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

Investigate the Sea?

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Ridcully: "You need more drama, so there is more to write about."
Rotbart: "But drama is inefficient."
Ridcully: "I've taken to paperwork."
Rotbart: "OH SHI-
 
I could have sworn that Durin confirmed (via our meeting with the Eldar) that the Changeling recieved Truedeath from Jane...
 
So based on some stuff I read recently on the Internet the space warped Vale could be the key to non-warp FTL. Though if it requires psykic powers to work that would be it's own problem.

Firstly there is the obvious solution, namely making the space in front of a ship smaller to cover distance at an FTL rate, the Tyranids seem to do something similar to space by manipulating gravity, but this would require affecting a massive "base" area of space in front of the ship to do.

The other approach is expanding the ship itself, by making the ship bigger in a way that alters the planck constant of the matter that makes up that ship you can also increase the speed of light that that matter is subject to, proportional to the increase in size.
A ship moving at the speed of light in its own reference could be moving at many times the speed of light with reference to the rest of the universe, so long as the space that makes it up is expanded the right way, and because rocket engines work by Newtonian principles (edit: I mean it isn't accelerating by pushing against anything but its own exhaust) the drive should get a flat multiplication of the amount of acceleration in the reference of the rest of the universe correlating with multiplication of the ship's size.

In short, we would use psykic powers to make our ships really big, then the gigantic ships would have realspace FTL because we've messed with physics by making them huge.
Possible downside in how everyone will how be able to try to intercept us at FTL, in how the universe will be unintelligibly red and blue shifted when in transit, and in the way that impacting any dust en-route would liberate a gigantic amount of energy -unless of course the expansion effect is instant and extends a little in front of the ship, normalizing impacts to standardish physics. Just bigger.

I could think of other way to minimize the dust problem, but won't get into them yet.
 
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I could have sworn that Durin confirmed (via our meeting with the Eldar) that the Changeling recieved Truedeath from Jane...
There was an Empire of Ashes omake that started we permakilled the Changeling, but it's not exactly canon. Getting actually verifiable information out of Tzeentch is basically impossible, and he/she/it is about the only one that would actually know.
 
From Asgard With Love: The Expansion Campaign
From Asgard With Love: The Expansion Campaign






When the warning came about the awakening of the Ork Gods Gork and Mork Sigmund was still on Avernus training up the new knights. Plans had already been drawn up to expand and take the rest of Garkill's old domain. These plans had to be expanded to account for the increase in power the ork would receive from their gods. A massive push to claim the domains of Kazag The Mighty and Grotogg The Great for The Imperial Trust was developed. The plan called for 20 billion Trust guardsmen, the majority of the Trust fleet, and 10,000 Aesir Knights which Sigmund would join.


When the offensive was to start The Lord-Marshal Sigurd offered Sigmund a place by his side in recognition of his aid in passing the reforms as well as his efforts to improve the knights sent to him for training. Sigmund accepted the honor and marched to war beside his liege determined to prove himself and protect The Trust form the coming apocalypse. Sigmund was also told that he was one of a few candidates Sigurd had in mind to take on as a apprentice. The chance to be personally trained by the Lord-Marshal and greatest Knight in recent history was too much of an offer to pass by. Sigmund would show his worth and not even death would stop him.


As one of the more experienced Knights and favored at the moment Sigmund would lead several assaults on the worlds of Garkill's domain. Using a combination of skills earned over the course of several wars and instincts for battle Sigmund managed to break the backs of several ork worlds early on in the campaign's first two years. By the end of the second year Sigmund was part of Governor Rotbart's assault on Cahernanoorane. The battle was won thanks to the brilliant leadership of the Governor. After the conquest of a foothold on Cahernanoorane Sigmund organized the Knights alongside Lord-Marshal Sigurd for the coming counterattack by Kazag The Mighty.


The battle would last for 3 years in which the Avernites, Midgardian and Aesir would fight, bleed and die together. During this time Governor Rotbart spent much time with the Lord-Marshal and Sigmund by proximity. During this time Sigmund would lead numeros charges against the green skin's fortified positions taking them, and killing millions of ork. No matter the difficulty of the target Sigmund would find a way to achieve victory time and time again. When fighting alongside Sigurd the two together would reap a bloody trail through the hoard to take out the super heavy walkers of the orks. Sigmund was capable of slaughtering Deff Dreads, Stompas, Super-stompas, and when working with a team even Gargants. Working alongside Sigurd pushed Sigmund beyond his previous heights trying to keep up with the legendary Knight. When the news that an army of orks had teleported around Governor Rotbart and his bodyguard Sigurd ordered Sigmund to take a force of knights and reinforce the Governor while he continued the war, because he was confident both that Rotbart would survive long enough and that Sigmund was up to the task.


Sigmund lead his force of a 1000 Knights to aid the besieged Governor. Though they made good time they arrived to a massacre. The Ground was littered with the bodies of millions of orks and in the middle stood the Governor and his bodyguards. Once Sigmund got over his mild shock at just one more crazy thing that the Avernus people could do he greeted the Governor. Rotbart was happy to see Sigmund and his reinforcements though he joked that they were a bit late to the party. The battle would become known as the Massacre of GlitTooth. The reputation of the Avernus leader and his bodyguards would grow in no small part because Sigmund would spread it to many of the commanders not at the battle or its aftermath.


When Kazag finally showed himself on the battlefield he came with billions of boyz and thousand of walkers. The Knights were ordered to take care of the the super-heavies that the orks were fielding while the Midgardians, and Avernities would face the hoard. While this meant that Sigmund's forces would be badly outnumbered he was determined to defeat the assorted warmachines. Sigmund preformed a flanking maneuver while the rest of the Knights engaged the forces in straight fight. This allowed him to weaken the side and force the orks to pull assets from the front or risk being overrun. This allowed Sigurd to breakthrough the front of the ork lines and wreak havoc upon the unfortunate green skins in his way. With this breakthrough Sigmund was also able to push into the the middle of the horde to Sigurd. Together they worked their way destroying every walker in their path. By the end of the battle The two of them had personally destroyed over a dozen Gargants and countless lesser walkers. When Kazag fell the remaining orks lost all remaining cohesion and were wiped out by the Trust Forces.


With the Battle for Cahernanoorane over and Kazag dead the Knights of the Aesir and the Helltroppers and Helguards of Avernus moved to take Sub-Sector Cobalt the former domain of Kazag. The largest ork domain in range of the Trust. It would be up to the Knights of Asgard to secure a foothold for the rest of the forces. Sigmund was sent down with the first wave to help secure a world from which to wage war in the sub-sector. Using the information gained from Grandmaster Ridcully the first world fell quickly granting the Trust a staging ground. During the battle Sigmund managed to encounter the local Warlord and defeat him along with his Nobz paving the way for an easy victory. Once the foothold in the sub-sector had been established, and reinforcements from the rest of the Trust arrived Sigurd called Sigmund to him. Sigurd congratulated Sigmund on his victories so far and told Sigmund that he had been chosen as Sigurd's apprentice. Sigmund was overwhelmed by the revelation and swore to make Sigurd proud. After this Sigmund was given command of a large detachment of Knights and Trust forces in order to launch multiple attacks on the remaining world of Kazag's domain.


In only 5 years the Trust was able to claim seven worlds in the Cobalt Sub-Sector leaving only 5 worlds left under the control of the orks. Sigmund would be responsible for the taking of two of these world. Along with detachments from the Trust Navy Sigmund would launch devastating offensives against the two worlds. During this time he would occasionally work alongside Syr now a Captain of the Poacher Class Cruiser Pursuer. The two would would plan attacks meant to cause as much damage to the orks before Sigmund's ground forces would engage. This meant that Sigmund would be able to preserve his forces for breaking through hardpoints. By that time the campaign in Kazag's domain had been going on for five years, and more progress had been made than was originally thought would be done.


During the next 5 years Sigmund and Syr's detachment were requested to aid Governor Rotbart in the taking of Prybush, one of the most fortified of the worlds of Sub-Sector Cobalt. While some forces have been able to land the defenses in orbit make pushing without support difficult. Sigmund leave Syr and the navy detachment to deal with the orbitals and leads his forces to help on the ground, along with a message from Syr to her father. Once on the ground Sigmund meets with Frederick to discuss how best to utilize the Knights and forces brought along. Frederick states that several fortresses are keeping his forces bottled up and sieging would open up the forces to bombardment from orbit, at least until the new Naval detachment take it. While they could wait until the orbits are cleared that gives the greenskin meanece more time to dig in. Hearing this Sigmund offers to lead his knights to destroy the fortresses allowing for a breakthrough without having to wait. Frederick tells him it will be dangerous and that he will lose many knights even if Sigmund is quick, and that is why he hadn't brought it up yet. Sigmund understands the risk but he is an Aesir Einherjer and has a duty to the Trust same as the Avernites. After this the two begin to plan out how best to attack with the Knights. Before Sigmund leaves to lead the attack he delivers Syr's message and letter to Frederick who thanks him and wished him luck.


After his meeting with the Governor Sigmund set about organizing his knights for the coming mission. He would need speed and survivability so the majority of his non-knight forces would be left behind under the command of Frederick. This was both to give Sigmund the best chance to destroy the fortresses and to spare as many of his troops if he failed. Once the order of battle was finished being set up Sigmund rallied his Knights and forces up into a frenzy. He charged in front with his personal maniple of Knights he had trained on Avernus. The fortresses were heavily defended with million of orks at a minimum but under the fury of 2000 Knights and support it was not enough. Sigmund's maniple blew holes in the walls allowing for him and others to get inside. The Armiger Pattern Warglaives were able to obliterate many ork elites while the Helvrin used its autocannons to keep the larger knights from being overwhelmed. This was a perfect example of why the reform of the Lord-Marshal were necessary. The freed Armiger pilots fought harder and much more efficiently than they ever did when slaved to larger Knights. This would be repeated at two more fortresses before The Governor was able to breakout into the rest of the planet. When it was all said and done Sigmund's gambit had paid off, and his surviving knights were basking in the glory of victory. The cost was high the combination of attacking with limited support, orbit attacks, and overwhelming enemy numbers meant that nearly half of his knights had received significant damage. While many could be repaired for now Sigmund's Knights would need to play a background role until they were back up to strength.


After Prybush had been captured and Sigmund's Knights were repaired and replaced word came that Gerald "The Ash Hound" Xavier had slayed Grotogg the Great, the last of the Ork Overlords. With this all coordinated resistance from the orks fell apart with infighting starting all over the realms. By the end of the next five years only the Capitals of the domains remained to be taken. While the orbital defenses were heavy and difficult to deal with enough holes had been punched in them to allow for a landing of troops. On Cobalt under the leadership of both Governor Rotbart and Lord-Marshal Sigurd the Knights of the Aesir were once more sent to establish a foothold. Once a secure landing spot had been setup and more of the orbital defenses destroyed High Command set up for a siege. For close to two years the Trust pushed to take the last worlds in the sub-sectors. During the fighting Sigmund became accustomed to the ways of anti-ork warfare the importance of tactics, strategies and how best to kill them.


Once the worlds were taken and colonists from Midgard and the rest of the core worlds started pouring in Sigmund expected to deploy to raid Tugozak's Domain, but instead Lord-Marshal Sigurd forwarded a request from Governor Rotbart about helping Avernus implement a new Knight-Titan "The Northern Sentinel". Similar in size to the Armiger Patterns of knights it too utilized a Helm Mechanicum making it available to a large range of people so long as they had the necessary skills required. The North Sentinel is a Knight-Titan equivalent of a Destroyer Tank Hunter. After aiding in the implementation and and training of the first maniples of Northern Sentinels along with sending the information to the Aesir on Asgard to being preparations for the fielding of their own maniples, Sigmund redeployed to Tugozak's Domain for raiding duty. He was once again fortunate enough to fight alongside Syr once more. He would continue launching attacks on Tugozak's Domain for years until Grandmaster Ridcully informed the Trust that the Ork Gods would awaken in a decades time. Sigmund along with all Trust forces withdrew from Tugozak's Domain to fortify and prepare. In this time Sigmund spent his time back on Asgard aiding The Lord-Marshal prepare as his apprentice, having already chosen a replacement for the training post on Avernus.


Ten years after the warning the day of the awakening came. The power of all the orks seemed to double they became more organized and larger. When this happened both Sigmund and his liege knew that Asgard would need to change if it was to survive. For the next 18 years Sigmund would aid his master in pushing the reforms both felt were required to survive the coming disasters. This would continue until what would become known as the War on Two Fronts where Sigmund would become a hero nearly on par with his mentor Lord-Marshal Sigurd, but at a great cost.


@Durin Here is the next part of my Omake for The Asgardian Hero unit. This part starts just before the campaign into Garkill's remaining worlds start when the character is about 124 all the way to just before the War on Two Front when he is about 182. If there is anything I need to change to make it more canon compliant please let me know so I can change it.

@Valkur @random_npc @Doomed Wombat @Shard Thanks for the help in making this.
 
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Orghotts Daemonspew
Orghotts Daemonspew, Bastard King of Icehorn Peak is one of the three legendary Maggot Riders and a notorious Chaos Champion of Nurgle. Orghott's one and only wish is to become a true daemon. His origins are buried under the blood-flecked snow of three hundred winters, though the people of the Icehorn Tribe whisper that he was born of an unholy union between a Great Unclean One and a human witch. Whether this tryst was the result of a daemonic pact or something even fouler is best not dwelt upon.

Orghotts is consumed by resentment that he has one foot in the mortal realm and one in what he sees as his rightful domain, the Garden of Nurgle.
@Durin

1. Could the same happen in Embers? I remember you said that with enough Warp stuff anything could happen, but I'm not sure if "a daemonic pact or something fouler" counts as "enough Warp stuff".
2. If so could the same happen with servitors and gods?
3. Black Crusade says that if you beat a Bloodletter in combat, you can keep its Hellblade. Is that the same in Embers?
 
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Orghotts Daemonspew

@Durin

1. Could the same happen in Embers? I remember you said that with enough Warp stuff anything could happen, but I'm not sure if "a daemonic pact or something fouler" counts as "enough Warp stuff".
2. If so could the same happen with servitors and gods?
3. Black Crusade says that if you beat a Bloodletter in combat, you can keep its Hellblade. Is that the same in Embers?
1. unknown
2. ditto
3. no
 
God's having kids with mortals is kinda a big thing in mythology. Pretty sure that Daemon/witch hybrids would be a thing in mature chaos polities. If the offspring actually be mortal in any way I doubt though. I think they'd be far closer to the daemonic side.
 
God's having kids with mortals is kinda a big thing in mythology. Pretty sure that Daemon/witch hybrids would be a thing in mature chaos polities. If the offspring actually be mortal in any way I doubt though. I think they'd be far closer to the daemonic side.
I am willing to confirm that their are half deacons, which generally are more deamonic then human
 
So based on some stuff I read recently on the Internet the space warped Vale could be the key to non-warp FTL. Though if it requires psykic powers to work that would be it's own problem.

Firstly there is the obvious solution, namely making the space in front of a ship smaller to cover distance at an FTL rate, the Tyranids seem to do something similar to space by manipulating gravity, but this would require affecting a massive "base" area of space in front of the ship to do.

The other approach is expanding the ship itself, by making the ship bigger in a way that alters the planck constant of the matter that makes up that ship you can also increase the speed of light that that matter is subject to, proportional to the increase in size.
A ship moving at the speed of light in its own reference could be moving at many times the speed of light with reference to the rest of the universe, so long as the space that makes it up is expanded the right way, and because rocket engines work by Newtonian principles (edit: I mean it isn't accelerating by pushing against anything but its own exhaust) the drive should get a flat multiplication of the amount of acceleration in the reference of the rest of the universe correlating with multiplication of the ship's size.

In short, we would use psykic powers to make our ships really big, then the gigantic ships would have realspace FTL because we've messed with physics by making them huge.
Possible downside in how everyone will how be able to try to intercept us at FTL, in how the universe will be unintelligibly red and blue shifted when in transit, and in the way that impacting any dust en-route would liberate a gigantic amount of energy -unless of course the expansion effect is instant and extends a little in front of the ship, normalizing impacts to standardish physics. Just bigger.

I could think of other way to minimize the dust problem, but won't get into them yet.


