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

Investigate the Sea?

  • Yes

    Votes: 593 80.4%
  • No

    Votes: 145 19.6%

  • Total voters
    738
Turning violent is an inevitability, though so even any conservatives who might not believe we got him killed will join with the others since it will be their only chance to strike at the heretecks before they are destroyed.

if the war comes, its not going to be 100% of the conservatives rising up. if the trigger for war is dubious, fewer of them would turn violent.
 
In any case, let's devote a GD to the conservatives' plans when we get to the next regular turn. So we can stop stumbling around in the dark and all about exactly how crazy they are.
 
And then there's things that make me think y'all are just blind sometimes.

Here we were, on the verge of the Ork Gods awakening, researching ways to weaken Waaaagh frequencies... and people were arguing against Enjou wanting to research the butcher bird, and even Enjou was ignoring the obvious reason why.

Calming powers, people. CALMING POWERS. ORKS. CALM. WHAT THE FRAK, IT'S RIGHT THERE.

Okay that's out of my system.

...that said, I wonder if doing the unexpected opposite might be of use. What if, bear with me here, what if we tried to increase orks' confidence?

Like, boost their self-confidence far beyond normal, to the point where they no longer have the slightest doubt that they'd win a fight against us. To where it seems easy. To where it seems boring. 'Umies? Dey'z so small an' week, we'd just krump 'em all inna aftanoon, why bovver?

To the point where the Orks believe that nothing in the galaxy can give them a good fight except other Orks.

...
Eh, just an odd thought.
 
And then there's things that make me think y'all are just blind sometimes.

Here we were, on the verge of the Ork Gods awakening, researching ways to weaken Waaaagh frequencies... and people were arguing against Enjou wanting to research the butcher bird, and even Enjou was ignoring the obvious reason why.

Calming powers, people. CALMING POWERS. ORKS. CALM. WHAT THE FRAK, IT'S RIGHT THERE.

Okay that's out of my system.

...that said, I wonder if doing the unexpected opposite might be of use. What if, bear with me here, what if we tried to increase orks' confidence?

Like, boost their self-confidence far beyond normal, to the point where they no longer have the slightest doubt that they'd win a fight against us. To where it seems easy. To where it seems boring. 'Umies? Dey'z so small an' week, we'd just krump 'em all inna aftanoon, why bovver?

To the point where the Orks believe that nothing in the galaxy can give them a good fight except other Orks.

...
Eh, just an odd thought.
That would either go horribly wrong, or incredibly right. However, if all the Orks think we are weak, that might actually make us weak. And that's not too great.
 
Like, boost their self-confidence far beyond normal, to the point where they no longer have the slightest doubt that they'd win a fight against us. To where it seems easy. To where it seems boring. 'Umies? Dey'z so small an' week, we'd just krump 'em all inna aftanoon, why bovver?

To the point where the Orks believe that nothing in the galaxy can give them a good fight except other Orks.
That sounds like a silver bullet. Generally speaking, if an idea would stop a given faction from being capable of war against other factions, it won't work; goes against what 40k's about.
 
I think part of Ork's whole thing is that they're even more resistant to general game-changers than other factions are. Simple, strong, and impossible to eradicate, with 'Kunning' and bullshit allowing them to handle situations that by all rights they shouldn't be able to.
 
I think part of Ork's whole thing is that they're even more resistant to general game-changers than other factions are. Simple, strong, and impossible to eradicate, with 'Kunning' and bullshit allowing them to handle situations that by all rights they shouldn't be able to.

They want to fight and have two gods who are very good at giving them that. So yeah, anything that invalidates orks other than simply being so damn strong you can just stomp them will be undone by divine intervention.
 
That sounds like a silver bullet. Generally speaking, if an idea would stop a given faction from being capable of war against other factions, it won't work; goes against what 40k's about.
On the other hand, if you aren't attempting to apply the effect to every Ork in the galaxy it'd probably be a useful tool. Effectively a fancy ritual to hobble a Tier 2/3 Waaaagh on the march similar to the Ridcully divining assassination targets to keep Ork domains fighting over leadership rather than setting fire to the neighbourhood trick we've used before. Just, you know, using a choir of lesser psykers rather than a precious Ridcully action or being powered by a chaos god like a chaos faction would do.
 
And then there's things that make me think y'all are just blind sometimes.

Here we were, on the verge of the Ork Gods awakening, researching ways to weaken Waaaagh frequencies... and people were arguing against Enjou wanting to research the butcher bird, and even Enjou was ignoring the obvious reason why.

Calming powers, people. CALMING POWERS. ORKS. CALM. WHAT THE FRAK, IT'S RIGHT THERE.

Okay that's out of my system.

...that said, I wonder if doing the unexpected opposite might be of use. What if, bear with me here, what if we tried to increase orks' confidence?

Like, boost their self-confidence far beyond normal, to the point where they no longer have the slightest doubt that they'd win a fight against us. To where it seems easy. To where it seems boring. 'Umies? Dey'z so small an' week, we'd just krump 'em all inna aftanoon, why bovver?

To the point where the Orks believe that nothing in the galaxy can give them a good fight except other Orks.

...
Eh, just an odd thought.
Lets just file this under "The nuclear option"
 
Siren Trade: there has to be something other than souls they want that we can give without breaking treaties, right? Back in the day we tried human arts and entertainment, iirc, but were rejected.
They weren't rejected, they were just not considered valuable enough to trade for actually usefull things. As Durin said expecting to buy valuable military technologies with entertainment and art is silly.
 
Grábakr War Interlude: Turn One Hundred and Thirty-Eight
Grábakr War Interlude: Turn One Hundred and Thirty-Eight
Four Hundred and Five years since the Founding of Avernus
Four year turn
Note: Any project complete before the end of year two can effect your battle,

As you look over the rapidly expanding fortress that is the heart of the Imperial Trust's military presence on Hvergelmir you consider the sheer power of the forces that have been gathered for this war, and how in the time of the Imperium the force that you command would be considered enough to defeat nearly any foe. With the galaxy as it is you now hope to merely hold your ground until reinforcements arrive against a single splinter of a Tyranid Hive Fleet, and not even the most dangerous strain of Tyranids. The galaxy has become a lot more dangerous since the Death of the Emperor, and only the strongest human remnants have survived. A list that you fully intend to keep the Imperial Trust in.

Currently the vast majority of the Avernite military forces are deployed on Hvergelmir the Floating Beacon. With tens of billions of other soldiers from across the Imperial Trust. This will be the largest ground battle ever fought by the Imperial Trust, with more soldiers being deployed then the total population of an average Trust world.

Marshal Lind upgrades Skilled Swordsman (+2 Combat, +20 to melee combat rolls) into Expert Swordsman (+1M, +3 Combat, +30 to melee combat rolls) - Marshal Lind is highly trained and experienced in the use of the blade and a expert swordsman.
One Locked Choose Two
One Four years, One Two years

Recruit: Helltroopers and PDF – Your PDF and Helltroopers suffered major casualties in the recent daemonic incursion and in dealing with the following cult uprising, with thousands of regiments being annihilated entirely. Due to the number of soldiers that proved themselves in the incursion providing a large pool of recruits for promotion into the Helltroopers General Khol believes that she should be able to bring these forces back up to full strength within a dozen years.

Time: 13 years

Cost: 20,000,000,000 Thrones, 2,000,000,000 Material, 54,000,000 Promethium, 360,000,000 Advanced Material, 550,000 Exotic material.
Reward: Bring Helltroopers and PDF back up to full strength (currently at 25% and 85% respectively)

Locked – Eleven out of Thirteen years completed

Recruit: Helguard – Your Helguard was nearly wiped out the recent daemonic incursion and in dealing with the following cult uprising, with tens of thousands of regiments being annihilated entirely. Due to the number of soldiers that proved themselves in the incursion providing a pool of recruits for promotion into the Helguard General Khol believes that she should be able to bring these forces back up to full strength within a few decades.

Time: 23 years

Cost: 4,500,000,000 Thrones, 320,000,000 Material, 71,000,000 Promethium, 150,000,000 Advanced Material, 3,200,000 Exotic material.
Reward: Bring Helguard back up to full strength (currently at 10%)

Locked – Eleven out of Twenty-Three years completed

Personal Attention: Deploy Army – Hive Fleet Grábakr is expected to reach the Imperial Trust in five years' time and the armies of Avernus will be needed to deploy to defend the Cobalt Sub-Sector. This will be the largest deployment in the history of the Imperial Trust, with well over two hundred billion soldiers being deployed.

Time: 5 years

Cost: 11,000,000,000 Thrones, 1,100,000,000 Material, 750,000,000 Promethium, 2,800,000 Advanced Material, 200,000 Exotic Material.
Reward: Deploy Avernus' available army and PDF forces against Hive Fleet Grábakr

Locked – One out of Five years completed

Thunder Warriors – Hive Fleet Grábakr will be reaching the Imperial Trust in five years' time, well before Avernus' forces recover from their recent losses. By recruiting half a brigade of Thunder Warriors as soon as the facilities are completed you should be able to field a powerful if inexperienced force to reinforce your ranks.

Time: 3 years (can only start after Thunder Warrior Facilities is completed, can be taken up to once a year)

Cost: 230,000,000 Thrones, 110,000,000 Material, 87,000,000 Promethium, 42,000,000 Advanced Material, 390,000 Exotic Material.
Upkeep per year: 46,000,000 Thrones, 22,000,000 Material, 44,000,000 Promethium, 2,200,000 Advanced Material, 8,700 Exotic Material.
Reward: Recruit 5 Regiments of Thunder Warriors

Ration Pills – Recently General Richards spent a few years looking into the use of the Ration Pills provided by Callamus. She tells you that Ration Pills are highly useful for your light infantry, who can now easily carry weeks or even months of food without overly weighing them down. This reduces your light infantry's need for resupply and makes them more effective when you don't have enough control of the skies to airdrop in supplies.

Time: 3 years

Cost: 3,800,000 Thrones, 100 Food
Upkeep per year: 3,800,000 Thrones, 100 Food
Reward: Make use of Ration Pills for your Light Infantry, +3 to Light Infantry Rolls


Special-Issue Impalers – Archmagos Tranth has recently finished designing Special-Issue Impalers which can fire specialised ammunition. While not a new mainstay weapon, Special-Issue Impalers have their niche, particularly among militia units and light infantry, who benefit from their role as a cheap special weapon and tactical flexibility respectively.

Time: 8 years

Cost: 490,000,000 Thrones, 49,000,000 Material, 4,900,000 Promethium.
Upkeep per year: 49,000,000 Thrones, 4,900,000 Material, 490,000 Promethium.
Reward: Special-Issue Impalers put into use, +5 to militia rolls, +3 to Light Infantry rolls


Djinn Skein Gladiatoria: Militia – By supplying Djinn Skein Gladiatoria to your militia training programs you should be able to push your militia's training to another level of skill, making them an even more effective defence for your cities. This will most likely have a trickle-up effect on the quality of your regular forces due to better-trained recruits, and as such will provide a significant boost to your entire army's combat power. On the other hand it will be incredibly expensive, even by your standards.

