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%

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    738
Yeah, but that's with fellow Avernites that they spend their everyday lives with. The offworlders only get to see the on duty soldiers for the most part.
I'd say a number of the omakes counter that narrative. Given the sheer amount of time per day an Avernite is at least nominally 'on duty', it's almost guaranteed that they learn to relax a bit when they can. Plus, a good number of the actual off-world campaigns we've been on have been milk runs for our troops—quite possibly making our troops seem almost dangerously casual to offworlders.
 
I thought we were incredibly cheerful as our stereotype.
I figure that being off Avernus is just so much more relaxing by comparison.

I mean sure the orks might get you, but at least you have some idea when they're trying and what direction it's coming from instead of having to be hyper alert at all times.

If you're actually out of combat completely? That's basically a permanent party.
 
I thought we were incredibly cheerful as our stereotype.

In my headcanon Avernites from the initial first years of colonization are grim due to fighting Avernus with lasrifles and looking at Cadian Pattern rifles as 'top of the line'.



Newer ones or older generations were born with Neutron Blasters as weapons and other mega advanced stuff. Thus an easier time surviving when blink spiders don't come to kill you.
 
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I'd say a number of the omakes counter that narrative. Given the sheer amount of time per day an Avernite is at least nominally 'on duty', it's almost guaranteed that they learn to relax a bit when they can. Plus, a good number of the actual off-world campaigns we've been on have been milk runs for our troops—quite possibly making our troops seem almost dangerously casual to offworlders.

I thought Avernites were established to essentially be stereotypical Space Canadians living on Space Australia? Really nice and pleasant folks who would go out of their way to help out a friend in need, but simultaneously hilariously dangerous.
 
I mean, if you want to discuss what Avernite psychology is like, why not take a look at a Canon Must Read omake about it?
Are we seriously arguing this? Not only will every Avernite have experienced significant loss by the age of adulthood their entire culture and society is geared towards survival and militarization.

Children aren't trained to fire a las pen before they can walk because Avernites are just that hardcore- they're trained because it actually give them a chance to survive. It's less a society that glorifies war and more a society that embodies victimization. Everything is out to kill you and everything you love, and the only people you can count on in the face of all those predators is your fellow humans. So you close ranks and build a sense out of community, you build up pride not in your prowess or your skill, but your capacity to survive in order to vindicate your survival when so many others didn't. It becomes a matter of group pride to simply live because that pride helps give them closure of all the people who died to ensure the continuity of the group- it gives their continued existence meaning.

And all this becomes even more horrifying when you take into account the fact a society that embraces communalism and reliance on each other had a massive civil war that left a significant fraction of the planet's population dead. It may not have been as violent as Jotunheim's insurrection was but it was far more disturbing for Avernites as a culture. The entirety of their society is founded on the belief that at the end of the day, it's you and your fellow man against the world. And then suddenly, your fellow man turns on you, betrays you to the greatest enemy you know of- the enemy that you see twist and pervert otherwise innocent people and use them to rain down destruction on your home yearly (chaotic psykers). So you do what only an Avernite can- you survive, you declare those who fell and betrayed you were weak, and you resolve to get stronger. All in the desperate hopes that eventually, long after your time, your sacrifice might allow for your group to exist in safety.

Avernus is a miserable place to live- and everything besides the horrible gribblies is so nice because that's the only way they can function as a society. With that reprieve and support. No other people has had to so thoroughly dedicate themselves to becoming a weapon, to have formed and defined the entirety of their culture around such. Even their faith in the Emperor is viewed through the lense of 'the Emperor sent us to Avernus to create the finest soldiers he could ask for, far be it from us to let him down'.

More than anything else, a citizen of Avernus is deserving of pity. Not because the place they live, or their society, but the lengths they are driven to survive in such a place. There's a reason the rest of the trust is wary of Avernites, because you fundamentally have to be broken in order to thrive on Avernus. There's not a doubt in my mind that Avernus is mentioned in the same breath as Niflheim in regards to 'creepy off worlders', and they aren't wrong in that assessment. This thread chooses to look at Avernus through the lense of Noblebright- and in a very real way it is an example of noblebrightness in a grimdark setting, but it still has a lot of darkness we shouldn't overlook.
 
Have we ever considered something along the lines of a wetsuit as a defense against blink spiders?

They can teleport through solid matter, but they can't teleport into solid matter. So if there's a layer of clothing thick enough that they can't bite through it with no gap big enough for them to teleport into between it and the skin, they would have to chew through the clothing before they could bite you, even assuming they could at all given they don't normally have need to chew.
 
@Durin, with Demagoye taking over, can we switch the speed at which we're conquering Valinor to get the remaining planets before Demagoye gets them?
 
Have we ever considered something along the lines of a wetsuit as a defense against blink spiders?

They can teleport through solid matter, but they can't teleport into solid matter. So if there's a layer of clothing thick enough that they can't bite through it with no gap big enough for them to teleport into between it and the skin, they would have to chew through the clothing before they could bite you, even assuming they could at all given they don't normally have need to chew.
The spiders can bite through Flak Armor. Moreover, even if the wet suits worked, they'd get in the way of actual armor, and so we get even more total casualties from other sources.
 
