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  1. Hi, thanks for the comments, yes, by all means make it into a PDF.
  2. Ichovor Classification: Feudal World Planetary Governor: Overseer-Governor Palio Tucinus, Adeptus Administratum Adeptus Presence: Administratum, Ministorum Principal Exports: Some of Ichovor's plants can be rendered down into useful medicinal healing agents; these are picked and exported raw from Law Station. Principal Imports: Building materials, supplies for Imperial personnel Military: Ichovor Bondsmen (medium quality feudal PDF); Imperial Guard: Ichovorian Carbines Geography: Ichovor is a Swamp World, entirely covered in swamps and rotting forests; the atmosphere of Ichovor is laced with billions of flesh-eating microbes and spores that need to be tracked and avoided. Settlements on Ichovor are mobile, able to be packed up onto beasts of burden and the tent communities set up elsewhere in the world swamp. A great invisible cloud of microbiological organims can strip an area of most of its biological life within an hour; such is the fecundity of Ichovor however new life moves in shortly. Ichovor has no no discernible features other than a few relatively dry areas, including the Plain of Shards, both a religious site and marshaling area for troops. Ichovor is governed by an Overseer drawn from the Group-Kindred rulers of each traveling camp, and they are taken off to serve on the Law Station, an orbital facility managed by the Administratum. History: Ichovor was settled at an uncertain time in the course of the Angevin Crusade; the similarity of the planet's name to Ichabarr, capital fo the Ixaniad Sector indicates that Ixaniadine colonists originally settled the world. Contact with the Imperium has been sporadic but continuous, ensuing a high amount of Imperial integration. Present: Ichovor's main contribution at present is a minimal tithe of medicinal products and troops for the Imperial Guard. Ichovor's situation is so precarious and its population quite small at only a few tens of millions that regiments are raised only infrequently. The people of Ichovor already use stone-fired firearms to hunt in the swamps, and only need a little training in Imperial weapons. Ichovor is a feudal world in the Hazeroth Abyss of the Calixis Sector. It is a world of swamps and rotting forests. It is scribed that upon this world, one of the many wounds suffered in the life of the Calixian saint Elana the Unshaken is a disfiguring filth-fly bite upon Ichovor. A particularly notable and unique holiday to Ichovor is Saint Absolar’s Day, where the inhabitants, having spent the year meticulously carving beautiful statuettes of Saint Absolar the Iconoclast, smash them to smithereens on the Plains of Shards, so that the images of the Saint go the spiritual realm and sit alongside the Emperor. - ok right that's as far as I'm going, thanks for your time -
  3. Samson IV Classification: Hive World Planetary Governor: Lord-Prentice Ridovan Kardec, Local Oligarchy Adeptus Presence: All the usual plus an Astra Telepathica choir at Hive Kardec Principal Exports: Finished products, generally vehicles and parts for the civil sectors of Imperial usage Principal Imports: Food, raw materials Military: Kardec Household Troops (medium quality PDF); Imperial Guard: Samson Brigadiers Geography: Samson IV is a typical Hive World; several large hives dominate the landscape of a dozen continents, some hives so large they span seas and mountain ranges. Much of the world is unfit for habitation, polluted with industrial waste and spillage. The hives of Samson IV are gigantic towering edifices containing billions of human workers, possibly up to 20 billion. The hives have all the usual issues of hives anywhere in the galaxy, with mutant rebellions, crime and gangs, toxic contamination, and brewing heresies. Hive Kardec is the world's largest hive, home to the planet's primary spaceport and the Occluded Palace, home to Lord-Prentice Kardec and his retinue. Samson IV has a thick atmosphere that makes life outside the hives difficult; postings to the Samson System's development colonies or asteroid mining camps is considered far preferable. History: Samson IV is the property of one individual, the head of the Kardec family, originally Samson Kardec himself thousands of years ago. Kardec escaped the fall of the Bloodfall Worlds and led thousands of survivors to an uncolonised planet, there setting up a colony with Imperial approval (after careful Inquisitorial screening). Through many years the world has developed into its current state as a large producer of vehicles and machinery, although the world is approaching crisis following the exhaustion of Samson IV's resources. Wars and rebellions have been and gone, but the Kardecs maintain their control. Present: The people of Samson IV are ruthlessly and fully exploited by their feudal hive overlords, the ruling family and many more orbiting families. More-so than other worlds the people of Samson IV are used and abused, put to work from early childhood to inevitably early death. The work on Samson IV has intensified as the world is pushed more and more to provide new resources; mines are dug deeper, foundries built larger, and food sources expanded to the limit. Discontent and unrest are on the rise, with food riots and strikes rocking many hives. Strange objects have been uncovered in the underground, shiny impervious material without explanation. These discoveries of possible xenos artifacts have been hushed up by House Kardec, who are now making overtures to members of the Imperium to aid in an investigation.
  4. Ah well, forget that one then.
  5. Cyprian's Gate Classification: Pleasure World Planetary Governor: Malek Sable, Prime Director (democratically elected council) Adeptus Presence: Limited to a handful of Mechanicus, Ministorum, and Arbites Principal Exports: Various works of art Principal Imports: Food and supplies, artistic materials Military: Cyprian's Gate PDF (medium quality, typically off-world mercenaries due to the world's small population) Geography: Cyprian's Gate is an empty burning white desert, marked only by a few spiraling rock formations carved into weird shapes by the wind. Various desert-dwelling plants and animals dwell here. The ruins of the early colonist structures can be found out in the deep deserts, metal skeletons bleached and rusted and a few toppled grave markers. The settlements of Cyprian's Gate are all sunk below ground in cooled facilities housing thousands of people. The settlements are typically built atop underwater sources and are generally regarded as oases of calm and tranquility compared to the rest of the Imperium. The underground settlements have good defences, as they were originally military facilities; the living spaces are spacious and pleasant by any standards. History: Cyprian's Gate's underground facilities were originally refuges for those fleeing rampaging xenos in the Trailing Calyx. The population hidden there gradually developed their own distinctive culture based around artistic endeavours. The Cyprianites designed many works of art celebrating the Imperial Creed, from great statues to bas-reliefs to figureheads for Imperial warships. Cyprian's Gate is sometimes used as a retreat for favoured Imperial citizens, with a spell in the artists' colonies felt to be very refreshing. Present: Cyprian's Gate began dramatically changing around fifty years ago. The number of Imperial clerics began to dwindle, and artists from across the Calixis Sector began arriving a settling there. The quality of art produced on Cyprian's Gate began to "drift" from approved devotional subjects to more fanciful and sensual subjects. Recently, it has experienced a cultural renaissance; artists and aesthetes of all kinds have lauded the works that have been created there over the last fifty years. However, a number of these works have come to the attention of the Ordo Malleus; it is believed that a particular stable of artists, poets, and sculptors has become tainted by the forbidden theories of Ateanism. The Ordo Malleus has plans to dispatch a group of Acolytes to investigate an upcoming gala event featuring these artists to determine the source of the corruption. What they do not know is that a number of Slaanesh daemons are already present on Cyprian’s Gate, and the arrival of the Inquisition will bring these daemons a unique chance to try and tempt the Acolytes into the service of their god. The Ateanism cult is centered around Fontanelle Colony and the artists group calling themselves the Circle of Anesh, centered around Solam Anesh of Solomon, formally a highly respected painter of subjects related to the Imperial Creed and the historical figures of the Angevin Crusade. The Circle have in there possession a copy of the Eris Transformation, somewhat fragmentary but still potent. The Circle now occupy an apartment ring on the outer fringes of Fontanelle, partially underground with the eastward fringes pushing out to the small Sea of Cyprian to agri cultivator pools. The daemons of Slaanesh are found here in the processing facility, waiting for the gala to be held and the right conditions to develop for a large scale insurrection to begin.
