The Long Night Part Three: Bonfire at Dawn (45k)

Voting is open
Question about the whole 'possible Tzeentches' thing - is this a fantastic time to grind some Archtype like "Fatebreaker"? Repeatedly being the ignition point of galactic retcons of a massive fate like that sound just flat out interesting.
 
just pushing out some stunts.

Hunting (Unchained Choice) x5 - 5 Years
Ophila had long since adapted to Janes presence, keeping back their scorers and dedicate vast resources to their protection. This suited her just fine, instead of picking them off she could instead force them to stay off the front lines.

Hunting (Realm of Death) x2 - 2 Years

The Relm of death had not yet adapted to Janes presence in the war, but the odds where high this could change rapidly, there where doubtlessly contingency plans for her. So her first strike would have to count, timed to catch as many of their best on the front lines as possible.


Tranth Pattern Weapon - 9 Years (9/25)

the key lay in the intersection of reality and unreality, the places where physics had been scoured thin by the War in heaven. Weapons that could be made to function in those blurry greyzones between physics and metaphysics could tap into some of the strengths of both, Tranth would simply have to find one first.


Exotic Fundamentals (Power Armor) - 9 Years (9/9)

The key to understanding power armor on a deep level was the ability to se its use in the field and ts technological construction as a holistic whole rather than two separate aspects. Its cost and abilities shaped doctrine, as doctrine and foes shaped the needed abilities and costs. It was fortunate that such analysis was his specialty.

Explore Termite Archives (Engines) - 2 Years (2/2)

Normally the size difference would render Termite propulsion technology borderline useless, the practical realities of movement changing more than most things with size. With the Termites insane approach to everything they did, it merely narrowed his search, and less than removing the ones suicidal to use. yet ever little bit of narrowing the field helped.

Inbuilt Powers: Psygenetics - 4 Years (4/4)

The warp cared deeply about form, but not exclusively. Simply adding props to a lab was insufficient. He could not stick a tube of bubbling green liquid next to a normal cell culture matrix and call it a day, instead he used a growth medium if biolumsnet alge that used the constant bubbling to mix the liquids, there were better cheaper ways to do all of this, but none would work as well for this. So then the question was, how to apply that concetp to the gentic code?

Inbuilt Powers: Narrative Ties - 5 Years (5/5)

Psygenics was a mixture of warpcraft and science, and this was far more warpcraft than science, rituals, customs and mindsets would matter more here than the genes. Blood ties had strength in the warp, but were distinct from mere genetic similarity. This was not insrountablye however, the law of attraction could be applied to specific genetic sequences and features, affanies for specific metaphors and persanlity ticks that could be shaped into the brain, a dozen minor ways to tell the warp that throw individuals where Kin in ways it understood.

Complete Examination (Jitterleaf) - 5 Years (5/5)

I Working out exactly what changed when the leaves were roasted was the key, he was sure of it. was the effect simply weakened, or was it being fundamentally changed? Once he figured that out, he would know if he was looking at a potential combat drug, or a better version of recaffe.

Complete Examination (Leviathans) - 5 Years (5/5)

accessing if it would even be useful to use the leviathans as warbeasts ran into a snag in the early concpet stages, wet navies where a subject of relativly little study among mankind. Forutnatly, the peoples of avernus had made extensive study of the matter and where quite willing to open their archives.
 
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More potential stunts:
Hunting (Eldar Choice) x3 - 3 Years
When combined with her existing skill set, the completed Witchhunter archetype allowed Jane to exploit even the smallest gaps and lapses in her target's protections. Powerful in and of itself, but where it really shone was against foes that could not afford to turtle up or who were reliant on security through obscurity. Coincidentally, the Principalities of Change, full of conniving Tzeentchian sorcerers all convinced of their own superiority in matters of intrigue, were about to be hit by a series of coordinated raids and a targeted plague, forcing them to disperse. The Eldar were all to happy to provide a list of some of the disturbingly slippery and competent sorcerers that had been giving their own headhunting forces the most difficulty.
Greater Divination: Dragon Front x4
Great gains had been made on the Dragon Front, but the war was far from decided. The reclaimed systems could serve as a beachhead for raids deeper into the Dragon's industry, and the Dragon dearly wanted them gone. The key was in balancing the opportunity for deep strikes before the now-exposed systems defenses could be augmented to match their current position relative to the front line, the need to fortify and defend the recently captured positions, and the possibility of further territorial gains. As the greatest generals of the Elder Races carefully weighed these priorities, Ridcully fed them all the information he could find on the shifting flows of resources and military assets behind the Dragon's lines while seeking to diffuse the countless nasty surprises intermingled with the sheer brute force the Dragon brought to bear to dislodge them.
Greater Divination: Unchained x1
Against a foe as canny as the Shadowlord there were vanishingly few who could unravel his plots, and most of them were quite busy keeping the Dragon from eradicating life from the galaxy at the moment. Fortunately, his plotting time was somewhat limited due to his status as the ultimate (shadow) authority of a bureaucracy-obsessed parody of the Old Imperium, but letting him work virtually unopposed was how he had come dangerously close to succeeding at becoming the undisputed leader of Chaos capable of enforcing his will on even their gods. While no one was expecting anything quite that spectacular in the near future, spiking a few wheels and (hopefully) ensuring the survival and prosperity of his pocket kingdom's primary military opponent (and major source of paperwork) was of great importance to everyone sane. Hopefully he'd be able to ferret out whoever that highly-placed traitor was in the process, those never ended well…
Greater Divination: Eldar Choice x1
Tzeentch was a problem, and one there were very few Diviners capable of pushing through the direct interference of. Being a member of this highly select group meant Ridcully got asked to poke around a great number of highly disturbing secrets being actively shielded by a highly mercurial God of Chaos—far worse was the certain knowledge of how much more dangerous things would be when the god's birth removed the bulk of the obvious self-sabotage, and what a catastrophe it would be if it was born seeking to wipe out the Sane first.
Lesser Divination: Eldar Choice x4
While most of their attention was focused on the Dragon front, the Eldar retained a keen interest in keeping an eye on the rest of the galaxy and at least pointing their allies among the Younger Races at threats before they got too far out of hand. Finding and identifying these threats was something they were all to happy to offload at well, especially to a Diviner who could scry out threats in any corner of the galaxy without leaving the comfort of his own home. Of course, with a known major threat or two right around the corner perhaps it was best for him to focus on diffusing the identified threats now rather than smothering new ones in the cradle—avoiding being stabbed in the back in twenty year's time is all well and good, but making sure the guy trying to shoot you in the face tomorrow doesn't succeed is certainly a higher priority.
Lesser Divination: Realm of Death x2
The Realm of Death was used to dealing with hostile Diviners, but not with hostile Diviners that could actually count on their subordinates to follow their instructions or who could resist the bait in a trap. Adjusting to this new reality was a painful process for them, hampered further by multiple recent changes in active leadership and, well, everything being on fire. Ridcully was keen to make sure the pain continued no matter what they chose, be it by facilitating the assassination of a leader that shook off the stagnation and lethargy imposed by their god to lead from the front or by ensuring that the gaps opened in their defenses and sluggish reactions let their realm burn around them as they preserved their chain of command. It was nice to make the forces of Chaos pick between two terrible options for once.
Bypassing Void Shield - 5 Years (5/5)
The military benefit of being able to bypass Void Shields against the fortresses and void forces of Chaos were extremely high, and it was definitely possible in theory. In fact, it was possible in a lot of ways in theory. Almost too many ways in theory, and all far too solidly "in theory" to really be able to confidently select one as being the best to advance to "in practice". Lots of requirements too—the skill threshold couldn't be too high, it would be vastly preferable if it would work for both beam/energy weapons as well as artillery/macrocannon projectiles, it couldn't require too much time to observe or tune to the individual shield frequencies…. And worse, all of these requirements were the sort of thing where a technique or approach could look solid all the way through prototyping before a hidden catch rendered it entirely impractical. Fortunately, between Tranth's work on understanding and improving Void Shields, the Telepathica's expertise in understanding, measuring, and predicting the interactions of various psychic frequencies, and the many, many research teams available, he had the old standby of "throw everything at the problem and see what works." From his own inclinations and past research he'd work on phasing-based solutions and instruct other groups to focus on different approaches. The first-order problems to address would be identifying and selecting appropriate frequencies for a given shield, keeping a projectile phased when it is no longer in one's sphere of influence, causing the projectile to either phase back in after it has bypassed the shields or be capable of inflicting its normal damage in the Materium in its phased state…
Upgrade Psyker City Wards - 4 Years
(Continued)To get some good context, Tamia started with simple mockups of the obvious approaches - what if we applied more power, what if we refined the narrative, what if we tried to make the city resonate with beneficial things. Then she started to get more esoteric in her brainstorming - is there any way to use Culture Spirits or The Primal? Perhaps we could dump miscasts into a Ka battery? Most of her ideas didn't pan out, but the ones that did…
Initial Research Collaboration (Weapon) - 3 Years
In many ways, what is and isn't a weapon is far easier to define under the laws of the Warp than in the Materium. Unfortunately, "weapon" status was far from a binary, and the lack of a long and widespread history of use could greatly diminish the effectiveness of what on paper seems like a promising design just as much as history could be used to elevate a weapon's capabilities. The key was to find a way to tie it into a storied and universal lineage, creating a synergy between its conceptual destructive nature in the Warp and its practical ability to destroy in the Materium.
Necron Learning - 10 Years
Aria was a self-taught genius who was single-handedly responsible not just for the bulk of humanity's practical understanding of Ka but also for the development of the entire field of Sa-Ka hybridization. She was the single greatest Ka adept in the Sane who was not a Necron, and, in the process, had been given as complete an education on the forces of the Materium and how they were used the Trust could give her. To her new tutor, she was an ignorant and stumbling child who knew not the forces she had happened upon and her carefully constructed understanding of Ka bore no greater a resemblance to reality than a child's drawing. It would be a fair bit easier to accept this if her tutor weren't themselves an apprentice. On the bright side, odds were good they wouldn't be too condescendingly arrogant as the Atum dynasty was almost certainly watching and would never let them forget it…
 
Stunts are suppose to be short, pithy phrases, guys..
Apologies, wasn't active in the quest when they were defined and was just extrapolating from prior examples.

Edited down:
Hunting: Eldar Choice:
Across the galaxy there are many high-level sorcerers inordinately dependent on stealth and esoteric tricks. That number is poised to drop rather dramatically.

Greater Divination: Dragon Front:
Spoiling surprises and ensuring naught but overwhelming force would serve the Dragon was almost getting to be old hat. It's a real pity how good it was at overwhelming force though…

Greater Divination: Unchained:
The only thing worse than the mess of untangling and spiking the plans of the Prince of Shadows was, well, not.

Greater Divination: Eldar Choice:
There were always things that were in the process of becoming a galaxy-imperiling catastrophe. Always.

Lesser Divination: Eldar Choice:
There also tended to be a plethora of things jockeying for position to become the next thing in the process of becoming a galaxy-imperiling catastrophe.

Lesser Divination: Realm of Death:
It certainly felt nice to force Chaos to try to figure out the least bad of two horrible options for once.

Bypassing Void Shields:
With so many possible approaches it was all but impossible to predict which one would be optimal. Fortunately, with all of the research teams that had been assembled it was entirely possible to try them all.

Initial Research Collaboration: Weapon:
Much to the despair of those in charge of the spread sheets, they could not identify a suitable standard measure of conceptual 'killiness'. The vastly expanded array of techniques that had been developed to tell Materium-based physics to go sit in the corner until it was wanted again did perk them right back up though.

Warp Breakdown: Even Further:
There were frequently trade offs between simplicity and efficiency. Fortunately, the goal here was not absolute simplicity but rather human intelligibility, which gave a lot more wiggle room.

