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
@HanEmpire

The first question is one we already know.

Nobody in the trust wants anything to do with Avernus xenos. As long as they stay on Avernus they don't really care. The general mood appears to be: out of sight, out of mind.
 
@Durin:
1) Has anyone in the Trust shown interest in opening dialogue with Avernite Xenos or the Quartok?
2) How did Champion Surt and Governor Ulrik respond when we revealed the information we got from the Sirens?
3) Did their reactions seem forced or unnatural (relative for Ulrik)?
1. no
2. you couldn't see any reaction other then surprise
3. no
 
Just wanted to say that this quest is nothing short of amazing.

I've FINALLY caught up with reading through pretty much all the turns, and I have to say it's been a blast to watch this all unfold and to read the back and forth over what to do.

Watching Rotbart go from an out of his depth Administratum official to the badass Champion of Humanity that he is has been really fun. Not to mention all the hilarious battles and rolls that frequently pop up in this quest.

Slannesh rolling nat 1 twice in a row, only for Ynnead to roll nat 1 an action or two later is perhaps one of the most epic coincidences to ever occur in any quest, ever.

I probably wont partake much in the actual voting, but this has really inspired me to start doing quests again.

So yeah, keep it up man, this is great stuff!
 
Turn Eighty-Five Results
Turn Eighty-Five Results
One Hundred and Sixty years since the Founding of Avernus

Over the last five years losses to wildlife attacks have decreased significantly, with an average of 1,320,000 soldiers falling in the line of duty each year. Almost a quarter of these casualties were caused by the Ammut Crocodile attacks in Duat, which are now confirmed to have a Wildlife King.

Militia Air Force: Imperial Era – One of the ideas that has been floating around since the militia has been formed is to train militia pilots and create militia fighter and bomber wings. General Schwarz has put forward a proposal to attach a bit over five wings of aircraft to each militia siege infantry brigade, providing your militia with a massive amount of air cover. These aircraft would be the Imperial Ear Thunderbolts, Lightnings and Marauders making them significantly inferior to your regular air wings but the sheer number of them, over two hundred thousand wings, would make them a overwhelmingly powerful force capable of keeping the skies clear of almost any attack.

Time: 20 years.

Cost: 3,036,000,000 Thrones, 176,100,000 Material, 123,000,000 Promethium, 228,700 Advanced Material.
Upkeep per year: 223,714,062 Thrones, 12,980,939 Material, 64,378,106 Promethium, 9,993 Advanced Material
Reward: Add 1 Wing each of Lightning Fighters, Thunderbolt Fighters, Avenger Strike Fighters, Marauder Bombers and Marauder Destroyers as well as a tenth of a wing of Marauder Vigilants to each Militia Siege Infantry Brigade, increase Fighter skill bonus by 20

Locked- Nineteen out of Twenty years completed

General Schwarz has finished training the third out of four waves of militia pilots and is well on the way to training the fourth. He expects to need anther eight months to finish the final waves training, after which would will ave the largest air force in the Imperial Trust, when on Avernus anyway.


Expand Military: PDF- General Schwarz has proposed over doubling the size of the Avernite military, to over five percent of the population. This will take a great deal of time an resources but the massive increase in your combat capacity should be worth it. He has split this massive project into three separate projects in order to allow for a greater proportion of his focus to be directed where it is most needed. The PDF make up by far the largest proportion of your military but are not as well equipped, making them one of the longer but cheaper projects.

Time: 16 years.

Cost: 404,900,000 Thrones, 97,420,000 Material, 3,408,000 Promethium, 4,118,000 Advanced Material.
Upkeep per year: 29,420,006 Thrones, 6,805,087 Material, 1,703,930 Promethium, 113,147 Advanced Material.
Reward: 19,115 PDF Regiments

Locked – Ten out of Sixteen years completed

For the last five years General Schwarz has continued to oversee expansion of the Avernite PDF. According to his reports over half of the PDF Troopers he plans on recruiting have finished training, and a another quarter are currently being trained. Despite several delays that have put the training program almost four months behind schedule General Schwarz expects to be finished in half a dozen years, hopefully before they are needed but most likely not.


Expand Military: Helltrooper- General Schwarz has proposed over doubling the size of the Avernite military, to over five percent of the population. This will take a great deal of time an resources but the massive increase in your combat capacity should be worth it. He has split this massive project into three separate projects in order to allow for a greater proportion of his focus to be directed where it is most needed. The Helltroopers make up a significant amount of your army and are well equipped, making them one of the cheaper but more time consuming options.

Time: 12 years.

Cost: 124,000,000 Thrones, 16,100,000 Material,1,570,000 Promethium, 2,590,000 Advanced Material, 1,159 Exotic Material.
Upkeep per year: 12,400,000 Thrones, 1,540,000 Material, 784,800 Promethium, 130,000 Advanced Material,, 54 Exotic Material.
Reward: 3,400 Helltrooper Regiments

Locked – Nine out of Twelve years completed

Genera Schwarz has spent the last five years continuing to recruit for the expansion of the Avernite Helltroopers. He informs you that the first four groups of Helltroopers have finished training, and that the remaining three will finish over the next three years. While it is likely that the final Helltroopers will not be finished training until after you find yourself at war there is still a chance that war will be delayed enough.


Personal Attention: Expand Military: Hellguard- General Schwarz has proposed over doubling the size of the Avernite military, to over five percent of the population. This will take a great deal of time an resources but the massive increase in your combat capacity should be worth it. He has split this massive project into three separate projects in order to allow for a greater proportion of his focus to be directed where it is most needed. The Helguard make up a small amount of your army but due to their equipment are one of the more expansive options.

Time: 8 years.

Cost: 295,000,000 Thrones, 10,600,000 Material, 1,030,000 Promethium, 5,080,000 Advanced Material, 5,120 Exotic Material.
Upkeep per year: 59,100,000 Thrones, 2,120,000 Material, 513,000 Promethium, 508,000 Advanced Material, 54 Exotic Material.
Reward: 188 Helguard Regiments

Complete

You have recently finished overseeing the expansion of the Avernite Helguard, a process that included selecting and training two million Helguard troopers. This project brought the number of power armoured troopers on Avernus to over three million for the first time, which given their skill and equipment should be enough to conquer many worlds. The massive force concentration that Helguard can bring to the battlefield will likely prove to be essential against the numberless Orkish hordes that you will soon be encountering.


Personal Attention: Ready Forces – Given that it is highly likely that the Imperial Trust will be invaded in the near future it may be a good idea to keep a significant portion of your military on transports and ready to be deployed. General Schwarz has put forward a plan to have a rotating group of two thousand regiments ready for deployment at any one time, including the majority of your super-heavy assets.

Time: 1 year

Cost: 3,400,000 Thrones, 3,400,000 Promethium.
Reward: Have 2,000 Regiments ready for instant redeployment in case of attack, lasts for five years

Complete

You ensured has ensured that there continued to be a full two thousand regiments in orbit ready to be deployed offworld at any given time. Given the likelihood of a campaign starting in the next few years, possibly without much warning, this remains very important.


Personal Attention: Readiness Training- General Drago suggests putting his troops though combat readiness training in order to ensure that they are fully prepared if another invasion occurs. While effective this training will not have any long term effects and will need to be redone every decade. General Drago does not consider this to be urgent.

Time: 1 year.
Chance of Success: 60% (each success reduces chance of success by 5%, this recovers at a rate of one per two years)

Cost: 12,200,000 Thrones, 1,220,000 Material, 122,000 Promethium, 167 Advanced Material
Reward: +5 to all combat rolls for regular forces the next decade, can be taken multiple times

Complete
year three d100=23+40(Martial)+5(Palace)-7(repeat)=61: Success

You spent another year overseeing additional training for the Avernite PDF,to better prepare them for the war that will most likely occur within the next few years. This training was successful and you are confident that your forces are prepared for almost anything that the galaxy can throw at them.

