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

Investigate the Sea?

  • Yes

    Votes: 591 80.4%
  • No

    Votes: 144 19.6%

  • Total voters
    735
I think that commercial centres should be prioritised above schools.
We are in something of a cash-crisis after the warp-disturbance debacle.
 
I think that commercial centres should be prioritised above schools.
We are in something of a cash-crisis after the warp-disturbance debacle.

I donno; check our current status - we're throne-positive with +13,733 per turn, while we're still losing material, metal and promethium. I'd use a personal action for either the school or expanding the mines - once the latter are up, we can sell excess metal or turn it into Material (1:1 if we spend thrones on it from our income, 6:5 if we convert one metal to 10 thrones to pay for the others).

So, I would go with:
* Turn 2 school with a personal action, administratum actions are both locked.
* Turn 3 we start the mines and build the commercial centers and do one more thing in the category. Factories would be a bit premature, since the mines will take a bit, but there's bound to be new options.

Not sure how long it'll take durin to put up the choices for turn 2; we'll have a better idea of the possible actions then.
 
Once our actions become unlocked, I suspect we will have more actions than we have funds to comfortably afford them. but let us wait until thee next turn is posted, before making hasty judgements.

Once it is up, we can make some PROPER hasty judgements.
 
Once our actions become unlocked, I suspect we will have more actions than we have funds to comfortably afford them. but let us wait until thee next turn is posted, before making hasty judgements.

Once it is up, we can make some PROPER hasty judgements.

Yeah, I'm just impatient, so need something to occupy my attention. So I make plans.
 
Below are the only two potential assistants that met minimum quality standards (I had terrible luck on the other three even re-rolling twice). As well as providing an extra personal action, you effectively add half of an assistants stat bonus (rounding up) to your stat, on each statistic.

James Smith
Age: 28

M: 13+3= 16
I: 10-1= 9
A: 12+3= 15
L: 8= 8
P: 12= 12
D 12+2 = 14

Solider (+3M -1I)
Aide-DE-Camp ( +3A +2D)

Lieutenant James Smith is one of General Drago's best aides being a skilled warrior, administrator and diplomat. Before being offered as a personal assistant to Governor Rotbart Lieutenant Smith was on track to a promotion to captain and a career as a staff officer. He is a practical man who only real flaw is his lack of general education and skill in intrigue.


Caroline Vergil
Age: 27

M: 13-1+ 12
I: 13+2= 15
A: 16+3= 19
L: 13= 13
P: 15-2= 13
D: 10-2= 8

Ambitious ( +2I -2D -2P)
Bureaucrat (+3A -1M)

Ordinate Caroline Vergil is an ambitious young bureaucrat who Henry has recommended to you. While her open ambition is off putting she is a highly skilled administrator and skilled in intrigue. Combined with her above average piety, learning and martial skill if it weren't for her ambition she would be a perfect personal assistant.
 
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Well, both give some pretty good boosts to Adminstration, and then we have martial vs intrigue and then piety vs diplomacy.

I think, at first glance, we should pick Caroline - we're pretty damn good at martial on our own, but we could use some learning and piety, and she can boost our intrigue pretty well. We get a result with her of:
M 36, I 24, A 33, L 19, P 18, D 14

On the flip side, James give us:
M 38, I 21, A 31, L 17, P 18, D 17

Same piety, slightly less learning but slightly more diplomacy, a bit more martial but a bit less intrigue and administration. Not picking him does lose us some Diplomacy, but I value a bit more Administration over a bit more Martial and a bit more Intrigue over a bit more Diplomacy.

But to be honest, either isn't a bad pick. Her open ambition is a bit of a flaw - but perhaps we can fix that. And maybe we can pick him up as a second assistant at some later point :p

[X] Caroline Vergil
[X] James Smith

I think James is a better fit for us; ambitious might cause us problems down the road. And he *does* shore up our lowest stat, so we have less of a weakness. And boosts our highest too, so we can see if we can *really* cut loose with that ^_^
 
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Hmmm... Only place we are lacking personally is Learning, Piety, and Diplomacy.

We also still need even more bonuses to military and administration.

