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Quest:The Long Night:The End of the Start
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==Current assets== Now, planetside, you have yourself, the PDF (commanded by a Cadian general named Kenneth Drago) and Militia. The PDF are composed of regular troopers (the actual PDF), a smaller amount of Guard analogue named Helltroopers, and now you are working on a Stormtrooper/Grenadier analogue called Helguard. There are also some special units, like one Catachan regiment of mysterious but, somehow, utterly natural sneakiness, and the Black Irons; formerly a garrison that had to put down its own city when it went mad, now a constantly growing unit of orphaned suicidals to use instead of the [[Penal legion]]. You have your deputy, Henry Volkiss, a likely successor to your position who's like a son to you. Next, you have Magos Explorator Tranth, the guy who found all those shinies. He also used to be the head of the planet's Mechanicus, but about fifteen years ago, Atlas sent a Forge Master named Britton, who took over those duties. Neither complained. You have Munstrum [[Discworld|Ridcully]] ("Rids"), the head of the Adeptus Astra Telepathica. A decent (if sometimes weird) guy and an excellent diviner. Lousy with paperwork. You have Arbitrator Jane Oakheart, the head of your security forces (even if very few know that). A cool lady who gave you a number of swordfighting lessons. Not one to cross. You have Aria, a Primaris Psyker who was abandoned by her parents as a child. Later, it turns out she's actually a genetic chimera of an Alpha Psyker and an Omega Pariah, giving her limited powers from both. Three Inquisitors are stuck with you. One is your favourite Klovis-Ultan, one is fellow Ordo Malleus Lord Inquisitor Varquez, who used to be firmly opposed to the whole Hellworld settling idea and is now here to investigate the claims of the colony's absolutely ridiculous success, and one is an Ordo Xenos named Yang Yinn. Thankfully, you don't have any from the Hereticus, otherwise there would have been a lot of tension with the [[SoB]]s due to the unorthodox directions you intend to move. Varquez didn't believe anyone else's reports about the Hellheaven of Avernus, so he even sent a squad of [[Grey Knights]] ahead of himself to investigate. Well, they both confirmed the reports and are stuck with you now. All the better. Next, you have your Subsector neighbours. You may have noticed that the two worlds already mentioned have names from Norse Mythology. Actually, all eight are. Should be nine? That's true. Your world used to be known as Helheim before it was devastated and abandoned in the wake of the [[Men of Iron|Men of Iron War]]. The rest are all here. Asgard is a Knight World. Low population, but in charge. They take the news well, not being too big with the whole God-Emperor deal in the first place. There is the matter of a good portion of their forces being outside the sector, but nothing can be done about it. Alfheim is the breadbasket. They handle the news well; the modest defences of the world are far more worrying for them. Jotunheim is a regular civilized world. That is, aside from the fact that half its population is Jotun; an [[Ogryn]] variant with intelligence on par with regular humans. The Fall causes an actual revolt there due to a coup attempt manipulated by some cultists. Midgard is a Hive World. Situation is bad due to expected shipping problems, but tolerable. Muspelheim is a mysterious world with a few intact Dark Age factories and rather extensive records. The surface is covered in magma, forcing the population into massive floating fortress-cities. They aren't really surprised by the revelations, knowing a bit about what the Emperor was truly like. Their current leader is a mysterious man named Champion Surt, who appears more and more mysterious the more you learn about him. Svartalfheim is a world of artisans and fortified cities. Takes it well. Nilfheim. A frozen world of mystery (and, it turns out later, low-level [[Blanks]]). Advanced production. Plenty of Promethium. Doesn't care much about the Fall. Vanaheim is an industrial world specializing in shipbuilding. Very conservative, so it's hit the hardest. Now, the current and most immediate problem is managing the transports. With the Astronomican gone dark, Warp speed is around a hundred lightspeed, a bit more with Navigators. And, for better or worse, a Warp Storm has cut you off from the rest of the galaxy. [[Quest:The Long Night:Volume One:Life in the Storm|Continue]]<br> [[Quest:The_Long_Night|Back to the main page]]
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