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
By the way @durin when a group of cultists decide to entrench themselves within a building how do the Arbitrators handle it? An when do PDF get invovled with cultists culling or killing chaos psykers?

You never went into the 'alert levels' or if it's just going by your own initiate That is the rule.
 
By the way @durin when a group of cultists decide to entrench themselves within a building how do the Arbitrators handle it? An when do PDF get invovled with cultists culling or killing chaos psykers?

You never went into the 'alert levels' or if it's just going by your own initiate That is the rule.
That's been touched on in the Turn updates. When cultists hunker down in the buildings, the Arbitrators call in the PDF to lay siege and root them out of the mini-strongholds. PDF get called in whenever it is convenient to do so, I believe. This is a Death World, so they're always about patrolling and killing.
 
Turn Fifty-Five
Turn Fifty-Five

As you think back over the last year a single event stands out, the mysterious disappearance of over thirty million citizens of The Fair Isle overnight. You personally suspect that the earlier earthquake woke some sleeping monster or was a result of a monster awakening and that this creature is responsible for the disappearance, quite possibly by using a far more powerful equivalent of the Sirens Song. Outside of Avernus the Warp Storm over Asgard has moved so that it now covers Alfheim, and you are so thankful that Midgard had already got most of its food issues under control.

General Drago is rather worried by the rise in the number of wildlife attacks and warns you that if attacks continue to rise he will have to start relying on the militia to combat them. Unfortunately he is recruiting men around as fast as he can train them so there is little that can be done to prevent this. On a lighter note Lieutenant-General Schwarz has recently broken though to a new level of skill with the blade and is now the most skilled swordsman on the planet, though his age and frailty means that any of the master-level swordsmen could beat him in a fight

Grandmaster Swordsman (+3M, +1D, +1I, +8C, +80 to melee combat rolls)- In his time on Avernus Lieutenant-General Schwarz has been forced to rely heavily on skill to survive the dangers of Avernus, given his extreme age and physical frailty. Doing this has further refined the swordsmanship he developed over his centuries of combat experience until he is undoubtedly the most skilled swordsman on Avernus, and quite possible the Nine Worlds.
Two Locked Choose One

Recruiting- The assault on Fjol IV killed around half of your military, with some forces such as the Drop Troopers being nearly wiped out. It will take almost a decade for General Drago to train up enough new men to bring your forces to full strength and he would like to begin as soon as possible. It would take twenty years for normal recruiting to replace those who have fallen on Fjol IV during which some of your cities will be dangerously exposed to the wildlife of Avernus.

Time: 9 years.

Cost:35,790,000 Thrones, 8,522,000 Material, 1,538,000 Promethium, 142,000 Advanced Material, 287 Exotic Material.
Reward: Bring the Helguard, PDF, Specialist Regiments, Skitrii, Tech-Guard and Macharius Regiments up to full strength and repair those Titans that can be repaired.

Locked – One out of Nine Years completed


Recruit: Void Infantry- General Drago tells you that you are now ready to train Void Infantry Regiments. These units will prove to be highly useful in both boarding actions and defending orbital installations in the future and should be trained before Waaagh Garkill returns.

Time: 4 years

Cost: 690,000 Thrones, 162,700 Material, 6,784 Promethium, 860 Advanced Material.
Upkeep per year: 68,967 Thrones, 18,268 Material, 3,392 Promethium, 43 Advanced Material.
Reward: Train one Division (100 Regiments) of Void Infantry.

Locked – One out of Four Years completed


Specialist Grenadiers (Write In): Planning- Now that you have the Elite Training Facilities General Drago would like to create elite, specialist units that take advantage of the unique skills that each region of Avernus instils in its soldiers. General Drago does not consider this to be urgent.

Time: 1 year.
Chance of Success: Variable

Cost: 7,200,000 Thrones, 14,400 Material, 1,440 Promethium, 860 Advanced Material.
Reward: Get Composition of Chosen Elite Unit. Put forward a write-in of a unit type and I will tell you if it it viable and how easy it will be (good omake will make it easier).


More Specialists- Currently the proportion of specialist regiments in the Helltroopers is falling as you expend the Helltroopers numbers. General Drago has put forward a plan to change this by doubling the number of specialist regiments, as well as recruiting extra regiments for the tithe. General Drago does not consider this to be urgent.

Time: 3 years,

Cost: 425,600 Thrones, 96,180 Material, 22,850 Promethium.
Upkeep per year: 42,559 Thrones, 9,618 Material, 11,426 Promethium.
Reward: Recruit 55 Specialist Helltrooper Regiments for Avernus and 16 Specialist Helltrooper Regiments for the Imperial Tithe this consists of 13 Helhound/Devil Dog Regiments, 13 Bane Wolf Regiments, 13 AA Regiments, 25 Artillery Regiments and 7 Sentinel Regiments


Flying Fortress: A Soldiers View- General Drago s interesting in the Large Mobile Research Facility and wishes to work with Fabricator-General Britton and design a variant intended for war. This would require a few years of work for General Drago and far more work from Fabricator-General Britton.

Time: 1 year.

Cost: 71,000 Thrones.
Reward: Work with Fabricator-General Britton on designing a military variant of the Large Mobile Research Facility, determine approximately what possible military variants there are.


King of Battle- Now that you have access to the Royal Basilisk, the most effective human artillery piece of its size that General Drago has ever seen, General Drago would like to greatly increase the number of Avernite Artillery Regiments. He proposes adding another five brigades of artillery to your order of battle.

Time: 3 years,

Cost: 566,600 Thrones, 95,850 Material, 25,560 Promethium.
Upkeep per year: 47,215 Thrones, 15,975 Material, 10,650 Promethium.
Reward: Recruit 60 Artillery Regiments, 50 for Avernus and 10 for the Imperial Trust


More Siege Infantry- The recent campaign has show how essential your siege infantry are when Avernus is attacked and that you do not necessarily have enough of them. General Drago would like to double the number of siege infantry on Avernus, raising the number to forty million. He would also raise fifty more brigades to tithe to the Imperial Trust Guard, bringing the number of Avernite Siege Infantry in the Imperial Trust Guard up to an entire Corps.

Time: 3 years

Cost: 21,800,000 Thrones, 3,888,000 Material, 185,100 Promethium, 458 Advanced Material.
Upkeep per year: 486,409 Thrones, 217,280 Material, 73,587 Promethium, 18 Advanced Material.
Reward: Double the number of Siege Infantry, recruit 17 Helltrooper Siege Infantry Regiments and 183 PDF Siege Infantry Regiments, recruit more troops to tithe to the Imperial Trust Guard.


Massed Deathstrikes- One if the things that you found in your recent campaign was that you did not have enough Deathstrike missiles, if there is such a thing. General Drago has proposed that you increase your total number ten fold to fifty batteries, which should be more then enough for most purposes.

Time: 3 years

Cost: 335,900 Thrones, 124,200 Material, 2,428 Promethium, 24,510 Advanced Material.
Upkeep per year: 17,402 Thrones, 12,424 Material, 1,214 Promethium, 1,226 Advanced Material.
Reward: Recruit 57 Batteries of Deathstrike Missiles, 45 for Avernus and 12 for the Imperial Trust


Recon Amour: Phase-Tigers: Planning- Now that you can afford to General Dargo has proposed equipping the Phase-Tigers with Recon Advanced Power Armour. While this sounds simple in principle it means that an entire new standard operating procedure and organisation will need to be invented from the ground up which will take some time.

Time: 3 years
Chance of Success: 60%

Cost: 14,400,000 Thrones, 144,000 Material, 28,800 Promethium, 17,200 Advanced Material.
Reward: Get Composition of Recon Armour Battalions, train the Phase-Tigers to act as 10 Recon Armour Battalions, must be selected with Recon Amour: Phase-Tigers: Implantation


Reform the Black Irons- General Drago would like to finish his reform of the Black Irons into an elite division of Helguard and Helltroopers. This will take a few years but when complete will give you an elite combined arms division that will hold its ground in almost any imaginable circumstance, and quite a few unimaginable circumstances.

Time: 3 years

Cost: 5,148,000 Thrones, 1,066,000 Material, 305,400 Promethium, 80,900 Advanced Material.
Upkeep per year: 936,843 Thrones, 186,367 Material, 152,694 Promethium, 6,019 Advanced Material.
Reward: Reform Black Irons to include 22 Power Helguard Regiments (3 Infantry, 18 Mechanised Infantry, 1 Drop Infantry), 6 Helguard Regiments, (3 Light Infantry, 3 Armour), 99 Helltrooper Regiments (16 Infantry, 3 Mechanised infantry, 26 Heavy Infantry, 24 Light Infantry, 13 Drop Infantry, 17 Armour)

Now that work is well under way on repairing your damaged ships and the shipyards are full, Freya would like to either begin refitting your warships with the new weapons and armour designs or start work on your first Ancient Defence Cruisers. She tells you that while it would make sense sense from an economic point of view to begin with the refit, from a military prospective getting your hands on some ancient defence cruisers is a priority.
Two Locked Choose One

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 Heavy Orbital Weapons Platforms added to the defences of Avernus.

