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
Yeah,I think crusade to expand settlement should work,but crusade will only reduce our military present,that make around 2% of our population,Hardly a solution for over population here.

No, no not just that we send out the overpopulation problem at the same time the military goes out, and we support the most successful of them. Its sink or swim for them while we finish all the other stuff.

Next year Atlas starts expanding The Fens so they should be fine. Generally the population growth rate is roughly equal to 10 million per a city, so lets say 15 million per a city to keep things stable with margin for error.

That means that next year we would need to move 15 Million people each from Casarrondo, Helms Deep, Nurn, and Garden Grove to Dis for a total of 60 million people moved to Dis.

The following year the expansion at Garden Grove begins, so we would need to move 15 Million people each from Casarrondo, Helms Deep, and Nurn (and any new overcrowded cities) to Dis for a total of 45 (expected) million people moved to Dis.

The year after that expansion starts on Casarrondo so 30 million to Dis...

Realize that Dis can easily absorb another 500 million people.



Crusade against the wildlife? Carve out a new location for a city?

Yep a resettlement crusade of one - three hundred million settlers to reclaim Avernus for humans.
 
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Ok we have the option to relocate people to Dis since it has plenty of room so our cities won't suffer from a loss of morale.

Now I can't wait till the interlude that tells us what is happening.
 
@durin I hope that the rise and power of chaos psykers this year helps convince the Grey Knights to set up a Chapter House on Avernus or a nearby moon so that they not only can recruit from the population but can help us combat the choas psykers and daemons better

I mean they were a major help this year by themselves.
 
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When it comes to the crazy population growth there is also minor matter of Avernus importing 25 million population every year. Only 5 million of those die so each year Avernus gains 20 million people beyond the actual birthrates.

This means that Avernus growth rates are inflated by 20 million+ randoms getting shuffled around each year. Add in the terror of the environment and a boring trip through the warp. Sprinkle in the propaganda of being shipped off to a Death World and the horror stories of expected casualty rates and being told its part of your imperial duty to repopulate. Add in the typical males earning a higher level of Darwin Awards and logical tenancy to export more females than males.

Basically, once the population importation stops Avernus has more reasonable birth rates. Remember that only one in three settlers lived before Rotbart took over. Avernus currently has a 4-in-5 survival rating for immigrants in stead of a 1-in-3. These numbers are a bit flubbed, but the main point is that there is good reason Rotbart has no real detractors on world. You'd be hard pressed to be delusional enough to think you can do a better job than he has.

----
On a side note, 'If the Emperor had a text to speech device' has updated again with an extra long episode.

Universal History with Professor Emperor
 
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Hmmm... a bit over half a million casualties - A touch higher then I'd like to see. And (winces) so much spent on equipping the militia. Ah well...

Still, on the upside we're safe sending a lot more of our Guard and PDF to deal with off-world problems, so it's not all bad.

We have five cities we need to expand/relocate population from. Limberlost being delayed is painful, in that respect. The four new city sites, on the other hand, will be quite welcome. Perhaps, in retrospect, I shouldn't have been so emphatic on getting whatever population boosters we could... Eh, Dis can handle the excess for a while, I think.

Good to hear that while the ostensible governor of Muspelheim isn't administratively capable, he's got people who are. Lessee... we need an embassy there, and then we've got a couple trade agreements we can make, but we're just about finished with the tour of the subsector.

The ratio of tainted psykers went up a bit, I believe - something of a concern. A moderately hefty number of casualties among our specialists, which is definitely concerning - I don't know if our constant recruitment can keep up with those kinds of losses.

Still, a very nice haul of young promising psykers, which evens it out a bit.

And oho, Storm's End's ruins are well-preserved, eh?

Deacon Lin's spiritual retreat continues until hours before the end of the year, when you are disturbed from the end of the millennium celebrations by news that Deacon Lin needs to see you and your advisers urgently.

.... uh-oh.

We lost quite a few psykers to the trials - hopefully that's an anomaly. But hopefully the "individual strengths" routine will have a bit of a knock-on effect on that.

I feel like we'll need that Piety boost soon...
 
Correct me if I'm wrong, but don't we have a few abandoned cities we could move back into or rebuild? How accurate is the city info page, as if we can re-found those cities... I know we need to do some in-depth studying of fungus to reclaim Blacktyde, but can't we reclaim The Bayou or other cities before having to build new ones? Or is my info out of date?
 
The boy's aura pushed outwards, knocking Alarion back as step. Such strength at such a young age! The boy must be a Gamma, perhaps even a Delta rating.

You have it backwards. Alpha>Beta>Gamma>Delta>Epsilon>Zeta, they are ordered alphabetically. This is also true in this quest (see how Ridcully developed his powers during his long career from Delta to Gamma)

Over his decades of combat his power grew from above average for a Delta-level to a high Gamma-level
 
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Cleanup of Turn 27 Results.