So, if we could use psykers to change physics like that, our best bet would definitely be an Alcubierre-White drive. Which expands space behind you, and crunches it in front of you in a bubble around you, so that space itself moves you, and you stay stationary. Thereby bypassing completely the limits of light-speed. If you can create negative gravity in an area, you could theoretically make this, but I don't think Durin is willing to let us pull something like that. It'd... well it would totally break everything.
 
Not sure if this is stupid but.
To me what is could be worked is to use runes and powerful psykers to coordinate a beacon to the ships (maybe a temporary one used from times to times). I mean we don't need that they see all over the galaxy. We need that they see just our area.

This would be a thing that I would ask Vulcan. The how the emperor help the ships when he was alive and if he told them any plan to use 'normal' psykers to further help the expansion?
 
Ah, the good ol' Alcubierre Drive. It fully locked itself in my mind from a fanfic where Kerbals developed one from studying the Deep Space Kraken, and then wound up in the solar system of Firefly/Serenity. And now I am terrified of Kerbals showing up. Like Orks, but instead of violence they love SPACE. Tis a silly thing.
 
So, if we could use psykers to change physics like that, our best bet would definitely be an Alcubierre-White drive. Which expands space behind you, and crunches it in front of you in a bubble around you, so that space itself moves you, and you stay stationary. Thereby bypassing completely the limits of light-speed. If you can create negative gravity in an area, you could theoretically make this, but I don't think Durin is willing to let us pull something like that. It'd... well it would totally break everything.
Again, I'm pretty sure the Tyranids already do something like that via gravity manipulation, but apparently it fails quite a distance out from large sources of gravity and the warping of space tends to cause orbital and geological instability in the systems that it is near.
There is also the difficulty inherent in affecting a large volume of space, as with an Alcubierre drive of any type the end speed is determined by how much space you can warp.

Hence why I suggested the altering the ship itself once we have the means the instant I saw that such an alteration could be a viable form of FTL.
Though I suppose you could try to combine both methods.
 
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Again, I'm pretty sure the Tyranids already do something like that via gravity manipulation, but apparently it fails quite a distance out from large sources of gravity and the warping of space tends to cause orbital and geological instability in the systems that it is near.
There is also the difficulty inherent in affecting a large volume of space, as with an Alcubierre drive of any type the end speed is determined by how much space you can warp.

Hence why I suggested the altering the ship itself once we have the means the instant I saw that such an alteration could be a viable form of FTL.
Though I suppose you could try to combine both methods.

I still don't really understand how your ship altering idea works at all. In any conceivable way. That said, based off everything I've ever heard of for the Alcubierre drive, it... shouldn't really mess with stuff? Maybe on the insane scale a massive tyranid fleet uses I guess? but the gravity involved isn't necessarily that high for a ship. The math is stupid complicated, and I don't exactly understand it all though.
 
I still don't really understand how your ship altering idea works at all. In any conceivable way. That said, based off everything I've ever heard of for the Alcubierre drive, it... shouldn't really mess with stuff? Maybe on the insane scale a massive tyranid fleet uses I guess? but the gravity involved isn't necessarily that high for a ship. The math is stupid complicated, and I don't exactly understand it all though.
Have you considered that 'Because 40K' might explain the nonsense earthquakes?
 
Have you considered that 'Because 40K' might explain the nonsense earthquakes?
I mean, it could just as easily be because they method they use to travel isn't the A-drive. I mean, something else that screws with gravity in a large area might give the tyrandis their ability to travel. I'm not really confused by that, and accept it as "because 40k" that ship design thing though? That's something I just don't understand.
 
I still don't really understand how your ship altering idea works at all. In any conceivable way. That said, based off everything I've ever heard of for the Alcubierre drive, it... shouldn't really mess with stuff? Maybe on the insane scale a massive tyranid fleet uses I guess? but the gravity involved isn't necessarily that high for a ship. The math is stupid complicated, and I don't exactly understand it all though.

Edit: For a second I thought I was actually wrong and had been taken in by someone's techno babble, but I figured out how it would work.

This gets into relativity and frames of reference, also my initial format for explaining it breaks down partway through because I can't simplify it enough.

Suppose you have an Avernite creature>
it warps space to make itself bigger>
the creature doesn't die doing this because its cells don't notice anything unusual(assuming biomancy isn't necessary for it to keep living)>
we copy it's power and make a choir version to make a ship or location bigger>
the people inside don't die or notice anything unusual so long as they don't look outside, despite them being huge>
for people twice their normal size to have all of their bodily processes interact at a normal speed the amount of distance that interactions between atoms can cover in a given time needs to be doubled>
The amount of distance that interactions between atoms can cover in a given time is determined in correlation to the speed of light>
things that are spacially expanded to be larger than normal either need to be slowed down in the reference of the rest of the universe(plausible) or have their distance that interactions between atoms can cover sped up -at least as far as an outside observer could determine, thus increasing the speed of light they are subject to.>
Of the two options, making it seem to the rest of the universe that the speed of light inside of an expanded object is faster has fewer negative side effects, both on the object in question, and on things around it, so I think that is how the space warping on Avernus works.

Specifically the expansion would make the object's internals interact with with eachother as if they hadn't been expanded, even though the object interacts with unexpanded objects as if it had expanded.

If you have made the speed of light inside of an object appear higher to everyone else's point of reference, then any acceleration that object generates(when not doing so by interacting with objects outside of its frame of reference) will appear multiplied to external observers.

People on the expanded ship will not appear to be violating the speed of light limit in their own frame of reference, but will appear to be covering distance as if they were subject to a higher speed of light in the rest of the universe's frame of reference and when expanded observers are making comparisons to that unexpanded frame of reference.
The crew would appear to be covering a normal amount of distance(so long as they don't compare positions with other things), but everyone else would observe them covering distance really really fast.

You could also achieve FTL by speeding up the time a ship is subject to, the journey would appear to the crew to take the same time as a sublight journey, but would actually be appear to take much less time to the rest of the universe. Like a haste spell.
 
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Edit: For a second I thought I was actually wrong and had been taken in by someone's techno babble, but I figured out how it would work.

This gets into relativity and frames of reference, also my initial format for explaining it breaks down partway through because I can't simplify it enough.

Suppose you have an Avernite creature>
it warps space to make itself bigger>
the creature doesn't die doing this because its cells don't notice anything unusual(assuming biomancy isn't necessary for it to keep living)>
we copy it's power and make a choir version to make a ship or location bigger>
the people inside don't die or notice anything unusual so long as they don't look outside, despite them being huge>
for people twice their normal size to have all of their bodily processes interact at a normal speed the amount of distance that interactions between atoms can cover in a given time needs to be doubled>
The amount of distance that interactions between atoms can cover in a given time is determined in correlation to the speed of light>
things that are spacially expanded to be larger than normal either need to be slowed down in the reference of the rest of the universe(plausible) or have their distance that interactions between atoms can cover sped up -at least as far as an outside observer could determine, thus increasing the speed of light they are subject to.>
Of the two options, making it seem to the rest of the universe that the speed of light inside of an expanded object is faster has fewer negative side effects, both on the object in question, and on things around it, so I think that is how the space warping on Avernus works.

Specifically the expansion would make the object's internals interact with with eachother as if they hadn't been expanded, even though the object interacts with unexpanded objects as if it had expanded.

If you have made the speed of light inside of an object appear higher to everyone else's point of reference, then any acceleration that object generates(when not doing so by interacting with objects outside of its frame of reference) will appear multiplied to external observers.

People on the expanded ship will not appear to be violating the speed of light limit in their own frame of reference, but will appear to be covering distance as if they were subject to a higher speed of light in the rest of the universe's frame of reference and when expanded observers are making comparisons to that unexpanded frame of reference.
The crew would appear to be covering a normal amount of distance(so long as they don't compare positions with other things), but everyone else would observe them covering distance really really fast.

You could also achieve FTL by speeding up the time a ship is subject to, the journey would appear to the crew to take the same time as a sublight journey, but would actually be appear to take much less time to the rest of the universe. Like a haste spell.


That last one would require generation ships to get any significant use out of it, and has sooo much potential for things to go very wrong during travel. So, while interesting, not sure that's really workable.

For the other though... If you kept it proportional, you'd have to multiply the size of the thing to absolutely massive levels for that to be useful for going to other nearby stars, futher than that, even more so. Which leaves you subject to micro-meteorites and the like. Impacts would be really bad. Like scary bad. Impacts with other things are really dangerous at those kinds of speeds. So again, not sure how workable that really is. I mean, if it works out that your 5 meters thick adamantium armor is not 500 meters thick and has the strength of that, might be worth it still. Heck, potentially worth it in combat. Though, not sure how that balance would work. If instead it acted as if the thing that hits you is acting on 1/100th the normal area, then that'd be really bad and you'd end up chock full of tiny holes.
 
That last one would require generation ships to get any significant use out of it, and has sooo much potential for things to go very wrong during travel. So, while interesting, not sure that's really workable.

For the other though... If you kept it proportional, you'd have to multiply the size of the thing to absolutely massive levels for that to be useful for going to other nearby stars, futher than that, even more so. Which leaves you subject to micro-meteorites and the like. Impacts would be really bad. Like scary bad. Impacts with other things are really dangerous at those kinds of speeds. So again, not sure how workable that really is. I mean, if it works out that your 5 meters thick adamantium armor is not 500 meters thick and has the strength of that, might be worth it still. Heck, potentially worth it in combat. Though, not sure how that balance would work. If instead it acted as if the thing that hits you is acting on 1/100th the normal area, then that'd be really bad and you'd end up chock full of tiny holes.
Oh I agree, the dust/micrometeorite/regular meteorite issue is a huge problem, but we do have the technology to solve it.
Firstly there are Void Shields, which (probably)dump whatever hits them into the warp, enough Void shields should do the trick. But even better, we have this gravitic command battleship, if such technology could be applied to make debris fall out of the path of the ship that would be great.

I remember somthing about Imperial ships being able to get up to a bit over half of the speed of light in a couple of months of acceleration, but I'm basing that off of fluff about a ship needing to get to the nearest system after drive failiure and dropping out of warp between stars that I don't remember where I read, so I couldn't tell you whether it's cannon.

Also I don't know where to look up our current warp speed, to the FAQ! Nope it's not there.
Do you know how fast we are right now?
Edit: right now we do 1 LY per day with a Navigator, without a Void Abacus, which means we would need a near-lightspeed ship 365 times the size it normally is to approach that. I don't actually know how big it is possible to make an object, but I assume that is approaching or exceeding some sort of limit.

Okay, new idea, we expand the ships to one hundred times their current size, and haste them to one hundred times the flow of time in the rest of the galaxy, allowing a near-light-speed light speed generation ship to travel at nearly ten thousand times the speed of light.
-Actually I think this might be moving supplies nearly as fast as the Imperium could move supplies when the astronomicon was around.


I'm forced to acknowledge that the idea might be extremely problematic. If we eventually develop into a huge polity then having generation ships that can cover ground much faster than Warp ships might be useful for moving supplies, ship hulls, population and non-elite forces, and immortals like Space Marines, but it would end up like the Krork use of Subspace, only useful for large movements. Mostly because of our limited numbers of psykers.



Maybe expanding and hasting ships could be useful for a lesser degree of in-system speed increases up to and exceeding the speed of light, but it's not like we can do either right now.
 
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Oh I agree, the dust/micrometeorite/regular meteorite issue is a huge problem, but we do have the technology to solve it.
Firstly there are Void Shields, which (probably)dump whatever hits them into the warp, enough Void shields should do the trick. But even better, we have this gravitic command battleship, if such technology could be applied to make debris fall out of the path of the ship that would be great.

I remember somthing about Imperial ships being able to get up to a bit over half of the speed of light in a couple of months of acceleration, but I'm basing that off of fluff about a ship needing to get to the nearest system after drive failiure and dropping out of warp between stars that I don't remember where I read, so I couldn't tell you whether it's cannon.

Also I don't know where to look up our current warp speed, to the FAQ! Nope it's not there.
Do you know how fast we are right now?
Edit: right now we do 1 LY per day with a Navigator, without a Void Abacus, which means we would need a near-lightspeed ship 365 times the size it normally is to approach that. I don't actually know how big it is possible to make an object, but I assume that is approaching or exceeding some sort of limit.

Okay, new idea, we expand the ships to one hundred times their current size, and haste them to one hundred times the flow of time in the rest of the galaxy, allowing a near-light-speed light speed generation ship to travel at nearly ten thousand times the speed of light.
-Actually I think this might be moving supplies nearly as fast as the Imperium could move supplies when the astronomicon was around.


I'm forced to acknowledge that the idea might be extremely problematic. If we eventually develop into a huge polity then having generation ships that can cover ground much faster than Warp ships might be useful for moving supplies, ship hulls, population and non-elite forces, and immortals like Space Marines, but it would end up like the Krork use of Subspace, only useful for large movements. Mostly because of our limited numbers of psykers.



Maybe expanding and hasting ships could be useful for a lesser degree of in-system speed increases up to and exceeding the speed of light, but it's not like we can do either right now.



Yeah, that's true... though, interestingly enough, grav-weapons apparently are able to both increase and decrease gravity in an area, which means if we studied grav-tech like that, we may actually be able to create the necessary components to actually have an A-drive. Though, I expect Durin would make it so that we needed a Man of Stone to do the calculations for it or some other way to make actually using such a thing nearly impossible. FTL that's purely tech based is... not likely something he'd let us have easy/soon. Its just so insanely powerful strategically. Though... maybe if it was slower than warp travel but more reliable? Doesn't really matter if it would be in our world or not, so long as he decides that's how it works. Something to consider. Though, again, really don't expect to get reliable tech based FTL any time soon. This just seems like the best bet for doing it given our current situation.
 
Imperial Trust Systems: Turn 122
Imperial Trust Systems: Turn 122
Last updated: End of Turn 122

You are currently part of The Imperial Trust, which contains three Sub-Sectors

Imperium Trust
Petty Imperium Confederacy
Rulers: High Council
Capital: Midgard
Size: 37 Worlds
Estimated Population: 1.5 trillion
Military: 192 billion Guard, 1 trillion Militia, 1800 Super Heavy Squadrons, >12,000 Space Marines
Economy: 8,543 kCredits
Fleet: 2 Dreadnoughts, 5 Command Battleships, 159 Battleships, 6,650 Capital Ships, 41,200 Escorts
Known Relations: Dragon'st Nest (Allies), Empire of Ashes (Allies), Orks (War), Chaos (War)

The Core Worlds
Rulers: High Council
Capital: Midgard
Size: 10 Worlds
Estimated Population: 860 billion
Military: 91 billion Guard, 600 billion Militia, 1800 Super Heavy Squadrons, >12,000 Space Marines
Fleet: 3 Command Battleships, 62 Battleships, 2,200 Capital Ships, 17,500 Escorts
Avernus
Death World
Founding Member of the Imperial Trust with High Council Seat
Population: See Above
Governor: Governor Rotbart

Morale: Excellent(29)
Ground Defenses: 5.5
Orbital Defences: 224 Defence Stations

Military: Strong
Military Specialty: Elites
Militia: Avernite
Fleet: Medium
Navigators: 1,232
Current Trade ships: 308 Merchantmen, 29 Mass Conveyors
                   
Total Income Thrones Material Metal Promethium Advanced Material Exotic Material Food Relic Material Production
Income Building 1,183,494,249   102,091,722,010 2,962,305,101 11,580,626 77,899 21,718 24.0 36,774,257,317
Income Base 99,131,892,387 3,634,280,648 103,947,324,643 16,819,478,026 26,715,723 186,640 10,413 17.9 22,420,979,783
Upkeep (Building) -111,243,766,999 -6,265,407,896 -8,865,878,968 -1,344,703,501 -3,033,894 -113,394   -10.1  
Upkeep (City) -29,750,373,558 -9,192,005,764 -22,996,701,827 -6,349,741,675 -2,587,460 -19,876 -51,284    
Upkeep (Military) -26,650,461,722 -438,570,012   -672,152,310 -28,927,604 -72,918 -3,316 0.0  
Upkeep (Other) -16,253,301,603 -428,956,255 -1,825,745,307 -488,635,910 -39,941,309 -299,730 -0 -19.3  
Upkeep (Space) -59,046,702,506 -5,050,093,440 -1,602,160,164 -4,017,537,157 -14,588,466 -78,078 -54   210,640,534
Bonus Morale 24,782,973,097 908,570,162 25,986,831,161 4,204,869,507 4,007,359 9,332 2,603   5,605,244,946
Saving Admin 190,431,287,216 16,774,465,541 27,652,383,912 10,036,992,557 34,713,801 132,531 14,301 2.5  
Productivity Bonus 7,614,974,435 575,966 159,529,805 39,634,119     644   865,597,736
Trade                  
Tithe -32,315,158,154 -17,528,254,165 -58,046,351,905 -5,967,303,115 2,474,610 2,874 -8,844    
Trade Levy                  
Net Income -33,181,736,290 35,115,981,037 84,978,511,971 15,223,205,642 -9,586,614 -174,720 -13,820 15.1 65,876,720,315
Currant Reserves 504,063,385,431 540,904,103,345 1,252,974,499,361 463,054,949,142 297,609,806 10,948,329 472,183 59.0 38,416,425,919
Turn last updated: 122


