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
Well at very last I can be happy to know that the eldar god of death had hit that chaos 'god' so hard that It was feel in both universes then ^^. Or this is how I wish to interpret this information:)
 
For the time skip, I want Order of Runes and of wildlife research, psy-knights, implementing Cloaks and the rest of our military tech (some of it is really damn old), Helguard in APA, a grenadier formation of beastmasters (what with having a bunch of beasts to work with now), all the biologis regional surveys, and as many unresearched Avernus lifeforms (and some rocks?) as we possibly can.

Oh! And I want to investigate the possibility of reusable drop pods equipped with a psythrone. Which would seat a Gamma+ demonologist capable of Phasing and Blinking.
 
Don't forget about colonizing the Valinor worlds too. They're just sitting empty, and even the lightly tainted ones could either have the Telepathica come in for cleanup or just be settled with Avernites and/or Niflheimers.
 
Don't forget about colonizing the Valinor worlds too. They're just sitting empty, and even the lightly tainted ones could either have the Telepathica come in for cleanup or just be settled with Avernites and/or Niflheimers.
Trust thing not us.

Probably going to be doing that concurrently with combining with the Dragons.
 
Dominion of the Longest Night
Dominion of the Longest Night


One of the most potent gods of the Concordat, the frozen queen was first brought in as a mad pawn, meant to die to save the more stable gods. Winter is one of the most common phenomenons in the galaxy. A season of cold and dark being common on most inhabited worlds. This led to the creation of countless gods and goddesses of winter, both human and xeno, stretching back to before the birth of chaos. Such gods were better suited than most to survive the rise of the Great Enemy, being gods of harsh and lean times. Many turned to other food sources, hunting and prying upon what food sources they could find. If it was originally one deity or a small band that first settled upon the strategy of forcefully assimilating compatible god seeds and newly born gods, is is not known. but the ultimate effect of it is. The creature called the Frozen Lady was a mad conglomerate of countless gods and goddesses of winter, partially digested personalities and domains clashing and fighting for dominance. In the lead up to the raid on Nurgle, a recent prominence of a certain archetype gave it an unusually consistent form. How long the frozen lady has existed is not known, even to itself. The creature sheds partially digested gods and subsumed personalities when injured or in need of a distraction to escape, leaving both power and memories.


the Frozen Lady was brought into the concordat by Zahhak, the devouring goddess able to tease out specific personalities as needed. Allowing her to steer the potent conglomerate into battle. However, for all its power, the frozen lady was a weapon rather than a member. The strongest member of the Discordant, a suicide unit made of divinities too animalistic or mad to be treated with. Led by a mad god-king of a dead pantheon, they were cast time and again into the crucible of battle. It was in the final battle when the discordant were sent into what was expected to be their final battle that this changed.

It was the king that first returned to sanity, on the eve of the final clash, and it was through his efforts that the Frozen Lady changed. Facing certain death, he tore his crown from his brow and cast it into the heart of the blizzard. No half-melted mind or human thought caught the crown, instead, it was taken up by the howling winds and crushing ice of Winter itself. Thus was born Dominion of the Longest Night. Her first act was to subject a full Plague Legion to a trial to see if they could earn the right to exist It was a test, not one of them passed.

Befitting its nature, Dominion of the Longest Night is immensely alien in both nature and thought. Of the countless mangled domains, it seemed to collapse into four: growth, purification, winter, and tribulation. Of its domains, Winter and Tribulation define it more than any other. Dominion of the Longest Night believes that how one can whether the crucible of the galaxy is the single greatest determination of worth. Those who cannot stand on their own have no right to exist, save as pets or slaves of those strong enough to protect them. The only saving grace is that it considers the galaxy harsh enough that all but the most sheltered have earned the right to exist. However, it believes only those who have truly struggled to be worthy of more than that. One of the only morals it posses is an impressive hatred of chaos. Seeing falling as giving in to weakness, and reaping rewards for it. To a god such as her, this is the greatest possible perversion of the natural order. Dominion of the Longest Night takes the form of a massive blizzard encompassing a vast ever-changing landscape. Under the clouds walk Ice Shades, remnants of the many gods that comprise it and loci of its will and power.

As one could expect, Dominion of the Longest Night's relationship with the rest of the Concordat is strained. While she holds no grudge for being used as a disposable war beast, she finds the methods and motives of many of the concordat incomprehensible and nonsensical. However, she recognizes that whatever they are, the struggle they underwent to survive is worthy of respect. While she offers aid only against the greatest of threats, any god servitor or servant of the Concordat is free to face her trials in search of a boon. Zahhak has spent a significant amount of time working with the newborn god, seeking to explain cooperation and alliances through the lense of shared trials and might. So far, the goddess has met with mixed success.