Time: 30 years

Cost: 4,200,000,000,000 Thrones, 42,000,000,000 Material, 4,200,000,000 Metal, 420,000,000 Promethium, 810,000,000 Advanced Material, 9,200,000 Exotic Material.
Upkeep per year: 84,000,000,000 Thrones, 840,000,000 Material, 84,000,000 Metal, 8,400,000 Promethium, 16,000,000 Advanced Material, 180,000 Exotic Material.
Reward: Djinn Skein Gladiatoria training program for all militia, +24 to militia combat skill, +5 to regular combat skill


Anti-Psyker Training: Militia – You have recently finished preparing a training regime to better prepare your militia to go up against hostile Psykers. While the sheer scale of your massive number of militia will ensure that it will take decades to conduct the training and be reasonably pricy, the long-term benefits will be massive.

Time: 25 years

Cost: 64,000,000,000 Thrones, 3,200,000,000 Material, 320,000,000 Promethium .
Reward: +5 to your regular forces' rolls against Psykers, +10 to your militia's rolls against psykers, +5 to psyker hunting


Concept Study: Idea – Before developing any new military technologies it would be best to conduct a study to see if the technology would work in your current forces, and if not what changes would have to be made to make it work.

Time: 1 year (must be taken with Feasibility Study: Idea)

Cost: Free
Reward: Learn if the suggested design is useful, and if it is not whether you can do something to make it useful.


Power-Armoured PDF: Troopers – Your economy has improved to the point where it is affordable to equip your entire PDF with basic power armour. While expensive this will allow you to field literally billions of power-armoured elites, making the Avernite armies truly terrifying. You will have to roll out power armour a bit at a time, and one option is to start with your PDF Trooper Regiments.

Time: 6 years

Cost: 2,000,000,000 Thrones, 480,000,000 Material, 481,000,000 Promethium, 93,000,000 Advanced Material.
Upkeep per year: 17,000,000 Thrones, 1,000,000 Material, 300,000 Promethium, 820,000 Advanced Material.
Reward: Raise 30,000 PDF Trooper Regiments


Power-Armoured PDF: Shocktroopers – Your economy has improved to the point where it is affordable to equip your entire PDF with basic power armour. While expensive this will allow you to field literally billions of power-armoured elites, making the Avernite armies truly terrifying. You will have to roll out power armour a bit at a time, and one option is to start with your PDF Shocktrooper Regiments.

Time: 6 years

Cost: 2,400,000,000 Thrones, 410,000,000 Material, 41,000,000 Promethium, 80,000,000 Advanced Material.
Upkeep per year: 19,000,000 Thrones, 1,200,000 Material, 350,000 Promethium, 950,000 Advanced Material.
Reward: Raise 15,000 PDF Shocktrooper Regiments


Power-Armoured PDF: Scout – Your economy has improved to the point where it is affordable to equip your entire PDF with basic power armour. While expensive this will allow you to field literally billions of power-armoured elites, making the Avernite armies truly terrifying. You will have to roll out power armour a bit at a time, and one option is to start with your PDF Scout Regiments.

Time: 7 years

Cost: 780,000,000 Thrones, 160,000,000 Material, 16,000,000 Promethium, 30,000,000 Advanced Material.
Upkeep per year: 6,400,000 Thrones, 380,000 Material, 120,000 Promethium, 320,000 Advanced Material.
Reward: Raise 20,000 PDF Scout Regiments


Power-Armoured PDF: Jetbike – Your economy has improved to the point where it is affordable to equip your entire PDF with basic power armour. While expensive this will allow you to field literally billions of power-armoured elites, making the Avernite armies truly terrifying. You will have to roll out power armour a bit at a time, and one option is to start with your PDF Jetbike Regiments.

Time: 7 years

Cost: 4,800,000,000 Thrones, 600,000,000 Material, 24,000,000 Promethium, 240,000,000 Advanced Material.
Upkeep per year: 38,000,000 Thrones, 1,500,000 Material, 180,000 Promethium, 2,400,000 Advanced Material.
Reward: Raise 20,000 PDF Jetbike Regiments


Power-Armoured PDF: Armour – Your economy has improved to the point where it is affordable to equip your entire PDF with basic power armour. While expensive this will allow you to field literally billions of power-armoured elites, making the Avernite armies truly terrifying. You will have to roll out power armour a bit at a time, and one option is to start with your PDF Armoured Regiments.

Time: 6 years

Cost: 500,000,000 Thrones, 100,000,000 Material, 10,000,000 Promethium, 19,000,000 Advanced Material.
Upkeep per year: 4,200,000 Thrones, 240,000 Material, 75,000 Promethium, 200,000 Advanced Material.
Reward: equip your PDF armoured regiments with Pilot Power Armour


Power Armoured PDF: Siege – Your economy has improved to the point where it is affordable to equip your entire PDF forces with basic power armour. While expensive this will allow you to field literally billions of power-armoured elites, making the Avernite armies truly terrifying. You will have to roll out power armour a bit at a time, and one option is to start with your PDF Scout Regiments.

Time: 7 years

Cost: 3,200,000,000 Thrones, 640,000,000 Material, 64,000,000 Promethium, 120,000,000 Advanced Material.
Upkeep per year: 26,000,000 Thrones, 1,500,000 Material, 460,000 Promethium, 1,200,000 Advanced Material.
Reward: Equip your PDF siege regiments with Power Armour


Advanced Power Armour: Helguard Shocktrooper Regiments – It is now becoming possible for you to begin supplying Advanced Power Armour to the Avernite Helguard. While this will be incredibly expensive to implement it will provide a serious boost to your combat power and the Imperial Trust will subsidise the upkeep at 105%, enough that it will actually increase your income. You will have to roll out advanced power armour a bit at a time, and one option is to start with your Helguard Shocktrooper Regiments.

Time: 9 years

Cost: 2,400,000,000 Thrones, 7,00,000,000 Material, 700,000,000 Promethium, 130,000,000 Advanced Material, 13,000,000 Exotic Material.
Upkeep per year: -1,700,000 Thrones, 5,400 Material, -14,000 Promethium, -210,000 Advanced Material, -27,000 Exotic Material.
Reward: Upgrade your Helguard Shocktrooper Regiments to Helguard Destroyer Regiments


Advanced Power Armour: Helguard Trooper Regiments – It is now becoming possible for you to begin supplying Advanced Power Armour to the Avernite Helguard. While this will be incredibly expensive to implement it will provide a serious boost to your combat power and the Imperial Trust will subsidise the upkeep at 105%, enough that it will actually increase your income. You will have to roll out advanced power armour a bit at a time, and one option is to start with your Helguard Trooper Regiments.

Time: 15 years

Cost: 2,600,000,000 Thrones, 24,000,000 Promethium, 100,000,000 Advanced Material, 12,000,000 Exotic Material.
Upkeep per year: -1,800,000 Thrones, 5,800 Material, -15,000 Promethium, -220,000 Advanced Material, -29,000 Exotic Material.
Reward: Upgrade your Helguard Trooper Regiments to Helguard Elite Regiments


Advanced Power Armour: Helguard Paratrooper Regiments – It is now becoming possible for you to begin supplying Advanced Power Armour to the Avernite Helguard. While this will be incredibly expensive to implement it will provide a serious boost to your combat power and the Imperial Trust will subsidise the upkeep at 105%, enough that it will actually increase your income. You will have to roll out advanced power armour a bit at a time, and one option is to start with your Helguard Paratrooper Regiments.

Time: 9 years

Cost: 580,000,000 Thrones, 5,500,000 Promethium, 23,000,000 Advanced Material, 2,700,000 Exotic Material.
Upkeep per year: -410,000 Thrones, 1,300 Material, -3,500 Promethium, -50,000 Advanced Material, -6,600 Exotic Material.
Reward: Upgrade your Helguard Paratrooper Regiments to Helguard Raider Regiments


Advanced Power Armour: Helguard Scout Regiments – It is now becoming possible for you to begin supplying Advanced Power Armour to the Avernite Helguard. While this will be incredibly expensive to implement it will provide a serious boost to your combat power and the Imperial Trust will subsidise the upkeep at 105%, enough that it will actually increase your income. You will have to roll out advanced power armour a bit at a time, and one option is to start with your Helguard Scout Regiments.

Time: 9 years

Cost: 590,000,000 Thrones, 5,600,000 Promethium, 23,000,000 Advanced Material, 2,700,000 Exotic Material.
Upkeep per year: -420,000 Thrones, 1,300 Material, -3,400 Promethium, -51,000 Advanced Material, -6,700 Exotic Material.
Reward: Upgrade your Helguard Scout Regiments to Helguard Recon Regiments


Advanced Power Armour: Helguard Jetbike Regiments – It is now becoming possible for you to begin supplying Advanced Power Armour to the Avernite Helguard. While this will be incredibly expensive to implement it will provide a serious boost to your combat power and the Imperial Trust will subsidise the upkeep at 105%, enough that it will actually increase your income. You will have to roll out advanced power armour a bit at a time, and one option is to start with your Helguard Jetbike Regiments.

Time: 8 years

Cost: 150,000,000 Thrones, 1,400,000 Promethium, 5,700,000 Advanced Material, 690,000 Exotic Material.
Upkeep per year: -100,000 Thrones, 330 Material, -890 Promethium, -13,000 Advanced Material, -1,700 Exotic Material.
Reward: Upgrade your Helguard Jetbike Regiments to Helguard Elite Jetbike Regiments


Advanced Power Armour: Helguard Armour Regiments – It is now becoming possible for you to begin supplying Advanced Power Armour to the Avernite Helguard. While this will be incredibly expensive to implement it will provide a serious boost to your combat power and the Imperial Trust will subsidise the upkeep at 105%, enough that it will actually increase your income. You will have to roll out advanced power armour a bit at a time, and one option is to start with your Helguard Armour Regiments of all types.

Time: 11 years

Cost: 1,400,000,000 Thrones, 14,000,000 Promethium, 56,000,000 Advanced Material, 6,700,000 Exotic Material.
Upkeep per year: -1,000,000 Thrones, 3,200 Material, -8,700 Promethium, -130,000 Advanced Material, -16,000 Exotic Material.
Reward: Upgrade your Helguard Armour Regiments of all types with Ace Advanced Power Armour


Implement (Technology): Planning – A lot of the most important technologies that you have unearthed or that have been shared with you have already been implemented, but there are still many types that remain unused. General Khol could spend a few years deciding how to best use a chosen technology.

Time: 2 years

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


Readiness Training – General Khol suggests putting her troops through combat readiness training in order to ensure that they are fully prepared for the incoming invasion. While effective, this training will not have any long-term effects and will need to be redone every decade.

Time: 1 year
Chance of Success: 60% (each success reduces chance of success by 5%, this recovers at a rate of 1% per two years)

Cost: 12,200,000 Thrones, 1,220,000 Material, 122,000 Promethium, 167 Advanced Material
Reward: +5 to all combat rolls for regular forces for the next decade, can be taken multiple times


Militia Readiness Training – General Khol suggests putting the militia though combat readiness training in order to ensure that they are fully prepared for the incoming invasion. This would potentially provide a massive boost to your total combat power but given that you want to avoid using the militia in combat as much as possible, how much effect this will actually have is unknown.

Time: 1 year.
Chance of Success: 60% (each success reduces chance of success by 5%, this recovers at a rate of 1% per two years)

Cost: 880,000,000 Thrones, 88,000,000 Material, 8,800,000 Promethium, 8,500 Advanced Material
Reward: +5 to all combat rolls for militia for the next decade, can be taken multiple times, -1% city productivity per attempt (for the turn)


Specialist Grenadiers (Write-In): Planning – Now that you have the Elite Training Facilities, you have the option of creating elite, specialist units that take advantage of the unique skills that each region of Avernus instils in its soldiers. General Khol does not consider this to be urgent.