                 
Asgard Knight World Thrones income Material Income Metal Income Promethium Income Advanced Material Exotic Material Food
Population   62,069,543,720 14,099,661,480 19,732,003,034 4,885,227,052 26,247,799 93,703 63,458
32,896,035,662 City -891,478,400 -24,657,706 -131,568,028 -31,897,210 -716,550 -864 -27,509
2.30% Navy -186,837,600 -49,014,000 -712,800 -26,163,200 -84,330 -211  
36,679,079,764 Army -4,665,388,112 -409,702,707   -1,244,979,136 -2,454,109 -104 -982
Economic Strength (kCredits) Orbital -2,008,516,398 -553,395,400 -181,251,540 -72,704,500 -31,838 -379  
500 Tithe -15,471,675,780 -3,518,519,303 -4,933,000,758 -1,206,903,187 -8,889,857 -23,212 -15,668
  Trade         -10,000,000 -100,000  
  Trade Levy              
  Total 20,021,417,323 11,184,276,446 2,415,556,967 3,232,332,823 4,432,666 -30,984 19,299
admin Reserves 1,104,475,123,648 504,916,844,301 -6,638,903,660 115,947,171,359 86,291,000 1,458,500 935,652
0.36 End Total 1,179,582,210,265 550,838,226,531 438,881,177 127,108,835,475 98,454,328 1,293,581 1,032,145
  economy 62,070 119,978 38,090 15,858 184,816 22,447 56,550
Asgard
Knight World
Founding Member of the Imperial Trust with High Council Seat
Population: See Above
Governor: Lord Marshall Hrothgar

Morale: Excellent(13)
Ground Defenses: 6
Orbital Defences: 50 Defence Stations

Military: Strong
Military Specialty: Knight-Titans
Militia: Avernite
Fleet: Weak
Navigators: 746
Current Trade ships: 24 Merchantmen, 1 Mass Conveyors

Embassy Established
Investigated
Spy Network Established
Church Re-established
Turn last updated: 122




     
name Average Skill Bonus (before equipment) Number
Knight Maniple (Grenadiers+) 250(150) 5,188
Men At Arms Regiments (LI) (PDF) 150(100) 155,640
Aesir Peregrine Wing (Guard) 130(80) 18,158
Aesir Hercules Wing (Guard) 130(80) 11,932
Guardians of Valhalla (Grenadiers) 228(198) 1,200
Militia Siege Infantry Brigade 58(8) 184,627
Orbital Defence 35  
Navy 40  
Military Size/Percent of population 1,963,937,525 5.35%
Asgard is a Knight World and forms the center of the Asgard sub-sector. It is ruled by the lesser Knight House Aesir, which has a long history going back to the Dark Age of Technology and swore allegiance to the Imperium during the Great Crusade. The resources of Asgard are traded to the Tech-Priests of Atlas in return for technology. Asgard has massive amounts on mineral wealth and is one of the main exporters of metal among the Nine Worlds, in part because the serf of Asgard are better educated them most serfs and are able to operate heavy machinery.

The history of the Aesir goes back into the Dark Age of Technology when they were the fourth of the Nine Worlds to be colonized, after Niflheim, Helheim and Muspelheim. During the Age of Strife they were one of the few worlds to maintain a continues history and culture like many of the other Knight Worlds and they were quick to rejoin the Imperium when the Great Crusade reached the Nine Worlds. In the time of the Imperium the Aesir earned the reputation of a skilled and loyal Knight House but a large combination of factors led to the Imperium greatly underestimating their numbers. The main factors in this estimation is the sheer number of Freeblade Knights who hail from Asgard and the connection that these Freeblades maintain with the Aesir, the fact that they never deployed more then a single Branches force to a single theater outside of their Sub-Sector and that when asked how large their House is they always answered how large the branch of which they are a member of is rather then how large the Aesir as a whole are. This was increased by the fact that the Aesir have always viewed the protection of the Nine Worlds as their main duty and have often deployed against threats to the Nine Worlds with no support from outside the Sub-Sector, not really needing any. At the fall of the Imperium they had over fourteen hundred Knights, four hundred of whom were outside the Nine Worlds at the end, mostly a Freeblades.

The Aesir are one of the least formal and most progressive of the Knights Houses in the Imperium a fact often attributed to the fact that they have always had their own patterns of Knights which they have been using since the formation of Asgard. They are also among the most individualistic and activity encourage their members to spend a decade or more as a Freeblade in order to prove their worth. This has led to the Aesir being one of the most individualistic of the Knight Houses with each Knight and Noble House having a large degree of independence but conversely the Aesir are highly loyal to those who have proven themselves such as their Marshalls.

The Knight House of the Aesir is divided into twelve lesser branches each of which themselves are divided into different noble families of varying levels. You have been adopted into the House of Borr, the Royal House from which Lord Marshal Sigurd hails. The Royal Houses are those houses who can field over twenty-five maniples of Knights and there are currently twenty Royal Houses. Below the Royal Houses are the Ducal Houses who can each potentially field at least ten maniples of knights, next are the Baronial Houses who can field five maniples and last are the Knightly Houses who can field at least one Knight. The other two categories of noble House on Asgard are the Noble Houses which are the minor nobility who can't field any Knights for any reason and the Honorary Marshals who are those who have earned high position for great deeds or wisdom and are counted among the upper Nobility whether or not they can currently field any Knights. There are currently six Honorary Marshals of Asgard including you and these consist of the commander of the one elite infantry force among the Aesir, the air force, the army, the navy and the chief diplomat. Each of the Marshall is given an Earldom, either for their lifetime or in perpetuity and there are currently twenty-two Earls among the Aesir, being considered to be between the barons and the Dukes in the noble hierarchy. Given that the rank of a house is determined by how many Knights it can field at any given time it is quite common for houses position in society to change and less empathizes is put on current noble title then in many Knightly Houses.

The one exception to this is the title of Marshall which is given to the leader of each of the branches of the Aesir and is chosen after a challenge of wit, skill, leadership and might that pits potential candidates against each other. Any Marshall can be challenged by one of the Knights n a yearly event with the position of Marshall going to the victor. Given that the incumbent has a significant advantage it is rare for a Marshall to lose his position this way until he has reached an extreme age, or as is far more likely died in combat. Those who have lost the position of Marshall in a challenge are given the title of Elder and are often the main advisers to their successors. The Lord Marshall is the leader of the Aesir and can be challenged by the current Marshalls to a far more equal contest.

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

Lord Klovis-Ultan had made contact with Lord Marshall Sigurd of Asgard 29 years after founding and gifted him the Knight Errant Mk II STC for the Aesir. In return the Asgard have sworn eternal brotherhood to Avernus and you personally have been given the honorary title of Marshall and been adopted by Sigurd as an Oath Brother, making you one of the higher ranked members of the Aesir.

After the Emperor's death Inquisitor Klovis Ultan gave a the following report on the reaction of Asgard. "There is a level of unrest among the thralls, but the nobles, never having been devout worshippers of the Emperor, have had few problems with the Emperor's death. Even the thralls are unlikely to cause any major problems due to the fact that obedience to the nobles is stressed far more than Emperor worship in their culture. The main worry that the nobles have is that Asgard no longer has a supplier of Knights. They hope that Avernus will be able to replace Atlas in that position."

In the century since the founding of the Imperial Trust there have been several major changes to Asgard. The first of which is that as a result of the massive increase in the number of Knight-Titans available to the planet the number of Knights a house must field to gain a title have increased five-fold, though even with this change the number of Princes, Dukes and Barons on Asgard has increased significantly. The other change is that Lord-Marshal Sigurd has severly increased both the level of education and the rights of the Thralls as part of his move towards a more industrial rather then agrarian society. This has faced opposition from among the Aesir leading to dozens of challenges for his position, which have all failed utterly. The more subtle opposition has been largely ineffective due to Lord-Marshal SIgurds strong level of popular support and the rising level of prosperity on Asgard.
Turn last updated: 122




                 
Alfheim Agri World Thrones income Material Income Metal Income Promethium Income Advanced Material Exotic Material Food
population   145,175,570,160 14,083,850,568 8,258,500,745 34,944,717,642 4,878,892 168,909 618,940
65,426,529,836 City -2,221,611,000 -133,248,000 -175,824,871 -36,208,998 -277,200 -19,200 -51,891
1.15% Navy -94,699,600 -30,542,100 -831,600 -10,790,800 -59,375 -116  
69,188,555,301 Army -8,488,045,841 -786,983,597   -2,378,711,925 -4,025,683   -2,463
Economic Strength (kCredits) Orbital -1,481,030,500 -465,085,000 -137,228,500 -31,482,500 -43,630 -458  
1,021 Tithe -36,171,046,643 -3,506,652,654 -2,064,625,186 -6,093,166,161 2,805,960 -42,227 -216,137
  Trade     10,000,000,000       -138,030
  Trade Levy     -1,000,000,000        
  Total 110,018,290,893 11,179,568,871 1,912,167,690 29,900,005,016 3,763,612 107,947 35,696
admin Reserves 7,936,863,254,503 794,052,091,817 1,944,827,890 1,071,469,874,204 100,087,851 2,640,174 1,983,339
0.41 End Total 8,336,954,708,967 799,949,936,173 6,505,666,338 1,218,469,899,282 117,905,912 3,079,908 2,161,820
600 economy 145,176 119,830 15,938 113,388 34,364 40,714 551,307
Alfheim
Agri World
Founding Member of the Imperial Trust with High Council Seat
Population: See Above
Governor: King Zaren

Morale: Very Good (10)
Ground Defenses: 6
Orbital Defences: 50 Defence Stations

Military: Medium
Military Specialty: Armour
Militia: Avernite
Fleet: Weak
Navigators: 281
Current Trade ships: 29 Merchantmen, 1 Mass Conveyors

Embassy Established
Spy Network Established
Church Re-established
Turn last updated: 122




     
name Average Skill Bonus (before equipment) Number
Royal Guard Regiment (Grenadier) 316(266) 43,618
Infantry Regiment (Guard) 166(116) 26,171
Light Infantry Regiment (Guard) 166(116) 52,341
Armour Regiment (Guard) 176(126) 130,853
PDF Infantry Regiment (PDF) 166(116) 163,566
Militia Siege Infantry Brigade 64(14) 377,012
Bomber Wing (Air) 120(70) 1,000
Fighter Wing (Air) 120(70) 5,000
Orbital Defence 35  
Navy 30  
Military Size/Percent of population 4,925,040,921 7.53%
Alfheim is the breadbasket of the Asgard sub-sector and is, like many Agri Worlds, relatively calm and peaceful. The Imperial Governor of Haven is a hereditary position and is held by the current King. Most of the food production of Haven goes to the industrial world of Svartalfheim and the Hive World of Midgard.

Unlike many of the Nine Worlds Alfheim did not contain any surprises for Inquisitor Klovis-Ultan when he did a more in-depth investigation. As far as he can tell it is a rather ordinary Agri-World if one with more industry, particularly advanced industry, then usual. The Goverment is a combination of elected majors for the town and hereditary nobles for the cities and regions with a royal family. The nobles of Alfheim are rather comfortable in their positions of power and rarely abuse them, a fact that combined with the paradisaical nature of Alfheim has led to Alfheim being traditionally peaceful. Despite this Alfheim has a large, well trained military,, though that is a recent development with the army quarupling in size under the rule of King Zaren. This is mostly a result of a deal which includes military training for Alfheim by the Midgardian Iron Guard in exchange for a discount on food exported to Midgard.

Lord Klovis-Ultan informs you that King Zaren is very a skilled administrator who understands the importance of duty, unlike his predecessor King Trascroft, whom Inquisitor Klovis-Ultan had assassinated for incompetence 29 years after the founding of Avernus.
King Zaren is very thankful for you sending thirty regiments of Infantry to aid in the training of his PDF, which has fallen to deplorable levels under his predecessor.

After the Emperor's death Inquisitor Klovis Ultan gave a the following report on the reaction of Alfheim. "Due to a quick reaction to your message, the population was not as affected by the Emperor's death as many, but there is a lot of worry about the defences of Alfheim, especially with the recent attack. The main worry on Alfheim is defence and they are currently reaching out to the military forces of the sub-sector, Avernus included, for support.

In the first hundred and thirty years of the Imperial Trust Alfheim changed greatly,with its cities expanding and becoming more industrial even as King Zaren worked to build up the military and defences of Alfheim. Part of this project has been following the Avernite concept of a militia, including the guard level equipment and the massive amount of training. One of the more controversial choices that he made in this time was selling the northern continent of Eregion to the Adeptus Mechanicus. However this deal has been one of the driving forces behind how quickly Alfheim's economy has grown, with some even classifying it as an civilized world, though the majority of the economy is still tied up in its agriculture.

As far as internal politocs is concerned King Zaren has spent his time in officer greatly reducing the role and powers of the nobility replacing them with a mix of Administratum Adepts, soldiers and elected representatives. While this has faced much opposition he has always been able to keep a lid on it due to a combination of his unopposed right to rule and the support of Midgard, and the massive armies that Midgard keeps on Alfheim to protect it.
Turn last updated: 122




                 
Vanaheim Civilized World Thrones income Material Income Metal Income Promethium Income Advanced Material Exotic Material Food
population   336,309,412,708 80,494,570,475 19,527,690,189 3,553,401,372 5,510,666 9,450 285,565
153,320,267,522 City -2,027,984,400 -58,772,370 -313,276,630 -140,111,139 -728,000 -39,000 -119,015
0.70% Navy -36,262,415,200 -7,335,134,100 -4,538,160 -2,889,764,760 -24,061,095 -85,296  
158,686,476,885 Army -24,680,744,291 -1,827,824,039   -9,557,704,669 -7,503,492    
Economic Strength (kCredits) Orbital -592,520,696,004 -93,374,154,701 -46,937,264,101 -41,513,665,140 3,892,722 10,941 -4,929
1,509 Tithe -80,644,602,317 -27,463,986,355 -4,881,922,547 -672,771,970 2,699,512 12,823 -70,405
  Trade 100,000,000,000   110,000,000,000 30,000,000,000 25,000,000 200,000 -80,000
  Trade Levy -10,000,000,000   -11,000,000,000 -3,000,000,000 -2,500,000 -20,000  
28 nav Total 67,358,758,692 18,065,832,124 13,812,304,729 4,261,872,886 5,434,298 94,869 11,216
admin Reserves 743,152,485,078 20,088,655,440 297,759,333,174 82,068,760,507 81,086,492 136,411 16,120,179
0.52 End Total 879,946,278,537 30,417,816,058 326,820,856,819 95,378,124,938 98,257,981 510,755 16,176,257
  economy 336,309 684,834 37,688 11,535 38,884 2,309 254,262
Vanaheim
Civilized World
Founding Member of the Imperial Trust with High Council Seat
Population: See above
Governor: Governor Bertil Mikaelsson

Morale: Good (7)
Ground Defenses:6
Orbital Defences: 500 Defence Stations

Military: Very Strong
Military Specialty: Void and Landing
Militia: Cadian, Air
Fleet: Strong
Fleet Flagship: Genghis Class Command Battleship Gungnir
Navigators: 3,436
Current Trade ships: 23 Merchantmen, 28 Mass Conveyors

Embassy Established
Spy Network Established
Investigated
Church Re-established
Turn last updated: 121




   
name Average Skill Bonus (before equipment)
Vanir Drop Infantry (Grenadier) 293(243)
Drop Infantry Regiments (Guard) 198(148)
Void Infantry Regiment (Guard) 198(148)
PDF Drop Infantry Regiments (PDF) 168(118)
PDF Void Infantry (PDF) 168(118)
PDF Siege Infantry Brigade (PDF) 158(108)
Fighter Regiment (Air) 192(142)
Bomber Regiment (Air) 192(142)
Armed Cargo Regiment (Air) 192(142)
Militia Air Regiment 72(22)
Militia Siege Infantry Brigade 68(18)
Orbital Defence 70
Navy 85
Military Size/Percent of population 9,858,332,816
Vanaheim is a civilized world whose population verges on reaching Hive World levels. It is the main Imperial Naval base in the Asgard sub-sector. The ruling class of Vanaheim, the Vanir, make up the officers of the local fleet and have a reputation for tactical acumen. The industries of Vanaheim are mostly devoted to meeting its own needs and those of the local Navy. Its Imperial Guard regiments specialize in boarding and landing actions. Vanaheim has long been in competition with Asgard for the position of leading world of the Asgard sub-sector, but it is usually relegated to second place.

