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File: Malaxis WIPv7.png (1.47 MB, 1187x778)
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We're rolling up a subsector Malaxis Exapanse which is neighboring the Astrum Nihilum
>https://1d6chan.miraheze.org/wiki/Setting:Astrum_Nihilum

Last thread we rolled up the Nyrkhal's Martyr Guard(>>94302702) along with establishing some lore for the Death World(>>94303513) and the Colonel in charge of the regiment( >>94305958). Other stuff that made last thread Quadra's Fall lore(>>94315295), Avathan Prime's lore(>>94324724), Semiterna Mortua(>>94338536) and finshed the roll of an unnamed Shrine World(>>94339587)

So for now we're just hammering out details for the subsector and we'll roll up other factions as needed.
>>
>The Astropathic Choirs cry out, every psychic voice in the sector at once singing with pain and blinding all other messages, their wardens gripping weapons fearfully for what might crawl in from their charge's visions.
>Light. Blinding Light. Cutting through the darkness of the void, burning pathways into the blackness of the night. How could they see anything but the Light, that which burns as brightly as the aura of the Emperor Himself, that which swallows all color and sound.
>As quickly as the song began, it fades, and the Choirs grow quiet once more, the ashes of their visions still clinging to their cheeks. Few perished in the song, whether by their own weakness or the quick attentions of their wardens, but none forget the Light.
>>
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>>94345003
Attempt at making the Martyr Guard
>>
Posting some Astrum Nihilum lore for the SoB order in there

Order of the Cleansing Sepulcher
History
The Order of the Cleansing Sepulcher was formed relatively recently in the Imperium's history, in the 40th millennium. The circumstances revolving around the Order's establishment are ultimately inexorably tied to the damned world of Tartion Omega. A mining world nominally under the control of the local mechanicus forge world Delta-Theta 10, Tartion had increasingly come under the sway of radical genetors who conducted depraved feats of genetic engineering upon their servants and vat-grown slaves. Eventually, these debaucheries became too much for imperial authorities to tolerate, and soon an inquisition strike force, accompanied by sisters from the Order of the Valorous Heart, was called in to destroy the hereteks. The strike force swiftly became mired in a maddening tangle of conflicts both with the hereteks and the local mechanicus forces of Forge World Tyrell, who balked at the prospect of the inquisition meddling in their affairs. The emergence of slaaneshi forces on the planet was almost a boon to the Sisters, now buoyed with renewed conviction as the heretical tech-priests showed their true chaotic allegiance. In the midst of this fighting, one of the sororitas on-planet found herself blessed by the God-Emperor's power as she struggled against one of the more vile daemon-engines wrought by the hereteks, her mortal wounds repairing themselves with utmost speed as a pair of angelic wings appeared at her back.
(1/?)
>>
>>94345342
The sister was subsequently canonized by the ecclesiarchy as Saint Fatimah, and the incident emboldened her sisters, giving them the momentum they needed to finally eradicate the chaos forces on Tartion. While Tyrell's forces returned to their own station with the end of the heretek threat, the inquisition was loathe to forget their interference in this purge. Saint Fatimah and her fellow sororitas chose to station themselves within the Astrum Nihilum thereafter, both to honor her blessing by the Emperor, and to keep an eye on the Forge World. When approached for her own preference, Saint Fatimah chose the desert world of Infura Quintus for the foundation of the new convent, for it reminded her of her own childhood home (which she was otherwise reluctant to discuss.)
(2/?)
>>
>>94345347
The newly-established order had little time to settle in. At this time, there was a lapse in Imperial control within the Sarakhan Sector of the Segmentum Obscuris. Local planetary governors had been increasingly been lining their own pockets with what should have rightfully been paid to the imperium as tithes. When investigation by the Arbites uncovered this disloyalty, the governors banded together into a coalition of worlds that kicked out the imperial garrison forces and began to menace neighboring sectors, eager to line their own pockets even further with the wealth and blood of loyal citizens. Rumor had it that there were chaos cults among these elite, and it was perhaps these allegations which brought sororitas forces into the fray so that they might put the traitors down.
3/?
Man I wish the character limit on posts was higher. I keep writing paragraphs that are just barely too large.
>>
>>94345358
Saint Fatimah's fury was ignited when she saw the way the Sarakhan rebels had despoiled the worlds of good, emperor-fearing men and women in their treasonous geed. She led a whirlwind reconquest of the sector, plunging down onto the battlefield from above with the aid of angelic wings. Fatimah sought to inflict terror upon the apostates, cutting down their best champions in grizzly fashion while calling down artillery strikes in vulnerable rear positions, so that the rebel armies might never know respite and fear her presence at any moment. The sisters accompanying the saint followed her example, engaging in suprise attacks upon both the enemy's rear line as well as their civilian infrastructure. Such tactics quickly evaporated any public will to support the Sarakhan uprising, and before long even the governors' own men were fleeing the field in horror. More than a dozen governors were captured alive and prostrated before Fatimah, who cut them down one-by-one after listing their crimes against the Emperor, so that all might know the consequences of allowing greed to overcome your faith and loyalty. The tomb into which the governors's bodies were interred after their execution thereafter gave The Order of the Cleansing Sepulcher its name.
4/?
>>
>>94345362
Upon returning to Infura and properly establishing Sororitas authority over its residents, Fatimah sought to purge any further worlds in the region of heretical taint, engaging in close cooperation with the Exemplars of Hexrax Space Marine chapter. Fighting alongside some of the astartes' finest warriors, the Exemplars developed a great deal of respect for her strength, a true sign of the Emperor's favor, even if it was not one derived from gene-seed. While the Exemplars look down upon normal humans in general, Saint Fatimah is considered a clear exception, and thus the order founded to honor her are to this day considered worthy allies deserving of support.
5/?
>>
>>94345368
One of the Order's more prominent successes came in mid M41, when contacts from the Adeptus Arbites approached the convent with a request for assistance on the minor hive world of Alcotts. A mysterious wave of disappearances among the upper levels of the hive world's cities had stymied current efforts at investigation by local arbites forces, and what evidence on hand seemed to hint at possible heretical involvement. The Arbites held a good deal of goodwill towards the Cleansing Sepulcher from their aid against the Sarakhan Uprising, and for many months Sisters of the Order patrolled the streets alongside Arbitrators. Where Arbites investigative skills were found wanting, Sororitas compulsion worked wonders to force confessions out of suspected traitors, and soon both organizations were canvassing the underhive, where the root of the phenomenon was discovered; a Tzeentchian cult of prospective revolutionaries among Alcott's underclass. Upon discovery, the heretics attempted to spring their rebellion early, but the arbites and sororitas presence was simply too strong on the world. The fires of heretical revolution were smothered by the far more literal fires of the Cleansing Sepulchers flamers, and soon nearly the entire underhive was ablaze. The Arbites soon found their missing persons, nobles kidnapped in order to compel their families' compliance for when the planned rebellion was to reach the upper hive. The cleansing of Alcotts strengthened ties even further between the Order and the Arbites, while the grateful noble families of the world pooled their resources to procure a gift for the Sororitas. Soon Infura Quintus was presented with a relic from holy terra itself; a section of an old Marble column, supposedly detailing one of the Emperor's great victories during the Unification Wars.
6/?
>>
>>94345372
In spite of this and other victories, the Order is currently experiencing a manpower problem. Sisters of the Cleansing Sepulcher seem to fall afoul of bad luck on a regular basis, often being felled in treacherous ambushes by apostate forces, or even simple accidents. This has not hampered the Order's success in purging heresy on a military level, but it has stretched their numbers thin and forced them to take more care in the conduct of their operations.

Order Tactics
The example of Saint Fatimah serves as the basis for Cleansing Sepulcher combat doctrine, with a heavy emphasis on the usage of fear as a tool. Sisters of the Order are taught upon recruitment that the average person's mind is easily led astray, whether by greed, lust, or any other whim. In moments such as this, they must be reminded of their obligation to the God-Emperor, and fear serves as the greatest of these reminders. To that end, these Sisters do their utmost to strike fear and terror into the heart of their foes on the battlefield, whether by sheer flame and brutality, surprise attacks where they heretics thinks himself safe, or simple dogged pursuit until he gives up and surrenders himself to the emperor's mercy. The latter comprises another major aspect of the Order's battlefield conduct, where they refuse to permit the enemy's retreat. Instead, they are subjected to a merciless chase until they are either dead or captured.
7/7 for now
I'm still working on order beliefs, will probably post that tomorrow. Also if anybody wants to put more stuff on order doctrine feel free, I felt like I made it rather barebones compared to the lore.
>>
File: Malaxis Expanse v8.png (1.79 MB, 1192x776)
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Here's the map with the last planet added, along with some extra stuff for you Anons to write lore about.
I feel like we need a couple of threads before we even consider on the next sub-sector, so let's take our time to flesh this out properly, and tie in what we can with Astrum Nihilum.
I'll also give it a moment before I upload the higher res version of it, just in case I need to make more edits going forward.

>>94345342
Neat loredump Anon, love it when everything starts coming together.
>>
>>94346906
So what would Algor Rex be the subsector capital or would it go to one of the shrine worlds?
>>
>>94347450
It is the administratum HQ of the sub sector so it might as well be the capital
>>
>>94347450
Azvitt should be the capital, due to how fast a year is over there.
Every two terran months they ask for their tithes much to the anger of the rest of the sector.
>>
>>94348190
That’s not how tithe works, it’s not like they come on the dot every standard Terran year, and due to warp travel it might take years between the tithe collection.
>>
>>94347450
How about Algor Rex is the administrative capital in charge of handling all of the Bureaucracy, while one of the shrine worlds is the political capital where the decisions on governance occur? Like the warp currents of the region make Algor the easiest accessible place and has a lot of Orbital facilities and defenses that make it excellent for collecting the Imperial Tithe before it gets sent where it needs to go, but the nobles don't want to live there.
>>
>>94345377
Okay, finished it up

Order Beliefs
The Order of the Cleansing Sepulcher is known for having a particularly stoic disposition. Its churches are simple and spartan, as the Order loathes excessive ceremony and decoration, seeing it as borderline idolatry. The God-Emperor is to be revered through work and deeds, rather than mere words. Services are short and to the point, while most sisters conduct their worship in the form of equipment maintenance, combat training, and artisan craftsmanship. The most prominent deed of these is victory in battle, which the Sisters see as their preferred form of worship. Every heretic felled is a prayer, every victorious battle a sermon. Every Sister is expected to praise the emperor through combat at a moment's notice, and their recruitment tradition from the Schola Progenium is accordingly based around new recruits engaging in brutal fistfights with veteran Sisters.
The Order's facilities are also notably low-tech in comparison to many of its contemporaries. This is a reflection of the Cleansing Sepulcher's disdain for high technology, cybernetics in particular. Perhaps a lingering remnant of their beginnings fighting technological horrors on Tartion Omega, the Sisters shun all usage of steel upon the body, to the point of even abhorring prosthetics for injured members. Steel can never surpass sufficiently strong faith, and resorting to such a lowly substitute would be a stain upon their piety.
>>
>>94350710
Cool stuff, it's nice to see Astrum Nihilum isn't forgotten. I've added it to the wiki
>>
>>94352206
What I hope to achieve is a group of interconnected sub-sectors to make up a wider sector, hence why when I made the first thread I wanted to aim "small" with sub-sectors.
>>
So are we at the point of adding faction and organizations into the system at this point, given that all the planets have been rolled?
Because if so I was thinking we could roll up an Imperial Knight House for one of them assuming we can make it fit somewhere. I was thinking Avathan prime might be appropriate for one, given its agriculturally-based nature and degraded tech level.
>>
>>94354669
If anything there might be Knights stationed on Algor Rex, either as part of the standing force or due to be shipped out to some distant warzone
>>
>>94354669
Graffost or Nimbazura might be a decent pick as well.

