Scarus Sector

by DM B  

The Scarus Sector lies spinward of Calixis (together with Ixaniad it's Calixis' closest sector neighbor). The old hive world of Sinophia (Calixian Periphery) was once a hub for ships going to and from Scarus, but in the latter half of M41 most trade lanes bypass the world entirely, going directly from the Malfian sub to Tomish in the Antimar sub over in Scarus Sector.Scarus (and to some extent Ixaniad) are bordered to coreward by the Finial Sector with its many subs. Beyond that lies the Eye of Terror.

To rimward lies subsector Vincies, a region more commonly known as 'Lucky Space' - you'll be lucky to make it out alive. This once-vibrant and heavily settled region was wiped out by a series of extremely violent warp storms in aeons past - so violent that they spilled over in realspace, rather than juts disrupt travel and communications. The warp storms have long since abated and withdrawn, but the remnants of these storms still border the entire region to rimward - creating the vast warp barrier that separate the Koronus Expanse from Imperial space.

The Adeptus Terra has a very strong presence in Scarus sector - in some instances so much that planetary governors are little more that figureheads. It is therefore ironic that Scarus Sector is particularly troubled with heresies of all kinds - rebellion, sedition, mutation, xenos attacks - the Scarus Conclave has it's work cut out for it!

Ixaniad sector

by DM B  

Several hundred lightyears to coreward, beyond the troubled regions of Hazeroth and Adrantis, lies Ixaniad Sector (regularily misspelled 'Ixanid Sector'). The most common route between Scintilla and Ixaniad goes by way of Fenksworld in the Josian Reach, but other routes exists - including some that pass through the Hazeroth Abyss (for those brave enough it offers considerable savings in time) or the Markayn Marches (the latter is much used by the Department Munitorum to ship supplies to and from the Solomon world-depot).

Ixaniad is 'Old Country' - it's been part of the Imperium of Man for as long as anyone can remember - some of the world were United during the Great Crusade. There are also several world that have recorded histories well back into the Dark Age. It's also a place ruled by Old Blood and Old Money - mighty nobles houses (even the might House Krin of Calixian fame would rank as a middling power in Ixaniad) control all aspects of life on countless planets. The Adeptus Terra, while numerous, is relatively weak in the face of these Greate Houses. Ixaniad is rife with heresy - most frequently having to do with the corrupt vices of the upper class and forbidden technologies from humanity's dark past.

This is different from Calixis Sector, which is considered barely civilized, and has been part of the Imperium for only two short millennia. To Calixians the word 'Ixaniad' means old, corrupt, and overly gothic-baroque. Ixaniads hardly give any throught at all to Calixis, thinking of it not as a real sector, but a region of wild space.

House of Dust and Ash - Aftermath

by DM B  

Timestamp: 5.055.998.M41

Location: Maiden of Golgenna in high orbit over Solomon, Markayn Marches, Calixis Sector

Situation: Back on the Maiden after a job well(?) done

Body: Haxtes has a few things to take care off:

1. Contact Marr - by astropath or vox - Haxtes and astropath (meet him and give report)

- Arrangements are made, we'll handle it in a separate thread.

2. Find out whom among the 31 new crew members that recruited themselves (classic infiltration technique). Haxtes will put his coin on one of them firing the ship too. Maxi does interviews. Haxtes will supervise in case there are infiltrators there.

- It comes together fairly easily; Haxtes is there one some occasions to look things over, but Maxi really doesn't need much help, he interwieves all of them in turn, then manages to present a very coherent picture (you're not sure how he connected the dots, but it does make sense) of what has happened:

- Nahun Grist, the Cygnan Martyr's First Officer, is the mastermind behind the plan, but had another man do the actual sabotage. The saboteur did it believing he was acting in the best interrest of the captain and the crew, giving them all a chance at a new start. Grist, on the other hand, has ulterior motives. He is almost certainly an agent of Marr's. You must decide if you wish to expose him and confirm his true nature through torture - or if you want him to live on, thinking his plan was a success.

- There is also another man of interrest, a sleeper agent of sorts. Maxi is not quite sure who he's working for, but his bet is not Matt. It might also be that this agent is under xenos influence - Maxi has picked up some unusual stimuli responses that simply aren't compatible with a sane human being. Maxi will have to take him in and have a medicae open him up to be sure.

