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
[X]Chemical Production Factories
[X]Repair Imperial Navy Cruisers

[X]Establish Embassy: Jotunheim
[X]Diplomatic Contact:Niflhiem

[X]Assassins: Aridia
[X]Police Training: Common Crime

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

[X]Priest Training: Public Speaking

[X]Personal Attention:Expand Defences: Hollin
[X]Personal Attention: Survey
[X]Seek the Emperor
 
@durin Since the heavy orbital defenses and large shipyard are being expanded from what's already there, is construction time reduced and by how much?
 
While reading over the various datasheets I realized that we ought to name the planets and moons in this system so we aren't always referring to "Avernus" plus some number. The moons are even worse, "Avernus IV Moon Alpha" is a horrible name.

Going and reading about Avernus, I would like to suggest the following names:

Avernus I = Mefits

Lake Avernus (the original entrance to the underworld) was so named "bird free" because birds died when they flew over the lake. This is because poisonous gases were released by the volcano crater in which Avernus sat. Because of this the Roman goddess Mefits, goddess of poisonous volcanic and swamp gases was associated with Avernus, and lakes that release poisonous gas are called "Averni."

Seems like a suitable name for the first planet in the Avernus system.

Avernus II = Avernus Prime = Avernus (Not changing the name of the main planet).

Avernus III = Cocceio

The Grotta di Cocceio connected Cumae to Lake Avernus so that a secret port (Port Julius) could be built there at Lake Avernus. The old port is now a ruin underwater. Seems like a suitable name for a planet with rings made of debris from shipwrecks.

Avernus IV = Cumae

Cumae was the Greek colony, and the Sybil of Cumae was the guide to underworld because of the nearby entrance (Avernus). If we name Avernus IV Cumae, then we can call the moons of Avernus IV the Sybils of Cumae. It just so happens that there are five names associated with the Sybil of Cumae as well, so:

Avernus IV Alpha = Amaltheia
Avernus IV Beta = Demophile
Avernus IV Gamma = Taraxandra
Avernus IV Delta = Deiphobe
Avernus IV Epsilon = Herophile

For Avernus V I'm not so certain about the ideas, but I have the following suggestions:

Plutus (god of mineral wealth, and often connected with Pluto god of the underworld - since mineral wealth is found underground).

Ampulla (The Sybil of Cumae was granted immortal life but not eternal youth and so withered away until she was preserved inside an ampulla - a glass jar).

Baiae (Baiae is another location near Cumae and Avernus, and sometimes identified as the site of the river Styx.)
 
Turn Twenty Six Results
Turn Twenty Six Results

Due to an increase in Troll attacks, over a hundred and thirty thousand troopers in Avernus' Spine died this year, with the Drop Troopers of Dis being hit particularly hard.
The Azure Islands remain calm with a little over thirty thousand troopers dying over the course of the year.
As Hollin's defences were completed the casualties at Hollin dropped, leading to only fifty thousand troopers dying in Lindon this year.
The Everglades remained relatively calm with most of its thirty thousand casualties happening at Limberlost.
Elysium calms further with only around seven hundred tanks being destroyed this year.
Aridia continues to calm with only seventy thousand Rough Riders falling in the line of duty this year.


Militia Training: Cadia Style – A slightly extreme idea that General Drago has suggested is to train your militia to a level similar to that of his homeworld Cadia. This would involve thirty-two hours of training a week and give them a skill level approaching that of Grenadier Regiments. The training will both take several years to set up and have a significant impact on the morale of your population, but not unmanageably so.

Time: 3 years

Cost: 30,950,000 Thrones, 442,181 Material, 10,310 Promethium
Upkeep per year: 5,803,623 Thrones (times six Thrones upkeep), 442,181 Material (quadruples Materials upkeep)
Reward: Extremely well trained militia, +48 to militia combat rolls, +33 to PDF and Guard Combat Rolls, -3 Civilian Morale

Complete

General Drago is proud to report that the militia are now undergoing the heavy training regime that he has planned. They are at a level of skill that would be expected in Guard Veterans and can be trusted to hold their ground in battle. The massive extra workload, thirty two hours a week, has had an impact on the morale of your population but most understand its necessity to survive in Avernus. General Drago has requested permission to increase the firepower of the militia by giving them better weapons.


