Resources -- Images, Maps and Blue Prints

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Resources -- Images, Maps and Blue Prints

Post by Vardaen » Fri May 30, 2008 6:04 pm

This thread will contain the images and icons of the various 40K characters, NPCs and locations. If you would like something added to this thread send me a PM.
The Characters: Past and Present
Cimbria -- The Female Void Born Trooper of the Adeptus Arbites. Vanished after the success at the Gorgonoid Mines along with Ishmael.
"œThere are no civilians in the battle for survival." (eldritchknight)
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Ishmael -- The Male Hive World Dreg. Vanished after the success at the Gorgonoid Mines along with Cimbria.
"ÂœEven a man who has nothing can still offer his life." (TetNak)
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Iorgo -- The Male Imperial World Cleric. Became mutated in the Gorgonoid Mines and was executed once the mines were clear by Mir.
"œEven the darkest souls shall wither before the light of the Emperor." (jigglypuff69)
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Jericus -- The Male Imperial World Adept. Continues to serve the Inquisition on Scintilla.
"œKnowledge guides, it shows us the path in the darkness." (Trogdor)
Image .. Image
Mir -- The Male Feral World Conscript. Was taken into custody on Scintilla just before 'On The Edge of Darkness'. "œMen must die so that Man endures." (MadVlat)
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Xanthia -- The Female Imperial World Killer. Continues to serve the Inquisition on Scintilla.
"œViolence solves everything." (Brennor)
Image .. Image
Haxtes -- The Male Imperial World Tech-Priest. Joins the Inquisition on Scintilla.
"Even a man who has nothing can still offer his life." (TetNak)
Image .. Image
Solaria -- The Famle Hive World Born Trooper. Joins the Inquisition on Scintilla.
"The pain of the bullet is ecstasy compared to damnation." (jigglypuff69)
Image .. Image
Frastus -- The Male Void Born Sancionite Psyker. Joins the Inquisition on Scintilla, but never joins the Acoyltes on their missions. Perhaps he was only there to test them for purity before they began their job?
"In the darkness, follow the light of Terra" (eldritchknight)
Last edited by Vardaen on Tue Sep 20, 2011 11:03 pm, edited 5 times in total.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Re: Resources -- Images, Maps and Blue Prints

Post by Vardaen » Tue Nov 25, 2008 7:15 pm

Rego Pertinax -- The Male Hive World born Cleric. Joins the Inquisition on Scintilla in the Coscarla District.
"A suspicious mind is a healthy mind" (DoomulusPrime)
Image .. Image
Damien Quinn -- The Male Imperial World Sanctioned Pysker . Joins the Acolytes on The Brazen Sky at the start of Illumination as they head to Iocanthos.
"To War is Human." (ManWithDoor)
Image .. Image
Last edited by Vardaen on Fri Apr 02, 2010 5:27 pm, edited 4 times in total.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Re: Resources -- Images, Maps and Blue Prints

Post by Vardaen » Tue Nov 25, 2008 7:20 pm

Southern Coscarla Division Map, Scintilla Hive World (Chapter 1 - Edge of Darkness)
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Last edited by Vardaen on Wed Jan 20, 2010 7:37 pm, edited 1 time in total.
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Re: Resources -- Images, Maps and Blue Prints

Post by Vardaen » Wed Jan 20, 2010 7:35 pm

Port Suffering, Imperium Holding, Iocanthos (Chapter 2 - Illumination)
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As a world riven by endless fighting and dispute, there are few pemanent settlements on Iocanthos. THose that do exist have been erected at the behest of the Imperium. Of those few settlements, Port Suffering is by far the largest, being a heavily fortified spaceport surreounded by a steep wall bristling with gun enplacements.

Port Suffering serves one purpose and one purpose only - transporting Ghostfire pollen. The spaceport dominates the community's center and heaps of rest-red hab-blocks extend out from it in concentric circles: living wuarters for the locals who call this wretched place home. Although little more than a messy conglomeration o dusty streets and drab buildings, there are a few locations of interst in the spaceport.

