Teacher of the cursed: A Warhammer 40k Psyker School Quest.

Odium Pyromancy

While all psychic disciplines can be visually spectacular, from the rioting masses driven mad by telepathy, to great orbiting clouds of debris held aloft be telekinesis, it is widely accepted that pyromancy is what draws the eye most effectively. Towering infernos, great rolling tides of fire, thin beams of concentrated death, and becoming one with the flame so as to dance amongst the ashes of what was once an enemy. Pyromancers originating from Odium's native populace display none of these techniques, why would they, few have ever even seen a flame. Below the sea, the luxury of something that consumes oxygen like that can only be afforded by the nobles, who in flaunting their wealth often light their palaces with candles and lambs made from and fueled by the rendered fat of native mammels similar to ancient Terran whales, the hunting of which is strictly regulated so that the nobility might have a sustainable supply. And even if they did see it the eyesight of native Odiumites is often so poor that it would be visually indistinct from the glow of a simple lumen.

Due to likely never having seen fire before pyromancy performed by Odiumites does not manifest with flames, for the flames conjured up by pyromancy are as much a product of a pyromancer's beliefs and expectations being brought to life through the warp, as they are the existence of oxygen to fuel those flames, more so even. They believe fire brings heat, and so it becomes so. Without that belief Odium pyromancy instead manifests itself in conjured heat, warp energy is converted not into flame, but raw, oppressive heat and any fires that result are purely the work of the materials in the materium reacting to the sudden heat. And even when the materium says fire should be the result, if the Odiumite is powerful enough, then the fire may simply not form, as their power expressed through the warp temporarily overwrites the local laws of the materium.

As a result of all this Odium pyromancy is certainly less immediately visually striking than the traditional psychic discipline, though, to those who have seen it, a building melting into a heap of molten stone and metal, or an enemy combatant simply crumbling to ash after a wave of heat, is no less terrifying.
This is awesome. I am definitely going to make this a canon way to develop a planetary variation of Pyromancy. A possible tech tree to develop an improved Discipline which replaces the standard one, based upon Odium's circumstances.
 
I supppose after we get established we will get the possibility to continue training? We need some telepathic training to do all this stuff
 
[X] Plan Diplomacy and Using Influence to Build a School
-[X] Meet and greet with Choir-Master
-[X] Begin bringing the world into line.
-[X] Find me a thug:
-[X] Expand the Telekinetic training facility
-[X] Request Commissar Artem be assigned to you
-[X] Light static defences - Requisition
I think expanding the Telekinetic training facility is rather premature at the moment. The additional trainees will almost certainly be Deltas. Therefore, we'd gain 12.5 points of value more from them compared to if they were Wyrdvanes. Unfortunately, the additional cost in terms of simple Psi-Production means we lose out on at least 25 points* worth of Wyrdvanes (30 when you factor in Artem).

That's a pretty sizable expense for no real gain. Getting more Primaris Psykers is only profitable if we have at least 3 units of Psi-Production free. There is no guarantee that we will be able to hit that surplus. We'd need to hit about 30 points of surplus in order to afford that. Right now we are at 10, so we'd have to take the Admech psi-production action and hope that we can afford the follow up (there's no guarantee it will also cost only 20 Admech influence with no other prerequisites). All that effort for something that isn't that much more effective than just personally training the telekinetics.

*It's a whole lot more if we don't expand psi-production, because no Delta Wyrdvanes. Then we lose out on 42+21.6=63.6 points worth of psi-production.
 
