Beast House

“There is no need to dissemble here, I know why you have come. You have come for something real, something unique, something to drown your boredom in spilled blood and deafen you with the wild beating of your own living heart. You have come to find the Beast House. Now tell me, what’s your pleasure?”
—Ryrin Night Eye, Mistress of Beasts
The fighting pits and carnivora offer a bloody and
popular diversion on many worlds where the rich and poor
alike pay to see bloodshed and vicious creatures do battle
for their sport. Such places are often magnets for all kinds of
illegal activity, outcasts and wanderers, and the worst they
say belong to the organization known as the Beast House.
No one knows who heads the so-called Beast House, nor
do many realize quite how far it has spread through the pale
underbelly of the Markayn Marches but according to some
it is a secret empire built on vice and suffering. Rumor
has it there are other, even more unwholesome services the
Beast House can provide; who can say what dire secrets lie
at its heart? There have been several attempts by Imperial
agencies to penetrate the higher echelons of the Beast
House---none have ended well.
==Overview==
Humanity hates and fears the alien. For millennia
this attitude has been taught and ingrained in each
successive generation. Indeed, the very word “xenos”
conjures up deep-seated feelings of horror and revulsion within
the heart of the average Imperial citizen. However, there is a
flip side to this ingrained loathing, a terrified fascination with
the alien, and in the dark sub-levels of blood sport arenas and
fighting pits, this dreadful attraction is played out for those
that can afford the spectacle.
In its most common form, such bloody entertainment and
the arenas that provide it are quite legal. Bull thornox battle to
the death in Iocanthos barter-kraals, and carnosaurs rampage
against teams of human gladiators upon Scintilla’s many Red Circuses nightly. Yet, removed from the garish lights of such
public entertainment, the rich and the jaded, not to mention
the lowest of the low, crave more desperate, darker, and
forbidden pleasures. Their preferred games feature unwilling
fighters, innocents stalked for sport, and creatures so vile and
dangerous that the Imperial authority forbids their use on
pain of death. Within the Calixis Sector, the most widespread
and powerful network of such illicit arenas have but a single,
whispered name---the Beast House.
As long as there has been a Calixis Sector, it seems as
if there has been a Beast House. It is not in any true sense
a cult, rather it is closer to a criminal network. However,
behind this façade worse things lurk than can be found at
the heart of any narco-gang or underhive clan. So insidious
has the Beast House become that the name and the role of
this secretive organization has become ingrained upon the
psyche of Calixian civilisation---the Beast House and the
horrors it secretly contains go unobserved and unlooked for,
hiding almost in plain sight. While local enforcers may raid
an unlicensed arena linked to the group here or the Adeptus Arbites may break up a xenos-creature smuggling ring there,
the Beast House goes on undiminished. Indeed, it is actually
strengthened by the removal of those in its employ “weak
enough” to fall foul of the authorities.
Today there are Beast Houses on many worlds, but few
realize just how far the Beast House has spread through the
criminal underbelly of the Golgenna Reach and how far its
tendrils stretch into the dim stars beyond the sector. The Beast
House is more than a set of physical locations, a trade, or even
a loose guild of hunters and dealers in proscribed creatures.
The hidden truth is that the Beast House is a criminal empire
that spans worlds and is founded on blood and pandering
to the very worst aspects of human nature. Centuries old, it
maintains its shroud of secrecy by working through layers of
intermediaries and local agents, and it is growing stronger
year by year. It hides many dark secrets the Inquisition is only
just beginning to suspect, and for some in the Ordo Xenos,
the realization is dawning that they may have let a serpent
of alien-tainted corruption coil around the very heart of the
Calixis Sector.
==The Beast House by Repute==
In the shadowy entertainment zones on the edge of underhives
from Sibellus to Solomon and beyond, the name “Beast
House” is synonymous with extreme blood sports, arena
combats, and the xenos-creature trade. Likewise, many jaded
sons and daughters of the wealthy great houses also know
the term through wicked and scandalous tales of hunts and
monstrous things forbidden by the restrictions of Imperial
law---all provided for discerning clients at enormous expense.
Stories and rumors about the Beast House have been doing
the rounds, high and low, for so long most believe that the
name itself is little more than a traditional affectation for
those who deal in the blood sport trade. The popular belief
held by most is that if an original Beast House once existed,
it is now is long gone and that others have long since sought
to cash in on the legend to further their own reputations. This
is a view shared by many local enforcer groups, most criminal
groups, and until relatively recently by the Adeptus Arbites
and the Ordo Xenos. However, recently several incidents have
come to light casting a far darker pall over the Beast House
and its secrets.