Lernaean Hydras – Archmagos Explorator Tranth has recently discovered the Lernaean Hydra, a variant Hydra that replaces the autocannons with lascannons. This Hyrdra would be vastly superior against the more heavily armoured fliers such as most landing craft but not far as well against swarms, such as the Gargoyles that Tyranids often deploy. General Drago plans to double your forces AA capabilities by building a Lernaean Hydra for every normal Hydra in service.

Time: 2 years

Cost: 159,400 Thrones, 35,530 Material, 7,086 Promethium.
Upkeep per year: 5,805 Thrones, 1,896 Material, 3,546 Promethium
Reward: Add two Lernaean Hydras to every regiment except for Drop Troopers, who will get none, and Armour, who will get 40, recruit five Lernaean Hydra AA Regiments consisting of 600 vehicles each.

Complete

The Lernaean Hydra groups were deployed to their respective regiments this year as five new AA regiments were founded. General Drago is confident of the level of skill the crews display and is sure that they will prove their worth in the next campaign.


General Recruitment – It is years since General Drago's last muster began and your military forces have grown significantly in that time. General Drago has proposed recruiting more forces until the military reaches two percent again. This will take several years and a moderate amount of resources but will provide a significant boost to your military capabilities. General Drago considers this to be of moderate urgency.

Time: 3 years.

Cost: 2,697,000 Thrones, 981,500 Material, 75,580 Promethium.
Upkeep per year: 108,207 Thrones, 65,995 Material, 37,788 Promethium
Reward: Medium sized muster of 1340 Regiments including 20 Infantry Regiments, 571 PDF Infantry Regiments, 14 Light Infantry Regiments, 112 PDF Light Infantry Regiments, 12 Mechanised Infantry Regiments, 134 PDF Mechanised Infantry Regiments, 21 Heavy Infantry Regiments, 209 PDF Heavy Infantry Regiments, 8 Armour Regiments, 116 PDF Armour Regiments, 16 Rough Rider Regiments, 84 PDF Rough Rider Regiments and 34 Drop Infantry Regiments.

Locked – Two out of Three years complete

The new recruits' training has been gong well with all of the time lost last year more then made up. General Drago informs you that this muster will certainly finish next year, bringing your military forces up to the 2.2% of the population that you planned for.

Dis' population growth dropped slightly to 6.14% this year.
Avernus' Spine's population boom continues with the population growing by 10.83% this year.
A plague in the Azure Islands kills enough of the population to reduce population growth to 3.16% this year.
The Everglades' population increases by 10.95% this year.
Elysium's population growth slows to a far more sustainable 8.82%.
Aridia's population growth remains steady at 11.54% this year.


Population Pressure: Rebuild Limberlost – A more time-consuming but useful method of dealing with the overpopulation in Okefenokee is to rebuild Limberlost. This is made far easier by the newly completed railway which will allow easy access even for heavy machinery. The main reason to rebuild Limberlost is that it would give you access to the massive promethium reserves that it is built over. Henry has come up with a four year plan to rebuild Limberlost but informs you that General Drago would have to recruit more forces to defend it or thin the defenses around other cities in the Everglades.

Time: 4 years.

Cost: 29,800,000 Thrones, 4,462,000 Material, 4,134,000 Metal, 963,800 Promethium, 1,000 Advanced Material.
Upkeep per year: 1,681,901 Thrones, 142,051 Material, 132,996 Metal, 18,823 Promethium, 10 Advanced Materials
Reward: 30 million people moved from Okefenokee to Limberlost, Limberlost rebuilt as major city, ability to harvest Promethium reserves under city.

Locked – Two out of Four years complete

This year work on rebuilding Limberlost has started in earnest as the PDF fights to keep the city clear of wildlife, which is not an easy task. There have been several delays, the most important of which was removing the half-destroyed plasma reactor of the original Limberlost, but work is underway on rebuilding the core infrastructure and defences of Limberlost. Henry informs you that due to the delays Limberlost is almost certain to run over schedule, and if more delays continue to appear may even finish more than a year after schedule.


Population Pressure: Expand Lonely Citadel – Henry has proposed an expansion of the Lonely Tower just below Dis to fit some of the excess population of Helm's Deep. This would expand it back to its original size and would require some intensive engineering to make the ground stable enough. However it would give you a powerful fortress city within sight of Dis, that would be a useful way to disrupt any siege of Dis in the future.