Time: 1 year.
Chance of Success: Variable

Cost: 7,200,000 Thrones, 14,400 Material, 1,440 Promethium, 860 Advanced Material.
Reward: Get composition of Chosen Elite Unit. Put forward a write-in of a unit type and I will tell you if it it viable and how easy it will be (good omake will make it easier).

Currently the entirety of Avernus' fleet has been deployed to the Grábakr War, where it has been assigned to help defend against the second and fourth waves. Admiral Sarnow hopes that the new gravatic sensors that his fleet, and some of the Imperial Trust Fleet ships, are now equipped with will prove to be enough of an edge to reduce the losses suffered.
One Locked Choose Two
One Four years, One Two years

Deploy Fleet – Hive Fleet Grábakr is expected to reach the Imperial Trust in five years time and the fleet of Avernus will need to deploy to defend the Cobalt Sub-Sector. This will be the largest deployment in the history of the Imperial Trust, with four entire Imperial Trust Sector Fleets being deployed, along with two Sector Fleets' worth of allies.

Time: 5 years (must be taken in year 5)

Cost per year: 10,000,000,000 Thrones, 10,000,000,000 Material, 2,000,000,000 Promethium, 10,000,000 Advanced Material, 50,000 Exotic Material
Reward: Deploy Avernite Fleet in the defence of the Imperial Trust.

Locked – One out of Five years completed

Construct: Mass Conveyors and Escorts – Admiral Sarnow has put forward several suggestions on what to make next with your shipyards. The second suggestion is to use your Huge Shipyard to build some Mass Conveyors, which will be in higher demand now that navigators are being seconded to the military in greater numbers. While the Mass Conveyors are being built Admiral Sarnow will use the smaller shipyards to start work on bringing your escort numbers up to full strength.

Time: 4 years

Cost: 784,000,000 Thrones, 78,600,000 Material, 13,000,000 Metal, 3,090,000 Promethium, 303,000 Advanced Material, 3,500 Exotic Material.
Upkeep per year: 71,000,000 Thrones, 32,000,000 Material, 6,500,000 Metal, 4,700,000 Promethium, 28,500 Advanced Material, 109 Exotic Material.
Reward: build 9 Mass Conveyors, build 100 Frigates

Locked - One out of Three years completed (Expedited)

Construct: Defence Monitors – Admiral Sarnow tells you that with three years of work he would be able to build a significant number of Defence Monitors to replace those lost to the last wars. The price for this project has gone up with the usage of more advanced technologies.

Time: 3 years

Cost: 2,400,000,000 Thrones, 1,600,000,000 Material, 12,000,000 Promethium, 1,200,000 Advanced Material, 12,000 Exotic Material.
Upkeep per year: 89,000,000 Thrones, 11,000,000 Material, 2,700,000 Promethium, 27,000 Advanced Material, 3708 Exotic Material.
Reward: build 280 Defence Monitors for Avernus.


Construct Defence Cruisers and Monitor for Trust – Admiral Sarnow tells you that the Imperial Trust has put forward an order for some more Defence Cruisers and Escorts to better reinforce the defences of the colonies.

Time: 7 years

Cost: 4,000,000,000 Thrones, 4,800,000,000 Material, 27,000,000 Promethium, 4,400,000 Advanced Material, 29,000 Exotic Material.
Reward: build 58 Defence Cruisers and build 113 Defence Monitors to sell to Imperial Trust for 59,645 Cr.


Construct: Skeid Military Transport – Admiral Sarnow has recently proposed that Avernus build several Skeid Military Transports to help transport your ground forces. This will leave most of your smaller shipyards free for repairing Shadow Class Destroyers, many of which will be tithed to the Imperial Trust. Given that the Avernite Navy is intended to specialise in planetary assault having some Skeids would be incredibly useful.

Time: 6 years

Cost: 1,300,000,000 Thrones, 1,500,000,000 Material, 13,000,000 Promethium, 1,000,000 Advanced Material, 13,000 Exotic Material, 1.1 Relic Material.
Upkeep per year: 45,000,000 Thrones, 50,000,000 Material, 3,000,000 Promethium, 28,000 Advanced Material, 170 Exotic Material, 0.05 Relic Material.
Reward: Construct 6 Skeid Military Transports, build 116 Frigates for Trust


Construct: Descent Class Destroyers – Admiral Sarnow has put forward a plan to construct two hundred Descent Class Destroyers, half for Avernus and half for the Imperial Trust. This will give you a large force that cannot be easily countered by much on the ground short of heavy fortifications. When this is combined with the sheer surprise value that Descent Class Destroyers will have they are a deadly ace to have in reserve.

Time: 5 years

Cost: 1,200,000,000 Thrones, 800,000,000 Material, 1,900,000 Promethium, 58,000 Advanced Material, 4,700 Exotic Material.
Upkeep per year: 30,000,000 Thrones, 20,000,000 Material, 480,000 Promethium, 15,000 Advanced Material, 120 Exotic Material.
Reward: 100 Descent Class Destroyers for Avernus and 100 for the Imperial Trust Guard


Construct: Gjallarhorn – Admiral Sarnow has suggested building a set of Gjallarhorn Battlecruisers. This would give him access to a dozen fast and powerful warships to harass your foes. He would also build a dozen squadrons of armoured cruisers to tithe to the Imperial Trust.

Time: 16 years

Cost: 1,000,000,000 Thrones, 960,000,000 Material, 4,200,000 Promethium, 723,000 Advanced Material, 5,100 Exotic Material.
Upkeep per year: 42,000,000 Thrones, 40,000,000 Material, 4,400,000 Promethium, 74,000 Advanced Material, 210 Exotic Material.
Reward: build 12 Gjallarhorn Battlecruisers, build 69 Knight Cruisers for Trust


Construct: Mass Conveyors and Escorts – Admiral Sarnow has put forward several suggestions on what to make next with your shipyards. The second suggestion is to use your Huge Shipyard to build some Mass Conveyors, which will be in higher demand now that navigators are being seconded to the military in greater numbers. While the Mass Conveyors are being built Admiral Sarnow will use the smaller shipyards to start work on bringing your escort numbers up to full strength.

Time: 4 years.

Cost: 784,000,000 Thrones, 78,600,000 Material, 13,000,000 Metal, 3,090,000 Promethium, 303,000 Advanced Material, 3,500 Exotic Material.
Upkeep per year: 71,000,000 Thrones, 32,000,000 Material, 6,500,000 Metal, 4,700,000 Promethium, 28,500 Advanced Material, 109 Exotic Material.
Reward: build 9 Mass Conveyors, build 100 Frigates

Upgrade Shipyards – Archmagos Tranth has recently finished designing a set of improvements to your naval construction technologies. His improvements will require a significant rework of your shipyards' internals and triple the Advanced and Exotic Material costs of shipyards but should cut down on build and repair times by a fifth, a massive increase.

Time: 21 years

Cost: 15,000,000,000 Thrones, 2,200,000,000 Material, 850,000,000 Metal, 2,200,000,000 Promethium, 1,600,000 Advanced Material, 79,000 Exotic Material.
Reward: reduce ship build and repair times by 20%


Combine Shipyards: Huge – Now that you have four Large Shipyards it will be possible to combine them to form a single Huge Shipyard. This will be rather expensive but will provide a major boost to your orbital workforce and allow you to more easily build Battlecruisers and repair Heavy Cruisers.

Time: 5 years

Cost: 1,760,000,000 Thrones, 264,000,000 Material, 132,000,000 Metal, 264,000,000 Promethium, 20,400 Advanced Material, 475 Exotic Material.
Upkeep per year: 352,000,000 Thrones, 52,800,000 Material, 26,400,000 Metal, 26,400,000 Promethium, 1,020 Advanced Material, 19 Exotic Material.
Reward: combine four Large Shipyards into a single Huge Shipyard


Balance Void Defences – It has been discovered that your current void defences need more basic defence platforms to properly cover the heavier defence stations. Admiral Sarnow tells you that it would take over two decades to build the thousands of defence platforms required to fix the ratio.

Time: 24 years

Cost: 36,000,000,000 Thrones, 8,900,000,000 Material, 4,400,000,000 Metal, 1,200,000,000 Promethium, 22,000,000 Advanced Material, 350,000 Exotic Material.
Upkeep per year: 890,000,000 Thrones, 220,000,000 Material, 110,000,000 Metal, 30,000,000 Promethium, 74,000 Advanced Material, 870 Exotic Material.


Expand Shipyards: Small – Now that you have a huge shipyard it is possible to build five small shipyards at a time. This would allow you to more quickly increase the total number of shipyards that you own though it would not help with building capital ships or maintaining anything above cruiser size.

Time: 5 years

Cost: 1,500,000,000 Thrones, 220,000,000 Material, 110,000,000 Metal, 220,000,000 Promethium, 41,000 Advanced Material, 1,900 Exotic Material.
Upkeep per year: 300,000,000 Thrones, 44,000,000 Material, 22,000,000 Metal, 22,000,000 Promethium
Reward: 5 new small shipyards


Expand Shipyards: Large – Now that you have a huge shipyard it is possible to build large shipyards whole. This would increase the rate at which you can build capital ships and maintain anything short of battleships more easily.

Time: 5 years

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


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

Time: 4 years

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


Ship Design Investigation (Ship) – While you gained many ancient ship designs from the Sword of Surtur datacores there are still many holes in the line of battle for the Imperial Trust. Admiral Sarnow could spend a year determining if a particular design would work. If it is determined that a design is possible it will then have to be passed on to the Adeptus Mechanicus to actually create the design.

Time: varies (1 year for escorts, 2 years for cruisers, 3 years for battleships, 4 years for Command Battleships, 5 years for Dreadnoughts)
Chance of Success: 60% (uses learning)

Cost: 38,000,000 Thrones per year
Reward: information on whether design is possible and useful.


Upgrade Defences (Avernus or Deiphobe) – Orbital defences have proven to be one of the main advantages that your fleets have against invaders. Admiral Sarnow would like to further strengthen your orbital defences both at Deiphobe and Avernus to make attacks even more challenging.

Time: 9 years

Cost: 9,500,000,000 Thrones, 3,000,000,000 Material, 860,000,000 Metal, 200,000,000 Promethium, 1,500,000 Advanced Material, 35,000 Exotic Material .
Upkeep per year: 210,000,000 Thrones, 66,000,000 Material, 19,000,000 Metal, 4,500,000 Promethium, 14,000 Advanced Material, 150 Exotic Material.
Reward: Build 21 Advanced Defence Stations, 90 Advanced Heavy Orbital Weapons Platforms and 450 Advanced Orbital Weapons Platforms around selected planet


Further Thicken Minefield: Deiphobe – One option to expand the defences of Deiphobe is to quadruple the density of the minefield. This would quadruple the damage that the mines inflict, making the minefield likely to destroy most cruisers that try to advance through it and inflict major damage on even Battleships. This would be a time-consuming and expensive option, but would make attacking though the minefield near-impossible for most fleets.

Time: 11 years

Cost: 350,00,000,000 Thrones, 72,000,000,000 Material, 3,500,000,000 Promethium, 52,000,000 Advanced Material
Upkeep per year: 8,800,000,000 Thrones, 2,200,000,000 Material, 110,000,000 Promethium, 680,000 Advanced Material
Reward: Thicken Minefield to very heavy


Readiness Training: Fleet – With the constant dangers of the galaxy Admiral Sarnow would like to conduct some additional training and exercises with his fleet to better prepare them. This could provide a needed edge to your fleet which could have a major impact on the course of the campaign.