  6. Elros Classification: Feudal World Planetary Governor: Governor Julos Tathrien, Adeptus Administratum Adeptus Presence: Some Adeptus Administratum and a handful of Arbites Principal Exports: Elros so far tithes veyr little, as it has only been recently contacted; Holdfast, a drug, is smuggled from this world by smugglers within the Administratum Principal Imports: The Administratum is currently organising the importation of machinery from the Adeptus Mechanicus to jump start the merchanisation of Elros Military: Stewards of Yrath Amran (elite feudal PDF); Elrosian Militia (medium quality feudal PDF). Geography: Elros's geography is typified by its many high mountain ranges spread over a handful of small continents and islands. Elros usually has a cool and stormy climate. There is little more than scrubland and screeland upon Elros, and its people typical lead hard lifes out in the desolate valley plains. Yrath Amran is the capital of Elros, a mighty city built into a mountain peak called the Elrosespire. It is said in the ancient past the Elrosians were more technologically advanced, producing high technology and shaping the landscape to their will. Great stone ruins litter lonely hilltops and mountain spines, some reputed to be haunted by vengeful ghosts and spectres. Elrose has a great host of native predators and plants, many of them well capable of overtaking an Elrosian village out in the wilds. The Great Roads link Yrath Amran to the hilltop settlements and the great coastal ruins of Yrath Amdur, a mighty cracked and ruined bastion said to be a home to giants. Most of the Elros's outer islands are uninhabited and even unexplored. The Adeptus Administratum maintains an orbital station around this world. History: Elros has a rich tradition of legends that place it in a great star realm built by superhuman heroes and giants in the ages past. Whatever higher civilisation existed on Elros perished in collapse and disaster, and what exists now is but a pale shadow, with poor hill farmers squatting in the ruins of great stonework and much of the fastness of Yrath Amran abandoned to dust and house spiders. The Imperium recontacted this world upon discovering it in a routine survey sweep; the culture of Elros has so far only been exposed to limited Imperial contact. Present: The Cult of the Sacred Flame are the Imperium's agents upon Elros; they were a debased version of the Imperial Creed deemed suitable to be recruited for the purpose. The Cult administer all of Elros's religious affairs, and are the Imperium's eyes and ears for information emanating from the world. The wider population, even the High Lord Guardian of the Elrosepire, are unaware of any outside contact. The Imperium are deciding how to approach the world and what use they can put it to; they are about to grant the Cult some advanced Imperial technology to help them cement their power on this world as insurance. The Cult of the Sacred Flame imbibe Holdfast, a potent drug; certain unsanctioned Administratum members have made a healthy profit trading for basic advanced technology for this potent chemical compound. Life on Elros is hard, dismal, and frequently beset by hardship. Religion utterly dominates Elrosian civic life, with all wisdom and direction emanating from the Hall of Flames at the peak of the Elrosespire where the priesthood dwells. Elrosians are naturally suspicious of outsiders built are not ungracious towards guests who express the correct declarations of faith, inviting them to share a broth in their cold stonehouses. Scarric XXII Classification: Unclassified The Scarric System is a system currently unexplored by the wider Imperium due to one strange feature: the whole system is surrounded by some sort of powerful energy field. Attempts to reach the Scarric System have failed as ships break up when they encounter the energy field, which as of yet the Mechanicus has been unable to properly classify. Periodically, the Scarric System ejects an "object". Sometimes these artifacts are simply clouds of simple molecular dust, other times complex constructs of molecules and compounds. Scarric XXII is the largest object "ejected" (materialised is more accurate), a whole asteroid body, seemingly undistinguished in any particular way and consisting of a perfectly normal mix of rock and ores. The Adeptus Mechanicus maintains an observation station upon Scarric, quietly monitoring and probing this strange and unusual world.
  7. Bloodfall System The five Dead Worlds of the Bloodfall are today shunned by most voidfarers, as like many worlds of the Hazeroth Abyss they have picked up an evil association from their long years under the rule of the Bale Childer. In eons past these worlds were some of they key worlds of the foul xenos, containing huge slave pens, biomechanical workshops, and darl magic armouries. The fighting to take the Bloodfall System cost an unknown toll; it was said that for two hundred years ships carrying the honoured fallen did not cease their journeys out of the system. Eventually the worlds were taken, with Drusus himself casting down the last necromantic sanctum of the xenos and ordering the worlds cleansed of all life. Billions of humans were freed from bondage on these worlds, as were uncounted other xenos who were for the most part allowed to depart under their own power as an act of clemency, as following the long slaughter the mood for fighting had gone out of most of the Crusaders. The five worlds were bombed and scoured, and now nothing remains of these world but charred cinders drifting through space, not fit for anything other than to serve as markers for the demise of the foulest xenos known in the Trailing Calyx. Belahaam Classification: Forbidden World For as long as the Calixis Sector has formally existed the world of Belahaam has been long declared forbidden. Heavy orbital defences and regular naval patrols guard this world both from internal threats and external visitors. So long has Belahaam been forbidden that most think it a legend and its chart position has long become obscure and forgotten. Belahaam was the last retreat and redoubt for surviving Adranti, Bale Childer, and Yu'vath, an unholy alliance of alien species and their human servants intrinsically opposed to the Imperium. Belahaam could not be taken by the Imperium, the combined magicks of the xenos was too great for ships to safely navigate the torrid warp currents that constricted the world. The bulk of the xenos are believed to have likely gone into suspended animation, awaiting the day when they make their return to the waking universe. No Imperial mission has ever managed to penetrate the Cloak of Belahaam as the warp shoals and eddys surrounding the system are known; many ships have been lost. The secret of Belahaam is now only known to a handful of personnel in the Inquisition, quietly awating the return of old dangers.
  8. Pilgrim's Pause Classification: Cemetery World Planetary Governor: Prioress Esmeralada, Adeptus Sororitas Adeptus Presence: Ministorum, Sororitas, and Frateris Militia Principal Exports: Holy relics and items related to the Ministorum Principal Imports: Raw materials Military: Adepta Sororitas and Frateris Militia Geography: Pilgrim's Pause has been designated a Cemetary World for several thousand years. The world is Terran-like, with the exception that there is far morel and than there is sea, with the whole world covered in a single super-continent. Many of Pilgrim's Pauses natural geographical features such as mountains, valleys, and forests have been terraformed out of existence, producing a landmass uniform in its crumbly soil and grass. Pilgrim's Pause's main features are the barrow tombs that are set up to contain the world's honoured dead. The barrows are enormous artificial domes rising from the level landscape, each housing thousands of tombs reached by tunnels and shafts, each supporting a local population of attendants. The capital of Pilgrim's Pause is the Veneraticon, an Imperial cathedral rising from the superstructure of a partially enveloping burial mound. The tunnels of the Veneraticon can be taken to any of the world's hundred barrow mounds through underground stone roadways, but in some places the passages are collapsed and risky. Pilgrim's Pause has very little variety in plant and animal life; rodents are the largest land animal, with a few larger species of cetaceans in the dwindling seas. History: The barrow people of Pilgrim's Pause were worshipers of the dark powers who resisted the arrival of the Imperium. An underground campaign eventually cleansed the world and human colonists were able to arrive. The tunnels of Pilgrim's Pause were never truly cleared, and a few years in the colony was massacred. Imperial forces returned and it was decided Pilgrim's Pause could only be cleared by a long term occupation. The Adepta Sororitas took up the battle against the chaos worshipers. Over time the Sisters of Battle began burying their dead on this world in tombs cut into the monumental barrows, importing Imperial faithful to tend them and gradually building up small underground settlements. The isolated nature of the far burial mounds and their internal complexity meant cults have been able to flourish in secret, such as the resurrectionist cult slaughtered by hereteks and the heresy of the Seven Silences. The Adepta presence on Pilgrim's Pause has been reinforced with Frateris Militias, but the world's situation is still precarious. Present: The majority of the dead of Pilgrim's Pause are those who in life were regarded as holy ascetics, great warriors of the Frateris Militias, and learned scholars, hardly the great Canonesses and Cardinals of Shrine Worlds important religious figures nonetheless. Pilgrims dock in orbit and take a shuttle down to the Veneraticon, where they must take the Under Path, the network of cramped earthy underground passageways that connect the sacred burial mounds, which have been consecrated as places fit to bear Imperial dead. Many of the mound settlements are populated by the holy faithful who tend to the tombs cut into the soil of the hills, engaging in everything from structural engineering to cleansing ceremonies to ensure their maintenance. The fall of some groups to the dark powers has seen the mounds cut out of the Under Path and barred, their populations purged. The peoples of the mound are all quietly crazed and subdued, as evil forces still whisper in the darkness. A typical settlement consists of a reinforced chamber itself carved like a burial tomb, convincing some residents they are already among the dead. It is rumoured but not confirmed the Old People of the Mounds, the original human worshipers, are still present in unknown chambers, but despite the odd disappearance along the Under Path no evidence for them has ever been found. Phagir Classification: Dead World Planetary Governor; N/A Adeptus Presence: N/A Principal Exports: N/A Principal Imports: N/A Military: N/A Geography: Phagir is a barren, airless, cratered world. Parts of Phagir were once scoured by radiation but now the world is quiet and dead. History: Phagir has a grim past. Discovered in the course of the conquest of the Bale Childer, the peoples of Phagir welcomed Imperial visitors with open arms to their great chalice cities of silver and gold, to celebrate and feast. Hundreds of Imperial dignitaries traveled to take part in the Feast of Phagir, gathered in the great dining hall known as The Silverhall-neath-Stars. The feast was about to begin, when the High Prosecutor raised his glass to a toast to the Emperor. Black smoke coiled from the shaking and writing rulers goblet and a vile daemon lept forth from the smoke. The feast was a trap laid by the dark powers, and daemonic entities swarmed forth from the shrines that cultists had placed around the world. After a brief attempt to retake the world Phagir was re-designated as completely under the rule of Chaos, and as completely scoured with planet-shattering weapons. Phagir despite its lifelessness retained a reputation as a cursed world. Present: Phagir is rarely visited by any Imperials, except for occasional anti-piracy controls. Phagir makes a lonely grey pilgrimage through the empty freezing space of the Phagir System.
