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

Investigate the Sea?

  • Yes

    Votes: 592 80.3%
  • No

    Votes: 145 19.7%

  • Total voters
    737
Going to try and rearrange Tranth's research so he does all the basic research, AM, then EM. This largely to reduce DC for the EM research, since the basic resources need to be done anyway (and take like 4 years).
 
Oh cool, I didn't realise that. It makes a lot of sense to go with geology then.

However, on the front of research, I think it's actually a good idea to go with those options, since they should all increase our resource income. Cogitators, for example, are used in practically every walk of life, and would have big economic benefits, as well as likely assisting our military. This timeskip our main priority is fixing our economy, and trying to reduce our thrones and EM deficit as much as possible. Once we're firmly in the black, then we can switch out to other stuff.
CoS for EM should I think be about 25% so going to do the basic and AM resources to improve the CoS before doing the EM fundamental.

The AM followup can be delayed until desired.
@Shard @Nurgle

may I suggest an order of psychic materials? it would make analyzing wildlife materials part of the research action. which would save us a stupidly huge amount of effort.
It should already be there unless I deleted it by accident.
 
embers-in-the-dusk.fandom.com

Primaris Psykers

The Primaris Psykers are the elite of the Adeptus Astra Telepathica, and it is from their ranks that the majority of the organisations leadership is drawn. To qualify as a Primaris Psyker you need to wield power of at least Delta-level, be able to use all six basic disciplines in combat...
 
@Shard, would it be possible to squeeze in a GD on the Concordat? Just to get a bit of an idea on what's going on with them in the 50 years the timeskip is going on.
 
Two Eldar Heroes
Two Eldar Heroes

M-58: Autarch Felvaris is a martial genius nearly without compare within both the Yinnari and the entire galaxy, with his only equals and superiors being far older than he.
I- 43: Autarch Felvaris is not a master of stealth compared to his peers, but that merely makes him extraordinary by most standards.
A-23: Although not a priority for him, Autarch Felvaris is well versed in the marshalling of supplies.
L-33: Not nearly as studious as his sibling, Autarch Felvaris is well versed in the innumerable forms of foe he must battle.
D-22 (34): Charming and charismatic, even to non eldar, amongst the Yinnari he is regarded with a degree of awe, and caution.
P-52: Despite the whispers of a God within his ear practically since birth, and witnessing innumerable horrors, his will has not broken.
C-61: Perhaps one of the most skilled warriors in the galaxy.
Power- 35: Strong, enough to actualise what he wishes, but he cannot rend worlds like his brother.
Control-38: With enough mental fortitude to resist the call of Khaine, it is no wonder that he can control his own gifts.