Locked – Four out of Five years completed


Repair- Several of your warships came back from Fjol IV with damage ranging from superficial to being little more then a hulk. Freya would like to immediately repair them bringing your fleet back up to full strength and preparing it for future trouble.

Time: 3 years.

Cost: 45,200,000 Thrones, 3,575,000 Material, 205,200 Promethium, 10,300 Advanced Material, 42 Exotic Material
Reward: One Cruiser, two Light Cruisers and eight Escorts fully repaired.

Locked – One out of Two years completed: Expedited


Expand Shipyards- Large as your shipyards are they still are nothing compared to Vanahiem's, which themselves are insufficient to replace losses like those suffered over Midgard in a timely manner. Henry has put forward a plan to continue to increase your Naval production by building another small shipyards. .

Time: 5 years.

Cost: 144,000,000 Thrones, 21,600,000 Material, 10,800,000 Metal, 21,600,000 Promethium, 1,032 Advanced Material, 48 Exotic Material.
Upkeep per year: 34,800,000 Thrones, 5,220,000 Material, 2,610,000 Metal, 5,220,000 Promethium
Reward: 1 new small shipyard can build three more merchantmen at a time, increase to material production, decrease to ship upkeep.


Naval Evaluation- Freya would like to have professional Naval Officers from Vanaheim evaluate your navy so you know exactly what condition each ship's crew is in, both so you know if any ships need retraining and so you know if you have any ships with above regular levels of skill.

Time: 2 years.

Cost: 14,400,000 Thrones, 144,000 Material, 144,000 Promethium.
Reward: Gain Current Navy datasheet


Formal Education- While Freya has been taught a lot about Naval Command by her brother she lacks a formal education in these matters. She wants to spend three years going though the Naval Academy to change this. As well as increasing her abilities to command the Avernite Navy this would give her a higher level of respect from the professional Naval Officers of the Avernite Navy.

Time:3 years.
Chance of success: 50%

Cost: Free
Reward: Freya attends Naval Academy, +1 Naval Morale, Freya Gains Trait Avernite Naval Academy Graduate, reduces amount of time Freya can spend with you and Syr for its duration (unless you also attend Naval Academy)


Constant Production: Merchantmen- Freya has put forward a proposal to devote a small shipyard entirely to building a Merchantman a year. This will provide you with a constant stream of Merchantmen while requiring minimal supervision, at the cost of reducing the amount of space your shipyards have for other tasks. This will also reduce the price per ship by a small but significant percentage.

Time: 3 years.

Cost: 12,000,000 Thrones, 1,800,000 Material, 3,600,000 Metal, 600,000 Promethium, 4,050 Advanced Material, 220 Exotic Material
Upkeep per year: 1,200,000 Thrones, 180,000 Material, 360,000 Metal, 60,000 Promethium, 405 Advanced Material, 22 Exotic Material
Reward: 1 new Merchantman per year


Upgrade Capital Ships: Sensors and Point Defence- Now that you have the time Freya suggests upgrading your capital ships with the improved sensors and point defences recently discovered. This would provide them with a significant edge in combat, particularly in anti-pirate activities, which are likely to be a major use of your fleet in both the near future and in the long run.

Time: 2 years.

Cost: 11,167,000 Thrones, 796,300 Material, 52,000 Promethium, 3,956 Advanced Material, 18 Exotic Material.
Upkeep per year: 87,263 Thrones, 13,065 Material, 26,000 Metal, 30 Advanced Material, 0.2 Exotic Material.
Reward: Capital Ships equipped with Laser Defence Grid and Advanced Sensors.


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.


Construct: Naval Expansion- In the recent war over Midgard your Light Cruisers and escorts suffered heavy losses. Admiral Parnell request that you build four more Dauntless-Class Light Cruisers along with four Firestorm-Class Frigates to help counteract this loss. This would improve the number and quality of light combatants your fleet can field even after the Imperial Trust takes their cut. It would also represent a major milestone being met as the first Warp capable Warships built on Avernus.

Time: 5 years.

Cost: 144,300,000 Thrones, 12,010,000 Material, 646,800 Promethium, 36,120 Advanced Material, 162 Exotic Material
Upkeep per year: 577,500 Thrones, 999,330 Material, 161,700 Promethium, 180 Advanced Material, 1.7 Exotic Material
Reward: 3 Dauntless-Class Light Cruiser and 3 Firestorm-Class Frigates for both you and the Imperial Trust Navy


Construct: Defence Monitors- Defence Monitors are a vital component of the defences of any system and while Avernus has a reasonable number Freya wants even more. This will only take a few years as Defence Monitors are far easier to construct then anything that requires Warp Drive and will provide a significant boost to the systems defence fleet.

Time: 2 years.

Cost: 64,800,000 Thrones, 12,960,000 Material, 172,800 Promethium, 10,320 Advanced Material.
Upkeep per year: 864,000 Thrones, 172,800 Material, 86,400 Promethium, 103 Advanced Material
Reward: 30 Defence Monitors added to the defences of Avernus.


Construct: Major Refit- Freya has suggested giving your Warp capable Navy a major refit to equip them with many of the advanced components that Archmagos Explorator Tranth has discovered. You are informed that as well as the sensors and point defence systems the weapons, armour and datanet can be upgraded but that the engines and reactor cannot be replaced. This would take up your shipyards for most of the decade but would provide your fleet with a major boost.

Time: 6 years.

Cost: 62,230,000 Thrones, 4,807,000 Material, 312,000 Promethium, 48,670 Advanced Material, 360 Exotic Material.
Upkeep per year: 632,704 Thrones, 108,288 Material, 165,990 Promethium, 497 Advanced Material, 7 Exotic Material.
Reward: Capital Ships equipped with Laser Defence Grid and Advanced Sensors, Capitial ships and Escorts have armour replaced, datanet upgraded and weapons systems replaced


Construct: Ancient Defence Cruisers- The Ancient Defence Cruiser is one of the most powerful warships its size that you have ever heard of, the most powerful human vessel. Freya would like to begin construction on seven which would severely increase the capabilities of your system defence force. The addition of a group of powerful capital ships to your Defence Monitors and stationary defences should prove to be enough to a protect your orbital industry from almost any assault.

Time: 8 years

Cost: 246,500,000 Thrones, 13,440,000 Material, 896,000 Promethium, 120,400 Advanced Material, 605 Exotic Material.
Upkeep per year: 1,792,000 Thrones, 224,000 Material, 448,000 Promethium, 1,204 Advanced Material, 6 Exotic Material.
Reward: 7 Ancient Defence Cruisers constructed

Henry tells you that the preparations for the educational exchange are well under way and that Avernus will be ready in time, barring disaster. Otherwise there is quite a bit of unrest due to the mass disappearance in The Fair Isle but Henry does not consider it to be an issue, telling you that every sign is pointing to the unrest dying down in a year or two at the most. One interesting rumour that he reports is that the people who vanished were part of a major hidden cult that Avernus decided to wipe out, along with everyone else in the area.

-1 Civilian Morale
Two Locked Choose One

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 – Three out of Six years completed


Educational Exchange- The negotiations for setting up the Imperial Trust wide educational exchange have been complete and now you need to prepare your part it it. According to Henry it will take two years to complete out of the two that you have so he would advise that you begin work immediately.

Time: 2 years

Cost: 6,650,000 Thrones, 665,000 Material, 66,500 Metal, 133,000 Promethium
Upkeep per year: 665,000 Thrones, 66,500 Material, 6,650 Metal, 13,300 Promethium
Reward: Educational exchange with the rest of the Nine Worlds, +50% to base educational bonus (currently +150%), applies after turn 55.

Locked – One out of Two years completed


Food Stores- While your new expanded food stores are capable of holding enough food for Avernus even in the worst case scenario Henry has put forward a suggestion to build some massive food storage areas to hold food for the rest of the Nine Worlds in case something happens to Alfheim, an idea that he has copied from Muspelheim. This would be far more expensive and take longer to set up but would allow for the long term storage of truly massive amount of food. Henry considers this to be of very low priority.

Time: 4 years.

Cost: 77,000,000 Thrones, 17,400,000 Material, 890,000 Metal, 1,740,000 Promethium, 8,600 Advanced Material.
Upkeep per year: 3,850,000 Thrones, 890,000 Material, 44,500 Metal, 8,900 Promethium, 215 Advanced Material.
Reward: Massive food storage area, expand maximum food storage to 158,000 Units.


Expand Promethium Refineries: Mag Mell- While the current promethium extractors provide more then enough promethium for Avernus as well as quite a bit to trade Henry has put forwards a plan to expand the Promethium Refineries at Mag Mell even further. This will around double the amount of excess Promethium that you have to trade allowing you to become one of the main exporters in the Nine Worlds. Henry considers this to be of low priority.