  9. Synford Classification: Forge World Planetary Governor: Magos Locum Andurh Nariel Adeptus Presence: Adeptus Mechanicus Principal Exports: Synford is responsible for more Imperial Guard vehicles than any other forge world in the Sector. From its production lines roll Leman Russ Battle Tanks, Chimeras and many other patterns, but the world is most famous for its dominating Baneblades. Still able to produce them in significant numbers, and retaining the technology to produce the Baneblade’s signature cannon shells, Synford is a forge world the Imperium cannot afford to lose. Principal Imports: In addition to its own resource extraction operations Synford also absorbs a great deal of the Calixis Sector's entire output of metal ores and minerals Military: Synford Skitarii Legions, Titans Geography: Synford was once an uninhabited, airless rock, covered in many thousand impact craters and desert plains. The Mechanicus transformed the world into something just about inhabitable for humans, and gradually filled each impact crater and basin with a specific type of production facility, linked with towering roadways and tracks that criss-cross the planet's surface. Synford was only the barest amount of native plants and animals, exclusively the descendants of seeds, vermin, and pests carried along with colony ships. An unknown number of people toil in Synford's factories, possibly near 20 billion compacted into narrow, snaking underground hab facilities. There is an even greater number of servitors and inorganic machines that serve the deep underground facilities where living humans rarely visit. Synford has longish days with weak sunlight; it is never truly nightfall as the ochre light of the factory flames permanently lighten the world. Synford's main habitation is known to its dwellers as The Works, the enormous super-facility where Baneblade tanks are produced and loaded onto ships at the spaceport, a srawl of hangars, workshops, and great casting moulds. The Works is known by a different name to the Adeptus Mechanicus, the Curia Ferrorum, home to millions of techpriests and considerd one of the most sacred temples dedicated to the Machine God in the Sector, a huge cracking spire of power-cables and arcane machinery topped by the Grand Office of the Magos Locum. History: Synford was originally awarded to the Adeptus Mechanicus by the then-Sector Governor for unraveling the plot of a rogue group of conspirators known as the Praecursators. Synford was not a promising world for colonisation from the point of the Imperium, but the Adeptus Mechanicus set to the task with an iron will. Soon the Mechanicus had begun extracting and processing the world's rich underground resources, and within a few hundred years blossomed into a major scale producer of Imperial vehicles and equipment. Present: Synford is a powerful world within the Calixis Sector, commanding great respect and power through its enormous production tithes of tanks and other vehicles. The components and parts the world produces are also vital for many highly specialised vehicles as well as for replacements in the field. Synford itself is quiet for a Forge World, extremely orderly and well managed. Most of Synford's population were recruited from those freed from worlds in the Trailing Calyx, and today are generally docile towards their Mechanicus masters, extremely proud of their role in arming the Imperium with some of its finest weapons. So powerful is Synford growing, particularly on the worlds of the Hazeroth Abyss, that the Lords of the Lathes are taking notice, as are the leaders of the Calixis Sector. Stygian Prime Classification: Agri World Planetary Governor: Governor Anerin Holovernes, Adeptus Administratum Adeptus Presence: Administratum Principal Exports: Stygian Prime produces a small tithe of grain and other plant products from its proto-farming collectives Principal Imports: Large supplies of food and equipment Military: Stygian PDF Geography: Stygian Prime is a medium-sized world with several continents and seas. Most of the planet is currently unsettled. Rolling plains of grass and small woodlands typify much of Stygian Prime's geography, as do turquoise oceans and a few bone-white deserts. Stygian Prime has a very Terran-like biosphere, populated by close analogues to Terran animal and plant life. Stygian Prime is a verdant and potentially very productive world, as the soil of the planet is very rich in nutrients and minerals. Stygian Alpha is currently the capital, a small colonial settlement in the crook of the Fenk River, currently a few storage sheds and hab units attached to a spaceport. Farmsteads are linked to Stygian Alpha by dusty road trails and a few early rail tracks. Stygian Prime shows no signs of prior settlement. History: The Stygian System was marked and catalogued by an Adeptus Mechancius survey early on in the Angevin Crusade. The Imperium has not followed up the discovery of this world until very recently in the last few years, sending a small colonisation mission from Fenksworld. A settlement has been established for ten years on Stygian Prime and is currently the newest settled world in the Calixis Sector. Present: Stygian Prime has the potential to be a very productive Agri World, but is currently at a low stage of development. The grains that the fields of the world produce are not nearly enough to meet the needs of its neighbouring worlds, but perhaps in a hundred years time. Stygian Prime is also useful for exploring the rest of the Stygian System, which has not yet been visited by the Imperium at large. The worlds are currently dubbed II, III, IV, and V, pending their further exploration.
  10. Guytoga Classification: Hive World Planetary Governor: Czar Endlebrecht II, Monarchy Adeptus Presence: The usual for a Hive World plus Astra Telepathica choir at Hive Transcalyx. Principal Export: Guytoga is a general exporter of technical mass produced components and parts for Imperial vehicles both military and civilian. A lesser focus of the Guytogan economy is the extraction and processing of surplus minerals and ores from underbeath the planet's surface. Principal Imports: Guytoga is at the stage where it doesn't require imports of raw materials in bulk, but does require a large supply of food to feed billions of workers Military: Guytoga Commissioned Troopers (medium quality hive PDF); Imperial Guard: Guytogan Hussars Geography: The planet of Guytoga has a dramatic landscape of mountain ridges and high plateaus. Guyotga has a heavier level of gravity and a usually cool and stormy atmosphere; seven continents are home to half a dozen hives of medium size supporting a population of 13 billion people. Almost the entirety of the surface is farmed, fished, mined, or used for heavy industry. Guytoga is at the earlier stages of development into a Hive World and most of the sea and land is still unpolluted and liveable. Hive Transcalyx is the capital of the world, fullying occupying an artificial hillside of machinery, pit-heads, and towering hab-blocks. Guytoga has a number of orbital facilities as well as several sites on the two Guytogan moons. History: The Guytogans were people who had settled this world at some unknown time following the conclusion of the Horus Heresy, possibly refugees from deep in the Segmentum Solar. A civilization developed and went through many cycles of rise and decline until discovery by the agents of the Imperium. The world was used as a staging point for raids against the Bale Childer, necessitating the import of large amounts of workers and resources. After the end of the Angevin Crusade Guytoga became a quiet and unremarkable growing Hive World. Present: Guytoga has a noble and proud culture that draws from pre-Imperial notions of chivalry and duty common to all the states of Guytoga. Hussars regiments are raised here for the Imperial Guard, proud and upstanding troopers trained hard on the drill fields of the Guytogan hive complexes. Other than the acknowledged quality of its regiments this world is deeply normal in Imperial terms. Recently Guytoga has begun the long drift out of Imperial control towards the Adeptus Mechanicus. Levies on workers have seen many conscripted into hastily constructed Hussar regiments, leaving a shortfall in the world's capacity to meet its tithes. Resentment to the Imperium is high. The Mechanicus have stepped in by providing servitor workers at reduced cost in exchange for certain rights upon the world and its people. A few of Guytoga's Imperial shrines have been allowed to fall into repair; preachers have been deported to far flung labour colonies. Czar Endlebrecht II has invited Mechanicus techpriests to the Sky Eaves palace atop Hive Transcalyx, replacing some disfavored Administratum personnel. Already Imperial factions move against the Mechanicus, who make counter-moves themselves. Czar Endlebrecht is about to make a huge concession to the Mechanicus. Guytoga has two moons, the Wanderer's Moon and the Hunter's Moon: the Czar will offer one to the Mechanicus as a permanent thief. Wanderer's contains natural deposits of metals; Hunter's is otherwise barren but does contain a large chemical processing facility. Either way, losing this element of Guytogan sovereignty will inevitably doom this world by provoking a civil war in the shadows between the Imperial Loyalists and the Red Banner faction, adherents to the Mechanicus. Kommitzar Classification: Penal World Planetary Governor: Governor-Judge Rysen Bollisar, Adeptus Arbites Adeptus Presence: Adeptus Arbites, Administratum Principal Exports: Kommitzar produces large amounts of raw resources, ranging from metal and stone to wood and food. Principal Imports: Kommitzar receives no imports of any kind, bar a few technical items that cannot be replicated by local craft services Military: Kommitzar Guardians; Imperial Guard: Kommitzar Penal Legion Geography: Kommitzar is a heavy gravity world with an extremely hot and humid atmosphere in places and barren, dry deserts in others. Each parts of Kommitzar's surface is unpleasant and hostile in a slightly different way, according to how resources are extracted. Huge industrial processors with attached hab blocks churn-out everything from ration bars to weapon components. Kommitzar's cell blocks are cyclopean stone edifices with cell's carved in them like vast honeycombs, reachable only by rickety stairs and pulleys. Some cell blocks have been left to their own devices, whilst others are still administrated by the cruel Kommitzar Guardians. Kommitzar's capital is known as the Hub, an octagonal complex of cell blocks, industrial sites, and landing pads, where new prisoners are processed before their distribution around the world. The people of Kommitzar are left mainly to fend for themselves, so a wide disparity of cultures, customs, and languages has developed. The Kommitzar Guardians at the Hub have enough vehicles and equipment to ensure that in the event of a planetwide revoly they could likely suppress it, but so this has never been put to the test as the people of Kommitzar are irreperably divided. History: The Angevin Crusade produced billions of discontents who fought the advancing Imperium or resisted its occupations. These along with billions more of the suspect worlds held by the darker powers were settled on Penal Worlds, such as Kommitzar, where they were subjected to hard labour and reeducation. Many of the Penal Worlds have disappeared as populations were screened, but Kommitzar remains, useful to the sector as the general repository for criminal and malcontents. Present: Kommitzar has a reputation as a tough world, but far preferable to resettlement in a colony in the Koronus Expanse. The tropical diseases of Kommitzar and its few wild animals take the lives of many penal colonists, but the warring between the cultures settled on Kommitzar takes even more. The world's most dangerous prisoners are held in isolation in the Hub or in outer mountaintop cell blocks; otherwise as long as prisoners fulfill their quotes of resources they can live as they wish. Eternal warfare is the mark of Kommitzar, war with primitive gunpowder weapons and cruel implements of sharpened metal. The world of Kommitzar provides many Penal Legions, with perhaps several thousand serving at any one time. There is no way to leave Kommitzar: a small fleet is stationed just off the shoulder of the world. Prisoners are brought from many parts of the sector and once assigned to Kommitzar can only expect to escape through death or conscription to a Penal Legion. Such is the way Kommitzar is set up that it is possible after initial screening an inmate may never see another Imperial agent ever again.
