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
We should be decently okay the divinations were a success and they only mentioned the possibility of an attack in a decade so the next turn and a half we should be safe.
 
The prophecy was within a decade, not in a decade. Technically we could face an invasion on the first day of the next year.

The Reward for a successful action was, "Reward: Information on incoming attacks for the next five years, each success provides more information."

The result from two successes was, "High Grandmaster Ridcully spent two years trying to detect any signs of incoming attacks to the Imperial Trust. He was able to determine that there are no immediate attacks incoming but tells you that there is a high chance of attack from both Orks and the Golden Legion within the next decade, though he can not currently predict the scale of the attacks."

So the two pieces of information from two successes were "no immediate attacks" (which I take to be "for the next five years"), but a high chance of attacks taken "within the next decade". The actions were completed in Year 3 of the Turn, so there were another two years after that. Incidentally, given that Garkill is explicitly tied up in another war I would expect the first attack to be from the Golden Legion.

I interpret that as meaning that as of the end of turn, there will be no attacks within the next 3 years (the remainder of the 5 years) but there is a high (but not certain) chance of attacks within the next 8 years. That means we can probably count on getting at least 3 years out of the next turn before any attacks hit.

Things that will finish before the first attack hits:
Expand and Construct: Defence Cruisers, Monitors and large shipyards
Expedite: Build Advanced Orbital Defence Stations
Expand Juve-Nat Factories
Expand Mines: Erecura
Expedite: Population Pressure: Refound Okefenokee
Advanced Astartes Power Armour: Elite
Forge-Cathedral: Belisama
Mega-Vanquisher Macharius Regiments
(*sweet*)

Things that will not be complete even if we get the full 8 years:
Expand Military: PDF
Expand Shipyards: Large


Things that may or may not be completed:
Militia Air Force: Imperial Era
Expand Military: Helltrooper
Personal Attention: Expand Military: Hellguard
Expedite: Thaddeus Expertise: Ion Shields: All Hives
Thoughts on Cult Elimination
Prepare Missionaries
 
The prophecy was within a decade, not in a decade. Technically we could face an invasion on the first day of the next year.

Indeed, though now that the warp storm has fallen the strategic situation is less likely to swing as madly, turn by turn as it was while we were stuck in it (difference between 50 years and 5).

Our likely threat is from Valinor if they can manage to send a crusade through Garkill's realm while he is distracted with his Ork neighbor.

This would be informative in a lot of ways for the Trust (and the questors)

1. Valinor probably can't afford to send all of their strength since they need to maintain a Home Guard against all the Orks surrounding them (though being daemon worlds, there is always a chance they can just magic up armies outta no-where).

2. It will give the Trust an idea of how potent Valinor's reach and power is on several fronts: Logistics, Navy skill, Army skill, relative level of favour with the Abomination, how resistant the Trust's population is to direct exposure to the Abomination flavor of chaos, etc.

3. Valinor probably will not reinforce this crusade regularly (if it manages to survive more than a couple of weeks, unlike most invasions thus far) given the distance and danger involved to crossing through Ork territory.
a. Then again Chaos, lol re-reinforcements out of the warp from the other side of the galaxy is always a thing that could happen.
 
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Anyone know how tight are the chapter serfs? Do they call each other brothers like the Astartes? Or do they have a more individual mentality?
 
Volume Two Canon Omakes: Small Soldiers: Induction Day
Did an omake on Avernite schools and the militia in Lorien

"Can anyone tell me what today is?"

A dozen hands shot up across the classroom. One small child looked particularly excited, bouncing up android down like he was riding a playground thunderbeast.

"Yes Haldir?"

"It's in-duck-shon day miss!"

"And children, what does that mean?"

Haldir yelled out, unable to contain his excitement. "We get guns!" Miss Critchstone sighed audibly. "Haldir, I sometimes wonder if you are an Ork that painted himself pink and snuck into my class!" The class giggled at this, and the teacher stood waiting for them to calm down.

"Induction day is the day when every third year class in Lorien gets officially inducted into the militia."

This seemed to excite her 30 six year olds, and at once the class broke out into seemingly 100 distinct conversations. She simply stood silent till the conversations petered out.

"Unfortunately for you Haldir, today is not the day you get guns. I'm going to lead you to the musterground where you'll be grouped into training companies of 112 people, including the staff. These companies are important because until you specialise in year 12, this is who you will be spending a lot of your time with."

A small girl, with her long blond hair tied in green ribbons spoke up.

"Do we get to pick who's in our company miss?"

Miss Critchstone shook her head. "No Freya. You get put into companies dependent on where you live. You will have some friends in it, as it is the hundred third years who live closest to a certain point. I happen to know all of of you will be in the 480th lorien whiteshield milita regiment, and you will be split between the 6th and 8th company, with 3 of you going to the 7th. Now, do you want hear which company you are in? Listen out well for your name."

