• No results found

Thorian Throne Campaign

N/A
N/A
Protected

Academic year: 2021

Share "Thorian Throne Campaign"

Copied!
50
0
0

Loading.... (view fulltext now)

Full text

(1)
(2)

Disclaimer: This adventure module includes material both original and reprinted

from various sources, without permissions. Artwork and design elements belong to

(3)

Chapter I - The Auros Anomaly

Auros-II

Hive Eire

San Meccor

History of the Thorians

The God Incarnate

The Omnissiads

The Omnissiad Omega

The Omnissiad Pragmentums

Chapter II - Dramatis Personae

The Principles

The Masses

Servitors

The Protagonists

The Bestial

The Daemonic

Chapter III - Miscellany

Psychic Discipline: Theosophamy

Wargear

Armor

Skills and Talents

Vehicles

(4)

The Auros

Anomaly

The Auros

Anomaly

San Meccor

History of the

Thorians

The God

Incarnate

The Omnissiads

(5)

The Auros

Anomaly

The World of Auros-II

All but forgotten, Auros-II was once home to the hustle and bustle of large-scale mining operations supervised by Adeptus Mechanicus contingents from the sector Forgeworld of Nürn. When the mines inevitably dried up, interest in the world dwindled to nothing and the world would have been left to die a long yet peaceful death at the Mechanicus' abandonment were it not for the Eccliarchies need for an interim world along one of its most popular pilgrimage routes. With no interest in the world, the nominal control and ownership passed peacefully from the adepts of Mars to the Ministorum and has remained so ever since.

The world itself was once covered in vast oceans, but suffered a localized cataclysm and the planet withered and died. After long, grinding centuries and longer still before any Imperial set foot upon Auros, it had become a bountiful desert world - ripe with untapped fields of fossil fuels and rich in raw materials. Since its discovery late in M.32, the world has seen a return to a hellish state with the addition of lethal pollutants and near-complete atmospheric decay.

Auros-II has a low population due to its unique geography and difficulty in producing localized produce.

The marked exception is the remarkable gardens of Black Eden, enclosed by massive atmospheric shielding that allows the growth and cultivation of localized agriculture. The terra-forming process was faulty and resulted in a strange phenomena that lends to the installations name; anything grown within Black Eden, be it vegetable or fruit, grows to the shade of a deep amethyst.

Planetary History

Auros-II and its sibling celestial bodies were discovered in M.32 by an Explorator fleet earmarking possible candidates for mineral extraction and terra-forming by the adepts of Forgeworld Nürn. Out of the four planetary bodies, only Auros-II was suitable for colonization and being rich in materials the cost of terra-forming was acceptable in return for long -term gains. The system was

unceremoniously named after it's discoverer, Magos Auron Dembrsk, although he and his crew never returned to oversee the construction process that followed nearly a century and a half later.

The world swiftly became imminent domain to the Adeptus Mechanicus up until 792.M40 when projected numbers alerted the tri-annual tithes would run dry in a projected two hundred years. Forgeworld Nürn, long focusing on the production of armaments and supplies for the Imperial war effort simply redacted the majority of its workforce on the planet. Left behind were countless servitors, automated functionaries, and menial craftsman entrusted to care for the delicate and ancient machines. With little governance, the many machines and life support systems of the planet soon fell into a state of despair due to the high maintenance requirement. In the vacuum left behind the Ecclesiarchy became stronger until 731.M41 when the Ministorum officially took administrative rights to the world. Since then Auros-II has become a notable, yet still obscure, world situated on the outskirts of a popular pilgrimage route. Intended to cater to displaced vessels exiting the warp and a place of quiet retreat.

Planetary Data

Population: Unknown/Variable (resident population

estimated to be fewer than 9 million). Location: Aelys Sector, Segmentum Solar

Tithe Grade: Exactis Particular

Climate/Geography/Biosphere: Sparse natural flora or

fauna, severely damaged eco-system that does not encourage life sustaining conditions, with the few examples highly dangerous and predatorial. Two major settlements exist, one on each hemisphere; Hive Eire and San Meccor.

Governmental Type: Ecclesiarchal clerical

administration.

Planetary Governor: Salazaar Tal'Malut

Adept Presence: Strong Ministorum presence. Minor

Adeptus Mechanicus presence.

Military: Minor planetary defense force stationed at

Hive Eire.

Trade/Economy: Auros-II exists only as a stop for

vessels traveling from Segmentum Tempestus to Segmentum Solar. Once large scale mining operations produced raw materials in ores and fuels, but only a handful of active mines and refineries remain to provide a local commodity.

Chapt

er 1

: Th

e Aur

os Ano

maly

(6)

As such, the world has become a remarkably unremarkable pit stop on many a pilgrims journey to Holy Terra, or rarer, the arduous return to their homes. Because of its climate, position in the Imperium as a fringe world, and it's little renown Auros-II has been safe from the ravages of war. While unrest from the localized working population has risen throughout the planet's history, no civil war or violent uprising has marked the passages of time. Most potential disturbances to productivity by the Adeptus Mechanicus was traditionally met by severe punishment and lobotomies, and disgruntled workers were pacified as they were reconfigured into servitors that could perform other duties to elevate the work loads. When power shifted to the Ecclesiarchy, the emphasis of the mines becoming obsolete, and the decline of the overall population dropping, there was left little reason for discontent on the planet.

Subsequently, the face of the world has changed over the centuries. The dirt-smeared and tired faces of miners has been replaced by the gaunt, fasting frames of pilgrims and white robed clerics of the God-Emperor. While Auros-II is far from an inviting world, and even less pleasant to the eyes, it's quiet nature and relative safety has made it an attractive location for retiring Ecclesiarchy officials who make home personal villas around Black Eden and compose the greater partition of San Meccor. Others less privileged, such as stranded pilgrims, make their livings at Hive Eire where they serve as porters and dock hands. Joined by them are members of the Departmento Munitorium who oversee the service of the local planetary defense force. Severely underfunded, ranked Adepts sent to Auros-II almost universally consider the position to be a form of political punishment or exile without exemption. This animosity and resent has led to a decline in the training and logistics of the planetary defense force to the point of inefficiency and lack of proper training. Most members of the PDF are little better than paid thugs or bullies, who cajole and harass unfortunates when they are not attending to customs duties.

Hive Eire

Hive Eire is the planets official capital and bears remarkable similarities to a Forgeworld proper. Sprawling wider than taller, Eire is atypical of a hive in many counts of its construction. Large, sweeping sectors are composed of derelict refineries and factories now taken as home by squatters and outcast damned. Habitation sectors are guarded jealously by locals against the constant in wash of abandoned travelers since intentionally life sustaining quarters are sparse and in high demand. Outside the protective and clean docks on the mid and upper levels of the hive, dying and sick line cramped walkways and corridors that pass for streets. Adeptus officials and nobility make residence in the highest alcoves of the hive. Once intended to suit the needs of studious Magos', these upper levels has been slowly transformed to

accommodate the imperial nobleman's needs for lavish decorum, yet can still be considered cramped when compared to the ruling elite quarters of other, more traditional hives.

Beneath Eire is a sprawling labyrinth of tunnels and service ducts that extend to the deep core of the world. These super structures harbor many secrets and ancient caches waiting to be rediscovered. Many brave and foolish treasure hunters have risked expeditions beyond the underhive to lay claim to such imagined wonders that can be found, but all have fallen prey to myriad horrors that have taken residence below. Those who have escaped their ill-conceived attempts and returned to the surface have formed the basis of many dark rumors; they speak of monstrosities as large as a carnosaur that burrow through the deep earth like a fish swims through the sea. Others claim of forgotten communities existing deep below, warmed by the heat of the planets core. A very few speak of the data-ghosts, revenant apparitions of long deceased tech priests who guard the secrets of the machine cult from would-be tomb robbers. All have been dismissed by officials as hysteria and severe trauma, citing mutants migrations into the tunnels as the likely truth behind the wild tales. Nonetheless, extensive files exist with the Adeptus Mechanicus of Nürn and the Holy Inquisition.

