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
Guys, given Alex's response, and me rereading our Constitution, I think we should add 'or xenos' to point 3 with regards to fighting chaos. No reason they shouldn't have the same obligation to fight the ruinous powers us 'umies do.
 
workin on the next update, jsut as a note please try to avoid spamming 1 year actions, it is annoying doing them (I really need to come up with some way to replace them)
edit: especially diplomacy, nothing makes me want to procrastinate like 10 one year diplomacy actions
 
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workin on the next update, jsut as a note please try to avoid spamming 1 year actions, it is annoying doing them (I really need to come up with some way to replace them)
edit: especially diplomacy, nothing makes me want to procrastinate like 10 one year diplomacy actions
The problem is there's just not much to do with Diplomacy :(
 
workin on the next update, jsut as a note please try to avoid spamming 1 year actions, it is annoying doing them (I really need to come up with some way to replace them)
edit: especially diplomacy, nothing makes me want to procrastinate like 10 one year diplomacy actions

Suggestion:

Visit Psykers [1 Yearr] * 4. Where 4 is how many times we want to do it and 1 being the years?
 
Well if possible we can away go to shinies I think, like:
'investigated the culture of x planet (something that usually take a lot of time in real life too) 5 year action, reward x bonus to diplomacy more x percentage trade (after many repetitions a new shinie appear like bigger bonus or other stuff).
other ideas.
1- PR. PR agencies, 'safareis' etc.
2- more integration with the church.
3- action to integrate the neo Psyker to the trust
4- actions to noble? try to get talent (other that the school that we have exactly for this reason)? expand our school to midgar where is more a question to where is the super human and not if that human exist.
5- more diplomacy actions to the 'people' of avernus? like I understand why we had not go to the pingues but why none of them had seek us (maybe they can't see the future)? or more actions to learn their culture or what can kill you for example'oh this being in the caves can do x stuff' .
6- more preparatory actions to the tech priest (to when we try to created tech)
well that some ideas, hope that this ok to post^^.
 
more this, hopefully I can come up with some way to change that, diplomacy has some of the least impact on the game of any of the categories and takes the longest
Just make the diplomatic relations action 5 turns to represent a concerted effort to establish as friendly of a relationship as possible. It'll reduce the amount of writing you have to do and make that individual action more important than a 1-year action.
 
@Durin how about these?
-The fluff text for improving Diplomatic Relations could be lumped together into a single paragraph with generic words, unless a crit occurs and needs special mention.
-Automated diplomacy, reducing the amount of write-up needed by removing the amount of slots the players can play with.
-Multi-year project actions to tie down the slots. Improving general level of etiquette amongst Avernites, cultural exchange initiatives, etc.
 
@Durin how about these?
-The fluff text for improving Diplomatic Relations could be lumped together into a single paragraph with generic words, unless a crit occurs and needs special mention.
-Automated diplomacy, reducing the amount of write-up needed by removing the amount of slots the players can play with.
-Multi-year project actions to tie down the slots. Improving general level of etiquette amongst Avernites, cultural exchange initiatives, etc.
One of those is already an option
 
How about giving an option to simply not use the diplomacy slots? Klovis-Ultan is an Inquisitor, I'm sure he has other things to do if we don't assign him jobs. A lot of times I feel that we intentionally make up things to ask about just to fill the diplo slots. Not sure how this would translate to mechanics, but something could be worked out. A turn-specific boost to ferreting out Chaos cults and schemes perhaps?
 
more this, hopefully I can come up with some way to change that, diplomacy has some of the least impact on the game of any of the categories and takes the longest
Just chipping in a few of my own ideas as other people seem to be doing:
  • Shift some elements of the spy network here (tasking embassies with openly gathering local 'common knowledge' and the like) and add options like a subtle sound-out (multiple years but both gives some nuance in why they do/don't support it as well as reducing the risk involved in sounding out anything particularly controversial).
  • Add options for establishing/refining the use of couriers and neo-Astropaths in facilitating communication and improving the robustness of our communication network.
  • Add options for mediating disputes or otherwise trying to improve general diplomatic ties within the Trust as a whole (effectively providing a portion of our staff 'free of charge' as well as helping with any analysis rather than sticking our nose in the middle of it)
  • Add some sort of focus for (very slowly) shifting Trust-wide opinion on certain matters without overt interference. Effectively allowing us to set the Diplomacy section on that when we don't have much else to do rather than make-work. Examples would be a very slight improvement to background rolls for the ad-mech reforms, Quartok acceptance, or nudging the perception of Avernites abroad one way or another.
 
Turn Ninety-One Results
Turn Ninety-One Results
One Hundred and Eighty-five years since the Founding of Avernus

Over the last five years the the general Ork and wildlife kills has increased to one point seven million a year, a bit higher then usual.

Phase-Tiger Riders: Helguard Squads- One of the ways in which you could deploy Phase-Tiger Riders is to add a five man squad to every Scout Infantry Company. This would add to to a few hundred Phase-Tiger Riders per regiment and would provide a significant boost to the stealth and short ranged deadliness of Scout Infantry Regiments.

Time: 5 years

Cost: 1,620,000 Thrones, 49,100 Material, 2,730 Promethium, 28,300 Advanced Material, 24 Exotic Material.
Upkeep per year: 325,000 Thrones, 9,810 Material, 545 Promethium, 2,830 Advanced Material, 1.2 Exotic Material.
Reward: add 40 Phase-Tiger Squads to each Scout Regiment

Complete

Three years ago General Richards informed you that she had finished adding Phase-Tiger Rider Squads to the Helguard Scout Regiments. These units will be used as elite scouts and saboteurs within their companies as well as melee and ambush specialists. They have proven to be of particular value in sieges and city-fighting, where their banality to walk though walls is invaluable.


Phase-Tiger Riders: Helguard Companies-One of the ways in which you could deploy Phase-Tiger Riders is to create independent companies of them that will at as elite scouts and saboteurs, making full use of the abilities of their mounts. This will open up a range of new tactical options that were previously limited to the far rarer Battle Psyker Infiltration Regiments. General Richards wants to train twenty five companies to begin with.

Time: 6 years

Cost: 669,000 Thrones, 20,30 Material, 1,130 Promethium, 11,700 Advanced Material, 11 Exotic Material.
Upkeep per year: 133,800 Thrones, 4,050 Material, 565 Promethium, 1,173 Advanced Material, 0.54 Exotic Material.
Reward: train 25 Phase-Tiger Rider Companies

Complete

Last year General Richards oversaw the deployment of Avernus' first Helguard Phase-Tiger Rider Companies. These formations are best used in heavy terrain, sieges and to conduct ambushes and sabotage against unprepared foes. According to General Richards they are of particular value in sieges, where a few companies could easily seize a section of the walls or sabotage key defensive installations.


Land Raider Power Helguard Regiment- One of the possible ways to use the Land Raider designs that you on have is to equip a single regiment of Mechanised Helguard with Land Raider Transports. This would be expensive, costing several million Thrones, but would give the selected regiment enough firepower to match multiple Armour Regiments and some of the toughest transports imaginable.

Time: 5 years

Cost: 1,984,000 Thrones, 311,700 Material, 49,280 Promethium, 150,500 Advanced Material, 3,059 Exotic Material.
Upkeep per year: 364,009 Thrones, 59,609 Material, 5,509 Promethium, 29,469 Advanced Material, 612 Exotic Material.
Reward: 5 Regiments of Mechanised Power Helguard replace all transports with Land Raiders, 1,400 hundred Land Raiders each

Complete

General Richards has recently finished founding the five Land Raider Power Helguard Regiments, a force of Helguard transported in fourteen hundred Land Raiders. These regiments costs several time as much as a normal Helguard Mechanised Power Infantry Regiment but the combination of the incredible durability the Land Raiders provide with their impressive firepower makes them deadly units. General Richards tells you that these regiments would best be used as a line breaker or to engage hostile super-heavies in the absence of your own.


