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File: Vokaris Sector wip 10.png (2.02 MB, 1326x868)
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>+++ADMINISTRATUM PASS KEY ACCEPTED+++
>Loading message...

Welcome to another glorious day in your officio station revered clerk of the Administratum.
Your efforts in compiling the information on [Vokaris Sector] and its eight subsectors have been further garnering plenty of praise from your peers and lords above your meager station, we implore you to continue to gather this stellar data about this sector in our grand Imperium of Man
A brief reminder that as data comes in via the servitors around you, you will have to compile it and make this sector whole again.
May the God Emperor continue to guide you clerk Anon.

Hello there, Anons of /tg/. If anyone is still interested in this fun project, here is the whole sector - updated with the discovered planets so far - where we can continue to create together, using the planet generator found on 1d6chan.


Previous thread
>>>96756660

1d6 page
>https://1d6chan.miraheze.org/wiki/Setting:Vokaris_Sector

We are about to roll up the details for Durviz >>96848363, our most recent hive world we rolled up

Hive World Origins (1d100)
>>
Rolled 8 (1d100)

>>96852303
Nice new thread, I like the names, especially Nirvaana Quintus, suspicious amount of cemetery worlds all in a line there...
>>
>>96852958
We just really like burying people, what can I say? It's probably related to why all our "hive" worlds barely have enough people to fill a single city.
>>
File: Hive World.jpg (631 KB, 2388x1668)
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>>96852958
Newly Settled: The world was colonised in recent centuries and is still in early stages of industrialisation. Many minor factions and noble houses are still vying for power. The world may be in a state of cold war, or is calmly settling into it's place in the imperium. The hives are likely in their first stages of development, with some areas resembling sprawling cities rather than true hive spires. The air is still just clean enough to breathe even at some of the lower levels, though pollution is steadily worsening.

>Hive World Population 1d100-15
If we get below the original 8 billion rolled we will keep what we got previously. Same goes if it becomes a bit too extreme as well.
>>
Rolled 36 - 15 (1d100 - 15)

>>96853079
>>
>>96853252
>5d10 billion
Either we roll this, or keep the 8 billion

If we skip this roll here is the next thing
>Planetary Power Structure (1d10)
>>
Rolled 4, 2, 9, 10, 9 = 34 (5d10)

>>96853330
>>
File: Hive sprawl.jpg (502 KB, 1920x923)
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>>96853360
34 billion people live on Durviz then
>>
Rolled 3 (1d10)

>>96853416
>>96853330
Putting Gotterhem to shame
>>
>>96853427
Nominal Independence: The planet's government is technically independent but operates under heavy oversight from the Imperium. This arrangement may have been granted due to strategic importance, historical agreements, or political manoeuvring. The local rulers must walk a fine line between satisfying their citizens and meeting Imperial demands.

>Religious Influence (d100)
>>
Rolled 98 (1d100)

>>96853469
>>
File: 1622538977132235150.jpg (248 KB, 1280x1112)
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>>96854458
>Martyrdom Cult: The populace venerates martyrdom as the highest expression of faith, glorifying self-sacrifice for the Emperor. This has led to suicidal work ethics, mass volunteering for the most dangerous work, and dangerous negligence of survival in the name of honouring Him.
How pioous of them. 2d20 for some extra imports/exports
>>
Rolled 6, 9 = 15 (2d20)

>>96855402
Perhaps the planet was founded by a particularly zealous sect?
>>
>>96855653
>Export: Fuel and Energy Production Equipment: Simple goods such as promethium, and refined fuels for basic vehicles, spacecraft, or industrial machinery. More advanced goods include highly efficient nuclear fusion reactors, experimental energy production designs, and refined promethium suitable for weapon systems and military use.
>Import: Hive Architecture: Goods such as standardised prefabricated hab-blocks, defensive walls and emplacements, and thermal dispersion panels for heat management. Also may include elaborate blueprints for noble spires, internal gardens and arboreta for air purification. Also experimental deep hive structures that extend far underground, advanced ventilation systems, experimental geothermal flux converters that generate energy from the heat of the hive and the natural heat of the planet, and self-sustaining ecosystems to support vast subterranean populations.
1d20 for environmental hazard
>>
Rolled 12 (1d20)

>>96856309
>>
>>96856415
>Infernal Heatwaves: Extreme, prolonged heatwaves scorch the planet’s surface, making large areas uninhabitable. Temperatures soar to unbearable levels causing equipment failure and crop destruction. Survival depends on cooled shelters or underground bunkers.
Pollution ruined a fine world. 1d20 for important figure
>>
Rolled 4 (1d20)

