Malfi

“The only thing keeping Malfi from becoming a charnel house is nobody, not even the heretics, dare turn their backs on each other long enough to do the deed.”
— Lord Inquisitor Marr
This hive world, eight hundred days standard from Scintilla, is the main population and manufacturing focal of the rimward territories of the sector. Malfi is a semitropical, gloomy world of overbuilt hives and habitation ledges. Its population approaches that of Scintilla and it subsists on its engineering and metalwork industries. The population of Malfi has a grudge: they believe that Malfi should be the sector capital world and venomously protest the supremacy of Scintilla. Certainly, with its super-continental hives and eradication of natural landscape, Malfi resembles a Solar hiveworld far more than any of the other worlds in the sector, and its claim for capital eminence seems reasonable. However, politics and demographics are fickle mistresses.
Scintilla is better placed to provide a center of effective governance for the sector. Early regimes, following the Lord Angevin’s campaign, made their headquarters on Malfi but the province has spread out since then. Despite its efforts, Malfi remains a border world, colossal in both its consumption and its production. It satisfies itself in commanding the Malfian Sub-Sector, ruling the territories rimward and spinward of Scintilla. The subsector governor, Jendrous Kaffiq, answers only to Lord Sector Hax himself. Malfi is a seat of the Administratum and several chief banking houses. Its nominal ruler is the Eminence Glydus Matriarch. Its history has not been pretty, even to the nobles: the two-decade long period of petty revolts and near civil
anarchy caused by the misrule of House Koba on left near a billion dead and saw the final ruination of what had been one of the most powerful noble families in the sector.
Malfi is---and this may be the very reason that the sector rulers passed over it---a place of the most infernal intrigue. It is impossible to count the courtly factions vying for power and the ear of the Matriarch. The central palace is a labyrinth of chambers and anterooms, a warren that, so proverbs say, many have entered and subsequently died trying to find a way out again. Guides may be procured to steer a visiting party through the warren of Malfi’s central palace: they cannot be trusted. Every act and motion of Malfian life is about dissemblance and intrigue. Hire the wrong guide and you may be damned to years of squabbling diplomacy and sudden duels. It is said of the Malfian palace that “life has a thousand separate doors” and this is no exaggeration. Entering Malfian society, one enters a world of complexity and deceit. Few emerge alive.
The Calixian Conclave, which supports a district office on Malfi, regards the world as a particular hotbed of dissent and heresy. Apart from the many political factions and underground groups (many sponsored or run by Malfian noble houses) that support and promote Malfi’s usurpation of the capital world role (it is worth noting that three times in the last two centuries, Malfian dissenters have almost triggered open civil war with Scintilla), the excessively secretive and disingenuous society of the Malfian hives propagates many sects and cults. These groups find it ridiculously simple to conceal themselves within Malfi’s layered, elaborate culture of falsehood and deceit. They also find the hive citizenry to be a fertile source of amenable, pliable recruits. In recent years, the Conclave has become aware of a particularly active sect, whose reach is now spreading beyond Malfi, known as the Masqued.
Malfi has an agri-moon called Gallowglass, upon which a commandery of the Adepta Sororitas militant Order of the Bloody Rose, called the Shrine of Seventeen Martyrs. The civil order of Malfi is largely maintained by the armsmen of its Great Houses. Its small enforcer cadres are little more than over-armed door wardens and palace guards. Malfi was once the temporary home of the infamous heretic Myrchella Sinderfell, where she overtook a sanguinary cult and bathed in blood every day for a year. On Malfi, the roles of noble and priest are kept strictly separate, with no noble families contributing to the Ministorum. Legatine Christal, a member of the Orders Famulous and from the Abbey of the Dawn, is often away from her Iocanthos fortress and has been spotted in recent years re-establishing a mission on Malfi.
The Hall of Canon is a facility maintained by the Ordo Malleus Calixis under the auspices of the Archeaognost in Chamber of the Scholariate at Arms, an Inquisitor and holder of one of the Chamber’s few permanent appointments. The Hall is located in Hive Ortak on Malfi, though its existence is kept secret from the local government and its subjects. The purpose of the Hall of Canon is to gather any and all possible references to the activities of the archenemy, and to use that information to predict future incursions. Most of the missions that the Inquisitors in Chamber undertake are the result of some vague piece of intelligence from the mighty cogitation stacks of the Hall of Canon. These data-mills are attended by Tech-Priests seconded from the forge world of JXMA18Z according to ancient and binding pacts, and have by all accounts been continuously active since the facility was built soon after the founding of the Calixis Sector itself. 
