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
the multiplier is in the description under upkeep, promethium has the same multiplier as Material
 
Also Durin: You haven't updated our combat stat since we leveled up the bladesman trait. We need to go up a point in it and the trait needs to show we are an expert with the bonus +30 to melee.
 
Administorum:

[X] Repair Imperial Navy Cruisers
[X] Expand Defences: Hollin
-[X] Expedite: Expand Defences: Hollin
[X] Personal Attention: Survey

Diplomacy:

[X] Request for aid: Ordo Malleus
-[X] Double Down: Request for aid: Ordo Malleus
[X] Establish Embassy: Jotunheim
[X] Personal Attention: Diplomatic Contact (Nilfheim)


Arbites:

[X] Assassins: Aridia
[X] Targeted Cultist Hunt: Yphax

Mechanicus:

[X] Built on Ruins
[X] Examine Refractor Field


Ministorum:

[X] Priest Training: Signs of the Plague

Personal:

[X] Seek the Emperor
 
I like how we were sent an aging badass to pass on his knowledge, and that we can restore him to his youth. However, I wouldn't be surprised if he liked retirement from active duty.
 
[X] Expand Defences: Hollin
[X] Repair Imperial Navy Cruisers

[X] Establish Embassy: Jotunheim
[X] Diplomatic Contact (Niflheim)

[X] Assassins: Aridia
[X] Targeted Cultist Hunt: Yphax

[X] Try to complete STC fragment: Very Advanced Hydroponics
-[X] Double Down : Try to complete STC fragment: Very Advanced Hydroponics
[X] Examine Refractor Field

[X] Priest Training: Signs of the Plague

[X] Personal Attention : Survey
[X] Personal Attention : Chemical Production Factories
-[X] Expedite : Chemical Production Factories
[X] Seek the Emperor
 
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Obviously we must make sure Captain Volkiss gets time off. We want Grandchildren!

Also, we probably ought to formally adopt Henry and formally make it clear he is our heir. Hopefully this will also set a precedent for adoption of a proven adult as the means for selecting an heir rather then genetic inheritance. Follow the pattern of the adoptive Emperors of Rome. Successful the lot of them.

Why? Better to just get married and pass the genes for our incredible abilities on.
 
Headmaster Munstrum Ridcully
Age: 220 (juvnat to 50)
M:13+10=23
I:13+3=16
A:10
L:13+4=17
P:13+3=16
D:8-2=6
C:14+10=24
Power: 21+4=25
Control:17+7=24

Delta Level Psyker (21 Power, -7 Control, -4D)
Sanctioned Psyker (+2D, +2P, +5 Control)
Primaris Psyker (+2M, +3C, +1P, +3 Power ,+2 Control)
Master of Divination (+4M, +3I, +1C, +3 Control, +5 to success chance of any re-roll from Emperor's Tarot, can provide one re-roll per battle)
Battle Precognition (+2M, +3C, +1 Control)
Learned (+4L, +1 Control)
Veteran Battle Psyker (+2M, +2C, +1 Power, +2 Control)
Avernite (+1C)

Headmaster Munstrum Ridcully was one of the greatest Primaries to have come out of the Lancre Scholastia Psykana. His talent for offensively using his precognition to a level rarely seen outside of Eldar led to him being considered one of the most useful Primaries Psykers of the Imperium for many years. Over his decades of combat his power grew from above average for a Delta-level to a high Gamma-level, a growth that was matched by an increase in his control over his powers which,while not perfect, is still very good. Ridcully was assigned to Avernus to run the Scholastia Psykana in the hopes that he would be able to pass on his talents to the psykers that have been showing up on Avernus.

Pretty cool. Kind of interested to see what Gerald Xavier's stats are....

The Imperial Guard do not have a retirement plan and the only way they go back to their homeworld it is if their deployment orders coincidentally bring them there. When their job is finished they leave again.

Hmm... if dedicated to a specific Crusade don't they get to retire once the Crusade is over? I thought there was also the traditional reward of land for soldiers that survive to an age where they are no longer good for combat (40+). I mean, I always thought they were based on the Roman centurions of the later empire.
 
No it happens very rarely but a well regarded guardsmen can retire back to their home world, though in the short story where this happened there was too big a gap between him and his native culture because he had been away too long. He went back to the Guard after a few days.

The Guard can retire its very rare and requires special circumstances like those two guardsmen who found the combat knife etc and got a world each.

Imperial Guard regiments that have served long and well and have a high average age have the option of being demobilized as the PDF of a world they helped conquer.
 
Clad in Grey
Omake: Clad in Grey

Like a silent statue Justicar Alarion stood within the simple and unadorned briefing room deep within the Inquisitorial Frigatte "Holy Light", waiting for his contact to show up and present him with the information he needed for the mission set before his squad. Their department from the Fortress Monastery had been swift, and he had thus far not been briefed on the target of this particular hunt. And Inquisitor Lord Varquez was once again being tardy. It was an unfortunate bad habit of the man, who had proven himself otherwise incorruptible and unfailing in his duty many times over his long life. Alarion did not feel annoyance, annoyance was a weak emotion that would have compromised the shining silver steel of serenity and will in which years of trials and the Emperors Grace had clad his soul. Not to mention that he had worked with the Inquisitor more than once and had come to tolerate his eccentricies.

Still, he would rather have spent the minutes he had been left waiting in prayer in his cell, or practising his skills with Psybolter and Force Sword alongside his brothers. The Immaterium in which their vessel floated had been calm lately. Suspiciously calm. It reminded him of a great predator, holding in a titanic breath before it lunged at its unsuspecting prey. Alarion was feeling a certain apprehensive caution, and what made this strange Calmth even more worrying was that he wasn't the only one of his order to feel it. Even the Prognosticars of Titan had reported on the uncharacteristic silence of the warp.

Emperor guide us in the Storms to come, this was what the Grey Knight prayed when the door to the room was slammed open with Lord Varquez' trademark vigor. The power-armored, black haired man had always had a certain extravagant swagger about him, no doubt a remnant of his time as a rogue traider centuries ago. There was a time when Alarion would have found it disconcerting, but he had learned to look beyond Varquez improper front.

"Alarion! Its been a while old friend! You'll excuse my tardiness, i swear the conclave has been trying to bury me in paperwork lately!" the human cried while striding into the room.

"Greetings, Lord Varquez. I trust that you have our mission assignments?" he replied.

"Geez, its always about work with you 'Knights. Alright, lets get down to buisness." Strange. Usually Varquez would not leave out a chance to exchange banter. The situation was likely serious.

"You and your squad will be assigned to a colleague of mine. One Inquisitor Klovis-Ultan. I trust you Knights have the papers on him?" Varquez started, slumping down on a throne like chair within the chamber. He responded with a curt nod. "Good, that makes things simple. Guys a prim and proper little shit, but his last project really struck a vein of platinum encrusted adamantium."

"Avernus, the Hellworld. I am not aware that the settlement was going well." Alarion let the open question linger. Varquez had been an opponent of the project. He had decried it as a waste of resources and manpower better used elsewhere instead of sending them to die on, quote "That Emperor-Damned Deathtrap of a Planet" unquoted.

"Yeah, surprised me too. Just look at this data. Psyker Production Grade 'Maxima Extremis', and they got an Emperor-Damned stable Beta Level. Dozens of STCs found. Hell, i heard that Forgeworld Atlas has all but bankrupted themselves providing the finders fee for the stuff they found in those ruins. And to top all of that, one of Avernus first Imperial Guard Rough Rider regiments countercharged an army of Khornate Demons and drove the lot of them back to the warp."

"If the project is going well, then why are we needed?"

"Well." Varquez started. "A number of reasons. First, the planet just recently lost millions of citizens to Chaos aligned psykers. The Witch in question has been put down, but with the amounts of psykers this planet generates its only a question of time until we get a full fledged demonic invasion. And Mars would be most displeased if the planet was destroyed before all its ruins have been explored and all its technology found. Second, its a deathworld with an absurd psyker generation rate. Should they prove pure it would make a very good recruiting world for your chapter. The Grandmaster of the 8th Brotherhood would like this possibility explored. I am going to send a bunch of my own minions, but you might want to take a look at it yourself. Third, the planet is in a good strategic position. Your squad can be shuffled all over the segmentum from there." he paused here.

"And fourth and most important, i don't trust Klovis-Ulthan and that damn planet. Every agent i have inserted keeps sending me flowering letters about how great a place to live it is and how its governor should be declared a living saint of the Imperium, despite it being the most deadly Deathworld humanity ever discovered and its governor being a jumped up Administratum clerk. It stinks to the Heavens, and it just gets more irritating with every report i get. Its too damn good to be true. I need someone absolutely incorruptible and trustworthy to verify that this isn't some sort of trap by the Dark Powers. How about it? Will you accept this mission?"

"I and my squad will..."


OOC: Avernus is bullshit. Inquisitor Lord cannot believe this shit. Sends THE PUREST to verify. Intentionally left the thing open-ended so the omake is possible whether we get the Grey Knights or not.
 
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This Primach/Saint thing is becoming annoying and is insulting to humanity. You saying that a normal person cannot accomplish anything right.
 
@durin

Was reading through the Datasheets and Regional Information and saw there was nothing about the new cities we already built, so I went ahead and updated those sections in the bit below. Hope this is helpful.

Current Civilian Morale 19/10 (+25% Productivity, -25% cult activity, +30% cult detection)
last updated end of turn 25
Population Summary

Total Population is 1,755,988,431

2 Small Hives
2 Major Forge City
1 Forge City
2 Moon Base Major Forge Cities
16 Major Cities
2 Minor Cities
3 Regional Cities
4 Ruined Cities
2 Craters

Small Hive Population of 100 Million to 1 Billion
Major City Population of 10 to 100 Million
Minor City Population of 1 to 10 Million
Regional City Population of 100 000 to 1 Million
Large Town population of 10 000 to 100 000
Ruined City is slightly intact but uninhabited
Crater is totally destroyed

last updated end of turn 25





Total Income Total Income(Thrones) Total Income(Material) Total Income(Metal) Total Income(Promethium) Total Income (Advanced Materials) Total Production Food Exotic Material
Income Building   12,236,400 46,661,472 6,417,312 1,700 24,467,362 603  
Income Base 132,144,437 4,636,994 30,016,769 11,198,243 645 34,852,938 310  
Upkeep (Building) -5,365,178 -543,427 -327,235 -110,204        
Upkeep (City) -518,832 -44,421 -75,680 -19,854     -815  
Upkeep (Defense) -15,519,940 -5,013,143 -3,736,867 -726,132 -218      
Upkeep (Military) -468,579 -192,297   -103,346 -97      
Upkeep (Militia) -7,375,151 -859,732            
Upkeep (Other) -803,878 -20,340 -2,167 -1,690 -5      
Upkeep (Space) -61,152,000 -16,917,210 -6,868,400 -5,951,000 -981      
Bonus Morale 33,036,109 1,159,249 7,504,192 2,799,561   8,713,235 78  
Cost Tithe -16,878,716 -8,700,405 -8,478,420 -2,129,313        
Saving Admin 35,744,531 10,656,022 29,172,105 2,983,708 169      
Productivity Bonus 3,606,615 59,854 601,770 193,847   878,015 47  
Trade 5,600,000 -3,850,000 -560,000 -900,000 2,050   100 47
Net Income 101,814,932 54,627,937 24,995,989 13,651,131 3,264 68,911,549 323 47
Currant Reserves 202,993,600 171,414,715 48,070,745 41,105,614 698   3,254  
last updated end of turn 23

