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
Sometimes I get the feeling that our kind of luck holds a special hatred for psykers.
Is it just me? It's probably just me, when given a proper sample size it's always pretty even, I think it's just hit me harder since someone made so many omakes getting me attached to it.

Oh boy did we.
Hey, @Durin, would you say we got the best possible result (If the Abomination had to appear at some point, I mean) out of the possibilities you made?
short of a critical in which I would have invented something new (like I did with Eldar) yes
 
I find it somewhat terrifying that Niflheim so nonchalantly revealed that they know about the Inquisition's doings. I think our "Spy Network" on Niflheim is basically a feeding-tube for feeding Avernus with tidbits of information whenever they feel pity for us poor normies.
 
@Durin, a couple questions more:
1) How widespread is the knowledge that Emperor and Abomination are different entities in the galaxy?
2) What about knowledge that Emperor will be reborn?
 
I find it somewhat terrifying that Niflheim so nonchalantly revealed that they know about the Inquisition's doings. I think our "Spy Network" on Niflheim is basically a feeding-tube for feeding Avernus with tidbits of information whenever they feel pity for us poor normies.
Actually I think they're warming up to us quite a bit.

I don't think anyone, but Muspelhiem, have bothered to try and get to know them and they appreciate that.

Us weirdos have to stick together :D.
 
By the way @Durin what is are ability to create power weapons? Because we obviously need to outfit our troops with shanks that ignore armour saves.:p
 
We did get a hint that Lin is not the only saint who got the message.
Now we can just hope that the others held on to it and survived.
 
I find it somewhat terrifying that Niflheim so nonchalantly revealed that they know about the Inquisition's doings. I think our "Spy Network" on Niflheim is basically a feeding-tube for feeding Avernus with tidbits of information whenever they feel pity for us poor normies.
The hilarious thing is Avernus is solidly in the top 3 'weirdest groups' in the Trust. It's quite possible we edge out Muspelheim in weirdness only losing to 'everyone's a blank bitches!'- the difference is Avernites don't make any pretense about how weird they are and are totally upfront about it.
 
Expedite: Cathedral-Forge: Erecura- Now that the first Hive Forges have been built Fabricator-General Scott can begin work on a Cathedral-Forge. This would greatly increase the amount of Exotic Material you can produce and allow the construction of Relic Material, which is used for the most advanced human technologies. Unfortunately given the sheer size of a Cathedral-Forge neither of your Forge-Hives are currently able to support both a Cathedral-Forge and a Forge-Cathedral.

Time: 9 years.

Cost: 1,183,000,000 Thrones, 295,700,000 Material, 118,300,000 Metal, 5,914,000 Promethium, 24,480 Advanced Material, 2,736 Exotic Material.
Upkeep per year: 118,272,000 Thrones, 29,568,000 Material, 11,827,200 Metal, 591,360 Promethium, 2,448 Advanced Material, 274 Exotic Material.
Reward: +10 to all Mechanicus Rolls, increase base EM production by 50%, increase AM production by 630 (3.5k), increase EM production by 105 (525), provides 1 Relic Material per year, can have either Cathedral-Forge or Forge-Cathedral, increase AM production by 6,300 (250k), can have either Cathedral-Forge or Forge-Cathedral

Locked – Four out of Eight years completed: Expedited

For the last four years Fabricator-General Scott has been overseeing the construction of a Cathedral-Forge in Erecura, your third Forge-Hive. Work is well under way, with the superstructure of the Cathedral-Forge having been built and work having started on the installation of the holy machinery that makes a Cathedral-Forge so important. According to Fabricator-General Scott she expects to have fully consecrated this Cathedral-Forge within four years as planned.


Expedite: Forge-Cathedral: Belisama- Now that the first Hive Forges have been built Fabricator-General Scott can begin work on a Forge-Cathedral. This would massively increase the amount of Advanced Material you can produce allowing for your advanced weapons to be deployed in greater numbers. Unfortunately given the sheer size of a Forge-Cathedral neither of your Forge-Hives are currently able to support both a Forge-Cathedral and a Cathedral-Forge .

Time: 9 years.

Cost: 1,183,000,000 Thrones, 295,700,000 Material, 118,300,000 Metal, 5,914,000 Promethium, 24,480 Advanced Material, 2,736 Exotic Material.
Upkeep per year: 118,272,000 Thrones, 29,568,000 Material, 11,827,200 Metal, 591,360 Promethium, 2,448 Advanced Material, 274 Exotic Material.
Reward: Increase base AM production by 50%, increase AM production by 6,300 (250k), can have either Cathedral-Forge or Forge-Cathedral

Locked – One out of Eight years completed: Expedited
Sorry Durin, is this correct or should one of these be providing EM/RM rather than AM?
Honing an Edge- It is highly likely that you will find yourself in a war as soon as the Warpstorm so it might be a good idea for the heroic Psykers of Avernus to focus on preparing themselves. While normally the time just before a war is not a good time for military forces leadership to spend a year meditating and training themselves when the leader is as powerful a weapons as a heroic psyker it becomes a good option.

