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
still worth it. We need a way to kill a giant space hulk more often than we need to kill a world. Up until now the issue with ork fleets has been the hulks they are built around, assuming the ship buffs they are about to get are proportional the hulk being the biggest issue will likely remain true.
True, but remember ATM we have I think 9ish and Tuzogrot has 15 hulks.

A Cyclonic Torpedo would work. They used them to destroy the World Engine after the Astral Knights took down its shields.
Well that thing was the size of a planet, but yeah.

If the phrase "a cyclonic torpedo won't work" can be used we know we're screwed.

@Durin
1. How long has Subsector Gehenna been held by orks?
 
Last edited:
@Durin, this is a nitpick, but why was "First War of Expansion" chosen instead of something with the word "Crusade" in it? It seems a bit odd since Lexicanum's description of a Crusade seems to match exactly to what the First War of Expansion was.
A Crusade is the Imperial term given for a very large-scale military campaign undertaken by Imperial forces in order to conquer several worlds in one offensive. Crusades are usually broad enough in scope to involve several worlds and many smaller-scale campaigns.
 
Deadman’s* Rock: The Governor's Bane
@Durin, this is a nitpick, but why was "First War of Expansion" chosen instead of something with the word "Crusade" in it? It seems a bit odd since Lexicanum's description of a Crusade seems to match exactly to what the First War of Expansion was.
Differentiation :V... but seriously that's the main reason I can think off. Crusade also has quite a few religious overtones which might be another, but who knows.

Deadman's* Rock: The Governor's Bane

Taken with heavy casualties during the war of expansion, Dead Man's rock is a crucial world as it sits as a nexus of vital warp lanes which connects five of the other worlds in Subsector Gehenna together including the Magma world of Char. The only world that Deadman's rock is not connected to directly is in fact Mar Sara.**

With such a vital artery, so far out in the Trust space, the Trust Engineers payed special attention to the world that would most likely be selected as subsector capital in the future, heavily fortifying it even compared to the normal high standards of the Trust.

The system has seemingly never known the touch of human civilisation***, and was a true challenge to take as the number of orks concentrated here was astounding with incredibly well made defences by their standards fitting with its status as an orkish factory world. Eventually an Avernite strike team eventually acting on information given by Head Master Ridcully eventually breaking the orbital defences and allowing the Trust to leverage its might better on the world's surface.

The Rock itself is rich in metals, with the orks having made a good effort at extracting as much as possible to fuel their crazed schemes, the litter and debris of 13,000 years of orkish industrialisation and conflict scattered around as the colonists made their attempts to colonise the world. Ironically the mass pollution of the planet by the orks has resulted in a positive side effect, as the thin atmosphere the planet would have had has thickened to the point that an environmental restoration project**** similar to Midgard's would be possible in the future.

Not a planet in the strictest sense, the Rock is in fact the largest moon of an incredibly large gas giant, with several other large sibling satellites and a massive asteroid belt thick and ready for exploitation and trapping.

As with all Trust colonies the population is dominant Midgardian, however it has a wider range of immigrants from other worlds of the Trust due to its location as a cross road and resupply point for the rest of subsector Gehenna. Already disgraced Vanir noblemen, Avernite burnouts, Jotun explorers have decided to settle down there*****.

Defensively, the main hive city is the Deadman's Port. Built into the largest mountain on the moon, this strong hold is intended to both support ships in orbit and to defend against the large hordes of orks on the planet below. The orbit has been turned into a maze of death, with the planet taking advantage of the thick asteroid field to mine it extensively, with the combination of mines and asteroids estimated to be able to damage battleships, maybe even take them down if lucky.

Economically the world is doing incredibly well for itself, trade from all the nearby colony worlds has been flowing in as well as several productive mines having been established both in orbit and on the ground. The Adeptus Mechanicus presence has also been growing fairly quickly, led by Magos Daltius X2 a senior member of the Collegia Reconstructus, who is supervising the salvage operations on the world.