Time: 5 years

Cost: 18,140,000 Thrones, 3,629,000 Material, 3,629,000 Metal, 725,800 Promethium.
Upkeep per year: 1,814,400 Thrones, 362,880 Material, 362,880 Metal.
Reward: Huge Promethium Refinery at Mag Mell, increase base promethium efficiency to +500%, +2,000,000 (apro 125 million after bonuses) bonus promethium production.


Rapid Good Couriers: Mass- While the current number of Rapid Goods Couriers in the Azure Islands in enough to cover the current transport needs Henry has put forward a plan to increase this four-fold. This should allow for near instant transport of goods and people between the Azure Islands and neighbouring regions and drive down the transport price significantly.

Time: 4 years

Cost: 70,400,000 Thrones, 17,600,000 Material, 1,760,000 Metal, 3,520,000 Promethium, 172,000 Advanced Material.
Upkeep per year: 7,040,000 Thrones, 1,760,000 Material, 176,000 Metal, 880,000 Promethium, 8,600 Advanced Material
Reward: Transport lines of Rapid Aerial Goods Courier increased fourfold, can more quickly moved forces, though they will be highly vulnerable to enemy air forces and AA, +10% Thrones and +5% production in The Azure Islands, +5% Thrones and 2.5% production elsewhere.


Educational Reform- A few years ago you were given some more information about the Muspelheim Educational System. Henry has gone over it and has figured out how to improve the Avernite Educational System even further. This will take three of four years but will provide a further increase to the efficiency of your education system.

Time: 3 years.
Chance of Success: 70%.

Cost: 1,012,000 Thrones, 101,200 Material, 101,200 Metal, 10,120 Promethium.
Upkeep per year: 50,588 Thrones, 2,529 Material, 2,529 Metal, 152 Promethium.
Reward: Education system made more effective, +10% to efficiency of educational system (current efficiency 250%)


Administratum Reorganisation: Part Four – Now that the Imperium has collapsed, other things are in the process of doing so as well. Henry wishes to reorganise the Administratum to be more efficient over small areas. This will be a long and difficult process, but Henry will continue now that he has started. This is the fourth out of five planned reorganisation phases and is larger in scope then any of the previous plans.

Time: 4 years.
Chance of Success: 30%

Cost: 66,500,000 Thrones.
Reward: increase administrative bonus by 4%


Juve-Nat Production Factory: All- This year Henry has put forward a plan to build Juve-Nat Production Factories in the remaining cities of Avernus. This will increase your production of Juve-Nat fourfold to twenty-four million doses per year and allow you to start rolling out free Juve-Nat to more civilians and to export them in massive quantities.

Time: 5 years.

Cost: 107,300,000 Thrones, 21,450,000 Material, 1,073,000 Metal, 4,290,000 Promethium, 5,676 Advanced Material.
Upkeep per year: 10,725,000 Thrones, 2,145,000 Material, 107,250 Metal, 429,000 Promethium, 568 Advanced Material.
Reward: eighteen new Juve-Nat Production Factories, +18,000,000 Juve-Nat doses per year


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 60%. He tells you that your current mining industry is more then sufficient to allow this expansion which would be the first step on bringing your production capacity in line with the rest of your industrial capacity. Henry considers this to be of low priority.

Time: 6 years.

Cost: 16,680,000 Thrones, 3,337,000 Material, 3,337,000 Metal, 667,400 Promethium, 340 Advanced Material.
Upkeep per year: 6,673,920 Thrones, 667,392 Metal, 133,478 Promethium, 17 Advanced Material.
Reward: enlarges factories over Avernus, +1,840,000 Production Capacity, +300% base production capacity (increase of +100%).

Inquisitor Klovis-Ultan is rather curious over exactly what Muspelheim promised Svartalfheim in order to convince them to support the Quartok and you have the impression that he is using his own resources to discover the answer. Otherwise little has changed on the diplomatic front over the last year.
Choose Two

Lobby for Quartok (Write in target and argument)- 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.


In Depth Investigation (Alfheim, Midgard, Muspelheim, Svartalfheim, Vanaeheim, Jotunheim)- Inquisitor Klovis-Ultan is willing to spend the time conducting a far more in-depth investigating of one of the planets that he has already reinvestigate. However it is likely to lead to a minor diplomatic incident if he is caught which is rather likely unless a spy network is in place on the chosen planet.


Time: 2 years.
Chance of Success: 20%

Cost: 2,370,000 Thrones.
Reward: More information on chosen planet.


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 suggets 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.


Sound Out (Write In Proposal)- Inquisitor Klovis-Ultan has suggested that you sound out the other Governor's about any proposal that you make before the next High Council meeting. While it is rather early to start now it would give you time to attempt to convince people to change their minds before the next High Council meeting.

Time: 1 year.
Chance of Success: 80%

Cost: 144,000 Thrones.
Reward: Gain level of support for proposal and reasons for this for one planet per 10% you succeed by.


Request Information (Write In)- Inquisitor Klovis-Ultan has suggested that you try requesting information from one of the other planets before conducting an In-Depth investigation that they may take offence to. He is more then willing to try to convince a planet to to give you specific information such as the exact organisation of Muspelheim's education system or Asgard's mines, which seem to be able to function with surprisingly little trained labour.

Time: 1 year.
Chance of Success: Varied

Cost: 144,000 Thrones.
Reward: Gain selected information.

Jane is currently rather busy with three major projects but she has still managed to find the time to put together a project outline for an investigation into the recent events at The Fair Isle. She hopes that you will be able to oversee this project yourself as she does not have the free time.
Three Locked Choose None

Central Security Council- One of Jane's responses 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 – Two out of Three years completed


Close Watch- Another option that Jane has proposed for watching the Quartok is to openly post watchers in Malae. This will provide more information and have a far lower risk of causing diplomatic issues but will give the Quartoks the impression that you do not trust them and is less likely to detect hidden actions.

Time: 3 years.
Chance of Success: 70%

Cost: 13,000,000 Thrones, 650,000 Material, 32,500 Metal, 130,000 Promethium, 215 Advanced Material.
Upkeep per year: 1,300,000 Thrones, 65,000 Material, 3,250 Promethium, 10.75 Advanced Material.
Reward: Open watchers on Quartok, increased chance of warning if they begin openly acting against your interests or if major Chaos Cults form.

Locked – One out of Three years completed


Deepen Spy Network (Vanaheim)- While you have a basic spy network in Midgard and Vanaheim it is not particularly comprehensive and does not extend much past local gossip. Jane has plans to change this by both increasing the number of agents that she has deployed and by trying to get some within medium security positions. She warns you that it would be a major diplomatic issue if her attempts to set up this network is detected

Time: 3 years.
Chance of Success: 50% (major issues if you fail by more then 20)

Cost: 3,850,000 Thrones, 38,500 Material, 3,850 Promethium, 43 Advanced Material
Upkeep per year: 770,000 Thrones, 7,700 Material, 770 Promethium, 8.6Advanced Material,
Reward: Spy network on chosen planet upgraded to basic Spy Network, +40 to all investigate actions on planet, can discover secret information.

Locked – One out of Three years completed


Hidden Watchers- One of the ways in which you can keep a close watch on the Quartok is to install hidden watchers in Malae, both human and technological. This would allow Jane to ensure that the Quartok are what they seem to be and that they are not doing anything dangerous without making it obvious that they are being watched. If detected this would lead to some major diplomatic issues with the Quartok.

Time: 4 years.
Chance of Success: 40%

Cost: 6,500,000 Thrones, 325,000 Material, 16,250 Metal, 65,000 Promethium, 430 Advanced Material.
Upkeep per year: 650,000 Thrones, 32,500 Material, 1,625 Promethium, 21.5 Advanced Material.
Reward: Hidden watchers on Quartok, increased chance of warning if they begin acting against your interests or if Chaos Cults form.


Spy Network (Planet) – Jane suggests setting up a network of Avernite agents in the Nine Worlds. Initially, this network would simply provide reports on what is happening in the given world, but you will be able to build upon this base for more detailed and focused information.

Time: 2 years.
Chance of Success: 70%.

Cost: 810,000 Thrones, 8,100 Material, 810 Promethium, 8.6 Advanced Material.
Upkeep per year: 162,000 Thrones, 1,620 Material, 162 Promethium, 1.6 Advanced Material.
Reward: Very basic spy network on chosen planet, gain basic information on events on planet, +20 to all investigate actions on planet.


Deepen Spy Network ( Svartalfheim or Midgard)- While you have a basic spy network in Midgard and Vanaheim it is not particularly comprehensive and does not extend much past local gossip. Jane has plans to change this by both increasing the number of agents that she has deployed and by trying to get some within medium security positions. She warns you that it would be a major diplomatic issue if her attempts to set up this network is detected

Time: 3 years.
Chance of Success: 50% (major issues if you fail by more then 20)

Cost: 3,850,000 Thrones, 38,500 Material, 3,850 Promethium, 43 Advanced Material
Upkeep per year: 770,000 Thrones, 7,700 Material, 770 Promethium, 8.6Advanced Material,
Reward: Spy network on chosen planet upgraded to basic Spy Network, +40 to all investigate actions on planet, can discover secret information.


