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
as far as names go I am not sure but one idea I have been considering is The Last Hunt
It's not bad, but I kinda like the whole Fair Folk theme in the Wild Hunt considering.

  1. Avernites kinda have a blue and orange mentality going, these indoctrinated and raised from birth as the best possible killing machines probably only exacerbate that even by Avernite standards
  2. the 'wild' emphasizes the fact that each operative is independent and partially outside of the conventional Avernite chain of command, which is pretty robust to begin with.
  3. The nigh supernatural skill they have, which is in comparison to the already nigh supernatural skill of Avernite military units.
  4. The fact their equipment is far and away beyond anything outside of maybe the Fire Giants or Varangians and is outright nigh-magical when compared to a lot of our other stuff.
  5. It's just incredibly evocative, from the parallels of changelings with humans being abducted and indoctrinated by the Fae, to the notion of 'the Wild Hunt has been deployed and will have its prey hell or high water'
That kind of comparison to the Fae just does a lot to inspire and evoke imagery that a snazzy unit name like the 'The Last Hunt' sort of lacks. It drives home that even by Avernite standards, these operatives are a little alien- that they're boogiemen for all that they're our boogiemen, and that when the boogiemen take the field even monsters should know fear.

That and it finally breaks the awful naming convention Avernite has used so far. I swear to god if the next unit is Hel-whatever I'm going to cry.

I mean, these are people who from conception to grave have been trained and indoctrinated to fight and kill at our behest, whose very lives have been shaped as we saw fit, who competed and died for the mere privilege to be unleashed on our foes. It's a bit of a monstrous endeavor- and I've always been inclined to call a spade a spade.

And as for justifying the 'wild' adjective- what kind of human operates independently on Avernus of all places. Even if it's mostly in urban areas, for a culture as group oriented as Avernites, it definitely can be romanticized as 'wild'.
 
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That and it finally breaks the awful naming convention Avernite has used so far. I swear to god if the next unit is Hel-whatever I'm going to cry.
but.

But.

MY ALLITERATION :cry::cry::cry::cry:

  • The nigh supernatural skill they have, which is in comparison to the already nigh supernatural skill of Avernite military units.

They ain't nigh super natural, they're flat out supernatural.

Augments= to astartes (sans the psycic BS) combined with Jane's "training."

I think their combat is on Average in the high 30s
 
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I can appreciate tasteful alliteration but if we kept that shit up we would wind up renaming Avernites HelHumans sooner rather than later.
Well we are already becoming abhumans so that day might be coming faster than you think :p, though if that does happen I will punch something with my new Hel Hands :V

Still nice to have you back.
 
Well we are already becoming abhumans so that day might be coming faster than you think :p, though if that does happen I will punch something with my new Hel Hands :V

Still nice to have you back.
Oh I've been lurking a bit, watching, waiting, raving- it's just now I actually saw the risk of the of the To Hel with Taste naming faction scoring another victory as too great to ignore.
 
There are many good variants, by my favorite is Ulfhednar.
Also, maybe we can make up some professional-sounding abbreviation like with modern special forces.
 
9. safrer but by no means safe, also to expensive and cryolsleep is not very safe at all, at least in numbers. this has come up a lot I should emphasis that anything that looks like going reeving to capture souls would lead to major diplomatic issues both within the Imperial Trust and with external groups (the only other people who do that are Dark Eldar and Chaos)
We really should stop trying to figure out if we can legitimately pirate souls.
 
Blood Dragons Trade part one: Proposal
Blood Dragons Trade part one: Proposal

Five years after you agreed to conduct a technology trade with the Blood Dragons the first proposal is put in front of the High Council, with values being assigned to all of the technology that you and the Blood Dragon's are willing to provide. An breeding contract between your respective Navigator Houses has also been agreed to. The prices agreed on are rather generous for the Blood Dragons but you were planning on that. You are being given a major say in exactly what deal will be made with the Blood Dragon's due to your close ties with the Adeptus Mechanicus, who will have the final say. (OOC, you vote and I may make a minor modification or two but nothing more)

There are two main categories of values, normal credits and relic credits, with two thousand normal credits being counted as one relic credit and you not being able to buy more then 10 Relic Credits with normal Credits.

3 Relic Credits= Terminator Armour
10 Relic Credits and 1,000 Credits= Ultra Dense Alloy (used in Battle Barges)
250 Credits= Baal Predator
20 Relic Credits= Angelsteel (near unbreakable RM metal)
250 Credits= all other Astartes equipment

1 Relic Credits and 1,000 Credits= Cathedral of the Omnissiah (AM)
2 Relic Credits and 10,000 Credits= Grand Cathedral of the Omnissiah (AM)
4 Relic Credits and 500 Credits= Cathedral of the Machine-God (RM)
10 Relic Credits and 5,000 Credits= Grand Cathedral of the Machine-God(RM)

