Coven of the Angelic Touch
The Coven of the Angelic Touch is not concerned with killing the enemy, but keeping the Astartes of the host alive. They primarily conduct battlefield removal of gene-seed (if necessary) and field medic duties. Some are trained chirurgeons as well. Secondary tasks involve torturing enemy prisoners. Some of them are quite adept.
Members: Approximately 150.
Assignments: Each line company has 5 Angelic medics assigned according to their OOB, but the actual number is usually 2-4. The Assault company also has medics, but these tend to get killed rather quickly, so it's not an ideal solution. The Anointed make do without (there are no Daughters capable of accompanying them). The rest of the Angelic medics are stationed on various ships of the fleet, the Consovor secret base, deployed with infiltrator groups (quite popular), or are part of the apothecarion under Doctore.
Chaplain Andon
Chaplain of the 2nd Comapny. Convert from some nameless Chapter serving the False Emperor. Has served aboard the Broken Angel, tending to its many abandoned shrines, for as a long as anyone can remember. Was persuade to join the ranks of the fighting marines by Captain Sakar-baal, who pointed out that this would be a great way to spread the names of forgotten gods - and bring worshippers to sleeping shrines.
Chaplain Eutychos
Chaplain of the 17th Company. Eutychos is one of the new breed of Chaplains, created by Castor to flesh out the ranks of the 10th's Templum.
Eutychos is a Guardian of the Word. Before his enlightenment he was just another tactical marine. In the Word he found his true calling. He was one of the leaders of the rebellion that put the Verbum in the hands of the faithful.
Chaplain Decimus
Decimus is a relatively recent addition to the ranks of the 10th, having arrived aboard the Final Word.
He is unique in that he is the sole surviving officer of the Guardians of the Word, the original chapter assigned to the Verbum. He alone of the officers had seen the Light, and was thus spared the purges. Indeed, there are some that say he knew what was happening all along, but did not intervene.
His story goes back further, however, for as an officer he was drafted from another Astartes Chapter - the Raptors - where he served, apparently loyally, as a Chaplin for many years.
What prompted his shift in allegiance to Chaos is not know. Some of his fellow Chaplains question his purity and loyalty, but since the Apostle has seen fit to elevate him to Chaplain they wisely keep their peace. It also helps that he's been warmly welcomed by his company, the 18th, and its captain, Guerto "Iconclast" Bahaus.
BB Dutiful Daughter
The Dutiful Daughter is a Despoiler-class battleship, a gift for Kimery, to be a flagship for 'her' Daughters of the Word. It is to be a beacon for all Covens of Daughters now that Lorgar has 'approved' their existence in the Hosts by mention them in the Word and by writing the foreword and a whole chapter in their prayerbook "Piety and Devotion" (the rest is written by Castor and Kimery; they are very pleased that Lorgar himself has written in the book, thus marking it as part of the ever living Word).
But the Dutiful Daughter is not a gift from Lorgar or Castor, it is a gift from a different patron, namely Fulgrim, prince of Slaanesh, and Primogenitor of the Emperor's Children. According to rumour he sent Lucius and a full chapter to 'negotiate' with a forge world in the Eye of Horus for the right to have the newly forged battleship. The Dark Prince has seen the Daughters and blessed them. Blessed them by sending his own handmaidens to possess the worthy fallen. The Prince approves of the way they corrupt and mistreat the hated Sisters of Battle, and how they turn the concept against the hated Imperium of Man. Fulgrim took this opportunity to support his brother Lorgar by offering this princely gift to Kimery. But most importantly he gifts the daughters with a new, lovely home. Unlike the WB's dark and gothic halls, filled with heavy incense and deep rumbling Astartes chantings, blood, and messy sacrifices. The Daughters get a home that's new and clean and pleasing to the eye (and the ears). Natural he demands no payment or price for the gift...only that Kimery and her daughters think well of him. In no way does he want to shoulder his way into Lorgar's operations, nor does he wish to curry favour with Castor for his own, inscrutable reasons.
To keep with the feminine aspect of the daughters, Fulgrim had what male crew remained castrated. Later male crew (and warriors) have carried on the tradition and ritually self-mutilated themeselves. They may have had some help from the Deacons of Faith, whom starangley found that they, as Very Holy Men of the Word, did not need to be castrated. To this day all males (except Deacons) who serve on the Daughter are castrated.
