Showing posts with label OUT. Show all posts
Showing posts with label OUT. Show all posts
Wednesday, 28 February 2018
The Commonwealth: A Primer
Millennia ago, three rulers led their peoples out among the stars to escape a great evil that had corrupted their homeworld. After they departed, this world, Argos, birthplace of the human race, became sealed off from the rest of the multiverse.
Enders the Great built a city in the empty reaches between the stars and named it Corregidor. His people prospered and reached out to other worlds. This was the birth of the community of worlds that was to become the Commonwealth.
Agripios the Red settled his followers on Varanger, a hospitable planet among the Antediluvian Stars. Here they built a great civilization that eventually fell under the sway of dark powers. When their world was consumed by an Old One, the survivors retreated into the vacuum, led by the cult known as Ordo Ultima Thule.
Assani the Wise led her people deep into the hinterverse. Where she settled is not known, but in the ages that have passed since the exodus, stories of encounters with people claiming to come from the world settled by the lost ships have become part of sailor lore. This world has become known as Magh Meall, a reference to an idealised mythical world of ancient Argosian lore.
Tuesday, 24 September 2013
Destiny manifest
With the death of Dr. Mörbius, the Ordo Ultima Thule lost its leader through seven centuries. The heavy casualties sustained during the Repatriation War also left it changed. The new leadership, a tribunal of senior officers referred to as the Triarchy, decided to abandon the Mörbian doctrine of descendental hegemony in favour of a policy of colonisation, production, and procreation. Several locations had already been surveyed, and of these the Axefjord area provided the best premises for an archcolony: an abundance of minerals, rich fisheries, an unsophisticated native population, and strong natural defences.
Saturday, 16 July 2011
The Voyage of RAS Talôn
Storyteller's note: The following article was published in the The Correspondent, No. 47, in YE 1042.
Correspondents,The following letter was submitted by The Hon'ble Rev. Dr. Thaddeus Potley COGD, Gardener to His Majesty King Rowar II of Pendrell, regarding his service on the gun-sloop RAS Talôn's journey to Thule. As you are no doubt aware, in Tertius YE 1041, Commodore Sir Jonah A. P. Peregrine CA KCOGD was gazetted by the Council to find a passable passage to Øksfjord in Thule, and was considered lost until recently. You are no doubt also now aware that the northern OUT colony is powerful enough to claim the troposphere.
Tuesday, 14 June 2011
Fragments of Truth and Fiction IV
Despite the war drawing nearer, or perhaps because of it, the citizens of Apeldoorn gathered for Freeday games on the frozen channel. The cold air was filled with laughter and happy voices, and for those afternoon-hours they were as happy as they had ever been. At least the children were -- few of the adults were able to wholly forget the Year of Crisis, and the fear of it merely being the beginning.
Thursday, 9 June 2011
Reaver
Reaver-class NullGrav vessel
The Reaver is the work-horse of the Ordo Ultima Thule. It has a modular construction that allows for easy configuration for different tasks; troop-carrier, assault-craft, cargo-hauler, and VIP-transport are but some. One of the great advantages of the Reaver is it's capability to travel both in atmosphere as well as in the Void. The cylindrical cargo/troop compartment can be lifted off and replaced, according to need. The load-grapples slung beneath the hull are capable of lifting heavy loads, but can also be used to lower, or extract, troops. If configured as a troop carrier, it can carry 20 troops, as a cargo-hauler, it can lift 6,500 kg.
Sunday, 5 June 2011
EXODUS I
EDIT: I have no idea why this post ended up being moved from it's original date to today's date. I was admining the tags, and this happened. Some days Blogger acts strange. Oh well, there are worse things it could have done to me. *knocks wood
CHANCELLOR'S ORDER 10.221
It is now clear that the inhuman forces of the Commonwealth of Man, guided by their hellish engines of reason, intend to destroy our entire civilization. Our outlying colonies have been blockaded and submitted to ruthless bombardment. No surrender has been asked for, nor accepted when offered. Tens of thousands have been killed: men, women, and children. Our homeworld is now facing a direct attack, and despite the heroic efforts of our armed forces, we have to prepare for the worst thinkable outcome.