Disappearing cities: Investigation- Last year an entire district of The Fair Isle, containing over thirty million men, mysteriously disappeared. Jane would like you to attempt to discover exactly what happened, or at least as much as her best forensics groups can find.

Time: 1 year.
Chance of Success: Unknown but low, reduces by 20% per year

Cost: 1,280,000 Thrones, 25,600 Material, 512 Promethium, 69 Advanced Material
Reward: Information on what happened on The Fair Isle last year.


Social Policy: Police State – Arbitrator Oakheart has prepared a series of plans to increase the amount of surveillance on the citizens of Avernus in an attempt to detect more cultists. This plan, while effective, will not be popular among the citizenry.

Time: 1 year

Cost: Varied see below.
Reward: Varied see below
Social Policy: Decrease Surveillance – This plan involves disabling the surveillance equipment in all public spaces. It would lead to a marked decrease in the number of cultist caught while increasing the general morale of the population.

Cost: Free
Reward: -10% Chance of detecting cultists and an additional -5% to detect inner circle cultists, +1 Civilian Morale.


Social Policy: Greatly Increased Surveillance – This plan involves also putting surveillance equipment in the less personal private locations and using this data to try and catch or track cultists. It would make catching Inner Circle Cultists far easier but would be rather intrusive and moderately expensive.

Cost: 161,000 Thrones, 16,200 Material.
Upkeep per year: 17,400 Thrones, 1,740 Material.
Reward: +5% Chance of detecting cultists and an additional +10% to detect inner circle cultists, -1 Civilian Morale.


Social Policy: Big Brother – This would involve installing surveillance equipment in all private locations including every citizen's home. This would make catching cultists far easier but would be incredibly expensive and intrusive.

Cost: 810,000 Thrones, 81,000 Material.
Upkeep per year: 81,000 Thrones, 8,100 Material.
Reward: +15% Chance of detecting cultists and an additional +20% to detecting inner circle cultists, -2 Civilian Morale.


Note that surveillance costs include the cost of the previous upgrade, so if you go from level one to level three, it is cheaper than going from level zero to level three. Also, it does not cost anything to go to a lower level or to return to a level that you have previously held.

This year Fabricator-General Britton was nearly killed by a Phase-Tiger that got past his security in Dorthonion. He had suffered near fatal wounds when his Skitarii bodyguard killed it but fortunately his mostly mechanical body was able to keep his brain alive long enough for medical help to arrive. Within a week of the attack he was fully repaired and back to work. Apart from that Fabricator-General Britton has little to report though he tells you that it was rather lucky when you decided to have Archmagos Explorator Tranth begin researching the improved Hydroponics STC. Also Magos Biologis Saren has offered to investigate The Fair Isle to help determine what has happened there.
Two Locked Choose Two

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 – Two out of Four years completed: Expedited


In Depth Examination (Congregation Asps)- Magos Biologis Saren would like to continue his research into Congregation Asps with the intention of figuring whether it is possible to influence the development of new abilities or control Congregation Asps.

Time: 3 years.
Chance of Success: Unknown

Cost: 1,200,000 Thrones, 60,000 Material, 60,000 Metal, 24,000 Promethium.
Reward: More information about Congregation Asps.

Locked – One out of Three years completed

Must Choose at least One of the following

Examine Sub-System: Any- – Examine one of the Sub-Systems of The Well of Urd in an attempt to gain a better understanding of it. This will determine whether you can repair the sub-system and whether you are able to copy it.

Time: 2 years.
Examine: Super Lances- The Well of Urd is armed with a broadside of massive super ances. This is a type of weapon unknown to the Imperium and Archmagos Tranth believes that he could learn much from studying it.

Chance of Success: -60% (30% after bonuses)
Reward: Can repair Super Lances, gain information about Super Lances, first step on the path to creating your own Super Lances.

Examine: Macrocannons- The Macrocannons of The Well of Urd are significantly better then any currently in production in the Imperial Trust. Archmagos Tranth would like to spend a few years examining them in an effort to further his understanding allowing him to repair the damaged batteries and hopefully figure out how to improve your current Macrocannons.

Chance of Success: -40% (50% after bonuses)
Reward: Can repair Macrocannon Batteries, gain information about Macrocannon Batteries, first step on the path to improving your current Macrocannon Batteries.

Examine: Laser Batteries- The Laser Batteries on The Well of Urd are one of the simplest of the weapons designs and will be applicable to the largest amount of military forces. This is due in large part to the fact that they provide the smallest advantage over current tech of any of The Well of Urd's systems.

Chance of Success: 10% (99% after bonuses)
Reward: Can repair Laser Batteries, gain information about Laser Batteries, first step on the path to improving your current Macrocannon Laser.

Examine: Kinetic Weapons- The Kinetic Weapons are some of The Well of Urd's most deadly weapons. While Archmagos Tranth does not think that he will be able to copy them he hopes to learn from them. He also believes that several of the Kinetic Weapons are damaged in ways that he can fix.

Chance of Success: -90% (0% after bonuses)
Reward: Can repair Kinetic Weapons, gain information about Kinetic Weapons, first step on the path to creating your own version of Kinetic Weapons.

Examine: Graviton Weapons- The Graviton Weapons of The Well of Urd are its most complex, and possibly its most powerful weapons. While Archmagos Tranth has no chance of discovering anything about them by himself he hope that with Headmaster Ridcully's aid he will be able to learn something.

Chance of Success: -130% (-40% after bonuses)
Reward: Can repair Graviton Weapons, gain information about Graviton Weapons, first step on the path to creating your own version of Graviton Weapons.


Examine: Torpedo Launchers – The torpedo launchers of The Well of Urd are far better then any other version that Archmagos Tranth is familiar with. Unfortunately they are very complex but Archmagos Tranth hopes that he will at least be able to repair the damaged launchers.

Chance of Success: -80% (10% after bonuses)
Reward: Can repair Torpedo Launchers, gain information about Torpedo Launchers, first step on the path to improving your current Torpedo Launchers.

Examine: Secondary Engines- The secondary engines are one of the most complex devices on The Well of Urd and if they were not labelled Archmagos Tranth would not even be able to determine their purpose. He hopes that with the aid of Headmaster Ridcully he can learn more about them.

Chance of Success: -120% (-30% after bonuses)
Reward: Gain information about Secondary Engines, first step on the path to creating your own version of Secondary Engines.

Examine: Reactors – The reactors of The Well of Urd are at least three times as good as an Imperial Reactor of the same size. Archmagos Tranth would like to study them in the hope that he can learn and improve the current Imperial Reactors.

Chance of Success: -70% (20% after bonuses)
Reward: Gain information about Reactors, first step on the path to improving your current Reactors.

Examine: Internal Data Network- The Internal Data Network of The Well of Urd is the most advanced that Archmagos Tranth has ever heard of. He would like to spend a few years examining it to see what it contains.

Chance of Success: -15% (95% after bonuses)
Reward: Gain information about Internal Data Network.
Cost: 720,000 Thrones, 14,400 Material, 7,200 Promethium, 860 Advanced Material, 9.6 Exotic Material.


The Ship Graveyard: Set up- Currently the research station in the ship graveyard orbiting Cocceio is unstaffed and not ready to operate. It would take a year or so for Archmagos Explorator Tranth to prepare it to act as his base in his efforts to learn about the ship graveyard.

Time: 1 year.
Cost: 14,400,000 Thrones, 720,000 Material, 72,000 Promethium, 172 Advanced Material.
Reward: Research Space Station Operational, can begin investigating the ship graveyard.


Examine: Any – Examine one of the samples of ancient technology found within the ruins of Avernus and attempt to reverse engineer it.

Time: 1 year

Cost: 8,100 Thrones, 1,640 Material, 41 Metal, 10 Promethium.
Examine: Stealth Assault Shuttle- One of the more interesting finds in The Well of Urd is a group of Stealth Assault Shuttles. Archmagos Tranth believes that with a few years work he should be able to reverse engineer the design .

Chance of Success: -30% (52% after bonuses)
Reward: Gain Blueprints of Stealth Assault Shuttle, lose d3 Stealth Assault Shuttles.

Examine: Knight Forlorn- One of the more interesting finds in The Well of Urd is a new type of Knight Titan that seems to be designed for boarding actions. Archmagos Tranth tell you that if he manages to reverse engineer the Knight Forlorn it would provide a major boost to the Aesir's capabilities in boarding actions.

Chance of Success: -40% (42% after bonuses)
Reward: Gain Blueprints of Knight Forlorn, lose d3 Knight Forlorns

Examine: Land Raider- One of the known finds in The Well of Urd is a hundred Land Raiders of a unknown patten. Archmagos Tranth is confident that he could reverse engineer it with a year or twos work and tells you it would give you access to one of the toughest and most modifiable tanks that the Imperium had access to.

Chance of Success: 10% (92% after bonuses)
Reward: Gain Blueprints of Land Raider, lose d3 Land Raiders

Examine: Land Speeder- One of the known finds in The Well of Urd is a group of Land Speeders. Archmagos Tranth is sure that he will be able to reverse engineer it and you know that having access to Land Speeders would provide a whole new range of options to your forces.