Initial glance though suggest Caroline is a bit better over all.

[X] James Smith
 
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Actually, we should probably pick on personality fit (there's literally only two stat points' difference in what our effect ratings are) ; I would guess that there'll be opportunities to 'remove' the personal action they give us to train them up in something they're weak in. among an "ambitious bureaucrat" and a "skilled military aide", which fits our image better?
 
[X]Caroline vergil
also:
[X] Arm her with a meltagun.
We may not be able to keep the wildlife and demons out of our office, but I'll be damned if I make this easy for them :D
 
Actually, we should probably pick on personality fit (there's literally only two stat points' difference in what our effect ratings are) ; I would guess that there'll be opportunities to 'remove' the personal action they give us to train them up in something they're weak in. among an "ambitious bureaucrat" and a "skilled military aide", which fits our image better?
Skilled military aide fits better
 
[X] Caroline Vergil

As long as we watch her very, very carefully for being a cultist, we should be fine. DAOT ruins means there will be plenty of glory for everyone. Remember, a scout group that discovered an STC for a knife each got their own planet.
 
[X] Caroline Vergil

As long as we watch her very, very carefully for being a cultist, we should be fine. DAOT ruins means there will be plenty of glory for everyone. Remember, a scout group that discovered an STC for a knife each got their own planet.

To be fair, it was a better Astartes-scale knife, if I recall correctly. A couple percentage points on survivability of space marines is worth quite a bit. And whichever forge world 'bought' it probably suddenly got a significant influx of money and influence from being the new supplier.

Also, it was probably partially an encouragement - think of what you just said. "These guys got ALL THIS for a single knife recipe... man, if I find something, I gotta turn it in to get me that!"
 
I was mostly alluding to the fact that the navs will have zero reason or ability to kill us for that STC after the astronomicon burns no longer.
 
[X] Caroline Vergil

I don't think that 4 martial and 6 diplomacy, when we already have such a high martial score, can possibly be worth 6 intrigue, 4 admin, 5 learning and 1 piety.

Sure, the extra diplomacy score would be nice. But we also have relatively low-ish learning.

Caroline is just much better than James overall imo.
 
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Turn 2
Turn 2

The last year has been, while busy far less hectic then some of the previous years as the complete defenses of your cities prove capable of keeping out most of the wildlife. It feels strange to be glad that defenses capable of stopping an army in its tracks are only able to stop most of the wildlife, but that's Avernus for you. You have a lot of long term projects currently in progress taking up most of you and your advisers time so will not be able to start many new projects this year.

General Drago is slightly worried about the Helljackals in Aridia but otherwise has no issue with the current state of the defenses. He is too busy setting up the Officers Academy and Planetary Command Headquarters to propose any new projects.

2 Locked none remaining

Planetary Command Headquarters- Currently all military operations are run out of a field command headquarters that was one of the first buildings built in Avernus Prime. Building a Planetary Command Headquarters would greatly increase the ease at which you can control and organize your military forces. General Drago believe that this is very urgent and strongly encourages you to begin this immediately.
Time: 2 years. Cost: 40 000 Thrones, 15 000 Material, 5 000 Metal, 1 000 Promethium. Upkeep: 4 000 Thrones per year, 3 000 Material per year, 500 Metal per year, 50 Promethium per year. Reward: Planetary Command Headquarters in Avernus Prime, One extra Adeptus Munitorum action each turn
Locked One Turn Remaining

Officers Academy- General Drago believe that it would be a good idea to build a specialized academy for training officers in Avernus Prime. This would ensure that all officers are competent and have a wide base of knowledge. It would also ensure that all officers use the same terminology which would cut down on the misunderstandings that occasionally happen when forces from different Regions work together. General Drago does not consider this to be urgent but claims it should be done sometime this decade.
Time: 2 years. Cost: 50 000 Thrones, 10 000 Material, 5 000 Metal, 500 Promethium. Upkeep: 5 000 Thrones per year, 1 000 Material per year, 50 Metal per year, 20 Promethium per year. Reward: Officers Academy in Avernus Prime, +5 to combat rolls for all PDF and Imperial guard units, allows some permanent training options.
Locked One Turn Remaining


