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

Investigate the Sea?

  • Yes

    Votes: 592 80.3%
  • No

    Votes: 145 19.7%

  • Total voters
    737
The Prince-General of Midgard Part One
Omake - The Prince-General of Midgard Part One

*Intelligence analysis of the leader of the Midgardian Intelligence Agency*

The life of one Prince Rustav 'Rus' Bernadotte is a young man of a mere 87 years of age. An yet in that lifespan he has been instrumental for Midgard in helping the Midgardian Army reach the state that it has while still technically having no official power. In his own words, his life started when he saw his very first Military Parade headed by the Governor-General himself as a boy. The smartly dressed as Officers and Determined faces of the Guards left a un-earasable impression on young Rustav.

It was then on his 16th birthday when asked what his unyielding wish would be Gustav said he wanted to be a Midgardian Officer. A statement that silenced the table and almost immediately caused a palace wide crisis. Rustavs wish confronted with the established norms as well as angering his father King Carl Bernadotte. What followed is a long secret negotiation with the Military Government where rumors to this day distort reality and where truth smashes convention. It is said that at one point Prince Rustav created a pen name and wrote letters to Governo-General Abingdom on his strategies, tactics, and personnel management that summarised his entire career and pointing out errors in the Generals judgment which to many Midgardian Officers is the equivalent of questioning there worth. Whether such a letter and pen name existed, however, is still up for speculation as the only truth that can be derived is that Prince Rustav would be admitted to the Midgardian Officer Academy on outcry of the Royal Family and military Government.

Once there, however, his time was filled with the judgment of his fellow officer-cadets who despised a member of the royal family wearing a military uniform. To many, this meant that the Royal Family was either trying to take over the military or that they didn't trust the military to work without there consent. Keeping in mind of rumors such as the letter it could be that many more rumors and gossip flew around in the academy. Thankfully the young Rustav would graduate at age 23 from the Academy with marks landing him at the top 10% of his colleagues. With his greatest proficiency being in Intelligence Gathering and Analyzation which of course led to him being inducted as a member of the Signal Corp in the Midgardian Army.

His rank increased quickly matching that of Aelfric Abingdon in some cases as he reached the rank of Lieutenant General and being put in charge of the Stakuga unit. A psyker-hunter unit that trains for one purpose only: The capture and killing of psykers. The Stakuga unit under General Rustav is brutally effective and bringing only 100's of psykers to the Midgardian Office for training and killing thousands more rogue psykers who have fallen to chaos and comprised of around 10,000 of the best soldiers hand picked by the Prince himself. However, Rustav's success again meets with fierce resistance from the Nobility as well as High Ranking officers in the Government. His job has forced him to go head to head with Barons, Dukes, Colonels, Generals, and Marshall's of many types due to some psykers being family members or loved ones. An there death or the fact that they have had psykers in there family becomes morale crippling blow to the family as there fellow community members become more wary of the 'offending' families presence. In essence, the family is almost ostracized.

20 years after service to the state as the leader of the Stakuga unit and Rustav was called to court to defend his departments killing of 7 year old Benjan Norrow a grandson to a high ranking Marshall who's life as a military officer, a great honor, was almost assured. However, Benjan was found by witch hunters and ran from them before becoming supposedly losing control and causing a mind breaking of fear that caused many members of the hive to fall into unconsciousness. The Stakuga unit led that day by Rustav killed Benjan and later identified the psykers family. Marshall Norrow was angered by the Psyker Hunters and the Stakuga unit and was able to use his gravitas for a trial that ultimately led to Rustav being found innocent of any wrong doing that day but fed the debate about a Royal Familly member leading a hit squad against Government officials family.

These days Rustav is rarely seen outside of his mansion that is guarded by his best soldiers where protests must be repeatedly broken up by the police and PDF. His father King Carl is still finding a match for him in marriage in hopes that married life will interset him more than his Military Career but many noble families are either frightened by Rustavs determination or holding anger over the loss of loved ones to his Stakuga unit.

@Durin I just re-did this and hope to see what you think of it. Here he leads a psyker hunter unit of 10,000 at a global level. They are in essence the SWAT team when psykers go stronk in a Hive.
 
Last edited:
as Officers and Determined faces of the Guards left a un-earasable impression on young Rustav.
Loose the as me thinks.

questioning there worth
Their

without there consent.
Their

charge of the entire Midgardian system of intelligence as well as becoming an adviser for General Schwartz of the Imperial Trust Guard
This however I really can't buy.

