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

Investigate the Sea?

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Angels of the Hungering Desert
Information on the Firetide and the creatures within can be found here, here, and here.

Thank you to @random_npc for your help.

@Durin
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Angels of the Hungering Desert

++Thought for the Day: There is no choice between the Emperor and the Abyss.++


Introduction

The Firetide was the region of space where the light of the Astronomican collided with the Eye of Terror. The lethal crash of conflicting psychic energies burned all daemons that entered within and armies of insane, fiery angels waged war against everything in their path. Some of the worlds within the Firetide were bathed in the light of the Astronomican but weren't burned by it, and these were called the Radiant Worlds, of which some were inhabited by the living and undead. The most powerful of the beings to traverse this region of space was the being known as Imperious, the Avatar of the Astronomican. He was neither great cosmic phenomenon nor dire avenging angel, but a humble pilgrim vested with echoes of His humanity, the will of the Emperor sent forth to guide the vessels of the Imperium through the night of the Warp.

When the Emperor died, so too did the Astronomican, and all at once, the eternal psychic fire that energised the Firetide ceased utterly. The sudden void transformed the region. Before it was a light-scoured hellscape of psychic destruction, now it was cold, dark, and hungry. The region became no less hospitable to daemonkind, for now the realm would devour rather than scorch, and the angelic representatives of its nature would consume rather than destroy.

The Firetide had become the Hungering Desert.

***
The Pilgrim's Anthem

Upon the Emperor's death, the ultimate fate of the region was, by default, uncertain. The Firetide was formed from the clash of two opposing forces, and so while the Hungering Desert might remain as such for all eternity, the balance of its history could alternatively dip towards evil and be swallowed by the Eye, or go the other way and become a bastion of the Emperor's will. In the end, however, the scales were tipped firmly towards the lattermost destiny before the Desert even came into existence, thanks to the efforts of Imperious.

Before His end, the Master of Mankind bid his servant to prepare the region for his demise that it might one day grow into a civilisation that would aid humanity in its darkest hour. To that end, Imperious began seeding the Firetide with artifacts, art and inscriptions, pathways and milestones, hidden vaults and the keys to unlock them. Imperious' work was as a canal, so that when the dam broke and the river's contents were unleashed, the water would be channelled towards the Emperor's glory. His final act was to cast his voice out into the tempest of the Firetide, so that when He on Earth died and the Avatar of the Astronomican fell silent, the echoes of the remnants of the Song of Salvation would ring out through the desert for its inhabitants to hear forevermore.

The echoes of Imperious' final melody and the seeds of civilisation would be notes of the Pilgrim's Anthem, the greatest canticle of praise to the Emperor's glory in all existence, and more notes still would be added as it shaped and reflected the creatures within the Hungering Desert.

***
Hunger Angels

Hunger Angels appear as winged humanoids with a resemblance to humans thanks to their origin, but with several inhuman features. They have the emaciated frames of famine corpses and their wings and splotchy and tattered. Their teeth are largely the same as a human's but their incisors and canines are noticeably, inhumanly sharp. Their eyes are bottomless black pits set in sunken sockets and their hands are tipped with razor sharp claws.

Despite their emaciated appearance, hunger angels are incredibly fearsome creatures, just as powerful as the fiery angels they used to be in the Age of the Imperium. In battle they fight with unmatched ferocity, driven into a frenzy by their endless hunger. Their very presence claws at the essence of the living and the neverborn alike, inspiring dread in their enemies. The presence of the more powerful angels is so strong that it makes their enemies' skin and blood flake off, dissipating into the air for the incarnation of hunger to inhale into their stomachs.

The more a hunger angel eats, the larger and more psychically potent they become, but shrink in size without a constant influx of food.

Hunger angels are technically finite in number, but effectively infinite thanks to their connection to the Hungering Desert. When a hunger angel is banished, it returns there. If one is permanently destroyed, the void it leaves behind in the realm of endless hunger results in the creation of a new hunger angel to replace it.

