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File: Vokaris Sector wip 16.5.png (2.07 MB, 1325x869)
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>+++ADMINISTRATUM PASS KEY ACCEPTED+++
>Loading message...

Welcome to yet 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 resume your task to gather this stellar data about this sector in our glorious Imperium of Man
A brief reminder that as data comes in to your cogitator station 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.

We finished up the Ultranox Void sub-sector before and we are about to start rolling for the Bleakthorn Expanse.


Previous thread >>97008470

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

Before we roll for the planet we need to see how many planet (of note) there are in this sub-sector, and since it is quite big I am thinking:
>1d8+2

But I have also added a few things to the map, where you Anons can decide what they are, a star-ship graveyard, an anomaly, a warp gate, something else, who knows!?
>>
>>97101682
I also took note of the techpriestess that was rolled up in the previous thread

>>97085387
>>97085392
Lots of neat ideas, as well as a few cool names for her were suggested too
>>97086742
>>
Rolled 7 + 2 (1d8 + 2)

>>97101682
Rolling for planets
>>
>>97101845
9 worlds in the Bleakthorn Expanse

First one then:
>Planet class 1d100
>>
Rolled 61 (1d100)

>>97101921
>>
>>97102455
>Shrine World: So you go to church every Sunday? How about living there? How about having your whole planet being one mega-Vatican, covered in shiny gothic cathedrals and temples, and living and breathing its own brand of the Imperial Cult? Naturally, these worlds are often dominated by the Ecclesiarchy, and many a true believer from around the galaxy makes pilgrimage here.
4d10+20 for Tech level
>>
Rolled 9, 10, 8, 6 = 33 (4d10)

>>97104236
So many shrines in this sector
>>
>>97104545
>High Imperial: The peak of the Imperium's technological advancement outside of the greatest Hive Worlds, ver rare other planets, and Adeptus Mechanicus worlds. Anything and everything that can be bought on the open market can be found on these worlds, and the local troops have access to the most advanced weapons, armour, and equipment - such as hellguns, plasma weapons, power weapons, melta weapons, bolters, and carapace armour- can be found deployed to the PDF (and indirectly the Imperial Guard recruits) and Enforcers more common than other planets and the rich strata almost certainly equip their security forces with the open market's top end.
Well this one's pretty high-tech.
7d10 and 4d5 for Adeptas
>>
Rolled 5, 6, 6, 2, 2, 10, 5 = 36 (7d10)

>>97104632
>>
Rolled 3, 5, 5, 2 = 15 (4d5)

>>97104632
>>
>>97104746
>Adminsitratum: Small. Involved, but quietly and unobtrusively.
>Arbites: Token. For administrative purposes only.
>Ministorum: Significant. Controls its area, and has a say in wider planetary matters.
>>97104802
>Astra Telepathica: None
>Astronomicon: Token. For administrative purposes only.
>Inquisition: None
1d100 for Planet size
>>
>>97106710
>Mechanicus: Token. For administrative purposes only.
>>
Rolled 4 (1d100)

>>97106710
>>
>>97107076
>Miniscule: 1d10+4
As small as it gets
>>
Rolled 7 + 4 (1d10 + 4)

>>97107097
1 get!
>>
>>97107789
>11,000 km in circumference
bigger than our tiny forgeworld somehow, we could drop the +4 and do 7,000km
2d100 for Axial Tilt and Length of Day
>>
Rolled 17, 88 = 105 (2d100)

>>97107937
>>
>>97108035
>Axial Tilt: Notable (6-15°) ± 10°C/50°F
5d10 hour days
>>
Rolled 3, 7, 2, 9, 9 = 30 (5d10)

>>97108228
btw Do you mind if I write fag a bit abaut some Planets as repotts of some Techpreisstes? And If not do you recomend some interesting ones?
>>
>>97108434
*reports/logs
>>
>>97108434
go wild anon
>>
>>97108434
>Day: 30 Hours
1d100 and 10d10 for Length of Year
>>
>Mizar XXV
>Overview:
Mizar was settled during the Dark Age of Technology by humans from Terra’s Scandinavian region who built up a mythology based around bits and pieces of Finnish and Norse pagan myth mixed with Death Metal and other snippets of culture from the region spanning millennia. Due to ancient genetic tampering, some of the planet’s inhabitants are borderline abhuman. Despite the planet’s peculiarities, it has proven itself more trustworthy than other key planets in the Wurmcrux Subsector.