The most interesting industry of the Rock is salvage. The world was first controlled by orks during the Dark Age of Technology and constant rule by them since M32 has led to the planet being covered in scrap metal, with it being so thick in some places it forms miniature mountains. Most of this is only good as a cheap and quick source of metal to fuel the colonies growth, but buried deep it is hoped the remains of the Dark Age cities are still there. Certainly, scraps of technology have appeared, with a long broken impaler being recovered.

Then comes the real reason the planet is known as Deadman's rock. The Orks on the planet are both some of the stronger orks in the Subsector and the best equipped due to the bounty of scrap metal they have available to make their weapons of destruction. Though not as numerous as those on Korhal, they have managed to kill two previous governors, resulting in the Trust sending in their emergency governor.

Mira Han is of Muspelhiem by descent, possessing a shock of dark purple hair******, a large and intimidating bionic eye and a mind as devious and strange as a metal trap. Born slightly after the Death of the Emperor, she was noted as being brilliant, if eccentric. A military genius, with an intuitive grasp of combat Han was able to set records at the Trust officer academy as one of its first students, but her attitudes and strategies, which were incredibly unorthodox at the time, grated upon many of her teachers. Due to her skill, she was given command of a multi-unit task force, named the Marauders, later renamed Mira's Marauders, whose job was to act as harassment and support for other units during combat, being slightly outside of the normal command structure.

While an odd role, Han managed to thrive in her posting securing victories against many foes, most notably a Dark Eldar Arcon, who she is reported to have bitten the throat out off after it took her eye.

The main blemishes on her record are her lack of decorum at public events where she is frequently distracted or uneasy******* and one instance where she was court marshalled for drawing her weapon and placing the colonel of a regiment under arrest after the battle for Jotunhiem. While she was later acquitted, as later investigation by Saint Lin proved that at least a division of the colonel's men were corrupted thus making her decision more of an impromptu quarantine rather than malicious.

Her skills meant that she was put on a short list of "emergency" candidates that the Low Council created, in case of the death of a governor. While at the bottom of the list the rapid loss of two governors meant Han was sent to bring the Deadman's world to heel which she was able to do through judicious application of explosives and preemptive strikes. Skilled, devious and possessive, Mira Han considers Deadman's rock as hers and intends to keep it that way even if an entire Waargh should fall on the world.

*The original name of the world was considered, but the nickname had already stuck.
**A situation Governor Horner is reportedly most pleased with.
***According to the Muspel Archives the planet was colonised during the Dark Age of technology, but was taken over by orks several times during it and has not been held by humans since M32.
****Several Millenia of industrial pollutants have thickened the atmosphere to the point that it is much more suited for holding life…if that life can breathe carbon dioxide, which the Orks apparently can.
*****A rumour is that an incredibly rare Nilfar oddball, a Nilfar that displays enough interest in the rest of the Trust to go out and travel it of their own free will in short almost unheard off, has decided to settle on the world. Most dismiss this rumour as completely fanciful.
******A constant wonder for many that know her is whether or not her hair is dyed, or modified to look the colour it is. The only one who might know is Governor Horner and he is not saying a word on the matter.
*******On particularly impressive dinner thrown after the battle of Fyjol was interrupted by Han leaving halfway through to go visit Governor Horner who had been badly injured during the battle. Rumours (long denied as always) persist that this was the moment when their impromptu engagement became something more substantial.

And done.

@Durin probably not canon, but I had to do it.
 
Last edited:
Differentiation :V... but seriously that's the main reason I can think off. Crusade also has quite a few religious overtones which might be another, but who knows.
After ten thousand years of secular use (with religiously-motivated wars being called Wars of Faith), I do not think it would have any religious overtones for Imperials.
 
After ten thousand years of secular use (with religiously-motivated wars being called Wars of Faith), I do not think it would have any religious overtones for Imperials.

Secular? It was quite common for the old imperium to call it's wars holy wars, regardless of who they are fighting or why. I suspect they kept the religious overtones of that word.
 
The system has seemingly never known the touch of human civilisation***,

the Dark Age cities are still there. Certainly, scraps of technology have appeared, with a long broken impaler being recovered.

do you mean dark age salvage? Since the world has not been colonized by humans.

also, it's a bit unclear if the world has been secured, given the capital is on a moon. Other than that I rather like the idea of a scrapyard planet.
 
