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File: The Malaxis Expanse.png (7.66 MB, 3000x1961)
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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 got some loredumps by some very good Anons, and we rolled up a Dark Eldar kabal who seems to harass the overall sector and its guard regiments.

Things that needs to get done:
>Get a 1d6page up and running
>Summarizing and fleshing out the Kabal
>Get more info and lore about some of the planets
>Tie in stuff to the Astrum Nihilum sub-sector and/or to the wider imperium as a whole.

Link to last thread
>>>94345003
>>
old threads:
https://desuarchive.org/tg/thread/94211863
https://desuarchive.org/tg/thread/94255267
https://desuarchive.org/tg/thread/94297911
https://desuarchive.org/tg/thread/94345003
>>
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Summary of the Kabal of Stolen Hope
>Old (2,500 - 5,000 years old)
>Archon Personality: Calculating - Curious
>Kabal Demeanor: Particular hatred for their super-pure and uptight siblings
>Kabal Flaw: The Kabal is riven by internal feuds to a degree that is extreme even by Commorragh standards
>Territory Location: Exiled onto some other world
>Territory Condition: Average
>Kabal Tactics: Infiltration
>Resource: Nutrient sources
>Kabal Signature Weapon: slave hunting focus
>Currently Not Betraying: The Ynnari
>Who must the Kabal fight most often: Imperial Guard
>Goals: Exquisite Revenge
>>
>>94462904
Forgot too add who the current Archon is
>Hellion that 'graduated' from the mean streets
>>
Posting the rest of my lore write-up for House Aihab.
House Culture
The culture of Avathan Prime's Knights is ultimately shaped by the centuries its members spent living within the confines of their submarine fiefdoms. In these small outposts of light in the abyss, both space and manpower were at a premium. The need to avoid unnecessary bloodshed led to the codification of the Knights' chivalric ideals into formal law, as exemplified by those of House Aihab. The possession of both Habitats and Knight suits, both critical to survival on the sea floor, could not be left to simple age-based familial criteria. Instead, inheritance is decided through a highly ritualized series of martial tournaments and contests related to the duties with which the prize would be accompanied. This was intended to ensure that only the most fit for the task would gain the job. Over the passing of years however, many specific contests have become irrelevant for their purpose, and instead became a matter of stubborn tradition, even as new rituals were added into the massive tomes which archive what tournaments are to be held for a particular Knight or title. Most prominent among the newer contests are those introduced into House Aihabh's tomes upon the arrival of whales to Avathan Prime, many of which are related to the hunting and slaughter of these great beasts. Yet even these have become ceremonial in nature, with access to the surface restored, and the Knights having turned from hunters to stewards. So defining was the whale hunt to House Aihab's rise to power that, even among all the other esoteric contests which might fill a given Suit's inheritance tome, EVERY Knight of the house incorporates a whale hunt somewhere into its particular sequence of tournaments.
(1/4)
>>
>>94464304
In spite of this stultifying complexity, eligibility for knights and titles is a surprisingly freeform matter. All members of the house may stake their claim and participate in the inheritance contests. Even non-members are open to participate should they meet a (rather steep) set of criteria, as well as additional rituals meant to make them earn eligibility.
The adherence to ceremony has gone on to pervade every element of Aihab's traditions, as well as its hierarchy, with the roles of each title strictly defined, and daily life for the Knights dominated by endless ritual. This has distanced them significantly from their subjects, with the most direct interactions being the active defense of the peasantry from threats and the exterior maintenance of habitats by the Knight Suits (and the lion's share of the latter is done by Armigers). Few Avathan Peasants will ever see their lord out of his Mech. This separation between the social classes is reflected in the ban abstinence from the usage of peasant militias by the house as well. An Aihab Knight is a lone protector of his fief, save only for his fellow pilots and Armiger Squires.
(2/5)
>>
>>94464314
Scions of Aihab hold an extreme hatred for xenos, finding a disturbing similarity between most alien species and the disgusting fauna within the depths of the Avathan oceans. While contempt for the alien is a common and celebrated sentiment among most imperials, Avathan's Knights hold such a visceral hatred for anything sufficiently inhuman that they will go out of their way to crush it with extreme prejudice, sometimes to the detriment of their present situation. In situations such as this, the inner bloodlust of the House is showcased in severe detail. Some theorize it to be the pilots' way of cutting loose from the usual daily slog of mind-numbing ritual and ceremony that comprises normal house functions, but rare is the man willing to suggest such a notion to the Questoris suit currently stomping in the guts of a recently-slain carnifex, bathing itself in the vile beast's filthy blood.
(3/5)
>>
>>94464324
House Tactics
The Knights of House Aihab have honed their skills in warfare out of their foundational experiences in the unlit expanse of the Avathan Sea Floor. Many dangerous creatures inhabit this realm, and over centuries of rule, House Aihab has learned that the best way to triumph over such horrors is to strike them swiftly and with the utmost prejudice. As powerful and gargantuan as some of the marine denizens of Avathan Prime may be, they are often sluggish beasts, slow to move in the energy-poor depths of an abyssal ecosystem. A Knight has no such concerns, and Aihab's pilots have learned to exploit that, striking fast and hard before the beasts could react, and slaying them in an instant. This concept served just as well in knightly duels on the sea floor, as a quick and decisive victory spared further damage to precious knight suits and habitats compared to more prolonged engagements. While one would assume these conditions might lend themselves to a preference of swifter Knight patterns, the mechanical stresses induced by the crushing pressure of the deep have instead engendered an affinity for the more stable and reliable Questoris pattern among its lords, which still has ample speed to serve the needs of Aihab combat doctrine.
(4/5)
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>>94464328
A major exception in this regard is the Castellan Variant of the Knight Dominus. With the unparalleled ranged supremacy this variant's armament offers, a Castellan allows a Knight to strike at Avathan's fauna with impunity, blasting them into oblivion at little cost to themselves beyond those of ammunition. When whales arrived to the Avathan ocean, House Aihab came to value the Castellan even more highly, as its range allowed pilots to hunt diving whales at a staggering distance compared to other variants.
A defining aspect of House Aihab is their complete lack of a supporting peasant militia, originating from a necessity-borne tradition from life in the habitats, which was subsequently re-affirmed as a House-wide vow following the tragic end of Ismael's War. On the battlefield, the House's Knights stand alone, with armigers being the smallest unit the house is willing to field. While their aggressive and overwhelming fighting style usually makes up for this flaw, it is not unheard of for Aihab lances to find themselves mired in swarms of smaller enemies. As a way of assuaging this weakness while still abiding by their vow, House Aihab forces are often paired alongside regiments of the Imperial Guard on the battlefield. The Nyrkhal Martyr Guard, in particular, has forged a strong bond with the house, and the two make for a potent force against any prospective enemy, be they xeno or heretic.
(5/5)
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>>94460300
What’s the info on Ograntha? Anyone done stuff with that world yet?
>>
>>94465830
Summary for Ograntha is here, the consensus seems to be it should be an ogryn world that used to be a mining colony (and maybe still somewhat is). It is very cold, so the ogryns live in caves/mines/remains of colony
https://desuarchive.org/tg/thread/94255267/#94290432
>>
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Ograntha Minoris

>History
Ograntha Minoris, a small planet with a surprisingly strong gravity field, was first discovered and cataloged in M37, roughly a century before the Benivola Lux Crusade. The planet’s unusual properties drew interest, and as the Crusade expanded into the region, several enterprising groups decided to evaluate and attempt to settle it.

Initial scans by forward Imperial scouting teams revealed rich deposits of minerals and ores. To avoid the leering eyes of Adeptus Mechanicus, who would likely claim the planet’s bounty for themselves, Imperial officials devised an creative solution: they relocated entire tribes of Ogryns to the world and trained them to operate robust mining equipment.

For nearly a millennium, this venture proved successful. However, the limitations of the Ogryns’ simple minds and mining tools meant they could only extract resources near the surface. As the ore veins began to dry up, the planet's operations became too costly to sustain. By modern times, Ograntha Minoris has transitioned and devolved into a home for scattered Ogryn tribes, who now live within the abandoned mines.

The only remaining official Imperial presence left on Ograntha Minoris is a small group of Astropaths under the Astra Telepathica. This detachment, established by decree during the Benivola Lux Crusade, holds no authority over the planet or its inhabitants.

Despite this, some Ogryn tribes continue mining whatever they can find. Massive piles of unearthed materials overflow the ancient starports and storage units, left untouched, as the Ogryns patiently await the return of the “Sky People” to collect their work and offer it to the Emperor.

My take on writing some lore, not the best but it's something
>>
bump
>>
So who or what is the sub sector governor? Shall we roll a clan/family up if we don't have one?
>>
Don’t you die on me
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>>94475055
I know we decided on Algor Rex as at least the administrative capital of the sub sector, don’t think we got any actual figures for it though.
>>
Been writing greentexts on other boards recently. I might do a lore write-up on House Coronula later.
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>>94462942
>>94462904
So do Lir-Hail and the kabal have any standing relationship?
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>>94481865
I would guess that their relationship is probably not too bad. Both of them are curious about the other races of the galaxy and Lir-hail is known for being quite pragmatic and morally dubious.
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>>94482515
it says in the Lin-hail description they have worked with drukhari in the past, and their roll summary says their current "ally" are dark eldar, though not their true ally, which is no one
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>>94485249
Well that works surprisingly well then. Lir-Hail could be cooperating with the Stolen Hope Kabal, who are also "Friendly" to the ynnari. Put them all together and you've almost got something resembling an Eldar power bloc in this sector
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>>94460300
>Pleasure World
Slaanesh-type pleasure planet or Risa-type pleasure planet?
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>>94493449
Hertigatt is more of a Nevada type pleasure world, Lektra is kind of a weird theologically questionable stoner palace for senior ranking priests

There are Slaaneshi cults present throughout the sector though, as well as an active Slaaneshi invasion of a forge world in a nearby subsector
>>
>Graffrost

History:

Graffrost has been visited by survey ships on several occasions throughout the long history of the subsector, but each time it was determined that the planet’s resources simply weren’t economically viable. This changed 30 years ago, due to a combination of two factors, the fear of an ever more turbulent galaxy driving up prices on strategic resources, and the risk taking behavior of Rogue Trader House von Askbolt. Graffrost has large deposits of hydrocarbons that can be refined into fuel, but even with increased prices, none were worth the cost of signing contracts with the Mechanicus to deploy and operate the usual refinery-colony infrastructure.

Instead the von Askbolts cobbled together a bunch of subpar colonies using surplus equipment and shoddily manufactured parts, which were designed and operated by whatever engineers and technicians they could get their hands on for cheap. Thus far, the colony hasn’t made a profit, but it isn’t costing much to operate either, and the thought of owning a planet seems to keep the more egotistical von Askbolts happy.

Geography and Climate:

Graffrost is a small world, but its dense core means gravity is near normal. It is brutally hot and always sunny, the refinery-colonies are built near the poles where it is almost bearable outside during the winter, though workers wear bulky insulated suits with primitive cooling systems anyways.

In its past, the world supported much more life than it does now, but for unknown reasons the biosphere mostly collapsed, leaving behind many oil deposits, including some just below the desert surface. Although the planet has no water, some hardy forms of grass have managed to use the oil to sustain themselves instead, leading to grassy plains, and even sometimes oily marshlands, anywhere where there is oil close to the surface. Naturally, the Imperials seek these small pockets of life out when they are looking for new oil deposits to exploit.
>>
>>94497439

(2/8)

Economy:

Graffrost exports refined fuel products, and imports nearly everything else, often the cheapest food, clothes, pre-fab structures, equipment, and workers they can find. Water is recycled when possible, but every once and a while, reservoirs are replenished with ice brought down by shuttle from the planet’s moon.

Graffrost’s most infamous import though is the large amounts of alcohol and drugs that the government imports to keep their more valuable employees and favored soldiers happy.

Society and Culture:

The population lives in one of thirty or so refinery-colonies scattered across the planet’s polar regions. Said colonies are poorly constructed complexes made from surplus pre-fab modular components blanketed in cheap insulating material. The industrial equipment and the rooms housing them make up the majority of each site, usually followed by one or more decent sized structures for the upper and middle class, a large barracks structure, and several small, badly cramped quarters for the slaves and indentured workers who make up most of the population. Due to poor insulation and ventilation, limited water supplies, and overcrowded conditions, the colonies are hot and foul smelling even in the best maintained parts. It is not uncommon to see inhabitants nearly or completely naked when conditions get particularly bad, and more than one colony has lost a good chunk of its population when a mechanical failure lead to a major outbreak of heat stroke.
>>
>>94497449

(3/8)

The population is divided into roughly three main groups, the Employees, the Garrison, and the Menials.

The Employees are paid salaries by the Graffrost Colonial Venture (GCV), and are mostly technicians, engineers, and chemists, but also some geologists, accountants, foremen, and other specialists. They are recruited from the industrial sectors of relatively high-tech capitalist worlds where the von Askbolts have holdings like Nyrkhal, Hertigatt, and Sontarch. They are brought in on 5-10 year contracts and are (relatively) well paid, however, there were few things worth buying during the earlier days of settlement, leading many skilled workers to leave as soon as their contracts were up. The Triumvirate, not exactly pious individuals, decided to rectify the situation by importing large amounts of alcohol, addictive (but not too debilitating) drugs, and sex workers from Hertigatt. This led to a hedonistic party culture, which didn’t appeal to everyone, but did measurably boost worker retention. Depending on how much of their salary they are willing to forfeit (and how much they have to burn the first place, salaries vary greatly), Employees may share a small room with ten others, or get a small suite of rooms to themselves, though none of the living quarters are particularly pleasant. Most colonies have a 1-3 recreational areas where many employees spend most of their spare time drinking, whoring, and getting high.
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>>94497460

(4/8)

The Garrison is a large deployment of von Askbolt House Troops who guard the refinery-colonies. They are there to defend against raiders and business rivals, suppress the Menials, and provide certain technical and administrative expertise and oversight, but they also just give von Askbolt a place to stash a large portion of their standing army, as many of the worlds where they have operations have rules against large private armies. In theory, the House Troops are loyal to a command structure completely separate from the civilian GCV, but in practice, many members posted to individual refinery-colonies instead of the Citadel have been thoroughly bribed by members of the GCV and would side with them if forced to chose between the GCV and von Askbolt. The von Askbolt House Troops are normally fancy dressers, with elaborate green jackets with red trim and gold frogging and buttons, tight beige trousers, black boots and gloves, and black helmets with red horsehair crests, but due to the brutal heat inside the colonies, it is rare to see one in full uniform. Discipline is further undermined by the fact that many troops spent a large portion of their spare time in the Employee recreational zones. In the Citadel, General Helenosia von Askbolt keeps her soldiers on a much tighter leash, and the Citadel has better air conditioning. Most House Troops are born on von Askbolt ships or planet side holdings, but some are recruited from areas where the Regeneratia religious movement is strong.
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>>94497472

(5/8)

The Menials make up most of the population and are made up of slaves and indentured servants recruited from where ever was cheapest when a von Askbolt ship was looking to make another population delivery. Life on Graffrost as a Menial is pretty unpleasant, with long hours and downtime spent in stiflingly hot, foul smelling bunkrooms in narrow bunks stacked five high. But it could be worse. Discipline is supposed to be enforced by the House Troops, but they are often too lazy to get involved, so foremen rely on a mix of threats and small bribes to motivate their workforce, and therefore the Menials have some access to freedoms and minor luxuries like alcohol and narcotics they wouldn’t have access to on their home worlds.

Organizations:

Graffrost Colonial Venture (GCV): House von Askbolt usually sets up subsidiary companies for their planet side operations to keep their relatively loyal void based followers separate from their questionable dirt side allies (also there is a bunch of legal and tax reasons for this). The GCV is run by senior Executives from von Askbolt operations on other worlds, particularly Sontarch and Hertigatt. Three Executives in particular have become known as the Triumvirate and hold much power, though the other two hundred or so Executives below them are also quite powerful, particularly the sub-governor leading each refinery-colony.