Time: 3 years

Cost: 17,908,500 Thrones, 4,246,000 Material, 3,940,000 Metal, 889,400 Promethium, 150 Advanced Materials
Upkeep per year: 337,950 Thrones, 57,853 Material, 50,843 Metal, 10,215 Promethium, 1.5 Advanced Material.
Reward: Lonely Tower expanded into a major city, 30 million citizens moved from Helms Deep to Lonely Citadel.

Complete

This year the majority of the work on expanding the Lonely Citadel was completed, leaving only the construction of quarters left which Henry is sure that can be done by the local mayor's office. The Lonely Citadel now has a large number of Macrocannons with the range to attack forces laying siege to Dis as well as other weapons that have fields of fire that overlap with the artillery within Dis. General Drago is confident that between Dorthonion and the Lonely Citadel it is almost impossible to lay siege to Dis without taking out one of the neighbouring cities first, which in itself is not an easy task.


Expedite: Expand Defences: Hollin – Hollin has recently been expanded into a small Hive but its defences were not increased to match its new size. Henry proposes that he change this, a process that will be relativity expansive and time-consuming but will bring Hollin's defences up to a similar level as Dis'.

Time: 2 years.

Cost: 48,740,000 Thrones, 14,760,000 Material, 12,650,000 Metal, 3,749,000 Promethium, 900 Advanced Materials.
Upkeep per year: 509,133 Thrones, 149,564 Material, 128,556 Metal, 30,046 Promethium, 9 Advanced Materials.
Reward: Hollin's defences upgraded to equivalent to Dis, around twice as many defence guns.

Complete

Henry oversaw a massive and expensive effort to bring Hollin's defences up to specification for a Small Hive. This included building eight new Orbital Defence Lasers, a score of Macrocannons and a bit over a hundred thousand defence guns of varying size and use. On the more defensive side the defensive wall around Hollin was enlarged and the sides of the new Hive were armoured and had void shields installed, with a dozen minor plasma reactors being built to supply power to the defences with enough redundancies that the defences can still function at full capacity if a quarter of them are off-line. The work on the Macrocannons and Orbital Defence Lasers is not yet complete but Henry is confident that they can be completed by the Mayor of Hollin's office without needing any more oversight from the planetary government.


Personal Attention: Survey – Given that you plan to found several new cities, Henry proposes doing a survey of the currently inhabited regions to locate the best potential sites. This would greatly improve the quality of the locations that you can find to found your new cities on. Henry considers this to be of high priority.

Time: 1 year
Chance of Success: 60%

Cost: 670,000 Thrones, 67,000 Material, 6,700 Promethium.
Reward: locate best locations for new cities.

Complete
d100=15+14(Administration)=29: Fail
Emperors Tarot Re-roll: d100 = 2 + 14 (Administration)+5(Master of Divination)=21: Fail

Despite the advice of Headmaster Ridcully who consulted the Emperor's Tarot on your behalf, your attempt to find any good locations to place a city in have failed. However, you still have time to run another survey before any new cities will be founded on Avernus.


Repair Imperial Navy Cruisers – Now that the shipyard has finished construction you have the capacity to repair the Imperial Navy Cruisers damaged in by the Tyranids. This will take several years so Henry would prefer to begin immediately so you can finish in time.

Time: 3 years

Cost: 15,000,000 Thrones, 2,501,333 Material, 268,000 Promethium, 2,027 Advanced Material.
Reward: Repair eight cruisers for the Imperial Navy.

Locked – One out of Three years complete

Repairs on the Imperial Naval Cruisers sent to Avernus after the Battle of Alfheim have begun in your orbital shipyards this year, even as the shipyards began to be expanded by workers from Atlas. The repairs are currently running on schedule and will finish by the expected time.

Tourism died down slightly this year as the novelty of Avernus has worn off.

5(base) * 2(building) * 50(luxuries) * 1.1(space station) * d100 * d100 + 2,659,437(carry-on from last year)
= 550 * d100 * d100+ 2,659,437 = 550 * 24 * 57 + 2,659,437 = 3,411,877 Thrones



Establish Embassy: Jotunheim – Now that you have established relations with Jotunheim, Lord Klovis-Ultan suggests building an embassy. This would both improve your relations with Jotunheim and allow you to trade with them.

Time: 1 year.
Chance of Success: 70%

Cost: 141 000 Thrones.
Upkeep per year : 14 100 Thrones.
Reward: Embassy established at Jotunheim, improved relations with Jotunheim.

