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
Inserted tally
Adhoc vote count started by Durin on Jan 28, 2020 at 6:38 PM, finished with 709 posts and 26 votes.
 
Say, while you're here, could you tell us if the Krork have any food issues and if the Bloom Bees would help?
 
[X] Plan Beast of Thrones

Munitorum

1. Special-Issue Impalers (8 years)
2. Helguard Harvester Regiments (9 Years)
3. Helltrooper Harvester Regiments (12 Years)
4. Implement Warbeast (Psyrodactyl, Sluggish Sloth, Stegadon, Razordon, Salamander, Flat Back, Cold One) - 14 Years
5. Implement Technology (Psychic Cannon) - 2 Years
6. Follow-Up Actions: 35 Years

Void Command
1. Balance Void Defences
2. Implement Technology (Cloaking Fields)
3. Follow up to the above.
4. After Civil War: Implement Technology (Solis Obliatum, Ether Drive (Restricted Xenotech), Automated Asteroid Miners (Restricted Xenotech))
5. Follow up to the above.

Remaining Years: Loop between the bottom two actions.
1. Combine Shipyards: Gargantuan -- EXPEDITE ALL
2. Construct Shipyards: Huge -- EXPEDITE ALL

Adminstratum (135 Years)
1. Expand to Small Hive (Remaining 3 Major Cities) - EXPEDITE ALL (21 Years)
2. Any followup actions to Mechanicus Fundamentals research results. (???, ~20+ Years?)
3. Ion Projectors: Defences: Total (18 Years)
4. Illusory Pines: Total (18 Years)
5. Carniflower Investigation (6 Years)
6. Followup to the above.
7. Administration Assistance (Expand and Downgrade Forge-Hive: Erecura) - 24 Years
8. Remaining Years: Educational Review.

Diplomacy (15 Years)
Priority Order
1. Ask Secundus for permission to examine Blackstone Fortress with Ridcully (1 Year)
2. Call in the Nynye Alkahestry Projects - Alkahestry Enchancement to Witch-Finders (1 Year)
3. Sound Out/Suggest asking Gulliman to improve Trust Logistics as one of the Honorbound Favors. (3~4 Years?)
4. Ask HWWO to ask PM for any knowledge about the Necrontyr Honor Codes. If successful, pass to the Eldar. (1~2 Years?)
5. Trade with the Mycenids (See if it's possible to buy their Biochemistry and Agriculture knowledge) (1 Year)
6. Trade with the Nynye Hives (See what we can buy from the hives - Price List) (1 Year)
7. Trade with the Turquoise Sea Sirens (See what we can buy from them - Price List) (1 Year)
8. Trade with Threnody Dragons (See if they have anything they are willing to trade to us - Price List) (1 Year)
9. Investigate what aspects of Naval Training and/or Traditions is importable from Vanaheim. (1 Year)
10. Contact and meet with Peoples, starting with those we know exist but have no formal diplomacy with (Spend up to 3 Years contacting as many as possible.)
11. Ask the Eldar about the Concordat, and Concordat Gods in general. (2 Years)
12. Coordinate with all non-Hostile Avernite Peoples/Guardians we are in contact with against Chaos/Necrons (Trolls, Nynye, Dragons, Sphinx, Shrine Fairies, 5+ Years)
13. Ask Avernite Peoples/Guardians for advise on Incursions and what to expect from them (Lizardmen, Sirens, Nynye, Sphinx, Border Lion, Shrine Fairies, 7+ Years)

Arbites
20 Years - Assist Klovis-Ultan
50 Years - Greater Psyker Hunting (insurance vs Alpha+ Psyker - About 40% Chance of getting an Alpha+ over the timeskip. 16% chance of getting 2 or more?)
30 Years - Counter-Intelligence

Mechanicus (34 Years+37 Years = 71 Years)
Priority:
1. After the Civil War, Adapt Stealth Technology: Vehicles, Very Advanced Reactors: Stable and Very Advanced Reactors: Overcharged - DOUBLE DOWN ALL (5 Years)
2. Fundamentals Research: Priority Order: Food, Thrones, Promethium, Metal, Material, AM Production, EM Production (40 Years if no Fails)
3. Remaining actions: Follow-Up Actions (30 Years?)

(AM Production fundamentals significantly reduces the difficulty of EM production fundamentals, important since EM CoS should be something like 22%?)