Boot Camps- General Drago want to build a series of boot camps for training new recruits and retraining veterans. This would ensure that new recruits are of better quality and that veterans do not lose their edge. Like the Officers Academy, General Drago does not consider this to be urgent. Time: 2 years. Cost: 30 000 Thrones, 10 000 Material, 10 000 Metal, 500 Promethium. Upkeep: 3 000 Thrones per year, 1 000 Material per year, 100 Metal per year, 20 Promethium per year. Reward: Basic Boots camps in every city, +5 to combat rolls for all PDF and Imperial guard units, allows some permanent training options.

Guard the Skies- General Drago has noticed that most of your Imperial Guard and PDF Regiments are not equipped with any form of anti-air weaponry. This is no issue while your forces stay under the cover of the anti-air batteries of you cities but could lead to problems for any expedition sent beyond the current cities. General Drago does not consider this to be urgent but claims it needs to be fixed at some point and has drawn up this plan to deal with the problem.
Time: 1 year. Cost: 32 000 Thrones, 6 500 Materials Upkeep: 80 Thrones per year, 16 Materials per year, 24 Promethium per year. Reward: 10 Hydra Flack Tanks added to each Regiment of Infantry, Heavy Infantry, Mechanized Infantry and Rough Riders. Note: Adds Hydras to all future Regiment's built, slightly increasing cost and upkeep.

King of Battle- General Drago has noticed the worrying lack of field artillery in your forces. He knows how essential artillery is to standard Imperial Guard tactics, and strongly encourages you to build Basilisk field guns to attach to most of your Regiments.
Time: 1 Year. Cost 37 750 Thrones 9 200 Material. Upkeep: 85 Thrones per year 23 Material per year 23 Promethium per year. Reward 10 Basilisk field artillery platforms added to each Regiment of Infantry, Heavy Infantry and Mechanized Infantry. Note: Adds Basilisks to all future Regiment's built, slightly increasing cost and upkeep.

Training for Hell- Over the last decade your forces have learnt much about how to combat the monster that inhabit Avernus. General Drago proposes to codify this knowledge and hold seminars and exercises on how to kill the local wildlife for all PDF and Imperial Guard units. This will make your forces more effective when combating know threats in their Region.
Time: 1 year. Cost: 5 700 Thrones, 3 400 Material, 4 000 Promethium. Reward:All units get a +10 bonus to all combat rolls against known threats in their region for the next five years.

Training for War- Instead of specialized training for Avernus you could conduct a general intensive training exercise to increase the general combat readiness of all your forces. This would better prepare your forces for dealing with unknown enemies and for being transferred to a different region.
Time: 1 Year Cost: 5 500 Thrones, 3 000 Material, 3 500 Promethium. Reward: +5 percent Bonus to all combat rolls for the next 5 years.

Reinforce Imperial Guard- The Imperial Guard assigned to Avernus suffered very heavy casualties over the last eleven years and General Drago has suggested reinforcing them with soldiers from the PDF. This plan would ensure that there is at least one Imperial Guard Regiment per ten million people in each city and would replenish the ranks of all Imperial Guard Regiments. It would also recruit more PDF to replace the PDF promoted to Imperial Guard.
Time: 2 Years. Cost: 46 000 Thrones, 18 000 Material, 1 100 Promethium. Upkeep: 4 596 Thrones per year, 1 400 Material per year, 1 051 Promethium per year. Reward: 1 Drop Infantry Regiments, 1 Heavy Infantry Regiment, 1 Light Infantry Regiment, 1 Armored Regiment, 1 Rough Rider Regiment, brings all Imperial guard regiments to full strength.

Reinforce PDF- The Avernus Planetary Defense Force has suffered many casualties over the eleven years and General Drago has put in a request to recruit more PDF soldiers. This request if carried out would ensure that there is at least one PDF Regiment present per million people in each city and would replenish the ranks of all PDF Regiments currently under full strength.
Time: 1 Year. Cost: 132 000 Thrones, 71 000 Material, 3 000 Promethium. Upkeep: 3848 Thrones per year, 3 724 Materials per year, 2 623 Promethium per year. Reward: 14 PDF Infantry Regiments, 13 PDF Mechanized Infantry Regiments, 12 PDF Light Infantry Regiments, 8 PDF Armored Regiments, 13 PDF Rough Rider Regiments, brings all PDF Regiments to full strength.