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
d100=73+23(Marital)=96: Success

General Richards spent a year conducting general readiness training for her forces, preparing them for any future conflicts. She informs you that the Avernite military preformed as well as they normally did, and are even starting to figure out how to account for the Phase-Tigers in wargames.


Helltrooper Power Infantry: Heavy Infantry- General Richards has put forward a plan to equip your Helltrooper Heavy Infantry with power armour. This will greatly increase their combat power and life expectancy at a surprisingly affordable price. You are advised to begin this project immediately, and told that General Richards is working on plans to begin similar upgrades for the rest of your Helltrooper Regiments.

Time: 6 years

Cost: 158,000,000 Thrones, 12,300,000 Material, 436,000 Promethium, 3,780,000 Advanced Material, 2,430 Exotic Material.
Upkeep per year: 8,860,000 Thrones, 412,000 Material, 199,000 Promethium, 114,000 Advanced Material, 18 Exotic Material.
Reward: upgrade 240 Helltrooper Heavy Infantry Regiments to Helltrooper Power Infantry Regiments.

Locked- Two out of Six years completed

For the last six years General Richards has been working on equipping your Helltrooper Heavy Infantry with Basic Power Armour. So far this has consisted entirely of retaining the soldiers in how to use power armour, with instructors being recruited from the Helguard. Thanks to Avernus' institutional experience with power armour there will be no issues creating a new Standard Operating Procedure, though it will take a few years for the officers and men to get accustomed to it after they finish the initial power armour training.


Helguard Jetbikes- One of the new technologies found by Archmagos Tranth is designs for a set of advanced jetbikes with many similarities to the Eldar designs. Now that a force compostion has been desnged General Richards would like to mount your entire Helguard Rough Rider force on Jetbikes. This would turn the Helguard Rough Riders into a situationaly useful forces into one of your most useful and deadly Helguard Regiments.

Time: 7 years

Cost: 38,600,000Thrones, 1,840,000 Material, 105,000 Promethium, 1,400,000 Advanced Material, 2,950 Exotic Material.
Upkeep per year: 3,860,000 Thrones, 184,000 Material, 52,600 Promethium, 70,000 Advanced Material, 59Exotic Material.
Reward: replace 26 Helguard Rough Rider Regiments with 26 Helguard Jetbike Regiments

Locked- One out of Seven years completed

Over the last year General Richards has been starting the difficult process of retraining the Helguard Rough Riders to use Jetbikes. She actually lost a good tenth of her Rough Riders back to the Helltroopers with the switch from animals but was able to replace them with more vehicle oriented troopers. So far the retraining is just beginning, and it will be several years before any real effects are seen.


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
d100=16+42(Martial)+5(Palace)-4(repeat)=59: Success
+5 to ground combat rolls for next decade

You spent the last year putting your ground forces though a series of drills and wargames in order to ready them for action, it being likely that they will be deployed in what was once Garkill's Domain in the coming years.

Construct: Cruisers and Escorts for Midgard- Midgard has requested that you build them some warships while they are working on getting their shipyards built up enough to be useful. While this would tie up your shipyards for a while it would be both economically useful and strengthen Midgard.

Time: 6 years.

Cost: 815,000,000 Thrones, 249,000,000 Material, 3,170,000 Promethium, 651,000 Advanced Material, 3,710 Exotic Material.
Reward: repair 16 Hoplite Cruisers (8 mostly destroyed, 8 half destroyed), repair 37 Bishop Carriers (24 mostly destroyed, 13 half destroyed), repair 102 Solider Destroyers (Half Destroyed). Sell all to Midgard for 41,478 Credits

Compete
Midgard Owes 423,8168 Cr to Avernus)

Three years ago Admiral Sarnow finishes the construction of the order of ships for Midgard, they have since been taken by Midgardian crews and in last reports were being sued to escort food convoys from Alfheim. This has increased Midgard's debts by over a tenth but more importantly ijcreased its naval power.


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: 17 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 – Twelve out of Seventeen years completed

Admiral Sarnow has continued to oversee the next expansion of your shipyards, which remains a bit ahead of schedule. The shipyards superstructure is now finished along with most of the power generations and many of the internal components have been installed, though it will take a few more years for the remaining components to be finished.


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: 3 Advanced Orbital Defence Stations for Avernus and Deiphobe

Locked- Six out of Seven years completed: Expedited

For the last five years Admiral Sarnow has continued work on building the new Advanced Defence Stations which are nearing completion. In fact two of the six have already been finished and Admiral Sarnow expects to complete the remaining four over the next three months.


Expedite: 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

In the last two years Admiral Sarnow has oversee the repair of another two hundred escorts for the Avernite Navy, an increase of almost twenty percent. These escorts mostly consisted of frigates, which will be deployed as escorts for your main line of battle, and therefore suffer the most casualties out of any ship in a normal engagement.


Expedite: Personal Attention: 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: 3 Advanced Orbital Defence Stations for Avernus and Deiphobe

Locked- Five out of Seven years completed: Expedited

For the last five years you have been overseeing the construction of another half dozen Advanced Orbital Defence Stations, which when complete will bring your total number up to thirty, of the thirty-six that Admiral Parnell believed that you needed. The stations superstucture has been completed and work is well under way on the power systems, weapons and internal areas.

Personal Attention: Retraining- Chapter Master Julius had several pieces of advice for the Avernite Fleet in how to best make use of elite void infantry and conduct planetary assaults. It would take a few years to retain your fleet to use the new best practises and to integrate this advice into your curriculum and Standard Operating Procedures.

Time: 3 years.

Cost: 120,000,000 Thrones, 12,000,000 Material, 1200,000 Promethium, 24,900 Advanced Material
Reward: +10 to all rolls in planetary assault and boarding actions

Complete

You spent three years working on retraining the Avernite Navy to take into account the advice offered by the Vargarian Guard. While time consuming due to the number of changes that had to be made and the fact that your fleet is not as adaptable as your ground forces you still completed it with no issues.


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
d100=95+42(Martial)+5(Palace)-3(repeat)=139: Critical Success
+10 to fleet combat rolls for next decade

You spent another years working with the Avernite Navy once you had finished retraining it following the Vargarian Guard's advice. This training went very well as your fleet is now more combat ready then it has ever been, which given that there are plans to go on the offensive soon could be useful.

The population of Avernus grew by an average of 1.97% over the last five years, with the population reaching twelve billion.
The population of Dis has grown by an average of 1.85% over the last five years, brining its population to one point nine billion.
The population of Avernus' Spine has grown by an average of 1.03% over the five years, despite several minor plagues.
The population of The Azure Islands has grown by an average of 2.64% over the last five years, with over a hundred and fifty million citizens having to migrate.
The population of Lindon has grown by an average of 2.79% over the last five years, bringing the population over one point two billion.
The population of the Everglades has grown by an average of 1.33% over the last five years despite suffering from a nearly continues stream of new plagues.
The population of Elysium has grown by 2.9% over the last five years, forcing sixty million citizens to migrate to Dis.
The population of Aridia has grown by an average of 1.57% over the last five years, brining the population to its maximum capacity.
The population of Duat has grown by an average of of 3.08% last five years, keeping current cities to near their maximum capacity despite the newly founded cities.

Region Iota: Found City: (Lake)- 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

Complete

Four years ago Edvin opened the city of Wasat in Duat, the final city in this region. This city is set in one of the most fertile areas as yet found on Avernus and already produces enough food for a quarter of million Avernites, an amount that will only increase as the city develops. With the founding of Wasat all that remains for Duat to be considered to be fully developed region is the expanding of one of its cities into a Small Hive.


