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/qst/ - Quests


You are Rhea Silvia.

Your life has drifted away from any sense of normality.

A few months ago, you were conscripted into the Imperial Guard, but your posting was corrupted in a Chaos ritual not long after you arrived. You then worked for what you though was the Inquisition, but later turned out to be a heretic cult, several in fact. About a week ago, this truth was revealed to you by a daemon-inhabited ring, but now thanks to that same ring, a Slaaneshi cult has bullied you into its service.

You were awarded with excessive wealth, but at the cost of having to deal with entities you would have rather not known even existed, wearing a tainted ring that openly admits it is slowly corrupting your soul, and the knowledge that you yourself will likely be called upon soon to do something dangerous or highly unethical.

After a trying morning spent being briefed on the nature of the warp gods, relevant xenos races, and senior members of the cult you are now apart of, you spent the afternoon:
>Trying to socialize with some of the more senior members of the cult, even though you are secretly (or openly) terrified of most of them. Making allies seems like a good idea right now even if some of them make your stomach roll.
>Getting the tainted ring to teach you about warp magic and rituals. Although you are extremely uncomfortable with what you learn, it might save your life one day, even if it costs a chunk of your soul.
>Hanging out at the beach with your girlfriend Namara, pretending to be “information gathering” on behalf of the cult, but really just doing your best to avoid contact with anything that makes you uneasy, while living your remaining days to the max.
>Following orders as best you can. Blindly following orders got you this far in life, hopefully it continues to work.

Around supper, you head back your manor house, which:
>Remains largely empty except some stuff left behind by the previous owner.
>Is steadily filling up with stuff you buy on shopping expeditions, if you are going to betray the Imperium just to extend your worthless life for probably no more than a few weeks, you might as well go all out.
>Is slowly turning into a fortress guarded by brainwashed servants and crude warp traps. So far preparations have been slow, but it might buy you a few minutes if someone comes for you while you are home.

Dinner is served by:
>Your trusty aides Vance and Delores and assorted other servants, who you generally treat with respect.
>Your obedient slaves Vance and Delores, who you have nudged into embracing their vices in order to increase your leverage over them as well as for your amusement.
>Your obedient slaves Vance and Delores, plus half a dozen mindless serving girls. Go big or go home, plus Namara is cute when she is jealous.
>>
>>4979125

After supper you will:
>Go check out these rituals some cult members are pressing you to join. They sound...intense... but part of you is curious just to see them at least, and are worried what happens if you hold out too long.
>Get wasted with Namara, Vance, and Delores. Alcohol has become one of your main outlets for stress.
>Fun time with Namara, your other main outlet for stress.
>Head down to the beach, alone, and pretend you are someone else for a few hours.

Followed by:
>Secretly reading that book of dark magic the Librarian gave you. Trust no one, not even Namara or the ring.
>Trying convincing Namara that sneaking off world is worth the massive risk.
>Drinking yourself to sleep.
>Crying yourself to sleep.
>Trying to get in contact with the Dark Eldar Trys’ta, who once mentioned she has a way to help you escape all this, for a very high cost.

Previous threads here:
http://suptg.thisisnotatrueending.com/qstarchive/4878085/
http://suptg.thisisnotatrueending.com/qstarchive/4926394/

And is based on the tg greentext stories here (though the plot has surpassed the original story, so you can read without spoilers):
http://suptg.thisisnotatrueending.com/archive/79366619/
http://suptg.thisisnotatrueending.com/archive/79479764/
https://archive.4plebs.org/tg/thread/79630420/
http://suptg.thisisnotatrueending.com/qstarchive/4856919/
>>
Poor woman gets abused quest is back guys
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>>4979129
>Getting the tainted ring to teach you about warp magic and rituals. Although you are extremely uncomfortable with what you learn, it might save your life one day, even if it costs a chunk of your soul.
>Remains largely empty except some stuff left behind by the previous owner.
>Your trusty aides Vance and Delores and assorted other servants, who you generally treat with respect.
>Get wasted with Namara, Vance, and Delores. Alcohol has become one of your main outlets for stress.
>Crying yourself to sleep.
>>
>>4979125
>Getting the tainted ring to teach you about warp magic and rituals. Although you are extremely uncomfortable with what you learn, it might save your life one day, even if it costs a chunk of your soul.
>Remains largely empty except some stuff left behind by the previous owner.
>Your trusty aides Vance and Delores and assorted other servants, who you generally treat with respect.
>Fun time with Namara, your other main outlet for stress.
>Trying convincing Namara that sneaking off world is worth the massive risk.

I want to break whatever Kayla's hold she has on us through the taint as soon as possible, doubly so for Namara seeing as she has no defenses against this stuff, unlike us with the ring. Would also help to have her serve as a morality pet so long as she doesn't jump straight into excess, something that is sadly likely to happen at some point due to being forced into a Slaaneshi cult. As for the other choices, I'm just not a fan of being cruel like that.

I don't feel that getting in touch with Trys'ta is worth it seeing as it serves them more to just destroy the ring and kill afterwards, though who knows what plans they have.
>>
>>4979129
>Getting the tainted ring to teach you about warp magic and rituals. Although you are extremely uncomfortable with what you learn, it might save your life one day, even if it costs a chunk of your soul.
>Remains largely empty except some stuff left behind by the previous owner.
>Your trusty aides Vance and Delores and assorted other servants, who you generally treat with respect.
>Fun time with Namara, your other main outlet for stress.
>Secretly reading that book of dark magic the Librarian gave you. Trust no one, not even Namara or the ring.

I guess we can at least skim through the book hoping our innate protection will be enough to avoid trouble.
I'm open to hearing out Trys'ta, so long as the meeting happens on our terms.
>>
>>4979125
>>4979129
>>Getting the tainted ring to teach you about warp magic and rituals. Although you are extremely uncomfortable with what you learn, it might save your life one day, even if it costs a chunk of your soul.
>>Remains largely empty except some stuff left behind by the previous owner.
>>Your trusty aides Vance and Delores and assorted other servants, who you generally treat with respect.
>>Fun time with Namara, your other main outlet for stress.
>>Secretly reading that book of dark magic the Librarian gave you. Trust no one, not even Namara or the ring.
Idea: Rhea gets a full nude portrait done with Namara. Not just for the obvious reasons, but also so we have a working reference for dialing back any physical mutations.
>>
>>4979125
>Hanging out at the beach with your girlfriend Namara, pretending to be “information gathering” on behalf of the cult, but really just doing your best to avoid contact with anything that makes you uneasy, while living your remaining days to the max.
>Is steadily filling up with stuff you buy on shopping expeditions, if you are going to betray the Imperium just to extend your worthless life for probably no more than a few weeks, you might as well go all out.
>Your trusty aides Vance and Delores and assorted other servants, who you generally treat with respect.
>Get wasted with Namara, Vance, and Delores. Alcohol has become one of your main outlets for stress.
>Trying convincing Namara that sneaking off world is worth the massive risk.

I agree with doing a nude portrait as a reference point
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>>4979478
Supporting
>>
>>4979129
>Hanging out at the beach with your girlfriend Namara, pretending to be “information gathering” on behalf of the cult, but really just doing your best to avoid contact with anything that makes you uneasy, while living your remaining days to the max.
>Is steadily filling up with stuff you buy on shopping expeditions, if you are going to betray the Imperium just to extend your worthless life for probably no more than a few weeks, you might as well go all out.
>Your trusty aides Vance and Delores and assorted other servants, who you generally treat with respect.
>Get wasted with Namara, Vance, and Delores. Alcohol has become one of your main outlets for stress.
>Secretly reading that book of dark magic the Librarian gave you. Trust no one, not even Namara or the ring.

+1 to a portrait
>>
Have any of you considered just taking a picture wtf
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>>4979791
Where's the fun in that? We're Co-minister of the Interior for the equatorial special economic region, we can sit for a portrait.
And there's always the possibility that the portrait changes as we do. Nothing has ever gone wrong with portraits and slaaneshi daemons in the 40K universe.
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>Getting the tainted ring to teach you about warp magic and rituals. Although you are extremely uncomfortable with what you learn, it might save your life one day, even if it costs a chunk of your soul.
>Remains largely empty except some stuff left behind by the previous owner.
>Your trusty aides Vance and Delores and assorted other servants, who you generally treat with respect.
>Get wasted with Namara, Vance, and Delores. Alcohol has become one of your main outlets for stress.
>Secretly reading that book of dark magic the Librarian gave you. Trust no one, not even Namara or the ring.
>Trying convincing Namara that sneaking off world is worth the massive risk.

You stare wearily at your reflection in the window next to your seat at the back of a government limo.

It has been a long, grueling day.

Your morning was spent with the mysterious female savant known only as “The Sexy Librarian”, who gives lessons to the new members of Kayla’s faction of the Daughters of Peace on the nature of the cult, its allies and rivals, and the basic mysteries of the warp and the “Gods”, daemons and other entities that dwell there.

Although always hungry for new knowledge, particularly knowledge relevant to surviving in the new world within which you find yourself, even you find the Librarian’s ability to cover huge amounts of information in her dull monotone voice rather daunting.

The afternoon was spent at your office, the Ministry of the Interior. Here you did the minimal amount of work possible, while mentally interrogating the daemon trapped within your ring, Slaa-Neth, on the many abilities it can provide to you. In particular, you have been trying to find ways to reverse any warp taint that has embedded itself on the bodies and souls of yourself and Namara, plus removing the minor geas placed on yourself and Namara by Kayla. So far no luck on either front. It sounds like the only ways to remove either would be to transfer your souls to new bodies, and extract the tainted components of your souls in the process. Only an extremely powerful psyker or an extremely technologically advanced race could do such a thing.

You arrive at your manor house.

A squat, squarish two-storey structure with milkstone walls and reddish terracotta roofs, it sits on a ridge overlooking the ocean. The large, fenced in lot encloses a well maintained lawn with gardens and peacocks, though the manor house itself is strangely empty. Its twenty plus rooms are mostly empty except for a few pieces of furniture left behind by the previous owner, plus some items taken from the luxurious hotel suite you were living in for several months prior to you conscription into the Daughters of Peace. So far you have made little effort to fill your manor with luxury items either stolen or purchased with funds embezzled from departmental funds like many of your fellow Ministers (though there are a few exceptions, such as a certain painting).
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>>4980141

You head to the kitchen where Delores has probably already made a basic supper for yourself, Namara, and her fellow political aide Vance. Low level staffers, Delores and Vance know nothing about the cult, and are attached to you due to your role as a Minister within the Provincial Government. Cooking meals isn’t really part of their role, but so far you have refused to hire servants other than a few part time cleaners and gardeners. You don’t really have the heart to see anyone else slowly succumb to the taint that infected this island a week ago. Namara is apparently partially protected due to some curse placed upon inhabitants of her home world, and you are protected by the ring and some odd anomaly that occurred during a previous warp ritual, but many others, including Delores and Vance continue to struggle with loosened morals and low impulse control.

Feeling tired and stressed, you decide you will try to convince everyone to have a few drinks, followed by some quality time with Namara. Depending on how things go, you may have another chat with Namara on how long before staying with the Daughters of Peace become more dangerous than fleeing it. Or you may ditch the ring, and slip off into a small, unused storage closet where a certain book is hidden...

However, as you arrive in the kitchen, your heart sinks. Namara is clearly stressed, and Delores and Vance seem a bit uncomfortable. There is a letter on the table with seal of the Provincial Governor.

“Summons, to the Privy Council. In 15 minutes. Just you, not the both of us.” - Explains Namara. Your heart sinks a bit more. Although you have only attended two so far, Privy Council meetings involve being trapped in a room with some of the most dangerous people in the province, if not the entire planet, as they talk about matters you barely understand, while anytime the conversation turns to you, you find a way to make it abundantly clear to everyone you don’t deserve to be there. You dread what will happen when they finally decide you aren’t worthy of the role. Hopefully just a demotion or the transfer of your ministry’s few important roles to other groups.

Fifteen minutes is cutting it tight so you leave right away for the Provincial Governor’s Palace. By the time you arrive, everyone else is there and the meeting has already started. Everyone stares at you as you take your seat.

The nine people in the room are probably one of the most dangerous and eccentric collections of individuals you have ever encountered...
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>>4980145

At the head of the table is the Provincial Governor herself, Kayla Ryerson. A smallish, attractive woman with dyed red hair, a black lace choker, and a simple but low cut black dress, she definitely isn’t the most visually intimidating person in the room, but clearly commands some respect. A former Guard officer, she was a member of rival cult HYDRA IX before being pulled into the Daughters instead. Exposure to the warp has gifted her with improved physical abilities and telepathy while leaving her attractive body unblemished, but her real value to the Daughters is her skill as a top notch manipulator, administrator, and all around politician. You and her have past history, and if it weren’t for En’Dee’Nette’s protection she would probably try to have you killed.

To her left is Trish, a former medical orderly you know from your (very brief) Guard career. An unremarkable woman other than her expressive face and slim but athletic build, Trish is the Privy Council’s Secretary, a vague role with no real responsibility other than occasional ceremonial activities no one important can bother with. A nervous, put upon looking woman, Trish has no particular special skills, or even basic competences, relevant to the role, but seems to hold a special place in En’Dee’Nette’s heart, which has resulted in her being thrust into roles beyond her ability, much like yourself. You would probably be more sympathetic to her if it weren’t for the time her underlings accidentally filmed you in a compromised state which was shown live across the planet. Today, Trish is wearing a simple black dress, much like Kayla. You have noticed the two generally dress the same as Kayla treats her like a servant (except way better than Kayla treats her actual servants, particularly the former provincial governor).

Further down is Bannick, Chief of Security. A massive, thuggish man in a black body suit covered in black leather armor segments. Bannick leads a group of similar individuals known simply as “The Thugs” or “Security”. They provide security for the Daughters, particularly the Provincial Governor, but they also do some secret police work. The Thugs don’t mix well with outsiders, even other members of the Daughters, but you have heard away from prying eyes they are just as hedonistic. Rumor has it they were a smaller cult that got absorbed into the Daughters, and therefore have their own traditions and practices.

Next to him is Mr Gimp. Never seen without a tight leather suit that covers every inch of his body except his groin, Mr Gimp seems to fill both the role of Bannick’s second in command, as well as Kayla’s personal bodyguard in certain situations, though needless to say he doesn’t appear in any public roles. You have never heard him speak, but have noticed that depending on the situation his leather suit either creaks with every move, or is dead silent. Slaa-Neth thinks he may be a bound daemon.
>>
>>4980146

Near the end of the table across from you is the Dark Eldar representative Trys’ta. A short and stocky (by Eldar standards) female in so-called bikini plate, and with a distinct red streak in her raven hair, she is another character you have prior history with. As Co-Minister of the Interior, you are supposed to be overseeing the salvage operation she is running in the Necron ruins, but she prefers to deal directly with Kayla, much to Kayla’s annoyance and your discomfort. On the other hand, perhaps it is best you don’t have to deal with her. Last week you had promised her boss to destroy the very ring you wear on your finger, a ring they may still be interested in judging by the hints she has dropped about being able to help you escape the cult.

At the end of the table opposite to Kayla is Kik’Kik’Tee. She is currently using illusions to present the image of a pretty young island woman in a plain business dress, but just a few days ago you had the misfortune of encountering her in her real form, a reincarnated half daemon from an ancient civilization that views your ring as her birthright. For now you are under En’Dee’Nette’s protection, but you have no doubt one day either Kik’Kik’Tee will make a move anyways, or En’Dee’Nette will decide that turbocharging Kik’Kik’Tee with the ring is worth the chance of betrayal.

On your right is Wyrm, the highly unusual ambassador of the Tau. Wyrm is a member of a telepathic worm like client race of the Tau known as the Nagi. He lives within fluid filled sphere grafted to the neck of a voluptuous nude female body (apparently a servitor body created from the DNA of a famous actress). Wyrm’s main role is to oversee the recovery of Tau corpses and equipment left over from a raid they recently made on the island (apparently he is skilled at impersonating a tech-priest). But he is also responsible for ensuring the Daughters don’t interfere with the spread of the Philosophy of the Greater Good among inhabitants of the province, as per an agreement with the En’Dee’Nette. It probably helps that he is a follower of a different Slaaneshi Cult, the Disciples of Aun’Dik, a fact which he confided in you, before he decided, just like Trys’ta and Kik’Kik’Tee do deal directly with Kayla, thus rendering your position somewhat irrelevant.
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>>4980149

On your left is Levicus Bromph, the morbidly obese Cardinal Minoris. A preacher attached to the crew of a Slaaneshi affiliated Rogue Trader, he was made senior religious leader in the province after the previous one “mysteriously disappeared”. In public he is highly charismatic, and has managed to convince the majority of the public that the recent outbreak in warp corruption is actually the result of a Dark Eldar chemical weapon, and the best way to get the strange impulses out of your system is to indulge them (in a safe manner of course). In private though he is a massive creep. He once confided in you that as a young Emperor fearing fanatic, he underwent voluntary chem-gelding to control his “carnal impulses” but the procedure had the opposite effect to the point where he has to have vivid fantasies of molesting everyone he sees just to keep focused.

On his left, and Kayla’s right, is Gallantine, Colonel of the Province’s PDF, which she has been ordered to rebuilt after massive losses a week ago. Resembling a middle aged female beach bum in a rumbled uniform, you know Gallantine is in fact a daemonette in disguise, but otherwise little else, other than that her new recruits spend far more time partying than actually training. No doubt some of them are being sized up for recruitment into the cult.

It doesn’t escape your notice that only five of the nine actual members of the Privy Council are present (your not high enough ranking to be a full time member of the council, like most Ministers in the Provincial Government, Mr Gimp has no official role, and Trys’ta, Kik’Kik’Tee, and Wyrm are guests).

Kayla is the first to speak once the others are done sizing you up.

“Ah good, you are late, but here. We were just speaking about you. Theoretically speaking, would you rather be poking around dangerous ruins, or assassinating a rival Governor...” - Asks Kayla, nonchalantly.

Completely blindsided, you have no time to think of the implications of you response.

>Explore dangerous ruins.
>Assassinate a rival governor.
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>>4980154
>>Explore dangerous ruins.
That sounds far more up our alley then an assassination.

She is going to tell us to do the one we don't pick isn't she?
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>>4980154
>Explore dangerous ruins.
We went ruin-exploring before and didn't get raped.
But if she really wants to send us (and the ring) to a less tainted province with loyalist Imperial elements, well...
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>>4980154
>>Explore dangerous ruins
If Rhea is good at any one thing, it's probably exploring dangerous ruins. Maybe she'll have decent clothes and a gun that actually works this time.
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>>4980154
>>Assassinate a rival governor.
>>
>>4980154
>Explore dangerous ruins.
>>
>>4980154
>>Explore dangerous ruins.
>>
>>4980154
>>Assassinate a rival governor.

Need to be thinking of opportunities to get off this rock, and as much distance as possible from these characters.
>>
Heretics!

All of you will burn in the name of the emperor, not because you are chaos scum but because you are a lesbian.

If you're going to play as a woman than man up and take that dick!
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>>4980154
>Assassinate a rival governor.
With Kayla's dislike of us there is a good chance she'll make us do whichever we don't choose so..
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>>4979164
>Would also help to have her serve as a morality pet so long as she doesn't jump straight into excess, something that is sadly likely to happen at some point due to being forced into a Slaaneshi cult
Hey this is a Lesbian MILF Slaaneshi cult, meaning that excess is going to be BABIES and Yuri!

>>4979365
>Idea: Rhea gets a full nude portrait done with Namara. Not just for the obvious reasons, but also so we have a working reference for dialing back any physical mutations.
>>4979963
>And there's always the possibility that the portrait changes as we do. Nothing has ever gone wrong with portraits and slaaneshi daemons in the 40K universe.
THE MILF-INING!!!

Also love you guys are treating the help nice and bonding with Vance and Delores.

>>4980149
>En’Dee’Nette will decide that turbocharging Kik’Kik’Tee with the ring is worth the chance of betrayal
Nope!

>>4980154
>>Explore dangerous ruins.
>>4980205
>But if she really wants to send us (and the ring) to a less tainted province with loyalist Imperial elements, well...
Bah, Kayla is still thinking too much like a Tzeentchian; The Daughters don't Assassinate, we Seduce, Subvert, and Assimilate!

>>4981365
>All of you will burn in the name of the emperor, not because you are chaos scum but because you are a lesbian.
>If you're going to play as a woman than man up and take that dick!
Clearly you don't know what type of cult this is!
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>>4981606
>Rhea is so wrapped up in things she doesn't realize she missed her period. So has Namara. After a few months, she finally discovers it's not just a stress reaction. She's confused and horrified. It later emerges that not all of the mutations she tried out using the ring that second night were just for show.
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>>4981365
The QM never gave us a chance tbf. Maybe he's the heretic.
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>>4981615
>>Rhea is so wrapped up in things she doesn't realize she missed her period. So has Namara. After a few months, she finally discovers it's not just a stress reaction. She's confused and horrified. It later emerges that not all of the mutations she tried out using the ring that second night were just for show.
TENTACLE VAGINA, WHAT A WONDERFUL PHRASE!

>>4981905
>The QM never gave us a chance tbf. Maybe he's the heretic.
You had plenty of chances to fall on your sword, but Chaos has been tainting you from the start, so it was almost certainly going to be the Emperor's Mercy...
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>>4981966
I was thinking she got herself pregnant. Unless there's a timeskip again i doubt she'll notice within the story. That would really piss Kik'kik'tee off though, since she's no longer even second in line for the ring.
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>>4981989
>I was thinking she got herself pregnant.
I mean you technically can do that with a Tentacle Vagina...

>Unless there's a timeskip again i doubt she'll notice within the story.
Or Slaa-neth accelerated things for her own convenience...
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>>4982002
>Ed'Dee standing outside the kid's window, "Dude, let me in! I'm your fairy god mother! Don't you believe in fairies?"
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>>4981905
Some posters have been pushing Namara+Rhea for a while actually. I kind of just went with it because the romance arc tied well with the corruption arc, and it also gave Namara a role now that Slaa-Neth had taken over Namara's former role as protector and occasional source of snark.
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>>4982027
I for one, approve.
>>
>Explore dangerous ruins.