Henry is worried at how quickly you are going through your thrones and suggests building commercial centers to increase tax income. He like General Drago is to busy to propose any new projects.

2 Locked none remaining

Build Promethium Refineries- Currently Avernus uses around four times as much promethium as is extracted. Henry proposes to build proper promethium refineries so far more promethium can be mined and refined. This will also significantly increase the proportion of promethium extracted that you can use. Small promethium refineries will be built in all cities currently producing promethium. Henry believes that this is very high priority.
Time: 2 Years. Cost: 70 000 Thrones, 14 000 Material, 14 000 Metal, 800 Promethium. Upkeep: 7 000 Thrones per year, 700 Material per year, 700 Metal per year. Reward: Small Promethium Refineries in all cities with access to promethium, +20 000 Promethium per year, +100% base promethium production.
Locked One Turn Remaining

Planetary
Administratum Center- Currently all Administratum work is conducted in your Gubernatorial Palace in Avernus Prime. This leaves your Palace rather crowded and is not a very efficient layout. Henry believe that it is time to build a planetary headquarters for the Administratum in Avernus Prime. Henry considers this to be a high priority cause of action.
Time: 2 years. Cost: 40 000 Thrones, 15 000 Material, 5 000 Metal 1 000 Promethium. Upkeep: 5 000 Thrones per year, 2 000 Materials per year, 250 Metal per year, 50 Promethium per year. Reward: Planetary Administratum Center in Avernus Prime. One extra Adeptus Administratum action each turn
Locked One Turn Remaining

Public Schooling-Henry has proposed building public schools for all of Avernus. This would take a while to have an effect but would end up producing a better trained, more efficient workforce which would result in a significant increase in tax revenue and a some increase in other industries. Henry considers this a low priority cause of action.
Time: 1 year. Cost:50 000 Thrones, 5 000 Materials, 5 000 Metal, 500 Promethium. Upkeep: 5 000 Thrones per year, 250 Material per year, 250 Metal per year, 25 Promethium per year. Reward: Public Schools in all cities, +5% base Thrones and +2% base Metal, Production Capacity and Promethium. This bonus is added every year for five year resulting in a +25% increase base Thrones and +10% base Metal, Production Capacity and Promethium.

Expand Mines- Avernus's current mines are small and use only basic equipment, this has to change. Henry has proposed to expand all current mines, use superior equipment and build some good ore smelters. While expensive and time consuming the plan would cover your minerals needs for a decade or so. Henry believes that this is high priority .
Time: 2 Years. Cost 185 000 Thrones, 37 000 Material, 37 000 Metal, 400 Promethium. Upkeep: 18 500 Thrones per year, 1 850 Material per year, 370 Promethium per year. Reward: Medium mines in all cities with access to metal, +36 000 Metal per year, +100% base metal production.

Build Factories- Your current demand for manufactured goods outstrips supply by a noticeable and growing margin. Henry proposes to build factories all over Avernus to counteract this problem and to allow the production of more complex vehicles. These factories would triple your production capacities and while expensive would not take more than a year to build. Henry believe that this option should wait until mines are expanded so that there is enough metal to feed the new factories.
Time: 1 Year. Cost: 220 000 Thrones, 44 000 Material, 44 000 Metal, 8 800 Promethium. Upkeep: 22 000 Thrones per year, 2 200 Metal per year, 440 Promethium per year. Reward: Small Factories in all cities, +48 000 Production Capacity, +50% base production capacity, allows construction of Variant Lemon Russ,Valkyries and Vendettas.

