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

Investigate the Sea?

  • Yes

    Votes: 593 80.4%
  • No

    Votes: 145 19.6%

  • Total voters
    738
We know it would fuck up orks. The minus one speed leaves hulks at speed 1. So we would have twice as long to shoot at them.
Are speed units actually like that? I see people saying that but I can't find anything in the faqs or datasheets indicating that 2 is twice as fast as 1 rather than just some unspecified degree faster.

Is the speed increase linear with an intercept of 0 like people are assuming, or is it geometric? Is it linear with a small slope and huge intercept?

There's a lot of options.
@Durin Could you clarify this please?
 
So I recently went trolling through the Lexicanum's list of xenos species, and came across another warp worshipping xenos race in the galactic north that Abaddon might have vassalized. They are called the Xenarch, and I've added them to the list I made over a hundred pages back. Their specialty is having better Arc Weapons then even the Mechanicus. Bet that would make his Dark Mechanicus minions happy.
 
Bel-Caerel War Assets
@Durin
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Bel-Caerel War Assets


The Kingdom of Bel-Caerel is a human civilisation that has existed outside the Imperium of Man for over 10,000 years. Without the oppressive presence of the Adeptus Mechanicus to strangle its technological growth, the kingdom has made a number of advances in virtually every scientific field in the millennia of its existence. Because of the influence of its patron sun deity, the kingdom is particularly advanced in areas related to stars, such as plasma and fusion. It also has advanced example of technology meant to interact with psykers of the Warp thanks to the personal attentions of the deity. Naturally, much of the kingdom's technological expertise has been harnessed for the purpose of war.


Plasma Rifle - The standard primary weapon of the average Bel-Caerel grenadier, the Plasma Rifle capable of throwing plasma bolts a little weaker than those of a plasma gun, but at a longer range and with the option of fully automatic fire. Functionally, it's identical to the Starpulse Plasma Rifle.

Plasma Incinerator - The Plasma Incinerator evolves the old plasma gun by building upon its niches to bring it up to parity with the plasma rifle in terms of effectiveness. Its barrel is lengthened, accelerating and compressing the plasma bolt further to improve its range and armour piercing ability, and it can still be overcharged to give it extra punch at the cost of stability.

Plasma Pistol - Similar to the plasma rifle, Bel-Caerel's Plasma Pistol differs from a standard plasma pistol with further-firing but weaker bolts. While still semi-automatic, the reduced recoil lets the user make follow up shots much more easily.

Plasma Exterminator - The Plasma Exterminator is essentially the plasma version of the hand cannon. Its purpose is to pack the punch of a full plasma incinerator into the size of a pistol. While successful in this regard, it's rather bulky for a pistol and the amount of shots it can make is rather limited.

Plasma Repeater - The Plasma Repeater is to the plasma rifle what the heavy stubber is to the autogun.

Macro Plasma Incinerator - The plasma cannon version of the plasma incinerator.

Plasma Lance - The Plasma Lance focuses the plasma within it into a tight, coherent beam capable of piercing through multiple enemies. It does, however, suffer in rate of fire, and larger versions lack the ability to produce damage in an area of effect that more conventional plasma weapons have.

Plasma Caster - The Plasma Caster is a Knight Titan plasma weapon with an unconventional appearance. It bears much aesthetic similarity to the Hekaton Siege Claw with three inward-curving energy containment prongs with a small spike in the middle. The spike is a channel through which plasma flows through, and it's kept in suspension in the air by the containment prongs and compressed as it continues to build up. By focusing the plasma outside of the weapon itself, the plasma caster can build up an extraordinarily powerful shot without risk of overheating, though it does take time for it to do so.

Plasma Blade - The Plasma Blade is a blade made of plasma. Markedly inferior to the plasma foil in cutting ability, as while the plasma component is just as effect, it lacks any kind of power field to disrupt the molecules of that which it hits. This reduces its damage and armour piercing ability, but it also makes it much easier to produce. These blades are used to produce swords, axes, halberds, and spears.
-Romag Acceletron - This upgrade to the plasma blade induces the magnetic field containing the plasma to rotate at extraordinarily high speeds at the edges of the blade, making the plasma do the same. While still below the combination of plasma blade and power weapon that the plasma foil essentially is, this upgrade effectively combines the plasma blade with a chain weapon, increasing its cutting ability.

Plasma Field Generator - Of the force fields that exist, the Plasma Field is among the weakest, rating even below the Refractor Field. It is, however, rather cheap for a force field generator and they're also much quicker to recharge once overloaded.

Melta - The Kingdom's melta weaponry is based on fusion instead of chemistry, the same as some Imperial patterns and the meltas of the tau and eldar. Fusion melta is more powerful and versatile, but is almost the same when it comes to material and production costs. The real difficulty with fusion melta is that the technology is much harder to develop, requiring a greater level of expertise to truly understand and advance.

Cyclonic Deathstrike Missile - The Cyclonic Deathstrike Missile is an upsized version of the Cyclonic Missile, capable of laying waste to entire armies. Though their ability to pierce armour is distinctly subpar for weapons of their magnitude, the sheer strength of their yield means this matters against only the strongest of fortifications.

Stargrave Spear - By far the most powerful melee weapon in the Kingdom of Bel-Caerel, only one Stargrave Spear has ever been produced, but it is incomplete; its sheathe and pole exists, but not the spearhead. When a stargrave spear is activated, it begins draining the user of psychic energy to suck in all air around it. It will compress and shape the air into a spearhead of pure blackness, permanently binding it together with unbreakable strings of psychic energy. Once complete, the spear will destroy all its head touches, save for the interior of the sheath made to contain its power. It's incomplete because the spearhead will collapse unless fed sufficient psychic energy throughout the entirety of the forging process, and the only being capable of providing that much continuous psychic energy is an Alpha Plus psyker.

Psyplasma - These flasks of psychically impregnated plasma can make even ordinary plasma weapons into deadly anti-daemon tools, though the consequences of a plasma weapon overheating are magnified.

Psyhydrogen - Similar to psyplasma, though meant to be used with melta weapons.

Phoenix Chariot - In one of the conflicts between the Kingdom and the Ruinous Powers, the golden civilisation was beset upon by a large contingent of Heldrakes, the blasphemous metal dragons that were once Space Marine fighter crafts. They were to Bel-Caerel's air force as Chaos Astartes were to mortal men, and were inflicting ruinous casualties. A response was required, and a response was what the God-Queen of the Bel-Caerelians gave. Schematics and designs for a future project were drawn from and altered to create a new war machine that would combat them - the Phoenix Chariot.
A combination of Knight Titan, fighter craft, and daemon engine, the Phoenix Chariot is a large, golden, mechanical phoenix into which a psyker is surgically bound. Cables attached to the psyker's brain transmit psychic energy into a mechanical heart that pumps psy-enriched plasma-blood throughout the Phoenix's chassis. This repairs the Phoenix Chariot when it's damaged and covers it in a bright aura of flame that protects it from enemy fire and incinerates all that it closes into melee with. Their claws and beaks are constructed of psychically attuned metal, making them force weapons.
With the aid of the Phoenix Chariots, the Chaos Space Marines were driven off and peace was once more restored to Bel-Caerel.
The design of Phoenix Chariots has improved immensely over the millennia.
Mark II: Connection frames were refined so that their pilots could enter and exit as freely as pilots of Knight Titans; new data provension protocols were introduced to better integrate Machine Spirits with new pilots; general improvements.
Mark III: New patterns released - Phoenix Chariots of various larger sizes to contain the power of stronger psykers; ranged weaponry added.
Mark IV: Holy symbology and numerology further integrated into the design; mind link systems introduced to improve group tactics and psychic cooperation.
Mark V: General improvements.

