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
Bah. He was a heretic and a traitor who's done untold amounts of evil all of his own free will. Good riddance, I say.
Chaos does not leave much room for free will.
No unlike most chaos pawns Turoq fell willingly because he couldn't see any other way out and retained enough of his sanity to still have a greater degree of autonomy than most.

I'm glad he's dead, but I'm depressed he fell and hopefully he's at peace now.

@Durin
1. Idea. I take it the Quartok soldiers will be with Azyr?
2. How old will they be on average?
3. What is their normal equipment?
4. Would they be kept away from the rest of the army, or just kept with the Avernites?
5. Do we have to specifically say we're using vortex torpedoes on X target if we want to use them?
6. How likely is it that Turoq's forces have managed to swipe anything or anyone new?
7. Are the forces already there enough to take down what's left with heavy casualties?
 
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Faust
Faust

A surprisingly old god, a religious god of an unknown Xeno species. Assuming her appearance matches what she was in life, her race seems to be a serpentine feathered hexapod. Presumably typical members do not possess luminescent rainbow feathers but it is possible. Faust has claimed the domain of friendship. It is unknown if her race has been exterminated, or has found some way to hide and Faust herself refuses to speak of it. As can be imagined, Faust is extraordinarily weak despite passing a very broad domain. Ironically, her very weakness is a large part of what has enabled her to survive, allowing her to largely slip under the noses of the five.

Faust has few followers among mortals, but has been known to start the occasional cult, usually be reaching out to a psyker and assisting them in mastering their powers. Those who earn her boons become supernaturally charismatic and empathic, however, they also tend to focus on the wellbeing of their friends to concerning degrees, and become dangerously unable to make sacrifices. In addition, Psykers who follow her find their backlash more likely to harm them than those they care about, and can more easily bolster and aid their allies. The combined effect of this is that her cultists tend to be far more trusting than is wise towards those they consider friends. However, their boons tend to allow them to connect emotionally with almost anyone results in them being far more successful at turning others to their cause that could be expected, frequently turning even low-level inquisition agents. However, this keen sense of comradie and empathy is often the cults downfall, as it is only a matter of time until they are placed in a situation where the only way to survive is to sacrifice a member. More than a few cults have been tainted in an unwise attempt to save a member fallen to chaos, or drawn into a trap baited with a captured comrade.

Faust's domain is as one could imagine, extraordinary ill-suited to combat. While she poses a number of potent psyker abilities, her nature has rendered her all but incapable of direct offensive action, except in defense of someone she cares about. There is, however, one trick she posses that can be used to stave off attacks. Faust is capable of forcing friendship on nearly any entity, including creatures that should not be capable of it at a greater cost in power. This ability works even on beings a great deal stronger than her. As a downside, the bound is always two ways and will cease if dispelled by either end. Worse still, many of the monsters in the warp see corrupting someone as aiding them, and may not be deterred by the effect. In addition, Faust greatly dislikes using this power, seeing it as a violation of her core ethos. However, she will use it in extreme situations. this strange power has largely dissuaded the more potent demons from risking an unknown ability for such a meager meal. Typically Faust resorts to fleeing, using her domain to either flee to the side of an ally or call them to her.

The most common way Faust makes user of her domain is the creation of conduits between her and those with which she shares a bond of friendship. The stronger the bond the stronger the conduit. These conduits allow for a great deal of effects to propagate through them, though it is conceptually near impossible to transmit any sort of attack down them. Most commonly Faust use these conduits to facilitate either communication or travel. However, they take some time to close behind her, thus if she flees while being closely pursued whatever is chasing her may well follow her through. While travel is not instantaneous, it is a good deal faster than typical and can bypass many obstacles. Should the bond be strong enough the entity on the other side can also use it for many of the same purposes.

Fausts inherently non-threatening nature and pleasant demeanor has enabled her to make a number of friendships among the other minor gods. Even the gods need morale, and simply having someone to talk to is seen by many as a great comfort. This has been another key to her survival, as if need be she can quickly move to an allies side, though the connection she uses can be used for her pursuer to follow. Many of her allies consider this a minor cost to pay for a friendly face, as the demons that would bother with devouring such a small meal are rarely of any true threat to most minor deities. However, she still feels deeply conflicted about a relationship she sees as exploitative. As such, when given a chance to aid a number of her friend in a risky venture she jumped at the chance.