>History:
Mizar was settled by humanity during the Dark Age of Humanity. Its colonizers had a strong enthusiasm for the national identity of the Scandinavian region from which they originated, which by the time of the DAOT, had grown distant from the original pagan myths of the region due to alterations caused by millennia of reinterpretation and reimagination. Some groups went as far as using genetic manipulations to change themselves to resemble fictional races they identified with, particularly “dwarfs” and “elves”. However, the Mizarians never went as far as genuinely worshipping the old pagan gods, instead seeing their obsession with ancient mythology as expressions of regional nationalism, and later as a way to revere their ancestors.
>>
>>97108975

(2/9)

When the Mizarians were reunited with humanity during the Great Crusade, they eagerly accepted the Emperor’s vision of a united humanity. The formation of the Imperial Cult was not quite as welcome, but a variation of it eventually spread across Mizar that preached of the Emperor as the collective god of humanity, powered by belief in the supremacy of mankind. The traditions that developed on Mizar were sometimes seen as borderline heretical, but mostly because they were so interwoven with Mizarian traditions and cultural practises that many felt the local cult encouraged loyalty to Mizar above loyalty to the wider Imperium. And yet, Mizar has repeatedly proven itself to be one of the most reliably pro-Imperial worlds of the Sector, with a knack for correctly predicting which side to join during conflicts between Imperial factions.

Although Mizar has been raided by Orks and Dark Eldar on many occasions, it is the forces of Chaos that seem to have the strongest interest in the planet. The reasons for this are unclear, but it is probably a combination of its mineral wealth, (relatively) poor defenses, and the potential to twist its pagan mythology into a full fledged Chaos worshipping culture. The most recent attempt to invade the planet occurred only a few years ago, when an alliance of Chaos warbands, mostly followers of Slaanesh and Khorne, but spearheaded by the Tzeentch worshipping Chaos Knights of House Desmond, laid siege to a number of Mizar’s fortress cities before being driven off by the Imperial Navy.
>>
>>97108986

(3/9)

>Geography and Climate:
Mizar is larger than Terra, but has similar gravity from being less dense. From space, it appears to be almost entirely covered in snow and ice, but beneath the ice, most of it is in fact covered in water, aside from a few densely populated islands and microcontinents. Only barren rock mesas penetrate the snow and ice, which almost inevitably have fortress cities built into them. The planet has a fairly rapid spin resulting in seven hour days, and the atmospheric mix is only barely breathable, not that many try to breath it when masks supplying heated oxygen are available instead.

Most Mizarians live deep underground, their cities ever expanding downwards to take advantage of areas where all useable minerals have been mined out. Surface infrastructure is mostly limited to defenses, ranches, solar farms, and spaceports. Underwater cities are relatively common, as they are used as bases for the submersibles that harvest aquatic life deep in the ocean for biomass that can be converted into food. Despite the brutal cold, there is some wildlife on the surface, a mix of genetically modified Terran animals and local xenos creatures. A small number of Mizarian clans herd hearty mammals like giant bear-goats and wooly rhinos while riding their tundra kangaroos and yetis. These clans also serve as valuable scouts and rescue teams when needed.
>>
>>97108992

(4/9)

Mizarians are fond of stone carving. Their public spaces are heavily decorated, and even the humble barracks and one room apartments where most of the population lives will feature a few carvings above doorways or other visible places. Aside from the standard skulls and aquilas found elsewhere in the Imperium, bearded faces and wildlife and trees from ancient Scandinavia are common, as are references to Scandinavian mythology. Areas frequented by the Mechanicum have lots of gears, both stone carvings and actual gears, as well as stylized bearded faces. Aside from Gothic and Low Gothic, it is common to see stone carvings and signs written in the other three widespread languages on Mizar, the blockish Dawi, the flowery Elgi, and the jagged, incomprehensible Black Metal Scrawl.

