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 dunno, one big black crusade could well burn the honourbound.

The fact Abaddon can fight tier 4 waaaghs does mean we should try to keep him about until Vulkan builds up to that level. We don't want a repeat of the war of the beast...
 
I dunno, one big black crusade could well burn the honourbound.

The fact Abaddon can fight tier 4 waaaghs does mean we should try to keep him about until Vulkan builds up to that level. We don't want a repeat of the war of the beast...
Probably, but if we could make it worth the Eldar's while it may be less.

Not even sure that's possible, it'd require advances in travel or communications which we are not likely to get.

Still the Primarchs can likely fight a Prophet itself so that's a +
 
Actually the Planet could probably beat Abaddon pretty easily. His fleet in orbit would run into the defences and anything else and if needed the Great Ones would be summoned.
I said "project power". I said "lose condition for everyone but Avernus". I said "no hope of the Trust's survival". That's because I discounted the possibility of Abaddon attacking Avernus; that would be a risk for him and he has no need to do it when any of the other core worlds can give him the tech he wants. I never said the planet lacked the strength to beat him, just that it couldn't reach him, and it was because he wouldn't attack Avernus.
 
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I said "project power". I said "lose condition for everyone but Avernus". I said "no hope of the Trust's survival". That's because I discounted the possibility of Abaddon attacking Avernus; that would be a risk for him and he has no need to do it when any of the other core worlds can give him the tech he wants. I never said the planet lacked the strength to beat him, just that it couldn't reach him, and it was because he wouldn't attack Avernus.

Ah chock that up to a misinterpretation.

However, I'd argue the planet can still project the power needed to do it pretty easily. Its confident enough that it could retrieve the BCS from the realm of a Great God should it get lost and the chances of it not having access to the Old One's Ways are small to non existant.

(Although I'd be surprised if Abaddon didn't take a swing at the World in some capacity.)

Although that is an interesting point, what happens if the Trust is destroyed, but Avernus is safe thanks to the World?

What if anything is our next move, aside from being screwed resource wise?
 
What if anything is our next move, aside from being screwed resource wise?
Unscrew ourselves resource-wise. Mothball our advanced equipment, set up more farms, then continue as normal. Worlds of the Imperial Trust are supposed to be pretty self-sufficient and the same goes for Avernus, so the entire Trust dying isn't really that big of a deal. Orks wouldn't fight us because with no Trust, there's no one really big enough to give them a proper fight.
 
Unscrew ourselves resource-wise. Mothball our advanced equipment, set up more farms, then continue as normal. Worlds of the Imperial Trust are supposed to be pretty self-sufficient and the same goes for Avernus, so the entire Trust dying isn't really that big of a deal. Orks wouldn't fight us because with no Trust, there's no one really big enough to give them a proper fight.
I ain't worried about food, we don't import any and we've got several spots we can expand in that regard.

But yeah, we'd have to moth ball our advanced equipment until we can go full Forge World moon.

Hopefully we'd also get refugee Nomad cities and Svartheim refugees to help make up the balance.
 
I ain't worried about food, we don't import any and we've got several spots we can expand in that regard.

But yeah, we'd have to moth ball our advanced equipment until we can go full Forge World moon.

Hopefully we'd also get refugee Nomad cities and Svartheim refugees to help make up the balance.
I have to correct on that we import a lot of food and if not we would -16000 in food. Right now we are neutral but growth of Avernus is incredible high. In about 55 years we will have doubled our population.
 
What if anything is our next move, aside from being screwed resource wise?
Asking the world kindly if it could relocate itself into the webway, or to Quartius?

Building a hell of a lot of MOS boosted forge hives (Because the conservatives are either dead or alive at our mercy) on the planet failing that. In some ways we'd probably be stronger without the Trust. I really want to try and get a Nilfhiemer city on Averneus tbh, both to keep the planet mind happy, and so we don't lose out entirely on the ability to produce blanks.

I wonder how possible it would be to convince Muspelhiem to move into Diepheobe or Vanahiems orbit entirely, if we could produce the metal they needed. It seems stupid at first, but actually, given the Nomad cities can be split up moving them wouldn't be that hard, and the combined orbital defences would be even more impenetrable. It honestly seems the rock they live round is nothing more than a big resource to mine.
 
