The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Investigate the Sea?

  • Yes

    Votes: 592 80.3%
  • No

    Votes: 145 19.7%

  • Total voters
    737
A question, did the Abomination get Lorgar?
On one hand he has a long standing dislike for the Emperor, on the other hand Abomination corruption should appeal to him.

Could we figure out anything about the Chaos gods that haven't been born yet by considering the character traits on the corrupted primarchs? If you assume that each of the corrupted ones is 'supposed' to go to a specific god.
This seems like the kind of line of thought that forms inquisitorial factions.
 
I don't want to bug Durin about this yet, but is it possible for us to break into the homes of even more Chaos Gods again?

I know we snuck into the hall of the Abomination and that we also went into Slannesh's palace of pleasure but can we do it again?

We did all of these things before we had the insane bonuses we have today. I think we would have a decent chance of surviving again.
 
We can. It might take ridcully to transcendent. We also stand a pretty high chance of losing our paragon seer each time, so we tend not to unless we have a good reason. He'll tell us about anything big going down beforehand, and we'll have the option then.
 
I don't want to bug Durin about this yet, but is it possible for us to break into the homes of even more Chaos Gods again?

I know we snuck into the hall of the Abomination and that we also went into Slannesh's palace of pleasure but can we do it again?

We did all of these things before we had the insane bonuses we have today. I think we would have a decent chance of surviving again.
We can but as already stated we would have a high chance of loosing Ridicully. Each time we do it there is a high chance of something going wrong. Ridicully was suppose to get injured looking at the orks but survived and got some new traits. But because of rolls and shear luck he survived and thrived.
 
A question, did the Abomination get Lorgar?
On one hand he has a long standing dislike for the Emperor, on the other hand Abomination corruption should appeal to him.

Could we figure out anything about the Chaos gods that haven't been born yet by considering the character traits on the corrupted primarchs? If you assume that each of the corrupted ones is 'supposed' to go to a specific god.
This seems like the kind of line of thought that forms inquisitorial factions.

Durin confirmed early on that Lorgar was still Chaos Undivided.
 
I wonder how badly Corvus can beat Logar now. I mean he did it already in cannon on a demon world but now logar is maybe more powerful and still the weakest Primarch. Really Corvus beat him badly like I felt sorry for logar until I remember that he was logar.
 
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@Durin, I remember you once said that while some Emperor-blessed relics don't work anymore, others still do (the effects of some of those that still work have been dampened, though). On his own Ridcully can't find them because you said he can't look for needles in a haystack, but what if he used Lin as a focus? Could he locate them if he used their mutual connection to the Emperor to point the way?
 
More than typos, there should be glorious examples of autocorrupt rearing it's ugly head.
Technically, there is one, emphasis mine:
"Should the distrustful lords of the great mon'keigh empires be convinced to attend it could shit the balance of the galaxy, securing vast swathes of territory."
Not much of a autocorrupt, but it technically is (most spellcheckers need "shit" added manually)
 
vote locked
Adhoc vote count started by Durin on Sep 10, 2018 at 7:06 PM, finished with 104433 posts and 25 votes.
 
Guess we'll soon see if we've finally managed to crack the mystery that is Tzeentch...

Also cults. Can't forget cults. It seems fairly safe to assume that our current actions will be enough to handle them, but that's how they get you.

I wonder if the all-out push for anti-cult measures will end up being enough to spawn a set of minor Lessons Learned tied to cult hunting. While the scale of the conflict will probably be small enough to keep it from leading to the +3 to all combat rolls sort of thing, I'm hoping we'll be able to tweak our normal procedures to better handle this sort of thing going forward...
 
Turn One Hundred and Sixteen Results
Turn One Hundred and Sixteen Results
Three Hundred and Seven years since the Founding of Avernus

Despite a drop in wildlife attacks casualties remain high, at two point five million a year due to the distracted state of your forces. This distracted state is in large part due to expected cult uprisings, which killed twenty-one million soldiers in the first year and forty million in the second. This is despite you locking the majority of the militia armouries due to the fact that unlike in the last incursion your military has proven to be more susceptible to corruption then the militia, and a worrying number of front line units have fallen to Chaos, including one entire Helguard Regiment.

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

Sixteen out of Twenty-Two years completed

Recent events have forced General Richards to divert the new Helltroopers training for the Imperial Trust Guard into her regular forces.