1 Company of Karsken (Governor's Bodyguard)

PDF










Total PDF Regiments 1740.0
PDF Infantry 579.0
PDF Mechanized Infantry 194.0
PDF Light Infantry 243.0
PDF Heavy Infantry 93.0
PDF Armour 176.0
PDF Rough Riders 330.0
Imperial Guard










Total Imperial Guard Regiments 218
Infantry 30
Mechanized Infantry 18
Light Infantry 25
Heavy Infantry 18
Armour 20
Rough Riders 30
Drop Infantry 33
Baneblade Squadrons 8
Vanquisher Regiment 1
HellHound/Devil Dog 10
Sentinel 5
AA Regiments 5
Artillery Regiment 20
Black Irons 15 Regiments of Mechanized Infantry


Imperial Navy
1 Armageddon-Class Battlecruiser
2 Dominion-class Battlecruisers
1 Overlord-class Battlecruiser
8 Luna-Class Cruisers
1 Dominator-Class Cruiser
1 Gothic-Class Cruiser
6 Dauntless-Class Light Cruisers
13 Sword-class Frigates
14 Cobra-class Destroyers
11 Firestorm-Class Frigates
5 Defense Monitors

75 Thunderbolt Fighter Wings
53 Lighting Fighter Wings
3 Psyrodactyl Lighting Fighter Wings
50 Avenger Strike Fighter Wings
33 Marauder bomber Wings
4 Wings of Thunder Marauder bomber Wings
8 Marauder Vigilant Wings
74 Cargo Shuttle Wings

116 Fury Intercepter Wings
116 Starhaw Bomber Wings

Location: Avernus' Spine (Mountains)
Dis, Avernus Prime
Classification: Planetary Capital, Small Hive
Available resources: Metal
Population: 360,760,194
Current Population Growth: 6.14%

Garrison: 319 PDF Infantry Regiments, 33 Drop Infantry Regiments,
Defenses: Level 6 Void Shield, 100,000 AA Guns, 16 Orbital Defense Lasers, Level 6 Encircling Dome, 80,000 Fixed Defense Guns, 800 Super Heavy Defense Guns, 40 Macro Cannons

Other buildings: Large Governors Palace(10% Capital Income), Level 2 Starport, Regional Administratum Center, Basilica, Police Station w forensics, Commercial District, Small Temple of the Omnissiah, Planetary Command Headquarters, Planetary Administratum Center, Cathedral of the God-Emperor, Officers Academy, Large Factory, Public School, Large Mines, Public Hospital, Universities, Air Academy, Disease Research and Treatment Institutes, Advanced Training Facilities, Schola Progenium, Fortified Barracks for Imperial Guard, Police Academy, Trade Schools, Officers Finishing School, Arbites Precinct, Orphanages, Wargaming Grounds, Collegia,

Region Alpha
Terrain: Mountainous
Available resources: Metal
Settlements: Avernus Prime (See above), 3 Major Cities, 1 Minor City, 1 Regional City, 1 Major Forge City
Population: 269,331,412
Current Population Growth:10.83% per year

Garrison: 120 PDF Infantry Regiments, 14 Infantry Regiments
Buildings: Regional Administratum Center, Basilica, Police Station w forensics, Commercial District, Public School, Mines, Public Hospital, Large Factory, Universities, Disease Research and Treatment Institutes, Advanced Training Facilities , Large Mines (Lemnos), Flight Schools, Level 2 Starport, Fortified Barracks for Imperial Guard, Police Academy, Trade Schools, Officers Finishing School, Orphanages, Wargaming Grounds (Helms Deep), Arbites Precinct

Region Beta
Terrain: Archipelago
Available resources: Promethium
Settlements: 2 Major Cities, 1 Minor City, 1 Ruined City 1 Crater
Population: 189,896,947
Current Population Growth: 3.16%

Garrison: 260 PDF Mechanized Infantry Regiments, 30 Mechanized Infantry Regiments
15 Black Irons
Buildings: Regional Administratum Center, Basilica, Police Station w forensics, Commercial District, Promethuim Refineries, Public School, Public Hospital, Medium Factory, Universities, Huge Promethium Refinery ( The Fair Isle), Disease Research and Treatment Institutes, Advanced Training Facilities, Level 2 Starport, Fortified Barracks for Imperial Guard, Police Academy, Trade Schools, Officers Finishing School, Orphanages, Wargaming Grounds (The Fair Isle),

Region Gamma
Terrain: Forrest
Available Resources: Metal
Settlements:1 Small Hive, 2 Major Cities, 1 Regional City, 1 Major Forge City
Population: 196,149,969
Current Population Growth: 8.07%

Garrison: 243 PDF Light Infantry Regiments, 25 Light Infantry Regiments
Buildings: Regional Administratum Center, Basilica, Police Station w forensics, Commercial District, Public School, Mines, Public Hospital, Medium Factory, Trading Post, Universities, Disease Research and Treatment Institutes, Advanced Training Facilities, Level 2 Starport, Fortified Barracks for Imperial Guard, Police Academy, Trade Schools,Huge Mine (Hollin), Officers Finishing School, Orphanages, Wargaming Grounds (Hollin), Arbites Precinct,

Region Delta
Terrain: Tropical Swamp
Available Resources: Promethium
Settlements: 3 Major Cities, 2 Ruined City
Population: 220,883,466
Current Population Growth:10.95%

Garrison: 190 PDF Heavy Infantry Regiments, 18 Heavy Infantry Regiments
Buildings: Regional Administratum Center, Basilica, Police Station w forensics, Commercial District, Promethuim Refineries, Public School, Public Hospital, Medium Factory, Universities, Disease Research and Treatment Institutes, Advanced Training Facilities, Reinforce Partitions, Level 2 Starport, Promethuim Refineries (The Fens), Fortified Barracks for Imperial Guard, Police Academy, Trade Schools, Officers Finishing School, Orphanages, Wargaming Grounds (Okefenokee), Arbites Precinct

Region Epsilon
Terrain: Plains
Available Resources: Fertile Land (2% boost to population growth)
Settlements: 2 Major Cities, 1 Regional City, 1 Ruined City, 1 Crater
Population:169,978,356
Current Population Growth:8.82%

Garrison: 176 PDF Armored Regiments, 20 Armored Regiments, Baneblade Squadron
Buildings: Regional Administratum Center, Basilica, Police Station w forensics, Commercial District, Public School, Public Hospital, Medium Factory, Universities, Disease Research and Treatment Institutes, Advanced Training Facilities, Level 2 Starport, Fortified Barracks for Imperial Guard, Police Academy, Trade Schools, Officers Finishing School, Orphanages, Wargaming Grounds (Garden Grove), Arbites Precinct

Region Zeta
Terrain: Desert
Available Resources: Ancient Ruins
Settlements:4 Major Cities, 1 Forge City
Population:223,227,613
Current Population Growth:11.54%

Garrison: 330 PDF Rough Rider Regiments, 30 Rough Rider Regiments
Buildings: Regional Administratum Center, Basilica, Police Station w forensics. Commercial District, Public School, Public Hospital, Large Factory, Universities, Disease Research and Treatment Institutes, Advanced Training Facilities, Large Mines (Babylon), Level 2 Starport, Fortified Barracks for Imperial Guard, Police Academy, Trade Schools, Huge Mine (Salem), Officers Finishing School, Orphanages, Wargaming Grounds (Salem), Arbites Precinct

last updated end of turn 24
Imperial Navy
1 Armageddon-Class Battlecruiser
2 Dominion-class Battlecruisers
1 Overlord-class Battlecruiser

8 Luna-Class Cruisers
1 Dominator-Class Cruiser
1 Gothic-Class Cruiser

6 Dauntless-Class Light Cruisers

13 Sword-class Frigates
14 Cobra-class Destroyers
11 Firestorm-Class Frigates
5 Defense Monitors

116 Fury Interceptor Wings
116 Starhawk Bomber Wings

Orbital Infrastructure
2 Survey Ships
12 Tugs
5 Intra System Ships
4 Space Docks
1 Space Station (+10 to trade and tourism income, trading with ships doesn't require an action)

60 Orbital Weapons Platforms
12 Heavy Orbital Defense Platforms (Cruiser Scale)
3 Defense Stations (Gran Cruiser Scale)


75 Thunderbolt Fighter Wings
53 Lighting Fighter Wings
3 Psyrodactyl Lighting Fighter Wings
50 Avenger Strike Fighter Wings
33 Marauder bomber Wings
4 Wings of Thunder Marauder bomber Wings
8 Marauder Vigilant Wings
74 Cargo Shuttle Wings

2 Major Forge Cities (Avernus IV Alpha and Avernus IV Delta)
last updated end of turn 25
3 Primaris Psykers
Odysseus- Assigned to bodyguard
Aria- Assigned to Witch Hunters
Zhukov- Combat Specialist

4 Battle Psykers
Battle Psyker 'Gerald Xavier The Governors Hound'
3 Biomancer (E)
1 Biomancer (Z)
2 Diviner (Z)
1 Pyromancer (E)
4 Pyromancer (Z)
5 Telapath (E)
1 Telekinetic (E)
2 Telekinetic (Z)

12 Astropaths

5 Primaris Psykers
10 Sactionites
2 Telepath (E)
1 Telekinetic (E)
3 Telekinetics (Z)
4 Diviners (E)
4 Diviners (Z)
2 Biomancers (E)
3 Biomancer(Z)

22 Witch Sniffers


2 Inquisitorial Trainees (E)

197 Unsactioned Psykers zeta plus
Gamma (22, 2x 21 ,2x 12 yrs)
Delta (22 , 21, 20, 19, 3x 18, 4x 17 ,3x 15, 14, 9 yrs)
Epsilon ( 3 23 yrs, 8 22 yrs, 7 21 yrs, 7 20 yrs, 10 19 yrs,16 18 yrs, 7 17 yrs, 6 16 yrs, 6 15 yrs, 6 14 yrs, 2 13 yrs, 5 12 yrs, 7 11 yrs, 3 10 yrs, 3 9 yrs, 2 8 yrs, 2 7 yrs, 1 6 yrs)
Zeta ( 4 23 yrs,4 22 yrs, 8 21 yrs, 9 20 yrs, 7 19 yrs, 8 18 yrs, 8 17 yrs, 12 16 yrs, 16 15 yrs, 7 14 yrs, 7 13 yrs, 9 12 yrs, 16 11 yrs, 9 10 yrs, 9 9 yrs, 3 8 yrs, 2 7 yrs)

354 Minor Psykers

28 Second Year Battle Psykers
28 Second Year Sanctionites
12 Second Year Astropaths
22 First year Witch Sniffers
43 First Year Battle Psykers
41 First Year Sanctionites
last updated end of turn 25

STCs AVAILABLE FOR USE
WEAPONS STC
Chain Weapons
: Chainaxe, Chain-Cutlass, Chainsword, Eviscerator
Power Weapons: Poweraxe, Powerfist, Powermaul, Powerspear, Powersword
Shock Weapons: Shock Maul
Stub Weapons: Autogun, Autopistol, Shotgun, Sniper Rifle, Heavy Stubber
Las Weapons: Lasgun, Lasrifle, Laspistol, Shotlas, Lascarbine, Long-las, Lascutter, Hotshot Lasgun, Hotshot Laspistol, Monitor Pintle-Mount Heavy Lasgun, Lascannon, Hellgun, Hellpistol
Flame Weapons: Flamer, Hand Flamer, Heavy Flamer
Bolt Weapons: Bolter, Stalker Bolter, Bolt Pistol,Storm Bolter, Heavy Bolter
Melta Weapons: Melta, Multi-Melta
Needler Weapons: Neelder Sniper Rifle, Neelder Pistol
Plasma Weapons: Plasma Guns
Railguns: Impaler Carbine, Impaler Rifle, Heavy Impaler
Force Weapons: Force Sword, Force Staff

