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
Intrigue should be 17, not 16.

Also, holy shit. If we had gone with a military background, we'd singlehandedly murder every enemy the IOM ever had.
 
The dice gods love you. I found stats by rolling 4d6 and choosing the highest 3 and my first roll, which was for martial was 4 sixes, I decided that the roll was so good I would give you 18 +d6 base martial and promptly rolled another 6. The character description is copied from Skewfied with one small change to represent your martial roll.
We seem to have rolled three sixes on four dice for Administrator in addition...
 
I can see why the Emperor chose us through bureaucratic error!

odds are that the misplaced admin is around as good as the second macharius.
 
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I am preparing the Planetary Datasheet and have a question on how much detail you want. Do you want me to give you population and income figures by city, region or just the planetary summary.
 
I am preparing the Planetary Datasheet and have a question on how much detail you want. Do you want me to give you population and income figures by city, region or just the planetary summary.
We probably want at least a regional breakdown, with a planetary summary. And maybe a high level summary of the largest and most important cities.
 
I am preparing the Planetary Datasheet and have a question on how much detail you want. Do you want me to give you population and income figures by city, region or just the planetary summary.
Regional breakdown is probably fine.
I can see why the Emperor chose us through bureaucratic error!

odds are that the misplaced admin is around as good as the second macharius.
And remember all of the world military bonuses we selected!
Very heavily fortified, 2 military tradition, lethal flora, lethal fauna.

I'd like to see someone try to invade us...
 
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Datasheets
Current Civilian Morale 19/10 (+25% Productivity, -25% cult activity, +30% cult detection)
Pious (-5% cultist recruitment, +1P)- The people of Avernus have always had a strong faith in the Emperor, even in the years immedatly following his death.
Strong Will (-5% cultist recruitment, +10 to all rolls to resist mental effects, +5 against Chaos Psykers, +1P) - The people of Avernus have been forced to develop strong wills and a resistance to Warp trickery due to the environment that they live in. As a result of this they are more resistant to the lure of Chaos then most and are eminently well suited to combat with Psykers.
Natural Soldier (+10 to all combat rolls, +1C)- The people of Avernus are born and raised to be soldiers, with both their environment and culture encouraging the traits needed to prosper on the battlefield.
last updated end of turn 82
Population Summary

Total Population is 8,235,138,548

7 Small Hives
3 Forge Cities
1 Forge Complex
2 Forge Hives
2 Moon Base Major Forge Cities
20 Major Cities
2 Ruined Cities
2 Craters

Small Hive Population of 100 Million to 1 Billion
Major City Population of 10 to 100 Million
Minor City Population of 1 to 10 Million
Regional City Population of 100 000 to 1 Million
Large Town population of 10 000 to 100 000
Ruined City is slightly intact but uninhabited
Crater is totally destroyed

last updated end of turn 111

                   
Total Income Thrones Material Metal Promethium Advanced Material Exotic Material Food Relic Material Production
Income Building 1,183,494,249   25,681,993,246 2,960,986,176 5,347,606 41,544 14,744 16.5 9,427,802,406
Income Base 62,465,290,017 1,390,676,152 38,646,281,658 7,192,351,145 9,183,778 90,761 7,479 6.1 12,964,815,081
Upkeep (Building) -50,665,148,840 -2,671,497,155 -3,161,208,076 -459,393,781 -1,731,819 -68,097   -3.9  
Upkeep (City) -24,326,055,730 -7,226,483,299 -18,133,776,461 -4,711,317,304 -1,947,820 -15,296 -21,914    
Upkeep (Military) -6,634,607,839 -300,958,688   -413,708,581 -21,049,432 -35,681 -2,189 0.0  
Upkeep (Other) -11,162,644,305 -355,661,556 -1,825,745,307 -487,508,728 -16,560,939 -166,187   -15.7  
Upkeep (Space) -24,493,158,652 -2,712,061,578 -903,492,644 -972,114,666 -5,455,118 -20,081 -20   348,014,795
Bonus Morale 15,616,322,504 347,669,038 9,661,570,415 1,798,087,786 1,377,567 4,538 1,870   3,241,203,770
Saving Admin 94,623,572,656 10,721,736,158 19,360,745,690 5,644,082,300 15,877,402 53,663 6,498 0.7  
Productivity Bonus 2,937,491,646 15,040 108,148,142 6,277,475     298   407,736,956
Trade                  
Tithe -19,089,251,487 -6,251,332,470 -18,524,498,365 -2,940,656,740 -4,159,377 -1,061 -6,098    
Trade Levy -2,640,941,667 -325,000,000   -25,000,000 -1,407,500 -8,650      
Net Income 8,157,129,905 13,728,760,050 18,252,921,701 7,592,085,083 -20,525,652 -124,548 668 3.7 26,389,573,008
Currant Reserves 843,064,927,978 277,371,394,491 471,039,089,183 335,621,280,630 412,208,070 1,765,215 509,498 204.0 30,996,580,854


last updated end of turn 58
Total Helguard Regiments 77
Scout Helguard Regiment 11
Helguard Armoured Regiment 13
Helguard Rough Rider Regiment 10
Power Helguard Regiment 18
Mechanised Power Helguard Regiment 10
Drop Trooper Power Helguard Regiment 15
   
Total Imperial Guard Regiments 1,263
Infantry 82
Mechanized Infantry 96
Light Infantry 108
Heavy Infantry 95
Armour 128
Rough Riders 100
Drop Infantry 149
Siege Infantry Brigade 34
Vanquisher Regiment 7.285
HellHound/Devil Dog 10
Sentinel 5
AA Regiments 10
Artillery Regiment 20
Bane Wolf 10
Helguard Deathstrike Battery 50
Helguard Deathstrike Life-Eater Battery 1
Combat Engineer Regiment 50
   
Total PDF Regiments 9857.0
PDF Infantry 820.0
PDF Mechanized Infantry 918.0
PDF Light Infantry 1061.0
PDF Heavy Infantry 1005.0
PDF Armour 1261.0
PDF Rough Riders 996.0
PDF Siege Infantry Brigade 366
PDF Transport Regiment (600 Trojans) 200
   
Mechanicus  
Skitrii 80
Tech Guard 787
Scout Titan 13
Reaver Titan 9
Warlord Titan 3
   
Vehicles  
Baneblade Suqadrons 40
Mecharuis Regiments 20
Mecharuis Vaquisher Regiments 1
Leviathan 7
Capitol Imperialis 3
   
Black Irons  
Helguard Power Infantry 3
Helguard Power Drop Infantry 1
Helguard Power Mechanised Infantry 18
Helguard Light Infantry 3
Helguard Armour 3
Helltrooper Infantry 16
Helltrooper Mechanised Infantry 3
Helltrooper Heavy Infantry 26
Helltrooper Armour 17
Helltrooper Light Infantry 24
Helltrooper Drop Infantry 13
   
Teachers  
PDF Infantry 66
PDF Light Infantry 18
PDF Heavy Infantry 18
PDF Armour 34
   
Governor Own 1
Phase Tigers 1
   
Avenger Strike Fighter 600
Lighting Fighter Wings 603
Thunderbolt Fighter Wing 600
Marauder Bomber Wings 404
Marauder Vigilant Wings 100
Marauder Destroyer Wings 400
Cargo Shuttle Wings 624
1 Large Mobile Research Facility

Location: Avernus' Spine (Mountains)
Dis, Avernus Prime
Classification: Planetary Capital, Small Hive
Available resources: Metal
Population: 982,715,854

Garrison: 1,031 PDF Infantry Regiments, 102 Drop Infantry Regiments, 13 PDF Siege Infantry Battalions
Defenses: Level 7 Advanced Void Shield, 200,000 AA Guns, 32 Orbital Defense Lasers, Level 7 Encircling Dome, 200,000 Fixed Defense Guns, 2,000 Super Heavy Defense Guns, 100 Macro Cannons

Other buildings: Large Governors Palace(10% Capital Income), Level 2 Starport, Regional Administratum Center, Basilica, Police Station w forensics, Commercial District, Small Temple of the Omnissiah, Planetary Command Headquarters, Planetary Administratum Center, Cathedral of the God-Emperor, Officers Academy, Large Factory, Public School, Large Mines, Public Hospital, Universities, Air Academy, Disease Research and Treatment Institutes, Advanced Training Facilities, Schola Progenium, Fortified Barracks for Imperial Guard, Police Academy, Trade Schools, Officers Finishing School, Arbites Precinct, Orphanages, Wargaming Grounds, Collegia, Chemical Production Factory, Foreign Intelligence Office, Juve-Nat Production Factory (Small), Underground Railway, Witch Hunters Seminary, Large Psyker Hunters Training Facility, Helheim Void Command Headquarters,

Region Alpha
Terrain: Mountainous
Available resources: Metal
Settlements: Avernus Prime (See above), 5 Major Cities, 1 Forge City
Population: 412,436,900

Garrison: 608 PDF Infantry Regiments, 64 Infantry Regiments, 31 PDF Siege Infantry Battalions
Buildings: Regional Administratum Center, Basilica, Police Station w forensics, Commercial District, Public School, Mines, Public Hospital, Large Factory, Universities, Disease Research and Treatment Institutes, Advanced Training Facilities , Large Mines (Lemnos), Flight Schools, Level 2 Starport, Fortified Barracks for Imperial Guard, Police Academy, Trade Schools, Officers Finishing School, Orphanages, Wargaming Grounds (Helms Deep), Arbites Precinct, Chemical Production Factory, Underground Railway, Expanded Food Stores

Region Beta
Terrain: Archipelago
Available resources: Promethium
Settlements: 1 Small Hive, 2 Major Cities, 1 Ruined City 1 Crater
Population: 580,894,327

Garrison: 757 PDF Mechanized Infantry Regiments, 75 Mechanized Infantry Regiments, 15 Black Irons Mechanized Infantry Regiments, 21 PDF Siege Infantry Battalions
Buildings: Regional Administratum Center, Basilica, Police Station w forensics, Commercial District, Promethuim Refineries, Public School, Public Hospital, Medium Factory, Universities, Huge Promethium Refinery ( The Fair Isle), Disease Research and Treatment Institutes, Advanced Training Facilities, Level 2 Starport, Fortified Barracks for Imperial Guard, Police Academy, Trade Schools, Officers Finishing School, Orphanages, Wargaming Grounds (The Fair Isle),Chemical Production Factory, Expanded Food Stores

Region Gamma
Terrain: Forrest
Available Resources: Metal
Settlements:1 Small Hive, 3 Major Cities, 1 Forge City
Population: 675,704,238

Garrison: 761 PDF Light Infantry Regiments, 77 Light Infantry Regiments, 26 PDF Siege Infantry Battalions
Buildings: Regional Administratum Center, Basilica, Police Station w forensics, Commercial District, Public School, Mines, Public Hospital, Medium Factory, Trading Post, Universities, Disease Research and Treatment Institutes, Advanced Training Facilities, Level 2 Starport, Fortified Barracks for Imperial Guard, Police Academy, Trade Schools,Huge Mine (Hollin), Officers Finishing School, Orphanages, Wargaming Grounds (Hollin), Arbites Precinct, Chemical Production Factory, Underground Railway, Expanded Food Stores

Region Delta
Terrain: Tropical Swamp
Available Resources: Promethium
Settlements: 1 Small Hive, 3 Major Cities, 1 Ruined City
Population: 716,130,276

Garrison: 718 PDF Heavy Infantry Regiments, 73 Heavy Infantry Regiments, 31 PDF Siege Infantry Battalions
Buildings: Regional Administratum Center, Basilica, Police Station w forensics, Commercial District, Promethuim Refineries, Public School, Public Hospital, Medium Factory, Universities, Disease Research and Treatment Institutes, Advanced Training Facilities, Reinforce Partitions, Level 2 Starport, Promethuim Refineries (The Fens and Limberlost), Fortified Barracks for Imperial Guard, Police Academy, Trade Schools, Officers Finishing School, Orphanages, Wargaming Grounds (Okefenokee), Arbites Precinct, Chemical Production Factory, Expanded Food Stores

Region Epsilon
Terrain: Plains
Available Resources: Fertile Land (2% boost to population growth)
Settlements: 1 Small Hive 1 Major City, 1 Minor City, 1 Ruined City, 1 Crater
Population: 814,629,532

