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
I think we need an exception to the ground defenses that states that if someone has x level of orbital defenses (where x is something like level 7 or 8), they may subtract 1 level off ground defenses.
 
Ok let's think these through. What is Vanaheim problem with expanding there economy? Is it because they are steeped in thousands of years of tradition and took them being in a warp storm in order for them to start to change the way they operate. Maybe the fact that they do not put the effensive on education that the more progressive Trust members do. Or that they have to bring in metal at greater quantities.

Something else to consider is that singling out Vanaheim for special consideration on defense when everyone else is having to also increase thier economy is not a good idea political. It makes them look superior to everyone else. That thier good bloodlines matter more than the other worlds.

What should be consider is for them to change.
@Durin
1 does Vanaheim economy have the nobility with most of the wealth?
2 does the nobility also have complete control of the Politcal system?
3 what kind of social mobility do they have?
4 what is the education system like?

Ok I suspect that the nobles are what is holding back Vanaheim and that anything we do will not really help till they reform.
 
Ok let's think these through. What is Vanaheim problem with expanding there economy? Is it because they are steeped in thousands of years of tradition and took them being in a warp storm in order for them to start to change the way they operate. Maybe the fact that they do not put the effensive on education that the more progressive Trust members do. Or that they have to bring in metal at greater quantities.

Something else to consider is that singling out Vanaheim for special consideration on defense when everyone else is having to also increase thier economy is not a good idea political. It makes them look superior to everyone else. That thier good bloodlines matter more than the other worlds.

What should be consider is for them to change.
@Durin
1 does Vanaheim economy have the nobility with most of the wealth?
2 does the nobility also have complete control of the Politcal system?
3 what kind of social mobility do they have?
4 what is the education system like?

Ok I suspect that the nobles are what is holding back Vanaheim and that anything we do will not really help till they reform.
Your questions are already answered. Check the threadmarks on Vanaheim. It's the whole reason they are threadmarked in the first place so that Durin doesn't have to keep answering questions.
 
iirc rotbart promised midgard and vanaheim to start telepathica branches on their worlds...and then never got around to vanaheim.

Making that offer again looks bad, because rotbart forgot his own promise.

I doubt anyone wants to give away a grandmaster primaris to make it happen. Which is why it wasn't done the first time.
 
iirc rotbart promised midgard and vanaheim to start telepathica branches on their worlds...and then never got around to vanaheim.

Making that offer again looks bad, because rotbart forgot his own promise.

I doubt anyone wants to give away a grandmaster primaris to make it happen. Which is why it wasn't done the first time.

Thinking about it it doesn't really make sense for us to need such ridiculously high standards to have someone found a new telepathica branch. It's not only unrealistic that we couldn't find someone considering the insane amounts of psykers Avernus produces but our current set up is impractical as hell since we are expanding to dozens of planets and thus the system we have for that is something we are going to need to rework.
 
I think Vanaheim's problems have a deeper root cause, in that the Imperial Trust isn't really optimized for resource movements between it's members. Things like 'Alfheim moves food to Midgard' or 'Avernus moves Metal to Vanaheim' still work on trade rules, and rebates only somewhat solve the consequences of this.

Fundamentally the Trust needs to be integrated more, so the fact that fleet production is on Vanaheim, population is on Midgard, AM production is in Muspelheim/Niflheim etc, doesn't cause problems because honestly we need all the fleets and armies we can possibly support.
 
Ok let's think these through. What is Vanaheim problem with expanding there economy? Is it because they are steeped in thousands of years of tradition and took them being in a warp storm in order for them to start to change the way they operate. Maybe the fact that they do not put the effensive on education that the more progressive Trust members do. Or that they have to bring in metal at greater quantities.

Something else to consider is that singling out Vanaheim for special consideration on defense when everyone else is having to also increase thier economy is not a good idea political. It makes them look superior to everyone else. That thier good bloodlines matter more than the other worlds.