Phoenix Power Armour - Phoenix Power Armour is a type of power armour that utilises technologies of the Phoenix Chariot that have been adapted for use by infantry. It uses a combination of partially warptech microfusion reactor to power its systems. The partially psychic energy provides the power armour with a measure of resistance to haywire attacks, but is mostly meant to power a latticework of powerful wards to provide the wearer with significant protection against Warp-based threats. These wards glow a fiery gold when powered.
-Mark II Phoenix Power Armour - Mark II Phoenix Power Armour was developed with general combat in mind. This replaces the incredibly expensive wards with a comparatively simple plasma field generator, making the Mark II much cheaper and easier to produce. The psy-impregnated energy combines well with the plasma field, significantly boosting its protective ability at the cost of stealth, as the bubble of protective energy becomes much more luminescent as a side effect. At this point, the plasma field is intense enough to burn enemies that pass through it.
-Mark III Phoenix Power Armour - Mark III Phoenix Power Armour instead incorporates a jump pack.

Phoenix Excelsior Power Armour - Phoenix Excelsior Power Armour is the most advanced (and most expensive) power armour in the Kingdom of Bel-Caerel. They are made to the highest standards possible and include the features of all the marks of ordinary Phoenix Power Armour. It's built built for use by psykers, who supply additional psychic power to charge all of the armour's functions.

Star Shuriken Trebuchet - The Star Shuriken Trebuchet is an enormous war machine on the scale of the Ordinati of the Mechanicum. It utilises the aid of numerous powerful psykers to launch an immensely powerful projectile into the enemy's ranks. The Star Shuriken Trebuchet begins by forming a small star in its depths. As it does so, psykers outside the fusion chamber will begin rotating the proto-star at ever-increasing speeds. When the weapon it fires, the psychic infusion of spiral power not only multiplies the miniature star's range and accuracy, it also gifts it with a wide psychic halo of shredding warp energy guaranteed to tear apart everything in the projectile's vicinity that it doesn't outright incinerate.

Astral Lions - Astral Lions are genetically modified thrice-hybrid creatures. It took a long time for the Kingdom to gain access to these creatures. First, ordinary Terran lions were genetically modified to their peak, becoming deadly yet loyal and relatively intelligent war beasts. A small amount of human DNA was then added to increase their intelligence further, and dog DNA to make them yet more loyal. Then, through a grand sorcerous ritual conducted by then-Hierarch of Ilfeliare's priesthood, a large number of them were combined with the essence of the warp predators known as astral hounds. The end result were the astral lions - large, white-furred lions with golden eyes, manes, and tail tufts. These creatures of flesh and blood are not only strong, intelligent, and loyal, they also have the powers of astral hounds within them. As creatures born from divine sorcery, they are heavily resistant to Chaos corruption. Astral lions will only obey the commands of Ilfeliare's priests. They're fearsome war beasts, but their affinity for locating and taking down psykers makes them excellent for domestic duties as well.

Sun Dragons - When the Maiden World of Baraleth came under attack by Slaaneshi daemons, Ilfeliare manifested through a warp breach the daemons had made and reinforced the eldar. She fought and vanquished the Keeper of Secrets leading the assault, and then helped the exodites defeat the rest of the daemonic forces. To repay the favour they owed, the exodites gave her a breeding stock of dragons to keep for her own. The sun goddess infused the dragons with her power in a ritual, gifting them feathered wings and the ability to breathe fire, as well as turning their scales a shade of gold. Since then, the Kingdom of Bel-Caerel has fielded the fearsome sun dragons in battle to great effect, and use the scales they shed to make strong armour.
 
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Dying Lights
Dying Lights


"Transition secure, anomalies within tolerable limits." The Helmsman says, as the Night Class Battlecruiser Umbral Nox dropped out of the warp.

"Scanners, what do you have for me." The captain snaps calling out on the bridge.

"Spectral analysis of the star matches." One tech adept reports. "This is the Tilos system."

"Is it secure though?" The captain calls out.

"Defenses… look intact." The tech adept reports. "A pair of Imperial Era defense stations placed in geostationary bastion configuration over the primary continent, with minor shipyards and escorting defenses in accompaniment. A third is currently under construction. Minimal signs of recent conflict, though there are several new Ork shipwrecks in system. Current estimated population… Five and a half billion."

"Likely the result of raids." The captain notes. "That bastion configuration makes engaging them without fighting the defenses over the capitol very difficult. So any invader has the choice between taking potentially ruinous losses to secure dominance, or to commit to a long ground campaign to take the ground-based anti-orbital weaponry. If it's fallen, this could be difficult."

"My agents have reported in." A voice states, striding into the states even as more ships fall out of the warp, a scattering of Inquisitorial transports and warships. "Tilos holds true."

"For now." The captain rumbles.

"For now." The inquisitor nods.

Inquisitor Alexander Ascelon glanced around the party with a cautious frown. On the surface, he sees a fairly unremarkable party with the elite of Tilos in attendance to celebrate and mingle with a distant but powerful foreign ally. But under the surface…

"Inquisitor." A female voice says softly, sliding up to him with a graceful stride. "Something not to your liking?"

"Why would I be unhappy? The highest strata of Tilos society has come out to welcome their valiant allies." The Inquisitor says with a wry smile as he glances at Athena Arkenopolis, the 2nd daughter of the Planetary Governor.

"And are forging connections so eagerly too." Athena says with a wry smile. "I thought that one was married?"

"He is." The Inquisitor says with a nod, glancing at where the eldest daughter of the capital's mayor is flirting quite energetically. "John Volkis, commander of one of our light cruisers, and... great grand nephew of Governor Rotbart's first assistant I believe. He met his wife, a mid-ranked noble, on deployment and emigrated to her homeworld of Arz Landre. Still, Avernite."

"I'm sorry, I've heard of and seen their skill but I'm not sure how that's applicable," Athen says.

"Heavy and unpredictable casualties due to wildlife lead to flexible marriage arrangements." The Inquisitor says with a frown. "Still…"

"The eldest daughter of our dear capital's mayor looking to become the junior wife of a light escort captain. Well, I'm sure she'll have to move to Arz Landre, won't she?" Athena says with a snarl. "No sense of duty, that one."

"No, and that's why she'll likely fail. Even the most beautiful flower is nothing but a weed without duty to nurture it, and Avernites know that well. It's just unfortunate that duty often drives others apart as well." The Inquisitor says with a sad smile, laying a gentle hand upon Athena's shoulders.

"Yet if not for that duty, they would see nothing in each other, would never even have met." Athena says with an equally sad smile. "My father wants to talk to you after the party, so you should get out there."

"Yes, yes I should." Alexander says, turning away from Athena to head back into the social fray, cursing the leaking roof as he goes.


"So, how bad is it, truly?" Strategos Pericles Arkenopolis asks bluntly once Inquisitor Alexander is ushered into his private study.

"As of last year, there are only 8 independant worlds within 200 lightyears of the Imperial Trust, including your own. Absent a major shift in the strategic situation, prognostication gives you a century, if that." The Inquisitor replies unflinchingly.

"Sounds about right." Pericles says with a sigh. "We're exposed, and one of the big boys will eventually take a half serious swing at me. I don't suppose…"

"She'd refuse." The Inquisitor responds, his face a mask of iron.

"Of course she would." The Strategos says with a tired sigh. "So… what did you bring this time?"

"A decent selection actually." Alexander says, perking up slightly. "A standard set of Imperial era military equipment, sufficient to outfit 4 corps to Guard standards, as well as two squadrons of Baneblades and spare parts."

"Baneblades?" Pericles says in surprise. "How did you swing that?"

"It was deemed necessary, given the test I managed to convince my fellows to undergo." Alexander says.

"Test?"

"We have recently figured out a power to purge Chaos corruption nondestructively. All indications are that it worked, but I convinced my fellows that we needed a field test before we used it on anything truly important." The Inquisitor says firmly.

"And the nature of this test?" Pericles inquires

"During the Abomination's attempt to kill Saint Lin they sent 10,000 of their heretical Sisters of Battle all of whom perished. While most of their equipment was destroyed or subsequently purged, we found 250 samples or so to cleanse and use as a long term test. Your world was selected." The Inquisitor says professionally.

"...Thank you." Pericles says.

"Don't thank me yet. After all, I'm not quite done. For you see, the Inquisition has decided that there just might be a way to save Tilos." The Inquisitor says.