Garrison: 718 PDF Armored Regiments, 73 Armored Regiments, , 18 PDF Siege Infantry Battalions
Buildings: Regional Administratum Center, Basilica, Police Station w forensics, Commercial District, Public School, Public Hospital, Medium Factory, Universities, Disease Research and Treatment Institutes, Advanced Training Facilities, Level 2 Starport, Fortified Barracks for Imperial Guard, Police Academy, Trade Schools, Officers Finishing School, Orphanages, Wargaming Grounds (Garden Grove), Arbites Precinct, Chemical Production Factory, Expanded Food Stores

Region Zeta
Terrain: Desert
Available Resources: Ancient Ruins
Settlements: 1 Small Hive, 3 Major Cities, 1 Forge City
Population: 624,169,787

Garrison: 691 PDF Rough Rider Regiments, 71 Rough Rider Regiments, 37 PDF Siege Infantry Battalions
Buildings: Regional Administratum Center, Basilica, Police Station w forensics. Commercial District, Public School, Public Hospital, Large Factory, Universities, Disease Research and Treatment Institutes, Advanced Training Facilities, Large Mines (Babylon), Level 2 Starport, Fortified Barracks for Imperial Guard, Police Academy, Trade Schools, Huge Mine (Salem), Officers Finishing School, Orphanages, Wargaming Grounds (Salem), Arbites Precinct, Chemical Production Factory, Expanded Food Stores

last updated end of turn 55
10 Grey Knights

Ordo Mallaus Knowledge +10 to warp related research



last updated end of turn 38
Each point of Production Capacity can be used to spend 2 Thrones to turn 1 Metal Into 1 Material (the default) or to turn 1 Metal into 10 Thrones or can be used to turn 1 Material into 1 Metal for 1 Throne
it costs 1,000 Thrones to make 1 Advanced Material
it costs 10,000 Thrones to make 1 Exotic Material
it costs 1,000,000 Thrones to make 1 Relic Material
added Tithe and Morale
Morale above 10 functions as a buffer but has no other effect













   
Technology Levels  
  Stone Age
1 Iron Age
2 19th Century
3 20th Century
4 Interplanetary colonies
5 Interstellar travel
6 FTL
7  
8 Average Ork starts here
9  
10 Average Imperial
11  
12 40k Tau
13  
14 Mechanicus
15 Average Ork Ends here
16 45k Tau
17  
18 Imperial Trust
19  
20  
21  
22 Average Dark Age
23  
24  
25 Max Dark Age
26  
27  
28  
29  
30+ Eldar, Necrons
[/B][/B]
 
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...
Well, it looks like dice gods accept omakes as sacrifices... five 6 on 5d6, wow...
 
Now imagine if we had picked second macharius as our build. 41 martial. That's easily better than a Primarch tier.
Given how jammy we rolled, he wouldn't have been fatally bad at any of the other things, either.

Still, I was mostly observing that our administrator has a higher martial skill than the second macharius would on average, so there is a better than even chance that, if the SCoM exists in the same universe, and had an independent roll, he is worse than Rotbart in martial skill. Not to mention probably everything else that counts.

I'd like to see someone try to invade us...
Please do not tempt the thirsting gods.

Well, it looks like dice gods accept omakes as sacrifices... five 6 on 5d6, wow...
It does give one hope for the shape of things to come...


Also, if anyone can shed any light on how you actually quote someone, I would appreciate it.
It just says "added to multi-quote" every time I click the quote button beneath a post, and gives no discenable way of using it.
 
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Also, if anyone can shed any light on how you actually quote someone, I would appreciate it.
It just says "added to multi-quote" every time I click the quote button beneath a post, and gives no discenable way of using it.

On the bottom of the page where you would write your reply there should be an insert quotes button
To the bottom right.

Alternatively hit the Reply button
 
He is the Capital tell me if you think i should chnge the layout or add any information


Location: Region Alpha (Mountains)

Avernus Prime
Classification: Planetary Capital, Small Hive

Available resources: Metal

Population: 128 180 000

Garrison: 158 PDF Infantry Regiments, 13 Drop Infantry Regiments,

Defenses: Level 4 Void Shield, 25 000 AA Guns, 4 Orbital Defense Lasers, Level 4 Encircling Dome, 20 000 Fixed Defense Guns

Other buildings: Governors Palace(10% Capital Income), Level 2 Starport

Gross Income: 70 499 Thrones, 14 100 Metal, 7 050 Production Capacity

Upkeep:37 616 Thrones, 6 960 Material, 6 019 Promethium, 2 000 Metal

Net Income:+18783 Thrones, +90 Material, +5050 Metal, -6019 Promethium
Population growth?
Intelligence report?

Or will things like that only be a part of the overall planetary summary?

Also, what's the difference between production capacity and material? Because it seems you've used them interchangeably.
 
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As an aside, If I ever run a quest myself, i am going to use this as a dice roller. That way,when I roll unbelievable numbers (say, 8 on a D8 five times in a row), I know it's completely random, and the universe really does love the players.
 
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Thanks for the help everyone. Every time that I try either method, it redirects to a blank reply box. It is probably bugging out, so I shall try again later.
 
You lot were very lucky with the rolls I did to see how much of your original colonists survived. With average rolling you would have around 300 000 000 not around 600 000 000. the rolls were similar for Guard and even better for PDF.
 
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Our planet is pretty much Assholia. Invading is a terrible, terrible idea. I can totally see a full fledged Daemon invasion being driven off by the wildlife.

That would only happen if we manage to breed up the numbers of the solomonic seals somehow. They prey on demonkind.

PS: I got quoting to work. Praise the Emperor for small blessings.
 
Regional Descriptions
The hellworld, Avernus
Segmentum: Pacificus
Death World (Mixed)
Lethal Fauna
Lethal Flora
Warptouched
2x Ancient Human Ruins
Very Heavily Fortified
2x Military Tradition

Named Avernus, after an ancient mythical entrance to hell, this planet more than lives up to its name. Not only is it touched by the warp, but it also has one of the least hospitable biospheres in the galaxy. Unlike most imperial deathworlds, it is not a single-biome planet, but contains numerous habitats, each of which hates you with a passion.

In the seas great kraken and expanses of Sargasso kelp vie violently for the post of most dangerous constrictor, while around them teem a stupendous miscellany of creatures finned and fanged, all lit by the witch-fires of psychic anglerfish and hellflame coral. And that is not even counting the untold horrors that lurk in the abyssal trenches.

The poles, as one may well expect, are inhospitable glacial wastelands, where white bears the size of battletanks hunt colonies of epsilon-level penguins, and Solomonic Seals have been seen preying upon the occasional Enslaver that slips through the weakness in the materium caused by the auroras.

Between the poles, habitats vary wildly in fertility, but very little in danger. Who can say whether the Carniflowers and Phase-Tigers of the jungles, or the Bombardment Cacti and titanic scorpions of the deserts are more dangerous? The plains are equally dangerous with stampeding herds of heavily armoured Thundabeasts and the laser spitting Tyrant Lizards that hunt them.

Even the skies and underground depths are not free of terrifying monsters. The ferocious Dragonfruits are hunted by the eerie Psyrodactyls in the upper the atmosphere, while below the ground the terrifying Gnaw Worms eat holes in stone and earth alike in their hunt for roots and metal ores.

The tropics, too are infested with mosquitoes the size of land speeders, congregations of venomous serpents that share a single mind, and a particularly nasty fungal parasite that is alarmingly similar to the life-eater virus, although a lot less virulent.

All across the world, deadly plants, animals, and horrific warp-fueled amalgamations of the two endanger anyone foolish enough to settle upon it.

I'm sure you are now asking yourselves, "Why in the emperor's name would anyone ever settle here?". Well, the answer is simple: the name "Avernus" was not chosen out of a hat. A mixed task force was sent to establish a training camp on Avernus, to simulate the conditions of a daemonworld, hoping to train some of the most dangerous human soldiers the galaxy has ever seen. For them, Avernus would truly serve as a gateway into hell. While not as dangerous as an actual daemonworld, Avernus proved more than hellish enough to satisfy their requirements.

Great was their surprise and elation when they discovered that this world was also home to ruins that their excited tech-priests told them dated back well beyond the great crusade, possibly even to the dark age of technology!

Avernus was colonized on 4362970.M44 by a colonization group consisting of approximately one billion colonists, ten million PDF troopers and one million Imperial Guardsmen. The colony of Avernus initially consisted of 31 landing sites,each intended to be the site of a single walled city. Most of these cities were to be inhabited by 30 million colonists while the capital had 100 million assigned to it. The massive initial colonization effort was in the expectation that the vast majority would die in the first decade, before the cities defenses were put up.

All of the landing sites are within 3,000 kilometers of the capital of Dis on one of the four non-polar continents of Avernus.

Dis
Avernus Prime

Dis is dug into the largest mountain on Avernus, which at 10 kilometers tall towers over the mountain range of Avernus' Spine, which rarely gets above 4 kilometers. The upper portion of the mountain is clad in plasteel armour and bristles with weapons, including four enormous planetary defense lasers which are mounted on the tips of the two peaks. Between the two peaks lies the kilometer wide landing pad of the spaceport, from which there is a constant stream of ships landing and taking off. The loading bays of the spaceport are carved into the mountains, with the cavernous commercial loading bays in the northern peak and the smaller but far more efficient military airbase in the southern peak. Just below the peaks are the barracks in which Lethian Drop Troopers reside, and the massive void shield generators that protect the hive.

Below the peaks are the usual hive districts of manufacturing, agri, power generation and residential, as well as districts set aside for the use of the Adeptus Mechanicus and sanctioned psykers. However, unlike most hives, there is no underhive. One is not likely to form, either, as manpower is too important on a world like Avernus to allow it to be wasted, and no area can be left without regular patrols in case something dangerous grows there. The dangerous wildlife and plants of Avernus often find their way past all the defenses of Dis into the hive itself. The ways into the hive range from airborne seeds of dangerous plants taking root to teleportation. Because of this, armed PDF constantly patrol the hive and most civilians always have a weapon at hand.

At the base of the hive lies a series of fortifications walling off the hive from the horrors that lie within the caverns that the mining efforts breached. The only humans to be found below the fortifications are the miners and the PDF assigned to protect them.
Cities of Avernus' Spine

Region Alpha, also known as Avernus' Spine, is the designation for the mountain range in which Dis is located. It is the only one of the settlement regions in which all of the initial settlements still remain inhabited, most likely because they are dug into the mountains and therefore easily defensible, relatively speaking. The mountain range is a bit over two thousand kilometers long and averages around two hudnred kilometers wide, Dis is six hundred kilometers from the southern end of the range. The Imperial Guard tasked to defend Avernus' Spine hail from Cadia and they have proved that their reputation is deserved.

Alpha-1, Casarrondo, is the designation of the northernmost of the cities. It is located 2,300 kilometers north of Dis and is considered to be one of the safest cities on Avernus. This is because the area of mountains that it is built into is the lair of a single titanic Gnaw Worm which left them honeycombed with 10 meter wide tunnels. The city Casarrondo was built into these tunnels, allowing the fortifications to be built almost immediately rather than after the city was dug out. The early defenses prevented many deaths and only around five percent of the initial colonists died, which given that Casarrondo received almost three million refugee from Gormec means that Casarrondo has a larger population than it started with. In the initial decade, only a single PDF regiment and half a regular infantry regiment died in combat, giving the troopers of Casarrondo a reputation of good luck. This reputation has changed in the aftermath of the First Daemonic Incursion when Casarrondo was taken over by Chaos Cults before being razed by orbital bombardment. While it has since been rebuilt it now has a reputation for danger and its location at the northern tip of human habitation on Avernus makes it a true frontier city.