==What the Ordo Xenos Knows==
The Ordo and the Sector Arbites are slowly recognizing
that there is a dark thread connecting those who run the
blood arenas and those who deal in xenos beasts. In the
last few decades, encounters and reports of dangerous and
proscribed xenos-predators appearing in illegal arenas or the
hands of depraved recidivists have steadily increased in the
sector’s core worlds and on Scintilla in particular. Subsequent
investigations into these occurrences pointed time after time
to the so-called Beast House. Further investigation also
turned up rashes of disappearances among the poor and the
underclass in the areas where a particular Beast House was
said to exist, rumored links to smuggling rings, murder for
hire, strange sightings of creatures, and other peculiarities. Yet
nothing was concrete enough to show an overarching threat.
It was only when Inquisitor Layvan and his retinue
disappeared while investigating the Beast House on
Fenksworld that the full attention of the Ordo Xenos came
to bear on the organization, and it has not liked what it has
begun to uncover. Currently, Inquisition backed elements are
conducting a widespread series of covert investigations into
the Beast Houses on several worlds, but they have met with
little success in penetrating its higher echelons. However,
alarm at their discoveries to date is spreading due to the Beast
House’s links to many of the wealthy houses and criminal
gangs across the Golgenna Reach and Markayan Marches and
the suspicion that extreme and dangerous alien corruption
lies at the Beast House’s heart. In direct response to ongoing
events and with characteristic subtlety, the Ordo is doing its
best to uncover the full extent of this xeno-crime before it takes
overt and decisive action, rather than attempting a premature
strike risking the Beast House’s fragmenting and scattering
only to resurface latter. This strategy, while sound and based
on past experience, is not without the wider risk that the alien
corruption may spread further before it is checked and thus is
the cause of some contention within the Ordos.
==The Xeno Conspiracy on Fenksworld==
Fenksworld has long been a breeding ground for cults and
conspiracies, many of which have been known to spread out
into the wider sector, and the notorious independence of its
rulers has much to do with this. One collection of conspiracy
tales persisted for decades about a shadowy group based in
the dilapidated sections of Hive Nova Castillia’s industrial
underbelly, devoting themselves to obtaining illegal xenos
specimens for the purposes of study and experimentation. This
rogue cabal of xenophiles and heretics persisted on the edge
of the Holy Ordos’s attention until three years ago a junior
Xenos Inquisitor called Layvan and his retinue undertook a
close investigation of the circumstantial evidence.
Layvan quickly discovered the group was little more than
a front for a darker conspiracy. His last communiqué alleged
that the conspiracy used a hidden facility somewhere in Nova
Castillia to breed and augment a variety of vile alien and
mutated creatures, which were then transhipped through the
busy orbital port and out across the sector to various Beast
Houses on other worlds. Shortly afterward, Layvan and his
entire retinue disappeared, and despite the sudden and direct
action by the Holy Ordos and a full Adeptus Arbites backed
operation to seek out and purge the suspected xenophile
presence, no trace of Layvan or the xeno-lab was ever found.
A year later, a raid on a heretek workshop on the distant
hive world of Solomon recovered a damaged data slate. Ordos
officials reconstructed the dying and confused testimony of
Layvan’s savant Acolyte Urisa from the slate. The recordings
contained on the slate show scenes of some hidden industrial
center given over to xenos flesh-craft, where Urisa alleges
that hundreds had died in blasphemous experiments and that
monstrous things walked. Clearly suffering from shock and
blood loss, Urisa’s testimony was garbled and rambling, but
he clearly named the Beast House as the secret power behind
the conspiracy.
==Structure and Operations==
“I’m not interested in your money or who you are, pretty one, just how nice you can scream for me.”
—Shakas Wvendal, Beast Slaver
The Beast House operates to supply, store, and in some cases,
even modify or breed creatures for use in arena-circuses and
blood sport operations in the criminal underworld. It has also
been known to provide beasts to private owners, including
cults and hereteks, for their own dark ends. There is a great
deal of money to be made from this illegal trade, and in
order to do so, the Beast House acts to control the supply
chain, running the whole operation from initial capture of
the creatures to their distribution. Should a location prove too remote to effectively operate on, the Beast House will trade with those who can---such as those who capture beasts from the death world of Burnscour in the Koronus Expanse. Furthermore, the Beast House sometimes acts as the secret owner or backer of
the venues that host its creatures, often taking a hand in
incidental activities such as gambling and criminality that
surround these places.