In the extremely rare instance of a hunger angel eating something vastly more psychically powerful than itself, its meal will actually succeed in not only filling it, but clogging the void in its soul permanently, ending its hunger forever. As a hunger angel is an avatar of hunger, this results in the angel dissolving into nothingness, and unlike in other cases of permanent destruction, it does not result in the Hungering Desert producing a replacement. For a hunger angel to eat itself to oblivion is the only way to permanently reduce the numbers of the hunger angels and diminish the power of the Hungering Desert.

***
Evolution

The angels of the Hungering Desert were emaciated shadows of their former selves, but no less powerful, for the void of their hunger was as deep as their former fires were hot. They now formed into armies and marched forth no longer to raze, but to consume, and did so effectively even despite their continued insanity. However, they were not effectively the same as they were in all respects, for their new nature allowed for more than their previous existence. In the Firetide they were driven mad by the clashing of the two powers, and now they were driven mad by hunger, but whereas before they could never escape the eternal conflict between light and darkness, now they could gain brief respite in the satiation of their hunger. In the moments of consumption, their oppressive hunger would momentarily lift from their minds, and in these moments, they would hear echoing Imperious' Melody.

Slowly, very slowly, the Avatar's voice would take root in the minds of the hungering angels. It awakened the capacity for thought they inherited as children of the Astronomican and gave their thoughts something to focus on besides their eternal famine. The nature of Imperious' blessing was awakening, not mutation; they were fundamentally the same creatures they were before, and that is why they were not destroyed by their fellows. On the other hand, the power of Chaos was most certainly a mutative force, and so angels who were touched by it instead in their moments of satiation were set upon and devoured by their former comrades.

At first, the angels could only think in the moments when they ate, but over time they slowly trained their ability to think and eventually could do so even in the full depths of their hunger, if with great difficulty. Eventually, their minds grew strong enough that they could name themselves. This allowed them to comprehend the knowledge Imperious' Melody was giving them, and from it, learned how to parse the knowledge he left behind in inedible monuments and inscriptions. From them, they learned new ways of waging war, the virtue and majesty of the Emperor, information on their own existence, and the art of constructing civilisation. With the new knowledge in hand they would build temples, larder-dungeons, and forges; gain generals, philosophers, and choirs; compose new songs to join Imperious' in the Pilgrim's Anthem. One particularly important thing they learned was agriculture. They would gather various non-daemonic plants and animals sourced from the Warp and take them to the Bleached Worlds, the former Radiant Worlds, where they would cultivate them by feeding them daemons. Hunger angels could eat daemons, but they were not a preferable source of food. The clarity earned through other food sources was greater, and their natures only made corruption through consumption near impossible, not totally impossible, at least while they had sapience.

At this point in the Hungering Desert's history, things began to stagnate. No new path to further evolution had been discovered, no insights could be found from the old inscriptions or the Hungering Desert's new melody. At this point they were capable of great, terrible workings that could instil fear even in the hearts of daemons, but nothing that would add further to the Pilgrim's Anthem. In the angels' desperation, they emptied their larders and launched raid after raid so that their greatest thinkers could ponder the issue continuously with a clear mind. This gambit succeeded. The philosophers of the hungering angels realised that just as any one angel is limited in what they can do on their own, there was only so far their civilisation could advance by itself. They knew then what they had to do, and entered the Webway to find the eldar.
 
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@Durin
Some weapon design questions for eventual ideas
All these are leading to try and figure out whether FTL torpedos are a viable research direction.

1. What precisely causes the damage to ships trying to enter or exit warp without standing clear of the system's warp limit? Unstable warp rifts? Gravity fluctuations?
(depending on how it works the weapon might not be able to fire once the launch platform is within the warp limit)

2. I know that regular cheap systems can calculate short warp jumps based on the local conditions, if the jump was short enough could they calculate one precisely enough to intersect a ship sized volume of space In its path of travel?
(the distance would be short because it's trying to place it in a location within the same star system)

3. I'm under the impression that Nova cannon vortex munitions exist, and are capable of considerable splash damage. Am I right and do we have the design?
(this is just in case it's impossible to get direct hit accuracy out of a warp jump)

4. If a device set off a vortex munition within the warp would it still tear a rift in reality? Damaging whatever occupied that volume of realspace on the opposite side of the veil.

