell us by how much. The Unborn (theoretically the most powerful) might be only slightly more powerful and each of the three (known) Great Ones. It is entirely likely that the World Serpent and Lady of Death working together could kick the Unborn's arse. It is even possible that all the hundreds of Island Turtles combined have more firepower than a Great One.

Either way my point is that we saw Avernus pull out enough stops to know the planet mind took the First Demonic Incursion extremely seriously.
Yep, though it apparently was a far cry from an apocalypse scenario.

It is even possible that all the hundreds of Island Turtles combined have more firepower than a Great One.
I'mma going to have to disagree there, while possibly hyperbolic Great Ones are apparently strong enough that
The Great Ones are beings of such power that it would take all of the lesser creatures of Avernus uniting to defeat one.

While this maybe an exaggeration I'm in no position to claim the Sirens wrong on this one, and notice that it is all, so that is the weapons guardians people and animals.
 
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Been trying to put together an omake for a while but can't seem to get enough words.
If anyone enjoys making things worse, please give me a bell.
 
Actually they are for one reason alone.

Though there are two.




There are multiple Unborn

And two

they legit scare the chaos gods.



I think its fair to say Lady death wouldn't intimidate the actual chaos gods, but what ever the Unborn are, must be packing some big guns to scare the actual chaos gods.

Also when I asked @durin about this


His response was this



Notice he doesn't comment on the Unborn.

Either this means the Unborn's power is very different or the Unborn are simply so powerful that the great ones do not compare.


Yep, though it apparently was a far cry from an apocalypse scenario.


I'mma going to have to disagree there, while possibly hyperbolic Great Ones are apparently strong enough that


While this maybe an exaggeration I'm in no position to claim the Sirens wrong on this one, and notice that it is all, so that is the weapons guardians people and animals.
To be fair, the Lady of Death seems like an expy of the Lady of Pain from Planescape, so her being able to at least make the Chaos Gods wary would fit quite well.
 
For Forge Worlds yes, for most worlds I doubt they have any Magi so high up the tree.
You don't need to be a high-ranked Magos to know about Fellblades. Tech priests are taught about pretty much all technology in the Imperium, at least enough to identify what they have.

I don't know if the Fellblade costs less than the Fellsword, but the Fellswords cost a lot more.
The Fellsword has a gun that's just as powerful as a Volcano Cannon but recharges in 15 seconds rather than 2 minutes, so odds are that it's significantly more expensive than a Fellblade.

they have fewer logistical concerns as they use an arc reactor and plasma system for power
This is only true so long as these components don't suffer battle damage. Getting parts for these components is trickier than getting parts for a conventional prometheum engine.

I'm...conflicted, on Lin and Jane's idea. I can see the use of it, but I don't like that malus to dealing with weaker psykers.
Nobody likes it, but if the increased focus on powerful psykers results in saving more civilians than we lose from not focusing as much on weaker psykers, it'll be worth it.

A normal Imperial council would have exploded at that calm and simple statement, cries of heresy and xenophilia, of corruption and madness, but the table was merely thoughtful while the governor of Avernus continued to speak.
Xenophilia? Why would they cry xenophilia? These are humans. They're psychic humans so I can see them crying about witches, but not xenos.

To be fair, the Lady of Death seems like an expy of the Lady of Pain from Planescape
She's an expy of Hel from Norse mythology.
 
Lava Lily and Militia Snake
I am unsure if there are still spots for random animals in the setting, but in case there is still time, I will put a few ideas I had for basic-ish animals/plants in spoilers below.

Magma Lily

A type of Reddish, water-lily analogue.
Effect = spontaneous volcanic/lava/gasses explosion whenever a large weight passes nearby (anti-vehicle/tank/titan)

The Magma Lily appears to be nothing bu an unusually large water lily analogue, with a fragrant scent and a preference for murky water in volcanic ally active. In fact, the first soldiers who saw them gave the plant the name due to its subtle red glow given off by the flower in the dark, coupled with with it's attractive red colouring. In fact, after a sample was collected (carefully) and tested, the researchers discovered it also had a quite pleasant scent. A mix of Rose-hip tea and citrus.

The danger posed by the lily comes from a combination of its root system and its seed propagation method. The roots will bore through all kinds of stone in a large area until it reaches a magma flow from which it will draw its preferred nutrients and mineral mixtures, using the heat to fuel its energy intensive life cycle. This has the effect of massively weakening the bedrock in a few places, and creating an effective cone of loosened and weakened stone above these taps.

