The Long Night Part Two: Sparks at Midnight: A Planetary Governor Quest (43k)

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Chaos has completed its great ritual, weakening the veil between the Warp and the Materium, if only just. The Destroyer and its Necron cults slowly drive back the combined forces of the Imperium Secundus and the Tau Empire. The Forge-Empire of Callamus and the Imperium Quartus are pushed to the limit by attacks from the Black Imperium. The Krork are engulfed in an unending tide of Orks empowered by their twin gods while with Isha returned to them the Empire of Ashes tries desperately to keep the galaxy intact. As the Void Dragon finally breaks free of the Eye of Terra, the Silent King and his forces return from the War in the Void against the Tyranids.

And in the reaches of Pacificus, Avernus and the Imperial Trust have just attracted galactic attention. The Emperor has been dead for over a thousand years, and things will just get darker from here.
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Index
Location
Alice Springs, Australia
This is the sequel to Embers in the Dusk, while I will try and make it possible for new players to start here I would advise you read that first.
As a personal request if you ahve som free time moving some data from Embers into the Wiki would be much appreciated
Information

External Links
Wiki I make heavy use of the wiki
Discord
TV Tropes
Omake Idea list
Military Mechanics Datasheet
Naval Mechanics Datasheet
1d4 chan summary
Infomation Sheets

Omakes
Characters
Obituaries
References
The Imperial Trust
Imperial Trust Military Overview
Regional Powers
Local Region
Map of Avernus
A new player's guide to the long night.
Modern Trust Navy Classes
Naval Combat 101
Ship Design 101
Embers Ship Designer
Skills, Exemplars, Paragons, and Transcendents Oh My
Slann Infotab

Part One

Chapter One: Setting the Stage

Introduction
Turn One
Turn One Results
The Dragon Rises
Chief Diplomat of Avernus
The Sixtieth Meeting of the High Council Part One: Opening Statements
The Sixtieth Meeting of the High Council Part Two: Questions
The Sixtieth Meeting of the High Council Part Three: Reactions
The Sixtieth Meeting of the High Council Part Four: Nominations
The Sixtieth Meeting of the High Council Part Five: The Executive Council
The Sixtieth Meeting of the High Council Part Six: A Quite Evening and the local region
The Sixtieth Meeting of the High Council Part Seven: Planning for the coming Storms
The Sixtieth Meeting of the High Council Part Eight: Other Business
The Sixtieth Meeting of the High Council Part Nine: Finishing Up and Trade Begins
The Sixtieth Meeting of the High Council Part Ten: Trade Finishes
The Second Grand Conclave

The Second Grand Conclave Part One: Arrival
The Second Grand Conclave Part Two: The galaxy
The Second Grand Conclave Part Three: Segmentum Solar
The Second Grand Conclave Part Four: Segmentum Obscurus
The Second Grand Conclave Part Five: Segmentum Pacificus
The Second Grand Conclave Part Six: Segmentum Tempestus
The Second Grand Conclave Part Seven: Segmentum Ultima
The Second Grand Conclave Part Eight: Callumus Technology
The Second Grand Conclave Part Nine: Quartus Technology
The Second Grand Conclave Part Ten: Secondus Technology
The Second Grand Conclave Part Eleven: Tau Technology
The Second Grand Conclave Part Twelve: The Minor Powers Technology
The Second Grand Conclave Part Thirteen: Imperial Trust technology and Future Plans
Chapter Two: Preparations

Turn Two
Turn Two Results
The Fourth Daemonic Incursion

The Fourth Daemonic Incursion Part One: Gathering Forces
The Fourth Daemonic Incursion Part Two: The Death of Hgarwark
The Fourth Daemonic Incursion Part Three: The Plague Advances
The Fourth Daemonic Incursion Part Four : The Final Stretch and Probing attacks
The Fourth Daemonic Incursion Part Five: The Sieges Begin, at Itza...
The Fourth Daemonic Incursion Part Six: ...and at home
The Fourth Daemonic Incursion Part Seven: Mounting Pressure. For Good and for Ill
The Fourth Daemonic Incursion Part Eight: The Line Wavers
The Fourth Daemonic Incursion Part Nine: The Final Push
The Fourth Daemonic Incursion Part Ten: Aftermath
Chapter Three: Preparing for War

Turn Three
Turn Three Results
Turn Four
Turn Four Results
New Model Army: Options
New Model Army: Details
New Model Army: Conclusion
Vizier of Avernus
The Taiga
Turn Five
Turn Five Results
Imperial Trust Turn 5
Wildlife of Avernus Volume Two, Part One, Chapters One to Three
The Seventieth Meeting of the High Council Part One: Opening Statements
The Seventieth Meeting of the High Council Part Two: Nominations
The Seventieth Meeting of the High Council Part Three: The Executive Council
The Seventieth Meeting of the High Council Part Four: The Executive Council Meets
The Seventieth Meeting of the High Council Part Five: War and Carcharodons
The Seventieth Meeting of the High Council Part Six: Decisions and Other Matters
The Seventieth Meeting of the High Council Part Seven: Finishing Up and Trade Begins
The Seventieth Meeting of the High Council Part Eight: Trade Finishes
Turn Six
Turn Six Results
The Minister of War
Turn Seven
Turn Seven Results
The Iron War

The Iron War: Planning
The Iron War: Preparing
The Iron War: First Clash
The Iron War: Final Blow
The Iron War: The Diversions
The Iron War: The Aftermath
The Iron War: Decisions Made
Chapter Four: Recovery

Turn Eight
Turn Eight Results
Clearing the Misunderstanding
Clearing the Misunderstanding and Trading with Lizardmen
Trading with Lizardmen and New Model Army
Alpha
New Model Army and Shipyard Discussion
Turn Nine
Answers
Turn Nine Results
New Model Navy
New Model Navy Designs
Trading with the Remnant Kingdom
Turn Ten
Turn Ten Results
Troll Trade
The Imperial Trust Turn 10
Wildlife of Avernus Volume Two, Part One, Chapter Four
The Eightieth Meeting of the High Council Part One: Opening Statements and Nominations
The Eightieth Meeting of the High Council Part Two: Executive Council, Plans and Proposals
The Eightieth Meeting of the High Council Part Three: Voting and Trading
The Eightieth Meeting of the High Council Part Four: Discussions and Trade Results
Turn Eleven
Turn Eleven Results
Trade with the Turquoise Sea Sirens and the Deep Sea Sirens
Chapter Five: Growing Strong

Turn Twelve
Turn Twelve Results
Turn Thirteen
Turn Thirteen Results
Fate's Dispersal
Trade with the Frigid Sea Sirens, the Frost Trolls and the Warkgak Kingdom of Penguins
Turn Fourteen
Turn Fourteen Results
Turn Fifteen
Turn Fifteen Results
The Imperial Trust Turn 15
The Wildlife of Avernus Volume Two Chapter Five
The Ninetieth Meeting of the High Council Part One: Opening Statements and Nominations
The Ninetieth Meeting of the High Council Part Two: Executive Council, Plans and Proposals
The Ninetieth Meeting of the High Council Part Three: Voting and Trading
The Ninetieth Meeting of the High Council Part Four: Grand Conclave and Trade Results
The Ninetieth Meeting of the High Council Part Five: A Meeting with a Champion
Third Grand Conclave

The Third Grand Conclave Part One: Arrival and the State of the Galaxy
The Third Grand Conclave Part Two: Segmentum Solar
The Third Grand Conclave Part Three: Segmentum Obscurus
The Third Grand Conclave Part Four: Segmentum Pacificus
The Third Grand Conclave Part Five: Segmentum Tempestus
The Third Grand Conclave Part Six: Segmentum Ultima
The Third Grand Conclave Part Seven: Two Worlds Talk
The Third Grand Conclave Part Eight: A break and a Strange Encounter
The Third Grand Conclave Part Nine: A Talk with a Rat
The Third Grand Conclave Part Ten: Existing Members Technology
The Third Grand Conclave Part Eleven: New Members Technology
The Third Grand Conclave Part Twelve: Imperial Trust Technology and Future Plans
Chapter Six: The Grand Incursion

Turn Sixteen
Turn Sixteen Results
Turn Seventeen
Turn Seventeen Results
The Grand Incursion Part One: Preparations
The Grand Incursion Part Two: Forces
The Grand Incursion Part Three: Opening Moves and Turn Eighteen
The Grand Incursion Part Four: Turn Eighteen Results
The Grand Incursion Part Five: Turn Nineteen the Daemons Arrive
The Grand Incursion Interlude Part One: Operation Minotaur's Cradle
The Grand Incursion Part Six: Turn Nineteen Results: The Offensive Begins
The Grand Incursion Part Seven: Turn Twenty: The First Assault
The Grand Incursion Part Eight: Turn Twenty Results: A Deadly Defence
The Grand Incursion Part Nine: Turn Twenty-One: The Siege Continues
The Grand Incursion Part Ten: Turn Twenty-One Results: Sideshows
The Grand Incursion Interlude Part Two: Sins
The Grand Incursion Part Eleven: Turn Twenty-Two: The Begining of the End
The Grand Incursion Part Twelve: Turn Twenty-Two Results: Preparing for the Final Clash
The Grand Incursion Interlude Part Three: The Last Leg
The Grand Incursion Part Thirteen: The Final Push Section One: Order of Battle
The Grand Incursion Part Fourteen: The Final Push Section Two: First Blood
The Grand Incursion Part Fifteen: The Final Push Section Three: Blunting the Ground Push
The Grand Incursion Part Sixteen: The Final Push Section Four: The Aerial Assault Begins
The Grand Incursion Part Seventeen: The Final Push Section Five: A Setback
The Grand Incursion Part Eighteen: The Final Push Section Six: Falling Back
The Grand Incursion Part Nineteen: Turn Twenty-Three: Aftermath
The Grand Incursion Part Twenty: Turn Twenty-Three Results: Cleaning Up
The Grand Incursion Part Twenty-One: The Incursion Ends
The Grand Incursion Part Twenty-Two: Aftermath
Chapter Seven: The Final Waaagh

Turn Twenty-Four
Turn Twenty-Four Results
Situation Normal, All Fucked Up
Turn Twenty-Five
Turn Twenty-Five Results
Turn Twenty-Six
Turn Twenty-Six Results
Turn Twenty-Seven
Turn Twenty-Seven Results
Turn Twenty-Eight
Turn Twenty-Eight Results
Trade with the Khoswe
Data Crystal Contents
The Wildlife of Avernus Volume Two Chapter Six and Seven
The Imperial Trust Turn 28
The Hundredth Meeting of the High Council Part One: Opening Statements and Nominations
The Hundredth Meeting of the High Council Part Two: Executive Council, Plans and Proposals
The Hundredth Meeting of the High Council Part Three: Voting and Trading
The Hundredth Meeting of the High Council Part Four: Trade Results
Turn Twenty-Nine
Turn Twenty-Nine Results
Animancer Trade
Minister of War Turn 29
Minister of War Turn 29 Results
Turn Thirty
Turn Thirty Results
Trade with the Searing Sea Sirens
Minister of War Turn 30
Minister of War Turn 30 Results
The Final Waaagh Comes of an End
Chapter Eight: Begun, The Slaugh War Has

Turn Thirty-One
Turn Thirty-One Results
Minister of War Turn 31
Minister of War Turn 31 Results
The Lion Acts
Turn Thirty-Two
Turn Thirty-Two Results
Minister of War Turn 32
Minister of War Turn 32 Results
The Second Battle of Vanaheim

The Second Battle of Vanaheim Part One: Planning
The Second Battle of Vanaheim Part Two: Arrival
The Second Battle of Vanaheim Part Three: First Clash
The Second Battle of Vanaheim Part Four: A Bloody Retreat
The Second Battle of Vanaheim Part Five: Next Move
The Second Battle of Vanaheim Part Six: A Failed Gamble
Chapter Seven: The Slaugh War Drags On

Turn Thirty-Three
Turn Thirty-Three Results
Minister of War Turn 33
Minister of War Turn 33 Results
Turn Thirty-Four
Turn Thirty-Four Results
Minister of War Turn 34
Minister of War Turn 34 Results
Turn Thirty-Five
Turn Thirty-Five Results
Minister of War Turn 35
Minister of War Turn Thirty-Five Results
Turn Thirty-Six
Turn Thirty-Six Results
Interlude: The Rise and Fall of Ahzek Ahriman

Interlude: The Rise and Fall of Ahzek Ahriman
Chapter Nine: The Final Stages of War

Minister of War Turn Thirty-Six
Minister of War Turn Thirty-Six Results
Turn Thirty-Seven
Turn Thirty-Seven Results
Trade With Orkwings
Minister of War Turn Thirty-Seven
Minister of War Turn Thirty-Seven Results
The Wildlife of Avernus Volume Two Chapter Eight and Nine
The Imperial Trust Turn 37
The Hundredth and Tenth Meeting of the High Council Part One: Opening Statements and Nominations
The Hundredth and Tenth Meeting of the High Council Part Two: Executive Council, Plans and Proposals
The Hundredth and Tenth Meeting of the High Council Part Three: Voting and Trading
The Hundredth and Tenth Meeting of the High Council Part Four: Results
Fourth Grand Conclave

The Fourth Grand Conclave Part One: Arrival and the State of the Galaxy
The Fourth Grand Conclave Part Two: Segmentum Solar
The Fourth Grand Conclave Part Three: Segmentum Obscurus
The Fourth Grand Conclave Part Four: Segmentum Pacificus
The Fourth Grand Conclave Part Five: Segmentum Tempestus
The Fourth Grand Conclave Part Six: Segmentum Ultima
The Fourth Grand Conclave Part Seven: The Ynnari, The Necrons and the Thousand Lights
The Fourth Grand Conclave Part Eight: New Technology
The Fourth Grand Conclave Part Nine: Plans for the Future
Chapter Ten: Preparing to Invade Hell

Turn Thirty-Eight
Turn Thirty-Eight Results
The Lorgar Kill Team

The Lorgar Kill Team Part One: Preparations
The Lorgar Kill Team Part Two: Planetary Assault
The Lorgar Kill Team Part Three: The Fortress of Faith
The Lorgar Kill Team Part Four: The Basilica of the Word
The Lorgar Kill Team Part Five: Temple of Eight Paths
The Lorgar Kill Team Part Six: Temple of Chaos Undivided
The Lorgar Kill Team Part Seven: Gateways to the Heavens
The Lorgar Kill Team Part Eight: Ritual Matters
The Lorgar Kill Team Part Nine: The Templum Inficio
The Lorgar Kill Team Part Ten: Returning
Silver Skies

Silver Skies Part One: Gathering Forces
Silver Skies Part Two: Planning the Assault
Silver Skies Part Three: Picking Targets
Silver Skies Part Four: Planetary Assault
Silver Skies Part Five: Reinforcing the Beachheads
Silver Skies Part Six: Taking Ground
Silver Skies Part Seven: Taking the Cemetery
Silver Skies Part Eight: Engine War
Silver Skies Part Nine: The Prince's Palace
Silver Skies Part Ten: Counting the Cost
Chapter Eleven

Turn Thirty-Nine
Turn Thirty-Nine Results
Constitution of Avernus
Turn Forty
Turn Forty Results
Turn Forty-One
Event Horizon
Turn Forty-One Results
Turn Forty-Two
Turn Forty-Two Results
Shadows under Silver Skies
Turn Forty-Three
Turn Forty-Three Results
Be'lakor's Gambit

Be'lakor's Gambit Part One: It Starts
Be'lakor's Gambit Part Two: The Tyrant's Binding
Be'lakor's Gambit Part Three: It All Falls Down
Be'lakor's Gambit Part Four: A Graceful Retreat
Epilogue: A New Foundation

Epilogue: A New Foundation: What Do I Seek?
Epilogue: A New Foundation: Who Will I Become?
Epilogue: A New Foundation: What Lines Will I never cross?

 
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Chapter One: Setting the Stage: Introduction
Introduction
Year 45,411
Four Hundred and seventy-five years since the Founding of Avernus
One thousand, four hundred and eleven years since the Death of the Emperor


You are Frederick Rotbart, first Governor of Avernus and you are taking a moment to reminisce before the next meeting begins. It is approaching five hundred years since an administrative mess up led to you being tasked with leading the colonisation of the Deathworld of Avernus, and both you and your people have changed immeasurably since then, as has the galaxy as a whole.

Before coming to Avernus you were a well respected member of the Administratum who had been gifted planetary governorship of a debt-ridden agri-world. However, due to a paperwork mess up confusing you with General Frederick Rutbart you ended up instead tasked to lead the colonisation efforts for the most dangerous Deathworld known to the Imperium, Avernus. On Avernus you were found to have an incredibly high natural talent for military command, talent that now that you have developed counts you as among the greatest generals that humanity has ever produced. Over the centuries you have honed your military talents and combat skills to a high level, and can now barely remember the Administratum Adept who had never seen a fight that you once where. These days you are Governor Rotbart the Great, one of the leading figures in the politics and military of the Imperial Trust and a warrior that few can match.

On a more personal level, since coming to Avernus you have lost Henry, your apprentice and first adopted son. You have also married and watched as your beloved wife Freya, your daughter Syr, your son-in-law Sigmund, and your grandson Tormod died to a mix of enemy attack and the dangers of Avernus. You also picked up a new sister, Jane Oakheart, and adopted a second son, Gerald Xavier, who has himself married Tamia Jameson and has three daughters, the eldest of whom is adopted. You have also made many great friends, some of whom still live but many have been claimed by the dangers of Avernus or fallen in one of the many wars you have fought. Or even in a few cases died of old age.

The humans of Avernus have grown from a few hundred million Imperial colonists to a civilisation of tens of billions of the best human soldiers that you have ever heard of. These soldiers are constantly tested fighting against the wildlife of Avernus, which is far, far more dangerous then you initially believed.

Avernus itself has been found to not just be a death world touched by the Warp, but a bioresearch lab set up by the Old Ones during the War in Heaven sixty million years ago. The planet itself is controlled by a guiding intelligence or world mind, which operates though the Great Ones, beings of incredible power that control aspects of the world. Avernus also makes use of the Guardians, species with particular tasks or role, and Weapons, completed bio-weapons that are deployed against invaders. The wildlife of Avernus is mostly psychic, highly dangerous, and far more aggressive than any natural species could afford to be. This leads to you losing tens of millions of soldiers ever years fighting in the Eternal War against the wildlife.

Avernus is also home to dozens of species of psychic xenos, almost all of which were created by the planet. Most of these species have their own unique psychic disciplines, several of which you have allied with over the years. Thankfully your people are far less xenophobic than the Imperium that you were once members of. By far the most dangerous of these species are the Lizardmen, the firstborn children of the Old Ones who still have a presence on Avernus. While they lack any Slann to lead them or create their greatest technologies, the Lizardmen are still the servants of the Old Ones, and are far more dangerous than their seemingly primitive nature indicates. Recent events will allow for some of the dead Slann to return, which will allow the Lizardmen to reclaim their old glories.

The first of your councillors to arrive is General Samantha Khol, the commander of the Avernite Army and one of the first people born on Avernus. She is a calm and collected officer, hardened by centuries of unending war against the wildlife and a handful of massive campaigns. The Avernite army is split into four main groups and is one of the most powerful groups on Avernus by any metric.
-First is the militia, which includes the entirely of the adult population able to fight that is not a member of another branch. Like most militias in the Imperial Trust, the Avernite militia is armed little better than the Imperium's Imperial Guard and each member is expected to spend thirty-two hours a week training. For most worlds this gives them a large, decently trained military force ; when combined with the combat experience that the Avernite militia gets fighting off the wildlife and its large proportion of veterans, the Avernite militia is man for man a match for most Guard formations in the Trust. The Avernite militia is never deployed offworld, and is not quite enough to defend your heavily fortified hives against the wildlife by itself without a level of support from more elite formations. It is sufficient for most attackers however.
-The next branch of the military is the Avernite PDF, the regulars of the Avernite military. At almost seven billion strong it is by far the largest of the enlisted branches, though not the most powerful. Each member of the Avernite PDF is equipped to a high level including basic augmetics, with some even having basic power armour. As well as their militia training, members of the Avernite PDF also have six years worth of additional training and most often decades worth of combat experience. All members of the PDF are given juve-nat treatments after two decades of service, a qualification that over two thirds of the PDF possess. This allows your PDF to have an average age in the sixties without suffering from decreased performance due to age. The Avernite PDF is considered to be one of the better trained elite formations in the Imperial Trust, though its equipment is below average for that level.
-Then there are the Avernite Helltroopers, Avernus' veteran force. The Avernite Helltroopers are all highly skilled veterans over a century old and are equipped with effective augmetics, basic power armour, and pulse or volkite weapons as standard. Between this equipment and numbering almost three billion men in total, the Avernite Helltroopers are by far the most powerful of the branches of the Avernite military, and are possibly the most powerful military force in the Imperial Trust.
-Finally there are the Avernite Helguard, your elite forces. The Avernite Helgaurd are possibly the most skilled large scale human military formation in the galaxy, with each member being picked from the best of the Avernite Helltroopers and then given an extensive training program to bring them up to the required level for the Helguard. The Helgaurd average almost two hundred years old, giving them a level of combat experience that even Astartes must respect which when combined with their Neutron Rifles and mix of basic and advanced power armour creates a force that even the Traitor Legions need to acknowledge. Currently the Avernite Helguard numbers at bit over half a billion, a large number for a formation that good.
-While the Helguard are your elite branch, there are some formations within the Helguard that stand head and shoulders above the rest, such as the impossibly skilled veterans of the Catachan 813th​ 'Phase-Tigers', the deathseekers of the Black Irons, and the bodyguards of the Lifeguard Regiments.

Next is Admiral Mark Sarnow, the naval officer who commands Avernus' fleet and orbital infrastructure. He is one of the last remaining Imperial era naval officers left and is an expert on stealth and sneak attacks. The Avernite fleet is a moderately powerful force built around the Einherjar Class Command Battleship Fólkvangr made up of a mix of light harassment forces and heavy assault ships. Avernus itself has a strong set of orbital defences, but the majority of the in-system defences are around Deiphobe, one of the moons of the gas giant Cumea, which has your shipyards in orbit above it. The shipyards of Avernus are of moderate size, able to build and maintain a decent size fleet but not anything like the size of Midgard's shipyards, let alone Vanaheim's.

The third councillor to arrive is Martinus Argall, the sixth Chief Administrator of Avernus. He is the most recent addition to your council and is still settling in. Under him are the leaders of the eight regions of Avernus, which between them contain dozens of hives and tens of billions of citizens. Each Hive of Avernus is highly fortified, combining layers of fortifications with countless kill zones and a layout designed for city-fighting. Additionally, you have put to use several of the more dangerous flora of Avernus to help defend your cities, being able to unleash Carniflowers to rampage though attackers' ranks even as carefully adjusted Illusion Pines disguise the details of your Hives, ensuring that the enemy never has good information. Between your hives defences and the nature of Avernus few forces can successfully assault you, something that will be put to the test in coming years. Despite being the newest of your councillors, Chief Administrator Argall has one of the hardest jobs: keeping your budget in the black.

Next to arrive is Rosalinda, your Grand Vizier who is currently fully professional rather then the party girl she is when off duty. She is filling in for your Chief Diplomat, a post that is currently empty after Lord Inquisitor Klovis-Ultan's death by old age of all things. Your diplomatic office is playing an ever more important role these days, coordinating things not only with other members of the Imperial Trust but also with your various native allies on Avernus, with the Quartok, your Xenos Protectorate, and with the Empire of Ashes.

The fifth to arrive in Jane Oakheart, your adopted sister and the most deadly swordswoman and psyker hunter you have ever seen. While she maintains the lowly title of Chief Arbitrator, Jane is the leader of Avernus' many internal security and law enforcement organisations. This includes the vital anti-cult and psyker hunting organisations, who deal with the massive chaos cults that appear in the wake of Daemonic Incursions and with the constant stream of high level Rogue Psykers that are constantly causing trouble. The latter task in particular is near impossible, and it is a credit to Jane's personal skill and leadership abilities that even Alpha Psykers are often dealt with without extreme casualties.

The next group to arrive are the Adeptus Mechanicus representatives. While not under your control they are based in your system and have worked closely with you since they arrived shortly after the founding of Avernus. While the Mechanicus population on Avernus itself is not massive, there are several major forge hives on the Moons of Cumea, with their combined population significantly outnumbering the humans that live on Avernus.
First is Fabricator-General Marian Scott, leader of the Imperial Trust's Adeptus Mechanicus and the leader who forced though an extensive set of reforms on the Adeptus Mechanicus in order to adapt to the changing galaxy. Under her direction the Adeptus Mechanicus has become far more accepting of innovation, has started to openly use xenotech of known providence, and has even relaxed some of the limitations on what lay people can do.
Then comes Archmagos Veneratus Extremis Explorator Tranth the greatest mind that the Mechanicus has ever seen. Archmagos Tranth's genius and clear thoughts have allowed him to make breakthrough after breakthrough in his research, rediscovering entire fields of study and pushing knowledge ever further. It is no exaggeration to claim that with sufficient time Archmagos Tranth would be able to recreate the wonders of the Dark Age of Technology, and then push even further beyond that. You doubt that he will get enough time.
The third and final Mechanicus representative is Archmagos Biologis Vinceo Maximal, who has been leading the examination of Avernus' wildlife since his predecessor died over three centuries ago. Archmagos Biologis Maximal has become one of the greatest living experts on psychic genetics, a field of study that has been known to drive well respected Magos mad with its innate contradictions in the past.

After the Mechanicus arrive there is a pause before the next arrivals, and you take the time to ponder one of your wisest councillors who will never more grace you with his presence. Saint Lin was the wisest and kindest person you have ever met, and the galaxy is worse off with his absence, even if he managed to mostly cure Roboute Guilliman with his final act. You still have his legacy however, both in the words of wisdom that he left behind and in the New Imperial Creed and Church that he founded. The New Creed focuses more on human exceptionalism and unity than on human supremacy and control and is by far a more gentle and caring religion. This is reflected in the current church, which is focused more on pastoral care than on gaining and wielding power.

Last to arrive are the leaders of the Adeptus Astra Telepathica, who like the Adeptus Mechanicus are not under your control as they lead trust wide organisations. Given the sheer number of powerful Psykers found among the population of Avernus the Adeptus Astra Telepathica is based on Avernus, with the majority of its leadership being from the planet.
Leading the way is High Grandmaster Ridcully, the Bind Seer. Despite having his sight burned out by what he has seen High Grandmaster Ridcully is possibly the greatest seer that humanity has ever produced. Most recently he guided a group of the most powerful heroes of the world to rescue Isha, the Eldar mother goddess, from her captivity in the Blighted Mansion itself, and as they fled deployed Exterminatus weaponry on Cadia, the capital of the Black Imperium itself. While this has earned Ridcully, and by extension the entire Imperial Trust, a great deal of favour with the Eldar Empire of Ashes, it has also brought you to the attention of Abbadon the Despoiler, and earned the eternal enmity of the Lord of Decay. According to both Ridcully's visions and his contact among the Eldar neither force is in a position to attack you for the next decade or two, but after that an attack becomes far more likely.
The next to enter is the Grandmaster of the Department of War, Gerald Xavier, your adopted son. While intelligent and a good leader, Xavier's true strength is his ability to combine his stealth skills, his combat ability, and his powers into a single flawless whole. This makes Xavier one of the Imperial Trust's most deadly combatants, and a near unmatched saboteur.
Just behind Xavier comes his wife Tamia Jameson, the Grandmaster of the Central Department. Her classical beauty and ditzy personality hide one of the greatest minds that you have ever met. Under her entire new psychic disciplines have been recreated from the wildlife, and massive amounts of progress have been made on improving the Adeptus Telepathica's understanding of the Warp.
The final member of your council to arrive is Grandmaster Aria of the Regional Department, one of the best psychic duellists alive due to her psyker/blank chimeric nature and living proof that you do not understand Psykers or blanks well. She should be impossible.

Tomorrow you will be leaving Avernus along with Fabricator-General Scott and High Grandmaster Ridcully to participate in the first High Council Meeting since the merger between the Imperial Trust and Dragon's Nest, but for now you have work to do.
 
