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  Characters and Groups (A-Z)

  Matching the average two point one meters of most Space Marines. He wears a light grey hood and robes over his armour. A force staff, topped with the Imperial Aquila, floats next to him. Aldrich heals Aengus with a minor miracle, but the Emperor blesses him directly, and Aengus rapidly becomes more youthful, his scars fading. (c0147)

  Headmaster and leader of Marwolv psykers. A man in his fifties, with thick, shoulder-length red curls. (c0045) --- Aileen will be Margo Aldrich Isengrund's representative on Marwolv while Aldrich is away. Aileen's new official designation is Overseer Prime, or Prime Sop when brevity is needed. (c0097)

  Aldrich and Brigid's daughter (c0138, c0145, c0169, c0184, c0185, c0190-c0197, c0199, c0201-c0204, c0210)

  "I joined (the Iron Foundation)!" says Alpia. "Róisín bribed me, but everyone in the cult is really nice to me, so I couldn't bring myself to quit. I think they keep promoting me through the ranks so that I won't run off. It's your fault, Dad, for preaching about responsibility all the time!" (c0171)

  I sigh, "Are you sure they're not using you to get more legitimacy?" (c0171)

  "Only partly, I think. Some of the leadership can be a bit like that, but the congregation often asks for advice. I tell Alpia some of the stories you used as anecdotes for our lessons while we were growing up." (c0171)

  "You are still growing up," I snort. "So long as you can keep the members away from actually worshipping me, I don't have an issue with it. Owen says they're not, but having you as part of the Iron Foundation to keep an eye on it isn't actually that bad, even if I do find it a little odd. If you ever feel that they're pressuring you, or want something you don't think you should give, just quit, or come and talk to Brigid or me about it." (c0171)

  Alpia completes her conscription in the Heralds and begins throwing herself into training with the Psy-Erants, determined to earn herself a commission as a Knight pilot. (c0211)

  Aldrich watches Alpia lightly tug at her bond with the Emperor, requesting a small mote of energy to train with. The connection blazes to life, giving her far more than she asks for and covering her whole body in golden flames. (c0221)

  Power continues to build within Alpia rapidly, and she screams as her eyes burn out of her sockets and two wings burst from her back. One wing is heavy with gold-tinted, white, organic feathers, and the other is silver, metallic feathers gleaming with runes. Whatever those two fuckwits are up to doesn't end there, though, as Alpia starts to grow, shooting up to four metres tall, despite the rigid nature of her Black Skeleton. Her body continues to change, taking on an uncanny beauty and perfection, partly supported by a growing aura of devotion and authority that Aldrich is quick to shrug off, bringing her terrified face to the fore. Slowly, the power pushing into her begins to fade. (c0222)

  Aldrich appointed Alpia as his Seneschal, then stuffed her into a sleeping pod, loaded her mind with data, and threw simulations at her. Alpia won't be leaving that pod for at least six months, preferably two years. Neither will the retinue I assigned Alpia to help her with her new role. (c0255)

  Suicide Implants are a Fleet standard practice for all psykers and navigators. Our Psy-Errants and navigators don't like to talk about it, nor are they supposed to. It's bad enough when many already consider psykers walking bombs. (c0169)

  "The suicide implant only triggers automatically if you get possessed or turn into a portal to the Warp. It can be triggered by the user if they find themselves captured and placed under intolerable duress, like an involuntary participant in a ritual. At least it gives one a chance to ruin the bastards' grand plans. That's another reason why it's supposed to be classified. It ruins the surprise." (c0169)

  All psykers join the Psy-Errants, the Stellar Fleet's version of Arbites and Twist Catchers, and must endure disciplined and extensive training. It is a challenging and prestigious role. Psy-Errants are seen as guardians against corruption and frequently patrol all Isengrund populations. (c0180)

  Just as the Stellar Fleet employs all psykers as Twist Catchers (see below), the Marwolv population employs all psykers as Arbites. (c0183)

  As a legacy of Marwolv, one child in every hundred thousand is born as a psyker who becomes a Psy-Errant. (c0209)

  Ardent Bane, the primary machine spirit of the void ship of the same name, appears as a small, floating lion with spines for a mane and orange, reptilian eyes. Shackles hobble its feet, constructed from green binary code. I run a search, and the closest match is a Calibanite Lion. A real Calibanite Lion would be as large as a horse and highly resistant to pain and weapon fire. (c0161)

  The machine spirit of the . Aruna appears as a holographic mechanical cat. Aldrich chose the name of the charioteer of Surya, the God of the Morning Sun, in Hindu mythology, an ancient faith on Terra. (c0015)

  A Demon who first attacks Aldrich on Mote. (c0030)

  Balphomael attacks Aldrich a second time from the Tau base on Marwolv. (c0051)

  Baphomel (Gibbering Moon) is defeated and marked with a tracker by E-SIM. (c0052)

  A massive demon shimmers out of hiding and appears above the whirlpool. It is as tall as Iron Crane is wide, with four pairs of horns twisting from its skull, a snake-like tongue, and jagged, Ork-like teeth. On its chest are seven eyes, arranged asymmetrically, with one large central eye, four on the right side of its chest, and two on its left. Fine, baleen-like white bone structures protect its lower torso, while a black carapace covers its upper torso and arms. A flaming trident, crossed with a boar spear, is held in its clawed hands. The demon points its trident at Iron Crane and speaks. Its voice echoes through the whole vessel and gnaws at the sanity of my crew. "Mortals, I am Balphomael the Horned Darkness. You will present Magos Issengrund to me for his execution. Compliance and surrender will earn mercy. Resistance is futile." (c0110)

  Destroyed a third time by the Emperor's Golden Ankh emerging from a Necron Dolmen Gate at the Kinbriar Necrons' home world, which also destroys the gate, its blast sending the Stellar Fleet into the past. (c0110-c0111)

  "I am delighted that Birdbrain took a loss as well, though. He is always his own worst enemy, which does much to make me feel better. Still, losing to Birdbrain's pawn, Gibbering Moon, then the big winged menace himself soon after, has really left a mark. Knowing I am the focus of so much attention is horrible. Fortunately, I've had so much practice at it, or I wouldn't be screaming into the void. I'd be pulling my eyes out with a bolt pistol." (c0230)

  A green gretchin the size of a ten-year-old boy that Aldrich occasionally trades with. Bola calls Aldrich "Rusty" due to the slapdash armour Aldrich built out of shelving. (c0006)

  Begins as Stellar Fleet Purser Brigid Mac'Ille na Brataich (c0055, c0057)

  Purser Brigid Mac'Ille na Brataich chuckles, "Just like my own boys, Lord Captain. I always found having them make their own food quickly squashed any grief about inadequate fare." (c0056)

  "You spoke about your obsessions, Brigid. Was it one of those that led you down the logis path?"

