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

Investigate the Sea?

  • Yes

    Votes: 592 80.3%
  • No

    Votes: 145 19.7%

  • Total voters
    737
we should get Ridcully to see what state Atlas is in and if they still have the tech we trade with and see the aftermath of there failed invasion had on it and Chrone with its loses around 45% and Atlas think it was 90% loses
I'd be more concerned about it reverse engineering the tech Turoq gave it.
 
I'd be more concerned about it reverse engineering the tech Turoq gave it.
the Admech and Dark Admech are very bad at reverse engineering any tech with out the STC so it might take them centurys or a millennium to do it and they did lose many of there higher level tech priests in the invasion and there might be is a civil war because of those loses and they may lose thoses tech samples
 
the Admech and Dark Admech are very bad at reverse engineering any tech with out the STC so it might take them centurys or a millennium to do it and they did lose many of there higher level tech priests in the invasion and there might be is a civil war because of those loses and they may lose thoses tech samples
They already were making a good deal of progress reverse engineering stuff, thanks in part to Turoq kidnapping our tech priests, the fact that the Dark Mech are not bad at reverse engineering they're just lazy (the mech too, are not necessarily bad at it, they're just religiously disinclined to even try if there isn't a 150% chance of success) and they can cheat.

If they're willing the pay the cost then they can reverse engineer things easily.

The problem for them is that most of the stuff they stole is AM and EM heavy and they didn't get much of that, which limits its use.
 
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Avernigma: Tales of the Stygian Sea - Ep. 1: The Fireheart Pharos
So this was initially a four pager and then it turned into a six pager and now it's eleven pages. I hope you guys like adventures in Stygia, because we're joining one familiar face and one unfamiliar face in a sojourn into one of the many anomalies in the waters surrounding the city. There'll be more eventually, covering the actual city itself and the people who live there, but this is an example of a day-in-the-life of one of its exploration teams, and a possible find in the northern reaches of Avernus, when we finally start expanding that way. @Durin and thread, I hope you all enjoy! (Also if there's something I can do to aid the canonicity, let me know!)

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Avernigma: Tales of the Stygian Sea - Ep. 1: The Fireheart Pharos


It's a cold and snowy day.

Emphasis on the cold. So cold. So cold that I could feel it in my bones. So cold that the sea foam's half-turned to diamond dust. But maybe worse than that is the snow. 'Snow.' I asked my companion how the blazes that could even start to be. How snow? How does it snow when there are no clouds? When there's no sky, at least as far we know? When there's only the dark, stretching into the infinite above us, how does it snow? The Magos claim there's a ceiling somewhere hidden up there further than the eye can see, and that the lights in the sky are literally diamonds, inset into the roof over our heads. But somehow, deep down, I know it can't really be so simple.

"It's not," my companion replies, dusting the frigid, chalky residue from a reinforced plasteel shoulder. "High above us are the remains of some incredible creature, miles long. What's falling on us is all that's left behind as its corpse slowly decomposes." Metallic manipulators fiddle at the beeping, booping box that he calls a navigation system. With the fog so thick, I can hardly blame him. Emperor only knows how he can tell one beep from another, but it's probably better than what I'm getting out of my eyes. At least boxes don't care about fog. "Breathe in deep, Guardsman. You can smell the grandeur of it."

Somehow, his answer does nothing to put me at ease.

"Smells more like salt and oil-stink than 'grandeur.' And the cold? Don't tell me caves have weather patterns now."

"That, I can't explain. Not yet, anyway." my half-mechanical friend answers, scratching a little nodule of rust that had begun to protrude from one corner of the metallic mask he calls a face. "Isn't that why we've come all this way? Such a fascinating phenomenon. Exploration, Guardsman. It's our duty to uncover the mysteries of our new home. It's a dream come true if you ask me, having so much to discover. Why, if this goes well, you might have to start calling me Archmagos! It's well-worth risking life and limb!"

It's a little more complicated than that, of course. Some of the eggheads back home-- it's damn weird calling that place home-- figured that someone should be out there poking and prodding in whatever direction made the precogs and diviners start screaming the loudest. Ostensibly all we're supposed to be doing is basic recon work, but I know what 'possible space-time distortion' means when I hear it. Well. I know that it means one of three things.

The first is daemons. I know it can't be that, on account of not having a sky to change colors on us in the middle of my cousin's wedding day.

The second is more survivors from the surface. It could be that, maybe. That's why they give us plenty of room onboard, just in case. But it's the third one that really gets me out in my boots every morning.

The third is a way out of this Emperor-forsaken hole.

"Just life and limb, huh? I'm glad expeditions are so affordable in these trying times. Wouldn't want to spend anyone important on a mission like this."

"Indeed!" A mechadendrite snaps with utterly unconcealed glee. "Though I'd appreciate it if you would kindly keep my hardware safe. Do you know how uncomfortable it is to get a fresh chroming every time we run into a scrape? All this saltwater, it's a wonder I haven't lost an arm to rust!"

So many complaints. He should be thankful he has any meaty bits left at all.

"Ah, we're here."

"What do you mean?"

It's not exactly the question I really wanted to ask. What I meant to say was 'What do you mean and also why didn't you warn me sooner, you useless, overeager pile of bolts?' The sudden interposition of land in front of our meager vessel strangled my abortive question too soon. Steel ploughs into ice as the sea gives way to land, carried by momentum in a grinding uphill climb. The hull is more than enough to handle such an impact, but most people have bodies made of meat and don't have metal plates bolted onto anything halfway important. Speaking of which, someone giggles like the kind of giddy manchild that he is while I pry myself out from a tangled mess of control levers, limbs and loose cable. It's only once I freed myself that I could see just what's got my companion so excited.

"Chuck," I say, trying to ignore the beginnings of a concussion, "What exactly am I looking at here?"

"That, George?" Charles 'Chuck' Babbage, Magos Explorator, clatters his mechanical fingers together, chittering ecstatically at the sight of the unfamiliar tower, rising up through the half-frozen fog. "That there appears to be our destination."

'That' is in no way the kind of place anyone should want to name their next port of call. It's a tower, or at least it's something that can be described as tower-/ing/. It's a roughly cylindrical thing. Something that looks like the business end of an oversized jet turbine. If it wasn't for the maddening lattice of pipes and tubing covering its exterior, it'd almost fool me into thinking that its shiny outer layers had just crumbled away over the years. But no, it all seems too intentional for that.

"This wasn't here before, was it?" I ask, blinking through the flurries of crumbling behemoth at the enormous shadow squatting in the distance. "I mean, before they decided to send us out this way."

"It certainly was not!" Chuck answers. "The cartographers mapped out this section of sea months ago, no sign of any ominous blizzard towers. That just means we really might be onto something this time," he chirps in a way that even gets me feeling like he might be right this time around, "It could just be our way out of here."

What could make one and a quarter (one and a third on a day with particularly good rations) men trudge miles through bone-biting cold and into the bowels of some gargantuan monstrosity of twisted steel and undiscovered horror? The promise of a way home is one good reason. But after what happened the last time, I've got my doubts.

Still, no guts no glory, right?

After what seemed like an eternity dragging a makeshift sled of all the bells and whistles up and downhill through the driving not-snow, we'd finally arrived. It took all of a few minutes for Chuck to find us a way in, and all of a couple of hours for me to get tired of freezing my ass-end off waiting for him to find the right benediction to actually open the door, or whatever it is techpriests think they're doing with their bah-weep-grah-nahs. Times like these, I can always count on my good old friend Shape D. Charge for help.

Of course, Chuck was pretty upset about that one for about half a second. The door ended up opening before I had the chance to finish setting the charges, so clearly the machine spirits didn't want a hole blown clear through them today. All in all, I'll call it a win for standard Imperial negotiation tactics.

And that leaves us here, now.

In the dark.

In the cold.

With nothing but a few flashlights and Chuck's amazing techno-vision to guide our way.

I'm not usually a pessimist, but I think I've heard a fair few vox-thrillers start like this.

"You'd think that they'd at least be considerate enough to leave the lights on," I hear Chuck grouse over that awful steel scraping noise his mechadendrites make when they all unfold at once. A familiar chorus of beeps and boops accompany the systematic activation of all the little devices attached to the ends of those extra limbs.

"Do those things really have to be so loud?" I mutter as I unlimber another of my tried and tested friends from its sling. The impaler comes alive in my hands, a reassuringly familiar whirr thrumming up through my fingers like it were some particularly affectionate (and only slightly more deadly) cat. "I swear, you'll wake the dead if you're not careful."

"Hah, speaking from experience now, are we?" Chuck chortles as we make our way down the corridor. "Relax, it's either I go through the motions or the machine spirits start telling me there are threats around every corner."

"You sure that's a problem? This is still Avernus after all."

"Touche. But yes, I'd rather not waste ammunition in a place like this. Can you imagine how tragic it would be if we'd accidentally damaged this beautiful building? I'd be positively heartbroken!" He sighs melodramatically as we lapse into silence, senses trained into the thick, clammy darkness. Soon, the corridor opens into a larger chamber-- what looks like a security post, considering all the monitors.

"Watch my back if you'd please, Guardsman," Chuck chirps with practiced haughtiness. It's almost enough to make my eyes roll up into their sockets. He approaches a nearby console as if he'd done it every day of his life and his fingers come apart into almost two-dozen independent digits. The faster to type with, so my companion says. "Remarkable, backup power is still running. This interface is ancient, pre-Imperial even. Though I'm not surprised- this is, as you say, still Avernus. It looks like we should be able to restore main power from the basement. Elevator is--"

Suddenly, an all too familiar skittering sound rattles through the air. Reflexes take over before either of us can even formulate an intellectual response. Several hypersonic stakes lance out of my rifle even as a half-dozen of the las turrets mounted to my companion's dendrite manifold come alive and bathe the corridor in deadly light. We hear an awful squelching of ruptured organs and leaking ichor, and then the slow death-rattle of some creature breathing its last.

