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
Callamus Techs
Callamus Techs

Callamus Biological enhancements: Despite the Trust's high level of technological advancement, its bio-enhancements especially in regard to its tech priests are somewhat lacking. In deed Progressive techpriests argue that their personal enhancements in general do not reflect the Trust's abilities due to Conservative backlash regarding changing or improving the standard holy augments. This is not to say that the augments are poor in quality, indeed due to the Sword of Surtr they are among the best in the galaxy, but this is due to improvements to individual systems that have not been made to work as a combined whole.

This is however, besides the point. A traditional Conservative talking point even pre-Fall, was a dismissal, even hostility, to the idea that the flesh was but another machine that could be made strong, preferring instead to Trust in metal exclusively and scorn the flesh. While the pros and cons of both sides have been subjected to literal millennia of debate already the fact remains that the Conservatives have shut down attempts to investigate this potential avenue of research, despite the fact that with the genetic expertise and equipment available to the Trust it would be easy to create very potent and useful augments for techpriests should they desire them. Even combine the benefits of both paths to an extent.

The Tech Priests of Callamus have not had similar interference and with some of their earlier Fabricator Generals and Archmagi being strongly in favour of the idea that a techpriest should be allowed to fully choose how to change themselves to show respect to the Machine God, biological augments have thrived under them.

These augments range from basic improvements to eyesight and the senses, adding additional senses like echolocation, replacing the potentia coil with one that works through biological means in conjunction with electro musculature and more.

At its most drastic members of their Myrmidons in cooperation with survivors of the Ordo Reductor undertook a centuries long project to reconstruct the ability to create "psudo astartes." This is a shockingly expensive and difficult process that was given to only a handful of individuals during the Great Crusade who were close to the Primarchs, such as the infamous Luther and Kor Pharon. If completed successfully the recipient would gain strength, speed and long life similar to those legendary fighters.

While the technique was lost the Ordo Reductor retained certain records of the process and with the aid of Callamus was able to replicate a facsimile of the process. The end result is not comparable to an Astartes, and to some physiologies is remarkably unstable. However, compared to many other super soldier augmentations it is a great success, especially given that the recipient may be augmented at any age. In truth its greatest disadvantage is the immense cost and skill needed to apply it limiting its deployment to elite units like the Magos Myrmidons.

Many of these biological augments have flaws, however it is believed that these are fixable flaws with Trust technology.

Proton Launchers: One of Callamus's most advanced technologies, recovered at great expense from a now dead world, these devices fire tightly concentrated balls of Neutrons that react violently when they come into contact with matter, causing incredible damage and bypassing shields.

Slow moving the balls can be compared in many ways to torpedoes, especially in the sense that they can be disrupted by flack causing them to detonate prematurely. However, due to their composition they are much more resilient to this. They have the added bonus of being made of energy, which means that so long as the projector is not damaged, and power is supplied the weapon can continue to fire. This reduces the strain on the ship as it does not need to carry around highly volatile and large munitions. This does not mean that they are a flat upgrade. The balls do not track, nor can they do much beyond the purpose of explode, limiting their attributes. In addition, their short speed leads to accuracy issues and usually limits them to short range engagements, although they are at maximum effectiveness against stationary targets like for example, defence stations. When combined with their costs and energy requirement it is not surprising that most ships prefer to stick with regular torpedoes, despite the damage advantage of the launchers.

Shield Capacitors: A salvaged Dark Age device, these capacitors function as an emergency supply of power to a ship's void shields in the event that they are somehow cut off from main power. On its own these are not unusual, similar devices are present in many of the Dark Age ship from the graveyard. What differs is the unusual efficiency of these capacitors, able to store enough energy to keep most void shields operational for a 12-hour period and come online the instant power to the generators is cut off. This transition is so seamless that the shields do not even fall completely.

Eugenetics capabilities: The Tech Priests of Callamus have for quiet centuries now been experimenting on their own populace in an attempt to improve them in various ways, be it to make them stronger, to increase their physical beauty or just to make them more intelligent. This has been achieved through the use of vast genetic data banks, retroviruses, clinic systems and the constant monitoring of millions of genators at all time. During this time Callamus's patience has been rewarded with results that have improved their populations to be above average in many ways, ensuring supplies of experts and good soldiers at the same time. This process has not been without flaws, with mistakes being hurriedly corrected to prevent panic, rebellion or worse, but their vast experience means that they know in greater detail both how best to go about this and what not to do. This process is vastly less efficient than whatever Avernus is doing, as it was able to accomplish incredible feats of genetic engineering in two centuries with a fraction of the population with no visible mistakes as well as the ability to manipulate psycic genes which the Callumites learned quickly not to do. By comparison the Callumites have achieved a minor increase in several areas that boost average ability enough to make a difference, but only after nearly a thousand years of effort. Despite this, with their information it may be an effective long-term project for the rest of the Trust. Simply having access to their genetic database would also be valuable, as it would provide enormous sample sizes upon which to draw and potentially improve the range of psyker genes due to having records of trillions over a thousand years.

Had some ideas, some inspired by Deus Ex Mechanicus, others at least semi original.

Attempted to adapt the Deus Ex Mechanicus ones to Embers as best I could.

@Durin
 
DeusExMechanicus!Callamus did rediscover the proper STC Human genome. If Embers!Callamus has it too we should get it to make human augmentation more mainstream. If eugenics becomes supported by the Trust it might get Muspelheim and/or Niflheim to release their own Dark Age Eugenic techs.
 
I know it's probably too late, but I'm just going to voice something I've been thinking about, but why don't we want to risk divining Turoq's True Name? I understand that there is a risk, a single digit risk if I remember correctly, of Ridcully falling to Chaos. I understand that him falling is a great danger to us but I also understand that is succeeding is potentially a great boon. I'm not talking of the benefit of knowing his True Name, but the potential of increasing Ridcully's Piety in a relatively safe way. I say relatively because anything involving Choas is dangerous but compared to most other things he is comparatively safe.

What I'm trying to get at is that I don't see any other way to increase our piety or any other stat without taking a risk. It seems the only way for us to break the glass ceilings of our stats is to do something risky but worthy of pushing us beyond our limits. If we continue to take the safest path as possible I doubt we shall become paragon or transcendent for many many more turns.
 
If eugenics becomes supported by the Trust it might get Muspelheim and/or Niflheim to release their own Dark Age Eugenic techs.
I don't believe Muspelheim has any Eugentics going on and Niflheim's got the blank thing, not eugenetics.

In either case, that would have been Helheim's thing, they created the Nilfar, Jotun, Navigators etc.

They were the genetic people.
 
Not sure about Warhammer or the rest of your post, but IRL guns firing 20mm High Explosive Impact rounds are considered grenade launchers.
No, the closer thing to bolter IRL is actually autocannon, since bolter round primarily does damage due to kinetic impact. The actual explosive payload is secondary due to limited space left by the rocket engine and the armor piercing tip/shell, it's just because the whole "armor piercing" part the explosion is usually internal and even tiny internal explosion is a A Very Bad Thing.
 
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I know it's probably too late, but I'm just going to voice something I've been thinking about, but why don't we want to risk divining Turoq's True Name? I understand that there is a risk, a single digit risk if I remember correctly, of Ridcully falling to Chaos. I understand that him falling is a great danger to us but I also understand that is succeeding is potentially a great boon. I'm not talking of the benefit of knowing his True Name, but the potential of increasing Ridcully's Piety in a relatively safe way. I say relatively because anything involving Choas is dangerous but compared to most other things he is comparatively safe.