  "I suppose so. My current obsessions lie in unintended macro problems."

  "Is that what the uniforms were about?"

  "Partly, though that truly is my hobby. Fashion exists in eternal flux, and so there is always something new to hold my interest. It was data I acquired from applying new uniforms at scale that led me to my current interest, as well as trends I noticed from my role as the ship's purser." (c0089)

  Begins dating Aldrich (c0103 - c0104)

  New Rank: Stellar Fleet Chief Finance Officer (c0105)

  Aldrich & Brigid get married (c0136)

  New Rank: Bedwyr smirks and steps to the side, "I present to you, Lady Brigid Issengrund, High Purser of Stellar Fleet SOL." Brigid strides into the room wearing a floral-pattern sundress, work boots, and a real straw hat. In one arm is a massive bouquet of shimmering white and yellow xenoflora. In her other hand is a pint-sized mug of Tanna Tea. Brigid pushes the flowers against my chest, pulls me down for a kiss, then hands me the mug. (c0261)

  Governor Gunn oversees all civilian work and social engineering on Marwolv. Primarily, the construction of the Hive City Agri-Spire. (c0097)

  An invisible blink dog. "There is a sharp crack of displaced air and a cyber mastiff, almost invisible even to me, teleports right next to Brigid." (c0134)

  Aldrich and Brigid's son (c0138, c0145, c0169, c0184, c0185, c0190-c0197, c0199, c0201-c0204, c0210)

  Completes his conscription in the Heralds and begins his apprenticeship under Fleet Command, starting with Eire, as she needs the most help right now. (c0211)

  Domelch will build and command the Marwolv monitor fleet. (c0098)

  Based at Dimpsy Fortress. Dougal's role is expanding to all Stellar Corps forces throughout the Marwolv system. Responsible for the Heralds within Commodore de Búrca's Monitor Fleet and remote bases, as well as Goibhniu Yards. (c0098)

  First Officer Eire Lobhdain of the Distant Sun (c0057)

  Is the High Factotum, an Imperial Fleet Administrator, Diplomat, and Trade Officer. (c0105)

  She is staying at SR-651 as the High Factotum of the system. (c0187)

  Lynu is the Tau representative on Marwolv. (c0037)

  Surrender of 300 Tau to Aldrich on Distant Sun. (c0065)

  Negotiations with Aldrich for protection by the Stellar Fleet. (c0082 - c0084)

  Envoy Lynu killed in an Eldar terrorist attack at Festival for the Victorious Dead (c0127 - c0129)

  Guides the Imperial Cult to guard Marwolv citizens against the predations of the Great Enemy. "One we have come to know and loathe after the tumultuous events of the past few years." (c0097)

  Erin was the chief bosun on the Distant Sun for eight years. Now the Marshal for the Adeptus Arbites, responsible for civilian law enforcement on Marwolv and throughout the system. "Fair warning, while we will be adopting the same sentencing structure as the Magos's Fleet's simplified code of laws, Imperial justice is brutal, with a focus on labour extraction and fear. Try to keep your noses clean, eh?" (c0097)

  Calligos says, "This is the second time that the so-called Faceless Lord, Karrad Vall, has raided Footfall. He beat me back in the previous raid, and I am keen to repay the long string of insults he broadcast over the vox while my Emperor's Vow limped back to the burning station for repairs. We must make full speed to relieve the port and chase off these scum before they can make off with their prize!" (c0262)

  Aldrich and Brigid's son (c0138, c0145, c0169, c0184, c0185, c0190-c0197, c0199, c0201-c0204, c0210)

  Completes his conscription in the Heralds and begins his apprenticeship under Fleet Command, starting with Eire, as she needs the most help right now. (c0211)

  Gaius Schonhildr is the primary Fixer for the Ratling abhuman contingent. (c0169)

  A Ratling Fixer is an unofficial, self-appointed leader among Ratlings. By ensuring that their representative has a direct, if non-standard line to our family, we can ensure that their community has a voice and is less likely to act out. Ratlings are known across the Imperium for being hungry, loud, and lecherous. They are prone to thievery and other objectionable behaviours. Obviously, we want to try to avoid any of that. (c0169)

  Their acceptance stems from their propensity for stealth and accurate shooting, but their contingent won't last long if they all end up in the penal regiments. They also have good noses, making it easier for them to become skilled chefs and gardeners. We only have about 300 across the recently expanded Fleet. Alterations will almost certainly be necessary with such a small pool of individuals. (c0169)

  House Benetek is a Magisterial House whose ancestor, 'Mad Abenicus', was the first Navigator to suggest a possible route through the Maw to the Koronus Expanse. (c0205)

  Reina Benetek is the Matriarch of House Benetek. (c0205)

  Gloria Benetek is a standard, ten-year-old Human, though she has several hidden genetic defects that will cause her much trouble in later life. Her third eye is a Warp mutation, not a navigator mutation. (c0205)

  Benedict Benentek is a small, six-year-old Navigator. (c0205)

  House Benetek transfers to the Torchbearer, with two Navigators from House Lafiel replacing them on the Red Knoll. (c0205)

  Reina Benetek holds the Master Psyker position in Stellar Fleet Sol. (c0254)