What should be consider is for them to change.
@Durin
1 does Vanaheim economy have the nobility with most of the wealth?
2 does the nobility also have complete control of the Politcal system?
3 what kind of social mobility do they have?
4 what is the education system like?

Ok I suspect that the nobles are what is holding back Vanaheim and that anything we do will not really help till they reform.
1. yes but not overwhelmingly so
2. no, they have the majority of the power but not all or even close to all
3. the only way to become a noble is to marry in or but wealthy commoners are respected, as are naval officers no matter their origin
4. not the best in the trust but not the worst
I think Vanaheim's problems have a deeper root cause, in that the Imperial Trust isn't really optimized for resource movements between it's members. Things like 'Alfheim moves food to Midgard' or 'Avernus moves Metal to Vanaheim' still work on trade rules, and rebates only somewhat solve the consequences of this.

Fundamentally the Trust needs to be integrated more, so the fact that fleet production is on Vanaheim, population is on Midgard, AM production is in Muspelheim/Niflheim etc, doesn't cause problems because honestly we need all the fleets and armies we can possibly support.
the issue here is not systematic, it is technological
even your current trade stretches your transport to the breaking point
also there is a major push for making planets as close to self-sufficient as possible both due to travel expenses and due to the fact that planets may be cut off or destroyed, and if they are and one or more planets rely on imports for them bad things will happen

on this a lot of people seem to think something like modern globalism is possible in the Imperial Trust, it is not due to technological limits
 
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the issue here is not systematic, it is technological
even your current trade stretches your transport to the breaking point
also there is a major push for making planets as close to self-sufficient as possible both due to travel expenses and due to the fact that planets may be cut off or destroyed, and if they are and one or more planets rely on imports for them bad things will happen

on this a lot of people seem to think something like modern globalism is possible in the Imperial Trust, it is not due to technological limits
MORE MERCHANTMEN
MORE

The god of trade needs ALL THE SHIPS

MORE SHIPS FOR COMMERCE THRONE

*ahem*

Yeah, I see the problem. Raiding in the warp by Chaos, Warpstorms screwing everything up.. however expensive it is to actually move a ship into the warp.
 
Something like that would either take something like full webway access, or else Dune Heighliner levels of rapid bulk transport. The former is a pipe dream, the latter... well, we can do the bulk but not the speed.

And I'm not sure we could crank up the bulk enough to compensate. It would be the sort of thing that would make Rogue Traders and anything short of a Hulk blush.
 
MORE MERCHANTMEN
MORE

The god of trade needs ALL THE SHIPS

MORE SHIPS FOR COMMERCE THRONE

*ahem*

Yeah, I see the problem. Raiding in the warp by Chaos, Warpstorms screwing everything up.. however expensive it is to actually move a ship into the warp.
Something like that would either take something like full webway access, or else Dune Heighliner levels of rapid bulk transport. The former is a pipe dream, the latter... well, we can do the bulk but not the speed.

And I'm not sure we could crank up the bulk enough to compensate. It would be the sort of thing that would make Rogue Traders and anything short of a Hulk blush.
Or, alternatively, we locate the World Tree. Then do whatever absurd thing that we're probably under leveled to do right now, that we would need to do in order to gain access to it.
Then we use it for transport.

This would probably be useless for the colonies, but it would(in my overly optimistic dreams) allow us to essentially treat the nine worlds as one world in terms of how difficult transport is between them.
 
Dawm ok so these is the Trust's biggest weakness mobility.

Ok than we can not do anything other than make a bunch of merchant men or get some form of FTL. Which makes the trade talks and the gravity array ship more important.

I thought it was because of Vanaheim being more conservative and while they can make a lot of industry on the planet they do not. Of course they have to bring in more am and em since most forges need hives or cities. So there is really nothing going to change unless they change there policy of building industry on planet.