What I'm trying to get at is that I don't see any other way to increase our piety or any other stat without taking a risk. It seems the only way for us to break the glass ceilings of our stats is to do something risky but worthy of pushing us beyond our limits. If we continue to take the safest path as possible I doubt we shall become paragon or transcendent for many many more turns.
I dunno, this turn we decided against it, perhaps next turn we will decide for it.

You're not wrong that we're going to be waiting for Ridcully to go paragon for a long time, but that's not unusual. We're not going to get another chance at transcendence until we do something nuts like divine Tzeench...again. Intentionally this time.

Perhaps we should be trying to hustle him down the paths to Divinity and Transcendence. At the moment I'm content to wait until post meeting to see if we get anything game changing in that regard, before getting the name as the benefits have been explained. I do want the name eventually though, it just seems like to big a free advantage to pass up.
 
Perhaps we should be trying to hustle him down the paths to Divinity and Transcendence. At the moment I'm content to wait until post meeting to see if we get anything game changing in that regard, before getting the name as the benefits have been explained. I do want the name eventually though, it just seems like to big a free advantage to pass up.

In regards to trying to hustle into divinity, perhaps it would be worthwhile to test ourselves by diving some of the greater daemons of various gods before moving to the gods themselves. Perhaps after Turoq we could divine the Herald of Tzeentch of the Changling (Did we actually kill them earlier?). Maybe even Magnus but he's super scary.
 
In regards to trying to hustle into divinity, perhaps it would be worthwhile to test ourselves by diving some of the greater daemons of various gods before moving to the gods themselves. Perhaps after Turoq we could divine the Herald of Tzeentch of the Changling (Did we actually kill them earlier?). Maybe even Magnus but he's super scary.
No idea, but let us not divine the Daemonic Primarch even if it is, but a fragment of his former being.

For he is scary and an apex level before factoring in Primarch BS and Daemonic enhancement.
 
He has never divined Tzeentch.
He looked directly into Tzeench's head then.

?
They do, both their populations have undergone genemodding to remove/add specific traits. That's eugenics. And who knows what they've got in their databanks?
That's what I'd call alteration, not Eugenetics kinda deal.

Specifically the Eugenetics is slowly modifying the populace, what they did (adding the blanks and removing the psyker genes) is just genemodding. The latter is apparently something even the admech could pull off.

Probably a lot of research on the intricacies of blanks and tons of research and project plans that have never gotten to see the light of day because of the admech.
 
Callamus Biological enhancements: Despite the Trust's high level of technological advancement, its bio-enhancements especially in regard to its tech priests are somewhat lacking. In deed Progressive techpriests argue that their personal enhancements in general do not reflect the Trust's abilities due to Conservative backlash regarding changing or improving the standard holy augments. This is not to say that the augments are poor in quality, indeed due to the Sword of Surtr they are among the best in the galaxy, but this is due to improvements to individual systems that have not been made to work as a combined whole.

This is however, besides the point. A traditional Conservative talking point even pre-Fall, was a dismissal, even hostility, to the idea that the flesh was but another machine that could be made strong, preferring instead to Trust in metal exclusively and scorn the flesh. While the pros and cons of both sides have been subjected to literal millennia of debate already the fact remains that the Conservatives have shut down attempts to investigate this potential avenue of research, despite the fact that with the genetic expertise and equipment available to the Trust it would be easy to create very potent and useful augments for techpriests should they desire them. Even combine the benefits of both paths to an extent.

The Tech Priests of Callamus have not had similar interference and with some of their earlier Fabricator Generals and Archmagi being strongly in favour of the idea that a techpriest should be allowed to fully choose how to change themselves to show respect to the Machine God, biological augments have thrived under them.
I dislike this backstory. There's a lot wrong with it. It shows a fundamental misunderstanding of the split between Conservatives and Progressives. It tries to paint the Conservatives as being the reason for every bad thing about the Mechanicus, which simply isn't true.

In the Imperium, the split between "bio-augments are great" and "bio-augments are heresy" was not predicated on the lines of "progress vs tradition". The same is true in the Trust. It's an entirely different argument. You could have Conservatives who think bio-augments are good, but only the ones that have been tried and tested for centuries. Similarly, you could have Progressives who think that advancements in augmetics should be made, but that bio-augments are disgusting and inferior to machine augments. You should not conflate the two axes of thought.

In the Trust, it would actually be the Conservatives who'd have a higher opinion of bio-augments. Not because of any theological thing, but simply because most Progressives come from Avernus. Avernus is not a good place for bio-augments. The wildlife's poison will kill you no matter how tough your skin is or how good your anti-poison glands are. The only way to prevent them from killing you by hitting your squishy parts is to replace your squishy parts with steel. Most progressives, by virtue of most of them coming from Avernus (and before considering that the Organicist issue is a different axis of thought from Progressive-Conservative), would say that machine augments are definitely superior, and that bio-augments will betray you to the spiders.

You can say that Conservatives are against developing new augmentation, but not that they have a grudge against bio-augments specifically and that the Progressives like bio-augments.

EDIT: Even Vinceo, our Magos Biologis, eschews bio-augments in favour of mechanical augments.
 
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Turn One Hundred and Nineteen Results
Turn One Hundred and Nineteen Results
Three Hundred and Twenty years since the Founding of Avernus

Losses to the wildlife have remained steady over the last half decade, at two three two million a year. The war with the cults has ended, with a final few hundred thousand soldiers falling wiping out the last cults.

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

Locked- Fifteen out of Twenty-Five years completed

General Richards has continued to train new Helguard Regiments for the Imperial Trust, an operation that has now fully recovered from the disruption that recent events caused. As things stand only ten waves of troops still need to be trained, and seven of those ten are currently at various stages of their training programs.

Recruit- Your forces suffered extremely heavy losses during the recent daemonic incursion, losses that will take the better part of two decades to replace. General Richards would like to begin work on rebuilding her forces as soon as possible. She tells you that with the ever present threat of Turoq having the Avernite military as damaged as it is severely weakens the defences of the Imperial Trust.

Time: 16 years

Cost: 3,500,000,000 Thrones, 450,000,000 Material, 15,000,000 Promethium, 81,000,000 Advanced Material, 230,000 Exotic Material .
Reward: Recruit forces to replace losses in Second Daemonic Incursion

Locked- Eleven out of Sixteen years completed

General Richards has continued to work on bringing her military forces back u to full strength and is nearly finished. She tells you that all of her depleted regiments are now back up to over ninety percent strength and that the remaining regiments will be brought up to full strength by forces currently being trained.

Power Armoured Militia- Currently a large number of Avernites have managed to acquire their own suits of power armour, either by personal wealth or as part of a group. General Richards believes that by providing tax cuts to the owners of these suits as long as they reach a certain required skill level, she will be able to recruit a massive powered armoured militia force. This will both be time consuming and very expensive but the reward is estimated to be over a hundred and twenty million power armoured militiamen - an incredible force. It should be noted that despite their armour this force will not be nearly as effective as your regulars due to the differences in training.

Time: 20 years

Cost: 39,000,000,000 Thrones, 3,900,000,000 Material, 390,000,000 Metal, 309,000,000 Promethium, 7,900,000 Advanced Material.
Upkeep: Estimated 8.5 billion Thrones a year
Reward: Recruit 1 power armoured militia regiment per 10 militia siege infantry brigades, currently 20,000. Power Armoured Militia Regiments have +20 combat skill from superior training.

