13th Station of Passage

By Fgdsfg, in Black Crusade Game Masters

If your name is Scorch (Ewan), Omega (Brunner), Fenix (Zharzz) or Jonathan S. (Felicia), stay the hell out of this thread or your characters will be set on fire for all eternity and your sheets will burst into flames.

I have a simple enough question.

What is the 13th Station of Passage to you?

I've tried finding more information, but exactly what the 13th Station of Passage is appears to be incredibly vague, and unfortunately never expanded much upon, not in Rogue Trader (where it's first mentioned as part of the Stations of Passage into the Koronus Expanse) nor in Black Crusade (where it's the crossroad between The Maw and the Screaming Vortex).

It's likely going to get relevant for my game soon, so I thought I'd ask if anyone has any ideas. I have some for myself, but I'd love to see some input, first. I may also end up asking in the Rogue Trader forum, since it touches ever so slightly upon Rogue Trader, too.

Edited by Fgdsfg

Well, I made it a Star Fort.

9sfWc8F.png

It doesn't have much in the way of stats. In absence of other stats I'd classify it as a Wayfarer station unless it mentions it being especially large, as a Ramilies Star Fort is an enormous military station. Wayfarer Station stats are available in Rogue Trader, and details of the insides of the 13th Station of Passage are available in the Hand of Corruption adventure.

It doesn't have much in the way of stats. In absence of other stats I'd classify it as a Wayfarer station unless it mentions it being especially large, as a Ramilies Star Fort is an enormous military station. Wayfarer Station stats are available in Rogue Trader, and details of the insides of the 13th Station of Passage are available in the Hand of Corruption adventure.

I mean christ, they're going to be boatin' around in a dingy little Claymore-Class Corvette-turned-merchant-vessel. They're not going to blast a Star Fort out of the sky.

And I mocked up some basic information, seeing as how none was available, in terms of dimensions and crewage. I based this entirely on the general assumptions on the implied size of the station, allowing up to four capital ships, such as the Avenger or Exorcist Grand Cruisers (which do have stats in Rogue Trader and thus an approximate crew), or the Apocalypse and Emperor Battleships, where the size can be approximated based on Battlefleet Gothic.

I may be waaaay off, though, I'm not sure.

Ok fair enough, if it states that it's used to refuelling and resupplying capital ships then its dimensions would be on par with a Ramilies. No Surrender takes place on one, but it's far from a comprehensive review of a fully functional Star Fort.

Ok fair enough, if it states that it's used to refuelling and resupplying capital ships then its dimensions would be on par with a Ramilies. No Surrender takes place on one, but it's far from a comprehensive review of a fully functional Star Fort.

Actually, it never says anything. The nature of the 13th Station of Passage is never expanded upon anywhere, unfortunately, despite it supposedly being a pretty important point in the Maw and the Screaming Vortex.

I was simply talking about the Ramilies Star Fort and my rationale for the basic stats I gave it.

I have since renamed it into Aercanum, and manned it with some run-of-the-mill chaosness.

Edited by Fgdsfg

Have it popolated by rat-like mutants who worship something known only as "the Horned Rat".

Have it popolated by rat-like mutants who worship something known only as "the Horned Rat".

Rats! That's actually an amazing idea, but far too late! I've already populated the station, although a horde of rat-like beastmen filling up the operational wings of the quadrants is certainly still a possibility, and a pretty neat one at that.

I've done some general prepwork:

Updated Map:

YGw8tXu.png

The Council of Aercanum:

King Erasmus Tolkien, Warlord of Aercanum

fRdXcgW.png

Dressed in an sleek, gilded feudal plate polished to an impossible shine, with opalescent inlays and almost hypnotic lumen-heraldry of impossible, twisting runes. Has a large sword that appears well taken care of, but otherwise an average feudal-world bastard sword, and a long, billowing, magnificently soft blue cloak that almost appears to twist into another dimension, flowing in the wind even when there is none.

