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Novgorhod

The document serves as a guide for Inquisitor Gamesmasters, providing a detailed description of Novgorhod, a massive Hive City in the Silurian system, including its history, social structure, and campaign ideas. It outlines the challenges of creating a realistic setting for role-playing games and offers a comprehensive overview of the Hive's political, religious, and economic landscape. Additionally, it highlights the various castes within the city and the significant issues such as corruption and social strife faced by its inhabitants.

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man54
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0% found this document useful (0 votes)
7 views30 pages

Novgorhod

The document serves as a guide for Inquisitor Gamesmasters, providing a detailed description of Novgorhod, a massive Hive City in the Silurian system, including its history, social structure, and campaign ideas. It outlines the challenges of creating a realistic setting for role-playing games and offers a comprehensive overview of the Hive's political, religious, and economic landscape. Additionally, it highlights the various castes within the city and the significant issues such as corruption and social strife faced by its inhabitants.

Uploaded by

man54
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd
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INTRODUCTION

Being an Inquisitor Gamesmaster ain't easy. Outside of running the games in a


fair manner, you have to keep in mind unraveling plots, character names, secret
motives, and future games. These things all occur once you get the ol' campaign
ball rolling. Starting out is the really hard part!

The biggest stumbling block for any Inquisitor campaign is the process of
creating a realistic setting to base the characters and their conflicts. While some
are blessed with a vivid imagination capable of building entire worlds within
minutes of setting pen to paper, most of us need a bit of a kick-start. This need is
the driving force behind the creation of Novgorhod. I wanted to make a decent
reference point for struggling Gamesmasters to use as a crutch until they got
their campaign on its feet.

This download gives you a fairly complete description of a massive Hive City. It
covers history, neighboring planets, military composition, social structure,
economic information, hive divisions, city problems, detailed city personalities,
and more. In short, this document has tons of stuff for Gamesmasters to sink
their teeth into when creating scenarios. Just one read through the text and you'll
immediately be able to generate a few ideas.

Beyond the descriptive text of Novgorhod itself, there's the structure for a full
campaign (10+ scenario ideas) for you to flesh-out and play. If that's not enough,
you can find a slew of additional ideas for campaigns and some suggestions for
one-off games.

Like any Hive, there's always room for growth. Once you begin taking to the
streets of Novgorhod and its vicinity, you'll find that creating entire new parts of
the Hive is not that hard. Given time and a bit of effort, you'll carve out your own
chunk of the city and make it yours. Novgorhod might even become too small for
you, leading to adventures on nearby planets! After all, that's what Inquisitor is all
about – contributing to and exploring the Warhammer 40,000 universe until it
lives and breathes through your games and role play sessions.

SILURIAN SYSTEM

The Silurian system is part of the Gorath Sector which lies within the vast region
of Imperial space known as the Ultima Segmentum. The system's star is orbited
by 12 major planets, six of which have Imperial cities or bases. The other half of
the Silurian System consists of various planets, most of which are useful in some
fashion or other. Below are brief descriptions for the 12 worlds.

The cities on the six Imperial planets range from scattered metropolises to small
settlements and military bases to goliath hives. These inhabited worlds are quite
unimaginatively known as Siluria I, Siluria II, and Siluria III, with Siluria IV being
the most significant as it hosts Hive Novgorhod, home to the Ecclesiarchy
Cardinal of the Silurian worlds. Siluria V is orbited by a small moon named Kretik
which serves as the home world of the Silurian Sons Space Marine Chapter.

Koptov and Grenik are the two major agricultural worlds that sustain the system's
population. Space lanes to and from these worlds are heavily policed as the food
and fresh water that they export are essential to life in the system.

Tabchek 23.04 is a dead world. Various xeno artifacts have been unearthed here
and it is the site of constant archeotech digs by members of the Adeptus
Mechanicus and various scientific institutions. All of these activities are under the
unyielding watch of the Ordo Xenos. Each incoming and outgoing vessel is
required to dock for a full 24 hours so all cargo and equipment can be searched
for heretical contraband.

Adrosi is the system's Forgeworld, exporting arms, vehicles, naval vessel parts,
building supplies, processed minerals, and other such materials. The Imperial
Navy shipyard "Adrosi’s Gate" orbits this world and serves as a major jump point
into and out of the Silurian System. Most of the Cruisers and Escorts that patrol
the Silurian System were built here.

Golona is a massive gas giant whose airborne vapors are harvested for various
uses system-wide. Within its stormy atmosphere floats a Magos Biologica lab,
shrouded in secret to the point that the general populace is only aware of it
through vague rumor. Access to this facility is restricted to members or agents of
the Inquisition or Adeptus Astartes.

Dante 07 is a Deathworld enveloped by a sprawling, global desert. Sustaining an


Imperial presence on this planet has been nigh impossible. Several colonies lie
ruined after attacks by the subterranean, tentacled leviathans of this planet.
Ruins from previous xeno civilizations have been discovered, but the ill-
mannered denizens and intense heat/cold of this planet make it difficult to learn
more about them. This wasteland of sand promises many secrets that hide just
out of reach for the time being.

Siluria IV

The most important and wealthy of all the Silurian planets is Siluria IV. It boasts
the most pleasant temperature and climate of all the inhabited planets. The
planet's natural beauty is also unchallenged. Majestic mountains, lush forests,
and seas teeming with life make up the planet.

For all its beauty, the planet is a very dangerous Deathworld. The wilderness is
home to titanic beasts, poisonous and semi-sentient fauna, and colossal sea
monsters. It's a true testament to the mettle of the first colonists that the planet
was even settled, let alone become the most important of the system.
The Hive Cities of the planet have slowly polluted the environment, tainting the
native creatures while reshaping the landscape and the atmosphere. The Hives
are encircled by hundreds of miles of sprawling industrial wastelands and low-
lying clouds of noxious chemicals that block the sunlight, leaving the Hives in
perpetual dusk.

The rest of the planet is dotted with scattered mining operations, exploration
outposts, and a combination of sea-based drilling rigs and underwater mines.
Workers are transported to these facilities via sky freighter from Hives for weekly
shifts, and then are replaced by a fresh crew. The returning workers are tasked
with refining the raw materials in the various Underhives before the cycle begins
again.

Military bases and training facilities are the only remaining organized structures
to be found on the planet outside of the great Hive Cities. Here, the Imperial
Guard regiments of Siluria IV are trained and readied for their never-ending
service to the Emperor.

As per Imperial law in this system, all of the planet's inhabitants are required to
live within one of the five Hive Cities. In order of size and importance they are:
Novgorhod, Fevck, Nek, Chetix, and Malint. Though each is unique in some
fashion or other, Novgorhod holds the most significance to Imperial authorities
and members of the Inquisition.

NOVGORHOD

History. This massive Hive, and all human life on Siluria IV, started out as
Colony B20.148. Perhaps because it was a promising planet loaded with
valuable minerals and raw materials, this Deathworld did everything it could to
make the brave colonists pay for its bounty. The 60-foot, bipedal forest titans
known as Tovriks constantly attacked new bases, farms, and prospecting teams.
Their low animal intelligence was something to behold. However, they stood in
the way of the Imperial plan, so they were hunted to near extinction. The folly of
this pogrom was not realized until decades later.

The Tovriks main food source (besides colonists) was a mobile, semi-sentient
quadruped fauna creature dubbed "Greenies" (xeno ref. Siluria IV Ropter
09.2145.0) by the colonists. The Greenies grew exponentially without any natural
predators, naturally being drawn to wherever the colonists settled. At first, they
were thought to be good luck. Unfortunately, they quickly became a huge
nuisance, constantly chewing through power lines, devastating crops, and
eventually developing a taste for human flesh. They had to go, and the might of
the Imperium made short work of them. The mass-extermination of Greenies was
complete within a week, but this was not the end of the colony's troubles – far
from it.
Apparently, the plant life of Siluria IV possessed a massive gestalt
consciousness and the mass genocide of the Greenies awakened one of their
larger cousins. A 300’ leviathan erupted from the ground the evening following
the purge. It was a sort of spongy, intelligent plant, more so than the Greenies
ever were. Its roots were prehensile and they worked to destroy most of the
colony's home base of operations over the course of 5 days.

Distress calls went out and the Ordo Xenos responded with a fury. The
extermination of the giant plant took but minutes once the Imperial Warlord Titan
dropped from orbit. The newly created sinkhole from where it erupted and the
creature itself were quarantined for a month. Rumors circulated that the beast
had unearthed an ancient alien city and tales of a spacecraft buried in the
bedrock. The citizens quickly dropped the rumors when the Space Marines
denounced the conjecture as heretical fiction.