Chance of Success: 0% (82% after bonuses)
Reward: Gain Blueprints of Land Speeder, lose d3 Land Speeders

Examine: Jetbikes- One of the more interesting finds in The Well of Urd is three hundred Jetbikes of an unknown make. According to Archmagos Tranth he should be able to reverse engineer them and you need no explanation for why Jetbikes could be useful.

Chance of Success: 0% (82% after bonuses)
Reward: Gain Blueprints of Jetbike, lose d6 Jetbikes

Examine: Vanquishers- One of your discoveries under Silver Lake was of fifteen Leman Russ Vanquishers. Now that he has a level of understanding of the Vanquisher Cannon Archmagos Tranth believes that he can reverse engineer them. If he succeeds in this it will allow you to mass produce Leman Russ Vanquishers, greatly enhancing your armours effectiveness against other armour.

Chance of Success: 10% (92% after bonuses)
Reward: Gain Blueprints of Leman Russ Vanquisher, lose d6 Leman Russ Vanquisher

Examine Ion Shields – Archmagos Explorator Tranth discovered an interesting Ion Shield designed to protect firing slits from incoming fire. He wishes to try to figure out how to reproduce them as they would be a very useful addition to the defenses of your most important facilities.

Chance of Success: 0% (82% after bonuses)
Reward: Gain blueprints of small ion shields designed to protect firing slits; lose d6 of the non-operative examples.

Examine Medical Diagnostic Pod – Archmagos Explorator Tranth discovered a collection of Medical Diagnostic Pods. If reverse engineered, these will be able to quickly diagnose injuries and diseases, allowing for quicker and better treatment.

Chance of Success: 20% (99% after bonuses)
Reward: Gain blueprints of Medical Diagnostic Pods; lose d6 of the non-operative examples.

Examine Adamantine Forges – The Adamantine Forges found under Babylon are notably faster than those currently used by the Adeptus Mechanicus. For this reason, Archmagos Explorator Tranth wishes to reverse engineer them and figure out how to make more. He believes that he should be able to do this within a year at the cost of only a handful of the non-functional Forges.

Chance of Success: 20%. (99% after bonuses)
Reward: Gain blueprints for new Adamantine Forges; lose d6 Adamantine Forges, starting with the non-functional examples.

Examine: Automated Factories- The automated factories of The Well of Urd seem to be a more advanced version of those used by Muspelheim. Archmagos Explorator Tranth tells you that he should have little trouble working out what the differences are and replicating them.

Chance of Success: 30%. (99% after bonuses)
Reward: Gain blueprints for new Automated Factory, on failure suffer penalty to future attempts.

Examine: Starship Construction Technologies- The Well of Urd contains advanced starship construction technologies that should be able to build and maintain starships more efficiently. While complex Archmagos Explorator Tranth is sure that he could reverse engineer them given enough time.

Chance of Success: -70%. (12% after bonuses)
Reward: Gain blueprints for new Starship Construction Technologies, on failure suffer penalty to future attempts.
Try to Complete STC Fragment: Any – Examine one of the partial STC fragments found within the ruins of Avernus and attempt to complete it.

Time: 1 year

Cost: 8,100 Thrones, 1,640 Material, 41 Metal, 10 Promethium.
Try to complete STC fragment: Stealth Planes – In the ruins under Babylon Archmagos Explorator Tranth found fragments of an advanced stealth plane STC. He believes that he can probably complete this given a few years due to several similarities both to known planes and to Monitors. If successful, you will have the design of a Military Stealth Plane of some type (he is not yet sure of the exact speciality).

Chance of Success: -20% (77% after bonuses).
Reward: Gain complete blueprints of Stealth Plane.

Try to complete STC fragment: Superheavy Transport- Another recent STC that Archmagos Tranth has discovered is the design for a massive transport, capable of moving large qualities of people or goods though hostile environments, such as Avernus or other war-zones. If completed this STC will most likely provide several military and economic advantages such as being able to aid in setting up pre-fabricated fortresses.

Chance of Success: 20% (99% after bonuses).
Reward: Gain complete blueprints of Superheavy Transport.

Try to complete STC fragment: Repair Robot- One of the recent discoveries of Archmagos Tranth is a partially complete STC of a large robot that seems to be designed to aid Tech-Priests in conducting repairs. While robotics is not a very well understood art among the Adeptus Mechanicus of Avernus Tranth is confident that given time he could complete this template. This would most likely be helpful for Tech-Priests conducting large scale battlefield repairs in situation such as sieges and Naval battles.

Chance of Success: -20% (77% after bonuses).

Try to complete STC fragment: Improved Fighter Sensors-Another recent discovery of Archmagos Tranth's is of far superior sensors designed for aerospace fighters. Tranth is willing to complete this STC and informs you that it would provide a major advantage to the fighters that it is installed on while being cheap and easy to produce.

Chance of Success: 20% (99% after bonuses).


Try to Complete STC Fragment: Hercules Implant- One of Archmagos Explorator Tranth's recent discoveries is of the blueprint for the Hercules Implant, a strength boosting implant significantly better then any available to the Adeptus Mechanicus, in the Nine Worlds anyway. He would be willing to complete this design so that Fabricator-General Britton can upgrade the Skitrii and combat servitors with them, boosting their strength by a significant margin.

Chance of Success: 25% (99% after bonuses).
Reward: Gain complete blueprints of Hercules Implant.


Try to complete STC fragment: The Well of Urd's Armour – The armour of The Well of Urd is the most Advanced armour plating Archmagos Tranth has ever seen created by humanity. Archmagos Tranth is sure that with time and effort he will be able to figure out how to make more of this armour, both allowing you to fill the holes in The Well of Urd's armour without creating a weakness and allowing you to upgrade the armour of many things. Now that he has both a mostly complete STC and several pieces of armour under construction Archmagos Explorator Tranth believes that the Colligia Reconstructus will be able to complete this design if given enough time.

Chance of Success: 20% (99% after bonuses).
Reward: Gain complete blueprints of Very Advanced Starship Armour.

Try to complete STC fragment: The Well of Urd's Primary Engines – The primary engines of The Well of Urd are simply improved version of current Imperial Sub-light drives. Archmagos Tranth believes that he will be able to both figure out enough about them to repair them and to improve your current engines within a few years of study. Now that he has a partial STC to help him reverse engineer them Tranth is confident that he will be able to easily finish the STC.

Chance of Success: 10% (99% after bonuses).
Reward: Gain complete blueprints of The Well of Urd's Primary Engines.

Try to complete STC fragment: Naval Bomber – One of the STCs found on The Well of Urd is of a Naval Bomber. While Archmagos Tranth can't tell exactly what its capabilities are he is sure that they are significantly better the the Starhawk Bombers currently used by the Imperial Trust Navy.

Chance of Success: -40% (57% after bonuses).
Reward: Gain complete blueprints of Naval Bomber

Try to complete STC fragment: Large Mobile Research Facilities Weapons – One of the STCs found on The Well of Urd is of the weapons loadout of a Large Mobile Research Facility. While this is too incomplete for Archmagos Tranth to determine to much about it he has determined that one of the weapons systems is a Laser Defence Grid.

Chance of Success: -20% (77% after bonuses).
Reward: Gain complete blueprints of Naval Bomber
May Choose One of the Following

Disappearing Cities: Magos Biologis Saren- Magos Biologis Saren has offered to use his technologies and knowledge of the Avernite wildlife to attempt to determine the cause of the recent disaster in The Fair Isle. Given that the disaster was most likely caused by an unknown species of Avernus, his skills may prove useful.

Time: 1 year.
Chance of Success: Unknown but low, reduces by 20% per year

Cost: 640,000 Thrones, 12,800 Material, 256 Promethium, 138 Advanced Material
Reward: Information on what happened on The Fair Isle last year.


Preliminary Examination (Species) – There are many different unusual species on Avernus and Magos Biologis Saren wishes to examine all of them. However, he is willing to let you choose what he examines next.

Time: 1 year.
Chance of Success: unknown.

Cost: 40,500 Thrones, 2,025 Material, 2,025 Metal, 810 Promethium.
Reward: Discover more about selected species, including whether or not it is possible to tame or weaponize it, and how warp-tainted it is.


Detailed Survey (Island Turtle)- Magos Biologis Saren could continue his investigation into the Island Turtle in an attempt to discover more about it. He is particularly interested in the substance that its shell is made of and in how it manages to live despite its massive size, being larger then a Tyranid Hive ship.

Time: 4 years
Chance of Success: Unknown.

Cost: 405,000 Thrones, 20,260 Material, 20,260 Metal, 8,100 Promethium.
Reward: More information on Island Turtle


Regional Survey (Region) – Magos Biologis Saren wishes to give each region a thorough survey to discover if there is any interesting flora or fauna that is so far undiscovered. He is willing to let you choose which region to begin with.

Time: 1 year.
Chance of Success: 60%

Cost: 40,500 Thrones, 2,025 Material, 405 Metal, 810 Promethium.
Reward: Find out more about wildlife in selected region, possibly discover new interesting species.