@Shard it always sounds good in practice but the god of trade always swindles you. Bastard still has not brought back my lawn mower.
 
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The god of trade retro-actively stole my everything, leaving me destitute. I have a half-brick in a sock waiting for his face.
 
Tordenjern the Storm world
Tordenjern the Storm world

Deathworld -2 ( plasma storms and iron floods)
Dangerous fauna- Many dangerous animals on you world, harder expanding, lower population and small boost to combat -1
Very Dangerous flora- Many very dangerous plants on your world, need military forces to expand, lower population and medium boost to combat -2
Moon of a gas giant- your planet is actually the moon of a gas giant, smaller starting population, less resources, can expand to other moon of the gas giant, can mine planetary rings. +0
Minor Ork infestation- Your planet has an in minor infestation of Orks, small raise in troop quality, ork raiders will occasionally attack, more likely to have orks invade from outside-4
Valuable resources- This world contains a large number of unique exploitable resources(exotic metals, plasma storms). tapping them will require innovation but they will yield significant benefits. +2
Very Heavily Fortified- You planet has extremely heavy fortifications +4
Ties with the forge- More starting industry and tech priests can be stacked x 2 +4
Abundant metals- Very large metal reserves +2
Industrious- Boost to productivity and resources gathered

Located at the edge of the cobalt sector Tordenjern is the first world to be colonized in the Torden system. The world's defining trait is the vast plasma storms periodically sweeping across its surface, scouring the surface with winds of superheated plasma, and downpours of molten metal. The planets orbit around Torden I periodically brings it close enough to the gas giant for the moons immensely strong magnetic field to draw massive arcs of lighting and vast clouds of metallic gasses onto the moon. This results in what the locals have come to call the Skyfall, a massive world-spanning cataclysm of plasma, followed shortly by a rain of liquid metals once metallic clouds have cooled. Even after the initial world-spanning plasma storm dies down, isolated storms continue to sweep across the world slowly winding down. It is quite common for there to still be at least a few massive storms circling the world from the previous Skyfall at the start of the next. The violence of the plasma storms has forced all thinking life underground, into the vast cave systems that dot the planet.

Tordenjern is perhaps one of the most naturally defensible worlds in imperial trust space. No field army could hope to withstand a plasma storm and only the hardiest super heavies could hope to wade through an iron flood. indeed, during the age of expansion, the world came within a hairs breath of being written off and marked for exterminatus. where it not for the Ash hound and the Vargain Guard that could well have been the worlds fate. Instead of risking the storms Rotbart dispatched mixed Psyker and astartes strike teams to sabotage the crude fortifications of the orkish settlements, drowning billions of orks in a flood of molten metal. However, in recent years it has become apparent that the purge was not as complete as initially thought. As bands of Orks equipped with crude subterrain vehicles called Burrow Boyz have since plagued the world.

Despite the violence of the world's environment, strange life has come to flourish on Tordenjern. Fervores and extremophiles burrow beneath the iron plains or shelter at the base of tungsten mountains, and the caves teem with life. Instead of sunlight, the local food chain is fueled by heat siphoned off from the plasma storms, and fed by metals that rain from the sky. This has resulted in a wide variety of dangerous lifeforms. Most wildlife will have an exoskeleton made of metallic compounds, and be equipped to deal with prey or predators with the same. However, the weight of such often leaves local wildlife slow enough to be only somewhat threatening, should a route of escape or anti-armor weapons be available. Far more dangerous are the plant analogs, who often possess extremely thick armor and some form of ranged attack. Most iconic of these plant analogs would be the fortress trees, vast tungsten barked trees capable of weathering the skyfall and feeding on the electrical discharge and defending themselves with devastating bolts of electricity. Fortunately most truly dangerous life is sessile. Posing little threat to the colony once located. However, expansions of both living space and farmland have been greatly slowed by the need to either clear out existing cave systems or dig new ones through the metallic bedrock of the moon.