Unlike Casarrondo, Alpha-2, Gormec, located 1,660 kilometers north of Dis, had problems from the start. The mountain it was built on was infested with avalanche shrubs. This was only discovered almost a year after colonization when they were killed, leading to large portions of the mountain falling on Gormec killing over two million civilians. After the Great Collapse Governor Rotbart immediately led the Lethian Drop Toopers north to defend the now exposed populace while surveyors determined how much of the city was unstable. It was determined that only 20% of the city was stable so Governor Rotbart organized the evacuation. Twenty million refugees along with half of the garrison were evacuated overland to Helm's Deep, the nearest city, while two million were airlifted north to Casarrondo. Many tales can be told of the heroic defense of the convoy to Helm's Deep, but they are recorded elsewhere. At the end of the first decade Gormec is a minor city of under 4 million men which stands surrounded by a collapsed mountain.

Alpha-3, Helm's Deep, is the largest and most successful city in Avernus' Spine (excluding Dis) and Ironically the most embattled. It is built into the walls of a large and fertile valley 1,640 kilometers north of Dis, which is the largest source of food in Avernus' Spine. However, keeping the valley clear of hostile flora and fauna is a constant battle, requiring a large number of PDF regiments. For the first year after colonization, it seemed that the task of clearing - let alone holding - the valley would prove impossible and Helm's Deep would become simply another mining city. Then a large amount of soldiers and workers were evacuated to Helm's Deep after the Great Collapse. With these extra men and guns the valley was cleared but could not be held even with the transfer of a third of the garrison of Lemnos six months later. This was until the fall of The Lonely Citadel three years after colonization, when the entire garrison of The Lonely Citadel was sent to reinforce Helm's Deep finally giving it enough troops to hold the valley. Being one of the most dangerous operations theaters in Avernus' Spine, Helm's Deep's troops are often rotated with those in one of the more peaceful cities to give them a chance to recover and relax (slightly).

Alpha-4, Lemnos is another of the peaceful cities of Avernus' Spine. It lies 1,370 kilometers north of Dis, just above a volcanic area that seems to be one of the few places in Avernus that is uninhabited, most likely because of the deadly gases that are often released. Because of the combination of the volcanic region to the south and the constant fighting in Helm's Deep to the north, less monsters attack Lemnos. In fact it is so peaceful (comparatively) that one third of its garrison was sent north two years after colonization with little negative effects. Like most of Avernus' Spine, it has several mines.

Alpha-5, The Lonely Citadel, is the only city in Avernus' Spine south of Dis, being within sight of its peaks just 75 kilometers away. It is also the city that had the most damage done to it. Three years after colonization, a swarm of Gnaw Worms ate the foundations of its external wall and left countless entrances into the city, and made much of the city unstable. Fortunately the wider populace was evacuated to Dis within one day, leaving only a few hundred thousand people in the inner citadel which was not undermined. This was the only sighting of a swarm of Gnaw Worms, as before that they were believed to be solitary creatures. The remaining stubborn inhabitants of The Lonely Citadel continue to mine under the citadel and have demolished the outer city.

Alpha-6 , Belegost is a Major Forge City founded in year X through a trade with the Forge World Atlas. It is located just south of the volcanic region that is inhabited by Magma Wyrms but so far has avoided major Magma Wyrm attack.
Flora and Fauna of Avernus' Spine


The mountainous Avernus' Spine, like all parts of Avernus, has many lethal plants and animals. The worst so far encountered are recorded below.

Gnaw Worms are one of the larger creatures in Avernus' Spine, adults ranging from 0.5 to 1.5 meters in diameter and 20 to 60 meters long. They are giant worms with metallic grey scales that are capable of burrowing through solid rock, leaving narrow tunnels behind them. They have two mouths and use one for eating plants and animals and the other for eating metal and metal ores. The first mouth has razor sharp, diamond hard metal teeth used to cut roots and flesh. The second mouth uses silicone molars to grind stone into pebbles demonstrating the enormous jaw strength Gnaw Worms possess. The usual diet of a Gnaw Worm consists of roots of the larger plants in the region, such as avalanche shrubs and meteor figs as well as any trolls they encounter. While burrowing, they often follow seams of metal ore so they can eat the metal necessary for their teeth,scales and bones. Until two years after colonization it was believed that Gnaw Worms were solitary and territorial, but then a swarm of Gnaw Worms destroyed the foundations and walls of The Lonely Citadel. Current theories are that this was part of some sort of occasional mating behavior or as a result of being disturbed or attracted by something as yet unknown. There is evidence of a Gnaw Worm that is far bigger than any other near Casarrondo in the north, being around 10 meters in diameter and probably around 400 meters long. This could be a result of mutation, or it could be a member of a larger species that is related to the smaller Gnaw Worms. Gnaw Worms are also found in Lindon.

Forty four eyars after founding Magos Biologis Saren did a preliminary examination on the Gnaw Worms and found out several interesting facts. The first is that Gnaw Worms travel over a massive range around five hundred kilometres across and that you can determine a Gnaw Worm's territory by the exact alloy that its scales are made of. One discovery that Saren did note is that unlike many of the weirder wildlife of Avernus, Gnaw Worms do not seem to have any psychic abilities.

Trolls are one of the few humanoid creatures native to Avernus, resembling an ogryn made of stone. They seem to be around as intelligent as ogryns and are believed to have some sort of tribal society. Trolls seem to be made of an unnatural melding of flesh and stone. They are around twice as strong as an ogryn and are almost as tough as a power armoured Space Marine, but fortunately they are slow moving. The most dangerous aspect of trolls is their ability to somehow walk through rock as if it wasn't there.

Twenty-eight years after founding, Magos Biologis Saren, with the aid of the Ordo Xenos Research Team that had recently arrived, managed to finally make some progress in understanding the Troll. The first real discovery that he made was that Trolls attacks seem to affect metal as if they were four times stronger than they actually are, which given that they are a bit over three times as strong as an Ogryn is rather dangerous. He theorizes that this is a result of the technique that they use to move through stone as if it wasn't there. He has also managed to determine that Trolls both have a fully carbon-based organic body and a fully stone body that take up the same space in some strange manner, making it very hard to examine their biology using standard techniques. After his discovery with the Sirens Saren has been comparing Trolls to other Xenos species but, given the number of Xenos that Trolls bear superficial resemblance to, has yet to have any luck.

Eight years later further research by Magos Biologis Saren into Trolls found the mechanics of the Trolls' stone walking technique. It turns out that the Trolls stone body is not actually moving though the rock. Instead, what particular piece of stone is part of the Trolls body changes, so the stone does not move but the Troll does. This is responsible for the fact that Trolls almost always seem to be made out of local rocks. He also discovered that they have a tribal social system with the population being made up of several tribes each covering a geographic area. The tribes themselves are made up of dozens of clans consisting a a few dozen Trolls led by a chieftain. Magos Biologis Saren believes that each of the tribes, three have so far been identified, has a high chief such as the one you killed in Dis.

A smaller but equally deadly creature is the blink spider, which is a small venomous spider around two centimeters diameter. The bite of a blink spider will kill a human within ten minutes unless medical aid is provided and even then will often be fatal. The truly dangerous ability of blink spiders is the ability to teleport over both long and short ranges. Long range teleportation occurs whenever the population in an area gets too dense and takes the spider an unknown but high distance. Short range teleportation is used in hunting to land on the prey so the spider can bite it. Blink spiders seem to be willing to hunt humans and other large prey. So far the only real defense seems to be being alert and having quick reflexes. Around one percent of the population of Avernus dies each year as a result of blink spiders.

Thirty-six years after founding Magos Biologis Saren made several discoveies about the Blink Spider. The most important discovery is that when a Blink Spider telaports it creates a particular warp signature, which Magos Biologis Saren believes that advanced Warp Scanners can be calibrated to detect. This will allow you to detect any Blink Spiders that teleports onto one of your orbital shuttles or starships, which will make it far easier to prevent the Blink Spider reaching any of the worlds that you trade with, which would be a massive diplomatic disaster.
The less important discoveries are that there are twelve main species of Blink Spiders, of which eight have venom lethal to a human, one has venom that paralyses a human, another's venom inflicts massive pain and the final pair's venom has no major effect. One of the lethal venoms can kill a grown adult within a second making it one of the most effective poisons that you know of. The Blink Spider will attack any creature that gets close enough to them, usually a matter of meters, but usually hunts insects and the smallest mammals.

Among the flora of Avernus' Spine, the most dangerous, if in an indirect manner, is probably the Avalanche Shrub. On the surface, the Avalanche Shrub resembles any other mountain shrub, but belowground it has an extensive and dense root system that often covers hundreds of cubic kilometers. All Avalanche Shrubs in this area will be part of a single colony. Somehow, the roots of an Avalanche Shrub slowly leech the strength from the surrounding rock and gain it themselves. If this leeching goes on long enough, the only thing holding the section of mountain together is the Avalanche Shrub. When an Avalanche Shrub dies for any reason, its root system loses all unusual strength, which causes the areas of the mountain it was holding together to collapse in a massive avalanche and other areas to become structurally unstable. Nothing was known about Avalanche Shrubs until the one holding much of the mountain the city of Gormec was built into was killed, causing the single biggest disaster in Avernus' Spine. Since then, all areas are checked for Avalanche Shrubs before any construction begins.

A more directly dangerous plant in Avernus' Spine is the Meteor Fig, which primarily grows on peaks. Meteor Figs have root systems that extend downhill and are used to locate any animal moving under the tree. When an animal moves under a Meteor Fig, it will launch one of its fruits at the animal. The fruit of a Meteor Fig consists of an outer layer which bursts into flame when launched, and a hard, sharp, seed which sticks into the animal. In general, most creatures struck by a Meteor Fig die soon after running away and the seed uses the animal's body as nutrients to grow. The fruit of a Meteor Fig weighs around a kilogram and can continue burning for thirty minutes.

A less conspicuous plant is the poison lichen which grows throughout Avernus. Poison lichen resembles ordinary lichen in all respects, except it constantly secretes a deadly poison that is absorbed through the skin. Given that poison lichen can be spread by airborne spores it forms even within cities, meaning that no populated area can be left without cleaning.

Cities of the Azure Isles

Region Beta, the Azure Isles, is the designation for the archipelago within the bay directly to the east of Dis. The bay extends to 1,200 kilometers above Dis and is 1,500 kilometers wide opposite Dis. The Azure Isles consist of 18 islands spread over an area approximately eight hundred kilometers by eight hundred kilometers that is centered three hundred kilometers north and six hundred kilometers east of Dis. The Azure Isles are defended by the Zerusian Iron Guard, Mechanized Infantry modeled after the famous Armageddon Steel Legions and the colonists all come from the Hive World of Zerus.

Beta-1, named Blacktyde after its fall, is on a small island in the far north of the Azure Isles and is the site of one of the greatest disasters that has so far occurred on Avernus. Three years after settlement, a warp-fueled airborne fungal contaminate somehow got into the city's airways and drove the vast majority of the population berserk. Fortunately the PDF and Guard forces were wearing rebreathers and so escaped the infection; however, they were forced to purge the city of all infected after it was discovered to be warp-fueled. Twenty six million civilian were massacred that day as the three million who had avoided infection watched, on a day that would be remembered as the Massacre of Blacktyde. Blacktyde was abandoned after the massacre, with the military being sent to the local hot spot of Storm's End while the civilians went to the far more calm Arbor. Blacktyde remains relatively intact as a ghost city.

Beta-2, Arbor, is on the fourth largest island in the Azure Isles and despite being only 120 kilometers south of Blacktyde is almost as peaceful as Casarrondo. This relative peacefulness, as well as general proximity is the reason why the surviving civilians of Blacktyde were sent to Arbor. The biggest issue at Arbor is that a large kraken lairs in the waters around the city and has so far killed all who have left the land and many who got too close to the shore. Fortunately, the island of Arbor is twenty by thirty kilometers in size and sits directly over a promethium reserve. This means that it has so far been unnecessary to leave the island. Like Casarrondo Arbor was taken over by Chaos Cults in the aftermath of the First Daemonic Incursion and level by orbital bombardment, unlike Casarrondo it has not been rebuilt.

Beta-3, The Bermuda Turtle, was never founded, as the surveying group that preceded the colonists found that the island which Beta-3 was to be built on was actually the back a a giant turtle. The colonists were instead added to those colonizing the Fair Isle, while their military escort was split between the Fair Isle and Storm's End.