Asking the world kindly if it could relocate itself into the webway, or to Quartius?
Well it can apparently it can move back in time by replacing itself with a previous version of itself.

Or at least according to Durin if we were to do a time travel omake then that is how it would do it.

Though on a more serious note, Duat's warp irregularities were apparently due to the PM figuring out mass teleportation a few million years ago.

I'd say its within its power to relocate itself to Quartius.
 
The Grand Conclave Part Three: Final Decsions
The Grand Conclave Part Three: Final Decsions

After much debate it is agreed to set up another meeting in a hundred and fifty years time or when someone makes a major breakthrough. This should allow for the spread of new technology without making your cooperation overly clear, with Eldrad offering for the Eldar to take credit for the new technologies that are being spread. While some have issues with the Xenos getting credit for human actions the fact that they also get the target painted on them makes up for it in your opinion.

The technology will be shared via Data-Jewels which will be ferried though the webway by the Eldar accompanied by a dozen Psykers and Magos who will share those techniques which can not be easily learned from a Data-Jewel. As well as including large amounts of technology and some psychic tricks and techniques it is agreed that massive amounts of combat data and other general information will be provided. This should make it easier to put the newly shared technologies into practice.

(OOC note, I will be creating three new updates soon which contain a listing of what you gained from each polity, they will be filled over time until the enxt update)

General STCs (+2647.76% to base income)
-Petty: 2471/1500
-Minor: 324/150
-Medium: 76/35
-Major: 47/20
Luxury STCs (+2 population morale)
-Petty: 300/100
-Minor: 101/10
-Medium: 33/5
-Major: 30/0
Healthcare STCs (+3% to population growth, +3 to civilian morale, -45% to plague,)
-Petty: 136/20
-Minor: 69/10
-Medium: 50/10
-Major: 21/0
Food Production STCs (+2% to population growth, +2 to civilian morale, -45% to famine chances, +106.5% to food produced)
-Petty: 174/50
-Minor: 68/15
-Medium: 43/3
-Major: 21/0
Advanced Material Production STCs (+710.75% Advanced Material Production)
-Minor: 84/10
-Medium: 64/20
-Major: 29/0
Exotic Material Production STCs (+373% Exotic Material Production)
-Medium: 48/5
-Major: 29/0
 
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Wow that's a pretty good hit the Eldar are going to take for us, guess it must be worth it in their eyes.

But I'm awaiting warmly to see our haul.
 
It's a bit of a strange thing to ask, but could we ask the Eldar to hold all our STCs in trust?

Basically, as a way to deny STCs to the enemy, whenever chaos makes planetfall, all polities would immediately burn all STCs, and then when the coast is clear, the Eldar return them.
 
It's a bit of a strange thing to ask, but could we ask the Eldar to hold all our STCs in trust?

Basically, as a way to deny STCs to the enemy, whenever chaos makes planetfall, all polities would immediately burn all STCs, and then when the coast is clear, the Eldar return them.
Listen carefully now I am only going to say this once NNNNNNOOOOOOOOOOOOOOOOOOOOOOOO.
I believe I have made my stance on this issue quite clear.
 
It's a bit of a strange thing to ask, but could we ask the Eldar to hold all our STCs in trust?

Basically, as a way to deny STCs to the enemy, whenever chaos makes planetfall, all polities would immediately burn all STCs, and then when the coast is clear, the Eldar return them.
We already have at least 4 emergency stc archives established in the core worlds at the birth of the trust.

If we manage to permanently lose stcs, it's because only the colonies are left.
 
Wow that's a pretty good hit the Eldar are going to take for us, guess it must be worth it in their eyes.

But I'm awaiting warmly to see our haul.
The Eldar most likely our best chance to survive all the hostile interest this will generate. I am now more in favor of banking as many favors as possible instead of spending them.
 
I've got to admit I was looking forward to more details and one time character interactions during this Grand Conclave.
 
I would have liked to have added them to, but ad enough trouble getting what I did out due to my muse being on strike
 
The Grand Conclave Part Four: Callumus
The Grand Conclave Part Four: Callumus

The Forge-Empire of Callamus is the greatest successor of the Adeptus Mechanicus and has a technology base developed from the technology known at the fall of the Imperium. While they provide a wide range of technologies it is in massed production where they have contributed the most.