Human life on Tordenjern is concentrated in great subterranean fortresses. the violence of the Skyfall necessitating that all settlements be sunk deep beneath the surface of the world, each capped by a mighty retractable fortress. The expense of building such settlements is considered well worth it. as the Skyfalls brings with them a great bounty of resources. Literal oceans of already molten metal can be casually harvested, and a staggering amount of energy can be harvested by any apparatus durable enough to weather the storm. But the real prize is in the vast amount of rare and exotic compounds and elements drawn in from deep within the gas giant it orbits that can either be filtered from rivers of molten metal or harvested pure at great risk directly from the Skyfall as it approaches the world. Combined with the regular availability of a great abundance of energy Tordenjern has drawn a great deal of interest and support from the Adeptus Mechanicus. It is said that Magos Pearle Cusatis intends to create a full Cathedral of the Omnissiah within a century and a half, a timetable that has many of her detractors muttering of arrogance.

The people are Tordenjern however, have fully embraced Cusatis's vision, and take a great deal of pride in the industrial achievements and potential of their world. As typical, the bulk of the colonists came from Midgard, but the potential of the world's resources has drawn a significant minority of colonists from Svarthalfheim, including the world's governor. In addition, there are also a scattering of Avantie enclaves, with many Avernites preferring the presence of less dangerous wildlife to its total absence. The majority of the population believe strongly in living quietly for what one believes in, and that the best way for them to serve is to perform their duty to the best of their ability. However, in recent years a large subculture has begun to emerge, calling themselves the sky hands. The sky hands tend to be far less risk-averse, often to the point of recklessness. To the sky hands, an exciting life is far superior to a long one, and highest duty is one that risks death. Unsurprisingly the sky hand culture grew out of the abundance of high-risk high reward occupations found on Tordenjern. Be it sluice miners racing a plasma storm to set up an iron cistern, skyskimmer risking annihilation to draw pure exotics from a crackling skyfall, or hunters harvesting the natural super conductors and other sundry valuables common among the more dangerous flora. So far there has not been any serious tension, with most on both sides seeing the other as important, if strange. It should be noted that not everyone who performs dangerous work will consider themselves a sky hand, for example, a number of Avernite immigrants working as hunters do not consider themselves particularly reckless. At last count, approximately 20% of the population could be said to be sky hands.

Militarily Tordenjern is somewhat unimpressive, focusing more on industry than defense. However, the local wildlife and advanced industry have resulted in an abundance of heavy and anti-armor weapons among the local PDF. Furthermore, the frequent clearing of caves and occasional raids by orks has resulted in a degree of specialization in siege warfare and cave fighting. Though Tordenjern primarily relies on its impressive fortifications and the frequent plasma stormes for defense. Given any given hive can expect a plasma storm approximately every 10 days on average, this is considered acceptable by most.

While on paper the planet is ruled by Joye Bellair, the local magnos Pearle Cusatis has been a major driving force behind the colony and maintains an extraordinarily close working relationship with the governor. often to the point that some consider her almost a co-ruler. A situation that has brought some scrutiny from the wider trust, however so far it seems to merely be the result of a near identical vision of the world's future. Pearle is a master of adapting designs to local conditions and is an avowed progressive. She considers the folding fortress capable of retreating underground for protection against plasma storms to be her greatest work yet and is responsible for many of the innovative resource harvesting methods to fule the colonies rapid growth. It was her suggestion that saw Joye selected as governor, and according to rumor a heartfelt plea that convinced Joye to take the post.

