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
it does, doesnt catch everyone or even most talents though. many people only show leadership once pressed
I can see that,

its really hard to spot somebody as being skilled at leadership without them being given a position that requires it as giving orders is a very different skill from being able to follow them (at least in terms of outward apparence of one's actions).....

......but that requires trusting somebody with something that is fundamentally important just to test it. (imagine having to test people for good math skills by handing them controls to a nuke buried underneith a inhabited city that goes off if you DON'T have it......pretty stressful that)

although with a good VR setups we can probably do a somewhat decent job at doing a non-damaging test of somebody's' skills....issue tho is it doesn't
do, as durin said, "stress test"....

is it possable to put somebody in a VR setup without them knowing I wonder? cas then you could put the stress on them with little to no risk (unless their a psyker I suppose, might be kinda hard to hide things from them in that case)
 
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Troll Trade
Troll Trade Results

You decided to provide the Trolls with level seven Tau technology in exchange for assistance with your mining and providing you with auxiliaries composing of a full. five percent of their population when you fight on Avernus. This deal is considered to be shockingly generous by many in the Imperial Trust, and will colour their views of your for a while but was good enough for you to avoid major diplomatic repercussions.
 
Looks like this wont bother the Trust in the long term it will just reinforce our previous reputation in deal making for a few decades. probably be fine as long as we dont try anymore diplomatic trades with Avernite people before the next High Council meeting and the Grand Conclave.
 
Looks like this wont bother the Trust in the long term it will just reinforce our previous reputation in deal making for a few decades. probably be fine as long as we dont try anymore diplomatic trades with Avernite people before the next High Council meeting and the Grand Conclave.
Or at least not one that is considered so uneven by the rest of the trust.

I.e. they're likely to make an exception for Pengu.
 
Turn One Hundred and Forty
Turn One Hundred and Forty
Four Hundred and Fifteen years since the Founding of Avernus
Five year turn

Despite your argument with Tormod the last few years have been decent, with the Avernite military starting to recover and no news of coming attacks. Ridcully's recent findings howver show several massive long term threats, both of which are to large and have to much momentum for any sane group that you know of barring perhaps the Necrons to interfere with. Thankfully the Dragon and the Forces of Chaos are likely to work against each other if anything more then they work against the forces of sanity, though that is small consolation given Ridcully's visions.

The Avernite military is currently deep into its rebuilding, with hundreds of millions of soldiers in various stages of training even as countless more join the training ques. General Khol tells you that losses in the Eternal War have spiked up recently due to the weakened state of your military, with losses exceeding twenty million a year.

Marshal Vang upgrades trait Always on Guard (+2I, +1C) into Paranoid (+4I, +2C, -2D)- Marshal Vang's alertness has crossed the line into paranoia, ensuring she is never caught off-guard but interfering with her social interactions.
Marshal Stumpf upgrades Skilled Swordsman into Expert Swordsman (+1M, +3 C, +30 to melee combat rolls) - Marshal Stumpf is highly trained and experienced in the use of the blade and considered to be an expert.
Two Locked Choose One
One Three years

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 – Twenty-One out of Twenty-Three years completed

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

Locked- Ten out of Twenty-Five years completed

Recruit: Helltroopers- Three fifths of your Helltroopers was wiped out fighting the Tyranids of Hive Fleet Grábakr. General Khol strongly advises that you immediately begin to rebuild their numbers. While this will take over a decade the Helltroopers form the core of your armiers, and rebuilding them is a priority.

Time: 16 years

Cost: 2,500,000,000 Thrones, 200,000,000 Material, 3,000,000 Promethium, 61,000,000 Advanced Material, 60,000 Exotic Material.
Reward: Bring Helltroopers back up to full strength (currently at 40%)

Locked- Two out of Sixteen years completed

Personal Attention: Recruit: PDF- Two fifths of your PDF was wiped out fighting the Tyranids, mostly on Hvergelmir. General Khol strongly advises that you immediately begin to rebuild their numbers. This should take a decade and will provide a solid foundation for the rebuilding of your more elite formations.