5. Or is this getting too close to teleporting munitions?

This is a further extension of my thoughts on how to make really powerful ships practical. I was thinking of settings that had FTL missiles, and considering how that would work in 40k. Thought of Orkish Gunz that bypass armor by firing through the warp. Remembered that warp drives and vortex munitions are really similar. And realized that it might be possible to brute force range similar to the Deus without using AI, or at least improve the range on the Deus.
They would probably require Mechanicus actions to make(or maybe even its own limited output factory), because this is taking Vortex weapons and making them even more complicated, but it'd be an amazing weapon against Necrons, conventional fleets, or giant super-ships. Useless against Tyranids though.

Edit: 6. If we figure out the Tachyon scanner from the Deus can we mount it on a orbital defence platform to give the orbital defences a range boost?
1. More I the unstable rift end
2. No, they could hit a moon reliably but not much smaller
3. Yes
4. No it does not
5. Correct
6. You would probably want to build a bigger orbital defence but yes
 
what kind of Cultist have increased the most this turn?
Ahhhhh shit, it's retribution for the Isha thing isn't it?....
Could well be.

On the other hand, consider: There had to be some kind of cultist that increased the most in number, Chaos doesn't line up nicely to make sure its cultists are evenly distributed, and we could probably think of worries no matter who it was.
If it had been Abomination cultists who were the most numerous instead of Nurgle we might be guessing that it was an incursion coming for Saint Lin, or if it had been Tzeentch it would also be suspicious that the chaos god of knowledge and secrets was looking at us right after we started transcribing secrets into the just finished Ultra-Secure Vault, and so on.
 
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I think having Ridcully divine attacks next turn could be a good idea since he might be able to give us a day heads up before an incursion as opposed to the order of Omens 5 hours.
 
General Richards has continued in her efforts to expand the Avernite Helltroopers over the last half decade. Currently she still has the first few corps of new Helltroopers in training, though they have been joined by another hundred and fifty million men. General Richards tells you that the first three new Helltrooper Corps will be combat ready in a bit over a years time. You wonder sometimes at the sheer time it takes to train an Avernite soldier, with each Helltrooper having a dozen years of dedicated training, an amount of time that only the Stormtroopers of the Imperium could approach.
Supersoldiers take time :).

The population growth of Avernus has dropped even further to an average of 0.16% over the last half decade due to massive losses to the dragons of Tarascon and Magma Wyrms in Dis.
I really don't like that we were not warned in time of the moonhives reaching capacity. Like we are with psykers for example, as a matter of course.

More population translates to more of everything. This slow down of growth is very, very bad for us.

Rosalinda has continued work on expanding the Forge-Hive of Mag Mell into a Huge Forge-Hive. While she has made a great deal of progress there is still much work to be done. Of particular note now is the time n which the hives defences are at their lowest ebb, requiring the deployment of a large force to the Hive just in case.
Just in case of what? It's on the moon! An enemy fleet suddenly teleporting there?

Inquisitor Klovis-Ultan found that Areatha was more then willing to put her mind to helping your Psykers determine the frequencies that the Gods of Chaos operate on, and is wishing that she came up with the idea of figuring it out before. Given her talents this will be a major help.
Very good! Hopefully she will be able to help with counter frequencies too. I think that she will be.

Inquisitor Klovis-Ultan found that the Sirens of the Azure Bay were willing to provide assistance in hunting down Chaos Psykers in your cities in exchange for a range of easily affordable prices, including digging a few lakes for them and rights over a few islands you were not planning on using in the first place.
Excellent. A bit confusing that eating the chaos psyker souls was not mentioned as a part of the deal though.