Complete
d100 = 68 + 10(astropathic relay) + 15(diplomacy) = 93: Success
+1 relations with Jotunheim

Lord Klovis-Ultan had few problems setting up the embassy on Jotunheim and establishing a ambassador with Governor Lufey. Governor Lufey has indicated that while he does not like Avernus he is willing to trade with you, though you expect his prices will be very high.


Double Down: Request for aid: Ordo Malleus – You can request that the Ordo Malleus send agents or information to Avernus. Even if they come, you have no way of predicting their actions.

Time: 1 year.
Chance of Success: 35%

Cost: 14,200 Thrones
Reward: Unknown Ordo Malleus assistance.

Complete
d100 = 100 + 10(astropathic relay) + 15(diplomacy) + 20(double down) = 145: Greater Critical Success

Klovis-Ultan was surprised to hear that a rival of his, Inquisitor Lord Varquez, has dispatched Justicar Alarion of the Grey Knight to investigate Avernus. They will arrive by the end of next year and spend time on Avernus to both determine the level of purity the population has as well as to determine whether Avernites would make good recruits for their most holy order.


Personal Attention: Diplomatic Contact (Nilfheim) – Now that you have a basic understanding of the nearby Asgard sub-sector, Lord Klovis-Ultan suggests making contact with one of the Governors. This will allow you to begin trading with the planet in question.

Time: 1 year.
Chance of Success: 70%

Cost: 42,600 Thrones.
Reward: Diplomatic contact with Nilfheim.

Complete
d100 = 13 + 10(astropathic relay) + 7(diplomacy) = 30: Success

Your meeting with Governor Ulrik of Nilfheim went relatively well and allowed you to get a read on him. You judge that Governor Ulrik is a highly skilled administrator, maybe as good as you, and decent at all of the other tasks that a planetary governor faces except diplomacy. He seems to have no real abilities to relate to, or deal with, people from other worlds and has no desire to acquire them, a pair of traits that the other albino inhabitants of Nilfheim seem to share. Your time among the inhabitants of Nilfheim is uncomfortable as all of them seem utterly uninterested in you and their presence makes you slightly uncomfortable.

Arbitrator Oakheart has personally located and exterminated the last Chaos Cult on Avernus, though she warns you to remain alert as more will undoubtedly form.

Cult Activity Periphery Cultists Found Inner Circle Cultists Found
Avernus Prime    
Avernus' Spine    
The Azure Islands    
Lindon    
Everglades    
Elysium   767
Aridia    
Avernus Total   767
Of the forty-five major psykers located this year, six of them were chaotic.
The first Chaos Psyker located was a Zeta-level in Lemnos, who was killed by the local Arbitrators before doing any damage.
Next were a pair of Zeta-levels in Babylon who were killed by Psyker Hunters before they could more than injure anyone.
Fourth was a Zeta-level in Lorien who took nine of the Witch Hunters who killed him with him.
The fifth, a Zeta-level in Hollin killed a hundred civilians before falling to an Arbitrator with a shotgun.
The final Chaos Psyker located this year, and the most powerful, was an Epsilon-level in The Fens. This rogue psyker killed sixteen hundred civilians and nineteen Witch Hunters before being killed by the twentieth Witch Hunter present.
The untainted major psykers found this year range in age from seven to fourteen and included one Gamma, three Deltas, eleven Epsilons and twenty-four Zeta-levels.

Fifty minor psykers were located this year by your Witch Sniffers.


Constant Recruitment: Psyker Hunters – The Psyker Hunters are being ground down by constant casualties and Arbitrator Oakheart has a plan to deal with this. She intends to constantly select those who show potential as a Psyker Hunter and put them though a specialized training course she will create before having them join the Psyker Hunters. This will allow around thirty new Psyker Hunters to join the force per year which should mostly cover losses.

Time: 3 years

Cost: 670,000 Thrones, 13,400 Material, 670 Metal, 67 Promethium.
Upkeep per year: 67,000 Thrones, 1,340 Material, 67 Metal, 7 Promethium.
Reward: recruit 3d20 Psyker Hunters per year.

Complete

There were several major issues in the initial year of the Psyker Hunters' training course, but Arbitrator Oakheart was able to solve each of them. She is now confident that she can leave the second year of training in the hands of the instructors and that the new Psyker Hunters who graduate at the end of next year will be competent.