Time: 10 years

Cost: 3,900,000,000 Thrones, 620,000,000 Material, 5,000,000 Promethium, 61,000,000 Advanced Material.
Reward: Bring PDF back up to full strength (currently at 60%)

Locked- One out of Ten years completed

Bolehs Spider Packs: Guilds- The best people to train your first Bolehs Spider Packs for war are undoubtedly the guilds, whose numbers include those whose skills and inclinations are already suited for the task. Due to the small size general eccentricity of the guilds it will take a good bit of time for General Khol to get a full set of Standard Operating Procedures from them, but it should be worth the wait.

Time: 12 years

Cost: 380,000,000 Thrones, 3,800,000 Material, 71,000 Advanced Material, 890 Exotic Material, 10,000 Food.
Reward: 50 Guild Bolehs Spider Packs, can make more Bolehs Spider Packs

Recruit: Helguard- Three fifths of your Helguard was wiped out fighting the Tyranids of Hive Fleet Grábakr. Given that the Helguard have not yet finished rebuilding from their last mauling General Khol informs you that she will need to wait a few years before she can begin to replace the current losses. This will take decades and will give you a force of Helguard who still do not match those that you had before the skies turned gold.

Time: 24 years (can not begin until tour 4)

Cost: 940,000,000 Thrones, 100,000,000 Material, 700,000 Promethium, 72,000,000 Advanced Material, 870,000 Exotic Material.
Reward: Bring Helguard back up to full strength (currently at 40%)

Helguard Harvester Regiments- A few decades ago you looked into how to make better use of Harvester Heavy tanks and determined that you could build powerful regiments around them. General Khol has put forward a proposal to build a division of Helguard Harvester Regiments to strengthen your Helguard.

Time: 9 years

Cost: 680,000,000 Thrones, 28,000,000 Material, 610,000 Promethium, 15,000,000 Advanced Material, 50,000 Exotic Material.
Upkeep per year: 32,000,000 Thrones, 1,400,000 Material, 76,000 Promethium, 180,000 Advanced Material, 280 Exotic Material.
Reward: Raise 100 Helguard Helguard Harvester Regiments

Helltrooper Harvester Regiments- A few decades ago you looked into how to make better use of Harvester Heavy tanks and determined that you could build powerful regiments around them. General Khol has put forward a proposal to build both a division of Helguard Harvester Regiments and a full corps of Helltrooper Harvester Regiments, making the Harvester one of your major tanks.

Time: 12 years

Cost: 3,200,000,000 Thrones, 240,000,000 Material, 7,000,000 Promethium, 110,000,000 Advanced Material, 440,000 Exotic Material.
Upkeep per year: 51,000,000 Thrones, 2,400,000 Material, 100,000 Promethium, 240,000 Advanced Material, 360 Exotic Material.
Reward: Raise 100 Helguard Helguard Harvester Regiments and 1,000 Helltrooper Havester Regiments


Implement (Technology or Warbeast): 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 or Warbeast

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

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

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: 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

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).

Admiral Sarnow informs you that there have been a series of raids by Chaotic forces into both the Imperial Trust and Dragon's Nest in recent years. He feels that these were probes to determine how badly damaged you were by fighting the Tyranids, and their easy annihilation should stop the raids for a while and make the local forces of Chaos consider the Imperial Trust a greater threat then they had previously.
Two Locked Choose One
One Five years

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%

Locked- Ten out of Twenty-One years completed

Repair- Your fleet suffered a good deal of damage in the recent war and will need a good number of repairs to bring it back up to good condition. You also came back with a large number of ship hulks which you can use to begin to rebuild your fleet.

