Echoes of Eternity: A Warhammer 40k Necron Lord Quest (Redux)

Just turn that frown upside down and you got it. The Orks. Sixty million years of fun.
Are they happy though ?
When I think of the Orks in this context,I am reminded of that recording where a serial killer calls 911 and in tears,begs to be arrested and talks about how he can't control himself
Do Orks truly enjoy their existence or are there certain parts in their fungal brains,screaming at the void to be free from their eternal suffering,just wanting to control themselves again or die trying ?
 
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Are they happy though ?
When I think of the Orks in this context,I am reminded of that recording where a serial killer calls 911 and in tears,begs to be arrested and talks about how he can't control himself
Do Orks truly enjoy their existence or are there certain parts in their fungal brains,screaming at the void to be free from their eternal suffering,just wanting to control themselves again or die trying ?

Heck no. They are custom-made for that life. If any race in 40k can be said to be truly happy, it's the Orks.
 
So I'm guessing the plan we seem to be looking at is brutalis the orks, allow the planet to retake that area. Stealth kill the elves as they're knife ears, and integrate the ogren.
 
We must gently (And I do MEAN Gently.) usher the Ogryn into the fold.
They are precious and must be protected (And are an easy convert to Robot Granny as a God.).

Eldar should be investigated, there's no Chaos or Tyranids here, so them being here is kind of alarming.
Tyranids don't appear in 40k till well 40k (40th millennium) so unless the QM decides otherwise we're probably not going to see them at all this quest which is a shame since they're my favorite enemy to fight.
 
Turn 4 Results - 2 New
You watch her fret over everything. She glides to and fro on a customized Canoptek-platform, fingers fluttering like startled butterflies while she directs swarms of scarabs and squads of Warriors. They bring in glowing geodes, drag heavy machinery and carry bundles of shimmering cloth. Lines more wait outside, shepherded in by the handmaidens by the door.

You chuckle as Raethis flutters around a Spyder, only property keeping her from pulling at the priceless necrodermis the hulking construct is manhandling.

"You're so taken," you say, casual. "You'd think that this was the Phaerakh's private quarters, not the retreat of an old hag."

She doesn't need the facial motions to look stunned. Her channel goes up with the feeling enough.

"I'd like you to refrain from saying such things, Mother," she says, calm and prim and showing just a touch of the shock hammering against your connection. "You are and remain a previous holder of the Scarred Throne, a renowned and respected matriarch who ought to be shown the highest courtesy. And a far better choice than the actual one." She murmurs the last part, but you still catch it.

Scoffing, you beckon. "Come sit with me." You pat the empty, blocky stool at your table.

"But…!" Raethis looks in distress at the servants.

"Oh, don't fret. It's just a crypt. And I need your help with this anyway."

That gets her gliding closer, and when she notices what you're looking at, she acquiesces.

You lounge back on your chair with a sigh, nursing your tea. You may have said a little lie: it's not only a crypt. Why, a Lord's crypt is arguably his second most important asset, right after his weapon. In your case, it's the third, your laboratory included, but the point stands. As such, you're not so uninterested in it as you play it off: many of your processors are working on it, as calmly and with as much focus as you'd give to an important experiment. Can't make a poor figure after all, can you?

As your more social dwelling, you chose a series of chambers in the Pale Quarter. Physical closeness to the Phaerakh denotes social standing, but you didn't overdo it: your quarters are as close as any honored advisor. The role suits you, you found, giving you a freedom of movement and choice that having the throne wouldn't give you. Or maybe you're just rationalizing, who knows?

The crypt is the standard for nobles: a heavily guarded antechamber, dotted with automated defense turrets, Gauss walls and guarded by servants, in your case, your handmaidens, who have their stasis-chambers there. The lone entrance is a large gate engraved with your personal glyph in silver thread and that can be opened only with your signature. It leads to a gallery, usually engraved with a family history. For you, since only the Phaerakh's quarters can be graced by that particular sight, it's simple An'Lekh themed on hope and the future.

