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

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Avernite Fashion
Avernite Fashion

In the Trust, there are two general stereotypes about Avernite dress.

The first is that all Avernites wear skin-tight bodysuits for reasons ranging from the practical to the absurd.

The second is that Avernites wear as many layers of body armour as they can possibly stack on top of one another, turning themselves into miniature battle tanks.

The truth is somewhat in the middle, much to the probable disappointment of many universities receiving Avernite exchange students.

The reason for the first stereotype is the infamous skinsuits, form-fitting, skin-tight attire that is the basic component of most Avernite dress. The reason for such revealing clothing is obvious to any Avernite, safety. After all Blink Spiders are small enough to teleport into the smallest folds or loose clothing. The obvious solution thus is to simply deny them the opportunity to do so, as the spiders cannot teleport into places they cannot physically fit. Their tight nature also helps show areas of concern, like buboes, boils, and other physical abnormalities ranging from implantation spiders to illness.

Most skinsuits are designed merely to cover all of the user's body sans head, which is protected through other means, although bushmen and caveneers are known to use head covering skin suits.

The suits are not especially protective on their own, but they are usually as well enforced as is practical, often to a similar level as flak armour and are filled with gadgets to deal with issues like overheating, sweat and other functions. The protection is especially important as to an Avernite being in just their Skinsuit is a sign of great trust, having stripped themselves down to the bare minimum of protection.

This has much deeper implications on the Avernite psyche than most are aware. Due to the constant danger Avernites face, especially from the blink spider, Avernites are in a near-constant state of fight or flight engrained into them from birth. Its why they are alive and their dozens of dead family and friends are not. Increasingly this has manifested as a psychological need to protect themselves, which armour fulfils well.

In this regard, the skinsuit, the lowest level of their protection, has roughly taken the place of the skin in the Avernite mindset, protecting their "weak" body. The end result is that culturally removing one's skinsuit save for cleaning, medical procedures and the is culturally abnormal, even when in places of great safety. To say nothing of the commonplace mental illnesses associated with protection and armour on Avernus.

In essence, the skinsuit has become the Avernite version of the nude...as nude as wearing effective flack armour at all times at least.

There are some (generally regarded as insane) parts of Avernite society, that view the excessive use of clothing as putting the knot around your neck, due to the false sense of security it can give you. They claim that being aware, fast and having someone at your back, is better than the vain illusion of protection clothes give you. Of course this is primarily the domain of bushmasters and cavers, those who most agree have long since taken leave of their sanity...

On top of the skinsuit goes layer upon layer of protection. On Avernus, one is considered a health hazard if they are out in public without at least a layer of carapace armour and with a well-maintained impaler weapon prominently displayed. Under the carapace tends to be layers of flack weave clothing that aims at almost mimicking clothing found on less aggressive planets. This image is somewhat damaged by the ammo pouches, knife holsters, and storage units integrated into them.

Off-world most Avernites will be given training to content themselves with their Skinsuits and protective clothing. Those who cannot be dissuaded and continue to wear their carapace are where the second stereotype comes from.

Probably adding to this are ceremonial weapons. Usually las pens or knives, most Avernites have at least four weapons that they invest their funds into customising so they can be worn prominently. This is both for formal (or off-world) occasions and as a distraction away from the rest of their hidden arsenal.

On Avernus, if one is able to afford it, wearing power armour is generally seen as a sign of immense wealth, skill and status. Most civilians cannot afford to maintain a suit on their own, so they are either supported by their communities or have passed the government tests to apply for subsidies. Either mark them as skilled warriors. Of course, they could be a Caver, in which case they are also quite terrifying.

It may be surprising, but the Avernite government has a great deal of influence in the clothing and fashion of its civilian population. Although there is obviously a coercive element to this, the nature of Avernus means that this is primarily benevolent, the government working with clothing manufacturers to speedily implement improvements in protection, subsidising the purchase of new clothes in the name of reducing casualties. This does lead to a trend in Avernite cloths towards the slightly utilitarian, prioritising function over form. However, a long part of Avernite fashion is the personalisation of one's own clothing.

For example, most habs tend to have a colour scheme that is associated with them, with clothing being dyed that colour at least in part, parts of clothing from family or close friends are patched in, mementoes, weaves and souvenirs commemorating events in life are common. This customisation extends to armour as well, with most carapace armour being lavishly decorated and painted by skilled artisans. Whilst religious iconography is common, increasingly so is approximations of the various psycic runes like banishment and warding. These don't do anything (as far as we can tell), but when's that stopped humans from believing that they do?

Clothing styles obviously vary depending on the location of the individual (warmer for northern regions, cooler or hot etc.) This is in addition to an array of headgear, usually in the form of reinforced helmets and goggles containing the standard-issue heads up display system. Even off-world Avernites have a tendency to keep their heads covered, whenever they can.

Headgear also lends itself well to customisation with there being almost a competition to create the most extravagant, but functional hats, with everything from feathers to bells featured prominently, in dozens of styles.

For older Avernites or those that frequent the wilds, trophy clothing is also common. In simple form this can be summed up as the practice of going out, finding a monster, killing it and turning it into some piece of clothing. What that is varies, though often they go towards enhancing their headgear. Combine this with the toughness of Avernite creatures these are usually practical additions and testaments of skill.

A more recent trend in Avernite fashion is the adoption of a final layer of clothing over the top of the carapace armour, usually some kind of cloth like a cape or poncho. This practice has slowly been adopted from the bushmen, who sow packets of irritants (or in more extreme cases/cavers grenades) into the fibres. This allows an engaged Avernite to throw the cloak at an enemy, hopefully distracting them. In the process the equipment of the Avernite is concealed, restricting the ability of cultists and the more intelligent wildlife to plan for various scenarios. Due to their role and universal itchiness the phrase "stealing a bushman's cloak" is rapidly becoming synonymous with a bad idea, alongside pissing on a tiger.

Due to their numbers, Avernite psykers are growing into their own small niches in the fashion market for their unique needs. The issue often is ensuring the distinction between a psyker and a regular civilian, with robes being the most common way of doing so. An Avernite psyker will often have much the same garb as their regular comrades, but over the entire assortment will be flowing robes, adorned with very real runes of power.
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We've imagined it long enough, figured I'd try to codify it.

Credit to @Malevolo and @random_npc

@Durin
 
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Civilian Fashion on Avernus: A Primer
Let's try this, but better.

~~~
Civilian Fashion on Avernus: A Primer
~~~

"Avernites are practical folk; to them, clothing is just another word for armour."

This article is for Avernite civilian clothing. For information on Avernite military clothing, please see Avernus Military Clothing and Armour Standards and Regulations.
For information on Avernite specialist clothing, please see Avernite Explorer Clothing.