Time: 18 years

Cost: 25,000,000,000 Thrones, 7,800,000,000 Material, 550,000,000 Promethium, 91,000,000 Advanced Material, 180,000 Exotic Material, 45 Relic Material.
Upkeep per year: 1,300,000,000 Thrones, 320,000,000 Material, 250,000,000 Promethium, 4,400,000 Advanced Material, 4,500 Exotic Material, 1.7 Relic Material.
Reward: Repair all ships, Rebuild 2 Grand Cruisers, 23 Heavy Cruisers, 3 Gjallarhorn Battlecruisers, 2 Cruisers, 4 Fast Cruisers, 5 Armoured Cruisers, 3 Light Cruisers, 150 Escort Cruisers, 80 Frigates, 8 Stealth Destroyers, 85 Destroyers and 5 Raiders, Replace all lost attack craft

Locked- Six out of Eighteen years completed

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


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

Time: 12 years

Cost: 27,000,000,000 Thrones, 4,100,000,000 Material, 2,100,000,000 Metal, 4,100,000,000 Promethium, 640,000 Advanced Material, 30,000 Exotic Material.
Upkeep per year: 5,500,000,000 Thrones, 820,000,000 Material, 410,000,000 Metal, 410,000,000 Promethium, 32,000 Advanced Material, 610 Exotic Material.
Reward: combine four Huge Shipyards into a single Gargantuan 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

Issac strongly requests that the Adeptus Astra Telepathica push forward the Bloom Bees as a matter of priority, telling you that if they could be put into use across the entire Trust it could lead to a massive population boom, and thereafter a major economic boom. This could be the biggest boon that Avernus has produced for the Trust since the Nogs.
One Locked Choose Two
One Five years, One Three years

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

Locked- Eight out of Twenty-Six years completed

Expand (Gormec) 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

Locked- Five out of Seven 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.

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 he has started work on what he calls his last great scheme, which should both act as a test for his chosen successor and deliver a major blow to the Alpha Legion rings in the region. He does not go into details about his plan, but does mention that he will be devoting a large portion of the rest of his life towards it and has recruited the aid of several of Avernus' greatest heroes such as Vlad Tepes.

-1 Diplomacy actions this turn
Choose One
One Four years

New Lord-Marshal of the Aesir- The Aesir have recently chosen their most recent Lord-Marshal, Sigrún Völsung, the young leader of the oldest and greatest of the Royal Houses of the Aesir. Inquisitor Klovis-Ultan will need to spend some time determining just what it is about this Valkyrie that saw her rise to such a rank at her age.

Time: 1 year
Cost: 3,800,00 Thrones
Reward: Character Sheet for Lord-Marshal Sigrún


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.

Jane is highly worried about the news of Chaos' Galactic Ritual, and what it would mean for the efforts to keep down rogue Psykers. While her current forces and those of the Lizardmen should be enough to ensure that Rogue Psykers cause little damage as they are, a significant power boost to all Psykers will change that. She is looking into ways to even further boost her Psyker Hunters in preparation for this, a task made more challenging by how much she has already put into them.
One Locked Choose One
One Five years

Integrate Lizardmen- Recently the Saurus Empire have agreed to assist you in the hunt for Rogue Psykers by deploying Lizardmen Hunting packs and the Oldblood Zuxoch-Qa. Given how deadly Saurus Warriors are, and how terrifying their Oldbloods can be this is a major boon to your psyker hunters. Jane will however need to spend some time working with Hunt Leader Zuxoch-Qa to set things up, particularly as the Hunt Leader views her as his equal and will work with her but not below her.

Time: 12 years

Cost: 4,000,000,000 Thrones
Reward: Lizardmen assist in Psyker Hunting, +5 to all rolls against rogue Psykers (Chameleon Hunting Packs), +10 to all rolls against Psykers of delta level and above (Saurus Veteran Hunting Packs), +15 to all rolls against Psykers of gamma level and above (Saurus Heroic Hunting Packs), +20 to all rolls against Psykers of Beta level and above (Zuxoch-Qa, Saurus Oldblood Hunt Leader)

Locked- Six out of Twelve years completed

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.


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

Despite another series of brushes with death for Archmagos Biologis Maximal the Adeptus Mechanicus remains intact, for the moment at least. Fabricator-General Scott is worried by the increasing radicalisation of the remaining conservatives, and tells you that a war of annihilation with them will occur within the next half century no matter what she does. While she will win said war not without the conservatives inflicting major damage to several key locations, including the shipyards of Vanaheim which maintain the mighty fleets of the Imperial Trust.