Growth Span. After these incidents, the colony began to grow by leaps and
bounds to eventually become a proper city, named Novgorhod after the colony’s
commander-in-chief. Once its first spaceport (Vysotska) was operational, the
planet's growth really took off. The initial structure of the Hive was built and for
years the colony continued to prosper. Once the chemical clouds (an unfortunate
byproduct of rapid industrial growth) began to gather and the scathing acid rain
started falling, it became apparent that the city needed to rise above these
artificially created clouds. Much of the original city became nothing more than an
abandoned foundation for the next phase of the city’s growth.

As the years rolled on, the Underhive developed in these abandoned levels
(though it was nowhere near as harsh as it is today) and the city continued to
expand outwards and upwards. In the span of a mere 3 centuries, Novgorhod
became a mighty Hive with promises of unending growth and wealth. The
Ecclesiarchy took notice of this and decided to build an Imperial Cathedral to
house the Cardinal of the Silurian System. The government, citizens, and
workers of Novgorhod couldn't have been prouder of this honor.

Religious State. Since the Cardinal of Siluria resides in the Spyres of


Novgorhod, this part of the Hive has been imbued with religious significance.
Pilgrimages are made to the Hive from across the system on the last day of each
month to hear the Cardinal preach in Gorbev Square. The square abuts the
extravagant Cathedral, which also incorporates a private spaceport and
greenhouses so that it is nearly a self-sustaining stronghold.

Various chapels and churches are scattered throughout the Hive among the
upper levels, keeping the Imperial creed and dogma in the forefront of people’s
minds. Citizens adhere to the tenets of the faith or are severely punished.
Through this fear, order is maintained. This is not to say that the people live in
constant fear, just that they understand that they must stay within the bounds.
However, during darker times long ago, paranoia ran rampant. Witch-hunts were
organized to combat a rash of apparent rogue psyker activity. During these
times, civil war nearly erupted between the devout and the thousands who had
been rounded up in prison camps under the suspicion of witchcraft. It was
Inquisitor Aksamit Vlachko who brought order to this chaos by exposing the hunt
as the result of false delusions of a possessed member of the clergy. The fact
that he took the side of the guilty is just one of the reasons he is so admired
among the people of Novgorhod.

Some sectarianism within the belief in the Emperor is tolerated, but not widely
recognized. For the most part, there is one religion and one way to practice it.
Alien religions and deities are strictly forbidden, which stands to reason as this is
an Ecclesiarchical stronghold. Displays of any tolerance are regarded as
weakness and weakness begets damnation.

Political State. The city of Novgorhod is run by the church. The huge
bureaucracy that keeps the daily affairs of a city alive is overseen by the church.
The military is part of the church. The police operate out of monastic facilities.
Therefore, politics are tightly intertwined with matters of the church. If something
is not to the church’s liking, you can bet it will not come to pass.

Planetary Governor Tyron Rex runs the city, its cabinet, and directs financial
matters with great efficiency. Very few things go on in Novgorhod without his
notice. He is a tireless leader who loves his city and the Emperor. Inquisitor
Aksamit Vlachko advises Tyron Rex upon many city matters – in a sense, the
Inquisitor runs certain aspects of the city this way.

Tyron is currently wrestling with ways to keep his city from crumbling from
underneath him. The signs of social strife are present, but they are very well
hidden. The lack of care the church and Inquisition have shown towards the
Underhive and even lower parts of the Populace unnerves Tyron. To ignore
these sections of the Hive is to invite doom. However, Rex's hands are
completely tied. To speak against the church and the Inquisition will only result in
his execution, which will help no one.

Social Structure. The Imperial citizens of Novgorhod are cut into five broad
castes. Highest are those that live in the Spyre. These people are few and far
between. Only the richest, holiest, and mostly favored among the planet occupy
these lofty heights. To the masses they are revered as living saints. They are
referred to as Spyres, Lords of Novgorhod, or by their formal title.

Next are those of the Upper Echelon. These people are held in very high regard.
They are the city's officials, military leaders, church administrators, and of course
the rich and influential. To get to this point in life you must either earn it or simply
be born into a privileged family. One can always “move up” to the Upper Echelon
from The Populace, but to takes considerable effort, money, and the good
fortune to know the right people.

The people of the Upper Echelon must be pure in mind and body. Any physical
taint is met with stern and often fatal penalties from the church. As mutation is
sometimes unavoidable, unwanted mutant newborns are simply discarded or left
to fend for themselves in the lower reaches of the Underhive. It is a cruel fate, but
without such vigilance, mankind is doomed to genetic decay. Suffer not the
unclean to live – especially if you are rich and respected by the community.

Below the Upper Echelon is the Populace. This caste, as you can imagine,
makes up the bulk of the city's population. Business owners, church employees,
police, census workers, engineers, scientists, teachers and hundreds of other
workers make up this social caste. They are generally dedicated, faithful, and
honest folk. Mutation is also frowned upon by the church in this level and openly
persecuted. However, the practice of concealing a mutation under clothing, illegal
corrective surgeries, or even hiding a mutated family member from public eyes
are more common on this level than the church will ever admit.

Beneath the Populace on the social ladder are the citizens of the Underhive.
Though officially recognized as inhabitants of Novgorhod, they are rarely allowed
to visit the upper levels of the Hive. Among Underhive citizens, minor mutation is
commonplace and hard to keep in check. This is no doubt due to the poor living
conditions and toxins in this area. Underhivers do most of the work no one else
wants to do. Gritty factory work, child labor, hazardous chemical handling, mass
production, textile production, garbage management, and more less-than-
glamorous jobs are carried out here. Underhivers eek out a living amid poverty,
rampant crime, gang warfare, and toxic spills.

The final and lowest of all social castes is not really a class at all. These are the
true mutants, fallen clergy, escaped prisoners, psykers, aliens, and outlaws.
These furtive citizens hide from all authority and even the general public as they
will be either shot on sight or captured for public execution. They make their
homes in the worst parts of the Underhive and even amongst the Underhive
Ruins. Most die in obscurity at the hands of some hidden horror or fall into a
chem pit or other mishap. However, some of these cursed beings escape the
Hive of Novgorhod into the wastelands surrounding the city, finding a sort of
acceptance amongst the shanty towns of this toxic environment.

Major Problems. Corruption is a huge issue, but at the same time it is a way
of life. Though Tyron Rex does all he can to keep those he trusts in his employ,
the church still has final say in certain matters. Thus, some items become law not
because it is a good thing, but because it benefits some specific member of the
clergy and their associates. By keeping certain people happy, you ensure your
place in the Upper Echelon. It's a simple equation that's been around since the
dawn of man.
Corruption is present within all levels of the government, and in these times of
prosperity, it is almost always ignored. Everyone has dirt on everyone and a very
tenuous balance is maintained. Scapegoats are commonplace, and their public
execution suits the population just fine. In their eyes, justice has been done and
the system continues to work.

Incompetence is also an issue, but this goes hand-in-hand with corruption.


Officials are installed by family members, or as a favor for future gain, or simply
buy their way in. This often leads to nothing but frustration and resentment from
underlings, but more serious results have occurred. The crash of Freighter 087
out of Koptov into Novgorhod's fourth largest Defense Laser was a direct result of
incompetent traffic control. The responsible controller had been appointed to his
lofty post based on a promised marriage between two wealthy families instead of
skill. The freight and its crew were destroyed in the resulting power flux as the
huge gun battery detonated. Debris caused havoc below and many buildings in
the Populace were crushed. The public was told that the crash was the result of
an engine malfunction while the controller was quietly moved to another, lower
post in the government.

Underground networks are also of concern. Though the majority of the population
knows better than to challenge Imperial dominion, there are always those citizens
that wish to put up a fight. They claim they aren't free to live as they choose.
They set up communication and weapon networks throughout the entire hive to
launch their hopeless rebellion. This can lead to minor terrorist acts, but someday
this type of thing will become a larger beast. Enforcers root out these
troublemakers every day in an attempt to break the will of these usurpers. Even
the barely tolerated, fanatical Redemption covens of the Underhive help out by
setting these heretics to the torch.

The Underhive remains one of the biggest issues in Novgorhod. Its inhabitants
are always doing something that violates Imperial doctrine. Crime is a way of life
and violent gangs rule the streets, using drinking dens for bases of operation.
Enforcer raids are routinely carried out, but they never solve the problem.
Fortunately for the upper classes, the Underhive is very well contained, but how
long that lasts is anyone's guess.

Mutant uprisings from the lowest levels of the Underhive and even Underhive
Ruins have caused massive strife. Outlaw gangs have actually put their
differences aside and have banded together in order to halt these creatures from
infringing upon their “normal” lives. The official stance on this issue is one of
inaction. If the gangers want to kill off mutants and one another, that’s fine.

Other major Hive issues include halting the padding of budgets, decreasing the
current deficit, embezzlement, meeting Imperial quotas, upkeep of naval supply
lines, refining recruitment schedules for the Imperial Guard, repairing the upper
Spyre deflectors, keeping the Inquisition happy, maintaining arms supply to the
church, city planning, architectural expansion, structural integrity reports, and
many more.