- The rest of the Cygnan Crew, led by captain Elias Shadrack included, just used the opportuinity presented by the fire to escape Inquisition incerceration. They are now all brok and out of work - but at leat they aren't dead or imprioned. If you want to hire them as crew you will find that sky-ships have some things in common with void-ships. Skilled voidsmen are in short supply aboard I might mention (they're not quite voidsmen, but a lot better then nothing). Or you could dispose of them in another way.

3. Integrate our new security troops with the Maiden layout and security protocol. Maxi can do this.

- There really isn't much to it; Maxi is good at this stuff, the Maiden is starting to have a very decent core of naval armsmen.

4. Arm and equip security forces. Tech priests/leader of Necromundans.

- Azhmut provides the new armsen with the bet the armoury has to offer. That's mostly lasguns. Cheap and efficient. And as Guardsmen this is already their weapon of choice.

5. Send astropath messages to the Ordo Malleus and Mistress Xersa. Messinus and Choir when rested.

- Malleus confirms recipt of report. Octavia Nile is listed as a possible Malleus Maleficarum threath. Ouch! Xerza presumably receives your report (feel free to let me know what goes in it or not), the Scintilla terminus confirms reception, but she sends no personal coded recipt or return message. That's a bit odd. She's obnoxious and...well...but this isn't in character.

6. Have Messinus scan for team survivors on planet (you never know).

- Having spent some time in astropathic trance Mesinus must first rest a few days, as must the Choir. So maybe in a few days time.

7. Inform RT of what he needs to know about new trade routes and people he now know and have dealings with.

- OK. Nothing much to add really.

8. Entertain his guest and get more info on Elizaveta.

- Your dear Elizaveta remains with you on the Maiden. The Admiral's request. While he sorts things out with the fleet and the Inquisition and whatnot.

Thats Haxtes plans for the first few days I'm sure more will come as we go but that is a star t:)

Away for the weekend

by DM B  

I'm going to Oslo now, back tomorrow. Then there is May 17th. So post frequency will be down until Wenesday.

End of Chapter 1 rewards

by DM B  

Updated list of XP at the end of Chapter 1 (after Maggots/Shades):

HAXTES

Starting: 1200 + 600
Prelude: 450
Shattered Hope: 475
Edge of Darkness: 425
Rejoice: 900
Illumination: 925 + 25 (cry-baby bonus ;-)
Maggots/Twilight/Chapter 1: 925 + 75 (for managing to play with other players ;-)

XP total: 6000

MAXI

Starting: 1200 + 600
Prelude: 325
Shattered Hope: 475
Edge of Darkness: 425
Rejoice: 875
Illumination: 625
Maggots/Twilight/Chapter 1: 600

XP total: 5125

JEBEDIAH

Starting: 1200 + 900
Prelude/Maggots/Twilight/Chapter 1: 450 + 250 (Illumination)

XP total: 2800

PARSIFAL

Starting: 1200 + 300
Prelude/Maggots/Twilight/Chapter 1: 200 + 250 (Illumination)

XP total: 1950

Illumination - Rewards

by DM B  

For some reason XP was never handed out for the Illumination adventure - that includes cameo appearances by Jeb and Parisfal.

I think what happened was something like this:

- Matt and Thorsten decided to join and made their characters midway during the Rejoice adventure (the one with the Choir). Then you met them on Ambulon, the walking city, at the end of that adventure. They were part of Globus' team, led by Interrogator Castilas, remember?

- You were all credited for your appearance here; Maxi/Haxtes under the 'Rejoice' entry and Jeb/Pars as 'Prelude play'.

- Then I went to Tromsø in August last year and we did a marathon sitting, completing Illumination (on Iochantos, with the Ghotfire Pollen, the Cathedral, the daemon and all that). We even managed to begin with the Maggots/Twilight dual adventure.

- I remember handing out a Fate Point to Haxtes, but I can find no mention of any XP, except some garbled notes in the margin of my actual llumination sessions notes. It looks like 400 XP for the adventure, plus 100 XP in bonus for preventing the Crow Father from fully manifesting. Initiative/roleplaying bonuses come in on top of this. It looks like 75 + 50 for Haxtes and 50 + 50 for Maxi. The 125 for Haxtes seems reasonale, but the later sounds a little high, but I don't remember the details so I'm letting it stand.

- Jeb/Pars weren't actually played of course, so I can't hand out full XP in good conscience. Let's say they get half the base + bonus XP, or 250 XP each. OK?