  11. Soprony Classification: Forbidden World Planetary Governor: N/A Adeptus Presence: N/A Principal Exports: N/A Principal Imports: N/A Military: Geography: Soprony is a Night World, far out in the icy cold in-between star systems. The world of Soprony was flung out from its parent solar system millions of years ago and is presently a barren, frozen rock uninhabited by any conventionally living lifeforms. The planet of Soprony is home to several metallic cities of an obviously xenos design, connected by raised roadways and magnetic transport lines. Soprony has no atmosphere and does not need one. Reports suggest the interior of Soprony is hollowed-out into large complexes of caverns and tunnels. Soprony is typically thought to be located between the Malice and Hesiod's Wake star systems, but seems to frequently "move" position, or to at least be generallt very difficult to find. Soprony seemingly has no orbital defences of any kind. History: Soprony has long been held to be a completely legendary planet, the Metal World of the Hazeroth Abyss. Voidfarers who have stumbled upon Soprony and landed have reported it to be home to unbelievably complex and advanced examples of xenos technology, the like of which was only known to humans in the golden age of humanity. The cities of Soprony are shaped from clean, shining metallic sheets, as are its plants, waters, and even animals, tiny dirt-eating mites or large multi-segmented earth-movers. The roadways of Soprony are populated by automatically moving grids of vehicles and the surrounds are infused with nano-robotic organisms. Voidfarers who land have never reported anything resembling "sapient" lifeforms as humans would recognise, only innumerable machine castes. Humans can walk the streets of the cities unharmed, but when damage has been done to a machine or building, the whole party is invariably slaughtered within minutes by the suddenly hostile cyborg organisms. For various reasons explorers have tried to reach the Metal World: the Ordo Xenos wish to study it; Rogue Traders wish to find some way to exploit it; the Adeptus Mechanicus wishes to expunge it as the vilest heresy. Nothing has been ever uncovered about the Metal World: only two reports have ever been made of visits to this world over several thousand years, in addition to a dozen less substantiated reports. Soprony remains extremely difficult to locate; irregardless, the world was declared Forbidden long ago, to minimise the risk of any alien taint. Present: Even within the Inquisition the Metal World is regarded as a voidfarer's tall tale, or at least as unimportant compared to the trials facing the Calixis Sector. Those who take an interest believe that the world was inhabited by a xenos race who converted themselves into a machine consciousness and have since retreated from the mortal world. Others raise bizarre theories about an offshoot human culture that devolved to a machine state, as is reputed to have occurred on the world of Amun'an Morrus, or that all life on the world evolved along lines based around inorganic rather than organic patterns. Either way, thousands of years have passed without report of the world. Recently, interest has been piqued from a decoded signal picked up by the Omnicron 71-DX listening station in the Adrantis Sub Sector, strange chatter in the cipher speech of the Dark Mechanicus, indicating a ship passing through the unpatrolled south-eastern fringes of the nebula towards Hazeroth. The cipher speech of the Dark Mechanicus is mostly unknown, but it was clear a series of coordinates were being transmitted, sent to an unknown location somewhere in-between the star systems of Hesiod's Wake and Malice, right where Soprony is said to be found. What the chaos-worshipping heretics would want on this world is unknown, but surely could be towards a sinister and unfortunate purpose for the surrounding worlds, if not the whole sector. Malice Classification: War World Planetary Governor: N/A Adeptus Presence: N/A Principal Exports: N/A Principal Imports: N/A Military: Various necrophagic cults Geography: Malice is the moon of a large unnamed Gas Giant in orbit around Miriad, a triple star system littered with the ruins of planets that cracked apart under gravitational pressures. Malice is an extremely stifling and noxious world, hot and poisonous in both its land, seas, and atmosphere. Malice is a blasted brown wasteland where only a few extremely hardy plants and animals can flourish. The world has large acid-laden oceans and deserts continuously swept by winds carrying radioactive dust. It is never truly night on Malice, as the world is constantly lit by the sticky white light of the Gas Giant and the three dull blue points of Miriad A, B, and C. Some of Malice's more developed lifeforms include weird flat pseudo-molluscs that bask in the boiling waters around geothermal surface vents, scrowns, wild dog-like beasts descended from Terran colony stock, and the Malice condor, an enormous condor that roost in their hundreds in the Pillars of the Sky mountains and raid and carry off unfortunate humans for food. Tunnels and caverns below Malice are said to be home to strange lifeforms, some perfectly preserved from the colonising days. The areas around what was formerly territory under the sway of the Bloodmind is still hued a fleshy, putrid red, plants fit to bursting with blood-coloured sap, and flies and insects carrying their distended, bloated plasma-sacs along behind them, dragging in the air. Malice's great battlefields are marked by churned up ground littered with the rusting remains of weapons and armour, the bronze glinting in the dull sun. Many settlements on Malice have been evacuated or destroyed in the war; the majority of the population now dwell in rough camps high up in the hills, whilst the lower plains and valleys are home to wandering tribes of blood-frenzied warriors. History: The conclusion of the Angevin Crusade saw the liberation of scores of worlds and billions of humans in the Trailing Calyx: some were purged or sentenced to lifetime penal work; those that could be saved were transported to fill the newly created Hive Worlds or settled on planets of their own. Malice was one such world, the mixed peoples of several worlds being set up here by the Imperium to begin exploiting this world's potent sources of geothermal energy. The world was known by a forgotten name, and for its first few decades was extremely harsh, taking the lives of thousands of colonists. Soon the colonists became despondent and turned to worship of dark and secret powers taught to them by their fallen Adranti, Yu'vath, and Bale Childer overlords. The world upswelled in a catacylsm of violence and blood and saw the small Imperial garrison wiped out and ritually devoured, before the new cultists turned on each other and began the Endless War that wages today after many centuries. The Calixis authorities never reclaimed the world as a fortuitous warp storm cut the world off for several hundred years, by which time the Imperium had other priorities. Occasionally a voidfarer would became gravely lost and stumble upon the cruel world that became known as Malice. The people of Malice in the view of the Imperium had been lost forever and had never even existed. Present: Malice is wrought with constant, endless senseless warfare and petty violence. Not a day passes without a skirmish, battle, or atrocity. The world is in the view of those who know something of it a dangerous breach in the fabric of the Imperium, clearly a world wholly given over to the pleasure of Khorne. The warring rides of Malice act automatically without true reason or motive. Residents of Malice kill intruders on sight, and would be a graver threat had any space travel technology survived the fall of the old colony. War is carried out with bronze armour and weapons, forged in slave-houses, and wielded by soldiers driven to a perilous blood-frenzy by chemical and alchemical means. Everybody on Malice has the same wild-eyed look about them; it is clearly no longer a normal world. The warbands are each ruled by an overlord who commands about a hundred fighters; unity on this world is not expected to develop until a powerful enough warband establishes dominance. The cults of Malice are great necrophagists, consumers of the dead in debased rituals, carried out both on captured and fallen warriors from both sides. Some of the Khornate Temples on Malice are constructed entirely from the bones accumulated through hundreds of years of war and slaughter. Malice remains anchored in the physical realm; it is not yet a Daemon World. An intervention by the Inquisition to slay a Daemonic-lifeforms that held a portion of the planet in its sway known as the Bloodmind. An Inquisitor slew this nightmarish pulped mass of soldified blood, taut muscle, and scraggly teeth before it could develop from its larval form and become a fully fledged beast of Khorne. The Inquisitor's report on Malice suggested the landscape would remain tainted but recommended a major intervention to purge and reclaim Malice for the Imperium. The resources to do so are not yet available, as incidents on anything less than a Sector-level threat are being trumped by the pressures of the Achilus Crusade and conquering the Severan Dominate. Imperial warships sometimes skim the fringes of the Malice System, and so far have reported no unusual activity. The exact location of the world is guarded by the Inquisition until the resources are available to deal with it, and the world has been declared Forbidden to all contact.