May Choose One of the following

Build Greater Forge: Dorthonion – Fabricator-General has put forward a proposal to build a Greater Forge in Dorthonion. This huge Forge would be able to build massive amounts of advanced weapons and machinery and would cost a significant amount, even by your standards. Fabricator-General Britton strongly advises you to build one as soon as possible.

Time: 5 years.

Cost: 77,760,000 Thrones, 19,440,000 Material, 7,776,000 Metal, 388,800 Promethium, 1,032 Advanced Material, 115 Exotic Material.
Upkeep per year.: 7,776,000 Thrones, 1,944,000 Material, 777,600 Metal, 38,880 Promethium, 103 Advanced Material, 12 Exotic Material.
Reward: Greater Forge built in Dorthonion, +1,200 Advanced Material production (7,200 after STCs),


Flying Fortress: Design Part One- General Drago has proposed creating a military variant of the Large Mobile Research Facility, a proposal that Fabricator-General Britton supports. This will take quite some time but should give the Imperial Trust access to a near unique type of military force.

Time: 3 years.
Chance of Success: 20%

Cost: 28,400,000 Thrones, 2,840,000 Material, 710,000 Metal, 284,000 Promethium, 860 Advanced Material, 9.6 Exotic Material.
Reward: Design for a military variant of the Large Mobile Research Facility


Recon Amour: Phase-Tigers: Implantation- Fabricator-General Britton has informed you that Avernus now has enough production to equip an entire regiment with Recon Advanced Power Armour. It will take a few years to make enough armour and weapons to go with it but the sheer thought of Recon Armoured Phase-Tigers is worth the time and cost.

Time: 3 years.

Cost: 1,420,000 Thrones, 14,200 Promethium, 35,200 Advanced Material, 1,920 Exotic Material
Upkeep per year: 284,000 Thrones, 7,100 Promethium, 3,520 Advanced Material, 96 Exotic Material.
Reward: Phase-Tigers equipped with Recon Advanced Power Armour and weapons to go with it. Must be taken with Recon Amour: Phase-Tigers: Planning.

Much to your relief Saint Lin was just far enough away from Alfheim to avoid being caught in the Warp Storm and returned to Avernus two weeks after Alfheim was trapped. He tells you that he is confident that Alfheim will remain stable while it is trapped for at least the next decade, and quite probably more then that. He is willing to investigate The Fair Isle in an attempt to determine what is going on there, which will be very useful if it turns out to be a result of demonic activity.
One Locked Choose One

Translation- The sisters of the Orders Dialogous are some of the few humans who are able to understand the Eldar language and are therefore able to translate the large amount of data that was gathered from the Dark Eldar on Fjol IV. The sheer amount of data means that it will take them a few years to translate it all but this is your best source of information on the rest of the sector for the foreseeable future.

Time: 2d2 years

Cost: 1,300,000 Thrones, 13,000 Material.
Reward: Data from Fjol IV is translated.

Locked – One out of Three years completed


Missionary Work (Planet)- Many of the Nine Worlds are currently suffering from severe morale problems, mostly due to the death of the Emperor, temporary though Saint Lin assures you it is, and the imminent fall of the Imperium. Saint Lin is willing to lead a mission to one of those worlds in an attempt to raise morale and lower the chance of a Chaos cult forming.

Time: 1 year
Chance of Success: 50%

Cost: 160,000 Thrones, 40,000 Material.
Reward: +1 morale and -5% cultist numbers for the next five years for chosen planet, can not choose planet with morale of 10 or greater (they do not need the help).


Good Deeds (Jotunheim)- 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


Tutoring (Syr)- Saint Lin has offered to personally tutor Syr in the Imperial Faith, a great honour indeed. He mentions that while he is partially offering this out of respect and to ensure that the most likely candidate for your successor is faithful his other reason is that he misses being able to spend time with children which he often did before he got so busy.

Time: 1 year.
Chance of Success: 25%

Cost: Free
Reward: Syr gains +1 Piety, on critical success Syr gains trait as well.


Investigate: The Fair Isle- Saint Lin has offered to investigate The Fair Isle in an attempt to determine what is going on there, which will be very useful if it turns out to be a result of demonic activity and not nearly so useful if it is not. However given the sheer level of danger that a daemonic incursion of that scale represents it is probably worth the time it would take.

Time: 1 year.
Chance of Success: Unknown but high, reduces by 20% per year

Cost: Free
Reward: Information on whether the forces of Chaos were involved in The Fair Isle disaster.

Headmaster Ridcully is rather worried by what happened at The Fair Isle and has volunteered to delay either his and/or Xavier's current projects so that a proper investigation can be carried out. Given that the most likely cause of the disappearance is some sort of psychic effect created by either daemons or the Avernite wildlife, which you sometimes think is more dangerous, a powerful psyker is essential for the investigation.
Two Locked. Can choose Two

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 train, 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.

Three out of Three years completed, delayed by a year, -5 to success chance


Evaluations and Training- Many of your Battle Psykers gained enough experience and pushed their powers enough that with a bit of extra training they will be able to qualify as Veteran Battle Psykers. Primaris Xavier is ready to put the survivors of Fjol IV though a series of evaluations to determine who is ready and training to prepare them for their new rank.

Time: 2 years

Cost: 13,000,000 Thrones, 13,000 Material, 6,500 Promethium, 132 Advanced Material.
Reward: Some of the Battle Psykers who fought on Fjol IV promoted to Veteran Battle Psykers.

Locked – One out of Two years completed.


Disappearing Cities: Ridcully- Headmaster Ridcully is willing to further delay his current project in order to investigate recent events on The Fair Isle. As the greatest Diviner in the Nine Worlds he is perfectly suited to this task but may prove to be susceptible to being exposed to the cause of the disaster when he is probing it.

Time: 1 year.
Chance of Success: Unknown but high, reduces by 20% per year

Cost: Free
Reward: Information on what happened on The Fair Isle last year.


Disappearing Cities: Xavier- Primaris Xavier is willing to delay his currant project in order to investigate recent events on The Fair Isle. As the most powerful psyker in the Nine Worlds he is well suited to this task but may be unable to determine what has happened if the cause was not Warp based.

Time: 1 year.
Chance of Success: Unknown but medium, reduces by 20% per year

Cost: Free
Reward: Information on what happened on The Fair Isle last year.

It was nice to be able to spend some time with your family last year and be a bigger part of Syr's life, you know that your workaholic tendencies lead to you not being as good a father as you could be. Despite how much you would like to continue to focus on your family the currant state of Avernus, The Fair Isle in particular, means that you may need to focus on your work a bit more for the next few years.
Choose Four

Personal Attention – 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.


Spend Time With Family- Despite the constant issues of running Avernus you should make sure to sped some time with Freya and Syr. Syr is currently attending her initial schooling which will give you the opportunity to spend some more time with Freya.

Time: 1 year.
Chance of Success: Unknown

Cost: Free (can be taken multiple times)
Reward: Spend time with Freya and Syr, chance of improving your relationship, chance of improving your diplomacy, chance of boosting Freya's stats, increases chance that Syr will inherit some of your stats and traits


Whispers of Change (Suggestion)- Fabricator-General Britton has mentioned that he is trying to slowly change the Mechanicus to remove its more problematic laws and traditions. He is willing to listen to any proposals that you make on what should change and how to change it and promises not to get offended.

Time: 1 year
Reward: Fabricator-General Britton listen to your suggestion and may follow though.


Speak to the People – Much to the surprise of both you and your advisors, 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 civilians and the military.

Time: 1 Year.
Chance of Success: 60%

Cost: 3,600 Thrones
Reward: +1 to Civilian and Military Morale.


Attend Naval Academy- Now that the Naval Academy is running it might be a good idea to out yourself though it, or at least that is what Freya tells you. This will be time consuming and take up a lot of time you could be spending with your family but gaining a better understanding of Naval matters is worthwhile. If Freya also attends you could arrange to have Syr moved to the Ramilies and keep your family close by.

Time:3 years.
Chance of success: 30%

Cost:Free (take up 2 action slots per turn)
Reward: Attend Naval Academy, +1 Naval Morale, gain ability to command Navy (at what level depend on you level of success), gain ability to do Helheim Void Command Actions as a personal attention, chance of gaining + Martial.


Tutor Syr (Statistic)- 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


Chain of Command- Two of your Lieutenant-Generals have died fighting against the Dark Eldar and their replacements selected. It would be a good idea to be properly briefed on their replacements and to get to know them.

Time: 1 year.
Reward: Get character sheets for two new Lieutenant-Generals


Bonus Action: Double Down – By making use of the financial experts housed in a dedicated wing of your Gubernatorial Palace, you can throw extra resources and effort at a project to increase its chances of success. You can only do this at the beginning of a project and only for actions that have a cost.

Time: 1 year

Cost: as project.
Reward: +20 to the success roll of the selected project.


Bonus Action: Expedite – By making use of the financial experts housed in a dedicated wing of your Gubernatorial Palace, you can expend extra money and resources on a project to hurry up its completion schedule. You can only do this for construction actions, and only when starting the project.