EQUIPMENT STC
Armor
: Flak Vests, Carapace Armor,
Power Armor: Light Power Armor, Ignatus Power Armour,
Misc: Jump Pack

GROUND VEHICLES STC
Tanks
: Leman Russ, Leman Russ Eradicator, Leman Russ Punisher, Leman Russ Annihilator, Devil Dog, Hellhound, Bane Wolf, Macharius Heavy Tank, Cyclops
Artillery and AA: Basilisk, Hydra, Learnean, Wyvern Suppression Tank, Deathstrike Missile Launcher, Praetor, Dominus,
Combat Walkers: Sentinel, Drop Sentinel, Armored Sentinel, Support Sentinel, Sentinel Power-lifter
Knights: Errant Knight Titan Mk II
Recon: Monitor Scout Car (+20 to avoiding auspexes), Salamander Scout
Transports: Chimera, Trojan Logistical Support Tank, Atlas, Crassus, Taurox
Industrial: Hades Breaching Drill, Land Crawler

AIR AND SPACE STCs
Gunships
: Vulture Gunship, Vendetta Heavy Gunship, Viking Gunship
Fighters: Avenger, Lightning, Thunderbolt
Bombers: Marauder Bomber, Marauder Colossus,
Recon: Marauder Vigilant
Transports: Valkyrie Transport, Aquila Lander, Arvus Lighter, Devourer Dropship, Valkyrie Sky Talon
Space, Attack Craft: Fury Interceptor, Starhawk Bomber, Devourer Dropship, Shark Assault Boat,
Space, Capital Ships: Lunar-Class Cruiser
Space, Transports: Imperial Transport, Cetaceus-Class Transporter
Space ,Escorts: Sword Class Frigate, Cobra Class Destroyer
Torpedoes: Standard Plasma Wardhead Torpedo, Boarding Torpedo

COGITATOR STCs
Faster Cogitator (+5% to AA rolls +1% Thrones income)
Better Analysis Cogitator (16 total) 80 partial (+15 to research, +3% to Thrones income, +3 to officer training and +7 to pilot training )
Super-tough Cogitators


INDUSTRY, MISC STCs
General STCs (+1033% to base income)

-Petty: 1000/1500
-Minor: 100/150
-Medium: 22/35
-Major: 10/20
Luxury STCs
-Petty: 0/100
-Minor: 0/10
-Medium: 0/5
Healthcare STCs (+2% to population growth, +2 to civilian morale, -25% to plague)
-Petty: 20/20
-Minor: 10/10
-Medium: 3/10
Food Production STCs (+2% to population growth, +1 to civilian morale, -25% to famine chances)
-Petty: 50/50
-Minor: 15/15
-Medium: 3/3
Advanced Material Production STCs (+100% Advanced Material Production)
-Minor: 10/10
-Medium: 20/20
Exotic Material Production STCs (+10% Exotic Material Production)
-Medium: 5/5

Advanced Hydropnics
Adamantium Fabrication
Automated Forge
Improved Void Shields
More efficient engine (-10% promethium costs)


Improved Subterranean Life Support
Boost to underground railways - increased speed and reliability
Very Adanced Mag-Lav Trains
Self Reparing Alloy (+50% cost to produce, -80% Material upkeep, -30% Metal upkeep)
Plasma Reactor Wingnut (Small increase to Plasma Reactor output - unspecified benefit to effectiveness of Void Shields and Weapons for city defenses and large vehicles, among other improvements)
Plasma Cutter (+20% advanced material production)
Better factory automation
Advanced Warp Scanner (x2 detection range and acuity, x2 Warp speed for calculated jumps)

Juvenat
Hyper Advanced Juvenat


PARTIAL STC TEMPLATES
High bandwidth Vox partial
Stealth Plane 13%
Flamer Variant 13%
Very Advanced Hydropnics 10%
Lower Mass Alloy (80%)
Improved Handheld Auspex (27%)

ARCHEOTECH SAMPLES
More easily produced refractor field (3 total) 41 partial
Advanced Bio-Scanner (1 total) (+20 to biological research, currently in use by Magos Biologis Saren)
Adamantine Forge (7 total) 45 partial
Hydra Variant (1 total) 24 partial
Firing Slit Ion Shield (2 total) 18 partial
Leman Russ Vanquisher (15 total)
Medical Diagnostic Pod (4 total) 26 partial


UNACQUIRED STCS AVAILABLE FOR PURCHASE FROM ATLAS
Unacquired Weapons STC Patterns
Force Weapons
: Force Axe (minor), Force Spear (minor)
Plasma Weapons: Plasma Cannon (major), Plasma Pistol (medium)

Unacquired Equipment STC Patterns
Power Armor
: Mark VIII Errant Power Armour (major), Sororitas Power Armour (major),
Misc: Combat Shield (medium)

Unacquired Ground Vehicle STC Patterns
Tanks
: Leman Russ Demolisher (minor), Leman Russ Exterminator (minor), Macharius Vulcan (medium)
Artillery and AA: Manticore (minor), Bombard (medium), Colossus Siege Tank (major), Medusa Siege Tank (medium), Griffon Artillery Tank (minor),
Weapon Mounts: Rapier (major)

Unacquired Air and Space STC Patterns
Bombers
: Marauder Destroyer (minor)
Space, Attack Craft: Faustus Interceptor (major)
Space, Capital Ships: Endeavour Class Light Cruiser (very major 100 000), variants (Major), Dictator (major), Dominator (very major 40 000), Tyrant (very major 60 000)
Space, Transports: Fuel Transports (major), Fast Clippers (very major 50 000), Universe Class Mass Conveyor (very major 70 000), Tarask Class Merchantman (very major 30 000), Carrack Class Transport, (very major 40 000),
Space, Escorts: Defense Monitor (major),Claymore Class Corvette (major), Firestorm Class Frigate (major)

NOT AVAILABLE FOR PURCHASE/RESTRICTED LIST
Teleportarium
Baneblade and all variants (Stormsword, Stormblade, Banehammer, Doomhammer, Banesword, Stormlord, Stormhammer, Hellhammer)
Macharius Omega
Leman Russ Vanquisher
Macharius Vanquisher
Most Space Marine Vehicles and Equipment
Short Burn Torpedoes, Guided Torpedoes, Seeking Torpedoes, Melta Torpeodes, Virus Torpedoes
last updated end of turn 25

403 Arbites Psyker Hunters +10% psyker detaction
2,114 Ministorum Witch Hunters
10x Mechanicus +100% production, material and metal
500 Arbitrators
2x Priests -10 cults +2 Morale
Spy Network +15% cult detection +10% psyker detaction
Ordo Mallaus Witch Hunters +50 cult detection +20 Inner Circe Cult Detection
Infiltrators
Ordo Mallaus Knowledge +10 to warp related research
Ordo Xeno Research Team +10 Biologis research
Last Updated turn 24








City Name Designation Environment Category Population Income Thrones Income Material Income Metal Production Income Promethium
Dis Avernus Prime Mountain Capital, Small Hive 334,246,378 1,764,821   337,081 343,081  
Casarrondo Alpha-1 Mountain Major City 70,217,039 337,042   64,375 48,917  
Gormec Alpha-2 Mountain Minor City 8,211,560 39,415     11,019  
Helm's Deep Alpha-3 Mountain Major City 100,083,444 480,401   91,757 67,171  
Lemnos Alpha-4 Mountain Major City 62,156,978 298,353   56,986 62,986  
Lonely Tower Alpha-5 Mountain Regional City 214,615 1,030   197 6,131  
Unnamed Alpha-6 Mountain Major Forge City ?          
Blacktyde Beta-1 Island Ruined City            
Arbor Beta-2 Island Major City 56,699,375 272,157     36,655 36,655
The Bermunda Turtle Beta-3 Island Crater            
The Fair Isle Beta-4 Island Major City 99,624,545 478,198     123,781 62,891
Storms End Beta-5 Island Minor City 7,880,737 37,828 4,817   6,817 6,817
Lorien Gamma-1 Forest Major City 18,933,454 127,233     13,572  
Mirkwood Gamma-2 Forest Regional City 400,402 2,691     2,245  
Hollin Gamma-3 Forest Small Hive 112,280,312 754,524   68,626 173,564  
Dorthonion Gamma-4 Forest Major Forge City 27,000,000 16,200 24,754      
Doriath Gamma-5 Forest Major City 52,324,345 351,620   31,981 33,981  
The Fens Delta-1 Tropics Major City 78,695,083 547,718     74,148 56,111
Asmat Delta-2 Tropics Major City 21,324,934 148,422     15,034  
The Bayou Delta-3 Tropics Ruined City         2,000 2,000
Limberlost Delta-4 Tropics Ruined City            
Okefenokee Delta-5 Tropics Major City 99,573,196 693,029     62,859  
Capar Epsilon-1 Plains Crater            
Nurn Epsilon-2 Plains Major City 65,867,619 442,630     42,258  
Garden Grove Epsilon-3 Plains Major City 78,812,687 529,621     50,170  
Bonud Epsilon-4 Plains Ruined City            
Yphax Epsilon-5 Plains Regional City 311,721 2,095     2,191  
Salem Zeta-1 Desert Major City 57,192,256 398,058   39,325 71,912  
Sliver Lake Zeta-2 Desert Forge City ?          
Babylon Zeta-3 Desert Major City 52,703,534 366,817 36,239 36,239 50,319  
Beirut Zeta-4 Desert Major City 43,220,976 300,818 29,719   28,417  
True Grit Zeta-5 Desert Major City 43,469,561 302,548     28,569  
Unnamed Alef-1 Moon Alpha Major Forge City ?          
Unnamed Dalet-1 Moon Delta Major Forge City ?          

last updated end of turn 24
Each point of Production Capacity can be used to spend 2 Thrones to turn 1 Metal Into 1 Material (the default) or to turn 1 Metal into 20 Thrones or can be used to turn 1 Material into 1 Metal for 1 Throne
added Tithe and Morale
Morale above 10 functions as a buffer but has no other effect
1 more turns of food
3,000 units of luxuries
3,000 units of exotic luxuries

Last Updated end of turn 25

Changes I made were to the Population summary (corrected the city counts), and to the Production by City table (corrected Lorien and Asmat to Major Cities, corrected Silver Lake to Forge City and added Major Forge Cites in Avernus Spine and the Moons, but did not add population or other information to the new cities). I started to look at updating Mechanicus, but decided not to because the effect on bonuses is not clear tome and it's all interconnected, so I left everything else the same. Everything else is still the same.

Kind of curious as to why Silver Lake is a Forge City but the Moon bases and the one in Avernus Spine are Major Forge Cities.

It gets a bit confusing because we use the Greek alphabet for the regions of Avernus so it's confusing to refer to the Moon Alpha with a different designation than alpha. I decided to use the Hebrew alphabet for everything in Space (ie off Avernus Prime).


The hellworld, Avernus
Segmentum: Pacificus
Death World (Mixed)
Lethal Fauna
Lethal Flora
Warptouched
2x Ancient Human Ruins
Very Heavily Fortified
2x Military Tradition

Named Avernus, after an ancient mythical entrance to hell, this planet more than lives up to its name. Not only is it touched by the warp, but it also has one of the least hospitable biospheres in the galaxy. Unlike most imperial deathworlds, it is not a single-biome planet, but contains numerous habitats, each of which hates you with a passion.