  Only six males remain, all too mutated to sire new navigators. Even if they did manage to strike a deal with another house, their meddling with the genetics in search of greater power and freedom from persecution means they can only father male children. In return for healing the six of them, they join House Isengrund and gift their Luna-Class Cruiser, Torchbarrer, to the Stellar Fleet. It's in crappy condition compared to what the Stellar Fleet is used to, but it's still functional. (c0146)

  Two navigators from House Lafiel replace House Benetek on the Red Knoll. (c0205)

  Silas and Fyona Ortellius are Annette's parents, who are marrying Quanni. (c0173)

  House Ortellius is a Magisterial House, a Navigator dynasty closely related to one of the original Navigator families, dating back to the Unification Wars. They are rivals with another Magisterial House, House Visscher. (c0173)

  House Ortellius has holdings in both the Koronus Expanse and the Calixis Sector, so an agreement with them allows us to solve our lack of Navigators. The introduction letter outlines what they will provide under the agreement. A letter doesn't sound like much, but they would have to at least honour the favour implied within the letter, perhaps as many as twenty navigators, to join our house. In return, House Ortellius would gain the favour of the Inquisition, as it installs the House Ortellius Runecasters on the Inquisition ships. (c0173)

  According to House Mercator, House Ortellius is in decline and on the verge of implosion. Their genetics have collapsed, and their last twenty scions can no longer sire or birth valid offspring. Should this rumour be true, and you fix their genetics for them, not only would we acquire a long-lasting alliance with an ancient and storied House, but we could lay claim to their holdings and riches, as most of their Navigators would eventually be related to you rather than to their own novator. I doubt you'd ever press the claim, but that you could is a mighty political lever. (c0173)

  House Ortellius commissioned Trader Calligos Winterscale to transport over a hundred navigators to SR-651 for the Stellar Fleet. (c0212)

  Annette of House Ortelius fills the Master Psyker position in Stellar Fleet Mani. (c0254)

  Proposed titles that come with privileges within the Heralds. First, they are a mark of respect. There are two advantages for the Stellar Fleet and Corps using this system. The first is that it allows Heralds to advance beyond their rank, enabling career progression even when they are not suffering casualty losses. The second is that all this personal gear and cyborg bodies require maintenance. Maintenance that the Stellar Fleet would subsidise so long as they remain at their posts (in service), providing a subtle incentive to stay in a challenging role and be grateful for it. Even if they do leave, they get to keep the titles, armour, and bodies. No matter where they go, everyone will know what they have earned, and the depths of their dedication to the Machine God and the Stellar Fleet (or Corps).

  --- Basic Heralds begin as 18-year-old conscripts with minor enhancements required to serve for two years. They get to keep their basic upgrades, whether they move on or stay.

  --- Heralds who choose to commit to another eight years of service become Acolyte Heralds. They would receive a Machine Baptism, should they wish it, converting them into Skitarii, cybernetic warriors. These bionics are mass-produced and standardised for the Acolyte Heralds by the Stellar Fleet and Corps.

  --- Heralds who have proven themselves able to forge all of the standard wargear used by both the basic Heralds and Acolyte Heralds become War Smith Heralds. Rather than the standard void armour, War Smiths are allowed the privilege to build and maintain their own power armour, as well as use it whenever they like, even where it wouldn't usually fit into standard company loadouts.

  --- Acolyte Heralds and War Smith Heralds who have survived at least three wars will automatically become titled veterans, known as the Warforged Heralds. The Warforged are permitted to customise their cyborg body from their Machine Blessing (see Baptisum).

  War Smiths and Warforged may also accept rotation for three to six months of the year when not at war. Rotation into industrial and civilian roles would help boost production and offer them an opportunity to break any monotony they might be feeling. They would be allowed to keep in touch with the rest of the Fleet (or Corps) and their families before returning to active duty with a fresh perspective.

  Implementation of this proposal has not yet begun in full, though plans to do as much as possible are taking shape. (c0142 - c0143)

  Representatives are allowed only in civil administration. They have no place in making military decisions in the Stellar Fleet or Stellar Corps, per Aldrish Isengrund. (c0105)

  - The Iron Foundation "cult" is founded on the principles taught by Aldrich Isengrund.

  JK-404 requests that Aldrich purchase her contract from Inquisitor Hamiz. (c0182)

  Aldrich trades JK-404 and eight Lathemasters (Kin) for Gellar Field repairs on Hamiz's Petitor Veritas. (c0183)

  Well, I suppose we should move on and focus on work. Xeno Toxins and Genetic Desecration are absolutely massive works. I also took a peek at Living Libraries and Mutations. For someone who claims they need help, you sure have written some spectacular works." (c0209)

  "Ah, they're just edited by me. I didn't do any of the research. Sure, that requires some understanding of the information, but using it properly is beyond me." (c0209)

  "That's a rather modest approach. Putting Hyper Intelligence aside for now, what is it you're hoping to get out of the other data?" (c0209)

  "I have a couple of ideas in mind. The first is a superior toxiphage, capable of countering Drukhari weaponry and other toxins. Second, I am interested in bionic pharmacopoeia. We build pharmacopoeia into our armour as part of the Vitae Supplement. They contain a mix of stimulants and trauma medicines, but what I'd really like is an organ that can produce any drug on demand, not a device that holds a limited number of medicines. (c0209)

  "Your primary payment for the creation of these organs would be the data I am providing for the research, and getting your name put first as the author of any research papers. Secondary payments include the provision of facilities and a stipend, as we agreed when I took you on. I know you asked for time on your own projects, but I want you working full-time on this." (c0209)

  JK-404 waves off my concerns, "You are paying me more than enough, and these are fascinating projects that will improve my own body, so it meets the requirements of our prior agreement. I have all the data I need to start them. Now I need a few thousand assistants. Two thousand to start with. It will likely take me as long to build and train the teams as it does to get the prototypes in place. The earliest I might have something for you is a decade from now." (c0209)