- I think we just rushed on to avoid wasting time on game-mechanics. And when we returned to posting there was various delays and it simply fell through the cracks.

- When Maggots/Twilight got completed everyone got XP for that plus some general character-building XP for Chapter 1. But still no XP for Illumination.

I'll update your totals accordingly.

House of Dust and Ash - Xenos take the hindmost

by DM B  

Timestamp: 5.046.998.M41

Location: Solomon system, Markayn Marches, Calixis Sector, House of Dust and Ash

Situation: After Haarlock's last will has been read - there will be blood!

Body: For those chracters who are unfortunate enough to be locked inide the Auditorium!

House of Dust and Ash - Rogue Traders and Admirals

by DM B  

Timestamp: 5.046.998.M41

Location: Solomon system, Markayn Marches, Calixis Sector, House of Dust and Ash

Situation: After Haarlock's last will has been read - there will be blood!

Body: For those characters who got out of the Auditorium.

House of Dust and Ash - The House, There Will be Blood

by DM B  

Timestamp: 5.046.998.M41

Location: Solomon system, Markayn Marches, Calixis Sector, House of Dust and Ash

Situation: After Haarlock's last will has been read - there will be blood!

Body: We're moving the final action over here!

Haxtes

by DM B  

The child that would eventually become Agent Haxtes Guilliman was born in 973.M41 (i.e. 23 years ago) on the Imperial World of Protasia/Malfian Sub-sector/Calixis Sector/Segmentum Obscurus. Protasia was a prosperous and well-governed world, well able to provide for its 2.5 billion inhabitants while meeting the Imperial Tithe. Alas it would not last, for the people-elected Senate of Protasia decided that they would no longer be considered part of the Malfian Sub-sector, citing rampant corruption and gross negligence of part of the Malfian Adepta. And so it came to pass that they petitioned Terra for the creation of new sub-sector, with Protasia at its heart. Perhaps there was some merit to the petition, for Malfi really is a cesspool of vice and corruption, but if so any justification was wiped away by the heresy that is disobedience. The envoy was arrested and turned over the the Holy Ordos and the petition routinely turned down. Protasia was ordered to surrender and its leaders turn themselves in for processing and public execution. They failed to comply, taking this rebuttal as a sign that the greater Imperium was just as bad as the Malfians...

Haxtes breathed the air of his homeworld for the first time even as the plasma-bombs and kinetic penetrators started falling from orbit. As he was lain at his mother's breast Imperial Landers deposited the first Stormtroopers at key landing sites across his homeworld, preceded by a torrent of suppressive fire from hundred squadrons of fighter-bombers. When sleep came to him it was to a lullaby of a thousand heavy tanks churning across the plains. The Imperium had arrived to wage righteous war on the rebel world, to punish its wayward people and to brink them all back into the Emperor's light.

But victory did not come easily or cheaply. Indeed, victory failed to come at all. The Protasian fleet failed to prevent the Imperial navy from achieving orbital control, but inflicted severe damage on the task force before being forced to retreat. The loss of the battleship Heart of Fury and the heavy damage sustained by six battle-cruisers would force the theater commander to petition Sector headquarters for additional forces, a grave loss of face that eventually drove Admiral Nakemi to suicide and prematurely ended the career of Lord-Marshal Maxim Maximus.

Yet the Navy had accomplished it mission; the gargantuan Guard transports were largely intact and in low orbit, and immediately started to drop sixty Division-equivalents onto the surface, opening up three key theaters and securing key sites planet-wide. Losses to enemy naval assets, orbital defense grids, planetary defense batteries and anti-landing assets were four times higher than expected, averaging out at 20% or 120.000 dead and injured. Despite the stiff resistance the Imperial Guard reached its initial objectives within a fortnight, but then the advance ground to a halt as dwindling troop troop densities made further advances impractical.

Over the next few years the envisioned swift campaign of liberation became one of endless war instead. The Protasian defenders proved both capable, extremely well-equipped, and quite willing to continue the fight. The Protasian Navy would also return time and again to harass the Imperial Navy, even managing to break the blockade on several occasions, and causing havoc throughout the sub-sector by staging raids on other Imperial holdings. Compliance was clearly not something that would be soon in coming.