In the seas great kraken and expanses of Sargasso kelp vie violently for the post of most dangerous constrictor, while around them teem a stupendous miscellany of creatures finned and fanged, all lit by the witch-fires of psychic anglerfish and hellflame coral. And that is not even counting the untold horrors that lurk in the abyssal trenches.

The poles, as one may well expect, are inhospitable glacial wastelands, where white bears the size of battletanks hunt colonies of epsilon-level penguins, and Solomonic Seals have been seen preying upon the occasional Enslaver that slips through the weakness in the materium caused by the auroras.

Between the poles, habitats vary wildly in fertility, but very little in danger. Who can say whether the Carniflowers and Phase-Tigers of the jungles, or the Bombardment Cacti and titanic scorpions of the deserts are more dangerous? The plains are equally dangerous with stampeding herds of heavily armoured Thundabeasts and the laser spitting Tyrant Lizards that hunt them.

Even the skies and underground depths are not free of terrifying monsters. The ferocious Dragonfruits are hunted by the eerie Psyrodactyls in the upper the atmosphere, while below the ground the terrifying Gnaw Worms eat holes in stone and earth alike in their hunt for roots and metal ores.

The tropics, too are infested with mosquitoes the size of land speeders, congregations of venomous serpents that share a single mind, and a particularly nasty fungal parasite that is alarmingly similar to the life-eater virus, although a lot less virulent.

All across the world, deadly plants, animals, and horrific warp-fueled amalgamations of the two endanger anyone foolish enough to settle upon it.

I'm sure you are now asking yourselves, "Why in the emperor's name would anyone ever settle here?". Well, the answer is simple: the name "Avernus" was not chosen out of a hat. A mixed task force was sent to establish a training camp on Avernus, to simulate the conditions of a daemonworld, hoping to train some of the most dangerous human soldiers the galaxy has ever seen. For them, Avernus would truly serve as a gateway into hell. While not as dangerous as an actual daemonworld, Avernus proved more than hellish enough to satisfy their requirements.

Great was their surprise and elation when they discovered that this world was also home to ruins that their excited tech-priests told them dated back well beyond the great crusade, possibly even to the dark age of technology!

Avernus was colonized on 4385970.M44 by a colonization group consisting of approximately one billion colonists, ten million PDF troopers and one million Imperial Guardsmen. The colony of Avernus initially consisted of 31 landing sites,each intended to be the site of a single walled city. Most of these cities were to be inhabited by 30 million colonists while the capital had 100 million assigned to it. The massive initial colonization effort was in the expectation that the vast majority would die in the first decade, before the cities defenses were put up.

All of the landing sites are within 1 000 kilometers of the capital of Dis on one of the four non-polar continents of Avernus.

Dis
Avernus Prime

Dis is dug into the largest mountain on Avernus, which at 10 kilometers tall towers over the mountain range of Avernus' Spine, which rarely gets above 4 kilometers. The upper portion of the mountain is clad in plasteel armour and bristles with weapons, including four enormous planetary defense lasers which are mounted on the tips of the two peaks. Between the two peaks lies the kilometer wide landing pad of the spaceport, from which there is a constant stream of ships landing and taking off. The loading bays of the spaceport are carved into the mountains, with the cavernous commercial loading bays in the northern peak and the smaller but far more efficient military airbase in the southern peak. Just below the peaks are the barracks in which Lethian Drop Troopers reside, and the massive void shield generators that protect the hive.

Below the peaks are the usual hive districts of manufacturing, agri, power generation and residential, as well as districts set aside for the use of the Adeptus Mechanicus and sanctioned psykers. However, unlike most hives, there is no underhive. One is not likely to form, either, as manpower is too important on a world like Avernus to allow it to be wasted, and no area can be left without regular patrols in case something dangerous grows there. The dangerous wildlife and plants of Avernus often find their way past all the defenses of Dis into the hive itself. The ways into the hive range from airborne seeds of dangerous plants taking root to teleportation. Because of this, armed PDF constantly patrol the hive and most civilians always have a weapon at hand.

At the base of the hive lies a series of fortifications walling off the hive from the horrors that lie within the caverns that the mining efforts breached. The only humans to be found below the fortifications are the miners and the PDF assigned to protect them.
Cities of Avernus' Spine

Region Alpha, also known as Avernus' Spine, is the designation for the mountain range in which Dis is located. It is the only one of the settlement regions in which all of the initial settlements still remain inhabited, most likely because they are dug into the mountains and therefore easily defensible, relatively speaking. The mountain range is a bit over one thousand kilometers long and averages around forty kilometers wide, Dis is three hundred kilometers from the southern end of the range. The Imperial Guard tasked to defend Avernus' Spine hail from Cadia and they have proved that their reputation is deserved.

Alpha-1, Casarrondo, is the designation of the northernmost of the cities. It is located 785 kilometers north of Dis and is considered to be one of the safest cities on Avernus. This is because the area of mountains that it is built into is the lair of a single titanic Gnaw Worm which left them honeycombed with 10 meter wide tunnels. The city Casarrondo was built into these tunnels, allowing the fortifications to be built almost immediately rather than after the city was dug out. The early defenses prevented many deaths and only around five percent of the initial colonists died, which given that Casarrondo received almost three million refugee from Gormec means that Casarrondo has a larger population than it started with. In the initial decade, only a single PDF regiment and half a regular infantry regiment died in combat, giving the troopers of Casarrondo a reputation of good luck.

Unlike Casarrondo, Alpha-2, Gormec, located 654 kilometers north of Dis, had problems from the start. The mountain it was built on was infested with avalanche shrubs. This was only discovered almost a year after colonization when they were killed, leading to large portions of the mountain falling on Gormec killing over two million civilians. After the Great Collapse Governor Rotbart immediately led the Lethian Drop Toopers north to defend the now exposed populace while surveyors determined how much of the city was unstable. It was determined that only 20% of the city was stable so Governor Rotbart organized the evacuation. Twenty million refugees along with half of the garrison were evacuated overland to Helm's Deep, the nearest city, while two million were airlifted north to Casarrondo. Many tales can be told of the heroic defense of the convoy to Helm's Deep, but they are recorded elsewhere. At the end of the first decade Gormec is a minor city of under 4 million men which stands surrounded by a collapsed mountain.

Alpha-3, Helm's Deep, is the largest and most successful cities in Avernus' Spine (excluding Dis) and paradoxically the most embattled. It is built into the walls of a large and fertile valley 559 kilometers north of Dis, which is the largest source of food in Avernus' Spine. However, keeping the valley clear of hostile flora and fauna is a constant battle, requiring a large number of PDF regiments. For the first year after colonization, it seemed that the task of clearing - let alone holding - the valley would prove impossible and Helm's Deep would become simply another mining city. Then a large amount of soldiers and workers were evacuated to Helm's Deep after the Great Collapse. With these extra men and guns the valley was cleared but could not be held even with the transfer of a third of the garrison of Lemnos six months later. This was until the fall of The Lonely Citadel three years after colonization, when the entire garrison of The Lonely Citadel was sent to reinforce Helm's Deep finally giving it enough troops to hold the valley. Being one of the most dangerous operations theaters in Avernus' Spine, Helm's Deep's troops are often rotated with those in one of the more peaceful cities to give them a chance to recover and relax (slightly).

Alpha-4, Lemnos is another of the peaceful cities of Avernus' Spine. It lies 464 kilometers north of Dis, just above a volcanic area that seems to be one of the few places in Avernus that is uninhabited, most likely because of the deadly gases that are often released. Because of the combination of the volcanic region to the south and the constant fighting in Helm's Deep to the north, less monsters attack Lemnos. In fact it is so peaceful (comparatively) that one third of its garrison was sent north two years after colonization with little negative effects. Like most of Avernus' Spine, it has several mines.

Alpha-5, The Lonely Citadel, is the only city in Avernus' Spine south of Dis, being within sight of its peaks just 75 kilometers away. It is also the city that had the most damage done to it. Three years after colonization, a swarm of Gnaw Worms ate the foundations of its external wall and left countless entrances into the city, and made much of the city unstable. Fortunately the wider populace was evacuated to Dis within one day, leaving only a few hundred thousand people in the inner citadel which was not undermined. This was the only sighting of a swarm of Gnaw Worms, as before that they were believed to be solitary creatures. The remaining stubborn inhabitants of The Lonely Citadel continue to mine under the citadel and have demolished the outer city.

Alpha-6 , Name To Be Determined is a Major Forge City founded in year X through a trade with the Forge World Atlas. Description.
Flora and Fauna of Avernus' Spine


The mountainous Avernus' Spine, like all parts of Avernus, has many lethal plants and animals. The worst so far encountered are recorded below.

Gnaw Worms are one of the larger creatures in Avernus' Spine, adults ranging from 0.5 to 1.5 meters in diameter and 20 to 60 meters long. They are giant worms with metallic grey scales that are capable of burrowing through solid rock, leaving narrow tunnels behind them. They have two mouths and use one for eating plants and animals and the other for eating metal and metal ores. The first mouth has razor sharp, diamond hard metal teeth used to cut roots and flesh. The second mouth uses silicone molars to grind stone into pebbles demonstrating the enormous jaw strength Gnaw Worms possess. The usual diet of a Gnaw Worm consists of roots of the larger plants in the region, such as avalanche shrubs and meteor figs as well as any trolls they encounter. While burrowing, they often follow seams of metal ore so they can eat the metal necessary for their teeth,scales and bones. Until two years after colonization it was believed that Gnaw Worms were solitary and territorial, but then a swarm of Gnaw Worms destroyed the foundations and walls of The Lonely Citadel. Current theories are that this was part of some sort of occasional mating behavior or as a result of being disturbed or attracted by something as yet unknown. There is evidence of a Gnaw Worm that is far bigger than any other near Casarrondo in the north, being around 10 meters in diameter and probably around 400 meters long. This could be a result of mutation, or it could be a member of a larger species that is related to the smaller Gnaw Worms. Gnaw Worms are also found in Lindon.

Trolls are one of the few humanoid creatures native to Avernus resembling an ogryn made of stone. They seem to be around as intelligent as ogryns and are believed to have some sort of tribal society. Trolls seem to be made of an unnatural melding of flesh and stone. They are around twice as strong as an ogryn and are almost as tough as a power armoured Space Marine, but fortunately they are slow moving. The most dangerous aspect of trolls is their ability to somehow walk through rock as if it wasn't there.

Twenty-eight years after founding, Magos Biologis Saren, with the aid of the Ordo Xenos Research Team that had recently arrived, managed to finally make some progress in understanding the Troll. The first real discovery that he made was that Trolls attacks seem to affect metal as if they were four times stronger than they actually are, which given that they are a bit over three times as strong as an Ogryn is rather dangerous. He theorizes that this is a result of the technique that they use to move through stone as if it wasn't there. He has also managed to determine that Trolls both have a fully carbon-based organic body and a fully stone body that take up the same space in some strange manner, making it very hard to examine their biology using standard techniques. After his discovery with the Sirens Saren has been comparing Trolls to other Xenos species but, given the number of Xenos that Trolls bear superficial resemblance to, has yet to have any luck.

