The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Investigate the Sea?

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Is it weird that I think ridcully dying to the last plague roll would have been thematically appropriate?


Omake's really saved our ass here. That, and durin rechecking his math.
 
The Kitchen dc 210
d100=27+11(control)+12(Paragon of Divination)+75(traits)+30(preparation)+45(omakes)+50(Blessing)+10(retracing)-50(alert)=210: Success

I would like to take a moment to comment on this. We had 41 omaks written for this event, and this is a roll that would almost certainly have gotten ridcully killed if he'd failed it. If we'd written 40 omakes we would have likely lost here. Everyone who helped can honestly say they were the ones who made the difference.
 
I would like to take a moment to comment on this. We had 41 omaks written for this event, and this is a roll that would almost certainly have gotten ridcully killed if he'd failed it. If we'd written 40 omakes we would have likely lost here. Everyone who helped can honestly say they were the ones who made the difference.

"Faith is our Shield. The Emperor Protects."

But this makes me think about something. Back when I wrote that one letter omake back after the Khornate invasion, what did that get added to in the proceeding turn? or was that mostly just fluff? I am curious as I never asked. (I know I am not the best writer, but it just felt like I should of done that, as silly as it was.)

Edit: And are the dragons extinct now? Mostly because if we tamed the Thunderbeast, that is the next step up. (If it is not this or An Extra Primarch, the other thing that will never leave my mind is Dragons)
 
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"Faith is our Shield. The Emperor Protects."

But this makes me think about something. Back when I wrote that one letter omake back after the Khornate invasion, what did that get added to in the proceeding turn? or was that mostly just fluff? I am curious as I never asked. (I know I am not the best writer, but it just felt like I should of done that, as silly as it was.)

Edit: And are the dragons extinct now? Mostly because if we tamed the Thunderbeast, that is the next step up. (If it is not this or An Extra Primarch, the other thing that will never leave my mind is Dragons)
While it would be nice if the Dragons were extinct that would mean Planetmind found a better replacement...
 
Dude Nurgle is going to send a crusade after us for that lol woow.

I wonder if the Eldar are buzzing after that one. Btw how does Ynnead feel about Isha?
 
While it would be nice if the Dragons were extinct that would mean Planetmind found a better replacement...

It is a whistful thing I am thinking, but I hope there is a day where I can feed the dragons bits of heratics like I feed the beings of Lake Pymatuning bread.

Mostly because the carp of the lake all look to you with gaping maws in an adorable way, and the seagull and ducks swim and fly right for the pieces you throw into the air. Now imagine that as hungry dragons.

But I think Pymatuning would be a nice, hungry lake on Avernus. We have the Everglades and Okefenokee, so it isn't that much of a stretch.
 
At this point I would wonder if the eldar want to give our seer a honor guard with a eldar or two. Because he still have a lot of time to live and his survival is probably now a personal matter of their kind.

And all the hugs to the eldar woman with could have killed our guy but didn't. Because if she jump the gun they would lost so much. Edit: and live with that knowledge would be difficult.
 
Interlude Part Three: Aftermath
Interlude Part Three: Aftermath

After waking you found yourself to be ravaged by Nurgle's Rot, though between the skill of the Eldar Healers, the knowledge imparted to them by Isha's Scroll, and the Blessing of Isha, you are in no danger. As the Healers work on you you see the other seers either return or fall, with four of the Eldar Seers and the Silver Skulls Prognosticator falling in their efforts. The last of the Seers to return is Eldrad Ulthran, who seems rather battered but flushed with victory. After a brief conversation with Jain Zar Eldrad makes his way to you and starts explaining what has been happening.

It seems that the Eldar distractions were very effective at first, drawing away a massive amount of daemons and clearing the path for the seers. However Nurgle seems to have predicted that Eldrad would try and sneak in and was waiting for him. While Eldrad was running for his life you and the other seers were able to sneak in, though none made it near as far as you. Things changed the second that Isha gave you her message, an act that Nurgle heard even in the furthest reaches of his realm and immediately began to return while recalling his armies. As well as letting Eldrad escape Nurgle's pursuit this recall gave many of the diversionary attacks key openings, allowing for an unprecedented series of defeats for the forces of plague. Possibly the most important of these defeats is that Typhus, the Herald of Nurgle and host of the Destroyer Hive, was gifted with True Death by the hand of Ynnead herself, ending his blight on the galaxy.