Battlefleet Calixis was eventually forced to send two full battle-groups to reinforce the Protasian Theater, and finally manged to destroy or drive away remaining enemy naval assets. Two-hundred-forty new divisions were eventually levied over the next decade and shipped piecemeal to the war-zone. Even then compliance was deemed impossible without resorting the a more thorough approach; the entire planet of Protasia was declared a war-zone and the rules of engagement revised accordingly. By 982.M41 eighty percent of the planet's inhabited areas not already seized by Imperial forces were reduced by strategic bombardment in an effort to crush the Protasian will to fight.

This was the life into which Haxtes was born. At first it was not so different from life on other worlds, but as time passed the situation on Protasia grew worse and worse. Haxtes' father left when he was very little, to fight the Imperium that had brought the war with them. He never saw him again. His mother was forced to sell herself to feed her three children, first to local men and later to the Imperials when the seized Haxtes' home-town. One day she did not return, leaving Haxtes and his brother and sister to fend for themselves. That did not go well. Jax, aged fourteen, was taken by Protasian insurgents in the night, given a gun, and told to fight the occupiers as once his father had. A few months later his sister Eleena, aged twelve, was taken by the Imperials. No reason was given. Neither was seen again.

At the tender age of eight Haxtes was alone in the world, having witnessed all his family and all his friends either die or disappear. His world had all but been destroyed and his home-town, once a fair city of millions was now under brutal Imperial occupation, and occupation that became bloodier and more merciless by the day as Protasian insurgents continued to fiercely resist the occupation force. Eventually the Imperial's would be forced to abandon the city of Tzhula, but upon doing so the took their vengeance by savaging the city with plasma warheads, megaton kinetic strikes, and flesh-eating viral attacks.

Haxtes somehow survived it all. He not only survived, he grew strong, he thrived. Unfettered by morals, unbound by compassion, he took what he wanted and killed those that stood in his way or might one day come to threaten him. Always alone he was, never trusting others, he grew to become the Shadow of Tzhula, a wraith that moved unseen and struck without warning, laving the dead bereft of food, weapons, or valuables. At age twelve he was something of a local legend, though few ever suspected the truth; that he was just a small boy.

It all changed in the harsh winter of 983.M41. Food and other resources were all but gone, and the survivors of the war-zone turned upon one another with unusual abandon. Haxtes lived better than most, but even he grew desperate. And so, despite his gut feeling to the contrary, he tried to take the life of a hooded black-clad stranger, seeing as he might have valuables for use in trade. It did not go well; Haxtes had finally met his match and was beaten half to death...and taken into captivity.

Thus began the next phase of Haxtes' life, a phase that would last for six long and grueling years, a phase that would take him away from Protasia to the dark spires of the Absolom Hive-complex on Malfi, home to the cult-monastery of the Veiled Hand, one of the most notorious assassin clans in Calixis Sector. Six years of pain, deprivation and degradation followed. Six years of conditioning of the body, the mind, and the spirit. Six years of honing Haxtes' killer instinct from something crude and base into the finely tuned instrument of death that is a trained Cult Assassin.

That Haxtes was talented cannot be doubted – only the talented survives their training – but he something beyond talent; a true knack for the trade chosen for him. That only led his masters to push him harder and further, but as with his years on Protasia hardship only made him harder and stronger. So after only six years standard he was chosen to become a Death Cult Initiate; a graduate assassin, ready for his first assignment kill.

Three times he was sent out, and three times he returned alive with his target eliminated. The first was a fat banker from a minor Malfian spire, he died silently, but his bodyguards did not – they screamed as they died. Haxtes was censured for excessive use of force, but the contract had been fulfilled. The second was a member of the Arbites who was about to uncover evidence of some crime best forgotten; that ended in a five-minute dance of death as the murderous style of a Cult Assassin clashed with the brutally effective style of the Emperor's lawbringers. Haxtes survived, but the injuries he suffered were severe enough to earn him another censure. The last target was a young female tech-adept that had somehow earned the ire of the Adeptus Mechanicus. She made for hours of good bed-sport before providing equally well as blood-sport. Three kits, three censures. Clearly Haxtes was talking an altogether unwholesome interest in his trade. Which was why the Cult Masters singled him out for induction into the Circle of Shadows, the inner coven of the Veiled Hand...