The Beast House protects itself by making extensive use
of local intermediaries on the worlds where it operates and
maintaining progressive layers of secrecy about its true size
and what it can supply. This secrecy means that many of
those who work for it don’t know the full truth and that
parts of the group and its assets can be “cut loose” if faced
with sanction by local law enforcement, or when infiltrated
by outsiders, with little danger to the other parts of the
organization or its true masters, the “beast slavers.” Just how
many true members of the Beast House are privy to its inner
workings remains unknown to the Holy Ordos, but probably
there are no more than a few hundred in total scattered across
the Golgenna Reach and the Markayn Marches, and perhaps
that many again operating to acquire savage livestock on
numerous far flung worlds and roving hunting ships.
Of these, those who lead the organization and hold the
power of life and death over their fellows and their creatures
are fewer still. This last group consists of the most secretive
and dangerous members of the Beast House. They are the
beast slavers, hunt masters, and flesh crafters who are the true
driving force behind the organization. However, all report
to a single mysterious authority who’s power and mastery
over the Beast House is without question, a man known as
Solkarn Senk.
==The Restraint of Beasts==
The Beast House trains any creature that comes into its
hands, using methods of brutality and mental conditioning
to increase its willingness to fight and kill on demand,
often rendering the unfortunate creature insane or making
an already dangerous predator a ravening and near-uncontrollable
killer. However, for some beast slavers
this is not enough. They resort to surgical and chemical
augmentation, creating horrific cyber-creatures and fitting
unruly beasts with injector rigs to increase their fighting
potential whilst also easing their control outside of the
arena. Additionally, many creatures, especially those sold
for use in public arena fights, are also fitted with a surgically
implanted cortex bomb for euthanasiation in emergencies
(treat these devices just like the explosive collars found
in the Dark Heresy armory, with a blast radius of 1
metre). However, these implants are crude and can easily
be dislodged, damaged, or fail to fire. As a result, they
have a 20% chance of failure. It may even be the case that
capricious beast slavers will deliberately supply creatures
to others with malfunctioning cortex bombs for their own
sadistic pleasure.
The Beast House will deal in the transportation and smuggling of their illegal xeno-breeds, often with Rogue Traders. In 806.M41, a group of the Beast House made trade with Captain Raoul Sendethian, a Rogue Trader with a charter both ancient and extremely limited in scope, whose vessel---the Pride Ascendant---had recently discovered the remains of the Celestial Paragon, lost in M32 and now nothing more than a space hulk. Upon it, his crew encountered and infestation of Genestealers and managed to capture them in cryogenic tubes at great cost. They were sold to the Beast House of Scintilla for millions of thrones, but the Rogue Trader was captured and interrogated by Inquisitor Felroth Gelt and the foul xenos were tracked down and destroyed while still in their cryotubes---all except one, an unaccounted for Genestealer whose tube was already empty when they had arrived.
==The Outer Circle==
The outer circle of the Beast House is made up of hired muscle,
local criminal groups, and contacts developed through bribery
and coercion to serve the Beast House’s interests, acting as a
legitimate cover (such as licensed arena or trader operations),
keeping it safe from the authorities, or simply buying its
services. Made up of largely ignorant intermediaries or
individuals bribed or scared enough to keep their suspicions
to themselves, the Beast House at this level appears to be
no more or less than a criminal enterprise dealing in xenos creatures
and illegal blood sports with extensive off-world
contacts. Such intermediaries may work for the Beast House
without ever knowing they have done so. Others looking
to enhance their reputation (and wealth) may well pick up
numerous, often contradictory, rumors and dark tales that
they are more than happy to spread. Of these hirelings and
go-betweens, only those who show the uncommon bloodlust
and particular talents the organization favors will be chosen
by the Beast House to be drawn further into its ranks.
==The Inner Circle==
The Beast House’s inner circle is made up of those who
directly control outward activities, primarily the capture
and trade of illegal and proscribed aliens. Secretly they also
control its hidden lairs and beast-pits, and assassination,
torture, narco-dealing (particularly combat drugs), mass murder,
and slavery are sidelines many also indulge in. They
are uniformly psychopathic, cruel, and callous individuals,
selected for their brutality and skill. Rightly feared by those
they deal with, a reek of darkness and a lurking feral madness
hangs about them that even hardened recidivists are wary of.