Eldar: (+2 to all stats, +4I, +4C, 21 Power, *6 Power Multiplier): Autarch Felvaris is an Eldar, with the many advantages that entails.
Yinnari: (+3P, +3C, +1 all other stats) Autarch Felvaris is one of the Yinnari, the inheritors of an empire reduced to ash, determined to reclaim their right to be defenders of the Galaxy.
Autarch of the Yinnari: (+5M, +6C, +6I, +2D, +5Power, +5 Control, change power multiplier to *12 can command space and land battles) Felvaris Stardew is an Autarch of the Yinnari one of the best commanders and warriors in the entire galaxy.
Warcalled: (+15M, +15C, -8P, -8D, +25 to troops under overall command, +25 to morale rolls, high risk of falling into a berserk fury losing command, but gaining *3 damage) Cursed from a young age by the whispers of Khaine, Autarch Flevaris is blessed with a supernatural understanding of war and combat, but dogged by an ever-present fury and bloodlust.
Martial Genius: (+6M, +1C) Even had the War god not forced itself into his mind, Felvaris is still an unparalleled commander, who could out strategise generals multiple times his own age whilst very young.
Grandmaster of War: (+8M, +3A,+3C, +40 to rolls by troops under his overall command) Autarch Felvaris has spent his entire life plagued by war, it is a part of him as much as life itself.
Defender of the Galaxy: (+4M, +4I, +3 all other stats, +8D with Yinnari) In his life Autarch Felvaris has proven that despite his personal trials, he embodies what the Yinnari hope to be, defenders of the cosmos.
Paragon of the Sword: (+5M, +2D, +2I, +12C, +120 to melee combat rolls) Autarch Felvaris is death incarnate with his legendary blade, and has slain many foes deemed beyond him in strength.
Sworn to Isha: (+10P, +200 to resist the whispers of Khaine) Although it may seem strange for one so immersed in war to swear oneself to the Goddess of Life, Felvaris has declared himself to the Mother of All both to restore his broken people and in hopes of warding off the ever more desperate demands of Khaine.
Grandmaster of Biomancy: (+4C, +8 Control, -4Power, +80 to all biomancy rolls) Not nearly as powerful as his brother, Felvaris has instead chosen to focus his power upon supercharging his body.
Grandmaster of Combat Biomancy: (+8C, +4C +80 to combat biomancy) Perhaps one of the greatest experts of enhancing his own physique in the galaxy, Autarch Felvaris strikes with the force to end the world.
Expert Combat Diviner: (+3C, +3 Control, +30 to combat divination rolls) Although he lacks the skills needed to be equal to a Farseer, Autarch Felvaris ability to see his enemies moves in combat before they have made them has served him well.
Artefact: Starflare: (Enables firey attacks, +2C, *5 damage, 35 AP, chance of destroying enemy armour and weapons remove max damage, +100 to combat rolls) In battle Autarch Felvaris wields Starflare, the ancient sword of his house that predates even the fall, its fiery fury scorching away all before it.
Artefact: Armour of the Defender (34 armour, +600 to resisting psycic powers, +40 to all moral rolls, +200 to combat rolls +6 Yinnari diplomacy) Forged for Felvaris by the Avatars of Vaul, this armour is a symbol of their resurgent purpose and a powerful tool that enhances the wearer's strength immensely.
Paragon of Martial trait: The Whispers of Bloodshed: (Alpha Strike is always able to inflict maximum casualties, +200 to retreat from alpha strike) Through either sheer skill or the whispers of Khaine, Autarch Felvaris has an uncanny knack for striking first, slaying billions and then retreating again like a shadow.
Paragon of Combat: The Flower of Bloodshed: (+5 Armour Penetration, +200 to all combat rolls, +200 again in duels, inflicts terror) In combat against his foes, Autarch Felvaris is known for his ruthless style of combat designed to inspire fear in those that watch as he cuts down the enemy.
Paragon of the Sword: Strike Swift and True: (Always attacks first, attacks twice in every round of combat, has chance to dodge attacks) In battle such is the speed of Autarch Felvaris that it is said he attacks thrice for every strike his opponent makes.
Paragon of Piety: To Redeem the Sins of the Past: (Can choose whether to fall to Berserk rage, +600 to resist mental effects, +50 to all rolls against the Dark Eldar and the followers of Ahrah) Autarch Felvaris is possessed of an irrepressible will to force the Eldar past the sins that caused the Fall, a motivation amplified by his own tortured childhood at the hands of Khaine.

M-34 Although no once in a generation genius of warfare like her brother, Rahanra is highly competent at commanding others.
I-47 A necessity for the Yinnari, Rahanra has taken stealth to an extreme given where she frequently travels in his quest.
A-14 Not a priority for her, Rahanra prefers to rely on her companions in this regard.
L-49 Few have plumbed the depths of the black library so deeply.
D-12 Acerbic and acid-tongued, Rahanra's long illness has left her grim and fatalistic, although with occasional bursts of wit.
P-48 Despite the dire hand dealt to her, Rahanra's will is strong, and her faith in the Gods of the Eldar is amongst the strongest of her people.
C-4 (38): Without her power and the artefacts she has accrued Rahanra requires constant interventions of psycic power and medicine to remain alive never mind fight. With these, she is a decent, combatant by the high standards of her people.
Power-58 One of the strongest Eldar alive still enrobed in flesh.
Control: 59 With the skill and strength of will to marshal that power to herself.