A smaller but equally deadly creature is the blink spider, which is a small venomous spider around two centimeters diameter. The bite of a blink spider will kill a human within ten minutes unless medical aid is provided and even then will often be fatal. The truly dangerous ability of blink spiders is the ability to teleport over both long and short ranges. Long range teleportation occurs whenever the population in an area gets too dense and takes the spider an unknown but high distance. Short range teleportation is used in hunting to land on the prey so the spider can bite it. Blink spiders seem to be willing to hunt humans and other large prey. So far the only real defense seems to be being alert and having quick reflexes. Around one percent of the population of Avernus dies each year as a result of blink spiders.

Among the flora of Avernus' Spine, the most dangerous, if in an indirect manner, is probably the Avalanche Shrub. On the surface, the Avalanche Shrub resembles any other mountain shrub, but belowground it has an extensive and dense root system that often covers hundreds of cubic kilometers. All Avalanche Shrubs in this area will be part of a single colony. Somehow, the roots of an Avalanche Shrub slowly leech the strength from the surrounding rock and gain it themselves. If this leeching goes on long enough, the only thing holding the section of mountain together is the Avalanche Shrub. When an Avalanche Shrub dies for any reason, its root system loses all unusual strength, which causes the areas of the mountain it was holding together to collapse in a massive avalanche and other areas to become structurally unstable. Nothing was known about Avalanche Shrubs until the one holding much of the mountain the city of Gormec was built into was killed, causing the biggest single disaster in Avernus' Spine. Since then, all areas are checked for Avalanche Shrubs before any construction begins.

A more directly dangerous plant in Avernus' Spine is the Meteor Fig, which primarily grows on peaks. Meteor Figs have root systems that extend downhill and are used to locate any animal moving under the tree. When a animal moves under a Meteor Fig it will launch one of its fruits at the animal. The fruit of a Meteor Fig consists of an outer layer which bursts into flame when launched, and a hard, sharp, seed which sticks into the animal. In general, most creatures struck by a Meteor Fig die soon after running away and the seed uses the animal's body as nutrients to grow. The fruit of a Meteor Fig weighs around a kilogram and can continue burning for thirty minutes.

A less conspicuous plant is the poison lichen which grows throughout Avernus. Poison lichen resembles ordinary lichen in all respects, except it constantly secretes a deadly poison that is absorbed through the skin. Given that poison lichen can be spread by airborne spores it forms even within cities, meaning that no populated area can be left without cleaning.

Cities of the Azure Isles

Region Beta, the Azure Isles, is the designation for the archipelago within the bay directly to the east of Dis. The bay extends to 400 kilometers above Dis and is 500 kilometers wide opposite Dis. The Azure Isles consist of 18 islands spread over an area approximately two hundred and fifty kilometers by two hundred and fifty kilometers that is centered one hundred kilometers north and two hundred kilometers east of Dis. The Azure Isles are defended by the Zerusian Iron Guard, Mechanized Infantry modeled after the famous Armageddon Steel Legions and the colonists all come from the Hive World of Zerus.

Beta-1, named Blacktyde after its fall, is on a small island in the far north of the Azure Isles and is the site of one of the greatest disasters that has so far occurred on Avernus. Three years after settlement, a warp-fueled airborne fungal contaminate somehow got into the city's airways and drove the vast majority of the population berserk. Fortunately the PDF and Guard forces were wearing rebreathers and so escaped the infection; however, they were forced to purge the city of all infected after it was discovered to be warp-fueled. Twenty six million civilian were massacred that day as the three million who had avoided infection watched, on a day that would be remembered as the Massacre of Blacktyde. Blacktyde was abandoned after the massacre, with the military being sent to the local hot spot of Storm's End while the civilians went to the far more calm Arbor. Blacktyde remains relatively intact as a ghost city.

Beta-2, Arbor, is on the fourth largest island in the Azure Isles and despite being only 40 kilometers south of Blacktyde is almost as peaceful as Casarrondo. This relative peacefulness, as well as general proximity is the reason why the surviving civilians of Blacktyde were sent to Arbor. The biggest issue at Arbor is that a large kraken lairs in the waters around the city and has so far killed all who have left the land and many who got too close to the shore. Fortunately, the island of Arbor is twenty by thirty kilometers in size and sits directly over a promethium reserve. This means that it has so far been unnecessary to leave the island.

Beta-3, The Bermuda Turtle, was never founded, as the surveying group that preceded the colonists found that the island which Beta-3 was to be built on was actually the back a a giant turtle. The colonists were instead added to those colonizing the Fair Isle, while their military escort was split between the Fair Isle and Storm's End.

Beta-4, the Fair Isle, is both the largest of the cities in the Azure Isles and on the largest island in the Azure Isles. The island lies on the southeastern edge of the Azure Isles and is seventy kilometers by fifty kilometers. The Fair Isle was founded with twice the standard number of colonists and resources after the Beta-3's location proved to be non-viable, allowing defenses to be erected with unusual speed. The main issue in the Fair Isle is the presence of Sirens, who have lured many civilians and soldiers alike to their deaths.

Beta-5, Storm's End, carved into an island just large enough to contain it, is the war zone of the Azure Isles . It is located far in the southwestern corner, hundreds of kilometers from any aid, in an area constantly battered by storms and inhabited by Sirens, Dragon-Turtles and Sargasso kelp. Normally the formidable fortifications would allow the inhabitants to survive if not prosper, but many times in the short existence of Storm's End have Siren songs lured people into opening the gates so they can travel outside. While the Sirens themselves kill few, their victims invariably leave doors through the outer defenses through which Dragon-Turtles and Sargasso kelp enter. In the initial five years after colonization there was only one layer of defenses and so the Dragon-Turtles and kelp often killed several hundred thousand before they were driven off. Despite the larger than usual starting military as a result of the non-founding of Beta-3 and the large number of reinforcements gained after the Massacre of Blacktyde, it has been a constant struggle to keep Storm's End safe, with twenty five regiments of PDF having died along with a bit over six regiments of the Zerusian Iron Guard. This comes to one third of the PDF assigned to Storm's End and ninety percent of the Zerusian Iron Guard. The Zerusian Iron Guard suffered far heavier casualties as it was they who were dispatched to hunt down and kill the Sirens before their song could cause damage in the early years before the second layer of defenses was complete. After the Massacre, the survivors of the Blacktyde Garrison dyed their uniforms black and their gloves red so they would never forget killing their own people and swore never to fail their charges again, taking the name The Black Irons. Since then they have thrown themselves into the fray, always asking to be assigned the most dangerous positions and never fleeing. Because of this, the survivors of the Massacre have lost half of the PDF and all but a single battalion of the three Zerusian Iron Guard Regiments that were assigned to Blacktyde. The reason the battle over Storm's End has been fought instead of the area being evacuated is that Storm's End is built over some of the ancient ruins dating back to the Dark Age of Technology that dot Avernus. These ruins have not yet been explored, being sealed from any casual attempts to open them, but now that Magos Explorator Tranth has arrived that may change.
Flora and Fauna of the Azure Isles

The oceans of the Azure Isles contains what are probably the most dangerous creatures in Avernus except for those that inhabit the polar regions. Fortunately, most of the ocean creatures either cannot come onto land or cannot come far onto land, making colonization of the Azure Isles possible. Some of the most relevant are recorded below.

Dragon-Turtles are the most aggressive of the major fauna in the Azure Isles, attacking humans wherever they find them and putting constant pressure on the defenses of all the cities in the Azure Isles. Dragon-Turtles are spiked turtles with shells generally ranging in diameter from one to five meters, with the occasional sighting of a larger specimen. The body below the shell is also armoured, but not as much as the shell. Their shells are very sturdy and it takes heavy weapons to breach the shell on all but the smallest Dragon-Turtles. The armoured bodies can be taken down with either sustained las fire or a shot to one of the few vulnerable locations they have. The Dragon-Turtles' most dangerous weapon is the poisonous, acidic gas they can exhale, which can spread over a large distance and with time or high concentration can eat through the Armageddon Patten equipment that the Zerusian Iron Guard and the Azure Isles PDF are equipped with. Dragon-Turtles are responsible for almost all the casualties suffered by the civilians in Storm's End. It is possible that the kilometer-wide Island Turtle that was the intended location for Beta-3 is a mutated or giant species of Dragon-Turtle.

By far the largest of the monsters of the Azure Isles, except perhaps for the lone Island Turtle, are the kraken whose kilometer-long tentacles are the bane of any ship they get a grasp on. The kraken's tentacles are long enough that even being inland is not always enough to guarantee safety. The only city in deep enough water to be under threat from the kraken is Arbor, which is situated far enough inland to be safe.

The most insidious creatures of the oceans are the beguiling Sirens, who have the upper body of a beautiful woman and the lower body of a fish and are capable of luring men and women to them over large distances with their song. This song is not purely sonic as it can not be stopped by any purely physical object and seems to carry far better than any sound should. The only way yet found to stop someone who has fallen under the sway of a Siren from doing anything possible to reach her is to kill the Siren. When a Siren's prey reaches the Siren she drains the soul and life force from her victim. Sirens are the most feared and hated creatures in the Azure Isles and the only one that is actively hunted by the Imperial military. Most of the casualties suffered in Storm's End have been either as a result of Siren victims opening holes in defenses or of teams hunting down the Sirens suffering casualties.

In recent years more information has been discovered about Sirens. One discovery is that a Sirens victims will fight to protect the Siren if she is under attacks and can be commanded by the Siren in some manner. Also two more powerful varieties of Sirens have been discovered, Siren Ladies and Siren Queens. Both are physically identical to other Sirens but are far more powerful psykers. A Siren Lady's song can affect multiple people at a time - how many varies, but usually between ten and fifty - and can project a force shield around herself that is around as strong as the shield produced by a refractor shield. Siren Ladies are regularly encountered leading groups of lesser Sirens. Only one Siren Queen has so far been encountered and she was enormously powerful. She had the same powers as a Siren Lady but was far stronger, with her song being able to affect at least a thousand people at once and her shield being stronger than the Void Shield of a Scout Titan.

Magos Biologis Saren spent years investigating the Sirens of the Azure Islands. His examination shows that despite having a natural psychic talent the Sirens are not Chaos tainted. He also determined that the two types of Sirens that he examined, the ordinary Siren and the Siren Ladies, are distinctly different breeds, but can both be birthed from ordinary Sirens. As far as Magos Biologis Saren can tell, Sirens do not age and they seem to breed asexually. Siren intelligence seems to be dependent on the breed, with ordinary Sirens showing animal levels of intelligence while Siren Ladies seem to be almost as intelligent as humans. Lesser Sirens seem to be compelled to obey the greater Sirens and there seems to be a telepathic link between all Sirens.

The most common of the dangerous plants in the Azure Isles is the Sargasso kelp, which forms massive clusters that constrict and tear anything caught within. Sargasso kelp forms dark green strands that vary in length from one to ten meters. The strands are lined with hard and sharp hooks that connect with other strands to form enormous tangles. Somehow a Sargasso kelp tangle knows when any prey is within it and can constrict around the prey, tearing it apart with the razor sharp hooks. Sargasso kelp is usually only a threat to those brave or foolish enough to venture onto the beaches or sea but the gale force winds at Storm's End often blow Sargasso kelp into the city itself. Sargasso kelp dies of dehydration around two hours after leaving the sea.

So far the most lethal plant in the Azure Isles is the Berserk Fungus which drove most of the population of Blacktyde mad with bloodlust and required that they be killed by the garrison. The Berserk Fungus is warp-powered, takes effect in a matter of minutes and can be stopped by rebreathers. Little else is known about it, despite several years of study.