Expand and Construct: Defence Cruisers, Monitors and large shipyards- The other new proposal that Admiral Parnell has put before you is to simultaneously expand your small shipyards into a pair of large shipyards and build as many Defence Cruisers and Monitors as you can. This would take more time but allow you to make sixty-four Defence Cruisers and a hundred and sixty-eight Defence Monitors, as well as increase your number of large shipyards to two.

Time: 14 years.

Cost: 2,283,000,000 Thrones, 574,400,000 Material, 22,200,000 Metal, 52,320,960 Promethium, 1,836,000 Advanced Material, 5,822 Exotic Material.
Upkeep per year: 75,385,280 Thrones, 12,301,760 Material, 4,440,000 Metal, 8,400,480 Promethium, 13,083 Advanced Material, 116 Exotic Material.
Reward: build 64 Defence Cruisers and 168 Defence Monitors and expand 8 Small Shipyards into 2 Large Shipyards

Complete

Three years ago Admiral Parnell finished his set of Defence Cruisers and Monitors and the construction of a pair of large shipyards. This should significantly increase your banality to construct the larger warships as well as providing another boost to your orbital defences, which are now some of the strongest in the Imperial Trust.


Expand Shipyards: Large- Now that you have a huge shipyard it is possible to build large shipyards whole. This would increase the rate at which you can build capital ships and maintain anything short of battleships more easily. Admiral Parnell advices you to focus on this until you have all four large shipyards that you plan on constructing.

Time: 18 years. (can be taken twice)

Cost: 740,000,000 Thrones, 111,000,000 Material, 55,500,000 Metal, 111,000,000 Promethium, 10,200 Advanced Material, 475 Exotic Material.
Upkeep per year: 148,000,000 Thrones, 22,200,000 Material, 11,100,000 Metal, 11,100,000 Promethium
Reward: 1 new large shipyard

Locked – Eleven out of Eighteen years completed

For the last half decade Admiral Parnell has been continuing to oversee the construction of the Large Shipyard above Diephobe. He is in the middle of installing the internal machinery of the shipyard, which is made in one of the nearby Forge-Hives before being ship to the new shipyard. You are told that this will take another five years, after which three years will be spent on the finishing touches, such as life support and training the workers.


Build Advanced Orbital Defence Stations- Now that you have the designs Admiral Parnell strongly advises that you build some Advanced Orbital Defence Stations. While he will want thirty-six in total he tells you that six is the most that his workers can work on at the moment, so he would prefer to build six at a time. Given the sheer defensive utility of these stations you see no reason to disagree with Admiral Parnell on their importance.

Time: 8 years.

Cost: 335,000,000 Thrones, 98,300,000 Material, 26,000,000 Metal, 7,020,000 Promethium, 49,600 Advanced Material, 1,370 Exotic Material.
Upkeep per year: 16,700,000 Thrones, 4,910,000 Material, 1,300,000 Metal, 351,000 Promethium, 991 Advanced Material, 14 Exotic Material.
Reward: 6 Advanced Orbital Defence Stations

Complete

Two years ago Admiral Parnell oversaw the commissioning of the first Advanced Defence Stations over both Avernus and Deiphobe. He tells you that even with three at each location they provide a major boost to the orbital defences ability to stand up to Battleships and Hulks, though he would prefer another few dozen.


Construct: Escorts- Admiral Parnell has put forward several suggestions of what to make next with your shipyards. The quickest of these suggestions is to build a collection of escorts to fill your order of battle. This would involve repairing a bit over two hundred escorts over three years and is the fastest way to bring your fleet up to full strength.

Time: 3 years.

Cost: 512,000,000 Thrones, 96,200,000 Material, 2,130,000 Promethium, 363,000 Advanced Material, 2,550 Exotic Material.
Upkeep per year: 21,100,000 Thrones, 3,950,000 Material, 2,180,000 Promethium, 37,200 Advanced Material, 105 Exotic Material.
Reward: repair 104 Squire Frigates (Half Destroyed), repair 104 Page Frigates (Half Destroyed), repair 17 Legionnaire Destroyers (mostly intact)

Complete

Over the last three years Admiral Parnell commissioned the construction of a bit over two hundred new escorts, mostly frigates. This ships add a significant amount of punch to your escorts and give you your planned number of almost all types of escorts. According to Admiral Parnell apart from a handful of escorts and the last of the capital ships that you commissioned Vanaheim to build your fleet is at full strength.


Expedite: Build Docks- If you are going to be involved in any extended naval campaigns it would be a good idea to build more docks, which can re-supply vessels and conduct minor repairs without taking up valuable shipyard space. Admiral Parnell proposes building a full fifty Docks and a pair of Stations to manage them.

Time: 4 years.

Cost:88,800,000 Thrones, 17,700,000 Material, 8,810,000 Metal, 1,800,000 Promethium, 952 Advanced Material.
Upkeep per year 8,880,000, Thrones, 1,770,000 Material 881,000 Metal, , 92,000 Promethium.
Reward:build 50 Docks, build 2 stations

Locked – Two out of Three years completed: Expedited

Over the last two years Admiral Parnell has been overseeing the construction of fifty new docks and a pair of Space Stations in orbit of Diephobe. Currently the structure of the Docks and Stations have been completed and all that remains to be done is for the residential areas, life support and several other details to be finished. Admiral Parnell estimates that this will be done in ten months time.


Personal Attention: Ready Forces – Given that it is highly likely that the Imperial Trust will be invaded in the near future it may be a good idea to keep your fleet ready to leave in an instant. Admiral Parnell tells you that while keeping the fleet at a state of constant readiness while cause some issues with training exercises but that being able to leave the system within twelve hours should make it worth the wait.

Time: 1 year (reduces success chance of train fleet by 10%)

Upkeep per year: 3,400,000 Thrones, 3,400,000 Promethium.
Reward: Have fleet ready for instant redeployment in case of attack, lasts for five years

Complete

You ensured that at least ninety percent of his fleet remains able to deploy on a campaign within twelve hours of receiving an order. While this continues to lead to a few issues given the likelihood of a immediate campaign this is vitally important.


Personal Attention: Readiness Training: Fleet- With Garkill and his forces being expected to arrive within two years Admiral Parnell would like to conduct some last minute training and exercises with his fleet to better prepare them. This could provide a needed edge to your fleet which could have a major impact on the course of the campaign.

Time: 1 year.
Chance of Success: 60% (each success reduces chance of success by 5%, this recovers at a rate of one per two years)

Cost: 44,000,000 Thrones, 4,400,000 Material, 440,000 Promethium, 8,500 Advanced Material
Reward: +5 to all combat rolls for fleet the next decade, can be taken multiple times

Complete
year four d100=83+25(Martial)+5(Palace)-14(repeat)=99: Success

You spent a year conducting exercises with the Avernite Navy, which is likely to be seeing combat again in the next few years. Your efforts have bro fruit and their have been some notable improvements in the fleets performance in training exercises, particularly with formations.


Personal Attention: Readiness Training: Defences- With Garkill and his forces being expected to arrive within two years Admiral Parnell would like to conduct some last minute training and exercises with his orbital defences in order to better prepare them. This could provide a key advantage to your orbital defences, which represent the majority of your firepower.

Time: 1 year.
Chance of Success: 60% (each success reduces chance of success by 5%, this recovers at a rate of one per two years)

Cost: 44,000,000 Thrones, 4,400,000 Material, 440,000 Promethium, 8,500 Advanced Material
Reward: +5 to all combat rolls for defences the next decade, can be taken multiple times

Complete
d100=20+25(Martial)+5(Palace)-3(repeat)=47: Success

You spent a year running Avernus' Orbital defences though drills and training exercises to prepare them for attack. Given that it is very likely that Garkill will soon be launching another assault on Avernus this is likely to be a important edge.

