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
So new horrifying idea(for our enemies) cloaked traveling star fort. It could be a fob for our forces on attack, a nasty suprise we divine a colony is going to be attacked? Boom that colony has a star fort that suddenly appears once the enemy is engaged.
That's cunningly brutal well done. The fort itself will be expensive to make though, but we did just get some massive industry boosts.
 
*Wiggles hand* redirecting orcs is a fine art Ridcully can keep them in civil war but actually herding them is very much an Eldar only thing. They being the only ones with enough seers, stealth units and most importantly 10k+ years of experience doing so.
I suggested asking the Eldar to teach us what they know about manipulating Orkz, It would cost a minor favor, but would provide us with better ability to keep Orkz fighting each other, and the ability to redirect a Waaagh into any polity that tries to pull another Truoq raiding scheme on us.

(Well, enough of a bonus that it is no longer 50/50 they attack us instead, because that's what it is before reroll, 75% chance of success with reroll. We really should have taken the chance considering a paragon trait was on offer for successfully attacking Truoq, but didn't think of it before the end of the high council meeting on fighting him and there was too much resistance to the idea to grab it and run with it.)

The waaagh attack letting us distract them for long enough to get a fleet in their faces, an important trick considering how relatively fast Chaos is.

There doesn't seem to be interest right now, but it might be worth considering when we have another minor favor to spend.
 
Last edited:
@Durin what is callmus stance on xenotech?

Already known:

The Adeptus Mechancius of the Forge-Empire has progressed much from the era of the Imperium, encouraging innovation and allowing the study of xenotech. When combined with the sharing of hidden knowledge from dozens of Forge-Worlds this has allowed for a significant amount of technological improvement, especially in the more industrial end of technology.
 
*Wiggles hand* redirecting orcs is a fine art Ridcully can keep them in civil war but actually herding them is very much an Eldar only thing. They being the only ones with enough seers, stealth units and most importantly 10k+ years of experience doing so.
Well, we had the ability to redirect Waaghs at Turoq, if they were approaching us from right direction. Redirecting not-yet formed Waagh at the polity about same strength and distance away should not be out of reach.
 
@Durin, I think for some of the more advanced tech we got can give us insights into science that's unrelated to it. For example, while the chrono-displacer can give us insights into time technology and the science of time, I think it can give us insights into other things like material sciences, because it would doubtlessly use unusual materials. Energy systems (superconductors and such) is another secondary science that ccould be advanced by studying the advanced tech.
 
Last edited:
@Durin, I've come up with idea that's managed to avoid criticism on the Discord, so it may have potential. Ok, so first off, we capture an ork. We strap the ork into a djinn-skein gladiatoria. It will play as a Warboss fighting some humans with its own ork army. We'll use some telepathy to ensure the ork believes its new life. The ork will of course be restrained in case it wakes up and we'll have security on hand too. The point of this is to set up simulated battles between orks and humans with genuine human and ork intelligences at the heads of the respective armies, providing top-tier combat data on various different potential army builds and scenarios without sacrificing any troops or materiel.
 
Last edited:
@Durin, I've come up with idea that's managed to avoid criticism on the Discord, so it may have potential. Ok, so first off, we capture an ork. We strap the ork into a djinn-skein gladiatoria. It will play as a Warboss fighting some humans with its own ork army. We'll use some telepathy to ensure the ork believes its new life. The ork will of course be restrained in case it wakes up and we'll have security on hand too. The point of this is to set up simulated battles between orks and humans with genuine human and ork intelligences at the heads of the respective armies, providing top-tier combat data on various different potential army builds and scenarios without sacrificing any troops or materiel.
it basically comes down to how well you manage to program in the Waagh field and having the Orks act like Orks. so quite a bit of trial an error meaning you would need to capture a bunch of Orks but it could work
 
Sounds really dangerous though. We'd need to periodically replace the guinea Ork often so that we don't end up with podgrown Warlords.
 
Last edited:
Ok first Nurgle can hide any blessing he gives. There have been space marine chapters, inquisition units, governors and whole sectors that fail to Nurgle without any outward sign till it was too late. One of the most famous is when a inquisitor who would work with space marines on a regular bases turn out to be a follower of Nurgle. These was a guy so good at hiding that his own Staff did not suspect.
Blessings yes, plagues no. And not from the recipients, not with our healthcare.

Rotting inside can be non obvious to a causal observer, but not for the victim.

I don't think he objected to the Astronomican, which is basically the same as the proposed idea but it's a lighthouse instead of a gun.
Not at all.

Astronomican was an extremely draining psychic technique aided by some very advanced technology.

Psykers were fed to the dying Emperor, so that he could maintain it.