------

The kids were given uniforms, and due to a minor arceotech find, body armour that resized to fit them. They donned them, over the thin body suit Avernite parents made there children wear to prevent spider bites. Miss Critchstone helped the less capable kids, privately hoping for their sake they would learn quickly. There was only so much one could do to keep the spiders away from a slow child.

She gave the children brief orders in battlespeak, and they stood up and marched to the centre of the room. Standing in front of the A is for Averneus poster, they looked like a miniature platoon of guardsmen. The illusion was broken when Haldir smacked the back of the smaller girl in front of him.

"There was a blink spider on her miss. Swear!"

"There's no blink spider on Freya miss" a tall thin girl shrieked.

"Must have jumped away!"

The children started obsessively checking themselves and there comrades, in what offworlders affectionately call, the spider dance.

The teacher once again barked at the comically tiny platoon and they stood roughly to attention. Another bark and they marched out the door.

The school was laid out as both a strong point, and a bunker, with the secure child creshes stored underneath, and an upper level designed to be defensible position in the unfortunately likely event of city fighting. Even in the last couple of years aggressive packs of phase tigers and several rouge psykers had wounded the city, and in those attacks Avernite architecture had saved hundreds of lives.

Proceeding through a corridor to an exit the class were briefly issued a halt. As they halted another third year class marched out of a side corridor and took up the march in front of them. Miss Critchstone ordered her class on.

Along the corridor, there were weapons cabinets, in case of phase tiger attack. The last one had been 3 years ago, but with 15 dead and 20 wounded, you had to prepare. Looking to the wall they saw one of the few photos of an unstealthed dragon. This beast was terrifyingly large, and thankfully rare. None of the children had ever seen one.

The classes marched out into the street. The treelined avenue was pretty, yes, but when you looked at it for a time, you could see it was designed to be a fortress first and foremost. It only went on for 200m in each direction from the centre and at the end zigzagged. This was to act as a potential killing field against advancing invaders.

The children were marched to a subway station. Climbing into the station, the small girl, Freya, saw a mosaic of a smiling man in power armour, next to a beautiful white haired woman. Between them was a girl, hair as silver as her mothers, wearing a milita uniform. Under the mosaic were the words "Memorial to lady Freya".

The leaves blown into the station rushed up and around, like little aircraft trying to out rly each other. A sleek white snake rushed into the station. The doors hiss and open, and the class of children climb in. The doors close, and the train silently accelerates to speed.

In the train, Freya again sees the smiling soldier, and his beautiful wife. This time they're plastered on a poster, and both wearing full armour. Freya had been told about the woman by her grandmother. The old woman had claimed to have met her, and had sworn by the emperor that she was truly the kindest, nicest woman she'd ever had met. She was so enamoured by the silverhaired woman that she'd insisted to her mother that she should carry her name.

The train suddenly, silently, and seemingly without slowing down, came to a stop. The doors opened, and on marched an additional few platoons of tiny guardsmen. Speeding up again, as quietly as a phase tiger stalking it's prey, the train continued it's journey.

"Two more stops before we get to the parade square" miss Critchstone said to no one in particular. The class looked at her, and in the case of Freya, smiled. She felt a tickling on her hand and flicked at the spider. She looked across to where its remains had been catapulted, and saw the skull on its abdomen. "Lucky escape", she muttered to herself.

As the journey continued no more spiders were seen- they didn't seem to like the change in reference frame the train caused, so didn't bother with jumping into it. More small guardsmen borded the Archeotech vehicle. When the train suddenly arrived at the required station, two companies worth of them disembarked.

------
As the children emerged onto the vast parade ground, the first thing that struck them were two vast golden statues in the distance. To the right, was his holiness the Emperor, who watches over all of us, and to the left was Saint Seamus Lin. Freya loved listening to Lin's broadcasts on the public vox networks. She never felt safer than when his words were surrounding her.

To someone looking down upon it, the parade ground must have looked like a disturbed ants nest. Swarms of small individuals, the children, were being directed around by larger individuals, the teachers and Militia who were running the training regiments. Each class had been given a specific destination, from which they'd merge and split into there designated companies.

With more than a million children to form into regiments, they could not be expected to successfully navigate the vast city square. The underground railway network deployed the children to the position in the square corresponding to the regiment they were going to join- to a certain degree. They still often had to walk almost a kilometre through rank upon rank of youth milita regiment to find their spots.

Eventually, after what seemed like hours walking, and then standing, there was a booming voice carrying over the air, and a large holoimage of a woman wearing a grey trenchcoat and a suit of elite power armour was projected, almost as tall as the statue of the emperor himself.