Putting him in charge of the Midgard intelligence service at his age no matter how skilled his is doesn't make any real sense that position is probably one of the most critical in the Trust seeing how Midgard is the capital, major trade hub and has the largest population and probably has a very old spy master signed off on by the Inquisition, while at the same time being good enough to advise Alfric.

Making him a protege of the current intelligence head that I can get, but the actual head not really.

That's my main issue ATM, though I'd much rather an Aesir.

Just remember that no matter how skilled he is, he's probably not very good compared to Syr though :p.

edit
Got the they're's wrong still do that ahhhhh.

One other thing I think you may be over estimating the dissatisfaction people would have with a member of the nobility (even the royalty) joining the military even with the "unique" system of government Midgard has.
 
Last edited:
Just so that everyone knows i'm writing part two now. I'll be editing both later today. :)
 
The life of one Prince Rustav 'Rus' Bernadotte is a young man of a mere 87 years of age.
"The life of" should be deleted ir the rest of the sentence should be change to make any kind of sense.
His rank increased quickly matching that of Aelfric Abingdon at the same age in some cases as he reached the rank of Lieutenant General
I assume you meant this, if so you should add this to make that clear.

And I don't think 87 years would be considered "young", the wast majority of Trust citizens don't have access to juvenat and I don't think most of those that do would look down on regular elderly like they are children.
 
Last edited:
Maybe? I see that we all have trouble with the keyboard here though so assume we can all get away with it. Not sure how old is 87. I mean how old is 16 on Midgard?
 
Maybe? I see that we all have trouble with the keyboard here though so assume we can all get away with it. Not sure how old is 87. I mean how old is 16 on Midgard?
2 years older then the earliest opportunity to enter the Bootcamps on Midgard (14) so he's probably a late arrival.

87 is pretty damn old for Midgard, Avernus can be considered to have a very high proportion of the population on Juv-nat, but only on Muspelheim where the entire pop is on it would that possibly be considered young.
 
I've had some musings recently on the cultural reasons why Vanaheim and Avernus don't get along(besides the conservative-progressive split). It comes down to two factors; social mobility and in the different types of society they are*.

Social mobility in both Vanaheim and Avernus couldn't be anymore different. Vanaheim has two distinct classes that in essence form a caste system; Vanir(nobility who have the ability to vote and participate in politics) and Vanaheimers(commoners/everyone else). Logically there are likely measures to keep the general populace happy/content yet still this division does exist.

Then there is Avernus which is about as close to a meritocracy that you can get. Considering the environment that surrounds them your ability to contribute as well as the efforts you provide are what lets you advance in society. Marshals Khol and Andreev are examples of this action; both had risen from nothing to becoming senior officers of the military which is probably common on Avernus due to the Eternal War.


*I think Vanaheim would fit more along as an Individualistic society rather than collectivistic, at least to the degree that Avernus embraces the latter.

Thoughts? I'm think about expanding this into a full Omake.
 
So let's say Ridcully rolls 100 and transcends, that means the Elder have paved a large part of our power out. Kinda, sorta.
Many would feel like questioning about how and why they did that.
 
Avernite Army Organization
Avernite Army Organization

The forces levied by Avernus in the first wars of expansion, were to set the tone for the organization for the whole of the Avernite Army. Until then, Avernus' forces had followed the standard organization for the Imperial Guard, a regiment forming the primary tactical formation, with any organization beyond that being ad-hoc formations in the field. But even the regiment was a temporary formation, as it would typically receive no further reinforcements once it arrived at the warzone. Given all the regiments of Avernus were incredibly close to their homeworld, the regiments began to acquire permanence, and once the larger battles took place, the role of Avernus in the greater trust was assured. Avernite forces would be the shock troops that would lead attacks while Midgard and Byzantium provided the followup cannon fodder.

But better organization was needed. Ancient tomes on Dark Age military organization gave the basis. The basic unit was the ten man squad, mounted in a Chimera IFV. Five squads made a platoon, and five platoons and a mortar section made a company of some 300 soldiers. Four companies make a battalion of 1,200. Three battalions of infantry and one of artillery with 25 guns make a regiment of 4,800. Avernite regiments, you will notice are much smaller than their Midgardian or Byzantine counterparts, and this is due to the fact that Avernite forces at every level, are trained for breakthrough and assault. But a regiment is not even the main force on the battlefield. The Avernites organized their regiments to act as part of a greater whole, with two mechanized, and one armored regiment forming a mechanized brigade and the reverse being true for armored brigades. An Avernite Mechanized Division would be made up of one armored brigade and two mechanized brigades, thus having four tank regiments and five mechanized regiments. There is only one all arms brigade, and that is the artillery brigade, which controls three regiments of Basilisk Self-Propelled Artillery.