Vanaheim is a world that would be considered a paradise compared to many Imperial Worlds, with almost the entirety of its industry happening in massive orbital factories and asteroid belts allowing Vanaheim's strong environment protection regulation to keep Vanaheim mostly unspoiled. Despite half of the population living in orbital habitats of some form they are generally well off with far less underhivers and other poor groups.

The Vanir, Vanaheim's ruling class, are unusually numerous for a noble class and number over one and a half billion, around five percent of the population. They are the descendants of the original settler of Vanaheim and are one of the oldest noble houses in the Imperium and have a long and often troubled relationship with the Aesir. The lowest Vanir have only a few privileges over the rest of the citizens of Vanaheim which include the right to live in the Vanir only regions, where there is free housing, as well as free entry into the most prestigious military and Naval Academies on Vanaheim and a sizable stipend. Above the basic Vanir are various levels of noble house each of which has one or more seats in the All-Thing, the ruling body of Vanaheim. Counted among the Vanir on Vanaheim if not in the Imperium is the Navigator House Norn, a minor Navigator House which provides most of the Navigators in the Nine Worlds. The most unusual features about the Norns, as they are commonly known, is that only female members of the house gain the Third Eye and that they tend to be gifted in Divination.

While Vanaheim is run by a Governor there are major limits to what he can do without support from the All Thing, Vanaheim's parliament. The All Thing consists of over a thousand members, at least one from each noble house, and is responsible for changing laws as well as choosing and dismissing the Governor. Due to this the Governor of Vanaheim rules only as long as he maintain the support of the All Thing.

The Vanir have a strong martial culture with one of the main ways to gain respect being to serve in the Vanir Drop Troopers or Naval detachments, including the Air Wings. This militaristic attitude is very viable in Vanaheim's orbital infrastructure which is all armed and armored, even those portions that are not primarily military.
Lord Klovis-Ultan established contact with Vanaheim at the same time as with Asgard, so as not to offend either. This was not necessarily required as he discovered that relations between the two have improved in recent years, with both Lord Marshall Sigurd of Asgard and Governor Olaf of Vanaheim working to improve relations. Governor Olaf spent a period as a junior Admiral in the Sector Fleet before retiring to enter the politics of Vanaheim. He quickly proved to be a master politician, skilled in both intrigue and diplomacy, and used that talent to become Governor when the previous Governor Johannes died. Since becoming Governor, he has proven to be a barely competent administrator but has remained popular despite this.

After the Emperor's death Inquisitor Klovis Ultan gave a the following report on the reaction of Vanaheim. "It is currently undergoing serious unrest due to not preparing the populace for the end. Currently, the the planet is being kept under control with the combined efforts of the Vanir and a pair of Inquisitors who were on Vanaheim at the end. Vanaheim currently does not have enough transport capacity to keep enough resources coming in to keep its fleet fully maintained but it does have twenty years worth of stockpiles and will soon lay down a dozen new Mass Conveyors which will be enough for Vanaheim to start aiding other worlds in their freight needs.

Inquisitor Klovis-Ultan spent a few years gathering information on how Vanaheim has changed over the time since the founding of the Imperial Trust. The biggest change is the massive increase in Vanaheim's orbital infrastructure. As well as Vanaheim's shipyards and orbital defences having grown tenfold the number of orbital cities has over doubled. Now around two thirds of the population of Vanaheim lives in the orbital cities protected by a set of orbital defences an order of magnitude more powerful then any others in the Imperial Trust. Culture wise Vanaheim has become the centre of the conservative movement in the Imperial Trust, though the conservatives in no way dominate the political debate, and by the standards of the Imperium would be considered wildly progressive. In large part this conservatism is a result of the growth in influence of the Navy, which has always been one of the most conservatives forces in Vanaheim due to its preference for time proven tactics and modes of thought.
Turn last updated: 122




                 
Jotunheim Mining World Thrones income Material Income Metal Income Promethium Income Advanced Material Exotic Material' Food
population   137,403,262,104 7,948,305,397 121,084,403,784 27,822,333,378 10,179,498 151,641 208,034
65,632,371,598 City -3,133,296,000 -1,040,551,200 -221,464,489 -151,651,008 -2,352,000 -46,464 -183,053
1.25% Navy -10,499,200 -22,092,000 -95,040 -761,600 -2,050 -30  
69,734,394,823 Army -30,100,772,895 -2,089,727,098   -1,656,463,848 -21,159,302   -10,059
Economic Strength (kCredits) Orbital -1,482,130,500 -465,295,000 -137,329,500 -31,497,500 -43,632 -458  
824 Tithe -27,994,028,545 -1,238,491,217 -42,379,541,324 -6,770,167,294 15,689,929 151,111 -49,997
  Trade 100,068,000,000 10,000,000,000 -90,000,000,000 -20,000,000,000     95,000
  Trade Levy -10,006,800,000 -1,000,000,000         -9,500
admin Total 180,644,945,615 14,228,857,748 -717,939,557 3,000,430,278 5,021,497 258,500 50,426
0.44 Reserves 5,284,334,783,745 765,005,932,757 5,302,369,578,759 631,598,143,519 9,981,090 3,936,545 18,014
960 End Total 6,087,559,511,820 806,150,221,496 5,288,779,880,976 641,600,294,909 25,088,575 5,228,047 270,143
Jotunheim
Mining World
Founding Member of the Imperial Trust with High Council Seat
Population: See above
Governor: Governor Garp
Technology Level: 18

Morale: Excellent (13)
Ground Defenses: 6
Orbital Defences: 50 Defence Stations

Military: Medium
Military Specialty: Jotun
Militia: Cadian
Fleet: Weak
Navigators:191
Current Trade ships: 4 Merchantmen


Embassy Established
Basic Spy Network Established
Church Re-established
Investigated
Turn last updated: 122




   
name Average Skill Bonus (before equipment)
Power Armoured Jotun Regiment (Grenadier) 517(467)
Jotun Regiment (Guard) 272(222)
PDF Jotun Regiment (PDF) 257(207)
Infantry Regiment (Guard) 203(153)
PDF Infantry Regiment (PDF) 173(123)
Bomber Wing (Air) 110(60)
Fighter Wing (Air) 110(60)
Militia Siege Infantry Brigade 78(28)
Militia Jotun Brigade 146(96)
Orbital Defence 40
Navy 35
Military Size/Percent of population 4,470,511,713
Jotunheim is one of the three major mining worlds in the Asgard sub-sector and is one of the main sources of promethium. Jotunheim is a highly mountainous, heavy gravity world with a large population of Ogryns who are used to make up a large portion of the mining forces and military. The human military forces of Jotunheim specialize in the use of Sentinels and have several pure Sentinel regiments. Governor of Jotunheim is a hereditary position as on many other worlds, and the current governor is expected to die and pass the position to his son soon.

Jotunheim is ruled by a hereditary Governor who has absolute power over the planet. Below the Governor are the leaders of the one hundred and twenty regions of Jotunheim. These leaders are a mix of Jotun Elders, elected and oligarchical councilors and minor nobles, though in recent times large numbers of the nobles and councilors have been killed. The first cause for this is Governor Lufey, whose paranoia led him to believe that many of the more powerful regional leaders were plotting against him leading him to kill them and thier families. The second cause for death was the civil war, which killed half of the population of Jotunheim with those in power suffering the most.

The history of Jotunheim stretches back to the Dark Age of Technology when the Jotun were engineered to colonize the planet. The Jotun are a variant of Ogryns which are significantly smarter then most Ogryns, with the average Jotun being smarter then most Bone'eads and the smarter Jotun having the mental capacity of an average human. Interestingly enough Jotun device no benefit from the Biochemical Ogryn Neural Enhancement procedure leading many to believe that they have a naturally occurring version of it. The Jotun are the backbone of both the military of Jotunheim and is mining indestry, with their below human intelligence being more then made up for by their massive strength and endurance. Before recent events Ogryns made up thirteen percent of the population of Jotunheim but in recent events this has increased to fifty-three percent. While this seems like a massive increase in the population it is mostly a result of the human population plummeting from around 600 million to 250 million. The Jotun suffered far less casualties in the Civil war due to a combination of mostly living in isolated areas and having a far lower portion of their population turn to Chaos.

You have successfully made contact with Jotunheim and have personally visited Governor Lufey, who rules Jotunheim with an iron fist. In most ways Governor Lufey is one of the best Governors that you have seen, being a master General, a skilled warrior and diplomat as well as a master of the shadows. However, not only is Governor Lufey one of the worst administrators you have ever seen, he is too paranoid to let anyone else run Jotunheim. This has resulted in Jotunheim being mismanaged terribly and there have been several rebellions early in his reign, which were put down with enough savagery and efficiency that there have been no more rebellions for the last thirty years. Governor Lufey seems to have taken a severe dislike to the rise of both you and Avernus and sees it as a threat to his power and influence.

After the Emperor's death Inquisitor Klovis Ultan gave a the following report on the reaction of Jotunheim. "The message you sent triggered a heart attack on the previous Governor of Jotunheim and a flurry of fighting for leadership. This was resolved just minutes before the death of the Emperor. Due to the lack of preparation and the instability of a regime change there is severe unrest on Jotunheim and Governor Garp is asking for support in holding his world together. To make matters worse, the ships currently at Jotunheim are not nearly sufficient to supply Jotunheim with the necessary food and manufactured goods."
Turn last updated: 122




                 
Midgard Hive World Thrones income Material Income Metal Income Promethium Income Advanced Material Exotic Material Food
population   690,592,481,629 55,288,802,175 38,000,301,817 4,580,182,529 9,872,248 8,210 281,326
371,525,606,039 City -25,774,451,600 -1,214,266,404 -3,533,072,305 -1,370,953,091 -1,966,080 -8,594 -288,397
0.70% Navy -3,904,700,800 -3,236,413,000 -3,445,200 -1,220,682,720 -3,792,569 -2,167  
384,529,002,250 Army -43,385,569,285 -4,014,841,164   -12,328,733,191 -14,416,380   -27,816
Economic Strength (kCredits) Orbital -81,521,480,313 -12,990,645,000 -6,056,129,500 -5,685,627,500 993,008 3,381  
1,593 Tithe -239,942,179,596 -13,571,800,972 -9,500,075,454 -893,697,305 -1,489,920 -1,718 -64,768
  Trade   -10,000,000,000 50,000,000,000 10,000,000,000 10,000,000   138,030
  Trade Levy     -6,000,000,000 -1,000,000,000 -1,000,000   -13,803
  Total 412,358,830,585 21,469,784,928 14,281,336,391 -1,039,609,259 310,330 -501 24,572
admin Reserves 32,701,551,338,802 1,199,200,681,562 472,005,445,474 255,748,292,508 262,316,308 264,042 1,629,957
0.32 End Total 34,513,345,491,727 1,256,549,606,201 518,412,127,429 245,550,246,214 262,867,960 241,539 1,752,818
Midgard
Hive World
Founding Member of the Imperial Trust with High Council Seat

Governor: Governor General Aelfric

Morale: Excellent(10)
Ground Defenses: 6
Orbital Defences: 150 Defence Stations

Military: Very Strong
Military Specialty: Mechanised Infantry and Artillery
Militia: Cadian
Fleet: Medium
Navigators: 626
Current Trade ships: 79 Merchantmen, 1 Mass Conveyor

Embassy Established
Spy Network Established
Church Re-established
Investigated

Turn last updated: 122




     
name Average Skill Bonus (before equipment) Number
Chosen Mechanised Infantry (Grenadier) 344(294) 118,888
Iron Guard Mechanised Infantry (Guard) 244(194) 416,109
Iron Guard Armour (Guard) 234(184) 59,444
Iron Guard Light Infantry regiments (Guard) 234(184) 59,444
Iron Guard Artillery (Guard) 244(194) 41,611
Iron Guard AA (Guard) 234(184) 11,889
Iron Guard Sentinels (Guard) 234(184) 5,944
PDF Infantry Regiment (PDF) 204(154) 1,003,119
PDF Heavy Infantry Regiment (PDF) 204(154) 334,373
PDF Light Infantry Regiment (PDF) 204(154) 334,373
PDF Armour (PDF) 204(154) 250,780
PDF Mechanised Infantry Regiment (PDF) 214(164) 1,337,492
PDF Artillery (PDF) 150(100) 83,593
Fighter Wing (Air) 120(70) 32,000
Bomber Wing (Air) 120(70) 16,000
Cargo Wing (Air) 120(70) 16,000
Iron Guard Siege Infantry (Guard) 234(184) 1760
PDF Siege Infantry (PDF) 204(154) 8,800
Militia Siege Infantry Brigade 94(44) 1,830,605
Orbital Defence 50  
Navy 50 4,162,660
Military Size/Percent of population 55,631,269,779 14.47%
Midgard is the only Hive World in the Asgard sub-sector and is also the main recruiting world. Unlike many Hive Worlds, Midgard has a strong military tradition and all youths compete to enter the Imperial Guard Tithe. Many of the Midgardians who do not end up in the military are instead tasked with working in the great weapon and vehicle manufactoriums which supply the Midgardian Iron Guard Regments and their elite Chosen Grenadiers. Midgard is ruled by the senior military officer, which is currently General Aelfric of the 89th​ Midgardian Iron Guard Regiment.

While Midgard's records do not go back that far from what you can gather Midgard was one of the last of the Nine Worlds to be settled and was the hub of the Nine Worlds from its founding. This has continued as while Midgard has never been the strongest or most advanced of the Nine Worlds it is usually its support that determines whether Asgard or Vanaheim is the dominate power in the Sub-Sector.

Midgard consists of one hundred and seven Hives, once once hundred and ten, divided into seven different provinces. There are two separate pillars of governance that rule over Midgard of which the military is currently dominate, and has been for the last eight hundred years. How it is decided whether the Nobility or Military dominates Midgard is hard for an outsider to determine but it seems to be mostly based on the level of warfare Midgard is currently engaged with.

The first system of Government for Midgard is the military, with each Hive having a Marshal in command of the military assets, each province a General and a Lord-General commanding the entire military with the aid of the Military Council consisting of the, currently nine, Generals of Midgard. In periods in which the military is dominate each General has the authority to command the noble with whom he is paired while in periods when the nobility is dominate the reverse is true. In the periods where neither group dominates they are considered equals each with control over their own aspects of society.

The second system of Government is the Nobility, with each Hive being commanded by a Earl, or Baron if the Hive is weak, each province an Duke and the King having command of the entire civil half of Midgard. In times where the military is in control like now the Royal Court, consisting of the King and Dukes, commands the civilian portions of the planet under the authority of the Military Council. One interesting historical note is that Midgard's Nobility is descended from a branch of the Aesir who lost the ability to become Knights and migrated to Midgard over ten thousand years ago.

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

Governor General Aelfric has become a friend and somewhat of a mentor to you.

After the Emperor's death Inquisitor Klovis Ultan gave a the following report on the reaction of Midgard. "Midgard has had several riots but the Governor General and his troops have been able to keep them under control thanks to your warning. The main concern on Midgard is the sheer amount of food and raw materials it must import to keep running and the fact that in current conditions the fleet it once used is severely insufficient. There is a five year buffer that can be extended further by the amount imported but current conditions will have Midgard begin starving within a decade."