"And what is that?" Pericles says guardedly, wary of hope.

"It's simple. You die." Alexander says with a smile. "In two decades, Tilos shall be overrun by an Orc WAAAGH, and destroyed. A single ship of frantic refugees shall flee to send word, and both the Trust and the Nest shall declare a day of mourning for your loss. The major powers shall inevitably learn from their spies, and thus no longer have any reason to harm you."

"That won't hold forever." Pericles says. "Our neighbors may be all orks, but eventually someone will simply stumble over us."

"It will buy you time. Time to expand your population and defenses. Time, even, to colonize other worlds should the Trust weaken the nearby ork worlds during a campaign. We could never stick our forces out for a single cutoff world, but a subsector..." The Inquisitor says, trailing off.

"You don't expect that to actually work." Pericles says simply.

"No, but it's what I have. We can only pull this kind of scam once, and all of my colleagues agree that Tilos is best positioned to accomplish it because of its industry and lack of nearby chaos systems." Alexander says with a tired sigh. "It's all I can do."

A/N: Now here's a tragedy in the making. @Durin
 
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Ok so General Richards believe there will be a another war in 10-20 years. Now we have some idea
1 dark Mechanicus I think after the horrible loss and knowledge we have even more tech they may have called for help. I think these is a medium threat.
2 Abomination forces coming to kill Saint Lin. Since we destroyed Valinor we have not had that many assassins after Saint Lin. He is going to die in about 50 years or more but still sacrificing the Last saint would earn a lot of favor from the Abomination.
3 Someone told about Ridicully sneaking into his house. I would murder him if he touched any of my stuff.
4 chaos in general. If we finish upgrading the trust forces we know we would be one of the most powerful forces and stronger than any one force. Combining with the talks of dragon's nest joining and upgrading the local chaos forces would be scared. The last time a coalition attacked us all three fleets were critically damaged. We have also shown we will invade chaos worlds if we get the chance too, so I can see the local warlords being afraid.
 
4 chaos in general. If we finish upgrading the trust forces we know we would be one of the most powerful forces and stronger than any one force. Combining with the talks of dragon's nest joining and upgrading the local chaos forces would be scared. The last time a coalition attacked us all three fleets were critically damaged. We have also shown we will invade chaos worlds if we get the chance too, so I can see the local warlords being afraid.
Does Amrika reprisal count in this category?
 
Does Amrika reprisal count?
Well they are described as a polity obsessed over internal politics and seem to have engineered for the Waagh to attack them. Since thier total military power is greater than the Waagh is known, so I believe the faction in control engineered it to happen so they could win a war and ride the history to continue power.

Edit I do not think there will be a Amirka reprisal since they will be busy. A Waagh is not something any power in our region just shakes off.
 
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Ok so General Richards believe there will be a another war in 10-20 years. Now we have some idea

he said there is going to be a war not that we are going to be attacked , after all that near by ork domain just sent all of its forces on a wahhhaaa , if they lose the ork domain losses most of it fleets ,leaders and nobez fighting the chaos polity it will not be this weak again for a long long time and the trust is at it strongest and getting stronger this would be our best chance at getting rid of the orks and not to mention that nearby chaos polity will be busy recovering from the wahhhaa to stop us
 
he said there is going to be a war not that we are going to be attacked , after all that near by ork domain just sent all of its forces on a wahhhaaa , if they lose the ork domain losses most of it fleets ,leaders and nobez fighting the chaos polity it will not be this weak again for a long long time and the trust is at it strongest and getting stronger this would be our best chance at getting rid of the orks and not to mention that nearby chaos polity will be busy recovering from the wahhhaa to stop us
She is not specific about the coming war but any war right now is beyond us that involves going beyond our borders. Our fleet is not big enough, we do not have the logistics, our ships are slow in comparison to othe polities with them being 4-49 times faster. One of the reasons I am keep harping about building more shipyards is that we need to expand the fleet , be able to repair what we have faster, and maintenance.

Invading the orks is a bad idea. It makes the trust vulnerable with so many forces away with all the chaos forces hating us, also the bounty on Saint Lin from the Abomination and the bounty on the trust from Tzeentch, and the dark Admech wanting our tech.
 
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She is not specific about the coming war but any war right now is beyond us. Our fleet is not big enough, we do not have the logistics, our ships are slow in comparison to othe polities with them being 4-49 times faster. One of the reasons I am keep harping about building more shipyards is that we need to expand the fleet , be able to repair what we have faster, and maintenance.

Invading the orks is a bad idea. It makes the trust vulnerable with so many forces away with all the chaos forces hating us, also the bounty on Saint Lin from the Abomination and the bounty on the trust from Tzeentch, and the dark Admech wanting our tech.

the orks are at there weakest if we dont take them the chaos polity near them might so we have to strike first , as for the problems you mentioned first of all our fleet is plenty big (and hit above its class) since the orks just wasted there own besides the core worlds have so many defenses that nothing in the sector can really do any thing about them and our colonies are build up enough to fend off any raids not to mention Rids would see anything big coming years in advance

for logistics: admech action upgraded starfort:FOB pattern , this will give us a safe zone in the theater to dump our hulks until they can be sent back for restoration and a supply base
as for speed : we are invading them the orks would already have lost most off there navy and we are coming to them so there speed wont matter as they have no were to run or raid
 
the orks are at there weakest if we dont take them the chaos polity near them might so we have to strike first , as for the problems you mentioned first of all our fleet is plenty big (and hit above its class) since the orks just wasted there own besides the core worlds have so many defenses that nothing in the sector can really do any thing about them and our colonies are build up enough to fend off any raids not to mention Rids would see anything big coming years in advance

for logistics: admech action upgraded starfort:FOB pattern , this will give us a safe zone in the theater to dump our hulks until they can be sent back for restoration and a supply base
as for speed : we are invading them the orks would already have lost most off there navy and we are coming to them so there speed wont matter as they have no were to run or raid
You are ignoring the fact that we are outnumbered by the local chaos forces Significantly and if given the opportunity they will attack causing us to loose tech to them and possible loose worlds. It's not a matter if we can do it or should it's that attacking the orks will leave us vulnerable to attack since current travel time to the ork domain is a month. All chaos polities in the region could attack us and be back before our forces return.
 
She is not specific about the coming war but any war right now is beyond us that involves going beyond our borders. Our fleet is not big enough, we do not have the logistics, our ships are slow in comparison to othe polities with them being 4-49 times faster. One of the reasons I am keep harping about building more shipyards is that we need to expand the fleet , be able to repair what we have faster, and maintenance.

Invading the orks is a bad idea. It makes the trust vulnerable with so many forces away with all the chaos forces hating us, also the bounty on Saint Lin from the Abomination and the bounty on the trust from Tzeentch, and the dark Admech wanting our tech.
I would agree that we shouldn't be too aggressive even if our enemys are at the weakest they are going to be for a while....

....when there are lots of players/agents in a free-for-all game, the strategy is NOT to get the biggest fleet/army/whatever. the strategy is to not be forced to be the first attacker...since the orks are happy enough to take that position, we only have to worry about being forced to be the second.....
 
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they will attack causing us to loose tech to them and possible loose worlds
Or, they eat shit after we beat them back. Even ~two thirds of our navy left at home is going to be very capable to deflect raids, especially as Ridcully would be able to do apply his divination without interference from Turoq. And that's even if they learn that we send out our navy, after we purged a lot of infiltrators.

It is still risky, though. Durin said as much when I asked him in Discord. But, it's just that, a risky idea, not a completely foolhardy or impossible one.
 
Honestly I think our big local target should be the Slaneesh policy near us since they'll get a huge tech upgrade at some point in the future due to Vect. So crippling them before that happens seem like the way to go.
 
Honestly I think our big local target should be the Slaneesh policy near us since they'll get a huge tech upgrade at some point in the future due to Vect. So crippling them before that happens seem like the way to go.
Pretty sure any tech we get from them is going to be too corrupt to make use of.
 
