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
Planetary Name: Agoria Cumulous
@Durin omakes for the omake throne
Segmentum Tempestus.

Planetary Name: Agoria Cumulous

Feral/Hive World (I'll put this as +2)

Abundant Growth- Massive amount of quickly growing plants, very easy farming, much effort is need to keep growth under control. +3

No metals- No metal reserves -3

No promethium- No promethium reserves -3

Ocean - Planet is totally covered in ocean sky making all construction far more expensive -3

Very Dangerous fauna- Many very dangerous animals on your world, need military forces to expand, lower population and medium boost to combat -2

Military Tradition- +2 ×2(really impressive self taught)

Military Specialization- +2 aerial combat(and boarding, for attacking fortified cities)

Not quite aMoon of a gas giant- your planet is actually the moon of a gas giant, smaller starting population, less resources, can expand to other moon of the gas giant, can mine planetary rings. +0

Population trait
Cunning- Boost to intrigue and stealth and light infantry, slight increase in cults
Description of Planet.


Agoria Cumulous is a planet of flying cites scattered between the skin folds of the sky whales or the baskets of shoals of balloons, often engaged in philosophically sophisticated contests of political, cultural, and economical dominance with other cities, and far ranging nomadic clans of sky skimmers, living atop and practically as one with their mounts as they herd their charges across the clouds or reave the riches of others, all living within the breathable layer of a gas giant.

This is not a normal state of affairs in the galaxy.


That might be a somewhat presumptuous thing to say given the sheer variety found the length and breadth of the Imperium, but it is the case. Gas giants often lack a breathable layer, and those that have them anyway can have serious issues with pressure and gravity. For whatever reason those problems are not crippling on Agoria, yes it is a heavyworld, and yes the low pressure and unusual atmospheric blend can cause health issues(and amusingly high pitched voices), especially among those not raised in such an environment, but these problems are inexplicably less crippling than they might be.

The human population was discovered when native astronomers experimenting with 'advanced' materials science and electrical theory in the upper cloud layers created radio signals that could be picked up and distinguished as unusual by the Mechanicus mission examining one of the formerly inhabited moons.


Agoria has two once inhabited moons, Ibixis, which was subject to an unknown form of exterminatus at some point during the Age of Strife and is now barely habitable and unsettlingly flat, and Ebraxis, which was subject to bombardment and invasion at around the same point, leaving only the strangely bent, warped, and runny looking remnants of cities and artefacts as evidence of Humanity's past on this moon.


It is unknown exactly why the inhabitants of this planetary system decided to send people to actually live inside of the gas giant, one theory at present is built around the find of a flyer advertising an 'extreme mantafwurp gliding' lodge that incidental evidence indicates might have been located in the breathable layer, indicating accidental colonisation by stranded holiday goers with the fall of the rest of the system, while a competing research group's theory indicates agricultural colonisation to take advantage of the extreme fecundity of nearly anything living under the clouds. This bitter disagreement has sparked first arguments(this indigene legend clearly references their past as the idle rich visiting for entertainment/ this half melted building was clearly a crop storage facility for the sky lanternfruit), then serious internecine violence as the techpriest sects defend their views. The gliding lodge view has become predominant following the conclusion of the most recent round of duels, but the agriculturalists looked to be making a comeback with their underhanded recruitment of Myrmidon and former dueling champion Magos Takabik Maros Pi.


While the inhabitants were able to retain or develop the use of complex and sophisticated bone tools and mechanisms the cloud layers almost completely lack the resources that would allow for the maintenance or construction of advanced technology. The natives rarely have access to anything beyond steam engines and use of simple chemical propellants in weapons where bone or shells durable enough and chemical fuel plentiful enough for either purpose can be sourced. They have fallen back on the powerful and dangerous animals of their world, exploiting their instinctive symbiosis with the smaller creatures that keep the plants that could root on them under control as often as more conventional social instincts and breeding programs to tame them. Alongside regional use of slaves, depending on the heathen culture predominating in the drift you are examining.


The population of Agoria wasn't discovered by the Imperium until less than two hundred years before the death of the Emperor, and had been resisting the efforts of Imperial missionaries and forces working towards integration, with the local cities being able to easily slot the Imperium into place as another competitor of the type of conflict they were used to, and the nomadic clans being essentially impossible to hunt down when they offended the Imperium badly enough to need to be put to death.


Shortly before the fall of the Imperium a number of sects of the Imperial Cult and Mechanicus pooled their resources to pay for a more vigorous mission. It was to be based out of a number of recently commissioned skyships, and begin with mines in the planetary ring and inhabitable satellite to supply raw materials, alongside research teams aimed at finding a suitable animal or plant to refine into Promethium. The Ecclesiarchical sects hoped that offers of living space, work, and Biologis medical aid aimed at relieving the locally difficult to treat diseases caused by airborne plants colonizing the eyes and lungs, combined with a harder to assault base of operations would allow them to make great progress on converting the impressively large native population. While the Mechanicum were driven by … something, they suspected would be found in the stygian abyss, far below the deepest that the most fearless capsule harpooners would willingly dive.


Unfortunately neither of these groups seemed to be making much progress by the fall of the Imperium. Or rather, they had, but their efforts had fallen apart into internal schism and conflict. Things getting worse as the different Ecclesiarchical sects opened violence over doctrinal squabbles and local slights, and the Mechanicus devolved into secretive internal conflict over the potential degree of heresy of their mission on this world, and far more public conflict over the correct view of the providence of the native peoples. With those seeking to avoid a seemingly inevitable loss against Myrmidon Takabik Maros Pi beginning to bypass the civilised framework of dueling to achieve satisfaction in their disputes. The only people who were living up to their initial goals and profiting off of the whole endeavor were the owners of the lunar resource extraction operations, who were beginning to bring up workers from the cloud layers en masse in the hope of exploiting resources not mined since the Age of Strife.


It is unknown whether or not the Inquisitorial team sent to resolve the issue arrived before the snuffing of the Astronomicon.
 
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basically I need a new category for non chapter omakes and used media
also some interesting rolls for psykers this turn
 
So, was contemplating the difficulty in finding good theme songs for various groups/individuals in WH40k. It's really, really hard to just stumble across anything suitably epic, to say nothing of thematic appropriateness or there being a real connection to the group/individual in question.

That said, I just rewatched Life of Brian and decided that Always Look On The Bright Side Of Life is possibly the most Avernite thing I've heard, in both the good and the bad sense. I mean, it doesn't exactly catch their martial inclination or religious faith, but in terms of attitude/mood it just seems right.
 
In the first scenario the Alpha fails in spite of ludicrously heroic action. In the second scenario the Alpha succeeds despite ludicrously awful tutoring.
 
@Durin
1. If an action nat 1's, but gets so many boni thrown at it that it would succeed anyway does that change the result in any respect?
 
Turn One Hundred and Eleven Results
Turn One Hundred and Eleven Results
Two Hundred and Eighty-Five years since the Founding of Avernus

Over the last four years am average of three million Avernites a year have fallen to a combination of wildlife attacks and Orks. The majority of these losses were incurred beating back a Thundahead Herd in Elysium.

Lessons Learned: Siege- Your forces gained a good deal of experience with the defensive side of siege warfare in the recent wars. General Richards tells you that if she focuses on codifying the gathered knowledge she could notably improve your training in siege warfare.

Time: 1 year. (can't be taken with any other Lessons Learned)

Cost: 4,000,000 Thrones, 400,000 Material, 20,000 Promethium.
Reward: +5 to all rolls when defending in siege and +3 to combat rolls.

Complete

General Richards spent a few years codifying all of the lessons learned in the defence of Svartalfheim, ensuring that they would enter the institutional knowledge of Avernus. She tells you that there were a few significant improvements that she made to your standard operating procedures, mostly relating to the use of power armour. On that note she tells you that the new format power armoured forces proved themselves to be highly effective in the recent war and that no major changes need to be made to them. As expected.

Hellsword Regiments- A Hellsword Regiment would be one of the most powerful siege artillery regiments available to the Imperial Trust. However due to their size and expense general Richards would prefer to initially only recruit half a brigade of them, which should be enough for most campaigns.

Time: 8 years

Cost: 12,000,000 Thrones, 1,800,000 Material, 150,000 Promethium, 300,000 Advanced Material, 2,000 Exotic Material .
Upkeep per year: 2,300,000 Thrones, 350,000 Material, 76,000 Promethium, 30,000 Advanced Material, 110 Exotic Material.
Reward: Recruit 5 Hellsword Regiments

Locked- Six out of Eight years completed

For the last half dozen years General Richards has been training Avernus' first Hellsword Regiments. There have been a few issues with this due to just how different the Hellsword is to any of the other Super-Heavy Tank currently in service, acting more like a heavily armoured artillery piece, but in general the training has been going well. Ax thngs stand the Hellsword Regiments are currently fully formed and are now engaging in extended wargames to refine their Standard Operating Procedures before being commissioned.


Expand Helguard- The third expansion proposal that General Richards has put forth will greatly expand the size of your Helguard. This will give you an entire corps of soldiers able to utterly annihilate all but the strongest foes, and entire divisions of heavy armour. On the downside it will take a long time to gather and train this number of Helguard, and it will be very expensive for to maintain. General Richards considers this to be the lowest priority of the military expansions due to cost.

