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
@Durin will we get an option to restart the Avernus Tourism Industry during the timeskip? Once the Trust stabilizes after the integration period, there's going to be a lot of money to go around. It'd help solve our chronic Throne shortage.

I want young adults throughout the Trust to collect Avernite goods to impress their peers.
 
Still have alot of catching up to do but can someone explain to me how and why our economy got so insane that you could afford expensive actions? How were they making money? Was it the STC's?
 
somebody willing to summerise this thing for those of us not willing to read 10-15 pages of lawyer-grade paperwork for the near future?
thanks
 
Still have alot of catching up to do but can someone explain to me how and why our economy got so insane that you could afford expensive actions? How were they making money? Was it the STC's?

STCs are the biggest thing, because the economic ones provide big multipliers once you've got enough of them. Aside from that, education affects things in a big way, and things like the underground railway help.

So, how much of this is just old stuff? Because like... 10 light-years from the Nine Worlds seems pretty small.

Quite a bit is old stuff. I didn't have the time or will to go through and alter everything when I wrote all this up.

10 Light Years from any of the Nine Worlds is just from setting our initial borders. Presumably now we claim everything within ten light years of any of our worlds.
 
About the criminals didn't we ask this in the past and got as a answer a big % of casualties? I think that Avernus attrition has rise since the colonization, because we have more corrupted psykers, Avenus probably already raise the lvl of dangers to us and even if it didn't the creatures probably learn some tricks to fight humans and the entire culture of the avernites is one of trust, companionship and selflessness/honor. With this I just mean that the criminals would be discriminated and not integrated well in a family unit or a militia unit. And because of that they would die more. Plus they would need to be really armed and trained to survive long enough to matter.
But it's a shame that we can't use this idea to raise the population. Because I would go for meat shields to save avernites our guys already suffer too much trying to live in this deathworld.
 
@Durin Since the constitution is out of the way, can we suggest new laws now?

I'd like to see a suggestion for a law allowing us to offer shelter to Imperial refugees without needing to ask for permission from the High Council or Executive Council, with the refugees being vetted by the Inquisition prior to any attempt to integrate them into the general population.
 
@Durin Since the constitution is out of the way, can we suggest new laws now?

I'd like to see a suggestion for a law allowing us to offer shelter to Imperial refugees without needing to ask for permission from the High Council or Executive Council, with the refugees being vetted by the Inquisition prior to any attempt to integrate them into the general population.
you can
 
@Durin Does this work?

[] Imperial Trust Refugee Policy
- Individual worlds of the Imperial Trust will be able to offer shelter to Imperial refugees without needing to request permission from the Sub-Sector Government, High Council, or from the Executive Council.
- Refugees will first be given emergency shelter, whilst being kept separate from the local civilian population, and placed under military guard.
- After being investigated and approved by the Inquisition, they will then be eligible for integration on the local planet, or resettlement elsewhere.
- The local Sub-Sector Government, the High Council, and the Executive Council can choose to intervene if they choose to, with the right to order further investigation of the refugees by additional elements of the Inquisition and Adeptus Astra Telepathica if any doubts remain, devote additional assets to their detention and processing, and to assign them to different worlds in the Imperial Trust for permanent resettlement and integration.

Edit: Kinda dumb of me not to have noticed that the constitution I helped write already includes this. Please ignore.
 
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So how do the rules about resource colonies change things for us. Does this mean we will be getting actions to found them as a way of generating more resources?

Seems like creating lots of them would be a good way to held deal with our throne problem as long as we can find someone to trade with.

Also given our population issues do the inhabitants of an avernus owned resource world have to be avernus natives?

We can't flood avernus itself with immigrants because the planet doesn't like it but there shouldn't be anything stopping us sticking an avernus administration in place on a resource colony and then filling the bulk of the population with people from elsewhere. (Might be a good way to handle refugees)
 
Other worlds can do colonisation- we aren't even done with our continent yet and Averneus is absurdly resource rich.
It's not the resources that are the problem its the population and the fact that avernus is a death works that doesn't like newcomers. Our population is a bottleneck with no good solution on avernus itself.