Necron Learning:
She hoped that the combination of his apprentice status and the knowledge that the Atum Necrons were almost certainly watching would keep him from being too dismissive of what she had achieved on her own. From what she'd heard from the rare few that had interacted with non-Atum Necrons arrogance was far from an Avernite-exclusive trait.
 
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Turn Eight Results New
Turn Eight Results
Nine hundred and nine years since the Founding of Avernus
One thousand seven hundred and thirty years since the Death of the Emperor


Long Term Psyker Integration Studies - With the proportion of Avernites who are psykers constantly rising, how they should work within the Avernite military as a whole will need to change over time. Lord-General Rakes plans to take the time to plot out exactly how they should be integrated into the general military as their number increases, with a possible end state of psykers being integrated into the Helltroopers or even the PDF on a squad level.

Time: 10 years

Cost: 25,000,000 Thrones
Reward: Have plan for the long-term integration of psykers into the Avernite military

Complete

After a decade of examining the topic, Lord-General Rakes has planned a gradual transition for the higher levels of the Avernite military to slowly become increasingly psychic. For now, he intends to integrate psykers into the Helguard on a platoon level, and he states that the psyker ratio will need to be roughly double its current level before it's time to do something similar with the Helltroopers.

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
Difficulty: 30 (each success increases the Difficulty by 5, this recovers at a rate of 1 per two years)

Cost: 50 Thrones, 4 Material, 2 Promethium, 2 Advanced Material
Reward: +5 to all combat rolls for regular forces for the next decade, can be taken multiple times

Complete
d100=83+38(martial)=121: Critical Success
Re-roll d100=31+38(martial)+52(The Blind Seer)=121: Critical Success
+1 permanent bonus, +4 temporary bonus

Lord-General Rakes's efforts to look into greater psyker integration have led him to finding several ways in which the psykers already attached o your forces can be used better.

Militia Readiness Training — General Khol suggests putting the militia through 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 have is unknown.

Time: 1 year.
Difficulty: 30 (each success increases the Difficulty by 5, this recovers at a rate of 1 per two years)

Cost: 4,000 Thrones, 400 Material, 40 Promethium, 35 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)

Complete
d100=48+38(martial)=86: Success
Re-roll d100=48+38(martial)+52(The Blind Seer)=138: Critical Success
+1 permanent bonus, +4 temporary bonus

Lord-General Rakes has continued to try and put the lessons that his regulars are learning on the frontline into modifications to the training given to the militia.

Expeditionary Force: Realm of Death (Rakes, Herman, Ericsson)- With your other commitments being what they are, you can afford to deploy around three-quarters of your forces to figt the Realm of Death this decade. While not exactly the largest of forces, you are confident that your men will be able to have an outsized impact.

Time: 5 years

Cost: 40,000,000 Thrones, 6,800,000 Material, 4,000,000 Promethium, 6,800,000 Advanced Material, 3,400,000 Exotic Material.
Reward: Avernite forces deployed to fight the Realm of Death for the turn

Complete

Most of your generals are nearing burnout, so Lord-General Rakes has only deployed Generals Herman and Ericsson to combat the realm of death under him this decade, while the rest of high command get a chance to rest in the slower-paced Eternal War.

Armoursteel: Helguard — While it is not yet possible to equip the Helguard with Armoursteel weapons and armour, your economy has grown to the point where it may sometimes be viable, and as such, General Khol has costed it.

Time: 34 years

Cost: 550,000,000 Thrones, 310,000,000 Advanced Material, 18,000,000 Exotic Material
Upkeep per year: 570,000 Thrones, -11,000 Materials, 14,000,000 Advanced Material, 290,000 Exotic Material
Reward: +1 Helguard armour, +50% Helguard HP, +50 to Helguard rolls

In Progress- Ten out of thirty-four years completed

When it was first suggested by General Khol, the idea of equipping your entire Helguard with Armoursteel was a long-distant dream. Now Lord-General Rakes has started setting up the production of the billions of suits of armoursteel power armour and the millions of armoursteel vehicles that will be needed to equip the Helguard.

Implement (Neo Mantolith): 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 use a chosen technology best.

Time: 2 years

Cost: 39 Thrones, 8 Material, 1 Promethium, 85 Advanced Material, 10 Exotic Material
Reward: Plan on how to implement chosen technology or warbeast

Complete

The Neo Mantolith is initially designed as a siege weapon, burrowing into the basements of enemy fortifications and teleporting in reinforcements to create a breach. In this role, adding a small contingent of Neo Mantoliths to your Heavy Aggressor Corps would be worthwhile. However, the combination of teleporters and their unusual method of movement also makes them a highly useful addition to your Light Aggressor Corps, where they can serve as mobile resupply stations and provide a new angle to ambush the foe from.

Over the last decade, the population growth in the Helheim system has averaged 0.71% per annum, with around three-quarters of that growth occurring on Avernus itself.

Automated Miners: Times Three- With the current limited amount of metal being produced by the Imperial Trust as a whole a significant investment into automated asteriod miners would be a worthwhile investment, indeed its one that many worlds throughout the Trust are now making.

Time: 8 years (repeatable)

Cost: Negligible
Reward: Build 1,000 Asteroid Miners (+1.2m Metal)

Complete

Martinus' recent expansion of asteroid mining was able to push your metal production back into the black for the moment. Most likely only for a decade or so, but still an improvement.

Expand (Eyjafjalla, Haithabu, Severia, Nunavut, and Scadin): Times Five — Your industry has improved to the point where expanding one of your Small Hives into a Large Hive is a much smaller operation, one that could be completed in a couple of years. While this will only add another year and a half to how long it will take to fill your hives, it is still worthwhile to consider.

Time: 2 years

Cost: 6,000,000 Thrones, 4,200,000 Material, 1,500,000 Metal, 300,000 Promethium, 1,000,000 Advanced Material, 3,300,000 Exotic Material, 200 Relic Material
Upkeep per year: 89,000 Thrones, 44,000 Material,15,000 Metal, 3,300 Promethium, 18,000 Advanced Material, 37,000 Exotic Material, 2 Relic Material
Reward: Expand selected Small Hive upgraded into Large Hive

Complete

Martinus has spent the last decade expanding the hives of Vigrid into Large Hives. This adds enough room for another forty-five billion residents, six years of your current population growth.

Troll Experdite: Administratum: Colossal Tallship Shipyard — Tallships are second only to the Webway in creating a fast, reliable, and safe logistics network. Building new Colossal Tallship Shipyards will allow you to produce a massive number of Tallships, enough that the limiting factor will be Narwhales for a period.

Time: 10 years (must be taken with Adeptus Astra Telepathica: Colossal Tallship Shipyard, must wait until current shipyard expansion is finished)

Cost: 60,000,000 Thrones, 2,500,000 Metal, 250,000 Advanced Material, 50,000 Exotic Material, 2,500,000 Food
Upkeep per year: 2,900,000 Thrones, 120,000 Metal, 3,000 Advanced material, 500 Exotic Material, 40,000 Food
Reward: Build a new Colossal Tallship Shipyard, build 256 Tallships per decade

Complete

With the aid of your Troll workers, Martinus was able to build a new Clossal Tallship Shipyard, doubling your production of Tallships to almost one a week.

Psyker Tradition Analysis- Given the current stage of your psychic development, you would not gain much for the Telepathica by analysing other psychic traditions used by other sane powers. It could be helpful information for fighting beside them.

Cost: Negligible
Reward: Write up of the main psychic traditions used by the other members of the Grand Conclave

Complete

There are a dozen members of the Grand Conclave of note, though not all of them have a psychic tradition worthy of the name.

You can't talk about psychic traditions in the Grand Conclave without mentioning the Eldar, undeniably the greatest masters of Sa since the War in Heaven came to an end. There are three main branches of Eldar Psychic Traditions, ranging from a single discipline to over a dozen.
Each of their gods has its discipline focused on their particular domain and practised primarily by their priesthood, though many of the more minor divine powers are used by Eldar of all stripes.
The second set of disciplines is those taught by Hoath, which are far more academic than the religion-focused disciplines of the gods, including Hoath's own discipline. The most interesting of these disciplines to the Telepathica is High Magic, the blending of the Eight Winds of Magic, which is, in many ways, considered the pinnacle of the magic used by the Avernite telepathica.
The third branch is a single discipline, the Path of the Seer. Created by the legendary Eldrad Ulathan and refined ever since, this discipline blends and refines the divine practices of the then-deceased gods with the more academic traditions of the Dominion to create a highly specialised, yet incredibly efficient discipline.

While they use Sa in very different ways from the Eldar, there are still two major Kork Psychic Disciplines. The first is the Warlocks, those who draw on energy through the War Field to cast powerful spells and rituals. These powers tend to rely more on brute force than subtlety, but in a location with a strong enough War Field, they are devastatingly effective.
The second are Warspeakers, who adjust the War Field in a particular area to move exactly what it is boosting around. In effect, they can permanently alter the abilities of Krork wargear and soldiers, or create more temporary effects as needed.

Each of the legions of the Imperium Quartus has its own psychic discipline, while human psykers within the Imperium Quartus use a mix of the legion disciplines and those that you have shared.
The most powerful of the legion disciplines, and what is considered to be the signature discipline of the Imperium Quartus as a whole, is the Shaman Trandition used by the Rune Priests of the Wolf Legion. This is the most developed Primal Discipline in the galaxy, making use of all of its aspects, both independently and together. As well as allowing its users to travel through the Primal Warp, there are a wide range of buffs and curses available to a Shaman, alongside various elemental attacks and utility techniques, as the Primal Warp does not use anything as formalised as spells.
Next is the Promethium Discipline used by the Salamander Legion. Based around fire and endurance, this discipline provides a range of fire-based attack spells, several defensive buffs and a few healing and repair spells.
Third is the Stormseers of the Hawk Legions. This intensely spiritual tradition can call upon the forces of the skies and ancestral spirits, both of the living and the dead. This discipline provides a handful of wind and lightning-based attack spells, several forms of divination and a range of speed and strength-focused buffs.
Finally, there is the Umbramancy of the Raven Legion, which focuses on becoming one with and controlling the shadows. With a wide range of stealth and movement powers, it is well suited for the more subtle agents of the Raven Legion; though when combat ensues, there are several defensive and offensive spells that can be used.

The Forge-Empire of Callamus is the heart of the Grand Conclave's Technomancy Discipline, concentrating all of its psykers on communing with the holy Machine-Spirits. While lacking in immediate effects, this tradition provides numerous means of repairing, buffing, or cursing technology. The technomancy tradition is also one of the few that serves both peace and war, with industrial and scientific machinery being just as valid a target as war machines.

The Council of Peoples has countless psychic disciplines, most of which you are already familiar with to varying levels.

The Silver Skulls use a mix of their homegrown divination-based tradition and what you have shared with them. Their own tradition focuses primarily on guidance and fateweaving, though and is in many ways a reflection of Farseeing.

The Unchained mix various divine disciplines focused around the domains of the Trimevette with a form of sorcery focused around working with Deva and various magics that you have taught them into a rather patchwork but still effective tapestry. Unusually, most of their psykers are able to use multiple of their disciplines to varying levels.
Zahhak's Lore primarily focuses on breaking mind control and enhancing movement spells, as well as a few dragon-themed buffs and attacks.
Ruick's lore is almost entirely defensive, with a mix of toughness boosting spells, including mental toughness, morale boosters, healing, and repairing.
Faust's lore is based on teamwork, with multiple spells around sharing skills or courage with those that stand beside you, improving coordination or disrupting enemy coordination, which is rather effective against the more chaotic Chaos forces.
Their version of sorcery is best viewed as Deamon summoning with all of the safeties, barring knowing who you are calling, stripped out. Suicidal for chaos, perfectly safe for anyone Sane.

