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
Telepathica
Slot A - Year 1 (Ridcully)
-Y1: Cheating
-Y2: Focused Divination (Avernus, Azure Bay Tunnel Plan)
--REPEAT IF FAILED
-Y4: Psychic Materials: Carniflower
-Y5: Research: Immaterial Resonance
--DOUBLE DOWN YEAR 5
Slot B - Year 1 (Xavier)
-Y1: Siren Rune of Banishment: Black Irons
-Y5: Valinor Campaign: Support
Slot C - Year 1 (Aria)
-Y1: Valinor Campaign: Psykers
-Y2: Valinor Campaign: Support
-Y3: Mentoring: Beta
--DOUBLE DOWN YEAR 3
-Y4: Psychic Materials: Bombardment Cacti
-Y5: Psychic Materials: Carniflower
Slot D - (Free Divination)
-Salamanders Chapter and Primarch?

As I mentioned seems like it would be wise to start that order of psyker hunters. We lose tons of people including psykers every decade and we keep getting more and more powerful psykers overtime. Xavier himself even suggested it so thinking it would be prudent to start it right away since Durin has said that they would better at it then our regular psyker since they would have specialized specifically to counter other psykers. They would also be useful against other enemy psykers as well instead of just our rogue ones.
 
You've put this in twice, but if I may suggest two alternatives

1. Phase Tigers for their pelts
2. Blink spiders. Talk of their potential silk has got me curious?

Examining the metal from Jacob's sword would also work.
I changed this to Blink Spiders. We go through more than enough of them every day, might as well make use out of them.
As I mentioned seems like it would be wise to start that order of psyker hunters. We lose tons of people including psykers every decade and we keep getting more and more powerful psykers overtime. Xavier himself even suggested it so thinking it would be prudent to start it right away since Durin has said that they would better at it then our regular psyker since they would have specialized specifically to counter other psykers. They would also be useful against other enemy psykers as well instead of just our rogue ones.
We already have Primaris Teams and a multitude of anti-Psyker organizations. What would be different about this Psyker Hunter Order?
 
Specialisation.

Dunno if we should do it now, but they would apparently be a bit better than normal battle psykers at the cost of taking away from the battle psykers.
Let's leave it off for after the war, we can siphon off some spare battle psykers then.
Personally, I want to keep an eye on the strategic situation between us and the Dark Imperium, or the Quartok.
That's a good idea. I'm switching the Free Divination to the Dark Imperium.
 
Specialisation.

Dunno if we should do it now, but they would apparently be a bit better than normal battle psykers at the cost of taking away from the battle psykers.
Let's leave it off for after the war, we can siphon off some spare battle psykers then.

Wait, aren't we going to be leaving a lot of battle psykers behind to deal with the rogue psykers? In that case from a pragmatic stand point it just makes sense to start the order now since we are already sending psykers against rogue psykers meaning that finding the order means that we have psykers specifically to deal with the rogue ones leaving behind the rest of the battle psykers.

It also seems like it would reduce deaths among the battle psykers in general due to us only sending psykers trained specifically to counter them.
 
Wait, aren't we going to be leaving a lot of battle psykers behind to deal with the rogue psykers? In that case from a pragmatic stand point it just makes sense to start the order now since we are already sending psykers against rogue psykers meaning that finding the order means that we have psykers specifically to deal with the rogue ones leaving behind the rest of the battle psykers.

It also seems like it would reduce deaths among the battle psykers in general due to us only sending psykers trained specifically to counter them.

While we are going to be leaving battle psykers behind that does not mean they are the ones suited to start up a psyker hunting organisation.

I'm just not sure its a good idea to start it now since we will be sending off the majority of the psykers to fight valinor regardless of whether we start it now or not. There's little point recruiting for a new order when most of the potential recruits are going to be off world for potentially well over a decade...does that make sense? I get the feeling I'm making no sense at all now...ahhh just yell if I'm being an idiot.

Regardless I'm not arguing against doing it, in fact I can see a lot of other benefits depending how general we make it. I certainly won't be upset if it ends up in a plan.

Something like "Order of the pointy hats*: The order is tasked with training psyker in anti psyker duties and researching new ways of applying their powers against rogue psykers such as Aria's Null Zone."

*Name pending, in my defence coming up with good names while half asleep is a lot harder than I thought it was.
 
MAAAAAAAAAAAAAAATH

Has a quick existential crisis.

Back now.

Few suggestions for actions sorry for not doing so earlier



You've put this in twice, but if I may suggest two alternatives

1. Phase Tigers for their pelts
2. Blink spiders. Talk of their potential silk has got me curious?

Examining the metal from Jacob's sword would also work.