Faust's power to easily forge conduits to her friends enabled a great deal of coordination both by easing communication and allowing gods to come to the aid of their fellows. This key advantage in communication and mobility is a large part of why the initial raid was so successful. The advantage was only heightened when Ugruer provided her with her "cut" ahead of schedule once the scale of their success became clear. With her abilities heightened the advantage she provided became decisive, allowing gods to quickly reinforce each other to overcome isolated hard points that would have otherwise stalled the attack. Perhaps more critically, she cultivated a feeling of comradery and cooperation among the otherwise distrust deities that greatly enabled Ugruers second trade conference.

Since the raid, Faust has found herself significantly empowered. While still an extremely weak god, her standing has notably improved. However, she has earned the direct enmity of Nurgle and thus has been hunted by far more potent demons than have typically bothered her, leaving her with fewer and fewer allies she would feel safe risking leading them to, and heightening her shame of having others fight her battles. Zahak has offered her a position as the official mediator and diplomat of the nascent alliance. A position Faust finds extremely tempting, both because such a role would empower her, and because she would be contributing rather than living off of charity. However, she did not live to be old by being rash, she does not fully trusts Zahak and is well aware such a position would make her a target. Yet the temptation remains, only time will tell if she accepts Zahaks Faustian bargain.
 
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I'm definitely leaning towards leaving the warhost for a week, just so those chaos bastards don't have a chance to run away.

for the fleet, i'm inclined to leave them in place until trust reinforcements arrive, rather than until the chaos fleet is destroyed, for similar reasons. we don't need them splitting off into raiding parties and heading in every direction.
       
Name Type Loses Remaining
Sword Escort 696 6,804
Cobra Escort 1,674 10,826
Firestorm Escort 870 8,505
Endeavour Escort Crusier 76 140
Dauntless Light Cruiser 68 148
Luna Cruiser 79 137
Dictator Cruiser 79 137
Battlecruiser Battlecruiser 48 132
Deamon Battlecruiser Battlecruiser 3 15
Heavy Cruiser Heavy Cruiser 21 99
Deamon Heavy Cruiser Heavy Cruiser 2 22
Grand Cruiser Grand Cruiser 2 22
Deamon Grand Cruiser Grand Cruiser 1 11
Battleship Battleship 1 2
Deamon Battleship Battleship 1 2
Battle Barge Battleship    
Trasport Trasport    
Mass Convoyer Trasport    
Fury Fighter 4,295 27,605
Starhawk Bomber 2,020 17,980

       
Name Type Loses Remaining
Sword Escort 402 7,098
Cobra Escort 975 11,525
Firestorm Escort 503 8,872
Endeavour Escort Crusier 50 166
Dauntless Light Cruiser 44 172
Luna Cruiser 53 163
Dictator Cruiser 53 163
Battlecruiser Battlecruiser 33 147
Deamon Battlecruiser Battlecruiser 2 16
Heavy Cruiser Heavy Cruiser 15 105
Deamon Heavy Cruiser Heavy Cruiser 2 22
Grand Cruiser Grand Cruiser 1 23
Deamon Grand Cruiser Grand Cruiser 1 11
Battleship Battleship 1 2
Deamon Battleship Battleship 1 2
Battle Barge Battleship    
Trasport Trasport    
Mass Convoyer Trasport    
Fury Fighter 74 27,531
Starhawk Bomber 36 17,944
It looks like turoq actually gained ships after the first attack, and the battleship kills didn't actually count against him...

Even assuming the second and first roll casualties are reversed, the number of ships lost vs those remaining don't match up.
 
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Initial atack on Hvergelmir
6 Battleships
Imperial kills 2 and 1 Battleships
At the end chaos have 4 Battleships left? Is it a mistake or am I missing something?
Also, in the chart of the second roll it is shown that imperials killed not 1 but two Battleships, 1+1 deamon.
 
Due to the binary nature of the system, and Muspelheim's location between the two stars the fleet was forced to exit the Warp significantly further from the planet then is usual. As your fleet in system is designed for heavy combat rather then harassment this led to it being almost two weeks between the arrival of Atlas' fleet and the beginning of combat.
If we'd known they'd take that long to get in system, we would have sent a ton of harassment focused craft instead. :( I wish we'd known this bit of stellar geography in advance.

Psykers: No Human Psykers remaining
Kind of curious what ground force losses we took for it to end up like this.

I think given the relative fleet sizes and the orbital forces around Asgard we could probably go toe to toe and win the fleet battle. Though it would be a very bloody victory. Given that narrowness in power, we should probably just hit their main fleet. If we kill our way through their fleet we'll get their transports too. Though whether it's worth the cost to tackle their fleet head on like that vs waiting for reinforcements is hard to say.