Time: 1 year
Chance of Success: 60% (each success reduces chance of success by 5%, this recovers at a rate of 1% per two years)

Cost: 44,000,000 Thrones, 4,400,000 Material, 440,000 Promethium, 8,500 Advanced Material
Reward: +5 to all combat rolls for fleet the next decade, can be taken multiple times


Readiness Training: Defences – With the constant dangers of the galaxy Admiral Sarnow would like to conduct some additional training and exercises with his orbital defences in order to better prepare them. This could provide a key advantage to your orbital defences, which represent the majority of your firepower.

Time: 1 year
Chance of Success: 60% (each success reduces chance of success by 5%, this recovers at a rate of 1% per two years)

Cost: 44,000,000 Thrones, 4,400,000 Material, 440,000 Promethium, 8,500 Advanced Material
Reward: +5 to all combat rolls for defences the next decade, can be taken multiple times

Between the additional Thrones you are exporting and your recovery form the cults the economy of Avernus is now into the black. As such Issac can continue with his current plans without needing any more changes.
One Locked Choose Two
One Three years, One One year

Underground Railways: Tarascon – Currently your underground railways connect all of your cities bar those in Tarascon. Isaac has put forward a proposal to change this. Expanding the underground railway network to Tarascon will provide a major economic boost to the region as well as providing a massive increase to the regions defensibility by adding to your main transport network. This will take a significant time to build due to the length that the railway between Elysium and Tarascon will require.

Time: 18 years

Cost: 4,800,000,000 Thrones, 1,600,000,000 Material, 4,000,000,000 Metal, 800,000,000 Promethium, 160,000 Advanced Material, 9,300 Exotic Material.
Upkeep per year: 1,920,000,000 Thrones, 320,000,000 Materiel, 800,000,000 Metal, 160,000,000 Promethium, 16,000 Advanced Material, 415 Exotic Material.
Reward: Expand rail network to Tarascon, 90% Thrones and +42.5% production in Tarascon, +10% Thrones and +5% production in other regions,

Locked – Twelve out of Seventeen years completed (Expedited)

Educational Reforms Part Three – Before his death your personal assistant Antoni Kovac conducted a review of the Avernite educational system that proposed major changes. With his death the responsibility for carrying out his changes has fallen on the Administratum. The third and final set of changes that Antoni proposed focused on better teaching teamwork.

Time: 5 years
Chance of Success: 20% (uses learning)

Cost: 3,700,000,000 Thrones, 37,000,000 Material, 3,700,000 Metal, 370,000 Promethium, 7,400 Advanced Material, 840 Exotic Material.
Reward: finish reform of Avernite educational system, +0.1 to base education (currently 1.85), reduce difficulty of Educational Review by 30%

Locked – Two out of Five years completed

Skink Warbeasts: Setting Up – The Skinks are ready to provide you with the various creatures that they promised you despite a few delays caused by the Daemonic Incursion. You will need to create proper housing for them and set up breeding programs for some of the species before you can make use of them, however.

Time: 5 years

Cost: 3,200,000,000 Thrones, 1,600,000,000 Material, 24,000,000 Metal, 44,000,000 Promethium, 23,000 Advanced Material, 270 Exotic Material.
Upkeep per year: 320,000,000 Thrones, 160,000,000 Material, 2,400,000 Metal, 4,400,000 Promethium, 2,300 Advanced Material, 27 Exotic Material.
Reward: Set up living areas for all Skink creatures provided

Locked – Three out of Four years completed (Expedited)

Ion Projectors: Defences: Total – There are two ways that you can make use of Ion Barrier Projectors to enhance your city defences. The first option includes using them for pretty much every major killing field and choke point that you have, which would have a massive impact on the progress of attackers but be rather pricy.

Time: 18 years

Cost: 1,200,000,000 Thrones, 580,000,000 Material, 570,000,000 Advanced Material.
Upkeep per year: 120,000,000 Thrones, 58,000,000 Material, 28,000,000 Advanced Material.
Reward: add Ion projectors to the defences of all Avernite Cities and Hives.


Ion Projectors: Defences: Key – There are two ways that you can make use of Ion Barrier Projectors to enhance your city defences. The second option includes using them for key killing fields and choke points, which would make your most vital and vulnerable points harder to take and slow down an enemy's advance, but still be reasonably expensive.

Time: 18 years

Cost: 240,000,000 Thrones, 120,000,000 Material, 110,000,000 Advanced Material.
Upkeep per year: 24,000,000 Thrones, 12,000,000 Material, 22,000,000 Advanced Material.
Reward: add Ion projectors to the defences of all Avernite Cities and Hives.


Expand Dis to Huge Hive – Now that Dis is filling it may be a good idea to expand it into a Huge Hive. This will make it an even more formidable fortress that is able to comfortably fit the entire current population of your system in emergencies. On the other hand it would take decades and be rather expensive.

Time: 26 years

Cost: 220,000,000,000 Thrones, 210,000,000,000 Material, 100,000,000,000 Metal, 47,000,000,000 Promethium, 22,000,000 Advanced Material, 140,000 Exotic Material.
Upkeep per year: 2,200,000,000 Thrones, 2,100,000,000 Material, 1,000,000,000 Metal, 470,000,000 Promethium, 220,000 Advanced Material, 1,400 Exotic Material.
Reward: Expand Dis into a Huge Hive, +90 billion population capacity, +1.2 billion population base


Carniflower Investigation – Signe wishes to spend a few years looking into using Carniflowers as an additional defence for your cities. Current proposals include either parks of Carniflowers that can be woken on top of attackers, plantations outside of your cities that can ambush besieging armies or Carniflowers in the lobby of building to deal with people who breach the doors.

Time: 6 years
Chance of Success: 40%

Cost: 380,000,000 Thrones
Reward: Information on how to use Carniflowers to strengthen the defences of your cities.


Illusory Pines: Total – Before her death, Signe put forward two main ideas for using Illusory Pines to strengthen the defences of your cities. The first idea is to take it to its logical extreme, covering the entire city with layered illusions making gathering good information from it challenging at all levels. However this would take decades and be a rather expensive project.

Time: 35 years

Cost: 260,000,000,000 Thrones, 26,000,000,000 Material, 260,000,000 Promethium, 5,300,000 Advanced Material.
Upkeep per year: 2,600,000,000 Thrones, 260,000,000 Material, 2,600,000 Promethium, 54,000 Advanced Material.
Reward: Fill all cities with Illusory Pines to full extent, defensive bonus to all stages of siege warfare


Illusory Pines: Inner – Before her death, Signe put forward two main ideas for using Illusory Pines to strengthen the defences of your cities. The second idea is to use Illusory Pines to make the city's internal defences more confusing and harder to navigate. This would be significantly cheaper and quicker than going for the entire city, but would still be a major project.

Time: 25 years

Cost: 200,000,000,000 Thrones, 20,000,000,000 Material, 200,000,000 Promethium, 4,200,000 Advanced Material.
Upkeep per year: 2,000,000,000 Thrones, 200,000,000 Material, 2,000,000 Promethium, 42,000 Advanced Material.
Reward: Fill cities with Illusory Pines to strengthen internal defences, defensive bonus to internal defences


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

Time: 13 years

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


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

Time: 2 years
Chance of Success: 40% (goes down by 5% per success)

Cost: 370,000,000 Thrones
Reward: +0.5% administrative efficiency (currently 61%)


Administration Assistance – As a result of the recent reforms in the Adeptus Mechanicus it is now possible for secular authorities to oversee the expansion of a Forge-City or the upgrading of its defences at the request of the local leader of the Adeptus Mechanicus. Fabricator-General Scott has requested that the Avernite Administratum oversee the upgrading of the defences of all of the Forge-Cities in the system, and the expansion of Belagost, Annwn and Mag Mell.

Time: As Project

Cost: As Project +10%
Reward: Does one Upgrade Defences, Expand or Expand and Upgrade from Fabricator-General


Expand (City) to Small Hive – Now that your cities are filling it may be a good idea to expand a Major City into a Small Hive. This will eliminate a weak point in your defenses and allow you to get ahead of any population pressure problems that may be developing.

Time: 8 years

Cost: 3,290,000,000 Thrones, 2,680,000,000 Material, 2,480,000,000 Metal, 4,460,000,000 Promethium, 2,370,000 Advanced Material, 27,100 Exotic Material.
Upkeep per year: 277,000,000 Thrones, 234,000,000 Material, 217,000,000 Metal, 39,500,000 Promethium, 19,500 Advanced Material, 234 Exotic Material.
Reward: Expand city to Small Hive


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

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

Cost: 44,000,000 Thrones.
Reward: increase education modifier by +1% (currently +316%)


Economic Focus (Thrones, Production, Metal, Promethium or Food) – Isaac is capable of notably increasing the efficiency of a portion of your economy by focusing a large portion of his attention, and resources, on it. This will have little long term effects but is a good way of overcoming a resource shortage in the short term.

Time: 1 year
Chance of Success: 50%

Cost: 44,000,000 Thrones.
Reward: total production of chosen resource this year by 5% per success, can be taken multiple times, critical success has a chance of providing permanent boost.

Inquisitor Klovis-Ultan tells you that little of note seems to be happening within the Imperial Trust at the moment, due to all eyes being on the Grábakr War. This is an illusion as he tells you that several shadow wars have sprung up while the Trust is distracted, with the vast majority of the enemy agents being pawns of Chaos in some shape or form.
Choose One
One Five years


Lizardmen Diplomacy (Side) – Thanks to Saint Lin's actions, the million year old conflict between the two Lizardmen empires is over and you should be able to trade freely with either of them. However it is probably still a good idea to step lightly and make sure neither empire feels slighted or left out, so as to avoid undoing Saint Lin's progress.

Time: 1 year
Cost: 490,000 Thrones
Reward: Begin trading with one of the Lizardman Empires


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

Time: 1 year.

Cost: 490,000 Thrones.
Reward: Determine whether write-in is valuable enough to the Sirens to conduct trade negotiations


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

Time: 1 year.

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


Ask Vlad (question or task) – Vlad Tepes, or Commissar Dalv as he is mostly known, is one of the oldest and most knowledgeable humans of history as well as a near-unmatched infiltrator. He is willing to carry out a range of missions for you as well as provide you with some of the knowledge that he has developed over his millennia of life.

Time: 1 year
Chance of Success: Varies

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


Trade Talks (Planet) – You can open trade negotiations with one of the other planets in the Imperial Trust. This has proven to be a good way of dealing with temporary resource shortages in the past.

Time: 1 year

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


Lobby (Write in target and argument) – The coming High Council Meeting will decide several important topics, and it may be a good idea to lobby to support your proposals before the meeting in order to get a better reception at the meeting itself.

Time: 1 year
Chance of Success: Varies from 0% to 30%, cannot use Inquisitorial re-roll

Cost: 128,000 Thrones
Reward: On success target High Councillor changes view on topic


Investigate Relationship (Group One, Group Two) – Inquisitor Klovis-Ultan is willing to spend some time investigating the relationships of organisations, planets, or peoples within the Imperial Trust. This could provide important military, political, and economic information.

Time: 1 year
Chance of Success: 50%

Cost: 4,000,000 Thrones
Reward: information on relationship between two groups


Investigate (Aspect of selected planet, including Avernus) – Inquisitor Klovis-Ultan is willing to spend some time investigating aspects of the Imperial Trust that you are interested in. These aspects could be organisational, cultural, political or fall into several other areas.

