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
New wildlife idea: Plague Rats

Large part of why disease still exists despite all this cool medical technology; they carry an extremely virulent warp virus that spreads based on proximity to the rat. Plague Rats are small and can get into pretty much anywhere. Got the idea from the Black Death which is what is said to have allowed Nurgle to finish forming (of dubious canon). Since lots of Avernus seems to be based off Earth myths, I figure it was made by an Old One who was around long enough to see the Medieval Era of Earth.
Sounds far too Nurgle-y for me. And attributing all disease to one animal is lame oversimplifying IMO, I would prefer imagining that plagues still happen because constantly new diseases with different transmition vectors, effects, incubation periods, etc. are appearing so even when one is overcome and measures againt further outbreaks are taken something completely different pops up few years down the line.
 
Last edited:
1. Not going into detail on psyker training

1. Generally some of the low to medium danger crates of Avernus, though most psyker said do not have a familiar

1. No
2. More skilled but less powerful and less willing to use such as suicida techniques and daemon summoning
I CAN FEEL THE WARP SURGING THROUGH ME!!!!!
Famous last words of a Rogue Chaos Psyker before he was riped apart from the inside body and soul by a rampaging Daemon:V While the watching Battle Psykers and Primaris collectively did a mental face palm at the rank lack of disciplined control, mastery of Warpcraft and refined skill. In comparison to the Impreral psychic Arts practiced by the Unseen University.
 
We don't get hit by plagues anywhere else but the Everglades which is our jungle region.
What ya on about, everywhere gets hit by the plague :D.
The plague in Dis grew causing a population drop of 3.96% this year.
As the plague grew in Dis it cleared up in Avernus' Spine allowing for a population growth of 3.45%.
A terrible plague has struck Lindon killing 7.36% of its population this year.
The plague escaped from Dis to the Azure Islands where it killed 6.24% of the population.
A new plague his the Azure Islands, causing quarantine measures to be enacted around it as the population drops by 3.14%.
A minor plague is Dis drops population growth to 1.91%.
The plague in Elysium ends allowing the population growth to rocket up to 9.06%.

These were built in every region for a reason
Disease Research and Treatment Institutes: Avernus- Avernus has many different infectious diseases and plagues that are communicable with humans and the normal hospitals can not cope with the number that are sometimes infected. Henry proposes to set up one ore more Institutes in each city that is wholly dedicated to researching and treating infectious diseases and plagues. This extensive proposal is to build these institutes in every city in Avernus over the next three years. Henry considers this to be of medium priority.
The only region that seems immune is Adriana.

The Everglades is a swamp area. I think he means that area on the other continent that has the not Slann.
That's the one.
 
@Durin, there are plenty of questions that you've seem missed.

1) Does the Spying On Gods description means that Ridcully can't reroll it or can't reroll anything at that year?
2) How well would such an order work?
"Order Of Ashes: Choirs of strong pyromancers with addition of some diviners for targeting, specializing in large-scale applications of pyromancy in siege warfare, against big and slow targets like fortresses or armies, using their powers in relative safety and prepared environment, like fortifications or war machines specifically warded and equipped with foci and other psychic tools, allows them to use more power at cost of lesser precision and use speed."
1. How does
1i. Horatius stack up compared to canon space marine legends like Grimnar, Dante ect
1ii. How does Julius stack up compared to canon space marine legends like Marnius Calegar ect.
2. Have we taken a preliminary look at Angel Steel assuming we have taken possession of it, to see if it has any interesting properties (does it live up to it's unbreakable reputation) and whether it has psyonic frequencies or resonances associated with it?
3. Similar with the Ultradense alloy?
4. Has Muspelhiem started to produce it as I think they're the only ones who can on the scale we need.
5. With out generators and engines does it slow down ships by a real amount?
6. Do we think we can do anything with the Bloodshard bolts? They're like blot versions of the Harlequins kiss?
7. Do we expect to have a higher chance of implantation successes now we have all the astartes medical stuff?
8. How much better is the Baal predator's engine compared to the ones we currently have?
9. Will there be an option to refit our engines, or is that not practical?
10. Due to Tranth having a perfect understanding of Haywire weapons, could he use that to make effectively a temptest bolt.thing for an impaler?
Tempest Bolts replace the standard mass-reactive core and armour-piercing tip of a bolt round with a fragmentation shell encasing a powerful micro-explosive proximity charge. This has the effect of showering a target with a murderous storm of shrapnel. These heavier rounds, however, lack range compared to standard bolt shells. Produced only on Mars, Tempest Bolts were designed to be particularly effective at incapacitating machines and other electronic devices. Such bolts are highly effective against targets like combat robots and cyborgs whose bodies are now more machine than organic tissue.
Just as a precaution and to add it to our arsenal.
11. Can impalers not use alternate forms of ammo?
12. A long long time ago, you said we had access to the Sydonian Dragoon
Can we have a shot at reverse engineering it (Or the Ironstrider either or)'s Engine, which is apparently a perpetual motion machine (or close enough that they can't make em stop moving.)
13. Bit of history I guess, but you mentioned a 15th black crusade where Asgard lost several relic knights. Anything interesting about the
13i. 14th Black Crusade?
13ii. And 15th Black Crusade?
14. How big is the disease and virus data bank we have managed to create over time.
15. How dangerous is the Avernite equivalent of the common cold to non avernites?
16. How good is the Standard Avernite shot (Vaccine)
17. Would it be useful too off worlders as well?
18. Have the explorers been able to "bring back" Avernite jungle diseases from region... theta? the one you gave as an option on a different continent?
19. If so how bad are they compared to the ones we've been getting?
20. Can't remember if I've asked this at some point, but do we have Transonic weapons? The Skittari should have some Transonic Weapon - Lexicanum
21. Same with the Taser weapons Taser Weapon - Lexicanum
22. Arc weapons? (again a seemingly commonish skittari weapon) Arc Weapon - Lexicanum
23. Galvanic weapons? Galvanic Rifle - Lexicanum
24. Cognis weapons? Cognis Weapon - Lexicanum
Sorry about all the questions at once.
 
@Durin, there are plenty of questions that you've seem missed.
please think twice when asking a lot of questions added to FAQ. also read FAQ before asking any questions.


1. just it
2. well

1. unknown, probably same league
2. yes, it has no new interesting properties
3. ditto
4. yes
5. yes
6. not really
7. yes
8. 10%ish faster
9. not practical
10. no
11. with great difficulty
12. no
13. not that I care to invent
14. massive
15. not very
16. very
17. not really
18. yes
19. not much worse
20-24 yes
 
Turn Ninety-Five Results
Turn Ninety-Five Results
Two Hundred and Five years since the Founding of Avernus

Over the last five years the the general Ork and wildlife kills has increased to seven point eight million a year, a lot higher then usual. Over a quarter of these deaths are the result of a massive Thundabeast migration aimed right at Nurn while its defences were compromised by the ongoing expansion, which refused to be diverted and required your forces to engage it in open battle. It says a lot about Avernus that ten million elite soldiers can fall in an open battle with a herd of herbivores.


Helltrooper Power Infantry: Armour and Air- General Richards has put forward a plan to equip your Helltrooper armour and air units with Pilot Basic Power Armour. This will provide a notable increase to your crews survival rates and combat capacity, while being only a fraction of the cost of the other power armour refits.