Then there are always the standard problems any Hive City faces, but these are
viewed as just part of life. Though not an exhaustive list, common issues include:
overcrowding, unemployment, pollution, violent crime, street surgeons, black
market arms dealing, illegal bounty hunter activity, street servitor upgrade issues,
refuse management, flooding, power outages, public security, hov-bus and tube
train schedules, fire control, toxic atmosphere levels, clean water levels, labor
strikes, protesters, regulating vid-screen content, access-terminal hackers, check
point validation procedures, vermin control, information control, and the like.

Chief Exports. As a very rich Hive, Novgorhod is able to spend time making
unique exports while still supporting the export of standard Hive goods.

Several rare minerals mined from the depths of the Hive or from outposts dotting
the continents are refined in the Underhive and sent up-Hive for shipment. 20%
of the mineral export consists of rarities that can only be found on Siluria IV, so
the price is set by the governments there.

Military munitions and even vehicles are produced and shipped from the city,
though in nowhere near the numbers as neighboring Hive Fevck. Recruits for the
Imperial Guard are culled since the population as a whole is a stout, faithful
people – perfect for service in the name of the Emperor.

Novgorhod also excels in exporting new tech and naval blueprints to places like
Adrosi’s Gate and the Forgeworld beneath it. The high-end labs, equipment, and
servitor staff are frequently used by the secretive, robed members of the Adeptus
Mechanicus.

Luxury items are also a major export. Sought-after liquors, jewelry such as
Silurian amber pendants, tapestries, art, elegant weapon detailing, and more ship
out on a daily basis to destinations across the system.

Military Presence. The Adepta Sororitas maintain a large presence within


the city. Their monasteries command respect and are heavily guarded. Their aid
is often called upon by the Inquisition for various secretive needs as well as for
off-world battles such as the recent counterattack against an Ork invasion on
Siluria III. Public displays of the Adepta Sororitas’ might against rabble-rousers
are not unknown as this only reinforces faith in the church among the people.

Imperial Guard regiments take care of spaceport duties, transport between


mining operations, and guarding some of the palaces of the Spyre. When war
calls, these regiments are routed to their destination through the major military
hub, Alinas Major, a spaceport located centrally between the five Hives of Siluria
IV. However, a small amount of men are always kept in reserve should war come
to Novgorhod, which is an unlikely reality at best – for now.

Occasionaly, Techmarines and engineers of the Silurian Sons visit Novgorhod,


accompanied by a few squads of their brother Space Marines. This is the only
Adeptus Astartes presence on the planet, if you could call it that.

Outside of these forces, there's the standard PDF companies that man the city's
quotient of planetary defense lasers and monitor orbital repulsion probes in low
orbit around the planet. Also, Adeptus Arbites precincts can be found throughout
the city and are mobilized with surprising speed. Again, though there are many
citizens employed as Enforcers, they do not have sufficient numbers or heavy
weapons to be a true military threat.

Spaceports. The Hive is dotted with smaller hangars and docking bays for on-
planet freighters as well as private system ships. These are regulated as much
as possible to keep contraband items and unwanted visitors out of the Hive. Yet,
like anything, the system is far from perfect. Docks located in crime-ridden areas
of the Populace and the few in the Underhive often turn a blind eye to certain
nefarious activities for a few credits. These small operations depend mostly on
small cargo transportation between Hive locations for their business. They also
function as a conduit for massive numbers of workers to be moved from place to
place.

Although the military hub Alinas Major is used, there are two large spaceports
located within close vicinity of the Hive (Vysotska to the north and Ognev to the
northwest) that accept interstellar traffic. These major spaceports receive and
send all system freighters, Imperial vessels, and other assorted spacecraft. From
here, cargo is loaded onto on-planet barges for dispersal to the Hive.

The spaceports are bustling with activity, though most of the workers are
servitors and robots. This is due to the fact that the facilities are located within
the wastelands, which do little to sustain human life. The few humans that are
stationed here are overseen by members of the government, Adeptus
Mechanicus, and Lexmechanics. Attacks upon these spaceports (mostly against
Ognev) by starving and desperate mutant tribes are on the rise, but have thus far
been put down with the current security forces, minefields, and automated
defenses.

Then there's Amovdiok, which is integrated within the Spyres of the Hive itself.
This spaceport receives important officials, honored church guests, special
cargo, precious materials, military personnel, and high-security items. It is heavily
armed, patrolled, and outfitted with the best security devices. It is arguably the
single most valuable transportation point in the Hive. Revolutionaries dream of
disrupting Amovdiok's schedules, but these dreams are indeed foolish given the
amount of Imperial might that protects it.
Physical Structure of the Hive

The Hive is split into various levels, but the main areas from top to bottom are the
Spyres, the Upper Echelons, the Populace, the Underhive, the Underhive Ruins,
and to some extent, the Wastelands. The last two are hardly ever spoken of
amongst the bulk of the people as they are truly toxic, uninhabitable
environments.

The Spyres. Gigantic palaces, estates, architectural feats, mammoth


churches, and statues make up the upper reaches of the Hive. At this level, one
can freely enjoy actual, clean, open air and the glint of the Silurian sun. An actual
view of the world is afforded form these great heights, though for the most part,
the low-lying toxic clouds extending for miles about the Hive obscure the
panorama. Still, seas, lakes, forests, and mountain ranges can be seen on a
particularly clear day.

This is where the rich and absolutely privileged live. Access to this area of the
city is greatly restricted and policed. Residents of the Upper Echelon or the
Populace can take Hov-bus tours of the Spyres, but it is not often they get to
actually set foot in the golden halls and platforms of the Spyres.

Crime is nonexistent in this area since so few live here. Any death caused here is
the result of natural causes, overdose, domestic disputes, accident, and othe
occasional assassination or Inquisitorial execution. Here in the Spyres, people
are free to entertain whatever pleasures, academics, or exorbitant pursuits they
see fit. Such freedom occasionally leads to damnation as the powers of Chaos
whisper dark secrets to the greedy, power-hungry mind.

Upper Echelons: Though not as elegant as the Spyre, the Upper Echelons
are still quite favorable compared to the standard of living the bulk of the people
of Novgorhod endure. This area of the city is filled with residential mansions and
the necessary servants along with high-profile governmental buildings. Upscale
dining and shopping also dominate this part of the Hive.

Annual parades and special church services are often held in the Upper Echelon.
Since members of the Populace are allowed access to 80% of the Upper
Echelon, attendance for these events is always high. The residents of the Upper
Echelon love to display their status, so they welcome the chance to have their
homes and purchases gawked at. This part of the Hive also has areas of open air
for the public to enjoy, though most still fear actual contact with the atmosphere
and prefer the safety of hab domes.

Enforcers of the Adeptus Arbites patrol the Upper Echelon heavily to ensure the
safety of the city's lawmakers and religious officials. Most of their attention is
obviously devoted to visiting members of the Populace. Some of these visitors
despise Enforcers for the way they treat Populace citizens visiting the Upper
Echelon. After all, the Populace aren't Underhive scum. These citizens always
want to know why the Enforcers aren't patrolling as vigorously around the access
gates and elevators that run up from the Underhive. The answer is pretty
obvious.

The Populace: The bulk of the Hive lives within in the Populace. Here the city
has expanded to its maximum width to accommodate the multitude of people
while supporting the weight of the upper levels. It consists of residential blocks,
business parks, shopping tiers, hov-bus stations, tube train depots, open
markets, churches, precincts, parks, and other fixtures of city life. Areas of the
Populace near the Upper Echelon have limited open-air access. Other than these
areas, the entire section is contained with a sealed dome to keep the caustic
elements out. Artificial light and street lamps illuminate the interior of the city.
Some residents never see the sun until they are already several years old.

This part of the Hive is always busy with activity. Working shifts continue on a
full-day cycle, so there is never a lull in public transit or pedestrian traffic. That's
not to say there is no leisure time; it’s just that everyone's schedules have been
integrated so that the machine that is Novgorhod never stops. Of course, this
constant activity is halted so that all can recognize religious holidays and specific
days of worship or remembrance.

The Populace is not as uniform as you might think. It varies from neighborhood to
neighborhood like any standard city. There are areas of affluent, upwardly mobile
people and then there are areas of the lower class and poor people. This
stratification is generally determined by the area in question's distance from an
Underhive entrance port or elevator shaft. The closer you are to one of these, the
worse it gets.

Crime is definitely present, especially in those levels close to the Underhive.


Arbites do what they can to prevent crime by patrolling and interrogating
suspicious citizens. However, these methods often lead to contempt in certain
neighborhoods where the Enforcers are deployed most often.

