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
I have an idea for fighting the forces of Turoq. The idea is to disincentivise Turoq's commanders from leading raids on our planets. The way to do this is by ensuring a 100% death rate on commanders who lead raids on our planets. We can do this in five easy steps.
1. Predict an attack.
2. Ferry Areatha to the attack.
3. When the attack comes in, Areatha will go to the enemy commander's ship. Currently, I'm thinking that she takes an Escort vessel over there while hiding it with her powers.
4. Areatha boards the ship, finds the commander, and kills the commander, all while ensuring the Escort stays stealthy thanks to her multitasking skill. (If she can't do that, then the Escort just martyrs itself.)
5. Repeat.

Even if she agrees to it Areatha can only be in one place at one time. Thus the solution for him would be to have the raids too close together to give us time to ferry her between them.
 
A thought on some fluffy additions to the Adeptus Astra Telepathica Sheet:

Master Primaris Psyker (Replacing Heroic Psykers) - A Master Primaris Psyker is one the greatest living psykers humanity has to offer, and are trusted with command over branches or offices of the Adeptus Astra Telepathica. At this level their powers are great enough to affect the flow of entire battles, through burning armies with warpfire or draining the powers of greater daemons.

Grandmaster Primaris Psyker - A Grandmaster Primaris Psyker is one of the greatest living psykers in history, nigh-incorruptible and are trusted with command of the Adeptus Astra Telepathica itself. At this level, their powers and talent are great enough to affect the course of entire wars, such as through predictive Divination or developing entirely new ways of channeling psychic powers.

Exemplar Battle Psyker - An Exemplar Battle Psyker is an ancient battle psyker with nigh-perfect control of their powers, capable of psychic and martial feats that make even Grandmasters balk. An exemplar will have honed long since melded their powers and fighting abilities into a single, utterly devastating whole.

Veteran Sanctionite - A Veteran Sanctionite is a Sanctionite that has gained enough skill and experience in their area of specialty. These veterans are often the ones looked for to guide the younger psykers of the Telepathica, while others are either capable research assistants or artisans.

Elite Sanctionite - An Elite Sanctionite is a skilled psyker of great aid to whatever area they specialize in, whether it be teaching younger psykers, healing the wounded, or crafting and maintaining runes. At this level of experience and control, they are theoretically capable of combat without seriously risking blowing themselves up.

Master Sanctionite - A Master Sanctionite is a highly capable non-combat psyker, greatly respected in their relevant area of expertise, whether it be the care of psychic wildlife, managing the wardings of a Psyker City, or combing through fate for attacks on the Imperial Trust. At this level, their control is sufficient enough that they are skilled combatants in their own right, though are far too valuable to be wasted on such.

Grandmaster Sanctionite - A Grandmaster Sanctionite is an exceptionally capable psyker in regard to one of the varied noncombat uses of the warp, with supernatural control of their own powers as well as being deeply knowledgeable as to the intricacies of whatever art they practice. Though they do not specialize in combat, their capabilities nonetheless make them exceptionally adept at it.

Veteran Witch Finder - A Veteran Witch Finder is an experienced witch finder, tasked with differentiating between the ordinary human, the untrained psyker and those fallen to chaos from among the myriad masses. The are capable at psychic self-defense by necessity of experience.

Elite Witch Finder - An Elite Witch Finder is a highly capable witch finder, able to quickly sift the masses of ordinary, unconscious and subconscious minds to find untrained psykers - as well as those fallen to chaos. They are experienced in protecting themselves from psychic attacks, which tends to occur with distressing frequency.

Master Witch Finder - A Master Witch Finder in an incredibly experienced witch finder, who will often be found leading other witch finders in combing through districts for psykers. They are capable combatant in their own right, adept at surviving and fleeing the outbursts of corrupted psykers many times their own strength.

Grandmaster Witch Finder - A Grandmaster Witch Finder will have honed her psychic senses to the uttermost perfection in scouring the countless masses to find the untrained and corrupted. By necessity, they will also have developed their powers to an extreme level, with near-perfect control allowing them to survive and escape the onslaught of corrupted psykers many hundreds of times more powerful than them.

Master Neo-Astropath - Master Neo-Astropaths are markedly less likely to die and have three and three quarters times the range. (OOC: Not sure on multiplier.)

Grandmaster Neo-Astropath - Extraordinarily less likely to die and have five and three sixteenths times the range. (OOC: Not sure on multiplier.)