Assassins: Aridia – Arbitrator Oakheart's assassins in Aridia are not yet skilled enough to be deployed, thanks to casualties from a rogue Gamma-level psyker. She wishes to complete their training which will take a year or two at the most, barring any other disaster.

Time: 1 year.
Chance of Success: 50%

Cost: 670,000 Thrones, 6,700 Material, 335 Promethium.
Upkeep per year: 6,700 Thrones, 670 Material, 67 Promethium
Reward: finish Assassin training in Aridia.

Complete
d100 = 74 + 12(intrigue) + 5(Trait) = 91: Success

The training of the assassins in Aridia finally completed this year, allowing Arbitrator Oakheart to declare that she has finished her longest running project to date. Arbitrator Oakheart tells you that she is confident that her forces will be able to prevent any noticeable cultist uprising in almost any circumstances, and even in a worst-case scenario she is confident that she will be able to reduce the impact of an uprising severely.


Targeted Cultist Hunt: Yphax – Arbitrator Oakheart is sure that the vast Yphax contains the last major Chaos Cult on Avernus. She would like to personally lead the hunt there so that she can wipe it out. Given Yphax's small population, she is confident that she will be able to clear the cult within a few years.

Time: 1 year.
Chance of Success: 70%.

Cost: 7,100 Thrones.
Reward: add triple the margin of success to all attempts to find cultists in Yphax this year.

Complete
d100 = 92 + 12(intrigue) = 104: Critical Success, +225 to attempts to locate cultists

Arbitrator Oakheart made a major breakthrough in the hunt for cultists in Yphax this year and managed to figure out the identity of the leader, a public transport coordinator. Using this, she managed to locate the leader's lieutenants and then make her way down the chain of command until all of the cultists were located. Arbitrator Oakheart informs you that she is now confident that all of the cultists on Avernus have been found.

Enlarge Forge – Given that Advanced Materials are one of the few few resource choke points that Avernus currently has, Forge Master Britton has suggested expanding the Forge in Dorthonion. This will be an expensive and time-consuming process, but you can easily afford it with the economic boosts from the new STC templates that you have bought from Atlas.

Time: 4 years.

Cost: 9,380,000 Thrones, 2,345,000 Material, 469,000 Metal, 23,450 Promethium, 100 Advanced Material.
Upkeep per year: 938,000 Thrones, 234,500 Material, 46,900 Metal, 2,345 Promethium.
Reward: Major Forge in Dorthonion, +100% to base Advanced Material Production, +300 Advanced Material produced a turn (+750 after STC bonus applied).

Complete

Early this year the final consecration of the new Forge in Dorthonion was completed. It is now operative and providing around one half of the Advanced Materials produced in the Avernus system.


Detailed Survey (Trolls) – Now that Magos Biologis Saren has completed his preliminary survey of the Trolls, he wishes to spend more time investigating them. In particular he wants to investigate their social system and how they move through rock, as well as finding out if they are connected with any known Xenos species.

Time: 2 years.
Chance of Success: unknown.

Cost: 91,500 Thrones, 4,575 Material, 4,575 Metal, 2,130 Promethium.
Reward: Discover more about Trolls

Complete
d100 = 51 + 9(learning) + 30(building) + 10(Rune Priests) + 15(Advanced Cogitators) = 116: Critical Success

Magos Biologis Saren has completed the next stage of his research into Trolls and has made several discoveries. The first is that he has figured out the mechanics of the Trolls stone walking technique. It turns out that the Trolls stone body is not actually moving though the rock. Instead, what particular piece of stone is part of the Trolls body changes, so the stone does not move but the Troll does. This is responsible for the fact that Trolls almost always seem to be made out of local rocks. He has also discovered that they have a tribal social system with the population being made up of several tribes, each covering a geographic area. The tribes themselves are made up of dozens of clans, each consisting of a few dozen Trolls led by a chieftain. He believes that each of the tribes - three have so far been identified - has a high chief such as the one you killed in Dis.


Examine Refractor Field – The refractor fields in the ruins of Gamma-4 are of a different design than the type that Archmagos Explorator Tranth is familiar with, and they also seem to be more simple in design. This means that if he manages to figure out how to make them, they will be more easily produced than the currently available type. Archmagos Explorator Tranth wishes to reverse engineer the refractor fields found in Gamma-4.