Thulist Architecture
This is a reference post for the Ordo Ultima Thule's various installations on Argos. While Deep Command has suffered a terrible blow, and the lunar base has been hit hard, the Thulists have gained a far to firm grasp on Argos to disappear overnight. They may no longer be able to operate at will, but they are too well dug in -- often quite literally -- to abandon the areas they have occupied.
In this post I will look at some of the structures the Outsiders have erected, and are in the process of building, since they arrived.
Tuesday, 31 May 2011
Chapter: Nemesis No More
Cast: Bansl, Galan, Tito and Toadface. Also, as NPC's: Aegir, Dr. Mörbius, Droctors Misterio and Toombs, Commander Spearhawk and Master Ludenius.
The following takes place between 28 Decanum and 3 Undecium, YE 1022.
Locked in a trance, in combat with the evil master-mind, Galan and Toadface makes a stand, all the while, Tito's soul, given over to his spirit-totem, stalks the labyrinth – the tide turns, van Zaar disappears again, and the survivors have to carry the lifeless bodies of two of the cabal to safety.
The following takes place between 28 Decanum and 3 Undecium, YE 1022.
Locked in a trance, in combat with the evil master-mind, Galan and Toadface makes a stand, all the while, Tito's soul, given over to his spirit-totem, stalks the labyrinth – the tide turns, van Zaar disappears again, and the survivors have to carry the lifeless bodies of two of the cabal to safety.
Thursday, 26 May 2011
Chapter: Dr. Mörbius, I presume...
Cast: Aegir of the Enæidùn, Gryff Galan, Velimir Tito, Yolander van Zaar, and Toadface. Guest starring: Deep Thought.
The following takes place on 28 Decanum, YE 1022.
Having reached the position of the OUT mother-ship, EXODUS I, the heroes decide to play fair: one by one, they enter the labyrinth designed to bewilder, weaken, and kill them – Bansl has already gone missing, soon others will too; meanwhile, van Zaar reappears with new visions of imminent doom.
Friday, 18 February 2011
Moon Base "Nattland"
Storyteller's note: This post will attempt to put what information has been gathered thus far in context (here: what is known by Onkel Smit and Master Arachnidus). As with the previous connect-the-dots posts, little or no new information will be presented.
The actual function of Nattland, whether it be supply, troop- and/or fleet-base, research, or perhaps even a colony, is not known. Still, that the base represents an important anchor-head for the outsiders is beyond doubt.
East in the crater lies what appears to be a town or larger settlement, and a rudimentary analysis suggests that it can house somewhere between 4,000 and 6,000 people. Apart from this, the other installation large enough to house a significant number is the fortress guarding the pass allowing entry to the crater from the North. The crater's floor is criss-crossed by roads that allow access to the various sites and installations, and Reavers patrol incessantly above the lifeless landscape.
Scouting of the area has so far not revealed any natural occurrence of neither water nor vegetation. While the Thulist civilization is well adapted to living in constructs deep in the void, according to the Commonwealth, they are to a certain degree dependent on supplies from nearby worlds -- either through plunder, taxation or trade. Reports from the Waymar Islands point towards regular shipments of minerals and victuals, as well as slaves, going off-world, most likely to the moon.
Available information also suggests a high level of fortification. Given what is known about the OUT defensive doctrine, as well as the fact that Nattland has been successfully breached once before (ref.: Morfeus and the incident concerning the Key of Ahuramazta), one can assume a high concentration of artillery, over-lapping and semi-independent defensive sections, as well as occult/arcane countermeasures.
Lastly, according to certain ancient scrolls, when the Dead Star entered the Plane of Argos, a piece broke off. This piece crashed into the far side of the moon and buried itself below its surface (note that conflicting interpretations exist). Again referring to the Legend of Morfeus, it is assumed that the Thulists were in the process of attempting to somehow harness this power when the Rogue Navigator intercepted the Key of Ahuramazta, and subsequently freed some entity from a black crystal. Which, if any, significance this has on an assault on the moon is unknown.