With your return bearing the Blessing of Isha and her message to her children the Eldar are more hopeful about their chances of freeing Isha than ever before, and even without Isha her message contains much knowledge of great worth. From what Eldrad tells you as well as having more knowledge about healing the plagues of Nurgle than even the Black Library contains this message includes many secrets that will be able to increase Eldar fertility, helping them to increase their numbers.

You are now considered to be one of the greatest heroes of the Empire of Ashes despite being human and much is owed to you, and to your people as a whole.

Avernus gains 1 Honourbound Favour and 2 Major Favours from the Empire of Ashes, Imperial Trust now considered to be allies by the Empire of Ashes.

High Grandmaster Ridcully upgrades Archetype of the Blind Seer (32 Power, -8 Control, -6D, *20 power multiplier) into Developed Archetype of the Blind Seer (34 Power, -9 Control, -6D, *22 power multiplier, +1 to trait chance)- High Grandmaster Ridcully has been a witness to multiple divine events in his time, a fact which has changed his relationship with the Warp and given him the Archetype of the Blind Seer. The Warp now moves with him, transforming him from a strong Delta-level Psyker into a powerful Beta-level Psyker. On the downside he is more likely to be cryptic, less likely to explain himself, if such a thing is possible, and more likely to be drawn to events of great significance. Over the years he has stepped further on this path, gaining ever more influence in the Warp and getting ever closer to Ascension.
High Grandmaster Ridcully gains Paragon Piety Trait: Self Assurance (never fails resistance roll when his base roll is higher than enemies, immunity to mind or soul influencing effects below Paragon, +100 to rolls to resist mind or soul influencing effects)- High Grandmaster Ridcully has seen the birth of Gods and the thrones of Chaos and remained himself. This is due to his deep knowledge of who he is, and his refusal to be changed. By anything.
High Grandmaster Ridcully gains Blessing of Isha (+3P, immunity to non divine disease, +200 to resist disease, +50 vs Nurgle, +50 to all healing rolls, +20D and +100 to diplomacy rolls when dealing with Eldar, Honoured reputation with Eldar)- High Grandmaster Ridcully has been blessed by Isha, the Eldar Goddess of the Harvest, Fertility, Life, Healing, and Growth. This blessing greatly increases his talents at healing, renders him immune to all but the most vile of plagues, and greatly colours his interactions with the Eldar. Who seem to be adding him to their pantheon...
High Grandmaster Ridcully gains Artifact: Ghosthelm of Vaul (+2 Control, invisible to daemons, +100 to resisting warp effects, halve effect of miscasts)- High Grandmaster Ridcully has been gifted with a ghosthelm forged by a Avatar of Vaul, which renders him invisible to daemons of all types and provides him with a great deal of protection from the dangers of the Warp.
 
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Ah no Transcendence but upgrading his Archetype and getting a Paragon Piety is still pretty good.
 
Ha.

Ha.

Ahahahaa.

AHAHAHAHAAHAH RIDCULLY IS NOW A DIPLOMAT AHAHAHAAH.

And holy shit, Typhus is true-dead?

Nurgle is going to have a Bad Day.
 
So, is ridcully a triple or quadruple paragon?

Paragon of control, divination, piety. He's not a paragon of power though, I think.
 
Fae
Fae

Out of all the races on Avernus among the most dangerous and enigmatic are without a doubt the Fae. Not much information is known about the Fae due to a number of reasons. The first being that most races on Avernus are not aware of the Fae or outright avoid interacting with them whenever possible. Ironically despite the Fae being among the most powerful, dangerous and suprisingly numerous creatures on Avernus most races and creatures rare meet them. The reason for this is simple: unlike the vast majority of races/people living on Avernus the Fae are one of the very few who exclusively reside in the Warp. To be clear they reside side by side in the reflection of Avernus mirrored in the warp. While someone from the materium could be walking around assuming that they are around a Fae may looking into the materium world looking at said person like someone looking into a reflection while being able to see both the materium and warp space.