You keep forgetting the apostrophe in "Storm's End." Might want to watch out for that.
I replaced the "x" in the tourism calculation with "*". You use "*" for multiplication everywhere else; might as well be consistent.

Turn Twenty-Seven Results

As the new recruits are first deployed to Avernus' Spine they suffer heavy casualties despite a reduction in the number of attacks, with one hundred and seventy thousand troopers dying this year.
All of the Azure Islands except for Storm's End calms this year as Storms End is pounded by storms carrying Sargasso Kelp and Dragon-Turtles. Forty thousand troopers die in the Azure Islands this year.
Casualties in Lindon more than double this year with most of the losses split between Hollin and Doriath. Over one hundred and seventy thousand troopers died in Lindon this year.
Your troopers in the Everglades suffer heavier casualties with ninety thousand dying, many around Limberlost.
A large pack of Tyrant Lizards attacked Garden Grove, destroying almost all of the three thousand tanks lost in Elysium this year.
The lower proportion of new recruits combined with a reduction in attacks helped the casualties in Aridia remain steady at around seventy thousand.


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.

Complete

The latest muster finished training early in the year and have now been deployed. General Drago expects a sharp rise in casualties over the next few years until the new recruits gain some experience. General Drago is confident that Avernus' forces will be able to protect Avernus from all but the largest attacks and will be able to provide a level of support to neighbouring worlds but informs you that there is still room to expand the military.


Deathstrikes – Now that you have the design for the Deathstrike Missile Launcher, General Drago suggests building a few hundred. This will provide you with high-power artillery with an intercontinental range, though you will have to make a new missile with every shot. General Drago does not consider this to be urgent.

Time: 2 years.

Cost: 6,700 Thrones, 3,350 Material, 100 Promethium, 500 Advanced Material.
Upkeep per year: 670 Thrones, 335 Material, 50 Promethium, 25 Advanced Material (upkeep increases massively if used).
Reward: 5 Deathstrike Missile Batteries (100 Deathstrikes per Battery).

Locked – One out of Two years complete

This year General Drago requested that Forge Master Tranth begin the construction of five hundred Deathstike Missile Launchers and their missiles. As Forge Master Britton began their construction, General Drago chose five hundred of the best artillery crews on Avernus to begin training in the use of the Deathstrike. This training has been going well and General Drago is sure that the crews will be ready when their weapons are completed midway through next year.


Re-Arm Militia: Armour – A somewhat crazy and very expensive idea that General Drago has had is to equip the Avernus Militia to the same level as PDF Infantry regiments, including the armour. This will be very expensive and require a high level of training, and therefore time, but if done will in effect give you over a hundred thousand regiments that can match the average Imperial Guard Infantry Regiment, a force nearly as powerful as that of Midgard. While General Drago would prefer this option, he understands that it is not necessarily affordable.

Time: 3 years

Cost: 217,600,000 Thrones, 78,420,000, Material, 23,301,711 Promethium
Upkeep per year: 53,306,711 Thrones, 22,106,571 Material, 11,650,761 Promethium
Reward: Militia equipped as PDF Infantry Regiments, requires Increased Militia Training: Heavy Training or better

Locked – One out of Three years complete

This year General Drago ordered to begin production of a truly massive amount of military equipment as he started training the militia in how to use it. Currently, militia drills are all in the use of Impaler and carefully chosen militiamen are being trained in the use of special and heavy weapons, as well as Imperial Guard Armour. The switch to using Impalers has greatly increased the upkeep costs of the militia but not to anything that you have trouble affording. The training for the militia armour crews has only just started after some trouble with selecting the crews but General Drago is confident that he will be able to finish on time.

Dis' population growth slowed to 2.19% this year.
The population growth of Avernus' Spine remained steady at 10.04% this year as both Helm's Deep and Casarrondo began to reach maximum capacity.
As the plague in the Azure Islands ends, population growth increases to 8.9%.
Population growth in Lindon reaches 10.58% this year.
The Everglades' population continues to increase rapidly, reaching 11.56% this year as The Fens approaches its maximum capacity.
As Elysium's population growth increases to 12.66%, both Nurn and Garden Grove begin to reach maximum capacity.
A small plague in Aridia reduces population growth to 6.89% 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 – Four out of Four years complete (delayed)

The reclamation of Limberlost continues to be plagued with delays this year, to the point that Henry is not sure that he will be able to finish next year. Despite this, most of the core infrastructure is complete and the defences are almost up to the planned specifications. Next year Henry will be able to complete the infrastructure and defences and may be able to build enough housing and business buildings for Limberlost to begin operation.


