The Long Night Part Two: Sparks at Midnight: A Planetary Governor Quest (43k)

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Epilogue: A New Foundation: What Do I Seek?
Epilogue: A New Foundation: What Do I Seek?

You have spent decades dealing with your current crisis of self, as the horrors and waste of the Imperium draws into doubt every belief that you had formed in your youth, and all that was built on them. With the aid of various friends you were able to avoid falling into the very real pit of nihilism that opened beneath your metaphorical feet, and have formed the basics of a new morality.

What you need now is to determine what you seek to do with your life, who you strive to be, and what lines you will never cross. These decisions are intertwined, but the place to start is deciding what you seek to make of your life.

Mostly you have gone the way that the tides of fate have driven you, planning for the future but not seeking to achieve anything in particular. You need to change that, and decide what goal you will work for in life

[] Do you seek to create a brighter future for all, no matter the cost?
[] Are you trying to bring that brighter future to the present, and doing what you can to make the galaxy a better place?
[] Do you want to improve the lives of those around you, and focus on the trees rather than the forest?
[] Or do you seek something else (write in)

In the past you have fought for humanity and the Emperor, but your confidence in the uniqueness of humanity has faded along with your worship of the God-Emperor as you have been exposed to more of the galaxy. What now do you fight for, what is driving you forwards.

[] Do you fight for yourself, so that all of your sins may be paid for?
[] Do you fight for your people, those who trust you to lead them?
[] Do you fight for humanity, with all of its saints and sinners?
[] Do you fight for the galaxy as a whole, to end this long night?
[] Or perhaps you fight because that is all you know how to do?
[] Or do you fight for something else (write in)

For most of your life you have worked by making minor incremental changes, pushing things to be slightly better then they were and building on these changes. However a few times you have been more ambitious, and helped create something great.

[] Will you focus on slowly improving things, ensuring a steady foundation but risking being too slow?
[] Will you be more ambitious, and try to work rapidly, risking a disaster but ensuring that you keep up with the accelerating pace of events?
[] Or maye find a balance in between?(write in)


The above options are meant to be as much a guide as vote choices, and a write in of what Rotbart seeks to achieve which his life, what he fights for and how he will go about it is preferred.
As such any option that lacks a write in of at least 50 words will be ignored when votes are tallied
 
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Look at how far our (former) fascist tyrant of a callous administrator of the cruelest regime imaginable has come!

*Sniff*

Well, maybe still a little fascist. And tyrannical. But he's trying to change dadgumit!
 
Zephyr, the Blighted Wind

The story of Zephyr is a tragic tale of a once-prodigy who fell to corruption. He was born to a distant, draconic people in an isolated, dark part of the galaxy far from the Imperium. They were a primitive people, though with a proud tradition of elementalism and spirit communion. These elementalists could call upon the elements of fire, ice, earth, electricity, water, wind, or even the forbidden dark elements. To be born with more than meager power was to be celebrated, and the strongest of these elementalists were known as the Guardians, tasked to safeguard the rest and serve as a shining example to strive toward.

Born to unknown parents, Zephyr and his twin brother Flare would grow up as orphans in the capital. The winds danced for Zephyr, while fire leaped to obey Flare. These two orphans, born with stronger than average gifts, knew only hardship and were thought of as street rats. Eventually a third would join them by the name of Nefaris, one who was gifted with forbidden shadow. Together, the three of them were thick as thieves, brothers in name who were loyal to each other first and foremost. In time they learned to make do for themselves, often causing trouble for the more upstanding citizens. Everything changed when war broke out.


Corruption had seeped in deep and a force consisting of those gifted with the forbidden elements sought to conquer the world in the names of their gods. It was a war like nothing the people had ever fought before as light waged war with dark. When their abilities awakened and they were considered adults in the eyes of the kingdom, Zephyr, Flare, and Nefaris volunteered to fight in the war. It was Flare's idea of course, always the more protective, but aggressive of the trio. Nefaris was hesitant as he had been born with one of the dark elements as well, but the brothers assured him that they would not let anything happen to their friend. Zephyr meanwhile had discovered his love for flight and his unmatched affinity for his element..

So it was that Zephyr, Flare, and Nefaris volunteered for the war effort. Known to the city only as troublemaking orphans, the noble Guardians hesitated. Nefaris in particular was singled out thanks to his gift of shadows. In the end, however, the deciding factor was desperation; the war was going poorly as the malevolent army drew closer and closer to the capital, corrupting formerly noble souls and rampaging unchecked. Flare asked to be put on the frontlines so that he could fight as a soldier. Zephyr merely wanted to fly and Nefaris had discovered his own gift of evasion and being too slippery to hit; they were made scouts and messengers. They shared one last moment together, looking out over the land as the dark fortress of the enemy loomed in the distance.


The three of them were each given a mentor to train under, but soon the war had turned to such dire straits that even half-trained apprentices were to be sent to the front lines. Thus they arrived at the forward camp that the army was based out of. Even with the war looming over them, the three of them stuck together and as apprentices, they were fortunate to be given the less risky assignments. For a time they had the luxury of easy missions, but then Zephyr's own mentor was struck down by a corrupted dragon known only as "The Terror of the Skies". She was not the first struck down by the Terror and would not be the last. The enemy had become devious and sought to kill the messengers and scouts who provided crucial information to the kingdom.

An increase in aggression by the enemy had rendered the front more dangerous than ever and it was taking all that Zephyr, Flare, and Nefaris had to keep up. They worried over each other with each mission and their meetups became more and more rare as they found themselves fighting against the corrupted dragons and monsters more than they trained or rested.

On one lonely morning, Zephyr was summoned to the commander. Even young, he had acquired a track record of outflying anything that the enemy had. The commander was grave, explaining that every available messenger they had were flying missions and that Zephyr, young though he was, was their best shot at delivering critical intelligence back to the capital. Nefaris had likewise been sent out on a crucial mission, a scouting trip that tested every ounce of stealth the young shadow elementalist had. When Zephyr greeted his brother, he passed on the grim news and they shared the rest of the morning in grim silence as Zephyr readied himself for a long and treacherous flight.

Once preparations had been made, Zephyr was underway. The first stretch was uneventful of course, however, soon a foulness spread through the air as monsters took wing to intercept him. Knowing that it was a long flight, Zephyr fought to conserve his energy as much as possible even as he whipped up a slipstream behind him and began to dodge, duck, dip, and dive. Soon enough the monsters had fallen behind and Zephyr was able to breathe for a moment. It was only instinct which saved his life.

The Terror of the Skies in all her foul, corrupted glory had set her sights upon him and Zephyr was in for the flight of his life. The corrupted dragon, likely one born to the winds like himself, was faster, stronger, and far more vicious than he. She sought to bring him down with claw and fang, fighting with the forbidden elements of shadow, poison, and fear even as they jostled for control of the winds. For many, this would be their death. However Zephyr lived for the thrill of flight and as the chase reached a crescendo, he touched upon something greater than himself and for what felt like eternity, he touched the sky itself.

Gusts that should have stalled him out and brought him down were neglected with but a thought. Globs of foul acid and pestilence were dodged without even looking, screams that would render him catatonic were blocked by the tight embrace of the winds, and even the slippery shadows found no purchase. It felt like a second wind had come over him, as Zephyr touched the boundless realm of the sky in truth for the first time. Each attempt by the Terror to bring him down was revealed by the winds, allowing him ample time to defend against it. The winds grew stronger around them, whipping themselves into a frenzy, and soon enough the Terror herself was buffeted away and Zephyr was finally free.

The capital was shocked at his arrival, having detected the Terror in the area, and as Zephyr told his tale, he was named the Silverwind. It was a tale that lifted morale and restored hope. And though the message by itself didn't win the war, Zephyr found that no opponent could threaten him in the air any longer. In time, a young hero would emerge to do the impossible and vanquish the corrupted dragons, but nobody would forget Zephyr Silverwind's contribution.

The losses of the war were crippling, but Zephyr, Flare, and Nefaris had all survived by some miracle. They knew that the kingdom would see them rewarded and their deeds remembered. All of the heroes of the war were honored in a grand ceremony where the greatest elementalists were each offered the opportunity to train as the next generation of Guardians. Even Nefaris, tied to the forbidden element of shadow that he was, had been granted the chance alongside other shadow, poison, and fear elementalists who had fought for the kingdom. Some decried this choice, others saw it as a way of ensuring such a war never happened again.

Dozens of the most gifted young heroes were selected and together they trained and studied hard. Though his friend and brother urged him on, Zephyr found it difficult to stay grounded, let alone pay attention to such things as etiquette and old tomes. With the support of Flare and Nefaris however, he endured the years of training and studying and together with eight other of the most gifted elementalists, were named Guardian. Though Flare didn't make the cut and Nefaris found himself narrowly out-favored by a close rival, they were proud of Zephyr.