Chapt

er 1

:

Th

e Aur

os Ano

maly

(7)

1

:

Docking B a y 2

:

E nf or ce r S ta tio n 3

:

De r el ict Ch a pel 4

:

H iv e R a il S ta tio n 5

:

W o r ke r P en s 6

:

M a nu fa ct or u m

(8)

San Meccor

San Meccor is the circular city that envelopes the Black Eden gardens and exists on the cusp of its protective atmospheric shielding. It is the second largest installation and hab-fortress on Auros-II and dominated by a strong Ecclesiarchal presence. Of all of Auros-II, San Meccor is the only destination worth looking over twice - Adorned with the decorum of retired prelates, cardinals, and lesser clergy men, the circular rim around Black Eden heralds t he only true beauty to be seen on all the world. Marble colonnades and silver embossed statues of saints greet those privileged to visit the installation. At the plas-steel gates of the city stand two colossal guardians in eternal vigilance - the vestigial images of Saint San and his Shield Bearer Meccor, for whom the Ecclesiarchy named the ring-city.

Black Eden

When Auros-II was first settled, the early Explorators noted the strange phenomena the world bore as a challenge to the first teams set to terra-form the planet - All attempts to grow localized produce failed. Due to fragile eco-system and damage caused to the atmosphere by the terra-forming process, most of the flora on the world withered and died. Great swathes of land capable of bearing agriculture were extracted and relocated, placed in the protective umbra of Mechanicus Atmospheric arrays. During this process some unknown malfunction occurred causing all flora to be grown in this protective field to turn a deep amethyst shade. Unable to determine the cause, but able to disprove claims of taint and malice, this strange occurrence eventually would lead to the site being unofficially dubbed 'Black Eden' and It's true founding name lost to the centuries.

1

2

3

4

A

B

C

E

F

6

1

:

The Praetors

2

:

The Ulterimus Data-combs

3

:

Pilgrims Run

4

:

Black Eden

5

:

The Penitents Forum

6

:

Harrow's Bastion

7

:

The Basilica Sabesti

8

:

Shrine of the Lonely God

A

:

The Silent Libraries

B

:

The Racks of Purgation

C

:

The Rogue Embassy

D

:

Marifal Gardens

E

:

Monasteries of the Pious

f

:

The Conservatorium

5

D

7

8

Chapt

er 1

: Th

e

Auros

Ano

maly

(9)

HISTORY OF THE

THORIANS

While the Thorians as a faction have only grown in prominence since the 36th millennium, the heart of their philosophy is one that dates back much, much further. Resurrectionist cults and philosophies have waxed and waned throughout the history of the Imperium, and can be traced back to the earliest days of the Inquisition. Now considered to be one of the more puritan factions, the chequered history of those who believe in the Emperor's rebirth has not always been considered to stand on the right side of heresy. The history of the Thorians is, at its heart, the history of the battle for the Emperor's soul.

The First Four

The ideal of restoring the Emperor to the Imperium in mortal form is at the heart of the Inquisition's formation. In the dark days that followed Horus' invasion of Terra and the Emperor's internment in the Golden Throne, the empire he had created was reeling in the aftermath of the civil war and the Emperor's ascension.

Four individuals, trusted servants of the Emperor during the building of his galactic empire, gathered together to discuss what was to happen. They were divided in opinion, with two believing that the fledgling Imperium could not survive without the Emperor to directly lead Humanity, while the other two were adamant that the Emperor has ascended to a higher plane and that it was folly to interfere with the course of events as they had unfolded.

The two resurrectionists, known only as Promeus and Moriana, left Terra to begin their quest of bringing back the Emperor, while the two that remained acted quickly to establish themselves with the newly formed Senatorum Imperialis. Known to the Primarchs as loyal servants, these two began to lay the plans for the formation of an

organization that would combat the efforts of the two dissidents. Thus were the seeds of the Inquisition itself sown. With the backing of the Primarchs, the two first Inquisitors made themselves known to the High Lords and began to recruit likeminded individuals from amongst the adepts and warriors on Terra. Their dream of an organization dedicated to the protection of the Emperor would not be realized in their lifetimes, even extended as they were by arcane technologies, and the Inquisition as it is seen today did not fully come in to existence until the 32nd millennium, by which time the Imperium itself and its many institutions were beginning to grow and spread across the galaxy.

Promeus and Moriana were not idle during this time, and in the wake of the news of the Emperor's ascension gathered together a following of their own, particularly amongst those cults and sects that were now appearing on many worlds claiming the deification of the Emperor. At some point Moriana and Promeus split, their goal still the same but Moriana determined to use whatever means necessary to achieve her aim.

Fearful that Moriana would unleash unspeakable powers of Chaos to achieve her goal, Promeus created a small army of dedicated followers to combat the menace he believed she posed. These two factions clashed many times until Promeus's disciples prevailed and Moriana

disappeared, probably into the Eye of Terror.

As the Inquisition grew and its presence was felt further and further from Terra, it came into contact with the

Promeans. Several hundred years had passed since the fateful first conclave, and even then the Inquisition, ever a confederacy of individuals rather than a single body, was pursuing several different agendas. The original intent, to prevent the reincarnation of the Emperor, had been diluted over the centuries, and when the Promeans were discovered fighting against an ill-specified Chaos threat, they were brought into the fold. Neither the Inquisitors that contacted the sect nor the Promeans themselves were aware of the irony of their cooperation, and thus the first resurrectionists Inquisition faction was created.

The Rise of Horusianism

For nearly a millennia the Promeans continued on their quest, combating threats to the Emperor while seeking a means by which He might be brought back to a mortal body. The research of the Promeans rivaled the greatest libraries of the Imperium, but it was dispersed across the galaxy like pieces of a puzzle scattered over a wilderness. By the 33rd millennium the Inquisition boasted several thousand Inquisitors and hundreds of thousands of agents, but was still little more than individual bands of dedicated men and women pursuing their own goals, with little or no

organization amongst themselves. Thus were the seeds of heresy allowed to take root once more.

It is not known whether Moriana herself was still alive at this point, unnaturally sustained perhaps by the energies of the Eye of Terror, but her legacy was to make itself felt again. Over a period of several centuries, those Inquisitors that had once claimed to be Promeans began to pursue a new philosophy. Amongst the great number of texts compiled over the millennia by their predecessors was a growing body of information concerning musings on the nature of Horus and his possession by Chaos. Considered by many to be unholy tomes whose secrets were best left forgotten, these texts once more began to be rediscovered and entered circulation and debate.

As the resurrectionists took greater note of these works, a splinter philosophy began to form, eventually to be dubbed the Horusians. Unwittingly, they were continuing the work of Moriana, investigating the possibility of using the power of Chaos to restore the Emperor to a mortal form fit for his psychic presence. The nature of their works took them to some of the most uncharted areas of the galaxy, in particular around the Eye of Terror, and unobserved by most they grew in numbers and influence.

A few true Promeans still remained, and as they became aware of what was happening they were horrified. Only a handful had ever read the first teachings of Promeus, or had been recruited by Inquisitors that had seen his works, but they immediately recognized the hand of Moriana in the beliefs of the Horusians. Now a dwindling factions, spread across the Imperium, the few Promeans that remained did what they could to thwart the efforts of the Horusians, but there was little they could do and by the end of the 34th millennium the Horusians were a dominant part of the Inquisition agenda.