“Uhm, explore dangerous ruins?” - You reply, already not liking where this is going.

“Well in that case, you are going to go explore some dangerous ruins. Alawat Province, just west of here, has rebelled against...the status quo, and is now openly worshipping the Chaos Gods. The Provincial Governor there is allied with the Iron Horde. They kidnapped some of the savants and sorcerers involved in the development of those daemonic essence infused pamphlets HYDRA IX is so fond of, and created a modified version of them to rapidly develop an army. We are not sure whether the Iron Horde is planning on using their new armies to bully rival powers, or whether these are the opening moves in an open revolt against the Imperium. We have agreed to help HYDRA IX put down this dangerous activity as soon as possible, but it has come to our attention that many Nethian ruins can be found in that province as well, and the Iron Horde has made contact with some of the modern Nethian cults there. We can’t let the Iron Horde get any more powerful by accessing old Nethian artifacts, this fight will be tough enough as it is. Yourself and Namara will lead a small group from the Ministry of the Interior, Kik’Kik’Tee will head a small cultural delegation, and General Gallantine here will assign one of her best platoons for your security. You leave tonight.” - Says Kayla.

So much for theoretical, you think to yourself glumly. Given you aren’t much of a negotiator, it was only a matter of time before they either decided to demote you, or give you something more dangerous to do. No doubt the head of your security group will have the real command of the expedition, and you will have to watch your back with Kik’Kik’Tee the entire time.

“That will be all. Someone less important than me will come by to fill you in on the details. Send in the Minister of Tourism if you see her in the hall.” - Commands Kayla, and with that you are dismissed.
You head out into the hall and give a nod to Madame Tweezette as you as a Security thug arrives to escort you out of the building. A large breasted woman in a near transparent glittering silk dress, she looks like a porn star who is now past her prime. As head of the Ministry of Tourism, she is arguably the most important Minister without a full time seat on the Council. You have heard she has made great strides in promoting the island as a tourism destination for off-world members of the Daughters of Peace, and other like-minded cults and individuals.

On the way out of the Provincial Palace, you mull over your situation. The events in Alawat are not news to you as you heard it from the Sexy Librarian this morning...
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>>4982397

The original daemon infused pamphlets, disguised as religious pamphlets, had involved nine Greater Daemons and Daemon Princes transferring a tiny portion of their power into the machinery used to create the pamphlets. Each time a person read the pamphlets, they essentially had their soul read by a committee of nine powerful entities, one for Tzeentch, four for Slaanesh, three for Khorne, and two for Nurgle (plus rumor had it, a few gatecrashers). Those who attached the attention of Thypptyklpt /Tzeentch were recruited into HYDRA IX when possible, and generally remained the same, though some got occult powers if they particularly attracted Thypptyklpt ‘s attention. Those who got one of the other powers gradually devolved into mindless mutants, except a chosen few who retained both a certain amount of sanity, as well as new “gifts”, generally including the ability to command the lesser mutants. A handful even became daemonhosts. (And then of course there were a few like yourself who were seen as unworthy by all nine, or worthy by more than one, like Kayla). The downside of this method though is that many of the “new converts” inevitably fought among themselves or followed their own agendas, particularly those associated with Khorne or Nurgle. HYDRA IX tolerated these deficiencies though since they created the distracting havoc required of them, while still identifying useful recruits for HYDRA IX.

However, the Iron Horde had managed to improve the pamphlets by recruiting a new group of patron powers, two Undivided Princes, plus one representative of each of the four gods, all of whom share the Iron Horde’s militant, disciplined nature. This results in “new coverts” who are naturally at least somewhat obedient and martially inclined regardless of their background, and when taken in combination with the Iron Horde’s ability to smuggle weapons and equipment to this world from their other holdings, has allowed them to assemble a large army overnight. They have a very real chance of seizing the planet via martial force rather than the stealth preferred by HYDRA IX and the Daughters of Peace, particularly if they send in some of their Iron Warriors to even the odds. You wonder whether stopping them will help or hinder the Imperium. Definitely short term they are the greater threat, but long term perhaps it is better that they win.

Unfortunately you are being too closely watched by the Daughters of Peace right now to disobey a direct order, but perhaps being out in the field will give you better opportunities to slip away.
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>>4982399

You take a limo back to your manor and give Namara the bad news. Not wanting to drag Vance and Delores into this, you order them to mind your manor while you are gone, then get them to call up a few of your employees you either don’t like, or who are already initiates with the Daughters. You doubt Ministry of the Interior employees will play a meaningful role in this expedition anyways, they are only there to provide a flimsy pretext for yourself and Namara being there.

The whole group; PDF soldiers, Ministry of the Interior bureaucrats, and the Nethian delegation, assemble at a small harbor, where an old tramp freighter is being prepared to bring you to your first destination, the Riptide Reefs, a wretched collection of reefs, sandbars, salt marsh, and small volcanic islands on the edge of Alawat Province. According to Kik’Kik’Tee (and confirmed by Slaa-Neth) there was once a massive Nethian fortress here where many artifacts of interest were stored, and in modern times, the ruins of the fortress are still present, though almost never visited. More promising ruins can be found on the larger inhabited islands of Alawat Province, but the Iron Horde has likely fortified these, so they will have to wait until HYDRA IX’s puppets in the PDF establish a foothold in the province.

The PDF group consists of about 50 men and women in the olive green fatigues of the PDF tropic uniform, and the mauve berets of the commando branch. Although some are former bodyguards, law enforcement, a scattering of PDF survivors, and recruits from local minor Slaaneshi cults that have long existed in the resorts, most of the soldiers are nobles and other upper class types that enjoyed playing with guns in their abundant free time. Despite all of them being aware they have allied themselves with creatures of the warp, most are too new to know anything but the basics, and few realize that their beloved major is a powerful daemonette in disguise.

The Ministry of the Interior is represented by four managers and senior aides, all new recruits into the Daughters you have little love for, plus three clerks and five menials you brought along as expendable fodder. You recruited them based on their disagreeable personalities and doubt neither the Imperium or the Daughters will miss them.

Kik’Kik’Tee brought six henchpeople with her. Slaa-Neth figures they were recruited based on loyalty to her rather than ability, which is a bit of a mixed blessing.
The trip takes about eight hours, all of which occurs within the shelter of night.

You decide to sleep through most of it, figuring Kik’Kik’Tee and Major Fanny Milfflin (and secretly Slaa-Neth) can brief you in the morning. You are in a sullen mood, and just want to get this over with. Just before close your eyes, you think to yourself at least this time with the power of Slaa-Neth, and an armed task force backing you up, this “adventure” won’t be as dangerous as previous ones.
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>>4982404

How wrong you are...

You awake to find yourself washed up on a beach with no memory of how you got there.

Namara is doing CPR on you, and you realize your lungs are filled with salt water. As you try your best to cough out the water, you see the tramp freighter half submerged off the coast with the rest of it in flames. Tracer rounds and lasfire can be seen hitting the beach, the freighter, and some nearby islets from several locations. A cold breeze drifts over you and you realize you still wear the thin lingerie you went to sleep in, while Namara wears only a drenched pajama bottom.

Just like old times you think to wryly to yourself, mostly in remembrance to waking up on Dooby’s Beach. But perhaps not quite the same, you think, glancing down at the ring on your finger.

You hear a truck pull up, and the shouted commands of an enemy officer. One of Fanny’s PDF commandos creeps up on you and whispers he will hold them off while you get to safety. You can tell by his demeanor that he isn’t being selfless, and instead he arrogantly believes he can defeat the advancing enemy by himself. He also is perhaps expecting something in return judging by his wandering eyes.

>Get to cover, you aren’t invincible, even with the ring, and if a dumbass perv wants to die creating a distraction so be it.

>Get him to lay down some covering fire, then come up with some sort of plan of action before jumping into the fray.

>Kick perv boy in the groin, then jump directly into the fray, literally. It is time you started getting some respect from the peons of this expedition.
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>>4982406
>Get him to lay down some covering fire, then come up with some sort of plan of action before jumping into the fray.
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>>4982406
>Get him to lay down some covering fire, then come up with some sort of plan of action before jumping into the fray.
Have him cover Namara while we close with the ring. We already did something similar. Try and keep the bloodlust to a minimal, no time for theatrics. We kill quickly, and move on. Keep the truck working if we can.
Also, make sure wonderboy here knows that if he so much as touches Namara, we will personally rip off his genitals and force feed them to him. Gotta put some respect for the hierarchy into him.
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>>4982406
>>Get him to lay down some covering fire, then come up with some sort of plan of action before jumping into the fray.
>>4982428
That's a sound plan. We might also want to use the ring's mind control on the enemy for a little bit of good old fashioned friendly fire. Any survivors can be used as bullet sponges and landmine detectors later on.
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>>4982406
>>Get him to lay down some covering fire, then come up with some sort of plan of action before jumping into the fray.
>>
>>4982406
>>Get him to lay down some covering fire, then come up with some sort of plan of action before jumping into the fray.
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>>4982428
>Have him cover Namara while we close with the ring.
>Try and keep the bloodlust to a minimal, no time for theatrics.
>Keep the truck working if we can.
>Also, make sure wonderboy here knows that if he so much as touches Namara, we will personally rip off his genitals and force feed them to him. Gotta put some respect for the hierarchy into him.
>>4982471
>That's a sound plan. We might also want to use the ring's mind control on the enemy for a little bit of good old fashioned friendly fire. Any survivors can be used as bullet sponges and landmine detectors later on.
Yeah, don't know if you'll be able to outright mind control them as easily as you did the others, since these guys were specifically recruited for obedience and martial skill, but you should be able to use their own bloodlust to mess with their ability to tell friend from foe.

Also might want to literally make a woman out of the Commando when all is said and done.
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>>4983279
Their being obedient would seemingly make it easier to mind control them, since it means they're already susceptible to mental domination and mental conditioning.
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>>4983301
>Their being obedient would seemingly make it easier to mind control them, since it means they're already susceptible to mental domination and mental conditioning.
True, which gave me a bit of pause when reviewing...
Still, given the martial bend of our current opponents, it'd make sense to assume they'd be conditioned to follow a hierarchal authority (doing whatever ANYONE tells you makes for poor soldiers after all), meaning we're probably going to have to take out who ever is immediately in charge if we want to assume full control.
So, since we Daughters of Peace like to Seduce, Subvert, and Assimilate, I'd suggest using the Rings power to subdue the minions (depending on how enormously you enlarge ones breasts, it can serve as a potent distraction to outright mobility kill) while heading straight towards whoever seems to be giving orders.
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>>4983540
>oing whatever ANYONE tells you makes for poor soldiers after all),
Its not anyone, it's the patron daemon of the neighboring archipelago, and I'm guessing that these mooks will go down easier than Kayla, En'Dee's personal henchwoman. Then again, offensive mutations (in more ways than one) would be pretty lulzy, and lulz are an important benefit to having a daemonic ring. Maybe take all the bones out of their arms and legs or give them gills instead of lungs so they suffocate on dry land, while we're at it. Or replace their eyes with vaginas, or just move all their taste buds to their anus. Or give them a live, pissed off pit viper for a cock. You know, funny stuff.
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>>4983556
>Its not anyone, it's the patron daemon of the neighboring archipelago
Yeah, that's what I was saying about it not being as easy...

>go down easier than Kayla, En'Dee's personal henchwoman
But you are right, while I wouldn't say Kayla is my personal henchwoman (still too Tzeentchian, Trish honestly had more of my attention) she probably would have been given some sort of protection against this sort of thing (Really this is why Trish, Rhea, and probably Namara have peaked my interest, since they are strong willed enough that they don't automatically fold to corruption), so this is probably another reason the Ring is an important item.

>Then again, offensive mutations (in more ways than one) would be pretty lulzy, and lulz are an important benefit to having a daemonic ring. Maybe take all the bones out of their arms and legs or give them gills instead of lungs so they suffocate on dry land, while we're at it. Or replace their eyes with vaginas, or just move all their taste buds to their anus. Or give them a live, pissed off pit viper for a cock. You know, funny stuff.
Eh, the good old fashioned "Mammary Magnify" will probably be enough, though boneless hands/arms would also prevent them from taking further offensive action...
Thing is, there appears to be a war going on, so we don't have ALL the time in the world to play with them, so noodling their arms is probably the fastest way to incapacitate them.
Then, once we've subdued and/or subverted/seduced whoever is in charge, we can uses these alterations as further leverage to secure their loyalty.
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>>4983612
If we run into an Iron Warrior we should try to give him the same childlike sense of wonder and innocence back that he had before being selected as an aspirant. That would probably be enough to render one of them combat ineffective.
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>Get him to lay down some covering fire, then come up with some sort of plan of action before jumping into the fray.

You whisper back to him that he should stay with Namara and watch out for flankers while you take out the main group. You can tell he is extremely doubtful, and you can tell even without asking Slaa-Neth he is probably wants to ask you something along the lines of “Aren’t you that airhead that got caught naked live on planet wide news”.

Whatever.

It is about time he learns that not everything is as it seems these days.

You get Slaa-Neth to use her telepathic power to pick out anyone near by. She reports back that there are no friendlies nearby other than Namara and the commando, but there is a group of eight enemy soldiers just over the ridge of sand and scrub in front of you. Highly aggressive, but confident and disciplined, likely the Thorakara shock troops you have been warned about in the past.

You think of all the combat abilities Slaa-Neth has been teaching you. Without the ability to channel extensive amounts of power safely through your body, she can only use a fraction of her power, and without careful training, ritual augmentations, and assorted protective talismans, she can’t channel significant power through your body without turning you into a mutant, or worse, mindless spawn.

Telepathic domination takes too long to fully establish, and Khornates are partially immune anyways. Biomancy and flesh shaping are also too slow in situations like this. Warp fire and telekinetic force are you main offensive abilities, but only work well up close.

You decide your best option is to leap over the enemy squad, knock them down with a telekinetic wave, then finish them off one by one as they try to recover. Although your reflexes aren’t particularly good, as per your last skirmish, you are counting on Slaa-Neth to guide your actions.

Your plan goes well...at first anyways.

You leap over the heads of the enemy squad, and knock them down with a telekinetic wave as you land.

You unleash beams of warp energy that drill through the skull of one soldier, and through the heart of another.

However, the other six recover far faster than you anticipate, and you do a desperate cartwheel to avoid a volley of high-cal bullets. From a crouching position you punch out separately, hitting the next two soldiers in the groin with hip crushing force, and sending them flying into the air.

Out of the corner of your eye, you see the soldier furthest from you brought down by silenced gunfire from PDF commando you left with Namara. Another soldier turns to fire on their position and you cut him down with a burst of warp energy, but this gives a bulky soldier with chainsword time to almost reach you before something plinks off his armored forehead, causing him to fall backwards.
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>>4984919

You have only half a second to be confused before three bullets tear into your torso from behind, ripping straight through you, but still imparting enough momentum to slam you face first into the ground.

By all rights you should be dead, but somehow your soul manages to cling to your ruined body, or, more likely, is held in place by Slaa-Neth.

You sense the last remaining soldier in the squad you attacked brought down by the PDF commando, but you also sense another enemy squad approaching from the direction from which you were shot.

Namara and the PDF commando are no match for such a group by themselves, and you are fully exposed to them, but presumed dead for now.

Realizing you will only have one chance to wipe out the whole group before they riddle you with enough bullets that even Slaa-Neth , you give Slaa-Neth permission to channel warp energy directly through your body.

Using nothing but telekinesis, Slaa-Neth snaps your body upright, raises your arms, and unleashes a wide torrent of pink warp fire that incinerates the dispersed squad and the shrubs that some were hiding behind.

Completely drained, you then fall to your knees, only to notice that you hands have transformed into a horrific amalgamation of fleshy tentacles and puckering orifices.

Panicked, you try to get Slaa-Neth to turn your hands back to normal, only to be told she is using her remaining power to keep you alive.

At that moment, the soldier with the chainsword who had been hit in the head springs upright, raising his weapon over his head for a mighty downward cleave into your skull.

Before you have time to react, a ripple of barely visible energy washes over the soldier and with an odd squishy noise, he is almost instantly transformed into a busty, slender woman a few inches shorter than you. Out of either confusion, or simply lacking in arm strength, the newly formed woman drops the chainsword behind her. In the process, her trousers, now too large, fall to her ankles, and the heavy chains wrapped around her forearms drag her arms down before sliding off completely. Only her helmet stays in place, perhaps held in place by the deep dent near the top where the bullet ricocheted.

There is another shimmer of near invisible energy, and the transformed soldier gives out a high pitched moan/squeal, clutches at her groin, then collapses on her back, seemingly unconscious except for the occasional muscle spasm.

This time the energy shimmers around you, and you feel your hands return to normal, and the damage to your torso rapidly mend itself.

Major Fanny Milfflin saunters into view.
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>>4984924

Seemingly a fit, middle aged woman with a heavy tan, sun bleached hair, copious freckles, and amble bosom, you are aware she is actually a daemonette in disguise, and apparently a powerful sorceress to boot. As always, she wears her shirt open, and her trousers low, revealing a purple string bikini, and her officer's cap sideways. Her boots and sunshades are the only items she wears properly.

“One day someone is going to have to teach you how a Daughter is supposed to fight.” - She says, taking in the carnage you have caused.

You rise unsteady to your feet and survey your surroundings.

The dead soldiers are all large men, Thorakara shock troops like you and Slaa-Neth suspected.

You recall the briefings you were given on them.

The backbone of the Iron Horde, the Thorakara are elite soldiers named after the auxiliary formations that once fought alongside the Iron Warriors in ancient times. The Thorakara have many branches, of which the shock troops are the most numerous. They are recruited from those favored by Khorne and/or the Iron Horde’s primary patron, a Daemon Prince known as the Warpsmith. Although aggressive and bloodthirsty, their bloodlust is tempered (most of the time) by discipline, intense focus, and tactical knowledge gifted to them by the essence of the Warpsmith should he believe they have potential after being exposed to their version of The Pamphlet.

They wear grey uniforms, in most cases supplemented by partial carapace armor of dark iron, but some instead go bare chested to show off the mark of Khorne cut into them. All wear medieval looking dark iron helmets that resemble those on the Iron Warrior’s banner, and those favored by Khorne sometimes smear their masks in blood. Heavy, high caliber autoguns of the Armageddon pattern are the main weapons, but some carry chainswords and high caliber autopistols instead (clearly weapons smuggled from off-world, as such gear has long been rejected by this planet’s pathetic PDF of pimple faced teens and overweight burnouts as too heavy to use). A few Khornates have heavy chains around their arms, waists, shins, torsos, and or necks, perhaps to lock them in place if they lose control.

Namara and the commando arrive. Judging by Namara’s relatively calm demeanor, she didn’t see you get shot, but she looks questioningly at your bra, where one of the bullets tore a large hole as it ripped through you.

Fanny graciously offers her olive green uniform shirt to Namara, while getting the commando, Phillips, to give you his uniform shirt, plus his sidearm to Namara. Nudity no longer concerns you as much as it once did, but you still avoid it when you can.

At this moment, a stolen Iron Horde truck pulls up with a group of commandos and a few others in it. They report that they have seen another group of shipwreck survivors on the far side of the beach.
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>>4984935

As everyone gets into the truck, you glance over at the transformed woman, still occasionally twitching in the sand.

“Don’t worry about her, it will take her a day or so to recover consciousness, and a few more days to be able to do anything other than indulge in carnal impulses. I will send some people to round up her and those like her once we have seized the island.” - Says Fanny.

As you board the truck, Fanny switches to telepathy.

++You really need to do something to fortify your flesh if you are going to keep throwing around warp energy like that. I can give you a few markings the next time we are somewhere quiet. Each one will let you channel a certain ability with more strength than what Slaa-Neth can do currently. No one has to know, not even Namara. Slaa-Neth can find a way to hide them no doubt.++ Says Fanny.

You mull over the offer. You have already heard of such things from Slaa-Neth, the Sexy Librarian, and various occult texts among other sources, but have never had the guts to actually go through with the procedure, primarily as most sources strongly indicate such markings would taint your body and soul even further.

>Politely decline Fanny’s offer. It is not worth further corrupting yourself.

>Accept the offer. Recent events have clearly shown your current abilities aren’t enough to keep yourself and Namara safe. (Pick three powers – write in)
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>>4984936
>Politely decline Fanny’s offer. It is not worth further corrupting yourself.
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>>4984936
>Politely decline Fanny’s offer. It is not worth further corrupting yourself.
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>>4984936
>>Accept the offer. Recent events have clearly shown your current abilities aren’t enough to keep yourself and Namara safe. (Pick three powers – write in)
Might as well go deeper. Hard to say if we'll have more problems with mutations down the road otherwise. As for powers, I still like the idea of being able to de-bone people, if that's on the table. Starting with fingers, and maybe going to arms and legs as we get stronger. It would be pretty horrifying for whomever gets hit with it and maybe will cause them to reexamine their life choices.
Other than that, mammary magnification sounds great. Zapping them with raw warp energy also seemed to work well enough.
It occurred to me a little too late that maybe it would have been more prudent to throw rocks at them using warp energy to get them above the speed of sound and improve our aim. That would have been a smarter idea. Alas, Rhea overestimated her abilities.
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>>4984936
>>Politely decline Fanny’s offer. It is not worth further corrupting yourself.
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>>4984961
I dunno man, I'd rather just kill them instead of dealing with body horror shenanigans as the whole sadism aspect of doing stuff like that is something to look out for.
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>>4984936
>>Accept the offer. Recent events have clearly shown your current abilities aren’t enough to keep yourself and Namara safe. (Pick three powers – write in)
Mammary Magnification
Ka-girlification
Organism Induction

Start fighting like a Daughter indeed.
Don't know why you're wanting to avoid further corruption, Rhea nearly went full Chaos Spawn trying to keep Namara safe, so she might as well become a Daemon on her own terms.
I mean, she's awfully damned as it is, and your stuck between the flirtatious enlighten hedonist and literal Chaos Warmongers, so go with the Devil you Know is the Lesser of Two Evils.