[Picture source 1 & 3 unknown; 2 Iron Sky]
Wednesday, 9 February 2011
OUT Rank-and-File -- Poll Closed
The results are in, and I am surprised and pleased by the turn-out. Twelve people voted, and the results were unequivocal. The Ordo Ultima Thule twelve-a-dozen thugs are now called Falangists. I'm quite pleased by that, as it was my favourite, and after having used it in play, I find it rolls easily off the tongue. It also distinguishes them from the other types of allies and enemies in the setting.
The results were as follows:
Legionaries: 0 - 0%
Falangists: 7 - 58%
Hirdmen: 3 - 25%
Other: 2 - 16%
A special thank you goes out to Trey, Toadface, and C'nor, for contributing with new suggestions. To the rest of you, thanks for helping out.
I'll edit this into the Villains-post ASAP.
Origin of the word
Falange is Spanish for falanx, and came to mean the Falange Española de las J.O.N.S. During the 1930's it was one of the parties in the Spanish Civil War, and it eventually became a unified party under General Franco. The members of the party were called Falangists, or in Spanish, Falangistas. [Wikipedia]
[Picture source: 1 & 2 unknown]
Monday, 7 February 2011
OUT Corpse Soldiers
The Ordo Ultima Thule has had an interest in the Red Death almost since it arrived on the Erian shores, and the order's scientists have been working on ways to weaponize zombies for just as long. Dr. Hildebrun Möttelgrab, one of the leading inventors in the field of goethic medicine, was appointed as scientific commander of Operation Auferstehung's Tactical Developments Section, and her reports have so far been very uplifting. Despite several failed experiments, at least two types of Sonderkampfleiche (SdKpfLce), lit. Special Combat Corpse, have been developed to a state of combat deployment readiness. What follows are excerpts from Dr. Möttelgrab's reports to Deep Command.
SdKpfLce I-c (Leichensoldat)
"By injecting the subjects with Abytombtredyxaltid (ATT), a serum refined from extracts from the spinal fluids of the more potent of the natural specimens ("prowlers"), and infusing them with Ketholabyssalditraxid (KAD) throughout the incubation period, while exposing them to continuous enforced impressional therapy, the result is a vicious soldier who will attack without regard for personal safety. The advantageous secondary and tertiary effects are, respectively, short term collapse of enemy morale, and possible long term undermining of the enemy's civilization. They will not target friendly personnel."
Stat-block:
Intelligence 1, Wits 3, Resolve 1
Strength 2, Dexterity 2, Stamina 1
Presence 1, Manipulation 0, Composure 3
Brawl 2 (bite dice-pool 5)
Firearms 2 (rifle dice-pool 8)
Health 6
Size 5
Initiative 5
Defence 2
Speed 9
SdKpfLce III-b (Sturmleiche)
"Type III is constructed using the same serum as with Type I (ATT), but instead of thaumaceutical treatment, a psychoscoptic device (Obermas's neuro-syncophant Type 23) has been implanted in the subject's cranium, and wired to the cortex. Further enhancements include an optical implant connected to the weapon (machine-gun/grenade-launcher/flame-thrower) a short range vox-caster connected to the OT-23, as well as constant exposure to XT-107 (delivered through a standard V-XIV gas-mask). The subject is mounted on a modified Waldmeier 47 bipod. The result is a semi-autonomous weapon system -- an officer can issue simple orders (fire, cease fire, advance, retreat, right, left, etc.) via the vox-caster."
Stat-block:
SdKpfLce I-c (Leichensoldat)
"By injecting the subjects with Abytombtredyxaltid (ATT), a serum refined from extracts from the spinal fluids of the more potent of the natural specimens ("prowlers"), and infusing them with Ketholabyssalditraxid (KAD) throughout the incubation period, while exposing them to continuous enforced impressional therapy, the result is a vicious soldier who will attack without regard for personal safety. The advantageous secondary and tertiary effects are, respectively, short term collapse of enemy morale, and possible long term undermining of the enemy's civilization. They will not target friendly personnel."