Upgrade Defences: The Fair Isle- Edvin Dieuwer has recently finished making plans to upgrade the defences of Avernus' cities to the next level. Another option would be to start with one of the Small Hives that act ass your regional centres. This would be far cheaper then starting with Dis while still protecting a large number of citizens, especially in the case of The Fens and Garden Grove.

Time: 8 years.

Cost: 2,070,000,000 Thrones, 2,020,000,000 Material, 1,900,000,000 Metal, 428,000,000 Promethium, 1,710,000 Advanced Material, 11,400 Exotic Material.
Upkeep per year: ,0,700,000 Thrones, 20,200,000 Material, 19,000,000 Metal, 4,280,000 Promethium, 17,100 Advanced Material, 114 Exotic Material.
Reward: Upgrade selected Small Hives' defences to Incredibly heavy (level 7)

Complete

Edvin has recently finished upgrading the defences of the Fair Isle, which now has the most impressive defences in the Imperial Trust, barring perhaps Constantinople. These defences are enough that it would be near impossible to level the city without doing enough damage to the surrounding areas to wake the Deep Ones, and have turned the entirety of the island into a killing field. When combined with just how dangerous the seas of Avernus are, even by Avernite standards, you can't see The Fair Isle falling to any force that could not take the rest of inhabited Avernus.


Expand (Alexandria) to Small Hive- Now that the cities of Duat have all been built, or are in the final stages of construction it would be a good adea to expand one of them into a Small Hive. This would provide a centre for the admisnation and defence of the region and allow for a greater popualtion to build up. It would also be possible to build more small hives in other regions, though not nrealy as important.

Time: 10 years.

Cost: 3,290,000,000 Thrones, 2,680,000,000 Material, 2,480,000,000 Metal, 4,460,000,000 Promethium, 2,370,000 Advanced Material, 27,100 Exotic Material.
Upkeep per year: 277,000,000 Thrones, 234,000,000 Material, 217,000,000 Metal, 39,500,000 Promethium, 19,500 Advanced Material, 234 Exotic Material.
Reward: Expand city to Small Hive

Locked- Five out of Ten years completed

For the last five years Edvin has been overseeing the expansion of Alexandria, formerly Iota-Four, into a small hive. This expansion has spread the city from an Island in the delta to cover the neighbouring islands, with the city going over the river at several locations. Edvin made major use of repolser-lift technology too support the city, though there is enough structural strength and back up that this is not a weakness.


Educational Review- Edvin has suggested devoting some time to improving the Avernite education system, which will incredible by Imperial standards still has room to improve. It will be challenging to make even small improvements but given that each improvement will increase the productivity of your people for the foreseeable future it is worthwhile endeavour.

Time: 1 year. (can be taken as many times as you want)
Chance of Success: 10% (uses average of administration and learning)

Cost: 44,000,000 Thrones.
Reward: increase education modifier by +1% (currently +300%)

Complete
d100=84+14(administration)=98: Success

Edvin spent a year conducting an review of the educational system of Avernus, or at least as much of it as he could. He found several places in which it could be improved, in large part due to how much both Avernus and your technology has changed since Henry set it up all those years ago. While minor he estimates that the changes that he made will increase your income by over fifty million Thrones a year, a substitutional amount.


Expedite: Upgrade Defences: Okefenokee, Limberlost, Asmat, Nurn- Edvin Dieuwer has recently finished making plans to upgrade the defences of Avernus' cities to the next level. The final option would be to start with your major cities, which would be far quicker and cheaper to upgrade then the Hives. You could upgrade four cities at a time, allowing you to quickly reinforce the defences of your most vulnerable cities.

Time: 6 years.

Cost: 1,040,000,000 Thrones, 1,010,000,000 Material, 950,000,000 Metal, 228,000,000 Promethium, 1,710,000 Advanced Material, 11,400 Exotic Material.
Upkeep per year: 10,400,000 Thrones, 10,100,000 Material, 9,500,000 Metal, 2,280,000 Promethium, 17,100 Advanced Material, 114 Exotic Material.
Reward: Upgrade selected Major Cities' defences to Incredibly heavy (level 7)

Locked- Three out of Five years completed

For the last three years Edvin has been putting a great deal of resources towards upgrading the defences of the cities of Everglades and Nurn. So far he has torn down the old defences and is well on the way to replacing them, as well as adding in new orbital defences, reinforcing the power grid and building new reactors and Void Shield Generators. These upgrades are expected to be finished din a bit over eighteen months, well ahead of schedule.


Thaddeus Expertise: Upgrade Defences: Gormec, Lonely Citadel, Lemnos, Arbor- Edvin Dieuwer has recently finished making plans to upgrade the defences of Avernus' cities to the next level. The final option would be to start with your major cities, which would be far quicker and cheaper to upgrade then the Hives. You could upgrade four cities at a time, allowing you to quickly reinforce the defences of your most vulnerable cities.

Time: 6 years.

Cost: 1,040,000,000 Thrones, 1,010,000,000 Material, 950,000,000 Metal, 228,000,000 Promethium, 1,710,000 Advanced Material, 11,400 Exotic Material.
Upkeep per year: 10,400,000 Thrones, 10,100,000 Material, 9,500,000 Metal, 2,280,000 Promethium, 17,100 Advanced Material, 114 Exotic Material.
Reward: Upgrade selected Major Cities' defences to Incredibly heavy (level 7)

Complete

Three years ago Thaddeus finished his next major defence upgrade, bringing the cities of Avernus' Spine and Arbor up the the next level. This leaves just the most of the Hives and the two recently built cities of Duat without either sufficient defences or a great deal of progress towards them.


Thaddeus Expertise: Upgrade Defences: The Fens- Edvin Dieuwer has recently finished making plans to upgrade the defences of Avernus' cities to the next level. Another option would be to start with one of the Small Hives that act ass your regional centres. This would be far cheaper then starting with Dis while still protecting a large number of citizens, especially in the case of The Fens and Garden Grove.

Time: 8 years.

Cost: 2,070,000,000 Thrones, 2,020,000,000 Material, 1,900,000,000 Metal, 428,000,000 Promethium, 1,710,000 Advanced Material, 11,400 Exotic Material.
Upkeep per year: ,0,700,000 Thrones, 20,200,000 Material, 19,000,000 Metal, 4,280,000 Promethium, 17,100 Advanced Material, 114 Exotic Material.
Reward: Upgrade selected Small Hives' defences to Incredibly heavy (level 7)

Locked- Two out of Eight years completed

For the last couple of years Thaddeus has been working on upgrading the defences of The Fens in the Everglades. Due to the sheer size of a Hive and the amount of defences that an Avernite Hive contains this is a major undertaking and it will be another half a dozen years before he finishes. Currently the defences of The Fens are seriously compromised due to the holes that Thaddeus has been forced to tear in them, necessitating the deployment of a significant portion of the Avernite Helguard to cover the breaches.

Despite bids by Avernus and Muspelheim Midgard and Vanaheim were given control of the newly conquered planets of Dooneeva and Staigue, due to the fact that they will be able to provide a far larger initial colonisation population. In the case of Vanaheim this was further supported by Vanaheim having given up rights to Fjol IV and in the case of Midgard the fact that even if your bid had won most of the colonists would have been Midgardian.

Avernus has started efforts to equip an even greater proportion of its soldiers in power armour, with the aim of eventually having all Helltrooper Regiments in Power Armour.

A massive war is being fought over the worlds of Garkill's Domain by the Imperial Trust and the two remaining Ork Domains in the region. While the Imperial Trust is focusing on defending its three worlds, a task it is achieving with few issues the two Ork Domains seem to be falling into total war, with Kazag slowing gaining the upper hand.