Biologis (39+9 = 48 Years)
1. Grabakr Force Blades - DOUBLE DOWN (6 Years)
2. Complete Examination: Bloom Bees, Avernus Geology, Citybane Termites, Toxicos, Electric Mice, Biter and Blaster Turtles, Imaginary Morels - DOUBLE DOWN ALL (42 Years)

7 DDs

Fabricator-General (4+16 Years)
1. Adeptus Mechancius Civil War and Reconstruction (20 Years)

Free Action Assignment: Fabricator-General (16 Years), Explorator (43 Years), Biologis (3 Years)

Telepathica
Ridcully (47, 20 G.Div, 10 Free G.Div)
1. Disrupting the Grand Ritual
2. Assisting Klovis-Ultan: Divination
22 Years, 14 G.Div, 8 Free G.Div Remaining
3. 8 Triple Down G.Divs: Priority Order: Arhra, Deceiver patsy, Destroyer Nature, Blackstone Fortress, Necrontyr Honor Codes*, Eldar choice(s) - DOUBLE DOWN ALL
4. 6 Normal G.Divs: Priority Order: 1x The Cause being the increasing proportion of Psykers which are Major (They seem to have increased after the Dual Alpha+ incident), The Emperor's Past - Why is He The Anathema, Remaining-> Eldar Choice(s) - DOUBLE DOWN ALL
5. Law of Narrative (6 Years) - DOUBLE DOWN
6. Law of Cost (6 Years) - 3 Years over. - DOUBLE DOWN

* Remove if the Diplomacy action to ask HWWO about PM's Necrontyr Honorcode protocols is successful.

16 DDs

Tamia: (50)
1. Create Order (Order of Runemasters)
2. Research (Shrine Fairies, Cleaners, Norn Queen, Spiderbane Dragonfly, Bloom Bees, Imaginary Morels) - DOUBLE DOWN ALL 6
3. Examine (Rune of Wind, Rune of Lightning, Rune of Ice, Stability Rune , Rune of Reinforcement) DOUBLE DOWN ALL 5
4. Anti-Changer of Ways Powers: Banishing - DOUBLE DOWN
5. Anti-Abomination Powers: Banishing - DOUBLE DOWN
6. Anti-Dark Prince Powers: Grand Banishing - DOUBLE DOWN
7. Anti-Dark Prince Powers: Grand Countering - DOUBLE DOWN
8. Research: Conceptional Bonding: First Stage - DOUBLE DOWN

15 DDs

Aria: (50)
1. Create Order (Order of Contruction - Purpose is Psychic Construction) - 6 Years
2. Implement (Rune of Wind, Lightning, Ice, Stability, Reinforcement, Enchantment, Bridge) - 14 Years
3. Expand Psyker Quarters: All - 15 Years (Less due to Order of Construction?)
4. Boost Psyker Hunter Wards: Major - 8 Years
5. Follow-Up Actions

Xavier: (46)
1. Repeat Royal Alkahestry if failed - DOUBLE DOWN
2. Create Order (Order of Materials - Purpose is to research use of Materials from Avernus flora/fauna/rocks/etc)
3. Create Order (Order of Psy-Knights - Specialized Order for those who will use the Psy-Knights)
4. Follow-Up Actions

Personal
1. Write in: Avernite Succession System - Work our Avernus' Succession system. (OOC: Another vote to work this out. I expect this to take awhile.)
2. 20 Years - Eldar Assistance
3. Remaining Years: Educational Review - REMAINING DOUBLE DOWNS HERE

Free Actions
Knowing Avernus x5 (QM's Choice, can't think of anything right now)

Collected Double Downs

Ridcully: 16 Double Downs
Tamia: 16+ Double Downs
Tranth: 3+ (6?) Double Downs
Maximal: 8 Double Downs
Xavier: 0+ (~3 max)
Educational Review: All remaining Double Downs.

Plan interpretation notes: Proceed downwards from top to bottom.
 