Mutants are not tolerated within the Populace, especially in the richer levels. If
one is spotted, the creature’s presence is generally reported quickly. Within
moments of a sighting, hovering vid-cams arrive to monitor the deviant's
movements until authorities finally collar the mutant. However, the Populace is
vast, and in poorer neighborhoods a mutant or outlaw can avoid detection easily.
A simply cowl or hood can do wonders to hide unwanted features. Vid-cam
technology is generally dated in these regions, so they are easy to avoid if
pursued. Besides, most citizens in these areas of the Hive simply keep to
themselves to avoid possible persecution or crime, so few mutants are reported.

Church activities are a part of daily life and even integrated into a citizen's work
schedule. These services are carried out gladly as any interaction with the divine
helps brighten a citizen's existence. Those who act otherwise are generally
relocated to the Underhive. Public executions are one of the church's tools to
keep the faith alive...and they are much adored by the public. Heretics, their
crimes relayed to the people across the hive via various media, are set to the
cleansing flame amongst cheers. Mutant executions are also a favorite of the
Populace and are always highly attended events.

Underhive: The Underhive is not a pleasant place. It is dark, it is dirty, and it is


mean. However, it is a necessary part of Novgorhod. The people of the
Underhive provide services and materials that are utilized across the entire Hive.
They are the unseen workers who are integral to all levels of city life. For this
reason, its cancerous presence is tolerated but segregated from the rest of the
Hive.

The Underhive is kept separate through the use of guarded elevator shafts and
security screening at access points between the Underhive and the Populace.
Any Underhiver wishing to leave needs to show proper ID at a checkpoint. These
ID scans are only good for certain times of the day and need to be renewed
monthly. Although this cuts down on the circulation of fake ID scans, it by no
means halts it.

There are certainly other ways to gain access to the Populace. Bribery, secret
tunnels, cameoline suits, and all-out mob rushes upon checkpoints are ways
Underhivers sneak into the darker areas of the Populace to procure tech, arms,
and other unattainable goods.

Becoming an Underhive resident is simple: you’re either born or banished into it.
Not all Underhive citizens are lucky enough to be part of the Populace's
workforce; only about 30% have this privilege. When they are moving about
these upper levels of the Hive, they are viewed with disdain and shunned by the
"proper" people of the Populace. This only breeds hatred for Uphivers among the
citizens of the Underhive.

The Underhive itself is dank and dark. Artificial lighting is the only light and what
lighting does exist is dim at best. Residents often go an entire lifetime without
ever seeing the Silurian Sun. Huge pipelines carry chemical run-off and waste to
the lowest levels of the Hive and wastelands to be dumped into gigantic chemical
lakes and streams. These removal systems are far from perfect – pipes burst,
fluids seep out from ancient joints, and unforeseen mixtures of chemicals eat
through grates. The pollutants present in the air and water are simply viewed as
part of life, as are the side effects.

Chemical-related sickness and disease are commonplace among the people.


Most times, the stricken citizen will expire as a result of the illness. Those that
survive the chem-sick can count on some sort of permanent ailment. These can
include a never-ending hacking cough, difficulty breathing, loss of vision,
baldness, scarring, malformation or loss of a limb, weeping sores, and a host of
other unpleasantries. On lower levels of the Underhive, these pollutants lead to
all-out mutation and mutant births.

Mutants are definitely present in the Underhive. They are tolerated by the people
to some extent, but serious mutations are still reported and reviled. These
unfortunates are often forced to live in the worst parts of the Underhive with
others like them or are simply beaten to death by angry mobs. These
underground mutant communities and gangs are occasionally made the subject
of Witch Hunter-led Purges. Few mutant communities survive such a display of
Inquisitorial might. Well known Mutant gangs include Glurob's Gurobs, Hell's
Descendants, Kraniks, Horrors, Srooljacks, and a single, particularly nasty
mutant known only as Sludge.

Everything in the Underhive is run in part by crime overlords, fanatical religious


factions, and the major gangs of the Hive. Sure, there are Adeptus Arbites
Precincts to help keep the peace and maintain law, but even they are not above
accepting bribes from crimelords and gang leaders. For the most part, the
Underhive polices itself. Constant warfare and disputes lead to high body counts
between these warring factions along with innocents. A strange sort of stability is
maintained through this cycle of violence, keeping the Underhive under some
semblance of control. Major Gangs include the Skullee Boys, Pivotniks,
Gearheads, Blood Sisters, and Fev-Stimmers.

Underhive Ruins (Sump):

Beneath the Underhive lies the ancient site of the original city and colony. It is a
forgotten region which has been sealed off from the rest of the Hive and planet.
This area is commonly referred to as the Sump by Underhivers. It is an
absolutely toxic environment, even more so than the Wastelands surrounding the
city. The worst mutants and deviants dwell here, along with other nightmare
creatures. Some of these creatures are prized by xeno hunters from across the
system. It is a vast, dangerous expanse that few know anything about (except for
select members of the Inquisition – and that's the way they like it).

There are but five official access points into this nether-realm of darkness, each
closely monitored by Imperial authorities. Expeditions are led into this region to
monitor toxin levels, conduct structural analysis, perform archaeological digs, and
hunt xenos for hunters with permits. There's also the occasional visit from
members of the Inquisition, Adeptus Mechanicus, and Ordo Biologica. All other
access is restricted. The only way one would unofficially gain access to the
Underhive Ruins is through ancient passageways lost to knowledge, following
rents in pipelines, or by hiring a willing mutant guide.

Most of the darker legends circulating the Underhive center around the mystery
of the Ruins beneath the Hive. They speak of monsters, lost civilizations, and
technological treasures lost to man. Whenever a Hive quake occurs, new
openings are sometimes created to long-lost areas of the Sump. These openings
can lead to a viral outbreak, toxic cloud expulsion, or the exodus of a large Sump
creature that will stalk the darkest corners of the Underhive until slain.
Occasionally, an ancient hab-dome is uncovered by the quake. It is promptly
looted for the Underhive blackmarket before authorities can search and then seal
it off. Some highly sought-after historical items have ended up as a mere bauble
on an Underhiver's wall in this manner.

Wastelands:

Hundreds of miles of desolation surround Novgorhod. These are the Wastelands.


The toxic nature of these lands is the direct result of centuries of pollutants
belched from the Hive and spaceports. It is a misery of ash dunes, slag heaps,
toxic pits, chem rivers, crevices, and scarred rock.

Few creatures live in this hell, but there are those that eek out an existence here.
Ash Clams, Croakers, and twisted versions of Greenies roam or lie in wait for the
next meal. They live off careless mutants who might be in search of food or
shelter. Some organisms haunt the waste heaps closer to the Hive walls in
search of foodstuffs. These trash ports represent an "easy" way to gain access to
the Hive undetected – you just have to survive and find a way out of the Sump
and into the Underhive.

Mutant communities do exist in the wastelands. These nomadic groups live in


tents and other portable devices. Some even possess poorly maintained
motorized vehicles or trained riding beasts. In order to survive, they must follow
migrating prey and avoid the violent storm cycles that devastate the land. They
must keep moving or die.

Muties are hideously deformed and often mentally incapacitated. Centuries ago,
they were simple outcasts or criminals from various parts of Novgorhod. After
years of harsh life in the Wastelands, mutation is absolute and they continue to
breed. Members of these communities, or tribes, are bonded and sworn to look
out for one another. In fact, the tribe is the only thing that gives them any reason
to live. Feral by nature, they attack any outsider or rival tribesman on sight.

They want little to do with the Hive, though some tribes migrate into the Sump for
shelter and eventually infiltrate the Underhive to cause havoc. Starved groups of
mutants will organize and attack the nearest spaceport, but this rarely works in
their favor considering the spaceport defenses. The mutants just don't learn from
mistakes very well.

Arms dealers often trade weapons to tribes for scrap and other ancient tech they
dig up in the wastelands. Sometimes they happen upon a truly valuable piece of
equipment only to gladly exchange it for a pair of shoddy Lasguns and some
faulty Frag grenades. Such is their miserable lot in life.

Often the church will send teams into the Wasteland to exterminate bothersome
or particularly large Mutie tribes. These purges are often led by a public authority
figure and are sometimes even broadcast for all citizens of the Hive to see.

PERSONALITIES

Inquisitor Piotr Nemanka (Istvaanian Beliefs with ties to the


Ordo Xenos)

Piotr has traveled to the planet of Siluria IV to meet with a trusted contact, Takh
Pachek, who is stationed within the capital city Novgorhod. He has learned from
Takh that the current Cardinal of Siluria and Governor Tyron Rex seem to be
turning a blind eye to the overwhelming underground mutant population. The
crusade to halt the unclean tide on this planet has apparently been stalled for
unknown reasons.