The spiders can bite through Flak Armor. Moreover, even if the wet suits worked, they'd get in the way of actual armor, and so we get even more total casualties from other sources.
Where is it said that they can bite through Flak Armor?

Also blink spiders seem to be the leading cause of death inside of cities. You can wear a wetsuit armor type inside the city at rest, and normal armor outside. Using different armors in different threat environments is basic.

4. tens of thousands
Heh she's been busy.

Kind of wonder if we could have built her a city to use to increase her numbers more easily. A friendly population can be quite helpful.
 
Spiders of Avernus.
Spiders of Avernus.

Kin-strife spider.

a spider approximately an inch across it possesses a dark grey coloration. the Kin-strife spider projects a very weak telepathic illusion to aid in stealth. The name comes from its hunting strategy. Typically it will approach a pack animal and deliver a bite. The spider's venom has 2 properties, the first is a mild numbing, and the second is a form of targeted hallucination. Typically the hallucination is of spider legs sprouting from the heads or sides of nearby allies, causing the victim to believe one or more of their compatriots are cranium spiders. Typically the spider will then scavenge the resulting corpses. due to the high-risk hunting strategy they employ it is postulated that they have some method of going for prolonged periods between hunts.

Jinx spider

A spider approximately 3 inches across and possessing a vivid blue coloring. Jinx spider venom on its own has no effect, however, when delivered by a live spider it acts as a medium for it's fate weaving powers. acting as the vector for its eponymous jinx. Typically the jinx will increase the odds of some form of a violent encounter in the near term future. This is not, however, the jinx spiders most well-known ability. should a jinx spider be slain it is capable of self-resurrection. This was initially thought to be a form of illusion but has been confirmed to be a form of chronomancy. How it is able to perform such a feat while dead is a matter of some debate. The unusual and potent powers of the jinx spiders are such that a number of psykers have been known to take the spiders as familiars.

Fear Weaver Spider

A small light gry spider proximally half an inch across. the fear weaver spider is known for weaving large draping webs. A communal spider that typically lives in colonies of 5 to 50 individuals. The typical structure is a more durable "hub" web spun out of site to act as a nest, with less durable and more sticky strands hanging down in a curtain. The hanging webs are both optically and psionically near undetectable. The hanging webs are coated with a contact poison intended to kill the spiders' preferred prey, however, they have a psychoactive effect on larger animals. Small animals are killed, and then pulled up for consumption by the colony. Larger animals will typically cause the strands to detach when they walk through, as the poison induces an extreme fear response. When the main nest is threatened the spiders will typically attempt to swarm the aggressor and coat it in the same poison used in their webs.
 
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Maybe a type of spider with webs that create illusions of city lights and/or delicious food? Sort of like a spidery combination of the Illusion Pine and the classic Will-o-Wisp? A kind of malevolent mirage. Hm, Mirage Spiders. I like the sound of that.
 
First to are fine, third is not dangerous or horrific enough

that was sort of the intention. I figured there had to be at least one spider out there that hunted things its own size. Would a web spider whose contact poison coated webs causes horrifying hallucinations be nasty enough way to fill the "actually eats insects" niche? cause that's what I replaced it with.


It fucks with fate and brings itself back from the dead. some consider powers that neat worth the fact that it's a spider.
 
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Excerpts from the Codex Arachnos Avernus Vol. 1
I had a few spidery ideas myself!

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Excerpts from the Codex Arachnos Avernus Vol. 1: The spider, that most-hated, primordial enemy of man. For all of recorded history, mankind has been in constant conflict with these, our most terrible natural enemy. Nowhere else is this battlefield so thick with the bloodprice of this war as the Hellworld of Avernus. While the most famous of Avernus' indigenous arachnids are the well-known and reviled Blink Spiders, a number of others have been found throughout the many terrifying and fascinating biomes unique to the world. A number of such creatures have been documented for reference, that future generations may never forget the knowledge so many of their predecessors gave their lives to secure.

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Stormsilk Araenid

Varieties of this energetic breed are native to regions commonly home to the Steelspark Spires (refer to Codex Arborium Avernus vol. 1), i.e: Lindon, Elysium and the Azure Islands. These creatures were first discovered near Storm's End when a particularly courageous, foolish and self-sacrificing member of our order decided to investigate the behavior of the local Steelsparks in the hours leading up to an inclement electrical storm. His discovery of the Stormsilk Araenid was made shortly before his death by fatal electrocution.

The chitinous exoskeleton of the Stormsilk is unique among all other spider species on Avernus. Rather than simple durasteel-grade chitin, the Stormsilk's hide is a remarkably effective electrical insulator. Mechanical tests have shown that the Stormsilk's flesh is all but entirely impenetrable to electrical energies and proves remarkably resistant to most plasma weaponry as well. The exceptions are small points located on each of the spider's limbs, its fangs, and its spinnerettes.

