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
To be fair, the Changeling's main schtick tends to be more sow deception than kill everything personally. Plus, in doing the doppelgänger fight, it bases its skills off of its opponent—the only ways to win are to be more powerful or ridiculously lucky. Jane was the second.
If her Paragon trait manifested itself at that moment then whoa.

Permanently injuring one of Tzeench's favourite (albeit most mercurial) daemons would be worth it, never mind the possibility of killing it.

Still yeah every action that can be devoted to tracking down the missing psykers should be taken ASAP.
 
it is not that unheard of for the same to occur in normal humans, it basically means that they have a very strong and accurate self image

My pet theory for Surtr is that he is a Callidus assassin in deep cover, sent to Muspelheim by the old Imperium to learn their secrets.

Callidus assassins are ridiculously good at disguising themselves. Having a very accurate mental image of the role you are intended to play and internalising its character down to the smallest details could have the effect of making your soul look like the one you are impersonating.
 
@Durin

Couple things I wanted to get clarified for this turn:
  1. Should Oakheart's sword skill trait now give her +120 to melee instead of +80, to bring it in line with Horatius' trait?
  2. For the Telepathica Where are they? action, is the action confined to Divination (in which case adding Xavier to it would be largely superfluous), or is it also investigative (in which case Xavier's extremely good Intrigue score and Ash Hound trait make him an extremely good addition)?
  3. Would we have an initial defensive malus to starting the Duat rail construction?
  4. Will we get bonuses to our (hopefully) last Ork stronghold assault from having the psykers back in force?
 
My pet theory for Surtr is that he is a Callidus assassin in deep cover, sent to Muspelheim by the old Imperium to learn their secrets.

Callidus assassins are ridiculously good at disguising themselves. Having a very accurate mental image of the role you are intended to play and internalising its character down to the smallest details could have the effect of making your soul look like the one you are impersonating.

hmm, I doubt it, Callidus assassins are good but they aren't Surtr good. Though if true it would be one hell of an example of becoming the mask.
 
@Durin

Couple things I wanted to get clarified for this turn:
  1. Should Oakheart's sword skill trait now give her +120 to melee instead of +80, to bring it in line with Horatius' trait?
  2. For the Telepathica Where are they? action, is the action confined to Divination (in which case adding Xavier to it would be largely superfluous), or is it also investigative (in which case Xavier's extremely good Intrigue score and Ash Hound trait make him an extremely good addition)?
  3. Would we have an initial defensive malus to starting the Duat rail construction?
  4. Will we get bonuses to our (hopefully) last Ork stronghold assault from having the psykers back in force?
1. yes
2. Divination only
3. no
4. yes
 
1. yes
2. Divination only
3. no
4. yes
Follow up question:
  1. Is there any way we can get Xavier and his sweet, sweet 38 intrigue and +30 to locating rogue psykers involved in the hunt?
Edit: also, cutting away the Curse. I'm honestly not surprised someone decided to ask about it. I'm also not surprised that it would be absurdly risky. Let's leave that as an absolute last-ditch option, and even then only try it if we have a damn good reason to believe that getting the curse off is a matter of immediate life or death.
 
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hmm actually, I wonder if it might be a better idea to keep our armies home for now. the orks will keep, but the small army of chaos psykesr likely won't.
 
@Durin:
1) Does anyone we know have souls that look like their physical selves aside from Champion Surt?
2) What does Frederick's soul look like to Grandmaster Ridcully?
 
hmm actually, I wonder if it might be a better idea to keep our armies home for now. the orks will keep, but the small army of chaos psykesr likely won't.
Our martial advisor wants to finish them off, and it's only two actions (one ground one void). Worth the risk in my mind just to avoid having issues crop up later.

On that note, be kinda funny if the lost defense cruiser due to flying too low was caused by the Diviner. Or more likely, the Diviner managed to trick the captain into what would have been an attack that Avernus would respond to, but Avernus then responded by crashing said captain and defense cruiser into the gathering of chaos psykers...
 
@Durin

1. How many Orks are left, approximately?
2. Presumably the last 4 strongholds have been damaged and so, destroying them is significantly easier this turn?
 
