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
The dude has like a billion Jotun. He can spare something like 30 million no worries. The Imperial Trust would benefit greatly from Avernus-raised Jotun warriors.
He could send us his worst jotun criminals, if he's okay with "likely cruel and unusual execution" as a legal punishment. We are space Australia, after all. But do we really want those guys? Because it will mostly be guys, and not female jotun, who are the ones representing the reproductive bottleneck.
Military proposals... thinking.
Correct me if I'm wrong, so far the plan is to turtle and scouting the ork wars carefully to see what the ork awakening brings.
The only question I see if whether or not the rest of the trust wants Ridcully to fan the flames another minimum set of times.
 
He could send us his worst jotun criminals, if he's okay with "likely cruel and unusual execution" as a legal punishment. We are space Australia, after all. But do we really want those guys? Because it will mostly be guys, and not female jotun, who are the ones representing the reproductive bottleneck.
Now why are you assuming it'd be a male majority :p.

But in any case
Yes, also Jotun are poorly adapted to Su,vice on Avernus, they have below human reflexes
They'd die pretty quick regardless

Correct me if I'm wrong, so far the plan is to turtle and scouting the ork wars carefully to see what the ork awakening brings.
The plan is to turtle, but there's got to be something we can propose...

Eh still thinking.

Edit
:facepalm: how did I forget it, I thought of it days ago.
 
The idea might be redundant, but it's basically to form a trust death watch under the Inquisition.

Avernus may have SEOs, but other worlds have things they can contribute, ace flyers and drop troops from Vanahiem, Chosen from midgard, Space Marines from Byzantium Jotun shock troops, psykers from the university, fire giants, blanks ect. ect.

The point would be similar to the Death watch to combine and use all these skills to assassinate high priority targets... like warlords and other death watchy things like retrieve items or people of high priority, scouting, sabotage and more.

It might be redundant cause the Inquisition does something similar or what ever, but I think it might work.
 
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Military Proposal:

Send a stealth expedition to set up distant listening and observation posts for early warning of incoming WAAAAAAAGH!!!s.
 
Military Proposal:

Send a stealth expedition to set up distant listening and observation posts for early warning of incoming WAAAAAAAGH!!!s.
I'm fairy certain we've done that...

@Durin
1. Have we done this?
2. Is this a practical or sensible idea, cause the SEOs do kinda blow most people out of the park in these areas, but they are some what specialised and not team players to my knowledge.
The idea might be redundant, but it's basically to form a trust death watch under the Inquisition.

Avernus may have SEOs, but other worlds have things they can contribute, ace flyers and drop troops from Vanahiem, Chosen from midgard, Space Marines from Byzantium Jotun shock troops, psykers from the university, fire giants, blanks ect. ect.

The point would be similar to the Death watch to combine and use all these skills to assassinate high priority targets... like warlords and other death watchy things like retrieve items or people of high priority, scouting, sabotage and more.

It might be redundant cause the Inquisition does something similar or what ever, but I think it might work.
Or hell does the Inquisition already fulfil the same role?
 
@Durin
1. How big are the new colonies area nd IT combined (in lightyears)?
2. Is it feasible to make a mesh network of neo-astropaths over it to make delivery of urgent messages possible at all?
3. Would it be an improvement over existing early warning system?
4. Does it sound important enough to be brought as a secondary idea to the High Council?
 
Now why are you assuming it'd be a male majority :p.
It's just my impression that most gangsters are male. Not because men are more evil than women, just because men are the ones who get dangerous things done and women are the ones who nag them to do it. I realise this quest takes a break from reality in these aspects, so I guess on second thought that penal jotun colonists might be more "equal opportunity".

The plan is to turtle, but there's got to be something we can propose...
Not necessarily.
Or hell does the Inquisition already fulfil the same role?
Judging from modern history, Avernus already fulfils this role.
 
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Military Proposal:

Send a stealth expedition to set up distant listening and observation posts for early warning of incoming WAAAAAAAGH!!!s.
We are out of astropaths so we mostly rely on courier ships for thus, meaning it's not much of an early warning: orks may travel faster than out ships for all we know and even if not, they are not much slower.
 
