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
900 years without support + Lin+ GK+ On their last legs it seems.

I think we're going to be getting something a bit better than a simple alliance.

Maybe, but I think they will not be taking orders from us, period. Any marine who managed to survive the long night will be extremely tenacious, stubborn and prideful-without those characteristics they would have fallen or become the bodyguard of some upstart war lord already. Lin and GK will not change that since Space Marines report directly to the Emperor, not the Ecclesiarchy or the Inquisition.
 
Maybe, but I think they will not be taking orders from us, period. Any marine who managed to survive the long night will be extremely tenacious, stubborn and prideful-without those characteristics they would have fallen or become the bodyguard of some upstart war lord already. Lin and GK will not change that since Space Marines report directly to the Emperor, not the Ecclesiarchy or the Inquisition.
Of course they would never take orders from us we don't want them taking orders from us.

Any Marine that survives the long night either does so from skilled, stubborn and capable of adapting and picking their battles well not the idiots you seem to think they are, and they would have become the upstart warlord dummy :D.

In any case the GK are direct from the emps, so that's one up Lin is a living saint so that's another up, Smerfs are smart so thats a third up, the smerfs don't worship the emps like most astartes and they don't report directly to the emps your getting space marines mixed up with the Inquisitor's who's authority comes direct from him.

In short your version of them is not the one that probably exists, we have examples of old marines, they're smart, tenacious and are not very prideful and are very different from the standard marines, for good reason.
 
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so kill a bunch of Warrior Angels (of your religion) and hope that they are intact enough that you can cannibalise their bodies, I suppose that is one way to set off the Trust Civil War that a few people have talked about

Indeed... more important to think about is how they can fit into the Trust politically.

Why do people keep advocating for the murderhobo route?

It's SV. Murderhobo is the default setting.

Targeting Vanaheim with this action is probably necessary.

Actually, we have a huge malus right now, so I think we should avoid doing it. In fact, the option right above explicitly says that.

Imperial Fists: Proud and Stubborn, but since we are in perpetual siege with the wildlife, we got synergy;

Yeah, these are the one I though we'd get along with best.

I honestly hope you are joking the space Marines are far too useful to give up and yes certain things or concetions may be given so that they may work with us (like the quartoks) the positives outway the negatives

We are not giving up the Quartoks. They are our protectorate and we cannot abandon them without gaining major negatives with everyone.

They will probably want to recruit from the whole trust, which isn't great for Niflehiem or Muspelhiem, but we're the big issue and this isn't complete arrogance unfortunately.

Avernus is practically a Space Marine recruiting world dream come true, the perfect combination of Catachan, Cadia with excellent education we're everything SM's look for in a recruiting world, the emphasis on working together is especially important for the smerfs.

Most people won't see this as bad, but the Vanir will.

Why will the Vanir see this as bad?

We should try to keep them off Avernus itself for now, perhaps base them on our StarFort. Badass as they are even SMs well take casualties on our cute little Hellworld and currently they can't afford those losses.

Maybe we build them a new StarFort?

Also, the nice thing about the Ultramarines is that they are practically a symbol of the old Adeptus Astartes and have excellent relations with practically all chapters, especially their successors. We know that there are plenty of Astartes Protectorates out there and most of them will be descended from the Ultramarines. Space Marine chapters have long memories and value their honour and lineage greatly, so the Ultramarines would make excellent ambassadors and should make starting of on good relations with most Protectorates very easy.

Yup... the political implications are bigger than the military.

As for Vanahiem meddeling with the marines...it's a given. Everyone one wants a piece. I do however think they should be sent stationed in our Agri World to defend the relatively weakest part of the trust and just send them aspirants every now and again. I'm sure that with our resources we can shore them and chain them up to be ready to act.

Meddle... how?

The book writing craze is really going around for Avernus leadership, isn't it? Rotbart is writing one, Lin is seriously considering writing one.... maybe someone should suggest to Jane that she write one as well. I mean, if we're barring her from offworld activities then there's literally nothing for her to do but try to integrate elite agents ideas as they come in (which we don't know when that will happen) and hunt psykers. And hunting psykers, as useful as that is, bores her if she has nothing else to play with.

Book of the Law. Think about it. It could be the equivalent of Peale's Principles of Policing for the Imperial Trust!

Actually, I think that is a really good idea.