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Omakes
Part One Omakes

Chapter One

The Carnificarion Canon
The Ordo Chronos and the Temporal War Canon
One Last Roll
A Duel of Chimeras Canon
ECHOS OF THE WAR OF IRON Canon
Snitch Canon
The Saviour and the Saint Canon
A Single Moment Canon
The Exalted Duchess Canon
Inevitable Canon
War's Teachings. Youth's Rebuke Canon
A Long Day Canon
The Meeting of Hells.
A Perfect Strike
The Forge-World Impossibility
The Terratyrant Canon
Project Silver River
Sight Beyond Reckoning Canon
Jane Oakheart Portrait Canon
The Armory of The Reclaimer
Fredrick Rotbart the "Great" Portrait Canon
A smiths celebration
War is Coming Canon
The Black Crystal Gathers
The Prophet Canon
The Culture of the Imperial Trust: Asgard Subsector: The Art of Flyting Canon
Report on Post Ritual Changes to the Caverns Canon
Propagation Canon
Legacy of Heroes Canon
The Local Astartes Chapters Canon
Extract from The Mysteries of Avernus: The Moon
Excerpts from the Caverner's Gazette: Deep Swarms Canon
Magical Girl Crystal Prism Shines Down! Canon
Personal Defence Equipment on Avernus: a Tourists Guide
Vengence
Chapter Two

Why? Canon
Voluntary evacuation: a propaganda coup! Canon
Pinnacle Canon
Conference Canon
Lamentable Exultation
The Doom, the World and the Penguins.
The Righteous Doomed Emperor
A Peculiar Occurrence Canon
Equivalent Exchange Canon
A Few Minor Battle Psyker Exemplars Of Avernus Canon
Green Skies

Tormod and the Spider
Shrewdness Canon
In Utter Darkness Canon
The Care of Infinity/Duties Reconciled Canon
Bound Strength Canon
The Darkest Mysteries Canon
Myriad Truths. Canon
Seconds
Direct Control Canon
The Sirens Call To War Canon
Laws Within Laws Canon
A Forgotten Tomb
Then to Die and then Renew Canon
Old Enemies
The Power of Friendship
By Heaven's Fire Canon
Unified Canon
Entropy Denied Canon
Unleash the Sands of Time
From the Abyss Canon
Stampede! Canon
By all the Gods what Horror/The Ultimate Weapon.
The Ultimate Warrior
Shifting ArmsCanon
(Known) Forces of Avernus Overview Canon
The Firestorm Record Canon
Everything Has A Price Canon
Deepwood Preparations
Grey Wardens Canon
The Ghosts of Itza Canon
Blind Eyes Everywhere Canon
Leviathan Paradox Canon
Getting Acclimated Canon
Silver Shield Canon
As the Stone Canon
The Whisper of the Grave
Aching Pains Canon
Alpha Power Canon
Rainbow Radiance Canon
Knights
Racing Through Darkness Canon
Flies and Dispair Canon
A basic guide to Daemons. Canon
The Depths Against the Blight Canon
Frustrating Simplicity! Canon
Death and the Reaper
A Gift of the Spirit
Oakenhearts Canon
Confusion's Bane
The Cities Writhe Canon
Memento Mori Canon
Predatory Approach Canon
Nobody Expects the Psychic Cannon Canon
There is Only Silence
The Speed of Decay
A Tyrant's Wraith
(Alpha) Plus Ultra
A Wave of Death Canon
Insectile Unity Canon
Dark Tide Rises Canon
Azril Zharr
Eyes will not Save You Canon
Extinction Denied
Unthinking Rot Canon
Death of a Titan Canon
Beneath Notice Canon
Song of the Brave Canon
Aria Oakheart Canon
Cornered Rats. Canon
Spores Aflame with Passion Canon
Orders Change
Avengers of the Slain, Choosers of the Victorious! Canon
The Bonds of Friendship Canon
Memetic Nonsense!
Guardians Still Canon
You are not Alone Canon
Flames of Retribution Canon
A Slayers Death Canon
A Swordmaster's Thoughts Canon
Rest
The Broken Avernites, preparations for their Last Duty.
Saga: Sword and Shadow
Fear the Reaper Naught
Chapter Three

The Pup
The council of the void Canon
Routine Excellence Canon
A Very Polite Conversation Canon
The Carcharodons chapter honor guard Canon
A Wanderer's Gift Canon
Only that it Flows Canon
The Path of Pain and the Soulhost Savant Canon
"Subtle" Differences Canon
Lady of Contradictions Eve the Mad Hierarch of Destruction
Hell's Kitchen: Popular Ingredients of the Culinary Guild of Avernus Pt.1 Canon
The Seeking God Canon
The Seeking Church Canon
Arazar Auralus Of The Challengers Of Khorne Canon
Alyrasin The Stolen Champion Canon
Delerious Recriminations Canon
The Corrupted Philosopher and the Young Mage's Debate
Codex Astra Telepathica
The Promised End Canon
A Dreadnoughts musing
Psychic Traditions and powers of The Carcharodon Astra Canon
Bonds of Brotherhood Canon
Legacies Canon
The Caverns Canon
A Choice
Subcontracting in the 45th millennia
Sanguinary Disciplines Canon
Sub-Realms Canon
A Shark and a Levithan Canon
The Absolute Best! Warts and All!
Alkahest Dishes
Honest Advice
Refuge in Audacity
A Gate Yet Unmade
The Element of Surprise
Red and Green. Canon
Cleaning Up Their Messes
From Strength to Strength Canon
Special ammo summary. Canon
Biel-tan the killing flame Canon
The Ancient's March Canon
Leviethan slaying Canon
The Oldest Left Canon
A Trench Digger who smells of Entitlements Arsenal Mostly Canon
Interlude: The Nature of Sanguinius Canon
The Legacy of War Canon
Deck the Halls Canon
To Linger No More Canon
More Happenings in Stygia: Jacob's Bizarre Adventure Canon
The Ritual of the Sanguinor
Hel's Kitchen Canon
Returning Home Canon
Legendary Commanders of the Blood Angels Legion Canon
Record of the Iron Knights Canon
The Iron War

Ammo of the Old Races Canon
I Know You Know I Know You Know!
Faustian Help Canon
Purpose Canon
A Last Stand Averted? Canon
Points of Light Canon
The Benefits of Cooperation Canon
Fire and Iron Canon
Vengence At Last Fufilled
Honour Restored
A Monument to Rebuild
To Hunt Heroes Canon
Molten Iron Canon
Beauty Lost to Man Canon
The War that Wasn't Canon
The Weapons of a Deranged Genius Mostly Canon
Chapter Four

Pech, The Youngest of the Eldest Canon
In Green Light
Divine Blood
A Thousand Cuts Canon
The Everchanging Times: Ironfall Canon
Tribute to the King of Chaos! Canon
Shark Pups Canon
Recorded Unique Orkish Groups: Canon
Something Lighter
Idol Stars Canon
Grey on Grey
The Sublime Canon
Magic Lost to Time Canon
The foundation of the black reef Canon
Talons of the Warmaster Canon
Farseer and Tribunal Canon
Trolling Technology Canon
The most Evil of all Geniuses!
In Death's Ground: A Tale of an Alternate Fall
Boessaewth in the Trust Canon
The Restorer Canon
Unfair Canon
Stuck Canon
Chapter Five

Vulpine Palliation Canon
The Betrayed Canon
Lock Picking with Supernovas Canon
The Adventures of Plus Boy! Canon
Seeing Through Deceit Canon
Cracked Stone and Rusted Iron Canon
Frustration
Defending Change Canon
The Inward Facing Eye
Embers Gods with GorkaMorka's Reserves
Monster or Man
Ever-Wary Eye Threat Report: The Blind Seer Canon
The Governor's Hands Canon
The Gods in Waiting Canon
Hand Profile: Nils Yison
The Legacy of the Old Ones Canon
Upon a Sunray Or... How To Bully People Into Making Superweapons Canon
Rebirth of a Huntress Canon
Questioning the Unquestionable Canon
The Great Work
Rumormonger Canon
The Wolves are Howling Canon
Ghostship Canon
Log 1 Canon
The Practise of Highest Magicks Canon
Another Fang Canon
True War
Chips and Shadows Canon
The Governor's Regalia Canon
A Tale of Shadowed Secrets Canon
A Surprisingly Soulful Project Canon
A Contended Traveller
The Stars are Right Canon
Burning Desire Canon
The Worst Possible Moment Canon
The Final Return
Gods and Politics Canon
The Bloody Hands Canon
History of Naval Reactors Canon
New Imperial Trust Naval Classes Canon
A Peaceful Day Canon
The Complexity of Feelings Canon
Tech rollout phases Canon
Da Big Bowl Uv Blud.
Sparks in the Abyss Canon
A Conversation Canon
Destruction Averted
Time is Lives. Canon
The Silver Heart: Episode 1: Reception Canon
Zand
Chapter Six

Chef of the Oracalcum Spatula
Jane Snippets Canon
Raising a Sorcerer Canon
Real Skill
Witch And A Slayer
Orientation Canon
Rattling Chains Canon
Frustrated Readjustments Canon
The Montfury "Smashing" Cruiser Canon
Sins of Shadow
Every Avernite cultist Duty. Canon
Scamming Gods Canon
Stratagarium
The Court of Shadows Partially Canon
By the People, for the People and to Believe in Tomorrow Canon
Dancing with the Devil in the Pale Moonlight Canon
The Kings Beneath the Mountains Canon
O Fortuna Canon
Da Squiggly Beast Canon
The Radiant Paragon Canon
Fortification summary: Human front Canon
A Guide to Daemonhunting Canon
The Caver Kitsune
Incarnation Canon
Unlimited Power Canon
Bull's Charge
Clad In Grey
Arcane Conduit Canon
Old Soldiers New Tricks Canon
R&R
Did you see that bar? One with that massive sign? Canon
State your Business
Making Sense of Nonsense Canon
The Hunt for the Sorcerer Canon
Once Again, with Feeling?
The Maze Canon
A Burning Sensation
Faith and Providence Canon
The Sparring Grounds Canon
Retake the Skies Canon
Ancient Glories Canon
Surgical Bombardment Canon
Rolling with the Punches Canon
How the Mighty Fall Canon
Betting on Fate
Operation Otter Corridor
Abaddon's Hell Canon
The March of Ku'gath Canon
Fickle Fate, Fickle Fortune Canon
The Damsel in Distress (TM)
Ancient and New Tricks Canon
Gilded Darkness Contingencies Canon
Peace Canon
The Inevitable End Canon
Shadowed Flame Canon
Hubris, Thy Name is Ahriman
Deathtouch Canon
Forecast: Aflame, With a Certainty of Orks.
Beat Downs and Pick Me Ups Canon
Tick Tock Canon
Vertical Thinking Canon
For this Purpose//Ancient Enmity Canon
Tipping Point Canon
The Black Blade of Antwyr
True Radiance
Turn on the Hoses! Canon
Ace Combat: Avernus
The death of the Avernite Airforce
Death Walking Canon
Field Report on Carchardons Activity during the Grand Incursion year 1-4 Canon
Their Own Destruction Canon
Last Rites Canon
Chapter Seven

Regeneration Canon
The Duet Canon
Repanse De Lyonese Canon
Awaken Canon
To Learn Canon
Helheim's Habitation Solutions
A dream of audacity
Green Sun Canon
Green Kabooms
A Loathesome Thing
Cull
A Meeting of Aria Oakheart Canon
The Warp and Cats Canon
Cultivators of the Crucible
Inevitable Canon
New Lands Canon
Helheim's Dreams Canon
Callamus Hero Update: The Laser Savant Canon
Callamus Hero Updates: The Weapon Sage, the Crusader Queen, and the Godmaster Canon
The Living Library Canon
A Warning
A Mournful Drum Canon
Who Needs Enemies?
What should I do? Canon
The Universal Word Canon
Delaying Action Canon
Waning Flame Canon
Scorchmark Canon
Wake Up
Victory Canon
One last Game Before They Go Canon
A Whimper
Chapter Eight

Ribbit Canon
Tidal Barrier Canon
Victory Canon
Tidal Break Canon
-We missed you Empy-
Duel of Jokers Canon
Who thought this was a good idea? Canon
An Unexpected Appeal
Time Pressure Canon
Return of the Living Dead Canon
A million specks of dust Canon
Wraithslip Canon
Agents Canon
Ghostships and You - A primer on the most powerful torpedoes in known space.
A Soldier's Priorities.
Does this really count as Flexibility? Canon
The Black Masquerade Canon
Gamblers Conceit Canon
REVELATION 12:8
Aria Oakheart, Magical Girl.
A Fountain Canon
Bootcamp Canon
Last Chance to Exist Canon
Sis Puella Magica Canon
A Golden Cut
Final Preparations Canon
Skarbrand the Ex
Tzeentch is dead. Long live Tzeentch. Canon
The Will and the Willingness Canon
The Reigniting
Different High Lords: TLN Time Travel
Every single Avernite Tech Priest (off) Duty. and of other places too.
Grots of the Galaxy Unite! Canon
Callamus Hero Update: The Prophet Canon
The metaphysics of everything.
Out of a Crypt into a Morgue
A prelude to 20 mistakes
One Cut Woman Canon
Build It Again Canon
Speculations on The Third Force, by Vorthus and Assistants Mostly Canon
Jane Oakheart's Radical Quests!
Eldar Religion: A Chaos Perspective (One of) Canon
Avernus Psykers - Military Canon

Lorgar Kill Team Omakes

Malal to the Rescue
The Ink
Proper PPE Canon
Heroes of Avernus Mostly Canon
An Unlikely Connection Mostly Canon
The Truth of the Truth Canon
Friends? Nah. Canon
Death That Soars
Hope Springs Eternal: Raven's Rescue
Hope Springs Eternal: Dodge This
Hope Springs Eternal: An Unlikely Trio
The Very Worst Backup Plan, Ever.
Maxims 3, 20, and 65
Eight better things Lorgar could have done with his life:
Strange Allies
Only I May Cheat Canon
The Many Dodges of Leon Slyclaw
What. An. Idiot.
Almost a Prayer Canon
Cornered Faith Canon
Ida.
A Hallucinating Saurus
Just Another Day
Jane's Harrowing Tale of Survival
Grandfather is alive Mostly Canon
Silver Skies Omakes

The School Trip Canon
Backup Weapons Partial Canon
Mineyev's Onyx. Canon
Sir, why are we here? Canon
The Silver Skies Incursion. Canon
Cara Canon
Sufficient Velocitas Canon
Divination Traps Canon
A Collection of Snippets
Collective Nouns
A Different Duel Canon
Chapter Eleven Omakes

The Broken Palace Canon
Broken Chains Canon
TLN: The Directorate, Or, The Space Ferrets And Friends
Engines of Destruction Canon
Advices From the Dead
Ridcully's Report on the Event Horizon, edited and annotated by the Governor's Hands (and other people who can actually do paperwork) Canon
Prophecy the First: Canon
A long-delayed Meeting Canon
What If: Khoswe and the Imperium
Directorate Threat Assessment: Divinities
The Kaleva Triplets Canon
Speaking to the Worm Canon
Guiding the Chances Canon
The Making of the Bastet Canon
Gravity Hives Canon
The Distraction That Had Never Been
Analyzing Dominos Canon
What Gods Fear Canon
Memories of Blood Canon
Report for Blinding Light and Thunder
Bone and Blood and Metal Canon
Fire and Light Canon
"Diplomacy" Canon
The Witch of the Wheel Canon
It's Ridiculous. It's not even Funny.
the chaos gods opinion on Be'lakor ritual. Campm
Thread 6: Hope On The Horizon: Worm-Quest
Malal's Brilliant Plan
Birds of a Feather Canon
Illumination
Haste, Waste Canon
Spilled Blood and Broken Bones
I have a dream.
The Open City Canon
Forward or Back Canon
Failure and Confusion
Opening Moves Canon
Humanity's Mastery of Alkehestery Canon
What If: Bel'a'kor's Gambit
Adrift Canon
The Shock Trooper
Hellstrikers Canon
Disinheritance Canon
Marshal Cara, commander of the Black Irons. Canon
A Unified Theory of Magic Canon
Those Who Will Not Be Slaves Again Canon

Sidequest: Semi-Canon

Avernus: The Adventure of -
Part 2
Part 3
Sul Lia: Heir of Jacob
Sul Lia: Living in Interesting Times
Sul Lia: Horrors of the Dark
Sul Lia: Village Hidden in the Swamp
Sul Lia Interlude: Unbreachable Directives
Sul Lia: Aranchophobia
Sul Lia: Escalation

Must read Omakes

Canon

The Storm of Judgement, Part 1 To Lament No Longer
The Storm of Judgement, Part 2 To Those We Cherish
The Storm of Judgement, Part 3 To Die In Glory
The Hunter
New Model Army Proposal, circa. M1.505 (Colonisation)
THE BATTLE HYMN OF THE (AVERNITE) PDF
Ancient One.
The Duel
The Primal Warp: An Explanation
Hard Boiled
Non-Canon

Ophaniel's Nightmare
Warhammer 43k: Black Imperium Intro
The Lost Age of the Imperium
The 45k Project
Singularity
Negaverse

A Galaxy Aflame, More so Than Usual
A galaxy aflame quest, watching someone else burn
Meanwhile, In the Chaos Negaverse..
Blood and Iron: Wraithwar
With Undivided Hatred: A Sor Amphion Negaverse Quest
Like Salted Flames: A Sor Amphion Negaverse Continuation
With Smoke-Clouded [Undi]vision: A Sor Amphion Negaverse Continuation
The Firestorm Before the Even Bigger Firestorm: A Sor Negaverse Presequel
Sor Quest, Passing the Torch
The Krork's Eighth Revival (Thread 91)
What is this Ship Nonsense (A Slaugth Negaverse)
The Ancient Enemy Returns (Slaugth Negaverse Part 2)
Worm Quest
A negaverse of Ashes: Back to square One


Wildlife Omakes

Canon

A WORLD ON FIRE - AVERNITE CREATURES OF VOLCANIC
PERSUASION

The Efreeti and Shayatin - The Flames of Liberation
Tzazars of the Fire Plains - The Nation of Manylights
Wildlife Activity Report
Well-eater
Avernus Greenskins Mostly Canon
The Temporal Cheetah
Eldar Wildlife Mostly Canon
Avernus - Notable Plagues
Anthropomorphism Amoeba
Pseudodragons
The Distrusted Creatures
Shifter Druidism
Cyberspace Biome - The Noocosm - Part 1: Overview
Cyberspace Biome - The Noocosm - Part 2: Wild'life' of the Noocosm:
The Apples of Youth
The Rat Race
Report on the newly discovered variations of known species
The Last Great Ones
Argent Hounds
The Animancers
The Remnant Kingdom
The Wilde Hunt
The Siren Queendoms
The Ork-Wings
Kitsune
Here there be dragons
Terrors of the Shore
The Unicorn Secret Police
Avernite Biology Mostly Canon
Geomantic Elephants
Cavern Gods
Bamboo and Panda
The Invisible Continent
New Titans Cannon barring the last one
The Shattered Horizon
People of the Shattered Horizon
Wildlife of the Shattered Horizon
Skylasher Toads
Spotter Ticks
Genelords
The Builders
Devouring Wyrms
The Guardian Apes
Probability Butterflies
Spy Moths
Crystal Archons
Deep-Beasts
Hidden Weapons
Searing-Sea: Enchanting
The Laminar Basin
Lobsters of Avernus
Cloudkill Spiders:
Avernus Pests
Jokaero of Avernus
Giants
What Can Change The Nature Of A Rat?
Rain Calling Frog
Hiccupo
The Sun Swarm
Khoswe Write up
The Triumph
Avernus's Research and Development Team
Abyss Keepers
Mercury Glider
Temporal Boreholes - The Tempus Worms
Cotix post Grand Incurion

Extinct

The Xia
Non-Canon

WARPSTONE
Cybernids
The Bugs.
Portal-Makers and Portions.
Umbral Hyena
Cyberspace Biome - The Noocosm - Part 3: CLASSIFIED: Reaper-0
The Avernite Hog
Rage of dragons
Traveller "Sell" List
Chronophages: The Time Devourers
Vigridian Geass
The Devil's Bargain's: Curse Fruits
Great One: The Sky
The Dreamer

Technology Omakes

Canon

Mark V Zoltan Galvanic Rifle
Strike craft of the trust.
Ship Yards
Astartes Power armor
ODDS & ENDS 4
Technologies of the Frigid Sea
Advanced Astartes Armory Part 1: Wargear, Weapons, & Munitions
Advanced Astartes Armory Part 2: Land Speeders, Drop Pods, & Aircraft
Advanced Astartes Armory Part 3: RH1N0
Advanced Astartes Armory Part 4: Tanks, Artillery, & a Piggy
Advanced Astartes Armory Part 5: Super-Heavy Tanks
Advanced Astartes Armory Part 6: Dreadnoughts & Land Raiders
The Last Crystal of Helheim Last One Non-Canon
Microalloy Improvements
Tranth-Pattern Attack Craft
Tranth-Pattern Torpedoes
Helmets optional
Last Minute tech ideas

Non-Canon

More Technologies
Icarus Phoenix Protocol
More Technologies (Part 2)
Forge Frames.
Thresher Heavy 'Fighter'
The "Bricks"
Technology of the Conclave Partially Canon
The Aft'ara Sequence
Tech ideas for the second Grand Conclave
concordat technology
Even More Technology MARK 2!
Odds & Ends 3: Chaos Must Die
Tau Techs
Eternal Architecture
The Nemesarium
Dream Forge
Breechers
Helical Rail Weapons
Tech of the Blood Angels Part 2
Echo Forges
More Third Conclave Stuff
Odds & Ends 5: +90% Dumas Quotient
Telepathica Developments


Polity Omakes

Canon

The Minor Apocalypses
More Mibu Information
Other Gods of the Aeldari
Peoples of the Sea
The Blood Angels Legion
Dante-The Last Archangel
Prognosticar Rashid Saenor
The Crusader Queen
The Weapon Sage
The Godmaster and the Priest-King
Soraquir-A Proof of Defiance
Chaos Polities
Birth of the Sect of United Stars
The Skitarius
The realm of the Fathers
The Necron Empire
Callamus Hero Update: The Mystic
Callamus Hero Update: Akadia Lethe II
Callamus Hero Update: The Electro-Saint
Codewraith Tech-Assassins and the Guitar Hero
Callamus Relic Battle Automata
The Witch of Mercy
Corycia, Royal Champion of the Alanti Hierarchy
Avernus Hero Update: The Soulhost Champion
The Carmine Reaper
Zephyr, the Blighted Wind
The Witch of Contracts
The Burning Witch
The Fire Fox
The Witch of the Covenant

Non-Canon
NA

 
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Characters
Characters
Each entry includes a link to their wiki page which may have more in depth information.
Minor Characters can be found in the wiki.

Fame is how well know you are, both for good and for ill. It governs how far your other two reputation traits spread.
single digit fame is known on a planet wide level
double digit fame is known on a sector wide level
triple digit fame is known on a region wide level
four digit fame is known on a Segmentum wide level
five digit fame is known on a galactic wide level
six digit fame is known outside of the galaxy- The Silent King is the only person known to have this level of fame.


Prestige is how much your skills and achievements are respected. High Prestige makes your professional opinion more respected.
25 is your words are listened to
50 is your opinion carries weight
75 is where you can push though most things in your field
100 is where in your field what you say goes
1000 if what you say oppose every bit of know wisdom in your field, you are right


Standing is how much you are respected. High Standing makes your opinion as a whole more respected.
25 is your words are listened to
50 is you are trusted to make significant decisions
75 is where you could possibly lead the organisation
100 is where you could become a absolute ruler on your reputation alone
1000 is where you are worshiped as a god
The Governor's Office
Frederick Rotbart, First Governor of Avernus
High Council Member

Age:562, rejuved to 20
Gender: Male
Homeworld: Gallium III (civilised world)
Fame: 267- Your name is well-known throughout the Imperial Trust, and is not unknown in the wider galaxy. After your showing in the Grand Incursion the daemons of Chaos in particular are likely to know your name.
Prestige: 117- You are respected as a highly-skilled governor but mostly as an incredible general who played a key part in the humiliation of the Daemon Primarch Perturabo and the capture of the Phalanx.
Standing (Avernus): 110- Your standing on Avernus is good enough that even without your titles you could rule Avernus by degree based on your reputation alone.
Standing (Peoples of Avernus): 70-The defence that you commanded during the Grand Incursion held against everything that the forces of Chaos sent at it, and despite being a secondary front has given you a strong reputation as a leader and general among the peoples of Avernus.
Standing (Imperial Trust): 69- You are a respected member of the Imperial Trust High Council and Executive Councils who despite a few issues knowns when to put the Trust first.

Martial: 26 + 34 = 60(55) (+245 martial bonus)- You combine a level of innate military genius bordering on the superhuman with over a century of experience commanding the forces of Avernus. This results in you being at least a master of every form of military command, with few equals in space and none on the ground.
Intrigue: 20+ 10 = 30(35)- While you are no better at stealth than any other elite soldier you have always had a talent as a spymaster, and are one of the reasons that Avernus' counter-intelligence and anti-cult networks are some of the best in the Imperial Trust.
Administration: 18 + 28 = 38(49- While it is no longer your best skill you still remain an administrator at heart, and have found that even the special administrative difficulties that Avernus inflicts on its settlers to be no problem.
Learning: 12 +11= 23(28)- While you have received a good education and are well-read you are by no means a great scholar.
Will: 15 +28= 43(44)- Your already strong will has only been strengthened into adamant by the trials that you have faced during your time on Avernus, and the faith that your friendship with Saint Lin has helped grow.
Diplomacy: 14 + 16 = 29(36) (-2 with non-Avernites)- Thanks to the efforts of Freya and experience you have reached the point where you can conduct even high-level diplomacy with skill.
Combat: 14 + 36= 50 (+1,005 combat bonus)- While you are not as gifted a warrior as you are a general you are still one of the greatest human warriors alive, being able to meet with Adeptus Astartes Heroes, Ork Warlords and other similar foes on equal footing.
(137/7+7.5=27.5)
Background: Administratum (-4M, -1I, +6A, -2C)

Hero's Luck (+3C, more likely to get in dangerous situations, bonus to combat rolls in bad situations)
Artefact: The Unbreakable Wall (+100 to resist Warp effects, +7 Armour, double HP)- This large shield has withstood forces of incredible power remained untouched, though its protection against the forces of the Warp are minor.
Artefact: Black Crystal Ring
(large resistance to Warp based effects on your body)- The Black Crystal Ring that you use as a signet has been found to provide a large amount of resistance against Warp based effects on your body.
Artefact: Black Crystal Crown
(large resistance to Warp based effects on your mind)- The Black Crystal Crown that you wear has been found to provide a large amount of resistance against Warp based effects on your mind.
Paragon Martial Trait: n steps ahead - (does not have to specify number or composition of forces until they either are identified or engage in combat, only works on a planetary level)- Governor Rotbart is a master reading the flow of a war and determining what will happen well in advance. As a result of this he is always able to position his forces to maximum effect, often taking advantage an an enemies actions before the opposing general knows what he will do.

Paragon Combat Trait: Small Unit Tactics (Double the effect of command bonuses on Governor's Own, triple it on Rotbart) - You have led the Governor's Own against overwhelming odds many times and come out with them mostly intact. This is in large part due to having learned to apply your understanding of war to smaller formations then the grand armies that you mostly command.

First Governor of Avernus
(+2M, +1I, +2A, +3D, +3W, +3C, +3 all morale, -25% cultist numbers, +20 morale when you are in command, -25% chance of being assassinated)- As the First Governor of Avernus you are responsible for turning a doomed expedition to a lethal deathworld into one of the most powerful worlds in the Imperial Trust. As well as developing your skills and reputation you have earned the utter loyalty of the people of Avernus.
Legendary General of the Imperial Trust
(+27M, +2I, -1A, +11C,+1M against Space Marines, +3M when defending, +50 military morale for all forces under your overall command, +25 to all combat rolls against enemy heroes, +50 to rolls by forces under your overall command)- Over the centuries since your arrival on Avernus you have developed your skill at war to a level that no human in history has ever approached. Your skills shine particularly brightly when on the defensive, as is shown by your countless victories.
"The Great"-
(+5I, +9L, +10W, +7D, +3 to all other stats, +1 to all morales, -10% cult formation, +10 morale to all forces under his command)- In recent years Governor Fredrick Rotbart ha been called Rotbart the Great by both his own people and by the rest of the Imperial Trust. This is in recognition of his management of Avernus, as it has grown from a small colony to one of the major powers in the Imperial Trust in a short time despite several major invasions. To make matters even more impressive it has managed to become one of the better places to live in, despite the ever present threat of the wildlife.