While Dominion of the Longest Night holds no real space territory and has no races dedicated to its specific worship, almost every world where the concordat holds sway will have at least one monastery or temple to her. Her dogma of growth and purification through strife appeals to many in these dark times, and the powers she offers are of staggering use. Her blessings and rituals are open to all who would request them. This is of massive use as Dominion of the Longest Night is by a large margin the most effective god when it comes to purifying the tainted, and her blessings can be shockingly potent. However, every ritual or blessing of power is dangerous to invoke. As each comes with tribulation in proportion to the sought boon. Many of the greatest mortal champions among the concordat bear her blessing, but a dozen times their number have left their bones in her frozen lands. The boons she offers are many, often echoing the themes of the long absorbed gods that populate the Dominion of the Longest Night, but her most potent are those that guard against taint or foster further growth. Those who accept such boons often find themselves growing colder towards those who cannot defend themselves, or finding themselves more often in dangerous or trying situations. In extreme cases there can be physical changes as well, often taking on literal or symbolic characteristics of winter. At least one high priest had their form converted totally into ice, forcing them to stay in the cold for the rest of their days.

Dominion of the Longest Night has both a number of near avatars as well as a growing variety of lesser servants, but her most potent servant is the Once King. The remains of the warrior god-king who forfeited his crown to her. While gratitude is beyond Dominion of the Longest Night's understanding, she holds great respect for the act of self-mutilation that led to their mutual survival. Seeing it as immense and willingly accepted tribulation. The Once King appears as a once regal ruler of the viewer's race and culture, dressed in rags and coated in thick rime. His sacrifice has left him fundamentally unable to lead, but he remains a potent warrior. What's more, Dominion of the Longest Night holds his council in high regard, knowing that he understands the strange beings that populate the galaxy better than she. Below the Once king are her Ice Shades. Idols to long long dead and absorbed deities of winter. Crafted of ice and snow they retain dim echos of their former powers. While they do not truly possess domains, they nevertheless can express The Dominion of the Longest Nights domains in unusual ways, echoing the domains they once held. She has never been known to express more than one of these potent demi-avatars outside herself at a time, but it is possible she can do so in extreme situations.

Below the Ice Shades are the Envoys of Adversity. Living blizzards that can be constructed with great difficulty. The Storms are not true independent entities, but rather moving overlays between realspace and Dominion of the Longest Night. To conjure them one must travel into the longest night and return with a great block of ice, undergoing tribulation in proportion to the amount they seek to gather. Once the ice is returned to realspace, it must be shaped. The process is long and arduous but can shape the ice into a wide variety of forms. Once the ice is shaped, it must be returned to where it was taken, and a final trial must be completed to have it be accepted as part of the Dominion of the Longest Night. If the final trial fails, it can be attempted once more before the ice sculpture is destroyed and the attempt must be started from scratch. If the trial is completed, the ice will become an animated puppet, taking on powers and traits sculpted into it. The block does not need to be made into a single form, but all ice from the same block will ultimately be the same anchor. It has become somewhat common for some Envoys of Adversity to exist as small squads of creatures.

Existing as partially something tied to reality, and partially as part of the Dominion, the animate sculptures can be summoned into realspace, acting as an anchor for a portion of the endless blizzard that is the Dominion of the Longest Night. So long as the anchor is intact the Envoy of Adversity will be able to create a roving overlap with the goddess realm. The destruction of the anchor will banish the storm, but fighting such foes upon their own ground is a difficult prospect. Wards can halt the Envoy of Adversity somewhat more easily than a typical warpspawn, as its power is less focused than is typical, however, they are somewhat resistant to banishment as the anchors serve as a strong link to reality. It has been observed than the destruction of the anchors will weaken the Envoy of Adversity, though in most cases they seem able to heal. It is as yet unknown if they are capable of growth. So far there has been a concerted effort to create an array of usefully sized Envoys of Adversity, and while there has been a high cost in blood, it has met with some success.

While as of yet Dominion of the Longest Night has not ascended any mortals, many consider it only a matter of time given its domain of growth. What such creatures will look like is a matter of some debate among the theologians of the concordat.

@Durin taking the last god slot.
 
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The Hercules is an orbital drop ship. It is a void ship in the same way as the Tau Manta or the Stormbird. Massive ships that can function as Strike Craft in Void combat, and as Super Heavy Flyers in ground combat.
 