@Durin
1. Just to check if we do psycic materials blink spiders we won't receive instant black lash?
2. Do Blink spiders produce silk?
1. no, if you suggest something like farming them yes, but Avernites take a certain dark pleasure about the idea of killing Blink Spiders and making something from their bodies, it already happens for decoration sometimes.
2. in very small quantities yes.
 
Cranium spiders
Cranium spiders.

Believed to be related to implantation spider, cranium spiders are far larger and more lethal. Named for their disturbing method of parasitic reproduction, where a spider's legs will sprout from the head of the implanted victim. Cranium Spiders posses 2 psychic powers, a form of parasitic self biomancy used for incubation and a form of selective perception altering used to hide themselves. The second power causes all affected to actively edit the spider from their perception, however, this effect will not extend to actions it takes. For example, wounds but not their source will be noticed. While the illusion on its own can be overcome with only some difficulty, the spider is host to a symbiotic fungus(known as the spider blind fungus) whose spores greatly strengthen the illusion through unknown means. Even more disturbing is it's particular form of Biomancy and its use in the spiders' growth. Cranium spiders typically reproduce by pressing an egg coated in a numbing venom to a victims skull. Once implanted the spider will use Biomancy to migrate to the victim's brain or spine. Depending on the location it will undergo one of two maturation process. In either case, once it reaches the site it will begin to grow by using its biomancy to claim "ownership" of the sounding flesh and then reshaping it. While implanted in human victims the spiders will usually show greater ability to coordinate and plan than once "hatched". it is believed is due to making use of the remaining portion of the victim's brain. Unusually spiders in human victims will often choose to remain in this state indefinitely, rather than hatching as soon as possible. The reason for this is not presently known, but many theorize that they consider the increased mental abilities worth the disadvantage of a comparatively frail human body. This behavior has not been observed in the wild, where a spider wait usually waits only long enough to spread its fungal spores around an area before leaving a host.

If the spider takes root in the brain it will begin to replace an ever larger portion of the victim's brain, gaining an increasing degree of control over the host. once the spider is fully mature it's legs will begin to fully extend from the host's skull, to allow easier dispersal of spider blind spores. At this point, the host is essentially brain dead, with the spider using limited access to their memories to crudely impersonate them. While not particularly skilled mimics they can usually pass casual inspection from someone who does not know the victim. Spiders that takes root in the spine will not gain control or access to a victims mind for far longer, however, they can seize control of the body almost immediately. instead of growing directly in they skull they will form their main body along the victim's spine, with only the front of its head reading into the victims brain. In this case, the legs will protrude from the victims sides. Spine grown spiders preserve a larger portion of the victims brain, and thus are both more skilled mimics and more able planners. Due to the greater incubation time and difficulty of hiding increased width rather than small head protrusion typically a spider will only grow from the spine when under the protection of another victim. Typically a spine grown spider will act as a leader for a group of cranium spiders. Though such instances are mercifully rare, and in most cases Cranium spiders will remain solitary menaces, though outbreaks are not unknown.


As both the host species and location influence the size of the resulting spider, cranium spiders come in a large Varity of sizes. Ranging from a mere quarter meter leg tip to leg tip, to as large as 4 meters across if implanted in a particularly large host. In combat a spider will rely heavily on it's illusionary powers to enable a lethal first strike, as it's particular form of biomancy is more optimized for making large changes over time rather than combat. While this means they are capable of a surprising degree of long term adaption, in combat they are of little threat without surprise. Typically specimens 3 meters across or smaller will become pack hunters, with only the largest being solitary hunters. As their invisibility is not fully reliable without the aid of their fungal infection an alert group with rebreathers are usually able to repulse the grown spiders in the when encountered in the wild.
 
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While we are going to be leaving battle psykers behind that does not mean they are the ones suited to start up a psyker hunting organisation.

I'm just not sure its a good idea to start it now since we will be sending off the majority of the psykers to fight valinor regardless of whether we start it now or not. There's little point recruiting for a new order when most of the potential recruits are going to be off world for potentially well over a decade...does that make sense? I get the feeling I'm making no sense at all now...ahhh just yell if I'm being an idiot.

Regardless I'm not arguing against doing it, in fact I can see a lot of other benefits depending how general we make it. I certainly won't be upset if it ends up in a plan.

Something like "Order of the pointy hats*: The order is tasked with training psyker in anti psyker duties and researching new ways of applying their powers against rogue psykers such as Aria's Null Zone."

*Name pending, in my defence coming up with good names while half asleep is a lot harder than I thought it was.