I was thinking it’d probably be a good idea to roll for an ork klan since the Martyr’s specialize against them
>>
>>94354997
>I was thinking it’d probably be a good idea to roll for an ork klan since the Martyr’s specialize against them
We could do that, and if we get a war world/zone result on a planet in another adjacent sub-sector we can say it's where these Orks might be
>>
Let’s roll for the Knight house.

1d100 for the House’s preferred pattern
>>
Rolled 46 (1d100)

>>94355476
Show us the honour of the Knights Imperial
>>
>>94355543
>Questoris Pattern - "Noble, Proud and Varied. What better way to represent our line? A model for every situation exists."
1d12 for their vow
>>
Rolled 8 (1d12)

>>94355576
>>
>>94355694
>Standing Force - "And these stars are ours to defend."
1d100 for when they made contact with the Imperium
>>
Rolled 95 (1d100)

>>94355731
Rolling
So which planet are we putting them on? Or should we decide that after further rolls?
>>
>>94355740
I’d see let the rolls decide
>The Waning/The Time of Ending (M39-M42) - The House was only rediscovered relatively recently, adding its might to that of the faltering Imperium. Perhaps they were found in the aftermath of the Great Rift blocking off numerous worlds, or even before.
Sounds of it so far Graffost might be the most fitting place to dump them at. 1d10 for their sovereign.
>>
Rolled 4 (1d10)

>>94355822
Rollin, would be cool if we got the unique option
>>
>>94355936
>Imperium of Mankind - The House is loyal to the Imperium, and its Knights wear the Imperial Aquila with pride.
1d6 for its succession laws
>>
Rolled 6 (1d6)

>>94356026
Darn, rolling mechanicus might've been good for tying them to a forge world, but this does leave their character more open for other options.
>>
>>94356132
>The House has come up with its own, no-doubt incredibly convoluted, succession laws.
Alright so d6 for who’s eligible to inherit
>>
Rolled 4 (1d6)

>>94356349
Oh NOW I roll the unique thing
>>
Rolled 5 (1d6)

>>94356349
Rollin
>>
>>94356379
>>94356381
>4. Feudal commune.
>5. Meritocracy.

So, it's only those within a certain extended familial group. But out of them, only the best and brightest are actually permitted to inherit a Knight machine.

Very sensible.

Next up, a 1d10 for Ceremony and the like.
>>
>>94356379
>Feudal Commune:Set of inheritors is entire family.
1d10 for their adherence to ceremony
>>
Rolled 1 (1d10)

>>94356404
>>94356412
>>
>>94356440
>1. Rigid.
Hard rigid at that. Court and ceremony could almost be a monastic-tier series of practices and rituals over something more fluid and casual.

Next up, House demeanour, 1d10.
>>
Rolled 7 (1d10)

>>94356488
>>
>>94356510
>Nonchalant - The House is very fast and loose, and mostly just cares that they have giant robots. Most pilots will be raucous (and rakish) playboys (or girls).
1d10 for their demeanor
>>
Rolled 2 (1d10)

>>94357022
>>
>>94357022
Nah bud, that WAS the roll for demeanor. We already did adherence to ceremony in >>94356440
So they actually got Rigid
Anyway, for Demeanor:
>>94356510
>Suffer Not the Alien to Live - Xenos? *BLAM* No.
Depending on the particular xeno, they may have some common ground to stand on with the Martyr Guard.
1d15 for House Flaw would be next I think.
>>
Rolled 6 (1d15)

>>94357182
>>
>>94357187
>Enjoys a Bit of the Claret - There's a difference between killing the foe and splashing around in their blood. This House tends toward the latter.
1d100 for your figure of legend
>>
Rolled 97 (1d100)

>>94357277
So they REALLY like killing xenos, with extreme prejudice.
>>
>>94357284
>A peasant/member of the Fyrd/Militia
Kek. 1d100 for their deed
>>
Rolled 64 (1d100)

>>94357323
>>
>>94357341
>The hero led a glorious campaign against a rebel army, defeating the foe and bringing an entire sector back into the light of the Emperor
Good on that peasant. 1d10 for their domain
>>
File: Knights vs orks.jpg (426 KB, 1280x1707)
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>>94357353
if this house wasn't founded so recently it would have been a great tie in to the Benivola Lux Crusade that swept over the sector and subsectors in this region of space in M37
>>
Rolled 1 (1d10)

>>94357353
>>94357393
Forgot my roll
>>
>>94357399
>Small, only a territory on the homeworld
Since we have a few contenders for planet we can dump them on. 1d100 for the homeworld
>>
Rolled 8 (1d100)

>>94357405
We can just add the planet as a new world in the sub-sector, we don't have to follow the initial number of planets do we?
>>
>>94357414
>Agri World
True. 1d100 if we want roll for the world’s terrain if we want to make it a new planet. Otherwise 1d10 for their rule
>>
Rolled 8 (1d10)

>>94357424
>>
>>94357429
>Distant rule - "Rule? That's peasant's work!"
Yet a peasant’s a legend. 1d10 for house heirarchy
>>
Rolled 2 (1d10)

>>94357440
>>
>>94357460
>Strict - The House is very rigidly organised, with little room for change or personal freedom.
1d10 for their combat doctrine
>>
Rolled 5 (1d10)

>>94357497
>>
>>94357520
>Lightning Strike
1d100 for preferred knight variant
>>
Rolled 76 (1d100)

>>94357552
>>
>>94357566
>Knight Castellan
1d100 for restriction
>>
Rolled 96 (1d100)

>>94357670
>>
>>94357772
>(96-100)Roll Twice on this Chart or choose something truly unusual (i.e., the House has no Sacristans, there are no supporting Men-at-Arms/peasant militia, etc.)

Given the prior roles have given us a very strict, serious household with an almost monastic (read: Astartes-like) bend to their courtly practices, xenocidal behaviors and distance from the common folk, I put down the vote that they go to war without supporting peasant militia.
>>
>>94358081
That makes sense to me. Perhaps that peasant showing them all up made all the house’s Knights feel like they had lost their way a little, if one of their ostensible charges was able to do so much work. So maybe they made a vow not to field any of their peasants until they prove strong enough to surpass that legendary peasant’s deeds.
>>
>>94358081
>>94358672
So 1d100 for House beliefs
>>
Rolled 100 (1d100)

>>94359535
Rollin
>>94358672
That works. A Lion and the mice kind of story but the lion still refuses to recognises anything wrong.
>>
>>94359605
>Esoteric Beliefs - "Get me the calipers and nails! Ol' Bessy got herself another trophy!"
1d10 for House strength
>>
Rolled 6 (1d10)

>>94359642
>>
Rolled 2 (1d10)

>>94359642
>>
>>94359761
>Nominal: The House can field several Strongholds of Knights, enough to defend its fiefdoms and fulfill its obligations to the Imperium and Mechanicus
Or
>>94359765
>Few, but Proud: The last remnants of a once proud House, these warriors are few in number. Each Knight is a precious relic that is maintained with what resources the House has left. Every battle is a struggle for survival, every loss irreplaceable.
1d100 for their ally
>>
Rolled 70 (1d100)

>>94359804
I’m in favor of nominal
>>
>>94359811
>Ally: Imperial Guard from a specific world
1d100 for their enemy
>>
Rolled 31 (1d100)

>>94359811
>>94359823
>Imperial Guard from a particular world
Well damn that’s perfect. These guys are a perfect match for the Martyr guard, especially because fighting with guard makes up for their lack of a militia.
>>
>>94359829
>Enemy: Chaos Knight house! (Or a Rival House of Imperial Kights)
>>
>>94359842
Well that might be something to roll up later. That’s everything for the Knight House right? Suppose now would be the time to decide what world they’re from. We did roll Agri-world, did we want to make one for them or just put them on Avathan Prime?
>>
>>94359869
I’m fine dumping them on Avathan Prime. I like the idea of giant robots protecting local populace from possible horrors of the ocean. But I’m cool if we roll up their own world.
>>
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Here's some writefagging about a Administratum scribe on Algor Rex, took some liberties with expanding on an established name that didn't have a last name from what I could see

Draxis Rykegard sighed as he placed another completed parchment onto the pile on his desk. Outside his thick glass window, a cold wind howled, and snow swirled in a chaotic frenzy. Beyond the snow-covered bunker complexes, he could make out the foreboding outline of one of the world’s Titans. Likely, it was the “Dread Contempt” a Reaver-class Titan whose princeps enjoyed patrolling it around the perimeter of the 35th Bastion to keep her wits and the machine spirit sharp.

The 35th Bastion was one of many numbered fortress cities on Algor Rex. Here, towering walls, orbital defense lasers, and bunkers dominated the landscape, taking the place of typical hab stacks and manufactoria. The deep bunkers doubled as vast warehouses, stockpiling materials for distant warzones. It was the mission of Draxis and his colleagues to safeguard, store, and dispatch whatever the Imperium needed for its costly wars. For most members of the Administratum, serving on Algor Rex was an honor. Here, they were seen not as mere bureaucrats, but as valued servants of the Imperium a way to serve the Emperor with quill and ink.

Draxis’s thoughts were interrupted by a servo-skull bearing the mark of the Astra Militarum as it floated into his office. The skull relayed a message: a visitor was on the way, a representative from the command staff of Colonel Shannon Sterngrund of the Nyrkhal Martyr Guard.

Sighing, Draxis told the servo-skull he would meet the guest shortly. Disconnecting his scribe-tines from his desk’s sockets, he rendered his augmented hand back to a normal one before leaving his office. A set of large steel doors opened into a bleak hallway where functionality took precedence over aesthetics; what little ornamentation existed was tucked into corners or high up in the arches.

>1/2
>>
>>94360009
After a few minutes walk, passing fellow scribes, servitors, and other personnel, Draxis arrived at the designated meeting room. It was another stark space: a steel table, basic cushioned seating, and a few busts of the Emperor and other historical figures lined the walls. Beyond the gothic window, snow still swirled, now framing a view of one of the many spaceports of the 35th Bastion.

Standing by the window was a tall man with a bushy beard in the uniform of the Nyrkhalians. He turned as Draxis entered and introduced himself as Lieutenant Vilachoff Angmam, adjutant to Colonel Shannon.

After the formalities, Vilachoff explained his purpose directly: he had been sent to secure a shipment of three dozen Chimera transports, along with uniforms, lasguns, and other equipment for a new batch of recruits due to be drafted from Nyrkhal within the next five years. To expedite the process, Colonel Shannon had pulled some strings to secure this meeting.

Draxis was able to approve most of the lieutenant’s requests, though the number of Chimeras posed a problem; the Bastion’s reserves had been largely depleted by the last Tithe transports three years prior, and replacements were still en route. Despite this, the meeting ended amicably, with Draxis relieved that most of the required supplies were already in storage. Now, only a few hundred forms needed filing to redirect the Chimeras to Nyrkhal. Returning to his desk, Draxis settled in as a slow-moving servitor arrived with yet more parchments for him to sign and file away.

>2/2
>>
>>94359975
That sounds like a fun one, we could theme them on whalers or something maybe.
Perhaps we could give them a Moby-Dick rip-off name, like House Aihabh or Pequotans.
>>
>>94360031
House Aihab sounds good to me.
>>
>>94360031
Thundercoil harpoon exists in the knight arsenal, so most of them could be equipped with one.
>>
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>>94359975

>Preferred pattern - The Questoris Pattern.
>Vow. Standing force.
>Founded during M39-M42
>Soverign. Imperium of Mankind.
>Succession laws. Unique and no doubt esoteric and convoluted.
>Who is eligable to inherit? Meritocracy within a Feudal commune/extended family.
>Amount of ceremony. Hard Rigid.
>Demeanour. Suffer not the Alien to live.
>Flaw. Enjoys the Claret. Bloodthirsty as all fuck. REALLY like killing xenos.
>Figure of legend. A member of the peasantry.
>Deed of legend. Lead a glorious campaign against a rebel army, defeated the foe and bought and entire sector back to the fold of the Imperium. The house lives to that humbling example.
>Domain. Small. Only a territory on the homeworld.
>Rule. Distant. It's work for the peasantry (yet they hold one a legend, monastic?).
>Hierarchy. Strict and very rigid.
>Combat doctrine. Lightning strike.
>Preferred knight variant. The Castellan
>Restriction. They don't go to war with their own supporting militia. They have local allies, but otherwise march alone out of a vow.
>Beliefs. Hard Esotetic.
>Strength. Nominal.
>Ally. Imperial guard.
>Enemy. Chaos knight house.

