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
That may have been retcon'd. There's been a crapload of evidence that Emps was only born towards the end of the DAoT, and the shaman thing was only propaganda in recent books.
Considering that the Emperor was Saint George and the dragon he slew was the Void Dragon(which he imprisoned on Mars after defeating), I have to ask where you got that from.
 
Considering that the Emperor was Saint George and the dragon he slew was the Void Dragon(which he imprisoned on Mars after defeating), I have to ask where you got that from.
It's not been anything conclusive. Though given it's now canon he got his powers through a deal with the Chaos Gods during the Dark Age of Technology, and didn't have them before that (or at least they were much weaker), his defeat of the Void Dragon may not be canon anymore either.
 
That sounds like Chaos propaganda to me.
It was backed up by Alivia Sureka who it should be noted was on the Emperor's side.
Agreed. It's bloody stupid in every way.
How so? It seems fitting to me. It certainly explains how Genghis Khan became a daemon prince of Khorne without the Emps getting involved, or his Imperial Truth having gaping philosophical holes that let Chaos seep in.

Of course I always thought the Emperor was a douche, so finding out he's basically a more successful Bel'lakor just confirmed my existing opinion of him. And it's perfectly in character for the Chaos Gods to create their own worst enemy.
 
It was backed up by Alivia Sureka who it should be noted was on the Emperor's side.

How so? It seems fitting to me. It certainly explains how Genghis Khan became a daemon prince of Khorne without the Emps getting involved, or his Imperial Truth having gaping philosophical holes that let Chaos seep in.

Of course I always thought the Emperor was a douche, so finding out he's basically a more successful Bel'lakor just confirmed my existing opinion of him. And it's perfectly in character for the Chaos Gods to create their own worst enemy.
On Khan, just cause he became a Daemon Prince doesn't mean Emps followed Chaos.

On the second point, we have Malal for that, and why didn't the Chaos Gods strip his powers away when he slew Horus?
 
I'm reminded why most of the lore coming from the Horus Heresy novels is fucking garbage these days. I mean really, trying to explore all the stuff that went on in the Heresy is not helping with the already shitty lore that is 40k.

Getting some Prequels vibes with all of this.
 
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On Khan, just cause he became a Daemon Prince doesn't mean Emps followed Chaos.
No it doesn't. My point was less that and more "it doesn't really make sense he's really that old, or at least wasn't as powerful back then."
On the second point, we have Malal for that, and why didn't the Chaos Gods strip his powers away when he slew Horus?
Malal is now definitely non-canon due to a copywrite dispute. On the second point, it's possible the Emps somehow managed to sever their connection to the power he took from them. I've heard theories that the entire point of the Horus Heresy was just to get back the power he took from them (which failed).

Alternately, the Chaos Gods wanted a functional (but not too functional) institution to keep humanity safe so they could leech power and followers from them. (They're perfectly aware that a galaxy under their control would collapse into infighting and end up self-destructing, taking them with it.)
 
I think this was asked before but what happened to all the DE weapons we looted from Fjol IV? Are they in storage or did we hurl them into a sun?
 
Only thing I'd want to keep from the DE are their poisons and toxins. Those things are pretty damn strong and potent. We sure as hell can't reproduce them but we'd have a nice stockpile of them for our own use at some point.
 
Only thing I'd want to keep from the DE are their poisons and toxins. Those things are pretty damn strong and potent. We sure as hell can't reproduce them but we'd have a nice stockpile of them for our own use at some point.

Not to mention having them for our medical types to experiment with, see if they can find either an antidote, or a way to build up an immunity to them. Because we aren't bullshit enough until we can tank DE poisons. ^^
 
It's too bad that Rotbart couldn't take any prisoners. It'd have been interesting to have put a Dark Eldar in the same pen as a Siren Lady.
 
They were most likely destroyed. After all, what would the Trust do with the things?
Sell them. We're gonna be running into other empires in the future and Dark Eldar weapons would be quite valuable, especially now that the Dark Eldar have pretty much stopped existing as a race. Rarity increases price.
 
