The Thirteenth Hour - Part 1: The Red Cages
Timestamp: 6.060.000.M42
Location: Quaddis, Golgenna Reach, Calixis Sector
Situation: Looking for Xerza
Body: It's a brave new Millennium! New Years Eve came and went while you were waiting for word about Xerza in the skies above Sepheris Secundus. Jax threw a party even better than the one from the year before. Some of the crew got shore leave. You identified three possible attempts at infiltration. One was checked out rather quickly. Number two confessed to working for an external agent - unfortunately he could not provide information on who this might be. Haxtes has it pegged down as Inquisition - possibly this Renthor. Number three is still at large - you've allowed him to continue his work, but the Maiden is monitoring him. Possibly a deep sleeper agent. If you take him now you will learn nothing, because he knows nothing.
But that's not important right now. You eventually reached Quaddis after what must have been one of the fastest trips ever made by a Calixian vessel. The Maiden really is a sprint freighter in all ways that matters. Her hardware is good, her captain is good, her crew is good, an Abominable Intelligence resides aboard, the Warp favored you passage, the Navigator is quite skilled. The list goes on. When things go THIS smoothly it's usually a sign of bad things to come. And no exception this time...
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Quaddis does not allow ships into low orbit. Rogue Trader Charter or no. See there are lots of other people with Charters here (Jax Guilliman included). And Imperial Governors. High Magoses. Cardinals. Lord Admirals and Generals. High Justices. High-ranking Imperial nobles. Inquisitors. And for some reason they don't want to get orbitally bombarded. So the reach Quaddis you must park WELL away from planet, in one of Quaddis Lagrangian points. From there you travel to the capital of Xicarph with a long-range lander. To refuse to comply with regulations is to invite immediate destruction.
Quaddis is special in other ways: It has no real cities except the polar capital. The rest of the planet is divided into the personal estates of the rich and powerful. Some are quite small, - a manor and some surrounding acres, but there are also estates the size of kingdoms. The planetary population outside Xicarph is not large. Five million. Ten maybe. So most of the world is wilderness. Quaddis is also exempt from most of the laws and regulations that so bind the rest of the Imperium. It pays no tithe. It has no Governor. The entire world is the fief of the Haarlock line, and has been since it was discovered by Faustino Haarlock during the Angevin Crusade. His nephew Gabriel Chase Haarlock was named Colonial Regent of Quaddis - and expected to work towards establishing the remote Quaddis system as a profitable part of the Imperium. So far, so good - this happens with many colonies. Only in Quaddis' case the colonial effort never got anywhere. Instead the Haarlocks attracted all sorts of rich and powerful folks who had a vested interest in keeping the status quo. And lo and behold - two thousand years later an entire world with great resources and near-perfect habitability still has pre-colonial status. The last Haarlock regent, Thaddeus, died many years ago, freeing the fief-holders from the last bit of troublesome influence. Now each effectively rules their fiefs like little Emperors. The only check on their excesses is the Holy Inquisition - and even this august organization is loathe to interfere with Quaddis unless the need is very great or the heresies very grave. But it does happen...as the broken halls of House Sinderfell stand testament to...
Xicarph the capital. A majestic domed city in the northern polar region. It's the only real spaceport, so imports must come through here. It's also where the owners gather when they tire of the estates. The entire city, save a very small Adept presence, is there to pamper to their decadent vices. Five million people - many more during festival season when their retinues of the mighty come with their masters - all devoted to satisfying corruption and supporting excess.
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You all went to Xicarph. And now it looks like it might become your grave. Jeb and Parsifal were the first to arrive aboard a pleasure yacht out of Malfi. Started looking for Messinus. Manged to establish contact, but before you could meet there was an...incident and you were...taken. By the slavers of the Beast House. A man with a Jackal mask commanding. Why would they do that? They supply xenos and beasts for the fighting pits, but not humans. Or do they? Well, they obvisouly do so now!
Haxtes people fared no better. Upon arriving in Xicarph the astropath detected a short telepathic burst emanating from Gilgaed every two hours. The equivalent of a psychic homing beacon. Investigating he was ambushed and overcome - someone waiting for the hunter, someone stalking the predator, someone armed with toxic darts. By a man with a Jackal mask. An Inquisition-sanctioned astropath compromised. Bad enough. But being taken like that, alive, and dragged away like nothing more than an animal...that really stung. They would learn the folly of not killing him soon enough...cold hate burning like fire inside.
And Maxi? What of him? Was he too taken? It is too early to tell...
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You've been fighting in the blood pits below the streets of Xicarph for quite some time. The Red Cages. Kept here for days. Maybe more. Jeb and Parsifal have been her a little longer. It's hard to tell. You're exhausted, wounded, malnourished. They've drugged you as well, you're sure. Things to keep you minds hazy but your limbs strong. There have been fights. Against other slave gladiators. Against wild beasts. Against xenos. With weapons and without weapons. Many have died, but they keep filling the cells with new flesh. You've survived though. Parsifal has his faith. Haxtes is a tough and mean little fuck. And Jeb...Jeb is a cockroach.
The crowds love it. They all wear veils and masks and sit high above the pit floors, but you can see that they are wealthy people come down from above. To indulge in another type of vice. But the last couple of times there have been less and less people, and less and less cheering. The crowd is getting bored, and that's not a good sign. There are fewer gladiators too - save for a handful of recent arrivals there are only twelve of you veterans left. Also not a good sign.
Bad signs or no - here you are. In a largish cell deep underground. Twenty-odd poeple clad in torn and bloody white jumpsuits. Some have bits and pieces of armour, most of improvised. None are armed with real weapons - but you've managed to make some improvised ones and hide away a few small blades and such. Soon the cage doors will open and you will have to fight again. Perhaps it will be the last fight...
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