Eldar: (+2 to all stats, +4I, +4C, 21 Power, *6 Power Multiplier): Farseer Rahanra is an Eldar, with the many advantages that entails.
Yinnari: (+3P, +3C, +1 all other stats) Farseer Rahanra is one of the Yinnari, the inheritors of an empire reduced to ash, determined to reclaim their right to be defenders of the Galaxy.
Farseer of the Yinnari: (+10Control, +10 Power, + 8P, counts as an expert in all basic traditions, counts as grandmaster diviner, +3 to all other stats) Rahanra Stardew has followed the path of the Farseer to its conclusion, and is capable of peering into infinity unafraid.
Body Broken: (-20 Combat, -200 in combat, halve health, increased trait gain, +30 to psycic powers) Even amongst the Eldar, some are simply born unlucky, and Farseer Rahanra is one of them. Born a cripple with even the most advanced techniques of the Eldar only able to alleviate, not cure her condition.
The Limits of Power: (+21 Power, Power multiplier changes to *432) At present the known limit that an Eldar can reach through training their innate psycic gifts is the level of an alpha plus. Although the potential rests within all Eldar, very few ever reach it, for it is a harrowing path that has killed many. Yet despite her frailty, Farseer Rahanra has successfully reached this summit.
Immensely Curious: (+5L, greatly increased trait gain) Bound to her bed as she was, Farseer Rahanra sharpened her mind on books from a young age, growing increasingly interested in the universe.
Genius: (+2 to all stats increased trait gain) her body maybe broken, but Farseer Rahanra has been gifted one of the greatest minds amongst the Yinnari.
Genius Psyker: (+3 Power, +5 Control, can roll twice on the miscast table and choose the result) Rahanra has learned from a young age to control her power with immense precision and is able to alleviate many of her mistakes.
A Fine Touch: (+5 Control, better at more subtle powers.) Able to use even her vast power with immense finesse, Rahanra is capable of intricate and stunning effects.
Anger of Gods: (+5 Power, better at large scale powers) When necessity calls and her anger is roused, Rahanra can burn worlds with her will alone.
Grandmaster of History: (+10L, +3M, +2 all other stats, almost impossible to be surprised by anything, chance to know even mysterious things) Farseer Rahanra has spent years within the histories of the Black Library and knows many secrets that should never be told.
Determined: (+8P, +100 to resist mental effects, +2 all stats, almost impossible to die, more likely to earn new traits) Despite her infirmity, Farseer Rahanra has never given up and is determined to prove herself equal to her sibling.
Chosen of Hoeth: (+7L, +5 Control, +4 Power, +2 all other stats, +100 to learn new information rapidly) A student of the avatars of Hoeth, the Eldar God of Knowledge and Wisdom, Farseer Rahanra has incorporated their teachings to discover new means of opposing the forces of darkness.
Chosen of Illeath: (+5I, +5 Control, +25 to Divination) A student of the Avatars of Illieath, Goddess of Dreams and Divination, Farseer Rahanra has become one of the best diviners of the Yinnari.
Wanderer Far from Home: (+4M, +4I, +4P +4 Control, +4 Power, less likely to die +100 to explore new areas.) Since shortly after she completed her training, Rahanra departed Commoragh with a small band of her fellows, following her divinations in innumerable paths, from the depths of the Crone worlds, to over the edge of the galaxy in search of relics of the Eldar, and secrets to destroy the forces of disorder.
Paragon of Divination: (+8M, +6I, +6C, +2 Power, +8 Control, +60 to Divination rolls, +15 to success chance of any re-roll always choose the highest when re-rolling, can provide one re-roll per flank in his theatre, can provide two re-rolls per turn to a battle he is involved in, always rolls twice and chooses for actions he and his unit take, can use divination in more situations, can provide two re-roll per year, has 50% chance of re-rolling crit fails, can re-roll successes) Farseer Rahanra is amongst the greatest diviners the Yinnari have ever produced, participating in many of their greatest endeavours such as the infiltration of Nurgle's domain.
Expert of the Sword: (+1M, +1I +30 to melee rolls) Although she has only had the Sword of Hoeth for a short time, Rahanra has rapidly learned how to use it.
Artefact: The Sword of Hoeth: (+10 to divination, +25 to all other psycic actions, reduces miscast chance, +35AP, *3 damage, halves impact of broken body.) Recovered from a long lost Eldar temple to Hoeth within the core of the Eye of Terror, this sword rested waiting for the Eldar to recover it for centuries. Within the hands of Rahanra it sings a song of death as she learns how to wield it properly, while the blade empowers her broken flesh reduceing the burden of her sickness. Perhaps most importantly, the sword acts as a key for many hidden caches of knowledge, burried by the priests of Hoeth in earlier ages, for fear that it maybe lost to the ages.
Artefact: Staff of Ilieth: (reduces miscast chance, +2 Control, hides Rahanra from hostile sight, halves impact of broken body.) Forged with the combined participation of the Avatars of Vaul and Illieath, this staff protects Rahanra from others and herself.
Paragon of Power: Burning Retribution: (All that attempt to interact with Rahanra's power are dealt with burning injuries, +100 to destroying wards and long-range scrying attacks.) Such is Rahanra's power that none can attempt to impede her without harm, while her sight, no matter how distant, acts as a conduit for her wrath.
Paragon of Control: Arcane Conduit: (Inexhaustible, capable of divining and pinpointing the weaknesses and strengths in psycic structures including powers, +50 to incorporating or creating countermeasures to said structures.) In her search for artefacts and power Rahanra became an expert at breaking open wards and incorporating what she has found. This, in turn, gave her a great ability to understand psycic structures of all kinds.
Paragon of Divination: A Path to Victory: (+25 to initiating a path of visions to follow. Gain +5 divination every subsequent vision, resetting when he initiates a new path.) As Rahanra focuses down on a path more and more her ability to parse the threads of fate around that goal grows ever greater, and with ever-increasing clarity, he moves upon his objective.