Stat-block:
Intelligence 1, Wits 3, Resolve 1
Strength 2, Dexterity 2, Stamina 1
Presence 1, Manipulation 0, Composure 3
Brawl 2 (bite dice-pool 5)
Firearms 2 (rifle dice-pool 8)
Health 6
Size 5
Initiative 5
Defence 2
Speed 9
SdKpfLce III-b (Sturmleiche)
"Type III is constructed using the same serum as with Type I (ATT), but instead of thaumaceutical treatment, a psychoscoptic device (Obermas's neuro-syncophant Type 23) has been implanted in the subject's cranium, and wired to the cortex. Further enhancements include an optical implant connected to the weapon (machine-gun/grenade-launcher/flame-thrower) a short range vox-caster connected to the OT-23, as well as constant exposure to XT-107 (delivered through a standard V-XIV gas-mask). The subject is mounted on a modified Waldmeier 47 bipod. The result is a semi-autonomous weapon system -- an officer can issue simple orders (fire, cease fire, advance, retreat, right, left, etc.) via the vox-caster."
Stat-block:
Intelligence 1, Wits 2, Resolve 1
Strength 2, Dexterity 2, Stamina 3
Presence 1, Manipulation 0, Composure 3
Firearms 3 (dice-pools MG 12 + auto; GT 8 + dmg 8/8; FT 10 + burn)
Health 8
Size 5
Initiative 5
Defence 2
Armour 4
Speed 19 (+10 equipment factor)
[Picture source: 1 Dead Snow; 2 Keith Thompson]
Monday, 31 January 2011
Thulean Technology
"If you want to do evil, science provides the most powerful weapons."
~Richard Dawkins
| Cthonic device being readied for detonation below ground |
Thaumatechnology
The Ordo Ultima Thule have achieved a remarkable level of technological development, and in many areas they are far beyond any other known human civilization. Most of their science is based on thaumatechnological principles, i.e. science married with thaumaturgy. Following, in order of association, are the different thaumatechnological disciplines.
Goethic science - The science of harnessing the power of Umbral entities. In essence the principle is to capture a spirit, bind it to a device, and use its power to fuel or enhance the object. The first goethic theories were formulated by the scholars of Varanger, the now dead homeworld of the Thulists, almost a millennium ago. Since then the OUT scientists have broken vast new grounds, and now all void-ships, as well as many installations and constructs, run on the power from goethic reactors.
- Goethic medicine - A discipline all to it self, it has allowed the Order not only to survive for centuries in the Void, but also to develop their super-soldiers (e.g. Hellghasts and Cyclopes).
![]() |
| Caernkraft reactor |
Dieselkraft - While the OUT relies on goethic power for most of their needs, the reactors are too cumbersome, not to mention that their construction is quite resource demanding, for smaller bases and vessels. In these cases, dieselkraft engines and generators are used to provide the necessary energy. These are explosion engines running on refined Exunge, a vile substance bored out of the deep layers of a world -- in more poetical terms, it can be described as the lifeblood of the Abyss.
Cthonian - As of yet, the Order has not been able to develop a stable cthonic reactor, but the military uses of this science has proven quite advantageable. The blast generated from a cthonic bomb will essentially tear asunder the Umbral fabric, bringing the Abyss very close to the Prime Material Plane. Such an area is called a blight, and few Umbral entities, not to mention enemy theurges, will dare enter, let alone survive here.
Caernkraft - The OUT has long been on the verge of a thaumatechnological breakthrough that would allow it to harness the very power of the Abyss. By creating a magnetic field between an active-shardakeem core and ruinian rotator-rings, vast amounts of energy can be drawn upon. In previous experiments, the radiation from these reactors have been found to have severe detrimental effects on unshielded personnel, but the benefits of a stable reactor are believed to by far outweigh such sentimental concerns.
See also:
[Picture sources unknown(#2 is from Event Horizon)]
Sunday, 28 November 2010
Casefile: HELLGHAST
CONFIDENTIAL
(restricted)
The Corps of Hellghasts is the elite of the Ordo Ultima Thule. Following the defeat of general Helmand Döner's forces on the world of Varanger the OUT went into hiding, and it is believed that they today control one fringeworld, as well as at least two larger constructs.
According to intelligence, the Hellghasts are picked at age five, and they go through at least fifteen years of gruelling training before they are accepted into the Corps. Reports indicate that they go through several graduations where they are pitted against one another in deadly combat, the victor being allowed to continue his training.