SD Verbum Finalis (Final Word)
The Final Word is well named for its presence on the battlefield is in a way final - for its opponents. It is a void predator of old, from a time when all was larger and more grand, when the Gothic in a ship was new and filled with light and hope for Mankind and the Empire of Terra. It is an ancient ship, originally intended for the Word Bearers' 101st Chapter (never mustered). Construction began towards the end of the Horus Heresy, but due to the demands of the civil war and all that was lost as a result, the ship was never finished. Also given the ship's intended recipient there was some concern regarding corruption (the WB liaisons on board were all purged). No corruption was found, so instead of dismantling this tribute to the Machine God, it was put into mothball.
Near the end of the 41st Millennium the tech-priests of Mars believed they had uncovered the lore and gathered the materials to finish it. It was to be the home of a ship-based Astartes Chapter, the newly mustered Guardians of the Word. The chapter was planed to be space assault specialists. During final trials the ship was lost in the Warp and presumed destroyed. In reality heresy had taken root within the minds of the Guardians - and there had been an uprising. Corruption had taken root in the ship back in the day. It had lingered for all those long years, hiding, waiting. When crew came aboard once more it started to sow its seeds. The most delicate phase was that of subverting the Astartes. But it turned out well, for the newly made marines were weak and uncertain. Only a few recruits - and the officers, veterans of other chapters - had to be purged. The 888 marines (800 line troops and 88 assault marines) who came with the ship are all that's left after killing their officers (they where from other chapters) and the few scouts they had (had not been fully indoctrinated by the corrupt teaching machines aboard the Verbum Finalis). Leaderless they had planed as far as they could. Now they consulted the omens (the Warp) and concluded that all that remained for them was to run to the 10th host. Fortunately they had a number of loyal serfs - and four navigators willing to work for them - which enabled them to slowly make their way to the outer rim.
The Verbum is one of the few Terra-class superdreadnoughts left in the galaxy - few were built and even fever survive. It is three times the size of an ordinary battleship of the 2nd rate and much larger than even the 1st rate ships like the Emperor-class battle carriers of the Imperial Navy. In terms of fire-power it is truly unique: It holds 1.5 times the number of small craft of an Emperor-class BB. Its mighty broadsides and heavy lances make it like a fleet onto itself. The crowning glory is a super powerful nova cannon that runs the length of the ship's main hull (deep beneath the arboretum). To add insult to injury this fearsome weapon is ringed with torpedo launchers. These were added as an afterthought, late in the design process. Truth be told they fare poorly when the nova cannon is fired and must be rigorously re-aligned before they can launch ordnance.
In place of the main spinal access-way found in most Imperial warship the main spine of the "Verbum Finalis" has instead a 8k long arboretum chamber. Back in the day of the ship's youth atmosphere was made here, water purified, and many plants and other foodstuffs grown. Now after untold years in a Mechanicus mothball yard, the green house of old has become a large, warm, and moist mangrove jungle, misty and semi dark. In the middle of the jungle there is a dark pool of water that was once an amphitheatre where the officers of the ship could take time off for entertainment (the ship was built during the Great Crusade, a much more civilized time). Behind the pool there is a raised platform with a statue of playwright; but now the book of plays has changed into the book of Lorgar and the statue has lost all vines growing on it, and has become golden in colour. The True Word Lodge for the adepts, chaplains and the apostle will meet and have readings of the word and hear sermons on the new chapters of Lorgar's book at the feet of the statue at the dark pool.
The ship is also much more than the flagship. It is home. Home to the 10th and home to all that serve them. In one day in the bazzar you can see a Harpy (a Daughter of the Word fighter pilot), her sisters in the Cult of Samus (always next to you and yet so apart), you can see an Astartes master of the Word Bearers legion, a sorcerer of Tzeentch arguing with a Khornate chanmpion, daemon-possessed Daughters looking for suitable candidates, the dread Doctored doing the same, meet one of the few xenos that are allowed (and dare) make a living on the ship, and much, much more. All in a single day - and live to tell the tale. It is a glorious, living place, a wonder among the stars.
Mark Aurelian (Mark A) Astartes PA
Experimental prototype for a new (vile hertek) kind of power armour. Based upon templates created by reverse-engineering (viler heretek!) Castor's ancient artificer armour. It is part machine, part living entity - an unholy amalgamation of metal and flesh, powered by a bound warp entity (the research that enable the restoration of the Dusk Hag paved way for this creation). Mass production is a looong way off, but the first suit should be ready for testing in a while. If things work out the 10th Host could be greatly strengthened.