The gallery opens on an exhibition room doubling as a waiting room for guests. It's here that supplicants are supposed to wait, to be accepted beyond or sent back. For the former, it's a series of chambers dedicated to social gatherings, hobbies, sparring, simulations, digital libraries, entertainment avenues and art galleries. By anyone without the eyes to see it, it's a gloomy, spartan place lit by the glow of Gauss and filled with alien apparatus. To you, it's alive, a forest of An'Lekh reaching to you with fey voices with invitations to relax, entertain yourself and feel beyond the cold of your machine flesh and the galaxy outside. Or as intimidating echoes, depending on who comes.

Space is a non-factor. The Tombworld is, well, a world, and the people qualifying for the terms number in the thousands, with the rest needing only a capsule for maintenance. So, it's not strange that a noble like you can get the equivalent of thirty halls as your personal turf. No, what matters is how these halls are kept, which it's… not so good. The decor is substandard, put on by Canoptek instead than the well-tuned touch of a Cryptek. Normally, no Lord would put up with it, but these aren't normal times, are they?

With the Imothu kicked out from the heavy quantity Gauss club, there's no way for them to fill all the crypts with their arts in a brief time, not in the quality any self-respecting Lord would want. And since the rulers' crypt HAS to be far better than all the rabble, the art of the Lineage is reserved for it, which means that everybody else has to do with the lower rung of the ladder. Why, it's almost enough to wound your delicate sensibilities. Not even An'Lekh of the Un rank? Why, you'd never think you suffer the indignity.

Entertainment factor aside, your quarters divide further in a third layer, this one reserved to you and those who have your confidence and, relative, trust. This is where the useful stuff is, like the outer servers of your Thought Loom and Chronal Engine, as well as your Thread Matrix and the more comfortable, more reserved places of leisure.

Deeper still, it's your personal quarters, where you and only you are allowed access, and whose door is guarded at any moment of eternity by an impressive crowd of Handmaidens, or Khepra when she's not busy chasing you around. This is where the really useful stuff lays: the core of your Thought Loom and Chronal Engine, your personal data archive, where you store the information you want more than a copy of, your personal laboratory, a smaller replica of your real, more hidden one. And speaking of hidden, this is where you keep your precious stuff, to be exposed in your personal museum, protected in your treasury, shielded in your vault, or contrabanded in your bolthole.

And lastly, beyond the best you can muster in defense and surveillance, your maintenance equipment, and, of course, your sarcophagus.

It's quite the comprehensive formula, all of it enclosed in an autonomous shell shielded from outside teleporting and kept under constant surveillance by a small army of Canoptek, both motionless and skulking about.

Organics would call this a tomb, a place of pulsing light, eerie silence and deep gloom. To you, it's a nest of silence and stability amidst eternity. And you intend to keep it neat and tidy.

You think that as you raise a hand and pat your daughter. She perks up for a moment, a spring-loaded doll short-circuiting, before relaxing in her seat. Her end of the channel twinkle with a mix of embarassment and happiness.

"So?" You ask after some time. Raethis follows your gaze.

You are in the Hem, the central hall of the house. It's here that the family head sits on a throne all but similar to the one of the Phaeron, and here where he looks over guests, family and subjects alike.

The hall goes through the crypt, half into the outer layer and half into the inner one, like the center of it all that it is. And it's here that in the old times families gathered to have meal, chat, share stories, sing and play together, and apply to each other the medicines and ointments that were the Necrontyr's first weapons in their endless war against malady.

The hearth is gone, and so is the table and the food, made obsolete by metal that needs neither. But the space remains, as it always did down you kin's old history, and so does the Wadj, the Heart-Wall, where the family engraves their story. For once, not of glory, or wealth, or power, but of the little moments, those closer to the heart, those tidbits that made a family, and that someone bold could say made life worthy of being lived.