Grábakr War Council Part One: Setting the Stage
Grábakr War Council Part One: Setting the Stage

After reaching Cobalt you were immediately called to join the War Council that will lay plans for the final stage of this campaign. This meeting is attended by a range of leaders, including most of the Imperial Trust's Admirals and above along with all of the Imperial Trust's Lord Generals bar one, several dozen Generals, High Grandmaster Ridcully, and the leaders of the Eldar and Dragon's Nest task forces that will be assisting you. The meeting is chaired by Autarch Landeer, who has commanded the campaign so far. He tells you that Hive Fleet Grábakr has been reduced to eight of its initial fifty Splinter Fleets over the last few decades, though each of these splinters has grown to at least triple its initial size, over three Battlefleets strong. This leaves the Hive Fleet at only a bit over half its initial size, though far more concentrated. To oppose this in the void you have a dozen Battlefleets of Imperial Trust vessels, five from Dragon's Nest and four from the Empire of Ashes, leaving you outnumbered five to three in void ships. Additionally, each world has around three Battlefleets' worth of orbital defences giving you a notable advantage in total naval numbers. Given that quality favors the Tyranids while you have a mobility and information advantage, the total calculus of war in the void favors your fleets, though not massively. The biggest issues in the void remain the Tyranids' formidable boarding forces and the sheer number of battleship and above bioships that they are fielding, with each of the Splinter Fleets having almost as many Super-Capitals as the Imperial Trust. On the ground each of the Splinter Fleets will be able to field around forty billion warforms at a time if left alone and can quickly replenish losses. When combined with their qualitative advantage this would be enough to overcome all of your forces fighting from behind defences given enough time. As such you will need to ensure that no Splinter Fleet reaches the ground with anything above a quarter of its starting strength, and that it does not keep such a large force for an extended time. Fortunately, Hive Fleet Grábakr has so far not been able to deploy any major synaptic nodes to the ground, so if you can take out enough of a Splinter Fleet's capital ships, their ground forces will be crippled.

High Grandmaster Ridcully then started informing you of which worlds will be hit, and in what order. He tells you that next year Karlisle will be the only target hit, while the year after that Cobalt and the Sky System will come under attack. On the third year the heaviest blows will land, with Gilznabrun, Hvergelmir and Heklios all coming under attack. Finally splinter fleets will hit Tordenjern and Vaelia. Fleets will only be able to defend a single system within a year due to the Shadow in the Warp and the condition of the local Webway, and engaging two successive years will result in greater losses as you send ships with only the barest of repairs back into battle. With the amount of transport available it will be easy to move your ground armies between systems over a year.

There are three obvious ways in which you can conduct this war, each with its own advantages and disadvantages.

First you can attempt to meet each Hive Fleet equally on both ground and space, rapidly redeploying your fleets if needed to achieve victory. This will result in heavy losses for your fleets as they are ground down in a series of far too even fights, but is the safest way to ensure that you lose no worlds.

Next you can take a few more risks in space, weakening some fleets so that others can achieve overwhelming victories and deploying powerful armies to certain worlds that you expect to suffer major assaults. This runs the risk of you actually losing some worlds to the Tyranids but should cut down on naval losses, at the expense of ground casualties which are far easier to replace.

Finally you can abandon either Gilznabrun, Hvergelmir or Heklios and use the forces that this frees up to achieve better odds in the remaining battles. In the next few years you should be able to evacuate around half of the world's population but the rest must be abandoned to their fate. While a blow to the Imperial Trust and a terrible blow to the morale of the non-core worlds, this is the path to easy victory.

Now is the time for you to put forward arguments for and against the main ideas, and put forward your own ideas.

32 Command Battleships
988 Battleships
1,158 Cruiser Squadrons
1,302 Escort Flotillas
2 Dreadnoughts
3 Command Battleships
52 Battleships
265 Cruiser Squadrons
699 Screen Squadrons
360 Escort Flotillas

500 Defence Monitor Flotillas
1,104 Defence Networks (1 Station, 10 Heavy Platforms, 50 Light Platforms)
12 Battleships
40 Ghostship Squadrons (entirely wraith ships with heavy armour and naval D-Cannons)
200 Cruiser Squadrons
120 Light Cruiser Squadrons
200 Escort Flotillas
20 Battleships
300 Cruiser Squadrons
200 Screen Squadrons
105 Escort Flotillas