Chance of Success: 40%.
Reward: Gain blueprints for new refractor field; lose d6 refractor fields, starting with the non-functional examples.

Complete
d100 = 36 + 30(building) + 17(learning) + 15(cogitators) + 10(Rune Priests) =108: Success

This year Archmagos Explorator Tranth has managed to reverse engineer the refractor fields found under Dorthonion. These refractor fields seem to be a far more efficient design that is just as effective but far easier to build, taking around a quarter the resources as the type that Tranth already knows about.

Lost 1 non-functional refractor field
Gained Simplified Refractor Field, which requires 1 Advanced Material rather then 4.


Preliminary Examination (Blink Spider) – There are many different unusual species on Avernus and Magos Biologis Saren wishes to examine all of them. However, he is willing to let you choose what he examines next.

Time: 1 year.
Chance of Success: unknown.

Cost: 30,500 Thrones, 1,525 Material, 1,525 Metal, 710 Promethium.
Reward: Discover more about Blink Spiders, including whether or not it is possible to tame or weaponize them, and how warp-tainted they are.

Complete
d100 = 98 + 9(learning) + 30(building) + 10(Rune Priests) + 15(Advanced Cogitators) = 162: Critical Success

The research into the Blink Spiders that Magos Biologis Saren conducted was rather successful, with several minor and one major discovery being made. The major discovery is that when a Blink Spider teleports, it creates a particular warp signature, which Magos Biologis Saren believes that advanced Warp Scanners can be calibrated to detect. This will allow you to detect any Blink Spider that teleports onto one of your orbital shuttles or starships, which will make it far easier to prevent the Blink Spider reaching any of the worlds that you trade with, which would be a massive diplomatic disaster.
The minor discoveries are that there are twelve main species of Blink Spiders, of which eight have venom lethal to a human, one has venom that paralyses a human, another's venom inflicts massive pain and the final pair's venom has no major effect. One of the lethal venoms can kill a grown adult within a second making it one of the most effective poisons that you know of. The Blink Spider will attack any creature that gets close enough to them, usually a matter of meters, but usually hunts insects and the smallest mammals.

Spiritual Retreat: Deacon Lin has been feeling a calling recently and wishes to spend a lot time in in contemplation, of both the call he hears and the new level of enlightenment that he feels he is close to. This spiritual retreat would most likely take several years and he would leave most of his work in the hands of his Sub-Deacon for this period.

Time: 2d2 years = 3 years.
Chance of Success: Unknown

Cost: Free
Reward: Unknown, Spiritual enlightenment for Deacon Lin.

Locked – Two out of Three years complete

Deacon Lin's spiritual retreat continues and he informs you that he is getting closer to a major revelation. He also tells you that he has been having dreams lately that warn him to prepare, though for what, he is not yet sure.


Priest Training: Signs of the Plague - Deacon Lin wishes to train his priests in how to spot the signs of disease. Hopefully this training will allow for more infectious people to be spotted early which should reduce the number of plagues, as well as increasing the chance that the ill can be treated quick enough.

Time: 1 year.

Cost: 34,978 Thrones
Reward: Trains priests to spot the signs of plague, +0.5% to population growth.

Complete

This year the preachers and lay priests of Avernus underwent training with their more medically inclined brethren on how to detect the signs of plague and illness in their flocks and what to do when plague or illness is detected. This will allow for plagues to be spotted even quicker and dealt with before many lives are lost.

Seven psykers undertook their trials this year and five passed. Of those that passed, the only Diviner, an Epsilon-level, became a Battle Psyker. So did the only Telekinetic, a Zeta-level, and two of the three Telepaths, one Epsilon and one Zeta. The final Telepath, a Zeta-level became a Sanctioned Psyker.


Task Minor Talents: Individual Strengths – The final method of training your minor psykers is to train them for whatever position their individual talents and temperament are best suited for. This will give you a mix of the different types and will avoid having to train psykers for tasks they are not suited for. Headmaster Ridcully would prefer this method of tasking.

Time: 4 years

Cost: 670,000 Thrones, 6,700 Material,670 Promethium.
Upkeep per year: 335,000 Thrones, 3,350 Material, 335 Promethium.
Reward: Train psykers for best job based on talents and temperament, +15% to effect of all psykers.

