The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Investigate the Sea?

  • Yes

    Votes: 593 80.4%
  • No

    Votes: 145 19.6%

  • Total voters
    738
This should be the final tally based on when durin gave the 24 hour notice.

Vote Tally : Embers in the Dusk: A Planetary Governor Quest (43k) | Page 1025 | Sufficient Velocity
##### NetTally 1.1.26

[X] Training: Planetary Assault
[X] Emergency Measures: AA
[X] Personal Attention: Training: Aggressive Siege Operations
[X] Sound Out (Colonisation)
[X] Lobby for Quartok (Alfheim)
-[X] Argument For Quartok: Xenophobia without reason makes us vulnerable to the Abomination. However, Xenos have been a threat to humans in the past, and we must take precautions to avoid being endangered by them. The Quartoks provide us with a perfect test case to experiment with, allowing us to learn how to deal with Xenos without resorting to pure Xenophobia. They are small in number, concentrated in a single city, on a Deathworld that is also a Fortress World. They are incapable of threatening worlds other than Avernus, and Avernus has sufficient forces to defend against them. They have agreed to Arbites monitoring in their city, so they will not be able to conceal any improper actions. If they became actively hostile to humanity, they could easily be wiped out. We are unlikely to again find such an easy scenario to practice overcoming unreasoned Xenophobia, while still maintaining absolute human superiority in the relationship.
-[X] Double Down: Lobby for Quartok (Alfheim)
[X] Central Security Council
[X] Under the Sands
[X] Enlarge Forges
-[X] Expedite: Enlarge Forges
[X] Detailed Survey (Congregation Asp): Take Two
[X] Orders Dialogous Attachments
[X] Prepare Battle Psyker: Task Forces
[X] All In
[X] Last Minute Training
[X] Tutor Syr (Administorum)
No. of Votes: 10


[X] Training: Planetary Assault
[X] Emergency Measures: AA
[X] Personal Attention: Training: Anti-Harassment
[X] Request Trainers: Void Infantry Regiments
[X] Sound Out (Colonisation)
[X] Central Security Council
[X] Under the Sands
[X] Examine: Internal Data Network
-[X] Double Down: Examine: Internal Data Network
[X] Detailed Survey (Congregation Asp): Take Two
[X] Orders Dialogous Attachments
[X] All In
[X] Prepare Battle Psyker: Task Forces
[X] Last Minute Training
[X] Tutor Syr (Martial)
No. of Votes: 7

[X] Training: Planetary Assault
-[X] Personal Attention: Training: Anti-Harassment
[X] Emergency Measures: AA
[X] Central Security Council
[X] Examine: Internal Data Network
-[X] Double Down: Examine: Internal Data Network
[X] Detailed Survey (Congregation Asp): Take Two
[X] Enlarge Forges
-[X] Expedite: Enlarge Forges
[X] Orders Dialogous Attachments
[X] All In
[X] Prepare Battle Psykers: Attaches
[X] Last Minute Training
[X] Spend Time With Family
No. of Votes: 1

[X] Training: Planetary Assault
[X] Personal Attention: Training: Anti-Harassment
[X] Emergency Measures: AA
[X] In Depth Investigation (Svartalfheim)
-[X] Double Down: In Depth Investigation (Svartalfheim)
[X] Sound Out (Colonisation)
[X] Central Security Council
[X] Under the Sands
[X] Examine: Land Raider
[X] Detailed Survey (Congregation Asp): Take Two
[X] Orders Dialogous Attachments
[X] Prepare Battle Psykers: Kill teams
[X] Spend Time With Family
No. of Votes: 1

[X] Training: Planetary Assault
[X] Emergency Measures: AA
[X] Personal Attention: Training: Anti-Harassment
[X] Request Trainers: Void Infantry Regiments
[X] Sound Out (Colonisation)
[X] Deepen Spy Network ( Svartalfheim)
[X] Under the Sands
[X] Examine: Internal Data Network
[X] Detailed Survey (Congregation Asp): Take Two
[X] Orders Dialogous Attachments
[X] All In
[X] Prepare Battle Psyker: Grand Choir
[X] Last Minute Training
[X] Tutor Syr (Martial)
No. of Votes: 1

[X] Training: Planetary Assault
-[X] Double Down: Planetary Assault
[X] Emergency Measures: AA
[X] Personal Attention: Training: Anti-Harassment
[X] Request Trainers: Void Infantry Regiments
[X] Sound Out (Colonisation)
[X] Central Security Council
[X] Examine: Internal Data Network
[X] Detailed Survey (Congregation Asp): Take Two
[X] Enlarge Forges
-[X] Expedite: Enlarge Forges
[X] Orders Dialogous Attachments
[X] Prepare Battle Psyker: Task Forces
[X] All In
[X] Last Minute Training
[X] Tutor Syr (Martial)
No. of Votes: 1

[X] Emergency Measures: AA
[X] Training: Planetary Assault
-[X] Double Down: Training: Planetary Assault
[X] Personal Attention: Training: Aggressive Siege Operations
[X] Request Trainers: Void Infantry Regiments
[X] Sound Out (Colonisation)
[X] Central Security Council
[X] Examine: Internal Data Network
[X] Detailed Survey (Congregation Asp): Take Two
[X] Enlarge Forges
-[X] Expedite: Enlarge Forges
[X] Orders Dialogous Attachments
[X] Prepare Battle Psyker: Task Forces
[X] Tutor Syr (Administorum)
No. of Votes: 1


[X] Training: Planetary Assault
[X] Emergency Measures: AA
[X] Personal Attention: Training: Aggressive Siege Operations
[X] Request Trainers: Void Infantry Regiments
[X] Sound Out (Colonisation)

[X] Central Security Council
[X] Under the Sands
[X] Enlarge Forges
-[X] Expedite: Enlarge Forges
[X] Detailed Survey (Congregation Asp): Take Two
[X] Orders Dialogous Attachments
[X] Prepare Battle Psyker: Task Forces
[X] All In
[X] Last Minute Training
[X] Tutor Syr (Administorum)