Construct Commercial Centers- While you are not running out of Thrones as fast as of other resources you are still running out, so Henry as come up with a plan to increase your revenue. Henry's plan consists of building a dedicated commercial center in each city and using it to give out loans to start up new companies. This will have the effect of increasing the amount of economic activity and therefore the amount of tax revenue. Henry considers this a mid priority action
Time: 1 Year. Cost: 150 000 Thrones, 30 000 Material, 30 000 Metal, 6 000 Promethium. Upkeep: 1 500 Material per year, 500 Metal per year, 50 Promethium per year. Reward: Commercial Centers in all cities, +50% tax income

Lord Klovis-Ultan is hopeful that the warp has cleared up a bit and he can get through to the Imperium. He has suggested no new projects as not much has changed over the last year.

Choose 2, (+1 action for the next 4 turns due to new colony bonus)

Request for aid: Adeptus Administratum- You can request that the Administratum send you extra resources to aid the start up of Avernus. It will take several years for any aid sent to reach Avernus.
Time: 1 year. Cost: 20 000 Thrones Chance of Success: 60% Reward: Either 500 000 Thrones, 100 000 Metal, Material or Promethium or 100 000 Thrones and 20 000 Metal, Material and Promethium.

Request for aid: Adeptus Astra Telepathica- You can request the Adeptus Astra Telepathica to evaluate whether a Scholastica Psykana should be built on Avernus. Even if they do there is no guarantee that they will decide that it is a viable location.
Time: 1 year. Cost: 20 000 Thrones Chance of Success:20% Reward:The Adeptus Astra Telepathica sends an agent to evaluate Avernus as a location for a Scholastica Psykana

Request for aid: Ordo Malleus- You can request that the Ordo Malleus send agents or infomation to Avernus. Even if they come you have no way of predicting their actions.
Time: 1 year. Cost: 20 000 Thrones Chance of Success:20% Reward: Unknown Ordo Malleus assistance

Request for aid: Adeptus Mechanicus- You can request that the Adeptus Mechanicus send you more Tech-Priests to help develop Avernus's industrial capacity. It will take several years for any aid sent to reach Avernus.
Time: 1 year. Cost: 20 000 Thrones Chance of Success: 40% Reward: More Tech-Priests move to Avernus and increase all Production Capacity, Metal and Promethium by 10%

Request for aid: Adeptus Ministorum- You can request that the Ecclesiarchy send a contingent of priest to minister to your populace. It will take several years for any aid sent to reach Avernus.
Time: 1 year. Cost: 20 000 Thrones Chance of Success: 60% Reward: More priests who increase population Morale by 1 and reduce the chance of cults by 5%.

Request for Magos Biologis- You can request that a Magos Biologis come to Avernus and examine the native wildlife. It will take several years for him to reach Avernus.
Time: 1 year. Cost: 20 000 Thrones Chance of Success: 60% Reward: A Magos Biologis arives to study the wildlife of Avernus

Tourist Trap- You can publicize Avernus as a potential tourist destination hopefully attracting money from tourists.
Time: 1 year. Cost: 20 000 Thrones Chance of Success: 60% Reward: Income from tourists, chance of immigration.

ArbitratorOakheart is too busy working on setting up Law Enforcement and Informants to propose any new projects and is generally happy about how her domain is being handled.

2 Locked none remaining

Law Enforcement- ArbitratorOakheart tells you that she needs to set up formal local law enforcement forces. This will take several years but when complete will be able to enforce Imperial Law on the general population. The local law enforcers (need to come up with a name) will also have a chance of detecting cultists.
Time: 2 years Cost: 50 000 Thrones, 5 000 Material, 5 000 Metal, 500 Promethium. Upkeep: 5 000 Thrones per year , 250 Material per year, 250 Metal per year, 25 Promethium per year. Chance of Success: 90% Reward: Law Enforcement officers and stations in all cities, +1 Civilian Morale, +5% chance of detecting cultists and psykers
Locked One Year Remaining

In the Shadows- ArbitratorOakheart wants to build a network of informants in the cities of Avernus. This will be the first step towards building a spy network and will significantly increase your chance of detecting cults and increase your chance of detecting psykers.
Time: 2 years. Cost: 100 000 Thrones, 1 000 Material, 10 Promethium. Upkeep: 10 000 Thrones per year, 50 Material per year. Chance of Success: 70% Reward: network of informers across Avernus, +10% chance of detecting cults, +5% chance of detecting psykers
Locked One Year Remining