Population Pressure: Expand Gormec – The minor city of Gormec in Avernus' Spine is approaching it maximum capacity. Henry suggests expanding it back into a major city in the next few years so that population pressure is not an issue. Henry considers this to be of high priority.

Time: 3 years.

Cost: 8,219,000 Thrones, 1,263,000 Material, 1,316,722 Metal, 452,136 Promethium, 500 Advanced Material.
Upkeep per year: 148,877 Thrones, 17,647 Material, 18,399 Metal, 5,301 Promethium, 5 Advanced Material.
Reward: Gormec is expanded into a Major city and has its defences upgraded appropriately.

Locked – One out of Three years complete

Work has begun on expanding Gormec back into a major city this year. The initial work consisted on enlarging the main plasma reactor, building four new Orbital Defence Lasers and ten new Macrocannons and stabilising the ground around Gormec. The stabilisation of the ground weakened by the Avalanche Shrub thirty six years ago is going slowly and may cause the project to be finished late.


Population Pressure: Expand Storm's End – Like Gormec, the minor city of Storm's End is reaching its maximum capacity. Henry advises that you also expand it into a major city with all that that entails. Henry considers this to be of high priority

Time: 3 years.

Cost: 8,219,000 Thrones, 1,263,000 Material, 1,316,722 Metal, 452,136 Promethium, 500 Advanced Material.
Upkeep per year: 148,877 Thrones, 17,647 Material, 18,399 Metal, 5,301 Promethium, 5 Advanced Material.
Reward: Storm's End is expanded into a Major city and has its defences upgraded appropriately.

Locked – One out of Three years complete

The expansion of Storm's End is going according to schedule, with the core infrastructure being expanded as the foundations of the new outer city wall are built. The PDF tasked with defending Storm's End have had to fend off many attacks on the construction teams but the deployment of the Black Irons has proven to be sufficient to hold the line. The expanded city will cover almost the entire island of Storm's End, forcing any future expansion to be vertical.


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 – Two out of Three years complete

Work on the Imperial Navy Cruisers continues with work running slightly ahead of schedule. Henry informs you that short of a disaster you will be able to finish repairing the cruisers by the end of next year as requested.


Double Down: 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 = 66 + 14(Administration) + 20(Double Down) = 100: Success

You have found four prime locations for a city in your survey this year, one in Avernus' Spine, two in the Everglades and one in Aridia. Of the four, the second location in the Everglades and the location in Aridia are the most interesting.


Personal Attention: Chemical Production Factories – You currently have a massive medical industry on Avernus which requires an enormous number of drugs and medicines of various types, many of which need to be imported. Henry suggests building a series of chemical production factories which will not only allow you to make all of the drugs you need but will allow you to export them.

Time: 3 years

Cost: 1,457,000 Thrones, 291,500 Material, 145,700 Metal, 58,290 Promethium, 217.5 Advanced Material.
Upkeep per year: 145,725 Thrones,29,725 Material,14,573 Metal, 5,829 Promethium, 10.8 Advanced Material.
Reward: 230,000 Thrones per year (increased to 2,500,000), more self-sufficency, gain another trade good.

Locked – One out of Three years complete

You began the construction of a series of chemical production factories around Avernus this year. Currently, the factories have been built and the equipment that will make them functional has begun to be installed. When complete, these factories will both increase Avernus' already high level of self-sufficiency and act as a gateway to the mass production of more complex drugs.

The amount of tourism coming to Avernus continues to slowly drop as Avernus stops being fashionable as a destination.

5(base) * 2(building) * 50(luxuries) * 1.1(space station) * d100 * d100 + 1,705,938 (carry-on from last year)
= 550 * d100 * d100 + 1,705,938 = 550 * 40 * 40 + 1,705,938 = 2,585,938 Thrones


Establish Embassy: Niflheim – Now that you have established relations with Niflheim, Lord Klovis-Ultan suggests building an embassy. This would both improve your relations with Nilfheim 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 Niflheim, improved relations with Niflheim.

Complete
d100 = 39 + 10(astropathic relay) + 16(diplomacy) = 65: Success

Lord Klovis-Ultan has established an embassy on Niflheim and has quietly begun some investigations into the people of Nilfheim to determine if there is anything strange going on.


Diplomatic Contact (Muspelheim) – 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 Muspelheim.

Complete
d100 = 12 + 10(astropathic relay) + 16(diplomacy) = 38: Success

Lord Klovis-Ultan has made formal contact with the Champion, the local title of the Planetary Governor of Muspelheim, Sturt. His initial impression of Champion Sturt is of a warrior who is out of his depth outside the battlefield, with no skills in even the more administrative sides of war, though his tactical skills are good. In fact Lord Klovis-Ultan estimates that in the sub-sector, only Lord Marshall Sigurd of Asgard is more dangerous in a fight than Champion Sturt, especially when you take his heirloom equipment into account. Apart from combat, the one great talent of Champion Sturt is that he is highly knowledgeable about the history of the Asgard sub-sector and about how to keep the Nomad Cities operational.