Time: 4 years

Cost: 22,400,000 Thrones, 4,490,000 Material, 449,000 Promethium, 44,900 Advanced Material.
Upkeep per year: 2,240,000 Thrones, 449,000 Material, 225,000 Promethium, 2,250 Advanced Material, 32 Exotic Material.
Reward: equip all air regiments, armour regiments and specialist armour regiments with pilot power armour

Complete

Four years ago the Avernite armour and air units finished their training in the use of pilot and were deployed back to the battlefield. There has already been a notable increase in the skill of your armour forces and a decrease in the casualty rate among tank crews and pilots, many of whom are now surviving their vehicle being mission killed.


Helltrooper Power Mechanised Infantry: Mechanised Infantry- General Richards has put forward a plan to equip your Helltrooper Mechanised 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: 332,000,000 Thrones, 26,800,000 Material, 1,140,000 Promethium, 7,120,000 Advanced Material, 4,760 Exotic Material.
Upkeep per year: 16,000,000 Thrones, 658,000 Material, 460,000 Promethium, 174,000 Advanced Material, 27 Exotic Material.
Reward: upgrade 249 Helltrooper Mechanised Infantry Regiments to Helltrooper Power Mechanised Infantry Regiments.

Complete

Two years ago General Richards finished retraining the Helltrooper Mechanised Infantry as Power Mechanised Infantry. They have already been deployed to the battlefield where their high mobility combined with their sheer firepower and toughness has made them a very valuable breakthrough unit, being able to rapidly cross ground and annihilate almost any Ork ground forces in the open.


Thundabeast Riders : Planning- In recent years the number of Thundabeasts in the pens in Elysium has reached a high enough number that training some of them for war and creating specialised Thundabeast Riders is practical. To begin with Maximal, Schwarz and a collection of rough riders and armour experts will have to determine how to best go about this. It is noted that while a hundred thousand Thundabeasts is a lot if they are eing deployed on the regimental scale you will have to further increase numbers.
Time: 8 years

Cost: 390,000,000 Thrones, 78,000,000 Material, 7,900,000 Promethium, 850,000 Advanced Material, 950 Exotic Material.
Reward: Force Composition for Thundabeast Riders

Locked- Five out of Eight years completed

For the last half decade General Richards has been investigating how to best make use of Thundabeast Riders. To begin with she has found that they work best as a heavy assault unit, combining powerful melee attacks, turreted weapons, and heavy armour with their own unique properties. She has also discovered that the optimal unit strength is about a hundred thousand, allowing them to have very powerful shields while avoiding being too unwieldy.


Helltrooper Power Combat Engineers- General Richards has put forward a plan to equip your Helltrooper Combat Engineer Regiments with power armour. This will greatly increase their life expectancy and the range of environments that they can work in 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: 4 years

Cost: 6,900,000 Thrones, 1,380,000 Material, 138,000 Promethium, 273,000 Advanced Material.
Upkeep per year: 690,000 Thrones, 138,000 Material, 69,000 Promethium, 13,630 Advanced Material, 73 Exotic Material.
Reward: upgrade 150 Helltrooper Combat Engineer Regiments to Helltrooper Power Combat Engineer Regiments.

Complete

General Richards has recently finished training your Helltrooper Combat Engineers to use Trooper Power Armour, reduces their vulnerability to attack while working as well as increases their ability to act as engineers by increasing lift strength and environmental resistance. The biggest advantage of this change is that now your combat engineers can work in conditions that would be lethal to an non-power armoured soldier.


Helltrooper Jetbikes-. Now that the Helguard Jetbike Regiments have proven themselves General Richards would like to replace your Helltrooper Rough Riders, which have limited utility with Helltrooper Jetbike Regiments. While this will take some time and be expensive General Richards thinks that it is more then worth the price, and counts it as part of the upgrading of your Helltroopers to use Basic Power Armour.

Time: 7 years

Cost: 126,000,000, 12,800,000 Material, 526,000 Promethium, 3,970,000 Advanced Material, 1,264 Exotic Material.
Upkeep per year: 6,610,000 Thrones, 560,000 Material, 246,000 Promethium, 137,000 Advanced Material.
Reward: replace 260 Helltrooper Rough Rider Regiments with 260 Helltrooper Jetbike Regiments

Locked- Two out of Seven years completed

General Richards has pulled your Helltrooper Rough Rider Regiments from the battle in order to retrain them as Jetbike Regiments. Currently she is still in the process of retraining the soldiers for their new role, though almost a tenth of them have decided to drop into the PDF rather then change specialities. Those that made this decision have easily been replaced by civilian bikers.


Personal Attention: Campaign: Army- The current campaign is now going to shift to attack on the to main Ork domains, with the Avernite Army spearheading the assault on what was recently Kazag's Domain. General Richards will take the opportunity of changing theatres to reorganise her forces and move the more battered units back to Avernus.

Time: 14 years (if personal attention is used then only other Personal Attention that can be chosen is Campaign: Fleet)

Cost: 2,400,000,000 Thrones, 1,200,000,000 Material, 100,000,000 Promethium. 158,000 Advanced Material, 1,780 Exotic material.
Reward: army assists Imperial Trust in taking and holding new worlds, must be selected

Locked- Ten out of Twelve years completed
reduce completion time by 2

Over the last five years you have been making a great deal of progress in your assault of the core worlds of Kazag's Domain. With the assistance of Xavier and his ability to cripple most fortifications and the information provided by Ridcully you have been able to seize three of the remaining Ork worlds, and are dealing with the last holdouts of another. This leaves only Cobalt able to stand against your armies, and you have already landed significant force on the planet and are making progress in your assault. In fact you have made so much progressthat you will probably be able to conquer Cobalt within two years - two years less then was originally expected.

Construct: Repairs- Your fleet suffered significant damage in the recent campaign against the Orks. It would be a good idea to repair what damage you can and replace what ship can't be repaired as soon as possible. Admiral Sarnow estimates that this will take around a decade.

Time: 10 years.

Cost: 2,110,000,000 Thrones, 357,000,000 Material, 12,300,000 Promethium, 1,738,000 Advanced Material, 19,900 Exotic Material.
Upkeep per year: 20,800,000 Thrones, 5,600,000 Material, 10,200,000 Promethium, 736,000 Advanced Material, 12,200 Exotic Material.
Reward: Construct 1 Gurkha Grand Cruiser, 1 Warrior Cruiser, 2 Monk Escort Carriers, 213 Guardian Fighter Wings, 138 Dragon Bomber Wings, 56 Wraith Interceptor Wings, 72 Assassin Bomber Wings
and Repair 2 Paladin Heavy Cruisers (mostly intact), 1 Templar Heavy Carrier (mostly intact), 1 Knight Cruiser (mostly intact), 4 Hoplite Cruisers (mostly intact), 2 Warrior Cruisers (half destroyed), 3 Bishop Class Carriers (mostly intact) 2 Monk Escort Carriers (half destroyed), 5 Yoaxia Escort Cruisers (1 intact, 4 half destroyed ), 112 Page Frigates (half destroyed), 139 Squire Frigates (half destroyed), 55 Privateer Raiders (mostly intact), 3 Shadow Destroyers (intact), 320 Solider Destroyers (half destroyed), 148 Legionnaire Destroyers (half destroyed),

Locked- Seven out of Ten years completed

The shipyards of Avernus are continuing to work on repairing your damaged warships and replacing those that have fallen. At the moment most of the cruisers have been repaired and work is continuing on the construction of new capital ships and the repair of the escorts. Admiral Sarnow informs you that this project will be finished in three years time as planned.


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

Complete

Three years ago Admiral Sarnow informed you that the next half a dozen Advanced Orbital Defence Stations had been completed, bringing your total number up past the level that Admiral Parnell had planned to reach. Admiral Sarnow informs you that this level is still not nearly enough to withstand the sort of attacks that he predicts will start to fall on the Imperial Trust in the decades to come, once the Ork Gods Awaken.


