Showing posts with label Story. Show all posts
Showing posts with label Story. Show all posts

Friday, March 12, 2021

Glot'kuleth, Demon King of Subjugation

 Glot'kuleth, Demon King of Subjugation, Lash of Sha-Nulthe, Golden Calf of Cruelty.


Glot'kuleth is one of the Six Demon Kings of Ulgu. Each is a pinnacle of Slaanesh's ideals to excess and depravity. Each excels in their pursuit of unnatural desire and corruption. Glot'kuleth is the paragon of Slaanesh's need to subjugate those within his power. Those beneath Glot'kuleth's heal writhe in humiliating bondage as his whims dictate the punishments to which they are subjected.

During the Age of Myth as the chaos gods sent their favored servants into those lands which they coveted best Slaanesh sent His six Demon Kings into Ulgu to carve out kingdoms dedicated to depravity and dominance. Through corruption and outrageous violence Glot'kuleth dominated an area within the Third Dominion that now stretches from Stormfall Peak to the Everdeep Sea at the realm's edge. Gluthirst is the shinning jewel of Glot'kuleth's kingdom and no excess is denied or taboo within its confines. The corruption and perversion of the city spreads far beyond its walls into the surrounding hamlets. Innocents are hunted by the perverse as they flee through shadowy forests echoing with exotic birds and the cries of twisted beasts. Slaangor roam the dark fields and forests unhindered. 



Schools dedicated to all major forms of the Dance of the Wailing Blade can be found within the kingdom and regular tournaments are held within the court to display the deadliness of the Myrmidesh's killing arts. Each school vies for the court's favor and the recognition of its own form as superior to others.







Monday, February 10, 2020

The Red Crusade

In the Realm of Ulgu the very realm itself is made of illusion given form. So it is little wonder that in this land of twisted perception the madness of the Blisterskin Grand Court is made manifest. When a traveler crosses the border of the Kingdom of Mord they enter a realm of light and beauty, a place of holy martyrs and righteous deeds. The first thing a traveler finds as he enters the kingdom is a holy order of nuns devoted to the succor of weary travelers. They are greeted as welcome pilgrims and provided food, drink and rest. The nuns ask for nothing in return and wish only to spread the good will of their holy order. Travelers are sent on their way with satchels of bread and cured meat to further them on their journey. Those who cross the kingdom find many willing to defend them along the way, from any perils that may befall them, though there are few dangerous creatures left in the kingdom thanks to the constant efforts of the holy knightly orders that roam the land. Any passing through are welcome to stay in the kingdom and make it their home, joining any one of the many sun worshipping religious orders throughout the land. Many who enter the kingdom do so believing they have entered the Realm of Hysh through a hidden Realmgate. As they pass beyond the borders of the kingdom they find themselves in the Realm of Ulgu once more. To their horror they see the truth of what they have consumed during their journey through the land of the Red Crusade. They carry with them sacks of butchered limbs and the body parts of their fellow travelers. Few survive this return to sanity.

His Beautitude Constantine Molec, ruler of the Blisterskin Grand Court of Ulgu, Grand Ruler of the Ghoul's Tooth Fastness and Holder of the Keys to Hysh.
Archbishop Julian Shale soars the skies above the Kingdom of Mord, a constant reminder to the people that justice and law rule the land. Julian is the patriarch of the prestigious Shale family, a dynasty that date back to the founding of the kingdom during the Age of Myth. It is his privilege to feel the sun's warmth from the back of his celestial gryphon Starstrike.

Raguel, the Rose Red Prince, Lord Chancellor of the Red Crusade. Raguel is favored by the Lords of the court for his courage and by Ladies for his irresistible charms.

Thursday, October 3, 2019

Moros, cerastus knight atrapos

   
      It is believed by many in the Ordo Machinum that Moros is the prototype for the cerastus knight atrapos, or at least the oldest surviving example. Records of its existence predate the Imperium by many thousands of years though the details of its creation have been long since lost to history. Few details exist even of its current state. Both the Ordo Machinum and the Ordo Hereticus have fragmented records of encounters dating back thousands of years yet the knight known as Moros remains shrouded in mystery. Some believe that it has fallen to chaos through its long years of warfare and isolation. Yet others believe that it serves no master and is more akin to a force of nature, utterly destructive and uncontrollable. The few details that are well documented pertain to the nature of its arrival upon a world and its later mysterious disappearance.
     The first sign of Moros' arrival upon a world is the sudden and random appearance of the Muninnites. The Muninnites are a cult who worship Moros as a god of war and a bringer of mass destruction. In the days preceding the arrival of Moros random members of the cult appear among the population with no warning and no history of the cult's presence on the world. Cult members who appear in this early stage who have been captured and interrogated by the Ordo Hereticus have no previous history of cult activity of any kind. It is as if the coming of Moros creates in them a need for anarchy and destruction.