Our early attempts to increase our population via immigration end up with little to show for it beyond lots of dead immigrants and the rest of the trust realising just how insane you have to be to live on avernus.

Colonies however don't have that problem. That would let us quickly ramp up avernus' offworld eco helping us deal with our demand for Thrones. In a way we can't on avernus itself.
 
I'm going to note that the constitution already allows planetary governments to deal with refugees:

3. System Governments give up the following powers:
⦁ The power to conduct foreign diplomacy without authorization of the High Council or Ministry of State. However they may conduct diplomacy with local planetary species, and limited interim diplomacy with non-hostile human and xenos refugees, subject to later review by the Inquisition and High Council.
 
I'm going to note that the constitution already allows planetary governments to deal with refugees:

3. System Governments give up the following powers:
⦁ The power to conduct foreign diplomacy without authorization of the High Council or Ministry of State. However they may conduct diplomacy with local planetary species, and limited interim diplomacy with non-hostile human and xenos refugees, subject to later review by the Inquisition and High Council.
Ah, my mistake. Kinda dumb of me to have missed that, since I'm pretty sure that's either directly lifted or at least adapted from what I originally wrote for the Constitution.
 
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The Archduchy of Avarice
The Archduchy of Avarice​

Capital World: New Pandaimon
Leader: Archduke Vaulkhere, noble council
Size: Several Sectors
Tech Level: Yes
Population: 250 million Dark Eldar, 7 Trillion slaves or vassals of various sorts
Military: 20 million household guard, 45 million halfborn soldiers, 300 million Janissary Pattern slave-soldiers, 1 billion cloned Systh shock troopers, 50 billion professional slave-soldiers, uncounted chaff
Notable People: Archduke Vaulkhere (low Paragon Combat, Paragon Diplomacy)
Relations: Chaos (Uneasy Truce to outright warfare), Empire of Ashes (very uneasy truce), Orks (War)

The Archduchy of Avarice has its roots in the ancient noble houses that once dominated Commargah and the satellite realms in the webway. These houses had their roots in the pre-fall Eldar Empire, making them ancient indeed. In the aftermath of the fall, they maintained their positions in what would become the Dark Eldar, continuing their debauchery and plotting unhindered. This would come to an end with the rise of Vect. A brilliant schemer rising from the proverbial gutter, he became the leader of one of the most powerful Dark Eldar organizations in existence, the Kabal of the Black Heart. Looked down on for his common origins, he eventually out thought, out fought, out schemed and out betrayed the ancient noble houses that dominated Dark Eldar society. In a brilliant maneuver, he captured a battle barge of the Salamanders invited their rescuers into the heart of Commoragh, destroying the power of his enemies in one fell swoop. In the ashes, the houses of the ancient eldar had fallen, and the meritorcracic kabals had risen in their place.

The House of the Lords of the Iron Thorns was relatively isolated in their subrealm of Pandaimon and managed to resist the slowly expanding reach of Vect, for a time. Yet inevitably his reach expanded, and after a long conflict ending when the daughter of the Then leader of Pandaimon, Archon Qu, killed her father and revealed her status as one of Vect's concubines. With this, Pandaimon was defeated and made to kneel, hating the lowborn wretch who had defeated them. Over the millenia, the Lords of the Iron Thorns survived and even thrived, the great forges of Pandaimon providing them with a solid power base, and their endless realspace raids providing the flesh and pain their withered souls needed to survive the torments of their damned existence. Yet despite all of that, they did not forget their origins, their so called nobility, and their hatred of what Vect had done to the dark Eldar.