Expedite: Expand Shipyards: Small- Now that you have a huge shipyard it is possible to build five small shipyards at a time. This would allow you to more quickly increase the total number of shipyards that you own though it would not help with building capital ships or maintaining anything above cruiser. Admiral Parnell would prefer to finish all of your planned large shipyards before building up your small shipyards.

Time: 14 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: 5 new small shipyards

Locked – Three out of Thirteen years completed: Expedited

For the last three years Admiral Sarnow has been directing the construction of four new small shipyards above Deiphobe. These shipyards currently consist of no more than skeletons, with work only just beginning on the reactors and other larger internal components. Admiral Sarnow estimates that it will take around a decade to finish the shipyards, which when completed will improve your ability to repair ships.


Campaign: Fleet- The current campaign is now going to shift to attack on the to main Ork domains, with the Avernite Army spearheading the assault on what was recently Kazag's Domain. It is expected that the Avernite Navy will play a major roll in this.

Time: 14 years (if personal attention is used then only other Personal Attention that can be chosen is Campaign: Army)

Cost: 80,000,000 Thrones, 800,000,000 Material, 800,000,000 Promethium. 632,000 Advanced Material, 3,560 Exotic material.
Reward: fleet assists Imperial Trust in taking and holding new worlds, must be selected

Locked – Ten out of Twelve years completed

For the last five years Admiral Sarnow has been focusing on besieging and raiding the remaining worlds of the Domain of Kazag. The sheer number and power of these worlds' defences has slowed his progress greatly, though the combination of his cunning, Ridcully's advice, and the advanced technology of the Imperial Trust has allowed him to inflict massive amounts of damage to the defences, weakening them in preparation for your segment of the fleet to make assault.


Personal Attention: Campaign: Fleet- The current campaign is now going to shift to attack on the to main Ork domains, with the Avernite Army spearheading the assault on what was recently Kazag's Domain. It is expected that the Avernite Navy will play a major roll in this.

Time: 14 years (if personal attention is used then only other Personal Attention that can be chosen is Campaign: Army)

Cost: 80,000,000 Thrones, 800,000,000 Material, 800,000,000 Promethium. 632,000 Advanced Material, 3,560 Exotic material.
Reward: fleet assists Imperial Trust in taking and holding new worlds, must be selected

Locked – Ten out of Twelve years completed

While Admiral Parnell has been harassing the Ork worlds and launching a series of raids you have had the ships under your command blast holes in the planets' orbital defences so that you can begin landing troops. While casualties have not been light, there is no other way to take the worlds on the schedule that you have, though you have been able to reduce the number of losses that you would have suffered thanks to the newly Power Armoured Helltrooper Void Infantry.

The population of Avernus grew by an average of 1.23% over the last five years, with the population reaching seventeen billion.

Upgrade Defences: Hollin- 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

Four years ago Edvin finished upgrading the defences of Hollin, the last of the non-Mechanicus cities in the system to have its defences upgraded barring Dis. He tells you that thanks to its location Hollin will be a very hard target for most attackers to bring significant forces to bear, at least while the surrounding regions still stand.


Expand Doriath 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 idea to expand one of them into a Small Hive. This would provide a centre for the administration and defence of the region and allow for a greater population to build up. It would also be possible to build more small hives in other regions, though not nearly 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 working on expanding Doriath in southern Lindon into a Small Hive. When completed this will provide more room for citizens to live in one of your more crowded regions and increase your defences in the heart of human Avernus.


Expand True Grit 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 idea to expand one of them into a Small Hive. This would provide a centre for the administration and defence of the region and allow for a greater population to build up. It would also be possible to build more small hives in other regions, though not nearly 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 working on expanding True Grit in western Aridia into a Small Hive. When completed this will strengthen your presence in western Avernus, reducing the isolation of Duat.


Educational Review: Times Four- 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
year two d100=71+8(stats)=79: Fail
year two re-roll d100=83+8(stats)+15(Paragon Divner)=106: Success
year three d100=52+8(stats)=60: Fail
year three re-roll d100=91+8(stats)+15(Paragon Divner)=114: Success
year four d100=54+8(stats)=62: Fail
year four re-roll d100=66+8(stats)+15(Paragon Divner)=89: Fail, +20 to next attempt
year five d100=69+8(stats)+20(previous)=97: Success
+3 to education modifier

Edvin has spent the last four years working on improving the educational system of Avernus. Thanks to some assistance from High Grandmaster Ridcully he was able to locate several portions that could be improved, and improve them. These changes will increase the economy of Avernus by almost a percent, which while small will provide massive returns over the long term.


Thaddeus Expertise: Expand Nurn 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 idea to expand one of them into a Small Hive. This would provide a centre for the administration and defence of the region and allow for a greater population to build up. It would also be possible to build more small hives in other regions, though not nearly 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- Six out of Ten years completed

Thaddeus is well on the way to expanding Nurn into a Small Hive, with several mountains having been hollowed out and defences starting to be built onto them. He tells you that the period of extreme vulnerability has ended, though it will still take several more years before the last of the holes in Nurn's defences is closed up.

Inquisitor Klovis-Ultan's diplomats have been working on repairing the damage that your recent actions have caused to the reputation of Avernus. They are continuing to make progress but Avernus is still the most disliked member of the Imperial Trust.
+1 relationship with Vanaheim
+1 relationship with Svartalfheim
+1 relationship with Byzantium

With the death of their Overlord and his chief rival, Tugozak's Domain has split into eleven separate parts, though it is suspected that several of the weaker domains will be consumed within the next few years.

Midgard has recently finished a major environmental clean up, which has increased the quality of its air and the fertility of the planet as a whole. As well as making it a more pleasant planet to live on this should help it produce more food.


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
Svartalfheim will maintain Super-Exitus Rifles for 2 Credits each per year

You arranged for the Grandmaster Artisans of Svartalfheim to maintain Super-Exitus Rifles for your Super-Elite Operatives. This will cost two credits a year per rifles, an amount that is currently a bit over a hundred and seventy credits a year. Given that Svartalfheim owes Avernus several hundred thousand credits this price is easily affordable.


Re-examine (Freyr)- 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
d100=7+17(diplomacy)=24: Fail
year two re-roll d100=98+17(diplomacy)=115: Success

Inquisitor Klovis-Ultan spent a year investigating how your brother-in-law Admiral Freyr has changed over the years. He found that while there have not been any massive changes, leading the Imperial Trust Fleet for well over a century and though several wars has helped develop a wide range of his skills.


Investigate Relationship (Svartalfheim, Vanaheim)- 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
year three d100=97+17(diplomacy)=154: Success

Inquisitor Klovis-Ultan spent a year looking into the relationship of Svartalfheim and Vanaheim, two of the more conservative worlds of the Imperial Trust. He found that there is a lot of respect on both sides, with Vanaheim respecting the craftsmanships of the Artisans and Svartalfheim respecting the traditions of the Vanir. However their strong political alliance seems to be more based on mutal resistance to changing their traditions and opposition to Avernus' radical ideas.


Investigate Relationship (Alfheim, Vanaheim)- 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
year four d100=2+17(diplomacy)=19: Fail
year four re-roll d100=50+17(diplomacy)=67: Success

Inquisitor Klovis-Ultan spent a year looking into the relationship of Alfheim and Vanaheim, two worlds that have often been allied in the High Council. He found that the two worlds have had strong ties since their founding and that Alfheim has often followed the lead of Vanaheim, though in recent years Midgard has been slowly taking Vanaheim's place as the patron of Alfheim.