Our torches turn next, illuminating the still-twitching corpse of every Avernite's worst nightmare: a repulsive creature with eight spindly legs and chitin that seems black beyond black-- black enough to look more like a hole punched through the world. Sickly yellow-green fluid pools out from the grotesque remains, eating into the surrounding flooring and, filling the air with the acrid scent of smoldering metal.

"Fucking Spiders," I hear myself rasp.

"Fucking Spiders," my companion confirms, imaginary bile bubbling in his synthesized vocal chords.

"What're we looking at here, exactly?" I mutter, gingerly reaching for my sidearm, just in case. "Doesn't look Death's Head, to me."

"No, no. If it were, we'd not be talking. Scans indicate no match to known phenotypes. We've got a new species on our hands," I hear the mechadendrites swivel, each pointing at a different doorway, vent, or attack vector, "Lovely."

"Where there's one, there'll be more. At least the bastards gave us some warning. I'll take point, watch our six," I briefly entertain the possibility of turning tail and running for our lives, but if Avernus has taught us anything, it's that the only thing superpredators love more than the kill is the chase. So, plan B. "Where's this elevator of yours? Maybe we can get internal defenses back up and running or something."

"Ahead. Left at three intersections, then a right and straight on for fifty meters," again the mechadendrites swivel, as if having taken offense. But this time, their movement is punctuated by heavy and purposeful metallic footfalls and the quiet buzz of power weaponry coming alive. The tools that were my companion's hands had been turned into weapons of deadly force. "Please, don't underestimate me. Take our front quarter, Guardsman. Leave the remaining one-point-five radians to me."

Quietly, stealthily, the magos and I proceed deeper into the facility. We move with catlike tread, eyes in every direction. But if that's all we'd needed to do, then we were probably already dead.

But, for a brief and wonderful moment, it seemed as though we were in the clear. Could it be there was only really one of those things? That its appearance was little more than a fluke? It'd make sense, after all, there probably isn't much to eat here, is there? No. This place is in a frigid wasteland, utterly devoid of life.

And then, just as we'd cross into the final stretch, something glints in the corner of my eye.

Web.

Not just one strand, either. Once I know what to look for, I see more. Dozens. Hundreds. Strands barely thick enough for light to catch, filling the corridor with delicate lacework, each thread spelling certain death. I don't make a sound, I can't, I lift a hand and plant my heel, unable to risk even the slightest disturbance in the air. The gentlest vibration would carry through that strand, and certainly alert whatever might be waiting at the other end. My companion comes wordlessly to a halt behind me. We exchange glances and play out a conversation entirely in hand-sign and gesture. Is there another way? Should we double back and try and find another path?

No, he says, this is the only functioning elevator. Any other way down would mean risking the ventilation system, and he's been picking up faint heat signatures all throughout. Besides, what are the chances we've hit a strand already and they already know where we're going?

Only on Avernus could you have a comprehensive tactical exchange about spiders using nothing but subtle hand-movements.

But, it seems there is no choice now. No choice but forward.

And so it goes.

I make a sound and slap a mine into the ground underneath my feet. It'll trigger the moment something other than the two of us pass over, that should buy us time. The threads have to go too, but Chuck has that covered. Our advance begins with the Magos opening a full salvo of las-fire, transforming the hallway into a veritable inferno of heat and light. All at once, the monsters begin squeezing out through the vents in a panic. I hurl a grenade into the mix, unleashing a cloud of shrapnel and fire.

We charge through it without looking back, meeting our pursuers head-on with all the firepower we can muster. Our blitz gets us to the end of the corridor and I slam my fist through a chitinous thorax and right into the elevator call button. Acid blood sizzles through the outer armor layers and I immediately tear the compromised gauntlet away. Somewhere, an elevator motor whirrs to life and I look up only to see that Chuck's lost two of his dendrites. He loses another before I can put a bullet into the beast responsible, and a fourth by the time the doors slide open behind us.

Salvation?

Hah, no. That'd be too easy.

When the door opens, there's no car waiting for us. Just another spider. A bigger spider. Its black body is covered in chalky white plates of bone, as if torn from some much more massive creature and somehow attached to its body. I don't see it first-- my friend does. Chuck yells in a surprised panic before I have a chance to respond. A beam of white-hot plasma pours out from a fanged maw lined with crystalline growths and lances through one of those armored pauldrons like a hot knife through butter. I barely have time to curse before slamming an anti-materiel knife through its face. I pull the trigger and send an impromptu, explosive bolt straight into the creature's primary brain. It screeches and falls back into the shaft. We have only split-seconds to decide whether to stay or follow, and there are just too many of the beasts up here. Too many to count.

So I do what I must.

I tear Chuck's ruined shoulder-pad off, grab him by the arm, and throw the both of us into the monster's smoldering corpse. One floor, then two, then three, then four. The creature is massive, I can't blame Chuck for not noticing it wasn't an elevator car. By the fifth floor, its body has spread out enough that the thing's limbs begin to slow our descent. Sixth, seventh. By the ninth floor down, I call out to brace and the both of us dig what we can into the shaft walls.

Finally, we hit rock bottom. The creature hisses one final time as its own weight presses air out through its chittering maw. Two pairs of boots slam down into bone-white plates, cracking them beneath our heels and sandwiching the beast beneath between its own armor and the bottom of the shaft. Its blood sprays the doors with fast-acting acid, and the metal soon yields to the judicious application of a couple impaler rounds.

Up above, the creatures swarm to follow us. We need to move.

"How are there this many!?" I ask as we run, the both of us moving as fast as our feet will carry. We're a couple of Avernites running from an army of spiders, so that's 'pretty damn fast.' "How long has this place been infested?"

"Do I look like I have the answers to every question in the world!?" Chuck snarls out. I almost think he might be panting, except for the fact that he doesn't actually have lungs anymore. "That creature's armor, though. It's the same stuff as the powdered tissue outside, but-- solid plates of it. This place is almost six-thousand meters tall; could they have crawled down from the cavern's ceiling? Right!"

Up ahead, a crossroads. We turn, drifting on our soles to maintain our speed as best we can. "Now you're the one asking ME all the hard questions! This is your job, damnit! You're the smart one!"

"I AM AN EXPLORATOR NOT A BIOLOGIS GEORGE-- MARK!"

Target acquired. I pull the trigger, firing a spike of heavy metal right down a monster's crystalline throat. "WELL MAYBE YOU SHOULD HAVE PICKED A DIFFERENT SPECIALTY, CHARLES!"

"THIS IS NO TIME TO BE CRITICIZING EACH OTHERS' LIFE CHOICES," Chuck ducks his head as one of the creatures lunges, only to meet its end as its chitin is ripped open and its innards are instantaneously cauterized by the Magos' power-claws. "BOGEYS STRAIGHT AHEAD! Destination's down the hall, twenty meters! Clear a path!"

"THERE IS NO BETTER TIME THAN BEING CHASED BY FUCKING SPIDERS," I roar, going horizontal with deadly speed. Las-fire surrounds me as my boots connect with one beast, barreling it into six more. Roaring, I add my own firepower to the mix, transforming the ambush of deadly arachnids into a blender of viscera and flash-boiling acid blood.

Chuck snatches me out of the air before I land in what was almost assuredly a lethal pile of mess and body-melting goo. We turn as one as one of his dendrites slams into the lock controls, handshaking with and overriding the security protocols with a burst of omnissiah-worship delivered at several-thousand hertz. The door opens with a hiss and to our relief is utterly bereft of both extant beasts and vectors for entry. All but one, that is.

"Do it!" I yell, "I'll hold them off for as long as I can!"

"I swear George, if we somehow live through this I am never calling you Guardsman again," Chuck answers as he ducks inside, the door hissing shut behind him, "Godspeed, my friend."

"You better fucking not," I answer as the corridor begins flooding with chittering horrors the color of the night's sky, each one coming alive with maws full of deadly starlight. "I'm a Sergeant, damnit. I earned that rank!"

And now, I get to prove it.

How many impaler rounds does a standard magazine hold? How many magazines does a standard PDF trooper carry? When he runs out, how long can his sidearm last before it overheats, fails or runs out of ammunition?

And when all is said and done, when there's nothing at all left but his hands and feet, a combat knife and the Emperor's grace, how long can he last against against a small army of the second-deadliest species in space?

In a single storm of violence, I find the answer to all of those questions.

All of them, except one.

Because as I plunge my acid-eaten, blood-slicked knife deep one last time, and whisper one last prayer, the light world suddenly goes white.

----

Explorator's Log - Entry 0b1010010001010101

Location: Avernus Tundra Zone 'Hyperborea' - Glacial Fringe Region

Subject: Out Of Place Architecture (OOPARCH) - Fireheart Pharos

Discovered under the advisement of the Oracle of Avernus in the wake of a brief warp-disturbance lasting exactly two minutes, the so-called Fireheart Pharos is a towering structure approximately 6000 meters in height, whose age marks it as likely contemporary to the planet's other pre-Imperial ruins. The structure bares superficial similarities to the geothermal heat sinks common to many hive structures, albeit significantly more advanced. Specifically, the tower is equipped with a series of highly advanced heat pump designs which utilize an unknown but extremely high heat-capacity coolant fluid to maintain stable and safe operating temperatures. However, this is likely the least of this device's unique technologies.

What gives the Fireheart Pharos its name is the fact the reactor it contains-- already significantly more efficient and significantly safer to operate than most of our existing urban designs- is built in such a way that its coolant systems can not only effectively distribute the excess heat produced, but it is also capable of using a technology similar to that of standard void shield projectors to instead create regions of varying temperatures as the need requires. While limited on the lower range by the ambient temperatures of its surroundings, the Pharos' thermal umbrella is easily capable of establishing regions suitable for plant and animal life to flourish even in the bitterest of winters. Simultaneously, as a means of defense, it is also able to generate a barrier of of ultra-high temperatures at specific distance intervals, essentially projecting literal firewalls to deter enemy advances. This technology is presently thought to be unique to this site, though is also similar enough to known void shields and other similar technologies that it may be possible to reverse-engineer and replicate the structure's capabilities elsewhere.

