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Markayn Marches Subsector

 

The Markayn Marches were an early dominion acquired by the Angevin Crusade. The ancient human world of Solomon had established itself a small domain known locally as the Solomon Empire, covering several dozens of worlds are sending its Praetorian legions to battle against renegade humans and xenos. The Solomon Empire was folded into the Calyx Expanse and provided millions of Calyxian levies to join forces with the Crusaders in several battle groups. Of the different army groups, the 20th were the most famed, built around the personal Praetorian Ducal Legion of Paleologous Sozomen XI of Solomon, Ducal-Imperator, last ruler of the Solomon Empire. The 20th pushed forward into the unknown wildspace north of Solomon, conquering more worlds than all previous Ducal-Imperators with the aid of Imperial troops and technology. The Great March ended at the uncharted world of Cantus Extremis, an uncharted world that turned out to be a trove of nightmarish biological horrors that surged out all the way to the Solomon core worlds, slaying the Ducal-Imperator, the 20th, and several other fleets and army groups. The charismatic Duke Severus was dispatched with a scratch reserve force from the Golgenna Consolidation campaign to hold Solomon and end the Cantus Menace. Duke Severus marshalled the defenders for a last ditch defence at the historic Fortress World of Malatya on the Solomon System fringe, annihilating the bulk of the para-coral attackers in space and then personally led his contingents of Modrian Storm Troopers and Cadian Kasrkin when the xenos made planet-fall. Duke Severus co-ordinated the surviving troops and fleet elements to take back surrounding systems whilst he and his personal flagship jumped into the heart of the Cantus Extremis System, where he risked death in a densely-packed system full of psy-pulse emitting brain coral, clawed and tentacled ship-killers, plasma-venting 'death flutes', and the chemical-spewing 'hull-borers'. Duke Severus made it to Cantus Extremis with his ship literally being pulled apart around him, and ordered the plasma-boiling of the hideous xenos-spawning seas. The Cantus bioforms attacking Severus's ship and those throughout the system died and disintegrated rapidly following the death screeches of the Cantus world conscious. Duke Severus then embarked on a campaign against the 'Remanent', the surviving Solomon officers, clergy, and nobles who had been disgruntled with Imperial reclamation and tried to launch a breakaway state. Severus's battle-hardened soldiers gave no quarter and broke the Remanenters in less than three years. Duke Severus was feted by the Solomonians and was all bout ready to delcare the Severus Subsector when he was recalled to Scintilla to help in the Consolidation. The relatively mediocre Admiral Markayn of Battlefleet Scarus was gifted the Subsector and became its first Governor, ruling from Solomon; Duke Severus would long remember the bitterness of the Angevin Warmasters arbitary decision that cost him his glory.

 

The expansion of the Markayn Marches continued as lost Solomon Empire worlds we reclaimed and new xenos and human threats were defeated. The decisive battle of Markayn, a moon of a gas giant in the Calistra System, saw Admiral Markayn die in unknown circumstances on the deck of the battleship Angevin's Destiny; his death may have been an assassination orchestrated by the rulers of Solomon, as was the overwhelming pirate fleet Markayn had been chasing. The Angevin's Destiny turned the tide under its first officer, by no coincidence a scion of one of Solomon's oldest noble lines.

 

The Markayn Marches were the site of the opening shots of the War of Brass, the large scale insurrection orchestrated by the heretics of the Gelmiro Cluster. The Gelmiroans initiated rebellions all throughout the Marches and wider Calixis Sector, starting a three year conflict that only ended when the Imperium arrived in force in the Cluster, crushing the Emperor of Brass and his followers with Imperial Guard, Titans, and Space Marines, leaving the worlds empty and devastated. The War of Brass permanently put the Markayn Marches on the back foot; the Gelmiro Cluster once enjoyed lucrative trade with the nearby Finial Sector until the War cut those routes off completely. The old Solmon Empire core is still fairly productive, but Spinwards lies only worlds devastated by half a dozen conflicts, clinging to faded glories. The Adeptus Mechanicus is rising in prevalence in the Marches, its three Forge Worlds making it the most Mechanicus-settled Subsector outside the Lathes of the Malfian Subsector.

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Balecaster

Classification: Feudal World

Planetary Governor: King Regent, Tileon, Monarchy

Adeptus Presence: Adeptus Adminstratum based at Corical and the Polar North base

Principal Imports: Some finished worked tools

Principal Exports: Grox meat rations, some herbs and minerals

Military: Balecaster Armed Levies (low quality PDF), Knights of the Star Sanctum (high quality); Imperial Guard: Balecaster Yeomanry

 

Geography: Balecaster, or Skorn as it was once known, a world with several large landmasses and seas, with the largest continent Hlaiker predominant. Much of Hlaiker is covered in misty, dark forests, stretching out towards freezing polar caps. Cities on Balecaster are clustered around castle keeps in the more open flatlands of central Hlaiker. Corical is the name of both the predominant keep-city and country of Hlaiker and Balecaster, an edifice of tangled stone towers, terraces, and battlements, all piled atop of each to produce the effect of stone termite mound crowned off with Tileon Fastness, the personal keep of King Regent Tileon. Corical and the Tileon Fastness control a population of two million peasants spread out across the wooden shacktowns of Corical and freehold farming colonies of the Outer Territories. Other major kingdoms on Balecaster, such as Yarenny, Miceter, Kivinnis, and Grickwold, have all sworn allegiance to Regent Tiloeon. The forests and mountains of Hlaiker are home to untold numbers of renegade peasants, bandits, and the fierce Bonehunters who dwell in mountain caverns. Round Mountain Keep is home to the Knights of the Star Sanctum, located on the Polar Road on the outer borders of Corical. The woods of Corical are patrolled by Armed Levies, and coachmen do not often travel the trade routes without armament, both from savage Bonehunters and wild forest beasts. It is said the underground lairs of the Bonehunters are giant larders, lined with the chained carcasses and the still living waiting to be sent to the flensing chambers where their bones are extracted and filed into vicious weapons. The only effective force beyond Corical is the might of the Star Sanctum Knights, who ride the forest roadways in full bloodshine armour equipped with their trademark tridents. The Polar Road is the route through the deep forest that must be taken to journey into the freezing north and the large isolated stone structure that is Polar North, the planet's only space port.

History: The Imperial Administratum believes that first human settlers arrived around M36, and displaced the local indigenous population of sentients who were at that time uncategorised as either xenos or human. This is still a matter for conjecture, as some scholars have postulated an even earlier colonisation attempt around M20 based on extrapolating the path of ancient colony ships. Regardless of their pedigree, the indigens known as 'Bonehunters' are a primitive race dedicated to barbaric pursuits. Conflict between Imperial citizens and the indigenous population is known to be frequent and bloody. Wars between city states were also common until Regent King Tileon turned Corical from a third string border kingdom into Balecaster's pre-eminent military power through key victories such as the Battle of Granite Bridge against Prince Wayl of Yarenny, and more subtle efforts such as the poisoning of Arch-Hyrphant Demosqinus, and the successful trade alliance with the clannish Brotherhood-Merchants of the Wasp Coast.

Present: The planet of Balecaster has never progressed beyond a "medieval" level of technology and written records of its history are all but non-existent. The Regent has governed for many years, well over his natural lifespan, which continues to cause much contention among the nobles, including Tileon’s son (who has spent seventy years patiently waiting to take the throne). Rumors persist that the king has been using off-world technology to prolong his life, though this is strongly denied by those closest to him.

In spite of whispered plans of treason or rumors about the king’s son mustering an army to take the throne by force, nothing has yet happened because of the Star Sanctum. Not knowing how this secretive force would react to a dramatic change in the balance of power of Balecaster, a balance that those "in the know" suspect the Knights engineered, has prevented any side from showing its hand yet. The main event in the kingdom Corical is the run up to the Forest Wake Walk, a great tramping of coaches and caravans from Corical north into the polar wastes to deliver the supplies and men demanded by Imperial tithes. Bonehunters and lesser human renegades threaten the caravans every step of the way, and many more are taken by freezing cold. Survivors usually find Imperial troop transports awaiting them, and it is these several thousand who are the toughest and most fit to be organised into Balecaster Yeomanry regiments. The Yeomanry must be retrained from waging war with flick bows and daggers to using grenades and lasguns; so far the Balecaster Yeomanry have the distinction of winning a world in the far Margins Crusade by Rights of Settlement, but nothing has been heard of them since the collapse of that Crusade.

Edited by glyph21

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Sozomen's Last Stand


Classification: Agri World


Planetary Governor: Queen Livonia the Just, appointed Administratum monarch


Adeptus Presence: Adeptus Arbites, Administratum, Ministorum, Adeptus Mechanicus


Principal Exports: Sozomen's Last Stand is an Agri World primarily geared to producing fabrics that can be sent to a hive factory; huge bands of fields produce flax and cotton; silkworms are raised at the equatorial regions.


Principal Imports: Sozomen's Last Stand produces only a meagre amount of food, so food and water need to imported, as do worked goods and farming machinery.


Military: Sozomenian Brethren (medium quality PDF).


 


Geography: Sozomen's Last Stand is world entirely composed of rocky land without external seas or rivers; a huge network of underground irrigation channels keep the world hydrated. From orbit Sozomen's Last Stand resembles a multi-coloured banded ball of wool, with varying bands of dark brown, off-white, and pale green. Each "band" spans the whole world's circumference and only has a width of several miles; each band focuses on producing a different kind of crop for processing into fabrics. Band 222 is the capital and is the only band not focused on agrarian farming, covered in storage sheds and the palatial dwellings of the Adeptus Administratum and the Planetary Governor's palace. Sozomen's Last Stand has a very long night cycle and a short day cycle, unusually "wobbling" on its orbit for no discernible reason. The uniformity of Sozomen's Last Stand terrain is only broken by the dark irradiated scar on Band 036, where the crash of the Rite of Adoration left an expanse of churned earth and irradiated metal. Sozomen's Last Stand has a raft of new orbital defence platforms imported from the Lathes, as the previous ones in place had proved tragically ineffective.


History: During the Angevin Crusade the 20th Army Group was formed around Paleologous Sozomen XI of Solomon, Ducal-Imperator of the Solomon Empire and all its fleets and armies. The 20th were ordered to push outwards from the safe space around Solomon to the unexplored coreward regions that might contain a passage to the Ixaniad Sector. A scouting vessel of Sozomen's fleet stirred the horrific xenos of the newly discovered Cantus Extremis System; a tide of horrors burst out of the seas and rushed towards the Golgenna Reach and the Solomon core worlds. The Ducal-Imperator Sozomen was marshalling the 20th at the then unremarkable Dead World of Filibus Eta when the xenos fleets were upon them; the Ducal-Imperator died among his landing ships and troops as aliens swarmed the hastily-built defences. Duke Severan famously ended the xenoform migration by plasma-boiling Cantus Extremis; he personally ordered Filibus Eta renamed Sozomen's Last Stand in honour of the dead ruler, and also abolished the status and power of the broken Solomon Empire. A coteries of Scintillan and Malfian merchants terraformed Sozomen's Last Stand and converted into an Agri World entirely geared to produce fabrics for the loomspyres of Grove's Fall and Bront to turn into uniforms for Imperial personnel as well as clothing for the wider Calixis population.


Present: Sozomen's Last Stand consists of endless fields; workers live underground in bunkers so as to maximise the available growing land. Huge vertical sheds hold legions of servitors, tasked with endlessly tending the crops grown on the world. Silkworms are grown in the more temperate equatorial regions, cultivated in gigantic masses and fed on genetically-modified fast growing food pellets. Flax, cotton, bamboo, and jute are also grown and exported. The surface of most of Sozomen's Last Stand is unbreathable, choked with fibrous material, with only Band 036 and its space port protected by high walls lined with filter nets. The life of a field toiler is dull more than anything, as work is mainly automated and done by servitor hands whilst farmers monitor from their underground hab-silos. The Sozomenian Brethren are the world's PDF troops, garrisoned mainly in Band 036 and considered very poorly trained, as these days servitor rebellions are more myth than reality. Sozomen's Last Stand has the custom of electing its Planetary Governor by lottery, meaning even lowly field toilers can become Governor for the allotted decade period. Queen Livonia the Just was a lowly servitor-mechanic selected from the 747,526,960 inhabitants across 439 farming bands, and is serving the eight year of her reign. Queen Livonia hails from Band 036 and saw most of her clan-pickers die when their hab-silo was atomised and the plantations were turned into infernos by the impacting The Rite of Adoration. Queen Livonia has conducted a tireless investigation into the circumstances of crash of the Adoration, an investigation hampered by the efforts of the Golden 100, the bands owned by off-world concerns tied to the Kasballica. Queen Livonia has earned the reputation as the most able ruler of the last century, not just for her championing of justice for Sozomen's Last Stand but her large personal donations to struggling, hungry families. Queen Livonia has survived one assassination so far, escaping the burning Governor's Palace on Band 036 after arsonists set it alight. Queen Livonia is now guarded by a rabble of ferociously loyal field toilers who have come to regard her as an Imperial Saint, to the local Adeptus Ministorum's consternation.


 


- all Agri Worlds seem to be just for producing food, surely some of them must produce other organic products, like textiles, paper, biofuel, so this is one of those -


Edited by glyph21

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Amazing topic!  I'm in the process of writing a new Ordo Xenos campaign and this will be a great help to decide both home worlds as well as the location of the campaign.

Great work!

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Cantus


Classification: Hive World


Planetary Governor: Governor-General Sholamuth Diaz, planetary dynasty


Adeptus Presence: The usual for a Hive World, as well as an Astra Telepathica choir in the Hive Drex Enclosiaa.