The population of Avernus grew by an average of 1.46% over the last five years, with the growth spread over most of the planet. Almost half of this growth was counteracted by the migration to Fjol IV.
The population of Dis has grown by an average of 0.92% over the last five years, with growth slowing due to a plague.
The population of Avernus' Spine has grown an average of 1.32% of the population per year, despite several plague outbreaks.
The population of The Azure Islands has grown by an average of 1.14% over the last five years, brining the population over a billion.
The population of Lindon has grown significantly over the last five years, with an average growth of 2.75% each year bringing the population over seven hundred million.
The population of the Everglades has shrunk by an average of 2.15% over the last five years due to a combination of reasons, including a rise in Blink Spider Attacks.
The population of Elysium has risen by an average of 1.89% over the last five years,forcing another hundred million citizens to migrate, mostly offworld.
The population of Aridia has grown by an average of 2.59% over the last five years, bringing the population past a billion.
The population of Duat has grown by an average of 3.19% a year over the last half decade as migration slows.


Expand Juve-Nat Factories: All-Currently your varies Juve-Nat programs use up ninety-seven percent of your Juve-Nat production, a number that is growing. While you have large enough reserves to ensure that you will not run out of Juve-Nat in the short term Caroline still believes that it is a good idea to expand your production significantly. As such she has put forward a proposal to expand all of your Juve-Nat factories enough to quadruple your production, which should be more then enough even if you expand the number of people qualified significantly.

Time: 9 years.

Cost: 860,300,000 Thrones, 172,100,000 Material, 8,603,000 Metal, 34,410,000 Promethium, 79,050 Advanced Material.
Upkeep per year: 86,025,000 Thrones, 17,205,000 Material, 860,250 Metal, 3,441,000 Promethium, 7,905 Advanced Material.
Reward: Expand Juve-Nat Factories to Large, increase Juve-Nat production to 4,000,000 each (132 million total)

Complete

Four years ago Edvin Dieuwer informed you that the last of the Juve-Nat Factory expansions had been completed. This will allow you to produce enough Juve-Nat for one and a half billion men, almost four times your current requirements. This massive surplus that you now have will be available for trade and can be used to roll out Juve-Nat treatments to new segments of the population, such as your shipyard workers or Police.


Expand Mines: Erecura- The project proposal that Caroline was working on when she was killed was to expand the mines in Erecura. This would increase your metal production by a third, making you the largest producer of metal in the Imperial Trust. While time consuming and relatively expansive this is more then worth the effort and should be upgraded as soon as practical.

Time: 10 years.

Cost: 1,343,000,000 Thrones, 268,500,000 Material, 268,500,000 Metal, 53,710,000 Promethium, 918 Advanced Material.
Upkeep per year: 134,265,600 Thrones, 26,853,120 Material, 26,853,120 Metal, 5,370,624 Promethium, 45 Advanced Material.
Reward: Expand Mines in Erecura to titanic, increase metal base metal production by 100% (to +700), increase metal production by 32,000,000 (around 3 billion after bonuses)

Complete

Four years ago Edvin Dieuwer oversaw the opening of the new mine expansions under Erecura, which are now responsibly for a full half of the metal production of the Helheim system, or an eighth of the production of the Imperial Trust. This brings Avernus' metal production up enough that you are now the largest source of metal in the Imperial Trust, having overtaken both Midgard and Muspelheim. This is more metal production then you are likely to need on Avernus, though probably not enough for the Imperial Strut as a whole.


Population Pressure: Refound Okefenokee-Given the current population issues in Elysium and the Everglades it may be a good idea to refound some of the cities that have been destroyed since first landing. One of the best ways to deal with this is to refound Okefenokee, allowing you to keep some of the excess population in the same region.

Time: 6 years.

Cost: 996,200,000 Thrones, 100,300,000 Material, 94,750,000 Metal, 16,730,000 Promethium, 114,300 Advanced Material, 659 Exotic Material.
Upkeep per year: 459,917,211 Thrones, 6,408,723 Material, 6,064,626 Metal, 851,837 Promethium, 8,920 Advanced Material, 23 Exotic Material.
Reward: Rebuild Okefenokee

Complete

Three years ago Edvin Dieuwer formally refounded the city of Okefenokee in Everglades. As well as covering one of the Underground railway hubs this provides more living space in a region that has until recently been rather crowded. On the defensive side it plugs a hole in your AA net, which now covers the majority of the Everglades.


Expedite: Expand Mines: Belisama- The project proposal that Caroline was working on when she was killed was to expand the mines in Belisama. This would increase your metal production by a quarter, making you the largest producer of metal in the Imperial Trust by a significant margin. While time consuming and relatively expansive this is more then worth the effort and should be upgraded as soon as practical.

Time: 10 years.

Cost: 1,343,000,000 Thrones, 268,500,000 Material, 268,500,000 Metal, 53,710,000 Promethium, 918 Advanced Material.
Upkeep per year: 134,265,600 Thrones, 26,853,120 Material, 26,853,120 Metal, 5,370,624 Promethium, 45 Advanced Material.
Reward: Expand Mines in Belisama to titanic, increase metal base metal production by 100% (to +700), increase metal production by 32,000,000 (around 3 billion after bonuses)

Locked – Four out of Nine years completed

As soon as the new mines under Erecura opened Edvin Dieuwer turned his attention, and workforce, to expanding the mines under Belisama. Due to the recent experience that he and his workforce have with a near identical project he has been able to progress swiftly, and is eight months ahead of schedule. He tells you that the Ore Smelter is almost done, the transportation network has been completed and that some of the new mining machinery has arrived.


Region Iota: Found City: (Delta)- Now that you have found the exact place to build the cities and put up some basic fortifications in the area it is time to begin the colonisation of Region Iota. It would be best to build one city at a time, and to draw the colonialists from a variety of different regions.

Time: 8 years. (can be taken multiple times, must also take Hold Ground, Region Iota)

Cost: 642,900,000 Thrones, 154,600,000 Material, 134,100,000 Metal, 26,820,000 Promethium, 146,900 Advanced Material, 900 Exotic Material.
Upkeep per year: 30,527,211 Thrones, 4,107,723 Material, 3,295,626 Metal, 520,337 Promethium, 4,834 Advanced Material, 13 Exotic Material.
Reward: Build city in selected area of Region Iota

Locked – Four out of Eight years completed

For the last four years Edvin Dieuwer has been overseeing the construction of anther city in the delta of Duat. This city is nearly a hundred kilometres northeast of Iota Four and is on a largish island in the middle of one of the deeper regions of the river. While Iota five is not being built large enough to cover the entire island if it is expanded into a Hive it will be and even now there is to little room around it to safely emplace any siege equipment.


Expedite: Expand Promethium Refineries: Mag Mell- While the current promethium extractors provide more then enough promethium for Avernus for the moment Caroline has put forward a plan to expand the Promethium Refineries at Mag Mell even further. This will allow you to produce enough promethium that you can easily become of of the Imperial Trust's promethium exporters.

Time: 10 years

Cost: 1,415,000,000 Thrones, 283,000,000 Material, 283,000,000 Metal, 56,610,000 Promethium, 510 Advanced Material, 6 Exotic Material.
Upkeep per year: 141,523,200 Thrones, 28,304,640 Material, 28,304,640 Metal, 23 Advanced Material, 0.1 Exotic Material.
Reward: Colossal Promethium Refinery at Mag Mell, increase base promethium efficiency to +700%, +40,000,000 (approx 2 billion after bonuses) bonus promethium production.

Locked – Three out of Nine years completed

For the last three years Edvis Dieuwer has been expanding the Promethium Refineries at Mag Mell one last time. This expansion will be the last that the area can support, and will allow you to double your Promethium production, making Avernus one of the major sources of Promethium in the Imperial Trust. According to reports the construction of the new wells and refineries is going according to schedule and will be finished in six year time, give or take a few months.


Thaddeus Expertise: Ion Shields: All Hives- Now that the immediate threat of invasion is over Caroline can oversee a more through, and less rushed, installation of Ion Shields to the Hives of Avernus. This will be more time efficient then doing them one at a time but will still take nearly a decade of work.

Time: 9 years.