  12. Purgatory of Soubirous Classification: Mining World Planetary Governor: Head Haulier Torreg Witte, Head of the Miner's Council Adeptus Presence: Adeptus Ministorum personnel at the shrines in the mines; mainly Adeptus Administratum at Heshel's Head Station Principal Exports: Salt, promethium, rare rocks and minerals Principal Imports: Food, resources Military: Haulier Guards Squads (medium quality PDF) Geography: Soubirous was a Frontier World settled by pilgrims and settlers from the core worlds of the Ixaniad Sector following the conclusion of the Angevin Crusade. Soubirous was a warm, tropical world, poor in resources and food as the planet's ecology was extremely specialised. A chance discovery of tantalum in the Soubirous jungles attracted prospectors, and soon major mining concerns followed. The world became known as Purgatory following the import of millions of penal colonists from Scintilla, Malfi, Clove, and Merov. The remaining population were forced underground at gunpoint, establishing settlements in the caverns underground. The surface of Purgatory of Soubirous is covered mainly in jungles that have almost completely overgrown the metal strutted buildings of the early colonists. Mine settlements are known as "Heads" and are located around the rims of large sinkholes, rifts in the earth, and pit heads. The Heads are surrounded by barbed wire and defences to keep their populations within. Heshel's Head is the current capital, a town encircling Tertius Mine, where the mining consortia and the Miner's Council officers are located. History: The Soubirous System was marked for investigation by the Adeptus Mechanicus for further exploration and exploitation. Soubirous was uninhabited but possessed native fauna and flora that was inedible to humans. Colony ships from the Ixaniad Sector dumped millions of colonists, many who quickly died of starvation. A chance discovery of tantalum quickly turned the world into a booming Mining World, high in mortality but very profitable, attracting miners and mining companies. The Amaranthine Syndicate became great owners of shares in Soubirous's mines. The Revolt of the Glorious 11th was led by miners from Clove, organising a planet-wide strike for pay, food, and rights that led to open warfare between company shock troops and miner guerillas. The crushing of the 11th Movement caused the directors of Soubirous to clear the surface of the world, moving the whole population below ground and burning or razing much of the surface settlements. The mining companies and corporations own the supply lines for food to the starving masses of this world, constricting further rebellions. Religion has recently become very popular on Purgatory of Soubirous, leading to the rise of the Four Eagle Shrines. Present: Upon the mining world of Soubirous, there are four rocks scattered throughout the endless mine tunnels that are naturally formed in the shape of the Imperium’s double-headed eagle. The mine has since been converted into a shrine, the stones wreathed in a blue-white eternal flame. While Soubirous is not a common destination, pilgrims who undertake the hazardous journey to each of the burning eagles may be allowed access to a small Templum deep within the planet’s crust. Within the Templum, a well of ever-burning promethium is said to be blessed by the Emperor. Numerous prophets have spoken of hearing the Emperor’s voice ringing out within the caverns. If they approach it, they may place a single lasgun charge close to the well overnight, which recharges it. The people of Soubirous are kept in line by their religion, and are forbidden from ever returning to their ancestral surface homes, which have mostly rotted back into the jungle. The complete control of food means that Soubirous is only a few moments away from devastating famine. Dalthus Classification: Mining World Planetary Governor: Crown-Soveregin Markus II the Pious, Local monarchy Adeptus Presence: Ministorum and Arbites, some Mechanicus Principal Exports: Uranium and other radioactive metals are the world's only contribution Principal Imports: Minimal, mainly heavy machinery for industry and processing Military: Dalthusian Reserves (medium quality PDF); Imperial Guard: Dalthus Scab Dogs Geography: Dalthus is a small, Terra-like world with several large rocky continents covered in forests, fields, mountains, deserts, and small states containing pre-hive cities and towns. Dalthus has several Adeptus Administratum stations. Dalthus Aleph is the name for the world's capital, located in the Dalthus Crown Region, the planet's most prominent state. The badlands of Dalthus are home to large organised mining collectives that work pits and fields known to contain uranium and other radioactive ores. Dalthus is relatively lightly exploited, known for its laxity in tithe payments. One day soon Dalthus is likely to gain the full ire of the Imperium and be more vigorously exploited by the Calixis authorities. History: Dalthus was established by human frontier settlers from the Scarus Sector who settled the extremely habitable world. The discovery of radioactive ores in abundance both explained the fairly low lifespan of Dalthusians and allowed Dalthus to command economic terms with the Imperium. Dalthus was briefly home to a xenos-worshipping cult that set itself up in a uranium mine, requiring the sanction of the Ordo Inquisitors. Present: The recent incident with the Rogue Trader Lady Sun Lee and the failure to meet tithes has caused penaltie to be levied against the world of Dalthus. One of Dalthus's main states has been seized directly by the Adpetus Administratum and is now run to maximum efficiency by Arbites. The seizure of Dalthus Terminus has led to feelings of bitter resentment in the populace and has caused the Crown-Sovereign to become bitterly resented. Most of Dalthus's population live a pre-Imperial civilised lifestyle, with only a fraction of the population and the land used for radioactive mining. Dalthus raises Imperial Guard regiments, known colloquially as "Scab Dogs", troops drawn from tough, hardened radiation miners. The Scab Dogs are typically deployed to hazardous environments polluted with chemicals, toxicity, or radiation. Hesiod's Wake Classification: Agri World Planetary Governor: Governor Demitrius Thule, Adeptus Administratum Adeptus Presence: Meagre Ministorum and Administratum Principal Exports: Hesiod's Wake's main export is resin and other animal products from the pseudo-apoidea hives; honey and cellulose are also exported in bulk Principal Imports: Hesiod's Wake is distant from the Imperium and far out of the way, meaning it receives only a small amount of imports, mainly specialised pesticides Military: Hesiod's Wake PDF (low quality) Geography: Hesiod's Wake is a temperate Terra-like world with large rolling meadows and woodlands. Hesiod's Wake has an easygoing climate and experiences few disturbances. A species of xenos pseudo-apoidea have grown especially adapted to this world; it is believed the first colonists interbred Terran honey bees with local wildlife. The huge tiered beehives of Hesiod's Wake dominate the landscape for miles around, small hillocks of resin and wax filled with hundreds of billions of buzzing bodies. Human agarian settlements are found at a safe distance, curtained by enormous screens of gauze scented with repellants. Journey's Close is the capital of Hesiod's Wake, a pre-hive city with a spaceport situated at the extreme range of any bee colony so as not to disturb their life patterns. Underground rail cars are the main means of transport on this world. The "bees" of Hesiod's Wake are on average about the same size as a Terran Asian giant hornet of the distant past, split into many specific casts. Bees are not hostile unless their territory is enroached upon: one sting can kill but usually doesn't; the larger soldier bees however attack in huge swarms and can even force their way into a fortified agrarian roller through sheer weight of attack. Through careful cultivation of pheromones and general familiarity between the settlements, deaths among farmers are now fairly rare. History: It is believed Hesiod was an unknown Imperial Frateris who attempted a pilgrimage from far Scarus to the Trailing Calyx, and died in the attempt on the world that became known as Hesiod's Wake. In truth nobody knows why the world is so-named, but it has not stopped six seperate tombs of "St." Hesiod being discovered on the world and turned into pilgrimage sites. Hesiod's Wake's genetically modified and crossbred wildlife suggests involvement from the Adeptus Mechanicus in its history. Hesiod's Wake is located at the terminus of a long trailing warp route from Clove and has yet to be contacted by the Cestelle Alliance. At one time Hesiod's Wake's output of processed insect matter and secretions could single handedly keep Clove supplied with food, but a certain malaise has set upon the world. Present: The agri-world of Hesiod’s Wake is ruled by Governor Thule, a dutiful man who works diligently to ensure his planet meets its tithe quotas, which feed, for the most part, the hive world of Clove. He is, however, a man with a tendency to lose himself in the detail and minutiae of operational activities rather than delegating and directing. As such, he is viewed as an eager but weak leader, with little oversight or authority over his subordinates. Worst of the bunch is Lord Provost Arcule Yamatov, effectively Thule’s second in command. The other local masters of agriculture and trade on Hesiod’s Wake would love to see Yamatov fall from power, but most are corrupt to some extent and many are in the Lord Provost’s pocket. The planet’s out-of-the-way location has allowed it to avoid close external scrutiny up to now; however, it is surely just a matter of time until the Administratum notices the meagre tithes or Governor Thule realizes the truth. Hesiod's Wake's PDF forces are a gentleman's militia raised from the eager squires of the agrarian colonies, and are no real match for any serious military opposition. The forces building on Hesiod's Wake are pushing for the world to further diversify and increase their strategic importance to the world of Clove. Governor Thule is fond of the bees however.
