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
Actually that's a point.

@Durin
1. Ridcully states he can send the ork to any world we want...does that include sending towards one of the two chaos realms in the area, or can he only influence which of our worlds he's heading for. I get the feeling that we can't, but I thought I'd check.
2. Was Ridcully able to get an approximate tech level from Callamus (as a forge realm determining that seems useful.)


Doubtful.

While we could likely keep him strung out for a while if he keeps winning he's either going to increase in power (and kunning) to the point that he'll likely break away.


These guys must be rolling bloody well.

I'm kinda hopeful some of these people are so pissed with the abomination for abandoning them that they've renounced him.

@Durin
3. Any chance some of them have renounced the abomination, due to either seeing its power crushed and potentially being abandoned by it.
4. From Lin's studies I think its pretty clear that Chaos is a hybred of primal and religious gods (with more emphasis on the primal). Would it theoretically be possible to brighten them by effectively making the galaxy a nicer place and changing the make up of their emotional diet (so more righteous anger for Khorn rather than just rage?)
1. no, the only chaos world close enoguh to their path is Valinor, the deamonworld
2. high end mechanicus, maybe one above that
3. very low
4. you would also have to kill all of their worshipers
 
Right so...rain check on sending them to Valinor?

They probably can't win...but it may kill a lot of them.

On the other hand they can probably regain those casualties pretty quick and the survivors will get a lot of veterancy.

Also given how they've killed one of our advisers and nearly killed Tamia all in favour of investigating the utter bastard dragons!
 
Could we mess with the gods by promoting weird, incongruous beliefs among their worshippers ?

Like say, if a good number of Khorne worshippers start thinking he is a kind fluffy cat, would that hurt Khorne ?
 
Like say, if a good number of Khorne worshippers start thinking he is a kind fluffy cat, would that hurt Khorne ?
Probably not.

They seem to be primal gods that have taken on religious aspects to increase their power, but the primal aspect seems to be dominant.

Changing their primary form of nutrition (emotions) to something nicer while emphasising more positive aspects of their portfolios (Khorn for example technically has honour and justice) would probably change them to being more benevolent, but we'd still need to kill all their current followers.

So this is a new one than? I see well thanks for the info.
Yep. He's apparently an idiot.

If it reduces the number of Hulks in the Waaargh sending them to Valinor is still useful, pretty hard to use warpstuff for scrap to replace losses.
Unless they land them on Valinor (not out of the realm of possibility) or they try to blow Valinor up so it retaliates I don't see how they'd loose hulks...

@Durin
1. Does Valinor itself have defences? Or are they all gone.
 
@Durin
You confirmed that one of the conquered worlds of former Valinor is a death world. A enviromental one to be correct. What type of enviroment is that?
 
Probably not.

They seem to be primal gods that have taken on religious aspects to increase their power, but the primal aspect seems to be dominant.

Changing their primary form of nutrition (emotions) to something nicer while emphasising more positive aspects of their portfolios (Khorn for example technically has honour and justice) would probably change them to being more benevolent, but we'd still need to kill all their current followers.


Yep. He's apparently an idiot.


Unless they land them on Valinor (not out of the realm of possibility) or they try to blow Valinor up so it retaliates I don't see how they'd loose hulks...

@Durin
1. Does Valinor itself have defences? Or are they all gone.
1. they have been partially rebuilt. well regrown but the end result is the same
 
Oh hello great and wondrous people of Embers, I have slogged since... October 2017 through the ENTIRETY of this great and marvelous quest. It has been a wonderful read, and is the sole reason I have bothered with a membership to this forum.

I must say, I have enjoyed this quest so much, and hope it continues for a longs time. Sadly, I joined AFTER the last vote, so I can't jump upon any bandwagons. Now, I return to LURKING.
 
1. they have been partially rebuilt. well regrown but the end result is the same
Never mind.

By any chance is this world known as Helcaraxë?

It was a land of moving and crashing ice in the Silmarillion?

Oh hello great and wondrous people of Embers, I have slogged since... October 2017 through the ENTIRETY of this great and marvelous quest. It has been a wonderful read, and is the sole reason I have bothered with a membership to this forum.