On Malfi, the Adeptus Arbites conscripted several small Hive gangs to infiltrate a suspected blood cult. Judge Chal York coerced a troubled Kestrali noble dynasty to enter into the slave trade, selling his Cult-Stalkers into the pit fights. York was assassinated shortly afterwards. The nobles of the Kestrali dynasty, unable to prove their innocence in the sanctioned operation, were put to death in the wake of the Judge's death. The Cult-Stalkers were forgotten to the Adeptus Arbites. Nearly a decade later, Inquisitor Medina uncovered the blood cult in her investigations. The ex-gang's numbers had dwindled to only a handful, but they were now the elite guard and some of the cults most trusted members. Never failing in their duties or faith, these former criminals had proven that they were loyal to the God-Emperor above all else. They presented their years of meticulously gathered information to the Inquisitor, and on her authority executed over a thousand citizens in one bloody night, and presented themselves for execution. Their sacrifice ended a daemonic incursion before it even began. 
==The Daughter of Malfi==
“Madness dances in their eyes, and they can spill your blood and laugh as easily as they can show the most tender compassion. At each turn it as if a coin is cast for their nature: on one side the monster, on the other the saint.”
–Cardinal Glabruis on the infamous House Koba of Malfi
Some four centuries ago, during a troubled time for the Calixis Sector when central authority
was weak and the Holy Ordos distracted, the powerful hive world of Malfi suffered under
the most tyrannical and bloody-handed regime it has ever seen---the dominion of House Koba.
Known as the Reign of Terror, during this time Koba rose to ultimate power under its favored
son Syvas Koba.
Syvas was a man of merciless intellect and labyrinthine mind, who in a few short years wiped
out or overpowered the many factions that had previously held sway on Malfi. Holding both the
office of Planetary Governor and Lord Sub-Sector, Syvas’ authority was uncontested and
absolute, and he succeeded in completely subjugating the local Administratum officials and even Malfi’s
High Marshal. He savagely destroyed any that could oppose him, be they Malfi’s citizenry,
political rivals, troublesome cardinals, or members of his own family.
Though he had his own legitimate children murdered, he was known to favor more than a
score of his bastard progeny at court. He raised them to plot and scheme against each other
in order to gain his favor, often “dealing” with them when they became troublesome. One was
particularly malign, treacherous, and cruel, a young woman named Hyathe. On her seventeenth
birthday Syvas took Haythe out on a star vessel deep into space. What happened there remains
unknown, but she returned to court... changed. Although she remained beautiful and regal, dire madness
burned in her eyes and her heart was filled with the conviction that everyone and everything was
fit only to be destroyed. Her power soon increased and she created a shadowy court of brutes,
sadists and killers, becoming even more feared than her father. She worked intrigues of staggering
guile and ruthlessness, destroying anyone at a whim, and the fearful and weakened noble houses took
to calling her “Hayte” behind her back.
As the aging Syvas Koba finally began to lose his grip on sanity and power, “Hayte”
and her supporters took over complete control of Malfi in a brief and bloody storm of excess and
destruction. The noble houses rose against her, and in the blood-drenched war that followed, House
Koba was utterly destroyed. Civil strife across the planet left over a billion dead and destabilized
the sub-sector. It is said that it was Alizbet Belasco, a former ally of House Koba, who finally
succeeded in slaying Hayte, and in so doing, elevated her house to the high rank it now holds
on Malfi. However, legend persists that many from Hayte’s inner circle of protégées survived
the savagery. What fate awaited these vicious exiles remains unknown, but her name certainly has
continued, attached to one of the most infamous cults in the sector.
==The Bloody Solstice on Malfi==
The first major incident attributed to the Pilgrims of Hayte, the events
surrounding the “Bloody Solstice,” set the pattern for much
of the cult’s later activities and can be seen as emblematic of
its worst excesses and black-hearted passions. In the years
immediately following the destruction of House Koba on
Malfi, order had been restored to all but the most desolate
areas of the upper hives, and an uneasy truce forced upon the
fractious ruling houses and guilds. This fragile peace, however,
was rocked by a series of dreadful murders.
Members of the Ecclesiarchy, ranging from lowly
mendicant preachers serving in the poorest hab-stacks to
senior canns who tended the high altar of the Seven-Spired
Basilica, were being slaughtered. Some died in what at first
seemed accidents, others were attacked almost at random by
screaming madmen, and more were torn apart by unknown
forces behind locked and barred doors. As the death toll rose,
the enforcers and arbiters could find no link or common cause
between them other than their faith, and seemed powerless
to stop the ever-spiraling number of killings. The targeting
of the faithful in this manner caused a serious threat to the
faith of the populace and resulted in copy-cat killings, the
vandalism of shrines, open unbelief, and public panic reaching
epidemic proportions. Eventually, the Holy Ordos were called
in despite the misgiving of the Malfian elite.
With three full Inquisitors heading the task force, a brutal
crackdown into suspected cult activity was carried out. It was
discovered that a powerful group calling itself the Pilgrims of
Hayte lay behind the attacks. The Ordo learned that from a
stronghold in a deserted industrial hive sector known as the
Rustblight scav-zone, they had infiltrated numerous refugee
camps, low hive hab communities, and even some isolated
shrines, replacing the clergy entirely.