Lord Klovis-Ultan soon finds out that this is because traditionally the planetary Champions of Muspelheim only learn combat, history and the secrets of the Nomad cities and leave the government to the Captain-Mayors of the Nomad Cities. This arrangement seems to work well, with the Champion protecting the planet and making sure that the knowledge needed to keep the Nomad cities operational survives while the Council of Captains run the planet. The Council of Captains soon agree to meet with Lord Klovis-Ultan; they seem to be rather profit-driven but competent and responsible.

No Chaos Cultists were located this year, which reinforces Arbitrator Oakheart's belief that she has exterminated all of the current Chaos Cults.

Of the forty-six psykers found this year, twelve were Chaotic.
The first Chaos Psyker encountered this year was a Zeta-level in Lemnos, who managed to kill thirty-four of the Witch Hunters who killed him.
The second and third Chaos Psykers were located in Nurn and consisted of an Epsilon-level and a Zeta-level. The Grey Knights who found them casually killed them, and the daemons they summoned.
The forth and fifth Chaos Psykers found this year, a Gamma-level and an Epsilon-level, opened a daemongate in Dis which killed three hundred thousand militiamen, ninety-three Witch Hunters and seventy-three Psyker Hunters before being closed by the Grey Knights fifteen minutes later.
The sixth Chaos Psyker was a Zeta-level in Hollin who killed a dozen Witch Hunters before dying.
The seventh, a Zeta-level in the Fair Isle, killed one hundred and ten PDF Troopers before being run over by a Chimera.
The eighth, a Zeta-level in Dorieth, killed two hundred militiamen and eighty PDF troopers before his death.
The ninth, an Epsilon-level in Okefenokee, was killed by the Grey Knights with no issues.
The tenth and eleventh, a pair of Zeta-levels in Babylon, were killed by the Battle Psykers who located them.
The final Chaos Psyker found this year was a Zeta-level in True Grit, who managed to open a major warp gate which was closed after a mere three thousand PDF troopers, seventeen Witch Hunters and three Battle Psykers fell, or were tainted by, to the daemons it spewed out.

The thirty-four pure psykers found this year ranged from six to sixteen and include one Gamma-level, six Delta-levels, eleven Epsilon-levels and sixteen Zeta-levels.
One hundred and one minor psykers were located this year, mostly by the Witch Sniffers.


Re-arm Psyker Hunters – Arbitrator Oakheart suggests equipping her Psyker Hunters with better weaponry and other equipment that Forge Master Britton could provide. This would increase both their survivability and chance of killing any Chaos Psykers by a noticeable amount, leaving them less time to inflict casualties before they are brought down. Arbitrator Oakheart informs you that this would have a notable impact on how much damage rogue psykers cause.

Time: 2 years.

Cost: 29,080 Thrones, 5,816 Material, 576 Promethium, 438 Advanced Material.
Upkeep per year:6,257 Thrones, 945 Material, 190 Promethium, 88 Advanced Material.
Reward: Psyker Hunters equipped with advanced weaponry, 10% to rolls to deal with Chaos Psykers.

Locked – One out of Two years complete

This year Forge Master Britton made a selection of advanced weaponry for Arbitrator Oakheart's Psyker Hunters to their own specifications. Each Psyker Hunter now has a personalised weapon, ranging from power swords to advanced sniper rifles, and new Psyker Hunters will receive one when they are considered ready for field operations. Now that the weapons have all been completed, Arbitrator Oakheart has begun training the Psyker Hunters in their use. She expects to finish early next year, well ahead of schedule.


Additional Training: Psyker Hunters – The Psyker Hunters of Avernus, while skilled and dedicated, have often proven to be insufficient to contain all of the rogue psykers. Arbitrator Oakheart wishes to greatly increase their training in an attempt to reduce this.

Time: 3 years.

Cost: 670,000 Thrones, 13,400 Material, 2,680 Promethium.
Reward: Better trained Psyker Hunters, +5 to all rolls.

Locked – One out of Three years completed

Arbitrator Oakheart has spent this years going over the training schedule of her Psyker Hunters with a team of experts and trying to improve upon it. They have found several ways that the training can be improved on and are in the process of implementing the required changes. While Oakheart was going over the current training, she had a team of her best oversee an increase in the amount and quality of training that the Psyker Hunters are currently receiving.