  I say, "You can put a work order in with the Machine-Spirits, and they will assign you personnel. I'll want quarterly reports and access to the raw data. A yearly conference wouldn't go amiss either. I don't mind if it takes a while. What I don't like are excuses and lies. The funding won't stop, so if you have an issue, come and talk to me about it. Don't pretend everything is fine in an empty attempt to impress me, or hide your struggles to keep your funding. We're both Magi, and we both know nothing ever goes according to plan. (c0209)

  "I'll also be assigning you some ward specialists and independent safety inspectors. They aren't there to get in your way. Such oversight is vital to prevent the Ruinous Powers from inserting consistent errors into your research and thus the accidental production of corruptive works. I don't care if you're not making arcanotech, ward it anyway." (c0209)

  JK-404 frowns, "That will massively slow everything down. The cost will be phenomenal. I have no issue with providing you with proper reports, though. They need to be written for internal record keeping anyway." (c0209)

  "I doubt you will be slowed much. Warding is a Stellar Fleet speciality. Everyone learns repair skills starting at sixteen, including checking whether the wards are working and the last time a device was blessed. By the time people get to you, it will be such an engraved habit, they won't even pick up a hammer if it's not properly sanctified, even though our bodies and blood are more sacred oils and steel than flesh." (c0209)

  "Seriously?" (c0209)

  "I exaggerated a little, but that's the goal. It isn't always practical, like when you're boarding an enemy vessel, and look how that turned out." (c0209)

  JK-404 winces, "Fine. I don't like that level of oversight, but so long as they are as unobtrusive as you say they are, I'll follow your protocols. I'll be complaining if they get uppity, though." (c0209)

  "Complaints are acceptable. Ignoring safety protocols is not. Before we move on to Hyper Intelligence, can you think of any other practical projects you could use the data I have provided for?" (c0209)

  "Improved regeneration, proprioception, better senses, metabolism control, natural subdermal armour, rapid acceleration resistance, faster immune responses. Given enough time and funding, there is very little I cannot do, especially with the extended chromosome library you discovered." (c0209)

  A case of theft: this story is not rightfully on Amazon; if you spot it, report the violation.

  A Cybertheurgist (c0176) --- Killovie identifies Dying Light and Cultists' connection. (c0187)

  The man is incredibly tall and bulky, rivalling Aldrich in height and girth. His power armour is an absolute masterwork, covered in gold ornamentation and purity seals. The helmet under his arm looks like a snarling, monstrous dog. The big man gives an equally large grin, his substantial sideburns and peppered, floppy moustache shifting as he does so. Three golden studs line his left eyebrow. Three hundred years of endless horrors, yet he soldiers on. (c0147)

  The replacement machine-spirit for Erudition's Howl, an anthropomorphic fox fond of Victorian formal wear, who sends to-do lists written in poetry. (c0058)

  Aldrich and Brigid's son (c0138, c0145, c0169, c0184, c0185, c0190-c0197, c0199, c0201-c0204, c0210)

  Completes his conscription in the Heralds and begins his apprenticeship under Fleet Command, starting with Eire, as she needs the most help right now. (c0211)

  Goibhniu Yards, a Mandeville point void station, shipyard, and navy fortress for the Marwolv system. While these roles are essential, Luan's most important duty will be to construct and secure the Astropathic Relay on Goibhniu Yards. It is through this marvellous technology and the hard work of Prime Sop's Psy-Errants and Psychic Servitors that we will remain in contact with Magos Issengrund. (c0098)

  Imperial Navy Ships: two Sword-Class frigates and one Enforcer-Class System Control Light Cruiser. (c154)

  Introduced as Adjunct Lyre Hamiz of the Imperial Navy. (c0155)

  Aldrich destroys Lyre's rosette and gives him Raphael's subordinate rosette as a lesson in manners. (c0166)

  Aldrich sets up Lyre's death due to the threat he poses to Aldrich's family. (c0247)

  Representatives are allowed only in civil administration. They have no place in making military decisions in the Stellar Fleet or Stellar Corps, per Aldrich Isengrund. (c0105)

  Promoted from Commander to Herald Primarus. It's a similar rank to an Adeptus Mechanicus Skitarii Legion's Legion Master. A Skitarii Legion has four macroclades, equal to a brigade in the Imperial Guard or my Stellar Corps. Each macroclade has four cohorts, equivalent to a regiment. A cohort has three maniples. A maniple is comparable to a battalion and comprises multiple companies of varying sizes and numbers, depending on their role. A Skitarii Legion is quite different from the Stellar Corpsis arrangement, which features ten companies per battalion, ten battalions per regiment, and so on, progressing from brigade to division to corps.

  A whole corps would have 33.6 million Heralds. Maybe one day! Probably not before someone cries heresy for using a ten, rather than twelve, to organise everything, though. For now, we have nine battalions on Distant Sun, twelve companies between the four Adder-Class vessels, and one company on each of the ten Moth-Class vessels. Iron Crane holds three regiments. We have a total of four regiments, one battalion, and two companies, or one hundred and thirty-eight thousand, four hundred and thirty-two Heralds. The Aeronautica has twenty squadrons of strike craft and four flights of torpedo bombers on the Adders. There are ten squadrons of strike craft on Distant Sun, though these are not available for rapid launch like those on the Adders. The same caveat applies to Iron Crane, which has forty squadrons of strike craft across four hangars, two in the Cathedral superstructure, and two in the Castellan superstructure on the opposite side. Iron Crane also holds two flights of torpedo bombers. Not including the D-POTs reserved for the Stellar Corps, who have their own hangars and strike craft, we have seventy squadrons of D-POT strike craft and six flights, or two squadrons, of class three D-POT torpedo bombers across the Fleet, for a total of one thousand and eighty craft.