"Hello children. Some of you may recognise me. My name is lieutenant general Agini. It is my job to ensure Lindon is protected. I hope you are all willing to help me."

The kids, all across the parade ground quickly started retelling the old story about when the pink skies came, and general Agini and the phase tigers ran through a daemon filled forest with half of Mirkwood chasing them down trying to kill them.

"I know you have all heard all kinds of things about me. Hell, I've heard all kinda things about me, and half of them are true. Just keep in mind I'm not going to eat you if you screw up. Your drill sergents on the other hand... might."

The children looked around, scared. A collect of nice seeming adults in militia uniforms waved at them smiling, from the front of the company.

"Militia duty is not easy, and it certainly won't be all fun at all times, but at the same time, it's a normal thing for everyone to do, and hopefully you will thrive with the new challenges earlier. As for those of you who want to join the pdf, or even the helltroopers, a good record in the militia can make both selection and basic easier on you."

The general looked out across the sea of small soldiers. By the time they reached 14 they were better than most of the guardsmen who were tithed in the old imperium. At 18, they would match imperial era inquisitorial storm troopers.

"So as of now, by the power invested in me by Governor Rotbart and the Emperor himself, I declare you young brave souls members of the Lorien Militia. May your hearts be bold, and your eyes quick, for being slow is to invite the tigers to strike."
 
Fething Blink Spiders. Agani ran through an entire forest filled with daemons, only to be killed by what was most likely a spider bite.

EDIT:
This was also the period in which they officially adapted their policy of recruiting those soldiers who had deathwishes into their ranks, whether it is due to survivors guilt, guilt over actions committed or having nothing left to lose.
We have Slayers it seems. Cool.
 
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@Durin how bad did we roll for the chaos psykers considering that even with us making major changes with how we handled our owm psykers to handle them we still lost over 50 million people?
 
Hmm, I'm kinda worried if (when) we link up with another petty Imperium, more specifically their mechanicus. So far we've avoided having trouble with the conservative factions by not stepping on their toes, and also having vital resources. A larger mechanicus force changes that.
 
Hmm, I'm kinda worried if (when) we link up with another petty Imperium, more specifically their mechanicus. So far we've avoided having trouble with the conservative factions by not stepping on their toes, and also having vital resources. A larger mechanicus force changes that.
.....LOL, everything in this sector that is potentially friendly is dead. It will take decades, if not centuries to pacify it (if we ever even manage to do so). Other petty Imperiums will not be in the cards for quite a while.
 
On that note:

4 Turns to 1,000,000 Psykers. (Barring major losses in war/incursiom.)
1 Turn to Major Psyker:Untrained Major Psyker parity. (Boosted success rates!)
??? more turns until Sanctionite:Untrained parity.

After we handle the next 2 invasions, we should set up Psyker Quarters: All ASAP.
 
What a curious setup they have going there, so very decentralized.
Their ancestor-worship and the over-arching Svartalfar identity must be very strong to keep things as civil and orderly as they seem to be.

Also @Durin you forgot to add "Warhammer High: The TALK" to the non-Volume Omake Must Read index section.
 
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What a curious setup they have going there, so very decentralized.
Their ancestor-worship and the over-arching Svartalfar identity must be very strong to keep things as civil and orderly as they seem to be.

Also @Durin you forgot to add "Warhammer High: The TALK" to the non-Volume Omake Must Read index section.
it is, also there is a strong non-violent way to compete with the Artisan competitions
 
Should totes get Relics made for our characters. Say.. our Primaris? Relic-Grade Force Weapons sounds nicely scary.
 
Should totes get Relics made for our characters. Say.. our Primaris? Relic-Grade Force Weapons sounds nicely scary.
We've talked about that and it got a substantial number of votes for deciding what to talk about at the High Council, but we chose Alfheim militia in the end due to its greater importance. We can do it at any time with a Sound Out action, though and we may do it next turn.
 