Foreign Intelligence Office – Now that Avernus is under control Arbitrator Oakheart would like to expand her operations to neighbouring planets. Before doing this she will have to build a Foreign Intelligence Office in Dis to train and organise her off-world spies. This will take several years and be rather expensive but will make interplanetary espionage possible.

Time: 5 years.

Cost:6,700,000 Thrones, 670,000 Material, 335,000 Metal, 67,000 Promethium, 100 Advanced Material.
Upkeep per year: 670,000 Thrones, 33,500 Material, 16,750 Metal, 3,350 Promethium, 10 Advanced Material.
Reward: Can take interplanetary espionage options.

Locked – One out of Five years completed

Arbitrator Oakheart has begun the construction of a hidden office in Dis to oversee investigations into neighbouring worlds, which while slightly outside her usual remit is still within the authority of the Adeptus Arbites. While the construction is going well, she is currently having trouble selecting the initial staff, having to choose what members of her local intelligence network would function well off-world.

Built on Ruins – Storm's End, the warzone of the Azure Islands, is built on top of some ancient ruins. These are the only ruins yet discovered in the Azure Islands and Magos Explorator Tranth wishes to gain entry to them.
Time: 1 year.
Chance of Success: Unknown but low.

Cost: 7 100 Thrones, 1 420 Material, 71 Metal, 31 Promethium.
Reward: Gain entry to the ruins beneath Storm's End.

Complete
d100 = 88 + 30(building) + 17(learning) =135: Success

Archmagos Explorator Tranth has recently gained entry into the ruins of under Storm's End, which were vacuum sealed and seem far better preserved than any other ruins he has as yet discovered. Also unique is that there are clear signs of battle, with damage inflicted by many weapons, some incredibly powerful, marking the walls. It looks to Tranth like Storm's End fell to the attack of unknown foes wielding weapons every bit as powerful as those used by the human defenders of the Dark Age of Technology.


In-Depth Examination(Trolls) – Magos Biologis Saren wishes to continue his studies into Trolls and hopefully find out more about how they move though stone, and possibly a way to detect them, as well as more about their society. In particular Saren would like to discover more about their language and how to communicate with them.

Time: 3 years.
Chance of Success: Unknown

Cost: 549,000 Thrones, 27,450 Material, 27,450 Metal, 19,170 Promethium.
Reward: More information about Trolls.

Locked – One out of Three years complete

Magos Biologis Saren has begun his in-depth investigations of the Trolls of Avernus' Spine. He will report his findings to you in two years' time when they are complete.


Expedite: Expand Temple-Forge – Forge Master Britton has suggested that you enlarge your Minor Temple-Forge into a Major Temple-Forge. As well as improving the general benefits of the Temple-Forge, this will allow the production of some of the most complex and advanced technology that the Imperium currently possesses. Forge Master Britton believes that you should begin this project immediately.

Time: 4 years.

Cost: 8,040,000 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-Temple in Dorthonion, +40 to all Adeptus Mechanicus rolls, +30 Advanced Material produced a turn (+75 after STC bonus applied), 5 Exotic Material Produced per turn.

Locked – One out of Three years complete (Expedited)

Forge Master Britton has begun the expansion of the Temple-Forge this year. So far, work on the superstructure of the new building has been almost completed and work on the interior will soon start, as will work on the holy machinery that is going to be installed. Forge Master Britton tells you that he should be able to have the Temple-Forge complete by the end of the year after next as planned.


Calibrate Scanners – Now that Magos Biologis Saren has discovered the Warp signature f a teleporting Blink Spider it would be a good idea to scan transports for them. This would involve calibrating the advanced Warp Scanner to detect them and installing them on your starports.

Time: 2 years
Chance of Success: 20%

Cost: 20,100,000 Thrones, 4,020,000 Material, 2,010,000 Promethium, 300 Advanced Material, 30 Exotic Material.
Upkeep per year: 2,010,000 Thrones, 402,000 Material, 10,050 Promethium, 15 Advanced Materials, 1.5 Exotic Material.
Reward: Advanced Warp Scanners installed in Ramilies, Defence Stations, shipyards and Space Station, scanner calibrated to detect Blink Spiders

Locked – One out of Two years complete

This year, Forge Master Britton had Advanced Warp Scanners installed in the Ramilies-class Starfort, the three Defence Stations, the shipyards and the Space Station. He will spend the next year calibrating them to detect Warp Spiders' teleports and sound a warning whenever one is located.

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.

Complete
d100 = 84 + 22(piety) = 106: Success, see interlude

Deacon Lin's spiritual retreat continues until hours before the end of the year, when you are disturbed from the end of the millennium celebrations by news that Deacon Lin needs to see you and your advisers urgently.