Even though the humans and a number of races on Avernus are aware of Warp entities many of these creatures are only about as intelligent as the average animal or insect. The Fae meanwhile are one of the few exceptions though you will find many people who will argue that it cannot truly be possible to be absolutely certain if the Fae are truly sapient. The reason for this is quite simple, the Fae have quite possibly the most alien mindset that humanity has come across.

While mankind over the millenia has come across many intelligent alien life forms iit was always possible to at least have a decent idea to their way of thinking. Even chaos was no exception with one being able to easily understand that a Khornite was interested in blood and violence similar to the Orks that litter the galaxy. The Fae meanwhile are nearly impossible to understand even for Avernite non human natives. This is in no way an exaggaration as anyone who has had experience with Fae would tell you. Even their 'allies' who have had lifetimes and generations of experience have trouble understanding many Fae's mental processes.

This aspect of them makes them incredibly dangerous to interact with due to the dangers of accidently angering them even if it was obviously unintentional from many sane beings perspective. From most beings perspective, including the natives of Avernus the Fae come across as completely and utterly insane with many of their mannerisms, actions and interactions utterly baffling at times. If there is a logic to their actions the logic would likely only be understood from the perspective of other Fae. This is one of the main reasons most races of Avernus stay clear of the Fae whenever possible. Besides their alien mindset something many people worry about is gaining the ire of a Fae, especially a powerful one. Some Fae may let the 'transgression' go in a short while or hang on to their anger at the perceived slight for as long as the being may live and in some cases where a Fae is willing to go far enough to try to claim said aggresors soul even death won't be an escape. Made even worse is that the offender may go their entire lives wondering what they did to anger the Fae in question.

The Fae as a people are unusual in that they don't follow expected 'norms' when it comes to running their societies. For starters their isn't really a singular race but a number of many different warp entities that for some reason or another qualify as Fae. What would surprise many people is that many Fae were not born Fae but became Fae due to exposure to being in what would be called the 'Fae Lands' the lands claimed and molded by the Fae in the Warp or exposure to trying to understand the nature, creations and magic of the Fae. The process for someone becoming a Fae comes in phases for most with the full transformation leading them to become a 'True Fae'. This has lead to the Fae having a wide variety of what many would call the 'Fae Races' or the preffered name the Fair Folk with each people having their own unique way of thinking though interesting enough still understandable to other Fae no matter how divergent any two races way of thinking. There are several of said ways are a mystery to outsiders.

Due to these factors combined with all the varying and extremely alien mindsets it is extremely difficult for outsiders to comprehend how their society works. The only thing that is known for certain is that each Kingdom has four courts based on the Terran seasons along with the royal Fae. No one can say for sure how it works though the best guess is that there is a hierachy though even this is something many people aren't sure of since the only constant are the Kings and Queens of the courts with all other positions constantly changing.

The home of the Fae is the Warp without exception for Fae. The reason this is is because most Fae simply cannot exist in the materium world. Why this is is due to the Fae's unique nature as Warp entities, mainly in that their existance is tied to alien concepts that most races literally cannont comprehend. How the Fae manage to exist is only due to their nature in the Warp which allows the impossible to be possible. Because their nature is impossible outside the warp most Fae simply cannot exist outside the warp. While daemons at least can materialize under the right circumstances in the materium that is due to them still being tied to concepts that exist and are known to the materium and it's people while the Fae do not have that luxury. Though a boon that comes from the unique nature of Fae is that they are extremely resistant and in some cases outright immune to many mundane things in the material plane due to their bodies being tied to alien warp concepts not native to the materium world should they be able to manifest in the materium. Though they can still be hurt by warp abilities though stay resistant to even those kinds of attacks unless the right ones are used againt the right Fae type with an example of some Fae being vulnerable to iron and others to salt though it varies from Fae to Fae.