For you, your Wall has no images of a child's first steps or his awkward scrabblings, of a walk together under the sun of a distant desert or the burned matchsticks from times when power gave out, of that time your eyes first met, or that broken Canoptek he once gifted you, of stormy nights passed fretting over sickbeds, or spoons, dented and smoothed by their stubborn use handling remedies. There will be times for those, you hope, those little things that deserve more than a stasis field and a fleeting glance. For now, it's only you, your daughter and his husband, stick figures amongst a crowd of faces of subjects, allies and children. Your children.

Raethis reaches out, and the wave of Scarabs busy scrabbling the image move aside, revealing the image. Your figure – a thin, long stick with a big grin – has her arms around a scowling Tefetra-shaped ball and a shyly smiling, petal-soft Raethis.

Feeling the soft glow in her channel end, it's not hard to imagine the same gracing her features.

"It's… it's nice."

You chuckle, patting her gently.

NEW DWELLING

Noble Quarters: An elaborate series of halls and chambers with one heavily fortified entrance. Built in the sharp-edged, geometrical style typical of the Necron, with black lithonecris edged and veined with silver and glowing Gauss conduits. Divided in four, trust-based layers, these quarters would appear as an alien tomb to any other race. To yours, they are an elegant dwelling worthy of any Necron noble, alive with An'Lekh picturing vistas and feelings of relaxation, waiting only for the right eyes to see them.

It goes Horrible- Bad - Mediocre - Average - Good - Excellent - Supreme (For a Necron)


Entertainment:
Mediocre (How much your guests enjoy their stay)

Gathering and training halls, digital cinemas, Canoptek puppet theaters, Gauss, hologram and molecular art galleries, halls for traditional hobbies like strategy games, statuette production, digital diving and hologram sculpting; sensory-deprivation pods for high-speed processing and more. The bare minimum for a Necron noble. The problem is that apart from what the Dynasty's members kept in their personal databanks, there's little to fill the spots. And nobody wants to look at empty pedestals. The rest reeks of went there, done that.

Impression: Mediocre (How much those who wish to impress are impressed)

A noble-grade jamming field, sturdy walls, automated defenses, Canoptek, the Xoratlek and shimmering . It would make for an good enough sight if not for the subpar An'Lekh. Statues of your likeness and impressions of your personal glyph litter the place, but the rough touch of a Canoptek is painfully obvious. Good thing that all the nobles have to content themselves with this level of indignity.

Defense: Average (How much you can keep intruders out)

Gates of heavily plated Necrodermis. Automated Gauss and Tesla turrets. Traps ready to unleash a slew of radiations, lightning or erect stasis fields. A web of surveillance Scarabs and Canoptek. Flayed Ones prowling the gloom and Handmaidens standing guard. A jamming field keeps most teleportation attempts out, but not those warp-based. It's as good as any Noble can ask for. You can do better.

Secrecy: Average (How much you can keep hidden things hidden)

A treasure trove of unspeakable secrets is a given in a noble's personal quarters. You have your amount of hidden boltholes to hide things in. A heavily shielded vault acts as both a treasury for your most prized possessions and a cage for your most dangerous ones.

Special Objects & Location:

- Thought Loom: An irreplaceable tool in any noble's arsenal, this delicate lattice of flowing data and necro-granulate atop a basalt-like basament contains a massive amount of digitalized memories and protocols. It allows any Necron who connects to it to enhance his processing power, weave new modus operandi via protocols, as well as to review previous situations and interactions.
+1 Learning

- Chronal Engine: A incredibly powerful computer, this data engine is optimized to simulate versions of future encounters, predicting outcomes and allowing a savvy lord to be ready for any situation. It is said that the most powerful examples of the Chronal can put Eldar future sight to shame.
+1 Intrigue

- Heart-Wall: Where memories are set to glow. For now, it's you, your daughter and his son. Your children are there as well, but they are faint.

