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
@durin we have High bandwidth Vox now right? Why isn't it shown on the STC list then along with it's affects along with removing it from the unfinished STC list?

Frankly we are kind of running out of arbites actions at this point.

We can give them Sororitas Power Armour so it increases the survival and affectiveness of our Witch and Psyker Hunters.

Maybe give them to the Psykers as well at some point?

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.

Agreed, and we gave them the highest tier training for a reason so we might as well go all out and give them highest grade equipment as well.

Besides lots of life on Avernus warrants having tanks to defened against them.
 
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Hey guys? When are we going to get around to doing the lower mass alloy? Decreasing how much metal we need is only to our benefit you know. Metal is our hardest to grow income source after all.
 
Hey guys? When are we going to get around to doing the lower mass alloy? Decreasing how much metal we need is only to our benefit you know. Metal is our hardest to grow income source after all.

Next turn along with another project like very advanced hydroponics?

That way we both have a money saving option and another tech that can be used to make Avernus able to feed itself and even export it if needed.
 
We can give them Sororitas Power Armour so it increases the survival and affectiveness of our Witch and Psyker Hunters.

Maybe give them to the Psykers as well at some point?

Yeah but that's only going to be a few turns at most. We really are running out of actions to give them at this point since they are being so dang competent. There are no cults left to deal with at the moment. That said the psykers are going to remain a rather large problem and for a rather long while that they will have to keep dealing with. So maybe actions dedicated to hunting them down sooner? Perhaps including ways to spot them in the 32 hour training all militia already get?

Next turn along with another project like very advanced hydroponics?

That way we both have a money saving option and another tech that can be used to make Avernus able to feed itself and even export it if needed.

We have way more food production then we need already. Lets hold off on the food production STC's for later when they might actually be useful. We already upped our food production this turn already. Those new STC's just improved our food production again to decrease the chance of famine another 20% I believe.


More seriously though, come on guys~! Lets get the big brother action up and running. It might impress the Grey Knights or at least make their job somewhat easier if they can set up anywhere and just tap into the big brother camera network. It might offer a bonus to the secondary roll for when they get here and how impressed they are with avernus?
 
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Barefailure on the survey, nuts.

Trolls having tribes means we might be to cut the heads off their snake if needed.

I was thinking more that with a tribal culture it shouldn't be too hard to subvert and get us some tame Trolls.

It sounds like that once Deacon Lin's spiritual retreat finishes we should have an approximate timeline to The God-Emperor's Death...

Hopefully. Maybe the Emperor wants to give Avernus a warning first. Hopefully he doesn't die the turn following...

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.

Yeah. Talk about a nightmare we hadn't even considered.

More seriously though, come on guys~! Lets get the big brother action up and running. It might impress the Grey Knights or at least make their job somewhat easier if they can set up anywhere and just tap into the big brother camera network. It might offer a bonus to the secondary roll for when they get here and how impressed they are with avernus?

I don't want to do that. I don't like the big brother action. There are some major issues with how big brother crap impacts people and I worry that there are hidden negatives to taking it. Plus I'm philosophically opposed to it.

anyone want to put in a good color scheme for the Avernite forces

Hmm... Avernus was lake based entrance to the underworld, so maybe something blue (aqua-blue?) with black and white accents? I'm not really good at color schemes.
 
I don't want to do that. I don't like the big brother action. There are some major issues with how big brother crap impacts people and I worry that there are hidden negatives to taking it. Plus I'm philosophically opposed to it.

Agreed.

anyone want to put in a good color scheme for the Avernite forces

What Chronic said.

Also @durin did you see my last two questions to you?

We have way more food production then we need already. Lets hold off on the food production STC's for later when they might actually be useful. We already upped our food production this turn already. Those new STC's just improved our food production again to decrease the chance of famine another 20% I believe.

How about the flamer variant so we can clear new areas easier and handle more biogical threats in general?
 
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I think we could also see if we can´t expand our spynetwork and similar organizations to the other planets in the sector (Hopefully unlocking further options like killing that pesky ruler who doesn´t like us). Our intrigue so far has been mostly police actions and I think it is time we expand into other activities (intelligence services etc.)
 
On diplomatic stuff we only have 1 planet left to contact Muspelhiem, perhaps we might even start a trade agreement with them before everything goes to hell.
 
On diplomatic stuff we only have 1 planet left to contact Muspelhiem, perhaps we might even start a trade agreement with them before everything goes to hell.

Certainly contecting them before the fall would at least keep us in contact with all planets in the sub-sector and we need to put embassies on them as well.

Also need to see about raising relations with the other planets so we can get more done with them.
 
Certainly contecting them before the fall would at least keep us in contact with all planets in the sub-sector and we need to put embassies on them as well.

Also need to see about raising relations with the other planets so we can get more done with them.

Yeah I was already implying embassies since those come before the trade agreement. Now if only we have the time to contact the rest of the sector before the fall.
 
Even if we have enough food for now, getting very advanced hydroponics done and delivering it to Atlas is something we should have done many years ago.

It's our duty to humanity.
 
No Big Brother. It is a distraction we don't need.

I absolutely want to avoid the trapping of a bloated government system which will have us and our advisors completely occupied with keeping it going instead of doing something new
 
Well, I'm glad we managed to hunt down those Cultists before the Justicar arrived. That... might have been awkward at the very least.

The only things we need at this point are an Order of Sisters (wasn't there a plan for Ordo Dialogous to set up a base at some point) and a chapter of Space Marines, and we'll have a complete collection of the forces of the Empire at hand.
 
With our improved cogitators and servitors, then a big brother system is probably completely viable. It's a bad idea in many circumstances, but on a 40K Deathworld is not one of them. That's because the place is so dangerous that you can sell it as an anti-wildlife measure and people will believe you.
 
With our improved cogitators and servitors, then a big brother system is probably viable. It's a bad idea in many circumstances, but on a 40K Deathworld is not one of them.
It is not how the data is gathered that js the problem, but the fact it will exist. People know they will be watched and the Imperium has too many draconian and non-sensical laws that will stiffle the activity of people that may be beneficial.

We have been doing fine without one for the entire game. Demonstrating we don't need to opress the masses to get results.

Police states are bad and inneficient, mkay.
 
It is not how the data is gathered that js the problem, but the fact it will exist. People know they will be watched and the Imperium has too many draconian and non-sensical laws that will stiffle the activity of people that may be beneficial.

If they know they're potentially being watched but think that's a good thing, them it shouldn't be. We have good enough morale to pull it off.

Many devoutly religious people believe they're being watched all the time, including their innermost thoughts, by a god that is willing to act on this information in this life and the next, and it doesn't cause the kind of problems you describe. Our population almost certainly already believes that about the Emperor.

We have been doing fine without one for the entire game. Demonstrating we don't need to opress the masses to get results.

A panopticon isn't inherently oppressive. Look at how much information people are willing to let the tech companies have.

Police states are bad and inneficient, mkay.

Only when you don't have the technological and cultural requirements to make them work. We do. Servitors for example aren't corruptible in the conventional safe, which eliminates perhaps the biggest problem.
 
Cleanup of Turn 26 Results.

One persistent mistake is the misspelling of "tele-" in "telekinetic" and "telepath." It's always "tele" with two "e", even if they may not be pronounced the same.
Also, comparison = "than". Burn it into your head! :p


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
 
@durin will doing the equipping Militia: Armour as a personal action improve the outcome due to Frederick's higher Administration stat compared to General Drago's?
 
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