As the next Wind Guardian, Zephyr found himself fighting his own desires as he helped to guide and lead the people of the kingdom alongside his mentor and the other Guardians. However, Zephyr was a free spirit and though his friends tried to keep him grounded, Zephyr knew that the boundless sky itself called to him. His obsessive love of flying forced him to walk a fine line as he strove to be a leader. In time, things seemed to settle down, heading toward a golden age as Flare took a mate and Nefaris sought to keep Zephyr grounded. However the darkness was always looking for an opportunity.

The kingdom knew not the full extent of the darkness that they had fought, seeing it only as the dark, corruptive urges of the forbidden elements and downplaying the monsters as aspects of the dark elements and not something more sinister. The truth however was that Excess had found for itself a champion and used Zephyr's obsession with flight as a way to worm its foul influence into his heart. Zephyr began going on longer and longer flights, working himself to exhaustion as he sought to perfect his skills. His friends and brother worried for him, but thought it was simply a way for Zephyr to cope with the stress of being a Guardian.

Through Zephyr, Excess had found its hooks into the people once more. This time though, it was far more subtle than they would have ever expected. Zephyr began to organize grand airshows and spectacles, luring in the most gifted flyers of the kingdom. They lined up eagerly for the Wind Guardian, unknowing of his corruption. Nefaris and Flare found this strange of course, but with persistent prodding by Zephyr, took part themselves as Zephyr guided his disciples down into corruption. These grand, hypnotic airshows and other such seductive performances were an enticing allure and few suspected anything wrong, even as the city around them grew more decadent and excessive.

The hero himself was granted an invitation to a special, private show of Zephyr's whereupon the corrupted Guardian worked his seductive charms upon the hero and turned him into little more than a sycophantic cultist. The other Guardians, many of whom were good friends of Zephyr, had little reason to distrust him one by one they and the capital as a whole became a den of depravity as Zephyr led everyone to damnation. Soon the airshows and other performances became all the city could stand to talk about, heaping endless praise onto Zephyr as they people became fanatics. Flare and Nefaris found themselves serving as Zephyr's fervent attendants, as Fire beget passion and Shadow beget deceit. The hero and the other Guardians were made into his wingmates, joining Flare and Nefaris as a loyal retinue. Zephyr did not stop there however.

The corruption had inflamed his obsession to new heights and foul whispers told him of a way to bring himself closer to perfection… all he had to do was make a grand sacrifice. The conflict that followed could hardly be called a war as Zephyr led his enthralled followers against the rest of the kingdom. They gathered together sacrifices from throughout the empire and over the course of six days and sacrificed them all at six desecrated holy sites to their new god Slaanesh. Zephyr ascended to new heights and tainted the planet itself, transforming into a daemon world. He had become a god under Slaanesh, allowing him to refine his abilities to new and far greater heights. His brother and friends followed him, becoming his retinue of fervent cultists who led the rest of the people in his name.

Distant as the world was and tied to Obsession and Freedom, Zephyr and his cultists lived a life free of worry even as the galaxy slowly burned around them. What few challengers that Zephyr had could not match him in the air, and whenever he heard of someone who might be able to match him, he dropped everything else and sought to challenge them. Many would-be rivals fell before him, rising as fervent cutlists. It was the corruption of a distant winged race that provided the next step of his ascent. They worshiped a sky god of their own and when Zephyr heard of this, he and his army arrived.

Zephyr's followers were allowed to do as they pleased to the populace, while Zephyr challenged the sky god to a competition. What followed was a brutal series of events climaxing in a battle between two scions of the sky. Zephyr's long life and his own gifts enabled him to best the sky god in its own domain. As thanks for the challenge, Zephyr corrupted the sky god into a daemon of Slaanesh and stole from it its domain, transforming him into a true sky god. The winged race was subjugated, now forced to howl praises to their new god as Excess destroyed their world. They followed Zephyr eagerly to his own realm and now Zephyr had a following of two once-proud races, corrupted completely and utterly.

Things continued in this vein, Zephyr honing his skills to grander and grander heights as he sought out and destroyed any perceived rivals as a way to test his skills. In this regard, Zephyr was content with his existence as he could do the one thing cared about: fly. However, the events of the galaxy rolled on without him. New wars erupted and battles over Zephyr's realm became more frequent. Soon however things came to a head as a shockwave rippled out through the warp. Nurgle, the Plague Father had stolen Obsession and Freedom from Slaanesh, the Dark Prince.Tied so deeply to Obsession and Freedom that he was, Zephyr found himself transformed.

His lustrous silver scales rotted away as fungus covered his bloating body. His alluring, sky blue eyes turned milky as plague ate away at him. Pestilence and plague grew from his once sleek body, blanketing the ground in pestilence and spores as he flew overhead. His wings though as his pride and joy, remained untouched. Even rotted and bloated with pestilence as he was, Zephyr retained his speed and grace. The winds continued to answer his call, but now instead of being filled with the siren allure of Slaanesh, they were filled with the rot of Nurgle. His followers too had been transformed. His brother and friends rotted with him, while his once-proud realm of wind and sky became shrouded by storms of filth and disease.

Zephyr
Titles: The Silverwind, The Blighted Wind
Age: 13136

Martial: 9+6+2+2=19 — Millennia of existence has ensured some knowledge of command has rubbed off on him, though he cares nothing for it.
Diplomacy: 16-2+2+4+2+3=25 — As a mortal he was an outgoing and approachable person whose joy could be considered infectious. As a daemon prince this has not changed much at all.
Intrigue: 15+4+3+2+2+2=28 — Zephyr is a master of all aspects of flying and as such can render himself nearly invisible and silent when he wants to while flying, though his understanding of intrigue outside of this is only barely above average.
Administration: 7+4+2=13 — Zephyr cares little about ruling or management, though he has picked up some things from his mortal life and the corrupted mortals and daemons who follow him now.
Learning: 16+6+5=27 — Throughout his long existence, Zephyr has delved deep into the secrets of the sky and winds, looking for ever greater ways to take himself to new heights.
Will: 12+8+11=31 — Zephyr's mind is laser focused, his obsession with flying and his focus on the sky leaving little room for anything else.
Combat: 15+8+5+3+4+2=37(45) — Few can contest him in the air and many of those who sought to match him found themselves beaten and now serve him.
Psychic Power: 32+3+6+1+3=45 (???=???) — Born as what many would consider to be a Delta-level psyker, his ascension has raised him to new heights.
Control: 20+6+3+4+3+12+1=47 — Zephyr has always boasted a prodigious level of control over the wind and his ascension to princedom has only heightened this further.

Daemon Prince of the Plague Father (+6M, +4I, +4A, +6L, +8W, -2D, +8C, 32 Power, +6 control. *40 Power Multiplier, triple health, regeneration, type changes to daemon/divine, can claim territory and domains) — Zephyr is a Daemon Prince of the Plague Father, and as such is a minor god beholden to one of the Great Gods of Chaos.
Restricted Domain: The Blighted Sky (+3 Power, +3 Control, +100 to Aeromancy rolls, +100 to Flying rolls) — As a minor god, Zephyr has laid restricted claim to the sky.
Ascended Daemonic Gift: Gift of Freedom (+500 to rolls against attempts to bind, control, trap, or otherwise inhibit him) — Blessed by Slaanesh, Zephyr had become nearly impossible to pin down or control. With the usurpation of the domain by Nurgle, Zephyr continues to enjoy unprecedented freedom.
Paragon Flying Trait: Scion of the Sky (Never considered grounded, perfect flying maneuverability, double flying speed) — Zephyr's skill at flying is so great that even when "grounded" he can still fight and move as if he was in the air.
Paragon Aeromancy Trait: The Perfect Storm (Increase area of effect of aeromancy spells by 300%, ignore all weather effects, perfect awareness of everything touched by the wind or his own magic within his area of effect) — Zephyr's unmatched connection to the sky lets him command truly massive storms and keep track of everything within them to an unsettling degree.
Paragon Dogfighting Trait: Indomitable Ace (Pen 30 against flying opponents, double damage against flying opponents, ignore maluses from size differences against flying opponents) — His complete control over the sky and unmatched agility makes him an utter nightmare for flying opponents. Fighting him in the air is generally considered a fool's choice by all but the strongest.
Daemonic Power: Grace of the Sky (+2D, +2I, +5C when in the air, +50 to all flying and air-based combat rolls, increased speed) — Zephyr is the very definition of grace while in the air. Even his rotted body still moves with sheer elegance.
Daemonic Power: Master of the Winds (+1 Power, +3 Control, +50 to aeromancy rolls, can use any aeromancy power, allies are inhibited by weather effects.) — The winds eagerly bow to Zephyr's will even as he uses them to spread corruption.
Aeromancy Paragon (+3I, +3C,+6 Power, +4 Control, can use more powerful aeromancy techniques, +120 to all aeromancy rolls) — Zephyr has met few who can match his abilities to manipulate the winds and none so specialized as himself.
Paragon of Flight (+2I, +5C, +120 to all flying rolls) — His unmatched skill in the air has led to many attempting to match him. All of them have been left in the dust.
Paragon of Dogfighting (+2M, +8C +120 to air-based combat rolls) — To fight Zephyr is to fight against the sky itself.