Time: 18 years

Cost: 1,600,000,000 Thrones, 110,000,000 Material, 5,600,000 Promethium, 42,000,000 Advanced Material, 540,000 Exotic Material .
Upkeep per year: 320,000,000 Thrones, 23,000,000 Material, 1,100,000 Promethium, 4,200,000 Advanced Material, 27,000 Exotic Material.
Reward: Triple the size of your Helguard by recruiting 150 Helguard Shocktrooper Regiments, 300 Helguard Trooper Regiments Regiments, 146 Helguard Paratrooper Regiments, 147 Helguard Scout Infantry Regiments, 25 Helguard Fast Armour Regiments, 25 Helguard Armour Regiments, 24 Helguard Jetbike Regiments, 200 Helguard Deathstrike Batteries, 3 Helguard Life-Eater Deathstrike Batteries, 3 Thundabeast Brigades, 25 Helguard Phase-Tiger Rider Companies, 15 Helguard Skimmer Regiments, 5 Helguard Land Raider Trooper Regiments, 30 Crab Regiments, 100 Testudo Regiments, 30 Macharius Heavy Armour Regiments, 4 Macharius Vanquisher Heavy Armour Regiments, 50 Macharius Mega-Vanquisher Heavy Armour Regiments, 15 Magni Transporter Companies,10 Northern Sentinel Maniples, 10 Hellord Regiments and 50 Fellblade Regiments

Locked- Six out of Eighteen years completed

For the last half dozen years you have been engaged in the largest expansion of the Helguard to date. This massive project calls for no less then eleven waves of new Helguard to be trained, each wave starting several million strong, and is one of the most expensive projects in the history of Avernus. As things stand eight waves are being trained, with the first wave being expected to be commissioned in the next few months.

Expand Black Irons- General Richards is currently looking to expanding the Black Irons by adding a corps that has lower skill requirements for entry and will be effectively a Helltrooper branch of the Black Irons. This force will have the sheer discipline/suicidal courage of the Black irons but lack the same level of skill, and expansive equipment making them more expandable.

Time: 10 years

Cost: 240,000,000 Thrones, 25,000,000 Material, 630,000 Promethium, 4,000,000 Advanced Material, 3,500 Exotic Material .
Upkeep per year: 23,000,000 Thrones, 2,300,000 Material, 320,000 Promethium, 400,000 Advanced Material, 110 Exotic Material.
Reward: Recruit 50 Regiments of Helltrooper Shocktroopers, 200 Regiments of Helltrooper Troopers, 100 Regiments of Helltrooper Paratroopers, 50 Regiments of Helltrooper Scouts, 50 Regiments of Helltrooper Armour, 100 Regiments of Helltrooper Void Infnatry and 25 Regiments of Helltrooper Jetbikers for the Black Irons

Locked- Five out of Ten years completed

Over the last few years General Richards has been working to expand the Black Irons by adding on a Helltrooper Corps. So far the corps is rather skeletal, having drawn officers and senior NCOs from the existing Black Irons who are beginning to train Black irons candidates with the brutal and dehumanising training that the Black Irons are know for. General Richards tells you that while she will be able to finish setting up the Black Irons Helltrooper Corps within five years it will likely take a decade or more longer for it to reach full strength, due to there being only so many Black Iron's Candidates and the short life expectancy of a Black Iron's trooper.

Upgrade Defences (Deiphobe)- Orbital defences have proven to be one of the main advantages that your fleets have against invaders. Admrial Sarnow would like to further strengthen your orbital defences both at Diephobe and Avernus to make attacks even more challenging.

Time: 10 years

Cost: 9,500,000,000 Thrones, 3,000,000,000 Material, 860,000,000 Metal, 200,000,000 Promethium, 1,500,000 Advanced Material, 35,000 Exotic Material .
Upkeep per year: 210,000,000 Thrones, 66,000,000 Material, 19,000,000 Metal, 4,500,000 Promethium, 14,000 Advanced Material, 150 Exotic Material.
Reward: Build 21 Advanced Defence Stations, 90 Advanced Heavy Orbital Weapons Platforms and 450 Advanced Orbital Weapons Platforms around selected planet

Complete

Four years ago Admiral Sarnow finished the next set of orbital defences around the Diephobe shipyards. As things stand Deiphobes defences could now withstand an assault by the entire Avernite navy with ease, and with the support of your fleet would be able to hold of Vanaheim's Navy for an extended period.

Construct: Repair, Again- Your fleet suffered some losses above Svartalfheim though not that many. Admiral Sarnow estimates that it will take six years for these losses to be repaired along with the handful of hulks still remaining from the last war. After this work can finally begin on expanding your fleets.

Time: 6 years

Cost: 2,000,000,000 Thrones, 1,200,000,000 Material, 31,000,000 Promethium, 7,100,000 Advanced Material, 200,000 Exotic Material .
Upkeep per year: 53,000,000 Thrones, 41,000,000 Material, 2,300,000 Promethium, 49,000 Advanced Material, 200 Exotic Material.
Reward: Repair all damaged ships, 1/1 Heavy Cruiser hulks, 0/2 Stealth Battlecruiser hulks, 8/8 Cruiser hulks, 12/12 Light Cruiser hulks, 100/100 Escort hulks

Complete

Over the last half dozen years Admiral Sarnow has overseen the repair of all of the ship damaged in the recent war, and the rebuilding of all but two of the hulks recovered. The two Night Stealth Battlecruisers that have yet to be rebuilt will take some time due to their complexity. This still leaves your fleet well under its strength from before the War on Two Fronts, and Admiral Sarnow estimates that it will take a decade or so to fully recover.


Upgrade Defences (Avernus)- Orbital defences have proven to be one of the main advantages that your fleets have against invaders. Admrial Sarnow would like to further strengthen your orbital defences both at Diephobe and Avernus to make attacks even more challenging.

Time: 10 years

Cost: 9,500,000,000 Thrones, 3,000,000,000 Material, 860,000,000 Metal, 200,000,000 Promethium, 1,500,000 Advanced Material, 35,000 Exotic Material .
Upkeep per year: 210,000,000 Thrones, 66,000,000 Material, 19,000,000 Metal, 4,500,000 Promethium, 14,000 Advanced Material, 150 Exotic Material.
Reward: Build 21 Advanced Defence Stations, 90 Advanced Heavy Orbital Weapons Platforms and 450 Advanced Orbital Weapons Platforms around selected planet

Locked- Six out of Ten years completed

For the last half dozen years Admiral Sarnow has been overseeing a major expansion to the orbital defences of Avernus. This expansion will increase Avernus' orbital defence by half, making it a far tougher proposition to assault. However given the sheer strength of your ground defences any force able to threaten you on the ground will still be able to brush aside your orbital defences.

Expedite: Expand Shipyards: Large- Now that you have a huge shipyard it is possible to build large shipyards whole. This would increase the rate at which you can build capital ships and maintain anything short of battleships more easily. Admiral Parnell advices you to focus on this until you have all four large shipyards that you plan on constructing.

Time: 11 years. (can be taken twice)

Cost: 740,000,000 Thrones, 111,000,000 Material, 55,500,000 Metal, 111,000,000 Promethium, 10,200 Advanced Material, 475 Exotic Material.
Upkeep per year: 148,000,000 Thrones, 22,200,000 Material, 11,100,000 Metal, 11,100,000 Promethium
Reward: 1 new large shipyard

Locked- Three out of Ten years completed: Expedited

For the last three years Admiral Sarnow has been turning his attention to further expanding Deiphobe's shipyards, in this case by building a new large shipyards. This project will take another half dozen years and expand your shipyard space by a bit less then ten percent, a respectable amount.

The population of Avernus has grown by an average of 1.34% over the last six years, around average. Currently no regions are in need of additional living space.

Expand Advanced Juve-nat factories- Recently the use of Advanced Juve-Nat by your military has reached the point where it is digging into your reserves. While you still have decades before the reserves start running out it would still be a good idea to expand these factories sooner rather then later, time consuming and expensive as it is.

Time: 18 years

Cost: 3,500,000,000 Thrones, 700,000,000 Material,35,000,000 Metal, 140,000,000 Promethium, 290,000 Advanced Material, 1,600 Exotic Material.
Upkeep per year: 170,000,000 Thrones, 35,000,000 Materiel, 1,700,000 Metal, 7,000,000 Promethium, 15,000 Advanced Material, 820 Exotic Material.
Reward: expand Advanced Juve-Nat factories to produce 19,000,000 doses a year.

Complete

Two years ago the last of the newly expanded Advanced Juve-Nat Factories began production. With this increase in production rather then quickly depleting your reserves in order to fulfil your obligations you are now producing three times as much Advanced Juve-Nat as you need. Signe estimates that you will be able to trade away half of your total production for the next fifty years. Given that this is enough for a hundred million people you expect to make quite a profit off it.

Wildlife Export Goods- According to Signe there is a large barely tapped market in the sale of parts of Avernite wildlife to the elite of other worlds. This market includes luxury foods and furs for the nobles of the Imperial Trust, interesting materials for the Artisans of Svartalfheim and similar. Signe believes that if she throws from governmental resources into developing this trade it could be a major boon to the economy of Avernus.