Time: 1 year
Chance of Success: 50%

Cost: 4,000,000 Thrones
Reward: information on selected topic


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

Time: 1 year
Chance of Success: 50%

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


Re-Investigate (Planet) – It has been several centuries since the Imperial Trust was founded and Inquisitor Klovis-Ultan suggests investigating the other worlds to determine how they have changed in this time. Given how much Avernus has changed over the last centuries it is likely that several other worlds have also changed a lot.

Time: 2 years
Chance of Success: 70%

Cost: 3,900,000 Thrones
Reward: Information on how selected world has changed since the Imperial Trust was founded.


Re-examine (Person) – It has been many decades if not centuries since Inquisitor Klovis-Ultan has gathered information on the notables of the Imperial Trust and so the information that he gathered is now well out of date. Inquisitor Klovis-Ultan has suggested that he spend a few years conducting new investigations on people of interest in order to determine how they have changed.

Time: 1 year
Chance of Success: 70%

Cost: 3,900,000 Thrones
Reward: Selected Character sheet is updated, (OOC: please don't do more than two or three of these a turn)


Diplomatic Relations (Planet) – A major reason why diplomatic offices exist is to keep relations strong between allies. Inquisitor Klovis-Ultan suggests spending some time and effort trying to improve Avernus' standing with the other leaders of the Nine Worlds.

Time: 1 year
Chance of Success: 30% (-2% for every point of opinion, each success reduces chance of success by 5%, this recovers at a rate of 1% per two years)

Cost: 6,100,000 Thrones.
Reward: +1 opinion with chosen planet.


Ear to the ground – Inquisitor Klovis-Ultan has offered to attempt to determine if any other High Councillors are planning to put forward any proposal at the next High Council Meeting. This would give you a greater amount of warning and allow you to sound out others about their proposals ahead of time.

Time: 1 year
Chance of Success: 80%

Cost: 144,000 Thrones.
Reward: Determine if one other High Councillor is planning to put forward a proposal per 10% you pass by.


Investigate Quartok (Area) – Now that the Quartok are formally a protectorate it would be a good idea to gain a better understanding of them. Inquisitor Klovis-Ultan wishes to begin conducting investigations of their military, system of government, ect. immediately.

Time: 1 year

Cost: 5,500,000 Thrones.
Reward: Gain information on the selected area of the Quartok such as the military, government, technology or any other.


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

Time: 1 year
Chance of Success: 80%

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


Request Information (Write In) – Inquisitor Klovis-Ultan has suggested that you try requesting information from one of the other planets before conducting an in-depth investigation that they may take offence to. He is more than willing to try to convince a planet to to give you specific information such as the exact organisation of Muspelheim's education system or Asgard's mines, which seem to be able to function with surprisingly little trained labour.

Time: 1 year
Chance of Success: Varied

Cost: 144,000 Thrones.

While losses over the last few years were not to bad, Jane worries that if she pulls her attention away from psyker hunting for a year then that is the year in which an Alpha-level will wipe out a major portion of her psyker hunters, who have yet to recover from the Third Daemonic Incursion.
Choose Two
Two Four years

Grábakr War Deployment- Jane is one of the most deadly warriors within the Imperial Trust and a mastery of fighting Psykers in all their forms. As such she could have a major impact on fighting the Psyker heavy forces of Hive Fleet Grábakr if she can be spared from her usual duties for a year.

Time: 1 year (takes both actions, can only be taken in year 3)
Cost: Free
Reward: Can deploy Jane to the Grábakr War

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

Time: 1 year
Chance of Success: 30%

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


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

Time: 1 year.
Chance of Success: 30%

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


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

Time: 1 year.
Chance of Success: 10%

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

While Adeptus Mechancius has deployed the majority of its forces to join the Grábakr War none of the leaders of Avernus' branch of the Mechanicus are members of the military, so they are all able to continue with their current projects.

Archmagos Biologis Maximal upgrades trait Engine of Destruction (+1M, +9C, -1D) into Psychic War Machine (+1M, +11C, -3D, can use several Avernite Psychic powers as minor psyker)- Archmagos Biologis Maximal has integrated the minds and souls of several cybernetically enslaved Avernite creatures in order to make use of their psychic powers. This allows him to use several basic psychic powers such as phasing, greatly enhancing his combat power.
Three Locked Choose One
One Three years
Technology Fundamentals: (Void Shields) – With a good enough understanding of the fundamental principles behind a technology Archmagos Tranth can work miracles. It does however take a decent amount of time for him to develop said understanding. Archmagos Tranth already understands the fundamental principles of haywire and stealth technology, among others.

Time: 8 years
Chance of Success: -20% (-20% per level above basic, does not get any non-character bonuses) (62% - 20% per difficulty level after bonuses)

Cost: Free
Reward: Gain understanding of fundamentals of selected technology, allowing further improvements and uses

Locked – Two out of Eight years completed

Gravitic Engines Part Four: Upgrade – Archmagos Tranth has recently determined that it is possible to improve the Gravitic Engines you got from The Well of Urd. This would be a challenging research project but any improvements to your Gravitic Engines would significantly boost the Imperial Trust's stealth fleets.

Time: 7 years
Chance of Success: -120% (9% after bonuses)

Cost: 3,200,000,000 Thrones, 12,000,000 Advanced Material, 180,000 Exotic Material
Reward: Learn how to upgrade the Gravitic Engines you got from The Well of Urd, increase their speed

Gravitic Array Program (System) – Now that Archmagos Tranth has figured out how to create programs to run the Gravitic Array, all that remains is to actually create the programs. He will need to create a separate program for every system that the array is used in, at least for the moment.

Time: 2 years
Chance of Success: -75% (76% after bonuses)

Cost: 120,000,000 Thrones, 6,000,000 Material, 2,400,000 Promethium, 80,000 Advanced Material, 9,000 Exotic Material
Reward: create set of Gravitic Array Programs for selected solar system


Advanced Singularity Thrusters: Part One – Advanced Singularity Thrusters are a highly complex manoeuvring system that makes use of gravitational wells to pull off rapid turns. What the Imperial Trust currently has access to are work-in-progress prototypes only able to be fitted on Escorts. Given that the intended aim of the thrusters was to provide a rapid manoeuvre system for Super-Capitals and above it is clear that there is a lot of room to improve them.

Time: 12 years
Chance of Success: -120% (increased by 40 by Fundamentals: Gravatics) (-38%)
Cost: 240,000,000 Thrones, 12,000,000 Material, 4,800,000 Promethium, 160,000 Advanced Material, 18,000 Exotic Material
Reward: First step on the path towards allowing Advanced Singularity Thrusters to be used by larger ships


Naval Neutron Guns – Found in one of the Data-Jewels on Roskilde these weapons are complex with an enormous power draw. These designs were prototypes intended for use with an annihilation reactor. Currently they are works in progress, riddled with flaws making them not viable combat weapons but if they could be completed they would be a powerful and exceedingly long-ranged weapon for those ships able to supply them with power. Archmagos Tranth believes that with a good decade's work he might be able to finish the designs, giving you a rather powerful new naval weapon.

Time: 10 years
Chance of Success: -110% (increased by 40 by Fundamentals: Neutron Las or by 20 by Fundamentals: Las) (-28%)

Cost: 240,000,000 Thrones, 12,000,000 Material, 4,800,000 Promethium, 160,000 Advanced Material, 18,000 Exotic Material
Reward: Allows production of Naval Neutron Guns


Ultimate Shield: Part One – Found in one of the Data-Jewels on Roskilde was a work in progress on creating a far more effective void shield, one that would require the power of a Deus' antimatter reactor to power and be able to shrug off pretty much any conventional weapon. Currently they are far from being completed, with design having stalled on encountering several major obstacles. Archmagos Tranth tells you that it will be a decades long project to complete this design but one that can be easily split into several small projects.

Time: 10 years
Chance of Success: -110%(increased by 50 by Fundamentals: Void Shields ) (-28%)

Cost: 240,000,000 Thrones, 12,000,000 Material, 4,800,000 Promethium, 160,000 Advanced Material, 18,000 Exotic Material
Reward: First step on the path to designing the Ultimate shield


Titan Design: Avernus-Pattern Warhound Titan – Now that he has made one Titan design Archmagos Tranth can start working on others. This will be significantly easier than the original design due to how many of the problems he has already solved. Designing a Warhound Titan will give you access to a fast, manoeuvrable superheavy with enough firepower to threat all but the toughest of foes. The time required for this project and its difficulty has been reduced after being given the schematics for traditional Warhound Titans.

Time: 10 years
Chance of Success: -80% (61% after bonuses)

Cost: 7,500,000,000 Thrones, 75,000,000 Material, 16,000,000 Promethium, 3,200,000 Advanced Material, 350,000 Exotic Material, 10 Relic Material.
Reward: Create schematic for Avernus-Pattern Warhound Titan.


Titan Design: Avernus-Pattern Reaver Titan – Now that he has made one Titan design Archmagos Tranth can start working on others. This will be significantly easier than the original design due to how many of the problems he has already solved. Designing a Reaver Titan will give you access to a manoeuvrable superheavy with long-range firepower able to support your battle lines from the back. The time required for this project and its difficulty has been reduced after being given the schematics for traditional Reaver Titans.

Time: 10 years
Chance of Success: -90% (41% after bonuses)

Cost: 11,000,000,000 Thrones, 110,000,000 Material, 24,000,000 Promethium, 4,800,000 Advanced Material, 530,000 Exotic Material, 15 Relic Material.
Reward: Create schematic for Avernus-Pattern Reaver Titan.


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

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

Cost: Free
Reward: Gain understanding of fundamentals of selected technology, allowing further improvements and uses


Feasibility Study: Idea – Archmagos Tranth will need a year or so of study to determine whether he can create the design that you have suggested, and if not if he can change that.

Time: 1 year (must be taken with Concept Study: Idea)

Cost: Free
Reward: Learn if the suggested design is possible, and if it is not whether you can do something to make it possible.


Adapt Stealth Technology: Vehicles – Archmagos Veneratus Tranth has recently gained a good level of understanding of the stealth technology used by Recon Armour. He believes that with a few years' work he will be able to figure out how to adapt it for use by vehicles, opening up several new avenues of military combat.

Time: 3 years
Chance of Success: -75% (84% after bonuses)

Cost: 80,000,000 Thrones, 4,000,000 Material, 400,000 Promethium, 790,000 Advanced Material, 8,900 Exotic Material.
Reward: adapt Recon Armour Stealth Technology for use by vehicles, +0.5 Mechanicus Unrest


Very Advanced Reactors: Stable – Archmagos Veneratus Tranth believes that he could redesign the stable reactor designs found in the datacores using the knowledge he gained from reverse engineering The Well of Urd's reactors. While this would allow you to get half again as much output while maintaining the stability it is also an act that is right on the edge of heretical. While Archmagos Explorator Tranth is willing to carry it out and Fabricator-General Scott is willing to allow it, carrying out this project will give ammunition to their opponents within the Mechanicus.

Time: 1 year
Chance of Success: -20% (77% after bonuses)

Cost: 11,000,000 Thrones, 1,100,000 Material, 550,000 Promethium, 79,000 Advanced Material, 8,900 Exotic Material, -1 Mechanicus Morale, +2 Mechanicus instability.
Reward: Gain Very Advanced Stable Plasma Reactor, which is a Stable Plasma Reactor with half again the output.