These main combat forces are joined by several specialized battalions dealing with communications, chemical and biological combat, Triple A, enginseers, and reconnaissance. The division, as Avernites call it, is the main tactical formation, and is itself part of the corps, with an armored division and two mechanized divisions forming the main combat force, with a brigade of Valkyrie dropships, three of artillery and an armored Rough Rider regiment forming the support elements. Four of these corps would thus form an Avernite Field Army. Four Field Armies and two Tank Armies would provide the combat forces for an Army Group, along with an Artillery Corps, a Deathstrike Missile Division, an Airborne Corps, a Mechanicus Combat Engineer division and an Avernite Air Force providing the air cover. This is the highest organization of Avernite forces to date, but the coming of the Ork gods may necessitate further growth.

Combat doctrine

The Avernite Army, as has been previously mentioned, is geared towards one thing, breakthrough and assault. Thereby, in the Avernite's mind, defense is to be striven against, as an action that will only aid the enemy. Avernites also share a keen bond of comradeship within their ranks, a trait carried over from Avernite civilization itself. Thusly, Avernite Sergeants tend to act as second fathers to their troops, with whom they train from the moment they enter the army. It also means that when fighting any species and taking casualties, the loss of their leader or fellow soldiers is keenly felt and often evolves into a hatred for any they are fighting against. This close bond is compounded by a near suicidal bravery in the ranks, a natural development of the Imperial Truth being indoctrinated into every Avernite soldier, from Marshal down to buck Private, so every soldier knows that humans are nobler and purer than all others, and that other races, are not merely despicable, but actively malign, and that compassion is to be striven against as a crime against humanity (There are, it is true, exceptions).

This devotion to the advance pervades all aspects of Avernite military thought. For example, if a major has three companies in action, one of which is slowly advancing, one that is stalemated and one that is being forced back, and he has three tank companies, and three batteries of artillery for support, there is only one place they can be sent to. The company that is advancing. Avernite forces have always been outnumbered, and drawn out conflict is something to be avoided, so if there is one place that an advance is being made, then all forces at every level are to be deployed to that area.

Will probably change later.
 
Thoughts? I'm think about expanding this into a full Omake.
Seems about right I say go for it.

Avernite Army Organization

The forces levied by Avernus in the first wars of expansion, were to set the tone for the organization for the whole of the Avernite Army. Until then, Avernus' forces had followed the standard organization for the Imperial Guard, a regiment forming the primary tactical formation, with any organization beyond that being ad-hoc formations in the field. But even the regiment was a temporary formation, as it would typically receive no further reinforcements once it arrived at the warzone. Given all the regiments of Avernus were incredibly close to their homeworld, the regiments began to acquire permanence, and once the larger battles took place, the role of Avernus in the greater trust was assured. Avernite forces would be the shock troops that would lead attacks while Midgard and Byzantium provided the followup cannon fodder.

But better organization was needed. Ancient tomes on Dark Age military organization gave the basis. The basic unit was the ten man squad, mounted in a Chimera IFV. Five squads made a platoon, and five platoons and a mortar section made a company of some 300 soldiers. Four companies make a battalion of 1,200. Three battalions of infantry and one of artillery with 25 guns make a regiment of 4,800. Avernite regiments, you will notice are much smaller than their Midgardian or Byzantine counterparts, and this is due to the fact that Avernite forces at every level, are trained for breakthrough and assault. But a regiment is not even the main force on the battlefield. The Avernites organized their regiments to act as part of a greater whole, with two mechanized, and one armored regiment forming a mechanized brigade and the reverse being true for armored brigades. An Avernite Mechanized Division would be made up of one armored brigade and two mechanized brigades, thus having four tank regiments and five mechanized regiments. There is only one all arms brigade, and that is the artillery brigade, which controls three regiments of Basilisk Self-Propelled Artillery.