Lord Varius the Sycophant, Seneschal (Sniveling servant of the King)

MpYmooO.png

Grey-skinned and snivelling, without any suggestion of eyes, as if he never had any. Dressed in a red, richly adorned, hard leather armour with jagged studs and skeletal adornments. His mouth looks almost dried up, yet his nose is constantly running, his mouth full a chaos of twisted, jagged, ragged teeth.

Lord Tarkin Blind, Advisor-General to Erasmus Tolkien (Super-Attentive Astropath)

gAHaHHe.png

Dressed in green, somewhat ragged robes, seemingly never washed, reminiscent of those robes seen in the Astropathic Spire of the Chains of Judgement (some may recognize as Astropath robes). Appears attentive, almost jittery, with a piercing stare, but no eyes, only black voids that almost pulls you in. Has smooth, spotless skin that has started to peel back towards the top of the head and back, where scales has started appearing.

Unnatural Perception (8), Perception 60, Unnatural Senses (10). Psyniscience and Awareness +30. Diviner and Telepath.

Count Aaron Tremblay, Lord-Colonel of 1st Jovial Warphawks (of Cadia)

LN6v9eD.png

Count Tremblay appears to be, despite his firm jaw and stern, matte purple eyes, a cordial, almost festive man. Clad in a stained, somewhat foul-smelling carapace of unknown pattern, he and his Jovial Warphawks appear to equip themselves with very large, very sharp blades that are attached to the underside of their forearms, and some kind of jump-packs or grav-chutes of equally unknown make. They all smell terrible, but make good company.

Count Tremblay does not hang out with the other councilmembers, and is the head of security aboard the station, staying at home base in The Dead Court.

This Council will be supplemented by their lord, once he returns, currently en-route by means of The Profiteer and with the help of the group, although begrudgingly so:

Fiij4xt.png

"Do your worst, 'Inquisitor'. The Thousand Sons will never fall or falter."

~ Mteph'atun , of Cult Athanaean

Mteph'atun is, to the regular human, a mountain amongst men. Clad in red and gold, marked with the Seal of the Scarab and the white Star of Prospero. For reasons unknown, the illustrious Space Marine was at some point taken prisoner by the Inquisitor Linetta Res, and held in some form of stasis in the bowels of Port Wander, guarded by her faithful.

The Space Marine exudes an almost otherworldy authority and appears impeccable, as if every part of his massive power armour was polished earlier in the day, every gear oiled and every prayer sung. Constantly on guard, it is evident that Mteph is nothing if not a veteran of possibly thousands of battles.

Speaking of the Lord of Fate and the God of Hope, Mteph unquestionably proclaims the greatness of the Thousand Sons and maintains that he is on a mission in the name of time itself. To seek the Thirteenth Station of Passage, and take command of the waypoint to the stars, the watchtower of the Screaming Vortex.

The above isn't from my notes on the station, though, it's his description straight out of the character sheet/dramatis personae presented to the players, but it bears mention since - bar humongous screwups or sheer malice on part of the players - he will likely become a fixture aboard the station as soon as they arrive.

"Others", so far only one:

Palmere Grath, Fleet Merchant (Aurumian Halls & Slave Pens)

xhWHGOR.png

An elderly man that wears decadence like a second skin, dressed in gilded robes of the finest silk, covered in expensive jewelry, he nonetheless exudes an aura of discipline and fortitude. His black hair, now broken up by strands of grey and white, is combed neatly over his head, and the grease now covering it is suggestive of the fact that he in many ways appear to live a double life. He appears neat and well-dressed, yet decadent and shameless, he appears disciplined, yet always carries a wide grin or smile.

Some may recognize this man, although his description and vision is never given, from Rivals For Glory. I intend to run at least part of Rivals For Glory at some point, and thought I might as well introduce him already, as a trade contact aboard the station and throughout the Screaming Vortex (and beyond, since he trades both in the Screaming Vortex and the Imperium).