  Maeve oversees all of the SR-651 Heralds. (c0188)

  Code-named "Gibbering Moon" by the Stellar Fleet. (c0211)

  The people of Marwolv are unique and were originally owned by "Wild Hunt Eugenics?." The company colonised this moon sometime during or after the eighteenth millennium and likely crafted absolutely everything, probably as a hunting reserve for wealthy individuals. That, apparently, also included the workers. There are no traces of hereditary diseases. Everyone's appearance on this planet is unusually aesthetically pleasing, and immune systems do not decay with age. The population is highly resistant to mutations and unlikely to suffer from cancer. The lack of human-versus-human conflict on Marwolv suggests that significant behavioural modifications have been made to the life-code, shaping who they are. There are likely hundreds, possibly thousands, of other minor tweaks making the population better, more resilient humans. Marwolv citizens are not at transhuman levels. The Marwolv people are capable of achieving everything through drugs and minor surgery. (c0047)

  Introduced to Aldrich with Lord-General Mildred Pyrewier of the Cobalt PDF. (c0155)

  Cobalt Trade Agreement made. (c0156)

  Sergeant Odharn, an Adeptus Astartes, was rescued by Aldrich after Distant Sun's collision with a space hulk. (c0018)

  Killed by the Eldar. (c0024)

  Aldrich uses E-SIM Resurrection Serums on Sergeant Odharn and four other Astartes: Kylian, Darrah, Nuada, and Eoghan. "It was a great trial and privilege to channel the Emperor's blessings. You honour the Emperor and the Barghest chapter with your return. Together we will guard Humanity in His name." (c0111, c0124)

  "As for the vestments, I just filled out the right forms, and they became available to pick up in the auto-temple. As for being a chaplain, there was an open position; I applied for it and was immediately assigned the role by Distant Sun's machine-spirit (Aruna)." --- Owen becomes the first Stellar Fleet Chaplain (initially as a Tech-Adapt, and eventually a Tech-Priest) for the Imperial Cult. --- Per Aldrich, "Chaplins are expected to learn Imperial history and Imperial Cult doctrine, and also earn a basic medical certification, followed by learning psychology. Confessions and how to deal with them are for the crew's mental health. The same standards will apply to all chaplains. The Fleet has a lot of chaplains as the void is not for the faint of heart, and everyone will need all the support they can get." (c0060)

  Owen has given up his role as leader of the Imperial Cult in the Stellar Fleet to become the Head of Spiritual and Mental Health. Owen's role includes propaganda, which grants him soft control over both the Imperial and Mechanicus Cults; he is responsible for allocating Fleet funding for community projects. Owen does not control where the cults spend their donations, though. For example, he controls the distribution of amenities in communal areas, the placement of inspirational posters on trains, and media requirements on the noosphere. While this frees up Eire and Brigid from such details, Owen's main role is to moderate fanaticism and prevent or redirect the formation and fervour of new cults, especially my own 'Iron Foundation'. (c0125)

  Owen will remain at SR-651 with Rosin to "keep an eye on the Iron Foundation, and he's the best person to work on subtle community programs to spread our influence throughout this system slowly." (c0188)

  Discovered in a stasis chamber aboard the . At that time, he was just a nine-year-old Junior Navigator. He wears robes in the Rey'a'Nor grey and red with a blue sash with a sea-green buckle. A platinum, diamond-shaped ornament rests on his forehead, set with a large, black opal. (c0028)

  Until able to heal or control the mutations, Quanni returns to the stasis chamber in the chapel. (c0062)

  His skin has a grey hue, his arms and legs are thin and disproportionately large to his frame, making him three and a half metres tall. If I did not know it was him, I would not recognise Quaani as I did the first time I found him. (c0077)

  Cured of extreme Warp mutations in the ritual conducted by Aldrich and aided by E-SIM. (c0107-c0108)

  Reports on the Stellar Fleet Pathfinder Task Group mission. (c0152)

  Quaani gains the Liber Heresius as a wedding gift. (c0228)

  The Liber Heresius is a guide on how to permanently weaken or slay every demon in existence, so long as you know their true name. It has their names too, if you dare to compete for them. The guide includes the four major gods. Once the book is bound to a person, only they can read it, and when they die, they will, in turn, be bound to the book. One can break this curse by hunting down the other eight copies and slaying the person who commands the Liber Heresius. Doing so will directly increase the survivor's power and absorb the extra copy. Should one complete this quest, they will receive a choice. To reach apotheosis and become a new god, or to destroy the book, lose all the power and knowledge they have gained, and become mortal once again. To fail is to be bound to the book, even if all you do is lock it away and wait for old age to kill you. Your soul and knowledge are added to the book to fuel the growth of those who come after you. (c0229)

  Quaani gains his freedom from the Liber Heresius. (c0229 - c0230)

  Only Navigators can withstand his (Quaani's) presence now. (c0250)

  Quaani's voidskin is now purple, and his artificial hair has become electric-blue feathers. His warding electoos are obvious against his skin, constantly glowing with a blue-white light. The nictitating membranes covering his three eyes are still present, as are his longer fingers and thumbs with their extra joint. The mutations, while odd, are within the bounds of Navigator's expected debilitations. That they warped his voidskin and thermoregulation hair, and returned him to an organic state, is concerning. The electros are organic as well. Most notable, however, is the aura constantly blasting from his third eye. Within my Warp sight, his aura is a mass of golden threads that look like the end of a frayed rope. They are spread throughout the chapel and constantly try to jab their way into my head, only to be rebuffed. (c0250)

  Introduced as Commodore Raphael Horthstein of the Imperial Navy. (c0155)

  Aldrich promotes Raphael Horthstien to the rank of full Inquisitor. (c0164)

  Receives a blessed rosette (Minor Bless Object) from Aldrich. "Congratulations on your promotion, Inquisitor Horthstien. The new rosette is also a rosarius and will protect you in combat. The blessing will repel minor demons and psychic influence upon your mind and block up to three strikes from a greater demon, after which the blessing will fade and will need to be renewed by another who can channel the Emperor's power. I suggest you look towards the Sisters of Battle, should you survive such an encounter." (c0166)

  It probably didn't help that I've managed to influence his protegé, too, who has joined my Fleet, and that Raphael is taking 'Miss Vanus' with him. I am sure she will enjoy the security games my personnel plays once she learns the new—or rather, really, really old—codebase that the Stellar Fleet runs on. (c0183)

