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
it is, never again will Avernites accidentally attempt to build a city on the back of massive wildlife,
This must be done!
Someone please write up this omake, because I suck at writing:
Region Eta should have a lone mountain in the centre called Massif Orcal that turns out to be the slumbering form of the legendary Tarasque. We'll build a city into its shelled back and turn it into a mobile fortress.
 
Turn One Hundred and Thirteen Results
Turn One Hundred and Thirteen Results
Two Hundred and Ninety-Five years since the Founding of Avernus


Over the last five years the number of wildlife attacks has dropped to a far more normal level, with only three point two million soldiers dying each yer.

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- Sixteen out of Eighteen years completed

General Richards has continued to oversee the expansion of the Helguard, which is now in its final stages. Currently nine of the eleven training waves have been trained while the remaining two are undergoing the last stages of training.


Increase Helltrooper Tithe- The Security Council is willing allow you to increase your Helltrooper tithe by eighty-five percent. This is over a quarter of a billion more Helltroopers that will need to be selected and trained, an overwhelming force. While it will take decades to train this force the sheer military power that it will add to the Trust Guard and the economic benefits for Avernus make it worthwhile.

Time: 22 years

Cost: 12,000,000,000 Thrones, 1,200,000,000 Material, 55,000,000 Promethium, 240,000,000 Advanced Material, 230,000 Exotic Material .
Upkeep per year: -210,000,000 Thrones, -6,200,000 Material, -4,500,000 Promethium, -6,200,000 Advanced Material, -2,800 Exotic Material.
Reward: Recruit 23,408 Helltrooper Regiments to tithe to Imperial Trust Guard

Locked- Eight out of Twenty-Two years completed

General Richards has continued in her efforts to raise a massive force of Avernite Helltroopers for the tithe. As things stand only the first two out of the sixteen waves of Helltroopers have finished their training, though another six waves are currently in training. General Richards tells you that this massive expansion of the Helltroopers is draining the PDF of many of its best troopers, and reducing the deadliness of your basic soldiers.

Eldar Trade- You have five years to put a force of five Helguard Brigades at the command of the Empire of Ashes. General Richards tells you that it will take a couple of years to ready the task force, so you should begin soon.

Time: 2 years (must finish by year 5)

Cost: 30,000,000 Thrones, 3,000,000 Material, 300,000 Promethium, 86,000 Advanced Material, 26,000 Exotic Material.
Reward: Prepare expeditionary force of Helguard for the Eldar Trade

Complete

General Richards spent a year selecting the force of Helguard that would be sent to work with the Empire of Ashes and another year training them. She took great care in her actions, as the actions of this force will colour Avernus' relationship with the Empire of Ashes for centuries to come, and she will ensure that it is for the better.


Increase PDF Tithe- The Security Council is willing allow you to increase your PDF tithe by twenty-two percent. This is over six hundred million more PDF Troopers that will need to be recruited and trained, a significant but not overwhelming number. While the tithe rewards for this are not as impressive as those for the more elite units, General Richards tells you that without increasing the PDF tithe there will be issues with keeping your Helltroopers at their current extreme level of skill.

Time: 8 years

Cost: 2,500,000,000 Thrones, 530,000,000 Material, 8,700,000 Promethium, 42,000,000 Advanced Material .
Upkeep per year: -22,000,000 Thrones, -1,600,000 Material, -550,000 Promethium, -330,000 Advanced Material.
Reward: Recruit 56,256 PDF Regiments to tithe to Imperial Trust Guard

Locked- Three out of Eight years completed

For the last three years General Richards has overseen the raising of entire PDF armies to be tithed to the Imperial Trust. This has involved pulling hundreds of millions of PDF troopers out of their current formations to act as the core of the newly formed regiments while almost seven hundred million new troopers are recruited and trained, either to join the new regiments or to replaced those that have moved. Countless officers of all ranks have been promoted to higher ranks to fill the holes left in the chain of command by this project, leading to a surge of new blood in the higher ranks of the PDF.

Personal Attention: Expedition: Region Eta- On the far side of Elysium is a region where the plains start giving way to grassy hills and the continent reaches the ocean. As well as the odd Tyrant Lizard and Raptor pack this region has several unique creatures, such as the Firebat. Due to the size of Elysium this is the most isolated of the regions you could explore but the same size means that there is plenty of room to expand into.

Time: 4 years
Chance of Success: Unknown but very low (additional +10 for every time you take this after the first)

Cost: 195,000,000 Thrones, 19,500,000 Material, 3,900,000 Promethium, 17,000 Advanced Material.
Reward: Have your expeditionary forces explore Region Eta

Complete
year four d100=61+42(Martial)+5(Palace)+10(mobile research facilities)=117: Fail
year four d100=35+42(Martial)+5(Palace)+10(mobile research facilities)+15(Paragon Diviner)=106: Fail

You spent four years leading the exploration of Region Eta against some of the most terrifying foes you have ever fought. It turns out that Utter Bastard Dragons and their equally terrifying relatives have a homeland, and you have found it. While the initial explorations were no more dangerous then expected once you got much into the hills beyond Elysium varies Dragons started to make their appearance, and sometimes kill entire Helltrooper Divisions. In fact after four years of exploration you were forced to retreat to Elysium, having lost almost five entire corps of Helltroopers. While you did manage to map out over half of the region you will need to launch another expedition to finish mapping region Eta.


Personal Attention: Blank Training Assistance: Departmento Munitorum- Currently Niflheimis working on training its stronger Blanks to act as an elite force with assistance from the Fire Giants of Muspelheim and the Inquisition. They have quietly requested hat you provide assistance for this by detailing some of the Governor's Own, the Phase-Tigers, and your best drill sergeants to help with the training.

Time: 4 years

Cost: Free
Reward: Increased quality of Nilfheim's Blank Forces

Locked- One out of Four years completed

For the last year you have been working on providing Niflheim with support from Avernus' elite forces to assist in the training of their stronger Blanks. While you having only just began to coordinate matters Niflheim seems to be thankful for your assistance.

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

Complete

Three years ago Admiral Sarnow finished the construction of Avernus' seventh large shipyard. While this only increased your naval construction capacity by less then ten percent every additional slip is valuable.

Construct: Repair for Trust- Admiral Sarnow has put forward a proposal to repair all of the ships left in the ship graveyard bar the Shadows. This will take another six years and be easily affordable. If you decide to sell them to the Imperial Trust they would make a moderate amount of credits and further strengthen the Imperial Trust Navy.

Time: 6 years.

Cost: 2,000,000,000 Thrones, 1,200,000,000 Material, 17,000,000 Promethium, 920,000 Advanced Material, 5,800 Exotic Material.
Upkeep per year: 100,000,000 Thrones, 58,000,000 Material, 7,200,000 Promethium, 38,000 Advanced Material, 96 Exotic Material.
Reward: Repair 18 Buccaneer Class Light Cruisers, 82 Adherent Class Light Carrier, 200 Privateer Class Raiders, 200 Soldier Class Destroyers, sell to the Imperial Trust for 4,571 Credits.