Investigate Relationship (Asgard, Vanaheim)- 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
year fail d100=23+17(diplomacy)=40: Fail
year four re-roll d100=89+17(diplomacy)=106: Success

Inquisitor Klovis-Ultan spent a year looking into the relationship of Asgard and Vanaheim, the two worlds that have traditionally dominated the Sub-Sector. He found that in the years since the founding of the Imperial Trust the relationship between these two worlds has only deteriorated, as several major political clashes reignited several conflicts that Lord-Marshal Sigurd and Governor Olaf had managed to clam. While not hostile by any means this relationship is if anything the worst between any two worlds of the Imperial Trust, with its combination of ancient enmity and recent political clashes.

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

Of the 3,152 major psykers found over the last five years 266 of them were Chaotic.
231 of the Chaotic Psykers consisting of 2 Beta-levels, 8 Gamma-levels, 32 Delta-levels, 95 Epsilon-levels and 94 Zeta-levels were killed without causing any significant levels of damage over the last five years.
At least 29 of the Chaos Psykers including 3 Beta-levels, 9 Gamma-levels and 17 Delta-levels were dragged though warp rifts that closed behind them.
2 Gamma-levels, a Delta-level and a Epsilon-level caused minor damage before being eliminated, killing 80,000 militiamen, 26,000 PDF Troopers, 2,000 Helltroopers, 240 Psyker Hunters, 64 Veteran Psyker Hunters, 40 Elite Psyker Hunters, 576 Witch Hunters, 32 Veteran Witch Hunters and 48 Witch Finders, 160 minor Battle Psykers, 96 Veteran minor Battle Psykers, 9 Elite minor Battle Psykers, 5 major Battle Psykers, 1 Veteran major Battle Psyker and 1 Elite major Battle psyker.

The untainted major Psykers included 4 Beta-levels, 37 Gamma-levels, 201 Delta-levels, 850 Epsilon-levels and 1,797 Zeta-levels.
315,153 minor Psykers were located by the Witch Finders over the last five years.

Super Elite Operatives: Batch Two- Once Jane has finished modifying her training schedule she will be able to start training her second batch of Super-Elite Operatives. While this will be just as time consuming as the first it will produce better trained operatives, and probably around twice as many of them. Jane expects to be able to finalise the training regime after the second batch of Super-Elite operatives graduate.

Time: 35 years (must finish Elite Operatives: Lessons Learned)

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: Second batch of 1,000 Elite Operatives put though, estimated two hundred

Locked- Sixteen out of Thirty-Five years completed

Jane has continued to train the second batch of Super-Elite Operatives over the last five years and is once more starting to push them to levels beyond that of the normal Helguard. She is also starting to consider a more permanent name for the Super-Elite Operatives, currently the Last Hunters is the leading contender.


Motherhood: Times Four- Now that Jane has adopted a son she wishes to spend as much time as possible with him in his formative years. While she can already spend far more time with Jacob then you could with Syr, due to her skill in delegation and training, she would like to spend even more if possible. As well as being some well deserved time off this would increase the chance that Jane would be able to pass more of her talent with the blade to Jacob, who is already very gifted.

Time: 1 year

Cost: Free
Reward: increased chance of Jane passing her stats along to Jacob Oakheart.

Complete

Jane has continued to devote a large portion of her time to raising Jacob, who has recently reached nineteen years of age and joined the security forces. From what you can gather Jacob is setting records in the academy and is slated to join the Psyker Hunters within a few years.


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 five d100=9+23(Intrigue)+10(combat)+15(traits)-15(distracted)=42: Fail
-1 action next year

Jane spent the last year leading the hunt for Chaos Psykers on Avernus until she was put out of action for a year by a Beta-level Biomancer.

Reverse Engineer: Cyclonic Torpedo- Archmagos Tranth has recently gained access to the cyclonic torpedoes that the Inquisition has been keeping in reserve. He will need to start working on reverse engineering them immediately as it will be a very difficult task, and an expensive one. However given that High Grandmaster Ridcully tells you that his powers should be able to give Tranth some more information there is a decent chance that he will be able to succeed within a decade.

Time: 10 years.
Chance of Success: -95% (62% after bonuses, problems if you fail by more then 25)

Cost: 200,000,000 Thrones, 20,000,000 Material, 2,000,000 Promethium, 395,000 Advanced Material, 9,900 Exotic Material, 10 Relic Material.
Reward: learn how to make more Cyclonic Torpedoes, lose d6 Cyclonic Torpedoes, can use cheating on this with +1 per 4% passed by

Complete
year four d100=63+47(stats and traits)+75(buildings)+25(other)=210: Success
year four re-roll d100=9+47(stats and traits)+75(buildings)+25(other)+15(Paragon Diviner)=171: Fail
-6 Cyclonic Torpedoes, 14 remaining

A bit over a year ago Archmagos Tranth finished reverse engineering the Cyclonic Torpedo, the only Exterminatus Weapon available to the Imperial Trust. This means that you now have the ability to produce more, making the remaining fourteen no longer irreplaceable assets. However due to the price of Cyclonic Torpedoes it is unlikely that you will ever use them in anything but the most dire of situations.


Add Stealth Technology (Recon Armour) -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 four d100=96+52(stats and traits)+60(buildings)+25(other)+20(double down)=253: Greater Critical Success

Archmagos Tranth has spent the last year working on improving the stealth technology of Recon Advanced Power Armour. He has achieved wonders, increasing the range of wavelengths that its chameleon cloaking covers significantly, greatly reducing its already minuscule heat signature without sacrificing any other capabilities or increasing the price.
Archmagos Biologis Maximal's subordinates have recently discovered the Spiderbane Dragonfly, an insect that seems to primarily hunt Blink Spiders.

Complete Examination (Nog) – 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

Complete
year three d100=27+17(learning)+60(buildings)+10(Rune Priests) =114: Success
can farm Nog's, +10% food production for Avernus

Three years ago Archmagos Biologis Maximal finished his examination of the Nog, the most common animal on Avernus. He was able to confirm his theory that the Nog reproduces via spores in a way very similar to Orks, in fact too similar to be coincidence. His current theory is that the Nog were created either by someone who had studied Ork biology or by the creators of Orks. While Orks being one of the most common races in the galaxy would normally make the first explanation far more likely, when everything else discovered on Avernus is taken into account it seems almost certain that it is the latter. Archmagos Biologis Maximal's main discovery however was how easy it is to farm Nogs, which have the potential to be a major and easy source of protein for the Imperial Trust. If the Nogs pass quarantine they should allow Midgard to just about feed itself, which would be very useful.


Complete Examination (Spiderbane Dragonfly) – 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- Two out of Six years completed

For the last two years Archmagos Biologis Maximal has been studying the Spiderbane Dragonfly, the only creature found so far that seems to primarily eat Blink Spiders. So far he has found that it can both somehow predict where a Blink Spider will appear and has the ability to prevent them from Blinking for a brief period, which is used to kill them. Currently investigations into whether large numbers of Spiderbane Dragonflies will be able to reduce casualties from Blink Spiders are underway.
Cathedral-Forge: Dorthonion- Now that the first Hive Forges have been built Fabricator-General Scott can begin work on a Cathedral-Forge. This would greatly increase the amount of Exotic Material you can produce and allow the construction of Relic Material, which is used for the most advanced human technologies. Annwn has recently grow to the size where it can support a Cathedral-Forge as well as its current Forge-Cathedral

Time: 8 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 EM production by 50%, increase AM production by 630 (3.5k), increase EM production by 105 (525), provides 1 Relic Material per year, can have either Cathedral-Forge or Forge-Cathedral, increase AM production by 6,300 (250k), can have either Cathedral-Forge or Forge-Cathedral

Locked- Six out of Seven years completed

Fabricator-General Scott has continued to raise the Forge-Cathedral in Dorthonion for the last five years, and now only has to consecrate it. This will take around a year, after which the Forge-Cathedral will begin production.