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In Datasheets, you can probably delete production by city. its was last updated turn 30 and is probably irrelevant
ancient defense monitor is not listed in our stcs

thats all i got
 
Turn Fifty-Seven Results
Turn Fifty-Seven Results

This year nine hundred and forty thousand thousand troopers fell defending their homes from the local wildlife while another fourteen thousand men fell fighting cults.
300,000 troopers fell in Avernus' Spine this year as the breaches in Dis' defence have all been repaired.
Only 170,000 men died defending the Azure Islands from the wildlife this year, with the number of attacks dropping across the board.
The number of attacks in Linden plumbed this year, with only 130,000 men falling in the line of duty.
The number of attacks in the Everglades continued to drop with only 100,000 troopers dying this year.
Seven armour regiments fell to wandering Tyrant Lizards in Elysium this year, one of the better years in the last few decades.
The number attacks in Aridia dropped a bit this year with 150,000 troopers being killed by the wildlife.


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, Skitarii, Tech-Guard and Macharius Regiments up to full strength and repair those Titans that can be repaired.

Locked – Four out of Nine Years completed

As the second wave and final wave of PDF recruits begins training the Helltrooper and Helguard candidatures continue their training. According to General Drago they will finish next year, making room for the second and final wave of Helltrooper trainees.


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.

Complete

This year your Void Infantry were tested in all the theatres they will be expected to fight in and by the end of the year were deemed ready for combat. They are now a unified group, capable of operating in anything from individual platoons in hit and run attacks to multi-regimental forces defending or boarding the larger warships or stations. Admiral Parnell is glad to have them and looking forward to using them. You think is he tired of the Imperial Navy having the worst boarding parties out of all the major powers.


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

Complete

Early this year the final Deathstrikes finished construction allowing all of the crews to train with their own weapons. By the end of the year they had finished training and were ready for combat, giving you enough Deathstrike missiles to wipe out a small army or demi-legion of Titans.


Personal Attention: 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)

Complete

The final training for those candidates who passed last year's tests was completed this year. By the end of the year not only was each soldier's personal skill and courage at the required level, the Black irons were able to act as a seamless unit when randomly paired with troupers from other regiments, proving that they had the required level of teamwork and were as prepared as possible working together after suffering massive casualties, a common situation for the Black Irons.

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, Capital ships and Escorts have armour replaced, datanet upgraded and weapons systems replaced

Locked – Three out of Five years completed: Expedited

Midway though this year the escorts were released from the shipyards, upgraded and more deadly then ever. Work on the capital ships continues with the Light Cruisers nearing completion, being expected to be combat ready within six months.


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 shipyard .

Time: 5 years. (can be taken multiple times)

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.

Locked – Two out of Four years completed: Expedited

The skeleton of the new shipyard over Deiphobe was completed late this year, which will allow for Freya to begin working on the inner portions next year. The first portion of the machinery has been competed and will begin to be installed next year. According to Freya the idea of training workers on the job seems to be working, though there have been unavoidable casualties.



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

Locked – Two out of Three years completed

The majority of the small shipyard is now optimised for the production of Merchantmen and the first Merchantman is now over halfway to being built. According to Freya an experienced team has been put together, gathered from those who distinguished themselves in the construction of Merchantmen in recent years. This team will hopefully be able to cut the time and cost of producing Merchantmen even further.

The population growth of Avernus slowed to 1.34% this year for a combination of reasons.

A plague of Blink Spiders killed 1.34% of Dis' population this year, with the Blink Spider once more proving itself the most dangerous creature on Avernus.
The population of Avernus' Spine grew by a mere 0.29% this year due to Blink Spiders.
The population of The Azure Islands shrunk by a small but noticeable 0.11% due to a plague, which has already been isolated and dealt with by your medical services.
Linden's population growth continued to grow, reaching 2.75% this year.
The Everglades population spiked by 4.5% this year, with the population exceeding four hundred million.
The population of Elysium continued to grow with a population growth of 2.09% being recorded.
The population growth of Aridia remained steady at 1.56% this year.

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.

Complete

The railway connecting Elysium with Avernus' Spine was completed late this year finally connecting the two rail-grids of Avernus together. Now that each city has a major railway line connecting it to each adjacent city trade and travel is far easier which is already providing several economic boosts. However the strategic implications of the railways are possibly even more significant, given that they allow you to rapidly ferry large amount of troops and supplies around Avernus while remaining hidden from detection.


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

Locked – Three out of Five years completed

This year the Adeptus Mechanicus began to install the arcane mechanisms that are required to produce Juve-Nat into the new Juve-Nat factories. They expect to be finished sometime next year, before the work force has finished training.