Cost: 492,800,000 Thrones, 98,560,000 Material, 9,856,000 Promethium, 952,000 Advanced Material.
Upkeep per year: 49,280,000 Thrones, 9,856,000 Material, 985,600 Promethium, 95,200 Advanced Material.
Reward: All Hives equipped with Ion shields on primary and secondary defences

Locked – Six out of Eight years completed: Expedited

For the last five years Thaddeus has continued to install Ion Shields on the defences of Avernus' Hives. He tells you that he has finished all of the primary defences and most of the secondary defences. This means that it would take a enemy force getting past your main walls to reach any defences without Ion shields. While Avernus' defences are actually more effective against enemies within the walls you hope not to reach that point.

The number of Astropaths in the Imperial Trust as dropped by enough that Neo-Astropaths from Avernus have started to be deployed to replace them.

Double: Diplomatic Relations (Quartok)- A major reason why diplomatic offices exist is to keep relations strong between allies. Inquisitor Klovis-Ultan suggests spending some time and effort trying to improve Avernus' standing with the other leaders of the Nine Worlds.

Time: 1 year
Chance of Success: 30% (-2 for every point of opinion, each success reduces chance of success by 5%, this recovers at a rate of one per two years)

Cost: 6,100,000 Thrones.
Reward: +1 opinion with chosen planet.

Complete
year one d100=20+15(Diplomacy)-8(relations)+20(double)-1(repeat)=46: Fail
year one re-roll d100=29+15(Diplomacy)-8(relations)+20(double)-1(repeat)+10(Grandmaster Diviner)=65: Fail +10 to next attempt
year two d100=52+15(Diplomacy)-8(relations)+20(double)-1(repeat)+10(previous)=88: Success
+1 to Quartok view of Avernus


Re-examine (Governor Olaf)- It has been many decades since Inquisitor Klovis-Ultan has gathered information on the notables of the Imperial Trust and so the information that he gathered is now well out of date. Inquisitor Klovis-Ultan has suggested that he spend a few years conducting new investigations on people of interest in order to determine how they have changed.

Time: 1 year
Chance of Success: 70%

Cost: 3,900,000 Thrones
Reward: Selected Character sheet is updated, (please do not do more then 2 or 3 of these actions per turn)

Complete
year three d100=16+15(Diplomacy)+40(Spy Network)=71: Success

Inquisitor Klovis-Ultan's people spent a year examining Governor Olaf of Vanaheim in order to discover how he had changed over the last century. They found that the biggest changes are the fact that his position is not as secure as it once was, mostly due to his ties with you, and that he has developed into an actually decent administrator.


Re-examine (Governor-General Aelfric)- It has been many decades since Inquisitor Klovis-Ultan has gathered information on the notables of the Imperial Trust and so the information that he gathered is now well out of date. Inquisitor Klovis-Ultan has suggested that he spend a few years conducting new investigations on people of interest in order to determine how they have changed.

Time: 1 year
Chance of Success: 70%

Cost: 3,900,000 Thrones
Reward: Selected Character sheet is updated, (please do not do more then 2 or 3 of these actions per turn)

Complete
year three d100=16+15(Diplomacy)+40(Spy Network)=71: Success

Inquisitor Klovis-Ultan's people spent a year examining Governor-General Aelfric of Midgard in order to discover how he had changed over the last century. They found that the biggest changes are minor improvements in his administrative and command skill and significant improvements in his personal combat skills.


Investigate Quartok (Government)- Now that the Quartok are formally a protectorate it would be a good idea to gain a better understanding of them. Inquisitor Klovis-Ultan wishes to begin conducting investigations of their military, system of governor ect immediately.

Time: 1 year.

Cost: 5,500,000 Thrones.
Reward: Gain information on the selected area of the Quartok such as the military, government, technology or any other.

Complete

Inquisitor Klovis-Ultan's people spent a year investigating the governmental systems of the Quartok which are an interesting mix of several human systems. At the lowest level of Government the Quartok are tribal, answering to the hierarchy of their clan which in general consists of around ten thousand adults. It is possible and relatively common for Quartok to change clans and for clans to split into two, or for two clans to merge but no human yet understands exactly how this is done. Above their clans are the District Councils, which consist of a representative from each clan, and several experts and is usually around two hundred members and a bureaucracy. The Quartok have procedures for City and Regional Governments above their District Councils but do not currently have any due to their numbers. The Ruling Council is the true leadership of the Quartok and consists of ten elected representatives with ten year terms and ten leaders of society. These leaders of society include a military representative, a industrial representative, a educational representative, a medical representative, an agricultural representative, a 'scientific' representative, a entertainment representative, a bureaucratic representative, a merchant representative and the oldest Quartok not already a representative. The Ruling Council has near dictatorial power and commands the varied arms of the Quartok in both war and in peace.


Investigate Quartok (Religion)- Now that the Quartok are formally a protectorate it would be a good idea to gain a better understanding of them. Inquisitor Klovis-Ultan wishes to begin conducting investigations of their military, system of governor ect immediately.

Time: 1 year.

Cost: 5,500,000 Thrones.
Reward: Gain information on the selected area of the Quartok such as the military, government, technology or any other.

Complete

Inquisitor Klovis-Ultan's people spent a year investigating the religion of the Quartok and the Rule of Gold, which seems to function as a second religion for them. The official religion of the Quartok involves venerating your ancestors and the Quartok's Homeworld. It is not a major portion of the average Quartok's life, being seen as more a way to give thanks for existing then anything else. The Code of Gold, the philosophy that was inherited from the Gold Tribe fulfils many of the other traditional roles of religion including acting as a source of morality. You are told that the Code of Gold takes the form a a collection of philosophical statements, and explanation of the reasoning of each statement and a discussion on its implications. It is known that the Rule of Gold emphasises the common good, preparation and honer. It is the section on honer that includes not keeping grudges on those that have not wronged you and not becoming that which you fight which are what has kept the Quartok from having too much of a grudge against humanity as a whole.


Double: Diplomatic Relations (Svarrtalfheim)- A major reason why diplomatic offices exist is to keep relations strong between allies. Inquisitor Klovis-Ultan suggests spending some time and effort trying to improve Avernus' standing with the other leaders of the Nine Worlds.

Time: 1 year
Chance of Success: 30% (-2 for every point of opinion, each success reduces chance of success by 5%, this recovers at a rate of one per two years)

Cost: 6,100,000 Thrones.
Reward: +1 opinion with chosen planet.

Complete
year five d100=5+ 15(diplomacy)-16(relationship)+20(double)=24: Fail
year five re-roll d100=51+ 15(diplomacy)-16(relationship)+20(double)+10(Grandmaster Diviner)=80: Success
+1 relationship with Svartalfheim

Due to some advice from High Grandmaster Ridcully Inquisitor Klovis-Ultan's diplomats were able to strengthen ties between Avernus and Svartalfheim, which are becoming very strong in recent years due to your mutual enemies.

Jane reports that the number of Chaos Cultists found per year has fallen significantly to around two hundred.

Of the one thousand four hundred and thirty-four major Psykers located over the last five years a hundred and sixteen of them were Chaotic.
A hundred and ten of the Chaotic Psykers consisting of one Beta-level, eight Gamma-levels, seventeen Delta-levels, forty-two Epsilon-levels and forty-two Zeta-levels were killed without causing any significant levels of damage this over the last three years.
A trio of Chaos psykers including one Gamma-level, one Delta-level and one Epsilon-level caused minor damage before being eliminated, killing 9,600 militiamen, 720 Helltroopers, 8 Psyker Hunters, 3 Witch Finders, 13 minor Battle Psykers, 3 Veteran minor Battle Psykers and 1 Elite minor Battle Psyker.
The first major psyker to cause massive damage was a Beta-level Daemonologist, who opened a Warp portal into the middle of a major training exercise in Dis. The Daemons were quickly annihilated by the gathered soldiers and Psyker Hunters, though not before killing 29,000 PDF Troopers, 14,000 Helltroopers, 1,160 Psyker Hunters and 1,152 Veteran Psyker Hunters.
The second major psyker to cause massive damage was a beta-level sorcerer of Nurgle, who unleashed plagues into Lorien which killed 30,000,000 militiamen, 336 Psyker Hunters and 96 Veteran Psyker Hunters before assassinated by the Phase-Tigers.
The final Chaos Beta-level, and the most dangerous was another sorcerer of Nurgle, this one in The Fens. The plagues and daemons that he summoned killed 51,000,000 militiamen, 52,000 PDF Troopers, 16,000 Helltroopers, 912 Witch Hunters, 160 Veteran Witch Hunters, 45 Witch Finders, 135 minor Battle Psykers, 45 Veteran minor Battle Psykers, 5 Elite minor Battle Psykers, 6 major Battle Psykers, 2 Veteran major Battle Psykers and 2 Elite Major Battle Psykers.