General STCs (+450% to base income)
-Petty: 676
-Minor: 152
-Medium: 96
-Major: 45
Luxury STCs (+1 population morale)
-Petty: 100
-Minor: 15
-Medium: 4
-Major: 1
Healthcare STCs (+1% to population growth, +1 to civilian morale, -15% to plague)
-Petty: 45
-Minor: 21
-Medium: 30
-Major: 2
Food Production STCs (+1% to population growth, +1 to civilian morale, -15% to famine chances, +116% to food produced)
-Petty: 16
-Minor: 27
-Medium: 16
-Major: 12
Advanced Material Production STCs (+264% Advanced Material Production)
-Minor: 36
-Medium: 34
-Major: 18
Exotic Material Production STCs (+84% Exotic Material Production)
-Medium: 12
-Major: 6

Collapsible space elevator
A variant of the typical space elevator, the collapsible elevator is made from a large number of folding sections, each fitted with an anti-gravity system and explosive bolts. While the anti-gravity system is not used during normal operations, they enable the entire elevator to reduce its weight and inertia to the point where it can be quickly retracted without fatally disrupting the orbit of the orbiting anchor station. Alternatively, the station has sufficient maneuvering thrusters that if need be it can allow the severing to send it off an escape vector to safety if it appears the orbitals will not hold. As an additional benefit, should the worst happen and the elevator be severed the sections can separate and engage their anti-gravity systems. This should greatly reduce the damage done to the world by the collapsing elevator. While this sidesteps most of the issues with a space elevator, there is a far greater startup cost and significantly greater upkeep cost. Furthermore, each time the elevator is furled or unfurled it will incur significant cost in upkeep as the antigravity units sacrifice a great deal of their service life in order to maximize performance and ease of production.

Cellular Forge
The cellular forge is an innovation of the Forge Empire of Callamus.
In its seed form, a cellular forge is a 3m x 3m x 3m metal cube with a resource hopper. Provided raw resources and a design template a cellular forge can produce a wide variety of simple goods, tools, and weapons, or reconfigure itself to better execute a specific task.
Most notably, a cellular forge can replicate itself in either detached or attached configurations. This feature allows a properly fed seed forge to rapidly expand into a basic manufacturing and maintenance complex. In the space of a few days, a seed cellular forge can expand into a facility capable of supporting a tank squadron or a company of skitarii.
The flexibility of the cellular forge comes at the cost of precision, resource efficiency, and economy of space. While they are excellent for producing basic materials, they struggle with more advanced materials and are wholly unsuitable for producing more exotic designs. As such, cellular forges are excellent for the task of supporting initial colonization efforts and forward operations.

Next level Industry
At current time the Trust is reaching its practical limits in a most basic field, the size of its mines, its factories, the arteries of its industry. The most dramatic examples of this is probably Avernus' orbital mines which are the largest of their kind in the Trust, both of which extract an unfathomable amount of raw material every day. However, even if the Trust had the population needed to expand them, they lack the understanding needed to construct them. In theory creating the larger scale is well within the Trust's grasp, Tranth or no Tranth, but it would take time the Trust can ill afford since it would divert away from other research opportunities. As such it is much simpler to use the designs created by Callamus, which had already created the equipment and protocols of required scale. All that the Trust needs do is swap out the less efficient designs with better ones where needed and when the time comes, they will be able to once again expand their industries.
Heated Impalers
This is a simple modification that superheats and fires the rounds of an impaler, setting enemies and terrain ablaze. While powerful the additional energy required greatly increases the rate at which impalers consume power cells, and firing superheated rounds reduces the life expectancy of an impaler barrel massively, forcing them to need replacing after mere hours of firing.

Tectonic distortion device
Not uncommon across the galaxy these devices are unique in that they are intended for combat use. When activated they cause earthquakes and shaking across a large area. This disrupts tactical mobility and damages structures, making them good for sieges and disrupting enemy bases. At their most extreme they can open up chasms and create small mountain ranges. They are not used more commonly because they are indiscriminate, highly expensive, single use and if the intent of a mission is capture, they will likely destroy the target.