Expand City: Yphax-Yphax in Elysium in one of your last two cities that can be called regional and is therefore a defensive liability. It has had its population grow to the point where it can easily be expanded which would help reduce this liability. Henry considers this to be of high priority.

Time: 2 years.

Cost: 4,096,000 Thrones, 700,600 Material, 300,000 Metal, 159,200 Promethium, 550 Advanced Material.
Upkeep per year: 40,960 Thrones, 7,006 Material, 2,996 Metal, 1,592 Promethium, 94 Advanced Material.
Reward: Expand Yphax into a Minor City.

Complete

Henry finished the expansion of Yphax into a minor city this year, leaving Mirkwood the last regional city on Avernus. While Yphax is still on the small side for a minor city Henry has several plans to encourage immigration from other cities in Elysium to Yphax in an effort to change this.

This year the Imperial Trust was thrown into chaos as Midgard was caught in a sudden surge of the Warp Storm. This leaves two of the the most powerful armies of the Imperial Trust out of contact as well as the Low Council.


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

Time: 1 year.
Chance of Success: 80%

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

Complete
d100=5+ 15(diplomacy) + 10(astropathic choir)+5(location)=35: Success

While he had trouble determining the opinion of the Security Council on colonisation Inquisitor Klovis-Ultan was unsurprisingly able to give you the current views of the Inquisition and the Mechanicus. He tells you that the Inquisition believes that there has to be some way of the colonies to make their opinion heard, even if it is not agreed with and that otherwise cares little about this issue. The main concern of the Mechanicus is that each new colony site is carefully chosen so that the most resources are accessible. They also insist that each world have minimum level of defences before they are given access to each level of STCs in order to prevent the Holy STCs falling into the hands of the unworthy.


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

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

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

Complete
d100=75+ 15(diplomacy) + 10(astropathic choir)=100: Success

Argument: The military situation with xenos has changed with the collapse of the Imperium. We need to prioritize combating major xenos threats, and avoid conflicts with non-threatening xenos that would weaken us for little or no gain. Because of this we need to gain experience in diplomacy with xenos that are not immediately hostile. The Quartok are perfect for us to gain this experience. The security risks they pose are minimal as they are limited to a single city on a heavily militarized planet, they have Arbites watchers to look out for rebellion or signs of Chaos, and the city's orbital defenses have humans among the operators to ensure they could be shut down if the city needed to be bombarded from orbit. Culturally, they are a good fit, as their Rule of Gold helps them look beyond the past and has made it so they can look beyond their conflict with the Imperium and work with humans for a better future. This philosophy is similar to the one the Aquila represents. Finally, they represent a good diplomatic tool for dealing with other xenos who may feel they were wronged by the Imperium, as it shows the Imperial Trust is different and is not inherently hostile to xenos.

Your diplomats arguments that the Imperial Trust will need to prioritise combating the major xenos threats and avoid conflict with minor threats went well with the recently translated information from Fjol IV. With the two massive xenos threats known to exist in the region, the idea of learning how to avoid getting into any more fights than necessary seemed rather attractive to the Security Council, attractive enough that they plan to abstain from the vote, anyway.

The number of Abomination Cultists increased a small amount to a hundred and sixty thousand per year. On average it takes ten days to locate an outer circle cultists and four days for an inner circle cultist, exactly the same as last year.

Cult Activity Periphery Cultists Found Inner Circle Cultists Found Military Casualties from Cults Maximum Remaining Cultists
Avernus Prime 3,440 378 397 10
Avernus' Spine 19,839 2,182 2,291 10
The Azure Islands 23,390 2,573 2,702 10
Lindon 25,373 2,791 2,931 10
Everglades 21,318 2,345 2,462 10
Elysium 32,042 3,525 3,701 10
Aridia 24,301 2,673 2,807 10
Avernus Total 149,702 16,467 17,291 70
Of the hundred and ten major Psykers located this year twenty of them were Chaotic.
Fifteen of the Chaotic Psykers consisting of three Epsilon-levels and twelve Zeta-levels were killed without causing any significant levels of damage this year.
The first Chaos Psykers to cause problems were a Delta-level Diviner and an a Zeta-level Telekinetic in Dis who killed eighteen hundred militiamen, a hundred and eighty PDF Troopers, eighty Helltroopers, seven Psyker Hunters, two Witch Sniffers and a minor Battle Psyker before being hunted down by a team of veteran Battle Psykers.
The third Chaos Psyker to cause problems was a Zeta-level Diviner in Lemnos who killed sixteen hundred militiamen and four Psyker Hunters by triggering a chain reaction in a militia armour complex. The Chaos Psyker was among those killed by the explosions.
The fourth Chaos Psyker to cause problems was a Zeta-level Pyromancer in Garden Grove who killed a Witch Hunter and a minor Battle Psyker when found, before being cut down by the rest of the Witch Hunter's team.
The fifth Chaos Psyker was an Epsilon-level Pyromancer in The Fens who killed four hundred and eighty PDF Troopers, seven Witch Hunters and a pair of Witch Sniffers before being taken out by a Helguard Shocktrooper.