These guys seem VERY space marine-y for a knight house.
Strict ritualized court and structure, distant from others, esoteric beliefs, inheritances and practices but ultimately based on merit in their closed circle, REALLY into killing xenos.
They sound fun.
>>
>>94360887
I think it’s also interesting they have a small domain on the world. So they’ve possible been on the AgriWorld for a long time and the Imperium just didn’t notice when they were first making colonization efforts
>>
>>94361121
Well that brings up some questions regarding Avathan Prime. It was already established as having been discovered during the Benivola Lux crusade which we can at least date to have been ongoing in m37 (founding of the Exemplars of Hexrax). If we go with the earliest option of House Aihab being discovered in early m39, then that's just a millennia or two of the Imperium not finding them while colonizing the planet, which is at least somewhat believable, though it may require some justification.
Alternatively, they could've been founded there post-colonization in order to safeguard the newly-established agri-world. In hindsight I kinda wish the creation table could model something like that, like making a cadet house of an already-existing one establish itself on a new planet or something.
I am in favor of the former personally, but I'm not sure what justification would suffice for their remaining hidden.
>>94360241
Too bad we didn't roll Knight Valiant for their preferred variant, that would've been perfect. Maybe they could be using some custom modifications of on their knights to incorporate harpoons in there somehow. Could be made an aspect of their esoteric beliefs.
>>
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>>94361489
How about their succession laws take the form of a last-family-standing tournament. Mock battles and honour duels determine the next king or queen from amongst the individual bloodlines of the house, with the entire house's operations put on hold until a worthy successor is found from the remaining knights. Unfortunately, the most recent succession took multiple centuries to complete, and the battles grew ever more bloody and real, until a true war amongst the bloodlines grew from what should have been honourable contests of might and skill.

In the thousand-plus years the nobility took to crown a new ruler, having successfully ended every other bloodline of the house, the peasantry were left to fend for themselves, and in the stead of their lords a peasant broke house law and took up arms to save the sector. The peasant is idolised by everyone but the house nobility, who didn't even recognise the problems of the outside world in their succession war, and they themselves view it as a grievous mark against their honour, with the second decree of the monarch being to quell the peasantry.

If you want, the lands of the nobility could be a sealed underground or underwater expanse, which the Imperium could not breach in the millennia of their succession war. As a further explanation for them only being 'founded' recently.
>>
>>94361489
I can see them doing all sorts of modifications to their Knights.
They're incredibly ritualistic, strict and rigid within themselves, but they're also distant and highly esoteric in their lives.

Maybe they mount thunderfire harpoons, or even adapt their plasma cannons into enormous power weapons or close combat weapons, more just using the Castellan frame because it's big, broad, powerful and makes a good base to start off with.
>No one ask why the Knight classified as a Castellan has a giant sword in place of a gun.
>>
>>94361682
Good idea on the Succession War as a background for the peasant’s rise to glory. Not sure about the timeline though, if the peasant recovered a whole sector, he would’ve had to have been a figure from after contact was established with the Imperium. Perhaps the War could’ve continued after their discovery, with the Imperium largely not caring so long as their tithe was paid.
With regards to the house’s attitude towards the Legendary Peasant, I was thinking they might take it in a more self-admonishing yet still patronizing direction. It could vary between individuals, with some viewing the ban on armed peasantry as a way to prevent such a shameful event from happening again, while others could see the ban as a punishment on themselves for (in their eyes) failing in their duties, as had they not been so caught up in internecine warfare, the peasant wouldn’t have had to take up arms in the first place.
As for the isolation, perhaps instead of being underground or underwater, perhaps, given that this is an ocean planet, they might have been on a planet surrounded by a massive millennia-long storm, only establishing contact with the Imperium upon the storm’s dissipating.
>>
Avathan Prime is Early Space Age in tech, right?

Perhaps the Knights are ones capable of travelling on the sea floor and were deployed out of underwater bunkers constructed during the Dark Age of Technology. These bunkers had been accessible from the surface and the wonders within attracted the nobility down there with their retinues, but before contact with the Imperium was established, the passageways broke for some to-be-determined reason (perhaps something to do with the Chaos Knight house?).

When the Imperium comes around, the nobility trapped below the waves was relegated to old stories - thought to be a produce of when it was more in line with a Feudal World. But the Mechanicus heard about the potential DAoT cache down there and slowly made their way down there, eventually finding the surviving population down there.

This is why their domain ended up as Small, because the only things under their direct control are the underwater bunkers and some areas on the surface some were able to reclaim, and the rule was overall Distant, because they were stuck under there. Could additionally explain them being so Rigid in ceremonies, because in that environment, you just CANNOT fuck up with repairing Life Support and the like.

Lack of a Peasant Militia could trace back to them not trusting the surface populace too much to be proper Peasants in their years of absence, and the more adjusted population down in the Bunkers are too valuable to expend on one.
>>
>>94362535
And to be clear, in this idea, those bunkers aren't military bunkers. It could be moreso a resort or whale observation post with the Knight platforms there being for deeps sea strolls/autopsies of the whales-like organisms sorta deal. Most of the features could even be degraded and a then-Fuedal nobility could see it as an impossibly good place to live.
>>
>>94362535
>>94362580
I really dig this
>>
>>94362535
If we go with this, the Legendary Peasant could've been one of the recently subjugated surface-peasants just after the House had begun to re-establish itself and the population was still not fully acclimated to the idea of relying on the Knights' protection rather than organizing for war in their own right.
Also I just noticed a typo I made in >>94361851
I meant to suggest a CONTINENT surrounded by a massive storm, not the whole planet obviously as that wouldn't make sense.
However the Underwater bunker idea is sounding pretty good now. The rigid ceremony being rooted in the need to maintain the bunkers' life support systems could explain why they're imperial leaning rather than mechanicus-leaning, as they would already have a maintenance caste of sorts established in their society, giving the Admech less of an opportunity for an inroads.
>>
>>94363453
Could that an element of that maintenance caste be Squires piloting Armigers? Helverin and any potential Moriaxs would only really be good for squires aiding Knights while Whale Hunting, it could be a different story with Warglaives. Their Thermal Spear and Reaper Chain Cleaver effectively give them a Welder that could be modified for Undersea Welding and a Grinder for removing damaged components or so on.

This would require some way of satiating egos. Perhaps they personify the Ocean in some way as a force that has them constantly under siege, so repairwork that counters it (especially if it leads to a reclamation of a damaged bunker) is treated akin to fighting on the walls?

If that's gone with, then if they ever hear about the Warp being called the Sea of Souls or something, then their reaction might be "Ah, yes, that makes perfect sense as to why that place is like that."
>>
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>>94363542
That would make sense.

The few underwater bunkers are akin to small hives/underwater palaces and, when left without the Ridgid control of the Knightly houses tend to denigrate pretty quickly to rapture-esque places.


Could their love of killing xenos and spilling blood also have something to do with hunting giant undersea beasties?
Similar to how the Space Wolves have aquatic megafauna/tyranid bioforms, maybe the deep seas also have similar knight-titan-grade creatures, which tend to bleed a lot in the process of culling back?
>>
>>94366177
Wasn't the main export of the agri world meat and other resources from some sort of whale, perhaps that has something we can tie it into?
>>
>>94366177
Perhaps all of the time they have spent underwater both when they were cut off and beforehand has given them some odd looking features? Its not to the point of them being abhuman yet, but the limited gene pool during their stay stuck under there is not helping them. So to prove they are human, they go after Xenos more intensely.

Maybe tie in that hypothetical Sea of Souls reaction mentioned in >>94363542 and have it common they are weak blanks? Not strong enough for combat, but it does make people physically around them react as if they are more inhuman. Could be another part of the reason they went down there in the first place, and any noble houses that would have stuck around on the surface no longer exist outside of extremely sparse circumstances (and in the case of revolts, even more reason not to get a Peasant Militia from their homeworld and instead trust in allies who, by virtue of how high up the pilot is in a Knight, both don't know and don't feel the weak aura).
>>
So what other faction/group could we roll up here?
>>
>>94368001
We could roll up the beast the agri world is hunting/breeding for food?
>https://1d6chan.miraheze.org/wiki/Creature_Feature_Creation_Table_for_/tg
We just need to adjust some things to have it fit the planet itself such as homeworld terrain and such.
This doesn't need to be the only creature, they might raise and herd several others as well, it is an agri world after all
>>
Rolling up factions is cool
Rolling up rocks and animals is not
>>
>>94366743
Eh, I'm not much in favor of an abhuman/ angle, feels like it might be a little too OC donutsteel-y for me when applied to a pretty unique situation for a house to begin with. A house of blanks is an intriguing idea though, I wonder how the Throne Mechanicum would interact with nulls, or if it even can?
For Aihab though, I think just them having been an isolated and rather societally top-heavy feudal rapture for a while works quite well.
Also now that I think about it, >>94362535
A whaling culture among the nobility underwater could've been jumpstarted by the Imperium's introduction of whales into the planet's oceans, as they would be in a prime position to ambush more unfortunate whales that were in the middle of their deep-sea dives. This could've been what initially alerted the imperium the something happening down there if their whale herds were mysteriously thinning out.
>>
>>94368486
I was spitballing vague ideas. The Blank aspect alone could probably just be enough for that angle, given how hostile people can be to it.
I believe the Throne Mechanicum would likely be able to interact with them because Knights are older DAoT tech which would predate humanity really waking up as psykers. Maybe it could end up slightly less responsive in comparison, but on the flip side, the Blank pilot could make the Knight itself more resistant to Demonic Scrap Code.

You know, thinking about it more, there's actually a really obvious answer for why the Knights are so anti-Xenos. Think of all the fucked up shit that's in the Deep Ocean like Anglerfish and the various creatures that come out of nowhere during a Whale Fall. Over the years they were stuck down there, they gained an extremely dim view of stuff that reminds them of those creatures because several hunts have turned out in failure because poor timing or something else led their prospective food sources to become infested and therefore spoiled - especially for the pallette of nobility. When the Imperial Cult started moving into society, it wouldn't be hard for them to link Xenos to the existing beliefs around those and thereby transfer the hatred.
>>
>>94368001
>>94368423
The Enemy of the Knight House we are talking about is a Chaos Knight House. Maybe we could roll that up on the Renegade Knight House creation table?
>>
>>94369784
Let’s do it. 1d15 for why they turned Traitor.
>>
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Rolled 3 (1d15)

>>94370005
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>>94370019
>Ancient Oaths - Having long ago vowed to unconditionally support a Chapter, Legion, or group, the House followed their allies into heresy out of an inability or unwillingness to break their ancient oaths.
1d10 for their sovereign
>>
>>94370098
Hoping we end up with Tzeentch for this. While a lot of his aesthetic is tied up in birds, I seem to recall there's at least some deep sea stuff in his repetoire that could allow for referencing Lovecraft's Deep Ones that feels like it'd be really fitting for the enemies of the Imperial Knight House we've made.
>>
Rolled 2 (1d10)

>>94370176
Whoops, wrong field. Let's try that again.
>>
>>94370182
>The Dark Mechanicus or a specific Hellforge
1d12 for their worship
>>
Rolled 4 (1d12)

>>94370236
Show me Slaanesh
>>
>>94370301
>Nurgle
1d5 for succession
>>
Rolled 4 (1d5)

>>94370421
>>
>>94370489
>Peerage: Each title and Knight follows a distinct inheritance scheme; roll again for the type of inheritance that is used for each.
So I guess 2d5 for title and knight succession
>>
Rolled 4, 2 = 6 (2d5)

>>94370514
>>
>>94370622
>Knight Peerage: Each title and Knight follows a distinct inheritance scheme; roll again for the type of inheritance that is used for each.
>Title: Gerontocracy: All titles are given to the eldest eligible inheritor, who may distribute them as necessary (hopefully they're not in diapers!).
Since Knight got the samething again I'd say we opt that their inheritance is unique.