No. of Votes: 1


[X] Training: Planetary Assault
[X] Emergency Measures: AA
[X] Personal Attention: Training: Aggressive Siege Operations
[X] Sound Out (Colonisation)
[X] Lobby for Quartok (Alfheim)
-[X] Argument For Quartok: Xenophobia without reason makes us vulnerable to the Abomination. However, Xenos have been a threat to humans in the past, and we must take precautions to avoid being endangered by them. The Quartoks provide us with a perfect test case to experiment with, allowing us to learn how to deal with Xenos without resorting to pure Xenophobia. They are small in number, concentrated in a single city, on a Deathworld that is also a Fortress World. They are incapable of threatening worlds other than Avernus, and Avernus has sufficient forces to defend against them. They have agreed to Arbites monitoring in their city, so they will not be able to conceal any improper actions. If they became actively hostile to humanity, they could easily be wiped out. We are unlikely to again find such an easy scenario to practice overcoming unreasoned Xenophobia, while still maintaining absolute human superiority in the relationship.
-[X] Double Down: Lobby for Quartok (Alfheim)
[X] Central Security Council
[X]Try to complete STC fragment: Very Advanced Hydroponics
[X] Build Greater Forge: Dorthonion
[X] Detailed Survey (Congregation Asp): Take Two
[X] Orders Dialogous Attachments
[X] Prepare Battle Psykers: Attaches
[X] All In
[X] Last Minute Training
[X] Tutor Syr (Administorum)
No. of Votes: 1


Total No. of Voters: 24
Vote Tally : Embers in the Dusk: A Planetary Governor Quest (43k) | Page 1025 | Sufficient Velocity
##### NetTally 1.1.26
Munitorum
[24] Training: Planetary Assault
[24] Emergency Measures: AA

Diplomacy
[23] Sound Out (Colonisation)
[11] Request Trainers: Void Infantry Regiments
[11] Lobby for Quartok (Alfheim)
-[11] Argument For Quartok: Xenophobia without reason makes us vulnerable to the Abomination. However, Xenos have been a threat to humans in the past, and we must take precautions to avoid being endangered by them. The Quartoks provide us with a perfect test case to experiment with, allowing us to learn how to deal with Xenos without resorting to pure Xenophobia. They are small in number, concentrated in a single city, on a Deathworld that is also a Fortress World. They are incapable of threatening worlds other than Avernus, and Avernus has sufficient forces to defend against them. They have agreed to Arbites monitoring in their city, so they will not be able to conceal any improper actions. If they became actively hostile to humanity, they could easily be wiped out. We are unlikely to again find such an easy scenario to practice overcoming unreasoned Xenophobia, while still maintaining absolute human superiority in the relationship.
[1] In Depth Investigation (Svartalfheim)

Arbites
[23] Central Security Council
[1] Deepen Spy Network ( Svartalfheim)

AdMech
[24] Detailed Survey (Congregation Asp): Take Two
[20] Under the Sands
[14] Enlarge Forges
[11] Examine: Internal Data Network
[1] Examine: Land Raider
[1] Try to complete STC fragment: Very Advanced Hydroponics
[1] Build Greater Forge: Dorthonion

Ministorum
[24] Orders Dialogous Attachments

Astra Telepathica
[22] All In
[22] Last Minute Training
[20] Prepare Battle Psyker: Task Forces
[2] Prepare Battle Psykers: Attaches
[1] Prepare Battle Psykers: Kill teams
[1] Prepare Battle Psyker: Grand Choir

Personal
[13] Personal Attention: Training: Aggressive Siege Operations
[13] Tutor Syr (Administorum)
[11] Personal Attention: Training: Anti-Harassment
[9] Tutor Syr (Martial)
[2] Spend Time With Family

Double Down
-[11] Double Down: Lobby for Quartok (Alfheim)
-[8] Double Down: Examine: Internal Data Network
-[2] Double Down: Training: Planetary Assault
-[1] Double Down: In Depth Investigation (Svartalfheim)

Expedite
-[14] Expedite: Enlarge Forges

Total No. of Voters: 24

EDIT - we have a tie in Diplomacy for the second action. I guess it'll be chosen by coin flip.
 
Last edited:
I wonder what the Quartok think of this whole Dark Eldar business. I imagine the conversation went something like this.

Aryz: "Rotbart, I'm to understand your Imperial Trust is about to commit another genocide. How are you any different from the Imperium? Will you not even try diplomacy!?"
Rotbart: "Well... let me explain a few things about the Dark Eldar. First, imagine every atrocity the Imperium and the Orks committed against your people, combine them, and then multiply by a thousand."
Aryz: "Surely you exaggerate."
Rotbart: *Gives a full explanation of the Dark Eldar, their history, and their culture, complete with pictures that he had prepared for this very conversation* "...and that's why we're not bothering with diplomacy."
Aryz: :o
 
I wonder what the Quartok think of this whole Dark Eldar business. I imagine the conversation went something like this.

Aryz: "Rotbart, I'm to understand your Imperial Trust is about to commit another genocide. How are you any different from the Imperium? Will you not even try diplomacy!?"
Rotbart: "Well... let me explain a few things about the Dark Eldar. First, imagine every atrocity the Imperium and the Orks committed against your people, combine them, and then multiply by a thousand."
Aryz: "Surely you exaggerate."
Rotbart: *Gives a full explanation of the Dark Eldar, their history, and their culture, complete with pictures that he had prepared for this very conversation* "...and that's why we're not bothering with diplomacy."
Aryz: :o
there is a good chance that the Quartok have suffered from the predations of the Dark Eldar in the past
 
Turn Fifty-Three Results
Turn Fifty-Three Results

This year one million and three hundred thousand troopers fell defending their homes from the local wildlife while another ten thousand men fell fighting cults.
Most of the 420,000 troopers in Avernus Spine who fell died in Dis defending the breaches that were opened in its defences by the Magma Wyrm last year.
In the Azure Islands the number of general attacks continued to decrease with 90,000 soldiers falling in the line of duty this year.
360,000 troopers fell in in Lindon this year as the number of Carniflower attacks continued to increase along with a spike in the numer of Phase-Tiger attacks in Hollin.
Only 210,000 men fell in the Everglades this year as your PDF made full use of the newly repaired city defences.
Tyrant Lizards attacks continued to decrease this year with only ten Armour Regiments falling in the line of duty.
The number Titan Scorpion attacks in Aridia remained steady with casualties remaining at 100,000.