Very Advanced Reactors: Overcharged – Archmagos Veneratus Tranth believes that he could redesign the overcharged reactor designs found in the datacores using the knowledge he gained from reverse engineering The Well of Urd's reactors. While this would allow you to get half again as much output, a truly massive amount, it is also an act that is right on the edge of heretical. While Archmagos Explorator Tranth is willing to carry it out and Fabricator-General Scott is willing to allow it, carrying out this project will give ammunition to their opponents within the Mechanicus.

Time: 1 year.
Chance of Success: -20% (77% after bonuses)

Cost: 11,000,000 Thrones, 1,100,000 Material, 550,000 Promethium, 79,000 Advanced Material, 8,900 Exotic Material, -1 Mechanicus Morale, +2 Mechanicus instability.
Reward: Gain Very Advanced Overcharged Plasma Reactor, which is an Overcharged Plasma Reactor with half again the output.
Sky Dragon Nest – Recently Archmagos Biologis Maximal discovered that it may be possible to tame Sky Dragons, or Utter Bastard Dragons as they are more commonly known, by hatching them. The first step in this is to find a Sky Dragon Nest, most likely by implanting a tracker on a rampaging mother Sky Dragon. Given that this can lead to Sky Dragon Riders and showing your foes the terror of dealing with invisible flying dragons you are pretty much obliged to follow up on this.

Time: 2 years
Chance of Success: 30% (uses intrigue, no other bonuses)

Cost: 18,000,000 Thrones, 1,000,000 Material, 840,000 Advanced Material, 2,000 Exotic Material
Reward: Gain 1 Nest's worth of Sky Dragon eggs

Locked – One out of Two years completed

Fixing the The Flaws of Thunder: Part One – Evidently there are several major flaws in the Thunder Warriors process, the most obvious of which are the rapid aging and the insufficient reaction times. Archmagos Biologis Maximal tells you that it would take over two decades for him to develop a better understanding of said flaws, and determine which are within his skills to repair.

Time: 22 years

Cost: 390,000,000 Thrones, 78,000,000 Material, 7,900,000 Promethium, 850,000 Advanced Material, 950 Exotic Material.
Reward: Detailed information about flaws that Thunder Warriors can develop, determine which if any can be fixed


Regional Survey (Region) – Archmagos Biologis Maximal wishes to give each region a thorough survey to discover if there is any interesting flora or fauna that is so far undiscovered. He is willing to let you choose which region to begin with.

Time: 1 year
Chance of Success: 60%

Cost: 40,500 Thrones, 2,025 Material, 405 Metal, 810 Promethium.
Reward: Find out more about wildlife in selected region, possibly discover new interesting species.


Complete Examination (Species) – There are many different unusual species on Avernus and Magos Biologis Maximal wishes to examine all of them. However, he is willing to let you choose what he examines next. In general a complete investigation of a species will take him at least half a dozen years of intense study.

Time: 6 years
Chance of Success: unknown.

Cost: 1,221,000 Thrones, 61,000 Material, 61,000 Metal, 30,500 Promethium.
Reward: Discover large amounts about selected species
Grand Cathedral of the Machine-God: Mag Mell – Mag Mell is now large enough to build a Grand Cathedral of the Machine-God. This would more than double your production of Relic Material and almost double your production of Exotic Material, each a major boost to your economy. On the downside it will take decades and be incredibly expensive to build.

Time: 25 years

Cost: 790,000,000,000 Thrones, 200,000,000,000 Material, 79,000,000,000 Metal, 3,900,000,000 Promethium, 20,00,000 Advanced Material, 2,600,000 Exotic Material, 320 Relic Material.
Upkeep per year: 79,000,000,000 Thrones, 20,000,000,000 Material, 7,900,000,000 Metal, 390,000,000 Promethium, 2,000,000 Advanced Material, 260,000 Exotic Material, 32 Relic Material.
Reward:+10 to all Adeptus Mechanicus rolls and -1 Unrest (only applies to 1st Grand Cathedral), increase base EM production by 100% (currently +200%), increase AM production by 68,000 (7.2mil), increase EM production by 60,000 (570k), increase RM production by 60 (150), can have either Grand Cathedral of the Omnissiah or a Grand Cathedral of the Machine God

Locked – Thirteen out of Twenty-Five years completed

Small Titan Manufactorum – Now that you have the schematics for the Avernus-Pattern Warlord Titan you only need to build a Titan Manufactorum before you can begin producing them. This will take over a decade and be rather expensive, but will allow you to begin making the most powerful ground units known to humanity.

Time: 12 years

Cost: 2,300,000,000 Thrones, 230,000,000 Material, 38,000,000 Metal, 23,000,000 Promethium, 890,000 Advanced Material, 76,000 Exotic Material, 28 Relic Material.
Upkeep per year: 230,000,000 Thrones, 23,000,000 Material, 3,800,000 Metal, 2,300,000 Promethium, 45,000 Advanced Material, 1,500 Exotic Material, 0.28 Relic Material.
Reward: Build Small Titan Manufactorum with 1 production line

Locked – Six out of Twelve years completed


Administration Assistance: Expand and downgrade Forge-Hive: Annwn – Currently Annwn and Mag Mell are starting to reach the level where it would be possible to expand them into Huge-Forge Hives. A more affordable version would be to expand them and downgrade the defences, leaving them with slightly weaker defences but greatly reducing the price.

Time: 24 years

Cost: 780,000,000,000 Thrones, 110,000,000,000 Material, 54,000,000,000 Metal, 29,000,000,000 Promethium, 12,000,000 Advanced Material, 200,000 Exotic Material, 11.3 Relic Material.
Upkeep per year: 12,000,000,000 Thrones, 2,200,000,000 Material, 970,000,000 Metal, 320,000,000 Promethium, 230,000 Advanced Material, 13,000 Exotic Material, 1 Relic Material.
Reward: Selected Large Forge Hive upgraded into Huge Forge Hive and has defences downgraded to lv 6

Locked – Twelve out of Twenty-Four years completed

Legio Cybernetica – With the Battle Automata that Callamus provided you the schematics for, Fabricator-General Scott is now able to found a branch of the Legio Cybernetica in the Imperial Trust. Setting up the organsation will take some time, and it will take over a decade before the Legio Cybernetica can deploy even a single brigade of Battle Automata. However given enough time you will be able to deploy large formations of Legio Cybernetica forces into the heaviest combat.

Time: 12 years

Cost: 460,000,000 Thrones, 57,000,000 Material, 3,800,000 Promethium, 22,000,000 Advanced Material, 2,100,000 Exotic Material
Upkeep per year: 460,000 Thrones, 57,000 Material, 3,800 Promethium, 5,700 Advanced Material, 238 Exotic Material.

Reward: Legio Cybernetica formed, 10 Legio Cybernetica Cohorts recruited


Vortex Stockpile – With the approaching Hive Fleet it may be a good time to create a stockpile of vortex munitions for your fleet. Vortex Torpedoes, Shells and Bombs are some of the most powerful naval weapons that you know of and may be key to any victory.

Time: 3 years (can be taken multiple times)

Cost: 4,000,000,000 Thrones, 7,800,000 Advanced material, 880,000 Exotic Material, 98 Relic Material
Reward: Create 3,000 units of Vortex Munitions (Torpedo= 0.5 damage, Shell = 1 damage, Bomb = 30 damage)


Expand Forge-Hive: Erecura, Belisama, or Nechtan – Currently Erecura, Belisama and Nechtan are starting to reach the level where it would be possible to expand them into Huge-Forge Hives. This would leave them vulnerable for a period but would allow you to strengthen their defences and expand your advanced production even more. Unfortuntly the sheer price involve leaves this currently unaffordable.

Time: 36 years

Cost: 5,200,000,000,000 Thrones, 730,000,000,000 Material, 350,000,000,000 Metal, 200,000,000,000 Promethium, 81,000,000 Advanced Material, 740,000 Exotic Material, 11.3 Relic Material.
Upkeep per year: 56,000,000,000 Thrones, 8,200,000,000 Material, 3,900,000,000 Metal, 2,100,000,000 Promethium, 920,000 Advanced Material, 18,000 Exotic Material, 1 Relic Material.
Reward: Selected Large Forge Hive upgraded into Huge Forge Hive


Expand and downgrade Forge-Hive: Erecura, Belisama, or Nechtan – Currently Erecura, Belisama and Nechtan are starting to reach the level where it would be possible to expand them into Huge-Forge Hives. A more affordable version would be to expand them and downgrade the defences, leaving them with slightly weaker defences but greatly reducing the price.

Time: 24 years

Cost: 780,000,000,000 Thrones, 110,000,000,000 Material, 54,000,000,000 Metal, 29,000,000,000 Promethium, 12,000,000 Advanced Material, 200,000 Exotic Material, 11.3 Relic Material.
Upkeep per year: 12,000,000,000 Thrones, 2,200,000,000 Material, 970,000,000 Metal, 320,000,000 Promethium, 230,000 Advanced Material, 13,000 Exotic Material, 1 Relic Material.
Reward: Selected Large Forge Hive upgraded into Huge Forge Hive and has defences downgrades to lv 6


Small Titan Manufactorum – Now that you have the schematics for the Avernus-Pattern Warlord Titan you only need to build a Titan Manufactorum before you can begin producing them. This will take over a decade and be rather expensive, but will allow you to begin making the most powerful ground units known to humanity.

Time: 12 years

Cost: 2,300,000,000 Thrones, 230,000,000 Material, 38,000,000 Metal, 23,000,000 Promethium, 890,000 Advanced Material, 76,000 Exotic Material, 28 Relic Material.
Upkeep per year: 230,000,000 Thrones, 23,000,000 Material, 3,800,000 Metal, 2,300,000 Promethium, 45,000 Advanced Material, 1,500 Exotic Material, 0.28 Relic Material.
Reward: Build Small Titan Manufactorum with 1 production line


Cathedral of the Machine-God: Annwn – Annwn is now large enough to build a Cathedral of the Machine-God. This would increase your production of Relic Material by almost half and your production of Exotic Material by a tenth, together a major boost to your economy.

Time: 15 years

Cost: 38,000,000,000 Thrones, 9,400,000,000 Material, 3,800,000,000 Metal, 190,000,000 Promethium, 880,000 Advanced Material, 110,000 Exotic Material, 12 Relic Material.
Upkeep per year: 3,800,000,000 Thrones, 940,000,000 Material, 380,000,000 Metal, 19,000,000 Promethium, 88,000 Advanced Material, 11,000 Exotic Material, 1.2 Relic Material.
Reward:+10 to all Adeptus Mechanicus rolls, increase base EM production by 100% (currently +100%), increase AM production by 6,800 (280k), increase EM production by 1,375 (7.8k), provides 5 Relic Material per year, can have either Cathedral of the Omnissiah or a Cathedral of the Machine God


Lunar Forge-Hive (Moon) – Now that the last of the Lunar Forge-Hives has began to be expanded Fabricator-General Scott is willing to begin work on building more. She tells you that she could fit a dozen Forge-Hives on each of the moons with time, though every Forge-Hive constructed will take population away from the current Forge-Hives and slow their growth into Huge Forge-Hives.

Time: 12 years

Cost: 11,000,000,000 Thrones, 12,000,000,000 Material, 14,000,000,000 Metal, 3,400,000,000 Promethium, 6,700,000 Advanced Material, 55,000 Exotic Material.
Upkeep per year: 350,000,000 Thrones, 100,000,000 Material, 100,000,000 Metal, 26,000,000 Promethium, 59,000 Advanced Material, 520 Exotic Material.
Reward: Build another Small Forge Hive on one of the moons


Oversee the Forge (Advanced Material, Exotic Material or Relic Material) – Fabricator-General Scott is capable of significantly increasing the efficiency of Avernus' Forges by personally overseeing them. This would provide a notable increase in production while she is overseeing them but have little long term effect.