Turn One Hundred and Twenty-Five Results
Turn One Hundred and Twenty-Five Results
Three Hundred and Fifty 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

Complete

General Richards has now finished founding several new Helguard Corps to tithe to the Imperial Trust Guard. This brings the Helguard up to a single army in number, three quarters of which is tithed to the Imperial Trust Guard. According to General Richards she has greatly diluted the experience of the Helguard, and to a lesser extend the Helltroopers, to make this expansion and as such will not be able to carry out any more major expansions for a few more decades at the least, preferably half a century.

Pulse Rifles: PDF- Currently your PDF are equipped with Impaler Carbine as their primary weapon. While Impalers are surprisingly powerful and highly cost effective their combat power still pales in comparison to Pulse weaponry. General Richards advises you to switch over to using Pulse immediately.

Time: 15 years

Cost: 1,600,000,000 Thrones, 160,000,000 Material, 7,600,000 Advanced Material .
Upkeep per year: 2,200,000 Thrones, 220,000 Material, 5,500 Advanced Material.
Reward: Replace your PDF Impaler Rifles with Pulse Rifles

Locked- Five out of Fifteen years completed

For the last five years General Richards has been working on replacing the Impaler Rifles used by your PDF with Pulse Rifles. So far this has consisted of retraining your drill sergeants how to use Pulse Rifles, and hop to train others in their use though in the last year PDF Regiments have tarted to be retrained. Given the size of your PDF, currently almost two and a half billion strong including those units tithed to the Imperial Trust Guard, it will take another full decade to retrain your forces.

Anti-Psyker Training: Military- You have recently finished preparing a training regime to better prepare your soldiers to go up against hostile Psykers. While the sheer scale of your military will ensure that it will take some time to put your forces though it the costs will be low and the additional edge against Psykers valuable.

Time: 10 years

Cost: 3,200,000,000 Thrones, 160,000,000 Material, 16,000,000 Promethium.
Reward: + 10 to your regular forces rolls against Psykers, +5 to psyker hunting

Locked- Five out of Ten years completed

For the last five years General Richards has been overseeing your forces be put though the anti-psyker combat training regime that you and Jane developed. Currently the entire Helguard and Helltroopers have been retrained, though it will take a few more years for the PDF to be put though the program.

Personal Attention: Implement (Volkite Weapons): 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

You spent a few years working out how to best make use of the Volkite weapons that you gained in the Grand Conclave. To begin with Volkite weapons are some of the best anti-personal weapons that you have access to, better in many ways then even neutron weapons, but lack the armour penetration of even Impalers. Combined with their costs, which is slightly higher then for Pulse Weapons, this makes them a good replacement for anti-personnel special and heavy weapons but makes the argument for equipping your Helltroopers with them complicated. As things stand Volkite weapons would be a far superior choice to Pulse Weapons when fighting most Orks and humans, would be around equivalent when going up against 'Ard Boyz or people in carapace armour, significantly worse when dealing with Nobs or anyone in power armour and near useless against Meganobs or Terminators.

This leaves you with several options for how to use Volkite Weapons, apart from using them as anti-personnel heavy weapons which is undeniably the right choice. First you can replace your Helltroopers primary weapons with Volkite weapons and rely on your Helguard and armour to engage better armoured foes. This would turn the Helltroopers into an utterly terrifying force for lightly armoured foes. Next you can replace the weapons of some of your Helltrooper Regiments with Volkite, and the others with Pulse giving you some Helltroopers optimised for dealing with hordes and others for dealing with armoured targets. The final option would be expensive and put significant strain on both your forces training regimes and on logistics and would be to supply your Helltroopers with both Pulse and Volkite weaponry and have them switch between the two as the situation demands.

Personal Attention: Implement (Djinn Skein Gladiatoria): 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

You recently spent a few years looking into how to best use the Djinn Skein Gladiatoria that you were given by Callamus at the Grand Conclave. To begin with you have found that while it is a highly effective training tool its benefits overlap in many ways with those of Avernus, so it will be far more effective for the rest of the Imperial Trust then it is for you. However it is useful for better training your soldiers to deal with more conventional foes so will given them a significant edge. One other benefit of the Djinn Skein Gladiatoria that you did not expect is that you can use it with specially designed programs to mimic Avernus, helping prepare outside forces for combat on Avernus and slowing down the process of your own forces stationed elsewhere losing their edge. Currently you should be able to make the Djinn Skein Gladiatoria part of your standard training regime, and supply it to all of your ships and offworld postings. This will be expensive but more then worth the price. One other option is to use it in the training of your militia, which would be incredibly expensive due to the sheer scale but could be used to push your militias already impressive combat skills to another level.

Personal Attention: Implement (Psi-Throne for Knights): 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

Locked – One out of Two years completed

For the last year you have been looking into how to best make use of the Psi-Throne Mechanicum, and the Ps-Knights that could come from it. From what you can see Psy-Knights have the potential to be an incredibly powerful and flexible unit, but will require a lot of work to develop.

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

Complete

Admiral Sarnow has recently finished repairing the last of the ships damaged in the war against Turoq and has allies. This has been an almost two decade long process, which to be honest is not viable in more dangerous times. The expansions to your shipyards that Admiral Sarnow has completed will help with this to an extent but a far greater impact will be had by using Repair Nanites.

Implement (Navigator's Eyepiece): 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

Complete

Admiral Sarnow has finished his investigation of the Navigator's Eyepiece that you have recently gained access to. He tells you that it increases the average speed and reliability of Navigator ships supplied with it by two thirds, and that this stacks entirely with the benefits provided by a Void Abacus. This will allow your ships to move at almost triple the speed that they could otherwise achieve, a benefit which should be worth even the price of the equipment.

Repair Nanites- After a few years of investigation Admiral Sarnow determined the effects of Repair Nanites. He tells you that the repair nanites should be able to increase the life-expectancy of his ships by around a tenth while reducing the amount of time they need to spend in shipyards by a quarter. Possibly the most valuable in the long term however is that they should increase the percentage of your destroyed ships that are recoverable by around five percent and decrease the time and effort needed to repair them by a step.

Time: 12 years.

Cost: 5,800,000,000 Thrones, 4,500,000 Advanced Material, 51,000 Exotic Material.
Upkeep per year: 2,900,000,000 Thrones, 2,300,000 Advanced Material, 6,500 Exotic Material.
Reward: Repair Nanites for all ships, +10% naval HP, -25% shipyard time, +5% hulk chances, +1 hulk condition

Locked- Five out of Twelve years completed

Over the last few years Admiral Sarnow has been working on adding repair nanites and their production systems to all of your warships. So far he has supplied all of your cruisers and larger ships, and is now starting to work on the escorts and light cruisers. Given the sheer number of light cruisers that you have this will take quite some time.

Implement (Shield Capacitors): 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- Three out of Four years completed

For the last three years Admiral Sarnow has been working out the best use for the Shield Capacitors that Callamus provided to you after the Grand Conclave. He tells you that from what he can see it should be possible to provide all of your warships with shield capacitors, and that the additional defensive capacity that they offer should more then make up for the price.


The population growth of Avernus has remained steady at an average of 1.26% over the last half decade.

Technological Improvements: (General)-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%)

Complete

Signe has finished implementing the technological improvements to your industry and general economy. When combined with the work you have been doing these improvements have massively increased the economic strength of Avernus.

Technological Improvements: (Other): Times Three-The Imperial Trust gained access to a massive amount of new technology in the Grand Conclave which you will be able to use to significantly improve your medical system and many other aspects of life This will require major retooling of massive portions of Avernus and will be a time consuming and expensive process, but will notably increase population growth and general well being.

Time: 5 years. (can be taken 3 times)

Cost: 7,200,000,000 Thrones, 720,000,000 Material, 72,000,000 Metal, 140,000,000 Promethium, 390,000 Advanced Material, 4,800 Exotic Material.
Reward: Increase morale by 2 and population growth by 1% (currently +24.5%)

Complete
Complete
Locked- Four out of Five years completed

Signe has made a great deal of progress with her efforts to roll out the new medical and quality of life technologies that you have gained access to. This has already had a noticeable impact on your population growth, an impact that will only grow with time.