In total Chaos Psykers killed 81,000,000 militiamen, 91,000 PDF Troopers, 31,000 Helltroopers, 1,504 Psyker Hunters, 1,248 Veteran Psyker Hunters, 912 Witch Hunters, 160 Veteran Witch Hunters, 48 Witch Finders, 148 Minor Battle Psykers, 48 Veteran Minor Battle Psykers, 6 Elite Minor Battle Psykers, 6 Major Battle Psykers (1 Delta Biomancer, 1 Epsilon Biomancer, 1 Epsilon Pyromancer, 2 Epsilon Telekinetics, 1 Epsilon Daemonologist), 2 Veteran Major Battle Psyker (Zeta Telepath and Delta Telekinetic) and 2 Elite Major Battle Psyker (Epsilon Biomancer and Zeta Telekinetic) this year.

The untainted major Psykers included 1 Alpha-level, the first born on Avernus,1 Beta-level, 12 Gamma-levels, 99 Delta-levels, 394 Epsilon-levels and 811 Zeta-levels.
144,824 minor Psykers were located by the Witch Finders over the last five years. This was average of little under thirty thousand a year, very close to the number that is estimated to be born each year.

Super Elite Operatives: Batch One- Once Jane has finished preparing she will be able to start training her first Super-Elite Operatives. She plans on the first batch being one thousand strong, and expects well under a hundred to graduate. While the first batch will requite constant attention for several decades and will use up al of your relic material reserves Jane believes that she should begin immediately.

Time: 35 years (must finish Elite Operatives: Final Preparations)

Cost: 37,000,000 Thrones, 370,000 Material, 185,000 Promethium, 85,000 Advanced Material, 9,500 Exotic Material, 20 Relic Material.
Upkeep per year: Unknown
Reward: First batch of 1,000 Elite Operatives put though, unknown number of graduates.

Locked – Eleven out of Thirty-Five years completed

For the last five years the Super-Elite Operatives program has continued, with the candidates having now reached ten years of age and being well into their training program. Another seventy-two candidates have either died or dropped out, leaving seven hundred and fifty-six in the program. Jane mentions that several issues have come up with the training that will be able to be dealt with before the next group starts training.


Thoughts on Cult Elimination- In her time on Avernus, and before, Jane has dealt with Chaos Cults more often then anyone outside of the Ordo Hereticus of the Old Imperium's Inquisition. This has made her somewhat of an expert on dealing with Chaos Cults, both in small numbers and in large. Given how much free time she often has Jane has considered writing a book on her thoughts about how to best deal with Chaos Cults.

Time: 10 years. (must be taken by Jane)
Chance of Success: 80%

Cost: Free
Reward: Unknown bonus to dealing with Chaos Cults for Imperial Trust.

Locked – Seven out of Ten years completed

Jane has continued to write her books on dealing with Chaos Cults for the last five years, and informs you that several of them are finished. While you are not being shown all of them you have read the books intended for wider distribution, and they include some useful advice for identifying and combating cultists without providing to much information that can be used by cults to avoid detection. The Governor's version however includes a lot of information on how to best eliminate cults on a grander scale, much of which you already no as you were there when she discovered it.

Advanced Astartes Power Armour: Elite- The Varangian Guard are currently equipped primarily in Mark 7 Power Armour, which while good is nothing compared to the later designs, let alone Elite Power Armour. Archmagos Tranth believes that with a decade and some support for the Astartes he will be able to redesign Elite Power Armour for use by the Astartes, which will massively increase both their deadliness and their flexibility.

Time: 10 years
Chance of Success: -10% (89% after bonuses)

Cost: 370,000,000 Thrones, 18,500,000 Material, 3,700,000 Promethium, 170,000 Advanced Material, 9,500 Exotic Material
Reward: Create variation of Elite Power Armour optimised for the Adeptus Astartes

Complete
d100=58+31(learning and traits)+60(buildings)+25(other bonuses)+20(double down)=194: Critical Success

Four years ago Archmagos Explorator Tranth finished the design for Astartes Elite Advanced Power Armour. This armour is even stronger and tougher then normal Elite Armour, can last two weeks without a power backpack and indefinitely with one, can be quipped with two backpacks at once and has an integrated force field equivalent to a refractor field. Between all of these improvements and the base capability of Elite Armour Archmagos Tranth has come up with a set of armour only slightly weaker then Tactical Dreadnought Armour while being far more agile and manoeuvrable.


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: -79% (18% 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.

Complete
year three d100=61+36(learning and traits)+60(buildings)+15(previous)+20(double down)=192: Success

Archmagos Tranth spent another two years working on the Graviton Weapons of The Well of Urd with some assistance from Headmaster Ridcully. By the end of their period he leant enough about them to be confident in his ability to repair the damaged specimens, though making any more is still beyond his capabilities. He tells you that these weapons are short ranged, ineffective against shielded targets but are able to inflict major damage on a small section of the target ship and more importantly kill massive segments of the targets crew, with on average any human within seven hundred meters of the focus point being taken out of action.


Design: Advanced Troop Transport- Fabricator-General Scott has pros posed designing a new troop transport that takes advantage of all of the new technologies that you have found. She believes that either her or Archmagos Tranth will be able to design a transport that is faster, tougher and better armed then the current design without losing any of its cargo capacity.

Time: 4 years.
Chance of Success: 50% (99% after bonuses)

Cost: 35,500,000 Thrones, 6,100,000 Material, 355,000 Promethium, 43,000 Advanced Material.
Reward: Designs for Advanced Troop Transport

Locked – Two out of Four years completed

For the last two years Archmagos Tranth has been working on designing some Troop Transports making full use of the new technologies, including those found on The Well of Urd. He tells you that the main benefit of these transports over the last set is that they will be faster, tougher and able to unload their forces in record time, currently estimated at a little over four hours.
Detailed Survey (Temple-Cat)- Magos Biologis Maximal is interested in continuing his studies of the Temple-Cat in order attempt to gather a better understanding of the capabilities of its precognition, including what circumstances it activates.

Time: 2 years
Chance of Success: Unknown.

Cost: 220,000 Thrones, 11,000 Material, 11,000 Metal, 2,750 Promethium.
Reward: More information on Temple Cat.

Complete
d100=62+17(learning)+60(buildings)+20(scanner)+10(Rune Priests)+20(double Down) =189: Critical Success

Magos Biologis Maximal spent a pair of years continuing his examination of Temple-Cats. He has been able to determine that the precognition only activates either to provide a significant benefit to the Temple-Cat or to avoid harm, though said benefit or harm can be years in the future. As far as he can tell it can activate against almost all threats, with the normal limitation of divination in that very unlikely threats are sometimes overlooked. Interestingly enough this includes threats of types that a cat should have no way of understanding, such as poor nutrition.


In Depth Examination (Temple-Cat) -Magos Biologis Maximal is interested in continuing his studies of the Temple-Cat in order attempt to gather a better understanding of the capabilities of its precognition.

Time: 3 years
Chance of Success: Unknown.

Cost: 220,000 Thrones, 11,000 Material, 11,000 Metal, 2,750 Promethium.
Reward: More information on Temple-Cat.