Personal Attention: Heavy Armour- Now that you have both the Macharius STC and the ability to produce them, General Drago wants to raise five regiments' worth. This will take a decent amount of your Advanced Material but will allow you to field a large number of Heavy Tanks. General Drago does not consider this to be urgent.

Time: 3 years.

Cost: 327,200 Thrones, 259,600 Material, 6,480 Promethium, 3,880 Advanced Material.
Upkeep per year: 32,724 Thrones, 24,724 Material, 3,440 Promethium, 344 Advanced Material.
Reward: 20 Macharius Heavy Tank Regiments (200 Tanks per Regiment).

Complete

This year you and the newly formed Macharius Heavy Tank Regiments threw yourselves into training in an attempt to become combat ready by the end of the year, eight months before original scheduled. By a combination of administrative skills, hard work and using the first Macharius Heavy Tanks produced in shifts you were able to succeed, if only just.


Assault on Fjol IV- General Drago is currently in the middle of preparing your forces for the assault on the Dark Eldar presence on Fjol IV. This is a major undertaking given that tens of millions of soldiers and millions of vehicles will be deployed from Avernus.

Time: 1 year.

Cost: 132,000,000 Thrones, 13,200,000 Material, 1,320,000 Promethium, 1,760 Advanced Material.
Reward: Avernite Force participates in the Assault on Fjol IV.

Complete

This year the majority of the Avernite military was mobilised and prepared for the Assault on Fjol IV. In the last months your forces begun to be shipped to Vanaheim where they participated in large scale manoeuvres and wargames with the rest of the gathered Imperial forces.


Training: Planetary Assault- In the history of Avernus your forces have never been involved in a planetary assault except on the defending side. This lack of experience could hurt your soldiers in the upcoming campaign unless General Drago manages to prepare them for it.

Time: 1 year.
Chance of Success: 60%

Cost: 6,600,000 Thrones, 66,000 Material, 6,600 Promethium.
Reward: suffer no penalty to rolls involving planetary assault for the next five years, can't be taken as a personal action.

Complete
d100=19+21(Martial)=40: Success

Lieutenant-General Richards oversaw last minute training for your military on planetary assault. She had a lot of trouble getting your officers to account for the differences in attacking and defending planets but by the end of the year had managed prepare your forces for the upcoming planetary assault, if only just.


Emergency Measures: AA- General Drago has informed you that you will need a lot more AA to deal with the Dark Eldar then you currently have. He has suggested asking for volunteers from the Militia AA crews to join the campaign to help fill this hole in your line of battle. He is sure that at least five percent will volunteer given you several divisions of AA. These will be primarily equipped with Hydras rather then Learneans due to General Drago's belief that Learneans will not be particularly effective against Dark Eldar air forces.

Time: 1 year.

Cost: 1,320,000 Thrones, 132,000 Material, 13,200 Promethium.
Reward: 6 Militia AA Divisions (600 regiments) formed for Dark Eldar Campaign.

Complete

General Drago had no shortages of volunteers to man the six AA divisions that he planned to have join the assault on Fjol IV. It took him a month to gather the required militiamen and he spent the rest of the year having them go threw intensive training to prepare them for the upcoming campaign. He tells you that while they are not anywhere near the level of skill required for the Avernite PDF they are still better then the vast majority of the forces that the rest of the Nine Worlds will be bringing to bear.


Personal Attention: Training: Aggressive Siege Operations- While your forces were involved in the siege of Barovik they have otherwise always been the defenders in sieges. General Drago tells you that it would be a good idea to have your forces undergo some intensive training to prepare them for offensive siege operations.

Time: 1 year.
Chance of Success: 60%

Cost: 6,600,000 Thrones, 66,000 Material, 6,600 Promethium.
Reward: siege bonus applies in full to attacking in sieges for the next five years,.

Complete
d100=99+43(Martial)+5(Palace)=147: Critical Success
additional +5 to rolls in siege warfare for next 5 years

You spent this year drilling your officers and soldiers in siege warfare as the attackers. This training went over well and by the end of the year your soldiers could flawlessly attack fortified positions and had made the mental change from being on the defensive to being on the offence.

Orbital Defences: Heavy Weapons Platforms- Freya tells you that while you have a reasonable number of orbital defences they could currently be overwhelmed by many attack forces. The next step is to build more Heavy Defence Platforms which will give your defences more stations that can exchange fire with attacking Cruisers equally.

Time: 5 years.

Cost: 315,900,000 Thrones, 115,900,000 Material, 25,650,000 Metal, 4,550,000 Promethium, 10,019 Advanced Material.
Upkeep per year: 5,009,760 Thrones, 1,625,616 Material, 392,602 Metal, 250,448 Promethium, 507 Advanced Material
Reward: 36 Orbital Weapons Platforms added to the defences of Avernus.

Locked – Three out of Five years completed

The Heavy Orbital Weapons Platforms continue to take shape with many of the internal layers being added this year. Work on the main weapons systems has begun even as the reactors continue to be built. Freya tells you that the first Heavy Weapons platforms should be finished late next year or early the year after. She has begun to train the future crew of the platforms with this in mind so they can come online as soon as construction is finished.


Construct: Merchantmen – Henry suggests building even more merchantmen so that you can cut back on the number of navigators that you use even more. This would take several years but would increase the number of Merchantmen based on Avernus by 50%. Henry considers this to be of low priority.

Time: 3 years.

Cost: 17,280,000 Thrones, 2,592,000 Material, 5,184,000 Metal, 864,000 Promethium, 5,160 Advanced Material, 276 Exotic Material.
Upkeep per year: 854,000 Thrones, 129,600 Material, 432,000 Metal, 103 Advanced Material, 6 Exotic Material.
Reward: 12 new Merchantmen.