The breeding cycle was described as akin to a naturally occurring High Explosive artillery shell. Using the nutrients it gathered, it will create a seed packet, which it will shoot with high velocity using the volatile chemicals harvested with its root system. On landing the hard outermost layer will easily penetrate most surfaces, at which point several pockets will explode, creating a new pond for which water will accumulate, allowing the cycle to begin again.

The combination of these two aspects, the weakened bedrock and the high explosives stored within have the effect of a massively powerful landmine. If a sufficiently heavy surface animal (or vehicle/Titan) steps in the root area, said root may be crushed, causing a chain reaction resulting in a small volcanic detonation, usually quite limited, but still almost always more than enough to kill everything not lava resistant in a large area.

The other animal is a variety of congregation snake.
Named for the similarity of their danger to a mass of panicked militia firing in all directions.

More or less the local niche of garter snake, they possess a weak telekinesis ability that they use to trip up larger prey, and stun or kill small prey for a moment, rendering hunts safer and more profitable.

Only really dangerous when mating, which is seasonal, when their telekinesis runs wild, each individual snake in the snake ball throwing a small blade of force in a random direction, with the force and power somehow proportional to the mating frenzy. As such, walking near to an area of said mating can prove equivalent to walking through a firefight from all sides and elevations.
As these mating balls are rather opportunistic affairs, triggered by an unpredictable biological and Warp sensitive process, these congregations for congress can occur anywhere in the larger region, though their low frequency implies a low threat.

Edit: Changed Magma Lily to Lava Lily for alliteration.
 
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The what???

I mean we don't really know anything about LD, besides she is anti warp and guards "the greatest sin," which maybe the premature.
You know DnD? Land of gods, of mortal hereos that walk throughout the land, striding between worlds, wielding blades of obscene potency? A world in which even beings like God, the biblical one, can be fought and killed?

The Lady of Pain has a stat sheet that reads as thus:
"You lose."
You don't need to be a high-ranked Magos to know about Fellblades. Tech priests are taught about pretty much all technology in the Imperium, at least enough to identify what they have.


The Fellsword has a gun that's just as powerful as a Volcano Cannon but recharges in 15 seconds rather than 2 minutes, so odds are that it's significantly more expensive than a Fellblade.


This is only true so long as these components don't suffer battle damage. Getting parts for these components is trickier than getting parts for a conventional prometheum engine.


Nobody likes it, but if the increased focus on powerful psykers results in saving more civilians than we lose from not focusing as much on weaker psykers, it'll be worth it.


Xenophilia? Why would they cry xenophilia? These are humans. They're psychic humans so I can see them crying about witches, but not xenos.


She's an expy of Hel from Norse mythology.
It's not possible to be both?
 
You don't need to be a high-ranked Magos to know about Fellblades. Tech priests are taught about pretty much all technology in the Imperium, at least enough to identify what they have.
I really doubt that every tech priest could identify the really obscure and rare pieces of the imperial arsenal on sight, especially stuff which has barely been in use for 10,000 years, never mind the 12,000 years we're at and given that in 40K it was all but unknown to the astartes, and was the baneblade of its time I very much doubt that every tech priest would know it on sight.
 
You know DnD? Land of gods, of mortal hereos that walk throughout the land, striding between worlds, wielding blades of obscene potency? A world in which even beings like God, the biblical one, can be fought and killed?

The Lady of Pain has a stat sheet that reads as thus:
"You lose."
mmm.

Did not know that.

It's not possible to be both?
Technically.

Xenophilic is to express affection, platonic or otherwise, for a being not of your own species.

Technically psykers can be considered non human and they're not Trust members, but in this case he means aliens.

We are considered Xenophilic because of our relationship with the Quartok for example.
 
mmm.

Did not know that.


Technically.

Xenophilic is to express affection, platonic or otherwise, for a being not of your own species.

Technically psykers can be considered non human and they're not Trust members, but in this case he means aliens.

We are considered Xenophilic because of our relationship with the Quartok for example.
I meant the expy thing.

That was me being a big dumb idiot.

EDIT: Have fixed both Cyclonic Torpedo thingy and xenophilia accusation.
 
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Some thoughts.
Caroline already pointed out that we are running negative on iron. It is not shown directly but roughly our entire Material income must be subtracted from our Metal income. That would leave us with two turns worth of Metal at the moment. In the third turn our factories would cease working and we would have problems like Vanaheim had back than when their metal run out. We don't want that. That means as well that we have only 5,000,000,000 Metal we can use in this and the next turn. Upgrading the Forge Hives must be done as well as changing our trading at the next meeting to survive Turn 81 without revolts.