Complete
d100=35+17(learning)+60(buildings)+20(scanner)+10(Rune Priests)+20(double Down) =162: Critical Success

After another three years of study Magos Biologis Maximal was able to come to some new, and strange conclusions about the Temple-Cats precognition. The first of those discoveries was that when a Temple-Cat was sent out of the Helheim system its precognition seems to rapidly decrease, until it is barely existent when the Temple-Cat is more then ten light years away. Strangely enough how much it decreases by varies greatly by the direction travelled, with a massive decrease when moving away from the Imperial Trust but nearly no change when in orbit of Asgard. Currently Magos Biologis Maximal theorises that its precognition is in some way lined to Avernus, which seems to have relays of some type on the rest of the Nine Worlds, and between them.
Forge-Cathedral: Belisama- Now that the first Hive Forges have been built Fabricator-General Scott can begin work on a Forge-Cathedral. This would massively increase the amount of Advanced Material you can produce allowing for your advanced weapons to be deployed in greater numbers. Unfortunately given the sheer size of a Forge-Cathedral neither of your Forge-Hives are currently able to support both a Forge-Cathedral and a Cathedral-Forge .

Time: 9 years.

Cost: 1,183,000,000 Thrones, 295,700,000 Material, 118,300,000 Metal, 5,914,000 Promethium, 24,480 Advanced Material, 2,736 Exotic Material.
Upkeep per year: 118,272,000 Thrones, 29,568,000 Material, 11,827,200 Metal, 591,360 Promethium, 2,448 Advanced Material, 274 Exotic Material.
Reward: Increase base AM production by 50%, increase AM production by 6,300 (250k), can have either Cathedral-Forge or Forge-Cathedral

Complete

Three years ago the Forge-Cathedral in Belisama was consecrated, and started production. As well as being prestigious for the Avernite Branch of the Adeptus Mechanicus this increases the Advanced Material production of Avernus significantly. Despite this Avernus still only produces forty percent of the Advanced Material that it uses, indicating that you need to build more Forge-Cathedrals and that you need to maintain a large reserve.


Mega-Vanquisher Macharius Regiments- Now that she has finished the design Fabricator-General Scott is willing to take the time to build a few thousand of them. This will give you a substantial force of heavy tanks with powerful enough weapons to be a threat to most super-heavies, including the Gargants that the nearby Ork domains are likely to field against you.

Time: 4 years.

Cost: 1,690,000 Thrones, 1,010,000 Material, 56,000 Promethium, 106,000 Advanced Material.
Upkeep per year: 337,000 Thrones, 202,000 Material, 28,000 Promethium, 10,600 Advanced Material.
Reward: 50 Mega-Vanquisher Macharius Regiments

Complete

Two years ago the last of the Mega-Vanquisher Macharius Heavy Tank Regiments was formally founded. These regiments will add a much needed anti-titan punch to the Avernite military, allowing you to more easily deal with the thousands Ork Gargants that the local powers use. On a related note Fabricator-General Scott tells you that now that she has overseen the first Mega-Vanquisher Macharius being built she will not be needed for later regiments, and that General Schwarz will be able to deal with that by himself.


Expand and Upgrade: Nechtan – Currently the remaining three Forge-Cities in the moons of Cumea are large enough that you could easily expand them into Small Forge Hives. Fabricator-General Scott believes that it would be a better idea to expand them then it would be to funnel their excess population to Anwnn and Mag Mell. She would like to upgrade their defences at the same time, telling you that it would be far more efficient in both time and resources. Fabricator-General Scott advises beginning with Erecura or Belisama so that you can expand their mines, massively increasing your metal income.

Time: 13 years.

Cost: 6,332,000,000 Thrones, 6,190,000,000 Material, 6,004,000,000 Metal, 1,398,000,000 Promethium, 533,200 Advanced Material, 5,050 Exotic Material.
Upkeep per year: 114,838,632 Thrones, 86,008,454 Material, 73,713,715 Metal, 16,959,098 Promethium, 2,142 Advanced Material, 29 Exotic Material.
Reward: Selected city upgraded into Small Forge Hive and defences upgraded to super-heavy

Locked – Three out of Thirteen years completed

After the new Forge-Cathedral was consecrated Fabricator-General Scott turned her attention to expanding Nechtan, the last of the Lunar Forge-Cities into a Forge-Hive. Like Mag Mell Nechtan is being built with a focus on anti-orbital defences that will be able to provide fire-support to the defenders of your orbital industry. At the moment however the defences are compromised by the expansion work and have several major weaknesses, which will make an attackers task far easier.


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

Locked – Two out of Three years completed

Fabricator-General Scott has spent the last two years working on designing a general purpose Flying Fortress. She has made a lot of progress in this and in certain that the design will be finished within a year. From what you have seen of her design specification the Flying Fortress will combine the ability to carry most of a division of ground forces and dozens of air wings with several times as much firepower as an Adjudicator and a significant amount of AA.

Prepare Missionaries- Now that the Warp Storm has ended it is possible to send missionaries to neighbouring regions in order to convert the population to the New Imperial Truth. However attempting this without the permission of the government of those you attempt to convert will likely e taken as a hostile act. Despite these risks Saint Lin is ready to start selecting and training missionaries to preach the New Imperial Truth.

Time: 5 years.

Cost: 20,000,000 Thrones.
Reward: Missionaries trained, will get send missionary as an option

Complete

A bit over a year ago Saint Lin finished training several thousand missionaries, who will be able to spread the New Imperial Truth to other worlds. He does however warn you once again that he will be very careful where they are sent, both because it may be viewed as a hostile act and because it may make the Imperial Trust a greater target. He reminds you that the Emperor charged the Imperial Trust to survive, not to spread his word.


Those in the Shadows- With the collapse of the Astronomican the psykers have by far the hardest time maintaining their faith. They are constantly tempted by countless daemons with only their own will and training to keep them at bay. Saint Lin has offered to spend time with those Psykers approaching the trials in order to fortify their will and prepare them for the challenges to come.

Time: 1 year
Chance of Success: 30%

Cost: Free.
Reward: +5% to the success chance of all psykers who take the trials this year, can be taken multiple times

Complete
year one d00=91+51(piety)=142: Success
year two d100=37+51(piety)=88: Success
year three d100=33+51(piety)=84: Success
year four d100=27+51(piety)=78: Success
+20 to chance of psykers passing

Saint Lin spent four years at the Unseen University helping the students strengthen their faith in preparation for the trials. As usual he had a massive impact and was responsible for a major rise in the number of students who passed the trails, especially among the more powerful psykers.


Cure Curse- Saint Lin can make an attempt to cure the Curse of Amnaich the Golden on Chapter Master Julius. While he is unlikely to totally remove it he hopes to weaken it and reduce the impact that it has. Saint Lin tells you that he will be able to attempt to cure the curse multiple times but that each attempt will have a reduced chance of success as the curse adapts to his power.

Time: 1 year
Chance of Success: 10% (-20% for each attempt)

Cost: Free
Reward: reduce effect of the Curse of Amnaich the Golden

Complete
d100=44+51(piety)+20(double)=115: Success
combat penalty reduce to -6

Saint Lin spent a year with Chapter Master Julius attempting to cure the Curse of Amnaich the Golden, or at least weaken it. While he was not able to cure the curse, or do anything about the spasms and fits, Saint Lin's efforts have reduced the amount that it weaken Chapter Master Julius, providing a significant boost to his combat capabilities.