Helguard Tithe: First Stage- General Richards tells you that she will now be able to begin increasing the tithe for the Avernite Helguard. The first stage of this is to bring the tithe up to the same level that the Helltroopers are currently tithed at: a hundred and five percent. This will take a few decades but will provide both a powerful force to the Imperial Trust Guard and a major boost to your economy.

Time: 25 years

Cost: 4,000,000,000 Thrones, 330,000,000 Material, 14,000,000 Promethium, 100,000,000 Advanced Material, 1,600,000 Exotic Material .
Upkeep per year: -140,000,000 Thrones, -3,200,000 Material, -1,200,000 Promethium, -5,400,000 Advanced Material, -46,000 Exotic Material.
Reward: Recruit 3,423 Helguard Regiments to tithe to Imperial Trust Guard

Six out of Twenty-Five years completed

Recent events have forced General Richards to divert the new Helguard training for the Imperial Trust Guard into her regular forces.

Quadruple: Personal Attention: Martial Law: All- Given past experience with daemonic incursions it may be a good time to impose martial law and deploy the army to try to keep the cults under control. Given the casualties that the army has recently suffered this will be challenging, and if major cults form you will likely suffer heavy losses.

Time: Unknown (until Cults are under control)

Chance of Success: 80% rolled separately each turn, can be taken multiple times, each successive time adds +20 to success chance

Cost per year: 49,000,000 Thrones, 4,900,000 Material, 980,000 Promethium.
Reward: +0.5% numbers of cultists found per point of success, -25% all resource production, -0.25% population growth, -1 Civilian morale.

Complete
Year one roll d100=39+45(martial)+30(general Richards)+5(palace)+40(quadruple)=159: Greater Critical Success +108.5
Year two roll d100=88+45(martial)+30(general Richards)+5(palace)+40(quadruple)=208: Greater Critical Success +202

The last two years you have commanded the entire force of Avernus' military in an effort to hunt down chaos cults, an effort that devolved into open warfare with the cults within a matter of weeks. While military losses to the cults climbed into the tens of million ten million as a result of these you still managed to kill an additional thirteen million cultists in the first year and thrity-nine million in the second year, more then worth the price.

Double Down: Lessons Learned: Strength of Arms- During the second Daemonic Incursion your military forces were pushed to their limit by the attackers. Those soldiers and militiamen who survived all have their own stories and tactics, many of which apply against other foes. If you focused on spreading these lessons and experiences the Avernites' already incredible combat skills will get a major boost.

Time: 2 years.
Chance of Success: 55% (goes down by 10% per year).

Cost: 49,000,000 Thrones, 490,000 Material, 49,000 Promethium.
Reward: +3 to all combat rolls, +5 morale, +5 to all rolls against daemons all Avernites gain trait Natural Soldier (+10 to all combat rolls, +1C)

Locked- One out of Two years completed

For the last year you have been having agents move throughout the population to gather tales of the recent daemonic incursion. You will soon begin to work on disseminating these tales and making them as much a part of your planetary identity as those of the last daemonic incursion.

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

Complete

Admiral Sarnow has recently finished building Avernus' second Huge Shipyard, greatly increasing your capacity to build and maintain the larger warships of your fleet. This should allow Avernus to maintain all of your currently planned warships bar the Fólkvangr without relying on the shipyards of Vanaheim or Midgard.

Construct: Defence Monitors- Admiral Sarnow tells you that with a trio of years work he would be able to build a significant number of Defence Monitors to replace those lost to the last wars.

Time: 3 years.

Cost: 790,000,000 Thrones, 790,000,000 Material, 1,600,000 Promethium, 480,000 Advanced Material, 520 Exotic Material.
Upkeep per year: 4,800,000 Thrones, 3,200,000 Material, 790,000 Promethium, 1,300 Advanced Material, 8 Exotic Material.
Reward: build 145 Defence Monitors for Avernus.

Complete

A bit under a year ago Admiral Sarnow finished the construction of another few flotillas of Defence Monitors. This means that you now have the bare minimum needed to cover your defences, though Admiral Sarnow would like to build another dozen flotillas to provide the best possible coverage.

Deploy Fleet- Admiral Sarnow tells you that Avernus' defences are more then strong enough to deal with any raids from Turoq. As such he is comfortable deploying the entire Warp capable fleet to more vulnerable worlds in order to better protect them.

Time: unknown

Cost per year: 1,000,000,000 Thrones, 200,000,000 Material, 40,000,000 Promethium, 200,000 Advanced Material, 1,000 Exotic Material .
Reward: Have Avernite Fleet assist in the defence of the colonies.