Munitorum
Durin pointed out that the losses suffered during the initial survey would be replentished at the end of this turn. So doing another survey now would have an even higher deathtoll because we lack the soldiers to defend our cities.
We have three actions so we should use them with an eye towards AM cost. "Low" AM cost have Skimmer Regiments, Hold Ground, Fast Armour Regiments, Expedition and Readiness Training. In two years time the new forges will be finished so we should only need to watch it now.
I would advocate Hold Ground with Skimmer Regiments and the cheaper version of Fast Armour Regiments with a Readiness Training or Specialist Grenadier to fill the five years. I believe both will come in handy during the next expedition as well as improving our military.
Munitorum
Slot A:
Year 1: Hold Ground: Region Iota
Slot B:
Year 1: Skimmer Regiments: Helguard
Slot C:
Year 1: Specialist Grenadiers (PAB): Planning
Year 2: Fast Armour Regiments: Helguard

PlAB (Planetary Assault Bridghead)
This unit is specialized on getting as fast as possible (droppods/dropplates for vehicels) down on the ground and securing a staging area for the main army to land. As the oposition they are most likely to face consist of enemy fast respond units (aircraft) they bring heavy anti air (and mobile fortresses) at the price of limited moveability planetside.
Slot C could easily beeing used to double up on Hold Ground if durin allows it. That with Schwarz Material score (37) will give it a 57 bonus and should push any loses low.
@durin
1. Can we double down on Hold Ground by chosing it twice?
2. How many turn do we have before running out of Metal (lets say by using actions without metal cost or economic focus on metal)?
3. What are the likely problems we will face should we run out of metal?

Void Command
We clear in the fith year the Construction Slot. We can build something. Construction is very heavy on AM so I would advise for the Huge Shipyard because it has the lowest AM cost but it would make our problem with Metal worse because it increases the Material production.
Void Command
Slot A (Construction):
Year 5: Construct: Combine Shipyards: Huge

Administratum
Taking the surveying action as one of the two possible ones is a sure bet. We want to know how feasable it will be (and what shinies we get) by settling there.
There are many pressing things we need to do. Ion Shields and AA Batteries are temting but are costly in AM. Maybe it would be better to focus on economics for the moment first?
Administratum
Slot A:
Year 1: Survey: Region Iota
Slot B:
Year 1-5: Repeat: Economic Focus (Metal)

Diplomacy
We want to sound out the Sirens about possible wildlife delicacys instead of humans to trade with. Beyond that we may want to re-examine a person.
Rest should be invested in regaining trust.
Diplomacy
Slot A:
Year 1: Re-examine (Person)
Year 2: Repeat if failed: Diplomatic Relations (Svartalfheim)
Year 3: Repeat if failed: Diplomatic Relations (Midgard)
Year 4: Repeat if failed: Diplomatic Relations (Vanaheim)
Year 5: Repeat if failed: Diplomatic Relations (Niflheim)
Slot B:
Year 1: Sirens Trade (Wildlife Delicacies- As we don't want to trade in human souls we propose to trade in animals that the Sirens find a fanvy in.)
Year 2: Repeat if failed: Diplomatic Relations (Svartalfheim)
Year 3: Repeat if failed: Diplomatic Relations (Midgard)
Year 4: Repeat if failed: Diplomatic Relations (Vanaheim)
Year 5: Repeat if failed: Diplomatic Relations (Niflheim)

Arbites
Still have not much to do.
Arbites
Slot A:
Year 1: Elite Operatives: Part Two
Slot B:
Year 1-5: Repeat: Psyker Hunting

Mechanicus
Need to expand the mines so first we need to expand the cities into hives.
By the way. Our open Explorator options for actions are all EXPENSIVE. That is why I am for doing actions with Thrant that are lighter on the AM and EM cost this turn. Hopefully we will get the chance to open the ruins on the moon soon.
Mechanicus
Slot A (Explorator):
Year 3: Else: Examine: Examine: Automated Factories
Year 4: Detailed Survey: Hyper Carrier: Bays and whatever he finds in it.
Slot B (Biologis):
Year 1: Biologis Survey
Slot C (Construction)
Year 3: Expand and Upgrade: Belisama
Slot D (General)
Year 3: Expand and Upgrade: Erecura
Slot E (Free Survey)
Year 1-5: Parnell's Choice
@durin
4. Surveying the Hyper Carrier (or its bays) will take one or two years?