Locked – Three out of Three years completed: Delayed

The construction of your merchantmen was delayed this year as they were moved out of the shipyards to make room for the escorts being upgraded. According to Freya the Merchantmen have been delayed by an entire year and will be finished by the end of next year.


Upgrade Escorts: Sensors and Point Defence- One of the decisions made in the recent Emergency High Council Meeting was to equip your escorts with the more advanced sensors and point defence systems found in the Ancient Defence Cruiser STC. This will involve slowing work on the merchantmen for the rest of the year so the shipyards can be used for upgrades but there is still a chance that the merchantmen will be completed this year.

Time: 1 year.

Cost: 11,140,000 Thrones, 2,747,000 Material, 1,114,000 Promethium, 7,482 Advanced Material, 167 Exotic Material.
Upkeep per year: 111,360 Thrones, 27,469 Material, 11,136 Metal, 75 Advanced Material, 3 Exotic Material.
Reward: escorts equipped with Laser Defence Grid and Advanced Sensors.

Complete

This year the shipyards of Avernus hurriedly replaced the sensors and point defence systems of your escorts with upgraded versions found in the Ancient Defence Cruiser STC. This will allow them to deal with greater quantities of Dark Eldar ordinance as well as giving them a better chance of detecting hidden Dark Eldar warships, along with any other surprises that the Dark Eldar use against your coming campaign.

This year the population growth increased to 2.01%, due to a combination of no Magma Wyrm attacks, the plague in the Everglades being brought under control and your cities defences being repaired.

The population of Dis grew by 1.15% as work on repairing the damage done by the Magma Wyrm begins, again.
The population growth in Avernus' Spine slowed to 3.08% this year for no discernible reason.
The population growth of The Azure Islands continued to increase reaching 3.45% this year.
Linden's population growth remained steady at 3.43% this year as the repaired defences prove up to the job of holding the wildlife at bay, or mostly at bay anyway which is the best that you can expect.
The plagues in the Everglades were contained this year reducing the death count to 1.24% of the population, far less then died last year.
Elysium's population remained steady at 3.63% this year
The wildlife and Blink Spiders continue to cause problems in Aridia this year as they killed 0.21% of the population.


Build City for Quartoks- You have recently agreed to build a large city for the Quartoks in Elysium. Henry would like to get started immediately so that the Quartoks can be taken from their temporary quarters in Garden Grove before any issue crop up.

Time: 4 years.

Cost: 27,130,000 Thrones, 6,920,000 Material, 6,109,000 Metal, 1,489,000 Promethium, 1,720 Advanced Material.
Reward: Build Major City at Capar for the Quartoks, move Quartoks out of Garden Grove.

Complete

Late this year the Quartoks new city, Malae, was completed and they begun to move into it. The city as mostly buried and rather then the individual housing and apartment blocks that humans prefer has large, open building that house an entire clan of Quartoks. Given that most Quartok clans have around a thousand adults and the average size of a Quartok this means that each clan home is a small town in its own right. From what you have been told the Quartok Clan homes have been fortified and will act as strong-points in case of attack. The rest of the cities architecture is not as strange as the residential districts but it is plan to see even from a distance that Malae is not a human city.


Enlarge Factories: Avernus – Henry has a plan to enlarge the factories of every city in Avernus, which would increase your total production capacity by around 50%. He advises that you expand your mining industry before increasing production this much, as your current mining yields could only barely support this expansion. Henry considers this to be of low priority.

Time: 4 years.

Cost: 1,737,000 Thrones, 347,500 Material, 347,500 Metal, 69,500 Promethium.
Upkeep per year: 694,980 Thrones, 69,498 Metal, 13,900 Promethium.
Reward: enlarges factories over rest of Avernus, +272,000 Production Capacity, +200% base production capacity (increase of +100%).

Locked – Two out of Three years completed: Expedited

Work continues on both constructing the new factories all over Avernus and training their future workers. Given the high level of automation that is employed in modern Avernite factories each worker needs far more training and education then was needed in the early years of Avernus. Despite the higher educational requirements there have been no issues with finding enough workers due to the excellent Avernite educational system.


Underground Railways: Full network- Currently your underground railways mostly connect each city to two of the neighbouring cities with a single long line. Henry has plans to expand this to connecting each city to all neighbouring cities and to put a line over the north of the Azure Bay to connect Elysium to the main network. This will be time consuming and expensive but will allow for far closer links between cities and prevent there from being single points of failure in your rail networks. Henry considers this to be of high priority.

Time: 6 years

Cost: 48,000,000 Thrones, 8,000,000 Material, 20,000,000 Metal, 4,000,000 Promethium, 400 Advanced Material.
Upkeep per year: 9,600,000 Thrones, 1,600,000 Materiel, 4,000,000 Metal, 800,000 Promethium, 40 Advanced Material.
Reward: Much more complete rail network, +20% Thrones and +10% production in Avernus Spine, Lindon, Everglades and Aridia, +60% Thrones and +30% production in Elysium.

Locked – Two out of Six years completed

Work on the expansion of the rail network is continuing to run ahead of schedule though Henry tells you there is still a good chance for a major delay to crop up, probably involving the wildlife. Currently the only portion coming under heavy attack from the wildlife is Avernus' Spine but that is likely to change over the next few years.

The riots begin to stop in Vanaheim, in part due to the massive military buildup in the system in preparation for the upcoming campaign.

The upgrades to Jotunheim's orbital defences were completed this year giving it a degree of security against Dark Eldar Raids.

Sound Out (Colonisation)- Governor Olaf of Vanaheim has recently requested that people start considering what laws should be put in place about colonisation for the Imperial Trust. Inquisitor Klovis-Ultan suggests sounding out the other members of the High Council to determine their views.