Consequently, few local criminals and gang leaders will cross
them. Those who have direct dealings with the Beast House’s
inner circle may quickly develop grave misgivings about
doing so despite the rewards. Conversely, for some, the first
inklings of the horrific truth of what the Beast House is are
a lure rather than a warning sign, and they soon fall into the
depths of what the Beast House has to offer.
==The Heart of Darkness==
Very few know or dare suspect what lies at the Beast House’s
dark heart, and the Inquisition has never been able to glean
anything more than a few scattered after-action reports by
shocked Adeptus Arbites strike teams. Therefore, the Holy
Ordos have not yet come to realize just how dangerous or
powerful the Beast House is. Behind the scenes, the Beast
House is steeped in blood and unimaginable savagery. Aside
from trafficking in forbidden creatures, Solkarn Senk’s
true disciples conduct their own awful games and bloody
entertainments, as well as creating utterly illegal fleshworks
to satiate their lust for violence and sport. These include
capturing alien beasts so terrible their mere presence threatens
thousands of lives, fabricating murder gholams from living
victims, and creating “forced” mutants and other transgenic
blasphemies to serve their sick needs for spectacle and the
hunt.
Senk’s inner circle are the true Beast House, and each one is
a monster easily as terrible and deserving of death as any pure
alien threat. Should this dark truth be fully uncovered, the
Holy Ordos will be forced to strike immediately and resolutely
to destroy the Beast House, but such is the widespread
infiltration of Senk’s followers into the underworlds and dark
recesses of the Golgenna Reach that they are more than likely
to survive to work their evils again.
==Three Houses of Horror==
“I us’d to know an old mirker sewerjack, drink in here often one time. He us’d to say some nights he’d hear things out by the junction under the old meat-mills---horrible things---roars, screams, and bellows of great things echoing up from the dark vents---’nough to freeze the blood. Sometimes he’d hear more too, he’d hear a crowd screaming and yelling and cheering all deep down in there. Funny thing---he’d said the sound of that crowd frightened him most of all...”
—Nemo Hakeswsill, Reclaimator, Hive Gloriana, Solomon
The Beast House is a set of physical locations as much as it is an
organization. Apart from its members, creatures, and public fronts,
it also is comprised of dozens of distinct operations centred
on hidden facilities and lairs where it can keep and modify
its creatures and conduct its own private and bloody business.
Each of these locations is referred to by the organization simply
as the “Beast House,” adding to the confusion of others and
leading many locals to believe that the place they have heard of
in dark stories is the “true” home of the organization. The fact
is that no one, save Solkarn Senk, knows just how many lairs
there are or just how many serve him. Each Beast House has its
own unique and often macabre character and garners its own
tales of terror. Three are detailed here as examples.
The Iron Pit of Scintilla
The Scintillan Beast House is perhaps the most endemic and
widespread in the Calixis Sector. It has contacts with many of
the licensed Red Circuses that operate openly on the fringes of
the Scintillan entertainment zones and in the many underhive
trade-outposts on Sibellus and Gunmetal City. They also supply
exotic fodder for the arenas and services for certain noble
houses and wealthy cartels who desire private entertainments.
In addition to this almost public face, darker rumors about
the Beast House may be bought for a price from narco-gangers
and rakehell gamblers in the obscura dens connected to the
trade. The rumor goes that in the sub-levels, beneath several
of the most ill-reputed Red Circuses and pit fight venues,
down past the blood sluices and drain culverts, somewhere in
the gore-reeking darkness, hidden Beast House arenas exist
where the wealthiest and most depraved secretly travel to
indulge their craving for violent spectacle. The worst of these
goes by the whispered name of the “Iron Pit,” which rumor
places in the deepest and most lawless sector of the Sibellus
underhive where even the narco-gangs will not operate. Said
to occupy the great space of a long-disused reactor vessel, the
Iron Pit is a huge three-dimensional maze of gantries, cages,
and murderously trapped rat-runs into which innocent victims,
the most savage xenos-creatures, and slave-fighters are released
for the depraved sport of the onlookers. It is said only the most
well-connected and powerful can get invites to these events,
among them scions of the greatest noble houses, the richest
cartel agents, and even officers in the Magistratum and the
military. Vast sums are wagered on the results, and for those
losers who cannot meet their markers, the pit itself awaits.