These main combat forces are joined by several specialized battalions dealing with communications, chemical and biological combat, Triple A, enginseers, and reconnaissance. The division, as Avernites call it, is the main tactical formation, and is itself part of the corps, with an armored division and two mechanized divisions forming the main combat force, with a brigade of Valkyrie dropships, three of artillery and an armored Rough Rider regiment forming the support elements. Four of these corps would thus form an Avernite Field Army. Four Field Armies and two Tank Armies would provide the combat forces for an Army Group, along with an Artillery Corps, a Deathstrike Missile Division, an Airborne Corps, a Mechanicus Combat Engineer division and an Avernite Air Force providing the air cover. This is the highest organization of Avernite forces to date, but the coming of the Ork gods may necessitate further growth.

Combat doctrine

The Avernite Army, as has been previously mentioned, is geared towards one thing, breakthrough and assault. Thereby, in the Avernite's mind, defense is to be striven against, as an action that will only aid the enemy. Avernites also share a keen bond of comradeship within their ranks, a trait carried over from Avernite civilization itself. Thusly, Avernite Sergeants tend to act as second fathers to their troops, with whom they train from the moment they enter the army. It also means that when fighting any species and taking casualties, the loss of their leader or fellow soldiers is keenly felt and often evolves into a hatred for any they are fighting against. This close bond is compounded by a near suicidal bravery in the ranks, a natural development of the Imperial Truth being indoctrinated into every Avernite soldier, from Marshal down to buck Private, so every soldier knows that humans are nobler and purer than all others, and that other races, are not merely despicable, but actively malign, and that compassion is to be striven against as a crime against humanity (There are, it is true, exceptions).

This devotion to the advance pervades all aspects of Avernite military thought. For example, if a major has three companies in action, one of which is slowly advancing, one that is stalemated and one that is being forced back, and he has three tank companies, and three batteries of artillery for support, there is only one place they can be sent to. The company that is advancing. Avernite forces have always been outnumbered, and drawn out conflict is something to be avoided, so if there is one place that an advance is being made, then all forces at every level are to be deployed to that area.

Will probably change later.
I'll admit I didn't understand a good chunk of that for one reason or another, but some things that did stand out to me

1. The lack of organisation at a level higher than regiments until recently isn't really accurate I think. To my knowledge most of the army was organised into groups depending on the zone they were based in (PDF Spine, PDF Dis PDF Lindon ect)/
2. The advancing at all costs thing seems off to me. Sure break through is the Avernite thing, but it doesn't seem right that Avernite commanders who are acknowledged as some of the best (if not the best on average) would do something like that all the time as I'm pretty sure that leaves your flanks open even if a break through occurs. It's also a very dangerous flaw that anyone who takes a leaf from Thrawn would exploit in nano seconds. The only good defence is a good offence and advance at all costs thing also flies in the face of how most of our warfare in both the eternal war and our many sieges (Garkill 1 and 3 most prominent) is defensive for the most part (it's not like we can advance outside of the cities against the wildlife) so commanders and men would have a very good appreciation of not advancing all the time. I mean you could just be generalising, but still.
3. A pet peeve of mine I admit, but the xenos thing doesn't seem right now. The human superiority thing is fine, but it's been noted several times that Avernites at least will get along with almost anything that helps them fight in the eternal war (exceptions include most orks, all demons and every spider :p) so maybe add in an addendum that those that have prooven themselves in the eternal war get an exception to the xenophobia.
4. Oh and Byzantium should probably not be in the canon fodder part... mostly because they're actually one of the better armies in the Trust (Helltrooper equivalent has 300 after tech) and don't exactly have a large enough numbers of troops to count yet (they've only got a 0.4 more army then we do ATM... so 5). Midgard probably, maybe Nilfar (16) and Vanir (17) due to them having the second and third largest armies in the Trust military ATM.

Just my points, it looks good, though again I don't get most of it :p
 
Last edited:
Avernite Army Organization
Probaly to rigid to become canon.

The Avernite Army, as has been previously mentioned, is geared towards one thing, breakthrough and assault.
This section lets me wonder. Most combat planetside is fighting a defemsive (the Eternal War) war.

Other omakes described the military formation as extremly flexible. As in the loss of officers will barely hinder the unit because other will take up the position near seamlessly up to (direct) command switching between (more) expert officers for any given moment/task.

Thinking about that I envision Avernite formations as extremly fluid to the point that understrength formations will easily (even in combat situation) form up together again to better operate. In effect it would allow any formation to fight to its full potentional until the entire army is defeated or victorius.
 
I was just taking a look at the Trust's Grenadiers options and thinking damn.