Avernite fashion is a fashion culture that is heavily influenced by the unique environmental challenges and technologies of Avernus. Immature and rapidly developing, Avernite fashion is characterised by multifunctional garments and prevalence of combat gear.

~~~

The Skinsuit

As with many facets of Avernite society, their choices are informed by the onerous restrictions upon their daily life: chief among them the threat of the Blink Spider. Counter to this threat, the initial garment, the Skinsuit, was developed. In the immediate post-colonial era, the skinsuit was a simple synth-fibre elastic coverall, perhaps additionally aided by gel evacuation of troublesome areas. In modern times, the basic skinsuit is a hybrid elastopolymer-cermet fibre self-fitting garment with an inner layer of repair-gel and electroadhesive contact pads; around the joints it is thin and flexible, and along isotopological regions of the body it is thickened with additional plate protection and hardpoint attachments. Furthermore, discoveries in fibre-optic cogitator technology permit flexible and resilient optic camouflage metamaterials and bio-monitoring sensors to be integrated directly into the fabric of the skinsuit; central computing is handled by a primary CPU layered across the spinal curvature, protected by rigidised cermet banding and powered through body heat. Ergonomic and sanitary technologies vary in form, but usually include mild temperature moderation through repair-gel circulation, as well as sweat and excretory management systems. Due to the relatively complex physical architecture of the hands and the durability requirements of the feet, the typical skinsuit terminates at the wrist and ankles; specialist gloves and shoes are then attached.

Although initial models of the skinsuit had an integrated full-facial hood, this was found to have detrimental impacts on psychological wellbeing; the modern skinsuit terminates at a biometric collar that serves as a structural and data attachment point for a wearer's choice of head protection, as well as a drug administration point. A skinsuit with gloves and shoes is known as "a nude kit," the equivalent of underwear. The skinsuit is notably lacking in thermoinsulative properties; it is intended for heat-stressed high-populace hive wear within climate-controlled conditions. A skinsuit is typically first worn at the age of four, and repaired or replaced once every three months.

Skinsuits do not have native capacity to store or produce significant levels of power. This limits available after-market modifications to passive augmetic systems such as pure-elastic exoskeletons, impact-dispersion systems with negligible draws or self-contained net power generation, dead (nonreactive) carapace armour, water/protein bladders, or cosmetic additions. Secondary powercells can be purchased, as well as a "cablenet," a power/data distribution system capable of attaching to a skinsuit to power basic strength actuator systems available to public consumers.

~~~

Layers

A Layer, in Avernite parlance, is the personalised secondary garment worn over the skinsuit. Due to an evolving tactical profile, a layer differs from person to person over periods of time, depending on preferred battle paradigm or occupational requirements. Despite common misconceptions, weaponry and ammunition are not a part of a layer, but classified under a separate tax category. The main subsidy brackets are as follows:

Cosmetic

At its most crude, offworlder fashions of purely aesthetic or thermoregulatory function (scarves, vests, sweaters, pants) count as a layer. Avernites do not typically wear these articles outside of private, intimate settings; the functions of a standard Avernite jacket and pants include colour- and texture-mapping as part of its optic camouflage capacity. Ceremonial garments, such as Ministorum or Mechanicus robes, and formal dress uniforms are defined as cosmetic layers and taxed accordingly. Trophies of animals are taxed as cosmetic layers, unless they are proven to retain biopsychic capabilities, in which case they are classified as Abnormal.

Artisanal decorations, religious engravings, pseudo-psychic charms, etc, while noted, are not registered as cosmetic layers, as Avernus Government is unable to exclude any functional benefit that would warrant additional taxation. Any such commission of these modifications is a private transaction between buyer and artisan, and in cases of damage or loss Avernus Government cannot compel a replica modification, only provide a replacement of the base model and reimburse an equivalent monetary value for the commission.

Core

A category that encompasses the majority of Avernite additions, standard core layers are optimised against regional threat profiles. Most loadouts include a tactical jacket, an upper-body full-sleeved garment with integrated impact plates, wireless cogitator systems, and shock absorption bladders, and storage webbing, a harness of external compartments and containers capable of holding a standard 1:3 power pack:ammunition configuration. Tactical pants or tactical skirts are a common but not pervasive addition. Basic civilian exoskeletons, such as hydraulic or electrocontractile banding-based strength frames are bulky, but inexpensive. In some regions that face atmospheric hazards, isorespiration gear is a common addition.

Defensive measures are limited to physical shielding; energy shielding technology is not permissible for sale to civilians. The most inexpensive armour, fully subsidised under Avernus Basic Income, are steel alloy laminar carapace plates, which are relatively weak and heavy, but preferable to a bare skinsuit. Superior alternatives include reactive trauma fabric, motorised deflecting carapace, and expanding or detachable shield modules. Avernus insures and replaces near-all material compositions, up to and including adamantium.

Functional

Single-function devices otherwise covered by Consumer Accessory Tax can be certified under Layer subsidies if properly demonstrated as integral to an Avernite tactical profile. Enhanced vision scopes, specialised cogitators, motorised accessory limb armatures, portable thermostasis storage units, manoeuvre gear and so on.

Power

Full-body exoskeletal assistance units can be covered by Layer subsidies if they do not qualify as full Powered Armour Systems i.e. do not run off a full microfusion pack, but instead utilise high-density battery configurations or alternative sources.

Abnormal

Custom designs, animal component, or psychic rune layers do have to be registered under law, but are not granted subsidies or insurance, as they are unable to be certified to a testable and repeatable standard of quality. Those composed of natural components, such as preserved myomer meshes, lizard laser implants, ghost tank modules and such cannot be insured, as Avernus Government cannot guarantee a replacement of equal or greater value in case of damages or loss.

Obsolete

Certain designs have been eliminated from the Register of Acceptable Garments, and wearers can receive a financial and legal penalty if caught wearing them. These include ancient armours, unacceptably low-performing devices, nonfunctional technologies, or suicidal mechanisms. One such example is the amputator armature, a preventative measure to spiderbites. By some mechanism, when a spiderbite was detected, an emergency response would amputate the affected limb and close off the wound, providing a one-in-two chance of survival.

~~~

Powered Armour Systems

Despite misconceptions, full Powered Armour is not civilian wear, and operating a suit without proper certification can be penalised. With certification, operating powered armour off-duty is regarded as impolite; due to the narrowness of Avernite hive architecture, any such operator is a traffic obstruction.

~~~

Military Fashion

For the full article, please see Avernus Military Clothing and Armour Standards and Regulations.

When in active operation zones, Avernites must wear both holographic and physical identification attachments, as well as devices capable of registering IFF tags and accessing local comm networks. The standard Basic Income Helmet is designed to meet these standards.

When in ceremonial occasions, Avernites must wear a formal dress layer with both name and rank visible and accessible through local comm networks.

~~~

Specialist Clothing

For the full article, please see Avernite Explorer Clothing.

Avernites who travel outdoors commonly commission specialised skinsuits with thermoregulator technologies and enhanced emergency peril packages, but otherwise spend most of their time in Powered Armour Systems. Due to the frequency of replacement, these systems are usually uncustomised beyond basic calibration profiles.

Avernites who delve in Caverns commonly commission specialised skinsuits according to idiosyncratic requirements, and do so through Guild networking. As such, the specific capabilities of Caver clothes are classified.

~~~

Infant Wear

Infant Avernites are carried in amniosimulant pods, fully sealed flexiplastic containers capable of bioregulation and filled with breathable fluid. As they grow, the pods are expanded and attached to motility suits that maintain internal fluid pressure and allow basic limb motions. However, motility suits are incapable of complex athletic motions, and young Avernites are transitioned to skinsuits when possible. It is considered embarrassing to wear a motility suit past the age of six.

~~~

The Nudity Paradox

It is an offworld misconception that the more visibly armoured an Avernite is, the more dangerous they are. This is incorrect; an Avernite of statistically superior physical menace is more likely to wear only a skinsuit. The novice Avernite requires technological assistance, the expert requires none.

The most dangerous omen in Avernite society is a fully naked person. Any such person is either unparalleled in the art of slaughter, mentally psychotic, or a psyker.

In this same vein, long or overly styled hair is a common obstruction in day-to-day life. Long hair is thus seen in Avernite society as a mark of beauty and skill.