The Underhive of the city is a major problem. Rogue psykers are able to wander
the lower reaches of the city without fear of persecution. Mutants are
congregating to form possible underground terrorist groups with goals of
anarchy. Inevitably, this strife will draw xeno life forms from the bounty hunter
community, as they are most likely to work with mutants. The most terrifying
possibility lies in the fact that the unchecked mutant population may someday
unearth the ancient secrets which Piotr knows lie buried in the bedrock of this
planet. This can not be allowed to happen.

The lax attitude towards the decline of Humanity within the capital of such an
important system is compounded by a famed member of the Ordo Hereticus
ignoring his sole duty to the Emperor. Inquisitor Aksamit Vlachko has grown
opulent and lazy within the lavish chambers of the capital. Aksamit rarely
ventures out onto the dark paths he must tread in order to root out evil – an evil
that even now threatens to plunge the capital into chaos. He has forgotten his
cause and become drunk with his own image and well being. He concentrates on
inflicting the Emperor's wrath upon those easy targets that can be found around
him, thus further cementing his position through fear. He cares not about what
goes on outside among the people, only what transpires in his chambers.

Sickened by this stagnation and Aksamit's lack of vigilance, Piotr has seen fit to
take care of this issue personally. Such negligence does nothing to further the
Imperium's growth in this sector of space. Piotr’s acolyte, Chilldermas, can
certainly continue to keep tabs on the actions of Rogue Trader Genar Kronstein
and his nefarious trio of dangerous alien scum for the time being. The grave
matter of the Hive’s survival must take immediate precedence.
As Piotr wields nowhere near the power or political clout of an Inquisitor the likes
of Aksamit, he will have to go about his work in the shadows. Influencing Aksamit
is the only way, outside of assassination, that Piotr can use to rectify the lethargy
that has overcome the once-great Inquisitor. If he could only ignite the flame
within Aksamit once more, the rest should fall into place and the scourge that the
mutant populace represents will fall in flames. Piotr needs to befriend and stir up
the mutant population to such frenzy that Aksamit, the Governor, and the
Cardinal can no longer afford to ignore the problem. Piotr must go behind the
back of a championed Inquisitor so that Aksamit may come to realize the folly of
his inaction.

Benz Chilldermas (Inquisitorial Acolyte)

After proving his worth during the Frenzit Crusades on Koptov, Benz began his
tutelage under the wary eye of Piotr Nemanka. Originally a hydro-farmer named
Dempter Fortuy, Benz saved the lives of thousands of innocent farmers. Utilizing
quick thinking and foresight while the viscous Frenzit pirates devastated the
planet, he managed to stall the crusade without a single bullet. By manipulating
the power-crazed pirates so they turned on one another, the warlords began to
kill each other off instead of the Imperial population. This allowed farmers to
escape the newly formed warzone by overtaking poorly guarded freighters.

Piotr, who had actually engineered the Frenzit Crusades to test the Imperium’s
strength, was impressed by his skills under fire. Benz was put through rigorous
mental and physical training along with several other possible candidates. He
came out on top and earned the right to walk in the shadow of Inquisitor
Nemanka.

Though Benz has not been entrusted with his master's deepest secrets, he has
been present for several highly classified operations. Benz initially thought that
Piotr's views were a bit extreme, but a few violent adventures proved to him that
the ends always justify the means. After several such incidents, Benz
Chilldermas no longer questions his teacher's actions.

When battle calls, Benz does everything he can to protect Piotr with a Bolter or
Chainsword. This rash nature has earned him several bionic implants and
replaced limbs. His loyalty to Piotr is unshakable. Currently, Benz is on his
second solo mission as he tracks and reports to authorities the whereabouts of
Genar Kronstein and his alien scumbag crewmates.

Inquisitor Aksamit Vlachko (Ordo Hereticus with Radical


Inclinations)

After a glorious career lurking among the people of the Siluria IV, Aksamit
Vlachko has settled in the capital city Novgorhod in the palaces of the
Ecclesiarchy. He has led purge after purge against the witches, mutants, and
indigent aliens of this world. Thousands have died by his command or under the
crushing heel of his ornate power armor. Scores of battered corpses litter
Aksamit's past, friend and foe alike. Betrayal, brute force, and assassinations
have served him well. He is well loved and feared amongst the people of
Novgorhod. Governor Tyron heeds his every suggestion, and the small number
of other members of the Inquisition present on the planet dare not question his
authority. In essence, he runs the city from the shadows as those that oppose
him are destroyed with a mere word.

However, despite his best efforts of slaughter and machinations, Aksamit seems
doomed to lose the fight for the soul of Novgorhod.

If one mutant should be burned in public, two more will take its place. If a
captured psyker is tortured until he is no more than a husk, does not another
hone it's warpcraft in secret amongst the people of Novgorhod? It's all seems so
useless to Inquisitor Aksamit Vlachko. This latest revelation has shaken him and
his beliefs. For months he has done nothing public and merely paces about his
lavish quarters pondering the merits of what he has done.

From this storm of change and doubt in his heart, Aksamit has come to realize
that perhaps his fellow Inquisitors of the Amalathian branch are onto something.
The massive capital city runs with little or no problems. It exports raw materials
for the forges of the Adeptus Mechanicus and receives wealth in return. This
wealth is used to furnish the Ecclesiarchy with luxury and build the city to new
heights above the toxic plains below. The unruly citizens and mutant populations
of the Underhive are kept in check by well armed Enforcer precincts and are, for
the most part, forgotten by those in the upper levels of Novgorhod. Time takes its
course while the populace of this planet continues to thrive and thus the
Imperium of Man is maintained across the galaxy in this manner.

All is well. So why continually risk life and limb exterminating witches and
mutants if nothing is to be gained? The status quo has been maintained, even
with the massive decline of his widely broadcast and famous "Purgatory Hunts" –
which Aksamit at one time thought to be an effective deterrent. The tension
between the population and the extreme actions of underground religious
factions has dissipated with the passing of Decree 8.12.011, which forbids the
extermination of mutants by unsanctioned mobs. Why disturb the balance with
further public executions and witch hunts?

Perhaps time would be more wisely spent extracting what information possible
from these abominations in order use their abilities against their creed. A new
focus is what Aksamit has come to possess. Knowledge, not death, will lead to a
balance of life within the Imperium, and the most important city of the Silurian
system will become a template that all will someday follow. This is the path that
Aksamit has chosen for himself and his Hive.
Tyron Rex (Planetary Governor)

Tyron's rise to power is one that is better left to obscurity. It certainly wasn't done
in an honest fashion. Nor is he a champion in the eyes of the people, despite all
his efforts. He is merely a respected public figure of authority. Despite his love of
scheming, subterfuge, and grand ploys, he is indeed a very competent Governor.
Prosperity reigns even as worlds around him struggle to survive. He has done
and continues to do his job well.

He has had no doubts about Aksamit's advice and insight in the past, though
recently Tyron has noted a change in the often-obscure Inquisitor’s demeanor.
Something weighs heavily upon him, and as Aksamit ponders whatever it is that
bothers him, things in the Underhive are getting a bit hairy. Events are cascading
in a way that will eventually explode.

In secret, Tyron is a bit uneasy about the Inquisitor's lack of zeal and extended
introspection, though he dares not voice it. Too many administrators with stray
tongues have been put to flame by the hand of Aksamit. He seems intent on
rooting out impurities around him, leaving the population to its own fate. This lack
of vigilance will be his undoing, but Tyron's hands are tied while the Ecclesiarchy
adores Aksamit, as do the people. Tyron can only wait until the day someone
points out Aksamit’s folly. Hopefully that someone will be a member of the
Inquisition, because no one else is capable of handling such a man as Aksamit
Vlachko.

Lazar Tabak (Arms Dealer)

There are actually three distinct phases of Lazar's life. Any of the three parts of
his sad life can be represented in a campaign.

Lazar traveled between Underhive gangs and Mutie tribes in the Wastelands
surrounding Novgorhod and its Underhive for about 7 years. Constant gang war
and territorial conflicts kept him in business. He piloted a small AT Rover among
the dangers of the wastes, fought off Mutie raiders, and eked out a living. Guns
always sold well, but on the side he developed and sold high-quality explosives,
timing devices, and large bomb blueprints to the highest bidder. This was his true
passion. Then he had a run-in with some Muties that ended with a landslide that
nearly killed him.

Following his near-death from being buried under tons of rock, something
snapped. He lost most of his memory and started having visions of the Emperor.
The visions grew in intensity and soon the Emperor began speaking to him. The
Emperor spoke of a world united in mutation as the Emperor had become a
shadow of his former self. As the Emperor's form had changed from man to
mutant, so shall humanity!
Taking this as his destiny, Lazar began wandering the wastes in his AT Rover
preaching a united future for all mutants. No longer would they be sought out and
killed, but rule as the majority! He even went so far as to expose himself to
deadly toxins in order to become a mutant! He survived this crazed rite-of-
passage and this struck a chord with the mutant tribes. Soon, his lonely treks
across the wastes drew a veritable convoy of fanatical worshippers.