Time: 1 year
Chance of Success: 50%

Cost: 61,000,000 Thrones.
Reward: Total production of chosen resource for the year increased by 5% per success, can be taken multiple times, critical success has a chance of providing permanent boost.
Black Ship Design: Grand Cruiser – Now that you have determined how to ward Black Ships it is time to create your first design. Black Ships will allow you to start training Psykers from worlds that do not have a major Adeptus Astra Telepathica presence, greatly increasing the number of Psykers that you can train. If you make a Grand Cruiser scale Black Ship it will be significantly cheaper and faster to build than a Grand Cruiser, but be less able to protect its precious cargo from attack.

Time: 5 years
Chance of Success: 0% (99% after bonuses)

Cost: 300,000,000 Thrones, 60,000,000 Material, 3,000,000 Promethium, 2,500,000 Advanced Material, 120,00 Exotic Material, 10 Relic Material.
Reward: Designs for Grand Cruiser scale Black Ship


Hyper Heavy Cruiser Design: Graviton – Archmagos Tranth has recently worked out how to fit Hyper-Plasma reactors into smaller warships. This will allow the creation of Heavy Cruisers armed with more powerful weapons, such as Graviton Weapons. A Heavy Cruiser equipped with a Hyper-Plasma reactor and Graviton Weapons would be capable of massive amounts of damage to targets within short range, though the Hyper-Plasma Reactor would make it more vulnerable than you would like on a brawler.

Time: 3 years
Chance of Success: 0% (99% after bonuses)

Cost: 150,000,000 Thrones, 29,800,000 Material, 1,540,000 Promethium, 350,000 Advanced Material, 8,900 Exotic Material.
Reward: Designs for Hyper Heavy Cruisers with Graviton Weapons


Advanced Ramilies Design: Type – Archmagos Tranth has recently finished reverse engineering the Ramilies Starfort and has sketched out a few different ways that it could be improved with current technology. Both Fabricator-General Scott and he are able to turn these simple ideas into complete plans, though given the size of a Ramilies it will take some time. The current suggestions for design variants are pure fortress, orbital defence station, forward operating base, and orbital artillery, though there may be other possible purposes.

Time: 5 years
Chance of Success: 10% (99% after bonuses)

Cost: 150,000,000 Thrones, 29,800,000 Material, 1,540,000 Promethium, 350,000 Advanced Material, 8,900 Exotic Material.
Reward: Designs for selected type of Advanced Ramilies Starfort


Currently the Psyker Cities of the Adeptus Astra Telepathica are quieter then they have been for decades, with hundreds of thousands of their usual residents on Hvergelmir preparing to have Hive Fleet Grábakr. Despite this your Sanctionites continue the other aspects of the Adeptus Astra Telepathica's duties, even as those few Battle Psykers left behind struggle to combat the more powerful rogue Psykers that appear.
-20 to rolls against beta and above Psykers
-20 to rolls against Alpha and above Psykers
Two Locked Choose Two
One Four years, One Two years
Greater Divination (Focus) – High Grandmaster Ridcully is more skilled at seeing the present than he is at predicting the future. This allows him to gather a good deal of information about the galaxy using his powers. Possible focuses are the condition of races or organisations, the balance of power in Segmentums or even the activity and compositions of pantheons of gods.

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

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


Divination: Attacks – Headmaster Ridcully could spend some time attempting to predict any incoming attacks on the Imperial Trust. While he tells you that it will be easy for him to spot that an attack is coming, finding more information such as the size, composition, location, and exact timing will take more time and effort.

Time: 1 year
Chance of Success: 50%

Cost: 4,000,000 Thrones
Reward: Information on incoming attacks for the next five years, each success provides more information.


Divination (Target) – Headmaster Ridcully is more skilled at seeing the present than he is at predicting the future. This allows him to gather a good deal of information about the neighbouring sectors without putting any scouts at risk.

Time: 2 years
Chance of Success: 30%

Cost: 4,000,000 Thrones
Reward: Information on selected polity, location, ect. The narrower the target the more information.


Focused Divination (Target, Area) – High Grandmaster Ridcully is more skilled at seeing the present than he is at predicting the future. This allows him to investigate specific aspects of one of the neighbouring nations, such as their military composition, leaders, or even the best times to attack them.

Time: 2 years
Chance of Success: 30%

Cost: 4,000,000 Thrones
Reward: Gain selected information on selected polity, location, ect. The narrower the target the more information.
Research: Destructive Resonances (Khorne) – Now that your psykers have discovered several of the exact frequencies that the Chaos Gods seem to rely on, it is possible to determine which frequencies resonate destructively with them. This is the next step on the path to creating specific anti-Chaos powers, which should prove very useful against the coming threats. While not as dangerous as finding the frequencies this still runs a worrying risk of taint.

Time: 3 years (must be taken by Ridcully or Tamia, best done by the person who found the frequencies)
Chance of Success: -10% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Determine the Psychic Frequencies that resonate destructively with those that the selected Chaos God operates on

Locked – One out of Three years completed

Anti-Dark Prince Powers: Banishing – Tamia thinks that with a few years' effort and a bit of luck she will be able to create a Psychic Power designed to specifically banish Daemons of the Dark Prince. Given the complexity of the Dark Prince compared to Orks she will need to combine both Moderation and Restraint to best counter the Dark Prince's powers, though in this case Restraint would be the focus. As with the Orks her initial power will be small-scale, and she will create a larger version from it.

Time: 6 years
Chance of Success: -10% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Create personal-scale power optimised for banishing Daemons of the Dark Prince


Anti-Dark Prince Powers: Grand Countering – Now that Tamia has created a power that can be used to counter those of the servants of the Dark Prince she now needs to figure out how to scale it up to make it usuable by entire choirs. If done this would give your psykers a far better chance of countering some the major rituals that can make chaos so dangerous.

Time: 5 years
Chance of Success: -20% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Scale up the power to counter the powers of the Dark Prince to allow it to be used by Choirs


Anti-Abomination Powers: Countering – Tamia thinks that with a few years' effort and a bit of luck she will be able to create a Psychic Power designed to specifically counter the Powers of the Abomination. Given the complexity of the Abomination compared to Orks she will need to combine both Freedom and Independence to best counter the Abomination's powers, though leaning more towards Independence. As with the Orks her initial power will be small-scale, and she will create a larger version from it.

Time: 6 years
Chance of Success: -10% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Create personal-scale power optimised to counters the powers of the Abomination


Anti-Abomination Powers: Banishing – Tamia thinks that with a few years' effort and a bit of luck she will be able to create a Psychic Power designed to specifically banish Angyls. Given the complexity of the Abomination compared to Orks she will need to combine both Freedom and Independence to best counter the Abomination's powers, though in this case Freedom would be the focus. As with the Orks her initial power will be small-scale, and she will create a larger version from it.

Time: 6 years
Chance of Success: -10% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Create personal-scale power optimised for banishing Angyls


Research: Destructive Resonances (Chaos God) – Now that your psykers have discovered several of the exact frequencies that the Chaos Gods seem to rely on, it is possible to determine which frequencies resonate destructively with them. This is the next step on the path to creating specific anti-Chaos powers, which should prove very useful against the coming threats. While not as dangerous as finding the frequencies this still runs a worrying risk of taint.

Time: 6 years (must be taken by Ridcully or Tamia, best done by the person who found the frequencies)
Chance of Success: -10% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Determine the Psychic Frequencies that resonate destructively with those that the selected Chaos God operates on


Royal Alkahestry – The Nynye are now willing to share the secrets of Alkahestry with the Adeptus Astra Telepathica. While Alkahestry is a highly complex art that takes decades to learn, your psykers now have a good grasp of even its advanced principles. This allows them to begin work on the highest level of Alkahestry, Royal Alkahestry. Royal Alkahestry is far more complex than even Master-level Alkahestry and it will likely take decades for your Psykers to get a grip on it.

Time: 20 years
Chance of Success: 10% (uses learning)

Cost: Free
Reward: Adeptus Astra Telepathica learns Royal level skills of Alkahestry, unlocks Alkahestrial enhancements and Titants


Alkahestry Creation Investigation (Purpose) – Now that the Order of Alkahestry has Master-level Alkahesters they can begin to create their own recipes. The first step to making a recipe will be to determine what you want, and if it is even possible.

Time: 1 year
Cost: 4,800,000 Thrones, 380,000 Material, 8,400 Advanced Material, 940 Exotic Material.
Reward: Determine if selected recipe is possible


Anti-Ork Powers: Grand Techbane – Now that he has created an anti-Ork Power Xavier thinks that it is possible to upscale it so that it can be used by entire Choirs of Psykers. While it would take a good bit of research to create, this power would allow your Demonology Choirs to cause malfunctions to entire Orkish armies, or even disable Gargants.

Time: 7 years
Chance of Success: -50% (uses learning)

Cost: 180,000,000 Thrones, 1,800,000 Material, 4,200 Advanced Material, 480 Exotic Material.
Reward: Create choir-scale power able to cause Ork technology to malfunction


Law of Attraction – High Grandmaster Ridcully recently discovered what seem to be three Laws that underpin the Warp. The first of these Laws is the Law of Attraction, which can be summed up as "like calls to like". This is what causes primal gods to arise and is the basis for some forms of divination, and for curses such as the one afflicting the Blood Angels. With more study High Grandmaster Ridcully may be able to determine more about this Law, possibly including how to take advantage of it.

Time: 6 years (must be taken by Ridcully)
Chance of Success: -10% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Information on Law of Attraction, new options


Law of Cost – High Grandmaster Ridcully recently discovered what seem to be three Laws that underpin the Warp. The second of these Laws is the Law of Cost, which can be summed up as "nothing involving the Warp is free, and if you think it is there is a price you can not see". He tells you that this applies to everyone, from the weakest of Psykers to the Great Gods. The price can range from the energy it takes to wield the Warp to your soul itself. With more study High Grandmaster Ridcully may be able to determine more about this Law, possibly including how to take advantage of it.

Time: 6 years (must be taken by Ridcully)
Chance of Success: -10% (uses learning)

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


Law of of Narrative – High Grandmaster Ridcully recently discovered what seem to be three Laws that underpin the Warp. The third of these Laws is the Law of Narrative which has several effects, all of which result in making things more likely to happen as they would in a story. These effects leak into the Materium as well and are so pervasive that they are hard to see. This seems to bend the fate of great heroes, allowing them victory after victory until they fall in a heroic last stand or meet someone with a greater story behind them, as well as many other effects that are so commonplace that they are just how the world works. With more study High Grandmaster Ridcully may be able to determine more about this Law, possibly including how to take advantage of it.

Time: 6 years (must be taken by Ridcully)
Chance of Success: -10% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Information on Law of Narrative, new options


Primal Warp – Recently Saint Lin discovered the existence of the Primal Warp, a layer of the Warp created by the souls of plants and animals. This layer is utterly incompatible with Chaos and is possible to draw on for Psykers. As such it is a subject of great interest for the Adeptus Astra Telepathica, who are fascinated by its potential as a comparatively safe source for their powers to draw on. The first step in accessing the Primal Warp wold be finding it, a task that only High Grandmaster Ridcully has a real chance of.