I intend to enter this in the upcoming armies on parade. Though I am still trying to decide what army to put with him.

Wednesday, December 5, 2018

Adeptus Titanicus Knights of House Rajha

Lord Marshal Vladimir Krell alone holds the rank to bear the marks of leadership upon his knight armour. As the master of House Rajha he rules with absolute authority and he is a lord of death among a house of killers. He leads his banner with all the fervor of a madman and can be as deadly to his own men as the enemy. Some believe he was a follower of the Blood God before His worship was spread by the Heresy. Like all who follow Horus into rebellion Krell bears the Great Eye of the Warmaster to the worlds he devastates.



The knights of House Rajha are without honor and seek no glory. They kill because they are killers. They bear no crests nor honors for the ghost-gray color of their knights alone speak the tale of their prey's death. The Ghost Knights of Banner Krell are hunters without equal. Their tally of engine kills, were it known, would border on the incredulous. Yet in true House Rajha tradition they carry no kill marks. The knights of Banner Krell eschew all long range guns and bear only the weaponry of the stalking hunter. Only brutal combat with massive god machines can stir the blood of these pitiless killers.






House Rajha is mentioned in Horus Heresy book 3: Extermination as a knight house that is allied with Legion Fureans. All that is said about them is that they are "ghost-grey". So naturally I decided to make up my own color scheme and background.

Tuesday, November 13, 2018

Anagi Leeuwenhoek, Grand Parasite of the Lidless Eye

Anagi Leeuwenhoek, Grand Parasite of the Cult of the Lidless Eye has been a member of the Mechanicus since before the singing of the Treaty with Terra. She worked within the gene vaults of the Emperor beneath the Imperial Palace at the onset of the Great Crusade as a surgeon pioneering many of the techniques which would become integral in creating the organs necessary in creating the space marines. There are secrets locked within her memories that no one but her recalls. Even Belisarius Cawl has lost many of the secrets from those early days, but Grand Parasite Leeuwenhoek has lost none of her long memory.

Archmagos Leeuwenhoek has many titles within the Lidless Eye. In her war aspect she is Archmagos Dominus Leeuwenhoek, who's knowledge of the microscopic world sees her unleash terrible nanomachine plagues upon her enemies. To the rest of Mars she is the Omnissiah's Red Right Hand, a destroyer of worlds and extinguisher of species. She is the figurehead of the Cult of the Lidless Eye and is seen as its leader. In truth she is closer to an ally to the Cult. The Golden King is the true leader of the Cult and Leeuwenhoek is his most powerful tool. Her extensive knowledge and political power within the Mechanicus has lead the Cult of the Lidless Eye to become the most powerful faction of Dark Mechanicus working within the Segmentum Solar.




Wednesday, August 1, 2018

The Brotherhood of the Jade Tempest

A quirk in the reforging process has lead to the Lords of the Setting Sun having an extremely large Sacrosanct Chamber. The Brotherhood of the Jade Tempest, the Lords' order of Exorcists, is larger than any other Stormhost's. It is believed by the Lord Arcanums that this is due to the previous position of the Lords of the Setting Sun as masters of spirits. Each candidate studies the lore of spirits and demons extensively in order to rise to the rank of Lord Exorcist after his reforging and only those who die in battle against specters or demons are elevated to their ranks.




The Brotherhood of the Jade Tempest scours the countryside around Heldengrad for restless spirits and demons. All rumors are to be thoroughly investigated by members of the Jade Tempest as well as the Obsidian Hand, a Brotherhood of Lord Relictors and Lord Veritants dedicated to hunting down and destroying the evils that plagues the 7th Dominion. There are none beneath their suspicions or scrutiny.

Lords of the Setting Sun

The warriors of the Lords of the Setting Sun are all bound by a single thread.  They were all once vampires in the service of the Great Necromancer,  Nagash. Each was chosen by Sigmar to serve within the Shining Host because even though their deeds throughout hundreds of years of existence were steeped in blood they all possessed a kernel of honor buried deep within them. This secret is known by few outside of the Sacrosanct Chamber and Stormcast himself.  Of all the stormhost the Anvils of the Heldenhammer alone are privy to this secret and like all other secrets they possess they keep deathly silent.