- Noble Sarcophagus & Maintenance Apparatus: A somber sarcophagus carved by a single block of necrodermis, filled with the liquid black and delicate equipment needed to maintain your frame and engrams. A specialized, multi-legged Canoptek keeps vigil over it, ready to repair you in case you are destroyed. You are quantum-locked to this position, and will be returned to it in case of mortal damage. The sarcophagus sports a silver glyph containing a copy of your memories and it's carved in your likeness.

- Minor Laboratory: An average laboratory, with all the tools needed form your average Cryptek.

-------------------------------

Making up with Tefetra: 78+8=86. Success!


"I never see you and that boy together lately. How come?"

"I… Tefetra is always so busy…"

"…"

"…and I am too, there's so much to do and…"

"…look at me, girl."

"…I am scared, Mother."

"Scared?"

"I-I fear what the Transference did to his mind. He… suffers, Mother. He mourns for what he lost… I-I was the one who convinced him… I…"

"You feel guilty, and can't bring yourself to talk to him."

"…yes."

"You younglings and your foolishness. Oh, don't look at me like that, I know what I said."

"…o-oh! I-I am sorry."

"Mh? Sorry? And for what? I am not faulting you for anything, daughter. If someone is to blame, I am. Apapap. No need for words. Leave everything to Mother. Well, a tiny part of it. No, no buts."

Tefetra's thoughts have been moving in dark places lately. The loss of his fate, of his very flesh, the confusion of it all have been grinding at him like whetstones against a rock. His mind revolves around two figures.

The old crone. About her, he's certain enough: she returned all of a sudden from the Silent Court, brought her green fire and told them all they needed to throw themselves into it before it was too late. He doesn't fault her attempt to spare them all from the C'tan's hunger, but he does her clinging to life. Much better for all of them to have died with honor rather than be condemned to this fate of cold and undead.

Nobody seems able to see it. They act and speak and talk like nothing happened, like their change was for the better, instead of the damnation it is. Sometimes, it makes him wonder if they have all gone crazy, and if he's the only one sane.

And then, her. She, who's so intelligent and graceful and cultured and beautiful and radiant. However could it have happened for an oaf like him to end at her side? Even the Change couldn't mar her. Her soul shines as bright as she did. It makes him shake, makes him desire with equal force to embrace her and rip apart that horrible shell holding her prisoner.

Dark thoughts, and dark places. They made him feel like a blind man, lost in the dark of the night. Now, in in his quarters, looking down at the weapon lovingly laid on delicate, starlit-spun necrodermis, it feels like a small star is shining through.

The Gauss cannon is massive, at home as a heavy Barge's main weapon. It's new yet familiar, and Tefetra feels more than knows that if he turns it, he'll find the old dent from a Krork Warlord axe, and that if he slids it into the compartment in his left palm, it will slide and clack and connect with his systems, ready to emerge with the flicker of a mental impulse.

He recognizes her touch on it, where she has repaired the cracks and mended the broken firing chamber. How could he not? That's how he quickly see that the small message – claws dragged on a piece of necrodermis – isn't her doing.

Bold letters, played out rather than inscribed, tease him from the other person taunting his thoughts.

We're not dead yet, fool. And anyway, who said I want you around her for all eternity? ;D

Tefetra crushed it with a massive fist. Grunting, he grabbed the cannon. It felt good, heavy as only a truly good weapon could be.

Dark places and dark thoughts. They didn't feel as clogging as before now.

Well, at least until he heard her minute steps. That's when all his savage machine strength drained away and all he could was waddle around and face her.

Radiant. As always. It would have been a crime to touch her, let alone hurt her, no matter the shell.

In the end, he was the mad one, not the other way around.

---------------------

You watch them talk, Tefetra leaning forward like a bear that suddenly found his big body to be awkward and unwieldy, Raethis standing up like a flower turning to the light.