It was a woman named Stalia von Dressen that stood against the tide. She had been inducted to the Inquisition by a man named Lord Phoran, who had in his possession a second generation copy of Promeus' original works. This had been passed from master to apprentice for nearly two and a half thousand years, and the keepers of the book were all dedicated Promeans. Inheriting this mantle, von Dressen was still young and idealistic. Warned by her mentor of the threat posed by the Horusians, von Dressen made it her life's work to combat this menace and see the Horusians' power broken. Abandoning her normal Inquisitorial duties, von Dressen embarked upon a lifetime of

Chapt

er 1

:

Th

e

Auros

Ano

maly

(10)

travelling, contacting as many of her fellow Inquisitors as was possible. With the Book of Promeus as her guide, she began to recruit to her cause, particularly amongst the oldest and most respected Inquisitors, as well as creating anti-Horusian cells in the worlds that she visited. Now well respected amongst the higher circles of the Inquisition, she met Lord Inquisitor Ardlan Baigdan. Between them, they spent two decades on Terra itself and using references and clues from the Book of Promeus they found some of the texts created by the original founders of the Inquisition. Though these were truly ancient and terribly incomplete, the two of them pieced together enough information to show them the original schism between the Inquisition and the Promeans.

Aged one hundred and twenty years old, von Dressen reached a harsh decision. For her entire life she had been dedicated to the Promean cause, and now had to search deep in her heart to admit that it had been a fool's errand. It is a testament to her conviction that Horusianism had to be stopped that she destroyed her copy of the Book of Promeus and, with Baigdan, initiated a pogrom of pro-resurrection Inquisitors. By the time she died, aged three hundred and four, this new order was beginning to establish itself and the Horusians were embattled and dwindling. By the start of the 35th millennium, the Inquisition had turned full circle and resurrectionism was once again all but eliminated from the Inquisition's goals.

The Reign of Blood

With all but a few Inquisitors having abandoned the resurrectionist agenda, the Inquisition enjoyed a period of relative stability for several hundred years. However, during this time a new threat was emerging that would focus the attention of the Inquisition to external forces menacing the stability of the Imperium.

Thus it was that when perhaps the Inquisition was most needed, its eye was focusing on new alien races discovered on the Eastern Fringe and events on Terra were rapidly turning to anarchy. The 361st High Lord of the Administratum, Goge Vandire, used a combination of blackmail, bribery and murder to establish control of the Senatorum Imperialis, including taking the mantle of Ecclesiarch.

Using the power of both positions, Vandire set about establishing a galaxy-wide tyranny subservient to his insane demands. A few Inquisitors had tried to warn of the impending catastrophe, but to most of their comrades the seemingly petty machinations of a single High Lord had appeared inconsequential when compared with the threat arising in the Halo Stars. With his Frateris Templars, a corruption of the Imperial Fleet and Imperial Guard, Vandire attempted to impose strict rules of behavior on the populace of the Segmentum Solar and beyond.

Deviation in ritual and belief was ruthlessly crushed, while dogma was enforced proclaiming the semi-divinity of Vandire himself. Many that have read of these terrible times have wondered how the Inquisition could have allowed it to happen. To understand this, one must look at two things: an oversight of the importance of the Ministorum and the temporal power it wielded, and a resurgence in pro-resurrectionism around the world of Dimmamar.

A New Philosophy

For the first millennia of the Age of Imperium, certain Inquisitors had become fixated upon the resurrection of the Emperor by restoring or strengthening his crippled mortal body. With the purge initiated by von Dressen and Baigdan, resurrectionism had become an isolated, almost extinct philosophy. However, as the centuries passed, those

Inquisitors that were intrigued by the possibilities of resurrection but wary both of the dangers associated with and the prohibitions placed upon pursuing such an agenda, a different approach was taken. These scattered individuals carried out their works in secret to begin with, wary of anti-resurrectionist sentiments throughout the Inquisition

However, as the studies of several progressed and they came into contact with one another, a tangential philosophy was born – the Incarnationists. The principles of

Incarnationism were simply yet eloquently penned by Theodre the Questioning in the works titled Musings Upon the Will of the Emperor:

“The Emperor walks among us. He chooses his vessels to do his work, as he has done so since time began. The rotting carcass maintained in the Golden Throne is not the

Emperor, for he travels abroad, tending to his Divine Will, instilling his power into those that have been chosen. But what if the Emperor could be granted a body that does not wither and die, that could be his vessel for all eternity to come? I believe that such a thing is possible, that the Emperor yet waits for his new body to be found or created.

In essence, a new Emperor will be created to lead Mankind to its destiny and conquest of the galaxy.”

Though the Incarnationists were but a fledgling faction, their numbers included not only several well-placed and highly respected Inquisitor Lords such as Theodre, but also a number of young, dynamic Inquisitors that were keen to be pro-active in an organization that had become increasingly dogmatic as it had grown and become more established.

Thus it was that before he came to prominence amongst the rest of the Imperium, Sebastian Thor was well known to several agents of the Inquisition. Ever interested in tales of sainthood and remarkable individuals, a number of Incarnationists were drawn to the world of Dimmamar, even before the rise of Vandire and his Reign of Blood. At a young age, Thor was noted not for his physical size or skill, but for his presence, charisma and oratory ability; talents, some Inquisitors believed, that verged on supernatural.

As was usual in such circumstances, Thor was closely observed to detect the taint of Chaos or alien influence or mutation in his remarkable skills, but was found to be resoundingly pure. Totally pure, which in itself raised eyebrows amongst the Incarnationists. The excitement of the Incarnationists was felt by other members of the Inquisition, and so it was that those who were not perturbed by growing stories of ancient pyramids at the galaxy's edge were caught up in the growing interest in Dimmamar. Though few would ever realize it, the rise of Sebastian Thor not only halted Vandire's reign, but was also partly responsible for it being allowed to start.

Acceptance

As the Reign of Blood continued and Thor spoke out against Vandire, the Inquisition were content to aid him by shadowy means but otherwise left him be, interested to see whether this potential Divine Vessel would provide some kind of key to them. As evidence of this marked fate grew, such as Thor's astounding ability to generate such great faith in those around him that it could conjure or quell warp storms, the Incarnationists had found themselves a new focus. While before they had looked for all manner of vessels that the Emperor might inhabit, they began to focus on the saintly, human beings that might provide the final answer. They became known as Thorians.

With their emphasis on finding a natural human receptacle, close work with the burgeoning Ordo Hereticus

Chapt

er 1

: Th

e

Auros

Ano

maly

(11)

and their own devout policies of daemon-hunting and anti-possession rituals, the Thorians were regarded as stoic, pro-Imperial Inquisitors, and thus gained wide acceptance, even if their number was relatively small at first.

The Principles of the God Incarnate were written in mid M.40 by Inquisitor Helsten, and were the compiled

dissertations of several Thorian Inquisitors from the Tiberias Conclave. Though not widely known amongst even the Inquisition, these principles can be said to be part of the foundation of the Inquisition and its mission. With this knowledge under their control and a great determination to destroy the Emperor's enemies, the Thorians have come to be regarded as one of the most puritanical factions, even though their philosophy was once perhaps the most heretical of all.

The God

Incarnate

The Principles of the God

Incarnate

The Emperor really is a god, His ascension after the fight with Horus is very real. Like the other gods He exists within the Warp and in essence He is the god of Humanity. The one limitation to any god is that to have power over the physical world, they must rely upon mortals to do their work. The Emperor is in fact the greatest example of this – the galaxy spanning Imperium is merely the material instrument of the Emperor. In a similar fashion, the Chaos gods must have Champions, possess worshippers or temporarily create physical manifestations in the form of Daemons. At the bottom line, the Warp is merely a reflection of the material world, and without mortals, none of the gods would exist. All of the existing background points towards the gods, and other Warp entities, craving after the physical universe.