The members of the Lords of the Setting Sun retain few memories beyond those of wanton slaughter and the bloodshed of innocents. These Sigmar allowed them to keep to remember why they must always strive for redemption. Because of this they are fanatical in their devotion to Sigmar's cause and are steadfast in the application of his laws.



My newest army is Stormcast Eternals.  This is army three in my project to collect one army from each Grand Alliance for Age of Sigmar. They will all be based in the Realm of Shadow, Ulgu, and their backgrounds will all mingle into one storyline. There will more on the Lords of the Setting Sun in the next few posts.

Wednesday, July 18, 2018

Feculent Gnarlmaw

Deep within the 7th Dominion of the Realm of Uglu festers the Ochre Kingdom. Hidden from the armies of Order by miasmal fog and the impenetrable illusions of the Great Bog that surrounds it the Yellow King rules from his fetid throne.

The Great Bog stretches for uncounted miles in all directions. Within its confines one can find endless perils not the least of which are Nurgle's Plague Toads and groves of Feculent Gnarlmaws. Disease rules the bog as much as the Yellow King rules the Ochre Kingdom. Followers of Nurgle worship freely within the miasmas of the swamp and the veil between Uglu and Nurgle's Garden blurs to nothing among the glades of Gnarlmaws and Rotroot Mangroves.



The nature of Uglu has shrouded the Ochre Kingdom since the Age of Legends. No one knows for sure if the Yellow King is a title handed down through the ages to successors or if the King is a truly ancient being. There are whispered rumors within the court that the Yellow King originally hailed from the World-That-Was and that Nurgle preserved him as he did several of his favored champions.

Wednesday, June 27, 2018

Grimgristle Beetlesucker





T'lowg'grh Dh'erg'z
Grimgristle Beetlesucker
Greater Daemon of Nurgle

Grimgristle Beetlesucker is a Great Unclean One summoned by the Yellow King to help him bring the Plaguefather's gifts to the Mortal Realms. However, due to his immense power he is more akin to a partner than a servant. Together with Gutrot Spume the three lead the armies of Nurgle across the land, sea and air. Grimgristle's demonic armies include many plague drones and swarms of plague flies that darken the skies and obscure his plaguebearers' advance. Grimgristle's very breath is lousy with plague flies that, at close range, ravage the bodies of those that oppose Nurgle's gifts. Another power that Grimgristle possess that makes his armies so deadly is his ability to twist time around his followers. As a daemon he exists outside of time and so he can manipulate it to speed his normally ponderous minions along their way to spread the Grandfather's blessings. Many armies have fallen due to their belief that Nurgle's daemons are slow and plodding. Grimgristle finds the shocked look on their faces to be quite humorous.

I used the name generator in Slaves to Darkness to generate his true name and his use name. The rest just wrote itself. He is one of my leaders for my newest Nurgle army. The army is built in three parts. The "land" army is lead by the Yellow King and his subordinate the Red Duke and is predominantly made up of Blightkings. The "Sea" portion is lead by Gutrot Spume and his first mate and consists of primarily Blightkings and chaos spawn. The "Air" army is lead by Grimgristle Beetlesucker and consists mainly of Plague Drones and Plaguebearers.

Thursday, June 14, 2018

Himeros the Salacious

Himeros was once Hagnon, a sergeant of the Emperor's Children Legion during the opening battles of the Horus Heresy. Hagnon was as much a statesman as he was a warrior and was known for his inspirational speeches on the eve of battles. As Hagnon fell to the worship of Slaanesh with the rest of his legion his gift for inspiration saw him elevated through the ranks to captain. The men under him began worshipping him with the same zeal previously held for Fulgrim alone and he was renamed Himeros the Salacious. After the fall of Hours at the Siege of Terra Fulgrim banished Himeros because he had grown jealous and distrustful of the devotion his men showed him. The legionnaires under Himeros risked Fulgrim's anger by fleeing with their master into the Eye of Terror. There they quickly established a base on one of Slaanesh's many pleasure planets and immediately began raiding the Imperium for slaves and plunder.