Inquisitor Klovis-Ultan found that while the Nynye were willing to help you deal with Chaos Psykers, they do not really have any forces better suited for doing it then you already have, or at least any such forces that they can spare.
As expected.

Inquisitor Klovis-Ultan carefully contacted the Deep Sea Sirens who live near the edge of Duat with a trade proposal. Eventually they agreed to inscribe a large amount of your best soldiers weapons with runes in exchange for the secrets of Quartok technology.

This will be fun.

Recently Inquisitor Klovis-Ultan had Lamia help him make contact with the Sirens of the Turquoise Sea to the south of the Everglades. He found that this group of Sirens is renowned for its mastery of Siren Song, and the number of tamed beats that it can field. The Turquoise Sea Sirens are far more nomadic then the other two queendoms that you have contact with, having only one permanent settlement while the rest of their population lives in mobile towns built onto some of their larger beasts, such as kraken. Unlike the other Sirens they are not particularly interested in technological knowledge or human souls, though they would be willing to trade tamed beasts for some advanced technological devices.
Finally! Sirens willing to buy stuff that we have plenty of!

One thing to keep in mind though, those tamed beasts? Almost certainly aquatic or amphibious. Still valuable to us, but far less then terrestrial species.

When asked Areatha was not willing to point you towards any nearby species or people which would be effective against the Chaos Psykers you face. She claimed that it was due to non matching the criteria you provided, but Inquisitor Klovis-Ultan suspects that it was at least in part due to her thinking you needed to explore Avernus yourself rather then rely on her knowledge.
Eh, thats fine. Though I was more interested if she could point our people known to us that we do not realize could help out.

I wonder if the Therondy Dragons would be willing to help? They would simply perfect for hunting psykers. Not sure what we could pay them with though.

Over the last five years an average of one thousand cultists were found each year, the a significant spike over the last few years.
Mildly concerning. Could just be a random spike though, lets wait a turn and see.

1 Alpha-level and 1 Gamma-level caused damage over the last five years.
Again a very good turn. Interesting that the only losses were the blanks.

Complete
year five d100=59+66(stats and traits)+70(buildings)+10(other)+20(double down)=225: Greater Critical Success

Recently Archmagos Tranth has finished creating a design for a Grand Cruiser that makes use of the Psychic Cannon. The Gridarvol-Class Grand Cruiser has defences a match for a medium battleship and is as fast as a normal armoured cruiser, a good third again the speed of most grand cruisers. Firepower wise it is armed with twenty-five batteries of short ranged Macrocannons and five Thermal Lances, giving it the close range firepower of a Heavy Cruiser. Its Psychic Cannon is protected by several layers of additional shielding, ensuring that it will not be easily taken out by enemy fire, and may even survive the ships destruction in a repairable state. The Gridarvol is designed to be tough enough that it will take a significant investment for an enemy to kill it quickly, an investment that can go up very quickly if it has the right escorts. On the other hand it is fast enough to seek out powerful deamonships and Hiveships with a good degree of success, allowing it to bring its Psychic Cannon into play. Given the price of this design it would probably be best not to deploy them against foes that are not particularly vulnerable to its primary gun.
This will be very useful indeed. Looking forward to a chaos force getting their daemon ships shut down hard :).

Hopefully we can refit it with a Cloak later.

After a decades study Archmagos Biologis Maximal has finished his study of the Norn Queen, and what it can tell him about Hive Fleet Grábakr. He tells you that there are three main ways that he turn what he has discovered into useful weapons. First he can use the information that he has gained about the current biology of the Tyranids to better tune your sensors to detect them, and to tell apart particular species,. This will greatly increase the amount of information that your ground forces will be able to gather about their foes, and help detect hidden enemies. Next he can use it to create tailored poisons that can be deployed against the Tyranids, allowing you to inflict major damage before they adapt to then. Finally he can work with Archmagos Tranth to use the infoamtion that he has to design an Ordinatus to use against Hive Fleet Grábakr.
Well. Three very valuable further Biologis actions to choose from. I would say the first and last options, using the free Mechanicus slot.