Locked- Four out of ?? years completed

Admiral Sarnow and the Avernite Fleet have continued to oversee the defence of Dooneeva, Cahernanoorane and Varnir from Turoq, though so far they have not had any major attacks aimed at the worlds that they are protecting.


Expedite: 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- One out of Five years completed

For the last year Admiral Sarnow has been having his shipyards build Defence Cruisers and Monitors in order to sell to the Imperial Trust. Work has only just begun, with even the Monitors being little more then skeletons in the shipyards.

The population growth of Avernus has slowed to an average of 0.96% over the last five year, a slight drop that occurred entirely on Avernus.

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- Seventeen out of Twenty-Two years completed

Signe's work on expanding the factories in your hives continues as planned, with working continuing to be done on installing the internal machinery to the factories. Signe tells you however that current events are causing the factories on Avernus to be delayed, though so far it is only by a few weeks.


Expand Mine: Belisama- Belisama 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. (can only begin in year 5)

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 Belisama to Titanic, +458 million base metal (+38 billion after modifiers), base metal increases from +700% to +800% (+2 billion after modifiers)

Four out of Fourteen years completed

Recent events have forced Signe to divert her workforce from expanding the mines of Belisama.

Quarantine: All- One of the methods that you have discovered for keeping cults under control is to quarantine the cities that they are in to limit their growth. Given that you are expecting cult issues everywhere quarantining all cities to prevent any non-governmental movement is an option to help deal with the cults.

Time: Unknown (until Cults are under control)

Cost per year: 98,000,000 Thrones, 980,000 Promethium.
Reward: Quarantine all cities, +10 to rolls to locate cultists, -10% all resource production, less likely for cults to spread between cities, -1 civilian morale

Locked- Two out of ?? years completed

For the last two years Signe has instituted a full quarantine of Avernus, halting all non-governmental movement and inspecting all governmental movement. As well as isolating the cults to their cities this has led to the discovery of several cults, and death of one point two million thousand cultists a year, only a drop in the ocean but every little helps.

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
year four d100=40+13(Diplomacy)=43: Success
+25 to finding cultists, +25% to number of cultists found

Inquisitor Klovis-Ultan found that Areatha was eager to be involved in hunting down the chaos cults forming on Avernus, having utter loathing for them as do all sane beings. Between Areatha's massive range of abilities and sheer power she was terrifyingly effective in this role, and was personally responsible for the deaths of almost six million cultists in the first year and eight million in the second, as much as some organisations.


Investigate Relationship (Asgard, Midgard)- 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=83+13(Diplomacy)=96: Success

Inquisitor Klovis-Ultan spent a year investigating the relationship between Midgard and Asgard. He found that while there is no hostility between the two they are not particularly close, with Aesir's viewing Midgardians as boring commoners who rely on quantity to get anything done while the Midgardians find the Aesir's focus on seeking glory in battle rather then doing their duty off-putting. Despite this the Knights of the Aesir work well with the Midgaridan Iron Guard, using tactics developed over thousands of years of cooperation as the two military powerhouses of the Sub-Sector, on the ground at least.

There was a massive spike in cults in the aftermath of the Second Daemonic Incursion as you expected, one that was concentrated around your military forces. In the first year almost sixty million cultists were killed while in the second over fifty million were slain, almost all of whom were inner circle. Jane notes that the proportion of cultists captured alive to feed to the Sirens has plummeted due to the circumstances, with only ninety thousand being captured in the first year and a hundred and fifty thousand in the second.