  13. St. Astrid's Fall Classification: Frontier World Planetary Governor: Governor Nael Corswain, by appointment of the Nominations Council Adeptus Presence: Minimal, some Ministorum clergy Principal Exports: Natural gas Principal Imports: Food and building materials Military: Marine Guard (medium quality PDF) Geography: St. Astrid's Fall is a watery world, a planet mostly consisting of enless banks of silt and sand forming huge barriers around lagoons and a large network of rivers. The world has little natural fauna and flora. Humanity survives on St. Astrid's Fall through huge pockets of natural gas lying just below the surface: these power thousands of boats that carry the population along the waterways in search of the shallow dwelling night coral. The night coral acts as a sponge for various elements in the water and ground and absorbs them into its body, making it a useful source of food and supplemental power. The night coral is so-called because it is well-hidden beneath a layer of filmy sand, and can only be seen at night when its natural luminescence gives it away to scanners. The gas pockets of St. Astrid's Fall are found in the rock pools, large open bodies of water that are surrounded by rock overgrown with fungas, plants, and certain coral species. These rock pools are the only stable points to drill from: many hundreds of animals live in these pools, most of them competitive and highly predatory. Molluscs, crustaceans, fish, bird, and insectoids dwell here: gas mining platforms are built like fortresses with gun turrets and defences. Human settlements are invariably small, dingy, ramshackle settlements with maybe tens of people, used mainly for servicing the large dredgers and transport ships that ply the narrow sandy paths. Most ships are small and compact, but the central waterways have been carved out over the years and can now contain very large vessels with hundreds of crew. St. Astrid's Fall has an Adeptus Administratum station in orbit that handles the shipment of gas. History: St. Astrid's Fall was so named because the world (really a moon of the red Gas Giant Sekmet) was discovered on St Astrid's Feast Day, an important day in the calendar of the crew of the Battlefleet Finial ship that arrived here. The world was surveyed and an abundance of natural gas resources were identified. St. Astrid's Fall was settled by colonists from far Scintilla who spent their first hundred years simply attempting to build lasting structures, unsuccesfully as all collapsed in the watery sand. The people of St. Astrid's Fall became good designers of ships and skilled navigators, travelling the narrow waterways and developing a sixth sense for gauging the water depth. Present: St. Astrid's Fall is a prodigious exporter of gas mined from the hazardous rock pools. The people of St. Astrid's Fall are also highly capable navigators and builders and many find their way into the Imperial Navy or the Adeptus Mechanicus. St. Astrid's Fall is quiet and out of the way. It is suspected by the Inquisition that St. Astrid's Fall may have become the refuge of dozens of cults, renegades, and outlaws from across the sector, lying loat as boatmen, shipswrights, gas miners, or depot tenders. Unusual patterns of ship activity on the far side of Sekmet has been observed. The world is presently under close monitoring. Cloister Classification: Frontier World Planetary Governor: Brother Beggar, Prelate of the Beggars City Adeptus Presence: N/A Principal Exports: Slaves Principal Imports: Food, water Military: Vagabond Warriors (medium quality PDF) Geography: Cloister is a cold, barren world on the fringes of its solar system. Cloister has long dark days and longer, darker nights. Most of the world is covered in rough, wild tundra, and temperatures are usually so cold that people left exposed to the environment die very rapidly. Cloister possesses a huge bastion carved from rock, a turreted, many towered castle occupying a whole region of plateau in the foothills of the World's Ceiling mountain range. The basion is known as the Beggars City for the thousands of mendicant fraters who dwell there. The interior courtyards and marshalling fields of the bastion have gradually been filled with tottering buildings and shacks built from wattle and dried mud from mountain streams. The city is smoky and densly packed with rubbish, buildings, and humans begging on the streets. Black Knight's Keep is the core of the city, a tall, imposing fortress-within-a-fortress where the Beggars Prelates dwell, including the secretive Brother Beggar. Cloister has no spaceports and no orbital objects of any kind. History: Cloister was allegedly a Yu'vath Hell World at one point in its history, until the world was scoured of life by the Black Templars. The Space Marines left a bastion behind, although this has only been indicated by certain symbols carved into Cloister''s interior walls. The Mendicant Brothers of the Imperium Divine settled on this world following their expulsion from Fenksworld. The Mendicant Brothers preferred to live by begging and accepting charity; the bastion became Beggars City, a settlement known for its high rate of povery and developing of complex culture of guilds of beggars practicing ceremonial begging rites. The Beggars City has a dark side: the world is commanded by Brother Beggar, a Frater Prelate who hides behind a mask in the secluded keephold of Black Knight's Keep. Brother Beggar collects tithes from the begging guilds that rely upon one another, and handles deals with off-worlders who infrequently visit the world. Life on Cloister is negotiated through complex social interactions based around gift exchange, with most of the actual work focusing on travelling to mountain streams to catch fish and harvest the few hardy plants that grow on this world. Present: Cloister is a popular world for slave traders to visit. The population are undernourished and enfeebled but are completely without defences. The Vagabond Warriors are very poorly organised and drilled troops, incapable of standing up to assaults of hardened slaver companies. Brother Beggar seems to have some sort of compact with the raiders: the world's entire population is never taken, and raids tend to focus on tiny outlying farm communities. In exchange the Mendicant Brothers are building up a small arsenal of modern weaponry for their own use in exchange. There is now talk among some Beggars Guilds that Brother Beggar is no longer what he seems, and is some sort of imposter who is plundering the world for his own benefit. Nobody has seen the Brother Prelate for many years; some even whisper that an emmisarry of the Dark Powers has the Brother's ear. This poor world is only growing poorer as time goes on, and possibly may become a world subject to the powers of Chaos once the plans of the Mendicants become clear.