Locked- Six out of Twenty years completed

General Richards has finished setting up the tax cut for power armoured militiamen and is now working on setting up modified militia training and assessment program for power armoured users. According to Signe General Richards actions have already led to an increase in sales of power armour to civilians as people take advantage of the tax cuts.

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- Eighteen out of ?? years completed

Admiral Sarnow and the Avernite Fleet have continued to oversee the defence of Dooneeva, Cahernanoorane and Varnir from Turoq, though in the last few years there have not been any raids on the Imperial Trust, as expected. Admiral Sarnow is ensuring that his forces remain on guard however.

Attack Craft- Currently you do not have nearly enough attack craft to fill all of your attack craft bays. Admiral Sarnow has put forward a proposal to train up enough attack craft pilots to change this, though not by enough to fully fill them. While expensive this would allow you to partially man your Advanced Defence Stations hangars, making any assault on Avernus far more challenging.

Time: 17 years.

Cost: 9,800,000,000 Thrones, 530,000,000 Material, 540,000,000 Promethium, 105,000,000 Advanced Material, 1,400,000 Exotic Material.
Upkeep per year: 390,000,000 Thrones, 21,000,000 Material, 220,000,000 Promethium, 4,200,000 Advanced Material, 23,000 Exotic Material.
Reward: Recruit 18,000 Guardian Fighter Wings, 18,000 Dragon Bomber Wings, 2,000 Wraith Interceptor Wings, 3,000 Assassin Bomber Wings and 4,500 Aggressor Attack Boat Wings

Locked- Thirteen out of Seventeen years completed

Admiral Sarnow tells you that the expansion of his attack craft forces is well under way, with hundreds of attack craft flotillas having already been commissioned. This is over half of the projects target and Admiral Sarnow is confident that the remaining attack craft wings will be ready for deployment within four years.

Construct: External Torpedo Launchers- On Roskilde Archmagos Tranth found designs for external torpedoes launchers which can be added to warships to give them one shot torpedoes. While individually minor if you upgrade your entire fleet this will give you a powerful opening volley. It will take a good deal of shipyard time to add these to your ships but not be hugely expensive.

Time: 11 years

Cost: 7,700,000,000 Thrones, 1,500,000,000 Material, 120,000,000 Promethium, 2,800,000 Advanced Material, 160,000 Exotic Material.
Upkeep per year: 120,000,000 Thrones, 25,000,000 Material, 12,000,000 Promethium, 28,000 Advanced Material, 790 Exotic Material.
Reward: Add External Torpedo Launchers to all warships, add 7,531 Escort Torpedo Launchers, 4,082 Cruiser Torpedo Launchers and 768 Battleship Torpedo Launchers.

Locked- Five out of Eleven years completed

For the last five years Admiral Sarnow has been rotating his fleet though Avernus in order to be refit with External Torpedo Launchers. The amount of time that this takes varies from half a year for the destroyers to over three years for a battleship. So far around a third of your fleet has been refit, with another quarter being in your shipyards being worked on.

The population growth of Avernus has increased to an average of 1.57 over the last half decade, a rather respectable rate.

Rebuild- Several of your cities suffered significant damage during the recent Daemonic Incursion. You estimate that it will take a little over a decade to rebuild your cities, with the Lonely Citadel and Dis requiring the lion's share of the effort.

Time: 12 years

Cost: 12,000,000,000 Thrones, 12,000,000,000 Material, 11,000,000,000 Metal, 2,600,000,000 Promethium, 5,200,000 Advanced Material, 50,000 Exotic Material.

Complete

Three years ago Signe finished repairing the last of the damage done to the Lonely Citadel during the Second Daemonic Incursion. Between this, your population growth and General Richards recruitment efforts this means that Avernus has almost fully recovered from the Daemonic Incursion, after a mere fifteen years.

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)

Locked-Eight out of Fourteen years completed

Signe has finally managed finished repairing the abandoned work on the mines of Belisama and started to break new ground on the mine expansion. As things stand the new mining machinery is being made, the infrastructure constructed and the refineries are being expanded. Soon work will begin on training the million of new workers that will allow the massively expanded mines to operate at all, let alone at full capacity.

Administrative Shake up: Twice- In the centuries since the Avernite Administratum was founded much has changed, about both Avernus and the galaxy as a whole. Signe is sure that this had led to several administrative inefficiencies forming within it. She thinks that with a few years work she will be able to find these and patch them up.

Time: 2 years.
Chance of Success: 25%(goes down by 5% per success)

Cost: 370,000,000 Thrones
Reward: +0.5% administrative efficiency (currently 62.5%)

Complete
year two roll d100=9+30(stats)=49; Fail
year two re-roll d100=67+30(stats)+15(Paragon Diviner)=102: Success
year four roll d100=27+30(stats)=57: Fail
year four re-roll d100=23+30(stats)+15(Paragon Diviner)=68: Fail, +5 to next attempt

Signe spent four years working on improving the efficiency of the Avernite Administratum, which is already one of the marvels of Avernus. She was able to make a few minor improvements in streamlining several processes in the first few years but has not had as much luck recently.

Educational Review- Edvin has suggested devoting some time to improving the Avernite education system, which while incredible by Imperial standards still has room to improve. It will be challenging to make even small improvements but given that each improvement will increase the productivity of your people for the foreseeable future it is a worthwhile endeavour.

Time: 1 year. (can be taken as many times as you want)
Chance of Success: 10% (uses average of administration and learning)

Cost: 44,000,000 Thrones.
Reward: increase education modifier by +1% (currently +300%)

Complete
year five roll d100=48+15(stats)+10(System Review)=73: Fail, +5 to next attempt
year five re-roll d100=31+15(stats)+10(System Review)+15(Paragon Diviner)=71: Fail

Signe spent a year attempting to improve your educational system without any success. While she did her best this task falls outside of her speciality, and it shows.

Build Hive (The Azure Islands)- There are several of your regions that have good locations to build a new Hive in, allowing your population and economy to grow further without expanding into a new region. As things stand you could build 1 Hive in Avernus' Spine, 3 in The Fair isles, 1 in Lindon, 2 in The Fens, 12 in Elysium and 2 in Aridia.

Time: 15 years.

Cost: 4,900,000,000 Thrones, 4,000,000,000 Material, 3,700,000,000 Metal, 6,700,000,000 Promethium, 3,500,000 Advanced Material, 40,000 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: Build new Small Hive in selected region

Locked- Three out of Fifteen years completed

For the last three years Signe has been working on building a new Hive in the Fair Isles. This new Hive will be on a reasonably sized island equidistant from Storms End, The Fair Isle and the ruins of Arbor. Work is well underway with temporary fortifications erected, the hives foundations constructed and the superstructure starting to take form.

Personal Attention: Build Hive (Terascon, Lonely Mountain)- There are several of your regions that have good locations to build a new Hive in, allowing your population and economy to grow further without expanding into a new region. As things stand you could build 1 Hive in Avernus' Spine, 3 in The Fair isles, 1 in Lindon, 2 in The Fens, 12 in Elysium and 2 in Aridia.

Time: 15 years.

Cost: 4,900,000,000 Thrones, 4,000,000,000 Material, 3,700,000,000 Metal, 6,700,000,000 Promethium, 3,500,000 Advanced Material, 40,000 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: Build new Small Hive in selected region

Locked- Seven out of Twenty-Two years completed

Your work on the construction of the first Hive of Tarascon is going well, with the foundations completed and work having just started on the hives superstructure. The combination of regular wildlife issues and your extended supply line have halted sections of this construction several times, so it is a good thing you choose one of the more pessimistic completion dates for the project.