~~~
 
So does anyone remember where durin said that Abomination didn't eat the Emperor's soul? I've been looking for it, but I'm afraid I haven't been able to find it
 
He rolled for it, and luckily he succeeded on not getting eaten.
O. o

yikes...I already knew this happened...but its still kinda scary to think about...that (might) have actually given him/it a actual tie to humanity (doubtlessly not as strong as the eldar tie to slaanesh) given that he could ACTUALLY claim to be humanity's god-emperer and have the majority of humanitys belief for the last however many thousands of years backing him up.
 
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O. o

yikes...I already knew this happened...but its still kinda scary to think about...that (might) have actually given him/it a actual tie to humanity (doubtlessly not as strong as the eldar tie to slaanesh) given that he could ACTUALLY claim to be humanity's god-emperer and have the majority of humanitys belief for the last however many thousands of years backing him up.
I imagine eating a bit of dragon would make him very very unwell..
 
I imagine eating a bit of dragon would make him very very unwell..
eeh...I figure it getting eaten by a human psyker first might have purified the anti-warpyness.

durin woulden't rolled otherwise...unless you know, he came up with the idea that emps is part C'tan after-the-fact, effective retroactively deciding that emps diden't even need to roll.

or maybe he could have rolled, failed and only then find out that the god would roll to get food poisoning?

"...seriously? but I'm a fricking GREATER GOD of the warp, I have no stomach and I --"

"too bad, roll DC 70.".

...*rolls*

"OH COME ON!"

"okay, roll to see how much faith-power you lose and on the 'warp-luck table', the crit-fail 'earns' you a -20 on it and twice the loss on top"

"*rolls*...I don't think I won out there, who could have known that he had eaten a piece of a fricking C'TAN!"
 
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Abomination: Oh look, the God Emperor *Eating noises*
The Original 4: You didn't just do that. You better not have just done that.
Abomination: Did wha— oh Us, I don't feel so good *dies*
 
Waitwoods
Waitwoods

Upon the verdant world of Ethuirus, evolution proceeded on a unique course. Most species in the galaxy are innately mobile, and generally an offshoot of animals. On Ethuirus, however, it was the plants who gained intelligence as well as true souls. To be precise, it was the trees, which became psychic. How this occurred exactly is unknown, but what came after upon Ethuirus was the total dominance of the Waitwood trees , asserted over millennia and resulting in the eventual forestforming of the entire planet.

These Waitwood forests pooled the effective psychic powers and intelligences of their species as a whole into a single collective of minds, bridged by the roots of each tree. While incredibly weak individually (weaker than even a minor psyker) and with little true intelligence in the singular, in the aggregate they had both immense power as well as an eldritch mind, with their trillion of trees reaching complexities far beyond the conception of any individual single sapient.

By nature, though, the Waitwoods are also patient beyond imagining (ironically though, they are the least patient of the tree species). Ethuirus turned into a Forestworld, they (or rather the hivemind that was the world-forest) were content to spend centuries plumbing the warp for mysteries, reaching out with their thoughts to scry upon distant worlds and stars for new knowledge. The warp then was far calmer, for the Aeldari Gods still lived and fought their losing battle against Chaos.

The Aeldari Gods of old were trapped by their own choices, unable to avert the coming cataclysm that would consume them along with the Aeldari Empire. It was a nightmare, yet still they tried to find a way out of it, impossible as it might be. The Waitwood Forest-Mind was still but a speck to the gods even in their furthest decline. It was Cegorach, the Trickster, who saw them first, leading the astrally projecting Forest-Mind away from the rest of the Eldar Gods.

---

Cegorach among the Aeldari Gods was the most able at bending and breaking the rules of Asuryan's Edict of non-interference with the Materium. Where other gods might have banished or killed the Waitwood entiny, the trickster god chose to converse with the alien Waitwood Forest. Translating the conversation between god and near-god into words would be difficult enough, and keeping the full meaning of it would be about impossible.

Suffice to say, the Waitwoods learned much of the coming cataclysm, as well as the Aeldari Gods and their mythology. One of secrets thought to them was the location of an Eldar Maiden World, then infested by orks who would slaughter the escaping Eldar that arrived there. Implicit was the suggestion that the Waitwood entity save the Exodite Eldar from the cruel fate that would befall them. The Trickster-God then banished the Waitwood Entity from their domain, warning them that other gods would not be as kind.

There was a great discussion within the Waitwood entity then, processed over long decades and centuries over the great forests across their planet. Attempting to visit the immaterium again was suicidal, with the entities there wielding more than enough power to squash them as bugs. Knowledge of the great cataclysm to come created consternation among the trees. Learning of the fleeing Exodite Eldar much curiosity.

It would be unsurprising that they at last decided then to reach out to the Maiden World, scrying the entirety of the planet as the Exodites arrived at last, fleeing from the debauchery of the Aeldar Dominion. When the Orks in a great Waagh attacked them in the prelude to a slaughter that would be repeated many times over, the Waitwood entity forced open a Warp Portal to the planet, offering the Exodite Eldar sanctuary upon it's own world.

Desperate and guided by a Harlequin who had 'happened' to be with them at the time, the Exodites anchored that very same portal to where they had landed, before evacuating en-masse. On the other side of the great portal, they found a verdant forest-world, pristine and sculpted. Over time, they would learn of the secrets of the entity which had rescued them from destruction.

---

The Waitwoods exist in great Forest-Worlds, where the individually weak trees are effectively combined in their trillions into an immeasurably titanic force. Though the theoretical power of a Forestworld in its entirety should be enough to extinguish stars, the power wielded by a Waitwood Forest-World is far lesser, 'merely' acting upon the scales of an Alpha+ psyker.

This they wield to near constant use, proving immensely adept at reshaping continents and their ecosystems over the course of decades and centuries into the ideal environment for the Waitwood species. While on the planetary scale they wield their power with immense skill and discipline over immense periods of time, the hivemind is not quite as able in the short term, resorting to destroying foes with brutalistic strikes of power without real finesse.

Their planets are inhabited by Exodite Eldar, who fled there around the 29th Millenium. They have a unique symbiosis with the Waitwood Entity, with the Exodites being able to draw power from the Waitwood psychic gestalt as opposed from the Warp as a whole, effectively using the Waitwood Gestalt as a protective measure against Slaneesh (at least prior to Ynnead's birth). However, this only works on planets where the Waitwood entity is firmly established - Which in the case of the Waitwoods means the conversion of the near the entire planet into a Forest-World.

Waitwoods do not expand to other worlds well: They must implant saplings which grow to maturity over decades and reach their fullness of strength over centuries. Additionally, due to the dangers of open warp portals, such a colonization attempt would not have the assistance of the original forest entity beyond that of a few groups of Exodites. Indeed, it is all but necessary to have a cooperative polity on the other side of the portal for any successful colonization attempt.