>>96856521
>>
File: Adeptus-Arbites-2.jpg (118 KB, 1080x1108)
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>>96856642
>Adeptus Arbites Member: A stern and authoritative figure that oversees the planet’s activities, or their sector. May be hailed as a saviour of those who can't save themselves, eradicated criminal gangs, or ensured peace in a hive. Or may be reviled as a power-hungry and murderous tyrant, or a corrupt enforcer who uses their station to build their own empire.
1d20 for planetary boon
>>
Rolled 15 (1d20)

>>96856713
20 get!
>>
>>96856713
Again with the above average Arbites. Is this the one sector in the imperium where the cops are, dare I say it, halfway decent?
>>
>>96856728
>Discovery of an STC: The planet found a partially intact STC which—after examination by the Tech-Priests of the Adeptus Mechanicus, and through thorough comparison with copies of STC databases held on Mars—unlocked ancient knowledge and advanced technologies that had been lost for millennia.
1d10 for defense
>>
Rolled 40 (1d100)

>>96857866
>>
>>96857947
Think ya added an extra 0 but I’ll try it like 4.
>Fortified Hive Spire Emplacements: Hive cities are equipped with immense defence towers positioned at key points on the spires, armed with anti-aircraft emplacements, missile silos, and laser turrets that dominate both the skies and surrounding areas.
1d10 for defense history
>>
Rolled 5 (1d10)

>>96858115
>>
>>96858169
>The War of Liberation: The planet was once under the control of a rogue Imperial governor or heretical forces, but a concerted effort by loyalists liberated it after a long and bloody conflict.
Interesting. 1d10 for economy
>>
Rolled 2 (1d10)

>>96858169
>>
>>96858181
Didn't that happen to one of our other hive worlds too?
>>
>>96858258
>Dependent: The hive world’s economy is stagnant, surviving only due to support from external powers or wealthier planets. Its production capabilities are minimal, focused on menial tasks or raw resource extraction, often directed by off-world entities. The planet is heavily dependent on imports, and its trade routes are controlled by others, leaving it with little economic autonomy. This dependence can make it vulnerable to war, pirate attacks, resource depletion, or trade manipulation by more powerful worlds. The population earns meagre wages, lives in deteriorating housing, and works in gruelling conditions with little opportunity for improvement.
Despite having more people, it doesn’t have a lot of staying power. 1d6 for its Tithe.
>>96858320
Yeah, same subsector and both recently colonized. I’m starting to think Dark Mechanicus held some systems here and they were recently driven back.
>>
Rolled 5 (1d6)

>>96858385
>>
>>96858385
Maybe because of their youth they weren't as guarded against the whispers of heresy. An open mind is like an unguarded fortress and all that.
>>
>>96858802
>Solutio Tertius: The least demanding tithe level, often applied to remote or underdeveloped worlds with little to offer. Contributions are sporadic and mostly symbolic in nature.
So barely pays any taxes. 1d30 for rumors
>>
Rolled 6 (1d30)

>>96858816
>>
>>96858816
A hive world that pays taxes like a badly managed feudal world? Holy shit. Are they just selling the hive off in parts for scrap?
>>
>>96859049
>The Hidden Altar: A secret altar exists beneath a hive’s surface. Worshippers gather there to perform rituals that are said to have effects on the population, imbuing the faithful with unusual power.
So Dark Mech seemed like they might have some hold outs still. 1d6 for Arbites behavior
>>96859185
I think the Hive’s still developing/recovering. It main import is Hive architecture which the other hive provides
>>
Rolled 5 (1d6)

>>96859596
>>
>>96859694
>Protective: The Arbites are more protective than punitive. While still ruthless when required, they are also seen as the guardians of the people. They will seek to prevent crime before it happens, intervening in domestic disputes or illegal activities without resorting to violence unless necessary. The Arbites are respected by the populace for their sense of duty and fairness, and while they will still execute criminals when needed, they are seen as a stabilising force rather than an oppressive one. Their role is to ensure peace, while still able to instil fear in the lawless. Punishment may include impressment into a penal legion, the guard, navy, or PDF—off-world.
Arbites in the area seem like they’re decent. 1d20 for notable landmark to wrap it up
>>
Rolled 12 (1d20)

>>96859767
>>
>>96859817
>The Reliquary of Eternal Service: A massive vault housing relics of sainted labourers and workers who served the Emperor. Pilgrims offer their tools and hands for blessing, hoping to emulate their devotion.
Interesting. That’s it for the hive
>>
>>96859837
Sounds like a lot of local effort in trying to rebuild the hive themselves, probably without much admech involvement since the people no longer trust Mars.