Time: 1 year

Cost: as project.
Reward: Finish selected project one year early. Projects cannot be reduced to less than 1 year.

  Thrones Material Metal Promethium Advanced Material Exotic Material Food
Gross Income 1,107,062,135 272,264,829 1,522,689,295 149,020,751 162,341 2,019 1,817
Current Reserves 10,859,517,222 583,548,810 11,004,003,462 1,771,142,156 1,383,659 9,704 38,484
Project Cost Thrones Cost Materials Cost Metal Cost Promethium Cost Advanced Material Cost Exotic Material
             
King of Battle 483,100 81,720   21,790    
More Specialists 362,900 69,670   18,580    
Specialist Grenadiers (Write In): Planning 6,650,000 13,300   1,330 860  
Flying Fortress: A Soldiers View 65,580          
More Siege Infantry 20,130,000 3,591,000   171,000 458  
Massed Deathstrikes 310,200 114,700   2,243 24,510  
Recon Amour: Phase-Tigers: Planning 13,300,000 133,000   26,600 17,200  
Reform the Black Irons 5,148,000 1,066,000   305,400 80,900  
Construct: Merchantmen 17,280,000 2,592,000 5,184,000 864,000 5,160 276
Construct: Defence Monitors 64,800,000 12,960,000   172,800 10,320  
Construct: Naval Expansion 144,300,000 12,010,000   646,800 36,120 162
Constant Production: Merchantmen 12,000,000 1,800,000 3,600,000 600,000 4,050 220
Upgrade Capital Ships: Sensors and Point Defence 11,167,000 796,300   52,000 3,956 18
Construct: Major Refit 62,230,000 4,807,000   312,000 48,670 360
Construct: Ancient Defence Cruisers 246,500,000 13,440,000   896,000 120,400 605
Expand Shipyards 144,000,000 21,600,000 10,800,000 21,600,000 1,032 48
Naval Evaluation 14,400,000 144,000   144,000    
Juve-Nat Production Factory: All 107,300,000 21,450,000 1,073,000 4,290,000 5,676  
Administratum Reorganisation: Part Four 66,500,000          
Expand Promethium Refineries: Mag Mell 16,750,000 3,352,000 3,352,000 670,400    
Food Stores 71,120,000 16,070,000 822,000 1,607,000 8,600  
Rapid Good Couriers: Mass 65,020,000 16,260,000 1,626,000 3,251,000 172,000  
Educational Reform 934,700 93,470 93,470 9,347    
Enlarge Factories: Avernus 16,680,000 3,337,000 3,337,000 667,400 340  
Sound Out (Write In Proposal)- 133,000          
Investigate (Planet)- 401,800          
In Depth Investigation (All) 2,189,000          
Spy Network (Planet 665,000 6,650   665 9  
Social Policy: Greatly Increased Surveillance 133,000 13,300        
Social Policy: Big Brother 665,000 66,500        
Police Coverage: Extreme 13,260,000 1,426,000 1,706,000 52,120 490  
Deepen Spy Network (Any) 3,325,000 332,500   33,250 43  
Hidden Watchers 6,500,000 325,000 16,250 65,000 430  
Disappearing cities: Investigation 1,280,000 25,600   512 69  
Examine: Any 6,650 1,330 33 6    
Try to complete STC fragment: Any 6,650 1,330 33 6    
The Ship Graveyard: Set up 1,330,000 665,000   66,500 172  
Examine Sub-System: Any 665,000 13,300   6,650 860 10
Preliminary Examination (Species) 33,250 1,663 1,663 333    
Detailed Survey 166,250 8,313 8,313 3,325    
Detailed Survey (Island Turtle) 332,500 16,625 16,625 6,650    
In depth examination 997,500 49,875 49,875 19,950    
Regional Survey (Region) 33,250 3,325 333 666    
Disappearing Cities: Magos Biologis Saren 640,000 12,800   256 138  
Build Greater Forge: Any 74,480,000 18,620,000 7,448,000 372,400 1,032 115
Enlarge Forges 48,720,000 12,180,000 2,436,000 243,600 602  
Flying Fortress: Design Part One 28,400,000 2,840,000 710,000 284,000 860  
Recon Amour: Phase-Tigers: Implantation 13,250,000 13,250   33,250 1,920  
Missionary Work (Planet)- 133,000 33,250        
Good Deeds (All)- 33,250,000 332,500 33,250 3,325    
Speak to the People 3,325          
 
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Army:

Massed Deathstrikes (More is better when it comes to deathstrike missles)
Navy:

Construct: Defence Monitors(Name of the game is Defense)
Construct: Ancient Defence Cruisers

Adepts:

Enlarge Factories: Avernus

Examine: Knight Forlorn-(Titan that can do boarding actions? Why not give this toy to the Navy and the Void Infantry)
Disappearing Cities: Magos Biologis Saren (Hopefully Science can find the answers)

Tutoring (Syr)-( need to improve the heir Also not willing to risk Saint Lin that island is creepy.

Astra Telepathica:

No idea but not willing to lose our two best psyker teachers. Maybe it would be better to keep them back and working on their projects?

Chain of Command- New Generals can help coordnate against the Wildlife so that's nice.
Tutor Syr (Statistic)- Again tutor the heir.
Bonus Action: Expedite (For the Ancient Defense Cruisers) Get those Cruisers go from 9 years to like 7.
Speak to the People (Try to raise morale in time of need.)



 
Tentative Plan:

Military:

[X] Massed Deathstrikes
335,900 Thrones, 124,200 Material, 2,428 Promethium, 24,510 Advanced Material
[X] Personal Attention: Reform the Black Irons
5,148,000 Thrones, 1,066,000 Material, 305,400 Promethium, 80,900 Advanced Material

Gotta get those Deathstrikes, second highest priority is probably the Black Iron, which I don't think we can wait three years for, so have to spend a Personal Attention on it.

Navy:

[X] Construct: Naval Expansion
144,300,000 Thrones, 12,010,000 Material, 646,800 Promethium, 36,120 Advanced Material, 162 Exotic Material
-[X] Expedite: Construct: Naval Expansion
144,300,000 Thrones, 12,010,000 Material, 646,800 Promethium, 36,120 Advanced Material, 162 Exotic Material

Ancient Defense Cruisers would be nice, but we need to help out the rest of the Imperial Trust Fleet, and replace some of the losses from the recent campaign. Next turn we expand the shipyards, and perhaps constantly produce merchantmen?

Administorum:

[X] Juve-Nat Production Factory: All
Cost: 107,300,000 Thrones, 21,450,000 Material, 1,073,000 Metal, 4,290,000 Promethium, 5,676 Advanced Material.

Big game changer, so let's get started on it.

Diplomacy:

[X] Sound Out (Colonisation)
Cost: 144,000 Thrones.
[X] Lobby for Quartok (Jotunheim)
Cost: 128,000 Thrones
-[X] Double Down: Lobby for Quartok (Jotunheim)
Cost: 128,000 Thrones
-[X] Firstly, the people of the Imperial Trust cannot afford to continue embracing mindless xenophobia, for that is one of the paths that leads to the Abomination. The situation with the Quartoks must be looked at from all angles to see if they are truly a threat. While it is true that the Quartoks were at war with the Imperium in the past, by the accounts given under Saint Lin's aura of truth the survivors honestly believe it was the Imperium that attacked first. Regardless of the past, they were willing to look beyond their history and work with human soldiers towards a common goal during the Ork invasion. Further, they have been rather cooperative since, all things considered. By all appearances, the Quartok are not inherently hostile towards humanity, nor are they likely to become so. Even if they were to become a threat, it would be minor, given they are limited to a single city which could easily be destroyed if needed, have no means to escape the planet to threaten other worlds, and are monitored by Avernus's security. It is highly unlikely that another chance for such an ideal test case to reduce xenophobia among the Imperial Trust will present itself again.

Arbites:

[X] Personal Attention: Disappearing cities: Investigation
Cost: 1,280,000 Thrones, 25,600 Material, 512 Promethium, 69 Advanced Material

Gotta do this one.

Mechanicus:

[X] Examine: Internal Data Network-
Cost: 720,000 Thrones, 14,400 Material, 7,200 Promethium, 860 Advanced Material, 9.6 Exotic Material.
[X] Disappearing Cities: Magos Biologis Saren
Cost: 640,000 Thrones, 12,800 Material, 256 Promethium, 138 Advanced Material

Torn between the Stealth Plane and Data Network, let's do the plane next year. Pretty much certain it's something Avernus, so better have the biologist help with the investigation.

Ministorum:

[X] Investigate: The Fair Isle
Free

I don't think it is Chaos but better CYA on this.

Telepathica:

[X] Disappearing Cities: Xavier
Free

Need to use Xavier instead of Ridcully, because Ridcully's project has a chance roll, and delay causes the chance to decrease, Xavier's project does not have a chance roll.

Personal:

[X] Spend Time With Family
Free
[X] Tutor Syr (Administorum)
Free

Intrigued by chance to spend time primarily with Freya. I think we should grab it this turn. Possibly next turn do something else.