There should be three volumes, since Jane deals with three different areas:

1: A volume on police work: How to establish Law and Order with the public's consent, and without falling to the Abomination
2: A volume on anti-chaos/anti-psyker work: How to deal with cultists and chaotic psykers
3: A volume on covert operations

The Blue Book, the Red Book, and the Black Book.

@durin Thoughts on Jane writing a book or three?

DIplomacy
Slot 1
Ultramarines
Stilling the Waters
Diplomatic Relations (Vanaheim)
Diplomatic Relations (Vanaheim)
Diplomatic Relations (Vanaheim)

Slot 2
Stilling the Waters (DD)
Stilling the Waters (DD)
Diplomatic Relations (Vanaheim) (DD)
Diplomatic Relations (Vanaheim)
Diplomatic Relations (Vanaheim) (DD)

Way too many Vanahiem diplomatic relations actions. We need to stop trying diplomatic relation actions when we have a bad malus to our diplomacy. We even got told that in this update.

Instead we should probably spend an action improving relations with Svartalfheim, and then some actions getting advice on super agents.

Munitorum
5 Years: Advanced Juve-Nat (3), Hold Ground: Region Iota (DD)
2 Years: Hold Ground: Region Iota
1 Year: Hold Ground: Region Iota

Err... don't we need the Hold Ground action to start right away?

Arbites
(5) -> Psyker Hunting *5
(4) -> Psyker Hunting *5

Way to many Psyker Hunting actions. Jane should write a book.

Ministorum
(3) -> Those in the Shadows *3 (We have 3 betas coming out)
(3) -> Commentaries

Shouldn't we have at least one Keeping the Faith for Vanaheim? Maybe for one year before starting Commentaries?

Personal
(5)
Personal Attention: Stilling the Waters
Personal Attention: Stilling the Waters
Personal Attention: Diplomatic Relations (Vanaheim)
Personal Attention: Diplomatic Relations (Vanaheim)
Personal Attention: Diplomatic Relations (Vanaheim)
(5)
Personal Attention: Stilling the Waters
Personal Attention: Stilling the Waters
Personal Attention: Diplomatic Relations (Vanaheim)
Personal Attention: Diplomatic Relations (Vanaheim)
Personal Attention: Diplomatic Relations (Vanaheim)
(4)
Public Apology
(Emergency Council Meeting)
Spend Time With: Ridcully
Spend Time With: Ridcully
Spend TIme With: Ridcully

No. Just... no.

Those sensors look really expensive and I'm not all that convinced they are actually worth it for the cost. The problem is that we don't have many other options worth doing.

Sensors seem like they could be a life saver against certain enemies (like the Dark Eldar and maybe Necrons).

No. Listen, please take a deep breath and let's not panic about Vanaheim. We're already back to Relationship 2. The apology will raise it still further. We have moved out of the danger zone and no longer need to make Vanaheim our Diplomac monofocus to the exclusion of all other diplomacy efforts. Filling both slots with nothing but Vanaheim (other than the Ultramarines investigation) is ridiculous.

Let's devote at least some time to getting advice on those elite agents, so that that our Arbites actions can be devoted to integrating the suggestions.

Agreed. It's not even just less effective, it's actively dangerous to be doing so many Vanaheim actions right now. We need to back off, and were explicitly told that by Olaf and Klovis-Ultran. Why are people ignoring that advice?
 
Space Marines already are super-Avernites. They are warriors that live only for battle and their peer group, the chapter. If there is any human population in the galaxy that can understand what it is like to be a Space Marine, it is the Avernites.

A Space Marine that isn't going into life threatening combat at least once a month isn't really a Space Marine.

Also, don't underestimate them. A Space Marines biology is probably tough enough to shrug of Blink Spider Venom. The Emperor made them to conquer a galaxy for him, they are very good at surviving shit that kills lesser humans.
Space Marines have long waiting times that can take years or decades before they have to deal with a dangerous situation.

The Avernites have to struggle daily.
 
Space Marines have long waiting times that can take years or decades before they have to deal with a dangerous situation.

The Avernites have to struggle daily.
What the ACTUAL fuck are you talking about? Why on Earth would Space Marines, who live for war and only war in a galaxy that KNOWS only war, ever stand idle?

The Emperor's finest are far too grand and glorious to allow such a travesty to occur.
 
What the ACTUAL fuck are you talking about? Why on Earth would Space Marines, who live for war and only war in a galaxy that KNOWS only war, ever stand idle?