@Durin

Feel free to use and edit this as you like. :V
 
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i would not allow you to use wildlife omakes like that
Alright so that's a bust. You've been shooting down a lot of ideas though, and defeating a superior enemy relies on exploiting overlooked details and features of the conflict.
Unless a vulnerability turns up in divining Turoq himself, his organisation and existing enemies, and the exact state of the Daemons watching our ships(and good luck convincing the voters to get all that done in a timely manner), then I'm starting to get convinced that there aren't enough details in this conflict for Turoq or our existing planners to have overlooked something useful, and as such it isn't possible to defeat him without either waiting him out or somehow changing the setting or features of the setting our planners have access to.

Nonetheless my last idea has given me some new questions:
@Durin
1. Is there a sorcerous material stat that Chaos polities use to measure how much supernaturally enhanced stuff they can make?

Speculating here, but I'd think it would be dependent on psyker, sorceror or daemon labor, and that products of it must be possible to produce at low tech levels, but the stat itself doesn't show up until you have production buildings for it streamlining and probably reducing expenses in the process of building things with psykic effects. I'd expect that at some level of development(Exotic Material? Relic Material?) the Eldar just stop producing normal Material types and switch over to psykic material.


2. If we detect a Waagh about to hit the Imperial Trust, could we redirect it to hit Turoq? Or would that be too late?
 
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Sigh, if we are getting another incursion...well either we'll handle it ok as we're much stronger and after the last incursion Lin said if we faced something on a similar level as long as he was still around we should be fine or we're just flat up dead so GG.

Hopefully he's just trolling though since if something like this goes really ***s up then he tends to allude to it first in an ominous fashion.

Although you may have done that for him @Dynamesmouse.
 
A Day in the Life of: Bhehlun Rhemin, The Witch-Finder
A Day in the Life of: Bhehlun Rhemin, The Witch-Finder

To be a witch-finder is to find danger. Every Witch-Finder knows this, for their task is none other than to find the untrained psyker. On worlds that are not Avernus, this would be nearly as safe as that of a Sanctionite. On Avernus, an all-to common story is that of the witch-finder who finds a witch, and is shortly after dead by one of dozen methods available to delta or alpha - Past a certain point, more power directed at your didn't substantially one's already rather negligible survival odds.

So it was that progression in the ranks of the Witch-Finder came through both the honing of one's senses, and also through demonstration of one's ability to survive with one's limited means. It should also be of no surprise that they are also great supporters of powered armor... like most Avernites.

Well. To our slice of life.

---

He was working overtime today. A Minor and an Epilson, plus dozens more Unconscious. Far above the statistical norm for a day, he figured. They really needed a way to keep track of everyone who'd been assessed already, that'd save massive amounts of time.. yeah, it probably wouldn't work, someone on the 'Non a psyker' would inevitably develop psychic powers, just because. He really was looking forward to meal with his mates when he got back home. Just a few more hab-blocks to go through, then he'd be done. Theoretically.

Pretty surprising that some people cheer when they find out when they have powers. It's a giant ton of responsibility dumped on you, not that he regretted it. But the trials? Man, if people knew just how hard they were, voluntary admittance would go down sharp, involuntary would go up by the same.

'Nother slight glow he spots, knock-knock on a door. Open up, meet and greet, smack a spider.

"Heyup. Looking through your hab, if you would."

"Yeah, come in. You look tired, mate."

"Been a real long day."

"What's it like, looking for, uh, psyker?"

"Short ans, looking very very hard. Nonstop."

"Found anyone?"

"Yep."

"Who?"

"Come on mate, ye'r with me now."

That's how he goes about it, most times. Funny thing about him and all, the more chance they had of getting a vacation, some day off, luxuries, the less likely they were to actually use it. Newbie teacher? They'll have some logical schedule. Grandmaster teacher of 200 years? Haha, rest is for the weak my students need me there. Not that they would say that aloud. Same for him. Early on, he got tired real quick going through a dozen duds. Now? Rest is for the weak, he's gotta find everyone he can, get them all to the Psykana. While they still could.

Cause once, he was too late.

---

Bhehlun Rhemin knocked on the door, and found it opened, just like that. Blood. Everywhere. The boy, cackling with his combat knife and oversized Impaler. Then he sees him, and everything goes to shit. The wall snaps open, knife's flying at him, he's calling for backup and running the fuck away while the boy's making fate make sure his bullet hit his head while aiming at him.

Just two minutes. Survive the guy who's got way more punch than you behind him and doesn't give a shit about backlash. He's pushing hard against him as he can, jumping down floors and ducking under cover to make it harder for a headshot - Head down, hand up, trade a limb for life. His wrist is screaming at him, so he turns off his pain, uses his other hand. But the boy's got attention now, earned a firefight up at his face and his answer is jumping off to crashland on the ground while blasting them with fire -

- The boy's going for him now. He forces his power into his gun and shoots the boywitch, which doesn't do shit. He's too powerful for one shot to do it. Then his impaler gets crushed and the boy throws his away and runs at his with knife, so he draws his own, he's some bloody Khornate -

His vox is saying half a minute, and the boy's charging him already. Course, he just wants to live, not to win.

