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Quest:The Long Night:Sparks at Midnight
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==Trades== You have been trading with a few groups on Avernus lately. Prices are high, it's a good thing that now, after the Mechanicus rebellion was crushed, you can trade technology properly. Some groups can trade you little more than ingredients and construction teams. Others are... more interesting. A group of Cavern-dwelling Sirens, for example, trades away the services of some mercenaries to combat rogue Psykers. Another group of Sirens you contact gives you some Dark Age tech they managed to keep. The Remnant Kingdom trades a lot of technology and Psyker techniques. Some is improved material production, some is for better armour servos, guns, but there are also better materials, like multilayered alloys, better Ceramite analogue, stronger Adamantium, and, most powerful of all, Orichalcum, a material derived from the study of The Eternal, a not-entirely-successful Great One (think bronze-coloured [[Marvel Comics|Vibranium]] and you won't be too far off). The last group is the Penguins, the Guardians of the poles. Their price is you building some Psychic Cannons for them, as well as the Grey Knights teaching them some of their skills. The latter part would normally be outside your authority, but the late Klovis-Ultan got the Knights to agree to that a few centuries ago. In return, the Penguins give you their own Daemon-fighting knowledge, but also a supply of a certain fish living in their region. A three-eyed fish. According to data found on the Moons, its genes were used to create the first [[Navigator]]s, and now, with the fishies in your hands, you can finally create new lineages to freshen up the inbred decayed dregs the Imperium and you had to work with. Speaking of Navigators, study of the Winds shows Azyr can be used to enhance their abilities. They learn the basics easily enough, although it will probably take them decades to work out the proper techniques.
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