Complete

Four years ago Admiral Sarnow finished repairing most of the ships left in the Ships Graveyard. These escorts and Light Cruisers have since been sold to the Imperial Trust. As well as helping your trade balance, which is rather bad, this will provide a slight but noticeable increase the to number of light forces that the Imperial Trust can field.


Orbital Hospitals and Nurseries- Signe has suggested that you build a set of Orbital Hospitals and Nurseries, an idea that Admiral Sarnow is able to oversee. This would allow those currently to wounded to protect themselves from Blink Spiders and babies under six months of age to live in he safety of orbit. This would increase the survival rate of your wounded and greatly increase the percent of Avernus' children who survive to adulthood. This should increase your population growth by a significant amount, which in time will have a major impact on your economy.

Time: 14 years.

Cost: 35,000,000,000 Thrones, 3,500,000 Material, 350,000,000 metal, 570,000,000 Promethium, 1,500,000 Advanced Material, 170,000 Exotic Material.
Upkeep per year: 4,700,000 Thrones, 470,000,000 Material, 46,000,000 Metal, 93,000,000 Promethium, 130,000 Advanced Material, 11,000 Exotic Material.
Reward: Build 186 Orbital Hospitals and Nurseries, build more as population grows, +1 civilian and military morale, +2% base population growth (aprox +.5% after modifiers)

Locked- Six out of Fourteen years completed

Admiral Sarnow's work on building the new orbital habitats is going well, with several dozen already having been completed and most of the remaining habitats under construction. Work hs begun on building hospitals and nurseries in the completed habitats, though it will be a few years before any begin operation.

Construct Defence Cruisers and Monitor for Trust- Admiral Sarnow tells you that the Imperial Trust has put forward an order for some more Defence Cruisers and Escorts to better reinforce the defences of the colonies.

Time: 6 years.

Cost: 3,800,000,000 Thrones, 5,200,000,000 Material, 15,000,000 Promethium, 5,000,000 Advanced Material, 21,000 Exotic Material.
Upkeep per year: 4,700,000 Thrones, 470,000,000 Material, 46,000,000 Metal, 93,000,000 Promethium, 130,000 Advanced Material, 11,000 Exotic Material.
Reward: repair 65 Defence Cruiser and build 133 Defence Monitors to sell to Imperial Trust for 50,282Cr.

Locked- Four out of Six years completed

For the last four years Admiral Sarnow has been overseeing the construction of a large force of Defence Monitors and Cruisers to sell to the Imperial Trust. Currently several squadrons of Defence Monitors have been finished while the remaining Monitors and two Task Forces of Defence Cruisers are still under construction.

Expedite: Huge Shipyard- According to Admiral Sarnow you will need an additional Huge Shipyard if you want to be able to maintain the hundred new Heavy Cruisers that you have on order from Vanaheim. It will take almost two decades to build one so he advises that you begin working immediately.

Time: 16 years.

Cost: 1,500,000,000 Thrones, 220,000,000 Material, 110,000,000 Metal, 180,000,000 Promethium, 19,000 Advanced Material, 450 Exotic Material.
Upkeep per year: 220,000,000 Thrones, 36,000,000 Material, 18,000,000 Metal, 18,000,000 Promethium, 760 Advanced Material, 14 Exotic Material
Reward: combine 4 large shipyards into 1 huge shipyard

Locked- Three out of Fifteen years completed: Expedited

As soon as Admiral Sarnow finished building the Large Shipyards he began working on combining it and three other Large Shipyards into a Huge Shipyard. So far this has consisted of building the linking superstructure and having Mag Mell begin work on manufacturing the advanced machinery that will be required by the Huge Shipyard.

The population of Avernus has grown by an average of 1.28% over the last five years, a far more normal rate.

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- Twelve out of Sixteen years completed

Signe's work expanding the Forge-Hive of Belisama has been going well, and is only a few years off compilation. According to her reports the basic superstructure of the expanded Hive and its infrastructure have been completed and work is underway on building the residential and industrial districts and on finishing the rather impressive defences.


Expand Mine: Erecura- Erecura has grown large enough hat you could build an even bigger mine in it. This massive mine would bring in around forty billion metal a year, enough to make Avernus the largest single producer of metal in the Imperial Trust. This would be a massive economic and industrial windfall for Avernus and Signe suggests that you begin work immediately.

Time: 14 years.

Cost: 25,000,000,000 Thrones, 5,000,000,000 Material, 5,000,000,000 Metal, 990,000,000 Promethium, 15,000 Advanced Material, 96 Exotic Material.
Upkeep per year: 2,500,000,000 Thrones, 500,000,000 Material, 500,000,000 Metal, 99,000,000 Promethium, 770 Advanced Material, 2 Exotic Material.
Reward: Expand Mine in Erecura to Titanic, +458 million base metal (+38 billion after modifiers), base metal increases from +700% to +800% (+2 billion after modifiers)

Locked- Eight out of Fourteen years completed

Signe tells you that the expansion of the mines in Erecura has been going well, with the mining machinery being under construction even as the new smelters are being built. Signe has also recently started a major retraining effort to gather the countless trained workers that will be needed to keep the mine running.

Expand Factories: Hives- While Avernus' material production is currently sufficient there is still a lot of room to expand. Signe has proposed building a set of even larger factories in all of your Hives, which will quadruple your material production. This would be impossible to supply without either beginning to import metal or, far more economically viable, expanding your mines in Erecura or Belisama.

Time: 22 years.

Cost: 9,600,000,000 Thrones, 1,900,000,000 Material, 1,900,000,000 Metal, 380,000,000 Promethium, 430,000 Advanced Material, 1,500 Exotic Material.
Upkeep per year: 3,800,000,000 Thrones, 380,000,000 Material, 380,000,000 Metal, 77,000,000 Promethium, 22,000 Advanced Material, 30 Exotic Material.
Reward: Expand factories in all Hives to Colossal, +10 million base production (+27 billion after modifiers), base metal increases from +500% to +600% (+2 billion after modifiers )

Locked- Five out of Twenty-Two years completed

For the last five years Signe has been working on building a set of massive factories in all of the Hives of Avernus. So far this has consisted of first clearing large enough spaces in the Hives to house the factories and then reinforcing the foundations and ensuring that they have sufficient infrastructure to keep operating at full capacity. This includes power supplies, easy access for their rather large work-forces, dedicated freight trains to supply them with raw materials and take the finished products to warehouses and several other considerations. In other words Signe is having to remodel entire districts around them.