Beta-4, the Fair Isle, is both the largest of the cities in the Azure Isles and on the largest island in the Azure Isles. The island lies on the southeastern edge of the Azure Isles and is one hundred and forty kilometers by one hundred kilometers. The Fair Isle was founded with twice the standard number of colonists and resources after the Beta-3's location proved to be non-viable, allowing defenses to be erected with unusual speed. The main issue in the Fair Isle is the presence of Sirens, who have lured many civilians and soldiers alike to their deaths.

Beta-5, Storm's End, carved into an island just large enough to contain it, is the war zone of the Azure Isles . It is located far in the southwestern corner, hundreds of kilometers from any aid, in an area constantly battered by storms and inhabited by Sirens, Dragon-Turtles and Sargasso kelp. Normally the formidable fortifications would allow the inhabitants to survive if not prosper, but many times in the short existence of Storm's End have Siren songs lured people into opening the gates so they can travel outside. While the Sirens themselves kill few, their victims invariably leave doors through the outer defenses through which Dragon-Turtles and Sargasso kelp enter. In the initial five years after colonization there was only one layer of defenses and so the Dragon-Turtles and kelp often killed several hundred thousand before they were driven off. Despite the larger than usual starting military as a result of the non-founding of Beta-3 and the large number of reinforcements gained after the Massacre of Blacktyde, it has been a constant struggle to keep Storm's End safe, with twenty five regiments of PDF having died along with a bit over six regiments of the Zerusian Iron Guard. This comes to one third of the PDF assigned to Storm's End and ninety percent of the Zerusian Iron Guard. The Zerusian Iron Guard suffered far heavier casualties as it was they who were dispatched to hunt down and kill the Sirens before their song could cause damage in the early years before the second layer of defenses was complete. After the Massacre, the survivors of the Blacktyde Garrison dyed their uniforms black and their gloves red so they would never forget killing their own people and swore never to fail their charges again, taking the name The Black Irons. Since then they have thrown themselves into the fray, always asking to be assigned the most dangerous positions and never fleeing. Because of this, the survivors of the Massacre have lost half of the PDF and all but a single battalion of the three Zerusian Iron Guard Regiments that were assigned to Blacktyde. The reason the battle over Storm's End has been fought instead of the area being evacuated is that Storm's End is built over some of the ancient ruins dating back to the Dark Age of Technology that dot Avernus. These ruins have not yet been explored, being sealed from any casual attempts to open them, but now that Magos Explorator Tranth has arrived that may change.
Flora and Fauna of the Azure Isles

The oceans of the Azure Isles contains what are probably the most dangerous creatures in Avernus except for those that inhabit the polar regions. Fortunately, most of the ocean creatures either cannot come onto land or cannot come far onto land, making colonization of the Azure Isles possible. Some of the most relevant are recorded below.

Dragon-Turtles are the most aggressive of the major fauna in the Azure Isles, attacking humans wherever they find them and putting constant pressure on the defenses of all the cities in the Azure Isles. Dragon-Turtles are spiked turtles with shells generally ranging in diameter from one to five meters, with the occasional sighting of a larger specimen. The body below the shell is also armoured, but not as much as the shell. Their shells are very sturdy and it takes heavy weapons to breach the shell on all but the smallest Dragon-Turtles. The armoured bodies can be taken down with either sustained las fire or a shot to one of the few vulnerable locations they have. The Dragon-Turtles' most dangerous weapon is the poisonous, acidic gas they can exhale, which can spread over a large distance and with time or high concentration can eat through the Armageddon Patten equipment that the Zerusian Iron Guard and the Azure Isles PDF are equipped with. Dragon-Turtles are responsible for almost all the casualties suffered by the civilians in Storm's End. It is possible that the kilometer-wide Island Turtle that was the intended location for Beta-3 is a mutated or giant species of Dragon-Turtle.

By far the largest of the monsters of the Azure Isles, except perhaps for the lone Island Turtle, are the kraken whose kilometer-long tentacles are the bane of any ship they get a grasp on. The kraken's tentacles are long enough that even being inland is not always enough to guarantee safety. The only city in deep enough water to be under threat from the kraken is Arbor, which is situated far enough inland to be safe.

The most insidious creatures of the oceans are the beguiling Sirens, who have the upper body of a beautiful woman and the lower body of a fish and are capable of luring men and women to them over large distances with their song. This song is not purely sonic as it can not be stopped by any purely physical object and seems to carry far better than any sound should. The only way yet found to stop someone who has fallen under the sway of a Siren from doing anything possible to reach her is to kill the Siren. When a Siren's prey reaches the Siren she drains the soul and life force from her victim. Sirens are the most feared and hated creatures in the Azure Isles and the only one that is actively hunted by the Imperial military. Most of the casualties suffered in Storm's End have been either as a result of Siren victims opening holes in defenses or of teams hunting down the Sirens suffering casualties.

In recent years more information has been discovered about Sirens. One discovery is that a Sirens victims will fight to protect the Siren if she is under attacks and can be commanded by the Siren in some manner. Also two more powerful varieties of Sirens have been discovered, Siren Ladies and Siren Queens. Both are physically identical to other Sirens but are far more powerful psykers. A Siren Lady's song can affect multiple people at a time - how many varies, but usually between ten and fifty - and can project a force shield around herself that is around as strong as the shield produced by a refractor shield. Siren Ladies are regularly encountered leading groups of lesser Sirens. Only one Siren Queen has so far been encountered and she was enormously powerful. She had the same powers as a Siren Lady but was far stronger, with her song being able to affect at least a thousand people at once and her shield being stronger than the Void Shield of a Scout Titan.

Magos Biologis Saren spent years investigating the Sirens of the Azure Islands. His examination shows that despite having a natural psychic talent the Sirens are not Chaos tainted. He also determined that the two types of Sirens that he examined, the ordinary Siren and the Siren Ladies, are distinctly different breeds, but can both be birthed from ordinary Sirens. As far as Magos Biologis Saren can tell, Sirens do not age and they seem to breed asexually. Siren intelligence seems to be dependent on the breed, with ordinary Sirens showing animal levels of intelligence while Siren Ladies seem to be almost as intelligent as humans. Lesser Sirens seem to be compelled to obey the greater Sirens and there seems to be a telepathic link between all Sirens.

The most common of the dangerous plants in the Azure Isles is the Sargasso kelp, which forms massive clusters that constrict and tear anything caught within. Sargasso kelp forms dark green strands that vary in length from one to ten meters. The strands are lined with hard and sharp hooks that connect with other strands to form enormous tangles. Somehow a Sargasso kelp tangle knows when any prey is within it and can constrict around the prey, tearing it apart with the razor sharp hooks. Sargasso kelp is usually only a threat to those brave or foolish enough to venture onto the beaches or sea but the gale force winds at Storm's End often blow Sargasso kelp into the city itself. Sargasso kelp dies of dehydration around two hours after leaving the sea.

So far the most lethal plant in the Azure Isles is the Berserk Fungus which drove most of the population of Blacktyde mad with bloodlust and required that they be killed by the garrison. The Berserk Fungus is warp-powered, takes effect in a matter of minutes and can be stopped by rebreathers. Little else is known about it, despite several years of study.

Cities of Lindon

Region Gamma, Lindon, is the designation given to the strip of forest along the western side of the southern half of Avernus' Spine. Lindon is 1,350 kilometers long and averages 300 kilometers wide. The Imperial Guard Regiments assigned to Lindon are the famous Catachan Jungle Fighters who not only demonstrated their incredible skill in jungle warfare and survival but managed to teach many of their skills to the PDF regiments assigned to support them.

Situated 450 kilometers from the top of Lindon, the city Gamma-1, Lorien, never grew beyond a minor city during the first 10 years of colonization. As two thirds of its populace and garrison was diverted to Hollin when the size of the metal reserves under Hollin was discovered. The forest in the area around Lorien consists primarily of Illusory Pines and is inhabited by large numbers of Phase-Tigers. Because of this, the soldiers and populace of Lorien have developed keen observational skills which have kept their casualties down to around 20%. After 30 years of growth, and large scale immigration from Midgard, the population of Lorien finally reached the point that it was expanded into a major city.

A mere 230 kilometers southwest of Lorien lies Gamma-2, Mirkwood, which is surrounded by groves of deadly Carniflowers which are the reason for its small size. Like Lorien, two thirds of the garrison and populace of Mirkwood was diverted to Hollin. For the first four years after settlement Mirkwood grew in parallel to Lorien. Then in the fifth year after settlement, the Carniflowers surrounding Mirkwood opened and rampaged through Mirkwood. The Catachans and PDF fought valiantly but lacked the heavy firepower needed to quickly kill the monstrous plants. By the time all of the Carniflowers were killed, fifty percent of the Catachans along with thirty percent of the local PDF had died. Ninety-three percent of the civilian population of Mirkwood died that day as well. Drop Troopers and PDF flown in from Dis helped hold a line of defense around the southeastern quadrant of Mirkwood for the next six months while the surviving locals turned the quadrant into a self sufficient community. Those who remain in Mirkwood have a reputation for insane courage and eagerness to gain revenge . After the forces from Dis left, the survivors hunted down all the Carniflowers within twenty kilometers and killed them. Half of the remaining garrison and civilians died in the following two years but eventually they could find no more Carniflowers. Mirkwood was destroyed in the First Daemonic Incursion when a power Chaos Psyker mind controlled the majority of the defenders, with only Lieutenant-General Agani and the Phase-Tigers escaping her control. The defenders then killed what few civilians were in the city and joined with the invading daemons in chasing down Lieutenant-General Agani and the Phase-Tigers as they fled to Lorien. This flight though hundreds of kilometers of daemon infested forest chased by a entire cities PDF and militia has become one of the greatness legends of Avernus.

Gamma-3, Hollin, is built in a ten kilometer radius meteor crater in the exact center of Lindon over one of the largest ore deposits on Avernus. Because of the quality of Hollin's location, two thirds of the colonists and garrison intended for Lorien and Mirkwood were diverted to land at Hollin instead. Hollin is second only to Dis itself in size, population and defenses. Phase-Tigers have caused heavy casualties among the Catachans and PDF, as have Gnaw Worms attacking the mines. Despite this, Hollin is one of the most secure locations on Avernus.

Gamma-4, Dorthonion, was built 420 kilometers south of Hollin and fifty kilometers west of Dis on top of a ruin from the Dark Age of Technology. For the first eight years Dorthonion prospered, until one day while most of the garrison was fighting of a swarm of Carniflowers, an attempt to open the ruins triggered some sort of radiation based trap that killed everybody within the inner void shield. Twenty five million civilians were killed in an instant and the remaining several million civilians and the garrison moved to Doriath, leaving Dorthonion behind as a silent testimony to the deadliness of the weapons made during the Dark Age of Technology. After the ruins were opened and explored by Magos Explorator Tranth, Dorthonion was re-founded as the first major forge city on Avernus.

Gamma-5, Doriath, is half way between Dorthonion and the southern end of Lindon and is built in a small mountain that rises out of the forest. Doriath has been relatively peaceful, with the main issues being Gnaw Worms and Phase-Tigers. Eight years after settlement the survivors of Dorthonion moved to Doriath, leaving Doriath one of the few places that has excess military capacity.
Flora and Fauna of Lindon

The forests of Lindon, much like the rest of Avernus, contain a bewildering array of dangerous plants and animals. Some of the more dangerous and unusual ones are recorded below.

Phase-Tigers are feline carnivores that range from three to five meters in length and weigh between three and eight hundred kilograms. In most respects they act like any other large feline predator, but one strange ability makes them far more dangerous. This ability has been called phasing and has a many similarities to the ability possessed by Necron Wraiths. When a Phase-Tiger is phased it turns transparent and insubstantial, making it far harder to detect and giving it the ability to move through objects and ignore attacks. Fortunately it can not effect the materium while phased, thus it has to phase back before attacking which takes a small fraction of a second. It is believed that there is a limit on how long a Phase-Tiger can remain phased but this is unknown. Phase-Tigers' ability to ignore defenses and great stealth makes them one of the biggest killers in Lindon.