I must say, I have enjoyed this quest so much, and hope it continues for a longs time. Sadly, I joined AFTER the last vote, so I can't jump upon any bandwagons. Now, I return to LURKING.
WELCOME OH WEARY TRAVELLER!
 
Oh hello great and wondrous people of Embers, I have slogged since... October 2017 through the ENTIRETY of this great and marvelous quest. It has been a wonderful read, and is the sole reason I have bothered with a membership to this forum.

I must say, I have enjoyed this quest so much, and hope it continues for a longs time. Sadly, I joined AFTER the last vote, so I can't jump upon any bandwagons. Now, I return to LURKING.
Welcome.
 
Unless they land them on Valinor (not out of the realm of possibility) or they try to blow Valinor up so it retaliates I don't see how they'd loose hulks...
Eeehhh, warp realspace overlap, funky shit is standard there, I'm sure an ork which is particularly stupid even for orks will find a hilarious number of hazards in system to run into, like trying to stop the Slanneshi daemonworld forming rude images about the warlord on its surface.
 
Eeehhh, warp realspace overlap, funky shit is standard there, I'm sure an ork which is particularly stupid even for orks will find a hilarious number of hazards in system to run into, like trying to stop the Slanneshi daemonworld forming rude images about the warlord on its surface.
Actually I'm pretty sure the funky shit there is confined to the world itself with not much going on in the system itself.

However, there is a reason that the ork being stupid is a mixed blessing.

On the one hand it'll do stupid shit like possibly try to land on a Daemon world.

On the other hand its also much less predictable. Stupidity doesn't always mean it isn't effective. Ramming Dis with battlebarges and ships isn't especially smart under any circumstance, but its still effective.

Hopefully if we do bait him to Valinor we can also bait him to crash his fleet on it and we'll never hear of him again. Also hopefully keep the Daemons occupied for a decade or two.
 
Over the last five years am average of one piont million Avernites a year have fallen to a combination of wildlife attacks, Orks and the few surviving handful of roving bands of Abomination soldiers. General Richards estimates that around a dozen are still alive, each of whom is a mighty hero.
Just to make sure, is this a dozen individuals or a dozen roving bands? Because while we've killed the Lord Of Change stilling the psykers if it's a individual hero grade fighter I can see a few capturing a number of major Battle Psykers to sacrifice to get a warp gate off planet or even trading a major favor to be dumped in someones warband to get out of here. On the other hand if it's a dozen bands of Hero's each with say 100 minor hero's on the level of the War's Chaos Lords lead by mid grade hero Sargent's that are like the Emperor's Talons Captains and under a Paragon leader, that's a force to fear. If I was the leader of a local Chaos policy that kind of combat strength would be worth sacrificing a small fleet just to pull off world and get into my dept.
 
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Just started to read the update but I hope we keep meeting with the super psychic local until we cancel out that shit roll and are on friendly terms with her. Considering how important she's likely to be not doing what we can to to create as many personal bonds of friendship and camaraderie with her would be incredibly stupid.
 
This isn't really a Durin question because I'm sure its answered somewhere, but I'm wondering if there's more up to date information on population than the datasheet information threadmark? Because that says last updated Turn 82 and so is wildly out of date.

So I'm confused about how trade with the Nynye works, are all these potion trades considered ongoing trades for an ongoing supply and so the 150 points we allocate represent things we're continuously trading them for potions they're continually supply us?

After examining Jacob Oakheart and Saint Lin Areatha told you that while the effects of their conditions are similar the causes are a bit different. She tells you that Jacob's soul is more then his body can contain, and that the best way of dealing with that is Royal level Alkahestry to enhance his body. Saint Lin on the other hand has a soul gifted with more power then it can withstand. The only ways to cure it from what she can tell is either gain the assistance of someone able to reinforce the strength of his soul, which most gods can not achieve, or to have someone able to conduct spiritual surgery remove the power from his soul, which again is mostly limited to gods.
Honestly figured that Jacob was going to reach Transcendant and become ageless long before aging a mere 20% faster mattered. This does make me wonder if the cure she recommended for Jacob could buy more time for Saint Lin though.