The cult preyed on the weak, the desperate, and those
that Malfi’s decades of near anarchy had abused and made
destitute, turning them against Imperial law and Imperial
faith. What the Inquisition had not guessed at, however, were
the daemonic powers the masters of the cult possessed. When
a 400 strong force of Adeptus Arbites and inducted Imperial Guard closed in on the cult’s stronghold on the fateful eve of
the Solstice of the Winter Martyr, they were expected.
No sooner had the Inquisition penetrated the interior of
the zone, attacks began from waves of crazed cult zealots more
than willing to die if they could take the loyalists with them.
As the task force forged slowly ahead through the maze of
rusted works, it was hard pressed when horrific mutants and
terrible slavering beasts, clearly twisted and bound with the
energies of the warp, entered the fray.
The inducted troopers began to fail and rout in the face of
the enemy, only to be mercilessly hunted down and destroyed
by the insane cultists. The hardier Imperials, such as Arbites
kill teams, soon found themselves isolated, outnumbered, and
overwhelmed as their ammunition ran dry and shimmering
daemons rippled out from the shadows to tear them apart.
The three Inquisitors, finding their fighters spread out and
overcome, moved to rally and concentrate their forces.
However, they underestimated the dark motivator behind
the cult. He called himself Karcist, Prophet of Truth, and he
presented himself to the embattled Ordo forces with no less
terrible allies than a pair of bound daemonhosts at his side.
A massacre followed, and although the resolute Inquisitors
managed to destroy one of Karcist’s daemonhosts, only
Inquisitor Requis Corina, his right arm withered to the bone by the
touch of a daemonhost’s scabrous claw, managed to escape.
News of the Holy Ordos’s defeat, no doubt disseminated
by carefully placed cultists and traitors, spread like wildfire
though Malfi’s upper echelons of power. The nobility isolated
themselves, abandoning the people to fend for themselves.
For a brief time the whole planet seemed to cower in terror,
and a great world tottered on the brink of the abyss---the
Bloody Solstice had begun.
Madmen and warp-tainted freaks erupted onto the
streets killing and burning with wild abandon, seemingly
without pattern or purpose. Temples were attacked and their
congregations massacred, and within the central Adeptus
Arbites Precinct Fortress, a Charnel Daemon was unleashed,
killing scores of loyal arbitrators before it was finally destroyed
by concentrated cannon fire. As riot and panic broke out and
killed thousands more of Malfi’s people, PDF detachments
and local enforcers were overwhelmed, power was cut and
fires raged out of control. The whole structure of Malfi’s
continent spanning hive network neared collapse.
Invoking his full authority, the maimed Inquisitor Corina
called together a meeting of Malfi’s Great Houses, presenting
an impassioned demand for them to lend their weight to
the fight or loose everything. He appealed to their faith and
their duty first, but it is recorded that it was not until he
mocked their injured pride and stupidity for allowing such
heresy to fester in their midst that they sided with him.
With the leadership, private armies, and even the secretive
assassin cadres of the Great Houses to back them, the loyalists
fought the rising tide of anarchy and the suicidal fury of the
Pilgrims of Hayte head on. For week after week of grueling
and bloody fighting, they held their ground. As further aid
poured in from the Holy Ordos and the Battlefleet Calixis,
they gained the upper hand, order was restored, and the last
remnants of the cult battered itself to extinction against the
Imperial forces.
Karcist and several of his subordinate sorcerers were never
found during the great Malfian purge that followed, but were
sighted leading cults and atrocities in later decades all across
the sector. The arch-heretic Karcist finally met his end, not at
the hands of the Inquisition, but in the power-fisted grip of
the Rogue Trader Harriman Vale nearly a century later.
In the final analysis, the “Bloody Solstice” of Malfi provided
a deadly exclamation point at the end of seven decades of
misrule, discord, unrest, and bloodshed for Malfi. It has since
entered the myths and history of that world as the direst
moment of a dark age.
== The Last Masque of House Orsini ==
It cannot be said with certainty when or how the Menagerie
first came into being, but its earliest recorded activities hail
from within the dark recesses and opulent courts of the world
of Malfi. The first mentions occur in the years of relative peace
that followed the disastrous Reign of Terror and the destruction
created by the birth of another deadly cult, the Pilgrims of Hayte.
Forced out on the margins of power was House Orsini, a
once great and powerful family who had had a stranglehold on
the senate and whose influence ranged wide across the sector,
The civil anarchy caused by the Pilgrims of Hayte‘s Bloody Solstice
had seen them vacillate and their rule found wanting. Unable
to sustain such a loss of face, their powerbase crumbled and
they barely survived the intervening decades. With the house a
crippled and failing shadow of its former glory, the Orsini would
have done anything to regain their prestige and power. So it was
that when an enigmatic stranger came to them, offering glories
and truths undreamed of, they proved easy prey.