The Carniflower is by far the most dangerous plant in Lindon, being able to rampage through all but the strongest defenses. A Carniflower tree resembles a giant oak with a single huge flower on the base. The Carniflower itself grows inside the flower until at some point the flower opens releasing the Carniflower, which then rampages through the forest, killing all animals it finds before finding a place to take root and turning into new Carniflower tree. Attacking the tree causes it to release the Carniflower prematurely in an effort to drive the attacker away. The Carniflower is greatly resembles a Tyranid Carnifex in both appearance and combat capabilities. So far they have only been brought down by repeated fire of anti-tank weapons or massed lasguns and have smashed their way thorough the meter thick plasteel walls that once surrounded Mirkwood. The Void Shields and heavy guns that have now been emplaced in all cities have proven to be capable of holding off even a Carniflower swarm.

Equally strange but far less dangerous is the Illusory Pine, which is capable of short distance movement and projecting illusions of a different landscape around it. While Illusory Pines rarely cause direct harm to humans, their ability to seemingly change the landscape combined with the way they interfere with communications and auspex readings has led to many people getting lost and into trouble. Someone observant enough can spot the inconsistencies in an the illusions while someone of strong enough will can ignore them.

Cities of the Everglades

Region Delta, the Everglades, is the designation for the tropical swamps that form south of Avernus' Spine, Lindon and Aridia. The Everglades are around 1,200 kilometers on the north south axis and 2,700 kilometers on the east west axis. The Everglades are guarded by Biharti Steel Guard in their environmentally sealed armour and are considered to be second only to Elysium in danger.

Delta-1,The Fens, is the easternmost of the cities in Everglades being only three hundred kilometers west of the coast and six hundred kilometers south of Lindon. The Fens is built over a large reserve of promethium and has started to extract it. Like all of the cities in the Everglades except for Okefenokee, large portions of the populace in The Fens have died from disease and venomous animals. The Biharti Steel Guard in Delta-1 has suffered very heavy casualties, over ninety percent, mostly from large numbers of Camo Crocs in the area, whereas the populace and PDF both lost around fifty percent of their staring numbers.

Delta-2, Asmat, is 750 kilometers west of the coast and 900 kilometers south of Aridia and is the smallest of the surviving cities in Everglades. A particularly virulent outbreak of plague resulted in over half of the civilian population dying in a single week. Other than that, it has been no more or less dangerous than any other part of the Everglades, except for the large number of Congregation Asps. Eventually, after three decades of growth Asmat was expanded into a major city.

Delta-3, The Bayou, is nine hundred kilometers west of the coast and three hundred kilometers south of Aridia and has had the highest rate of mutation of any city in Avernus. One such mutant was a rogue psyker who opened a small warp rift, which fortunately only caused the death of seven million civilians and two regiments of Biharti Steel Guard before he was taken out by a lance strike from the Enforcer Light Cruiser Iron Fist which, in a show of remarkable precision, only doubled the death toll. Since then the number of animal attacks has plummeted, as if the local fauna is afraid of the lingering energies. Given that the psyker appeared only one year after settlement, this greatly reduced the casualties that the PDF and surviving regiment of Biharti Steel Guard have taken. The area of the city that he opened the rift in has been walled off and abandoned. When it was discovered that The Bayou was warp tainted the population was reduced to the minimum needed to continue promethium mining operations. A later accident with the Life Eater Fungus destroyed most of the population and The Bayou was abandoned.

Delta-4, Limberlost, was located 1,200 kilometers west of the coast and 600 kilometers south of Aridia until it fell. For the first eight years after settlement Limberlost was doing relatively well and was one of the better promethium producing cities. Then Life-Eater Fungus got into the city and consumed it in under an hour. The only survivors were the seven regiments of PDF and two million civilians that were working on the nearby promethium wells, which had be be evacuated before the Life-Eater Fungus exploded. The survivors were evacuated to Okefenokee as the most secure city in Everglades. In the 35th year of Avernus, work began on reclaiming Limberlost.

Delta-5, Okefenokee, is located in a cleared patch in the swamps 1,500 kilometers west of the coast and 750 kilometers south of Aridia. The cleared area is a result of the Iron Fist using its lances to detonate an area consumed by the life-eater fungus and has a radius of twenty kilometers. The PDF and Biharti Steel Guard have kept the swamp from encroaching, which has allowed the city of Okefenokee to be remarkably peaceful.
Flora and Fauna of the Everglades

The swamps of the swamp ridden Everglades are some of the most dangerous inhabited land in Avernus, with only Elysium being more dangerous. A large portion of that danger is the incredible number of plagues and diseases that are arise within the swamp.

The most dangerous of the animals of Everglades are the Camo Crocs, or Chameleon Crocodiles, as they are more formally known. Camo Crocs are large aquatic reptiles, ranging from four to eight meters in length and from five hundred kilograms to one and a half tons in weight. The bite of a Camo Croc is enormously strong, there having been instances of carapace armoured guardsmen being bittern in half. The most dangerous aspect of a Camo Croc is the ability from which they got their name: their chameleon skin. A Camo Croc's skin can change color to match the surroundings or to several preset disguises, such as floating logs. A well hidden Camo Croc can often ambush even experienced alert guardsmen and are the main reason for the high casualty rate among the Biharti Steel Guard in the Everglades.

A less dangerous but more peculiar animal in the Everglades is the Congregation Asp, which in appearance resembles one of the thousands of other venomous snakes in Everglades but seems to share a hive mind with all the other Congregation Asps in its colony. A colony of Congregation Asps can contain tens of thousands of Congregation Asps and cover anything up to a hundred square miles. Fortunately, Congregation Asps are little harder to deal with than any other snake.

Another obviously warp-tainted creature in Everglades is the Giant Mosquito, which resembles the common mosquito found on many worlds but has been mutated until it is the size a a landspeeder. The main prey of the Giant Mosquito seem to be Camo Crocs which they can somehow find with unerring accuracy. The proboscis of the Giant Mosquito is capable of piercing the thick hide of a Camo Croc with ease and injects a paralyzing agent which prevents the Camo Croc from moving as the Giant Mosquito drains it dry. Fortunately Giant Mosquitoes are easily spotted and can be shot down with lasguns.

The most worrying and dangerous flora on Avernus is certainly the Life-Eater Fungus, which has many similarities to the Life-Eater Virus. Like the Life-Eater Virus, the Life-Eater Fungus quickly infects and consumes all organic matter in an area and turns it into highly flammable goo. Unlike the Life-Eater Virus, the Life-Eater Fungus only spreads around twenty or thirty kilometers and takes up to an hour to reach this far. How a plant like the Life-Eater Fungus can exist is unknown, as is why it seems to be limited to the swamp.

Cities of Elysium

Region Epsilon, Elysium, is the designation for the vast plains that are on the eastern side of the bay containing the Azure Isles. It is by far the most dangerous of the inhabited regions containing animals with capabilities usually seen on tanks. While the plains of Elysium extend five thousand kilometers from the coast, all the cities in Elysium are within six hundred kilometers of the coast. The tanks of the Terivarnii Imperial Guard and PDF regiments wage a constant war on the wildlife to defend the cities of Elysium.

Epsilon-1, Capar, was located 150 kilometers inland and 1,200 kilometers north of Dis and was the site of the biggest disaster yet to have struck Avernus. Three months after settlement, a herd consisting of around fifty thousand armoured herbivores were noticed on a path that would take them through Capar. The tanks of the local Terivarnii regiments were deployed with the PDF to encourage them to take a route around the beginnings of Capar. Unfortunately the herd consisted of Thundabeasts which stampeded straight through the arrayed lines of tanks along with the city and populace behind them. It is estimated that over three quarters of the Thundabeast herd died that day but what few human survivors there were were hunted down by the Tyrant Lizards and Raptor packs that followed the herd. This city has since been rebuilt by the Quartok and is now Malea, the only Quartok city in the Imperial Trust.

The twin cities of Epsilon-2, Nurn, and Epsilon-3, Garden Grove, are located at opposite ends of a small mountain range sixty kilometers inland. The mountain range is on average fifteen kilometers wide and stretches from three hundred kilometers north of Dis to one hundred and fifty kilometers north of Dis. Because none of the Thundabeast herd migration patterns take them through the mountains, there have been far less deaths than in any of the other Elysium Cities, with only a quarter of the original population dying, many at the hands of Raptors. Six years after settlement, two thirds of the original garrison of Bonud along with the five million surviving civilians were split between Nurn and Garden Grove. Nurn and Garden Grove are surrounded by large grox herds that are one of the biggest food sources on Avernus. Most of the deaths in Nurn and Garden Grove were among those minding or guarding the grox herds.

Epsilon-4, Bonud, is located three hundred kilometers inland and three hundred kilometers south of Dis and is the site of another of the many disasters that have taken place in Elysium. Six years after settlement a huge cloud of what were later named Borer Locusts descended on the city. The city's mayor ordered all of the population to take shelter inside the reinforced building that made up the city. However the Borer Locusts had evolved to be able to bore into the armoured skin of Thundabeasts and could penetrate most of the buildings to consume the civilians hiding within. Those civilians who had sought refuge in the underground bunkers and the garrison in their tanks were forced to listen to the sound of most of the population of Bonud being devoured alive by the Borer Locusts. Around five million civilians and most of the garrison survived and moved north to Nurn and Garden Grove.

Epsilon-5, Yphax, is located three hundred and sixty kilometers inland and four hundred and fifty kilometers south of Dis and is the only lowland city to have survived in Elysium, although barely. Two years after settlement, a large group of Tyrant Lizards and Raptors led by one of the few Alpha Tyrant Lizards yet seen attacked Yphax. Despite the best efforts of the Terivarnii tank crews the Tyrant Lizards breached the bunkers the civilians were hiding in, allowing the Raptors to slaughter them. The battle ended after five hours when the Tyrant Lizard Alpha was brought down and claimed the lives of eighty percent of the garrison and ninety-nine percent of the civilians. The stubborn survivors refused to give up their home and remained in Yphax, with the surviving Terivarnii tankers managing to keep any other threats from reaching the now smaller city. The garrison forces of Yphax have painted their tanks red in remembrance of the battle that they won while their people died behind them, and earned a reputation as the best tank crews in Avernus.
Flora and Fauna of Elysium

The grassy plains of Elysium contain some of the most dangerous animals on Avernus, with only the polar regions being worse. The dangers in Elysium are generally far less subtle than they can be on the rest of Avernus.

The most numerous of the creatures in Elysium are Thundabeasts, who roam the plains in herds numbering in the tens and hundreds of thousands. A Thundabeast is a horned, heavily armored lizard that is around two meters tall at the shoulder and weighs around three tons. It gains its name from the thunderous noise that a herd makes. They usually move at around fifty kilometers an hour but can reach eighty. Rhinos have some sort of innate psychic ability that increases the kinetic energy they deliver on a charge and reduces the kinetic energy of any object that touches them, providing a high degree of resistance to physical attacks. This ability increases slightly with the number of Thundabeasts in the area. The defensive field also provides limited protection against other forms of energy such as lasers and, combined with their natural armour, makes them impossible to take down without anti-tank weapons. A herd of Thundabeasts will not stop for anything, preferring to smash through any obstacle, a tendency that has led to many clashes with Imperial forces.

The mightiest creature of Elysium is the terrifying Tyrant Lizard, a massive bipedal carnivore that stands eight meters high at the shoulders and weighs around twenty tons. The most strange and terrifying aspect of the Tyrant Lizard is the ability to project lasers from an organ located in its throat. A Tyrant Lizard's lasers have more power than an Imperial lascannon, but they seem to have half the rate of fire. It is believed that the lasers developed to allow the Tyrant Lizard to hunt Thundabeasts which are very hard to kill without high energy attacks. There is a rarely seen type of Tyrant Lizard that has been named the Tyrant Lizard Alpha for its ability to gather thousands of Tyrant Lizards and command them to devastating effect, as was shown by the Battle of Yphax. A Tyrant Lizard Alpha stands ten meters tall at the shoulders and has a more powerful laser. Tyrant Lizards usually follow Thundabeast herds but can be found throughout Elysium, including the few small mountain ranges.

The most common carnivores in Elysium are the scavengers known as Raptors, which resemble far smaller Tyrant Lizards that stand only a single meter high. They are far more agile than their mighty cousins and very fast, making them hard to hit. Their internal laser is no more powerful than that of a laspistol, which, while useless against Thundabeasts, is capable of killing humans or the small creatures they usually hunt, as is their bite. Raptors live in packs of forty or fifty which often follow Tyrant Lizards around to use the path trampled in the Razorgrass. Like Tyrant Lizards, Raptors will follow an Alpha Tyrant Lizard and several hundred thousand were involved in the Battle of Yphax.