Which is going to be a real problem since faith alone doesnt keep the lights on, and the red robes are going to take a very dim view of anyone attempting to get by without them.

Emperor help this hive if it somehow DOES start getting back on its feet and becoming self sufficient. That'll bring a kill fleet.
>>
>>96859596
>>96859837
>oh my god they found a working Dark Age computer didnt they? It "blesses" them with ways to get things running again, and they think its the emperors light inspiring them and telling them how to act
>>
>>96857866
And maybe there was more to this STC discovery than they unearthed on first pass. Like whatever mainframe it was connected to. That is now at least partly awake.
>>
>>96859837
>>96859987
>>96860015
>>96860060
I think it’s worth noting the Inquisition has a significant presensce here. I think they’re trying instill faith and uproot whatever lingering Heresy that remains. These two Hives have definitely made this subsector the most interesting one so far.
>>
File: Navy Fleet Base.jpg (230 KB, 755x1057)
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Hey Anons! I've been thinking a bit, Abaric's Folly seems a tad bit empty, so to break up the planet rolls, how about we roll for a space station to be added in the sub-sector

The tables in question
>https://1d6chan.miraheze.org/wiki/Imperial_Space_Station_Creation_Tables

If we want to do this (we can move onto the next planet instead no big deal at all for me) here is the first roll
>Era of Construction (1d12)
>>
Rolled 4 (1d12)

>>96860508
>>
>>96860577
The Time of Rebirth: This station was built after the Horus Heresy but before the War of the Beast.

Quite old, perhaps it started out as some sort of refuel/rearming cache or something and grew into something larger

>Creator or Origin (1d12)
>>
Rolled 3 (1d12)

>>96860593
Hoping for something neat
>>
>>96860656
Smuggler or pirate den

So it started out as nothing really official until the Imperium (or someone else) took over

>Station Size (1d6)
>>
Rolled 4 (1d6)

>>96860705
It spawned after the Heresy, free real estate with the state the Archtraitor left things
>>
>>96861047
Large station (important hub with significant resources)

Population for a Large Station:
>4d10 x 50,000 inhabitants
>>
Rolled 6, 10, 3, 7 = 26 (4d10)

>>96861057
Lotta pirates
>>
>>96861094
1.3 million people

>Current Purpose (1d12) (For Medium or larger stations roll d3 times on this table)
So a 1d3 first, then followed by that many d12s
>>
Rolled 1 (1d3)

>>96861151
>>
Rolled 3 (1d12)

>>96861151
>>96861222
>>
>>96861284
>Trade hub
Interesting since there doesn’t seem to really be anything out here. 1d8 for who’s in charge
>>
Rolled 4 (1d8)

>>96861682
>>
>>96862357
>Rogue Trader dynasty
So next is station defense.1d3 and that number of d12s
>>
Rolled 3 (1d3)

>>96862668
>>
Rolled 12, 10, 6 = 28 (3d12)

>>96862786
>>
>>96862790
>Relic weapon of ancient origin
>Specialized anti-xenos weaponry
>Automated defense turrets
1d10 secondary presence
>>
Rolled 7 (1d10)

>>96862923
So they stole a xenos relic, and armed themselves to shoot the former owners if they came to repossess?
>>
>>96862965
>Religious fanatics
Seems in line with the subsector.1d3 for how many quirks then that many d12s
>>
Rolled 2 (1d3)

>>96863047
>>
Rolled 11, 1 = 12 (2d12)

>>96863127
>>
>>96863132
>Frequented by Inquisitorial agents
>Large parts are originally from an ancient voidship, space hulk, or wrecked star fort
1d10 for where the station is at
>>
Rolled 1 (1d10)

>>96863152
and now, i must bed
>>
>>96863187
>Planetary orbit
Maybe that world is worth something if the station’s supposed to be a trade hub and a Rogue Trader is interested in it. 1d10 for current status
>>
Rolled 6 (1d10)

>>96863214
>>
>>96863222
>Secretly heretical or rogue
Oh no. 1d8 for astropath status
>>
Rolled 7 (1d8)

>>96863263
maybe the heresy isn't fully rooted out of this sector after all. dark mechanicum hiding here perhaps
>>
>>96863405
>Psychic instability causing miscommunications, roll again (re-rolling 7s) to determine normal status.
So another 1d8
>>
Rolled 2 (1d8)

>>96863425
>>
>>96863526
>Warp beacon integrated into the station.
Interesting. That's it for the space station



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