1d6 for who's eligible to inherit
>>
Rolled 1 (1d6)

>>94370713
>>
>>94370785
>Primogeniture: Set of inheritors is children; only go to grandchildren if no children are alive. Full line of succession (when age based) is eldest child > second eldest child > ... > eldest child's eldest child > eldest child's second eldest child > ... > eldest sibling > second eldest sibling > ... > eldest sibling's eldest child and so on, where children > siblings > aunts and uncles > great-aunts and great-uncles, always going "laterally" across a generation before going "down", despite going "down" initially from the deceased.
1d10 for ceremony
>>
Rolled 6 (1d10)

>>94370934
>>
>>94371690
>Nonchalant - The House plays very fast and loose with the rules, and mostly just cares that they have giant robots. Most pilots will be raucous (and rakish) playboys (or girls). Any worship of the True Gods will be through actions and not words.
1d10 for house demeanor
>>
Rolled 3 (1d10)

>>94372846
>>
>>94373280
>No Mercy for the Weak - Let the enemy go so we can follow them? *BLAM* No.
1d10 for flaw
>>
Rolled 1 (1d10)

>>94373651
Do we have a 1d6 page for this sub sector yet, cuz I feel like we need to collect everything we've done so far in once place to keep it all consistent
>>
>>94373745
I don’t think anyone’s made a page yet but that’s a good idea.
>We Stand Alone - The House is isolationist and only attends battle when absolutely required by bonds of honour. As a result, many distrust the House and its intentions...
1d100 for figure of legend
>>
Rolled 65 (1d100)

>>94373864
>>
>>94374041
>Just a regular Knight
1d100 for his deed of legend
>>
Rolled 20 (1d100)

>>94374245
>>
>>94374579
>The figure is remembered as the bane of the Orks, to such an extent that his name is known to the vile greenskins even to this day.
1d10 for the size of their domain
>>
Rolled 1 (1d10)

>>94374803
>>
>>94375145
>Tiny, just the Homeworld/System
1d100 for their homeworld
>>
Rolled 5 (1d100)

>>94375176
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>>94375350
>Feral World
1d100 for its terrain
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Rolled 71 (1d100)

>>94375379
>>
>>94375532
>Volcanic
>Loyalist world is frozen
>Chaos is fire
Poetry. 1d10 for their rule
>>
Rolled 1 (1d10)

>>94375559
>>
>>94375701
>Direct Rule - "So I have written, so shall it ever be."
So far they seem to be a solid foil to Aihab. 1d10 for House hierarchy
>>
Rolled 8 (1d10)

>>94375768
>>
>>94375559
Is Avathan Prime cold? I think I kinda missed the details on the rolls for it.
>>
>>94375910
>Every Knight for himself!
1d10 for combat doctrine
>>94375964
Yeah its -100°C to -41°C/-148°F to -42°F with no axial tilt.
>>
Rolled 4 (1d10)

>>94376016
>>
>>94376016
Well that certainly justifies the nobles rushing down into the cushy, probably temp-controlled undersea bunkers.
>>
>>94376223
>Stealth
…So how does that work for knights ?

1d100 for their preferred Knight variant
>>
Rolled 48 (1d100)

>>94376272
Launch a smoke barrage and fight in the auspex deadzone?
>>
Rolled 35 (1d100)

>>94376272
Distraction Carnifex style. If a few big Knights are making some noise, it's hard to notice the War Dogs.
>>
>>94376272
Depends on what size level we’re talking about. If you’re fighting an enemy Titan, knights can certainly use stealth and misdirection.
As for man-sized enemies, perhaps they’re masters of disguise, festooning their knights with vegetation and camouflage, laying motionless for the enemy to walk into their trap.
>>94376559
>Knights of Slaanesh
It says to disregard if you’re not Slaaneshi or under the Emperor’s children. Should we go with >>94376569
‘s roll instead?
>>
>>94376662
>>94376569 Desecrator pilots are noted for being tyrants, using slaved War Dogs to harry and flank their targets. That seems to match up with what anon said, using smaller War Dogs to sneak up while the big Knight draws aggro. Maybe they could be more predisposed to Slaaneshi worship than their peers just to roll in the other result.
>>
>>94376559
Since the House is Nurgle we’ll go with
>>94376569
> Knight Desecrator
1d100 for their restriction
>>
Rolled 38 (1d100)

>>94377101
>>
>>94377195
>Knight Desecrator
So…reroll then I guess
>>
Rolled 70 (1d100)

>>94377195
>>94377277
Reroll indeed, I blame Tzeentchian trickery
>>
>>94377277
It could just mean the few they have are incredibly sacred. These are kingpin units, tyrants of the battlefield, and they simply cannot be thrown away carelessly like the putrid rabble. It would explain the Stealth tactics and using weaker thrall packs of armigers as the bulk of their forces, and/or could be a slaanesh-nurgle dichotomy if you want to go that way.
>>
>>94377294
>Knight Tyrant
No big boys, kinda works when juxtaposed to House Aihab's preference for the Castellan.
1d100 for House Beliefs
>>
>>94377294
>Knight Tyrant
>>94377316
But I like this explaination. So I’m fine with back tracking on Tyrant being the restricted unit if that’s what we want.

1d100 for their beliefs
>>
Rolled 31 (1d100)

>>94377325
>>94377330
>>
>>94377394
>Dark Gods Above All - "I don't mind praying in the Chapel while sacrifices are made once a week. I mind praying to the arc welder ten times a day."
Praise Nurgle.1d10 for their combat strength
>>
Rolled 5 (1d10)

>>94377509
>>
You know, if we go with the second half of >>94369768 's idea as to why House Aihab hate Xenos, the reminder of the parasites and other stuff that comes out of nowhere and destroys food they get if they aren't careful, then we could have this Chaos House be the opposite, embracing parasites and other symbiotes as a symbol of Nurgle instead of the standard virus or bacterial infection style.
>>
>>94377628
>Nominal: The House can field several Strongholds of Knights, enough to defend its fiefdoms and fulfill its obligations for the Ruinous Powers and Dark Mechanicus
Lastly 1d100 for their ally
>>
Rolled 29 (1d100)

>>94378045
>>
>>94378111
>Chaos warband or specific Chaos Lord
>>
>>94377821
That’s a cool angle to go with, house Aihab would probably already be predisposed to abhor Nurgle in particular among the Chaos Gods, and these guys embracing the exact kind of vermin Aihab despises would make them natural enemies.
For a name I’d suggest House Coronula (it’s the name for a genus of Whale Barnacles)
Also for an additional idea, if this renegade house was dragged to chaos by ancient oaths and serves the Dark Mechanicum, perhaps we could roll a particular hellforge for them to be serving, the holder of that path which damned the house.
Hell, we already rolled a volcanic homeworld for these guys, who’s to say they don’t just live ON the hellforge?
>>
>>94378226
Their homeworld's a feral so I don't think they'd live on the hellforge.
>>
>>94378244
Oh, well nvm my bad, I shoulda checked the prior roll. Could be a hellforge nearby using the planet’s vulcanism for geothermal power though, that’d make a decent reason for them to hook up with a Knight House.
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>>94378286
I can imagine them claiming some unimportant feral world, setting up a shop in a volcano for its geothermal energy, and before long large toxic clouds spew out from the volcano, poisoning the land around them to make it more in line with their patron chaos god.
The base itself can also be defended very well due to its location, and almost unlimited power to run void shield generators.
>>
>>94378226
As another potential faction, this Chaos House rolled up that their legendary deed related to Orks and the Martyr Guard itself specializes in fighting Orks. That might mean that there's some issues with Orks around here so we could roll up an Ork Warboss and Clan that exists around these parts.
>>94378185
I think we should go with Specific Chaos Lord here, maybe rolled up using the Chaos Space Marine/Daemon Prince chart. I think that gives a bit more flexibility on someone who could be put in various lores as fucking with the sector over the Millennia compared to a more enduring force, with them being poised for a comeback with a new force (outside of their typical allies in this House Coronula) after the Cicatrix Maledictum opened up relatively nearby.
>>
>>94378328
I was just thinking an Ork Klan would be appropriate. The Benivola Lux crusade is already established as having dealt with Orks, these guys could be descendants of whatever stragglers managed to not get wiped out by the crusade nor by the Exemplars on Shardana
>>
>>94378366
Or could be another WAAAAGH forming since the subsector's close to "Gork's Grin" and they want to make the journey there.

Regardless 1d10 to see if they're a klan or freebootas
>>
Rolled 2 (1d10)

>>94378383
>>
>>94378399
>Propa' Klan
1d100 for their color
>>
>While the bodies of the ruined house's war dogs are frequently infested with pestilence and parasites befitting their wretched nature, their quick-rotting carcasses akin to the bloated corpse of a sea beast swimming with white-fleshed worms, the corpus of the fallen House's high princes and princesses were notably pristine. Of the two specimens collected, both displayed smooth, waxy skin, a surprisingly fragrant odour and minimal mutation common to their lower castes - extraneous digits and limbs, rotten fingernails and teeth, and so on. Instead, upon dissection, their flesh appeared to be soft and pliant and their viscera had been subtly rearranged from the purity of the human form. A thick slime coated their insides and the secretions bore the scent of strong saline.
>In the first inspection, a movement of the viscera drew the attention of the chirurgeon's guard for fear of a hidden explosive, though this was quickly disproven as a creature the colour of pale gold slithered from the fallen princep's innards and burrowed into the arm of the guard, who was later executed for safety's sake - if not for the mercy of the recording unit's aural devices - and their dissection revealed a far messier state than that of the princeps, but little sign of the creature itself.
>In the second inspection of a still partially living specimen, a similar creature was discovered swimming in the subject's viscera, weaving through its organs before disappearing further into the body. Upon expiration of the subject, the creature was successfully detained and studied, revealing it to be a large golden-patterned eel of assumed alien origin.
>>
Rolled 23 (1d100)

>>94378412
>>
>>94378656
>Green (da Orkiest)
1d100 for da home world
>>
Rolled 55 (1d100)

>>94378685
>>
>>94378708
>Death World: Da funnest place!
1d100 for wot it's like
>>
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Rolled 23 (1d100)

>>94378728
>>
>>94378757
>Garden/Mixed: Lots of places boss!
Doesn't sound like it's the Martyr's stomping ground.

We gots an Ork wots lejundery. 'Oo was 'e again? (d10)
>>
Rolled 1 (1d10)

>>94378952
>>
>>94379081
>Warboss/kaptin
1d100 for wot e’did
>>
Rolled 14 (1d100)

>>94379622
>>
>>94379707
> Krumped loads o' 'umies
Wot boyz is da mob most famus for (d100)
>>
Rolled 99 (1d100)

>>94380932
>>
>>94381017
> Meganobz, or Kanz and Dreadz! (Shock Troopers)
Wot's da mob foight like? (d10)
>>
Rolled 6 (1d10)

>>94381056
>>
>>94381115
> Choppa and Klaw mad! (Close Combat)
Sounds right and propa. Day boyz loyalteez (d10)
>>
Rolled 2 (1d10)

>>94381132
>>
>>94381155
>Proppa ladz, always loyal
Dat spechial stuff (d100)
>>
Rolled 80 (1d100)

>>94381231
>>
>>94381322
>Funny Vehikle (Special Vehicle)
Gork or Mork? (d10)
>>
Rolled 6 (1d10)

>>94381332
10 get!!
>>
>Takes a break for a few days
>Anons are making DA BOYZ without me
YALL A BUNCH O' GROTZ!
>>
>>94381504
DATZ YER FAULT YA GIT FER NOT KOMMIN IN 'ERE SOONAH
>>
>>94381411
>Deyz both good, ya squighead!
'ow many boyz we got left? (d10)
>>
Rolled 9 (1d10)

>>94381834
>>
>Hertigatt Alpha

(1/10)

History:

Hertigatt was settled sometime during the Dark Age of Technology. It was possibly created as some sort of DaoT equivalent of a paradise world. The few ancient pieces of technology recovered during the Great Crusade all seem to be geared toward luxury and leisure, and there is strong evidence that the native population were deliberately genetically modified to improve their attractiveness.