Time: 10 years

Cost: 1,100,000,000 Thrones, 110,000,000 Material, 22,000,000 Metal, 22,000,000 Promethium, 50,000 Advanced Material, 2,500 Exotic Material
Upkeep per year: 110,000,000 Thrones, 11,000,000 Material, 2,200,000 Metal, 2,200,000 Promethium, 2,500 Advanced Material, 50 Exotic Material
Reward: +20% to prosperity of Avernite ground cities, +960,000,000 Thrones per year

Complete

Two years ago Signe finished her efforts to improve the export market for Avernite wildlife goods. She tells you that there has been a major expansion of the industry, which now accounts for almost a tenth of your tax revenue. One unexpected benefit of this industry is that it has helped integrate Avernus into the Imperial Trust, both by increased interaction and by helping offworlders actually understand parts of what living on Avernus means. Being told that montsers can come thought he walls is one thing, having a Phase-Tiger fang and being told that the create that has them can come though the walls is another.

Integrated banking Systems- Signe believes that by expanding Avernus' banking systems and more closely integrating them with the other commercial sectors that she will be able to further foster economic growth. This will take a few years but could increase your Thrones income by a third, almost fifteen billion Thrones a year.

Time: 12 years.

Cost: 2,300,000,000 Thrones, 470,000,000 Material, 120,000,000 Metal, 47,000,000 Promethium, 120,000 Advanced Material, 1,400 Exotic Material.
Upkeep per year: 47,000,000 Material, 217,000,000 Metal, 12,000,000 Promethium, 6,000 Advanced Material, 28 Exotic Material.
Reward: increase Thrones base income by 90 (to 360)

Locked- Ten out of Twelve years completed

For the last six years Signe has continued to work on Avernus' banking system, which was already one of the most advanced in the Imperial Trust with only the central bank of Midgard and the stock exchange of Muspelheim being more complex. She tells you that all of her initial changes have been implemented, and that over the next two years she will make a few adjustments to what she has done taking reality into account. There is always a difference between theoretical models and what actually happens, and forgetting to account for that was one of the more common errors for the Imperial Administratum, one that you are glad Signe is avoiding.

Illusionary Pine Investigation- Signe wishes to spend a few years looking into using Illusionary Pines in your cities in order to further confuse attackers who make it into your cities. While it is definitely possible to use them like this, she is not sure how effective, or expensive this would be.

Time: 7 years
Chance of Success: 40%

Cost: 380,000,000 Thrones
Reward: Information on how to use Illusionary Pines to strengthen the internal defences of your cities.

Locked- Two out of Seven years completed

Signe is currently conducting an investigation of using Illusionary Pines to strengthen your cities internal defences. So far the investigation is in its early stages, with no real results having being produced.


Administration Assistance- As a result of the recent reforms in the Adeptus Mechanicus it is now possible for secular authorities to oversee the expansion of a Forge-City or the upgrading of its defences at the request of the local leader of the Adeptus Mechanicus. Fabricator-General Scott has requested that the Avernite Administratum oversee the upgrading of the defences of all of the Forge-Cities in the system, and the expansion of Belagost, Annwn and Mag Mell.

Time: As Project

Cost: As Project +10%
Reward: Does one Upgrade Defences, Expand or Expand and Upgrade from Fabricator-General

Locked- Two out of Sixteen years completed

For the last two years Signe has been working on expanding the Forge-Hive of Belisama, the second of the Forge-Hives of Taraxandra. The project has only just began, with caverns that have been dug deep into the moon by the hives mines currently being adjusted for habitation.

Thaddeus Expertise: Expand (Storm's End) to Small Hive- Now that the cities of Duat have all been built, or are in the final stages of construction it would be a good idea to expand one of them into a Small Hive. This would provide a centre for the administration and defence of the region and allow for a greater population to build up. It would also be possible to build more small hives in other regions, though not nearly as important.

Time: 10 years.

Cost: 3,290,000,000 Thrones, 2,680,000,000 Material, 2,480,000,000 Metal, 4,460,000,000 Promethium, 2,370,000 Advanced Material, 27,100 Exotic Material.
Upkeep per year: 277,000,000 Thrones, 234,000,000 Material, 217,000,000 Metal, 39,500,000 Promethium, 19,500 Advanced Material, 234 Exotic Material.
Reward: Expand city to Small Hive

Complete

Three years ago Storm's End, the final city in The Azure Islands was expanded into a Small Hive. The Hive now covers the entirety of the Island of Storm's End, making ground assault impossible. While on most worlds this would still leave it vulnerable to amphibious assault, given the sheer lethality of the seas of Avernus only an aerial assault is practical. As such Storm's End as replaced a large portion of the normal artillery positions with additional AA. As things stand you would condenser Storm's End to quite possible the best defended of Avernus' Hives, despite a lot of competition.


Expedite: Thaddeus Expertise: Expand (Inbu-Hedj) to Small Hive- Now that the cities of Duat have all been built, or are in the final stages of construction it would be a good idea to expand one of them into a Small Hive. This would provide a centre for the administration and defence of the region and allow for a greater population to build up. It would also be possible to build more small hives in other regions, though not nearly as important.

Time: 10 years.

Cost: 3,290,000,000 Thrones, 2,680,000,000 Material, 2,480,000,000 Metal, 4,460,000,000 Promethium, 2,370,000 Advanced Material, 27,100 Exotic Material.
Upkeep per year: 277,000,000 Thrones, 234,000,000 Material, 217,000,000 Metal, 39,500,000 Promethium, 19,500 Advanced Material, 234 Exotic Material.
Reward: Expand city to Small Hive

Locked- Three out of Nine years completed: Expedited

For the last three years Thaddeus has been working to expand the city of Inbu-Hadj in the delta of Duat into a small hive. While there is currently no major population pressure on the region Signe believes that it is only a few decades before there is, and wants to get ahead of the curve.


Personal Attention: Expand (Casarrondo) to Small Hive- Now that the cities of Duat have all been built, or are in the final stages of construction it would be a good idea to expand one of them into a Small Hive. This would provide a centre for the administration and defence of the region and allow for a greater population to build up. It would also be possible to build more small hives in other regions, though not nearly as important.

Time: 10 years.

Cost: 3,290,000,000 Thrones, 2,680,000,000 Material, 2,480,000,000 Metal, 4,460,000,000 Promethium, 2,370,000 Advanced Material, 27,100 Exotic Material.
Upkeep per year: 277,000,000 Thrones, 234,000,000 Material, 217,000,000 Metal, 39,500,000 Promethium, 19,500 Advanced Material, 234 Exotic Material.
Reward: Expand city to Small Hive

Complete

A bit over a year ago you finished expanding the northernmost city of Avernus, Cassarondo, into a Small Hive. Given its location you designed its newly expanded defences with daemonic assault in mind, taking into account all of the lessons learned in the last daemonic incursion as well as Avernus' other encounters with daemon, both on and offworld. While daemons as a whole are varied enough that you can't account for all of them they do have enough similarities to make designing defences with daemonic assault in mind viable.

Personal Attention: Expand (Lorien) to Small Hive- Now that the cities of Duat have all been built, or are in the final stages of construction it would be a good idea to expand one of them into a Small Hive. This would provide a centre for the administration and defence of the region and allow for a greater population to build up. It would also be possible to build more small hives in other regions, though not nearly as important.

Time: 10 years.

Cost: 3,290,000,000 Thrones, 2,680,000,000 Material, 2,480,000,000 Metal, 4,460,000,000 Promethium, 2,370,000 Advanced Material, 27,100 Exotic Material.
Upkeep per year: 277,000,000 Thrones, 234,000,000 Material, 217,000,000 Metal, 39,500,000 Promethium, 19,500 Advanced Material, 234 Exotic Material.
Reward: Expand city to Small Hive

Locked- Eight out of Nine years completed: Expedited

Your work on expanding the city of Lorien into a Small Hive has proceeded well, with only a handful of the internal defences still being under construction. In fact the city is now operating as a Small Hive despite the few areas still under construction.


Expedite: Personal Attention: Expand (Bonud) to Small Hive- Now that the cities of Duat have all been built, or are in the final stages of construction it would be a good idea to expand one of them into a Small Hive. This would provide a centre for the administration and defence of the region and allow for a greater population to build up. It would also be possible to build more small hives in other regions, though not nearly as important.

Time: 10 years.

Cost: 3,290,000,000 Thrones, 2,680,000,000 Material, 2,480,000,000 Metal, 4,460,000,000 Promethium, 2,370,000 Advanced Material, 27,100 Exotic Material.
Upkeep per year: 277,000,000 Thrones, 234,000,000 Material, 217,000,000 Metal, 39,500,000 Promethium, 19,500 Advanced Material, 234 Exotic Material.
Reward: Expand city to Small Hive

Locked- One out of Nine years completed: Expedited

With the expansion of Cassarondo into a Small Hive you turned your attention to the last major city in Elysium, Bonud. As things stand you are currently working on digging down so that the new districts of the city can be built under the current city, and the area just around it.

Sound Out (Eldar Diplomacy - talk with the Eldar through Ridcully, ask what they might want in exchange for limited webway access so we can talk with and possibly trade with other major human polities in the galaxy)- Inquisitor Klovis-Ultan has suggested that you sound out the other Governors' about any proposal that you make before the next High Council meeting. While it is rather early to start now it would give you time to attempt to convince people to change their minds before the next High Council meeting.

Time: 1 year.
Chance of Success: 80%

Cost: 144,000 Thrones.
Reward: Gain level of support for proposal and reasons for this for one planet per 10% you succeed by.