  "I was not surprised at all that Inquisitor Raphael Horthstien assigned himself as my Master of Whispers. He brought a squad of Ogryns with him, as well as an entire battalion of Imperial Guard." (c0183)

  Imperial Guard companies are usually a lot larger than Stellar Fleet ones, even if they also arrange everything in squads of fifteen individuals. Hence, ten companies amounted to ten thousand soldiers, rather than three thousand three hundred and sixty. (c0183)

  Suddenly needing to find an appropriate space for ten thousand people on our overstuffed ships was a bit of a pain, as Raphael didn't want to split them up. He didn't get his wish, at least until we can leave our extra infantry at the Breaking Yards. (c0183)

  A child's hand rests upon my shoulder, then points towards the Realms of Chaos, where I see endless legions of demons, cultists, traitor marines, and Dark Mechanicum gathering in six distinct groups. Their leaders, however, are hidden from me, even with the Star Child clinging to my shoulder. (c0222)

  "Why?" I say. (c0222)

  "Because they can, and because we must." The chubby white hand points towards Terra, and I see three new fleets being assembled: one Mechanicus, and two Imperial Navy. "Thank you for returning my children to me." (c0222)

  Róisín was previously Enginseer Prime for Distant Sun, our light cruiser and the primary vessel providing supporting fire for your forces. Róisín is now Cybersmith Paorach and Head of Technological Acquisition and Adaptation. Machine, God forbid, Aldrich names it Research and Development! (c0125)

  Roisin is Aldrich's Primary Apprentice and Iron Foundation Leader.

  Rósín has a lot of research and development to perform, including acquisitions and assimilation, and all her labs are on the Iron Crane. It just isn't practical to move her entire department, along with all their families and equipment, to Torchbearer. She's unhappy about staying, but a single bad decision could brand her a heretic. I want to keep her close and watch over her, but she's a lot better than she used to be, so long as I don't shove thousands of shiny new technologies in her face, which is what would happen if she came with us. Instead, she will be in charge at SR-651. (c0188)

  Responsible for logistics with the Marwolv system. Based at Goibhniu Yards most of the time. (c0098)

  The machine spirit for the Iron Crane, an Origami-Pattern Mobile Shipyard. Its chosen avatar is a swarm of origami cranes, shaped from gold wire and cut glass, that amalgamate into a young girl whenever it decides to speak, and otherwise flit around the vessel like butterflies. (c0058)

  Technically, Sadako is an original Federation data guardian, the predecessor to machine spirits from before the A.I. war that turned Terra into a desert and brought humanity to the brink of extinction. (c0061)

  VERSION 1 SERVITORS: Dressed in mesh suits and fixed into powered exo-frames, these flesh robots are indistinguishable from a human until you try to talk to them. Rather than welding tools to bone, the exo-frames hold their equipment, allowing for varied loadouts and adjustable capabilities in under a minute, rather than spending days in surgery. In addition to their basic snug frames, these servitors possess the Imperial equivalent of a mechanical heart, repair mechanisms, and the black skeleton. With internal and external support, these servitors should operate with minimal maintenance for decades rather than deteriorate within years. The servitors also have a mind-impulse unit and a minimal-savant implant. Unlike most servitors, these servants not only improve their performance but can also share solutions via the central database. Flesh brains don't qualify as machines, so are not forbidden A.I. Nor do these servitors network directly with each other, nor coordinate without permission. (c0027) --- Many of these servitors were possessed by demons and turned on Aldrich upon the rogue planet Mote. (c0029)

  VERSION 2 SERVITORS: Aldrich's servitors have come a long way in the twenty-odd years he has been developing them, and there is little point in having a tech-adept perform menial labour. Aldrich refuses to enslave people or use drudges, the lowest class of the mechanicus, as perpetuating misery is not only morally questionable, but it also introduces disruptive elements and inspires substandard work. Yes, the servitors are more expensive than low-level labour. Still, they do a good job when properly supervised, minimise injuries for more highly trained personnel, and don't damage vital machinery after one too many beatings. (c0061) --- These servitors possess some level of resistance to hacking and possession.

  VERSION 3 SERVITORS: While the Servitors still look mostly human on the outside, with grey skin and obvious panel markings, they're much closer to Skitarii, Mechanicus cyborg troops, in their construction, and even more resilient to hacking and possession than before, as you'd have to take them apart to do so, then replace most of the parts without the integrated safety components. At that point, you might as well build a new Servitor. Stellar Fleet Servitors are multi-purpose, unlike a Kataphron, which is a one-task vehicle. They are built more for labour than battle, but that doesn't stop them from using a gun or fighting through more fire than a normal Herald could hope to achieve without an expensive, full cyborg conversion. (c0116)

  VERSION 4 SERVITORS: The (even more improved) Servitor is two meters tall and androgynous. Strapped to each servitor's back is a light servo-harness with two mechadendrites. They wear an undersuit, a faded red shirt, and pale yellow dungarees that cover most of their bodies. Their exposed hands and face glow a reassuring blue and white with their active warding electroos. Every servitor's face is an almost featureless porcelain-white mask with only a slight hint of a mouth, nose, and eyes. 'Servitor' is embroidered on their dungarees and the back of their shirt. A Stellar Fleet crest is on a patch sewn above their left breast. (c0191)

  Kataphron Servitors: The punishment of severely violent individuals may result in their transformation into a Kataphron. However, executions are the most common penalty for violent criminals, rather than being forcibly changed in Kataphron's. Conversions are most likely to occur in battle or when stasis pods are available, as this prevents them from unnecessarily creating and spreading further misery. Kataphrons also receive heavy warding like all of the Stellar Fleet and Corps. (c0120)

  Praetorian Servitors: Without a ready source of replacement material, like Marwolv's criminal populace, Aldrich replaces Kataphrons with vat-grown and warded Praetorian (Ogryn) Servitors. Aldrich found the Ogryn samples aboard the Distant Sun after he recovered the void ship. (c0121)

