I've always been fond of the Warhammer setting, but not of the grimderp pointlessness that many people seem to insist on enforcing. To me, it's about how humans battle impossible odds, fighting desperately to keep the darkness at bay for just a little while longer, even knowing that salvation will never be known if their lifetimes, if ever, but struggling and hoping regardless.
So after one too many threads on /tg/ about how everything is doomed and nothing changes and anyone who tries immediately gets NOM'ed by Tyranids, chaos, necrons, or smote by other humans for Emprah and lulz, I decided to start thinking about what might happen if someone did try things a little different, and fought to make things just a little bit better. And of course, all the trouble he would get into as a result.
Though his goals are noble, the galaxy of the 41st Millennium is never kind to such men…
First, some backstory to establish things and a blurb on the men responsible. Then there are three sections detailing themes and events for the players to become involved in, and how things change and grow over time to fit the scale and settings of Dark Heresy, Rogue Trader, and finally Deathwatch. Then there is a bit to descibe the star system my little troublemaker calls home. It ends with three wacky inventions, and I hope you come away from it with enough plot hooks and possibilities to build some interesting games on.
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Magos Tesla was a great man who pursued the quest for knowledge with unparalleled devotion. He was brilliant, inventive, open-minded and progressive in his philosophy. To the structures of the Imperium and the Adeptus Mechanicus, such a man was the most dangerous of heretics. With his every word questioned and every act scrutinized, he was continually hounded by the most puritanical elements within the Cult of Mars. Despite being repeatedly vindicated before his peers, in the end only a single student would remain faithfully alongside him, swearing to keep safe his works and beliefs when Tesla passed on.
A century later, Durandall Levin would attain the rank of Magos Errant, and scrape together the resources needed to found a tiny outpost in a distant system where he could continue the quest for knowledge – in his own way. The fear of original research among the Mechanicus was always particularly galling, and Levin’s (unvoiced) opinion was that the pursuit of STC recovery above all else had reduced the priesthood to little more then glorified tomb-robbers. Thusly, Magos Levin dedicated his tiny domain towards pure scientific research, away from prying eyes.
Magos Levin is outwardly cheerful and pleasant, acting far more ‘human’ then most tech-priests. Even his cybernetics are elegant works of art that blend with and compliment his human body rather then detract from it. Though disagreeing with some aspects of common doctrine, he is nonetheless highly devout and would never tamper with warp-tainted artefacts or dabble with dark powers. Somewhat idealistic, he is often shocked by the brutal practices of the Imperium and tries to hold himself to high moral standards, agonizing over every difficult choice he is forced to make. The day he must choose between his standards and his goals will be a painful one.