The untainted major Psykers included one Beta-level, two Gamma-levels, ten Delta-levels, twenty-one Epsilon-levels and fifty-six Zeta-levels.
Two thousand and fifty-seven minor Psykers were located by the Witch Sniffers this year, showing that the large number of minor Psykers found in recent years is not an anomaly but the new normal. Headmaster Ridcully wonders if he will ever reach the point where he has more Sanctionites then trainees. He is starting to doubt it.

Deepen Spy Network (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.

Locked – One out of Three years completed: uses both slots

This year Jane has focused the entirety of her spare attention, and a lot of resources, on expanding her spy Yorketown on Midgard, This will take the form of both greatly increasing the coverage and of trying to get agents into some sensitive locations such as flight control and military logistics. Currently she is training more agents and has provided resources and oversight for her current agents to expand their networks.

Build Greater Forge: All – Fabricator-General Britton has put forward a proposal to build a Greater Forge in each of your Forge-Cities. These huge Forges would be able to build massive amounts of advanced weapons and machinery and would over double your production of Advanced Material. Fabricator-General Britton strongly advises you to build them as soon as possible but warns you that they are the largest Forges that can currently be built in the Forge-Cities of Avernus.

Time: 7 years.

Cost: 752,600,000 Thrones, 188,200,000 Material, 75,260,000 Metal, 3,763,000 Promethium, 10,840 Advanced Material, 1,210 Exotic Material.
Upkeep per year.: 75,264,000 Thrones, 18,816,000 Material, 7,526,400 Metal, 376,320 Promethium, 1,084 Advanced Material, 121 Exotic Material.
Reward: Greater Forge built in all Forge-Cities, +9,600 Advanced Material production (100,000 after STCs).

Locked – Two out of Seven years completed

The foundations of the new Forges were completed this year and work has begun on building the superstructure. According to Fabricator-General Britton it will take another year to build the superstructure and three years to install the internal components, which are already being built at the nearby Temple-Forges. The final year will be required to consecrate the new Forges in the name of the Machine God.


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.

Complete

This year Archmagos Explorator Tranth and a team of his acolytes oversaw the activation of the research station in the ship graveyard orbiting Cocceio. It is now fully operational and he is ready to begin his investigations into what he once considered the greatest find of his life, which now pales before the glory of The Well of Urd.


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

Complete
d100=96+50(building) + 17(learning)+25(other bonuses)=188: Critical Success

This year Archmagos Explorator Tranth examined the ancient Leman Russ Vanquishers found under Silver Lake in an attempt to figure out how to build Vanquisher Cannons. After succeeding he found out that their weapons have around half again the range, accuracy and rate of fire of conventional Vanquisher Cannons as well as a mechanism to quickly switch between conventional rounds and Vanquisher rounds.


Detailed Survey (Kraken)- Magos Biologis Saren could continue his investigation into the Kraken in an attempt to discover more about it. He is particularly interested in how it manges to float and whether there is any way to control a kraken.

Time: 2 years
Chance of Success: Unknown.

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

Locked – One out of Two years compete

This year Magos Biologis Saren continued his research into kraken. He tells you that he will give you the results of his project when it is finished, like always.

Missionary Work (Asgard)- 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).

Complete
d100=19+46(piety)=65: Success

Saint Lin spent a good portion of the year in Asgard spreading the New Imperial Truth and raising the morale of the people, both Aesir and thrall. He tells you that while there is still an undercurrent of belief in the Imperial Creed on Asgard, like most other worlds in the Imperial Trust, the Imperial Truth is becoming more and more cemented as time goes by.