Herigatt peacefully joined the Imperium during the Great Crusade after being visited by an Expedition Fleet led by the Emperor’s Children. Remembrancers attached to the Expedition Fleet created a great deal of art and poetry about the world, emphasizing its hauntingly beautiful deserts, its magnificent sand storms, and its lively festivals. Fulgrim himself, though he never visited the world, was inspired by images of it, and declared it one of the ten most beautiful worlds visited by his forces. This created a brief tourism boom as Terran nobles rushed to experience the world themselves.

The Horus Heresy brought an end to the tourism, and led to a brief civil war between loyalists and supporters of the Emperor’s Children. Records between M31 and M37 are patchy, but it seems Hertigatt managed to keep off the Imperium’s radar for the most part, contributing soldiers when required, and paying lip service to the Imperium even during periods when Imperial control of the subsector was almost non-existent. It developed a reputation as being one of the sector’s most pleasant worlds to live on, and many sector level nobles moved there, giving it considerable political power.

The Benivola Lux Crusade of M37 brought stability back to the subsector, and led to an increase in wealth and subsector trade, much of which ended up on Hertigatt. Hertigatt even became subsector capital between early M39 and early M41, but during these times of increasing instability, the fortifications of Algor Rex are preferred to the obscene wealth of Hertigatt.
>>
>>94382040

(2/10)

Geography and Climate:

Hertigatt isn’t what comes to mind when most people think of a paradise world. It is a desolate world, where water can only be found deep underground, and a large axial tilt means even the well inhabited polar regions are too hot to live on the surface for almost half the year. It is not without its beauty however, its massive sandstorms whose leading edge sometimes resemble tsunamis are often featured in art found throughout the sector, as do its eerie canyons, frequent dust devils, jagged hills, elaborate cave networks, ever shifting sand dunes, desolate barrens, and large colorful moons.

Some hardy flora and fauna does live on the planet, but most of it is found underground. Insects, reptiles, and rodents tend to be the most common. Nearly all creatures get their food from underground, but some spend time on the surface to rest or raise young away from certain predators and vermin.
>>
>>94382066

(3/10)

Economy:

Hertigatt is essentially self-sufficient, its main imports are Guard-grade weapons and luxury goods (including pricey weapons) for the elite, and its main exports are slaves, textiles, and more luxury goods, like exotic foods, paintings, carved statues, and narcotics. It is relatively easy to reach by warp travel, and if it had more potential as a mining or agricultural world, it would have no doubt been over-exploited ruthlessly. However, its lack of potential as a source of essential resources, combined with its powerful political connections, have allowed it to be prosperous in ways even the working class and slaves could sometimes enjoy.

Hertigatt’s reputation as a destination for tourism, relaxation, or retirement was established back during the Great Crusade, though it didn’t become widespread until M38. Unlike highly exclusive pleasure worlds like Sontarch, or specialized ones like Lektra, Hertigatt can be visited by anyone with reasonable amounts of wealth, like senior officials and officers, industrial barons, minor nobles, and successful crime lords. Sometimes Guard regiments and ship crews are granted leave to visit the gutter districts, other times veteran crew members and junior officers and officials will scrape up enough savings to afford a simple retirement here. Hertigatt still attracts its share of truly powerful individuals however, some Terran Houses still occasionally visit here, and many sector tier noble houses, Merchant Fleet owners, and Rogue Trader clans either visit frequently or are based here permanently. Some of the native families have become immensely wealthy as well, becoming planet or sector tier nobles.
>>
>>94382003
>We gots more boyz dan you can toss a herd o' Squigs at! An' trust me, I tried.
'ow big are da boyz boss? (d10)
>>
>>94382082

(4/10)

Society and Culture:

Due to its brutal climate, most cities are built into large hills in or near the polar regions, with the majority of the population living beneath the surface except the wealthy, who live in fortified glass towers and domes, some of which are hundreds of meters tall. During the more pleasant times of the year, parks are set up so that middle and lower class folk can sunbath, join festivals, and participate in other surface activities during their limited leisure time, though getting caught in a sandstorm or dust devil is always a risk.

Hertigatt culture is split roughly into four main groups, the working and middle class Gattics, the slaves, the estate dwellers, and the gutter dwellers.

Most people on Hertigatt are native Gattics, who can be easily recognized throughout the sector by their olive skin, pure white hair (often dyed with streaks of bright colors), brightly colored eyes, lean physiques, amble bosoms, hairless limbs and torsos, and tendency to age gracefully. The majority are employed in hydroponic farms, textile mills, glass factories, massive wind turbine plants, various tourist destinations, and other industries required to sustain the planet and its all important entertainment industry. Even the poorest of them enjoy relatively good standards of living by Imperial standards, including private quarters, frequent festivals, good nutrition, decent heath care, and working days in the 6 to 8 hour range (the days are 14 hours long). Native traditions such as festivals, tattooing, dyeing of hair, revealing clothing with bright, elaborate patterns, and a generally carefree, liberal mindset have survived millennia of half-hearted attempts by the Ministorum to suppress them. Despite their open-mindedness, most try their best to avoid the other three main cultural groups, seeing them as more of as necessary evils than allies (not unlike their views on the Imperium at large).
>>
>>94382105

(5/10)

Slaves make up about 20% of the population, most of whom are hereditary Gattic slaves, though a few are imports from off-world. Selling children to pay off debts or acquire wealth has been legal on and off for ages, and slavery is also a common punishment for stealing from the wealthy. A few slaves become high ranked house staff or consorts who enjoy better living standards than even some upper class free folk, but many find themselves working as domestics or menials in the estate or gutter districts, where sexual exploitation and other abuse is common, and the risk of being exported to a world with even less legal protections for slaves is high. Despite being the lowest of the low, the slaves have their own cynical subculture, which is mostly based around mocking their owners and customers without being caught.

The estates are the full-time homes or vacation destinations of the wealthy and are typically located on the surface where they have sunlight and views of the world’s harsh beauty. They range from clusters of large condo or hotel units, each with enough space for an individual or family, with perhaps one or two servants, to luxurious palaces that can fit thousands of nobles, guests, retainers, and slaves. Some of the owners are off-worlders, others are native, and a few a mix of the two. The culture is a mix of High Terran, High Gattic, and sometimes noble traditions of other worlds. In addition to the owners, occasional bastard children, and native slaves, the estates are home to a mix of off-world retainers and unusual servitors, the more exotic the better. Personal security forces are limited to 50 men, but law enforcement takes the needs of the estates seriously, and can be easy persuaded/bribed to provide permanent perimeter security for the wealthier properties. The estates have a reputation for being cesspools of sin, but really aren’t that different than most places where the obscenely wealthy live.
>>
>>94382112

(6/10)

Every city has at least one gutter district, where laws are more loosely enforced to encourage the more questionable inhabitants and visitors to gather in one place. Casinos, brothels, shady clubs, drug dens, unlicensed medical facilities, slave markets, and more, can all be found here. Most of the inhabitants are natives, often slaves, but there is a very high proportion of off-worlders working here (even before the tourists are counted), as well as mixed race individuals, including deserters, stowaways, fugitives, fired estate retainers, moderately wealthy immigrants, and bastard children of nobility, as well as descendants of the above groups. The culture is an odd mix of Gattic as well as lower class and counter-cultures from dozens of worlds. Although law enforcement is present in large numbers even here, they turn a blind eye to most minor crimes, and many cities have legalized most forms of narcotic use, sex work, gambling within the boundaries of their gutter districts. The gutter districts are meant to appeal mostly to off-world visitors, but many natives come to them as well.
>>
>>94382129

(7/10)

Organizations:

The Great Council: Political power on Hertigatt lies with a council of 90 individuals. Seats on the council must be purchased from an existing holder. Most councillors are native Gattic nobles as they find the minutiae of running the world more important than off-world nobles, though some off-worlders buy seats anyways, either as an investment or a status symbol. However, most who want to weigh in on a political issue find it easier to just bribe existing councillors, which is perfectly legal on Hertigatt. The Planetary Governor is voted in for 10 year terms by the Great Council, but has little power except when dealing with the wider Imperium. Provinces and cities are run by councils similar to the Great Council.

Arbites: The majority of the subsector’s arbites are based on Hertigatt, not that that is saying much, the subsector has been a low priority for ages. The decision to base the subsector precinct on Hertigatt dates back to when Hertigatt was subsector capital, but there has been little talk of moving it to Algor Rex, as the subsector High Marshals have long seen Hertigatt as the main source of organized crime and corruption of Imperial institutions within the subsector. Following in the footsteps of many of his predecessors, the current High Marshal keeps the bulk of his forces in Hertigatt, and relies on small Intelligencer cells to keep him up to date on activities on other worlds within the subsector. He has a ship ready to move men anywhere they are needed however.

Administratum: There is a surprisingly large administratum component based on Hertigatt, another legacy of when it was the subsector capital. The Tariff, Archival, and Munitorum departments are the largest, but Hertigatt has oversized departments of all sorts, in case something happens to Algor Rex and the subsector capital reverts back to Hertigatt.
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>>94382139

(8/10)

Planetary Defence Force: About 1% of the population works for the PDF, which, combined with the ease with which vessels can reach Hertigatt, makes it one of the more readily available sources of manpower in sector. The soldiers are trained and equipped to fight like Guard light infantry, and the PDF is organized so that large amounts of soldiers can be conscripted into the Guard on short notice. The risk of off-world deployment makes joining the PDF unpopular. Although some elite formations (generally the first to be conscripted) are made up of well motivated individuals who passed many difficult tests to join, most formations have minimal standards. Volunteers include bored nobles, wannabe adventurers, and those seeking to prove their world's warrior spirit to a skeptical Imperium, but also many who couldn’t find good employment elsewhere and are hoping no Guard regiments are raised during their period of service. When numbers are low (which is often) the PDF also recruits convicts, and purchases slaves at market value for low tier domestics and menials. The children of off-worlders are disproportionately represented, as they are generally more patriotic than the native Gattics. Hertigatt Guard regiments are generally competent, though their reputation is tainted by the mixed performance of emergency levies raised from the weaker sections of the PDF. Although trained as light infantry, they are often used as expendable front line fodder, a fact that is well known on Hertigatt and makes PDF service even less popular.

Mechanicus: Hertigatt is home to a large population of tech-priests, mostly from Algor Rex and Tyrell-82. Most of them are there to honor contracts between their forge-masters and the nobles and governors of Hertigatt, in order to maintain high tech government owned infrastructure, or the toys of the elite like gold clad servitors and fancy holodisplays.
>>
>>94382172

(9/10)

Law Enforcement: Despite its sleazy reputation, Hertigatt is also known for its overabundance of law enforcement. Nearly 5% of the population work for law enforcement in some manner, including the planetary and provincial level enforcers, the municipal peace officers, the special constables of the estate and tourist districts, the rangers of the sparsely inhabited zones, and the undercover officers and informers that each law enforcement force maintains, particularly in the gutter districts. Few officers are genuinely corrupt, but all of them are instructed to put the economy first and foremost, and will go to great lengths to ensure that the interests of the wealthy are looked after, including guarding property, capturing runaway slaves, guiding lost tourists, and discretely dealing with troublemakers in the gutter districts like pickpockets and thieves while maintaining the sleazy atmosphere that attracts people there in the first place. The quality of individual officers varies, but even the friendly and harmless looking special constables of the tourist districts are trained in combat. Law enforcement work pays relatively well, and is a popular potential career choice for both lower and middle class youth, thus allowing law enforcers to only hire those individuals with the best natural attributes for a particular job. The rangers are particularly well regarded, and are seen as the truest inheritors of Hertigatt’s ancient, almost forgotten, desert warrior traditions (some PDF formations, desert bandits, and freelance mercenaries would contest this however).