Hand Off: Defences and Expansions- Fabricator-General Scott has a plan to allow secular authorities to oversee the construction and maintenance of the defences of Forge-Cities as well as the expansion of the Forge-Cities. This will require authorisation from the local Fabricator-General or Forge Master. While this would run into major opposition with the Adeptus Mechanicus, from those who see it as sacrificing some of the organisations autonomy, it would get some support from those who want to focus on more important matters rather then overseeing massive construction projects. Fabricator-General Scott would prefer this option as it is the only way that she can see to get her planned upgrades done by the time that the Ork Gods awaken.

Time: 5 years.

Cost: 800,000,000 Thrones.
Reward: allows the defences of Forge-Cities to be upgraded as Administratum projects at +10% cost, allows Forge-Cities to be expanded as Administratum projects at +10% cost, -2 Mechanicus Morale, +3 Mechanicus Unrest

Complete

Fabricator-General Scott has recently pushed though a set of reforms that allow secular authorities to oversee the construction and maintenance of the defences of Forge-Cities as well as the expansion of the Forge-Cities. While this will require a request from the local Adeptus Mechanicus leaders and will allow the Mechanicus to handle the more sensitive portions of the projects without supervision, it is still a major reduction in the separation between the Imperial Trust and the Adeptus Mechanicus and can be read as a loss of independence. It was only due to the current threat that Fabricator-General Scott was able to have the reform accepted and even with the circumstances there is a lot of discontent about this issue, especially among the Mechanicus of Vanaheim. However on the local level it should be enough to allow you to upgrade the defences of all of your Forge-Hives before the Ork Gods awaken without halting all other Adeptus Mechanicus projects.

Those in the Shadows: Five times- 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 d100=12+51(piety)=63: Fail
year one re-roll d100=42+51(piety)+15(Paragon Diviner)=108: Success
year two d100=29+51(piety)=80: Success
year three d100=38+51(piety)=89: Success
year four d100=11+51(piety)=62: Fail
year four re-roll d100=11+51(piety)+15(Paragon Diviner)=77: Success
year five d100=6+51(piety)=56: Success
year five re-roll d100=52+51(piety)+15(Paragon Diviner)=117: Success
+25 to success chance

Saint Lin spent a major portion of his time over the last five years at the Unseen University helping those psykers approaching the trials ready themselves. He worked closely with High Grandmaster Ridcully in these efforts, and was able to change the fate of many of the psykers in training.


Oversee Missionaries: Five times- Saint Lin has recently recited permission to send missionaries into Dragon's Nest, though the missionaries will be closely watched. While it would not be a good idea for Saint Lin to personally lead them his oversight would increase the chance that they are susseful in their efforts.

Time: 1 year
Chance of Success: 40%

Cost: 4,000,000 Thrones
Reward: +1% chance of success for conversion, can be taken multiple times

Complete
year one d100=21+51(piety)=72: Success
year two d100=4+51(piety)=55: Fail
year two re-roll d100=100+51(piety)+15(Paragon Diviner)=166: Greater Critical Success
year three d100=6+51(piety)=57: Fail
year three re-roll d100=39+51(piety)+15(Paragon Diviner)=96: Success
year four d100=65+51(piety)=126: Success
year five d100=92+51(piety)=143: Critical Success
+9% to conversion chance

Saint Lin has spent a lot of time over the last half decade continuing to oversee the missionaries in Dragon's Nest. Due to some assistance from High Grandmaster Ridcully he has made a great deal of progress, and has firmly established the New Imperial Truth as a respectable religion on all planets. He tells you that the New Imperial Truth is now well enough established that if left alone it would become the dominate religion in Dragon's Nest in around two hundred years, and the only religion a hundred years later. These numbers will be greatly reduced by continued assistance from Saint Lin, especially if he travels to Dragon's Nest in person.

               

Trials

Alpha​

Beta​

Gamma​

Delta​

Epsilon​

Zeta​

Minor​

Passed​

0​

2​

18​

103​

449​

958​

233,893​

Attempted​

0​

4​

25​

142​

599​

1,236​

292,366​

Percent passed​

NA​

50.00%​

70.00%​

72.50%​

75.00%​

77.50%​

80.00%​
             

30​

Regular​

24​


Veteran​

5​


Primaris​

Beta​

Gamma​

Delta​

Beta​

Gamma​

Delta​

Biomancer​

1​

1​

3​

0​

0​

1​

Diviner

1​

0​

3​

0​

0​

0​

Pyromancer​

0​

1​

4​

1​

0​

0​

Telekinetic​

0​

1​

4​

0​

0​

0​

Telapath​

0​

1​

3​

0​

0​

0​

Daemonologist​

0​

0​

3​

0​

1​

1​
                                         

306​

Normal​

219​




Veteran​

79​




Elite​

-1​




Master​

8​




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​

2​

14​

28​

0​

0​

1​

6​

11​

0​

0​

0​

0​

0​

0​

0​

0​

0​

1​

Diviner

0​

0​

2​

9​

18​

0​

0​

0​

4​

6​

0​

0​

0​

0​

0​

0​

0​

0​

0​

1​

Pyromancer

0​

0​

2​

17​

33​

0​

0​

1​

4​

9​

0​

0​

0​

0​

1​

0​

0​

0​

1​

1​

Telekinetic

0​

0​

2​

13​

26​

0​

0​

0​

6​

10​

0​

0​

0​

0​

0​

0​

0​

0​

0​

1​

Telapath

0​

0​

2​

8​

16​

0​

0​

0​

4​

8​

0​

0​

0​

0​

0​

0​

0​

0​

0​

1​

Daemonologist

0​

0​

2​

9​

17​

0​

0​

0​

3​

6​

0​

0​

0​

0​

0​

0​

0​

0​

0​

1​
             

27,431​

Trainee

Normal

Veteran

Elite

Master

Grandmaster

Minor Battle Psykers

93,557​

16,097​

8,158​

3,088​

84​

4​
                               

421​

Normal

304​




Veteran

104​




Elite

13​




Sanctionite

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Biomancer

0​

1​

3​

20​

42​

0​

0​

1​

7​

14​

0​

0​

0​

1​

2​

Diviner

0​

0​

2​

14​

27​

0​

0​

1​

4​

10​

0​

0​

0​

1​

1​

Pyromancer

0​

0​

2​

13​

29​

0​

0​

1​

5​

9​

0​

0​

0​

1​

1​

Telekinetic

0​

1​

3​

20​

41​

0​

0​

1​

6​

15​

0​

0​

0​

1​

2​

Telapath

0​

0​

2​

14​

24​

0​

0​

1​

4​

11​

0​

0​

0​

1​

1​

Daemonologist

0​

0​

2​

13​

29​

0​

0​

1​

5​

9​

0​

0​

0​

1​

1​
           

42,456​

Trainee​

Normal​

Veteran​

Elite​

Master​

Minor Sanctionites​

93,557​

30,141​

11,033​

1,255​

28​
                               

90​

Normal​

60​

0​

0​


Veteran​

25​




Elite​

5​




Neo-Astropaths

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Beta

Gamma

Delta

Epsilon

Zeta

Neo-Astropaths​

0​

0​

2​

10​

17​

0​

0​

1​

4​

8​

0​

0​

0​

1​

2​

Neo-Astropathic Receivers​

0​

0​

2​

10​

18​

0​

0​

1​

4​

8​

0​

0​

0​

1​

2​
           

13,155​

Trainee​

Normal​

Veteran​

Elite​

Master​

Witch Finder​

44,440​

8,501​

3,551​

1,058​

45​
             


Beta​

Gamma​

Delta​

Epsilon​

Zeta​

Minor​

Inquisition​


1​

4​

19​

40​

2,339​

Double Down: Military Assistance: Three Times- In the coming years the Imperial Trust military will be acting very aggressive and attempting to take Ork Worlds as fast as possible. This will result in greater risks then are preferred. If High Grandmaster Ridcully provides his divinatory assistance these risks will be greatly reduced.