  Aldrich created the Stellar Fleet to match the Stellar Corps. Vessel Prefix: SF (i.e., SF Distanat Sun). Stellar Fleet Command has five members, each with two liaisons who assist with day-to-day administration. Brigid, Eire, Thorfinn, Maeve, and Aldrich occupy the positions. Fleet Command is likely to expand in the coming decades, once the Fleet acquires more vessels. (c0105)

  A Marwolv citizen, introduced as the Fourth Captain of the Marwolv Skyguard. (c0033)

  Fleet Marshal and in charge of internal security. While this is a derivative of an Arbites rank, there are no Arbites aboard Stellar Fleet vessels, as they are civilian enforcers, and the Stellar Fleet is a private military. The civilians within them are subject to most of the same regulations and must complete the same compulsory safety and regulatory courses as fleet members. (c0105)

  Thorfinn retires from Fleet Command to become a Remembrancer and create documentaries for Stellar Fleet. To let everyone know the differences and similarities between our Fleet and the rest of the galaxy. Thorfinn has legitimate concerns about other worlds and seeks to address any breaches before they compromise the Stellar Fleet's shared cultural identity. Through documentaries, Thorfinn aims to initiate debates on what is good, what is bad, and what is merely different as soon as possible. Marwolv was isolated from the Imperium for millennia. When you turned up and flipped our world upside down, it was a massive shock, one that will take at least another couple of generations to work through. (c0129)

  Talliel-Iota-5 is four metres high and has replaced his legs with six mechanical limbs. His arms are also artificial, and there are four of them. While they mimic the Human hand, they are segmented and hide many tools. His torso has withered, and there is very little flesh beneath his liver-spotted skin. His head is fake, and his brain is actually in his chest. (c0180 - c0181)

  Six individuals in pressure carapace and psychic hoods step out of the lift, gripping their weapons so hard that I can hear the squeak. MOA shields rest on their backs. The sergeant, a man holding a force axe and a hellfire pistol, steps forward and salutes. I glance at the other soldiers. They carry two flamers, three Marwolv-pattern lasguns, five phosphex pistols, and a variety of grenades and other essential equipment. You boys are lucky. I guess the Twist Catchers will be getting power armour after all. I'll ensure you receive priority for implants as well. (c0059)

  All psykers (and navigators) are capable of minor powers in the five disciplines: Biomancy, Divination, Pyromancy, Telekinesis, and Telepathy. Astropaths are another specialist psyker type. Most navigators and psykers are hardy and can resist disease and mutation, detect immediate threats, spew a two-meter cone of warpfire, levitate small, light objects, and sense strong emotions, without putting themselves at risk. Anything else requires significant discipline, knowledge, and practice. (c0077)

  Suicide Implants are a Fleet standard practice for all psykers and navigators. Our Psy-Errants and navigators don't like to talk about it, nor are they supposed to. It's bad enough when many already consider psykers walking bombs. (c0169)

  "The suicide implant only triggers automatically if you get possessed or turn into a portal to the Warp. It can be triggered by the user if they find themselves captured and placed under intolerable duress, like an involuntary participant in a ritual. At least it gives one a chance to ruin the bastards' grand plans. That's another reason why it's supposed to be classified. It ruins the surprise." (c0169)

  All psykers join the Psy-Errants, the Stellar Fleet's version of Arbites and Twist Catchers, and must endure disciplined and extensive training. It is a challenging and prestigious role. Psy-Errants are seen as guardians against corruption and frequently patrol all Isengrund populations. (c0180)

  As a legacy of Marwolv, one child in every one hundred thousand is born as a psyker who becomes a Psy-Errant. (c0209)

  A Marwolv citizen, introduced as the Fourth Captain of the Marwolv Skyguard. (c0033)

  Fleet Marshal and in charge of internal security. While this is a derivative of an Arbites rank, there are no Arbites aboard Stellar Fleet vessels, as they are civilian enforcers, and the Stellar Fleet is a private military. The civilians within them are subject to most of the same regulations and must complete the same compulsory safety and regulatory courses as fleet members. (c0105)

  Uurad leads the Machine Cult in Magos Issengrund's absence. It is his duty and pleasure to secure, through appropriate rituals, all machines and their spirits against mundane and arcane degradation as well as lead services on behalf of the Omnissiah for the glory of the Machine God. It is work similar to Uurad's counterpart, Arch-Deacon Buadhaigh. Uurad's only concern is the spirit of the tools we use, rather than the souls of those who use them. His main roles will be teaching and administration, ensuring everyone has access to the facilities, knowledge, and materials they need to perform the rituals necessary to keep the Great Enemy at bay. (c0098)

  Verlin leads the Barghest Space Marines from Red Knoll, a Mark III Vanguard Class Light Strike Cruiser. The Red Knoll houses a single mixed company of Barghest Space Marines, their support marines, auxiliary forces, and all their vehicles. They include 150 marines and 850 humans, some of whom are partially modified and won't survive additional gene-seed implants. The staff also includes the chapter's serfs and the Space Marines' attached Lex Mechanics. (c0146)

  (After the battle on Dying Light) Balor grimaces, "His head is rotting, and he will die if he exits the tank. The new body is rejecting what remains of him, despite their compatibility. It was just too much change at once. We should have done it in stages, but we took the risk, hoping to get our Force Commander back on his feet as soon as possible. The chance of rejection was supposedly less than five per cent, but sometimes one is just unlucky. Owen is helping him come to terms with his new condition, as our Chaplain is also badly injured. We gathered, hoping you would have some solutions." (c0206)

  "A Servitor body with an original pattern dreadnought where the pilot could still leave would solve most issues, but it isn't what Verlin wants. As Space Marines, we do not get to choose what becomes of our bodies. In some ways, we do not even own ourselves. We belong to our chapter and go where we are needed," says Balor. (c0207)

  I say, "Thank you for your honesty, Balor. The situation is not ideal, but it is good to know where we stand. Rather than continue to talk in circles, I suggest placing Verlin in a bio-pod and a Janus frame. I will have no trouble improving him from there. Once he is more lucid, he can spend proper time thinking about his options." (c0207)