Under most circumstances, this would have mattered little, except for the rise of Archduke Vaulkhere. Son of a previous Archon, Marquis Vaulkhere, the eventual archduke was expected to compete with the other highborn for position and eventual control, especially his elder siblings. Initially, he was not particularly well regarded, having only minor talent for command and relatively unimpressive personal skills. Yet, his rivals seemed to constantly find themselves disgraced and at each other's throats, while Vaulkhere steadily climbed the ranks winning court post after court post with remarkable regularity. His opponents slowly whittled them down one by one, until he was one of the highest authorities in the Kabal, with his only rivals for power being his elder half sister, a naval commander of some renown, a distant cousin and scion of the most powerful on the branch families, and of course his Father, the Archon.
On a raid in realspace his father had the unenviable luck to run into a notorious chapter of the Space Marines, The Crimson Crusaders and their chapter Master Aurelian. After an epic duel the longtime leader of the Kabal was slain, and for reasons that remain unknown to this day his resurrection protocols failed to function.

The kabal was consumed with the question of who would lead, with most of the scheming and betting assuming that either the elder sister, or less likely the cousin would gain control. For Vaulkhere was considered a bit soft, a bit weak. Skilled in the great game to be sure, yet lacking a certain spine compared to the martial ability of his sister, or the personal prowess of his cousin. Yet, the result was most unexpected, for when the cousin seeked to entangle him in a scheme against his sister, the cousin was betrayed and led into a trap. Then the most shocking event occured, with his sister throwing her support behind Vaulkhere despite her apparently superior position.

Many within and without the kabal spent countless resources, and countless lives seeking to understand what happened, with theories ranging from the elder sister being a blackmailed psyker to drugs to the Lady Vaulkhere simply having similar tendencies to her distant cousin, who still remained in Vect's harem. Yet the truth is at once more mundane, and all the more shocking for it. The Archduke observed his siblings, looking for one with the right qualities that he needed. Then, when she stumbled on one of her raids he stepped in, offering his silver tongue and connections to get her shame buried, and access to some of his information to choose a new, easier and more lucrative target. This and subsequent acts garnered her loyalty and she agreed to support his ascension to Archon, in return for him making her his primary military commander. A bargain that both honored in full.

As archon Vaulkhere's true talents were revealed. He played the game excellently, fending off his foes and making less tentative than normal allies. Yet his true talents were in how he changed the culture of the Lords of the Iron Thorns. Infighting, though still certainly present, was reduced, as a sense of purpose filled those under his command. They, he constantly reminded them, were the heirs of the Eldar Empire, of noble blood and they needed to act like it. This was said to amuse Vect, as he allowed the Kabal to rise somewhat simply to see the results of Vaulkhere's social engineering.

Then, the Empire of Ashes came, and Vaulkhere was placed on the outer ring of the defenses. He was not on the primary axis of advance, and managed to salvage a significant portion of his forces, fleeing to a prepared bolthole in Pacificus. Once there, he christened the planet a relatively unspoiled maiden world chosen of its defensibility and naturally deadend warp presence, new Paidemon and set about setting up his kingdom. A local Imperial remnant was subverted over a century with pliant nobility maneuvered into positions of power, a master of the great game finding himself playing against almost insultingly pathetic opponents. The final transformation came through a combination of a civil war and a poorly timed ork invasion, as those most loyal to the Imperium fought and died, as the Lords of the Iron Thorns rapidly subverted and assimilated those of less stout fibre. They rule with a relatively light touch as things might go, being careful to restrict their predations to the more isolated an unimportant sections of their slaves even as the majority slave away in lives not particularly worse than that of the pre fall Imperium. Excepting of course, the pair of feudal worlds that they treat as a private game preserve.

At the same time, he began reforging his people into the shape that he desired them. Castes, a seemingly natural outgrowth of the already stratified Lords of the Iron thorns, but actually a carefully considered social engineering project forged of a darker looser and yet more ridged edifice than the paths of the craftworlds, spread steadily coming to dominate the Archduchy of Avarice and providing the structure that prevents a slide into chaos. Additionally, the Archduke tasked an allied hommoculi coven to create a new breed of war machine, an enhanced soldier capable of providing solid shook troops to provide a loyal rock that his soldiers could rally around. One obedient, capable and above all reliable. Though less than happy at such, boring work they did succeed, creating the Janassary series of augments. A series of augmented humans that, while hardly equal to the Astartes, did provide a significant core of relative elites to the Archduchy.