Time: 5 years (must be taken by Ridcully)
Chance of Success: -100% (uses control, gets divination bonuses)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Find Primal Warp


Alkahestral Identification: Region – The Order of Alkahestry has recently reached the point where it can start to examine known species and identify any Alkahestral Reagents that can be produced from them. This has the potential of opening up entirely new uses for Alkahestry.

Time: 5 years

Cost: 400,000,000 Thrones, 40,000,000 Material, 425,000 Advanced Materials.
Reward: Determine if any part unknown Alkahestral Reagents in explored region


Implement (Siren Rune) – In recent years you have gained access to a massive list of Siren Runes, each of which has their own uses. It would be a good idea to spend some time working out how to best utilize them.

Time: 2 years

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


Warp Echo: (material or item) – Some materials or items have a strong echo in the Warp, providing them with properties that they otherwise would not have. With a bit of work Ridcully will be able to determine if any given material or item has an echo, and what it is tied to.

Time: 1 year (must be taken by Ridcully)
Chance of Success: 30% (uses learning)

Cost: 3,800,000 Thrones, 38,000 Material, 85 Advanced Material, 9 Exotic Material.
Reward: Information on selected item's Warp echo


Warp Echo: (Search) – Some materials or items have a strong echo in the Warp, providing them with properties that they otherwise would not have. With a bit of work Ridcully will be able to find items or materials that have Warp Echoes.

Time: 3 years (must be taken by Ridcully)
Chance of Success: -10% (uses learning)

Cost: 18,000,000 Thrones, 180,000 Material, 420 Advanced Material, 48 Exotic Material.
Reward: find one Warp Echo


Research: Conceptional Bonding: First Stage – Recently it has been found that Truesteel works by somehow permanently bonding the concept of steel to metal. Given that conceptional bonding is considered to be highly unstable and requires constant attention from a skilled Psyker to maintain, the fact that a stable form of it exists is highly interesting, among other reasons because it was believed to be impossible. Tamia thinks that if she spends a decade or so studying Truesteel she will learn more about how it works; not nearly enough to replicate the feat but still enough to be of great use. She mentions that among other uses any more information on this subject may be useful in working out how to copy the power that Island Turtles use, which would be invaluable.

Time: 12 years
Chance of Success: 25% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Information on Conceptional Bonding


Examine: (Siren Rune) – The Sirens have recently traded knowledge of how to make several forms of Runes in exchange for the souls of chaos cultists. Tamia would like to spend a few years examining each in order to both determine what it does and to ensure that it is safe. This will also determine exactly how you can use the rune, including whether you can form wards of it or inscribe it on weapons.

Time: 3 years (must be taken by Tamia)
Chance of Success: 80% (uses learning)

Cost: 39,000,000 Thrones, 390,000 Material, 850 Advanced Material, 95 Exotic Material.
Reward: Determine the effects of the selected Rune and whether it is safe


Psychic Materials: Wildlife – There are some materials that channel psychic energies better than others, or in certain ways. Given the sheer variety of psychic wildlife of differing sorts on Avernus, Grandmaster Jameson believes that at least some of them will be useful in this manner. She will only be able to examine a single type of creature at a time, so it will take quite some time to examine everything that Avernus has to offer.

Time: 1 year

Cost: 4,000,000 Thrones, 400,000 Material, 4,250 Advanced Materials.
Reward: Determine if any part of selected species is useful as a psychic conductor.


Research: Black Crystal Items (Item) – Headmaster Ridcully has determined that each of the items of Black Crystal has its own unique property, though he was not able to determine what they are. He tells you it would most likely take a couple of years of study to determine exactly what the unique properties are but it would almost certainly be worth the time expended.

Time: 2 year
Chance of Success: Unknown (uses learning)

Cost: 355,000 thrones, 17,750 Material, 43 Advanced Material.
Reward: More information on Black Crystal Item selected


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

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

Cost: 81,000 thrones, 8,100 Material, 8.6 Advanced Material.
Reward: More information on chosen species, chance of learning new psychic power.
Expand Unseen University – Now that Xavier has finished the designs for a Large Psyker City it is time to expand the Unseen University into one. This will take an incredible amount of resources and two decades but will be able to safely house millions of psykers, ending for the near future your growing issues with training and overpopulation.

Time: 20 years

Cost: 76,000,000,000 Thrones, 7,600,000,000 Material, 3,800,000,000 Metal, 760,000,000 Promethium, 24,00,000 Advanced Material, 11,000,000 Exotic Material, 190 Relic Material.
Upkeep per year: 760,000,000 Thrones, 76,000,000 Material, 38,000,000 Metal, 7,600,000 Promethium, 240,000 Advanced Material, 110,000 Exotic Material, 2 Relic Material.
Reward: Expands Unseen University into Large Psyker City, allowing it to house 10 million people including 2 million Psykers

Locked – Nine out of Twenty years completed

Deploy Psykers – Hive Fleet Grábakr is expected to reach the Imperial Trust in five years' time and the Psykers of Avernus will be need to deploy to defend the Cobalt Sub-Sector. Given the sheer number of Psykers that the Tyranids can deploy every psyker that you field will be valuable, especially as you have found that the Shadow in the Warp's suppression of minor Psykers can be overcome via concentration of Psykers.

Time: 5 years

Cost: 110,000,000 Thrones, 11,000,000 Material, 7,500,000 Promethium, 700,000 Advanced Material, 100,000 Exotic Material.
Reward: Deploy Avernus' available Battle Psykers against Hive Fleet Grábakr

Locked – One out of Five years competed

Grábakr War Deployment: Psyker- Your Grandmaster Psykers are some of the most dangerous people in the Imperial Trust, and their presence will be able to have a massive impact on the Grábakr War, if they can take the time away from their other duties.

Time: 1 year (can interrupt other action, can only be taken in year 3)
Cost: Free

Reward: Can deploy Psyker to the Grábakr War

Expand Psyker Quarters: All – Currently your Psyker Quarters are at around ninety-percent capacity, and will soon be filled. Xavier suggests that you double their size before overcrowding becomes an issue. Xavier estimates that you have around thirty years to begin work if you want to preempt any problems.

Time: 15 years

Cost: 23,000,000,000 Thrones, 2,300,000,000 Material, 590,000,000 Metal, 240,000,000 Promethium, 1,400,000 Advanced Material, 31,000 Exotic Material.
Upkeep per year: 230,000,000 Thrones, 23,000,000 Material, 5,900,000 Metal, 2,400,000 Promethium, 28,000 Advanced Material, 3,100 Exotic Material
Reward: Psyker Quarters in each city able to hold 0.02% of the cities maximum population (currently 16 million)


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

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

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


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

Time: 6 years

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


Battle Preparations – You live in a galaxy of war so Grandmaster Xavier has suggested putting the Battle Psykers through last-minute training in preparation. While this will have no long-term effect, in the short term it will hone the edge of their psychic abilities.

Time: 1 year
Chance of Success: 40% (uses Martial, each success reduces chance of success by 5%, this recovers at a rate of 1% per two years)

Cost: 22,000,000 Thrones, 11,000 Material, 1,100 Promethium, 10,625 Advanced Material, 116 Exotic Material.
Reward: +5 to all Battle Psyker Rolls for the next decade


Honing an Edge – You live in a galaxy of war so it might be a good idea for the heroic Psykers of Avernus to focus on preparing themselves. While normally the time just before a war is not a good time for a military force's leadership to spend a year meditating and training themselves, when the leader is as powerful a weapon as a heroic psyker it becomes a good option.

Time: 1 year
Chance of Success: 40% (uses Control, each success reduces chance of success by 5%, this recovers at a rate of 1% per two years)

Cost: Free
Reward: +10 to all battle rolls by the Heroic Psyker who takes the action for the next decade


Mentoring: Beta – Given the high rate of failure for the more powerful psykers Headmaster Ridcully would like to have one of his best psykers mentor any Beta-levels in the year leading up to their trials. This will hopefully be enough to increase their chance of passing by a significant degree.

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

Cost: Free
Reward: each point of success increases the chance of Beta-level psykers passing the trials

You are currently overseeing the armies of the Imperial Trust and its allies as you prepare Hvergelmir to be attacked by Hive Fleet Grábakr War. This is a test of your diplomatic skills as much as your martial and administrative talents, as conflicts between the gathered allies are not that uncommon. In particular human xenophobia has caused quite a few clashes with the Eldar, you had forgotten just how xenophobic most humans remain, due to how little time most Avernites have for it.
Two Locked Choose Two
Two Four years

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

Time: as project.

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

Locked – One out of Five years completed

Construction Expertise (Expand and downgrade Forge-Hive: Annwn) – Your Vizier Rosalinda Orlov is a highly skilled architect and can oversee any major construction projects that the Administratum handles. This should be a good way to keep the expansions of your cities progressing.

Time: as project

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

Locked – Eleven out of Twenty-Four years completed

Chain of Command – With Marshal Rake's promotion and replacement there is now one of the Marshalls of Avernus that you know little about. It would be a good idea to gather information about him and get to know her.

Time: 1 year
Reward: Get character sheets for new Marshal


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

Time: as project.

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


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

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


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

Time: 1 year
Chance of Success: Unknown

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


Whispers of Change (Suggestion) – Fabricator-General Scott is trying to slowly change the Mechanicus to remove its more problematic laws and traditions. She is willing to listen to any proposals that you make on what should change and how to change it and promises not to get offended.

Time: 1 year
Reward: Fabricator-General Scott listens to your suggestion and may follow through.


Speak to the People – Much to the surprise of both you and your advisors, you are a highly popular figure on Avernus. You can use this popularity to run a series of Tel-casts to raise the morale of both the civilians and the military.

Time: 1 Year
Chance of Success: 50%

Cost: 3,600 Thrones
ThronesMaterialMetalPromethiumAdvanced MaterialExotic MaterialFoodRelic Material
Gross Income239,412,185,740142,441,733,730-56,347,035,33655,625,650,472251,251,5003,673,76332,89761
Current Reserves952,081,195,3871,740,275,883,0313,254,412,559,884770,487,145,9062,151,286,26719,560,914436,073214
 
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Archmagos Biologis Maximal upgrades trait Engine of Destruction (+1M, +9C, -1D) into Psychic War Machine (+1M, +11C, -3D, can use several Avernite Psychic powers as minor psyker)- Archmagos Biologis Maximal has integrated the minds and souls of several cybernetically enslaved Avernite creatures in order to make use of their psychic powers. This allows him to use several basic psychic powers such as phasing, greatly enhancing his combat power.
Wow, that's absolutely fucking awesome.
 
not exactly possible outside of the direct control of someone like Maximal but a powerful trick and a demonstration of just how much you have learned about psykers on Avernus. For most worlds this would be a way to drive an archmagos mad
 
not exactly possible outside of the direct control of someone like Maximal but a powerful trick and a demonstration of just how much you have learned about psykers on Avernus. For most worlds this would be a way to drive an archmagos mad
Doesn't this push him into paragon combat range or does he need to be it without "gear" which is a bit messy since high ranking tech priests are gear.
 
Ask Areatha (question or task) – Areatha the Ancient Wanderer, one of the most powerful beings of Avernus barring the Great Ones is currently living among the humans of Avernus. While you can not command her you could request her assistance in a matter, or ask for her to share some of the knowledge that she has gained over the twenty thousand years she has spent on Avernus.

Time: 1 year
Chance of Success: Varies

Cost: Free
Reward: Assistance or knowledge from Areatha
@Durin
Due to Areatha no longer being here shouldn't this action be removed?
 
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