Locked – Three out of Four years complete

The first wave of Witch Sniffers and Sanctionites have completed their initial training and the second wave, along with the first wave of Battle Psykers, have begun training. The first Witch Sniffers have already begun to track down Psykers, both minor and major.

Way of the Blade – Arbitrator Oakheart thinks that you are ready to begin training as a true Master of the Blade. This will take at least five years and most likely six or seven, but if you pass her training you will be counted among the greatest human swordsmen in the Imperium.

Time: 5 years.
Chance of Success: 10% (36% after modifiers).

Cost: Free
Reward: become Master Bladesman (+50% to melee combat rolls, +2M,+1D, +5C)

Locked – Two out of Five years complete

Your sparring with Arbitrator Oakheart has been going well, but she has decided that you are not yet ready for the next segment of training, and so may end up taking more years than expected to gain mastery.


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

Time: as project.

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

Complete

You personally oversaw the survey of the inhabited regions of Avernus so that you could find the best locations to found new cities in. Unfortunately, the project was a failure.


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

Time: as project.

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

Complete

You personally made contact with Governor Ulrik of Nilfheim and established formal relations between Nilfheim and Avernus.


Seek the Emperor – You can study and meditate on the holy scriptures and strengthen your faith.

Time: 1 Year.
Chance of Success: 50%

Cost: Free
Reward: +1 Piety.

Complete
d100 = 45 + 5(palace) + 7(piety) = 57: Success

You followed Deacon Lin's example and had a small spiritual retreat this year, during which you spent much time meditating on the Emperor. In this time your faith in the Emperor strengthened and you are now more secure in your faith.

Year Income Thrones Material Metal Promethium Advanced Material Food Exotic Material
Starting 202,993,600 171,414,715 48,070,745 41,105,614 698 3,254  
Net Income -11,619,646 22,598,379 -305,536 5,884,354 -65 323 47
Remaining 191,373,954 194,013,094 47,765,209 46,989,968 633 3,577 47
 
Last edited:
So we finished the Cadia militia now to just arm them and got some heavy as going.

Limberlost having delays and the survey failing will tie those slots, but at least we still have two free slots to do multi year stuff with.

And we finally have space marines coming to Avernus to potentially look for recruits. And slight successes on the rest of the contacts. Nilfhiem making us uncomfortable, maybe they have a tendency towards below tau levels of warp presence?

Oakheart and the cult, something feels off about that. My innermost seed of paranoia and doubt whispers that she has been corrupted the tinest bit by that cult.

The forge has been completed and now to expand the temple forge. Trolls having tribes means we might be to cut the heads off their snake if needed. And the refractor field is good news and we might just be able to afford to deploy it wholesale to our elite veterans of the Imperial Guard. And blink spiders now becoming rats, well hopefully that hasn't happened yet.

And yay for piety. We need more of it.
 
The whole turn went well with only the survey failing but we can deal with that.

If we want to avoid Limberlost being delayed we can give it a personal action next turn to counteract the delay so it finishes on time.
 
Oakheart and the cult, something feels off about that. My innermost seed of paranoia and doubt whispers that she has been corrupted the tinest bit by that cult.
That's an awfully big accusation, saying someone that has been an Arbitrator and a member of the Inquisition for the last 60 years, known for her hatred of Chaos and having a strong sense of duty, has been corrupted.
 
That's an awfully big accusation, saying someone that has been an Arbitrator and a member of the Inquisition for the last 60 years, known for her hatred of Chaos and having a strong sense of duty, has been corrupted.

It is, something just feels off there though as one of those hunches players get sometime. Or it could be a red herring detail that overly paranoid players get into.
 
===== Munitorum =====

Troll attacks are back up... hmm... overall casualties are down though. There hasn't been reports of a leader-beast to start an anti-human crusade though, so we still want to be wary.

I guess we should go ahead and arm the militia with Impalers, but I would be hesitant on heavy weapons (why would they need them? We've got PDF everywhere for that) and armour. If they're facing a threat on a non-immediate level (ie, more significant then being surprised by a phase-tiger while relaxing by a window), then there's no reason our more formal forces shouldn't be there to defend them.

===== Administratum =====

Population growth is still peaking out in a few regions, so we still need to keep abreast of finding room and resources for them all.

Having a base to attack the rear of any besieging force is nice and comforting. The phrase "killing field" (artillery fire from both cities) gives me a warm feeling inside.