Creators: Doctore. Nissimon. Venera. (and indirectly, Karnak Zul)
Episode 1.4: Raid on Maris
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
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)
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
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.
Librarium
The Librarium of the 10th Host is made up of FIVE distinct groups of Librarians and sorcerers.
Old guard:
These three are survivors from the old days, each an Astartes sorcerer of some potency. They are not, however, much use as librarians. Their talents run towards battle and general chaos-making. Consequently their usual role is to support companies going into battle, especially if enemy psykers are present.
Huacas - Veteran of the long war, his sorcerous potential was unlocked very early. Not an Astartes of many talents, but he has a knack for summoning unholy fire, a lot of fire. A highly skilled combat sorcerer, protects his brothers from fire/metals and summons burning metal and or warp fire.
Mannan - Sees strands of men`s faith/ can also predict out comes of battles with some success. Popular with the captains of the host as a soothsayer, can help change outcome of battles by predicting enemy's movements/actions.
Thanatos - One of the most experienced sorcerer in the 10th. Not as old as Huacas but far more diverse in his skills. Excels at counter magic, He more than any protect the warriors in the host from hostile psykers/sorcerers. Limited offensive capabilities.
New breed:
From the same gene-batch four psykers have risen and re-opened the Librarium of the 10th Host. The power of the gene-seed that Castor made his first Astartes with, manifests again.
Fierelus - Learns from the other psykers in the host, be they Astartes, sorcerer or rogue psyker. Fierelus believes that the path to power takes many forms.
Hanno - Has opened the old codixes of the host to learn the secrets of long dead masters, believing that the path to true power lies in the hallowed past.
Baalhaan - Sits in council with the whispers from the warp, believing that his rise lies with the gods' good graces.
Malchus - The most powerful of them all, combines the ideas of the others. Of them all he shows the most promise.
Lumin's get:
Lumin's people include whatever astropaths you've corrupted, plus those psykers and sorcerers that focus on fortune-telling and communication. Their job isn't very flashy or heroic, but it is important for the Host.
Lumin - Your Astropath-sorcerer.
Emona - His female feral-world apprentice (the one with the cybernetic eyes and facial scarring)
Witches and warlocks -
Nissimon's coven:
Nissimon - Master Chaos sorcerer.
Apprentice sorcerers - Nissimon has taken only a couple of apprentices. They do his errands and asssit him during rituals, but are rarely allowed to do anything on their own.
Nouri's cabal:
Norui - Sorcerer of Tzeentch.
Thrall-Wizards of the Cabal - His twenty or so slaves, each a psyker/sorcerer.
Nissimon
This rogue psyker/sorcerer was the sole survivor from the priority holds of the Inquisition vessel you found adrift in the void. He's slowly been rising in rank thanks to his considerable powers and many scholarly lores. He looks every bit the Chaos warlock - clad in crimson robes, tall and gaunt, shaven head complete with cranial implants. If Castor isn't much mistanken he's the most powerful sorcerer in your epmploy - in terms of combat capability at least.
Karnak Zul
Thrice-bound daemonhost. Summoned and enslaved by Inquisitor Renthor. Engineered the near destruction of the Chains of Judgment, but was unable to free himself. Freed by Castor. Zul declined Castor's offer of expediting him back to the Warp. Centuries of being bound in human form had made him strangely attached to the material world - and his current host body.
Holds many of the late Inquisitor's secrets, including the location of Consovor and the head of the Dusk Hag. Doesn't really serve Castor; he more like tags along for the ride. Thus far he's been more than helpful. His closest associate would be the Thousand Sons marine Xerxzes - who's helping him experience the wonders of the galaxy. He's also involved in some form of techno-sorcerous experiment with Nissimon and Venera - something to do with the head of the Dusk Hag.
Illusion of normalcy: Appears as a normal human. Darkly handsome, but fairly nondescript. He prefers clothes and accessories that do not betray his status or nature. As a thrice-bound daemonhost his powers her severely curtailed - he certainly more lethal than a normal human, but he doesn't have any of the more exotic powers some daemons possess (pun intended).
Venera
Tech-prietess in charge of restoring Castor's artificer armour to full working order. In the short amount of time she's spent working on it she's done more good than all your other machine disciples. A relatively recent addition to your fleet, sponsored by Nissimon.
01/27/14 05:14:00 pm, 