Cities of Lindon

Region Gamma, Lindon, is the designation given to the strip of forest along the western side of the southern half of Avernus' Spine. Lindon is four hundred and fifty kilometers long and averages one hundred kilometers wide. The Imperial Guard Regiments assigned to Lindon are the famous Catachan Jungle Fighters who not only demonstrated their incredible skill in jungle warfare and survival but managed to teach many of their skills to the PDF regiments assigned to support them.

Situated one hundred and fifty kilometers from the top of Lindon, the city Gamma-1, Lorien, never grew beyond a minor city during the first 10 years of colonization. As two thirds of its populace and garrison was diverted to Hollin when the size of the metal reserves under Hollin was discovered. The forest in the area around Lorien consists primarily of Illusory Pines and is inhabited by large numbers of Phase-Tigers. Because of this, the soldiers and populace of Lorien have developed keen observational skills which have kept their casualties down to around 20%. After 30 years of growth, and large scale immigration from Midgard, the population of Lorien finally reached the point that it was expanded into a major city.

A mere seventy kilometers southwest of Lorien lies Gamma-2, Mirkwood, which is surrounded by groves of deadly Carniflowers which are the reason for its small size. Like Lorien, two thirds of the garrison and populace of Mirkwood was diverted to Hollin. For the first four years after settlement Mirkwood grew in parallel to Lorien. Then in the fifth year after settlement, the Carniflowers surrounding Mirkwood opened and rampaged through Mirkwood. The Catachans and PDF fought valiantly but lacked the heavy firepower needed to quickly kill the monstrous plants. By the time all of the Carniflowers were killed, fifty percent of the Catachans along with thirty percent of the local PDF had died. Ninety-three percent of the civilian population of Mirkwood died that day as well. Drop Troopers and PDF flown in from Dis helped hold a line of defense around the southeastern quadrant of Mirkwood for the next six months while the surviving locals turned the quadrant into a self sufficient community. Those who remain in Mirkwood have a reputation for insane courage and eagerness to gain revenge . After the forces from Dis left, the survivors hunted down all the Carniflowers within twenty kilometers and killed them. Half of the remaining garrison and civilians died in the following two years but eventually they could find no more Carniflowers.

Gamma-3, Hollin, is built in a ten kilometer radius meteor crater in the exact center of Lindon over one of the largest ore deposits on Avernus. Because of the quality of Hollin's location, two thirds of the colonists and garrison intended for Lorien and Mirkwood were diverted to land at Hollin instead. Hollin is second only to Dis itself in size, population and defenses. Phase-Tigers have caused heavy casualties among the Catachans and PDF, as have Gnaw Worms attacking the mines. Despite this, Hollin is one of the most secure locations on Avernus.

Gamma-4, Dorthonion, was built one hundred and forty kilometers south of Hollin and fifty kilometers west of Dis on top of a ruin from the Dark Age of Technology. For the first eight years Dorthonion prospered, until one day while most of the garrison was fighting of a swarm of Carniflowers, an attempt to open the ruins triggered some sort of radiation based trap that killed everybody within the inner void shield. Twenty five million civilians were killed in an instant and the remaining several million civilians and the garrison moved to Doriath, leaving Dorthonion behind as a silent testimony to the deadliness of the weapons made during the Dark Age of Technology. After the ruins were opened and explored by Magos Explorator Tranth, Dorthonion was re-founded as the first major forge city on Avernus.

Gamma-5, Doriath, is half way between Dorthonion and the southern end of Lindon and is built in a small mountain that rises out of the forest. Doriath has been relatively peaceful, with the main issues being Gnaw Worms and Phase-Tigers. Eight years after settlement the survivors of Dorthonion moved to Doriath, leaving Doriath one of the few places that has excess military capacity.
Flora and Fauna of Lindon

The forests of Lindon, much like the rest of Avernus, contain a bewildering array of dangerous plants and animals. Some of the more dangerous and unusual ones are recorded below.

Phase-Tigers are feline carnivores that range from three to five meters in length and weigh between three and eight hundred kilograms. In most respects they act like any other large feline predator, but one strange ability makes them far more dangerous. This ability has been called phasing and has a many similarities to the ability possessed by Necron Wraiths. When a Phase-Tiger is phased it turns transparent and insubstantial, making it far harder to detect and giving it the ability to move through objects and ignore attacks. Fortunately it can not effect the materium while phased, thus it has to phase back before attacking which takes a small fraction of a second. It is believed that there is a limit on how long a Phase-Tiger can remain phased but this is unknown. Phase-Tigers' ability to ignore defenses and great stealth makes them one of the biggest killers in Lindon.

The Carniflower is by far the most dangerous plant in Lindon, being able to rampage through all but the strongest defenses. A Carniflower tree resembles a giant oak with a single huge flower on the base. The Carniflower itself grows inside the flower until at some point the flower opens releasing the Carniflower, which then rampages through the forest, killing all animals it finds before finding a place to take root and turning into new Carniflower tree. Attacking the tree causes it to release the Carniflower prematurely in an effort to drive the attacker away. The Carniflower is greatly resembles a Tyranid Carnifex in both appearance and combat capabilities. So far they have only been brought down by repeated fire of anti-tank weapons or massed lasguns and have smashed their way thorough the meter thick plasteel walls that once surrounded Mirkwood. The Void Shields and heavy guns that have now been emplaced in all cities have proven to be capable of holding off even a Carniflower swarm.

Equally strange but far less dangerous is the Illusory Pine, which is capable of short distance movement and projecting illusions of a different landscape around it. While Illusory Pines rarely cause direct harm to humans, their ability to seemingly change the landscape combined with the way they interfere with communications and auspex readings has led to many people getting lost and into trouble. Someone observant enough can spot the inconsistencies in an the illusions while someone of strong enough will can ignore them.

Cities of the Everglades

Region Delta, the Everglades, is the designation for the tropical swamps that form south of Avernus' Spine, Lindon and Aridia. The Everglades are around four hundred kilometers on the north south axis and eight hundred kilometers on the east west axis. The Everglades are guarded by Biharti Steel Guard in their environmentally sealed armour and are considered to be second only to Elysium in danger.

Delta-1,The Fens, is the easternmost of the cities in Everglades being only one hundred kilometers west of the coast and two hundred kilometers south of Lindon. The Fens is built over a large reserve of promethium and has started to extract it. Like all of the cities in the Everglades except for Okefenokee, large portions of the populace in The Fens have died from disease and venomous animals. The Biharti Steel Guard in Delta-1 has suffered very heavy casualties, over ninety percent, mostly from large numbers of Camo Crocs in the area, whereas the populace and PDF both lost around fifty percent of their staring numbers.

Delta-2, Asmat, is two hundred and fifty kilometers west of the coast and three hundred kilometers south of Aridia and is the smallest of the surviving cities in Everglades. A particularly virulent outbreak of plague resulted in over half of the civilian population dying in a single week. Other than that, it has been no more or less dangerous than any other part of the Everglades, except for the large number of Congregation Asps. Eventually, after three decades of growth Asmat was expanded into a major city.

Delta-3, The Bayou, is three hundred kilometers west of the coast and one hundred kilometers south of Aridia and has had the highest rate of mutation of any city in Avernus. One such mutant was a rogue psyker who opened a small warp rift, which fortunately only caused the death of seven million civilians and two regiments of Biharti Steel Guard before he was taken out by a lance strike from the Enforcer Light Cruiser Iron Fist which, in a show of remarkable precision, only doubled the death toll. Since then the number of animal attacks has plummeted, as if the local fauna is afraid of the lingering energies. Given that the psyker appeared only one year after settlement, this greatly reduced the casualties that the PDF and surviving regiment of Biharti Steel Guard have taken. The area of the city that he opened the rift in has been walled off and abandoned. When it was discovered that The Bayou was warp tainted the population was reduced to the minimum needed to continue promethium mining operations. A later accident with the Life Eater Fungus destroyed most of the population and The Bayou was abandoned.

Delta-4, Limberlost, was located four hundred kilometers west of the coast and two hundred kilometers south of Aridia until it fell. For the first eight years after settlement Limberlost was doing relatively well and was one of the better promethium producing cities. Then Life-Eater Fungus got into the city and consumed it in under an hour. The only survivors were the seven regiments of PDF and two million civilians that were working on the nearby promethium wells, which had be be evacuated before the Life-Eater Fungus exploded. The survivors were evacuated to Okefenokee as the most secure city in Everglades. In the 35th year of Avernus, work began on reclaiming Limberlost.

Delta-5, Okefenokee, is located in a cleared patch in the swamps five hundred kilometers west of the coast and two hundred and fifty kilometers south of Aridia. The cleared area is a result of the Iron Fist using its lances to detonate an area consumed by the life-eater fungus and has a radius of twenty kilometers. The PDF and Biharti Steel Guard have kept the swamp from encroaching, which has allowed the city of Okefenokee to be remarkably peaceful.
Flora and Fauna of the Everglades

The swamps of the swamp ridden Everglades are some of the most dangerous inhabited land in Avernus, with only Elysium being more dangerous. A large portion of that danger is the incredible number of plagues and diseases that are arise within the swamp.

The most dangerous of the animals of Everglades are the Camo Crocs, or Chameleon Crocodiles, as they are more formally known. Camo Crocs are large aquatic reptiles, ranging from four to eight meters in length and from five hundred kilograms to one and a half tons in weight. The bite of a Camo Croc is enormously strong, there having been instances of carapace armoured guardsmen being bittern in half. The most dangerous aspect of a Camo Croc is the ability from which they got their name: their chameleon skin. A Camo Croc's skin can change color to match the surroundings or to several preset disguises, such as floating logs. A well hidden Camo Croc can often ambush even experienced alert guardsmen and are the main reason for the high casualty rate among the Biharti Steel Guard in the Everglades.

A less dangerous but more peculiar animal in the Everglades is the Congregation Asp, which in appearance resembles one of the thousands of other venomous snakes in Everglades but seems to share a hive mind with all the other Congregation Asps in its colony. A colony of Congregation Asps can contain tens of thousands of Congregation Asps and cover anything up to a hundred square miles. Fortunately, Congregation Asps are little harder to deal with than any other snake.

Another obviously warp-tainted creature in Everglades is the Giant Mosquito, which resembles the common mosquito found on many worlds but has been mutated until it is the size a a landspeeder. The main prey of the Giant Mosquito seem to be Camo Crocs which they can somehow find with unerring accuracy. The proboscis of the Giant Mosquito is capable of piercing the thick hide of a Camo Croc with ease and injects a paralyzing agent which prevents the Camo Croc from moving as the Giant Mosquito drains it dry. Fortunately Giant Mosquitoes are easily spotted and can be shot down with lasguns.

The most worrying and dangerous flora on Avernus is certainly the Life-Eater Fungus, which has many similarities to the Life-Eater Virus. Like the Life-Eater Virus, the Life-Eater Fungus quickly infects and consumes all organic matter in an area and turns it into highly flammable goo. Unlike the Life-Eater Virus, the Life-Eater Fungus only spreads around twenty or thirty kilometers and takes up to an hour to reach this far. How a plant like the Life-Eater Fungus can exist is unknown, as is why it seems to be limited to the swamp.

Cities of Elysium

Region Epsilon, Elysium, is the designation for the vast plains that are on the eastern side of the bay containing the Azure Isles. It is by far the most dangerous of the inhabited regions containing animals with capabilities usually seen on tanks. While the plains of Elysium extend thousands of kilometers from the coast, all the cities in Elysium are within two hundred kilometers of the coast. The tanks of the Terivarnii Imperial Guard and PDF regiments wage a constant war on the wildlife to defend the cities of Elysium.