First Year Cult Activity

Periphery Cultists Found

Inner Circle Cultists Found

Military Casualties from Cults

Avernus Prime

2,926,888

10,145,409

4,697,144

Avernus' Spine

1,316,113

4,055,491

1,884,196

The Azure Islands

1,051,746

3,232,765

1,502,073

Lindon

1,047,687

3,451,708

1,600,415

Everglades

1,270,320

5,629,063

2,590,243

Elysium

1,059,113

2,989,296

1,392,843

Aridia

1,162,767

3,740,514

1,735,556

Duat

1,265,324

3,752,654

1,745,634

Mechanicus

569,709

1,848,999

857,686

Avernus Total

11,099,959

36,996,901

17,148,104
         
Second Year Cult Activity Periphery Cultists Found Inner Circle Cultists Found Military Casualties from Cults
Remaining Cultists
Avernus Prime 122,665 26,162,100 11,778,465 6,700,000
Avernus' Spine 55,221 16,074,818 7,236,153 11,000,000
The Azure Islands 44,730 10,647,682 4,793,470 8,700,000
Lindon 44,158 10,356,467 4,662,397 7,000,000
Everglades 53,363 4,534,765 2,688,243 4,600,000
Elysium 44,386 10,876,319 4,896,341 11,000,000
Aridia 48,822 11,570,614 5,208,973 8,500,000
Duat 51,765 12,702,640 5,718,517 12,000,000
Mechanicus 24,006 5,665,133 2,550,390 4,000,000
Avernus Total 465,110 56,855,874 25,606,073 70,000,000
No Psykers were found in the two years following the Chaos Incursion, most likely due to those that wold have been found dying during the Incursion.

Curfew: All- Given the cults that are expected to form over the next few years Jane would like to enforce a curfew on the population and greatly limit the freedom of people to move between districts. This would help in the identification of cults and reduce their ability to recruit.

Time: Unknown (until Cults are under control)

Cost per year: 246,000,000 Thrones, 12,300,000 Material, 6,150,000 Promethium.
Reward: -5% cultist growth, +10% number of Cultists found, -50% all resource production for all cities, -1 Civilian morale.

Locked- Two out of ?? years completed

Jane instituted a curfew in all cities on Avernus immediately after the Daemonic Incursion. This has greatly limited the ability of people to move about for non-essential tasks on Avernus, crippling the economy and greatly limiting the movement of cults. Jane estimates that this measure reduced cult recruitment by around ten million, and allowed another one point two million cultists to be found in the first year and two million in the second.


Cultist Hunt: All- One of the ways to help deal with the coming cults is to have Jane personally lead the hunt for cultists. She is incredibly skilled at this sort of work and would have a major impact on the number of cultists found, though possibly not enough.

Time: 1 year.
Chance of Success: 75%

Cost: 49,000 Thrones.
Reward: add a third of the margin of success to all attempts to find cultists(can be taken multiple times)

Complete
year one d100=94+26(intrigue)=120: Critical Success +37 to rolls
year two d100=72+26(intrigue)=98: Success +24 to rolls

Jane has overseen the hunt for chaos cults over the last few years, locating almost five million that would have otherwise have avoided notice in the first year and over three million million in the second year, a respectable amount though only a fraction what what remain.

Personal Attention: Hunt them down- Jane tells you that it may be useful to know where the largest undiscovered cults are in order to better focus her efforts. While it would take time away from her cultist hunts trying to work this information out may prove worthwhile.

Time: 1 year.
Chance of Success: 75%.

Cost: 49,000 Thrones.
Reward: approximation of number of cultists in each city.

Complete
d100= 90+24(stats)+5(palace)=119: Critical Success

You spent a year working out the approximate size of the cults that have so far escaped notice. You are confident that your estimates are within 25% of being accurate, as close as you are going to get. As things stand there are around seventy million cultists left on Avernus, 0.3% of the population and less then the number that were caught over the last year. Given the rapidly lowering influence of Chaos you expect to be able to pretty much eliminate these cults within a few years at your current level of focus.

Double Down: Titan Designing Step Three: Princeps Mind Impulse Unit - The third step towards designing the Avernus-Pattern Warlord Titan is to create a Mind Impulse Unit able to properly connect a Princeps to the Titan. This is a far more deep connection to that provided by a normal Mind Impulse Unit, and will take some time to perfect. Once this has been completed all that Tranth will need to do is to make the separate components of the Titan that he has designed work together.

Time: 3 years
Chance of Success: -100% (7% after bonuses)

Cost: 31,000,000 Thrones, 310,000 Material, 62,000 Promethium, 126,000 Advanced Material, 14,000 Exotic Material, 4 Relic Material.
Reward: Create template for Princeps Mind Impulse Unit, third step on the path to creating Titans.

Locked- Two out of Three years completed

Archmagos Tranth has spent the last few years working on the penultimate step of designing the Avernus-Pattern Warlord Titan, which is creating a sufficiently powerful Mind-Impulse Unit. While he has made a great deal of progress in his work he is not sure quite how much more work is required.
Complete Examination (Poison Lichen) - 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

Archmagos Biologis Maximal's examination of Pioson Lichen has continued for the last few year. He has found out great deal about its life cycle and dozens of varieties and is now working on more effective methods to clear it out.
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: Build new Forge-Hive on selected moon

Complete

One year ago Fabricator-General Scott founded Aegaeon, the new Forge-Hive on Amaltheia, one of the moons of Cumea. This is the first fully new Forge-Hive built in the system since the Fall of the Imperium, and as such a symbolic achievement. While as things stand the new Forge-Hive does not have a major impact on your economy, that will change as it grows and as Forge-Cathedrals are built in it.