Thursday, May 17, 2018

Lord Khepri and the Order of the Coptic Stag 2

The frozen ground crunched under the marching feet of the skeleton warriors as they formed a defensive perimeter around Catherine and the tomb. The witchfire burning in her eyes silhouetted her skull in purple as she commanded her minions to dig. At Catherine's word several of the skeletons began to claw at the frozen dirt of the tomb. Catherine could see the hulking form of the Stonehorn crashing through the forest towards her. At her necromantic command the skeletons who were not digging formed up to receive the charge of the Stonehorn. As Catherine began to chant spectral hands materialized from the fog in the path of the Stonehorn, clawing at the beast's mammoth feet, sapping its strength and causing it to slow its mighty charge.

She could feel Marek's presence through the trees to her right. She knew she would feel no loss at his death and that if he did not ascend soon she would have no use for him and end his life herself. For now he had Lord Khepri's favor, but it would not last for long if he could not deliver results. Several times she had foiled his progress, yet he suspected nothing. His desire for her would be his great undoing and she would be the one to deliver the deathblow, whether by her own hand or by engineering his many failures.

She brought her mind back to the battle at hand and bent her will to stopping the stampeding Stonehorn. The spectres in the mist had drained much of the creature's strength, but still it lumbered on. When it finally reached the skeletons much of its charge had been spent, but it was a formidable beast none the less and it shattered the bones of several warriors with each swing of its massive horns. Catherine summoned her necromantic power and called the dead from the ground. Unfortunately the ground had become frozen from the power of the Beastclaw ogors. Far fewer warriors rose from the ground than she had anticipated, but she had to use what was at hand and hope it was enough to bring down the great beast. She was glad none of the other creatures had been sent to reinforce the Huskard and his mount. The swords of the warriors were taking their toll on the creature and she was raising enough of them that she would soon turn the tide of battle in her favor. She was certain that she could excavate the tomb as well as add the Stonehorn to her collection of servants.

Then Catherine sensed another presence in the shrouding fog. This one much more dangerous than the one before her. If she were still living she would feel disgust at the voracious appetite of this new presence. The Butcher sent a deadly bolt of hungering darkness at her, but she deflected it into her skeletal minions and several of them crumbled to dust and blew away in a ghostly wind. Another bolt was hurtled at her and this she dispelled with a wave of her skeletal hand. This magic user would need to be dealt with quickly. With a quick incantation and a violent gesture she crafted a deadly spell of her own for this new rival. She could hear the ogor's howls of pain as spectral servants tore her soul from her body and carried it screaming to Catherine's outstretched hand. Reinvigorated by the soul of the Butcher she poured her power into raising more skeletons and the power was enough for them to break free of the icy earth. With the last of his strength bleeding from him through hundreds of wounds the stonehorn finally topple to the ground, crushing his Huskard master beneath his massive bulk. Catherine relished the screams of his soul as she slowly consumed it. She imagined how much sweeter it would be when it was Marek's turn.

Sunday, April 29, 2018

Lord Khepri and the Order of the Coptic Stag 1

The night was absolute. No stars in the sky filtered through the creaking forest canopy and the skeletal moon was hidden behind the horizon, though better the darkness than the horrors the cadaverous moon's light would reveal. There were no sounds of nature as in the forests of the Realm of Ghyran. No insects chirped or buzzed and no night birds called. The only sounds in the woods of Shyish were the howling of the wind and the creaking of branches. The horrors these sounds revealed were hidden from the sight of mortals who traveled the realm by the darkness of the night.

Lord Baltazar Khepri gazed unto the night with no mortal eyes. It had been many ages since he had been flesh and blood. Many centuries since his heart beat in his chest and blood flowed through his veins. He would occasionally get glimpses of memories from that time, but before he could tease out the meaning of these fleeting images they would be gone and he would soon forget they had occurred at all. These things meant little to him for they were not of the present and had no relation to his current purpose. The Grand Master of the Order of the Coptic Stag had been given purpose by his dark master Arkhan the Black, Right Hand of Nagash, Lord of All.

Baltazar sat atop his rotting stag Helhest, a gift from his master Arkhan. The two were as unmoving as a corpse. The only signs of his deathly reanimation were the two burning pinpricks within the hollows of his eye sockets. Near him, with the animated agitation of the still living, stood Marek.

"I don't understand what we are doing wandering around this blasted forest in the dark of night," proclaimed Marek. He and Baltazar had spent the better part of the night searching the dark woods and Marek's patients was wearing thin.

"Silence," Baltazar's voice echoed from the creaking trees as if spoken from the corpses of hanged men raised unwillingly from the grave. "All we require will be found in time," stated Baltazar in his corpse dry voice. "We seek the barrow place of Khoric of Maelthonia. And in it Khoric and his cursed followers."