Neighboring Regions
Neighboring Regions


Within 200 Light-years of the Imperial Trust

Dragons Nest
PolityDragon's Nest
CapitalMenagroth
Named Worlds
Worlds116
Population (billion)9,100
Population Growth Rate0.95%
Military (billion)632
Military Percent6.94%
Average Defence level6
Economy (kCredits)18,597
admin0.4
80LY east
Military: 250 billion PDF, 25 billion Guard, 400 million Chapter Serfs, 12,000 Space Marines
Estimated Fleet Turn: 37 Battle Barges, 370 Astartes Capital Ships, 3,500 Astartes Escorts, 150 Capital Ships, 40,000 Escorts
Sub-Sector DanaankThroneskMaterialkMetalkPromethiumkAdvanced MaterialkExotic MaterialkFood
Income Building1,307,978,1902,707,923,5971,321,683,109711,5214,7364,262
Income Base6,265,211,248715,907,924419,477,299318,633,262392,0486,5245,057
Cities-377,049,194-109,972,682-273,737,715-74,655,740-125,683-1,047-6,831
Buildings-2,290,007,163-68,717,700-109,647,641-24,364,478-12,255-35
Army-664,057,345-96,897,912-193,659,413-145,365-4,609-311
Navy-1,015,655,400-793,311,0000-24,095,312-394,696-916
Orbital Infrastructure-280,040,716-64,282,350-16,927,862-9,846,798-4,45516
Tithe
Trade Levy
Net Income2,160,944,4091,318,264,188856,555,7061,440,404,607478,7464,9002,178
Currant Reserves21,235,939,26917,590,834,9028,720,331,02917,460,291,567833,0703,06928,655
End Total32,040,661,31224,182,155,84413,003,109,55924,662,314,6003,226,79927,56739,546

nameNumberComposition
Astartes Company800100 Astates
Serf Light Division36450 infiltration regiments
Serf Assault Division36450 Heavy Assault Regiments, 50 Serf Regiments,
Serf Armour Division36460 Armour Regiments, 20 Mechinised Infantry Regiments, 10 Heavy Armour Regiment, 10 Heavy Assult Regiment
Serf Fighter Brigade1821,000 Fighter Wings
Guard Siege Corps1,82170 Siege Infantry Brigades, 100 AA Regiments, 200 Artillary Regiments
Guard Armour Corps1,821600 Armour Regiments, 200 Mechinised Infantry Regiments, 50 AA Regiments, 150 Transport Regiments
Guard Line Corps3,643550 Infantry Regiments, 50 Heavy, Light and Mechanized Infantry Regiments, 50 Armour Regiments, 100 Artillery Regiments, 100 traport Regiemnts 50 AA regiments
Guard Void Corps7291,000 Void Infantry Regiments
PDF Siege Corps18,21570 Siege Infantry Brigades, 100 AA Regiments, 200 Artillary Regiments
PDF Armour Corps18,215600 Armour Regiments, 200 Mechinised Infantry Regiments, 50 AA Regiments, 150 Transport Regiments
PDF Line Corps18,215550 Infantry Regiments, 50 Heavy, Light and Mechanized Infantry Regiments, 50 Armour Regiments, 100 Artillery Regiments, 100 traport Regiemnts 50 AA regiments
PDF Void Corps7,2861,000 Void Infantry Regiments
Fighter Division18,2151,000 Fighter Wings
Bomber Division18,2151,000 Bomber Wings
Cargo Division9,1071,000 Cargo Wings
Militia Siege Infantry Corps500,274100 Siege Infantry Brigades
Orbital Defence50
Navy50
Military Size/Percent of population621,056,489,2426.82%
Milta6,653,642,692,649

Number
Battleship100
Grand Cruiser600
Heavy Cruiser2300
Battlecruiser8000
Cruiser50000
Light Cruiser40000
Escort60,000
Battle Barge125
Assault Cruiser800
Strike Cruiser700
Rapid Strike Vessel14700
Navy Size10,757,050,673

Space
Orbital Habitats182
Space Station1,021
Dock 1 slip2,365
Shipyard 6 slips125k production463
Large Shipyard 24 slips625k production88
Huge Shipyard 96 slips2.5 mil production22
Gargantuan Shipyard 384 slips10 mil production2
Ramilies Starfort 10 slips200k Crew
Minefields310
Orbital Defense Platform227,687
Heavy Defense Platform45,537
Defense Station9,107

Current activities: Turn 99
Fortifying Dragon's Nest: 50 Billion Guard, 3 Billion Chapter Serfs, 2,000 Space Marines, 400 Capital ships, 10,000 Escorts
Fortifying Karnas: 20 Billion Guard, 2 Billion Chapter Serfs, 2,000 Space Marines, 300 Capital ships, 8,000 Escorts
Reserve: 20 Billion Guard, 3 Billion Chapter Serfs, 4,000 Space Marines, 300 Capital ships, 7,000 Escorts

Dragons Nest is the most powerful single polity in your neighborhood, covering an entire Sector of nearly a hundred worlds. It is ruled and protected by the Blood Dragons, a Adeptus Astartes Chapter descended from the legendary Blood Angels. Despite their skill and the number of well trained well equipped soldiers that they can call upon they were hard pressed to defend their territory when you first encountered them, with only the heavy fortifications that each world has on both ground and in its orbitals allowing them to survive. This changed after the arrival of the Imperial Trust, which cleared the Orks from one of their flanks, crippled Valinor's Fleet and provided them with some more advanced technology. Dragon's Nest to this relieving of pressure to further fortify their worlds and expand into Karnas and some of the nearby worlds.