Technological Improvements: (Food)-The Imperial Trust gained access to a massive amount of new technology in the Grand Conclave which you will be able to use to almost double your food production. This will require major retooling of massive portions of Avernus and will be a time consuming and expensive process, but will allow you to easily provide for even a significantly larger population.

Time: 5 years. (can be taken 9 times)

Cost: 7,200,000,000 Thrones, 720,000,000 Material, 72,000,000 Metal, 140,000,000 Promethium, 390,000 Advanced Material, 4,800 Exotic Material.
Reward: Increase production of food by +19%(currently +106.5%)

Locked- Three out of Five years completed

Over the last three years Signe has started to put into action some of the varies improvements that can be made to your farming and food production system. Given a bit of time this should allow your current food deficit to shrink, and even reverse.

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- Fourteen out of Fifteen years completed

Rosalinda is now in the final stages of building Tarascon's second hive, which is as yet unnamed. She tells you that while the Hive itself has been fully built, and has over a hundred million inhabitants, the hives orbital defences still need a bit more work before work can finish.

Personal Attention: Technological Improvements: (General)-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%)

Complete

You finished implementing a wide range of technologies to boost your gathering and refinement of varies metals and promethium. These improvements ended up increasing your mines and refineries production by almost a third, a massive amount.


Personal Attention: Technological Improvements: (Food)-The Imperial Trust gained access to a massive amount of new technology in the Grand Conclave which you will be able to use to almost double your food production. This will require major retooling of massive portions of Avernus and will be a time consuming and expensive process, but will allow you to easily provide for even a significantly larger population.

Time: 5 years. (can be taken 9 times)

Cost: 7,200,000,000 Thrones, 720,000,000 Material, 72,000,000 Metal, 140,000,000 Promethium, 390,000 Advanced Material, 4,800 Exotic Material.
Reward: Increase production of food by +19%(currently +106.5%)

Locked- Three out of Five years completed

Three years ago you started work on putting into practice several improvements for hydroponics that you gained at the Grand Conclave. These should provide a notable boost to your food production, and bring you one step closer to regaining self sufficiency.

Waaagh Ironbusta has been making rapid progress against Amir'Ka, hitting a dozen worlds, five of which have already fallen. Reinforcements have been rushed to combat the Waaagh before it gains any more momentum, led by the newly elected President herself. Many in Imperial Trust's High Command are wondering who they want to win.

Persons of Interest- Inquisitor Klovis-Ultan is willing to spend some time investigating some of the more interesting Avernites. Given the sheer number of Avernite heroes it would be a good idea to learn a bit about the more prominent ones.

Time: 1 year
Chance of Success: 50%

Cost: 4,000,000 Thrones
Reward: information on random interesting Avernite (OOC, please no more then two a turn)

Complete
d100=96+13(traits)=109: Success

Inquisitor Klovis-Ultan recent sat down with you and gave you a better overview of his history, and his skills. Much to your surprise his true name is actually Marcus Klovis-Ultan, you suspected it was a cover.

Sound Out (Getting support to help train and create a order of Psyker Knights from the rest of the trust)- Inquisitor Klovis-Ultan has suggested that you sound out the other Governors about any proposal that you make before the next High Council meeting. While it is rather early to start now it would give you time to attempt to convince people to change their minds before the next High Council meeting.

Time: 1 year.
Chance of Success: 80%

Cost: 144,000 Thrones.
Reward: Gain level of support for proposal and reasons for this for one planet per 10% you succeed by.

Complete
d100=67+13(traits)=80: Success

Inquisitor Klovis-Ultan spent a year sounding out the Imperial Trust about whether you can get any additional support creating an Order of Psy-Knights. In general you found that while everyone considered it to be a good idea the only people who had anything that could help was Asgard, and that the general opinion was not to thrown any Imperial Trust funds at it. Given the scale of your tithe resat that is hard to argue with.

Ask Vlad (Are there any noteworthy lifeforms in the regions we've explored that we've missed which he's aware of that could be beneficial to study)- Vlad Sepet, or Commissar Dalv as he is mostly known as, is one of the oldest and most knowledgeable humans of history as well as a near unmatched infiltrator. He is willing to carry out a range of missions for you as well as provide you with some of the knowledge that he has developed over his millennia of life.

Time: 1 year
Chance of Success: Varies

Cost: Free
Reward: Assistance or knowledge from Vlad Tepes the Explorer

Complete
d100=30+13(traits)=43: Success

After being asked by Inquisitor Klovis-Ultan the only useful species in the explored regions that Vlad can think of is the Invisible Bower Birds of Lindon. He tells you that these Birds have one of the most complete thermal and electromagnetic cloaking systems on Avernus and that it is replaceable with technology. In fact he tells you that the stealth systems in Recon Armour were created after research into it.

Nynye Trade (Ask for help to see if they can extend Klovis-Ultan's lifespan)- 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

Recently Inquisitor Klovis-Ultan asked whether Lulana new of any Alkahestry that could be used to extend his own life span. She told him that it would be possible, and that she would be willing to carry out the procedure in exchange for ten million units of metal, and a few thousand human fetuses that will be used in the process. This deal was immediately agreed on, and enquires were made if Governor-General Aelfric of Midgard was interested in the process. You are informed that this should be able to extend a human's life span by around thirty years.

Sound Out (Loaning troops to the Eldar again for favours)- Inquisitor Klovis-Ultan has suggested that you sound out the other Governors about any proposal that you make before the next High Council meeting. While it is rather early to start now it would give you time to attempt to convince people to change their minds before the next High Council meeting.

Time: 1 year.
Chance of Success: 80%

Cost: 144,000 Thrones.
Reward: Gain level of support for proposal and reasons for this for one planet per 10% you succeed by.

Complete
d100=53+13(traits)=66: Success

Inquisitor Klovis-Ultan spent a year sounding out the Imperial Trust about seeing if you could loan out any troops to the Eldar in exchange for favours. He tells you that most of the High Council is at least willing to talk to the Eldar about this and see what sort of forces would needed to be seconded to them for a favour.

Over the last five years an average of three hundred and eighty cultists were found each year, the lowest number for decades.

Of the 11,372 major psykers found over the last five years 857 of them were Chaotic, a normal proportion.

757 Chaotic Psykers consisting of 18 Beta-levels, 63 Gamma-levels, 172 Delta-levels, 323 Epsilon-levels and 323 Zeta-levels were killed without causing any significant levels of damage over the last five years.
1 Gamma-level, and 1 Epsilon-level caused damage over the last five years.
         
Losses Miltia/Witch Hunter/ Psyker Hunter/ Psy-Hunter PDF/Veteran Witch Hunter/Veteran Psyker Hunter/Master Psy-Hunter Helltrooper/Elite Witch Hunter/Elite Psyker Hunter/Grandmaster Psy-Hunter/ Last Hunter
Helguard/Master Psyker Hunter/Master Last Hunter/ Primaris Psy-Hunter
Soldier        
Psyker Hunters 14      
Witch Hunters        

minor Psy-hunters
       

major Psy-Hunters
       
Last Hunters        
Voids        
Nulls 59 10 3 1
The untainted major Psykers included 19 Beta-levels, 136 Gamma-levels, 784 Delta-levels, 3,262 Epsilon-levels and 6,846 Zeta-levels.

824,013 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 continued to increase.