@Durin

AN: How forgetful of GW, not importing the Wood Elves from WHF to 40k.
 
@Durin A few questions, if you don't mind:
1. Do we know if there's anything Quartus/Callamus/Secundus would like Tranth to work on in particular?
2. Can you say what Grav-Forges are used for, and how important they are? e.g. Exotic Material production, major
3. If we conquered the Princedom of Demogoye, do we know how long it would take to purify their 43 worlds using only our own resources/abilities?
4. How much would it cost to have the Eldar purify those worlds for us?
 
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The Three Monsters of the Concordat.
The Three Monsters of the Concordat.

The horrors the drukhari inflicted on the galaxy are beyond counting. An infinite parade of nightmares of every scale and intensity. From a raider amusing themselves driving a single chamber maid mad, to an archon flaying alive the populace of a hive world, to the sadistic plagues of the homunculi, the sheer variety and inventiveness in their torments beggars belief. One homoculis known as Thraxius is infamous for unleashing monsters upon the galaxy, countless beasts and unique horrors prowl the dark by his twisted designs. His favored artistic flourish being the blurring of the lines of victim and victimizer. His monsters often suffer for their monstrosity, either through a mentality that finds their own nature horrifying, or a biology that mirrors the suffering of their victims in some way. Of particular note was a twisted trilogy of horror, a trio of races created to play upon mankind's fear of the xeno. Shockingly, all three have to one degree or another slipped the chains of their nature, becoming more than tableaux of misery and horror. The empire of ashes maintains contact with each, partially out of a sense of obligation for the nightmare their kin created them as, and partially in the hope that Thraxius may expose himself to try and set them "right". While he has lain low since the fall of the dark city, dozens of horrors that seem to bear his hallmark flourishes have been found lurking in forgotten regions of space, and so skilled a flesh smith could prove a dangerous tool for Vect and the God he serves.

Karitha

A race of squid like aquatic xenos, the karitha where made to be a race of truly horrific body thieves. Horrors from the dark to drag populations into a life of unending torment. In their natural state they are aquatic and squid-like, covered in a thick coat of long splitting tendrils. Should they implant themselves in a host these tendrils could force their way into the nervous system of a wide variety of sapient creatures, usurping control. If they grow old before given a chance they would be doomed to a life of blindness and helplessness, at best being inserted into an unfeeling metal shell. Horrifically, the mind of the host was not suppressed, they would be forced to witness and feel everything the new owner of their body does. How Thraxius kept this from leading to the races fall to chaos is not known.

Possession is not kind to the karitha either. It feels dim echoes of the hosts pain, and will often find the hosts body's attempts to fight it agonizing. Be it immune response causing their true form pain, or their hosts mad mental screaming tearing at their minds. The stress of possession almost inevitably shortens the hosts lifespan, and prevents the breeding of new hosts. Forcing them to constantly raid and war with all around them. This horrific state of mutual misery persisted for centuries. With them spreading throughout the galaxy as migratory fleets fled annihilation at the hands of the strong, or sought new hunting grounds after consuming all nearby sources of hosts. It was one of these fleets that found salvation. A new source of hosts proved impossible resilient, strange and rapidly advancing technology thwarted raid after raid as exhausted resource stores forced the marauding fleet to rest. Scouts seeking the source of this strength in time found the gleaming terminal world at the nations heart, and in turn the Cold mind of Sophont found them.

In time Sophont found an agent among the karitha, a researcher named Nabiin who had dedicated themselves utterly to trying to overcome the horrid fate of his people. Aided by divine inspiration, they were able to at last overcome Thraxius's safeguards, allowing the creation of artificial hosts. Using this as leverage they began a movement to totally forsake raiding. The easy availability of hosts, and the sudden near obsolescence of the raiding at the core of their society threw the Karitha into chaos. In desperation the leaders sought to suppress this new technology. Their people horrified at the thought of losing easy access to bodies rose up in rebellion. The civil war was long and brutal, but in the end with their raids stymied the ability to simply grow new bodies for soldiers proved an overwhelming advantage. Nabiin however refused rulership, instead creating a council of those who had proven themselves in the rebellion, leaving himself free to focus ever more on perfecting his hosts. Nabin and the teams under him have become nearly mythological figures to the modern Karitha, creating a number of technologies that would go on to be the foundation of their new existence. In a century the idea of taking a living host had gone from a necessity to unthinkable.

Seeking to spread their new found revelation, they became Sophonts first true missionaries. Seeking to free their kind form the chains of their nature, and preaching the trans formative power of technology. The empire of ashes was a surprising ally in this. Providing Intel on the location and strength of Karitha empires and marauder fleets. Between the efforts of Sophonts followers, and the growing harshness of the galaxy, it is believed that no Karitha who follow the old ways now exist. The last known band of them was run to ground in the expanse with the aid of Ruick in the lead up to the first miasma crusade.

In modern times, the karitha are scattered throughout the galaxy, both as empires of their own or enclaves in other empires willing to accept them. Their population growth is slow, as each Karitha necessitates the creation of a host body. Over time a vast array of bodies have been created, from human likes ones intended for diplomats to hulking war bodies, to the near total robotic bodies of the Iron born. Between genetic modification and surgical advancement, it has become possible to move a relatively young Karitha between hosts, making it fair easier to ensure the most skilled among them are given the best host bodies. At their height the largest Karitha empire was almost 200 worlds strong, and maintained close alliance with another few dozen worlds nearby. However, this empire died with its god during the Plague of Retribution, with less than a tenth of its population escaping.

The fall of their largest empire, and centurirs of long range crusades has left the Karitha a scattered people, with countless petty empires ranging from single world polities to a dozen or so systems scattered throughout the galaxy, with the very largest poses little over 30 systems. The majority of their surviving population has actually integrated into other empires. The need to produce a body for every member of their populace can strain pure Karitha star nations, but as part of larger societies the ability to customize their bodies tends to see them drift towards middle to upper middle class social strata, enabling them to take advantage of the ability to customize their forms. As such, almost every concordat aligned power of significant size plays host to at least a small Karitha enclave.

Spiritually, they have taken the death of their god fairly well. Sophant had always taught them to rely upon themselves, and their worship had always been more about the ideals Sophant espoused rather than glorification of their deity. At present, most worship the yet born god Takrar. A god of iterative growth and technological advancement, said to be the final invention Sophant was working on when it was slain. They are aided in this by the orphaned devas of Sophant, as well as the Concordats respect for their claim on salvaging Sophants technology and relics. The gods of the concordat seem to be treating this as a test case, an attempt to create a new god to fill a useful role. Many have commented that such a god being born of an experiment is extremely fitting.


Masakh

The Masakh are a somewhat physically inconsistent species, believed to be based upon the Kroot their appearances change based upon their diet. Typically they will be between 2.5 to 3 meters in height, with their bulk being extremely variable. Among their few consistent features is a flat head with six eyes and large broad mouth. Much like kroot they will to an extent take on the characteristics of their diet, though to a far lesser extent and with a disturbing restriction, they will only take traits from eating the flesh of sentient races. Denied such food they will slowly devolve into non sapient quadrupeds that bear a significant similarity to kroot hounds. Should they gorge themselves on thinking flesh after such a devolution, they can recover sapience though with significant memory loss.