It's just my impression that most gangsters are male. Not because men are more evil than women, just because men are the ones who get dangerous things done and women are the ones who nag them to do it. I realise this quest takes a break from reality in these aspects, so I guess on second thought that penal jotun colonists might be more "equal opportunity".
Not so much equal opportunity it's more that all Jotun are about 8 foot tall slabs of muscle and brains men and women included.

There's no real reason for men or women to be doing dangerous stuff more than the other.

Judging from modern history, Avernus already fulfils this role.
Yes, but do we fulfil it well enough?

We lost 3 SEO's on one assassination mission, if this can be done better than I think the Trust needs it to be done better.
 
There's no real reason for men or women to be doing dangerous stuff more than the other.
I repeat: Females are the reproductive bottleneck. Men are comparatively expendable for the purpose of the group's continued existence, which is why they get the hazardous jobs. But we're getting off topic, so let's leave it here (so I can have the final word.)
We lost 3 SEO's on one assassination mission
Worth it.
If this can be done better than I think the Trust needs it to be done better.
Sure, if only for greater assassination capabilities. Question is if we're not already coordinating with those military Trust assets you've mentioned.
 
Yes, but we don't exactly have many of them. We've got something like 300 and we've not started constant recruitment yet, hopefully we can and thus get a constant stream going in the next 35 years, but still that's potentially unsustainable when dealing with the Super Orks.

Sure, if only for greater assassination capabilities. Question is if we're not already coordinating with those military Trust assets you've mentioned.
Sort of.

I'm pretty sure the framework is there in the Inquisition and the Imperial Guard, but I don't think it's actually been brought together.
 
Maybe we should look at our positioning and overall strategy. Currently, I believe that most of the Imperial Trust Guard is stationed on Midguard. Do we want to leave them there as a large mobile reserve force? Do we want to start pre-emptively stationing them more widely throughout the Trust, so that we don't have to wait to deploy them? Should each world be expected to maintain a certain number of forces ready to deploy to a nearby hotspot? Should we use this last bit of time to build more troop trasports to improve our ability to shift our forces between worlds?
 
We are out of astropaths so we mostly rely on courier ships for thus, meaning it's not much of an early warning: orks may travel faster than out ships for all we know and even if not, they are not much slower.

That's fair, but it might not be insurmountable. A chain of neo-astropaths could provide early warning.
This would, of course, imperil a valuable asset, and restrict how extensive our coverage could be.
Optimally, there would be several chains that would act as anchors for small, detached scout forces. If they find something, they just have to get back to the nearest anchor instead of getting back to the Trust itself.
 
A chain of neo-astropaths could provide early warning.
I understand that redundancy is useful, but this would still be a much more tempting option if we hadn't just established the Order of Omens.
If we want redundancy, we can just divine for attacks in our next turn, maybe some greater divination on the warring orks. I kinda wish we'd done that this turn, as what Ridcully sees might necessitate an emergency meeting shortly after this one, but... we had to get that Order and Alpha. And the extra warlord probably helps a lot.
 
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Okay, maybe someone can combine various ideas in a list so we can actually compare them in one place and choose a few worthy of note? I'm sadly a little too busy this week.

My proposals are (some of them are mutually exclusive, that is a list to choose from, not all at once proposal):
1. Second tech trade with Blood Dragons.
2. Establishing early warning neo-astropaths chains/mesh around the colonies.
3. Large-scale combined wargames with Dragon Nest.
4. Combined campaign against Valinor raids on BD (not because they need us to help but because it's even better than wargames).
5. Combined assault on Valinor to wreck its space assets.
6. Offer BD some help to defend Karnas.
7. Develop along with Blood Dragons three scenarios for the after-awakening decades: turtling up, wiping Tugozak's domain clean, fanning the flames. Then choose one after the awakening depending on the severity of orkish upgrades and act on it immediately.
 