Large natural caverns, underwater reefs, the lava tubes of extinct volcanoes, and other places of natural beauty are often claimed by the Royal Clans as places for them to build their palaces and resorts. Different Royal Clans have different tastes in architecture, with the “elf” clans favoring light colored rock, thin elegant pillars, and gold trim, while the “dwarf” clans favor blocky architecture, and carvings of bearded faces. Major temples are also often found in such places, and are known throughout the sector for their stunning acoustics, elaborate musical performances, and morbid architecture.
>>
>>97109000

(5/9)

>Economy:
Mizar has been exporting large volumes of moderately rare minerals for millennia. Fortunately, nothing it produces is strategic enough to justify rapidly strip mining the planet, and even when tithes are temporary increased the planet has been able to meet them with only moderate difficulty. Most of its exports go directly to paying tithes, and ever since the Gearheart Treaty signed about two millennia ago, almost all of its tithe goes directly to the Mechanicum, which essentially just cut out the Administratum as a middleman since almost all of its minerals went to Forge Worlds anyways.

The planet does export some gems, precious metals like gold and silver, and master-crafted goods to private clients. It also exports large amounts of fungal beer and other alcohols. In return, it mostly imports luxury goods for the upper classes, particularly foodstuffs and alcohol. It also imports advanced technology from Forge Worlds.

Like many surviving planets in the sector, Mizar is mostly self-sufficient. Despite its harsh climate, it is able to grow fungi and vegetables in underground farms and hydroponics labs, harvest large amounts of biomass from the deep seas, and ranch some hearty mammals on the surface. Heavily processed waste, including the corpses of those who can’t afford expensive funerals and graves, provide protein bars for the lower classes who can’t afford real meat.
>>
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Rolled 6, 5, 5, 1, 10, 4, 9, 4, 2, 9 = 55 (10d10)

>>97108616
>+++Adeptus Mechanicus Message Decoded+++
>Loading message...
>Adeptus Biologis
>Servant Name: Ikatuna the Third
>Read Messages?
>Yes

"The Genetors orders sound simple to catalouge and write adaptations of human biologiy (Blessed Be It's Purity) in this new sector. Of which documentation seemed to fell down from Administratums towers of files and Symbols. Mostly such rarely last or make a dent yet this seems to cling to it's relevance. It is supposedly a 9th time It resurfaced and even made a way to more...mainstream catalouges. Either a clerk responsible for it is truly stubborn or lucky. Omnisaiah only knows.
May the Omnissiah protect me in this journey.
>>
Rolled 87 (1d100)

>>97108616
>>
>>97109010

(6/9)

>Society:
The backbone of Mizarian society is the clan. Almost everyone on the planet belongs to a clan, even those exiled from a clan will usually join a lower ranking clan instead. Each clan has hundreds or thousands of individuals made up of numerous family units that are usually at least distantly related. Each region of the planet has one or more royal clans, who are each served by a number of noble and honored clans as well countless commoner clans. Most clans specialize in working in a particular industry; one clan may operate heavy machinery, another in recycling the bodies of the poor, and another in running a hospital. Each royal clan is headed by a king or queen who answers only to the High King of Mizar, who is also the Governor.

Although the clans can vary greatly in aesthetic and outlook, there are some common traits that nearly all have, like a love for alcohol and heavy music, a fierce pride for their clan, city, and planet, and a deep belief in the superiority of the human race in all its forms. However, many clans also have highly distinct cultural traits, some of more common ones are listed below:

The “dwarfs” descend from those whose ancestors were genetically modified to be stout and hearty. Although they don’t diverge from baseline humanity as much as squats do, there is a lot of similarities between the two groups and they may be able to both trace their origins back to some ancient faction on Terra. Those who created the ancestors of the dwarf clans both genetically and culturally appear to have been inspired by “Tolken”, “Gyrax” and other loremasters from ancient Terra to create a resilient race of miners and engineers. Although likely meant to be a working class caste when they were first created, dwarf clans now rule many cities and are more likely to be skilled machine operators than menial laborers. Dwarf clans are also the most likely to be found working directly with the Mechanicum.
>>
>>97109020

(7/9)

The “elves” descend from those whose ancestors were modified to be unusually attractive, intelligent, dexterous, and long lived. They once formed most of the ruling class, but over the millennia, many non-elven clans have clawed their way into positions of power. Elven clans are still very over-represented among the royal, noble, and honored clans however, and it is rare to find an elven clan serving a non-elven clan, though elven royal clans will always have numerous dwarven and baseline clans serving them. Elven clans usually shun menial labor, and are instead found in either “white collar” roles, or in service industry or skilled trades jobs, particularly ones that cater to the wealthy.