>>4985001
>I dunno man, I'd rather just kill them instead of dealing with body horror shenanigans as the whole sadism aspect of doing stuff like that is something to look out for.
Which is why I went with Organism Induction, Hard to be outraged at someone when they caused you to coom yourself into submission.
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>>4985001
A little bit of sadism here and there never hurt anyone.
...Except the people getting tortured, but nobody's asking them.
>>4985005
"Damned" is such a judgemental term. Maybe, "Committed?"
Still, I do think that is best to make sure becoming chaos spawn is something that strictly happens to other people.
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>>4984936
>Accept the offer. Recent events have clearly shown your current abilities aren’t enough to keep yourself and Namara safe. (Pick three powers – write in)
Part of me would rather not accept this offer... but yeah this fight ended with us having three holes in our chest and noodle arms.
I really doubt we will get easier encounters later, and getting a better grasp on our powers means we hopefully won't have to go full Chaos spawn just to survive. That alone would be worth paying the price.

If you were an optimist, you might hope we would use the experience we gained in this encounter to be more careful in the future, and hopefully grow more skilled in using our powers without corrupting ourselves unnecessarily... but yeah I doubt things will go that smoothly.
We already drank a drop of the poison, we might as well down the whole bottle. We were gonna get that shit force-fed to us either way, better it be on our terms.

That being said, I have no idea what powers we can even ask for here. Ill go with what this anon >>4985005 suggested.
After all, giving people big boobs is arguably less amoral then blowing their head off.
I just hope we don't turn into some giggling lunatic because of this.
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>>4985037
>After all, giving people big boobs is arguably less amoral then blowing their head off.
Eh, we could technically give them breasts big enough to physically incapacitate them...

>I just hope we don't turn into some giggling lunatic because of this.
Would you rather be a humorless lunatic?!
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>>4985061
>Would you rather be a humorless lunatic?!
One Kayla is already more that Archipelagia can handle.
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>>4984936
>>Politely decline Fanny’s offer. It is not worth further corrupting yourself.
>>
>Politely decline Fanny’s offer. It is not worth further corrupting yourself.

You send a quick “I am okay for now” telepathic message to Fanny. You have little desire to be drawn into a discussion on the matter by a creature that essentially specializes in either corrupting other’s souls, or turning them into near mindless sex toys, though in truth you remain conflicted on the issue.

Fighting on the beach seems to have died down, allowing the truck to reach the area where one of the other large groups of friendlies reached the shore. A commando flags you down, and informs you that the rest of her group had pushed inland to overrun a small dig site separated from the beach by a relatively thin stretch of trees and other vegetation.

Along with the others, you follow the well used trail leading off the beach to some partially overgrown Nethian ruins. A group of commandos and a few Nethians are already picking over the site.

Aside from a few dead commandos, you count at least thirty or so enemy corpses from five distinct organizations as you tour the site.

A few are Thorakara shock troops, but you recognize others from two other branches of the Thorakara.

Intelligence officers can be distinguished by their well-tailored dark grey uniforms of high quality fabric. Made up of those who attracted the attention of Slaanesh and Tzeentch for their ambition, pride, and love of manipulation, seduction, power, and/or knowledge. You have heard some have minor mutations that improve their abilities to seduce or intimidate, but the ones you see seem normal enough. You have also heard some are psykers, but see no evidence of this. Not much is known about Intelligence Branch at this time, but it makes sense they would be the ones to lead an operation to plunder occult knowledge from a Slaaneshi ruin.

Enforcers wear the same black boots and grey trousers as shock troops, but their masks are black leather instead of dark iron, and they typically go bare chested regardless of gender. Iron piercings, marks of Slaanesh, and self inflicted cuts, burns, and welts further distinguish them from the shock troops, as does the fact that their primary tools of trade are spiked whips, electroprods, and mancatcher poles, though they also carry sidearms. Enforcers are recruited from those whose innate sadism and cruelty attracts the attention of the Iron Horde’s main Slaaneshi ally, a Greater Daemon named Kruella the Flayer. Although Kruella shares some traits with En’Dee’Nette, her obsession with sadism has apparently led to a rivalry between the two. Enforcers are responsible for keeping civilians and slaves in line, a job that meshes well with their sadism.
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>>4986625

Several dead demicastrati are also present. One of several possible fates for those who resisted the Iron Horde, these borderline insane wretches are created by repeatedly exposing pious captives to corrupt literature, symbols, and talismans until the corrupting influence of Kruella causes them to develop a high libido and an intense fear of pain, and often minor mutations as well. They are the preferred slave caste of the enforcers, as they will work at a hysterical pace to avoid pain combined with even the vaguest promise of pleasure. They are emaciated creatures with painful restraining devices of sharp wire, and odd, misshapen features.

The final group present among the dead are average members of the “Iron Revolution”. Made up of those not deemed worthy by any particular god or power, it is believed when they come in contact with the Iron Horde’s version of the pamphlet, they are swayed by the Warpsmith’s of strength in unity, and righting the inherent injustices of the Imperium, combined with Kruella augmenting their greed, envy, desire for a more luxurious life, and fear of backing the wrong side. Essentially just average civilians, they are used as cannon fodder, laborers, and a range of other minor roles. Too numerous for uniforms, they tend to wear their usual work outfits with black strips, headbands, scarfs, and armbands to distinguish themselves from loyalist citizens.

Kik’Kik’Tee and Fanny call you over for a brief meeting.

Kik’Kik’Tee still wears her “islander girl” disguise, but now wears Nethian inspired jewellery and swimwear. Perhaps she doesn’t want to remind people of how powerful she is, or perhaps Fanny feels most of the PDF commandos aren’t ready to see a true creature of the warp yet.

Fanny pulls out a map, and launches into a brief recap on the key ruins on the island.

Apparently Kik’Kik’Tee is worried about how she and her colleagues can sense some warp energy gathering at the largest set of ruins, a complex known as the Citadel. At minimal, these warp energies may be a sign some of the ruin’s defences are reactivating, or some of its inhabitants are stirring back to life, which would make your own investigations more difficult. Worse case scenario, they have found a way to reactivate the ancient weapons, or bind the inhabitants to their will. Kik’Kik’Tee wants to head to the Citadel at once, and to your annoyance, Slaa-Neth agrees with her.
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>>4986630

Meanwhile Fanny has just finished interrogating the only surviving intelligence officer, and is convinced by the information she has received that the Citadel was already behaving strangely even before the Iron Horde arrived on the island. She dislikes being callous with the lives of the Daughters of Peace’s new recruits and allies, and wants to take time to track down the remaining shipwreck survivors who fled into the jungle, and then “convert” some of the smaller Iron Horde camps in the area into meat shields and fodder, before exploring the trap filled Citadel. You are not entirely sure what she means by “convert”, but you suspect it may resemble what happened to the woman who Fanny interrogated, who is currently flopped on a large, flat stone nearby, and barely conscious from the intense amounts of pleasure she was exposed to. Perhaps denied the opportunity to use her usual genderswap gimmick, Fanny expanded the poor woman’s breast size to “niche porn star”.

>Recommend heading directly for the Citadel.

>Recommend gathering the remaining survivors, then letting Fanny create some meatshields.
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>>4986631
>>Recommend gathering the remaining survivors, then letting Fanny create some meatshields.
The more deranged cultists between us and whatever is in the ruins, the better, I say.
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>>4986631
>>Recommend gathering the remaining survivors, then letting Fanny create some meatshields.
Shoring up our numbers is a sound tactical decision anyways...

>>4986665
>The more deranged cultists between us and whatever is in the ruins, the better, I say.
...Doubly so since we don't have reliable enough control over our Warp Abilities to back up Kik'Kik'Tee and Fanny in a fight with them!
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>>4986722
In the absence of anything more powerful, Rhea should go back to warp-accelerated rock throwing or using the ring to aimbot with a lasgun. Slaanesh is the god of perfection, after all, which is why the EC somehow manages to field the best swordsmen despite those swordsmen also being mostly strung out degenerates.
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>>4986726
>In the absence of anything more powerful, Rhea should go back to warp-accelerated rock throwing or using the ring to aimbot with a lasgun.
Honestly might as well conserve energy and stick with Lasgun aim-hackery, but both just make Rhea an excellent sharpshooter, which doesn't add much to the group.

Shame, because the Iron Revolutionaries and probably the Demicastrati are ripe for Organism Induction exploitation.
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>>4986731
Let's be honest, Rhea would be in more serious mortal danger if any commissar other than Trent finds out how many Munitorum weapons she's misplaced or abandoned, than if they found out she was a daemonically possessed heretic collaborating with a Traitor Legion, so we can't count on her being strapped when she needs to be. It behooves her to get really good at using warp powers to toss rocks at people.
Where is Trent? He (probably) survived Wonkaland.
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>>4986631
>>Recommend gathering the remaining survivors, then letting Fanny create some meatshields.
Meatshields are good, especially when they are deranged cultists few people will cry over.

I am a little worried that both Kik’Kik’Tee and Slaa-Neth agree on going to the citadel directly though. They are both Nethian, maybe they know something we don't that is giving them reasons to worry.
I would very much like to ask Slaa-Neth on why it wants to go there immediately, just to ensure the answer is not "it will detonate the southern hemisphere in 30 minutes".

But hey if Fanny is right the Citadel already activated whatever nonsense is in there, so going in without something in front would be dumb. I'll just cross my fingers and hope this scenario is not too time sensitive.

>>4986731
>Shame, because the Iron Revolutionaries and probably the Demicastrati are ripe for Organism Induction exploitation.
It's not like we CAN'T use those techniques, right? I know we refused the markings, but those would only have helped us channel an ability with more strength then before, not channel it in the first place. Which would imply that we have those abilities at our disposal already, just not as reliably or with as much strength. At least that was how I understood it, correct me if I am wrong.
That being said, I don't recall us getting a real description of what we can and can't do, so I'm shooting in the dark to begin with.
>>
>>4986766
Trent is a character from the original greentext story this quest is based on. His poster lost interest in the story prior to the thread 2 climax, but said to leave Trent alone in case the story resumes someday.

Trent was last seen brownnosing to Inquisitor Chalmers. Technically Trent's actions should have got him executed, but luckily Chalmers himself was corrupted, which probably resulted in a much more lax screening process of civilians and combatants rounded up in the aftermath of all the stuff that happened at Wonka Land. These days Trent is probably either still with Chalmers, or got reassigned to another company within his regiment and is therefore likely fighting xenos and rogue chaos factions unknowingly on behalf of HYDRA IX.

>>4986821
Rhea's main combat abilities right now are telekinesis and warp fire.

Throwing rocks with telekinesis is viable, but not great for groups of enemies with firearms. Slaa-Neth's telekinesis isn't good enough to stop bullets, so both Rhea and Slaa-Neth prefer to get up close and personal where fewer enemies have a chance to draw a bead on Rhea, and where Slaa-Neth's TK and melee instincts make them deadly to normal opponents.

Aimbot with a gun has certain uses, but Slaa-Neth's telepathy isn't good enough to hit targets Rhea can't see.

Slaa-Neth's telepathy/mind control and biomancy/fleshshaping work slowly, and only on one opponent at a time, so not really viable in combat against multiple opponents. She can build up a small group of mind slaves by implanting suggestions in one person at a time, but then she has to issue instructions to one slave at a time in combat if something unforeseen happens, so not super useful, but not useless either.

(For people who joined recently, Slaa-Neth is the daemon in the ring Rhea is wearing. Since Rhea relies entirely on the ring for powers, they are technically Slaa-Neth's powers, but Slaa-Neth only uses them based on Rhea's guidance (most of the time) so I tend to alternate between referring to them as Rhea's powers and Slaa-Neth's powers.)
>>
>>4986766
>It behooves her to get really good at using warp powers to toss rocks at people.
>>4987148
>Throwing rocks with telekinesis is viable, but not great for groups of enemies with firearms.
Plus you'll need a rock or something else loose at hand to chuck in the first place...

>Slaa-Neth's telepathy/mind control and biomancy/fleshshaping work slowly, and only on one opponent at a time, so not really viable in combat against multiple opponents.
Which is why I wanted to buff them with the marks, so she can "Fight" like a Proper Daughter of Peace.
>>
>>4987329
Rocks are pretty easy to find, though. If she does get a mark of Slaanesh maybe it would be best if Slaa-Neth was the one doing it instead of random Daemonette #[redacted] whose only history with us is a mutual association with a woman who openly resents us for almost killing her in cold blood while she was utterly powerless to disobey us or protect herself. I think we might have hurt her feelings. We might need to send Kayla a fruit basket and a bouquet when all is said and done as an apology.
The devil you know, and all that.
>>
>>4986631
>>Recommend gathering the remaining survivors, then letting Fanny create some meatshields.
>>
>Recommend gathering the remaining survivors, then letting Fanny create some meatshields.

You decide to side with Fanny, or more accurately, withhold the fact that Slaa-Neth sided with Kik’Kik’Tee.

At this point, it is pretty clear the only reason you are here is that you are wearing Slaa-Neth, the only reliable source of information the Daughters have on Nethian ruins other than Kik’Kik’Tee and her allies.

As Fanny shouts orders to her commandos to split their numbers between holding their current location and locating other survivors, you quiz Slaa-Neth on why she agreed with Kik’Kik’Tee, but only get vague concerns that something bad is awakening in the Citadel that should be stopped as soon as possible, and that gathering a few more meatshields is a wasted effort when they will survive for only a fraction of the time in the Citadel that heavy weights like Fanny, yourself, Kik’Kik’Tee, and the other Nethians will.

A heavy rain storm rolls over the island not long after part of the expedition settles into the ruins you recently conquered. You and Namara take shelter in a sideways metal crate. Although this gets you out of the rain, you belatedly realize the crate is sitting at a relative low point, and you find yourselves sitting in an inch of water, mud, and probably some less wholesome fluids. From the crate their is little to see except three corpses floating in puddles, a miserable sentry trying to take cover under a tree, and Fanny’s interrogation subject, still lying on her back semi-conscious, oblivious to the rain.

To pass the time, Namara fills you in on the shipwreck you no longer remember. How the ship came under fire just as it entered a suitable bay for disembarking, how rocket propelled grenades ignited the engine room and fuel stores, and how Namara had to run into your cabin to wake you during all this (followed by a semi-serious complaint on your persistent ability to sleep through mortal peril). Apparently she had only just gotten you out of the cabin and on to the deck when the blast wave of another RPG hit knocked you both into the water, and you unconscious. Namara and the male PDF commando from earlier got you to shore, and you can fill in the rest yourself, haven awoken on the beach to Namara doing CPR on you.

You thank Namara for saving your life yet again, and share a brief kiss before falling into conversation on your present situation. You float the idea of trying to slip away and desert during the next round of confusion, but Namara points out you have no way off the island except trying to seize a small boat and escape in a sea known for its volatility.

On the other hand, you are concerned by how quickly Slaa-Neth had dismissed the lifespan of non-psykers entering the Citadel, though both Namara and Slaa-Neth point out that Namara is relatively safe as long as you watch out for her.
>>
>>4987945

Several more kisses follow, but by this point the puddle you are sitting in is at least two inches deep, and definitely connected to one of the puddles containing a body, which is a mood killer to say the least.

Accepting you will get drenched no matter what, you head out into the rain and seek better shelter in the packed tent where most of the other survivors of the expedition are sheltered. With Fanny off “recruiting”, and about a commandos soldiers off scouring the island for survivors, and another half dozen on sentry duty, only four commandos, three boat crew, and a single scribe from your Ministry are present, along with the first two “new recruits” Fanny located. The new recruits are voluptuous, nude women with a dog-like desire for approval and a complete inability to ignore orders or suggestions from anyone. You can’t help but wonder who they were and what they looked like before running into Fanny.

You make some small talk with the scribe, a woman named Gina who you recruited for this mission mostly because she reminded you of Kayla. Back at the office she was an ambitious, snotty brown-nosing bitch and gossip queen from a well off family who took an entry level position on the assumption she would rise through the ranks quickly. But out here she is just scared and bewildered. Fair enough given she may be the only person on the island laboring under the assumption she still works for the Imperium. You feel rather guilty now bring her and those like her, even though you were ordered to.

As time passes, commandos circulate in and out of the tent as sentries get a reprieve from the weather, and search parties return empty handed. You make some small talk with the commandos as well, including the one who helped drag you onto the beach, but find them all insufferably arrogant and unpleasant.

After a few hours, all the search parties return empty handed (and one doesn’t return at all) leaving just seventeen commandos and thirteen civilians (including you, Namara, and the Nethians, who went off to do their own scouting the moment Fanny left). There are some indications that other survivors may have taken shelter in the larger ruins, but that doesn’t bode well for their chances of long term survival. Basically the expedition has already lost almost two-thirds of its numbers.
>>
>>4987949

Fanny has recruited two dozen new recruits, but many of them are borderline mindless, and even those whose personalities were left relatively intact (because they had “potential”) seem a bit too dazed and unfocused to be much use in a combat situation.

Kik’Kik’Tee returns, and finally convinces Fanny that she should move on the Citadel. According to her (unauthorized) scouting expedition, ancient defensive curses have turned the jungle surrounding the Citadel into a dead trap of mutated animals, plants, and animated statues. Even worse, about two hundred or so members of the Iron Horde are already trying to fight their way through to the Citadel.

The surviving expedition members, and new recruits load up into half a dozen trucks and head to the Citadel via a road Kik’Kik’Tee’s scouts had uncovered.

Unfortunately as you approach the Citadel, a massive stone statue rises from directly beneath the road and flips your truck on its side. Several ape like creatures and frail humanoids wrapped in cloth bandages attack the occupants of your truck as you struggle free of the wreck. It is hard to tell in the downpour, but you seem on the verge of being overrun.

>Stay put and fight for as long as you can.

>Grab Namara and try to convince one of the trucks behind you to take you on board and flee the area.

>Grab Namara and try to convince one of the trucks ahead of you to take you on board and head right for the Citadel.
>>
>>4987951
>>Grab Namara and try to convince one of the trucks ahead of you to take you on board and head right for the Citadel.
whatever is there isn't going to stop being dangerous just because we're not physically close to it, and the best defense against warp sorcery is to attack as soon as possible and try to disrupt whatever they have planned. (yes I know this contradicts my earlier vote for building our forces, but the ring is basically right. I was more worried abut getting encircled by the Iron Horde once we got to the citadel, but it sounds like they're nor having an easy go of it, either.) And who knows, Maybe Slaa-Neth can chat with whatever eldritch horror is being released and see if it will work for our side.
>But out here she is just scared and bewildered. Fair enough given she may be the only person on the island laboring under the assumption she still works for the Imperium
Hey! We still work for the Imperium, there's just a few extra steps, now.
>>
>>4987951
>>Stay put and fight for as long as you can.
Earlier we fought soldiers with guns who could easily kill us from afar. Since our enemies seem to rely on melee this time around, maybe we can put up a fight long enough for the other heavy hitters to intervene.
Just avoid to giant fuck-off statue.
>>
>>4987951
>>Stay put and fight for as long as you can.
>>
>Stay put and fight for as long as you can.

You decide to stay and fight. At the end of the day, you are probably safest around Fanny and Kik’Kik’Tee.

Or not...

In the truck behind yours, Kik’Kik’Tee and her Nethians change into their daemonic forms, grow wings, and fly past the melee.

You wonder if they are going to snatch and grab the objectives, and realize you never even bothered to get briefed on what the main objectives are. You kind of just assumed the expedition would be able to overwhelm all opposition, and Fanny and Kik’Kik’Tee would take what they want.

The overturned truck you were riding blocks your view of what is happening to anyone else other than the spilled occupants of your truck, and the now empty truck behind yours. Already several of the commandos and “new recruits” who were riding in your truck have been effortlessly disarmed and are being carried off by the ape brutes and bandaged creatures.

You realize you don’t have time for idle thoughts, and refocus on the task at hand.

One of the strange ape creatures rushes you and swings a club at your head. Like the others of its kind, it resembles a bizarre hybrid of a local primate known as a gorilladon, a human, and a daemonette.

You push the brutish creature back with your telekinesis, but then feel a warm, creeping pleasure from your left leg. You look down, and to your horror you see a spiked vine coiled around your shin and thigh and rapidly climbing. Although sharp enough to draw blood in some places, it causes no pain, only pleasure. You incinerate it with a burst of warp fire, but see more vines bursting from the ground and entangling others.

You hear Namara scream in terror and turn to see several vines have coiled around her and are pulling her to the ground. You incinerate those vines too, but this gives two of the skeletal, pallid, rotting creatures wrapped in bandages time to grapple with you. Even with Slaa-Neth’s telekinesis aiding your strength, the creatures are freakishly strong and you are unable to shake them loose. One of them leans directly into your face and inhales deeply. You suspect if it weren’t for Slaa-Neth’s protection, it would have tried to inhale a portion of your soul (which Slaa-Neth confirms).

All around you see the remaining members of the expedition within your field of vision breaking and fleeing, and you can’t help but notice those fleeing towards the Citadel are only mildly harassed, but those fleeing away from the Citadel are being quickly brought down by grappling vines and soul hungry monsters.

In desperation, you allow Slaa-Neth to channel some energy through your body in order to fry the two bandaged creatures with an extra strong blast of warp fire, but they seem only mildly effected by it. However, they do recoil enough for you to shake them loose.
>>
>>4989232

You then allow Slaa-Neth to draw even more energy through you in order to prepare a massive blast of telekinetic energy to clear the area of enemies and give you and Namara time to maybe regroup with a more effective group of survivors, particularly Fanny, but before you get the chance, you see a rock flying at your head...

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

You wake up in a light filled audience chamber, on a soft divan.