Plans
for the mystery actions so you can write omakes on them
Klovis will be using a wide range of tactics, including a (mostly fake) security breach on the vault and Ridcully to form a complete picture of the local Alpha legion and its split between loyal/chaos/omnicide/pawn. He will then use that picture to take over all communication lines outside of the region, and then wipe out all groups but the loyal before revealing to the loyal what he has done. After that the loyal faction will take over reporting to outside groups under the control of the Imperial Trust. He is having his last and most gifted apprentice (female, non psyker) and his oldest surviving apprentice (Inquisitor in her own right, psyker) act as major players in this plot

The Eldar are trying a forked attack that will either free Isha or majorly disrupt the Nurgle ritual depending on Nurgles actions. By preference free isha, or even both if Nurgle acts just right
This will begin by having some Eldar and allied assets along with tricking the Orks gods to attack Tzeench during the final stages of the ritual. Security on this will be lose enough that Nurgle finds out, even if it also means that Tzeench finds out.
Nurgle is expected to take advantage of this period of vulnerability by launching a major assault on Tzeench (you can trust chaos to kick each other when their down). Once Nurgle devotes a major portion of his forces to this assult a powerful Eldar strick force including most of their gods and similar high levelled assets and allies will move on the Storm of Despair and the ritual while the Laughing God will disrupt his ability to communicate with his forces attacking Tzeench (it wont last for long and will consume a massive amount of stored power but is worth it). Nurgles reaction to this will determine the true target.
If he pulls his last reserves from his realm to help protect the storm then a strike force consisting entirely of Avernus assets (which Chaos does not know that the Eldar have) will move to free Isha. This strike force will be Ridcully in astral form (The Guide), HWWO (the getaway driver), and a bag containing a tiny but expandable pocket realm containing Areatha (The Locksmith) the Ancient One (The str). HWWO and Ridcully will get to Isha and break her out, either using Areatha to effectively pick the lock or the Ancient One to break the door down. They will then stuff Isha into the bag (she can spend power to expand the poket raelm until it fits her) and then get out of the mansion fast. This escape will be done in large part by using the poket realm to fit most of the group while HWWO effectively power climbs out of the Warp into a carefully pre-positioned part of the webway.
If Nurgle leaves his reserves around his mansion, suspecting something like this, then the assault team will instead take advantage of the distraction of Nugles forces as they fend off the Eldar assult to infiltrate the ritual and disrupt it as much as they can, using Ridcully's sight to find weaknesses, Areathas skill to determine how to take adtantageof them and the Ancient Ones power to make the changes
The World Serpent will be actng as artillary support with the use of Deep One portals to the Eldar strike force
 
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Ok there is much to talk about I will need a beta in a few hours for my next omake since I now have my lab top back. Anyone want to volunteer. Just know in advance it is weird.
 
@Durin
1. No Phoenix Avatars (specifically stealth focused ones like Karandras or Irllyith) in the strike force?
2. mmm what odds do the eldar give the strike force in rescuing Isha assuming worst case scenario where they would be deployed?

Ok there is much to talk about I will need a beta in a few hours for my next omake since I now have my lab top back. Anyone want to volunteer. Just know in advance it is weird.
Perhaps, when is a few hours? I maybe asleep.
 
@Durin What would the Eldar think of potentially using Rids to get Nurgle to send his forces to Avernus, which may be extremely prepared for said force, by having Rids reveal his Isha blessing? How about if we come up with a way to not only have Rids seen by Nurgle servant but able to sneak him out to help with their objectives before the forces arrive?
 
@Durin
1. No Phoenix Avatars (specifically stealth focused ones like Karandras or Irllyith) in the strike force?
2. mmm what odds do the eldar give the strike force in rescuing Isha assuming worst case scenario where they would be deployed?


Perhaps, when is a few hours? I maybe asleep.
1. no all of them are part of the diversion. Ifthey weremissing Nurgle would notie
2. unknown
@Durin What would the Eldar think of potentially using Rids to get Nurgle to send his forces to Avernus, which may be extremely prepared for said force, by having Rids reveal his Isha blessing? How about if we come up with a way to not only have Rids seen by Nurgle servant but able to sneak him out to help with their objectives before the forces arrive?
they do not want nurgle to be thinking about Avernus
 
Yeah one way or another Ridcully will never be forgotten by the Eldar (even more)^^.

Team sane can do some ridiculous stuff when together ^^.
 