Also, the Astronomican was necessary. No if or buts about it, Imperium could not exist without it.

We have many, many kinds of guns.

@Durin Reposting a question and asking a new one:
@Durin What would the Psychic canon do to:
1. Space Hulks
2. Humans
3. Psykers
4. Runed/Enchanted objects
5. Humans with Chaos "Gifts"
6. Orcs
7. How viable do our Telepathica people, Lin, and Tranth, consider inventing a mini-astronomican?
 
Last edited:
@Durin, I've come up with idea that's managed to avoid criticism on the Discord, so it may have potential. Ok, so first off, we capture an ork. We strap the ork into a djinn-skein gladiatoria. It will play as a Warboss fighting some humans with its own ork army. We'll use some telepathy to ensure the ork believes its new life. The ork will of course be restrained in case it wakes up and we'll have security on hand too. The point of this is to set up simulated battles between orks and humans with genuine human and ork intelligences at the heads of the respective armies, providing top-tier combat data on various different potential army builds and scenarios without sacrificing any troops or materiel.

We could do the same with a lot of enemies. Not Chaos, of course but we could probably use it on other xeno empires like the Tau. It would be more difficult spoofing battles that could fool the xeno, though.
 
it also relies on Ork brains being wired close enough for humans for the tech to work with them
Probably VR and teleptahy I suspect. Messing with their brains would likely require more resources than we would be willing to spare for this project.

Its not like Orcs are strategic/tactical geniuses. Just take records of past battles and mock something up, should be close enough.
 
What would the Psychic canon do to:
1. Space Hulks
2. Humans
3. Psykers
4. Runed/Enchanted objects
5. Humans with Chaos "Gifts"
6. Orcs
It's a motherfraking cruiser spinal weapon, even with it doing great reduced damage to targets outside its specialty answer to questions 2 to 6 is "vaporize them".

EDIT: OK, number 4 can include things like warded fortresses and hive cities, so that question is a valid one. 2, 3, 5 and 6 are still in the "fine mist" category.
 
Last edited:
Wildlife Omake: Adaptation
Wildlife Omake: Adaptation

Avernus is a world of progress and growth, abhorring stagnation and complacency: as humanity strengthens itself, so must the pressures put on it increase. This has resulting in several new variants of old threats emerging as humanity strengthens its foothold on the planet.

Torment Wasp:
The Torment Wasp is an evolution of the Fig Wasps of the Avenus Spine. Individual Torment Wasps possess a weak pain aura, and a swarm projects a field of agony that can incapacitate a grox. The sting of the Torment Wasp, while agonizing, is usually drowned out by the pain inflicted by the swarm. Female wasps lay large clutches of eggs, which the males then take into their stingers and fertilize. The sting of a male wasp will inject one or two eggs into the victim.
Torment Wasps have a symbiotic relationship with Meteor Figs, being that species primary pollinators. Interestingly, Torment Wasps will often inject eggs into Meteor Fig fruits. Enzymes in the fruit cause the eggs to enter a state of stasis, which only ends with the application of prolonged heat.

Dominion Fig:
An evolution of the Meteor Fig, the Dominion Fig prefers stealth and manipulation to spread its seeds. Unlike the Meteor Fig, the Dominion Fig can determine if its prey is traveling as part of a group, and will wait for the entire group to be both well within its reach and distracted before attacking. To facilitate this, it utilizes illusionairy lures to both entice prey and incite conflict; rival predators might be lured to attack each other with visions of wounded prey for instance.
The fruit of the Dominion Fig is longer and narrower than that of the Meteor, and does not burn. Instead it is covered in a hairy, multi-layered rind. Each layer is imbued with a series of psychic effects. When the fruit strikes its prey it will burrow into its victim's flesh and the rinds will discharge their powers in turn.
The outermost rind secretes a powerful paralytic agent. The second layer release a telepathic pulse that erases the memory of being attacked from the victim's mind and prevents them from noticing the fruit. The third layer contains a biomantic power that heals the entry wound, clears the paralytic agent and fuses the fruit to its victim.
Once embedded in a victim the fruit extends tendrils throughout the host, feeding on its living flesh and often spreading Torment Wasp eggs.
Dominion Fig trees tend to sport longer branches and more ruddy leaves than Meteor Figs.

Deathfog Turtle: Only recently encountered, the Deathfog Turtle is an evolution of the Dragon Turtle. The breath weapon of the Deathfog is both thicker and heavier than their baseline kin. Furthermore the Deathfog is able to exert a degree of psychic control over the gas. The combination of these factors allows the Deathfog to actually create a persistent cloud of gas that follows them, generally in the form of a billowing fogbank that lashes out at surface prey without the turtle ever needing to surface itself.
A turtle's cloud tends to grow as the turtle does. At this time, all Deathfog Tutles that have been encountered have been infants or young adolescents.
Deathfog Turtles are generally more brightly colored than their baseline cousins.