He has also been spending some time beating down those factions of the Church that want to aggressively spread the New Imperial Truth to the galaxy, which would paint a massive target on Avernus' head when the Emperor's Instructions where to survive, not spread his word.
Lin laying down the beat down (and the scriptures)

In any case anyone who can is to be put on psyker duty.
 
...I picked a hell of a time to step in. :confused:

Okay, first, a warning - I tend to go overdramatic and histrionic at the slightest excuse. That said:

Trying to destroy that Old One tech is such an obviously, horrifyingly idiotic idea that it should be admissible as prima facie evidence that those espousing it are dangerously insane and a threat to public safety, and should be put under psychiatric care immediately! Just making the suggestion should have crippled the conservative wing of the AdMech as they fell over each other to apologize for their colleagues' abject stupidity!

... okay that's got it out of my system. Sorry.
 
...I picked a hell of a time to step in. :confused:

Okay, first, a warning - I tend to go overdramatic and histrionic at the slightest excuse. That said:

Trying to destroy that Old One tech is such an obviously, horrifyingly idiotic idea that it should be admissible as prima facie evidence that those espousing it are dangerously insane and a threat to public safety, and should be put under psychiatric care immediately! Just making the suggestion should have crippled the conservative wing of the AdMech as they fell over each other to apologize for their colleagues' abject stupidity!

... okay that's got it out of my system. Sorry.
You have to remember that the last tech from that era that had been found was the Necrons
 
You have to remember that the last tech from that era that had been found was the Necrons
While this is true the Necrons can pull world engines out of their stockings and their standard gun is seems to be about as a good as a neutron gun, I think they should realise that anything deigned to see em off in force should be some what out of our league.

In any case
@Durin
1. Can we ask Klovis to bring in inquisition support to eliminate the psykers quickly?
 
While this is true the Necrons can pull world engines out of their stockings and their standard gun is seems to be about as a good as a neutron gun, I think they should realise that anything deigned to see em off in force should be some what out of our league.

In any case
@Durin
1. Can we ask Klovis to bring in inquisition support to eliminate the psykers quickly?
1. yes
 
Now that the freakout is out of the way, some more serious thoughts.

An Old One fortress world... Scary, but it offers even more potential than when we thought it was "just" a bio-lab. As has been said, if there's anywhere in the galaxy that a living population of Old Ones might be found, it'd be here...

And that has me thinking about the Ork infestation.

Because humans have been fighting Orks for, what, twenty-seven thousand years or so? And Eldar have been fighting Orks for much longer. And in all that time, no one has ever come up with a reliable way to commit fungicide.

But this is Avernus. If there's even one planet in the galaxy where a way to destroy Orkoid fungal infestation might be found...

...or, dare I even think, take control...

Okay that's just total pie in the sky. Anyway. @Durin :

1. Does discussing the potential destruction of the Orkoid ecosystem on Avernus, not just Orks as has already been talked about, give Ridcully the precog heebie-jeebies? If it does, that shuts down this entire line of questioning.

2. Has the Orkoid infestation been observed to vary in speed across the biomes it's spread to?

3. Have any Avernite toxins (or other dangerous substances or effects) been observed to be particularly effective against Orks or Orkoid life?

(I'm not looking for anything like a miraculous quick fix. Even if some line of research could be found I'd expect it to take centuries at a bare minimum. But we'll be living with feral Orks for a long, long time, we may as well study them.)

Okay, one last and definitely silly question.

4. In the history of the Imperium, has there ever been any success at domesticating Squigs, or do they inevitably turn on non-Orky masters?
 
An Old One fortress world... Scary, but it offers even more potential than when we thought it was "just" a bio-lab. As has been said, if there's anywhere in the galaxy that a living population of Old Ones might be found, it'd be here...
Not necessarily a fortress world, just a well defended lab.

As for old ones... well there are the Unborn which scare the piss out of chaos.
 
2. Has the Orkoid infestation been observed to vary in speed across the biomes it's spread to?
3. Have any Avernite toxins (or other dangerous substances or effects) been observed to be particularly effective against Orks or Orkoid life?
"Orcoid Vulnerabilities to Avernus Ecosystems" sounds like an interesting research project for our Biologis when they're done with the berserk fungus. Very relevant these days.
 
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