While they need relatively little thinking flesh to maintain sapience, they benefit from consuming it in large quantities. Growing significantly stronger and more robust should it become a major part of their diet. Given their intended victim, human flesh is most useful to them, providing a larger physical boost than it should. Thraxius seeded their initial populations in areas forgotten by the larger imperium, often sneaking large populations onto primitive worlds unable to defend themselves. Upon many worlds they were either exterminated by the local populace, or exterminated them in turn dooming them to existence as non sapient hounds, but in a few unfortunate corners of the galaxy, they founded their butcher empires.

Instead of eradicating the conquered humans upon these worlds, they enslaved them. Forcing the terrified remnants of the humans civilizations of these worlds into the lives of livestock. Unlike the Karitha, the Masakh had no need to become nomadic, fed as they were by the breeding and butchering of humans and other unfortunate xenos for meat. Taking up stolen human technology, these butcher empires would expand into the stars. Thraxius had picked his sites well, and while many were eradicated by an enraged Imperium, many remained below notice until the throne failed, some even working as mercenaries in exchange for slaves for particularly corrupt governors.

After the fall of the Imperium, the butcher empires seeded throughout the galaxy persisted as they had since their inception. Some thrived in the now unguarded galaxy, others being destroyed by petty Imperium's or other threats. The factory farming of sapients resulting in only sporadic unrest as while few Masakh possessed the coldness to work in their horrific slaughterhouses, fewer still would bother thinking about where their food came from. This changed when a Karitha crusade fleet came upon them, and their god recognized the Masakh as Kin to the Karitha, both a product of the same deranged mind.

At first there was peace between the two races, the Karitha seeking to convert the Maskah, to turn their wayward kind away from the role they had been made for. While the butcher empire was initially open to the idea of such an advanced species seeking to alleviate their near endless need for thinking flesh, the relationship soon soured. Preachers of Sophont decried the slaughter of sapient's, dragging the horrors of the slaughterhouses into the eyes of the public, evacuating small communities of escaped humans, and in one case broadcasting the tale of an escapee from a slaughterhouse live over an entire world. In response, the rulers sought to expel the Karitha, but by now unrest was beginning to simmer. Supported by the far more advanced Karitha a coup soon overthrew their rulers, and began the Masakh's long road away from their origins.

Initially strict rationing of existing stores and cryo technology was used to ease the transition, but even still large swaths of the population reverted to a feral state. Ultimately, it was a morbid mission of mercy from the empire of ashes that stabilized the situation. A number of cargo ships fresh from a battle against an orcish waaagh arriving with their holds full of the bodies of their slain foes. While they could spare little further assistance, they greatly accelerated research into exactly why the Masakh needed sapient flesh to survive and allowed for the creation of a partial solution. With the assistance of Eldar bio science, a way to process a corpse into a far greater quantity of corpse starch than merely butchering it was devised. Using a type of psychoactive fungus and chemical processing, it was now possible to produce far more food from a smaller supply of thinking meat. Orks proved surprisingly compatible with this process, their partially fungoid bodies reacting well to the fungal processing. The result is a single Ork could now provide as much meat as butchering a dozen humans, and in an easy to store and ship form.

What was once a butcher empire was now reborn as an empire fed upon war. Orks were seeded across every world, with a few resource worlds re-purposed to grow Orks en mass under the watchful guns of the Masakh. For their part the orks seem to find this arrangement agreeable, there is always a fight just over the horizon, and who cares if the dead are looted with the rest of the grubbins? Indeed, its not uncommon for long lived Ork warlords to develop fondness for local commanders, sometimes to the point of declining to take advantage of distractions though only occasionally.

Over the centuries this system has been further refined. With worlds given over to free range Ork populations maintain strong orbital defense, as well as dedicated bombardment monitors to ensure that the Orks never advance far enough to become a threat. Aside from regular attacks upon Orks, many Orks will also trade slain rivals to the garrison in exchange for scrap metal and the occasional lasgun. The danger is somewhat mitigated by a heavy investment in resources, and it has over time proven to be an excellent way to blood troops, allowing local forces to acquire experience with relatively little risk, though it is not unheard of for things to go wrong in unexpected and nigh impossible ways, resulting in significant losses to the garrison forces.

Once the system was set in place, the Masakh followed their siblings example, and set out to put an end to the butcher empires of their kind. However while the Karitha could often put an end to their wayward kinds horrors with words alone, the crusade fleets of the Masakh proved far more violently inclined. Unlike the Karitha their system is not a pure improvement, being both more dangerous and expensive to maintain, often necessitating them to force the butcher empires to adopt it at gunpoint. Since the formation of the concordat and the death of Sophant, this practice has decreased somewhat, both due to their being relatively few butcher empires left, and the various nations of the Masakh being too pressed to afford looking for them. But when one is found, the furry they display at their wayward kin can approach genocidal, some wonder if this is to a degree deliberate, a ploy to assure their allies, but few can say.

In the modern day, the first empire found by the Karitha has prospered, becoming the , republic of Macaitor and reaching a respectable size of just over 80 systems, though they possess few mature stare empires besides Macaitor. With most of the populace fed upon orks the modern Masakh is powerfully built and has a faintly greenish tinge to them, and often possess an appreciation of martial pursuits. Their soldiers receive a larger ration of ork starch and are notably larger and more aggressive. As could be expected, their army is to a degree built to be effective against orkish forces, as their empires tend to attract more waaaghs than typical. Much like the Karitha, many empires host Masakh populations, with many governments finding the production of a specialized form of corpse starch a small price to pay for a race so suited to act as soldiers, with the elite formations of many worlds makeing use of well fed and heavily armed Masakh. In addition to this, most Masakh empires maintain and rent out large mercenary armies, fighting alongside political allies in exchange for resources and the bodies of those they slay.

Much like the Karitha, they weathered the death of Sophont fairly well, though many mourn that it was slain before it would help them truly cast of their need to eat the flesh of thinking beings. In the wake of its death many have taken to the worship of Etix, finding its dogma of confronting harsh truths appealing due to the demonization of the Butcher empires apathy, and willingness to ignore the horror of its slaughterhouses. Surprisingly, Dominion of the Longest night is also fairly popular, with many seeing refusing to look away from the dark corners of one's own civilization as a vital trial that all must undergo. Zaeedis popular among the mercenary armies fielded by many Masakh empires, though many find the philosophy of yarhim to reminiscent of the butcher empires to follow his creed.

Carexians

The Carexians are a techno organic race. Their veins flowing with oil and strange rubber like flesh peaks out beneath bio ceramic plates. Unlike most races, the Carexians do not directly reproduce, instead they increase their numbers by infecting other species. The infection can be carried out in a number of ways, but the most common method takes two weeks to complete, during which the victim will enter an extremely suggestible state, and will experience temporary spikes of xenophobia directed at their old species. During this time they are intensely vulnerable to indoctrination, and will if left alone, develop a type of predatory disdain for their former race. In the modern day those undergoing the change are chemically sedated to avoid this, and all transitions are monitored to ensure the period of suggestibility is not taken advantage of, though initially it allowed the Surexians to spread among unsuspecting imperial worlds.