Corrupted Guardian
(+5D, +5L, +6W, +4C, +2 Power, +6 Control, +2 all stats) — Before his corruption, Zephyr had been chosen as a Guardian by his people, a title given to those with the greatest connection to the elements and upheld as the standard to match. His corruption resulted in him corrupting his friends and the people he was supposed to protect.
One With the Sky (+5 Control, +20 to aeromancy rolls, +10 to flying rolls, +10 to air-based combat rolls) — Zephyr's connection to the sky is unmatched.
Obsessed with Flying (-3D, +5W, Significantly increased chance of flying related traits, -50 to non-flying related rolls) — Even before his fall to Slaanesh, he had been obsessed with flying. Since becoming a daemon prince, this has become nearly the entirety of his focus.
(+2M, +4D, +2I, +2A, +5L, +11W, +2C, +3 Power, +12 Control, +50 to aeromancy rolls, +50 to flying rolls, +50 to air-based combat rolls, significantly increased chance of flying related traits, -50 to non-flying related rolls, watching Zephyr fly gives corruption) — As a mortal, Zephyr was revered for his unmatched connection to the sky and winds.

Hypnotic Flight (+2D, +2C, Watching Zephyr fly gives corruption) — Watching Zephyr's graceful flight is hypnotic and corruptive, leading to the downfall of his people.
The Sky's Champion (+3C when in the air, can combine aeromancy and combat with no penalty) — Zephyr has always had a close connection to the sky and even before he ascended he was at his most deadly high up in the sky as if he was drawing power from it. With his domain, this is more true than ever.
Corrupter (+3D, bonus to corrupting others, those he defeats are easier to corrupt) — With his fall to Chaos, Zephyr has learned how to effectively corrupt those who catch his attention.
The Blighted Wind (+1 Control, can use plague discipline as part of aeromancy) — Now Zephyr serves the Plague Father and has turned his once majestic winds upon worlds so that he can fill them with pestilence and rot.
canon
a rater unusual daemon prince
What If: Bel'a'kor's Gambit​

Bel'a'kor had been forced to rush, that was undeniable. Even if Khorne hadn't noticed the ritual's true purpose immediately, perhaps due to his disdain for Sorcery making him inherently more mistrusting of a casting of this scale, the simple fact of the matter was that his strike on Zahhak had left the forces of the Sane a major clue as to his purpose, and the failure of it left him on a timer before the Goddess of Free Will could shatter the bindings he had planned with a handful of words. Thus, he wasn't quite doomed from the start, but he certainly wasn't in anything close to the position he'd wanted to be in for this Grand Ritual.

Of course, one didn't live as long as Bel'a'kor had, certianly not in ostensible service to the Chaos Gods, without forming contingencies for when things inevitably went wrong. Before the ritual's failure, he wasn't quite desperate enough to raise himself as a Chaos God just yet, especially when that would defeat the purpose of trying to bind the Chaos Gods to himself, but there were still opportunities he could take advantage of. A Grand Ritual of this scope would muffle other workings like heavy machinery muffling speech, to say nothing of the Singularity's interference in divination, and that provided unique circumstances. What he had planned would be impossible to get away with in any other scenario, but the Anatolian's madness, partially brought about by his own hand, granting him the tools he needed to face the Dragon had such poetic irony to it.

He'd have to rush this too. Doombreed wasn't as well known as Skarbrand or Kairos, but having him go missing wouldn't go unnoticed for long. Still, if he pulled it off, it wouldn't matter what Zahhak did, Chaos United would be here to stay, and having a direct hand in it's birth would make it a simple matter to enslave a new Chaos God. Hopefully it wouldn't drive even him irreparably insane, but you know what they say, 'Needs must when the Devil drives.' and the Void Dragon was certainly driving the galaxy to the brink. One batch of bad luck could doom everything, and Abaddon certainly wasn't willing to go back to getting his forces ground into paste by the C'Tan.

***​

To say that Doombreed's binding was difficult would be a lie. Bel'a'kor made a point of keeping an eye on Exalted-tier assets regardless of their allegiance, and unique ones like Doombreed all the moreso. In fact, Bel'a'kor was a bit perturbed at how simple it was. He was practically being invited in.

"I assume you plan to make use of me in your bindings?" Doombreed asked, casually, as if he hadn't been absolutely covered in black chains. Carefully avoiding stating outright what Bel'a'kor had been doing.

"...Not exactly." Bel'a'kor admitted slowly, wondering if this had been a mistake. It seemed that Doombreed had a sense for even forceful attempts at uniting the Chaos Gods. Enough to suss out the general picture of Bel'a'kor's efforts despite the Shadowlord's painstaking work to make it impossible for even the likes of Ridcully to discern.

Doombreed smiled. It was a very human smile, but something about that made it seem all the worse. "Ah, good. It's finally time then. I had thought perhaps it wouldn't happen, with how few are left, but with your backing, it should be simple enough. Which one did you plan to gather first?"

"Magnus. Angron is too likely to set Khorne off, and Perturabo is too well-defended. Magnus fancies himself a sorcerer." They shared a chuckle. "So he shouldn't be difficult."

"Ah good. Shall we then?" he asked, as if he were not a prisoner.

Bel'a'kor gestured, and they were on their way to the One-Eyed King.

***​

Magnus had been doing some leg-breaking at Abaddon's behest. While he was by no means the best sorcerer in the galaxy, he was certainly in the top hundred, probably even the top 20, when he didn't let his arrogance get the best of him. Which was, admittedly, not very often. The point being, there were only a handful of sorcerers in the Black Imperium that could even contest him, and one of those was his son, Khayon the Black, one of Abaddon's most loyal followers.

As such, he could be forgiven for not immediately fleeing when the shadows of the world he was visiting, the crownworld of one of the more rebellious Sector governors that, while technically neutral, was being courted by both Abaddon's forces and Alpharius' rabble, deepened in a way any Chaos-aligned sorcerer would recognize as being the handiwork of a very specific individual. He'd examined some of the First Follower's workings before, and they were certainly impressive, but this wasn't any kind of prepared ground, he'd made a point of reading up on his deployments and doing some basic prognostication in case of something like this, and loath as he was to admit it, the Oathstone protected him in some ways from things like True Names, because his soul was bound to Abaddon now.

"Hello there, Crimson King." Bel'a'kor said from directly behind him.

Magnus controlled the impulse to whirl around and blast the Shadowlord with all he had, and simply turned to regard the original Daemon Prince. "Let me guess, you're going to offer me a contract of some kind to get out of being Oathbound, in exchange for a few favors? Not interested." Bel'a'kor actually laughed in response to Magnus' deadpan preemptive refusal of signing his soul away again.

"Ah, no. The Oathstone is a bit beyond a casual working from me. It would take more than you have to offer for me to make an attempt at setting you truly free. However, there is something you can do for me." the originator of Chaos Sorcery explained.

If Magnus was on guard before, now he was bracing for a lethal attack. "Which is?"

"Die at Doombreed's hands." Bel'a'kor said, a moment before an axe blade nearly took Magnus' remaining eye.

Despite Magnus' expectations, Bel'a'kor made no move to assist Doombreed directly. Instead, he was simply locking down the battlefield so neither side could flee into the Warp. There was some kind of working being done with Doombreed, but he couldn't quite figure out what it was. Certainly nothing that would strengthen him. With those two data points in mind, Magnus believed it was some kind of ritual that required that Doombreed defeat him with his own strength. Ergo, the simplest way around it would be to defeat Doombreed. The irony was not lost on him as an ankh formed in either hand and he stopped another strike from the Bloodthirster, cloaked in far more black smoke than usual, to the point Magnus could barely make out his actual form. The occasional flash of red muscle was still visible, but it was honestly difficult to tell if what he was fighting was even humanoid.