For the last two years Archmagos Biologis Maximal has been studying the Disrupter Dolphin, which hunts the Multiplicity Carp in the Turquoise Sea to the south of the Everglades. He tells you that on initial examination the Disruper Dolphin seems to in some way Disrupt the Hive Mind of the Multiplicity Carp in close proximity.
Close proximity only? Not as good as I had hoped, but with their focus on melee combat still very useful I think.

Saint Lin finished his investigations of the Eldar Pantheon, the largest and most powerful group of gods in the galaxy that can be called sane. From what Lin can see while in many ways the Eldar Pantheon is like every other pantheon formed by the worship of a single race, there are several major differences due to their early history. The biggest difference is that the Eldar Gods have stronger ties to the Materium then most gods, allowing for them to more easily act within it. From what Saint Lin can tell this is a result of several different factors, which are their nature as created gods and their link to the Webway, which acts in some ways as a portal between the Warp and the Materium.

Saint Lin tells you that while the Eldar Pantheon has over a dozen active members, there are only two intact gods within it, Ynnead the Goddess of the Dead and Cegorach, the Laughing God. The other Eldar God were consumed by the Dark Prince during The Fall, and released after Ynnead's birth. These gods were shattered into shards in this time, said shards now being able to be awoken as Avatars by the Eldar. It may be possible for some of the Eldar Gods to be fully reborn out of their shards, such as Khaine, but others are irrecoverable.
Very interesting info. Not sure how useful to us though...

Wait a second.

Could Lin research The Nature of: Webway?

Asking on Discord... Yup. Low change of getting anything out of it, but it's viable. Promising!

Saint Lin spent a good deal of two years in the Ultra-Secure Vault under Dis writing down the secrets and Warp lore that he has discovered over his life. Some of these secrets are those that even the greatest of Chaos' sorcerers are searching for, making the vault now a highly valuable target to that sort.
Finally! Good to have that knowledge safely recorded.

...did we share it with Eldar? If not, could we sell it to them?

Except for the Primarch stuff of course, that is not ours to give.

Saint Lin has spent the last three years in talks with both the High Priests of the Skinks and the Oldbloods of the Saurus. As well as attempting to allow the humans to act as a neutral party, allowed to trade with both sides of the conflict he has been working on trying to end the endless war between the two sides. In a feat of diplomacy that beggars imagination he was actually partially successful in his efforts to end the war, and was able to convince them to sign a ceasefire. While he doubts that the ceasefire will last for long without something truly unlikely happening for the moment, and probably the next few decades the war on the Southern Continent has ended. Additionally he has got the two sides to agree on allowing the humans to be considered neutral, and thus able to trade with both sides within limits.
Aaah. A beautiful work of diplomacy, and in Warhammer.

Warms my soul.

I want Lin to live and end this conflict sooo much...

And we can trade with both sides! An excellent bonus!

Looking forward to the delicious, delicious bonuses these trades will bring us :).