The initial physical changes are subtle, and for years can remain detectable only under close examination. Biomechanical tissue replacing organs and muscle, retractable claws or fangs of living ceramic, all manner of hidden weapons to create a deadly urban predator. The newborn Carexian will even be able to exert a degree of control over its form, but over time its changes will grow more and more pronounced. Metallic scales and claws, pale metallic exoskeletons covering their form, within a decade baring outside assistance it will be obviously inhuman, decades past that and it will soon be hard to tell what race it once was. Technically, Carexians are ageless, able to persist indefinitely as their bodies slowly grow ever stranger, however in practice most will live for only two hundred to four hundred years as individual entities. As they age their bodies and minds mutate ever farther, and the will to keep these changes from slowly going rampant increases. Eventually, they will shift into a sessile form known as an Elder. It should be noted that in almost all cases, by the time this occurs the Individual will not particularly mind.

The majority of elders will merge with existing aggregates, joining with a gestalt mind, though some will remain as individuals. Acting as bio-mechanical cognators, Elders thought processes are greatly sped up, and even ones composed of a single Carexian is capable of impressive multi-tasking. As the numbers of individuals increases, an aggregate will gain access to both increased processing power and new memories. Elders are able to exert a degree of control over the forms of their kind, though all but the youngest can reject this influence. This enables them to oversee the conversion process, as well as hand craft the conversions of particularly valuable individuals. Typically the largest aggregate on a world will be given some executive position, and will spend a great deal of its time assisting the body planning of its populace. In general, the larger and more educated the aggregate, the more complex forms it is able to guide its populace into. Satellite elders composed of either a single or small group of individuals will often be installed in either super heavy vehicles as a pricepts, or wired into major industrial complexes to act as managers. Elders are truly ageless, but are sessile and near helpless unless wired into a mobile platform.

Their history is long and complex, but they consider their time as a civilized people to start with the Rising, and subsequent formation of the Commonwealth of Flesh. Led by an infected Astartes champion named Asmodeus, they were able to conquer the Terisiare sector in a brutal decades long conflict, striking in the wake of the emperor's death. Despite being the founding of their civilization, the Rising and its leaders are still viewed as controversial figures. Many of the humans who suffered in the wars went on to live lives as Carexians, speaking at length of the horrors endured before ultimately adding their memories to the aggregates who came to rule the Commonwealth, searing the horror of losing such a war into the cultural zeitgeist of their race. To this day, the Carexians are loathe to forcefully convert others, seeing it as a deep violation that it little better than murder. Despite this, the Commonwealth of flesh was shockingly expansionist, swelling to over four hundred systems at its height before a disastrous war.

The key to their expansion is two fold. First was their clever and somewhat underhanded leveraging of their position as the strongest local power. While they were loathe to conquer, they would often go to extreme lengths to force nearby empires to allow their citizens to become Carexians, partially out of a deep seated belief in the freedom to choose, and partially out of cold calculation. Many powerful individuals in human or xeno empires would accept transformation upon their deathbeds, creating diplomatic allies within the ruling classes of nearby empires. Countless petty impurms and xeno empires willingly joined the Commonwealth of Flesh as member states. The second was the forming of their strange god, the Fleshmeld. Congeling out of the faith and reverence the Carexians held for their elders. How it formed so quickly is something of a mystery, but it is suspected to be related to the nature of the greatest conglomerate, being a merger of countless powerful and old souls. The fleshmeld was both strange and relatively powerful for a deity, it's powers perfectly suited to assisting the Carexians. In addition to greatly bolstering their military, the Fleshmeld also enabled them to purify worlds, leading to something of a land grab as they conquered and purged nearby chaos powers.

Their only true rivals was a rump state known as the Blooming crusade, a nearly sector sized polity at its height, it was an astartes dominion rulced by the Amaranth's Bloom chapter, the fomrer guardians of the Terisiare sectore before the Rising. It was dedicated utterly to the destruction of the Commonwealth at any and all costs. Wars upon the Crusade were always bloody and horrific as the fanaticism drilled into the populace saw entire worlds fighting to the death, with many invasions of their worlds ending as the defenders set of hidden exterminatus weaponry to deny the Commonwealth its prize. However that same fanaticism led them to over focus on military buildup, ultimately crippling their their economic development and ironically preventing them from fielding sufficient forces to threaten the Commonwealth. Lacking the will to conquer the Blooming Crusade, or the ruthlessness to commit to a sustained campaign of extermination, and feeling the power Blooming crusade ultimately offered little threat, the Commonwealth of Flesh largely felt itself secure enough to afford the luxury of mercy. A decision they would come to deeply regret.

Lacking local rivals, blessed with a strong god, possess a populace well suited to war and possessing above average technology, the Commonwealth of flesh made the near fatal mistake of thinking themselves safe. When the Concordat reached out to the Fleshmeld, the commonwealth rejoiced, seeing an opportunity to spread the freedom to choose one's flesh throughout the galaxy, and earning an ally against the frequents Star father crusades they faced. They were confident that so far from the black impuram, they would not face anything they could not defeat.

Initially, their optimism was proven correct. The first few Nugle crusades that crashed into their empire were swiftly and mercilessly obliterated, severely underestimating the might of Carexian soldiers and technology. However, as the efforts of Nurgle to take vengeance swelled, soon a crusade beyond their ability to survive was launched, but this to was something they thought they had prepared for. Through careful manipulation, and the aid of several members of the concordat, they had provoked a large Star father crusade and through decades of painstaking manipulation had seen it arrive along the same course. It is quite likily the plan would have worked, had it not been for the Blooming crusade.

How they learned of the plan is not known, but somehow they learned of the plan, and seeing a chance to at last slay their ancestral enemy, they struck. Caring words of the plan, and a treasure trove of intelligence on the commonwealth to both chaotic crusades, they ensured both that they would strike from different directions, and know to shield themselves from scrying. Further, they launched a massive series of suicide raids at key rally points and outposts, blinding the commonwealth of flesh to their plans failure at the cost of almost their entire fleet. Their scrying disrupted by a forewarned foe, and their mundane scouts dead or tied down, the commonwealth of flesh was caught utterly off guard by the two crusades slamming into it from opposite sides, beginning a ruinous war that would come to be known as the Sundering.

Outnumbered, out of position and off guard, the commonwealth fought a brave but futile defense against the twin crusades. The war lasted decades and saw the ruination of over two hundred worlds, all the while taunting transmission from the Blooming Crusade could be heard echoing the void, as they declared their victory over the xenos threat to the galaxy. Once victory became impossible, the Fleshmeld turned to desperate measures to save its people. Over the course of several years entire sub sectors were abandoned as the surviving Carexian military withdrew into its core territories, leaving billions to dark fates. As the chaos forces surged forward, the commonwealths god carried out its final act.

A grand ritual the likes of which has not been done by the pure for millennia, a working to shred anything within the warp for over a thousand light years. Such a ritual was not without cost or risk. Even with the assistance of the concordat it took the sacrifice of the Fleshemled, every great elder conglomeration and the populace of dozens of worlds to power, and such bloody workings are always risky. Chaos has done much to taint the idea of such rituals, and a working that involves the death of its caster will have no one to correct it should it run amok. Yet by some desperate miracle, the ritual largely worked, with only a few hundred million dying from the backlash. For three three months and three days a pitch black warpstorm swallowed the commonwealth of flesh, consuming or driving away any damon foolish enough to dare risk its wraith. When the storm cleared, only the one hundred worlds of the Terisiare sector were in Carexian hands.