Complete
year one d100=88+13(Diplomacy)=101: Success
year two d100=43+13(Diplomacy)=56: Success

Inquisitor Klovis-Ultan spent a pair of years sounding out the High Council about your idea to make contact with the other major human polities in the galaxy via the Eldar Webway. He found that this idea was rather divisive, with many who support it, many who oppose it and few in between.

As thing stand your biggest supporters in this are the Adeptus Mechanicus, who wish to make contact with the Forge-Empire, the Varangain Guard who would like to make contact with Ultramar and Muspelheim, who simply want contact with other powers.

Currently Asgard, Jotunheim and Midgard would be willing to support the proposal to at least find out what the price is, and to make any decisions afterwards.

Vanaheim leads the opposition on this, partly due to the fact that you are putting it forward but mostly due to their ancient experiences with Eldar, which result in them not being willing to work with or Trust Eldar in all but the most dire of circumstances. Alfheim, Svartalfheim, the Inquisition and the Security Council agree with Vanaheim on this, in large part because they view any contact with distant polities as only increasing the chance that the Imperial Trust will come to the attention of a hostile galactic power which it can not stand against.

Niflheim does not seem to be leaning one way or the other on this topic.

Nynye Trade (Cure for Jacob's aging)- There are several bit of knowledge that the Nynye that have that could be of great use to the humans of Avernus. There are limits to how much of what they ask for in return that you would be willing to offer but what you can get will be another weapon in the hands of the heroes of Avernus.

Time: 1 year.

Cost: 490,000 Thrones.
Reward: buy Alkahestry from Lulana of the Nynye.

Complete

Your diplomats found that Lulana was more then willing to use her best Alkahestry to augment Jacob so that his body can withstand the power coursing though it. The price that she asks is easily affordable, a bit of work from some of your excavation machines and some rather hard to find reagents that would be needed including a million fresh human fetuses. You are glad that abortions are relatively common on Avernus and that you have stasis technology. Lulana tells you that it will take a decade of research and treatments to complete the augmentations, far less then it would have taken if the ancient wanderer had not volunteered to help.

Make a Request- Areatha the Ancient Wanderer, one of the most powerful beings of Avernus barring the Great Ones has recently started living among the humans of Avenrus. While you can not commander you you could request her assistance in a matter, or for her to share some of the knowledge that she has gained over the twenty thousand years she has spent on Avernus.

Time: 1 year
Chance of Success: Varies

Cost: Free
Reward: Assistance or knowledge from Areatha

Complete
d100=53+13(Diplomacy)=66: Success, delayed effect for 10 years

Inquisitor Klovis-Ultan found Areatha perfectly willing to help teach your psykers as much of her anti-chaos tricks as is possible, though not right now. As things stand Areatha has moved to Lulana's Hive where she is helping her with her efforts to use Alkahestry to augment Jacobs body to withstand the power of his soul, which she says is a fascinatingly case. It seems that in her long life Areatha has picked up quite a bit of Alkahestry along with a few other abilities that are useful. In particular she knows the Alkahestic proprieties of a large number of reagents unknown to the Nyenye, and is willing to collect them if needed.

Investigate Relationship (Avernus, Muspelheim)- Inquisitor Klovis-Ultan is willing to spend some time investigating the relationships of organisations, planets, or peoples within the Imperial Trust. This could provide important military, political, and economic information.

Time: 1 year
Chance of Success: 50%

Cost: 4,000,000 Thrones
Reward: information on relationship between two groups

Complete
year five d100=3+13(diplomacy)=16: Fail
year five re-roll d100=43+13(diplomacy)=56: Success

Inquisitor Klovis-Ultan spent a year investigating the state of the relationship between Avernus and Muspelheim, your closest political ally.

Unsurprisingly the relationship is close on both sides, both on a personal and political level.

Politically Muspelheim and Avernus are considered to be the centre of the Progressive Faction of the Imperial Trust High Council, pushing for the Imperial Trust to cast off its traditions and adapt to the changing galaxy. This is in large part a result of the fact that Avernus and Muspelheim are the two fiercest meritocracies in the Imperial Trust, focusing on all levels on efficiency as a driving force.

In general the people of Avernus respect the unmatched level of education of Muspelheim and their dedication to self-improvement, as well as the fact that like on Avernus the people of Muspelheim know that any moment may be their last, though in their case it would be due to a fault in the thermal shielding rather then wildlife attack. The large number of guest students and professors from Muspelheim at Avernus' orbital universities only help in this, as does the number of Avernites to study at one of Muspelheim's universities.

In return the people of Muspelheim approve of Avernites care for each other and willingness to discard traditions that are holding them back and grow, both as individuals and as a culture. They also view the sheer speed that Avernus has grown with as inspirational, and respect the energy that it requires.

Investigate Relationship (Avernus, Svartalfheim)- Inquisitor Klovis-Ultan is willing to spend some time investigating the relationships of organisations, planets, or peoples within the Imperial Trust. This could provide important military, political, and economic information.

Time: 1 year
Chance of Success: 50%

Cost: 4,000,000 Thrones
Reward: information on relationship between two groups

Complete
year six d100=28+13(diplomacy)=41: Fail
year six re-roll d100=20+13(diplomacy)=33: Fail

Inquisitor Klovis-Ultan spent a year attempting to determine the relationship between Avernus and Svartalfheim. Unfortunately he found that it is currently dominated by the recent war, and that he could not separate the long term attitudes from those that are a result of the war.

Over the last six years your security forces have located a bit over nine hundred chaos cultists, spread equally throughout Avernus.

Of the 6,453 major psykers found over the last six years 487 of them were Chaotic, a normal proportion.

481 of the Chaotic Psykers consisting of 3 Beta-levels, 37 Gamma-levels, 93 Delta-levels, 175 Epsilon-levels and 174 Zeta-levels were killed without causing any significant levels of damage over the last five years.
1 Beta level caused some damage killing ,22 million militiamen 3,280 Psyker Hunters, 464 Veteran Psyker Hunters, 32 Elite Psyker hunters and 6 Master Psyker Hunters before he was taken out by your kill teams.

Avernus' first Alpha Plus human Psyker to be found was born seven years ago, and managed to reach the age of two before forming a full blown Warp rift in Arbor. Three hours later what was left of he city was destroyed by a concentrated barrage from no less then three Island Turtles and a pair of Deep ones, sealing the rift and removing the island that Arbor once stood on. While few humans were still alive and sane when the rift was closed total losses numbered over a billion, including a full PDF corps, a Helltrooper Division, a brigade of Helguard as well as 2,570 Psyker Hunters, 2,464 Veteran Psyker Hunters, 2,436 Elite Psyker Hunters, 382 Master Psyker Hunters, 1,295 Witch Hunters, 933 Veteran Witch Hunters, 1,112 Elite Witch Hunters, 21,344 Witch Finders, 1,066 Psy Hunters, 136 Master Psy Hunters, 4 Grandmaster Psy Hunters, 13 major Psy Hunters, 1 major Master Psy Hunter and 2 Primaris Psy Hunters. This was the most casualties ever suffered in such a short period of time on Avernus by a wide margin.

Less then a year later Ridcully managed to locate another Alpha plus Psyker, this one in Dorieth. An elite strike force was immediately dispatched to either execute the child or get it behind heavy wards if sufficiently stable. It seemed that whatever dark force was interested in the child noticed the strike force inbound, and five minutes before Jane's forces arrived a Lord of Change possessed the child and set loose its hordes on the city. The presence of a large force of Avernus' best, including Arbitrator Jane Oakheart, Grandmaster Xavier and Grandmaster Aria along with two full Primaris Execution Forces was enough to keep the daemonic hordes at bay with the brave assistance of the militia and PDF. It took one hour for Jane to sneak her way to the Lord of Change and end its life for good, ending the incursion. In that time 113 million militiamen had fallen along with 120,000 PDF Troopers, 66,000 Helltroopers, 96 Psy Hunters, 48 Master Psy Hunters, 5 Grandmaster Psy Hunters, 6 major Psy Hunters, 3 major Master Psy Hunters and 1 Primaris Psy Hunter.

An Alpha-level Deamonlogist/Telekinetic in Helm's Deep killed 113 million militiamen, 23,000 Helltroopers, 3,936 Psyker Hunters, 592 Veteran Psyker Hunters, 120 Elite Psyker Hunters, 28 Master Psyker Hunters, 8,256 Witch Hunters, 1,088 Veteran Witch Hunters, 160 Elite Witch Hunters, 48 Witch Finders, 32 Psy Hunters, 16 Master Psy Hunters, 2 Grandmaster Psy Hunters, 2 major Psy Hunters and 1 major Master Psy Hunter before he was put down by a Primaris Execution Force.

A second Alpha-level was turned into a Warp gate, unleashing a horde of daemons into Hollin which killed 35 million militiamen, 270,000 PDF Troopers, 42,000 Helltroopers, 12,192 Psyker Hunters, 2,288 Veteran Psyker Hunters, 536 Elite Psyker Hunters, 220 Master Psyker Hunters, 96 Witch Finders, 64 Psy Hunters, 32 Master Psy Hunters, 3 Grandmaster Psy Hunters, 4 major Psy Hunters and 1 major Master Psy Hunter before your armies managed to wipe out the daemons.