High Grandmaster Ridcully spent a year looking into the wound that has kept the Ultramarines Primarch Roboute Gulliman's in stasis for the last fifteen millennia. He tells you that this wound has three parts, each of which will kill the Primarch if left untreated. First as easiest to deal with is the physical wound itself, a moral wound to his neck which will cause the Primarch to bleed out within ten minutes of being released from his stasis. Due to the toughness of his constitution this should be no great issue. Next is the deadly warp born poison that was on Fulgrim's blade. This poison has spread to throughout Roboute's body, and has overcome even his formidable resistance to poisons. Without a treatment for the poison that deals with both its biological and Warp aspects Roboute will either be killed by or crippled by the poison shortly after being released. Finally there is the curse of the Anathame which was inflicted on the Primarch. This is a powerful curse that has brought down Primarches before, and if left untreated will kill Roboute after weeks or even months of suffering. This is the hardest to cure aspect of the wound, and the part that Saint Lin hopes that he may be able to deal with.
Inquisitor Klovis-Ultan found Areatha far more willing to talk about the peoples of Avernus that could possibly help heal Guilliman. She told him that there are three groups that have both the means to be of help, and may be willing to provide said help. The first method, Nynye Alkahstry, you already know of. The second is to find out if there are any Sirens currently alive capable of using the True Rune of Healing, or any other True Runes that may be of help. Third is the Threnody Dragons, whose Words of Power are likely to be able to help deal with the Warp based aspect of the poison.
Vlad tells you that while he does not know enough about the psychic traditions of the people or guardians of Avernus to know which could provide you with assistance he does know of several plants in the southern continent with incredibly powerful healing properties. However he tells you that locating one of the handful of places that said plants grow will be challenging, as will claiming the plants from the others seeking them.
Vital information, this.

Many ways to deal with the injury. Alkahestry healing potion might be enough? If the herbs are needed, send Vlad for them. And be prepared to lose many good people.

Poison... Alkahestry antidote would probably be perfect for this. But also probably requires a sample of the poison. Flicker the stasis field and do a biopsy very fast? Or Dragons.

Curse is the Lin part. If only one aid is possible, Vulcan might not be the best choice. Cursebreaking is not his jam. Not sure. Dragons or Areatha? Or Eldar.

Complete
year two roll d100=88+13(stats)+25(traits)+15(Roke Island)+20(double down)+10(Areatha)=171: Critical Success
-1 year to all Chaos Frequencies completion times

Three years ago High Grandmaster Ridcully finished his investigation into the Psychic Frequencies of Plague God. Unsurprisingly the core frequencies are related to Decay, with others relating to Death, Plague, Destruction, Perseverance and Rebirth. This indicates that as he suspected the frequencies that a god operates on correspond directly to the gods domains, for Primal Gods at least.

Complete
year two roll d100=1+29(stats)+15(traits)+15(Roke Island)+20(double down)+10(Areatha)=90: Critical Fail
re-roll? D2=2: Yes
year two re-roll d100=25+29(stats)+15(traits)+15(Roke Island)+20(double down)+15(Paragon Diviner)+10(Areatha)=129: Success

Three years ago Grandmaster Tamia finished her investigation into the Psychic Frequencies of the Abomination, though if it was not for a timely warning for Ridcully she may have ended in disaster. As she expected the core frequencies are related to Tyranny, with others relating to Obedience, Fanaticism, Tradition and Faith. This further supports the theory that a gods frequencies relate to their domains, a fact that should help with efforts to find the other gods particular psychic frequencies.
:o that was ****ing close. A bad action to Nat 1 on.

We could have lost Tamia here.

Emps above bless Ridcully, he has saved our hides so, so many times...

Recently Tamia spent a year overseeing the final training of the Alpha-level Telekinetic Jessie Cabaria, who your grandson Tomond has befriended. She tells you that while Jessie would have passed the trails without any additional training, a feat few of her power can claim, with Tamia's help she has graduated as an Elite Priamris Psyker.
We have an alpha! And a good one! Friend to our grandson even!

Very nice!

Shame about those Betas though. Rest in piece.

...now I am wondering. Do psykers that fail their trials fall to chaos? If so, could we have Sirens there to eat their souls if that happens? To save them from eternal damnation and to deny psyker souls to chaos. Asking on Discord, but Durin is offline currently.

The defence of Niven was hard fought but you managed to beat back the Tyranids without losing more then a quarter of your ships. The sensor network that you set up proved to be able to spot Tyranids at medium ranges, though they soon started to be hunted down by Tyranid escorts. This allowed you to track where the Tyranids were coming from, and meet them in relatively open battle. This was the first time that the Imperial Trust had clashed with a fleet that not only matched you one-on-one, but was even more top heavy then you. As expected the Tyranid Hiveships proved to be formidable foes, able to trade blows with your battleships at long range, duck out of sight if given the smallest opportunity and tear apart pretty much anything that they could get their claws on. The other real danger were the escorts with Boarding Maws, which proved to be worryingly good at closing with your ships using a combination of speed and stealth and could unleash a wave of bioforms able to overwhelm even a cruiser if allowed to.