The most common grass in Elysium is Razorgrass, which grows to around two meters high and has a hard and sharp edge capable of skinning any unarmored creature that move through it. Razorgrass is one of the reasons only Armored Regiments have been deployed to Elysium.

The only truly dangerous flora in Elysium is the Cannibal Grass, which looks like the more common Razorgrass but is far more dangerous. Cannibal Grass has thorns that secrete a numbing agent. These thorns work their way through the armored hide of any creature they remain in contact with and drain its blood for nourishment. Cannibal Grass is only dangerous to the unwary and has killed few humans.

Cities of Aridia

Region Zeta, Aridia, is the designation for the desert to the east of Avernus' Spine and Lindon. It stretches two thousand four hundred kilometers north from the Swamps of Everglades and four thousand five hundred kilometers east from Lindon. Aridia has both metal deposits and the highest concentration of ruins from the Dark Age of Technology on Avernus. It is defended by PDF and Imperial Guard Rough Rider Regiments from the world of Xanthus who ride camels to war and have had many successes.

Zeta-1, Salem, stands on top of a large metal-rich plateau 1,200 kilometers north of Everglades and six hundred kilometers west of Lindon. Its position on top of this plateau has allowed it to avoid most of the dangers of Aridia. It was to Salem that the colonists intended for Silver Lake were assigned after it proved to be non-viable. Recently, five regiment of PDF have been reassigned to Babylon to deal with the problems there.

Zeta-2, Silver Lake, was abandoned mere days after the initial settlement after a massive Bombardment Cactus opened fire, killing thousands and downing several large drop ships. Later, a trade with Atlas provided for the building of a Forge City in this location. Magos Tranth also successfully opened the ruins below this location and explored them finding massive amounts of valuable STC.

Zeta-3, Babylon, is located one thousand five hudnred kilometers north of Everglades and one thousand five hudnred kilometers west of Lindon and is built on both Dark Age of Technology ruins and metal ore deposits. At first it was relatively peaceful, but that changed when eight years after settlement massive numbers of Helljackals started to attack. As a result of this attack, five regiments of PDF have been transferred from Salem to Babylon.

Zeta-4, Beirut, is built on the largest of the Dark Age of Technology ruins so far found on Avernus and is located 900 kilometers north of Everglades and 1,650 kilometers west of Lindon. It has been under constant attack from both Titan Scorpions and Helljackals. As a result of these attacks, Beirut has lost almost two thirds of its starting population and half of its starting garrison.

Zeta-5, True Grit, is located only three hundred kilometers north of Everglades and one thousand eight hundred kilometers west of Lindon and has had the worst luck of any city in Avernus. From heavy sandstorm killing thousands just after landing to buried Titan Scorpions digging their way up, and even a plasma reactor overload which killed half the population of the city. Despite this string of bad luck the residents of True Grit have stubbornly held onto their ever shrinking city. When the population of Salem became too large after Bombardment Cacti pollen released an aphrodisiac into the air, the excess population was sent to expand True Grit back to the size of a major city.
Flora and Fauna of Aridia

Aridia, like all of Avernus, contains both dangerous flora and fauna including the massive Bombardment Cactus which can grow to be the largest plant on Avernus.

The largest animal of Aridia is the Titan Scorpion, which is a heavily armored, twelve-legged scorpion that reach fifteen meters in height. Titan Scorpions are enormously strong and tough, being able to shrug off fire from all but the largest Bombardment Cacti. Fortunately, Titan Scorpions are not very fast or agile, which has allowed Rough Riders to launch hit and run attacks on them using hunting lances. Titan Scorpions often spend hundreds of years hibernating while buried under the sands, with only a few hunting at any one time. The only time in which large numbers of Titan Scorpions awaken is when large amounts of potential prey move on the desert above, such as, say, human colonists.

The most disturbing animal of Aridia is the Helljackal, which is a large canine that occasionally has small patches of scales and bears a faint resemblance to Flesh Hounds of Khorne. Helljackals roam the desert in pack of twenty to thirty and try to tear apart any animal they encounter, except for Titan Scorpions, which even they fear. Helljackals project an aura of bloodlust that makes their prey try to stand and fight rather than flee or hide. This has often enraged human soldiers enough to engage them in melee, which makes it fortunate that they usually encounter Rough Riders who are equipped for hand-to-hand combat.

The Bombardment Cactus can grow to be the largest and most dangerous plant on Avernus. A Bombardment Cactus is a cactus with an extensive root system that is used to sense the presence of targets, and gather nutrients from any animals that die within its reach. They bring down their prey by launching super hard cactus spines at very high velocity, with a surprising degree of accuracy. Bombardment Cacti grow throughout their life, and as they grow larger, the size and range of their spines also grow. The largest Bombardment Cacti approach a kilometer tall and can shoot prey that is over the horizon, and even bring down Titan Scorpions. Bombardment Cacti are almost as capable of bringing down flying targets as land bound targets and have been compared to flack batteries by Imperial Navy Pilots. Each Bombardment Cactus has a minimum target size below which it will not target creatures, which increases as they grow in size. Rough Riders have learned to exploit this fact and use it to evade titanic scorpions by fleeing into the territories of the larges bombardment cacti when pursued, leading them into prickly doom.

One of the strangest plants in Aridia is the Mirage Palm, which projects an illusion of an oasis at its base. This illusion is so convincing that many animals die trying to drink the sand at the base of the Mirage Palm. Mirage Palms are most likely related to the Illusory Pine of the neighboring Lindon.

Region Iota is the region to the east of Aridia and is dominated by a massive river. This river starts in a large mountain range to the north of Region Iota and ends in a massive river delta in the southern part of the region. The region stretches three thousand kilometers from north to south and is two thousand kilometers wide, though the exact boundary between it an Aridia is unclear given that apart from the coast and area near the river they have similar climates. There are two lakes on the river with their own ecosystems as well as a series of islands in the river delta. As far as your scouts can determine there are seven prime locations for cities in region Iota, one of each of the lakes, two at the delta and three off the river where there are major metal deposits.

The first lake is twelve hundred kilometers south of the northern mountains and seven hundred kilometers from the ocean, it averages fifteen kilometers wide and stretches sixty kilomters from north to south.

The second lake is two thosuand kilometers south of the northern mountains and fourteen hundred kilometers from the ocean, it averages a hundred kilometers wide and stretches thirty kilometers from north to south.

The first location with a major ore deposit is fourteen hundred kilometers south of the northern mountains and on the coast.

The second location with a major ore deposit is twenty-four hundred kilometers south of the northern mountains and is three hundred kilometers from the coast.

The third location with a major ore deposit is two thosuand kilometers south of the northern mountains and is one thousand kilometers from the coast, putting it a mere five hundred kilometers from the second lake.
Like all regions of Avernus Duat, Region Iota, contains many unique and dangerous plans and animals, as well as those found elsewhere. To begin with in the desert regions of Region Iota you can find all of the plants and animal that can be found in Aridia, as well as those native only to Region Iota and several creatures usually native to the Everglades such as Congregation Asps and Camo Crocs.

The most dangerous creature found in Region Iota is without a doubt the Sun Beetle, a small brown and yellow beetle capable of gathering and storing massive amounts of solar energy before releasing it as either a thermal beam or in a burst of pure heat. This energy is gathered by a field that siphons off around one percent of the solar energy that hit the area around one kilometer radius from the Sun Beetle. While this does not sound like much given that a Sun Beetle once wiped out a million man expeditionary force scattered over hundreds of square kilometers it seems that the Sun Beetle can store up a large period of this energy. While not exactly common it is not a rare sight to see Sun Beetles wandering Region Iota eating a wide variety of plants. So far there are no recorded predators of Sun Beetles, most liekly as a result of their potentially massive firepower.

The other terrifying being found in this region is the Sphinx, a creature with the head of a woman and the body of some sort of big cat that according to your psykers is a Warp Entity of considerable power. This beings seem to guard certain locations of Region Iota and refuse to move from the location that they are guarding. However according to several of your bravest scouts they are perfectly intelligent and not aggressive unless you make a threatening move towards them or towards the seemingly empty area that they are guarding. The size of Sphinix's seems to vary enormously, with the smallest being the size of a Phase-Tiger and the largest being bigger then a Baneblade.

The other feline creature in Region Iota is the Temple Cat, a regal seeming cat the size of a Phase-Cat that hunts small animals such as Nogs. These cats seem to have an instinctive feel for both potential danger and potential food, being able to react to threats well before they arrive and lie in wait for prey that will not arrive for hours.

One of the strangest creatures of Region Iota is the Anubis Jackal, which seems in many ways to be similar to the Helljackal except instead of the aura it has a strange and unique ability. Most Anubis Jackal packs are accompanied by a collection of undead Anubis Jackals, which take the most dangerous positions in the hunt and act as tireless guards for the living.

One of the largest creatures of Region Iota is the Rhinoceros Beetle, a beetle the size of a rhinoceros that is likely related to Titan Scorpion. While it is not as tough or able to survive as long without food as the Titan Scorpion, it is stronger for its size and can move through both earth and sand.

One of the alpha predators of Region Iota is the Ammut Crocodiles, crocodiles similar in size to Camo Crocs but far stronger and tougher. They have a preference for hunting by rippling out the hearts of their prey, which allows them to devour the soul of their prey. While the soul is being digested the Ammut Crocodile is even stronger and tougher then usual. These crocodiles are one of the most common creatures in the river and seem to prey on even creatures that should be out of their league such as Rhinoceros Beetles and Titan Scorpions.

The most common creature in Region Iota is the Hathor Beast a single-sex species that feeds primarily on the beergrass of the floodplains. While they do possess a thick hide and a short range (3m-4m) aura that induces a state of calm, they do not possess any obvious offensive capabilities that would explain why some predators in the region avoid them.

One of the more subtle creatures of Region Iota is the Delta-Vee, a bird of prey that has the ablity to manipulate the vectors of itself and its prey. It uses this to both become one of the most agile creatures you have ever heard of and to prevent its prey from escaping it.

Possibly the most terrifying of the creatures of Region Iota is the Implantation Spider, a small spider that has show the ablity to somehow teleport its eggs into living creatures. Said eggs are hard to detect due to secreting a numbing agent and when they hatch the young spiders will eat their way out of the still numb flesh.
Tarascon, Region Eta, is to the west of the massive plain of Elysium and contains a variety of terrain, being mostly gently rolling hills, small fertile plains crisscrossed with river, though there are several small mountain ranges. To its north Tarascon ends in a massive forest while its western side reaches a colossal mountain range, dwarfing Avernus' Spine, on the north and its southern and south-eastern sides is a large bay. Tarascon stretches one thousand kilometers on the east and three thousand kilometers north.

There are eight good locations to build cities in Tarascon.

The northernmost location is in the middle of a fertile plain one thousand two hundred kilometers north of Dis and seven thousand kilometers east.

The next location is in a river valley on the eastern edge of Taracon where there is significant promethium reserves.

The third, fourth, and fifth locations are in the hilly area in the center of Tarascon, where the fertile soil and nearby rivers can make them decent food producers.

The fifth location is in a massive lonely mountain a hundred kilometers north of the coastline, from where artillery will have impressive sight lines.

The final three locations are on the coast of Tarascon where major rivers meet the sea.
Like all regions of Avernus Tarascon, Region Eta, contains many unique and dangerous plants and animals, as well as those found elsewhere. To begin with many of the creatures of Elysium can be found within Tarascon. The apex predators of Tarascon however are without a doubt the Dragons, of which there are at least a dozen separate varieties.

The most powerful species of dragon encountered by modern Avernus humans thus far are the Threnody Dragons, a rare sapient breed ranging in size from a Scout Titan all the way up to the equivalent of Imperator Titans. Like many Avernite Dragons Threnody Dragons are tough, even for their size, flight capable and fire breathing. Their most dangerous aspects however are their near immunity to a wide range of Warp powers, mostly those that would directly effect them, and their powerful psychic powers that are channeled though Words of Power. So far Threnody Dragon's seem to be intensely territorial, and will only attack those that they consider to be impinging on their territories.