Archmagos Tranth gains trait Clear-sighted (+3L, +3P, +1 to all stats, can think without any cognitive bias)- One of Archmagos Tranth's greatest gifts is his ability to put aside his cognitive biases and see the world as it truly is.
One Locked Choose Three
One Five years, One Three years, One One year
Technology Fundamentals: (Psychic Cannon, Relic) – 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

Locked- Four out of Eight years completed

Personal Void Shields- In his study of Void Shields Archmagos Tranth made enough progress recreating the legendary Void Shield Harness's used during the Great Crusade may be possible. These Void Shields are small enough to be merely awkward for a power armoured warrior, and can make the bearer and those near him immune to small arms fire and able to take some anti-tank firepower before overloading. On the downside miniaturising Void Shields to that extent will not be easy, and the result will not be cheap.

Time: 6 years
Chance of Success: -125% (44% after bonuses)

Cost: 80,000,000 Thrones, 4,000,000 Material, 400,000 Promethium, 790,000 Advanced Material, 89,000 Exotic Material, 10 Relic Mateiral.
Reward: learn how to make Void Shield Harness's


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.
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

Locked- One out of Twenty-Two years completed

Tyranid Blades- Archmagos Biologis Maximal believes that he will be able to create blades made out of the psychically receptive genestealer claws of Hive Fleet Grábakr. These blades would be highly effective force blades, perfect for those Psykers that prefer to get close and personal with their foes.

Time: 6 years
Chance of Success: -100% (54% after bonuses)

Cost: 39,000,000 Thrones, 7,800,000 Material, 790,000 Promethium, 850,000 Advanced Material, 950 Exotic Material.
Reward: Determine how to make Grábakr Force Blades


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 – Twenty-Three out of Twenty-Five 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 – Twenty-Two out of Twenty-Four years completed

Large Titan Manufactorum- Now that you have a Small Titan Manufactorum it is time to expand it. With a bit under two decades work Fabricator-General Scott believes that she will be able to build another four Titan production lines, allowing you to build a Warlord Titan every decade. This will be enough to build several Titan Battlegroups for the Imperial Trust given some time, though you will most likely need to expand the Titan Manufactorum another time if you want a full Titan Legion.

Time: 18 years

Cost: 12,000,000,000 Thrones, 1,200,000,000 Material, 190,000,000 Metal, 120,000,000 Promethium, 4,500,000 Advanced Material, 380,000 Exotic Material, 140 Relic Material.
Upkeep per year: 1,20,000,000 Thrones, 120,000,000 Material, 19,000,000 Metal, 12,000,000 Promethium, 230,000 Advanced Material, 7,500 Exotic Material, 1.4 Relic Material.
Reward: Expand Small Titan Manufactorum into Large Titan Manufactorum with 5 production lines


egio 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

The Battle Psykers of Avernus have almost recovered from their losses against Hive Fleet Grábakr, with the hundreds of thousands of Psykers found each year being able to quickly refill their ranks. Given that Ridcully foresees a quite period for the Imperial Trust coming this would be a good time to set up the infrastructure for the next few centuries, and to continue your research.
High Grandmaster Ridcully gained Artifact: Olhixcocl's Defence (+100 vs Psychic effects, +1 armour, block first hit each round)- The small size of Olhixcocl's Defence belies its ability to halt even the greatest of attacks in its tracks, a abiity that its first wielder used to fight against the larger monsters of Avernus and that Ridcully can use to protect himself against the Greater Deamons of Chaos. For a while.
[
One Locked Choose Three
One Four years, Two Three 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 (Changer of Ways) – 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

Locked- Four out of Six years completed

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

Locked- Six out of Fourteen years completed

Anti-Dark Prince Powers: Grand Banishing – Now that Tamia has created a power that can be used to banish the servants of the Dark Prince she now needs to figure out how to scale it up to make it usable by entire choirs. If done this would give your psykers a far better chance of banishing massed deamons, vital in the years to come.