It was noted that similar thermal containment and projection systems are utilized by Muspelheim's Nomad Cities for anti-boarding defenses, though any link between the technologies is purely speculative at this time.

Notably, the Pharos also possesses a complex and extensive interior structure, designed not only for ease of maintenance and systems oversight, but also for habitation. More concerning, however, are the obvious and extensive signs of combat. Damage consistent with discharged impaler rounds, las-weaponry and hydraulic power claw usage have been found throughout the Pharos' lower levels. Large quantities of organometallic toxins and corrosive chemicals have also been found in these areas, indicating combat with yet unknown Avernite wildlife. The damage appears to be relatively recent, though no evidence of the wildlife responsible remains. However, a set of outdated PDF equipment has been found outside of a sealed room deep in the bowels of the Pharos. A set of robes and implants belonging to a Mechanicus Explorator were found within, along with a ruined device of unknown origin and function, though detailed scans of the area have detected lingering spatial anomalies similar to those generated in the wake of interstellar warp travel.

Worryingly, the dogtags belonging to the missing PDF soldier belong to an individual who has been recorded as KIA twice prior: One Sgt. George Aeneus, for whom the Aeneid Gate was named. As a result of this discovery, both Sgt. George Aeneus and Magos Explorator Babbage have been assigned the status of MIA-CC, until such time that their status can be confirmed.

----

It's said that life is cheap. That's just what you get when you live in an Imperium of untold trillions of people. But what happens when you live in a place where life and death have become unreliable things, where the reaper neglects his crop and the fields run rampant with untamed growth?

Well, aside from making a sergeant of the PDF wax poetic from time to time, it sucks. Dying might not matter much anymore, but that's only a sometimes thing. Sometimes, people who die down here stay dead. But not me.

Last thing I remember is a hallway full of chittering spidery assholes, and then a great big flash of light. It felt like needles being driven into every inch of bone, and then being ripped inside out. It hurt like hell, is the point. And I don't even get the luxury of death to put me out of my misery.

I rise from the rotten dust with a hollow groan, skeletal fingers groping at what's probably a fresh scar right across my face. 'Face.' Do walking, talking skeletons have faces, really? After the first time, I woke up without even the shirt on my back. The damn gate took my birthday suit too. Those poor bastards in the council must have been pretty surprised when an ambulatory pile of bones burst right into their proceedings. But there are some advantages at least; I don't exactly have organs to damage anymore, and skeletons are actually pretty strong as it turns out. Plus, if you're in uniform and have a decent visor on your helmet, basically nobody cares!


What happens if I make it out of here? Who knows? All I know is that I don't die anymore. It still hurts, and replacing bits is always unpleasant, but there are certain advantages.

"Great Omnissiah above, that was close."

Right, and there's at least one more like me. At least I'm not lonely.

With a sigh, I pluck what looks vaguely like some kind of overly-fancy Servoskull from the pile of twisted metal next to me. "Looks like you saved us from a fate worse than death again, Chuck. So, I'm guessing that wasn't the ignition room?"

"Not even close," the skull crackled with a mechanical sigh. "I gave it a fifty-fifty chance of either being a bomb or the on-switch, but I guess it turned out to be some kind of space-time displacement device. Or something."

"Or something, huh?"

"Warp-tech is complicated, George," the skull hissed and popped, "Either I can start explaining, or we can actually have a nice and pleasant conversation while you carry us back to civilization."

"Yeah, alright," I shrugged, tucking what was left of my friend under an arm. "Sorry about the chrome, by the way."

"Ehh, what can you do?" Chuck sighed. "Fucking Spiders."

"Yeah," I agreed. "Fucking Spiders."



"Hey Chuck?"

"Yeah George?"

"You don't think the entire ceiling is covered in those things, do you? And that's why it's so black?"

"George please I was really trying not to think about that."

"Yeah, okay," I say, shaking my damn head. "Fucking Spiders."
 
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I am surprised that the dark Imperium is so successful. Thier must be tremendous amount of infighting and hocking for position. Chaos rarely works together and the only time I know of is the Horus Heresy but even than chaos forces ended up fighting each other and plotting against each other. Not including chaos inability to have consistent standards of measurement, infrastructure, and training institutions.
Chaos makes no sense. It should logically have some massive weaknesses and strengths both that we see little to no evidence of.

It should be some weird combination of impotent and invincible. The 40k "major threat" level is the least likely state for it to be really.

Many people say that Chaos mostly works on pure author fiat. I agree with them.
 
I am surprised that the dark Imperium is so successful. Thier must be tremendous amount of infighting and hocking for position. Chaos rarely works together and the only time I know of is the Horus Heresy but even than chaos forces ended up fighting each other and plotting against each other. Not including chaos inability to have consistent standards of measurement, infrastructure, and training institutions.
Abaddon doesn't have a Paragon Diplomacy for not running as tight of a ship as possible when surrounded by mad traitors and treacherous madmen.
 
Well it doesn't work without the memetic hazard certainly.
The whole memetic hazard thing also makes no sense, beyond the consequences of letting (often oppressed and badly off) people know that daemons are real and amendable to (terrible) deals.

Seriously, with how Warp and stuff has been shown to work, a warp based memetic threat is possible, if extremely difficult, but would have to be fueled. As in, every person who knows about Chaos opens themselves to them some, but also weakens them by draining their power.

Also, the connection would be two ways. The aggregate will of humanity should be able to punch out a Chaos god, considering how much of their power comes from human emotions and stuff.
 
The whole memetic hazard thing also makes no sense, beyond the consequences of letting (often oppressed and badly off) people know that daemons are real and amendable to (terrible) deals.

Seriously, with how Warp and stuff has been shown to work, a warp based memetic threat is possible, if extremely difficult, but would have to be fueled. As in, every person who knows about Chaos opens themselves to them some, but also weakens them by draining their power.

Also, the connection would be two ways. The aggregate will of humanity should be able to punch out a Chaos god, considering how much of their power comes from human emotions and stuff.
Eh getting the aggregate will of humanity to agree on anything is an exercise in futility, to say nothing of the fact we've no idea how the memetic hazard works. We're at rock bottom of the psi tech tree.
 
Not a lot, all told.
Many sources disagree with this.

Also, what else would they eat? Eldar? Orcs? Tau? Minor xenos?

Humans routinely overpower their lust, rage, etc, with their willpower. This tells me that the average persons will is stronger than the average persons source of Chaos food. This cna also be encouraged/trained.

Hell, just tell people that warp xenos exist, are utterly terrible, and are susceptible to faith/belief/will. Than provide focus (say, that warp xenos are weak and every success of theirs is an attempt to convince people that they are not, made at great cost.) and watch the fireworks.

Would probably invite a Black Crusade or something these days though.
 
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Not really.

We'd need to do it on a galactic scale for it to have any impact at best.
I disagree. Sure, our people are only a tiny fraction of humanity, but they are not few. The effect migth be hard to notice, but it would be there.

More importantly though, they can't allow this idea to spread.

Even if it just weakens Chaos locally, if it is to the point where it could be noticed and used as convincing evidence of it working...

Even if we were not in contact with other human polities, the Eldar would be sure to notice and disseminate the info.

Although the intellect and long term planning of Chaos is iffy at best, so they might just not comprehend the long term danger of it.

Primal Warp. They managed for millions of years under Eldar Dominion, after all.
And they were impotent during. It might take more then just what I proposed to kill them, but it would massively weaken I believe.

Also, Nurgle is Decay for example, and benefits from any example of such in the Materium, if only very, very little compared to what it could get from ensouled sophonts.
 
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Any attempt to kill the Chaos Gods by exterminating all life is doomed to fail. They're fuelled by all emotion, not just that generated by the Materium. They'll be greatly weakened, but they can survive on the emotions of the Warp until eternity.
 
I disagree. Sure, our people are only a tiny fraction of humanity, but they are not few. The effect migth be hard to notice, but it would be there.

More importantly though, they can't allow this idea to spread.

Even if it just weakens Chaos locally, if it is to the point where it could be noticed and used as convincing evidence of it working...

Even if we were not in contact with other human polities, the Eldar would be sure to notice and disseminate the info.

Although the intellect and long term planning of Chaos is iffy at best, so they might just not comprehend the long term danger of it.


And they were impotent during. It might take more then just what I proposed to kill them, but it would massively weaken I believe.

Also, Nurgle is Decay for example, and benefits from any example of such in the Materium, if only very, very little compared to what it could get from ensouled sophonts.
Why would they be worried about it spreading?

They get food regardless and its certainly not going to do better than their own memetic infection.

Its got about as much chance of doing something as the original imperial truth. At most it'll irritate chaos.

I'd also say their long term planning can be very good when they put their heads together, look what they did to the Imperium to ensure they had an all you can eat buffet for 10,000 + years.
 
Any attempt to kill the Chaos Gods by exterminating all life is doomed to fail. They're fuelled by all emotion, not just that generated by the Materium. They'll be greatly weakened, but they can survive on the emotions of the Warp until eternity.
This is not possible, if for no other reason then due to the corrosive nature of the Warp and Chaos. Especially so for Nurgle, whose nature is Decay.
 
Turn One Hundred and Twenty-Three Results
Turn One Hundred and Twenty-Three Results
Three Hundred and Forty years since the Founding of Avernus

Helguard Tithe: Second Stage- General Richards tells you that she will now be able to begin increasing the tithe for the Avernite Helguard. The second stage of this is to bring the tithe up to a hundred and sixty-three percent. This will take a few decades but will provide both a powerful force to the Imperial Trust Guard and a major boost to your economy.