A woman of exquisite beauty lounges on a gilded throne on an elevated platform in the center of the chamber, and all around you beautiful people lie on couches, beds, and piles of pillows, while servants hand feed them grapes, morsels of meat, and chalices of wine. No one is wearing much clothes other than excessive jewelry, and small bolts of silk and tiny gold plates held in place by thin gold chain, but you realize you don’t mind. Nor do you mind that most of the people in the room, including the woman on the throne aren’t quite human. No two are alike, but dainty horns, bony ridges, talons, claws, hooves, multiple limbs, unnaturally large eyes, pointed teeth, tapered ears, tails, writhing tentacles, and oversized, numerous, or unusual sexual organs are much in evidence.

You yourself wear little and gentle warm flows through as you bask in the sun. A familiar looking servant bring you a chalice of wine, and a silver mirror, and you sip the wine idly as you admire your reflection. Your hair is done up in elaborate braids held in place by jewel encrusted brooches, and more jewelry hangs from your ears. Combined they probably cost more than half the planet. Your skin is flawless, and face seems more perfect somehow. The wine is the best thing you have ever tasted.

The figure on the thrones rises, and speaks to you, you feel humbled one such as her would even notice you.

“Daughter of the Emissary. It is so good of you to visit my court. This senseless dispute over succession has gone on to long. Marry me, and we will rule the Empire as joint Empresses. The wealth of the Citadel will be my dowry to you, and our wedding night will be months of unbearable pleasure.” - Says the figure.

She waves one arm in slow crescent, and you notice for the first time the immense piles of gold and other wealth piled in the chamber. The pile behind you alone is twice your height and wider than four truck lengths. She makes another gesture, and her minimal attire vanishes, revealing a body so ravishing you have to suppress a moan of desire. She sashays over to you, causing your body to tremble with need...
>>
>>4989237

++It is all an illusion. Look!++ Says a familiar voice.

You find your self on top of a crumbling ruin, the rain still pouring down relentlessly.

Your divan is nothing but a pile of rotting logs and mud, your wine chalice a tarnished relic filled with mud water, the servant attending you is Namara, blank faced and milky eyed. The woman is not remotely beautiful, resembling a rotting corpse with sagging pallid flesh, and a skeletal face with empty eye sockets. You can barely make out the other figures in the rain, but sense most are like the corpse woman, aside from perhaps a few recent captives like Namara.

The illusion snaps back into place a moment later. Slaa-Neth sends her apologies and notes it is too strong to fight for long.

The woman notes your reaction.

“So you can see through my illusions. Unfortunate, but of no real issue. Join me. My powers grow everyday. Soon I will have the power to make my illusions a reality, in the meantime, it is not like you will notice the difference anyways, unless you try really, really, really hard for some reason. Not that you would want to since I can make your every fantasy a reality. Think about it. No more pain. No more tiredness. No more risking your life to further other’s agendas. No more living in fear of retaliation for your...flexible loyalties. Your all about doing what is best for you, and I can guarantee that your best option is saying here with me. I can even share you with your prized concubine there, polygamy is all the rage these days. On the other hand, reject my offer and I will take the ring by force, and trap you in a world of your nightmares for the rest of eternity.” - Promises the woman.

>Accept the woman’s offer. Who cares if it isn’t real if it seems real.

>Reject the woman’s offer. Maybe you can fight her off, or at least hold out help arrives.

>Reject the woman’s offer, call En’Dee’Nette for help. She interceded on your behalf before (and Kayla’s for that matter), maybe she will do so again, though the price may be high.
>>
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>>4989241
>>Reject the woman’s offer, call En’Dee’Nette for help. She interceded on your behalf before (and Kayla’s for that matter), maybe she will do so again, though the price may be high.
She realizes we're not actually the daughter of the emissary, right? We were just in the wrong place at the right time, and didn't want to get stabbed to death by a Necron with the Flayer virus. Maybe it would be helpful to politely point out that in fact, Kik'kik'tee is the daughter of the emissary and we're just the co-minister of the interior for a neighboring province, here in a fact finding mission. We should apologize for the confusion and politely decline.
>>
>>4989241
>Reject the woman’s offer, call En’Dee’Nette for help. She interceded on your behalf before (and Kayla’s for that matter), maybe she will do so again, though the price may be high.
I imagine accepting will only end badly, while trying to fight her off alone is gonna either get our shit wrecked, put Namara in (more) danger, or lose us the ring. Or more likely, all of the above. I definitely don't think we will somehow escape unscathed together with Namara while she is seemingly brainwashed.
Plus who the hell is gonna come help us? Kik’Kik’Tee? Fanny *might* show up, but I'm not counting on it.

En'Dee'Nette, please be gentle.
>>
>>4989241
>>Reject the woman’s offer. Maybe you can fight her off, or at least hold out help arrives.
>>
>>4989241
>>Reject the woman’s offer, call En’Dee’Nette for help. She interceded on your behalf before (and Kayla’s for that matter), maybe she will do so again, though the price may be high.
Let's call in the cavalry. We really can't stand our ground against her. We can' t even stave off her illusions for long.
>>
>>4989241
>Reject the woman’s offer. Maybe you can fight her off, or at least hold out help arrives.
>>
>Reject the woman’s offer, call En’Dee’Nette for help. She interceded on your behalf before (and Kayla’s for that matter), maybe she will do so again, though the price may be high.

You decide to try to talk to the woman, to buy yourself some time to think if nothing else.

“Well, you see, I am not actually the daughter of the Emissary, that is Kik’Kik’Tee, a, uh, colleague of mine...” - You start explaining, before the Emissary interrupts you.

“I know your are not her biological daughter, you are far to cute for that, but according to our laws, the inheritor of a powerful artifact is always considered the offspring of the previous owner, unless all members of the previous clan are wiped out. As Kik’Kik’Tee and several other family members of the Emissary still live, you are considered a member of the Emissary’s clan unless they kill you, or you kill all of them. Although the Emissary may not have considered herself bound by Nethian clan rules, she is dead, and as inheritor of her most powerful artifact, you are her legal heir. Together we will birth a dynasty that will last for millennia and reunite the Nethian Empire!” - Interrupts the woman.

“Wait...how does that...we are both women!” - You stutter, now even more concerned with your predicament.

“Don’t worry, nothing a little flesh-shaping won’t fix. And don’t worry about the pregnancies, I will ensure they are so pleasurable you won’t be able to move for days” – Replies the woman.

Being a brood beast for a deranged walking corpse isn’t remotely appealing to you.

But you can’t think of a way out of this situation, unless...

You try your best to smother the blind panic overtaking you, and you focus your thoughts as hard as you can on drawing En’Dee’Nette’s attention to your plight. You are not really sure how exactly these things work. When she intervened in your confrontation with Kik’Kik’Tee, she had appeared unprompted, yet she didn’t intervene in several life threatening events since then.

“You called my dear?” - Says a familiar voice.

You turn in the direction of the voice, and regard En’Dee’Nette with mixed feelings.

In her daemon form, she resembles a human woman from the waist up, and a long cluster of tentacles from the waist down. Though her pinkish skin, oval black eyes, multiple large breasts and clusters of shorter tentacles for hair and along her spine ensure no part of her can be mistaken for a human. And the way she floats in midair, speaks as though she is everywhere at once, and seems to glow from within, means she can’t be mistaken as a run of the mill mutant either.

“You got to get us out of here!” - You shout.

“Very well...” - Replies En’Dee’Nette.

You suddenly find yourself in a massive bedroom with floor to ceiling windows overlooking a resort.

You recognize some buildings.

You are back at the Imperial Diamond Resorts Island Chain...
>>
>>4990661

You can’t help but wonder if En’Dee’Nette can teleport around so freely, why she doesn’t take a more active role in things. Though you won’t be surprised if she has dozens of favorites to protect, and dozens more plots and schemes to shepherd across the planet, and perhaps even beyond.

You give En’Dee’Nette a brief overview of the likely failed expedition to the Nethian ruin known as the Citadel, which she shrugs off, stating neither she, nor Kayla, nor the Sexy Librarian, nor anyone else who had supported the mission had any way of knowing a creature of such power would be active in the Citadel. She recommends you take a vacation for a few days to de-stress, though she does request you interrogate Slaa-Neth for any details on the Citadel others may have missed.

She finds your fears of becoming a breeding partner for the woman in the Citadel to be amusing, stating that being a mother is one of the highest possible honors for a mortal.

She even recommends that you use the flesh shaping power of Slaa-Neth to ensure that you and or Namara becomes pregnant with the other’s child.

Noting your dumbstruck faces, she explains cheerily that childbirth and child rearing are essential for understanding the creed of the Daughters of Peace, and that it will “likely happen one way or another” as you become further initiated in the ranks of the Daughters. Apparently even Kayla is with child, and En’Dee’Nette makes you promise to apologize at some point for trying to murder her, noting that although her methods are not ideal, she has accomplished much with minimal resources.

As you mull over all these new revelations, En’Dee’Nette abruptly decides she is needed elsewhere, and says you can stay at her mansion as long as you wish. (Particularly the bed, she adds with a wink).

She promptly vanishes.

You and Namara are left standing in the massive bedroom.

It is an odd layout, with a huge bed in the middle, and erotic statues and artwork lining the walls, along with many couches and pillows. At the head and foot of the bed are cabinets filled with “toys”, though you don’t even want to guess what some of them are used for. Several doors led to the room, and several small balconies look down upon it.

Needless to say, the bed seems rather too exposed, but it looks incredibly comfortable and seems to call out to you.

It is only at this point you realize that yourself and Namara are still soaking wet, and dripping water, mud, and perhaps some blood on the expensive hardwood floor. Your blood stained rags cover little skin, clearly showing cuts and bruises from your capture by the inhabitants of the Citadel, and Namara seems even worse for wear.

You locate the shower in one of the side rooms, get cleaned up, then get Slaa-Neth to heal your injuries. You look through the closets for suitable clothes, but find nothing you would be caught outdoors wearing, so eventually settle on a soft fuzzy housecoat.
>>
>>4990668

For once, neither yourself or Namara are in an amorous mood, En’Dee’Nette’s comment on pregnancies “happening one way or another” have put a dampener on things, not to mention the need to process all the horrors that occurred during the failed expedition.

Further exploration of the mansion reveals it is empty (though well furnished) except a few Security Thugs clad in black leather armor, who ignore you as much as possible. You suspect this house is only used for "certain rites" of the Daughters of Peace, as well as the official residence of “Nicole D. Antoinette”, the rarely used public guise of En’Dee’Nette.

Despite the seeming emptiness of the rest of the mansion, the pantry, wine racks, and refrigeration units are well stocked with every dish, spice, and drink imaginable. You grab some wine and non-perishables and have an impromptu supper with Namara as you consider your options.

>Stay at the mansion for a few days. No one will bother you here, and something about the place seems to ease all your stresses and concerns.

>Head back to your manor house. It is a somewhat more familiar setting, but all sorts of nuisances and responsibilities will likely find you there.

>Sneak back to your old hotel room. Sure most of the best furniture was transferred to your manor house, and someone will track you down there pretty quickly, but it is the closest thing you have had to a home for the past few months.

>Screw all this, time to leave this planet before things get too weird. Living in poverty is preferable to wondering when you or Namara will spontaneously grow male genitals.

>Get in contact with the Dark Eldar. Maybe they can offer you a deal if you give them Slaa-Neth or whatever it is they want now.
>>
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>>4990671
>spontaneously grow male genitals
OI!
A Tentacle Vagina isn't male genitals, it's basically a regular vagina with tentacles to ensure the proper "exchange" of Ovid Omnigametes!
Think of it like French-kissing, but for vaginas to allow for lesbian pregnancy!
>>
>>4990671
>>Get in contact with the Dark Eldar. Maybe they can offer you a deal if you give them Slaa-Neth or whatever it is they want now.
>>
>>4990671
>Head back to your manor house. It is a somewhat more familiar setting, but all sorts of nuisances and responsibilities will likely find you there.
>>
>>4990671
>>Head back to your manor house. It is a somewhat more familiar setting, but all sorts of nuisances and responsibilities will likely find you there.
Wow, that ended better then I expected.
But to be fair at this point I always expect the worse.
>>
>>4990671
>>Head back to your manor house. It is a somewhat more familiar setting, but all sorts of nuisances and responsibilities will likely find you there.
We should probably try to rescue the rest of the party and stop whatever rituals the Iron Horde have in mind before their little uprising gets attention from off-planet. Maybe we can distract their Iron Warrior advisors by loading Minecraft on all their cogitators.
>>
>>4990671
>>Screw all this, time to leave this planet before things get too weird. Living in poverty is preferable to wondering when you or Namara will spontaneously grow male genitals.

For real.
>>
>>4990671
>>4990734
>Screw all this, time to leave this planet before things get too weird. Living in poverty is preferable to wondering when you or Namara will spontaneously grow male genitals.

Switching to this
>>
>>4990671
>Screw all this, time to leave this planet before things get too weird. Living in poverty is preferable to wondering when you or Namara will spontaneously grow vaginal tentacles.
Fuck that shit.
>>
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>>4991303
Oi, what's wrong with vaginal tentacles?!
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>>4991409
vaginal tentacles!
>>
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>>4991428
>vaginal tentacles!
Yes, what about them?
>>
>>4990671
>>Screw all this, time to leave this planet before things get too weird. Living in poverty is preferable to wondering when you or Namara will spontaneously grow male genitals.
>>
>>4991409
>>4991428
>>4991435
Could be worse, cat penises are covered in keratin spines. And now you know why that horrific yowling is a part of cat sex.
Something tells me that Rhea isn't going to have an easy time getting off planet, though. Also, getting off planet isn't going to get her away from certain warp entities who are already hardly inconvenienced by such trivialities as "time" and "space"
>>
>>4991456
>Also, getting off planet isn't going to get her away from certain warp entities who are already hardly inconvenienced by such trivialities as "time" and "space"
Yeah, as the inspiration for one such entity, I'd at least give Rhea and Namara each a "Farewell Blessing" of tentacle vaginas AND a need to breed that make a Genestealer blush.
Passive Aggressive yeah, but I've pulled your asses out of the fire two or three times now, and if I have to force the issue you WILL spread the ways of the Daughters of Peace.
>>
>>4991710
Well the choices did say that the price would be high...
>>
>>4990671
>>Head back to your manor house. It is a somewhat more familiar setting, but all sorts of nuisances and responsibilities will likely find you there.
>>
>>4991710

Hmm, push us too far or hurt Namara we WILL f you up. But otherwise out of here
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>>4992003
>Hmm, push us too far or hurt Namara we WILL f you up.
You serious?
You just had En'Dee'Nette Deus ex Machina you out of a bind, the only reason your (mostly) un-mind raped right now is because of the good graces of said Daemonic Patron!
I can understand not wanting to go full Magical Realm, but the fact is Rhea AND Namara would be dead a dozen times over now if they hadn't gone along with becoming Slaaneshi pawns.
>>
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>>4992028
>>4992003
Of course all questions of gratitude aside, Rhea's main problem isn't even the Slaanesh corruption, it's that she keeps being sent into warzones with nothing more than a pointy stick and vague threats that things will be even worse for her if she stays behind. The fact that she has no idea what she's doing seems to help so far, because half the time she's not treated at a combatant by her enemies, but that's still only about half the time. The other half of the time she's usually getting some sort of severe head injury and losing all her clothes. I reckon we don't even have Try'sta's beacon anymore, it's probably back on the tramp freighter.
So all that said, maybe he best bet is apologizing to Kayla sooner rather than later.
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>>4992419
>Rhea's main problem isn't even the Slaanesh corruption
Well it's not Rhea's problem as much as the thread still playing chicken with Chaos...

>So all that said, maybe he best bet is apologizing to Kayla sooner rather than later.
But yeah, hopefully Kayla's MILFification and presumably Namara-like relation with Trish have mellowed her out enough to realize Rhea isn't an enemy here.
Should help that the one Nethian Warp Entity we did make contact with would seem to be an easy ally for the Daughters of Peace to make, if in need of a little work.
>>
>Screw all this, time to leave this planet before things get too weird. Living in poverty is preferable to wondering when you or Namara will spontaneously grow male genitals.

You talk with Namara for a while over supper, and together decide to bail before things get too weird.

Namara still lacks much of the edge and certainty she had prior to you getting her mixed into this mess (just one more reason you want to get out of here), but you manage to win her over without too much trouble.

You don’t really have much of a plan, other than head back to your manor house, get some real clothes, some cash and jewelry to try to barter your way off world, and depart the island as inconspicuously as possible (which may be difficult since you are a minor celebrity after showing up naked on a news update, so a hat and sunglasses are a must as well).

However, just as you reach the front door to leave the mansion, En’Dee’Nette, in her Nicole D. Antoinette guise, opens it, and enters the mansion with a few flunkies in tow.

“Going somewhere my dears?” - Asks En’Dee’Nette.

“We were, uh, just going back to the manor house, most of our stuff is there...” - You reply, trying to keep calm, but not really succeeding.

“You were just going to walk four kilometers in bathrobes and slippers, an odd look for two provincial ministers. I like it. You weren’t planning on trying to escape were you? - Asks En’Dee’Nette, catching you off guard with the quick follow up question just as you thought you were off the hook.

“Uhmm, no...why would we try to do that?” - You stammer, unconvincingly. You have standing instructions to Slaa-Neth to block telepathic snooping in to your mind, which no one seems to mind given your dealing with various questionable parties with telepathic ability, but you don’t doubt that En’Dee’Nette is picking up something from your body language.

“Oh, good to hear. I am a bit of a jealous type. If I couldn’t have you as advisors, I would have had to have recruited you as fuckbeasts instead. You know, vagina tentacles, insatiable need to breed, more tits, the whole package. Can’t let bodies like yours go to waste” – Replies En’Dee’Nette cheerfully.

You and Namara blanch at that. You have yet to encounter any “fuckbeasts” during your time spent with the Daughters, but that definitely seems like the kind of threat En’Dee’Nette can carry out, and you are not sure whether you would be able to get Slaa-Neth to reverse any changes that En’Dee’Nette makes if she messes too much with your mind.

“Well since you are here anyways, you should really stick around for the costume ball that Madame Tweezette has organized tonight at the mansion for some our friends, associates, and allies from other provinces and off-world. Beybey and Maymay here will get you dressed up for it.” - Adds En’Dee’Nette, seemingly obviously to your discomfort.
>>
>>4993085

You are too intimidated by En’Dee’Nette’s implied threat to try to weasel your way out of this one, and you and Namara allow yourselves to be meekly led back into the mansion by “Beybey and Maymay”, who Slaa-Neth informs you are yet more of En’Dee’Nette’s daemonettes in disguise.

You end up in a small dressing room with Beybey, who quickly makes it clear she has zero concerns for your preferences.

First comes shaving and waxing, which hurts enough you eventually just get Slaa-Neth to absorb unwanted hairs back into your body.

Then makeup, some highly elaborate hair braiding, some expensive gold jewelry, and some long fake nails.

Clothing starts out with a pink lace thong, tight pink corset, fake feline ears attached to a hairband, pink choker, and pink ultra high heel stilettos.

And ended there as well.

“Almost done..” - Announces Beybey.

“Wait, what do you mean almost done...What about...” - You begin, before Beybey lifts you out of your chair, hooks a bushy tail to the back of your thong, and pushes you out the door into the hallway.

“There, you are a vulpe-cat, now go mingle with the early guests.” – Says Beybey as you struggle to regain your balance in the high heels, before shutting the door behind you.

Namara is also out in the hall, wearing a silver vulpe-cat half-mask, low cut backless dress of diaphanous green silk, held very loosely in place by thin silver chains.

She looks ravishingly beautiful.

You also deeply envy her half mask, sandals, and lack of a corset.

“Vulpe-cat?” - You ask, to break the ice more than anything.

“Yes, you?” - Namara replies.

“Also a vulpe-cat.” - You reply.

“Yes. I see that. Now. I guess.” - Says Namara, briefly taking off her mask so that you can see her wincing sympathetically.

You stand in the hallway for a while, hoping to avoid having to mingle, but evidently this particular hallway leads to several key rooms in the mansion, as a steady stream of individuals you have met or heard of stop by to engage in innuendo laced small talk.

Some, like Bannick, Mr. Gimp, Trys’ta, Wyrm, Levicus Bromph, Gallantine, the Sexy Librarian, and En’Dee’Nette’s pet Inquisitor Gracia Saillune wear their normal attire, which admittedly in some cases are so striking few costumes could compete with them anyways.

Others are dressed in various revealing costumes, including “Nicole D. Antoinette” (Imperial Guard Commissar), Kayla and Trish (Nethian inspired jewellery and silks), Madame Tweezette (Naval Captain), Kik’Kik’Tee (in her human guise, dressed in what appears to be some Nethian interpretation of a Sun Goddess in yellows, oranges, and golds) and Maymay and Beybey (Repentia).

Some, particularly the rich off-worlders Tweezette invited, are accompanied by slaves who wear little to nothing. The serving staff don’t wear much either, and you are mistaken for one or the other more than once.
>>
>>4993092

Needless to say, you would feel less exposed walking naked into the shower block of a men’s prison.

Eventually you accidentally stumble on a safe mingle strategy when you ask the Sexy Librarian an open ended question and spark an hour long monologue.

Just as you start thinking you might be able to make it through the night without anything...excessive...happening, Trys’ta butts into your conversation and pulls you aside.

“So, have you thought of my offer lately, I have been to a few of these parties, things will get rather extreme in about an hour. I am leaving now, but I got a few riders on standby, if you need some assistance, just head outside and wave your arms around.” - Whispers Trys’ta, before departing.

You glance around nervously.

You were so focused on pretending to listen to the Sexy Librarian, you hadn’t really noticed how rowdy things have been getting.

More than a few guests have clearly lost all inhibition due to alcohol and drugs, while others probably had no inhibitions to begin with. Even worse, others seem completely sober, and very much predatory.

Pairs and small groups disappear into side rooms, or simply “liaise” out in the open.

A lot of people are also slowly gravitating towards the cushion filled master bedroom...

>Try your best to blend in without taking part in anything. Voyeurism seems to fairly common, and hopefully that is enough to keep En’Dee’Nette and her associates happy.

>Try sneaking off when no one is looking. This could end very, very, very badly, but it is not like you have any choice at this point.