You shake your head, smiling. The younglings' foolishness… which is the old ones' foolishness, which is very serious business. Certain things need no Bio-Transference to come out, really. And it's quite surprising how easily they can be resolved.

Tefetra Standing +2!

By assisting in breaking their inability to communicate, you helped Tefetra break out of his dark mood. He starts to recover.

TEFETRA GAINS TRAIT= Deathseeker -> Riskseeker. Tefetra longs for the blood that once pumped hot in his veins. Still, now he remembers that there's something worth living for, even as a cold machine.

TEFETRA GAINS EQUIPMENT= The Roar of Sekmat: This massive Gauss cannon was broken during the fight between Tefetra and Azkabah, with the Phaeron too taken by his dark thoughts to have it repaired. Fixed by Raethis, it fits in the Phaeron's palm once more, ready to unleash torrents of Gauss energy on any opponent who dares to stand in the way of the King of Might.

AC - Doneeeeee. This took far too long to get out. Still, good new all around. Not only you guys get a home (Necrons are all about treasure and showing it off, better start hoarding), but my health look about to (finally) starting to improve, so maybe in a few weeks I'll be able to roll out the rework I've been munching on since the beginning of the quest. I hope you guys keep along with my crazy brain. Toodles!
 
New reader here. What's the scaling for our stats? For a d100 system our stats seem really really low. Do we have a lower DC then a less skilled person?
 
Guys? did we ever get a name for the planet we are on? because the jungle world with all the deadly creatures eating each other... the fact orks ket getting eaten, and the presence of whom the chat thought to be Ogryn...

Made me think of Catachan! the Catachan jungle fighters are enhanced to the point they are called baby ogryn, behind their backs sometimes, and the descriptions ofthe world seem similar to what i remember reading of Catachan itself.

the most deadly deathworld in the imperium! And now with the craziest necron dynasty
 
Thanks for confirming it, i was wondering about it, and it would be sad to have the catachans lost to necrons, even such interesting ones...
incidently, im curious about what our MC will make of the imperium, and of how the eldar fell from grace...
what she would think oif Trazyn...
And how eldar will react upon recognizing her
 
Iirc correctly the general eldar response is to piss yourself and enter fight or fawn mode, apparently the futility of the flee response has been encoded into their DNA.
 
Turn 4 Results - The Broken Ones New
"Hear my lament, Mother. With my tears, I paint Dwat."

Me prowls your hall, a darker shadow among shadows. He's hunched, this son of curses, dripping brokenness with every swaying step. Oily residue pools around his feet.

You're not scared.

When you look past the horrid skin, the leaky joints and clicking claws, there's a sadness to him, a lonely light in his warped chest. The gleam of his eyes flickers, weak marshlights in the fog.

"The underworld," you say. There's a deep dark around. It encloses you both, a place of private cold. It swallows your words, presses against your lips with frigid fingers. "The realm of the dead, where our ancestors went to their rest. The Old Ones called it Ut, the Sea of Wisdom."

He nods weakly. "Death, and Death's Path." His whisper is barely there, a sad, resigned rasp. "The Golden Gate, where the Redeemer holds his hand to those who have paid their dues to the Scourge. And after, the Fields of Sand, golden, eternal. When We Are Free." He pauses, the cowl of his cloak falling on his head as he bows in mourning.

"When We Are Free," you repeat. The old prayer comes easily to your lips. By the time of your birth, its significance had shifted, from a wish to meet again after death, freed by the Scourge, to a promise of defiance, calling to when they would rip the secret of immortality from old lizard hands. But no matter its form, it's a shape of your shape.