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

Complete

Four years ago Thaddeus completed the expansion of Inbu-Hedj in Duat into a Small hive. With this expansion having been completed there is now enough room in Duat for population to no longer be an issue for over fifty years, a quite significant period.

Thaddeus Expertise: Quartok City- You have agreed to build another major city for the Quartok in Elysium in exchange for selling their technology to the Nynye. Compared to some of the projects that you are overseeing this should be rather quick and cheap but will be a major boost to the Quartok economy and population density.

Time: 8 years.

Cost: 430,000,000 Thrones, 420,000,000 Material, 400,000,000 Metal, 95,000,000 Promethium, 800,000 Advanced Material, 6,000 Exotic Material.
Upkeep per year: 4,300,000 Thrones, 4,200,000 Material, 4,000,000 Metal, 950,000 Promethium, 8,000 Advanced Material, 60 Exotic Material
Reward: Build major city for Quartok

Locked- Four out of Eight years completed

Four the last four years Thaddeus has been working with the Quartok to build a new city for them. This as yet unnamed new city is also within Elysium, being only a few hundred kilometres from their current city of Malea.

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

Complete

Two years ago you oversaw the completion of the final orbital defence laser on the newly expanded Small Hive of Bonud, and with it the last of the expansion of that city. The Hive of Bonud is dug deep into the ground of Elysium, making it a nightmare for conventional forces to assault due to the narrow area that the attacker is forces to attack, forcing the enemy to fight on your terms. Inf act that only force you can see taking Bonud though storm is one that has a qualitative advantage on the Helguard, and enough men not to be overwhelmed. In other words a major Astartes force.

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 one d100=80+13(Diplomacy)-10(busy)=83: Success

Inquisitor Klovis-Ultan spent a year investigating the relationship between Avernus and the Artisan World of Svartalfheim. He found that the relationship is not particularly good, with Avernites having issues with the Svartalfar's hording of knowledge and focus on defending itself over the Trust as a whole while the Svartalfar view Avernites are paranoid and arrogant as well as having a level of distant for the general Avernite preference for function over all.

Investigate Relationship (Muspelheim, Niflheim)- 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 two d100=63+13(Diplomacy)-10(busy)=66: Success

Inquisitor Klovis-Ultan spent year investigating the relationship between Muspelheim and Nilfheim, the two most mysterious peoples of the Imperial Trust. He was able to achive some success but tells you that there is a lot that he missed.

To begin with the ties between Muspelheim and Niflheim are old, with records claiming that they, along with Helheim were the first three words to be settled in the sector almost thirty thousand years ago. For most of this time both worlds have remained on good terms. This is a result of both the strength of ancient ties and of the fact that Muspelherimers and Niflheimers get one well together, with Muspelherimers enjoying the fact that the people of Niflheim can offer a different opinion on a wide range of subjects, many of which are old and highly obscure, while Niflheimers enjoy being able to be themselves around the people of Muspelheim, and no Inquisitor Klovis-Ultan does not know what they mean despite his best efforts to find out.


Investigate (Sub-Sector Danaan)- Inquisitor Klovis-Ultan is willing to spend some time investigating aspects of the Imperial Trust that you are interested in. These aspects could be organisational, cultural, political or fall into several other areas.

Time: 1 year
Chance of Success: 50%

Cost: 4,000,000 Thrones
Reward: information on selected topic

Complete
year three d100=86+13(Diplomacy)-10(busy)=89: Success

Inquisitor Klovis-Ultan spent a year investigating Sub-Sector Danaan, the first of the colony sub-sectors. Sub-Sector Danaan is an eight world Sub-Sector to the east of the Core Worlds that was mostly colonised by Midgardians and Vanaheimers. Like most of the colonies Sub-Sector Danaan is know for having some of the highest enlistment rates in the Imperial Trust and heavy fortifications. On the economic front like all of the colonies Danaan is incapable of supplying itself with the more advanced technologies, either because it has not yet built up the required industries or because some of the more advanced technologies are barred for it until it builds up more defences. Sub-Sector Danaan is the closest of the Sub-Sectors to the Core Worlds, and its people have kept closer ties to their homeworlds then the other Sub-Sectors.

Investigate (Gehenna)- Inquisitor Klovis-Ultan is willing to spend some time investigating aspects of the Imperial Trust that you are interested in. These aspects could be organisational, cultural, political or fall into several other areas.

Time: 1 year
Chance of Success: 50%

Cost: 4,000,000 Thrones
Reward: information on selected topic

Complete
year four d100=38+13(Diplomacy)-10(busy)=41: Fail
year four re-roll d100=63+13(Diplomacy)-10(busy)=66: Success

Inquisitor Klovis-Ultan spent a year investigating Sub-Sector Gehenna, the last of the colony sub-sectors. Sub-Sector Gehenna is a seven world Sub-Sector to the north of the Core Worlds and was colonised by people form all of the Core Worlds, though mostly Midgardians. Like most of the colonies Sub-Sector Gehenna is know for having high enlistment rates, heavy fortifications and a lack of advanced manufacturing capacity. Sub-Sector Gehenna is the most isolated of the Sub-Sectors and possess the strongest Ork Infestations, leading to the development of a hardy independent people willing to fight all that threatens them. Inquisitor Klovis-Ultan quietly informs you that if any part of the Imperial Trust wold rebel over decisions made by the High Council it would be Gehenna.

Request Information (Alternate ways of paying off debt to Niflheim)- Inquisitor Klovis-Ultan has suggested that you try requesting information from one of the other planets before conducting an in-depth investigation that they may take offence to. He is more then willing to try to convince a planet to to give you specific information such as the exact organisation of Muspelheim's education system or Asgard's mines, which seem to be able to function with surprisingly little trained labour.

Time: 1 year.
Chance of Success: Varied

Cost: 144,000 Thrones.

Complete
year five d100=21+13(Diplomacy)-10(busy)=24: Fail
year five re-roll d100=99+13(Diplomacy)-10(busy)=102: Critical Success
reduce debt to Niflheim by 100,000 Cr for doing all Blank training actions

Inquisitor Klovis-Ultan quietly inquired into alternate ways to pay off the debt to Niflehim. In response Governor Ulfric provided him with a contract in which Niflheim agreed to reduce your debt to them by one hundred thousand Credits if you would begin to fulfil all of the Blank Training requests that they have made within a decades time.

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

Of the 6,402 major psykers found over the last five years 474 of them were Chaotic, a normal proportion.

481 of the Chaotic Psykers consisting of 4 Beta-levels, 27 Gamma-levels, 77 Delta-levels, 146 Epsilon-levels and 146 Zeta-levels were killed without causing any significant levels of damage over the last five years.
4 Beta levels, 1 Gamma-level and 1 Delta-level caused some damage killing 57,600,000 militiamen, 65,000 PDF Troopers, 36,000 Helltroopers, 9,856 Psyker Hunters, 2,008 Veteran Psyker Hunters, 404 Elite Psyker Hunters, 112 Master Psyker Hunters, 24 Witch Finders, 16 Psy Hunters, 8 Master Psy Hunters and 1 Grandmaster Psy Hunters before he was taken out by your kill teams.