Time: 1 year.
Chance of Success: 80%

Cost: 144,000 Thrones.
Reward: Gain general view on colonisation for one planet per 10% you succeed by.

d100=22+ 15(diplomacy) + 10(astropathic choir)-10(timing) =37: Success, gain two planets views

This year your diplomats begun to sound out the neighbouring planets about their views on colonisation. Due to the fact that the Imperial Trust is currently almost entirely focused on the coming campaign so little was done on this front with only Midgard and Muspeheim giving their opinions.
The main concern of Midgard about colonisation is that each colony will be another location that needs to be defended. From what you can gather they would prefer there to be minimum levels of military forces and static defences that you need to build a colony with and that a colony must have after certain periods of time.
The main concern of Muspelheim is that there be some method for a colony to gain independence from the planet that colonised it over time and gain a seat on the Low Council and even the High Council given enough time. This combined with several oversights to prevent colonies being overly exploited should prove to be enough to prevent colonies from growing to resent their motherworld or the Imperial Trust and becoming rebellious.


Lobby for Quartok (Alfheim)- Your proposal to make the Quartok a protectorate species under the Imperial Trust faces major opposition. It might be a good idea to try to convince some of it detractors to either change their minds or at least abstain from the vote. Inquisitor Klovis-Ultan suggests trying to persuade Alfheim and Svartalfheim first.

Time: 1 year
Chance of Success: Varies from 0% to 30%, can not use Inquisitorial re-roll

Cost: 128,000 Thrones
Reward: On success target High Councillor abstains from vote on Quartoks, on critical success target High Councillor supports the Quartoks.

Complete
d100=52+ 15(diplomacy) + 10(astropathic choir)-10(timing) +20(double down)=87: Success, Alfheim will most likely abstain from vote on Quartok.

Argument For Quartok: Xenophobia without reason makes us vulnerable to the Abomination. However, Xenos have been a threat to humans in the past, and we must take precautions to avoid being endangered by them. The Quartoks provide us with a perfect test case to experiment with, allowing us to learn how to deal with Xenos without resorting to pure Xenophobia. They are small in number, concentrated in a single city, on a Deathworld that is also a Fortress World. They are incapable of threatening worlds other than Avernus, and Avernus has sufficient forces to defend against them. They have agreed to Arbites monitoring in their city, so they will not be able to conceal any improper actions. If they became actively hostile to humanity, they could easily be wiped out. We are unlikely to again find such an easy scenario to practice overcoming unreasoned Xenophobia, while still maintaining absolute human superiority in the relationship.

Your diplomats attempts to convince King Zaren that voting out of pure xenophobia create an opening for the Abomination and that the Quarok will be no threat while on Avernus seems to be effective. As far as they can tell King Zaren has given your arguments a great deal of thought and they have made him doubt his decision to vote against the Quartok, which is the best that you can really hope for.

The number of Abomination Cultists seems to have stabilised at around a hundred and fifty thousand per year. Jane tells you that it will most likely remain there until there is another surge, though the reason for the surge can't be predicted. On average it takes two weeks to locate an outer circle cultists and six days for an inner circle cultists, a major achievement.

Cult Activity Periphery Cultists Found Inner Circle Cultists Found Military Casualties from Cults Maximum Remaining Cultists
Avernus Prime 4,269 470 493 10
Avernus' Spine 22,173 2,439 2,561 10
The Azure Islands 24,539 2,699 2,834 10
Lindon 16,728 1,840 1,932 10
Everglades 15,742 1,732 1,818 10
Elysium 20,578 2,264 2,377 10
Aridia 22,453 2,470 2,593 10
Avernus Total 126,482 13,913 14,609 70
Of the a hundred and ten major Psykers located this year seventeen of them were Chaotic.
Eleven of the Chaotic Psykers including one Delta-level, three Epsilon-levels and seven Zeta-levels were killed without causing any significant levels of damage this year.
Five psykers including two Epsilon-levels and three Zeta-levels, caused minor damage and killed sixteen hundred militiamen, one hundred and thirty PDF Troopers, a hundred and ten Helltroopers, five Witch Hunters and eight Psyker Hunters,
The first Psyker to cause major damage was a Delta-level Telepath in The Fair Isle who turned the local militia on the Witch Hunters who located him. By the time the conflict was over twenty-four thousand militiamen, two hundred and eighty PDF troopers, twenty Witch Hunters and sixteen Psyker Hunters had been killed. Most of these casualties were inflicted when as the local militia Brigade was turned upon itself by the Chaos Psyker and many of them were probably friendly fire incidents.

The untainted major Psykers included one Gamma-level, five Delta-levels, thirty Epsilon-levels and fifty-seven Zeta-levels.
One thousand, one hundred and seventy-two minor Psykers were located by the Witch Sniffers this year.

Intelligence Analysts- Jane would like to set up a group of intelligence analysts to examining reports of Chaos Cults in an attempt to estimate the approximate number of Cultists that have escaped detection. This would give her a far better and more immediate indication that cult numbers are building up, allowing her to nip problems in the bud more often,

Time: 5 years.

Cost: 14,160,000 Thrones, 1,710,000 Material, 1,995,000 Metal, 37,050 Promethium, 490 Advanced Material
Upkeep per year: 1,416,450 Thrones, 171,000 Material, 199,500 Metal, 3,705 Promethium, 25 Advanced Material,
Reward: Intelligence Analysts, +5% number of cultists found, +5% number of Inner Circle Cultists found, gain report on approximate number of cultists to have escaped detection in each region (within 1 order of magnitude)

Complete

By the end of the year Jane's intelligence analysts had finished their training and had begun to work. They will hopefully be able to provide warning about any future cult surges before they get too big and will also increase your chances of spotting foreign spy networks operation on Avernus.



Arbites Liaisons (Quartok)- Your agreement with First Councillor Aryz included you sending an Arbites team to observe them and offer advice. While this team is primarily there to ensure that they are not corrupted by the forces of Chaos in the short term it will also fulfil the essential duty of helping to deal with any conflicts that arise between the Quartok and the people of Garden Grove, conflicts that are likely to arise given the Xenophobic propaganda that the humans were mostly raised on and the history of the Quartok.

Time: 3 years or until Quartoks move into Capar, whichever come last.

Cost: 7,100,000 Thrones, 142,000 Material, 2,840 Promethium, 69 Advanced Material
Upkeep per year: 710,000 Thrones, 14,200 Material, 284 Promethium, 3.5 Advanced Material,
Reward: Arbites Liaisons established with the Quartok, reduction in chance of Quartok having Chaos Cults, less chance of conflict between the people of Garden Grove and the Quartok.