@Durin
1.have the colonies been building any shipyards?
1.1 if so how are they progressing with them?
2 Would it be possible to bring up the possibility of the trust as a whole bankrolling the construction of shipyards/defence fleets for the colonies until the immediate danger recedes
 
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I'm fairy certain we've done that...

@Durin
1. Have we done this?
2. Is this a practical or sensible idea, cause the SEOs do kinda blow most people out of the park in these areas, but they are some what specialised and not team players to my knowledge.

Or hell does the Inquisition already fulfil the same role?
1. yes
2. already exits in Inquisition
@Durin
1. How big are the new colonies area nd IT combined (in lightyears)?
2. Is it feasible to make a mesh network of neo-astropaths over it to make delivery of urgent messages possible at all?
3. Would it be an improvement over existing early warning system?
4. Does it sound important enough to be brought as a secondary idea to the High Council?
within radius of around 80LY from Midgard
2. yes
3. already exists, if it is a common sense idea it already exists

@Durin
1.have the colonies been building any shipyards?
1.1 if so how are they progressing with them?
2 Would it be possible to bring up the possibility of the trust as a whole bankrolling the construction of shipyards/defence fleets for the colonies until the immediate danger recedes
1. no
2. defence fleets yes, shipyards no, they are time consuming, expensive and vulnerable to attack. the places you want to build shipayrds are already secure locations, not on the border. why would you want to build shipyards on the border...
 
Last time I checked the number of astropaths was barely big enough to cover IT space, that's why I asked.
We've been getting quite a few more.

Hell just last turn we got our first Neo Astropath Beta level and seeing how Gammas are able to do up to 30 light years and each level seems to do significantly more than the previous they can probably do 40-45 LY. A choir with him as the base can probably reach a lot of the Trust or if not an outpost to bounce off of.

Huh... just noticed we've actually got a Zeta level master and receiver pair... nice, I'd imagine they can go an incredible distance for their power seeing how elites add 2 and a quarter times the range.

@Durin
1. Do Neoastropaths suffer from premature ageing as a result of their techniques like "normal" astropaths did? Obviously there's a high chance of burn out in their line of work, but that's not quite the same thing, as I'd imagine the astropaths suffered from something similar to Lin.
2. How far can our Master pair of Recover and astropath zeta's go?
 
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Impact Turtle and Bomber Bird
Impact Turtle and Bomber Bird

Two peculiar symbiotic species inhabiting Avernus' Spine and other mountainous areas, also sometimes nesting in crones of tallest trees in some other regions. The Bomber Bird is a light gray bird of prey with big sharp curved beak, prolonged sleek body, strong legs about 20 cm in length and wingspan of about 2-2.5 meters. The Impact Turtle is a turtle with dark gray carapace, 20-50 cm in length and weighting from 3 to 15 kg, with strong beaked mouth and short legs. Their bodies has streamlined, aerodynamic shape. Bomber Birds are well known for their unique preferred method of attack: they are dropping the Impact Turtles on their prey with extreme efficiency.

Both species posses peculiar sets of different powers. The birds are able to effectively distribute targets between members of hunting pack or summon them from rather big distances using telepathy, and it seems that they are also probably able to communicate with the turtles. Attacking from beyond or inside of clouds and precision of their attacks even against fast moving targets or against targets, view on which is obstructed, indicates some divination ability. Their precise but short ranged telekinesis allow them to greatly enhance their speed, maneuverability and carried weight. Bomber birds are able to create field that makes most methods of detection, including optical, much less effective, but as they use it from time to time rather than constantly, it probably puts some strain on them. Some researchers theorize that it may be an effect of their telekinesis applied to the air around them on molecular level. They possess very sharp sight, which may or may not be a manifestation of psychic powers. Also, it seems that they are able to act as beacons for Impact Turtles' teleportation.

The Impact Turtles have incredible durability achieved through biomancy. Telekinesis allows them to greatly increase their velocity and also slightly change trajectory. Their impact shields are similar to ones of Thundabeasts but somehow more effective for their much lower weight and much higher speed. They have an ability to teleport back in proximity of 1-3 meters of the Bomber Birds. They are able to penetrate psychic shields, phase through obstacles and use pyromantic powers, usually in form of explosions on impact, but unlike their common powers, this ones vary between populations of different regions. The older and bigger turtles have stronger psychic potential, allowing the largest ones to strike at hypersonic speeds and pose a threat to heavy vehicles.

