The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Investigate the Sea?

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    Votes: 593 80.4%
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    738
@Durin Could we get a small update of the Regional Information for Duat (Region Iota)? Something like the small paragraph descriptions we got for each of the cities in the other regions?

Now that we have cites built or being built at each location, having a few more details would give us something to start coming up with names for the cities instead of Iota 1, 2, 3, etc.
 
Fuck yes Tranth, a crit on raider armor and recon armor got its time slashed by a year.
Oh yeah I just realised

Four years ago Archmagos Tranth finished the designing for Raider Advanced Astartes Power Armour. As well as being stronger and tougher then normal Rider Armour this design can go two months without refuelling and is even faster and more agile due to not having to worry about G-forces as much. This armour design will allow Assault Marines to close with the enemy at lightning speed, dodge even area attacks and maintain flight for extended periods.
And the Micro missiles (which seem to have vanished for some reason) (FOUND IT, thanks @Enjou [quote="Durin]Micro Missiles- This weapons are small, guided missiles that can be launched en mass from a small area. They are short ranged and have similar power to full size missiles. The main design for them is a launcher that is attached it Recon Advanced Power Armour and can hold two dozen, without significantly effecting the armours agility. These weapons are very complex and you doubt that you will ever deploy them on mass for anything but Recon Armour.[/quote]

We can literally pull of mobile


Alpha strike BIITCHES
 
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PEDANTRY: Svartsfulheim... not Muspelheim.
Svartalfheim

Anyways another topic: does anyone know much about Lovecrafian horrors? I haven't read Lovecraft's books myself but it's been noted by people that the 40k Old Ones could be expys for the Great Old Ones.
Case in point, the Umbra (shards of the Lingering One, an Old One worshiped by the Hrud:


I'm now imagining the planet Avernus as a colossal egg containing massive embryo(s), just waiting for the right time to hatch and revenge the death of the Old Ones. Kinda like the setting from the video game Darkest Dungeon which itself is an homage to Lovecraft:

The interior of the planet is alive, humans are the equivalent of skin mites.

So my belief is that the monitored eco-system, the defence platforms, all the tiered intelligent xeno species, etc. are all essentially baby monitoring systems left in place by the last Old One to make sure the Unborn don't miscarry or get forcibly aborted.

I'm thinking that we could possibly use the Cthulhu Mythos to draw comparisons to Avernus and predict what new horror we might encounter on Avernus. What do you guys think?
 
I'm thinking that we could possibly use the Cthulhu Mythos to draw comparisons to Avernus and predict what new horror we might encounter on Avernus. What do you guys think?
I dunno.

We're about as likely to encounter the Mi-Go (fungus things from Pluto) as a Shoggoth (super abomination) in this messed up place.

I will say that so far most of the things we've met are probably much nicer than anything Lovecraftian (including the Deep Ones which are a very obvious reference to the Deep Ones of Lovecraft.)
 
Did we ever have a Piety action to up size our churches to fit our Hives? Is this a thing we need?
Nope and no, we seem to be going for quantity and quality, so small well done churches with enough people that the priests can do their job, but ain't over whelmed. There are Cathedrals, but I think Lin doesn't want big ones.
 
Huh, you know what would be a good quest that's FUN (in the dwarf fortress way)?

A Chaos Cult on Avernus quest. With the end goal being to convert the planet's population to chaos, or at least summon a horde of daemons (that can overwhelm the defenses).

They would enjoy some success early on, followed by a temporary game over (right before the death of the emperor) where the GM would throw them a bone and give them a new start after the GEOM kicks it.

It would be a very salty quest, but it would certainly have its high points.

The questers would have to learn not to get to attached to anyone, because named characters would appear and then drop like flies.
 
Huh, you know what would be a good quest that's FUN (in the dwarf fortress way)?

A Chaos Cult on Avernus quest. With the end goal being to convert the planet's population to chaos, or at least summon a horde of daemons (that can overwhelm the defenses).