Time: 25 years

Cost: 3,000,000,000 Thrones, 250,000,000 Material, 8,500,000 Promethium, 75,000,000 Advanced Material, 1,200,000 Exotic Material .
Upkeep per year: -95,000,000 Thrones, -2,100,000 Material, -700,000 Promethium, -3,700,000 Advanced Material, -31,000 Exotic Material.
Reward: Recruit 2,637 Helguard Regiments to tithe to Imperial Trust Guard

Locked- Fifteen out of Twenty-Five years completed

General Richards efforts to train more Helguard are continuing, with around a third of the new regiments having been raised. She does mention that the recent massive increase in Helguard numbers is having an impact on the average experience level of both your Helguard and you Helltroopers, and that it will take a few decades for your troops to regain their edge.

Shadowbat Division- The Shadowbat Stealth Assault Shuttle is designed for the stealthy insertion and extraction of elites into hostile territory. A Division sized group of Shadowbats would allow you to land multiple brigades of troops at a time, which given a short period could end up as a significantly sized hidden force that can be used to set up major ambushes or attack from unexpected directions.

Time: 14 years

Cost: 1,100,000,000 Thrones, 6,700,000 Material, 90,000 Promethium, 33,000,000 Advanced Material, 1,200,000 Exotic Material .
Upkeep per year: -1,900,000 Thrones, -11,000 Material, -760 Promethium, -14,000 Advanced Material, -190 Exotic Material.
Reward: Build 1,000 Shadowbat Wings (1 Division)

Locked- Ten out of Fourteen years completed

General Richards efforts to train your Shadowbat Division are going well, with the first regiment of pilots having been trained, allowing them to act as training cadre for the rest of the division which has recently begun training.


Locator Shells- General Richards tells you that by adding locator shells to all of your armour and artillery forces that she will be able to notably increase the accuracy of your artillery at small cost. It will take only a few years to retrain your forces and roll them out, and cost a negligible amount so general Richards advises an immediate roll out.

Time: 4 years

Cost: 3,800,000,000 Thrones, 38,000,000 Material, 380,000 Advanced Material.
Upkeep per year: 38,000,000 Thrones, 380,000 Material, 3,800 Advanced Material.
Reward: Loctor shells for all armour and artillery regiments, +10 to artillery rolls

Complete

Two years ago general Richards finished training her forces in the use of locator shells and adding their use to the Standard Operating Procedures. On that note it is amazing how Avernus' Standard Operating Procedures have evolved over the years, with them shifting from some rather basic regulations to in-depth manuals on operations of particular regiments, including tactical, strategic, logistical, training, and even discipline.

Implement (Pulse Rifles): Planning- General Schwarz has already implemented the most important technologies found in the datacores but there are still many types that remain unused. He could spend a few years deciding how to best use a selected technology.

Time: 2 years

Cost: 39,000,000 Thrones, 7,800,000 Material, 790,000 Promethium, 85,000 Advanced Material, 95 Exotic Material.
Reward: Plan on how to implement chosen technology

Complete

General Richards spent the last few years working on how to best use the Pulse Rifles you gained from the Imperium Secondus in the Grand Conclave. She tells you that while the Pulse Rifles are significantly more expensive then Impalers and put more strain on your logistics that the additional firepower they provide makes them more then worthwhile for your Helltroopers, and even the PDF. In general they can quite simpliy replace Impalers.

Construct: Repair: General-Your fleet suffered major losses in the recent clashes and will take a significant amount of time to be repaired. Just carrying out the repairs on those ships damaged or reduced to hulks will take nineteen years, and that is without starting on the Escort Cruisers which were your greatest losses.

Time: 19 years.

Cost: 3,600,000,000 Thrones, 1,600,000,000 Material, 92,000,000 Promethium, 16,000,000 Advanced Material, 330,000 Exotic Material.
Upkeep per year: 200,000,000 Thrones, 110,000,000 Material, 44,000,000 Promethium, 850,000 Advanced Material, 6,500 Exotic Material.
Reward: repair all ships other then escort cruisers damaged or hulked in recent war and all attack craft

Locked- Nine out of Nineteen years completed

Admiral Sarnow has continued with his repairs of the ships damage by the wars with Turoq and has made a good deal of progress. He has now repaired a good deal of the damaged escorts and some of the capital ships, though the majority of the capital ships either remain in the shipyards or have yet to begin work.


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

Time: 10 years. (can be taken twice)

Cost: 1,500,000,000 Thrones, 220,000,000 Material, 110,000,000 Metal, 220,000,000 Promethium, 41,000 Advanced Material, 1,900 Exotic Material.
Upkeep per year: 300,000,000 Thrones, 44,000,000 Material, 22,000,000 Metal, 22,000,000 Promethium
Reward: 1 new large shipyard

Complete
Locked- Six out of Nine years completed: Expedited

Admiral Sarnow has continued to work on expanding the shipyards of Deiphobe, and has now built a fourth large shipyard. While this still leaves it quite solidly as the third largest shipyard in the Imperial Trust it closes some of the gap with Midgard.

Implement (Repair Nanites): Naval- You gained several new naval technologies from the Grand Conclave, and will need to determine how to best make use of them. Admiral Sarnow tells you that it will take him almost half a decade to make a proper investigation.

Time: 4 years

Cost: 390,000,000 Thrones, 78,000,000 Material, 7,900,000 Promethium, 850,000 Advanced Material, 950 Exotic Material.
Reward: Plan on how to implement chosen technology

Locked- One out of Four years completed

For the last year Admiral Sarnow has been looking into the benefits of repair nanites for his warships. He tells you that while not perfect they seem t be cheap enough to mass deploy and will reduce the amount of upkeep that a ship needs, though he is not yet sure by how much.

The population growth of Avernus has increased to an average of 1.20% over the last half decade, which brings the total population of the system over sixty billion for the first time.

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

Time: 15 years.

Cost: 4,900,000,000 Thrones, 4,000,000,000 Material, 3,700,000,000 Metal, 6,700,000,000 Promethium, 3,500,000 Advanced Material, 40,000 Exotic Material.
Upkeep per year: 277,000,000 Thrones, 234,000,000 Material, 217,000,000 Metal, 39,500,000 Promethium, 19,500 Advanced Material, 234 Exotic Material.
Reward: Build new Small Hive in selected region

Complete

Four years ago Signe formally opened the Lonely Mountain in Teracon, the first Hive in the region and the first long term settlement. Hundreds of millions of citizens have already moved into the Hive, which is likely to end up as the regional capital once the rest of Terascon is colonised.

Munition Stores- Edvin has recently proposed building a series of massive munition stores in each of your cities, which will contain massive amounts of fuel and munitions allowing your cities to withstand extended sieges. These stores would be heavily armoured to prevent them becoming liabilities and would be able to allow your cities for fire all of their defensive weapons and those of their militia for an entire month without pause, so they could prove useful. However building and filling them will be both time consuming and very expensive.

Time: 10 years.

Cost: 72,000,000,000 Thrones, 36,000,000,000 Material, 12,000,000 Metal, 3,600,000,000 Promethium, 19,000,000 Advanced Material, 170,000 Exotic Material. (note that cost includes filling munition stores)
Upkeep per year: 360,000,000 Thrones, 190,000,000 Material, 12,000,000 Metal, 19,000,000 Promethium, 210,000 Advanced Material, 9,100 Exotic Material.
Reward: Build Munitions Stores in every city, each containing enough supplies for cities defences and militia to operate at max intensity for a month

Locked- Eight out of Ten years completed

Signe's work on building up Avernus' munition stockpiles is going well, with the vast majority of your cities now have some fully stocked stockpiles, while the remaining stockpiles are in the final stages of completion. Interestingly enough one of the cities that has completed stockpiles is the Lonely Mountain, the newest Hive of Avernus which was built with stockpiles in place.


Technological Improvements: (General): Twice-The Imperial Trust gained access to a massive amount of new technology in the Grand Conclave which you will be able to use to boost your general economy by around a third. This will require major retooling of massive portions of Avernus and will be a time consuming and expensive process, but will trasform the Avernite economy.

Time: 10 years. (can be taken 4 times)

Cost: 72,000,000,000 Thrones, 7,200,000,000 Material, 720,000,000 Metal, 1,400,000,000 Promethium, 3,900,000 Advanced Material, 48,000 Exotic Material.
Reward: Increase production of general resources by +260%(currently +2,647.76%)

Locked- Five out of Ten years completed
Locked- Four out of Ten years completed

Signe has spent the last five years working on putting into action as many of the technological improvements to your economy as she can. She has mostly been focusing on the industrial and general economic improvements, which require her to massively rework a major portion of the Avernite economy.

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

Time: 15 years.

Cost: 4,900,000,000 Thrones, 4,000,000,000 Material, 3,700,000,000 Metal, 6,700,000,000 Promethium, 3,500,000 Advanced Material, 40,000 Exotic Material.
Upkeep per year: 277,000,000 Thrones, 234,000,000 Material, 217,000,000 Metal, 39,500,000 Promethium, 19,500 Advanced Material, 234 Exotic Material.
Reward: Build new Small Hive in selected region

Locked- Four out of Fifteen years completed

For the last four years Rosalinda has been overseeing the construction of a new Hive in Tarascon, which will be the second in the region. This hive is located by a river in the centre of the region, though so far only the foundations and some basic defences have been built.

Personal Attention: Technological Improvements: (General): Twice-The Imperial Trust gained access to a massive amount of new technology in the Grand Conclave which you will be able to use to boost your general economy by around a third. This will require major retooling of massive portions of Avernus and will be a time consuming and expensive process, but will trasform the Avernite economy.

Time: 10 years. (can be taken 4 times)

Cost: 72,000,000,000 Thrones, 7,200,000,000 Material, 720,000,000 Metal, 1,400,000,000 Promethium, 3,900,000 Advanced Material, 48,000 Exotic Material.
Reward: Increase production of general resources by +260%(currently +2,647.76%)

Locked- Five out of Ten years completed
Locked- Three out of Ten years completed

You has spent the last five years working on putting into action as many of the technological improvements to your economy as you can. You have mostly been focusing on the mining and promethium extracting improvements, which require you to pretty much rebuild large portions of your mines and promethium wells.