It seems crazy to me that Eldar fleet reinforcements are immediately available once they leave where they were. That means it takes them less than a day to get between the colony and Asgard or Muspelheim. That's a magnitude faster than even the chaos ships.
 
If we'd known they'd take that long to get in system, we would have sent a ton of harassment focused craft instead. :( I wish we'd known this bit of stellar geography in advance.


Kind of curious what ground force losses we took for it to end up like this.

I think given the relative fleet sizes and the orbital forces around Asgard we could probably go toe to toe and win the fleet battle. Though it would be a very bloody victory. Given that narrowness in power, we should probably just hit their main fleet. If we kill our way through their fleet we'll get their transports too. Though whether it's worth the cost to tackle their fleet head on like that vs waiting for reinforcements is hard to say.

It seems crazy to me that Eldar fleet reinforcements are immediately available once they leave where they were. That means it takes them less than a day to get between the colony and Asgard or Muspelheim. That's a magnitude faster than even the chaos ships.

Honestly I am fairly sure we stationed most if not all of our psykers in the core worlds so I am not surprised there are not over there.
 
I hope rotbart is directing the naval battle. With an effective naval martial of 41, that's a bonus of 112 iirc. Since, the bonuses for naval battles tend to be smaller than ground battles, the bonus has relatively more impact.

but, yeah, focus on their main fleet. We're about to get reinforcements, so the ground segment is less urgent than making sure they can't grab something and run.

on that note, we must defend valhalla. Don't let them pillage the forge world.
 
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No unlike most chaos pawns Turoq fell willingly because he couldn't see any other way out and retained enough of his sanity to still have a greater degree of autonomy than most.

I'm glad he's dead, but I'm depressed he fell and hopefully he's at peace now.

@Durin
1. Idea. I take it the Quartok soldiers will be with Azyr?
2. How old will they be on average?
3. What is their normal equipment?
4. Would they be kept away from the rest of the army, or just kept with the Avernites?
5. Do we have to specifically say we're using vortex torpedoes on X target if we want to use them?
6. How likely is it that Turoq's forces have managed to swipe anything or anyone new?
7. Are the forces already there enough to take down what's left with heavy casualties?
1. They will
2. A mix between hundred year old regulars and three to five hundred year old veterans
3. Railgun, heavy pistol, carapace armour
4. Just deployed with the Avernite
5. Yes
6. Low
7. Probebly
 
@Durin:
1) now that Turoq's dead, how soon will his ex-domain be invaded & annexed by another Chaos polity?
2) will that conquest take long enough for us to recover from the Tugozak-region WAAAGH! before having to deal with the new major Chaos polity?
3) would letting the Chaos fleet flee keep Turoq's ex-domain contested for a longer period of time?
 
How come Turok didn't manage to see Areatha coming and the Eldar assistance? He can see through deceptions and has precognition.

Was Turok sane enough to beg for his life against Areatha?

If there are any chaos infected xenos and humans with their humanity and will intact like Turok, How does the Trust and the other sane factions justify genocide, no matter how you look at it. Its insane to do it on a galactic scale and makes the good guys look just as bad as the orks and daemons. Chaos wants to assimilate people while we want them all to die.
 
How come Turok didn't manage to see Areatha coming and the Eldar assistance? He can see through deceptions and has precognition.
His ability to see through deceptions was very high, but not infinite. Areatha's skill at deception was too high for him to see through or divine.

Was Turok sane enough to beg for his life against Areatha?
He was sane enough to know that wouldn't have worked.
 
Due to the binary nature of the system, and Muspelheim's location between the two stars the fleet was forced to exit the Warp significantly further from the planet then is usual.
As your fleet in system is designed for heavy combat rather then harassment
manWhoThoughtHe'dLostAllHopeLosesLastBitOfHopeHeDidn'tThinkHeHad.png
Could we have predicted this?
Within six hours of the first contact almost half of the defenders were dead and the remainder were either falling back or covering the retreat.
Sacrifices must be made. Even if they number in the millions. The greater good, think of the greater good...
 
manWhoThoughtHe'dLostAllHopeLosesLastBitOfHopeHeDidn'tThinkHeHad.png
Could we have predicted this?
We didn't design the fleet, our admirals did, and they decided that it's better to have more ships suited for heavy combat than harassment. Which is pretty sound decision anyway, since we wouldn't be able to do all that much damage just harassing, and the whole Muspelheim fight will be one big naval heavy combat.
 
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