Over the next several hours you and the Witch-Hunters tear the city upside down. Though Khornates are not known for their cowardice, there are still many who did not wholly buy into the false promises of the cult, or simply joined it out of opportunity, or to escape persecution. Many break down professing innocence at the feet of the Witch-Hunters, or claim that they never really believed in the cult’s message and were just dragged along. You show them no mercy all the same. The only difference between heresy and treachery is ignorance. When the sun finally dawns over Bechafen the sky is filled with smoke from the pyres.

You learn much from the interrogations the Witch-Hunters conduct when they capture members of the cult hiding in the ruins or even under piles of bodies, even participating in some yourself when the Witch-Hunters have trouble breaking them, though you lack the finesse of an apothecary or chaplain. According to these cowards, the cult was named the Brotherhood of the Red Axes, a fighter’s club among the city guard that spread to the population through underground gladiatorial matches and wrestling bouts. It had been operating openly for several years, with the full knowledge of the Graf, who thought it a useful tool to train the men of the city, though none of the men you interrogate seem to think he was a member, largely because he is overweight. Regardless, it was in the past year or two that the cult suddenly took a darker turn, encouraging violence in even friendly wrestling bouts and covering up the accidental deaths of those too weak to pass their increasingly strenuous exercises. But it was only when an influential gentleman from another province arrived that the cult began seriously planning an uprising. A few more interrogations later, and you discover that this man bore a tattoo of a purple hand.

The Witch-Hunters become even more zealous in their interrogations, which surprises you. Then they inform you it is a cult of Tzeentch, and you also become troubled. The forces of chaos working together is a rarity, and always a sign of bad tidings to come. Luckily, it seems the breakup of your ship in the atmosphere confused them, and they rose up before the appointed time. The town has been severely damaged, but it has not fallen. You root out more members of the cult from their hidey-holes, but you learn little more from those that are left on this side of the river. All that is left is to help the Witch-Hunters move the last of the cultists to the town square, away from the rats which are starting to feast on the bodies of the dead.