Time: 5 years
Chance of Success: -30% (uses learning)

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

Anti-Blood God 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 Blood God. Given the complexity of the Blood God 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-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


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

Time: 6 years

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

Locked- Four out of Six years completed

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 – Nineteen out of Twenty years completed

Bloom Bees- When directed by Psykers Blood Bees will be able to half the time it takes for you set up flora based defences and increase food production by a fifth. The best way to put them into use is to setup an Order within the Regional Department for them.

Time: 6 years

Cost: 200,000,000 Thrones, 2,000,000 Material, 4,150 Advanced Material, 415 Exotic Material.
Reward: Creates Order within the Regional Department dedicated to handling Bloom Bees, halves set up times for flora based defences, increases food production by up to a fifth


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

Currently you are trying to deal with the combination of Syr's death and your argument with Tormod. While he went to far in his accusations what hurts the most is that to a point he was correct. You have been assuming that Avernus will be following blood inheritance, in large part because that was what you grew up with. It might be a good idea to look into what alternatives there are, and choose one.

Tormod upgrades trait Veteran Survivor (+3C, far less likely to die) into Tried and Tested Survivor (+5C, far less likely to die) - Tormod has managed to survive in countless situations that would be expected to kill him thoughout his life, and come out of them all alive, and more often then not intact.
One Locked Choose Three
Two Five years, One Three years

Personal Attention: Recruit (PDF) – 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 Ten 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 – Twenty-Two out of Twenty-Four years completed

Mending the Relationship (Write in)- You have recently had a series of arguments with your grandson Tormod that have left your relationship very strained. Enuough time has passed since both your initial argument and your, failed, first attempt to mend the breach for you to be able to make another attempt.

Time: 1 year
Chance of Success: Varies

Cost: Free
Reward: Mend relationship with Tormod, your only grandson

Gubernatorial Succession: Sound Out (Selected group)- In your argument with Tormod he made the point that currently the only governmental post on Avernus that is hereditary is the Governorship. This is both a potential fracture point and a potential source of disaster if one of your descendants ends up incompetent. Maye it might be a good idea to talk to some people about other forms of succesion, and choose one for Avernus.

Time: 1 year
Cost: Free
Reward: Sound out selected group about possible forms of succession for Avernus.


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 Income164,518,311,674196,466,470,41731,874,237,985112,299,272,695330,633,1113,766,67619,72294
Current Reserves1,060,853,210,7411,662,401,903,9183,109,258,873,459855,598,172,2632,363,453,49426,737,532455,833285
 
Archmagos Tranth gains trait Clear-sighted (+3L, +3P, +1 to all stats, can think without any cognitive bias)- One of Archmagos Tranth's greatest gifts is his ability to put aside his cognitive biases and see the world as it truly is.
Oh my.

31 martial
19 intrigue
22 admin
56 learning
35 piety
12 diplomacy
49 combat

Tranth must have hit it out of the park

Tormod upgrades trait Veteran Survivor (+3C, far less likely to die) into Tried and Tested Survivor (+5C, far less likely to die) - Tormod has managed to survive in countless situations that would be expected to kill him thoughout his life, and come out of them all alive, and more often then not intact.
OHHH MY.

43 combat and even more less likely to die.
 
Gubernatorial Succession: Sound Out (Selected group)- In your argument with Tormod he made the point that currently the only governmental post on Avernus that is hereditary is the Governorship. This is both a potential fracture point and a potential source of disaster if one of your descendants ends up incompetent. Maye it might be a good idea to talk to some people about other forms of succesion, and choose one for Avernus.

Time: 1 year
Cost: Free
Reward: Sound out selected group about possible forms of succession for Avernus.
Asgard, Byzantium, Muspelheim are who I would like to look at. Funny options are Eldar (we'd be asking them about xeno succession on deathworlds). Quartus, Secundus and Callamus are likely too disimillar to be of great use.
 
Archmagos Tranth gains trait Clear-sighted (+3L, +3P, +1 to all stats, can think without any cognitive bias)- One of Archmagos Tranth's greatest gifts is his ability to put aside his cognitive biases and see the world as it truly is.
Wow, propably the best trait out there, and also mechanically great.

Unrelated to that and about the Dragon:
What do we know about the capabilities of the Dragon?