The Blood Angels have developed a trio of psychic dicilpines based on the Three Curses, which are empowered the more that particular psyker has given into that curse.
Those who draw on the Curse of Blood for power are provided with a wide range of strength and healing spells, both self-targeted and otherwise.
Those who draw on the Curse of Rage for power can gain access to a fragment of the skills of the Primarch and share them with their brothers.
Those who draw on the Curse of Fate gain the ability to better weaponise their Fate of a Martyr, with many powerful movement and fateweaving spells that all come with a price. Also, one really nasty spell that shares their luck with their enemy.

Contact (Tree Trolls) — It is possible to make contact with some of the Peoples of Avernus that you know of but are not in contact with. This is a dangerous task, however, and Kent Cline expects to lose several diplomatic teams in order to contact all but the closest Peoples of Avernus.

Cost: Diplomats' lives
Reward: Make contact with selected People, allows trade

Complete

While the Tree Trolls seem no different from the Stone and Ice Trolls at first glance, after making contact with them Kent Cline found them to be very different, and in fact be the only Trolls not closely tied with the Remnant Kingdom, or interested in becoming True Trolls.

The Tree Trolls have a symbiotic relationship with the Fortress Trees, relying on them for power, protection and almost everything that they make while acting as their empires and hands in the wider world. In many ways, they are best viewed as Guardians of Avernus rather than People of Avernus. In this role they tend to remain aloof from the affairs of the Peoples of Avernus, but when they are forced to intervene they demonstrate that while seemingly primitive, their wooden weapons and armour are superior to all but the greatest of metals, and that enhanced by the power of their home trees the magiccs that they wield are some of the greatest on Avernus.

Speaking of magics the Tree Trolls make use of a unique lore that combines the Winds of Life, Light and Beasts with something almost divine and the pure, unadulterated POWER of the Geomantic Web.

Research Trading (Khoswe) — It may be possible to trade some of your research into the wildlife of Avernus to one of the neighbouring Peoples in exchange for their own research. This is a topic that brushes against several common cultural issues for the Peoples of Avernus, so must be handled carefully.

Difficulty: 90

Cost: Free
Reward: Trade information with selected people on Avernite wildlife, possible large gains in research

Complete

Kent Cline found that the Khoswe were already sharing everything that they discovered with you, though at least he was able to set things up so you could pay them back with your own discoveries. The Khoswe's racial guilt complex makes negotiating with them so weird.

Personal Attention: Research Trading (Searing Sea Sirens) — It may be possible to trade some of your research into the wildlife of Avernus to one of the neighbouring Peoples in exchange for their own research. This is a topic that brushes against several common cultural issues for the Peoples of Avernus, so must be handled carefully.

Difficulty: 90

Cost: Free
Reward: Trade information with selected people on Avernite wildlife, possible large gains in research

Complete
d100=78+27(doplomacy)=105: Success

The Searing Sea Sirens are willing to share some of their insights on enchanting with Runes with the Telepathica in exchange for some of your own insights into Rune Enchanced Technology.

Trade (Imperial Trust) — Avernus has trade relations with many other members of the Imperial Trust and several of the Peoples of Avernus. You could always make a deal with them based on your current contracts.

Reward: Trade

Complete

Kent Cline arranged for you to start paying a fifth of your tithe with Exotic Material, and to import more Materials and Prometuim to fill your relatively empty reserves.

Power LevelTotalPureChaosDealt withCaused Damage% damage inflicted
a+40337521%
a14,21612,6131,6031,32328029%
b235,217221,09514,12212,1072,01552%
g1,309,7311,281,12228,60925,6852,92419%
d5,613,1315,613,1310000%
e10,914,42110,914,421
z13,097,30513,097,305
Minor1,541,384,4411,541,384,441
LossesMilitia/ Hunter/ Psy-HunterPDF/ Veteran Hunter/Master Psy-HunterHelltrooper/Elite Hunter/Grandmaster Psy-Hunter/ Last HunterHelguard/Master Hunter/ Primaris Psy-HunterGrandmaster HunterExemplar Hunter
Soldier8,610,325,25227,983,5573,109,284310,928
Psyker Hunters705,186117,53115,111686382
Witch Hunters1,394,873232,47929,8901,358754
minor Psy-hunters25,6465,23224912
major Psy-Hunters1,28226261
Last Hunters1236
Voids47,0887,8481,308218
Nulls18,8353,13952387
Thunder Hunters22,6025,651

Hunting (Unchained Choice): Five Times— Jane is now counted among the greatest killers in the galaxy now, and thanks to the Primal Warp and the Webway is in position to make use of it. She can use these skills to slay those whose deaths can change the results of sector spanning wars, or even the fate of the galaxy itself if her targets are chosen wisely.

Time: 1 year (limit 10 Jane actions a turn)
Difficulty: 250 (uses Combat)

Cost: Free
Reward: Kill selected target/s, gain 1 Unchained minor favour per 5 Unchained Choice actions
Stunt: Opheila had long since adapted to Janes presence, keeping back their scorers and dedicate vast resources to their protection. This suited her just fine, instead of picking them off she could instead force them to stay off the front lines. And if a certain spy was found..

Complete
1st d100=38+108(combat)+252(traits)+20(Blade of the Tempest)+5(The Right Moment)+4(Honing an Edge)+5(stunt)=432: Greater Critical Success
2nd d100=88+108(combat)+252(traits)+20(Blade of the Tempest)+5(The Right Moment)+4(Honing an Edge)+5(stunt)=482: Perfect Critical Success
3rd d100=12+108(combat)+252(traits)+20(Blade of the Tempest)+5(The Right Moment)+3(Honing an Edge)+5(stunt)=405: Greater Critical Success
4th d100=23+108(combat)+252(traits)+20(Blade of the Tempest)+5(The Right Moment)+3(Honing an Edge+5(stunt))=443: Greater Critical Success
1st d100=94+108(combat)+252(traits)+20(Blade of the Tempest)+5(The Right Moment)+2(Honing an Edge)+5(stunt)=502: Perfect Critical Success

Jane has recently switched targets from the sorcerers of the Theocracy to the hidden agents of the First Prince, letting her Archtype-guided instincts lead her to where they are hiding.

Hunting (Realm of Death): Twice— Jane is now counted among the greatest killers in the galaxy now, and thanks to the Primal Warp and the Webway is in position to make use of it. She can use these skills to slay those whose deaths can change the results of sector spanning wars, or even the fate of the galaxy itself if her targets are chosen wisely.

Time: 1 year (limit 10 Jane actions a turn)
Difficulty: 250 (uses Combat)

Cost: Free
Reward: Kill selected target/s, gain 1 Unchained minor favour per 5 Unchained Choice actions
Stunt: The Realm of death had not yet adapted to Janes presence in the war, but the odds where high this could change rapidly, there where doubtlessly contingency plans for her. So her first strike would have to count, timed to catch as many of their best on the front lines as possible.

Complete
1st d100=66+108(combat)+252(traits)+20(Blade of the Tempest)+5(The Right Moment)+4(Honing an Edge)+5(stunt)=460: Perfect Critical Success
2nd d100=6+108(combat)+252(traits)+20(Blade of the Tempest)+5(The Right Moment)+4(Honing an Edge)+5(stunt)=400: Greater Critical Success

Jane started her hunt in the realm of Death by seeking out Alax the Vermin Prelate, one of the senior Plaguecaster of the First Plague Company, and therefore one of the greatest and most respected Sorcerors within the Death Guard. While he had honed himself into a living conduit of his Dark God, before the sheer precision of the Witch Hunter, his powers proved worsethann useless, only serving to cover her approach from the fire of his retinue.

Hunting (Eldar Choice): Thrice— Jane is now counted among the greatest killers in the galaxy now, and thanks to the Primal Warp and the Webway is in position to make use of it. She can use these skills to slay those whose deaths can change the results of sector spanning wars, or even the fate of the galaxy itself if her targets are chosen wisely.

Time: 1 year (limit 10 Jane actions a turn)
Difficulty: 250 (uses Combat)

Cost: Free
Reward: Kill selected target/s, gain 1 Unchained minor favour per 5 Unchained Choice actions
Stunt: Many were the Sorcerers that the Eldar wanted killed who would have thought themselves safe short of divination from the likes of Eldrad or Ridcully that could not be spared. The Witch Hunter was above needing those now.

Complete
1st d100=87+108(combat)+252(traits)+20(Blade of the Tempest)+5(The Right Moment)+4(Honing an Edge)+5(stunt)=481: Perfect Critical Success
2nd d100=50+108(combat)+252(traits)+20(Blade of the Tempest)+5(The Right Moment)+4(Honing an Edge)+5(stunt)=444: Perfect Critical Success
3rd d100=67+108(combat)+252(traits)+20(Blade of the Tempest)+5(The Right Moment)+3(Honing an Edge)+5(stunt)=461: Greater Critical Success

The Eldar had Jane hunting down some of the better-hidden Sorcerors of Chaos who were plotting in relative safety. Guided by the divine power she has yet to accept, Jane Oakheart found and removed some of the festering threats hidden in the far reaches of the galaxy, and one in a Quartus hive, lucky she was tasked to hunt him.

Tranth Pattern Weapon- Archmagos Tranth has a plan to design the best possible weapon that he can. He is currently thinking on basing it on Neutron lasers, as one of your most flexible weapon types

Advised support: Exotic Fundamentals (Hybrid), Explore Termite Archives (Weapons), Exotic Fundamentals (Weapons), Krork Aid (combo-weapon), Frigid Sea Sirens Aid (Hybrid), Telepathica Aid (Hybrid)
Other Support: Ynnari Aid (Laser), Silver Tide Aid(mass production), Secondus-Tau Aid (Anti-Dragon), First Worldship Aid(High Technology)

Time: 25 years
Difficulty: 300 (18%)

Cost: 5,000,000 Thrones, 5,000,000 Advanced Material, 10,000,000 Exotic Material, 10,000 Relic Material
Reward: Tranth designs a weapon costed for Helguard use
Stunt: The key lay in the intersection of reality and unreality, the places where physics had been scoured thin by the War in heaven. Weapons that could be made to function in those blurry greyzones between physics and metaphysics could tap into some of the strengths of both without the weakness of either, Tranth would assemble those broken pieces together into something new.

In Progress- Nine out of Twenty-Five years completed

Archmagos Trnath has recently begun work on designing the best handheld weapon he can create. Inspired by technologies such as Neutron Sheath and Hardlight Casing, he has decided to develop a multi-stage weapon that combines energy and munitions.

Technology Fundamentals: (Power Armour) — 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: 3 years for basic, 6 years for advanced, 9 years for exotic, 12 years for relic
Difficulty: 120 (+20 per level above basic, does not get any non-character bonuses)

Reward: Gain an understanding of the fundamentals of selected technology, allowing further improvements and uses
Stunt: The key to understanding power armor on a deep level was the ability to see its use in the field and ts technological construction as a holistic whole rather than two separate aspects. Its cost and abilities shaped doctrine, as doctrine and foes shaped the needed abilities and costs. It was fortunate that such analysis was his specialty.

Complete
d100=38+48(stats)+60(traits)+5(stunt)=151: Success

Archmagos Tranth spent nine years studying all the forms of power armour used in the galaxy, from the form-fitting bodysuits used by the Harlequins to the bulky Battlesuits of the Tau. He even took a brief look into Knights, which he tells you are actually best viewed as an oversized set of power armour rather than a vehicle.

Termite Archives: Explore (Engines) — The Termite Archives are possibly the largest archive of technology in the galaxy. While its archiving system is insufficient, there is still a reasonable chance that you will find some useful technology if you spend a few years digging into it. Maybe even similar to what you are looking for.

Time: 2 years
Difficulty: 290

Cost: Negligible
Reward: Find either new technology or path to new technology, the higher the roll the closer to what you asked
Stunt: Normally the size difference would render Termite propulsion technology borderline useless, the practical realities of movement changing more than most things with size. With the Termites insane approach to everything they did, it merely narrowed his search down to the most interesting ideas that could scale non-suicidally.