A bit over four years ago you received word from the Ultramarines agreeing to your proposed meeting. The meeting will take place in fifteen years time, just after the next major High Council Meeting.

Trade Talks (Midgard)- Now that you have the datacores you can begin to sell the large amounts of warships in the ship graveyard. Currently Vanaheim would be the best customer though Midgard and Asgard may also be interested.

Time: 1 year

Cost: 550,000 Thrones.
Reward: Trade with chosen planet.

Complete

Four years ago you made a deal with Governor-General Aelfric of Midgard to cover your recent Thrones deficit. This deal will last the next fifteen years until the High Council Meeting.

Diplomatic Debrief: (Forge-Empire )- You have recently sent diplomats though the Eldar Webway to the major Imperial Remnants. They have learned a great deal about both those they were sent to and the Eldar, and Inquisitor Klovis-Ultan has volunteered to send some time gathering a better overview of these polities.

Time: 2 years

Cost: Free
Reward: More information on selected polity.

Complete
information will be added to Faction Analysis

Inquisitor Klovis-Ultan has provided you with a write up of all of the information available about the Forge-Empire of Callamus. From what you can tell the Forge-Empire is a powerful force, controlling several percent of Segmentum Tempestus with influence over a similar region. However it is by no means the most powerful force in Tempestus, and in recent years its expansion has been halted by conflicts with greater powers. The Adeptus Mechancius of Callamus seem to have made great strides by sharing their secrets with each other and by dedicated research of both human and xenos technology. In battle the Forge-Empire relies on its massed legions of bio-augmented Skitri and Titans to overwhelm any foe, using economic power as much as military power to claim victory.

Diplomatic Debrief: (Imperium Quartus )- You have recently sent diplomats though the Eldar Webway to the major Imperial Remnants. They have learned a great deal about both those they were sent to and the Eldar, and Inquisitor Klovis-Ultan has volunteered to send some time gathering a better overview of these polities.

Time: 2 years

Cost: Free
Reward: More information on selected polity.

Complete
information will be added to Faction Analysis

Inquisitor Klovis-Ultan has provided you with a write up of all of the information available about the newly formed Imperium Quartus. He begins by telling you that while the Imperium Quartus was formally founded within the last half century it has been in the works since the death of the Emperor, and came into being as one of the galaxies most powerful human polities. The Imperium Quartus is ruled over by its four Primarches, each of whom has their own responsibilities. In battle the Imperium Quartus mostly relies on Great Crusade vintage human technology and the sheer quality of its improved Astartes and Primarches to defeat far more numerous foes, though auxiliary legions are being formed.

Personal Attention: Diplomatic Debrief: (Empire of Ashes )- You have recently sent diplomats though the Eldar Webway to the major Imperial Remnants. They have learned a great deal about both those they were sent to and the Eldar, and Inquisitor Klovis-Ultan has volunteered to send some time gathering a better overview of these polities.

Time: 2 years

Cost: Free
Reward: More information on selected polity.

Complete
information will be added to Faction Analysis

For the last two years you have been gathering information on the Empire of Ashes from the diplomats that you sent thought he Webway, their guards and those Avernite troops that have worked for them over the last few decades. From what you can gather the Empire of Ashes is counted among the galactic powers due entirely due to the qualitative advantage, with its advanced technology, divination, mobility and soldiers offseting the fact that even counting the wraiths it has a tiny population. In fact you estimate that the total number of living Eldar in the Empire of Ashes numbers in the tens of billions, less numerous then the armed forces of the Imperial Trust. The Eldar seem to have the quality to be a major player on the galactic scene however, with every Eldar seeming to posses a level of psychic power matching a Delta-level if no higher and their champions being able to pull of incredible feats. Given that some of your soldiers heard of a fight where the DaemonPrimarch Angron and his bodyguard of a dozen Bloodthirsters were slain by the Phoenix Lord Jain-Zaryou suspect that a good portion of the Eldar's power comes from their great heroes. The Empire of Ashes seems to be based entirely in the webway, with only outposts in the Materium and is working to suppress all of the terrors of the galaxy that have been unleashed now that the Imperium is no longer standing against them, most notably the Orks, Tyranids and powers of Chaos. From what you can gather this is doomed effort due to the sheer number of dangers, and the low number of Eldar.

over the last five years only six hundred thousand cultists were found, almost all of whom were located in in the year. Since then numbers have dropped to a far more normal few hundred a year.
         
Total Cult Activity Total Periphery Cultists Found Total Inner Circle Cultists Found Total Military Casualties from Cults
Maximum Remaining Cultists
Avernus Prime 604 24 38 10
Avernus' Spine 273 655,545 295,008 10
The Azure Islands 207 9 13 10
Lindon 202 9 13 10
Everglades 242 10 16 10
Elysium 228 10 15 10
Aridia 201 9 13 10
Duat 246 10 16 10
Mechanicus 23 5 7 10
Avernus Total 2,204 655,626 295,131 70
Of the 8,226 major psykers found over the last five years 618 of them were Chaotic, a normal proportion.

573 Chaotic Psykers consisting of 6 Beta-levels, 44 Gamma-levels, 118 Delta-levels, 221 Epsilon-levels and 222 Zeta-levels were killed without causing any significant levels of damage over the last five years.
3 Alpha-levels, 3 Beta-levels, 1 Gamma-level and 1 Epsilon-level caused massive damage over the last five years.
         
Losses Miltia/Witch Hunter/ Psyker Hunter/ Psy-Hunter PDF/Veteran Witch Hunter/Veteran Psyker Hunter/Master Psy-Hunter Helltrooper/Elite Witch Hunter/Elite Psyker Hunter/Grandmaster Psy-Hunter/ Last Hunter
Helguard/Master Psyker Hunter/Master Last Hunter/ Primaris Psy-Hunter
Soldier 277,280,000 916,920 129,700 14,754
Psyker Hunters 11,392 432 84 16
Witch Hunters        
minor Psy-hunters 504 252 25  
major Psy-Hunters 25 11   2
Last Hunters     47 4

The untainted major Psykers included 1 Alpha-level, 10 Beta-levels, 98 Gamma-levels, 540 Delta-levels, 2,266 Epsilon-levels and 4,713 Zeta-levels.
618,461 minor Psykers were located by the Witch Finders over the last five years, a fraction of a percent more then the previous five years.

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- Ten out of Fifteen years completed

Jane's work on Niflheim continues, and she tells you that the Drauger and Nulls are developing into rather skilled operatives. In fact the Draugr in particular look like they will in their own way match Avernus' Last Hunters, though against a rather different set of targets.

Expend Psyker Hunter Academies- In recent decades the number and power of rogue Psykers has been slowly overwhelming the Psyker hunters. Part of Jane's solution to this problem is to greatly expand the Psyker Hunter Academies, allowing them to train four times as many Psyker Hunters at a time.

Time: 8 years

Cost: 890,000,000 Thrones, 36,000,000 Material, 3,600,000 Metal, 360,000 Promethium, 14,000 Advanced Material, 1,600 Exotic Material.
Upkeep per year: 89,000,000 Thrones, 3,600,000 Material, 360,000 Metal, 36,000 Promethium, 700 Advanced Material, 32 Exotic Material.
Reward: increase number of Psyker hunters trained per year fourfold to 15,200.

Locked- Six out of Eight years completed

Jane has recently finished expanding the Psyker Hunter Academies across Avernus, and is now supervising the first set of classes and dealing with the problems that are coming up. She tells you that when the first classes start graduating the expansion to Psyker hunter numbers should rise above attrition for the first time in decades.