Expand Schola Progenium – Now that the orphanages are designed to locate potential Schola Progenium students Deacon Lin's plans to expand the Schola Progenium tenfold can be put into place. This will allow you to get far more recruits from the Schola Progenium, potentionally being able to even form Stormtrooper Regiments.

Time: 5 years.

Cost: 3,015,000 Thrones, 301,500 Material, 301,500 Metal, 30,150 Promethium.
Upkeep per year: 301,500 Thrones, 30,150 Material, 30,150 Metal, 3,015 Promethium.
Reward: ten times as many Schola Progenium graduates, +5 to military combat rolls, +25% to education.

Locked – One out of Five years complete

This year, Deacon Lin's plans to expand the Schola Progenium were begun by his subordinates. Currently this consists of gathering potential teachers and having them begin training as the Schola itself is heavily expanded.

Of the fourteen major psykers who undertook the trials this year, eight passed. The most powerful of the psykers, a Gamma-level Diviner, became a Sanctionite, as did the Epsilon-level Diviner and the Epsilon and Zeta-level Telekinetics. The Epsilon-level Pyromancer became a Battle Psyker, as did the Epsilon telepath, while two Zeta-levels were taken by Inquisitor Klovis-Ultan.

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.

Complete

The first wave of Battle Psykers finished training this year along with the second waves of Sanctionites and Witch Sniffers. After seeing an entire wave though initial training Headmaster Ridcully is confident that his staff can handle the training of the minor psykers in the future.

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 – Three out of Five years complete

This year Arbitrator Oakheart had you spar while restricted in some manner, whether it was while weighted down, with your off hand or with a leg trapped. This training helped you isolate what techniques you rely on and how to fight without them.


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 led another survey to find good locations for new cities and found several.


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

Time: as project.

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

Locked – One out of Three years complete

This year you began the construction of a series of Chemical Production Factories over 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) + 8(piety) = 58: Success

You spent more time contemplating the Emperor this year and believe that you have further strengthened your faith.

Year Income Thrones Material Metal Promethium Advanced Material Exotic Material Food
Starting 691,373,954 394,013,094 147,765,209 196,989,968 20,633 1,047 3,577
Net Income -54,350,764 19,698,950 41,504,783 -1,242,030 401 14 248
Remaining 637,023,190 413,712,044 189,269,992 195,747,938 21,034 1,061 3,825
 
Why is our Exotic Material income so low? I thought we'd brokered a trade where we get like 40 a turn, and then we still have our own meager production.
 
Update of Local Systems to the state at the End of Turn 27. I added the descriptions of first contact where those were still missing (copied over from the turn on which they happened), added "Embassy Established" where necessary and tentatively updated relationship values. However, I'm very unsure about the last bit, since I don't have all the information.

@durin, please go over the relationship values for each planet and check that they and everything else are up to date. You can trust my text changes, but I can't be sure the numbers are (still) right. The "View of Avernus" value of Niflheim and Muspelheim are missing entirely.

(Also, please let me know when you have done so, so I can go and remove those unsightly red entries...)


Local Systems
Last updated: End of Turn 27


The nearby sub-sector is Sub-Sector Asgard, which consists of the following worlds:
Asgard
Knight World
Population: 28 Million
Exports: Metal, Food
Imports: Luxuries, Machinery
Military: Very Strong
Governor: Lord Marshall Sigurd
View of Avernus: 20/10
Embassy Established

Asgard is a Knight World and forms the center of the Asgard sub-sector. It is ruled by the lesser Knight House Aesir, which has a long history going back to the Dark Age of Technology and swore allegiance to the Imperium during the Great Crusade. The resources of Asgard are traded to the Tech-Priests of Atlas in return for technology.

Lord Marshall Sigurd is a rather fierce man in his late middle age with several scars from the many battles that he has fought in. He has led one of the most individualistic and barbaric (for knights) Knight Houses with great success for over twenty years and is expected to continue leading them for many more years. Unlike many knights, he does not let his pride rule him, a trait that has served him well in his time as Lord Marshall. He is master at both war and peace, being a Knight with few equals, having killed several Scout Titans single-handedly as well as the Banelord-Class Warlord Titan Fafnir and having led his Knights to several victories that few others could match. His control over his pride has aided him in his peacetime activities and he has proven to be a skilled administrator and an adept diplomat, having improved several relationships that were on the verge of failing when he ascended to Lord Marshall.