Avernite Bi-centenarian
(+6C, +2W, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus you have proven yourself to be an expert warrior, the bearer of a strong will and very alert to danger.
Grandmaster Swordsman
(+3M, +2D, +1W, +8C, +80 to melee combat rolls)- Between your training by Jane and your experience fighting against some of the most deadly foes that the galaxy can throw against you, you have have developed your skills with a blade beyond mere mastery.
Master Avernite Administrator (+5A, +1C) - In your time on Avernus you have developed both your administrative skills and combat capabilities to ever increasing levels. You have continued to developed your administrative skills ever higher even as your combat skills start to plateau.
Admiral and General (can use personal attention for Void actions, can command naval battles with full Martial, gain half effects of ground command traits in the void (rounding up))- While you lack the sheer wealth of experience that you have on the ground, you are still a incredibly experienced admiral, and have learned how to apply much of what you learned as a general to the void.
A Ruthless Reputation
(+1I, -2D, -1 Civilian Morale, -1 to relations with all newly met worlds, -2 relations with all newly met human worlds)- You have gained a reputation of being willing to do anything for victory, whether it is destroying your own cities or even feeding human souls to xenos for knowledge.
Skilled Duelist
(+1C, +15 to all rolls in duels) - You have developed into a skilled duellist over the centuries, able to cross blades with all manner of champion and triumph.
Visionary Diplomat
(+4D)-Governor Rotbart is in large part responsible for the Grand Conclave, which is almost certainly the most influential diplomatic meeting of the millennium for the galaxy.
General of the Ynnari
(+2M, +1D, +1P, +2D when dealing with Xenos)- Governor Rotbart spent a decade working under the Empire of Ashes leading forces of a range of cultures and species against varied foes. This has helped develop his abilities as a general, and his diplomatic skills, especially with xenos.
Master Defender
(additional +5M when defending, +25 to the morale of force under her command when defending) - Most of your greatest battles have been fought on the defensive, and over the centuries you have developed your skills in that field to among the galaxies best.
Munitions Specialist (+2A, reduce the amount of munitions lost to anything but use by 50%)- You are an expert at making use of special ammunition, and at making sure that each ship has just enough and no more.
An Eye for Trouble
(+1I, +2A)- You have a talent for spotting where something is going wrong in an organisation, which is valuable both for dealing with administrative mess-ups and more hostile actions.
Further Studies (+1A, +2L)- You have done various courses at Avernite educational institutes. Currently, these include Social Sciences and Warp for Cavers.
Daemonbane (+4W, +2C, +50 to all rolls against daemons, cause terror in daemons)- During the Siege of Dis in the First Daemonic Incursion you personally killed the Keeper of Secrets leading the attack with a single blow. While your Black Crystal Jewellery protected you from most of its powers and the Black Crystal Sword made killing it trivia ll this was still a rather impressive feat.
Survivor of the Gilded Skies (+2W, +5 to all rolls against daemons)- Having proved himself against the most dangerous foes in the galaxy during the Third Daemonic Incursion Governor Rotbart has had his faith and combat skills tested.
Survivor of the Green Skies
(+2W, +5 to all rolls against daemons, +2 Prestige)- Having proved yourself against the most dangerous foes in the galaxy during the Fourth Daemonic Incursion you has had your faith and combat skills tested.
Foe of Chaos
(+1M, +1W, +1M while fighting Chaos)- Many of Governor Rotbarts greatest campaigns have been fighting against the forces of Chaos, and he has grown skilled at combating the forces of the Dark Gods.
(+1M, +11W, +2C, +1M while fighting Chaos, +70 to all rolls against daemons, cause terror in daemons, +12 Prestige, +47 Fame)- Governor Rotbart has commanded the forces of Avernus against no less than five incursions, including the Grand Incursion where his wall did not fall before the Incursion ended.

You are Frederick Rotbart, first Governor of Avernus and you are taking a moment to reminisce before the next meeting begins. It is approaching five hundred years since an administrative mess up led to you being tasked with leading the colonisation of the Deathworld of Avernus, and both you and your people have changed immeasurably since then, as has the galaxy as a whole.

Before coming to Avernus you were a well respected member of the Administratum who had been gifted planetary governorship of a debt-ridden agri-world. However, due to a paperwork mess up confusing you with General Frederick Rutbart you ended up instead tasked to lead the colonisation efforts for the most dangerous Deathworld known to the Imperium, Avernus. On Avernus you were found to have an incredibly high natural talent for military command, talent that now that you have developed counts you as among the greatest generals that humanity has ever produced. Over the centuries you have honed your military talents and combat skills to a high level, and can now barely remember the Administratum Adept who had never seen a fight that you once where. These days you are Governor Rotbart the Great, one of the leading figures in the politics and military of the Imperial Trust, a warrior that few can match and one of the best generals in the galaxy.

On a more personal level, since coming to Avernus you have lost Henry, your apprentice and first adopted son. You have also married and watched as your beloved wife Freya, your daughter Syr, your son-in-law Sigmund, and your grandson Tormod died to a mix of enemy attack and the dangers of Avernus. You also picked up a new sister, Jane Oakheart, and adopted a second son, Gerald Xavier, who has himself married Tamia Jameson and has three daughters, the eldest of whom is adopted. You have also made many great friends, some of whom still live but many have been claimed by the dangers of Avernus or fallen in one of the many wars you have fought. Or even in a few cases died of old age.
Ælfgar Korrapati, Second Vizier of Avernus
Fame: 12- Ælfgar Korrapati is well known as a military academy, and as one of the best instructors in the famed Avernus Officers Academy. He gained widespread attention however by being one of the minds behind the Avernite New Model Army.
Prestige: 69- Ælfgar Korrapati is one of the best military theorists that humanity has ever produced, and is highly respected within his field.
Standing (Avernus): 37- Ælfgar Korrapati was one of the most respected teachers at Avernus' most respected military educational institute, and has the trust of his former students, many of whom are prominent Avernites.
Standing (Imperial Trust): 12- Ælfgar Korrapati's reputation has read to the other military academies of the Imperial Trust, but not that much beyond them.

Age: 406, rejuved to 20

M: 18+10=28- Vizier Korrapati has one of the best academic understandings of war on Avernus, his military command experience tops out at a battalion level. As such he makes a far better adviser then he does a general, but is excellent in that role.
I: 13+3=16- Vizier Korrapati understands the importance of subtlety and practices basic precautions but no more.
A: 17+14=31- Vizier Korrapati's time in the Avernus Officers Academy has helped him develop a high level of administrative skills and knowledge, skills which have only improved in his time as Vizier.
L: 23+7=30- - Vizier Korrapati is a genius who is considered to be one of humanities greatest experts on the theoretical side of warfare.
W: 15+14=29- Vizier Korrapati has a strong will and firm self-knowledge to determine what thoughts come from without.
D: 17+10=27- Vizier Korrapati's long experience at teaching have made him a decent orator but nothing exceptional.
C: 20+21=41- In battle Vizier Korrapati shows the skills he tries to impart to his students, calming taking down key enemies with carefully placed bursts of fire.
(79/7+2.5=13.5)

Officer (+3M, +1A, +2C -1D, -1I)- Ælfgar Korrapati was a well-respected major in the Avernite Helltroopers before he was posted to teach full time at the Avernus Officers Academy.
Avernite Bi-centenarian
(+6C, +2P, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus Vizier Korrapati has proven himself to be an expert warrior, the bearer of a strong will and very alert to danger.
Avernus Officers Academy Professor
(+6M, +4A, +3L, +2P, +3C, +5 to morale of force under his command, his subordinates are more likely to gain stats and traits)- Vizier Korrapati has spent most of his life teaching a variety of courses at the Avernus Officers Academy. This is a good indication of his military knowledge which is considered to be the best on Avernus.
Survivor of the Gilded Skies
(+2P, +1C, +5 to all rolls against daemons)- Having proved himself against the most dangerous foes in the galaxy during the Third Daemonic Incursion Vizier Korrapati has had his faith and combat skills tested.
Survivor of the Crimson Skies
(+1P, +2C, +5 to all rolls against daemons)- Having proved himself against the most dangerous foes in the galaxy during the Second Daemonic Incursion Vizier Korrapati has had his faith and combat skills tested.
Acclaimed Military Academic
(+1A, +3L, +1D, his subordinates are more likely to gain military stats and traits)- Vizier Korrapati is an acclaimed military academic with an in-depth theoretical understanding of almost all aspects of war and a proven talent for teaching them.
Avernus Officers Academy Rifle Instructor
(+1M, +1I, +1D, +5C, +50 to ranged combat rolls with rifles, +50 to rolls to teach rifle skills, his subordinates are more likely to gain rifle trait )- Vizier Korrapati has a natural talent with rifles that has shown from a very young age and was what originally led to his posting in the Avernus Officers Academy as an instructor. After centuries of training both himself and others Vizier Korrapati has developed both his skill with the rifle and his ability to teach it to mastery.
Expert Teacher
(+1L, +2D, +30 to all rolls to teach)- Vizier Korrapati was considered one of the best Professors in the Avernus' Officers Academy, a reputation that was built as much on his teaching skills as his knowledge of his subjects.
Skilled Administrator
(+4A)- In his time running the Governor's Office Vizier Korrapati has developed a deep understanding of the bureaucracy and how to make it work for him.
Expert Bureaucratic Leader (+2A, +3D)- Ælfgar's skill for organising and leading his Administratum Adepts is noteworthy and has led to significant increases in various KPI under his direction.
Together We are Strong
(+3D, +3W)- Vizier Korrapati forms strong ties with those around him, which he uses to strengthen his will when it wavers.
Tested Leader
(+2I, +1D)- Ælfgar has taken up the governance of Avernus several times over his career, and in doing so learned how to cope with the various power games and leadership issues that most in such a position must face.
Bastion of Will (+4W, +2C)- Ælfgar Korrapati has had his will tested by a Keeper of Secrets and held firm, both physically and spiritually. While not unknown among the heroes of Avernus, this was a rather amazing feat for someone more focused on the theoretical than the practical.
Well Organised
(+2A)- Vizier Korrapati has learned how to keep his department and files well organized, allowing for things to preclude smoothly and making it less likely for tasks to fall through the cracks.

Ælfgar Korrapati was born a hundred and nine years after the colonisation of Avernus as the grandson of some of the first Midgardian immigrants to Avernus, and the son of a respected doctor. From a young age, he demonstrated a level of genius that few could match and an equal talent for battle. Unsuprinly he was given a place in the Avernus' Officers Academy and graduated at the top of his year, his scores riveling legends such as Samanta Khol and Archilles Waters. Ælfgar Korrapati proved to be a gifted but not exceptional officer, though the high level of marksmanship displayed by his subordinates attracted attention. This talent for teaching remained with Ælfgar Korrapati as he climbed the ranks until at the age of eighty then Major Ælfgar Korrapati was tapped for a tour of duty teaching marksmanship at the Avernus Officers Academy.

As well as being one of the better Rifle Instructors of the Avernus Officers Academy Major Korrapati used what free time he had to sit in on as many advanced classes as possible and learn all he could from his peers in their fields of interest. Soon enough he was teaching other fields such as Logistics, External Military Studies and several other theoretical courses. As time went by now Colonel Korrapati became one of the most respected professors of the Avernus Officers Academy and one of the better staff officers in the Imperial Trust as a whole.

Ælfgar Korrapati is both a teacher and an academic and loves both teaching his subjects and learning more about them. You have spent many an evening debating military theory with him and have found him both confident in his knowledge and willing to learn, a rare combination in your experience.

Departmento Munitorum
Age: 575, rejuved to 25
Fame: 56- Lord General Rakes is a renowned commander who has been one of Avernus' senior officers since the time of the Imperium. In this time he has fraught in most of the major campaigns of the Imperial Trust, and distinguished himself repeatably.
Prestige: 85- Lord General Rakei s one of the best human officers in the Imperial Trust, and his defence of Cassarondo is required reading in every military academy in the Imperial Trust,.
Standing (Avernus): 71- Lord General Rake's is one of the oldest and most respected military officers on Avernus, a world that is dominated by its army.
Standing (Imperial Trust): 48- Lord General Rake is the Lord General of Avernus, considered to be the most skilled and disciplined human soldiers in existence.

Martial: 17 + 27(42) = 44(59) (+119 or +245 martial bonus) – General Rakes is an master at defensive warfare with few equals, though he is merely an expert when on the attack.
Intrigue: 16 + 13 = 29 – General Rakes has an understanding of the importance of covert operations to warfare and a good level of skill in countering them.
Administration: 18 + 9 = 27 – General Rakes is a skilled administrator able to keep his forces well supplied for the extended sieges he specializes in.
Learning: 10 + 6 = 16 – General Rakes has the education required for an Avernite officer of his rank.
Willpower: 17 + 16 = 33 – General Rakes has a strong and tested will, and an abiding faith in the Emperor.
Diplomacy: 13 + 4 = 17 – General Rakes has little patience for diplomatic niceties, but has learned how to use them.
Combat: 16 + 34 = 50(+835 combat bonus) – General Rakes is a highly skilled soldier and a crack shot with his rifle.
(110/7+4.5=20.5)

Lord-General of Avernus (+5M, -1I, +2A, +1D, +3C)– Tychon Rakes is the Lord-General of Avernus, considered to be the greatest officer on a world devoted to War to an extent that few other worlds can contemplate.
Avernite Bi-centenarian (+6C, +1I, +2W, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus General Rakes have proven himself to be an expert warrior, the bearer of a strong will and very alert to danger.
Leads from the front (+3C, +1D, +10 to morale of forces under his command, more likely to die in battle) – General Rakes always leads his men from the front, fighting among the common troopers were he claims that he can feel the flow of the battle better. Whether or not this is true, it is undisputed that his men fight harder when their general is fighting beside them.
Grandmaster Marksman
(+2M, +3I, +8C, +80 to ranged combat rolls) – General Rakes is a master marksman who can maintain flawless accuracy even within the thick of combat.Master Administrator (+5A)– Even among the logistically experts of the Avernite Quartermaster Corps General Rakes ability to ensure that his forces are always well supplied is outstanding.
Grandmaster Tactician (+8M) – General Rakes has developed a mastery of tactics and battlefield positioning that has few equals, even among the generals of Avernus.
An Officer to the Bone (+2M, +1D) – General Rakes is an officer of the Avernite PDF, nothing more and nothing less.
Grandmaster Defender (+3M, +1A, additional +6M when defending, +40 to morale of forces under his command when defending) – General Rakes is one of the best defensive commanders on Avernus, always knowing when a position needs to be reinforced or abandoned as well as how to best launch spoiling assaults on the besieger. When on the defensive only the greatest of forces can make him budge, and even then grudgingly.
Complete Defence (+3I, +50 to counter enemy scouts and infiltrators) – General Rakes has developed a real talent for setting up his defences so that the enemy has great trouble sneaking infiltrators past them, or even accurately scouting out his front lines. He still can't keep the Phase-Tigers out reliably, though.

Perfect Defence (+4M, +4W, +4C, additional +4 M when defending, +25 to all forces under his direct command when defending) – Between General Rakes textbook defence of Cassarondo during the Third Daemonic Incursion and what he has learned assulting the Defence of the Daemon Primarch Perturabo his ability to create and command defences pushes the boundary of the possible.

Defender of Hvergelmir (+1M, +2I, +1A, +2C, +2M when defending, +20 to rolls by all forces under his command when defending, additional +20 to morale rolls by all forces under his command when defending, less likely to die) – General Rakes commanded the main defenses during the defence of the Hvergelmir Prime Fortress against Hive Fleet Grábakr, and held the line despite the unending tide of monsters unleashed on his forces. This push his skills as a general to their limits, and gave him a reputation as one of the greatest masters of defensive warfare in the Imperial Trust.

Defender of Cassarondo (+1M, +1W, additional +2M when defending, +10 to all forces under his command, and +10 morale to all forces under his command when defending Cassarondo, +2 Prestige, +3 Fame) - General Rakes has defended Cassarondo, Avernus' northernmost city from all attacks in several Daemonic Incursion no matter the odds against him. This has given him an intimate knowledge of the city and its environs, and how to best defend it.
(+9M, +5I +3A, +6W, +6C, additional +15M when defending, +70 to all forces under his command when defending, +70 to morale of forces under his command when defending, +50 to counter enemy scouts and infiltrators, less likely to die, +10 Prestige, +5 Fame)- General Rakes is the greatest defensive specialist among the generals of Avernus, second only to the Governor Himself in his field. His reputation for holding his ground is legendary, as is his men's willingness to hold against even the most horrific of attacks.
Survivor of the Pink Skies (+2W, +1C, +5 to all rolls against daemons – Having proved himself against the most dangerous foes in the galaxy during the First Daemonic Incursion General Rakes has had his faith and combat skills tested.
Survivor of the Crimson Skies (+1W, +2C, +5 to all rolls against daemons) – Having proved himself against the most dangerous foes in the galaxy during the Second Daemonic Incursion General Rakes has had his faith and combat skills tested.
Survivor of the Gilded Skies (+2W, +1C, +5 to all rolls against daemons) – Having proved himself against the most dangerous foes in the galaxy during the Third Daemonic Incursion General Rakes has had his faith and combat skills tested.
Survivor of the Green Skies (+2W, +1C, +5 to all rolls against daemons, +2 Prestige) – Having proved him/herself against the most dangerous foes in the galaxy during the Fourth Daemonic Incursion … has had his/her faith and combat skills tested.
(+8W, +5C, +30 to all rolls against daemons, +5 Prestige)- General Rakes has led his men through five Daemonic Incursions, including the Grand Incursion. This has tested his skill and strength of will as nothing else has, even the defence of Hvergelmir.
Tailored Education
(+6L, +1D) – General Rakes has put in a great deal of effort to learn the more abstract aspects of war after being caught up due to not knowing them several times.
Unconventional Fighter
(+4I, +3C)– General Rakes prefers to fight using rather unconventional methods and excels at catching his foes off guard.
Tychon Rakes was born to a upper class family on the planet of Zerus twenty years before the colonisation of Avernus. He joined the Officers Academy as soon has he was old enough and was a newly graduated Lieutenant when Avernus was colonized. Much to many of his soldiers surprise he manged to survive and prosper on Avernus, eventually becoming a respected officer. He continued to slowly rise in the ranks for the next few decades until he reached the rank of colonel after his superior fell in the assault on Barovik during the First Siege of Midgard.
Due to the skill that he had always displayed in defensive operation Colonel Rakes was reassigned to a position in one of the first Avernite Siege Infantry Brigades, where he quickly proved to be one of the most gifted officers. He remained there until Waaagh Garkill, where he took command of his brigade after the Brigadier was killed during the defence of The Fens from the main Ork attack. In recognition of his astute command of his brigade for the rest of the engagement he was promoted to Brigadier after the end of the campaign.
Brigadier Rakes and the 9th Helltrooper Siege Infantry Brigade next saw combat in the Assault on Fjol IV, where they were one of the most successful of the Siege Infantry Regiments in the Avernite Army, which attracted the attention of several senior officers. For the following few decades Brigadier Rakes was shifted though several posts in preparation for promotion, which came about six years before the First Daemonic Incursion.
Major-General Rakes was the commander of the defenders of Arbor during the First Daemonic Incursion, and as such came under heavy attack. Being one of the northernmost cities Arbor suffered some of the lightest casualties in the Incursion, a fact that is almsot solely credited to Major-General Rakes command. After going over his after action reports his defence of Arbor started to be used as a textbook example of defending a city from a Daemonic Incursion, and he became known as one of Avernus' greatest defensive experts.
As such it was not surprising when he was slated to command the defenders of Iota One when it was first founded, and was given command over the regions PDF forces when they were formally formed a few years later.
Marshal Tychon Rakes is a highly professional man, who always uses exact military protocol and has a reputation for being strict but fair to his subordinates.

Adeptus Administratum
Chief Administrator Martinus Argall
Age: 408 rejuve to 30
Fame: 9- Martinus Argall is the long-standing leader of Avernus' Administratum, and is, therefore, a well-known name on Avernus.
Prestige: 49- Martinus Argall is respected as a highly-skilled and efficient administrator.
Standing (Avernus): 54- Martinus Argall has proven that he can be trusted to run the Avernite Administratum, one of the most powerful organisations on Avernus.

M: 17+18=35- While he is not a legendary military leader Martinus Argall is still a surprisingly skilled one that matches most Avernite generals.
I: 15+9=24- Martinus Argall has an understanding of the more subtle aspects of bureaucratic infighting.
A: 16+34=50- Martinus Argall is a highly experienced administrator whose skill in his fields is matched by none on Avernus, and few outside of it.
L: 14+16=30- Martinus Argall has the education expected of an Avernite University graduate who has continued with extensive independent studies after graduating.
W: 11+13=23- Martinus Argall has the drive to be the best that he can be, and will not let any external force change him.
D: 16+17=33- Martinus Argall is a charismatic and skilled leader whose success rest on making the best use of those under him and inspiring them to do their utmost.
C: 17+26=44- Martinus Argall has survived centuries of life on Avernus due to a combination of skill, alertness and marksmanship.
(127/7+3=21)
Avernite Administratum Adept (+5A)- Martinus Argall is a fully trained Administratum Adept who is intimately familiar with the rules of bureaucracy and is capable of managing it with the finesse that only someone who has developed a natural talent for the art can display.
Government by Mathematics
(+3A, +1L, -1D)- Martinus Argall decisions are heavily based in mathematical analysis, making it highly effective but lacking a personal touch.
Grandmaster Avernite Administrator
(+8A, +3C)- Martinus Argall is the image of an Avernite Administrator that others try to emulate, having a mastery of bureaucracy and administration that few can dream of matching, and combat skills that would be considered good for the Helguard.
Grandmaster Delegator
(+7A, +5D, gain 2 bonus action years per decade)- Martinus Argall is unmatched when it comes to ensuring that every task reaches the right member of his team, and building a team of subordinates able to easily handle every aspect of governing Avernus between them.
Highly Organised
(+4A)- Martinus Argall leads a highly organised life, with everything in its place and a place for everything. This applies equally to his time at work and his personal life.
Highly Efficient (+2A, +1C)- Martinus Argall believes in doing exactly what is needed and no more, and has developed the skills and judgement to pull this off. This proves useful both in combat and in administration, both situations were wasted effort can be problematic.
Learned Scholar
(+2A, +8L)- Martinus Argall has spent centuries studying every aspect of Avernus' economy and how it works, in order to better manage it. He is now one of the most respected members of Avernite academia in his fields.
Bureaucrat
(+1I, +1A)- Martinus Argall has spent the vast majority of his life as a bureaucrat and has learned to prosper in the odd mix of leadership and infighting that fills bureaucracies.
Inspiring Leader
(+4D)- Martinus Argall is developing a real skill for inspiring his subordinates to believe in his vision and put in the work needed to make it into reality
(+5M, +2I, +34A, +12L, +3W, +15D, +5C, gain 3 bonus action years per decade, +2 Fame, +20 Prestige) (+5M, +1I, +2A, +3L, +3W, +7D, +1 C)- Martinus Argall is one of the longest serving Cheif Administrators of Avernus, and more than any of his predecessors he has shaped the Administratum in his image. Under his guidance, the Avernite Adminsitratum transformed from a more efficient and less corrupt version of the Imperium's Adeptus Administratum into an organisation focused more on teamwork and cooperation, where every project is overseen by a team so that no single death can cause any real disruption.
Avernite Bi-centenarian
(+6C, +2W, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus Martinus Argall have proven himself to be an expert warrior, the bearer of a strong will and very alert to danger.
Survivor of the Pink Skies
(+2W, +1C, +5 to all rolls against daemons)- Having proved herself against the most dangerous foes in the galaxy during the First Daemonic Incursion Martinus Argall has had his faith and combat skills tested.
Survivor of the Gilded Skies
(+2W, +1C, +5 to all rolls against daemons)- Having proved himself against the most dangerous foes in the galaxy during the Third Daemonic Incursion Martinus Argall has had his faith and combat skills tested.
Survivor of the Crimson Skies
(+1W, +2C, +5 to all rolls against daemons)- Having proved himself against the most dangerous foes in the galaxy during the Second Daemonic Incursion Martinus Argall has had his faith and combat skills tested.
Grandmaster Rifleman
(+3M +2I, +8C, +80 to all rolls with rifles)- Over his centuries-long life Martinus Argall has developed his natural talent with rifles beyond mere mastery. While his position ensures that he is kept away from danger as much as is possible for any Avernite, when danger comes looking for him it will find him ready and waiting.
Preceptive
(+4I, +1W, +1D)- Martinus Argall is very preceptive, skilled at seeing not just what is around him but also what others are thinking and noticing changes in his own mind.
Protege of Rotbart
(+8M)- Martinus Argall has studied the administrative style of warfare that Governor Rotbart developed early in his career under Governor Rotbart himself, and shown real talent in it.Scholar of War (+2M, +4L, +2C)- Martinus Argall has done in-depth studies into the theoreticals sides of war, which when combined with his experience and earned skill makes him a dangerous foe and an effective general.
Unyielding Drive
(+2W, +1C, less likely to die (5), +2 to trait gain)- Martinus Argall refuses to lay down and give up, or be less than the best he can be.
Spoiler: Adeptus Administratum

Martinus Argall was born sixty-seven years after the colonization, decades after the death of the Emperor to an upper middle class family.

After graduating from University he joined the Avernite Administratum, where he would spend his entire career. Martinus spent the next couple of centuries rising though the ranks of the Administratum due to a mix of skill and survival. Eventually he found himself as the head of the Department of Industry, tasked with overseeing Avernus' varied industries. He has been in this position for almost a century now, and proven to be an unimaginative but skilled leader.

After the death of Issac Gros Martinus Argall was chosen to be the sixth Chief Administrator of Avernus.

Diplomatic Office
Age: 346 rejuve to 30
Fame: 12- As the human representative to the Council of Peoples, Kent Cline is becoming well known.
Prestige: 48- Prefectus Kent Cline is respected for his diplomatic skills, but not exactly renowned for them.
Standing (Avernus): 47- Kent Cline's actions in the Council of Peoples have given him a good reputation among the humans of Avernus as well as the other Peoples.
Standing (Imperial): 58- Prefectus Kent Cline has for centuries been one of the main channels of communication between Avernus and the rest of the Imperial Trust, and he has earned a great deal of respect in tht time.

M: 14+2=16- Prefectus Kent Cline's experience as a leader and combat skills make him a decent military commander, though you would not want to put anything above a battalion in his hands.
I: 16+12=28- Prefectus Kent Cline has spent his career as a diplomat, and therefore is skilled with the spy games played by diplomatic offices.
A: 15+8=23-Prefectus Kent Cline may be in the diplomatic office but he is still an Administratum Adept, and therefore a highly skilled administrator.
L: 16+4=20- Prefectus Kent Cline had one of the best educations available on Avernus, and has kept up on those aspects related to his field.
W: 12+4=16-Prefectus Kent Cline has a strong enough will not to be effected by most diplomatic tricks, though he struggles when faced with daemons.
D: 16+22=38- Prefectus Kent Cline is a highly skilled diplomat and an expert at finding the exact limit that he can push a deal to, and going no further.
C: 18+13=31- While he has spent almost half his life off Avernus, Prefectus Kent Cline has still worked to keep his skills sharp to the level expected from an Avernite ancient.
(65/7+1=10)

Avernite Bi-centenarian (+6C, +2W, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus, in total, Kent Cline have proven himself to be an expert warrior, the bearer of a strong will and very alert to danger.
Survivor of the Crimson Skies
(+1W, +2C, +5 to all rolls against daemons)- Having proved himself against the most dangerous foes in the galaxy during the Second Daemonic Incursion Kent Cline has had his faith and combat skills tested.
Administratum Adept
(-1M, +5A, -1C)- Kent Cline is a fully trained Administratum Adept who is intimately familiar with the rules of bureaucracy and is capable of managing it with the skill that only a trained professional can display.
Master Rifleman
(+2M, +1I, +5C, +80 to range combat rolls with rifles)- Kent Cline is has developed his skills with the standard-issue rifle into mastery in recent years, in large part due to his work with the Lifeguard.
Collegia of Dis Graduate
(+2A, +3D, +4L,+1 to all other stats)- Kent Cline graduated from the Collegia of Dis with good marks, giving him the best education available to non-psykers outside of the Adeptus Mechancius within the Imperial Trust. Well second best, after Muspelheim, maybe third depending on Niflheim's secrets. One of the best anyway.
Master Diplomat
(+8D)- Kent Cline is one of the Trust's best diplomats, trained and experienced at a wide range of negotiations with all types of groups, including many highly exotic Avernite groups.
Former Head of the Trust Coordination Office
(+2I, +1A, +4D, +4D when dealing with the Imperial Trust, +10 Standing (Imperial Trust))- Prefectus Kent Cline has spent most of his career as the head of the Trust Coordination Office and therefore tasked with being the go-between between the Imperial Trust and Avernus. This makes him highly familiar with how the Imperial Trust functions and good at working within it.
Expert Judge of Character
(+6I, +3D)-Kent Cline once had issues with misjudging others, since then he has put himself through intensive training in this field, and over time has become a true expert.
Speaker for Humanity
(+1I, +4D, +3D when dealing with Peoples of Avernus)- Kent Cline has been the primary representative of humanity at the Avernite Council of Peoples. This has greatly expanded his experience in conducting diplomacy with Xenos and outsiders.

Kent Cline was born the fifth child to some of the wealthiest industrialists of Averunus, and as such was raised with the best guards, equipment and education that money can buy. The combination of his families wealth and his own talents were enough to get him a position in the Collegia of Dis, where he majored in interstellar trade and diplomacy. After graduating Kent Cline joined the Administratum's Diplomatic Office, where he quickly found himself assigned to the Trade Division. Within fifty years he rose to the head of his division, and a century after that he was Head of the Trust Coordination Office. He remained in that position for over a hundred and fifty years, allowing him to develop a wide network of contacts and friends among the diplomatic apparatus of the Imperial Trust and its members. Eventually you chose him to succeeded the respected Lord-Mayor of Dis, and Inquisitor Lord, Marcus Klovis-Ultan as the head of the Diplomatic Office.