All Mechanicus Weapons and Wargear
The Boar General Combat Vehicle
The Boar General Combat Vehicle is a fast, four wheeled light vehicle designed for mobile warfare. Its combination of small size, great agility, high speed, decent armour, and multiple heavy weapons mounts, for it size, allows units of Boars to conduct hit and run strikes against a wide variety of targets. They are aided in this by jump jets which allow them to make small jumps, letting them bypass otherwise impassable terrain. Unlike other vehicles designed for this purpose the Boar is cheap and easily produced, allowing it to be deployed in larger numbers and treated as expendable. A more advanced variant uses gravitic suspenders to allow it to carry more weapons and armour then a traditional Boar, making it a formidable ground based skirmisher.

Shield Capacitors
A salvaged Dark Age device, these capacitors function as an emergency supply of power to a ship's void shields in the event that they are somehow cut off from main power. On its own these are not unusual; similar devices are present in many of the Dark Age ships from the graveyard. What differs is the unusual efficiency of these capacitors, able to store enough energy to keep most void shields operational for a 12-hour period and come online the instant power to the generators is cut off. This transition is so seamless that the shields do not even fall completely. This allows ships to more rapidly bring their shield to full capacity when ambushed or conducting an ambush, keep their shields up after suffering damage to the power grid and survive longer after suffering a reactor failure, possibly long enough to bring the reactor back online.

War Automata
Callamus fields formations of powerful war automata to battle, where their great strength and utter fearlessness renders them an invaluable military force. These automata range in size from an Imperial Sentinel to an Imperial Knight-Titan, and there are dozens of designs for different battlefield roles. However no matter the design a Callamus War Automata is fitted with restraining bolts allowing for a supervising datasmith to observe every facet of the machine and shut it down with but a thought. In conventional battle the War Automata are a tireless and powerful force but they cope poorly with innovative tactics.

Titan drop pods
Created by Callamus as a means of deploying their most powerful asset as quickly as possible, a Titan drop pod is surprisingly complex. There are numerous hurdles that must be overcome in order to drop a titan from orbit without harming the Machine within or making it an easy target to being shot down. Even now the largest titan (the Imperator) cannot be dropped at all and it is risky to try to drop Warlords.

However, tactically the ability to literally drop titans on an enemy force is near unprecedented.

Vehicle Jump Jets
With the success of the Boar Callamus decided to go all in on the idea, with several Praelia members wondering "What if we made these tanks fly?" This is a more pertinent question than you may expect, as tanks and other heavy vehicles have always had the issue of terrain. It slows tanks down fording rivers and the like. While expensive these jets give tanks an unprecedented degree of mobility. More than one Ophelian commander has been caught with their breeches down, thinking they've cornered an armoured front only to have the tables turned by the tanks soaring to the top of steep cliffs like glorious ungainly eagles.

Codiac Support Artillery
An artillery vehicle intended to move rapidly and provide close bombardment of enemy targets. It halves the range and rate of fire of the Earthshaker Cannon, but is far more accurate and able to fire on the move, which is invaluable for raiding parties, increasing their utility and damage capacity considerably.

All Mechanicus vehicles and Titans
Callamus augmetics: +15 to Mechancius ground forces, +10% AM, EM and RM production
The Adeptus Mechanicus has long used highly advanced biological and cybernetic enhancements for a wide range of tasks. Callamus has continued to develop them over the years, and now has a massive range of augmetics designed for countless roles, ranging from the arcane cybernetics of an Archmagos to the simple enhancements used by the Tech-Guard. These designs should be valuable for the Mechanicus in most of its roles.

Djinn Skein Gladiatoria
This is an advanced virtual reality landscape into which vast numbers of people can be easily plugged in combination with a simulation rig that creates sensory feedback, physical stimuli etc. The result is one of the best training tools in existence, allowing for soldiers to gather combat experience in near total safety and for workers to be prepared for dangerous tasks.

Ration pills
One of Callamus' smaller, but oddly impactful inventions, these tiny pills pack similar nutrition to a full course meal, can be stored in a small tube, and generally minimise the need for supply chains of food which can be targeted by enemy forces. At the insistence of Praelia commanders they don't even taste too bad, but not good either since taking too many in a short period of time will poison the taker. While they are common sights in Callamus' armies, Callamus still has luxury rations (normal MREs) and the general populace does not see ration pills frequently both for morale and practicality reasons.
 
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still open to ideas for tech from all sources, including those that I have posted, these ideas can come from write ups or just simple ideas
 
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