In Red Flag's work he is the unquestioned master of physics, knowing quite literally anything there is to know and can use this not only to "invent" technology without any research or testing, but also to predict his foes almost perfectly, unless the Warp (that he can't percieve or understand) is somehow involved.

That means Psyker-heavy factions have something of an advantage against him and even humans can sometimes surprise him, due to having a soul and free will outside of mechanical predictability. Even our tech has some minor resistance against him due to Machine Spirits.

However, the Necrons, soulless and Materium-bound as they are, are almost completly useless against him, their every move predicted, their ships and weapons overtaken or disabled with ease. Their only and best shot against the Dragon back in the last war was the Warp-Cannon of the Blackstone Fortresses, that the Dragon didn't expect (back then, now he knows about it of course).

Might that be similar here, that the Necrons directly are relativly useless?
 
Inquisitor Klovis-Ultan tells you that he has started work on what he calls his last great scheme, which should both act as a test for his chosen successor and deliver a major blow to the Alpha Legion rings in the region. He does not go into details about his plan, but does mention that he will be devoting a large portion of the rest of his life towards it and has recruited the aid of several of Avernus' greatest heroes such as Vlad Tepes.
Someone wants to go out with as bang, looking forward to see what comes of this.
Issac strongly requests that the Adeptus Astra Telepathica push forward the Bloom Bees as a matter of priority, telling you that if they could be put into use across the entire Trust it could lead to a massive population boom, and thereafter a major economic boom. This could be the biggest boon that Avernus has produced for the Trust since the Nogs.
Polishing our rep with the Trust could be useful now.
Jane is highly worried about the news of Chaos' Galactic Ritual, and what it would mean for the efforts to keep down rogue Psykers. While her current forces and those of the Lizardmen should be enough to ensure that Rogue Psykers cause little damage as they are, a significant power boost to all Psykers will change that. She is looking into ways to even further boost her Psyker Hunters in preparation for this, a task made more challenging by how much she has already put into them.
"With these Thunder Hunters and Lizardmen hunting packs my lifelong goal of keeping Avernus safe from rogue psykers is finally complete."
"I have some bad new Jane"
"Reeeeeeeeeeeeee!"
Currently you are trying to deal with the combination of Syr's death and your argument with Tormod. While he went to far in his accusations what hurts the most is that to a point he was correct. You have been assuming that Avernus will be following blood inheritance, in large part because that was what you grew up with. It might be a good idea to look into what alternatives there are, and choose one.
This would be wise, this issue needs to be dealt with.
 
However, the Necrons, soulless and Materium-bound as they are, are almost completly useless against him, their every move predicted, their ships and weapons overtaken or disabled with ease. Their only and best shot against the Dragon back in the last war was the Warp-Cannon of the Blackstone Fortresses, that the Dragon didn't expect (back then, now he knows about it of course).
??

I think the Silent King may have some opinions on that, since the Dragon maybe the strongest, but that descrives every C'tan.

I'd say its a guarnateed chance that they've got both tactics and weapons to deal with it.

I'd be very surprised if Szarhek was just ****ing around for the last 60 million years.
 
Asgard, Byzantium, Muspelheim are who I would like to look at. Funny options are Eldar (we'd be asking them about xeno succession on deathworlds). Quartus, Secundus and Callamus are likely too disimillar to be of great use.

Midgard might be a good choice, too, since they don't have hereditary succession. (speaking of which, I'm surprised their governor hasn't died yet)

That said, I had really thought this matter was already settled from when we married Freya - hereditary unless there's no incompetent/unworthy biological heir, otherwise pick someone else. It's pretty much what she agreed to.
 
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@Durin, if we want to have Tranth examined for hidden Chaos corruption (I'm suspecting Tzeentch), would that be a write-in Adeptus Arbites action or Diplomacy action?
 
Midgard might be a good choice, too, since they don't have hereditary succession. (speaking of which, I'm surprised their governor hasn't died yet)

That said, I had really thought this matter was already settled from when we married Freya - hereditary unless there's no incompetent/unworthy biological heir, otherwise pick someone else. It's pretty much what she agreed to.
Tormod is a deathprone heir who doesn't want to be one.
 
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