1: Spaceport
Occupying the flat ground at the base of the ridge on which Port Suffering is built, the spaceport is a large area of hard-packed scorched ground, punctuated with rectangular pads of rockcrete and heavy duty docking clamps surrounded by a high wire fence to keep out wandering creatures. Transports sit along the north-western fence where they draw fuel from the main resrvoirs beyond the port in preparation for refuelling vessels. Industrial walks plod throughout the area, unloading much-needed supplies of hefting pallets of barrels holding precious Ghostfire pollen. The air smells of burnt metal and chimals and a haze hangs over the place from the scorched earth, even when no lifters or shuttles are present.

2: Administratum Counting House
The counting house is one of the few structures in Port Suffering that is not cheaply made and shoddily built. Monolithic and intimidating, it towers over the rest of the accomodation blocks, constructed of black stone and decorated with the symbols of the Administratum and the Imperium. Armed guards monitor passers-by from fortified balconies and shelters, and only those citizens who have legitimate buisness are allowed to approach the place, let alone enter. Adept-Interlocutor Sabetha Kosloff, the Consul in charge, is not a popular person with either her staff or the locals, and she never leaves the building's shadow corridors if it can be helped.

3: The Alms House
Port Suffering's hospital is a grim structure, being a fusion of a dozen or so hab-blocks that house sick and injured workers. Terinally under resourced and understaffed, the alms house is run by the acerbic Sister Xanthe and has a reputation as a charnel house, where the doomed gather to die rather than a place of healing.

4: The Pits
Unexplored

5: The Refectories
This walled compound is maintained by the Imperium for adepts and such that visist the town. Currently Aristarchus resides here and it is where the Acolytes will be put up for the night in austere hospitality.

6: Bastion Wall
A 20 metere-tall adamantine metal wall completely encircles Port Suffering. Studded with fun emplacements and sentry posts, it is a formidable defence that ensures that none of the violent warbands drift too close or, rose, lay seige to the community. The wall is more than just a simple barrier: it is a symbol, a physical division that seperates the violence and hostility of the Barrens from what passes as civilised life within the settlement.

7: The Works
A series of ugly squat buildings and silos where Ghostfire pollen is refined and stored for shippling, the whole area is clouded with choking dust thrown up by the refining process.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Re: Resources -- Images, Maps and Blue Prints

Post by Vardaen » Fri Apr 02, 2010 12:00 am

Stern Hope, Imperium Mission, Iocanthos (Chapter 2 - Illumination)
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The Imperial settlement sits in a high mountain valley, securely bracketed with two long spurs of stone. Crude fortifications have been added to the rocky walls forming a partially natural, partially artifical barrier that, while is in no way as imposing as the defenses of Port Suffering, seems sturdy enough.

1: The Cathedral
The as yet unconsecreated cathedral has been built with much hard work, using local materials and the unpaid labor of hundreds who have taken to the task as a willing offering to the God-Emperor. In shape it is a large, roughly circular building, made of polished and smooth-fitting stone blocks, finished with black quartz facings. Its dominant features are a high central dome and four high pillars set equidistantly around the base, each capped by a tall Imperial aquila. The building is set at the highest point of Stern Hope. It also rests at the top of an angled rise so that any that approach it have to look up as they draw near, making it loom over visitors. Within, the cathedral is a mixture of the ornate and the austere, designed to be a cool, shadowy place; a refuge from Iocantho's harsh glaring day. Its most striking feature is the massive mural set on the inner surface of the central dome which depicts Saint Drusus standing triumphant, a short-bladed sword held aloft in one hand and a golden aquila in the other, with a shadowy half-sugested figure laying crushed at his feet, surrounded by intricately engraved patterns of flowers and wheeling birds.
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Cathedral Key
1. Hill Path
2. Cathedral steps & entrance
3. Support Pillars
4. Central raised dias & altar
5. Pews
6. Iron dividing rail
7. Biers and stone coffins (empty)
8. Aquila statue
9. Stone plinths of statues of saints (most empty)
10. Clerical offices (currently empty)

1 square = 1 metre
2: The Crying Clota
The Crying Clota is what passes for an inn and a guesthouse in Stern Hope, as well as a scrap trader's yard and livery stable. In truth, it is mostly a watering hole that just happens to have a few rooms for rent on the second story. Constructed of old scrap wood, flint blocks and corrugated iron, it has a shabby apperance, and looks like it would collapse under a strong wind. Hanging from strings all along the front porch are spent brass cartidges and shell that tinkle in the fitful breeze. In spite of its impermanent apperance, the Crying Clota has been around for a while and has proven to be remarkably resilient.