Assimilation Asps: The Assimilation Asp is an adaptation of the Congregation Asp that is capable of bonding to, controlling, and taking traits from other forms of wildlife. A colony can bond to a single host at a time, and different colonies take different traits from their hosts. For instance, one colony bonded to a Camo Croc might gain the ability to camouflage themselves, while another might gain tougher skin. A colony bonded to a Giant Mosquito might gain the ability to fly, while another might gain the ability to drain blood.

Neutron Tyrant: A rare Tyrant Lizard variant that possesses a neutron laser breath weapon instead of the base laser of their baseline cousins. Notable by a pair of swept forward horns that brace the jaw. Damage to these horns seems to limit the Neutron Tyrant to their baseline laser until they heal.

Scythstorm Grass: This adaptation of Razorgrass appears to have been prompted in least in part by the emergence of the Thunderhead Thunderbeast subspecies. Scythstorm seeds possess long, razor sharp sails evolved to catch the wind and carry the seed aloft, filling the air with spinning blades. While normally these seeds do not carry enough force to threaten an armored target, they also possess the ability to ride the telekinetic field of the Thunderbeast or Thunderhead. Thunderbeast herds passing through a Scythstorm patch will fill the air with a veritable storm scything blades that can be driven before the herd for leagues.

Firewraith Tiger: An adaptation of the Phase Tiger species capable of blending pyromantic effects with their phasing. These abilities are distressingly similar to, although thankfully far less powerful than, the abilities of the familiar of Gerald Xavier, Mittens.

@Durin
 
@Durin

1. I believe that orks are close enough that it would work. Ork technology is capable of interfacing with humans, as proven by Yarrick, so it stands to reason that orks are capable of interfacing with human technology.
2. I found something of interest in a book called Xenology - a chemical used by Catachans to clear jungle that was successfully repurposed as an ork spore retardant.

 
Last edited:
@Durin

1. I believe that orks are close enough that it would work. Ork technology is capable of interfacing with humans, as proven by Yarrick, so it stands to reason that orks are capable of interfacing with human technology.
2. I found something of interest in a book called Xenology - a chemical used by Catachans to clear jungle that was successfully repurposed as an ork spore retardant.

1. it may work or may not, you would have to ry to know for sure
2. less likely to work since the awakening. If canon the fact that it was not used en mass is a sign of how stupid the Imperium is
 
@thamuzz, I'd like to say some things relating to your latest omake.

Generally speaking, evolution has a price. When a species gets better at something, it has one of two options. The first option is to sacrifice something. Example: hollow bones to let a bird fly better, but at the cost of decreased resistance to damage. The second option is to pay for it with more energy. Example: more powerful brain to think better, but need to eat more food to feed it.

The same goes for Avernus. For a species to get better at something or gain a new ability, it either has to become worse in some area, or it can pay more energy. Some of the creatures in your omake seem to have gained new or more potent abilities despite not seeming to do either, the Firewraith Tiger and Neutron Tyrant, specifically. The former just says that they can do fire now, the latter just says its laser is more powerful. No sacrifices. The environment hasn't changed in some way that they can gain more energy by eating the same amount of food, so they don't seem to pay a higher energy cost either.

I do have a suggestion for how this problem can be solved. Basically, instead of paying with more food energy, they pay with more psychic energy. This runs into the same problem as before, where there's no extra energy coming their way to pay the higher cost, and this is where the other half of this suggestion kicks in. As part of Avernus' desire to up the pressure, it increases the amount of ambient warp energy in all human-inhabited areas of Avernus. More psychic energy for the wildlife to "eat", more powerful psychic abilities, etc. You've also got more psychic phenomena, stronger warp-infused natural phenomena (like storms and earthquakes), stuff like that. Humans get more and stronger psykers, but that's just one, ultimately small branch of their military forces, and the increased quantity of rogue psykers and Psychic Phenomena/Perils of the Warp is also bad.
In the case of the Tyrant Lizard, which is non-psychic, this works too. The things that it eats are psychic, and they'll get "fatter" from the increased level of ambient psychic energy, so the Tyrant Lizards get more food energy out of eating the same amount of food, and can therefore pay for evolutions.

Another thing I'd like to say about your omake is that some of the evolutions seem somewhat sub-optimal. Let's use the Firewraith Tigers as an example. Phase Tigers would be more dangerous if they had pyromancy, but out of all the possible ways they could've become more anti-human, why fire? It doesn't seem like it'd help them counter specifically humans that much more.
 
Back
Top