The untainted major Psykers included 9 Beta-levels, 63 Gamma-levels, 355 Delta-levels, 1,476 Epsilon-levels and 3,098 Zeta-levels.
540,750 minor Psykers were located by the Witch Finders over the last five years, a fraction of a percent more then the previous four years.

Master Last Hunters- Several of the first batch of the Last Hunters have developed their skills to a level well above their peers. Jane wants to spend a few years working with these Last Hunters to further develop their skills so that they can take the position of masters of their temple.

Time: 20 years

Cost: 78,000,000 Thrones, 3,900,000 Material, 390,000 Promethium, 79,000 Advanced Material, 8,900 Exotic Material, 10 Relic material
Upkeep: 3,900,000 Thrones, 200,000 Material, 20,000 Promethium, 4,000 Advanced Material, 490 Exotic Material, 0.5 Relic Material
Reward: Train 20 Master Last Hunters, start training more Master Last Hunters when Last Hunters reach required skill level.

Locked- Ten out of Twenty years completed

Jane has finished testing the Last hunters to determine the absolute best and has selected the first of the Master Last Hunters. She is now putting them though a ludicrously tough training regime that will either improve their skills to a whole new level or kill them. She hopes that it will be more the former then the latter.

Counter-Intelligence- 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 one d100=44+26(intrigue)+5(traits)=75: Success

Jane spent some time overseeing the hunt for spies and infiltrators on Avernus. While she found the unusual low number of spies on Avernus itself she does report that Turoq seems to be making a concerted effort to get spies onto your orbital infrastructure.

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

Time: 1 year.
Chance of Success: 10%

Cost: 6,100,000 Thrones.
Reward: +16 to rolls to deal with Chaos Psykers of at least beta-level for each success, can be taken multiple times

Complete
Year two d100=44+26(Intrigue)+18(combat)+25(traits)=113: Success

Jane spent a year hunting down some of the most powerful Chaos Psykers to show themselves over the last few years, personally slaying one Beta-level and assisting in the death of another. It is estimated that chaos psykers would have caused almost half again as much damage if Jane did not spend a year hunting them.


Blank Training Assistance: Jane Oakheart- Currently Niflheim is working on training its stronger Blanks to act as an elite force with assistance from the Fire Giants of Muspelheim and the Inquisition. They have quietly requested that you provide assistance for this by having Jane get involved in the training of their best.

Time: 15 years

Cost: Free
Reward: Increased quality of Nilfheim's Blank Forces

Locked- Three out of Fifteen years completed

For the last three years Jane has been spending a large portion of her time on Niflheim helping to set up a training regime for the Phi and Chi level Blanks. From what she can see this is a task every bit as complex as setting up the Last Hunters was, and that it will therefore be decades before there are any results.

Personal Attention: Blank Training Assistance: Psyker Hunters- Currently Niflheim is working on training its stronger Blanks to act as an elite force with assistance from the Fire Giants of Muspelheim and the Inquisition. They have quietly requested that you provide assistance for this by detailing some of the best of the Psyker Hunters to provide their skills.

Time: 4 years

Cost: Free
Reward: Increased quality of Nilfheim's Blank Forces

Locked- Three out of Four years completed

For the last three years you have been quietly transferring some of the best Master Psykers Hunters in each field, including training, to Niflheim in order to assist them in training up an anti-psyker force out of their stronger Blanks.

Roskilde Expedition- Archmagos Tranth is about to lead an expedition to the hidden Dark Age of Technology Prototype Shipyards of Roskilde on The Well of Urd. This expedition is expected to take anything up to a decade and will most likely be the last hunt for Dark Age Archeotech that the Imperial Trust can launch for centuries.

Time: 2d3+4 years

Cost: 780,000,000 Thrones, 39,000,000 Promethium,
Reward: Expedition to Roskilde, unknown archeotech possibly including the Deus Class Superdreadnought

Locked- Five out of ?? years completed

Archmagos Tranth left on The Well of Urd almost five years ago and moved out of contact range a bit over a year later. If things are going to plan he should either be at Roskilde now or on the way back.
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.

Complete
year three d100=91+28(stats and traits)+70(buildings)+10(Rune Priests)+20(double down) =219: Greater Critical Success

Three years ago Archmagos Biologis Maximal finished his Bio-laser implant project with a resounding success. His final design has little going for it as a weapon, being as strong as an Imperial era laspistol and needing five minutes to charge between shots, but it requires an in-depth biological scan to detect, and even then if you don't know what to look for you may miss it. This is a result of Archmagos Maximal somehow managing to disguise it with existing biological functions.

The bio-laser implant provides your agents with a weapon that will avoid any cursory inspection, including those used at secure checkpoints on Avernus, and is likely to avoid even though examinations by someone who does not know what they are looking for. In fact it is so effective that Archmagos Biologis Maximal has requested that he have a few years time to design a way to spot it for your own security checkpoints.

Double Down:Complete Examination (Deepwood Faeries) - There are many different unusual species on Avernus and Magos Biologis Saren wishes to examine all of them. However, he is willing to let you choose what he examines next. In general Magos Biologis Saren has spent half a dozen or more years in a row studying each species.

Time: 6 years.
Chance of Success: unknown.

Cost: 1,221,000 Thrones, 61,000 Material, 61,000 Metal, 30,500 Promethium.
Reward: Discover large amounts about selected species

Locked- Three out of Six years completed

For the last three years Archmagos Biologis Maximal has been investigating the Deepwood Faries that can be found in several locations throughout Lindon. He tells you that despite how well hidden their enclaves are he has been able to discover some things about them. Including that they try to avoid humans if at all possible.

Biologis Expedition- Archmagos Biologis Maximal has suggested sending along several of his best research and exploration teams with any expedition to explore a new region. This would allow you to get a better overview of the regions ecosystem and wildlife, which will be a major factor in choosing which region you wish to colonise.

Time: 4 years (must be taken with regional exploration option)

Cost: 3,900,000 Thrones, 780,000 Material, 39,000 Promethium, 8,500 Advanced Material, 95 Exotic Material.
Reward: information on wildlife of region you are exploring

Complete

For the last five years Archmagos Biologis Maximal has accompanied the military expedition into the river deltas of region Eta, where he examined the native wildlife. His actions have been essential in locating some of the more insidious dangers of the region, such as Paranoia Pollen and Draining Rabbits and in gathering information on some of the more dangerous creatures, such as River Dragons, which are an unholy mix between a living river and a dragon, Fire Dragons, whose breath seems to be far more destructive then even Titan scale melta weaponry and Stone Dragons, whose scales are harder then Adamantium.
Expand Forge-Hive: Nechtan – Currently Belisama and Nechtan are starting to reach the level where it would be possible to expand them into Large-Forge Hives. This would leave then vulnerable for a period but would allow you to strengthen their defences and expand your advanced production even more.