The Imperial Trust as a whole is currently working on rolling out a massive series of technological improvements. These improvements are credited by many as another major find for the legendary Archmagos Tranth.

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

Time: 1 year.

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

Complete
See Interlude

Make a Request (Ask about what we need to do in order to engage in diplomacy with the penguins to trade for the Navigator fish, if she has any idea what they might want in exchange, and if she's willing to help)- Areatha the Ancient Wanderer, one of the most powerful beings of Avernus barring the Great Ones has recently started living among the humans of Avenrus. While you can not command her you could request her assistance in a matter, or for her to share some of the knowledge that she has gained over the twenty thousand years she has spent on Avernus.

Time: 1 year
Chance of Success: Varies

Cost: Free
Reward: Assistance or knowledge from Areatha

Complete

You have recently asked Areatha if she could help you trade with the Penguins in order to acquire some Navigator Fish. She tells you that while she is willing to make an introduction you will have to find and reach the Penguins by yourselves in order to gain enough respect for them to treat with you. As far as trade goods are concerned effective non-Avernite anti-chaos techniques would be best, such as the principles behind Psychic Cannons or some of the Grey Knights secret techniques.

Request Information: Curses of the Line of Sanguinius- The Blood Dragons have recently admitted to the Red Thirst, the Black Rage and a new curse known as the Yellow Doom. While details currently remains sparse they should be willing to go into more detail.

Time: 5 years
Chance of Success: 40%

Cost: 400,000,000 Thrones
Reward: More detailed write up of the Curses that effect the Line of Sanguinius

Locked- Three out of Five years completed

For the last three years Inquisitor Klovis-Ultan has been trying to gather an understanding of the Curses of the Line of Sanguinius from the Blood Dragons. This has been delicate process due to the sensitivity of this topic, but so far Klovis-Ultan has avoided offending anyone.

Over the last five years an average of four hundred and sixty cultists were found each year, on the low end of normal.

Of the 10,782 major psykers found over the last five years 758 of them were Chaotic, a normal proportion.

757 Chaotic Psykers consisting of 13 Beta-levels, 59 Gamma-levels, 155 Delta-levels, 291 Epsilon-levels and 291 Zeta-levels were killed without causing any significant levels of damage over the last five years.
1 Alpha-levels caused massive damage over the last five years. Unlike the last couple of years the majority of this damage was focused on the population and defenders of Yphax.
               
Losses Miltia/Witch Hunter/ Psyker Hunter/ Psy-Hunter PDF/Veteran Witch Hunter/Veteran Psyker Hunter/Master Psy-Hunter Helltrooper/Elite Witch Hunter/Elite Psyker Hunter/Grandmaster Psy-Hunter/ Last Hunter
Helguard/Master Psyker Hunter/Master Last Hunter/ Primaris Psy-Hunter
     
Soldier 89,280,000 241,920 43,520 3,456      
Psyker Hunters 11,232 2,560 592 128      
Witch Hunters              

minor Psy-hunters
             

major Psy-Hunters
             
Last Hunters              
Voids              
Nulls              
The untainted major Psykers included 1 Alpha-level, 13 Beta-levels, 129 Gamma-levels, 758 Delta-levels, 2,943 Epsilon-levels and 6,178 Zeta-levels.
764,653 minor Psykers were located by the Witch Finders over the last five years, a fraction of a percent more then the previous five years as always. Jane has noted that the percent of all Psykers found that are major has been increasing in recent years.

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

Time: 1 year
Chance of Success: 30%

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

Complete
Year one d100=18+26(Intrigue)+5(traits)=59: Fail
Year one re-roll d100=13+26(Intrigue)+5(traits)+15(Paragon Diviner)=69: Fail

Jane spent another year overseeing the hunt for spies on Avernus, and found only a handful. She hopes this is due to a reduction in the number of spies but fears that she missed a spyring.

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

Time: 1 year.
Chance of Success: 10%

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

Complete
Year two d100=33+26(Intrigue)+19(combat)+25(traits)+20(double down)=123: Success
Year five d100=79+26(Intrigue)+19(combat)+25(traits)+20(double down)=169: Critical Success
+48

Jane spent a few years hunting down the most powerful Chaos Psykers, time in which she killed a trio of Beta-levels before they cold cause any damage, most likely saving millions of lives.

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

Time: 1 year.
Chance of Success: 30%

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

Complete
Year three d100=95+26(Intrigue)+19(combat)+25(traits)=165: Critical Success
Year four d100=73+26(Intrigue)+19(combat)+25(traits)=143: Success
+24

Jane spent a few years hunting down powerful Chaos Psykers, in these years she killed over two dozen Chaos Psykers of varying levels, including a Beta-level.

Integrate Varangian Guard- The Varangian Guard have requested that Jane integrate a pair of companies at a time into her anti-psyker forces in order to build up their experience fighting Psykers. Given that the Varangian Guard are the best sold iers in the Imperial Trust, barring perhaps your Lifeguard, and Astartes are know to be effective at combating the Warp this would be more then worth the time it takes to arrange.

Time: 3 years

Cost: 38,000,000 Thrones
Upkeep per year: None
Reward: Varangian Guard deployed to Avernus for Psyker Hunting, +15 to all rolls to deal with Psykers of Gamma-level and above,

Complete

Jane spent three years working on integrating the rather independent Varangian Guard into her anti-psyker forces. It required a great deal of care to both make full use of their skills and avoid offending them by putting them to much under the command of her agents. The final solution involves giving Jane's agents strategic command to deploy the Varangian Guard while they have tactical command over themselves and any regulars, but not over other elites.

Personal Attention: Anti-Psyker Training: Preparation: Double- Dealing with hostile Psykers is a major military role in the current galaxy as well as a constant issue on Avernus. Jane has suggested that she spend some time working with her Psyker Hunters to prepare a training regime that they can run the Avernite forces though in order to better prepare them for fighting hostile Psykers.

Time: 6 years
Chance of Success: 30% (uses average of intrigue and martial)

Cost: 38,000,000 Thrones
Reward: Preparing anti-psyker training regime, new options

Complete
year two d100=37+46(martial)+26(intrigue)+22(traits)+5(palace)+20(double down)=156: Critical Success
year two re-roll d100=79+46(martial)+26(intrigue)+22(traits)+5(palace)+20(double down)+15(Paragon Diviner)=213: Greater Critical Success

Three years ago you and Jane finished creating an in depth anti-psyker training program for your forces. This program covers fighting all types and powers of Psykers with every weapon and unit currently deployed by the Imperial Trust. Between Jane's expertise at fighting Psykers, Ridcully's advise, and your military talents you have come up with a training regime which should be able to make a real difference, both on Avernus and abroad.

Technology Fundamentals: (Impaler)- With a good enough understanding of the fundamental principles behind a technology Archmagos Tranth can work miracles. It does however take a decent amount of time for him to develop said understanding. Currently Archmagos Tranth understands the fundamental principles of haywire and stealth technology.

Time: 4 years for basic, 8 years for advanced, 12 years for exotic, 16 years for relic
Chance of Success: -20%(-20% per level above basic, does not get any non character bonuses) (62%-20 per difficulty level)

Complete
year three roll d100=69+41(learning)+40(traits)=150: Success

Two years ago Archmagos Tranth finished his study of Impaler technology. He tells you that Imaplers are very well optimised weapons that have few ways to really be improved on, though he has come up with two real improvement paths. The first was already discovered by Callamus and is the Heated Impaler, which greatly increases damage at the cost of shorter lifespan and greater ammunition consumption the second seems to be original. It is following the example of bolters and creating special issue Impaler ammunition. Tranth tells you that it is highly likely that only specially designed Impalers will be able to use special issue ammunition and that special issue ammunition will most likely sacrifice some of the rate of fire and magazine size of conventional Impaler ammunition, as well as being far more expensive to produce. However the tactical flexibility that it could provide would likely make it worthwhile, though probably not en-mass.

Black Ship Protection: Mechanicus- Between the Siren Runes of Warding and the powerful Gellar Field Generators that were part of the design for the Deus Superdreadnought you may now be able to build a version of the Black Ships. To begin with the Adeptus Mechanicus and the Adeptus Astra Telepathica will need to work together on combining these technologies and testing whether their effect is strong enough. Both Fabricator-General Scott and Archmagos Tranth have a good enough understanding of Gellar Fields to lead the Adeptus Mechanicus half of this research project.

Time: 12 years (must be taken with Black Ship Protection: Telepathica)
Chance of Success: -80% (both parts must succeed)

Cost: 75,000,000 Thrones, 750,000 Material, 150,000 Promethium, 310,000 Advanced Material, 35,000 Exotic Material, 10 Relic Material.
Reward: Create set of protections allowing the design of Black Ships

Locked – Two out of Twelve years completed

For the last two years Archmagos Tranth has been involved in an effort to create an equivalent of the Black Ships of the Imperium. If successful this will be a major boon not only to the Imperial Trust but to the three major human remnants, each of whom are relying on a handful of suviving Black Ships to transport their untrained Psykers.
Complete Examination (Honeypot Lily) - There are many different unusual species on Avernus and Magos Biologis Saren wishes to examine all of them. However, he is willing to let you choose what he examines next. In general Magos Biologis Saren has spent half a dozen or more years in a row studying each species.

Time: 6 years.
Chance of Success: unknown.

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

Complete
year four d100=93+28(stats and traits)+70(buildings)+10(Rune Priests) =201: Success

After half a dozen years Archmagos Biologis Maximal has finished his investigation of the Honeypot Lily having made an interesting discovery. He has found that while the Lily does not seem to have any particularly valuable properties, apart from being very high quality wildlife bait and food it can be safely grown in orbit, though not outside of the system. As well as giving you a new luxury foodstuff this can form a key part of your quarantine system, as Honeypot Lilies have proven to be highly effective at luring Avernite wildlife to them, and out of hiding.