In the rituals wake the warp currents of the commonwealth had been utterly remade. Flowing from the rituals center point in the capitol to the outer reaches of what was once their territory, making striking out far easier than in, if this was an intended or unintended effect none save Adashi know. The ritual strike had been well timed, and the invaders had lost the bulk of their fleet and too many of their lords to remain united. Faced with what many saw as a distant and broken for, the swiftly fell to infighing. Shattering into countless petty empires, leaving the last sector of the Commonwealth sounded by a large wasteland of over three hundred chaos held systems.

The sundering saw the commonwealth of flesh lose over three quarters of its holdings, two thirds of its population, its leaders and its God, yet they remained unbowed. As soon as the warpstorm abated, they struck. Seizing key industrial and resource nodes, making use of supply caches they had hidden in the void in the lead up to the retreat. While even brief occupation by chaos can be damaging, in many cases the industrial centers were largely repairable, giving the embattled commonwealth a fighting chance at survival.

The war of reclamation has waged for centuries at this point, consuming the vast majority of their attention. Despite this, Carexians have become a common sight among concordat forces. Using a void heavy strategy of raiding and orbital bombardment to islote and cripple worlds and allow deep strikes at chaos empires that seem to be establishing local hegemonies, a strategy they initially lacked the ships for. To remedy this, the commonwealth traded the use of its armies to the various concordat powers for the use of their fleets. Many of their soldiers have reacted to the Sundering by becoming desperate to never fail again, resulting in a fanatical drive to protect their comrades and civilian charges. This has seen these lent forces fight with admirable bravery and borderline fanatical desire to save as many civilians as possible. Their courage and drive has made the trade of armies for fleets something more than a business transaction, and forged ties they have further leveraged.

Their diplomatic outreach is not without snags however, as they still retain their belief that every being has the right to choose their flesh, and will loudly evangelize this belief to any who would not react with violence, and a few who would. The Benefits of allowing this are obvious, as even absent an established elder Carexians are potent shock troops and it makes significant life extensions available to the entire populace, however the social disruption of allowing the formation of suxican enclaves, and the rising of influence elder conglomerates, as well as the sheer discomfort with the idea of forsaking one's race has caused their efforts to meet with mixed success. Future their preaching has caused a number of diplomatic incidents with external powers, as many imperial remnants find their ideals horrifying.

Their ties with the Karitha and Masakh are complex. All three feel a degree of kinship in their shared origins, but the Carexians have both escaped and embraced their nature. The commonwealth of flesh, a nation where humans en mass forsake their humanity of their own will, is if anything a greater horror than the monsters they were made to be. Indeed, Thraxius has expressed admiration of what they have become while taunting kill teams. Yet, neither the karitha or Masakh can truly find fault with the Carexians governance. Indeed, many masakh willingly convert, finding that as a Carexian they no longer no longer need to consume the flesh of sapients. So far the three have a number of joint teams looking to study their own bilogies, and see if there are any beneficial interplays. So far they have found a few promising interactions between their three natures but development has been slow due to none of them being able to commit major resources to the effort.

Carexians have become fairly polytheistic in the wake of their gods death, with it being common to worship the concordat as a whole while paying special attention to two or three gods. Among the general population, faust and Zaghash by far being the most common of these. The priesthood of Zaghash has done much to provide comfort to the survivors, and faustians have done much to form the battered and displaced remnants of a once mighty empire into true communities. However, the sheer rage of the Suyreixans has led to the darker side of faust beginning to show. The first cries to exterminate rather than conquer the Blooming crusade originated from faust's priests, seeing no point in offering a shred of mercy to such foes, darker still, some of the more extreme preachers speak openly of applying this merciless approach to all potential threats. The Dominion of the longest night is a large minority of the general populace, with many finding the idea of taking strength from their recent tribulations comforting, and the idea of forsaking their old kindness towards the weak tempting. Some have observed that many who fall into the worship of the Longest night would otherwise be susceptible to chaos. Ruick has also found something of soft following, with few holding him in primacy but often receiving special mention for his work in purifying chaos tainted worlds. Adashi is a complicated god to the commonwealth, as the serpent was the one who constructed the ritual that saved them at such great cost, as such he is respected but also to a degree feared, seen as a ruthless god associated with desperate measures and dark necessities.


@Durin that thing i asked you about. thanks for vetting it.
 
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@Durin A few questions, if you don't mind:
1. Do we know if there's anything Quartus/Callamus/Secundus would like Tranth to work on in particular?
2. Can you say what Grav-Forges are used for, and how important they are? e.g. Exotic Material production, major
3. If we conquered the Princedom of Demogoye, do we know how long it would take to purify their 43 worlds using only our own resources/abilities?
4. How much would it cost to have the Eldar purify those worlds for us?
1. No
2. Some exotic and relic material
3./centuries at the shortest. Millennia without any psychic improvements
4. 5-8 minor favours
 
Winged hussars.
Winged hussars.

The Hussar is quite possibly the most effective air superiority fight in widescale human use, created by Jaghatai Khan himself. However, it was made almost exclusively with his sons in mind and has a number of limits. Such is its sheer speed that only an Astartes can withstand it, and even their transhuman reflexes struggle to make full use of the craft. However, the design is promising and the powers have found a use for it never the less.


Sassanids Air suproity fighter.

Created by Imperium Secondus to fight the gleaming airborne constructs of the destroyer. Taking full advantage of Imperium Seconduses mastery of high energy systems, using an overcharged plasma reactor it is able to power a pair of heavy neutron weapons, typically a pair of heavy neutron repeaters. Every bit as fast as the Hussar it is based upon, the Sassanids makes a number of key improvements in its control scheme. Piloted by an advanced neural link that interfaces directly with the Astartes Balck carapace, and supplemented by VI systems that come perilously close to the threshold of abominable intelligence, the Sassanids makes it far easier for pilots to leverage the crafts staggering speed and maneuverability.


Dehqan Cybernetic air supremacy platform.

developed by the forge empire of Callamus, the Dehqan is a distinctly mechanicus take on the hussar. Streamlining the design and significantly reducing the cost, the Dehqan is slightly slower and less maneuverable than the Hussar, and carries only a single weapon in each wing, it also does away entirely with the cockpit. It instead requires a special detachable braincase to pilot. Removing their skull and putting their bodies into stasis, the pilot is installed into a special pod that sits at the heart of the aircraft. This allows any mortal with the needed cybernetics to pilot the craft and makes it far easier to shield the pilot from the craft's acceleration. The usage of so specialized a neural interface allows for a high degree of control, compensating for the decreased speed and firepower to a degree. While not as potent as the Hussar, it remains an extremely effective air supremacy craft, and one the forge empire can deploy in far larger numbers.


Hussar mark II

a simple refinement of the hussar, the mark II simply incorporates a number of technologies form the conclave to create a direct upgrade to the original. Instead of attempting to push the speed even further, attention has been paid to its durability. Incorporating Silversteel armor and the same ion sphere technology found in the Peregrine Fighter, allowing it to project a potent shield over a single hemisphere. In addition to increased survivability, its sensor suite and electronics have been enhanced with dark age designs, with the control scheme optimized for use with Ace armor. the increased power available due to more advanced reactor design has allowed replacing the nose-mounted impalers with a pair of neutron repeaters, notably increasing its firepower.