Time: 16 years.

Cost: 59,200,000,000 Thrones, 75,900,000,000 Material, 72,500,000,000 Metal, 2,140,000,000 Promethium, 17,200,000 Advanced Material, 134,000 Exotic Material.
Upkeep per year: 1,020,000,000 Thrones, 816,000,000 Material, 760,000,000 Metal, 219,000,000 Promethium, 180,000 Advanced Material, 1,657 Exotic Material.
Reward: Selected Small Forge Hive upgraded into Large Forge Hive

Locked- Ten out of Sixteen years completed

The expansion of Nechtan is going well, with the breaches in the defences being closed and much of the cities infrastructure and superstructure being under construction. Unlike the cities of Taraxandra, Nechtan is being built out rather then down, in order to allow it to bring more firepower to bear on orbital targets.

Luna Forge-Hive (Amaltheia)- Now that the last of the Lunar Forge-Hives has began to be expanded Fabricator-General Scott is willing to begin work on making more. She tells you that she could fit a dozen Forge-Hives on each of the moons with time, though every Forge-Hive constructed will take population away from the current Forge-hives and slow their growth into Huge Forge-Hives.

Time: 12 years.

Cost: 11,000,000,000 Thrones, 12,000,000,000 Material, 14,000,000,000 Metal, 3,400,000,000 Promethium, 6,700,000 Advanced Material, 55,000 Exotic Material.
Upkeep per year: 350,000,000 Thrones, 100,000,000 Material, 100,000,000 Metal, 26,000,000 Promethium, 59,000 Advanced Material, 520 Exotic Material.
Reward: Selected Small Forge Hive upgraded into Large Forge Hive

Locked- One out of Twelve years completed

Fabricator-General Scott has recently started work on constructing a new Forge-Hive on Amaltheia, one of the moons of Cumea. So far this has consisted of choosing a location and starting to dig the foundations. This is the first new Forge-City to be built on the moons of Cumea since shortly after the Death of the Emperor, and it holds great significance for that reason.

The Nature of (Tzeentch)- Saint Lin is willing to spend some time gathering more knowledge about a particular god or pantheon. As well as furthering your knowledge this may help you deal with agents of that particular god, though how much Lin can not say.

Time: 5 years
Chance of Success: -30 (uses average of learning and piety)

Cost: 40,000,000 Thrones
Reward: information on the nature of selected God or Pantheon, ??.

Complete
year two d100=26+41(stats)+15(traits)+20(double down)=102: Fail

Despite spending five years working on the topic Saint Lin was not able to come into any new insights into the Nature of the Changer of Ways. The fact that Ridcully was not able to provide his own insight in this matter, due to how utterly stupid a mortal trying to divine the Architect of Fate would be, help contribute to this failure.

Double Down: On the Paths of Ascension - Saint Lin is willing to spend a few more years investigating the nature of the Paths of Ascension through which mortals attain divinity. Given that Ridcully is currently treading on the longest and most difficult of these paths any knowledge about them would be valuable.

Time: 5 years
Chance of Success: -50 (uses average of learning and piety)

Cost: 40,000,000 Thrones
Reward: information on the Paths of Ascension, new options unlocked

Complete
year five d100=7+41(stats)+15(traits)+20(double down)=83: Fail
year five re-roll d100=98+41(stats)+15(traits)+20(double down)+15(Paragon of Divination)=189: Success

After fie years of study Saint Lin has, with some major help from High Grandmaster Ridcully, learned much about the Paths of Ascension. To begin with he tells you that no matter which of the Paths of Ascension that is walked doing so is completing a vast ritual, one which is empowered by your deeds and the countless others who have walked it in the past. Saint Lin has suspicions that the some or all of the Rituals are artificial, created in ancient times by powerful gods or ambitious mortals.

The first of the Paths of Ascension, or Rituals of Ascension, is the Ritual of the Deamon-God. In this Ritual a mortal who has done great deeds in a Gods name is blessed with a fragment of the gods divinity, becoming a god themselves. This puts the newly Ascendant God in the power of their patron, making them in effect a variation of a daemon. Some manage to reduce the loss of freedom that comes with this path by seeking and gaining the support of two or more gods in their Ascension, though few can manage that feat. This path is powered by the existing gods, and may have been created by gods in the distant past.

The second Path is the Ritual of the Avatar, where a mortal becomes one with the seed of a religious god made in their image. This requires first creating a religion in your name strong enough to form a god, then protecting said seed for long enough for the god to be almost ready to awaken and finally drawing out the divine seed and merging with it as it is in the process of awakening. More then any of the other Paths of Ascension this Path requires understanding of the mechanics of the paths. This path is powered by faith, and may have been created by some brilliant mortal seeking divinity in ages past.

The final known Path is the Ritual of Metamorphose, where a mortal claims an Archetype that exists in the Warp by embodying it, and then uses said Archetype to claim ownership of a linked domain. This is the most challenging of the Paths to walk, with the mortal having to not only claim an Archetype but then achieve enough great feats, by divine standards, in a particular domain to have a valid claim on said domain and then to finally ritually take control of the domain, a ritual that's difficulty varies with exactly how strong the claimants claim on the domain is. In many ways this Path is the truest of the Paths of Ascension, requiring that its walker work with the fundamental nature of the Warp rather then find loopholes. As such Saint Lin believes that it is the original Path of Ascension, either existing as a fundamental rule of reality or created by the Old Ones long before the War in Heavens.

Interestingly enough Saint Lin has refused to record most of his insights, and will only speak of them in some of the most warded locations in the Imperial Trust with Ridcully there to watch for observers. This is because his insights into this process would be highly valuable for any mortal attempting to walk one of the Paths of Ascension, such as pretty much any Champion of Chaos of power.

Double Down: Cleanse World (Moderate)- There are fifteen tainted worlds recently captured from Valinor. Of these worlds three are lightly tainted and ten are moderately 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 five d100=78+54(stats)+5(traits)+20(double down)=157: Success

Saint Lin spent the last few years working to purify Calacirya of the taint of Chaos. His holy light and efforts over the last few years have greatly impacted the strength of the worlds taint, though there still remains some lingering effects of chaos that will need to be purified at a later date.