I expect Lulana will just straight up give Jacob the Royal Alkahestry given their relationship.

Daemon Hunt: Summoning: Three Times- Areatha the Ancient Wander has come up with a plan that may be able to stop the kidnapping of Chaos Psykers from Avernus, which has gathered a worrying amount of psykers over the years. This plan will require her participation and Inquisitor Klovis-Ultan would be the best choice to coordinate it with her. Well as long as you don't have to deal with that woman more then needed.

Time: 1 year (can be repeated)
Chance of Success: 70% (not modifiable, if failed all other daemon Hunt Actions also fail)

Cost: Free
Reward: Areatha participates in the Deamon Hunt

Complete
year two d100=9: Fail
year three d100=17: Fail
year four d100=69: Success

Areatha spent three years attempting to summon and trapThe Dark Whisper, the Lord of Change responsible for the psyker escapes. Her first few attempts were rather dismal failures, in large part due to her utter inexperience at summoning. However in the third year she was able to successfully force the Lord of Change of fully incarnate and bind it to the Materium, allowing Jane and Aria to kill it.
I find it kind of amusing that it took 3 tries to beat a 70% success rate. Also surprising that it wasn't just her refusing to do it the first two times.

Apprentice Potions of Sight for Life Guard (20)
I find myself wondering, did the Governor's Own get lumped in with Life Guard? Because they aren't listed as their own modifier for sales and we actually use them in combat a lot.

4 Beta levels caused some damage killing 102,000 PDF Troopers, 12,000 Helltroopers, 2,512 Psyker Hunters, 504 Veteran Psyker Hunters, 108 Elite Psyker hunters, 44 Master Psyker Hunters, 1,696 Witch Hunters, 288 Veteran Witch Hunters, 56 Elite Witch Hunters, 72 Witch Finders, 48 Psy-Hunters, 24 Master Psy-Hunters, 2 Grandmaster Psy-Hunters, 3 major Psy-Hunters and 1 major Master Psy-Hunter before they were taken out by your kill teams.
The low quality losses are quite low, but the high quality losses are pretty high compared to normal. I'm really not looking forward to the chaotic alphas that aren't being taken away by the daemon anymore, was surprising there wasn't one this turn since there wasn't one last turn and we've been averaging one a decade.



Double: Daemon Hunt: Final Blow: Three times- The plan to halt the daemon kidnapping your chaos psykers requires someone able to inflict true death on it. Fortunately Jane is somehow able to pull this off, and is eager to participate in the Hunt.

Time: 1 year (can be repeated)
Chance of Success: 00% (38% after bonuses)

Cost: Free
Reward: Jane participates in the Daemon Hunt

Complete
Year Two NA
Year Three: NA
Year four d100=23+20(traits)+18(combat)+20(double)+20(Null)=101: Bare Success
Jane wounded and misses next years actions
-200 Master Psyker Hunters,
-1 Psy-Hunter Primaris
-20 major Psyker Hunters,
-50 minor Psyker Hunters
-500,000 militiamen

Jane spent three years preparing herself for killing the Lord of Change that has been stealing her prey. When Areatha finally managed to summon it Jane and Aria led a group of their best to kill it, and succeeded after a fight out of legends. The Dark Whisper proved to be a mighty Lord of Change and was able to summon its host to protect it, resulting in a battle that devastated an entire district of Yphax it died a final death on Jane's blade. The Dark Whisper did not go out without a fight, and inflicted some major wounds of Jane that will take her out of action for a year, and add to her already impressive collection of scars.
Geeze that bare success. Though I don't understand how she only had a +18 from her combat? I wonder if killing another daemon of this power gives her a trait, or if the bare success makes her not get one?

For the last half decade Archmagos Biologis Maximal has been studying the Raptors of Elysium. He tells you that between his previous studies of Tyrant Lizards and his current studies that he will most likely be able to create a range of biological lasers, though they are significantly less effective then a mechanical laser of the same size. Archmagos Maximal does however mention that no one in possession of a biological laser should ever be exposed to the Tyranids, as it would be a disaster if they copied it.
I don't think it will ever be worth our while to make subpar lasers that would be tyranid treats.

