The Thirteenth Hour - Part 3: Revel of Darkness
Timestamp: 6.174.000.M42
Location: Xicarph, Quaddis, Golgenna Reach, Calixis Sector
Situation: Back down on the streets of Xicarph. Locate and eliminate target 'Heron Mask'.
Haxtes has formulated a plan that involves killing the Heron Mask to prevent him from achieving whatever nastiness he's after. Said nastiness has something to do with the alignment of the planets and the Steel Clock of Gabriel Chase Haarlock striking the Thirteenth Hour to mark the occasion. Haxtes doesn't know Heron's exact plan, but that's not required. Only his death is required. Let the analysts sort out the whys and hows afterwards.
Body: The chute starts to repack itself as soon as you feet touches the wide flat roof of the three-story palatial building you were aiming for. Having no more need for it you hit the quick release button and it falls away. You take a few seconds to scan your surroundings, but they are clear. Grabbing your utility bag you check it's contents for damage. Nothing. The padded bag has done its job admirably. You quickly move to the edge of the roof. The longlas is released and used to sweep the area - it has a powerful scope, complete with nighvision. You've landed about two klicks east of the eastern edge of the Great Eastate in an area known as the Palaces and Structures of Wonder - a collection of famous buildings from other worlds recreated here on Quaddis. Right now you're crouching on the roof of the Forum of Protasia. Unsurprisingly there are few people about - after the rebellion all things Protasian have been less than popular.
The City of Xicarph is still bathed in the eternal light of the polar summer, but high above the planets and the moons has started their alignment. Already some of them move as black spheres across the sun's yellow disk, casting moving shadows down upon Xicarph..
You remember faintly from a brief that the planetary bodies of the Quaddis system have a most peculiar arrangement. Some Magoses of Astrocartography have even suggested the orbits are not natural, but artificially arranged. That type of lore is restricted of course. At any rate Quaddis is the subject of irregular eclipses and strange alignments of the heavenly bodies. The most noteworthy being a long-lasting total eclipse that occurs every 10-20 years or so. There is a time-piece in the Colonial Regent's clock collection - the Steel Clock - that shows the time until the next eclipse. The clock starts striking once there is thirteen hours left until total eclipse: Once it strikes the thirteenth hour Xicarph will be cast into total darkness (well, the city still has lights you know, so it doesn't really get all that dark, but you get the picture).
The months leading up til the eclipse sees dignitaries from all over Calixis (and beyond) flocking to Quaddis. Why? Ancient tradition is why. The powers that be have need of meeting from time to time and since times immemorial Quaddis has served that purpose. And the Colonial Governors always made sure to make the time of the eclipse a particularily entertaining time to be in Xicarph. Now there are no regents, but tradition lives on.
The weeks immediately preceding the eclipse are known as the Festival of Tattered Fates. Local tradition holds that this is a time of momentous change. Fortunes can be made or lost. Power wax or wane. Health change for good or ill. People seem to focus on the good parts: The festival is a time of gambling, for healing, for having good fortune foretold, that sort of thing. Haxtes has already had a glimpse of this festival.
When the Steel Clock starts striking it's a signal for parties and revelry that will last for 13 hourse before climaxing. The entire city joins in. Parties range from hanging out in local watering holes, raving through the streets or being invited to a fancy party. The most fancy party of all is the one arranged at the Haarlock estate. Only the very rich and the very powerful get to go, by invitation only.
---
Your stay with the Abrites gave you a bit of intel in addition to the gear. Over the last few days there have been several reports of incidents involving a monster of some sort, heavy firepower and rogue psykers:
One of the incident reports is of particular interest to Haxtes: It's from the square where you saw Melua the Whore and Jeb the Cockroach. The two made contact with an Abrites checkpoint. The checkpoint was attacked 'by a monstrous creature, not much different from a man, but possessing unnatural speed, strength and resilience to weapons fire' and 'it wore a flak coat over a padded jump suit of sorts, with an all-enclosing helmet'. The report concludes that the creature was - for unknown reasons - hunting the Whore. It fought through the checkpoint, killing 7 officers and ripped open an APC to get to her. It then absconded with the woman, despite surving officers' best efforts to execute her before the ting could carry her off. The report is very thorough - Maxi would have been proud. Btw: The report mentions Jeb missing after the attack. He's now wanted for questioning.
The Abrites managed to track down Melua using cyber-hounds and specialist auspex gear. The autopsy report is appended. In the few hours the creature spent with her she was subjected to much cruelty and every abuse known to man. Haxtes is...impressed. The creature is a master of torture. It must also have carried a grudge or something - for its handiwork is more than professional, it's personal.
You have also concluded that the monster is in turn being hunted. No Heron Mask in any of the reports, but the combination of big-game hunters with powerful weapons working with rogue psykers makes the conclusion and easy one to reach: These are the Heron's people and they are looing for it.
If you had Vern and Venus here they could probably draw out more relevant data and link it together. There was more stuff in the datavaults, incldued highly encrypted stuff. But they are, so this is all you got.
---
Speaking of the cadre. You know they are here. You've had the Eyeball Mark 1 on some of them and you've flet the presence of Odessa. And you know they know you are here. But neither of you have made any attempt to make contact. They seemed like they had a plan, but with these guys it's hard to tell. Sometimes they are really clever, but whithout guidance they tend to wander a bit. Let me know if you wish to come in.
There is also Xerza. Karkalla claimed she had escaped and gone into hiding. He also told you that she had left one of her people behind for you to contact. You're not too sure about this one. Karkalla felt too much like one of Heron's hooks. You're free of him now, but if you pursue this lead you could become entangled again.
Speaking of entangled: You know Jeb made it out alive. You don't known that Parsifal is alive, but your gut tells you he is. Maybe some of the other gladiators made it out as well. The ratling was a useful homidical maniac. And you still would like to have worlds with that ex-hunter. Not important now. But if they made it out AND they got entangled with Melua, then chances are the Heron's hooks are in THEM now. Which could be good for Haxtes (since he's off the hook), but bad for the others. Oh well, they are all big boys.
So, what to do, what to do? You can always call upon Proctor Ramiles for updates, but if you intend to avoid all other entanglements then finding Heron in time might be tricky.
And ideas?
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