In total over the last five years an incredible number have lost their lives to chaos psykers, including: 1,283,000,000 militiamen, 10,390,000 PDF Troopers, 1,131,000 Helltroopers, 100,000 Helguard, 21,978 Psyker Hunters, 6,808 Veteran Psyker Hunters, 3,024 Elite Psyker Hunters, 636 Master Psyker Hunters, 9,551 Witch Hunters, 2,021 Veteran Witch Hunters, 1,272 Elite Witch Hunters, 21,488 Witch Finders, 1,258 Psy Hunters, 232 Master Psy Hunters, 14 Grandmaster Psy Hunters, 25 major Psy Hunters, 6 major Master Psy Hunters and 3 Primaris Psy Hunters. Thankfully you are unlikely to get two Alpha-plus Psykers born in such a short period of time again, as at the current rate your psyker hunters would be wiped within a decade or so.

The untainted major Psykers included 1 Alpha-level, 3 Beta-levels, 80 Gamma-levels, 423 Delta-levels, 1,761 Epsilon-levels and 3,698 Zeta-levels.
645,268 minor Psykers were located by the Witch Finders over the last six years, a fraction of a percent more then the previous four years.

Double: Focused Psyker Hunting: Times Four- Jane is incredibly skilled at hunting down and killing powerful psykers. If she focuses her hunt on the more powerful psykers she will be able to kill many of the more powerful psykers without much issue, though this is more risky for her than normal psyker hunting.

Time: 1 year.
Chance of Success: 30%

Cost: 6,100,000 Thrones.
Reward: +8 to rolls to deal with Chaos Psykers of at least Delta-level for each success, can be taken multiple times

Complete
Year One d100=31+25(Intrigue)+18(combat)+20(traits)+20(double)=114: Success, +8 to rolls
Year two d100=100+25(Intrigue)+18(combat)+20(traits)+20(double)=183: Greater Critical Success, kill 1 Alpha+
Year three d100=60+25(Intrigue)+18(combat)+20(traits)+20(double)=143: Success, +8 to rolls
Year four d100=39+25(Intrigue)+18(combat)+20(traits)+20(double)=122: Success, +8 to rolls
+24

The four years in which Jane led the hunt for Chaos psykers were some of the busiest in the history of the Imperial Trust, with two Alpha-levels and a pair of Alpha-plus Psykers, the most powerful category that a human can be born to going rogue. Despite the brilliant actions of Jane and her men hundreds of millions of lives were lost, even discounting those in Arbor when Avernus removed it in order to close the Warp Rift created in it. You are only glad that Jane somehow managed to kill the Lord of Change in Dorieth before you would have lost that hive as well, losing two Hives in as many years would have been a terrible blow.

Double: Counter-Intelligence: Twice- Jane tells you that the number of spies attempting to infiltrate Avernus has only gone up over the years. While she thinks that most of them have been caught she is not certain of this, and would like to spend the odd year double checking her subordinates work.

Time: 1 year
Chance of Success: 30%

Cost: 4,000,000 Thrones
Reward: double check counter-intelligence efforts, +5 t chances of spotting infiltrators this turn.

Complete
year five d100=90+25(intrigue)+5(traits)+20(double)=140: Success
year six d100=32+25(intrigue)+5(traits)+20(double)=82: Success

Jane spent the last two years overseeing the hunt for spies within Avernus. As well as finding some agents from domestic sources she found quite a few foreign infiltrators, most of them from Turoq. She tells you that her counterparts in the rest of the Imperial Trust have also reported a surge in infiltrators from Turoq. So far none have got anywhere sensitive, that anyone knows about.

Double Down: Titan Designing Step One: Schematics – Archmagos Tranth believes that he now understands Titans well enough to begin to work on how to create more. The first step of these would be to create a set of schematics for the Titan, integrating the advanced technology that the Imperial Trust has access to from the start. Once this has been completed he will need to work on creating the data systems and Machine Spirit, integrating the Princeps and then tying it all together.

Time: 10 years
Chance of Success: -100% (14% after bonuses)

Cost: 38,000,000 Thrones, 380,000 Material, 76,000 Promethium, 158,000 Advanced Material, 18,000 Exotic Material, 5 Relic Material.
Reward: Gain schematics of Titan, first step on the path to creating Titans.

Complete
year one d100=14+36(learning)+10(traits)+60(buildings)+10(other)+20(double down)=150: fail
year one re-roll d100=69+36(learning)+10(traits)+60(buildings)+10(other)+20(double down)+15(Paragon Diviner)=220: Success

After a full decades work Archmagos Tranth finished designing the Avernus Pattern Warlord Titan's body. He tells you that the design makes full use of the most advanced technology that he has access to including an Overcharged Plasma Reactor. The Avernus pattern Warlord is equipped with the normal arm and carapace weapons of a Titan as well as a pair of Titanic Plasma Foils for close in work and a dozen AA mounted Neutron Repeaters. When combined with its shielding, which is three times the strength of a traditional Titan and its faster then normal speed the Avernus pattern Warlord is a terror to face. This is further enhanced by some of its auxiliary system, such as inbuilt replosarlifts which can reduce its weight by 80%, allowing to to operate in a wide range of theatres normally unsuited for Titans and to leap great heights.


Double Down: Titan Designing Step Two: Machine Spirit- Once he has created the schematics for a Titan Tranth will need to work on the data systems and more importantly the powerful Machine Spirit that will be needed for a Titan. This will be a very challenging task, and Tranth fully expects that his first few attempts will fail. However once it has been completed he will have reached the halfway point in designing your first Titan pattern.

Time: 5 years (must complete Titan Designing Step One: Schematics first)
Chance of Success: -110% (-6% after bonuses)

Cost: 38,000,000 Thrones, 380,000 Material, 76,000 Promethium, 158,000 Advanced Material, 18,000 Exotic Material, 5 Relic Material.
Reward: Create template for Titan machine Spirit, second step on the path to creating Titans.

Complete
year six d100=9+36(learning)+10(traits)+60(buildings)+10(other)+20(double down)=145: fail
year six re-roll d100=40+36(learning)+10(traits)+60(buildings)+10(other)+20(double down)+15(Paragon Diviner)=191: Fail, reduce time and cost of repeat by 20%

Archmagos Tranth has spent the last five years working on creating a data-system for the Avernus Pattern Warlord and the powerful Machine Spirit that will be required. So far all of his attempts on creating a powerful enough Machine Spirit have been failures, not exactly unexpectedly. However he has made some progress on this task, and believes that he should be able to finish within anoyher decade at the most.
Tyrant Lizard Cybernetics- Archmagos Biologis Maximal has determined that it is possible to create cybernetics which will allow a rider to control a Tyrant Lizard. With a few years work on optimising them he thinks that he will be able to make Tyrant Lizard Riders a viable military unit.

Time: 8 years.
Chance of Success: 10% (99% after bonuses).

Cost: 4,000,000 Thrones, 69,000 Advanced Material, 7,900 Exotic Material.
Reward: Design Tyrant Lizard controlling Cybernetics, first step to Tyrant Lizard Riders.

Complete
year five d100=8+28(stats and traits)+60(buildings)+10(Rune Priests)+20(double down) =126: Success
year five re-roll d100=56+28(stats and traits)+60(buildings)+10(Rune Priests)+20(double down)+15(paragon Diviner) =189: Critical Success

Archmagos Biologis Maximal has recently finished modifying the cybernetic control mechanism for Tyrant Lizard for combat use. Has has been highly successful in this project, creating a system that not only acts as an effective control interface but can withstand a decent amount of punishment without failing and is not overly expensive, not compared to capturing and feeding Tyrant Lizards anyway.

Double Down: Bio-Laser Implants- Archmagos Biologis Maximal believes that when he finishes his current research he will be ready to begin designing Bio-laser Implants, which can provided a near undetectable weapon for agents of all types.

Time: 8 years.
Chance of Success: 10% (99% after bonuses).

Cost: 4,000,000 Thrones, 69,000 Advanced Material, 7,900 Exotic Material.
Reward: Design Hidden Bio-Laser Sidearms.

Locked- One out of Eight years completed

For the last year Archmagos Biologis Maximal has been working on creating Bio-laser Implants that can act as very well hidden sidearms for your agents. So far he has only just started the project and can not really make any reports on his progress.
Repair the Well of Urd- Recently Archmagos Tranth has worked out how to repair the last of the components of The Well of Urd. This means that Fabricator-General Scott can finally begin to repair it. The repairs will be carried out in the shipyards of Vanaheim at the expense of the Vanaheim Mechanicus but given the importance of The Well of Urd Fabricator-General Scott will still have to devote a large portion of her effort to this project for the next twenty-five years.

Time: 25 years

Cost: Free
Reward: The Well of Urd is restored to full functionality

Complete
-1 Mechanicus Unrest
+1 Mechanicus Morale

Recently the Ancient Ark Mechanicus, The Well of Urd, has been fully repaired after twenty-five years of work by some of the Imperial Trust's greatest Tech-Priests. The restored ship is a work of art, with all of its systems working at full efficiency if not better. The Well of Urd will remain under the control of the Adeptus Mechanicus, and act as the heart of any exploration fleets that the Imperial Trust sends out. This is a role that the Well of Urd is highly suited to as a result of its combination of combat power, advanced sensors, speed, stealth and large amount of cargo capacity. The Adeptus Mechanicus throughout the Imperial Trust are celebrating this achievement, which is also a symbol of unity for the Adeptus Mechanicus as it was the result of extended collaboration between Fabricator-General Scott, the leader of the Progressive Faction, and Archmagos Varnek, the leader of the Conservative Faction.