The Triumvirate: Made up of overweight amoral Avathanese accountant Bluto, sultry Gattic work force manager/former slave trader Oola, and cynical Sontarchian chemist Finn Finnson. All three spent several decades working their way up the corporate ladder of von Askbolt operations on their home worlds, and now have spent three decades trying to make Graffrost profitable.
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>>94497482

(6/8)

Von Askbolt House Troop Garrison: Led by General Helenosia von Askbolt, a minor cousin within the House, the garrison defends the colony as well as keeps it loyal. Helenosia keeps about a third of her troops at the Citadel, the planet’s only fortified stronghold, where they are drilled and trained relentlessly. Helenosia sends her lazier, less skilled troops to the individual garrisons of each refinery-colony, which she sees as a punishment, but certain soldiers see as a reward. Helenosia’s dearest dream is for her elite division to be called away from Graffrost to help the von Askbolts conquer some strange new world for the glory of the Imperium, and her greatest fear are the Drukhari of Stolen Hope, who have recently raided several similarly sized colonies throughout the sector, and are now rumored to have been spotted on Graffrost as well.
.
GCV Militia: Although Helenosia doesn’t fully trust the GCV, she does allow them to maintain a militia in case of a major raid or slave revolt where every extra pair of hands may be needed. Many of the militia members are foremen and administrators from military or law enforcement backgrounds, which ironically means they are often tougher than the relatively inexperienced House Troops assigned to protect them.
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>>94497490

(7/8)

Regeneratia Mission: The Regeneratia are one of the factions within the sector’s official Ministorum contingent, of which there are many factions even before the countless unofficial grassroots movements are included. The Regeneratia are moderately powerful on Quaddra’s Fall, Hertigatt, Sontarch, among other worlds, and are even present in small numbers on highly orthodox worlds like Infura Quintus, where they are barely tolerated. The Regeneratia are a very new faction, based around the believe that the return of Guilliman marks the beginning of a Golden Age where the Imperium will return to operating the way (they believe) the Emperor intended it to. They believe in cooperation between different factions of the Imperium, particularly with the Mechanicus, as well as reform minded industrial power houses like the Skalds and the von Askbolts, in order to end the stagnation and corruption and return the Imperium to the massive war machine guided by enlightened rulers it once was. Although they hate xenos and Chaos as much as any other Ministorum faction, they are fairly indifferent to the sins of excessive wealth and occasional self indulgence after a hard day’s work that get more orthodox factions upset, and they are also firm promoters of arts and culture. The von Askbolts get along very well with the Regeneratia faction, and use their influence to ensure lots of priests from the faction are assigned to their ships and ground side operations. Graffrost is no exception, a full fledged mission of Regeneratia priests can be found here, extorting workers to work harder for the good of the Imperium, while generally turning a blind eye to what said workers get up to in their downtime.
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>>94497507

(8/8)

Administratum: There is a small Departmento Exacta presence in each refinery-colony to ensure production reports are accurate and the tithe on fuel can properly be assessed. They aren’t very popular, but Graffrost has already had one visit from an Arbites ship after several Administratum adepts were accidentally killed and have no desire to repeat the experience. On the other hand, with no Astropaths on the planet, help won’t arrive for a while if they manage to truly piss off the planet’s ruling class, leaving plenty of time for an elaborate cover-up.
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>>94497523
Good stuff Anon. What planets are still lacking in lore and needs to be fleshed out?
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>>94498765
I just finished Nimbazura Reach and have started Lektra, so that just leaves Semiterna Mortua and Azvitt Primus, plus the two special objects, plus three worlds and another special object in the previous subsector
>>
>Nimbazura Reach

History:

Originally, “Nimbazura Reach” referred to stretch of space along the Algor-Hertigatt Route where the Warp was known to be turbulent. In M37, a space station was set up in orbit over Planet 110-99-A1G, which soon became known as the Nimbazura Reach Station. The station was meant for resupply and repair for ships struggling to get through the Nimbazura Reach, but it wasn’t used enough to justify the upkeep cost, and it was officially abandoned in M39. The station then became a popular smugglers hold, where ships could drop off goods from Hertigatt that other ships could try to bring to Algor Rex, Quaddra’s Fall, or one of several worlds spinward of the Reach. In early M41, the station was damaged by ork raiders and crashed into Planet 110-99-A1G, but remained intact enough that smugglers continued to occasionally use it to store goods, or try and investigate the more damaged sections of the station, where large stockpiles of narcotics and stolen goods are sometimes found. Around this time, the few people who still occasionally visited the crashed station started referring to the entire planet as Nimbazura Reach.

For most of M41, the crashed station lacked a permanent population, but in late M41, a large shuttle carrying several tons of obscura, amasec, assorted stimms, and several dozen top tier Gattic sex slaves was caught in a freak ionic storm just a few kilometers from the crashed station and managed to make a forced landing in an open hangar bay. The shuttle was assumed lost in the ocean and no effort was made to retrieve it. By this point, Nimbazura Reach’s popularity as a smugglers hold had reached a low point, and pick-up/drop offs occurred only once every few years. Rather than wait to be picked up, the five shuttle crew members decided the crash was a stroke of good luck, and spend the rest of their lives drinking, whoring, getting high, and evading any smugglers who may try to “rescue them”.
>>
>>94499001

(2/4)

Their descendants devolved to a feral state during the following three centuries. At first they evaded any off-worlders, but over time they became more territorial and sometimes attacked smaller landing parties, leading to retaliatory culls that kept their population from ever rising much more than a hundred, and sometimes as low as thirty. Currently there are 41 inhabitants, including three off-worlders. The current king is unpopular, and his rivals have been armed by a small group of treasure hunters hoping to win their trust in order to get their help tracking down the few stockpiles of contraband still hidden within the station.

Geography and Climate:

Nimbazura Reach is a small, high dense world with slightly below average gravity. It has a breathable atmosphere, moderate temperatures, and shallow oceans full of edible sea creatures and plants, but colonization was seen as pointless due to the frequent ionic storms that can permanently fry even the hardiest of electronics. Aside from the polar ice caps, the ocean is only broken up by a scattering of rain drenched islands of incredibly hard black rock, which some believe to be of artificial origin due to its large completely flat surfaces, only broken by linear gullies and unnatural smooth cliffs. Attempts to study the rock have failed, those who spend more than a few hours on the islands become deeply depressed and lose the will to live within days.
>>
>>94499010

(3/4)

Economy:

Due to its ionic storms, exporting resources from Nimbazura Reach is not seen as worth the risk, not that it has much to export anyways. Back when it had a space station in orbit, sometimes fresh water or seafood was collected by fast shuttles and sold back at the station for exorbitant prices. Following the station crashing into the surface, it was used occasionally as a transshipment point for smugglers moving alcohol, drugs, stolen goods, and sometimes slaves. In modern times, the few who visit are mostly hoping to locate the many forgotten stashes of contraband scattered around the crashed station. Bribing the locals for help has become common, with basic weapons like swords and axes being quite popular.

Society and Culture:

All the current inhabitants of Nimbazura Reach live in the crashed remains of the Nimbazura Reach Station, located in a shallow section of ocean in between several small island chains near the equator. Although relatively small by Imperial standards, it is still nearly two kilometers wide, and a kilometer tall, leaving plenty of places to hide despite the fact that a third of it was crushed on impact, and another third is submerged. It has dozens of hangar bays, and tens of thousands of rooms that smugglers could potentially use to hide things for future pick-up, or pick-up by another vessel. Sometimes shore parties are assigned to guard the stored goods, and some of these parties have used their spare time to locate stockpiles of other smugglers, often forgotten or abandoned centuries ago, though some of the largest stockpiles date back to when the station was still in orbit.
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>>94499021

(4/5)

The tribe that lives on Nimbazura Reach is known as the Kingdom of Dave, and its leader is always known as King Dave, with Dave being the strongest of the original marooned shuttle crew, who, over a period of three decades killed several of his fellow crew, some of their male children, and even two of his own sons. The “Kingdom of Dave” concept was originally meant to be half joke, half way to assert his authority, but within three generations his descendants have forgotten this. Dave’s violent, aggressive personality had a strong impact on the development of the eventual tribal society. Although the title of king is sometimes passed to the oldest son, just as often it is usurped by whoever is most violent, cunning, and skilled in combat. The men of the tribe spend most of their time drinking and getting high on contraband stockpiles they have discovered, but they also often fight each other to assess potential social standing. The women do most of the actual work fishing and gathering edible plants from the partially submerged levels, cooking, and raising children. Clothing is limited to scraps of old fabric and dried seaweed, tools are primitive bits of scrap metal and wire. A few proper tools and basic melee weapons have been traded with the tribe by off-worlders in exchange for drugs and alcohol. The current King Dave is unpopular and several rivals have broken off to form mini-tribes of 2-4, but eventually one or more of them will challenge Dave for control of the main tribe.
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>>94499037

(5/5)

Currently there are three off-worlders on the station, von Askbolt House Troops guarding an obscura shipment that won’t be picked up for another two months. In the meantime, they are also under orders to try and locate any other commercially valuable stockpiles left by other visitors to the station. To that end, they have been bribing the rival mini-tribes with boarding axes, combat knifes, and promises of support for whoever helps them locate the largest contraband stockpile and carry it back to their hanger. The leader of the House Troops, Sergeant Illia, has also promised to marry whoever becomes the new king, though she has no intention of keeping that promise. This isn't the first time that von Askbolt has used Nimbazura Reach as a transhipment point, as one of their ships frequently runs between Hertigatt and Algor, and another between Quaddra's Fall and a nameless Spinward world they are investigating. Drugs from Hertigatt are dropped off by the first ship, which continues on to Algor, while the second ship picks them up as it heads to Quaddra's Fall from the nameless world.
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>>94475055
>>94481477
There will be some sort of civilian sub-sector governor, there usually is. They probably spend a lot of time on Hertigatt and Quaddra though. Also how much influence they have on Algor is debatable since the entire sector falls within Algor's area of responsibility, not just the subsector

>>94481482
Neat
>>
>>94498765
>>94498985
Question for the House Coronula write-up: should we flesh out their feral, volcanic homeworld with some rolls, or just freewheel it?
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>>94502771
I’m not opposed to do more rolls
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>>94504274
Well how do we modify the rolls for a planet that is established as not being under Imperial control? Do we just skip the rolls for adepta presence (except maybe using the Mechanicus roll for the Dark Mechanicum)?
Tech level and terrain are obviously already taken care of (though I do see the terrain table has both dormant and active volcanic environments so we could roll that)
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>>94504386
Skip adepta presensce, roll for how much terrain(if its one then its only volcanoes) and then for society if we ministorum its Chaos Worship, Mechanicus Dark Mech.
>>
Rolled 6 (1d10)

>>94504850
Sounds good to me then
It occurs to me that technically the tech level isn't actually totally established, just the type of world.
So, we'll start with a roll for the tech level (1d10 for a feral world). I'll do this one and then we'll start putting it up to the thread.
>>
>>94505752
Bronze/Iron Age: The people have started to learn how to shape and work bronze and ultimately iron to make more effective tools and weapons. They are also living in more substantial and sturdy buildings. Hunting and gathering is still common, though small farms may be seen dotted about.
Given the nonchalant nature and of the house's ceremony and their odd inheritance rules, Coronula on their own world could be something akin to a band of raiders that hit up whatever poor bastards farm on this world for tribute.
>Size of Star (1d100)
>>
Rolled 6 (1d100)

>>94505790
>>
>>94506057
Small
Skipping galactic position and adepta presence, which brings us to:
>Planetary size (1d100)
>>
Rolled 44 (1d100)

>>94506139
>>
>>94506262
Average
Well then, roll for circumference (in thousands of kilometers)
>10d10
>>
Rolled 9, 6, 6, 8, 10, 2, 8, 8, 8, 4 = 69 (10d10)

>>94506849
>>
>>94506990
69,000 km for the circumference, a fair bit larger than earth.
>Roll for Axial tilt (1d100)
>>
Rolled 50 (1d100)

>>94508296
>>
>>94509777
Moderate (16-25°)
Seasonal Variation of ± 20°C/68°F
>Length of day (1d100)
>>
Rolled 8 (1d100)

>>94510892
>>
>>94511594
Alright, then roll 1d10 for number if hours per day.
>>
Rolled 8 (1d10)

>>94511887
>>
>>94513167
8 hour days, that’s a pretty fast rotation
>Length of year (1d100 to see how many dice we roll)
>>
Rolled 17 (1d100)

>>94513494
>>
>>94513682
Alright then, roll 10d10x2 to find out how many days the year has
>>
>Lektra

Lord Quaddra Remaldus was granted the status Martyr of the Imperium almost immediately following his noble self-sacrifice in M37. It took longer though for him to be granted Sainthood, despite the political pressure from his followers on Quaddra’s Fall. Thousands on Quaddra’s Fall claimed to have spoken to Quaddra during dreams or visions, and hundreds have claimed to have been healed by him. Although most of these claims were likely frauds, normal dreams, or wishful thinking, several dozen were verified by Ministorum experts. Some of the verified claims were visions of Quaddra requesting that his remains be moved to the moon of Quaddra’s Fall, which had be recently named Lektra. By means only known to the Ministorum, several patches of dirt were identified as containing Quaddra’s ashes, placed in a magnificent urn, and moved to a large shine complex that was built on Lektra.

Although Quaddra’s Fall quickly became a pilgrimage destination that anyone could visit, the shrine on Lektra was an exclusive place, only accessible to certain religious factions, well connected nobility, and the extremely wealthy. Ever year, dozens of those who visited the shrine were granted visions, often containing prophecies that allowed the forewarned individuals to avoid disasters that would have either befallen themselves, or Imperial assets in their care. A faction within the Ministorum became very good at triggering and interpreting these visions. They gained control of the shrine, and began charging astronomical amounts of money for a chance at having ones future told.

Over time, the frequency of the visions decreased, and Lektra fell somewhat in importance, but the shrine complex is still exceedingly opulent, and is still visited frequently by those who can afford it.
>>
Rolled 6, 6, 1, 8, 10, 10, 4, 3, 3, 10 = 61 (10d10)

>>94513937
>>
>>94514050

(2/7)

Geography and Climate:

For a moon of an earth-like world, Lektra is itself surprisingly earth-like, a rare combination which some feel is the result of ancient terraforming, although no concrete evidence as been found supporting this theory. Much of the world is covered with water, with the island chains and small continents generally covered in tropical or temperate rain forests broken up by active volcanos, lava flows, and piles of rock from landslides or cooled and eroded lava flows. Below the surface is a maze of volcanic tunnels and gem filled caves that have yet to be meaningfully explored.

The temperature is generally pleasant, and the oceans and forests teem with life, leading to a climate that could be quite suitable for colonization if it weren’t for its low gravity, barely a quarter of standard, as well as the numerous poisonous gases emitted by the volcanoes, vents, and fissures, which cause hallucinations in small amounts, but can kill a human in minutes if they are near a particularly large eruption of gas.

Nearly the entire population lives within the shrine complex, a series of airtight temples and domed leisure areas located on top of one of the few extinct volcanoes on the moon. From this elevation, they often have clear views of the psychedelic volcanic lighting storms contained within nearby volcanic eruptions, which in turn often trigger even more psychedelic electromagnetic storms in the upper atmosphere. Some feel the swirling purple clouds that often form look a little too much like the Great Rift, though the effect has been observed for millennia now.
>>
>>94514059

(3/7)

Economy:

Lektra imports pretty much everything from Quaddra’s Fall, aside from the luxury goods and narcotics that out-of-system visitors bring with them. Although bringing narcotics from off-world is technically forbidden, the practice is quite common for many nobles who believe the altered state of mind will increase their chances of receiving a vision.

Lektra does have a few exports, mostly high tech equipment that is manufactured for the Ministorum by the moon’s small contingent of tech-priests, including the elaborate anti-grav skimmers favored by certain factions of the Ministorum.

Society and Culture:

The vast majority of the moon’s 63,000 inhabitants live in the shrine complex built around the burial urn of Saint Quaddra, with the few outliers being minor military sensor outposts. Most of the population are priests and their layman servants belonging to one of several religious factions. There are also several thousand Zouaves providing security, and several hundred each of Mechanicus, Administratum, and honored noble guests.

The shrine complex serves an odd mix of purposes, part resort, part museum, part archive, part manufactorum, part oracle temple, part shrine, part fortress, part vault, but surprisingly all these functions blend together well, and the different factions on the moon generally get along.

The planet doesn’t really have a distinct culture from that of Quaddra’s Fall and other source worlds. Most inhabitants of Lektra are from Quaddra’s Fall aside from the Mechanicus, Administratum, Arbites, etc. Regardless of origin, being posted to Lektra is an extremely high honor, and nearly everyone on the moon is crisp and professional in their dealings with others.
>>
>>94514068

(4/7)

Organizations:

The Quaddrists: Once the largest religious faction on Quaddra’s Fall, but increasingly sidelined. In keeping with their Saint’s beliefs, they are strong proponents of different branches of the Imperium working together, particularly for military purposes. Once upon a time they fought on the front lines themselves, and encouraged their followers to do the same, but now the priests, scholars, theorists, and more wealthy followers see it as their role to encourage others to fight, particularly the never-ending stream of pilgrims passing through Quaddra’s Fall. Unlike certain other shrine worlds, they pay relatively large tithes to the Administratum, sometimes including armies of off-world pilgrims for the Guard, but it has been two millennia since they allowed a Guard regiment to be raised from Quaddra’s native population, as the Quaddrists believe said natives doing more important work supporting the planet or inspiring pilgrims to greatness. The Quaddrists once allowed large numbers of tech priests and telepaths to operate on Quaddra as well, but eventually the more hardline religious factions forced the Quaddrists to move them to Lektra instead. Despite their waning power, the Quaddrists still have enough influence to ensure the Cardinal and a number of senior bishops on Quaddra are from the Quaddrist faction, and they have kept the hardline factions off of Lektra, in order both preserve the secrets of the Oracles, as well as give senior Quaddrists a place to relax and meet with like minded moderate Ministorum factions and nobles.
>>
>>94514076

(5/7)

The Oracles: Technically a subfaction of the Quaddrists, they operate the shrine complex, keep noble guests happy, and help interpret visions and prophecies on the rare occasions they still occur. They are a surprisingly worldly group of individuals, willing to turn a blind eye to all sorts of sinful behavior from high ranking or wealthy guests, and sometime willing to participate in it as well, and yet, they have demonstrated time and time again that they do enjoy some level of divine favor. Their interpretations of the visions of guests, as well as the visions of their own members are often shockingly accurate, and they have an uncanny knack for sniffing out any Slaaneshi cultists, genestealers, or members of rival religious factions seeking to infiltrate their shrine. Although the Zouaves are there to protect them, the Oracles are capable of protecting themselves. Priests and senior laymen carry large handguns as a tribute to Quaddra’s preferred weapon, and they are also extensively trained in hand to hand combat. They are unpopular with certain other religious factions on Quaddra due to their ritual narcotic use, obscene displays of wealth, and fondness for the elaborate vehicles and other toys made for them by the Mechanicus, but despite several investigations by the Inquisition, there has never been evidence found to back the rumors that they are frauds or a hidden cult.

The Regeneratia: A moderate Ministorum faction with ties to many nobles and industrial barons, it is common to see them on Lektra, usually accompanied by wealthy guests. Lately they have been concerned with a prophecy that their assets on Graffrost will come under attack.
>>
>>94514080

(6/7)

The Preservita: Another moderate Ministorum faction that gets along well with the Quaddrists, the Preservita are focused on the acquisition and preservation of relics and religious knowledge. They run a museum of sorts on Lektra, as well as a large archival complex, and get along well with the Administratum curators posted to Lektra. This is hardly their only museum, they run dozens on Quaddra’s Fall and across the sector.