The inside of the building proves to be spacious, if a bit dusty and threadbare. You are accommodate two to a room on the first floor, but Aristartchus has his own room.

The interior consists largely of the bar room, and a dozen tables and six booths offer plenty of places to sit. Most days, there's a handful of people inside, but at night, hte place is packed with standing room only. The Crying Clota's permanent residents consist of its owner, a small twitch Ashleen man named Forst, and a few of his clansmen and women who serve as staff. They are all happy to see you "outlanders", are eager to please, and have a talent for minding their own business. The Crying Clota serves the local "spitbrew" ale, grit-water and listless stew, and also holds a few bottles of slightly dubious imported amasec behind the bar.


3: The Priory
This sturdy prefabricated building not far from the path that leads to the cathedral. It strongly resembles an Impeiral bunker, on which its architecture is indeed based. The interior is sparsely decorated, the walls adorned with images and icons of the Cult of the God-Emperor. The ground floor consists of a large common area and a few adjoining rooms serving as stores, ablutions and a kitchen. On the second floor are the private rooms of the abbot, Brother Lamark and Brother Severus, and two form rooms that house several other lesser monks, clerics and lay brothers.

The Pirory's meeting hall is a large square room with a lectern in one corner and is furnished with numerous rather crudely fashioned pews and benches. The walls are decorated with hand-painted scenes of the life of Saint Drusus.

4: Generatoria & Workshops
These single-story prefabricated block units house Stern Hope's small generator plant and the workshops where the cathedral's building materials are prepared and the worker's tools and gear are stored. Stern Hope's few and often-repaired vehicles are parked in the yard around the back of this location.

5: The Warriors Camp
The warriors camp is an area of town set aside for visiting Ashleen clanners, clota herd drovers and other nomad groups that may pass this way, and is made up of open tents, a corral and wellhead. It is isolated enough from the main camp to make everyone feel a little safer while remianing inside the wall.

Notable NPCs of Stern Hope

Brother Lamark - Lamark is a garrulous former Impeiral Guard NCO who "felt the call" and joined the church as soon as he mustered out. Originally hailing from the sector captial Scintilla, he's a hearty man in his late fifties, accustomed to getting things done and good at looking after those in his charge, whether that means a squad of recruits, as in the old days, or the Stern Hope pilgrims. Lamark was assigned to Skae's mission by the Ecclesiarchy and believes wholeheartedly in it. While he cares deeply about the people of Iocanthos and the abbot, he is still a loyal soldier of the Emperor at heart.

Brother Lamark is a loud an talkative sort; he smiles often and laughs a lot. For that he is a cleric, Lamark still indulges in earthly prelasure from time to time, and will happily drink a willing Acolyte under the table and swap warstories if the opportunity arises.

When questioned about the strange goings on, he answered that he has seen nothing personally (beyond some lights in the hills) and told you that many of the congregation are superstitious people who have suffered much in their lives, a fact which can affect their judgement.
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Abbot Orland Skae - Six decades ago, as a young missionary, Orland Skae left the realtive comfort of his post in the high churches on Scinitilla. Following what he felt to be his bvocation to preach the Emperor's word, he travled to Iocanthos. Through hard work and grim determination he has been successful enough to establish Iocanthos' first cathderal in Stern Hope.
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Brother Severus - this taciturn monk was once a sniper in the infamous Scythwind, a unti fielded by Imperial Guard regiments raised on the death world Mortressa - he has tribal tattooes to prove it. He serves principally as Stern Hopes Intercessor (a religous enforcer) and is charged with looking to the defense of the settlement. He is also effectively Abbot Skae's bodyguard, though the old missionary would deny that he has need for any such protection because the Emperor Himself watches over him.