@Durin a quick tech omake.
 
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Skyfall
Skyfall
Lorelie's first assessment of the warship designs recovered from the imperial trust had been... Interesting. She had holoprojectors set up to display the variety of new designs, all arrayed in scale across a grand hall. She had not been kind.

Decrying the ancients design approach, screaming out heretek-al statements about "Weak internal structuring", and how "a calamity could take a bigger wack than this battleship", she was disappointed. They were, despite her criticisms, very good ships, but they weren't a tenth what the myths of the dark ages were. Almost worse than her criticisms about the design however, was her almost universal initial response. "UGLY!"

There were innovations, sure, and the base level of technology was above what she was used to, but she instantly saw ways to improve all of the designs, as warships, for fighting against the modern enemies of humanity. She could make them pretty too.

One single ship stood out to her. Not the hulking Legend or Prophet, not the Well of Urd, nor even the stealth ships even she admitted had a certain, sleek charm.

No, Lorelie only fell in love with the last ship she looked at. The humble descent.

Skyfall class grand cruiser
Archmagos Lorelie Secoros work of homage to the descent class destroyer, the Skyfall class grand cruiser is the hulking culmination of her work upscaling the descent. Originally intended to weigh in as a light cruiser the project grew as the Archmagos happily enabled the scope to creep.

The enormous scale of this ship should render it unable to fly in atmosphere, and it's only through a vast array of flight systems, both gravetic and aerodynamic that it is able to stay airborne at all. While a certain degree of redundancy is built into this complex system it is vulnerable to battle damage. However, through use of the main engines and the hull as a lifting body, a lucky ship can return to orbit without the use of its gravetic systems.

Armed with turreted cruiserweight weapons on its underbelly the Skyfall brings more firepower to the planetary battlefield than anything up to, and including some Ordinatii. Lances almost the size of titans can destroy warlords in a single volley while the bombardment capacity of it's macrocannons can disintegrate armies in minutes.

These heavy weapons are supplemented by a vast array of point defence, a good proportion of which can be effectively targeted at the ground. The ship also has 50 launch bays, half of which are specialized for atmospheric craft, and the capacity to bring more than a million soldiers and their supplies into battle and deploy them quickly.

This all comes at a cost- the Skyfall loses in space against imperial era cruisers like the Luna, due to its unorthodox weapon layout and relatively light build, while being expensive, even for a grand cruiser. However, as a planetary assault platform, it is unmatched, able to duke it out with even a Titan legion or large Hive and win.
 
Winged hussars.

The Hussar is quite possibly the most effective air superiority fight in widescale human use, created by Jaghatai Khan himself. However, it was made almost exclusively with his sons in mind and has a number of limits. Such is its sheer speed that only an Astartes can withstand it, and even their transhuman reflexes struggle to make full use of the craft. However, the design is promising and the powers have found a use for it never the less.


Sassanids Air suproity fighter.

Created by Imperium Secondus to fight the gleaming airborne constructs of the destroyer. Taking full advantage of Imperium Seconduses mastery of high energy systems, using an overcharged plasma reactor it is able to power a pair of heavy neutron weapons, typically a pair of heavy neutron repeaters. Every bit as fast as the Hussar it is based upon, the Sassanids makes a number of key improvements in its control scheme. Piloted by an advanced neural link that interfaces directly with the Astartes Balck carapace, and supplemented by VI systems that come perilously close to the threshold of abominable intelligence, the Sassanids makes it far easier for pilots to leverage the crafts staggering speed and maneuverability.


Dehqan Cybernetic air supremacy platform.

developed by the forge empire of Callamus, the Dehqan is a distinctly mechanicus take on the hussar. streamlining the design, streamlining the design and significantly reducing the cost, the Dehqan is slightly slower and less maneuverable than the Hussar, and carries only a single weapon in each wing, it also does away entirely with the cockpit. It instead requires a special detachable braincase to pilot. Removing their skull and putting their bodies into stasis, the pilot is installed into a special pod that sits at the heart of the aircraft. This allows any mortal with the needed cybernetics to pilot the craft and makes it far easier to shield the pilot from the craft's acceleration. The usage of so specialized a neural interface allows for a high degree of control, compensating for the decreased speed and firepower to a degree. While not as potent as the Hussar, it remains an extremely effective air supremacy craft, and one the forge empire can deploy in far larger numbers.


Hussar mark II

a simple refinement of the hussar, the mark II simply incorporates a number of technologies form the conclave to create a direct upgrade to the original. Instead of attempting to push the speed even further, attention has been paid to its durability. Incorporating Silversteel armor and the same ion sphere technology found in the Peregrine Fighter, allowing it to project a potent shield over a single hemisphere. In addition to increased survivability, its sensor suite and electronics have been enhanced with dark age designs, with the control scheme optimized for use with Ace armor. the increased power available due to more advanced reactor design has allowed replacing the nose-mounted impalers with a pair of neutron repeaters, notably increasing its firepower.


@Durin a quick tech omake.
 
@Durin
1. What is the biggest problem that Secundus is facing in the war against the Destroyer? e.g. Lack of resources, production bottlenecks, logistics, manpower, too weak weaponry etc.
2. Can you say which types of weapons have proven/are predicted to be the most effective against the Destroyer's forces?

Edit:
3. Apparently, prior to the start of the Indomitus Crusade, when Guilliman was still gathering troops in Sol, there was a plot by Chaos cultists to trap him there by using Blackstone shards from the Cadian pylons to sever the main warp routes in and out of Sol. Is this something that is possible in Embersverse?
4. Assuming that it is, how much would it cost to have the Eldar seed blackstone shards along our borders with Chaos-controlled worlds/polities, so that they couldn't attack us directly?
 
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@Durin
1. What is the biggest problem that Secundus is facing in the war against the Destroyer? e.g. Lack of resources, production bottlenecks, logistics, manpower, too weak weaponry etc.
2. Can you say which types of weapons have proven/are predicted to be the most effective against the Destroyer's forces?
@Ptolemy I believe the biggest problem is the destroyer its self showing up and stack wiping all opposition, unsure about whats most effective.
 
So wait the ultras haven't won a single battle? I know they're up against it, but a stack wipe every time? There's no point fighting we should be evacuating...

I think the idea is to a) keep it from settling in like VD is doing in Sol as soon as it beats the Tyrant down, and b) wear it down by attrition(though this mostly applies to it's troops, since stuff below a Blackstone isn't doing much).
 
Secundus is fighting for all it's worth and he won some battles. The problem is only the best of Secundus have a chance to win against the regular destroyer forces. Than there is the Destroyer itself which just demolish anything that goes against it. They lost 10 percent of Secundus before we got Guilliman back up. Who has slowed it down tremendously but is still loosing.
 
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Could the ancient one fight the destroyer? Could Ynead?

Could the apocalypse wolf?
AO: Yes, but it's a bad type matchup with a lot of risk. Maybe a 10% chance of victory and a 50% chance of losing Team Sanity's best anti-warp combatant.
Ynnead: Not really. Null fields make her way less powerful than she would normally be.
Apocalypse Wolf: 100% yes, but after it wins it goes on to fight the rest of the galaxy.
 
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