Witch Hunters- ArbitratorOakheart believes you should build a group dedicated to finding and killing or capturing unregistered psykers. This group would have a headquarters in Avernus Prime and informants in every Region.
Time: 2 years. Cost: 10 000 Thrones, 250 Material, 3 Promethium. Upkeep: 1 000 Thrones, 25 Material, 1 Promethium. Chance of Success: 60% Reward: +10% to chance of finding psykers, specialized unit of anti-psyker warriors.

Investigate Delta-3- Delta-3 had a rogue psyker open a warp rift several years ago. While the rift was quickly closed with orbital lance strikes from the Iron Fist, and that half of the city was walled and closed off, it is probable that some level of warp taint remains. ArbitratorOakheart wants to personally investigate Delta-3 to find the extent of this taint.
Time: 1 year. Cost: 10 000 Thrones. Chance of Success: Unknown. Reward: Information on the level of taint that remains at Delta-3.

Investigate Zeta-5- Zeta-5 has had a string of bad luck right from first settlement a decade ago. ArbitratorOakheart is worried that the string of bad luck is a symptom of some underlying cause and wishes to investigate.
Time: 1 year. Cost: 10 000 Thrones. Chance of Success: Unknown. Reward: Information on the level of taint that remains at Zeta-5.



Magos Explorator Tranth is glad to have begun trying to gain entry to some ruins and is willing to work on something else while he does.

Magos Explorator Tranth insists on attempting to gain entry to one of the ancient ruins this year.
Chose one ruin investigation and one other

Built on Ruins- Beta-5, the warzone of Region Beta, is built on top of some ancient ruins. These are the only ruins yet discovered in Region Beta and Magos Explorator Tranth wishes to gain entry to them.
Time: 1 year. Cost: 10 000 Thrones, 2 000 Material, 100 Metal, 50 Promethium. Chance of Success: Unknown but low. Reward: Gain entry to the ruins beneath Beta-5.

Under the Sands: Under Zeta-4 lies long buried ruins from the Dark Age of Technology Magos Explorator Tranth wants to gain entry.
Time: 1 year. Cost: 10 000 Thrones, 2 000 Material, 100 Metal, 50 Promethium. Chance of Success: Unknown but low. Reward: Gain entry to the ruins beneath Zeta-4.

Buried Treasure- Under Zeta-3 lie the largest ancient ruins as yet discovered on Avernus. Magos Explorator Tranth would prefer to explore these ruins before any others.
Time: 1 year. Cost: 10 000 Thrones, 2 000 Material, 100 Metal, 50 Promethium. Chance of Success: Unknown but low. Reward: Gain entry to the ruins beneath Zeta-5.

Lost City- The city of Gamma-4 was emptied of life when a foolish attempt to access the ruin hidden within it triggered an radiation trap. Magos Explorator Tranth is confident that he can safely open the ruins and if not at least it is no longer under a major city. Magos Explorator Tranth has begun work on these ruins and would prefer to finish before starting somewhere else.
Time: 1 year. Cost: 10 000 Thrones, 1 000 Material, 500 Metal, 100 Promethium. Chance of Success: Unknown but low. Reward: Gain entry to the ruins beneath Gamma-4.

Enlarge Temple of the Omnissiah- Magos Explorator Tranth wishes enlarge the Temple of the Omnissiah and upgrade its equipment. This will provide a better workplace and allow the production of larger amounts of advanced tools for him to use to better his work.
Time: 1 year. Cost: 100 000 Thrones, 50 000 Material, 5 000 Metal, 500 Promethium. Upkeep: 10 000 Thrones, 5 000 Material, 500 Metal. 25 Promethium. Reward: Meduim Temple of the Omnissiah, replaces Small Temple of the Omnissiah, +10 to all Adeptus Mechanicus rolls.