The spiders seem to live in a symbiotic relationship with the Steelspark Spires; extant specimens have only been found in close proximity to these trees or at very high elevations where lightning strikes are common. Typically, a single tree will play host to an entire colony of spiders, though they will often only reveal themselves immediately before and immediately after a thunderstorm-- or should the host tree come under attack.

As their name suggests, the Stormsilks are capable of absorbing and storing large quantities of electrical energy within their bodies. They typically seem to collect this energy by weaving vast, hyper-capacitive web networks. The spider will rest at the fringes of these webs in anticipation of incoming lightning strikes. The spider can then tap into the energy stored in the webs to fuel their biological needs. A large excess of energy seems to be stored at all times for use as a defensive measure: the spiders are capable of, individually, discharging energy equivalent to one-hundredth that of an average lightning bolt. Due to their numbers, and the fact that Araenids can amplify their electrical assaults by tapping into their battery-webs, this has proven to be a potent defensive measure not only for the spider colonies, but for their host trees as well.

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Vector Trap Behemoth

A bizarre and truly exotic variety of spider. Their existence-- or that of a creature similar to them-- has been long-since theorized by Avernite military personnel who have been faced with the question of where their vehicles (and vehicle crews) seem to occasionally disappear to. Only one specimen of Vector Trap Behemoth has ever been identified, lurking in the bowels of the Everglades. It was only through the cooperation of local Mycenid populations and the application of a powerful aphrodesiac and subsequent application of an even more powerful sedative that the creature was lured out and captured.

The Vector Trap Behemoth is a massive monster of an arachnid. The specimen retrieved from the Everglades was slightly larger than a baneblade. However, it's not their large size that renders them so dangerous. Like trapdoor spiders on other worlds, the Behemoth is an ambush predator. The difference being that the Behemoth does not lay in wait underground, but instead has the incredible ability to twist the fabric of the materium itself to create pockets of warped space. The Behemoth lurks within these space pockets and waits for prey to come near, whereupon it will spring forth either with one of its harpoon-like limbs or by lunging bodily from its hiding place. It will then paralyze its prey with powerful (though unremarkably so, for Avernus) venom and will either consume them outright, or simply store them within its lair.

The behemoth's weapons go beyond its impressive physical abilities and voluminous venom glands. The spider can manipulate the materium immediately surrounding it to defend itself as well. The Everglades specimen was capable of deflecting volumes of impaler rounds by using a pair of portals to redirect incoming fire upon its attackers. However, it does not seem to possess effective defenses against multi-vector attacks, and attacking from multiple directions simulatneously (read: at least eight) can overwhelm its capacity to redirect attacks.

Fortunately, the species seems highly solitary. Or at least, we have not detected multiple spiders hunting in close proximity. It may simply be that the behemoths are there, waiting, and simply haven't emerged from their lairs to feed yet.

The thought is as fascinating as it is terrifying.

Curiously, upon killing the Everglades specimen, the local materium suddenly disgorged a number of partially-digested corpses, and a wealth of material goods-- all of which have been quarantined for further examination. It is unknown, but theorized, that the Behemoths may also serve a role in preventing demonic incursions by preying upon the immaterium as well, but no evidence has yet been found.

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Annihilus Weavers

As with all things Avernite, the most frightening spider can be found deep in the bowels of the planet, within the so-called Caverns of Avernus. The Annihilus Weaver is a phenomenally dangerous specimen. It is not due to their size-- they are indeed only around the size of a grown man. It is not due to their venom, which is no worse than an average Blink Spider, or their speed. But rather, it is due to what they are capable of creating.

While most spiders can, in some fashion, spin a web, the Annihilus Weavers instead weave networks of pure and unrivalled destruction. Their threads are nearly invisible, warping any light that falls upon them in such a way that their presence is obfuscated to the naked eye. It's only by watching for distortions in the air where images are not quite where they aught to be that one can discern their presence. The reason, as I am told, is that reality itself bends around their webs. That is to say, the threads they spin seem to cut cleanly through the fabric of space and everything that occupies it. Should one for example brush a limb or a blade or a bolter against one, they will find the limb or weapon severed cleanly at the point of contact.

Thus, the Annihilus Weaver is so-named due to the fact that their webs annihilate all that they touch.

Were they passive creatures-- simply one environmental hazard among many found in the Caverns-- then they would not be nearly so perilous to encounter. However, the most terrifying property of these creatures is their tendency to weave vast orbs of obliterating webbing. These so-called Spheres of Annihilation are deployed as hunting tools, shoved down corridors like silent tumbleweeds onto unsuspecting prey. They do not seem to even be interested in feeding once they have killed-- we believe that they are somehow able to use their threads to directly digest their meals. That is, the moment you have touched their web, they have already consumed you.

Fortunately, killing a weaver will render its threads significantly less lethal (though still quite capable of killing you-- the web continues to 'digest' matter even after deactivation, albeit much more slowly) after some time has passed.
 
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