The final stage of the initiation is said to involve the cadette being inserted on a Netherworld alone, unarmed except for a knife. Here he is expected to track and kill a wolf-demon and capture it's spirit. If he survives, he will then have the demon-spirit bound to his soul.
The greatest caution is reccomended when dealing with Hellghasts, for they are utterly corrupt and extremely dangerous. They are all equipped with high technological weapons and equipment, they are highly trained, and they are fanatically loyal to the OUT.
Luckily, as far as we have been able to ascertain, the Corps of Hellghasts count no more than two and a half thousand, and as far as we know, they are deployed in batallions of five hundred.
CONCLUSION
When confronted, exercise great caution and proceed with due dilligence. If possible, kill on sight, failing that, observe and report. Do not approach!
Photogram A-04
Sunday, 7 November 2010
Villains: Agents of Ordo Ultima Thule
![]() |
| Original inspiration for the Ordo Ultima Thule |
The Thulists are based on the simple concept Space Nazis. As Argos is an Early Enlightenment-era world, where magic and creatures from beyond play a big role, I needed a faction of super-villains. Aliens have never tickled me, and demons are too cheap, I believe. Thus the choice fell on evil Nazis from outer space. In stead of ray-guns, they use machine-guns.
The OUT has been a part of the Book of Worlds almost as long as Cthulhu himself.
~o~
It is believed that they originally came from Argos, and that their forefathers left this world sometime during the First Age - probably after Maleastra fell onto Argos. Varanger, the world they thereafter called their own, was destroyed in a great war many hundred years ago, and its final death was witnessed by Franko da Cola and William the Black Staff of Argos. Those Thulists who are now involved in the Great War are believed to be the descendants of those who fled the original destruction of Varanger. Since then they have hidden in Constructs deep in the Void, mined fringe-worlds for resources, and bided their time.
The doctrine of the OUT was first laid down by one Hellmand Döner, who viewed all spirits to be resources to be tapped into. His greatest work, and the downfall of his world, was the binding of Bazrak the Eater of Souls, a fallen, and possibly corrupt Daeva. Now they are devoted to somehow, and for some reason, awakening Cthulhu himself - so say those who are learned.
The OUT's thaumatechnology is by far superior to that of any other known civilization. Among the power-sources known to be used by them are electricity, dieselkraft, clockwerk and Goethic reactors. They command motorcarts, flying vessels, as well as Void-ships. The latter two apparently constructed from a mystical metal called Graviton, making them buoyant in the very air itself. The most feared weapons of the Thulists are those that use Shadarkeem ammunition, a metal so vile that exposure to it can make a human mortally ill.
The first time agents of the order was encountered on Argos is recorded in the works of Franko da Cola, and names one Dr. Mörbius. This source dates back to the last years of the 10th century of Enlightenment. In these texts, Morpheus, Prince of Nightmares, has a dream that shows him a burning tower in the ocean to the west. Thus writes da Cola: "When Morpheus ventured there, I found it to be a metal construct, placed above Kraken's Deep. Here was encountered the mysterious Dr. Mörbius, a man so decrepit that nothing but his brain, sustained in a glass tank connected to some type of machine, remained."
What further can be gleaned from the text, is that inside the Burning Tower there was a great drill, boring deep into the Abyss and releasing black corruption into the world. The Tower was razed by the Morpheus, the Dreamlord, together with Agamon, the Second Dragon. Afterwards, Morpheus placed his Castle of Nightmares over this portal to the Deep, thus sealing it.
Dr. Mörbius escaped the destruction of the Burning Tower, and it has later been discovered that he is central in the Ordo Ultima Thule's Deep Command. One of the projects under the command of the doctor is Operation Black Spear - little is known about this evil plot, but it is believed that an ancient artifact plays a crucial part in its success.
Dr. Mörbius escaped the destruction of the Burning Tower, and it has later been discovered that he is central in the Ordo Ultima Thule's Deep Command. One of the projects under the command of the doctor is Operation Black Spear - little is known about this evil plot, but it is believed that an ancient artifact plays a crucial part in its success.
The most feared agents of the OUT are the Hellghasts; elite warriors with thaumatech-equipment and extremely advanced weapons, whose souls have been merged with demons from the Abyss. Fortunately, they are relatively few in number, but even one is capable of posing great danger, even to an Exalted. See also this post.