Kent Cline is a rather tall man with excellent manners and a talent for taking control of the conversation and turning it to his own ends. Despite the fall from power of his family as a whole, who have over his lifetime dropped from being one of the richest families on Avernus to merely well off, he holds no bitterness over it and views it as just life.

Security Forces
Arbitrator Jane Oakheart, "The Inevitable"
Age: 542, rejuved to 25
Fame: 10,182- With the slaying of Ahriman in the heart of his domain Jane Oakheart has become a known force in the galaxy, and is talked about in the same tone as the Loyalist Primarchs and other great Heroes of the Sane.
Prestige: 1,186- Jane Oarkheart is considered to be one of the greatest warriors in the galaxy
Standing (Avernus): 95- Now that Jane's name and skills are becoming known, she is becoming one of the most trusted figures among the citizens of Avernus as well as the leadership.
Standing (Imperial Trust): 85- Jane Oakheart is one of the greatest assets of the Imperial Trust, second only to High Grandmaster Ridcully.

M: 14 + 19 =33 (+550 martial bonus)- Jane is a gifted commander of small units, and can command larger forces with a level of skill usually associated with generals if necessary.
I: 15 +35= 50- Jane is a more than merely a master of intrigue in all of its forms, whether it is overseeing or detecting system-wide spynets or sneaking past sentries.
A: 16+4=20- Jane is a competent administrator, able to handle her administrative responsibilities without causing any problems.
L: 12 +7 = 19- Jane has a very good education within her interests but does not have as broad an education as you or many other Avernites.
W: 13 +41= 54- Jane's faith is rock hard and certain, and her will is even stronger.
D: 7 + 5 = 12- Jane prefers to talk with her blades or through intermediaries rather than engage in diplomatic talk that she has neither the skills or the patience for.
C: 18 + 45= 63(+1,490 combat bonus)- Jane is a force of nature on the battlefield, able to cut her way through even elite units and champions without slowing down and with an uncanny ability to dodge and deflect incoming attacks.
(142/7+9=29)
Combat Transcendent Trait: Arbiter of Fate (current target can't use any esoteric effects to fight or escape from Jane, or have any used to support it or hinder Jane, just simple physical powers, attacks and defences (basically ignores everything but an attack that causes physical damage, include buffs for foe and debuffs for Jane)- Those hunted by Jane Oakheart find all their esoteric tricks and techniques useless, and everything but simple physical attacks failing them.
Swordsmanship Paragon Trait: The Inevitable (can dodge anything totally, kills anything that isn't a paragon or colossus on crit, x50 damage on crit,, double damage)- Jane Oakheart is the creator and paragon of the Oakheart style of swordsmanship, which emphases quick kills and dodging incoming attacks. She has developed these skills to the point where she can kill almost anything with a single blow when given a good enough opportunity and can dodge attacks that should be impossible to dodge.
Combat Paragon Trait: Terror of the Damned (can cut Warp effects with blade, permanently wounds and kills demons, inflicts terror to Chaos)- After a lifetime of hunting down and killing psykers and daemons Jane Oakheart has somehow developed the ability to cut the Warp itself with her blade. This allows her to do anything from cutting down psychic powers to permanently wounding and even killing daemons.

Paragon Psyker Hunter Trait: Alpha Strike (gets free attack before each combat, double crit chance for said free attack) – Jane Oakheart has slain countless Psykers of incredible power by killing them with a single well placed blow before they could react.
Paragon Combat Trait: The Final End (rolls twice and chooses the highest for all rolls against daemons, double damage vs daemons)- Jane Oakheart has slain countless daemonic heralds and Greater Daemons over her life, including The Changling of Tzeentch and the Honoured Great Unclean One Festirstrol Bilgefinger. This has given her a level of insight into how daemons fight and how to counter it that verges on the precognitive.
Will Paragon Trait: Defier of the Chosen (Damage reduction that scales with attackers significance, maxes at 95%)- Countless heroes and villains with stories etched into the very fabric of the Warp have come before Jane Oakheart, and met their end without touching her.

Artefact: Buckler of Nohon-Qre (+400 to resist Warp effects, +1 Armour, +20% chance of doging)- Nohon-Qre was a Saurus Eldar famed for his ability to avoid being hit, whether by spell or attack. His buckler bestows a level of that skill on its wielder.
Artifact: Blade of the Tempest (Pen 22, +3C, +100 to rolls to resist or cut Warp effects, +1 to true kill level, double damage vs psykers and deamons, increase crit range to 96-100, +50 to all rolls, add half of enemies base damage to your own, can increase base damage by up to 100%)- In its centuries wielded by Jane Oakheart the Blade of the Tempest has tasted the blood of countless psykers and deamons, ranging from the most minor to Alpha-Psykers and Honored Greater Daemons. This has forged it into a blade out of legend, the bane of those who wield the Warp. While the Blade of the Tempest was once a normal power sword, it has had its metal replaced with Orichalcum by one of the Remnant Kingdom's greatest Transmuters.
Artefact: The Right Moment (+30% chance of dodging all hits, 50% chance of negating all hits, +100 to all combat rolls)- Jane Oakheart's Chrono-Displacer has developed greatest over the years, and since she fought Aetaos'rau'keres the Slayer of Souls it seems to know exactly when to move her to avid damage even without her input. This use of of the ability to move forward or backward on their personal timeline, allowing her to dodge even more attacks and rewind from even fatal wounds and attack from unexpected directions. Given just how well this added maneuverability goes with her style this is a deadly addition to her arsenal.
Artefact: The Armour Unmarred (+14 armour, +200% HP, +50 to all rolls, +150% melee damage, +60% speed, +200 to resist psychic effects, +100 to stealth, flight, ignore first successful hit each duel)- Jane Oakheart's set of Recon Power Armour has lasted her centuries, yet seems to be utterly unmarred despite that. The Runes of Warding and Reinforcement inscribed on its Orichalcum glow with unusual power, and the armour aides her dodge with unnatural speed.

Inquisitorial Veteran (+6I, +4M, +2W, +5C, -2A, -1L)
Arbitrator (+4I, +3M, +3C, +1D, -2A, -1L)
Spymaster (+5 percent chance of spy related intrigue actions succeeding)
...but you cannot hide (+3I, +1W, +5% to chance of finding cultists and inner circle cultists) – Arbitrator Oakheart has managed to personally locate and destroy even the most well hidden cults on Avernus. No matter how a cult conceals itself, she will be able to find it.
- ( +3A, +9I, +1M, +3W, +2C, +5 percent chance of spy or psyker hunting related actions succeeding, +5% to chance of finding cultists and inner circle cultists) – Jane Oakheart has spent centuries as the hider leader of Avernus' internal security apparatus, time in which she has built it from the ground up into one of the most impressive human organisations of its type in the known galaxy.
Paragon of the Blade (+5M, +2D, +2I, +12C, +120 to melee combat rolls) -Arbitrator Jane Oakheart has honed her talents with the blade against everything that the rogue psykers of Avernus can throw at her, and the daemons that they often summon as well as some of the most deadly wildlife that Avernus can produce. Combined with her drive to improve herself and her great will she has managed to push her skills beyond superhuman into the real of the impossible.
Champion of The Fens (+1M, +1I, +1D, +4P, +2C, +10 to all rolls against daemons and psykers)- During the First Daemonic Incursion all cities came under heavy attack and all cities suffered major losses. All cities but one that is,thanks to the leadership of Lieutenant-General Paulson and the heroism of Arbitrator Jane Oakheart the attackers of The Fen's failed to get past its walls, instead meeting their end on Arbitrator Oakheart's deadly blade and at the guns of the defenders.
Hero Killer
(+1C, +5 to rolls in duels, +20 to reaching enemy heroes)- Jane is an expert at hunting down and killing enemy heroes, as she demonstrated to the Abomination Crusade.
Witchbane
(+1I, +3P, +50 to rolls vs psykers)- Over her life Jane has killed countless Psykers, many of them incredibly powerful. From what you can tell Jane has actually killed more Alpha-level Psykers then any other normal human, even taking a broad view of normal.
Broodlord Slayer (+2C, +3I, +2P, +100 to all rolls vs psykers)- Alpha Broodlords of Hive Fleet Grábakr are a terrifying combination of a combat monster able to slay heroes of the Astartes enhanced by the massive psychic might of an Alpha Psyker. In a single fortnight Jane hunted down and killed four of them, along with countless other Tyranids of worrying power.
Daemon Hunter (+1I, +3W, +50 to rolls vs daemons, +1 Fame, +5 Prestige)- Over her life, Jane has killed countless daemons, including monsters such as The Changling and Festirstrol Bilgefinger despite being a normal if incredibly skilled human. Some of these kills were made in open combat, while others are a result of surprise attacks, often made possible by her foes' dismissal of her as 'just another human'.
Mentor (+3L, +3D, +2C, +20 to melee related rolls +20 to rolls to teach which is doubled for blade related skills, students more likely to get useful traits)- Jane is an incredible mentor, able to bring out the best of her students, allowing a surprising number of them to reach mastery themselves.
(+6M, +9I, +6L,+16W, +6D,+19C, +140 to melee combat rolls, +30 to rolls to teach which is doubled for blade related skills, students far more likely to get useful traits, +60 to all rolls against daemons, +160 to all rolls against psykers, +20 to rolls in duels, +30 to starting duels, +50% base damage when wearing Orichalcum, increase maximum damage bonus from Orichalcum weapon to +150%, +2 Fame, +10 Prestige)- Jane Oakheart is possibly the greatest swordsmen that humanity has ever produced, and is the founder of the legandary Oakheart School of Swordsmanship, as well as the schools greatest practitioner.
Paragon Psyker Hunter (+5M, +6I, +9W, +7C, +180 to rolls against Psykers)- Over her centuries as the leader of the Avernite Security Forces Arbitrator Jane Oakheart has hunted down and slain countless Psykers, including dozens of Alpha and Beta-levels. This experience has developed her skills at tracking and fighting against psykers to an impossible level.
Master of the Shadows
(+5I, +1C, +50 to stealth)- Jane Oakheart has an understanding of shadows, both literal and metaphorical, that few can match. This manifests in combat as masterful faints, in stealth as blending in with even the smallest shadow in her recon armour and in command with knowing just how to infiltrate an area despite alert guards.
Tested Will
(+6 Piety, +30 against mental effects)- Jane Oakheart has had her will tested by countless daemons and psykers over the centuries, and so far none have found her wanting.
Legend of the Grand Incursion (+4W, +2C, +30 to all rolls against daemons, +26 Prestige, +63 Fame)- Jane Oakheart has been one of Avernus' greatest heroes in various daemonic incursions, though it was the Grand Incursion which pushed her into the spotlight. Despite the best efforts of her agents to keep things quiet, her reputation among the daemons of Chaos has quickly made her a figure of terror for the local forces of Chaos.
(+5M, +12I, +20W, +10C, +200 to rolls against Psykers, +75 to stealth, +30 against mental effects, +50 to rolls against daemons, +26 Prestige, +63 Fame) -Jane Oakheart has been the greatest guardian of the Avernites since founding, though few know her name and deeds. Acting both as a knife in the shadows and a unmatched sword in war, she has met and ended countless threats to her people.
Avernite Bi-centenarian
(+6C, +2W, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus jane have proven herself to be an expert warrior, the bearer of a strong will and very alert to danger.
Avernite Administrator
(+2A, +1C)- Over the last decade or so Jane's job has been mostly focused on more administrative tasks, giving her a great deal of experience in paperwork and organisational issues. This quite period has allowed her to put in a lot of dedicated combat practice and allowed her to further increase her swordsmanship, now having reached superhuman levels of skill. Jane is starting to fit the Avernite stereotype of "Admin Clark" to a high degree.
Scarred
(-2D) – As a result of nearly dying to a Chaos Psykers Warpfire Arbitrator Jane Oakheart now has a set of burn scars covering the left side of her face, neck and shoulder.
Avernus Officers Academy Valedictorian (+4M, +1A, +2L, +1C)- Jane has taken the time to attend the Avernus Officers Academy, where she did not break any records outside of combat classes, which she was excused from by virtue of having taught the instructor, but was still the top of her class.
One Sure Strike
(increase critical damage by 50%)- Jane Oakheart prefers to kill her foes with a single sure strike to their vitals, no matter how tough they are.


Arbitrator Jane Oakheart was a successful Adeptus Arbites Arbitrator with an unusual talent for the sword when Inquisitor Vahn encountered her while on the hunt for a Chaos Cult. During their work together, she impressed Inquisitor Vahn enough to be conscripted by him and they then continued working together for the next two decades. In this time Arbitrator Oakheart has fought many different types of heretics and Witches as well as several daemons and has become a true master of the blade, even capable of killing a Chaos Champion in a challenge. She holds a fierce hatred of chaos in all of its forms and an even stronger sense of duty and responsibility.

Jane Oakheart has become the most deadly swordswoman and psyker hunter in the Imperial Trust, by a massive margin. While she maintains the lowly title of Chief Arbitrator, Jane is the leader of Avernus' many internal security and law enforcement organisations. This includes the vital anti-cult and psyker hunting organisations, who deal with the massive chaos cults that appear in the wake of Daemonic Incursions and with the constant stream of high level Rogue Psykers that are constantly causing trouble. The latter task in particular is near impossible, and it is a credit to Jane's personal skill and leadership abilities that even Alpha Psykers are often dealt with without extreme casualties.

Jane has also become the oath-sister of Governor Rotbart and has adopted and raised a son, Jacob Oakheart, who is now the champion of Avernus and the one human alive who can make her sweat in a duel.
Champion of Avernus Jacob Oakheart
Age: 332, rejuved to 25
Fame: 95- Jacob is known as the greatest warrior that Avernus has ever produced, and tales of his feats are told throughout the Imperial Trust.
Prestige: 99- Jacob is a warrior of legendary skill, and his ability to slay all but the most terrifying of foes is trusted without question.
Standing (Avernus): 60- As the Champion of Avernus Jacob's talents at combat are held in great respect by your people, though outside of his field he is far less respected.
Standing (Imperial Trust): 25- While his skill at combat earns him great deal of respect in the Imperial Trust, he is often dismissed as just a warrior.

M: 16+15(20)=31(36)- While not trained in anything much beyond small unit tactics Jacob has is incredible for those, and is a very good commander for anything up to a battalion.
I: 20+23=43- Jacob has inherited his mothers talents for stealth, and has proven to be a alright spy master as well according to Jane. Thanks to his years in the caverns hunting and being hunted by some of the most deadly beings n Avernus he has developed his skills in stealth to a incredibly level.
A: 13+6=19- Jacob is a skilled administrator who is able to easily handle the organisational needs for his squad without taking any time away from his other activities.
L: 18+11=29- Jacob is highly intelligent and incredibly well educated, though he often downplays this unless necessary. His understanding of the Avernite wildlife and what it is capable of is near unmatched however.
W: 17+40=57- Jacob has an incredibly will, able to keep him moving and sane when pushed far past his mental and physical limits by decades in the caverns.
D: 17+14=31- Jacob is a charismatic man who is able to inspire courage and hope in all those that fight beside him.
C: 21+41=62 Jacob was always his mothers son when it comes to combat, being considered among Avernus' best blades despite his youth. This talent was fully developed by his time in the caverns, where he spent decades fighting for his life against the most horrific beings on Avernus.
(121/7+7.5=24.5)
Distillation of Humanity (+3M, +2I, +3A, +2L, +3W, +2C, triple melee damage, triple health, can resist all types of Warp powers, +100 to resisting Warp Powers, +200 to resisting mental effects, can channel Warp power into attacks)- Jacob Oakheart has had his mind and body augmented greatly by an Alkahestral masterpiece in order to prevent the power of his overcharged soul from overpowering his body. This has made him superhuman in both mind and body, able to match if not exceed an Astartes in speed and strength while having a flawless memory and being able to think with lightning speed. This process feeds the power of his soul though his body, making him all but immune to many forms of psychic attack and allowing his blows to piece defences that no purely natural attack would scratch. Well unless it was his mother doing the attacking anyway, but you re not sure whether a blow by Jane Oakheart can be called a 'natural attack'.
Genius of the Blade (+5C, +50 to melee rolls, more likely to gain swordsmanship traits)- Jacob Oakheart has a natural talent for the blade that no amount of training or experience can mimic, a talent that allowed him to kill an Ammut Crocodile with a dagger at the age of five.
Heir of Oakheart (+1M, +4I, +2W, +4C, far less likely to die)- Jacob Oakheart was raised by Arbitrator Jane Oakheart, the greatest swordsman on Avernus and the Founder of the Oakheart School of Swordsmanship. As such he was subjected to a level of training that would have broken a lesser man for a major portion of his life.
Paragon Combat Trait: To the Bitter End
(ignores terrain modifiers short of extreme, ignores all penalties of any type, multiplies damage by reciprocal of health percentage up to times 10, on final death gains one final attack with damage multiplier upgraded to times 100, doubles hitpints)- Jacob Oakheart quite simply refuses to die and has proven to be able to fight in even the most disastrous of situations without issue. In fact as he gets injured his blows only get more dangerous, and you suspect that few would be able to survive killing him.
Paragon Will Trait: Unbreakable Will (
Immune to all mental effects below Apex Power, +1,000 to rolls to resist mental effects)- Jacob Oakhearts will is almost entirely unbreakable, and only the most powerful forces in the galaxy have even the smallest chance of bending it.
Paragon Swordsmanship Trait: Unbreakable Guard (can reduce damage taken and inflicted by 80%, reduce all damage taken by 1% of HP)- When he tightens his guard Jacob Oakheart can become an unmoving wall, upon which all but the greatest of heroes and armies beat against futility.
Artefact: Gravity's Bite
(*3 damage, Pen 35, +2 Combat, -10 combat bonus for each Combat point below 40, +10 combat bonus for each combat point above 40)-Gravity's Bite is a Grav-Shear Sword forged by First Artisan Granalf of Svartalfheim out of the Truesteel that Jacob Oakheart gained by tearing out the tooth of a dragon in the Deep Caverns. This blade cuts gravity itself as it moves, allowing for a true master of the blade to pull off impossible feats with it in hand.
Artefact: Quetzl's Ramparts (+200 to resist Warp effects, +4 Armour, triple HP)- This legendary shield has been used by countless heroes of the Saurus over the years, though the name of its first wielder has been lost to time. The protection that it provides to its wielders has few equals.

Veteran Psyker Hunter
(+1M, +3I, +2L, +3W, +4C, +10 to all rolls against psykers)- Jacob Oakheart is a Veteran Psyker Hunter, trained to hunt down and kill all but the most powerful of the rogue Psykers of Avernus.
Radiant Will-
(+10W, +1 to all stats, +5 to all rolls, +200 to all rolls against mental effects, +100 to all rolls against psychic powers, chance of ignoring fatal wounds for period, far less likely to die, age 20% faster)- Jacob Oakheart has always had a level of willpower rarely seen outside of the greatest of psykers, which has allowed him to move though even the most grievous of wounds and continue on to victory as well as proving near impossible to control. His time in the caverns and meeting with the Radiance tested this will and his soul to it limits, and allowed it to flare to impossible levels.
Paragon of the Oakheart Style
- (+2M, +5I, +5W, +8C, +120 to all melee rolls)- Jacob Oakheart has taken the Oakheart style and made it his own, turning into an immoble wall of steel rather then the untouchable shadow that his mother is. While visually quite different his branch of the Oakheart style still draws on many of the same principles, and is recognisable a branch of the same style to those who study the sword.
An Interesting Education
(+4L, +4C, +2 to all other stats)- Jacob Oakheart has had an interesting education, ranging from the normal for a member of the Avernite upper class to the strange, excessive and often crazy teachings of his mother and her colleagues. This has given him a wide range of skills and knowledge, including some that it is impossible for him to use.
Push Past your Limits (+1W, +2C, more liekly to gain traits)- Jacob Oakheart believes that you should always strive to push beyond your current limits in order to improve, and he trains in a manner that demonstrates this.
Avernite Centenarian
(+5C, +1W, -1D when dealing with non-Avernites) – Having survived a century of life on Avernus, Jacob has proven himself to be an expert warrior and the bearer of a strong will.
Hunter of the Underdark
(+6I, +6W, +2D, +2L, +2C, less likely to die, +80 to all stealth rolls, double damage to monsters creatures and psykers, diplomacy bonus when dealing with Avernite natives)- Jacob Oakheart has spent years in the deepest regions of the cavern of Avernus, some of it being trained by one of Avernus' most deadly hunters. This has honed his skills and will to a fine edge, and has developed a gift for making friends in the most unlikely of places.
Strike Leader (+1M, +5M when commanding platoon size units or smaller, +25 unit morale when commanding platoon-sized units or smaller)- As Champion of Avernus Jacob Oakheart often finds himself leading small teams of the greatest warriors of Avernus on key missions. Over time he has developed his skill at commanding these strike forces to a high level.
Champion of Avernus
(+2M, +4D, +50 morale for all forces in his presence)- Jacob Oakheart is the Champion of Avernus, the invincible warrior who the armies of Avernus trust to kill all but the most terrifying of foes. As such he is a figure of much awe and respect on Avernus, and among the armies of the Imperial Trust.
Blade of Hope
(+1M, +4D, +25 morale for all forces in his presence, triples the chance of triggering Last Stand for all forces in his presence)- Jacob Oakheartis a legend on Avernus, whose unsheathed blade brings hope to all those who fight beside him. Many a time those he fights beside have held against foes that would break even them, and triumphed despite the odds.
Hero of the Grand Incursion
(+6W, +1C, +65 to all rolls against daemons, cause terror in daemons, +11 Prestige, +30 Fame)- Jacob Oakherat has fought in several Daemonic Incursions over his career, though it was the Grand Incursion and his fight against Sor Amphion that tested him to his limits.
(+5M, +7W, +9D, +2C, +5M when commanding platoon size units or smaller, +125 morale for all forces in his presence, triples the chance of triggering Last Stand for all forces in his presence, +65 to all rolls against daemons, cause terror in daemons, +13 Prestige, +53 Fame)- Jacob Oakheart is the renowned Hero of Avernus, considered by the humans of Avernus to be their greatest champion, whose deadly blade stands between them and the greatest of foes. He is credited with countless incredible feats of skill and courage. Including an ever-increasing number actually performed by his mother.

Jacob Oakheart is the adopted son of Arbitrator Jane Oakheart and is in effect your only nephew. He first came to his mothers attention at the age of five when he killed an Ammut Crocodile with a dagger, a feat that would be considered impressive for a fully trained adult. After being adopted he proved to be exactly the right type of son for Jane, able to not only keep up with the near torture she considers training but to enjoy it.

Jacob had an interesting childhood, as his mother alternated between having him attend some of the best schools on Avernus and either teaching him herself or having some of her friends and colleagues instruct him. This has somehow resulted in both a well adjusted young man and one with an wide range of skills and knowledge. You are still not sure why Ridcully had him learn the theoretical basics of each of the psychic disciplines however, he has no psychic talent to speak of.

After graduating Jacob attended the Psyker Hunter Academy, where he set records in a range of topics and graduated at the top of his class. He then joined the Psyker Hunters at the age of twenty-two, one of the youngest on records. Jacob quickly distinguished himself and became both the youngest Veteran Psyker Hunter on record and the youngest Psyker Hunter Sergeant on record. However he first rose above the pack at the age of thirty three when he singlehandedly killed Rob Vörös, a Beta-level Diviner/Telepath that his squad stumbled across. While this victory was mostly a result of luck it still demonstrated the sheer level of skill in combat that he has, and earned him a promotion to the rank of Elite Pysker Hunter, at under half the normal age.

However the most important events of Jacobs life happened when a Rogue Psyker teleported him into the Caverns when he was in his sixties. He was found after a patrol sent to investigate a unknown and badly injured winged insect near Dis found that it was carrying an unconscious human, which hit dropped in front of them before leaving. Upon further investigation the human was Jacob Oakheart, who while badly injured was still alive and clutching a broken blade made out of some unknown metal. It took over a month of high quality care for Jacob to recover, a result of him pushing himself well beyond his limits for an extended period. Once he awoke he told those waiting for him, pretty much the Avernite High command what had occurred in the years sine he was thrown into the caverns. This took some qualifying as while it has only been eight months since Jacob was thrown into the caverns from your point of view from his it has been a bit under two decades.

Jacob tells you that after a few months in the caverns he met Lulana, the last survivor of a Nynye Hive who was thrown threw space-time by her queen in order to escape their attackers. They quickly formed an alliance to work together to get out of the Caverns, which eventually developed into a rather close friendship. Between Jacob's incredible combat skills and Lulana's impressive psychic powers they were able to explore much of the region surrounding he in the caverns and eventually stumbled upon a village formed out of those sentience who found their way to it, both from the outside and those native to the caverns themselves. From this base the two of them spent years searching for an exist from the caverns, both by attempting to ma out as much as their could of the surrounding regions and by questioning those who may know the way. Often violently. Eventually they found a route leading though some of the most dangerous regions of the caverns that they had discovered to the domain of a being called The Radiance, one of the Great Ones of Avernus and a being able to teleport them to the upper regions of the cavers, from which hey could escape by themselves. Then Lulana left him with the first group of humans that she could find before moving on to refound her Hive, though she did promise to make contact with Jacob has soon as they had both recovered.

In his time in the Caverns Jacob pushed himself beyond his limits, becoming a warrior near a match for his mother and gaining a will second only to Saint Lin within the Imperial Trust. This will was the only thing which allowed him to survive meeting the Radiance, and what said meeting did to his soul.

In person Jacob is a friendly well adjusted young man, though he raises several alarm bells for the average Avernite. This is mostly because he is to calm and confident, and lacks the nervous twitch that almost every Avernite that reaches adulthood develops. This has actually led to him being considered a offworlder by many, at least until they see his unconsciously killing spiders. Instead many consider him an elder, as usually only the oldest and most skilled Avernites develop the natural combat readiness that he displays.

Adeptus Mechanicus
Fabricator-General Marian Scott
High Council Member
Age: 531
Fame: 132- Fabricator-General Scott is the undisputed leader of one of the Imperial Trust's largest and most powerful organisations, and has remade it in her image.
Prestige: 104- Fabricator-General Scott is renowned throughout the Imperial Trust for her political and technological skills.
Standing (Avernus): 70- Fabricator-General Scott is respected as a strong ally of Avernus, though many have issues with her moving offworld.
Standing (Imperial Trust): 85- Fabricator-General Scott remade the Adeptus Mechanicus into a far less troublesome organisation, and is behind much of the technological advances of the Imperial Trust.

M: 14+7=21 (+15 martial bonus)- Fabricator-General Scott is a decent but unimaginative commander.
I: 10+14=24-Fabricator-General Scott is skilled at intrigue, and makes good use of the basics along with some more advanced techniques.
A: 17+25=42-Fabricator-General Scott is an expert administrator, able to run the Adeptus Mechanicus of a multi-sector power with incredible efficiency.
L: 12+31=43- Fabricator-General Scott is incredibly well educated by most standards, both in her field and in several other fields. Even the standards of an Adeptus Mechanicus Archmagos her knowledge and understanding of technology is exceptional.
W: 14+25=39- Fabricator-General Scott has an ironclad belief in the Machine-God, and over time has made her view the orthodox one within the Imperial Trust.
D: 10+21=31- Fabricator-General Scott is incredible with working with people by the standards of an Adeptus Mechanicus Magos, though by more normal standards she is merely exceptional.
C: 15+21=36(+410)- Fabricator-General Scott is a skilled warrior whose mechanical body houses many deadly implements of war.
(141/7+4.5=24.5)
Fabricator-General of the Nine Worlds (+5A, +7L, +5W, +1D, +3C) – As the Fabricator-General of the Nine Worlds, Scott is one of the greatest Magos in the Imperial Trust, with all that that implies.
Bringer of the Renaissance (+5M, +12I, +12A, +12L, +7W, +12D, Mechanicus drift massively towards progressives)- Fabricator-General Scott followed in the shoes of her fallen mentor, Fabricator-General Britton "The Father of the Renaissance", and carried out his dream. Under her the Adeptus Mechanicus was able to drop several long obsolete traditions and restrictions, and take a massive step towards scientific progress. While not quite as far developed as she wishes, Fabricator-General Scott has changed the very nature of the Adeptus Mechanicus within the Imperial Trust. Finally.
Diplomatic Wrangler
(+5D)- Her experience leading the fractious and divided Adaptus Mechanicus of the Imperial Trust has made Fabricator-General Scott a master at the art of wrangling a room of dissenting voices into, mostly, following her lead.
Builder of Forges
(+3A, +2L, +1W)- As Fabricator-General Marian Scott has built dozens of Forges, Forge-Cities and even Forge-Cathedrals. This has developed both her organisational skills and her understanding of many of the Mechanicus' secrets.
- Fabricator-General Scott's masterful leadership over the Adeptus Mechanicus is indisputable, and is considered by all who know of it to be one of the main reasons for the great strides that the Adeptus Mechanicus of the Imperial Trust has made since its founding. The lesser cause to be sure, but when your competition is Archmagos Veneratus Extremis Explorator Tranth that is nothing to be ashamed of.
Former Magos Astrographicus
(+3L, +1W, can work with Warp technology)- Fabricator-General Scott was sent to Avernus as a junior Magos Astrographicus, a specialist in the study of the Warp and the little Warp technology that the Imperium used. This means that she has a far better understanding of Warp Drives, Geller Fields and Teleporters then anyone else in the Imperial Trust.
Avernite Bi-centenarian
(+6C, +2W, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus Fabricator_general Scott have proven herself to be an expert warrior, the bearer of a strong will and very alert to danger.
Survivor of the Pink Skies
(+2W, +1C, +5 to all rolls against daemons)- Having proved herself against the most dangerous foes in the galaxy during the First Daemonic Incursion Fabricator-General Scott has has had her faith and combat skills tested.
Master Engineer
(+5L, +1W, +25 to repair attempts)- Fabricator-General Scott has developed her natural talent for repairing damaged technology a to a incredible level and is now the best engineer in the Imperial Trust, able to repair damage that others view as irrecoverable.
Archeotech Armoury (+4C, less likely to die)- Fabricator-General Scott as an incredible array of weapons, shields and other forms of wargear hidden within her metallic body, making her a hard target for any assassin or wild beast that goes after her. Given how much time she spends on Avernus the wild beasts are more dangerous.
Heart of Steel
(+4P, +6C, -2D when dealing with non Mechanicus Characters)- Fabricator-General Scott has replaced almost her entire body with advanced cybernetics,both as a symbol of her devotion to the Machine-God and as a way to survive Avernus.