However, what if a god could become a physical incarnation? As a man (the Emperor) can become a god, it stands to reason that a god could become a man. This is the idea of the God- Incarnate, the physical vessel for a god in the material world. The idea of the God-Incarnate is that there will be a certain individual (or individuals) who will allow this to happen - a god could invest their power into the mortal body and literally become a living god (commonly known amongst Thorians as Divine Avatars). Without being restricted to the Warp, and therefore restricted to the manipulation of crass, mortal pawns, what power would a god have?

The Implications of the God

Incarnate

One can imagine that Humanity would be doomed if one of the Divine Avatars were to become the incarnation of a Chaos god. Similarly, the idea of the God-Incarnate is not restricted to Humans - the Eldar are striving to create a new god to defeat Slaanesh, while a God-Incarnate of Gork or Mork would be terrible. However, possibly an even greater threat to the Imperium, and the reason why the God-Incarnate is such a secret that only the Inquisition know of it (not even the High Lords of Terra know) is that it would be possible to reincarnate the Emperor into a living being again.

As far as the many of the Inquisition are concerned, the 'second coming' of the Emperor would be a bad thing. This is quite an understandable position really, and springs from uncertainty. If the Emperor were to become a God-Incarnate, what would happen to the Astronomican? What would be Humanity's reaction to having their god walking among them? Would the Imperium be torn apart by war, as believers and unbelievers in the second coming clashed.

If the Emperor were in physical form, could He be killed again, and if so would He be destroyed forever, exposing Humanity to the many perils that the Emperor protects them from? Would the Emperor be destroyed if things went wrong, if the Divine Avatar was unsuitable? All in all, many of the Inquisition would rather see the status quo sustained.

Chapt

er 1

:

Th

e

Auros

Ano

maly

(12)

The Inquisition and the Magi

It is the real task of the Inquisition to seek out possible Divine Avatars and either kill them, control them or study them according to their personal philosophy. Over ten thousand years they have gathered information about what to look for to indicate a possible Divine Avatar (see Signs and Portents below). Under the cover of rooting out heretics, witches and mutants, some Inquisitors are searching for individuals that show signs of Divine Avatar-like properties.

The Magi (the original philosophical descendants of Moriana) are doing the same thing, only rather than wishing to suppress the God-Incarnate they want to bring it about. Some of the Magi may be trying to create a God-Incarnate of the Chaos gods, out of selfish hope to either be the Divine Avatar themselves, or by earning eternal favor of their god for being the most loyal of servants. Others may be trying to reincarnate the Emperor, seeing this as the true way forward for Humanity. So we have the Inquisitors and the Magi both questing after the same thing, but for very different reasons - an eternity of secret conflict.

Signs and Portents

The myths and legends surrounding the God-Incarnate tell of the coming of the new god amidst great upheaval, strife and war. Just as Revelations lays down the horrors of the second coming, or Ragnarok heralds the end of the world, so too will the God- Incarnate's arrival be proceeded by momentous events. There are many Inquisitors that believe the end of the 41st millennium is just such as time with such tumultuous circumstances - Ghazghkull's biggest Waaagh! the multiple hive fleets attacking the Imperium, the reawakening of the Necrontyr, and a growing Adeptus Mechanicus schism - all indications of growing turmoil and strife. Similarly, there are indicators that point towards who the Divine Avatar/s will be; shrouded in myths and legends as you'd expect, some of them as simple as 'Ten ways to recognize the Divine Avatar':

“He shall have a great doom upon his brow, he shall be a witch of great power, he shall be altered in the physical form, he shall be able to talk and walk with the animals”

Nobody knows all of the signs, and part of the reason for the Inquisition hunting down all the psykers, aliens and mutants they can is to study them, to find out what they can about these individuals so that they might better understand the type of person who would become a Divine Avatar.

The Omnissiads

There is a movement within the Mechanicus not unlike that of the Inquisitorial Thorians. Theirs is a philosophy considered highly dangerous by their brethren, a philosophy in which the summoning of either the Omnissiah (the Mechanicus' term for the Emperor), or the Machine God himself into a pre-built, or extensively modified, Avatar, is greatly desired so that he might lead the Tech Priests on to the end of their Quest for Knowledge.

Though the majority of this faction may be united in purpose, these members of the Mechanicus differ greatly in method. Some may seek out the most able of their mind-scrubbed servitors, so that they may create a host of both flesh and metal for their Machine God. There are Genetors that grow monstrous creatures, that they consider absolute organic perfection, in great bio-vats, or even darker, those that may pursue an entirely mechanical construct, touching

upon the dark and forbidden arts of Abominable Intelligence. To the Adeptus Mechanicus, this is on par with the soliciting of daemonic entities so reviled by Inquisitors of a Puritan (or sane) state of mind.

Unsurprisingly, this particular tenet results in its adherents maintaining and fostering close relationships with other likeminded philosophies, such as the aforementioned Thorians, Horusians, and other Resurrectionist Cults that may provide assistance in the great endeavor to make the Machine God walk amongst his followers.

It is for this reason that the Inquisition knows so much about the Omnissiads and has formed numerous secretive pacts with the Mechanicus in the name of eradicating the heretical sentiment of summoning Deities.

To the Omnissiads it is clear that the hour of His return is at hand. The xeno-heresies of the Necrontyr have revealed themselves so that they may be righteously smote, the unbelievers of the Forge World Gryphonne IV have been judged unworthy and purged, and numerous Dark

Mechanicus traitors slain or captured in the recent assault upon Cadia.

Chapt

er 1

: Th

e

Auros

Ano

maly

(13)

Codex Ephraemi Omni Rescriptus

During the mid-36th millennium, Magos Ephraemi Grattardrak Forgeworld Nürn penned the infamous Omni Rescriptus, a codex detailing his pursuits in the creation of the 'Omnissiad Alpha and Omega'. The Omni Rescriptus was not published in Grattardrak's lifetime and was discovered post-mortem after its author had been declared Excommunicate Mechanicum and summarily executed.

Similar to the concepts of the 'God-Incarnate' of the Thorian faction, the Omni Rescriptus purposes the theory of a divine convergence required before the Omnissiah can manifest into the materium and present himself to his faithful followers. The first part of this is simple - the knowledge and consciousness of the Omnissiah himself, while the second is the Corpus Machina, the host to receive it.

The theorems presented within the codex take the traditional dogma of the Mechanicum liberally. Grattardrak's codex became heretical when he espoused the nature of the Emperor - the Omnissiad Alpha, or All-Knowledge, current corporeal form should be terminated and his spiritual essence transferred to a more suitable and long lasting host so that the Omnissiah could be freed from the weakness of mortal flesh.

By the 41st millennium, there are only 209 leaves of the codex surviving.

Grattardrak's Folly

Magos Grattardrak became ever more obsessed with his theorems that it became an inevitable conclusion that he would put them to the test. In order to do so, Ephraemi constructed a massive auger array system. While preparing to activate summoning algorithms to produce an Abominable Intelligent super-computer, the Magos drained the power of his entire Forge World in order to power his arcane devices. Insane enough at the best of times, Grattardrak's timing couldn't have been worse - the sudden loss of power brought the swift attention of the Fabricator-General. Shortly after an investigation, Grattardrak was stripped of his bionics and repurposed for duty after being declared Heretek.

Due to politicking of the time, the Magos' works were not destroyed in the process but instead stored in the Inquisitorial Grand Librarum of Olynthia III on behest of a Thorian present at the time. The Ephraemi Omni Rescriptus was collected with several other techno-heretical doctrines and preserved as the Four Unbinaric Codices.

The Omnissiad

Omega

The Machine God

The Machine God (also known as the Omnissiah or Deus Mechanicus) is the theological entity worshipped by the Tech-priests and other servants of the Adeptus Mechanicus as the embodiment and bestower of all knowledge and technology in the universe. For many in the Imperium of Man, this belief conflicts with the orthodox theology of the Imperial Cult where the only God of humanity is the Emperor of Mankind. But since the Adeptus

Mechanicus is vital to the survival of the Imperium, conflict over this issue is often avoided by the Mechanicus' willing conflation of the Machine God's avatar in the physical world, the Omnissiah, with the Emperor himself. This compromise truly satisfies neither believers in the Cult Mechanicus or the Imperial Cult, but it keeps the peace between the two faiths and the Imperium functioning.