"We die," Me hisses softly. "As we die, we move. We let go and float away. Many words have been written on it, enough to fill one hundred thousand lifetimes. Immhora the Seer claimed to have glimpsed the Golden Sands in his dream-quests, nestled deep in the Ut, a jewel shining in the high heavens. Sutra the Denier denounced it, declaring that our blessed dead, who keep us and sustain us, who live and breathe eternal, stand higher, untouched by our enemies' hands. In the end, it remains a question. We peered into the soul. We weighed its consistency and gleaned its flaws and details. We captured its shape and put it to paint, memory, and word. But where did it fly, this untethered bird? Where did it sail once unmoored of its bindings? That we seek. That we yearn to know, connected to the answer only by ties of faint dreams and pale imagination."

Me talks low and soft, like an old man caught in his dream, and you see a glimpse of something else shining through his shell of wretchedness. A ripple of something that once was, nobility and knowledge and humility wrapped in ascetic fabrics. It's a tiny thing, a glimmer of a shadow, but you're still reminded of the old sages who peered in the Sea of Souls, where the Old Ones shone as Gods and the Necrontyr were dim lights, before the Machine burned that path away.

Me flinches, hard, as if your recollection is a blow. He's a wounded animal again then, clutching his cloak to himself, creaking and trembling like the shadow of memory is enough to raze him.

"We did," he groans, quick and hurried like he's apologizing. "We did. Once. No more, no more. Lost. Forgotten. Left behind." His eyes snaps at you, wide and scared. "We don't die. No more. We sink. We moulder. But where is the bottom? It's vast. So vast. Vast enough to hold us all in and never let go." He devolves into mumbling. Sparks scatter around his skull from overworked engrams. You cup his face with your fingers, hold him until his wheeze loses its panicked tint.

"Up, to Dwat, once," he resumes after a long silence, slow and cautious like a prey poking from his nest, watching for predators. "Now, it's in the dark. But that's for us. We, weak, little things who know of endings. What about the mighty? The kings of emptiness? The masters of gluttony? Wrapped in the trappings we forged for them, yet never were they like us. Void's progenies. Lords of slaves. Molders of worlds. They may fall. They may die. But what is death to a thing that knows not of endings? Whose life is light and space, whose spirit is fractal? What is death to them?" He watches you, and there's such a dark depth in his gaze, such an abyssal fear and terror that even you feel a shiver.

"The C'tan…" The darkness shudders under the name. You have the impression of cyclopean things slithering in the shadows. "No soul there was to take flight, no place to fly to. We call ourselves people of this realm of dust. We are not. We are but visitors, here for a brief visit before we return to our homeland. They are this plane's true inhabitants. It's their world, the only one they know, the only one they can conceive. Part of them as they are part of it, woven in its fabric. Masters and slaves, jailers and prisoners. Gods, and monsters."

He falls silent, clutching his cloak tighter like a scared child. You watch him, twitching and leaking and shivering with faulty mechanics and ingrained terror. In that moment, you understand him better. Me is a broken creature, ripped apart and stitched back together, defined by his cracks. Terror, pain and hunger are second nature to him, at home in his mangled soul as Gauss. It's only a question of their degrees inside of him, like the height of a furnace's fire. And your instinct tells you that when it comes to those, he's in the lighter spectrum.

You put your hand on his head. Neither of you says nothing, but you see that flickering little light inside of him shimmers. Just a little.

When he resumes, his voice is a little steadier. "That which lives so vastly, so deeply, can yet die," he wheezes. "We killed it. We sharpened a spear of starlight with the death of galaxies, tipped it with a blade of suns and moons, and it was enough to teach HIM defeat. But death is not the end for such a being. It remains. It lingers, reduced yet strong beyond bounds still. And so it is that HE lies in his grave, dead and yet undying, rotting and divided, murmuring HIS curses, dreaming HIS dreadful dreams."

He watches you, and there's a painful wisdom in his gaze now, as if beyond torment there could be some dark enlightenment to be found.

He offers it to you, with his talons.

"I can show you," he murmurs. "That place, where the damned writhe under the gaze of a dead God and darkness shine like light."