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

Time: 1 year.
Chance of Success: 30%

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

Complete
Year one d100=88+23(Intrigue)+16(combat)+20(equipment)+5(Palace)=152: Critical Success +16
Year two d100=5+23(Intrigue)+16(combat)+20(equipment)+5(Palace)=69: Bare Fail
Year two re-roll d100=36+23(Intrigue)+16(combat)+20(equipment)+5(Palace)+15(Paragon Diviner)=115: Success +8

You spent two years assisting in the hunt for the more powerful chaos psykers, time in which you slew dozens of psykers including a pair of Beta-levels with the assistance of the Governor's Own. While this had an impact on the rising tide of damage caused by rogue psykers of Avernus it was still not nearly enough, with tens of millions dying to Avernus each year.

Personal Attention: 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 three d100=71+23(Intrigue)+5(Palace)=99: Success

You spent a year overseeing the hunt for spies on Avernus to a good deal of success. As well as finding the odd spy from the Inquisition or one of the other players of the Imperial Trust there were several dozen of Turoq's agents that you located, most of which are mentally influenced Avernites.

Titan Design: Avernus-Warlord Titan- Archmagos Tranth is now ready to begin the final stage of designing the Avernus-Pattern Warlord Titan. This step consists of putting together all of his previous work and using it to design the Titan. He expects it to take over a decade due to the size of a Titan and the extreme level of quality required.

Time: 10 years
Chance of Success: -120% (1% after bonuses)

Cost: 150,000,000 Thrones, 1,500,000 Material, 310,000 Promethium, 630,000 Advanced Material, 70,000 Exotic Material, 20 Relic Material.
Reward: Create schematic of Avernus-Pattern Warlord Titan, +1 Mechanicus morale, -1 Mechanicus Unrest.

Locked- Nine out of Ten years completed

Archmagos Tranth has recently finished his initial schematics for the Avernus-Pattern Warlord Titan. He will spend the next year going over them for any erros, no matter how minor after which he will either have to redo them or you will be able to begin building a Titan Manufactorium.

For the last four years Archmagos Tranth has been working on designing the Avernus-Pattern Warlord Titan. He has made a great deal of progress in this time but is still well off anything resembling a complete Titan.
Complete Examination (Carniflowers) - 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

Complete
year one d100=11+28(stats and traits)+70(buildings)+10(Rune Priests) =119: Success
year one re-roll d100=52+28(stats and traits)+70(buildings)+10(Rune Priests) +15(Paragon Diviner)=175: Critical Success

After six years of dedicated study Archmagos Biologis Maximal has finished his research into Carniflowers. He tells you that he has been able to figure out a method in which Carniflowers can be kept docile by certain chemicals, and unleashed with others. This allows you to effectively grow Carniflowers and keep them docile before unpleasing them on attackers. Unfortunately given the size of a Carniflower required root system you will not be able to use them aggressively, and you will also not be able to target them on your enemies. The ability to form entire groves of Carniflowers which you can unleash with the flick of a switch is highly valuable however. Of particular interest is the fact that unlike many Avernite species it is relatively easy to prevent Carniflowers from going feral, so they could be used offworld.

Complete Examination (Dragonfruit) - 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- Four out of Six years completed

For the last four years Archmagos Biologis Maximal has been examining the Dragonfruit, one of the stranger plants of Avernus. He tells you that he has had far less luck figuring out how to weaponise it then the Carniflower due to the small size of a Dragon-Fruit when it ripens.
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.

Complete

Four years ago Fabricator-General Scott finished consecrating the new Cathedral of the Machine-God in Belisama. This mighty Forge greatly increase the amount of Relic Material that Avernus produces, making some of your most advanced technologies easier to deploy.

Cathedral of the Omnissiah: Mag Mell- Mag Mell is now large enough to build a Cathedral of the Omnissiah. This would increase your production of Advanced material by almost a quarter, helping fill the largest hole in your budget.

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 AM production by 100% (currently +100%), increase AM production by 68,000 (2.8 million), can have either Cathedral of the Omnissiah or a Cathedral of the Machine God,

Locked- Seven out of Fifteen years completed

Fabricator-General Scott has continued to work on the new Cathedral of the Omnissiah in Mag Mell, and has made a significant amount of progress. She is currently around halfway though installing the internal machinery of the cathedral, having already finished the buildings foundations and superstructure.

Expedite: Forge-Cathedral: Aegaeon- Now that the first Hive Forges have been built Fabricator-General Scott can begin work on a Forge-Cathedral. This would massively increase the amount of Advanced Material you can produce allowing for your advanced weapons to be deployed in greater numbers. Aegaeon can build either a Cathedral-Forge or a Forge-Cathedral.

Time: 8 years.

Cost: 1,183,000,000 Thrones, 295,700,000 Material, 118,300,000 Metal, 5,914,000 Promethium, 24,480 Advanced Material, 2,736 Exotic Material.
Upkeep per year: 118,272,000 Thrones, 29,568,000 Material, 11,827,200 Metal, 591,360 Promethium, 2,448 Advanced Material, 274 Exotic Material.
Reward: Increase base AM production by 50%, increase AM production by 6,300 (250k), can have either Cathedral-Forge or Forge-Cathedral

Locked- Four out of Seven years completed: Expedited

For the last four years Fabricator-General Scott has been working on building a Forge-Cathedral in Aegaeon, the newest Forge-hive of the moons of Cumea. She is well into the project having built the Forge-Cathedrals superstructure and installed most of the internal machinery.

Expedite: Expand Witch Hunter Seminaries- In recent decades the number and power of rogue Psykers has been slowly overwhelming the Psyker hunters. Part of Jane's solution to this problem is to greatly expand the Witch Hunter Seminaries, allowing them to train four times as many Witch Hunters at a time.

Time: 7 years

Cost: 1,700,000,000 Thrones, 360,000,000 Material, 18,000,000 Metal, 1,800,000 Promethium, 14,000 Advanced Material, 1,600 Exotic Material.
Upkeep per year: 170,000,000 Thrones, 36,000,000 Material, 1,800,000 Metal, 180,000 Promethium, 700 Advanced Material, 32 Exotic Material.
Reward: increase number of Witch Hunters trained per year fourfold to 7,600.

Locked- Five out of Six years completed: Expedited

For the last half decade Saint Lin has been working on massively expanding the Witch Hunter Seminaries all over Avernus. As well as expanding the building this has required training thousands of new instructors, modifying recruitment criteria and overseeing various other process to make sure that nothing goes wrong. Saint Lin informs you that the first expanded class has almost finished training and will be on the field within a year.

Double Down: The Nature of (Khorne)- 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 five d100=64+50(stats)+20(traits)+10(Areatha)+20(double down)=164: Success

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

The Blood God, Khorne, is a Great God whose domain centres around the domain of Combat. He has also claimed many other domains such as Rage, Blood-Spilt-in-Battle, Honour-in-War, Strength-of-Arms and War, though the final domain is not uncontested. Unlike the other chaos gods these domains are mostly limited due to the sheer number of contenders for them, but given their nature they are still just as powerful if not more so then the unified domains that the other Great Gods of Chaos lay claim to. While he has a less total claim over war then his primary domain it is still his strongest domain, due to the sheer number and scale of the wars being fought in the galaxy.

From what he can tell the Blood God is the oldest of the Chaos Gods, born either in or just after War in Heaven. Saint Lin tells you that the exact period in which the Blood God was born is unclear due to confusion with the Eldar War God Khaine, who shares many traits with the Blood God. Saint Lin tells you that the Blood God is most likely a Primal/Religious God formed out of a mix of the War in Heaven and the worship of those that witnessed it.