They came in the dark of night. Preceded by a concentrated wave of guided warheads carrying plasmatic pulsars that blew out every defensive shield and boiled away every sensor blister, leaving the spire monastery blind and naked. Then came Navy bombers screaming down from low orbit, fat with self-guided hyper-velocity penetrators, targeting the many retractable weapon hard-points and concealed launch bays dotting the spire. A hundred explosions rocked the halls and corridors of the Veiled Hand as kinetic energy translated into thermal energy with explosive force, slaying and destroying indiscriminately.

The first attackers followed only split seconds after the penetrators had done their job, null-black Adeptus Astartes boarding torpedoes screaming in a ten times the speed of sound, their near-heretical power fields and force dampeners acting simultaneously to force an entrance and preserve their occupants from instant annihilation. One hundred battle-brothers of the Deathwatch, the cameleoline skin of their armor a matte black, save for the emerald green and gold heraldry of the Chapter – the Green Knights Chapter – upon their right shoulders. One hundred Angles of Death come to claim the lives of those that fancied themselves bloody-handed slayers of men. One hundred sons of the Emperor leading the assault of the Calixian Ordo Xenos upon the Cult-Monastery of the Veiled Hand.

At their heels Inquisitorial stormtroopers guarding the cloaked figures walking between them; ten Inquisitors, one of them a Lord, and their retinues, come to oversee the ruin of the Veiled Hand and all that it had touched. If the shocked cult members had hoped that their colossal and warren-like fortress would provide some sanctuary they were sadly mistaken; crawling silently up from the main spire along hidden ducts and passageways came the infiltrator-servitors of the Lathes Mechanicus. Their task not to kill or destroy, but to flay open the technological innards of the fortress, stripping away every defense and opening every avenue for the Emperor's scourging fire...

Haxtes survived the first murderous minutes of the assault, finding himself drawn into an impromptu bodyguard for Lady Ghaela, one of the senior Masters, as she fled towards the null-ship hidden within the spire. Coming face-to-face with the enemy for the first time Haxtes experienced a surge of confusion; before him the darting dark forms of the Astartes and between then...a tall woman clad in black, with the seal of the Inquisition gleaming upon her neck. Try as he might Haxtes found that his conditioning amounted to nothing – he could not bear to raise his hand against this shadowy Imperial angel of vengeance!

Knowing his life was forfeit he could feel his legs giving away and his weapons falling from limp fingers, even as mass-reactive bolt shells and adamantine chainblades tore apart his fellow assassins in a gory display of Astartes might. Lady Ghaela fared no better, for all her vaunted skill with the blade she amounted to nothing, her body seized by some unseen force and hurled repeatedly and with great cruelty into immovable durasteel panels. Inquisitorial troopers, their forms warped by the gloom into the semblance of glistening black beetles, moved in to secure the fallen Master and dispatch the mutilated living left behind by the Marine advance.

One beetle-form, placing the muzzle of its hell-gun upon Haxtes' brown, halted by a silent signal, told to leave the angel's prey alone. A perfectly sculpted pale face descending, lips a rick blood-red, thick dark hair kept in place by diamond firmament and black-gold pins. A smooth and cold voice speaking to the waiting dark; “This one is clearly not one of the xenophiles, but he is witch-touched. I claim him for the Ordo Hereticus. Tag him and bag him.”  The face gone, to be replaced by a high-heeled boot slamming into Haxtes head with considerable force.

That face again. Suspended in mid-air before you. No, not suspended. Just poor lighting, masking the rest of her in shadow. A voice, her voice, but different. The sound ringing painfully in your head with every word. “Welcome back dear. Did you sleep well? I am Xerza. Of the Inquisition. You are my prisoner, awaiting transfer to the Black Ships. Do you understand?” Her lips are not moving, but the voice is in my head. “Your life would normally just be forfeit; for you have been found guilty of heresy by association. But you are also a witch, which obliges me to send you forthwith to Holy Terra, where you will dine one final time – at the Emperor's own table no less.”

A witch? I'm not a witch! ”Oh but you are a witch Haxtes Guilliman. Just because you don't know it doesn't make your a non-psychic. Much as with your association with the the blood-cult festering within the Veiled Hand; you didn't know it for what it was, but that does not make you innocent – heresy by association is still heresy.” Of course there is a blood-cult! The Veiled Hand is a death cult, like many others like it within the Imperium. ”Yes, but those death cults operate within the bounds laid down by the Imperium, whereas your cult saw fit to not only deal with xenos, but actually adopt their bloody-handed god as its patron. I know that you are not an initiate, but you would have been made one soon enough, that much is plain from your own memories – flashes of your kills pass through your mind, lingering on the woman – and the pathetic confessions of your former masters, many voices howling in your mind, screaming out their self-incriminating confessions, all the while begging to be put to death – and heresy about to happen is still heresy.”