Cathedral of the Machine-God: Belisama- Annwn and Belisama are both large enough to build a Cathedral of the Machine-God. This would increase your production of Relic Material by almost half and your production of Exotic Material by a tenth, together a major boost to your economy.

Time: 15 years

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 EM production by 100% (currently +100%), increase AM production by 6,800 (280k), increase EM production by 1,375 (7.8k), provides 5 Relic Material per year, can have either Cathedral of the Omnissiah or a Cathedral of the Machine God.

Locked- Six out of Fifteen years completed

Fabricator-General Scott has continued to work on the new Cathedral of the Machine God in Belisama, and has made a significant amount of progress. Currently she is working on installs the incredibly complex internal machinery that the Cathedral requires to operate, a process that is still years off completion.

Damage Control- Two conservative Archmagos Primes have died in the last decade when surrounded by progressives, a fact which some are claiming is a pattern. Fabricator-General Scott will need to spend some time running damage control on this issue, and will most likely be forced to make a few concessions in the process.

Time: 7 years
Chance of Success: 30% (uses average of diplomacy and piety)

Cost: Free
Reward: Reduce negative effects of the death of Archmagos Prime Rie.

Locked- One out of Seven years completed

Fabricator-General Scott has recently started working on dealing with the blowback from the deaths of Archmagos Prime Pallidis and Archmagos Prime Rie in quick succession while surrounded by progressive forces. So far she has made a bit of progress by glorifying them as dead heroes and is in negotiations with several prominent conservative figures in order to get their support on this matter.

Double Down: 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=94+42(stats)+20(traits)+10(Areatha)+20(double down)+15(repeat)=201: Success

After much meditation and investigation Saint Lin was able to gain a great deal of insight into the nature of The Changer of Ways. Due to the nature of his subject Saint Lin has again refused to record his discoveries for the moment.

The Changer of Ways, Tzeentch, is a Great God whose domain centres around two dominions of Ambition. He has also claimed many other domains such as Change, Intrigue, Fate, Sorcery, and Hope. Of his lesser domains Change is by far the most influential, almost matching Ambition.

Saint Lin had great difficulty determining how the Changer of Ways formed, until a comment by Areatha gave him a key bit of inspiration. Unlike every other god that Saint Lin knows of the true origin of the Changer of Ways lies not in the past but in the future. It is entirely possible that one of the main schemes of the Architect of Fate is currently to bring itself into existence. With this insight Saint Lin was able to determine that the Changer of Ways is most likely not a Primal God, though he could be either a Religious and a Transcendent God. Given that Gods seems to get a major power boost on their birth Saint Lin worries what the Changer of Ways will be able to accomplish in the years following its birth, if it ever gets born that it.

As with the slaves of the Dark Prince it is impossible for one of the pawns of the Changer of Ways to avoid being influenced by the core domain of their god. This makes it impossible for a pawn of the Changer of Ways to be content with what they have and what they are. There will always be a drive to be greater and have more. This ambition inevitably leads to a need to change both themselves and their situation, and is the reason that the Domains of the Changer of Ways are always shifting as every pawn seeks to better themselves and their positions. The unending ambition of the pawns of the Changer of Ways gives them the drive and courage to attempt schemes that no one else would dream of, often for good reason and means that no ones position is secure, as his subordinates always scheme to take his place.

The forces of the Changer of Ways are the least predictable fo the forces of Chaos, with every warrior and champion having their own plots to better themselves, which can interact in unusual ways. While this unpredictability can be a problem when facing them on the battlefield it more often acts against them, as a Lord of Chaos finds his forces not acting in the manner he expected them to. The consent scheming of the forces of the Changer of Ways make them more prone to factionalism then any of the other forces of Chaos, and therefore the most willing to turn on their leaders at the merest hint of weakness.

Preach: All- Saint Lin is willing to spend the next few years preaching about the horrors of the Blood God and how to best resist his pull. This should provide a major boost to your efforts to undercut the formation of chaos cults, particularly if he focuses entirely on it.