“Dwarfs” and “elves” rarely marry outside their clans, but extramarital affairs have led to some “half dwarves” and plenty of “half elves”. Most people on Mizar are essentially baseline humans though, albeit usually of clear Scandinavian origin.

In contrast to the dwarfs and elves, the “black metal bands” are a type of clan identifiable purely by unusual cultural traits instead of genetic modification. They are typically made up of thousands of people working in lower class roles bound together as much by religious fanaticism as they are by blood relations. They are prone to violence and religious disputes, and are often seen as the equivalent of Redemption Cults and other grassroots fanatics found on other planets. When possible, they work for the Ministorum, particularly in morbid roles like the operation and maintenance of crypts and corpse processing facilities. The most coveted role however is being chosen to work in the temples themselves, supporting the fiery sermons with loud music and impressive visual effects.
>>
>>97109030

(8/9)

In order to keep Mizar’s religion relatively mainstream, official Ministorum preachers are expected to spend at least a few years training off world at official Ministorum seminaries. However, nearly all preachers on Mizar see the value of the unusual manner in which Mizarians prefer to get their sermons delivered to them, which evolved out of the music concerts that were once used to bolster Mizarian nationalism with pseudo religious pagan mythology, in fact, some have tried to export the tradition off world with varying degrees of success. Temples on Mizar generally have space for tens of thousands, sometimes millions. Sermons typically last for hours, and are frequently broken up by musical numbers that use some combination of large angry choirs, orchestras of guitars and basses, long rows of large drums, and positively enormous pipe organs that spew fire, smoke, and light at the same time as they make immense amounts of noise.

Due to the Gearheart Treaty, many Mizarians worship the Omnissiah instead of the Emperor, particularly those who work in technological roles. Although the Mizarians were relatively technologically advanced prior to the treaty, after the treaty millions of tech-priests and other Mechanicus servants were sent to Mizar in order operate the new technologies they brought with them, and take over the operation of many of the more advanced existing technologies. Existing tech guilds, many of them dwarven clans, were expected to convert to worshipping the Omnissiah, but have kept most of their other unique traditions.

Aside from the Ministorum and the Adeptus Mechanicus, there is surprisingly little Adeptus presence on Mizar. The Administratum and Arbites essentially see the planet as a problem for the Mechanicus to deal with, and the Inquisition only shows up when something interesting is happening.
>>
>>97109038

(9/9)

>Defenses:
For a mineral rich world, Mizar is surprisingly poorly defended. This is partially due to the various branches of the Imperium hoping one of the others will pay for the defenses, partially because none of these branches fully trust the Mizarians to operate their own defenses, and partially because, like many Imperial worlds, the rulers of Mizar fear a lower class revolt nearly as much as an external invasion..

Each fortress city has a decent number of rudimentary defensive laser cannons, mostly for discouraging enemy aircraft and landers from getting too close to the cities. The bulk of Mizar’s armed forces are militias that recruit mostly from the upper and middle class clans, although well motivated, their equipment is basic, often including autoguns, shotguns, flamers, and heavy shields, all quite useful for fighting in enclosed spaces. The law enforcers, who often double as the royal guard and the officer class for the militia, has better training and equipment, but not by much. Each kingdom has its own uniforms for its soldiers, though common elements include cold weather gear, knee length coats, horned helmets, and armor that is a mix of metal plates and chain mail.

Although fighting defensively may seem like the obvious option on Mizar, its inhabitants prefer taking the fight to the enemy when they can. The rancher clans in particular are frequently entrusted to use their mounts and ATVs to hunt down enemy patrols and attack lightly defended camps. Mining vehicles are sometimes used to attack enemy camps from below, either digging close enough to the surface to lay explosives, or sometimes breaching the surface to let whole armies sally forth.