Another type of OUT agents - perhaps minions is a more covering word - are the Cyclopes. They are humans who have been augmented with a clockwerk-electric ocular device, known as a Monocle, that is connected to their brains. As far as anyone knows, some type of malignant spirit is also integrated with this contraption. The Monocle appears to make them able to see in the dark, as well as through some type of Arcane vision. The Cyclopes encountered so far have shown tenacity, but little initiative.
The Men of Science are an important part of whatever evil the Thulists are working. They employ advanced machines, and follow complex Goethic methodologies to reach their goals, and have been encountered on every base so far breached. On one occasion, a Man of Science was even encountered in the field, digging up artifacts on the Dark Continent. See this post for details.
The OUT can call upon armed forces beside the Hellghasts. Little is known about these troops, but they have been encountered in bases, and, by logical extension, on vessels. These minions appear to be normal humans.
The last type of Thulist encountered thus far is the Fomori, or Hollow Men. These hideous creatures are have given up their soul to an Abyssal entity, and have displayed powers beyond that of any normal human. These powers, as well as the physical size and appearance seems to vary from specimen to specimen. The corruption does however appear to warp the host into a perverted image of its normal self. One such manifestation had a morbidly obese Hollow Man spew forth a terrible insectoid, killing its host as the entity came into the world. See these chapters for details. Another one, of enormous size, proved able to withstand a terrible amount of punishment before being brought down.
Finally, although not an agent in the same fashion as the above, there are the Zaprophytes. These pseudo-spirits are attached to the neck of a host, and are able to cloak their presence. Once attached, they control the host, and its removal will kill the bearer. The Zaprophytes were first encountered when the Pius Cabal abducted the previous Arch Primarch of the Temple of Man Supreme. See this chapter for details.
[Picture source: 1 Per Haagensen; 2 Xah Lee Web; 3 Castle Brimstone; 4 Young Actress Reviews; 5 Cyberpunk Review; 6 Peter Fendrik; 7 Fear Net; 8 The Babylon Project]
Friday, 29 October 2010
Flying Vessels of Argos
Who rules the heavens, rules the earth.
-Vanazar, The Eternal War
![]() |
| Dr. Locker's Tropospheric Gondola |
In 959 YE Dr. John Locker demonstrated his Tropospheric Gondola for an enraptured Pendrellian Royal Court. While the balloon was fragile, and it's flight at the mercy of the elements, it was acclaimed as reason's triumph over scepticism. Fifty-six years later, in the Corillian War, Pendrellian forces first used aerial vessels in warfare, as scouting platforms, and for dropping grenades on enemy units. These balloons were still at the mercy of the winds, and only a very few of the Argonauts were able to actually navigate these vessels to any degree.
Saturday, 3 October 2009
Casefile: HELLGHAST
CONFIDENTIAL
(restricted)
The Corps of Hellghasts is the elite of the Ordo Ultima Thule. Following the defeat of general Helmand Döner's forces on the world of Varanger the OUT went into hiding, and it is believed that they today control one fringeworld, as well as at least two larger constructs.
According to intelligence, the Hellghasts are picked at age five, and they go through at least fifteen years of gruelling training before they are accepted into the Corps. Reports indicate that they go through several graduations where they are pitted against one another in deadly combat, the victor being allowed to continue his training.
The final stage of the initiation is said to involve the cadette being inserted on a Netherworld alone, unarmed except for a knife. Here he is expected to track and kill a wolf-demon and capture it's spirit. If he survives, he will then have the demon-spirit bound to his soul.
The greatest caution is reccomended when dealing with Hellghasts, for they are utterly corrupt and extremely dangerous. They are all equipped with high technological weapons and equipment, they are highly trained, and they are fanatically loyal to the OUT.
Luckily, as far as we have been able to ascertain, the Corps of Hellghasts count no more than two and a half thousand, and as far as we know, they are deployed in batallions of five hundred.
CONCLUSION
When confronted, exercise great caution and proceed with due dilligence. If possible, kill on sight, failing that, observe and report. Do not approach!
Photogram A-01:
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