Trade Talks (Svartalfheim)- Now that you have the datacores you can begin to sell the large amounts of warships in the ship graveyard. Currently Vanaheim would be the best customer though Midgard and Asgard may also be interested.

Time: 1 year

Cost: 550,000 Thrones.
Reward: Trade with chosen planet.

Complete
+14 Super-Exitus Rifles from 1,400Cr
Svartalfheim now Owes 269,765 Cr to Avernus

You arranged for the Grandmaster Artisans of Svartalfheim to produce Super-Exitus Rifles for your Super-Elite Operatives. Each of these weapons will cost a full hundred credits and they will only be able to make tena year for you. However given how few Super-Elite Operatives that you are likely to be able to field this is more then worth the price. As a result of this deal there were sufficient Super-Exitus Rifles when the Super-Elite Operatives graduated.


Persons of Interest- Inquisitor Klovis-Ultan is willing to spend some time investigating some of the more interesting Avernites. Given the sheer number of Avernite heroes it would be a good idea to learn a bit about the more prominent ones.

Time: 1 year
Chance of Success: 50%

Cost: 4,000,000 Thrones
Reward: information on random interesting Avernite (OOC, please no more then two a turn)

Complete
d100=8+15(diplomacy)=23: Fail
re-roll d100=55+15(diplomacy)=70: Success

Inquisitor Klovis-Ultan spent a year gathering data about Elite Primaris Ophelia, your only trained Alpha-level Psyker. From your initial look she is very powerful but lacks the sheer level of talent that bother of her parents have in their own fields. Despite this her power and versatility will likely make her one of the most useful assets of the Adeptus Astra Telepathica once she develops some more experience.


Persons of Interest- Inquisitor Klovis-Ultan is willing to spend some time investigating some of the more interesting Avernites. Given the sheer number of Avernite heroes it would be a good idea to learn a bit about the more prominent ones.

Time: 1 year
Chance of Success: 50%

Cost: 4,000,000 Thrones
Reward: information on random interesting Avernite (OOC, please no more then two a turn)

Complete
d100=29+15(diplomacy)=44: Fail
re-roll d100=62+15(diplomacy)=77: Success

Inquisitor Klovis-Ultan spent a year gathering information about Master Primaris Odysseus, your personal psyker bodyguard one of the few survivors from the initial colonist leaders. He is considered to be the second best healer on Avernus and the most skilled biomancer, though far from the most powerful.


Sirens Trade (Offer all Avernus creatures in the 'animals' category that we can capture)- There are several bit of knowledge that the Sirens that have that could be of great use to the humans of Avernus. While at the moment they will only trade it for human souls there is a chance that you could find something else that they would consider valule enough to bargain for.

Time: 1 year.

Cost: 490,000 Thrones.
Reward: Determine whether write in is valuable enough to the Sirens to conduct trade negotiations

Complete

You made an offer to the Sirens of the Azure Bay in order to determine whether offering all of the creatures in the animal category that you can catch would be something they would be willing to trade you anything for. You received a reply that in exchange for a collection of several of the more exotic creatures, Phase-Tigers and Tyrant Lizards in particular, interestingly they refused your offer of Temple Cats. In return they will be willing to provide you knowledge of how to make a single rune, which they call Banish. From what little they have had to say this rune is entirely used against creatures that are outside of their proper realm of existence, in other words daemons.


Investigate Relationship (Vanaheim, Mechanicus)- Inquisitor Klovis-Ultan is willing to spend some time investigating the relationships of organisations, planets or peoples within the Imperial Trust. This could provide important military, political and economic information.

Time: 1 year
Chance of Success: 50%

Cost: 4,000,000 Thrones
Reward: information on relationship between two groups

Complete
d100=98+15(diplomacy)=113: Success

Inquisitor Klovis-Ultan spent a year investigating the relationship between Vanaheim and the Adeptus Mechanicus. The most obvious part of that relationship that that there are several orbiting Mechanicus cities around Vanaheim, which hold well around half of the Imperial Trust' Mechanicus presence. This group has always had strong ties with the Vanir whose navy they build and maintain, ties that have only strengthened in recent years. Unfortunately for you Vanaheim's Mechanicus is the heart of the conservative movement in the Imperial Trust Mechanicus, and Inquisitor Klovis-Ultan has found evidence of strong ties between the conservative members of the Mechanicus and their equivalents among the Vanir.


Investigate (Warp Rifts, Avernus)- Inquisitor Klovis-Ultan is willing to spend some time investigating aspects of the Imperial Trust that you are interested in. These aspects could be organisational, cultural political or fall into several other areas.

Time: 1 year
Chance of Success: unknown%

Cost: 4,000,000 Thrones
Reward: information on selected topic

Complete
d100=31+??(stats and traits)=??: Fail
re-roll d100=13+??(stats and traits)=??: Fail

Inquisitor Klovis-Ultan spent a year focusing a great deal of his resoruces on attempting to determine more about the Warp Rifts that have been sucking in major Rogue Psykers in Avernus. He was only able to determine that non of the Chaos Psykers seemed to be aligned particularly with any of the Chaos Gods bar the Changer of Ways, which suggests that this is either being done by the Changer of Ways or in response to his recent actions.

Investigate Relationship (Muspelheim, Niflheim)- Inquisitor Klovis-Ultan is willing to spend some time investigating the relationships of organisations, planets or peoples within the Imperial Trust. This could provide important military, political and economic information.

Time: 1 year
Chance of Success: 50%

Cost: 4,000,000 Thrones
Reward: information on relationship between two groups

Complete
d100=92+15(diplomacy)=107: Success

Inquisitor Klovis-Ultan spent a year investigating the relationship between Muspelheim and Niflheim, the most mysterious worlds in the Imperial Trust. He was able to confirm that they have a strong relationship going back into the Dark Age of Technology, and little more. In large part this is due to the fact that the only people on Muspelheim who know the details of said relationship are the Thanes, who have proven to be impossible to infiltrate, and Niflheim remains as impervious to losing its secrets as ever.


Ear to the ground- Inquisitor Klovis-Ultan has offered to attempt to determine if any other High Councillors are planning to put forward any proposal at the next High Council Meeting. This would give you a greater amount of warning and allow you to sound out others about their proposals ahead of time.

Time: 1 year.
Chance of Success: 80%

Cost: 144,000 Thrones.
Reward: determine if one other High Councillor is planning to put forward a proposal per 10% you pass by.

Complete
d100=62+15(diplomacy)=77: Success

Inquisitor Klovis-Ultan spent a year attempting to determine if any other High Councillors have any plans to put a proposal to the next meeting. So far the only proposal in the works seems to be to create the position of Adviser to the Imperial Trust, which will be given to individuals and give them the right to attend High Council Meetings, put forward proposals and make their opinion heard but not give them any voting rights.


Re-Investigate (Alfheim)- It has been many decades since the Imperial Trust was founded and Inquisitor Klovis-Ultan suggests investigating the other worlds to determine how they have changed in this time. Given how much Avernus has changed over the last century it is likely that several other worlds have also changed a lot.

Time: 2 years
Chance of Success: 70%

Cost: 3,900,000 Thrones
Reward: information on how selected world has changed since the Imperial Trust was founded,

Complete
year five d100=74+15(diplomacy)+40(spy network)=129: Success

Inquisitor Klovis-Ultan spent a few years gathering information on how Alfheim has changed over the time since the founding of the Imperial Trust. The biggest change is the increase presence of the Adeptus Mechanicus, which has been given control of the entire northern continent, Eregion. This has driven the industrialisation of Alfheim, which has developed from a normal Agri-World into a full civilised world over the years.

Jane reports that the number of Chaos Cultists found per year has remained steady around a hundred and fifty.