Not sure about sending the majority of psykers but I imagine that if we start the order early that before the rest of the psykers are sent off that the ones seen as the best recruits would be recruited before then. And also do think now would be a good time since if we are sending a lot of our psykers for the war starting now means that the numbers loss wouldn't be as bad thanks to us having psykers specced to take down other psykers.

Also think we should have Aria found the order since that null zone of hers seems like a really good trick for the order to have.
 
@Durin
1. Because it came up what is our exact knowledge of the Sanguinor?
2. What does Lin think the Emperor was before he ascended to the GT? As in was he a God, the incarnation of human psycic potential?
3. Does Lin or Ridcully think they could study his attunement to the Blind Seer to figure our how that happened and gain a better understanding of it?
4. I can't remember if this one's been asked, but are the Quartok getting in on this action?

Not sure about sending the majority of psykers but I imagine that if we start the order early that before the rest of the psykers are sent off that the ones seen as the best recruits would be recruited before then. And also do think now would be a good time since if we are sending a lot of our psykers for the war starting now means that the numbers loss wouldn't be as bad thanks to us having psykers specced to take down other psykers.

Also think we should have Aria found the order since that null zone of hers seems like a really good trick for the order to have.
Pretty sure we'd send em off ASAP and as its a six year process I'd imagine the first 1-2 are just getting all the needed organs in place.

Also yeah...Aria is our best physic psyker hunter by a mile.
 
Can someone point me to that list of cities and their states of upgrades? I'm putting together my own plan at the moment, so want to be sure of some things.

@Durin - the Administratum section should have one item locked for the first year. There's still an in progress Administrative Shake Up from last turn.
 
1. no, if you suggest something like farming them yes, but Avernites take a certain dark pleasure about the idea of killing Blink Spiders and making something from their bodies, it already happens for decoration sometimes.
Let's hope we never encounter a sapient arachnid species else well make Vanaheim look like xenophiles compared to the reaction of Avernites
 
Can someone point me to that list of cities and their states of upgrades? I'm putting together my own plan at the moment, so want to be sure of some things.
Not sure there is one.

There is the data sheets, but its so old it hasn't even got Duat in it. Its basically useful for the Tech levels.

Let's hope we never encounter a sapient arachnid species else well make Vanaheim look like xenophiles compared to the reaction of Avernites
Thanks to Andres there is already :)
 
Pretty sure we'd send em off ASAP and as its a six year process I'd imagine the first 1-2 are just getting all the needed organs in place.

Also yeah...Aria is our best physic psyker hunter by a mile.

@Durin

1) If we started founding an order of psyker hunters during the very first year of the turn would we be pulling out those deemed the ones most suited before they are sent along with the other battle psykers? Seems like they would be able to ask the people who taught them about their skil levels in certain areas to easily determine that kind of thing.

Also now that you mention it Aria's null zone ability is invaluable and it seems like it should be a top prioty to have her teach it to others as soon as possible incase she is killed off later.
 
Also now that you mention it Aria's null zone ability is invaluable and it seems like it should be a top prioty to have her teach it to others as soon as possible incase she is killed off later.
We need to figure out how she does it first.

Currently all we've figured out is that it requires 40 control?(35?), master daemonologist and probably her Pure of Mind and Soul trait.
 
We need to figure out how she does it first.

Currently all we've figured out is that it requires 40 control?(35?), master daemonologist and probably her Pure of Mind and Soul trait.

IIRC when an order is founded the members will spend their own time studying subjects related to said order. So I imagine that they may try to find a way to make their own version of it. Even if is a lot weaker than Aria's version it would still be incredibyl useful against rogue psykers.
 
Someone was posting one while we were upgrading defenses and forge hives and whatnot.
ohhh yeah lemme have a looksieeee

@ShadowNic94

Embers in the Dusk: A Planetary Governor Quest (43k) | Page 2701

Good up to turn 103

IIRC when an order is founded the members will spend their own time studying subjects related to said order. So I imagine that they may try to find a way to make their own version of it. Even if is a lot weaker than Aria's version it would still be incredibyl useful against rogue psykers.
Yep, they will though in this they are likely to get a break through any time soon.

Thing is we don't know what she's doing now. They can't make a weaker version of what she's doing when they don't even know what she is doing (well that's a lie, they know what its doing, but how it does it is another matter.)

I get the feeling that making a weaker version is probably a pipe dream :(
 
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Ok, here's my preliminary plan. There's a number of differences from Han's plan from before. Commentary welcome.

Munitorum
SLOT A - Year 2
-Y2: Hyper Advanced-Juv Nat: Veterans
-Y5: Hellord Regiments
SLOT B - Year 2
-Y2: Lessons Learned: Orks
-Y3: Recruit

This seems like a good set of things to me, so taking it from Han's plan.