The Zouaves: The 38th Hertigattic Zouaves were one of the regiments most loyal to Quaddra, and they fought many political fights, and a few actual fights with other regiments in order to receive the honor of guarding Quaddra’s burial shrine on Lektra. Unlike almost all of the regiments that stayed behind on Quaddra’s Fall, who have long ago degenerated into glorified bureaucrats and parade performers, the Zouaves still retain a decent amount of fighting ability, though they have no combat experience, and often select members based on piousness, family connections, education, and professional appearance over combat skill. Only a handful can trace their origins back to a member of the original Zouaves, the rest are from families who somehow managed to form attachments to the regiment at some point since M37. Although they are always impeccably dressed, they are rarely seen in the public areas of the shrine complex, instead most spend their time manning the shrine complex’s complex system of defensive lasers and sensors.
>>
>>94514087

(7/7)

Mechanicus: As a way of honoring Quaddra’s belief in the importance of different branches of the Imperium getting along, the priests who oversaw the design of the Lektra shrine-complex offered spaces for each major Imperial organization within the complex. Some simply didn’t take them up on the offer, others maintain only a token presence in their space compared to what was once there, but the Mechanicus and Administratum still make full use of their spaces. The Mechanicus uses theirs to build highly specialized equipment requested of them by the Ministorum, including anti-grav vehicles and holo-displays. It also serves as an embassy of sorts between Quaddra and the Mechanicus now that the Mechanicus has been banned from Quaddra’s Fall itself.

Administratum: The Administratum uses its space in the shrine as a museum for various artifacts in their possession like symbols of office, old items of clothing, and military banners preserved by the Munitorum. Back-up copies of certain important records from Quaddra’s Fall are also stored here. The Administratum curators get along well with the Preservita ones.

Arbites: The Arbites have a small shrine within the shrine complex, but these days it serves as cover for a small Intelligencer cell who keep an eye on the Oracles, and their sometimes shady guests.

Telepathica: The few astropaths based in the system are now all located on Lektra rather than Quaddra’s Fall to protect them from certain ultraconservative and/or isolationist factions of the Ministorum as well as likeminded grassroots cults. This has the added benefit of ensuring that only the Quaddrists and their allies have easy access to an astropath.
>>
>>94514051
61 day year
>Roll for number of satellites (1d100)
>>
>>94514087
>Zouaves in my 40k
I didn't know I needed this
>>
>>94493935
I have a concept for an EC (or otherwise Slaaneshi) Chaos Lord if anybody would like it.
>>
>>94519446
Last subsector had a Slaanesh corrupted Genestealer cult led by an Hybrid Daemon Prince that was never fleshed out. You could fit this dude in there
>>
>>94519544
Interesting. Is there connection between the Subsectors, or are they independent of one another?
>>
>>94519548
They're connected to a fair degree. I believe they're established as being adjacent subsectors, and several lore dumps for Malaxis Expanse are already connected with groups from Astrum Nihilum.
>>
>Nyrkhalian Martyr Guard

History:

The Martyr Guard traces its origins all the way back to the Great Crusade, to the Drussian Junckers, one of the Old Hundred original regiments that were used to create the Imperial Army. Due to their notable service during the Great Crusade, dozens of noble families and prestigious regiments can trace their origins back to them across the galaxy. One of those regiments was the 45th Ishabal Junckers, one of the regiments that participated in the Benivola Lux Crusade, settled on Nyrkhal, and led to the foundation of many noble families. Between M37 and M39, Nyrkhal created many blueblooded regiments from the members of these families, such regiments were referred to as “Honor Guard” to differentiate them from regiments raised from common born Nyrkhalians.

During the Orkish invasion of Nyrkhal in 323.M39, the performance of the planet’s nobility was lacklustre. Some consistently underestimated the Orks, others fled the minute things started going wrong, and others weren’t even on the planet, as vacationing on Hertigatt was popular at the time for Nyrkhalian nobles. Some nobles, including nearly all the Honor Guard regiments that were on the planet at the time, fought to the very end, even executing some of the commissars that tried to force them to evacuate the planet. Perhaps because of this heroic sacrifice, the performance of Nyrkhal’s noble class was deemed adequate by sub-sector and sector authorities, and they were allowed to live luxurious lives with all the wealth they plundered during the evacuation while waiting for their planet to be reclaimed. Meanwhile, the common folk who were evacuated were generally sent to unpleasant mining or industrial worlds, or brand new colonies with minimal infrastructure. When Nyrkhal was resettled, the nobility were given extensive resources to rebuild their lost holdings.
>>
>>94520696
Once we're done with the House Coronula roll, should we roll a d4 to determine which corner they are adjacent on?
>>
>>94521419

(2/5)

Guilty about their failings and generous treatment in the aftermath of the Exterminatus, some of the nobility became fanatical about redeeming themselves in the eyes of the Emperor, the sector nobility and elites, and in some cases even the common folk. The Honor Guard regiments were rebranded as Martyr Guard regiments, and although some things remained the same like the uniforms, top tier equipment, and culture of stoic self-sacrifice, the Martyr Guard also took on cult-like properties, attracting nobles who felt a strong need for redemption and who were willing to undergo many brutal tests to prove their fanaticism.

For the past three millennia, the Martyr Guard have established a reputation for being fanatical shock troops, particularly against Orks, or those who would turn their back on the Imperium. The number of Martyr Guard regiments has steadily risen as their reputation increases, as well as due to the increase in Nyrkhal’s population. Up until recent heavy losses, there were about sixty Martyr Guard regiments, numbering about two thousand each. Some of these are armored regiments, which often had artillery and super-heavy assets embedded in them. Most are “light infantry”, who have access to Chimeras, Tauroxes, and Sentinels, but usually treat them as support vehicles and instead dismount to fight on foot when possible.

The Martyr Guard have long had a reputation as being the “golden boys” of the Munitorum, above and beyond even the usual special treatment given to blueblooded regiments with prestigious reputations. No one is quite sure why this is. Some think a senior Munitorum figure started showing them preferential treatment due to his own personal biases, and generations of bureaucrats who followed just continued to do so without ever asking why, a not uncommon occurrence within the Administratum.
>>
>>94521424

(3/5)

The preferential treatment they received, combined with their aristocratic airs, piousness, and sanctimonious attitudes makes them unpopular with other Imperial forces, though they do have a long history of getting along well enough with the Knights of House Aihab and the forces of Algor Rex. House Aihab in particular often pairs up with the Martyr Guard as they don’t trust the infantry of their home world.

Unfortunately the last few years have been very unkind to the Martyr Guard. Most of the regiments ended up on the front lines simultaneously in two different campaigns against the Orks, the brutal campaign on Delta Theta 10 against the forces of Slaanesh, or one of several smaller wars. Twenty-two regiments are wiped out in a one month period alone, and by the time the Munitorum realized the Martyr Guard may be wiped out completely, only a few under strength regiments were left. Not wanting to jeopardize the unique traditions of the Martyr Guard, the remaining regiments were either sent back home, or assigned to garrison duties to give them a chance to rebuild.

Structure, Equipment, Training:

Martyr Guard regiments usually number around 2,000 at full strength. They follow a fairly typical command structure of squads, platoons, and companies led by sergeants, lieutenants, and captains, but often have several extra captains and majors serving in support roles. Some regiments are armored, but most are “light infantry” with an unusual amount of vehicle support. Their equipment is always top of the line, and they make heavy use of plasma weapons and heavy bolters.
>>
>>94521429

(4/6)

Members join at an early age, and spend over a decade in extensive training, that includes hunting down the small pockets of Orkish lifeforms that sometimes pop up in old mine tunnels or the ruins of cities. The officers are chosen from the upper tiers of nobility, but the training they go through is twice as hard (albeit, more academically focused), with a very high drop out rate. Even the lower ranks recruit from the nobility, and commoners aren’t allowed to join, though there are plenty of non-Martyr Guard regiments they can join on Nyrkhal instead. Members of the Martyr Guard are taught to be completely fearless, but also not wasteful with their lives, and are just as comfortable doing a near suicidal massed infantry assault as they are clearing out a building with cold precision and zero losses.

39th Nyrkhalian Martyr Guard (The Daggers):

A typical example of a Martyr Guard regiment, the 39th were about 2,000 strong when they deployed to Delta-Theta 10 and took massive losses against Emperor’s Children and corrupt Skitarii. During only their second battle, they were reduced to 300 men, with almost no surviving officers, or functional vehicles, after the regiments holding the line on either side of them fled, and the Sisters of Battle supporting them deemed the battle to be a lost cause. Despite long odds, Major Shannon rallied them long enough for reinforcements to arrive and turn the tide. Following the battle, they were pulled from the front lines and sent back to the Malaxis Expanse. They did a brief stop on Algor Rex, where the newly promoted Colonel Shannon was able to leverage her regiment’s reputation to get three dozen new Chimeras, before being sent to Hertigatt as part of the small Guard garrison there.
>>
>>94521452

(5/6)

Colonel Shannon Sterngrund:

An attractive woman of indeterminate age, partially thanks to rejuv treatments, she spent much of her career bouncing between academia and training camps before being assigned to the 39th as a major, tasked with providing strategic advice and administrative support. Following the loss of nearly every other officer in the regiment, she almost single-handedly organized an impressive last stand for the regiment, before being rescued by reinforcements. For this she was promoted to Colonel, though time will tell if she gets to keep this rank.

Shannon is an eccentric individual. Her eidetic memory allows her to maintain a library’s worth of knowledge in her head, on topics ranging from strategy, to philosophy, to history, to technology. She often cobbles together odd little gizmos from pieces of broken equipment she finds lying around, and in casual conversation she often uses so many obscure quotes, allegories, and parables, that it is impossible to understand what she is saying. During her brief stint as colonel though, she has proven just as skilled applying the academic theories of command as she is at applying the academic theories of battlefield strategy, and she can be quite charismatic or intimidating when she wants to be.

In addition to her personality and mannerisms, Shannon also stands out due to her friendship with the regiment’s sanctioned psyker, and her use of a servo-raven as an animal familiar and scout. Like many in her regiment, she is motivated by a mix of fanatical need for redemption, and an unshakeable belief that only through endless sacrifice can what little good that is left in the Imperium be preserved.
Shannon is currently the Hertigatt Guard garrison’s liaison with the Arbites, as well as it is rumored she sometimes works for the Inquisition.
>>
>>94521458

(6/6)

The Bayonet of Martyr Kristoff:

Most Martyr Guard regiments have at least one relic dating back to the Great Crusade era Drussian Junckers. For the 39th regiment, it is a holy bayonet gifted to them six centuries ago, when the regiment was first formed to accommodate the swelling number of recruits into the Martyr Guard. According to the stories, Private Kristoff charged an Ork Warboss with just his bayonetted lasgun after having run out of ammo, stabbing the Ork in the eye and distracting it long enough for his companions to form a firing line and slay the Ork with concentrated fire power. This relic is particularly prized among the Martyr Guard due to its ties to an officially Ministorum recognized Martyr as well as its story of self sacrifice and heroism.
>>
>>94521423

We could also just save the Coronula world for the sector's equivalent of the screaming vortex, some small warp storm where chaos and maybe some xenos can hide out and avoid retribution

Or they could be hidden in the wild space in between subsectors

Either way, they shouldn't be easy to find, as the House Aihab lore mentions they are well hidden when House Aihab tried to track them down after the Jungephrau Sector fight
>>
>>94521497
I could make another warp storm in the next sub sector map, but with Astrum Nihilum already having one it would feel kinda much, but I can make a little test and share it when I do start working on the next sub sector and you Anons can provide your input
>>
Rolled 90 (1d100)

>>94518823
>>
>>94524111
Well damn, roll 3d10 for exactly how many satellites we’ve got
>>
Rolled 3, 10, 6 = 19 (3d10)

>>94525180
>>
>>94525871
>19 satellites
Wew that’s a lot of moons for a small planet. Of course, all those gravitational pulls interacting with the planet could be a factor in the vulcanism via tectonic forces. I think anyways.
>Roll for gravity level (1d100)
>>
Rolled 34 (1d100)

>>94526556
>>
>Lord Castellan Markus DeGhast

History:

Markus has had an illustrious career spanning seven decades, with postings in several different sectors. He is known for his slow, methodical approach, using extensive resources to look under ever stone, and chase every lead. Some feel this approach is cumbersome, and disruptive to organizations that he is investigating, but it has turned up results on multiple occasions. Unfortunately he has also created a lot of enemies due to his tendency to punish powerful people for even minor unrelated crimes or perceived instances of negligence that his teams turn up during investigations. Perhaps because of this, he has accepted the role of Lord Castellan of the Inquisitorial Fortress at Algor Rex, which also gives him jurisdiction over a dozen or so Inquisitors that operate in the Malaxis Expanse and neighboring regions.

Ideology:

Markus officially identifies as an Amalathian, and likely genuinely sees himself as one as well, but many of his fellow Inquisitors have doubts. His brute force approach and tendency to remove people for even minor crimes often causes more damage to the status quo than preserves it, which has led some to see him as either a secret Recongregator, or at best a careless investigator whose work often aids the Recongregator cause more than the Amalathian. Furthermore, although there are no records of him using forbidden knowledge, Markus is rumored to have acquired vast amounts of it in his libraries, which he and his senior interrogators and sages are said to study frequently. Despite these hints of Radicalism, Markus has no tolerance at all for Radicals on his turf, and will gladly hunt down any that he is allowed to.

Some feel that Markus has started to lose his spark, which is why he was willing to take command of a relatively quiet subsector, others feel this reclusiveness has more to do with allowing him to better hide his increasingly Radical tendencies.
>>
>>94527352

Methods and Resources:

Both in his earlier career as a wandering Inquisitor, and more recently as Lord Castellan, Markus relies on others, such as planetary law enforcement, Arbites, or local Inquisitorial agents to identify problems for him, at which point he dispatches dozens of investigators into the field to do extensive forensic assessments, arrests, interrogations, and executions, with a large group of personal and local armed forces in reserve in case something is uncovered that requires lots of shooting. Although he himself has no psychic abilities, he does have some psykers he grudgingly uses for specialized interrogations, and for fighting daemons and other unnatural creatures.

In terms of armed forces, Markus will happily use any local force he considers reliable, including Arbites, Skitarii, Guard, PDF, and local law enforcement. He also usually travels with several hundred soldiers who have proven themselves to him in the past, mostly Guard, but also some Arbites and Skitarii. Markus has a great deal of influence on Algor Rex, particularly the Munitorum and Mechanicus there, and he can, with minimal effort even for an Inquisitor, fill his strike cruiser with any mix of Guard, Skitarii, Knight, or even Titan forces that are stationed on Algor and that he feels are relevant to the mission. His close ties to the Mechanicus also ensures he has access to several of the most knowledgeable experts in the sector on xenobiology and xenos technology.

Markus has never specialized and joined a particular Ordos, which is handy in a place like the Malaxis Expanse where heretics, daemons, and xenos can all be found in relative abundance, and where there isn’t any interest in each Ordos maintaining a separate chapter.
>>
>>94527359

As Lord Castellan of Algor Rex, Markus is also in charge of the Emperor’s Light, the large space station that forms the backbone of the Inquisitorial presence in the sector. He also has control over the strike cruiser and several corvettes that are berthed there. The strike cruiser he treats as his own personal flagship and it generally only leaves its berth when Markus decides to oversee an operation personally, which is rare. The corvettes are generally assigned to whatever junior inquisitors Markus feels needs them the most.