>Sneak out, and get the Dark Eldar to come get you. This could also end very, very, very badly, but perhaps Slaa-Neth, or what ever else it is that the Dark Eldar want from you will give you leverage.

>Start drinking and taking everything. If things are going to go badly no matter what, no point in being conscious for it.
>>
>>4993095
I'm actually not sure how I lean right now, but it looks like we're squarely in the middle of the Great Custody Dispute That Damned The Galaxy.
Rhea seems like the type who would try to go for option A, but inadvertently end up with option D and get absolutely blitzed.
We could try option C, and at least find out what Trys'ta wants. Despite all the talk of the Great Enemy, the Deldar seem to be willing to work with the Slaaneshis when it's convenient, and there's always the possibly that we can double-cross them since even if the Daemonettes are mad at us, chances are they'll still want to indulge in their very mostt favorite meal of Eldar Souls long enough for us to try something new. Also, I mean, Rhea is supposed to be Liasing with "Trista the Botanist" so we'd still be operating under our executive mandate as Co-Ministers of the Interior, using the party to discuss business should be okay. I also get the impression that Rhea can get away with more when she lies to herself (convincingly) about how whatever she's doing is really part of her job, and it's only when she knows she's acting against the Slaaneshis that she lights up whatever psychic beacon is telling them its time to yank her leash.
>>
>>4993095
>Sneak out, and get the Dark Eldar to come get you. This could also end very, very, very badly, but perhaps Slaa-Neth, or what ever else it is that the Dark Eldar want from you will give you leverage.
>>
>>4993095
>>Sneak out, and get the Dark Eldar to come get you. This could also end very, very, very badly, but perhaps Slaa-Neth, or what ever else it is that the Dark Eldar want from you will give you leverage.
The situation is degrading rapidly, let us start entertaining offers from competitors and brushing up our resume.
To recap, our goal is to escape this madness keeping Namara, the ring, and as much of our sanity as possible.
I'll admit I mostly stayed for the ring, anyway. If we get off-planet with it, I will call this entire ordeal a win.
Also, I get the feeling Namara's (and maybe Rhea's)current outfit will be in the bags when they flee. It's nice to see Rhea lose some inhibitions.
>>
>>4993095
>>Try your best to blend in without taking part in anything. Voyeurism seems to fairly common, and hopefully that is enough to keep En’Dee’Nette and her associates happy.

Sneaking off alone is elaborate suicide, and I refuse to believe dealing with the Dark Eldar will go well. I imagine they will want the ring minimum, and have plenty of other absurd demands. And we can forget about leverage, they came to us at our most desperate time and they know it, if they want something in exchange, we have no way to bargain.

And what happens if it goes well? We get to hide is some backwater because the Inquisition would shoot us on sight?

Way I see it, we are corrupted and lost any place we might have had in another faction the day we kissed the ring and swore fealty. At this point its an exercise in trying to gracefully glide into the abyss instead of painfully crashing to the bottom. Pissing off En'Dee'Nette by trying to leave is a surefire way of doing the latter.
>>
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>>4993085
>I would have had to have recruited you as fuckbeasts instead.
A bit too aggressive, yes "Honored Mothers" might just be adding vaginal tentacles, an insatiable need to breed, and a massive number of tits, but they still retain some sense of self!
If I wanted to turn them into mindless beasts, the Daughters of Peace have their own version of Chaos Spawn, Pleasure Flesh.
Those ARE nothing more than suckling orifices, groping tentacles, and numerous leaking breasts, but they pretty much are a mind-destroying organism orgy make flesh and used to distil the souls they absorb down into pure liquid Bliss.
Honestly the fact that Rhea and Namara have enough self control to NOT just devolve into such lovely messes is part of what makes them valuable.

>>4993092
>En’Dee’Nette’s pet Inquisitor Gracia Saillune
"O-HOHOHOHO~!!"

>>4993184
>To recap, our goal is to escape this madness keeping Namara, the ring, and as much of our sanity as possible.
>I'll admit I mostly stayed for the ring, anyway. If we get off-planet with it, I will call this entire ordeal a win.
But Destroying the Ring is the entire reason the Dark Eldar first contacted Rhea!

>>4993848
>Sneaking off alone is elaborate suicide, and I refuse to believe dealing with the Dark Eldar will go well. I imagine they will want the ring minimum, and have plenty of other absurd demands. And we can forget about leverage, they came to us at our most desperate time and they know it, if they want something in exchange, we have no way to bargain.
>And what happens if it goes well? We get to hide is some backwater because the Inquisition would shoot us on sight?
Agreed, the best Rhea can hope for off world is misery, and even that's a long shot with Sour Space Elves involved...

>>4993848
>At this point its an exercise in trying to gracefully glide into the abyss instead of painfully crashing to the bottom. Pissing off En'Dee'Nette by trying to leave is a surefire way of doing the latter.
Indeed, plus making a controlled decent into (Enlightened) Hedonism is what makes Rhea Daughters of Peace material!
Plus does she even have eyes on Namara at this point?
Even if she can get her out of here, it's either trying to get off world on their own or the Dark Eldar, and there's nothing stopping the Sour Elves from doing whatever they'd want with Namara...
>>
>>4994196
I love Dark Eldar but I am also aware that even if a Dark Eldar was the nicest person in the entire galaxy (it's entirely possible, 40k has a pretty low bar for being nice) she's still an obligate predator. And every moment that she's in realspace is like the worst hangover you could possibly imagine, unless she's torturing something hard enough that it offsets her soul thirst. Daemons only torture things for fun, Dark Eldar need to do it to survive (and they think it's fun).
I'm still holding off on voting, because I'm not going to set a 2-2 vote 20 minutes before a possible update. Plus I'm trying not to be too prescient and vote based on what I would do, I'm trying to vote based on what our heroine knows about the world. I doubt she even knows there's eldar who aren't dark.
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>>4993095
>>Sneak out, and get the Dark Eldar to come get you. This could also end very, very, very badly, but perhaps Slaa-Neth, or what ever else it is that the Dark Eldar want from you will give you leverage.
>>
>>4993095
>Sneak out, and get the Dark Eldar to come get you. This could also end very, very, very badly, but perhaps Slaa-Neth, or what ever else it is that the Dark Eldar want from you will give you leverage.
Is it going to be pleasant? No
Is it necessary? Yes
>>
>>4995479

Supporting. However Namara is basically deadweight fucktoy for us as mush as we’d be for NDL. Ready to move on unless she get her head out of the clouds. Ugh.
>>
>>4995713
It's our fault she's like this, though. We kind of owe it to her to at least try. Plus she is good to have around for when Rhea gets violently concussed, as she is wont to do.
>>
>Sneak out, and get the Dark Eldar to come get you. This could also end very, very, very badly, but perhaps Slaa-Neth, or what ever else it is that the Dark Eldar want from you will give you leverage.

You decide that enough is enough, and that you no longer have any choice but to take a chance with the Dark Eldar.

You grab Namara, head outside, walk to an area that is fairly far from the nearest Security Thug, and wave your arms around while laughing drunkenly, in order to avoid raising further suspicion.

You don’t even see the Dark Eldar coming, one minute you are on the ground, the next you are in the air.

A short time later, you are dropped off on the roof of a nearby hotel. You never really see what picked you up, but figure it is probably more of those flying blade riders you encountered in the past.

Trys’ta is there with a few cronies. A hover vehicle that looks a bit like a sailboat is parked nearby.

“Well well, I didn’t think you would be desperate enough to accept my offer yet. But I guess for a dullard like yourself, even a bit of aberrant behavior is enough to make you uncomfortable.” - Says Trys’ta.

You don’t respond, unsure what to say.

“Hmm, well I suppose I will cut to the chase. My Masters still want your ring neutralized. A certain farsighted, sanctimonious associate of mine as convinced them that if the wrong players get their hands on it, it will set of a chain of events that will transform this world into a daemon world, and flood nearby sections of the webway with warp energy. Give us the ring, and we will overlook the fact that you broke the original terms of our agreement, and still give you the promised reward. We will even transfer your spirits to uncorrupted clones of your current forms since you have tainted your current bodies more than you realize. Don’t give us the ring, and well, honestly we will just take it from you anyways, and you can explain to your daemonic master how you lost it.” - Says Trys’ta.

You think it over for a bit.

On one hand, giving the ring to the Dark Eldar seems like your only (very faint) hope at a fresh start, free from the corrupting influence of the Slaa-Neth, En’Dee’Nette, and others like her. After all, even Slaa-Neth has admitted to you on several occasions that though she can reverse physical mutations, continued exposure to warp magic will slowly twist your soul.

You are also not sure whether you could fight off the Dark Eldar even if you tried. Like always, Trys’ta has a bubble of protection from the warp around her, perhaps some technology similar to the Necron null cylinder, which would not be surprising given their clear interest in salvaging Necron technology. No doubt the others are similarly protected.
>>
>>4995896

On the other hand, giving up the ring means losing your only real leverage in negotiating with the Dark Eldar, and you have seen first hand how they normally treat their human captives. Not to mention losing access to Slaa-Neth’s powers, which have saved your butt on more than a few occasions over the past week, will be a major blow, no matter what the long term consequences of its use are. Perhaps you could try summoning En’Dee’Nette to even the odds. At the end of the day, being a sex toy/breeder may end up being better than the potentially very long and painful fate the Dark Eldar may dish out to you. Or perhaps another opportunity to escape will present itself.

Namara seems rather uncertain, and Slaa-Neth is surprisingly quiet given it is her fate being discussed. It looks like this decision will end up being up to you, and you feel despair at having to pick between two potentially terrible fates, not to mention deep regret for not trying to sneak off world when you had the chance.

>Give Slaa-Neth/the ring to Trys’ta, hope for the best.

>Summon En’Dee’Nette to try and fight off the Dark Eldar, hope for the best.

>Try to fight off the Dark Eldar by yourself, hope for the best.
>>
>>4995913
>>Give Slaa-Neth/the ring to Trys’ta, hope for the best.
>>
>>4995896
>A certain farsighted, sanctimonious associate of mine
Is she working with the Craftworlders? I'd almost say it was a Harlequin, but they usually are not sanctimonious.
>>4995913
>>Try to fight off the Dark Eldar by yourself, hope for the best.
Let's steal a hoverboard. It can't be that hard to fly, right? En'Dee might be mad at us for ducking out, but I am sure she could be reconciled with everybody's favorite brand of Daemonette Chow (eldar souls)
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>>4995989
>En'Dee might be mad at us for ducking out, but I am sure she could be reconciled with everybody's favorite brand of Daemonette Chow (eldar souls)
Eh, not much of a fan of Dark Eldar like I implied earlier; It's the selfish dickishness of the Aeldari Empire that made Slaanesh the insensitive hedonist that zir is, and the Dark Eldar continuation of that dickishness makes their hollowed out souls terribly sour...
I am intrigued about this seer she's working for though, as the Daughters do NOT want to turn Archipelagia into Daemon World unlike Hydra IX; A highly traded Confectionary World is too great an asset to risk pulling into the Warp.

Still, I question why you'd want to fight alone in that case...
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>>4996072
Because I want to steal a skyboard and En'Dee probably won't let me.
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>>4995913
>>Give Slaa-Neth/the ring to Trys’ta, hope for the best.

True to title, hapless, but but we still have agency. Truth be told there’s been little opportunity to gain leverage on our tormentors.
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>>4996099
the hellions bailed once they dropped you on the roof, they are probably off racing somewhere, and will only come back if they are needed.
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>>4995913
>Give Slaa-Neth/the ring to Trys’ta, hope for the best.
>>
>>4995913
>>Give Slaa-Neth/the ring to Trys’ta, hope for the best.
>>
>>4996072
>>4996405
Ok then. I am kind of interested in seeing how this turns out, but I am confident that Slaa-Neth can take care of herself. Maybe she has enough of a foothold in Rhea that if the Dark Eldar are true to their word and put Rhea in a new Body, Slaa-Neth will just take over the old one and use it for herself. It would be pretty funny if it meant that the reason nobody noticed Rhea left was that there was a Not!Rhea wandering around in her old meat, and nobody else cared about Namara enough to notice she had left at all.
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>Give Slaa-Neth/the ring to Trys’ta, hope for the best.

Feeling a slim chance at salvation is better than a slow slide into corruption, you accept Trys’ta’s offer.

++I always suspected you were weak...++ Says Slaa-Neth, the first thing she has said to you for a while, and hopefully the last thing she will ever say to you.

You take off the ring and hand it to Trys’ta, who unceremoniously shoves it into one of the cups of her armored top.

“All aboard the fun train” – Says Trys’ta, and her cronies herd you and Namara onto their anti-grav vehicle.

It is a narrow, boat-like vehicle covered in blades, with a gun on the front, a control station in the back, and a sail like device in the middle. There is barely enough room for everyone to stand, and there are no railings except near the front and back of the vehicle, though you are unfortunately in the middle.

The vehicle accelerates rapidly though the air, and you depart the island within seconds, and fly over open ocean for what seems like less than a minute. You have little sense of where you are going as the sun has almost set, and everything is dark except the last bit of sun disappearing under the horizon, and the reflection of it on the ocean waves.

You barely have time to notice you are approaching a rocky landmass with steep cliffs before you zip right into a large crevasse, and somehow enter another reality.

Here, everything is cold blue and shimmering. It is a bit like travelling through a massive, round tunnel made of ice, but the walls are fluid and aetheric, like they are made of pure energy.

After numerous twists and turns, you arrive at what you assume is your destination.

Suspended in a huge void is an irregular shaped structure covered in countless blades and sharp edges. It reminds you of both a space station, and several pieces of sharp volcanic rock stuck together.

“Welcome to the Frozen Heart” – Says Trys’ta.

The closer you get, the larger you realize the “Frozen Heart” actually is. As the vehicle you are riding in finally stops at a small wharf jutting from the structure, you estimate the Frozen Heart is tens of kilometers tall from top to bottom, and not much smaller in terms of width.

You disembark and enter the Frozen Heart. You soon find yourself in surroundings more hellish than you even though possible. All around you are freakish fusions of flesh and technology, things writhing in bubbling vats, and screaming figures being slowly flayed or pulled apart by hooks on chains.

And then you glimpse the creature hovering over the blood stained surfaces you are being led towards and suddenly feel very faint...

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

You wake up on the cold floor of a large, circular chamber.

Naked.

Your muscles ache, your abdomen feels bloated and gurgly, your vision swims in and out of focus, your skull pounds, and you feel dizzy and weak.

Namara is passed out nearby.
>>
>>4998337

You see Trys’ta sitting on a large bed at the center of the chamber, wearing loose fitting clothing of a glittering black material. She appears to be painting her nails.

You look around. The floors and walls are made of a black crystal like substance. There doesn’t really seem to be a ceiling, the chamber just seems to continue upwards forever. Blue light filters in from a few slit like windows, and glowing crystals impaled to the walls with black spikes. There is a scattering of couches, tables, chairs, and cabinets around the room, along with several ebony statues of nude humans, eldar, and unidentifiable xenos writhing in agony.

You have a bad feeling about the statues, and almost ask Slaa-Neth about them before you realize you no longer have the ring.

Slightly mitigating the intimidation factor of the room is the fact that Trys’ta is clearly something of a slob. Discarded clothes and miscellaneous items form piles on the ground, or are draped from the statues or the backs of chairs. Several failed botany experiments cover several of the tables, while other tables are covered in odd items of seemingly little value like bland rocks, tattered bits of cloth, and damaged dishes and cups.

“Hmm, you are finally awake, how exciting.” - Says Trys’ta, leaping up from the bed.

“Ugh, what happened...” - You start to say.

“The procedure was a success, for the first time ever perhaps. We transferred 86% of your soul to this new clone body, the rest was irredeemably corrupt and was discarded. The lead homunculus was kind enough to add some new features to your body like significantly improved healing factor, improved night vision, improved strength, and improved sensitivity, all useful for your new role here. Don’t worry, you should adapt to your new body in the next week or two.” - Says Trys’ta cheerfully.

You don’t really understand what she is talking about, but it sounds bad, particularly the part where you just lost 14% of your soul, and are now apparently staying with the Dark Eldar for the time being.

Trys’ta notices your concern, but misinterprets the source.

“Don’t worry about your former masters. We copied as much of your soul as we could, stuck the corrupted parts back in, and shoved the whole mess into your old body to give to En’Dee’Nette as a consolation prize. She isn’t happy about it, but she never liked us to begin with, yet still does business with us occasionally when she has no other choice, so it pays to give her the odd gift every once and a while. We also embedded some Necron technology into you which should give you a reasonable amount of immunity from the warp in case En’Dee’Nette tries unusually hard to take you back, but don’t worry, you will be safe here in the webway.” - Adds Trys’ta.
>>
>>4998341

You still don’t really get everything she is talking about, but it seems you are safe from the Slaaneshi for now, at the price of having to live with deranged sadists.

“Wasn’t I supposed to be rewarded for giving you the ring?” - You protest meekly.

“Well, you know, the cost of the surgery was higher than expected, and Wyen’dala gave all the stuff she promised you to the homunculus to fund it. And when that wasn’t enough, she sold ownership to you to the highest bidder, which was me. Don’t worry though, I am really kind to my mon-keigh pets. My last pair lived to 86 in your years, but never looked a day over 20 due to our rejuv technology. They eventually died of old age though, or lost the will to live, I can’t remember now...” - Explains Trys’ta.

This news is too much for you, and you start crying about the hopelessness of the situation.

“Now now, don’t cry. This will be fun! Look. I grabbed those feline ears you were wearing when we took you in” – Say Trys’ta.

That isn’t remotely helpful...

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

Three months later...

You suppose things could have been worse.

Trys’ta can only be described as “whimsical insane”.

Despite openly admitting to the fact she feeds off of pain and suffering, she treats you and Namara like props or pets, and never deliberately harms you and Namara.

However, there are plenty of downsides to being Trys’ta’s slaves. You spend most of your time in Trys’ta’s private chamber, where privacy is absolutely zero when she is around. She has sexual partners over frequently, both males and females of her kind, and makes zero effort to spare your sensibilities. She also frequently babysits Wyen’dala’s mean-spirited feline, a massive, fluffy, ill-tempered brute prone to clawing and biting ankles and calves when you least expect it, or pouncing on you and pining you to the ground while kneading your flesh or licking your skin raw with its sandpaper like tongue. You are also at the mercy of Trys'ta's eccentric fashion sense, and sometimes have to accompany her to the slave pens, homunculus lairs, or even worse places.

Freed of the chaos taint’s affect on her mind, Namara partially rediscovers her pious side, and doesn’t talk to you for two weeks, blaming you for her corruption (though fortunately still not remembering the time you actively messed with her mind).
>>
>>4998345

On the plus side, you have no real duties other than to commiserate with Trys'ta anytime she decides to bitch about something (though you don’t understand the details, most of it seems petty), as well as sometimes sit at her feet when she goes to her audience chamber to give instructions to her underlings, or chew out some of the Kabal’s more minor underworld contacts like pirates, slavers, cults, and minor xenos races. And Namara eventually forgives you (more or less) and you resume your relationship, though sometimes you guiltily miss the weak, addled Namara when faced with the more assertive, stubborn Namara.

One day, Trys’ta arrives in her chambers, and announces she has a “mission” for you and Namara, which ends up being bringing a box of sweets to an “old colleague” of hers, who sometimes spends time in the city of Groxbridge, on the world of Damnatum Lutum.

As per her usual haphazard manner of doing things, Trys’ta gives you minimal instructions, just a box with an address on it, some almost suitable clothing, and a ride through the webway to a small black platform with several man sized arches on it.

Upon passing though one of the arches, you find yourself in an empty warehouse, on a whole new world.

Not sure what else to do, you head towards the only obvious door out of the warehouse.

Suddenly, Namara grabs your shoulder and points at the only window, not far from the door.

Your blood turns cold as you briefly recognize the face peering in the window before the woman ducks out of view.

It is yours.

For the first time in weeks, you wonder just what happened to your original body once the Dark Eldar gave it to En’Dee’Nette.

>Retreat back into the webway, explain the situation to Trys’ta.

>Head towards the address indicated on the box. You don’t want to antagonize Trys’ta, and besides, you are curious as to who the box is for.

>Go to ground in the city. Hopefully neither Trys’ta or En’Dee’Nette have ways of tracking your location, all evidence to the contrary.
>>
>>4998349
>Head towards the address indicated on the box. You don’t want to antagonize Trys’ta, and besides, you are curious as to who the box is for.

It's time for plot. At least we were picked up by Trys'ta rather than any other Dark Eldar seeing as she actually showed guilt in the earlier threads.
>>
>>4998349
>the face peering in the window before the woman ducks out of view.
>It is yours.
Awww, Rhea and Namara are checking up on how the rest of their souls have been fairing under the heel of the Sour Elves!
Hopefully they won't rub in how great everything has been going for them TOO much...
>>
>>4998349
>>Head towards the address indicated on the box. You don’t want to antagonize Trys’ta, and besides, you are curious as to who the box is for.
>>
>>4998349
>>Head towards the address indicated on the box. You don’t want to antagonize Trys’ta, and besides, you are curious as to who the box is for.
>>
>>4998349
>>Head towards the address indicated on the box. You don’t want to antagonize Trys’ta, and besides, you are curious as to who the box is for.
Might as well do what we're told, not the least bit because we are currently homeless without Trys'ta and for all we know the Frozen Heart is still better than whatever we're going to find on Damnatum Lutum. Something tells me Slaa-Neth is a lot closer than Rhea expects.
I'm interested in discovering what 15% Rhea has to say to 85% Rhea.
>>
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>>4998341
>along with several ebony statues of nude humans, eldar, and unidentifiable xenos writhing in agony.
These aren't statues, Trys'ta has a Hex Rifle lying around somewhere.
>>
>>4999211
Oh joy, I totally forgot about Hexrifles.... eugh
>>
>Head towards the address indicated on the box. You don’t want to antagonize Trys’ta, and besides, you are curious as to who the box is for.

“What should we do?” - Asks Namara.