Complete

As the Quartok begin to move to Malae the amount of tension between them and the natives of Garden Grove dropped, mostly because the end of the forces cohabitation was in sight. Due to this Janes task force had less to do this year and could focus on getting settled in the isolated human district of Malae.


Central Security Council- One of Jane's reposes to recent cult troubles is to create a Central Security Council that will coordinate Avernus Security forces to a greater level then is currently the case. This will take up a lot of her time and the time of her Arbitrators when it is active but should greatly increase the efficiency of your security forces.

Time: 3 years.

Cost: 71,000,000 Thrones, 7,100,000 Material, 3,550,000 Metal, 355,000 Promethium, 860 Advanced Material
Upkeep per year: 3,550,000 Thrones, 355,000 Material, 177,500 Metal, 17,700 Promethium, 43 Advanced Material.
Reward: Central Security Council set up, +(50+2 times Advisers Intrigue bonus) to cultist detection rolls, +5 to number of cultists found, +5 to number of inner circle cultists found, +5 to chance of detecting Psykers, -1 Adeptus Arbites Action.

Locked – One out of Three years completed

This year Jane begun the process of creating a Central Security Council to coordinate her Arbites and intelligence organisations actions. Given the sheer power that this council will potentially wield she has also begun to create a more secretive group to watch the Central Security Council and ensure that it does not get corrupted, either by the worst aspects of human nature or by the Ruinous Powers. Jane tells you that she has selected the original members for each group and is in the process of training them for for their new duties, which are still being finalised.

Build Life-Eater Fungus Missiles – Now that Magos Biologis Saren has figured out how to weaponize the Life-Eater Fungus, it is up to Fabricator-General Britton to complete the design and build the first examples. He proposes building a battery of Deathstrike Missile Launchers armed with the Life-Eater Fungus Warheads to begin with. This will take some time as it will not be easy putting the weaponization of the Life-Eater Fungus into practice.

Time: 3 years
Chance of Success: 40%

Cost: 16,200 Thrones, 4,050 Material, 81 Promethium, 444 Advanced Material.
Upkeep per year: 1,620 Thrones, 810 Material, 41 Promethium, 21 Advanced Material (upkeep increases massively if used).
Reward: 1 Deathstrike Missile Battery armed with Life-Eater Fungus Warheads

Complete
d100=24+50(Building)+14(learning)=88: Success

This year Fabricator-General Britton finished producing a hundred Deathstrike Missiles with Life-Eater Fungus warheads. He tells you that a single Life-Eater warhead can dissolve everything within a kilometre of the impact site and explode with enough force to kill humans in a radius from eleven hundred meters to three kilometres depending on the density of biological material in the impact zone. The main issue with these weapons is that they will definitely introduce the Life-Eater Fungus to the biosphere of the area targeted which could have massive effects if used anywhere but on Avernus. Due to this Fabricator-General Britton advises you to be very careful where you use these missiles.


Under the Sands – Under Beirut lie long buried ruins from the Dark Age of Technology, Archmagos Explorator Tranth wants to gain entry.

Time: 1 year.
Chance of Success: Unknown but high.

Cost: 7,200 Thrones, 1,440 Material, 72 Metal, 36 Promethium.
Reward: Gain entry to the ruins beneath Beirut.

Complete
d100=38+50(building)+17(learning)=102: Success

This year Archmagos Explorator Tranth opened the ruins under Beirut and begun his exploration. He tells you that this is possibly the smallest ruin he has yet found on Avernus and that he doubts that he will make many finds within it.


Detailed Survey (Congregation Asp): Take Two- Magos Biologis Saren could continue his investigation into the the Congregation Asps in an effort to determine exactly what is the cause of their rapid evolution and genetic diversity. He has mostly finished this project and believes that he will be able to finish it with one more years worth of work, two at the most.

Time: 1 year.
Chance of Success: 5% (88% after bonuses)

Cost: 202,500 Thrones, 10,130 Material, 10,130 Metal, 4,050 Promethium.
Reward: More information on Congregation Asps

Complete
d100 = 6 + 50(building) + 15(Cogitator) + 10(Rune Priests) + 8(learning )= 89: Fail
re-rolld100 = 98 + 50(building) + 15(Cogitator) + 10(Rune Priests) + 8(learning )+10(Master of Divinaton= 191: Critical Success

Magos Biologis Saren continued to have trouble determining exactly what the cause of the Congregation Asps rapid evolution was until Headmaster Ridcully visited one day. After being told Magos Biologis Saren's main theories Headmaster Ridcully offered to examine them in the hope that he could either prove or disprove the second or third theory. After almost an entire days worth of examination Headmaster Ridcully discovered that it was a combination of the second and third theory. The Congregation Asps are using a form of Biomancy but are doing so with, very, subtle guidance of something else.


Expedite: Enlarge Forges – Fabricator-General Britton suggests expanding the Minor Forges that just finished construction into Major Forges. This would take half a decade, but would over double the amount of Advanced Material produced by the Avernus System, greatly increasing your production capacity on one of Avernus' few bottlenecks.

Time: 5 years.

Cost: 48,720,000 Thrones, 12,180,000 Material, 2,436,000 Metal, 243,600 Promethium, 602 Advanced Material.
Upkeep per year: 4,872,000 Thrones, 1,218,000 Material, 243,600 Metal, 24,360 Promethium, 60 Advanced Material.
Reward: Seven Minor Forges upgraded into Major Forges, +2100 Advanced Material Production.

Locked – One out of Four years completed: Expedited

This year Fabricator-General Britton begun a program to expand all of the Forges of Avernus outside of Dorthonion. Unlike the expansions of the Temple-Forges work is going far better then expected and by the end of the year the superstructure had been completed and work was well under way for the internal components, six months ahead of schedule.

Good Deeds (Alfheim)- Saint Lin is currently working on turning the Imperial Church in the Nine Worlds into a charitable organisation. While the changes are happening on the other worlds they would be greatly speed up if Saint Lin personally oversaw the changes and brought his own resources to bear.