Spread the Words- One of the main reasons that it took so long to translate the information from Fjol IV was that only a handful of people in the Imperial Trust can read the language. Saint Lin has offered to have his Ordo Dialogis Sisters teach it - along with all of the other languages that they speak or read - in the Collegia to increase the number of people that can act as translators.

Time: 4 years.

Cost: 31,000,000 Thrones, 31,000 Material, 3,100 Metal, 310 Promethium.
Upkeep per year: 3,100,000 Thrones, 3,100 Material, 310 Metal, 31 Promethium
Reward: increased number of people who speak other languages

Locked – One out of Four years completed

This year Saint Lin arranged for a set of new courses to be added to the curriculum of the Collegia. They consist of language courses and will be taught by the Ordo Dialogis Sisters from the convent in Dis.

Of the eighty-one major Psykers who underwent the trials this year sixty-three passed, including neither of the two Gamma-levels, six of the seven Delta-levels, fourteen of the seventeen Epsilon-levels and forty-three out of fifty-five Zeta-levels..
One Delta-level Biomancer is training as a Sanctionite, while the Pyromancer and the Telekinetic are training as Battle Psykers. The only Telepath and the other Biomancer and Telekinetic are training as Primaris Psykers.
Both of the Epsilon-level Biomancers, two of the three Telekinetics, two of the three Telepaths and one of the two of the Demonologists are being trained as Battle Psykers. All three Diviners, one Telekinetic and one Demonologist are being trained as Sanctionites. One Telepath is training as Neo-Astropaths while the final Psyker has been taken by the Inquisition for training.
Six of the nine Zeta-level Biomancers, one of the nine Diviners, all three Pyromancers, seven of the thirteen Telekinetics, one of the five Telepaths and one of the four Demonologists entered training as Battle Psykers this year. Three Biomancers, three Diviners, six Telekinetics, two Telepaths and three Demonologists are being trained as Sanctionites while the other five Diviners and two Telepaths are training as a Neo-Astropaths.
Of the one thousand, one hundred and seventy-four minor Psykers to undergo the trials this year two hundred and fifty-two failed. Two hundred and seventy-three of those who passed are training as Battle Psykers, three hundred and fourteen as Witch Sniffers and three hundred and three as Sanctionites while thirty-two have been taken by the Inquisition for training.

One Epsilon-level Diviner, one Epsilon-level Pyromancer, and six minor psykers have developed their skills enough to graduate from Battle Psyker to Veteran Battle Psyker.

Among the major Battle Psykers one Veteran Delta-level Telepath, one Zeta-level Biomancer, one Epsilon-level Pyromancer and one Zeta-level Telekinetic died this year along with one Veteran minor Battle Psyker and thirty-three minor Battle Psykers.
Among the major Sanctionites one Epsilon-level Biomancers and one Zeta-level Pyromancer died along with thirty-one minor Sanctionites and thirty-three Witch Sniffers. One Epsilon-level Neo-Astropathic Receiver was also among Avernus' kills this year


Research (Congregation Asps) – Many of the more interesting creatures of Avernus use psychic powers in some manner and while Magos Biologis Saren has discovered as much about them as he can, there is still more to learn. Headmaster Ridcully would like to lead a team of Sanctionites to try to discover more about these species, hopefully including how to mimic their innate powers in some manner.

Time: 1 year
Chance of Success: Unknown (uses learning)

Cost: 81,000 thrones, 8,100 Material, 8.6 Advanced Material.
Reward: More information on chosen species, chance of learning new psychic power.

Complete
d100=13+9(learning)=22: Fail
Grandmaster of Divination re-roll d100=44+9(learning)+10(Grandmaster Diviner)=63: Success

This year Headmaster Ridcully research the Congregation Asp, one of the few creatures on Avernus that displays powers in two separate psychic disciplines. So far he has only been able to study one in depth but think that he will be able to study the next in a year or so. His investigation of the Hive Mind that the Asps use has determined that while it is is some way based on the slightly different colour, or rather frequency as it is officially known, that is unique to the minds of each Congregation. He has determined that to a large extent "like calls to like" in the Warp which allows different minds that are exactly the same frequency to easily reach each other in the Warp. He believes that this is most likely a major part of the reason that Astropaths, which have taken on an echo of the power, and therefore frequency, of the Emperor can so easily communicate over large distances. If it was in some way possible to cause Neo-Astropaths to share frequency it would be far easier to send messages though the Warp, which would greatly expand their maximum range. However that is far easier said then done and there is currently no method to change the frequency that a psyker operates on, other then binding to a Warp entity which is obviously not going to happen, or any real idea to how to create such a method.