Complete
d100=80+48(stats)+65(traits)+80(buildings)+25(other)+5(stunt)=303: Success

Archmagos Tranth managed to uncover several hundred intriguing designs for engines, although each of them had critical flaws that stopped him from simply copying elements of their design.
Inbuilt Powers: Psygentics- There are three issues that Archmagos Biologis Maxmal will need to solve before he can create people with innate powers. The first of those issues is a genetic treatment that provides someone with the required psygentics to allow their body to channel the Warp in relative safety and then shape said genetics into spellforms of the abilities in question. While this would once have been an impossible task, Archmagos Maximal has spent much of his career studying exactly the required psygentics, and is confident that he can create such a treatment.

Time: 4 years
Difficulty: 425(26%)

Cost: 2,000 Relic Material
Reward: Figure out genetic treatment to give someone psygentics in the shape of the required spellforms, first issue of making innate powers solved
Stunt: The warp cared deeply about form, but not exclusively. Simply adding props to a lab was insufficient. He could not stick a tube of bubbling green liquid next to a normal cell culture matrix and call it a day, instead he used a growth medium if biolumsnet alge that used the constant bubbling to mix the liquids, there were better cheaper ways to do all of this, but none would work as well for this. So then the question was, how to apply that concetp to the gentic code?

Complete
d100=33+295(stats and traits)+80(buildings)+25(other)+5(stunt)=438: Success
Re-roll d100=3+295(stats and traits)+80(buildings)+25(other)+5(stunt)+52(The Blind Seer)=450: Success

It took some finicky work to figure out how to create spellforms out of genes, but with the aid of some Telepathica experts, Archmagos Biologis Maximal could do it. He tells you the trick is in thinking in 3 dimensions and taking all the protein folding into account.

Inbuilt Powers: Narrative Ties- There are three issues that Archmagos Biologis Maxmal must resolve before he can create people with innate powers. The final issue is establishing the narrative connections of "the parents can do it, so so can the children" and "all of these can do this." Archmagos Maximal is fairly confident that he can provide this link with the right martial order and ritual initiation into the order, possibly supported by founding the order with psykers who can already use the power in question.

Time: 5 years
Difficulty: 450(41%)

Cost: 2,000 Relic Material
Reward: Figure out how to give someone the right narrative ties to support their innate power, the third issue of making innate powers solved
Stunt: Psygenics was a mixture of warpcraft and science, and this was far more warpcraft than science, rituals, customs and mindsets would matter more here than the genes. Blood ties had strength in the warp, but were distinct from mere genetic similarity. This was not insurmountable however, the law of attraction could be applied to specific genetic sequences and features, affanies for specific metaphors and persanlity ticks that could be shaped into the brain, a dozen minor ways to tell the warp that throw individuals where Kin in ways it understood.

Complete
d100=36+295(stats and traits)+80(buildings)+25(other)+5(stunt)=441: Fail
Re-roll d100=45+295(stats and traits)+80(buildings)+25(other)+5(stunt)+52(The Blind Seer)=492: Success

As Archmagos Maximal suspected, creating a martial order with an appropriate narrative and a ritual induction provided the correct narrative ties. As a side effect, he has founded a martial order of battle Psykers who have a notably easier time Blinking than normal. Maybe the Telepathica should look into more orders.

Complete Examination (Jitterleaf) — 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: 5 years
Difficulty: Unknown

Reward: Discover large amounts about selected species
Stunt: Working out exactly what changed when the leaves were roasted was the key, he was sure of it. was the effect simply weakened, or was it being fundamentally changed? Once he figured that out, he would know if he was looking at a potential combat drug, or a better version of recaffe.

Complete
d100=82+295(stats and traits)+80(buildings)+25(other)+5(stunt)=487: Success
+10% to number of Hero actions

According to Archmagos Maximal, while Jutterleaf is a medical stimulant that causes cardiovascular problems when overdosed, more importantly, it has magical impacts. Interestingly, this means that a more industrial method of treating it removes far less of the adverse side effects than the ritualised process of making a tea out of it.

Archmagos Maximal has worked with the Order of Alkahestry to create a Jitterleaf Tea Potion that is far more effective at removing fatigue without side effects.

Complete Examination (Leviathans) — 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: 5 years
Difficulty: Unknown

Reward: Discover large amounts about selected species
Stunt: Accessing if it would even be useful to use the leviathans as warbeasts ran into a snag in the early concept stages, wet navies where a subject of relativly little study among mankind. Forutnatly, the peoples of avernus had made extensive study of the matter and where quite willing to open their archives.

Complete
d100=55+295(stats and traits)+80(buildings)+25(other)+5(stunt)=460: Success

Archmagos Maximal spent half of the last decade studying Leviathans, an amphibious species considered apex predators on land and ranking quite high on the food chain in Avernus' oceans. He tells you they are quite intelligent for animals, possessing a highly developed memory and social skills, which makes taming them far easier than it is for more solitary species, but limits what you can command them to do. They could probably be a nasty addition to Primal Corps, however, adding a whole new amphibious capability.

TrialsAlpha PlusAlphaBetaGammaDeltaEpsilonZetaMinor
Passed266,011111,746609,7963,154,5887,192,9029,497,964889,901,002
Attempted337,286131,466696,9103,505,0977,776,1119,997,857974,550,777
Percent passed79%83%85%87%90%92%95%91%
PrimarisAlpha PlusAlphaBetaGammaDeltaTotal ChangeTotal Number
Regular204,10550,367136,824704,949896,2654,074,130
Veteran24916,25017,24890,041114,032719,609
Elite0273631,0295,4976,91646,555
Master0111341842301,350
Grandmaster00015633
Total Change224,62356,991155,135800,6771,017,449
Total Number8320,473263,005730,2023,827,9134,841,572
Battle PsykerBetaGammaDeltaEpsilonZetaMinorTotal ChangeTotal Number
Regular8,975105,850963,9023,216,5864,247,38426,619,39735,162,094444,785,324
Veteran3,01827,749172,175574,456744,23136,973,29638,494,926267,579,121
Elite4543,41626,21591,656115,7678,657,3128,894,82044,576,040
Master464232,7829,86612,668565,877591,6623,033,940
Grandmaster1127325933512,66113,34068,920
Exemplar001237683645
Paragon000000.2804
Total Change12,494137,4501,165,1483,892,8265,120,38872,828,62083,156,924
Total Number52,535492,4263,018,64110,136,74213,105,020733,238,631760,043,994
SanctionitesBetaGammaDeltaEpsilonZetaMinorTotal ChangeTotal Number
Regular14,630158,674817,4722,631,7933,473,80582,445,93689,542,310849,258,796
Veteran2,94232,551169,895552,126730,00041,534,77443,022,289256,908,649
Elite2172,45712,94741,87755,2293,390,3453,503,07318,836,000
Master5613281,0641,41381,63684,507483,555
Grandmaster0039126216454,559
Exemplar000001.6217
Total Change17,795193,7431,000,6453,226,8694,260,459127,453,315136,152,826
Total Number79,345881,0254,602,59814,915,53419,707,5111,105,114,6851,125,491,576
Neo-AstropathsBetaGammaDeltaEpsilonZetaTotal ChangeTotal Number
Neo-Astropaths-105-1,168-6,105-21,051-27,838-56,26894,568
Veteran Neo-Astropaths-37-428-2,265-7,472-9,843-20,045342,870
Elite Neo-Astropaths222391,2494,3445,75411,609124,608
Master Neo-Astropaths3341795847671,56711,093
Grandmaster Neo-Astropaths015152041295
Exemplar Neo-Astropaths0000003
Total Change-118-1,322-6,936-23,580-31,141-63,096
Total Number1,07312,08563,600214,136282,544573,437

Witch FindersTotal ChangeTotal Number
Regular6,861,774277,292,516
Veteran17,603,252119,630,186
Elite2,204,04011,429,910
Master68,771361,528
Grandmaster6483,946
Exemplar215
Total26,738,487408,718,101

InquisitionAlpha PlusAlphaBetaGammaDeltaEpsilonZetaMinor
18,660,39917529,32325,408131,441299,704395,74917,798,020

Greater Divination (Dragon Front): Four Times— 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)
Difficulty: 80

Cost: 20 Thrones
Reward: Information on focus; the narrower the target, the more information
Stunt: How would the Dragon handle the reversal in fortunes? Was it making superweapons? Ridcully looked through the fractures in the weave of reality that the Dragon had yet to close for glimpses at it's plans.

Complete
1st d100=18+56(stats)+120(traits)+10(Seer Council)-130(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+5(stunt)=139: Success
1st re-roll d100=93+56(stats)+120(traits)+10(Seer Council)-130(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+5(stunt)+12(Paragon Seer)=226: Greater Critical Success
2nd 100=77+56(stats)+120(traits)+10(Seer Council)-130(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+5(stunt)=198: Critical Success
2nd re-roll d100=77+56(stats)+120(traits)+10(Seer Council)-130(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+5(stunt)+12(Paragon Seer)=210: Greater Critical Success
3rd d100=95+56(stats)+120(traits)+10(Seer Council)-130(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+5(stunt)=205: Greater Critical Success
4th re-roll d100=4+56(stats)+120(traits)+10(Seer Council)-130(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+5(stunt)+12(Paragon Seer)=125: Success
4th re-roll d100=44+56(stats)+120(traits)+10(Seer Council)-130(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+5(stunt)=177: Critical Success
1st re-roll d100=93+56(stats)+120(traits)+10(Seer Council)-130(Dragonmen)+10(Star Chamber)+50(Orb of Lileath)+5(stunt)+12(Paragon Seer)=226: Greater Critical Success

High Grandmaster Ridcully has continued to dedicate a considerable amount of his time to supporting the forces on the Dragonfront. This has mostly been about identifying some of the supwerweapons that the Dragon is building to reverse its fortunes, allowing for work on countering to begin before they enter the battlefield.

Greater Divination (Unchained)- 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)
Difficulty: 80

Cost: 20 Thrones
Reward: Information on focus; the narrower the target, the more information
Stunt: Belakor, of course, still had his agent in the Unchained leaking copious intelligence. Was it Alpharius reborn? Yet another of Belakor's hidden agents like John Smith, now brought out and deployed?

Complete
d100=19+56(stats)+120(traits)+10(Seer Council)+25(Orb of Lileath)+10(Star Chamber)-50(wards)+5(stunt)=195: Critical Success
Re-roll d100=93+56(stats)+120(traits)+10(Seer Council)+25(Orb of Lileath)+10(Star Chamber)-50(wards)+5(stunt)+12(Paragon Seer)=281: Perfect Critical Success

High Grandmaster Ridcully finally managed to pinpoint the mysterious leak within the Unchained. It appears that the First Prince has discovered how to convert Deva into his own without leaving any noticeable signs, and that some of the Triumvette's Deva has been turned without anyone being the wiser.

Greater Divination (Eldar Choice)- 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)
Difficulty: 80

Cost: 20 Thrones
Reward: Information on focus; the narrower the target, the more information
Stunt: There were apocalypses and breaks in reality still being uncovered from the clash of superweapons not so long ago. Many were problems to be navigated. A handful were opportunities to be exploited.

Complete
d100=93+56(stats)+120(traits)+10(Seer Council)+25(Orb of Lileath)+10(Star Chamber)-200(reality break)+5(stunt)=119: Success

The Eldar required that High Grandmaster Ridcully look into a wandering region of dissociation that was created by the superweapon exchange with the Dragon. He was able to determine that it was the result of a wandering knot in the Warp which is consuming all of the Sa that is usually being used to patch over the holes in reality left by the War in Heaven.

Divination (Eldar Choice): Four Times— 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 neighbouring sectors without putting any scouts at risk.

