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
I have actually written up why the Shifters do not in fact rule everything forever in my TBD omake.

Short answer: They can't.
 
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@Shard Have you reconsidered switching the elemental war options for more anti chaos powers actions? So far we have been invaded by Slaanesh, Khorne and the Abom while we are due for Nurgle and Tzeenth. The Nurgle anti powers option is especially appealing with how much that could be a problem if any get close enough to Rids to identify him during an invasion and their powers being really bad on a large scale.
Hmm, are there any actions for Nurgle? I can't seem to see any. If you're talking about the destructive frequencies, then I think that @Shard is don't doing it because it's pretty dangerous for Tamia to do, and Ridcully doesn't really have the time for it unfortunately.

As for the actual powers being done, I think it's probably a good suggestion to focus more Tzeentch at the very least. Personally, I'd swap out the Dark Prince Grand Banishing and Grand Countering actions in exchange for adding anti-Abomination and anti-Changer of Ways countering, just so we have the full suite of basic powers at least. Tzeentch hasn't invaded yet after all, so he is a candidate for another incursion, although probably second to Nurgle, particularly if we deliberately provoke an incursion to assist with the Eldar rescue of Isha.
 
Hmm, are there any actions for Nurgle? I can't seem to see any. If you're talking about the destructive frequencies, then I think that @Shard is don't doing it because it's pretty dangerous for Tamia to do, and Ridcully doesn't really have the time for it unfortunately.
The Frequencies bar destructive primordial chaos already been done. That's why I'm not doing it.
As for the actual powers being done, I think it's probably a good suggestion to focus more Tzeentch at the very least. Personally, I'd swap out the Dark Prince Grand Banishing and Grand Countering actions in exchange for adding anti-Abomination and anti-Changer of Ways countering, just so we have the full suite of basic powers at least. Tzeentch hasn't invaded yet after all, so he is a candidate for another incursion, although probably second to Nurgle, particularly if we deliberately provoke an incursion to assist with the Eldar rescue of Isha.
The Chaos Gods are all just about equally likely to give an incursion.

Slaneesh is prioritized since Demogoye is right next to us.
Chaotic Frequencies (Plague God)
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.
Research: (Plague God) Destructive Resonances
A bit over a year ago High Grandmaster Ridcully finished his research into determining the frequencies that best counter those used by the Plague God. He tells you that the main frequencies that work are based around healing, life, improvement, creation, and hope.

Chaotic Frequencies (Abomination)
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.
Research: (Abomination) Destructive Resonances
After half a dozen years of study, and a great deal of assistance from Saint Lin, Areatha and High Grandmaster Ridcully, Tamia was able to create counter-frequencies to the Abomination. She tells you that the main frequencies needed are based around Freedom, which interferes with the Abominations mind influence, though Independence and Clear-Thought are also valuable.


Chaotic Frequencies (Dark Prince)
High Grandmaster Ridcully was able to successfully determine the exact Psychic Frequencies that the Dark Prince uses on schedule. As expected the core frequencies relate to excess, with others tied to Sin, Sensation, Obsession and Freedom.
Research: (Dark Prince) Destructive Resonances
High Grandmaster Ridcully finished his investigation into finding the frequencies that best counter the Dark Prince a bit over a year ago. He tells you that the key frequency is Moderation, though Restraint, Clear-Thought and Ties-That-Bind also have their uses.

Chaotic Frequencies (Blood God)
Grandmaster Tamia's investigation of the Psychic Frequencies of the Blood God finished four years ago with the expected results. She found his strongest frequency to be Combat, with the lesser frequencies being Rage, Blood-Spilt-in-Battle, Honour-in-War, Strength-of-Arms and War. Exactly as expected after Saint Lin's research.
Research: Destructive Resonances (Blood God)
Two years ago Tamia finished determining the exact frequencies that resonate destructively with the powers of the Blood God. She found that Serenity, Peace and Cowardice were the best counter frequencies, pretty much as expected.

Chaotic Frequencies (Changer of Ways)
Three years ago High Grandmaster Ridcully was able to finish determining the exact frequencies that the Changer of Ways makes use of. As expected they were centred around Ambition and included Change, Intrigue, Fate, Sorcery, and Hope.
Research: Destructive Resonances (Changer of Ways)
After half a dozen years of study High Grandmaster Ridcully was able to find Destructive Resonances for the Changer of Ways. He found that the most important Resonances were Contentment, and to a lesser extent Stability. Other resonances have more minor impact such as Simplicity and Despair.
 
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Department of War

The Department of War is one of the three Departments of the Adeptus Astra Telepathica. It oversees the training and deployment of all Battle Psykers in the Imperial Trust, and has five separate Divisions as well as several Orders. While the Department of War operates throughout the Adeptus...
 
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Sanctionites

The Sanctionites of the Adeptus Astra Telepathica are the backbone of the organisation, fulfilling countless roles essential for its existence and growth. It is Sanctionites who train Psykers, produce the psy-active wargear that Battle Psykers bear to war and discover the powers that make the...
 