Severus habitually wears a flack vest over his roves and carries a laspistol and mono-axe at his belt. When expecting trouble he is also equipped with either a pump shotgun or long las, both of which he keeps in his chamber at the priory. Severus knows little about the strange phenomena in Stern Hope, and at the abbot's request, he has no investigated the occurrences -- Skai having insisted that experts (the Acolytes) handle the matter.

Severus hardly speaks at all. A dour and unsociable man, he prefers to act under orders within established guidelines and rarely does anything under his own initiative.
Last edited by Vardaen on Wed Sep 22, 2010 6:33 pm, edited 1 time in total.
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Re: Resources -- Images, Maps and Blue Prints

Post by Vardaen » Wed Sep 22, 2010 6:30 pm

Esha Raine's Steading House Outside Stern Hope, Imperium Mission, Iocanthos (Chapter 2 - Illumination)

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The Steading House Key
1. Raine's Hut with furniture
2. Corral of Dustdogs
3. Fire
4. Waterhole
5. Skulls on poles
6. Mountain pass wall

1 square = 1 meter
Towards the end of your journey the dust storm dies away and, in a side gorge down from the main pass, you see a large dweling formd from rough-cut stone blocks and the hides of various unidentifiable animals, lit by lanterns from witin. Nearby is a water-hole and a small corral in which five Dustdogs lounge. Numerous animal skulls on poles dot the area. Several of the Dustdogs begin to make chuffing-bark sounds as you approach.

As you reach the floor of the gorge, Esha Raine emerges from her home, Kos'ke and several of his men follow her, their weapons are at the ready but they do not attack once they notice Solaria and Rego among your group, but they do not let their guard down.

Esha Raine is a Death Singer, a title that has a literal meaning among the Ashleen as "one who sings for those who have been killed". She is also a well-regarded elder fo the clans, a keeper of the Ashleen's oral history and a highly skilled folk healer. Her title is an unusual one and accords her a measure of respect and protection, even on unforgiving Iocanthos. Some would hold that her various herbal cures, chanting rites and soothsaying are the works of a witch, but to the Ashleen it is simply a time honoured tradition.

Esha Raine, The Death Singer
Raine herself has a genuine faith in the Emperor, although like many of her people she doesn't regard Him as an omnipotent being, but rather as a powerful ancestor-spirit and guiding light for all. She hopes by encouraging her people to follow the God-Emperor, the Imperium will eventually step in and help the Ashleen against some of the more "heretical" warlords on Iocanthos and bring some semblance of peace. To this end she has become a tentative ally of Abbot Skae and his great plan, though she finds he site he has picked for it very troublesome.

Raine is swathed head to foot in a widow's weaving of black gauze shot through with flashes of crimson, and cuts a striking figure. She keeps a small steading a gorge connect to a main mountian pass a few hours distant, and is an infrequent but honoured visitor to Stern Hope.
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Warchief Kos'ke
Kos'ke is a distant relative of the great warlord Skull. Kos'ke is the leader of the widely scattered mountain clan that largely dominates the board area in which Stern Hope lays. A man who has earned his position through a mixture of willpower, naked ambition and outright bloodshed, Kos'ke is not a man to be trifled with, nor is he some ignorant savage, despite his appearance. He sees positioning himself as "Stern Hope's protector" as a way to increase his own power, and understands that having the Ecclesiarchy as a "friend" can only be good for him and his clan.

He respects strength, wits and littl eelse. Insults of any kind to his person or that of Raine will bring immediate violence from him and his followers upon the perpetrator. Kos'ke honours the beliefs of his people and considers "holy ones", such as Raine (and to a lesser extent, Abbot Skae), to be somewhat sacrosant and unlucky to kill. But like his people, he sees the cathedral's location in what his clan calls "The Crow's Valley" as something that is best ill-advised, although he knows knowinth of the place other than that is is traditionally shunned.
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Re: Resources -- Images, Maps and Blue Prints