Cathedral of the Omnissiah: Erecura- In four years time Annwn will have been fully expanded into a Large-Forge Hive. This will allow Fabricator-General Scott to begin building a Cathedral of the Omnissiah or a Cathedral of the Machine-God following the plans provided by the Blood Dragons. A Cathedral of the Omnissiah would massively increase your production of Advanced Materials, increasing your current production by 60%.

Time: 15 years. (can not be chosen until year 3)

Cost: 38,000,000,000 Thrones, 9,400,000,000 Material, 3,800,000,000 Metal, 190,000,000 Promethium, 880,000 Advanced Material, 110,000 Exotic Material, 12 Relic Material.
Upkeep per year: 3,800,000,000 Thrones, 940,000,000 Material, 380,000,000 Metal, 19,000,000 Promethium, 88,000 Advanced Material, 11,000 Exotic Material, 1.2 Relic Material.
Reward: Increase base AM production by 100% (currently +100%), increase AM production by 68,000 (2.8 million), can have either Cathedral of the Omnissiah or a Cathedral of the Machine God,

Locked- Thirteen out of Fifteen years completed

The construction of the Cathedral of the Omnissiah in Erecura is now in its final stages, with working being under way on calibrating the Holy Machinery that fills it. Fabricator-General Scott tells you that final calibrations will take another year or so after which the Cathedral will be consecrated.

On Transcendent Gods - Saint Lin is willing top spend a few more years investigating the nature of the Transcendent Gods, mortal who attain divinity. Saint Lin tells you that they are probably the type of god least restricted by their nature, and therefore possibly the most dangerous.

Time: 5 years
Chance of Success: -40 (uses average of learning and piety)

Cost: 40,000,000 Thrones
Reward: information on Transcendent Gods, ??.

Complete
year four d100=56+41(stats)+15(traits)+20(double down)=132: Fail, reduce repeat time by 1 year, +10 to repeat success chance
year four re-roll d100=29+41(stats)+15(traits)+20(double down)+15(Paragon Diviner)=120: Fail

Despite his best efforts Saint Lin has yet to be able to determine much about Transcendent Gods that he did not already know. He is sure that there is more out there that he can find, but has not yet made the breakthrough needed for the knowledge, though he is only a few years off it.

Cleanse World (Heavy)- There are fifteen tainted worlds recently captured from Valinor. Of these worlds five are lightly tainted, seven are moderately tainted and three are heavily tainted. Saint Lin believes that with a few decades work he could totally cleanse the worlds, or at least reduce the level of taint.

Time: 2 years
Chance of Success: 10%

Cost: 40,000,000 Thrones, 7,900 Advanced Material, 890 Exotic Material, 1 Relic Materials
Reward: Reduce the taint of selected world by 1 level, 2 on a crit.

Complete
year one d100=25+54(stats)+5(traits)+30(psychic cleansing)=114: Success

With the aid of Grandmaster Aria and her Psykers Saint Lin was able to majorly reduce the amount of chaotic taint on Valimar. This was the last of the heavily tainted worlds that you took from Valinor, so it is now theoretically possible to begin colonising all of your worlds.


Those in the Shadows- With the collapse of the Astronomican the psykers have by far the hardest time maintaining their faith. They are constantly tempted by countless daemons with only their own will and training to keep them at bay. Saint Lin has offered to spend time with those Psykers approaching the trials in order to fortify their will and prepare them for the challenges to come.

Time: 1 year
Chance of Success: 30%

Cost: Free.
Reward: +5% to the success chance of all psykers who take the trials this year, can be taken multiple times

Complete
year two d100=84+54(stats)+5(traits)=133: Success

Saint Lin spent a year working in the Unseen University assisting the psykers within prepare for their trials. While his presence did not have the impact it once did, when your training systems were far more primitive, he as still responsible for around fifty major psykers passing the trials, including a Beta-level.

Cleanse World (Light): Times Two- There are fifteen tainted worlds recently captured from Valinor. Of these worlds five are lightly tainted, seven are moderately tainted and three are heavily tainted. Saint Lin believes that with a few decades work he could totally cleanse the worlds, or at least reduce the level of taint.

Time: 2 years
Chance of Success: 10%

Cost: 40,000,000 Thrones, 7,900 Advanced Material, 890 Exotic Material, 1 Relic Materials
Reward: Reduce the taint of selected world by 1 level, 2 on a crit.

Complete
year Four d100=43+54(stats)+5(traits)+15(psychic cleansing)=117: Success
year six d100=24+54(stats)+5(traits)+15(psychic cleansing)=98: Success

For the last four years Saint Lin has been working of purifying Avallónë and Tol Eressëa, the nearest of the world once claimed by Valinor. Thanks in large part due to the assistance of Grandmaster Aria and her Psykers he was successful in these efforts, and both worlds are now ready for colonisation.

Double Down: On Religious Gods - Saint Lin is willing top spend a few more years investigating the nature of the Religious Gods, who arise from worship. Saint Lin tells you that they are probably the most common form of god, and as such should be inveistigated.

Time: 5 years
Chance of Success: -40 (uses average of learning and piety)

Cost: 40,000,000 Thrones
Reward: information on Religious Gods, ??.

Locked- Two out of Five years completed

For the last two years Saint Lin has been investigating religious gods, those gods created by their worshippers. So far he has not made any major progress on this effort, though he has had a few minor insights.

The twin alpha level Diviners/Daemonologists Antov and Valeria Ivankov graduate as Elite Primaris Psykers

               
Trials Alpha Beta Gamma Delta Epsilon Zeta Minor
Passed 2 5 28 208 940 2,034 329,020
Attempted 2 8 50 301 1,253 2,625 411,275
Percent passed 100.00% 62.50% 55.50% 69.00% 75.00% 77.50% 80.00%
             
40 Regular 31   Veteran 8  
Primaris Beta Gamma Delta Beta Gamma Delta
Biomancer     3     1
Diviner   1 4     1
Pyromancer   1 6 1   1
Telekinetic   1 6     1
Telapath   1 4     1
Daemonologist   1 4   1 1
Order of Omens            
Order of Warding            
Order of Restoration     3     1
Psy-Hunters           1
                                         
504 Normal 358       Veteran 125       Elite 11       Master 9      
Battle Psyker Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta
Biomancer     3 20 43     1 7 15         1         1
Diviner     2 13 29     1 5 10         1         1
Pyromancer   1 4 27 57     1 9 20         1       1 1
Telekinetic     3 20 43     1 7 15         1         1
Telapath     2 14 29     1 5 10         1         1
Daemonologist     2 14 30     1 5 11                    
Psy-Hunters                           2 3         1
             
26,225 Trainee Normal Veteran Elite Master Grandmaster
Minor Battle Psykers 131,608 16,189 9,093 317 594 32
Psy-Hunters       174 173 9
                               
712 Normal 455       Veteran 209       Elite 46      
Sanctionite Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta
Biomancer     4 29 61     1 7 14       1 3
Diviner     3 18 37     1 8 17       2 4
Pyromancer     3 19 41     1 8 19       2 4
Telekinetic     4 29 61     2 13 28       3 6
Telapath 1   3 19 40     1 9 18       2 4
Daemonologist 1   3 25 53     1 10 23       2 4
Order of Omens       1 3       1 2         1
Order of Warding       -1 -3         1         1
Order of Restoration               1 7 14       1
3
             
50,878 Trainee Normal Veteran Elite Master Grandmaster
Minor Sanctionites 128,098 34,650 13,092 2,871 171 2
Order of Omens 219 63 24 5    
Order of Warding 3,290 -1,243 -468 264 24  
Order of Restoration     1,190 261 16  
                                         
50 Normal 29       Veteran 8       Elite 13       Master 3      
Neo-Astropaths Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta
Neo-Astropaths     1 5 9       2 2       2 4         1
Neo-Astropathic Receivers     1 5 9       1 3       2 4         1
             
18,749 Trainee Normal Veteran Elite Master Grandmaster
Witch Finder 62,514 13,136 4,179 1,274 157 3

Free Action: Greater Divination (Large Ork Waaaghs)- High Grandmaster Ridcully is more skilled at seeing the present as he is at predicting the future. This allows him to gather a good deal of information about the galaxy using his powers. Possible focuses are the condition of races or organisations, the balance of power in Segmentums or even the activity and compositions of pantheons of gods.

Time: 1 year. (can only be taken once per turn)
Chance of Success: 10%

Cost: 4,000,000 Thrones
Reward: Information on focus. The narrower the target the more information.

Complete
roll d100=43+49(control)+110(Traits)=202: Critical Success

High Grandmaster Ridcully has spent some time over the recent years divining what Large Ork Waaaghs are currently active in the galaxy. He fund that there were around a hundred level three Waaaghs currently active, most of which are engaged by of of the galactic powers. There are also two tier 4 Waaaghs, Conflagrations that are currently active, a number that is liekly to increase within the next few decades.

The first and largest is almost a thousand sectors based in the galactic core between the Black Imperium and the Krok, and is currently pushing in both directions. Where its assault on the Krok has failed to make much progress the Black Imperium has not fared as well, though a Black Crusade led by Abbadon himself is currently being mustered to change this. Ridcully foresees this front turning into a bloody war though could go either way, to be honest you hope that Abbadon wins.