He doesn't slump when you hesitate to take his had, doesn't scowl or wince. That's when you understand another thing about Me: his hope is a dying wisp, always on the verge of going out. He doesn't demand anything from you, isn't disappointed when you falter or slow. The simple fact that you're here, watching, hearing, on the threshold, is the greatest blessing to him. You could kill him, and he would accept it like a gift.

Pity and sorrow war inside you, but you set them aside with the ease of discipline. Calmly, slowly, you walk your way back through his words, searching for meaning.

A creature who cannot die, to whom death is but another state of being, if lower. This is your first glimpse of your enemy's shape, and it's enough for the mark engraved in your shoulder to throb like a living wound. It's a talon, sunk into metal that shouldn't feel pain, and yet it does. It entwines with the footprints the Virus left in you, speaking of corruption and a malady that may spread if you walk nears its source, cover you until you and it become undistinguishable.

A dreadful fate, but a promise is a promise.

Yet, you don't take Me's hand. The Virus, what burned-out remnants remains, sings sweetly, telling you of secret things that you know by instinct aren't meant to be seen. Nobody could, you wager, nobody but the one who walked through this corrupted flame and survived it. It allows you to sink your teeth into the bloody carcass that is left of it, devour it like it once devoured you, and in doing so, gorge yourself on its knowledge.

You don't understand the process' workings, like you don't remember how you rid yourself of the Virus. You only know it's some kind of resonance, like a diapason is nestled inside you. You can hit it, hear the notes it produces, but you don't understand its material, or how it will respond to your blows.

Now, it tells you that you could take Me's hand and let him carry you to that Place. If you do so, Me will shoulder the burden of bringing an enemy into his Master's grave. He shall suffer greatly for it, flail under a torment that even his scarred soul will struggle to contain, and by his sacrifice, you shall go unseen and untouched. Or you could reach deep in the corruption, force its shell open and gorge yourself on its entrails. If you do so, you shall gain entrance yourself, force your way where none has ever dared, let alone succeded. You will be seen, corrupted more for it, and yet you shall shine all the brighter for it.

Me watches you. He doesn't counsel, doesn't advise. He knows nothing, understands nothing. All he has is his shredded heart, open and ready for sacrifice.

This is your lonely path to walk.

Choose:

[] Take His Hand: Accept the invitation. Me shall carry you through and in doing so shoulder both the burden and the honor. He may emerge untouched, or his battered flesh may twist. You shall go unseen by HIM, but you'll have to carry the mark of carrion feeder, exploiter of the damned's pain.
Me is unavailable for 2 Turns.
Difficult roll for Me gaining a bad Trait.
Unknown consequences later.


[] Force The Gate Open: By your blade, you carve the way open. By your fire, you blaze the path through darkness. Such a brazen act is seen and acknowledged in that mouldering realm beyond. That you would suffer pain again after leaving it behind, for the sake of one of the damned, cleaves like thunder through the minds of all who inhabit it. Yet, HIS blinded eyes see you, and HE covets your flesh. In HIS desire, there is power.
You gain a Flayer Mark.
The people of the Flayer Tomb look at you with favor.
Unknown consequences later.


AC - Heyo! Back here with another, smaller update to avoid leaving you all without stuff to wring while I wait for my last treatment. Hopefully, my health will improve after that. With that, I enjoy writing this storyline. With the C'tan, technology and magic go hand in hand, and so the language is more obscure than usual.
 
[] Force The Gate Open: By your blade, you carve the way open. By your fire, you blaze the path through darkness. Such a brazen act is seen and acknowledged in that mouldering realm beyond. That you would suffer pain again after leaving it behind, for the sake of one of the damned, cleaves like thunder through the minds of all who inhabit it. Yet, HIS blinded eyes see you, and HE covets your flesh. In HIS desire, there is power.
You gain a Flayer Mark.
The people of the Flayer Tomb look at you with favor.
Unknown consequences later.

Grandma has no patience for silly-dead-gods.
 
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