Principal Exports: The hive factories of Cantus are geared towards the refining and processing of chemicals and raw materials into plastics, some for trans-system export but most to be manufactured into the various goods demanded by the Imperial Guard, Navy, and general Imperial population.


Principal Imports: Cantus has no arable land at all and subsists of huge imports of food and water, as well as what can be processed and filtered in the hives. Many of the chemicals Cantus processes need to be imported from various sector Mining Worlds.


Military: Cantusian PDF (medium quality hive gang PDF); Imperial Guard: Cantus Myrmidons


 


Geography: Cantus resembles nothing so much as a twisted, melted skull, or a lump of undersea coral dredged up from the ocean depths. The surface of Cantus is pitted, twisted, horrifically organic as the death-throes of the Cantus world coral were frozen forever as it was starved of nutrients by plasma boiling. Parts of Cantus have been said to resemble leering daemonic faces, others resemble grasping horned limbs reaching up in rippling mountain spines. The hives of Cantus sit in convenient craters or hollows, habitation and storage zones extending out in environmentally sealed tunnels in coral capilliaries and veins. Hive Drex is the predominant hive, connected to many large, filmy reservoirs full of runoff plastic residue, shining weird and multi-coloured under the eternal night of Cantus. The interior of Hive Drex is filled with processing mills and channels filtering lumps of resin and unprocessed scum into the outer atmosphere; the interior swirls with clouds of noxious smoke and gritty residue. Cantus has a number of orbital spaceports that handle the import and export of raw and processed chemicals and plastic products. The deep hollow interior of Cantus has never been fully explored, a winding heart of tunnels, passages, and frozen coral horrors like sculpted cathedral gargoyles, seemingly waiting to leap from their calcified doom and ravage any unfortunate trespassers. Cantus, mercifully, seems to have been completely cleansed of xenos.


 


History: Cantus was once Cantus Extremis, a far maker on the charts of the navigators of the Solomon Empire. When the Solomon Empire was incorporated into the Imperium, fleet elements were sent to bring worlds along the Empire's fringes into compliance. A remote probe entered the Cantus System and catalogued eight worlds, seven airless barren rocks and one seemingly beautiful spheroid of turquoise and magenta water, a true Ocean World without any planetary core of rock or metal. The probe dived into the Cantus Extremis atmosphere to take more in-depth readings, and there its transmissions to the Solomon Techseers ceased. A year later a forward element of the Solomon Ducal-Fleet entered the Cantus System and were instantly ambushed by a host of millions of biocoral-formic ships waiting at the system's jump-in point. The ships were filled with crawling horrors, said to resemble weird undersea beings of the deep Terran seas; the coralforms burrowed into the Imperial ships and converted them and their crews wholesale into living pseudocoral biomass. The last image broadcast from the bridge of the flagship Victory was an image of the turquoise-magenta globe of Cantus Extremis, writhing and boiling and spewing forth a stream of living organic filth into a great cloud spreading outwards in all directions.


 


Within weeks worlds that had withstood many hundreds of years of invasions from fringe human realms, Ork raiders, and xenos battlefleets were gone, their populations and biomass converted into more horrific pseudocoral lifeforms. The Star Mines of Chorcanzon VI, the suspended sand terraces of Hydra Gamron, the comet hives of the Traveling Nicodymean Order, all were engulfed and regurgitated as pulsing, clawed, tentacled horrors, with alkaline-spewing weapons and calcified carapace armour. The darkest day came at Filibus Eta, where the 20th Army Group of the Ducal-Imperator Sozomen and his fleet were ambushed and martryed. The Angevin Crusade ordered the capable commander Duke Severus to hold Solomon and retake lost ground, bringing with him his own Scarus and Ixaniad tithed regiments, new Solomon Praetor Imperial Guard regiments, elite Stormtroopers from Mordian and Cadia (Kasrkin), a full half of the Crusade's Black Templars Space Marines, and a detachment of Ordo Xenos Deathwatch under the command of Lord Inquisitor Saluheldin. Duke Severus picked Malatya, a Fortress World on the Solomon System fringe, a planet of deep natural chasms, lined with weapons, traps, and defenses. Severus seemingly invited the Cantus Menace to Malatya, using fast scout ships to lure the bioforms in to make planetfall. The defenders hunkered down in their canyon-side firing nests and blasted the bio-filth and is surged down to the canyon floors; then, under advice from Lord Inquisitor Saluheldin, bathed the whole canyon in boiling plasma, killing a minimum of his own troops and weakening the structural integrity of the Cantusii. Then Kasrkin, Modrian Stormtroopers, and Black Templars lept into the canyons, slaying all of the softened monstrosities.


 


Known to only his top commanders, Duke Severus and the Ordo Xenos force had already left Malatya, course plotted straight for Cantus with a significant fleet element. They found hundreds of millions of creatures massed in orbit, giant transparent floating chemical processors, fronded tendril-ships shrugging off hull-boring parasites, explosive grapple-polyps, and many hundreds more varieties of creature. The Duke's flagship crashed through the living barrier as other vessels sacrificed themselves to buy time, and once in orbit over Cantus Extremis deployed a submersible containing Lord Inquisitor Saluheldin and his Deathwatch, armed with a huge plasma bomb. The last transmission was of a writhing, heaving, many-pored bulk at the centre of the world, spawning a tide of monsters that Duke Severus tried his best to pick off from orbit with plasma fire. Deathwatch Marines left the ship to fight in the surging depths hand-to-hand with razor-clawed multi-segmented horrors as the submersible was pulled into the maw of the Cantus world coral. The bomb detonated, rocking Duke Severus's ship in orbit and taking the lives of all on the world. The world coral, shriveled and froze, seizing up into a solid calcified mass of fossilised coral as the Cantus ocean instantaneously turned into a gushing wave of steam that jetted into space. The horrors in the system and elsewhere began to die, dissolving into tiny constituent parts and becoming unrecognisable stellar debris. Duke Severus's scarred, pitted ship returned to Solomon, and within one week any trace of the Cantus xenos was gone, and Duke Severus set out on the work of expanding the Subsector to its limits and crushing the Solomon remnants that resisted him.


 


Present: The world coral of Cantus was left as a solid, calcified mass: smugglers and then colonists established settlements on the hard, bony surface of Cantus; huge hive complexes followed, sealed against the hard vacuum of Cantus. There are large filmy lakes on the surface of Cantus, swirled multicoloured lakes of chemical-plastic runoff, resting in natural valleys and hollows of Cantus's coral surface. Many hive settlements can be found on Cantus, including Hive Drex, a huge stinking plastics mill that absorbs and reproduces huge amounts of organic and inorganic matter gathered from Agri and Hive Worlds, and turning out everything from lasrifle stocks to plastic eating utensils. Cantus provides Imperial Guard regiments known as the Myrmidons, typically raised around hive gangs that take their names from fierce deep sea creatures. Cantus is ruled by a military-style government, a relic of the Five Smuggler Wars that followed in quick succession.


Edited by glyph21

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Yes, Dusk is as I said meant to be an Apocalypse Now sort of world, deep hallucinogenic jungles, weird creatures and weird people. Only part of the Empire in a very formal sense. The Lepidus Arm is maybe supposed to be an "upriver" sort of territory, home to the worst colonial atrocities of the Imperium and many isolated environments, geting progressively darker the further you go.

 

(reading back I need to proof these a lot more, I usually write them late at night)

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Calistra

Classification: Frontier World

Planetary Governor: Colonel Nordin Simax, hereditary military dictatorship

Adeptus Presence: N/A

Principal Exports: Principally slaves

Principal Imports: Food, water, raw materials

Military: Calistran Freeholders (high quality PDF, ex Imperial Guard)

 

Geography: Calistra is known as the "crystal world", a planet entirely covered in towers and surfaces of lustrous crystal. The mountains of Calistra are tall ridges that reflect sunlight in dazzling and brilliant patterns; the deserts are the ground-up microparticles of crystal expelled by the silicate xenos that dwell here. Calistra has five moons (dark grey ashy spheroids with no life, atmosphere or resources) which exert no visible effect on the waterless planet but make landing or staying in orbit very difficult. It is believed an evaporated chemical sea and the gravitational effects of the Calistran "Five Sisters" (moons) sculpted the world in some obscure way. Calistra is home to the Calistran Behemoths, huge, tower-like silicon-based xenos that are seemingly non-sapient and spend their long lives slowly grinding across the crystal surface, turning the once hard mass into light powder. The Behemoths can not be communicated with but seem to follow a "pattern" across the world, possibly weaving a message in their trails that it will take millennia to discern. Victory is the main Imperial settlement on Calistra, a circular hab facility that sits uneasily poised in a crystalline bowl-depression. The world of Calistra can not be altered or mined in any real sense, as it is simply too hard and super-dense, so Imperials have learned to build around or make use of Calistra's natural features.

History: Calistra was logged by an Adeptus Mechanicus Explorator Fleet journeying into the empty space northeast of the Markayn Marches: 6,500 years passed before the log entry was acted upon by sector authorities. The Scintillan 709th Mechanised had won acclaim for their actions in the Fydae System, launching a space-borne assault on the pirate-inhabited asteroid of 47r2 Columna'Beta #Sigilis, landing their environment sealed Land Raiders directly on the tin rich void-open surface and penetrating the pirate outer defences in a brilliant and unexpected action. 47r2 was not open to Rights of Settlement, being granted to the Fydaen authorities, but the Malfians were offered a newly rediscovered Frontier World on the fringes of the Markayn Marches. 3,500 former Guard and their families arrived on Calistra a year and a half later, and left bitter at the uncompromisingly difficult world they had been granted. The first and so far only settlement was named Victory, a cramped formerly orbital hab that housed the bulk of the growing population. Settlements have failed due to Victory's monopoly on biogrown food and water, maintained in the hands of The Colonels, the hereditary rulers of Calistra.

Present: Calistra is a difficult planet to reach and an even difficult planet, due to its five moons, to maintain orbit around. The military rulers are known as the Colonels, and they ruthlessly and arbitrarily maintain order in the stinking, rubbish-strew halls of Victory, ruling a population of two hundred thousand in a facility designed for a little under one hundred thousand. Calistra produces nothing; even the crystals of Calistra are worthless, simple quartz-based structures for the most part, abundant in all parts of the galaxy. Calistra trades its surplus population as slaves to a variety of human and xenos traders; it would be an ideal Guard recruitment world, but it is so obscure the Adeptus Administratum have never filed a mention of it since its granting to the 709th. The rulers of Calistra are descended from the Malfian officers who came to settle the world; the Freeholders are a brutal and malicious security forces that rampages at will though the inhabited portions of Calistra. War, revolt, suppression, slave trading, and the struggle for survival are all that mark this world out, perhaps one of the most beautiful by appearance worlds within the Calixis Sector.

 

- partly inspired by "The Monolith Monsters", a 50s B-Movie about giant crystals that grow really big and fall on people. yeah -

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Grove's Fall

Classification: Hive World

Planetary Governor: Tribune-Dominatus Zespector Grife, Planetary oligarchy

Adeptus Presence: The usual plus an Astra Telepathica choir at Sentinel Hive

Planetary Exports: Grove's Fall produces specialised armaments at Sentinel Hive for producing Imperial heavy ordanance for artillery, aircraft, and starships. The Sentinel Bespoke Workshops also take orders for very rare and limited production runs

Planetary Imports: A medium amount of food and raw materials

Military: Hive Militia, Factory Wardens (medium quality PDF); Imperial Guard: Grove's Fall Imperial Guard regiments.

 

Geography: The Grove's Fall System is officially known as the 71 Cano System, consisting of a triple star system of Cano A, B, and C. The Cano star system contains an inordinant amount of gas giants, a total of 8, with several of them explosively breaking apart as they approach the triplicate stars. Grove's Fall is small moon that orbits Cano Octavius, the outermost gas giant in the system, and is one of 20 moons. Cano Octavius is a deep blue and accordingly colours the world of Grove's Fall that colour. Grove's Fall has one continent containing a mix of artificial open-cast mining fields, agrislurry processing zones, and large scale manufactorums. Roughly the mining, farming, and industrial zones of Grove's Fall each correspond to a hive, Silverhive, Octavian, and Sentinel respectively. The three hive states are mutually supporting and rarely engage in open warfare against one another, although there is a subtle jockeying for pre-eminence. Reach Grove's Fall is a relatively tricky task for even a good Imperial pilot, as the gravitational forces in the Cano System are immense and unpredictable.

History: The Cano System had been long known about by the Solomon Empire but largely avoided for its difficulty. Captain Grove of the Battlefleet Scarus cruiser Gloria Eustice Majoris unwisely attempted a blind jump into the system to in order to find a shortcut to the Finial Sector; when the Gloria entered the system it did so as a mighty explosion that left a cooling discus of liquified metal to fall like snow on the moons of Octavius. The ship's navigator had overcompensated just slightly and knicked the gravitational field of the large gas giant. Many years later prospectors would set up a mining base on Grove's Fall, as the moon where the majority of the liquified metal fell, in order to harvest and process the wreckage of the ship. During the War of Brass the Mining World of Grove's Fall became heavily overcrowded as refugees were transported there from affected worlds. Plague, overcrowding, and revolt became common on the tiny moon colony. In response the then Tribune-Dominatus ordered the Grand Muster, a full 200 regiments called to serve in the Imperial Guard in the Margins Crusade. The Grand Muster was repeated until Grove's Fall had cut its population by 250,000,000, raising a staggering 5,000 Imperial Guard regiments that were dispatched to a dozen fronts, even as far as the Eye of Terror. Grove's Fall was then reorganised with intense population control into three specialised hives that could fulfill the planet's tithe requirements. Since then Grove's Fall has kept its population brutally in-check and gone on raising fresh Guard regiments and meeting munitions tithe requests.