They would enjoy some success early on, followed by a temporary game over (right before the death of the emperor) where the GM would throw them a bone and give them a new start after the GEOM kicks it.

It would be a very salty quest, but it would certainly have its high points.

The questers would have to learn not to get to attached to anyone, because named characters would appear and then drop like flies.
Bonus points for converting the Governor. I'd imagine drawing the personal attention of Arbitrator Oakheart or Headmaster Ridcully as a game over scenario.
 
Some possible names for the Iota cities (assuming we keep the Egyptian motif):

For cities off the river with major ore deposits:

Ain al-Asil - Small Ancient Egyptian city, based around an oasis in the desert, near large iron deposits
Psobthis\Djesdjes (or Desdes) - Large Ancient Egyptian city, based around an oasis in a large depression in the desert also containing large mountains, with massive iron deposits, major point on trade routes to other regions, beautiful black and white deserts, ruins
Trogodyta\Baranis - Large Ancient Egyptian port, coastal, not on the river, with large iron and titanium deposits nearby, precious gem mines (topaz and emeralds), cave system (source of the term "troglodyte")
Hibis\Hebet - Large Ancient Egyptian city, based around an oasis in a large depression in the desert, large alum deposits
Gebtu - Small Ancient Egyptian city, based around a dry river bed, very close to a large city on the river (Waset) running between small mountains/hills, a major quarry, major trade route

For cities on the lakes:

Swenett - Large Ancient Egyptian city, furthest upstream city, lots of sun, hot and dry (despite being on the river), large stone quarries.
Waset - Ancient Egyptian capital (New Kingdom), ruins, sunny, hot, dry
Buhen - Large Ancient Egyptian fortress, copper processing
Khenu\Khenyt - Major Ancient Egyptian quarry site along the river, between a bunch of mountains, sunny, hot, dry

For cities in the river delta:

Inbu-Hedj - Ancient Egyptian capital (Old Kingdom) on an island at the head of the river delta
Per-Bast - Large Ancient Egyptian city on an island in the middle of the river delta
Djedu - Large Ancient Egyptian city on an island in the middle of the river delta, associated with the creation of the underworld
Zau - Large Ancient Egyptian city in the middle of the river delta, associated with the underworld
Avaris\Hawara - Large Ancient Egyptian city on the edge of the river delta, capital during an intermediate period (in between the Middle and New Kingdom)
Djanet - Large Ancient Egyptian city on the river delta near the coast, capital during the intermediate period (after the New Kingdom?)
Per-Wadjet - Large Ancient Egyptian city on the edge of the river delta, associated with cobras, and Horus
Rhacotis - Large Ancient Egyptian city (later capital) on the coast of the river delta, deep harbor
 
The Ultramarines won that fight. I'm not worried.

Eh, it was only a shard. Marines regularily win fights with C'tan shards, so i am not surprised that they beat an Old One shard.

Now, a full, healthy Old One? Could get interesting. There certainly haven't been any Marines that have beaten a full C'tan. I don't think Old Ones are quite as OP as a fully operational C'tan (else they wouldn't have lost the War in Heaven), but they probably play in the same general ballpark.
 
Eh, it was only a shard. Marines regularily win fights with C'tan shards, so i am not surprised that they beat an Old One shard.

Now, a full, healthy Old One? Could get interesting. There certainly haven't been any Marines that have beaten a full C'tan. I don't think Old Ones are quite as OP as a fully operational C'tan (else they wouldn't have lost the War in Heaven), but they probably play in the same general ballpark.
Eh. The Void Dragon was the most powerful of all the C'tan and the Emperor defeated it back when the most advanced transportation device on earth was the horse. Humans are just superior.
 
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Eh. The Void Dragon was the most powerful of all the C'tan and the Emperor defeated it back when the most advanced transportation device on earth was the horse.

The Emperor is the most powerful human psyker period (as well as a god), and there is considerable debate whether that was actually the Void Dragon or only a (large) shard. The Newcron codex seems to suggest that all C'tan got sharded.

In any case, Space Marines are an order of magnitude or two lesser than the Emperor.
 