Generals: Governor Rotbart, Chapter Master Julius, Lord-Marshal Hrothgar, Governor-General Aelfic, General Schwarz
Elites: 80 Courts of Knight-Titans, 11 Vargarain Guard First Companies, 108 Vargarain Guard Companies, 11 Vargarain Guard Scout Companies, 5 Thunder Warrior Regiments
Regulars: 242 Power Armored Grenadiers Corps, 1,690 Grenadiers Corps, 518 Guard Armies, 1,289 PDF Armies
Militia: 2,830 Militia Siege Infantry Armies
Psykers: 3 Primaris Execution Forces, 110 Psyker Choirs, 2,200 Battle Psyker Regiment
Elites: 90 Blood Dragons Companies
Regulars: 34 Grenadiers Corps, 166 Guard Armies
Elites: 50 Titans, 10 Hosts of Vaul (25 super heavy vehicles each)
Regulars: 50 Aspect Hosts (10k strong), 7 Ranger Hosts (10k stronh), 100 Wraith Legions (1 million strong) (OP)
Psykers
: 5 Seer Councils, 80 Warlock Conclaves, 20 Spiritseer Gatherings. Every Eldar.
 
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who wants to call in a favor for more eldar reinforcements?

@Durin could we exchange part of the imperial secundus honorbound favors for eldar favors in a sort of "do us a favor by helping the eldar so that they can do us a favor"

also, it appears that you have two seperate "imperial trust ground forces" spoiler tabs which even display our govener "rotbart" both times. is this purposeful?
 
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who wants to call in a favor for more eldar reinforcements?

@Durin could we exchange part of the imperial secundus honorbound favors for eldar favors in a sort of "do us a favor by helping the eldar so that they can do us a favor"

also, it appears that you have two seperate "imperial trust ground forces" spoiler tabs which even display our govener "rotbart" both times. is this purposeful?
you could get 1 major and 2 minor favours for an honourbound
 
you could get 1 major and 2 minor favours for an honourbound
hmmmmm.....I'd rather avoid using a honourbound like that especally since it seems to be about 60-70% exchange rate loss. Still, even if it is for a empire on the other side of the galaxy. still, nice to know.

does somebody know where the "favor counter" for eldar?

also, we still have exterminatus weaponry right? I'd think that if we end up losing a planet totally(under worst case situation of course) I'd rather the nid's not be able to keep the bio-matter (since we would not be able to make use of the planet after its been scoured by the nids anyway).
 
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I am inclined to let ground forces engage on some planets to buy time for fleets to gang up on individual splinter fleets. It'll be terrible for ground forces, but it's going to be more difficult to replace ships than grunts.
 
I am inclined to let ground forces engage on some planets to buy time for fleets to gang up on individual splinter fleets. It'll be terrible for ground forces, but it's going to be more difficult to replace ships than grunts.
if your argument is "its easier to replace X then Y", why are you leaning towards increasing the casualties of Y to save X?

so....your argument should be "I am inclined to push for a total void victory to save our ground troops"

.which I think I would agree with since the nids are one of our worst enemys on the ground. the new arty we unlocked a turn or so ago is the first time we have a weapon thats actually decent enough against them to give our troops a chance.
 
I mean... if the void goes like our first encounter with the Tyranids ever did we're going to have an interesting time.

But yeah, I suggest meeting them on the ground and limiting fights in the Void.
 
the nids on the ground is where their fighting style is king. every inch they win on the ground is a massive win-fall for their regrowth/recovery.

so if we decide to fight on ground we would have to make sure its a slaughter in our favor which I doubt is going to happen on command.
 
@Durin, are Eldar fleets limited by the one fight an year too? You previously said in Discord that Webway is in good enough state to allow them rapid redeployment.
 
By the virtue of being better, their fleets are in fact not as likely as ours to take heavy damage.
I'm not so sure about that tho, the eldar fight with nimble/weak ships which the nids might be able to hit anyway since they have such powerful psykers.

and even if they ARE better, they are still going to take heavy damage which WILL accumulate exponentially (since damage means less ablity to avoid/prevent damage).

obviously we will get at least 2 deployments in a year out of them, since that seems to be what our fleets are capable of....but by the time you reach 3 deployments against a opponent with numerical superiority you have reached the point that they will have lost a chunk and the remainder will have been damaged heavily.

we can (probably) prioritze the eldar ships with our own as meat shields...but depending on the nid tatics that won't work.

@Durin can we have our ships protect the eldar ships or vis versa? or is that a later battle-turn?
 
Can we move defenses between worlds? I'm rather tempted to send literally everything at the first fleet. Take it out with minimal damage/casualties, and then split up from there, sending the most damaged ships to the repair docks in the second year to be ready for the third year.
 
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