Present: Grove's Fall is about a quarter of the size of Terra. Limited seas have been repurposed and redistributed to agrislurry zones where mushy produce is grown, packaged and shipped around the world, handled by the rail-hub hive of Silverhive. The islands of the south contain rich ore seams; the mining hive of Octavian exports large quantities of fuel and ore by air and sea every day. Sentinel hive is the world's pre-eminent manufacturing zone, with enormous conveyors turning out finished shells and firing mechanism for export off-world. This access to heavy armament informs the Grove's Fall military doctrine, fielding large "Artillery Armies" where every regiment of infantry or armour is matched by one of artillery, creating a devastating rolling barrage for their advancing forces. The Grand Muster is still repeated as often as needs be, with 200 Guard regiments raised en-masse usually comprising 20 Grove's Fall Artillery Armies. General Qahan Zrife commands his forces in the Karacallia System, beset by Orks and Severan forces in great numbers. General Zrife has been able to turn the Karacallia System's similarity to the Grove's Fall Ssystem to his advantage, having his fleet skillfully interweave the gas giants and stealthily deploy for stealth attacks against Orks and Severan rebels alike. The Battle for Fragment 256F-Akhdar saw a full 20% of the Grove's Fall regiments fall to Orks, causing General Zrife to muse the end of the campaign would probably be many Grand Musters away.

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Mosul

Classification: Frontier World

Planetary Governor: Co-ordinator Altricia Janet, Adeptus Administratum

Adeptus Presence: Some Adeptus Administratum, Adeptus Ministorum

Planetary Exports: Mecronid Armour (Xenos Restricted)

Planetary Imports: Rations, water

Military: Enforcers (Administatum-loyal medium PDF); Hands of the Red Redemption (low quality fanatical rabble)

 

Geography: Mosul was once a heavily populated hive world until civilisation collapsed for a time during the War of Brass. The huge, toppled hive towers now sit in overgrown woodlands, strangled by vines and wreathed in creeper plants. The hive interiors ar either soaked in radiation or completely wrecked, cave systems of broken concrete and metal. Beneath the hives are gigantic cave and tunnel systems that were once the underhives, now haunted by devolved cave-dwelling wildlife and humans. It is deep below the world where the highly guarded vaults can be found containing fragments of the long dead Mecronid civilisation. Recovering such tech is only carried out by hardy and knowledgeable adventurers. Mosul has four continents and several island chains; patchy, forests of dwarf trees, creeper plants, and mycoformics cover all continents and obscure many highways, farms, and settlements that once existed. The flora of Mosul covered the world before the arrival of colonists who kept it in check; after the War the world was reclaimed.

History: Mosul was historically a powerful world on the fringes of the Solomon Empire, settled by suspended animation ship in the ancient history of humanity. The civil arcologies of Mosul rose and fell many times before they were folded into the Markayn Marches by action of Duke Severus. Mosul became a highly productive Hive World until the time of the War of Brass, when the planet erupted into inter-hive conflict that permanently wrecked the world. Mosul's hives were left broken and abandoned and soon virulent wild plants began to reoccupy the world. Mosul's large refugees camps became small fortified wooden townships that organise themselves as best they can. Mosul at one point in its history was inhabited by the species known as the Mecronid, or at least a repository for their technology. Mosul has seen the rising popularity of the Cult of the Emperor's Red Redemption.

Present: Mosul is far out from the centre of the Markayn Marches and not frequently visited. Devastated in the War of Brass, the world currently only supports a population of several million who live in very primitive conditions in smoky, dank wooden townships. The brown scrub forests of Mosul are home to many brigands and predatory lifeforms, as are the echoing dead hulks of the hives, particularly the giant tangletooth bats that make their great rookeries in the abandoned upper nobility levels of the hives. The port town of Meena is the de-facto capital, home to a large stone castle where the Administatum-appointed Governor dwells. Mosul has a long legacy of receiving support from off-world, which had led to the heavy involvement of the Administratum. Meena ships out a minimum tithe of old hive technology and scrap scavenged from the hives. Continuous efforts must be made to stop the fast growing brown undergrown overtaking the wooden and stone palisades of Meena.

 

Mosul's desperate situation means it has become a strong recruiting ground for the Red Redemption. Meena in the south is not yet affected but the northern township federations have fallen under the sway of the zealots. A whole one of Mosul's continents is now under the sway of the Redemptionists, undergoing "purification." Shadow Ministorum forces are trying to work around the Administratum to keep the Redemptionists in check but so far have not succeeded. The border woodlands are now the sites of frequent meetings of lay preachers, burnings, and attacks on isolated homesteads and townships.

 

Siren's Den

Classification: Pleasure World

Planetary Governor: Governor Korv Regay, Adeptus Administratum/Kasballica

Adeptus Presence: Adeptus Administratum (minimal)

Principal Exports: Siren's Den is an exported of rare medicinal worlds unique to the world, certain rare jewels and gems, and antiquities of the Solomon Empire

Principal Imports: Luxuries, slaves

Military: Shrouded Guardians (medium quality PDF)

 

Geography: Siren's Den was a retreat world of Solomon Empire. After Duke Severus burned it there are only tell-tale surface signs of its former opulence. The city of Sozomenia was placed in the caldera of an extinct volcano so survived the worst of the scouring; partially collapsed palaces, overgrown gardens, cracked public baths are all that remains. Sozomenia is a vast site, and has deep, extensive underground catacombs, many of which are rumoured to be decorated with golden, bejeweled icons. The occasional discovery of hidden stashes of relics keeps the hope alive that Siren's Den is a "Treasure Planet." Long abandoned quasi-military smuggler's bases can be found floating empty and abandoned in orbit. The world itself is an Ocean World, entirely covered in a calm, lapping blue sea surrounding the rocky volcano island Sozomenia is situated on. The world was originally 40% land until the nucleonic bombing destabilised the world. Sozomenia is so vast only a few portions are inhabited. These are disgusting, obscene temples to depravity and indulgence, favoured by the most hedonistic, pleasure-seeking Imperial notables. It is only the power of the notables who frequent this world and the monopoly of the Kasballica that keeps this world's semi-official status as a Pleasure World intact. Sozomenia has a spaceport and several attached orbital stations that serve exclusively Administratum and Kasballica personnel.

History: When the Cantus Horror abated surviving elements of the Solomon Empire declared their freedom from the Imperium. Duke Severus conducted sanctions against them with extreme relish, pushing spinward to quash rebellions on minor worlds and starbases, before reaching Syreneica, pleasure planet of the Solomon Emperors. Prince Rubrica of the Sozomen Dynasty led a coterie of generals and retainers with a significant military force to this world, and quickly turned it into an impregnable fortress. Expecting a traditional Imperial frontal assault, the Solomonians were stricken with panic when Duke Severus and his elite House Severan Huscarls came crashing through the ornate painted dome of the Golden Palace. After a quick firefight Duke Severus ascended to the balcony overlooking the parade grounds, carrying in one hand the severed head of Prince Rubrica and in the other the head of Lord General Olympos. The Solomon forces threw down their arms and surrendered. As Severus was about to declare the world his new capital of the Severus Subsector the message from the Angevin Crusaders came through; withdraw, Admiral Markayn takes charge, head for the Periphery. Severus flew into a rage. His ships scoured Syrenecia with nucleonic fire, slaughtering thousands of surrendered troops and palace attendants. The slowly cooling world of Syreneica was gradually re-inhabited, becoming a smugglers' base known as Siren's Den. Siren's Den was reincorporated after a Navy action to clear out the smugglers, but remains a thriving world of vice and non-permitted xenos contact.

Present: Governor Korv Regay is partly the pay of the Kasballica. So long as he cuts out the Kasballica from investigations into cold-trading, smuggling, vice, and xenos contact, Governor Regay keeps Siren's Den as a lucrative exporter of luxury goods and retreat for wealthy nobles. Siren's Den is on the fringes of the Imperium and as such is a world where everything is permitted: no dream is unfulfilled, no vice too aberrant. It is whispered the Shrouded Halls of Sozomenia are home to clones made to resemble Imperial saints, sensual mutants, and even xenos slaves, all at a price for the night. The Lower Vales are home to narco-dens that import from brewing houses deep in wilderness space, and even from far Dusk and the Koronus Expanse. The Inquisition has agents on Siren's Den but nowhere near enough to keep the hedonistic world from spirallnig towards its present course of becoming home to deadly chaotic infection. The ongoing chaos in the northeast spinward region and requirements for the Achilus Crusade means that this corner of the sector has been left to fester for far too long.

 

Turanshush

Classification: Forge World

Planetary Governor: Archmagos Uthra Lorith-27, Adeptus Mechanicus

Adeptus Presence: Adeptus Mechanicus, Adeptus Ministorum

Principal Exports: Aircraft both for the Imperial Navy and for the air wing of the Imperial Guard

Principal Imports: Raw materials, promethium

Military: Adeptus Mechanicus Skitarii, Red Redemption, Imperial Guard: Turanshush Imperial Guard regiments

 

Geography: Turanshush is a world of gigantic open expanses spread over one super flat continent of savannas and baking deserts. To the south are a scattering of island archipelagos. Turanshush is a hot dry world; previously the majority of its people had suffered from dehydration and poor soil cultivation. The islands to the south are inhabited solely by the Ministorum and their faithfully, slowly cut off over the years by the rising tides engineered by the Mechanicus. The cities of the north are gradually emptying their population to huge subterranean desert hangars and manufactorums where they can best serve the Adeptus Mechanicus. The domed, ivory cities of the north are now only 50-40% inhabited to the levels of a century ago, whereas the south is rapidly increasing in population. The world has "two" capitals: Gamma-Forez, a large, gleaming metallic tower in the middle of the Zhor Desert where the Archmagos dwells; and Tamestiple, a port city of the island of Eoosha that has become desperately overcrowded and violent under the Administratum. The Zhor Desert is home to a handful of skinny, mammalian desert predators, and many colossal macromite mounds; Eoosha and the islands are home to many tropical parasites and diseases that make life hell for the faithful. Gamma-Forez is the world's primary spaceport, with a rickety, ocean-based spaceport being built off the Eooshan coast.

History: Turanshush was granted to an unknown regiment, possibly the Fenksworld 73rd Militant, that freed the world from recalcitrant pantheonic-worshipping humans when it was recontacted. Over time the Guard and the Turanshushi became one cultural, who allowed the Adeptus Ministorum to take a great amount of control of their lives. Turanshush was a harsh world and bred several regiments of tough Imperial Guard. The world was ceded to the Adeptus Mechanicus following unknown negotiations between the Tech-Lords and the Subsector rulers on Solomon. Since their arrival the Mechanicus have kept their distance but subtly marginalised the Ministorum both politically and geographically, as the temperature of the world has slowly risen due to Mechanicus tampering in the atmosphere. This both expanded the great desert environments the Mechanicus favour by increasing them as more fertile land turns fallow, and shrunk the lands of the Ministorum through rising ocean levels. From time to time the Mechanicus's facilities have suffered sabotage, never provably carried out by Ministorum infiltrators but always possible. Archmagos Lorith-27 is the clone of the original Archmagos Lorith(-1) who so ably handled Mechanicus-Ministorum conflicts; as the situation strains activist conclaves of Techpriests demand fresh action to prevent harm to their holy machines and facilities.

Present: The extremely arid conditions of Turanshush with its predictable weather cycles make it an ideal world for the production and testing of new models of aircraft. The great deserts of the Zhor, the Shushan, the Nevarth, and the Mangal are over-shadowed by experimental airships, shrieking jet fighters, and hovering drone craft. Parts of the deserts are designated firing ranges, blackened and cratered by huge explosions from prototype missiles. The great underground hangars of Turanshush are staffed by servitors and serf workers, toiling in vast spaces producing aerial parts so large many have their own weather systems. The war machines of Turanshush are exported all over the sector and beyond. The southern islands are fairly unique in that they unusually raise their own Imperial Guard regiments. Recuiting is exclusively done in the lowest and meanest of the port rookeries where thousands are drawn from wharf gangs into fanatically inspired units led by Ministorum battlepastors. The Turanshush regiments notably refuse any benefits of air support, so fierce and bitter is their pride and resentment of the Adeptus Mechanicus to the north. In an entirely salvageable situation on the world of Vanity in the Cellebos Warzone six Turanshush regiments were wiped out when they refused air support to turn back the tide of chaos horrors rushing their positions. The last regiment died in a strange unauthorised attack on the Forge World of Credence in the Canis Salient. The Turanshush 1st destroyed several war critical facilities before the Skitarii legions of Credence put them to the slaughter. Pending Inquisitorial and Ministorum investigation recruitment from this world is temporarily suspended. A painted red hand sigil on the uniforms of dead Turanshushi Guard suggests the involvement of the Cult of the Red Redemption, active across the Markayn Marches, though it is believed currently they are lying deep underground in the Turanshush under-dwellings.

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History: Turanshush

...

The world was ceded to the Adeptus Mechanicus following unknown negotiations between the Tech-Lords and the Subsector rulers on Solomon. Since their arrival the Mechanicus have kept their distance but subtly marginalised the Ministorum both politically and geographically, as the temperature of the world has slowly risen due to Mechanicus tampering in the atmosphere. This both expanded the great desert environments the Mechanicus favour by increasing them as more fertile land turns fallow, and shrunk the lands of the Ministorum through rising ocean levels. From time to time the Mechanicus's facilities have suffered sabotage, never provably carried out by Ministorum infiltrators but always possible. Archmagos Lorith-27 is the clone of the original Archmagos Lorith(-1) who so ably handled Mechanicus-Ministorum conflicts; as the situation strains activist conclaves of Techpriests demand fresh action to prevent harm to their holy machines and facilities.