About a dozen other Inquisitors are based out of the Emperor’s Light. They usually are found roaming the subsector and beyond, assigned to hunt down specific targets, or root out specific cells of heretics or genestealers. Markus has managed to drive out or reassign any Inquisitors whose ideologies strongly clash with his, but there are still some tensions between those who consider themselves traditional Amalathians, and those who favor the more heavy handed approaches used by Markus.
>>
>>94526898
Standard (0.8 to 1.2 G): Normal or easily adaptable. No modifiers.
>Roll for atmosphere (1d100)
>>
Rolled 24 (1d100)

>>94527407
>>
>>94528505
Normal: Safe to breath
>Roll for hydrosphere (1d100)
>>
Rolled 81 (1d100)

>>94530269
>>
>>94530269
Watery: This world is mostly ocean, with only a few island landmasses and microcontinents.
Yet it’s known for being heavily volcanic. Maybe it’s a planet full of Hawaiis? Polynesian names could be a cool cultural inspiration for Coronula pilots maybe.
>Roll for temperature (1d100)
>>
>>94531223
Whoops meant to reply to >>94531107
On that
>>
Rolled 1 (1d100)

>>94531223
>>
>>94532848
> Bitter (-201°C/-330°F or lower): As cold as it gets. Maybe too cold for an atmosphere. Only the best heating and most complex equipment can keep the habs habitable. Going outside means flash-freezing and becoming part of the icy terrain.
So, maybe an iceball with vast frozen oceans, pockmarked by volcanic archipelagos that are the only habitable areas?
Could work but man that’s a curveball.
>Roll for amount of terrain types (1d100)
>>
Rolled 43 (1d100)

>>94533069
>>
>>94533210
3 terrains. One is already established as volcanos, let’s say active ones.
>Roll for the other two terrains (2d100)
>>
>>94533069
The Hives are under the ice. Think of an arctic-themed Rapture. All of the venting heat from the industrial districts creates small pockets of melt surface water that allow for shipments to come and go. Gargantuan icebreaker ships the size of starfaring Battleships go from Hive to Hive, gathering up goods and transporting them to the starports that make up the majority of the usage for the many islands dotting the planet. Keeping the Hives underwater allows them to be mostly unbothered by the tectonic activity that regularly leads to the starports being shut down for weeks, months, and sometimes years.
>>
Rolled 3, 45 = 48 (2d100)

>>94533258
Hope I did this right.
>>
>>94533605
I feel like the world being feral and at a bronze/iron age tech level would hamper that concept, though it is neat.
>>
>>94533607
Grassland and even MORE active volcanos. Well, I guess there's a lot of habitable hotspots on the planet provided you're okay with living next to lava plumes.
Time to roll for population. Feral worlds get no modifer, and neither does one of average size, so then:
>Roll for number of dice to roll for population (1d100)
>>
Rolled 79 (1d100)

>>94533749
>>
>>94534847
>1d5 billion
>>
Rolled 2 (1d5)

>>94536632
>>
>>94536653
>Population: 2 Billion
1d100 for the society
>>
Rolled 77 (1d100)

>>94536672
>>
>>94537292
>Religious (Ministorum)
So we’ll change it to Dark Gods. 2d12 for their economy
>>
>>94537372
Dice+2d12
>>
Rolled 9, 8 = 17 (2d12)

>>94537491
Shit, I put it in the wrong field
>>94537372
>>
>>94537500
>Export: Alcohol/Drugs: Alters the mental state of the user, usually to create a sense of euphoria or ecstasy, though long term effects may be unpleasant. Alcohol is typically drunk, while drugs can be smoked, snorted, consumed or injected.
>Import:Spacecraft: A vehicle capable of flying through the void of space. Those without warp drives cannot leave the system but are much cheaper than those with one.
Makes sense since there’s a knight house and they need to move them.
>>
>>94537536
>Iron-age peasants being forced to farm slaaneshi super-opium fields to pay for their liege’s dark quests.
>>
bump
>>
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Have a little bump with a tease for the next sub-sector once this one is all wrapped up and fleshed out.
I was thinking of having a more "wild area" in this one, where one would need a really good navigator to make it through the gap in between the two turbulent warp-storms cutting this region of space in two, a little plot hook for RPGs (rogue trader most likely), which could lead to forgotten worlds, chaos and/or xeno strongholds, etc, just someplace to spice it up a little depending on what worlds we end up rolling up further down the line.
Let me know if this is appealing, or if it's an idea I should scrap or change in some way.
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>>94523466
I think for the next subsector map, we could do either:

a) A "core subsector" map where we boast the populations in order to get at least a a few well populated hive/civilized/pleasure/forge worlds, including the sector capital, and also some relatively powerful mining/agri worlds that supply resources to them

b) Some sort of chaos anomaly full of chaos worlds, xenos worlds, and unaligned worlds. We could put the existing chaos knight world there, and also the existing orks and dark eldar
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>>94545249
>>94545295
Great minds think alike, I didn't see your post before I did my own

I guess the trick is now to think of a way to rejig the planet roll table so that it gets a bit weirder. Maybe add a roll at the beginning to assign the world as xenos, chaos, unaligned humans, or Imperial outpost

Map looks great by the way
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>>94545324
Also at some point we should come up with a name for the sector, and an idea of where the different subsectors are in relation to each other
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>>94545330
I was thinking of doing 4 (to start with) sub-sectors all neighboring or at least adjacent before we collect what we have into the start of the wider sector itself
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>>94537536
Should we roll for defenses, or is the presence of the Chaos Knights enough in that regard?
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>>94545736
might as well roll and see what comes up
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>>94546271
Alright then, they'll be getting a +15 on the rolls for the presence of particular forms of forces, so we'll include that in the rolls.
So for feral worlds it'll start with enforcers
>Roll for presence of enforcers (1d100+15)
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It occurs to me that we haven't made a full summary of House Coronula's rolls as far as I am aware. I'm gonna make one now to make the lore write-up easier.
>Reason for turning traitor: Ancient Oaths
>Direct Sovereign: Dark Mechanicum
>Chaos Worship: Nurgle
>Succession: Peerage
>Succession eligibility: Primogeniture
>Ceremony: Nonchalant
>House Demeanor: No Mercy for the Weak
>House Flaw: We Stand Alone
>Figure of Legend: Just a Regular Knight
>Deed of Legend: 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
>Domain: Tiny, just the homeworld/system
>Rule: Direct Rule
>House Hierarchy: Every Knight for himself!
>Combat Doctrine: Stealth
>Preferred Knight Variant: Knight Desecrator
>Restriction: Knight Desecrator
>House Beliefs: Dark Gods above All
>Combat Strength: Nominal
>Ally: Chaos warband or specific Chaos Lord
>Enemy: Not rolled for, but assumedly House Aihab if nothing else

Also we still don't have a wiki page for Malaxis, do we? Any idea who it was that made the previous page for Astrum Nihilum?
>>
Rolled 70 + 15 (1d100 + 15)

>>94546300
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>>94547273
Alright, definitely no enforcers then
>Roll for presence of militia (1d100+15)
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Rolled 63 + 15 (1d100 + 15)

>>94547302
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>>94545324
When we do get to rolling for the Vharos Frontier we can divide the planet rolling into two parts, the first part is the side where the imperium has a (somewhat) control, and the other can be in the wild region beyond the warp storms, and those rolls we can tweak or mention beforehand that they are a xeno/war/quarantined, world and so on.
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>>94547345
Okay we have a militia
>3d10 for its size
>>
Rolled 3, 3, 3 = 9 (3d10)

>>94549747
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>>94549871
Medium
>Roll for militia quality (2d10)
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Rolled 8, 2 = 10 (2d10)

>>94550400
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>>94550617
Medium quality as well. A decidedly mediocre militia.
>Roll for the presence of a Standing Army (1d100+15)
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Rolled 78 + 15 (1d100 + 15)

>>94550647
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>>94553045
>93
Well damn, no standing army then. I suppose the Knights are the closest thing to filling the role
>Roll for presence of Private Army/Armies (1d100+15)
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Rolled 37 (1d100)

>>94553202
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>>94553248
Alright so there are private Armies
>Roll for size (2d10)
>>
Rolled 2, 3 = 5 (2d10)

>>94553361
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>>94547047
>Also we still don't have a wiki page for Malaxis, do we? Any idea who it was that made the previous page for Astrum Nihilum?

I did a really lazy copy-paste of the previous anon's Astrum Nihilum page to make the Malaxis Expanse page:
https://1d6chan.miraheze.org/wiki/Setting:Astrum_Nihilum/Malaxis_Expanse

I will gradually copy over content from the threads if no one else does
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>>94553600
A lazy copy is better than nothing at all, thanks for setting it up Anon
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>>94553600
>>94553729
The only thing that bugs me a bit is that the Malaxis Expanse page is treated as a part of the Astrum Nihilum setting, but they are both subsectors

Maybe "Astrum Nihilum" is the name of both the sector and one of its subsectors
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>>94553587
Small size
>Roll for Private Armies’ quality (2d10)
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Rolled 10, 3 = 13 (2d10)

>>94558392
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>>94553600
>>94553729
I uploaded everything I could find to the Malaxis Expanse page and also included short summaries.

The only thing missing is photos, since you need an account to upload those
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>>94558873
Medium quality
So not too much better than the militia really.
I think that’s about it, now we just need to name the planet and put it somewhere.
On that note, did we want to put this planet in the Malaxis expanse, or hold it for the next one, since people seemed to be considering making a sector to put the majority of the local baddies and xenos in?
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>>94559907
I think we hold it. I also think map anon has already finalized the Malaxis map too
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>>94560110
Fair enough. Shall we put the Ork Klan there too? The Kabal of Stolen Hope makes sense to keep in Malaxis to be the main local antagonistic force.
Also we never got a name for the Ork Klan earlier. I suggested Da Killin Forezt earlier, but I feel like we could maybe make something snappier.
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>>94567078
I think we should put the kabal in the next region instead of the Malaxis Expanse, since Map Anon has seemed to make a region for just such factions to call home. They are also based in real space instead of the webway to it goes hand in hand.
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>>94567078
>>94568232
I assume the Kabal was active Malaxis but it’s DEldar so it’s not like they’d be in real space
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>>94572501
Actually we got "other world" as in not Commorragh, when we rolled the kabal HQ

It was assumed at the time this meant somewhere in real space, though I guess it could also be some domain within the webway
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>>94572985
Wasn’t the original plan to put them in or around the Ghastel Gate? I’d still like to keep some link to it for them even if we give them a proper homeworld elsewhere. It could just be a webway portal they use for easy entrance into the subsector maybe.
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>>94574878
Ghastel Gate being a webway gate or a cluster of gates makes sense to me
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>>94574878
>>94575182
What if Ghastel gate is an ancient warp portal for translation into the Immaterium, but connect to the vast structure unknown to the wider imperial authorities it is also a host of webway nodes that the Eldar can operate and open up paths into the webway with.
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Just checking the 1d6chan page so it looks like the only thing really to flesh out in Malaxis is Azvitt Primus and Semiterna Mortua. While Astrum Nihilum has Tyrell-82, Tartion Omega, Infura Quintus, the Chemskulls, the Rathunters, House Skald and 6Kill6.
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>>94579539
I am working on Semiterna and Chemskulls

House Skald and 6Kill6 already have some lore, but since they are both sector-wide institutions it seems premature to do their write-ups now
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>>94579539
The Warriors of Perfection are far from fleshed out too. They're supposed to be this crazy Slaaneshi Genestealer cult led by a hybrid Daemon prince but the actual content of the article is just a cleaned up copypaste of the rolls' results' descriptions in the table
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>>94582393
I have a half finished description of the daemon prince, but I keep forgetting to finish it
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>Semiterna Mortua

History:

A cold bleak world with few resources, the world that became known as Semiterna was colonized sometime between M32 and M34, though the colony only operated for a few centuries before it was forgotten. It was rediscovered in M37 and its inhabitants brought back into the Imperial fold with minimal effort. It was named Bekka’s World, and was a minor mining world up until WAAAGH!!! Dakkateef in M39. For unknown reasons, the Orks chose to make this world one of their strongholds, and, not wanting to waste Exterminatus weapons on a relatively small group of Orks, a grinding campaign was undertaken to wipe out the Orks using the might of the Imperial Guard. The campaign dragged on for many years, until it was the last holdout of the Dakkateef Orks in Imperial space. Many hardened veterans from other campaigns against the Orks were transferred here, and several decorated war heroes met their end here before the Orks were finally wiped out.

The victory on Bekka’s World marked the end of the war, and although it certainly wasn’t the most important campaign fought, it did end up featuring heavily in Imperial propaganda in the decades that followed. Various political factions felt that the war needed to be commemorated somehow, so Bekka’s World was turned into a cemetery world and renamed Semiterna Mortua. Existing grave sites were greatly improved, and grave sites from other worlds were relocated here. Many senior officers who survived the war chose to be buried there as well. It became fashionable for the descendants of those buried on Semiterna to make pilgrimages there, and some wealthier families moved their family crypts there, and even had mansions built where they could stay during pilgrimages and funerals. However, memories fade, and within a few centuries Semiterna had lost its significance. Many people got off world any way they could, and those who remained found jobs maintaining graves that few ever visited anymore.
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>>94588485

(2/7)

Geography and Climate:

Semiterna Mortua is a cold world, even near the equator, where all the settlements are, the temperature averages around -40C. However, due to axial tilt and the very long days, the temperature can actually sometimes get above 0C for short periods during the summer near the equator, before plunging below -40C near the end of one of the 30 hour nights (-60C for winter nights).

Most of the planet is barren earth covered in a thin layer of snow and ice, but around the equator there are some stretches of hearty forests, tundra, and swampland. There are also some native lifeforms, mostly mammals and avians.

The oxygen content in the atmosphere is well below what humans are used to, oxygen tanks are used during strenuous activity and visitors from off world rarely leave sealed vehicles and buildings with their own oxygen supplies. An upside to the low oxygen content, as well as dry conditions and lack of wind, is that steel and stone degrade very slowly, and many of the world’s structures and monuments are in surprisingly good shape even after millennia of minimal maintenance.

Economy:

Semiterna Mortua once exported certain rare metals, but the veins were mostly depleted even before the invasion by the Orks. Once it became a cemetery world, millions were initially employed in quarries, foundries, greenhouses, hotels, and manors creating elaborate grave markers, mausoleums, immense monuments, flower boutiques, and catering to needs of wealthy visitors. However, within a few centuries most of these industries had faded and many inhabitants got off-world anyway they could.
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>>94588498

(3/7)

The remaining inhabitants mostly work in maintenance and upkeep of graves, mausoleums, monuments, grounds, and visitor accommodations, mostly paid by the Administratum, but some on private contracts from families that still occasionally visit the world. Most food and other goods are imported, but some locals hunt local wildlife and grow resilient fungi and tubers in old greenhouses or underground.

Surprisingly, Semiterna is still home to a few well respected blacksmiths and metal artisans, who craft elaborate iron wrought fences, life-like bronze statues, and other metal decorations. Aside from maintaining existing features, some of these individuals have a side business repairing swords, armor, jewelry, and other goods looted from graves, and selling them to off-worlders. Given that few such items remain unlooted, many of these alleged grave goods are forgeries.

Society and Culture:

Semiterna is a grim and often dark world whose best days are far behind it. Its inhabitants have a fatalistic and lethargic attitude, stoically accepting that their only options are to work for next to nothing, or try to escape offworld. Inhabitants are reliant on imports from the wider Imperium for most of their food, and all of the parts and expertise that maintain the equipment that provide oxygen and heat, without which, life on the planet is not viable. Adding to the grimness are the long 30 hour days and nights, and freezing temperature. Few work crews have the equipment to work outdoors in below -50C temperatures, so there is little to do for many workers during the much of the winter, and during the spring and fall nights, except sit or sleep in their crowded apartments.

There is some cultural variation on Semiterna, mostly dependent on location:

The “Spaceport” is almost never referred to its full name, “Imperial Martyrs Port”. It is the de facto capital of the planet, once home to nearly a million, but now only a few thousand...
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>>94588543

(4/7)

...It was designed to be the first place that both honored remains and wealthy visitors travelled to, so no expense was spared filling it with cathedrals, museums, hotels, and parade routes, all with the finest gothic architecture. Even the warehouses for off-world goods and tenements for workers looked nice, at least on the outside. These days nearly every structure is long abandoned, though still standing despite three millennia thanks to climate, sturdy construction and sporadic maintenance. A few warehouses, tenements, guildhalls, hotels, and cathedrals remain operational, and a few more are still airtight enough to be filled with heat and oxygen on short notice. Most of the personnel of the Administratum, Ministorum, and Mechanicus are based here, as are the warehouses containing stockpiles of food, guilds specializing in looted, stolen, or forged goods, scavengers breaking into boarded buildings to look for anything of value, and hospitality workers hoping a chance encounter with a wealthy off-worlder will earn them a tip they can live off for a year. The only regular visitor to the planet is the “Declan” a kilometer long mixed use merchant charter ship that loops between Quaddra, Semiterna, and Nyrkhal every few months, staying over each world for 1-2 weeks. Each time it comes to Semiterna, it usually brings tens of thousands of tons of food and other supplies, several hundred crew/smugglers on shore leave, and maybe a few dozen wealthy visitors, though occasionally several thousand during major anniversaries. On rare occasions, a truly wealthy family will charter a separate vessel to visit the planet, or use their own. Any sort of ship visit causes a major injection of life into the city though, as hospitality businesses compete for limited business, priceless (or counterfeit) relics are traded for cheap contraband and cold cash, and those desperate to get off world seek out potential employers or stowaway opportunities.
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>>94588566

(5/7)

Branching out from the Spaceport are a dozen railways travelled by automated trains, which connect the hundreds of cemeteries and macro monuments scattered across the planet back to the Spaceport. Near each train station there is a cluster of hotels and private mansions catering to wealthy visitors. These communities are known as “Manors”. Most of the buildings are long abandoned, but each location that is still occasionally visited will have at least one operational hotel, and dozens of wealthy families still operate mansions on Semiterna, even if they rarely visit them. The individuals who work in these communities enjoy relatively high social status as they spend most of their time wandering around near empty buildings, and when they do get visitors, they have a chance at receiving massive tips or at least get to eat the leftovers of the succulent meals of their guests.

The cemeteries themselves are large, each home to millions of graves, thousands of crypts, and dozens of big monuments, cathedrals, museums, and mausoleums. Each cemetery as well as a few monuments alone in the wilderness are called “Memorialia” and together they are home to the majority of the planet’s population. Each Memorialia has a few worker tenements, hidden either underground or disguised as mausoleums, which contain the thousands of workers who maintain each Memorialia. The tenements are overcrowded, often holding several times the population that they are meant to. However, the work is relatively easy; trimming slow growing grasses, trees and shrubs, shoveling snow on the rare occasions it falls, exterminating borrowing mammals, etc. Most work gets done during the summer months, and even then only during the thirty hour days. During the long nights, and even longer winters, inhabitants will often spend the vast majority of their time sleeping or lying in their coffin like beds, in their crowded, poorly lit, atmospherically sealed tenements.
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>>94588583

(6/7)

Organizations:

Administratum: Although there are only a few dozen of them, they have great power over the bulk of the planet’s population as it is they who decide how much food (mostly slab, nutri-blocks, and corpse starch) should be imported to the planet, how much should be made available to the skilled artisans and hospitality workers who make up the private market (and for how much) as well as how much should be sent to each Memorialia (as most workers are essentially paid in food, and how much food is sent to each Memorialia dictates how many workers will gather there). The majority of the clerks work for the Officio Commemoratia, a subsection of the Departmento Munitorum whose job it is to maintain military cemeteries throughout the sector. Semiterna is not nearly as prestigious a posting as it once was, and the Senior Prefect, Phygia Potitus, is determined to prove his worth and get a better posting by pushing his clerks and some of his workers to work harder (at various busy work projects), and the rest to leave the world by simply not importing enough food for everyone. Needless to say he isn’t very popular, even among his fellow clerks. In theory, the Administratum is also responsible for law and order on Semiterna, but in practice there are too few of them to enforce anything, and the foremen only enforce what rules they feel like, luckily most of the planet’s inhabitants are too lethargic to cause much trouble.