Like the other Chaos Gods the Blood God's worshippers can focus on one or more of his aspects but will not be able to avoid being influenced by his core domain of Combat. This makes it impossible for any of his worshippers to be able to deny the thrill of combat for long. As such the forces of the Blood God find it impossible to rest, and often move on to one battle as soon as the last has been completed. This can lead to their equipment being poorly maintained and their forces suffering incredible attrition, but does build up a solid core of some of the most experienced warriors in the galaxy. Given the near addiction for combat the followers of the Blood God feel they often have trouble with those positions that while necessary do not see much combat, whether it is general staff, artillery crews or quartermasters. While the smarter Lords ofthe Blood God will try and recruit followers of chaos undivided to fill those rolls that are unsuited for their own men and can't be trusted to slaves even they often stumble on the less battle related tasks and positions.

The forces of the Blood God are the most predictable of the forces of Chaos, with most of their battle-plans being some variation of charge. While this can be taken advantage of an unfortunate number of the Champions of the Blood God are gifted with the more tactical aspects of his domain of war, allowing them to come up with masterful plans that take into account their forces preferences. In general the forces of the Blood God are able to avoid infighting when the battle has started, fighting as a whole even if their leaders are assassinated. Off the battlefield however they are if anything more inclined to turn on each other then other followers of chaos, though they are also known to unify the faster when faced with an external threat. In many ways the forces of the Blood God are remarkably similar to the Orks, and can be treated in similar ways.

               
Trials Alpha Beta Gamma Delta Epsilon Zeta Minor
Passed   2 35 234 1,021 2,379 565,870
Attempted   6 69 365 1,399 3,070 707,338
Percent passed NA 33.33% 50.50% 64.00% 73.00% 77.50% 80.00%
The Master of the Order of Psy Hunters Adam Genov has reached the level of skill expected of a Master Primaris of the Imperial Trust.
                   
60 Regular 42   Veteran 15   Elite Primaris 2  
Primaris Beta Gamma Delta Beta Gamma Delta Beta Gamma Delta
Biomancer   1 3     1      
Diviner   1 5     1      
Pyromancer   1 7 1   2      
Telekinetic   1 7     2      
Telapath   1 5     1      
Daemonologist 1 1 5   1 2      
Order of Omens                  
Order of Warding                  
Order of Restoration   1 3     1      
Psy-Hunters           2      
                                         
607 Normal 392       Veteran 176       Elite 35       Master 1      
Battle Psyker Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta
Biomancer 1 1 4 19 49     1 9 22       2 5       1 1
Diviner   1 3 13 33     1 6 15       1 3         1
Pyromancer   1 5 26 65     1 12 30       3 6       1 2
Telekinetic   1 4 20 49     1 9 22       2 5       1 1
Telapath   1 3 13 33     1 6 15       1 3         1
Daemonologist   1 3 14 34     1 6 16       1 2         1
Psy-Hunters                                     -3 -5
             
61,939 Trainee Normal Veteran Elite Master Grandmaster
Minor Battle Psykers 220,689 49,064 10,770 1,383 672 48
Psy-Hunters       929 -45 -13
                                         
948 Normal 557       Veteran 311       Elite 76       Master 5      
Sanctionite Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta
Biomancer   1 5 31 78     1 10 21       2 5          
Diviner   1 4 19 47     2 11 26       3 6          
Pyromancer   1 4 21 52     2 12 28     1 3 7          
Telekinetic   1 5 31 78     3 19 42     1 5 10         1
Telapath   1 4 21 51     2 13 28     1 3 7          
Daemonologist   1 4 25 64     2 15 35     1 4 8          
Order of Omens       2 5       1 3         1          
Order of Warding       1 2         1       1 1          
Order of Restoration               1 10 21       2 5          
             
68,876 Trainee Normal Veteran Elite Master Grandmaster
Minor Sanctionites 220,312 40,836 22,915 4,685 312 5
Order of Omens 377 71 43 9 1  
Order of Warding 5,659 603 22 214 32 1
Order of Restoration     2,083 426 28  
                                         
102 Normal 48       Veteran 34       Elite 20       Master 4      
Neo-Astropaths Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta
Neo-Astropaths     2 6 16     1 5 12       3 6       1 1
Neo-Astropathic Receivers     2 6 16     1 5 12       3 7       1 1
             
38,147 Trainee Normal Veteran Elite Master Grandmaster
Witch Finder 107,515 30,398 5,739 1,776 227 6

Free Greater Divination (Eldar Choice: Unknown Threats)- 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=88+49(control)+110(Traits)-150(broad)=97: Success

High Grandmaster Ridcully has recently been looking for unknown galactic threats as the eight of the twelve divination actions that he will undertake for the Eldar. He is relatively convinced that there are no other threats to the galaxy that he does not know about in at least broad strokes, at least in the near future.

Fanning the Flames- In the recent emergency meeting it was decided that High Grandmaster Ridcully should devote a major portion of his time to intensifying the civil war in Tugozak's Domain. This should hopefully increase the number of casualties that the Orks take in the coming years and will soften them up for later strikes.

Time: 1 year
Chance of Success: 20%

Cost: 3,800,000 Thrones
Reward: civil war in Tugozak's Domain prolonged and intensified

Complete
year one d100=85+49(control)+110(Traits)=244: Greater Critical Success

High Grandmaster Ridcully spent a year working on keeping the civil war in Tugozaks domain going. He was able to keep the number of warlords steady at three by some careful sabotage, both of the Orks and of the other forces acting to influence them.

Double Down: Greater Divination (Turoq Anti-Divination Countermeasures)- 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
year two roll d100=80+49(control)+110(Traits)+20(double down)=259: Greater Critical Success
halve effect of Turoq's Anti-Divination Countermeasures

High Grandmaster Ridcully spent a year looking into the anti-divination countermeasures that Turoq is utilising to cloud his sight. He found that most of them rely on a mix of contingent orders and basing which order is followed on a mix of the results of major and distant events which are hard to predict and highly chaotic outcomes, such as which ship in a fleet is the first to exist the Warp. While Ridcully can not fully predict the outcomes of these events between being able to divine the orders and narrow down the probabilities he should be able to give far better predictions of Turoq's actions.
Basic Alkahestry- The Nynye are now willing to share the secrets of Alkahestry with the Adeptus Astra Telepathica. However Alkahestry is a highly complex art that takes decades to learn, and your psykers will have to start from the absolute basics.

Time: 4 years
Chance of Success: 80% (uses learning)

Cost: Free
Reward: Adeptus Astra Telepathica learns basics of Alkahestry, unlocks Apprentice level recipes and Apprentice Alkahestry

Complete
Year three d100=31+18(stats)+15(Roke Island)=64: Success

A few years ago Xavier finished studying the very basics of Nynye Alkahestry, one of the more unique psychic disciplines of Avernus. He tells you that at its core Alkahestry is about using certain properties, both psychic and narrative, from gathered materials to create a substance which has a certain effect when it enters a living body. All of the effects available to Alkahestry only work on living targets and the effects can vary significantly, from lethal to beneficial. As things stand your psykers are able to use the most basic of Alkahestry recipes but are unable to make their own or determine the Alkahestral properties of a substance.

Research (Psyrodactyls) – Many of the more interesting creatures of Avernus use psychic powers in some manner and while Magos Biologis Saren has discovered as much about them as he can, there is still more to learn. Headmaster Ridcully would like to lead a team of Sanctionites to try to discover more about these species, hopefully including how to mimic their innate powers in some manner.