The Beast Hunts on Fedrid
The world of Fedrid is famous for the ferocity of its native species
and its popularity with hunters and would-be beast slayers from
across the sector, in particular the scions of nobility, many of whom
treat the (largely) controlled dangers of a Fedrid hunt as a mark
of prestige and status. Access to the world is tightly controlled,
and removal of any live specimens is strictly prohibited. However,
money talks, and hunting licenses can change hands for many
thousands of Thrones in the courts of Scintilla and the upper
echelons of the great merchant houses.
The Beast House, perhaps understandably, has its claws sunk
deep into these quasi-legal hunts, illegally exporting creatures from
Fedrid and providing guides, skilled trackers, and protection for
many nobles who wish to hunt there. If rumor is to be believed,
it also secretly partitions parts of the deadly forest as pre-prepared
game reserves. Not all who hunt on Fedrid use or indeed tolerate
the Beast House and its hunters, for they have a dark reputation
with others of their profession. In particular, many of the feral
natives despise and fear the Beast House, killing its agents when
they can. Stories persist that deep within the darkest heart of the
steaming equatorial forests of Fedrid a Beast House lair sits built
in the long overgrown ruins of some ancient alien temple. It is said
that terrible rites occur there and that in the catacombs beneath, it
is men, not beasts, who are the prey.
The Hell House on Solomon
The hive world of Solomon is a dark place, much given to
legends and myths. One such story speaks of the Hell House.
It is a myth that seems intimately linked with the shadowy
operations of the Beast House, which operates here almost
entirely in the shadows of the underhives with no official
recognition of its existence at all.
The so-called Hell House is said to be a vast decrepit spiremansion
whose wealthy owners retreated from their polluted
world and sealed themselves up within, using their resources to
turn their home’s lower vaults into a museum for their collection
of forbidden xenos beasts and mutated creatures. Legend has it
that, as the years passed, the family grew ever more corrupt
and insane and that they drank alien blood and conducted
unspeakable experiments to keep themselves young and grant
them unnatural powers. They grew increasingly obsessed with
furthering their collection and obtaining the most deadly and
strange xenos creatures, so that they in turn could feast on
them and grow ever more powerful. It is said that in order to
further their terrible ends, they gathered feral world killers and
murderous beast hunters to provide them with new specimens,
eventually leading them to create terrible living gholams to
abduct victims to feed their awful collection.
The myth of Hell House is but one of a dozen such stories
along the lines of the Sleepers, the Resurrected, the great Beast
of Solomon, the night-heeled ripper and many more that
intertwine and point to some dark truth beneath the world’s
façade of civilization. Stories of the Hell House have been
whispered for countless years and are particularly persistent
in the smoke-levels of Hive Gloriana, where sudden spates
of disappearances and the discovery of mutilated bodies are
blamed on it. The local enforcers dismiss such assertions as
foolish dreg nightmare stories and wanton scaremongering, but
it is a telling fact that the stories are told and re-told in the gynsinks
and Lyceums near where the Beast House organisation
is rumoured to have links to the pit fights and gambling halls.
For those investigators with an interest in hive folklore, it is
noteworthy that in the oldest versions of the fable, the Hell
House is sometimes called the “the House of Cages” and the
name of the head of the decaying family at its heart is Sire Kor
Sank, the beast father.
==Against the Arbites==
Only in the last few years have the Arbites made the chilling
realization that their persecution of the Beast House is far from
the success they had thought. Full-scale Arbitrator assaults have
broken the House’s operations with two major prosecutions at
Malfi and a string of successes across the Adrantis sub-sector,
but Detective-Intelligencers at the Great Precinct level are now
piecing together clues that imply that the House is not reeling
from these setbacks, or even ignoring them, but actively
benefiting from them by using such prosecutions to prune
their less capable cells. The House’s backbone operations and
leaders, as far as the Detectives can tell, have remained entirely
quarantined from the Arbites’ efforts.