Any Trust Marshal is spoiled for choice.

First off the Helguard, the Swiss army knife of Grenadiers, at 516 (ish) in PA and able to operate in any environment these guys are pretty much the wet dream of every army commander and I'm fairly confident in saying that there are no more skilled human troops that can be "mass produced" to this extent in the galaxy

Below them the Fire Giants at 403, who as shown during Garkill 1 can break into and hold a decent chunk of a space hulk on their lonesome as well as being the best void troops in the trust, save the Helguard. Pity there's only 11 regiments of them.

Svartful Guard at 374 seem to be the type who you can just plop in a choke point and hold it for months.

Chapter Serfs at 350 are great, budget Helguard, but not really enough of them yet (160 regiments)

Chosen though that's where it's at 344, these guys are pretty much budget Helguard, not as skilled by a long shot, but they're so many of them (19,919 regiments) that it barely matters.

You want a living battering ram, I know you do. Power Armoured Jotun (322). Need I say more.

Almost surprisingly the Royal Guard of Alfheim is very dependable, probably best for body guarding and inspiring soldiers, but very respectable at 316 with 1,776 regiments.

The Vanir are actually not all that impressive comparably their Droop Troopers only having 293 despite it being their speciality (for ground forces still I guess that's the price they pay for being a naval power same as we pay for being a land one). Still drop is hard and there are quite a few of them.

The Aesire though, man 12 regiments at 228. Good thing they're real grenidires are the Knights :D
 
The Green Awakening: A Crystal Seer
The Green Awakening: A Crystal Seer

Something had happened. You knew something had happened when your foolish kin had raised the ancient Warmasters, but they had refused to listen to you. Then a Mon Keigh surprises a Seer and the voice of Yneed comes down confirming what it said and suddenly you're to be given all resources you need to find out what was going wrong, even as the Crystal Seer vanishes off to look on its own to look instead of staying and giving you a hand.

Fools the lot of them. Necessary fools, but fools none the less. You were an Exodite, you weren't as foolish as they were not by a long straw, you started your investigation on the actions of your people and found the cause very quickly. Now that had a lot of tongues wagging. You've never seen a room of seers devolve into children blaming each other for short sightedness so quickly. An angrier side of you wants to laugh at them, but you know you'd never hear the end of it if you did, so better to hold your peace.

Still just because you were holding your peace did not mean you weren't going to do something, a human had seen this coming well you were going to do one step further and see it happen. Your people were already hunting or redirecting every warboss they could get at, telling them what was coming seems like a logical step.

The world crystal pulsed familiarly in your presence as you cloaked yourself in its power and moved towards the location where the Gods of Ork kind duelled unceasingly cloaking yourself as part of the landscape to avoid detection. It would not stand up to even a cursory examination by a farseer… or any of the others who had come to watch.

You began to crouch down as you felt rather than saw the creatures that had taken up position nearby to watch the awakening, an Astartes Mon Keigh that you knew was the hated Ahriman carrying the remains of a Spear of Shadows that still cried out with pain, but the other was unknown too you. A creature of harsh golden light that gazed towards the battling orks. Neither payed you the slightest mind, Ahriman only nodding his head towards you as if in greeting. The arrogance of the creature. You knew that you could not fight them now, but the power of the World was with you should they wish to test your defences.

But, nothing came of it. And then something changed. The ork gods seemed to blow away like the morning mists and doom came. Your defences were ruined in an instant as an explosion beyond any you could imagine rocked you and you were forced up up and up and saw them. Impossible.

That was all your mind could give you, impossible. You had seen the strength of the world itself, both of your home and the True Craftworld, and yet these beings were stronger. So, so so strong. It was only thanks to automated precautions that you were pulled from the warp.

Even as consciousness drained from your body you could feel tears well in your eyes.

There could be no victory. Not against them.

The idea is that the NPC is a young Eldar Exodite born after the Eldar connection to Slaanesh was severed. As such he is very arrogant, self assured and dismissive of most other people which he gets away with by being a really good farseer using a the planet as a means of protection and power letting him do much larger seeings in more dangerous environs. Makes older seers blanch and it's very much a hammer method, but it works and can be done over massive distances and make holes for more careful methods to exploit so he does it so long as it gets results.

This time he bit off a lot more than he could chew.

