A cyber-gothic role-playing game for mature players.
These pages are in no way intended to challange Games Workshop copyright.
The Immortals
The Immortals are a secret coven of frightened and ambitious psykers who are hiding from the Law. Becuase they are persecuted and feared, the Immortals draw strength from their resentment. True sympathisers and relatives who have chosen to share their exile and secrecy have joined them.
The Immortals have only one clear agenda - survival. Other than this, they are a disperate group of individuals where infighting is frequent. Some of the Immortals want vengence, others want peaceful co-existence, some want simply to escape, others want to rule.
The coven do not tolerate deviants as they will too readily attract the attentions of the Venators. Some of the Immortals move in society and are not suspected, whereas others are in hiding, on the run, with prices on their heads for capture. They adhere to this zero-tolerance rule rigidly and will kill any members proven deviant to cover their tracks.
Ultimately, the Immortals aspire to eternal life. They have become aware that through consuming the souls of other, weaker psykers, they are able to drain their psychic energies and use it to empower themselves. (The Emperor Himself has been doing this for millenia.) This leeching is achieved by ritually killing a psyker and draining his/her blood into a sigil engraved bowl made of gold. All the Immortals use gold straws, implanted gold fangs or gold cups to drink from this bowl, or from the slain psyker.
This desire for immortality is due to their belief that the Emperor will consume them Himself when they die. They are not far from the truth. Because of their powers, many of the immortals are highly creative and individualistic (which is very unsual in a Hive) - this is perhaps their primary give-away.
Recently the Immortals have become aware of Spook and its properties as a real possibility. They covert it and wish to increase their abilities by using it. Nuremgarde wants to synthesise it and spike the Re-cycs so as to spread it to the "nulls" (non-psykers) and so raise them to their level of existence.
The Immortals are in contact with two other groups like their own in other Spires, though communications are infrequent and difficult. Only stolen long-range radios, messages via Nomads or travel via the Trans-Cable can be used. This may mean they could be tracked. There are other Immortal covens in Hive Primus, but they operate using the old cell method of contact, so each group only knows of two other groups - its "parent" group and "child" group.
Nuremgarde
Nuremgarde considers himself the leader of the group as he has the most advanced abilities and the highest social status. He arranges the meetings and organises the "sapping" ritual. Nuremgarde is also the Head Clerk of Transport with the Administratum and so is close to the governing body.To some extent, he knows its movements and can exploit it.
Nuremgarde is as arrogant as he is paranoid. He believe psykers are better than other people and are persecuted out of envy, fear and ignorance. He is almost right. He craves extra security for his coven, but his powrers are untrained and undisciplined (like any illegal psyker), so his is dangerous and prey to Daemons like all of the others.
If he can get Spook he will try to spike the Pontifex with it. If it unleashes psychic ability he will blackmail the Pontifex and force him to give the Immortals a better position in society.
Nuremgarde is aware of the psychic sacrifices taken to the Emperor via the Blackship, and he knows they languish in the Spire Prison for years before this after being captured by Venators or bounty-hunters. He wishes to free/capture and induct these people, or "sap" them.
If Nuremgarde proves successful in his endevours, he will quickly attract the attentions of a Caraytid.

Chellick
Chellick is almost Nuremgarde's equal. Unfortunately for him, he is a known psyker with a price on his head and is hiding in one of the Immortals safehouses. This means that the leadership role falls more naturally to Nuremgarde, however, were Nuremgarde to show weakness, or stutter in his leadership, Chellick would prefer to depose him. He thinks his blackmail plan is foolish and will expose them all.
Chellick's main desire is to escape the Spire to anonymity in another Spire. He plans to hijack a transporter and have it take him higher in the ive via the trans-cable network. Chellick's back-up plan is to befriend the Nomads who may find him a safe haven in the Ash-Wastes.
These plans show just how afraid and desperate Chellick is. He feels frustrated and silenced by Nuremgarde's leadership and at the mercy of the others who could expose him. He is growing rather morbid of late as a result. As a hobby to pass the time, he carves intricate patterns into pieces of metal.

Pandora
Pandora is also in hiding - and is full of hate. She wants vangeance on the Venators who chased her into hiding and on the Tech family who denounced her. Pandora's wild mild has already become unhinged and open to Lurking Things. She dreams of death and blood, her persecutors screaming. She has little motivation other than this and an increase in her own power.
Beatrice
Beatrice is the propriator of one of the whore-houses. No-one suspects her abilities. She only "services" customers she likes and is rather rich despite paying a gang protection money. Beatrice is an excellent information gatherer, but is somewhat lazy and decadent. She has some strange tastes. She is popular amongst her clients for her skill, looks, wit and cleanliness. She does realise the dangerous position she is courting and that the Venators only half-tolerate her profession.She seeks some solution, but does not want to loose this lucrative business
Thus far, Beatrice supports Nuremgarde and is won over by his rhetoric of immortality.