Time: 1 year
Chance of Success: Unknown (uses learning)

Cost: 81,000 thrones, 8,100 Material, 8.6 Advanced Material.
Reward: More information on chosen species, chance of learning new psychic power.

Complete
Year four d100=72+18(stats)+15(Roke Island)=105: Success

Xavier spent a year studying Psyrodactyls in order to discover whether their powers can be used by humans. By the end of this time he had been attacked dozens of times by enraged Psyrodactyls and come to the conclusion that while their psychic shriek is nothing worth copying their interest detecting power would be both very valuable and humanly possible. He does warn that only a few psykers will be able to use it due to the probable requirements of high levels of both divination and Telepathy.

Double Down: Anti-Ork Powers: Techbane- Tamia thinks that with a few years of effort and a lot of luck she will be able to create a Psychic Power designed to make Ork technology malfunction. This is due to the fact that most Ork technology relies of the probability manipulating aspects of the Waaagh to avoid malfunction, and that disrupting this should cause malfunctions. It will be highly challenging for Tamia to create even a personal scale version of this power, and take at least a decade. Creating a more powerful version would be even harder and more time consuming, though its effects would be absolutely devastating.

Time: 3 years
Chance of Success: -20% (uses learning)

Cost: 130,000,000 Thrones, 1,300,000 Material, 3,000 Advanced Material, 350 Exotic Material.
Reward: Create personal scale power able to cause Ork technology to malfunction

Locked- One out of Three years completed

For the last years Xavier has been working on creating a power that will be able to disrupt the ability of the Waaagh Field to keep Ork technology from malfunctioning. So far he has made little progress in this effort but it is still early days.


Examine: (Siren Rune of Protection)- 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 two d100=50+37(traits and stats)+15(Roke Island)=102: Success
Focus: Reduce effect of Psychic powers on Psykers by 25%, +50 to Psykers blocking attack type psychic powers

After a few years of study Tamia has managed to figure out how to Siren Rune of Protection can be used. She tells you that at it base the Siren Rune of Protection can be used in two ways, either though a focus or woven into a shield. When a Psyker creates a shield by channelling though a focus inscribed with a Siren Rune of Protection the resulting shield becomes far more effective at blocking hostile psychic powers, being both harder to destroy and covering against a wider range of powers. While Tamia is not sure exactly how this work she theorises that the Rune in some way increases the authority, which is not quite the right word but it will do, of the shield making it so the general flow of the Warp works to reinforce it. Th other use for the Siren Rune of Protection is limited to the greatest of Psykers with the most exacting of control, and requires them to weave a shield into to the form of the Siren Rune of Protection. This creates a shield that can block against almost all forms of psychic interference and is significantly stronger then any other known shield, at the cost of being two way, only effecting psychic effects and requiring total focus.

Examine: (Siren Rune of Power)- 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 five d100=75+37(traits and stats)+15(Roke Island)=127: Critical Success

Tamia has spent the last three years studying the Siren Rune of Power in roder to figure out how to use it. She has found that there are two main uses for the rune, one when by itself and one when combined with other runes. By itself the Siren Rune of Power allows a Psyker to store Warp energy in the item that it is inscribed on, with the amount of energy relating to the size, quality and composition of the item. In general the power that is able to be stored is rather modest, though supposedly the right materials can change this. This power can be later used to either provide a slight boost to a power or more usefully to provide an additional, if small reserve when the psyker is exhausted or cut off from the Warp for some reason. Interestingly enough this seems to allow psykers to use the stored power when in a region cut off from the Wrap by total Siren Runes of Warding. The other use for the Rune of Power is when it is part of a runic array with other runes, and can provide a store of power to them, increasing their longevity significantly.


Double Down: Research: Power of Belief- High Grandmaster Ridcully has recently discovered that peoples beliefs about certain patterns can cause them to have an impact on the Immaterium, if enough people believe it for long enough. He is highly interested in investigating this in greater detail, and wonders if it crosses over into how gods gain power from worship. Again this is a complex project that only Ridcully is able to carry out.

Time: 8 years (must be taken by Ridcully)
Chance of Success: 25% (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- Three out of Eight years completed

For the last three years Ridcully has been conducting a major research into how the superstitions and beliefs of mortals can effect the Warp. So far he has not made any breakthroughs but is looking at several major theories. The first is based on the fact that every non-Blank being has some very minor psychic power and that this power works to push their beliefs on the Warp, while the second is based on the theory that the Warp is a reflection of the livings souls, and is therefore influenced by their beliefs.
Siren Rune of Fire: Helguard- One suggested use for the Siren Rune of Fire is to provide the entire Helguard with weapons marked with the rune. This would give your elites a major boost in damage output, at the expense of tying up a large number of artisans. It is only thanks to the sheer number of Pykers that Avernus can field that this project is even possible.

Time: 9 years

Cost: 330,000,000 Thrones, 5,100,000 Advanced Material, 130,000 Exotic Material.
Upkeep per year: 63,000,000 Thrones, 990,000 Advanced Material, 24,000 Exotic Material
Reward: Provide Siren Rune of Fire Inscribed Weapons to the Helguard. +30% damage by all thermal weapons, +20% damage by all energy weapons, +10% damage by all non-energy melee weapons

Locked- Six out of Nine years completed

Aria and the Order of Warding have been making progress on providing weapons marked with the Rune of Fire to the Avernite Helguard having runed millions of weapons. However the sheer scale that you are dealing with means they will need to spend another few years working on this.

Personal Attention: Build Hive: (Lonely Mountain)– 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- Seven out of Twenty-Two years completed

For the last half decade you have continued working on building the first Hive in Tarascon at the Lonely Mountain. You have made some progress bu are still only a third of the way though this project.

Personal Attention: Focused Psyker Hunting: Twice– 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 two years leading the hunt for rogue psykers on Avernus, years in which you saved tens of millions of lives and saw firsthand just how overwhelmed your psyker hunting forces re when confronted with Alpha-levels.


Personal Attention: Counter Intelligence– 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 a year rooting out infiltrators on Avernus, which mostly consisted of agents from within the Imperial Trust and sleeper agents for Turoq.

Personal Attention: Diplomatic Debrief: (Empire of Ashes)– 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

For the last two years you have been working on compiling the information gathered by your diplomats and soldiers who have moved though the Webway in recent decades on the Empire of Ashes. The picture you get is of a small but powerful force that is trying to contain far to many fires and is being overwhelmed by them.

System Review: (Education)- Your Personal Assistant, Professor Antoni Kovac, is one of the Imperial Trust' greatest experts on educational and healthcare systems. He has requested that you allow him to conduct major reviews of your entire healthcare and educational systems in order to determine what improvments are possible.

Time: 10 year
Chance of Success: 30% (uses learning)

Cost: 300,000,000 Thrones
Reward: new options improving selected area

Complete
years three d100=80+29(stats)+80(traits)=189: Critical Success

Two years ago Antoni finished his review of the Avernite educational system after a decades work. He tells you that he will need to redesign the entire educational system in order to better integrate combat and survival lessons from a young age, to provide a focus on teamwork at all levels and to provide more flexibility so that disasters can be accounted for without educational progress being overly hindered. This will take a few years after which work can be begun on implementing his changes, which will take multiple projects over the course of decades.

Double Down: System Review: (Medicine)- Your Personal Assistant, Professor Antoni Kovac, is one of the Imperial Trust' greatest experts on educational and healthcare systems. He has requested that you allow him to conduct major reviews of your entire healthcare and educational systems in order to determine what improvements are possible.