Lastly, a short summary of all the locations:

The Central Basilica & Throne Command

The Central Basilica is a large structure that rises towards the centre of the Star Fort, locked away and secured by soldiers of every make, model and origin, different parts of it seemingly guarded by different, disparate groups of people. Richly adorned, many parts of it seems to have been deliberately defaced, every aquila torn down, every stained transpariplas window either smashed or replaced by disturbing yet perfected mockeries of the original imagery.

At the centre of the Basilica lies the Throne Command, containing a large, raised command throne, the far ends of the room and the many floors lining sides the large open space contain countless cogitator arrays, the vast majority of them seemingly unmanned. In the centre of the room stands a out-of-place, large and somewhat makeshift table, lined with seats of various sizes, with several hololithic displays displaying imagery of the station and scans of nearby vessels.

Docking Piers

The docking piers are abuzz with activity, with several docking arms going too and from ships both large and small. They seem to be able to accommodate everything from the smallest of ships to the truly gargantuan, most often attaching themselves to no more than two average-sized ships each.

The state of the Docking Piers is highly questionable, and it is hard to make a general judgement based on only one. They seem to differ greatly in quality and degree of maintenance, some being little more than half-empty, decrepit corridors.

Radioreactive Core & Automization Centre

Underneath the Central Basilica, this could be no closer to the station's heart, but instead of the regular plasma generators, the area appears to have had it's heart and soul ripped out and replaced by machines billowing smoke, the entire deck awash with a dull light and flickering lights, the very air slightly prickling your skin, as if every so slightly aflame.

The hulls and decks surrounding the Core is full of automatons, servitors, repair shops and reclamation centres. Many of them lack any light whatsoever, the servitors coming and going seemingly at random, navigating without any difficulty. The area is filled with pict-recorders, some of them pointing straight into walls. The servitors appear unnervingly attentive, their eyes sometimes following you in a way the eyes of someone lobotimized never should.

Autoastrogation & Re-Ritualization Chambers

Towards the outside hull of the east quadrant lies the autoastrogation and re-ritualization chambers, their position clearly underprioritized in case of battle. Controlling the vast network of astrogation relays and astromancy spires, the fields of humming cogitator arrays work ceaselessly to calculate the many local spatial anomalies and chart the course of the station or any fleet meant to pull it from it's stationary position.

The Re-Ritualization chambers is a number of derelict chambers containing makeshift shelters, rows upon rows of bookshelves filled with lore, and arcane symbols scribbled haphazardly across walls, ceilings and even floors. This is the centre of the station's sorcerers, put in charge of the much-needed task of re-drawing and re-ritualize the many wards and protective runes across the hull of the station, keeping it from slipping into the warp or be invaded by uncontrollable chaosmatter.

Aurumian Halls & Slave Pens

The Aurumian Halls are enormous hallways, the ceiling gilded and adorned with golden busts and gargoyles depicting profane scenarios and impossible shapes that seemingly twist and turn even as the onlooker tries to pin it down with his sight. The halls are filled with merchants and the many halls wind and twist in manners that makes no sense, the merchant quarters and stalls seemingly larger than they could possibly be.

The Aurumian halls is also the home of the many slave traders of the station, ranging from filth-ridden beast with their tongues cut out, to the most alluring and mind-bendingly beautiful escorts sold at the highest bidder. It also houses smiths, gelt brokers, food stalls and violence, the wares offered changing at random.

Corridors of Terror

The so-called Corridors of Terror is a massive, enormous, cramped hab-complex, without any obvious rhyme or reason to it. Filthy, derelict, filled to the brim with drug dens, *****-houses and makeshift homes, there appears to be no central authority whatsoever, and no-one seems to have the wish to enforce one. Small gangs appear to have set up shop in some of the larger rooms, and there is a constant smell of musk and sweet scents in the air - or what passes for air in a region of the station where the air filters have obviously been compromised.