Optimize Defenses- Many of the natives of Avernus have unusual abilities that make the standard Imperial defenses unable to stop them. Magos Explorator Tranth is willing to reaseach how to best stop these creatures.
Time: 2 years. Cost: 60 000 Thrones, 10 000 Material, 2 000 Metal, 100 Promethium. Chance of Success: 70% rolled separately for each region. Reward: Recieve report on how to make your defences less permeable to the local wildlife, and thereby reduce civilian and military casualties

Optimize Weapons- Many of the creatues of Avernus are highly resistant to normal Imperial Guard weapons. Magos Explorator Tranth is willing to research what weapons are most effective in each region and what improvements are needed.
Time: 2 years. Cost: 60 000 Thrones, 10 000 Material, 2 000 Metal, 100 Promethium. Chance of Success: 70% rolled separately for each region. Reward: Receive report on what weapons need to be changed to make all force more effective, resulting in more kills and less military casualties.

Report Findings- The amount and age of the ancient ruins in the Avernus systemare far greater then expected. If Magos Explorator Tranth reports this to the Adeptus Mechanicus they are likely to send an Archmagos Explorator to investigate the ruins. However if this happen both you and Magos Explorator Tranth are likely to gain far less from the ruins being exploited.
Time: 1 year. Cost: 10 000 Thrones. Chance of Success: 80% Reward: After several years and Archmagos Explorator will arrive to take over the exploration of the ruins.

Deacon Aurilian has finished organizing the Church of Avernus and is prepared to use this instrument to direct the passions of the people of Avernus

Choose 1

Sermon: The Enemy Within- Deacon Aurilian and his preachers are eager to give a series of sermons focusing on heretics, the enemy within, and how to spot them.
Time: 1 Year. Cost: 10 000 Thrones. Chance of Success: 50%. Reward: -5% cult activity and +5% chance of detecting cults until another sermon is given.

Sermon: Burn the Witch- Deacon Aurilian wishes to have his preachers give a series of sermons focusing on hatred for the witch and how to spot them. Despite his slightly worrying obsession on this topic it is not a bad idea.
Time: 1 Year. Cost: 10 000 Thrones. Chance of Success: 50%. Reward: +10% chance of detecting psykers until another sermon is given.

Sermon: The Emperor Protects- Deacon Aurilian can have his more compassionate preachers give a series of sermons on the protection that the Emperor gives his worshipers. This will increase the morale of the general populace.
Time: 1 Year. Cost: 10 000 Thrones. Chance of Success: 50%. Reward: +1 Civilian Morale until another sermon is given.

Sermon: Hammer of the Emperor- Deacon Aurilian can give a series of sermons on how the Imperial Guard is the Hammer of the Emperor therefore his chosen servants. This will increase the morale of the military.
Time: 1 Year. Cost: 10 000 Thrones. Chance of Success: 50%. Reward: +1 Military Morale until another sermon is given

Sermon: Work for the Emperor- Deacon Aurilian can give a series of sermons about how every little piece of work strengthens the Imperium and is therefore holy. This will encourage the civilians to work harder and longer.
Time: 1 Year. Cost: 10 000 Thrones. Chance of Success: 50%. Reward: +10% productivity until another sermon is given

Cathedral of the God-Emperor- Build a Cathedral in Avernus Prime allowing Deacon Aurilian a base of operations and showing the faithful of Avernus Prime the glory of the Emperor.
Time: 2 years. Cost: 40 000 Thrones, 5 000 Material, 15 000 Metal, 1 000 Promethium. Upkeep: 4 000 Thrones, 1 000 Material, 1 000 Metal, 50 Promethium. Reward: Cathedral in Avernus Prime, 1 more Adeptus Ministorum action per turn, -10% cult activity in Avernus Prime.

Burn the Witch- Deacon Aurilian wants to build a group dedicated to finding and killing witches, in fact he goes on about it a lot. This group would consist of holy warriors empowered to hunt down and kill witches. You are worried that they might get out of hand but know the problems rogue psykers can cause.
Time: 1 year. Cost: 5 000 Thrones, 100 Material, 10 Promethium. Upkeep: 1 000 Thrones, 20 Material, 10 Promethium. Chance of Success: 70% Reward: Group of fanatic barely controlled witch hunters, +10% chance of finding unsanctioned psykers, -10% cult activity, -1 Civilian and Military Morale.