Xerza rocks back on her very high heels, laughing out loud; her first sound so far. The laughter is contagious and you find yourself laughing hard, enough so that your bonds bite into your naked flesh. Before the self-constricting bonds can do you any serious harm they relax at some unseen signal, sending you slumping forward onto the cold metal floor. You can feel the hum of distant machinery. “You're a fine one Haxtes. That you are. You would have made a fine xenophile heretic; I see you need a bit of blood and pain to become properly aroused.” The laughter is gone now, and you find yourself hauled back to your feet by strong and supple hands. She whispers into your, her breath hot on your skin. “I've a proposition for you Haxtes. You can go to the Black Ships and die screaming as the Master of Mankind devours your heretical soul. For the Holy Ordos. For Inquisitor Tancred. For me. Would you like that? To kill for the Emperor rather than for yourself or some lesser cause? Or is blood all you crave? Tell me now – it's a one-time offer only.”

“Good. I'm glad you're with us. It will do your immortal soul good. And besides you're just the kind of man I like having around. Young, handsome and well endowed.” That last part directed towards your private parts no doubt. “And a witch. The old witch quite likes young witches, even a lousy Eta grade like yourself.” You get a non-too-gentle kiss as a welcoming present, leaving you with a bleeding lip, before she reluctantly steps away. Your bounds spring open, but this time you manage to catch your balance, and even catch the black synth-weave coverall she tosses you. “You are to stay here Haxtes. And no funny business or I will come for you personally. Trust me, you wouldn't like that. Oh, and welcome to the Inquisition!” With that she steps out of the room through an unseen exit, leaving you to get your genitals in line and put on your new wardrobe.

---

Holding page of stats/rewards etc.

HAXTES

Starting: 1200 + 600
Prelude: 450
Shattered Hope: 475
Edge of Darkness: 425
Rejoice: 900
Illumination: 925 + 25 (cry-baby bonus ;-)
Maggots/Twilight/Chapter 1: 925 +75
House: 800


XP total: 6800

Maxi

by DM B  

 

Holding page of stats/rewards etc.

MAXI

Starting: 1200 + 600
Prelude: 325
Shattered Hope: 475
Edge of Darkness: 425
Rejoice: 875
Illumination: 625
Maggots/Twilight/Chapter 1: 600

XP total: 5125

 

Jebediah

by DM B  

Holding page of stats/rewards etc.

JEBEDIAH

Starting: 1200 + 900
Prelude/Maggots/Twilight/Chapter 1: 450 + 250 (Illumination)

XP total: 2800

Parsifal

by DM B  

Holding page of stats/rewards etc.

PARSIFAL

Starting: 1200 + 300
Prelude/Maggots/Twilight/Chapter 1: 200 + 250 (Illumination)

XP total: 1950

Imperial Tarot, Minor Arcana

by DM B  

The Minor Arcana of the Imperial Tarot consist of fifty six cards. It comprises four suits, most commonly named Chalices, Batons, Swords and Thrones, although there are a wide variety of different names and suit symbols used in different decks. Learned adepts, for example, tend to use the High Gothic names for the suits – Adeptio, Discordia, Excuteria, and Mandatio.

The suits are sometimes associated with one of the four classical elements (Batons with Fire, Chalices with Blood, Swords with the Void, and Thrones with Earth – although other associations are sometimes made in different decks and by different users) or alternatively the four 'modern' Imperial elements (Immaterium instead of Fire, Quintessence instead of Blood, Aether instead of the Void, and Materium instead of Earth).

High Gothic

Imperial Element

Low Gothic

Classical Element

Association

Significance

Adeptio

Quintessence

Chalice

Blood

Adepts and heroes

Destiny, love, obedience, sacrifice

Discordia

Immaterium

Batons

Fire

Enemies

Energy, growth, creativity, individuality, conflict, chaos

Excuteria

Aether

Swords

the Void

Leaders and explorers

Force, ambition, persistence

Mandatio

Materium

Thrones

Earth

Citizens

Government, wealth, stability, devotion

Adeptio (Cups): The suit of Adeptio is associated with destiny, emotions and love (primarily taken to mean love for the Divine Emperor and the endless devotion of the Imperium's citizens). It is symbolized either by the old element of Blood, or by the slow tides of Quintessence that dominate the nearer parts of the Immaterium. The suit is often taken to represent the members of the Adeptus Terra and their blessed works, as well as the heroes, prophets and saints of the Imperium (and the sacrifices they have made). The Chalice symbol is also a common sight in all Imperial temples as part of the Holy Communion between the Emperor and his subjects.