Time: 1 year
Chance of Success: 20%

Cost: 20 Thrones
Reward: Information on selected polity, location, etc.; the narrower the target, the more information
Stunt: The Forces of Chaos could be controlled and managed by organized and timing betrayals appropriately and correctly. Ridcully's divination would help the usurpers and betrayals succeed - At the very least, in making the attempt. Sometimes total success was desired, and other times..

1st d100=72+56(stats)+120(traits)+10(Seer Council)-50(Wards)+10(Star Chamber)+25(Orb of Lileath)+5(stunt)=248: Greater Critical Success
2nd d100=13+56(stats)+120(traits)+10(Seer Council)-50(Wards)+10(Star Chamber)+25(Orb of Lileath)+5(stunt)=189: Critical Success
2nd re-roll d100=44+56(stats)+120(traits)+10(Seer Council)-50(Wards)+10(Star Chamber)+25(Orb of Lileath)+5(stunt)+12(Paragon Seer)=232: Greater Critical Success
3rd d100=54+56(stats)+120(traits)+10(Seer Council)-50(Wards)+10(Star Chamber)+25(Orb of Lileath)+5(stunt)=220: Greater Critical Success
4th d100=93+56(stats)+120(traits)+10(Seer Council)-50(Wards)+10(Star Chamber)+25(Orb of Lileath)+5(stunt)=2698: Greater Critical Success

High Grandmaster Ridcully spent several years fostering discontent within the Principalities of Change to weaken them for the planned raid on their shipbuilding capability. He managed to time events so that several key defensive fleets were out of position, dealing with revolts and unable to defend their anchorages, while the orbital defences of another shipyard were out of commission due to a civil war currently being waged against them.

Divination (Realm of Death): Twice— 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 neighbouring sectors without putting any scouts at risk.

Time: 1 year (can only be taken three times per turn, including free action)
Difficulty: 80

Cost: 20 Thrones
Reward: Information on focus; the narrower the target, the more information
Stunt: There were many ways to defend against Divination. Many of the simplest used by the Realm of Death relied on having a Daemon Primarch. This was not just in the realm of wards, but in the ways of planning, of mitigating the information a diviner could gain. Those ways were very recently crippled.

Complete
1st d100=16+56(stats)+120(traits)+10(Seer Council)+25(Orb of Lileath)+10(Star Chamber)-10(wards)+5(stunt)=241: Greater Critical Success
2nd d100=89+56(stats)+120(traits)+10(Seer Council)+25(Orb of Lileath)+10(Star Chamber)-10(wards)+5(stunt)=305: Perfect Critical Success

High Grandmaster Ridcully was able to divine details of the various daemonic pacts that those worlds in the next wave of targets can use to defend themselves, allowing for the attacks to be planned with better knowledge about what enemy reinforcements they will have to deal with.
Bypassing Void Shield — After consulting with Tranth, Tamia tells you that it should be possible to create psychic effects that bypass and disrupt Void Shields. She warns you that due to the sheer strength of naval void shields, dispelling them would take a major investment of psykers, but bypassing would be more practical. Her current theory on the best way to bypass them would involve finding the frequencies that the void shield operates on and phasing a munition to a different frequency. It worked for Phase-Tigers against you, it can work for you against your foes.

Time: 5 years
Difficulty: 130 (uses Learning)

Cost: 20,000 Thrones, 200 Material, 200 Advanced Material, 2,000 Exotic Material, 2 Relic Material
Reward: Figure out how to bypass void shields
Stunt: The true issue as it turned out was not bypassing a void shield whose frequency was known, but rather developing techniques to rapidly identify and handle shifting frequencies on the fly.

Complete
d100=61+20(stats and traits)+35(Roke Island)+15(Lizardmen)+5(Khoswe Archives)+5(stunt)=141: Success

Xavier spent four years working on creating a psychic power that could allow an attack to bypass Void Shields, before realising that he was doing it wrong. It then took him a year to create a psychic power that could shroud an attack in the Shadow in such a manner that a Void Shield would not recognise its presence. Currently, this power can be used on attacks of all scales, though as attacks get more powerful, more and more magical power is needed to shroud it.

Upgrade Psyker City Wards- Tamia believes that it would be possible to double the capacity of your psyker hives by raising the quality of their wards by an entire grade, which would increase the cost tenfold. However, this could be affordable. It will take the better part of a decade to redesign the wards with the new quality in mind.

Time: 9 years
Difficulty: 250(uses learning)

Cost: 20,000 Exotic Material, 5,000 Relic Material
Reward: Tamia designs an improved, more expensive set of wards for your psyker cities that can allow a higher density of psykers to live within.
Stunt: To get some good context, Tamia started with simple mockups of the obvious approaches - what if we applied more power, what if we refined the narrative, what if we tried to make the city resonate with beneficial things. Then she started to get more esoteric in her brainstorming - is there any way to use Culture Spirits or The Primal? Perhaps we could dump miscasts into a Ka battery? Most of her ideas didn't pan out, but the ones that did…

Complete
d100=40+152(stats and traits)+35(Roke Island)+15(Lizardmen)+5(Khoswe Archives)+5(stunt)=252: Success
Re-roll d100=74+152(stats and traits)+35(Roke Island)+15(Lizardmen)+5(Khoswe Archives)+5(stunt)+52(the Blind Seer)=338: Critical Success

Tamia ended up creating a new set of wards that were mainly based on a mix of Runecraft and Psychic Architecture but also incorporated a few elements she had learned from designing rituals, along with some narrative connections to The Shining Citadel using the Law of Attraction. The result was a set of wards more than an order of magnitude costlier than your current warding systems, which will be able to handle three times the density of student psykers without any issues.

Initial Research Collaboration (Weapon)- Given that all of Tranths proposed major Projects are planned to be Hybrid Technology having the Telepathica devote major resources to aid him could only help.

Time: 4 years (must be taken in the same turn as the project)

Difficulty: 150

Cost: 1,000,000 Thrones, 1,000,000 Advanced Material, 2,000,000 Exotic Material, 1,000 Relic Material
Reward: better psytech in project, -5 to research difficulty
Stunt: The enchantment framework Tamia created would allow not just a feedback loop of energy, but would even allow nonpsykers to modulate a common minor battle psyker trick of change the energy weapon type of their weapon on the fly.

Complete
d100=17+152(stats and traits)+35(Roke Island)+15(Lizardmen)+5(Khoswe Archives)+5(stunt)=229: Critical Success

While other psykers helped with adding runes and other enchantments, Tamia's work on assisting Tranth's weapons development project was far more esoteric. She focused on providing conceptual weight to the weapon, allowing it to better pierce Sa based defences and overcome opposing narratives.

Magic: Warp Breakdown: A Final Step- Tamia has now refined the Warp Breakdown Power so that not only can any of your psykers use it in calm conditions, but anyone with at least veteran skill can use it in combat, and Masters can do it subconsciously. Tamia is confident that there is at least one more level of refinement possible, one that should allow even more psykers to subconsciously break down the Warp.

Time: 5 years
Difficulty: 290 (uses average of Control and Learning, if two grandmasters do it uses highest of each)

Cost: 2,000 Thrones, 20 Material, 20 Advanced Material, 200 Exotic Material
Reward: Improve Warp Breakdown power to its limit

In Progress - Three out of Four years completed

Tamia has been working on simplifying Warp Breakdown even further, to the point where all of your psykers can use to to break down hostile Sa based effects in combat and many of them can do it without needing to focus.

Personal Attention: The Heavenly Comet- The Heavenly Comet is a Cataclysm Spell that summons a devastating magical comet into the upper atmosphere, which eventually crushes the target area with a mix of brute force and magical energy. While the target will have entire hours to dodge the comet, if it hits even a major fortress will feel the hit.

Time: 2 year

Reward: Psykers learn The Heavenly Comet Cataclysm Spell

Complete

You spent a couple of years working with the Skinks to teach the very best of your Psykers who wield the Wind of Heaven how to cast The Heavenly Comet Cataclysm Spell. This is up there with Verdant Apotheosis in difficulty, with only Grandmaster Primaris Psykers and Paragon Battle Psykers who use the Wind of Heavens being able to cast it. So, currently only four psykers, though the number is increasing. You suppose, given the devastating power involved its still a powerful new asset.

Personal Attention: Improve Wards: Examination- It's time to improve the wards provided to your elites. Examination will need to be done however on what level of warding you can provide to your various tiers of forces.

Time: 4 years

Cost: 1,000,000 Thrones
Reward: Get options for improving the wards on your elites

Complete

After conducting a thorough examination, you decided that you would need to completely redo all of the wards currently used by your military or preferably have Tamia redo them. While the wards in use were once the pinnacle of mass-produced psykers, compared to your current understanding of magic, they are crude, unstable things that are far too fragile to work against true enemies.

Personal Attention: The Monstrous Regiment- The Monstrous Regiment is a Cataclysm Spell that imbues a division-sized group of allies with the strength and toughness of the wilds, massively boosting each member. The spell lasts for an hour before expiring, and repeated castings increase the duration additively up to a full day.

Time: 2 years

Reward: Psykers learn The Monstrous Regiment Cataclysm Spell

Complete

The Monstrous Regiment is one of the more challenging Cataclysm Spells, though still far short of The Heavenly Comet. It will require one of your two hundred Master Primaris Psykers or thirty Exemplar Battle Psykers that use the Wind of Beasts to cast. As expected.

Personal Attention: Use of Cataclysm Magic (Death) — Cataclysm Magic is the peak of Winds use, and makes use of a combination of self-propagating spell forms and calling on an echo of the spell that has been carved into the Warp itself to allow spells of incredible power to be cast by psykers that could never successfully channel them. While you are far from being able to make Cataclysm Spells of your own, the Lizardmen are willing to teach you some of theirs. The next step is to teach you the various ways of using Cataclysm Magic with a particular Wind, and giving you an overview of the Cataclysm Spells for that Wind that they are willing to share.

Time: 3 years
Cost: Negligible

Reward: Learn how to use Cataclysm Magic for particular Wind, get Cataclysm Spell list for selected Wind

Complete

Shyish, the Winds of Death, tends to focus on attacking the soul, a trend that remains true for its Cataclysm spells. After three years of study, you were able to grasp the basics of what the three Cataclysm Spells that the Lizardmen will share for you in this particular field.

The Choking Foe fills an area with a thick fog that will slowly drain the life from those within it, with eventually even their souls being reduced to nothing.
Ashes and Dust is a masterpiece of entropy made manifest, and all within it rapidly break down into dust and ash under its assault.
The Final Toll is the ring of a single bell, which spells The Certain End to its target unless they can resist it.

Personal Attention: The Astromancer's Foresight- The Astromancer's Foresight is a Cataclysm Spell that gives the caster's allies a hint of the caster's foresight. While the amount of foresight granted is minor, any precognition can have a major impact and it can effect an entire division worth of troops at a time.

Time: 1 year

Reward: Psykers learn The Astromancer's Foresight Cataclysm Spell

Complete

The Astromancer's Foresight is one of the simpler Cataclysm Spells, with almost fifteen thousand of your Elite Primaris Psykers and Grandmaster Battle Psykers being able to use it.

Personal Attention: The Thunderstorm-The Thunderstorm is a Cataclysm Spell that fills the skies with a Thunderstorm, striking down the caster's foes with bolts of lightning and rendering the entire area rather dangerous to fly through. The storm is large enough to cover an entire battlefield, and while the damage done to ground targets is minor by the standards of a Cataclysm Spell, it is far more dangerous for those who fly with only heavy flyers daring to risk the skies, and even they are not immune.

Time: 2 year

Reward: Psykers learn The Thunderstorm Cataclysm Spell

In Progress- One out of Two years completed

As one of the more complex Cataclsym spells, it will take you another year for your psykers to have a good enough understanding of it to cast it.
Necron Learning- Asmotekh the Claimant, one of the few Necrons who has started studying to become a Cryptek in the recent era and has yet to be fully inducted has been tasked to teach Aria the basics of Ka use. He will demand two decades of her uninterrupted time to get her to a reasonable level.