Time: 10 year
Chance of Success: 30% (uses learning)

Cost: 300,000,000 Thrones
Reward: new options improving selected area

Locked- Two out of Ten years completed

For the last two years Antoni has turned his attention towards the medical systems of Avernus, which have been stressed tot he breaking point since colonisation by... well Avernus. So far he is busy gathering data and has not yet started his analysis so has come to no conclusions.

Spend Time With (Lord-Marshal Hrothgar)- 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=60+13(diplomacy)=73: Fail

You spent a decent portion of a year on Asgard so you could get to know Lord-Marshal Hrothgar, the new leader of the Aesir. You found him to be highly skilled as a warrior, administrator and general so you expect him to be a good Lord-Marshal. On the downside while he is in many ways friendly with Avernus and respects you for your achievements Lord-Marshal Hrothgar falls more on the conservative end of the political spectrum, so you expect him to vote against many of your proposals in the future. Interestingly enough when you were on Asgard meeting Hrothgar you ran into Champion Surt, who was visiting Asgard for similar reasons.


Spend Time With (Archmagos Biologis Maximal)- 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 two=42+13(diplomacy)=55: Fail
year three=72+13(diplomacy)=85: Fail

You arranged to spend a decent amount of time with Archmagos Biologis Maximal in recent years. While some of this was spent in his laboratories as he probed the inner working of Dragonfruit much of it was spent in the bush and the wilds as he observed Dragonfuit in their natural habitat, much to the displeasure of the Governor's Own. It always amazes you just how well Vinceo works with the motley collection of Tech-Priests and Guildsmen that he takes with him on expeditions.

Spend Time With (Saint Lin)- 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 four=53+13(diplomacy)=66: Fail
year five=88+13(diplomacy)=101: Fail

You spent a great deal of the last two years with Saint Lin, who is looking better then he has for years. Given how slowly Lin's condition deteriorated it seem that no one realised just now much pain he was in, until the pain was removed anyway. With Vulkan's gift Saint Lin is being far more active and is spending far more time with the children of Avernus, which has always been his preferred form of relaxation. As you watched Saint Lin lead a group of five year olds in a game of Search and Destroy you think again of how natural and unforced he seems, and consider again that he would have been far happier to spend his life as a simple parish priest rather then as the 'Last Saint of the Emperor".
                   
Year Income Thrones Material Metal Promethium Advanced Material Exotic Material Food Relic Material Population
Starting 374,336,919,271 202,319,098,486 1,131,154,295,887 408,270,813,747 156,117,637 6,778,347 455,174 39 44,176,552,006
Net Income -72,433,241,126 106,578,132,488 102,854,748,483 26,858,341,000 78,917,178 2,054,291 9,292 30 3,191,294,389
Percent of Income used -36.31% 8.68% 3.70% 20.03% 7.48% 9.23% 0.00% 0.00%  
Remaining 301,903,678,145 308,897,230,974 1,234,009,044,370 435,129,154,747 235,034,815 8,832,638 464,466 69 47,367,846,395
Percent Growth -19.35% 52.68% 9.09% 6.58% 50.55% 30.31% 2.04% 77.01% 0.96%
 
I dislike this backstory. There's a lot wrong with it. It shows a fundamental misunderstanding of the split between Conservatives and Progressives. It tries to paint the Conservatives as being the reason for every bad thing about the Mechanicus, which simply isn't true.

In the Imperium, the split between "bio-augments are great" and "bio-augments are heresy" was not predicated on the lines of "progress vs tradition". The same is true in the Trust. It's an entirely different argument. You could have Conservatives who think bio-augments are good, but only the ones that have been tried and tested for centuries. Similarly, you could have Progressives who think that advancements in augmetics should be made, but that bio-augments are disgusting and inferior to machine augments. You should not conflate the two axes of thought.

In the Trust, it would actually be the Conservatives who'd have a higher opinion of bio-augments. Not because of any theological thing, but simply because most Progressives come from Avernus. Avernus is not a good place for bio-augments. The wildlife's poison will kill you no matter how tough your skin is or how good your anti-poison glands are. The only way to prevent them from killing you by hitting your squishy parts is to replace your squishy parts with steel. Most progressives, by virtue of most of them coming from Avernus (and before considering that the Organicist issue is a different axis of thought from Progressive-Conservative), would say that machine augments are definitely superior, and that bio-augments will betray you to the spiders.

You can say that Conservatives are against developing new augmentation, but not that they have a grudge against bio-augments specifically and that the Progressives like bio-augments.

EDIT: Even Vinceo, our Magos Biologis, eschews bio-augments in favour of mechanical augments.

Really.

Traditionally the magi against bioaugmentation are the traditionalists. You know the flesh is weak kind who come from traditionally conservative hot spots like mars.

And yes it does fall on that line, because its a point of religious doctrine as well. Conservatives the Flesh is Weak, Progressives the Body is a machine. "I'm right, no I'm right" Slap fight ensues. Thing is the Flesh is weak is the current doctrine, while the more progressive all machines serves the ommnisah is usually progressive because the conservatives disapprove. It doesn't matter if the distinction is horseshit and shouldn't be made, people make it and so its forced to conform.

It is a traditional conservative talk point, the flesh is weak don't bother with it. Nor did I imply that it was an especially progressive talk point, just that the conservatives were against it, as they are against all things that require FUTURE...

As for bioaugmentations utility on Avernus, like with most things its a trade off. I'd say on longer expeditions with less access to maintenance they'd be superior, but for shorter ones where you can get your metal bod maintained they are superior.


The **** you call this then?

From what Ridcully could gather the Changer of Ways is both legitimately scared that humans may be able to trigger something dangerous for it and that whatever it is may wipe out all life in the galaxy

I'd say divining a chaos god's actual feelings is as close to getting into its head as one can get.

Potato, potato. Doing it all at once or over generations, it's all the same thing here.
I somehow doubt that greatly.

On the downside while he is in many ways friendly with Avernus and respects you for your achievements Lord-Marshal Hrothgar falls more on the conservative end of the political spectrum
Oh not another one!

Where are these bastards coming from?

@Durin
1. Do we know why Ultramar took so long to return our call?
 
Last edited:
Complete
roll d100=88+49(control)+110(Traits)-150(broad)=97: Success

High Grandmaster Ridcully has recently been looking for unknown galactic threats as the eight of the twelve divination actions that he will undertake for the Eldar. He is relatively convinced that there are no other threats to the galaxy that he does not know about in at least broad strokes, at least in the near future.

I just love the sheer amount of pessimism that them using one of their divinations for that suggests. I imagine they were really happy to hear the answer to that question.
 
I was thinking up a scenario where Ridcully willingly fell to Tzeentch and the answer I got was 'Avernus falls to chaos in ~1 hour, all heroes corrupted or killed, Jacob, Jane and Arathea lead a resistance to try and kill Daemon Prince Ridcully'.
 
This power can be later used to either provide a slight boost to a power or more usefully to provide an additional, if small reserve when the psyker is exhausted or cut off from the Warp for some reason. Interestingly enough this seems to allow psykers to use the stored power when in a region cut off from the Wrap by total Siren Runes of Warding.

well, that sounds useful. Being able to create zones where only our guys could use powers would be kind of big, hard to set up though.


The other use for the Rune of Power is when it is part of a runic array with other runes, and can provide a store of power to them, increasing their longevity significantly.

so they can go longer without charging but presumably take longer to charge up. I wonder what effect that will have on the logistics of runes?
 
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