The other two are Ahriman (because I can scaresly imagine him not being here at an event like this) and an Archangyle of the first circle, possibly Malcador (it's what happened to him in Age of Dusk)

@Durin did another two one for Magnus and another for ??? (obvious PM is obvious)
 
Last edited:
Unanswered Questions
Unanswered Questions
As the roar of the Ork gods faded into a dull thrum Ridicully stabilized himself in the swirling currents. All around him the warp thrashed with psychic energy and the echoing rage of a pair of newly awakened gods. Just as he managed to right himself he suddenly found himself caught in a sudden current and sent tumbling through the warp.

What happened next took only an instant and it took a life time.

Through sightless eyes he walked one hundred world.

He saw the Ork fighting a swarm of nameless horrors before pausing as one as green WAAAGH energy filled them

He walked upon the Surface of Baal, sight unseen as an Archangyle of the First Circle fought a winged being filled with the Emperors true might.

He saw the gleaming spires of Ultramar as Space Marines paused in their duty suddenly.

He walked the plains of Mundus as tribesman galloped in the wind

He felt the bite of Fenris even through his insubstantial form.

He walked, again and again, seeing horrors and glory in this age. He saw the orks grow in strength, and the legions of Mankind gird themselves for the coming storm.

After all of this he returned to himself in an instant, waking up groggily as he feels an ache in his back. As he staggers to his feet, he has only one question about all that he had seen.

"So wait, which was Gork and which was Mork?"

A/N: :p
 
The Prince-General of Midgard Part Two
Omake - The Prince-General of Midgard Part Two

You don't see alot of joy in the Imperial Trust Security Council these days. Why would there be? A catastrophic uptick in Orks is upon us and Emperor knows what comes later. Even if there was the joy I'd have to ask why we would we be distracted by such things with the Galaxy being what it is today. I sigh to myself momentarily as I sit down alone once again awaiting my dinner at the Galley. Seeing my datapad I sigh as I find myself unable to leave this miserable hunk of metal in space. How the Vanir find so much comfort in them is beyond my comprehension and an assault on my sensibilities, to be frank. Better to be on the battlefield stomping on faces of dead enemies and leading the capture of an enemy command as you pillage it for information on cowardice leadership.

As my mind wanders through it is then that I see a beauty walk in front of a parade of rifles. A woman wearing the white uniform of the Navies Officer and the decorations distinguishing herself as a Captain. Her form an hourglass figure but on closer view, you can see larger arms than what a lady should have. Her face Beautiful but her eyes showing the resolute experience of battle, casualties, grief, and resolution. My mother would shame me for judging a lady so categorically without giving my name but I cannot help myself. I center myself as I begin to a strategy to woo her for a night on her bed. I'm sure stuck in the hull of one of these for years wears down one's vow of chastity.

*One dinner later*

Or perhaps she just likes rolling around in the hay. Upon introducing myself the Lady-Captain Syr Rotbart just happened to be wanting someone to entertain her as she ate her Siren brain and Grox Steak. It was a lengthy conversation about the Trust and vague ideas on stopping the Ork onslaught. In the end, I believe it will come down to how quickly we can re-deploy forces and strengthen the main line against them as well as how to make sure a bulwark of that size holds.

However, more importantly, the Lady-Captain and I would rendezvous for a night cycle at her Quarters. I bore witness to the advantages the fair maiden had including a very dedicated crew, loyal bodyguards, even more, loyal bodyguards who called themselves the 'The Governors Own', and of course the beauty that can beguile a Prince to her chambers. It would be naughty to say but our exchange of rubbing and fluids was well worth losing the moral high ground of virginity. Something my people must keep in mindless our streets become impassible instead the usual heavy traffic.

Upon leaving the Trust I find myself wanting her presence around me. One could say I long for her if it weren't for my duties coming first and foremost.

END

((Not that good but I just can't write romance well :( Sorry guys ))
 
My Brain Just Got Hit By A Brick
My Brain Just Got Hit By A Brick
"WAAAAAAAAAAAAGH!"

The Ork Gods' roar could be heard throughout the galaxy that day. Any being with an ounce of psychic sensitivity could feel it, and every mortal who was dreaming woke up when they heard it. Ridcully was practically at the epicenter when it happened, and if he knew what to expect he would never have went. He was banished from the Immaterium by their awakening cry, the psychic force slamming him through the reinforced wall of the Unseen University with a brutal force.