               
Trials Alpha Beta Gamma Delta Epsilon Zeta Minor
Passed     30 207 981 2,185 426,777
Attempted   6 59 323 1,344 2,819 533,471
Percent passed NA 0.00% 50.50% 64.00% 73.00% 77.50% 80.00%
                   
41 Regular 32   Veteran 13   Elite Primaris 2  
Primaris Beta Gamma Delta Beta Gamma Delta Beta Gamma Delta
Biomancer     3     1      
Diviner   1 4     1      
Pyromancer   1 5 1   2      
Telekinetic   1 5     2      
Telapath   1 4     1      
Daemonologist   1 4   1 1      
Order of Omens                  
Order of Warding                  
Order of Restoration     3     1      
Psy-Hunters           2      
                                                   
591 Normal 338       Veteran 211       Elite 31       Master 10       Grandmaster 1      
Battle Psyker Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta
Biomancer     2 18 43     2 12 25       1 3         1          
Diviner     2 12 29     1 8 17       1 2         1          
Pyromancer   1 3 24 57     2 16 33       2 3       1 1          
Telekinetic     2 18 43     2 12 25       1 3         1          
Telapath -1   2 12 29     1 8 17       1 2         1          
Daemonologist     2 12 30     1 8 18       1 2         1          
Psy-Hunters                           3 6       1 1          
             
89,765 Trainee Normal Veteran Elite Master Grandmaster
Minor Battle Psykers 170,711 75,424 11,945 1,731 628 36
Psy-Hunters       577 184 10
                                         
819 Normal 508       Veteran 254       Elite 53       Master 3      
Sanctionite Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta
Biomancer   1 4 31 71     1 8 17       2 4          
Diviner     3 19 43     2 9 21       2 4          
Pyromancer     3 20 47     2 10 23       2 5          
Telekinetic   1 4 31 70     2 16 34       3 7          
Telapath     3 21 46     2 10 22       2 5          
Daemonologist     3 26 59     2 13 28       2 5          
Order of Omens       2 4       1 2         1          
Order of Warding         -1         1         1          
Order of Restoration               1 8 17       2 3          
             
108,179 Trainee Normal Veteran Elite Master Grandmaster
Minor Sanctionites 166,158 88,413 16,023 3,349 203 3
Order of Omens 285 154 30 6    
Order of Warding 4,268 943 -278 260 26  
Order of Restoration     1,457 304 18  
                                         
99 Normal 56       Veteran 28       Elite 15       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 8 19     1 5 9       2 5         1
Neo-Astropathic Receivers     1 8 19     1 4 9       2 5         1
             
47,707 Trainee Normal Veteran Elite Master Grandmaster
Witch Finder 81,088 39,808 6,134 1,584 177 4
             
Inquisition Beta Gamma Delta Epsilon Zeta Minor
    1 9 41 91 4,268

Free Action: Greater Divination (Eldar Choice: The War in the Void)- 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=83+49(control)+110(Traits)=242: Greater Critical Success

High Grandmaster Ricully has recently been looking into the progress of the War in the Void as the first of the twelve divination actions that he will undertake for the Eldar. He tells you that the War in the Void is entering into its most decisive segment, with the Tyranids deploying almost all of their remaining forces in three great breakthrough attempts even as hundreds of splinter fleets attempt to bypass the Necron blockade. If the Necrons manage to hold for just a century longer without letting anything though their victory will be assured and they will be able to begin turning their attention back to the galaxy, however this is also the time in which the Necrons are most likely to let an Tyranid splinter fleet past the blockade into the galaxy. Given that each of the splinter fleets is every bit as large as the mightiest of the Hive Fleets that assailed the Imperium that would be a major problem. Ridcully was able to locate half a dozen splinter fleets that seemed to be the most likely to reach the galaxy and where they would hit, and got the impression that the Eldar will keep their eyes out for them and try and destroy them before they can start growing in power. Though like every galactic power since the Fall of the Eldar Empire both the Krork and the Empire of Ashes have to deal with the fact that there are far more disasters that need intervention underway then they have forces able to intervene, so any such intervention will have to be balancd with what else thse forces could be doing.
Research: Immaterium Echoes- High Grandmaster Ridcully has recently discovered that everything in the Materium also has an echo in the Immaterium. This plays a major part in the effect that certain patterns can effect reality, and has the potential to be of great use if it is better understood. However due to the sheer complexity of this task and how hard to detect Immaterium echos can be only Ridcully himself can carry out this reach, and it is time consuming.

Time: 12 years (must be taken by Ridcully)
Chance of Success: 10% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Information on how some things in the Materium have an echo the Immaterium

Locked- Six out of Ten years completed

High Grandmaster Ridcully has continued his investigation into Immaterium Echoes for the last five years and has come up with a few theories. The first is that objects in the Materium have an Immaterium Echo as a result of people believing certain things about that object. So if enough people believe that gold is a valuable substance then a Immaterium Echo will be created for all gold linked to this belief. His second theory is that everything has a Immaterium Echo and that there is a great deal of variation in how strong said echo is. His final theory is that some objects of substances have an Immaterium Echo because they were in some manner seared into the Warp by some event. Ridcully will need spend a few years looking into these theories to prove or disprove them.

Double Down: Examine: (Siren Rune of Warding)- 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 four d100=62+37(traits and stats)+15(Roke Island)+20(double down)=134: Success
year four re-roll d100=29+37(traits and stats)+15(Roke Island)+20(double down)+15(Paragon Diviner)=116: Success

Tamia spent three years examining the Siren Rune of Warding that you brought after the Abomination Crusade. She tells you that this rune can be used in two ways, either as a partial or total ward. A partial ward will provide the area within the ward, whether it is an area or a person in armour, with a good deal of protection from all Warp based effects, though it can be overwhelmed by a sufficiently powerful attack or bypassed by a sufficiently subtle attack. A total ward is far harder to make and acts in some way to seal off the area it covers from the warp, both protecting it from wrap based effects far more effectively and cutting off the psychic powers of those within, though again this can be worked around by someone sufficiently skilled or powerful.

The partial wards are effectively a more effective version of the wards that you currently use in many places but the total ward is different. As well as being far more effective its ability to separate the inside from the Warp could have several different effects depending on exactly what interactions with certain situations are. Ideas that Tamia has come up with so far include acting as a training tool to allow young and powerful Psykers respite, strengthening Gellar Fields or even replacing them, or even creating a Black Ship equivalent.
Expedite: Establish new Psyker City: Elysium – Currently your psyker cities are predicted to fill with trainee psykers within a few years time. High Grandmaster Ridcully has put forward a proposal to build a new psyker city in order to provide more area that can be used to safely train psykers. You have around a decade before work needs to begin if you want to avoid issues coming up.

Time: 8 years.

Cost: 3,000,000,000 Thrones, 960,000,000 Material, 800,000,000 Metal, 190,000,000 Promethium, 720,000 Advanced Material, 2,000 Exotic Material.
Upkeep per year: 23,000,000 Thrones, 2,800,000 Material, 1,800,000 Metal, 390,000 Promethium, 8,200 Advanced Material, 190 Exotic Material.
Reward: Training-focused Minor Psyker City in the selected region, can fit up to 250,000 Psykers.