Time: 20 years

Cost: Free
Reward: Aria trained by a Necron Aprience Cryptek in Ka use
Stunt: Aria understood, intellectually, that humanity's understanding of Ka was barely past the stone age; perhaps in early bronzeworking at most. Having to relearn the fundamentals of Ka all over again, however, truly drilled into her the vast gulf between a rock and gauss laser.

In Progress- Ten out of Twenty years completed

Ten years ago a Necron Jackal Class Raider landed on a cleared area in the deserts of Aridia, and Aria was informed that her master was here to teach her. A few hours later, she walked into the Necron ship, and has yet to exit or make contact with those outside.
Adeptus Astra Telepathica: Prepare Expeditionary Force: Realm of Death- With your other commitments being what they are, you can afford to deploy around three-quarters of your Battle psykers to aid combat the Realm of Death for the coming decade. This should have a massive impact on a handful of battlefronts.

Time: 5 years (if hero action is used hero will be deployed)

Cost: Negligible.
Reward: Three quarters of your Battle psykers deployed to fight the Realm of Death for the turn

Complete

Xavier personally led his Battle Psykers to the Realm of Death to help shore up the rather sparse High Command you have for the coming five years.


Expand Warproot Farms- Now that you have the basics of farming Warproot down, it's time to expand production. It's estimated that you should be able to expand your farm's production fivefold before running into any issues.

Time: 12 years

Cost: Negligible
Upkeep: Negligible
Reward: Build Large Warproot farms, +255k doses of Warproot a year

Complete

Eight years ago the expansion of the Warproot Farms was completed, allowing you to grow hundreds of thousands of doses a year. Unfortunately, this is the last expansion that your shamans believe they can keep functional for the moment. Still, it's enough that you should be able to finish dosing your Grandmaster Psykers within two years, though its centuries from being able to dose your Master level psykers.

Troll Expedite: Expand Psyker Districts- Your psyker population is growing to the point where they will run out of space to live within the next few decades. As such it may be time to expand your Psyker Disticts to cover a full five percent of your Hives.

Time: 24 years

Cost: 300,000,000 Thrones, 30,000,000 Material, 740,000 Metal, 3,000,000 Prometuim, 30,000,000 Advanced Material, 1,100,000,000 Exotic Material, 97,000 Relic Material
Upkeep per year: 3,000,000 Thrones, 300,000 Material, 7,400 Metal, 30,000 Prometuim, 600,000 Advanced Material, 11,000,000 Exotic Material, 970 Relic Material
Reward: Expand your psyker districts fivefold to cover 5% of your Hives, increase maximum psyker housing to 17 billion

Complete

Finally, the expansion of the Psyker Districts in all of the Hives of Avernus has been completed. These districts now cover a full five percent of your Hives, being able to house over four times the Imperial Trust's total psychic population. It should be enough to last for nearly a century, according to your current estimates.

Battle Psyker Pilots- Minor battle psyker pilots for atmospheric fighter craft would be an effective use of their skills, though even Avernus does not produce enough to pilot all of your fightercraft with diviners. Xavier tells you that this would be best done by adding a new Division rather than splitting it off into an Order.

Time: 3 years

Cost: Negligible
Reward: Start training Battle Psyker Pilots

Complete

It took three years tos et up a new division in the Department of War, that of psyker Pilots. While currently numbering only a hundred thousand or so, it is expected to grow into one of your larger divisions as psykers get more integrated into your regular military.

Troll Expedite: Adeptus Astra Telepathica: Colossal Tallship Shipyard- Tallships are second only to the Webway in creating a fast, reliable, and safe logistics network. Building a new Tallship Shipyard will once more take a major investment of effort from the Telepathica due to its location in the Primal Warp.

Time: 10 years (must be taken with Adeptus Astra Telepathica: Colossal Tallship Shipyard, must wait until current Tallship Shipyard action is finished)

Cost: 6,000,000 Thrones, 30,000,000 Advanced Material, 5,000,000 Exotic Material
Upkeep per year: 300,000 Thrones, 1,200,000 Advanced Material, 250,000 Exotic Material

Reward: Provide the psychic half of Colossal Huge Tallship Shipyard

Complete

The Order of Construction carried out the psychic half of building the new Tallship shipyard without any issues.

Troll Expedite: Expand Psyker Hive: (City of Glass) — In two years' time, Tamia should have finished the designs to expand another psyker city into a Large Psyker Hive. While the estimates for price are incredible, work should begin as soon as possible so that you can finally have sufficient training facilities for your psykers. For a while.

Time: 17 years

Cost: 5,000,000 Thrones, 200,000 Material, 100,000 Metal, 20,000 Promethium, 3,300,000 Advanced Material, 170,000,000 Exotic Material, 32,000 Relic Material.
Upkeep per year: 55,000 Thrones, 2,200 Material, 1,100 Metal, 220 Promethium, 37,000 Advanced Material, 1,800,000 Exotic Material, 350 Relic Material.
Reward: Expand selected Psyker City to a Large Psyker Hive allowing it to house 100 million people including 60 million psykers

In Progress- Six out of twelve years completed

Over the last six years, work has been underway to expand the City of Glass, the heart of the Department of War, into a Large Psyker Hive. This expansion has taken advantage of Tamia's recently redesigned wards, which will allow it to house sixty million psykers when completed, more than the rest of your psyker cities combined.

Feasibility Study (Expanding the number of warbeasts in use by the military, perhaps PDF/Militia units?) — You occasionally come up with new ideas to improve your various aspects of Avernus. Having these ideas properly fleshed out and checked to see how feasible they are is the first step in putting them into practice.

Time: 1 year (1st each decade is free)
Reward: Have a proposal for new action examined to determine if it would work. If it does, will get new action

Complete

Currently, your formations use as many warbeasts as they need.

Feasibility Study (Superior psychic drugs, including psychic versions of drugs we already have compared to what we have now, using our better understanding of magic(ex: Alkahestry) and psygenetics) — You occasionally come up with new ideas to improve your various aspects of Avernus. Having these ideas properly fleshed out and checked to see how feasible they are is the first step in putting them into practice.

Time: 1 year (1st each decade is free)
Reward: Have a proposal for new action examined to determine if it would work. If it does, will get new action

Complete

It should be possible to create psychic versions of many of your drugs, mostly via Alkahestry.

Feasibility Study (Creating an omni-tool specifically for psykers) — You occasionally come up with new ideas to improve your various aspects of Avernus. Having these ideas properly fleshed out and checked to see how feasible they are is the first step in putting them into practice.

Time: 1 year (1st each decade is free)
Reward: Have a proposal for new action examined to determine if it would work. If it does, will get new action

Complete

The current high end Omni-tools provide all the capabilities that your psykers could ask for.

Feasibility Study (Adding Structural Integrity Fields to our hives) — You occasionally come up with new ideas to improve your various aspects of Avernus. Having these ideas properly fleshed out and checked to see how feasible they are is the first step in putting them into practice.

Time: 1 year (1st each decade is free)
Reward: Have a proposal for new action examined to determine if it would work. If it does, will get new action

Complete

Adding Structural Integrity Fields to your hives would allow you to notably boost their ability to withstand damage, and with the right power conduits even provide a good deal of additional surge protection in a particular area.

Feasibility Study (Colonizing Region Kappa, the lava region within Vigrid) — You occasionally come up with new ideas to improve your various aspects of Avernus. Having these ideas properly fleshed out and checked to see how feasible they are is the first step in putting them into practice.

Time: 1 year (1st each decade is free)
Reward: Have a proposal for new action examined to determine if it would work. If it does, will get new action

Complete

Region Kappa has been claimed by the Nation of Manylights of the Tzazars.

Feasibility Study (Providing warding services for other sane powers) — You occasionally come up with new ideas to improve your various aspects of Avernus. Having these ideas properly fleshed out and checked to see how feasible they are is the first step in putting them into practice.

Time: 1 year (1st each decade is free)
Reward: Have a proposal for new action examined to determine if it would work. If it does, will get new action

Complete

Between quality and quantity, the Telepathica could easily provide more and better wards then all but the Elder Powers have access to.

Personal Attention: Three Times- Given that you are better at delegation than Fredrick, it's still strange to think of him like that, was you will be able to spend some time personally overseeing projects.

Time: 1st Free (1 action otherwise)

Cost: Free
Reward: Allows Nurma to take 5 years of Personal Attention actions in anything but Mechanicus or Telepathica, a diplomacy action counts as two years for this

Complete

Over the last decade, you spent much of your time helping organise several projects within Telepathica. You really need to either establish a recognised research organisation or resolve the issue of non-psychers not being allowed Telepathica Membership sometime.

Socilise (Calemirdes)- Now that you're not working nearly every waking hour, you can actually take some time off and socialise. It would be lovely to spend hours with your friends and family rather than just a few stolen moments between urgent appointments or as you collapse into bed at the end of the day.

Time: 1 action

Cost: Free
Reward: Solace with selected person/group reduce stress

Complete

You spent some time reconnecting with Calemirdes over the last decade, finding the farseer understanding of your absence since you ascended to your current position. Along with catching up on your various activities over the last couple of decades, you somehow ended up in an extended debate about the ethical issues inherent in killing those who are currently allies but whom Foresight has determined will end up as foes.

Socilise (Rehcaet)- Now that you're not working nearly every waking hour, you can actually take some time off and socialise. It would be lovely to spend hours with your friends and family rather than just a few stolen moments between urgent appointments or as you collapse into bed at the end of the day.

Time: 1 action

Cost: Free
Reward: Solace with selected person/group reduce stress

Complete

While Rehcaet has remained with you since your ascension to Governor, and in fact has been one of your main conduits to the plans of Avernus itself, you have not really had the time to spend with him until recently.

Once you set aside time for him, you soon found yourself lost on a rather weird adventure in the Faithful Sea, much to your left-behind boduguards' frustration. It was right, you needed the activity and time to be Nurma, not The Governor.


Knowing Avernus (Poverty) — 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 Avernite culture and the smaller organisations that make Avernus so unique.

Time: Bonus, get 1 free per turn, can take extra

Reward: Get information about selected aspect of Avernite culture or organisation

Complete

Poverty on Avernus means a different thing than it does on many worlds, with basic food, shelter and medical care alongside militia-grade wargear being provided by the government alongside various training programs to try and lift people out of poverty. However, there are always individuals and families who, due to circumstances or incapability, do not manage to make more of themselves than that. These so-called militia-lifers don't really do anything productive beyond the milita. While these people live a life without many luxuries, at the very least they have a warm and secure place to call home, decent food and proper wargear.
Year IncomeThronesMaterialMetalPromethiumAdvanced MaterialExotic MaterialFoodRelic MaterialPopulationTax Debt
Starting240,564,90210,990,723135,251,5304,009,7012,782,352,9181,783,073,476137,826,178239,3151,567,399,865,425-604,865,900
Net Income694,177,33949,591,014-20,291,240108,409,596-86,517,169810,515,49716,882,434107,957111,968,334,023-490,579,815
Percent of Income used52.75%54.13%-99.10%4.85%132.06%21.15%12.90%26.04%
Remaining934,742,24160,581,737114,960,290112,419,2972,695,835,7492,593,588,973154,708,612347,2721,679,368,199,448-1,095,445,715
Percent Growth288.56%451.21%-15.00%2,703.68%-3.11%45.46%12.25%45.11%0.71%
 
Last edited:
Minor1,541,384,4411,541,384,441
I think we'll need to speedrun those telepathica campuses before the overpopulation crisis explodes.
+10% to number of Hero actions

According to Archmagos Maximal, while Jutterleaf is a medical stimulant that causes cardiovascular problems when overdosed, more importantly, it has magical impacts. Interestingly, this means that a more industrial method of treating it removes far less of the adverse side effects than the ritualised process of making a tea out of it.