Ministratum
Lin is pondering. There is very little choice as to what to do with the action. The reorganisation is not that expensive but at the other hand there is a Beta comming up this year.
Ministratum
Slot A:
Year 3: Repeat: Those in the Shadows

Astra Telepathica
Here are some more problems to deal with. Tamia is teaching and should repeat the action should it fail. That leaves Xavier free to research because Ridcully and Tamia will be researching together should she succed.
Astra Telepathica
Slot A (Ridcully):
Year 1: Mentoring
Year 2: Mentoring
Year 3: If Songweaving Sucessfull: Research: Frequencies and Songweaving
Year 3: If Songweaving Fail: Battle Psyker Attaches
Slot B (Xavier):
Year 1: Research: Island Turtle Hardening: Part One
Slot C (Tamina):
Year 3: If Songweaving Sucessfull: Research: Frequencies and Songweaving
Year 3: If Songweaving Fail: Repeat Songweaving
@durin
5. I believe we can do mentoring as a Beta will be taking the trials.

6. And I have a question for this:
Establish new Psyker City: The Azure Islands – Currently the Unseen University is predicted to fill with psykers within a few years time. Headmaster Ridcully has put forward a proposal to build a new psyker city on an island in The Azure Islands. This location has the benefits of being isolated, allowing for experiments to be conducted with less risk, and being near the Sirens who are the other known intelligent psykers of Avernus. This city would focus on research rather then training new psykers, which would be left to the Unseen University.

Time: 8 years.

Cost: 1,100,000,000 Thrones, 110,000,000 Material, 55,000,000 Metal, 11,000,000 Promethium, 32,800 Advanced Material, 7,360 Exotic Material.
Upkeep per year: 22,000,000 Thrones, 2,200,000 Material, 1,100,000 Metal, 220,000 Promethium, 1,312 Advanced Material, 147 Exotic Material.
Reward: Research Focused Minor Psyker City in the Azure Islands, can fit up to 250,000 Psykers, +15 to Psychic Research started after it is complete

Complete

Three years ago Primaris Xavier finished the construction of the new Psyker City in the Azure Islands. This new Psyker City, called Roke Island nearly totally covers a small island of around fifty square kilometres, making it noticeably bigger then the Unseen University. A lot of this extra space is taken up by several areas designed to conduct research in, which given the inherent danger of researching psychic powers have to be well warded and isolated. The city is split into ten districts: six devoted to the study of a particular discipline, one devoted to multidisciplinary research, one devoted to housing, one devoted to defences and the final region a headquarters. A large portion of the already trained Sanctionites, mostly those who specialise in research, along with a full regiment of Battle Psykers have already moved into Roke Island, as have those non-psykers that are required to keep the city running.
Is it already counted into the chances or does it come extra?

Personal
We can start with the Codex Avernus! Oh YEAH!
With four actions (one action in year 5 is taken by the Meeting) we can do a lot of things. I am for father daugther time because of our momentary lack of AM, EM and Metal. So no Thaddeus as using him will make it extra expensive.
Astra Telepathica
Slot A:
Year 1: Codex Avernus: Part One
Slot B:
Year 1: Hold Ground: Region Iota
Slot C:
Year 1-5: Spent time with: Syr
Slot D:
Year 1: Spent time with: Klovis-Ultan
Year 2: Spent time with: Jane
Year 3: Spent time with: Scott
Year 4: Spent time with: Lin
Year 5: High Concil Meeting

I spend forever on this post. So I have not read the recent discussion yet.
 
One Material is produced by using one Throne and one Production to turn one Metal into it.
The higher the Production the more Metal is turned into Material
I'd recommend a propaganda for Quartoks we really haven't been doing enough of that.
We should start with ourself than.
@durin
What would be the Lobbying Quartok action for Avernus? What Spy Network bonus would it get (or would it get a different base chance)?

After looking into it upgrading two hives is ruin.
A real plan can only start the construction of one. So using the general action to build a second flying research station or something like that?
 
Just one last thing.

If the tech priest is Scott then she should be Fabricator general.

If its Tranth then it should be Archmagos Veneratus.
...Fucking... This is what happens when characters die while you have a computer outage. No prizes for guessing who that should be. One sec.

EDIT: FIXED!
 
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What would be the Lobbying Quartok action for Avernus? What Spy Network bonus would it get (or would it get a different base chance)?
Propaganda about Quartok: (Planet)- Jane has suggested that she use the intelligence network that she commands to push a positive view of the Quartok on the average citizens. This is a type of operation that the Adeptus Arbites are well trained in and she is certain that she could convince almost any population in the Imperial Trust to have a slightly better opinion of the Quartok.

Time: 6 years.
Chance of Success: 20% (fail by more then twenty leads to issues, add spy network bonus to roll)

Cost: 110,000,000 Thrones, 1,100,000 Material, 11,000 Promethium, 34 Advanced Material
Reward: Better attitude towards Quartok in chosen population.

This should answer your questions.
 
We're having a High Council Meeting at the end of this turn, so we should be able to solve our negative metal income issue then.
 
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