  14. Hazeroth Subsector The Hazeroth Abyss is a cloud of stellar debris that was once the home territory of the nightmarish xenoforms known as the Bale Childer. The Yu'vath also had established worlds here, as did many minor xenos empires, human civilisations, and worlds given over to the perils of the warp. The Hazeroth Subsector was the last parcel of Calyx space to be conquered and incorporated. All records of actions within the Abyss are sealed: many millions died in the course of the liberation of the region, entire worlds were lost. What is known is that Drusus himself led the final stages of the campaign to the heart of the xenos realm, the Bale Childer Hell Stars, and there forver vanquished the Yu'vath and Bale Chiler from the Calyx Expanse. Today the subsector is a relatively isolated region of the sector, its main point of interest being the world of Regulus where the Cestelle Alliance is based. Regulus Classification: Agri World Planetary Governor: Ninian Cestelle, Regulus and Cestelle Alliance Castellan Adeptus Presence: some Adeptus Ministorum, a handful of Administratum and Arbites Principal Exports: Food, mainly grain, animal products, rice Principal Imports: Technology and building materials Military: Cestelle Home Guard (high quality PDF) Geography: Regulus is a temperate world much like ancient Holy Terra, consisting of several different landmasses and environments. Much of Regulus has been rigorously terraformed and organised into large farming conurbations, spread-out hive cities neatly incorporated into farming blocks of tiered arable fields, animal paddocks, and floors of sunken rice trenches. Regulus is a clean, well-organised, productive world, and the gleaming white and silver buildings designed by native Regulusian architects reflect this. Regulus is served by a whole network of space ports and platforms handling the export of huge quantities of food, and the import of stone and metal to extend the size of the world's farming habitations. History: Regulus was a brutal Feudal World, rediscovered and settled by troops loyal to the Angevin Crusade. The Imperial Missionaries passed on their rites and rituals to the Regulusians, creating a culture of raucous and sometimes violent festivals and celebrations. Regulus was earmarked to be developed into an Agri World, and an orbital Administratum station was established in orbit. A rogue meteor strike sent the station and all aboard it plummeting into the atmosphere, killing all aboard and plunging Regulus into a mini ice age as the wreckage tainted the atmosphere. The Regulusians survived and developed an extremely hard-working, self sufficient culture, far out-producing the Administratim in terms of food production. By the time contact with the Imperium was re-established, it was clear that the alliance of indigenous peoples was running the agri-world more efficiently than the Administratum, and the natives of Regulus were left to their own devices as long as their tithe of food was met. From this string of events was born the Cestelle Alliance, the unified people of Regulus, who sent members to other, less promising worlds and transformed them over the following decades into fertile agri-worlds in their own rights, passing on enormous tithes to Sector Governor Hax’s government. Slowly, almost without the other Great Houses knowing, the Cestelle Alliance amassed the wealth and power to make them the equal of the other sector houses. Present: Wealth has flowed to Regulus in huge amounts, completely refreshing and revitalising the world with off-world treasure. The Cestelle Alliance now controls many agri-worlds in the Calixis Sector. It has not escaped the notice of Lord Sector Hax that the Alliance, if it wished, could cut off food supplies to the sector’s most populated worlds and create a crisis of famine to hold the sector to ransom. To keep the Alliance firmly on the Imperial side, Hax has appointed Egoyan Cestelle as the governor of the Adrantis Nebula and continues to permit the Alliance rights to its agri-worlds. The members of the Alliance must walk a curious tightrope between maintaining the traditions of their home worlds and kingdoms, and acting like fully recognized nobles of the Calixis Sector. The traditions of Regulus include facial tattooing (with the higher-ranking nobles sporting extraordinarily intricate scrollwork), incinerating the house’s dead on funeral pyres and praying to the Emperor in the raucous manner first taught to the people of Regulus by Imperial missionaries. Many of these activities have been smoothly incorporated into the modernising ethos of Regulus, but some have been stamped out. Each district of the agri-cities still adheres to a differing tribal or cultural grouping, producing a dizzying array of practices, rituals, and even languages between the hab blocks. The Administration District of Regulus is the capital of the world, a cluster of tall towers rising serene and glittering from the low multi-storied farming blocks and silo ducts. Ninian Cestelle is of House Cestelle and holds the world instead to his brother Egoyan, elevated to Subsector Governor of the neighbouring Adranti Nebula. Gunpoint Classification: Hive World Planetary Governor: Governor-Resplendent Isaac Rauf, local oligarchy Adeptus Presence: All of the usual, plus Astropathic Choir at Petitioner's Tower Principal Exports: Munitions Principal Imports: Food, raw materials Military: Gunpoint Fusiliers (medium PDF), Imperial Guard: Gunpoint Duelists Geography: The environment of Gunpoint was ruined over the course of thousands of years by economic exploitation and pollution. Much of the once verdant world is now ashy deserts and barren plains of bare rock. Large parts of Gunpoint are layered over with sheets of metal platforms and reach upwards into towering hive complexes and industrial clusters. The main hive of Gunpoint is called Breech, and consists of hundreds of tightly piled-up manufactorums producing munitions and weaponry. The skies of Gunpoint are permanently turned a roiling black and charcoal from years of pollution; only the hardiest of plants and animals now line on this world, in addition to over 21 billion humans. Gunpoint is orbited by a dozen orbital platforms and stations, one of these being the Governor's Retreat where the oligarch rulers of Gunpoint dwell. History: Gunpoint was settled in the early days of the Calyx Expanse by a joint settler expedition from the Finial and Ixaniad Sectors. The world then went by an unknown name and developed into a prosperous Frontier World. The Deed War began when the Rogue Trader Admiral-Resplendent Khawja Rauf arrived and declared that he had previously discovered the world and laid claim to it. The settlers disputed the trader's claim and a war that spanned the whole system began and did not abate for nearly thirty years; the Imperium intervened on the side of the Rogue Trader and levelled some of the rebellious hives. The world was settled at "Gunpoint", and this became the world's new name. Present: Gunpoint has become a byword for 'failure' due to the ineptitude of the local Adeptus Ministorum. The nepotism of House Landsholt gradually caused several worlds to drift away and seek aid from other sources, in Gunpoint's case from the Adeptus Mechanicus, already quite settled on the Hive World. Gunpoint has signed several treaties with Idumea that have brought prosperity to the world and have caused Magos Ameneun-Eta to become a favoured confidant of the rulers of House Rauf. Cybenetic enhancements are becoming ever more commonplace among hive factory workers. 'Failure' became linked with Gunpoint when Ministorum loyalists launched the Aquilla Bay invasion, an attempted coup using gang troopers from Clove who tried to cease the planetside Aquilla Bay spaceport. The abortive coup was quashed by a detachment of Skitarii and the flamboyantly-attired Gunpoint Fusilier PDF. It was common knowledge the attack was orchestrated by the Ministorum, but a certain embarrassed silence has pervaded all sides. Gunpoint is a prodigious provider of troopers for the Imperial Guard, supplying the flamboyantly uniformed, colourful aristocrats of the Gunpoint Duelists. Gunpoint is also noted for its Steel Cavalry regiments, armoured units that pride themselves on an honourbound and chivalrous interpretation of tank warfare. Percipre Classification: Agri World Planetary Governor: Consul Gaius Martayne, Cestelle Alliance Adeptus Presence: Adeptus Administratum, Adeptus Ministorum, and Adeptus Arbites, all in relatively low quantities as Percipre Conurbation Principal Exports: Fruits and vegetables Principal Imports: Water, light filtration, equipment Military: Percipre Monitors (medium quality PDF) Geography: Percipre is a hufe planet, completely barren and airless. Large parts are featureless dusty off-white deserts, with blue-tinted polar ice caps. Percipre is home to several thousand greenhouse complexes that completely cover the level, rocky plateaus common on the world. Percipre receives a lot of light from the system's sun, but is otherwise a cold, inhospitable world. The agritech and hydro farms are huge facilities encompassing miles of land beneath filmy layers of heat and moisture trapping gauze that allows the penetration of sunlight. Percipre Conurbation is based at the North Pole, a medium-sized town of underground facilities, mining stations, and a spaceport. Pipelines transport water from the ice caps to the farms of the south, and Cestelle Alliance vessels bring in the chemicals necessary to create breathable air and effective fertilisers. The greenhouses of Percipre are geodesic in their construction, using mostly light and organic materials. Servitors mainly work the farms, and a huge array of underground packing stations and subway tunnels connect the farming collectives. Percipre has a number of orbital stations, mainly housing Imperial personnel. History: Percipre was a Frontier World granted to an unknown Imperial Guard regiment for settlement: the colonists were housed in sealed hab-bunkers with basic agricultural facilities. Percipre stagnated into a world where colonists simply worked for their own survival and abandoned all hopes of terraforming. When the Cestelle Alliance came into existence, Percipre was identified as a potential member, with Cestelle evalutators finding much to admire in the hardy people and the unrealised potential. The Alliance made Percipre one of their first victories: they Alliance pumped materials and advisors into the world, developing brand new technologies to enable further agricultural exploitation. The soil of Percipre was treated, and huge greenhouse tents were thrown up between canyon walls and over craters to create huge garden nurseries. By the time the Cestelle Alliance was fully established, Percipre was a success story, turning a completely unlikely world into a breadbasket. Present: The people of Percipre currently number several thousand: they are immensely proud of their contributions to the Cestelle Alliance and their taming of the harsh world. The Adeptus Mechanicus are currently trying to gain influence on this world; some say they resent the success the Cestelle Alliance had with developing the planet. The peoples of the Percipre Conurbation are somewhat 'un-Imperial' in their manner: they have little regard for the Imperial Creed, and resent the presence of Imperial officials such as the Arbites. Long years of isolation and neglect have bred a separatist attitude in the population, something not aided by the 'insider-outsider' status of most Cestelle Alliance worlds. Consul Martayne hails from Lokus Medea on Regulus, and is a rising administrator of great skill with phenomenal insight into Calixian politics; sector intelligence and Cestelle insiders suspect Martayne is destined for a prominent leader position within the organisation.