After ten thousand years of secular use (with religiously-motivated wars being called Wars of Faith), I do not think it would have any religious overtones for Imperials.
"secular" in the Imperium my friend?

Me thinks we have different interpretations as almost everything in the Imperium that was big had some religious overtone.

Besides I can think of two more palitable reasons if you prefer.

1. War is quicker to type than crusade, thus making it easier for Durin to do.
2. A Crusade implies that the enemy we are facing is challenging, and while the orks were tough a lot of that can be attributed to the speed at which we were going. Had we been going at a normal speed I'm fairly certain I would have been fine using this

Bertil's over confidence did come from somewhere after all :p.

do you mean dark age salvage? Since the world has not been colonized by humans.

also, it's a bit unclear if the world has been secured, given the capital is on a moon. Other than that I rather like the idea of a scrapyard planet.
The world has seemingly never seem human touch, as according to @Durin the world as been in ork hands since M32 which is long enough that if we didn't know that it was colonised once we'd never know.

And no the world is secure now the planet is a moon orbiting a Gas giant, that was even an option for Avernus colonisation.

It wasn't very secure before as despite the best efforts of the Guard the Orks had access to enough scrap material to slam together a Gargant fairly quickly.

They're mostly dead now.
 
Last edited:
The army is liekly to be your Priam defensive force
likely instead of liekly and primary instead of Priam unless we named our defense force after the Trojan King:p.

I agree with the colonies are not expendable unless we're dealing with a major Waagh!! or something similar since it is only natural to switch priorities in response to different situations. We might want to dictate some major colonies as essential if they more valuable than average to maximise growth while being safe.
 
Would it be better if all the core worlds and major colonies had some shipyards capable of at least producing escorts ?

Since we lose escorts in pretty much every campaign, we can never have enough escorts.

It would free up Vanaheim and Avernus shipyards to concentrate on larger capitals.
 
Last edited:
Would it be better if all the core worlds and major colonies had some shipyards capable of at least producing escorts ?

Since we loose escorts in pretty much every campaign, we can never have enough escorts.

It would draw up Vanaheim and Avernus shipyards to concentrate on larger capitals.
Already been proposed long term plan as the colonies haven't been fully set up yet and doing that expensive infrastructure work isn't really practical at the moment.

In time though that is what I hope will happen especially given they are rich with metal so will be able to produce them quite handily.
 
I like the compromise option, seems a good mix of investing in the potential from the colonies whilst watching out for any surprises pulled on the core.
 
The compromise option seems like the most viable. We don't want to treat the colonies like they don't matter, because that will cause unrest among them in the long run. I might note we should view certain worlds as more strategically important than others though, such as the sub-sector capitals.
 
Offhand I would favour the second option, with the stipulation that we be proactive in our defence. This isn't a passing storm we can just bunker down for. We must keep growing and increasing our defences. That said ultimately we can afford to lose several colonies more than we can afford major damage to a core world.

@Durin
1 What is the viability of having ships harass Ork fleets before they reach our systems?
2 Can we put Diviners on scout ships to extend the range at which we detect travelling Waaaghs?
3 Which action is it for Ridcully to foresee where the warring sector Orks will head after they get their act together?
3b Which action for him to try pointing them somewhere else?
4 Which core worlds have native Orks?
4b Is anyone worried about these pre-existing infestations becoming a problem post awakening?
5 Are any other planets interested in setting up their own Phase-Tiger / Thunderbeast rough riders?
5b If so, would the council need to vote on allowing a breeding population off Avernus?
 
@Durin, how's this look? New sections are bolded

1. The High Council shall be made up of the Planetary Governors of the Nine Worlds, the Fabricator-General of the Adeptus Mechanicus, a representative chosen by the Inquisition, one representative from the Low Council for every twenty-five councillors sitting on the Low Council and a representative chosen by the Security Council who may not be a Planetary Governor of the Nine Worlds.