You found that Diviners proved to be invaluable in getting past the Tyranids stealth, and large elite garrisons of troops helped counter some of their most deadly attacks, with Avernite ships faring far better then other ships due to their superior void troopers. Next you found that due to the relative lack of heavy armour on the Tyranid ships that weapons batteries proved to be far more effective then lances, and that your torpedoes were only worthwhile at short to medium ranges. As such your external torpedoes launchers proved to be if anything a liability, and you will suggest leaving them empty for the rest of this war.

On the ground several large forces of Tyranids managed to land, and caused a significant amount of damage before being put down. Due to the speed and agility that they are capable of you found only three methods to deal with them, either weight of fire from massed numbers, massed artillery that is willing to inflict collateral damage, and those few units able to actually keep up with them. Which is pretty much only the Imperial Trust's best elites. Fortified locations help for a period, but once the Tyranids reach them in any real numbers become a deathtraps as the Tyranids tear apart all that oppose them in the close quarters fights that they are best in. As such layered defences, possibly with self-destructs will be needed.
Ouch. Hard fought. So anti-boarding and short ranged firepower could use a buff I think. And we will need those gravity sensors before divination stops working.

We need hover tanks. Harversters could keep up with these Tyranids and mow them down. Lacrian tanks for Helguard if we have the time.

Edit: Wait, why did we not have Gravitic Array program for that system ready?
 
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There is rolling high and that going form less than 300 a year to a 1000 a year. I think we will be attacked somewhat soon or demon incursion. We do have about even odds of either.
According to Durin if it remains high then it'll be concerning, if it's just a random spike then its just a random spike.

To be fair given how much we've pissed chaos off any spike is a bad sign.

Just in case of what? It's on the moon! An enemy fleet suddenly teleporting there?
Yes.

...did we share it with Eldar? If not, could we sell it to them?
They already know it all, or at least enough that it makes no difference.

Edit: Wait, why did we not have Gravitic Array program for that system ready?
No, just Avernus.
 
They already know it all, or at least enough that it makes no difference.
I doubt this. If we were doing duplicate research all this time, I would be very disappointed.

Surely Lin found out a bunch of stuff that the Eldar were unaware of.

I know that that's all we have right now, my question is why did we not make a new program? @Nurgle said that we had years before combat starts when I asked, is it just a mistake?

We really should leverage the Gravity Array as much as we can, it is a powerful weapon. Or even a mining tool, it can lift continents! Slowly, but still!

Edit: Muspelheim would probably like that continent lifting capability a lot for when we aren't using the GArray in combat.
 
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I doubt this. If we were doing duplicate research all this time, I would be very disappointed.

Surely Lin found out a bunch of stuff that the Eldar were unaware of.


I know that that's all we have right now, my question is why did we not make a new program? @Nurgle said that we had years before combat starts when I asked, is it just a mistake?

We really should leverage the Gravity Array as much as we can, it is a powerful weapon. Or even a mining tool, it can lift continents! Slowly, but still!
I meant we have years before combat starts in the Trust or on Avernus. If we had better sensors or a AI it would go faster but that reminds me of something

@Durin what we have to do to reverse engineer the gravity array?
 
I doubt this. If we were doing duplicate research all this time, I would be very disappointed.

Surely Lin found out a bunch of stuff that the Eldar were unaware of.


I know that that's all we have right now, my question is why did we not make a new program? @Nurgle said that we had years before combat starts when I asked, is it just a mistake?

We really should leverage the Gravity Array as much as we can, it is a powerful weapon. Or even a mining tool, it can lift continents! Slowly, but still!