So he goes for the head with his good hand and knife, boy sees it, deflects it - and he jams his bad hand into the boy's knife while he's distracted, dives down and tackles him over prone. He's breathing deeply, trying hard not to think about the mess that's his hand. It's going to hurt and he's bleeding out. Boy's mad now, but he's got no weapons and the backup is finally fucking here.

30 on 1, it's over and he's paste. What a bloody waste.

---

AN: The fight between a Witch Finder and a Chaos Psyker... is determined by how fast backup arrives.
 
Actually another reason why he maybe having us on is that last time there was a Daemonic incursion he did the incursion before posting the turn results.

While he may have changed how he does it, it makes little sense for him to not do the incursion first as it changes the results of the entire 5 year period.
 
Actually another reason why he maybe having us on is that last time there was a Daemonic incursion he did the incursion before posting the turn results.

While he may have changed how he does it, it makes little sense for him to not do the incursion first as it changes the results of the entire 5 year period.
Unless it happened at the end of the turn.
 
So it happen in year 4 last time. It does not mean it will happen in year 4 again. Remember he does a lot of backround told we are not allowed to see.
You seem to have missed my point, he did the events of the Daemonic incursion before he did the update last time even though the incursion occurred late in the turn, presumably because it was a massive event that needed to be addressed and affected the events of the turn drastically.

But, this time update dropped with nothing in the update saying this happened, like in the last one, where when he posted the turn this was there.

Avernus was hit by a massive, three week long, daemonic incursion which killed over half of the military and a fifth of the population. Among the casualties was Fabricator-General Britton of the Adeptus Mechanicus. The daemons were eventually driven back by a coordinated push by the Avernite Wildlife, forever proving that Avernus s strange and deadly.

Though if we are getting an incursion Scott and Tranth better be on the ****ing moons. Scott should at least be there she's overseeing building works.

Look on the bright side, fighting Bloodthirsters might finally get us that combat paragon trait.
Who knows, Areatha may get a rematch with An'ggrath.
 
The Great Ones
The Great Ones


Providence: Overseer of Nature, Mouth Piece of the World

There are many Great Ones that live upon the surface of Avernus, but none is so influential and yet as well hidden as the one known as Providence.

Considered the weakest of the Great Ones, Providence is charged with overseeing the multitude of biomes and the species within them, that exist upon the surface of Avernus. Its duty is not to perform experiments, or to assist in their development, it is merely to observe and correct issues that arise before they become issues.

A drought in one region which could cause ecological collapse, a lack of food and minerals in another. These things Providence sees, sometimes thousands of years before they become issues and corrects them ensuring that the works of its eternal director are carried out without any delay or distraction.

Providence also serves as the occasional mouth piece of the World when it requires one. This has rarely happened, but when it is needed, for example the ascension of a People to Guardian, it serves as its conduit.

While the weakest of the Great Ones Providence is still a Great One, an Apex psyker of such potency that all the Peoples of Avernus would need to band together to defeat it. Its specialised powers lie within mass scale geomancy and matter generation, able to create material for entire worlds and shape it however it pleases.

Yharon: The Most Honoured, the Flame of Hell

The only Great One to have not been directly created by the Planet Mind Yharon began its existence as a precursor species to what would eventually become the Therondy Dragon millions of years ago. Most of the details of its history have been lost, but what is known is that it gave its life to defend Avernus from some foe in this distant past, though what has been lost.

Regardless for this service Yharon was taken by the Planet Mind and personally reworked into a Great One, a massive being of fire and death, whose words can shake entire suns to nothing.

Yharon was also used as the basis for a new generation of its kind, the modern Therondy Dragon, significantly more powerful and intelligent than previous generations possessing pale imitations of their progenitor's abilities.

Its unique ability is over language. Its status as the originator of the Dragon Tongue and most Avernite pantheons which include the Great Ones worship it as a bringer of language. As such Yharon is capable of taking language away from his enemies, removing their ability to structure their minds around it, reducing even the mightiest to mere beasts.

The Wheel of Fortune: The Ever-Seeing Eye, Panopticon.

Avernus is a most busy entity, but in turn it must keep abreast of developments in the greater chaos of the galaxy, if nothing else to ensure that watchful eyes do not fall upon it.

The Wheel of Fortune is the Great One assigned to observe the galaxy, watching, cataloguing and considering information and data. There are few major events that it does not see and none pertaining to Avernus are not seen for that is its special power.