On Tutoring Syr, keep pounding away at Administorum. Syr is an Administrator's daughter. She may have martial genius like her father, but the Administorum is the family business.
 
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Military
[x] Massed Deathstrikes
We need more deathstrikes. Everything is easier with them.

Navy
[x] Expand Shipyards
Decreased upkeep and automate an action? Yes please.

Administration
[x] Educational Reform
Improving our education is always important, especially as our daughter is being educated. Incidentally, @durin, is there a trait for being educated on Avernus, since our education system is so good?

Diplomacy
[x] Lobby for Quartok (Jotunheim) (Argument: Same as before)
[x] Request Information: Asgard's mines
Get another person voting on our side, and get information on how to improve our mines, which durin's hinting we can learn about.

Mechanicus
[x] Disappearing Cities: Magos Biologis Saren
[x] Try to complete STC fragment: Stealth Planes
Investigate the cities and get a bomber, or a scout, or something cool.

MInistorum
[x] Tutoring (Syr)

Personal
[x] Tutor Syr (Military)
[x] Tutor Syr (Military)
[x] Tutor Syr (Administration)
[x] Tutor Syr (Combat)

The most important thing in CK2 is ensuring that your heir is the best they can possibly be, especially when they're automatically a hero character. Make her the best she can be.

As to learning about the disaster, it's almost certainly some new species that went and killed all those people because a cult was doing something it shouldn't. Do one action on it, and if that doesn't work throw everything and the kitchen sink.
 
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Here's my plan. Subject to change with discussion as always.

Munitorum

[X] Massed Deathstrikes
[X] Personal Attention: Reform the Black Irons

We need those deathstrikes for another war, if it happens. They would solve so many problems...
The Black Irons being reformed will help a lot in war and regular defense.

Void Command

[X] Construct: Major Refit
-[X] Expedite: Construct: Major Refit

I think this is the best option. Our fleet will be boosted overall, which will help both on the home front and when they are sent elsewhere. I'd like the Defense Cruisers, too, but I think we'll just need to get Vanaheim to build us some at the next council meeting as part of the trade dea.

Adminitratum

[X] Juve-Nat Production Factory: All

More Juve-Nat for everyone. If we can get everyone on Juvenat, then that means that even our militia will get a bonus for military. This is a huge thing.

Diplomacy

[X] Sound Out (Colonisation)
[X] Lobby for Quartok (Jotunheim)
-[X] Firstly, the people of the Imperial Trust cannot afford to continue embracing mindless xenophobia, for that is one of the paths that leads to the Abomination. The situation with the Quartoks must be looked at from all angles to see if they are truly a threat. While it is true that the Quartoks were at war with the Imperium in the past, by the accounts given under Saint Lin's aura of truth the survivors honestly believe it was the Imperium that attacked first. Regardless of the past, they were willing to look beyond their history and work with human soldiers towards a common goal during the Ork invasion. Further, they have been rather cooperative since, all things considered. By all appearances, the Quartok are not inherently hostile towards humanity, nor are they likely to become so. Even if they were to become a threat, it would be minor, given they are limited to a single city which could easily be destroyed if needed, have no means to escape the planet to threaten other worlds, and are monitored by Avernus's security. It is highly unlikely that another chance for such an ideal test case to reduce xenophobia among the Imperial Trust will present itself again.
-[X] Double Down: Lobby for Quartok (Jotunheim)

Let's sound out the rest of the Trust about colonization.
Jotunheim seems like a good target next, given they are against. I'm not married to my write-in, so if someone comes up with something better it could change.

Arbites

[X] Personal Attention: Disappearing cities: Investigation

Need to investigate this pronto.

AdMech

[X] Examine: Internal Data Network
[X] Disappearing Cities: Magos Biologis Saren

The data network is important, and may have goodies in it. Let's do it.
Let's see if our Biologis can find something.

Ministorum

[X] Investigate: The Fair Isle

If it's daemon related, we need to know.

Astra Telepathica

[X] Disappearing Cities: Xavier

I'd rather not risk Ridcully, and since we're investigating in three other ways it's ok to go with Xavier I think.

Personal

[X] Spend Time With Family
[X] Tutor Syr (Administratum)

The usual stuff here.

Criticism welcome as usual.
 
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On Tutoring Syr, keep pounding away at Administorum. Syr is an Administrator's daughter. She may have martial genius like her father, but the Administorum is the family business.
You're misspelling 'Administratum'. 'Administratum' refers to administration while 'Administorum' is likely a contraction of 'Adeptus Ministorum' which is the Ecclesiarchy.

Firstly, the people of the Imperial Trust cannot afford to continue embracing mindless Xenophobia, for that is one of the paths that leads to the Abomination. The situation with the Quartoks must be looked at from all angles to see if they are truly a threat. While it is true that the Quartoks were at war with the Imperium in the past, by the accounts given under Saint Lin's aura of truth the survivors honestly believe it was the Imperium that attacked first. Regardless of the past, they were willing to look beyond their history and work with human soldiers towards a common goal during the Ork invasion. Further, they have been rather cooperative since, all things considered. By all appearances, the Quartok are not inherently hostile towards humanity, nor are they currently so. Even if they were to become a threat, it would be minor, given they are limited to a single city which could easily be destroyed if needed and are monitored by Avernus's security. It is highly unlikely that another chance for such an ideal test case to reduce xenophobia among the Imperial Trust will present itself again.
First, change to 'xenophobia'. Xenophobia is no longer holy and thus isn't worthy of having a capital letter. /half-joke
Second, change to 'nor are they likely to be so'. All you did was repeat that they're not hostile to humanity. My suggestion adds something new and affirms that they won't be a danger.
Third, change to 'practice diplomacy with xenos and reduce dangerous xenophobia'. The practical benefits must be stated and xenophobia's dangerousness exemplified.

EDIT: Oh and remove Personal Attention: Reform the Black Irons. That's a three year action and I don't want Frederick occupied for that long. We really need to put as much energy as we can spare into tutoring Syr. We only have a decade to teach her, after which she'll be alive and doing stuff for centuries.
 
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@Elder Haman It looks like we have two Telepathica actions, we can put both of them on it.

o_O We only have two telepathica actions, and both of them are locked. Basically we are being offered to let us delay a current project to deal with the disappearance crisis. However, a delay like that damages the chance of success of the current option - that already happened for the project Ridcully is working on, and I don't want to damage it further as it's a pretty important project.

Navy
[x] Constant Production: Merchantmen
[x] Expand Shipyards
Decreased upkeep and automate an action? Yes please.

We only have one open Navy action.

[x] Request Information: Musphelheim's Education system
Get another person voting on our side, and get information on how to improve our education system, which durin's hinting we can learn about.

We already requested information on Musphelheim's Education system, I thought that was how we figured out how to improve our education system. @durin Am I remembering incorrectly?

Jotunheim will oppose the motion out of Xenophobia and a belief that accepting a hostile populace into the fold is folly.

Reminder of Jotunheim's reasons for opposition.

-[X] Firstly, the people of the Imperial Trust cannot afford to continue embracing mindless Xenophobia, for that is one of the paths that leads to the Abomination. The situation with the Quartoks must be looked at from all angles to see if they are truly a threat. While it is true that the Quartoks were at war with the Imperium in the past, by the accounts given under Saint Lin's aura of truth the survivors honestly believe it was the Imperium that attacked first. Regardless of the past, they were willing to look beyond their history and work with human soldiers towards a common goal during the Ork invasion. Further, they have been rather cooperative since, all things considered. By all appearances, the Quartok are not inherently hostile towards humanity, nor are they currently so. Even if they were to become a threat, it would be minor, given they are limited to a single city which could easily be destroyed if needed and are monitored by Avernus's security. It is highly unlikely that another chance for such an ideal test case to reduce xenophobia among the Imperial Trust will present itself again.

We should probably point out that they lack the ability to get off Avernus, and so cannot threaten anyone else. So all the risk will be on Avernus.

I was wondering if a comparison to the Ogryns are in order. Perhaps pointing out the way some humans fear Orgyns for being different?

I was also thinking that maybe we could segue into a discussion about the Orgyn forces, and how we understand that their Orgyn are more intelligent than most Orgyn, and if Jonunheim is interested in better weapons and armor for their Orgyn, and if Avernus could assist in that.

Essentially offering a subtle bribe.

Since Muspelheim got a bonus from bribery, it made me wonder if we ought to try it too. @durin does doing something that help add any bonuses to the roll, or add any risk?

EDIT: Heading off to bed soon. Will sleep on it and see if I can improve on a write in in the morning.
 
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EDIT: Oh and remove Personal Attention: Reform the Black Irons. That's a three year action and I don't want Frederick occupied for that long. We really need to put as much energy as we can spare into tutoring Syr. We only have a decade to teach her, after which she'll be alive and doing stuff for centuries.

We have 4 personal actions. We can afford to spend one of them on an urgent and essential three year action to get our Black Irons back into fighting form.
 
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