Since then Vaulkhere has acted cautiously, steadily expanding his reach, while taking in many of the other noble houses when their own kabals bit off more than they could chew, and incorporating them into his design. He was also sought to maintain at least not openly hostile relations with the Empire of Ashes. For despite their utter loathing of all that he represents, Vaulkhere does maintain strict banning of Chaotic practices, and he does provide semi regular shipments of "clean" weaponry, including several that are difficult or unwise to produce in the webway. Additionally, three times the Empire of Ashes has demanded troops and ships from Vaulkhere for their own use, and three times he has complied. He has also been a favored recruiting ground of the Incubi, as his soldiers tend to be more disciplined and chaos free than other realms, and this has bought him a measure of protection even as it irritated the empire of ashes for the potential clash between Arha and his former compatriots would be a deadly thing.

"Seriously, what kind of idiot uses 888 fragments of Kaine for a ritual?"
-Archduke Vaulkhere

Yet, this delicate balancing act has become nearly impossible in the wake of the death of Kaine with the Empire of Ashes, mounting increasing pressure to cut off any possible recruitment of incubi and a public break with their master in addition to substantial societal reforms. The Archduke has bought time by convincing the Empire of Ashes that attacking him will not draw out Arha, publicly banning such incubi recruitment, without doing much to stem the clandestined recruitment. He is certain that the Empire of Ashes knows about the clandestine recruitment, and is trying to track them to Arha himself. Ultimately however, he will have to make a choice. Yet, he is not happy with any of his choices, for he disdains the Empire of Ashes for their lack of ambition and knows that his own society is unacceptable in the long run absent substantial reforms that he is loath to consider. The Archduke is unimpressed with Arha, as his disastrous attempt to rebirth Kaine the Archduke has grave reservations as to his judgement. And as for chaos? No, he has seen what they do to those in their thrall.

Military strategy:
The Eldar forces remain a highly mobile, skirmishing force, with their slave soldiers forming the bulk of the defending forces. Their entire military strategy revolves around allowing their eldar troops to fight their best types of battles, and using slave soldiers to avoid losing their most valuable troops in actions that they are not suited for.


Notable people:
Archduke Vaulkhere:
Abilities: Paragon of diplomacy specializing in societal manipulation, high grandmaster intrigue. Everything else is reasonably average for his position (high 30s to low forties).
Personal Notes: True believer in the society that he is building, and has been fairly successful at avoiding the common pitfalls that have befallen the other Dark Eldar enclaves, though he underestimates how vital he is to the society that he has built. He's fairly pragmatic, if arrogant, and is completely willing to negotiate with those he considers his lessor.

Lady Admiral Vaulkhere:
Abilities: Paragon Combat, Grandmaster martial, relatively low intrigue, piety 40.
Personality: Effectively pathlocked as an autarch as a result of her brother's manipulations, she lives to defend the Archduchy of Avarice, and amuse herself with their enemies.

Duke Alaron "The White:"
Abilities: Grandmaster combatant, master intrigue, master martial
Personality: The leader of the House of the White Flame, Duke Alaron still burns from the humiliation of his father's failure, which led him to seek refuge with the archduke. He has stabilized his houses fortunes, and counts himself among the greats of the Archduchy.

Lady Birasira
Abilities: Paragon Combat, Paragon Swordsmanship
Personality: The leader of the Cult of the Dancing Moon, Birasira was groomed for her position by Vaulkhere long before the fall of the Dark Eldar and considers herself the greatest single combatant in the Archduchy. Though she retains a sense of respect and fear of her sponsor, she has recently begun to worry about being replaced, as she suspects that her lord will either cut a deal with Arha or find some way to entice Lelith Hesperax to join the archduchy. Ironically, while the second is something Vaulkhere would certainly desire, he believes that convincing the Empire of Ashes to agree to such is nigh impossible, and has refrained from even broaching the subject to avoid the risk of alienating Birasira should she learn of it.