Time: 1 year (must be taken by Ridcully)
Chance of Success: 30%

Cost: 3,800,000 Thrones
Reward: re-rolls available for current campaign for next two years

Complete
Year One roll d100=53+45(control)+60(Paragon Diviner)+20(double down)=158: Critical Success
Year Two roll d100=74+45(control)+60(Paragon Diviner)+20(double down)=179: Critical Success
Year Three roll d100=75+45(control)+60(Paragon Diviner)+20(double down)=180: Critical Success

High Grandmaster Ridcully spent three years providing assistance to the current campaign. The information that he could provide proved to be especially useful when dealing with the Ork fortifications, many of which had flaws that could be exploited once found. It is estimated that over the course of this campaign High Grandmaster Ridculy has saved a billion lives and a year of time, a larger impact then any other human.


Double Down: Fanning the Flames- In the recent emergency meeting it was decided that High Grandmaster Ridcully should devote a major portion of his time to intensifying the civil war in Tugozak's Domain. This should hopefully increase the number of casuistries that the Ork take in the coming years and will soften them up for later strikes.

Time: 1 year (,must be taken by Ridcully, must take at least 9 times in next 20 years)
Chance of Success: 20%

Cost: 3,800,000 Thrones
Reward: civil war in Tugozak's Domain prolonged and intensified

Complete
Year four roll d100=87+45(control)+60(Paragon Diviner)+20(double down)=212: Greater Critical Success

High Grandmaster Ridcully spent a year working on intensifying the civil war in what was until recently Tugozak's Domain. He mostly worked on weakening the stronger factions that are trying to take control, preventing any Ork from gaining enough power to unify the region. Despite his efforts two of the nine factions have fallen, leaving seven Ork overlords fighting over Tugozak's Domain. High Grandmaster Ridcully expects another few of the Overlords to fall in the next half decade, more if you are unlucky.


Spying on Gods: Gork and Mork- High Grandmaster Ridcully believes that he would be able spy on Gork and Mork as they battle each other deep in the Immaterium. Hopefully this will give him more information both about what will cause them to awaken and what effect that their awakening will have on the Orks as a whole.

Time: 1 year
Chance of Success: -5% (95% after bonuses, can't use re-roll, negative consequences of failing)

Cost: Free
Reward: More information on Gork and Mork's awakening

Complete
Year four roll d100=56+45(control)+60(Paragon Diviner)=161: Success

High Grandmaster Ridcully spent a year preparing for his attempt to spy on the Ork Gods, carefully preparing his mind and soul for the endeavour to come. When the time came he was able to locate the area of the Immaterium in which their endless brawl has taken them to. Once he reached the area he carefully examined them, seeking to learn more about them and how they will affect their people when they awaken. As expected he found the cunning but brutal Mork and the brutal but cunning Gork were the epitome of Orks, straightforward in how they act but no less deadly for it. From what he could see the most likely result of the Ork Gods awakening is for their people to become more of what they already are, with the power of this blessing being tied to the power of the local Waaagh field. As such the effect of their awaking will be far greater on the more powerful Orks, with Boyz becoming deadly but Meganobs becoming terrifying. Given that all of their vehicles as well as the Orks themselves are likely to be affected you will have to prepare for Space Hulks and Gargants of incredible power and toughness. Ridcully was not able to confirm or deny the possibility that the Orks will gain an equivalent of daemons but he tells you that if they do what they will gain will effectively be daemonic Orks, no different from their mortal counterparts apart from their origin.
Deploy: Times five- Currently a major portion of Avernus' Battle Psykers have been deployed to assist in the current campaign. While Master Zhukov can easily lead them your Grandmaster Psykers are powerful forces on the battlefield and their deployment could have a major effect.

Time: 1 year
Chance of Success: 100%

Cost: Free
Reward: Assist campaign for years where this is selected

Complete
year two roll d100=52
year three roll d100=80
year four roll d100=29
year five roll d100=96

Primaris Xavier has spent the last five years participating in the current campaign. In this time he has killed four Ork Warlords and breached dozens of fortresses, sometimes leaving them open to assault and sometimes as a diversion from an assault elsewhere. One new trick that Xavier is using is the teleporting boarding that was used by the recent Chaos Cult over Avernus, which has allowed him to sneak into several Ork Kroozers, Roks and orbital fortifications.


Siren Rune of Banishment: All Psykers- Now that the Rune of Banishment has proven to be safe useful it can start being supplied to your forces. The first step of this would be to provide a focus with the rune to every Avernite Psyker skilled enough to use it and upgrade the weapons of all Battle Psykers with the rune. While this is happening you can train those psykers skilled enough in the use of the rune as Banishment power will be trained in its use. This should take around half a dozen years and massively increase how effective your Battle Psykers will be against daemonic foes.

Time: 6 years

Cost: 120,000,000 Thrones, 1,660,000 Advanced Material, 19,900 Exotic Material.
Upkeep per year: Varies
Reward: Provide Siren Rune of Banishment Focus to all psykers skilled enough to use it, +150 to all rolls by Grandmaster battle Psykers or Veteran Primaris Psykers against Daemons, +75 to all rolls by Veteran or above Battle Psykers against daemons, +50 to all rolls by Battle psykers against daemons, +50% to all damage done by Battle Psykers to daemons, -5 to daemons armour against attacks from Battle Psykers, +5 to rolls to deal with Rogue Psykers.

Locked- Five out of Six years completed

For the last five years Tamia has been working on ensuring that every psyker on Avernus able to make use of the Siren Rune of Banishment. Adding the Siren Rune of Banishment to almost a million weapons is taking some time, though the sheer effect that it is already beginning to have makes the time well spent.

Personal Attention: Campaign Army and 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.

Locked- Ten out of Twelve years completed

You spent the last five years leading a major prong of the Imperial Trust's current campaign, time in which you have not set foot on Avernus once. This has consisted of a series of sieges, with your forces having to make their way through defences developed over centuries of Orkish control. While the Orks lacked organisation on an interstellar level, each world still had an Warlord controlling it, which helped them keep a level of organisation. When combined with the many fortifications you had to overcome and the haste that you are operating in your forces bled for the worlds they took despite your best efforts.


Thaddeus Expertise: Expand City: Nurn- 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- Six out of Ten years completed

For the last year Thaddeus has been continuing to oversee the expansion of Nurn into a Small Hive. He has got past the period of greatest vulnerability and expects to be finished in three more years.


Spend Time With (Jacob)- 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 one d100=55+5(Palace)+13(diplomacy)=73: Success
year two d100=20+5(Palace)+13(diplomacy)=38: Fail
+1 Martial for Jacob

You have continued to correspond with Jacob over the last few years, as he is making the transition to adulthood. In this time you found that he was having a lot of trouble deciding whether to enlist, join the Security Forces or go on to further eduction. While he has decided to sign up to the Security forces on a twenty year term there remains a decent chance that he will move into another field once that period is up. If he enlists he is likely to end up as a Helguard Champion within a decade given what you have seen of his sword skills, especially with a few decades time as a Psyker Hunter behind him. There is even a good chance that he will end up joining the Governor's Own if he follows that path.