At the Fall of the Imperium Dragon's Nest was the Takama Sector, a sector of no particular renown that's only claim to fame was the presence of the Blood Dragons Chapter of Astartes, a chapter known for its honor and the deadliness of its swordsmen. Thanks to a strong sector government the Sector remains strong int he immediate aftermath of the Fall of the Imperium, and thanks to the strength of the Blood Dragon's it was able to defeat all that threatened it. For over a century the Blood Dragon's worked with the Sector Government to defend and govern the sector, until the rise of Sector Governor Gunther von Helervan. Governor Gunther at first proved to be one of the more gifted governors of his line, keeping the sectors economy on good order and its armies strong. However this competence only hid the truth, which was discovered by a brave Blood Dragon's Liberian involved in hunting down a particularly elusive cult on the sector capital. Sector Governor Gunther von Helervan had been corrupted by the Abomination, and had taken most of the Sector Government with him. The Blood Dragon's quickly moved to remove those tainted by the sector governor, which turned out to be most of the upper levels of the sector government. The combination of the lack of suitable replacements for the now former governor and the fear the future governors may prove to be just as susceptible corruption made the Blood Dragon decide to take power for themselves, a feat they accomplished with little issue.

For the following millennia, the Takama Sector, now renamed Dragon's Nest continued to suvive despite everything that the galaxy threw at it.

The Blood Dragon Chapter was a member of the eighteenth Founding, around ten thousand years ago. In the time of the Imperium they were in many ways a typical successor of the Blood Angels, though with a greater focus on honour and swordsmanship then many. After the death of the Emperor the Blood Dragon's quickly came to the decision not to follow the size limitations of the Codex Astartes, and started a gradual growth. This growth sped up significantly after they took control of the Takama Sector, with their numbers stabilising at around five thousand. Since the arrival of the Imperial Truat this number has gone up significantly and there are now over eightly Companies of Blood Dragons.

Where the Varangian Guard adjusted to increased numbers by adding a whole new layer of formations, the Cohorts and their Praetors, the Blood Dragons more natural growth led to them building on the existing position of Master. Unlike in a traditional chapter the Masters of the Blood Dragon's are separate from the Captains, and instead of commanding a Company each has their own responsibilities. To assist in their duties each master has a household, which can range in size from a few squads to over a company, and can be assigned one or more companies as necessary.

There are currently fourteen masters among the Blood Dragons, though the number has been known to change. These positions can be split into three real categories, though that are little different from what they would be in a Codex Chapter, those that have changed significantly and those that are unique to the Blood Dragons

The first category includes the Regent of Menagroth, who leads the first Company and is the appointed second of the Chapter Master, the Master of the Librarius who commands both the Psykers of the Blood Dragons and all other Psykers within Dragon's Nest, the Master of the Forge, who leads both the Techmarines of the chapter and the Adeptus Mechanicus with Dragon's Nest, the Sanguinary High Priest who leads the Sanguinary Priests, the High Chaplain who leads the Chaplaincy, the Master of Recruits who overseeing all recruitment and training within the chapter and the Herald of Herald of Sanguinius who commands the Sanguinary Guard.

The second category includes the Master of the Watch, who maintains the internal security of Dragon's Nest and hunts down spies and chaotic cults, the Master of the Fleet, who commands the fleets of Dragon's Nest and all of the Blood Dragon's Chapter Fleet barring the company flagships and their escorts and the Master of the Marches, who oversees the defence of the borders of Dragon's Nest.

The final category includes the Warden of the Nest, who governs Dragons Nest, the Master of Sieges, who oversees the fortifications of Dragon's Nest and commands siege forces, the Lord of Skyfall, who leads the Blood Dragon's offensive operations and the Master of Rites, who commands the mortal forces of Dragon's Nest and oversees their training.