Of the two thousand one hundred and ten major Psykers located over the last five years one hundred and seventy-seven of them were Chaotic.
A hundred and fifty-six of the Chaotic Psykers consisting of one Beta-level, seven Gamma-levels, twenty-two Delta-levels, sixty-four Epsilon-levels and sixty-two Zeta-levels were killed without causing any significant levels of damage this over the last three years.
At least ninteen of the Chaos Psykers including one Alpha-level, two Beta-levels, four Gamma-levels and twelve Delta-levels were dragged though warp rifts that closed behind them.
A Gamma-level and a Delta-level caused minor damage before being eliminated, killing 1,536,000 militiamen, 24 Psyker Hunters, 4 Veteran Psyker Hunters, 30 Witch Finders, 100 minor Battle Psykers, 60 Veteran minor Battle Psykers, 5 Elite minor Battle Psykers, 2 major Battle Psykers, 1 Veteran major Battle Psyker and 1 Elite Major Battle Psyker. Thanks to a large portion of the more powerful Chaos Psyker disappearing there have been few problems with psykers in recent years, though Jane tells you that if the Alpha-level found last year had not she would have considered herself lucky to limit the losses to tens of millions.

The untainted major Psykers included 3 Beta,levels, 24 Gamma-levels, 138 Delta-levels, 577 Epsilon-levels and 1,191 Zeta-levels.
225,673 minor Psykers were located by the Witch Finders over the last five years. This was average of little over forty-five 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.

Complete
+10 to rolls to deal with Gamma and above Chaos Psykers.

A year ago the first eighty-seven Super-Elite Operatives graduated from Jane's program, one the one thousand that began it thirty-five years before. These Operatives have been equipped with Recon Advanced Power Armour, Power Knives, Plasma Foils and Super-Exitus Rifles, making them the best equipped warriors on Avernus. When this equipment is combined with their super-human augmentations and the master level stealth, sniping and swordsmanship that they have been trained in the Super-Elite Operatives are some of the most dangerous men in the Imperial Trust. Currently theya re being deployed to deal with the most powerful rogue psykers but they will also be deployed as assassins, both on the battlefield and off.


Oakheart School of Swordsmanship- Jane Oakheart is one of the the best swordsman in the Imperial Trust, a position she earned on sheer skill and experience. She has recently suggested establishing a School of Swordsmanship in Dis where her self-created style is taught to Avernite swordsmen. This would take some time as she will not be able to teach full time, so will want to train half a dozen instructors to a high enough level that she is confident that they will be able to teach her style. Given that this style was honed against rogue psykers this will prove to be a particular boon to the Psyker and Witch Hunters whose duty it is to hunt them down.

Time: 10 years

Cost: 32,000,000 Thrones, 3,200,000 Materials, 33,200 Advanced Materials, 732 Exotic Materials
Upkeep per year: 3,200,000 Thrones, 320,000 Materials, 1,660 Advanced Materials, 14.6 Exotic Materials
Reward: Improved chance of sword traits for new Avernite characters, +5 to rolls against Chaos Psykers, Oakheart style of swordsmanship preserved, new options

Complete

Three years ago Jane finished founding the Oakheart School of Swordsmanship in Dis, where one of the most deadly forms of swordsmanship you have ever seen will be taught to the warriors of Avernus. Due to the time it takes to master the style it will be quite some time before any major benefits will be seen but large numbers of Avernus' best have already signed up for it.


Psyker Hunting- Jane is willing to personally oversee the activities of the Psyker Hunters for a few years. This would greatly increase their effect and reduce the amount of damage that Chaos Psykers inflict. On the downside it would have few long term effects and would take up some of Jane's valuable time.

Time: 1 year.
Chance of Success: 50%

Cost: 6,100,000 Thrones.
Reward: +5 to rolls to deal with Chaos Psykers for each success, can be taken multiple times

Complete
Year three d100=78+23(Intrigue)+10(combat)+15(traits)=126: Critical Success +10 to all rolls

For the first time in several decades Jane got a chance to lead the hunt for Chaos Psykers herself a few years ago. She found herself less needed then she usually would be as the Chaos Psykers who would normally be a problem maintained their recent habit of disappearing into Warp rifts.


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

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

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

Complete
d100=34+28(stats and traits)+60(Avernite population)=122: Critical Success

Jane spent a pair of years setting up a basic spy network on Byzantium, the newest member of the Imperial Trust. She tells you that while she was successful in this process she will not be able to get any secure information, as the Vargarian Guard has a very good counter-intelligence network. She would not be surprised to find that one of the Vargarian Guard veterans is a spymaster centuries more experience then her in an even tougher environment.


Elite Operatives: Lessons Learned- As soon the the first batch of Super-Elite Operatives graduated Jane would like to spend a few years going over their training regime and trying to come up with ways to improve it. This will hopefully allow the next batch o Super-Elite Operatives to be a bit better and to have a higher pass rate. Once this is done the second batch can begin training.

Time: 5 years (must finish Super Elite Operatives: Batch One first)

Cost: 37,000,000 Thrones, 3,700,000 Material, 370,000 Metal, 740,000 Promethium, 85,000 Advanced Material, 950 Exotic Material.
Reward: Elite operative training gone over and improved

Locked- One out of Five years completed

For the last year Jane and her trainers have been going back over their experiences with the first batch of the Super-Elite Operatives training. They are planning on using this to find ways to improve the training or remove unnecessary danger, which will hopefully improve the quality and quantity of the Super-Elite Operatives that you can train.

Advanced Astartes Power Armour: Destroyer- Once he finishes redesigning the Elite Power to work for members of the Adeptus Astartes Archmagos Tranth will be able to do the same for the other forms of Advanced Power Armour. Given how much of the work will be transferable this will be a far quicker and easier process, taking around half the time.

Time: 4 years
Chance of Success: 20% (99% after bonuses)

Cost: 100,000,000 Thrones, 10,000,000 Material, 2,000,000 Promethium, 85,000 Advanced Material, 4,250 Exotic Material
Reward: Create variation of selected Advanced Power Armour optimised for the Adeptus Astartes

Complete
year one d100=73+47(learning and traits)+60(buildings)+25(other bonuses)+20(double down)=225: Greater Critical Success

Four years ago Archmagos Tranth finished designing the Astartes Advanced Power Armour Type Two: Destroyer. As well as the expected boosts to strength and toughness he has been able to boost the reactor to support the armour for a full fortnight of high intensity combat as well as boosting the hover system to something closer to full flight. Additionally he has been able to create a module that replaces one of the two integrated heavy weapons with a stealth system similar to that sued by Recon Armour, though he is sad to say that due to its massive power signature the main reactor will have to be powered down when the stealth system is active. This means that it will take a full forty seconds after it leaves stealth before all of the armour systems come online, time in which the armour will be more vulnerable.


Add Stealth Technology (Elite) -Archmagos Tranth has recently figured out a way to improve the stealth technology used by some Advanced Power Armour Variants and add it to the others. He estimates that it will take around a year to modify each variant.

Time: 1 year
Chance of Success: -25% (94% after bonuses)

Cost: 20,000,000 Thrones, 2,000,000 Material, 400,000 Promethium, 17,000 Advanced Material, 930 Exotic Material
Reward: Create variation of selected Advanced Power Armour with either improved stealth technology or access to stealth technology.

Complete
year one d100=63+47(learning and traits)+60(buildings)+25(other bonuses)=195: Success

Archmagos Tranth spent a year working on improving the stealth module of the Elite Advanced Power Armour. He tells you that these improvements are enough to make the active camouflage on the elite armour nearly a match for that on the Recon Armour, at least until he does a similar upgrade to the stealth technology on the Recon Armour.