Organised
(+1M, +2A)- Fabricator-General Scott prefers to have everything as organised as possible, which has proven to be valuable both at peace and at war.

Marian Scott was born and raised on the Forge World of Atlas, where she was quickly proved to have a natural talent for the Mysteries of the Machine. As such she was inducted into the Adeptus Mechanicus at a young age. While she did not shine in most fields her talents for the challenging art of Warp technology gave her entry into the Divsio Astrographicus.

At the ago of fifty Marian Scott, a very junior Magos was sent to Avernus as part of the payment for the Hyper Advanced Juve-Nat. Her talents and attitude towards knowledge attracted the attention of Forge Master Britton, who acted as a mentor to her. This relationship continued after he ascended to the post of Fabricator-General and when his previous heir was killed by Waaagh Garkill Fabricator-General Britton selected Magos Scott to replace him. In the decades between Waaagh Garkill and the First Daemonic Incursion Magos Scott studied and prepared herself to lead the Mechanicus, a task that she was more then ready for.

Since becoming Fabricator-General Marian Scott has forced though an extensive set of reforms on the Adeptus Mechanicus in order to adapt to the changing galaxy. Under her direction the Adeptus Mechanicus has become far more accepting of innovation, has started to openly use xenotech of known providence, and has even relaxed some of the limitations on what lay people can do.
Archmagos Explorator Tranth 'The Reclaimer'
Age: 541
Fame: 152- Archmagos Tranth is renowned through the Imperial Trust for his discoveries and creations, and is known in the upper level of all the powers of the Grand Conclave for similar reasons.
Prestige: 254- Archmagos Tranth is one of the greatest minds in the tens of thousands of years of history of the Adeptus Mechanicus, and has proven it repeatedly.
Standing (Avernus): 80- Archmagos Tranth was one of the second wave of colonists to Avernus and has done much for the world over the centuries.
Standing (Imperial Trust): 49- While well respected Archmagos Tranth has developed a reputation for only caring about knowledge.

M: 13 + 22= 35 (+55 martial bonus)- Archmagos Tranth is a highly skilled leader of men, and can command Mechanicus task forces with great skill.
I: 13+6=19- Archmagos Tranth has little aptitude for spygames, though he has been forced to develop some since he started making discoveries.
A: 15+7=22- Archmagos Tranth is a skilled but not brilliant administrator, and has usually been able to finish his projects on time and on budget.
L: 17 + 42= 59- Archmagos Tranth is a genius, able to reverse engineer ancient technologies and even complete damage STCs with incredible regularity. Without a doubt Archmagos Tranth has the greatest understanding of STC systems of any living Tech-Priest.
W: 14 + 26 = 40- Archmagos Tranth has a deep and abiding faith in the Machine-God, and the Search for Knowledge which he has made his lifes task.
D: 11+2=12- Archmagos Tranth is not totally inept at social tasks, though whenever he is involved with one it is very obvious that he would rather be elsewhere.
C: 18 +36= 54 (+675 combat bonus)- Archmagos Tranth is a living engine of destruction, able to use the many weapons systems he has integrated into his body with great skill in order to annihilate any foes that he encounters.
(130/7+7=24)
Paragon Leaning Trait: The Scientist (can improve technologies based on known principles, can create entirely original designs based on known principles, +25 to all rolls to improve, create or understand technology)- Archmagos Tranth follows int eh footsteps of his Dark Age forebears in a rather different manner to most members of the Adeptus Mechanicus, choosing to imitate their methods rather then their results. When combined with Tranth sheer genius this allows him to create and improve on a bewildering range of technologies, a range that will only increase as his knowledge base expands.
Combat Paragon Trait: The Machines Beloved Father (+80 to all rolls with technology he created, +25% pen and +50% damage to weapons he designed and is using, +25% armour and +50% HP to armour and vehicles he designed and is using, can provide half boost to a single weapon, armour or vehicle for an hour after he stops focusing on it)- Archmagos Tranth can draw performance out of the technology that he created far beyond what others can. While part of this is a result of knowing exactly how far he can push the technology, most of it seems to be due to the efforts of the Machine-Spirits.
Artefact: Shield of the Old Ones (+600 to resist Warp effects, +2 Armour)- This Ancient Shield protects its wielder from the powers of the Warp, with all but the greatest of attacks fizzeling to nothing before it.
Archmagos Veneratus Extremis Explorator
(+4D, +5M, +6C, +4W, +7L, +10 to rolls to find or decipher archeotech, +2 Mechanicus morale, -1 Mechanicus Unrest) – Archmagos Tranth has discovered and reverse engineered more technology than any other single Explorator in history, or even in legend. This has resulted in Fabricator-General Scott creating the rank of Archmagos Veneratus Extremis for him, a position that is closer to Living Saint than any other that you know of.
Tech-Priest
(+4L, +2W, +1C, -2D, -1I, -1M)
So Close... (+5L, +5W) – Archmagos Explorator Tranth has discovered a non-functional STC constructor and has therefore come tantalisingly close to finding the Holy Grail of the Adeptus Mechanicus. Since then, his faith and the fervour he has put into his research have increased, driving him to greater heights.
Avernite Bi-centenarian
(+6C, +2W, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus Archmagos Tranth have proven himself to be an expert warrior, the bearer of a strong will and very alert to danger.
Engine of Destruction (+1M, +9C, -1D)- Archmagos Tranth has replaced large portions of his body with highly advanced archeotech combat equipment. When combined with his rather impressive combat skills this turns him into a true engine of destruction on the battlefield.
Warlord (+5M, +3C)- Over the years Archmagos Explorator Tranth has often found his research teams attacked countless times by the Avernite wildlife and has grown highly skilled at leading the security teams defensive efforts.
Combat Analyst (+3M, +2C)- Archmagos Tranth is an expert at recording and analysing combat data, which he uses to aid his tactics as both an officer and as a combatant.
(+11M, +17C, -1D)- In his centuries on Avernus Archmagos Tranth has forged his body into one of the most powerful war machines in the Imperial Trust, and honed his mind to use both his body and any other forces under his command optimally.
'The Reclaimer' (+4L, +5 to attempts to complete STCs or reverse engineer)- Archmagos Explortor Tranth has come to be known as Tranth the Reclaimer by the Mechanicus of the Nine Worlds in recognition of both his incredible discoveries and of his success in reconstituting lost technologies.
Survivor of the Pink Skies
(+2W, +1C, +5 to all rolls against daemons)- Having proved himself against the most dangerous foes in the galaxy during the First Daemonic Incursion Archmagos Tranth has had his faith and combat skills tested.
Master Optimiser
(+4L, +20 to research rolls to improve on exiting technology)- Archmagos Tranth is at his best when improving on exiting technology, usually by working out its basic principles and then optimising it.
Armourer
(+2L, +10 to all rolls involving power armour, +1 Armour)- Archmagos Tranth has developed a great understanding of the mechanics of power armour over the years, an understanding that serves him well in a range of projects. One of which is his constant upgrading of his own body and person armour, which you suspect leaves even the Advanced Terminator Armour that he designed for the Astartes in the dust.
Grandmaster Researcher
(+2M, +2I, +6A, +9L, +25 bonus to research actions) – Archmagos Tranth is incredible when it comes to researching the mysterious of technology, and to putting said mysteries into practical use. This is a rather rare talent for the Adeptus Mechanicus, even among those that he has trained.
Expert Titansmith
(+3L, +5W, +25 to all rolls involving Titans) - Archmagos Tranth is responsibly for designing some of the most deadly Titans ever made by humanity, and is still coming up with ideas on how to improve them.
Archeotech Sensors
(+3I, +25 to all attempts to detect)- Archmagos Tranth has a collection of the best sensors know to mankind held within his body, and when combined with his incredibly mastery of technology few can bypass his gaze.
Clear-sighted
(+3L, +3W, +1 to all stats, can think without any cognitive bias)- One of Archmagos Tranth's greatest gifts is his ability to put aside his cognitive biases and see the world as it truly is.
Battle-Calculation
(+4M, +4C)- In battle, Archmagos Tranth brings to bear the same intellect that he uses in research, and his ability to understand and then solve any threat is uncanny. He has learned enough of war to extend this beyond mere combat and solve entire battles.
Warp-Tech Expert
(+1L, +3W, +15 to all rolls involving Warp-Tech)- Archmagos Tranth has made major improvements to Warp Drives, Gellar Fields and Void Sheilds over his career, the three most common forms of Warp Technology in the galaxy, and as such technologies that had been perfected by the work of countless minds over the years.

Archmagos Explorator (originally Magos Explorator) Tranth was born on the minor Forge World of Evorian and proved to have a talent for the Mysteries of the Machine at a young age. As a result of this he was put into training to become a Tech-Priest, where he proved to have a thirst for knowledge suited for a Magos Explorator. Tranth was assigned to join the expedition of Archmagos Explorator Sarren when it passed through Evorian when he was twenty five. He spent the next thirty years learning under Archmagos Explorator Sarren and became his protege, until he was dispatched to investigate reports of ancient ruins on Avernus. Like all good Magos Explorators, Tranth has a wide variety of skills and can handle himself in almost any situation.

Archmagos Explorator Tranth was regarded as having something to prove, as many viewed him as too inexperienced to command such a important dig. These doubts grew as Archmagos Explorator Tranth was unable to report any progress during the first few years, still getting used to life on a hostile deathworld, but he eventually managed to open the ruins under Gamma-4, now known as Dorthonion. The subsequent meteoric rise of Tranth's career appears to have permanently silenced his detractors, as even his allies and supporters in the Adeptus Mechanicus are shocked at the sheer number of important discoveries and invaluable finds of ancient technology Archmagos Explorator Tranth has been excavating from Avernus' ruins, as well as his uncanny competence in completing reverse-engineering projects, some of which were thought to be impossible to solve by other experts in the field.

Over the centuries since his arrival on Avernus Archmagos Veneratus Extremis Explorator Tranth has shown himself as the greatest mind that the Mechanicus has ever seen. Archmagos Tranth's genius and clear thoughts have allowed him to make breakthrough after breakthrough in his research, rediscovering entire fields of study and pushing knowledge ever further. It is no exaggeration to claim that with sufficient time Archmagos Tranth would be able to recreate the wonders of the Dark Age of Technology, and then push even further beyond that. You doubt that he will get enough time.
Archmagos Biologis Vinceo Maximal
Age: 548
Fame: 85- Archmagos Maximal's strides in psyker genetics make him famous on Avernus, and well known in certain circles outside of it.
Prestige: 85- Archmagos Maximal has made multiple breakthroughs in a field of study known for driving researchers insane, and still seems to be fully sane.
Standing (Avernus): 65- Archmagos Maximal's research into the wildlife of Avernus and psychic genetics has saved countless Avernites over the centuries, a fact that is well known and highly appreciated.
Standing (Imperial Trust): 30- Archmagos Maximal has attracted little attention in the wider Imperial Trust, outside of certain circles anyway.

M: 16+11=27 (+18 martial bonus)- Archmagos Biologis Maximal has often led expeditions into the wilds of Avernus in order to catch or observe the wildlife. As such he has been forced to develop a high level of military command skill, though he is by no means able to handle entire armies.
I: 12+14=26- Archmagos Biologis Maximal is reasonably skilled at navigating the internal politics of the Adeptus Mechanicus and is used to venturing into the wilds of Avernus, with all of their hidden dangers.
A: 15+8=23- Archmagos Biologis Maximal is a competent administrator whose projects are usually finished on schedule and who can manage the Biologis with few problems.
L: 16+34=50- Archmagos Biologis Maximal is an expert on the wildlife of Avernus, having a level of insight into how the world works, and is incredibly knowledgeable about biological mechanisms and how they interact with the Warp.
W: 17 + 26= 43- Archmagos Biologis Maximal has a strong faith in the Machine-God, and believes that by studying the wildlife of Avernus he is taking another step on the Path of Knowledge.
D: 15-3=12- Archmagos Biologis Maximal is well spoken for a Magos and can form relationships with normal humans surprisingly well.
C: 19+33=52- Archmagos Biologis Maximal has spent most of his life exploring Avernus, and as such has developed a level of combat skills usually relegated to legendary Myrmidons.
(133/7+4=23)
Artefact: Noxtutlak's Defence (+200 to resist Warp effects, +5 Armour)- Noxtutlak was famed for his ability to hold the line, shrugging off the blows of those who attacked him.
Archmagos Biologis (+4L, +2D, +1I, +2W, -1M, -1C)- In recent years Magos Biologis Vinceo Maximal has ascended to the honoured rank of Archmagos, securing his position as one of the the highest ranking members of the Adeptus Mechanicus of the Imperial Trust. As expected for someone carrying this rank his knowledge of biology and xenology is unmatched within the Imperial Trust.
Tech-Priest ( +4L, +2W, +1C, -2D, -1I, -1M)- Vinceo Maximal is a fully ordained member of the Adeptus Mechancius, the Tech-Priesthood of Mars who build and maintain the Imperium's more advanced technology.
Explorer of Avernus (+4M,+2I, -2D, +8C, +25 to all rolls int he Avernite Wilds, far less likely to die due to wildlife attack)- Magos Biologis Maximal has often been tasked to find samples of different wildlife, examine them in their natural habitat and was a major figure in exploring Duat. Given that these tasks involve traveling though the Avernite wildlife and trying to locate and capture some of its more dangerous denizens he has developed his combat skills to a high level due to them.
Nothing is Below Notice
(+2I, +3A, +2L)- Archmagos Biologis Maximal understands the importance of those which are often overlooked. This leads to him being meticulously careful in all that he does, and paying attention to things that others consider below notice, a good survival trait on Avernus.
Highly Alert
(+2I, +20 to all chance to detect, less likely to die (5)) – Archmagos Biologis Maximal is constantly alert to danger in even its most subtle, a trait developed though centuries of life on Avernus in one of the more dangerous professions.
An Insight into Avernus
(+8L, +2W, +50 to all rolls to involving Avernus' work)- Archmagos Biologis Maximal has spent most of his life studying the works of Avernus, undoubtedly the greatest genesmith since the War in Heaven and the death of the Old Ones, and possibly even greater than its makers. Recently he has gained a level of insight into how it works, insight that has been probably the greatest single breakthrough of his life.
Expedition Leader
(+3M, +2I)- Over his career Archmagos Biologis Maximal has led many expeditions into the wilds of Avernus to investigate various wildlife in its natural habitat. This has fosted in him a set of skills most often found in field officers of skirmish focused formations.
(+10M, +11I, +4A, +19L, +11W, -2D,+8C, +25 to all rolls in the Avernite Wilds, +25 to all rolls to detect, +50 to all rolls about Avernus' work, far less likely to die (15))- Archmagos Biologis Maximal has finally received the long-overdue promotion of Archmagos Veneratus, in recognition of his massive strides in the field of psychic genetics, which have utterly transformed the field.
Genius
(+2 all stats)-Vinceo Maximal is a genius, naturally gifted in everything he has tuned his hand to and one of the most intelligent people you have ever met.
Avernite Bi-centenarian
(+6C, +2W, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus Vinceo Maximal has proven himself to be an expert warrior, the bearer of a strong will and very alert to danger.
Survivor of the Pink Skies
(+2W, +1C, +5 to all rolls against daemons)- Having proved himself against the most dangerous foes in the galaxy during the First Daemonic Incursion Magos Biologis Maximal has had his faith and combat skills tested.
Pious
(+2W)- Archmagos Maximal's time on Avernus has deepened his faith in the Machine-God, which is now exceptional even for a Magos.
Superb Psychic Geneticist
(+9L, +80 to all rolls when dealing with psychic creatures)- In his time on Avernus Archmagos Biologis Maximal has developed an understanding of psychic animals that goes beyond mere mastery. This understanding extends deep into the little-understood field of Psyker Genetics, which is famed for its complexity.
Psychic War Machine
(+1M, +11C, -3D, can use several Avernite Psychic powers as minor psyker)- Archmagos Biologis Maximal has integrated the minds and souls of several cybernetically enslaved Avernite creatures in order to make use of their psychic powers. This allows him to use several basic psychic powers such as phasing, greatly enhancing his combat power.
Survivor of the Crimson Skies
(+1W, +2C, +5 to all rolls against daemons)- Having proved himself against the most dangerous foes in the galaxy during the Second Daemonic Incursion Archmagos Biologis Maximal has had his faith and combat skills tested.
Self-Knowledge through Mental Organisation (+2A, +4W)- Archmagos Biologis Maximal has organised and categorised his inner thoughts, and through this study of his inner self gained self-knowledge.Expert Gene-Forger (+4L, +50 to all attempts at genetic engineering) - After a lifetime of studying the work of the greatest geneforger of the current era Archmagos Biologis Maximal has developed a high level of expertise in the field.
Expert Axe-Wielder
(+1C, +30 to melee attack rolls, +4% Pen)- Archmagos Biolgois Maximal has found that the best way of dealing with many forces of Avernite wildlife is an axe to a key joint.
Bane of Wildlife
(+2C, +2W, +25 to all rolls vs beasts) - Archmagos Biologis Maximal has spent most of his life wrangling unruly wildlife so he can study it. On most worlds that would mean little for a Magos of his age, on Avernus it demonstrates a strength of both will and arms that few can match.

Archmagos Biologis Vinceo Maximal was born to a family of menials on the Forge-World of Atlas, a fate he was doomed follow to until his natural genius was discovered at the age of eight. After his genius was discovered he was immediately taken as a student by the ruling priesthood, where he was successful, tough not wildly so. He followed the path of the Mago Biologis and was a junior Genator in the service of Magos Biologis Tertiarus Saren when that worthy was sent to Avernus.

On Avernus Vinceo Maximal proved himself to be a skilled and reliable worker, soon becoming the leader of the task force that Magos Biologis Saren used to locate and examine the more interesting wildlife. The fact that he survived almost a century in this position before being promoted to Magos and given a safer task says a lot about his survival skills, and luck.

Archmagos Biologis Vinceo Maximal has now been leading the Adeptus Mechanicus' study of the Avernite wildlife for over three centuries. In this time he has become one of the greatest living experts on psychic genetics, a field of study that has been known to drive well respected Magos mad with its innate contradictions in the past.

Archmagos Biologis Vinceo Maximal is a lot more personable then either of his predecessors, able to easily communicate with normal Avernites as one of them. He is also in many ways the stereotype of an Avernite bushman, those few brave Avernites who have jobs that involve trekking far beyond the "safe" regions of Avernus. As such he is paranoid, twitchy and has a level of understanding the the Avernite Wilds and its inhabitants that few survive long enough to develop.

Adeptus Astra Telepathica
High Grandmaster Munstrum Ridcully
High Council Member
Age: 687, rejuved to 30
Fame: 14,358- High Grandmaster Ridcully has entered into Eldar mythology and earned the personal enmity of the Lord of Decay.
Prestige: 9,960- High Grandmaster Ridcully is the greatest mortal seer in the galaxy, and one of the best even after you count the gods and daemons.
Standing (Avernus): 99- While his personality leaves much to be desired, High Grandmaster Ridcully is considered to be one of the few reasons that Avernus still stands.
Standing (Imperial Trust): 30- While none can deny High Grandmaster Ridcully's skill, his respect for the Imperial Trust is an entirely different matter.
Standing (Empire of Ashes): 80- High Grandmaster Ridcully has earned a place in Eldar mythology and is the only non-Eldar to ever be offered a seat in the Twilight Council.

M: 13 + 23= 36 (+81 martial bonus)-The combination of his long military experience and his precognitive abilities makes High Grandmaster Ridcully a great general, though he is an even better military adviser.
I: 13 + 29= 42- High Grandmaster Ridcully's master of Divination and great experience make it near impossible to hide any secrets from him, with even death not being enough to avoid his postcognative efforts.
A: 10-5=5- High Grandmaster Ridcully has trouble focusing on the details of the here and now which are the base of all administration, and as such has learnt to delegate all administrative tasks in order to avoid disaster.
L: 13 + 18= 31- High Grandmaster Ridcully has learnt and discovered much about the Warp during his long life, though his education outside of this field in spotty.
W: 13+47= 60- High Grandmaster Ridcully's unbending will and utter self-knowledge is enough to easily resist the whispers of the deep Warp, which he is constantly exposed to as a result of his skillset.
D: 8-5=3- High Grandmaster Ridcully combines few social skills with being even more strange then most psykers. As such he should never be used for anything resembling diplomacy.
C: 14 + 33= 47(+605 combat bonus)- High Grandmaster Ridcully is a nightmare to fight on the battlefield, always being one step ahead of you and impossibly accurate with both bullet and warpfire.
Power: 39+ 27= 66 (1,375*1,536=2,112,000)- Despite the fact that he was born a Delta-level Psyker High Grandmaster Ridcully has the brute psychic strength of a powerful Alpha-level Psyker, due to completing his Path of Ascension.
Control: 17 +49= 66- High Grandmaster Ridcully has near perfect control over his Warp powers, and is able to use them with a level of precision that is literally inhuman.
(210/9+14.5=37.5)
Fully Developed Archetype of the Blind Seer (39 Power, -12 Control, -1A, -7D, *1,536 power multiplier, +9 to trait chance, increases bonus granted to others by +30, constantly sees major turning points, can re-roll two additional rolls every turn, massively increases the chance of allied heroes gaining traits, +20 to all divination rolls, +1,000 Prestige, +500 Fame)-High Grandmaster Ridcully has been a witness to multiple divine events in his time, a fact which has changed his relationship with the Warp and given him the Archetype of the Blind Seer. The Warp now moves with him, transforming him from a strong Delta-level Psyker into a powerful Alpha-level Psyker as well as giving him insight into key events happening all over the galaxy, and into how to best aid others. On the downside he is more likely to be cryptic, less likely to explain himself, if such a thing is possible, and more likely to be drawn to events of great significance. Over the years he has stepped further on this path eight more times, reaching the end and fully developing the Archetype.
Archetype of the Blind Seer: Guide of Heroes (all heroes under his guidance get less likely to die (5), the first time a hero under his guidance would die or suffer a catastrophic failure their roll is changed to a natural 100, can only apply once per person. Does not work on peers or superiors in age, skill or importance)- The Blind Seer is an amalgamation of many heroic mentor archetypes and is the one who guides heroes to fulfil their destiny. As the holder of this Archetype High Grandmaster Ridcully is able to ensure that those under his guidance will pass a major tribulation that they would otherwise fail.
Paragon Control Trait: Unseen Observer
(can't be detected using divination from less then Grandmaster level Diviners, it is impossible to observe or predict his divination without divine level skill or relevant paragon trait)- High Grandmaster Ridcully has near perfect control over his Warp Signature, which makes it impossible to detect him with divination for all but the most skilled of seers. When this is combined with his own divinatory abilities it makes it near impossible to predict what he will divine, or to detect his observation.
Paragon Power Trait: Sees no Barriers
(can ignore psychic wards and interference below the divine level for divination, greater chance against divine level wards or interference)- High Grandmaster Ridcully's experiences have developed his sight to the level where he can easily see past any merely mortal attempts to ward him out or cloud his eyes, and is far better at getting past divine precautions then any mortal has the right to be.
Artifact: Olhixcocl's Defence (+100 vs Psychic effects, +1 armour, block first hit each round)- The small size of Olhixcocl's Defence belies its ability to halt even the greatest of attacks in its tracks, a abiity that its first wielder used to fight against the larger monsters of Avernus and that Ridcully can use to protect himself against the Greater Deamons of Chaos. For a while.
Paragon Will Trait: Self Assurance
( never fails resistance roll when his base roll is higher then enemies, immunity to mind or soul influencing effects below Paragon, +100 to rolls to resist mind or soul influencing effects)- High Grandmaster Ridcully has seen the birth of Gods and the thrones of Chaos and remained himself. This is due to his deep knowledge of who he is, and his refusal to be changed. By anything.
Artifact: Ghosthelm of Vaul (+2 Control, invisible to daemons, +100 to resisting warp effects, halve effect of miscasts)- High Grandmaster Ridcully has been gifted with a Ghosthelm forged by a Avatar of Vaul, which renders him invisiable to deamons of all types and provides him with a great deal of protection from the dangers of the Warp.
Artefact: Orb of Lileath (+5 Power, +4 Control, +25 to all divinations, +25 to bypass Ka Wards, +50 to avoiding notice) — Crafted in memory of a lost friend for a human who has aided his people so much, the Orb of Lileath allows the blind seer to see ever further without detection, even when block by the greatest of Nulls.
Divination Paragon Trait: Oracle
(no distance or scale penalties for divination, can use divination on Gods without opening with greatly decreased risk, increase level of diviner needed to detect or predict divinations by one tier)- High Grandmaster Ridcully sees further and looks deeper then should be possible. In his time on Avernus he has witnessed the birth of a god and followed it into the very throne room and the Dark Prince, spied on the domain of the Abomination and even divined the intentions and motivations of the Changer of Ways itself. These feats show a talent for seeing the actions of gods that is unheard of in mortals

Grandmaster Primaris Psyker
(+4M, +2D, +3W, +8C, +7 Power, +10 Control)- Munstrum Ridcully is a Grandmaster Primaris Psyker, one of the greatest human psykers in history. He has a mastery of his powers that few mortals can boast of, and those few are often millennia his elder.
Paragon of Divination
(+8M, +6I, +6C, +2 Power, +8 Control, +60 to Divination rolls, +15 to success chance of any re-roll always choose the highest when re-rolling, can provide one re-roll per flank in his theatre, can provide two re-rolls per turn to a battle he is involved in, always rolls twice and chooses for actions he and his unit take, can use Emperor's Tarot re-rolls in far more situations, can provide two re-roll per year, has 50% chance of re-rolling crit fails, can re-roll successes)- High Grandmaster Ridcully is one of the greatest living Seers, with only the most skilled of the Eldar Farseers and the most powerful Daemons able to match him. This skill is invaluable on every level, from the personal to grand strategy.
"Unparalleled Among Mortal Seers"
(+9M, +13I, -4A, +1D, +19W, +6C, +10 Power, +22 Control, +50 to divination rolls, incredibly unlikely to be overwhelmed by psychic phenomena, +10 to major visions, major bonus to diplomacy with Eldar, major bonus to diplomacy with Warp Entreaties +5% of inner circle cultists found, +20 to all rolls against Abomination Cultists, +50 to all rolls against Angyls, +5% number of Abomination Cultists found, get one free Greater Divination action per 5 years targeted at a distance of over 1,000 LY, occasionally gain visions of events of galactic significance)- High Grandmaster Ridcully is probably the greatest humans Seer in history and the witness to more divine events then any other mortal. These events range from the the Birth of Ynead and her first fight in the Thrones room of the Dark Prince to the Halls of the Abomination and with Awakening of the Ork Gods. As such he is constantly seeing events far beyond the range of normal seers. His title as "The Oracle of Gods" is well deserved, and has spread far beyond the Imperial Trust.
Avernite Bi-centenarian
(+6C, +2W, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus Ridcully have proven himself to be an expert warrior, the bearer of a strong will and very alert to danger.
Beyond Faith
(+6W, +1 Power, +3 Control) – Once High Grandmaster Ridcully had a deep and abiding faith in the Power and Majesty of the God-Emperor. As he pushed his sight beyond mortal limits that faith has changed for Ridcully the Blind-Seer, who knows the truth of the Emperor and merely sees him for what he is.
Devoted Seeker of Knowledge
(+3I, +12L, +1W, +2 Control)- High Grandmaster Ridcully has spent much time gathering knowledge of both the Warp and the galaxy in general. This has awakened in him a fascination with knowledge itself, and all the good and ill that can be done with it.
Better then you have tried and failed
(+4P, +4 Control, +100 to resisting Warp based effects, can resist all forms of warp effects, half negative effect of all Warp based effects on Ridcully before other rolls (including miscasts))- High Grandmaster Ridcully has proven himself to be incredibility gifted at dissipating Warp energies that should be able to fry him. He describes what he does as sort of like rolling with the blow in melee, and letting the power flow though him without impact. Whatever he is doing it is incredibly hard for Warp based effects of any form to take purchase on High Grandmaster Ridcully.
Saviour of Isha (+5W, immunity to non divine disease and poison, +500 to resist disease and poison, +100 vs Nurgle, +80 to all healing rolls, +30 D and +200 to diplomacy rolls when dealing with Eldar, Mythological reputation with Eldar, Friendship of Isha, Friendship of the ELdar Gods, Godfather to the Child of Hate)- After the rescue of Isha High Grandmaster Ridcully has being accepted as a personal friend and savoir to Isha, and to the Eldar Pantheon as a whole. This has significantly boosted the blessing that Isha had already provided him giving him the talent of a Grandmaster Healer, and near total immunity to disease. Isha and the Child of Hate have also shown him many of the best ways to counter the force of the Lord of Decay in all of its forms.
Finder of Secrets Known and Unknown (+5I, +5L, +3W, +2 Control, +20 to all rolls against cults, +10 to all research rolls, +15 to all divination rolls seeking secrets or other little known information)- High Grandmaster Ridcully is unmatched when it comes to finding out secrets of all types. This ranges from locating hidden chaos cults to the secrets of the Warp or even the unknown truth behind the Emperor's birth.
Adviser of Heroes (+2 Control, +25 to fateweaving rolls, increases bonus granted to others by +10)- As the Blind Seer High Grandmaster Ridcully is best when he is assisting heroes in their work rather then acting in his own right. This assistance can range from the slightest of nudges to the most obvious enchantments.
Seeker of Truth
(+1I, +1L)- High Grandmaster Ridcully has a drive to discover the Truth, no matter what it is.
Seer of the Grand Incursion
(+4W, +5C, +2 Control, +50 to all rolls against daemons, +20 to divinations meant to manipulate others, less likely to die, +2,000 Prestige, +3,000 Fame)- High Grandmaster Ridcully has survived many Daemonic Incursion, often as a secondary target. It was the Grand Incursion where he had the biggest impact though, saving the life of Russ and guiding a scheme that saw Lorgar take several Exalted and go AWOL, a scheme which is credited to have brought the Grand Incursion to a premature end.
Not Just a Seer
(+2C, +1 Power)- While he is most renowned as a seer and guide of heroes, on those occasions he needs to High Grandmaster Ridcully demonstartes that he is also one of the most deadly Battle-Psykers that humanity has ever produced.
Advisor to Generals
(+2M, +5 to any re-rolls provided to military rolls)- High Grandmaster Ridcully has spent much of his career providing advice for general and admirals as they wage battle, giving him a rather unusual form of military insight rare to see outside of the Farseers of the Eldar.
Headmaster Munstrum Ridcully was one of the greatest Primaris to have come out of the Lancre Scholastia Psykana. His talent for offensively using his precognition to a level rarely seen outside of the Eldar led to him being considered one of the most useful Primaris Psykers of the Imperium for many years. Through decades of combat his power grew from above average for a Delta-level to a high Gamma-level, a growth that was matched by an increase in his control over his powers which, while not perfect, is still very good. Ridcully was assigned to Avernus to run the Scholastia Psykana in the hopes that he would be able to pass on his talents to the psykers that have been emerging on Avernus.
Headmaster Ridcully had a brief crisis of faith after the death of the Emperor, but overcame it and strengthened his faith in the process.