Post by Vardaen » Wed Dec 07, 2011 11:27 pm

Hive Gloriana - "After a lengthy flight during the hours of night in an unmarked and servitor controlled speeder carriage, you travel to the outskirts of Hive Gloriana. For a time, hissing corrosive rain splatters the resistant glass of the carriage and the air-scrubbers work to remove the acrid tang from the air. Dawn is rapidly approaching as the speeder touches down on the landing pad of the air dock. A red haze of lights is starting to creep across the horizon, illuminating the incongruous shapes of the skyships docked to their mooring masts. A turbulent, green-black sea stretches out southward. The wind blowing from the sea is heavy with acrid vapors and you can see twisted masses of corroded metal and the upper floors of decayed building jutting out from the dark waters like the bones of titanic skeletons. The Cygnan Martyr is easily located, and you can see that the crew are already preparing to depart with the dawn."
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The Balemire Sea - "Xanthia heads out onto the starboard balcony for a view and instantly realizes why Marr gave you the vapour cloaks. The wind blows wildly into the sides of the ship now that you are clear of the spire. Stretched out below is the Balemire Sea, it is an angry mass of polluted water, intermittently pierced by the jutting spires of sunken cities and the wreckage of past industrial exploitation. Highly corrosive and utterly toxic, an unprotected human immersed in its waters would last agonized seconds at best. The sea appears utterly dead except for the occasional shadow of strange and vast shapes moving through the depth. The wind blows, even this high above it, the corrosive spray, about, and Xanthia holds her cloak tightly wrapped around her to protect her gear."
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The Cygnan Martyr - To the casual observer, a skyship looks much like a conventional lighter-than-air cylinder dirigible, but its skin is metal. It is a medium sized transport, and looks somewhat like a tarnished, gunmetal-coloured fish some 40 meters long by 14 meters wide, terminating in a high steering fin and cluster of directional thruster units at the rear, with and iris-like control dome and a cluster of arc-lamps at the front. A ridge of tall lightning-conduct spines run long its back. The mid-decks hold several stateroom and passenger cabins, and two windowed observation decks leading out onto air-balconies on either side of the ship.

The deck is a spacious chamber with a high ceiling and wide windows fitted with retractable brass shutters on either side. Armoured doors lead to the ship's open balcony platforms. The area is furnished with a number of chairs, tables, couches and a small bar area, along with numerous railings, hand loops and strategically placed crash padding (in case of rough skies). The decor is by no mean lavish; however, some effort has been made to elevate the bare metal with whitewash and a mural depicting the triumph of the Angevin Crusade. This is where meals will be served during the course of the journey, and there are present two crew members here at all times, night or day.
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Captain Elias Shadrack - A dour, no-nonsense man with hard eyes that have seen much. The captain spends much of his time on the command deck.

Nahun Grist - The ships first mate and steward (who also doubles as the ship's cargo master).

Octavia Nile - An attractive young woman dressed in formal business attire, with fine manners and a cool, easy charm. She is working for an undisclosed guild cartel. She is interested in the Greyskin Psalter and has offered to assist the group as long as they don't try and outbid her.

She has two bodyguards (obviously professionals) and a Adept assistant.
Image

Image
Lanus Cisten - A minor scion of one of Solomon's guilder families. He is here to study the ancient history and tales of the infamous Rogue Trader. Getting on in years this was a once and life time chance to see up close and personal items of his fascination. He is accompanied by a young junior scribe called Whent, who fetches and carries for him. Whent is a somewhat feckless and stolid young man, mutely terrified of absolutely everything ince leaving the hive-citadel.

Vymer and Quill - Two professional buntry hunters with a Malfi accent.

Abbot Tamas of Shale - A heaving, sweat-stained cleric with blotchy skin and fingers writing like meat-worms wades up the stairs into the chamber. He is trailed by four mendicant looking journeyman-clerics whose disheveled appearance only serves to make their master seem more florid. The five of them come into the chamber and stop on spotting you.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Re: Resources -- Images, Maps and Blue Prints

Post by Vardaen » Tue Jan 17, 2012 1:33 am

The House of Dust and Ash
Image
The Entrance Hall
You make your way up the hill to the entrance of the House of Dust and Ash. The entrance doors are board enough to drive a super-heavy tank through and twice again as high. They on to a cathedral like space, flanked on either side by rows of 20 metre tall statues of saints bearing aloft braziers of pure volcanic fire. Two emaciated-looking gun servitors of ancient design guard the inner doorways. Here and there, adepts, indentured workers, and servitor drones crosscross the vast and shadowy hall on errands of their own. Numerous doorways, staircases, and landings lead off the hall to other parts of the complex.

