Editing
Quest:The Long Night:Sparks at Midnight
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==The Final WAAAAAGH!!!!!== Ridcully continues helping with the cleanups and fleet interceptions. Unfortunately, when it comes to the Eternal Conflagration itself, the Orks are too straightforward for his divinations to do much. Instead, he is helping Abaddon (bleaugh) hold back the Dragon until the Krork are free to join in. In a lucky roll, during the first five years (for the galaxy, that is; ten for you), a good portion of the C'tan's new territory is reconquered back. In bad news, the Blood Angels are severely battered. They were on the path of some WAAAGH!!s headed for the Krork, and the stream took its toll. Finally, the Orks are pushed over onto Level 5, The Last Stand. The Krork are deploying everything they can, including setting off supernovae in the Orks' path, but still, in a few years, seventy percent of the Border Regions fall to them. One seventh of the total nine hundred sectors the Krork had. Make no mistake, this is an extremely favourable start. In Helheim system, matters proceed well. With the bindings off, the World had reached into its pocket dimensions, and pulled out dozens of moons and planets it had stored during its leaps all over the galaxy throughout history. Races both known, unknown and supposedly extinct are settling. You, yourself, aren't bad off either. The planet has given you two tech archives. The first one is a collection of the tech the Termites made throughout millions of years. With them advancing fast enough to blow themselves up every few years... well, the main issue will be sorting through all the repeating data. Maybe Imbac wanted you to know what it's like to deal with tens of millions of years of backlog? Oh, whatever, looks worth it. The second archive is Dark Age knowledge, possessed by a Great One named The Seeker (you thought of trading with them before, but the prices were too high). The amounts of knowledge are huge, although the Planet Mind did remove a few of the more dangerous bits, like Ka tech. Some entertainment is also there. Of course, a lot has to be censored: ''Mass Effect'' is banned due to EDI, but no one seems to have problems with [[Doom|DOOM]]. With the Council of the Peoples now a reality, there are some issues about our position - are Avernites a member of the Trust of the Council? In the end, it is decided that you are full members of the former and honorary members of the latter. Another problem, however, is the Quartok. With all the progress made over the centuries, there is a sizable push for either independence or full rights for both them and other Xenos in the Trust. You decide to lobby for the latter. Meanwhile, your old friend, Champion Surt, is about to retire due to age. However, as you meet him to discuss a few things and theories in private, he reveals a surprising fact about himself. He is not just a Champion of Muspelheim. He is a Perpetual. He is the explorer who had discovered Helheim all those years ago. Moreover, he is actually a man born on Terra, before Space Age. His real name is [[:wikipedia:Charles Sturt|Charles Sturt]]. He admits to being the one who planted all those databases on the ''Sword of Surtur''. Before that, it only had some fleet manuals. The Men of Iron blueprint, BTW, was a dud, to check your behaviour. Then, you have another Council meeting. This time, the main issue discussed is the war against Slaugth. Their closest worlds are about three thousand light years away, around a year with all the advances in Warp travel. A couple of new advancements are expected soon. Which puts you in a position to merge with the Vestri League within a century. As expected, you are placed in charge of the military once again. Good. The Council passes the law for official Xeno equality. The Slaugth are known to control over a hundred sectors. Fortunately, these are mostly slave harvesting areas, with actual Slaught worlds numbering at around 300. You are at 275 now, with a hundred trillion population. You start with cleaning up the neighbourhood. There are three neighbours worth mentioning. The first one is the domain of Mogral Rotbringer, a Nurgle servant. Over a thousand worlds, and just over half your population. An old enough state, but after the Grand Incursion, the guy decided he would rather not remain here, and started governing the area remotely. As soon as you leaked out that you are going to attack the domain... well, gonna take a while for the dust to settle from all the running. Keeping an eye on all those empty worlds is going to be harder. The second neighbour is the Nexx. An insectoid race. Might have been nice once as far as Xenos go, but alas, a few centuries before the Astronomican went out, one of their scientists came up with a design for an absolutely marvelous energy generator. A Warp based one. Of course, the safety manual wasn't part of the discovery, so the Nexx were all Undivided servants by the time the Emperor left. For about a thousand years, they've been expanding in sublight ships, but recently have discovered Warp Travel. Now they have three sectors and almost three hundred worlds. Fortunately, they recently suffered a setback after deciding to attack the third neighbour. This neighbour isn't really someone you concern yourself with. They are the Tortolions, an old and relatively sane race with but one minor quirk. They don't distinguish between Warp and Chaos. One can argue whether this makes them look foolish or very wise, but the result is, they are limited to a dozen or so worlds with no FTL, and anyone popping out of the Warp near one is treated with a full salvo in the face, no questions asked. The worlds are fortified to such an extent even Perturabo left them alone. Now, the Nexx have decided to attack their capital in order to obtain some sacrifices. Turns out they underestimated the enemy a bit. With them weakened, you've decided now is the time to attack them, if not for destruction, then at least to ensure they can't backstab you during the upcoming war. As a final note, you decide to augment your armies with Avernite People. Plus lead the attack personally. The Nexx fight well, but are too badly outmatched. Sirens to banish daemons, Orkwings to amplify enemy fear... yes, your allies are happy to have a break from Avernus. Two major industrial hubs, several Hive Worlds, a third of the fleet... the Nexx won't be attacking anytime soon, even if you decide not to finish the job. On the Dragon Front, the efforts continue. Ridcully is going all out. He had actually managed to get the Avatar of Khorne into the Sol system, wrecking a good portion of the Dragon's highest grade factories. Of course, after that, he needed a really long shower. The Krork are doing as well as can be expected. The Final WAAAAAGH! is done with the Border Region, and is halfway through the Outer one. The Twins are estimated to have six to ten years of power left. There is a chance once their power levels drop low enough to allow that, they will manifest in the Materium personally. Problems, however, rise on a different front. The Secundus-Tau alliance. The Deceiver has finally gone active. The Ethereal Council has been assassinated, and Guilliman is wounded. Cegorach tells you to stay away, and personally goes on a full-scale intrigue war with the C'tan. Once the dust settles.. well, turns out the Clown had lost. Half the Imperium Secundus is held by Old Imperium-style conservatives. A similar percentage of the Tau territory is held by the now hacked remnants of the Destroyer's forces along with bio-transferred Tau. The Farsight Enclaves are holding, but the Commander has laid down his life in battle. It seems the Deceiver knows Ridcully is the one who spilled the beans about him manipulating the Tau. The Diviner had to personally fight off a few assassins lately. The Krork are holding. The Outer Regions are gone as well, the Inner Regions are half-conquered, but the Core is untouched. A few Protectorates did have to get evacuated though. Gork and Mork are now on the loose (thankfully, the hole they left while bursting out is only a few Subsectors in size) and are personally leading the Orks. On the bright side, they only have a couple of years' worth of juice left. Plus, their blessing starts to glitch. While not Great Gods anymore, they are still below the level where any heroes or hero balls can face them and expect victory. The Dragon front is currently stable, both due to the recent raid and the Five redeploying additional forces. Oh, Skarbrand seems to be back. As a girl of some unknown reptilian race and Abaddon's own bodyguard. Eighteen months later, it's over. Simply... over. There is no some grand battle for Gork and Mork, no them fighting some great heroes as their final blaze of glory... They critfail. A simple Attack Moon snipes them both. First, Gork is blasted by its Gravatic Lance. Then, as his bro is begging him to stop playing and wake up, he is blasted in turn. Goodbye Gork and Mork. The sixty-megayear-old supergenocidal twin boys.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information