Time: Unknown (until Cults are under control, can be taken multiple times)
Chance of Success: 60%

Cost: 720,000 Thrones,
Reward: -5% cultist growth , +5% number of Cultists found , +1 to rolls to locate cultists per three points of success

Complete
year one d100=40+55(piety)+10(traits)=105: Success +22
year two d100=98+55(piety)+10(traits)=163: Critical Success +57

Saint Lin spent a few years preaching in order to help your citizens resist the temptations of the Blood God, and identify those that have fallen. You estimate that in the first year nine million citizens resisted the call of chaos due to his preaching, and over three million were caught. In the second year these numbers rose to nineteen prevented from falling and nine million cultists caught.

Free Action: Greater Divination (Eldar Choice: Mars)- 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=64+49(control)+110(Traits)-100(Null)=113: Success

High Grandmaster Ridcully has recently been looking at Mars as the fourth of the twelve divination actions that he will undertake for the Eldar. He tells you that while the rest of the solar system is under the utter control of the Abomination, with Sol having become the first known Daemon Star, Mars is different. Mar is protected from the Warp by countless obsidian pylons, similar to those once found on Cadia. While the pylons shroud Mars and a large area around it from even Ridcully's sight he can see the countless legions of machines that are constantly pushing back the forces of the Abomination in the space between Mars and Earth, and the fact that the null zone is growing. Ridcully tells you that one day Earth, and the rest of sol, will fall to the machines, and the galaxy will tremble before the wrath of the Void Dragon.
Blank Training Assistance: Battle Psykers- 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 Battle Psykers act as training dummies.

Time: 5 years

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

Complete

Aria has recently finished her work with the elite Bank forces of Niflheim. She tells you that these forces are split into three groups each rather different. The first group are the Nulls, Upsilon-level Blank who fight in a manner similar to the Psyker Hunters of Avernus. Next are the Voids, Phi-level Blanks deployed in large companies so that their Warp calming auras combine, rendering them immune to all but the most powerful of psychic powers. Finally there are the Draugr, cyberneticly enhanced Chi level or above Blanks trained as psyker focused assassins, in imitation of the Culexus Assassins of the Imperium.


You Cannot Hide: All- Your psykers, especially the Grandmasters, are able to have a massive impact on chaos cults, whether it is finding them or eliminating them. By having them focus the majority of their effort on dealing with the cults you expect to form you can greatly cut down on how long cults have to get established before being wiped out.

Time: Unknown (until Cults are under control)
Chance of Success:70%

Cost: 720,000 Thrones,
Reward: +10% number of Cultists found , +2 to rolls to locate cultists per three points of success, lose some Battle Psykers.

Xavier year one d100=40+28(stats)+42(traits)=110: Critical Success +60
Tamia one d100=40+32(stats)+48(traits)=120: Critical Success +72
Xavier year two d100=29+28(stats)+42(traits)=99: Success
Re-roll Xavier year two d100=28+28(stats)+42(traits)+15(Paragon Diviner)=113: Critical Success +72
Tamia year two d100=49+32(stats)+48(traits)=129: Critical Success +82
Ridcully year two d100=33+49(stats)+55(traits)=137: Critical Success
Re-roll Ridcully year two d100=59+49(stats)+55(traits)+15(Paragon Diviner)=188: Greater Critical Success +182

Your Battle Psykers and Witch Finders have been a key part of the hunt for Chaos Psykers over the last few years, being invaluable both in locating cults and eliminating them. In the first year after the incursion with Xavier and Tamia in command over sixteen million cultists were caught as a result of your battle Psykers, and in the second year when Ridcully took command over fifty million were caught. The combination of the numbers and quality of your Battle Psykers and Witch Finders has proven to be your most effective weapon against Chaos cults by a large margin, barring Ridcully's divination which is as effective as the rest of your psykers put together.

Personal Attention: Martial Law: All– 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 ?? years completed

For the last two years you have commanded the forces of Avernus against the rising tide of cults, many of which were counted among the forces of Avernus just months ago. While this has been a blood campaign with tens of million dead on each side the losses are still a fraction of a percent of your population, far better then what happened after the last Chaos Incursion.

Personal Attention: Hunt Them Down– 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 led an effort to determine the scale of the current cult problem. From what you can tell there are around seventy million cultists left on Avernus. With how rapidly cult recruitment is slowing you expect to deal with the cults in one to two years of your current effort.

Personal Attention: Lesson's Learned: Strength of Arms– 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 Two years completed

For the last year you have been working on ensuring that non of the tales of the recent daemonic incusion are lost, or the lessens contained within them.

A New Assistant- With the recent death of Thaddeus at the hands of a chaos cult you will need to select a new personal assistant. After working with Thaddeus for almost two centuries it will be hard adjusting to a new assistant.