  15. Tephaine Classification: Hive World Planetary Governor: Cardinal Pyris Valcarna, Adrantian Diocese of the Sector Synod Adeptus Presence: All of the usual, as well as an Astropathic choir at Tephaine Invictor. Principal Exports: Finished goods and materials Principal Imports: Food, mainly from the Tephaine System's Agri Worlds Military: Hive Guards Units (low quality PDF) Tephaine Grenadiers (medium quality PDF); Imperial Guard: Tephaine Imperial Guard regiments Geography: Tephaine is an extremely barren desert world with very little natural vegetation or water. Tephaine's atmosphere is hot and the deep deserts are highly inhospitable. The hives of Tephaine are built partially below ground like the nests of termites, served by complex ventilation and irrigation systems. The surface of Tephaine contains the ruins of a Xenos civilisation that died out in the distant past, consisting of low, decorated, slab-like buildings containing nothing but dust and broken pottery. Some desert dwelling human nomads make their camps in these xenos ruins, rumoured to connect by deep shafts to mythical wondorous cities deep below the surface. Tephaine's hives are winding, cramped spaces cut into the rock, housing billions who mine the depths for ore or work on assembly lines producing goods. The hives are well-known for their underground cathedrals and their overall high level of devotion to the Imperial Creed. Tephaine Invictor is the largest hive, a structure that extends to the deepest depths and whose roots touch a newly discovered underground ocean of frozen ice, something impossible for a world such as Tephaine. This impossible bounty is presently restricted, being exmained by members of the Adeptus Mechanicus. Each of Tephaine's hives has an attached spaceport, a large dry plain where cargo shuttles can land, covered by huge shaded verandas and prayer banners. History: The Tephaine System was once home to a race of xenos that died out thousands of years before the Imperium discovered the world. The world was settled with pioneers but contact was lost: over the centuries the Tephaineans adopted a feudal lifestyle, developing the early below ground hive complexes and becoming desert nomads. A more through survey of territories along the Trailing edge of the Adrantis Nebula reconnected it to the Imperium. Strife on Tranch caused millions to flee that world: some came and settled on Tephaine, in part as a missionary effort. Millions of Ministorum and Tranch noble houses settled the world, importing their indentured serfs to accelerate the development of the world. The Tephaine System became a minor force within the Adrantis Subsector, although all the Tranch exiles hope that one day their homeworld will be more fully pacified. Present: A high influx of Ministorum clergy has made Tephaine an extremely pious planet. It is the seat of power of Cardinal Pyris Valcarna of the Adrantian Diocese of the Sector Synod. Though not born of Tephaine, he took office there due to the current strife on his homeworld of Tranch. On Tephaine, the links between Ministorum and the nobility are almost indistinguishable, with siblings sharing the power of both church and state between them. The Tephainean year is broke up by many religious festivals, some native to the world, others imported from Tranch, others general Imperial Saints' days. The deserts of Tephaine are home to some small tribes who are branded heretical by the Tephainean overlords for practising divergent worship of the Imperial Creed; they make good training for the world's standing army PDF Grenadier forces. Many of the Tephaine Imperial Guard regiments are raised to serve a tour of duty on Tranch, attempting to hold or liberate noble house holdings that have fallen into mutant or rebel hands. Recently Bishop-Amaneunsis Odo led the Tephaine 5th "Emperor's Scribes" regiment to victory retaking a whole segment of the Hive-annex Basho District from mutant rebels, and moved his whole noble house back to that world. Many on Tephaine now want to fully organise and follow the example, were it not for the fact that all Tephaine Imperial Guard regiments are now receiving mandatory redeployment orders to the Achilus Crusade, something the overlords of Tephaine cannot ignore but bitterly resent nonetheless. Tephaine Minor Classification: Agri World Planetary Governor: Squire Yorg Mannerheim, Baronial oligarchy Adeptus Presence: Adeptus Administratum, Adeptus Ministorum, some Adeptus Arbites Principal Exports: Food: bread, fruit and vegetables, grain, meat Principal Imports: Building resources Military: Baron's Men (medium quality feudal PDF) Geography: Tephaine Minor is a large world with slightly heavier than Terran gravity. Most of Tephaine consists of grim, rocky land masses permanently cast in gloom by the world's distance from the Tephaine System's sun. Tehphaine Minor is a feudal-organised Agri World. Baronial castles are huge edifices constructed painstakingly over hundreds of years, built for each of the survivors of the Imperial Guard regiment that settled this world. Thousands of castles can be found on this world, some stubby and careworn and full of drafts and old ghosts, others towering keeps atop mountain fastnesses filled with treasure and riches. Castle Mannheim is the world's capital, a huge walled citadel encircling several dozen villages and Imperial Creed shrines. The citadel has a large attached spaceport. The wider planet consists of "the Commons", huge communal farming districts that grow everything from wheat to hogs. The granaries of Tephaine Minor are particularly lucrative, drawing their supply from the rich grain fields of the Vann River. A lot of the world's natural landscape has been artificially altered, turned into flat level fields, fish ponds, vegetable pads, or ranches, as needs be. History: Tephaine Minor was previously a medieval Feudal World, a poor cousin to the more prominent Tephaine. The world was inhabited by a minor human empire that resisted the Imperium. Drusus deployed a single regiment to deal with the world, rough Feudal Worlders from a world in the Ixaniad Sector. The feudal worlders defeated the recalcitrant humans and won the world by right of settlement. The Guardsmen became feudal landlords governing estates of thousands of peasant serf farmers. Centuries later Tephaine was settled by millions of refugees and exiles from Tranch, creating a bustling Hive World that required huge quantities of food to support. The barons of Tephaine Minor were generously bribed to become the Tephaine System's primary food suppliers. Present: The barons of Tephaine Minor have condensed over the years. The dream that each Guardsmen could be his own overlord collapsed into bitter fighting resulting in only a handful of prominent noble families and several hundred lesser houses. Squire Mannheim led House Mannheim to victory be courting the Cestelle Alliance into providing weapons and war machinery to his cause in exchange for the entrance of the world into the Alliance. It was pressure from the Cestelle Alliance that gave Tephaine Minor "an easy ride" when being converted into an Agri World. Tephaine Minor is a highly productive Agri World but in all other ways is extremely culturally stagnant. Off-worlders are distrusted as dangerous aliens; Tephaine Minor is notable for being almost bereft of involvement from the Adeptus Mechanicus. Councillor Imriyam Fossen is a representative of the Cestelle Alliance: it is said at the Slendid Court her word carries more weight than the rulers of Tephaine itself. There is a certain amount of tension brewing as the world is pushed harder to meet tithes, between the off-world descended families and the native Tephaineans, yet to spill over into violence but already marked by sporadic strikes and general discontent. Siculi Classification: Agri World Planetary Governor: Governor Saymar Venditiun, Adeptus Administratum Adeptus Presence: Adeptus Administratum station in orbit that recieves regular automated shipments of food from the surface Principal Exports: Protoalgia packed into iced containers Principal Imports: Some raw materials Military: Siculian PDF Geography: Siculi is a world of one singular landmass, much it just below water level and forming thousands of natural swamps, marshes, and lakes. The islands of Siculi are all extremely divergent, having their own specific ecosystems of flora and fauna. Port Siculi is the capital, a city and spaceport raised upon metal stilts above the swamps, largely inhabited by Administratum personnel. The 'islands' are inhabited by insular cultists who follow a rendering of the Emperor as a fertility god, something not entirely encouraged by the Administratum. Great growing pools of protoalgia are attached to the islands, shallow growing areas kept pest free but continuously flooded. The climate of Siculi is perpetually warm and humid. History: Siculi was a world entirely controlled by a foul chaos-worshipping fertility cult. The cult was suppressed and wiped out, but some of its traditions survived and were incorporated into worship of the Imperial Creed. The population of Siculi numbers several million, all entirely dedicated to harvesting the rich protoalgia found near their island villages. Siculi is a damp, hot, uninteresting world, almost entirely uncontacted by the Imperium at large. Present: The cultists of Siculi dutifully provide their food tithe on time and, supply carts brimming with rich globs of protoalgia; the dockers at Port Siculi load the shipment up and it is dispatched to the hives of Tephaine. It is something of a concern that so little is known about the Siculian harvesting cults, and that the Administratum authorities have no desire to investigate further. A party of representatives from the Cestelle Alliance recently landed on this world and journeyed out to one of the larger island communities; none were ever seen again. Port Siculi has the feel of a fortress under siege.
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