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Quest:The Long Night:Volume One:Life in the Storm
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=Back to norm again= Well, almost back to norm. You do manage to recover in about fifteen years, but Ridcully reports Garkill will soon be back. You prepare forces, request whatever help can be spared, distribute the found archeotech among your troops... This time, Garkill arrives with four Hulks (his own having swelled to thirty-six kilometres in length), two hundred capital ships and a thousand escorts. The Trust fleet gathered is about twice that, except for the Hulks, which are a big problem. In two days, the Trust fleet manages to clear out most of the Hulks' escorts. After a day more, you manage to take out one of the smaller Hulls, and Garkill orders the other three to jump out. One doesn't make it. A good victory, but you can once again be sure he'll be back for more fun. On a darker note, a problem rises with the Quartok (you managed to get the Trust to accept their protectorate status). They have recently started advancing their tech by reverse-engineering the sacred technologies of the Mechanicus. The only reason the situation can be salvaged is because your treaty with them didn't prohibit such a thing explicitly. Still, a lot of reputation is lost once you decide to come clean to the Trust. Meanwhile, the Mechanicus is finishing the wreckage survey, while Saint Lin is working on the final reshaping of the Trust's Church and checking its rituals for Star Father contamination. The Astra Telepathica is building a third city, along with a branch on Midgard. Tamia has finished the basic research on Songweaving. Seems quite easy to use, so long as the Psyker learning can sing. Caroline decides it's well past time to build some therapy facilities to help people with PTSD. Well overdue, for a world like Avernus. You decide to send the military to explore another region of Avernus. Despite all the preparation, quite a few people die, including a Division (a million troops, that is) blown up when some soldier steps on a fingernail-sized bug. ==Trading with Sirens== You have established a diplomatic relationship with the Sirens, and decide to see whether they can be traded with for knowledge. Turns out they are willing to trade for general knowledge of the planet, but Psyker knowledge? Sure, just give some snacks. Human souls. Not anytime soon, sorry. The knowledge of the planet is as follows. For one thing, there are five groups of creatures. First, there are the Animals (which includes some plants, like those dragon-bearing trees). Second, there are the Peoples; regular sapient races like Trolls, Sirens, and a few others. Prominently, one of the continents has two warring species of [[Lizardmen]] β yes, that is correct, seem to be the ones from WFB. Next, the Guardians; those include the polar Penguins, the Border Lions (those seem to be the big cats glimpsed during the Incursion) and the Sphinxes (seen during the exploration of the new region. These can lock down local rifts). Next are the Weapons; big guns like those Island Turtles, Cthulhus and the division-killing bugs. Finally, the Great Ones; unique creatures like that kilometre-thick World Serpent.
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