Double Down: Research (Siren Shield)- One of the abilities that Siren Ladies display is the capacity to form a powerful Psychic Shield that protects them from harm. While this is a common power, the Sirens version seems to be superior to the type used by Imperial Sanctionites. Primaris Xavier is sure that with a few years study he would be able to figure out what the difference is and how to improve on the Imperial version.

Time: 3 years
Chance of Success: Unknown, very low(uses control)

Cost: 720,000 Thrones, 72,000 Material, 86 Advanced Material.
Reward: Chance of improving Psychic Shield power.

Locked – One out of three years completed

This year Primaris Xavier began his research into exactly why the Sirens shields are superior, he has had no breakthroughs but believes that it is something to do with how much more detailed the Siren Shields seem to be. While a human's shield takes the form of solid block of energy or is invisible a Siren Shield is an intricately formed work of art as well as a defensive technique.

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

Time: as project.

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

Complete

This year you oversaw the final stages of the reformation of the Black Irons. They are now fully ready to be deployed and are one of the most powerful force of their size in the Imperial Trust.


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

Time: 1 year.
Chance of Success: 30%

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

Complete
d100=9+5(Palace)+43(Martial)=57: Fail

This year you introduced Syr to several new tactical and strategic games and situations and found that while she continues to shine there have been no major improvements apart from those you would expect as she ages. While you are a bit disappointed by this the fact that she is already as good a tactician as many of your senior officers shows her talent. You yourself found that the better you were as a general the harder that it was to improve your skills. It seems that Syr is the same in this.


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

Time: 1 year.
Chance of Success: 30%

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

Complete
d100=80+5(Palace)+24(Administration)=109: Success
Syr gains +1 Administration

This year you tutored Syr in the basics of the mathematics required for most high level administrative tasks. The way that you found that this worked best was by teaching her the basics of military logistics and approaching administration from that angle, which interestingly enough is the exact opposite of what you did to learn your military skills. Syr has shown noticeable improvement and if she continues to learn at this rate will end up being a passable administrator.


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

Complete
D100=87+5(Palace)+13(Diplomacy)=105: Success
Freya gains +1 Intrigue

You continued to spend a reasonable fraction of your time with your family this year and for once you managed to totally repress the voice in the back of your head telling you to get back to work. You spent a lot of time with Freya talking over bits of your pasts. It was strange hearing of her many, many conquests. Freya seemed to be very interested in your work for the Inquisition in what feels like another life and seems to have learnt a bit from your tales.

Year Income Thrones Material Metal Promethium Advanced Material Exotic Material Food
Starting 11,762,207,708 682,543,437 13,908,494,953 2,004,025,851 1,534,725 11,488 39,500
Net Income 1,022,709,254 231,898,135 1,512,302,574 127,367,393 215,881 1,985 1,781
Remaining 12,784,916,962 914,441,572 15,420,797,527 2,131,393,244 1,750,606 13,473 41,281
 
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Emperor-damned Warp Storms. Is the Warp Storm deliberate? Is the Angel of Betrayal back for revenge? At least Midgard can feed itself.
 
What's going to happen with the High Council Meeting? We really need to add a proviso on what to do when Warp Storms cut the Imperial Trust into small pieces. Maybe protocols to have the cut-off worlds to hold mini-councils on reachable worlds? Because the capital world being cut-off really messes up the Trust's workings.
 
What's going to happen with the High Council Meeting? We really need to add a proviso on what to do when Warp Storms cut the Imperial Trust into small pieces. Maybe protocols to have the cut-off worlds to hold mini-councils on reachable worlds? Because the capital world being cut-off really messes up the Trust's workings.

Who would they hold mini-councils with the cut off worlds are cut off from each other too? For that matter how could the decisions of such mini-councils have any value when so few representatives were present?

Maybe just make a rule that no High Council may take place except in case of emergency if a third or more of the Trust's worlds are cut off.
 
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