Add Stealth Technology (Raider) -Archmagos Tranth has recently figured out a way to improve the stealth technology used by some Advanced Power Armour Variants and add it to the others. He estimates that it will take around a year to modify each variant.

Time: 1 year
Chance of Success: -25% (94% after bonuses)

Cost: 20,000,000 Thrones, 2,000,000 Material, 400,000 Promethium, 17,000 Advanced Material, 930 Exotic Material
Reward: Create variation of selected Advanced Power Armour with either improved stealth technology or access to stealth technology.

Complete
year two d100=43+47(learning and traits)+60(buildings)+25(other bonuses)=175: Success

Archmagos Tranth spent a year working on creating a stealth system for Raider Armour, he tells you that due to how little free space there is in the Raider Armour he was not able to add it without weakening the protection that the armour provides by a quarter. However this still makes it as tough as Imperial era power armour and the addition of stealth systems makes Raider attacks even harder to deal with, though at anything like full speed the sound of a Raider Jump Pack is unfortunately impossible to hide.


Examine: Graviton Weapons: Part Two- The Graviton Weapons are The Well of Urd's most deadly weapons, able to wipe out the crews of any unshielded warship in a disturbingly short period of time. Archmagos Tranth believes that with enough work he may be able to figure out how to reproduce them, giving your largest warships a deadly new weapon and putting you one step closer to figuring out how the Gravatic Array functions.

Time: 6 years

Chance of Success: -125% (2% after bonuses)
Cost: 400,000,000 Thrones, 20,000,000 Material, 2,000,000 Metal, 1,000,000 Promethium, 340,000 Advanced Material, 3,600 Exotic Material.
Reward: learn how to make more of The Well of Urd Gravatic Weapons.

Locked- Three out of Six years completed

For the last three years Archmagos Tranth has continued his studies into the Graviton Weapons of The Well of Urd. Thanks to some assistance from High Grandmaster Ridcully he has several more clues to how to make them, which he hopes will be enough to allow his success, though he can not be certain that he will finish on time


Advanced Astartes Power Armour: Ace- Once he finishes redesigning the Elite Power to work for members of the Adeptus Astartes Archmagos Tranth will be able to do the same for the other forms of Advanced Power Armour. Given how much of the work will be transferable this will be a far quicker and easier process, taking around half the time.

Time: 4 years
Chance of Success: 20% (99% after bonuses)

Cost: 100,000,000 Thrones, 10,000,000 Material, 2,000,000 Promethium, 85,000 Advanced Material, 4,250 Exotic Material
Reward: Create variation of selected Advanced Power Armour optimised for the Adeptus Astartes

Complete
year four d100=82+47(learning and traits)+60(buildings)+25(other bonuses)=214: Critical Success

A bit over a year ago Archmagos Tranth finished designing the Astartes Advanced Power Armour Type Five: Ace. This armour is significantly tougher then informal Ace armour while remaining the full agility of the original. Tranth has also been able to provide the armour with a light stealth field, a Microfusion Reactor, basic replosorlifts and the same communication esteem used by the Recon Amour. These will allow the wear to survive being lost in hostile territory for an extended period of time if they lose their vehicle, a loss they are more likely to survive due to the burst refractor field that he has added to the armour. This refractor field can only last a few seconds after being turned on before melting, but for that period it is far stronger then a normal refractor. It is hoped that this period will be enough for the wearer to get out of a exploding vehicle.


Double Down: Reverse Engineer Component: Hyper Plasma Reactor: Part Three- Now that he knows how to replicate the Hyper Plasma Reactor Archmagos Tranth hopes that he can figure out how to resize it for use in other ships and settings. Given the sheer complexity and half understood nature of the Hyper Plasma Reactor this will be a long and very expansive project, with a large chance of failure. However a success will allow for the construction of Hyper Plasma Reactors in a whole new range of warships, which would allow you to significantly increase the shields, engines and firepower of portions of your fleet in exchange for making them more fragile. According to Admiral Parnell that trade off would be a massive boon to fast, agile fleets such as Vanaheim's.

Time: 15 years.
Chance of Success: -80% (39% after bonuses)

Cost: 3,900,000,000 Thrones, 390,000,000 Material, 39,000,000 Metal, 19,500,000 Promethium, 3,400,000 Advanced Material, 38,000 Exotic Material.
Reward: learn how to resize the Hyper-Plasma Reactor

Locked- One out of Fifteen years complete

Last year Archmagos Tranth began a long term research project aimed at determining how to resize the Hyper-Plasma Reactor to fit other classes of warship. So far this has consisted entirely of setting up a construction area well away from anything that could be damaged when something goes wrong, and gathering all his data on plasma in general.
In-Depth Examination (Illusionary Pines)- Magos Biologis Maximal is interested in continuing his studies of the Illusionary Pines in order to try and change what they project.

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

Cost: 220,000 Thrones, 11,000 Material, 11,000 Metal, 2,750 Promethium.
Reward: Information on Illusionary Pines

Complete
year one d100=98+17(learning)+60(buildings)+20(scanner)+10(Rune Priests) =205: Success

Magos Biologis Maximal was proud to inform you that he was able to determine how to make Illusionary Pines grow to create particular illusions. While moderately expensive to set up once a Pine has reached maturity the illusion that it projects remains constant, reeving the need for upkeep. These pines could be used to create camouflage within your cities, increasing the already significant home field advantage that your militia posses over invaders. It will however take some more research before this can be done en-mass, as the current methods of modification require to much attention.


Double Down: Complete Examination (Sphinx) – There are many different unusual species on Avernus and Magos Biologis Saren wishes to examine all of them. However, he is willing to let you choose what he examines next. In general Magos Biologis Saren has spent half a dozen or more years in a row studying each spices.

Time: 6 years.
Chance of Success: unknown.

Cost: 1,221,000 Thrones, 61,000 Material, 61,000 Metal, 30,500 Promethium.
Reward: Discover large amounts about selected species

Locked- Five out of Six years complete

For the last five years Magos Biologis Maximal has been learning as much about the Sphinxes of Duat as he can, well as much as he can without attacking or dissecting any which he suspects is a Very Bad Idea. This means that he is gathering most of his data from observations of the Sphinxes and even conversations with them. Of particular note is an recent event in which a Warp Rift was opened in Duat and a Sevo-Skull scout was able to record a Sphinxes arriving and killing the daemons that were let lose before sealing the rift.
Expand and Upgrade: Dorthonion – Currently the three Forge-Citieson Avernus 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.

Time: 12 years.

Cost: 4,221,000,000 Thrones, 4,126,000,000 Material, 4,002,000,000 Metal, 932,000,000 Promethium, 355,467 Advanced Material, 3,367 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- Eight out of Twelve years completed

The expansion of Dorthonion has continued for the last five years at a steady pace. The towering outer layer of the Hive is almost complete and work is well under way on filling its interior with infrastructure, living areas and production facilities even as the defences continue to be emplaced. Dorthonion is an absolute maze of a city even compared to the average Avernite Hive, with the designers attempting to ensure that invaders have trouble finding their way to key locations and avoiding ambushes.

Negotiations with Dragons Nest- Saint Lin is currently involved with the negotiations with Dragon's Nest which are starting to turn to religion. The more time he spends on this the better the chance he has to convince the Blood Dragons to convert, or at least not be hostile to the New Imperial Truth.

Time: 1 year (can be repeated)
Cost: Free
Reward: +1% chance of negotiations with Dragons Nest about religion being a success.

Compelte

For the last five years Saint Lin has totally focused his efforts on negotiations with Dragons Nest, and the Blood Dragons. He tells you that talks have been going well, and that while the Blood Dragons have not been converted to follow the Imperial Truth it looks like they are not going to oppose its spread, and are unlikely to be tainted.