Magnus was careful not to remain in close combat with the Khornate Daemon Prince more than necessary, but he'd been around long enough to know that being unprepared for combat with a Khornate at their preferred range was a good way to get yourself killed. As such, he always made sure remain in a position that could smoothly translate to hand-to-hand while he flung bolts of azure power at Doombreed. He wasn't simply flinging them towards the Khornate, of course, the Collars of Khorne ensured that didn't work on his ilk, and while Magnus was no petty sorcerer, the Rod of Khorne in Doombreed's other hand made up the difference. No, he was trying to remove the smoke that hung around the Daemon, because some instinct told him it was key to whatever Bel'a'kor was attempting.

So far, the results were inconclusive. For one thing, the pall of smoke that both clung to and was Doombreed hadn't faded in the slightest. If anything, it was thicker than at the start of the fight. Normally, he'd have left by now, since it simply wasn't worth the effort to save this world from whatever plans Bel'a'kor had in store, but that wasn't an option.

Growing frustrated as Doombreed closed in and delivered punishing blows that Magnus felt through his guard, Magnus tried a different approach. Collars often struggled with second-order effects, so perhaps if he used his psychic might to generate technically mundane winds... As the force of a hurricane bore down on them, Magnus disengaged, then halted in shock. It was only revealed for a moment, but there wasn't a Bloodthirster under the smoke. No, it was a shadowy replica of Magnus himself. Cyclopean, red-skinned, massive twin horns and wings. If it weren't for the implements of Khorne, he'd think he was staring at a soul clone like those used by many Tzeentchians.

"What is this..." he growled.

"Your father's folly runs deeper than you could ever imagine. In you lay the seeds of humanity's downfall long before your scattering." Doombreed spoke for the first time since his arrival, batting aside some debris lifted up by the winds.

"What?" That sounded downright Tzeentchian. What was going on?

"In the aftermath of Bel'akor's corruption of the Men of Iron, the Anathema broke. He became willing to commit to acts and paths he would never have countenanced before. Not the least of which was splintering his soul to create you, the Primarchs. You knew that drove him mad, but, in granting you Archetypes, he erred far more gravely than you knew." Doombreed explained casually, as if this were plainly obvious to anyone who cared to look.

"Yes, it turned him into an unreasonable caricature of himself. What's your point?"

"Do you know why Khorne raised me as a Daemon Prince?" Doombreed suddenly turned the conversation in a new direction. Magnus, used to the foibles of Tzeentchians, scholars, and Tzeentchian scholars, indulged him.

"For acts of slaughter, I assume."

"Yes... and no. I am actually an amalgamation of multiple human warlords across history. In many ways, I am all human warlords. The souls that compose me often accomplished much in managing their territories, but that's not what they're remembered for. No, they're remembered for the warring, the slaughter, the conquest, the... crusading." Doombreed smiled as Magnus realized what he was getting at.

"I am more than a petty human warlord! I am a scholar, a sorcerer! A Primarch!"

"The galaxy remembers the Primarchs as warlords. They might have been more than that, but so were my components. Being a Primarch is a point against you." Doombreed tutted at him.

Enraged at the mere suggestion of becoming nothing more than a part of Doombreed, Magnus flung a massive blot of psychic power at the Khornate, then enhanced himself as much as he dared and then some, before charging in. He wanted to reduce Magnus to a piece of himself? He'd bleed for the insult!

Doombreed's protections were just barely overcome by the burning spear of psychic energy, but he was still a Daemon Prince with millennia of combat experience, so it pierced his should enough to only moderately hamper his movements, rather than taking an arm off as Magnus had intended. Still, that was enough to break his guard, so Magnus was able to press his advantage for the first few blows, making several minor wounds, and worsening the shoulder wound considerably. Enough that Doombreed dropped the Rod.

Magnus surged forward triumphantly, attempting to gut Doombreed, only for a familiar ankh to intercept his own, followed by an equally familiar azure blast, sending him stumbling back as much from sheer shock as anything else. The pall of black smoke was starting to cling to Magnus as well now, as if trying to swallow him.

"You... that was Warpcraft!" Magnus whispered in harsh disbelief.

"Yes. You have my thanks. It will be so very useful against your brothers."

Magnus struggled, desperate attempts at summoning Daemons to at least distract Doombreed stifled by Bel'a'kor with contemptuous ease, but he lacked the time to perform any kind of large-scale ritual, and he could no longer count on supremacy in that field. Now bolstering himself as Magnus had, Doombreed's sheer physical advantage was reaping a heavy toll.

Magnus attempted to summon an Exalted of Change via a contract, but Bel'a'kor almost lazily snuffed that out before it could even begin. His vision was growing blurry, and weakness in his limbs sapped at him, every wound he took seeming to drain him far more than it ought to. His last thoughts were bitterly musing that at least with his father, Tzeentch, and Abaddon, he retained his sense of self.

As Doombreed absorbed the King in Crimson, he seemed to swell in height, a reflection of his growth in power. In truth, Magnus had been the Primarch best suited to contesting Doombreed, as one of those least associated with the common acts of a warlord. Not to mention having the most access to Daemonic contracts and summonings to interfere in the duel, as most Daemons wouldn't have to worry about the narrative link. The Loyalists could better resist, as the Daemon Primarchs had lost much of their resistance to simply being incorporated as part of Doombreed's larger narrative as the original warlord with their 'ascension' as Daemons, but Doombreed could simply overwhelm them with raw might now that he'd taken in a Daemon Primarch, much like a contest between a Loyalist and Daemon Primarch would usually end with the Loyalist dead.

Of course, Magnus had been selected because unlike Perturabo, he was unlikely to have a technological trinket Bel'a'kor might struggle to suppress. Doombreed would normally never have had a chance to consume a Primarch before they could flee, least of all one like Magnus. Those that remained would know better than to remain fighting a foe they couldn't possibly beat over a comparative backwater like this, and Bel'a'kor was enhancing the narrative link on top of that. Truthfully, he shouldn't have been copying Magnus' abilities before absorbing him, that was only possible with the Shadowlord amping their link. Technically not a buff since it would normally make both sides more vulnerable to each other, but the nature of the conflict meant that it advantaged Doombreed. Now that he had Magnus, his link with the others had grown stronger, so he wouldn't strictly need Bel'a'kor's help to achieve the same effect, at least with a Daemon Primarch.

"That's one down." Bel'a'kor commented, eyeing the... Bloodthirster? Was that accurate any more? He shrugged internally. His intuition told him that if he did nothing, his ritual would fail in it's goals. He needed insurance, and even if the larger goal failed, having Doombreed as effectively an allied Exalted with the powers and traits of multiple Primarchs would do much to aid his efforts. Even if he had the feeling he might regret this later, he knew he'd regret letting the Sane or the Dragon win.

"On to the next?" Doombreed asked, smiling easily, his wounds healing with unnatural speed even by Daemonic standards.

Bel'a'kor simply gestured again, and they were gone, long before Abaddon could find more than a hint of what happened.

AN: Drawing a bit from RedFlag here. I asked myself 'What's more ambitious than trying to enslave the Chaos Gods? Oh, I know, trying to make a Chaos God of Unity to bypass his issues with Zahhak.' but I'm sure Bel's not biting off more than he can chew here.
intertsing idea
doent actuly work with TLN metaphysics though
The Witch of Contracts


Princess Caeneld Ankhyttira

M: Princess
I: Divine conwoman, serial networker, truth seer
A: Accomplished pactbinder/Sovereign over prosperity
L: Highly educated
W: Unbroken and unbewitched/Magical Girl
D: Keeper of secrets/May all love me and rejoice
C: Flawless technique/And an Assassin physique

Magic: Gifted

Mark of the Holy Witch: Dawn Princess (steals from Slaanesh in certain ways. untransformed only: provides positive character growth complete. transformed only: spirit of alternate timeline Caeneld) — Caeneld's mark moulds itself to the present of an unrealised, now impossible fate, bestowing a wondrous form of grace and benevolence that heralds a new day of peace and prosperity. It gives her the mind, the spirit, of Caeneld the Magical Girl. Uniquely, this witch mark had been permanently changing her when she wasn't transformed, slowly shaping her closer to the other Caeneld in some ways, but this function ceased after doing all it should.
Artefact: Umbralefic Shadow (untransformed only. obscures supernatural divine senses, can open portals up to interstellar range, can always open portals to Mangel III) — Caeneld's shadow, ordinary to the naked eye, is a stitched-together extension of the perpetual gloom about the cursed planet of Mangel III. It bedims the feysight of gods and daemons, and its powerful space-folding energies open gates of magical translocation that can connect star systems.

Curse of the Forsaken (suffer malus instead of any other effect when subject to divine influence) — The Witch of Mercy cursed Caeneld to never know the touch of the gods. When the hex wrenches her soul away from celestial influence, it delivers her from certain forms of holy wrath, but fully denies her the nurturing embrace of the divines and their mortal servants.