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Two orders of magnitude lower than the most powerful material being in the entire galaxy is still very very very damn good.

Not good enough to take on something two orders of magnitude more powerful.

But this discussion is pointless anyways. Once we actually manage to kill a mere Deep One we can talk again about fighting a reborn Old One.

Good fucking luck.
 
Well, turn analysis time.

Overall a VERY good turn. Nothing really worth commenting on (or at least extensive analysis) in Munitorum and Void sections. Slow rollout of new shit and fixing the damage caused by fucking chaos psykers is the name of the game there.

Pop growth should be spiking a bit soon with the end of our support of the colonization of Byzantium. If they're looking for support in colonizing the three new worlds we seized, I'd suggest helping a bit—providing a way for people that DON'T really appreciate Avernus to get offworld is a good idea, as is spreading Avernite culture to other Trust worlds. Sure, it cuts down a bit on the expansion rate of our economy, but our real limiting factors (Advanced and Exotic materials production rate growth) aren't affected because the population making that is Mechanicus, not ours, and we're swimming in plain material, thrones, promethium, and metal. Plus, we did strongly encourage taking more than we'd initially planned.

Diplomacy is largely unremarkable, although we should certainly make a note to be timely about our chat with Gaius. Dude is a 1000-year-old superhuman, that fact that he respects us enough to be open to this shouldn't be wasted.

Arbites is mostly good news. Nice to see we figured out how the assholes managed it, pity it's a PITA to counter. Getting our ships warded would certainly help, but that's a decade of action from the Telepathica to do. The psykers being pulled through the rifts is certainly concerning—I agree that we should have Ridcully look into it. Super-elite operatives is a bit of mixed bag, as while I'm glad they're going to be so badass it looks like we aren't even expecting a 30% pass rate from the initial thousand.

Mechanicus has some excellent news. The shieldbreakers are looking quite good—even though we can't afford to use them wide scale, a few extra points against chaos psykers and other assorted nasties is well worth the cost. If the pattern continues with the armor, next turn we can do the Destroyer armor and then either start working on another project or do the ace armor to complete the set.

Hellflame coral looks very promising for our psykers, even if there isn't anything immediate we can do with it. Illusory Pines look like they've got some potential in a couple areas, and if we can figure out the trick with Sun Beetles we should get a major upgrade path for both tech and psykers (even if the tech upgrade will require very careful negotiation).

Getting the pattern out for the mobile command Ramilles is good news. I'd say we don't need to worry about building one ourselves at this point—we've got important shit to do and that thing would be a Trust-wide resource. Given the defensive footing the fundamental goal of the Trust (survive) requires, we should probably focus any further designs on more strictly defensive goals.

Clearing 40% of the navy is good, and the +20 on further rolls our investigation gives us will probably help clear out the rest faster, and let us concentrate on more important things—psyker pass rates, of course :p

Telepathica was amazing news. Ophelia as an elite Primaris with a very broad focus kicks ass, and a promotion in the next couple of decades doesn't look like it's out of the cards. The neo-Astropath choirs passing should relieve any immediate need for improvements to our astropaths, and also looks like it opens another upgrade. Two years left on the force weapons is expected, but it should really give some of our deadliest individual units some real extra punch.

Going forward for the Telepathica, I'd like to focus our immediate discretionary actions on destructive frequencies research, Songweaving melody composition, and some scrying (attacks and whatever the fuck is eating our Chaos psykers). Basic fleet Wards if we can work them in too. If we've got the option looking into the Hellflame coral would also be nice, but for now I'd rather focus on fundamental theory and time-sensitives.
 
d100=77+17(Control)+5(Master Of Divination)=99: Bare Fail

You feel that your projection, your soul is on the edge of being consumed and pull back. From the distance the power is blinding. You see the last of the Farseers, the Seer Council of Ulthwé die and the ritual is completed. There is a blinding light as the ritual is completed and a feeling of GOD awakening.
@Durin, now that Ridcully is far more powerful, could he look back in time to see that final part of the birth?
 
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