The response to this was a second wave of rigorously-planned
assaults on the Beast House’s walls of secrecy,
conducted by taskforces of Surveillors and Personators
organized across the Pendulum and Stave High Precincts
with astonishingly little of the usual politicking and territorial
feuds. The operations were catastrophic failures, with entire
teams of field Detectives vanishing with no intelligence
to show for it, and traps and ambushes being laid for the
Arbitrator squads who attempted to scour their sites of
operations for clues or bodies. Since then the Beast House
investigators have been on notice that Detective-Commander Doyenko is taking a particular interest in their progress, and
are feverishly working to vindicate themselves..
With infiltration proving such a costly and fruitless
approach, the Arbites are switching tacks and exploiting a
defining weakness of the Beast House: its constant need for
exotic and vicious animals. The thinking is simple: force the
Beast House into visibility by choking the trade in combat
creatures down to so small a fraction of itself that no hunting
and transportation operations can escape scrutiny. Arbites
ships are staging rolling interdictions of Fedrid and its cousin
death worlds, seeding the system with spy stations when they
move on. Quarantine edicts at space docks across the sector are
being tightened, and ships whose routes have even brushed
a death world, or one noted for dangerous fauna, are liable to
be scoured by teams of Verispex. A small detachment of the
bravest and most capable cyber-mastiff handlers is currently
in special training on Scintilla, working with customized dogs
whose sensory arrays have been built specifically to hunt
down the Beast House’s cages.
The backlash against the operation has begun. The beast
trade is small, but its market is elite, and the sector’s bluebloods
have been listening to the complaints of their procurers and
passing them on with interest to their Imperial governors.
The backbone of the operation, the fleet interdiction, needs
far more ships than the Precinct Fleet can afford to give it and
despite its best efforts its coverage is patchy. The taskforce
has had to resort to placing Chartist vessels under Adeptus
commissions to assist with the interdiction, much to their
chagrin. The Detectives are trying to make a virtue of this
necessity by setting careful watches on these privateers,
watching for evidence of Beast House collusion or infiltration.
==Inquisitorial Threat Briefing==
Although long believed to be little more than a habitual name
given to illegal blood arena operations and xenos-creature
smuggling, the Beast House now has been revealed at least in part
to be a widespread, unified, and dangerous organization, whose
dealings with the alien warrant its destruction and the extinction
of its members. Much of it remains hidden behind layers of
secrecy and more mundane criminality, but what seems certain is
that vile inhuman practices and abominable xenos fleshworks lie
at its heart. The whole of the Beast House is believed to be under
the control of a single arch-recidivist known as Solkarn Senk.
Senk is, to put it bluntly, a monster who has forfeited his life
in the Inquisition’s eyes, a human who has thrived and built a
petty empire out of the vices and suffering of others and the
hunting of alien and human prey. Senk’s organisation has a
front in quasi-legal fighting arenas and the criminal underworld
dealing in the provision and breeding of dangerous beasts with
sidelines in running hunts and blood sports for the wealthy. Its
connections and clientele are extensive and powerfully situated—
from doomsday cults and narco-gangs to powerful factions of the
sector elite and Rogue Traders with dealings beyond the writ of
Imperial law. The Beast House organization is the current subject
of widespread covert and overt Ordo Xenos investigations whose
outcomes will determine a more comprehensive and final action
by the Inquisition. The Beast House and its activities should be
treated with the direst suspicion and the utmost caution.
==As a Resource==
What It Provides: The Beast House is able to obtain a live example of almost any alien species, as well as many forms of alien technology, especially melee weaponry.
Prerequisites: Forbidden Lore (Cults, Heresy, or Xenos) +20.
Resource Test Modifier: +30.
Price/Cost: The Beast House requires either an extortionate sum of money, the patronage of a powerful individual (and certain favors owed by him in advance), a large number of slaves for the Red Cages, a rare and exquisite specimen to fight in the Red Cages, or some other despicable payment.
==Background Packages==
Scum: The Beast Slaver
Home World: Feral World, Hive World or Imperial World
Cost: 100 XP
Some in the Inquisition actively seek out those who have been
former associates of the Beast House, however peripherally.
Such an obviously dubious individual is a potential infiltrator
into the darkest reaches of the underworld or simply has use
as a “lightning rod” for elements the Inquisitor wishes to flush
out. Their agreement makes little matter either way.
Effects: Apply all of the following changes to your character:
Skills: Gain Forbidden Lore (Mutants) (Int) or Scholastics Lore (Beasts) (Int).
Talents: You start with Melee Weapon Training (Shock) and Peer (Underworld).
Corruption Points: You begin the game with 1d5 Corruption Points.
Category:Red Links