"Auuuurgh..." Ridcully moaned. "I am never doing that again." Fortunately, his body is fine, aside from the ache he is going to feel tomorrow. More importantly, his soul is still pure, though Ridcully was not very appreciative of that at this moment in time. "Fucking Orks, my brain feels like it was just brutally smashed in by a brick. And it wasn't actually a brick, but a cunningly disguised brickhouse."

Ridcully crossed his legs and started massaging his forehead with both his hands. Xavier blinked to his side, "Grandmaster, are you okay?"

"I'm fine. I think I'll be fine. Just give me a few minutes t-to clear my head."

They sit down in the hallway for a few minutes, their only company being Mittens and the Dragonflies.

"Xavier, could you get the Governor and the Inquisitor for me? I need to share my vision."

Xavier looked concerned. "How bad?"

"Bad. By the time you return, my headache will lessen, and we can all start making our preparations for the trials ahead."

By the time Governor Rotbart and Inquisitor Lord Klovis-Ultan arrived, Ridcully's headache had reduced to more manageable levels, and his back had started to bruise slightly. That Black Crystal Chestplate does wonders.

Rotbart, the ever cheerful, was happy to see that his friend is alive. "Ridcully, nice to see that you are well!"

"I wouldn't say 'well', more like 'alive'. And 'sane'." "That bad?" "Worse."

Klovis-Ultan spoke up, "I take it we have underestimated Gork and Mork?"

"They are more powerful than the Chaos Gods."

A stunned silence fell over the room, but any good Inquisitor is well acquitted with bad news. "Tell us everything."

"The Eldar were able to bring back the ancient ancestors of the Orks: The Krorks. Gork and Mork were not happy when they discovered this."

"What do we know about the Krorks?"

"Not much, except that the Eldar held them in higher regard, and that they believe they needed their help to fight the Necrons. The Krorks may have some way to restore the Orks to their original form. More likely: they're able to replace the Ork ecosystem with their own. Either way, this lessening of the Orks was what caused the Ork Gods to awaken. I was not alone when witnessing this event, either."

"Who all was there?"

"All the seers present were trying to be sneaky, and the shockwave of their awakening roar likely killed many seers, or drove them insane. Nevertheless, I saw three others who I believed to have survived. The Fateweaver, some very powerful red Cyclops, and a dead crystallized Eldar Farseer. The Fateweaver and the Cyclops never saw me, and the Farseer actually helped me shield my presence."

The Inquisitor's eyes narrowed, "How do you know of the Fateweaver?"

"The blast knocked me close enough that I could see his title. And also his expression of terror."

"A demon that can see the future was terrified and so caught off guard?"

"It was. Like I said, the Ork Gods are stronger than Chaos."

The Inquisitor fell silent.









 
Just a reminder, but this:
Is the quality we should be aiming for.
While I'm flattered to be aspired to, it wouldn't be reasonable to expect omake to generally be of that quality.

Hell, I couldn't write omake like that on demand, as it relied on having just come up with a really devious idea.

Feel free to aim to match or surpass me if you like, but don't demand too much of people.
 
While I'm flattered to be aspired to, it wouldn't be reasonable to expect omake to generally be of that quality.

Hell, I couldn't write omake like that on demand, as it relied on having just come up with a really devious idea.

Feel free to aim to match or surpass me if you like, but don't demand too much of people.
Don't count yourself short, you're literally the guy that wrote the first description of Avernus!
 
1. The lack of organisation at a level higher than regiments until recently isn't really accurate I think. To my knowledge most of the army was organised into groups depending on the zone they were based in (PDF Spine, PDF Dis PDF Lindon ect)

A large overall organization, I liken it to military districts.

2. The advancing at all costs thing seems off to me. Sure break through is the Avernite thing, but it doesn't seem right that Avernite commanders who are acknowledged as some of the best (if not the best on average) would do something like that all the time as I'm pretty sure that leaves your flanks open even if a break through occurs. It's also a very dangerous flaw that anyone who takes a leaf from Thrawn would exploit in nano seconds. The only good defence is a good offence and advance at all costs thing also flies in the face of how most of our warfare in both the eternal war and our many sieges (Garkill 1 and 3 most prominent) is defensive for the most part (it's not like we can advance outside of the cities against the wildlife) so commanders and men would have a very good appreciation of not advancing all the time. I mean you could just be generalising, but still.

I used the German panzer divisions and the later Soviet Army for inspiration. The thing that the soviets did that really impressed me was the devotion the Soviets had to making a breakthrough, and sending everything, and I mean everything into the breach.
 
Back
Top