5 Credits= Use of 1 Merchantman and Naviagtor until 1 year before Ork Gods awakening (max 1,000)
(total 50 Relic Credits, 18,000 Credits)
2 Credits= +1% of General STCs (max 1,847.76 or 847 if you stay to Imperial)
10 Credits= +1% Medical STCs (max 220 or 150 if you stay to Imperial)
15 Credits= +1% of Food Production STCs (max 76.5 or 20 if you stay to Imperial)
20 Credits= +1% of Advanced Material Production STCs (max 660.75 or 50 if you stay to Imperial)
25 Credits= +1% of Exotic Material Production STCs (max 263 or 10 if you stay to Imperial)

10 Credits= Faster Cognator
50 Credits= Super-Tough Cognator
40 Credits= Improved IFF
1,000 Credits= Even better Factory Automation
500 Credits= More Efficient Engines
1,250 Credits= Improved Mining Excavator
3,000 Credits= Very Advanced Hydroponics
100 Credits= Lower Mass Alloy

500 Credits= Very Advanced-mag lav Trains
100 Credits= Auto-Doc Bed
500 Credits= High Bandwith Vox

2 Relic Credits and 1,000 Credits= Adamantine Forges
6 Relic Credits and 5,000 Credits= Automated Forges

1,000 Credits= Royal Basalisk

5 Relic Credits= Advanced Astartes Power Armour: Elite
2 Relic Credits= Advanced Astartes Power Armour: Destroyer
3 Relic Credits= Advanced Astartes Power Armour: Raider
4 Relic Credits= Advanced Astartes Power Armour: Recon
3 Relic Credits= Advanced Astartes Power Armour: Ace

20 Relic Credits and 2,000 Credits= Helheim Pattern Defence Cruisers and the naval technology that they use

5 Credits= 1 Fell-Call Tank (up to 500)

(total 45 Relic Credits and 43,368.02 Credits or 37 Relic Credits and 10,194 Credits if you stick to already agreed on)
 
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They drive hard bargains.

37 Relic Credits and 10,194 Credits if you stick to already agreed on)
This is what we have already and it can buy

20 Relic Credits= Angelsteel (near unbreakable RM metal)
10 Relic Credits and 5,000 Credits= Grand Cathedral of the Machine-God(RM)
1 Relic Credits and 1,000 Credits= Cathedral of the Omnissiah (AM)
2 Relic Credits and 10,000 Credits= Grand Cathedral of the Omnissiah (AM)
4 Relic Credits and 500 Credits= Cathedral of the Machine-God (RM)

There are two main categories of values, normal credits and relic credits, with two thousand normal credits being counted as one relic credit and you not being able to buy more then 5 Relic Credits with normal Credits.
500 Fellblades=5000 2 more relic credits.

3 Relic Credits= Terminator Armour
But we need three more credits

@Durin
1. Can we sell them Adjudicators?

6 Relic Credits and 5,000 Credits= Automated Forges
I expected them to have this admit ably (we sold it to Atlas, one of our first big sales) so I say we can give them this.
 
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Well, we can get everything but the two variants of the last level of forges not giving up anything we didn't agree upon. On the other hand, we really should buy the forges schematics because it can be the last opportunity to do so, however unlikely that is.
 
(total 50 Relic Credits, 18,000 Credits)
37 Relic Credits and 10,194 Credits
13 relic creds 7000 creds short.

500 fellblades=5000 creds convert to 2 relics + 1000 creds

11 relic creds 6000 creds

2 Relic Credits and 1,000 Credits= Adamantine Forges
6 Relic Credits and 5,000 Credits= Automated Forges
I think we can part with these 11-8=3.

And that solves the credits

I must insist however that we not trade ANY cogitators, that would give them a massive boost to reverse engineering.

100 Credits= Lower Mass Alloy
500 Credits= More Efficient Engines
I think we can give these.

@Durin
1. How many ships does the trust want
2. How much is Silver Steel Worth?
3. Muspelheim ceramite?
4. Muspelheim Terminator armour?
 
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Huh so if we give them all the asatrtes power armour we can get both

2 Relic Credits and 10,000 Credits= Grand Cathedral of the Omnissiah (AM)
10 Relic Credits and 5,000 Credits= Grand Cathedral of the Machine-God(RM)

and still have 5 left over for other stuff
 
Blood Dragons Trade part one: Proposal

Five years after you agreed to conduct a technology trade with the Blood Dragons the first proposal is put in front of the High Council, with values being assigned to all of the technology that you and the Blood Dragon's are willing to provide. An breeding contract between your respective Navigator Houses has also been agreed to. The prices agreed on are rather generous for the Blood Dragons but you were planning on that. You are being given a major say in exactly what deal will be made with the Blood Dragon's due to your close ties with the Adeptus Mechanicus, who will have the final say. (OOC, you vote and I may make a minor modification or two but nothing more)

There are two main categories of values, normal credits and relic credits, with two thousand normal credits being counted as one relic credit and you not being able to buy more then 5 Relic Credits with normal Credits.