When something occurs that may affect Avernus the Wheel of Fortune will react in response. If the event is minor, or beneficial it will do nothing, if it is detrimental, but not too potent, it will use its vast fate weaving abilities to ensure that it will never come to pass.

If the threat is too vast for that, then it will prepare Avernus for its arrival.

The Wheel's special power is fate weaving, at which it is possibly the most practised user in the galaxy. Combined with its divinatory prowess and vast power it is an extremely dangerous foe.

Calamity: Vengeance, The Balanced Blade

An unusual Great One, Calamity is intended as retribution against those who attack Avernus, although it has never been used in that capacity.

As such Calamity spends most of its existence sleeping rather than performing a specific task for Avernus and has only been awakened to defend it against Daemonic Incursions.

Calamity is one of the Stronger Great Ones in terms of psycic strength, but it has one of the most potent unique powers of all, control over the concept of misfortune. The most obvious usage of this power would be that any being that attempts to strike Calamity will find itself plagued by misfortune and bad luck, while Calamity will have nothing, but excellent luck, giving it an enormous advantage.

However, what would make it so potent as a weapon of retribution is that Calamity can apply this ability to entire empires, cursing a stellar civilisation with naught, but misery, while sending all their good luck to their enemies, dooming whatever was foolish enough to attack Avernus to an ignoble end.

The Golem: Eternal Warden

Not a living being with a traditional Soul, the Golem is instead an artificial construct given a soul by the Planet Mind, one of the two to be created in so unique a manner. A vast stone construct the Golem is charged with protecting many of the most sensitive locations the Planet Mind knows of, including its access point to its Maker's webway, the Abyssal Depths and the Hidden Plain.

The Golem distinguishes itself from the other Great Ones in a very simple way. It is the physically strongest and most resistant of them. While the Serpent maybe more powerful, the Radiance, capable of affecting more beings at once and Lady Death the most skilled, the Golem can obliterate entire worlds with its strikes and its hide can weather almost any attack, psycic or material.

Its other ability is that it can operate multiple bodies at the same time, in order to protect its various charges. If its full might were ever focused upon a single enemy, then it would have to be a strong foe indeed.

The Only One: People's Champion

The other in organic Great One, Only One is an inanimate object. What it is in its base form is unclear, as it takes the form best suited to it, but when take up by anything capable of withstanding its power the white crystal existence reveals itself.

It is possible it was meant to create an existence equal to the Black Crystal Sword of its Makers, but it did not succeed. However, something different was created instead.

One of the most storied of Avernus's Great Ones Only One has moved from host to host longer than any can remember, testing the best of the People in accordance to a mysterious design, dictated to it long ago by the Planet Mind.

When a host capable of withstanding its power picks up the blade it connects with them, the barest fraction of its overwhelming psycic power running through them, turning them into a warrior without peer.

However, Only One's capabilities are a mystery even to itself to an extent as it has never been utilised to its maximum potential, as no host can handle the full unbridled power of an Apex Psyker, with the higher of the People's muttering that the Ancient Wonderer maybe the single being who could, although this is speculation, influenced by her legendary reputation.

What is known of its powers is that it acts as an immense psycic amplifier, turning even the weakest psyker, or even a non psyker, into an incredibly powerful being. This is in addition to the memories and skill of all it's past wielders being accessible to the user making them an impossibly skilled foe.

In the current era, Only One's host is unknown, if it even possesses one at this time.

The Shattered Lord: Celestial Monarch

Very little is known of the Shattered Lord, only that at some point in its history it was broken apart, although the reason why varies. Some say that it betrayed or harmed the World, other that it was the only way to save it.

Which ever it was, this Great One is mostly spoken of in legends alone, telling of an enormous being of star flesh that defended the World in its earliest days.

The legends also say that it was broken into several separate parts.

Its brain, three eyes, spine, heart, lungs, torso and spirit.

If all 10 pieces were to be recombined then the Great One would be reborn, but only the Planet Mind knows the location of these fragments.

@Durin
Just ideas for Great Ones.
 
I have an idea for fighting the forces of Turoq. The idea is to disincentivise Turoq's commanders from leading raids on our planets. The way to do this is by ensuring a 100% death rate on commanders who lead raids on our planets. We can do this in five easy steps.
1. Predict an attack.
2. Ferry Areatha to the attack.
3. When the attack comes in, Areatha will go to the enemy commander's ship. Currently, I'm thinking that she takes an Escort vessel over there while hiding it with her powers.
4. Areatha boards the ship, finds the commander, and kills the commander, all while ensuring the Escort stays stealthy thanks to her multitasking skill. (If she can't do that, then the Escort just martyrs itself.)
5. Repeat.
@Durin, how well would this strategy work?
 
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