Sometimes known as the fate-cursed children Felvaris and Rahanra Stardew were initially greeted with celebrations when their conception was known.

Twins amongst the Eldar are rare, and with their falling numbers, each time some occur is celebrated. This was made even greater by the fact they were amongst the first children to be born after the birth of Ynnead. It was hoped that maybe they would-be pilots of a great titan, or some other great task.

Yet, none knew the cruel fate that awaited the children, save maybe Eldrad Ulthrane himself.

Both were born, one hale and healthy, but the other utterly crippled, brought back to life only by the frenzied interventions of the priestesses of Isha. In this the celebrations of the Yinnari were soured by the taint of tragedy. Even still both children lived still and there were many ways for them to serve.

Yet as Felvaris and Rahanra grew others despaired.

Khaine the bloody-handed god, had laid his mark upon the soul of the young Aeldari, sending visions of war and slaughter to young Felvaris, in spite of the efforts of mind healers and priests to spare the child from these torturous images.

So both grew, one crippled the other almost steadily going insane.

Cursed by fate.

But, both children rejected the destiny that was laid upon them.

Into the Gardens of Isha and the aspect shrines of the Phoenix Lords stumbled Flevaris, his blood thick with the pounding war drums of Khaine, begging to be taught to control himself. To learn how the Phoenix Lords dominated the War God, one shard at a time.

At the same time Rahanra, began her journey to mastery, her mind devouring the paths of knowledge and magic, until at last she questioned the knowledge of the Avatars of Hoeth himself, debating with the fractured god until she was satisfied.

To the surprise of the Yinnari, both children survived and indeed thrived.

One by one Felvaris mastered the aspects, and in doing so slowly grew to master the curse of Khaine, dominating it instead of the other way around, until at last he ascended as an Autarch, an embodiment of all the Yinnari wish to be.

At the same time his sister, having scoured the Black Libary, and learned from the Avatars of two gods, walked the Path of the Farseer to completion and beyond.