Intelligent (faster trait gain) — Caeneld is smarter than most.
Daughter of Chaos (resistant to corruption, eligible for Slaanesh god rolls, more attractive, gift of Perfection, cultist skillset) — A powerful daemon involved itself in Caeneld's conception, producing a girl twisted in soul and gifted with power, yet inured to the touch of Chaos.
Perfection Without End (skill rolls: +6 for each level above User, roll 2+ on d6 to turn nat 1s into nat 100s, worsen non-god crit fails) — The blood of Slaanesh's most perfect servant flows in Caeneld's veins, urging her towards utter sublimity every single moment of her life.
Perfection Without Excess (skill rolls: +5 for each level above User, turn nat 1s into nat 100s, nat 100s don't trigger crits, nat 6 Slaanesh rolls are lesser) — Caeneld's flawless existence is one of measured step and considered thought, producing neither banal tragedy nor garish triumph.
Hero of Mangel III (great teamwork, vigilante/terrorist experience, anti-psyker/mutant experience, princess skillset, psyker, Telepathy discipline, vastly better against deceptions and illusions, bonus against Slaanesh) — Caeneld's psychic awakening tore away the lies that veiled her life's true horror, and thereafter she worked to atone for her sins and become in truth the saviour she'd always believed she was.
Philosopher Par Excellence — Caeneld knows what ethics are and applies the esoteric concept to all not tainted by Chaos. Even to many that are.
Magical Girl (recover from mistakes and failures easier, Wishcraft discipline, stronger trait gain direction) — Youth, magic, and hope: these are what define a magical girl.
Do You Want to Make a Contract? (untransformed. can make Pacts; greatly improved chance to secure Pacts; Pacts serve ulterior motives a lot more; much better at stealth, intrigue, and escape) — The Witch of Contracts has reached the pinnacle of her craft, striking binding contracts with commendable ease through soul dissection, psychic influence, and unnatural charisma. When she wishes, she adeptly wields her leashes to extract yet more value from her clients and possibly engineer their doom... or lead them to salvation.
Saint of Bounty and Beauty (transformed. can grant Boons and Wishes; Grandmaster at administration, arts, craft, and combat; immune to writer's block; incredibly more attractive; much greater inspiration; greatly improved seduction) — The Dawn Princess is a provider of plenty without excess, elegant in every motion and action, and her inner beauty is so profound it lends truth to flesh and wonder to the world. A wish-granter, she manifests the deepest desires of others into reality. A redeemer, she seduces darkened souls towards the light, drawing out and nurturing their own inner beauty.
Interplay of Light and Shadow (much less likely to have identity found out, greater effect when playing with her identity, great networker, slightly better at working with Harlequins) — Caeneld's successes have come in no small part from leveraging the differences between her two forms to create new opportunities, whether for subterfuge or for forging connections among those disinclined to deal with one of her forms.
Witch's Familiars (can create familiars by assimilating souls) — Caeneld can assimilate the souls of small animals, making them magical puppets that extend her reach to distant stars. While physically weak, they speak in her voice, extend the range of her powers, and cast her shadow.


Caeneld Ankhyttira was born Perfect as a princess of Mangel III in the Imperium of Man, and raised to worship Amnaich the Golden, a god who'd helped create her and who taught harmony, tolerance, and prosperity for all. She recruited many into the cult and worked towards Mangel III's entry into the T'au Empire, where the cult could grow further. However, the Tzeentchian Hasophet brought war and mutation to her planet, and a psionic surge gifted Caeneld with psychic abilities. At once, she saw her god was in fact a daemon, that she'd helped damn her people, and she saw each of the ninety-nine possible fates that awaited her, all dark. Yet she also saw a hundredth, a single ray of hope, and grasped it with both hands.

She'd join a witch coven and contributed as a telepath and fighter, but most of all as a diplomat and spokeswoman. She devoted herself to saving others and redeeming herself, would grow to unwaveringly believe in her friends, and she'd even reconcile her true nature, claiming herself and her power as only her own. Yet for all that, she was raised a noble and remained a noble. She lusted for power and was often ruthless in her means, tempered only by advice and pushback from her covenmates. In time, she felt that one highest fate grow distant and then disappear, and her hope went with it. Thanks to her friends, despair didn't replace it, only a will to overturn fate under the might of her power. Burning with hatred and raw determination at the final battle, she shielded her friends' minds and dominated their foes. Together, the coven broke the Thousand Son's ritual and enacted Mangel III's grim salvation.

It turned out there was a term for her: 'dark magical girl'. She vaguely felt she should be offended when she first heard it, but before her stood the hundredth fate, the ray of hope, embodied not in herself but in Areatha the Magical Girl. When Areatha beckoned her to discard powerlust and come towards the light, what else could Caeneld do but follow?

Caeneld's optimism returned, but in this new age, despondence finally emerged as well. A war she could win, a world she could save, but a galaxy? She was meat in the machine, and she couldn't help in a way that mattered. When Slaanesh — the goddess? a daemon? the realm? the corruption within herself? — freely offered a single untainted boon, Caeneld saw no lies and requested a gift of Desire. It was exactly what she wanted, and she loved it, but it wasn't enough. She'd desire more and walk further down the path of darkness in the name of fear and good intentions, or at least so thought Slaanesh. In truth, the potential that once lit the path to the Magical Girl never went away, nor would it since Areatha. More still, Witch Marks would go on to be invented and a special one made for her. In her augmented state, she became, if only in spirit, Caeneld the Magical Girl. She once more grasped the old path, this time with only one hand, but never let go again. On seeing she chose both right paths, Areatha showed her how to truly harness her gift of Desire, teaching her the profound art of Wishcraft.

In her base state, Caeneld would enter Chaos domains and deal with their denizens, offering much of what their hearts desired and gaining much in return. Secretly, she also transformed into a champion of good who makes dreams come true, the Dawn Princess, but took the alias 'Dawn Saviour' to obfuscate her identity. Slaanesh noticed this "second Magical Girl" and craved the taste of her soul, so She approached Caeneld again with a deal: convince her associate to indulge in one of the Six Circles of Seduction, from which she'd return safely and untainted, and She'd give the Dawn Saviour an untainted boon. It was an evil thing to persuade her into, but it was for her own good. Caeneld accepted, and she "convinced" the Dawn Saviour of the deal's merits. Like that, Caeneld scammed herself a gift of Beauty, to see a soul's beauty in detail and physically manifest it. As with Desire, Beauty — even untainted — was intended to corrupt the Dawn Saviour, corroding her faith in herself and others through seeing inner darkness. But the Dawn Saviour was neither naïve nor deluded, she was a daemon-blooded aristocratic telepath from a cruel empire who'd long ago come to terms with it all and grown beyond it, so the strategy was ineffective.

There was one final con after that. Caeneld genuinely wanted to be the perfect princess, and the guilt she harboured for unknowingly feeding her people to Chaos never went away. This time, it was she who bargained with Slaanesh: give me the souls and an untainted gift of Abundance to bring plenty to my people, make me the perfect princess, and I will give You an aeldari princess. Slaanesh was very pleased and accepted. Caeneld followed through, giving Slaanesh an aeldari princess, beloved by her people, and Caeneld received her rewards. This fourth Chaos gift was the last she'd try to get, so it was fine if Slaanesh cut off ties after finding out that phantasmancy hid a Phoenix Avatar inside the princess. Caeneld didn't expect it when Slaanesh solely blamed aeldari foresight and trickery. She certainly didn't expect that, despite the Avatar's devastating activities, She'd be positively ecstatic at the grand if unintentional display of excess: not just a princess, a god as well! She threw in an extra untainted gift, and Caeneld, adamantly unbewildered, asked for a gift of Influence, to affect the galaxy without the limitations of a single body. Thus Slaanesh proceeded to further groom Her future servant and ingratiate Herself to her, right after an act her allies would hunt her for upon discovery.

Perfection, Desire, Beauty, Abundance, Influence. Four gifts was safe, five a limit; the gifts were neutered, but six was tempting fate. To prevent a god from forcefully blessing her further, a curse was laid on her to deny divinity. To give it potency, the curse was made total; if Ishans want to resurrect her, they can only rely on mortal talent.

Ironically, it was only because she was cut off from divinity that Caeneld could finally come to meet "Slaanesh": a daemon. Her daemon. Caeneld's gifts were untainted, but they still resonated very strongly with domains Chaos owned, so as her heroic acts rippled in the Warp, they congealed into her, the Lonely Ideal, a newly neverborn daemon who embraced excess and had all the Witch of Contracts' cunning and power. Their meeting became a fight that she easily won, but it didn't matter. She'd be back, the daemon said, and one day, she would consume Caeneld's soul and earn her sixth gift: Apotheosis.