After the death of Garkill Inquisitor Klovis-Ultan spent a few years gathing information on how Midgard has changed over the time since the founding of the Imperial Trust. The biggest initial change is that Governor-General Aelfric has managed to eliminate both the Underhives and the mutants in remote areas, via a mix of education and annihilation. This combined with the newly available technology has led to a golden age in Midgard, where prosperity has reached unheard of levels, even as the population gets over more militarised. The most obvious signs of the increased level of militarisation is that the entire population has been enrolled in the militia which is being equipped to a similar level as yours and the expansion of the military to twelve percent of the population. Between the expanded pool of better educated recruits and some improvements to their training regime Governor-General Aelfric has even trained the PDF to the point where they are better then the Avernite militia, though not by much.
had changed over the years.

He also mentions that Midgard's position in the center of the Imperial Trust and massive workforce of increasingly skilled workers has allowed it to turn into an economic powerhouse and one of the the richest of the Nine Worlds.
Turn last updated: 122




                 
Svartalfheim Industrial World Thrones income Material Income Metal Income Promethium Income Advanced Material Exotic Material Food
population   229,728,696,628 23,487,745,735 22,746,784,246 1,462,378,421 50,304,527 357,729 103,014
75,462,470,416 City -26,539,020,764 -4,839,436,567 -12,751,432,005 -3,788,665,451 -9,930,963 -82,020 -58,719
0.75% Navy -123,685,600 -36,663,600 -95,040 -16,210,400 -76,005 -147  
78,292,313,057 Army -15,457,605,108 -1,043,056,434   -3,931,595,909 -17,727,846 -256,157 -2,392
Economic Strength (kCredits) Orbital -1,390,471,500 -443,135,000 -126,276,000 -28,630,000 -41,631 -420  
1,016 Tithe -56,482,343,575 -5,829,291,821 -5,686,696,061 -189,392,920 -15,325,818 -48,447 -25,275
  Trade -100,068,000,000 -10,000,000,000 30,000,000,000 10,000,000,000 -5,000,000   -15,000
  Trade Levy     -3,000,000,000 -1,000,000,000      
  Total 1,802,716,637 -5,718,668,295 4,207,885,747 3,083,162,694 5,747,937 3,048 1,628
admin Reserves 8,821,831,334,202 596,595,834,796 268,454,592,451 83,516,514,390 16,764,918 4,827,621 1,259,971
0.38 End Total 8,825,844,917,388 548,002,493,319 285,494,021,187 96,932,327,860 25,504,602 4,642,862 1,268,110
Svartalfheim
Industrial World
Founding Member of the Imperial Trust with High Council Seat
Governor: First Artisan Granalf

Morale: Very Good (9)
Ground Defenses: 7
Orbital Defences: 50 Defence Stations


Military: Strong
Military Specialty: Power Armoured Infantry
Militia: Cadian
Fleet: Weak
Navigators: 357
Current Trade ships: 24 Merchantmen


Embassy Established
Investigated
Very Basic Spy Network Established
Church Re-established

Turn last updated: 122



     
name Average Skill Bonus (before equipment) Number
Svartalf Guard 374(274) 1,051
Svartalfar Elite Heavy Infantry 309(234) 23,097
Svartalfar Regular Heavy Infantry 219(164) 37,273
Svartalfar Defence 219(164) 1,051
Svartalfar PDF Heavy Infantry 184(134) 301,850
Fighter Wing 100(50) 2,102
Militia Siege Infantry Brigade 74(24) 417,936
Orbital Defence 40  
Navy 35 373,780
Military Size/Percent of population 4,784,500,121 6.34%
Svartalfheim is a mountainous planet where the hardy, black skinned locals mine metals and then feed them into their factories. While Svartalfheim factories are the source of most of the manufactured goods in the Asgard sub-sector, it is for the work of its Artisans that Svartalfheim is known. The Artisans of Svartalfheim have close connections with the Adeptus Mechanicus and are famed for their abilities in crafting weapons of a level that few others can produce. These weapons are the most valuable of Svartalfheim's exports despite the fact that each weapons is the result of years of work by an Artisan. Svartalfheim is ruled by the greatest of its Artisans as decided by a once per fifty years contest of skill called The Proving.

After conducting a more in-depth examination of Svartalfheim Inquisitor Klovis-Ultan was able to tell you more about how the system of government works. One of the first things that he found is that while the majority of the cities of Svartalfheim are run by the Planetary Government each of the Guilds has at least one, and up to twenty cities that are their private fiefs. These cities are where the majority of the more senior members of the Guilds reside and are in many ways separate stats, with only some of the laws and regulations of the Planetary Government applying. In fact is it ownership of one of these cities that separates a Guild from a collection of Artisans, and if a Guild loses all of its home cities then it also loses its status as a Guild and everything that come with that. Currently there are one hundred and twenty-six Artisan Cities on Svartalfheim and three hundred and seventy-four independent, or normal cities. The Independent Cities usually have members of at least a dozen guilds working in them and provide the main local market for the goods that the guilds produce. They are directly run by the Administratum of Svartalfheim, though their ultimate allegiance lies with the current First Artisan.

The Artisans of Svartalfheim are divided into five major and several dozen minor Guilds each of which controls an area of Svartalfheim and compete with the others over their quality of craftsmanship. In fact several times throughout history there has been a competition over who can create the best item, usually weapon for some great hero, often among the Aesir or Vanir and this competitions have resulted in most of the great relics of the Nine Worlds, though the weapons and armor of the Champion of Muspelheim come from a different source. One of the more interesting customs of the Artisans Guilds that you have found is that each Artisan makes a artifact for the Svartalfar Guard, Svartalfheim's Grenadiers, upon reaching several important milestone in their life such as finishing their apprenticeship, becoming a full Artisan and becoming a Master, Grandmaster or Guild Master. These artifacts are works of art and to a good extent the quality of the gift provided will determine the future opportunities available to and Artisan. Given that this tradition dates back to the Dark Age of Technology and that Svartalfheim has hundreds of thousands of Artisans the armories of the Svartalfar Guard must contain millions of relics, some of which contain long forgotten technologies.

The cities of Svartalfheim are built into the massive cave systems that cover most of the planet and are capable of containing the entire population of their region in times of war. The cities fortifications are massive, incredibly advanced constructions which could hold of a small army by themselves. Currently several dozen of the most centrally located cities are having their defenses even further upgraded to the point where only the Imperial Palace on lost Terra could exceed them. The armies of Svartalfheim primarily consist of well trained and very well equipped elite Infantrymen with the Svartalfar Guard in particular being incredibly well equipped. Each member of the Svartalfar Guard may choose a weapon or piece or armor from the guards artifact vaults upon joining the guard and may make an addition choice on certain occasion such as being promoted. The officers can choose from the Guards relic vaults which contain some of the greatest items forged on Svartalfheim over the last twenty thosuand years. Given that the Svartalfar Guard number slightly over one million it is a terrifyingly dangerous force.

Lord Klovis-Ultan has successfully made contact with First Artisan Granalf of Svartalfheim. He informs you that like most First Artisans, Granalf generally focuses on his craft and lets the Administratum run Svartalfheim except where it interferes with matters he cares about. This has resulted in a well-run planet, where the Artisans focus on their craft and the Administratum tries to avoid any issues that would cause the First Artisan to take an interest in running the planet.

After the Emperor's death Inquisitor Klovis Ultan gave a the following report on the reaction of Svartalfheim. "Svartalfheim has coped with the death of the Emperor better than most planets due to their already existing ancestor worship and belief that the Emperor is still looking down on them. They are slightly worried that they cannot currently import enough food to make up their small deficit, but they are confident that they can increase their hydroponics enough to support their population before their stores run out in two decades.
Turn last updated: 122




                 
Niflheim Mining World Thrones income Material Income Metal Income Promethium Income Advanced Material Exotic Material 153,894,757,271
population   90,805,432,311 11,142,217,709 1,101,491,061 46,419,980,439 190,122,265 1,447,343 54,379
44,408,562,903 City -4,740,791,040 -273,628,593 -758,912,800 -214,726,879 -483,840 -2,880 -34,639
0.80% Navy -92,540,000 -30,081,000 -47,520 -13,540,000 -70,460 -87  
46,184,905,419 Army -5,638,167,658 -476,518,708   -1,862,531,827 -13,011,936   -3,815
Economic Strength (kCredits) Orbital -1,475,409,000 -464,285,000 -136,828,500 -31,442,500 -45,231 -458  
2,098 Tithe -22,545,804,706 -2,774,260,737 -275,372,765 -11,566,809,473 -64,516,951 -361,836 -12,832
  Trade 300,000,000,000   20,000,000,000   -60,000,000 -500,000  
  Trade Levy -30,000,000,000   -2,000,000,000        
576 Total 140,343,090,807 9,293,581,651 7,531,961,201 40,123,017,127 54,375,853 582,339 3,094
admin Reserves 153,894,757,271 865,463,738,114 416,136,237,954 3,411,188,113,712 2,241,227,328 30,969,290 533,809
Niflheim
Mining World
Founding Member of the Imperial Trust with High Council Seat
Governor: Governor Ulrik

Morale: Excellent (17)
Ground Defenses: 4
Orbital Defences: 50 Defence Stations
Militia: Cadian
Fleet: Weak
Current Trade ships: 2 Merchantmen


Embassy Established
Investigated
Turn last updated: 111
     
name Average Skill Bonus (before equipment) Number
Power Infantry Regiment 322(282) 17,763
Heavy Infantry Regiment 282(232) 88,817
PDF Heavy Infantry Regiment 232(182) 444,086
Militia Siege Infantry Brigade 142(92) 209,745
Fighter Wing (Air) 250(200) 50,000
Orbital Defence 80  
Navy 80  
Military Size/Percent of population 7,630,745,563 17.18%
Niflheim is an Ice World that is populated purely because of its huge promethium reserves. The miners of Niflheim have a reputation for being independent and strange and they rarely come into contact with other humans.

You personally made contact with Governor Ulrik of Nilfheim. The meeting went relatively well and allowed you to get a read on him. You judged that Governor Ulrik is a highly skilled administrator, maybe as good as you, and decent at all of the other tasks that a planetary governor faces except diplomacy. He seems to have no real abilities to relate to, or deal with, people from other worlds and has no desire to acquire them, a pair of traits that the other albino inhabitants of Nilfheim seem to share. Your time among the inhabitants of Nilfheim was uncomfortable as all of them seemed utterly uninterested in you and their presence made you slightly uncomfortable.

After the Emperor's death Inquisitor Klovis Ultan gave a the following report on the reaction of Nilfheim. "Niflheim has not been significantly affected by the Emperor's death and reacted with a rather fatalistic "What happened, happened". Given that they also have more than enough trade ships, Niflheim is confident in its capacity to survive but is worried about the dangers of the Second Age of Strife, claiming to remember the first."

When Inquisitor Klovis-Ultan investigated Niflheim his initial results found that the average Niflheimer was incredibly well educated in many different topics. On the simplest matter he found that while Niflheim population is currently split over nine cities it is in the process of building a tenth. Most intriguingly many seemed to almost remember ancient history as if they were there. Combined with the fact that Niflheim keeps its children in very secure, and secret locations Inquisitor Kovis-Ultan suspects that some form of cloning technology is being used, though at this point it is the merest suspicion with no evidence to back it.
Turn last updated: 122




                 
Muspelheim Mining World Thrones income Material Income Metal Income Promethium Income Advanced Material Exotic Material Food
population   181,859,815,365 19,037,881,273 89,105,571,281 2,393,537,651 212,260,095 5,688,844 51,328
15,506,297,063 City -81,438,615,804 -6,718,439,694 -7,757,027,325 -8,814,682,444 -33,265,256 -2,589,946 -11,630
0.00% Navy -5,341,180,000 -397,371,300 -42,981,840 -474,634,000 -2,955,383 -45,352  
15,506,297,063 Army -1,611,273,177 -133,559,373   -606,270,671 -1,400,799 -15,500 -475
Economic Strength (kCredits) Orbital -9,906,348,112 -2,124,521,293 -1,193,426,211 -657,341,977 -548,245 -4,898  
3,492 Tithe -45,169,916,661 -4,733,023,293 -22,276,392,820 -567,268,777 -73,831,618 -1,414,224 -12,737
  Trade 200,000,000,000 10,000,000,000   10,000,000,000 -65,000,000 -1,500,000  
  Trade Levy -20,000,000,000 -1,000,000,000   -1,000,000,000   150,000  
  Total 36,759,024,604 22,536,184,441 58,062,835,824 7,056,660,482 51,671,757 1,145,304 26,487
admin Reserves 3,297,910,521,000 1,368,871,224,719 4,331,929,170,539 186,248,288,500 2,815,235,455 90,795,604 2,799,327
0.61 End Total 3,431,705,644,022 1,461,552,146,925 4,622,233,349,661 219,531,590,910 3,063,594,242 95,522,123 2,931,760
Muspelheim
Mining World
Founding Member of the Imperial Trust with High Council Seat
Governor: Champion Surt

Morale: Perfect (20)
Ground Defenses: 7
Orbital Defences: 75 Defence Stations

Military: Medium
Military Specialty: Boarding
Militia: Cadian
Fleet: Medium
Fleet Specialty: Stealth
Navigators: 109
Current Trade ships: 9 Merchantmen, 200 Mass Convoyers

Embassy Established
Basic Spy Network Established
Investigated
Last Updated: Turn 122




     
name Average Skill Bonus (before equipment) Number
Fire Giants Regiment 403(303) 31
Heavy Infantry Regiment 278(228) 11,076
PDF Heavy Infantry Regiment 233(183) 55,380
Militia Siege Infantry Brigade 143(93) 86,133
Fighter Wing (Air) 230(180) 33,000
Orbital Defence 70  
Navy 70  
Military Size/Percent of population 949,320,480 6.12%
Muspelheim is a volcanic deathworld that is only inhabited because it is the most metal-rich planet in Sub-Sector Asgard. The magma seas of Muspelheim are traveled by great mining platforms that are held up by ancient technology as they sift the magma for valuable metals. Like the inhabitants of Niflheim, those of Muspelheim have little contact with others.

There are currently eleven Nomad cities on Muspelheim though the histories indicate that there were once two dozen. Over the twenty thousand years since Muspeheim was first colonized six Nomad cities have fallen to assault, three to rogue psykers and the remaining four were disassembled to be used as spare parts. Each Nomad city is a floating island around one kilometer deep with a surface of one hundred square kilometers, making them larger then many of Avernus' cities. They are held aloft on fifty banks of massive repolserlifts and Klovis-Ultan has found mentions of them maintaining their height after losing over thirty of the repolserlifts banks, if only for a short period of time, indicating a high level of redundancy. These repolserlifts are able to lift the Nomad cities up to three kilometers above the magma seas and allow the Nomad cities to travel-at around fifty kilometers per hour, a respectable speed for something that measures its weight in gigatonnes. They are very well fortified with armaments and shields that would not be out of place on a Imperial Battleship, with many of the shields specifically designed to protect the city from the masive heat of the magma sea allowing the city to comfortably rest at a mere hundred meters above sealevel. To make the Nomad cities even more dangerous most of these defences date back to the Dark Age of Technology and are therefore significatly superior to their modern counterparts. Much to his surprise Inquisitor Klovs-Ultan has found that not only are even the oldest of these devices still totally functional but that in recent years work has begun to replace some of those badly damaged in the Age of the Imperium, showing that Muspelheim has the capacity to repair them to a large extent or possibly even build new examples.

Each of the Nomad cities have an territory covering several tens of millions of square kilometers in which they have the final say and usually follow the best ore plumes within their territory. It is common for a city to allow another city to mine a plume in its territory in exchange for payments, called "Royalties" for some reason.

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

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

In his more recent investigation of Muspelheim Inquisitor Klovis-Ultan has discovered two major groups that fall directly under the authority of the Champion. The first is the Fire Giants, a group of men around a thousand in each city tasked with the maintenance and repair of the underside of the Nomad cities who operate under the leadership of the current Champion. Given that even when the cities are as high as they can go the air temperature of this area is several hundred degrees and they often have to work when something goes wrong causing the city to drop far lower the Fire Gains wear suits of ancient power armor with some resemblance to Terminator Armour. In times of war the Fire Giants equip their suits with weaponry and act as one of the most deadly and well equipped units of soldiers in the Nine Worlds. The second group is the Champions Thanes, who maintain the residences and records of the Champion and from among whom the next Champion is chosen. Most of the inner workings of this order is hidden including their numbers but Inquisitor Klovis-Ultan estimates that there is several thousand in total. The Thanes are taken from their families at the age of five and are taught much about both combat, technology and the history and secrets of Muspelheim. In times of war they act as senior officers of and elite task groups within the Muspelheim military while in times of piece they carry out much of the maintenance of the more advanced sections of the Nomad cities. When the current Champion dies the senior most Thanes will withdraw from public for a year before choosing the next Champion, who will choose a new name to lead under. In many cases the new Champion was not selected from among the ranks of the senior Thanes, who are often elders, but was instead a younger man.