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Ministry of State:
An ungainly chimera created by the Governor-Regent appointed by the Administratum during the ten year absence of the official Planetary Governor. It is responsible for:
Planetary Taxation and distribution of funds among the Ministries. It does what the Governor once did.
The Planetary legal code: The Lex Odium.
Offworld trade and diplomacy with non adeptus-terra groups.
The Psyker Cull
Hmm, okay... gonna need them to transfer the Psyker Cull back to us, and I'd like some oversight on the law, but otherwise good.
Ministry of Imperial Fiefs:
This ministry manages the fiefdoms of the Adeptus Terra upon Odium. The Administratum, The Mechanicus, The Ecclesiarchy, The Adeptus Arbites, and other Adeptus Terra organisations on Odium are leased their territory through this Ministry.
We'll be working with them primarily through the other Adepta rather than personally. Not really our problem.
Ministry of Health:
Is responsible for fighting disease and keeping mutation amongst the population under control.
A very important job! Let's try to give them some support, once we get some semi acceptable biomancers.
Ministry of Internal security and justice:
Is responsible for planetary law enforcement and the secret police. Enforces the Lex Odium.
Also a very important job! So long as they are not overly brutal and corrupt, they can be left to their own devices.
Ministry of Defense:
Is responsible for the PDF, System Defense Fleet, and the defence of Odium from both the wildlife and offworld threats.
Quite possibly the most important job, this being Warhammer. Mayhaps our students who begin to specialize as battle psykers can help them for training exercises... with a LOT of supervision, obviously.
Ministry of Labour:
Also known as the Ministry of Public Works, the Ministry of Labour's purpose is to ensure employment for the population.
So long as it isn't literal slavery, not our problem.
Ministry of Infrastructure:
Maintains the city's cargo and population transit systems, and ensures that the city is able to be traversed and connected to the rest of Odium.
Keep doing what they're doing and it's not our problem.
Not our problem.
Ministry of Nutrition:
Ensures regular access to nutrition and drinkable water for the population.
The other contender for most important job. Will be getting close attention if I have much to say about it.
Ministry of Habitation:
Is responsible for housing the population and expanding it as needed.
Not our problem as long as they do their jobs to an acceptable standard.
Ministry of Social Discipline:
.... I dislike you on principle, but so long as you focus on Chaos, Genestealers, and other actual threats, not our problem. Do not make yourselves our problem.
Economic Policy:
The planetary economy is controlled by a series of massive monopolies. There are the resource-extraction conglomerates, and the resource-processing guilds. There is a limited middle class upon Odium, primarily located in the service sector that provide luxuries for the wealthy inhabitants of the Rift Wall.

Currently, the Ministries are forcing through a policy of trust-busting to break up the larger conglomerates and guilds. This process is slow and bound up in court cases, with the Ministry of Internal Security and Justice insisting that all matters go through the proper channels.
Good, good. Breaking the monopolies will do good things for the economy and the people. And I agree with the Justice minister's insistence on doing it legally.
Military Policy:
The older Military elite of the Generals and Admirals have found themselves supplanted by a new generation of corporals and lieutenants that back the Ministry Council.

Currently the Ministries are attempting to strip the military of direct political power and avoid a potential coup by 'The Old Mariners', the deposed supporters of the Military Council.
Yes, please do not let the military stage a coup, that would be outright embarrassing.
Social Policy:
The Military Council kept strict population controls on the people of Nautilus, resulting in a growing gap between the official citizens, and the undocumented inhabitants of the Deep Hive and The Pit.

Currently, the Ministries are trying to incorporate the undocumented people of the Hive to turn the undocumented into productive taxpayers. But millennia of genetic and political divergence stand in the way. As well as the monumental size of this effort, resulting in a very slow and gradual expansion.

At the start of the quest, you will only have your veto power. Planetary politics will progress automatically, with the Ministries attempting to pass their preferred legislation.
Hmm, nothing bad there... we'll have to keep an eye on things, but amazingly enough, the civilian government is actually competent. Good to see.
Normally the Regent-Governor would have shown up for the handover, but the woman in question has not been seen since she departed the system aboard her private yacht the day you were spotted approaching the sector.
A traitor, or left in disgust at her job being taken by a "witch"? Place your bets!
 
[X] Plan Diplomacy and Using Influence to Build a School
My everything that is good in my life, I have no idea how to vote in this damn page!! But this is the most sensible of all. I may want to make my own tailored vote, but we have to compromise to achieve the votes
 
I think expanding the Telekinetic training facility is rather premature at the moment. The additional trainees will almost certainly be Deltas. Therefore, we'd gain 12.5 points of value more from them compared to if they were Wyrdvanes. Unfortunately, the additional cost in terms of simple Psi-Production means we lose out on at least 25 points* worth of Wyrdvanes (30 when you factor in Artem).

That's a pretty sizable expense for no real gain. Getting more Primaris Psykers is only profitable if we have at least 3 units of Psi-Production free. There is no guarantee that we will be able to hit that surplus. We'd need to hit about 30 points of surplus in order to afford that. Right now we are at 10, so we'd have to take the Admech psi-production action and hope that we can afford the follow up. All that effort for something that isn't that much more effective than just personally training the telekinetics.

*It's a whole lot more if we don't expand psi-production, because no Delta Wyrdvanes. Then we lose out on 42+21.6=63.6 points worth of psi-production.