Thus began a bitter war between Caeneld and the Lonely Ideal. So far, Caeneld's held the advantage: her Dawn Princess form's greater strength means she wins direct confrontations, and she's had many years head start on building her networks, with resources and mighty allies aplenty. Plus, because the Lonely Ideal is made of Caeneld's deeds and a false identity was at their core, the daemon's compelled to keep the Dawn Saviour's secret. Yet the advantages of daemonhood are great and many. She secures dominion and leverage in the Empyrean more easily than Caeneld ever could, exploits her daemonic gifts without the weakness of restraint, and sees her power wax as Caeneld's legend grows. Direst of all, Caeneld's next death may be her last, while the Lonely Ideal will die and return an infinity of times.

For her part, Caeneld sees the Lonely Ideal as her final sin, the last thing she has to redeem herself for. She wants to see what happens when she does.

***
"Karamah, have I told you the story of Turoq of the Anteaters chapter?"

"...No? I suppose it doesn't have a happy ending if I haven't read of them."

"Mm, it was one of my failures, but one day I found a second chance. I'll tell you about him after we finish here. Now, hit me as hard as you can."
canon
a handful of time's poeple have actualy managed to scam chaos inthe long run
I wonder if Caeneld will be one of them, and possibly the first who suvives doing so
Adrift

A heavy silence, weightier than a mountain, pressed down over the inner sanctum of the Ezekarion. A refuge for them, where they could speak candidly amongst themselves in the ruling of the Black Imperium, rest from the strain of their existence… and sometimes make the hardest decisions of all.

Ultimately, they all knew it fell to one of their number in particular, the one for whom they were named, to make the decision. They had all said their piece, some in favour, some against… all that was left was for Abaddon to decide.

The Black Emperor was slouched in a chair, drinking deeply from a reinforced pewter mug, even his enhanced metabolism struggling to keep up with the burning liquor that flowed through his veins. When the confused and fragmented news arrived of what had occurred on Draelvary, at first he had not believed it, how could he? But as more and more reports arrived and a fuller picture emerged, he realised how dire the situation was.

Of course that did not change their plans initially. The Silver Skulls would be broken regardless, and this changed only the how. Assets would be moved, daemons would not be relied upon, the Gods forced to entreat him and not the other way around…

And yet, it was so much more and they all knew it.

They knew the limitations of Chaos better than almost anyone, it was how they had ascended to stand at the pinnacle of its mortal hierarchy, so to them it was obvious now that barring a miracle Chaos was doomed.

Be'lakor had shattered any hope of unity in his failure, and the Great Game had been reset to balance between its contenders while the fury of the Great Gods had been enflamed towards one another. Nurgle now sought to take advantage of its windfall, Slaanesh struck out in paranoid fear, Tjapa knelt enslaved, Tzeentch cackled as it counted its stolen coin, and Khorne struck out in total fury against all…

All the while the enemies that could bring them down grew stronger by the day.

Chaos was a fleet, ridden with holes, leaking air into the void, the captains uncaring as they rammed their vessels into one another, ignorant to the pirates swarming around them…

Could they escape? The Ezekarion had triumphed over innumerable threats, they were powerful and valuable… in theory, they could offer themselves to their saner enemies and receive sanctuary, but for one problem. They were tainted with Chaos, to their very souls. All of them had taken it in willingly, so deeply that they doubted it could be removed from themselves anymore. At best it would only extend their lives, but victory would not come without scouring all traces of Chaos away, they knew that…

Thus this discussion. One amongst them was, ironically, entirely uncorrupted. She could save herself, and if Abaddon told her to do it she would. Not gratefully, not happily… but she would do it.

The Black Emperor held his head in his hands, glazing mournfully into his cup and drank the remaining dregs.

"Call her in," he said steadily, belying the tumult within his stomach.

======================================================================

She stumbled to a stop, axes drawn, looking around with caution as her senses shuddered from the Warp jump. She didn't recognise the world; it was mountainous and seemingly untouched by much in the way of sapient life, and as no pursuers erupted from the Warp after her, she let her fighting stance drop, but remained tense. Not from the anticipation of battle, but from the storm of emotions she was trying to contain.

'As of this moment, you are a traitor to the Black Imperium.'

The first words he had spoken to her after calling her into the room. She had been stunned, noting absent-mindedly that the rest of the Ezekarion winced at the blunt pronunciation.

He continued, speaking before she even had a moment to try and create a response. 'You remain one of us,' he gestured around the room, 'but you cannot remain here. I will not condemn all of us.'

She protested… of course she did. They were her friends, just because Be'lakor had fucked up did not mean they were doomed. They had fought and triumphed over impossible odds before, so why would this be any different?

She ran the conversation through her mind again and again. She could not stop dwelling upon it as it grew more and more painful each time.

'You know as well as I do that that's wishful thinking,' Abaddon said softly. 'This is different… maybe we'll manage something extraordinary again, and if so you'll have the complete right to say "I told you so." But, as it stands, go. Live. You are the only one of us who can survive into this new era, the only one of us who has a chance to live on, and to an extent us through you as well. And if you wish, remember us as we were, even if no one else does.'

It ended after that. The other members of the Ezekarion all wished her their farewells, and then… she left.

She didn't know where to go or what to do, she just flung herself into the Warp and now she was here, on this… random rock in the middle of nowhere, and despite her attempts, she couldn't contain herself.

She screamed in sadness, anger, and loss, falling to her knees as tears started to fall, the sky rumbling ominously in response to her grief. She cried and kept on crying, losing herself in an explosion of raw, painful emotions, cursing Abaddon, cursing Be'lakor, sobbing for all that she had suddenly lost for no reason or fault of her own, or her friends.

"Can I offer you a tissue in these trying times?"

Through the veil of her tears, she realised that someone had crept up on her without her notice, and in an instant her axes were at their throat as she tried to blink through to see who it was, sniffling heavily.

Once her vision was no longer blurred she felt her heart drop…

A white mask with an exaggerated, haggard expression graced her vision as an Eldar stood in front of her, dressed in an elaborate, if highly dishevelled, clown outfit offering her a cloth handkerchief adorned with bright yellow polka dots.

The Laughing God stood there, completely unconcerned by the weapons at his throat, speaking in a tired, strained voice as if entirely ignoring her aggression. "Don't worry, I'm not here on business, cross my heart and hope to die." She looked him over and to her surprise, his posture screamed extreme exhaustion and stress.

After considering, she figured she had nothing to lose. She took the handkerchief, dabbing at her face, removing the now smeared and running makeup she had applied before, still trying to restrain the free-flowing tears, only to jump as she heard a thud behind her.

Cegorach was lying face down in the dirt, having seemingly just fallen straight down as if his bones had all evaporated from his body. "Don't mind me," he said, voice muffled by the ground, "just… having a rest. Helluva a month."

She sniffled and sat down next to the fallen god. "Shitty day for me too."

"I know the feeling."

For a second she questioned what she'd heard, before feeling a surge of anger so potent she actually snarled, only well-honed and experienced control forcing it back down before she lashed out.

Cegorach just let out a bitter swaddled chuckle, still face down on the ground. "No, really I do. How do you think I got this job?" Cegorach rolled his head to the side to make himself more intelligible with a single, clumsy motion, one side of the mask still pressed into the dirt. "I wasn't even the designated survivor. Just… did. You're handling it better than me, I'll give you that."

She sniffled again, more tears falling as she did, blowing her nose on the now very damp handkerchief. "What do I even do?" Her voice was unfamiliar. Hoarse and raw, painful even to her ears. It was moments like this that made her almost… wish she were a daemon. She wouldn't have to experience… this.

"Don't encourage the creation of, arguably, the most dangerous being in the galaxy. Otherwise… I dunno, lots to do. Keep away from Be'lakor would be my second pearl of wisdom."

Despite herself, she let out a burbling, choking laugh. "I don't think you have to worry about that."

"Nor did I at the time" he replied. She could have been referring to either, but they both knew which she was talking about. "Things get away from you."

"Not going to try and recruit me?"

He waved one hand languidly in the air. "Nah. Told you, I'm not here on business. I am having a break after arguably the most stressful month in my life since the Fall, which I do not say lightly."

"Be'lakor?"

"Sorta. Dragon's not stupid."

Her eyes widened as she nodded in understanding. They must have pulled away a huge number of forces to make the assault on Be'lakor, which the Dragon would notice and take advantage of…

She sneezed into the handkerchief one last time, sniffled again and handed it back. She likely looked like a mess, dry tears, ruined makeup and probably some leftover snot. Red eyes too, she knew mortals could get like that, but had never seen it in herself… mostly because she'd never cried this much.

"Thank you." It was awkward as she handed the now very ruined cloth back to the laughing god who took it without hesitation, resolutely still lying down.