In the years since reaching Avernus High Grandmaster Ridcully has pushed his talents for divination to the limits of mortality. First he saw the Birth of Ynnead and her attack on the Dark Prince in its very Throneroom, an sight that forever burnt out his eyes. Then he watched the Green Awakening, and saw the unmatched power of the Ork God. Later he saw hints of the Deceivers plans, and more then that of what the Void Dragon intends. More dangerous then that was his infiltration of the Blighted Mansion in order to scout out the path to Isha, reaching the very door of her room and escaping with both a scroll for the Eldar and Isha's Blessing. Probably most surprising however were the truths of the Emperor's origins that Ridcully discovered, truths that the Emperor Himself most likely did not know. Finally High Grandmaster Ridcully guided the heroes in the Heist of Isha, freeing the Eldar's Mother Goddess and destroying Cadia as they fled. As he did this Ridcully watched the attacks on the Grand Rituals, and saw the passage of history.

Ridcully is a gruff old man with no patience for manners or incompetence, and a very loose definition of incompetence that often seems to disregard others not seeing as he does. This rudeness however hides a level of understanding of others and reality that no other mortal matches, and a deep wisdom that he has cultivated over his long and eventful life.
Grandmaster Psyker Gerald Xavier
Age: 475 rejuve to 20
Fame: 112- Grandmaster Xavier had led the Battle Psykers of Avernus into every major campaign in the history of the Imperial Trust, and has developed a reputation as one of the Trust's greatest champions.
Prestige: 75- Grandmaster Xavier is considered to be one of the greatest Primaris Psykers that humanity has ever produced.
Standing (Avernus): 90- Grandmaster Xavier has been one of the greatest defenders of Avernus since shortly after its founding, and is incredibly respected by your people.
Standing (Imperial Trust): 44- While a respected Priamris Psyker many in the Imperial Trust have issues with his psychic nature.

M: 17 + 16 = 33(+56 martial bonus)- Grandmaster Xavier is a skilled and experienced commander, able to command armies of every size and composition though his specificity remains leading Battle Psykers to war.
I: 21 + 29 = 49- Grandmaster Xavier combines an incredible natural talent for stealth with training from the best stealth operative you have ever heard of and a set of powers that provide a wide range of stealth options. He is nearly impossible to detect without using psychic means and knows exactly how to use this stealth to its full potential. His skills in the less quantifiable aspects of intrigue are best displayed by the fact that he is generally considered to be a blunt instrument by those who do not know him well, a reputation he is careful to cultivate.
A: 14 + 2 = 16- Grandmaster Xavier is a decent administrator who has played a major role in the management of Avernus's Psyers for most of his life.
L: 13+7=20- Grandmaster Xavier has a good understanding of the Warp and the skills to deepen his understanding.
W: 12 + 33 = 45- Grandmaster Xavier's faith in the Emperor is strong, and his willpower is even stronger.
D: 8 + 2 = 10- Grandmaster Xavier is able to interact with normal citizens without spooking them, which is quite an achievement for a psyker of his power.
C: 23 + 34= 57(+1,020 combat bonus)- Grandmaster Xavier is a genius in combat and combines these skills with his wide range of powers to become one of the most deadly warriors of Avernus, even without using the most destructive aspects of his power.
Psychic Power: 31 + 19 = 50 (820*216=177,120)- Grandmaster Xavier is a powerful Beta-level Psyker, and when he fully unleashes his power he can burn entire armies in warpflame.
Control: 24 + 18= 42- Grandmaster Xavier has a high level of control of his powers, being capable of delicate workings as well as the brute force he is best known for.
(150/9+9=26)
Beta-Level Psyker (31 Power, -19 Control, -6D, *216 power multiplier) – As a Beta-level Psyker, Gerald Xavier is very powerful psyker. He can draw on powers from the warp capable of matching the firepower of a Titan or hiding an army on the move.
Pure of Mind and Soul (+3 Control, +3W, resistant to demonic possession) – Gerald Xavier's mind and soul are pure and untainted despite the dark powers he can wield. According to Justicar Alerion, he would have been selected to join the Grey Knights if he had been found on a Black Ship.
Perfectly Sane (+6 Control, +6D) – Despite the mind-breaking powers he wields, Gerald Xavier is perfectly sane unlike almost every other human psyker. In fact, if you didn't already know that he was a psyker, there is no way that you could tell from meeting him.

Grandmaster Pyromancer
(+8 Power, -3 Control, +80 to all Pyromancy rolls, can use even more powerful Pyromancy)- Gerald Xavier has developed his natural talent for pyromancy over the centuries, pushing it beyond mere mastery. He can some summon and control fires on a level that few can dream of, even among those psykers significantly more powerful then him.
Master Illusionist (+3I, -2 Power, +3 Control, +50 to all Illusion rolls, can use more powerful Illusions) – Gerald Xavier has developed his talent with illusions into true mastery, which he combines with his more mundane stealth to attack from unexpected directions.
Master Primaris Psyker (+5M, +1A, +2D, +4W, +4C, +3 Power, +8 Control)- Gerald Xavier is a Master Primaris Psyker, one of the greatest living human psykers and a master of one of the psychic disciplines.
Honorary Phase-Tiger(+1M, +4I, +3C, large bonus when working with the Phase-Tigers, +5 to stealth rolls, less likely to die)- Gerald Xavier has worked with the Phase-Tigers many times in gets on well enough with them to have been unofficially adapted into the regiment as an member. He he has continued to learn from them and they are credited with the increase in his already ridiculous stealth and combat abilities, which draw heavily from the uncannily efficient style that the Phase-Tigers use.
Deamonslayer (+1M, +3W, +1C, +2 Control) +20 to all rolls against daemons, cause fear in daemons)- During the First Daemonic Incursion Primaris Xavier pushed himself to his limits fighting the daemonic forces. He was the only reason that the half build city he was in had any survivors and was able to permanently kill the Daemon Price leading the attack.
Orkslayer (+1I, +1C, +1 Power, +25 to all rolls against Orks)- Grandmaster Xavier is highly experienced at fighting the Green Tide in a range of rolls, whether it is assassinating Ork Overlords, annihilating hordes on the field of battle or burning out Greenskin fortresses.
Phased Blinking (+2I, +1C, +2 Control)- Primaris Xavier is able to blink while Phased, a feat that requires enormous control and provides several new options in terms of stealth and combat.
Expert Swordsman (+3C, +30 to melee rolls)- Primaris Xavier is a expert swordsman who can kill most foes even without using his fell powers.
(+2M, +9I, +5W, +10C, +6 Control, +2 Power, +25 to all rolls against daemons and Orks, cause fear to demons, large bonus when working with the Phase-Tigers, +10 to stealth rolls, less likely to die,+30 to melee rolls)- Grandmaster Xaiver has over the course of his long life created a school of combat he has christened the Chimeric School. This school focuses on combining combat skills, stealth and psychic powers into a single style and is both incredibly flexible and incredibly hard to master.
Combat Paragon Trait: Chimeric Master (no penalty to combining multiple skills, can use average of targets combat with psychic defence and/or intrigue in duels)- Grandmaster Xavier has mastered the Chimeric Style that he has created to such a level that he flawlessly combines combat, stealth and psychic powers. This allows him to take advantage of any weakness in an opponents skill set with great ease, making him a terror to those who focus entirely in a single aspect of combat.
Artefact: Embercleave (Low Artefact, Force Weapon, Pen = Power -10, Pyromancy Affinity, Two-Handed) - Forged by a Priest of Vaul during the War in Heaven, he gave the sword to a friend of his, one of Khaine's many warriors in the great war as a symbol of his friendship. By the end of the war, both were broken in mind and soul. Wanting to forget the horrors of the war, they gave away that sword, Embercleave, over to the Saurus for whatever they wished to do with it. Embercleave is a sword of ruinous might, wieldable only by the greatest mage-warriors to it's full potential. In the hands of one such master, it melts armor away as if they were reforged in the forge once more. In the hands of a pyromancy master, as a priest of Vaul might be, it ignites to burn a swathe through all enemies.

"The Ash Hound"
(+4M, +3I, +1A, +3C, +3 Power, +2D when dealing with Avernites, boost to pyromancy, +30 to locating rogue psykers and cultists, loyal to Governor Rotbart)- Gerald Xavier has earned the epithet "The Ash Hound" from his actions during and after the First Daemonic Incursion. This title comes from his old title of "The Governor's Hound" and from the dozens of times he attacked cultist strongholds single-handedly, reducing highly fortified city districts containing millions of well trained Avernites to ash in a matter of hours.
Avatar of Destruction
(+50 bonus to pyromancy, +2 Power, massive bonus to intimidation, far better at acting as conductor of psychic choirs)- Grandmaster Xavier burned the entire Hive of Manavik to the ground in a single night after exploding the plasma reactor and then walked out of the inferno. While this remains his most impressive feat of sheer destruction many other impressive feats of destruction can be laid to his feet.
"Mittens" Phase Tiger Familiar
(+3I, +4C, +3 control, Phase Shift Psychic Power, Phase Tiger familiar)- Mittens is Xavier's familiar and faithful companion, found when the Phase-Tigers accompanied by Xavier discovered several litters of Phase-Tiger cubs after the Necron Invasion. He has accompanied Xavier ever since and through their bond Xavier has figured out how to Phase.
Avernite Bi-centenarian
(+6C, +2W, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus Xavier have proven himself to be an expert warrior, the bearer of a strong will and very alert to danger.
Master Saboteur (+2M, +5I, +50 to all rolls to sabotage)- Primaris Xavier is a master saboteur and can inflitrate even highly secure strongholds and cripple them though sabotage. He has developed his ability to spot key locations to sabotage to such an extent that he can now apply it to the battlefield where he can spot key oints in the enemy lines.
It never gets any easier
(+2W, +1 Control) - Primaris Xavier has carried out great feats of carnage, including killing many loyal Imperial citizens as collateral damage in his time. He will always regret these actions and wish that there was another way which is one of the things that separates him from the monsters he fights.
Genius Researcher
(+5L, +10 to research rolls)- Primaris Xavier has proven to have a real talent for research and can often make discoveries that others would have missed.
Tested Faith
(+2W, +1 Control)- Primaris Xavier has tested his faith by journeying into the Halls of the Abomination in the Realms of Chaos itself. While he needed the guidance of Saint Lin to come out intact his faith and control over his powers was tested as it never had been before by the experience, a testing which he came out of stronger then he went in.
Self Control
(+1M, +4W, +4 Control)- Primaris Xavier's near-perfect self-control is a key part of his ability to control his powers, and resist the temptations that come with them.
Hero of the Grand Incursion (+2M, +3I, +7W, +5C, +1 Control, +30 to all rolls against daemons, +50 to all stealth rolls vs psykers and daemons, +8 Prestige, +24 Fame)- Grandmaster Xavier has been one of your greatest heroes in many Daemonic Incursions, including the Grand Incursion where he led his battle psykers to kill the Honoured Keeper of Secrets Shoraar Suppleblade.
Seen it All
(+1I, +2W, +1C, +1 Control)- Grandmaster Xiaver has been tested by almost every imaginal foe over the course of his lifetime, including some previously believed to be extinct like Enslavers.
Master Bright Wizard (+1C, +2L,+2W, +3 Power, +3 Control, +50 to all rolls using the Wind of Fire, can use Fire Magic up to Cataclysm level)- Xavier has really taken to the use of the Wind of Fire, and has become one of the first humans to truly master its use. As if his pyromancy was not scary enough to benign with.

Gerald Xavier was one of the first people born on Avernus and in the nine years of his life manifested the most powerful psychic talents yet found in an Avernite. He was evaluated to be both on the upper bounds of being a Beta-level Psyker and totally sane, a at the time near unheard-of combination.

In his eighteenth year of life, trainee Gerald Xavier was deployed with a pair of Primaris teachers to fight the advancing Necron Hordes. The Catachan 813th "Phase-Tigers" were assigned to escort him and managed to maneuver him into position for some truly devastating attacks, including sneaking him through the front lines of the Necron force and under the Monoliths. Xavier got on very well with the Phase-Tigers and has kept in contact ever since. During this period, Xavier met two individuals that would go on to have a massive impact on his life: Governor Fredrick Rotbart, who eventually adopted him as a son; and the Phase-Tiger cub who would grow up to become his familiar and brother Mittens. Xavier was the first of those who took an orphaned Phase-Tiger after the battle to tame it and has formed a tight bond with Mittens.

Gerald Xavier went one to become Avernus' first homegrown Primaris Psyker, and one of the leaders of the Avernite branch of the Adeptus Astra Telepathica. While intelligent and a good leader, Xavier's true strength is his ability to combine his stealth skills, his combat ability, and his powers into a single flawless whole. This makes Xavier one of the Imperial Trust's most deadly combatants, and a near unmatched saboteur. This talents were first truly shown in the Burning of Manavik where with the aid of a choir he infiltrated the rebel hive, caused its plasma reactors to overload and then used the flames from the overload the burn the hive to the ground, killing around a billion men, some of them loyal Imperial Citizens.

Since then Xavier, as he prefers to be called, has shown his skill in combat, stealth and war countless times earning his title as Grandmaster of the Department of War, and most probable successor to the High Grandmaster.

On a personal front Xavier has always been close to his adopted family, acting as a big brother to Syr and uncle to Tormod. His relationship with Jane has always been close, with them regularly sparring to keep their skills sharp and Jane working closely with Xavier in his development of the Chimeric Style that he has created. He is still a bit frustrated by how often Jane beats him though, claiming that psyker hunter or not there is no way that a normal human should beat a psyker as skilled and powerful as him nine times out of ten, despite that he losses more often then nine times out of ten. Jacob and Xavier have always clicked, initially with Xavier as the cool elder cousin and later on as close friends, some of the only people who can understand what it is like to live with the sort of talents and family background that they have, and the expectations that arise from that.

Xavier's most important relationships however are those with his familiar Mittens, his wife Tamia and his daughters Ophelia, Claire and Cassandra. Xavier has been with Mittens for almost his entire life, and to a large extent they grew up together. This has led to a level of connection that few can dream of, with Mittens and Xavier being a mix of best friends brothers so close that they sometimes seem like a single being.
Xavier first met his wife Tamia when she was an student at the Unseen University and he was assigned to mentor her. This mentorship turned into a friendship over time as Tamia got her feet under her, and proved to be more then Xavier's match in her own fields. Eventually Xavier and Tamia ended up adopting Ophelia, Avernus' first Alpha Psyker after her parents gave her up. They moved in together then and continued to live together even after Ophelia moved out. Eventually Xaiver and Tamia realised that they had feeling for each other and got married, having two more daughters, Claire and Cassandra. Xavier always jokes that he and Tamia courted in reverse, first having a child, then moving in, and only finally marrying.
While often busy Xavier has almost always been able to ensure that he spends a good bit of time with his daughters, both when they were young as now that they are adults. In fact despite often acting like an classic batchlour man-child Xavier ahs proven to be one of the best fathers that you know. Not really surprising, Xavier has always hidden a lot mroe then he shows.

Xavier acts like a dedicated, and rather simplistic soldier who lives for battle and wins mostly via brute force and pyromancy, with an occasional cunning moment. This is entirely an act that Xavier puts on to make people underestimate him, with Xavier being one of the most subtle and cunning people that you know and one that views battle as just another duty rather then as something to live for. When he lets his guard down he shows that he is a highly philosophical and witty man, who always has an insightful, and often amusing, comment on any topic.
Grandmaster Psyker Tamia Jameson
Age: 440 rejuve to 20
Fame: 88- Grandmaster Tamia Jameson reputation as the mind behind the strides being made by Avernus' Telepathica has spread far and wide.
Prestige: 91- Grandmaster Tamia Jameson has made countless discoveries that will aid psykers for generations to come, and is considered to the one of the greatest human experts on the Warp. Ever.
Standing (Avernus): 87- While not as prominent as her husband, Grandmaster Tamia is still counted as one of the great warriors and leaders of Avernus.
Standing (Imperial Trust): 44- Grandmaster Tamia's discoveries have earned her the respect of many of the Imperial Trust's leadership.

M: 15+9=24- Grandmaster Tamia Jameson is a competent commander who can lead both psykers and normal troops to war, though she is by no means a great general.
I: 13+12=25- Grandmaster Tamia Jameson is decently skilled at political intrigue, and an expert at making people underestimate her, with many people leaving their first encounter with her thinking her a stereotypical ditzy woman who gets by on looks rather then brains.
A: 17+3=20- Grandmaster Tamia Jameson is a skilled administrator who ensures that her division is the best run in the Adeptus Astra Telepathica.
L: 29+27=56- Grandmaster Tamia Jameson is quite simply a genius, who quickly developed an in-depth understanding of a whole range of topics and whose theoretical understanding of the Warp is unmatched.
W: 13+18=31- Grandmaster Tamia Jameson faith and will are strong enough that she has so far resisted the whispers of the Warp, though they continue to plague her.
D: 16+19=35- Despite being one of the most powerful psykers on Avernus Grandmaster Tamia Jameson has very well developed social skills, with the flaws that her powers give her seemingly like charming eccentricities rather then anything sinister.
C: 21+25=46- Grandmaster Tamia Jameson's genius extends to the arts of war, where she is able to combine a wide range of attacks with her nateral grace to deverstating effect.
Psychic Power: 26+13=39 (405*216=87,480)- Grandmaster Tamia Jameson is in the middle of the Beta Psyker spectrum in raw power, though even this is more then enough for her to be counted among the most powerful psykers of Avernus
Control: 17+33=50- Grandmaster Tamia Jameson has a masterful control of her power and can easily manage the incredibly complex workings of the more powerful magics.
(157/9+5.5=22.5)
Beta-Level Psyker (26 Power, -19 Control, -6D, *216 Power Multiplier) – As a Beta-level Psyker, Tamia Jameson is very powerful psyker. She can draw on powers from the warp capable of matching the firepower of a Titan or hiding an army on the move.
A Fine Touch
(+5 Control, better at more subtle powers)- Tamia Jameson as always had a natural talent for the more subtle uses of her powers, a trait that has served her well.
Musical Prodigy
(+6D, +20 to songweaving rolls, major boost to all music)- Tamia Jameson has proven to be a musical prodigy from a very young age. While her training as a psyker has prevented her from developing this talent as much as she could have she still has enough raw skill and talent to be counted among the best musicians on Avernus.
Very Beautiful
(+3D, more likely to persuade people of the opposite sex) – Tamia Jameson is a very beautiful woman, with flowing blonde hair and a classic hourglass figure.
Learning Paragon Trait: Mother of Magic (+15 to all research and psychic rolls, +50 to all psychic rolls related to magic, magic includes using the Winds, Rituals, Runes and similar)-Tamia Jameson has been at the forefront of the research into secrets of Avernus, and is in large part responsible for the transformation of the Adeptus Astra Telepathica from the base psychic disciplines of Avernus to a range of new disciplines, which are mostly going under the umbrella of magic due to that being the term used by the Peoples of Avernus. Tamia's mastery of these fields is heads and shoulders above those of the rest of the Telepathica, something that is shown both on the field and in the lab.
Avernite Bi-centenarian
(+6C, +2W, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus Grandmaster Jameson have proven herself to be an expert warrior, the bearer of a strong will and very alert to danger.
Out of Xavier's Shadow
(+1L, +2I, +3C, +3 Power, +3 Control, +5 to rolls against Chaos Cults)- Where once Tamia lived in the shadow of Xavier, as a student of his with similar specialisations she has now moved well beyond this and made her mark in her own fields. She still regularly trains with Xavier, now her husband, though.
Skilled Pyromancer
(+2 Power, -1 Control, +20 to all Pyromancy rolls, can use more powerful Pyromancy)- Tamia Jameson has a natural talent with fire and can use her flames with a level of precision that few can match
Grandmaster of Telepathy (
+3I, +2D, -3 Power, +8 Control, +80 to all Telepathy rolls, can use more powerful Telepathic effects)– Tamia Jameson's mastery of telepathy is unmatched in the Imperial Trust, being able to both bend the will of entire armies in battle and slip past all but the strongest of mental defences.
Master Priamris Psyker
(+3M, +2D, +3W, +4C, +3 Power, +8 Control)- Tamina Jameson is a Master Primaris Psyker, one of the greatest living human psykers and a master of one of the psychic disciplines.
Creator of Songweaving (+4L, +2D, +6 Control, +50 to attempts to use Songweaving)- Grandmaster Jameson is in the beginning stages of creating a new way of using psychic powers, called songweaving. While still in tyhe developmental stages this is a major achievement that demonstrates her control over her powers and understanding of the Warp.
Master of Siren Song (+1D, +1 Control, +50 to rolls using Siren Song)- Grandmaster Jameson is without a doubt the most skilled human user of Siren, being able to use it in ways that only Siren Queens were thought to be possible of.
Untiring
(+2L, +2W, +3C, +2 Control, reduce time needed for research projects by 20%)- Tamia's ability to work without rest has long since passed the limits of humanity, with only a handful of hours of sleep being needed a week. This is a demonstration of her willpower and biomantic control, and allows her to finish research projects consistently ahead of schedule.
Stage Presence
(+2D, +30 to rolls to effect morale with Psychic Powers)- Grandmaster Jameson is very skilled at manipulating the morale of armies in the field, or countering other psykers attempts to do the same.
Grandmaster Psychic Researcher
(+8 Control, +12L, +40 to all psychic research rolls)- Grandmaster Tamia Jameson's ability to study the warp is legendary, being able to take her understanding of the strange, mutable, laws of the Immaterium and create psychic powers or refine those already known to a fine point.
Warrior of the Emperor
(+2M, +2W, +2C) – Grandmaster Jameson is certain that the Emperor has chosen the Avernites to carry the light in these dark times and that she is obliged to defend the Imperial Trust to her last breath to carry out this charge. As such she has put a great deal of effort into preparing herself for war.
Leader
(+1M, +2A)- In her time as the leader of the Central Department Tamia Jameson has developed her leadership skills by a good amount.
Master of Psychology
(+5I, +3D, +25 to single-target Telepathy rolls)- Grandmaster Jameson has discovered much about the human mind and it's functions both conscious and unconscious. She has found this knowledge useful in both interacting with people and in target telepathy
Master Channeller
(+7 Power) – Grandmaster Tamia has greatly increased the amount of power that she can draw from the Warp safely over the years.
Leashed Power
(+3D, +3 Control, +30 to rolls to hide her power)- Unlike most Psyker of her power Tamia is able to totally contain her powers, preventing others from sensing them. As well as being useful in stealth and a mark of her control this helps in her interactions with normal humans, who are often spooked by the presence of a powerful Psyker.
Deepwood Survivor
(+1I, +2C, less likely to die(5))- Grandmaster Tamia spent decades living in the Lindon Deepwoods studying under the Shrine Fairies. This experience honed her survival skills to a fine edge.
Master Ritualist
(+1A, +6L, +4 Control, +50 to using and designing rituals, can use and create rituals up to master level)- Tamia Jameson is a Master Ritualist, trained by Master Oakleaf of the Shrine Faeries.
Ritualist of the Grand Incursion
(+1M, +2L, +9W,+1D, +5C, +1 Power, +5 Control, +50 to all rolls against daemons, cause fear in daemons, +13 Prestige, +13 Fame)- Grandmaster Tamia Jameson first made her name fighting against the First Daemonic Incursion and has proven her mettle in several since then. It was the Grand Incursion where she had the biggest impact though, despite not fighting near the frontlines. The Rituals she created and directed were one of the key components in your victories and can be given a great deal of the credit for no less than six of the nine Honoured being banished by your forces.

Tamia Jameson was born thirty-five years after the founding of Avernus in the city of Salem, the same city that she made her name in decades later. As a child she was quickly found to be a musical prodigy, able to play several instruments and sing difficult songs by the age of six. She was six when her life changed due to a visiting Witch Sniffer detecting a massive amount of psychic power within her at one of her recitals. She was quickly tested and found to be a Beta-level Psyker, one of the most powerful psykers born on Avernus.

For the next to decades Tamia Jameson lived in the Unseen University where she struggled to master her powers, despite developing one of the deepest understandings of the Warp on the planet. As her trials approached Tamia feared that she would fail to get enough control to pass, or even survive. This changed when she met the man whose existence had always dominated her mind. Primaris Psyker Gerald Xavier, the most powerful Avernite Psyker and one that she had always been compared to due to the fact that they were the only two Beta-level Pyromancer/Daemonologists that Avernus had ever produced. It was thanks to his tutelage that she passed the trails by a massive success and became one of the greatest psykers of Avernus.

For the next two decades Primaris Tamia Jameson continued her life as one of the most powerful psykers of Avernus, though always overshadowed by her friend and mentor Priamris Xavier. This changed during the First Daemonic Incursion, where she not only pushed herself well past her limits but she managed to develop a new style of psychic powers, songweaving which suited her. Using songweaving and her mastery of the Siren Song Primaris Jameson was able to be a major asset against both daemons and cults, becoming known as the Desert Witch and the Hero of Salem. In the aftermath of the Incursion Primaris Jameson was put back under the mentor ship of Priamris Xavier, who as well as helping prepare her for promotion taught her much about dealing with cults. At the age of fifty-eight Primaris Tamia Jameson was promoted to Master Primaris Psyker, and counted among the great psykers of the Imperial Trust.

Soon enough Tamia's true talents showed themselves as she quickly proved herself to be a utter genius when it comes to understanding the Warp. Soon enough Tamia was spearheading all research effects in Avernus' Telepathica, a position that was formalised with the reorganisation of the Adeptus Astra Telepathica and the appointment of Tamia Jameson as the first Grandmaster of the Central Department. In her time as the Grandmaster of the Central Department Tamia has massively increased the Telepathica's understanding of the Warp and the quality of their training. She has also overseen the addition of several new psychic disciplines to the Telepathica, including the Songweaving that she created.