While the Blood Dragon's remain the honourable warriors that they always are and have developed into wise leaders they still bear the taint of their line, with the Black Rage being a constant issue. Inquisitor Klovis-Ultan has also noticed a trend among the Blood Dragon's to have criminals on deaths row taken to their ships, never to be seen again. While it is claimed that the Blood Dragon use them for training Inquisitor Klovis-Ultan worries that they are being sacrificed. He has put in a request for Ridcully to look into this matter when he has the time.
Greater Divination (Blood Dragons - Death Row Prisoners): Turn 108
High Grandmaster Ridcully spent a year looking into what the Blood Dragon's are actually doing with the death row prisoners in their ships and strongholds. He found that rather then sacrificing them to the Dark Gods as he feared the Blood Dragon's are draining them of blood and drinking it, and occasionally even eating them whole. He was able to see that the Blood Dragon's are suffering from one of the three curses of the Ninth Legion, know as the Red Thirst, the Path of Blood, the Curse of the Body or the Curse of the Present. The Red Thirst, as it is most widely know as, gives the Blood Dragon's an urge to drink human blood, an urge that only grows stronger as it is ignored and as a marine gets older. The more a sufferer gives in to the Red Thirst the stronger it grows, and the more the suffer changes. The initial changes that the Red Thirst gives to its sufferer are increased speed, strength and even minor regeneration which continue to grow the more that the bearer changes. Then the form of the bearer starts taking on a more bestial visage even as the mind becomes more consumed by the need for blood and flesh. Finally the bearer becomes a being of bestial fury and low cunning, maintaining only the smallest fraction of the noble warrior that it once was. The Blood Dragon's maintain careful watch over the strength of the curse among their numbers, and when it becomes uncontrollable a marine will be inducted into the Red Company, where they will be kept in stasis coffins between battles and only unleashed in the depths of enemy armies. It is rare for a member of the Red Company to survive a single battle, though those that do become terrifying monsters that eventually have to be put down as a threat to their own brothers.
Request Information: Curses of the Line of Sanguinius:
Inquisitor Klovis-Ultan has managed to get a more detailed description of the three curses that the Line of Sanguinius is now under. These Curses are the Red Thirst, the Black Rage and the Yellow Doom and the effects that they have has grown over the millennia since they were first detected. All Chapters of the Line of Sanguinius must balance the demands of the three curses in order to survive, barring those like the Lamenters who have thrown themselves into the depths of one, and escaped another. The Blood Dragons feel the Red Thirst most strongly and the Yellow Doom the least.

The oldest of the Curses is the Red Thirst, also know as the Curse of the Present and the Curse of the Body. The Red Thirst gives its victims an urge to drink the blood of their foes and consume their flesh. As the curse gets stronger the temptation to consume all around them grows, with only their their brothers being spared, unless the curse has reached its utter height. When a Blood Angel slakes the Red Thirst it boosts their speed, strength and regenerative ability's for a period, at the cost of some of their higher functions. The vast majority of these effects will fade after a time, though a small portion remain. The Red Thirst slowly gets stronger as a Marine ages, but can be kept in check by slaking it or sheer force of will. Every time the Thirst is slaked it will return just a bit stronger, until eventually the Marine devolves into a bestial monster consumed by the need for blood and flesh sparing only their brothers, at least at first. By this point a Blood Dragon will have been inducted into the Red Company, where they will be kept in stasis coffins between battles and only unleashed in the depths of enemy armies. It is rare for a member of the Red Company to survive a single battle, though those that do become terrifying monsters that eventually have to be put down as a threat to their own brothers. The Chapters most afflicted by the Red Thirst are superhuman warriors even by the standards of their kin, but must constantly feed on the flesh and blood of other their foes or the humans that they protect in order to sate their Thirst.

Next is the Black Rage, known as the Curse of the Past and the Curse of the Mind. The Black Rage is the echo of Sanguinius' death and gives its victims the uncontrollable rage that their Gene-Father felt in his final battle. Furthermore they often hallucinate that they are Sanguinius in his final hours, and that their foes are those that he met in the assault on the Vengeful Spirit. A Marine in the grip of the Black Rage fights with incredible power, and some echo of their lost Primarches skill making them a terror on the battlefield, though their uncontrollable rage and hallucinations makes them near incapable of tactical thought. All Blood Angels can succumb to that Black Rage, though it strengthens as they age and can be held back for a time by willpower. When a Blood Angel falls to the Black Rage they will be inducted into the Death Company where they are kept in stasis between battles and unleashed on enemy strongpoints. A Cure for the Black Rage was created based on the Gene-Seed of the Lamenters Chapter, who avoided the curse. However this cure seemed to also trigger the third and final curse of the Line of Sanguinius, the Yellow Doom, so few chapters make full use of it, with most using it in moderation to try and avoid the worst of both curses. The Blood Dragon's make little use of the Cure, being more willing to suffer the Black Rage then the Yellow Doom. The Chapters who feel the Black Rage fight with an echo of the skill of their father, making them a near unstoppable force on the battlefield. However the Black Rage cuts deeply into their numbers, and falls heaviest on the veterans making these chapters full of incredibly young marines, and far smaller then they should be.