Double: Greater Psyker Hunting: Five times- 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 one d100=15+26(Intrigue)+19(combat)+25(traits)+20(double)=105: Success
Year one re-roll d100=39+26(Intrigue)+19(combat)+25(traits)+20(double)+15(Paragon Diviner)=144: Success
Year two d100=37+26(Intrigue)+19(combat)+25(traits)+20(double)=127: Success
Year three d100=47+26(Intrigue)+19(combat)+25(traits)+20(double)=137: Success
Year three re-roll d100=66+26(Intrigue)+19(combat)+25(traits)+20(double)+15(Paragon Diviner)=171: Critical Success
Year four d100=49+26(Intrigue)+19(combat)+25(traits)+20(double)=139: Success
Year four re-roll d100=20+26(Intrigue)+19(combat)+25(traits)+20(double)+15(Paragon Diviner)=125: Success
Year five d100=36+26(Intrigue)+19(combat)+25(traits)=106: Success
+96

Jane has spent the last five years devoting much of her time to hunting down the powerful rogue Psykers which plague Avernus, to great success. In this time she killed four Beta-level Psykers, which combined with the efforts of her forces was enough to ensure that there were not major losses to rogue Psykers over the last few 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 five d100=78+26(Intrigue)+5(traits)=109: Success

Over the last year Jane has been overseeing the hunt for spies, both on Avernus and in the rest of the system. She tell you that while attempts to infiltrate Avernus continue their quality has gone down, and that she believes that they are mostly probing for weaknesses. In the rest of the system however she has found over a dozen infiltrators, some of whom were very well trained. In particular one of them was able to get some detailed schematics for Neutron Rifles from a forge in Mag Mell before he was caught, and then able to commit suicide before he could be questioned. Jane is rather worried by that that agent and several others, who she suspects are from groups that have only recently taken an interest in the Imperial Trust.

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

Complete
year five d100=76+91(stats)+70(buildings)+35(other)=272: Success
year five re-roll d100=69+91(stats)+70(buildings)+35(other)+15(Paragon Diviner)=280: Success

After over a decade of close work with Tamia and the Adeptus Astra Telepathica Archmagos Tranth has been able to successfully design a set of warp protections that can protect untrained Psykers form the Warp. These protections include vastly overstrength Gellar Fields, powerful Null-Arrays and the best Wars currently known. According to Tranth the main difficulty of this process has been making sure that all the different forms of protection work in harmony rather then clash, and create weaknesses in the protection that a skilled daemon could take advantage of. Currently it would be possible to create Black Ships at either Grand Cruiser or Battleship sizes, each of which has its own advantages.
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- Eleven out of Twelve years completed

Archmagos Biologis Maximal is currently conducting a series of tests of the capabilities of the eight Black Irons who survived the Thunder Warriors process. From his preliminary result he tells you that they are significantly stronger and tougher then Astartes but lack the mental enhancements, including most of the boosts to reaction speed. He still has several batteries of testing to complete before he can provide you with his final results though.
Expand Military Forces: Mechanicus- Fabricator-General Scott believes that it is time to expand the military power of the Avernite Mechanicus in order to properly defend the Forge-Hives. She proposes training an entire army of Tech-Guard, two corps of Skitarii and two hundred Battle Congregations. This force would be highly expensive but allow the deployment of a massive number of devastating troops. It represents the shift in force composition of the Mechanicus military that Fabricator-General Scott plans over time, with the emphasis being moved from massive armies of cybernetically enhanced soldiers to smaller elite forces making use of highly advanced technology and cybernetics. In particular the vast increase in the number of Battle Congregations fielded should prove to be devastating.

Time: 18 years

Cost: 5,500,000,000 Thrones, 440,000,000 Material, 27,000,000 Promethium, 140,000,000 Advanced Material, 940,000 Exotic Material .
Upkeep per year: 730,000,000 Thrones, 56,000,000 Material, 14,000,000 Promethium, 9,400,000 Advanced Material, 45,000 Exotic Material.
Reward: increase the size of your Mechanicus military forces by recruiting 2,848 Tech-Guard Regiments, 1,920 Skitarii regiments and 200 Battle Congregations.

Locked- Seven out of Eighteen years completed

Fabricator-General Scott has continued in her efforts to raise more military forces out of the Adeptus Mechanicus of the Helheim system, drawing primarily on the handful of Forge-Cities on Avernus for recruits. Given the overwhelming progressive leaning of the local Adeptus Mechanicus she has not needed to interfere with assignments at all in order to ensure that these regiments are loyal to her more then their conservative High Command, though she has had to block a few attempts by the Archmagos Prime to interfere the other direction.

Technological Improvements: (Advanced Material): 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 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
Locked- Three out of Four years completed

Fabricator-General Scott has spent the last five years implementing as many of the new advanced production technologies as she can. While she has only finished implementing a small fraction of the new technologies there has already been a major improvement in production levels. You are looking forward to these improvements being completed, and the sheer amount of advanced technology that you will be able to field.

Cleanse World (Medium)- There are thirteen tainted worlds recently captured from Valinor. Of these worlds six are lightly tainted, six are moderately tainted and one is heavily tainted. Saint Lin believes that with a few decades work he could totally cleanse the worlds, or at least reduce the level of taint.

Time: 2 years
Chance of Success: 10% (76% after bonuses)

Cost: 40,000,000 Thrones, 7,900 Advanced Material, 890 Exotic Material, 1 Relic Materials
Reward: Reduce the taint of selected world by 1 level, 2 on a crit.

Complete
year one d100=8+57(stats)+10(traits)=75: Fail
year one re-roll d100=68+57(stats)+10(traits)+15(Paragon Diviner)=150: Success

Four years ago Saint Lin removed enough of the taint on Formenos so that it is now only lightly tainted. While it would only take another couple of years for him to remove the rest of the taint, light taint is low enough that Niflheimer or Avernite colonists should be able to settle the world with few problems, and normal Psykers should be able to cleanse the world given a few decades.

Double Down: Identifying Chaos by Saint Lin- In his studies on the Pantheon of Chaos Saint Lin has come up with ideas about new ways to identify its taint. With a solid decades study he should be able to develop these ideas, and greatly expand the Imperial Trust' ability to identify the more subtle taints of Chaos without his assistance.

Time: 10 years
Chance of Success: -60% (uses average of learning and piety)

Cost: 400,000,000 Thrones
Reward: Treatise on detecting the influence of Chaos in all situations, large bonus to trying to detect taint, +30 to all rolls to detect cultists

Locked – Eight out of Ten years completed

Saint Lin has continued in his efforts to write as complete guide to spotting chaos taint of all forms as he can. He tells you that he has already discovered three entirely new ways of detecting taint, and refined several others to be either more sensitive or less prone to giving false positives.

Double Down: On Created Gods - Saint Lin is willing top spend a few more years investigating whether there is such a thing as Created Gods. While there is no proof of their existence, there are a few hints that may lead to something interesting.

Time: 5 years
Chance of Success: -60 (uses average of learning and piety)

Cost: 40,000,000 Thrones
Reward: information on Created Gods, ??.

Locked- Four out of Five years completed

For the last four years Saint Lin has been looking into Created Gods, the fourth category of god that there is only a few hints of. From what he can tell Created Gods do exist, and in the history of the galaxy only one group, the Old Ones, has been able to make them.

               
Trials Alpha Beta Gamma Delta Epsilon Zeta Minor
Passed   8 56 397 1,886 4,201 636,066
Attempted   14 111 620 2,583 5,421 795,082
Percent passed 0% 57.14% 50.50% 64.00% 73.00% 77.50% 80.00%
             
104 Regular 76   Veteran 23  
Primaris Beta Gamma Delta Beta Gamma Delta
Biomancer   1 6     2
Diviner   1 8     2
Pyromancer 1 2 12     3
Telekinetic   2 12     3
Telapath   1 9     2
Daemonologist 1 1 9   1 2
Order of Omens     1      
Order of Warding     1      
Order of Restoration   1 6     1
Psy-Hunters           3
Order of Alkahestry     1      
                                         
1,348 Normal 845       Veteran 393       Elite 93       Master 16      
Battle Psyker Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta
Biomancer   1 6 46 104     3 22 48       3 8       1 2
Diviner 1 1 5 30 69     2 15 32       2 5         1
Pyromancer 1 1 8 61 139   1 4 29 64     1 4 10       1 2
Telekinetic   1 6 46 104     3 22 48       3 8       1 2
Telapath   1 5 30 69     2 15 32       2 5         1
Daemonologist   1 5 32 73     2 15 33       1 3         1
Psy-Hunters                         1 10 22       1 3
             