Settling down, Lazar gathered mutants to him, managed to establish a small


town of sorts in the wastes, and built a small army. He bided his time by insanely
prattling with the Emperor in his mind, holding sermons, and just waiting for the
opportunity for full-out rebellion. When the time came, he led the army into the
Sump, through the Underhive and managed to breach the Populace.

Despite the looting and killing his army achieved, he simply had no plan. The riot
was soon halted by the authorities. He was captured and sentenced by Cardinal
of Siluria to Arco-Flagellation after his crazed sermon against Tyron Rex while
incarcerated. He is now known as Damien 1427.

Takh Pachek (Piotr's Silurian Contact)

Formerly known as Jordius Servinia of the Dordiok Guard's finest Storm Trooper
squad, fate intervened one day during the retaking of Durini Station on the
farming planet Brakkar. The assault against a gigantic unknown life-form (xeno
ref: Brakkar Menace 201.154x2) that had taken over the planet's main spaceport
had ground to a standstill, the Dordiok Guard unable to dislodge the creature.

The strange amoebic life-form that towered hundreds of feet into the sky had
bubbled up from a recent fissure and pretty much absorbed the entire spaceport
and its inhabitants. Though the Imperial citizens within were long-since dead, the
complex itself stood intact. Why waste a perfectly good spaceport by bombing it?
There had to be another way.

Inquisitor Piotr had been nearby and decided to help resolve the problem. It was
determined that in order to kill off the creature and keep the spaceport, a team
would have to actually go into the beast and find a way to kill it. Jordius
volunteered to lead the team into the bowels of the creature. A distraction was
devised, and although several regiments were devoured in the process by the
creature, it worked. Jordius destroyed it from the inside-out using the amoeba's
own body chemistry against it. Such bravery, intuitive thinking, and unflinching
skill did not go unnoticed. Inquisitor Piotr offered Jordius a place by his side and
a chance to further prove his loyalty to the Emperor. The unfortunate "death" of
Jordius Servinia the following week in a tragic Chimera accident gave birth to
Takh Pachek and his new life with the Inquisition.

He is currently assigned to Novgorhod to monitor and silence any xenos bounty


hunter activity as well as guard the entrances to secret places deep within the
ancient Underhive of the city. This assignment is only temporary as Piotr locates
a suitable replacement for the former guardian that was stationed here.
Unraveling the guardian’s unfortunate disappearance is also one of the tasks
Takh has been charged with while in Novgorhod.

Takh knows of Giodorno Doricci's search amongst the Underhive, but is relieved
that the Tech-Priest is nowhere near finding what he seeks. However, Takh
cannot pay as much attention as he would like to Giodorno with the rise of many
mutant terrorist groups due to Aksamit's inaction. Takh’s urgent calls for help
have finally summoned his master Piotr.

Giodorno Doricci (Adeptus Mechanicus)

Giodorno is a member of the Adeptus Mechanicus. He is searching the deepest


ruins of the Sump in order to uncover a rumored cache of buried xeno
arhaeotech. The tech is rumored to be protected by some ancient danger, but the
rewards it could possibly bestow outweigh this in his mind. Giodorno is not
exactly sanctioned to conduct this search, so his actions are considered rogue.
With only his mechanized servitors for company deep beneath the city, he
secretly scavenges the toxic wastelands for sites to conduct deep drilling
operations. He faces constant attack from mutants and other horrors but
feverously persists in his quest.

Forvt Dunchek (Adeptus Arbite)

Forvt Dunchek patrols some of the rougher parts of the Underhive, an area
known simply as "the Pit." The Pit happens to be the home turf of the Fev-
Stimmers, a drug-crazed gang. Skullee Boys often cross paths with these
dangerous psychopaths as their turf is nearby. The result is bloodshed and
terror. Forvt has to constantly bash these kids around, keep them from shooting
up public areas, and stop them from extorting credits from the helpless
inhabitants. Though a clean Enforcer by all means, he loathes his assignment
and will do just about anything to get out of the Pit to a safer, nicer post Uphive.

Zhokh (Mutant)

Zhokh is known around the lower Underhive as one of the few guides that can
get you into the Sump and then back out alive. His multiple eyestalks grant him
unparalleled vision in both light and dark. Rumor has it he can even detect heat
traces with them.

As part of the Kraniks, he is often accompanied by his fellow gang members


when taking a client into the Sump. His price is fair, but the deal can change
rapidly once in the depths of the Sump. In short, it’s best if you don't cross him
and just do what he says. Those wishing to contact him should let it be known to
patrons of the Red Girder in Bottom Hive East.
Sikst Surkt (Alien Bounty Hunter)

Sikst is a hulking, cyclopean, dark-blue beetle creature of unknown origin. Her


species is either extinct or very secretive. She caters to the highest bidder and
specializes in poisons which she synthesizes within her own body. Often hired for
assassinations carried out with her needler long rifle, Sikst is a highly skilled
marksman. Her poisons are also extremely effective, either when a target must
be taken alive or dead.

This bug is wanted on every Imperial planet within the Silurian System, the
neighboring systems, and she is hunted by the Ordos Xenos, so striking a deal
with Sikst is risky business. Why she is on Siuria IV and currently in Novgorhod is
anyone's guess. She has set up a base of operations (her ship) just outside the
city in the wastelands and gains illegal access to the Underhive via an associate
at Docking Bay 86.

Skullcap Grunix (Underhive Crimeboss)

Young Grunix was a member of the Gearheads, a gang that was infatuated with
tech and bionics. He received a near-fatal wound during a territorial dispute with
a rival gang. With a dum-dum bullet lodged in his head, Grunix figured he was
done for when the darkness took him. When he awoke, he was the new owner of
a fine skullcap complete with a hacked bio-chip.

This saved his life, but the bio-chip malfunctioned often, leading to violent
outbursts. In battle, this unpredictability proved useful as he excelled in combat
and eventually took over his local gang. In time, he became a respected and
feared crimelord, though most consider him to be seriously unhinged.

Skullcap is a boss who takes action as opposed to sitting in a smoky backrooom


while sending others to do his bidding. He personally takes care of illegal stimm
deals, major blackmarket purchases, and is always the first one to jump on a
tube train or hov-bus during hijack missions.

He's been having issues with Srooljack Mutie gang members capturing his men,
eating parts of them, and releasing them alive but horribly disfigured. It's as if the
Srooljack’s have some vendetta against his gang, but why is the question. For
the life of him he can't figure it out, so he has simply taken to reporting the Mutie
gangs' hideouts to authorities. Hopefully this will end any pesky mutant
interference.

Troghe Rinn (Underground Revolutionary Leader)

Born into poverty and chem-sick, Troghe hates the Ecclesiarchy with every fiber
of her being. The chem-sick left her with a useless, emaciated left arm. A newly
fitted bionic arm accompanies her shriveled third arm - she refuses to get rid of it.
It helps her focus her hatred. Her passion for the fall of the Imperial Cult's rule on
Novgorhod knows no end.

She has established several underground networks, Uphive contacts, and even
managed to unify a few Mutie gangs in the lower Hive to rally to her cause. With
all these subvert tools at her disposal, she is currently engineering a terrorist
attack on an Upper Echelon inter-hive Tram. Once a year, it shuttles a huge
number of the clergy to an event in one of the limited-access, open-air domes. All
she can think of is blowing that tram and its hypocritical passengers to flaming
pieces.

Outside of this grand scheme, she is constantly organizing small riots and
propaganda attacks in the populace. Many flock to her banner and do everything
in their power to protect her from the authorities.

Curt Velki (Revolutionary Sympathizer)

Both of Curt's parents were unjustly banished to the Underhive for minor crimes
against the church, crimes they did not commit. He was relocated in the Hive as
an orphan and has not seen them since. He was 8 years old when this occurred.
After years of searching for them, he finally learned that they had been devoured
by a hungry mob of mutants not long after their arrival in the Underhive.

Curt has decided to use his status as a member of the Populace to do whatever
he can to punish the church for his loss. He provides a safe house for
revolutionaries and outlaws. He also creates fake ID Scans, collects information,
and procures weaponry for members of anti-Ecclesiarchy groups. He is in
constant contact with several underground leaders like Troghe Rinn.

Dernia Sulkiorz (Sister of Battle - Order of the Golden Spyre)

Inquisitor Aksamit Vlachko often calls upon Dernia for particular risky missions.
She has put down many deviants during her extensive career in the Adeptus
Sororitas. Aksamit has taken a liking to her zeal and harsh attitude. She is a
perfect tool of the Inquisition – unquestioning, ruthless, and unflinching in her
duty to the Emperor. Dernia takes great pride in being chosen as a bodyguard for
Novgorhod's most famous Inquisitor.