As the grow Tamia has found that her true talents lie in telepathy rather then pyromancy, and has become the best Telepath in the Adeptus Astra Telepathica by a large margin. This is aided by the study that she has made of the human mind and how it works, which she has since made part of the standard training for all telepaths. Tamia makes heavy use of delegation in leading her department, allowing her to focus on her current research project and her family more then she otherwise would be able to.

Meeting Tamia Jameson is always interesting, in many ways she seems to be a slightly ditzy, very feminine, woman with her head in the clouds but at others she shows the ruthless practicality that she developed in The First Daemonic Incusion and the genius that has earned her her reputation as the Unseen Universities brightest mind. Appearance wise she is a short, beautiful blond woman with clear green eyes and one of the most amazing voices that you have ever heard.
Grandmaster Aria
Age: 580 rejuved to 20
Fame: 535- While Grandmaster Aria has attracted little attention outside of Avernus and the Telepathica from her actions, her very nature has made her a topic of fascination for psychic scholars of the Empire of Ashes.
Prestige: 76- Grandmaster Aria is known as the greatest human psychic duellist alive, in large part due to her Null Zone.
Standing (Avernus): 82- Grandmaster Aria is one of the leading causes of death of rogue psykers, and regularly saves tens of millions of Avernites from death. Avernus as whole remains thankful.
Standing (Imperial Trust): 34- Grandamster Aria has attracted little attention from the Imperial Trust.

M: 13+4=17 (+9 martial bonus)- Grandmaster Aria is a decent commander of small units, though she should never be put in command of anything larger then a company.
I: 18+8=26- Grandmaster Aria is highly skilled at locating hidden psykers and sneaking up on them.
A: 10+4=14- Grandmaster Aria has developed into a competent administrator able to keep on top of her administrative duties with the aid of her staff.
L: 15+19=34- Grandmaster Aria has a very good understanding of the Warp, and is developing a decent understanding of Ka.
W: 16+36=52-Grandmaster Aria's perfect knowledge of herself is the foundation of her unrelenting will.
D: 17+2=19- Grandmaster Aria combines very good control of her powers with well developed social skills, making her surprisingly able to hide her nature and interact with normal citizens.
C: 17+32=49- Grandmaster Aria is a highly skilled fighter, able to hold her own against all but the greatest of foes even without using her powers. With them she is one of the deadliest mortals alive.
Psychic Power: (0-32)+18=0 to 50 (0 to 708,480)-Grandmaster Aria is a powerful Omega-level Blank, a powerful Alpha-level Psyker or anything in between.
Psychic Control: 18+(33-54)=51-72- Grandmaster Aria's ability to adjust her power allows her the ability to trade power and control at will, allowing her to wield minor power with precision that even Grandmaster Ridcully has can only dream of or the power of an Alpha with merely incredible control.
Ka Power: (0-35)+17=0 to 52(0 to 420,000) -Grandmaster Aria is a powerful Omega-level Blank, a powerful Alpha-level Psyker or anything in between.
Ka Control: 8+(15-26)= 23 to 33- Grandmaster Aria has a high level of control her Ka when she is using her full power, and a bit more when she retrains herself.
(203/11+11.5=29.5)
Artefact: Shield of the Infinite Abyss (+400 Warp resist, +1 armour, reduces concentration of Psykers who stare into it by -100)- Psykers who gaze upon this shield are drawn ever deeper into its depths, disrupting their concentration.
Alpha and Omega
(+1 Psychic Control, +2 Ka Control, can use null Zone, can very Sa power from nill to Alpha at will, can very Ka power from nill to Omega at will, allows her to ignore most of the effect of Blanks)- Grandmaster Aria seems to be an entirely natural chimeric combination of an Alpha-level Psyker and an Omega-level Blank. Despite the fact that that combination should be impossible. This seems to have left her with the powers of a Delta-level Psyker as standard, she has learned to make full use of her powers simultaneously, or to totally hide them.
MultiplierPowerControlDiplomacy
Iota0.05320
Theta0.15700
Eta0.4510-2-1
Zeta1.5012-4-2
Epsilon514-7-3
Delta1817-10-4
Gamma5421-14-5
Beta21626-19-6
Alpha86432-25-8
MultiplierPowerControlDiplomacy
Upsilon0.150-4
Phi111-1-7
Chi3018-3-11
Psi20026-6-16
Omega75035-10-22

Pure of Mind and Soul (+3 Psychic Control, +3W, resistant to demonic possession) – Grandmaster Aria's mind and soul are pure and untainted despite the dark powers she can wield. If she was male there is a good chance that she would have been selected to be a Grey Knight rather then a Primaris Psyker.
Paragon trait Paragon Control Trait: Becalming Presence (increase Null field effects on Sa wielders by 250%)- Aria's Null Zone creates an area on calm within the warp, reducing the efforts of those within it to the merest of ripples while freeing more of her Warp power for Aria to wield.
Paragon Power Trait: Untouchable Power (reduce the impact of Ka-based Null Fields by 80%, maximum impact -20% power) — Aria can work in the heaviest Ka fields possible with merely minor effects

Grandmaster Primaris Psyker (+3M, +5C, +3D, +3L, +6P, -+4 Psychic Power, +12 Psychic Control) - Grandmaster Aria is is a Grandmaster Primaris Psyker, one of the greatest human psykers in history.
Master of Daemonology (+3P, +4 Psychic Power, +4 Psychic Control, +50 to all Daemonology rolls, can use more powerful Daemonology effects)– Grandmaster Aria is one of the few who can call themselves a master of Daemonology, able to meddle with the edge of the Warp and banish all but the most powerful of daemons.
Expert Telepath
(+1I, -1 Psychic Power, +3 Psychic Control, +30 to all Telepathy rolls, can use more powerful Telepathic effects)– Grandmaster Aria is a highly skilled telepath who can useher powers to locate a single mind in a teaming Hive, piece all but the best defended minds and turn entire regiments on the masters.
Master Witch Finder
(+4I, +2D, +4 Psychic Control, +50 to all rolls to locate Psykers)- Grandmaster Aria has led the Witch Finders of Avernus since their founding over a hundred years ago. This experience has led to her being incredibly skilled at locating Psykers, both latent and active.
Grandmaster Witch Hunter
(+1M, +2I, +2P, +3C, +1 Psychic Power, +4 Psychic Control, +50 to all rolls against Psykers)- Grandmaster Aria has spent the majority of her life hunting down and killing rogue psykers, many of them more powerful then she is. This experience has developed her skills in a range of fields, though especially in killing psykers.
Master Psychic Duelist
(+2P, +3C, +2 Psychic Power, +3 Psychic Control, +50 to rolls against psykers)- Grandmaster Aria is a master of psyker to psyker combat, able to defeat all but the greatest of psykers in a duel.
Null Zone
(+5 Psychic Control, +3 Ka Power, +2 Ka Control, +200 against Psykers and daemons, +200 to all rolls to counter psychic powers and effects, add portion of power of all psykers in Null Zone to her power up to her maximan as Alpha)- Grandmaster Aria is able to project her Ka out onto her foes, dimming their connection to the Warp while allowing her access to more f her true psychic might.
Avernite Bi-centenarian
(+6C, +2P, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus Grandmaster Aria have proven herself to be an expert warrior, the bearer of a strong will and very alert to danger.
Survivor of the Pink Skies
(+2P, +1C, +1 Psychic Control +5 to all rolls against daemons)- Having proved herself against the most dangerous foes in the galaxy during the First Daemonic Incursion Grandmaster Aria has had her faith and combat skills tested.
Survivor of the Crimson Skies
(+1P, +2C, +5 to all rolls against daemons)- Having proved herself against the most dangerous foes in the galaxy during the Second Daemonic Incursion Grandmaster Aria has had her faith and combat skills tested.
Department Head
(+4A, +1D)- In her time as Head of the Regional Department Grandmaster Aria has been forced to learn much about administration, and some about dealing with other people.
Survivor of the Gilded Skies (+2P, +1C, +5 to all rolls against daemons)- Having proved herself against the most dangerous foes in the galaxy during the Third Daemonic Incursion Grandmaster Aria has had her faith and combat skills tested.
Veteran (+3C)- Grandmaster Aria has been on the front lines of several major campaigns over the course of her life, giving her a great deal of combat experience against a range of foes.
Enlightenment
(+9W, +6 Psychic Power, +9 Psychic Control, +2 Ka Power, +1 Ka Control)- Grandmaster Aria has spent decades pondering on her true nature and has learned her own true nature in a way that few beings even attempt to. This knowledge bolters her will, allowing her to draw on ever greater amounts of power and control it with even more finesse. She also informs you that conventional knowledge on the nature of Blanks is utterly wrong.
Continuing Education
(+4L)- Grandmaster Aria has seen the level of psychic knowledge that the Telepathica posses increase massively over her career. This has demonstrated to her that the boundaries of knowledge are constantly being push, and that working to keep yourself up to date is valuable.
Survivor of the Green Skies
(+2W, +1C, +1 Control, +5 to all rolls against daemons, +2 Prestige)- Having proved herself against the most dangerous foes in the galaxy during the Fourth Daemonic Incursion Grandmaster Aria has had her faith and combat skills tested.
Ka Researcher
(+4L, +20 to all rolls to investigate life-force)- Grandmaster Aria has opened up an entirely new field of study and is the leading light in humanities efforts to gain an understanding of Ka.
Skilled Ka Adapt
(+2L,+4 Ka Power, +8 Ka Control)- Grandmaster Aria has gotten beyond the basics of ka use, and is now a respectably skilled Ka Adapt.
Master Self-Infusion
(+2L, +4C, +4 Ka Power, +8 Ka Control, +50 to all rolls for Self-Infusion)- Grandmaster Aria has developed her skill to a level beyond mere expertise.
Power Mixing
(+2L, +2W, +3C, +2 Sa Power, +2 Sa Control, +2 Ka Control, +2 Ka Power can combine Ka and Sa buffs and attacks) — Grandmaster Aria has learned how to blend her Ka and Sa, allowing them to work together to achieve results that she could not have achieved with one alone.
Skilled Technological Infusion
(+2L, +2 Ka Power, +2 Ka Control, +20 to all rolls for Technological Infusion) — Grandmaster Aria is skilled at infusing technology with her Ka in ways to boost it far beyond what it could normally achieve.

There is little remaining on what Grandmaster Aria did before being assigned to Avernus but it is known that she already had a reputation for defeating psykers, which was the reason for her assignment to Avernus. Once on Avernus Primaris Aria was initially tasked with hunting down Rogue Psykers and the more powerfully psychic wildlife, a task she proved highly skilled at. Several decades later when the Unseen University was founded Priaris Aria found herself in charge of the Witch Sniffers, those Psykers tasked with locating and then either recruiting or eliminating Psykers. While not as gifted at locating psykers as at eliminating Psykers Priamris Aria once more prospered in her position.

As the Unseen University continued to grow and the number of psykers on Avernus increased Priamris Aria, who remained the head of the Witch Sniffers and later Witch Finders, started to be tasked to hunt down rogue psykers more and more often as her aptitude for this continued to prove itself. It was during this time that she developed the ability she calls Null Field, which is one of the most effective anti-psyker abilities you know of. Unfortunately she has not been able to teach this power due to the combination of the incredible control that it requires, the deep understanding of Daemonology and something else she has not been able to explain, that is best referred to as an affinity for it.

After mastering the Null Field Aria became one of the best anti-psyker operative on Avernus, and so was often tasked with hunting down the more powerful of the rogue psykers found on the planet, many of them significantly more powerful then her. As such she continued to develop her talents at fighting psykers as well as those for locating them, to the point where she is now able to kill even beta-levels without to much issue. In fact despite her comparative weakness Aria has been known to defeat even Xavier in a spar when they are restricted to only using their powers.

It recently became known that Grandmaster Aria seems to be a entirely natural chimeric combination of an Alpha-level Psyker and an Omega-level Blank. Despite that fact that that combination should be impossible. This seems to have left her with the powers of a Delta-level Psyker, though as she uses her Null Zone ability to cut others off from the Warp her powers grow, maxing out at Alpha-level. The only other effect that has so far been recorded is that Aria is fully immune to the instinctual terror and loathing that psykers feel.

As the Grandmaster of the Regional Department Aria is one of the leaders of the Adeptus Astra Telepathica, tasked with overseeing a range of offices both on Avernus and off it. She fulfills her duties diligently but her true delight remains fighting other psykers, whether in the sparring chambers of the City of Glass or in the field.
Mittens the Phase-Tiger
Fame: 13- While Mittens appears in most descriptions of Grandmaster Xavier, people outside of Avernus are only starting to pay him any attention.
Prestige: 102- Among those who know about him, Mittens sheer ability in stealth and combat is feared.
Standing (Avernus): 42- It is a known fact on Avernus that Mittens is a lot more then Grandmaster Xavier's pet, and that he has been beside his bondmate since the beginning.
Standing (Imperial Trust): 1- You mean Grandmaster Xavier's pet tiger. Did you hear the story that it killed a Greater Daemon?

Age: 476
Martial: 14+7=21- Mittens is highly skilled at leading small group in infiltration and combat, though this does not translate to anything much above platoon sized.
Intrigue: 15+39=54- While Mittens has no talent for spy games, or understanding of them he is both surprisingly skilled at reading humans an unsurprisingly talented at stealth. In fact when it comes to sheer stealth the only person in the Imperial Trust who could possibly match Mittens is Commissar Sepet of the Phase-Tigers.
Administration: 4+1=5 - Mittens has little understanding of bureaucracy or how to operate it, though he has turned in filled out requisitions forms in the past as a prank.
Learning: 9+8=17- Mittens is surprisingly well educated due to his habit of attending the odd class at the Unseen University, though Xavier is still not sure when he learned to read and write.
Will: 11+27=38- Like many natives of Avernus Mittens has a strong will and an incredible resistance to the lure of Chaos.
Diplomacy: 10+7=17- Mittens is surprisingly good at dealing with humans given his species and the tendency that people have of viewing him as just an animal. Though he often takes advantage of said tendency.
Combat: 16+34=50- Mittens is a terror in a fight, able to bypass almost any defense and attack from any angle.
Psychic Power: 5+20=25 (150*40.3=6,045)- Despite the fact that most Phase-Tigers are on the weak end of minor Psykers Mittens age and connectionto Xavier has boosted his powers to the lower bounds of Gamma-level.
Control: 11+24=34- Mittens has an very high level of control over his power, though by no means unmatched.

Phase-Tiger (+10I, +10W, +8C, -4A, -2L, roll all stats on two less dice, Power 5, *0.3 power multiplier, can use Phasing only, can not fail basic Phasing rolls, +100 to all stealth rolls, resistant to Chaos) - Mittens is a Phase-Tiger, a five meter long big cat they weighs almost a ton and has the ability to Phase at will.
"Xavier" Human Servant (roll all stats on one more dice, +40 power multiplier, +3M, +4I, +2A, +2L, +2W, +1D, +4C, +7 Power, +4 Control, can mind link with Xavier, can power link with Xavier)- Mittens has been the familiar of Primaris Xavier since Xavier was a teen and Mittens a cub, though for those who know them the power relationship between the two is not so simple. He shares an incredible bond with his human, which in part explains why he is far more intelligent then any Phase-Tiger has a right to be, and far more powerful.
Phase-Tiger Ancestor
(+10I, +8C, +5W, +5 Control, +3 all other stats, +100 to all stealth rolls, can not fail partial Phasing tests)- Mittens is around two centuries old, four times the maximum life expectancy of his species. This has allowed him to develop his innate gifts to an unheard of level.
Intrigue Paragon Trait: Coming Out of the Goddamn Walls
(triple stealth bonus for Phasing, triple ambush damage)- Mittens' skill at using his Phasing to hide is unmatched, as is his talent for making the best out of the ambush opportunities that this allows him. In the right terrain you would not be surprised if he could sneak up on an alert Honoured Greater Daemon, and possible kill it with an ambush.
Artefact: Waneclaw - (Force Weapon, *3 Ambush Damage, Pen = Intrigue/2) - A spectral weapon made in part from ghostly entities found in the Boneyard, these claws seemingly cut through the real and unreal both as though it exists in neither, and is especially terrifying when used to strike from the unknown.

University Cat
(+5L, +3D, +1W, +1 Power, +2 Control, minimal level is all psychic disciplines) - Mittens has lived at the Unseen University since it was founded. In this time he has attended a massive range of classes, which has given him a surprisingly varied education. The few times he has turned in assignments has greatly shocked the lecturers, and is considered a major compliment among the staff.
"The Ash Cat"
(+1M, +6I, +5C, +2 Power, +1 Control)- Mittens was present for all of Xaiver's legendary feats, from the destruction of Manavik and the duel with the Angel of Betrayal onwards. These experiences have helped shape him into one of the most deadly hunters on Avernus.
Microphasing
(+6C, +4 Control, can microphase)- Mittens is the inventor and only known user of the technique he calls mircophasing, which involves phasing all of his body out by a lattice of nanoscopic blades. This is utterly deadly and has been known to reduce even armored enemies into goo.
Phased Blinking
(+2I, +1C, +2 Control)- Mittens is able to blink while Phased, a feat that requires enormous control and provides several new options in terms of stealth and combat.
Skilled Pyromancer
(+2 Power, -1 Control, +20 to all Pyromancy rolls, can use more powerful Pyromancy)- Mittens is a skilled Pyromancer, and often enhances his blows with fire in combat.
Grandmaster Daemonologist
(+3W, +5 Power, +5 Control, +80 to all Daemonology rolls, can use more powerful Daemonology effects)- Between his innate skill with the discipline and centuries of experience Mittens has pushed his skill with Daemonology beyond mere mastery. It seems that the best Daemonologist in the Adeptus Astra Telepathica is a cat.
Mischievous (+2I)- Mittens is mischievous by nature and often pulls tricks on those around him.
Survivor of the Grand Incursion
(+5I, +6W, +2C, +1 Control, +50 to all stealth rolls vs psykers and daemons, +25 to all rolls against daemons, +4 Fame, +36 Prestige)- Mittens has fought in every Grand Incursion so far beside his human Xavier, and in the Grand, Incursion proved just how deadly he can be by ambushing and killing the wounded Honoured Keeper of Secrets Shoraar Suppleblade.

Mittens was found as a cub by the then fifteen year old Xavier in the aftermath of the Necron Invasion. It is assumed that his mother died like many other Phase-Tigers in their conflict with the Necron Wraiths. Mittens was adopted by Xavier and a strong familer bond soon formed between the two.

Ever since then wherever Xavier is you can be sure Mittens is nearby, excluding the periods in Ophelia's youth where Mittens would remain with her whenever Xavier was called away by his duties. This has led to Mittens being in the middle of many of the most dangerous fights in the history of the Imperial Trust, where his stealth capabilities and combat skills have often proved to be invaluable.

When not on the field of battle or hunting down Heratics and Psykers Xaver is mostly at either the Unseen University or the City of Glass, and therefore so is Mittens. When Xavier is at work Mittens often wanders the area, and has often wandered into training sessions and stayed awhile. No one took any notice o this for many years until the first time that Mittens demonstrated that he was able to use pyromancy, an ability believed to be well outside of a Phase-Tigers range. Since then his psychic abilities have only increased, to the point where Mittens can now match a Veteran Primaris Psyker. This demonstrated that Mittens had been growing ever more intelligent and powerful over time, to he is now just as smart in his own way as a human of his age.

Mittens mostly behaves as a friendly if large house cat with a habit of ignoring the rules, whether they are of etiquette, common sense or ever of reality. However when necessary this changes utterly, and he demonstrates a level of focus and self-control that few humans can dream to match.
 
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Obituaries
Obituaries

Governors Household
Vizier Rosalinda Orlov
Age: 474, rejuved to 25
Martial: 8+1=9- Vizier Orlov lacks the talent for making on the spot life or death decisions for others required for combat command, and has a habit of freezing if she finds herself having to make them.
Intrigue:17+5=22- Vizier Orlov is good at keeping secrets and basic office intrigue, though she lacks both the experience and mindset for anything more.
Administration:18+13=31-Vizier Orlov spent over a century leading Avernus' Department of Construction, one of the most challenging positions in the Avernite Administratum. In this time project of all sizes were reliably finished on time and under budget.
Learning: 17+6=23-Vizier Orlov has a very good education within her fields and a passable one outside of it.
Piety: 12+4=16 -Vizier Orlov has a strong will and a level of faith in the Emperor.
Diplomacy: 17+15=32-Vizier Orlov switches between being a a cheerful and highly professional Administratum Adapt and a wild and flirtatious party-girl, and gets on with those around her no matter her current persona.
Combat: 13+18=33- While not quite counted among Avernus' greats Vizier Orlov skill and luck has been enough to survive centuries of life on Avernus, a feat that few can claim.
(65/7+1.5=10.5)

Avernite Bi-Centenarian (+6C, +2P, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus Rosalinda has proven herself to be an expert warrior, the bearer of a strong will and very alert to danger.
Beautiful (+2D, slightly more likely to persuade people of the opposite sex) – Rosalinda Orlov's fiery red hair, brilliant green eyes and lithe dancers build has earned her many admirers over the decades.
Survivor of the Pink Skies (+2P, +1C, +5 to all rolls against daemons ) - Having proved herself against the most dangerous foes in the galaxy during the First Daemonic Incursion Rosalinda Orlov has had her faith and combat skills tested.
Survivor of the Crimson Skies (+1P, +2C, +5 to all rolls against daemons) - Having proved herself against the most dangerous foes in the galaxy during the Second Daemonic Incursion Rosalinda has had her faith and combat skills tested.
Administratum Adept (-1M, +5A, -1C) - Rosalinda Orlov is a fully trained Administratum Adept who is intimately familiar with the rules of bureaucracy and is capable of managing it with the finesse that only someone who has developed a natural talent for the art can display.
Grandmaster Architect (+5L, +6A, +3D, -40% building price)- Rosalinda Orlov is an incredibly experienced and gifted architect, whose ability to consistently complete project on time and under budget has been repeatably demonstrated
Master Rifleman (+2M, +1I, +5C, +50 to ranged combat rolls with rifles) - Rosalinda Orlov has relied on her skills with a standard issue rifle to survive centuries of life on Avernus. These already formidable skills were honed into mastery since her promotion to Vizier, and the regular contact with Avernus' greatest warriors that came with it.
Lucky (+2C, far less likely to die) - Rosalinda has had a consistent stream of good luck in life and death situations, one that has been tested and found not to be a result of latent psychic talent.
Work Hard, Party Hard, Fight Hard (+1A, -1P, +3D, +2C)- While on the job Rosalinda is hardworking and highly professional. When off the job she spends what time she can in some of Avernus' wildest nightclubs. When in battle she fights with a level of focus and dedication rarely seen even among the Helguard. When asked about it she claims she wants to live her life to the fullest and die without the regrets that she has seen in so many others at their death
Dancer (+3D, +1C) - Rosalinda Orlov has always loved dancing in all of its forms, and become very skilled at it over the years. The control over her body that this has left her with has proved to be useful in combat situations.
Manipulator (+2I, +1D) - Rosalinda Orlov has developed a talent for manipulating others using her words and actions.
Trained by the Best (+2C) - After reaching her current position Vizier Rosalinda Orlov has been trained by and beside some of the greatest heroes of Avernus, which has developed her combat skills significantly.
Team Leader (+1A, +2D) - Rosalinda is very good at leading a team and making full use of their talents while avoiding personality clashes.
Scholar of Humanity (+1I, +1L, +2D) - Rosalinda has studied human nature in great depth in recent years, which gives her insight into those that she is dealing with.

Rosalinda Orlov was born in the formative years of the Imperial Trust, just two years after the Emperors death to a well off Avernite family in The Fens. While she had a passion for dancing from a young age her skills in that field were not enough for her to go professional, so she sought out other fields of work. Eventually she settled on joining the Administratum, where she prospered due to her combination of good organisational skills and intelligence along with good people skills.

Eventually Rosalinda Orlov became a rising star in the Department of Architecture, where at the age of a hundred and ten she gained the attention of Prefetus Secondus Edvin Dieuwer, the Department Head. Under his mentor-ship she became a skilled architect as well as as administrator until she was eventually slated to replace him as Department Head after his promotion to Chief Administrator of Avernus. Since then she has continued to run the Avernite Department of Architecture, maintaining its reputation as one of the best run Departments of Avernus.

Rosalinda sometimes seems like she has two different personalities, though you know it is rather a talent for compartmentalization. On the job she is a strictly attired, utterly professional woman who seems to live for her job. When off-duty Rosalinda wears scandalous clothing and spends her time dancing and partying at a wide range of Avernus' wildest nightclubs and social scenes, though as she has gained in rank she has less and less time to do this. While this presents a strange dichotomy in her life it is by no means the strangest way of dealing with the stress of living on Avernus that you have seen.

Recently Rosalinda was slain by a wildlife attack, ending the life of one of the best assistant that you have had. You will need to select a new Vizier to repalce her, though you doubt that her replacement will be her match for decades to come. Such is the price that is paid to live on Avernus.

Departmento Munitorum

Lord General Samanta Khol 'The Frozen Queen of the North"
Age: 511, rejuved to 25
Fame: 59- Lord General Khol is a renowned commander who has been one of Avernus' senior officers since the time of the Imperium. In this time she has fraught in most of the major campaigns of the Imperial Trust, and distinguished herself repeatably.
Prestige: 80- Lord General Khol is one of the best human officers in the Imperial Trust, and has proven this repeatably over her long career.
Standing (Avernus): 81- Lord General Khol is one of the oldest and most respected military officers on Avernus, a world that is dominated by its army.
Standing (Imperial Trust): 51- Lord General Khol is the Lord General of Avernus, considered to be the most skilled and disciplined human soldiers in existence.