The second is only a hundred sectors strong and comes from the Ghoul Stars to the North-West of the Krok, and is mounting a major assault on the Krok. So far the Krok are holding their ground and even driving the Okrs back but if another major front opens against them this could change.

Greater Divination (Turoq, Attack Plans)- High Grandmaster Ridcully is more skilled at seeing the present as he is at predicting the future. This allows him to gather a good deal of information about the galaxy using his powers. Possible focuses are the condition of races or organisations, the balance of power in Segmentums or even the activity and compositions of pantheons of gods.

Time: 1 year. (can only be taken three times per turn, including free action)
Chance of Success: 10%

Cost: 4,000,000 Thrones
Reward: Information on focus. The narrower the target the more information.

Complete
year one roll d100=18+49(control)+110(Traits)=177: Critical Success

High Grandmaster Ridcully spent a year looking into how the Chaos Dominion of Turoq is planning to attack the Imperial Trust. He found that their plans are based around using dealing with deamons and spies to locate the Imperial Fleets and then launching medium strength on vulnerable worlds, both within the Imperial Trust and within Dragon's Nest. These attacks will be supported by a massive number of Psykers and will focus on training as much as possible, stealing technology and setting up sleeper agents and will retreat before any dangerous reinforcements arrive. As this is going one the forces of Turoq will continue to reinforce the defences of their core worlds and make pacts and deals to acquire allies for the final battle with the Imperial Trust. To be honest this is a worryingly intelligent plan that makes full use of many of the advantages of the forces of Chaos while avoiding many of the Imperial Trust's strengths, you are rather worried by what it implies.

Greater Divination (Turoq, Superweapon)- High Grandmaster Ridcully is more skilled at seeing the present as he is at predicting the future. This allows him to gather a good deal of information about the galaxy using his powers. Possible focuses are the condition of races or organisations, the balance of power in Segmentums or even the activity and compositions of pantheons of gods.

Time: 1 year. (can only be taken three times per turn, including free action)
Chance of Success: 10%

Cost: 4,000,000 Thrones
Reward: Information on focus. The narrower the target the more information.

Complete
year two roll d100=60+49(control)+110(Traits)=219: Greater Critical Success

High Grandmaster Ridcully was able to piece the shroud placed over the nature of the super-weapon that Turoq was so proud of. He tells you that the superweapon in question is actually one that is being provided to many of the forces of the Changer of Ways throughout the galaxy, and is a method to create clones of Psykers that can be linked to a Psyker to greatly magnify his power. In total up to eight clones can be linked to each Psyker, boosting his power ninefold and allowing him to act in multiple places.

There are several restrictions on this however, the first of which is that it takes nine months to grow a clone and that only one can be made at a time, the second being that the clones must all stay within a short distance, based on the Psyker, of the original and the third being that when a clone is slain the original takes some significant damage that will not heal for nine days.

Even with these restrictions the clones are a terrifying force multiplier that effectively boost the already formidable Psykers of the Changer of Ways by between one and two power levels, allowing them to deploy a truly terrifying amount of psychic power to the battlefield.

Contact Eldrad Ulthran (Give Dark Eldar and Destroyer/Ctann info - he probably knows already, but doesn't hurt to be on the safe side, and ask what they might want in exchange for helping us communicate with other major human polities far from us)- Now that High Grandmaster Ridcully has made contact with Eldrad Ulthran and formed an agreement with him it is possible for him to make contact once more. This could be either to share the result of a vision that Ridcully has had or to make a request of the Eldar, which Eldrad Ulthran will require some sort of compensation for and will require High Council backing.

Time: 1 years
Chance of Success: 30% (uses control)

Cost: 3,900,000 Thrones
Reward: Make contact with Eldrad Ulthran.
Complete
year three roll d100=1+49(control)+110(Traits)=160: Critical Fail
re-roll even=yes
year three re-roll d100=81+49(control)+110(Traits)+15(Paragon of Divination)=255: Greater Critical Success

Buy List
10 Cr=One Way Message to (Polity)

20 Cr= Send One Way Messenger to (Polity)
+50% price for return
double price for multiple

100 Cr= Arrange a meeting with (Polity)
200 Cr= Arrange a meeting with (Polities)

Sell List
0.125 Cr= 1 PDF Army Group
0.25 Cr= 1 Guard Army
0.5 Cr= 1 Grenadier Corps
1 Cr=1 Power Armoured Division or Knight Household
2 Cr= 1 Helguard Brigade
4 Cr= 1 Astartes Company

can increase number of CR gained by a factor of ten by making it serves for a century with supplies and replenishment rather then on off

2 Cr= 1 Ridcully Divination (within 50 years)
5 Cr= 1 Ridcully Greater Divination (within 50 years)
currently polities available for contact are Krork, the Eldar Empire of Ashes, the Forge-Empire of Callamus, the Quartus Imperium, the Tau Empire and the Imperium Secondus
they may refuse to attend meetings without confirming via first

Shortly after the High council meeting High Grandmaster Ridcully contacted the ancient Eldar Seer Eldrad Ulthran, both to share a few of his own visions and to inquire over what price must be paid for certain uses of the webway.

You received both an easier way to make contact with the Empire of Ashes as well as the price that you must pay for sending messages, sending messengers and setting up a meeting with distant polities. The prices consist of either Divinations from Ridcully or units being deployed to assist the Empire of Ashes, preferably elites.

Divination (Turoq)- Headmaster Ridcully is almost as skilled at seeing the present as he is at predicting the future. This allows him to gather a good deal of information about the neighbouring sectors without putting any scouts at risk. Valinor, Dragons Nest, and the Orkish domains seem to be the best options to investigate this way.

Time: 2 years.
Chance of Success: 30%

Cost: 4,000,000 Thrones
Reward: Information on selected polity, location ect. The narrower the target the more information.

Complete
year five roll d100=99+49(control)+110(Traits)=258: Greater Critical Success
more information will be added to datasheets

High Grandmaster Ridcully spent two whole years divining as much about the Princedom of Turoq as he could. He found that the domain, which has grown to over eighty worlds, is set on becoming one of the regional powerhouses under the command of the recently ascended Daemon Prince Turoq. Turoq is, like many chaos dominions, sworn to the Black Imperium and has contacts with some of the Dark Mechanicus Forge Worlds which provide much of its more advanced technologies. Currently Turoq is engaged with negotiations with several Forge-Worlds for assistance dealing with the Imperial Trust, using several captured pieces of equipment as bargaining tools. Since the conquest of Valinor Turoq has been working on centralising its key industry in half a dozen worlds, each of which is being provided with formidable orbital defences, both technological and sorcerous. Nowhere is this more evident then the daemon world of Epra, which has consumed its once mighty orbital shipyards and now grows warships in crystalline chrysalises.
Hellflame Compression- The Hellflame Coral sues a power that is a mix of demonology and pyromancy to compress and store heat, and then unleash it. If reverse engineered this power could allow your best pyromancers to store up their power and then unleash it in a concentrated attack, allowing for massive burst damage with some preparation.

Time: 7 years
Chance of Success: 5% (uses average of control and learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Learn how to use Hellflame Compression

Locked- Five out of Seven years completed

For the last five years Grandmaster Xavier has been attempting to figure out how to duplicate the power that the Hellflame Coral uses to compress and store fire. He has currently figured out a method of achieving this, but it is so messy and inefficient that it is all but useless in battle. Xavier hopes that with a few more years of work he will be able to clean up the power enough to make it more then a training tool.

Examine: (Siren Rune of Focus)- The Sirens have recently traded knowledge of how to make several forms of Runes in exchange for the souls of chaos cultists. Tamia would like to spend a few years examining each in order to both determine what it does and to ensure that it is safe. This will also determine exactly how you can use the rune, including whether you can form wards of it or inscribe it on weapons.

Time: 3 years (must be taken by Tamia)
Chance of Success: 80% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Determine the effects of the selected Rune and if it is safe

Complete
year six d100=75+37(traits and stats)+15(Roke Island)=127: Success
double effect of psychic material focuses, halve effect of miscasts

Tamia spent three years working on the Siren Rune of Focus in order to determine how it can be used. She tells you that the Rune itself acts as a focus for psychic Powers, allowing for the power to flow more smoothly, well that is the closest metaphor she can use to explain it to you, reducing the chance of problems. It also has the effect of magnifying the impact of the material that it is inscribed onto on the powers, making materials such as Hellfame Coral and Illusion Pine Wood more effective.
Mentoring: Alpha- Given the high rate of failure for the more powerful psykers High Grandmaster Ridcully would like to have some of his best psykers mentor the second Alpha-level in the years leading up to her trials. This will hopefully be enough to increase her chance of passing by a significant degree.

Time: 1 year. (can be taken per hero)
Chance of Success: 50%

Cost: Free
Reward: each point of success increases chance of the Alpha-level psyker passing the trails by 1% (max pass chance 65%, current pass chance 10%.

Complete
year five roll d100=98+49(control)=147: Critical Success +59

High Grandmaster Ridcully spent a year tutoring the twins Antov and Valeria Ivankov in preparation for their trials. His training was a major reason why the two Diviners/Daemonologists were able to develop their skills ion Divination to such a high level.

Mentoring: Alpha- Given the high rate of failure for the more powerful psykers High Grandmaster Ridcully would like to have some of his best psykers mentor the second Alpha-level in the years leading up to her trials. This will hopefully be enough to increase her chance of passing by a significant degree.