Haarlock's Crypt
At the end of the great hall is a single huge black mausoleum, its high flat sides ornately carved with skulls, saints, conflict, blasted starships, and burning worlds without number. This, the cipher and the inscription at the head of the tomb proclaims in High Gothic, is the tomb of Solomon Haarlock.

Private Chambers
Accessed from the right of the entrance hall, there are several levels of sleeping chambers. Private and austere, these windowless suites are arranged in concentric circles around a series of spiral staircases and can potentially house hundreds. One staircase is being used by the adepts and troops, while another has been set aside for the auction patrons. The patrons have tactfully been placed in a random order on different floors as there is more tan enough room to accommodate you all. Each set of chambers has a single, unique iron key that fits a complex clockwork locking mechanism. You obtain this key from a servitor on arriving at the staircase and presenting your papers and ID information. The heavy iron key displays a bold XIII etched on it.

Libarium
The trio wanders among the maze of rooms noting they are filled with strange curios, memento mori, relics and a great deal of portraiture and statuary, nearly all either eulogizing the loved dead or dwelling on the theme of the grave. After about an hour of wandering, and offering polite greetings to a few guests that have staked out several of the rooms, as well as the occasional off-duty adept, you find yourselves passing dozens of locked doors that lead to the vault deeper in the complex. Finally however you come to a large libarium that holds a great many rare and valuable books, although many in a lamentable condition. You find the chamber empty of others and so decide this is a good place to begin your search and take a rest from the wandering. The room does have a bell, which can be rung to call for the somewhat sluggish attention of silent servitor drones who scurry among concealed passageways to bring drab food, strong wine or other refreshments.

Deadtown
About a kilometer around the volcanic cliffs of the Burning Island is a small settlement known colloquially as Deadtown. Set back in a series of caverns along the shoreline, the settlement is a ramshackle place and home to various scavengers and dregs.

The Garden of Lost Saints
A spacious circular chamber that occupies much of the domed upper portion of the main structure, this area is where the formal reception and eventually the auction itself will be held. It takes the form of a huge, open gallery several hundred metres across, filled with arbours of stone flowers, spiralling ornamental walkways, statuary, and sculpture. The roof of the dome is painted in a great star map of the Calixis Sector. Astute observers will note it is at least a thousand years out of date.

The Auditorium
At the very centre of the Garden of Lost Saints is a circular, tiered auditorium of spectacularly white marble set with graven carvings of mathematical symbols and strange scripts. It is here that the auction will be held, with
the auctioneer on the raised dais at the centre, while the bidders and their parties fill out the stone biers that surround the space.

The Vaults
The House of Dust and Ash is a vast and maze-like structure. Beyond the private chambers, reception rooms, and high vaulted doors of its interior is what seems another world of endless, curving white marble corridors that wind and snake along, lit by a dim, omnipresent white radiance. Stretching out seamlessly from the rest of the complex and disappearing into the rock below, without rhyme or reason within this white labyrinth are living chambers, crematoria, mortuaries, tombs, reliquaries, and sepulchres, many of widely differing forms, decor, and function. Some are covered in dust and others are spotless as if newly furnished. Hidden here are the ancient vaults of Solomon's great families, most long gone now to dust with none but the Sorrowful Guild to mourn or remember them.

The effects of these blankly curving white corridors and the unfailing steady light and silence can be extremely disorienting, and the adepts and troopers have learned to stay in the easily accessed chain of staterooms and chambers set aside for them near the main entrance. Here, before the funerary complex proper begins, the walls are plain stone and the rooms lit with standard luiminem lamps, and it is easier to believe that you have walked straight into some purgatorial realm of the dead.