Time: 4 years.
Chance of Success: 30%, rolled every year.

Cost: 38,500,000 Thrones, 385,000 Material, 38,500 Metal, 3,850 Promethium.
Reward: Charitable mission to chosen world, +1 civilian morale per success

Locked – Two out of Four years completed
d100=58+46(Piety)=104: Success +1 Morale

Saint Lin's efforts in Alfheim continue to be well received, particularly among the upper class who know of the threat of the Dark Eldar and some part of what it means. The continued presence of Saint Lin has helped reassure the upper classes that Alfheim will not be abandoned in its time of need. Of course there was never any risk of that but scared people are often stupid.


Orders Dialogous Attachments- The sisters of the Orders Dialogous are some of the few humans who are able to understand the Eldar language. Saint Lin suggests attaching them to the general command staff of the Nine Worlds military so that Dark Eldar communications can be translated.

Time: 1 year.

Cost: 6,600,000 Thrones, 6,600 Material, 660 Promethium.
Reward: Order Dialogous sisters attached to General Staff, can translate Dark Eldar transmissions, gain access to new military options.

Complete

This year Saint Lin organised for members of the Ordo Dialogous to be attached to the general staff of the campaign force. He tells you that due to the small size of the Ordo Dialogous covenant on Avernus only officers of the rank of Lieutenant-General or higher will be able to have translators on hand. This should be enough to allow for your senior officers in every front to have sisters of the Ordo Dialogous available and so you consider it to be perfectly sufficient.

Of the fifty major Psykers who underwent the trials this year thirty-five passed, including the Gamma-level, two of the four Delta-levels, six of the ten Epsilon-levels and twenty-six out of thirty-five Zeta-levels.
The Gamma-level Pyromancer, Marita Hobbs, passed her trials with flying colours and has already reached elite Primaris Psyker levels of skill.
The Delta-level Diviner twins are training as Battle Psykers.
The only Epsilon-level Biomancer is being trained as a Battle Psyker along with the one of the two Pyromancers. The only Diviner, a Pyromancer and the only Telekinetic while the only Telepath is training as a Neo-Astropath.
Three of the four Zeta-level Biomancers, two of the four Diviners, one of the three Pyromancers, two of the four Telekinetics, four of the six Telepaths and two of the five Demonologists entered training as Battle Psykers this year. The other Biomancer, two Diviners, two Pyromancers, two Telekinetics, a Telepath and a pair of Demonologists are being trained as Sanctionites while the final Telepath is training as a Neo-Astropath and one Zeta-level has been taken by the Inquisition for training.
Of the seven hundred and forty-two minor Psykers to undergo the trials this year a one hundred and fifty-four failed. One hundred and seventy-seven of those who passed are training as Battle Psykers, one hundred and forty-seven as Witch Sniffers and one hundred and sixty-one as Sanctionites while one hundred and three have been taken by the Inquisition for training.

Among the major Battle Psykers one Zeta-level Diviner, one Epsilon-level Pyromancer, one Epsilon-level Telekinetic and one Zeta-level Telekinetic died this year along with thirty-nine minor Battle Psykers.
Among the major Sanctionites the Zeta-level Telekinetic and a Zeta-level Diviner died along with twenty-four minor Sanctionites, twenty Witch Sniffers and a Zeta-level Neo-Astropath.

Neo-Astropaths: Receivers- Headmaster Ridcully has recently had the idea of using high level Diviners to receive the messages that Neo-Astropaths send. While they will not be able to send messages this will have the potential to nearly double the number of Neo-Astropaths that you can training, a major coup.

Time: 3 years. (must be taken by Headmaster Ridcully)
Chance of Success: 30%

Cost: 7,100,000 Thrones, 71,000 Material, 710, Promethium, 86 Advanced Material, 9.6 Exotic Material.
Reward: Learn how to train some Diviners to acts as Astropathic Receivers.

Locked – Two out of Three years completed: Delayed by a year

Headmaster Ridcully paused his work on training Diviners to receive Astropathic messages this year so that he could focus one preparing his Battle Psykers for the upcoming war.


All In- Headmaster Ridcully understands the importance of the upcoming campaign and is willing to pause his current research in order to better prepare his forces for it, This will reduce his chance of succeeding with his research as well as delaying it for a year but will allow for Headmaster Ridcully to better prepare his men for the upcoming campaign.

Time: 1 year.

Cost: Free
Reward: Pause research for the year allowing you to take two other actions, free actions, -10% chance of research succeeding.

Complete

This year Headmaster Ridcully decided to pause his current research project in order to devote himself entirely to preparing the Battle Psykers for the upcoming campaign. He also uses this time to try to convince you to take him on the campaign saying that you will need every bit of foresight that he can muster.


Last Minute Training- Given that they are about to be deployed as part of the largest campaign that the Imperial Trust has ever launched Primaris Xavier thinks that it would be a good idea to put them though an intensive training course. This would prepare them for the upcoming war but would take quite a bit of time and effort from the senior psykers.

Time: 1 year.
Cost: 6,600,000 Thrones, 6,600 Material, 3,300 Promethium, 66 Advanced Material.
Reward: +5 to Battle Psykers rolls for the upcoming campaign.

Complete

This year Headmaster Ridcully oversaw an intensive training program designed to prepare your psykers as much as possible for fighting the Dark Eldar. Headmaster Ridcully, Primaris Zhukov and Primaris Aria took the lead in this effort due to the fact that they have fought the Dark Eldar in the past and know at least some of what to expect.


Prepare Battle Psyker: Task Forces- Another option for the deployment of your Battle Psykers is to form a group of task forces for specific uses. These task forces would include those capable of Phasing, those capable of using Siren Song, a Diviner Choir and a Pyromacer Choir as well as several other groups. This would limit your Battle Psykers to intervening is a couple of locations but would allow them to have a major impact where they are deployed.

Time: 1 year

Cost: 6,600,000 Thrones, 6,600 Material, 3,300 Promethium, 66 Advanced Material.
Reward: Battle Psykers deployed in six separate task forces ranging from forty to a hundred men, allows for major psychic working to be undertook.