"Yes, I am aware of whom we seek and why, but what good does it do us doing so in this dark night?" Marek replied in a less demanding tone.

"We are here because we are not the only ones who seek the tomb," Baltazar reminded the necromancer. Just as Baltazar spoke the words a mighty crash sounded through the forest, temporarily drowning out the howl of the wind. Marek jumped at the sound, but Baltazar merely turned in the direction it came from.

The necromancer's hands began to glow with amethyst power as he unleashed his spells of summoning. As in most locations within the realm of Shyish the land was ripe with corpses waiting to be summoned by those with the knowledge to do so. At the necromancer's beckoning the dead began to rise from their graves. The tomb of Khoric must be close in deed Marek thought, for the dead who rose were the guardians of the tomb of a king and no common warriors. Still Marek could feel the presence of more dead warriors beneath his feet simply awaiting his call to arms.

As the grave guardians rose from the ground the air filled with the sound of flapping wings and the shrill cries of hundreds of bats. From deeper in the woods appeared Marek's companion, Catherine.

Catherine had once been a student of Marek's, but in time she surpassed him in the necromantic arts and now had traveled beyond death to become a liche. Marek was envious of her power and was still frantically searching for a means to live on beyond death in a grander form than a walking corpse. As yet he had found no means to prevent the inevitable.

Catherine's eyes glowed with purple fire as she directed the swarms of bats overhead. "The beastherds move against us," her hollow voice echoed out from beyond the grave.

Beyond Catherine came the thunderous sounds of hooves as Baltazar's knights arrived and the continued howling of the wind announced the arrival of those in the Order who's form had become so saturated with death magic that they existed in an incorporeal state beyond the physical world.

The wraiths split off and traveled deeper into the forest at Baltazar's unspoken command, where he knew Oleksiy was waiting to lead them. Baltazar knew that the vampire lord only served under him because his master Baron Thaddius Finch commanded it. Baltazar didn't care why as long as he served.

Catherine traveled in the same direction in case Oleksiy had need of her power while Marek stayed behind to serve Baltazar in the same capacity. He knew once the full might of the dead rose he would be needed to help maintain them during the coming battle...

Thursday, February 22, 2018

Addanbelah Craftworld

The Aeldari of the Addanbelah craftworld are considered savage by all but the Aeldari of Saim-Han. Though they are still as advanced as any craftworld Eldar they are more willing than any to throw themselves into conflict on any scale. The bloodlust of Khaine has resided in these Aeldari since the fall. Originally hailing from one of the Aeldari home worlds currently within the Eye of Terror. The world, whose name has been long lost to the Fall, was a world of ash deserts that one would not expect the advanced and leisure seeking Aeldari to populate and for the most this is true, but within the hedonistic society the Aeldari had become there were those who practice restraint and the world of the Addanbelah Aeldari was home to a large order of warrior monks who practice forms of combat and ascetic living that became all too familiar with those who fled on the craftworld. The monks of the time called their way of life Addankiamenad-Belah, or the Way of Ash. This was later incoperated into the Craftworlds name and came to mean Those who walk the path of Ashes. They are named after their practice of burning the bodies of the warriors who fall in battle.

The Addanbelah are warriors above all and even the guardians of the craftworld are renowned for their prowess with sword and shuriken. Of the smaller craftworlds the Addanbelah have the largest number of Aspect Warriors and Warlocks. Their Autarchs are renown for their tactical acumen and their Bonesingers are master weapon smiths. Even the number of Engines of Vaul and titans within their armies are impressive for a small craftworld such as Addanbelah.

The colors of war of the Addanbelah are as dark and somber as its people. The armor of its guardians are decorated in the warpaint of their tribe and each squad has its own individual identity and warrior traditions. To the Addanbelah ones tribe means everything and each tribe traces its history to before the Fall to one of the orders of Addankiamenad-Belah monks. Each has its own marshal traditions and the head of each sits on the council of Autarchs that leads the craftworld to war. The Farseers of the Addanbelah are the wisdom but the Autarchs are the driving force of the craftworld.

Due to the similarities in temperament and social structure the Addanbelah are close allies with Saim-Han and Beil-Tan. Each is ready to send help in times of need and in the battle for Beil-Tan's Infinity Circuit many Addanbelah died in its defense. It was after this tragedy that the Autarchs of Addanbelah swore to Yvraine that the cause of the Ynnari would also be theirs.