Lord Klovis-Ultan had made contact with Lord Marshall Sigurd of Asgard 29 years after founding and gifted him the Knight Errant Mk II STC for the Aesir. In return the Asgard have sworn eternal brotherhood to Avernus and you personally have been given the honorary title of Marshall and been adopted by Sigurd as an Oath Brother, making you one of the higher ranked members of the Aesir.
Alfheim
Agri World
Population: 590 Million
Exports: Food
Imports: Machinery, Promethium
Military: Weak
Governor: King Zaren
View of Avernus: 9/10
Embassy Established

Alfheim is the breadbasket of the Asgard sub-sector and is, like many Agri Worlds, relatively calm and peaceful. The Imperial Governor of Haven is a hereditary position and is held by the current King. Most of the food production of Haven goes to the industrial world of Svartalfheim and the Hive World of Midgard.

Lord Klovis-Ultan informs you that King Zaren is very a skilled administrator who understands the importance of duty, unlike his predecessor King Trascroft, whom Inquisitor Klovis-Ultan had assassinated for incompetence 29 years after the founding of Avernus.
King Zaren is very thankful for you sending thirty regiments of Infantry to aid in the training of his PDF, which has fallen to deplorable levels under his predecessor.
Vanaheim
Civilized World
Population: 29 Billion
Exports: None
Imports: Metal, Promethium
Military: Strong
Governor: Governor Olaf
View of Avernus: 6/10
Embassy Established

Vanaheim is a civilized world whose population verges on reaching Hive World levels. It is the main Imperial Naval base in the Asgard sub-sector. The ruling class of Vanaheim, the Vanir, make up the officers of the local fleet and have a reputation for tactical acumen. The industries of Vanaheim are mostly devoted to meeting its own needs and those of the local Navy. Its Imperial Guard regiments specialize in boarding and landing actions. Vanaheim has long been in competition with Asgard for the position of leading world of the Asgard sub-sector, but it is usually relegated to second place.

Lord Klovis-Ultan established contact with Vanaheim at the same time as with Asgard, so as not to offend either. This was not necessarily required as he discovered that relations between the two have improved in recent years, with both Lord Marshall Sigurd of Asgard and Governor Olaf of Vanaheim working to improve relations. Governor Olaf spent a period as a junior Admiral in the Sector Fleet before retiring to enter the politics of Vanaheim. He quickly proved to be a master politician, skilled in both intrigue and diplomacy, and used that talent to become Governor when the previous Governor Johannes died. Since becoming Governor, he has proven to be a barely competent administrator but has remained popular despite this.
Jotunheim
Mining World
Population: 950 Million
Exports: Promethium, Metal, Ogryns
Imports: Food, Machinery, Manufactured Goods
Military: Strong
Governor: Governor Lufey
View of Avernus: 2+1?/10
Embassy Established

Jotunheim is one of the three major mining worlds in the Asgard sub-sector and is one of the main sources of promethium. Jotunheim is a highly mountainous, heavy gravity world with a large population of Ogryns who are used to make up a large portion of the mining forces and military. The human military forces of Jotunheim specialize in the use of Sentinels and have several pure Sentinel regiments. Governor of Jotunheim is a hereditary position as on many other worlds, and the current governor is expected to die and pass the position to his son soon.

You have successfully made contact with Jotunheim and have personally visited Governor Lufey, who rules Jotunheim with an iron fist. In most ways Governor Lufey is one of the best Governors that you have seen, being a master General, a skilled warrior and diplomat as well as a master of the shadows. However, not only is Governor Lufey one of the worst administrators you have ever seen, he is too paranoid to let anyone else run Jotunheim. This has resulted in Jotunheim being mismanaged terribly and there have been several rebellions early in his reign, which were put down with enough savagery and efficiency that there have been no more rebellions for the last thirty years. Governor Lufey seems to have taken a severe dislike to the rise of both you and Avernus and sees it as a threat to his power and influence.
Midgard
Hive World
Population: 119 Billion
Exports: Imperial Guard
Imports: Food, Manufactured Goods, Metal, Promethium
Military: Strong
Governor: Governor General Aelfric
View of Avernus 9/10
Embassy Established

Midgard is the only Hive World in the Asgard sub-sector and is also the main recruiting world. Unlike many Hive Worlds, Midgard has a strong military tradition and all youths compete to enter the Imperial Guard Tithe. Many of the Midgardians who do not end up in the military are instead tasked with working in the great weapon and vehicle manufactoriums which supply the Midgardian Iron Guard Regments and their elite Chosen Grenadiers. Midgard is ruled by the senior military officer, which is currently General Aelfric of the 89th​ Midgardian Iron Guard Regiment.

Lord Klovis-Ultan informs you that Governor General Aelfric is an elderly and highly experienced General who has in effect retired to his home world of Midgard. He is a moderately good governor with a good work ethic and organizational abilities but lacks a strong understanding of the economic issues that he must deal with. General Aelfric was a highly respected General for over a century and earned a reputation as one of the best combat commanders that Midgard has produced in recent times.