High Grandmaster Ridcully recently gave you a report on the Forge-Empire of Callamus, the most powerful human remnant of Segmentum Tempestus. Callamus is a Forge World located to the south of Bakka, in the furthest reaches of the Segmentum. It was founded in M40, and since then has had a meteoric rise until it is spoken of in the same breath as Ryza. Unlike many Forge Worlds Callamus has always been highly active, with its powerful armies and fleets participating in battles across the galaxy, an act which earned them many allies both within the Mechanicus and without as well as one of the most powerful armies in the Adeptus Mechanicus. This led to it being the natural leader of its region after the fall of the Imperium, a region which also had several other Forge Worlds of lesser renown. The areas under the protection, and later control, of Callamus were quickly industrialised by the Tech-Priests, with every world turning into either a Resource World, an Industrial World or a Forge World. This allowed the Forge-Empire of Callamus to develop a powerful military which was used to expand the Forge-Empire. The Adeptus Mechanicus of Callamus is well on the radical end, treating its menials far better then most and encouraging innovation, though not without taking great care.

As things stand the Forge-Empire controls forty sectors, each of which is split between one of more Forge Worlds. These Forge Worlds owe allegiance to Callamus and pay tithes to it but are in many ways independent. The armies of Callamus resemble the traditional force of the Adeptus Mechanicus write large, though they do wield several new forms of technology developed by the Forge-Empire over the years. As well as the all pervasive Orks the Forge-Empire of Callamus must deal with the Ophelian Theocracy to its north, the largest and most powerful of the Golden Imperiums of the Abomination, the expansionist Maynarkh Dynasty of Necrons to the South and countless attacks by the Dark Mechanicus. So far they have been able to hold their own, and even occasionally gain ground but the Green Awakening has raised the pressure on the Forge-Empire of Callamus to a new level.
40 sectors is huge in this era when our own estimates are that lack of astropaths makes it difficult to govern more than a single sector, even accounting for the federal nature of this polity. I do wonder what sort of tech we could get from trade with them as they actually seem to be rapidly advancing their tech. Wish we could get them to replace our mechanicus entirely.

High Grandmaster Ridcully divined Waaagh Hedcrusha before the Emergency High Council Meeting. As expected he found a great deal of information on Waaagh Hedcrusha, which is another stage 2 Waaagh. He tells you that while the Waaagh is led by possibly the dumbest Warboss he has ever heard of and has few veterans it has a formidable fleet including a Gargantuan Hulk, a Huge Hulk, half a dozen Large Hulks and nine small hulks supported by almost a thousand capital ships and forty thousand escorts. On the ground the Orks number almost two hundred and thirty billion, including only fifteen billion Scarboyz, a third as many as Waaagh Gutcrumpa and an even smaller proportion of larger Orks. However they do have a full two thousand Gargents which could be an issue. The Waaagh as a wole has a far greater number of Meks then would be otherwise expected, which is probably what is responsible for the large number of warships. In better news Ridcully tells you that he will be able to set up several ambushes of the Orks as they approach the Imperial Trust and will be able to direct them to hit whichever world you want first, including Valinor if you are so inclined.
Well that's a bit terrifying of a fleet considering it's around double the strength of the last fleet. Though our heavy fleet didn't take very severe losses last time so it's manageable, but the high number of ships means wearing them down via harassment won't be all that feasible.

Getting them to hit Valinor might be nice, as they could be tied up fighting daemons on the ground basically forever.

Daemon Hunt: Null: Three Times-- The plan to halt the daemon kidnapping your chaos psykers would benefit from Aria being on hand to weaken it with a Null Zone.

Time: 1 year (can be repeated, Must be taken by Aria)
Chance of Success: 50% (99% after bonuses)

Cost: Free
Reward: +10 to Jane's roll for the Daemon Hunt

Complete
Year Two NA
Year Three: NA
year four d100=95+21(stats)+25(traits)=141: Critical Success

Aria spent three years joining the hunt for the The Dark Whisper, the Lord of Change that has been rescuing your rogue psykers. While the first two years turned out to be duds in the final year it was successful trapped, and Aria and her Null Zone proved to be essential in weakening it enough to kill it.
Hmm I wonder if she'll get a trait since she rolled a 95 on such a big thing.