You have projects that you should or could personally supervise ranging from large scale industrial projects to personal improvement. Caroline Vergil your new assistant has an worrying amount of ambition which you hope to teach her to keep in check but is a brilliant administrative assistant.

Choose 4

Personal attention- You are highly capable of military command, administration, and intrigue and are capable of managing a project in any of those fields. Just one though, as you don't have that much free time.
Time: as project. Cost: free. Reward: get one extra Adeptus Munitorum, Adeptus Administratum or Adeptus Arbites action with your characteristic bonus.

Investigate Deacon Aurilian- You can have people look into the history of Deacon Aurilian and find out more about his character and skills. As well as why he seems to be so obsessed with witches.
Time: 1 Year. Cost: 10 000 Thrones. Chance of Success: 75% Reward: Character sheet on Deacon Aurilian

Investigate Magos Explorator Tranth- You can have people look into the history of Magos Explorator Tranth and what forces he has on Avernus.
Time: 1 Year. Cost: 20 000 Thrones. Chance of Success: 65% Reward: Character sheet on Magos Explorator Tranth, datasheet on Adeptus Mechanicus forces on Avernus.

Expedite Administratum request: You have a good understanding of the Administratum and many contacts within it, and can use this to increase the likelihood that a request to the Administratum is carried out and how much you gain from it.
Time: 1 year. Cost: 20 000 Thrones. Chance of Success: 80% Reward: Request for aid: Adeptus Administratum gets a +20 to success chance and has a improved yield.

Promote Avernus- You can use your prestige to back the attempt to attract tourists to Avernus.
Time: 1 year. Cost: 20 000 Thrones. Chance of Success: 70% Reward: Request for aid: Tourist trap has +10% chance of Success.

Speak to the People: Much to the surprise of both you and your advisers you are a highly popular figure on Avernus. You can use this popularity to run a series of Tel-casts to raise the morale of both the civilains and the military.
Time: 1 Year. Cost: 5 000 Thrones. Chance of Success: 80%. Reword: +1 to Civilian and Military Morale.

Combat Training- You can undergo more combat training to ready yourself for the dangers of Avernus.
Time: 1 Year. Cost: Free. Chance of Success: 50% Reward: +1 Martial

Seek the Emperor- You can study and meditate on the holy scriptures and strengthen your faith.
Time: 1 Year. Cost: Free. Chance of Success: 50% Reward: +1 Piety

Courtly Manners- You can undergo etiquette training and learn how to negotiate more effectively.
Time: 1 Year. Cost: Free. Chance of Success: 50% Reward: +1 Diplomacy

Shadow Games- You can learn more about the shadow games played by the Inquisition and their foes from Arbitrator Oakheart.
Time: 1 Year. Cost: Free. Chance of Success: 50% Reward: +1 Intrigue

Total Income Thrones Material Metal Promethium
Currant Income 23094 -5816 -1269 -31595
Currant Reserves 324953 196760 84211 261753
All costs reduces by 24% due to administrative score and Local Administratum Centers
 
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[X]Request for aid: Adeptus Administratum
[X]Request for Magos Biologis

[X]Lost City
[X]Enlarge Temple of the Omnissiah

[X]Cathedral of the God-Emperor

[X] Personal attention (Public Schooling)
[X]Speak to the People
[X]Investigate Magos Explorator Tranth
[X]Investigate Deacon Aurilian
 
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How's this for a plan:
Diplomacy:
[X] Request for aid: Adeptus Administratum
[X] Request for Magos Biologis
Admech:
[X] Lost City
[X] optimise defences (maybe the larger admech shrine, but that costs us a third of our reserves...)
Ministorum:
[X] Semon: The Emperor Protects
Personal:
[X] Personal Attention: Commercial centers
[X] Expedite Administratum Request
[X] Investigate Deacon Aurilian (that guy is starting to give me the creeps.)
[X]Investigate Magos Tranth (all other options are generics, and frankly the more we know about our advisors, the better.)
 
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