The Fae's unique nature as 'truly alien' concepts in the Warp and their unique way of thinking allow them to accomplish feats that would literally be impossible in the materiam and even other warp entities tied to traditional concepts with traditional mentalities. One of these feats is their ability to use what is called Fae magic. Fae magic is what could be considered the true definition of magic and that it cannot be explained by the sciences of the races of the materium world and cannot be understood by even other warp entities that are not Fae. For trying to understand Fae magic would lead to outsiders being converted to Fae. The more understanding one has of Fae magic the further they are to becoming a True Fae.

Fae Magic is something truly unique to the Fae in that it requires a Fae's mindset to use and even trying to understand it would lead to outsiders slowly becoming Fae the more they learned with those without souls not even being able to comprehend it due to what is only assumed to be the requirement for Fae Magic needing a sapient soul to comprehend and use. Fae magic is often mistaken for ordinary psyker powers though Fae magic significantly differs from psyker powers in some aspects. The most obvious one is that Fae Magic being able to do things that most psykers are unable to replicate through normal means. An example of this are contracts which are spiritually bound to those that agree/sign them with their being significant consquences to those that break them.

Another aspect of Fae magic can also be considered the science of the Fae as it is through Fae magic that they are able to mold and alter places in the warp to their specifications and liking. Though Fae may only gain the ability to alter the warp at their location by 'claiming territory' in the warp. This cannot be done freely as there are a number of rules that the Fae must follow for their magic to work. What these rules are can be seemingly random and hard to comprehend. An example is that a Fae must claim a very specific number of territory, claim said territory at a certain time and a certain day and a number of other rituals that can seem incredibly convuluted. When anyone familiar with Fae are asked if their is a method to everything they swear that there is and that the Fae follow a certain path on the currents in the warp. When asked to clarify the best description they could come up with is that there is a pattern to the chaos in the warp that the Fae are able to perceive.

On the topic of rules despite the Fae being among the most powerful and dangerous of Avernite Natives they are also extremely limited thanks to certain rules. The territory they can claim and expand is heavily limited by the rules their existance and magic are tied to. While they maybe able to expand their territory in the Warp and real space they can only do this by warping space to expand the space they have without taking any outside the new space they create and the new space they can create is limited on a number of factors like location and the time it was created. While some Fae are able to enter the materium the many who can are still limited in a number of ways while in the warp even if their nature and power let them exist for at least a little while.

Another rule is that if a Fae must claim territory in the warp that is too close to the material world of Avernus they must claim territory in the materium world mirroring the warp territory. They usually do accomplish this by way of their allies that they managed to contact in the warp. Once a territory is claimed in the material world it becomes possible for many Fae to manifest in the materium world though they are still limited to a certain radius to it and getting too far will force them back to the warp. That said due to their nature most Fae can't actually stand to stay in the materium world for too long. Many believe that a major factor in this is that many Fae are significanlty weaker outside the Warp making them far more vulnerable. Though should someone find themselves facing a Fae in the Warp, especially a powerful one their odds of surviving a hostile Fae is extremely low. Fighting a powerful Fae in territory they claimed, developed, and have lived in for a significant time is considered suicide in most cases.

Fae interactions with other Avernite races are rarely positive. Many of the Fair Folks actions coming across as malicious such as Fae occasionally kidnapping children never to be seen again even if the Fae claim that they mean no malicious intent from their actions no matter how it looks from the perspective of many races. Their alien mindsets and nature lead to many races fearing just interacting with fae leading to very few races able to tolerate being around Fae and even their own allies tend to tread carefully around them.

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@Durin

So here is my first attempt at writing an Avernite race. For those that didn't figure it out as I wrote the Fae I imagine them to be Avernus' equivelent to daemons and even flew in an attempt to replicate chaos corruption to dissuade other races from stealing their tech. There are a few more things I wanted to add but think I'll stop here. Also not really satified with how this came out. Meant to make the Fae come across as a truly alien race and to make sense of it but not sure if I succeeded.

So what are peoples thoughts on my omake?
 
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