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Central Department

The Central Department is one of the three Departments of the Adeptus Astra Telepathica. It oversees the centralised segments of the Adeptus Astra Telepathica and has three separate division as well as several orders. Currently the Central Department is run by its First Grandmaster Tamia...
 
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Regional Department

The Regional Department is one of the three Departments of the Adeptus Astra Telepathica. It oversees the decentralised segments of the Adeptus Astra Telepathica and has two separate divisions as well as several orders. Currently the Central Department is run by its First Grandmaster Aria. The...
 
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Neo-Astropaths

The Neo-Astropaths and their counterparts the Neo-Astropathic Receivers are the elite Psykers who maintain the Imperial Trust's interstellar communication network. These Psykers, generally just referred to as Neo-Astropaths as a group, are selected from among those major Psyker trainees who show...
 
Hmm, wonder if the general psyker power boost from the Chaos ritual is going to boost those distances for the Neo-Astropaths. On the one hand, if it's a matter being able to channel more power to be 'louder' it does seem like it would, but on the other it might also force you to shout even 'louder' to be heard over an increased background.

I'm also a bit curious if our numbers are still going to be sufficient for the expanded polity with enough density for everyone to be on the network with sufficent bandwidth. The number of locations and total distances being covered are both going up massively, and even with expanded recruitment locations we're still very dependent on Avernus for the higher power psykers.
 
Hmm, wonder if the general psyker power boost from the Chaos ritual is going to boost those distances for the Neo-Astropaths. On the one hand, if it's a matter being able to channel more power to be 'louder' it does seem like it would, but on the other it might also force you to shout even 'louder' to be heard over an increased background.

I'm also a bit curious if our numbers are still going to be sufficient for the expanded polity with enough density for everyone to be on the network with sufficent bandwidth. The number of locations and total distances being covered are both going up massively, and even with expanded recruitment locations we're still very dependent on Avernus for the higher power psykers.
We might be a bit short but since then the trust has trained approx 200 librarians who can do the same sorta thing I think we'll be okay. I assume that the blood dragons have already taken that approach and use their librarians rather than relying on picket ships.
 
hey, uh. did we ever check with the other post-fall, non-chaos policys about if anyone else has any proper navigators or astropaths left?

would be nice if we could have some real ones at least till we have replaced them with a upgrade. cas I was under the impression that we were simply unlucky to not have our own.
 
Nevermind, apparently leaving a comment on a GDoc counts as doxxing. So I guess I will delete all this shit I wrote up over the past year. Thanks @Malevolo , it would have been nice to know that before I ever wasted my time making shit for Embers.
 
Nevermind, apparently leaving a comment on a GDoc counts as doxxing. So I guess I will delete all this shit I wrote up over the past year. Thanks @Malevolo , it would have been nice to know that before I ever wasted my time making shit for Embers.
You can leave a comment on the GDoc if you doodle over the name of the person who did it, or edit their forum name over it, it's common etiquette.
 
What happened? Did someone use a not-a-throwaway gmail with their real name on it and it pop up in a comment? There's a reason my gmails all have fake names.
 
hey, uh. did we ever check with the other post-fall, non-chaos policys about if anyone else has any proper navigators or astropaths left?

would be nice if we could have some real ones at least till we have replaced them with a upgrade. cas I was under the impression that we were simply unlucky to not have our own.
Ehhh...well for navigators there's no difference. All navigators save those of house norn are weakened due to the paternova cycle being broken, doesn't matter if they're pre or post imperial, we likely have plenty that are pre imperial fall.

Astropaths...probably a few trapped behind warp storms like us, but frankly we don't really need them...Imperial astropaths burn out real fast man and our new ones cover everything so well that we switched over without a detriment to our comms.

Their only issue is long range communication, which is a pain, but we can manage it.
 
Traditional Astropaths, for all that they were unquestionably superior to our current neo-Astropaths, are a dead end even if there were any more left simply due to the fact that creating more is literally impossible. While we're not going to be able to replicate their full abilities following the neo-Astropath tree for a long time they or leaning on Librarian long distance communication are the only feasible long distance intra-polity instant communication methods available for the foreseeable future.

On Navigators, right now it seems that the old Navigator lines are holding for the major polities we've encountered. As such, while figuring out how to establish new lines and improve their abilities is absolutely a priority, it isn't a desperate one. Plus, while figuring out how to make new lines is within striking distance for us, actually improving them (which is the aspect that is likely to actually have major strategic impact) is going to be gated by a shitload of genetics understanding and incremental improvement. The current navigator lines, as degraded as they are, are still the result of the focused efforts of the geniuses of the DAoT at Mars. Improving on their base work is going to be a bitch.
 