Time: 1 year

Cost: free
Reward: Select new assistant

Complete

A year ago you selected a new personal assistant to replace the fallen Thaddeus.

Marshal of the Helltroopers (Marshal Florentina Cheshire)- With the death of Marshal Paulson you will need to select who replaces her as the leader of the Avernite Helltroopers and the second in command of the Avernite military.

Time: 1 year

Cost: free
Reward: New Marshal fo the Avernite Helltroopers selected

Complete

You have recently decided to promote Marshal Florentina Cheshire the third commander of the Aridia PDF to being the Fourth Commander of the Avernite Helltrooeprs. This was a popular choice as Marshal Cheshire is one of the most respected PDF Marshals despite her relative lack of seniority.

Speech: Every Man's Duty- You advisers suggest that you give a speech to the people of Avernus warning them of the horrors of the Blood God and calling on them to aid your forces in the hunt for Chaos cults.

Time: 1 Year.
Chance of Success: 60%

Cost: 3,600 Thrones
Reward: +10 to rolls to detect Cultists, can be taken multiple times

Complete
year two d100=23+15(diplomacy)+5(palace)=43: Success

You have given many speeches in recent years warning of the coming cult crisis and advising your people on how to prepare and what to look out for. In response to your speeches countless warnings came in about possible cult activity, allowing your security forces to catch another one point four million cultists.




                   
Year Income Thrones Material Metal Promethium Advanced Material Exotic Material Food Relic Material Population
Starting 955,131,516,626 223,982,714,280 480,036,361,036 358,162,951,972 173,231,532 3,906,049 505,460 54 39,254,206,274
Net Income -177,231,095,784 -5,572,421,023 97,989,889,504 9,945,632,096 31,620,986 845,880 -26,388 5 428,677,109
Percent of Income used -1156.98% 147.31% 4.10% 1.55% 25.75% 7.91% 702.79% 60.20%  
Remaining 777,900,420,842 218,410,293,257 578,026,250,540 368,108,584,068 204,852,518 4,751,929 479,072 59 39,682,883,384
Percent Growth -18.56% -2.49% 20.41% 2.78% 18.25% 21.66% -5.22% 9.79% 0.96%
 
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@Durin a couple of questions:
Jane notes that the proportion of cultists captured alive to feed to the Sirens has plummeted due to the circumstances, with only ninety thousand being captured in the first year and a hundred and fifty thousand in the second.
1) is there a glut in the soul-market?
High Grandmaster Ridcully has recently been looking at Mars as the fourth of the twelve divination actions that he will undertake for the Eldar. He tells you that while the rest of the solar system is under the utter control of the Abomination, with Sol having become the first known Daemon Star, Mars is different. Mar is protected from the Warp by countless obsidian pylons, similar to those once found on Cadia. While the pylons shroud Mars and a large area around it from even Ridcully's sight he can see the countless legions of machines that are constantly pushing back the forces of the Abomination in the space between Mars and Earth, and the fact that the null zone is growing. Ridcully tells you that one day Earth, and the rest of sol, will fall to the machines, and the galaxy will tremble before the wrath of the Void Dragon.
2) how freaked out are the Eldar over this prophecy, and the fact that the Mon-Keigh had the Void Dragon imprisoned for all these millennia?
 
So if Tzeenth hasn't actually technically been born yet does this mean that we can actually stop him from coming into existance in the first place by stopping the event that is meant to birth him?
 
You spent a year working out the approximate size of the cults that have so far escaped notice. You are confident that your estimates are within 25% of being accurate, as close as you are going to get. As things stand there are around seventy million cultists left on Avernus, 0.3% of the population and less then the number that were caught over the last year. Given the rapidly lowering influence of Chaos you expect to be able to pretty much eliminate these cults within a few years at your current level of focus.

hmm, with military casualties, we're likely looking at around another 1-1.5% population casualties by the end of this. huh, my estimate was pretty close. Though I did not see the cults popping up in our military more than our militia , which makes sense when you think about it. The demons mostly did not get into the cities, a lot of the militia likely did not even see a demon during the incursion.