 

Is it your own creation or your interpretation of "The Lost Dataslate" information?

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Yeah a mix of both, I wrote a lot of this before I was aware of the Lost Dataslate, so just enfolded bits of what I'd already written into that, which is mostly very thinly sketched out anyway.

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Gelmiro Cluster

 

The Gelmiro Cluster spawned the War of Brass, a three year long insurrection that rocked the fragile region of the Markayn Marches and required the complete subjugation of the Gelmiro worlds. Three once rich and prosperous planets, Primus, Secundus, and Tertius, were destroyed, turned into wastes wandered by bands of mutant scavengers and fanatical zealots. The Gelmiro Cluster if off-limits to Imperial citizens and has becme home to xenos and human mercenaries, renegades, heretics, and chaos cultists. As all three of the Gelmiro worlds were completely devastated, they only need be sketched out in the barest of detail.

 

Gelmiro Primus

 

Richest of the Gelmiro Cluster worlds, Primus was a Mining World with access to many veins of rare and exotic metals. In pre-War times the Adeptus Mechanicus established a specialist facility here in one of the deep mines studying the theoretical "dark matter." During the War of Brass Primus was converted to a heavy industry world, churning out weapons, tanks, aircraft, and components at a bloodletting pace. The Battle of Primus lasted several years: firstly the gold and silver inlaid Prosperhive needed to be taken and eventually leveled by Space Marines, and then Titans; then for the deep mines. Despite heavy contributions from the Adeptus Mechanicus, Inquisition, and Imperial Guard the deep mines were too large and too heavily defended to be retaken. The Mechanicus would sacrifice nearly a whole Skitarii Legion trying to retake their lost facility in Goldskein Mine. The world was eventually bombed, and the mines filled with explosives and toxic gases. Primus fell into a deep, choking ice age that left the surface a blanket of crisp methane snow with only the dark skeleton of Prosperhive rising from the drifts, totally lifeless. It has been established life continues in the deep mineshafts, an underworld of cannibal mutants and genocidal human statelets, not too mention mutated wildlife. Only the most desperate human mercenaries or xenos accept work on Primus. Scavengers have recovered artefacts from the Imperial age of Gelmiro, as well as a handful of technical pieces identified as belonging to the Mechanicus. Holders of Mechanicus property have been ruthlessly hunted down and 'sanctioned', however the Techpriests have not yet marshalled for what would be a full crusade to retake their facility.

 

Gelmiro Secundus

 

Gelmiro Secundus was a world of agri-conveyor hives, arcologies attached to vast hydrated algae pools. Secundus was the main food source for the resisting forces in the War of Brass. Secundus needed to be taken. The Battle for Secundus went initially well, with the Imperium defeating a heavy fleet element in orbit. At the first hive the attacks took they made a fatal mistake; low on supplies they restocked on the food and water of the attached algae farms. Weeks later the bulk of the Imperial troopers sickened and lay comatose; days later they were resurrected as slathering plague mutants, slaughtering their way through their former comrades. To the Imperium's horror they realised the whole civilian population had been so infected, gratefully partaking of their blessing. Soon the Imperium was at war with a whole world of mutants and chaos cultists reinforcements from the Eye of Terror. The Imperial forces were all but pushed back by hordes of defenders when the Mechanicus provided a solution; the chlorophyllic mutations meant that the mutants partly depended on sunlight. Imperial ships used their heavy ordinance to darken the skies and corrupt the climate. Fully 85% of the defenders died writhing in pools of their own dissolving innards as gases in their bodies explosively combusted. Secundus was declared won with 100% casualties on the Gelmiroan side. The devastated ruins of Secundus were eventually resettled by mutants and cultists who carved out warring states; Secundus is much like Tertius but on a much lesser scale. Secundus is a world of permanent night and lush, lustrous vegetation growing from the ruins, some of it viciously carnivorous.

 

Gelmiro Tertius

 

Gelmiro Tertius was a built-up Hive World, containing a population in excess of perhaps 30 billion. The hives of Tertius reached right from the sky to the very depths of the world to its deadened cooling core. Not an inch of world was not overlayed with stone, plastcrete, or metal. Tertius was a primary world in the sector for raising Gelmiroan Imperial Guard regiments, and was an important destination for trade ships from the Finial Sector (which with the conclusion of the War of Brass has simply ceased). Under the Emperor of Brass the whole world's population were enrolled in the Army of Brass and began either training for war or manufacturing equipment. Tertius's manufactorum's began to produce enormous quantities, enough to supply the world's defenders as well as an expeditionary force numbering just over a billion. Three full years were spent taking Tertius. In its last days Tertius became a dark shrine to the Gods of Chaos, its surfaces and hive levels slicked with blood and marked with crude symbols of chaos. Daemons stalked the high spires of the super-hives and mutants breeded in the sub-hives. Several companies of Space Marines and Titans reduced the hives whilst the Imperial Guard focused on taking out resistance forces on the world's two moons, Tertius A and Tertius B, as well as an unexpected spacehulk that arrived and a dozen orbital stations. In the end an unknown Chapter Master and his retinue confronted and vanquished the Emperor of Brass and his vile retinue of warp savants at the windswept peak of Super-Hive Mortia-1 in the desecrated Imperial Chapel Magnificia. Victory was declared and the Imperium withdrew, leaving three festering War Worlds regarded as haunted or forgotten by the wider Calixis Sector. Gelmiro Tertius is the main theatre of war between innumerable factions of chaos cultists, diehard fighters, mutants, rogue psykers, and warp iconoclasts. Some sides fight using primitive bolt-action rifles, others use clubs, poisoned-dipped knives, ex-PDF high grade equipment, and even refurbished tanks and armoured vehicles. The two moons are now known as Coinpurse and Wardog, and they are the preferred habitat of several different human and xenos mercenary companies that partake on fighting in this world in exchange for loot and treasure from the abandoned super-hives and unexplored hostile under-hives. Coinpurse is a barely inhabited rocky world with a few dedicated farms, mainly built around Spaceport City, a large rabble of drinking dens and auction houses in a crater; Wardog is inhabited by permitted xenos mercenaries, and is an airless ball of dust with few inhabited sealed bases, some co-inhabited by humans and aliens, others wholly configured for specific alien species. Imperial agents are present among the mercenaries in small numbers, always keeping in regard Gelmiro Tertius could again be the site of an insurrection that could place the whole sector at jeopardy. At present Imperial policy is to ignore the Gelmiro Cluster and hope it goes away. A powerful mercantilist faction is pushing however for the Finial Sector Trade Route to be reopened, an event that would require the Cluster to be completely pacified: unlikely as Imperial Guard tithes are already approaching critical levels of support for the Achilus Crusade in the Jericho Reach.

 

 - and that's the Markayn Marches done with -

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Josian Reach Subsector

 

The Josian Reach was never as heavily settled as the central and northern regions of the Calyx Expanse; today it is still only lightly populated by humans, centered around Fenksworld and the stars to the south near the Hazeroth Abyss. Fenksworld has been in contact with the Ixaniad Sector for many years, and has become more culturally Ixaniadine than Calixian. The southern stars are known as 'the Crusader's Trail', the worlds that Admiral Josias Vaakhon's fleet traversed before the meeting at Orendel with the armies of Angevin. The northern stars are largely unexplored and uninhabited. The ungoverned wilds of the Reach have on occasion allowed prominent heresies to breed out of control; the worlds of the Reach also have a reputation for being viciously over exploited by their masters. To a certain extent the Josian Reach is "fly-through space": military and trader convoys rarely stray from the Fenksworld-Golgenna Reach routes that supply so many troops to the Achilus Crusade and material wealth to the sector. The worlds of the wider Reach are some of the most under-visited and underpopulated of the whole sector.

 

Zillman's Domain

Classification: Feudal World

Planetary Governor: Unknown, contested

Adeptus Presence: Native Ministorum clergy

Principal Exports: Raw ores, fuel, minerals, food

Principal Imports: Rations, weapons

Military: Army of the Palisades (PDF low quality); numerous war bands; Imperial Guard: Zillmanite Indentured

 

Geography: Zillman's Domain is a rocky planet that is 80% storm-swept ocean. Port Zillman is the capital city, made of rough-cut stone located on the industrial coast of the Granite Lands Continent. Zillman's Domain's settlements are brutal work camps laid out across the many smaller landmasses and islands where mines, farms, and lumber camps can be found. Zillman's Domain was once ringed by a series of ancient, technologically-advanced orbital weapons systems that turned on the world, destroying cities and killing thousands. The orbital weapons then fell into an orbital decay and crashed into the planet, causing more devastation, also leaving the world colder and darker. Zillmanites look up to the sky with a natural sense of terror and loathing.

History: Commander Waverley Zillman was commander of the capital ship Declension and the Northern Fringe detachment of Admiral Josias Vaakhon's taskforce. After the end of the cataclysmic fighting in the southern Calyx Expanse, Zillman, who had covered himself in glory as Vaakhon's second-in-command, was granted a world of his own to settle in the Josian Reach. Zillman and his naval personnel chose 384 Kyriosia, an uninhabited, tiny, tempestuous planet. The world was reclassified as a Feudal World with the Zillman family as hereditary nobility; the world was renamed Zillman's Domain in their honour. Commander Zillman installed a ring of complex, powerful, highly-capable defence platforms around this world, some whispered salvaged from a xenos world conquered in the galactic south and towed there. Environment-changing efforts on the part of the Adeptus Mechanicus slowly altered the climate of Zillman's Domain to make it slightly more habitable, pushing the population up to 750,000,000. Zillman's Domain was expertly managed, exporting its share of materials and troops to Calixis's wars, until the year the Tyrant Star came. The Tyrant Star hung in the sky over Zillman's World seemingly doing nothing for a whole week. The Tyrant Star vanished; then the Day of Cataclysm came. The servitor-controlled orbital defence stations suddenly switched themselves on and targeted all main population settlements on Zillman's Domain. Within five minutes it was over: the platforms fired, wiping out millions instantly and many thousands later as the blastwave spread outwards. For six months the cities burned, the sky rained black ash and the seas boiled. Only a rapid intervention by the Adeptus Administratum saved the world in a huge rescue effort, mostly by chance as a few empty ships of the Administratum were passing close by. The survivors were resettled in a new settlement and industrial zone in Port Zillman on the harsh but untouched Granite Coast. By an unfortunate quirk the ships that would have carried word to the Administratum and had acted so heroically were all lost to the warp, so tithe quotas have never been adequately updated, increasing the misery for survivors as they try and reestablish their world.

Present: Every known member of House Zillman had gathered in a survival bunker deep below the streets of Zillmania Imperator when the Tyrant Star; when it left they reemerged to give a speech to their people at the Grand Basilica as the lasers struck, killing every single one of them and leaving the grand capital an irradiated scorch mark. 100% of Ministorum, Arbites, Administratum, and Mechanicus personnel also died in the main cities. Garrison-3 (Grantie Lands Alpha) survived and produced Serjeant-at-Arms Invictor Karrock, a ruthless, tough man determined to lead a military rump government, establishing his bloody rule in the cargo holds of the rescuer ships and becoming de-facto ruler of Port Zillman. "Lord Karrock" heads a harsh regime that works the bare handful of a few hundred thousand to the bone producing the wood, stone, food, and ore that is needed to fill Imperial tithe quotas. The Army of the Palisades and its short-musket equipped soldiers keep Port Zillman and the wider Granite Lands in check. Opposition has developed in two unexpected places. Sister Beneta of the Eastfold leads a peasant millennial movement in the eastern half of the continent, a slowly growing movement that extorts greater piety and repentance for the deserving destruction of the old Zillman society. Sister Beneta claims to be the deceased Duchess Beneta Zillman reborn, and her movement is growing at a frightening rate. To the Westfold of the Granite Lands are the so-called "Grey Fighters", rebels who steal from and attack Palisades troopers. The Grey Fighters are a guerilla movement who oppose the tyrannical central government. They are lead by the mysterious "Grey Mask", a figure who only appears swathed in grey-coloured rags and mask. It is an extremely popular legend this is "Good Prince" Avroes Zillman, regional governor of the Granite Lands pre-Cataclysm and and younger brother of the deceased planetary governor. Avroes Zillman had a high reputation for benefices to the poor and care for his subjects, and is rumoured to have survived the Cataclysm by having fallen out with his brother and not being invited to take shelter. Peasant flock to the Grey Fighters banner to restore the old rule and overthrown the darkness they see overtaking them. Lord Karrock has upped conscription to the Army of the Palisades following a failed gunpowder bomb planted under his stand when he was observing a parade to mark the dispatch of the first Zillmanite Indentured Imperial Guard regiments to be raised for the Periphery campaign since the Cataclysm. Lord Karrock worries: pincered between bloodthirsty fanatics to the east and desperate revolutionaries to the west, his reign may be very promptly curtailed.

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Tsade II

Classification: Agri World

Planetary Governor: Magos O-Greyhn, Adeptus Mechanicus

Adeptus Presence: Adeptus Mechanicus temples, Arbites station, big Administratum presence (Hive Mercio); very limited Ecclesiarchy presence

Principal Exports: Tsade II provides its Imperial Tithe in sheef-corn. It also provides foodstuffs to the hives of Fenksworld.

Principal Imports: Farming machinery; water.