M: 18+25=43 (+101 martial bonus)- Lord General Khol is one of the best tacticians in the Imperial Trust, able to calmly lead forces of any size to victory against all but the worst of odds.
I: 13+7=20- While Lord General Khol understands the need for deception in warfare she is at best average at it.
A: 15+11=26- Lord General Khol is a highly skilled administrator, able to keep her forces properly organised and supplied even in challenging circumstances.
L: 17+13=30- Lord General Khol is an intelligent woman who has received a very good education, particularly on matters related to war. Over the years she has continued to study, becoming a respected expert in several fields.
W: 14+22=36- Lord General Khol has an iron will to do what must be done, that has been honed in hardship for her entire life.
D: 6+7=13- Lord General Khol is a cold and ruthless woman who has with great effort learned more than the basic social niceties, despite viewing them as a waste of time.
C: 13+40=53 (+440 combat bonus)- Lord General Khol is a highly skilled swordswomon who while not one of the greats of Avernus, is only a step below them.
(118/7+4=21)
General (+4M, +1A, +2C -1D, -1I)- Samanta Khol has though dint of hard work, tactical skill and survival risen to become one of the most senior military officers of Avernus.
Avernite Bi-centenarian
(+6C, +2W, +1I, -2D when dealing with non-Avernites) – Having survived two centuries of life on Avernus Lord General Khol have proven herself to be an expert warrior, the bearer of a strong will and very alert to danger.
Grandmaster of the Blade
(+3M, +1I, +2D, +8C, +80 to melee combat rolls)- In her duel with the Bloodthirster Hellmourn Fate-Stealer, Lord General Khol pushed her skills with the blade to the level of a grandmaster in order to triumph.
Artefact: Mulpex (+4C, pen 17, triple damage against deamons)- This smooth blade was wielded by Mulpex against the forces of Chaos, and was bathed in the blood of entire legions of daemons.
Artefact: The Sanctity of Order (+400 to resist Warp effects, +3 Armour, effect doubles vs chaos)- The Sanctity of Order is a mighty bulwark against the forces of Chaos, wielded by many of the greatest heroes of the Saurus over the years.
Pious
(+2W) - Lord General Khol has always been devoted to the Emperor and has thrown herself behind the New Imperial Trust since it has been revealed.
Master Avernite Administrator
(+5A, +1C)- Lord General Khol is the image of a Avernite Administrator, an expert of every aspect of administration as well as being a deadly combatant.
Beautiful (
+2D, slightly more likely to persuade people of the opposite sex) – Samanta Khol is beautiful in a cold, manner with raven colored hair and snow white skin.
Time were tough then …
(+3C, -1D, -1I) - Lord General Khol was born shortly after settlement and her early life consisted of a level of hardship and death that has yet to be equaled in Avernite History. This has helped shape her into the cold, deadly woman that she is.
Last Survivor (+3C, extremely unlikely to die(15)) - Lord General Khol is the oldest surviving graduate of the Avernus Officers Academy by a matter of decades, with all others of her generation having fallen long ago to the Eternal War. This more than anything else shows just how tainted she is at surviving all that the galaxy throws at her.
Ice Queen (+1M, +2I, +10 to morale of military forces under her command, far less likely to suffer from emotion based effects) - Samanta Khol rarely show emotions and always maintains a cold exterior demeanor despite whatever she is feeling. This trait combined with her beauty, skill and the effort she puts into keeping as many of her men alive as possible has earned her the nickname of "Ice Queen". Over her decades of command Marshal Khol has proven that she cares deeply about her men who are willing to follow her into the gate of hell despite the rumors that plagued her early career.
Proven Commander
(+1M, +5 to morale of military forces under her command) –Over the years Lord General Khol has proven to her people that even if she is not the warmest of commanders she is skilled enough to save many of their lives. This has given her a level of grudging support from her forces.
Avernus Officers Academy Graduate
(+3M, +3A, +2L, +2P, +3C)- Lord General Khol is a graduate from the Avernus Officers Academy and therefore has a though education in military matters.
Ruthlessly Pragmatic
(+1M, +1I, -1D, -5 morale to troops under her command)- During the defence of Helm's Deep Lord General Khol led almost every soldier under her command to their deaths, with only a single regiment surviving out of the over two hundred that begun the battle. Despite this the siege was indubitable a success, with the majority of the civil an population surviving and the city remaining mostly intact. The ruthless pragmatism that it took to order her men to certain death so that more of the civilians would be able to live has left is mark on the already cold Marshal, and on her reputation.
(+9M, +5I, +5A, +4L, +6W, +6C, +2 all other stats +20 to morale of military forces under her command, far less likely to suffer from emotion based effects, +10 to forces fighting in icy conditions)- General Khol has commanded the defence of the northernmost cities of Avernus for centuries, time in which she has been on the front lines against some of the most powerful forces seen on Avernus. These feats combined with her ruthless pragmatism, cold demeanour and appearance have given her the title of the 'Frozen Queen of the North'.
Scholar of War
(+1M, +7L, +1D)- Lord General Khol has become a respected scholar in a wide range of subjects, though her studies on warfare have naturally been the focus of her academic efforts.
Scholar of the Blade
(+2L, +1C, +10 to melee rolls)- Lord General Khol has studied records of countless forms of combat in great detail, preparing her for almost any foe.
Grandmaster Strategist
(+8M, +40 to rolls by troops under her overall command) - Over her centuries as Lord General of Avernus Lord General Khol's already formidable strategic skills have been refined beyond the [piont of mere mastery.
Survivor of the Pink Skies (+2P, +1C, +5 to all rolls against daemons)- Having proved herself against the most dangerous foes in the galaxy during the First Daemonic Incursion Lord General Khol has had her faith and combat skills tested.
Survivor of the Crimson Skies
(+1P, +2C, +5 to all rolls against daemons)- Having proved herself against the most dangerous foes in the galaxy during the Second Daemonic Incursion Lord General Khol has had her faith and combat skills tested.
Survivor of the Gilded Skies (+2P, +1C, +5 to all rolls against daemons)- Having proved herself against the most dangerous foes in the galaxy during the Third Daemonic Incursion Lord General Khol has had her faith and combat skills tested.
Survivor of the Green Skies
(+2W, +1C, +5 to all rolls against daemons, +2 Prestige)- Having proved herself against the most dangerous foes in the galaxy during the Fourth Daemonic Incursion Lord General Khol has had her faith and combat skills tested.
Foe of Chaos (+2P, +10 to all rolls against chaotic foes)- Lord General Khol has fought against the forces of the Great Enemy many times over her career, and has developed a perfectly understandable loathing for them.
(+11W, +6C, +50 to all rolls against daemons +5 Prestige, +3 Fame)- Lord General Khol has been a general on the front of many incursions, and has earned her reputation fighting daemons more than any other foe.
United we Prevail
(+1W, +2D, good at working with external groups)- General Khol believes that for sanity to prevail in this dark and war-torn galaxy that you must work together, no matter past conflicts.
An Eye for Danger
(+2I, less likely to die(5))- Lord Gnera Khol has a talent for spotting potential dangers, which has saved her from several assassins and her many from many ambushes.

Samanta Khol was born, in a tent in the settlement that would eventually be named Helm's Deep but was then known as Alpha-Three, a mere thirteen days after Avernus was settled making her one of the first children born on Avernus and soon enough the oldest still surviving, given how many children died in the first five years. During her early years she saw the deaths of pretty much every other child and saw first hand exactly how hard life was before the cities of Avernus were fully set up. It is in these years that her cold mask was formed as a way to shield her from the death that she was surrounded with.

At the age of fifteen Samanta Khol applied for the Avernite Officers Academy and was accepted despite her young age due to her brilliant scholastic records and aceing of the entry tests, both academic and physical. She was the youngest member of the Academy for her entire time there which combined with her stunted social skills and cold mask led to her remaining socially isolated, a common condition for her.

A mere nine months after graduating at the age of eighteen Samanta Khol was immediately thrown into the First Battle of Dis where she proved herself by taking command of her company after the captain and senior Lieutenants were killed. She was promoted to Capitan for her actions making her the youngest Captain in Avernite history, having reached that age while still nineteen. She continued to rise though the ranks with remarkable speed despite her totally lack of social skills due to her tactical and administrative skills as well as her personal bravery and master of the sword. At the age of twenty-four she was promoted to colonel after exemplary action fighting the Necrons at Dorthonion. In the following recruitment drive she was promoted to Brigadier and given command of a full brigade at the age of twenty-nine. She continued to rapidly rise though the ranks until reaching the rank of Lieutenant-General at the age of thirty-seven. Since then she has commanded the PDF of Avernus Spine with great skill despite the rumours that have gathered about her and her poor social skills.

Samanta Khol continued to preform well as a Lieutenant-General at and then as a Marshal, with her defence of Helm's Deep in the First Daemonic Incursion and Cassarondo during the Second Daemonic Incursion both going down into legend, though for different reasons. The Defence of Helms Deep being a textbook case of a Pyrrhic victory, with Marshal Richards sacrificing almost the entirely of her forces keeping the civilians alive while the defence of Cassarondo was a textbook defence where the city held against major assault with light losses. After the death of General Richards during the Third Daemonic Incursion General Khol was selected to replace her as the fourth leader of the Avernite military.

In person General Samanta Khol is every bit the 'Ice Princess' that rumour paints her as, though you can see a bit of emotion behind her mask. She is incredibly confidant and always fights her battles with a level of tactical acumen that is rarely seen outside of the greatest generals, always taking into account al aspects of the terrain and forces under her command. This is only just enough to counter the fact that she has absolutely no social skills and is one of the least inspiring generals that you have met. You think that if she can develop a few more social skills and become a better leader, rather then commander, she has the potential to become one of the best genrals in the Nine Worlds

Seven hundred and fifty-four years after the founding of Avernus Lord General Samanta Khol 'The Frozen Queen of the North" who has served as the commander of the Avernite military for almost half of its brief history retired after a seven-hundred and thirty-nine year career. Samanta Khol has fought in pretty much every major campaign that the Avernite military has seen, from the First Battle of Dis onwards and is currently the oldest living Avernite born human. Objectively anyway, there are a couple of cavers who are subjectively older. Over her long career she has shaped the Avernite military from an elite force, to one of humanity's most dangerous military forces and has left a mark in military history that will last for millennia.
 
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References
References
Empire of Ashes
1 Honourbound Favour for the Rescue of Isha
1 Major Favour for Ridcully's Divination of Arhra
1 Major Favour for Ridcully's Divination of the Deceiver
10 Minor Favours for Ridcully's Divinations

Imperium Quartus
1 Minor Favours for Ridcullys Divinations

Imperium Secondus
1 Honourbound Favour for the healing of the Primarch Roboute Guilliman
NameCrewSlipsCost ThronesCost MaterialCost MetalCost PromethiumCost Advanced materialCost Exotic MaterialCost Relic MaterialUpkeep ThronesUpkeep MaterialUpkeep MetalUpkeep PromethiumUpkeep Advanced materialUpkeep Exotic Material
Shipyard 4 slips125k production5,000,000412,8001,9209601,92015364002,565384192192-132
Large Shipyard 16 slips625k production60,000,0001657,6008,6404,3208,6406882,880011,5411,728864864-4821
Huge Shipyard 64 slips2.5 mil production720,000,00064288,00043,20021,60043,2003,43814,400057,6138,6404,3204,320-156214
Gargantuan Shipyard 256 slips10 mil production8,640,000,0002561,584,000237,600118,800237,60018,90979,2000316,85160,48030,24030,240-3662,006
Colossal Shipyard 1,024 slips40 mil production103,680,000,0001,0249,504,0001,425,600712,8001,425,600113,454475,20001,901,005483,840241,920241,92042530,477
details on all ships can be found here
NameRoleRequired ShipyardCost Ultra Dense AlloyCrewCost Construction PointsCost ThronesCost MaterialCost MetalCost PromethiumCost Advanced materialCost Exotic MaterialCost Relic MaterialTotal Production PriceSell Price
Earthquake DreadnoughtBrawl DreadnoughtColossal7,5001,800,00024,7301,408,035281,600010,56010,560,0004,400,00088020,070,54570,246,907
Hurricane DreadnoughtHarraser DreadnoughtColossal3,0002,000,00022,0421,144,035237,60007,0409,680,0005,280,0001,32018,225,02763,787,595
Twister Pocket DreadnoughtHarraser Pocket DreadnoughtGargantuan800600,0008,870576,03876,80004,8002,880,0001,440,000484,357,91713,073,750
Inferno Pocket DreadnoughtRanged Pocket DreadnoughtGargantuan600600,0008,279528,03879,20002,6402,112,0001,920,0003124,312,02912,936,087
NameRoleRequired ShipyardCost Ultra Dense AlloyCrewCost Construction PointsCost ThronesCost MaterialCost MetalCost PromethiumCost Advanced materialCost Exotic MaterialCost Relic MaterialTotal Production PriceSell Price
Boulder BattleshipBrawl BattleshipGargantuan500100,0003,246196,56070,98001,092546,000436,80001,439,9174,319,750
Black ShipBlack Ship BattleshipGargantuan100,0004,608249,60052,00005201,042,600447,2001041,928,1415,784,424
Mirum Stealth BattleshipStealth/Brawl BattleshipGargantuan5003,379260,00072,80001,144624,000457,600331,534,2614,602,783
Gridarvol Grand CruiserBrawl Psy-Cannon Pocket BattleshipHuge25050,0001,294324,80048,1600454218,400176,400112559,2331,398,082
Gridarvol-R Grand CruiserRanged/Brawl Pocket BattleshipHuge50,0001,109100,80036,9600342173,60098,0000327,958819,895
RoleRequired ShipyardCost Ultra Dense AlloyCrewCost Construction PointsCost ThronesCost MaterialCost MetalCost PromethiumCost Advanced materialCost Exotic MaterialCost Relic MaterialTotal Production PriceSell Price


Gjallarhorn II Battlecruiser
Ranged/Harrass Large CruiserHuge34,00036079,20026,400018666,00039,6000126,087315,219

Moat Heavy Defence Cruiser
Brute Large CruiserHuge30,00027854,00021,000014442,00027,000092,260230,649


Trebuchet Defence Battlecruiser
Harrass Large CruiserHuge30,00025157,00018,000014436,00036,000088,966222,415
Catapult Defence BattlecruiserHarrass Large CruiserHuge30,00025157,00018,000014436,00036,000088,971222,427
000000000
Blaze CruiserRanged CruiserLarge30,0007933,60013,440013420,16013,440034,83269,663
Scorch CruiserRanged CruiserLarge30,0007933,60013,440013420,16013,440034,83269,663
Cloud CarrierHarraser CruiserLarge25,0007332,00010,752016016,12810,752029,69759,394

Fissure Cruiser
Brawl CruiserLarge30,0008634,94416,128013420,16013,440037,33374,665
Apparition Stealth CruiserStealth Harraser CruiserLarge24,0009242,24015,360013428,16014,0801047,01794,035
Ghost Stealth CarrierStealth Harraser CruiserLarge24,0009242,24015,360013428,16014,0801047,01194,021
Castle-A Defence CruiserBrawl CruiserLarge25,0007326,88010,080010614,8487,744026,88753,774
Scorpion Defence CruiserRanged CruiserLarge25,0006625,6008,960010914,8487,744025,23750,474
Ballista Class Defence CruiserRanged CruiserLarge25,0006625,6008,960010914,8487,744025,23750,474
NameRoleRequired ShipyardCost Ultra Dense AlloyCrewCost Construction PointsCost ThronesCost MaterialCost MetalCost PromethiumCost Advanced materialCost Exotic MaterialCost Relic MaterialTotal Production PriceSell Price
Hail Light CruiserHarraser Small CruiserSmall18,0004525,7045,71207112,8527,140018,89928,348
Torch Patrol CruiserPatrol Small CruiserSmall15,0003221,7604,0800619,5204,420013,55620,334
Phantom Stealth Light CruiserStealth Harraser Small CruiserSmall15,0004425,8404,76008214,2805,100319,66929,504
Spectre Stealth Light CruiserStealth Brawl Small CruiserSmall15,0004425,8404,76008214,2805,100319,66929,504
Zephyr RaiderHarraser EscortSmall4,500104,2841,4280142,1421,03403,6475,470
Golem FrigateBrawl EscortSmall4,20083,8561,2780141,99985703,1934,789
Golem-D DestoyerRanged EscortSmall4,20083,8561,2780141,99985703,1934,789
Starfall Bombardment FrigateBombardment EscortSmall4,20083,8561,2780141,99985703,1934,789
Redoubt Defence MonitorRanged EscortSmall3,00073,2641,1560101,56434002,4673,701
Shade Stealth DestroyerStealth Harraser EscortSmall3,800114,7601,3600152,3801,36014,6857,028
NameSizeRequired ShipyardCost Construction PointsCost ThronesCost MaterialCost MetalCost PromethiumCost Advanced materialCost Exotic MaterialCost Relic Material
Mass ConvoyerHuge10410486448144318144
MerchantmanSmall10101612241319
Huge Titan Manufactorum- Now that you have a Large Titan Manufactorum it is possible to expand it. With a bit under four decades work, Fabricator-General Scott believes that she will be able to build another twenty Titan production lines, allowing you to create a Warlord Titan every two years. This will be enough to form a full Legion the Imperial Trust given some time.

Time: 17 years

Cost: 220,000 Thrones, 22,000 Material, 4,400 Metal, 2,200 Promethium, 39,000 Advanced Material, 250,000 Exotic Material, 920 Relic Material.
Upkeep per year: 20,000 Thrones, 2,000 Material, 400 Metal, 200 Promethium, 2,100 Advanced Material, 5,100 Exotic Material, 8.4 Relic Material.
Reward: Expand Large Titan Manufactorum into Large Titan Manufactorum with 25 production lines

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

Time: 7 years

Cost: 35,000 Thrones, 3,500 Material, 550 Metal, 350 Promethium, 6,400 Advanced Material, 47,000 Exotic Material, 150 Relic Material.
Upkeep per year: 3,200 Thrones, 320 Material, 50 Metal, 32 Promethium, 290 Advanced Material, 850 Exotic Material, 1.4 Relic Material.
Reward: Expand Small Titan Manufactorum into Large Titan Manufactorum with 5 production lines

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

Time: 6 years

Cost: 6,700 Thrones, 670 Material, 110 Metal, 67 Promethium, 1,200 Advanced Material, 10,000 Exotic Material, 30 Relic Material.
Upkeep per year: 610 Thrones, 61 Material, 10 Metal, 6 Promethium, 58 Advanced Material, 980 Exotic Material, 0.28 Relic Material.
Reward: Build Small Titan Manufactorum with 1 production line

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

Time: 17 years

Cost: 15,000,000 Thrones, 2,100,000 Material, 1,000,000 Metal, 580,000 Promethium, 110,000 Advanced Material, 92,000 Exotic Material, 12 Relic Material.
Upkeep per year: 150,000 Thrones, 22,000 Material, 10,000 Metal, 5,500 Promethium, 1,200 Advanced Material, 2,000 Exotic Material, 1 Relic Material.
Reward: Selected Large Forge Hive upgraded into Huge Forge Hive

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

Time: 11 years

Cost: 2,200,000 Thrones, 320,000 Material, 150,000 Metal, 84,000 Promethium, 16,000 Advanced Material, 25,000 Exotic Material, 12 Relic Material.
Upkeep per year: 32,000 Thrones, 5,800 Material, 2,600 Metal, 840 Promethium, 290 Advanced Material, 1,500 Exotic Material, 1 Relic Material.
Reward: Selected Large Forge Hive upgraded into Huge Forge Hive and has defences downgrades to lv 6

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

Time: 6 years

Cost: 110,000 Thrones, 28,000 Material, 11,000 Metal, 650 Promethium, 1,100 Advanced Material, 14,000 Exotic Material, 13 Relic Material.
Upkeep per year: 10,000 Thrones, 2,500 Material, 1,000 Metal, 59 Promethium, 100 Advanced Material, 1,300 Exotic Material, 1.2 Relic Material.
Reward:+10 to all Adeptus Mechanicus rolls, increase base EM production by 100% (currently +100%), increase AM production by 6. (280), increase EM production by 137.5 (780), provides 5 Relic Material per year, can have either Cathedral of the Omnissiah or a Cathedral of the Machine God

Cathedral of the Omnissiah: Belisama or Nechtan- Belisama and Nechtan are now large enough to build a Cathedral of the Omnissiah. This would increase your production of Advanced material by almost a quarter, helping fill the largest hole in your budget.

Time: 6 years

Cost: 110,000 Thrones, 28,000 Material, 11,000 Metal, 650 Promethium, 1,100 Advanced Material, 14,000 Exotic Material, 13 Relic Material.
Upkeep per year: 10,000 Thrones, 2,500 Material, 1,000 Metal, 59 Promethium, 100 Advanced Material, 1,300 Exotic Material, 1.2 Relic Material.
Reward: Increase base AM production by 100% (currently +100%), increase AM production by 68 (2,800), can have either Cathedral of the Omnissiah or a Cathedral of the Machine God,

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

Time: 6 years

Cost: 32,000 Thrones, 35,000 Material, 41,000 Metal, 10,000 Promethium, 9,500 Advanced Material, 6,900 Exotic Material.
Upkeep per year: 920 Thrones, 260 Material, 260 Metal, 68 Promethium, 76 Advanced Material, 59 Exotic Material.
Reward: Build another Small Forge Hive on one of the moons

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

Time: 1 year
Chance of Success: 60%

Cost: 200 Thrones.
Reward: Total production of chosen resource for the year increased by 5% per success, can be taken multiple times, critical success has a chance of providing a permanent boost.

Build Automated Asteroid Miners- Now that the Mechanicus has shifted towards the progressive end using the Tau Automated Asteroid Miners is possible. These miners will be able to gather up a decently large amount of metal for very little upkeep, though setting them up in numbers will be more expensive. Still cheap though.

Time: 5 years (can be taken multiple times)

Cost: 680 Thrones, 42 Material, 63 Promethium, 8,300 Advanced Material, 9,200 Exotic Material.
Upkeep per year: 68 Thrones, 4 Material, 6 Promethium, 41 Advanced Material, 92 Exotic Material.
Reward: 100 Automated Asteroid Miners (base 1 Metal, end 8,000 metal)

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

Time: 9 years

Cost: 15,000 Thrones, 12,000 Material, 11,000 Metal, 20,000 Promethium, 5,000 Advanced Material, 5,000 Exotic Material.
Upkeep per year: 730 Thrones, 620 Material, 570 Metal, 100 Promethium, 24 Advanced Material, 26 Exotic Material.
Reward: Build new Small Hive in selected region

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

Time: 2 years
Chance of Success: 35% (goes down by 5% per success)

Cost: 2,000 Thrones
Reward: +0.5% administrative efficiency (currently 61%)

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

Time: 1 year (can be taken as many times as you want)
Chance of Success: 40% (uses the average of administration and learning)

Cost: 200 Thrones.
Reward: increase education modifier by +1% (currently +316%)

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

Time: 1 year
Chance of Success: 60%

Cost: 200 Thrones.
Reward: total production of chosen resource this year by 5% per success, can be taken multiple times, critical success has a chance of providing a permanent boost.

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

Time: 6 years

Cost: 26,000 Thrones, 3,800 Material, 1,900 Metal, 3,800 Promethium, 310 Advanced Material, 2,600 Exotic Material.
Upkeep per year: 5,200 Thrones, 780 Material, 380 Metal, 380 Promethium
Reward: 8 new small shipyards

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

Time: 8 years

Cost: 32,000 Thrones, 4,800 Material, 2,400 Metal, 4,800 Promethium, 380 Advanced Material, 1,600 Exotic Material.
Upkeep per year: 6,400 Thrones, 960 Material, 480 Metal, 480 Promethium
Reward: 2 new large shipyards

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

Time: 20 years

Cost: 96,000 Thrones, 14,000 Material, 7,000 Metal, 14,000 Promethium, 1,200 Advanced Material, 4,800 Exotic Material.
Upkeep per year: 19,000 Thrones, 2,900 Material, 1,400 Metal, 1,400 Promethium
Reward: 1 new huge shipyard

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

Time: 12 years

Cost: 370,000 Thrones, 110,000 Material, 37,000 Metal, 8,900 Promethium, 98,000 Advanced Material, 140,000 Exotic Material .
Upkeep per year: 7,400 Thrones, 2,200 Material, 750 Metal, 180 Promethium, 980 Advanced Material, 1,400 Exotic Material.
Reward: Build 16 Advanced Defence Stations, 160 Advanced Heavy Orbital Weapons Platforms and 1,600 Advanced Orbital Weapons Platforms around the selected planet

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

Time: 11 years

Cost: 3,800,000 Thrones, 960,000 Material, 38,000 Promethium, 1,200,000 Advanced Material
Upkeep per year: 96,000 Thrones, 24,000 Material, 960 Promethium, 14,000 Advanced Material
Reward: Thicken Minefield to very heavy

Increase Luxury Goods Production- Currently, your factories produce just enough luxury goods to pay for their operational costs, which is 20% of their full output. You could increase this amount by another ten per cent to boost your Thrones income significantly, at the cost of reducing material income.

Time: 1 year (can be taken multiple times)

Cost: 1 Throne
Reward: Decrease Material production by 10% (currently at 80%), increase Throne production by twice that. -20,000 Material a year, +40,000 Thrones a year

Decrease Luxury Goods Production- Currently, your factories produce just enough luxury goods to pay for their operational costs, which is 20% of their full output. You could decrease this amount by ten per cent to boost your material income significantly, at the expense of reducing Thrones income.

Time: 1 year (can be taken multiple times)

Cost: 1 Throne
Reward: Increase Material production by 10% (currently at 80%), decrease Throne production by twice that. +20,000 Material a year, -40,000 Thrones a year
Teleporter Rapid Reaction Groups- While the side effects of rogue Alpha levels make using teleporters to deploy rapid reaction groups to deal with them non-viable they still could be used for dealing with the Gamma Psykjers that are causing a great deal of damage. Setting up the network would be incredibly expensive, even by your standards, but the boost to reaction time would be worth it.

Time: 12 years

Cost: 800,000 Thrones, 160 Material, 800 Promethium, 380,000 Advanced Material, 1,200,000 Exotic Material.
Upkeep per year: 80,000 Thrones, 16 Material, 80 Promethium, 19,000 Advanced Material, 23,000 Exotic Material.
Reward: Build Teleporter Network in all Hive, +15 to dealing with Gammas and above, -15 to dealing with Alphas and above
Titan Design: Avernus-Pattern Reaver Titan – Now that he has made one Titan design Archmagos Tranth can start working on others. This will be significantly easier than the original design due to how many of the problems he has already solved. Designing a Reaver Titan will give you access to a manoeuvrable superheavy with long-range firepower able to support your battle lines from the back. The time required for this project and its difficulty has been reduced after being given the schematics for traditional Reaver Titans.

Time: 10 years
Chance of Success: -80% (51% after bonuses)

Cost: 58,000 Thrones, 580 Material, 120 Promethium, 12,000 Advanced Material, 120,000 Exotic Material, 30 Relic Material.
Reward: Create a schematic for Avernus-Pattern Reaver Titan.

Black Ship Design: Grand Cruiser – Now that you have determined how to ward Black Ships, it is time to create your first design. Black Ships will allow you to start training Psykers from worlds that do not have a major Adeptus Astra Telepathica presence, greatly increasing the number of Psykers that you can train. If you make a Grand Cruiser scale Black Ship, it will be significantly cheaper and faster to build than a Grand Cruiser, but be less able to protect its precious cargo from attack.

Time: 4 years
Chance of Success: 10% (99% after bonuses)

Cost: 1,600 Thrones, 320 Material, 16 Promethium, 6,400 Advanced Material, 27,000 Exotic Material, 20 Relic Material.
Reward: Designs for Grand Cruiser scale Black Ship

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

Time: 3 years
Chance of Success: 20% (99% after bonuses)

Cost: 780 Thrones, 160 Material, 8 Promethium, 900 Advanced Material, 2,000 Exotic Material.
Reward: Designs for the selected type of Advanced Ramilies Starfort
Thunder Warriors: First Flaw- The first flaw is the Thunder Warriors shortened life expectancy, which comes as a result of how heavily the process overcharges their entire body in order to get the best possible performance. While it may be possible to overcome this flaw, it would not be easy, and the price would be a significant reduction in the capabilities of a Thunder Warrior. Archmagos Maximal is still willing to try, however.

Time: 18 years
Chance of Success: -220 (34% after bonuses)

Cost: 2,000 Thrones, 400 Material, 8 Promethium, 2,000 Advanced Material, 200 Exotic Material
Reward: Create a weakened version of Thunder Warrior process that does not increase ageing

Thunder Warriors: Second Flaw- The second flaw is the inability of Thunder Warrior's minds to keep up with their bodies as a result of not being enhanced to nearly the same extent. This is the only one of the flaws that Archmagos Biologis Maximal is confident that he can fix, though he will have to spend a decade or two designing cybernetics that can handle the issue.

Time: 22 years
Chance of Success: -240 (14% after bonuses)

Cost: 2,000 Thrones, 400 Material, 8 Promethium, 2,000 Advanced Material, 200 Exotic Material
Reward: Create enhancements that counteract the Second Flaw
Magic: Research: Destructive Resonances (Chaos Undivided) – Now that your psykers have discovered several of the exact frequencies that the Chaos Gods seem to rely on, it is possible to determine which frequencies resonate destructively with them. This is the next step on the path to creating specific anti-Chaos powers, which should prove very useful against the coming threats. While not as dangerous as finding the frequencies this still runs a worrying risk of taint.

Time: 5 years (must be taken by Ridcully or Tamia, best done by the person who found the frequencies)
Chance of Success: -10% (uses learning)

Cost: 200 Thrones, 2 Material, 2 Advanced Material, 20 Exotic Material.
Reward: Determine the Psychic Frequencies that resonate destructively with those that the Chaos Undivided operates on

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

Time: 1 year
Cost: 200 Thrones, 2 Material, 2 Advanced Material, 20 Exotic Material.
Reward: Determine if selected recipe is possible

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

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

Cost: 200 Thrones, 2 Material, 2 Advanced Material, 20 Exotic Material.
Reward: More information on Black Crystal Item selected

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

Time: 1 year

Cost: 200 Thrones, 2 Material, 2 Advanced Material, 20 Exotic Material.
Reward: Plan on how to implement chosen rune

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

Time: 1 year (must be taken by Ridcully)
Chance of Success: 40% (uses learning)

Cost: 200 Thrones, 2 Material, 2 Advanced Material, 20 Exotic Material.
Reward: Information on selected item's Warp echo

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

Time: 2 years (must be taken by Ridcully)
Chance of Success: 0% (uses learning)

Cost: 200 Thrones, 2 Material, 2 Advanced Material, 20 Exotic Material.
Reward: find one Warp Echo

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

Time: 2 years (must be taken by Tamia)
Chance of Success: 90% (uses learning)

Cost: 200 Thrones, 2 Material, 2 Advanced Material, 20 Exotic Material.
Reward: Determine the effects of the selected Rune and whether it is safe

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

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

Cost: 200 Thrones, 2 Material, 2 Advanced Material, 20 Exotic Material.
Reward: More information on chosen species, chance of learning new psychic power.
Siren Rune of Wind: Weapons- Runes of Wind can replace some of the Runes of Fire on your elites weaponry, mostly sniper rifles, AA mounts and other weapons where accuracy is more important then firepower. This would cost a bit to do but not affect upkeep at all.

Time: 5 years

Cost: 1,100 Thrones, 17,000 Advanced Material, 2,200 Exotic Material.
Reward: Avernite Helguard and Last Hunters equipped with Siren Runes of Wind
All research can be found here
All current technologies known by the Imperial Trust can be found here
 
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Glad my favorite 40k quest is continuing. Now will come our biggest challenge surviving the attention of the great powers. Also will the Index include the omakes as well as the main thread posts from the last thread or is it just for this thread?
 
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When did the Slann get resurrected? Or is this part of the great ritual?

Also, can't remember if I posted on the last thread, but I finished binging this a week or two ago and really enjoyed it.
 
I look forward to reading how The Imperial Trust screws over the Chaos Gods plans yet again.
 
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