Governor General Aelfric has become a friend and somewhat of a mentor to you.
Svartalfheim
Industrial World
Population: 5.1 Billion
Exports: Weapons, Manufactured Goods
Imports: Food
Military: Medium
Governor: First Artisan Granalf
View of Avernus: 3+1?/10
Embassy Established

Svartalfheim is a mountainous planet where the hardy, black skinned locals mine metals and then feed them into their factories. While Svartalfheim factories are the source of most of the manufactured goods in the Asgard sub-sector, it is for the work of its Artisans that Svartalfheim is known. The Artisans of Svartalfheim have close connections with the Adeptus Mechanicus and are famed for their abilities in crafting weapons of a level that few others can produce. These weapons are the most valuable of Svartalfheim's exports despite the fact that each weapons is the result of years of work by an Artisan. Svartalfheim is ruled by the greatest of its Artisans as decided by a once-per-decade contest of skill.

Lord Klovis-Ultan has successfully made contact with First Artisan Granalf of Svartalfheim. He informs you that like most First Artisans, Granalf generally focuses on his craft and lets the Administratum run Svartalfheim except where it interferes with matters he cares about. This has resulted in a well-run planet, where the Artisans focus on their craft and the Administratum tries to avoid any issues that would cause the First Artisan to take an interest in running the planet.
Niflheim
Mining World
Population: 9.3 Million
Exports: Promethium
Imports: Food, Machinery
Military: Weak
Governor: Governor Ulrik
View of Avernus: ?+1/10
Embassy Established


Niflheim is an Ice World that is populated purely because of its huge promethium reserves. The miners of Niflheim have a reputation for being independent and strange and they rarely come into contact with other humans.

You personally made contact with Governor Ulrik of Nilfheim. The meeting went relatively well and allowed you to get a read on him. You judged 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 was uncomfortable as all of them seemed utterly uninterested in you and their presence made you slightly uncomfortable.
Muspelheim
Mining World
Population: 30 Million
Exports: Metal
Imports: Food, Machinery
Military: Weak
Governor: Champion Sturt
View of Avernus: ?/10

Muspelheim is a volcanic deathworld that is only inhabited because it is the most metal-rich planet in Sub-Sector Asgard. The magma seas of Muspelheim are traveled by great mining platforms that are held up by ancient technology as they sift the magma for valuable metals. Like the inhabitants of Niflheim, those of Muspelheim have little contact with others.

Lord Klovis-Ultan has made formal contact with the Champion, the local title of the Planetary Governor of Muspelheim, Sturt. His initial impression of Champion Sturt is of a warrior who is out of his depth outside the battlefield, with no skills in even the more administrative sides of war, though his tactical skills are good. In fact Lord Klovis-Ultan estimates that in the sub-sector, only Lord Marshall Sigurd of Asgard is more dangerous in a fight than Champion Sturt, especially when you take his heirloom equipment into account. Apart from combat, the one great talent of Champion Sturt is that he is highly knowledgeable about the history of the Asgard sub-sector and about how to keep the Nomad Cities operational.

Lord Klovis-Ultan soon finds out that this is because traditionally the planetary Champions of Muspelheim only learn combat, history and the secrets of the Nomad cities and leave the government to the Captain-Mayors of the Nomad Cities. This arrangement seems to work well, with the Champion protecting the planet and making sure that the knowledge needed to keep the Nomad cities operational survives while the Council of Captains run the planet. The Council of Captains soon agree to meet with Lord Klovis-Ultan; they seem to be rather profit-driven but competent and responsible.
 
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Well, that was an interesting turn.

1. Quite a few deaths among the troops. Sucks, but such is life on Avernus.
2. Man, we need to stop handing out the fertility drugs for a while...
3. The survey went will this time. Four locations. Good enough. I wonder what's so interesting about those two locations, though.
4. Champion Sturt sounds cool. We should meet him, make friends, and train. Help him a bit on the tactical end, while he helps us train in combat.
5. Woo! No cultists still.
6. Forty-six psykers this year. Twelve chaotic. Wow. Big year on that. The Grey Knights helped quite a bit there. Glad they are here.
7. The Storm's End ruins were vacuum sealed? Ye gods, the level of preservation must be amazing! Hopefully we'll be finding a number of complete STCs and archeotech samples from this.
8. Well, this should be an interesting meeting. I wonder how the Inquisitor will react to this... looking forward to the interlude.
9. Seek the Emperor worked! Hmmm... we should probably be able to handle Ministorum projects now. And hell, maybe post collapse we can start working on Learning and try to complete STC templates.
 
So, I just finished watching the latest episode of If the Emperor had a Text-to-Speech Device and had a thought - it might be neat if we discovered an unmolested set of records regarding human history before the Age of Strife that hasn't been censored to the point of pointlessness by the Ecclesiarchy.
 
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