               

Trials​

Alpha​

Beta​

Gamma​

Delta​

Epsilon​

Zeta​

Minor​

Passed​

0​

0​

1​

30​

126​

277​

171,331​

Attempted​

0​

0​

4​

42​

168​

358​

214,164​

Percent passed​

0​

0.00%​

25.00%​

60.00%​

70.00%​

75.00%​

80.00%​
             

4​

Regular​

1​


Veteran​

2​


Primaris​

Beta​

Gamma​

Delta​

Beta​

Gamma​

Delta​

Biomancer​

0​

0​

0​

0​

0​

0​

Diviner

0​

0​

0​

0​

0​

0​

Pyromancer​

0​

0​

0​

1​

0​

0​

Telekinetic​

0​

0​

1​

0​

0​

0​

Telapath​

0​

0​

1​

0​

0​

0​

Daemonologist​

0​

0​

0​

0​

0​

0​
                                         

-37​

Normal​

-25​




Veteran​

-20​




Elite​

-1​




Master​

9​




Battle Psyker

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Biomancer

0​

0​

0​

1​

2​

0​

0​

0​

0​

-2​

0​

0​

0​

-1​

-1​

0​

0​

0​

0​

1​

Diviner

0​

1​

0​

-1​

-2​

0​

0​

0​

0​

-2​

0​

0​

0​

0​

0​

0​

0​

0​

0​

1​

Pyromancer

0​

0​

0​

-3​

-7​

0​

0​

0​

-4​

-9​

0​

0​

0​

1​

2​

0​

0​

0​

1​

2​

Telekinetic

0​

0​

0​

-2​

-4​

0​

0​

0​

2​

-2​

0​

0​

0​

-1​

0​

0​

0​

0​

0​

1​

Telapath

0​

0​

0​

-1​

-5​

0​

0​

0​

0​

1​

0​

0​

0​

0​

0​

0​

0​

0​

0​

1​

Daemonologist

0​

0​

0​

-1​

-2​

0​

0​

0​

-1​

-2​

0​

0​

0​

0​

0​

0​

0​

0​

0​

1​
             

29,926​

Trainee

Normal

Veteran

Elite

Master

Grandmaster

Minor Battle Psykers

68,532​

26,974​

811​

1,892​

246​

3​
                               

51​

Normal

-34​




Veteran

75​




Elite

9​




Sanctionite

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Biomancer

0​

0​

0​

-2​

-4​

0​

0​

1​

5​

10​

0​

0​

0​

1​

1​

Diviner

0​

0​

0​

0​

-3​

0​

0​

0​

2​

7​

0​

0​

0​

1​

1​

Pyromancer

0​

0​

0​

-2​

-1​

0​

0​

1​

3​

6​

0​

0​

0​

0​

1​

Telekinetic

0​

0​

0​

-1​

-6​

0​

0​

1​

4​

11​

0​

0​

0​

1​

1​

Telapath

0​

0​

0​

0​

-8​

0​

0​

1​

3​

9​

0​

0​

0​

0​

1​

Daemonologist

0​

0​

-1​

-2​

-1​

0​

0​

1​

4​

6​

0​

0​

0​

0​

1​
           

38,477​

Trainee​

Normal​

Veteran​

Elite​

Master​

Minor Sanctionites​

68,532​

29,364​

8,208​

893​

12​
                               

-11​

Normal​

-34​

0​

0​


Veteran​

18​




Elite​

4​




Neo-Astropaths

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Neo-Astropaths​

0​

0​

0​

-3​

-13​

0​

0​

0​

2​

6​

0​

0​

0​

1​

2​

Neo-Astropathic Receivers​

0​

0​

0​

-4​

-12​

0​

0​

0​

3​

6​

0​

0​

0​

1​

1​
           

10,544​

Trainee​

Normal​

Veteran​

Elite​

Master​

Witch Finder​

32,553​

6,767​

2,759​

993​

25​
             


Beta​

Gamma​

Delta​

Epsilon​

Zeta​

Minor​

Inquisition​



1​

5​

12​

1,713​
Double Down: Research: Destructive Frequencies- Headmaster Ridcully and Primaris Jameson have found that as well as some frequencies strengthening each other there are some frequents that weaken others. They would like to spend a few years confirming their theories on these frequencies.

Time: 2 years (takes both Ridcully and Tamia's actions)
Chance of Success: 50% (uses average of learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Information on how destructive Psychic Frequencies function

Complete
year two d100=57+24(learning and traits)+20(double Down)+15(Roke Island)=116: Success
year two re-roll d100=73+24(learning and traits)+20(double Down)+15(Roke Island)+15(Grandmaster Diviner)=141: Critical Success

High Grandmaster Ridcully and Grandmaster Jameson spent a pair of years looking into Destructive Frequencies, both what they are and what effect they have. They found that as expected Destructive Frequencies are those that are discordant when transcribed to music and represent opposing emotions and concepts, such as hope and despair. They found that the exact destructive frequency can weaken its counterpart safely, and that when the counterpart of a single frequency within a power is used that portion of the power is weakened, often causing the entire power to collapse or have an unintended effect. However finding the exact counter-frequency its not exactly easy and requires a lot of study and a non exact counter has a reduced effect and can cause side effects. High Grandmaster Ridcully tells you that it would probably be possible to find the counter-frequency to some of the main themes of the Chaos Gods but that this efforts would require a dangerous amount of delving into the powers of Chaos, which is the main cause of corruption among Sanctioned Psykers.


Double Down: 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 and Examine Sub-Systems 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 three roll d100=30+45(control)+60(Paragon Diviner)+20(double Down)=155: Critical Success +32 to success chance
Year three re-roll d100=16+45(control)+60(Paragon Diviner)+20(double Down)+15(Paragon Diviner)=156: Critical Success +33 to success chance

High Grandmaster Ridcully spent a year working with Archmagos Tranth on the Graviton Weapons of The Well of Urd. He was able to provide Archamgos Tranth with a great deal of information about how they were originally made, which Archmagos Tranth believes will be enough to give him an even chance of completing the project on schedule.


Greater Divination (Chaos Psykers pulled into Warp Rifts)- High Grandmaster Ridcully is more skilled at seeing the present as he is at predicting the future. This allows him to gather a good deal of information about the galaxy using his powers. Possible focuses are the condition of races or organisations, the balance of power in Segmentums or even the activity and compositions of pantheons of gods. .

Time: 1 year. (can only be taken once per turn)
Chance of Success: 10%

Cost: 4,000,000 Thrones
Reward: Information on focus. The narrower the target the more information.

Complete
Year four roll d100=31+45(control)+60(Paragon Diviner)=136: Success

Ridcully spent a year looking into the recent trend of Chaos Psyker being pulled into Warp Rifts on Avernus. He was able to determine that they were being pulled in by Daemons of the Changer of Ways, which are avoiding the majority of Avernus' response by not leaving the Warp for more then an instant and speed. He has no clue about what the psykers are being ued for but you can see many ways in which a Daemon could benefit from having control over a powerful Avernite Psyker, particulary as they were all young enough to turn into Chaos Space Marines.


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 five roll d100=48+45(control)+60(Paragon Diviner)=153: Critical Success

High Grandmaster Ridcully spent a year predicting what attack would be made on the Imperial Trust in the next half decade. He detected a large number of raids, mostly by Orks but a few b Valinor, and a major attack at Danaan by the Orks of Grotogg's domain. Thanks to his foresight he is confident that General Schwarz and the Imperial Trust Guard will be be able to wipe out this attack force.


Advanced Wards: Fólkvangr- Now that the Artisans of Nogrod are ready it is time to start adding wards to some of your key buildings and defences. One option is to add advanced wards to the Fólkvangr, your flagship and by far the most powerful ship in the Avenite Navy. This will both make telaport attacks onto the ship far harder and make it harder for hostile psykers or daemons to effect the ship, as well as slightly reducing the level of danger in Warp travel.