The Corridors of Terror is also house to what passes for medical care aboard the station, a long range of "clinics" having been set up, the constant scream of the sick and infirmed filling the air. It is impossible to make out if the screams are out of pain or pleasure, if it's medical care, torture, or deviancy at work. Most likely, it is all of the above.

Irradial Forge of the Mechanicum

Towards the bottom of the station lies the Irradial Forge of the Mechanicum, housing the wash-ups of the dark mechanicum, refugees of the adeptus mechanicus that have fled the oppression of the Imperium, and the many hopeful that wants to learn from greater minds or hear the sermons of truth and the machine.

The Irradial Forge churns day and night, the decks of the mechanicum being ever at work, every floor filled with a thick layer of rust, the smell of decay and decomposition filling the air, and an ever-present taste of iron filling the mouth with every breath. The many tech-priests and heretek savants at work seem oblivious to the fact that their workshops and forges are in shambles, appearing happier than any adept of the Omnissiah ever have the right to be, even the chitter and chatter of binary seeming unnaturally chipper.

The Dead Court

The Dead Court is, despite it's name, filled with the sounds of drinking, cheering, singing - and violence. The clash of soldiers and revelers appears to be a constant, and this is where you would expect to find fighting pits, if it wasn't for the fact that the fighting appears to be going on everywhere, to various degrees.

The entire section, a mostly open-air room filled with walkways and square buildings of varying size and quality, is filled with a mild red light, some lamps flickering, some pink, some brightly red, some casting unnatural, dark-red, almost brown anti-light. It appears to be some kind of entertainment district, but judging from the thin crust of dried - some fresh - blood, you can't be sure. At the top of the enormous room there appears to be a larger structure protruding from a wall, overlooking the chaos below. It would seem the only place not embroiled in constant drinking and bloodshed.

The White Sepulchre

The white sepulchre is an oddity, incredibly out of place. As you walk down a hallway towards it, the metal of the station and it's flickering lights in the ceiling slowly starts making way for sleek, clean marble surfaces and a nearly blinding white light. The entire section appears manned by clerks or clerics in white robes walking around silently.

Along the sides there are many alcoves leading into equally pristine rooms featuring an endless number of horrific statues depicting daemons of chaos, some of them inlaid with various metals or gems. Some of these rooms are veritable cathedrals with small altars covered in different offerings, in front of massive statues.

* Khorne - A massive hooded figure with enormous clawed hands, half-sitting, squatting, with large goat-like, hoofed legs. From inside the blackness of the hood, there is a constant stream of condensed anger and heat, a malevolent and hateful stare falls upon any that peer into it.

The altar is covered in fresh blood, despite the area around it being incredibly warm.

* Nurgle - A large, bloated, rotund figure sitting back in a lotus position, it's face obscured by a large hood on a cloak with it's enormous belly exposed. A large tongue hangs out from within the hood, the six arms of the statue stretched out as if beckoning you for an embrace. The room is filled by a foul smell, but the statue exudes nothing but paternal love.

The altar is covered by spittle, flowers, pieces of meat, and various organic knick-knacks of indeterminable origin. You are fairly sure that at least one of those things is not mud.

* Tzeentch - A impossibly twisted figure that is barely resembling a humanoid, it is hard to make out where the statue starts and where it ends, and while hooded, you get the sense that nothing is in fact obscured by the marble hood, it merely being a decoy for the true face of the beast. You have an incredible urge to stay and leave at the same time.

The altar has seemingly random items placed upon it, including a laspack, an empty can, a discarded pack of rations, a few coins, and several paperclips.

* Slaanesh - A large, lithe figure completely covered in robes, this statue is the most human you have seen yet, although it's face similarly obscured. It is impossible to make out the gender of the depicted figure, the only hints of it's inhuman nature being the very long, very sharp claws that adorns the naked hands and feet of the otherwise hooded figure. There is a sweet smell in the air and you feel strangely inadequate.