Ponder the Annals of Thunder- Corax has provided his notes on Thunder Warriors, the proto-Astartes that the Emperor conquered Terra with. These notes included a detailed description of how to make them, and Archmagos Biologis Maximal would like to spend some time investigating them in order to determine their strengths and weaknesses.

Time: 12 years

Cost: 390,000,000 Thrones, 78,000,000 Material, 7,900,000 Promethium, 850,000 Advanced Material, 950 Exotic Material.
Reward: Detailed information about Thunder Warriors, a dozen Thunder Warriors

Locked- One out of Twelve years completed

For the last year Archmagos Biologis Maximal has been examining the Annals of Thunder, Corax's notes on the Thunder Warriors creation process. He tells you that while he can not yet give any detailed information that while only moderately difficult to put into process the details behind the Thunder Warriors are incredibly complex.
Build Vault (Dis)- Now that you have designed an Ultra-Secure Vault it is time to build one, or more. The sheer complexity of the technology required for the vault makes building one an expensive project that will take at least a decade. The final decision to be made is where to build a vault, with Mag Mell, Dorthonion, Dis and the Unseen University being obvious candidates.

Time: 10 years
Chance of Success: -50% (48% after bonuses, can retake at half time and cost on fail)

Cost: 380,000,000 Thrones, 380,000 Material, 38,000 Promethium, 7,400,000 Advanced Material, 840,000 Exotic Material, 94 Relic Material.
Upkeep per year: 19,000,000 Thrones, 19,000 Material, 1,900 Promethium, 150,000 Advanced Material, 8,400 Exotic Material, 0.5 Relic Material.
Reward: Build Ultra-Secure Vault

Complete
year three d100=79+28(learning)+70(buildings)=177: Success

Three years ago Fabricator-General Scott finished building a Ultra-Secure Vault deep within Dis. This vault is protected by an array of the most advanced technology that the Imperial Trust has access to and is the closest to impregnable and indestructible as it can be made. Fabricator-General Scott is so confident in the vaults defences that she has already moved Data-Jewels containing the entire knowledge of the Adeptus Mechanicus into it, including the only known schematics for the Men of Stone.

Technological Improvements: (Advanced Material)-The Imperial Trust gained access to a massive amount of new technology in the Grand Conclave which you will be able to use to over double your advanced material production. This will require major retooling of your forges and will be a time consuming and expensive process, but will allow Avernus to easily cover its current Advanced Material needs.

Time: 4 years. (can be taken 9 times)

Cost: 720,000,000 Thrones, 72,000,000 Material, 7,200,000 Metal, 14,000,000 Promethium, 390,000 Advanced Material, 4,800 Exotic Material.
Reward: Increase production of Advanced Material by +119.6%(currently +710.75%)

Complete

Fabricator-General Scott has spent four years working on putting into place some of the advanced material production technologies and methods that he has gained access to. He has already managed to boost Avernus' Advanced Material production rates by an eighth using these technologies, and has a lot more to put into practice.

Nano-Forges- The Nano-Forge is an incredibly advanced forge that uses nanites to construct items on an atomic scale. While time consuming and requiring a skilled Magos to use this allows for the production of some of the most complex and advanced technological components at a far greater rate than conventional means. It would take only a few years to make Nano-Forges in your Cathedrals of the Machine-God.

Time: 6 years.

Cost: 7,200,000 Thrones, 72,000 Material, 7,200 Metal, 14,000 Promethium, 390,000 Advanced Material, 9,600 Exotic Material, 10 Relic Material.
Reward: double productivity of Relic Material in forges

Locked- One out of Six years produced

Fabricator-General Scott has been working on installing Nano-Forges in your Cathedrals of the Machine-God over the last year. Progress on this has been slow despite the Nano-Forges small size due to a combination of the sheer complexity of a Nana-Forge and the fact that no-one is very familiar with this style oft technology.

Disseminate Callamus Augmetics- The Adeptus Mechanicus has long used highly advanced biological and cybernetic enhancements for a wide range of tasks. Callamus has continued to develop them over the years, and now has a massive range of augmetics designed for countless roles, ranging from the arcane cybernetics of an Archmagos to the simple enhancements used by the Tech-Guard. These designs should be valuable for the Mechanicus in most of its roles and will take a few years to properly disseminate among the Mechanicus.

Time: 4 years

Cost: 390,000,000 Thrones, 78,000,000 Material, 7,900,000 Promethium, 850,000 Advanced Material, 950 Exotic Material.
Reward: +15 to Mechancius ground forces, +10% AM, EM and RM production

Locked- One out of Four years completed

Fabricator-General Scott has been spending the last year spreading the Callamus Augmetic improvements throughout the system. While it will take a few more years for them to start having an effect there has already been a good deal of changes to many tech-priests personal augments.

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

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

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

Complete
year two d100=11+47(stats)+35(traits)+10(Areatha)+20(double down)+20(double)=129: Fail, +15 to next attempt
year two re-roll d100=18+47(stats)+35(traits)+10(Areatha)+20(double down)+20(double)+15(Paragon Diviner)=136: Success

A few years ago Saint Lin finished his first investigation into the fundamental nature of Chaos, the greatest evil known to mankind. He tells you that at their core the gods of chaos are all tied to the Primordial Sea, either directly or via an intermediary. From what he can tell the Primordial Sea is what existed before the creation of the universe, and what will exist when the universe comes to an end, and as such is near incomprehensible to even a divine mind. However Saint Lin has been able to infer a few aspects of the Primordial Sea from the effects on those connected to it, that being that it is fundamentally a force of change, mostly destructive. According to Saint Lin the stronger a beings connection to Chaos the stronger its links to the Primordial Sea, which will both empower them and twist its mind in a way very familiar to all who fight the forces of chaos. This twisting is most likely why the gods of chaos generally embody the utter worst aspects of their domains. However if the Great Gods of Chaos themselves are twisted by their corruption it begets the question, how did they come into contact with the Primordial Sea, which should be near impossible for even gods to touch?

Double: Belief and Faith: Adeptus Astra Ministorum- High Grandmaster Ridcully has recently discovered much about how peoples beliefs can effect the Warp. This has many similarities to how the power of faith that gods can use, and Ridcully would like to work with Saint Lin to investigate this similarity.

Time: 5 years (must be taken with Belief and Faith: Adeptus Ministorum)
Chance of Success: 00% (uses average of learning and piety)

Cost: 40,000,000 Thrones
Reward: Information on interaction between belief and faith

Locked- Three out of Five years completed

Saint Lin has spent the last three years working with Ridcully on figuring the connection between the Faith that powers gods and the belief that can effect the rules of the warp. So far they have determined that there is some crossover between the two, but little more.

               
Trials Alpha Beta Gamma Delta Epsilon Zeta Minor
Passed 1 4 49 346 1,654 3,653 578,968
Attempted 1 10 98 540 2,266 4,713 723,710
Percent passed 100% 40.00% 50.50% 64.00% 73.00% 77.50% 80.00%
                   
93 Regular 71   Veteran 19   Elite Primaris 3  
Primaris Beta Gamma Delta Beta Gamma Delta Beta Gamma Delta
Biomancer   1 6     1      
Diviner   1 8     2      
Pyromancer   2 11 1   2      
Telekinetic   2 11     2      
Telapath   1 9     2      
Daemonologist   1 9   1 2      
Order of Omens 1   1            
Order of Warding 1   1            
Order of Restoration   1 6     1      
Psy-Hunters           3      
                                         
1,323 Normal 1,018       Veteran 211       Elite 78       Master 15      
Battle Psyker Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta
Biomancer   1 8 56 125     2 12 25       3 6       1 1
Diviner   1 6 37 83     1 8 17       2 4         1
Pyromancer 1 1 10 74 166     2 16 33       4 8       1 2
Telekinetic   1 8 56 125     2 12 25       3 6       1 1
Telapath 1 1 6 37 83     1 8 17       2 4         1
Daemonologist   1 6 39 87     1 9 18       1 3         1
Psy-Hunters                         1 9 20       1 2
               
85,122 Trainee Normal Veteran Elite Master Grandmaster Exemplar
Minor Battle Psykers 225,798 74,693 7,497 2,187 688 56 1
Psy-Hunters       1,613 267 14  
                                         
1,624 Normal 1,118       Veteran 410       Elite 89       Master 6      
Sanctionite Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta
Biomancer   1 9 69 151     2 13 28       3 6          
Diviner   1 6 41 91     2 15 33     1 3 7          
Pyromancer   1 7 46 101     3 17 37     1 4 8         1
Telekinetic   1 9 69 151     3 25 56     1 5 12         1
Telapath   1 7 46 100     3 17 37     1 4 8         1
Daemonologist   1 7 55 122     3 20 45     1 4 9         1
Order of Omens     1 4 10       2 3         1          
Order of Warding       2 5       1 1       1 1          
Order of Restoration               2 13 28       3 6          
               
86,876 Trainee Normal Veteran Elite Master Grandmaster Exemplar
Minor Sanctionites 225,412 55,180 25,678 5,475 382 7 0.0
Order of Omens 386 95 48 10 1    
Order of Warding 5,790 1,131 151 200 34 1  
Order of Restoration     2,334 498 35 1  
                                         
267 Normal 183       Veteran 63       Elite 21       Master 5      
Neo-Astropaths Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta
Neo-Astropaths   1 4 27 60     1 10 20       3 7       1 2
Neo-Astropathic Receivers   1 4 27 60     2 10 20     1 3 7       1 2
             
46,130 Trainee Normal Veteran Elite Master Grandmaster
Witch Finder 110,004 35,205 8,747 1,925 245 7
             
Inquisition Beta Gamma Delta Epsilon Zeta Minor
    2 14 69 152 11,579
Free Greater Divination (Arhra - nature of ritual with shards of Khaine)- High Grandmaster Ridcully is more skilled at seeing the present as he is at predicting the future. This allows him to gather a good deal of information about the galaxy using his powers. Possible focuses are the condition of races or organisations, the balance of power in Segmentums or even the activity and compositions of pantheons of gods.

