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
1. How much the Varangian Guard will follow the Codex when it comes to size? I always found the 1000 marine limit too restricting, especially since due to long and complicated training and enhancement regime even relatively moderate casualties take decades to replenish. And them becoming too powerful (which is the reason Rowboat Girlyman implemented the limit) is much less of an issue with so many elite and hyper-elite forces kicking around (with ~110k Fire giants and ~700k Helguard, both of which compare favourably with standard space marines, never mind 4+ millions of Svartalf Guard, who while not as insanely skilled is still really good and extremelly well equipped), I think the ultimate goal of 10k marines sounds more reasonable. Though with current number ever 1000 strong chapter is still a long ways away.
 
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Okay... so it's not that Garkill can't attack us... After all, he's got at least half his Gargants, Hulks and Escorts free, as well as about 80% of his troops... it's just he doesn't have the spare Capital ships needed to punch through our orbital defensive lines deep enough to land a strong enough force to actually take a world from us...
 
1. How much the Varangian Guard will follow the Codex when it comes to size? I always found the 1000 marine limit too restricting, especially since due to long and complicated training and enhancement regime even relatively moderate casualties take decades to replenish. And them becoming too powerful (which is the reason Rowboat Girlyman implemented the limit) is much less of an issue with so many elite and hyper-elite forces kicking around (with ~110k Fire giants and ~700k Helguard, both of which compare favourably with standard space marines, never mind 4+ millions of Svartalf Guard, who while not as insanely skilled is still really good and extremelly well equipped), I think the ultimate goal of 10k marines sounds more reasonable. Though with current number ever 1000 strong chapter is still a long ways away.
they are aiming for around 25k
 
Okay... so it's not that Garkill can't attack us... After all, he's got at least half his Gargants, Hulks and Escorts free, as well as about 80% of his troops... it's just he doesn't have the spare Capital ships needed to punch through our orbital defensive lines deep enough to land a strong enough force to actually take a world from us...
If he splits his troops to fight other Orks without his oversight they might join the enemy Warboss.

He would need very trustworthy and skilled underbosses to risk that.
 
Hmm.. changes in Avernite bodily bacteria (Only 10% of cells in the human body is human, IIRC.).

Hmm..
 
How is Dragons Nest still alive? That's an obscene number of orks.

@Durin: do they have some sort of archeotech or homeground advantage?
mostly the fact that they are very heavily fortified and that the different Orks fight each other as well, something that the Blood Dragons are experts in encouraging
also they have an entire sector of nearly a hundred worlds
 
Grotogg's Domain
Orkish Domain
Rular: Kazag the Mighty (Ork Overlord)
Typo, it should be Kazag's Domain.

So when we go on the offensive against the Orks, Kazag must die either first or second. If left for last he'll just unify the local Orks by being the undisputed biggest ork around.

Garkill has the biggest hitting power thanks to his large navy, and his base of operations may have human survivors deep underground. Based on what we know right now I say we should hit Garkill, Kazag, and Grotogg, in that order.
 
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what the hell are you even babbling about? I said nothing about upgrading his stupid mace.
If you read what you quoted you would see that I said "maybe the Black Crystal Regalia can help cure him of the curse". This is because the Black Crystal Regalia are artifacts made by the old ones that seems to nullify chaos. In addition to that, they give up to +30% to all stats of the person wearing them. So if saint lin wears all 3 he might do better when trying to break the curse due to the +30% to all stats.
I was responding to @atrophy not you :p.

As for what I was babbling about let me explain.

Asgrin wanted to give Horatius the BCS because officially he's the trust's best champion, the issue with that is that he's a paragon of the mace not the sword so it would be useless to him.

As for giving Lin the BCJ, already asked, it caused him intense pain as it seems to enhance the thing that is also killing him.

Research it? It is on the head of the space marine chapter, they are not going to let us use him as an experimental subject.
Also it is a chaos damned Chaos Curse by a Daemon Prince. you burn those to the ground, not perform SCIENCE! on it.
Don't exaggerate what I meant, I want us to research exactly WTF it is doing before getting rid of it, so we can figure out how to get rid of it, after all its very rare to find ones so non malicious... at least compared to other curses that usually get put on people.

Yes, I am aware. I am just saying that I had some ideas for out of the box solutions that might make things even better
I recommend you get your eye sight checked because this is where you mention your box solutions which I quoted and asked what they were.

In short don't be a jackass and actually read the quotes and the bleeding FAQ its there for a reason and Syr's marriage prospects are in there.
 
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Are we going to get an option to reorganize the various PDFs to be as optimized as Duat's?
 
@Durin, I have a couple of questions:
1) How do "Commentaries" work? Do you mean that it will give us malus of +10% to cultist numbers?
2) Have you already decided that there is no survivors on Danaan? I have 2 more snippets in process and the second part being reworked, should I abandon them?
3) Can you please add the critical success mechanics to FAQ? It was asked several times already.
4) Would you like if I fix and post actions saying about dead advisers in present tense?
 
@Durin, I have a couple of questions:
1) How do "Commentaries" work? Do you mean that it will give us malus of +10% to cultist numbers?
2) Have you already decided that there is no survivors on Danaan? I have 2 more snippets in process and the second part being reworked, should I abandon them?
3) Can you please add the critical success mechanics to FAQ? It was asked several times already.
4) Would you like if I fix and post actions saying about dead advisers in present tense?
1. correctd, read new version
2. not saying
3. Ok
4. if you want, I like leaving them in there myself
 
Are we going to get an option to reorganize the various PDFs to be as optimized as Duat's?
From what I understand they already ARE optimized, through more than century of eternal war. Duat on the other hand was a new place with new dangers and the reorganization saved the decades of slow adaptation.
 
Wow, that is far far more orc than I imagined.

Its going to take centuries to defeat them, if we don't want to completely cripple our fleet and attack with complete recklessness.
 
That would mean most colonies would have Midgardian culture, which could danage the political stability of the trust.
There is nothing wrong with lots of planets with Midgardian culture if it's not coupled with political dependency from Midgard and I imagine cloning to be much more expensive. I think cloning should be used because we must repopulate a few dozen worlds, don't think there will be enough Midgard babies.
 
Also, as a side note, is Midguard really so untrustworthy that having colonies with a stronger level of their culture would be inherently bad? The world itself seems to work fine, and I don't think all of the other worlds would be so greedy as to want a majority of the pie, as small and petty as it is.
 
Definitely worth our while investing in hulk killers.

Even with a small proportion of others mixed in, new conditions and new education will make the colonies soon have a distinction from Midgard.
 
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