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=99+5(Palace)+13(diplomacy)=117: Success
+1 Martial for Xavier

You have spent a good deal of time with Xavier during the siege of Kazag's Domain and where possible have had him accompany you to your meetings. This is to help introduce him to High Command, which you expect him to become a member of within the century given how much strength the Battle Psykers are gaining. Given that Midgard has started to produce Battle Psykers in number you will not be surprised if they reach ten million within the century.


Spend Time With (Freyr)- 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=100+5(Palace)+13(diplomacy)=118: Critical Success
reduce Naval command malice by 3
+2 Administration for Freyr

You have been spending quite a lot of time with Freyr over the last couple of years as you coordinate the actions of your ships with the Imperial Trust Navy. This time has allowed you to greatly strengthen your relationship with your brother-in-law and to teach each other. While you managed to learn more about naval command by listening to his stories, Freyr picked up many of your administrative tricks and will be able to better run the Imperial Trust Navy in the future.



Spend Time With (Sigurd)- 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=3+5(Palace)+13(diplomacy)=21: Fail

You were able to spend some time with Lord-Marshal Sigurd in recent years as you work together to bring down the defences of Kazag's Domain. However due to a combination of poor timing and bad luck most of your conversations ended up being cut short by the demands of war.

Year Income Thrones Material Metal Promethium Advanced Material Exotic Material Food Relic Material Population
Starting 221,128,897,615 131,951,950,440 62,041,085,835 100,008,526,759 9,108,756 962,460 241,720 14 16,097,510,474
Net Income 22,041,549,976 19,656,258,185 10,422,001,279 13,818,940,861 3,222,156 85,451 7,658 2 987,341,265
Percent of Income used 27.05% 24.89% 26.87% 6.22% 76.27% 43.37% NA 0.00%  
Remaining 243,170,447,591 151,608,208,625 72,463,087,114 113,827,467,620 12,330,912 1,047,911 249,378 16 17,084,851,739
Percent Growth 9.97% 14.90% 16.80% 13.82% 35.37% 8.88% 3.17% 16.33% 1.23%
 
Last edited:
Over the last five years the the general Ork and wildlife kills has increased to seven point eight million a year, a lot higher then usual. Over a quarter of these deaths are the result of a massive Thundabeast migration aimed right at Nurn while its defences were compromised by the ongoing expansion, which refused to be diverted and required your forces to engage it in open battle. It says a lot about Avernus that ten million elite soldiers can fall in an open battle with a herd of herbivores.
PFFFFFFFFFFFF. I think this is most casulities we've ever had in a turn due to the wild life.

Also yeah it is kinda funny that we can't even deal with our equivalent of Cows without horrendous casulties.

a decrease in the casualty rate among tank crews and pilots, many of whom are now surviving their vehicle being mission killed.
Good good, hopefully more Juvnat experience from surviving tank drivers.

combining powerful melee attacks, turreted weapons and heavy armour with their own unique properties. She has also discovered that the optimal unit strength is about a hundred thousand, allowing them to have very powerful shields while avoiding being to unwieldy.
So we're turning them into on ground battleships, with guns shields and RAMMMING POWA.

by increasing lift strength and environmental resistance and also reduces their vulnerability to being attacked while working. The biggest advantage of this change is that now your combat engineers can work in conditions that would be lethal to an non-power armoured soldier.
Good good, we must be able to turn any area into a fortress in less than 10 minutes.

Those that made this decision have easily been replaced by civilian bikers.
This is just funny to me.

reduce completion time by 2
Ohhh yeah, mmmm.

Shakes head. Yeah this is wonderful, the less time it takes for us to take the area is more time we can spend building up areas.

Admiral Sarnow informs you that this level is still not nearly enough to withstand the sort of attacks that he predicts will start to fall on the Imperial Trust in the decades to come, once the Ork Gods Awaken.
Well piss.

Personal Attention: Campaign: Fleet- The current campaign is now going to shift to attack on the to main Ork domains, with the Avernite Army spearheading the assault on what was recently Kazag's Domain. It is expected that the Avernite Navy will play a major roll in this.

Time: 14 years (if personal attention is used then only other Personal Attention that can be chosen is Campaign: Army)

Cost: 80,000,000 Thrones, 800,000,000 Material, 800,000,000 Promethium. 632,000 Advanced Material, 3,560 Exotic material.
Reward: fleet assists Imperial Trust in taking and holding new worlds, must be selected

Locked – Ten out of Twelve years completed

While Admiral Parnell has been beginning the Ork worlds and launching a series of raids you have had the shios under your command batter holes in the planets orbital defences so that you can begin landing troops. While casualties have not been light there is no other way to take the worlds on the schedule that you have, and you have been able to reduce the number of losses that you would have suffered thanks to the newly Power Armoured Helltrooper Void Infantry.
@Durin I think you are too used to writing Parnell :D
+3 to education modifier

Edvin has spent the last four years working on improving the educational system of Avernus. Thanks to some assistance from High Grandmaster Ridcully he was able to locate several portions that could be improved, and improve them. These changes will increase the economy of Avernus by almost a percent, which while small will provide massive returns over the long term.
MWHAHAHAHAHA EDUCATION WILL SAVE YOU ALL!


With the death of their Overlord and his chief rival Tugozak's Domain has split into eleven separate parts, though it is suspected that several of the weaker domains will be consumed within the next few years.
HAHAHAHAHAHAHA makes it all the easier for us.

Midgard has recently finished a major environmental clean up, which has increased the quality of its air and the fertility of the planet as a whole. As well as making it a more pleasant planet to live on this should help it produce more food.
This.

This is what the Trust is for.

This is what the Imperium should have been.

Turning the piss poor worlds of humanity the drudges the inhuman conditions and making proper worlds out of them.

He found that while there have not been any massive changes leading the Imperial Trust Fleet for well over a century and though several years have helped develop a wide range of his skills.
Good good.

as several major political clashes reignited several conflicts that Lord-Marshal Sigurd and Governor Olaf had managed to clam. While not hostile by any means this relationship is if anything the worst between any two worlds of the Imperial Trust, with its combination of ancient enmity and recent political clashes.
Shit.

Hopefully Mikaelson/Sigurd are not going to reignite this one off, we do NOT need it right now

315,153 minor Psykers were located by the Witch Finders over the last five years.
PFFFFF, bloody hell.

Last Hunters is the leading contender.
Me gusta me gusta.

Jane has continued to devote a large portion of her time to raising Jacob, who has recently reached nineteen years of age and joined the security forces. From what you can gather Jacob is setting records in the academy and is slated to join the Psyker Hunters within a few years.
Record setting WONDERFUL!

Jane spent the last year leading the hunt for Chaos Psykers on Avernus until she was put out of action for a year by a Beta-level Biomancer.
No.

Jane YOU BASTARD WE'LL KILL U.

A bit over a year ago Archmagos Tranth finished reverse engineering the Cyclonic Torpedo, the only Exterminartus Weapon available to the Imperial Trust. This means that you now have the ability to produce more, making the remaining fourteen no longer irreplaceable assets. However due to the price of Cyclonic Torpedoes it is unlikely that you will ever use them in anything but the most dire of situations.
We have become death the destroyer of worlds.

year four d100=96+52(stats and traits)+60(buildings)+25(other)+20(double down)=253: Greater Critical Success

Archmagos Tranth has spent the last year working on improving the stealth technology of Recon Advanced Power Armour. He has achieved wonders, increasing the range of wavelengths that its chameleon cloaking covers significantly, greatly reducing its already minuscule heat signature without sacrificing any other capabilities or increasing the price.
I think stealth is becoming Tranth's schitck.