Inquisition: Although the Inquisition has no permanent offices on Hertigatt (their only official presence in the subsector is on Algor Rex), they do visit from time to time. Slaaneshi cults are not uncommon on Hertigatt, as are criminal organization trafficking prohibited goods like texts, xenos technology, and tainted artifacts.
>>
>>94382212

(10/10)

Ministorum: There are surprisingly few priests on Hertigatt who are official Ministorum members. The pontiff is essentially an ambassador for Quaddra’s Fall, and his small but senior ranked staff split their time between hobnobbing with Hertigatt’s elite and investigating rumors of heresy among the lay clergy. Off-worlders bring their own priests if desired, sometimes Sisters of the Famulous as well. The natives mostly rely on a mix of festival organizers, tattoo artists, clan elders, and traditional medicine practitioners to meet their spiritual needs, even though most such individuals see themselves as secular. Grass-roots Emperor worshipping cults crop up from time to time though, as do neo-pagan cults, which are monitored and suppressed respectively. Many off-worlders find the lack of an official Ministorum presence disconcerting, but Quaddra’s Fall has a long history of only sending resources where they are desperately needed, and instead prefer to spend their time on internal matters.

Orbital Defence Force (destroyed): Hertigatt’s location at the nexus of several minor warp routes, plus its popularity with wealthy tourists means that warp vessels are a frequent presence in orbit. On several occasions, planetary officials and the Sector Navy have tried to build up a small orbital defence force of stations and monitor vessels, but on three separate occasions the force was wiped out by xenos raiders. Noticing the cost of the damage to the surface was less than the cost of constantly replacing stations and ships, the relevant parties agreed to stop rebuilding the ODF, particularly after Algor Rex became subsector capital instead.

Astra Telepathica: A handful of telepaths can be found on Hertigatt for use by government, Imperial institutions, and wealthy individuals.
>>
Rolled 8 (1d10)

>>94382092
>>
>>94382371
>Da boyz be as big as dem regular gits' nobz!
1d100 for their ally
>>
Rolled 39 (1d100)

>>94382944
>>
>>94382092
>>94382944
This clan feel like it needs a Warboss to be rolled up. Because this feels like more than enough Orks to hit that mass.
>>
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>>94383188
>Dem 'nid squigs
See dem gits ova dere? Krump 'em. (d100)
>>
>>94382944
>Massive clan of massive boyz who luv their choppaz, luv their meganobz, and luv their car
>simple az
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Rolled 20 (1d100)

>>94383648
Isn’t there a GSC cult in the neighboring subsector?
>>
>>94383767
yeah but it is basically a puppet for a slaaneshi cult
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>>94383767
>Ovva Orks
Wot's da biggest, most aweshum thing we've eva' looted? (d100)
>>
Rolled 51 (1d100)

>>94383855
>>
>>94383925
>One o' dem 'umie Titans
Wot did ya do wit it? (d10)
>>
Rolled 9 (1d10)

>>94383941
>>
>>94384218
>Made some 'uge piles of it
I'm a little confused as to what this one means. Did they sell it for piles of teef?
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>>94384369
Sounds like they just took it apart and its just scrap lying around now. Probably use it various terrain pieces
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>>94384369
Orks just love to make literal piles of things. They could've made a cool fortress of the scrapped titan if they were feeling pragmatic that day, using its torso and arms as a massive swiveling turret.
Proposing they be called something fairly blunt like Da Big Green Claw, and they prefer to use claws and powa-fists. For their special vehicle, maybe they use a ramjet? As in, a literal jet they use to ram and get into the fight as fast as possible, flying a few meters above the ground and with as many boyz clinging to the wings as can fit.
>>
>>94384369
>>94384391
>>94384429
We would have needed to get a 1-3 for it to have been scrapped and repurposed. It also didn't blow up, that would be 4-5, and the Orks still have it as it being stolen would be 6-8. However, they don't also seem to use it, as that would be a 10.

Maybe...they found an old cache containing a few titans, but da Boys don't know how to activate them, so they dragged them up to flank the big chair of the Warboss. Sorta like House Steiner of Battletech's Lyran Commonwealth (pic related).

Since the Orks like both Gork and Mork, maybe the Titans were Green and treated are treated as statues of the two gods?
>>
>>94384608
With 1-3 I assume the Mek used it for actual parts for Gargant or something. With the 9 I assume its just have it lying around, stapled some pieces of scrap to it and called Smashabase or something
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>>94382230
Great stuff Anon, enjoy it thoroughly when reading through it
>>
Bump
>>
Ork Summary
>Propa' Klan
>Color: Green (da Orkiest)
>Home world: Death World: Da funnest place!
>Terrain: Garden/Mixed: Lots of places boss!
>Ork Lejund: Warboss/kaptin
> Deed o' Lejund: Krumped loads o' 'umies
> Famus Boyz: Meganobz, or Kanz and Dreadz! (Shock Troopers)
>Mob Taktiks: Choppa and Klaw mad! (Close Combat)
>Boyz Loyalty: Proppa ladz, always loyal
>Spechial Stuff: Funny Vehikle (Special Vehicle)
>Gork or Mork: Deyz both good, ya squighead!
>Boyz Strength: We gots more boyz dan you can toss a herd o' Squigs at! An' trust me, I tried.
>Boyz Size: Da boyz be as big as dem regular gits' nobz!
>Not Krumpin': Dem 'nid squigs
>Krumpin': Ovva Orks
>Best Loot: One o' dem 'umie Titans
>Wot Happened: Made some 'uge piles of it
So these boyz seem like they'd like having Meks around with all their heavy stuff and their special vehicle. I'm guessing their Warboss had defeated one of the Martyr's regiments that deployed on their homeworld. The Imperium might have lost that planet and the WAAAAAGH's on their way here to continue the fun.
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>>94388887
Seeing as they are Krumpin' other Orks there might be a war of dominance over the warband or a merger of two warbands
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>>94388987
Might be over soon since they got numbers and nids helping ojt
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>>94389159
It's not stated they aren't allies with nids, it's just that they aren't fighting them at this very moment, but who knows there might be a spliter fleet attacking the rival orks, and the warboss being kunnin decides to krump the gits before fightin the Tyranids
>>
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>>94388887
If we get a war or a xenos world in the next sub-sector we gotta put this warband there
>>
What other stuff could we roll?
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>>94389265
Still hoping we get a weird faction. Independent humans, renegade space marines with a familiar speech impediment, Necoho cults, abhumans, hell... A well-adjusted inquisitor. Let Warhammer get weird.
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>>94390751
We should get the 1d6chan page setup for this region. Both to get the archived threads linked easier, and so we can more easily see what we have to work with.

There might be some weird shit in here already that you've forgotten about, or by getting all the data in one place, we'll be able to see opportunities of what can be expanded on to get that stuff.

Maybe figure out some stuff we rolled up here that can be hooked up to the stuff made for the Astrum Nihilum subsector.
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>>94391186
So who’s gonna set up the page for this subsector?
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>>94390268
Too bad there aren’t creation tables for battlefleets, cuz we could have seen what naval vessels are stationed in the sub sector if that were the case.
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>>94390268
Could do an Inquisitor and his cell, maybe a raiding Kabal, chuck a Sororitas order on the shrine world maybe.
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>>94392227
There’s an inquisitor stationed on Algor Rex already, but a sororitas order on either Quaddras’s Fall or Azvitt Primus would be feasible.
Perhaps we can flip a coin (rolling a d2) before or after the rolls for the sororitas to see which shrine world they are stationed on/hail from and we can adapt their looks, methods, cultures after the world they are on, etc
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>>94392227
I think a Kabal could work Ghastel Gate sounds like a webwau entrance to me >>94346906
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>>94392426
If it’s a know webway gate/entrance, wouldn’t the Imperium keep it patrolled or blockaded?
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>>94392977
Imperium at large doesn't know about the webway, and likely doesn't know much about the eldar that use it. They'd probably have vague stories about ships being lost near that system, but most would chalk it up to pirates, or other more known xenos threats. The name is likely just a coincidence.
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>>94390268
Could roll up a hellforge to be the sovereign for House Coronula
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>>94392343
A subsector would have multiple inquisitors

There is already a sororitas order in the neighbouring sector, but maybe a non-militant group could work
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>>94396709
I think most of the planets rolled to have little to no Inquisitorial presence outside of Algor Rex. That probably causes a few issues.
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>>94398081
Inquisitors move around a lot, probably there is a subsector stronghold on Algor Rex and individual inquisitors pursue leads wherever they go
>>
bump
>>94392426
Was there anything previously rolled for Ghastel Gate?
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>>94401450
No, just added by Map Anon for us to come up with something creative
>>
Starting to write up some lore for House Aihabh, will post the House History once I get that done at least.
Do we wanna start rolling up a Dark Eldar Kabal as well?
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>>94404098
I'm down with rolling for a Kabal, not sure where they fit into the wider subsector(s) yet but there's always room for more stuff as we go on.
I also got started with a Dark Eldar Killteam so I might base them off the Kabal we roll if it's interesting enough.
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>>94404569
Well, I suppose we oughta get started then
Roll 1d10 for the Kabal's age
>>
Rolled 8 (1d10)

>>94407074
>>
>>94407367
>Old (2,500 - 5,000 years old)
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>>94410170
Current Archon (d10)

Forgot to add what next roll was gonna be
>>
Rolled 7 (1d10)

>>94410180
>>
>>94410241
Hellion that 'graduated' from the mean streets

>Archon Personality (2d10)
>>
Rolled 10, 2 = 12 (2d10)

>>94410343
>>
>>94415074
>Calculating: "But of course I planned it all along! Why else would the pitiful mon-keigh think to unleash their most powerful weaponry at the exact moment my fellow Archons were crossing the bridge?" -Sikri the Schemer, Archon of the Kabal of the Dying Sun
>The Archon's ability to out-plan everybody else rivals that of Vect himself.
>Curious: "These grey-skinned creatures; send a raiding party to one of their worlds. I wish to know if their foreheads can be used for something useful." -Universal Commorite response to discovery of the Tau.
>The Archon is driven by curiosity about the universe more than anything else.
Honestly that's a remarkably tame attitude for an Archon to have. Not quite "innocent", but far less actively malicious.
>Kabal Origin (1d12)
>>
Rolled 7 (1d12)

>>94415164
>>
>>94415188
>Descended from a pre-Fall Pleasure Cult
Kinda works with the archon's curiosity, they could always be looking for new and exciting things to use in the blood orgies.
>Kabal Demeanor (1d8)
>>
Rolled 6 (1d8)

>>94415243
>>
>>94416282
>Why do you hate Commorragh? - Particular hatred for their super-pure and uptight siblings.
On brand for a former pleasure cult, those damn sticks-in-the-mud could never loosen up and join in the fun.
>Kabal Flaw (1d8)
>>
Rolled 5 (1d8)

>>94416384
>>
>Algor Rex

History:

Algor Rex was inhabited during the Dark Age of Technology, but little is known of that time other than they had some powerful ground-to-orbit defensive weaponry that the Mechanicum got partially working in M41.