77,345 Trainee Normal Veteran Elite Master Grandmaster
Minor Battle Psykers 248,066 51,338 20,676 2,555 706 60
Psy-Hunters       1,700 294 15
                                         
1,851 Normal 1,248       Veteran 495       Elite 101       Master 7      
Sanctionite Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta Beta Gamma Delta Epsilon Zeta
Biomancer   2 10 75 169     2 15 33       3 7          
Diviner   1 7 45 101     3 18 39     1 4 8         1
Pyromancer   1 8 50 112     3 20 44     1 4 9         1
Telekinetic 1 1 10 75 169   1 4 30 66     1 6 14         1
Telapath 1 1 8 50 112     3 20 43     1 4 9         1
Daemonologist 1 1 8 60 135     3 24 54     1 5 10         1
Order of Omens 1   1 5 11       2 4         1          
Order of Warding       3 6       1 2       1 1          
Order of Restoration               2 15 33       3 7          
Order of Alkahestry       4 4     1 2 6                    
             
108,182 Trainee Normal Veteran Elite Master Grandmaster
Minor Sanctionites 241,281 63,913 25,972 5,876 428 8
Order of Omens 424 108 52 11 1  
Order of Warding 6,361 1,398 248 195 36 1
Order of Restoration     2,309 546 39 1
Order of Alkahestry 12,721 4,930 1,938 167 6  
                                         
281 Normal 162       Veteran 93       Elite 25       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 23 54     2 14 30     1 4 8       1 2
Neo-Astropathic Receivers   1 4 23 54     2 14 30     1 4 8       1 2
             
46,567 Trainee Normal Veteran Elite Master Grandmaster
Witch Finder 120,853 32,399 11,696 2,197 266 8
             
Inquisition Beta Gamma Delta Epsilon Zeta Minor
    2 17 79 175 12,721
Free Greater Divination (Eldar Choice Vect)- 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=79+49(control)+110(Traits)-125(The Dark Prince)=113: Success

While High Grandmaster Ridcully was requested to look into where a Conflagration building up in the Core is most likely to go he was diverted by a deal being made not that far away. There Asdrubael Vect made a deal with the Dark Prince, one that both were bound to follow to both the letter and the spirit by the oathstone on which they swore. This oath echoed though the Immaterium to those who have the ears to hear it. Ridcully is one of the handful of mortals with the skill to determine what was said, as Asdrubael Vect swore the souls, possessions and knowledge of himself and all that serve him to the Dark Prince, and the Dark Prince swore never to withdraw his favour from Vect and to give Vect command over every Eldar sworn to the Dark Prince. Ridcully tells you that there were several other oaths sworn that day, but non reverberated to the same level as that oath, which will change the galaxy, for the worse.

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

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

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

Complete
year one roll d100=68+49(control)+110(Traits)-60(Null-Arrays)+20(double down)=187: Critical Success

High Grandmaste Ridcully spent a year looking into the coming war with the Destroyer in order to gather as much useful intelligence as he can. He begins by telling you that the main assault will come from the Eastern Fringe, attacking both the Tau Empire and Imperium Secondus as well what few other polities remain in the region. Despite warning to both sides the sheer numbers and technologies of the Destroyer's forces will allow them to quickly destroy the first armies sent against them. These forces will consist primarily of the Destroyer Cults, who vanished from the War in the Void several decades ago taking with them many nearby formations, and will be supported by large formations of advanced Canoptek War machines designed by the Destroyers over the years. The Eldar response to this has already been prepared, and will include the utter destruction of the Webway in the Easter Fringe, forcing the Destroyer and its forces to rely on the far slower Inertialess Drives for FTL. This will give the living a mobility advantage over the Destroyer, which they will use to concentrate their forces and slow down the advanced of the Destoyer as much as they can. While the nature of the war prevents Ridcully from giving to many useful pieces of information he was able to discover both the locations of the first dozen major assaults, and the reason that the Necrons will not be intervening in this war even after they win the War in the Void. It seems that it is possible for the Destroyer Virus to be spread to nearby Necrons who lack a sufficiently skilled Cryptek to protect them, and that any major battle between the Necrons and the Destroyer may result in the Destroyer only growing more powerful.

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

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

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

Complete
year two roll d100=5+49(control)+110(Traits)=164: Success

High Grandmaster Ridcully spent a year divining the current war between the Black Imperium and Waaagh Hellcleavah. He tells you that this war is currently entering its final stages, with the Black Imperium having cut off Waaagh Hellcleavah from its original base of operations and begun to set the stage for a cataclysmic final battle. A battle that Abbadon will win via overwhelming firepower, deploying all three Blackstone Fortresses in his control along with the Planet Killer to utterly annihilate the Ork Hulks, crippling Waaagh Hellcleavah in the first stages.
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)

Complete
year five d100=83+37(stats)+15(Roke Island)+20(double down)=155: Critical Success

Recently Tamia has finished work on a set of wards for Black Ships, which when combined with the Gellar Fields and Null-Arrays that Archmagos Tranth created should make it pretty safe to transport all untrained Psykers below Alpha-level, and possible to transport untrained Alphas. She tells you that the trick to making everything work in harmony was layering, with Gellar Fields on the outside and Null-Arrays on the inside with the Runic Warding in between.

Double Down: Laws of the Warp- While conventional wisdom has the Warp as an utterly chaotic dimension with no real internal consistency High Grandmaster Ridcully believes that it does have a handful of underlying laws which are very rarely breached, if at all. With a bit of effort he can start looking into several concepts that he believes are underlying Laws of the Warp.

Time: 5 years (must be taken by Ridcully)
Chance of Success: 5% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Information on Laws of the Warp, new options

Locked- Three out of Five years completed

For the last three years High Grandmaster Ridcully has been using the insight that his talents in divination and the combined academic skills of the Adeptus Astra Telepathica in order to attempt to determine exactly what, if any, fundamental rules there are in the chaotic realm of the Immaterium. He tells you that he has a few good candidates for these laws.
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: 15% (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

Locked- Six out of Ten years completed

Aria's work on warding the Ultra-Secure Vault under Dis has continued. While progress is in no way rapid this is due to the sheer amount of care she is taking in ensuring that everything is perfect, as the slightest of errors will result in unacceptable weaknesses and her needing to redo the entire warding process. Again.

Create Psyker Order (Order of Technomancers)- It is possible for you to create an Order of Psykers within the Adeptus Astra Telepathica. This Order will either have a purpose and develop as needed to fulfil this purpose or it will have a speciality and develop that speciality. For example an Order of Healers would have the speciality of Healing and focus on devolving your knowledge of Physic Healing and teaching your Healers while an Order of Daemon Hunters would have the purpose of combating Daemons and would recruit those with the will and talent to combat Daemons.

Time: 6 years

Cost: 200,000,000 Thrones, 2,000,000 Material, 4,150 Advanced Material, 415 Exotic Material.
Reward: Allows the formation of an Order of Psykers with selected purpose or speciality within the selected department, more options.

Locked- Five out of Six years completed

For the last five years Xavier has been working with the Psykers seconded to you by Callamus in creating an Order of Technomancers. This order is very different from every other order currently in existence as it recruits from Psykers who are just beginning their education, rather then those in the final stages or experienced Psykers. This is due to the fact that Technomancy is not compatible with your general psychic tradition, and as such getting untrained Psykers is better then trying to get Psykers to totally relearn their training.

Personal Attention: Technological Improvements: (General and Food)– 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
Locked- Three out of Five 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. You have moved from the industrial technologies into the agriculteral technologies over the last few years.

Personal Attention: Implement (Volkite Weapons, Djinn Skein Gladiatoria and Psi-Throne for Knights): Planning– 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
Complete
Locked- One out of Two years completed

For the last five years you have been looking at various pieces of military technology that you gained in the Grand Conclave and been working out how to best make use of them.

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- Fourteen out of Fifteen years completed

Rosalinda is now in the final stages of building thee new Hive in Tarascon, which is now almost fully operational with over a hundred million inhabitants.

