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S is for The Schmitterling

The mysterious Schmitterling is the leader of the Red Triangle, a cult of the chaos god Tzeentch. He has only been seen by the Company in the distance and spoken to through his corrupted followers. The Schmitterling makes no secret of his goals. They are in his name: The Butterfly. From cocoon to larve to beauty: change embodied in nature.  Change.  The very change in nature shows the beauty of Tzeentch’s perfect goal for the world.

R is for Ranald, patron god of Thieves and Tricksters

Of the sanctioned cults in the human realms, Ranald is not widely worshiped. Shrines and places of worship are hidden in dark alleys, snugs of “shrine clubs," and other quiet out of the way places. Priests and Initiates of Ranald are, simply, thieves and trickster. Most are wanderers, many are adventurers, and few still publicly known. The “priest" Pit van Karrs of Übersreik and proprietor of the Bricks Keller is an example. Known to the underground and well connected, his initiates run a wide reaching congregation from the tavern. The most publicly known center of worship is in Marienburg, a charter city-state, separate from the Empire. The temple to Ranald is a grand house of worship, rivaling the greatest temples to Sigmar and Ulric in Altdorf and Middenheim, respectively, with a grand, golden chancel and altar and towering vaulted ceilings. Ranaldans will often say a prayer with their index and second fingers crossed. The symbol is used not just in prayer but to invoke Ra...

Q is for Quentin

Quentin is the crank, kook, quack, eccentric, and inventive craftsman of the Institute. Quentin's gadgets are largely useless, but make a big show, and the show often results in an unmitigated disaster in the moment, but an equally unparalleled success that makes for Quentin's impeccable reputation. Recent devices included: The “Throat-Singer’s Deceiver" A stiff leather collar with a hidden reed-and-bellows mechanism tucked under the chin. The agent twists a small knob to activate it. It’s supposed to perfectly mimic any voice the wearer has heard that day; ideal for impersonating a guard captain or seductive noblewoman during a whispered conversation at a feast. How it actually works is the first twist makes the collar emit a loud, wet QUACK like a startled goose. Every subsequent word the agent tries to speak comes out as a ridiculous, warbling mix of their own voice and farm-animal sounds. The “Nightwalker’s Deception" Soft-soled leather boots with a heel-mounted c...

P is for the Purple Hand

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The Purple Hand is an insidious cult dedicated the Chaos god of Tzeentch, known also as the The Changer of Ways. The cult seeks to bring the downfall of the Empire and in the upheaval realize a quest of power that will bring about change, in its most primal sense. This goal is affected through the manipulation and infiltration of Cult members in political and religious positions as well as the corruption of those already in power.  The cult is highly effective in these positions and sows rumors that pit many factions against each other to affect Tzeentch's goal. Unfortunately, the Purple Hand's power makes other cults of the Ruinous Powers envious rivals. The strife attenuates the Purple Hand's plans as other cults work against them. Khorne cultists may murder the best agents of the Purple Hand. Nurgle cultists may sow sickness in a district of a city that a well placed agent may have an interest in for rents or commerce. Slannesh cultists will leverage a vice a particular ...

O is for Owly

There once was a ranger so bold,   Who joined a wild band for some gold.   On a dwarven steamship,     Mid the waves' furious grip,   His head flew off—lost in the cold   So goes the tale of the Owly in many port taverns on the Sea of Claws. Untold is that his murderer met summary justice in the labyrinthine decks of the HIS Potemkin.

N is for Niklos Kaunitz

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Niklos Kaunitz was born under the sign of Mummet the Fool in 2497 IC. Raised by an artistic father that traded in calligraphy for social and official business, Niklos was expected to carry on his father's trade. While he was naturally gifted with a brush and ink, he was bored with “learning his letters." Niklos instead found trading his physical talents as muscle earned far better coin, to one that didn't have a lot of expenses living under another's roof. When the roof was no longer available, Niklos's coin didn't go as far. He still could earn with his fists. Niklos's follow through in a fight was earning him a reputation. You owed Niklos in a card game and couldn't pay, pray he pulled his punches and left you with coin for a drink to numb pain. Niklos ran a few games in Übersreik before the Institute crossed his path. He was about to petition “the Guild" for more tables for games and cement his position as a racketeer. Yet Niklos soon found hims...

M is for Marks of Magic and Gods

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In the Old World, magic and miracles are real. A powerful wizard may pull on the ropes of color energy known as the Winds of Magic to cast a spell and a pious priest may utter a practiced prayer to invoke his god's blessing or curse. In each practice, enough wielding of the winds or the touch of a god will mark the individual. Some believe these marks not to be a symbol of power or blessing, but a sign of corruption, and for the magic user and priest these marks may earn them a sentence of cleansing by fire in the town square. For the Celestial, or Blue, Wizard, the mark may manifest as an Aura of Tranquility or more commonly Disturbing or Alarming Visions with no context or meaning. A Celestial Wizard may also be enveloped the scent of fresh air; an advantage in the dung filled streets of an Imperial City, but disturbing to animals and many denizens. For the priest, similar marks may appear. A priestess of Myrmidia for example may become vengeful to a fault. Develop a kinship with...