The Principles of the Omnissiad

Omega

The Emperor is not the Omnissiah. Not yet, at least. When the Emperor presented himself to humanity, it was as a partial avatar of the Omnissiah - weakened by the mortal frame he was cursed with. The Omega - the body, the host, the Holy Corpus Machina, has yet to be built. Until the faithful can piece together this divine host, the Omnissiah shall be bound in perpetual limbo.

Adherents to this belief point to the recent failings of the Golden Throne on Terra as a portent. The Omnissiah cannot wait for Man. The Omega must be completed, or the Adeptus Mechanicus will forever be denied their savior. The Quest for Knowledge will grind to a halt and recession will seal the fate of both the Imperium and the Mechanicus irrevocably.

Whether Puritan or Radical, Adept or Heretek, the fundamental premise of the Omega theorem would be considered extremely heretical were it to be discovered by the Holy Ordos. In all variables, in all theoretical designs, the birth of the Omnissiah begins with the death of the Emperor. This very act would send ripples of destruction throughout the Imperium were it ever to be enacted - bringing harm to countless organizations with the Adeptus Astronomican and the Adeptus Ministorum falling into complete anarchy.

Chapt

er 1

:

Th

e

Auros

Ano

maly

(14)
(15)

The Omnissiad Pragmentums

The Omnissiad Pragmentums, also known as adherents of the Order of the Iron Messiah, is a secret society within the Holy Ordos, formed at some point prior to the 39th Millennium. Their way of life—regarded with hostility by the mainstream conservative Inquisition—was inspired by the history and teachings of the Cult Mechanicus rather than the Imperial Creed .

Three hundred years after the disappearance of Magos Ephraemi Grattardrak, a cult known as the Pragmentums was formed out of admiration for his philosophy and accomplishments. The cult was composed of secret members from within the society of the Inquisition. At the time, it was known only to a few inquisitive outsiders and its own members who numbered several hundred strong. Some

Pragmentums devoted their entire lives to the teachings of the cult where they existed outside the mainstream society of the Inquisition; others studied and met in secret in order to maintain their ordinary appearances.

Idolizing the Emperor as the greatest of all teachers, the Pragmentums sought to emulate him as his aspect as Omnissiah. While basing their teachings on the Ephraemi Omni Rescriptus, adherents to the Pragmentum faction also strongly believe in the Imperial Truth - a long proscribed doctrine that few know originated in the earliest days of the crusades by the God-Emperor himself.

The Inquisition views the Omnissiad Pragmentums with contempt for mixing Imperial Creed and Cult Mechanicus teachings. Hence, one of their goals is to root out and destroy the secretive organization before its teachings can spread even further throughout the Imperium.

Chapt

er 1

: Th

e

Auros

Ano

maly

(16)

Dramatis

Personae

The Principals

The Masses

Servitors

The Bestial

The Daemonic

The Protagonists

(17)

The Principals

The Principals details and describes NPCs that play an important role in the plot of The Thorian Throne. As such, they are each detailed individually. The people and creatures in The Masses do not receive such individual attention.

Inquisitor Eram Arcturus

A radical extremist of the Omnissiad Pragmentum faction of the Inquisition and bio-chauvinist with a remarkable mind even by the scrupulous standards of the Mechanicus, Eram Arcturus was spared from bio-harvesting and exiled from Forgeworld Nürn by those who were loath to lose his brilliance in the hopes banishment would erase the frailties of flesh. Instead, the techno-heresies committed by the dual esteemed and cursed Eram Arcturus grew to near-legend before he was claimed by the Inquisition as an acolyte, and some say inevitably, to the position of Inquisitor himself.

Eram Arcturus

WS BS S T Ag Int Per WP Fel

62 45 46 48 56 61 55 63 38

Movement: 5/10/15/30 Wounds: 30 Skills: Awareness +20, Charm +20, Command +20, Logic

+20, Tech-Use+20, Common Lore (Ecclesiarchy, Imperial Creed, Imperium, Mechanicum, Underworld) +10, Deceive +20, Dodge +20, Disguise +20, Forbidden Lore

(Daemonology, Heresy, Archeotech, Mutants, Ecclesiarchy, Navigators, Warp) +20, Forbidden Lore (Inquisition, Heresy) +20, Scrutiny, +20, Secret Signs (Occult) +10, Medicae+20, Secret Tongue (Pragmentum Techna-Lingua), Speak Language (High Gothic, Low Gothic)

Talents: Air of Authority, Ambidextrous, Assassin Strike,

Binary Chatter, Blademaster, Blind Fighting, Catfall, Chem Geld, Combat Formation, Crippling Strike, Dark Soul, Deadeye Shot, Die Hard, Disarm, Energy Cache, Mechanicus Implants, Ferric Lure, Ferric Summons, Foresight, Infused Knowledge, Into the Jaws of Hell, Last Man Standing, Luminen Blast, Luminen Charge, Luminen Shock, Maglev Transcendence, Master Chirurgeon, Master Orator, Master Enginseer, Meditation, Consumed by Spite, Exotic Weapon Training (Varied), Fearless, Master Orator, Talented (Forbidden Lore), Talented (Tech-Use), Talented (Logic), Melee Weapon Training (Power, Primitive), Pistol Training (Las, SP), Resistance (Psychic), Strong Minded, Logis Prophesying, Leap Up

Armor: Carapace chest plate and greaves with mesh woven

vambraces (Arms 3, Body 6, Legs 5). Refractor Field

Weapons: Power Blade (1d0+6† E; Pen 6; Power Field).

† Includes Strength Bonus

Gear: Auger Array, Calculus Logi, Cortex Implant, Cranial

Armor, Subskin Armor, Synthetic Muscle Grafts, Immateria Ward

Lord Antigonus Balorodin

An esteemed Inquisitor of the Thorian Faction and former pupil to the great Tawb-Shiba, Antigonus Balorodin is best known within the circles of the Inquisition as the Expulgator of Thoth Prime. Antigonus' work was diligent but unremarkable for several decades. He uncovered and destroyed a Genestealer cult on Thrand's Landing, which brought Antigonus into contact with two Inquisitors of the Ordo Malleus. For the next seven years Antigonus was initiated into the workings of the Ordo, during which his studies and investigations into the nature of the Divine Avatar were suspended.

It was after this period that Antigonus was drawn to Thoth Prime to combat the growing Eldar threat on the mining world. The details of the Expulgation of Thoth Prime are told elsewhere, but of importance is Antigonus' creation of the Soulwatcher helm. Using a mix of Eldar and Imperial technology, the Soulwatcher helm allows Antigonus to look at the psychic aura of any living creature, or so he believes.

With the aid of the Soulwatcher helm, Antigonus has moved from success to success. Able to look into the soul of those he speaks to, Antigonus can detect lies and half truths with unerring accuracy and detect motive and emotion. He has become expert at rooting out the truth, and in particular

Chapt

er 2

: Dramati

s P

(18)

for uncovering cults and plots long before they would normally come to the attention of the Inquisition. He can also spot Psykers and latent psykers at a glance, and has on occasion worked closely with the Black Ships of the Inquisition. To Antigonus, the Soulwatcher helm allows him to see the purity of others.