Her Order has granted her leave from any missions beyond Siluria IV in case
Askamit might need her help. She uses this opportunity to hone her battle skills
in the training halls of her Order’s chapel. She may never advance through the
ranks of the Order of the Golden Spyre, but there will always be a place in the
Inquisition for her.

Jit Havern (Imperial Priest)


Though Jit is but a minor priest of the Populace, he takes his job seriously. Fiery
sermons are preached, confessions are taken, and broken spirits are renewed.
Jit keeps his ear to the ground in order to root out troublemakers within the
Populace and employs several undercover church operatives on the side to
gather information and piece together the identities of hidden revolutionaries.

To this end, he has even gone so far as to visit the Underhive now and then. His
allies in this cauldron of sin and deprivation are members of the fanatical
Redemptionist sect. Though they are a bit crazed and unorthodox, their faith
remains true. He outfits them with Flamer cartridges and other tools of cleansing
in order to support the church's underground war against revolutionaries in the
Underhive.

Brother Vorzkyt (Redemptionist Priest)

A member of the Redemption, Vorzkyt is absolutely devoted to purging the


Underhive of filthy mutants and enemies of the Emperor. A powerful fighter and
charismatic leader, he directs the actions of his church in an attempt to stem the
tide of faithlessness. Over the years, his contacts have located several mutant
outlaws and dangerous criminals that were later brought to the justice of the
flame.

Brother Vorzkyt often travels Uphive to check in with his counterparts in the
Populace. These members of the Redemption are hidden and need to be much
more discrete in their actions, but their aim is true. Vorzkyt also acts as a major
relay of information from Uphive to Underhive, serving as a sort of
counterintelligence agent against the underground networks of revolutionaries.

CAMPAIGN FOUNDATION

Piotr Nemanka's scheme to stir up the mutant population and thereby wake up
the dormant Aksamit Vlachko is a great campaign idea. It would involve two
players, each playing the Inquisitors separate from one another. Each Inquisitor
would set off on a tree of possible scenarios, always just missing any interaction
with one another until the very end. Due to the nature of the campaign, there will
be times where it'll just be just the GM and a single player running through
scenarios. Other times, it'll be one of the Inquisitor players, the GM, and an
impartial third party. The two Inquisitor players will not truly meet until the
conclusion of the campaign.

Listed below are the foundations for how this story could unfold, including a mix
of loose tabletop game suggestions along with some possible roleplay ideas.
This is by no means set in stone, so feel free to manipulate the story any way
you want!
Piotr Nemanka's Scenarios

1: Wasteland Ambush

Piotr meets with Lazar Tabak in order to procure some reliable explosive timers
for an upcoming mission to destroy a shipment of rare liquor. They agree to meet
in the Wastelands. A wandering group of Muties ambushes the pair. Lazar's
unfortunate burial in a landslide takes place at the end of this scenario. Mutie
grenades or a small natural tremor could possibly cause the slide.

To end the scenario, the Muties need to be defeated so that Piotr can get some
explosives. At the conclusion, the GM may want to call for a few Awareness rolls.
Success means that Piotr realizes he is being watched and movement on a far-
off ridge proves it. Sikst Surkt had been hired to take out Lazar, but her job has
been done for her. She notes the Inquisitor's involvement with the arms dealer
and moves on.

2: Looking For Trouble

While wearing a convincing mutant disguise complete with prosthetic tentacles


and such, Piotr visits a seedy Underhive marketplace he knows is frequented by
the Redemption. Sure enough, Brother Vorzkyt and some of his followers are
there and they attack. A pair of mutant outlaws sees the situation and comes to
the aid of the disguised Inquisitor.

Brother Vorzkyt will leave the fight midway through the battle to get more help.
The mutant trio must vanquish their foes or escape the market. The two mutants
are impressed by his skill and tell Piotr of a mutant leader in the Wastelands that
is gathering an army. However, their belief is based on rumor, not actual
experience. This is just the kind of thing Piotr needs to get Aksamit's attention.
He should investigate it.

3: Wandering the Wastelands

Piotr sets off to find this mutant messiah in the Wastelands, while some of his
operatives lay plans to disrupt an Imperial parade. A scenario or several
scenarios need to be devised where either mutants or, even better, a group of
Wasteland creatures attacks him and his warband. This scenario gives you
chance to make up some really cool rules and models to represent whatever
creature your warped mind can come up with.

Once they survive this encounter in the Wasteland, Piotr comes across a
shantytown of tents and ramshackle vehicles. Donning his disguise once more
(his warband will do the same), Piotr enters the encampment and discovers that
Lazar Tabak is the mutant messiah. He has changed quite a bit since they last
met. He is also obviously insane, but the mutants gathered hang off his every
word. This will definitely be useful if Piotr can manage to befriend Lazar and
influence his actions.

4: Sikst Surkt's Bounty

A day or so later, while at the Mutie encampment, a small group of outlaws led by
Sikst Surkt attack and attempt to capture a few Muties. Sikst Surkt is a
formidable opponent and should be able to complete this raid with ease. If Piotr
performs anything too highly skilled or uses any type of rare weaponry, Sikst
Surkt will recognize him as a non-mutant. Also, if Sikst Surkt gets close enough
at any point she will recognize him as an Inquisitor. This will cause her to retreat,
hopefully with a mutant captive or two.

Piotr is puzzled by this infamous bounty hunter's involvement with such low-
priority targets. This could be a good chance to get Benz Chilldermas involved in
a scenario or two since Piotr does not have time to track this dangerous xeno.

5: Destroy Tunnel 67-E

After gaining Lazar Tabak's confidence, he allows your fake-mutant party to join
him and a group of mutants in a terrorist act against a tube trainline in the
Populace. Lazar’s agents have discovered a vital connecting tunnel (67-E) within
the Underhive. If certain tunnel locations are bombed simultaneously, the
resulting shockwave will cause the train to derail, inflicting horrendous casualties.

Piotr may be taking part in the mission, however he has already alerted the
authorities to this plot – but not to the additional explosives he has hidden in the
tunnel. He will do everything to make sure the mission is successful. He knows
that whatever happens, such a clash will cause ripples within the government.

The scenario should have a time-dependent factor and probably a decent


number of mutant models. The Imperial security player does not know about
Piotr's pre-planted explosives. Trigger them early on since they will devastate
their forces. The mutants need to attach timed explosives to a few specific points
in order to sabotage the trainline and complete the mission. Suicide bombers
could be used to increase the tension of the scenario.

6: Keep Causing Trouble

Piotr should partake in a few more terrorist acts and public disruptions before the
final scenario in order to ruffle the feathers of the powers-that-be. He could also
follow an alternate string of scenarios to stir up trouble in the Underhive by
upping the violence and starting an all out gang war that cripples the workforce.

7: Crossing Paths
Eventually, Piotr will be discovered as the architect of all this strife. This
discovery will most likely be through Sikst Surkt or possibly the capture of one of
Piotr’s warband. Once Aksamit finds out that Piotr has manipulated him into
action, he will either become enraged or thankful. Enraged that this ignorant
Inquisitor has seen fit to destroy parts of his city and work with the unclean, or
thankful that Piotr has helped Aksamit see the folly of his inactivity. This will be
for the players to decide.

You can make this decision through the game itself. Once the plot is revealed,
Aksamit will attempt to ambush Piotr. However, in reality, Piotr is again baiting
the rival Inquisitor. When the two Inquisitors meet, Aksamit will undoubtedly only
have Damien 1427 with him as a reminder to Piotr of the price traitors pay. Piotr
will be accompanied by only his Acolyte. This is a great occasion to roleplay the
events to decide the outcome. As the two Inquisitors banter back and forth it will
become clear where things go. Aksamit will either admit his mistake or eventually
attack Piotr.

If he attacks Piotr, Aksamit will most likely seal his own fate. Piotr has arranged
for two powerful fellow Inquisitors to arrive and help him with this situation. They
will step from the shadows and join the fight. Since Aksamit has grown
overconfident, he has brought no support. Deemed unfit to serve the Emperor,
Aksamit will be captured and taken before the Lords of their Order for trial. The
loss of such an Inquisitor will set the government of Novgorhod in turmoil. This
will lead to a minor period of chaos within the city when corrupt officials are finally
overthrown and new leaders appointed. This all suits Piotr just fine.

If Aksamit realizes his mistake and admits it, then the two Inquisitors join forces.
Things have to change within Novgorhod. With the knowledge Piotr has gained
about the mutant and underground community, they can easily crush the
resistance within the Underhive and set proper Imperial rule in place. Also,
corruption can be rooted out. A scenario where the two of them openly destroy a
revolutionary hideout and capture their leaders would be a good way to finish this
storyline.