Time: 5 years.

Cost: 9,470,000 Thrones, 544,000 Advanced Material, 6,080 Exotic Material.
Upkeep per year: 474,000 Thrones, 27,200 Advanced Material, 304 Exotic Material
Reward: Advanced Wards on the Fólkvangr, greatly reducing the chance of successfully teleporting onto the ship or using psychic powers targeted at or into the ship, +100 to the chance of anyone on the ship resisting a psychic power used from outside the ship

Complete

Four years ago Grandmaster Xavier finished inscribing Advance Wards into the Fólkvangr, the flagship of the Avernite Fleet. As well as providing a great deal of protection against a repeat of the recent issue with psykers this will reduce the chance of a Warp mishap, make teleporting into the ship harder and providing a great deal of resistance to hostile Psykers. Given the growing number of psykers in the galaxy Xavier advises adding some level of warding to all of the ship in your fleet.


Expedite: Basic Wards: Fleet- Now that the Artisans of Nogrod are ready it is time to start adding wards to some of your key buildings and defences. One option is to add basic wards to your entire fleet, which will provide a significant level of resistance to both teleport attacks and hostile psykers, though it will be time consuming and expensive.

Time: 8 years.

Cost: 21,300,000 Thrones, 979,000 Advanced Material, 10,940 Exotic Material.
Upkeep per year: 1,010,000 Thrones, 49,000 Advanced Material, 547 Exotic Material
Reward: Basic Wards on all Warp capable ships, moderated reducing the chance of successfully teleporting onto the ship or using psychic powers targeted at or into the ship, +30 to the chance of anyone on the ship resisting a psychic power used from outside the ship

Locked- Five out of Seven years completed: Expedited

For the last four years Xavier has been overseeing the addition of some basic psychic wards to all of the Warp capable ships of the Avernite Navy. He tells you that thanks to the presence of Parametrise Ophelia, who can ward entire ships at once, that the work has been going faster then expected and that he will probably finish within two years time.


Songs of War- Given how useful Songweaving is for large psychic choirs Priamris Jameson suggests training a few Choirs of Battle psykers in its use and composing some powers for combat. This will take some time but the reward of five large choirs trained in songweaving could be enough to change the course of entire campaigns.

Time: 10 years

Cost: 400,000,000 Thrones, 42,500 Advanced Material, 95 Exotic Material.
Reward: 5 Songweaving Choirs formed, several powers composed for each choir

Locked- Three out of Ten years completed

For the last three years Tamia has been working on expanding the number of Songweaving Choirs that Avernus can field. So far this has consisted of identifying those psykers with the correct combination of power, talent and musical skill and starting their basic training. She tells you that while time consuming there is no chance of her failing to achieve her aims.

Thaddeus Expertise: Upgrade Defences: Gormec, Lonely Citadel, Lemnos, Arbor- 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 upgrading of the defences of one your cities.

Time: As Project

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

Complete

Two years ago Thaddeus finished upgrading the defences of Gormec, the Lonely Citadel, Lemnos and Arbor.


Thaddeus Expertise: Upgrade Defences: The Fens- 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 upgrading of the defences of one your cities.

Time: As Project

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

Locked- Two out of Eight years completed


Expedite: Personal Attention: Build Advanced Orbital Defence Stations- 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.

Locked- Five out of Seven years completed

For the last half a decade you have been overseeing the construction of another half dozen defence stations over Avernus and Diephobe.


Personal Attention: Retraining- 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

Two years ago you finished retraining your fleet following advice given by the Vargarian Guard.


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

A bit over a year ago you finished running a set of wargames and training exercises with the Avernite Fleet.


Chain of Command- Whoever becomes the next Marshal of the Helltroopers will have to be replaced in their own position. While you will not need to make any decisions about their replacement it would be a good idea to get to know him or her, now that they are one of the most senior officers of the Avernite Army.

Time: 1 year. (must be taken after Promotion)
Reward: Get character sheets for your new Marshal

Complete

You spent a year getting to know Marshal Taneka Stumpf, who has repalced Marshal Poulson as the commander of the Evergreens PDF.


Spend Time With (Jane)- 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 two d100=84+5(Palace)+15(diplomacy)=104: Fail

You spent a good deal of time with Jane over the last few years, much of it spent talking about your expediences as a parent. She seems to be very set on adopting and you wonder what sort of mother she will end up being, at the very least she will definitely have more free time then you do given how well she has trained her people.


Knowing Avernus (The Bush, The Wilds, and The Dark)-In the years since founding Avernus has developed in many ways, some of which you have not been able to pay attention to. It may be a good idea to spend some time learning about the smaller organisation that make Avernus so unique and about Avernite culture.

Time: 1 year. (no more then twice per turn please)
Reward: Get information about selected aspect of Avernite culture or organisation

Complete

You spent some time recently learning about the different terms that are used to describe the different areas of Avernus by its people.

The first term is The Bush, which is sued to describe those regions of Avernus that while outside of the cities still receive regular human presence. These regions are considered to be the safest outside regions on Avernus, and usually have regular PDF and Helltrooper patrols. There are quite a few professions that involve regular trips to the bush, and Bushmen, those who often venture into this region are respected by Avernites for their bravery and survival skills.

The second term is The Wilds, which is used to refer to those areas that lie within explored regions but rarely if ever have human visitors, either due to their danger or simply locations. Far fewer Avernites enter The Wilds regular then The Bush and those that do are considered either near-suicidal or incredibly brave. They mostly consist of surveyors, who attempt to create more detailed maps of Avernus and locate unknown resources, and hunters, who often go after game that is rarely found in The Bush.

The final term is The Dark, a blanket term that is used for both unexplored regions and those regions that are considered to be to dangerous to venture into such as the seas and the Caverns. Few people venture into The Dark and even fewer come back but those who do are considered to be the Avernites Avernites, incredibly skilled, courageous and near-insane. The main people who enter The Wilds are the Explorer's who venture into the unexplored regions in an attempt to map it and discover new flora and fauna, the Cavers, who venture into the Caverns in search of the massive rewards that can be found deep within and the Sailors, who travel the seas of Avernus, often searching for exotic fish to sell to gourmet diners and the Adeptus Mechanicus.


Spend Time With (Marshal Khol)- 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=11+5(Palace)+15(diplomacy)=31: Fail

You spent some time with Marshal Khol in recent years, getting to know your longest serving senior officer. A lot of this time was spent reminiscing about the comrades that have fallen in the years since you first met, and about how strange it is to see others step into their shoes, often time after time.


Spend Time With (Syr)- 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 five d100=74+5(Palace)+15(diplomacy)=94: Fail

Over the last years you have made sure to keep in contact with Syr as much as possible, though you only saw her in person once. She seems to be doing well in her current position and has started to properly integrate with those around her. There is actually some talk about giving her command of an escort in the coming years, so that she has some actual experience as a naval commander.

Year Income Thrones Material Metal Promethium Advanced Material Exotic Material Food Relic Material Population
Starting 237,498,357,460 89,072,095,824 39,758,765,373 51,214,934,496 18,860,592 577,612 213,687 37 11,750,450,209
Net Income -13,689,541,455 11,300,056,856 4,471,578,441 12,503,279,751 -3,383,861 39,261 8,204 7 1,166,807,011
Percent of Income used 472.70% 48.11% 55.19% 8.89% 117.54% 82.66% NA 0.00%  
Remaining 223,808,816,005 100,372,152,680 44,230,343,814 63,718,214,247 15,476,731 616,873 221,891 44 12,917,257,220
Percent Growth -5.76% 12.69% 11.25% 24.41% -17.94% 6.80% 3.84% 18.09% 1.99%
 
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