The Algor System was visited by surveyors on several occasions between M30 and M34, but it wasn’t until late M36 when the Horatia Rogue Trader clan saw the potential long term profits that could be realized by setting up massive mines and foundries to mine and refine the vast quantities of moderately valuable minerals that could be found on Algor Rex and the nearby asteroid belt. What Algor Rex lacked in rarity it made up for in variety and quantity, and Horatia estimated that if they could reach the point where they could fill twelve kilometer long mass conveyor ships on a regular basis with high end products, the profit margins would be much better than filling small void hoppers with unrefined ore. It took several centuries for the operation to reach that scale, at which point the Horatia clan mostly slew each other in a drawn out civil war. However, by this time, the world’s output of high quality steel was large enough to be seen as strategically significant to the Munitorum, who decided to take direct control of the planet in order to ensure the supply, as well as fortify the planet so it could be used as a staging point for the Guard and Navy. By early M38, a large contingent of tech-priests and their allies moved to Algor Rex from Tyrell-82, including a titan legion, further cementing Algor Rex’s reputation as a stronghold.
>>
>>94416707
> A Knife in Every Back - The Kabal is riven by internal feuds to a degree that is extreme even by Commorragh standards.
It’s probably hard to tell how much of the stabbing during the blood orgies is just for funzies and how much is an actual murder attempt.
>Territory Location (1d10)
Also you know what we haven’t picked a name for the Orks. How about Da Killin Forezt? Cuz like, their boyz are Green, really tall, and they’re from a garden (death) world.
Maybe the death world has actual treants the Orks fight on a regular basis to give extra reason to naming themselves after them.
>>
>>94416799

(2/8)

Early M39 was a rough period for the Malaxis Expanse. WAAAGH!!! Dakkateef had overrun several worlds and invaded several others, while Corsairs from Craftworld Lin-hail and operatives of the Emperor's Children spitefully raided and sabotaged world’s away from the front lines. Algor Rex was a particular popular target of the Corsairs, and the world became essentially cut off from the wider Imperium due to constant raids on shipping and the orbital stations. The Van Der Gaaf Rogue Trader House offered to break the blockade with its private fleet, allegedly experienced dealing with Eldar Corsairs, in exchange for ownership of many of the most profitable mining areas, the main orbital stations used for cargo transfers, as well as symbolic rulership of the planet. The Munitorum was outraged at first, but eventually agreed to the terms. To their dismay, the Corsairs dispersed not long after the Van Der Gaaf ships arrived in the system, without even a shot being fired.

The Munitorum greatly resented being forced to agree to such terms for so little gain, and undermined House Van Der Gaaf where they could. For the next several centuries, a hidden war was fought between the Munitorum and the Der Gaafs via political manoeuvring, bureaucratic shenanigans, and sometimes outright sabotage or assassination. Due to high taxes and tariffs, the Der Gaafs ended up depleting the mines they won with little profit to show for it, and the orbital stations they owned were bypassed when new stations were constructed by the Navy at the request of the Munitorum. However, they remained ceremonial rulers of the world, and found profits where they could. The additional stations enhanced Algor Rex’s reputation as a budding fortress world, which was further increased when a number of redundant asteroid mining stations were pulled into Algor Rex’s orbit and turned into additional weapon platforms.
>>
>>94416807

(3/8)

In late M40, Exacta (the planet), the Administratum HQ in the sector, was destabilized by a lower class revolt. The Administratum decided to redistribute its assets between several different less inhabited worlds it could more tightly control. Algor Rex became the headquarters for the sector’s Departmento Munitorum and Departmento Exacta, and thus responsible for imposing and collecting whatever taxes are needed to support wars and operations undertaken by the Imperium throughout the sector. This was a massive boast to its prestige and importance of Algor Rex, and led to it becoming subsector capital in early M41, though Hertigatt remained the main hub of civilian wealth, and Quaddra’s Fall the religious hub.

Geography and Climate:

Most of Algor Rex is covered in ocean, an ocean covered by a sheet of ice at least several hundred meters thick. Most of Algor Rex’s cities are located on the few rugged, isolated islands, but there are some mines on the ocean floor as well where particularly profitable mineral deposits were located. The temperature on the surface has never risen above -20C even near the equator, and -120C has been recorded near the north pole during the winter. There is no native life other than some pseudo-plankton and krill in the ocean.

The islands are volcanic in nature, though no volcanic activity has occurred for millions of years. The weaker sedimentary rock has partially worn away, leaving billions of columns made up of dense, often mineral rich, black rock. Some of these columns are just meters wide, others kilometers wide.

The planet is also known for its rapid spin and its many satellites. Over the course of a standard sixteen hour shift, those fortunate enough to be able to see the sky would be treated to four sets of sunrises and sunsets, as well as seeing the world’s eleven moons and over one hundred orbital stations dance across the sky during the four periods of darkness.
>>
>>94416818

(4/8)

Economy:

Algor Rex imports most things it needs to support its population and fill its massive Munitorum stockpiles including weapons and munitions from Tyrell-82, basic Guard gear from Dantem Minoris, and ration packs from half a dozen worlds. Much of the civilian population also lives on Guard ration packs and uses clothing and furniture meant for Guard use. Should Algor Rex fall under siege, as it has several times in the past, there are enough ration packs to support the civilian population for several decades.

Algor Rex’s main export is different types of steel and other alloys. They are known for being high quality for what they are, but still relatively common materials that many worlds can make for themselves. Algor Rex also makes a wide range of basic metal tools and parts. The mining industry is slowly drying up as many of the main mineral deposits are now depleted, and therefore the birthrate has been deliberately kept low for the past few centuries to slowly decrease the population. The tech-priests posted to the world are mostly focused on maintenance, but can sometimes set up factories for building high demand items for the Guard provided they have the needed raw materials.
>>
>>94416827

(5/8)

Society and Culture:

Algor Rex’s society is harsh and oppressive, but also in some ways more egalitarian than many Imperial worlds. Nearly all children are sent through brutal filter camps at an early age, where they are assessed for a wide range of aptitudes. The bottom half become unskilled menials for the mines and foundries, while the next 30% are trained for basic clerical work with the Administratum or semi-skilled work in the mines and foundries. The top 20% end up in the PDF or as space station operators depending on their strengths, though a few also specialize in advanced fields like medicine, law, engineering, or accounting. The top positions at the Administratum are mostly reserved for graduates of the planet’s Schola Progenium, which is also heavily used by the Inquisition fortress based on Algor Rex. The Mechanicus and other elite Imperial organizations, as well as VDGCorp and other remaining private entities are unable to draw from the general population, and instead rely on a mix of their own offspring and imported off-worlders.

About a quarter of the population works directly for the Administratum, and most of the rest work for organizations that are controlled by the Administratum, including the mines, foundries, PDF, and ODF. All these individuals are considered property of the Administratum, and have very few rights or freedoms. They can’t reproduce without permission, are fed all sorts of mind and body altering chemicals, can’t own any property, are remotely monitored 100% of the time, and can’t travel anywhere without having the bar codes on their foreheads scanned at multiple checkpoints to track their movements (and confirm they are allowed to travel to a particular location). Most make do with a single set of work clothes, a few sets of underclothes, and a bunk bed in a bunk hall, though some in senior positions get their own room, or even a small suite of rooms, albeit with very basic furnishings.
>>
>>94416838

(6/9)

Organizations:

Administratum – About 25% of population works directly for them, with most of the rest answering to them. Algor Rex is the headquarters of not just the subsector Departmento Munitorum, Departmento Exacta, and Officio Auditae, but the headquarters for the overall sector as well. Other departments like the Officio Medicae, Logis Strategos, and Departmento Archivum have a strong presence here as well. The Administratum is also responsible for law enforcement on this world, which is carried out by a specialized branch of the Auditae who search for sources of inefficiency. Few crimes are dealt with swiftly, but every few weeks the Auditae will arrive at any given worksite to punish any worker identified as disruptive or lazy.

Mechanicus – The Mechanicus on Algor Rex descend from political ideologues from Tyrell-82 who felt the Second Schism of M38 didn’t do enough to bring their forge world out of isolation. They quickly became fully independent, referring to themselves as being from the Algor Rex Forge, being led by a Forge-Master who answers to none of the forge worlds in the sector, and signing support contracts with various other factions across the subsector and beyond. Their main focus is supporting the Imperial war machine, including Guard, Titans, Knights, Navy, PDF, and various armed space stations, but they also maintain a Skitarii force for when they feel more direct involvement is needed.
>>
>>94416846

(7/9)

Inquisition – The only Inquisitorial Fortress for the entire subsector is located on Algor Rex. It is a large space station known as the Emperor’s Light that is capable of docking the strike cruiser and several corvettes used by the subsector Inquisition. There are only a dozen or so Inquisitors based out of there, not enough to have truly distinct Ordos or ideological camps, but certain inquisitors have developed a reputation as being good against certain types of xenos, heretics, or daemons, and although everyone there is Amalathian in theory, there are ideological disagreements on how much effort should be made to preserve the status quo when individuals are found to be incompetent or mildly corrupt, as well as just what sorts of knowledge are considered tainted. The Emperor’s Light is home to training centres, research halls, prisons, laboratories, garrisons of Storm Troopers and veteran Guard, and anything else the Inquisition may find useful.
>>
>>94416859

(8/9)

PDF – The Algor Rex PDF numbers nearly 10 million and is known for its extensive use of armored vehicles to traverse their icy cold planet. They are an elite organization that only takes in the most promising children and puts them through over a decade of extensive training. They are skilled at fighting in both rugged terrain and in urban areas, as they run frequent drills in the ice sheets, rocky islands, and abandoned mining complexes of their world. Their doctrines make them great for recruiting mechanized, armored, artillery, and other vehicle mounted Guard regiments from, which is handy for the “shock-and-awe” type warfare the Administratum sometimes uses to force worlds to pay their tithes. Sometimes, the Munitorum will also organize Labor Corps and other Guard support formations from the menial population.

Orbital Defence Force (ODF): This organization runs the majority of the nearly one hundred fortified orbital stations that defend Algor Rex, as well as operate a few system monitor vessels. Like the PDF, the ODF gets very promising children assigned to it and puts them through extensive training in one of several specializations based on their perceived aptitudes. Members of the ODF are sometimes encouraged to enlist in the Navy as warrant officers, armsmen, and specialized crewmen when the Navy is facing personnel shortages.
>>
>>94416870

(9/9)

Ministorum – The Ministorum has limited presence, as per Quaddra’s preference to send its holy men only to where they are needed most. Most priests on the world are senior figures and their support staff, who mostly stick to major ceremonies and sermons for senior officials, while everyone else on the planet gets sermons from their supervisor or designated layperson preacher. The Ministorum also runs the planet’s large Schola Progenium, which takes in orphans from across the sector.

Other Imperials – The subsector office of Telepathica here, although there are more telepaths here than any other world in the subsector, most of those working for the Telepathica here are bureaucrats and support personnel. The Arbites limit themselves to a few hidden cells of Intelligencers, but can import additional forces from Hertigatt when needed. There is also a half-strength titan legion and a knight house based on this world.