So that makes sense to me; so I'll modify my plan to switch Expand the Telekinetic training facility with Liaise with the Hadal System.

@Andmeuths @MordredRaal @Gabriel_TFA @pirofant @SleepMode @Night_stalker @WillfulTimes @Lord Sia @Jando

Keeping everyone aware that the plan you're voting for has changed.
 
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[X] Plan Diplomacy and Using Influence to Build a School
-[X] Meet and greet with Choir-Master
-[X] Begin bringing the world into line.
-[X] Liaise with the Hadal System:
-[X] Find me a thug:
-[X] Request Commissar Artem be assigned to you
-[X] Light static defences - Requisition
So this yeah¿? Even better my problem was expanding the telekines this early!
 
Well. This is fun. Always nice to start a new job with a tombstone around our neck.

[X] Plan Diplomacy and Using Influence to Build a School
 
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@LysanderArgent I think your initial plan was actually better, the people complaining I don't think did the math right.

From the Scholam Psykana info threadmark.
Telekine Training Cells and Library:
Thanks to the mastery and discipline in Telekinesis that you have shown during your brief stay in the City of Sight, proving the reports about your ability, The Primaris Ultimatum Psykana' of Telekinetics has ensured that your fortress will start with dedicated training cells and instructors who will help in training future generations of telekinetics.

Although the purpose of your Scholam is to train Wyrdvane Psykers at first, you will be able to provide personal instructions.
The five strongest Psykers that graduate from each class will do so as Telekinetic Primaris Psykers.

Alright so Telekines trained as primaris provide x1 instead of x.5 for psyker points. Current estimate given in the update is that we'd have 3 gamma survive through training. That'd be 3 primaris gamma telekines. Giving 25x2x1 = 50 each. For a total of 150 psyker points. At the cost of 3 simple psi-production. Then 14 deltas are expected to survive training. 2 of those could be trained as primaris without the upgrade, or 7 with it. 2 would give 5x2x1 = 10 each for 20. 7 would thus be 70. that'd be a total of 170 or 230 dependent on which path we chose just from the primaris. Using up a total of 5 or 10 simple psi-production. Leaving 5 or 0 for use by the rest of the psykers as wyrdvanes Giving 12x5x2x.6 = 72 from wyrdvane psykers at the cost of 2.4 points of simple psi-production. Leaving 13 for use by our 88 expected epsilon psykers. Giving 13x1x2x.5 = 15.6 psyker points. The other 75 will wait in our school until such time as they can be outfitted.

That leaves us at either 230 psyker points with 5 deltas and 88 epsilons left over waiting to be fitted with appropriate gear. Or 257.6 points with 75 epsilons waiting to be given gear.

If we promise the mechanicus 1 delta telekine (doesn't need to be primaris trained) we'd have the influence to expand our psi-production next turn. That would give us another 10 points. Changing the above numbers to...

230 psyker points of pure primaris. To 230 plus 7 non-primaris delta at 5x2x.6=6 each for 42 points costing 1.4 simple psi-production. Leaving us 8.6 for Epsilons. Allowing us to train 43 of them. For 43x1x2x.6 51.6 points. Giving a total of 230+42+51.6=323.6 psyker points. -1 delta non-primaris for 5x2x.6=6 points so 323.6-6 = 317.6 points.

Without the telekine expansion we'd have..

257.6 points + another 10 psi-production worth of wyrdvanes = 50 wyrdvanes at epsilon for 50x1x2x.6 = 60 points = 307.6 points. -6 points for the telekine = 301.6 points.

So it seems pretty clear its actually worthwhile to get the telekine expansion now. Getting that expansion to psi-production next turn with a promise of a single delta telekine (who with 7 wyrdvanes at 30% chance outside our primaris training vacility seems very likely for us to get from this class) makes good sense and ensures we've got wiggle-room.
 
[X] Plan: Good first steps
-[X] Meet and greet with Choir-Master:
-[X] Form a bond with the Adeptus Mechanicus - Gamma Primaris:
-[X] Begin bringing the world into line.
-[X] Request Commissar Artem be assigned to you:
-[X] Set up industrial facilities - The Mechanicus:
-[X] Light static defences - Requisition:


Here's my plan. I think Static defenses are a must so we don't have to worry about minor threats as much, same with setting up industrial facilities since we currently don't have any and I'd rather not burn our influence with one of the Ministries right off the bat. Promising a Gamma Primaris will get us a lot of influence so that's something I'd like to do. Sooner we get Artem the better, never know what could happen out there that might take him off the stage. Choir master would be good for our first meeting since she seems to be the most immediately relevant in our plans to expand our influence and of course we should have a proper meeting so we can have an accord.
 