The stranger called himself the Revelator, and as he
insinuated himself into the house, he poisoned the sanity and
corrupted the bodies of the family and its servants. To the rest
of the world, the doom that had come to the Orsini remained
unknown. Then one day invitations began to arrive asking
the great and powerful of Malfi to attend a masquerade at
the Orsini’s remaining palace, where “singular and wondrous
entertainments and revelations” would be provided by “The
Menagerie of Fate.” Such events and diversions among the
intrigue-ridden and jaded nobility of Malfi were commonplace,
but given the Orsini’s fallen status few deigned to attend. Most
that did only did so for the chance of scandalous pleasure and
mockery of what they assumed would be the dying gasp of
the once great house.
What actually occurred at the last masque of House Orsini
is sealed under the highest security protocols of the Holy
Ordos and the secret records of the great houses involved.
However, a casual study of the official record states that scores
of the nobility’s lesser scions are recorded as having died
unexpectedly that year via accident or illness. Others simply
disappear from all records as if they never were. Rumors
still abound to this day, centuries later, of the great and the
beautiful driven to utter madness or warped into mutating tides
of screaming flesh. Stories are told of locked chambers in the
cellars and towers of noble estates where abominable things
were shut away to live out their lives, clawing desperately at
walls, or were put down like rabid dogs by their own kin.
In the planetary archive, all mention of the Orsini ceases,
and merely to mention their name in some circles is to court
bloodshed and vendetta. The burned-out and empty remains
of the palace of Orsini and the district surrounding it stands
still as an abandoned and shunned part of the Malfian hive, a
testament that some wishes come with too high a price.
This event was the first great show attributed to the
revelations of the Menagerie in the Inquisitorial annals, but
sadly it is far from the last.
== The Manipulation of Malfi ==
The hands of Recongregator agents are filthy with the stinking
blood of dire mistakes that have been made in trying to wield
Malfi as a tool for sector-wide change, but the faction’s
manipulation of the bloodlines of the Malfian nobility remains
its greatest work---and its most dire shame. The nobility of
Malfi has always been rotten, ancient, and wicked long before
the coming of the Angevin Crusade. Since the rise of Scintilla as
the dominant capital of the sector, Malfi’s nobility has become
increasingly bitter and resentful. In this darkly brooding feud,
the Recongregators saw an opportunity to create a force for
change in a sector becoming too comfortable in its newly
acquired stability. The key, they felt, was in the old blood of
Malfi, a lineage and stock with a vast history of scions great
and terrible down the years. The Recongregators saw in these
dynasties a tool they could use, and in doing so embraced a
vile heresy long forbidden. With the aid of rogue elements
within the Adeptus Mechanicus, a powerful Recongregator cell
poisoned members of several noble families with gene-locked
viral agents that would release their potential by augmenting
their genetic makeup and sowing the seeds of the same in
the next generation. The intent of the manipulation was to
breed a great line of charismatic and powerful individuals who
would wrest control of the sector away from a course doomed
to stagnation. Matches between various infected bloodlines
were engineered, and the resulting progeny were monitored
over the years. Each generation was more changed than the
last, but without warning, the experiment slipped from their
grasp. Records were destroyed, adepts were killed, and those
Inquisitors closest to the project were found dead or missing.
The culprit responsible remains unknown to this day.
As the years progressed, it became patently apparent
that the results were, sadly, not what was intended, and too
late the Recongregators began to realise the grave error of
their choices. They had unwittingly committed a sin from
humanity’s ancient past.
The products of Malfi’s manipulated noble bloodlines were
monstrous. Though they bore no marks of mutation, these
men and women were near genius exemplars of cunning and
viciousness and the guessed-at names of those noble lines most
affected ring now with infamy: Sinderfel, Belasco, and Koba.
None outside a few Inquisitors know of this secret atrocity.
The Recongregators have taken great pains to cover up this
sin over the years, and to combat the evil it has wrought, but
even they cannot guess at how many have been born of the
tainted blood of Malfi.
==The Tainted Blood of Malfi==
The Noble lineages of the Imperium can produce lines of
great and noble servants of the God Emperor who uphold
the fine traditions of their ancestors, and in which the blood
of the just and true runs thick. There are, however, lineages
which have become so twisted and tainted that they spawn
generation upon generation of monsters. Nowhere is more
true than on Malfi, a world of intrigue and lies where the
profusion of noble houses constantly vie for power, influence,
and prestige and a thousand secret cults and societies are
spawned, struggle, and are extinguished with the passing of
every generation. In such an environment those of the tainted
bloodlines flourish. The noble houses of Malfi are thick with
secrets and hidden horrors, and a number of noble lineages
have become noted for the cruelty and fevered madness of
their scions. Capricious, ruthless and wicked, the worst of these
tainted lines display a cruel intelligence and single-minded
strength that drives them to survive and perpetrate their sins
and those of their ancestors into another generation.