Seriously, man.

Archmagos Biologis Maximal's subordinates have recently discovered the Spiderbane Dragonfly, an insect that seems to primarily hunt Blink Spiders.
omg.

omg...


can farm Nog's, +10% food production for Avernus

Three years ago Archmagos Biologis Maximal finished his examination of the Nog, the most common animal on Avernus. He was able to confirm his theory that the Nog reproduces via spores in a way very similar to Orks, in fact to similar to be coincidence. His current theory is that the Nog were created either by someone who had studied Ork biology or by the creators of Orks. While Orks being one of the most common races in the galaxy makes the first seem far more likely when everything else discovered on Avernus is taken into account it seems almost certain that it is the latter. Archmagos Biologis Maximal's main discovery however was how easy it is to farm Nogs, which have the potential to be a major and easy source of protein for the Imperial Trust. If the Nog's pass quarantine they should allow Midgard to just about feed itself, which would be very useful.
OMG we've found the prototype ORKS.

And we're eating them.

Best get em to Midgard ASAP if they can support themselves well.

Currently investigations into whether large numbers of Spiderbane Dragonflies will be able to reduce casualties from Blink Spiders are underway.


Fabricator-General Scott has recently pushed though a set of reforms that allow secular authorities to oversee the construction and maintenance of the defences of Forge-Cities as well as the expansion of the Forge-Cities. While this will require a request from the local Adeptus Mechanicus leaders and will allow the Mechanicus to handle the more sensitive portions of the projects without supervision it is still a major reduction in the separation between the Imperial Sturt and the Adeptus Mechanicus, and can be read as a loss of impedance. It was only due to the current threat that Fabricator-General Scott was able to have the reform accepted and even with the circumstances there is a lot of discontent about this issue,especially among the Mechanicus of Vanaheim. However on the local level it should be enough to allow you to upgrade the defences of all of you Forge-Hives before the Ork Gods awaken without halting all other Adeptus Mechanicus projects.
:whistle::confused::o
GET OVER IT YOU DINGO'S KIDNEYS!

year two re-roll d100=100+51(piety)+15(Paragon Diviner)=166: Greater Critical Success
OOOh me gusta.

Saint Lin has spent a lot of time over the last half decade continuing to oversee the missionaries in Dragon's Nest. Due to some assistance from High Grandmaster Ridcully he has made a great deal of progress, and has firmly established the New Imperial Truth as a respectable religion on all planets. He tells you that the New Imperial Truth is now well enough established that if left alone it would become the dominate religion in Dragon's Nest in around two hundred years, and the only religion a hundred years later. These numbers will be greatly reduced by continuing assistance from Saint Lin, especially if he travels into Dragons Nest in person.
We will be united and chaos will **** off.

High Grandmaster Ridcully spent three years providing assistance to the current campaign. The information that he could provide proved to be especially useful when dealing with the Ork fortifications, many of which had flaws that could be exploited once found. It is estimated that over the course of this campaign High Grandmaster Ridculy has a billion lives and a year of time, a larger impact then any other human.
Ridcully man...

High Grandmaster Ridcully spent a year working on intensifying the civil war in what was until recently Tugozak's Domain. He mostly worked on weakening the stronger factions that are trying to take control, preventing any Ork from gaining enough power to unify the region. Despite his efforts two of the nine factions have fallen, leaving seven Ork overlords fighting over Tugozak's Domain. High Grandmaster Ridcully expects another few of the Overlords to fall in the next half decade, more if you are unlucky.
Ridcully maaaaaan.

High Grandmaster Ridcully spent a year preparing for his attempt to spy on the Ork Gods, carefully preparing his mind and soul for the endeavour to come. When the time came he was able to locate the area of the Immaterium in which their endless brawl has taken them to. Once he reached the area he carefully examined them, seeking to learn more about the and how they will effect their people when they awaken. As expected he found the cunning' but brutal Mork and the brutal but cunning Gork were the epitome of Orks, straightforward in how they act but no less deadly for it. From what he could see the most likely result of the Ork Gods awakening is for their people to become more of what they already are, with the power if this blessing being tied to the power of the local Waaagh field. As such the effect of their awaking will be far greater on the more powerful Orks, with Boyz becoming deadly but Meganobs becoming terrifying. Given that all of the Orks, including their vehicles are likely to be effected you will have to prepare for Space Hulks and Gargents of incredible power and toughness. Ridcully was not able to confirm or deny the possibility that the Orks will gain an equivalent of daemons but he tells you that if they do what they will gain will effectively be daemonic Orks, no different from their mortal counterparts apart from their origin.
Well pretty much what I expected though


Primaris Xavier has spent the last five years participating in the current campaign. In this time he has killed four Ork Warlords and breached dozens of fortresses, sometimes leaving them open to assault and sometimes as a diversion from an assault elsewhere. One new trick that Xavier is using is the teleporting boarding that was used by the recent Chaos Cult over Avernus, which has allowed him to sneak into several Ork Kroozers, Roks and orbital fortifications.
Sneaky sneaky.

There is even a good chance that he will end up joining the Governor's Own if he follows that path.
I approve of this I approve of this a lot.

You have spent a good deal of time with Xavier during the siege of Kazag's Domain and where possible have had him accompany you to your meetings. This is both to help introduce him to High Command, which you expect him to become a member of within the century given how much strength the Battle Psykers are gaining. Given that Midgard has started to produce Battle Psykers in number you will not be surmised if they reach ten million within the century.
10.

MILLION

BATTLE PSYKERS!

You have been spending quite a lot of time with Freyr over the last couple of years, as you coordinate the actions of your ships with the Imperial Trust Navy. This time has allowed you to greatly strengthen your relationship with your brother-in-law, and to teach each other. While you managed to learn more about naval command by listening to his stories Frery picked up many of your administrative tricks, and will be able to better run the Imperial Trust Navy in the future.
Me gusta.
 
Neat. So ironically Orkish Daemons are basically just Orks that appear out of the warp instead of out of spores.

That has dangerous implications. I am thinking that we will see a lot of immortal Orks that simply return as Daemons when killed, which would be incredibly nasty for Waaaghbosses and Warlords. It would destroy the ability of most armies to headcap an Ork-Waaagh. Thank the Emperor for the Rune of Banishment.
 
Last edited:
Only 8 more 'Fanning the Flames' to go. Over 3 Turns. So 8 / 15 of Ridcully's actions need to be devoted to it.
I think at least a few of the remaining actions should be used for either 'Military Assistance', 'Divination: Attacks' and 'Divination (Target)' with a focus on Valinor, they've been quite quiet since we repelled them.

But really, this was an AWESOME! turn.
I imagine that we'll probably spend a good bit of our current income on the Forge Cities / Hives.
 
Man @Enjou you made the right call when you had Maximal examine his choice of creature since anything that kills blink spiders is friend to us.
 
Turn Ninety-Five Results
Two Hundred and Five years since the Founding of Avernus
And there was much rejoicing.

While I suppose Lin taking a vacation to see the Dragons we should wait until the current campaign is over and we can send the main battlefleet as escort. The Last Saint on a long journey through the warp is going to be a tempting target.

Do Nogs taste like chicken or do chickens taste like Nog?

Ridcully remains Best Farseer.

With the death of their Overlord and his chief rival Tugozak's Domain has split into eleven separate parts, though it is suspected that several of the weaker domains will be consumed within the next few years.
-
Despite his efforts two of the nine factions have fallen, leaving seven Ork overlords fighting over Tugozak's Domain.
One of these is wrong.
 
Back
Top