Military: Tsade Firstborn (medium quality PDF), Imperial Guard: Tsadean Imperial Guard regiments

 

Geography: Tsade II has a long, 'summer phase' that brings unabated good growing weather. This is followed by a two month period of intense blizzards and cold. Tsade II has four large landmasses of about equal size, covered in rich growing soil, barren highlands, mountains, and huge irrigation channels. 90% of all habitable landmass is occupied by sheef-corn fields; Hive Mercio sits on bare rock out in the East Tsadean Ocean beyond the continent of Tsade Ultimate, linked to the mainland by undersea material and human-transporting pipelines. The Barahest Mountains of Tsade Boreal were ceded to the Adeptus Mechanicus and many machine temples and workshops can be found here. Tsade II has a moon known locally as Bounty, which is used by the Administratum to store the chemical runoff from fertilizers used on the Tsadean fields.

History: Tsade II and its fellow world of Tsade are the only planetary objects in the Tsade System; it is a matter of record Admiral Vaakhon ordered punitive raids against xenos buccaneers who operated from within the Tsade System. Tsade II was terraformed and settled at an unknown time after the end of the Angevin Crusade and became the Reach's premier suppliers of foodstuffs. The Tsadean environment had proved very difficult to convert into something that was compatible with human biology, requiring heavy involvement from the Adeptus Mechanicus. For their assistance House Vaakhon granted the Mechanicus the non-arable lands of the Barahest Mountains as their own. Techpriests have long been welcome guests at the Grand Hall of the House Vaakhon Regents of Hive Mercio, and the inhabitants have taken to cybernetic surgery and alteration more-so than most Imperials. Recently Tsade II formally became a special world held by the Adeptus Mechanicus.

Present: Tsade II has long been suspected of harbouring some aberrant tech heresy. Suspicions were confirmed in the 8th Century M41 when Tsade II was investigated by the Adeptus Mechanicus due to a marginal drop-off in tithe production. They discovered a covern of Dark Mechanicus in the Barahest Mountains experimenting with the proscribed Bronze Malifect tech-heresy. The arrival of a Skitarii Legion from Turanshush with fighter-bomber attachment halted the murderous fighting machines as they burst from their mountain holds at the Battle of Campo Pass; the heretical techpriests were captured and disposed of by the merciless Skitarii. A permanent mission is based on Tsade II composed of forces drawn from all the Calixian Forge Worlds to ensure heresey does not return, something resented by the local Tsadean techpriests. The involvement of the Mechanicus in everyday life has meant that life expectancy has risen and population has fallen; Hive Mercio is an echoey vault once built to house millions and now only housing a few thousand nobles and Imperial personnel. The Tsadean farmer class have been rigorously 'improved' by the Mechanicus, and now exhibit physical and mental cybernetic augmentations, from internal chronometers that tell the time of day to strengthened augmented limbs for threshing and harvesting. Tsade II is still an Imperial Guard recruiting base, although the Mechanicus is lobbying House Vaakhon for Tsade II to become a world for recruiting Skitarii. The Tsadean Imperial Guard are usually a surprise for Guard regiments raised on tough, technologically advanced Hive Worlds, expecting to see nervous rustic farmers and instead finding stoic, part-cyborg, machine-precision warriors.

 

Tsade

Classification: Dead World

Planetary Governor: N/A

Adeptus Presence: Adeptus Mechanicus station

Principal Exports: N/A

Principal Imports: N/A

Military: N/A

 

Geography: Tsade is a dead, airless planet, covered in a black pebbly desert and a few ridges of hills. Tsade has one minor Mechanicus station, Point 4 Alpha, primarily focused on research and mining deep core samples.

History: To the best knowledge of the Imperium Tsade has always been a dead world, uninhabitable and seemingly worthless.

Present: Tsade's Mechanicus team has observed periodically odd subterranean activity, comprising unexplained energy signals. Further exploration is needed. Some say Tsade is almost too "perfectly" uninhabited, as if it dad once been wiped clean of all life.

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Abandoned Hope

Classification: Forbidden World

Planetary Governor: N/A

Adeptus Presence: Infrequent Imperial naval patrols

Principal Exports: N/A

Principal Imports: N/A

Military: N/A

 

Geography: Cold, empty desert planet, no breathable atmosphere, with large craters and mare formations. A gigantic impact crater dominates nearly the whole western hemisphere of the planet. The eastern hemisphere is marked by lesser impact sites and huge dark mares that were once oceans of basaltic lava.

History: The Hope Colony was established to relieve some of the population pressure in Fenksworld's midhives; a huge sealed colony-hab was dragged from the Fenksworld shipyards to mine the geological hoard under the newly-charted planet Gaus R5. The hab-base and its 200,000 inhabitants were to set up a prototype hi-tech mining colony and begin exploring the rim of the Gaus Depression, the asteroid impact site that the Adeptus Mechanicus believed had removed the planet's atmosphere at least 10,000 years ago. The Hope Colony grew over the course of a few decades until several subsidiary hubs were established, slowly ringing the craters edge, with long caterpillar tracked mining conveyors extending ever further towards the crater's base. The last message from the colony was sent as Expedition 12.4 was about to be launched, a remote vehicle that would have been the first object to ever reach the crater basin. An Adeptus Administratum vessel that arrived two months later could not contact the colony, and a rapid reaction force from the Calixian Stormtrooper detachment were requested following the complete demise of the landing party at the hands of unknown xenos. A company of the 5,758th Storm Trooper detachment cleared the Hope Colony in two weeks, reporting no xenos or human survivors. Families on Fenkworld were told the colony had suffered a catastrophic failure in its water-treatment facilities that had led to a waterborne infection rapidly wiping out the population. The identity of the xenos was kept a closely guarded secret, although it was reported infiltration had destroyed the colony from within through social unrest. Heavy constructors were used to bulldoze the colony buildings into the crater and the escort vessel Rapid Repulse fired several volleys into the heart of the pit, turning the building rubble and whatever else was down there into a pool of boiling silica. Subsequent explorations have confirmed any xenos material has been eradicated.

Present: The world that was Gaus R5 very quickly picked up the name Abandoned Hope following the downfall of the Hope Colony. The world is on no major warp routes and is very readily avoided by superstitious voidfarers. The world's mineral resources were very quickly downgraded after reassessment following the Hope Incident; formally declared Forbidden, settlement is very strongly prevented by subsector authorities. Abandoned Hope has occasionally been used as a hideout by those fleeing Imperial justice; the last major incident occurred here when an armed-merchant vessel allied with pirates was tracked to the system's edge and ambushed and destroyed by a naval patrol.

 

Kao-li

Classification: Forbidden World

Planetary Governor: N/A

Adeptus Presence: Kao-na Ordo Xenos station, Kao System

Principal Exports; N/A

Principal Imports: N/A

Military: N/A

 

Kao-li is a designated Xenos World, forbidden to ordinary Imperial citizens at point of execution or deportation to a penal colony. Kao-li is one of eight planets orbiting Kao Sol, a star charted and catalogued by an Explorator Fleet almost 8,000 years ago. The eighth most outer planet, Kao-na, is a Dead World with an Ordos Xenos-staffed listening station, monitoring the situation in the Kao System. Officially the Kao System is home to only a deadly radiation-spewing neutron star, an effective story for deterring visitors.

 

Kao-li is the second world of the system, a dense Gas Giant world with a partially aqueous band of atmosphere. The Ordo Xenos has covertly monitored the xenos civilisation of Kao-li for several years. Kao-li is a relatively stable blue and green Gas Giant, with a thin layer of pressured liquid methane that acts like water on earth, but can sometimes act as a gas or solid under correct conditions. Humans cannot survive here without extensive and costly surgery or environmental protection. The xenos environment of Kao-li is home to the "Porpheri", an arsenic-based lifeform that evolved to meet Kao-li's unique conditions. An average Porpheri vaguely resembles a Terran brain sponge of the deep seas, a bulbous, pulsating mass of pale spongy matter. They propel themselves between islands of solidified methane using psychically controlled limb-molding abilities that allow them to partially alter the shape of their extraneous form. The seas of Kao-li are home to free floating patches of arsenic-absorbing moss and photosynthesising lifeforms called "barrelfish", kilometre-long genetically engineered basking lifeforms that act as huge batteries soaking up power for the Porpheri. The Porpheri are capable of "shaping" themselves to fulfil particular tasks, such as growing manipulators for delicate work or growing to large size to tug methane lumps. The cities of the Porpheri have never been clearly seen, but are believed to be hive-like in nature and reaching to the lower turbulent gas regions of the world. When on ground the Porpheri propel themselves using thousands of whitish filaments that can extend from their undersides. The Porpheri are adept at using "biomachines" developed from local life, and have built a "spaceport", a circular disc of hardened methane that connects to somesort of subterranean pressure funnel. The Porpheri have achieved space travel by using immense internal pressure to launched hardened lumps of solidified methane and bioengineered matter containing Porpheri cosmonauts. So far the Porpheri "space program" has only reached the outer atmosphere.

 

The motives and internal life of the strange xenos of Kao-li are unknown. At present their society poses no threat to the Imperium of Man, as space travel is at a too primitive level. Probes have shed some light on the "Porpheri", as the aliens are presently dubbed, but the biologis of Kao-na are pushing for a mission to abduct specimens to make a closer inspection. Kao-li is in some ways the archetypal Xenos World: uninhabitable and unimportant to humans; at too low a technology level to be a threat; and so genuinely alien a plan of attack would be both demanding and difficult to work out. For now the world of Kao-li is being quietly assessed and watched; the Ordo Xenos station will very likely be withdrawn soon as there are hundreds of known Xenos Worlds that demand the Imperium's attention and threat assessment.

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Munsk

Classification: Feral World

Planetary Governor: Hetman Wi'ik, tribal leadership

Adeptus Presence: Administratum presence at a fortified outpost on southern fringe of the Great Steppes.

Principal Exports: Meat, fur, wood, medicinal plants, narco brews

Principal Imports: Small items for trade, mainly fuel for heating

Military: Munsk Horse Guard (medium quality tribal PDF), Household Spear Company (low quality tribal PDF); Imperial Guard: Munskovite Light Cavalry

 

Geography: Munsk is a cold world, about 50/50 land and water, with two large continents towards the equator and scattered island groups towards the poles. The equators of Munsk are large open plains, covered in waving grass. Towards the pole the land turns into barren, frozen tundra, before running into the ice and snow-locked poles. Unusual ocean currents mean that the equatorial region is nearly constantly lashed by fierce hurricane winds, preventing any permanent structures from being built. Humanity has exclusively settled the tundra regions, building a few small farming compounds but mainly staying in ranging bands of horseriders.

History: Munsk was colonised sometime before the Angevin Crusade, possibly by a colonising expedition launched from Solomon. The colonists attempts at building structures failed so they adopted nomadic wandering lifestyles, breeding a stock of Terran animals for fast travel around the world. The Munskovites gradually split into nomadic, wandering herders, becoming expert horseriders and bow-wielders. A squadron of Admiral Vaakhon's fleet discovered this world and were impressed by the martial skills of the inhabitants, many of whom eagerly embraced the Imperial faith and joined the Angevin Crusade's forces.

Present: Munsk's main purpose in the sector is just to produce Munskovite Light Cavalry regiments for the Imperial Guard, by far the sector's best mounted scout, recon, and skirmish units. Munsk could have been developed into a more advanced world, but Imperial Guard authorities have requested Munsk remain the uncivilized world of blood and warfare it was in Vaakhon's day, to better serve the Imperium with cavalry troops. The great wandering clans of Munsk provide the Imperium with a basic tithe of bison meat, wolf pelts, wool, certain medicinal herbs, and potent narco and alcoholic brews. Munsk Spirit Tonic is brewed from the bladders of small rodents indigenous to the tundra fringes of Munsk's northern continent, although Munskovites jealously guard the exact requirements for brewing Spirit Tonic. Spirit Tonic imbues the drinkers with an immense surge of courage, and is ritually consumed before engaging on a cattle raid or particularly arduous tundra crossing. Adeptus Ministorum missionaries have attempted to curtail the consumption of Spirit Tonic but have so far been unsuccessful, being only humoured by the tribal chieftains that one day they will give it up. Voidfarers who visit Munsk make a habit of picking up consignments of Spirit Tonic, packing it into large cases for drinking when braving the perils of the warp. Hetman Wi'ik is the jovial chieftain of the Uentuss'uveni Wandering tribe, largest and most well organised of the Munskovite bands. Munsk has a highly developed cult of the horse, and pictures the Emperor as a mighty cavalrymen wielding burning band and bow atop a tough steppe pony. The Hetman has demanded a generation's work to engrave this likeness onto the slopes of Mt. Fuasky overlooking the Northern Blue Sea. Visitors find Munsk a convivial if somewhat harsh world.

 

Woe

Classification: Death World

Planetary Governor: N/A

Adeptus Presence: Orbital servitor defence platforms (facing inward), warning beacons

Principal Exports: N/A

Principal Imports: N/A

Military: N/A

 

Geography: The surface of the planet of Woe is entirely covered in a greenish toxic fog, laden with chemicals instantly and violently fatal to humans. The surface of Woe is barren grey rock. Beneath the surface however, accessed by several huge pits and tunnels, it is a different world altogether. The interior of Woe is filled with thousands of miles of tunnels, caverns, and underground seas; many but not all of the underground caverns contain a breathable atmosphere. The tunnels of Woe are usually lined with various breeds of mosses, fungi, and slime-forms, a fraction of which can safely eaten and digested by humans. Woe is known for being home to the most vile creatures fathomable; not an inch of the Woe underworld is free from some variety of creature that can inflict pain, misery, or death. Whilst a lot of Woe's fauna are xenos species, a certain amount of evolved or mutated Terran stock is evident. Many of Woe's species are pale, almost translucent, with either none or underdeveloped eyes, but with greatly enchanced other senses. The largest predator on Woe is the maw-worm, a distended, armour-scaled tube of powerful muscles and huge grinding interlocking jaws, capable of digging through solid rock or even metal; the smallest is a burrowing species of arachnid that can cluster in their thousands to camoflague themselves as fungi, rocks, or fallen animals. There is also a range of disease-infested rodents, giants ants and termites, enormous pale web-spinning arachnids, and even stranger species like wall-hanging slime molds which drop from the ceiling and slowly digest the unfortunate. The underground seas and rivers are also home to their own particular ecosystems, such as transluscent ghost fish and needle-limbed spindle crabs. The deep interior of Woe has never been visited, and stranger and possibly even sapient species are likely to dwell there. Humans may have once settled the interior of Woe, but other than certain animal species no sings of their passing have been recorded.