The next species that you have encountered is the Invisible, or Utter Bastard, Dragons. They are a agile flight capable species who combine a breath attack that does not pinpoint their location with an ability to go invisible and a talent for hiding their Warp presence. From what you can gather they nest in the mountains to the east of Tarascon, making them far more common in Tarascon then any other region so far explored.

The second common dragon in Tarascon is the Fire Dragon, a Knight-Titan sized flying dragon with a breath weapon of the most destructive fire that you have ever seen. According to initial reports a Fire Dragon's breath can cause far more damage then a Warlord Titan's Melta Canon, and can be used in rapid succession.

The third of the common dragons is the Stone Dragon, an incredibly strong and heavily armored ground bound Dragon the size of a Scout Titan. While the Stone Dragon like many dragons possesses a fiery breath weapon its most dangerous weapons is its sheer strength and the super-hard spikes on its tail. The scales of a Stone Dragon are both far thicker even those possessed by other dragons and somewhat harder then Adamantine, making slaying a Stone Dragon a major challenge.

The strangest common dragon of Tarascon is the River Dragon, a dragon that is both a creature of flesh and blood and a river. Archmagos Maximal is not sure exactly how this works but suspects it is similar to how trolls are made entirely of both flesh and stone. River Dragon's seem to be highly possessive of the rivers that they call home, and fight fiercely to defend them.

The smallest and most common dragon is the Warvern, a hyper aggressive breed that seems to be built for war to a fundamental level. The Warverns are around the size of a Leman Russ and seem to be biomancers of some type which they use to attack with their variety of natural weapons. Unlike most of the dragons it is not uncommon to see Warverns forming into prides, which will hunt together under the leadership of an alpha and will systematically clear areas of any potential threats before moving on to a new territory.

As well as the dragons of Tarascon there are several other unique dangers such as the Paranoia Flowers, a common flower that releases a pollen that enhances the paranoia of all who encounter it, to the point where those with a major dose can become convinced that those who surround them have been replaced with doppelgangers who are coming after them next. This is particularly effective on Avernus, where such fears are not necessarily unfounded in some regions.

Another easily overlooked danger is the Draining Rabbit , a seemingly normal rabbit which has the ability to drain the energy of nearby creatures, exhausting them even as the rabbit itself is refreshed.

Aerial Flora and Fauna

There are several large flying creatures and plants all over Avernus, the most dangerous of which are recorded below.

The most dangerous plant to take wings in the skies of Avernus is the Dragonfruit, the aerial version of the Carniflower. Like a Carniflower, the Dragonfruit grows on a tree before being released. Unlike a Carniflower, a Dragonfruit is released when it is around one meter long and continues to grow until it reaches ten meters in length, which is when it will choose a good place to take root. A Dragonfruit is usually in its mobile form for five to ten years and travels massive distances in that time. Aerial Dragonfruit resemble the Dragonfruits found on some Exodite worlds and are tough fire breathing predators.

The most dangerous flying creature in Avernus is definitely the Psyrodactyl, a flying psychic reptile with a wingspan of fifteen meters. The truly dangerous aspect of a Psyrodactyl is its psychic abilities, which it uses to move faster in total silence and to stun its prey. Psyrodactyls normally hunt Dragonfruit and grox but have proven to be highly efficient at taking down Imperial Navy atmospheric craft, being responsible for almost all of the Lightning and Marauder losses over Avernus.

Planets of the Avernus System

Apart from Avernus itself, the Avernus system consists of three gas giants (Avernus I, Avernus III and Avernus IV) along with an ice world with large promethium reserves.

Mefits, Avernus I, is a massive gas giant surrounded by over a hundred small moons. Unfortunately, none of the moons seem to have any useful minerals and they are too close to the sun to colonize.

Avernus II (Avernus Prime) is the second planet in the Avernus system and has no moons.

Cocceio, Avernus III, is the third planet in the system and is far more interesting than the preliminary survey indicated. Avernus III is a gas giant only slightly smaller than Avernus I that is ringed with adamantine debris from a massive naval battle that took place in the Dark Age of Technology.

Your survey indicates that there are remains of around four thousand capital ships in the rings and a dozen times that in escorts. Of these ships, one larger than battleship sized, two battleships, ten light Cruisers and fifty escorts are reasonably intact. The larger than battleship hulk is around thirteen kilometers long.

Cumae, Avernus IV, is a gas giant of the same size as Avernus III and has several moons containing ruins from the Dark Age of Technology.

Moons of Avernus IV
Avernus IV has thirteen moons, of which five are over one hundred kilometers in diameter. These moons are of varying sizes and are surrounded by asteroid belt that contains various useful metals.
Amaltheia, Avernus IV Alpha, is by far the largest with a diameter of four thousand kilometers. It is highly stable and contains many ancient ruins and large metal reserves.
Deiphobe, Avernus IV Delta, is the next largest moon with a diameter of one thousand kilometers. It is stable and contains ancient ruins and promethium reserves.
Taraxandra, Avernus IV Gamma is the smallest moon with a diameter of around 400 kilometers. It is made almost entirely of metal.
Demophile, Avernus IV Beta , and Herophile, Avernus IV Epsilon, are both around five hundred kilometers in diameter and contain little of interest.

Avernus V (Het) is a frozen planet with large amounts of promethium trapped in the ice.
Cities off of Avernus Prime:

Alef-1, Annwn, is a Major Forge City built on Amaltheia orbiting Avernus IV. Purchased from Forge World Atlas in a trade, Annwn, was built to facilitate the mining of metal, and provide access to the ancient ruins on Moon Alpha.

Dalet-1, Mag Mell, is a Major Forge City built on Deiphobe orbiting Avernus IV. Purchased from Forge World Atlas in a trade, Mag Mell, was built to facilitate the mining of promethium, and provide access to the ancient ruins on Moon Delta.

Dalet-2, Nechtan , is a Major Forge City built on Deiphobe orbiting Avernus IV. Purchased from Forge World Atlas in a trade, Nechtan , was built to facilitate the mining of promethium, and provide access to the ancient ruins on Moon Delta.

Gimal-1, Erecura, is a Major Forge City built on Taraxandra orbiting Avernus IV. Purchased from Forge World Atlas in a trade, Erecura, was built to facilitate the mining of the massive amonts of metal that Taraxandra is made of.

Gimal-2, Belisama , is a Major Forge City built on Taraxandra orbiting Avernus IV. Purchased from Forge World Atlas in a trade, Belisama , was built to facilitate the mining of the massive amonts of metal that Taraxandra is made of.

Helheim was first colonised long with Nifheim and Muspelheim in the Twenty-First Millennium during the Great Diaspora as the first wave of the colonisation of the Nine Worlds and was the centre of human civilisation in the Nine Worlds for the next five hundred years. Once the rest of the Nine Worlds was colonised the regional government moved to Asgard and Vanaheim with their far better climates and lower levels of danger. In these years Helheim was the centre of research in the Nine Worlds and many of the scientific, Champion Surt stops here to explain what scientific means, breakthroughs that allowed for the creation of Navigator House Norn were made on Avernus. These discoveries were made possible by the study of the psychic wildlife of Avernus as well as full uterlisation of the Time-Twisted Plains and allowed House Norn to be quite possibly the first Navigator House to come into existence late in the Twenty-Second Millennium. The people of Hellheim only ever built a few cities on Avernus, mostly in the area that you have already explored, with the majority of their population living in orbital habitats and moon colonies where they can avoid the wildlife. Helheim was the centre of one of the major battles in the early wars between the Men of Iron and Men of Stone in their efforts to destroy and protect humanity respectively. In this battle the entire forces that both sides fielded was destroyed along with all the orbital habitats and moon colonises leaving only a few million people on the surface of Avernus surviving. The this group remained on Avernus for several hundred years until the gradual decline in both numbers and technological knowledge undermined their ability to protect themselves from the wildlife. The main reason for this decline was that all of STC constructors on Avernus were destroyed by strike teams of Men of Iron during the battle.

Champion Surt also gives a brief description of some of the known wildlife of Avernus, that you have not already met, and where it an be found. He also gives a description of several of the strangest regions of Helheim though he tells you that records of some of the regions were never taken off Helheim and have therefore been lost.
First is the Firebat whose main population is in the caverns found among the hills on the far side of Elysium. They weigh around half a kilo each and are predators that kill by using their immense body heat as a weapon. Their body can get hot enough to melt metal but is usually around two to three hundred degrees. Unusually despite their temperature Firebats do not glow or catch fire and neither does anything else within around half a meter of them.
The next interesting species is an inhabitant of the Time-Plains called the jumplings, a species that seems to be able to move to different points on the timeline following some arcane rules that were never understood.
Another strange species are the Nightshard growths of the Space-Warped Vale, a silicon-based plant-like lifeform that attracts and feeds on any electromagnetic radiation in its vicinity forming a region of darkness around it. There is an upper limit to how much energy that it can attract and feed on.
One of the rarer creatures of Avernus are the Volture, seemingly ordinary birds of prey that are constantly surrounded in a wreath of electricity and are capable of summoning and manipulating massive amounts of electricity. They can be found in any region of Avernus but usually avoid human habitations.
The two regions that Champion Surt told you about were the Time-Twisted Plains and the Space-Warped Vale.
The Time-Twisted Plains is a region far to the east of Elysium in which time does not pass at the same rate as outside. To make matters more confusion exactly how different the speed of time is, including whether it is faster or slower, is constantly changing almost like a weather patten. The wildlife of this region often interacts with time in strange and impossible manners. It is possible, if extremely difficult and requiring a powerful AI, to predict this "weather" and therefore take advantage of the time dilation.
The second region that you are told about is the Space-Warped Vale, a vally on the oppersite side of Avernus that seems from the outside to be two hundred kilometres long and average around ten kilometres wide but is far larger, and smaller on the inside. Within the Vale exactly how far each given area it is changes leading in some areas the vales is thousands of kilometres wide while in others it is only a few meters. The exact level at which space is expanded or compress, or the "gradient" is relativity constant and only moves on a geological time-frame. In some areas the gradient is so high that atoms moving into will have their nucleus split or smashed into neighbouring atoms leading to nuclear explosions. There are several locations in the Space-Warped Vale with constant nuclear explosions due to air moving through them. There is an area of heavily Twisted space above the vale making it nearly impossible to land inside the vale or get any sensor reading that are useful from within. This band covers most of the edge of the Vale and there are only a few locations where it is safe to enter, though their exact number and location changes with time. In the millennia in which Helheim was colonised the Space-Warped Vale was one of the few regions, and the only one that there remains records f, that was never fully explored.

There is little more of interest in Champion Surt's message other then the fact that your Black Crystal Jewellery was found in the initial exploration of Avernus by a young explorer named Vlad, his last name having been forgotten. After his death Vlad left most the Black Crystal Jewellery to the President, or Governor as you would understand, of Helheim who used the ring you are now wearing as a signet. There are eleven pieces of the set that were found including another ring, a sword, a pistol and several pieces or armour.

In exchange for a supply of luxuriates and other easily available Imperial goods the Sirens were willing to give you a good bit of information about both Avernus and those that inhabit it. To begin with they informed you of the five general categories in which they divide the inhabitants of Avernus. These categories are the Great Ones, the Weapons, the Guardians, the Peoples and the Animals.

The Great Ones are beings of such power that it would take all of the lesser creatures of Avernus uniting to defeat one. There are three Great Ones that they are willing to talk about. The first of these is the World Serpent, a enormous serpentine beast that's form rings the world at the equator and is Avernus' strongest defence against material attacks due to its great size and infinite energy. The giant pillars of flesh that you saw moving overhead during the the First Daemonic Incursion was the body of the World Serpent as it moved to attack the forces of Chaos.
The second Great One they are willing to discuss is Lady of Death, a being which rules over a island ream far the the south and is an aspect of the Immaterium given form. She is Avernus' strongest defence against immaterial attacks and one the guardians for Avernus' greatest sin.
The third Great One that the Sirens are willing to discuss is the Beast of the Apocalypse, a massive canine creature kept chained in a remote region of Avernus in order to be released as a weapon of last resort. From what you can gather the Beast of the Apocalypse is an uncontrollable weapon of mass destruction that will destroy everything on Avernus and beyond if it gets the chance.