Edit: Muspelheim would probably like that continent lifting capability a lot for when we aren't using the GArray in combat.
The Sea and Tzeench, but otherwise they've got all the knowledge, just in a form that we'd have a hell of a time understanding and then adapting.

It's easier for Lin to do it.

Because we were doing other things.

It still takes years for Tranth to make each individual programme.
 
Huh... Looks like our food production is in the negative again. Seems like a rapid drop given the low population growth of the last two turns.
 
@Durin
1 can we do nature of curses?
1a. If we can how effective would it be to helping Guilliman?
1b. Would it be helpful in general?
2 can we do nature of sorcery?
2a. If we can could we do a anti frequencies for that?
 
So now that we have a lot more data in regards to healing Guilliman seems like we may definitely be able to actually have a good shot at healing him. First off in regards to the herbs we can have Ridcully divine those making it less of an issue to heal the toxins. Second we should probably get in contact with the Sirens to get access to True Healing runes since those would definitely help. Third we should have Lin look into the nature of curses to get a better idea to how to deal with this. Finally once everything is done we try to contact Vulkan to ask for his help for Lin to create an artifact to help heal Guilliman while offering some of our best people to help make up for a Primarchs absence.

Throw all this in and we may have a good shot at actually healing Guilliman.
 
@Durin
1 can we do nature of curses?
1a. If we can how effective would it be to helping Guilliman?
1b. Would it be helpful in general?
2 can we do nature of sorcery?
2a. If we can could we do a anti frequencies for that?
Good ideas! Curses might be viable and of some help, but sorcery will be both I am near certain.

Thinking about other options, Nature of Artifacts might work? Stellar plasma might too, if we confirm that the weirdness is warp based.

Also Paragon and Transcendence.

So now that we have a lot more data in regards to healing Guilliman seems like we may definitely be able to actually have a good shot at healing him. First off in regards to the herbs we can have Ridcully divine those making it less of an issue to heal the toxins. Second we should probably get in contact with the Sirens to get access to True Healing runes since those would definitely help. Third we should have Lin look into the nature of curses to get a better idea to how to deal with this. Finally once everything is done we try to contact Vulkan to ask for his help for Lin to create an artifact to help heal Guilliman while offering some of our best people to help make up for a Primarchs absence.

Throw all this in and we may have a good shot at actually healing Guilliman.
Healing herbs are not antidote herbs. And the physical wound is a minor issue, relatively. Top of the line Alkahestrial healing potion should work there if mundane tech can't.

True Healing would be great, but too many cooks is a major concern. It is very important that we figure out how to use the maximum amount of stuff together without interference.

Also, Sirens have proven... difficult to trade with.

Vulcan can help, but so can the Eldar or Areatha. As Vulcan is not very much not a cursebreaking guy, he is probably not the best choice. Unless him being Papa Smurfs brother can be used.
 
So now that we have a lot more data in regards to healing Guilliman seems like we may definitely be able to actually have a good shot at healing him. First off in regards to the herbs we can have Ridcully divine those making it less of an issue to heal the toxins. Second we should probably get in contact with the Sirens to get access to True Healing runes since those would definitely help. Third we should have Lin look into the nature of curses to get a better idea to how to deal with this. Finally once everything is done we try to contact Vulkan to ask for his help for Lin to create an artifact to help heal Guilliman while offering some of our best people to help make up for a Primarchs absence.

Throw all this in and we may have a good shot at actually healing Guilliman.
I was thinking more:
the Healing Herb + (If possible)Siren rune to deal with the injury and help a bit with the poison (+? biomancers and conventional medical attention[just to make it seven or eight types of assistance rather than six])
Alkahestry to neutralize with the poison, especially the physical portion + Help from the dragons to override the warp portion of the poison
Lin + assistance(either Eldar or Areatha) to deal with the curse

Now I know this is dangerously close to suggesting using six things to override an Injury induced by a Slanneshi daemon Primarch, but the number occurs a lot in nature, and I specifically suggested adding conventional assistance to amp it up to seven/eight things.
 
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