The Soulwatcher helm has not come without a price though. It has divorced Antigonus from Humanity, reducing men, women and children to little more than flickering, weak soul-fires. He increasingly views things as abstract, intellectual problems, removed from suffering and consequences. Inquisitors that have known Antigonus for many years express growing doubt at his worryingly erratic behavior. He has, it is claimed by some, an aversion of mirrors, borne about by his inability to look at himself. He has become quick to judge, relying more and more on the Soulwatcher helm and less on the traditional methods of the Inquisition. This has brought into doubt the veracity of some of his investigations, although to date there is no hard evidence that Antigonus has been made any errors or proceeded without cause.

Lord Antigonus Balorodin

WS BS S T Ag Int Per WP Fel

35 65 43 48 42 56 55 34 35

Movement: 4/8/12/24 Wounds: 17 Skills: Psyniscience+20, Tech-Use, Scholastic Lore

(Cryptology, Judgment), Logic+20, Intimidate+20, Common Lore (Imperium, The Imperial Guard, Nobility), Interrogation +10, Inquiry, Forbidden Lore (Archeotech, Xenos, Mutants, The Inquisition, Pirates, Psykers, The Warp)+10, Drive, Dodge, Demolition, Evaluate, Awareness+20,

Acrobatics+10, Silent Move,

Talents: Air of Authority, Talented (Psyniscience), Talented

(Logic), Dual Shot, Two-Weapon Wielder, Duty Unto Death, Fearless, Disturbing Voice, Crack Shot, Catfall, Blind Fighting, Combat Formation, Combat Sense, Foresight, Gunslinger, Light Sleeper, Orthoproxy, Paranoia, Polyglot, Sharpshooter, Dead-Eye Shot, Sprint, Takedown, Step Aside

Psychic Powers: Dominate, Compel, Mind Scan, Terrify,

See Me Not!

Armor: Enforcer Light Carapace Armor (All 5), Soulwatcher

Helm (4 Head)

Weapons: Shuriken Pistol (1d10+4 R, Pen 4, Clip 40 , Rld 2

Full, Reliable, S/3/5), Bolt Pistol )1d10+5 X, Pen Clip 8, Rld Full, Tearing, S/2/-)

Gear: Soulwatcher Helm, The Sacred Writ, Master-Crafted

Bolt Pistol, Shuriken Pistol, Shock Glove, Data-slate, Two Frag Grenades, Two Krak Grenades, MIU Implant

Soulwatcher Helm: This provides four points of protection

to the head, and includes an aura-scrye and psi-tracker. The helmet, due to its mysterious nature, grants Balorodin a Psi-Rating of 3 and grants him Wytch-Sight.

The Sacred Writ: This device is attached to Balorodin's

back and, connected by an MIU, automatically records his

observations of his subjects. This allows him to predict his enemies actions accordingly should he meet them again. Should Balorodin face an enemy for a second or subsequent time, he may perform a Logic Test as a free action

consulting his notes from the Sacred Writ. This grants Balorodin a Dodge test with an Unnatural Agility bonus each round he passes the Logic Test. (The Dodge is still rolled for, however

Chapt

er 2

:

Dramati

s P

ersonae

(19)

Fatima Al'Sif

Known as the Heletrix Bride or Angel of Aelys, Fatima appeared from the outskirts of the deserts to Hive Eire.Remarkable by surviving the harsh desert environs without provisions, she quickly became popular with the lower class citizens.

Fatima Al'Sif

WS BS S T Ag Int Per WP Fel

25 35 28 32 35 40 37 75 26

Movement: 3/6/9/18 Wounds: 4 Mastered Skills: Warp Lore Mastery.

Skills: Awareness +20, Common Lore (Imperium),

Forbidden Lore (Cults, Mutants, Psykers, Warp) +10, Intimidate +10 Search, Scrutiny.

Paragon Talents: Heightened Reactions, Mental Aegis

Talents: Corpus Conversion, Dark Soul, Disturbing Voice,

Favored by the Warp, Fearless, Hatred (Mechanicus, Black Ships, Inquisition), Jaded, Psy Rating 14, Touched by the Fates (4), Peer (Ecclesiarchy, Heretics), Good Reputation (Ecclesiarchy, Aelys Sector), Enemy (Ecclesiarchy, Black Ships, Inquisition).

Weapons: None

Armor: Armored Greatcoat (Torso 4, Arms 2, Legs 2)

Alpha-level psyker: Fatima knows all minor psychic

powers, all major Biomantic, Telepathic, and Divination powers, Compel, Dominate, Mind Scan, Psychic Shriek, Telepathy, all three abilities of the Primaris Psychokinesis, Temporal Manipulation, and Will Unleashed

Fatima’s Psy Rating is 14, and possesses the Unnatural Willpower (x2) Trait.

Immortal: Anytime Fatima dies, she will be revived at the

end of the round equal to how many excessive wounds she has suffered, and regaining a wound every other turn.

Inquisitor Vincenzo Borgia

Inquisitor Vincenzo Borgia is a name well known is certain parts of the Inquisition. He is a consummate diplomat and notorious backroom dealer within Inquisitorial politics. Few would have ever guessed that the 10th child of a Rogue Trader dynasty would ever have amounted to much, but he has proven detractors wrong against and again. House Borgia earns most of its wealth through its endeavors as Rogue Traders but there is only ever one head of the family. Carlo Borgia, Vincenzo's father and the reigning patriarch, has sired ten sons in the desire to weed out the weakness and ensure that one of them was worthy of inheriting the family's power.

Vincenzo had little interest in inheriting that sort of burden, more so he was interested in the Imperial Creed. Seeing that his son would likely never maneuver to take power, Carlo sent him off to join the Ecclesiarchy. It would be many years of learning and acting as priest to houses of nobility due to Vincenzo's own noble blood which apparently made him worthy of taking the confessions of nobility. Deep down, Vincenzo found a deep loathing for many of the spoiled and selfish nobles and it one particular family he was serving under in the Cadian Sector that drew his ire. They were the ruling house of a mining world, meaning they controlled the world. He would soon come to find the family were truly vile heretics, worshiping one of the dark powers. Distressed by this, Vincenzo went out onto the mining world and rallied the workers against the governor. The pious miners, already downtrodden by harsh leadership rose up behind the priest. The incident would become known as the Faith Insurrection and almost earned Vincenzo a burning at

Chapt

er 2

: Dramati

s P

(20)

the pyre until they found why he had done it.

The Inquisitorial investigation uncovered the horrifying truth that the ruling family were devout worshipers of Slaanesh. More so they were linked to a sector-wide Pleasure Cult. Unable to ignore this or the fact that the cleric was the only one to notice, an Amalathian Inquisitor took him as an acolyte. While in service to the Inquisition, Vincenzo distinguished himself as a champion of the Amalathian creed. More so he was responsible for the confession of Arch-Heretic Granthul Slake, the original architect of the uncovered pleasure cult. Vincenzo grew in prominence for his skills at manipulation and working within the system to get what he desired. During a fateful encounter with the remnants of that Pleasure Cult, Vincenzo's master fell. Knowing he could not allow this investigation to fall apart now, Vincenzo assumed his master's identity until the enemy was extinguished and put to the pyre once and for all. Afterwards he turned himself over to the Inquisition for judgment on his actions.

Much to Vincenzo's surprise and the protests of several enemies he'd made within the Inquisition, it was decided to elevated him to actual Inquisitorial Status. However, he would be put through a ritual trial to ensure his devotion to the cause. When Vincenzo emerged from that, he was a different man. Many of the qualities his father had hoped he would show in competing for control of House Borgia now surfaced as he adapted to the workings of the Inquisition. He desires the power and reach to help keep the Imperium working as it should and has made a name for himself as a diplomat and conciliator between groups.