Ministorum: Also only numbering a few dozen, many of them are relatively senior ranking priests, albeit past their prime. Most are indifferent to the spiritual needs of the planet’s living inhabitants, instead they honor the dead via elaborate rituals at the sites of whatever long dead martyr or hero is currently in the vogue (or whose descendant make the most generous donations).
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>>94588599

(7/7)

Mechanicus: Again only numbering a few dozen, they are vital to the continued operation of the planet, even if they themselves put little importance on their role on Semiterna. They are the ones who maintain the heating and oxygen systems vital for survival on the planet, whether individual suits, vehicles, or whole buildings, as well as operate the Spaceport, the train lines, and other critical infrastructure. Often, they would delegate such routine work to secular(ish) technological guilds (for a steep fee of course), but back when the cemetery world was first established, sector authorities pushed the idea that the Mechanicus should contribute to the holy project that is Semiterna directly, and as the planet’s importance diminished, there seemed little point in establishing guilds if no one was going to pay them enough to bother. These days, the Mechanicus to the bare minimum to keep essential operations running, as well as maintaining private buildings who can afford their steep rates.

Iron Artisans Guild: Back during Semiterna’s Golden Age, there were dozens of guilds representing the interests of skilled artisans who helped beautify the tombs and living accommodations of the wealthy. Most of these guilds are long gone or reduced to small private businesses, but the Iron Artisans Guild still survives. Officially they craft fences, trims, plaques, statues, and other metal goods, including crafting and maintaining the ceremonial arms and armor that dead officers are often buried with, or hang outside their tombs. Unofficially they also sell goods stolen from tombs that haven’t been visited for centuries, and sometimes even body parts of famous individuals buried on the planet. Most of the goods are just forgeries though, enough to fool amateur collectors and bored nobles on worlds far from Semiterna.
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>>94588630
Good loredump as always Anon
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bump
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>>94579539
>Infura Quintus
I can do some lore on that since I already did the lore for the sisters there.
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>>94545249
Bumping the thread once more with some more stuff for the next sector, just setting some more groundwork really. Gave each section of the sub-sector a name, and an embarkation point into the non imperial held area kinda like Port Wander in Rogue Trader. Let me know what you Anons think about the names, and ideas I put forward here.
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>>94594718
If i wasn't clear enough, Aegis Sactus is the area with most imperial control, while Nihil Obscurus is the "wild" region of space
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>>94594683
Go for it my dude, more lore is always welcomed as I like to read through it all.
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File: nameless sector location.jpg (481 KB, 1991x2288)
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>>94594718
>>94594726
Looks great

How close is the sector to the Rift/Eye of Terror?

As far as I can tell we are here roughly here. The purple line could be where the warp storm is on your map (maps need to be rotated 100 degrees clockwise so that "corewards" faces the right way)
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>>94597611
Did you make this map yourself or is there a version of this out there that includes the rest of the galaxy?
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>>94597611
Thanks!

We have kept it kinda vague on purpose, but what we have agreed to is this; The overall sector is right between the Great Rift and the road south to Terra.

Also, not every warp storm is on all maps, so we don't need an exact location on an official/fan map, it's for keeping a few things open for future additions and changes
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>>94597646
It is a fan made map, it is one of the first that shows up when you search "40k map" in google

>>94597845
I think we also specified "southwestern most corner of Segmentum Obscurus"

I was just curious if the "Nihil Obscurus" is a local patch of unexplored space, or if it is a border area for the Rift/Eye
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You know, I do kinda wish the planet generator had a table for deciding when the planet was discovered/colonized by the Imperium.
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>Sontarch Chemskulls

History:

Historically there have only been a few Guard regiments mobilized on Sontarch due to its small population, but four centuries ago, the sector-level Munitorum pushed for the creation of several elite heavy infantry formations to provide local Guard commanders with more tactical flexibility and lessen reliance on the Exemplars and Skitarii macroclades. The Chemskulls were created as an elite regiment that would operate within the neighbouring sectors and adjacent wild space so that it could return to Sontarch regularly to receive reinforcements. As the Chemskulls only allow in the best of the best, they rarely number more than a few hundred and have been either grinded down to a few squads or completely wiped out on more than one occasion.

Lately the Chemskulls have taken a string of heavy losses which has undermined their once legendary morale. Losses in the past few years alone include almost 200 lost in a string of failed missions on Delta-Theta-10, and nearly 300 mission during investigations into rumors of a Hrud infestation on a nameless outworld. Although the Chemskulls would never break and run in the middle of a fight, they have been much more likely to abort missions in a controlled fashion when they think things aren’t going well, reasoning that they can no longer afford careless losses when their services are in such demand. This is particularly true ever since Alexio took command of the regiment, as he feels the loyalty of his own soldiers to him is more important than the short lived gratitude of a senior officer. Furthermore, the bulk of the Chemskulls are currently deployed on Delta-Theta-10, and it is unlikely they will be reinforced or rotated from the front lines anytime soon.
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>>94600915

(2/4)

Structure, Equipment, Training:

Anyone can volunteer for duty in the Chemskulls, but first they must pass grueling aptitude tests and rigorous training. Most who aspire to join the Chemskulls spend a few years in the Sontarch PDF, and only try to apply for the Chemskulls if they are in the top 2% during PDF drills. Its members are known for their almost unbreakable morale, which depending on the individual in question, is motivated by a mix of religious fanaticism, ambition, or desire to uphold the elite reputation of the regiment. Those few who survive 20-30 years of service and make it back to Sontarch are often given comfy positions in the PDF, Skald Industries, or the local government.

Due to their small numbers, the Chemskulls are organized more like Stormtroopers than regular Guardsmen. They are often report directly to the intelligence staff of whoever is commanding a particular front and usually deploy as either ten man squads or platoons of thirty to fifty.

As a special forces formation, the Chemskulls usually have their pick of whatever available equipment may be useful for a particular mission. They have been trained on all sorts of rare equipment like grav-chutes, explosives, and high end scanners, though their preferred solution to most problems are frontal assaults wearing thick armor and wielding the best guns available in their area of operation.

Drawing on the familiarity of some recruits in handling toxic gases, the regiment is fond of chemical-based weapons like chem throwers, tox grenades, and phosphor rifles. They often work with the Arbites or local Enforcers to suppress riots using these devices. They aren’t adverse to using more powerful chemical weapons either, many of their missions involve fighting their way to a particular location in order to poison a water supply or deploy a radiation bomb. They are also often used on missions with hazardous environments like space hulks and damaged industrial complexes.
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>>94600924

(3/4)

Colonel Alexio Zal:

As Colonel of the Chemskulls, Alexio’s main role is to advise generals and intelligence officers on how to put the Chemskull’s talents to best use. He has survived nearly thirty years as a member of the Chemskulls, and is reaching an age where he could potentially retire comfortably back on Sontarch. Although skilled enough in a fight, he prefers to organize operations from far behind the front lines. His soldiers don’t mind though, as he is a tactical genius with a strong grasp of what is men are and aren’t capable of, and how to use them to inflict maximum losses on the enemy. Furthermore, Alexio makes an effort to appears as though he genuinely cares about his men and pushes back hard against risky missions imposed upon him by superiors.

Alexio likes to portray himself as a fun-loving maverick whose sticks up for his men, outsmarts dogmatic or career-minded officers, and always has a winning plan or two in his back pocket to ensure he is showered in enough glory that is detractors have little basis to move against him. In addition, Alexio often goes out of his way to emphasize having some unusual quirks. Having grown up in a strict middle-class family on a drab industrial space station orbiting Sontarch, Alexio claims to love experiencing new worlds and new cultures. He often seeks out obscure local grooming habits, the more outrageous the better, and mimics them, and also acquires large amounts of unusual local drinks and foods for future use. He also claims to be fascinated by local flora and fauna, and will sometimes come up with unusual strategies to avoid damaging local ecosystems.
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>>94600930

(4/4)

Much of this is an act though, Alexio is a cynic and a survivor through and through, and playing the role of maverick genius helps boost his reputation among his soldiers, peers, and superiors. Being promoted off the front lines was a major boon for him, and he grows ever closer to his real goal, a wealthy retirement back on Sontarch, becoming a celebrity telling war stories to bored nobles, maybe even some rejuv treatment.

The Blessed Chemskull Litany of Smiting:

The Chemskulls arent too big on ritual or tradition, preferring to focus on careful preparation and doing whatever it takes to secure victory, but they do have one tradition they undertake just before entering battle, each squad will recite the Blessed Chemskull Litany of Smiting, a longer variation of the Litany of Smiting that appears in most versions of the Uplifting Primer. The Litany is different for each mission, depending on what types of equipment are used, personnel are present, and the objective of the mission:

Holy Emperor [or sometimes one of his other titles], deliver us from the [Darkness of the Void/Foulness of the Xenos/other enemy specific phrase], guide [soldier’s name]’s [insert full name and numeral of soldier’s main weapon here] in Your service and let it [sear the foul xenos from existence/shred the worthless dupes/slay the unfaithful servant/send the verminous curs straight to hell/etc.]

[Followed by similar phrases for each weapon in the squad. Saying a verse for grenades, knifes, and sidearms is optional. Coming up with different grandiose or insulting ways to describe the enemy and how they will be slain for each verse is highly encouraged]

In your Name, let us [brief but descriptive summary of mission, with lots of references to smiting/searing/burning/crushing/fumigating enemies]
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>>94598251
I would rather have it be a region the imperium hasn’t been able to fully explore. Perhaps the Nullflow passage is something “recent” like something that only opened up one, two, maybe three hundred years ago or even more
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>>94601133
It could be a stretch of space the Imperium has never been able to explore properly, and while one side of it has long bordered our sector, the sectors on the far side have been recently absorbed into the Eye, making it a true frontier zone where Rogue Traders are keen to both explore new worlds, but also to reach the far side where some recently lost worlds can be reclaimed, or at least looted.
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>>94601222
That sounds like most interesting thing to have it be
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Infura Quintus
History:
According to most estimations from Ministorum Historians, Infura Quintus was initially settled at some point during the Great Crusade, ostensibly with the intent to turn it into an agri-world for the purposes of farming the fierce Las-Newt packs which skulk across its surface. The colonization process was interrupted by the events of the Horus Heresy, as the titanic clashes and daemonic incursions cut off the subsector from the rest of the Imperium. While most of the colonization supplies had been offloaded, further support from the greater imperium was no longer be possible, and the planet soon came under direct attack by a group of demons, allegedly of a Slaaneshi bent. The Colonists fought as hard as they could against the vile enemy, but found an unexpected ally in the form of the las-newts, whose mild psychic abilities and laser-resistant hides caused a surprising degree of attrition among the Daemonettes, resulting in the Chaos-filth being driven offworld.
The Colonists from this point set about establishing themselves upon Infura, remaining ever-wary of the las-newts hiding among its dunes. As the human population expanded, conflict with the creatures became inevitable, and fierce campaigns were conducted across the desert world to clear out las-newt packs from areas of planned settlement. These efforts were often frustrated by the las-newts characteristic toughness against the near-ubiquitous laser weaponry used by the colonists, forcing them to fall back on more primitive autoguns and stubbers to bypass this advantage and exploit the creatures' otherwise frail constitution.

(1/10?)
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>>94606976
Over the millenia, the colonists began to fracture politically, separating into fiefdoms and city-states. At first, the most successful of these states were those where the las-newts had been pushed out, as they could focus on setting up proper infrastructure without worrying about reptilian harassment. As newly-adapted hunting methods for dealing with the beasts spread across the planet, however, many found that armoring oneself or one's forces with the scales gave them an incredibly effective edge on the battlefield. Thereafter the creatures became exploited, sought after across the planet and even reintroduced to areas they had once been cleared from. Hunting the newts became the most prolific (and most dangerous) profession on the planet, with many of the most successful finding themselves rich enough to buy land and enter the ranks of the nobility. Still, there seemed to be few ways to keep the newts contained for sustainable long-term farming, and thus the supply of scales remained unreliable at best.
When Imperium forces returned to the Astrum Nihilum during the Benivola Lux crusade of m37, the citizens of Infura Quintus were quite content to return to the Pax Imperialis. New supplies put a stop to the gradual technological decay which had been eating away at the planet's tech-base, and much of the new tech acquired by their reconnection finally allowed for the enclosure of las-newt packs. As such, many of the prominent hunter families on the world switched to becoming ranchers instead, soon developing further into rancher-barons, and entrenching themselves in the planetary government. The Imperium was quite happy to let this development happen, as it allowed for a new steady supply of las-newt scales for reinforcing the carapace armor and bodygloves of their forces in nearby sectors.

(2/10)
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>>94606983
Over the next three millennia, Infura became quite prosperous, and the Rancher-Barons established themselves as the ruling elite of the planet, governing through an oligarchic council of their richest and most powerful members. At the same time, the common folk took to the efforts of ministorum in spreading the Imperial Creed with gusto (whereas they had formerly been isolated from the Imperium before its establishment). The Rancher-Barons, not wishing to miss an opportunity to demonstrate their gratitude and loyalty to the Imperium for so richly rewarding their efforts, followed suit by engaging in mass cathedral-building programs across Infura's sand-blown cities, to the point that the planet became a common attraction for local pilgrims and began to garner a significant ministorum presence. In hindsight, what was originally a shrewd political move on the part of the Rancher-Barons ended up creating the chief threat to their primacy on Infura, as the planet's apparent religiosity drew the attention of the Adepta Sororitas in m40.
(3/10)
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>>94606996
At this time, what would soon become the Order of the Cleansing Sepulcher was seeking a planet upon which to establish a convent, and Infura Quintus's preponderance of shrines combined with a climate familiar to their founding saint made it the planet of choice. Soon enough Infura was dotted with Sororitas nunneries across its surface, and the Rancher-Barons found themselves having to toe the line when dealing with the austere and spartan sisters. Their disdain for more advanced technologies in particular rankles at the sensibilities of the Barons, who would love nothing more than to get the newest tech. Many of the commoners, meanwhile, appreciate the Order for its charitable works in the Shrine Cities where they present the fruits of their artisan pursuits. This further irks the oligarchs, as the popular support the Cleansing Sepulcher enjoys is perceived to undermine their own authority. Despite this friction, however, the sisters do try to keep the peace on their end, isolating themselves from Infuran society when not actively doing works or dealing with matters of security. Furthermore, while the sisters abhor the abominable psychic abilities of the las-newts that bring such prosperity to the planet, they understand their importance to the Emperor's war effort and so leave the Rancher-Baron's business to themselves, so long as their livestock remains corralled. Nevertheless, tensions remain high among the Rancher-Barons, and with the recent waning of the order's (wo)manpower, they might wish to use the opportunity to reassert their authority...
(4/10)
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>>94607002
Geography and Climate:
Infura Quintus is a dry world of sandy dunes and rocky desert valleys, most of the planet's water being locked underground in aquifers and rare oases. The temperature is surprisingly agreeable, sitting right within the comfortable range thanks to the rather short day-night cycle not allowing the temperature to vary much. The planet sports a notably stronger gravitational field than normal, and non-natives can often find themselves easily tired on it (though this also allows Sororitas members to train their bodies even harder). While much of Infura is technically survivable for human life in the short term, the lack of water can swiftly turn deadly for the unprepared. The native fauna is well adapted to this aridity, making efficient use of every drop they can scrounge. Hardy tubers, with deep taproots to access the water table, make up the majority of edible flora, while a multitude of small reptilian and mammalian fauna skitter among the scrub avoiding the las-newt, which was formerly the closest thing the planet had to an apex predator.

Economy:
The primary source of wealth on Infura is, of course, the sprawling las-newt ranches that armor the Emperor's guardsmen abroad. A full half of the world's labor force works in the las-newt sector, whether as ranch hands, butchers, or scale-packers. The income provided by this trade fuels the other major sector of the economy: Construction, specifically that of the vast cathedrals in the planet's shrine cities. Infura is particularly gluttonous for minerals and construction materials in order to keep the building streak going, with marble being a particularly prized import.

(5/9)
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The Order of the Cleansing Sepulcher also comprises a small but notable sector of the economy, as the sisters are encourages to take up artisan trades in order to praise the emperor through work. While these products are generally given out to the masses as charity, the secondhand market for vases, wind-chimes, and other such objects made by a sororitas can gain one quite a bit of profit indeed.

Society & Culture:
Infuran society is ultimately one divided between its rural and urban aspects. The older urban centers originated as hard-won settlements of the original Infuran colonists, who clustered around every viable source of water they could claim (and repel the las-newts from). The need to evenly distribute the water engendered a more collectivist bent among the colonists, and while social inequality and stratification inevitably formed over time, the a sense of common responsibility remains instilled within the desert townsmen. This sentiment translated well to the Imperial church, and the urbanites of Infura are far more outwardly zealous than the rural population, which helps keep the enthusiasm for cathedral construction strong.
The rural part of Infuran Society is quite the opposite. The Rancher-Barons pride themselves on their personal/familial success, and an elitist mindset permeates nobility of the dunes. They are generally far more lax in their religiosity and eager to advance their houses, both in power and in technology. The employees/peasantry employed by the Rancher-Barons share an element of this mindset, eager to earn enough to buy their own land and start making it big.

(6/9)
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>>94607008
>>94607018
Organizations:
Mechanicus:
The cult of the Machine God has a minimal presence upon Infura Quintus, mostly for lack of any major interest in the planet, as well as a desire to avoid any unnecessary friction with the ecclesiarchy. This goes double for the Sororitas, as the bad blood between the Order of the Cleansing Sepulcher and the local forge worlds of the Astrum Nihilum persists to this day. As such, a mere token force of tech-priests remains on-planet to maintain the important infrastructure. The Rancher-Barons are often eager to contact mechanicus representatives, but the latter generally rarely gives them any time, not eager to antagonize the sisters any more than they must.
Ministorum:
The Ecclesiarchy holds a significant presence on Infura Quintus, even discounting the presence of the Adepta Sororitas. Indeed, many of the priestly positions within the planet's shrine cities predate the order's founding by several millenia. While not overwhelming in their presence, ministorum priests are a common sight across the planet's urban areas, with at least a few guaranteed to be found in any of the myriad cathedrals. On the higher level, the ecclesiarchy holds many advisory roles among the Rancher-Barons' ruling council, and its priests manage many of the administrative roles in Infura's extra-planetary functions, more or less filling the vacant role of the administratum.