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@LysanderArgent I think your initial plan was actually better, the people complaining I don't think did the math right.

From the Scholam Psykana info threadmark.
Telekine Training Cells and Library:
Thanks to the mastery and discipline in Telekinesis that you have shown during your brief stay in the City of Sight, proving the reports about your ability, The Primaris Ultimatum Psykana' of Telekinetics has ensured that your fortress will start with dedicated training cells and instructors who will help in training future generations of telekinetics.

Although the purpose of your Scholam is to train Wyrdvane Psykers at first, you will be able to provide personal instructions.
The five strongest Psykers that graduate from each class will do so as Telekinetic Primaris Psykers.

Alright so Telekines trained as primaris provide x1 instead of x.5 for psyker points. Current estimate given in the update is that we'd have 3 gamma survive through training. That'd be 3 primaris gamma telekines. Giving 25x2x1 = 50 each. For a total of 150 psyker points. At the cost of 3 simple psi-production. Then 14 deltas are expected to survive training. 2 of those could be trained as primaris without the upgrade, or 7 with it. 2 would give 5x2x1 = 10 each for 20. 7 would thus be 70. that'd be a total of 170 or 230 dependent on which path we chose just from the primaris. Using up a total of 5 or 10 simple psi-production. Leaving 5 or 0 for use by the rest of the psykers as wyrdvanes Giving 12x5x2x.6 = 72 from wyrdvane psykers at the cost of 2.4 points of simple psi-production. Leaving 13 for use by our 88 expected epsilon psykers. Giving 13x1x2x.5 = 15.6 psyker points. The other 75 will wait in our school until such time as they can be outfitted.

That leaves us at either 230 psyker points with 5 deltas and 88 epsilons left over waiting to be fitted with appropriate gear. Or 257.6 points with 75 epsilons waiting to be given gear.

If we promise the mechanicus 1 delta telekine (doesn't need to be primaris trained) we'd have the influence to expand our psi-production next turn. That would give us another 10 points. Changing the above numbers to...

230 psyker points of pure primaris. To 230 plus 7 non-primaris delta at 5x2x.6=6 each for 42 points costing 1.4 simple psi-production. Leaving us 8.6 for Epsilons. Allowing us to train 43 of them. For 43x1x2x.6 51.6 points. Giving a total of 230+42+51.6=323.6 psyker points. -1 delta non-primaris for 5x2x.6=6 points so 323.6-6 = 317.6 points.

Without the telekine expansion we'd have..

257.6 points + another 10 psi-production worth of wyrdvanes = 50 wyrdvanes at epsilon for 50x1x2x.6 = 60 points = 307.6 points. -6 points for the telekine = 301.6 points.

So it seems pretty clear its actually worthwhile to get the telekine expansion now. Getting that expansion to psi-production next turn with a promise of a single delta telekine (who with 7 wyrdvanes at 30% chance outside our primaris training vacility seems very likely for us to get from this class) makes good sense and ensures we've got wiggle-room.

You make a calculation error here, in that you forget that only 30% of our psykers will be telekines.

30% of your Psykers are predicted to graduate as Telekines.

32 gamma * 10% (survival rate) * (0.3 telekine rate ) = 1
144 delta grades * 10% survival rate) * 0.3 (telekine rate) = 4.3

So, whatever extra trained telekines we get, are likely to be epsilons, maybe a delta if we're lucky.


That's a pretty sizable expense for no real gain. Getting more Primaris Psykers is only profitable if we have at least 3 units of Psi-Production free. There is no guarantee that we will be able to hit that surplus. We'd need to hit about 30 points of surplus in order to afford that. Right now we are at 10, so we'd have to take the Admech psi-production action and hope that we can afford the follow up (there's no guarantee it will also cost only 20 Admech influence with no other prerequisites). All that effort for something that isn't that much more effective than just personally training the telekinetics.

It's easily affordable thanks to this little clause here.

If you lack a Simple Production, then you can convert Imperial Influence at a ratio of 1.5 influence per production, to import more.

We already have 10 Imperial Influence, and have pathways to get 20 more (10 from the choir, 10 from the admin office). That allows us to buy more than enough simple psyproduction.
 
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