Vincenzo Borgia

WS BS S T Ag Int Per WP Fel

41 44 31 42 42 40 40 64 55

Movement: 3/6/9/18 Wounds: 17 Fate: 4

Skills: Literacy, Speak Language (High Gothic, Low Gothic),

Common Lore (Imperial Creed), Trade (Copyist, Valet), Command +20, Deceive +20, Charm +20, Dodge+20, Interrogation +20, Inquiry +20, Awareness +20, Logic +20, Carouse +20. Barter +20, Scholastic Lore (Legend) +20. Scholastic Lore (Occult) +20, Forbidden Lore (Heresy) +20, Forbidden Lore (Daemonology) +10, Common Lore (Imperium) +20, Disguise, Tech-use, Common Lore (Aelys Sector), Scholastic Lore (Amalathian Creed), Forbidden Lore (Starchild Cult), Forbidden Lore (Warp) +10, Invocation +10, Psyniscience +10

Skill Mastery: Tech Lore Mastery, Charismatic Mastery,

Shadow Craft Mastery, Investigation Mastery, Cytological Mastery, Forbidden Lore Mastery, Warp Lore Mastery, Common Lore Mastery, Scholastic Lore Mastery

Traits: Etiquette, Supremely Connected, Vendetta, Wealth,

Indomitable Will of the Inquisition, Purity is the Only Defense, Sin-Scarred, Unnatural Willpower (x2)

Talents: Peer (Nobility, Ecclesiarchy, Middle Classes,

Workers, Adeptus Arbites, Administratum, Military,

Government, Inquisition), Melee Weapon Training (Primitive, Power), Pistol Weapon Training (SP, Bolt), Thrown Weapon Training (Primitive), Quick Draw, Rapid Reload, Decadence, Unshakeable Faith, Blademaster, Combat Master, Disarm, Wall of Steel, Orthoproxy, Master Orator, Air of Authority, Resistance (Psychic Powers), Strong Minded, Acolyte Network, Ambidextrous, Two Weapon Wielder (Melee), Sure Strike, Swift Attack, Lightning Attack, Resistance (Fear), Two Weapon Wielder (Ballistic), Gunslinger, Dual Shot,

Independent Targeting, Deadeye Shot, Sharpshooter, Mental Fortress, Mental Aegis, Armor of Contempt, Dark Soul, Hatred (Heretics, Daemons), Iron Discipline, Into the Jaws of Hell, Heroic Leadership, Sorcerer, Master Sorcerer, Shadow Lord, Favored by the Warp, Sublime Arts, Renowned Warrior, Conciliator, Peerless Marksman, Indomitable Fortitude, Worthy of the Aelys Elite, Soul of Stone, Committed Xanthite, Ear of the Lord Sector, Lord of Domains, Rival (Thorians), Denouncer

Gear: Aquila Necklace, Ecclesiarchy Robes (Good Quality),

Charm (skull), Backpack, Bolt Pistol (Best Quality), Power Sword (Common Quality), Inquisitorial Rosette, Digi-melta, Micro-bead, Multi-key, Stummers, Auto-quill, Xeno Mesh (Best Quality), Best-Quality Rosarius, Inquisitorial Robes (Best Quality), Data-slate, Excruciator Kit, Photo-contacts (Good Quality), Auspex, Disguise Kit

Major Arcana: Exsanguine, Flaming Word, Leach Life,

Create Door, Push, Force Bolt, Force Blade, Mind Scan, Terrify, Seal Wounds, Regenerate, Dowsing, Holocaust

Minor Arcana: Spasm, Precognition, Healer, Staunch

Bleeding, Touch of Madness, Unnatural Aim, Resist Possession, Call Item, Inflict Pain, Sense Presence

Chapt

er 2

:

Dramati

s P

ersonae

(21)

Inquisitress Jena Orechiel

Inquisitors come from all works of life, from humble agri-workers’ sons to highborn noble’s daughters. If they show potential and pass the arduous trials that test their purity of soul and resistance to temptation then they may well be taken into the Inquisition as an acolyte.

In this respect it is true to say that the Inquisition is an equal opportunities employer! This was the case when the young daughter of an estranged planetary governor was enrolled at the Schola Progenium of Ophilla. Most young girls that enter into the care of the Ecclesiarchy are destined to serve in the sisterhood of one of the many orders and young Jena was no different.

However, Jena had a fiery spirit who seemed to have a natural affliction for authority. She was constantly caught outside her boarding's after curfew and generally misbehaving. This in itself was nothing out of the ordinary, after all many Progena are equally disruptive, especially when they have recently arrived at the Schola. This rebellious behavior is usually beaten out of the

troublemakers by the Drill Abbots. Jena was different, her stubbornness and fierce convictions would not allow her to succumb to the Drill Abbots demands to conform. One Drill Abbot, Belphus Meere, a retired Mordian Sergeant, took particular interest in young Jena.

Belphus made it his personal mission to supplicate the noble’s daughter. The Drill Abbot set constant ordeals for Jena to overcome whether it was all night runs to counting grains of salt. Still Jena refused bend to his will in fact the harder and more demanding the tasks the more determined she became. Over time the conflict between the young noble’s daughter and the Drill Abbot started to foster a mutual and grudging respect.

Long after Jena should have been handed over to the Sisterhood she remained at the Schola Progenium deemed as ‘unprepared’. It was this extended stay along with a recommendation from Belphus Meere that lead to the Head Abbot to call upon the Inquisition to see if Jena was worthy to be recruited into the most holy of the Imperium’s organizations.

The hooded representative that came to evaluate Jena agreed with Belphus Meere’s assessment that Jena’s steadfast determination and unfloundering drive to succeed were worthy traits of a potential Inquisitor. However, Jena was far from ready to take on the mantle – youth and pride being two obstacles she had yet to conquer. Still the meeting with the hooded man had had a calming effect on Jena. She began to trust and accept the teachings of the Schola and even started to forge a strong friendship with her once nemesis, Belphus. Jena launched herself into her studies with the same determination she had used to fight against the staff of the Schola. She spent many hours in the Sanctus Librarium studying texts banned to most other students taking particular interest in anything recorded on Xenos creatures and artifacts.

When Jena reached a mature enough age she was whisked away for induction into the Inquisition, her

fascination with aliens predictably leading her to Ordo Xenos where she served as an acolyte in Inquisitor Dargasto’s retinue. Dargasto shared many of Jena’s traits of

determination and a fascination of alien species and cultures, being a venerable Inquisitor these qualities were tempered with age and experience – something Jena was yet to gain. After spending years in her mentor’s warband Inquisitor Dargasto’s life was tragically ended in a fire fight between a Magos and his entourage of Tech-Priests, both groups were searching for an alien device that may have pointed to the reawakening of an ancient alien race known as the C’tan.

With the death of her master Jena took on the mantle to become a fully instated Inquisitor. She vowed to continue her mentor’s crusade to discover all she could on the

reawakening of the C’tan. As well as her Inquisitorial seal,

Chapt

er 2

: Dramati

s P

(22)

Lady Inquisitor Orechiel also inherited Dargasto’s considerable wealth and Warband, which consisted of an ageing Astropath and a primitive alien warrior called a Kroot. One of her first acts as an Inquisitor was to re-visit the Schola Progenium and sequester her old friend, the Drill Abbot, Belphus Meere into her retinue. In the decades that followed

Inquisitor Lady Jena Orechiel performed her duty; hunting down heretics, daemons and alien infestations, garnering a good reputation amongst her peers within the Inquisition. However, not all of her fellow Inquisitors agreed with her often-outlandish methods. Her blatant use of xenos weapons and technology had been frowned upon by the more conservative members of the Ordo as was the use of aliens in her retinue, it was even rumored she had, on occasion, cavorted with the enigmatic Eldar – even having one in her service at one point. This in turn has sometimes lead her into conflict with the more puritan thinking factions within the Inquisition. To keep her enemies – those within the Inquisition as well as outside it – off track, Inquisitor Jena Orechiel has often changed her name, using a variety of aristocratic aliases allowing her to move freely through the circles of bluebloods in the Imperium, often the very people who court the attention of the Inquisition. These have occasionally been more than fleeting social relationships.