3 Relic Credits= Terminator Armour
10 Relic Credits and 1,000 Credits= Ultra Dense Alloy (used in Battle Barges)
250 Credits= Baal Predator
20 Relic Credits= Angelsteel (near unbreakable RM metal)
250 Credits= all other Astartes equipment

1 Relic Credits and 1,000 Credits= Cathedral of the Omnissiah (AM)
2 Relic Credits and 10,000 Credits= Grand Cathedral of the Omnissiah (AM)
4 Relic Credits and 500 Credits= Cathedral of the Machine-God (RM)
10 Relic Credits and 5,000 Credits= Grand Cathedral of the Machine-God(RM)

5 Credits= Use of 1 Merchantman and Naviagtor until 1 year before Ork Gods awakening (max 1,000)
(total 50 Relic Credits, 18,000 Credits)
2 Credits= +1% of General STCs (max 1,847.76 or 847 if you stay to Imperial)
10 Credits= +1% Medical STCs (max 220 or 150 if you stay to Imperial)
15 Credits= +1% of Food Production STCs (max 76.5 or 20 if you stay to Imperial)
20 Credits= +1% of Advanced Material Production STCs (max 660.75 or 50 if you stay to Imperial)
25 Credits= +1% of Exotic Material Production STCs (max 263 or 10 if you stay to Imperial)

10 Credits= Faster Cognator
50 Credits= Super-Tough Cognator
40 Credits= Improved IFF
1,000 Credits= Even better Factory Automation
500 Credits= More Efficient Engines
1,250 Credits= Improved Mining Excavator
3,000 Credits= Very Advanced Hydroponics
100 Credits= Lower Mass Alloy

500 Credits= Very Advanced-mag lav Trains
100 Credits= Auto-Doc Bed
500 Credits= High Bandwith Vox

2 Relic Credits and 1,000 Credits= Adamantine Forges
6 Relic Credits and 5,000 Credits= Automated Forges

1,000 Credits= Royal Basalisk

5 Relic Credits= Advanced Astartes Power Armour: Elite
2 Relic Credits= Advanced Astartes Power Armour: Destroyer
3 Relic Credits= Advanced Astartes Power Armour: Raider
4 Relic Credits= Advanced Astartes Power Armour: Recon
3 Relic Credits= Advanced Astartes Power Armour: Ace

20 Relic Credits and 2,000 Credits= Helheim Pattern Defence Cruisers and the naval technology that they use

5 Credits= 1 Fell-Call Tank (up to 500)

(total 45 Relic Credits and 43,368.02 Credits or 37 Relic Credits and 10,194 Credits if you stick to already agreed on)
I don't see any of the psyker disciplines. Are those handled separately or is no one willing to share in the end?
 
Huh so if we give them all the asatrtes power armour we can get both

2 Relic Credits and 10,000 Credits= Grand Cathedral of the Omnissiah (AM)
10 Relic Credits and 5,000 Credits= Grand Cathedral of the Machine-God(RM)

and still have 5 left over for other stuff
Pretty sure they were included in the 37 we have normally available.

Unless they have counterparts to both Tranth and Ridcully, the boost is negligible.
Better Analysis Cogitator: +15 to research, +3 to officer training, +7 to Pilot Training,
Extrapolation Cogitators: +15 to completing STC fragments, +10 to sensor rolls
+30 is not negligible.
 
Are we willing to push them past imperial tech for more credits? We need those ships for colonists.
Edit: STC wise I mean.
 
13 relic creds 7000 creds short.

500 fellblades=5000 creds convert to 2 relics + 1000 creds

11 relic creds 6000 creds


I think we can part with these 11-8=3.

And that solves the credits

I must insist however that we not trade ANY cogitators, that would give them a massive boost to reverse engineering.



I think we can give these.

@Durin
1. How many ships does the trust want
2. How much is Silver Steel Worth?
3. Muspelheim ceramite?
4. Muspelheim Terminator armour?
first the cogitators mentioned do not provide research bonuses
1. as many as possible
2. not for sale
3. ditto
4. they do not want it
 
So guys I think we should definitely take all the cathedrals to up our mechanicus that way we do not have to worry about am and em for quite a while.
 
Sorry @Durin, have you seen my post:

Thanks @Durin, I have some more questions:
1) How much requirements to a Princeps higher than to a Knight?
2) How's testing for that potential is done? For both Knights and Titans?
3) How much knight potential is hereditary?
4) So, nobody does mind sacrificing the chaos xeno, but actually raiding them for slaves viewed not so lightly?
5) How close is the closest Chaos Xeno civilization?
6) Did we tried to make lists of things that Questling Beast isn't and it didn't worked too, or we didn't tried?
7) Are we sure that there is no abhumans evolved from original Helheim colonists around?
8) So, are we sure that worshipers of Planetary Mind come to it purely on their own, and there is no some subtle influence?
9) Does their faith protects them from Chaos corruption the same way as faith in the Emperor was when he was still alive?
10) Does it give any other benefits that can be a work of Avernus?

And a some more questions:
11) Do we need to upgrade to Cathedrals before upgrading to Grand Cathedrals?
12) If so, do GC blueprints include previous level?
13) Will we be able to use surplus credit later?
14) Did we already warned Necrons?
15) What's up with Karnas? Did we contacted them offscreen?
 
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