After the Emperor's death Inquisitor Klovis Ultan gave a the following report on the reaction of Muspelheim. "Muspelheim has coped with the death of the Emperor almost as well as Asgard, their incredibly strong memory of their history, which stretches back to the Dark Age of Technology, giving them confidence that they survived once and will survive again. Interestingly they were not surprised to hear of the Imperial Truth that the Emperor once preached and were instead surprised that he had come to accept being worshipped, given that their histories show that he had outlawed worshiping him. Governor Sturt has offered to go through the archives to discover what happened to the sub-sector in the last Age of Strife which may provide information on what is going happen in this one."
Last updated: Turn 122




                 
Byzantium Civilized World Thrones income Material Income Metal Income Promethium Income Advanced Material Exotic Material Food
population   340,786,677,842 31,634,137,164 18,067,498,437 1,115,746,104 12,398,054 184,562 120,558
81,546,157,705 City -1,764,598,962 -98,705,129 -211,492,430 -62,793,785 -186,743 -962 -63,606
0.80% Navy -790,620,000 -645,844,000 -600,000 -48,982,000 -381,902 -1,164  
84,808,004,013 Army -10,849,493,041 -3,077,194,757   -3,591,676,935 -8,426,458   -2,059
Economic Strength (kCredits) Orbital -1,977,118,938 -537,085,000 -173,228,500 -67,482,500 -29,868 -380  
890 Tithe -118,975,623,076 -7,878,481,190 -4,516,874,609 -236,397,069 4,944,094 9,617 -29,728
  Trade     30,000,000,000 5,000,000,000 -9,000,000 -190,000  
  Trade Levy     -3,000,000,000 -500,000,000      
admin Total 247,272,102,238 24,414,124,220 10,857,407,277 3,251,420,053 309,924 1,805 25,165
0.41 Reserves 15,509,446,082,851 1,894,719,353,492 26,120,011,614 141,398,288,659 388,398,044 9,703,363 2,286,853
  End Total 16,695,806,594,044 1,996,789,974,591 70,407,047,998 155,655,388,926 379,947,662 9,612,389 2,412,679
Byzantium
Space Marine Chapter Homeworld
Member of the Imperial Trust with Low Council Seat

Governor: Chapter Master Julies

Morale: Excellent (10)
Ground Defenses: 6
Orbital Defences: 50 Defence Stations

Military: Medium
Military Specialty: Elite
Militia: Cadian
Fleet: Medium
Fleet Specialty: Planetary Assult
Navigators: 87
Current Trade ships: 20 Merchantmen,

Embassy Established
Investigated
Last Updated: Turn 122




     
name Average Skill Bonus (before equipment) Number
Chapter Serf Infantry 350(300) 9,061
Heavy Infantry Regiment 300(250) 15,101
Void Infantry Regiment (Guard) 300(250) 15,101
Armour Regiment (Guard) 300(250) 15,101
Siege Infantry Brigade 300(250) 728
PDF Heavy Infantry Regiment 250(200) 75,506
PDF Void Infantry Regiment 250(200) 75,506
PDF Armour Regiment 250(200) 75,506
PDF Siege Infantry Brigade 250(200) 3640
Militia Siege Infantry Brigade 94(44) 477,915
Fighter Regiment (Air) 150(100) 21,840
Bomber Regiment (Air) 150(100) 19,656
Armed Cargo Regiment (Air) 150(100) 10,920
Orbital Defence 70 324,561
Military Size/Percent of population 4,118,993,497 5.05%
Byzantium is the youngest major world in the Imperial Trust, founded only a decade before the War Storm ended. As a result of this it is still developing its industry and is at the moment the poorest of the worlds in the Imperial Trust. However that it set the change of the next half century as the population continues to grow and more advanced infrastructure is built.

As is expected of a world run by an Utramarines successor Byzantium is very well organised and built from the ground up to be both defensible and productive. This is aided by the fact that the world is both highly fertile and has large ore and promethium reserves. It is expected that Byztantium will end up using most of these resources to fuel its own economy in the years to come.

The population of Byztantium comes primarily from Avernus and Midgard and seems to be combining the Midgardian sense of duty with Avernite combat skills and education. This has resulted in the Varangian Guard having a dedicated and skilled workforce and an even more effective military. The planet seems to be organised in a way that combines as many of the best features of the rest of the Imperial Trust, taking particular interest in Avernus' medical system and administration and Muspelheim's education. It is only due to these aspects that a growth rate of three percent can be sustained for extend periods.

However the heart of Byztantium remains the heavily fortified fortress-monastery of the Varangian Guard, Constantinople. This massive citadel has some of the best defences of the Imperial Trust and enough internal forges to supply the Varangian Guard with high quality equipment, including the Advanced Power Armour designs that the honored Archamgos Tranth has created for them. From here the Varangian Guard rule their people while preparing themselves for war.
Chapter Master
The Armoury- Led by Master of the Armoury
The Fleet - Led by Master of the Void
The Librarium- Led by Master of the Librarium
The Reclusiam- Led by Master of Sanctity
The Apothecarion - Led by the Master of the Apothecarion
The Master of Recruits- Tasked with overseeing all Aspirants and Neophytes
The Regent of Byzantium- Tasked with Governing Byzantium
12 Cohorts- Led by Praetors

Each Cohort has a specialty and is made up of
Cohort Command (Praetor, Fleetmaster, Chief Liberian, Forgemaster, Reclusiarch, Chief Apothecary and their subordinates)
1 Veteran Company
5 Battle Componies
5 Reserve Componies
1 Scout Company

Each Company is made up of
Company Command (Captain, 1-3 Lieutenants, Shipmaster, Epistolary , Senior Techmarine, Senior Chaplain, Senior Apochecary and their subordinates)
1-2 Techmarines, 1-2 Chaplains, 1-2 Apothecaries
12 Codicers
12 10 Man Squads

   
Capital Danaan
Named Worlds
Dooneeva, Cahernanoorane, Staigue, Arz Landre, Varnir, Groen
Worlds 8
Population (billion) 229.8
Population Growth Rate 1.66%
Military (billion) 27.8
Military Percent 12.08%
Defence Stations 460
Economy (kCredits) 1,636
admin 0.37
Armies per world 26
Distance to Imperial Trust Core Worlds: 20 Light years to Alfheim (East)
Last Updated: Turn 122




               
Sub-Sector Danaan Thrones Material Metal Promethium Advanced Material Exotic Material Food
Income Building   16,799,666,038 70,296,259,982 10,564,043,720 2,641,259 13,122 78,282
Income Base 333,428,030,847 41,327,178,454 54,581,763,564 12,637,103,253 32,658,068 12,056 185,783
Cities -23,107,017,084 -6,739,546,650 -16,775,694,403 -4,575,189,383 -17,972,124 -106,977 -172,313
Buildings -69,950,798,480 -8,890,440,606 -4,077,265,928 -1,304,468,611 -4,444,670 -3,357  
Army -32,693,262,807 -9,594,274,982   -8,511,183,824 -14,092,529   -13,882
Navy -63,703,703,277 -24,857,593,508 -5,572,199,363 -1,330,425,055 -12,276,400 -162,335  
Trade         30,000,000 500,000  
Tithe -83,357,007,712 -14,531,711,123 -43,707,308,241 -5,800,286,743 -8,824,832 -6,295 -66,016
Trade Levy         -3,000,000 -50,000  
Net Income 95,163,397,038 12,043,564,249 64,522,864,697 7,496,462,099 10,055,202 210,530 11,854
Currant Reserves 5,471,680,926,463 690,147,467,521 3,703,520,465,278 413,426,710,033 222,765,138 596,710 188,244
End Total 5,547,497,911,653 670,365,288,765 3,986,134,788,765 442,909,020,530 265,041,146 849,360 247,512

   
Sub-Sector Cobalt
Capital Cobalt
Named Worlds
Vaelia, The Sky System, Hvergelmir, Gilznabrun the Cthonian world, Tordenjern the Storm world, Karlisle: The Broken Demesne
Worlds 12
Population (billion) 285.4
Population Growth Rate 1.85%
Military (billion) 31.4
Military Percent 11.00%
Defence Stations 571
Economy (kCredits) 2,215
admin 0.37
Armies per world 20
Distance to Imperial Trust: 30 Light years to Midgard (Autem)
Last Updated: Turn 122




               
Sub-Sector Cobalt Thrones Material Metal Promethium Advanced Material Exotic Material Food
Income Building   14,109,236,913 91,595,092,549 56,058,124,051 2,218,267 11,021 65,745
Income Base 414,240,523,060 51,343,589,727 68,734,886,176 41,698,590,080 40,573,360 14,979 279,605
Cities -21,407,109,671 -20,812,467,736 -19,623,183,865 -4,709,564,128 -16,649,974 -99,107 -214,077
Buildings -59,123,888,802 -7,534,834,501 -3,492,479,035 -1,108,605,633 -3,732,866 -2,820  
Army -42,439,986,316 -12,443,221,179   -10,758,692,633 -18,510,365   -15,701
Navy -86,292,754,048 -27,058,241,645 -7,898,651,493 -1,841,196,665 -16,938,661 -224,197  
Trade         30,000,000 1,000,000  
Tithe -103,560,130,765 -16,363,206,660 -56,115,492,554 -24,439,178,533 -10,697,907 -6,500 -86,338
Trade Levy         -3,000,000 -100,000  
Net Income 135,792,617,746 6,344,897,992 84,675,468,104 61,714,158,391 9,403,359 610,497 29,235
Currant Reserves 7,365,502,498,652 503,340,837,797 4,691,828,323,505 2,966,989,270,929 274,008,879 -762,906 270,743
End Total 7,444,465,587,381 415,065,327,759 5,055,205,664,024 3,263,560,062,885 309,025,676 1,089,579 416,917

   
Sub-Sector Gehenna
Capital Gehenna
Named Worlds
Mal Sara, Char, Deadman's Rock,Vlendir, Kiribus, Ryans World
Worlds 7
Population (billion) 159.1
Population Growth Rate 1.86%
Military (billion) 19.2
Military Percent 12.08%
Defence Stations 318
Economy (kCredits) 1,179
admin 0.37
Armies per world 21
Distance to Imperial Trust: 60 Light years to Svartalfheim (North)
Last Updated: Turn 122




               
Sub-Sector Gehenna Thrones Material Metal Promethium Advanced Material Exotic Material Food
Income Building   11,632,668,842 62,970,552,622 9,245,471,628 1,828,899 9,086 54,205
Income Base 230,877,081,519 28,616,365,350 45,697,733,819 9,565,911,135 22,613,574 8,348 121,838
Cities             -119,316
Buildings -48,473,721,240 -6,162,680,533 -2,829,872,192 -904,542,901 -3,077,643 -2,325  
Army -23,554,996,667 -5,347,441,759   -5,961,506,236 -10,742,169   -9,612
Navy -48,201,014,927 -15,114,022,098 -4,411,960,023 -1,028,446,397 -9,465,713 -125,289  
Trade         5,000,000 500,000  
Tithe -57,719,270,380 -10,062,258,548 -38,033,900,254 -4,702,845,691 -6,110,618 -4,359 -44,011
Trade Levy         -500,000 -50,000  
Net Income 72,796,260,809 13,413,564,678 66,072,031,891 9,135,004,886 2,107,738 342,162 3,105
Currant Reserves 3,989,222,002,550 700,834,190,550 3,593,023,434,200 474,269,098,429 405,863,039 1,052,913 256,468
End Total 4,003,203,306,597 697,902,013,939 3,888,383,593,656 512,944,122,857 409,401,726 2,063,721 271,992

Navy
Navigators: 6,041
Fleet Flagships: Legend Class Dreadnought Wrath of Bjorn, Prophet Class Hyper Carrier In Dying Light, Alexander Class Command Battleship Memory of Light, Vajra Class Command Battleship Sword of Sutur,

Merchant Marine
3 Mass Conveyors, 104 Merchantmen
Last Updated turn 122




       
Grenadiers   Troopers  
Phase-Tiger Infantry Battalion 17 Infantry 165,520
Helguard Trooper Regiment 33,338 Mech Infantry 111,227
Helguard Shocktrooper Regiment 2,423 Light Infantry 52,003
Helguad Paratrooper 2,520 Heavy infantry 20,349
Scout Helguard Regiment 1,842 Armour 75,406
    Rough Riders 7,200
Infantry 23,486 Drop Infantry 9,583
Mech Infantry 136,631 Siege Infantry 5,418
Light Infantry   Void Infantry 27,758
Armour 1,551 Jotun Regiments 10,255
Rough Riders      
Drop Infantry 8,256 Transport Regiment 7,200
Siege Infantry 585 Artillery Regiment 29,403
Void Infantry   AA Regiment 6,344
    Sentinel Regiment 3,172
Vanquisher Regiment 194   530,837
Hellhound/Devil Dog Regiment 969 PDF  
Bane Wolf Regiment 969 Infantry Regiment 332,922
Anti-Air Regiment 969 Heavy Infantry Regiment 176,719
Artillery Regiment 3,392 Light Infantry Regiment 96,588
Sentinel/Goliath Regiment 485 Armour 67,861
Deathstrike Battery 582 Mechanised Infantry Regiment 242,259
Deathstrike Life-Eater Battery 10 Artillery 19,824
Combat Engineer Regiment 1,938 Drop Infantry Regiments 17,036
    Void Infantry 25,425
Phase-Tank Regiment 194 Siege Infantry Brigade 16,015
Land Speeder Regiment   Jotun Regiments 22,789
Fast Armour Regiment 1,384   1,161,568
    Air  
Skimmer Regiment 48 Fighter Wing 265,505
Land Raider Regiment 19 Advanced Fighter Wing 35,974
Phase-Tiger Company 97 Bomber Wing 152,707
    Advanced Bomber Wing 20,176
Knights 916 Cargo Wing 29,282
Macharuis Heavy Armour Regiment 97 Armed Cargo Wing 17,730
Macharuis Vanquisher Heavy Armour Regiment     521,373
Macharuis Mega-Vanquisher Heavy Armour Regiment 194    
Baneblade squadron 39 Number 1,743,631
Magni Transporter Company 48    
Leviathan 6    
Capitol Imperialis 1    
Fellsword Regiment (10) 19    
Helheim Pattern Adjudicator Mobile Assault Platform (Drago's Glory, Pask's Will) 4    
Northern Sentinel Maniple (24) 39    
  240,753    




                 
Trust Central Government Thrones income Material Income Metal Income Promethium Income Advanced Material Exotic Material Food
  Tithe 759,099,588,702 88,044,286,564 154,560,853,432 34,163,877,271 135,440,140 1,715,242 506,412
Economic Strength (kCredits) Trade Levy 70,006,800,000 2,000,000,000 26,000,000,000 6,500,000,000 3,500,000 -130,000 23,303
3,928 Central Government -7,000,000,000 -720,000,000 -950,400,000 -600,000,000 -400,000 -4,000  
  Army -38,498,199,873 -1,233,244,944   -2,029,471,646 -104,326,809 -582,573 -10,973
Military Navy -737,280,000 -29,176,505,400 -1,829,520 -9,282,908,040 -93,374,676 -325,065  
21,946,190,594 Inquisition -10,000,000,000 -100,000,000 -1,000,000 -10,000,000 -1,000,000 -200,000 -100
  Merchant Marine -6,124,000 -1,085,000 -298,000 -1,002,800 -446 -1  
  Trade -600,000,000,000   -160,000,000,000 -45,000,000,000 49,000,000 190,000  
  Total 189,737,265,991 68,182,701,823 19,893,384,168 -12,682,490,469 5,761,873 702,510 518,642
admin Reserves 21,154,434,219,739 2,054,424,607,272 6,433,989,599,128 1,554,230,143,194 1,529,070,425 36,371,674 41,082,364
0.30 End Total 21,903,120,549,691 2,355,338,116,386 6,513,456,519,966 1,490,807,690,847 1,537,879,791 39,684,224 43,675,572
Imperial Trust of the Nine Worlds Treaty

Preamble

In recognition of the New Imperial Truth and acceptance of the sacred charge placed upon them the Nine Worlds of the Asgard sub-sector hereby create the Imperial Trust. The Imperial Trust will strive to fulfill the will of the God Emperor of Mankind and serve him when he is reborn once more. The Imperial Trust will strive not only to provide security to those under its care but also prosperity, so as not to repeat the mistakes of its predecessor.