History: Woe was visited by Inquisitor Felroth Gelt and his retinue in 770.M41 whilst pursuing survivors of the Brotherhood of Horned Darkness chaos cult controlled by the daemon Baphomael. After this encounter, during which the world itself seemed to be alive and hostile, the planet was determined to be a Death World and off limits.

Present: Woe is strictly off-limits to Imperial visitors. The Calixis Sector authorities are presently deciding if it is worth attempting to settle Woe and explore its hidden depths for resources or lost secrets. Emissaries of the Beast House are keen to launch an expedition to the Woe underworld and catalogue and capture some of the exotic predators that dwell there. Since Inquisitor Gelt's visit only a few Adeptus Mechanicus teams have descended the passages and caverns of Woe, finding many spaces that could be inhabited but no resources that could be extracted, at least at the near surface. Each expedition has ended quickly as one of Woe's larger or more virulent predators has become aware of the presence of intruders.

 

 - Woe - google "weird cave animals" and imagine all those pseudoscorpions, cave harvestmen, crustaceans, cavefish, slimemolds, then blow them up to giant size -

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four Frontier Worlds

 

Snowden's World

Classification: Frontier World

Planetary Governor: Quartermaster-General Lydia Rix, elected council

Adeptus Presence: N/A

Principal Exports: Surplus heating equipment, hive scrap

Principal Imports: None usually, sporadic rations and raw material

Military: Snowden's World PDF (medium quality militia PDF)

 

Geography: Snowden's World borders the line between a Frontier World, a Hive World, and a Death World. Snowden's World is locked in a deep ice age that has swallowed all of Snowden's World's hives, and caused the dramatic reduction of the planet's population. The capital is Danansk, a partially underground research facility turned into a habitation for the world's last few thousand inhabitants. Danansk sits on a patch of bare earth surrounded by slowly advancing glaciers, protected only by a rickety battery of mass heat-converters turning the advancing glaciers into liquid water, at least temporarily. The ice-filled hives were abandoned hundreds of years ago and are now tombs for millions of unfortunate citizens. Snowden's World has a long night period and a short day period, meaning the world is often found in clear and frosty darkness.

History: Nobody knows who Snowden was or how this world came to be settled, but despite being formally part of the Imperium it has only been visited twice over the past decade. The Snowden's World colony was simply overlooked and gradually fell apart as an encroaching ice age deepened. There is no particular reason Snowden's World has drifted from regular contact with the Imperium, perhaps a misfiled report somewhere in the bowels of the Calixian, Obscuran, or Terran Administratum has doomed the planet, or perhaps it is a grudge held by some embittered clerk. Either way, Snowden's World and all the people on it are almost certainly doomed.

Present: Life in Snowden's World is cold, with the inhabitants living a life of constant irritation and uncomfortableness. The heat-converters situated around Danansk are failing, allowing glaciers to rumble nearer to the insulated hab-blocks every year. The only hope of reprieve for the people of Snowden's World is to make the Long Treks to the frozen mausoleums of the dead hive cities, and embark on near-hopeless salvage missions into the depths in search of functioning equipment or ransack-able stores. The people of Snowden's World at present are fatalistic and bitter, hoping and praying that an Imperial ship will arrive so that they can escape. Some have grown to doubt the Imperium exists at all, whilst a small conclave has begun worshiping in a secret chamber beneath one of Danansk's heat batteries, engaging in the Ritual of the Warm Blood, a vile practice involving the sacrifice of some of Danansk's cattle population. Quartermaster-General Rix knows nothing of this yet, being currently preoccupied with the demise of Danansk's last techpriest, Brother Rendiel, last of a long line, who had been working on developing sustainable replacements for the aging machinery. Rendial's charts and notes indicate some vital machinery might be found in Hive Pacificus in the very far north of the advancing ice. Most of the hive has likely been crushed by ice and destroyed completely, but Rix is willing to sacrifice several hundred if it gives them anything of a chance. The Warm Bloods are also interested in Hive Pacificus: dark whispers told to the Cult Magus have told him an agent of the Ordo Malleus left an important artifact with the long-dead House Yaareveda, an artifact capable of summoning the dark god who can make the world run hot with blood.

 

Palinurus Rhys

Classification: Frontier World

Planetary Governor: Governor Lorene van Escher, oligarchy

Adeptus Presence: Adeptus Administratum envoy based at Poseidon Point

Principal Exports: Small amounts of processed fish, kelp, and seaweed

Principal Imports: Supplemental rations of food, water, raw materials

Military: Coastal Patrols (medium quality PDF), Poseidon Enforcer (low quality PDF)

 

Geography: Palinurus Rhys is an Ocean World, a complete world ocean coloured a deep, dark green by native micro-animals. Poseidon Point is a floating city of one million people, defended by weapons platforms and geared mainly to studying the ocean ecosystem and processing food. The depths of Palinurus Rhys contain deep ocean canyons and trenches, which contain the ruins of a long-dead alien civilization. Dredging by Palinurian fishing trawlers occasionally brings up delicate, finely-crafted wooden ornaments and fragments, but never any remains. Fishermen sometimes report seeing ghostly white lights in the very deepest parts of the world ocean, though these legends are not taken seriously by off-worlders. Palinurus Rhys is host to many varieties of sea creature, some deadly and carnivorous, but the most deadly being algal blooms that unleash clouds of lethal spores that can cause fatal respiratory complications in humans. Poseidon Point is studded with airlocks, shutters, and air-scrubbers to prevent what would likely to a colony wiping-out event should any of the foul miasma leak in.

History: The planet was charted by an Adeptus Mechanicus Explorator fleet many years ago. Palinurus Rhys was very recently settled by a colonising mission from Fenksworld, attempting to find a world that could supply a source of fresh water for industry and sustenance. The algae of Palinurus Rhys makes the seawater very difficult to process: the colony on Palinurus Rhys has not been as productive as was hoped. The colonisation attempt was scaled back and now there is only one inhabited research station left. The pseudo-fish of Palinurus Rhys have a mechanism in a particular organ that neutralises the viral algae, something that researchers are trying to extract and replicate.

Present: All Palinurians, no matter how or high or low, must serve a stint on the mega-trawlers that scoop up thousands of edible sea creatures every day. A little over a decade ago the Vaakhonian Journeyman was hit by a squall and went down with all hands off the Terran Banks; the ship's captain was the presumptive heir to governorship of the planet. A civil war followed between different factions, ending in the defeat of the previous administration by House van Escher, a Fenksworld house known to be aligned with the shadowy organisation called the Kasballica. Lorene van Escher engaged in a swift, violent crackdown using her Poseidon Enforcers and restored order to the planet. Afterwards the focus shifted from fishing to surveying and charting of the ocean depths on the new governor's orders. The Kasballica are looking for something in particular below the surface of the water world, possibly related to the long dead alien civilisation. Palinurus Rhys is turning distinctly insular, once jocular and loud trawlermate's taverns becoming sullen and quiet. There is a shadowy resistance brewing, as evidenced by the raid on the Argus Philimon Correctional Facility where trawlermate's suspected of subversion were being detained and tortured; guards were found dismembered and all the prisoners disappeared.

 

Zumthor

Classification: Frontier World

Planetary Governor: N/A

Adeptus Presence: N/A

Principal Exports: N/A

Principal Imports: N/A

Military: Zumthor Home Guard (medium quality PDF)

 

Geography: Zumthor is a tide-locked world: half is bathed in perpetual darkness, whilst the other half is exposed to blistering solar radiation. The uninhabited half of Zumthor is a bone-white desert of petrified forests and dry sea beds, with a few scattered ruins of earlier human colonising attempts. Zumthor's dark half is a cold world, a light less desert with large pools of brackish water and small jungles of bio-luminescent plants and tree-dwelling saucer-eyed mammalians. All of Zumthor is exposed to high levels of radiation, though the air is breathable. Zumthor City is located at the edge of a rocky plateau, a sealed facility to guard against contamination from the radioactive dust that regularly blows in on the winds from Zumthor's sun-exposed side. Zumthor's plants and animals have a built-up resistance to the planet's ambient radiation; techpriests have synthesised a poultice from native lifeforms that allows the user to survive outside Zumthor for several hours without a suit.

History: Zumthor was settled to launch missions to the sun-exposed side of Zumthor, rich in metal, mineral, and chemical resources, particularly radioactive ores needed for many types of Imperial craft and equipment. An unknown solar-basking xenos species dwelt on Zumthor's sunward side, builders of strange flattened 'foil' buildings. Several Adeptus Mechanicus research missions failed completely, leaving only rapidly decaying metal vehicles stopped in their tracks a little over 50 miles into the sunward side. The solar-basking xenos departed anyway, disappearing completely from the Mechanicus's advanced scanners. The Adeptus Mechanicus declared the world abandoned and departed, absentmindedly forgetting they'd established colony bases with several million workers and technicians. Zumthor has not been contacted since its inception, and the colonist situation has grown more desperate due to the world's scarce resources. The authorities on Fenksworld and Scintilla are in-fact unaware that Zumthor has ever been colonised, as the Mechanicus were originally very secretive about their intentions on Zumthor.

Present: Zumthor has a dozen problems. The colonies were only built on a temporary basis, and only have a limited capacity for growing food and cleansing water; a growing population has strained the world to its limits, despite Zumthor's radioactive background atmosphere shortening the lifespan. Zumthor at present has no Planetary Governor, with the ruler of the large sprawling temporary hab-stack of Zumthor City the defacto leader. Zumthor has a growing population of unregistered psykers. Some of the outlying habitations are now ruled by psyker charismatics, strongly defended from occasional patrols of the Zumthor Home Guard. The rulers of Zumthor City have also engaged in the unthinkable, entreating passing xenos traders to land and settled and provide the world with a desperate economic lifeline. Zumthor City has a small Aliens' Quarter, inhabited by half a dozen species of the local stellar region. The Imperial Creed on Zumthor, never strong anyway, has all but died away: Zumthor has a unique cosmopolitan ethos, unseen anywhere else in the sector. Zumthorian technicians have even engaged in tech-heresy, innovating on abandoned Mechanicus technology. If the Imperium ever recontacts the world, the state of this far-slung outpost will see if wiped out in an instant for innumerable sins. As likely, Zumthor was dissolve into civil war, a mass psyker outbreak, or be swallowed whole by a minor xenos empire.

 

Kudrun

Classification: Frontier World

Planetary Governor: Governor Maykon Santhanox, settlement directorate

Adeptus Presence: Adeptus Ministorum missionaries, Arbites office, Administratum warehouse

Principal Exports: Small amounts of crops and meat

Principal Imports: Ration bars, water pills, raw materials

Military: Kudrunian Gunners (medium quality PDF); Imperial Guard: Kudrun Sharpshooters

 

Geography: Much of Kudrun consists of barren dusty desert plains, whilst the coastal areas are rocky, bone-littered beaches of glassy volcanic rock. Tall twisting ashen trees form small forests surrounding cool oasis. Farming settlements are clustered along alluvial flood plains of great rivers and coastal area. Kudrun has one moon. Fauna and flora are rare on Kudrun except in the deep deserts, where many species of insectoid, feline, and reptilian predators can be found.

History: Kudrun was settled by the survivors of a shipwrecked cargo-freighter a few hundred years ago; the survivors became wandering desert nomads, taking to gun-festooned vehicles to fight the desert super-predators. Some time later Kudrun was identified as a colony for accommodating overpopulation from the Fenksworld midhives; midhive residents were sold land claims to largely arid tracts of Kudrun's landscape. Conflict with the "native" Kudrunites ensued, a conflict that has not abated to this day. Petitions and appeals from the Kudrun colonial authorities are usually lost or ignored once they reach Fenksworld, with the crusades in the far Jericho Reach now a good outlet for any overpopulation in the Fenksworld hives.

Present: Kudrun is a typical Frontier World. There are a few large settlements towards the fertile coasts, and then progressively fewer towards the deserts and mountains. Roads only run so far before petering out in dust and mire. The outcast Kudrunian noamds regularly attack travellers on the road, as do large desert predators. Farm homesteads grown hardy crops, and breed the tough beasts known throughout the Imperium as Grox. Homesteads usually consist of a couple of small families organising their own laser turrets, defences and raising militia units, called Kudrunian Gunners. Troops from Kudrun are typically called up sporadically to serve in Kudrun Sharpshooter regiments, light infantry regiments suited for irregular warfare and scouting. Kudrun's Settlement Directorate, elected from local notables, has long been conciliatory with the Fenksworld authorities, but the newly elected Governor Santhanox is a radical, determined to break free from the Josian Reach Subsector and try to join with the larger and more productive Hazeroth Subsector. Governor Santhanox and his cadres are planning some kind of attack or insurrection against Fenksworlders but not other Imperials, the plotting of which is unknown at present to the Imperium.