Administratum
SLOT A - Year 1
-Y1: Underground Railways: Azure Islands
SLOT B - Year 1
-Y1: Expand (Yphax) to Small Hive
SLOT C - Year 2
-Y2: Administrative Shake up
-Y4: Administrative Shake up

For the Underground Railways to the Azure Islands... well, we need the Thrones in the long term. A 5% boost across the board is a big deal, as is a 40% boost for the cities in the Azure Islands.
Get one hive upgrade. Choosing a city in Elysium, because that should hopefully mean more food production from there.
Continue trying shake ups, which will also leave a slot for us for new actions next turn.

Diplomacy
SLOT A - Year 3
-Y3: Investigate: Blood Dragons

We should not trade for runes this turn, as we are still likely to have a higher than normal number of cultists since the taint isn't completely cleaned up yet. We'll have more to trade with if we wait a turn or two, so let's not waste an action on that yet.

Arbites
SLOT A - Year 1
-Y1: Focused Psyker Hunting
-Y2: Security Review

Need to do some psyker hunting so that Jane doesn't lose her edge.

AdMech
SLOT A - Year 1 (Explorator)
-Y1: Examine: Vortex Grenades
-- DOUBLE DOWN YEAR 1
-Y2: Gravatic Engines Part Two: Repair
-- DOUBLE DOWN YEAR 2
-- REPEAT IF FAILED (and use Double Down)
-Y5: Reverse Engineer Component: Gravatic Array
-- DOUBLE DOWN YEAR 5
SLOT B - Year 2 (Biologis)
-Y2: Complete Examination (Tyrant Lizard)
SLOT C - Year 2 (Fabricator-General)
-Y2: Expand Forge-Hive: Erecura
SLOT D - Year 1 (Free)
-Y1: Hyper Battle Cruiser Design: Super Lance
-Y3: Hyper Battle Cruiser Design: Ragnarok Cannon

This is more aggressive than Han's plan, but I think the success chances are good enough that it's ok to do it this way. Vortex Grenades have a good chance of success, but no big deal if they fail. Gravatic Engines to fix the Well of Urd. And the Gravatic Array to fix the other command battleship we've got sitting around. (note that all of these have a 10% greater chance than listed, due to us getting a better bonus since the options were first listed) Also design a couple ship types.
Biologis studying Tyrant Lizards. Remember that laser using asshole that nearly killed Aria? Yeah, we want our psykers to learn how to use laser powers, Avernus Style. This is the first step towards that.

Ministorum
-Y1: Those in the Shadows
-Y2: Those in the Shadows
-Y3: The Power of Faith
-- DOUBLE DOWN YEAR 3

Some help replinishing our psykers while we wait for a double down, and then Power of Faith with the Double Down.

Telepathica
Slot A - Year 1 (Ridcully)
-Y1: Valinor Campaign: Support
-Y2: Cheating
-Y3: Fanning the Flames
-Y4: Research: Immaterial Resonance
-- DOUBLE DOWN YEAR 4
Slot B - Year 1 (Xavier)
-Y1: Valinor Campaign: Psykers
Slot C - Year 1 (Aria)
-Y1: Siren Rune of Banishment: Black Irons
-Y5: Valinor Campaign: Support
Slot D - (Free Divination)
-Y?: Abbadon's Chaos Imperium

FYI, Valinor Campaign: Psykers takes as long as the campaign, not 1 year. @Durin had a double "Time" point in there, and the 1 year one isn't valid. Putting Aria on it.

I want Ridcully supporting the Valinor Campaign in the first year through his divinations, since that's when we'll be finishing their orbital defenses and we'll preserve more of our fleet with his help. Cheating on the Well's engines after that. Fanning the Flames to keep the Orks busy for a bit longer after that. Then, FINALLY starting Immaterial Resonance, because I know we've wanted to start that forever but haven't had the time.
Xavier will lead the Battle Psykers through the campaign. He's the best option for it.
Aria will equip the Black Irons with the Banishment runes, which will help the campaign. Then she can assist with the campaign itself.

Personal
SLOT A - Year 1
-Y1: Personal Attention: Valinor Campaign: Middle of the Road
SLOT B - Year 1
-Y1: Personal Attention: Valinor Campaign: Naval
SLOT C - Year 1
-Y1: Chain of Command
-Y2-3: Spend Time With (Syr)
-Y4-5: Spend Time With (Jacob)

The campaign stuff is obvious.
Chain of Command to get the sheet for our new Marshal.
 
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