"Not a problem. And if you're willing to listen to an old goat's advice… eh stuff it, lean over."

Hesitantly she did and with quick fingers, Cegorach seemed to reach behind her ear and produced… a brooch, which he laid into her hand.

"One-time use for the Ways. It'll guide you to Segmentum Pacificus, or wherever else you may wish to go. Go crash on the Ancient One's couch or something."

"Not on business - not recruiting." She said wryly.

He laughed softly. "Nah, I just think it'd be funny. I certainly wouldn't be adverse to getting a recording of the moment if you do head that way."

She looked at the dazzling gem as Cegorach jabbed a thumb at a random mountain peak she could see in the distance. "If you're interested, the gate's over there. Now I'm going to make like a rock and turn off my thinky bits for a while."

She let out one last sniffle, but turned away looking towards the indicated peak. She was alone and adrift once more…cast out by those she had thought she could call home and friends.

She knew why, in a manner she never could have as a daemon, and though it was another lance of pain in her soul, it did bring her some comfort to know why.

She was adrift again, with a key to endless stars.

Where to go?
=================================================================================================================================================================
Just drift.

Many thanks to @Omeganian @random_npc @Andres @Robinton and biggest @Durin
Abbadon showing that while black and shrivelled, he does actauly have a working heart deep in there
The Burning Witch


Faliha Hashram

M: Icon of terrorism
I: Great actress and saboteur
A: Nothing special
L: Psyker
W: Will of fire
D: Celebrity
C: Hellion hero
Magic: Creator, destroyer

Paragon Pyromancy Trait: Pyrogenetrix (Flametongue language, Power Word) — Through reflection and praxis, Faliha has become the latest person to reinvent Flametongue, a primitive language whose nature is heat and creation. It's impossible to learn it, only create it, an act that typically incinerates the soul. The copies of its words add to the lexicon of Aqshy.

Great Witch Mark: Hellheart Maiden (Holy Witch base, soul is immune to fire damage, greatly increase Pyromancy trait gain) — When Faliha transforms, her eyes brighten and her hair takes on the properties of a gentle blaze, overall appearing as a Holy Witch transformation. In truth, this form echoes its inventor: mild changes to the body, titanic changes to the soul. Faliha's essence becomes that of roaring primordial fire, and through meditating on the nature of her inner flame, she gains a deeper understanding of the first life.
Relic: Herbs of the Gods (one-use. greatly improves meditation for one event, Hellheart Maiden: greatly improves Pyromancy for a battle's duration when used beforehand) — This small packet of prepared herbs was taken from Isha's garden. Burning them and inhaling the smoke aids contemplation.

Prodigy Performer (major boost to singing, acting, combat, and agility) — Faliha is a true prodigy of the theatrical arts.
Abandon Yourself (boost to meditation, performance, magic, and combat; double trait's bonus once per event) — Give yourself over to the moment. As you take hold of opportunity, let it take hold of you and carry you into the future, unencumbered by what would hold you back.
Hero of Mangel III (great teamwork, dedicated vigilante/terrorist, anti-psyker/mutant experience, psyker, Pyromancy discipline, causes Fear) — Faliha's been a mighty infiltrator and destroyer since the days of Mangel III. Striking from within, above, or head on, she drove fear into the hearts of the cruel and powerful.
Incidentally Blessed — Faliha's body and soul have been handled by three gods and a demigoddess, which has left an indefinable imprint on her.
Magical Girl (bonus to all rolls against tyrants, modest regeneration, can let go) — Youth, magic, and hope: these are what define a magical girl.
Fireborn Student (boost to Pyromancy, meditation, and emotional stability; slightly less likely to die) — Faliha can turn her soul into fire, and the alien tzazars had turned their fire into souls, so Areatha took Faliha to her homeworld and left her in their care for a time. Miserable heap of a planet though it was, the tzazars themselves were delightful company and she learned a lot from them. She could never figure out their moon reverence though.
Paragon Pyromancer (+120 to all Pyromancy rolls, can use even more powerful Pyromancy) — Faliha is the one of the best human pyromancers in the galaxy.
Power Word: Burn the Witch — The first Flametongue word Faliha created translates to 'burn the witch', though its subtleties can make it much more wholesome, such as with the formulation 'may the witch burn'. As its creation created the language itself, it's the strongest word she knows, and she can recite it flawlessly when unpressed.
Arch-Terrorist (major boost to sabotage and assassination, causes Terror) — Faliha's mark invades the dreams of dark prophets and formerly unvandalised walls alike. To the cruel and powerful, she is death and destruction incarnate.
Pyroclastic Flow (larger charge bonus, bonus to intimidation, harder and more damaging to oppose or resist her vocal rituals) — When Faliha begins to flow, she pulverises everything in her path.


Faliha Hashram is a talented theatre performer from Mangel III, born in the Age of the Imperium. One day, she was set to perform in a play celebrating the birthday of an Ecclesiarchy confessor, but Faliha refused to replace her face with a clone-graft of her patron's. Rankling at the insolence, she vindictively sentenced Faliha to burn for the crime of witchcraft. While on the pyre, Faliha spontaneously gained the power of pyromancy, escaped, and joined a coven of other criminal psykers, now a witch in truth as well as in law.

Faliha employed her skills as a a highly capable infiltrator, warrior, and saboteur, and multiplied her efficacy in the latter two roles after she acquired an anti-grav power board. She was torn between passion, purpose, and rage, the latter enflamed by whispers from the Warp and her powers, but a combination of friendship, consensual telepathy, and simple time and effort slowly stabilised her over time.

At the Valley of Sacrifice, she laid waste to the forces of Tzeentch with spear and warpflame. However, before Mangel III could be consumed, a Lord of Change cast a conflagration spell to destroy her body and soul. The spell, offended that its caster manifested it so dispassionately and levelled it against one so vibrant as her, rebelled and merely burned her body and soul to ash rather than nothingness.

Thousands of years later, Areatha realised that the psychically-charged ash she'd found was actually ensouled ash. After trying and failing to restore Faliha, she passed the job to Isha, who passed it to Ynnead, who passed it to Vaul, who'd restore a measure of Faliha that Areatha then fully turned back into its old self.

Since then, Faliha's continued evolving emotionally and pyromantically through serene meditation, practice, and simply experiencing life as a passionate young woman. She's also become a terror to Chaos, killing and destroying so very many people and things beholden to the Ruinous Powers.
a Xavier who remained in spec ops rather then become a leader
and got some major blessings
The Fire Fox


Zaï Nemezqerish, the Great Pyromancer

M: Yes
I: No
A: No
L: Yes
W: Yes
D: Caver
C: Yes
Magic: All things in the universe, turn to ashes

Paragon Combat Trait: Meteoric Strength (fraction of Pyromantic potential added to physical stats, doesn't stack with Pyromancy buffs) — Zaï's body is suffuse with energy in its most elemental form.
Paragon Pyromancy Trait: The Fire (stronger Pyromancy, three-paragon strength) — To Zaï Nemezqerish, fire is her life and her power and her way.

Nine Tails Trait: As the Sun Itself (stronger Pyromancy) — Zaï is the embodiment of the sun in vulpine form.
Eight Tails Trait: Absolute Heat (stronger Pyromancy) — Some believe that absolute good exists but that absolute evil does not. Zaï makes sure the latter is true.
Seven Tails Trait: Aqshy's Chosen (stronger Pyromancy, can use Aqshy, attracts and attracted to Ring of Fury) — Something in her latest trip into the caverns woke something in Zaï, something pure and primal, and now a ring of black iron lingers in her dreams.
Six Tails Trait: Walking Inferno (stronger Pyromancy) — Beyond merely a champion now, Zaï's become a force of nature.
Five Tails Trait: Lady of Flame (stronger Pyromancy) — Flames obey Zaï's command.
Four Tails Trait: Spellburner (stronger Pyromancy, Pyromancy burns enemy magic) — Zaï's first trip into the caverns was horrifying, but at least she got a truly excellent new tail out of it, even if she's sworn to never set foot in that accursed place again.
Three Tails Trait: Firestarter (stronger Pyromancy, immune to own Pyromancy) — Zaï has a knack for fire, a bit too much some might say. Luckily, her new tail at least means she won't accidentally scorch herself anymore.
Two Tails Trait: Fluid Form (adulthood, shapeshifting) — Physical form surrenders to the will of the spirit.
One Tail Trait: Fox Form (illusions and fox-fire) — The magic of fire and trickery flickering between reality and imagination. These are the powers — and some argue natures — of the kitsunes.