VDGCorp – Short for Van Der Gaaf Corporation. They once ran a significant portion of Algor Rex, but have now been reduced to manning the defenses of certain space stations they once ran, intimidating certain Rogue Traders over missing taxes, and other niche roles that the Administratum allows them to fill due to either tradition, indifference, or desire to avoid culpability. Perhaps their most prestigious role is providing security to Queen Sibia Van Der Gaaf, who is technically ceremonial ruler of the world, though many even on Algor Rex are not aware of this. Sibia and her inner circle are among the few on Algor Rex who live in luxury. The employees are mostly poorly paid hereditary members of the Corporation, or even more poorly paid off-world hirelings, but their quality of live is better and much less oppressed than the majority of the planet’s inhabitants.
>>
Rolled 9 (1d10)

>>94416806
10 get!
>>
>>94416931
Exiled onto some other world
Oh so this group of dark Eldars aren’t even in the webway, not that they don’t use it or that they don’t travel to the Commorragh which they still probably do. But that means they can be a local threat and be placed on a map, probably in the next adjacent sub sector

>Territory Condition (1d100)
>>
Rolled 5 (1d100)

>>94417903
>>
>>94416799
Good stuff Anon, another banger of a loredump
>>
>>94418968
Average

>Kabal Tactics (1d10)
>>
Rolled 2 (1d10)

>>94419954
>>
>>94420482
Infiltration Tactics

>Kabal Resource (1d100)
>>
Rolled 11 (1d100)

>>94421013
>>
>>94421428
Nutrient sources
So we have a former pleasure cult exiled out of the webway onto another world, and they're known for having food. Did they become farmers?
Oh god they might be running plantations.
>Kabal Signature Weapon (1d10)
>>
Rolled 10 (1d10)

>>94421637
>>
>>94422025
>Pick any one from above
Well, should we go with the meme I floated before and go with slave hunting focus?
>>
Alright time for House Aihab lore-dumping (in part, still working on the house culture & tactics)

House Aihab

House History
House Aihab was established at some unknown time prior to the founding of the Imperium on the frozen world of Avathan Prime, long before their discovery by the Imperium in m39. Life on the world was harsh for many millennia, with the hardscrabble populace eking out a livelihood within the marginally more hospitable ravines and canyons which dot the planet's surface. This meager existence only changed with the miraculous discovery of massive tunnels into the depths of the planet, far underneath its cold oceans. Currently believed to be the remains of research stations from the Dark Age of Technology, this subterranean labyrinth led to highly-advanced facilities at the bottom of Avathan Prime's seas. Naturally, the Avathan Nobility eagerly took the plunge into these undersea edens, enjoying the luxuries provided by their climate control and advanced technology as they claimed ownership over the habitats. While a portion of the population was brought down along with the knights to provide skilled labor and maintenance, the vast majority of the peasantry were left upon Avathan's surface, to dream of the days when they might journey down to the rapturous realm of their lords. This golden age was not to last, however. At some point at least a millennium before m39, the tunnels linking the habitats to Avathan Prime's surface collapsed, likely due to seismic disturbances within the planet's crust. This had the consequence of separating the vast majority of the planet's nobility from the rest of its population, to disastrous results on both sides of Avathan society.
(1/9?)
>>
>>94422250
The nobility were cut off from their primary source of food and labor, causing an existential crisis of manpower within the habitats. While the repurposing of the fiefs' facilities for undersea greenhouses alleviated the immediate threat of starvation, the ensuing centuries saw a great amount of conflict between the Knightly houses over what little peasantry remained following the collapse. Despite the resulting duels and wars that followed, the knights were keenly aware of how fragile their domains were, and rather quickly developed a highly ritualized code of conduct to resolve disputes among the fiefdoms without causing undue collateral damage or loss of life among the peasantry. Chief among this code's tenets were the prohibition of the peasantry from combat, or indeed from bearing arms of any sort, as well as mandating that duels between knights be conducted within the vast plains of the Avathan sea floor, out of range of the precious habitats. Other than that, life carried on within this dark world, the nobles spending their non-dueling or ceremony time keeping their bunkers well-maintained and safe from the various undersea horrors that inhabited the deep.
(2/9)
>>
>>94422261
Centuries of this paradigm led to Avathan nobility becoming extremely ritualized, and it was only disturbed when strange, massive creatures began to be sighted within the Avathan depths. Unbeknownst to the nobility, these were cetaceans introduced to the planet by the recently-arrived Imperium at the hands of the Admech Magos Genetor Wilheim Herbsom. While these creatures had initially been placed in purpose-built enclosures upon the planet's surface, significant numbers eventually began finding their way into the greater Avathan Ocean. The Nobles were quite happy to begin hunting these mysterious leviathans, as the tremendous amounts of meat they provided became a major boon to their food supply. House Aihab were among the first nobles to begin capitalizing upon this new resource, using the power gained from it to engage in a whirlwind consolidation of the habitats under their near-total rule. Soon enough, however, the Imperium began to notice the thinning of Avathan Prime's whale herds, and the Adeptus Mechanicus was prompted to begin a search of the planet's depths. Preliminary scans indicated the presence of Dark Age tech, and Mechanicus tech priests accordingly conducted a whirlwind search of the Avathan tunnel system, clearing the worst of its blockages and establishing contact with the Knights of House Aihab in m39.
(3/9)
>>
>>94422271
Once reconnected with humanity at large, House Aihab was quick to swear fealty to the Imperium, followed by the re-establishment of their domains upon the Avathan surface (albeit on a much smaller scale). This led to a great degree of friction with their newly-reacquired peasant population on the Avathan surface. The Surface Avathans had been bereft of their sovereigns for over a millennium, and for most of them, the memory of the Knights and their great machines of war became a long-forgotten myth. Despite this, they had survived, and had even begun to thrive with the arrival of the Imperium. As such, many were confused and resentful of the idea of having to serve under some jumped-up nobleman who just emerged from underground the other day.
Unfortunately, few among House Aihab's number felt keen to assuage these concerns among their subjects, as no sooner had they returned to the surface than the House became embroiled in a grueling succession conflict. Upon the death of its High King, it had become customary for Aihab scions to engage in martial contests to determine their new leader, putting all greater operations of the house on hold until the contests' conclusion. With the new breathing room and security they had suddenly acquired before High King QueeQuay's death in late m39, many among the house now felt less inclined to hold so much to ceremony and fight fair. The succession war accordingly became more bitter and bloody as time went on, with a great deal of death and destruction upon the planet's surface, and even several habitats being destroyed.
(4/9)
>>
>>94422280
It was into this background that the peasant Ismael Harpon was born. A Surface Peasant born in a time when an independent, martial spirit of their whale-ranching ancestors still remained among those people, Ismael soon became a prominent member of the Aihab militia (An institution which the nobility begrudgingly tolerated in these years). While the ships which he watched came down to collect the regular harvest of blubber and meat often carried Imperial officials pleading for aid from House Aihab, the nobles were too preoccupied with their own war to send any of their number. Ismael, meanwhile, was aghast at the stories he heard from these officials, telling of a horrific insurrection within the nearby Jungephrau Sector. Tales were told of vile rebellion against imperial authority, with governors being hanged and loyal citizens being sacrificed in heretical rights. Ghastlier still were the rumors of twisted war machines marching upon the field, a grotesque mockery of his own lords' suits. More than anything, Ismael wished to do something to destroy this filth and return the sector to the Emperor's grasp. Fortunately, the Peasant Militia had thus far sat out most of the succession war, their lieges still reluctant to make use of them in their internecine struggle. Figuring that his lords wouldn't be much bothered by their absence, Ismael chose to rally a few thousand of his fellow militiamen into an ad hoc fighting force. The Imperial Navy, for its part, was happy to provide transport to Ismael's band, who swiftly made landfall on the planets within the Jungephrau sector which still had intact PDF forces struggling against the rebels.
(5/9)
>>
>>94422289
Ismael's militia were not particularly well equipped: The general Avathan tech level was only early space age, with Autoguns predominating his cohorts' weaponry while lasguns were reserved for the higher ranks. In this regard they were often less well-armed than the PDF they were reinforcing. But the arrival of a multitude of new allies, filled with righteous zeal to lay low the heretic, reinvigorated the local PDFs' morale. Within the span of only a couple Terran years, a half dozen worlds had already been saved from rebel assault, while Ismael began to garner a reputation as a hero. It was at this point that House Aihab's Knights began to take notice of some of their missing militiamen. The initial fury at the desertion of their peasantry swiftly turned to shock when word came to the planet of Ismael's exploits, which was followed by a House-wide moment of shameful introspection. A lowly peasant had been compelled to take up arms and fight without his liege, not due to impetuousness or disloyalty, but due to his lieges' squabbling and inaction. The time for more thorough reflection would have to wait, however. What was important was that Aihab's peasants were out there, unsupported by their lords. It was their duty as Knights to come to their wayward charges' rescue, the succession war be damned.
(6/9)
>>
>>94422307
Out in the Jungephrau sector, Ismael's efforts had finally begun to hit a wall. While his band was reinforced by grateful elements of the PDFs they had aided, the battles had taken a toll on his men, leaving them with hardly half the number that had set out on their venture. Moreover, the remaining unliberated worlds of the sector were under complete rebel control, fortified and without friendly armies to reinforce. Commanding a force of predominantly light infantry and scant vehicle support, the odds looked grim indeed. Still, Ismael was not so easily deterred, and he rallied his men into a death-or-glory charge when they landed on the hive world of Reunion III. Believing they were charging into certain doom, few of the peasantry would have expected their lords to suddenly arrive, Knight Suits dropping onto the planet to tear into the unprepared heretic forces. Not expecting armored support among their enemy and taken by surprise, the rebels were swiftly overwhelmed by the strength of Aihab's guns. The worlds still in heretical hands fell swiftly thereafter, with Ismail's militia and his titanic lieges leading the way as the rebels were riddled with bullets and crushed underfoot.
This renewed momentum finally broke the heretic army's back, and Jungephrau was soon fully back within Imperial hands, but not before tragedy struck. At the very end of the reconquest, Ismail was slain; not in honorable combat, but by an ignoble ambush from a vile Chaos Knight of house Coronula. Aihab's Knights had never encountered their heretical counterparts before, and the sight of a pilot engaging in such dishonorable subterfuge ignited their fury as a bitter brawl began among the dueling lances. The fight was inconclusive, with Coronula leaving the planet in good order while Aihab claimed only a nominal victory, swearing vengeance upon the traitor knights for the death of Ismail and all their other charges.
(7/8)
>>
>>94422322
Ismael's campaign and his death became a sober reminder to House Aihab of their proper duties as Knights and Lords. The excessive violence of the Succession War did not continue upon its resuming, and the house committed even more staunchly to rigid ceremony than before. Once a new High King had claimed the throne, several new edicts were issued across the House's lands, chief among them being the ban on armed peasantry, as well as their participation in military matters. House Aihab's Knights would never again allow themselves to become so lax in their duties so as to force a peasant to take up arms for their own lack of care, and no peasant would ever be allowed to shame the house by dying on some faraway world, beyond the protective arm of his liege.
House Aihab became on the whole far more active in sector affairs following this incident, with knightly lances striking out at any who would threaten the safety of the Imperium's citizens. While further searches for House Coronula yielded sparse results when the traitors did not wish to be found, the House instead became well-acquainted with the disgusting xenos of the sector, contempt being easily translated from their experiences with the abyssal horrors of the Avathan Sea Floor. In recent times, this has resulted in a great degree of cooperation between House Aihab and the Nyrkhal Martyr Guard in anti-ork operations. While many find the regiment abrasive and difficult to work with, House Aihab Knights surprisingly don't seem to mind, being happy to fight in the company of fellow nobility.
(8/8)
I'll get House Culture and Tactics out hopefully in the next day or two
>>
>>94422060
Yeah slave hunting works, they could be a thorn in the side of the imperium as they launch their raids from their real space holdout
Next roll:
>Currently Not Betraying (d10)
>>
Rolled 4 (1d10)

>>94423170
>>
>>94423492
The Ynnari

>Who must the Kabal fight most often? (1d10)
>>
Rolled 2 (1d10)

>>94424144
>>
>>94424209
Imperial Guard (specific Regiment/homeworld)

>Goals? (1d12)
>>
Rolled 12 (1d12)

>>94424422
>>
>>94425254
Exquisite Revenge

and that's it for this Dark Eldar Kabal
>>
>>94424422
I assume they Algor Rex often but the Martyrs are what inconveniences them
>>
bump
>>
Some naming suggestions for the kabal
>Kabal of the Barbed Hells
>Kabal of Stolen Hope
>Kabal of the Bleeding Horror
>Kabal of the Sunless Rose

More ideas than mine are welcomed as these are more then likely pretty shit
>>
>>94430910
I like Stolen Hope



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