Complete

Primaris Xavier spent the year splitting the Battle Psykers into six different task forces. These task forces include one based around Divination, Pyromancy, Telekinesis, Deamonology (Phasing) and telepathy (Siren Song) each of which contains enough Biomancers to keep everyone healthy, enough Telepaths to keep everyone is a link and enough Diviners to detect incoming foes. The remaining psykers, mostly a mix of Biomancers supported by minor Demonologists and Telepaths forms a reserve group designed to provide healing to and protection to any injured heroes.

Personal Attention: Heavy Armour – You are highly capable of military command, administration, diplomacy and intrigue and are capable of managing a project in any of those fields. Can be taken twice.

Time: as project.

Cost: free.
Reward: get one extra Adeptus Munitorum, Adeptus Administratum, Diplomacy or Adeptus Arbites action with your characteristic bonus.

Complete

By working yourself and your men to the bone you managed to get the Macharius Regiments battle ready by the end of the year, allowing you to take them to Fjol IV to fight the dark Eldar.


Personal Attention: Training: Aggressive Siege Operations– You are highly capable of military command, administration, diplomacy and intrigue and are capable of managing a project in any of those fields. Can be taken twice.

Time: as project.

Cost: free.
Reward: get one extra Adeptus Munitorum, Adeptus Administratum, Diplomacy or Adeptus Arbites action with your characteristic bonus.

Complete

You oversaw the training of your military on conducting sieges as the attacker this year. It was a resounding success and you are sure that you men will do you proud in the battles to come.


War Council- Late this year there will be a War council on Vanaheim to plan the upcoming campaign against the Dark Eldar. You will be attending it as both the representative of Avernus and as one of the greatest military minds of the Nine Worlds.

Time: 1 year.

Cost: Free
Reward: Attend War Council meeting on Vanaheim.

Complete

As the year drew to a close you journeyed to Vanaheim with your many of your advisers in order to join the council of war which will plan the assault on Fjol IV. Its a strange though being able to plan a campaign ahead of time but not an unwelcome one.


Tutor Syr (Administration)- Now that Syr is old enough you can start to tutor her, passing down some of the skills you have developed over your life. This will also have the added benefit of spending some more time with Syr without feeling guilty about putting off your other work, something that you are always up for.

Time: 1 year.
Chance of Success: 30%

Cost: Free
Reward: Syr gains +1 chosen statistic, on critical success Syr gains trait as well, can be taken multiple times

Complete
d100=84+5(Palace)+24(Administration)=113: Success

You spent what time you could with Syr this year teaching her the very basics of Administration, that is time management and organisation. She has taken to your lesson reasonably well though she seems to lack the natural talent that both you and Freyr have for this topic. You make sure to spend a lot of time with her before leaving for Vanaheim and say a good farewell as you know that this may be the last time that she ever sees you.

Year Income Thrones Material Metal Promethium Advanced Material Exotic Material Food
Starting 9,304,503,776 354,035,544 7,914,007,522 1,481,857,852 1,244,116 6,429 34,854
Net Income 718,593,321 92,572,262 1,525,688,926 143,281,490 149,901 1,628 1,811
Remaining 10,023,097,097 446,607,806 9,439,696,448 1,625,139,342 1,394,017 8,057 36,665
 
Well glad Ridicully finally cracked the Congregation Asp problem. This is also our first bit of non-circumstantial evidence about the controlling intelligence of Avernus, whatever that may be.
 
Excellent turn. Things went well.

Life-Eater Fungus missiles seem really powerful, though it's unfortunate that they'd introduce the stuff to any other world they're used on. I suppose it's only the Avernus psychic hive-mind or whatever it is keeping it regulated to stay in the swamps. I was kind of hoping that it would just refuse to grow anywhere else, but oh well. Maybe in the future we can figure out a way to eliminate such contamination so we can use the LEF missiles more freely.
 
Has filling a bunch of Merchantmen with wildlife and towing them into system with a lone ship been considered? As an initial assault.

What better way to soften up the enemy than a few thousand blink-spiders and other natural fauna?

Edit: It was a joke... I didn't mean it to be taken seriously!!!
 
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I like that Marita is a pyromancer, Xavier will be able to teach her well in the art of burning shit :cool::D
 
Has filling a bunch of Merchantmen with wildlife and towing them into system with a lone ship been considered? As an initial assault.

What better way to soften up the enemy than a few thousand blink-spiders and other natural fauna?

That would be a pretty obvious trap, and really wouldn't do much even if it worked. They'd lose a single Escort at best, unless they were really, really stupid and used more than one ship to board the obvious trap. They'd more likely lose less than that, given they'd probably use an assault boat of some kind instead.
 
That would be a pretty obvious trap, and really wouldn't do much even if it worked. They'd lose a single Escort at best, unless they were really, really stupid and used more than one ship to board the obvious trap. They'd more likely lose less than that, given they'd probably use an assault boat of some kind instead.

Plus we'd take a lot of damage herding all the wildlife on the merchantmen.
 
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@durin no success with the Colliga this year either?

Man that would make it three straight years of no success.

Are there any easy STCs left to try and complete?
 
You heard him guys. This means we have to work on getting even better.

I think this is mostly due to them likely getting orbital dominance and never losing it, more than merely a ground campaign. Also the fact that the Legions had troops other than Space Marines backing them - going by the numbers available for the Legions, there's no way that in total they had more than 2.5 million Astartes in total for all their number, and there's no way they could conquer the galaxy with such small numbers. The Imperial Army was an absolute necessity for the Great Crusade to have a chance at success.

If it was just a legion of Space Marines with no other support versus our troops in a pure ground war, we'd likely win handily.
 
@durin no success with the Colliga this year either?

Man that would make it three straight years of no success.

Are there any easy STCs left to try and complete?
The only thing the College can even attempt is the Improved Fighter Sensors STC. Everything else is too difficult, since the College makes all attempts with a -100 penalty to the roll, meaning any STC that isn't a 100% guaranteed success for Tranth can't be worked on by the College at all.
 
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