Nouri Un Nefer and thenTenebrous Cabal
Stat | Score |
Prowess | 0 |
Cunning | 3 |
Interaction | 2 |
Warcraft | 0 |
Subterfuge | 2 |
Psychics | 6 |
Faith | 5 |
Tech | 0 |
Background:
Nouri has known liberation three time, yet hope only once.
Nouri was born a slave some 127 years ago among the dregs of the on the fringes of the Eye of Terror and the Imperium. Normally, this would have consigned Nouri to a life of obscurity, yet, within Nouri there was a spark rarely found among men - the spark of faith. When a raid from the Planet of Sorcerer's beast-men came, Nouri was liberated from obscurity by the Black Sons.
From obscurity though he was cast into the crucible, and in the crucible he was changed. The torrents of the Eye raged around him and he found his mind's eye cast open to visions of the universality of change and that promise of hope embedded therein. Why should one fear the villainy of today when tomorrow can surely bring something anew? In this moment, Nouri was liberate from his mortal concerns and introduced to providence from which he has not looked back. With this knowledge, Nouri was quickly elevated to a thrall-wizards and rising to become a thrall-champion and eventually a full sorcerer.
Many a sorcerer would have spent a lifetime among his peers on the Planet of Sorcerers, Nouri was to be liberated again. While attending his duties, a sudden and furious warp storm severely damaged the ship leaving it adrift in space. Only it was rescued by the 13th. There among the backwards sheep of the Imperium, he worked to weave the schemes of his master and was only mildly annoyed when one of those schemes left him stranded behind, left for dead, wandering the wilderness, away from his other brethren, but such is the will of the Weaver.
Nouri has a knack for atmokinesis (psychoportation, electrokinesis, and telepathy round out his most prominent psyker skills). Additionally, he has a knack for precognition, or what he called visions, many of which are said to be waking visions where Nouri believes himself guided by the Weaver. And perhaps, he is right - for much of his sorcery has been learned from that which has been quietly whispered to me from the beyond.
Nouri believes that all men should have the opportunities that he has had, that they should be able to rise up beyond their meekness to strive for greatness, or at minimum, have the freedom to do so. How is this possible in the Imperium? Ultimately, to do this, man must change, grow, evolve away from the ennui that suffuses them when their only pursuit is to 'live'. Nouri understands that that many may not have the ability or desire to make the changes necessary of them - they should be purged for their path ultimately leads to utter oblivion - stasis. Change is the only constant of live from infancy to childhood to adulthood to death, all things must change. Ultimately Nouri has both a streak of compassion and cruelness/indifference. On one hand, he should help shepherd men towards their destiny, but on the other hand, sometime the weak must be culled for the greater good that all might flourish.
As the death knell of Cadia begins to toll louder and clearer, Nouri has spent these last years seeking out converts, coupled with the small group has accompanied him since the beginning, his following has grown. Since there is a great variety among them, Nouri has taken to see that they be trained as much as possible to defend themselves - a task made easier by the Cadian's peoples marshal training. So far, Nouri has been able to wield his powers to keep the group safe while they look for the opportunity to liberate themselves from backwater Cadia. And now hope has been found in a grounded ship...
Gear:
Nouri is not over combat focused, preferring the safety of the rear lines to scheme and plot. Nonetheless, he is armed with an laspistol, stub gun, and flak armor. In addition, Nouri has a smallish psychic foci that looks similar to an orb.
Warband 2:
Henchmen:
Luliana Rousiel – Thrall-Champion, leads the thrall-wizards; decent psyker, far better wizard.
Kiltren Chigier – ex-Space-marine, un-repentantly ruthless who strongly believes in Nouri's Visions, wherever they may lead.
Ben'shmen Grefsh - Technie, talker, responsible for supply and procuring. Completely hustler, fast-talker lover of intricate games.
Bodyguards (16): A small cabal of Thrall-Wizards, low-level psykers, used for ritual casting, sacrifice among other things. Some actually soldiers as well. The small quantity of Thrall-Wizards makes them considerably more valuable to Nouri. Most have stubguns or heavy stubguns and a few actually were carapace armor instead of the flak armor usually worn throughout the band. There are a few lasguns and auto-pistols amongt the group.
Troops (36): Veteran soldiers/zealots who were flak armor and use most stub guns.
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