@Durin
1. The psyker trial attempt numbers leave 285 unaccounted for. It also is identical to the previous turn's line, so I think it wasn't properly computed?
2. Would the cure for Jacob's condition buy time for Saint Lin? That was unclear to me since it sort of sounded like Saint Lin's was just too severe for that method to cure, and so might be mitigated by it.
3. Are Jane or Aria going to get traits for killing The Dark Whisper?
4. Can orks actually conquer a daemon world?
 
Just started to read the update but I hope we keep meeting with the super psychic local until we cancel out that shit roll and are on friendly terms with her. Considering how important she's likely to be not doing what we can to to create as many personal bonds of friendship and camaraderie with her would be incredibly stupid.
Sure, but apparently she gets along well with people like Ridcully, Lin ect.

Rotbart and her just rub each other the wrong way personality wise, which while depressing happens. They have professional respect for one another which is probably for the best (we probably can't be seen as getting too close to her.)

We can likely get her and Syr to get along better as well, as she's significantly less xenophobic than her old man.

I find myself wondering, did the Governor's Own get lumped in with Life Guard? Because they aren't listed as their own modifier for sales and we actually use them in combat a lot.
Pretty sure the Own are lumped in with the Life Guard as the Life Guard are an expansion of what the Own are.

I find it kind of amusing that it took 3 tries to beat a 70% success rate. Also surprising that it wasn't just her refusing to do it the first two times.
In fairness what she's doing is hard as hell under normal circumstances. What she's trying to do normally kills even master sorcerers. And not in a nice way.

Though why would...never mind never mind.

I don't think it will ever be worth our while to make subpar lasers that would be tyranid treats.
You say that, but given the current lack of nids in the galaxy and the utility of having a near undetectable weapon the Inquisition can almost certainly get a ton of use out of it.

There's a reason they prised digital weapons so much, they're damn near undetectable.

40 sectors is huge in this era when our own estimates are that lack of astropaths makes it difficult to govern more than a single sector, even accounting for the federal nature of this polity. I do wonder what sort of tech we could get from trade with them as they actually seem to be rapidly advancing their tech. Wish we could get them to replace our mechanicus entirely.
ATM they're only 1 level above the admech max (14) at maximum so around level 15.

Given how hard its apparently to advance up tech levels this is actually quite impressive.

We can likely get some of the things our admech is missing due to only being an outpost not a full forge world ect. And yeah it'd be great...sigh.

I kinda hope Varnak just dies when he finishes the Well as like his last great work.

Well that's a bit terrifying of a fleet considering it's around double the strength of the last fleet. Though our heavy fleet didn't take very severe losses last time so it's manageable, but the high number of ships means wearing them down via harassment won't be all that feasible.
Depends...between Ridcully, Sarnow the stealth fleets from Muspelheim and Nifleheim and a nice big area to run around in (Valinor) I think we could probably inflict quite a lot of damage. Especially when one factors in the idiocy of the warboss.

Still Valinor...pros and cons...pros and cons...
 
Just started to read the update but I hope we keep meeting with the super psychic local until we cancel out that shit roll and are on friendly terms with her. Considering how important she's likely to be not doing what we can to to create as many personal bonds of friendship and camaraderie with her would be incredibly stupid.
Or we could roleplay as a guy who doesn't want to interact with her and not interact with her.
 
We might also get time to build up our fleet's more if we throw them at Valinor, every year of construction is valuable.
 
No Garkill's dead...like long dead.

This is a new Warboss.

An idiot.


Of course.
Oh hello great and wondrous people of Embers, I have slogged since... October 2017 through the ENTIRETY of this great and marvelous quest. It has been a wonderful read, and is the sole reason I have bothered with a membership to this forum.

I must say, I have enjoyed this quest so much, and hope it continues for a longs time. Sadly, I joined AFTER the last vote, so I can't jump upon any bandwagons. Now, I return to LURKING.
thank you and welcome
 
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