On Navigators, right now it seems that the old Navigator lines are holding for the major polities we've encountered. As such, while figuring out how to establish new lines and improve their abilities is absolutely a priority, it isn't a desperate one. Plus, while figuring out how to make new lines is within striking distance for us, actually improving them (which is the aspect that is likely to actually have major strategic impact) is going to be gated by a shitload of genetics understanding and incremental improvement. The current navigator lines, as degraded as they are, are still the result of the focused efforts of the geniuses of the DAoT at Mars. Improving on their base work is going to be a bitch.
Not even that, the current lines were the result of a lot of being careful who they boinked.

The reason they were as good as they were was because of the Paternova cycle, which has emp's mitts all over it, but that gone with Terra.

In the current era, the Trust has house Norn who are likely the first navigator house ever, are both highly stable and notably seem to have never been connected to the Paternova cycle. As such while their navigators were worse during the age of the Imperium they're now the best base line navigators in the galaxy.

We're all good for immidiate improvement of the nav's you know. We just need them fish cause even House Norn's still degraded as heck.
 
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Neo-Astropaths

The Neo-Astropaths and their counterparts the Neo-Astropathic Receivers are the elite Psykers who maintain the Imperial Trust's interstellar communication network. These Psykers, generally just referred to as Neo-Astropaths as a group, are selected from among those major Psyker trainees who show...
The title of the second range table has gotten merged into the last entry of the first range table.
 
Ok, back. Sorry for freaking out. I have no damn clue what the hell was going on with me. Now, have a proper post, sanitized of stuff that apparently counts as Google Doxxing its own users...

I edited the Orsini's speed to 500 kph, only about 16 kph faster than the Mach 5 :V
 
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Inquisition bi-centennial Report: Continued Observation of the changing Avernite genome
Inquisition bi-centennial Report: Continued Observation of the changing Avernite genome

Lord Inquisitors, at present the changes to the Avernite subset of humanity as undergone by Old One descendent entity alpha continue.

No signs of halting have occurred. Team Eyeball has failed to note any means of predicting the pace of the alterations to the Avernite genome, or predicting what alterations the Entity will make.

All subjects under observation have yielded no insight into what mechanisms the Old One entity is using to achieve these levels of alteration.

At the behest of Lord Inquisitor Ultan, the experiment to see the extent of the Entities artificial augmentation process was carried out.

Several couples from differing worlds around the Dragon's Nest were persuaded to come to Avernus. All children that came from their relationships possessed current level Avernite alterations, indicating that one need merely be human for the Entity to act.

Addendum: Wide-scale analysis of the population, after the introduction of Blood Dragon residents, reveals the inclusion of multiple psyker related genes developed by the wider human population during the Trust's one thousand year period of isolation and are not present within the wider Trust population. These genes have already been integrated on all levels by the Entity.
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Notable alterations

For the most part, the entity continues its trend of focusing upon the reflexes, immune systems and toxin resistance of the general population.

Smaller-scale alterations continue to be noted within other areas, such as physical strength.

The end result is a degree of physical attributes that is slowly but surely rising above the level of the "average" within the Trust.

Securing an accurate understanding is fraught with complications due to the anticipated, but unavoidable avernite death rate.

Mental alterations remain frustrating difficult to gauge. Despite our best efforts, we remain unable to determine how much of the slow changes to Avernite instincts and psyches is due to well-documented psychological struggles, or the Entity taking an active hand. In spite of our failure in this regard, we shall continue to search.
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New Alterations

These alterations have cropped up only recently, and are deviations from previous subtle alterations, albeit still within the realm of possibility for the human genome, albeit not within these circumstances.

  1. Selective Hearing: At present, a minuscule degree of sound can be ignored by Avernites due to minute alterations within their inner ear while increasing their ability to ignore motion sickness, dizziness and improve their balance. At first, this was thought to be a variant of the Lymans Ear. However, the alterations are distinct and would need to be far more extreme to produce the same degree of alterations.
  2. Increased acceptance to Geneseed: Likely the most important change, at present the degree of genomes indicating successful avernite acceptance of geneseed has increased by approximately 0.01%. According to the Magi Biologis, this is an enormous shift in overall genetic make up. In practice this seems to have had no real effect, aside from a minor increase in avernites who could be accepted into the Vangarian Guard, Blood Dragons or Crimson Crusaders. What reason the entity could have for this is unclear.
  3. Odd colouration: At present, the most minor in terms of practical alteration, but also the most obvious is the emergence of strange hair and eye colours amongst the Avernite populace that are not naturally occurring amongst the human populace. Our initial indicator was an increase in the number of Avernites sporting the white hair of Vanir, without any Vanir heritage. These have increased in hues to reds, blues and greens. Eye alterations are less obvious, but still striking, with examples like Cyan appearing. Further examination of the Avernite genome, reveals that the potential for these colouration has been seeded within the Avernite population, with some colourations being recessive others dominant. These hair colours only appear after the 18th generation of Avernites. The populace has been assured there is nothing to worry about and has been assured it is merely an odd mutation of Vanir genes, placed in an odd environment.*
*Varquez: Hair colours? Really? By he on Terra what could it be doing? Marking its territory?
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@Durin
Wondering what the World is doing to us?
 
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