(7/8, I really thought it would take more posts that it ended up being.)
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>>94607023
Order of the Cleansing Sepulcher:
It is needless to say that the Sisters of Battle hold a significant presence across Infura Quintus, though this presence is often one cloistered away in their remote convents, often in the harshest areas of the Infuran desert. In order to keep relations with the Rancher-Barons cordial, the sisters usually try to keep themselves uninvolved with intraplanetary affairs, save those which demand their presence. Aside from their aforementioned charitable excursions, the most likely time one will see a Cleansing Sepulcher sister in public is when a heretic has been exposed or escaped las-newts are running amok. As the creatures' mind control abilities offend the senses of any true daughter of the emperor, escaped beasts are considered fair game for exacting holy judgement upon their filthy (albeit valuable) hides. This can occasionally cause an incident with the las-newts' former owners, who would much prefer to recapture their livestock, though most of the cityfolk agree that the creatures are too dangerous to be allowed to roam free.
(8/8)
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>>94607030
good work
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>>94606976
>>94600915
Both entries have been added to the wiki. Love Infura Quintus, it reminds me of Fallout's NCR with the brahmin barons. With the Sisters' living saint being named after Our Lady of Fatima, I'd picture some kind of Andalusia/North Mexico vibe
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>>94608811
>With the Sisters' living saint being named after Our Lady of Fatima, I'd picture some kind of Andalusia/North Mexico vibe
Funnily enough that reference was totally accidental, albeit quite fitting. When I was writing the Cleansing Sepulcher lore, my original intention was to write them in a mildly Islamic direction, with Fatima being the first stock Muslim female name that came to mind for the LS. By the end of it though that had kinda blended in with customs more similar to Cistercian monasteries. I guess with that blend of religious influences, an Andalusian vibe does sound rather accurate.
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Anyone here who know where to share longer pieces of text? I have written a short story but I have a hard time sharing it here on 4chan due it's length.
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>>94612745
Pastebin ?
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>>94612745
rentry is pretty good as well
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>>94612745
What's the short story about?
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>>94613100
>>94613471
I’ll check out both options, thanks for helping me out.
>>94615486
The story is about a worker in the frozen wastes on Graffrost, so nothing significant or grandiose.

Also to not rustle everyone’s jimmies I might be using Chatgpt to help me structure the writing since I suck at structuring and layout of texts to not make it a word salad.

But I am still doing some touches on it so I can probably share it in a few hours as I’m not a good writer but I wanted to contribute something to this whole sector project.
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>>94615600
>frozen wastes on Graffrost
Graffrost is a hot world though, probably Algor would work best for a story about a worker on a cold world, or maybe Semiterna or Avathan
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>>94617091
Ah, good point, should have read through the wiki page more thoroughly, I mistook the bearable polar regions as unbearable.
Then I got some edits to do, thanks for pointing it out for me Anon
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Here is the short story
>https://rentry.co/gzrb3347

As stated before I had some help to structure it and make it less of clutter by the use of AI (image is also generated), so it's not all my doing, inb4 aislopfag.
But I don't get to write stuff often like this so I hope all of you will enjoy it.
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>>94618188
great story, it really captures the feel of being a menial on Graffrost
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>>94619005
Thanks Anon, glad you liked it. I felt like a short story about a small cog in the Imperium would be best rather than about a space marine, admiral, or someone else with greater importance.
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>>94618188
good stuff dude
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Some ideas for when we decide to move onto the next sub-sector; the Vharos Frontier. I was thinking of dividing up the number of planets we roll into two sections, one for each side.
The Imperial side will probably just get a 1d10, with maybe a +1 or +2, while the Nihil Obscurus side will get 1d10 but with a +4 or maybe even a +6 modifier to the number of planets. Adding to that I was thinking of having a roll of 1d6 before rolling for the planet itself to follow this chart:
>1-2: Roll as normal on the table
>3: Default to a Quarantined World
>4 Default as a War World
>5: It is a Dead World
>6: Xenos world

Now let's say we get a Dead world, and then roll on the table for what class it is and we get a xenos world, then we can simply say it's dead world that once home to a xenos race or colony, and so on.
Still just a thought on how to make the next region more fun to expand since it's meant to be an untamed area of space in relation to the other ones.
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>>94626909
I am not sure quarantined worlds should be more common if this is an untamed area of space and there isn't a large Imperial Navy presence to enforce the quarantine. It might work though if they are worlds that Rogue Traders and Merchant fleets have been forbidden from visiting (but possibly do anyways because it isn't enforced)

We would probably be better off with more rolls that result in "Chaos World" and "Non-Imperial Human World"
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>>94627734
also maybe a higher chance of chaos and xenos worlds unless we roll/place the chaos knight world, ork world, and dark eldar world right away
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>>94627734
I am open for ideas, that was just a rough draft than anything, and if we still haven't come up with a good system, we can always start rolling like normal for the imperial side of the sub sector.
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bump
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>>94627802
Well we can place the Chaps Knoght world straight away probably, the Orlando Deldar ones will need to be rolled up I think
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>>94642249
*Ork and Deldar ones
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>Warriors of Perfection (additional info)

Origins (additional info):

The history of the Warriors of Perfection is intrinsically linked to that of their master, Serpentia-Erotica, the Six Faced Prince, a gestalt being made up of six corrupted souls (Cario, Valennia, Icilia, Milphio, Caria, and X-1) who had sought power on Delta-Theta-10 at various points in its history.

Cario Similis was an Emperor’s Children Lord Commander during the last days of the Great Crusade. He was known for both his martial ability, and his elaborate strategies that often involved dismantling his opponents from afar. The conquest of the world that would become Delta-Theta-10 was one of his favorites, as he used a complex series of tightly timed pinpoint orbital bombardments, aerial strikes, and teleported kill teams to dismantle the defenses of the technobarbarians squatting on the world with minimal infrastructure loss and no friendly losses. The discovery of several partial STCs upon Delta, and its subsequent founding as a Forge World made Cario a personal favorite among the Mechanicum factions allied to the Emperor’s Children. Cario kept his sanity better than many of his battle brothers during the Horus Heresy, but became increasingly obsessed with immortality. Following the defeat at Terra, his warband took refuge on Delta and attempted to assist the rebel faction against the loyalists. When it became clear that they faced defeat there as well, and unwilling to retreat to the Eye of Terror where he had many enemies, Cario had an unusual ritual performed by his sorcerous allies, one which converted his soul into a daemonic being, and trapped it in the Warp around Delta-Theta-10 where it could one day possess another body for Cario to inhabit.
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>>94642535

Cario’s surviving followers went into hiding and became a hidden cult known as the “Immortalla”. They believed that one day Cario would be summoned back into reality and led a vast army of Slaanesh to convert Delta-Theta-10 into a daemon world, at which point he would return all those who had ever served him to life as immortal god-kings who would help him rule over the new Delta-Theta-10 for all eternity. The Immortalla were a small elite group of nobles, spies, scholars, and radical tech-priests who possessed large resources, but were very cautious in using them, which coupled with their highly decentralized cell structure, made them very slow to accomplish anything for the first five millennia of their existence. This only changed when Valennia became the leader of the cult.

Valennia Sura was a young Mechanicus Factor seeking to leverage her artistic ability to move up the tech-priest hierarchy during the early days of the M35 Paint-Maker’s Coup. Although initially motivated by ambition, she became obsessed with the idea that her paintings were drawing inspiration from another world. Although she hadn’t realized it at the time, she had psyker abilities, and her art (some of which she never shared with others) was inspired by the visions from the Warp, specifically Slaanesh’s Realm. By the time she realized where she truly drew her inspiration from, she was too corrupted to care, and she became the senior Slaaneshi cult leader in the region for over a century, using her position as a Factor to taint the nobles and industrial overseers of the sector. She eventually worked out how to summon Cario back to the mortal realm, but Slaanesh had played a cruel trick upon them both.
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>>94642544

Cario’s spirit was summoned into Valennia's body, and the two fought vigorously for possession, turning Valennia’s body into an unstable Chaos Spawn in the process. Many of her senior lieutenants were there to witness the ritual and accidentally slain in the process. The Cario-Valennia entity was forced to flee into hiding and was destroyed by the Inquisition a few months later. But this merely returned the dual spirit to the Warp, where it seems the now conjoined souls eventually reached an understanding.

The next leader of the Immortalla was Icilia Rectus, an elite, one-of-a-kind assassin created by one of the more radical factions of the Mechanicus during the century of political upheaval that followed the Paint-Maker’s Coup. She was built to combine the seductive guile and polymorphine trickery of the Callidus with the marksmanship of the Vindicare, and the technological mastery and countless implants of a more traditional Mechanicus member. Unfortunately, Icilia was allowed to retain much of her original personality, as it was believed her natural charisma, social grace, and manipulative instincts would help her charm her way into the confidences of many different factions, both Mechanicus and non-Mechanicus alike. Icilia was also arrogant, selfish, and self-centered however, and while at first she was motivated partially by the fact her modifications made her nearly immortal, she became increasingly concerned her masters would one day eliminate her to cover-up the heretical nature of her existence.
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>>94642548

By the time Icilia was tasked with wiping out a cell of the Immortalla her masters had stumbled upon, she was already looking for a new, more powerful patron. She infiltrated the Immortalla, but instead of destroying them, she became their leader, lured by promises of immortality and limitless power. She made a pilgrimage to the Eye of Terror itself, and made contact with the Cario-Valennia entity, who helped her built up a powerful war band of Emperor’s Children, Dark Mechanicum, Daemonettes, and other followers of Slaanesh.

In her arrogance, she ultimately attempted to betray the Cario-Valennia entity and was instead sacrificed to it in order to provide it with a new body capable of operating in real space. The new being was a powerful one, a major daemon that could use Icilia’s polymorphine know-how to seamlessly change its appearance between that of Cario, Valennia, and Icilia among others depending on who it was trying to inspire or infiltrate. The being’s most common form though was an androgynous, three headed gorgon-like creature, with snake-like mechadendrite for hair, and a large mechadendrite replacing its lower half, allowing it to move like a snake. It began to refer to itself as Serpentia-Erotica, and in time the Icilia’s soul was forcibly merged into those of Cario and Valennia.
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>>94642557

Using the dark knowledge of the Dark Mechanicum, the strength of the Emperor’s Children, the corrupting abilities of the daemons, and the raw numbers of mortal slaves, Serpentia-Erotica launched the largest invasion of Delta-Theta-10 to date, as well as several other worlds in neighboring sub-sectors to slow the flow of reinforcements. Computer viruses developed by the Dark Mechanicum were key in disorienting Delta-Theta-10 and other forge worlds for long enough for Serpentia-Erotica’s followers to land large armies, and the war became known as The Erotica Scrap-Plague of M36. The Scrap-Plague coincided with the Wars of Apostasy, as well as several centuries-long local warp storms, three major WAAAGHs, and a large increase in attacks by xenos and raiders. Imperial control of the sectors around Delta-Theta-10, never strong to begin with, was all but lost as world after world was overrun, or was cut-off from the Imperium. Yet through all of this, Delta-Theta-10 and its allied forge worlds never fell. It took several decades of warfare and several centuries of careful work by the Inquisition and loyal factions of the Mechanicus to drive off Serpentia-Erotica’s initial invasion and its aftermath. Serpentia-Erotica then established several strongholds within the vicinity of Delta-Theta-10 and launch two more invasions during the later centuries of M36, both of which were barely repelled. It wasn’t until the Benivola Lux Crusade of M37 that Serpentia-Erotica’s armies were driven from the sector.

Although the bulk of its forces were driven back to the Eye of Terror, Serpentia-Erotica did still maintain control of the Immortalla and other Slaaneshi cults that operated on or near Delta-Theta-10. It spent the next millennium slowly reestablishing its dominance over its vassals within the Eye, while constantly monitoring Delta-Theta-10 for events it could take advantage of.
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>>94642249
That is something I can do, I'll put them as blank unclassified worlds for now then until we get a chance to roll to see if their icon needs changing.
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>>94642567

The first major such incident was the Second Schism of early M38. On Tyrell, tensions had been rising between three factions; orthodox tech-priests who wanted to strengthen the military and help stabilize the sector, isolationist-aestheticians who wanted to focus on honoring Omnissiah through beauty, and radical inventors who believed that only technological breakthroughs could save humanity. Several small wars broke out between the three factions, with Delta-Theta-10 loaning some forces to the aestheticians and radicals. Among the loaned forces was Milphio Rex, a senior member of the Ordinatii who was placed in charge of all the macro weapons in the possession of the Deltan-aesthetician-radical alliance. Frustrated by repeated poor performance against the orthodox faction, Milphio began researching ancient techniques and technologies used during the Great Crusade and Horus Heresy eras, including those used by the genius artillery master Cario Similis. At some point during this research, Milphio came across tainted texts that began very slowly twisting his mind, and also brought him to the attention of Serpentia-Erotica. Under Serpentia’s subtle direction, Milphio did everything he could to escalate the conflict, and when that failed, he faked his own death, and became a key figure in the loose alliance of radicals on Tartion Omega, as well as a spy for Serpentia and the Immortalla.
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>>94642575

(7/15)

Despite their very different personalities and specializations, Milphio began an on and off again relationship with the radical Deltan Genetor Caria Peniculus that lasted nearly two millennia. While Milphio was a cynic who believed that only massively increased industrialization, even more authoritarianism, and precision use of super weapons could save humanity, Caria was an optimist who believed that improving the livelihoods of common citizens and spreading knowledge would spark rapid innovation and return humanity to the power it once possessed during the Age of Technology. Serpentia-Erotica used the influence it had over both of them to nudge them towards a romantic relationship which it often then sabotaged for its own amusement. It also nudged both of them into researching increasingly radical technologies, which eventually attracted the attention of the Inquisition, which kicked off the infamous Tartion Omega Incident of early M40. Seeing the creations they believed necessary to save humanity burned to the ground drove both Milphio and Caria to despair, they both finally embraced the worship of Slaanesh, seeking solace in hedonism, the promise of immortality, and being there to see the day when the Imperium who had so wronged them finally collapses. Together they performed a perverse ritual that merged themselves into Serpentia-Erotica, as well as summoned some of Slaanesh’s most manipulative daemonettes to Tartion, where they helped orchestrate a pointless civil war among various Imperial factions before finally being uncovered. Caria’s role in the conflict was never widely known. Serpentia-Erotica restored her body and most of her mind so that she could continue on as both a fringe radical genetor, as well one of the leaders of the Immortalla movement. Serpentia-Erotica’s forces returned to hiding in the shadows, it wasn’t for another millennium that a new major opportunity presented itself...
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>>94642581

(8/15)

In mid M41, genestealers, at that point still barely known to the Imperium, arrived on Delta-Theta-10 via a freighter arriving from halfway across the galaxy to collect paint. Caria’s allies among the radical genetors managed to isolate the genestealer patriarch, dubbed X-1, and bring it to a secret lab on Delta-Theta-10 for Caria to dissect. Recognizing the potential of the creature and its ability to enslave others to its will, Caria performed a foul ritual in order to summon Serpentia-Erotica and absorb both herself and the patriarch into it. Now comprised of six individuals of note, and possessing several unique attributes, the gestalt entity known as Serpentia-Erotica was finally able to ascend to Daemon Princehood, greatly increasing its power.

Serpentia directs its new genestealer followers to prioritize Skitarii, the Cinia Circuitus, and other military organizations on Delta-Theta-10, and forms the organization known as the Warriors of Perfection, whose beliefs are shaped by the six individuals who make up Serpentia-Erotica. At first the genestealers are unaware that their patriarch is now a daemon prince, but over a century or so, worship of Slaanesh is gradually introduced into the Warrior of Perfection doctrine. Using daemonic knowledge, and Caria’s genetic know-how, Serpentia begins further reshaping the Warriors to better serve its interests. In cult cells meant to subvert rather than fight, the roles of Magus and Primus are often instead filled by half-daemonic beings. Whether daemonic or xenos, these individuals are known as Puppetmasters, and they specialize in social manipulation and seduction. Many types of genestealers are altered to appear as charismatic humans, suited for infiltrating all levels of society.. Over time, cells of Warriors start appearing on worlds throughout the sector, and the Immortalla and several other Slaaneshi cults are absorbed into their ranks.
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>>94642596

(9/15)

The cult was able to keep off the radar of the Inquisition for a number of centuries. On the rare occasions they were uncovered, they were usually mistaken for normal Slaaneshi cults. Serpentia-Erotica was very conservative in their use, only implanting highly valuable individuals like nobles, senior officials, military officers, law enforcers, and elite soldiers. The more bestial types of genestealers and various monsters created by corrupted genetors were placed in hidden statis-crypts, waiting for the day they could be unleashed on Delta-Theta-10 in the midst of an invasion.

In late M41, Serpentia-Erotica overreached itself by using some of the tainted genestealers as support during an ambush during which Serpentia and some Emperor’s Children ambushed and slew the Chapter Master of the Exemplars of Hexrax. The new Chapter Master, Priam Achean, swore revenge, and managed to hunt down and destroy a number of cults associated with Serpentia-Erotica, including many genestealers. These actions has earned Priam the ire of Serpentia, but it hasn’t sought revenge yet, as apparently some futures exist where Priam overreaches himself and falls to Slaanesh, sometimes bringing his entire Chapter with him.