Joye is an accomplished artisan, but her distaste for authority and unusual focus has left her something of a pariah on her homeworld. a self-professed "macro artisan" Joye focuses her skill and dedication to the creation of industrial facilities, famously submitting a small handcrafted factory in her bid to become the high artisan. While her eccentricities have left her something of an outsider on Svartalfheim, they have served her extremely well in her new position, with her specialty allowing her industries to take full advantage of the many unique resources on her world. Indeed, rumors that Pearle has shared an inappropriate amount of mechanicus lore with her have begun to surface in the wake of some of her more impactful designs. Joye herself denies the rumors, citing the broad amount of lore her position as an artisan entitles her to. So far the wider Adeptus mechanicus mostly agrees, but there are a number of conservative figures watching her closely for signs of her overstepping.

While there are many who wonder if the world of tordenjern will meet its self-set set goal, none doubt that it is destined to become a major source of advacned technology for the trust. However, the tendency of Joye and Pearle to walk the line of acceptable behavior has raised some concern. Many fear that should tension within the Adeptus Mechanicus rise tordenjern could become a flashpoint. For now, the more conservative elements feel comfortable watching and waiting, believing that the reckless progressivism of the world will result in disaster, much like the more progressive elements who feel the worlds coming success will validate their views. Only time will tell if the world will prosper or fail.
 
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I doubt there is going to be a big change so t looks like we are going to wait.
Adhoc vote count started by Nurgle on Jul 12, 2018 at 10:57 PM, finished with 115 posts and 20 votes.

  • [X] Leave yourself open to be approached by other Governors.
    [X] Leave yourself open to be approached by other Governors.
    [X] Governor Mikaelsson of Vanaheim
    -[X] Bring up the possibility of making Vanaheim an exception to the ground defenses increase due to their superior orbital protection.
    -[X] Ask to hear his ideas on how the Imperial Trust and its member worlds might be put on a more sustainable footing.
    [X] Governor Mikaelsson of Vanaheim
    -[X] Bring up the possibility of making Vanaheim an exception to the ground defenses increase due to their lack of ground installations relative to their orbitals.
    [X] Governor Mikaelsson of Vanaheim
    -[X] Helping out Vanaheim's economic situation.
    [X] Governor Mikaelsson of Vanaheim
    -[X] Bring up the possibility of making Vanaheim an exception to the ground defenses increase due to their superior orbital protection.
    -[X] Ask to hear his ideas on how the Imperial Trust and its member worlds might be put on a more sustainable footing.
    -[X] Offer Avernite and Telepathica support in finding and securing the webway portal on vanaheim
    -[X] Inquire how necessary he deems a Telepathica branch on branch on Vanaheim, or if he would appreciate us deploying psykers hunters there (IE how bad his rouge pskyer problems are)
 
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Soon, they will be Legion.
Kinda, they'll be a demi legion once they cap out at 25k. Thankfully they'll then make a second chapter after some indeterminate amount of time. Plus between now and then there's always a chance we encounter some refugee Astartes. Or merge with the Dragon's nest, adding over 10k Astartes to the new Super Trust*.

*TM
 
This should be -4. The values of ork presences were doubled following the Awakening.

ah, i'll adjust that, I'll offset it with just a flat +2 point generic valuable resources bonus since the entire point of the local industry is harvesting stuff like that, and I can't come up with anything else to add that wouldn't require a rewrite. Sides, the points are mostly just there as a rough guide.
 
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I'm a little concerned with the lack of Ogryns in each subsector, but there's still room to write some in for each, I'll work on it tomorrow.
 
That's what people are talking about when it comes to arrogance. Just because someone is literally one of the smartest peeople in the room doesn't mean they can't do stupid shit or make bad decisions. I mean look at the Emperor and the Primarchs. Not to mention quest wise when the players made some really unbelievely stupid decisions.

No but it does mean he or she is less likely to screw up and as for player decisions screwing things up because of OOC reasoning, I trust Rotbart's advisors to recognize and guide us away from such things way more than I trust the likes of Bertil Mikaelsson. My main beef with him is that looking at his stats and general position in the trust, he is not actually useful, just the conservative mouthpiece. I would honestly prefer someone genuinely competent with something to put on the table, even if it make the conservative position stronger .
 
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