Locked- Four out of Seven years completed: Expedited

Over the last half decade Xavier has been devoting a large portion of his time to building a new Psyker City, this one in the plains of Elysium. The as-yet unnamed city will act mainly as a training centre, teaching the younger Psykers of Avernus how to control their powers safely.

Expedite: Establish Unseen University Branch: Vanaheim- Now that Ravi Bianco has reached the required skill level to act as the initial master of the Vanaheim Office it may be a good time to establish a branch of the Unseen University on Vanaheim. This would be time consuming and require that you permanently station a decent number of your better Psykers on Vanaheim but would increase the number of Psykers that the Imperial Trust can field significantly once it gets running, which will take between fifty and a hundred years.

Time: 12 years. (can't be taken by Headmaster Ridcully or Primaris Xavier)

Cost: 2,200,000,000 Thrones, 220,000,000 Material, 110,000,000 Metal, 22,000,000 Promethium, 65,000 Advanced Material, 15,000 Exotic Material.
Reward: Branch University built in Vanaheim, 1 Master Primaris Psyker, 2 Elite Primaris, 4 Veteran Primaris, 8 Primaris, 6 Master major Battle Psykers, 12 Elite major Battle Psykers, 24 Veteran major Battle Psykers, 48 major Battle Psykers, 5 Grandmaster Battle Psykers, 30 Master battle Psykers, 150 Elite battle Psykers, 750 Veteran Battle Psykers, 3,500 Battle Psykers, 6 Master major Sanctionites, 12 Elite major Sanctionites, 24 Veteran major Sanctionites, 48 major Sanctionites, 1 Grandmaster Sanctionite, 6 master Sanctionites, 50 Elite Sanctionites, 500 Veteran Sanctionites, 6,000 Sanctinites, 5 Grandmaster Witch Finders, 35 Master Witch Finders, 220 Elite Witch Finders, 1,600 Veteran Witch Finders, 11,000 Witch Finders are stationed on Vanaheim

Locked- Five out of Eleven years completed: Expedited

For the last four years Grandmaster Aria has been working with the newly appointed Master of the Vanaheim Office Ravi Bianco to set up a branch of the Adeptus Astra Telepathica on Vanaheim. Work is currently going well, with construction of the facilities being underway even as negotiations are being made to integrate the Telepathica Branch into the planetary government.

Siren Rune of Focus: All Psykers- You have recently gained the ability to add the Siren Rune of Focus to the focuses that your psykers wield. This would have a massive effect on both the abilities of your psykers and on how long they can survive, so should be implemented as soon as possible. While time-consuming the reward means that Tamia strongly advises that you begin work on this project as soon as practical.

Time: 10 years

Cost: 390,000,000 Thrones, 9,200,000 Advanced Material, 92,000 Exotic Material.
Upkeep per year: 17,000,000 Thrones, 670,000 Advanced Material, 6,700 Exotic Material
Reward: Provide all psykers with a focus with the Rune of Focus, doubling the effect of psychic material focuses and halving effect of miscasts, reduce psyker death rates by 0.25%

Locked- One out of Ten years completed

Tamia has recently turned her attention to ensuring that all Psykers on Avernus have access to a focus inscribed with the Rune of Focus, and that they know how to use it. So far that has consisted of ensuring that all of the artisans are able to make the Rune of Fire and having them begin production.

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.

Complete

Three years go you finished expanding the last of the cities of Elysium into a Small Hive. This gives the population of Elysium more room to expand and strengthens the easternmost part of your orbital defence network.

Personal Attention: Expedition: Region Eta– 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 spent four years attempting to map Region Eta while being attacked by a mix of several insidious threats and countless Dragons. Your forces were eventually driven off after having mapped around half of the region.

Personal Attention: Blank Training Assistance: Departmento Munitorum- 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 Four years completed

For the last year you have been sending some of your most elite soldiers to Nilfhiem to provide their insights and skills to their efforts to train an elite force out of their stronger blanks.

Personal Attention: Blank Training Assistance: Psyker Hunters- 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- Three out of Four years completed

You have been also been quietly dispatching some of your best Psyker Hunters to provide Nilfheim with the assistance of their institutional expertise in Psyker Hunting.

Thaddeus Expertise: Expedite: (Expand (Inbu-Hedj) 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

Thaddeus finished expanding Inbu-Hedj in Duat into a Small Hive almost four years ago, putting off any population pressure issues in that region for quite some time.

Thaddeus Expertise: Quartok City- 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- Four out of Eight years completed

Thaddeus is currently overseeing the construction of the Quartoks new city in Elysium, your part of the trade that gave you Alkahestry and the Nynye Quartok technology.

Spend Time With (Clara & Cassandra)- 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=79+13(diplomacy)=92: Success, improved initial stats
year two=16+13(diplomacy)=29: Fail
year three=6+13(diplomacy)=19: Fail
year four =37+13(diplomacy)=50: Fail

You spent what time you could with Clara and Cassandra, Xavier and Tamia's now nine year old twins. Despite your best efforts this turned out to be not much given the disaster that the expedition in Region Eta turned out to be, bloody dragons. What time you could spent with them showed that despite being identical twins in appearance, taking significantly after their mother, they are very different in many other ways. In fact you would not be surprised to find Clara as a Helguard Champion and Cassandra as one of Jane's agents in later life.

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 five=86+13(diplomacy)=99: Fail

You have been exchanging letters with Syr over the last few years, making sure to keep in contact with your beloved daughter. While you know that she is a grown adult now, older then humans naturally reach, it is still hrd for her to be in such a danger filled posting so far away.


                   
Year Income Thrones Material Metal Promethium Advanced Material Exotic Material Food Relic Material Population
Starting 791,830,818,187 200,600,720,328 414,586,031,420 325,134,007,246 168,949,293 1,286,962 513,568 62 34,221,343,127
Net Income 76,456,460,389 -3,579,637,464 12,200,923,327 11,662,965,818 10,788,874 1,988,485 -1,171   2,187,189,292
Percent of Income used 36.79% 111.56% 60.44% 26.91% 88.79% 8.03% NA 82.92%  
Remaining 868,287,278,576 197,021,082,864 426,786,954,747 336,796,973,064 179,738,167 3,275,447 512,397 62 36,408,532,419
Percent Growth 9.66% -1.78% 2.94% 3.59% 6.39% 154.51% -0.23% 0.66% 1.28%
 
Last edited:
So it looks like we may be able to make a Black Ship equivelent. Looks like we may need to found another branch for all the future psykers taken from all the other worlds. Though the question is where do we put the new branch. Well not like we have to worry about it for the near future.
 