While waiting for my airbrush I have been painting a few figures for my new Aeldari army as well as working on their story. I have finished my first few models so far. It is a pain not having my airbrush for base coating. Still the results have been pleasing and I am happy to be working on my favorite race and one of my favorite armies again. In addition to painting I have been reading the Eldar novels. I just can't get enough of their tragic lore. Here is my first finished model for the new army.

Her name is Ishtharia and she is the head of the Council of Seers. She was one of the foremost seers of Addanbelah and her accurate predictions lead them to send aid to Biel-Tan before the Masque sprung her deadly trap and so the Addanbelah were able to reach Biel-Tan before it was too late. Their aid was integral to defeating the daemons of Slaanesh before they could complete the destruction of the Craftworld. During the final battle though the previous head of the council was killed and after their return to their Craftworld the Autarchs named her the new head of the council.



Tuesday, April 25, 2017

Fall of the House of Ur

Long before the time of Rebirth a glade of soulpods was planted in the Realm of Shyish in order to bring life to the Realm of Death. At first this bold plan flourished, but tragedy struck during the Shrouded Times. As with much during this period nothing is known about what events brought disaster to the Glades of Winterleaf that inhabited the dark forests of Shyish.
What came after was a tainted and twisted version of the glades that once thrived. Similar yet terribly different from the Outcasts the dryads of the groves were twisted and corrupted by the land they were seeded in and a dark taint took hold. Long wars with the Chaos invaders who flooded Shyish have further added to House Ur's hatred. Now, like most of the clans of Winterleaf those of House Ur are bitter and resentful of the dark times that have come upon the Sylvaneth. Soon after her rebirth Alarielle sent envoys to the House of Ur to bring them word of her return and the resurgence of their power. She charged these noble spirits to protect the House from further corruption by the Realm and to bring them into the light once again.

Time has passed and the House of Ur has changed little, but those whom Alarielle sent to shepherd the clan have changed. They have become dark and bitter like the forests they now inhabit. Though their changes are not as profound as those belonging directly to the clan they have adopted the trappings of death and decorate themselves with the bones of the dead and other morbid trophies. Those who were once noble and righteous are now secretive and sinister.

Tuesday, October 20, 2015

The Brotherhood of the Laughing Father

Deep beneath the surface of Kalfu in the underhive city of Maalik lies New Heaven.




In one of the titanic layers of Maalik, which was flooded many hundreds of years ago by a disastrous failure of an upper level's water system, a vast swamp has grown to encompass nearly the entire level.There are three massive spire cities within the layer and these are the only means of reaching higher levels. The canals of these cities are just as likely to be plied by vicious gang members as they are the Imperium's enforcers. The spire city of New Heaven is rife with gang warfare and violence. Worse still are the vast swamps that stretch between the cities. Dark creatures live in the forbidding swamps that have grown in the hive. The swamps provide safe haven for mutants and beastmen who escape persecution in the cities. They breed and flourish among the mangrove forests of the fetid swamps forming "families" of inbred monstrosities.


Deep in the heart of the spire city of New Heaven a rot festers. The Brotherhood of the Laughing Father appears, at first, to be a harmless religious group which emphasizes family ties and ancestor worship. Above all sits the Laughing Father, a father figure who looks upon his followers' deeds with parental pride. Below the Father are the First Sons, the most blessed of the cult's followers. But this appearance is only skin deep. It is known to the gangs of New Heaven as one of the oldest and deadliest groups in the city. The Brotherhood ruthlessly hunts down and slaughters any of the gangs that encroach on its considerable territory. There are rumors that the Brotherhood travels into the swamps at night to converse with families of unspeakable countenance. Those who spread these rumors are mercilessly crushed by the followers of the Laughing Father.

The truth of the Brotherhood of the Laughing Father is far darker than any of the gangs suspect though. In truth the Brotherhood is a coven of genestealers whose goal is to spread their influence throughout Maalik and into the other hive cities of Kalfu. Darker still are the pacts they have made with the Plague Father's daemons. For a hundred years the cult has been spreading its influence throughout New Heaven. They have secured allies both in the city and beyond. An army of beastmen and mutants lurks in the swamps surrounding New Heaven awaiting a call to arms from the Brotherhood. While within the city limits members of the Brotherhood have infiltrated several levels of Imperial law and the group's illegal activities and violence are largely overlooked. As the years pass and the Brotherhood's influence grows it will soon be too late to stop them from taking the city and spreading to the other layers of Maalik.