  "Verlin was trying to bribe me with tea," I say. "I might not even find the place even if he tells me of it!" (c0215)

  I barely restrain myself from grinning like a loon. Praise the Machine-God for my iron body. (c0215)

  "Your obsession with the drink is a running joke in the Stellar Fleet. Of course, he would attempt to exploit your weakness. Will you still help him?" (c0215)

  "You know I will. You are aware of our debate on Verlin's status, yes? Much of it is resolved by your unplanned appearance, but I would still like to know your stance." (c0215)

  "I will give you the approximate location of Chorda regardless," says Lir. "Make Verlin the greatest champion that you can. While Canoness Ephrine and I clear out the Zombie Plague for you, I want you to overhaul our Dreadnoughts and their pilots. Let them walk among their brethren, free of pain." (c0215)

  "I'll see to it personally and provide backup Dreadnaught and Janus shells for Verlin and any other entombed marines so that none are beholden to me for repairs should we part ways." I hold out my hand, and we shake. (c0215)

  Verlin Tigernach, who is adapting well to his role as the company champion despite his reconstructed body, is a fine example of my troubled relationship with the Barghest Chapter. The body I built for him myself consumed considerable time and resources. (c0253)

  The only benefit was that my efforts overlapped with the Dreadnaught recovery. Creating bio-pods that were compatible with Space Marine physiology and arcanotech bionics was as complex as one might expect. (c0253)

  One cannot stick a Space Marine's brain inside a jar, or cyberbrain as we've taken to calling them, then hook them up to artificial organs. We can do that with a standard Human brain, like the cloned brains we use for the servitors, but Space Marines have different hormonal and energy needs. (c0253)

  Fortunately, I was able to adapt much of the work I had done for myself as a navigator, such as hardening my systems against channelling Warp energy and the sorcerous requirements for Abhuman physiology, to meet the needs of a viable Space Marine cyberbrain and supporting bio-pod. (c0253)

  Once that was complete, hooking a Marine into a Servitor frame, then adapting the Dreadnaughts to the Servitors, let the Marines get in and out of the Dreadnaughts. The control systems of the Vanguard Armour became the cornerstone technology that enabled us. The Dreadnaughts even had the hookups for manual controls already installed as part of the original design, so it wasn't too challenging to install a proper cockpit. (c0253)

  Praise the Machine-God for the standardisation of components across the whole galaxy! (c0253)

  Ylien's voice is melodious, though there is a slight rasp to it, likely from some poorly healed wound. Ylien was previously a slave of the Dark Eldar. Aldrich granted Ylien's freedom after capture on Marwolv. Aldrich offers Ylien a choice: death or service. To accept three apprentices every twenty years for eighty years. Ylien will teach them everything he knows about the Warp, including how to manipulate it and avoid its perils. Ylien will teach properly, with effort, patience, and good manners, withholding nothing. In return, after one hundred years, Ylien will be granted a servitor crew and a class three D-POT, a large macro-lander capable of extensive intrasystem travel. Ylien will be dropped off at a safe location of his choosing, within reason, and be left free to roam as he wishes. Alternatively, Aldrich will apply for sanctioned Xeno status, and Ylien may remain with the Stellar Fleet as a paid consultant, remaining free of the strictures of Eldar craftworlds and able to embrace the path of outcast without fear of death and depravity. While Ylien is aboard the ship, he will be granted a room of his own in the Xeno quarters, the same stipend all crewmembers receive, and a wage fitting for a member of my retinue. Like the Tau on board, or those serving criminal sentences, Ylien will be a second-class citizen and required to pay for everything, including the air he breathes. The one exception to this will be the medical care Ylien will receive, so that Aldrich can remove all those nasty traps and tracking devices in Ylien's body and heal the wounds he suffered from the Dark Eldar. A fresh start from Aldrich to Ylien as a gesture of goodwill, regardless of what option Ylien chooses. At no time will Ylien be required to teach Eldar stratagems or explain the workings of his species' technology, though Ylien may sell such information for additional funds. Neither will Ylien need to perform additional tasks beyond teaching, unless he chooses to do so. In that case, Aldrich will offer additional compensation. To summarise, one hundred years of service at a decent wage in exchange for a chance to start your life anew, hale in mind and body. (c0094)

  Ylien chooses, "Service. I did not survive my vile cousins to choose death at the hands of another, for, as you were swift to point out, even in death my torment would not end." (c0095)

  Ya'Va Vsum means Undying Light, the most pretentious Tau name in the Fleet. Fleet Overseer is a stocky, blue-skinned xeno with deep wrinkles around his eyes and upon his hands. Except for shaving two long bunches of black hair sprouting from the same spot on the centre rear of his skull, his head is hairless. Clips made from all six platinum-group metals hold the bunches together. The Tau have found a way to double the number of chromosomes in the Human genome. The original set acts as normal, and the second as an extended library of useful mutations, compiled from the mess of genetic engineering hidden inside the mutants, the huge selection of genetic data I took from the Federation Station, and the 'origin' sample: my own DNA. The notes mention that the Tau and their Human supervisors drew inspiration from the myths of the Golden Men, from the Dark Age of Technology, who supposedly stored all humanity's knowledge in their DNA. Although this extended library only contains genetic data, it remains an exceptional achievement. Using the extended chromosome library, highly specialised drugs, and custom virus treatments, it is possible to replace the currently used mutations. Without these treatments, mutation and evolution are almost impossible. This change also purges anything that does not conform to the engineered data, keeping the DNA free of unwanted mutations. After the initial conversion, the library is inheritable and, with the addition of the warding electoos everyone in my fleetFleet, should massively increase the cost of the Ruinous Powers of Chaos to induce mutations, or blessings as they call them, in my fleetFleetwill also reduce the chance of genetic issues if I take on crew from other ethnicities when they mix their DNA with the highly refined heritage of Marwolv. Any mutations that children from mixed ethnicities might have that don't match the parents' template, including the additional "library" chromosomes, would be added to the library and remain inactive. (c0130)

  Source Chapter: “(c9999)”

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  Thank you,

  Brian

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