The final curse, so far at least, is the Yellow Doom, known as the Curse of the Future and the Curse of the Soul. The first sufferers of the Yellow Doom were the legendary Lamenters Chapter of the Cursed Founding, the only decedents of Sanguinius to be free of the Black Curse. It was from them that the Cure to the Black Rage was created, and from the Cure that the Curse was spread to the rest of the 9th​ Legion. The origins of the Yellow Doom are less clear then of the other curses, but is believed to be an echo of Sanguinius' heroic sacrifice. As the Yellow Doom takes hold an Astartes will become more and more willing to give his life in the defence of others, often pushing themselves to impossible feats of heroism in the process. While by itself this would be far less severe then the other curses when combined with the way that fate seems to warp in order to put victims of the Yellow Doom in impossible situations, situations that only get worse as the number afflicted in company with each other. As the Yellow Doom gets stronger its victims seem to lose any self-preservation instincts, and disaster follows them ever more. By this point they will have been inducted into the Yellow Company, a formation of Marines that is forbidden from deploying beside each other in all but the most dire of circumstances. Marines of the Yellow Company are far more independent then other Astartes, being deployed alongside units that are expected to face the greatest dangers or sent on suicidal solo missions, where their doom can not catch their brothers. It is a rare Astartes who survives long in the Yellow Company, though those that do are Paragons of Heroism, willing to face impossible odds to protect innocents and able to triumph despite it. As a Chapter feels the Yellow Doom more they are forced to split their forces into ever smaller groups and keep on the move, in order to prevent their combined Doom calling foes beyond even them down on those they protect. Eventually this reaches the point of the Lamenters, who are split into an unknown number of groups, the largest of which are the size of a combat squad. When a larger force of Lamenters find themselves in one location it is a sign of a cataclysmic battle approaching, one that will inveriably claim the lives of most, or even all of the Lamenters gathered. These Chapters are known to suffer horrendous attrition as their Doom brings them to impossible battle after impossible battle, though those Astartes who survive to become veterans are warriors of terrifying skill and adaptability. Interestingly enough those chapters afflicted by the Yellow Doom seem to have an easier time initiating new brothers then other chapters, which is the only reason that many of them still exist.
Karnas
Capital: Karnas (Recruiting World, Fortress World)
Size: 12 Worlds
Estimated Population: 250 billion
Distance to Imperial Trust: 120 Light years to Midgard (Autem-East)

The Petty Imperium of Karnas was the only Petty Imperium within two hundred Light-Years from the Imperial Trust when you first encountered it. In the lead up to the wakening of the Ork Gods it was taken over by a political coup by its traditional protectors of Dragon's Nest, a move backed by the royal family.

Atum Dynasty
Necron Minor? Dynasty
Ruler: Intekhet (Necron Overlord)
Capital: Surantor (Core World)
Size: Unknown, at least 12 worlds
Estimated Population: unknown, at least 50 billion
Distance to Imperial Trust: 150 Light years to Alfheim (Descendit-East)

Military: at least 50 billion Necrons
Estimated Fleet Turn: at least 1 Necropolis Tomb Ship, at least 50 Tomb Ships, at least 200 Capital Ships , at least 5,000 Escorts
The Necron Minor Dynasty of Atum has at least half a dozen worlds below of Dragons Nest, including at least one Coreworld. They have often raided Dragon's Nest for captives, succeeding more often then they fail despite the best efforts of the Blood Dragons. The size of the fleet that they have deployed against the Orks in recent years and the presence of a Necropolis Tomb Ship suggest that they are significantly more powerful then expected.

The Princedom of Turoq
Tzeenchian Domain
Ruler: None
Capital: Epra (Deamon World)
Size: 55 Worlds
Estimated Population: 400 billion
Distance to Imperial Trust: 130 Light years to Muspelheim (West)

Military:estimated 50 billion cultists, estimated 20 billion Guard, estimated 400 Chaos Space Marines, estimated 3 million Psykers, estimated 2,000 Sorcerors
Estimated Fleet Turn: 300 Capital Ships , estimated 10,000 Escorts
The Tzeenchian Domain of Turoq controls most of the old Epra Sector to the west of the Imperial Trust. The domain was created by the Chaos Lord Turoq and his warband almost three hundred years ago. Turoq was once the Captain of the 1st Company of the Anteaters Chapter, a fifth founding chapter of the Gene-Line of Vulkan who fell to the wiles of the Changer of Ways a hundred years before.

The Domain of Turoq is built around the once Hive World, now deamon world of Epa and half a dozen other heavily industrialized, heavily defended worlds, which are supplied with raw materials and manpower by the rest of his domain. While the authority of Turoq himself is unassailable there are constant plots for power and control on all levels of his government. However in a show of common sense rare for the forces of Chaos Turoq stamps down hard on those whose plots negatively impact on the domain as a whole, forcing his subordinates to be subtle in their plotting. In fact on the surface the people of Turoq are highly cooperative and well ordered, though only on the surface.

In war Turoq combines the psychic might of its sorcerers with disciplined armies and fleets, led by commanders who know to keep their infighting off the battlefield and a demon prince gifted, or perhaps cursed, with insight into the truth, with all illusions removed. This gives Turoq an worryingly good assessment of the capabilities of himself and those around him.