Discordia (Batons): The suit of Discordia is strongly associated with change and conflict, but also with energy and growth. It is symbolized either by the ancient element of fire or the raging chaos of the deep Immaterium. Discordia is different from the other minor suits in that the upright meaning of the card is mostly negative, while the reverse meaning of the cards are usually positive. Since cards are more likely to be drawn upright it means that the appearance of Discordia cards in a spread is usually a sign of trouble. The suit is also a representation of the masses, the unguided voices of the many, and the dangers of freedom and free will. The Baton symbol used for the suit is eerily reminiscent of the Adeptus Arbites power maul; symbolizing the need for control to be exerted over the masses and for energy to be harnessed and given direction.

Excuteria (Swords): The suit of Excuteria is associated with ephemeral things like the future and the unknown – and how it can be overcome by persistence and sacrifice. It is represented by the Void, or the Aethry as scholars call it – that airless space that exists between the stars which separates the Terrestrial and the Immaterial. The suit also symbolizes the martial prowess and unflinching leadership of the Imperium; its warriors, scholars, explorers, and Tech-priests – people with the drive and determination to face both enemies and the unknown. The sword brings forth martial images of war and duels, but is equally intended to imply that these classes stand between the Imperium and oblivion.

Mandatio (Throne): The suit of Mandatio is often associated with wealth and material possessions, as wells as procedure, tradition and obedience (often taken to mean that service and loyalty to the Imperium is worth more than all the gold of the galaxy). Symbolized by unyielding earth or alternatively all of the Materium. This suit covers all of mankind – from the High Lords of Terra to the savages that live outside the Imperium – and its manifest destiny to rule the galaxy. The Throne can be taken both as a symbol of the Golden Throne, from which the power of the Adepta flows, or as a symbol of wealth – the Throne is a common name for Imperial currency.

Each suit has 14 cards, made up from ten Common Cards and four Court Cards. The Common Cards being the Ace (1), 2, 3, 4, 5, 6, 7, 8, 9, and 10. The four Court Cards are Novice, Champion, Lord, and Master. One common variation in some decks is the replacement of some of the Court Cards, or even the inclusion of more Court Cards (at the expense of the higher numbered Common Cards). The higher the card, the greater is its significance – generally speaking. The exception is the Ace, which is something of a wild card – it can be of either great or small significance, and can also alter the relative value of the other suit cards.

Decks made in the 41st Millennium often have the numbered minor arcana cards named and numbered (the Ace of Discordia is named the Harlequin, for example), but older decks often have no titles or numbers on those cards. The numbered minor arcana cards usually have the appropriate number of symbols for the suit depicted, and the court cards usually have the corresponding person depicted holding the symbol of their suit. Such modern decks will also often have a symbolic scene depicted on the numbered Minors, although this was generally not the case before the The Age of Apostasy. Before this, with only the exception of a handful of decks, the numbered cards of the Minors showed merely a geometric arrangement of the appropriate number of suit symbols.

Imperial Tarot, Major Arcana

by DM B  

The Major Arcana (plural) of the Imperial Tarot consists of twenty two cards. Each Major Arcanum (singular) depicts a scene, mostly featuring a person or several people, with many symbolic elements. The psychoactive nature of the cards allows them to respond to psychic currents; meaning that the cards do not always depict exactly the same scene every time a card is drawn. Usually there are only slight variations, but sometimes great changes to the basic scene is uncovered, usually indicating that the card in question has a significantly different meaning from what it usually does. The most drastic such variation is the reversal; wherein the Major has the opposite meaning. The reversal is either seen as the original scene inverted (typically) or replaced altogether by an alternate image (only in certain decks).

In most decks, each major arcana card has a number (usually in High Gothic numerals) and a name, though not all decks have both, and some have only a picture. The earliest decks bore unnamed and unnumbered pictures on the Majors, and the order of cards was not standardized.