Jena is beautiful woman, an advantage she has used in the past to gain her objectives.

Inquisitress Jena Orechiel

WS BS S T Ag Int Per WP Fel

35 35 35 35 52 50 45 40 65

Movement: 3/6/9/18 Wounds: 18 Fate: 2

Skills: Athletics, Awareness+10, Command+20, Common

Lore (War, Imperium, Ecclesiarchy, Nobility), Dodge+20, Interrogation+20, Linguistics, Parry+20, Inquiry+20, Deceive+20, Charm +20, Scrutiny+10

Skill Masteries: Scholastic Lore Mastery, Forbidden Lore

Mastery

Talents: Air of Authority, Crippling Strike, Crushing Blow,

Iron Discipline, Into the jaws of Hell, Lightning Attack, Nerves of Steel, Swift Attack, True Grit, Talented (Charm), Talented (Inquiry), Talented (Command), Talented (Forbidden Lore), Talented (Deceive)

Weapons: Shuriken Pistol (1d10+4 R, Pen 4, Clip 40 , Rld 2

Full, Reliable, S/3/5)

Armor: Concealed Mesh (5 all)

Gear: 2 Shuriken Pistol clips, Conversion Field, Concealed

Mesh Armor

Alluring: Seductive and beautiful, Jena Orechiel has

learned to use her natural gifts as yet another tool in her

profession. She always gains an additional +15 modifier when attempting to charm or command men and a +5 when attempting to charm women.

Rogue Trader Demetri

Papadopoulos

For five notorious years, the rogue trader Demetri Papadopoulos terrorized Imperial space as the captain of the Haven's Dawn. Known for his sharp temper and sharper flying skills, Papadopoulos was one of the few traders recognized as a true potential threat to Segmentum stability. His piracy career was cut short by a strange mutiny, however, and he was abandoned to the Imperials who had been hunting him since he’d raided a ship carrying valuable artifacts. Barely evading detention and judgment, Demetri turned to the Cold Trade to rebuild his power base . He has been meticulously hunting and killing the mutineers who betrayed him ever since.

Chapt

er 2

:

Dramati

s P

ersonae

(23)

Rogue Trader Demetri Papadopoulos

WS BS S T Ag Int Per WP Fel

45 41 38 42 40 37 38 45 56

Movement: 4/8/12/24 Wounds: 20 Profit Factor: 42

Skills: Awareness+10, Barter. Charm, Commerce +10,

Command +10, Common Lore (Imperium, Merchant), Dodge, Evaluate +!0, Forbidden Lore (Xenos), Inquiry +10, Navigation (Stellar)+10, Pilot (Space Craft), Tech-Use, Trade (Trader), Scrutiny +10, Speak Language (High Gothic, Low Gothic, Trader's Cant).

Traits: Touched by the Fates (2)

Talents: Air of Authority, Basic Weapon Training (Universal),

Blademaster, Dual Strike, Iron Discipline, Jaded, Lightning Attack, Master and Commander, Melee Weapon Training (Universal), Nerves of Steel, Pistol Training (Bolt, Las, SP), Resistance (Fear), Peer (Nobility), Renowned Warrant, Swift Attack, Two-Weapon Wielder (Melee)

Armor: Mesh-lined finery (arms 3, body 4, legs 3). Weapons: Bolt pistol (30m; S/2/-' 1d10+5 X; pen 4; clip 8,

reload full, tearing), 2 power swords (1d10+8 R; pen 5 ; power field, balanced).

Gear: 2 bolt-pistol clips

Rogue Trader Felicia Ariss

Felicia Ariss was born on the Sanguis Blade in Imperial Space. Her family is an austere and proud one, whose members have served the Imperium with distinction for generations -- as she herself points out, "It is an important family tradition."

Rogue Trader Felicia Ariss

WS BS S T Ag Int Per WP Fel

48 42 30 40 35 38 37 45 41

Movement: 3/6/9/18 Wounds: 22 Profit Factor: 45

Skills: Awareness, Barter, Charm+20, Commerce+10,

Command+20, Common Lore (Imperium, Void, Imperial Navy, War), Deceive+20, Dodge +10, Intimidate, Interrogation+10, Inquiry, Navigation (Stellar) 10, Speak Language (High Gothic, Low Gothic)+10.

Traits: Touched by the Fates (2), Writ of Authority

Talents: Air of Authority, Basic Weapon Training (Las, Bolt,

SP), Decadence, Jaded, Melee Weapon Training

(Universal), Nerves of Steel, Pistol Training (Bolt, Las, SP), Resistance (fear), Peer (Rogue Traders, Criminal), Swift Attack.

Armor: Light carapace (arms 4, body 4, legs 3)

Weapons: Bolt pistol with red-dot laser sight (30m, S/2/-,

1d10+5 X, Pen 4, Clip 8, Rld Full, Tearing),

Best-Craftsmanship mono-sword (1d10+4 R, Pen 2, Balanced).

Gear: Captain's finery, 4 bolt-pistol clips, Personal Vox,

signet ring, respirator.

.

Chapt

er 2

: Dramati

s P

ersonae

(24)

Tal Popkov

Little known outside the Aelys sub-sector, Tal Popkov is a smuggler of some minor talent with connections with the Forge Felons cartel. Hereticus Minoris.

Smuggler Tal Popkov

WS BS S T Ag Int Per WP Fel

37 40 36 35 34 35 36 42 30

Movement: 3/6/9/18 Wounds: 15 Skills: Awareness, Carouse, Ciphers (War Cant)

(Int), Climb (S), Command +10, Common Lore (Imperial Guard, Imperium, Tech), Deceive, Dodge (Ag), Drive (Ground Vehicle), Gamble, Inquiry, Intimidate, Navigation (Ground), Pilot (Civilian Craft) +10, Secret Tongue (Military), Speak Language (Low Gothic), Survival, Tech Use, Trade (Merchant, Officer).

Talents: Basic Weapon Training (Las, SP), Jaded,

Melee Weapon Training (Primitive), Nerves of Steel, Pistol Training (Las, SP), Quick Draw, Rapid Reload, Swift Attack, Peer (Underworld, Criminal), Dual Wielder (Ballistic).

Armor: Reinforced coveralls with flak paneling (Body

3, Arms 2, Legs 2).

Weapons: Mono knife (3m; 1d5+3† R; Pen 2), Two

heavy Laspistols with overcharge pack (30m; S/2/–; 1d10+4 E; Pen 0; Clip 15; Full).

†Includes Strength Bonus.

Gear: 4 spare overcharge clips for laspistols, master

command key for the Ebon Watch, key to the ship’s vault, 30 Thrones.

Pilgrim Sera Ceristas

A pilgrim of note travelling from a convent world onward to Holy Terra.

Pilgrim Sera Ceristas

WS BS S T Ag Int Per WP Fel

31 35 30 40 43 59 34 72 65

Movement: 4/8/12/24 Wounds: 15

Skills: Literacy, Speak Language (High Gothic, Low Gothic),

Common Lore (Ecclesiarchy, Imperial Creed, Imperial Guard), Performer (Singer) +10, Medicae +10, Charm +20, Awareness +20, Chem Use +20, Scholastic Lore (Chymistry) +10, Trade (Apothecary), Inquiry, Trade (Copyist), Dodge, Scrutiny, Deceive +10, Tech Use +20, Command +10, Interrogation +10, Command +20, Concealment

Talents: Pistol Weapon Training (SP, Bolt, Flame), Peer

(Imperial Guard, Ecclesiarchy, Nobility, Adepta Sororitas, Pilgrims, Workers, Military), Pure Faith, Divine Ministration, Talented (Medicae), Master Chirurgeon, Miraculous Recovery, Resistance (Fear, Psychic Powers), Pious

Chapt

er 2

:

Dramati

s P

ersonae

References

Related documents