A/N: This was fun to write, although probably a diplomatic nightmare if we ever actually ran into them. Kinda like how I wrote the Vestri League to give the Mechanus an aneurysm. I have a type I guess.
@Durin
 
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in most ways good but relations with the Empire of Ashes were to good. This groups does not seem to have thrown off much of their Dark Eldar/Alderi Dominion roots which would make the Empire of Ashes laothe them. This is not 40k where the Craftworld Eldar and Dark Eldar can sort of get along if pressed, the Empire of Ashes takes a far stricter view of evil, due to its attempts to fight for the galaxy rather then just itself.
If you want to justify survival make it sue to careful maneuvering to always be a bit o much trouble for the Ynnari to have the time to deal with.
 
in most ways good but relations with the Empire of Ashes were to good. This groups does not seem to have thrown off much of their Dark Eldar/Alderi Dominion roots which would make the Empire of Ashes laothe them. This is not 40k where the Craftworld Eldar and Dark Eldar can sort of get along if pressed, the Empire of Ashes takes a far stricter view of evil, due to its attempts to fight for the galaxy rather then just itself.
If you want to justify survival make it sue to careful maneuvering to always be a bit o much trouble for the Ynnari to have the time to deal with.
Fair enough. They're the old guard, the last remnants of the pre-fall nobility. Archduke Vaulkhere, has basically staved off an attack from the Empire of Ashes through a combination of outright bribery (rewritten to be more palatable), relative restraint compared to his counterparts in the other Dark Eldar Enclaves, actually being a fairly tough target, the worry that maybe, just maybe Arha will show up to defend the pre fall nobility if the Empire of Ashes shows up with too small a force and having a diplomacy score of 50. Naturally, in the aftermath of Arha's Fuckup(tm) Vaulkhere's diplomatic position has soured. He's convinced the Empire of Ashes that murdering him won't cause Arha to show up, and that maybe they can try backtracking the flow of recruitment to find and murder the idiot. But yeah, he's slowly running out of tricks.
 
them being the old guard is actually a major minus here as the Ynnari give the Pre-Fall nobility a good bit of the credit for the Fall
 
them being the old guard is actually a major minus here as the Ynnari give the Pre-Fall nobility a good bit of the credit for the Fall
Yeah. I was just explaining their genesis: Last Remnant of Debauched Nobility led by a Diplomacy Paragon seeking to build a functional non chaos society while still being The Aristocrats In Space! This will not end well.

Everyone in the Empire of Ashes has them on their "Kill later" list.
 
Selikae
Selikae


Quite possibly one of the most maligned people of avernus, the Selikae have the profound misfortune to possess a strong relationship with spiders. The Selikae have a two stage life cycle, being born humanoid with spider features, they will, after reaching maturity, undergo a metamorphosis into an adult form resembling a spider with a humanoid torso growing out of its thorax. The adult form was kept secret from the rest of the idlkscare empire for centuries, only being revealed during the day of crimson skies, when several champions went forth to cut a swath through the invading demons.

Adolescent Selikae are chitinous humanoids with pronounced spidelike features such as large pedipalps and eight eyes, as well as a swollen abdomen, though they are not fully consistent with what features they posses. Clawed hands and feet enable them to cling to surfaces, something they make extensive use of. Being comfortable fighting while at any orientation so long as their feet are firmly planted on some surface. Despite possessing fangs, they are not truly venomous, though they make extensive use of poisons. Incredibly nimble and naturally gifted at stealth, adolescent Selikae in general prefer skirmish tactics when at war.

