Category: "Chapter 1 - Raiders of the Deep"

1.8 Trouble at Moreal Princeps

by DM B  

Castor goes to Moreal Princeps, capital of the Moeral sub, gateway to the Median Hegemony, heart of the Final sector. This is the location of Asmodeus' forward base. You came here after Nim-Kor to pay tribute - and to secure supplies and repairs for your ships.

You came away with much more: A deal with Asmodeus that eliminated the troublesome Obel Gar and made you the undisputed Apostle of the 10th Host, a very nice battle barege included. Plus your supplies, including a few hundred suits of power armour made from the armoured glass mined from the surface of Moreal Princeps.

All in all a pretty great way of offering tribute!

Thus ended Chapter 1 - Raiders of the Deep

1.7 Liberation of Nim-Kor

by DM B  

The Imperial world of Nim-Kor is engaged in a two-way civil war between rival heirs to the Governor’s mantle (such is the stupidity of man). Chaos-worshipping savages inhabit the southern wastelands, but are rarely much of a problem to the 'civilized' Imperials.

Castor cuts a deal with the savages: He'll provided them with guns and provide a 'distraction' they can use to invade the north. He then goes north himself, tricks his way into the inner circle one of the world-be governors - and then proceeds to kill both him and his rival. Afterwards the fleet is instructed to eliminate key concentrations of military power (whose locations have been provided by the helpful would-be governor). A hundred thousand or so Khornate berserkers are loosed upon main population centers; to murder, pillage, and recruit.

Min-Kors orbital assets are used to give the fleet much-needed maintenance and refits. You also come away with Emona - a savage sorceress that will rise to become an important part of your court.

1.6 The Fall of Torfal

by DM B  

The Shrine World of Torfal becomes another important stepping stone for Castor - it was his first tangle with the Sisters of Battle. It was the daemonhost Karnak Zul that led Castor here – he claimed the head of the Dusk Hag was kept locked away at a remote temple. That proved to be the case. It also proved to be the case that the temple was heavily guarded by Sisters of Battle. They put up quite the fight, but in the end Castor did (of course) prevail. 

Following the raid Castor called his banners so to speak. It was time that Torfal was brought into the light. Several generations ago the Inquisition purged the world of 90% of its population. It has since recovered somewhat and dedicated its existence to placating the God-Emperor. What better place to test the mettle of his warriors? What better place to build a pyre and sacrifice the worthless followers of a dead god? Castor invades - and ravages the entire capital province of Orlist, killing or enslaving every man, woman, and child.

1.5 Riven Raids

by DM B  

The system know as Riven is a well-developed system that lies remotely located, making it a good place to hunt for enemy shipping. It is a dual system, with two separate inhabited planetary systems. Total of four major worlds; one hive, one paradise, one forge, and one agricultural.

The Riven system proved good hunting grounds from the Bringer of Faith, but most of the intrasystem ships are not warp-capable (and thus low-priority targets).

Episode 1.4: Raid on Maris

by DM B  

Maris is a remote Imperial World in the Nimerian subsector, a frontier district with little contact with central authorities. Classified as an agricultural world. Overexploited and is undergoing desertification. Has long had trouble meeting its tithe - and is therefore content to stay under the Imperium’s auspex. It is worthy of mention since it is the first major attack upon an Imperial world by Castor the Great.

The Broken Chains pretends to carry an Inquisitor in trouble. While Maris’ leaders gather upon the orbiting battlestation and its finest regiments muster at the central spaceport, Castor strikes suddenly and with great force. In the ensuing chaos the reavers are able to eliminate the political leadership, military command and control, orbital defences, and many PDF formations. The planet's capital is assaulted, sacked, and sacrified to the glory of the Four.

Episode 1.3: Broken Chains

by DM B  

Castor has now been accepted as a captain worthy of Asmodeus' patronage. A period of raiding Imperial transport ships follow. By far the most interesting catch is a vessel carrying a small contingent of Black Templars guarding the gene-seed of their fallen brothers. Now Castor has a enough gene-seed for a hundred new marines. Now he only needs some suitable facilities for Doctore to work with, plus suitable marine candidates. The Bringer of Faith is less than optimal, but Castor must make do with what he has.

Somewhat later the Light becomes becalmed in the warp and ends up in an uncharted system. Far from the light of this unnamed system's you encounter the drifting hulk of the Chains of Judgement, an old Iconoclast-class, refitted as a special Inquisition transport. Castor defeats a group of Inquisition agents, captures Acolyte Kimery (she will be broken and turned into one of his most loyal disciples), and frees the daemonhost Karnak Zul. There are also signs of an Unknown Prisoner on the loose, one that is never identified. In fact this is Nissimon - he remains in hiding and bides his time until such a time as he can offer his services to the great Castor.

Episode 1.2: Acuna (A.C.U. N/A)

by DM B  

Charged by Lord Asmodeus (through Baphomet) to conduct a raid against the Adeptus Mecahnicus station A.C.U. N/A (Automated Construction Unit November/Alpha - typically called Acuna by laymen).

The task is simple enough: Do as much damage as possible, destroy it is possible. Steal whatever can be stolen. Report back and hand over Asmodeus' due share.

In addition of Uriel's FFA (Angyr Angst), Castor's CL (Bringer of Faith), and Durante's CVE (duRantes's Honour), Asmodeus despatches the (rather decrepit, but still powerful) BC 'Word of God' (quite the WB name really - until you realize it's an old Imperial vessel that has never been renamed).

The mission becomes quite complicated when it turns out the station is already under attack - by a large squadron of Lunar-class cruisers! After a fierce space battle two Lunars are destroyed and the other three chased away, but not before the Word of God has been completely destroyed. Boarding the station they find it partially overrun by strange, humanoid xenos - they look a bit like overgrown humans, but with jet-black skin and no hair. The battle is won and the station looted - before it is destroyed.

In addition to many other spoils of war - most of whom will end up on Asmodeus' table - Castor secures nearly 200 suites of pristine power armour. Enough to create an entire army - if he can find the gene-seed and facilities needed to make new marines.

Episode 1.1: Bokiba-Bapas

by DM B  

Note: Should have been written looong ago!

Castor and Uriel arrives at the world of Bokiba-Bapas, a hive world famous for its flying cities. Now only one such city remain and it will be the site of a great gathering of chaos champions.

Castor and Uriel rescue Sergeant Adrotos of the Death Guard (and his warband) from the irradiated surface of Bokiba-Bapas (he becomes a recurring NPC).

Castor and Uriel go to see the great Lord Asmodeus. They pledge their support to him (or at least Castor does) and are given a task (by his assistent, Baphomet) to carry out to show their competence and loyalty.