1. The High Council shall be made up of the Planetary Governors of the Nine Worlds, the Fabricator-General of the Adeptus Mechanicus, a representative chosen by the Inquisition, one representative from the Low Council for every twenty-five councillors sitting on the Low Council and a representative chosen by the Security Council who may not be a Planetary Governor of the Nine Worlds.

1.i Representatives from the Low Council to the High Council are determined as follows: Pools of at least three candidates must have the support of at least twenty-five Low Councillors, each of whom may support only a single pool of candidates. The High Council must select one of the candidates in this pool after hearing and deliberating on the merit of each member by blind, anonymous vote. In the case of a tie, the Low Council will cast a deciding vote by simple majority.

1.ii Representatives from the Low Council to the High Council serve for three regular High Council Meetings, whereupon they are subject for re-election by the Low Council. A simple majority vote renews their tenure for an additional two regular High Council Meetings. Present Representatives from the Low Council to the High Council may not take part in this vote.

1.iii Representatives from the Low Council to the High Council may also be removed from their positions at any time by a two-thirds majority vote by the Low Council, in which the councillor in question may not be permitted to vote.

1.iv. The position of Honorary Member of the High Council can be confered either by two-thirds vote (Hereafter refered to as HM-A) or by special appointment by the Low Council (Or HM-B). Honorary Members can put forth measures for the High Council to debate and vote upon, but do not themselves have the right to vote. This position is intended for highly respected individuals whose advise would be invaluble to the High Council, but do not otherwise have a right to sit on it. These positions would be given to individuals rather than to positions. In the former case, this position can be stripped by a two-thirds majority vote of the High Council.

1.v. In the case of HM-A, an Honorary Member can be stripped of their title and position by two-thirds majority vote of the High Council.

1.vi. In the case of HM-B, the position is assigned as followed: Prior to each regular High Council Meeting, for each Low Council Representative on the High Council, the Low Council may directly elect up to two members of the Low Council into a special Rotating Honorary High Council. These Honorary Members are chosen by simple majority vote. In addition, a world with a Low Council Representative to the High Council cannot have a Honorary High Council Seat, and furthermore, once a world has been selected for an Honorary High Council Seat that world cannot again be selected for the next fifty years.

2. The High Council shall meet to discuss the state of the Imperial Trust and policy every ten years at minimum. Any member of the council may call for an earlier meeting, and if three other members of the High Council agree then the High Council shall convene.

2.i. A quorum of half plus one of the High Council is necessary for it to convene.

2.ii. In the event that a member of the High Council is unable to attend, send a representative of their choosing, or communicate with the rest of the High Council remotely due to Warp Storms, sieges, or other disasters their representative on the Low Council shall represent them when the High Council convenes. In addition, each High Councillor must have at least one secondary emergency representative living in a system other than their own and other than the system in which the Low Council convenes.

3. Law and policy shall be determined by majority vote of the High Council.

4. In between meetings of the High Council, each member of the High Council shall appoint a representative to the Low Council which shall serve as the constant standing legislative body. These members of the Low Council may be recalled or replaced at will by the member of the High Council that appointed them. The High Council may, by a vote of two thirds require the replacement of a member of the Low Council.

4. The Low Council shall have power to determine the following by majority vote, but may be over ruled by majority vote of the High Council:

4.i. The budget of the Imperial Navy. A special section of the budge will be included for the construction of new ships.

4.ii. Size and budget of the Imperial Guard.

4.iii. The organization and formation of new Administratum departments as created by the High Council, the reorganization of existing Administratum departments as needed to execute the directives determined by the High Council.

4.iv. Temporarily increase the funding of the Inquisition until the next meeting of the High Council, which must then approve the increase if it is to become permanent.

4.v. Receiving foreign Ambassador and Emissaries.

4.vi. Appointing Ambassadors and Emissaries to foreign powers.

4.vii. Negotiating agreements with foreign powers, but requiring approval by the High Council.

4.viii. Authorizing naval anti-piracy operations that are outside of the Imperial Trust's borders but not within the borders of a recognized foreign power.

4.ix. Selecting which resource the Valuable Resources Tax shall apply to on each world.

4.x. Any other actions necessary to carrying out duties assigned by the High Council, subject to consistency with the other provisions of the organization in this document.

5.i. The Low Council may, by three quarters vote, waive a planetary system's tithe for a period of one year in order to mitigate the costs of invasion or other disaster, and thus allow the planetary system to recover.

5.ii. The Low Council may additionally, by three quarters vote, provide a planet with resources to help it recover from invasion or disaster. This may not be more then twice the current tax income from the Imperial Trust or 10% of the Imperial Trust's reserves,whichever is higher.


6. The High Council shall have authority to determine the following by majority vote:

6.i. Approval or over-ruling of Low Council decisions.

6.ii. Changing the funding levels of the Inquisition.

6.iii. Setting the general tithe levels, which must be specified in proportion to a planetary system's production (measured in Thrones, Material, Metal, Promethium, Advanced Material, and Exotic Material), and the tithe level must be the same for all planetary systems. These are currently set at 25% of all income types.

6.iii.a In addition there will be a Valuable Resources Tax, which will raise the tax rate by 10% on a single resource on each world.

6.iii.b. The Imperial Trust will refund a proportion of these taxes equal to 20% of the resources spent on the maintenance of those units eligible to be tithed to the Imperial Trust Guard.

6.iii.c. This rebate can be increased by 1% per additional percent that is tithed to the Imperial Trust.

6.iv. Setting trade taxation levels,which must be uniform throughout Imperial Trust space. These are currently set at 10% of total trade.

6.vii. Set military forces tithes for the Imperial Guard, as well as compensation for disproportionate military tithes.

6.viii. Constitute Tribunals inferior to the High Judges if such are determined to be necessary.

6.ix. Grant Letters of Marque and Reprisal, and make Rules concerning Captures on Land, Water, and in Space.

6.x. Other actions necessary to carrying out the other provisions of the organization in this document.

7. The High Council shall have authority to make the following decisions by two thirds majority.

7.i. Declare War.

7.ii. Approve treaties and agreements with foreign powers.

7.iii. Impeach and remove members of other branches of the government. Including the Low Council, the Administratum, the High Judges, and the heads of the Imperial Navy and Imperial Guard in the Security Council.

8. Major organizations without representation on the High Council may put forth petitions to the High Council that must be considered as proposals to be voted upon. Such organizations include but are not limited to the Ecclisiarchy, the Low Council, Navigator Houses, the Adeptus Astra Telepathica, and the Imperial Bank.

1. The Security Council shall be composed of three generals from different worlds, three admirals from different worlds, one member of the Adeptus Astartes and one member of the military arm of the Adeptus Mechanicus appointed by the High Council. The Security Council's representative on the high Council shall have no vote in these appointments. The Security Council is responsible for determining how to best use the Imperial Trust's shared military resources to the best effect in matters of defense and in times of war in matters of offense.

1.i. The Security Council shall have the authority to demand the immediate secondment of a full third of all units subject to the tithe in order to deal with immediate threats.

1.i.a. These forces immediately fall under the command of the Security Council, and stay there until either the threat has been dealt with or the High Council declares otherwise.

1.i.b. The High Council has the authority to overrule the Security Council on this matter with a simple majority vote.

2. The Imperial Guard shall be headed by one of the three generals to be decided upon by the High Council, with the other two generals serving as sub-generals.

2.i. Members of the Imperial Trust must provide a portion of its military forces to serve in the Imperial Guard. This portion can be changed by a vote of the High Council and is currently 10% of all second line PDF units, 20% of all Knights, 20% of front line PDF regiments and 35% of Grenadiers.

2.i.a Additional forces may be tithed to the Imperial Trust Guard with the permission of the Security Council.

2.ii. The Imperial Guard will serve as a reaction force against threats that cannot be defeated by local forces.

2.iii. When an Imperial Guard force is on the ground on a world actively engaged in a defensive war, the commander may take command of the local PDF and militia forces under their local commanders.

3. The Imperial Navy shall be headed by one of the three admirals to be decided upon by the High Council, with the other two admirals serving as sub-admirals.

3.i. Members of the Imperial Trust must provide a minimum of half of each class of warp-capable warship in their possession, rounded down, to be placed under the command of the Imperial Navy to be stationed and deployed where needed. Vessels placed under central command will be maintained using the Imperial Navy's resources. Worlds may place more than the minimum of their fleet into the care of the Imperial Navy if desired and accepted by central naval command with each such additional vessel becoming a permanent component of the Central Navy.
3.i.a. The Security Council may set up a point based valuation system by which ships of different classes may be tithed as an alternative to tithing every other ship of the same class.

3.ii. Orbital defenses and non-warp capable defense vessels shall be owned and commanded by local forces. However, if the Imperial Navy is present during a battle the senior officer may take command of all local naval assets for the defense of the system.

3.iii. The Imperial Navy may purchase additional vessels at its own discretion to be kept under its permanent command, provided it has the budget to do so.

1. The Administratum shall be responsible for the collection of taxes and tithes, ensuring the efficient distribution of the Imperial Trust's collective resources, and any bureaucratic duties as determined by the High Council and managed by the Low Council. The Low Council may appoint department heads as it deems necessary.

2. The Administratum shall maintain the following departments from the old Imperium, with some changes.
2.i. Departmento Munitorum - Responsible for distributing resources and logistics for the Security Council and the management of Imperial Guard tithes.
2.i.a. The Departmento Munitorum will maintain a central fund to ensure all worlds that require orbital defenses can afford to build and maintain them. The building of an appropriate level of orbital defenses shall be provided by this fund to all worlds unable to bear the cost. Worlds will be responsible for the upkeep of one set of Heavy orbital defenses and up to thirty non-warp capable defense vessels at a cost of up to 20% of the world's GDP. Any additional costs will be covered by the central fund. Whether any maintenance costs beyond this for additional defenses will be covered is at the discretion of the head of the Departmento Munitorum, with approval by the Low Council.
2.ii. Estate Imperium - Record keeping department.
2.iii. Logis Strategos - Responsible for analysis of threats and working with the Inquisition, local Arbites, and other intelligence and security organizations.

3. The Administratum shall have the following new departments, with more departments possibly being added by the High Council at a later date.
3.i. Imperial Mint - A department that will be responsible for the minting and management of currency.
3.ii. Imperial Trade Bureau - Responsible for the management of the Imperial Merchant Marine and collection of trade taxes.
3.iii. Departmento Treasurius - Responsible for the distribution of funds to various organizations.
3.iv. Departmento Revenus - Responsible for the collections of all other tithes, taxes, and fees.
3.v. Departmento Standardis - Responsible for fixing standard weights and measures.

4. The old Historical Revision Unit shall be forever disbanded and no similar department shall be created, for lies displease the Emperor.

1. The Inquisition is an organization of individuals and their chosen agents with a high degree of autonomy who are charged with preventing the corruption of the Imperial Trust, whether this corruption be from the Ruinous Powers, hostile xenos, or simple greed and incompetence.

2. Inquisitors shall have immunity to local laws. Inquisitorial Acolytes shall also have limited immunity, to be determined in the code of conduct. Inquisitors are encouraged to work with local law enforcement where possible, but this is entirely at their discretion.

3. The Inquisition will create a code of conduct to which its agents are expected to adhere, to be approved by the High Council. Changes to this code must be proposed by the Inquisition and again approved by the High Council.

4. The Inquisition is expected to be self-policing. In the event that an Inquisitor violates the code of conduct or otherwise oversteps the boundaries of their authority, the other members of the Inquisition are expected to deal with the matter appropriately. In the event that the Inquisition does not resolve the matter, no less than two members of the High Council may call for a trial to remove the accused Inquisitor from the organization. The trial shall be lead by a panel of judges made up three randomly selected members of the High Council that are not among the accusers or the Inquisition. The accused Inquisitor must be allowed competent defense counsel.

5. No Inquisitor may be a Planetary Governor, member of the Security Council, or head of an Administratum department.

6. Inquisitors do not have the authority to command the Planetary Governors of the Nine Worlds or other members of the High Council, nor do they have the authority to call Exterminatus.

7. The Inquisition may maintain a force of warships, merchantmen, and troops that does not exceed 5% of that held by the Imperial Navy, Imperial Merchant Marine, and Imperial Guard. Purchase and maintenance of these assets will be paid for by the Inquisition. Distribution of these assets among their numbers will also be controlled by the Inquisition.

1. There will be nine High Judges. Each Planetary Governor of the Nine Worlds may nominate one judge from the Adeptus Arbites or other suitable agency to serve as a High Judge with approval by majority of the High Council. High Judges are appointed for life, subject to removal only due to corruption, gross misconduct, or inability to perform their duties.

2. When there is a legal dispute between worlds, a randomly selected panel of five of the High Judges not from the worlds in question shall be convened. The panel will attempt to mediate the dispute. If no agreement can be reached, the panel will hear arguments and make a judgement to settle the dispute. Deliberations between the High Judges will be held in closed chambers, and their votes regarding verdicts will be kept secret.

1. The Imperial Trust is not inherently hostile to Xeno species that give humanity the same respect.

2. The Imperial Trust may incorporate Xeno nations and species as protectorates. The details of each nation or species shall be handled on a case by case basis by the High Council.

1. The official religion of the Imperial Trust is the New Imperial Truth, as revealed to Saint Seamus Lin by the God Emperor of Mankind himself. This shall be codified in a holy text he shall pen.

2. Local religious traditions and practices that are not in conflict with and acknowledge the New Imperial Truth will not be oppressed. Xeno protectorates may maintain their own religion so long as they do not contradict the New Imperial Truth.

3. The worship of the Ruinous Powers or any other daemon is forbidden to all and punishable by death. All humanity have a duty to disobey and attempt to stop any other who they suspect is corrupted by the Ruinous Powers.

4. Cults worshiping xenos are proscribed for humans. Any cult worshiping hostile xenos is proscribed for any xeno protectorates.

5. The Cult Mechanicus is acknowledged as an accepted religion within the Imperial Trust. At the time of founding, the senior member of the Adeptus Mechanicus shall be given the title of Fabricator-General and be considered the head of the Cult Mechanicus within the Imperial Trust. Future Fabricator-Generals shall be decided upon within the Adeptus Mechanicus itself by their own internal policies.

1. To provide for ease of credit and transfers of funds within the Imperial Trust, each of the Nine Worlds shall establish a branch of a central bank, with the central branch located on Midgard. Each branch shall be able to call upon all the others for credit and shall share reserves.

2. Each of the Nine Worlds shall have shares in the bank, with the total shares owned by the planetary governments of the Nine Worlds becoming no less than 70% of all total shares. At the time of the bank's founding, half of the 70% required to be held by the planetary governments will be split between the Nine Worlds evenly and shall be held in perpetuity, with the remaining half being divided according to the wealth of the individual planets and may be traded among them. The remaining 30% may be traded freely and will be put on the open market for purchase, though no single individual or organization may own more than 3% of the total shares.

3. The treasury department shall deposit currently unused funds in the central bank.

4. Other banks and merchants may deposit money with the central bank.

1. At the founding of the Imperial Remnant, all worlds will give 1/3 of their Merchant Transports and 1/2 of their Mass Conveyors to the Imperial Merchant Marine. The Imperial Trade Bureau may purchase additional trade vessels as needed.