What the source is of the tainted noble blood of Malfi
is a mystery. So many lines have intermingled through
marriage that the genealogies of the Malfian nobility are a
tangled web stretching back for centuries to the founding
of the sector, despite efforts of the Orders Famulous and Orders Hospitaller. If one also considers the introduction of blood
ties with noble lineages from other worlds, including great
Scintilla, pinpointing the sire of the rot is an impossible task.
Some consider that there is no single source of the tainted
blood and see Malfi’s prodigious production of monsters as
a consequence of circumstances in which the vicious and
deceptive prosper. Some within the Holy Ordos see the
madness behind the mask of many Malfian Nobles as being
the product of the planet’s history of infamous heresies. A
few might point out that the taint seems too persistent in
those of particular lineages to be simply a product of random
breeding or circumstance. They point to how the rot seems to
spread to other houses that have blood ties with the tainted
dynasties of Malfi: the notorious Sinderfell clan of Scintilla,
for example, produced the infamous Myrchella Sinderfell,
and had ties with House Belasco of Malfi.
The taint persists in many noble lineages both on Malfi
and beyond. In some cases it lies dormant for generations
before coming to light, while in others the tainted are the run
of their family’s dark course. For some the nature of their line
is something to be fought; the madness that runs within their
veins is a beast to be tamed. For others to be a monster is their
true nature, one that is embraced with joy and relish.
==Slate-Agents==
"And who am I to be this year, hmm? Perhaps a wealthy functionary in a dubious merchant guild? No? Hmm, perhaps a pampered Ecclesiastic keeping watch for detestable heresy within a suspect sect? Still no, eh? Well then, can I spend the majority of this mission indoors at least? Another Imperial Guard unit? Front lines? Well at least I won't remember any of it after retrieval. No sir! Happy to, sir!"
-A Slate-Agent, currently named Cavel Posdanik
Few agencies of the Imperium of Man, save the
Inquisition, are as paranoid and watchful as the
Adeptus Arbites. Both of these organizations were
founded on the notion that the teeming masses of mankind
cannot be trusted to safe-guard themselves independently,
and that if left to their own devices, the vast population of the
Imperium would eventually fall into lawlessness
and damnable heresy. Thus the watchfulness of
the Arbites and the Inquisition is a service to
mankind, not an attempt to control the masses
through fear. It is the necessity of their work
which drives the agents of the Arbites and the
Inquisition to such paranoia, for it is they alone
who know the stakes of failure.
On the planet of Malfi, the men and women of
the ruling class play a vicious game of politics
and favor. This game is played not on
any game-board, but in every palace,
mansion, and villa. It is not played with
pieces, but with the livelihood of their
dynasties. The strategy of this
game lies with political
maneuverings and
favorable alliances.
The stakes of this game
are neither bragging
rights nor pride, they
are the very existence
of the noble family,
and the rights of
rulership. The greatest
advantage in this game
of political infighting is
information, preferably
that which could shame
and discredit a rival. In
the pursuit of this sort of
information the houses of
Malfi have each developed
methods particular to their
own dynasty. It was for this
purpose that the first Slate-Agents
were trained. The Malfian house which
first created the Slate-Agents is long
forgotten, whether fallen to
obscurity or risen to heights
beyond all recognition, none can say. The value of their achievement
is evident by the wide-spread use of Slate-Agents by a multitude of
Malfian houses.
Masters of subterfuge and disguise, each Slate-Agent
is a perfect operative of infiltration and observation. It is
the process of their creation which makes a Slate-Agent so
ideal for their intended job. The first stage of a Slate-Agent's
conditioning is aimed at wholly annihilating any sense of self
possessed by the recruit, reducing them to little more than a
biological machine in the service of their masters. It is from
this state that Slate-Agents receive their moniker, as from
this point forward, each Agent is a "blank-slate" on which
new identities can be written. To achieve this, recruits are
deprived of sleep, food, water, and dignity, as well as forced
to endure horrific psychological torments, all the while they
are watched for signs of opposition or rebelliousness. Once
the recruit has been reduced to a workable state, the trainers
begin the slow process of rebuilding their charge. Using
hypno-indoctrination techniques they prepare the recruit's
mind to take shape around cover-identities, each of which
includes skills, history, profession, and contacts, as well
as personality and mannerisms, all combined to provide a
flawless cover for the Slate-Agent. The trainers use psycho-conditioning
to thread the recruit's psyche with triggers and
fail-safes, in order to reset the conditioning. Oft-times the
conditioning of Slate-Agents is so complete that during
their missions they are wholly
unaware of their true identity until
their loyalty is tested, at which
point, deep-planted hypno-barriers
close off the mind to
any possibility of traitorous or
mutinous thoughts.
Gathering information
about one's target is the
primary directive of each
Agent. Infiltrating a rival
house, gaining access to
its members' most heavily
guarded secrets, and leaving
no doubt as to their unfaltering
loyalty to their target, these are
the core objectives of each Slate-
Agent's mission. The specifics may
change depending on the controlling
house and the target organization, but
information is the primary stock and
trade of the Slate-Agent. Having an ally
so flawlessly inserted into an enemy's ranks
often proves a dangerous temptation for
the controlling house, for it is a simple
thing to include a kill-order alongside
the multitude of mundane orders during
the templating process. This form of
assassination is frowned upon by
the lords of Malfi, for it is
little more than a means
of mutually assured
destruction.