Nevertheless, in the 41st Millennium the most common set of names and numbers is as follows:

No.

M41 card

Interpretation

0

The Pilgrim

Upright: New beginnings, new adventures, new opportunities, unlimited possibilities, pleasure, passion, thoughtlessness, rashness

Reverse:A bad decision, indecision, apathy, hesitation, a faulty choice

1

The Sorcerer

Upright: Originality, creativity, skill, will-power, self confidence

Reverse: Weakness in will, insecurity, delay, no imagination

2

The Prophet

Upright: Wisdom, knowledge, learning, intuition, purity, virtue, a teacher

Reverse: Ignorance, lack of understanding, selfishness, shallowness

3

Holy Terra

Upright: Fertility, abundance, development, accomplishment, mother/sister/wife, action, power

Reverse: Vacillation, inaction, lack on concentration, indecision, anxiety, infidelity

4

The God-Emperor

Upright: Accomplishment, confidence, stability, leadership, father/brother/husband, achievement, a capable person

Reverse: Immaturity, indecision, feebleness, petty emotions, lack of strength

5

The Ecclesiarch

Upright: A need to conform, social approval, bonded to the conventions of society

Reverse:Unconventionality, unorthodoxy, an inventor

6

Unity

Upright: Union, love, harmony, trust, honour, the beginning of a romance, optimism, a meaningful relationship/affair

Reverse: Unreliability, separation, frustration in love, fickleness, untrustworthy

7

The Crusader

Upright: War, conquest, conviction, willpower, command, bravery, pride, adversity, turmoil, vengeance

Reverse: Unsuccessful, defeat, failure, last minute loss, vanquishment

8

The Saint

Upright: Harmony, balance, equality, righteousness, virtue, honour, advice, a considerate person

Reverse: Bias, false accusations, intolerance, unfairness, abuse

9

The Seer

Upright: Counsel, inner strength, prudence, caution, vigilance, patience, withdrawal, annulment, a loner

Reverse: Imprudence, hastiness, rashness, foolish acts, immaturity

10

Man

Upright: Destiny, fortune, a special gain, an unusual loss, end of a problem, unexpected events, advancement, progress

Reverse: Failure, bad luck, interruption, outside influences, bad fate, unexpected events

11

The Titan

Upright: Strength, courage, conviction, self-control, patience, determination, discipline, inner strength

Reverse: Weakness, pettiness, sickness, tyranny, lack of faith, abuse of power

12

The Martyr

Upright: Contemplation, inner harmony, surrendering, letting go, acceptance, sacrifice, readjustment, improvement, rebirth

Reverse: Unwillingness to make an effort, useless sacrifice

13

The Reaper

Upright: Transformation, making way for the new, unexpected change, loss, failure, illness or death, bad luck

Reverse: Stagnation, immobility, slow changes, a narrow escape, cheating death

14

The Imperium

Upright: Moderation, temperance, patience, harmony, good influence, confidence

Reverse: Discord, conflict, disunion, hostility, frustration, impatience

15

The Daemon

Upright: Ravage, weird or strange experience, downfall, unexpected failure, controversy, violence, disaster, an ill-tempered person

Reverse: Divorce, release, handicaps are overcome, enlightenment

16

The Hulk

Upright: A sudden change, abandonment of past, ending a friendship, unexpected events, disruption, bankruptcy, downfall, loss of money or security

Reverse: Following old ways, a rut, entrapment, caught in a bad situation, imprisonment

17

The Astronomicon

Upright: Hope, faith, inspiration, optimism, insight, spiritual love, pleasure, balance

Reverse: Unfulfilled hopes, disappointment, dreams are crushed, bad luck, imbalance

18

The Immaterium

Upright: Deception, trickery, disillusionment, error, danger, disgrace, double-dealing

Reverse: Deception is discovered before damage can be done, trifling mistakes, taking advantage of someone

19

The Golden Throne

Upright: Splendour, brilliance, assurance, accomplishment, success, love, joy, engagement or a happy marriage

Reverse: Unhappiness, loneliness, cancelled plans, broken engagement or marriage, a clouded future, a lack of friends

20

The Judge

Upright: Awakening, renewal, salvation, good health

Reverse: Fear of death, failure, possible loss, ill health

21

The Galaxy

Upright: Completion, perfection, recognition, success, fulfilment, triumph

Reverse: Imperfection, lack of vision, disappointment, failure



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