Besides, Serpentia-Erotica has other priorities. The opening of the Great Rift has destabilized the Warp in the sector enough for Serpentia to launch its long planned “Return” to Delta. Emperor’s Children, Daemons, Dark Mechanicus, and tens of millions of mutant fodder have invaded the planet from warp rifts, where they were joined by the Warriors of Perfection, and more recent converts to Slaanesh like some Paint-Huffer Tribes. So far the Warriors on Delta have mostly been held in reserve, manning and defending Ordinatus weapons far from the front lines, but eventually Serpentia-Erotica will sacrifice them for some major battlefield gain, there are plenty of other puppets on Delta for Serpentia to burn through after all.
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>>94642607

Beliefs (additional info):

The Warriors of Perfection can convert basically anyone due to their genestealer nature, but a few extremely well informed individuals are still willingly drawn to the cult based on the belief that they will be reincarnated (with little or no memory of their previous lives) as powerful daemonic beings once Delta-Theta-10 and other nearby worlds are turned into daemon worlds, where they will spend the rest of eternity exploring their every desire and tormenting those who displeased them in life. Many Infected individuals aren’t actually aware they are a part of the cult, and can be given all sorts of psychically imparted reasons for deviating from their usual behavior. Other Infected lose all sense of identity as their only role is to spawn genestealers. But the core members (all of whom are at least moderately high ranked individuals in Imperial society) believe in their eventual reincarnation thanks to Slaanesh and Serpentia-Erotica, which makes them very arrogant and sure of themselves. In addition, most core members regularly take part in rituals that strengthen Serpentia-Erotica’s psychic connection over them, and are given personality traits, memories, and abilities associated with one or more of Serpentia’s six identities, such as the artillery know-how and cynicism of Milphio, the marksmanship and shape-changing abilities of Icilia, Valennia’s knowledge of Imperial High Culture, vanity, and love of elaborate aesthetics, Cario’s martial pride, or Caria’s skill at creating new (twisted) life and conviction that some sort of utopia can be created with the right changes. The beliefs of the cult are even stronger among the genestealer members, particularly the Generation 3 and 4 genestealers, whose personalities are often copied directly from one or more of the six individuals who make up Serpentia, and who have enough daemonic blood to vaguely remember the Warp and the endless possibilities that lie within.
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>>94642619

(11/15)

Leadership and Structure (additional info):

The Warriors of Perfection have two halves. In the remote wastes and Ordinatii depots on Delta-Theta-10, Serpentia-Erotica built up a large force of subverted Ordinatii to support its invasion. Most of the weapon operators are Infected crews who were bound to the will of the cult, but were kept dormant up to the time when their sudden change of allegiance had its maximum impact. Once this occurred, they were quickly given a basic indoctrination on cult beliefs, but kept their original rank structure. They are supported by large numbers of genestealers and artificial creations which were created and put in stasis crypts over the past few centuries.

The other faction can be found hidden among pockets of the wealthy and powerful from across the sector. Each network of cells is centered around one or more small groups of Infected individuals from the same wealthy family, corporate cartel, officer’s club, etc. For the sake of appearances, the Infected individuals continue to fill their old roles, but behind the scenes they are led by a Puppetmaster with several Generation 3 and 4 genestealers in support roles, and maybe some Generation 5 and 6 genestealers in specialist roles. Often the identity of the Puppetmaster is known to no one but themselves, as they use psychic manipulations to convince cult members its ideas are their own, and may allow an Infected or a Generation 3 or 4 genestealer to think they are the true leader.

Around these core cells are many lesser cells of Infected individuals who are manipulated psychically but do not know who they serve, and below them are other cells who aren’t infected, but serve the second tier of cells for a range of reasons (such as bribes or because they are simply following orders). It is not uncommon for the lower level cells to be compelled to fight one another to make it even harder for Imperial investigators to make links between them.
>>
>>94642634

(12/15)

Biology:

Using daemonic knowledge and Caria’s genetic know-how, the X-1 genestealer strain has been modified to better serve Serpentia-Erotica’s interests:

- The Infected (God Touched): Unlike normal genestealers, all generations of the X-1 genestealer strain can potentially infect a normal human, often during intercourse, though there are several possible vectors. Most Infected remain unaware of their status, and Puppetmasters come up with various psychically imparted reasons for them to justify to themselves why they are behaving in an unusual fashion. Infected from relatively high ranked positions in Imperial society are often brought into the cult as full fledged followers of Slaanesh, perhaps because Serpentia-Erotica is amused by the prospect of the Imperium’s high and mighty debasing themselves for Slaanesh. But their are practical benefits to this as well, such Infected are given certain abilities and knowledge from Serpentia-Erotica by participating in rituals, making them more charismatic, manipulative, and adept with weaponry and other technology. Less fortunate are those hidden away to spawn genestealers. Often their personalities are wiped away to make them more pliant, but sometimes they are physically bound but retain their personalities, for their suffering pleases Slaanesh.

- Generations 1 and 2 (Half-Divine): Resembles the cross between a daemonette and a genestealer hybrid, but more human than either, with a high degree of variability that allows them to be mistaken for unusually skilled mutants. Mostly used as fodder on Delta-Theta-10, but on other worlds where stealth is more important, genetic and daemonic tampering while they are still in the womb allows Generation 3 and 4 morphs to be born directly from Infected.
>>
>>94642639

(13/15)

- Generations 3 and 4 (Divine Emissaries): Basically resemble unnaturally attractive humans. Often disguised as bodyguards for wealthy Infected or used in honey trap type operations to Infect key individuals. Some develop psychic powers and fill a battlefield role similar to that of Primuses and Maguses, while the senior ranked psychic genestealer in an undercover cell is known as the Puppetmaster and uses both infection and direct psychic manipulation to carry out all sorts of schemes. Others fill a range of specialized roles like assassins, monster breeders, and technological savants. Generations 3 and 4 can pass for humans easily enough, but often wear make-up to lessen their attractiveness when large numbers appear in public to avoid arousing suspicion.

- Generations 5 and 6 (Divine Creations): The most physically diverse, they can be anything from towering brutes to shape-shifting assassins to quadruped-human hybrids. Often used as fodder on Delta-Theta-10, but can sometimes fill niche roles in undercover cells.

Combat Doctrine (additional info):

The faction of the Warriors of Perfection based in the wastes of Delta-Theta-10 are tasked with guarding and operating Ordinatus weapons. In addition to the Ordinatus siege weapons, they mostly use weapons and armor originally meant for Skitarii and the Cinia Circuitus (PDF), as well as strange weapons of daemonic and/or xenos origins that were taken from hidden labs or given to them by the invaders. Weapons with long range are preferred whenever possible so that enemies can be engaged far from the Ordinatus weapons the Warriors are charged with protecting. The Warriors on Delta also make heavy use of bionic implants, but can be easily distinguished from Loyalist Skitarii by the fact they forgo any clothing that is not armor, and adorn themselves with fancy piercings, lewd tattoos, and foul symbols carved into armor or directly into their flesh.
>>
>>94642644

(14/15)

Although they prefer to fight from a distance, the Warriors on Delta have lots of Generation 1-2 and 5-6 genestealers, as well as all sorts of freakish laboratory created fusions of man, animal, xenos, daemon, and machine standing ready to stiff out infiltrators and engage assault troops in close combat.

The Warriors of Perfection undercover leadership cells scattered across the sector go about their daily business dressed as flamboyantly and are as armed and shielded as powerfully as local customs allow, with even more powerful weapons and equipment stored in hidden stashes. They avoid violence when possible, but do employ assassins (both their own and purchased freelancers) when needed, and have enough weaponry and explosives stored to do a respectable amount of damage should they be uncovered. The lesser cells of Infected or manipulated individuals who aren’t a part of the cult yet use their own stuff, or whatever weapons and gear can be provided to them without raising too much suspicion. The undercover leadership cells also have access to all sorts of high end surveillance and hacking equipment, which the Generation 3 and 4 genestealers and senior Infected can operate with ease with the technological amplitudes imparted to them by Serpentia. Unlike the Warriors openly fighting on Delta, the hidden cells aid Serpentia’s cause in other ways; Infected military officials argue that reinforcements should be sent to fighting on worlds other than Delta-Theta-10, Infected nobles and merchants turn down contracts to ship goods and troops to Delta, and fund (or lead) insurgencies and other petty distractions on Imperial worlds that tie up resources, and Infected law officials ensure their organizations efforts are directed away from the operations of other cells.
>>
>>94642654

(15/15)

Serpentia-Erotica, the Six Faced Prince:

Serpentia is a powerful Daemon Prince made up of the souls of six key individuals from the history of Delta-Theta-10. Although perhaps not as powerful in direct combat as some of its peers, its ability to corrupt and dominate others is near limitless, whether by direct psychic attack, stirring lusts and other distracting impulses with hormones, or attacking digital systems with noospheric scrap-code. Perhaps its most powerful gift though is its ability to sometimes see events of the past and future that always provide it with great insight into whatever task it is currently working on.

Physically it can take many different shapes, often based on one of the six individuals who were absorbed into its being, such as resembling Cario when interacting with its allies in the Emperor's Children, Valennia when dealing with highborn, Milphio or Caria when dealing with renegade or corrupt tech-priests, or X-1 when dealing with groups of genestealers. It can even physically “break off” one or more of its six identities so that it can be in multiple places at once. Its most common shape though it that of a medusa-like creature with the lower body of a mechanical snake skeleton, mechadendrites for hair, and more mechadentrites coming out of its back. But even its medusa shape is highly variable. Sometimes the upper body resemble just one of its component identities, other times all six are present in some way or another, whether it be six heads, six breasts with faces on them, six arms (one from each identity) or six sets of arms (one from each).

Serpentia’s primary goal is to corrupt Delta-Theta-10, which has been a long standing goal of several allied factions of the Emperor’s Children, as well as the goal of each of its six component identities, who all wished for power on Delta in their previous lives for one reason or another.
>>
File: Vharos Frontier V3.png (1.92 MB, 1311x851)
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>>94594718
Added three world to put the Deldar, the Orks and the Chaos Knight world on. I also added an additional feature in the Nihil Obscurus area just to fill up some space and make it more ominous.
Let me know of you like these changes, if not let me know what I should do to remove or change stuff on it.
>>
>>94642666
You're an absolute rockstar. It's on the wiki now, I'll come back later to put up proper links on the article.
>>
>>94642782
Sick. Did you pick the names randomly? Because Gorskrap seems like a fittingly orkish name for our Ork Klan’s world.
Formazom Minoris seems the most human-sounding of the three to me, so I’d nominate that for House Coronula’s world.
>>
>>94648722
Formazom Majoris and Zelak were from a random generator with slight modifications but Gorskrap was me looking through the Ork glyphs from their codex and in an orky fashion I smashed two words together.
>>
bump
>>
so when do we move on to the next subsector?
>>
>>94659729
When we have stuff written about the worlds and organizations with little to no lore
>>
>>94664254
So what’s left so we can try spit balling some ideas?
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>>94665141
I think Azvitt is the only place left with zero lore, everything else has at least some, it is just scattered across various other entries
>>
>>94665427
also there are the three "special objects" on the two existing maps, which all have either no lore or 1-2 spitballed areas
>>
>>94665427
What thread # did we roll up Azvitt in ?
>>94665447
Iirc, Silence of Vurn was supposed to be a painfully calm in spot in the warp and ships just ended out from there. Possibly having something to do with the Necron dynasty but it was more or less a starship graveyard. Then Ghasthel Gate, I assumed was a webway gate.
>>
>>94667285
>What thread # did we roll up Azvitt in ?
thread 3, at the bottom

I think the only really neat thing about it is that its population is the same as Lektra's, which is a pretty unlikely role when you think about it, maybe a rival faction of the Ministorum copied the design of the Lektra shine
>>
>>94665447
>>94667285
The most recent discussion on Ghastel Gate >>94576416 seemed like the best option for it so far. A warp gateway that the Imperium keeps a watchful eye on, but not watchful enough to catch the Stolen Hope Cabal using its other sections as a point of ingress into the Malaxis Expanse.
Also I was looking through the previous threads and noticed that there appears to have been a Titan legion rolled up. Did anybody ever write lore for it?
>>
>>94579539
I’m looking at possibly writing up lore for the Rathunters, but looking through the threads I noticed that we don’t seem to have ever rolled up their commander. I can definitely start writing up stuff but we’ll probably wanna get them rolled before I can finalize the more recent lore for the rathunters.
>>
>>94667655
Let’s roll up their commander then. What should we roll first?
>>
>>94667811
Well, going by the tables on 1d6chan, we’ll just wanna start with their sex.
Roll 1d100 for it.
>>
Rolled 88 (1d100)

>>94668417
>>
>>94668651
>Female
Huh, well how about that. I feel like we somehow end up rolling women IG commanders surprisingly often given the circumstances.
1d100 for her age
>>
Rolled 14 (1d100)

>>94669257
>>
>>94669471
> Youthful (20-30): Eager Newcomer: The commander is relatively young and enthusiastic, having risen through the ranks quickly, and they bring a fresh perspective to their regiment's leadership. Becoming a Regiment CO at this age is a big deal, and even a lesser staff position is a fairly good career indicator for being achieved at this junction.
So we’ve got a spunky young convict girl.
Roll 1d100 for her rank
>>
Rolled 28 (1d100)

>>94669555
rollin
>>
>>94669565
>Colonel: The commander holds the prestigious rank of Colonel, signifying their command over the entire regiment and their responsibility for strategic decision-making.
Damn she’s either a prodigy or she has very good connections.
Roll 1d100 for personality
>>
Rolled 60 (1d100)

>>94669686
could also be both
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>>94669692
>Unbreakable Stoic: They maintain an unshakable stoic demeanour, rarely displaying emotions even in the most dire circumstances. Their emotional control can be both a source of strength and isolation.
A cool beauty perhaps.
Now that I think about it, would a penal legion’s commander be recruited from the regiment’s own ranks or would they have an officer assigned from on high to make sure they behave? We could probably decide which makes more sense based on the rolls.
Roll 1d100 for her moral compass
>>
>>94669779
>>
Rolled 83 (1d100)

>>94669779
>>
>>94669870
>Protection: Their unwavering priority is the safety and well-being of their fellow soldiers, going to great lengths to ensure the survival and welfare of their comrades, even if it means taking significant risks, personal or otherwise.
That makes for an interesting dynamic considering the rathunters are hyper-zealous and would probably gleefully throw their lives away glorifying Emprah’s name without someone like her keeping them in check.
Roll 1d100 for leadership style
>>
Rolled 90 (1d100)

>>94669945
Come on, 100 get!
>>
>>94670005
>Embracing the Odds: They have a realistic and pragmatic approach, accepting that sacrifices and difficult choices are often necessary.
So close dude, so close.
This makes a certain amount of sense though. She’s cautious with her troops and tries her best to keep them alive, but she’ll also take pragmatic choices if the greater part of her men could be saved by sacrificing the lesser part.
Roll 1d100 for personal combat experience
>>
Rolled 66 (1d100)

>>94670050
"Ma'am the west flank is being bombarded by the greenskin artillery, with more Orks converging on their position."

"Order them to affix bayonets and charge the guns, that will give us enough time to fall back to our second line of defenses while the Orks are busy with dealing with the charge, inform the men..."
>>
>>94670065
Skilled Combatant: The commander possesses moderate combat proficiency, having faced physical combat scenarios and acquired fundamental combat skills.
Okay I think we can safely say she earned her position at least partially through merit.
Alright, up next is quirks and habits.
Roll 2d100 to find out what quirk categories we’ll be rolling D4s on
>>
Rolled 56, 10 = 66 (2d100)

>>94670629
>>
>>94670791
Okay, so we’ve got unusual tastes and nervous habits
Roll 1d4 for her nervous habit first
>>
Rolled 4 (1d4)

>>94670969
>>
>>94670984
> Trigger-Finger Twitch: They have a habit of tapping their trigger finger against their weapon's trigger guard. Either through anxiety or battle lust. May lead to accidents.
Roll 1d4 for her unusual tastes
>>
Rolled 2 (1d4)

>>94671248
>>
>>94671293
>Unique Beverage Choices: They prefer a particular drink, whether it's a potent local brew or an oddly flavoured ration, and always carry some with them.
“Servitor, I am thirsty. Tea, Earl Grey, Hot.”
Roll 1d100 for motivation
>>
Rolled 10 (1d100)

>>94671347
>>
>>94671381
> Personal Vendetta: The character is driven by a burning desire for revenge against a specific enemy, whether it's a particular heretic, xenos warlord, or traitorous individual. They'll stop at nothing to settle the score.
This one gives me a big idea. So the Rathunters rolled their enemy as “a particular disciple of Khorne”. I think this individual, be they cultist or demon, could work pretty well as the commander’s personal nemesis as well. Given the legion’s propensity for a bit of death-cultism, I could see Khornate corruption constituting a serious threat to regimental integrity. Perhaps the commander is all too aware of this due to previous efforts by the Khornate guy, and her attempts to rein in her men’s self-sacrificial impulses is a way to prevent any further inroads for such corruption to tear its ugly head again.
Anyway, roll 1d100 for leadership challenges.
>>
Rolled 39 (1d100)

>>94671588
>>
>>94671648
>Heretical Influence: Suspicions arise that heretical beliefs or chaos cults have infiltrated the ranks of the regiment, leading to internal strife and the need for purges and investigations.
Well that's absolutely perfect. A Khornate asshole (Who could also probably use a rolling-up later) came in and corrupted some of the regiment, the commander probably was wronged personally by the asshole/newly-made cultists, and now she's trying to track them down while at the same time keeping the greater part of the regiment from falling down the same path, all while the inquisition is probably breathing down her neck.
Roll 1d100 for regimental loyalty
>>
Rolled 45 (1d100)

>>94672009
>>
>>94672179
>Loyalty to Comrades: The regiment's primary loyalty lies with their fellow soldiers, valuing the bonds formed within the regiment more than blind devotion to the Commander.
Not too bad
I'm not sure if we should be doing the regimental rivalry roll. There hasn't really been any identified rivalry as of yet with another regiment. Anybody in favor of skipping to the roll for the commander's allies?
>>
>>94672216
Alright I'm skipping it
Therefore it is time to roll 1d100 for the commander's allies.
>>
Rolled 41 (1d100)

>>94673993
>>
>>94674175
>Adeptus Mechanicus
Huh. Not really sure how to explain that one, maybe they really like whatever STC is responsible for the Rathunters’ unique vehicle?
1d100 for human rivals
>>
Tartion Omega:

History:

Due to the presence of blackstone, lorelei, and other Warp attuned materials, some believe that Tartion Omega (also known as Tartion) may have once been a part of the Necron or Aelderi Empires, or perhaps some other xenos nation, though no confirmed proof has ever been found of this.