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Prester Myra

Classification: Cemetary World

Planetary Governor: Canoness Deomandra, Adepta Sororitas

Adeptus Presence: Adeptus Sororitas abbey, Several Adeptus Ministorum temples

Principal Exports: Reliquaries

Principal Imports: Small amounts of food and water

Military: Adepta Sororitas forces

 

Geography: Prester Myra is covered in crumbling layers of stone mausoleums built atop a stinking planet-wide marshland. Prester Myra's marshes are choaked with the deceased civillians and soldiers of the wars of centuries past; even xenos casualties of the conflicts, plagues, famines, and disasters that rocked the southern Calyx Expanse found their way to being interned here by the Imperium. Prester Myra's necrocopli are tall circular towers partially sunk down to the bedrock of this soft, loamy planet, connecting to honeycombs of burial crypts and tunnels. The capital is Povelnia, an island-based necropolis partially occupied by a Ecclesiarchy cathedral, a network of smaller temples, and a dominating, heavily-defended Sororitas abbey. The marshlands of Prester Myra are home to numerous diseases, parasites, and toxins, as well as a few small species of insects, fish, and amphibian lifeforms. "Ghast lights" are floating pale balls of gas that drift across the marshes, sometimes growing to a hundred metres across and bobbing along with an almost sentient motion. Ghast lights are highly flammable, and often spontaneously erupt into flame; patches of peat marsh are still burning from fires that started hundreds of years ago. The "Paths of the Dead" are raised stone causeways above the bone-filled lowland swamps, some of the wider ones being inhabited by fanatical adherents to the keeping of the dead. Most of the world's dead are long ago decayed into the land, but there are many legends of pilgrims being accompanied through particularly treacherous patches of marshland at only to have their companions dissappear in the morning, and to find themselves having made their camp at some monument to a long fallen Imperial hero.

History: The war to take the Adrantis Nebula and Hazeroth Abyss from the clutches of the corrupted humans and xenos that dwelled there was unlike anything the forces of the Angevin Crusade had encountered up to that point. A genocidal campaign on both sides saw the number of dead escalate to a point where conventional internment or disposal of civilian and military casualties was no longer practical. Not only warfare but famine, disease, and displacement caused further death. The pushing of the Crusade into the Trailing Calyx Expanse opened up new frontiers of nightmare: Hell Worlds, Slave Worlds, Chattel Worlds, Slaughter Worlds, and even fully-fledged Daemon Worlds. The answer came when the marsh planet of Prester Myra was discovered: toxins in the swamps naturally broke down physical matter at an accelerated rate. Soon billions of casualties were brought here, human and xenos, and unceremoniously dumped into the fetid waters. Great towering necropoli were built for Imperial personnel of a higher standing to be interred in, immense quasi-military constructions of reinforced building materials that cut into the dry bedrock. Following the close of the Angevin Crusade internment was stopped on Prester Myra, Calixian authorities preferring more dignified burials on more classical Cemetary Worlds such as Granithor. It is stil traditional for some Fenksworld families and Imperial Guard notables drawn from the Josian Reach and Hazeroth Abyss to be interred here in ancestral vaults.The number of the deceased who were cast into the waters of Prester Myra has never been estimated, but perhaps runs into the high billions.

Present: Prester Myra has an evil reputation; merchants following the Crusader's Trail do not tarry here long, nor do pilgrims visit the world in great numbers. The Ministorum exports reliquaries from Prester Myra, usually chippings from the tomb of some great deceased Imperial grandee. Sanctified water is also bottled and exported across the sector. The punishment is death for anyone who eats or drinks of the food or water of Prester Myra, as it has been declared holy. The waters of Prester Myra are rumoured to be imbued with many fantastic and contradicting qualities, either ending or extending life, healing or harming, and many others.

 

Beneath Prester Myra's stale, still atmosphere, there is a dark secret. Slaugth are present in the depths of the Prester Myra mausoleums, building laboratories and conducting strange experiments on the dead. The Adepta Sororitas are partially aware the Slaughth are on Prester Myra, but not to such a great extent, thinking them only to be present in isolated subterranean tombs and vaults; in fact the Slaugth are everywhere, including in the presumed secure burial chambers beneath Povelnia. The Sisters are waging a low-intensity seek and destroy mission, eliminating several Slaugth-inhabited spaces but not others; in turn the Slaugth have captured and devoured several unfortunate Battle-sisters. The Sisters are not aware of the Slaugth's true nature, currently think them only a local xenos pest; either way resources are too stretched in the Calixis Sector to send a fully-fledged expedition to fight a war on a planet of limited strategic importance. Whether the Slaugth intend to continue with their macabre feasting, or expand their operations to a full scale invasion, is unkown.

 

Hredrin

Classification: Hive World

Planetary Governor: Prime-Agitator Robart Ocepres, Planetary oligarchy

Adeptus Presence: The usual for a Hive World, including the temple of the Gaolist Astropaths on Mount Zymun. Larger than usual presence of Arbites and Inquisitors.

Principal Exports: Worked goods, food, processed chemicals

Principal Imports: Raw materials

Military: Hredrin Hallmarshalls (medium quality enforcer PDF); Imperial Guard: Hredrin "Honour Guard"

 

Geography: Hredrin is a warm, barren world, known for larg expanses of empty moorlands and big salt deserts. Hredrin's seas are shallow and largely empty due to pollution. The Hredrin hives are surrounded by miles of wasteland, deforested vistas of industrial waste, wreckage, and workers' squats. The Hredrin outlands are used mainly for farming hardy animals such as Grox and growing crops for processing into ration meal. The Hredrin hives are huge piles of industrial platforms overloaded with machinery, factories, and hab stacks clining tenously to the sides of the hives. Hredrin was originally a Mining World and huge, cylindrical tunnels have been left below most of the hives. Most of the great tunnel-cities are inhabited by underhive dwellers living in cities clinging to the floor, sides, and ceiling of the great bored-out spaces. Some tunnels were flooded with toxic run-off, and has resulted in large mutant population. Hredrin has a number of orbital facilities such as docks, Administratum stations, and defences. Zymunhive is the world's capital, built into the side of the vast slagheap known as Mount Zymun; the mountain is topped with a keep built from polished metal where the Gaolist Astropaths dwell, only reachable by a narrow flight of steps. Zymunhive connects to a large flat plain where the planet's primary spaceport is based.

History: Hredrin was settled almost exclusively by refugees from the Hazeroth Abyss, humans who had spent their whole lives on worlds in service to the foul Bale Childer. Hredrin rapidly turned from a small Feral World of moor-dwelling Grox herders into a world of teeming hive metropolises serving huge mining operationsHredrin was developing to plan until a visit by the Tyrant Star: the effect of this baleful star was to waken the latent psychic abilities of the world's citizens. The Red Year, the Long Night, The Days of Hatred, these are all names for the period when daemon-summoning sorcerors, twisted mutant legions, construct monstrosities, and the hordes of living dead turned the Hredrin hives into butcher's workshops. A large Imperial taskforce arrived at Hredrin after one year when most of the combatants were dead, and retook the world very rapidly and bloodily, with much of what occured still classified. Much of the population and the soldiers of the Hredrin campaign were sanctioned and sent to serve sentences on Penal Worlds, from which a handful returned. Hredrin has never regained its former eminence in the southern Josian Reach, but is at least mostly free from warfare.

Present: Hredrin is in most regards a standard Hive World, a mass producer of materials and soldiers for the Imperial Guard, organised into the staunchly disciplined Hredrin Honour Guard Regiments, known for their use of Battle Psykers. According to internal Calixian census data, Hredrin produces the highest amount of psykers, navigators, and astropaths in the whole Sector; the events of the Red Year seem to have left a large propensity for humans here to develop psyker abilities. The Gaolian Astropaths have settled here in a palace on the slopes of Mount Zymun, as have many minor Navigator Houses and lesser Astropath groups have done in the hives. Regular acts of violence on Hredrin occur at a rate much higher than is normal for a world of Hredrin's size and development, from routine murder and riots to the the long-suppressed Cerpicia Precinct incident when rogue Arbitrators took the law into their own hands. Rogue psykers are disturbingly common. Members of the Tyrantine Cabal studying the world have calculated that violence on Hredrin is apparently increasing at an exponential rate; some believe this heralds the return of the Tyrant Star itself, and a second Red Year may befall the world of Hredrin.

 

Sigurd IV

Classification: Hive World

Planetary Governor: Jarl Waldemar Larsson, hereditary monarchy

Adeptus Presence: All usual Adeptus presences for a Hive World, plus Astra Telepathica choir at Seer's Tower at Hive Itrusk.

Principal Exports: Finished goods, handcrafted goods, ration packs

Principal Imports: Raw materials

Military: Sigurd Warrior Bonds (semi-feudal medium quality PDF), Midden Hive PDF (medium quality) Jarlsguard (high quality PDF); Imperial Guard: Sigurd Huscarls.

 

Geography: Sigurd IV is still a wild and cold world making the transition from Feudal World ot Hive World. Many of Sigurd IV's landmasses are icy cold, covered in deep forests, high mountain ranges, and frozen lakes. Much of the population is still settled in wooden farming, mining, and woodcrafting communities out along the forest fringes. Hive Itrusk sits in a coastal delta, rising uneasily upward on stone buttresses and covered in bold, wrought-iron towers of soot-blackened metal. Life within Itrusk is still very feudal in its nature, hive areas bosses are still clan chieftans, and homage is still paid to Jarl Larsson in his role as Planetary Governor. The Sigurd Foundry is located a little upriver, a huge factory facility producing ration packs from the large farms of the Sigurdian uplands. Hive Itrusk has a primitive spaceport set into a disused quarry, ever more frequently visited by offworld merchants and travelers.

History: Sigurd IV was a Feudal World discovered in the Sigurd System: Sigurd V contained a similar feudal culture which was wiped out by germs introduced by explorers, whilst Sigurd II has an orbital shipyard facility. The peoples of Sigurd IV only suffered slight casualties from disease, and readily embraced the Imperial Creed. Sigurd IV had developed a culture of warrior raiders in isolation from any other human contact, honing their skills in battles with rival nations and fantastical creatures of the ice wastes, underground caverns, and mountain passes. Strangely Sigurd IV had a proto-Hive already in existence at a location known as Itrusk, odd for its status as otherwise a primitve Feudal World. Imperial involvement has eroded much of traditional Sigurdian life and has greatly expanded the size and produtivity of Itrusk. Investors from the Golgenna Reach and Hazeroth Abyss have speeded up the development of Sigurd IV with large investments. A war of consolidation ended with Clan Larsson arising as the pre-eminent political force on Sigurd IV, and their Jarls have ruled for the last three hundred years.

Present: Sigurd IV's smithies and foundries produce large amounts of finished parts from imported raw materials, as well as small-scale Sigurdian mining operations. The Sigurd Foundry is the 'centrepeice' of the world's developing industry, producing large quantities of food ration packs. Sigurd IV's great export is its people: fledgling warriors from far farming villages and coastal towns join Hel-hive narco-beserkers and Midden-hive PDF troopers to engage in contests of skill, strength, and endurance to join the Huscarls, part feudal warrior and part hive gunner troops who have excelled themselves on many fronts in the Calixis Sector and beyond.

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Reshia

Classification: Shrine World

Planetary Governor: Canon Herndon Styellus, Adeptus Ministorum

Adeptus Presence: Some Administratum, mainly Ministorum,Inquisitorial base

Principal Exports: Wool, meat, animal products

Principal Imports: Ink, paper, raiments, other clergy-related material

Military: Adepta Sororitas, Pyroclast training units

 

Geography: Reshia has a warm, pleasant climate, and a varied landscape of warm, summery forests, deserted islands, and wide burning deserts. Hermitage is the capital and home to the majority of the world's population; their is a spaceport here that receives a few hundred pilgrims, not many at all for a Shrine World. Reshia has a small population of nomadic people who roam the plains and farm livestock and sow crops, filling out some of the world's tithe requirements.

History: Reshia was a Xenos World that had been invaded and conquered by Orks. The Impial forces of Admiral Vaakhon fought a long campaign against Ork warriors and xenos guerillas, lasting a full decade and costing the Admiral several of his prize ships. Reshia was given to the Adeptus Ministorum as a Shrine World for their exclusive use. The warm, pleasant world became a retreat for Ministorum clergy and scholars seeking peace and seclusion, as well as for various seers, prophets, and hermits. Reshia was settled by several Doctrinal Universities instructing new Ecclesiarchy adepts and debating the finer points of the Imperial Creed. Reshia became regarded as a place of scholarship and high learning, relatively 'relaxed' for an Imperial Shrine World, mainly because it lacks any major sites of pilgrimage. Reshia became the site for a Pyroclast training camp run by the Inquisition, granted by the Ministorum upon the request of the Inquisition.

Present: Reshia has a population of a few thousand; Hermitage is the capital city, a large open city of wide avenues and vaulted stone chapels around the mouth of Cardinal Bay. The ground rises up to layers of fields and sheep runs tended to by a few native humans. Then the land runs into high mountains and alpine valleys covered in snow; Mt. Windward is the highest point, and it is here where the Pyroclastic Cloister can be found, hidden behind a crag on a spacious plateau. Reshia's high forested woodlands are home to secluded abbeys, convents, and temples home to orders of monks and nuns reachable by rough tracks, ladders, and steps; some hermits simply inhabit moss-covered caves or carved-out sections of cliff walls. Other landmasses are mostly wholly deserts, extremely hot and little inhabited; it is popular for hermits here to place themselves on high pillars and posts and live ascetic lives with only a little food and water brought by pilgrims. Life on Reshia moves at a slow pace; only a few Ministorum clergy are granted the reward of settling on Reshia and establishing an order or monastery. The Pyroclastic Cloister is entirely inhabited by off-worlders,mainly Inquisitorial personnel, trainers, and their recruits. Presently the Grove's Fall 66th are being trained up here: the 66th are a few hundred veterans of a five year stretch campaigning against Dark Eldar in the Periphery. The 66th are the first call up unit for whenever a Pyroclastic trained unit is requested by the Inquisition. Regiments are trained for six months and then cycled out so new regiments can be brought in.