2. The Imperial Merchant Marine will be paid for through trade taxes.


1. The following guidelines govern what technology can be shared with non-Imeprial Trust members.
1i. Imperial level technology can be traded in any situation following these guidelines.
1ii. All STC trades and Dark Age technology requires a majority vote on the High Council to be carried out, as does any trade that violates the guidelines.
1.ii.a. Both the Security Council and the Adeptus Mechanicus can veto any technology trade of any type, this veto can only be overruled by a two thirds majority in the High Council.
2. What follows are the basic guidelines
2i. Non-chaos tainted, and non-hostile human polities: Free to trade them Imperial civilian goods
2ii. Non-aggression pacts with human polities: Free to sell them Imperial military goods
2.ii.a. Bolstering Human Navies: As a specific sub-set of this, it is encouraged to use some of the Trust's shipyard space to build Imperial Era ships for other human polities, specifically for capital ships. The surrounding polities seem to rely on very large numbers of escorts in comparison to the Trust, likely due to them being much faster to build and therefore replace. The Trust can build capital ships faster than its neighbors due to its better technology, and our Imperial era ships are likely to be of higher quality than what most of our neighbors can build themselves, so filling out their navies with more capital ships could give them an important edge. Imperial Era Defence Monitors could also be produced quickly and cheaply to bolster other humans defensively. The Security Council should identify priority targets for this policy and bring it before the High Council for consideration.
2.iii. Defensive alliances: Free to trade them Imperial civilian STCs and most Imperial military goods
2.iv. Full alliances: Free to trade them Imperial civilian and military STCs, and Dark Age civilian goods.
2.iv.a.Economic Aid Packages: Even before most of the Dark Age tech was discovered, the Imperial Trust's economy was larger than it otherwise would have been due to the various economic STCs that Avernus purchased from Atlas. A strong supporting economy is the backbone of any war effort, and the ability to produce more material and grow the population faster is essential. While not all of them should necessarily be granted, looking to have a package of the various Imperial Era economic boosting STCs that could be given to allies would be a good idea.
2v. Protectorates: Free to trade them Imperial civilian and military STCs, and Dark Age civilian goods. May establish enclaves within the protectorate controlled by the Trust to produce select Dark Age technology using STCs, each STC and protectorate subject to individual approval by the High Council.

1. The Imperial Trust acknowledges that it will very likely expand in time, either through colonization of nearby star systems or through the inclusion of already established human worlds. Changes to the governmental structure above may be necessary and will be considered by the High Council at that time. This will require a three quarter majority vote in a full meeting of the High Council.

2. The Imperial Trust claims all star systems within a ten light year radius of any of the Nine Worlds as falling under its borders at the time of founding.

3.i. Uninhabited and unclaimed systems are considered to be the property of the nearest Low Council Member. The owner must give permission for any colonies or resrouce colonies to be in a system.
3.ii.a. To establish a full colony a system must seek initial approval from the Security Council, which shall evaluate both the extent to which it would extend the military resources of the Imperial Trust, and if there are any competing claims by outside powers that could entangle us in conflicts. Security Council decisions are preliminary until the next High Council meeting which will either approve or overrule the Security Council decision. The High Council must always approve the settlement of a system claimed by an outside power prior to colonisation efforts beginning. (Point out Fjol IV as an instance where we would support colonisation despite being claimed by an outside power - the Dark Eldar - because we'd be fighting them anyway.)
3.ii.b. If a colonising planet wishes to establish additional full colonies, that the level of defences required for all colonies of that coloniser shall be increased. This increase shall be one stage in all respects.
3.iii.a. A planet have as many Resource Colonies as it wants so long as it is within ten light years of a member of the low council.
3.iii.b. The Security Council may impose a higher level of defences on Resource Colonies after the first as they determine is necessary based on the Imperial Trust's security situation.

4.i. Full colonies must have a minimum level of defences, with STC availability tied to those defence levels. That there are required defence improvements that must happen by a certain number of years after colonisation.
4.i.a. A colony must have either two hundred PDF Regiments when founded, with an additional two hundred regiments being required for every full twenty years that the colony has existed or have five percent of the population in the PDF, whichever is higher.
4.i.b. A colony must have at least heavy ground defences when founded. This must be upgraded to very heavy within forty years of founding and superheavy within eighty years of founding.
4.i.c. A colony must have at least ten Defence Monitors and a Helheim Pattern Defence Cruiser when founded, with another ten Defence Monitors and a Helheim Pattern Defence Cruiser for every full forty years that the colony has existed.
4.i.d. Within 35 years of founding the colony must establish a civilian militia composed of at least 50% of the adult civilian population. The must receive a minimum of four hours of weekly training and the colony must maintain enough Impaler Carbines and body armour to equip all of them.
4.i.e. After fifty years, at least 75% of the PDF being recruited from that point should be from the local population.
4.ii Full colonies have certain protections that the coloniser must follow, if any are broken the matter will be brought to the High Council by the Inquisition or by the colony itself.
4.ii.a. Each colony shall be required to give no more than half of its tax income to the coloniser, a number that cannot exceed twelve and a half percent of its total income.
4.ii.b. Within a decade of the colony forming it shall have a local government made up entirely of people living on the colony.
4.ii.c. After fifty years, 50% of the local government officials must be native born or have 25 years of residency.
4.ii.d. After seventy-five years 66% of the local government officials must be native born or have 35 years of residency.
4.ii.e.After one hundred years 75% of the local government officials must be native born or have 50 years of residency, and the colonial government will be subject to an Inquisitorial audit to ensure that the coloniser has not attempted to set up a puppet government.
4.ii.f. The local government should have the right to present petitions to the High Council and that the High Council shall have the right to intervene in any colony with a two thirds vote.
4.iii. Full colonies shall be established with the expectation of independence within one hundred years, at which point they will gain a seat on the Low Council. However, a favourable long term trade agreement may be established between the colony and coloniser, that can extend for no longer than 100 years after independence. If a colony has not achieved independence within one hundred years of its founding, it may petition the High Council to be moved from the coloniser's control and be directly administered by the Imperial Trust instead. In such cases the Trust will act to improve the colony to full independence as soon as possible.
4.iv. If the sponsor of a full colony is cut off by Warp Storm from being able to support it's colonies, then the Imperial Trust will take over sponsorship until the original sponsor returns.
4.v. After twenty years, a basic level of universal education must be available to the population. At fifty years, some level of higher education must be made available. The Low Council will spend some time over the next ten years working with the educational institutions of the Imperial Trust to establish a few proposals for the minimum curriculum, which will be voted upon by the High Council in ten years.

5.i.a. The coloniser shall have exactly the same rights over the Resource Colony as it has over its own world, making the Resource Colony an extension of the coloniser, except where noted below.
5.i.b. Any of the requirements below can be waved for a Resource Colony with a two third majority vote of the High Council.
5.ii.a. A Resource Colony must be under half a billion humans in order to count as a resource colony and if it exceeds that number then it becomes a full colony with the year of founding being the year in which it exceeded the population maximum
5.ii.b. The residents of a Resource Colony, or any member of the Low Council, may petition the High Council for the Resource Colony to become a full colony, presenting arguments as to why the colony provides something of value to the Imperial Trust as a whole to justify the change in status. This motion must pass with a two thirds majority.
5.iii. At least a fifth of the income of a Resource Colony must be spent on the colony
5.iv. Resource Colonies must have a minimum level of defences, with defence levels increasing as the Resource Colonies production increases.
5.iv.a. Each Resource Colony is required to have at least high level ground and orbital defences.
5.iv.b. For every three billion Thrones worth of production that a Resource Colony has, at average Imperial Trust prices, the required level of ground and orbital defences must be increased by one level.
5.iv.c. Each Resource Colony is required to have at least one Defence Cruiser and five Defence Monitors.
5.iv.d. For every three billion Thrones worth of production that a Resource Colony has, at average Imperial Trust prices, one Defence Cruiser and five Defence Monitors must bee added to the defence fleet.
5.v. The STCs and Australia capabilities of a Resource Colony will be restricted.
5.v.a. A Resource Colony shall not be given any Advanced or Exotic Material STCs above the basic, any military STCs other then those required to produce the more basic weapons or any Naval STCs
5.v.b. A Resource Colony shall not be given any STCs that it does not have a clear and immediate requirement for.
5.v.c. A Resource Colony shall not have any shipbuilding capabilities.
5.v.d. A Resource Colony shall not have more then 50% more manufacturing capacity then is needed for upkeep.

6. Colonization of Conquered Systems
6.i. For every cluster of systems conquered by the Imperial Trust that is similar in size to an Imperial sub-sector, one world shall be chosen by the High Council to be colonized as a cooperative managed by the Low Council. This colony shall be intended to be the primary base for the local Imperial Trust Guard and Imperial Navy, as well as any other functions that need a local centralized location. A recommendation for which conquered system is most suitable shall be made by the Security Council.
6.ii. Additional conquered systems shall have their colonizers determined by the High Council.
6.ii.a. When the colonizer of a conquered system is being determined, members of the Trust may present their bid to the High Council, and the High Council shall choose from among the bids. Colonization plans presented must be valid and set to begin within a reasonable time period. If there are multiple bids and the High Council cannot come to a majority vote, the bid with the highest number of votes shall be picked. In the event of a tie vote, the Security Council will pick the colonizer from those members.
6.ii.b. Bids made by members of the Trust who have had more colonies on conquered systems than other Trust members making a bid shall be considered invalid.
6.ii.c. Joint bids may be made, with a primary colonizer listed on the bid for the purpose of whose colony it is for section 6.ii.b. Joint bids will be managed by whatever system the joint colonizers agree upon.
6.ii.d. In the event that no member of the Trust makes a bid to colonize a conquered system, the conquered system will be colonized as a cooperative managed by the Low Council.
6.iii. As conquered systems may represent a strategic interest to the Imperial Trust, the Security Council may add additional requirements beyond the norm for colonization procedures. These additional requirements may be vetoed or altered by the High Council.

1. The Planetary Systems give up the power to conduct foreign diplomacy on their own

2. The Planetary Systems give up the power to grant letters of Marque.

3. The Planetary Systems give up the power to coin money.

4. The Planetary Systems give up the power to emit bills of credit.

5. The Planetary Systems give up the power to lay imposts and duties on trade from other planets.

6. The Planetary Systems shall give full faith and credit to the public Acts, Records, and Judicial Proceedings of each other Planetary System.

7. The Planetary Systems give up the power to deny extradition of criminals and suspected criminals to other Planetary Systems.

1. The Planetary Systems reserve the power to raise and maintain Armies.

2. The Planetary Systems reserve the power to build and maintain a Navy.

3. The Planetary Systems reserve the power to create and enforce local laws suited to their conditions and needs.
1. It is the responsibility of every Planetary System to maintain their Planetary Defense Force or equivelant military organization to a minimum standard of training and force size.

1.i. The minimum training standards shall be slightly below the minimum standards accepted by the Cadians before the collapse of the Imperium. This standard must be met before any ability enhancing equipment is taken into account.

1.ii. The minimum force size shall be five percent of the Planetary System's population.

1.iii. The Security Council shall be responsible for inspecting Planetary Systems once every twenty years, with the right to one additional surprise inspection during that time period. Should a Planetary System fail to meet the standards a reinspection will occur every five years until such time that the Planetary System meets the standards specified.

1.iv. The first infraction a Planetary System failing to meet standards in a time period of two centuries will be met with a warning and the Security Council sending advisers to assist the Planetary System in meeting the standards.

1.v. Any infractions beyond the first shall be met with a doubling of tithes until the Planetary System has passed an inspection.

1.vi. Inspections will begin ten years after the establishment of these standards. Worlds affected by disaster or invasion may petition the Security Council for an extension.

2. It is the responsibility of every Planetary System to maintain their ground and orbital defences to minimum standard.

1.i. The minimum standard for ground defences shall be what is considered to be Super-heavy by the Security Council.

2ii. The minimum standard for orbital defences shall be 50 Advanced Defence Stations, 250 Advanced Heavy Weapons Platforms and 1,250 Advanced Orbital Weapons Platforms.

Distance Asgard Alfheim Vanaheim Jotunheim Midgard Svartalfheim Niflheim Avernus Muspelheim
Asgard NA 11 15 9 14 18 15 18 24
Alfheim 11 NA 14 13 7 13 15 14 15
Vanaheim 15 14 NA 23 16 11 25 21 17
Jotunheim 9 13 23 NA 9 18 8 11 17
Midgard 14 7 16 9 NA 10 9 7 11
Svartalfheim 18 13 11 18 10 NA 17 11 9
Niflheim 15 15 25 8 9 17 NA 6 11
Avernus 18 14 21 11 7 11 6 NA 7
Muspelheim 24 15 17 17 11 11 9 7 NA
                   
  City Size Large Town Regional City Minor City Major City Small Hive Large Hive Huge Hive Examples
Fortification level   0.25 0.50 1.00 2.00 4.00 8.00 16.00  
None     5 15 25 40 55 75  
Very Light 1 5 10 25 35 50 65 85  
Light 2 15 20 35 45 60 75 95  
Medium 3 35 40 55 65 80 95 115  
Heavy 4 65 70 85 95 110 125 145 Midgard, Vanaheim, Alfheim,
Very Heavy 5 105 110 125 135 150 165 185 Jotunheim, Asgard,
Super Heavy 6 155 160 175 185 200 215 235 Avernus. Nilfheim, Byzantium
Incredibly Heavy 7 215 220 235 245 260 275 295 Svartalfheim, Muspelheim
Ultra Heavy 8 285 290 305 315 330 345 365  
Sufficient 9 365 370 385 395 410 425 445  
Excessive 10 455 460 475 485 500 515 535  
Last updated: Turn 122







                         
Total     Imp Trust Vanaheim Midgard Muspelheim Asgard Alfheim Jotunheim Svartalfheim Niflheim Byzantium
2
Prophet Class Hyper Carrier (1 Pjo 1 Legend)
  2                  
1
Genghis Class Command Battleship
    1                
1
Einherjar Class Command Battleship-
                     
1
Vajra Class Command Battleship
  1                  
1
Alexander Class Command Battleship
  1                  
22,272       22,272                
2
Stealth Battleship
    2                
87 Medium Battleship 20 Legate, 14 hero, 14 Champion 48 38                
27 Fast Battleship 3 Hun 3 Martyr, 6 21                
43 Armored Battleship 17 Saint, 26 Bersercers 43                  
433 Grand Cruiser 101 Gurkha, 102 Scot, 108 pope. 112 Land 423                  
1,721 Heavy Cruiser 977 Chevalier 177 Teutonic 178 Templar, 243 Pal 1,573                 4
158 Battlecruiser 8 Marauder, 2 Diciples, 2 Uhlan 12 146                
10
Night Class Battlecruiser
  3     6            
804 Defence Cruiser 120 Castle, 95 Fortress, 95 Cathedral, 70 Castra 445 110 20 20 10 10   10 10 20
212 Knight Cruiser 55 Cata, 30 Sam, 41 Ksh, 81 Knight 207                  
42 Corsair Class Fast Cruisers Poacher 1 41                
149 Warrior and Praetorian Class Cruisers 22 War, 23 Pre, 24 Hop, 9 Bolas 77 22 16              
90
Bishop Class Carrier
  47   37              
2,721 Escort Cruiser 303 Monk 998 Youxia 1,401 456               20
146 Light Cruiser 20 Buc,83 Adherent 103 38                
160 Fog Class Light Cruiser 20k crew (1 Flotilla) 61     80           5
15,491 Page and Squire Class Frigate 4,583 Squire 4,632 Page 9,215 5,700               200
23,041 Soldier and Legionnaire Class Destroyers 11,762 Sol 1,920 Leg 13,682 8,887 102              
1,204
Privateer Class Raider
  210 970                
1,419
Shadow Class Destroyer
  604 23   681           50
35
Decent Class Destroyer
                     
216
Military Transport
  100       100          
                         
Total     Imp Trust Vanaheim Midgard Muspelheim Asgard Alfheim Jotunheim Svartalfheim Niflheim Byzantium
25 Orbital Habitats                      
20 Space Station   5 3 3   1 1 2 1 1 1
1,831 Dock 1 slip   200 1,000 500 25 10 10 10 5 5 10
424 Shipyard 8 slips   1 360 29 20 3         3
92
Large Shipyard 32 slips
    60 27 2            
17
Huge Shipyard 128 slips
    12 3              
4
Gargantuan Shipyard 512 slips
    3 1              
1 Colossal Shipyard 2,048 slips 40 mil production   1                
2
Ramilies Starfort 10 slips
          1          
1,398 Orbital Cities     1,383                
9
Muspelheim Orbital City
        9            
408
Orbital Defense Platform
    8 400              
152
Heavy Defense Platform
    2 150              
47 Defense Station     1 40              
32,402
Advanced Orbital Defense Platform
  500 12,500 3,750 2,502 1250 1250 1250 1000 1250 1250
6,630
Advanced Heavy Defense Platform
  100 2,500 750 500 250 250 250 250 250 250
1,294
Advanced Defense Station
  20 500 150 100 50 50 50 50 50 50
                         
136
Medium, thick Minefeld
    125   10            
                         
11
Muspelheim Forward Base
  11                  
[/spoiler][/spoiler][/spoiler]
 
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