Tartion Omega’s known history began during the Great Crusade, when Mechanicum officials claimed the Tartion system as one of the ones that would supply raw resources to the recently founded forge world of Delta-Theta-10. The Tartion system contains over a hundred planets and billions of asteroids, including a number with rare minerals. Tartion Omega’s name stems from the simple fact it is the 24th planet from the sun. Tartion Omega quickly became the second most important planet in the system due to its vast mineral and fuel wealth, breathable atmosphere, and decent biomass. However, the psychic distortions caused by the presence of blackstone and lorelei means the planet is uncomfortable for telepaths and other psykers, which led Tyrell-82 (originally labelled Tartion Sigma) to be the system capital instead.

Tartion Omega continued to flourish though due to its seemingly inexhaustible mineral wealth. At its peak in M35, the world was home to nearly five billion people, plus billions more servitors, making it one of the most populated worlds in the sector (admittedly not a huge accomplishment). Unlike Tyrell, which became increasingly focused on manufacturing, Tartion Omega remained primarily a mining world. Although it had a large Mechanicus presence, most of the population were skilled laborers and engineers who were given basic indoctrination in the tenets of the Machine Cult and the knowledge specific to their job. Living conditions were relatively good by Imperial standards, and the work force was generally well motivated and loyal.
>>
>>94674268

(2/8)

Tartion Omega went badly downhill during the troubles of M36 however. Warp storms cut it off from the wider Imperium on several occasions, leading to food shortages and unrest. The planet was also raided by Slaaneshi forces on several occasions, and even partially occupied for several decades during the later part of M36. The Mechanicus was forced to make many promises to different factions in order to get the liberation of Tartion Omega prioritized, and following its liberation large areas of the planet were given or sold to Rogue Traders and other private interests, while other areas of the planet were deemed corrupted, and access to them was forbidden indefinitely. The Mechanicus was also forced to give up direct control of the planet, but managed to get the democracy chosen as the new form of government, knowing it had a great deal of influence over both its own workers and the tech-guilds that worked for the private corporations.

Tartion Omega went into decline in M37. Many valuable mineral seams finally went dry, while others were shutdown as they were in forbidden zones. Mismanagement by private corporations contaminated much of the planet’s limited food and water supplies, making it even more reliant on expensive imports. There was also much pointless religious tension as the Ministorum took advantage of their friendship with certain private corporations to flood the world with missionaries seeking to convert the workers of the tech-guilds and the menials of the Mechanicus. The selection of democracy as the new form of government backfired for the Mechanicus, as hostile parties backed by the Ministorum became increasingly powerful.
>>
>>94674280

(3/8)

In early M38, radicals fleeing Tyrell started relocating to Tartion Omega. In some ways the world was perfect for them, far enough from Tyrell to be difficult for their enemies to spy on, but not far enough to be completely isolated, it had plentiful abandoned cities, factories, and mines to set up hidden labs in, and of course, it had small deposits of blackstone and lorelei. For a few radicals and outright heretics, there was also the prospect of finding artifacts dating back to the Slaaneshi occupation and experimenting on them.

Some of the radicals, like the infamous genetor Caria Peniculus, were interested in “improving” the human form. Experiments included trying to tamper with blanks, create artificial blanks with blackstone implants, creating individuals immune to poison, disease, radiation, and/or aging, and creating mechanisms by which memories, or even entire souls, could be transferred from one body to another. Although many of the radical genetors were only interested in their own pet projects, Caria dreamed of combining as many of these improvements as possible into one template that could be created in large numbers, and create a new age of humanity where enlightened individuals like herself were essentially immortal, with healthy, near indestructible bodies that could be occasionally switched for other bodies if they somehow became too damaged.

Other radicals specialized in other fields. Some were relatively benign, like Milphio Rex’s experiments to create new Ordinatus weapons and bio-weapons from reasonably well known technologies. Others were pure heresy, like experiments with xenos technology, artificial intelligence, and warp-tainted scrap-code.
>>
>>94674287

(4/8)

Although the radicals hid their labs far from the world’s remaining population, eventually stories got out of what they were up to. Sometimes natives were captured to test out experimental weapons and plagues, only to escape, other times, the artificial vat-born creations of the radical genetors would escape and hide among the native population. Although the vat-born were supposed to be all infertile, there were (true) rumors that some interbred with the native population, contaminating their bloodline. Numerous attempts were made by local officials to draw the attention of the Inquisition and the sector Ministorum to the problem, but without telepaths on Tartion Omega itself, communications had to be transmitted through Tyrell, where there were plenty of opportunities for hidden allies of the radicals to intercept them.

Eventually though, the problems got bad enough that even the allies of the radicals were unwilling to cover them up. The vat-born were a particular sticking point. There were several small uprisings, a few alleged incidents where disease-resistant vat-born tried to spread plagues, and even the presence of certain blackstone implanted vat-born could cause dismay and listlessness over large areas, which was falsely attributed to psyker attacks.
>>
>>94674296

(5/8)

In early M40, a large Inquisitorial strike force was dispatched to the planet, let by the moderate puritan Lord Inquisitor Gazborn, who was accompanied by a large force of Guard, Arbites, specialists, and a detachment of Sisters from the Order of the Valorous Heart. It is not an easy undertaking however. Gazborn struggles to draw the line between unusual innovations and outright heresy, and lays siege to the fortified labs of many Mechanicus researchers who genuinely felt they have done nothing wrong. Certain factions on both Delta and Tyrell are outraged when pet projects they had been supporting from afar are burnt to the ground, leading both to send Skitarii forces to the world, which sometimes ended up fighting each other in addition to the Inquisitorial forces due to disagreements about jurisdiction or whether a particular project was heretical or not. There was also several large vat-born uprisings, who often used stolen macro-weapons and bio-weapons against the Inquisitorial strike force, Deltans, Tyrellians, AND the radical tech-priests, seeing all as their enemies.

To make matters worse, the Warriors of Perfection had infiltrators among all the factions, and escalated the conflict in any way that they could. Ironically, they may have been better off letting the conflict simmer as a decades long quagmire, because once their involvement was discovered, the Imperial factions became unified (more or less) and it also greatly boosted their moral, particularly that of the Inquisitorial strike force, who now had confirmation they were fighting true enemies of the Emperor, and not just those operating in the large grey area of what is and isn’t tech-heresy.
>>
>>94674302

(6/8)

It isn’t an easy fight however, once the Slaaneshi are uncovered, they go all in, deploying all sorts of unusual weapons they had been working on in secret. The most dangerous of these was the Silica Voluptiator Stone, an unusual mix of daemon and noospheric transmitter that could corrupt all sorts of technology in a shockingly short period of time. Titans, Knights, tanks, cybernetics, even basic circuitry could be turned to daemon-engines and corrupted devices, forcing those who fought in areas where the Silica Voluptiator Stone was potentially located to rely on only the most basic of equipment. At some points, it seemed the Slaaneshi could win simply by the sheer number of daemon engines they had created using their device, but then the Will of the Emperor himself intervened. Sister Fatimah became a Living Saint and none could stand against her.

When most of the obvious Slaaneshi were hunted down and destroyed, the Inquisitorial strike force continued their work destroying the lesser heresies as well. According to the widely believed official story, the strike force purged the entire planet to ensure that no trace of Slaaneshi taint or irregular vat-born genetics remained. But the truth is far more shocking. Both Fatimah and the Lord Inquisitor had visions telling them that certain aspects of the research being conducted on Tartion Omega will one day be needed to preserve the future of humanity. Certain laboratories were allowed to remain operational even though the planet as a whole was declared a Forbidden World.
>>
>>94674307

(7/9)

Officially, the reason for its Forbidden status is that natural minerals on the planet wreck havoc on the human mind. Unofficially many knowledgeable people think the real reason is lingering Chaos taint. Only an extremely small number of people in the Inquisition and the Mechanicus know that laboratories are still operational. The Order of the Cleansing Sepulcher in particular would be furious to know that traces of the radical taint that Saint Fatimah sought to purge still lingered, and even more furious at any suggestion that the Saint might in some way have deliberately allowed this to occur.

This of course, has made things very difficult for the Inquisition and the Mechanicus now that the Slaaneshi are openly contesting Tartion Omega again, at the same time they invade Delta and Tyrell.

Geography and Climate:

Tartion is a physically massive world, yet has relatively standard gravity for unknown reasons. It once had small forests, lakes, and marshes, separated by large stretches of badlands, but now that the planet’s water has been irredeemably polluted by exploitation and later bio-weapons, only the hardiest plants and fungi still survive. The planet is also known for its many strange rock formations, which many feel are of xenos origin, though this has never been proven.

Its once numerous cities, mines, and settlements now all lie in ruin, only a handful nomad tribes and hidden labs still exist on this world.
Tartion Omega has a large moon that has plentiful water, but no significant mineral resources or a breathable atmosphere, so it has generally been ignored aside from the occasional sensor outpost.
>>
>>94674318

(8/9)

Economy:

Tartion Omega once exported a range of minerals, fuels, and even foodstuffs before it became a net importer of food as its population grew. These days it officially has no exports as it is officially a dead world, but unofficially it still exports a bit of blackstone and lorelei, from the few remaining pockets that weren’t mined, destroyed, or tainted.

Back in its heyday, its main imports were people, servitors, and mining equipment.

Society and Culture:

Very few people still live on this world. They can be divided into two groups:

The Scavenger Tribes are all that is left of the planet’s civilian population. Many have vat-born ancestors, as only the toughest can survive on a world with little food and almost no untainted water. Despite their barbaric appearance, they still retain some of the technological know-how and democratic traditions their ancestors once had. The Laboratories mostly ignore them, but sometimes attack them either to acquire slaves, test subjects, and material for servitors, or to cull them to ensure they don’t become a sedentary population that could one day salvage enough technology to either threaten the Laboratories, or alert the few visitors to nearby Tyrell that people still live on Tartion Omega.

The Laboratories are hidden facilities where experimentation of all sorts, particularly on the human genome, continue in secret. Although each facility is sparsely inhabited, some of them have grown quite large due to two millennia worth of expansions (sometimes up to four millennia or even older if they were established prior to the purge). Most of the inhabitants are tech-priests and servitors, and sometimes vat-born test subjects depending on the nature of the research being conducted by the Laboratory in question. A few of the Laboratories have mines for blackstone and/or lorelei nearby. The tech-priests are eccentric even by the standards of their order, and some have lived for millennia.
>>
>>94674325

(9/9)

In the past few decades since the Great Rift, the forces of Slaanesh have managed to slip back onto Tartion via Warp Rifts and corrupt several Laboratories and use their new thralls as fodder to attack other Laboratories. So far the Inquisition and the Mechanicus have only sent token reinforcements, unwilling to risk it becoming widely known that radical research is still being conducted on Tartion Omega.
>>
Rolled 21 (1d100)

>>94674197
Maybe a tech-priest of even an arch magos is a close personal friend to the Colonel?
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>>94674334
>Adeptus Astartes (a specific chapter)
I would guess that would be the Exemplars by default. Might just be that their disdain for Normalfags rubs her the wrong way.
Roll 1d100 for her xenos enemies
>>
Rolled 25 (1d100)

>>94677065
>>
>>94674328
The Wiki article is online. Great job!
>>
>>94677127
>Eldar
She must've had a run-in with Lir-Hail or something
Well I'd say that about wraps it up, we just have to come up with a name for her.
Thinking of doing a short story for the Rathunters before I make a more comprehensive lore-dump
>>
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>>94679549
Shall we roll for some extra stuff as well, such as trusted advisor, injuries, personal guard, etc?

As for a name maybe something simple as Olivia?
For last names I am unsure if we want her to be a regular guardswoman who reached the rank or if is he has ties to a highborn or noble house?
>>
>>94680974
Sure, why not roll for the other tables
>Trusted Advisor (1d100)
>>
Rolled 41 (1d100)

>>94683074
>>
>>94683247
Field Medic Advisor: A Medicae Chief ensures the best possible medical care for the regiment, advising on combat medical protocols.

>Personal Guard (1d100)
>>
Rolled 37 (1d100)

>>94680974
>>94683319
I’m in favor of her coming up from the ranks
>>
>>94683694
Regular Guardsman: A number of regular, everyday, unspecialised Guardsmen

>Injuries (1d100)
>>
Rolled 19 (1d100)

>>94683715
>>
>>94683836
Bionic Replacement: The commander has a prosthetic limb, replacing a lost or severely injured body part, which grants them enhanced strength or functionality.

What are we thinking; eye, arm, leg or something internal?

>Notable Achievements (d100)
>>
Rolled 43 (1d100)

>>94684495
I'm thinking a lost arm, possibly lost to either an Eldar attack or to the Khornate asshole.
>>
Alright, got my short story for the Rathunters

It was too rainy on this damn planet for Rufus. The water in the roadside ditch he was hiding in was up to his calves, and the air was too cold. It just made the anxiety worse. That stinging feeling from within his gut that spread out into his hands. He felt it every time they waited in an ambush like this. To the south he could hear the rumbling of the heretical armored column coming down the road. Every fiber of his body was screaming at him to get up and start blowing up the apostate filth already.
The bundle of Krak grenades in his arms feels heavy. Wish he still had something with a bit more range. He remembers the first time he felt this kind of heft. It was a bunch of frags back then, and he wasn't in a half-flooded ditch. He was in a dingy alley back home on Algor Rex, ready to throw his payload at the enforcers' patrol car so his brothers could get away. The memory brings back a lot of regret. He never threw the bag, and his gang got shot for it. Something in his hesitation made the enforcers stay their hand, and he got sent to the damn rat maze instead. One thing led to another, and here he was.
The memory stings, almost worse than the anxiety. Here he was, in the same position.
But now was different. HE was different. He wasn't here out of a basic desire for riches, or the bonds of banal criminality. The Arbites taught him he could kill for something greater. That he could die for something greater.
(1/2)
>>
>>94687164
The bag felt a whole lot lighter.
The rumbling sounded loud enough, the column must be right next to him. He had to hit one of the lead vehicles, tie them down for the rest of the platoon.
Rufus turned and peered out of his ditch, quickly ducking down as a heretic Leman Russ began to lumber by.
It was time. He had to do it now. The Commander would probably be pissed at him for this, but it's not like she'll be able to reprimand a ghost.
Rufus pulled the pin of one of the Krak grenades and stood up, swinging the bag around him to give it momentum as he began approaching the tank.
As the approach began turning into a charge, Rufus yelled what he figured would be his last words.
"SKULLS FOR THE GOLDEN THRONE!"
He let slip the payload. He must've timed it right, because everything went white as soon as the bundle collided with the tank.
Slowly, the world began to fade back into view.
Ignoring the pain in his back from the blast throwing him into something, Rufus could begin to make out lascannon fire and rockets coming out of the treeline, shredding the heretic armor all along the road.
As he felt himself begin to lapse into unconsciousness again, Rufus couldn't help but chuckle.
Guess he'll live to be reprimanded after all.
(2/2)
>>
>>94686452
Peaceful Resolution: The commander successfully negotiated a truce or alliance with a xenos species, defusing a potential conflict.

Huh, maybe she lost the arm after or while doing this deed?

Last one;
>Dark Secrets or Past Misdeeds (1d100)
>>
Rolled 88 (1d100)

>>94687699
Could be that she made a deal with the Eldar, who then broke the truce like the treacherous Xeno scum they are
>>
Creator of the IG commander creation tables here (and cartographeranon from the Vei System threads last year). Nice to see the tables in action, and nice to see another subsector being rolled up.

I've been creating this for a while, it's just published so I hope you can get some use out of it. Lots of optional options for fluff, though I haven't had a chance to balance it yet, and there may still be some mistakes/overlaps etc, but nothing a reroll wouldn't fix.
https://1d6chan.miraheze.org/wiki/Hive_World_Creation_Tables
>>
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>>94687870
Mysterious Patron: The commander has an enigmatic benefactor who provides resources and support, but their true intentions remain unknown.

Now who could that be? Maybe she and her men find a cache of supplies, just forget it says "From Necromunda M37" on the crates, or that some patterns of lasguns haven't seen use since a whole shipment was lost to xeno pirates. Just spitballing ideas here so be creative on who or what this patron might be.

So that is if for our lady colonel

Summary:
Gender: Female
Age: 20-30
Rank: Colonel
Personality: Unbreakable Stoic
Moral Compass: Protection
Leadership Style: Embracing the Odds
Personal Combat Experience: Skilled Combatant
Quirks and Habits: Trigger-Finger Twitch, and Unique Beverage Choices
Motivation: Personal Vendetta
Leadership Challenges: Heretical Influence
Regimental Loyalty: Loyalty to Comrades

Allies of the Commander: Adeptus Mechanicus
Human Rivals of the Commander: Adeptus Astartes (Exemplars?)
Xenos Enemies of the Commander: Eldar

Trusted Advisor: Field Medic Advisor
Personal Guard: Regular Guardsmen
Injuries: Bionic Replacement (arm)
Notable Achievements: Peaceful Resolution
Dark Secrets or Past Misdeeds: Mysterious Patron

>>94687939
Hey Anon, thanks for this gift of new creation tables! Unfortunately we haven't rolled up any hive worlds yet, but this might be useful for when we do.
>>
>>94688028
I can see why her most trusted advisor is a field medic, which can probably stem from her injury, and since she is a close personal ally to the Admech I can imagine she got some high grade bionic.
I can also see her officially not having a bodyguard detachment but she is so respected by the Rathunters that some of them have vowed to protect her regardless.
>>
bump
>>
>>94687939
Good stuff anon



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