The Emperor's finest are far too grand and glorious to allow such a travesty to occur.
Warp travel yo. Unless there is a protracted campaign in a system they are gonna spend most of their time traveling.
 
Warp travel yo. Unless there is a protracted campaign in a system they are gonna spend most of their time traveling.
...Alright, that's fair enough. Still, they are plenty capable of long-term combat. But aside from time in-transit, they're pretty much always fighting, or recovering. I can't really see anything else happening with them, they don't really have a reason to exist outside of that.
 
I have to admit that I had been wondering how to improve relations with the Quartok, and it didn't even occur to me would could simply do a Diplomatic Relations (Quartok) action.
We already know how to improve relations with the Quartok, we've done it before. All we have to do is spend time with Aryz. The last time we did it our relations with the Quartok went up.
 
Preliminary plan (no boxes checked)

[] Briefvoice Turn 80
[] Munitorum
-[] Slot A Five Years - Hold Ground: Region Iota
-[] Slot B Two Years - Advanced Juve-Nat
-[] Slot C One Year - Crab Regiments: Planning
[] Helheim Void Command
-[] Slot A Three Years - Build Advanced Heavy Orbital Weapons Platforms
-[] Slot B One Year - Sensor Network
[] Administratum
-[] No actions available (see personal actions)
[] Diplomacy
-[] Slot A Year 1 - Ultramarines (Double Down)
-[] Slot A Year 2 - Stilling the Waters (Double Down)
-[] Slot A Year 3 to 5 - Diplomatic Relations (Svartalfheim) until successful, then Niflheim, and then Alfheim (in the unlikely event of three successes in a row)
-[] Slot B Year 1 - Elite Operatives Aid: Inquisition (If failed and can be repeated, repeat. Otherwise move to next.)
-[] Slot B Year 1 - Elite Operatives Aid: Midgard
-[] Slot B Year 1 - Elite Operatives Aid: Muspelheim
-[] Slot B Year 1 - Elite Operatives Aid: Svartalfheim
-[] Slot B Year 5 - Elite Operatives Aid: Niflheim
[] Arbites
-[] Slot A Five Years - Psyker Hunting until an Elite Operatives: Aid action succeeds, then begin Elite Operatives: Integrating Advice.
-[] Slot B Four Years - Psyker Hunting until a second Elite Operatives: Aid action succeeds, then begin Elite Operatives: Integrating Advice.
[] Mechanicus
-[] Bonus Survey Actions - Tranth's choice
-[] Slot A Five Years - Super-Elite Operatives: Augmentations
-[] Slot B Two Years - Year 1 - Preliminary Examination (Sun Beetle) (Double Down)
-[] Slot B Two Years - Year 2 - Preliminary Examination (Temple Cat)
[] Ministorum
-[] Slot A Three Years - Commentaries
-[] Slot B Three Years - Year 1 Keeping the Faith (Vanaheim)
-[] Slot B Three Years - Years 2 & 3 Those in the Shadows
[] Telepathica
-[] Slot A Five Years - (Xavier) Establish new Psyker City: Avernus' Spine
-[] Slot B Four Years - (Tamia) Battle Psykers: Permanent Formations
-[] Slot C Four Years - (Ridcully) Research: Island Turtle Hardening: Part One
[] Personal
-[] Slot A Four Years - Year 1, Public Apology
-[] Slot A Four Years - Year 2 Locked, Attend Emergency High Council Meeting
-[] Slot A Four Years - Year 3 Personal Attention: Diplomatic Relations (Quartok)
-[] Slot A Four Years - Year 4 Spend Time with (Syr)
-[] Slot A Four Years - Year 5 Spend Time with (Syr)
-[] Slot B Five Years - Personal Attention: Region Iota: Found City: (Delta)
-[] Slot C Five Years - Personal Attention: Region Iota: Found City: (Lake)

EDIT/Comment: I doubled down on investigating the Sun Beetle because I think it might be very dangerous, and I'd like to avoid Seren getting himself killed. Similarly, the Ultramarines and Stilling the Waters seem rolls we really don't want to fail.
 
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A few ideas about things to do the next turns

As I see it right now we should use both diplomatic actions the first year (on the same slot) and maybe even a Double Down to get as much information as we can about the Marines and act accordingly.

We should also use as many actions as we can the second year (diplomatic and personal) to reduce our mallus with Vanheim, then do the public apologies the third year using as many personal actions as we can afford, and only after all that try to restart the diplomatic actions with Vanheim. That would be the best way in my opinion to keep Olaf in his office.