Aksamit Vlachko's Scenarios

1: Standard Quarry

An underground group has destroyed a shipment of rare and expensive liquor as


it was being shipped out of lower-level docking bay. Though Aksamit could care
less, some high-ranking official really wanted that shipment for an event and is
very angry that such a security breach could happen in the first place. In order to
please the powers-that-be in the city and keep things from going too far, Aksamit
decides to purge those responsible. Besides, he hasn't been out in a while.

Going off of information from Underhive contacts, Aksamit knows where the
guilty are located. This could have been gained through Jit Havern and another
scenario could be arranged as a prequel mission of sorts. The scenario should
involve Aksamit and his warband storming a crummy fort of some sort in the
lower parts of the Underhive. The object would be to kill all present and maybe
capture someone for public execution.

2: The Sump

After returning from the successful purge, a Hivequake occurs. A rift in the
ground swallows the Inquisitor and his warband, dropping them down an ancient
shaft into the darkness of the Sump. The slope of the shaft allows the warband to
arrive in the Sump unharmed. However, they are lost and presumed dead by the
government.

Here is a chance to explore the Sump a bit. A scenario with a monstrous Sump
creature where the party must flee, fight, or find an alternate way of dealing with
the beast could be devised. Also, the party could run into several persons while
down there. Zhokh might cross their path and be forced to help them, or
Giodorno Doricci could be discovered. This could lead to a whole string of
adventures and discoveries. The end result should be that Aksamit makes it out
alive or is discovered by one of the rescue parties sent to the Sump. A glorious
return with much fanfare is the end result.

3: Gather Information

Information extracted from mutant captives from the Underhive indicates a


possible gathering of forces and the emergence of a mutant leader. Though this
is of no real concern, it should be checked out in some fashion, though Aksamit
shouldn't be bothered to do it himself. He asks one of his trusted warband
members to take care of this matter.

The party member decides to hire a bounty hunter to capture a few choice
mutants. Sikst Surkt is the hunter, to be exact. The lackey figures he can get the
job done by using this filthy alien, and then double cross her – thus killing two
birds with one stone. Aksamit will be pleased by his efforts. Scenarios for this
include locating the bounty hunter and then killing her once she delivers the
captives and any useful information. Remember that Sikst Surkt won't go down
without a fight, if at all!

4: Vysotska Celebration

This scenario takes place during the period of time that Scenario #3 is unfolding.
Aksamit is called upon to attend a parade for the celebration of Vysotska
Spaceport's founding, a defining moment in Novgorhod's history. The procession
is to take place in the Upper Echelon and Governor Tyron Rex will be in
attendance. Aksamit will be there merely for decoration, though this soon
changes.

During the parade a group of underground revolutionaries set off explosives and
kill many citizens along with a few government members. Taking cover, Aksamit
and Tyron Rex duck into a sidestreet. In all the smoke and confusion, Aksamit,
an Enforcer, and the governor find themselves facing an armed trio from the
revolutionary group led by a mutant. The scum see their chance and try to kill the
governor. Capturing one of these rebels might be a good idea, but it's up to
Aksamit really.

After this incident, pressure should be pretty heavy for Aksamit to do something
about the rise in violence.

5: Aksamit's Fury

At this point, Aksamit becomes aware of Inquisitor Piotr Nemanka's involvement


with the chaotic events occurring within the city. Information from the bounty
hunter Sikst Surkt confirms this. He knew the Inquisitor was in Novgorhod, but
assumed him to be busy with matters of xeno cleansing. Aksamit is furious, but
can't seem to find the man – he has all but disappeared. Agents are sent out to
locate him and learn what they can of his past.

Enraged by this attack on his regime, he decides to blow off some steam and set
out on a witch hunt. Devise a scenario or three where the Inquisitor has to locate,
chase, and finally battle a powerful rogue psyker hiding among the Populace or
even Upper Echelon. Alternately, Aksamit could set out to help stop the
inevitable mutant march upon the Populace led by Lazar Tabak. Whichever you
chose, make sure that Aksamit shakes off his malaise and gets involved with the
destruction of the unclean.

6: Crossing Paths

Information has finally reached the Inquisitor's ears as to the whereabouts of the
meddling Inquisitor Piotr Nemanka. Luring him into an ambush, Aksamit plans on
dealing with the man personally. The only help he'll need comes from Piotr's
former pawn, Lazar Tabak – now coded as Damien 1427. Details about how this
meeting should play out can be found in Piotr's Scenario #7, also titled "Crossing
Paths".

OTHER CAMPAIGN SEEDS

The scenario paths above are but one of a hundred ideas you could persue
within Novgorhod. To help get the gears turning in your head, here's a small list
of further adventures you could develop on your own.

A viral outbreak in the Spyre leads to the entire sector being sealed off for
quarantine. The whole situation has been kept from the public. A cure must be
found before it kills off any important members of the clergy or spreads any
further. The hunt for a cure could involve digging for information around the
Underhive or finding a native mutant of the Wastelands. The infection could be
local to Novgorhod. Traveling into the Wasteland or Sump for ingredient "X"
which will complete the serum could evolve into several scenarios. The hiring of
a Sump guide may be crucial, so the mutant Zhokh could be called upon.

An influential member of the Spyre has been harboring a psyker (his child,
perhaps) in secret for years. The resulting influence of the psyker has led to a
small cult of Upper Echelon followers. A ceremony is to take place that will allow
a Daemon to cross into the material realm. Inquisitors would have their hands full
trying to prove a member of the Spyre guilty of such an act. By uncovering the
cult and its members, the Inquisitor can eventually build a strong enough case to
enter the accused's palace. Once there, a conflict with the summoned Daemon
could take place or maybe the ritual is about to begin and must be stopped.

Crime is on the rise in the poor areas of the Populace. Riots are commonplace.
Something is going to give soon enough. Discover the root of this strife and
eradicate it. This could involve undercover missions, brute tactics, or bribery.
This scenario string would be a good occasion to involve revolutionary Troghe
Rinn.

Just what exactly is Giodorno Doricci looking for anyway? A whole campaign
could be based on his search for xeno tech in the Sump. It could even expand
into the Wasteland once he learns more. Inquisitors may need to get involved
when he starts getting too close to information better left unknown.

Takh Pachek has his hands full tracking an interplanetary criminal who is now
hiding within Novgorhod. His search for answers could lead him from the bottom
of the Underhive to the top of the Spyre. The criminal could be under the
protection of a powerful-yet-corrupt church member. When he finally corners his
quarry, it may be better that he didn't!

The Cardinal of Siluria has not made his monthly public appearance. The Hive is
in an uproar. Attempts to gain access to palace are met with resistance. While
the Adeptus Sororitas do everything they can to assault the palace, a cell of
Inquisitors must covertly enter the palace and discover what foulness has
befallen the Cardinal.

A Monodominant Inquisitor could enlist the help of the Redemption as he hunts


down a dangerous psyker. Only with their intimate knowledge of the Hive can he
hope to find the potent mutant before it's too late.

A specimen from one of the Ordo Biologica laboratories has escaped into the
Upper Echelon. Its chameleon and shapechange abilities are making it hard to
recover. Mysterious murders, linked only by phagocytosis, are piling up and they
have to stop. There's just one more thing: the specimen breeds by self-fission,
and it was on the verge of doing so when it escaped. More than one of these
things running around the hive could be very bad.

Gang warfare is rife in the Underhive. It could be a great place to set a campaign
that doesn't involve the Inquisition initially. Simply play games and scenarios that
involve the actions of rival gangs and their struggle for power. When one faction
gains control of some unearthed tech, the Inquisition might get involved.

The Wasteland is another place where you could run an entire campaign without
the Inquisition. It could be filled with nothing but mutant characters! Eventually,
you could get the Inquisition involved when a purge is ordered, but this time the
mutants are ready.

ONE-OFF ENCOUNTERS

Sometimes in a campaign there's a need for a quick one-off scenario to either


cover for an unexpected event or possibly seed a further branch of scenarios.
One-off scenarios are a great way to play out an event that may affect a given
storyline, but not the main characters themselves. Instead of merely mentioning
the incident in a narrative, have the players live it! Also, it's sometimes cool to
simply set up a single scenario and have some fun without worrying about
twisting storylines and sinister motives. Here are some ideas of things that could
happen in Novgorhod.

Rival gangs fight in a bar. Face down an alien menace. Escape from a prison.
Rip-off an arms dealer. Steal a freighter. Sneak onto an outgoing system ship.
Shadow a group of cultists. Explore some of Siluria IV's wilderness. Escape from
a collapsing dome in the Sump. Ford a chem river while under fire. Catch a
fugitive in a crowd without casualties. End a hostage situation. A Hov-bus chase.
Stop a possessed citizen. Hunt down fugitives. Avoid a bounty hunter. Stop a
chemical leak. Rescue nobles from a fire. Protect clergy members during an
exorcism. Remove a traitor administrator. The list could go on and on, but that’s
up to your own imagination.

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