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

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

Complete
roll d100=51+49(control)+110(Traits)-100(wards)=110 : Success

High Grandmaster Ridcully has attempted to determine the exact nature of the ritual that Arhra the Fallen Phoenix is attempting to conduct using the shards of Khaine. He tells you that from what he can tell the ritual is an attempt to combine the shards in order to allow Khaine to be reborn with a material body. From what Ridcully can see the forces of Khorne are trying to steal the shards for their own ritual.

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

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

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

Complete
year one roll d100=82+49(control)+110(Traits)+20(double down)=261 : Greater Critical Success

High Grandmaster Ridcully spent a year locating all of the security holes that infiltrators use to get into the Imperial Trust and the vast majority of those currently in the trust. While many of the security holes are impossible to fully close with Ridcully's observations the Inquisition has been able to close, or at least narrow all of the commonly used holes. He has also located most of the agents currently within the Imperial Trust, information that the Inquisition has been using to kill, turn or deceive the agents.

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

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

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

Complete
year one roll d100=84+49(control)+110(Traits)= 243: Greater Critical Success

High Grandmaster Ridcully spent a year looking into the almost coordinated nature of the recent rogue psyker attacks on Avernus, which until recently have been focused on your psyker hunters forces to an extreme extent. He found that it was a mix of pure chance and varies Psykers trying to kill the psyker hunters knowing that they are the biggest threat. You wondered if that was the case but when dealing with Chaos it is always best to verify your information.
Double Down: Belief and Faith: Adeptus Astra Telepathica- High Grandmaster Ridcully has recently discovered much about how peoples beliefs can effect the Warp. This has many similarities to how the power of faith that gods can use, and Ridcully would like to work with Saint Lin to investigate this similarity.

Time: 5 years (must be taken by Ridcully, must be taken with Belief and Faith: Adeptus Ministorum)
Chance of Success: 20% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Information on interaction between belief and faith

Locked- Three out of Five years completed

Ridcully has spent the last three years working with Saint Lin on figuring the connection between the Faith that powers gods and the belief that can effect the rules of the warp. So far they have determined that there is some crossover between the two, but little more.

Journeyman Alkahestry- The Nynye are now willing to share the secrets of Alkahestry with the Adeptus Astra Telepathica. While Alkahestry is a highly complex art that takes decades to learn, your psykers now have the basics down and can work on more advanced levels.

Time: 9 years
Chance of Success: 45% (uses learning)

Cost: Free
Reward: Adeptus Astra Telepathica learns advanced skills of Alkahestry, unlocks Alkahestry identification and Master Alkahestry

Locked- Four out of Nine years completed

Xavier has spent the last four years working with the newly founded Order of Alkahestry to learn Journeyman Alkahestry from the Nynye. He tells you that the education is proceeding steadily, and that you will soon have access to proper Alkahestry without buying it from the Nynye.

Double Down: Black Ship Protection: Telepathica- Between the Siren Runes of Warding and the powerful Gellar Field Generators that were part of the design for the Deus Superdreadnought you may now be able to build a version of the Black Ships. To begin with the Adeptus Mechanicus and the Adeptus Astra Telepathica will need to work together on combining these technologies and testing whether their effect is strong enough. Only Tamia has a good enough understanding of Siren Runes to lead the Adeptus Telepathica half of this research project.

Time: 12 years (must be taken with Black Ship Protection: Mechanicus)
Chance of Success: 20% (uses learning, both parts must succeed)

Locked- Two out of Twelve years completed

For the last two years Tamia has been involved in an effort to create an equivalent of the Black Ships of the Imperium. If successful this will be a paradigm shift for the Telepathica of the Imperial Trust, with you being able to gather trainee Psykers from worlds without a major Telepathica presence and then train them at another world.. This should double or even triple the number of Psykers that you could potentially gather.

Technomancy Basics- After the Grand Conclave Callamus sent several of its technomancers to the Imperial Trust in order to teach you the basics of technomancy. While technomancy is based on an entirely different psychic tradition then that used by the Imperial Trust examining it could still lead to some interesting developments in your own psychic traditions.

Time: 5 years
Chance of Success: 40% (uses learning)

Cost: Free
Reward: Adeptus Astra Telepathica learns basics of technomancy, possible new options

Locked- One out of Five years completed

Aria has spent the last year looking into the basics of technomancy, a field that Callamus has developed greatly. So far she is just starting and has little to report.
Ward Vault (Dis)- An essential part of your Ultra-Secure Vault design are some powerful Wards that Tamia has designed. When combined with the vaults Null-Technology these wards should make it near impossible for Psykers to bypass the vaults defences.

Time: 10 years
Chance of Success: 10% (uses average of learning and control)

Cost: 38,000,000 Thrones, 740,000 Advanced Material, 84,000 Exotic Material, 20 Relic Material.
Upkeep per year: 1,900,000 Thrones, 37,000 Advanced Material, 4,200 Exotic Material, 1 Relic Material.
Reward: Ward Ultra-Secure Vault

Complete
year four d100=52+24(traits)=76: Fail, +5 to next attempt
year four re-roll d100=21+24(traits)+15(Paragon Diviner)=60: Fail

A bit over a year ago Aria finished her first attempt at warding the vault under Dis in failure. While her wards are masterworks that would be more then sufficient for most locations they interfere in several minor but important ways, allowing a sufficiently skilled psyker to bypass them.

Trap Rune: Master- The Siren Trap Rune can be used to make the wards of your Master Witch and Psyker Hunters actively dangerous to those that attempt to breach them. This would add another layer of danger that rogue Psykers have to deal with, and should allow you to deal with them a bit faster.

Time: 6 years

Cost: 880,000,000 Thrones, 22,000,000 Advanced Material, 220,000 Exotic Material.
Upkeep per year: 46,000,000 Thrones, 1,200,000 Advanced Material, 1,200 Exotic Material.
Reward: +5 to dealing with Psykers, +5 to dealing with Beta-level and above Psykers.

Complete

Two years ago Tamia finished providing the Master-level Witch and Psyker Hunters with armour warded by Trap Runes. These should make attacking them with Psychic powers actively dangerous, forcing attacking Psykers to need greater focus to effect them with their powers and possibly causing dangerous backlashs. While this is not a major difference it provides another minor bonus to your psyker hunting forces, making them that little bit more effective and potentially saving tens or even hundreds of millions of lives.

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

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

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

Complete
year one roll d100=9+28(control)=37+ Fail
year one re-roll d100=93+28(control)+15(Paragon Diviner)=136: +97

Xavier spent a year preparing Ares Niven, an Alpha-level Pyromancer/Telekinetic for the trails. While Ares would have passed the trails even without any aid with Xavier's help he not only passed the trails but skipped all the way to Elite Primaris.

Personal Attention: Anti-Psyker Training: Preparation- You are highly capable of military command, administration, diplomacy and intrigue and are capable of managing a project in any of those fields. Can be taken twice.

Time: as project.

Cost: free.
Reward: get one extra Adeptus Munitorum, Adeptus Administratum, Diplomacy or Adeptus Arbites action with your characteristic bonus.

Complete

Three years ago you finished working with Jane creating a training regime to better prepare your troops for dealing with hostile Psykers, both at home and on campaign.


Personal Attention: Technological Improvements: (General): Twice– You are highly capable of military command, administration, diplomacy and intrigue and are capable of managing a project in any of those fields. Can be taken twice.

Time: as project.

Cost: free.
Reward: get one extra Adeptus Munitorum, Adeptus Administratum, Diplomacy or Adeptus Arbites action with your characteristic bonus.

Locked- Five out of Ten years completed
Locked- Three out of Ten years completed

For the last five years you have been devoting as much time as possible to getting the recent technological improvements that you gained access to put into practice.

Getting to know you- You have recently appointed Prefetus Tertius Rosalinda Orlov as your new Vizer. It would be a good idea to put aside some time to get to know her better, as you expect to be working closely with her for decades to come.

Time: 1 year

Cost: Free
Reward: gain character sheet of Vizer Rosalinda Orlov

Complete

You spent a year getting to know your new Vizer Rosalinda Orlov, who is both very professional when on the job and very eccentric when not.

Construction Expertise (Build Hive (Tarascon, Center Area)))- Your Vizer Rosalinda Orlov is a highly skilled architect and can oversee any major constructions projects that the Administratum handles. This should be a good way to keep the expansions of your cities in progress.

Time: as project.

Cost: free.
Reward: do one Adeptus Administratum, construction project with your characteristic bonus and traits

Locked- Four out of Fifteen years completed

Rosalinda has spent the last four years working on building a second Hive in Terascon. She has been making steady progress in this despite the best efforts of the local wildlife. The deployment of a few dozen Northern Sentinels proved to be highly valuable in her efforts.


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

Time: 1 year.
Chance of Success: Unknown

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

Complete
year one=99+13(diplomacy)+5(Palace)=117: Success

Shortly after returning to Avernus you arranged to meet up with Commissar Dalv Sepet, or as you suspect Vlad Tepes, while both Jane and Jacob were nearby in order to confront him over his identity. Much to your relief not only was your guess correct but he was actually relieved that someone finally got it. After inviting Jane and Jacob to join you he agreed to tell you a good bit of his true life story and capabilities.

He tells you that he was born a few decades after the first discovery of Avernus to an unremarkable family in an orbital city. He had always been fascinated by Avernus and as such he pushed for a position in the elite Explorer Corps, the brave beings tasked with exploring Avernus in that era. As soon as he passed the training, which makes the training for your Helguard seem easy, he started to explore Avernus. Right from the beginning he proved to have a real talent for the unique combination of stealth, combat skills, wilderness survival, willpower and negotiation that is needed for a truly successful Avernite Explorer. As such he and the teams that he led soon pushed far beyond the explored regions into far more dangerous environments. It was then that he started working alone, finding that without others he could avoid a great deal of dangers with his by now incredible stealth skills. It was also in this time when Vlad gained his first piece of Black Crystal, a bracer that was in the possession of a draconian alpha, of a breed that seems to the predecessor of the current Fire Drakes. Over the next five hundred years Vlad explored the entirety of Avernus, making friends and foes among most of its peoples. One of these friends in particular he become close to, that being He-Who-Walks-Obliquely, a Border-Lion who has becomes his greatest friend.