The Weapons are powerful creatures or species that are generally inactive and only show their power when Avernus is being threatened, or they are attacked.
The first species of weapons that the Sirens tell you about are the Island Turtles, of which there are several hundred scattered around the planet. They tell you that Island Turtles main duty is to act as long range fire support for the defenders of Avernus and to act as anti-orbital defences. They excel in these roles due to the fact that they can maintain control over their psychic blasts until they hit, allowing them to hit even the most agile targets in the most chaotic circumstances.
The second species of Weapons that you have encountered are the Sun Beetles, which continue to gather energy for their entire immortal lives and can unleash it against threats to the plant, both on the ground and in space. Given that a Sun Beetle releases its gathered energy when it is killed they have no predators and in fact most Avernite wildlife instinctively tries to protect them from death.
The third and final species of Weapons that you have encountered are the Deep Ones, who have the most pure psychic might of any of the weapons and can use it with incredibly flexibility. They sleep in the depths of the oceans and only wake to feed or fight off the most powerful of invasions.
There are several other species of Weapons that the Sirens have heard of, such as the Devouring Worm which burns away taint and the Time-Lost Defenders but they have never been encountered by Sirens so little more is known about them. (OOC note, I may add more Weapons if inspiration strikes me)

The Guardians are powerful creatures, species and civilizations that that are constantly active in the defence of Avernus. While they generally lack the raw power of the weapons their greater numbers and wider purpose makes them every bit as important if not more so.
The only Guardians that you have met are the Sphinxes, Warp entities capable of locking any door and ensuring that non can move around the lock. They are often tasked to keep active Warp Rifts and tears in space-time closed until the rift can be closed, however long that takes. In battle Sphinxes are equally deadly, locking away aspects of their opponents powers in order to defeat them.
The next species of Guardians are the Epsilon Penguins, whose duty it is to watch over the polar gates and act as the first line of defence against all threats that comes from within them. They are organised into two empires, each ruled over by a hereditary royal family that produces the most powerful psykers among their species. EpsilonPenguins are capable of using all forms of Psychic powers but excel at Demonology.
The third species of Guardians, the Border Lions, are quite possibly the strange big cats that saved the Phase-Tigers during the First Daemonic Incursion. They are tasked with guarding the border of the Materium and Immaterium from daemons slipping though and are able to 'Dance on the border of real and unreal so that they are both and neither".
(OOC note, I will add more Weapons if inspiration strikes me)

The Peoples are those natives of Avernus that are both fully sapient and have some form of society. Trolls and Sirens fall into this category along with several other species, both known and unknown.
The only other People of Avernus that you have seen are the Lizard Men, a pair of species that have been at war on the continent due south of you since time immemorial. One of them is small, agile and has the ablity to tame and command animals while the other is stronger and tougher with the abilities to enhance their weaponry over time and develop incredible skill with their chosen weapons.
The next of the Peoples that the Sirens describe are the Ork-Wings, a green skilled race that lives in the shadows of some of Avernus' most deadly predators. They are known for their incredible endurance and toughness which allows them to flee for days if necessary and survive wounds that would kill most creatures.
There are several other groups of people on Avernus that the Sirens have herd rumors of but none that they both know anything concrete about and are willing to mention.

Animals is a general term used for all plants and creatures of low intelligence that are not used as weapons. They range from the humble fly to the massive Magma Wyrms and are found in every region of Avernus. The Sirens known little of those animals that can be found on the land but were willing to share their knowledge of several creatures of the sea, many of which you had already studied.

Knowing Avernus (The Bush, The Wilds, and The Dark): You spent some time recently learning about the different terms that are used to describe the different areas of Avernus by its people.

The first term is The Bush, which is sued to describe those regions of Avernus that while outside of the cities still receive regular human presence. These regions are considered to be the safest outside regions on Avernus, and usually have regular PDF and Helltrooper patrols. There are quite a few professions that involve regular trips to the bush, and Bushmen, those who often venture into this region are respected by Avernites for their bravery and survival skills.

The second term is The Wilds, which is used to refer to those areas that lie within explored regions but rarely if ever have human visitors, either due to their danger or simply locations. Far fewer Avernites enter The Wilds regular then The Bush and those that do are considered either near-suicidal or incredibly brave. They mostly consist of surveyors, who attempt to create more detailed maps of Avernus and locate unknown resources, and hunters, who often go after game that is rarely found in The Bush.

The final term is The Dark, a blanket term that is used for both unexplored regions and those regions that are considered to be to dangerous to venture into such as the seas and the Caverns. Few people venture into The Dark and even fewer come back but those who do are considered to be the Avernites Avernites, incredibly skilled, courageous and near-insane. The main people who enter The Wilds are the Explorer's who venture into the unexplored regions in an attempt to map it and discover new flora and fauna, the Cavers, who venture into the Caverns in search of the massive rewards that can be found deep within and the Sailors, who travel the seas of Avernus, often searching for exotic fish to sell to gourmet diners and the Adeptus Mechanicus.

Knowing Avernus (The Guilds):
The Guilds is a term used for those organisations devoted to preparing and organising those who venture out into the Wilds and the Dark, and acting as a meeting place for one of the more cliquish groups of Avernites. The majority of these guilds were set up by the Wildmen themselves to better share skills and knowledge and are run by either respected members of tier particular community or by those who have retired, either because of injuries or because they just can't take it anymore. There are a large range of guilds, each for a particular type of wildmen or region however there is a single guild that is considered to be The Guild. This is the Guild of Explorers, the first of the Guilds of Avernus being founded shortly after landing by the survivors of the initial survey teams sent to Avernus. The Explorer's Guild is responsible for exploring almost as much of Avernus as the planetary government and has thousands of members, making it one of the larger guilds. Due to its and connections the Explorer's Guild acts as the centre for the guilds, organising meetings between guilds and overseeing the sharing of information.

Knowing Avernus (Avernite Governmental Organisation):
The governmental organisation of Avernus is interesting, with multiple organisations working beside each other on several different levels. The highest layer of government on Avernus is the Planetary Government, where you and your advisers oversee the planet as a whole and its place within the galaxy. Below that are Regional Governments, where the Ministers chair a group consisting of Administratum Prefects, PDF Marshals, Arbitrators and other major figures as they manage the economy and overall defence of their region. Then there are the city and hive councils, where Lord Mayors work with Administatum Adepts, PDF Major-Generals/Lieutenant-Generals and similar to manage the great mass of people and machinery that an Avernite city consists of. This is probably the most important level in keeping Avernus functional, and the one level that may be able to keep going if all other layers of government fell. Then there are the district councils, the lowest formal level of government and the level that most Avernites interact with consisting of Aldermen, PDF Brigadiers and other worthies. It is the district council who enforce the lesser laws of Avernus, ensure compliance to the countless Administratum regulations and the general maintenance of the cities. While there are no official levels of government below the district councils there are many informal block and street councils, which help organise the people of Avernus and often act as a contact point between the citizens and the district governments.

There are five major organisations which permeate all levels of Avernus, from your personal council to the poorest of neighbourhoods. Given that this is Avernus the most visible of these organisations is the military, from the Marshals of Avernus and the planet razing armies to the sergeants who ensure that the militia is properly trained.
The military is the keystone of Avernite life, and over half of the population will enlist for a decade long stint. As such it is highly respected by all, and military officers are much respected figures. Next is the Administratum, the massive bureaucracy that keeps Avernus functional. Since the founding of Avernus you have ensured that the Administartum of Avernus is not the bloated labyrinthine organisation of so many Imperial worlds, and is instead a lean, highly motivated organisation dedicated to making the planet run as smoothly and unobtrusively as possible. The reputation of the Administratum on Avernus is interesting, with it falling into the background and being taken for granted by the majority of citizens.
The third major organisation is the security forces, who enforce the laws and protect Avernus from hidden foes. Where the other great organisations are monolithic forces with strict hierarchies the security forces of Avernus include over a dozen separate organisations, each with their own duties, many of which are to watch over each other. This has led to a purposefully confusing mess, with no layperson and few officers knowing the true extent of the security forces of Avernus or who actually runs it. Despite, or perhaps because of this the security forces have an incredible reputation, with it being rumoured that there is no way to keep a secret from them. Interestingly enough there is a constant effort in the lower levels of most security forces to attempt to determine exactly who the leader of Avernus' Security forces is, with it being rumoured that promotion is certain for anyone who figures it out, knowing Jane as you do the rumour is in no way baseless and may have been started by her.

Then there is the Church, the guardians of the New Imperial Truth and the spiritual guides of Avernus. The people of Avernus are devote followers of the Emperor and priests are highly respected by all. While this makes the local priest a trusted adviser at all levels of society it also means that there are always many eyes on the priest, and if he ever falters all will no, and none will trust him again. More then anywhere else in the Imperial Trust the Church of Avernus in shaped by Saint Lin in his image, with priests expected to be wise councillors rather then fiery orators.

Finally there is the Mechanicus, the Tech-priests who use and maintain the advanced technology that fills the cities of Avernus. Thanks to the combination of the very high level of education on Avernus, it large Mechanicus population and the integrative policies of Fabricator-General Scott and Britton before her the Mechanicus is far more an understood part of life on Avernus rather then outsiders, leading to both less dislike and less awe being felt towards the Mechanicus.


Knowing Avernus (Avernite Economy)
The economy of Avernus is rather unusual by the standards of the Imperial Trust, being a mix of the command economy that worlds such as Niflheim use and the more common capitalistic economy. This is caused by the fact that the government of Avernus builds and owns the majority of all factories, hospitals, educational institutes and several other sectors of the economy. However a large proportion of said industries is leased out to companies for periods of up to fifty years at a time, as long as certain requirements are met. For example the factories of Avernus are usually leased out with the requirement that the government be provided with a certain amount of manufactured goods at a set price, usually around 25% of its expected productivity and be kept in top condition.

Knowing Avernus (Scars)
You have continued with her efforts to get a better understanding of the Avernite culture, much of which you miss due to generally interacting with Avernus' moves and shakers who are usually at least a hundred years old. In particular you focused on the general view of scars within the population.

Given the danger of life on Avernus and its medical technology almost everyone gains scars over the years, and can have them removed if they want. Given this it is not surprising that 'How to deal with scars' has entered into the mainstream culture. To begin with scars are split into several distinct categories based on both the type of the scar and how it was gained. Each type is either kept untouched, reduced by left visible or removed based on what categories they fall under.

The first category are those scars that are large enough or inconveniently positioned enough that they have a noticeable effect on your ability to defend yourself. These scars are always either reduced or removed, and keeping them is viewed as an arrogant and stupid boast of capability. This overrides all other categories.

Next are 'Teaching Scars', scars gained in experiences that taught you a valuable lesson. Generally these scars are kept intact where possible, so that the lesson they taught is never forgotten.
Then there are 'Heart Scars', scars gained in an act that has great significance to their bearer, such as shielding a loved one. Again these scars are kept intact as a remembrance of how they were gained.

The fourth type of scars are 'Story Scars', scars gained in an experience that makes a good story. They are usually reduced in size but kept, so that people can ask about them and so you can show them while telling the connected story.

Then there are 'Scars of Shame', scars gained in an experience that you are ashamed of that did not teach you anything you did not already know. Sometimes this is a result of doing something stupid, and sometimes it is a result of scars gained in failure. These scars are generally removed, so that they do not act as a constant remainder of how they were gained.
Finally there are 'Meaningless Scars', scars that have no particular importance to you, did not teach you anything, are not connected to an interesting story or moment of shame. They are generally removed in order to avoid the awkward moment where someone asks for the story about a scar and you do not remember how you gained it.

Knowing Avernus (Military Service)
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.

Knowing Avernus (Avernite Familial Structure)
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)
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 psychic 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.
 
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So about 33% casualties...

Wow, this is a pretty dangerous world. But our massive levels in Military and Administration are exactly what we need to manage to survive.

So if I am reading this correctly all of our cites are on the same continent. Leaving 3 other virgin continents for eventual exploration and settlement?
 
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