After the death of Turoq his domain collapsed, losing most of its industry and spitting into countless warring factions. A mere five years after his death the once mighty domain had only a fraction of its old power and population, and its collapse showed no sign of slowing.

Tugozak's Domain
Major Orkish Domain
Rular: Tugozak Doomfist (Ork Overlord)
Capital: Zion (Core Ork World)
Size: 25 Worlds
Estimated Population: 600 billion
Distance to Imperial Trust: 200 Light years to Midgard (Autem)

Military: 600 billion Orks, estimated 15,000 Gargants
Estimated Fleet Turn: 12 Space Hulks, estimated 3,000 Capital Ships , estimated 40,000 Escorts, estimated 20,000 Roks
Major civil war

The Orkish Domain of Tugozak Doomfist was the largest Ork Domain that the Imperial Trust Scouts have found. It lies several hundred Light-Years above the Imperial Trust and is currently in the middle of a major civil war that has been intensified by concerted efforts from the Imperial Trust.

The Princedom of Demagoye
Slaneeshi Domain
Ruler: Demagoye (Chaos Lord)
Capital: Zaotis (Fortress World)
Size: 42 Worlds
Estimated Population: 700 billion
Distance to Imperial Trust: 110 Light years to Jotunheim (South)

Military: estimated 70 billion cultists, estimated 30 billion Guard, estimated 600 Chaos Space Marines
Estimated Fleet Turn: estimated 450 Capital Ships , estimated 12,000 Escorts
The Slaneeshi Domain of Demagoye controls half of the old Zaotis Sector to the south of the Imperial Trust. So far little is known about them but they are one a possible threat to the Imperial Trust.

Assorted Remnants
A scattering of worlds held by a variety of human governors and other minor leaders,
Ruler: none
Capital: none
Size: 4 Worlds
Estimated Population: 20 billion
Distance to Imperial Trust: 50-200 Light years to Midgard (all directions)

Military: estimated 4 billion Guard
Estimated Fleet Turn: estimated 20 Capital Ships , estimated 200 Escorts
There are a scattering of other human worlds not part of any polity in the region that your scouts have investigated. These worlds are generally poorly defended, lightly populated and preyed upon by most of their neighbors. The number of worlds in this category has decreased by almost twenty since you first found them, with worlds being taken under the banner of the Blood Dragons, conquered by Orks or falling to Chaos in equal measure.

Assorted Orks
A scattering of worlds held by a variety of Orks,
Ruler: none
Capital: none
Size: 75 Worlds
Estimated Population: 140 billion
Distance to Imperial Trust: 50-200 Light years to Midgard (all directions)

Military: 140 billion Orks
Estimated Fleet Turn: estimated 5 Hulks, estimated 550 Capital Ships , estimated 12,000 Escorts, estimated 25,000 Roks
There are a scattering of other Orks worlds not part of any major domain in the region that your scouts have investigated. These worlds are generally more lightly populated and worse equipped then the Orks of the major domains and often raid each other and nearby worlds. Thanks to some heavy assault by both the Imperial Trust and Dragon's Nest many of these worlds have lost the vast majority of their population and all of their industry.

Assorted Chaos
A scattering of worlds held by a variety of minor Chaos Lords,
Ruler: none
Capital: none
Size: 33 Worlds
Estimated Population: 130 billion
Distance to Imperial Trust: 50-200 Light years to Midgard (all directions)

Military: 28 billion Cultists, 2.8 billion Guard, 800 Chaos Space Marines
Estimated Fleet Turn: estimated 500 Capital Ships , estimated 6,000 Escorts
There are a scattering of other Chaos worlds not part of any major domain in the region that your scouts have investigated. These worlds are generally more lightly populated and worse equipped then the Chaos forces of the major domains.

Valinor
Destoyed

Abomination Empire
Rular: Unknown
Capital: Valinor (Angyl World)
Size: 16 Worlds
Estimated Population: 380 billion
Distance to Imperial Trust: 40 Light years to Jotunheim (South)

Military: Destroyed
Estimated Fleet: Destroyed
Current activities: Turn 108
Extinct

Valinor is the only other human presence in what was once the Valinor Sector, controlling the nine worlds of Sub-Sector Valinor along with seven other worlds that they took from the Orks. They are devote worshipers of the Abomination and Valinor itself is an Angyl World, a Daemon World of the Abomination. While the Golden Legions of Valinor are not the most numerous or best equipped of the forces in the region their incredible discipline and Warp born powers make them a force to be reckoned with.

Valinor was wiped out by a Imperial Trust campaign led by Rotbart the Great in year 45,228
 
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