Archmagos Maximal has worked with the Order of Alkahestry to create a Jitterleaf Tea Potion that is far more effective at removing fatigue without side effects.
Wow, that's way beyond my expectations.
High Grandmaster Ridcully finally managed to pinpoint the mysterious leak within the Unchained. It appears that the First Prince has discovered how to convert Deva into his own without leaving any noticeable signs, and that some of the Triumvette's Deva has been turned without anyone being the wiser.
Wow, what the fuck. What. That's possible?
The Eldar required that High Grandmaster Ridcully look into a wandering region of dissociation that was created by the superweapon exchange with the Dragon. He was able to determine that it was the result of a wandering knot in the Warp which is consuming all of the Sa that is usually being used to patch over the holes in reality left by the War in Heaven.
This is rather concerning.
d100=17+152(stats and traits)+35(Roke Island)+15(Lizardmen)+5(Khoswe Archives)+5(stunt)=229: Critical Success
Should Ridcully reroll this to see if he can critfish for Tamia getting a Greater Critical on her research assistance?
Over the last decade, you spent much of your time helping organise several projects within Telepathica. You really need to either establish a recognised research organisation or resolve the issue of non-psychers not being allowed Telepathica Membership sometime.
With what we know now, I think the best approach is convincing the Telepathica to allow non-psykers membership, possibly by association with an existing psyker.
 
Implement (Neo Mantolith): Planning
My baby! Huh, did not consider a resupply role. Too used to thinking of early quest when our Teleporters could only do living beings and their wargear. Nice!

Speaking of magics the Tree Trolls make use of a unique lore that combines the Winds of Life, Light and Beasts with something almost divine and the pure, unadulterated POWER of the Geomantic Web.
Oh, this is the first we've heard of one of the People's having regular use of the Geomantic Web. I wonder if they are looking into Primal as well. But that is also quite different, so who knows.

his powers proved worsethann useless, only serving to cover her approach from the fire of his retinue.
Always nice when a foes defenses backfire.

and one in a Quartus hive, lucky she was tasked to hunt him.
SHIT. Oh how I loathe infiltrators.

High Grandmaster Ridcully finally managed to pinpoint the mysterious leak within the Unchained. It appears that the First Prince has discovered how to convert Deva into his own without leaving any noticeable signs, and that some of the Triumvette's Deva has been turned without anyone being the wiser.
*keyboard smash* Fuckmothering gibblet gargling shit!

The Eldar required that High Grandmaster Ridcully look into a wandering region of dissociation that was created by the superweapon exchange with the Dragon. He was able to determine that it was the result of a wandering knot in the Warp which is consuming all of the Sa that is usually being used to patch over the holes in reality left by the War in Heaven.
*keyboard smash* Fuckmothering gibblet gargling shit!

Currently, this power can be used on attacks of all scales, though as attacks get more powerful, more and more magical power is needed to shroud it.
*keyboard smash* Fuckmothering gib- Damn it, sorry, got caught in that disassociation field. NICE! Chaos won't know what hit it.

and has yet to exist
!tihs gnilgrag tlebbig gnirehtomkcuf *unsmashes keyboard* this. fix me helping is nilboG a Sorry,
Should have expected this, but ceasing to exist is still a surprise.

and with the right power conduits even provide a good deal of additional surge protection in a particular area.
Surge protection is very important.
 
Feasibility Study (Colonizing Region Kappa, the lava region within Vigrid) — You occasionally come up with new ideas to improve your various aspects of Avernus. Having these ideas properly fleshed out and checked to see how feasible they are is the first step in putting them into practice.

Time: 1 year (1st each decade is free)
Reward: Have a proposal for new action examined to determine if it would work. If it does, will get new action

Complete

Region Kappa has been claimed by the Nation of Manylights of the Tzazars.
Oh well, guess we'll have to settle with the oceans.
 
New questions and answers.
1) Does Jane have Path to Victory?
1) no

2) Does Jane's intrigue Capstone trait effectively mean that witches she's hunting can't use stealth against her?
2) basicly

3)"Archetype of the Witch Hunter: The Inescapable Hunter (once Jane starts hunting a Witch, she can always find where it is and the best route to reach it)- The Warp itself guides the Witch Hunter to her targets."
Does this Capstone trait aid Jane with getting into melee range with her targets once she's engaged them?
3) no, just engagment range

2) How large of a stealth bonus does Jane's Capstone trait give her when it comes to sneaking into engagement range?
2) it varies a lot based on situation
but can reach over +100

3) How much of an effective stealth bonus does the fact that Jane can't be detected through esoteric means, give compared to personal Stealth specced intrigue paragons like Mitten's
Intrigue Paragon Trait: Coming Out of the Goddamn Walls (triple stealth bonus for Phasing, triple ambush damage)
?
3) vs some enemies better, vs others on par, vs others worse

4) Babylon the Hive shows up both as a normal Hive and a Forge Hive In Mechanicus Trade Sale Four, this was written:
Shorty after the first wave work will begin on four new Forge-Citys, two on Avernus and two on the moons of Avernus IV and a Forge-Complex under Babylon.
Does this make Babylon a full Forge Hive or not?
4) there are basicly two Babaloyns, one forge one normal

5) Random question but do you sometimes regret making Archetypes a thing if only because of how many dumb questions you get about them? lol
5) someimes

6) How are the Mechanicus in the Avernus system handling their loss of economic dominance to massed psykers?
6) pretty well
theya re becoming more reserch focused over time

7) Do you still know in which order the Forge Cities were founded (And when)? We got two planetside and two on the Moons in Mechanicus Trade 4, and several more in Trade 5. I'm not sure if those add up to the numbers we have today.
a) How long took construction for the Mechanicus after we commissioned them?
7) yes the order is
Dorthonion
Babylon Forge
Silver Lake
Belegost
Annwn
Mag Mell
Erecura
Belisama
Nechtan
Aegaeon
a) not without digging for it

8) We also purchased 2 Forge Cities in Elysium that never seem to show up again.
edit: I think they never got finished when the Emperor died?
8) never got built due to emeprors death

9) given jacobs combat style is essentially, "chaos lord but sane" is it accurate to say he's particularly unsuited to ever draw an archtype simply due to sharing so much of how he fights with one of the most common hero typs in the galaxy?
9) not one related to combat anyway
he might pick up a intrigue one

10) Is there a next step in the Warproot farm expansion and , if so, can we lock it in this turn once the current expansion finishes?
10) unknown
and no

11. Hey Durin. Machines spirits are kind of like AI or at least low level AI or VI compared to the men of iron. Are Awakened Machines Spirits basically working AI?
11) sort of
they are like AI in some ways
better in others
worse in others

12) is the King of Knights more or less human than the typical khornate demon due to his khornate enlightenment
12) more then most deamons
less then most deamon princes

13) Currently, how does Birth Boosted Goddess Jane compare to the various high tier non-Bel'akor Exalted like Magnus, Vect and Ku'gath?
13) unknown

1) Will Nurma be able to do Telepathica Research actions next turn?
1) either next turn or turn after
14) This was asked at the end of Turn 6. Shouldn't Nurma be able to do Telepathica research actions by now?
14) I was sure I delted that word
fixed

15) How many years would it be to expand a Large Psyker Hive to a Huge Psyker Hive?
15) 8ish

16) What has Imbac been up to?
16) your not sure

17) Is Jane open to the idea of getting a custom Alkehestral augmentation package if the adjustment time it would take her to retrain herself to her former capabilities was dropped significantly from the ~50 years that was previously quoted?
17) yes

18) Would a ritual to refamiliarize oneself with one's body slash the recovery timeline for a theoretical Jane augmentation process significantly, and would said ritual allow us to improve or speed up the retraining of troops due to new augments from promotion or improved tech rollouts?
18) no

19) Would it be worth building orbital grav-relays on the devaworld network? They require moving a LOT of stuff between ground and orbit...
19) they dont actualy
they work by being naval fast travel point
so you dont need to land

20) Does the Psynet bypass Ka suppression? If so, how?
20) no

1) How has this changed with Jane's growing abilities?
1) Does the general tankiness for demons go like this: Nurgle>Tjapa>Khorne>Slaanesh>Tzeentzch?
2) How far up the rungs has Jane's One-Shot-capability climbed?

2)ith a crit she can relaible one shot anyHonoured
with a normal blow she can relibly one shot any aspiring
1) not notably
her ability to one shot exalted on crit is not reliable
she can do some, cant do others
and she is not going to be one shotting favured without a crit

2) Could Jane convince her domain that all Chaos are Witches?
2) no

1) does the fact she's completed her archtype seem to have any impact on her ability to run the psyker hunter apperatus on avernus?
1) no

1) would that fall under a witchhunter general archetype
1) something like

2) For the Build Lunar Hive action, is it building a Mechanicus Hive on the moon or an Avernite-type Hive on the moon?
2) Avernite type hive

1) How much industry is the Dragon down by?
1) ten percent at most

2) Does Cegorach have dominion over all peanut galleries
2) no
he is the god of the actors not the audence

4) If the currently arrayed Sane forces defeated the Void Dragon conventionally, would the Krork Grand Marshall likely get to roll for another Transcendent Martial trait?
4) it dpends on how much he and his forces were responisble

5) Does Aria have an undefined Artifact weapon from the Lizardmen like how she has an Artifact Shield? Or does her combat style's weapons just consist of THESE HANDS?
5) she does

6) What Tier is the Archetype of the Action Spy/James Bond?
6) 5

1) Does Jacob have any competition for the Archetype of the Action Spy among the Sane as far as we are aware?
1) not that you know of but it is likely he does

2) Assuming the answer to the above question is yes, would Nurma have high enough clearance to be allowed to know that information?
2) it depends on who it is and who they work for and what they do
So maybe

1) Do Necrons use warp travel these days? OO arent around to shut that down on them and its faster than their FTL I believe
1) they dont

1) Is the Deva World Network peer-to-peer or can any Deva World send cargo to any Deva World?
1) peer to peer mostly
they are trying to make it borader and having some success

2) How many sectors did the Realm of Death lose this turn?
2) around a dozen

3) What sort of losses did we manage to inflict on the 2nd company, death guard, and Titan legions involved in the counter-offensive?
3) you killed around half the poeple who matter
some of them have already been ressed

4) How long do Ritualists/Choirs have to rest between rituals?
a) Or are large rituals on such a scale that they already work in shifts?
4) it varies based on ritual
usually a day or more

1) About how many shifts do we need to maintain a Ritual's effect continuously?
1) it depends on the ritual

5) If you feel like it, how would you stat Ciaphas Cain, HERO OF THE IMPERIUM in your system?
5) I would put him somwehre around the low 30s C
upper 20s I and M
decent A and actualy pretty high W
low L

6) What are some of the unexpected people the Atum Dynasty asked us to get autographs from?
6) a amily in the mid level of Dis
around six generations of it
seems to be a popular soap

1) Is the higher-martial leader in the Realms of Death a psyker?
1) yes but not primarily

2) How hard is the Realm of Death getting hit compared to when the Krork were having a go at them?
2) way softer
the varies allied forces just dont have the firepower the krork can muster

1) how common is it for cities and hives to be built on or near coasts?
1) pretty common bu by no means universal
maybe 1 in 5?