Artefact: Armour of Doom (roll d100 at start of battle that cannot be rerolled or modified, all enemy rolls equal to or below that number deal 1% damage) — The Malevolence of the Creek was a wicked creature who many a hero tried and failed to slay. It could sense every possible future in which it survived, no matter how slim the odds, and always succeeded in bringing that future about: the right bargain, the right route of escape, the right moment to swing its innocence-slicked claws. When the Great Pyromancer faced it, no future existed in which it survived, only one where she'd wear the finest armour made from its shimmering scales.
Artefact: Dawnstar Sword (mythical power, needs incredible amounts of magic to activate) — Legend goes that this blade was forged in the first rays of light to strike the world. The energy of this auspicious enchantment remains embedded deep within the burnished blade, waiting to be called forth once more in a blaze of glory.
Artefact: Ring of Fury (bound Lore of Fire) — The aeldari are justly famed for their magical rings, and the black iron Ring of Fury is one of the most feared, as it embodies the Red Wind of Aqshy.

Blessing of Vaul: Eruption of Power (massively spike Pyromancy for one round, spell, or ritual; recharges after 8 years or on gaining major Pyromancy-related trait) — Slowly, inexorably, Zaï's power builds and builds until one day, when the time is right, she'll explode.

The Great Pyromancer (+270 to all Pyromancy, can use even more powerful Pyromancy) — Zaï isn't the best pyromancer, but she is the greatest pyromancer.
Locus of Aqshy (Aqshy+morale buff aura for friendly units, range and effect strength scales on Aqshy strength, doesn't affect self) — Aqshy flows from Zaï, empowering the allies that fight at her side.
Solar Hearth (pyromantic output gives bonus to resisting mental effects for self and allies) — Zaï's fire is loud, bright, and hot, drowning out other horrors with its intensity.
Procession of Cataclysms (causes Terror, massive penalty to enemy army/fleet morale on the same battlefield) — Zaï is a slayer of armies, void fleets, fortifications, and even entire lands and worlds.
Legendary Caver (+200 to any rolls to deal with terrain, almost impossible to kill) — Zaï has lived much of her life in a region that makes the surface of Avernus seem safe.
Fiendishly Strategic — Besides the occasional illusion, Zaï fights with brute force and, if that fails, more brute force. Many think her a simple powermonger for it, not realising that she uses her tremendous foresight to set up battles where brute force is all she needs to win. Of course, the only setup she usually needs is enough time to channel a spell.
Grand Compiler — Zaï does little primary research herself, but has a great deal of experience in collecting information from many sources, such as by visiting libraries or hiring scholars to do primary research on her behalf. In doing so, she identifies esoteric problems before they can surprise her and can procure the solutions to them in advance, leaving only the simpler problems for her to deal with.
Model Delegator — Zaï is insufficient in many areas, so she leverages the abilities and resources she does have into patronising those who can make up for her weaknesses.


Zaï Nemezqerish is one of the most powerful beings on Avernus and the greatest pyromancer to walk the galaxy. Others surpass her in grace and intricacy when they manipulate heat, fire, and magma, but her only two superiors in raw, apocalyptic firepower dwell beyond the veil, they being Vaul and Tzeentch. In the Grand Incursion, she sought to hold back Aetaos'rau'keres, Exalted Incendiarch of the Duplicitous Court, but found that it was he who had to hold back her. She wields the Dawnstar Sword, a legendary weapon from the War in Heaven, and wears the Ring of Fury, designed by Hekarti and wrought by Vaul to grant mastery of fire magic, both items recovered from the smoking husk of a possessed Dragon Slayer.

Zaï is a nine-tailed kitsune, one of eight of her kind. Like all kitsunes, she creates illusions and freely turns her fire intangible or tangible as she pleases, but she doesn't win fights with them as some believe she secretly does — she triumphs through simple strength and lots of fire. She was a thoroughly mediocre child who lacked skill, cunning, or power, but she had patience and a strong desire to live, so she chose a path of survival that needed her to hone only one aspect of her being. Time would broaden her skillset and she'd take on many roles — reckless adventurer, noble lady of the court, wandering champion of justice, nun, and more — but all of it fed back into a path that sought strength in its most basic form.

Over the course of Zaï's life, the caverns proved a bountiful source of growth and satisfaction. Whenever she wanted wealth, prestige, challenge, or excitement, she'd head down into its depths for weeks, months, years at a time and emerge richer, stronger, and relieved at no longer being in the caverns. However, spending so much of her life down there has made her unsettling to be around, despite her benevolence. She compensates in a simple way: she acts as she did at various points in her life as the situation calls for it. At a formal event, she's a refined noblewoman. In a pub, she's an enthusiastic youth fleeing arson charges. In epic moments of cosmic importance, she brings out her newest 'demigoddess' persona. Only in a casual setting does one meet the eerie but sweet woman underneath.

***
Character concept: what if Ridcully, but pyromancer?
the incarnation of sheer brute force
well barring an Apex, and there are plenty of Apex's that would stuggle to reach this level fo destruction
 
[X] Are you trying to bring that brighter future to the present, and doing what you can to make the galaxy a better place?

[X] Do you fight for your people, those who trust you to lead them?

[X] Will you focus on slowly improving things, ensuring a steady foundation but risking being too slow?
 
[X] Are you trying to bring that brighter future to the present, and doing what you can to make the galaxy a better place?

[X] Do you fight for your people, those who trust you to lead them?

[X] Will you focus on slowly improving things, ensuring a steady foundation but risking being too slow?
 
[X] Are you trying to bring that brighter future to the present, and doing what you can to make the galaxy a better place?
[X] Do you fight for the galaxy as a whole, to end this long night?
[X] Will you be more ambitious, and try to work rapidly, risking a disaster but ensuring that you keep up with the accelerating pace of events?

Been a while since I read this quest, and I really need to catch up.
 
[X] Are you trying to bring that brighter future to the present, and doing what you can to make the galaxy a better place?

[X] Do you fight for the galaxy as a whole, to end this long night?

[X] Will you focus on slowly improving things, ensuring a steady foundation but risking being too slow?
 
[X] Are you trying to bring that brighter future to the present, and doing what you can to make the galaxy a better place?
[X] Do you fight for your people, those who trust you to lead them?
[X] Will you focus on slowly improving things, ensuring a steady foundation but risking being too slow?
 
[X] Are you trying to bring that brighter future to the present, and doing what you can to make the galaxy a better place?
[X] Do you fight for the galaxy as a whole, to end this long night?

Undecided on the third, but I feel like Rotbart's actions have often involved working towards the greater galactic good (or at least pushing someone else towards that), rather than only looking out for his subordinates. The whole point of Avernus is to export elite soldiers to fight other people's wars, and he's continued running the whole thing for ages in spite of the toll in lives it inflicts on the people under him. A lot of his thematics involve looking at the bigger picture instead of just his little corner of the galaxy.
 
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[] Do you seek to create a brighter future for all, no matter the cost?
[] Are you trying to bring that brighter future to the present, and doing what you can to make the galaxy a better place?
[] Do you want to improve the lives of those around you, and focus on the trees rather than the forest?
[] Or do you seek something else (write in)
Ends justify the means
Do Good Things
Improve Around You

[] Do you fight for yourself, so that all of your sins may be paid for?
[] Do you fight for your people, those who trust you to lead them?
[] Do you fight for humanity, with all of its saints and sinners?
[] Do you fight for the galaxy as a whole, to end this long night?
[] Or perhaps you fight because that is all you know how to do?
[] Or do you fight for something else (write in)
Deathseeker Rotbart?
General/Governor Rotbart
HFY Rotbart
Win, Just Win Rotbart
I Only Know War Rotbart

[] Will you focus on slowly improving things, ensuring a steady foundation but risking being too slow?
[] Will you be more ambitious, and try to work rapidly, risking a disaster but ensuring that you keep up with the accelerating pace of events?
[] Or maye find a balance in between?(write in)
Incrementalism vs Revolution
The above options are meant to be as much a guide as vote choices, and a write in of what Rotbart seeks to achieve which his life, what he fights for and how he will go about it is preferred.
heeyyyyy maybe lets discuss this a bit more
 
[X] Are you trying to bring that brighter future to the present, and doing what you can to make the galaxy a better place?

[X] Do you fight for the galaxy as a whole, to end this long night?

[X] Will you focus on slowly improving things, ensuring a steady foundation but risking being too slow?
 
[X] Are you trying to bring that brighter future to the present, and doing what you can to make the galaxy a better place?

[X] Do you fight for the galaxy as a whole, to end this long night?

[X] Will you focus on slowly improving things, ensuring a steady foundation but risking being too slow?
 
[X] Are you trying to bring that brighter future to the present, and doing what you can to make the galaxy a better place?
[X] Do you fight for your people, those who trust you to lead them?
[X] Will you focus on slowly improving things, ensuring a steady foundation but risking being too slow?
 
Voting is open
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