 

Orendal's Tomb

Classification: Shrine World

Planetary Governor: Canonness Lucretia Noro, Adepta Sororitas

Principal Exports: N/A

Principal Imports: N/A

Military: Adepta Sororitas garrison; Imperial Guard: Orendal's Own

 

Geography: Almost the whole of Orendel's Tomb is covered in grand boulevards of many-tiered stone mausoleums, containing the honoured dead of the Crusade, as decreed by Lord Angevin. The mausoleums of Ordendal's Tomb are monumental, immense structures containing whole regiments that fell in battle, as well as important Imperial notables such as Admiral Josias Vaakhon himself. The tombs of Orendal's Tomb are built in a variety of styles, corresponding to the cultures of the soldiers interred in them. Mausoleums of troops from strongly Imperial worlds are enormous, palatial, with great staircases, ornamentation, and columns; other worlds, from many unique human cultures, are also represented. Orendal's Tomb became an unorthodox site for housing refugees from across the Calixis Sector and great underhives have developed at the bases of some of the largest monuments. The dead live alongside the living on Orendal's Tomb. The world exports and imports very little, as most of the population are tasked with maintaining the tombs. It is considered a high honour to be allowed to settle on Orendal's Tomb, to make a home in the crevices of an Imperial hero's statue or ossuary, and to spend a lifetime in dedication to cleaning and polishing the abodes of the glorious dead.

History: Orendal was a world held by humans who worshiped the Yu'vath of the Trailing Calyx as powerful, sorcerous deities. Admiral Vaakhon's Ixaniad Sector fleet attacked and liberated the world; the planet was chosen as the site for the historic meeting between the majority Scarus Sector forces of Lord Angevin and the Ixaniad armies of Vaakhon. The meeting was only brief, as huge armadas of Yu'vath and Bale Childer warships were advancing and were to push the Imperials back into the Golgenna Reach fighting a rearguard action for the next few years of the Crusade. Orendal was later reconquered and Admiral Vaakhon died in the attempt; the world was dedicated and maintained by Angevin and Drusus at an important Imperial Shrine World.

Present: Orendal's Tomb is one of the most visited Shrine Worlds in the Calixis Sector; by special agreement it is guarded and overseen by the veterans of the Adepta Sororitas. Orendal's Tomb is also a proto-Hive World, settled by just over 2 billion pious followers of the Imperial Creed. The Ordo Animus are present on this world, a deeply heretical and abhorrent cult who worship the psyker and psychic power in all its forms as a divine manifestation of the Emperor's will. This unorthodox Ecclesiarchy cult is located far down in the underhives and is mostly secret. The Animus attempt to save and guard psykers from the Inquisition and their Black Ships. It has only begun to register on Holy Terra that there is a slight, nearly insignificant, but regular drop in psykers harvested from the Calixis Sector, so successful have the Animus been. Right now a powerful conclave of Inquisitorial Black Ships is on its way to the Calixis Sector to launch an investigation, likely to result in the complete raising of the population of Orendal's Tomb.

Orendal's Tomb raises Imperial Guard regiments, known as Orendal's Own; they are known for their pious devotion, if not for their fighting ability.

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Drusus Marches Subsector

 

The Drusus Marches are the southwestern-most region of the Calixis Sector, a patchwork of Imperium-aligned human worlds that borders the barrier of warp storms and pulsars closing off the Koronus Expanse, the forbidding maelstrom of the Adrantis Nebula, and the formless, ghostly fringes of the Fydae Great Cloud. The Drusus Marches Subsector produces troops for the Imperial Guard in great quantities from its many Hive Worlds, but it is the Shrine World of Maccabeus Quintus that produces some of the best troops in the sector, the feared Maccabian Janissaries. The Marches also contain Port Wander at the most western fringe, the most secure and stable gateway into the Koronus Expanse beyond.

 

Historically the Drusus Marches were consolidated by Imperial forces led by General Drusus, who excelled himself in the smaller theatres of war away from the titanic struggles the Angevin Crusade were engaged in: The Consolidation of the Golgenna; The Crux Sanction; the Lepidus Arm Crusade; the Fall of the Solomon Empire; and the early encounters with the Adranti, Yu'vath, and Bale Childer. Drusus and his retinue secured these worlds before turning his Crusaders to the meat grinder of the Calyx Trailing, following the miracle on Sentinel and his appointment to Crusade Lord Militant.

 

Fervious

Classification: Feudal World

Planetary Governor: Shogun-Brigadier Ze-Nten Dedricq, hereditary oligarchy

Adeptus Presence: Adeptus Administratum overseeing the production of local fabricator guilds, some Adeptus Ministorum missionaries

Principal Exports: Fabricator guilds export some of Fervious's locally produced weapons and body armour, such as Ferviour Banded Armour, the Fervious Katana, Fervious Nunchakus, and the nourishing anti-poison Fervious Styger Milk.

Principal Imports: Merchants bring in shipments to Fervious only infrequently, usually trading Imperial high-grade weaponery, ration packs, and narco-stims.

Military: Fervious Battle Cadres (medium quality PDF); Fervious Imperial Guard

 

Geography: Fervious is an almost entirely water-covered world, blighted by fierce hurricanes and strange tidal phenomena. Fervious's one landmass is a rocky, barren patch of sand and rock with over a billion people packed into crumbling, stilt-resting hab-towers. All advanced systems in Fervious City have collapsed, plunging life into a primitive feudal state. The highest towers of Fervious are inhabited by a caste of honour-bound war cadres, seen over by Shogun-Brigadier Dedricq, recent victor of the 4th War of Banners; the jangling chains of skulls of rival cadres that hang from Dedricq Rise are evident to the Shogun-Brigadier's personal skill in combat. The lower levels of Fervious City, "Below the stilts", are sand-choked, pest-inflicted shantytowns, where the lapping rust-coloured waves ever threaten to sweep the city into the sea. The Fervious work at great hammering shops producing weapons and armour under the auspices of the fabricator guilds, or tend a handful of domesticated animals. The Fervious Serpent is an ophidian-like amphibious lifeform, an undulating ribbon of shimmering scale skin that can expand to consume prey ten times its size; the Styger is a mollusc-like creature that digs its pale green jellied bulk deep into the loose sand, its extracted birth milk being a highly prized commodity and making the dairy farmers extremely rich. Fervious has one partially-functioning orbital stations, operated by servitors.

History: Fervious was known as Vasenrule in pre-Imperial times, and once enjoyed trade with humans and xenos in the region. An advance force of Drusus's scouts reached the world and incorporated it without difficulty. The advanced world of Fervious began to decay after the end of the Crusade, possibly due to some slight upon the Adeptus Mechanicus. It was believed the Heir-Archs of Vasenrule rudely demanded aid form the Mechanicus to lower the water level of their world, threatening violence: the real reason is lost in history. The enormous dredging operations that kept Fervious City sand and silt free ceased and large parts of it fell beneath the waves. Fervious became a world where its population is ruled by violence and the rule of law has wholly ceased, replaced by that of a dozen sacrificial and sanguinary cults. Vasenrule became known as Fervious over the years, synonymous with the world's largest settlement.

Present: The centuries have seen the world rapidly decay and turn inward, and now the bulk of what remains of its people live out a barbaric existence in one vast sprawling shanty city amid the ruins of better days. Fervious’s regression has spawned a very violent culture that relies on ritual murder to gain wealth and status. It is a world where life is cheap, brutality commonplace and death cults and doomsday prophets are rife. Cruel battle cadres stalk the mid-city levels, engaging in carefully choreographed and bloody ritual combat; gangs of killers run rackets in the lower levels that feed off the weak and defenceless. Fervious's exports of locally produced weaponry and armour have made a few select heads of the Fabricator guilds rich, some even rich enough to challenge the feudal lords of the upper levels with offworld mercenaries. Fervious once raised Imperial Guard regiments, the Vasenrule Islanders, the entirety of whom were lost in the Margins Crusade. Fervious has only the barest amount of Imperial contact, and is longer marked on any but the most ancient Imperial charts of the sector. The water of Fervious is slowly growing more acrid and corrosive through unknown means, and every year a little more of Fervious's outer structure gives way and is washed beneath the waves.

 

- Fervious is kind of described a little bit already, just thought I'd fill it out a little bit more -

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Pellucida IX


Classification: Mining World


Planetary Governor: Interior Lord Edwynel Urich, hereditary ruler


Adeptus Presence: Adeptus Administratum, Adeptus Ministorum, Adeptus Mechanicus, Adeptus Arbites


Principal Exports: Mined seams of metal ores, minerals, etc. Many exotic natural gases; sub-focus on gem and jewel harvesting


Principal Imports: Very little, Pellucida IX is very self-sufficient


Military: Pellucidan PDF (medium quality); System Wardens (high quality)


 


Geography: Pellucida IX is the largest and most heavily populated of the Pellucidan System worlds. Pellucida IX is at the very fringes of the Pellucida System: I is a Molten World; II is a frozen Dead World; III is an uninhabited rocky world with no resources; IV is an airless world with a station of the Pellucidan System Defence Fleet in orbit; V is a developing volatile world with an orbital research base; VI is a milky white Gas Giant, with some small mining operations on its moons; VII is an Ice World inhabited by oceanic vent-dwelling microbes; VIII is a developing Frontier World, a strange world of purple deserts, singing canyons and naturally formed ziggurat-like rock formations; Pellucida X is a half-formed planetoid, home to a traffic control station and a System Defence Fleet station.


The surface of Pellucida IX is uninhabitable, an icy Dead World of brownish rock and chilled methane with an atmosphere unbreathable to humans. The interior is accessed by a deep, wide shaft, sealed by ornate doors of gold and silver carved with scenes from Calixian history; it takes at least a few hours to reach the Pellucidan interior. The interior of Pellucida IX is completely hollow; it is unknown if the world developed without a core by unknown means or had the core "removed". The interior of Pellucida IX has an artificial atmosphere and huge world-spanning metal heating strips to keep the population alive, as well as vast gravity panels that keep things stuck to the interior. The interior of Pellucida IX is covered in weird fungal forests and gel-lakes of living cellular organisms. Pellucida IX has its own weather system, generated by the exertions of trillions of tiny organisms in the reaches of the interior atmosphere. Human settlements dot the interior, dwelling in huge, stable stalagmite burrows, or on bolted-down, gravity tethered workers' habs. The mine workings of Pellucida IX are built "up" towards the surface of the world, a surreal experience for any visiting offworlders.


History: The Pellucida System's location was marked and charted by an Adeptus Mechanicus Explorator Fleet exploring the wildspace of the Drusus Marches. Two hundred years afterwards an Imperial expedition settled IX, VIII, and to a lesser extent IV, VI, V, and X. A huge rent on the surface of Pellucida IX intrigued the accompanying Mechanicus techpriests who descended to the interior and discovered to their shock the planet's core had been apparently removed or had never existed. Administratum mining specialists suggested that settling the interior of IX was easier than settling the exterior; the discovery of large deposits of ore, minerals, and gases settled the matter. Pellucida IX was filled with colonists drawn from the Mining Worlds of Sepheris Secundus, Luggnum, and Junos, and soon become a highly productive Mining World. Something about the claustrophobic, enclosed interior drives humans to rebellion and despair; rebellions are frequent and devastating.


Present: Life in Pellucida IX is precarious: a failure of the immense turbines that drive the internal atmosphere means suffocation; a failure of the warming-strips means death by freezing; a gravity strip failure means a hab block can simply drop into the abyss, falling thousands of miles to obliterate on crash landing on the other side of the world. Although rebellions are frequent and costly in life, imperfections in the strains of organic gel grown in great pools are more deadly, killing hundreds of thousands a year. Pellucida IX is a bewildering world, lit by bio-luminescent organic gels smothered onto any available surface. Movement is restricted to specially selected times when gravity strips are alternately switched on and off to conserve power. Pellucida IX is relatively independent from the wider Imperium in terms of food, atmosphere harvested water, and energy resources, a contributing reason for the many miners' rebellions. Stalagmite dwellers, such as the Lords of House Urich, consider themselves more cultured and loyal than their ragged subjects; to live in the safe, stable, secure stalagmites is seen as a rare privilege enjoyed by only the elite. Pellucidan mine workings are strangely 'vertical' to most visitors, despite appearing descending to the miners themselves; visitors receive the impression from the Pellucida IX interior that they are caught in a giant puzzle of perspective, and often become violently unstable from the constant pressing notion they will fall off the world. Pellucidans only leave Pellucida IX to serve in the System Defence forces, known as the Wardens, crewing the vessels of the System Defence Fleet, garrisoning inner-system colonies and stations, and patrolling the system's edge against pirates and raiders. The research station of Pellucida V were once struck by a strain of Psychneunin. Pellucidan PDF are not deemed available to be recruited into the Imperial Guard, as the security, productivity, and development of the Pellucida System is deemed of the highest importance. Currently Pellucida IX needs huge amounts of aid from the Adeptus Mechanicus, and is only reaching a fraction of its potential output. In time the Pellucida System could become a major part of the Drusus Marches' political and economic power.


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The interior of Pellucida IX is completely hollow; it is unknown if the world developed without a core by unknown means or had the core "removed".

...

The mine workings of Pellucida IX are built "up" towards the surface of the world, a surreal experience for any visiting offworlders.

 

...

a gravity strip failure means a hab block can simply drop into the abyss, falling thousands of miles to obliterate on crash landing on the other side of the world.

 

I'm sorry, but without some potent source of gravitation in the center of the world it would not work this way. If it is really hollow object, you'll have normal gravity both on external and internal surfaces.

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