1.i Representatives from the Low Council to the High Council are determined as follows: Pools of at least three candidates must have the support of at least twenty-five Low Councillors, each of whom may support only a single pool of candidates. The High Council must select one of the candidates in this pool after hearing and deliberating on the merit of each member by blind, anonymous vote. In the case of a tie, the Low Council will cast a deciding vote by simple majority.

1.ii Representatives from the Low Council to the High Council serve for three regular High Council Meetings, whereupon they are subject for re-election by the Low Council. A simple majority vote renews their tenure for an additional two regular High Council Meetings. Present Representatives from the Low Council to the High Council may not take part in this vote.

1.iii Representatives from the Low Council to the High Council may also be removed from their positions at any time by a two-thirds majority vote by the Low Council, in which the councillor in question may not be permitted to vote.

1.iv. The position of Honorary Member of the High Council can be confered either by two-thirds vote (Hereafter refered to as HM-A) or by special appointment by the Low Council (Or HM-B). Honorary Members can put forth measures for the High Council to debate and vote upon, but do not themselves have the right to vote. This position is intended for highly respected individuals whose advise would be invaluble to the High Council, but do not otherwise have a right to sit on it. These positions would be given to individuals rather than to positions. In the former case, this position can be stripped by a two-thirds majority vote of the High Council.

1.v. In the case of HM-A, an Honorary Member can be stripped of their title and position by two-thirds majority vote of the High Council.

1.vi. In the case of HM-B, the position is assigned as followed: Prior to each regular High Council Meeting, for each Low Council Representative on the High Council, the Low Council may directly elect up to two members of the Low Council into a special Rotating Honorary High Council. These Honorary Members are chosen by simple majority vote. In addition, a world with a Low Council Representative to the High Council cannot have a Honorary High Council Seat, and furthermore, once a world has been selected for an Honorary High Council Seat that world cannot again be selected for the next fifty years.


2. The High Council shall meet to discuss the state of the Imperial Trust and policy every ten years at minimum. Any member of the council may call for an earlier meeting, and if three other members of the High Council agree then the High Council shall convene.

2.i. A quorum of half plus one of the High Council is necessary for it to convene.

2.ii. In the event that a member of the High Council is unable to attend, send a representative of their choosing, or communicate with the rest of the High Council remotely due to Warp Storms, sieges, or other disasters their representative on the Low Council shall represent them when the High Council convenes. In addition, each High Councillor must have at least one secondary emergency representative living in a system other than their own and other than the system in which the Low Council convenes.

3. Law and policy shall be determined by majority vote of the High Council.

4. In between meetings of the High Council, each member of the High Council shall appoint a representative to the Low Council which shall serve as the constant standing legislative body. These members of the Low Council may be recalled or replaced at will by the member of the High Council that appointed them. The High Council may, by a vote of two thirds require the replacement of a member of the Low Council.

4. The Low Council shall have power to determine the following by majority vote, but may be over ruled by majority vote of the High Council:

4.i. The budget of the Imperial Navy. A special section of the budge will be included for the construction of new ships.

4.ii. Size and budget of the Imperial Guard.

4.iii. The organization and formation of new Administratum departments as created by the High Council, the reorganization of existing Administratum departments as needed to execute the directives determined by the High Council.

4.iv. Temporarily increase the funding of the Inquisition until the next meeting of the High Council, which must then approve the increase if it is to become permanent.

4.v. Receiving foreign Ambassador and Emissaries.

4.vi. Appointing Ambassadors and Emissaries to foreign powers.

4.vii. Negotiating agreements with foreign powers, but requiring approval by the High Council.

4.viii. Authorizing naval anti-piracy operations that are outside of the Imperial Trust's borders but not within the borders of a recognized foreign power.

4.ix. Selecting which resource the Valuable Resources Tax shall apply to on each world.

4.x. Any other actions necessary to carrying out duties assigned by the High Council, subject to consistency with the other provisions of the organization in this document.

5.i. The Low Council may, by three quarters vote, waive a planetary system's tithe for a period of one year in order to mitigate the costs of invasion or other disaster, and thus allow the planetary system to recover.

5.ii. The Low Council may additionally, by three quarters vote, provide a planet with resources to help it recover from invasion or disaster. This may not be more then twice the current tax income from the Imperial Trust or 10% of the Imperial Trust's reserves,whichever is higher.