After becoming involved in a particularly convoluted plot of
treason and sedition which had been set in motion by a ruling
Malfian lord, the Arbites discovered the existence of Slate-Agents
among the various political houses. While officially condemning
such duplicitous action on the part of powerful Imperial citizens,
the Judge in charge of the investigation gathered information
about the training and conditioning of Slate-Agents, so that such
operatives might one day be utilized by the Arbites themselves.
Within two generations, the Marshall of the Court commanding
the Pendulum Precinct had made provision for the creation of
Slate-Agents to be placed within organizations throughout his
charge. The dozens of Agents to underwent the conditioning
were placed within political and criminal organizations, as
well as Imperial institutions such as the Ministrorum and the
Administratum, and were implanted with orders to keep ever
vigilant for the taint of criminality. Given the ever-changing
nature of Inquisitorial work, those Slate-Agents who have been
conditioned for use by agents of the Inquisition are often more
aware of their true identity, at least subconsciously, and have even
been known to have been templated with a multitude of identities
at the same time, flawlessly switching from one to the next, as
each mission dictates.
Becoming a Slate-Agent
There is no set procedure by which men and women are
chosen to become Slate-Agents. The process, unique to Malfi
and its nobility, allows for a temporary mind-cleansing, but it
is no less painful or harrowing. Arbitrators and Inquisitorial
agents are sometimes chosen by their masters for the job,
whether they desire it or not. In some rare cases, devoted
souls volunteer for the thankless task. Regardless of their
original intent, Slate-Agents universally end up in the same
situation; devoid of all knowledge of their previous existence
and routinely conditioned to become whoever their new
masters require. No matter the intention or method of their
induction into the life of a Slate-Agent, the process itself
exacts a horrific toll on the mind and soul of the participant
and it is, therefore, rarely taken up lightly.
Required Careers: Any
Alternate Rank: Rank 6 or higher (5,000 XP)
Requirements: Unremarkable Talent
Benefits: Blank Slate (Trait)
==Power Groups==
*The Masqued - The cult has spread prolifically throughout the nobility of Malfi
*The Sons of Dispater - Their operations are based out of a central command on Malfi
*Belasco Deathworks - The House of Belasco is based on Malfi
*Pilgrims of Hayte - Famous for Malfi's Bloody Solstice
*Brotherhood of the Horned Darkness - The cult has historically operated on Malfi
*The Menagerie - Born upon Malfi, this cult often clashes with other cults and keeps the Beast House out of Malfian territories
*House Praxis
==Unique Equipment==
Armageddon Pattern Autogun
Class: Basic (SP)
First imported to the hive factories of Calixis to
supply loyalist forces in the Tranch insurrection and
the massive wave of mutant uprisings in Tranch’s Soot Warrens that followed, the Armageddon pattern proved
itself both in the Tranch conflict and the decade of
petty cult-inspired civil wars that plagued the Malfian
sub in the following years. Still manufactured primarily
on Malfi itself, the Armageddon is loud, lethal and
uncomplicated; a heavy-hitter for an autogun, it fires
large caliber solid slugs from a fifteen-round short box
clip and can stand a phenomenal amount of abuse and
keep firing. Since the uprisings, the Armageddon has
become a staple of the arms trade in the Malfian sub and
has started to make inroads into frontier areas where
its stopping power and robust design rapidly gains
converts.
Basic, 100m, S/2/6, 1d10+4, I, PEN 0, Clip 15, RLD Full, Reliable, WT 8.5kg, Cost 100, Average
Mariette Cylinder Pistol
Class: Pistol (SP)
Named for the Malfian noble house said to have
originated the design—or at least first championed
its use within their assassin cadre, the Mariette is an
extremely concealable compact stub pistol crafted from
polyflex and ceramics with no metallic or powered
components. Its four-chamber barrels are self-contained
and the whole pistol is designed to easily break down
into a handful of small parts. Disassembled, the Mariette
can be easily concealed about the person or inside some
innocuous object (such as a lamp or data-slate) with
almost no chance of detection and be re-assembled to
fire in mere seconds.
The Mariette when disassembled and hidden is virtually
impossible to find (–30 penalty on Search Tests) as the
parts don’t show up on scanners or auspexes as weapons.
The ammunition-barrel cylinders for the Mariette are
themselves Rare items and cost a base price of 100
Thrones each.