Since attaining mastery of their paths, both siblings have blazed trails of glory and blood across the universe.
Uncounted trillions owe their lives to either one of the twins, whether it be due to Felvaris's legendary duel and defeat of the Daemon King Vharibis within the depths of a dying star, Rahanra's banishment of Bel'akor when the First Prince attempted to tare a new warp rift into reality as his personal demanse, or their combined defeat of the Warboss Grhampis Backsnappa at the cusp of its ascension into a Conflagration boss.

Even still as their power grows, the galaxy grows darker. The whispers of Khaine echo ever louder within the ears of Felvaris as the god grows desperate bound into a single Avatar, and the threat of the ritual strains Rahanara's abilities to their limits. Even so, both will never give in no matter how grim their fate becomes.
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@Durin said the Eldar had a general better than Rotbart I decided to have a go at stating them out and it expanded a bit from there.
 
@Shard, there are three Munitorum Implement actions I think would be worthwhile to do, though I don't know how well they stack up to other options so use your best judgement.
The three things I'm talking about are psychic cannons, nova cannons, and Chogoris defence lasers.
Psychic cannons would improve our anti-daemon defences by a lot, but they have substantial effects on other targets so it's not hyper-specialised.
Durin confirmed that nova cannons as a Munitorum Implement action is valid. Implementing nova cannons would give us high AoE attacks without the accuracy penalty from it being an orbital weapon.
Chogoris defence lasers are extremely powerful; the one installed in the White Scars' fortress-monastery destroyed a Cairn Class Tomb Ship - the necrons' Battleship equivalents - in a single shot.
 
Psychic cannons would improve our anti-daemon defences by a lot, but they have substantial effects on other targets so it's not hyper-specialised.
Goes through Daemons. Good.
Durin confirmed that nova cannons as a Munitorum Implement action is valid. Implementing nova cannons would give us high AoE attacks without the accuracy penalty from it being an orbital weapon.
Blasts through daemons (and wildlife if needed). Alright.
Chogoris defence lasers are extremely powerful; the one installed in the White Scars' fortress-monastery destroyed a Cairn Class Tomb Ship - the necrons' Battleship equivalents - in a single shot.
When was the last time we got invaded by anyone?

Can we advertise Avernus as tourist hotspot invasion hotspot somehow?
 
I'm wondering if we could put extra effort (and maybe luck?) into the daemon cannon that we got from the eldar...if we can minitrize it to a point that we can put it into citys as less "long-range artillery" and more "large cannon" that we treat as a ultra-high effectiveness cannon so for large-ish tanks. maybe with a crit on the research on it or something we get it to the point that we can give it to SM's as a ultra-specialized anti-deamon weapon? I imagine it would work as a sort of cannon that can't be blocked by psykic powers (unless very powerful or skillful I assume)

could we make a titan with one on it?
@Durin
1): how big is the eldar anti-deamon cannon relative to titan equipment? would it require miniatrization to go on even a emperer titan's back? or would it be small enough to go on a arm of a more standard titan? (as it is with our current research/understanding of it right now)
2): how much room is there in improving it if we put more research into it? could it be miniatrized? or maybe miniatrization is just not possable and improvments will come in other areas?
 
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I'm wondering if we could put extra effort (and maybe luck?) into the daemon cannon that we got from the eldar...if we can minitrize it to a point that we can put it into citys as less "long-range artillery" and more "large cannon" that we treat as a ultra-high effectiveness cannon so for large-ish tanks. maybe with a crit on the research on it or something we get it to the point that we can give it to SM's as a ultra-specialized anti-deamon weapon? I imagine it would work as a sort of cannon that can't be blocked by psykic powers (unless very powerful or skillful I assume)

could we make a titan with one on it?
@Durin
1): how big is the eldar anti-deamon cannon relative to titan equipment? would it require miniatrization to go on even a emperer titan's back? or would it be small enough to go on a arm of a more standard titan? (as it is with our current research/understanding of it right now)
2): how much room is there in improving it if we put more research into it? could it be miniatrized? or maybe miniatrization is just not possable and improvments will come in other areas?
1. The gun is bigger then an Emperor Titan.
2. It is to advanced for,you to be able to do much more then change the mount
 
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