“We will stick to Trys’ta’s instructions.” - You reply.

You have little desire to get on Trys’ta’s bad side, and besides, the thought of exploring a whole new world excites you.

This is only the fourth world you have ever been on.

Your home world, the wretched Munitorum supply world of XV-88, was little more than a giant munitions and supplies warehouse built into the side of a large asteroid. Conditions were cramped, resources all had to be imported from off world, and everything was recycled, whether it be the air, water, clothing, human waste, or human bodies (which were five of the eight main ingredients to the corpse starch you ate for every meal).

Like many from XV-88, you jumped at an off-world posting the first chance you got.

Your first posting was the frontier world of Timbuktu. The site of heavy fighting with Chaos and Tau insurgents, it was one of the earliest Imperial victories to come out of the Crusade. You remember leaving the lander for the first time and being blown away by crisp clean air, endless space, and open sky. Although you knew some senior bureaucrats and Guardsmen did not appreciate being posted in a ruined, largely abandoned city surrounded by endless cold plains, to you it seemed like paradise.

Your second posting was of course Archipelagia, which in the end, didn’t really turn out that well, but at the time seemed like an upgrade. Much warmer and humid than Timbuktu, you would have considered the temperatures almost ideal if it weren’t for the fact that you were forced to wear the heavy Munitorum robes on duty. The working conditions seemed better at first, but then you got a taste of how the richer citizens lived, and suddenly working in a damp, poorly lit warehouse all day, and sleeping in a small bunkhouse with thirty other menials and clerks didn’t seem so great. But you would likely go back to it if you could. Damn that conscription order. Or perhaps not. Frightening as it was, working for the “Inquisition”, and later En’Dee’Nette’s puppet government gave you a taste of real quality living, and going back to poverty isn’t really that appealing.

This world reminds you of both Timbuktu and Archipelagia. As Namara (who has been to this world before) guides you through the streets, you note the architectural style of the tall townhouses that dominate this neighborhood looks a bit like that of Timbuktu, though the obvious wealth reminds you more of the better parts of Archipelagia. The constant heavy rain is definitely similar to a storm on Archipelagia, though the temperature is unfortunately somewhat colder. Yourself and Namara are quickly drenched to the bone in the light summer dresses and thin jackets provided by Trys’ta.
>>
>>4999485

Namara speculates this is probably monsoon season, during which sometimes rain will fall in this region for months straight.

On the plus side, your doppelganger is nowhere to be seen.

According to Namara, this neighborhood is an upper class residential area known as Brannet, that was relatively undamaged during the war due to the garrison of “Craftworld Eldar” that protected it. Following the war, a xenophile Rogue Trader named Stannim Lherzon purchased much of the neighborhood for use by senior employees in his local trade office, retiring ship officers, and any “Craftworld Eldar” who care to maintain holdings in the city.

The streets are almost empty, and many of the houses are boarded up. It seems Stannim is letting many of them remain vacant. Perhaps the Eldar prefer it that way, you doubt they are popular with the local residents, no matter what role they played in the defense of the city.

You eventually find the indicated address, several townhouses which appear to have been converted into one compact mansion. Fortunately some lights are on inside, it seems to be one of the few inhabited buildings on the street.

You knock on the door, and to your surprise, an elegant red haired female Eldar in practical green and brown clothes opens the door.

She seems a bit tipsy, and you can smell some alcohol on her breath.

“What do you want?” - The Eldar asks, rather rudely.

Once upon a time you would have been hopelessly intimidated by being in the presence of such a creature, but after spending so much time in the Frozen Heart, you are only moderately intimidated.

“Package for Kerala, from Trys’ta” – Says Namara, thrusting the package forward.

The Eldar shouts something in the singsong language of the Eldar to someone else in the mansion. Her voice is softer and warmer than any of the Eldar from the Frozen Heart Kabal.

“Very well Tolria, bring in our guests” – Replies a more cultured female Eldar voice, no doubt speaking Low Gothic for your benefit.

You notice Namara’s eyes widen a bit, apparently she recognizes the name.

You are brought into a sitting room, where a second female Eldar sits, also red haired, but wearing regal robes. You realize you recognize her. Trys’ta has a foot tall green jade statuette of her near her bed (nude).

Namara hands her the box, and the second Eldar, presumably Kerala, reads the inscription, before opening it. Inside are many chocolate coated lumps.

“Chocolate coated Naban Truffles.” - Says Kerala.

She takes one to nibble on, before holding out the box for everyone else to take one.

You hesitate, having largely sworn off chocolate ever since seeking followers of who you now know is Nurgle contaminating chocolate at one of Wonka’s factories back in Wonka Land.
>>
>>4999486

“Don’t worry, there is more than one source of chocolate in the galaxy.” - Says Kerala, seemingly reading your thoughts, which should be impossible given the warp dampening technology that was implanted into you.

You reluctantly take one, it is delicious.

Kerala and Tolria make ideal small talk with you and Namara for the next few minutes. You can’t help but notice how pleasant these Eldar are compared to those of the Kabal.

Growing up you were taught that all xenos were the same, but you had first heard of the difference between the more principled Craftworld Eldar and the cruel Dark Eldar from Namara during her stories of her time on Damnatum Lutum. You were later informed briefly on this difference by the Sexy Librarian and more recently by the Dark Eldar themselves.

Just as you are starting to get relaxed, Kerala asks you a seemingly innocent question about how Trys’ta is treating you.

By this point you are firmly convinced Trys’ta has some sort of romantic interest in (or at lust for) Kerala, and your answer may shade Kerala’s impression of Trys’ta.

>Lie that Trys’ta is awesome, head back to the webway gate before any more awkward questions occur.

>Give a fairly accurate but nuanced answer, Kerala no doubt knows exactly what Trys’ta gets up to anyways.

>Exaggerate how bad Trys’ta is, try to get some sort of asylum with the Craftworlders, or perhaps their human allies like Stannim.
>>
>>4999488
>Give a fairly accurate but nuanced answer, Kerala no doubt knows exactly what Trys’ta gets up to anyways.

Kerala knows about where Rhea comes from to the degree that she connected the dots between Rhea's hesitancy to grab the chocolate with the Wonka incident. Somehow I doubt Rhea is going to be able to lie past her.
>>
>>4999488
>Give a fairly accurate but nuanced answer, Kerala no doubt knows exactly what Trys’ta gets up to anyways.
No need to start lying.
>>
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>>4999488
>>Give a fairly accurate but nuanced answer, Kerala no doubt knows exactly what Trys’ta gets up to anyways.
She doesn't seem to do anything particularly bad as far as Dark Eldar go. It's not like we can complain about the lack of privacy given our previous life as a Munitorum drone and the grinx really isn't her fault anyway.
The biggest risk is Trys'ta pissing off Wyendala again and us taking the fall with her.
>>
>>4999488
>>Exaggerate how bad Trys’ta is, try to get some sort of asylum with the Craftworlders, or perhaps their human allies like Stannim.
>>
>>4999488
>>Give a fairly accurate but nuanced answer, Kerala no doubt knows exactly what Trys’ta gets up to anyways
>>
>>4999488
>>Give a fairly accurate but nuanced answer, Kerala no doubt knows exactly what Trys’ta gets up to anyways.
>>
>Give a fairly accurate but nuanced answer, Kerala no doubt knows exactly what Trys’ta gets up to anyways.

You give an accurate summary of how Trys’ta has been really treating you.

Neither Kerala nor Tolria seem particularly surprised that Trys'ta is treating you relatively well, while still maintaining many sadistic traits towards others.

Kerala speculates that Trys’ta has a thing for underdogs and hedonists, while Tolria comments that Trys’ta is more of a Corsair than a Kabalite, though warns you that Trys’ta is still very sadistic and unpredictable.

After a bit more small talk, they thank you for the truffles, and tell you to get back to Trys’ta before she gets worried.

You end up back in the heavy rain, trudging through the dark as you try to retrace your steps.

“What was all that about?” - You ask.

“Tolria was the leader of the Craftworld Eldar who fought in the war alongside the soldiers of the Imperium. Kerala was her second in command, and some sort of seer. Maybe the one who warned the Frozen Heart about Slaa-Neth.” - Replies Namara.

You are surprised by her insight, having been so caught up in the love interest angle that you forgot about Kerala’s unusually specific knowledge of your past. Perhaps the meeting wasn’t about the truffles, but about showing the Craftworld Eldar that the Kabalite upheld their end of some sort of bargain. Or perhaps something else entirely, most of the instructions on the box were written in some code.

Deep in thought, you don’t notice the strange scene ahead of you until Namara grabs your shoulder.

Several individuals in bulky animal costumes are dragging a struggling woman into a narrow alley.

“Furries. Sexual degenerate university students who fought alongside the Chaos insurgents back in the war. Thought they were outlawed long ago.” – Whispers Namara.

“We should help her...” - You say.

Namara nods in agreement.

Although you are both unarmed, the Dark Eldar made certain improvements to your bodies like enhanced strength, speed, and night vision. It should be enough to catch some drunken rowdies off guard.

You and Namara slip into the narrow alleyway after the group, and into a small parking area, where the group is waiting expectantly, including the woman they were just harassing.

You have only a moment to realize you have been set up before everything goes dark.

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

You wake up in a room, strapped to a table, with a pounding headache, and wearing less than before, though not completely naked, yet...

There are about a dozen furries in the room, wearing only bits of their costumes, and often not much else, though they all wear their masks.

The real danger though is your corrupt clone. She stands at the front of the group wearing nothing but a light house robe which she promptly discards when she realizes you are awake.
>>
>>5001800

You notice she doesn’t look quite identical to you, fuller lips and breasts, wider hips, and a facial expression and posture that seems to all but scream her wanton lust to the world.

You sure hope others didn’t perceive you like this back when you were wearing Slaa-Nesh.

Your evil clone turns and bows to her accomplices.

“As promised, I will now demonstrate to you the Six Principles of True Pleasure” – Says your clone.

As she walks closer to you, you briefly catch a glimpse of something slide down between her legs before disappearing. You sure hope it isn’t what you think it is...

The clone leans in and whispers into your ear.

“En’Dee’Nette says hi. She was most disappointed when you left before she got the chance to show you the real benefits of being a Daughter. Don’t worry, even with that dead stone implanted in you, I can still make this fun with old fashion pheromone laden musk and raw talent. Besides, I always wanted to fuck myself.” - Whispers you clone.

Just before you were really going to start to panic, the window explodes inwards into thousands of shards of glass.

Trys’ta cartwheels into the room and throws large blade into your clone’s back while simultaneously shooting three furries in the groin with her splinter pistol.

A second later, she is next to you with the bloody blade back in her hand, slicing through your bindings in one expert sweep.

“Deal with these scum, I will go rescue Namara.” - States Trys’ta, before weaving her way out of the room before the remaining furries have time to react, taking out four more in the process.

You get off the table just as your first opponent, an overweight woman wearing a feline mask, leather harness, and thigh high boots takes a swing at you with giant rubber dildo. Although a dubious weapon, you decide you don’t want it touching you.

With your enhanced speed, you easily duck the blow, and with your enhanced strength, you slam your fist into the woman’s gut, likely rupturing a kidney. You follow up with an upper cut that flattens the wire frame mask and likely the face beneath.

Briefly marveling at the unusual situations you always seem to find yourself in, you turn on your second opponent, who still wears his full animal suit (some vulpine like creature) and carries a shock prod. You decide he was likely the one who knocked you out, and who knows how many others, so you are feeling rather vindictive. You block his swing, disarm him, and zap him in the groin with his own weapon for as long as you can before your next opponent gets in position.

This one is a large man with an ursid mask and an oversized furry codpiece. You sidestep his lunging grab and zap him hard in the flank.

The last two panic and run.
>>
>>5001809

The scrawny woman in a lagomorphic mask and stained undergarments runs to a shelf, picks up a small revolver, and aims it at you. You jam the button on the shock prod in place and whip it at her face with enough force that it punches through her mask’s mouth and lodges in her real mouth. As the woman spasms helplessly, the gun fires, and by pure coincidence hits the final man, a fat nudist in a canine mask, in the back of the head just as he reaches the door.

After a brief moment to calm your nerves, and reflect that you aren’t that bad in a fight after all, you cross the room, grab the revolver, and head out to the hallway to go help rescue Namara.

As you do so, your evil clone suddenly lurches upright, stumbles over to a small table, and activates what you belatedly recognize as a teleportation beacon.

Although you probably could have shot her, you hesitate, unwilling to kill a copy of yourself and secretly relieved she got away.

You continue out into the hall, only to find that Trys’ta had already cleared the building and rescued Namara from the room where she was tied up and guarded by more furries. There was no sign that Namara’s evil clone was even present.

With a bit of investigation, you and Namara piece together that you are in the Leyline district of Groxbridge, in a sorority house near the University of Groxbridge. You personally have little knowledge of universitariats, but according to Namara, this one, in addition to teaching useful courses like municipal engineering, agricultural sciences, and business, also teaches a range of unchallenging programs of little pragmatic use so that the lesser sons and daughters of the elites have something semi-respectable to do with their time, though, as is often the case, some take advantage of their family’s influence to put themselves above the law.

With that mystery solved, you find yourselves standing about in a house full of degenerate youth writhing in agony, wondering whether it is too late to leave before authorities arrive. Trys’ta is busy soaking in the pain, psychic vampire that she is.

Eventually Trys’ta comes over, looking as happy as a canine with a bone.

“I got a bit worried about how long you were taking. I put in a call to Kerala and she said you had left, but also that she had detected some warp magic in the vicinity of this building. Usually us Eldar try to avoid walking into a building tainted by the presence of She Who Thirsts, but all that Necron tech we have been scoring lately provides all sorts of protection” – Explains Trysta.

“What should we do with them?” - You ask her, indicating a groaning man curled in a ball.
>>
>>5001816

“Don’t worry, they will be fine. They will be incapacitated with agony and ravishing pleasure for the next couple hours while the fungal spores my ammo is laced with hijacks their nervous system. It will then infest their reproductive organs and use them to produce more spores while using alternating pain and pleasure responses to get the hosts to release spores into others. Eventually though the spores spread to too much of the host’s body and reduce them to drooling vegetables oozing spores from swollen organs. Which at the end of the day, really isn’t that different than what would have happened to them anyways given their misplaced allegiances.” - Explains Trys’ta cheerfully.

You aren’t sure how any of that corresponds to “they will be fine”, and shudder a bit at the unwelcome reminder of just how deranged your companion/master is.

Namara looks like she will throw up.

Mostly to change topics, you explain to Trys’ta and Namara that your evil clone was seemingly sent by En’Dee’Nette, and escaped via teleport.

This seems to excite Trys’ta even more, who proceeds to explain how this is legitimate grounds for a retaliatory strike.

Apparently given that the Daughters of Peace and the Frozen Heart Kabal have a number of profitable business arrangements, fighting between the two is discouraged, but according to the (rather flexible) rules that govern the Kabal, harassing the slaves of a senior Kaballite is grounds for a limited retaliatory action.

Trys’ta speculates that the Daughters have some higher level agents on this world, and that smashing in some heads may dissuade the Daughters from messing with you again.

>Agree that a retaliatory strike is a good idea. Keeping Trys’ta happy seems pretty essential to your continued well being, and besides, your successful skirmish, without Slaa-Neth’s powers to aid you, has boasted your confidence.

>Disagree with a retaliatory strike. Antagonizing the Daughters doesn’t seem like a good idea, and you still have mixed feelings about the possibility of encountering the evil clones of yourself and/or Namara.
>>
>>5001824
>>Disagree with a retaliatory strike. Antagonizing the Daughters doesn’t seem like a good idea, and you still have mixed feelings about the possibility of encountering the evil clones of yourself and/or Namara.
The problem, as I see it, is that it could be really hard to hit the daughters hard enough to dissuade them, while not escalating it further or damaging the relations between the Frozen Heart and the Daughters. The problem is, Trys'ta is still working for Wyen'dala, and if Trys'ta loses favor with Wyen'dala, things could get really sticky for Rhea really quickly, both in a literal and a metaphorical sense. Maybe we could take home some of the students as a souvenir instead? I doubt anyone would miss them. Also, we could go halfway and find out what kind of retaliation Trys'ta has in mind. Also, we still do owe En'Dee for her gracious hospitality, corruption or no. Maybe we could send 14% Rhea a "Get well soon" card with a $5 Wonka gift card in it as an act of conciliation.
>>
>>5001868
....actually, on second thought, maybe we should just send 14% Rhea a really sappy Dear John letter about how we'll always cherish them as a part of our soul and how we wish them the best of luck and blah, blah, blah, but it is time to move on and live our lives apart from one another.
Also it doesn't really count as an attack since it's just Rhea versus Rhea.
>>
>>5001824
>>Disagree with a retaliatory strike. Antagonizing the Daughters doesn’t seem like a good idea, and you still have mixed feelings about the possibility of encountering the evil clones of yourself and/or Namara.
>>
>>5001824
>Agree that a retaliatory strike is a good idea. Keeping Trys’ta happy seems pretty essential to your continued well being, and besides, your successful skirmish, without Slaa-Neth’s powers to aid you, has boasted your confidence.

Time to destroy furries
>>
>>5001824
>>Agree that a retaliatory strike is a good idea. Keeping Trys’ta happy seems pretty essential to your continued well being, and besides, your successful skirmish, without Slaa-Neth’s powers to aid you, has boasted your confidence.

Assure T we are her faithful servants. Then ask T if she’s ok with starting a war w NDL
>>
>>5002379
>>5002624
I am changing my vote, let's make them Yiff in Hell.
I still support sending 14% Rhea a Dear John Letter, though.
>>
>Agree that a retaliatory strike is a good idea. Keeping Trys’ta happy seems pretty essential to your continued well being, and besides, your successful skirmish, without Slaa-Neth’s powers to aid you, has boasted your confidence.

You bow deeply and state that you are honored to be the cause of a retaliatory strike and are as always, Trys’ta’s faithful slaves and servants in all things.

Keeping on Trys’ta’s good side is a high priority for maintaining your fairly cushy job as a do nothing servant and eye candy, opposed to say, cleaning out waste from the slave pens, or being a test subject for exotic new tortures.

Besides, you don’t care much for these furries, if anyone deserves to receive the foul attention of the Dark Eldar it is probably them.

You are a bit worried about pissing off En’Dee’Nette though, and even more so about running into the clones of yourself or Namara.

Trys’ta sends Surfer Boy back to the Brannet Webway Gate to summon more of Trys’ta’s lackeys.

As you wait for reinforcements to arrive, Trys’ta brutally interrogates several of the students and determines that an estate near Alabaster is home to the parent cell of this particular group.

The group that arrives consists of Trys’ta’s three closest associates, the same you encountered with her when you first met.

Trav’vis is a tall bald male who wears fairly standard armor, but rarely any head gear. His preferred weapons are a large knife and an electroprod, but for this mission has also brought a net throwing device known as a shredder.

The other two are female twins that Trys’ta refers to as Dumb and Dumber.

Dumb wears standard armor, but like Trav’vis leaves her head bare. Her hair is an unusual mess of ponytails and braids. She usually uses a splinter rifle, but due to the indoor nature of the mission, carries just a splinter pistol today.

Dumber wears peculiar body armor that covers her arms, upper torso, and legs below mid-thigh, but leaves most of the rest of her exposed. Several tattooed arrows on her stomach and thighs point to her groin (barely covered by a tiny g-string). She wears her hair in a long bob cut with bangs that often cover her eyes. Like her twin she carries a splinter pistol, as well as a peculiar hooked sickle.

Providing further support to the group are a pair of hellions referred to by Trys’ta as Surfer Boy and Surfer Girl, the very same pair that first chased you back at the resort. Although not under Trys’ta’s direct command, they do seem to be occasional associates of hers.

Trys’ta also gives you and Namara splinter pistols, apparently yours causes severe short term and long term neural damage and violent spasms, similar to being electrocuted, but often isn’t lethal.
>>
>>5003873

You take a moment to admire the weapon. Trys’ta has taught you the basics of its operation. Each touch on the trigger causes a poison infused crystal to shatter and be hurled at the target at supersonic speeds. The ammo crystal in yours is designed for lightly armored targets, but you know some varieties can puncture carapace armor and are poisonous enough to take down a grox in seconds.

The group throws on some rain gear as a disguise, exits the building as the local enforcers finally arrive, and steal a parked ground car in order to get to the mansion near Alabaster without attracting too much attention.

Alabaster is a small gated community just two kilometers outside Groxbridge, but the wealthiest inhabitants live in estates further east, in the shadow of Great Boundary Fault, an unnaturally steep line of mountains that towers over Alabaster, reaching over two kilometers high in some places.

You find the mansion without too much difficulty. It is an impressive structure of pale limestone with many columns, arches, domed roofs, and towers. The perimeter fence also encloses a large lawn, wood lot, a small lake, several gardens, a small parking lot, and several outbuildings including a garage, greenhouse, and bathhouse. The are a large number of fancy ground cars and limos parked out front, apparently a party is being held.

Trys’ta suggests everyone splits up to take down as many targets as possible by stealth before party goers have a chance to arm up or flee to their vehicles.

>Stay close to Namara, those orders probably don’t apply to you, and safety in numbers.

>Go to the greenhouse, there is hopefully no one there.

>Find a back entrance to the mansion, you want to be near the main crowd when the serious fighting starts, it is vengeance time.


(FYI, Groxbridge/Damnatum Lutum was developed as part of a year long group worldbuilding/story telling project on /tg/, you can find more info here: https://1d4chan.org/wiki/Battle_of_Damnatum_Lutum)
>>
>>5003878
>>Stay close to Namara, those orders probably don’t apply to you, and safety in numbers.
Namara and Rhea have the combined lethality of a Kabalite's pinky toenail, so sticking together is probably a good plan. We might also want to keep an eye on Namara since she probably has more of a grudge against the cultists than we do.
>>
>>5003878
>>Stay close to Namara, those orders probably don’t apply to you, and safety in numbers.
>>
>>5003878
>>Find a back entrance to the mansion, you want to be near the main crowd when the serious fighting starts, it is vengeance time.
>>
>Stay close to Namara, those orders probably don’t apply to you, and safety in numbers.