Pistol, 20m, S/–/–, 2d5+3, I, PEN 0, Clip 1, RLD 2Full, WT 0.5kg, Cost 400, Rare
Bolo Knife
Class: Melee (Primitive)
Owing its origins to the time long ago when the hive world of
Malfi was once largely covered in dense jungle, the bolo is a heavy
single-edged cutting tool that for centuries has doubled as a brutally
effective weapon. Crafted from mono-serrated plexsteel, the average
bolo has a distinctive 40 centimetre long, inwardly curving blade
that widens somewhat before the tip. This shape makes the bolo
perfect for heavy slashing blows and, in skilled hands, it can lop-off
limbs or open-up a man gut to gullet in a single stroke. Still used on
Malfi as an everyday tool, it retains a murderous reputation and a
favoured place in local folklore. The bolo is also favoured as a gang
weapon among Malfi’s jacker-gangs and dacoits, who traditionally
mark noteworthy kills and exploits by acid-etching their blades with
crude murder-glyphs known as “gris”.
The weapon has Common Availability on Malfi and is Rare elsewhere.
Melee, 2d5(+SB), R, PEN 2, WT 2kg, Cost 50, Rare
Night Dust
The predatory Nightwings of Dusk produce a potent
narcotic dust that they use to subdue their victims, lulling
them into a nightmarish stupor, while the haemovoric
Nightwing quickly sucks them dry. This substance,
harvested from captured or slain creatures and rendered
down into a concentrated form, is a powerful and prohibited
drug. Usually burned as incense or, for a more powerful
effect, dissolved in amasec, the dream-racked stupor that
night dust induces can last for days, and the term “dusk
dream” has long since become local parlance on Malfi for
an unexpected disappearance or bout of madness.
A single dose imposes a –20 penalty on all Tests, while
the imbiber experiences mild hallucinations and becomes
disassociated from their emotions. After 2d10 minutes, the
afflicted character slips into a deep feverish slumber filled
with vivid and often violent dreams reflecting the darkest
facets of their own mind. This state lasts for 1d10 hours and
upon wakening the character must succeed on an Ordinary
(+10) Willpower Test or gain 1d5 Insanity Points from
the experience. Drinking the dust is far more potent and
dangerous: the effects last 41d0 hours and the Willpower
Test to avoid Insanity Points is Difficult (–10).
Cost 25, Very Rare
Environmental Body Glove
The rare travelers of the Imperium often despair over
the many environments they must prepare for as they
travel between systems. Bulky void suits are frequently
impractical, especially when a given world’s atmosphere
is known to be merely unpleasant as opposed to fatal,
and few are the sealed suits that actually provide any
armor to their wearers. Travelers on the frontier have an
especially difficult time of it, for if they discover a planet
with unexpected environmental conditions, the proper
equipment may be long months or even years of travel away.
Several of the worthies of the various Malfian noble houses
decided that the situation was intolerable and set about
designing a series of body gloves designed to withstand
multiple extreme conditions while still maintaining their
wearer in relative comfort. The suits were a great success
and various models are produced in small quantities on
Malfi, Vaxanide, and Scintilla. “Environmental body glove”
is a generic name for a wide variety of suits. Most are
actually named after the house line that produces them,
such as the “Mariette Envelope” or the “Hax Hostile” field
body glove.
Environmental body gloves are full body suits designed
to sustain their wearers at a constant temperature, despite
external conditions, making them ideal as outerwear for
desert worlds and a useful inner layer for particularly cold
environments. Pockets within the suits recycle sweat and
other bodily fluids, cooling or warming them as necessary, in
order to regulate temperature and provide emergency water
rations. The suits are waterproof, which makes them useful
in marshy terrain and capable of doubling as a wetsuit when
necessary. Environmental body gloves add +1 Armour Point
to all locations and grant a +10 bonus on Survival Tests.
Such suits are almost invariably equipped with a re-breather,
comm-bead and photo-contacts.
Head, Arms, Body, Legs, AP 1, WT 5kg, Cost 625, Rare
Poi-Savant
Spending time in xeno environments means that sooner or
later one will have to sample the “local” cuisine, which may not
resemble anything one is used to. Indeed, some travelers try
to opt for a plant or creature that has a “familiar” appearance,
but this is no less dangerous—for the assumption that a given
thing must be safe to eat based on resemblance is a foolhardy
one. Enter the poi-savant. A hand-held cogitation device,
the poi-savant measures various levels of bio-chemicals and
searches for signs of a diverse number of dangerous toxins
in any substance that it is used to analyze. Any substance the
poi-savant clears as “edible” is safe for human consumption,
though not necessarily appetizing.
Originally developed on Malfi, where the noble houses
even now use them at every meal, poi-savants tend to be
remarkably accurate devices as they have had well over
a thousand years of field-testing. Indeed, many Malfian
nobles make a point of commissioning their own personally
tailored poi-savant, generally by miniaturizing them into
elegant wands or ornate rings that they can simply pass over
their meals without appearing unduly concerned (or rude).
Personal poi-savants must be updated regularly as new toxins
are identified, leading to an ongoing race between their
cogitators and the cunning of the countless assassins who
constantly seek out new poisons in the hope that they will
thwart their target’s poi-savant. Poi-savants were specifically
designed to be easy to use; their operator need only make
a Routine (+20) Tech-Use Test to employ them correctly.