1) Does Primal travel work well (with our current understanding) between oceanic locations?
1) yes

2) I recall that Avernus had a cap on how many humans it would allow on Avernus proper, is that still the case and if so what is it now?
2) you are unsure

3) When do you expect the update to be?
3) Friday

1) Is Russ the only capable of using bifrost? What are its capabilities compared to normal primal travel?
1) its better able to go to non primal locations
and yes
though a couple of the better Rune Priests are getting close

1) is Ignatius Temeter still planning for the trap or did he leave?
) wait for the flashpoints

2) Have we implemented school-based psychic architecture in the satellite Telepathica campuses in our non-psyker hives?
2) yes

3) have the krorks, eldars and humans manage to establish a "don't talk about how a race went crazy and created an evil greater god" rule among the sane
3) no but they have managed to make it rude

4) Do the Necrons get to join the "made an evil god" club through their interactions with the C'tan?
4) no, but starting the war that started all of this mess is considered on par

5) Is some sort of laboratory-based psychic architecture known infeasible, feasible enough for a feasibility study, or feasible enough to just run a psychic architecture on?
5) feasable enough to just run a psy arch on

1) Given all the Chaos infighting, is Malal right now the strongest he has ever been?
1) nah
the current chaos infighting is only a step or two above the norm

2) what do the krorks think about the independant greenskins
2) the children seem to be growing up

3) Whats the progress on Truemat keystones for PA?
3) steady progress, starting to be used more often

1)In a possible future where Jane landed the last hit to kill belakor while being on a hit mission with the galaxy transcendent, would Khorne get up and give a standing ovation?
1) yep

2)Do Khornate deamons start showing off more if there's a rumor of Jane in their system?
2) not a far as you know
there are a whole lot who want to prove themselves by beating her though

1) Does Tranth think that the order matters for his work on cybernetics and power armor with regards to how good the finished combined product would be?
1) no
he can take the first into account for the second either way

1) "Hey Remnant Kingdom/Siren Queendoms, I assume you've done/attempted Psychic Architecture with Labs before. What tends to be the result?"
1) its viable
works far better for psychic reaserch then scientific

2) What would happen if The Martyr was attached to the Khoswe?
2) I am not sure much would change

1) Could Mars during Imperium afford to bankroll Avernus military?
1) the non psychic bits yes
well assuming it had the tech to actauly make your higher end gear

2)How does Jacob feel that Khorne becoming his Step-Dad is a legitimate plan the Sane have?
2) its not

3) What do the Necrons think of Jane?
3) effective asset
thankfully not particulary dangeorus to them

4) The Silent King is noted for the fact he presumably first encountered the Tryanids before the Imperium did, accordingly he (and by extension the necrons) presumably have another name for the Tyranids, if such a name exists, what is it?
4) it translates to locusts
the SKs first encounter was actualy a galaxy they had eaten bare

7) which name for the tyranids did the necron use
7) dont feel like inventing a language
not JRR Tolkien

1) In terms of energy density/output, how do Aqshy/Azyr Powerstones compare to our Reactors?
1) higher output, lower endurance

2)Was there ever a group of Aeldari that looked for ka species to see what kinda story telling traditions they've developed without the warp influencing it?
2) not that ou know of

3)Do some Aeldari and Humans feel jealous over the Krork killing their malignant god or is it more of just a sense of relief that that Mork and Gork are dead?
3) some do
there is something deeply satifiying about the idea of shooting Slanaash/Tjapa in the face

4)Did you roll for individual Primarchs surviving till quest start?
4) most of them yes
the ones who died in the Herasy were dead
Roberte and the Deamon Primarchs were alive
the rest I rolled for

5) Does Nurma think that she can increase the delegation/decentralization of our government further?
5) no

6) Does the warp extend past the boundary of the galaxy?
A)If so is the reason because the galaxy used to be larger?
6) yes
and even into other galaxies
but as you get further from the galaxy it becomes less and less malluable and active
until its basicly frozen

8) Are there different languages across our hives on Avernus, or does everyone speak the same language?
8) one lanauge
rather differnce accents

9) What happens if you feed warproot to a non-psychic animal?
9) nothing

10) If you use warproot as fertilizer, what happens to the warproot-fertilized plants?
10) nothing

11) Can you ferment warproot, and if so, what do you get out of it?
11) you cant

12) I just noticed that in turn 7 Results, this action by Maximal
New Navigators Part Two - While Navigators are a work of art, given the knowledge level of those who created them, Archmagos Biologis Maximal tells you that at their core, they are a crude creation limited by the precepts of their makers. He could do far better and is eager to prove it. Once he has figured out how Avernus makes species with innate powers, he will be able to start work on designing an improved Third Eye. There is a type of eel found in the caverns that seems perfect if he can just obtain enough samples, and an eagle from Elysuim that is worth investigating, and…

Time: 6 years
Difficulty: 450(55%)

Cost: 2,000 Relic Material
Reward: Design an improved Third Eye for the next iteration of Navigator .

Complete

Archmagos Biologis Maximal spent the last three years studying various Avernite species with acute sensory abilities to determine which would be the best fit for a new species of Navigators. He eventually settled on the Homefacing Eel found in the caverns, whose particular innate sensory power seems perfect for the task. Now he just needs to work on using them as the basis for the new Third Eye.
Had a DC but didn't have a roll
12) oops, was a base pass

13) What's the current estimate for how long until all Major Psykers (A+ included) end up being Pure?
13) you have no clue
 
Lmao on wargeae being a basic need.

What equipment standard is our miltia even on, do they have power armour yet and what guns do they use.
standard equipment for a militaman is Basic Power Armour (think marine armour from Starcraft) a Pulse Rifle (significantly improved from the ones the Tau used in 40k, due to several thousand years of technological advancement) and a few sidearms
there are also various heavy/speilist/drone weapons users
and the tank crews
and the pilots
and the people in Shocktrooper armour (starcraft maurder armour) or with jetpacks

yes, your milita is comparably equipped to some 40k Astartes

The equipment improves as you go up the hierarchy to the point where the Jeagers (superelites) have what would be considered one-off archeotech in 30k as standard issue

more info here

Avernite Military Skill and Equipment - The Long Night wiki

The forces of Avernus are the most skilled soldiers in the Imperial Trust, and some of the best equipped. This is a result of many factors, most of which resolve...
 
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Lmao imagine a army of our miltia with some integrated psyker excution force could 1 v 1 one of the smaller legions. Or the very least most of the later crusades.
 
Lmao imagine a army of our miltia with some integrated psyker excution force could 1 v 1 one of the smaller legions. Or the very least most of the later crusades.
given how scary TLN astares are you would still need numbers advantage
but you have somewhere in the order of a trillion militiamen
you would have those numbers
 
Each of their gods has its discipline focused on their particular domain and practised primarily by their priesthood, though many of the more minor divine powers are used by Eldar of all stripes.
The second set of disciplines is those taught by Hoath, which are far more academic than the religion-focused disciplines of the gods, including Hoath's own discipline. The most interesting of these disciplines to the Telepathica is High Magic, the blending of the Eight Winds of Magic, which is, in many ways, considered the pinnacle of the magic used by the Avernite telepathica.
The third branch is a single discipline, the Path of the Seer. Created by the legendary Eldrad Ulathan and refined ever since, this discipline blends and refines the divine practices of the then-deceased gods with the more academic traditions of the Dominion to create a highly specialised, yet incredibly efficient discipline.
Not quite clear what the first set is.

which will allow it to house sixty million psykers when completed, more than the rest of your psyker cities combined.
I thought a Huge Hiveschool houses 150 mil.
 
Man I don't want to think about how much firepower that jackle has pointed at it. Or perhaps more unsettlingly for the necron how there's no fire power pointed at it :D
 
Third is the Stormseers of the Hawk Legions. This intensely spiritual tradition can call upon the forces of the skies and ancestral spirits, both of the living and the dead. This discipline provides a handful of wind and lightning-based attack spells, several forms of divination and a range of speed and strength-focused buffs.
This is the most surprising on the list to me, because it means that their ancestral spirits actually persist. We've been thinking that human souls are torn apart by daemons in the Warp after death. This tradition means they don't, or possibly provides them protection.

Kind of disappointing how few psykers galaxy wide use the stuff we develop though. It means our research there is a lot less impactful than I had thought.

Complete
d100=36+295(stats and traits)+80(buildings)+25(other)+5(stunt)=441: Fail
Re-roll d100=45+295(stats and traits)+80(buildings)+25(other)+5(stunt)+52(The Blind Seer)=492: Success

As Archmagos Maximal suspected, creating a martial order with an appropriate narrative and a ritual induction provided the correct narrative ties. As a side effect, he has founded a martial order of battle Psykers who have a notably easier time Blinking than normal. Maybe the Telepathica should look into more orders.
Strange that he didn't even crit this based on how Durin hyped it up in discord.

Complete
d100=82+295(stats and traits)+80(buildings)+25(other)+5(stunt)=487: Success
+10% to number of Hero actions

According to Archmagos Maximal, while Jutterleaf is a medical stimulant that causes cardiovascular problems when overdosed, more importantly, it has magical impacts. Interestingly, this means that a more industrial method of treating it removes far less of the adverse side effects than the ritualised process of making a tea out of it.

Archmagos Maximal has worked with the Order of Alkahestry to create a Jitterleaf Tea Potion that is far more effective at removing fatigue without side effects.
+10% hero actions is a pretty incredible bonus for such a minor project.

High Grandmaster Ridcully has continued to dedicate a considerable amount of his time to supporting the forces on the Dragonfront. This has mostly been about identifying some of the supwerweapons that the Dragon is building to reverse its fortunes, allowing for work on countering to begin before they enter the battlefield.
This is strange to me because he didn't get the -200 malus from spying on the VD for this.

Re-roll d100=93+56(stats)+120(traits)+10(Seer Council)+25(Orb of Lileath)+10(Star Chamber)-50(wards)+5(stunt)+12(Paragon Seer)=281: Perfect Critical Success

High Grandmaster Ridcully finally managed to pinpoint the mysterious leak within the Unchained. It appears that the First Prince has discovered how to convert Deva into his own without leaving any noticeable signs, and that some of the Triumvette's Deva has been turned without anyone being the wiser.
Well that's an impressive trick. I don't think anyone had even suggested that possibility.

The Eldar required that High Grandmaster Ridcully look into a wandering region of dissociation that was created by the superweapon exchange with the Dragon. He was able to determine that it was the result of a wandering knot in the Warp which is consuming all of the Sa that is usually being used to patch over the holes in reality left by the War in Heaven.
This is rather worrying. I do wonder why the Dragon's anti-Sa pylon networks don't have a similar effect. Perhaps he can control precisely what they effect to leave this particular effect intact, but that would also suggest it could be weaponizable.

Tamia ended up creating a new set of wards that were mainly based on a mix of Runecraft and Psychic Architecture but also incorporated a few elements she had learned from designing rituals, along with some narrative connections to The Shining Citadel using the Law of Attraction. The result was a set of wards more than an order of magnitude costlier than your current warding systems, which will be able to handle three times the density of student psykers without any issues.
3x the psykers for 10x the cost is better than I expected out of this idea. I was expecting only 2x.

Eight years ago the expansion of the Warproot Farms was completed, allowing you to grow hundreds of thousands of doses a year. Unfortunately, this is the last expansion that your shamans believe they can keep functional for the moment. Still, it's enough that you should be able to finish dosing your Grandmaster Psykers within two years, though its centuries from being able to dose your Master level psykers.
Unfortunate we can't expand again, but I sort of expected it.

Over the last six years, work has been underway to expand the City of Glass, the heart of the Department of War, into a Large Psyker Hive. This expansion has taken advantage of Tamia's recently redesigned wards, which will allow it to house sixty million psykers when completed, more than the rest of your psyker cities combined.
Our huge psyker hives have 150 million capacity each so this doesn't seem correct. Though it is very nice that it was integrated into this without costing us any action years.

Poverty on Avernus means a different thing than it does on many worlds, with basic food, shelter and medical care alongside militia-grade wargear being provided by the government alongside various training programs to try and lift people out of poverty. However, there are always individuals and families who, due to circumstances or incapability, do not manage to make more of themselves than that. These so-called militia-lifers don't really do anything productive beyond the milita. While these people live a life without many luxuries, at the very least they have a warm and secure place to call home, decent food and proper wargear.
Wargear being an essential of life is amusing. But in some ways this sounds rather utopian, particularly given life expectancy on Avernus is now like 90 years despite the dangers.
 
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