Saint Lin had great difficulty determining how the Changer of Ways formed, until a comment by Areatha gave him a key bit of inspiration. Unlike every other god that Saint Lin knows of the true origin of the Changer of Ways lies not in the past but in the future. It is entirely possible that one of the main schemes of the Architect of Fate is currently to bring itself into existence. With this insight Saint Lin was able to determine that the Changer of Ways is most likely not a Primal God, though he could be either a Religious and a Transcendent God. Given that Gods seems to get a major power boost on their birth Saint Lin worries what the Changer of Ways will be able to accomplish in the years following its birth, if it ever gets born that it.

huh, that's a thing. That's actually a really neat idea and I'm considering passing this onto the empire of ashes if they don't know. a common enemy, on their field of focus, and another fire that isn't humanities eventual resurgence for them to deal with. also maybe another apocalypse for the pile, assuming his surge of strength is not expended sending himself back in time. I can't help but fell you coudl do something clever while he's pardoxing himself into having always existed.

roll d100=64+49(control)+110(Traits)-100(Null)=113: Success

High Grandmaster Ridcully has recently been looking at Mars as the fourth of the twelve divination actions that he will undertake for the Eldar. He tells you that while the rest of the solar system is under the utter control of the Abomination, with Sol having become the first known Daemon Star, Mars is different. Mar is protected from the Warp by countless obsidian pylons, similar to those once found on Cadia. While the pylons shroud Mars and a large area around it from even Ridcully's sight he can see the countless legions of machines that are constantly pushing back the forces of the Abomination in the space between Mars and Earth, and the fact that the null zone is growing. Ridcully tells you that one day Earth, and the rest of sol, will fall to the machines, and the galaxy will tremble before the wrath of the Void Dragon.

hahah, shit. Another unstoppable galaxy destroying threat for the pile. By the way, is anyone starting to notice a theme here? They seem to be having Ridcully go after hard targets that are in the process of becoming major threats. I strongly suspect they are using us to nip things in the bud rather than having them explode. Which is good, that's exactly the kind of thing that hints that we're having an impact on their quest to keep the galaxy intact. I imagine the last few targets would have taken eldrad to examine and I can't imagine he can take his eyes of existing garbage fires to help them snuff out future ones.
 
That's too open to self-fulfilling bullshit, but its possible to give him general headaches and imposed limitations.

The thing with self fulfilling prophecies is that in some cases you just can't be sure and if you don't act because of being afraid of a self fulfilling proph than that is in itself might as well be one. So if we are careful about this it seems possible to stop it or at least take advantage of what we learned to make sure he doesn't become as poweful as he would be.

...

Thought, would it be possible to create a god to take at least some of Tzeenth's domains before he is born to screw him over with imposed limitations?
 
Isn't Ahriman trying to become the God of Socery not Ambition making it unlikely that he's going to become Tzeetch unless bird brain is really fucking with him.
 
Saint Lin had great difficulty determining how the Changer of Ways formed, until a comment by Areatha gave him a key bit of inspiration. Unlike every other god that Saint Lin knows of the true origin of the Changer of Ways lies not in the past but in the future. It is entirely possible that one of the main schemes of the Architect of Fate is currently to bring itself into existence. With this insight Saint Lin was able to determine that the Changer of Ways is most likely not a Primal God, though he could be either a Religious and a Transcendent God. Given that Gods seems to get a major power boost on their birth Saint Lin worries what the Changer of Ways will be able to accomplish in the years following its birth, if it ever gets born that it.
Wait, is Ahriman going to become Tzeentch? He was looking to become a god of Sorcery when the Eldar had Ridcully check him, remember.
 
The thing with self fulfilling prophecies is that in some cases you just can't be sure and if you don't act because of being afraid of a self fulfilling proph than that is in itself might as well be one. So if we are careful about this it seems possible to stop it or at least take advantage of what we learned to make sure he doesn't become as poweful as he would be.

...

Thought, would it be possible to create a god to take at least some of Tzeenth's domains before he is born to screw him over with imposed limitations?
Can you imagine the paradox durin would need to contemplate if we are allowed to stop/change Tzeentch's birth?

At best Tzeentch won't be worse than right now, at worse Tzeentch wins immediately.
 
Wait, is Ahriman going to become Tzeentch? He was looking to become a god of Sorcery when the Eldar had Ridcully check him, remember.
Possibly.

I mean Tzeench has been ****ing with him for millennia, and his stated goal is to steal one of Tzeench's domains.

It's possible the real goal on Tzeench's part is for him to become it.

Either way @Durin
1. Do the Eldar know of Tzeench's origin cause this seems like the kinda thing that either is self fulfilling, or they'll want to stop.
2. I seem to recall that completing the investigation into a god, gives us a bonus against servants of said god. Is that the case?
 
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