A failed Test gives inconclusive readings, while a failure by
three or more degrees indicates that a blameless substance is
toxic or vice versa (GM decision).
Cost 300, Rare
The Whispers of Delight
The Whispers of Delight were daemon bound daggers created
by the Order of the Amethyst Serpent on Malfi. Each dagger
had a long blade of amethyst that twisted like a tongue of fire,
a hilt of bladed and spiked finger loops, and was etched with
dying words of thirty six sacrifices to the Prince of Pleasure.
The Whispers of Delight were given to the Order’s assassins
who it were reputed to be able to persuade their victims to
grant them admittance to their most intimate chambers before
their throats were cut. After the Order of the Amethyst Serpent
was broken by the Ordo Malleus, three of the Whispers of
Delight were recovered. However, it is believed that more
existed and survived the destruction of their makers.
Special Rules
Each dagger contains a Bound Daemon (WP 36), with the
Sharp as Sin and Whispers of Delight (see below) attributes.
Whispers of Delight: When the edge of one of these
daggers is blooded (by even a drop of blood from a small cut)
it immediately begins whispering dark secrets and suggestions
to its wielder, making his insights and words strangely
persuasive. Anyone who hears and understands the wielder’s
speech must pass an opposed Willpower Test against the
daemon weapon’s Willpower (roll once and apply the result
to all Tests). Those who fail the Test become vulnerable to the
wielder’s suggestions, granting the wielder a +20 bonus to
any Charm, Intimidate, or Deceive Tests against them.
Note: This is not a true form of direct mind control, but
can be used to overcome good sense, sow discord, alleviate
suspicion, and stoke the fires of hatred.
Melee, Thrown, 3m, 1d5+3, R, PEN 3, The Beast Within, Lethality, Uncanny Resilience, Sharp as Sin, Whispers of Delight, WT 1.5kg
Malfian Dermaguise
Imposters from around the Calixis Sector routinely make a
pilgrimage to Malfi to see one of the few surgeons capable
of performing a unique, painful, and dangerous operation.
Hundreds of electro-flexible plates are inserted beneath the
subject’s skin, and linked into a series of micro-servo’s. Using
a data-slate, the subject is able to manipulate the plates so that
his facial structure is reshaped.
The process is extremely painful; many users of the
Malfian Dermaguise become addicted to drugs to help
compensate for the pain. The movement of the plates can tear
through the skin or stretch flesh in odd ways. After using the
Dermaguise it often takes days for the skin to heal around the
new form properly, although minor alterations can heal much
quicker. Over-use of the device can damage muscles and facial
tissue, even rendering a subject unable to make normal facial
expressions without using the device.
It requires 5 rounds and a Challenging (+0) Tech-Use Test to
change the user’s visage, which grats a +20 bonus to any Disguise
Tests made to impersonate another person and causes 1 level of
Fatigue. This bonus increases to +30 after the Fatigue has been
removed (as the stretched skin heals). If the Tech-Use Test is
failed, the user suffers 1 point of Tearing Damage (not reduced
by Toughness) per Degree of Failure as his muscles are strained
and his face is torn open by metal. If the test is failed by more
than 3 Degrees of Failure, the user must succeed on a Hard (-20)
Toughness Test or lose 1d5 Fellowship as his face is permanently
damaged. The process of facial reconfiguration may be shortened
from 5 rounds to as little as 1 round, but every round reduced
imposes a cumulative -10 penalty to the Tech-Use Test.
Good Quality versions of this augmetic include small pigment
scrubbers strategically placed all over the body, allowing the
user to darken or lighten his skin tone as well. There are no Best
Quality versions of this augmetic.
Morphia-V
(Instant/–20/Sedative)
Widely utilized by Maflian nobles wishing to send their
enemies a “warning”—the next time the poison is used it
won’t incapacitate, it will kill!
Cost 550ea, Scarce
==Player Characters==
The blood that flows in your veins is like a snare that you
cannot escape. At every moment it lures you to actions and
thoughts that are both magnificent and terrible. You have
great potential—but can you trust yourself not to become a
monster?
Creating Tainted Blood of Malfi Characters
Use the Noble Born Home World template and replace the Etiquette
Trait with the ones detailed here.
Fiendish Mind
The minds of those of the tainted Malfian nobility are prone
to incredible intelligence, inclined to lies, and strangely numb
to fears.
Effects: The Acolyte increases his Intelligence by +10. He
also begins play with the Talented (Deceive) and Resistant
(Fear) Talent.
Monstrous Lineage
The sins of the character’s bloodline mean that he has teetered
on the edge of madness and abomination from the moment
he was born.
Effect: The Acolyte begins play with 1d10 Corruption Points
and 2d10 Insanity Points.
Category:Hive Worlds
Category:Malfian Sub-Sector
Category:Calixis Sector
Category:Planets