Time: 1 year
Chance of Success: 40% (uses Control, each success reduces chance of success by 5%, this recovers at a rate of one per two years)

Cost: Free
Reward: +10 to all battle rolls by Heroic Psyker who takes the action for the next decade

Complete
year three d100=49+23(control)=72: Success
+10 to Xavier's Battle rolls for the next decade

Primaris Tamia Jameson spent a year training herself in perpetration for the war that will likely start once the Warp Storm ends. Her training, which often consisted of pitting herself against Telepath Choirs in mental duels, went well, and she is confident in her ability for the coming war.
You gave the bonus to roles to the wrong psyker.
 
Also spy rings on Avernus are next to impossible given that 97 out of 100 infiltrators die in first year of natural causes. And defection is not likely.
 
Death's Harbingers
Omake - Death's Harbingers

Over they skies of the Avernus Spine region a new predator has come to challenge the native species. An invasive species who's dread has captured the interests of not just the Psychodactls but also the Inquisition and the Avernite Air Force Brass.

They are "Death's Harbingers", a mix squadron of Attack-Bombers, Escort, and Interceptors. This unit of 'merely' 20 aircraft and 200 service men and women have helped clear the skies in the mountainous region of the Spine whether they be flying search and destroy missions against Psychodactl Nests or flying patrols to guard transport planes, the Harbingers have had a consistent story of success and heroism unmatched in the region.

Led by Lt. Colonel Armand Von White the Haringers have scored a Kill to death Ratio of 87 kills to 3 losses average in the year. Utilizing the newest training methods that Central Command can give them and the newest in air craft created by the Adeptus Mechanicus this prototype squadron has excelled in almost all missions. Not only are the planes faster and more controllable than their Imperial counterparts but they also utilize new varaint designs intended to slide the Psychodactl's screeches and psi attacks off as well as going somewhat more invisible to radar if flying low enough.

Pilots of this new unit may serve the greater Imperium but are also augmented by the Adeptus Mechanics to not only make them more intimate with their machine spirits but also re-creating parts of the brain around the cerebrum in order to lessen mind control. While this has made a marked increase in shrugging off panics and mind control from the Psychodactls this has also given birth to the 'Death' part of the Squadron's name. Namely they're not in touch with their emotions and can have issues when relating to other when not in combat scenarios or watching peoples back while they shower.

In fact, most other base personnel try and keep away from the Harbingers when even going to the Base's Bar or leave areas where they assemble. As of yet there hasn't been any hostilities with more pure soldiers or fellow comrades mostly due to the Harbingers success stories. It also stands to note that while their not great conversationalists they aren't stupid and will genuinely try to connect with others outside of the unit and the mechanicus Inspector teams.

--------------------------------------

Air Marshalls are currently preparing a general petition for new units based around the Death's Harbinger concept for full deployment across Avernus despite the extra time it takes to properly augment and train this new breed of pilots.

============================================

Squadron Name: Deaths Harbingers
Group: G-10
Role: Multipurpose
Motto: 'Fight us if you can but survive if we let you'
Commander: Lt. Colonel Armand Von White

============================================

End

So basically a new air unit I fantasized about. Basically the Adeptus Mechanicus got some guys and augmented them to have awesome skills and depth perception but alot of their emotions are taken away do to the invasive mechanics now in their brains. They also really hate Psychodacts and will go after them like a Black Templar goes after a fleeing cultist. That is, they fuck snap it's neck to death.
 
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The hilarious thing is Avernus is solidly in the top 3 'weirdest groups' in the Trust. It's quite possible we edge out Muspelheim in weirdness only losing to 'everyone's a blank bitches!'- the difference is Avernites don't make any pretense about how weird they are and are totally upfront about it.
And if it is the PM who has kidnapped the Knight for some reason, (best case scenario it wants to use him and the genetic info of the emps and his psycic signature he has to improve us, then things will get even odder.
 
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Basically the Adeptus Mechanicus got some guys and augmented them to have awesome skills and depth perception but alot of their emotions are taken away do to the invasive mechanics now in their brains.
The kind of augmetics on display wouldn't do anything to their emotions. There ARE augments that take away emotions, but they all do it on purpose, not as a side effect.
 
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