The altar is covered in knick-knacks of haunting beauty, including beautifully adorned and polished skulls inlaid with gems, a flawless painting of the Aercanum Star Fort from the outside leaning against the altar, and a knife that gleans in the bright light, perfectly crafted and without a hint of a jagged edge.

Some formatting may have been broken, resulting in the above looking like ass, but c'est la vie in Soviet Forum.

Edited by Fgdsfg

I think you can read "Hand of Corruption" and their info about Port Wander as well as some encounters. I think they are pretty much similar. Station locates in the Maw and has secret warp passage ways to the Vortex.

That is one nice map, i may just use it for my ever details hungry players so thank you :) .

By any chance do anyone have a stars chart showing up the Limoge system/Saint Annard's penance emplacement. I got a Navigator refusing to warp travel without one... :wacko:

Yeah, they don't really flesh out much, either in the 13th Station of Passage, or the planet of Exile (a second way in and out of the Vortex). As a Rogue Trader GM, Exile is much more relevant to me given that, relative to the 13th Station of Passage, it appears to have access to the Koronus Expanse near Winterscale's Realm, but as I said, it isn't really fleshed out either beyond that a certain organization runs ships back and forth from a single city, and that it's the farthest point the ships of Q'Sal can run to.

To answer your question of what the 13th Station of Passage is to me, if I ran it (or either of them really), I'd just fill the Station with numerous (and often competing) organizations, all bent on getting you in and out...for a steep price. Nobody would be undercutting anyone, because no price in gold or thrones would really do, and everyone would demand something different. Nobody would want you to do business with the other guys, given the competing nature of the Gods and cults, but nobody would want to budge on their price either.

Given the fluid nature of those who often follow Chaos, it could give me liberty to create numerous factions without stomping on canon too badly, and either get rid of some that don't fit, or add new ones, as new ideas come to me, and have the change be believable. The Station itself would simply be a backdrop for a larger setting of a (barely organized) Chaos Port.

Edited by Crow Eye

You could always run it just like port Wander, just give all the npcs goatees.

You could always run it just like port Wander, just give all the npcs goatees.

This.. this is an amazing idea, but unfortunately it's far too late. It would've been amazing to create the 13th Station of Passage as a Mirror-Universe Port Wander, with all the same characters, but all of them essentially being "opposite" to some degree.

Dang. Should've thought of that earlier.

Ugh, 40k mirror universe. it's so... so... Happy.

Tyranid hive fleets seeding dead planets with new life forms. (i'd make a joke about them making the flowers grow, but they actualy do that in the normal 40k universe)

Khorne is the god of brotherly love and blood transfusions, Slaanesh is purity and moderation, Nurgle is the slighty crancky god of good health and Tzeentch is the god of conformism and stability.

The imperium is a utopia of acceptance, scientific invention, tolerance and progress!

Dark eldar popping from the webway to throw suprise parties and give hugs!

Oh no, nononooooo...

Pacifists Orks!

Aaaaah make it stop make it stooooop! :)

Edited by Robin Graves

Don't forget

The Necrons would have guns which put things back together at the atomic level

The Kroot would be peaceful, agrarian vegans unconcerned with money

The Craftworld Eldar would be all about helping and uplifting younger races through honesty and willingness to share knowledge...

...and the Tau would be rampaging space-capitalists bent on polluting and exploiting worlds with no concern for anything or anyone but themselves.

Edited by Crow Eye

This all pretty impressive so far.

The 13th Station of Passage is essentially the Port Wander/Footfall of the Screaming Vortex in my campaigns. It's the place players come to do business, investigate/research and, at times, find a particular person who for various reasons is brick and mortar'd into this place.

The Vortex has few places that fill this role, and, imo, it's a role that sort of has to be filled for the average BC campaign - which always feels a little like Chaos RT.