Spend Time With (Syr and Sigmund)- 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=3+13(diplomacy)+5(Palace)=21: Fail

In the year leading up to Syrs wedding you spent quite a bit of time with her and Sigmund as they prepared, and got to know each other as future spouses rather then friends and colleagues. To be honest this did not go quite as well as you could have hoped, with Syr having issues viewing Sigmund as anything more then a friend at first, though they seem to have worked past them. From what you can see Syr and Sigmund's marriage will start off with a far greater focus on the alliance part of the marriage alliance, though you hope that they can find some level of love as you and Freya did. Fortunately they are decent friends and very unlikely to fall in love with anyone else, so even if they never find love the marriage is unlike to fall apart.

Wedding Bells- In two years time your dauger Syr will be marrying Baron Sigmund 'The Defiant' of the Aesir. Given that this is a marriage between a war hero of the Aesir and the heir of one of the most powerful worlds in the Imperial Trust it will be expected to be a lavish affair with pretty much everyone of influence in the Trust invited. As such you decided to hold it on Atlas' Gift rather then on Avernus itself. Having some of the gathered dignitaries die during the wedding would spoil the mood.

Time: 1 year (locked for year two)

Cost: 40,000,000 Thrones
Reward; Syr marries Baron Sigmund 'The Defiant' of the Aesir

Complete

Almost four years ago you attended the wedding of your daughter Syr, the Heir of Avernus and Baron Sigmund 'The Defiant', a hero of the Aesir. This was probably the biggest social event of the century and literally millions of nobles, wealthy merchants, senior military officers and other people of import crowded Atlas' Gift in the weeks leading up to, and following, the wedding. According to Inquisitor Klovis-Ultan almost a tenth of the Imperial Trust's Inquisition was tasked with ensuring that the wedding went smoothly and that no one took advantage of the concentration of the leadership of the Imperial Trust involved. Supposedly there were several attempts, ranging from the blatant to the subtle. The wedding itself was a week long spectacle officiated by Saint Lin, whose happy smile overshadowed even Syr in her wedding dress, at least in your mind. It was strange seeing Syr married like this, and yet another reminder that she is no longer your little girl, and has not been for a long time. After the wedding Syr and Sigmund left for their honeymoon on Vanaheim, while you remained behind to deal with the more political side of the agreement.

Spend Time With (Klovis-Ultan)- 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 three=51+13(diplomacy)+5(Palace)=69: Fail

After Syr's wedding you spent quite a bit of time with Inquisitor Klovis-Ultan, who seems to be totally unaffected by his slowly approaching death by ageing. You talked to him a bit about how he feels about starting to age at a more natural rate and he tells you that he is fine with it, and views himself as a relic of an older age, and an Inquisition that deserves to be lost in the annuals of history. He seems to be in a bit of a nostalgic mood in some ways as tells you quite a few stories about his time as an Inquisitor in the Age of the Imperium, and the atrocities that he had seen and caused in that time. It is one thing knowing about how the Imperium was dying under the weight of its own corruption and another hearing tales of someone whose business it was to delve into he darkest underbelly of the Imperium, and who did not come back out unstained. When talking about this Inquisitor Klovis-Ultan mentions that as a result of experiences with the Inquisition of the Imperium that many of the current regulations of the Imperial Trust's inquisition exist, including that every Inquisitor has to retire to a low stress position for fifty years after every century of service. It seems that one of the most common threats that Inquisitors had to deal with by the end was elderly Inquisitor who had burned out and become just another threat to the Imperium, either knowingly or not.

Knowing Avernus (QM's Choice)-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

You spent some time getting to know exactly how the people of Avernus view military service, which to a large extent the entire culture is built around. To begin with you have found that there are four main types of people that end up enlisting in your military.

The first type are known as the casuals, or short termers, who are people who due to either a feeling of duty, lack of funds for their preferred career or some other form of pressure enlist for between ten and twenty years before moving on to another career. Casuals make up the majority of the PDF but pretty much never make it into the Helltroopers or to a rank higher then Corporal due to their comparative lack of experience. Despite their somewhat derogatory nickname these soldiers are not looked down on, which given that the majority of the population has been a casual at some point of their lives and the danger level of serving even in the PDFon Avernus is unsurprising.

Next are the lifers, people who plan to spend the vast majority of their life in the service, and end up retiring straight out of the military. These veterans make up the majority of your NCO's and officers, with over eighty percent of the Helltroopers falling into this category. Lifers are highly respected on Avernus and those that end up retiring often end up as major figures in the community.

Then there are the ambitious, those people who believe that they can gain power and fame in the military and have the skills to back them up. Many officers and unit champions fall into this category, and they are respected for their talents and achievements but are often slightly distrusted by those that they fight beside.

The final group is the strangest, and is the vacationers, people from some of the most dangerous professions that join the military for the, comparative, safety and reliability that it provides. Sometimes this is a result of burnouts who can't bear to go back out into the Dark, and sometimes it is people seeking to relax for a while before going on another expedition. No matter their motivations these people are often some of the most deadly soldiers in the Helguard, and are both respected by for their talents and viewed as slightly crazy for finding the Helguard of all places to be relaxing and safe. You suppose that compared to the caverns or going exploring it is.

Write In: Take a Vacation- You have faithfully served the Emperor for over four hundred years. You rose in the ranks of the Administratum through skill and efficiency, until a twist of fate landed you on what is perhaps the most terrifying Deathworld in all the galaxy. Yet, you did not cease. You continued your work, ever maintaining your faith in the Emperor even after his death. You have lead men into battle, fought traitors and abominations, and nearly died several times. You think... you think you may have earned a vacation. Surely the Emperor will forgive you for taking a vacation to rest for a little while! You've never had one, and other people have told you they're great... even if most of them were tourists coming to Avernus. Still, you've heard nice things about the beaches of Vanaheim. They're said to rival the beauty of those of the Azure Bay. Plus they don't have any poison spewing turtles that resist las fire. Or rogue sirens looking to suck out your soul. Or kraken looking for an easy meal. Or Emperor damned Blink Spiders. That sounds pretty nice.

Complete

For the last year you have, for the first time in your life, been having a vacation. This was in large part due to the advice of Saint Lin, who told you that you were showing some signs of burning out and suggested that you take some time off while it was quite. So following his advice you set off to Vanaheim to spend a year relaxing, well only doing ten hours a week of work, and enjoying the sights. While it took a while for you to overcome the nagging feeling that you should be doing something as time went by, and Avernus remained disaster free despite your absence, you started to enjoy your vacation. At the end of the year you returned to Avernus feeling better and more focused then you have for as long as you can clearly remember.


                   
Year Income Thrones Material Metal Promethium Advanced Material Exotic Material Food Relic Material Population
Starting 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 63,861,140,194
Net Income 9,301,047,902 129,946,186,606 323,592,672,623 45,391,300,048 128,565,222 2,580,869 -34,429 228 4,017,816,840
Percent of Income used 81.80% 3.83% 0.09% 1.34% 7.95% 1.17% 0.00% 0.00%  
Remaining 221,590,798,162 777,679,204,465 1,832,733,673,898 541,024,767,949 551,220,594 16,398,345 429,970 392 67,878,957,034
Percent Growth 4.38% 20.06% 21.44% 9.16% 30.42% 18.68% -7.41% 139.19% 0.96%
 
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For the last year you have, for the first time in your life, been having a vacation. This was in large part due to the advice of Saint Lin, who told you that you were showing some signs of burning out and suggested that you take some time off while it was quite. So following his advice you set off to Vanaheim to spend a year relaxing, well only doing ten hours a week of work, and enjoying the sights. While it took a while for you to overcome the nagging feeling that you should be doing something as time went by, and Avernus remained disaster free despite your absence, you started to enjoy your vacation. At the end of the year you returned to Avernus feeling better and more focused then you have for as long as you can clearly remember.
@Durin:
1) did this have any mechanical effects?
2) is Frederick's vacation showing an effect on the vacationing culture amongst Avernites?
 
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