Request Information (Alternate ways of paying off debt to Niflheim)
Complete
year five d100=21+13(Diplomacy)-10(busy)=24: Fail
year five re-roll d100=99+13(Diplomacy)-10(busy)=102: Critical Success
reduce debt to Niflheim by 100,000 Cr for doing all Blank training actions

Inquisitor Klovis-Ultan quietly inquired into alternate ways to pay off the debt to Niflehim. In response Governor Ulfric provided him with a contract in which Niflheim agreed to reduce your debt to them by one hundred thousand Credits if you would begin to fulfil all of the Blank Training requests that they have made within a decades time.
This is a major break for us. We have to take any Blank Training requests that are left in the next two turns.
 
Roskilde Expedition- Archmagos Tranth is about to lead an expedition to the hidden Dark Age of Technology Prototype Shipyards of Roskilde on The Well of Urd. This expedition is expected to take anything up to a decade and will most likely be the last hunt for Dark Age Archeotech that the Imperial Trust can launch for centuries.

Time: 2d3+4 years

Cost: 780,000,000 Thrones, 39,000,000 Promethium,
Reward: Expedition to Roskilde, unknown archeotech possibly including the Deus Class Superdreadnought

Locked- Five out of ?? years completed

Archmagos Tranth left on The Well of Urd almost five years ago and moved out of contact range a bit over a year later. If things are going to plan he should either be at Roskilde now or on the way back.
@Durin, question about this. We don't know quite when, or if, Tranth will come back. It could be in three years, five years, 25 years, or never if he died. However if he does show up mid turn can we put him back to work that turn or do we have to wait till the next 5 year vote?
 
Damn awesome.

@Durin
1. How strained does Ridcully think the Necrons have been by this?
2. Can either he or Eldrad predict what the Silent King's next move will be assuming he can catch all the break through splinters?
3. If he doesn't do they think he will attempt to pursue the splinters?
4. Did Ridcully get to see one of the Necron Super Weapons in action and so what did it do?
5. Is Ridcully already at the ritual stage of the path of metamorphisis (as he's already the Archetype and has done divine level feats to earn a domain?)

Also good on Lin for not writing that down just in case.
 
Hydralisks
@Durin

Hydralisks

Giant, multi-headed, four-legged serpents with strong regenerative capabilities, acidic blood, and the power to instantly paralyse anything that their eyes directly look at, even machines. If multiple heads look at the same thing, the creature or item will begin turning to stone, with the rate of petrification increasing as more heads are directed to the task. Creatures only die when they are fully petrified. If petrification is interrupted before it's completed, the creature will begin to "thaw" and turn back to normal, but only a single head is needed to maintain petrification. The range of a hydra's paralysing/petrifying stare is limited, allowing creatures with strong, long-ranged attacks to kill it from afar.

Hydralisks are known for their sadistic tendencies.

Boom Bats

Small, winged, beaked lizards that fly in flocks. They eat fruits and insects. They are very agile and fly quickly through the air. They let off high-pitched squeaks as they fly from place to place, warning potential predators against foolishly attacking them. If a fool were to ignore the flock's auditory warning and approach too close, one or more boom bats will quickly fly towards the fool and detonate themselves, exploding in a fireball of spiteful indignation that denies the would-be predator any meal should it survive the explosion(s). It is necessary to kill a boom bat before it primes itself for death if one wishes to obtain a boom bat corpse, as otherwise it will merely explode upon death (the explosion generated when this happens is, however, smaller than if the detonation was manual).

Boom bats are known for their utter fearlessness.

Common or Garden Dragons

Green dragons the size of small dogs. They can breathe fire and fly away from danger faster than they can fly towards danger. They are the most common dragon and are rather unexceptional.

Common or garden dragons are known for their undeserved smugness.

Emerald Shimmer Dragons

The dragons that common or garden dragons secretly wish they could be. Around the size of six-year old humans, emerald shimmer dragons are majestic creatures blessed with a shimmering coat of beautiful, vivid green scales, giving them their name. It is the nature of fauna and flora alike to recognise their splendour and beauty, and so they pass through the world with an ease unmatched and unearned by other creatures of Avernus.

Emerald shimmer dragons are known for their grace.

Dragarachnids

Unholy fusions of dragon and spider, these spawns of a cursed witch-child's nightmares are living proof that Avernus is a world bereft of the Emperor's light. If you come across one, know that salvation can only come from the incarnate divinity of a God-Machine or the Emperor's Peace.

Dragarachnids are known for their capacity for hate.

Beware their lust for the blood of the innocent.
 
Last edited:
Damn awesome.

@Durin
1. How strained does Ridcully think the Necrons have been by this?
2. Can either he or Eldrad predict what the Silent King's next move will be assuming he can catch all the break through splinters?
3. If he doesn't do they think he will attempt to pursue the splinters?
4. Did Ridcully get to see one of the Necron Super Weapons in action and so what did it do?
5. Is Ridcully already at the ritual stage of the path of metamorphisis (as he's already the Archetype and has done divine level feats to earn a domain?)

Also good on Lin for not writing that down just in case.
1. Very
2. No
3. Probebly
4. Yes, a lot of things, some of which would break the galaxy
5. No
 
The partial wards are effectively a more effective version of the wards that you currently use in many places but the total ward is different. As well as being far more effective its ability to separate the inside from the Warp could have several different effects depending on exactly what interactions with certain situations are. Ideas that Tamia has come up with so far include acting as a training tool to allow young and powerful Psykers respite, strengthening Gellar Fields or even replacing them, or even creating a Black Ship equivalent.
This is huge for us. Black Ship equivalents mean we don't have to establish branches on every planet to get psykers from them. This will be very important as our colonies develop. They can simply send all their psykers to the Midgard branch instead of needing to build up new telepathica branches on every colony.

The ability to protect young psykers should also raise the rate of success on training some which will raise the number of psykers of we can field, particularly the higher level ones.

Strengthening Gellar fields is interesting because a lot of times ships can trade safety for speed. By raising the baseline level of safety they can make faster trips at the same level of safety they did before.

I think this rune may offer us better returns than Roskilde even, since we're not supposed to get anything from Roskilde better in every respect but rather just additional options in tradeoffs.
 
Strengthening Gellar fields is interesting because a lot of times ships can trade safety for speed. By raising the baseline level of safety they can make faster trips at the same level of safety they did before.
In the Warp, speed is safety. Every day you're in the Warp there's a chance of something going wrong. The less time you're in the Warp, the less rolls of the die you have to make. Sacrificing speed for safety is only a thing when it comes to movement through the Materium.
 
Well we found the homeland of the utter bastard dragons..... shit. Let's try to insure there is a double down on it next time.

Rune of wading is awesome but it will be a few turns before we can do something about it.

We had some lucky rolls a 100,000 off the debt is not much compared to the total but ever bit helps. Saint lin reroll on path of Transcendence was amazing. Too bad nature of Tzeentch failed.
 
Last edited:
Back
Top