I feel like next year we should start the food stockpiles, incidentally. And we need to try to survey again. Thankfully it only takes a year and is relatively inexpensive. It might be worth doubling-down on though, as we need those sites soon.

===== Diplomacy =====

Tourism is tapering off, but we don't really have a lot of need for it. We got the embassy, at least, Niflheim looks to be in good hands... and good god, we got a massive critical success on the Malleus action. And it looks like we're getting that omake canon.

===== Arbites =====

... now what are our massive cult-hunting apparati supposed to do? :p

Still, having cleaned out all the cults before the Justicar and retinue arrive isn't a bad thing.

Actually, you know... we could perhaps loan out some of our Psyker Hunters and Witch Hunters to other worlds in the sub-sector. Suppressing general cult activity across the whole set of worlds should make disasters less likely if we get isolated from the rest of the Imperium.

Number of psykers found continues to rise, with the tainted count staying more or less the same - good. None of the tainted psykers did a lot of damage; we lost 28 Witch Hunters and some civvies. Meanwhile we picked up yet another Gamma, a brace and a half of Deltas and a nice chunk of Epsilons and Zetas.

===== Mechanicus =====

Oh, right, we were enlarging the forge - I almost forgot :p

A critical on the trolls - woohoo! And huh, they're some kind of possessing stable entity or... huh, no clue how they're doing it. Definitely Old One work though.

I didn't realize the refractor was a QUARTER the cost to produce. That's fairly significant; I feel like we could make a business of manufacturing refractor fields for sector potentates and elite forces now.

Blink Spiders are detectable if you know what you're looking for (and have our sensors)? Whew! I actually hadn't really considered them stowing away and abandoning ship in breeding quantities on other worlds - danger averted.

===== Ministrotum =====

The Deacon's dreams worry me a bit - it could be warning of the collapse we expect or of something else. I suppose we'll learn more as time goes on.


All in all, an excellent year again. We succeeded on most of what we attempted, succeeded spectacularly on some, and the failure on the survey isn't disasterous.
 
@durin isn't Gerald Xavier suppose to become a Primaris soon?

Also shouldn't the civilian morale be 17/20 now? When did it become 20/20 since last turn is was 19/20 or was that because we got all the luxary STCs that raised morale?

Edit: Nevemind the STCs we got completely maxed out our morale and canceled out the lower morale from the milita training so that's good.
 
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Very active traffic law enforcement? :p

Heh.

But actually, thinking more on it, I think we *should* send some of our veterans to train and do some investigation under the Arbiters on other planets in the sub-sector (with the local governor's permission, of course). Even if the results aren't as impressive as they are here, a bit of winnowing and a bit of surveying can't hurt.

Particularly that last; the danger of cults is that you're not really sure how large they are unless they strike. Or if you root them out.

...

Err... just thought of something. We *are* going to make sure the Justicar and company have the full run-down of threats on Avernus, right? It'd be a bit awkward if we found out that something about Space Marine physiology makes them smell and taste like an abnormally-large but delicious rodent to Blink Spiders.
 
Oh looks. We have maxed out civilian morale. I think its time we went big brother on Avernus. We have actions we would like to do but they also have bonuses to civilian morale, so why not take advantage of our maxed out morale? We have 20 out of 10. Our people can't really love us any more at this point so it should be safe to say that we should spend an action on setting up the big brother action. Its going to improve our odds against cultists setting up on planet after all by helping us root them out as they pop up. Frankly we are kind of running out of arbites actions at this point. Even setting up constant recruitment for all the different kinds of forces the inquisition can train isn't going to last us much longer I think. Perhaps expanding the actions? Our population is growing after all and more people mean we have to have more constant recruitment to keep our forces relevant?

Also yay~! Next turn we should start arming our forces with PDF levels of hardware. That should make manpower worries for keeping the wildlife at bay whenever we start setting up cities simply a thing of the past. We won't have to worry about it since all our people will be as armed as the PDF. At that point its more a matter of skill level on how well they handle the wild life which should still be fine since our armed forces should still deal with problems first and give the "civilian militia" time to bunker down and set kill zones for incoming wild life.

As soon as we get the complete STC list from ATLAS our Tourism should really kick off. We would be a pleasure planet at that point since we would have all of the Luxury STC's any one pleasure planet can be expected to have. Still would have to have a good portion of our population focus on more artistic pursuits before we can really match the common version of the term but that's fine. We are more hunter based anyways.
 
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