As for where to put the Marines, we should probably build for them another Ramallies Space Station where they can recover from their losses ASAP and when we have enough gene-seed to rebuild the chapter if any Catastrophe happens, we should convince them to move to Avernus, otherwise we they are too valuable to put them at risk.

Another thing we should also do ASAP is to put as many Mechanicus actions as we can (Explorator+Free Action+Double Down+Cheating) into the two Well of Urd´s Subsystems that we have left, so we can repair it, basically because with the Warp Storm dispersing relatively soon, the advantage that an exploration vessel of the Dark Age of Technology would give us is immense.

And for the Elite Operatives Aid, we should only take them when we can afford to use both diplomatic actions double down in them.

@Enjou and @Elder Haman What our best planners think of my ideas/suggestions?
 
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As I see it right now we should use both diplomatic actions the first year (on the same slot) and maybe even a Double Down to get as much information as we can about the Marines and act accordingly.

We should definitely do the action, but I'm not convinced that it's really going to be all that that useful. It gives us some advance notice on the Marines, but so what? We're still going to go to the High Council meeting and deal with whatever's presented. Getting an advanced peek isn't all that. I don't think we can use both slots on the same activity in the same year unless the action specifically says "can be taken multiple times".

We should also use as many actions as we can the second year (diplomatic and personal) to reduce our mallus with Vanheim, then do the public apologies the third year using as many personal actions as we can afford, and only after all that try to restart the diplomatic actions with Vanheim. That would be the best way in my opinion to keep Olaf in his office.

Again, "double down" does not mean using multiple slots on the same action, which is not normally allowed. it's a special palace bonus action in which we double the cost of an action in return for increasing its odds of success. @durin used to put the rules for that under the Personal Actions section. I don't know why he stopped.

And for the Elite Operatives Aid, we should only take them when we can afford to use both diplomatic actions double down in them.

Again, that's not how double down works.
 
Again, "double down" does not mean using multiple slots on the same action, which is not normally allowed. it's a special palace bonus action in which we double the cost of an action in return for increasing its odds of success. @durin used to put the rules for that under the Personal Actions section. I don't know why he stopped.

That is not true, we can use double down once each turn to get a +20 on a single action, bet we can also take the action more than one time each year if we have a free slot including Mechanicus and Diplomatic actions, and for each additional time we take that action we would get another aditional +20 points.

And I already asked durin about this:

1. every action after the first you take gives you a +20 on the roll
3. you are not sure probably 4 or 5
4. less then five years
5. no, the main issue is not that you had spies but that you were conducting a secretive propaganda campaign with them, if you just had spies that got caught the loss in opinion would be far lower
6. cautiously

yes a part may be sensible but all will give you a interesting reputation

it is correct but not certain to work,
 
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That is not true, we can use double down once each turn to get a +20 on a single action, bet we can also take the action more than one time each year if we have a free slot including Mechanicus and Diplomatic actions, and for each additional time we take that action we would get another aditional +20 points.

Okay, thanks, it's hard to dig up those rules sometimes.

Well then, I revert to my stance that I'm not excited about the Marines, and I don't think it's worth multiple slots just to gather some information about them before the High Council meeting (though I guess I could double down).

As far as I can tell, the Public Apology Action doesn't have a % success chance. It simply works. So there's no need to spend multiple action slots on it. Beyond that and Stilling the Waters, I see need to spend a lot of this turn begging for their favor.
 
Okay, thanks, it's hard to dig up those rules sometimes.

Well then, I revert to my stance that I'm not excited about the Marines, and I don't think it's worth multiple slots just to gather some information about them before the High Council meeting (though I guess I could double down).

As far as I can tell, the Public Apology Action doesn't have a % success chance. It simply works. So there's no need to spend multiple action slots on it. Beyond that and Stilling the Waters, I see need to spend a lot of this turn begging for their favor.

About the Marines I think we should take the double down and the other action for 3 reasons: it´s the only diplomatic action truly urgent, we don´t have anything more worthy to spend the double down, and Knowledge is power

The Public Apology Action actually has a chance of 65% and I suppose that if we get a better result we will also get a better recovery in the reputation with Vanheim.

@durin A couple of questions
1. Is the Public Apology Action affected by the scandal Mallus?
2. Our advisors suggest to do the Public Apology first and then the Stilling the Waters or the other way around?
 
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