Epsilon-1, Capar, was located fifty kilometers inland and four hundred kilometers north of Dis and was the site of the biggest disaster yet to have struck Avernus. Three months after settlement, a herd consisting of around fifty thousand armoured herbivores were noticed on a path that would take them through Capar. The tanks of the local Terivarnii regiments were deployed with the PDF to encourage them to take a route around the beginnings of Capar. Unfortunately the herd consisted of Thundabeasts which stampeded straight through the arrayed lines of tanks along with the city and populace behind them. It is estimated that over three quarters of the Thundabeast herd died that day but what few human survivors there were were hunted down by the Tyrant Lizards and Raptor packs that followed the herd.

The twin cities of Epsilon-2, Nurn, and Epsilon-3, Garden Grove, are located at opposite ends of a small mountain range twenty kilometers inland. The mountain range is on average five kilometers wide and stretches from one hundred kilometers north of Dis to fifty kilometers north of Dis. Because none of the Thundabeast herd migration patterns take them through the mountains, there have been far less deaths than in any of the other Elysium Cities, with only a quarter of the original population dying, many at the hands of Raptors. Six years after settlement, two thirds of the original garrison of Bonud along with the five million surviving civilians were split between Nurn and Garden Grove. Nurn and Garden Grove are surrounded by large grox herds that are one of the biggest food sources on Avernus. Most of the deaths in Nurn and Garden Grove were among those minding or guarding the grox herds.

Epsilon-4, Bonud, is located one hundred kilometers inland and one hundred kilometers south of Dis and is the site of another of the many disasters that have taken place in Elysium. Six years after settlement a huge cloud of what were later named Borer Locusts descended on the city. The city's mayor ordered all of the population to take shelter inside the reinforced building that made up the city. However the Borer Locusts had evolved to be able to bore into the armoured skin of Thundabeasts and could penetrate most of the buildings to consume the civilians hiding within. Those civilians who had sought refuge in the underground bunkers and the garrison in their tanks were forced to listen to the sound of most of the population of Bonud being devoured alive by the Borer Locusts. Around five million civilians and most of the garrison survived and moved north to Nurn and Garden Grove.

Epsilon-5, Yphax, is located one hundred and twenty kilometers inland and three hundred kilometers south of Dis and is the only lowland city to have survived in Elysium, although barely. Two years after settlement, a large group of Tyrant Lizards and Raptors led by one of the few Alpha Tyrant Lizards yet seen attacked Yphax. Despite the best efforts of the Terivarnii tank crews the Tyrant Lizards breached the bunkers the civilians were hiding in, allowing the Raptors to slaughter them. The battle ended after five hours when the Tyrant Lizard Alpha was brought down and claimed the lives of eighty percent of the garrison and ninety-nine percent of the civilians. The stubborn survivors refused to give up their home and remained in Yphax, with the surviving Terivarnii tankers managing to keep any other threats from reaching the now smaller city. The garrison forces of Yphax have painted their tanks red in remembrance of the battle that they won while their people died behind them, and earned a reputation as the best tank crews in Avernus.
Flora and Fauna of Elysium

The grassy plains of Elysium contain some of the most dangerous animals on Avernus, with only the polar regions being worse. The dangers in Elysium are generally far less subtle than they can be on the rest of Avernus.

The most numerous of the creatures in Elysium are Thundabeasts, who roam the plains in herds numbering in the tens and hundreds of thousands. A Thundabeast is a horned, heavily armored lizard that is around two meters tall at the shoulder and weighs around three tons. It gains its name from the thunderous noise that a herd makes. They usually move at around fifty kilometers an hour but can reach eighty. Rhinos have some sort of innate psychic ability that increases the kinetic energy they deliver on a charge and reduces the kinetic energy of any object that touches them, providing a high degree of resistance to physical attacks. This ability increases slightly with the number of Thundabeasts in the area. The defensive field also provides limited protection against other forms of energy such as lasers and, combined with their natural armour, makes them impossible to take down without anti-tank weapons. A herd of Thundabeasts will not stop for anything, preferring to smash through any obstacle, a tendency that has led to many clashes with Imperial forces.

The mightiest creature of Elysium is the terrifying Tyrant Lizard, a massive bipedal carnivore that stands eight meters high at the shoulders and weighs around twenty tons. The most strange and terrifying aspect of the Tyrant Lizard is the ability to project lasers from an organ located in its throat. A Tyrant Lizard's lasers have more power than an Imperial lascannon, but they seem to have half the rate of fire. It is believed that the lasers developed to allow the Tyrant Lizard to hunt Thundabeasts which are very hard to kill without high energy attacks. There is a rarely seen type of Tyrant Lizard that has been named the Tyrant Lizard Alpha for its ability to gather thousands of Tyrant Lizards and command them to devastating effect, as was shown by the Battle of Yphax. A Tyrant Lizard Alpha stands ten meters tall at the shoulders and has a more powerful laser. Tyrant Lizards usually follow Thundabeast herds but can be found throughout Elysium, including the few small mountain ranges.

The most common carnivores in Elysium are the scavengers known as Raptors, which resemble far smaller Tyrant Lizards that stand only a single meter high. They are far more agile than their mighty cousins and very fast, making them hard to hit. Their internal laser is no more powerful than that of a laspistol, which, while useless against Thundabeasts, is capable of killing humans or the small creatures they usually hunt, as is their bite. Raptors live in packs of forty or fifty which often follow Tyrant Lizards around to use the path trampled in the Razorgrass. Like Tyrant Lizards, Raptors will follow an Alpha Tyrant Lizard and several hundred thousand were involved in the Battle of Yphax.

The most common grass in Elysium is Razorgrass, which grows to around two meters high and has a hard and sharp edge capable of skinning any unarmored creature that move through it. Razorgrass is one of the reasons only Armored Regiments have been deployed to Elysium.

The only truly dangerous flora in Elysium is the Cannibal Grass, which looks like the more common Razorgrass but is far more dangerous. Cannibal Grass has thorns that secrete a numbing agent. These thorns work their way through the armored hide of any creature they remain in contact with and drain its blood for nourishment. Cannibal Grass is only dangerous to the unwary and has killed few humans.

Cities of Aridia

Region Zeta, Aridia, is the designation for the desert to the east of Avernus' Spine and Lindon. It stretches eight hundred kilometers north from the Swamps of Everglades and one thousand five hundred kilometers east from Lindon. Aridia has both metal deposits and the highest concentration of ruins from the Dark Age of Technology on Avernus. It is defended by PDF and Imperial Guard Rough Rider Regiments from the world of Xanthus who ride camels to war and have had many successes.

Zeta-1, Salem, stands on top of a large metal-rich plateau four hundred kilometers north of Everglades and two hundred kilometers west of Lindon. Its position on of top of this plateau has allowed it to avoid most of the dangers of Aridia. It was to Salem that the colonists intended for Silver Lake were assigned after it proved to be non-viable. Recently, five regiment of PDF have been reassigned to Babylon to deal with the problems there.

Zeta-2, Silver Lake, was abandoned mere days after the initial settlement after a massive Bombardment Cactus opened fire, killing thousands and downing several large drop ships. Later, a trade with Atlas provided for the building of a Forge City in this location. Magos Tranth also successfully opened the ruins below this location and explored them finding massive amounts of valuable STC.

Zeta-3, Babylon, is located five hundred kilometers north of Everglades and five hundred kilometers west of Lindon and is built on both Dark Age of Technology ruins and metal ore deposits. For the first eight years it was relatively peaceful, but that changed when eight years after settlement massive numbers of Helljackals started to attack. As a result of this attack, five regiments of PDF have been transferred from Salem to Babylon.

Zeta-4, Beirut, is built on the largest of the Dark Age of Technology ruins so far found on Avernus and is located three hundred kilometers north of Everglades and five hundred and fifty kilometers west of Lindon. It has been under constant attack from both Titan Scorpions and Helljackals. As a result of these attacks, Beirut has lost almost two thirds of its starting population and half of its starting garrison.

Zeta-5, True Grit, is located only one hundred kilometers north of Everglades and six hundred kilometers west of Lindon and has had the worst luck of any city in Avernus. From heavy sandstorm killing thousands just after landing to buried Titan Scorpions digging their way up, and even a plasma reactor overload which killed half the population of the city. Despite this string of bad luck the residents of True Grit have stubbornly held onto their ever shrinking city. When the population of Salem became too large after Bombardment Cacti pollen released an aphrodisiac into the air, the excess population was sent to expand True Grit back to the size of a major city.
Flora and Fauna of Aridia

Aridia, like all of Avernus, contains both dangerous flora and fauna including the massive Bombardment Cactus which can grow to be the largest plant on Avernus.

The largest animal of Aridia is the Titan Scorpion, which is a heavily armored, twelve-legged scorpion that reach fifteen meters in height. Titan Scorpions are enormously strong and tough, being able to shrug off fire from all but the largest Bombardment Cacti. Fortunately, Titan Scorpions are not very fast or agile, which has allowed Rough Riders to launch hit and run attacks on them using hunting lances. Titan Scorpions often spend hundreds of years hibernating while buried under the sands, with only a few hunting at any one time. The only time in which large numbers of Titan Scorpions awaken is when large amounts of potential prey move on the desert above, such as, say, human colonists.

The most disturbing animal of Aridia is the Helljackal, which is a large canine that occasionally has small patches of scales or and bears a faint resemblance to Flesh Hounds of Khorne. Helljackals roam the desert in pack of twenty to thirty and try to tear apart any animal they encounter, except for Titan Scorpions, which even they fear. Helljackals project an aura of bloodlust that makes their prey try to stand and fight rather than flee or hide. This has often enraged human soldiers enough to engage them in melee, which makes it fortunate that they usually encounter Rough Riders who are equipped for hand-to-hand combat.

The Bombardment Cactus can grow to be the largest and most dangerous plant on Avernus. A Bombardment Cactus is a cactus with an extensive root system that is used to sense the presence of targets, and gather nutrients from any animals that die within its reach. They bring down their prey by launching super hard cactus spines at very high velocity, with a surprising degree of accuracy. Bombardment Cacti grow throughout their life, and as they grow larger, the size and range of their spines also grow. The largest Bombardment Cacti approach a kilometer tall and can shoot prey that is over the horizon, and even bring down Titan Scorpions. Bombardment Cacti are almost as capable of bringing down flying targets as land bound targets and have been compared to flack batteries by Imperial Navy Pilots. Each Bombardment Cactus has a minimum target size below which it will not target creatures, which increases as they grow in size. Rough Riders have learned to exploit this fact and use it to evade titanic scorpions by fleeing into the territories of the larges bombardment cacti when pursued, leading them into prickly doom.

One of the strangest plants in Aridia is the Mirage Palm, which projects an illusion of an oasis at its base. This illusion is so convincing that many animals die trying to drink the sand at the base of the Mirage Palm. Mirage Palms are most likely related to the Illusory Pine of the neighboring Lindon.

Aerial Flora and Fauna

There are several large flying creatures and plants all over Avernus, the most dangerous of which are recorded below.

The most dangerous plant to take wings in the skies of Avernus is the Dragonfruit, the aerial version of the Carniflower. Like a Carniflower, the Dragonfruit grows on a tree before being released. Unlike a Carniflower, a Dragonfruit is released when it is around one meter long and continues to grow until it reaches ten meters in length, which is when it will choose a good place to take root. A Dragonfruit is usually in its mobile form for five to ten years and travels massive distances in that time. Aerial Dragonfruit resemble the Dragonfruits found on some Exodite worlds and are tough fire breathing predators.