Bomber Birds live in colonies of 5-20 adult specimen, 10 on average, led by a matriarch. They are very smart animals, noticeable surpassing dogs in intelligence. Bomber Birds build massive nests reaching up to 3 tonnes in weight. The number of Impact Turtles are about 2-2.5 times more than the number of adult birds.
Colonies that suffered from Impact Turtle losses often try to steal Impact Turtles from more successful ones and resort to dropping other objects, including animals, on their prey. They may also do it in some other situations as well.
Bomber Bird flights are known to sometimes exchange their turtles, though exact details about such behavior are unknown.

A pack of about three to six bomber birds hunts while the rest are sleeping in the nest or guarding it's vicinity. They are attacking their target or targets simultaneously, usually leaving no time to react. In case that prey somehow survived, the turtles usually teleport back for the next salvo, but sometimes try to finish their dying victim on their own, mainly using biting and ramming as methods of attack, as their self-telekinesis and biomancy make them surprisingly fast and dangerous combatants, especially for their size. When the prey is dead, bomber birds eat in hurry and/or carry the pieces with best nutritional value per back to the nest.

Bomber Birds prefer to not attack groups that they can't reliably destroy in one salvo unless they are protecting their nest, so as they almost never hunt in packs bigger than about half dozen specimens makes groups of the same size and higher virtually safe from their attacks. They never attack vehicles unless threatened. A lone Avernite may attempt to cross the dangerous area in night, though it's a very dangerous strategy which brings many other problems. Otherwise it's recommended to stay vigilant and move from cover when sky is clear to increase chance of noticing them, as well as other dangerous aerial fauna and flora.

It's necessary to remember that getting too close to their nest will probably result in a fierce attack, but as their nests are usually hard to reach, it's unlikely to happen.

Some Biologis speculate that social nature, high intelligence and versatile powers of Bomber Birds make them a good choice for domestication. Possible applications include military use for scouting and precision pinpoint strikes. A few psykers already bonded with Bomber Birds as familiars.
 
So the only good idea I have seen is helping fund a defense fleets for the colonies. Which building ship monitors or defense cruiser would help. Especially since we have that defense cruiser STC.

The rest of the stuff well are way too miner for the high council.
 
Maybe it's a good idea to recreate Tau FTL? IIRC before death of the Emperor imperial warp drives were 10 times faster than Tau FTL. Now, our speed is less than one hundredth of what it used to be with Astronomicon and without Warp becoming even worse due to a new Chaos God(I base it on the fact that 1 year to cross the galaxy was really good, but not outstanding time). Tau method affected only by the second factor, and probably to a lesser degree.
So there is a possibility that we will be able to achieve much better speeds, which would affect our capabilities greatly. We have Tranth and much greater understanding of Immaterium than almost everybody aside from Eldar and Chaos and some Peoples of Avernus, so we can probably do it.
At least, when we will be able to deal with unrest. I'm sure that backslash will be less big than from revealing Men Of Stone, but that's all I can say about it.
 
A few passing thoughts regarding the super Ork situation.

1. We might want to disseminate anti daemon runes to our military more, as an anti Beast Daemons measure if (HAHAHAHA) we can find a spare telepathica action.
2. I still think it's important to get harvester tanks online for anti super chaff purposes. Should be looked at hard next time we're low on AM and have a 2 year slot that needs to be filled.
3. Anti Titan infantry has been confirmed as possible and has been show to be effectiveish (read: not Avernites doing it) in the fluff. Much better slot than making Avernus Bushmasters (cool idea as it is). For thou shalt fear the super Gargants.
4. We needed a hulk killer yesterday. This concerns me greatly, I fear warp'd up super hulks going against the Trust's fleets as is. I hope Vanaheim came up with a solution.
 
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