Burrowmarrow spiders.
Burrowmarrow spiders.

one of the more disturbing, albeite less lethal spider breeds, burrowmarrows are a parasitic social spider that uses biomacny to nest within unfortunate hosts. Similar to implantation spiders, they are capable of limited biomantic shaping of the flesh of others. typically they use this to lay eggs within the body of an unaware host. once the eggs hatch, they will begin to feed upon the host. devouring their flesh from within, while using biomancy to suppress pain or immune system responses. typically they will form permanent structures in the hosts marrow, with semi permanent tunnels into their muscles and non vital organs. Symptoms of initial infestation are extremely minor, slight fatigue and the sporadic minor muscle spasms. These symptoms fade once the nexst is established enough to devote spiders to biomanticly concealing their presence. As the infestation progresses, and the hive consumes ever more of the host, they will eventually reach tipping where biomancy can no longer hide the symptoms. At this point the colony will under go a period of explosive feeding and biomantilcy accelerated reproduction, resulting in the rapid death of the host and the release of a deadly swarm of Burrowmarrow spiders. Typically this point is reached after six to eight months for a healthy adult. Children and those of smaller statue however can reach it more rapidly, but typically only infants will be in danger is less than three months. during initial months of infestation, Burrowmarrows are not particularly virulent. typically a colony will only send out spiders while the host is asleep to avoid detection. once a colony has persisted for at least two months the spiders are able to infest another host after prolonged skin contact. If this is done via teleportation or a short ranged biomancy effect s not clear at this time.

Mercifully, Burrowmarrow infections are treatable if caught early. In general, the earlier the infection is caught the safer it is to remove and the shorter the convalesce time will be. Infections are some what easy for a medical professional to detect if they know to check for it, and it is recommended that all citizens under go biannual screenings, as well as spot checks if they or anyone in their social circle reports a sighing or an infestation. Typically outbreaks will affect a handful of families, with a single infected individual allowing them into their home. However they can spread via social circles should an infected individual sleep in the domicile of another family, or through prolonged skin contact. In most cases the spread is slow enough that it will be caught before it spreads to far. As such Burrowmarrows are one the spider species that every avernite is expected to be able to identify, and failing to report a sighting or an infection is punishable by a fine. Epidemics of Burrowmarrow spiders are particularly horrifying, as should several individuals succumb the result will be an aggressive swarm that will attack and consume everyone in the immediate area, before dispersing. Such swarms have been known to leave hidden caches of eggs and hibernation cocoons in their wake, sometimes causing outbreaks months or even years later. such swarms have also been observed to induce infections to progress immediately to the terminal stage, resulting in other latent infections attacking and consuming their hosts. This can sometimes result in a single fatality dooming a household, as the majority of residents will rapidly succumb to the now rapidly expanding colonies, and the resulting swarms overwhelming otherwise healthy individuals. Screening is doulby important for those who venture outside the walls, as a number of avernite species are known to hunt by compelling Burrowmarrow spiders to attack vital organs, allowing them an easy way to bypass any mental defense the infected prey may posses.

Burrowmarrow spiders.

a species of parasitic spiders, they use biomancy to literally nest inside the bones of infected individuals. infecting those they sleep near or come into prolonged contact with. symptoms are usually suppressed via biomancy for months until the colony builds to a critical mass, and swiftly devours the hosts from within. Most adults can survive infection long enough for it to be detected, however children and infants are far more at risk. often succumbing in as little as three months. infants however can be overcome rapidly. the swarm released from a fatality can trigger the clonies within the bodies of others to began rapid reproduction, sometimes causing cascade fatalities reducing entire households to spider filled tombs overnight. despite this, fatalities are somewhat uncommon as screening for infection is a fairly simple manner, and the infestations do not spread rapidly, as such the habitual vigilance of aventies ensures most cases are caught swiftly.

@Durin another horror to inflict on our populace. thanks to stormtiger for the idea.
 
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@Durin what are the odds of the Beast getting unchained if a Chaos God targeted Avernus directly during this Ritual?

EDIT: Have fun in New Zealand.
 
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If Team Avernus manages to free Isha, I sincerely hope that we get a few Transcendent traits for them out of it.

And getting Ridcully's a seat in the midnight council wouldn't hurt at all either! :p
 
If Team Avernus manages to free Isha, I sincerely hope that we get a few Transcendent traits for them out of it.

And getting Ridcully's a seat in the midnight council wouldn't hurt at all either! :p
Imagine all four of them getting a transcendent trait. I'm sure it'd take multiple 100s in order to happen... Actually no, don't think it's possible because in order for AO to level up he'd have to be fighting multiple exalted at the same time and that means the stealth mission failed.
 
@Durin, will the Necrons be involved at all? While actual coordination with their enemies from the War in Heaven is a bit much to ask, I doubt they will be enthused at a thinning of the barrier between realspace and the Warp, and will try to throw their own wrenches into the works.
 
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