The Administratum Cells
A chain of rooms immediately to the left of the entryway have been taken over by the Administratum to oversee its business on the island, overseeing dispositions and struggling to archive the Great Crematoria's files for the Chancellery Court. The cells are packed with copyist desks, cogitators, eithographs, and stacks upon stacks of documents. There is also a vox room, a vault, a small armoury (containing weapons and ammunition for the PDF troopers), and separate offices for the provost and several senior advocates. Day or night, these cells are guarded by shifts of four PDF troopers.

The Receiving Rooms
Set on the second floor of the entrance hall and accessed by several staircases from the ground are a number of formal reception rooms, librariums, shrines, and refectories. Somewhat dusty and dimly lit by gas-lamps and fire jets set into ornate hearths, these rooms are decorated in a high, archaic style giving an overall impression of ancient and faded grandeur. These rooms are filled with strange curios, memento mori, relics, and a great deal of portraiture and statuary, nearly all either eulogising the loved dead or dwelling on the theme of the grave. Several of the rooms have bells which may be rung for the somewhat sluggish attention of silent servitor drones who scurry away through concealed passageways to bring drab food, strong wine, and other refreshments. Several guests and even a few off-duty adepts can be found scattered around these rooms (there's not a lot else to do) when other more portentous events are not transpiring, and a number of these rooms have unlocked doors which lead to the vaults beyond.
Last edited by Vardaen on Thu May 17, 2012 10:13 pm, edited 3 times in total.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Re: Resources -- Images, Maps and Blue Prints

Post by Vardaen » Thu Feb 02, 2012 10:56 pm

Attendees and Staff of the House of Dust and Ash
(As presented by Locutor Mayweather initially)

The Staff and Others

Locutor Mayweather, the Contact
Mayweather is Marr's inside man. A Chancellery Advocate assigned to the Administratum staff, he is ever inch the small minded, unctuous, officious pendant his calling in life requires. Small in statue, he has a fidgety, breathless, nervous energy that reminds you of vermin. He is troubled, frightened man. He would like nothing more than to flee the House of Dust and Ash, but is prevented from doing so by his service to Marr.
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Greel, the Head Mourner
An immensely tall man, swathed in a black cloak and rodes, with a sallow face and sunken eyes, around which are tattooed rivers of black tears flowing across his cheeks. He look every inch a specter of death.

Greel is the head of the Sorrowful Guild, the pseudo-religious order that maintains the House of Dust and Ash, and the only of its number who is prepared to speak readily to those attending the auction. Greel is not only the defacto governor of the island, but also the appointed representative of the Haarlock estate.

The Mourners of the Sorrowful Guild number around a hundred. They are silent, grim and pallid figures who move about the Crematoria soundlessly and shrouded in black, so very like the shades they clearly seek to imitate. They are aided in their tasks by a number of ashen grey and embalmed looking servitors, servo-skulls and dead eyed cherubim.

Hiram Bland, the Provost
Bland is the Adminstratum provost assigned to the House of Dust and Ash to manage the auction and see the legal requirements are carried out. His command, such as it is, consists of 12 advocates, 40 scribes and clerks, a 25 strong platoon of PDF troopers, and the same number again of indentured Munitorium laborers, few of which desire anything more then to be assigned away from this grim posting.

The Attendees

Captain Rubio of the Ozmandius
A young rogue trader who has brought a sizable entourage with him.

Magyar Marshrek
A lone man with the lethal air of a stalking beast. He's kept to himself so far.

Master Nonesuch
A charming patrician man, a Guildmaster of Solomon, and dilettante collector indulging his highly priced hobby. He has three guards and a secretary.

Karius the III
A fat obnoxious, "powdered-wig", noble from off world. He has a harem of nearly naked men with him at all times.

A dozen others he hasn't had time to learn about, plus those from your ship. These are very basic listings, if you interact with them then obviously you're learn more about them.[/spoiler]

Deadtown

Chenshan
Behind the bar is the proprietor of the place Chenshan, a stocky weathered looking man with a scour demeanor and eyes like chips of flint. He wears a faded frock coat over a reclamator's worn coveralls, and one would think him just another scavenger but for the wary respect others give him and his trailing bodyguard of silent, slab-muscled and iron-masked heavies.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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