Despite a general distrust their appearance garners, adolescent Selikae posses an intense curiosity about other people, and are universally quite friendly with those who speak to them. Unfortunately, Selikae culture has no concept of personal space, which serves to exacerbate the disquiet their spider like features induce in others. Many many Selikae have met their ends at the hands of terrified people after misguided attempts at diplomacy resulted in a confrontation. This has led to an unfortunate cycle of each generation deriding their elders for their mistrust of outsiders, only to in time come to share it as their untrained and unsupported attempts at diplomacy inevitably end in failure.

Selikae are born as minor psykers, but seem to increase in power throughout their lives. While age seems to play a major part in this, increase in power seems tied to dangerous or interesting experiences more than simply time. With advancement into adulthood occuring when they reach a threshold of power rather than age. Selikae appear to be full psykers able to learn a wide array of arts, though they possess a notable talent for telepathy and biomancy. The exact point in their development where they move to the next stage of their life is not known.

Adult Selikae are those that have undergone a metamorphosis into a fully arachnid forum. Their lower bodies become that of massive spider, while their upper bodies remain humanoid. It should be noted that the exact appearance of the upper body is mutable, with Selikae casually reshaping it with biomancy as needed. Often basing their forms on other humanoid people, or experimenting with more abstract forms. It is however, considered mildly taboo to add arachnoid features to it, this does not however stop those who wish to be shocking to adapt fully arachnoid appearances. Compared to adolescents, adults remain fascinated by other peoples, but have often learned to study them through books and secondhand accounts, often convinced attempts to meet them would end poorly, a belief that is far from groundless.

In addition to an interest in other people, they also possess a deeply disturbing interest in spiders, finding the foul arachnids powers fascinating and their forms aesthetically pleasing. Many of their arts appear related to spiders in some way. Their warriors often appear adorned in silk, and demonstrating the psychic powers of the more dangerous forms of spiders. Worse, their territory often holds a great number of eight legged horrors, often trained to tolerate the presence of Selikae. Adult Selikae seem able to form something akin to a familiar bond with spiders, allowing them to adapt a swarm of them as a single familiar, and exert temporary control over any spiders that approach. It should be noted that for some reason blink spiders, death's head especially, are resistant to this art. With only masters able to easily control them, with the incorporation of the hated arachnid into their familiar swarm often being used as a Selikae sign of mastery.

Adult Selikae often seem to be able to blur the line between themselves and their swarm. While the perpetual misama of rumors makes discerning fact from fiction difficult, Selikae warriors do seem to be able to draw upon their spider swarm powers to some extent, and at least some of them seem able to physically transform into a swarm of lesser spiders. Most infamously the Selikae champion Deathtamer being known to transform into a massive swarm of blink spiders. It should however be noted that she is quite possibly one of the most fearsome champions they have ever produced, and should not be considered a representative of what the average Selikae master is capable of.

The history of the Selikae is a history of countless failed diplomatic overtures, as they seem to possess a racial fascination with other people, something those who study such things consider deeply cruel given their abhorrent appearance. While the World would not allow one people to exterminate another, the Selikae have been violently driven from their lands countless times throughout their history, and even to this day the people near them talk of them in fearful and suspicious whispers. Often accusing them of unleashing plagues of spiders, or even breeding vast swarms of blinks spiders for their own inscrutable reasons. For their own part, the Selikae seem to have begun leaning into these rumors, deliberately cultivating a fearsome reputation to stave off raids upon their territory.

Much of what we know of Selikae comes from the lizardmen, who extensively documented their doomed attempt to forge a trade agreement with their empires centuries ago, crossing the ocean on strange ships made of webbing. Making contact with a group of skinks during a period of relative calm, the Selikae where overjoyed to meet a people willing to look past their arachnid appearance, albeit in search of an advantage. Initial contact was peaceful, with the Selikae trading psychically enhanced silk and a variety of potent venoms for a number of spider species. Skink records report a people almost comically happy to have a new culture to experience, however this would end in tragedy once they met the saurus. At this point the lizardmens empires records differ on the conduct and purpose of the Selikae, but it appears they attempted to form some manner of trade deal with both empires, and catastrophically failed, with both suspecting they were attempting to betray them to the other. Cross referencing reports, it seems few if any of the Selikae escaped the continent. While both lizardmen empires appeared to have intended to simply banish them, both appeared to assume the ones leaving the territory of the other were serving as hostile janissaires, and reacted appropriately. This culminated in a retributive raid by the saurus that destroyed the Selikae's only port city, ending their attempts at seaborn exploration, and driving them further inland. While it is not confirmed, it appears that this may have led to the practice of sequestering away adult Selikae. Both empires appear to be considering reparations in the wake of these discoveries.