You decide to stay close to Namara in order to keep an eye on her, and also since despite your recent successes against the furries, you aren’t particularly confident in your fighting ability.

The Dark Eldar split up and disappear into the shadows, heading for the main house and outbuildings.

You and Namara decide to go check out the greenhouse first, hopefully no one is in there.

It takes a while to reach the greenhouse. Even with the enhanced night vision eyesight the Dark Eldar gave you, the heavy rainfall and the contrast between lit and unlit areas creates many blind spots where guards or sensors could be lurking. There are also a few guards wandering around, a mix of furries and private security looking types, whom you take great lengths to avoid, worried that you won’t be able to take them down quietly and as a result disrupt Trys’ta’s strategy.

You and Namara eventually enter the greenhouse, which as you secretly hoped is empty.

You and Namara hide behind some shrubs to discuss next steps.

As you do so, an armed furry enters the greenhouse with you. At first you are worried he saw something and is now investigating, but instead it becomes clear he just wants somewhere private to urinate.

After some deliberation, you shoot him several times with your splinter pistol, not wanting to be seen as a shirker.

You wait a minute or so to see if anyone else will come, but then decide the coast is clear and that you should head to the bathhouse next.

Just as you are preparing to leave, Trys’ta appears out of no where, nearly giving you a heart attack.

“Oh good, you got one...” - She says, indicating the twitching furry. You can’t tell if she is being patronizing, condescending, humorous, or is genuinely proud you took someone down quietly.

“We took out all the stragglers, going to go hit the main party now.” - Continues Trys’ta before sprinting off to the main building. She moves far faster than a human, just one more unwelcome reminder of the inhuman nature of your new companions.

By the time you make your way back to the mansion, fighting is clearly underway. You can hear shouts, screams, and gunfire, but they are on the other end of the house from where you entered.

As you and Namara travel through the maze of rooms and corridors heading towards the noise, you pass a number of writhing and twitching individuals. Some are alone, while others are in small groups. All were taken down skilfully and painfully. They are a diverse group. Some are furries, while others wear extravagant costumes that remind you of the party at En’Dee’Nette’s party that Trys’ta rescued you from. You feel guilty as you realize some of these people were likely here against their will, not unlike yourself.

You eventually find Trys’ta and the other Dark Eldar.
>>
>>5006199

The fighting is clearly over. Trys’ta has rounded up several important looking figures and is performing an interrogation that makes you queasy. On a table nearby is a pile of interesting looking artifacts and coins.

Trys’ta turns her attention from her captives to you.

“This is a local Slaaneshi cult with ties back to En’Dee’Nette’s group back on Archipelagia. They don’t seem to have any real plans other than spicing up their boring lives with some degeneracy and risk taking. They don’t know anything about your clone being here. She probably recruited one of their minor cells without their knowledge. No time to grab some slaves, someone may have called the local authorities, which was probably a bad call on their part. If the Imperials don’t take care of them, those higher up the food chain in their cult probably will.” - Explains Trys’ta.

“What is really interesting though are these artifacts. Old Aeldari, apparently purchased from one of the Rogue Traders with ties to the Slaaneshi cults on Damnatum Lutum and Archipelagia. I have an old friend who is interested in stuff like this. So... how do you feel about becoming a pirate?” - Trys’ta continues.

You don’t really have an answer to that.

Trys’ta leads the group back to the road, where you steal a limo and head towards the town of Liamhelm.

During the 30 minute drive, Trys’ta explains further.

Apparently once upon a time, she was a crew member on a pirate ship belonging to a group known as Adabba’s Chosen, who Trys’ta insists are Eldar Pirates, but as far as you can tell belong to the diverse Eldar cultural group more commonly known as Eldar Corsairs, who seem to operate in a grey area between Craftworlders and Dark Eldar, at least that was what the Sexy Librarian told you back on Archipelagia.

Trys'ta and the "pirates" had a minor falling out, but Trys’ta believes she can get back into their good graces by finding a bunch of Aeldari relics and treasure for them.

The rest of the Dark Eldar group seems excited about this and chat animatedly about what their “pirate names” should be. Naturally the conversation occurs in their xenos language, but you are informed afterwards they settled on “Swashbuckling Scarlet” for Trys’ta, “Bo’sun” for Trav’vis, “Urchin” for Dumb, and “Thirsty Wench” for Dumber. You and Namara apparently scored “Fleabag” and “Patches” respectively.

Liamhelm is a small, crumbling town sitting in the shadow of the mountains. Apparently in decline even before war happened, a major fight occurred here, ruining much of what was left. But you can’t help but notice the strange architecture of some of the remaining buildings. Some predate the Imperium, and a few are said to be Aeldari.

You ditch the limo, and travel on foot to reach another of what is apparently one of many hidden webway entrances on the planet.
>>
>>5006201

After a short time in the webway, you find yourself on a large floating island of ivory stone and pale sand. A massive fortress sits in the middle, and the rest is covered by wild jungle, though there are hints it may have once been covered with well maintained gardens instead. Connected to it by an extremely long and narrow walkway (which naturally lacks guardrails) is a spaceship.

Several hundred meters long, with a tapered snout, and fin-like sails attached to the back, it is far smaller than most Imperial ships, but still massive up close.

Despite several months spent in the company of the Dark Eldar, you can’t help but be impressed by the nature of Eldar technology. There seems to be nothing they weren’t capable of once upon a time.

It turns out only three Corsairs are present onboard the entire vessel (although small, had it been an Imperial ship there would be at least dozens of crew and servitors). Apparently these three pulled the short straws and got stuck guarding this location, which is one of several used by Adabba’s Chosen when they aren’t raiding and exploring.

It doesn’t take long for Trys’ta to convince them to join you on this treasure hunt (it seems she was in a past relationship with at least one of them). Between the fighting prowess of the Dark Eldar and the Corsairs, and your knowledge of the political situation on Archipelagia, it is felt that the group has a fair chance of working out where the treasure is located. Already Trys’ta has narrowed things down to a single island chain on Archipelagia where an old Aeldari city was said to have once been located. Thrilled with the potential of an adventure, the de facto leader of the Corsairs, a female Eldar named “The Harlot”, for seemingly obvious reasons, finds some old paper and starts writing up a “Fellowship Agreement” outlining responsibilities, shares, social ground rules, etc.

Needless to say you aren’t thrilled about heading back to a planet where so many bad things have happened to you, particularly when En’Dee’Nette may still be seeking to settle a score.

Sensing your reluctance, and likely caught up in the spirit of the moment, Trys’ta promises to sweeten the deal by offering you a share of the treasure, a promotion from slave to honored servant, and an old mansion in Liamhelm that Trys’ta owns under a false identity.

>Sign onto the Fellowship, if it keeps Trys’ta happy then you are all for it.

>Try to haggle for more freedom and/or wealth. Everyone seems like they are in a good mood, so you never know.

>Try to downplay your usefulness to the group and get Trys’ta to send you back to her quarters on the Frozen Heart. Going back to Archipelagia is just far too dangerous.
>>
>>5006202
>>Sign onto the Fellowship, if it keeps Trys’ta happy then you are all for it.
Let's keep Trys'ta happy. Maybe we should express concern about the clones and whatnot, but stop short of actually showing hesitation?
So which one of us is fleabag, and which of us is patches?
>>
>>5006202
Sign on.

Frankly whenever poor Rhea and Namara attempt freedom, they just become someone else's tool, employee, slave, or chew toy. At this juncture at least they're decently cared for, all things considered.

Another part of me wants to haggle for freedom, try to work our way into the graces of the Eldar, and eventually back to at least regular Humanity.

Emperor I feel so bad for these poor women after every passing thread, I just want them to be happy.
>>
>>5006202
>Sign onto the Fellowship, if it keeps Trys’ta happy then you are all for it.

I really want to haggle for more, but stuff can change at the drop of a hat.
>>
>>5006202
>>Try to haggle for more freedom and/or wealth. Everyone seems like they are in a good mood, so you never know.
>>
>>5006232
Rhea got Fleabag, Namara got Patches
>>
>>5006258
>>5006274
It do be like that. Thankfully, we are somehow better off than we were when we started. I also wished for a happy end at the end of last thread, but Chaos was too much for Rhea. Can't blame her. Hopefully things turn out ok, but they rarely do in a way we planned for. Let's enjoy the ride.
>Sign onto the Fellowship, if it keeps Trys’ta happy then you are all for it.
It'll as I said most likely blow up in our faces, but so will every other option.
>>
>>5006202
>>Sign onto the Fellowship, if it keeps Trys’ta happy then you are all for it.
>>
>>5006707
I reckon Rhea's "happy ending" if all of this goes well (I'm sure it won't) is chilling in a mansion doing favors for Trys'ta sometimes and hoping that nobody ever finds out anything about her past. Especially the part about having a chaos Doppelganger and a body full of Necron and Deldar technology. Or participating, however reluctantly, in a coup d'etat against the Imperium. Or personally knowing several daemonic entities.
>>5006452
I don't know what you have planned but given the two Doppelgangers running around, something out of A Comedy Of Errors would be pretty fitting for this part of the story. Maybe Rhea steps into town in Archipelagia and gets slapped across the face, "you never called me! Am i nothing to you? Is that all this is to you? Nothing?"
Whatever you have planned is going to be great but A Comedy Of Errors posting could be a lot of fun if you need a break.
>>
>Sign onto the Fellowship, if it keeps Trys’ta happy then you are all for it.

You decide keeping on Trys’ta’s good side trumps (almost) all other considerations and sign the Fellowship document.

Not long afterwards, you find yourself feasting hard with your new co-conspirators.

The corsairs/pirates are an eccentric group who go by the names of “The Harlot”, “Pelvic Thrust”, and “Snorlax”.

The Harlot is an attention seeking extrovert in lace lingerie, knee high boots, and a large wide brim hat with several massive feathers. She loses her top before the first drink is even poured so she can throw it at Trav’vis/the Bo’sun’s face. It soon turns out she has had relations with all four of the Dark Eldar at one point or another. Needless to say, she and Trys’ta/The Scarlet Swashbuckler get along fabulously.

Pelvic Thrust wears a skintight body suit that covers his entire body except his eyes, along with sandals, combat webbing of some sort, and an extravagantly large codpiece which apparently conceals several weapons. You never hear Pelvic Thrust talk, he seems to communicate via hand gestures and body poses.

Snorlax isn’t even an Eldar, he is some sort of large, rotund, vaguely ursine xenos breed you have never encountered before. He wears an open shirt, trousers, and bandana. He speaks broken low gothic in a booming voice, and apparently some of the Eldar tongue as well, though you doubt he does very well given how slowly he speaks compared to the Eldar.

The corsairs remind you a lot of the ideal rich of Archipelagia. Clearly able to access the necessities of life with little to no effort, they instead engage in increasingly outrageous behavior to keep themselves entertained over the span of their unnaturally long lives. You doubt they even need to steal to afford their standard of life, no doubt just by trading the abandoned wealth and technology left lying around abandoned webway outposts like this one would afford them an extremely high standard of living.

You find yourself in a feast hall full of baroque furniture, bizarre artifacts, and obscene amounts of hoarded wealth.

Snorlax and Pelvic Thruster haul in many caskets of alcohol and stasis crates of exotic foods, while Harlot places several trays of dried leaves and powder on the table, no doubt narcotics of some sort.

Harlot and Trys’ta tap the first casket and start filling large mugs from it, which are handed out among the group. As they do so, everyone (except you and Namara) break into a well rehearsed song:

“Do what you want cause a pirate is free, you are a pirate! Yarr har fiddle dee dee.......”

And on it went. You can’t help but notice the song is in low gothic, which you doubt is for your benefit. You are starting to get the distinct impression that “Adabba’s Chosen” has adopted many mannerisms of human space pirates simply for their own enjoyment.
>>
>>5007208

Pelvic Thrust notices you aren’t drinking from your mug and mimes a drinking motion before downing his own mug in one go. You aren’t entirely sure how he accomplishes this given his mouth is covered in fabric.

Worried about potentially insulting your hosts, you take a deep swig from your mug.

The drink tastes like fruity syrup mixed with hard liquor. You feel you body get warmer and your inhibitions melting away almost instantly, but also a feeling of boundless energy, confidence, and some weird hallucinogenic effects.

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

You wake up on the floor of the feast hall.

Alone.

Your head is throbbing, and the world starts spinning the second you try to move.

As you slowly look around, you notice you are now wearing a different outfit.

A bandana, open vest, ragged shorts, and one shin high boot have replaced the light dress and rain coat you were wearing the night before.

Your foot is only partway in the boot, and the other boot is up on the table.

You have a vague memory of trying to put on your new “pirates clothes” in front of everyone else, perhaps you lost your balance and passed out.

“There you are, could have sworn you made it to at least the second room we visited before passing out.” - Says Trys’ta.

She enters the room with Snorlax, and issues a short command to him in the Eldar tongue.

Snorlax reaches down, grabs you by the ankles, and starts dragging you along like a child’s blanket.

“We are heading out soon. He doesn’t want your vomit on him.” - Is Trys’ta’s short explanation to your predicament.

Luckily the floors of the fortress are relatively smooth, and you don’t feel particularly damaged by the time you finally arrive at your destination.

In a room opening out onto the webway is an anti-grav vehicle that resembles “Raiders” used by the Dark Eldar, but wider, longer, and no blades, chains, or grisly trophy poles.

The others are there as well, including Namara, who seems in better shape than you, but not by much.

True to her new nickname, she now wears baggy pants, and a ragged frock coat, both of which have several patches, though you suspect both have never been worn before and are essentially a costume that was deliberately dirtied up a bit and damaged.

The Dark Eldar have also dressed up.

Trys’ta/Scarlet Swashbuckler has added an expensive looking red frock coat, black tricorn hat, and tight red corset over her usual attire. Trav’vis/Bo’sun and Dumb/Urchin wear nothing but baggy silk pants, and Dumber/Thirsty Wench wears a high cut leotard and bandana combo.
>>
>>5007209

The anti-grav vessel is loaded with booze, stasis crates, and other “necessities”, but they aren’t this like a complete joke, each “pirate” carries several small blades and pistols on their person, while a rack on the middle of the ship contains an impressive array of rifles, melee weapons, and heavy weapons. The vessel itself has several pintle mounted cannons.

As the vessel navigates its way through the webway, then out onto the oceans of Archipelagia, Trys’ta regales you with stories of your drunken escapades the night before. You dearly hope she is exaggerating, but suspect she is not.

You arrive at your destination mercifully quick, a jungle island with wide beaches, and spend a long time afterwards taking care of certain biological functions in some shrubs.

By the time you get back to the main group, you can almost walk in a straight line, but still get dizzy anytime you move your head too quickly, and still have a pounding headache.

In your absence, somehow Trys’ta and the Harlot have determined that someone, possibly human smugglers, have buried many crates of old Aelderi tech and other loot on the very beach you are standing.

Unfortunately for all their fancy technology, no one bothered bringing any sort of digging device, nor can the corsairs think of anything suitable stored back at the fortress, so instead the lower ranking crew (including yourself and Namara obviously) take turns using three old, splintery shovels found in an abandoned shack to dig up the crates from the indicated locations.

Snorlax is by far the most productive member of the group, digging three times as many holes as the others combined.
Pelvic Thrust shares a shovel with Dumb and Dumber, but does most of the work. He somehow attaches the shovel to his codpiece and digs several holes just with hip motions alone. Dumb is seemingly impressed by this and they disappear together into the shack. Dumber is left with the shovel, but pawns it off to Namara in disgust to go skinny dipping in the ocean. Naturally no one stops her.

Now that both you and Namara have a shovel each, your morning and afternoon go from bad to hellish. Trav’vis is in charge of using a small handheld sensor to locate buried goods, so he directs you from location to location. Still rather fearful of the Eldar, particularly Trav’vis who always struck you as the cruellest of Trys’ta’s band, you and Namara labor without complaint (you have never figured out whether Trav’vis actually understands low gothic beyond a few phrases and the pirate song) and end the day with splinters, sunburn, severe dehydration, and shins that itch from sand tick bites. You stripped down to just your shorts, and Namara stripped down to nothing. After many nudity related humiliations, you barely notice such things anymore, particularly around the Eldar, who seem to have very different standards of modesty.
>>
>>5007210

Trys’ta and the Harlot have set up a table in the shade with many drink options and snack foods (the only productive thing they did all day aside from “planning”).

Wanting nothing more to dull the pain and fatigue, you fill a small cup with the rum like substance Trys’ta and the Harlot have been drinking all day, and despite Namara’s warnings, take a deep sip.

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

You wake up on the beach.

Alone.

Naked.

It is already mid-day and the sun pounds down on the beach relentlessly.

Your skin itches and burns from a mix of sunburn and sand ticks. For some reason you choose to fall asleep on a pile of rotting seaweed, prime sand tick nesting grounds, and groan as you realize you will probably be picking ticks out of your scalp, armpits, and groin for days. Given sand ticks are also known as sand fleas, you now live up to your nickname at least.

You look around, but don’t recognize the section of beach.

However, your heart skips a beat, and your guts grow cold as you do see something you recognize all to well.

Iron Horde, Thorakara, Intelligence Branch. You had not seen their kind since your ill-fated mission to the Nethian ruin on behalf of En’Dee’Nette, and would have been just fine never seeing their likes again.

There are only two of them, but they are armed. They don’t seem to have seen you get, but it is only a matter of time.

>Play dead, ambush them if they get close.

>Flee into the jungle, hopefully one of your allies will find you before they do.

>Try and surrender, hopefully your allies will rescue you before the inevitably painful interrogation.
>>
>>5007213
>>Play dead, ambush them if they get close.
Probably going to get captured and rescued regardless, so we might as well find out if the Rhea built out of Deldar and Necron parts works better than the Rhea controlled by Slaa-Neth when it comes to killing Iron Horde mooks.
>>
>>5007213
>>5007217
We're fucked either way, so let's at least try, I suppose.
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>>5007213
>>Try and surrender, hopefully your allies will rescue you before the inevitably painful interrogation.
>>
>>5007301
"Hey, I heard a guy over in the other direction saying that Rogal Dorn is cooler than Perturabo. He was making all the same shovel jokes people make about Kreigers but he was like, being really mean spirited about it."
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>>5007213
Also I hate to add another post to the bump limit but shouldn't Rhea have another beacon installed in her like she got the first time she was captured by Trys'ta? I mean, at that point, she was just an independent contractor; I can't imagine Trys'ta would forget to have a beacon installed in her property. Rhea should be able to get ahold of Trys'ta by pleading for help under her breath and hoping someone on the other end is sober enough to do something about it.
>>
>Play dead, ambush them if they get close.

You decide to play dead. Hopefully they will get close before trying to shoot you.

You mumble out warning, hoping the Dark Eldar may still have some way to listen in on you, but you have never seen any indication they do, and even if they did, you doubt Trys’ta would check it regularly.

Despite the intense fear of discovery, you manage to stay still until the two enemy soldiers are practically standing on top of you.

One of them nudges you with their rifle.

Lightning quick, you reach out, grab the gun, then point the barrel at the other soldier.

Startled, the soldier whose gun you just grabbed pulls the trigger, inadvertently hitting her colleague in the thigh, groin, stomach, and ribs.

Quick as a flash, you pull the gun from her hands, rotate it like a baton, then shoot her several times as she stumbles backwards trying to draw her sidearm.

In moments like these, you can’t help but feel at least a bit grateful for the enhancements the Dark Eldar made to you without your knowledge.

You spend some time sitting on the beach, calming your nerves, before deciding your best option is to try to make your way back to camp by travelling through the jungle in the direction you think is the correct one. Not for the first time you notice life-and-death situations don’t rattle you as bad as they once did. You wonder if you have become more jaded, more confident in your abilities, or this is some side effect of losing a portion of your soul.

Before you are able to get moving though, you hear the familiar hum of the Corsair’s anti-grav vehicle, and it zips into view, with Trys’ta at the helm.

“Oh cool, you got some...” - Says Trys’ta.

You briefly explain to her the nature of the Iron Horde and the Thorakara’s Intelligence Branch, but she seems disinterested. The vehicle’s sensors had been picking up some humans on the island since this morning, but not in large enough numbers for the party to find particularly concerning at this time.

She tells you she has come to fetch you now that the party is moving camp to a more promising location. Apparently no one was particularly concerned by your absence since they all assumed you were off sleeping the drinking from the night before.

Not for the first time, Trys’ta reminds you of a negligent pet owner. Although she is not particularly cruel towards you and Namara, her indifference to your well being at times is rather concerning.

Trys’ta brings you to the new “Pirate” camp in the anti-grav vehicle.

Namara at least, seems to have been concerned about your disappearance, though it appears as though she was unable to convince Trys’ta to search for you earlier.

On the plus side though, it turns out Namara managed to stay relatively sober last night, and partially befriended The Harlot and Snorlax, who gave her some useful information on the various foods, drinks, drugs, and other substances the Corsairs brought with them.
>>
>>5010175

Namara gives you some numbing lotion for you sunburns, blisters, and itches, and a detox-like pill which neutralizes the many toxins still flowing through your veins. She also gives you some bread wafers, bits of cheese, mixed nuts, and raisins which taste amazing, and some rich herbal tea which make you feel hydrated and alert.

Also, she has your clothes, apparently you went swimming in the ocean last night and never put them back on.

Feeling like yourself again, you take stock of your surroundings.

The “Pirate Band” has set up camp in an abandoned tourist trap built around a deep cenote. Apparently the cenote leads to a cave network that leads to a buried Old Aelderi structure. There is some evidence that smugglers were using rope bridges and pulley systems to access the entrances to the cave network which appear along the sides of the cenote. Not for the first time you wonder what happened to the smugglers. There are no signs of recent activity, but the crates of relics that you dug up on the beach must be worth a fortune, and Trys’ta and The Harlot seem to think there are far more items down there waiting to be recovered.