The most dangerous flying creature in Avernus is definitely the Psyrodactyl, a flying psychic reptile with a wingspan of fifteen meters. The truly dangerous aspect of a Psyrodactyl is its psychic abilities, which it uses to move faster in total silence and to stun its prey. Psyrodactyls normally hunt Dragonfruit and grox but have proven to be highly efficient at taking down Imperial Navy atmospheric craft, being responsible for almost all of the Lightning and Marauder losses over Avernus.

Planets of the Avernus System

Apart from Avernus itself, the Avernus system consists of three gas giants (Avernus I, Avernus III and Avernus IV) along with an ice world with large promethium reserves.

Avernus I is a massive gas giant surrounded by over a hundred small moons. Unfortunately, none of the moons seem to have any useful minerals and they are too close to the sun to colonize.

Avernus II (Avernus Prime) is the second planet in the Avernus system and has no moons.

Avernus III is the third planet in the system and is far more interesting than the preliminary survey indicated. Avernus III is a gas giant only slightly smaller than Avernus I that is ringed with adamantine debris from a massive naval battle that took place in the Dark Age of Technology.

Your survey indicates that there are remains of around four thousand capital ships in the rings and a dozen times that in escorts. Of these ships, one larger than battleship sized, two battleships, ten light Cruisers and fifty escorts are reasonably intact. The larger than battleship hulk is around thirteen kilometers long.

Avernus IV is a gas giant of the same size as Avernus III and has several moons containing ruins from the Dark Age of Technology.

Moons of Avernus IV
Avernus IV has thirteen moons, of which five are over one hundred kilometers in diameter. These moons are of varying sizes and are surrounded by asteroid belt that contains various useful metals.
Avernus IV Alpha (Alef) is by far the largest with a diameter of four thousand kilometers. It is highly stable and contains many ancient ruins and large metal reserves.
Avernus IV Delta (Dalet) is the next largest moon with a diameter of one thousand kilometers. It is stable and contains ancient ruins and promethium reserves.
Avernus IV Gamma (Gimel) is the smallest moon with a diameter of around 400 kilometers. It is made almost entirely of metal.
Avernus IV Beta (Bet) and Epsilon (He) are both around five hundred kilometers in diameter and contain little of interest.

Avernus V (Het) is a frozen planet with large amounts of promethium trapped in the ice.
Cities off of Avernus Prime:

Alef-1, Name To Be Determined, is a Major Forge City built on Moon Alpha of Avernus IV. Purchased from Forge World Atlas in a trade, NTBD was built to facilitate the mining of metal, and provide access to the ancient ruins on Moon Alpha. Description.

Dalet-1, Name To Be Determined, is a Major Forge City built on Moon Delta of Avernus IV. Purchased from Forge World Atlas in a trade, NTBD was built to facilitate the mining of promethium, and provide access to the ancient ruins on Moon Delta. Description.

Updated a few of the city descriptions to match their expansions. Added a place holder for the Major Forge City in Avernus Spine, and added a Cities in Space section with place holders for the completed Forge Cities on the Moons.

It gets a bit confusing because we use the Greek alphabet for the regions of Avernus so it's confusing to refer to the Moon Alpha with a different designation than alpha. I decided to use the Hebrew alphabet for everything in Space (ie off Avernus Prime). I hope that is okay, if you prefer I do it some other way let me know and I will edit it.
 
Will the Self Reparing Alloy be applied to any ships we make? Because that sounds pretty useful.
 
Vote tally:
##### 3.21
Administorum:
[X]Chemical Production Factories
No. of votes: 5
Superticus, HanEmpire, Nix, Doomsough, CircleTheSkies

[X]Repair Imperial Navy Cruisers
No. of votes: 22
Superticus, HanEmpire, Nix, CharlBaal, fasquardon, Vlad, Elder Haman, Chimeraguard, Kliden, Doomsough, Quizer, ebolasos, Aranfan, CircleTheSkies, New Shadow, Massgamer, Daniel14541, Ruirk, Alphawolf79, Fairyofbacon, Jexx, Hazardine

[X] Expand Defences: Hollin
No. of votes: 14
Elder Haman, Chimeraguard, Kliden, Quizer, ebolasos, Aranfan, New Shadow, Massgamer, Daniel14541, Ruirk, Alphawolf79, Fairyofbacon, Jexx, Hazardine


[X] Expand Defences Hollin- Expedite
No. of votes: 1
CharlBaal

[X]Expand Food Stockpiles
No. of votes: 1
fasquardon

[X] Survey
No. of votes: 1
Vlad

Diplomacy:

[X]Establish Embassy: Jotunheim
No. of votes: 22
Superticus, HanEmpire, Nix, fasquardon, Vlad, Elder Haman, Chimeraguard, Kliden, Doomsough, Quizer, ebolasos, Aranfan, CircleTheSkies, New Shadow, Massgamer, Daniel14541, Ruirk, Alphawolf79, Fairyofbacon, Jexx, Hazardine; CharlBaal

[X] Request for aid: Ordo Malleus
No. of votes: 13
Elder Haman, Chimeraguard, Kliden, Quizer, ebolasos, Aranfan, New Shadow, Massgamer, Daniel14541, Ruirk, Alphawolf79, Fairyofbacon, Hazardine


[X] Diplomatic Contact (Niflheim)
No. of votes: 7
CharlBaal, Vlad, CircleTheSkies; Superticus, HanEmpire, Nix, Doomsough

[X] Diplomatic Contact (Planet)
No. of votes: 1
Jexx

[X]Personal attention: Diplomatic contact
No. of votes: 1
CharlBaal

[X]Request for aid: Adeptus Ministorum
No. of votes: 1
fasquardon


Arbites:


[X]Assassins: Aridia
No. of votes: 22
Superticus, HanEmpire, Nix, CharlBaal, fasquardon, Vlad, Elder Haman, Chimeraguard, Kliden, Doomsough, Quizer, ebolasos, Aranfan, CircleTheSkies, New Shadow, Massgamer, Daniel14541, Ruirk, Alphawolf79, Fairyofbacon, Jexx, Hazardine

[X]Targeted Cultist Hunt: Yphax
No. of votes: 16
fasquardon, Elder Haman, Chimeraguard, Kliden, Quizer, ebolasos, Aranfan, CircleTheSkies, New Shadow, Massgamer, Daniel14541, Ruirk, Alphawolf79, Fairyofbacon, Jexx, Hazardine

[X]Police Training: Common Crime
No. of votes: 6
Superticus, HanEmpire, Nix, Vlad, Doomsough, CircleTheSkies

[X]Targeted Cultist Hunt:
No. of votes: 1
CharlBaal

Mechanicus:

[X] Under the Sands
No. of votes: 5
Nix, fasquardon, Vlad, Kliden, CircleTheSkies

[X]Under the Sands- Double down
No. of votes: 1
CharlBaal

[X] Built on Ruins
No. of votes: 2
Daniel14541, Alphawolf79

[X]Examine Refractor Field
No. of votes: 15
Nix, CharlBaal, Elder Haman, Chimeraguard, Quizer, ebolasos, Aranfan, New Shadow, Massgamer, Daniel14541, Ruirk, Alphawolf79, Fairyofbacon, Jexx, Hazardine

[X] Preliminary Examination (Blink Spider)
No. of votes: 10
Elder Haman, Chimeraguard, ebolasos, Aranfan, New Shadow, Massgamer, Ruirk, Fairyofbacon, Hazardine, fasquardon

[X] Examine Ion Shields
No. of votes: 1
Kliden

[X]Examine Medical Diagnostic Pod
No. of votes: 1
Doomsough

[X]Examine Adamantine Forges
No. of votes: 3
Superticus, HanEmpire, Doomsough

[X]Try to complete STC fragment: Very Advanced Hydroponics
No. of votes: 5
Superticus, HanEmpire, Quizer, CircleTheSkies, Jexx

[X] Expand Temple-Forge
No. of votes: 1
Vlad

Ministorum:

[X]Priest Training: Signs of the Plague
No. of votes: 15
CharlBaal, fasquardon, Elder Haman, Chimeraguard, ebolasos, Aranfan, CircleTheSkies, New Shadow, Massgamer, Daniel14541, Ruirk, Alphawolf79, Fairyofbacon, Jexx, Hazardine

[X]Priest Training: Public Speaking
No. of votes: 6
Superticus, HanEmpire, Nix, Kliden, Doomsough, Quizer

Personal:

[X]Personal Attention:Expand Defences: Hollin
No. of votes: 4
Superticus, HanEmpire, Nix, Doomsough

[X]Personal Attention: Survey
No. of votes: 21
Superticus, HanEmpire, Nix, CharlBaal, fasquardon, Elder Haman, Chimeraguard, Kliden, Doomsough, Quizer, ebolasos, Aranfan, CircleTheSkies, New Shadow, Massgamer, Daniel14541, Ruirk, Alphawolf79, Fairyofbacon, Jexx, Hazardine

[X]Seek the Emperor
No. of votes: 16
fasquardon, Elder Haman, Chimeraguard, Kliden, Quizer, ebolasos, Aranfan, CircleTheSkies, New Shadow, Massgamer, Daniel14541, Ruirk, Alphawolf79, Fairyofbacon, Jexx, Hazardine


[X] Personal Attention: Diplomatic Contact (Nilfheim)
No. of votes: 14
Elder Haman, Chimeraguard, Kliden, ebolasos, Aranfan, New Shadow, Massgamer, Daniel14541, Ruirk, Alphawolf79, Fairyofbacon, Hazardine, fasquardon, Quizer

[X] Personal attention:Re-Arm Militia: Armour
No. of votes: 1
Vlad

[X]Shadow Games
No. of votes: 5
Superticus, HanEmpire, Nix, Vlad, Doomsough

[X] Courtly Manners
No. of votes: 2
CharlBaal, CircleTheSkies

[X] Personal attention:Targeted Cultist Hunt: Yphax
No. of votes: 1
Vlad


[X] Personal Attention : Chemical Production Factories
No. of votes: 1
Jexx

Double Down:

-[X] Double Down: Request for aid: Ordo Malleus
No. of votes: 12
Elder Haman, Chimeraguard, Kliden, ebolasos, Aranfan, New Shadow, Massgamer, Daniel14541, Ruirk, Alphawolf79, Fairyofbacon, Hazardine

[X]Under the Sands- Double down
No. of votes: 1
CharlBaal

-[X]Double Down: Personal Attention: Survey
No. of votes: 1
fasquardon

-[X] Double down:Targeted Cultist Hunt: Yphax
No. of votes: 1
Vlad

-[X] Double Down: Try to complete STC fragment: Very Advanced Hydroponics
No. of votes: 2
Quizer, Jexx

[X] Bonus Action: Double Down - Assassins: Aridia
No. of votes: 1
CircleTheSkies

Expedite:

-[X] Expedite: Expand Food Stockpiles
No. of votes: 1
fasquardon

-[X] Expedite: Expand Temple-Forge
No. of votes: 1
Vlad

-[X] Expedite: Expand Defences: Hollin
No. of votes: 13
Elder Haman, Chimeraguard, Kliden, ebolasos, Aranfan, New Shadow, Massgamer, Daniel14541, Ruirk, Alphawolf79, Fairyofbacon, Hazardine, Quizer

-[X] Expedite : Chemical Production Factories
No. of votes: 1
Jexx

[X] Bonus Action: Expedite - Chemical Production Factories
No. of votes: 1
CircleTheSkies

@CharlBaal @CircleTheSkies

Please format your votes correctly in the future. Please... :(
 
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