In recent times, the discovery of adult Selikae has further strained relations with the other people of the empire. While normally the devastating charge they led into a daemonic legion would do much to soften this, it was Deathtamer who was the most visible Selikae hero that day. Forever associating them with blink spiders and the relentless horror they inflict upon all avernite people. Several of the more aggressive local city states even going so far as to attempt to drive the Selikae from their lands in the wake of the empire's collapse. The exact chain of events is murky, with many claiming the raids were just retribution for varying crimes carried out in the incursions wake. More murky still is the Selikae response. Initial raids seem to have either been gently repulsed, or able to escape alive. If this was due to mercy or simply inability to catch them is unclear. What is known however, is that at some point Deathtamer took personal command of their defenses, massacring any who dared trespass without mercy, and often carrying out gruesome terror strikes in retribution, famously leaving one particularly aggressive city naught but a spider infested ruin.

Once the dust settled, relations stabilized. With Deathtamer and her disciples successfully terrifying the local powers into coexistence, however at a cost. It appears to be an increasingly common occurrence for adolescent Selikae to be caught traveling beyond their territory, often with fatal results. From what we can gather this seems to be the result of a common type of wanderlust driving them to attempt to explore far afield, despite the danger. It is suspected that they are doing this without their societies blessing, given the lack of retribution for their deaths. Less contentious is their relations with more distant neighbors. Small groups of Selikae mercenaries, both adult and adolescent, are beginning to appear far afield. Though notably no bands seem to be directly associated with their government.


@Durin the lonlest spider people. as usual let me know if anything needs to be changes.
 
Pyromancy, biomancy, telepathy, daemonology, divination, and telekinesis aren't the "true" psychic disciplines, underlying foundations of the Warp from which all psychic stuff in the universe flowers from. They're just the disciplines that Prospero developed and that (parts of) the Imperium's psykers used. Those six disciplines aren't the foundational bedrock of psychic power like the individual Winds of Magic are in Warhammer Fantasy. The Prosperan disciplines aren't universal or fundamental, they're local with a cultural origin.

Labelling everything as a subset of the Prosperan disciplines leads to really funky stuff. Fulmination is pyromancy despite governing two entirely different elements; technomancy is telekinesis despite machine spirit communion and metal creation; geokinesis is either daemonology that can throw rocks, biomancy that makes you intangible, or telekinesis that manipulates lifeforce (and given that the lifeforce comes from the ground it's difficult to say it comes from biomancy too); Sanguinary can instil fear, supercharge warriors with warp energy, and conjure spears literally made of blood and gore, but would get all its powers put into the same single box of either daemonology, telepathy, or biomancy.

It's weird when those disciplines show up and get used to label the psychic powers of different traditions. It's even weirder when some unique and strange discipline is summed up as "a combination of X and Y" instead of being left as its own.

However, I do have to admit that sometimes the names of the Prosperan disciplines is pretty apt and helps get across the nature of a group's psychic tradition very well; if you get a group that specialises in telepathy, describe it as telepathy. In the Selikae omake for example, the species is described as having telepathy and biomancy, which is a pretty good way of saying they do flesh magic and mind magic. It's good to work with what works when it works.


P.S. If the Imperial disciplines are fundamental, then given the fact that no other species in the galaxy had acquired them all in the way Magnus and co had, it just means that humanity really is special in a way that no other species is. (Though as I hope I've made clear, I'm not in support of this theory.)
 
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