             
Trials Beta Gamma Delta Epsilon Zeta Minor
Passed 3   51 241 526 111,674
Attempted 3 2 71 321 679 139,592
Percent passed 100.00% 0.00% 72.50% 75.00% 77.50% 80.00%
             
Primaris Passed Trials/Died Beta Gamma Delta Veteran Beta Veteran Gamma Veteran Delta
Biomancer     6-2=4      
Diviner 1   3-2=1 1    
Pyromancer     4-1=3      
Telekinetic            
Telapath 1     1    
Daemonologist 1   3-1=2 1    
                       
Battle Psykers Passed Trials/Died Gamma Delta Epsilon Zeta Veteran Gamma Veteran Delta Veteran Epsilon Veteran Zeta Elite Delta Elite Epsilon Elite Zeta
Biomancer   1-2=-1 18-5=13 36-21=15   1 8 30-1=29      
Diviner   3 12-4=8 14-16=-2   1 1 23-1=22     -1
Pyromancer   7-5=2 16-8=8 31-42=-11 1 2 25-2=23 46-3=43     -1
Telekinetic   2-2=0 24-8=16 61-28=33   1 2-1=1 43-1=42     -1
Telapath -1 3-1=2 9-2-=7 30-4=26   1 2 6-2=4      
Daemonologist   1 8-8=0 56-12=44   3 19-1=18 7-2=5      
               
Sanctionites Passed Trials/Died Gamma Delta Epsilon Zeta Veteran Delta Veteran Epsilon Veteran Zeta
Biomancer -1 2-1=1 22-3=19 24-9=15   1-1=0  
Diviner   1-1=0 16-1=15 12-5=7   1 1-1=0
Pyromancer   1-1=0 15-2=13 11-4=7     1-1=0
Telekinetic   1-2=-1 21-2=19 50-9=41   2 2-2=0
Telapath   1 14-2=12 51-8=43 -1 1-1=0 1-1=0
Daemonologist   6 16-3=13 5-6=-1   -1  
Specialists Passed Trials/Died Gamma Delta Epsilon Zeta Veteran Epsilon Veteran Zeta
Neo-Astropath   2 12-3=9 20-9=11 1 1-1=0
Neo-Astropathic Receiver   2-1=1 22-2=20 18-8=10 1 1
Inquisition   2 16 71    
       
Minor Psykers Trained Promoted to Veteran Elite
Battle Psykers 43,876-20,636=23,240 12,809-3,963=8,846 -146
Witch Finders 20,642-15,455=5,197 5,091-1,829=3,262 22
Sanctionites 43,839-14,283=29,556 4,864-1,369=3,495  
Inquisition 3,317    

Mentoring: Beta- Given the high rate of failure for the more powerful psykers Headmaster Ridcully would like to have one of his best psykers mentor the next Beta-level in the year leading up to his trails. This will hopefully be enough to increase his chance of passing by a significant degree.

Time: 1 year. (can be taken once)
Chance of Success: 50%

Cost: Free
Reward: each point of success increases chance of the Beta-level psyker passing the trails by 1%

Complete
d100=40+41(control)=81: Success +11 to pass chance of all 3 Beta levels

High Grandmaster Ridcully spent a year tutoring the three Beta-levels who recently took the trials. While he tells you that they would have all passed as Primaris Psykers without his tutoring it was due to his tutoring that they developed their skills enough to become Veteran Primaris Psykers. This is rather significant as three Veteran Primaris betas is a major force.


Cheating- Recently Archmagos Explorator Tranth and Headmaster Ridcully have come up with the idea to use Headmaster Ridcully's postcognition to discover more about The Well of Urd and the technologies that make it up. This should be very effective and will hopefully be enough to allow Magos Explorator Tranth to learn how to use technologies otherwise incomprehensible.

Time: 1 year. (must be taken by Headmaster Ridcully, Archmagos Explorator Tranth must have taken an Examine Sub-Systems or Examine: Any action this year)
Chance of Success: 30%

Cost: 71,000 Thrones, 710 Material, 7 Promethium, 86 Advanced Material, 9.6 Exotic Material.
Reward: permanently reduce the difficulty of the Examine Sub-Systems or an Examine: Any that was found on The Well of Urd or the Ship Graveyard by one percent per three percent that the action is passed or one percent per five the action is passed by if it is Examine: Any

Complete
year two d100=22+41(control)=63: Fail
year two re-roll d100=67+41(control)+10(Grandmaster Diviner)=118: Success, +8 to success chance of Examine: Graviton Weapons

High Grandmaster Ridcully spent a year working with Archmagos Tranth on reverse engineering the Graviton weapons of The Well of Urd. While not necessary his help did make this task notably easier.


Divination: Attacks- Headmaster Ridcully could spend some time attempting to predict any incoming attacks on the Imperial Trust. While he tells you that it will be easy for him to spot that an attack is coming finding more information such as the size, composition, location and exact timing will take more time and effort.

Time: 1 year
Chance of Success: 50%

Cost: 4,000,000 Thrones
Reward: Information on incoming attacks for the next five years, each success provides more information.

Complete
year three d100=57+41(control)+40(Grandmaster Diviner)=138: Critical Success

High Grandmaster Ridcully spent a year focusing on predicting incoming attacks on the Imperial Trust. He predicted a series of raids, and possibly a larger attack if one of the raids find an opening by Valinor will take place in two years time as a test of the Imperial Trust's capabilities. There will be a major attack by Garkill the year after, though High Grandmaster Ridcully can not see where, probably Avernus.


Double Down: Divination (Valinor)- Headmaster Ridcully is almost as skilled at seeing the present as he is at predicting the future. This allows him to gather a good deal of information about the neighbouring sectors without putting any scouts at risk. Valinor, Dragons Nest and the Orkish domains seem to be the best options to investigate this way.

Time: 2 years.
Chance of Success: 30%

Cost: 4,000,000 Thrones
Reward: Information on selected polity, location ect. The narrower the target the more information.

Complete
year four d100=17+41(control)+40(Grandmaster Diviner)+20(Double Down)=138: Success

High Grandmaster Ridcully has spent the last two years examining Valinor using his divinatory skills. He was able to provide a decent overview of the Nation, including a better estimate of its total population, fleet and current activities.


Simple Anti-Pyker Wards: Reactors- Now that the Artisans of Nogrod are ready it is time to start adding wards to some of your key buildings and defences. The most vulnerable part of your defences are the plasma reactors that power your cities, including many of the other defences. Warding them will reduce the chance that an enemy psyker will be able to disable or destroy them at a key time while still being relatively cheap.

Time: 3 years.

Cost: 2,350,000 Thrones, 108,000 Advanced Material.
Upkeep per year: 118,000 Thrones, 5,410 Advanced Material
Reward: All reactors have simple Anti-Psyker Wards applied to them, slightly reducing the number of psychic powers that can apply to them and giving a +10 bonus to all attempts to resist those powers that can get though

Complete

Grandmaster Xavier spent three years overseeing the installation of simple Anti-Psyker Wards to the reactors of Avernus. This should make it harder for enemy psykers to sabotage the most vital component of your cities defences, though not impossible.


Battle Preparations- It is highly likely that you will find yourself in a war as soon as the Warpstorm ends and Primaris Xavier has suggested putting the Battle Psykers though last minute training in preparation. While this will have no long term effect in the short term it will hone the edge of their psykers abilities.

Time: 1 year
Chance of Success: 40% (uses Martial, each success reduces chance of success by 5%, this recovers at a rate of one per two years)

Cost: 22,000,000 Thrones, 11,000 Material, 1,100 Promethium, 10,625 Advanced Material, 116 Exotic Material.
Reward: +5 to all Battle Psyker Rolls for the next decade

Complete
year four d100=42+20(Martial)-8(repeat)=54: Fail
year four re-roll d100=77+20(Martial)-8(repeat)+10(Grandmaster Diviner)=99: Success
+5 to battle Psyker Rolls

Grandmaster Xavier spent a year preparing his soldiers for war, or at least those soldiers not currently assigned to wildlife or psyker suppression duties. Thanks to some advice from High Grandmaster Ridcully he was highly successful in his efforts and has provided a key edge to his soldiers skills.


Honing an Edge- It is highly likely that you will find yourself in a war as soon as the Warpstorm so it might be a good idea for the heroic Psykers of Avernus to focus on preparing themselves. While normally the time just before a war is not a good time for military forces leadership to spend a year meditating and training themselves when the leader is as powerful a weapons as a heroic psyker it becomes a good option.

Time: 1 year
Chance of Success: 40% (uses Control, each success reduces chance of success by 5%, this recovers at a rate of one per two years)

Cost: Free
Reward: +10 to all battle rolls by Heroic Psyker who takes the action for the next decade

Complete
year five d100=57+26(control)-6(repeat)=77: Success
+10 to Xavier's Battle rolls for the next decade

Grandmaster Xavier has spent the last year training in perpetration for the conflicts that will likely begin soon. This training has consisted of seeking out and annihilating as many of the Orkish warbands that he could find. Given the Average skill level of an Avernite Ork and the fact that some of these warband number several tens of thousands this was a decent challenge for him.


