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Quest:The Long Night:Sparks at Midnight
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==The Final Preparations== A number of your Hives are being shielded with additional wards, Psyker cities are reinforced, weapons and armour are being upgraded. Tranth builds an Ordinatus. There is some stirring among the Mechanicus due to the revelations about Machine Spirits. It seems some don't like Xeno devices having them. Tranth manages to convince them that human Machine Spirits are as special as humans are compared to Xenos (and if these Magi preferred to understand it as more of a compliment than it is, you're not going to argue). The Eldar and Krork finally manage to pin down the Destroyer. The force arrayed against it was massive. The Eldar sent half a dozen gods and thousands of their most powerful Psykers, the Krork brought five Attack Moons and both their War Worlds, Areatha and the Blackstone Fortress arrived as well. Plus all kind of world-scouring chaff not worth mentioning. Facing a full Star God. It was a massacre. The Destroyer brought more escorts than expected, forcing the Krork to waste time clearing them out. By the time they finished, one Phoenix Avatar was gone forever, one more barely clinging to life. The others did their best to pin it down, but it managed to break out, not a second too soon to dodge the Blackstone Beam. Leaving it open for another strike. Khaine slew the C'tan. At the cost of its own existence. He did leave the [[Widowmaker]] behind, strangely empowered now. The price was high by any standards. Gods are all but irreplaceable. The Psykers will take decades to replenish. Fleets aren't rebuilt overnight either. However, Sane polities don't grow on trees either. There is one less C'tan in existence. And you now have an intact Star God corpse in your possession. For starters, turns out that was the one piece of unobtanium needed to create new True Trolls. Then, nine years after your return, Chaos catches wind of Isha's actions. The five Gods start preparing at once. And, traitor or not, they force Be'lakor to take charge of the Incursion. The rest of the Trust responds about as expected. Of course, they can't exactly get violent with three Krork Attack Moons in their territory. Avernite troops are recalled home, but none of the rest can be spared. The Quartok are relieved they already have a colony off Avernus; none of their brethren outside the Trust appear to be alive by now. All the Avernus leaders are assembled together and are told how matters will proceed. The planet is divided into regions, each one with a number of races assigned to it. You, Nynye, Quartok and Mycenids ([[Myconid|fungus people]], good with biochemistry), along with a Krork force, are assigned half a million square kilometers. You are allowed to reshape the very geography in the area in whatever way you consider an advantage (within the abilities of the planet, which is quite a bit). Also, everyone is given access to a tactical network, basically a poor man's version of the Krork Warfield. Civilians and industry will be shielded inside pocket dimensions. You have four years to prepare. For starters, everyone familiarizes themselves with using the Battle Network properly. You and your allies are working on coordination. The PDF starts training with Eldar weapons provided. Psykers are getting [[Wraithbone]] gear. The Psyker Hunters are retraining for the Incursion (thankfully, rogue Psykers aren't an issue; the same Blink Spider wave you had before Green Skies is back). Tranth completes designing Orichalcum Power Armours and starts building some Terminator Suits for the most important people, yourself included (an Astartes Terminator Suit with Orichalcum turns out to cost enough to outfit an entire Chapter in the hovering Armours he designed a few centuries ago; fortunately, regular humans only need half that). And of course, you fortify and reshape your region with everything you can think of. By the way, as a minor sidenote, perhaps you remember Areatha trying to claim the godhood Archetype of the Magical Girl? On the final stage, she decided to do some major drive cleanup and defrag. She saw the path was diverting from the proper Magical Girl, so she gave up much of her power to cleanse it. The power was sent away to be claimed by someone fitting it better, and Areatha is now a pure Magical Girl again. Anyway, Ridcully manages to divine some details about the Incursion. Twenty three Exalted will be coming to Avernus, out of the forty five existing. Four of the eight Exalted Princes are coming as well - In addition to Be'lakor, these are [[Mortarion]], [[Lorgar]] and Vect. The Five would have probably brought half their regular forces to Avernus, too; fortunately, the planet is too small to fit them. Tzeentch is the one who brings the most Exalted (Eight); Khorne, only one, too busy on the Dragon front.
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