6. The High Council shall have authority to determine the following by majority vote:

6.i. Approval or over-ruling of Low Council decisions.

6.ii. Changing the funding levels of the Inquisition.

6.iii. Setting the general tithe levels, which must be specified in proportion to a planetary system's production (measured in Thrones, Material, Metal, Promethium, Advanced Material, and Exotic Material), and the tithe level must be the same for all planetary systems. These are currently set and 10% of all income types.

6.iii.a In addition there will be a Valuable Resources Tax, which will raise the tax rate by 5% on a single resource on each world.

6.iv. Setting trade taxation levels,which must be uniform throughout Imperial Trust space. These are currently set at 5% of total trade.

6.vii. Set military forces tithes for the Imperial Guard, as well as compensation for disproportionate military tithes.

6.viii. Constitute Tribunals inferior to the High Judges if such are determined to be necessary.

6.ix. Grant Letters of Marque and Reprisal, and make Rules concerning Captures on Land, Water, and in Space.

6.x. Other actions necessary to carrying out the other provisions of the organization in this document.

7. The High Council shall have authority to make the following decisions by two thirds majority.

7.i. Declare War.

7.ii. Approve treaties and agreements with foreign powers.

7.iii. Impeach and remove members of other branches of the government. Including the Low Council, the Administratum, the High Judges, and the heads of the Imperial Navy and Imperial Guard in the Security Council.

7.iv. Award an individual the position of Honorary High Council member. An Honorary member shall have the authority to propose motions and discuss them but not to vote. Honorary members may also be stripped of their positions, also by a two-thirds majority vote.

8. Major organizations without representation on the High Council may put forth petitions to the High Council that must be considered as proposals to be voted upon. Such organizations include but are not limited to the Ecclisiarchy, the Low Council, Navigator Houses, the Adeptus Astra Telepathica, and the Imperial Bank.

@Durin did you see this? It was immediately before your post and pretty smal without expanding the spoiler so I wasn't sure.
 
Offhand I would favour the second option, with the stipulation that we be proactive in our defence. This isn't a passing storm we can just bunker down for. We must keep growing and increasing our defences. That said ultimately we can afford to lose several colonies more than we can afford major damage to a core world.

@Durin
1 What is the viability of having ships harass Ork fleets before they reach our systems?
2 Can we put Diviners on scout ships to extend the range at which we detect travelling Waaaghs?
3 Which action is it for Ridcully to foresee where the warring sector Orks will head after they get their act together?
3b Which action for him to try pointing them somewhere else?
4 Which core worlds have native Orks?
4b Is anyone worried about these pre-existing infestations becoming a problem post awakening?
5 Are any other planets interested in setting up their own Phase-Tiger / Thunderbeast rough riders?
5b If so, would the council need to vote on allowing a breeding population off Avernus?
1. low, harnessing them in the Warp would not work, as all fighting is so short ranged there that you would lose to them, so you would have to raid them in the system that they are coming from
2. not really
3. not possible until he knows that they are going to get their act together
3b. new action
4. Alfheim (very few) and Avernus
4b. there will be an extermination campaign but not really, Alfheim has tens of thousands at most (on a planet) while Avernus has more but is Avernus so they are not in the top five causes of death
5. no, you should remember that they have not really been used yet
5b. yes,
 
@Durin
1.is there a champion of Avernus due to the champion system?
2.any modifications to make dead man's canon?
1. no, there is a position but as of yet no one has filled the position, in large part because several fo the main contenders have other jobs (like guarding Rotbart)
2. not sure, I will properly read it tomorrow and make my decision
 
1. no, there is a position but as of yet no one has filled the position, in large part because several fo the main contenders have other jobs (like guarding Rotbart)
Well it's good to know the position exists and when a champion from the ranks fills it they are going to be a badass guaranteed.

2. not sure, I will properly read it tomorrow and make my decision
KK.
 
I have to say I like the compromise option, I want to see the colonies survive and thrive. But in the short term if it's the choice between a core world and a colony? Core world every day.
 
Back
Top