Eventually Vlad Tepes found the last of the Black Crystal Jewellery, and as a result gained the ability to control his age. You note that Vlad is very cagey about details on this event several hours later. A few decades later Vlad sold the Black Crystal Jewellery to the then Governor of Helheim and left to explore the galaxy as a whole. Occasionally accompanied by He-Who-Walks-Obliquely when his friend had no duties to fulfil. Ever since Vlad, under various names explored the galaxy, occasionally stopping in one place for a lifetime or two to learn something new or experience another way of living. He tells you that as far as he know there is only a single human who has seen as much of the galaxy then him, and only because he started earlier. In this time Vlad developed the massive range of skills and advanced social chameleon traits that you have noted about him. He also claims to have discovered over a dozen galaxy wide conspiracies in this time, many of which seem to have faded into history for varying reasons. The human supremacist organisation that aimed to wrest control of the galaxy from the Eldar for much of the Dark Age and the multi-species cabal that helped create the Horus Heresy in order to wipe out Chaos were probably the two stupidest. Eventually Vlad found himself, and the Catachan Regiment that he had been assigned to deployed on a rather familiar world, and he worked hard to ensure that his boys were properly prepared for life on Avernus.

After talking with Vlad for a while he agrees to work more closely with you and your government and is willing to carry out independent missions for you, though he would prefer not to have to make a new identity.

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

Time: 1 year.
Chance of Success: Unknown

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

Complete
year two=52+13(diplomacy)+5(Palace)=70: Fail

You spent a couple of years talking to Syr about possible good marriages that she could make. You found that while Syr is not exactly eager to marry she is willing to if you think it will be for the good of Avernus. The main preference that she has indicated is that her future husband should a combat veteran as well as a good political match. Given both the danger of Avernus and the issues that your people will have with anyone they view as soft as a leader you can see her point and will concede it.

Knowing Avernus (Avernite Familial Structure)-In the years since founding Avernus has developed in many ways, some of which you have not been able to pay attention to. It may be a good idea to spend some time learning about the smaller organisations that make Avernus so unique and about Avernite culture.

Time: 1 year. (no more then twice per turn please, also try and explain what you want, one word topics can be unclear)
Reward: Get information about selected aspect of Avernite culture or organisation

Complete

While the initial colonists of Avernus had the traditional view of families in the Imperium centuries on Avernus, with all its dangers and horrors have changed this. The first major adaption that has been made is polygamous marriages becoming common, with marriage groups of three to five being more common as the classic couple. This both increases the number of parents on hand to provide the constant monitoring that children need on Avernus and decreases the chance that all of a child's parents will be slain, or that a single parent will be left to look after children. Second the combination of pressures from governmental pressure to keep the birthrate high, a very good system for orphans to be raised and adopted and the requirements for raising children on Avernus has greatly reduced the social stigmata for putting your child up for adoption, particularly for single parents. Finally a whole new categories of family has been recognised for blood-kin and oath-kin. Blood-kin are those who have worked, and fought beside you so much that they become members of your extended family, and are generally considered to be around as closely related as cousins. Almost all Avernites have a network of Blood-kin, especially those who live in high danger professions. Many of the longer standing members of the Governor's Own would be considered to be your blood-kin, as would many of the senior members of government. Oath-kin are those who have stood beside you so much they are quite simply members of your immediate family, and are legally recognised as such. An Oath brother or sister is considered to be just as closely related as a spouse while an Oath-child has just as many rights to inherit as a born or adopted child. Jane would be considered to be your Oath-Sister while Xavier is your Oath-Son.

Knowing Avernus (Psykers)-In the years since founding Avernus has developed in many ways, some of which you have not been able to pay attention to. It may be a good idea to spend some time learning about the smaller organisations that make Avernus so unique and about Avernite culture.

Time: 1 year. (no more then twice per turn please, also try and explain what you want, one word topics can be unclear)
Reward: Get information about selected aspect of Avernite culture or organisation

Complete

The topic of Psykers is an interesting one for Avernites, with rogue Psykers being counted as one of the greatest dangers of Avernus and killing tens of millions at a time with depressing regularity, while some of Avernus' greatest heroes are Sanctioned Psykers. This by itself is not that unusual, but how close to heart the topic is is. Most Avernites know someone who has lost someone in a rogue psyker attack and a rising proportion of Avernites count Sanctioned Psykers as either family or friends, or at least know someone who does. While combined with the sheer number of types of pychic wildlife on Avernus, with powers ranging from the banal to the terrifying, Avernites have far more exposure to Psykers then any other group you know of, barring perhaps the followers of Chaos. This has led to pychic powers being considered just another weapon by many Avernites, and the mass devastation caused by rogue Psykers being compared to reactor meltdowns and other technological disasters.


                   
Year Income Thrones Material Metal Promethium Advanced Material Exotic Material Food Relic Material Population
Starting 441,427,994,355 619,411,947,448 1,473,882,000,525 487,920,403,239 346,123,505 11,452,895 470,341 108 57,001,188,133
Net Income -229,138,244,095 28,321,070,411 35,259,000,750 7,713,064,662 76,531,867 2,364,581 -5,942 56 3,324,641,130
Percent of Income used 445.02% 63.69% 15.74% 61.53% 22.97% 10.74% 0.00% 26.47%  
Remaining 212,289,750,260 647,733,017,859 1,509,141,001,275 495,633,467,901 422,655,372 13,817,476 464,399 164 60,325,829,262
Percent Growth -51.91% 4.57% 2.39% 1.58% 22.11% 20.65% -1.26% 51.43% 0.96%
 
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Many sources disagree with this.

Also, what else would they eat? Eldar? Orcs? Tau? Minor xenos?

Humans routinely overpower their lust, rage, etc, with their willpower. This tells me that the average persons will is stronger than the average persons source of Chaos food. This cna also be encouraged/trained.

Hell, just tell people that warp xenos exist, are utterly terrible, and are susceptible to faith/belief/will. Than provide focus (say, that warp xenos are weak and every success of theirs is an attempt to convince people that they are not, made at great cost.) and watch the fireworks.

Would probably invite a Black Crusade or something these days though.
you are massively overstating how susceptible chaos is to belief.
That is pretty much what the Emperor tried with the Imperial Truth (replacing weak with don't exist) and everyone know the result of that.
Chaos does spread via memetics and does not have any silver bullet solutions, in Embers at least and as far as I can tell in cannon as well.
 
Shortly after returning to Avernus you arranged to meet up with Commissar Dalv Sepet, or as you suspect Vlad Tepes, while both Jane and Jacob were nearby in order to confront him over his identity. Much to your relief not only was your guess correct but he was actually relieved that someone finally got it. After inviting Jane and Jacob to join you he agreed to tell you a good bit of his true life story and capabilities.

He tells you that he was born a few decades after the first discovery of Avernus to an unremarkable family in an orbital city. He had always been fascinated by Avernus and as such he pushed for a position in the elite Explorer Corps, the brave beings tasked with exploring Avernus in that era. As soon as he passed the training, which makes the training for your Helguard seem easy, he started to explore Avernus. Right from the beginning he proved to have a real talent for the unique combination of stealth, combat skills, wilderness survival, willpower and negotiation that is needed for a truly successful Avernite Explorer. As such he and the teams that he led soon pushed far beyond the explored regions into far more dangerous environments. It was then that he started working alone, finding that without others he could avoid a great deal of dangers with his by now incredible stealth skills. It was also in this time when Vlad gained his first piece of Black Crystal, a bracer that was in the possession of a draconian alpha, of a breed that seems to the predecessor of the current Fire Drakes. Over the next five hundred years Vlad explored the entirety of Avernus, making friends and foes among most of its peoples. One of these friends in particular he become close to, that being He-Who-Walks-Obliquely, a Border-Lion who has becomes his greatest friend.

Eventually Vlad Tepes found the last of the Black Crystal Jewellery, and as a result gained the ability to control his age. You note that Vlad is very cagey about details on this event several hours later. A few decades later Vlad sold the Black Crystal Jewellery to the then Governor of Helheim and left to explore the galaxy as a whole. Occasionally accompanied by He-Who-Walks-Obliquely when his friend had no duties to fulfil. Ever since Vlad, under various names explored the galaxy, occasionally stopping in one place for a lifetime or two to learn something new or experience another way of living. He tells you that as far as he know there is only a single human who has seen as much of the galaxy then him, and only because he started earlier. In this time Vlad developed the massive range of skills and advanced social chameleon traits that you have noted about him. He also claims to have discovered over a dozen galaxy wide conspiracies in this time, many of which seem to have faded into history for varying reasons. The human supremacist organisation that aimed to wrest control of the galaxy from the Eldar for much of the Dark Age and the multi-species cabal that helped create the Horus Heresy in order to wipe out Chaos were probably the two stupidest. Eventually Vlad found himself, and the Catachan Regiment that he had been assigned to deployed on a rather familiar world, and he worked hard to ensure that his boys were properly prepared for life on Avernus.
AHAHAHAHAHAHAHAH!

VLAD RETURNS.

Ohhh this is great.

@Durin
1. Will he get an updated character sheet?
2. Does he think he could replicate the training he was put through?
3. Does he know what the Avatar of Vaul meant by the BCS being an Avatar of DEATH! (all caps because it was originally in all caps.)
 
Right
@Durin
1. Is He Who Walks Obliquely still alive? It seems to be implied.
2. Vlad apparently left Avernus after 170 years? Did he fake it?
3. Did the Eldar tell Rids if they're going to support Ahra or oppose him?
 
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