Psyker Quarters: All- One idea that Headmaster Ridcully has had is to have most of his trained psykers move into psyker quarters in your cities. He would build a psyker quarter capable of maintaining a ten thousandth of the population that the city is built to hold in each city. This should be more then enough to contain all of your psykers for the enforceable future, and will grow as your population grows. The other main benefit is that it will help integrate the psykers into the general Avernite population, make it easier for Witch Sniffers to search the population and for Battle Psykers to help against threats. One the downsides it will cause a bit of civil unrest and will increase the number of casualties that your Witch Sniffers and Battle Psykers take, both in day to day life and against Chaos Psykers.

Time: 10 years.

Cost: 3,661,000,000 Thrones, 366,100,000 Material, 91,500,000 Metal, 36,010,000 Promethium, 250,000 Advanced Material, 56,020 Exotic Material.
Upkeep per year: 36,608,000 Thrones, 3,660,800 Material, 1915,200 Metal, 366,080 Promethium, 5,000 Advanced Material, 560 Exotic Material.
Reward: Psyker Quarters in each city able to hold 0.01% of the cities maximum population (currently 1,820,000), +20 to rolls of Witch Sniffers, double effect of Battle Psykers on Chaos Psyker rolls (+10 to all rolls, +20 to rolls against gamma+), double Battle Psyker casualties against Chaos Psykers, +50% Witch Sniffer casualties again Chaos Psykers, +0.5% Witch Sniffer and Battle Psyker deaths per year, -2 Civilian morale, leads to new options

Locked – Five out of Ten years completed

Grandmaster Jameson has spent the last five years starting to set up Psyker Quarters in the cities of Avernus. While not exactly a popular move with the general population it is the best way to hold the numbers of psykers that are being found on Avernus and will be the first step to improving public perception of psykers. Even more important it will improve reaction times against Chaos Psykers, hopefully allowing you to reduce the number of Beta levels that wreck havoc on your population, and hopefully even allow you to bring down Chaos Alpha-levels.

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

Time: as project.

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

Complete

You have recently finished the expansion of the Avernite Helguard,which was quicker then the other military expansions due to being smaller, both in total size and in proportional increase.


Thaddeus Expertise: Ion Shields: All Hives- Thaddeus Starr was the second in command of the Avernite Administratum before you recruited him as your personal assistant and is able to run certain projects without any supervision. Currently he has volunteered to oversee the addition of Ion Shields to some portion of your cities.

Time: As Project

Cost: As Project +10%
Reward: Does one Ion Shields action without needing a personal attention.

Locked – Six out of Eight years completed

Thaddeus has continued to oversee the addition of Ion Shields to the defences of Avernus' Hives, and is now almost done. He estimates that it will take another two years to finish installing Ion Shields on the secondary defences, with the primary defences already having been completed.


Attend Security Council Meeting- You have been invited to a meeting of the Security Council in several months time in which how to best deal with the threats that beset the Imperial Trust will be discussed.

Time: 1 year

Cost: Free
Reward: Attend Security Council Meeting

Complete

You attended a Security Council Meeting in which possible responses to the local threats was discussed.


Attend High Council Meeting- The next meeting of the High Council is scheduled for early next year. This meeting will be particularly important as several major decisions about the Imperial Trust's military and foreign policy need to be made, along with a possible modification to tax rates.

Time: 1 year

Cost: Free
Reward: Attend Security Council Meeting

Complete

You attended the twelve High Council Meeting.


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

Time: as project.

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

Complete

You spent a year ensuring that a decent sized force of Avernite soldiers was always ready to be deployed.


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

Time: as project.

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

Complete

You spent a year ensuring that the Avernite Navy was always ready to be deployed within twelve hours of receiving an order.


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

Time: as project.

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

Complete

You spent a year conducting training exercises for the Avernite PDF in preparation for the conflicts that will undoubtedly start in the next few years.


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

Time: as project.

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

Complete

You spent a year conducting training exercises for the Avernite Navy in preparation for the conflicts that will undoubtedly start in the next few years.


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

Time: as project.

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

Complete

You spent a year conducting training exercises for the Avernite Orbital Defence Crews in preparation for the conflicts that will undoubtedly start in the next few years.


Spend Time With (Xavier)- One of the ways that you can spend what little free time that you have is by spending some time with you friends and advisers. This would be a good way for you to relax and improve your relationship with your co-workers, as well as possible learn or teach something.

Time: 1 year.
Chance of Success: Unknown

Cost: Free (can be taken multiple times)
Reward: Spend time with selected character, chance of improving your relationship, chance of boosting your own or selected characters

Complete
year three d100=41+5(Palace)+15(diplomacy)=60: Fail

You spent a good bit of time with Grandmaster Xavier a few years ago, mostly just maintaining the relationship that you have developed with him. You are still surprised sometimes by how the slightly shy, unconfident young many you met all those years ago developed into a warrior like Xavier.


Spend Time With (Edvin Dieuwer)- One of the ways that you can spend what little free time that you have is by spending some time with you friends and advisers. This would be a good way for you to relax and improve your relationship with your co-workers, as well as possible learn or teach something.

Time: 1 year.
Chance of Success: Unknown

Cost: Free (can be taken multiple times)
Reward: Spend time with selected character, chance of improving your relationship, chance of boosting your own or selected characters

Complete
year four d100=18+5(Palace)+15(diplomacy)=38: Fail
year five d100=67+5(Palace)+15(diplomacy)=87: Fail

You spent a few years working closely with Edvin Dieuwer, your newest adviser and one of the few survivors from the original colonisation team. You have a lot of common ground with Edvin due to your similar pasts, and spending time with him reminds you of your youth in the Administratum.
Year Income Thrones Material Metal Promethium Advanced Material Exotic Material Food Relic Material Population
Starting 233,525,935,855 63,273,044,394 10,247,134,456 21,934,320,104 16,594,856 88,517 142,217 5 8,553,154,534
Net Income 5,302,782,201 4,757,387,940 -2,863,233,750 2,572,628,945 -51,468 -35,977 15,421 10 637,618,902
Percent of Income used 74.59% 47.13% 168.52% 38.75% 103.36% 226.92% NA 0.00% NA
Remaining 238,828,718,056 68,030,432,334 7,383,900,706 24,506,949,049 16,543,388 52,540 157,638 15 9,190,773,436
Percent Growth 2.27% 7.52% -27.94% 11.73% -0.31% -40.64% 10.84% 200.00%  
 
Just wanted to say that this quest is nothing short of amazing.

I've FINALLY caught up with reading through pretty much all the turns, and I have to say it's been a blast to watch this all unfold and to read the back and forth over what to do.

Watching Rotbart go from an out of his depth Administratum official to the badass Champion of Humanity that he is has been really fun. Not to mention all the hilarious battles and rolls that frequently pop up in this quest.

Slannesh rolling nat 1 twice in a row, only for Ynnead to roll nat 1 an action or two later is perhaps one of the most epic coincidences to ever occur in any quest, ever.

I probably wont partake much in the actual voting, but this has really inspired me to start doing quests again.

So yeah, keep it up man, this is great stuff!
thank you
 
Awww yea, Crit on the Elite Astartes Armor! :D

Sweet, Lin reduced the effects of the curse on Julius!

Currently Magos Biologis Maximal theorises that its precognition is in some way lined to Avernus, which seems to have relays of some type on the rest of the Nine Worlds, and between them.
Ooh, very interesting.
 
While great that we got an untainted Alpha-level that they are showing up is proof that Chaos Alphas will certainly show up soon which will suck.

Good thing we started on the Psyker Quarters to help better defend against that.
 
By the way, we also gained three Beta Veteran Primaris which is all sorts of awesome. Granted we may need them to deal with any Chaos Alphas (and isn't that a scary thought). Though hopefully with psykers in more cities we can find psykers sooner before they fall to chaos.
 
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