Time: 1 year. (can be taken per hero)
Chance of Success: 50%

Cost: Free
Reward: each point of success increases chance of the Alpha-level psyker passing the trails by 1% (max pass chance 65%, current pass chance 10%.

Complete
year one roll d100=58+28(control)=86: Success +18

Grandmaster Xavier spent a year training the Alpha-level twins Antov and Valeria Ivankov in the control of their powers. His efforts made an impact, and are one of the many reasons that they preformed as well on the trails as they did.

Massed Songweavers- Now that a far greater number of Songweaving Songs can be composed it is possible to entirely replace the vast majority of your choirs with Songweaving Choirs. These choirs would be twice the size of a normal choir and thanks to the flexibility of songweaving would be able to be almost as effective in psychic disciplines outside their speciality. However thousands of Battle Psykers will have to be retrained as Songweavers for this to happen, a task that will take decades.

Time: 20 years

Cost: 400,000,000 Thrones, 71,000 Advanced Material, 810 Exotic Material.
Reward: all Battle Psyker Choirs trained to act as Songweavers, double the maximum size of choirs, greatly increase choir skill outside of speciality discipline.

Complete

Four years ago Tamia finished setting things up so that all members of the Battle Psyker Choirs are capable of using Songweaving, along with a large portion of the other psykers on Avernus. This gives your Battle Psykers Choirs an incredible amount of flexibility, with all choirs now being able to use all of the psychic disciplines without losing to much power.

Mentoring: Alpha- Given the high rate of failure for the more powerful psykers High Grandmaster Ridcully would like to have some of his best psykers mentor the second Alpha-level in the years leading up to her trials. This will hopefully be enough to increase her chance of passing by a significant degree.

Time: 1 year. (can be taken per hero)
Chance of Success: 50%

Cost: Free
Reward: each point of success increases chance of the Alpha-level psyker passing the trails by 1% (max pass chance 65%, current pass chance 10%.

Complete
year three roll d100=85+32(control)=117: Success +28

Grandmaster Tamia spent a year training the twin Alpha-levels Antov and Valeria Ivankov in the control of their powers. Her training was enough to push the twins to a higher level of skill then is normal for a newly graduated psyker.


Psychic Cleansing: Three Times- Saint Lin has volunteered to undertake the cleansing of the recently captured worlds in Valinor. While your normal psykers could not pull this feat off by themselves, both pyromancers and demonologists would be able to assist him in his efforts, reducing the amount of time he must spend on this project.

Time: 2 years (must start at same time as Cleanse World, can't be taken by Ridcully)
Chance of Success: 20% (uses average of power and control with Pyromancy and Demonology Bonus)

Cost: 4,000,000 Thrones, 400,000 Material, 4,250 Advanced Materials
Reward: +15 to success chance of Cleanse World

Complete
year one d100=92+30(stats)+50(traits)=172: Critical Success
year four d100=8+30(stats)+50(traits)=88: Success
year six d100=18+30(stats)+50(traits)=98: Success

Grandmaster Aria and her psykers were a major aid to Saint Lin's efforts to cleanse Valimar, Avallónë and Tol Eressëa of the taint of chaos, being able to drain the power of the Warp from a region and burn the more tainted regions in purifying flame.

Mentoring: Alpha- Given the high rate of failure for the more powerful psykers High Grandmaster Ridcully would like to have some of his best psykers mentor the second Alpha-level in the years leading up to her trials. This will hopefully be enough to increase her chance of passing by a significant degree.

Time: 1 year. (can be taken per hero)
Chance of Success: 50%

Cost: Free
Reward: each point of success increases chance of the Alpha-level psyker passing the trails by 1% (max pass chance 65%, current pass chance 10%.

Complete
year two roll d100=89+40(control)=129: Critical Success +41

Grandmaster Aria also spent a year training the twin Alphas, and was instrumental on them developing their mastery of Deamonology to the level that they have.

Personal Attention: Expedite: Expand Casarrondo to Small Hive– 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

Two years ago you finished expanding the city of Casarrondo in Avernus' Spine into a Small Hive, the third in its region.


Personal Attention: Expedite: Expand Lorien to Small Hive– 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- Eight out of Nine years completed

Currently you are in the final stages of expanding the city of Lorien in Lindon into a Small Hive. When completed this will the the third in ts region.

Personal Attention: Expedite: Expand Bonud to Small Hive– 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- Two out of nine years completed

For the last two years you have been working on expanding the city of Bonud in Elysium into a Small Hive.

Thaddeus Expertise: (Expand (Storm's End) to Small Hive)- Thaddeus Starr was the second in command of the Avernite Administratum before you recruited him as your personal assistant and is able to run certain projects without any supervision. Currently he has volunteered to oversee the upgrading of the defences of one your cities.


Time: As Project

Cost: As Project +10%
Reward: Does one Upgrade Defences action without needing a personal attention.

Complete

Three years ago Thaddeus finished expanding the city of Strom's End in the Azue into a Small hive, With the destruction of Arbor it is now one of the only two cities to remain standing in the Azure Islands.

Thaddeus Expertise: Expedite: (Expand (Doriath) to Small Hive)- Thaddeus Starr was the second in command of the Avernite Administratum before you recruited him as your personal assistant and is able to run certain projects without any supervision. Currently he has volunteered to oversee the upgrading of the defences of one your cities.


Time: As Project

Cost: As Project +10%
Reward: Does one Upgrade Defences action without needing a personal attention.

Locked- Three out of nine years completed

For the last three years Thaddues has been overseeing the expansion of Doriath in Lindon into a Small Hive. He expects to complete this project in another half dozen years if things proceed according to schedule, as they most often do on Avernus.


Spend Time With (Syr)- One of the ways that you can spend what little free time that you have is by spending some time with you friends and advisers. This would be a good way for you to relax and improve your relationship with your co-workers, as well as possible learn or teach something.

Time: 1 year.
Chance of Success: Unknown

Cost: Free (can be taken multiple times)
Reward: Spend time with selected character, chance of improving your relationship, chance of boosting your own or selected characters

Complete
year one=87+13(diplomacy)=100: Fail

You spent some time with Syr in the immediate aftermath of the defence of Svartalfheim while you were still in system. Given her duties most of this time was spent aboard her flagship, which like the rest of her Flank had been relocated to help deal with Waaagh Headcrusha. It is amazing to see how comfortable she is with her new position, far more then she ever was when she was part of the army.

Attend High Council Meeting- The next meeting of the High Council is scheduled for one years time. This meeting will be particularly important as several major decisions about the Imperial Trust's military and governmental need to be made.

Time: 1 year
Cost: Free
Reward: Attend High Council Meeting

Complete

You attended the Twenty-Fifth Meeting of the High Council of the Imperial Trust recently, one of the more important ones in the last century.

Spend Time With (Xavier)- One of the ways that you can spend what little free time that you have is by spending some time with you friends and advisers. This would be a good way for you to relax and improve your relationship with your co-workers, as well as possible learn or teach something.

Time: 1 year.
Chance of Success: Unknown

Cost: Free (can be taken multiple times)
Reward: Spend time with selected character, chance of improving your relationship, chance of boosting your own or selected characters

Complete
year three=39+13(diplomacy)=52: Fail
year four=55+13(diplomacy)=68: Fail

You spent quite a lot of time with Xavier over the last few years, losing to his new combat style and talking about various subjects. After a while he started talking about your respective experiences as a father and the fact that he and Tamia have been considering having another child. He is slightly worried by the fact that any child that he has will most likely not be a psyker, and that he is not sure how good a parent he would be to a non psychic child, which would indeed be very different from being a parent to an Alpha like Ophelia. After much discussion with you, Ridcully and Satin Lin they eventually agreed to go for a child, and Tamia is currently pregnant.

Spend Time With (Jacob)- One of the ways that you can spend what little free time that you have is by spending some time with you friends and advisers. This would be a good way for you to relax and improve your relationship with your co-workers, as well as possible learn or teach something.

Time: 1 year.
Chance of Success: Unknown

Cost: Free (can be taken multiple times)
Reward: Spend time with selected character, chance of improving your relationship, chance of boosting your own or selected characters

Complete
year five=81+13(diplomacy)=94: Fail
year six=10+13(diplomacy)=23: Fail

You spent a few years with Jacob before he began the course of augmentations that Lulana and Areatha are creating. He is slightly worried by the changes that he will soon be going through though he trusts Lulana enough to be confident that he will still be him and the end of it. You share that belief or you would not have approved the augmentations in the first place.

                   
Year Income Thrones Material Metal Promethium Advanced Material Exotic Material Food Relic Material Population
Starting 685,281,588,030 241,114,770,977 464,296,386,696 313,793,911,460 363,246,978 1,797,845 493,219 191 30,401,482,372
Net Income 187,207,518,040 -54,266,506,021 -65,513,234,674 12,862,146,549 3,131,814 -952,659 24,418 10 2,482,743,835
Percent of Income used 33.51% 157.70% 361.48% 66.70% 96.58% 657.57% NA 53.97%  
Remaining 872,489,106,070 186,848,264,956 398,783,152,022 326,656,058,009 366,378,792 845,186 517,637 201 32,884,226,207
Percent Growth 27.32% -22.51% -14.11% 4.10% 0.86% -52.99% 4.95% 5.36% 1.36%
 
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