But also potentially some danger. Apparently the Eldar sensors are picking up a dormant webway gate down there, which is connected to a sealed spur of the webway. No one knows why that spur of the webway was shut down, so who knows what could be down there.

Trys’ta sits down next to you just as you finish eating and asks whether you want to be a part of the first party to explore the cenote, or whether you would rather stay and guard the surface camp.

You aren’t really sure which is safer, no doubt the more competent Eldar will likely be the ones to investigate the cenote caves, partially mitigating the risk of encountering something unknown, while staying on the surface may appear safer, but you will probably be stuck with the weaker party members and potentially be among the first to be hit by an Iron Horde attack, or an attack from who knows what may have already come through the webway and out into the jungle.

>Volunteer to investigate the cenote.

>Volunteer to stay and guard the surface camp.
>>
>>5010177
>>Volunteer to investigate the cenote
I bet the webway gate leads to something fun, like the Biel-Tan sewage treatment plant or the outflow for the Grand Canal of the Metzuh district.
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>>5010177
>Volunteer to investigate the cenote.
What's in Gaping Grox Hole? Water? Darkness? Guerrilla Nguyen & Co.?
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>>5010237
We are back on Archipelagia for now, the tropical beach theme works better for a pirate story arc, but we will likely head back to Damnatum Lutum for the next arc.
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>>5010177
>>Volunteer to investigate the cenote.
Look ! We straight up succeeded at something. It's going to rain frogs. We'd better get inside.
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>>5010177
>>Volunteer to investigate the cenote.
>>
>Volunteer to investigate the cenote

You volunteer to investigate the cenote figuring the more competent members of the group would go first.

In fact, everyone volunteers for cenote duty, and Pelvic Thrust is ordered to stay above alone.

You cross one of the rickety slanted rope bridges leading to one of the cave entrances lining the side of the cenote. Because no one can agree on which cave to explore first, the group splits two ways at the first intersection.

You and Namara guard the rear of the Dark Eldar group while the Corsairs investigate another cave.

The caves and tunnels you pass through are gloomy chambers of dripping stalagmites and stalactites.

There are also several flayed humans hanging from hooks.

Trys’ta says something about “Mandrakes”, but you do not entirely understand the reference except for vaguely remembering that Mandrakes are some sort of bogeyman that live in dark places according to both certain myths told on Archipelagia, as well as a few off-hand remarks by Trys’ta.

You eventually find yourselves at a ruined door that once blocked access further into the cave network, but was destroyed by some supernatural force. You recognize the door as Old Aelderi, similar to the Corsair stronghold.

Inside there is massive amounts of hoarded treasure. Although you know nothing of Aelderi craftsmanship, even you can tell the items here are of much higher quality than those horded back at the Corsair stronghold.

There is much celebration among the Dark Eldar (even the usually surly Trav’vis), and (somewhat surprisingly) the Corsairs are also called in to take part in the celebrations. Even yourself and Namara get a bit caught up in the excitement, though both of you staunchly refuse to take part in any drinking.

The next several hours is spent bickering over which items should be extracted first. Crate after crate is brought back to the anti-grav skiff, and yet only a tiny portion has been extracted from the room.

Trys’ta gives both you and Namara backpacks and begins filling them with your share of the reward, no doubt the lowest value items in the chamber, but still an immense amount of wealth (though as many of it is clearly Eldar made, you aren’t sure what good it will do you on Damnatum Lutum, the Imperium looks dimly on those who trade in xenos items).

Unfortunately, Pelvic Thrust, who had been manning the anti-grav skiff’s sensors, communicates to Trys’ta and the Harlot that the anti-grav stiff’s sensors are picking up a reasonable sized force of Iron Horde boats and aircraft heading to the island (though you are not sure how he communicated this, given he never talks yet was clearly heard by those still underground via the Eldar equivalent of a vox-bead).

Not wanting to tip the Iron Horde off on the location of the treasure, the Eldar prepare to leave, laying elaborate holograph projecting devices behind to disguise certain key tunnels needed to reach the treasure chamber.
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>>5011944

Just before she leaves, Trys’ta plucks a large black gemstone from a pile of bones and other debris. There is something very unnatural about the stone, like is made from liquid shadow. She puts it in your bag, and places one finger over her lips, a clear “shush” gesture.

A short time latter, everyone is back on the anti-grav skimmer, and leaving the planet with many crates and chests filled with priceless treasure.

Not long after that, you are back in the Corsair Stronghold, hidden deep within the webway. A wild celebration breaks out and many speeches made, which obviously you don’t understand, though you are later informed they mostly relate to plans by the Chosen of Adabba and the Frozen Heart Kabal to return in greater numbers to loot the rest of the treasure.

Trys’ta is strangely pensive, and after a few hours of partying (during which you and Namara again avoided drinking anything), she “offers” to take you and Namara to the mansion she promised you on the outskirts of Liamhelm.

She borrows a large jet bike known as a Venom from the Corsairs, and drives you back through the webway and out of a hidden webway gate near Liamhelm.

Fortunately the heavy rain from last time has decreased to just a drizzle.

She then stops not far outside the webway gate, lets you out, and gives you vague instructions on how to find the mansion. She also hands you a ring of old keys, a proof of ownership card, and strict instructions not to leave the area, and not to let the black gemstone fall into the wrong hands.

There is a vague promise she will show up eventually to check in on you.

You can’t help but notice this is the first time she seems genuinely worried about something since you first met her.

You follow the instructions and wind up at an overgrown lot on a hill overlooking Liamhelm.

The mansion is a three story manor house of reasonable size, with plaster walls covered in vines, and dark, forlorn looking windows. A smaller house/garage is behind it, and you think you can see a small graveyard in trees behind the house.

“I have been here before.....this is the Murder House...” - Whispers Namara.

You wait for her to say more, but she is clearly lost in old memories.

When prompted, she mumbles something about old ghost stories and it not being important.

>Enter the house to get out of the rain.

>Press Namara for more information.

>Recommend hiding your packs and getting the lay of the land.
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>>5011945
>Press Namara
If she knows something she should talk. Our GF after all.

>large jet bike known as a Venom
C&C reference...?
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>>5011945
>>Press Namara for more information
I mean, the fact that the Dark Eldar are involved at all probably means we know why it's called the murder house, but it could be bad. Maybe we should check out the garage first, it's not like we *need* a full mansion anyway.
But really, it's probably a good idea to get the details out of Namara before we find out first hand.
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>>5011998
It's just a basic Drukhari transport.
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>>5011945
>>Enter the house to get out of the rain.
Nothing can go wrong here
>>
>>5011945
>>Press Namara for more information.
>>
>>5011945
>>Press Namara for more information.
>>
>Press Namara for more information.

You decide to press Namara for more information on the “Murder House”. After all, she spent considerable time on Damnatum Lutum, while you haven’t been on this world prior to yesterday.

“Sorry, I just don’t like being reminded of the war here, that is all.” - Begins Namara.

You find it a bit shocking that after all the things you have been to together, there are still things that she considers uncomfortable to talk about, but this is perhaps not too surprising since she rarely talks about her time on Damnatum Lutum.

“It was about five local months into the war, Groxbridge was mostly secure, so some Imperial Fists, and companies from several regiments were sent to retake Liamhelm from the Tau. The fighting was brief. The Tau tried to detonate some chemical weapons to cover their retreat, but it didn’t work properly. Still, much of Liamhelm was off limits for several months, and the small garrison force that was left to guard the city stayed in buildings on the outskirts.”

“I was a camp follower for a company command squad that stayed in this house. It was an eerie place. Locals called it the Murder House. The family that owned it were old stock minor nobility who had been living there for centuries, but disappeared during the war. All sorts of bad rumors about them. Some may be true. There is a large incinerator in the basement, strange hidden chutes leading to the basement from certain guestrooms, and walled off passages and small rooms from which people could spy on certain rooms with peep holes and two way mirrors. Two large rooms and the corridor leading to them were also walled off, as were several small soundproof chambers.”

“We stayed there for several months. It was a bad winter of limited supplies, mysterious deaths, and wild rumors, followed by an even worse spring. We got pulled back to Groxbridge during the zombie plague outbreak and I never saw the Murder House again.” - Explains Namara.

“Did you ever figure out what caused the mysterious deaths?” - You ask.

“No. Something stealthy that liked blades and dismemberment. But there was no shortage of possibilities back then. The war brought many Evils to Damnatum Lutum, and awakened others. Warp creatures, Necron, Dark Eldar, Kroot, Genestealers, maybe even a particularly stealthy Ork. There are all sorts of local legends too about creatures that live beneath the mountains. Only two deaths occurred in the house and another on the grounds, meanwhile, at least sixty or so similar deaths occurred around Liamhelm that winter and early spring, a tiny number compared to the rest of the war, but very demoralizing for those of us there.” - Replies Namara.
>>
>>5013471

You take some solace in the fact that the deaths during the war likely had nothing to do with the house itself, and that any strangeness associated with the family that once owned the house perhaps ended generations ago. On the other hand though...there definitely is something a bit spooky about the house, you now sort of wish you hadn't asked about the house.

“Perhaps we should check out the garage first...” - You suggest.

“I would rather not. Myself and some of the servants slept in the loft, but the ground floor was used as a morgue for the field hospital. And then there was the zombie plague...It brought back the dead, even if they had been gone for months...” - Namara trails off.

You put two and two together and place a comforting arm around Namara’s shoulders.

The rain grows steadily stronger as you wonder what you should do next.

>Go into the house, if Guardsmen can live there for months with only some unrelated incidents, how bad can it be?

>Ask Namara for more details on the mysterious deaths and her time spent in Liamhelm.

>Ask Namara for details on Liamhelm itself and whether there is somewhere else nearby you can stay.
>>
>>5013472
>>Go into the house, if Guardsmen can live there for months with only some unrelated incidents, how bad can it be?
She can tell us the details inside
>>
>>5013472
>>Go into the house, if Guardsmen can live there for months with only some unrelated incidents, how bad can it be?
>>5013471
>“No. Something stealthy that liked blades and dismemberment.
Probably a mandrake, or maybe a regular Dark Eldar. Especially given that Trys'ta apparently owns it now. I can't see Trys'ta being the culprit but a girl's gotta eat.
>>
>>5013472
>Go into the house, if Guardsmen can live there for months with only some unrelated incidents, how bad can it be?

Ah yes, how bad can it be?
>>
>>5013472
>Go into the house, if Guardsmen can live there for months with only some unrelated incidents, how bad can it be?
What could go wrong?

Makes me remember though, there was a minor DL subplot about an escaped Eversor that was never concluded with their fate and further exploits left up in the air. Probably not his handiwork (way too subtle for an Eversor), but I wonder where he ended up.....
>>
>>5013594
The Eversor was deployed against the Tau in Liveria. Thread 4 died before we got to see him in action, and it is generally assumed that he died one way or another.
>>
>>5013472
>>Go into the house, if Guardsmen can live there for months with only some unrelated incidents, how bad can it be?
>>
>Go into the house, if Guardsmen can live there for months with only some unrelated incidents, how bad can it be?

You head to the “Murder House”.

You have to pass the garage to get around the side of the house to get to the front side, Namara walks noticeably faster as you go past it.

The front of the house faces away from the road, and overlooks Liamhelm. It would probably be a good view if the rain wasn’t reducing visibility. There are far fewer lights than you were expecting, perhaps Liamhelm remains damaged from the war.

It takes a while to figure out which key opens the door, and by the time you get inside you are soaked and freezing.

Your “Pirate” costume is not really meant for this temperature, which although above freezing, is still very chilly compared to Archipelagia.

Inside the light switches don’t work, but there is still just enough light coming through the windows for your enhanced eyesight to make things out.

It looks like Trys’ta, in her human guise, has made little effort to clean up the place. On the ground floor, furniture in the kitchen, dining room, sitting room, and parlor is dusty and unused, and the pantry contains nothing but a few rotting ration packs, no doubt left over from the war.

The doors to the basement seem to all be locked. However, you can see a light on in the basement through the cracks in one of the doors, the only sign so far this place has working electricity.

The second and third floors and finished attic consist of a mix of bedrooms, bathrooms, lounges, studies, and a small library. They seem dusty and unused, but you occasionally see old military equipment, or signs that valuable fixtures were looted, no doubt during the time period the Guard lived here. Holes have been torn in some walls to expose the hidden chambers that Namara mentioned, but there are signs that others were resealed and plastered over.

The plumbing doesn’t work, and you are hesitant to break into the basement to try to see if you can turn on the heating, electricity, or water. Something about the basement gives bad vibes, maybe it is the fact someone left a light on down there, or maybe it is the fact that if anything bad did occur in this house, it was likely down there.

The house creaks and groans at unexpected times, and thanks to the stories Namara told you, your imagination runs wild.

All in all, the house seems spooky and inhospitable, but you have had to deal with worse in the past.
>>
>>5014365

>Go find somewhere to hide the Aeldari treasure you and Namara are carrying with you, you don’t really like this place, but you can’t go around lugging prohibited items anywhere where you are likely to encounter Imperial citizens. Less conspicuous clothes won’t hurt either.

>Find a way to break into the basement and get the various utilities working. This seems like a good place to stay for a while, and you may as well make it semi-hospitable.

>Go to bed. You are tired, cold, and wet. No doubt you and Namara can find a way to warm up. You can figure things out in the morning.
>>
>>5014365
>>Find a way to break into the basement and get the various utilities working. This seems like a good place to stay for a while, and you may as well make it semi-hospitable.
I say we better stay together and keep the treasure closeby. Just in case the murderous ghosts around these parts happen to be pickpockets. This option will also lead to us exploring the house, so we can be sure nothing else is in it (that we can see).
>>
>>5014365
>Find a way to break into the basement and get the various utilities working. This seems like a good place to stay for a while, and you may as well make it semi-hospitable.
What do we have in terms of weapons? Still with a couple splinter pistols and maybe a monomolecular blade or two? If we are strapped, I am all for heading to the basement to see what the light is for, and if it is warmer there. In any case a little fighting should get the blood pumping and keep us warm. On the other hand, it could just be squatters or something. The "Murder house" isn't going to deter everyone if their own homes have been destroyed.
As for the treasure, we can just toss it in a kitchen cupboard for now if there is enough of it to affect our combat effectiveness. Otherwise, just carry it. If asked about it, just say "It comes from a different forgeworld. It's pretty obscure, you've probably never heard of it." and it should work as long as we are adamant that it is human in origin.
>>
>>5014366
>>Find a way to break into the basement and get the various utilities working. This seems like a good place to stay for a while, and you may as well make it semi-hospitable.
>>
>>5014382
This
>>
>>5014366
>Find a way to break into the basement and get the various utilities working. This seems like a good place to stay for a while, and you may as well make it semi-hospitable.
We're not Jernwick. Put the heating on, love.
>>
>>5015359
Are you still there Stannimposter? Or is this someone else from the DL threads?
>>
>>5014366
>>Go find somewhere to hide the Aeldari treasure you and Namara are carrying with you, you don’t really like this place, but you can’t go around lugging prohibited items anywhere where you are likely to encounter Imperial citizens. Less conspicuous clothes won’t hurt either.
>>
>Find a way to break into the basement and get the various utilities working. This seems like a good place to stay for a while, and you may as well make it semi-hospitable.

You are feeling a bit tired, but you decide to forge on and make the house more inhabitable, you could be here for a while.

You tell this to Namara. She doesn’t seem thrilled with staying at the house, but compared to the things past masters have asked you to do, this seems relatively straightforward and safe.

You ask Namara whether she thinks you can find someone in town to sell some of the Aelderi items to, but she isn’t sure that is such a great idea. Although the inhabitants have a much higher tolerance for xenos and their technology than most Imperial worlds (arguably a heretically high tolerance), trading in looted or stolen goods is still illegal, probably more so now that a certain stability has returned to the planet after the war.

However, a couple of items of jewelry don’t look particularly xenos-ish, perhaps you can pawn some off as old family heirlooms for cash.

You decide your next step is to face your fears and find a way into the basement. Trys’ta hadn’t let you keep any weaponry (or perhaps you simply hadn’t had the courage to ask for some when you left the party), but you find an old pry bar, which will be useful for both breaking open doors, as well as for use as a potential weapon.

You break open a door, and proceed into the basement. It is a large space, but has some rooms and enclosures to help organize the massive amounts of junk stored in piles and shelves.

It also smells really bad, but in a familiar sort of way...

In the far corner you find the only real evidence that someone had been here following the war.

In an open space around the incinerator Namara mentioned are two dead bodies strapped to medical stretchers.

Namara gags and moves a reasonable distance away, but you spent plenty of time around dead bodies back during your former life at the corpse starch factory, and take things more into stride.

It doesn’t take long to guess the perpetrator here. You recognize the head encompassing tight glossy black hoods favored by Wyen’dala’s faction of the Frozen Heart Kabal for use on slaves, and the dense purple hair on their groins and armpits is actually Fibrous Tribulation a moss-like fungi used as a torture device by the Kabal.

Various blades and other torture items on a nearby table are also mostly of Dark Eldar origin, though, some, like the stretchers, seem to be repurposed junk left behind from the field hospital Namara mentioned.

The light is coming from the Dark Eldar equivalent of a lamp. Yellow is an unusual color, usually the Kabal prefers blue light, but perhaps it is mean to arouse less suspicion when viewed by a distance by humans.
>>
>>5015462

All in all, the evidence points to the bodies being victims of Dark Eldar torture. Perhaps by Trys’ta herself. Although she sometimes claims to find torture an unpleasant necessity, you also know she can be quite enthusiastic when it comes to the torture of those she considers “bad people” according to her highly flexible morals.

You can’t help but wonder who the bodies were. A male and female, relatively young as far as you can tell. Young lovers looking for a cheap thrill by sneaking into the “Murder House” perhaps? Though it seems unlikely to be that simple if Trys’ta was the killer. Just about her only consistent moral tenet is that irresponsible behavior is something to be prized and protected.

You definitely aren’t thrilled to find dead bodies in the basement, but there doesn’t seem to be much you can do about it for now, the incinerator is clearly an empty shell scavenged for parts, and you don’t know the area well enough to want to try to bury the bodies, even at night.

Instead, you set your bag on the table, and spend some time deciding which blades would be the best self-defence weapons. Too big, and it will be harder to conceal, and too sharp and you might cut yourself badly unintentionally.

Namara calls you over from the other side of the basement. She has found something you missed earlier. An old suitcase, seemingly another piece of junk, but less dusty than other items, and when opened, proves to be packed with local cash.

Namara has also found the utility closet, and with some trial and error, you get the electricity, water, and furnace back on.

Your excitement about this turn of events proves short-lived however.

A rasping noise from back near the corner with the bodies in it turns your blood to ice water.

You cautiously head back over to that corner, but see no signs the bodies have been disturbed.

However, you hear the rasping noise again behind you, and as you turn, you nearly jump out of your skin as you see the female corpse standing behind you, but as it steps closer, it dissolves into bluish mist.

“Rhea! Look!” - Yells Namara, pointing at your bag, still on the table with the blades.

Something within it is now glowing a misty blue like the phantom as it dissolved.

You also notice that both bodies are still unmoved, what you just saw was some sort of phantom.

Although hardly an expert on warp magic, you have heard rumors that people in areas tainted by warp energy sometimes see phantoms. And you have a sneaking suspicion what summoned that particular ghost.

You take several quick strides over to the bag, and the blue glow disappears once you get in arms reach.
Warp magic.

The Necron null technology embedded in you must be neutralizing it when you are close enough.
>>
>>5015465

You look inside the bag, and are not surprised that the ominous black gemstone that got Trys’ta acting all weird(er) somehow found its way to the top. Even with you standing right next to it, you can still see a faint flicker of blue glow within the gem.

It takes a while for you and Namara to calm down, but it seems like your theory may be correct, there are no further signs of ghosts, so perhaps as long as you keep the black gem close to you, you will neutralize its powers.

The thought of carrying the foul gem with you at all times isn’t really appealing, but you see no way around it for now. Even if you do find a way to ditch the bodies in the basement at some point, who knows what else the gem is capable of. You wonder if Trys’ta knew what it did before giving it to you. Pointless to speculate though, since you know you won’t have the guts to confront her about it when she shows up anyways.

You and Namara head back upstairs to check that the lighting and water is working properly.

You aren’t up there for long before someone starts knocking on the door.

“GPD! Open Up!” - Yells a voice.

“Groxvalley Police Force” – Explains Namara quietly.

You reluctantly head to the door, painfully aware of your unusual manner of clothing, bags filled with prohibited items on your backs, and the dead bodies in your basement.

You open the door to find four figures in drenched rain gear carrying pump action shotguns.

They relax a bit upon seeing you, though they also seem very curious about your manner of dress, particularly the three men in the group.

“Bit early for getting dressed up for Hallowmas ain’t it?” - Says the lead enforcer.

“We are just trying some things on...” - You reply, improvising since you aren’t really sure what Hallowmas is.

“Another victim of the Hallowmas Killer just turned up not far from here, you seen this man?” - Asks the lead enforcer, thrusting a black and white photo your way.

You don’t recognize the man in the photo and say so.

“It has been a while since we have seen lights on in this house...” - Says the lead enforcer, changing topic.

“It was recently transferred to us by a friend, we just arrived” – You reply, digging out the proof of ownership card.

But the enforcers seem to have lost interest in interrogating you, and leave after a brief warning to stay inside.

With little else to do, you finish up testing various light switches, faucets, and thermostats, bury the bodies and eldar blades in the basement under a pile of old sheets and random junk, make sure the door is locked, then head up to bed.

Hopefully between all the odd creaks and groans, threat of ghostly visitors, and threat of a serial killer in the area, you can somehow get some sleep.....
>>
>>5015470

FYI, I am ending the thread here since this thread is taking forever to die, and I want to start this new Halloween themed story arc on a new thread.

New thread is here:
>>5015461

>>5015461

>>5015461
>>
>>5015471
Somehow, it has taken you pointing this out to realize that this was a setup for a Halloween thread. I'm not American enough for it to be obvious. Also, we're like half a blank with our new body. It just now strikes me that it is going to be very useful.
>>5015476



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