Mizar contributes to the Imperial Guard on a fairly regular basis. It mostly contributes line and light infantry, but sometimes also specialized cavalry, recon, and underground warfare specialist regiments.
>>
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>>97109016
>+++Adeptus Mechanicus Message Decoded+++
>Loading message...
>Adeptus Biologis
>Servant Name: Ikatuna the Third
>Read Messages?
>Yes

"Our firs stop does not promote optimism, the world of St Exandier's Rest is, according to official classifications, a shrine world. What it does not mention is the extremly irritating temperature in which the local populance exists.
The Tempperatures are as low as -330°Farenhitunors or lower (more othen than not if the local representative cardinal is to be belived).
The local populance is renowed for it's agricultural exports in a liquid form made from a local wheed called "mchoprenicza" it is a marvel of biology is even if not a Human one (Blessed Be It's Purity) but impressive nontheless. It is a moss like plant with small pellet like things inside it. It is a staple of local diet.
To return to a topic of local populance the adaptation to such extreme temperatures through trials and devotion is Remarkable. If the Misstres of Ordo Dialogous is belived the local poulance's version of High Gothic is rooten in Vostroyan Vulgar speech. The Decorations and the branch of churches suggest as much. But what difricients them from othes is the building material as they are carved in Ice and the local Ministorum, with it's usual demureness, praised the idea of ancient Venerable Velmir the 47th with his epithany of making a shine to God Emperor[or Tzar-Emperor
as the local nomenclature is said(Sister Dialogus sait it would mean they Praise Emperor-Emperor but neither of use dared to mention it to the cardianl)] out of an ice. Neither me nor rouge trader objected.
In conclusion the journey heralds itself as difficult and complicated one. Yet it also shows the resilience of Human Body(Blessed Be It's Purity) even is such exterme conditions, the changes are minimal and my persona theory is that due to vostoryann ancestors the laboures here become accustomed to low temperatures as they lived here through generations."
>>
Rolled 6, 20, 7, 7, 13, 20, 6, 20, 6, 8 = 113 (10d20)

>>97109049
I am going to do Khandania Primus next, but first going to do defense and optional fluff rolls

To save time I am going to do d20 for all the quirk tables, and just divide by two for the tables that are d10
>>
Rolled 6, 13, 3, 19, 5, 2 = 48 (6d20)

>>97109317
The planet has some abandoned Imperial, local, or naturally occurring structures and tunnel networks worth exploring
Roll two more times
No extra genetic quirks beyond what was already rolled
No extra religious quirks beyond what was already rolled
Some of the planet’s inhabitants are fond of seances, ouija boards, and similar activities, they are tolerated by the Ministorum for promoting the idea of life after death
Roll two more times on the table
The planet has some Halloween themed aesthetics
Roll twice more on this table
The planet’s inhabitants are fond of large vehicles or mounts for transport and assault, which could be anything from pachyderms, giant treaded transport vehicles, or Baneblade formations
The planet has been resettled multiple times throughout history
>>
Rolled 1, 3 = 4 (2d10)

>>97109350
There is a minor xenos presence that occasionally threatens outlying settlements, like feral orks, or the occasional Drukhari raid
Parts of the planet are chaos tainted
The inhabitants are obsessed with fire and incorporate torches, braziers, and fire pits into their building designs
Roll two more times on the table
The planet’s elite sometimes marry their siblings
Planet is matriarchal
>>
>>97109019
>>97109016
>55x9
>Year: 495 terran days, 396 local days
Nice transcriptions, I'll toss them all in the wiki somewhere
1d100 (-30) for Satellites
>>
>>97109381
The planet has a massive statue or shrine to an unusual Imperial hero
The inhabitants are obsessed with water and incorporate fountains, pools, canals, and other water features into their designs, some of which may end up hopelessly polluted depending on the world
>>
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>>97109350
>Some of the planet’s inhabitants are fond of seances, ouija boards, and similar activities, they are tolerated by the Ministorum for promoting the idea of life after death
>The planet has some Halloween themed aesthetics
Ok so...Day of the Dead but constantly on the whole planet?
>>
>>97109350
>>97109381
>>97109394
so some obvious halloween/horror vibes here

maybe the population has been wiped out under horrific circumstances on a few occasions (and then covered up), but some of the chaos tainted ghosts linger in the more remote areas of the planet
>>
Rolled 51, 34, 34, 68, 86, 66, 6, 1, 62, 78, 41, 77 = 604 (12d100)

>>97109394
defense rolls
>>
Rolled 5, 5, 5, 3, 3, 2, 3, 1, 10, 1, 9, 9, 10, 3, 10, 6, 1 = 86 (17d10)

>>97109428
enforcers, standing army, navy, orbital station

I guess that explains the imports (spacecraft)
>>
>>97109453
enforcers - large numbers, poor-medium quality
standing army - small size, medium quality
naval force - medium size, medium-high quality
orbital station - tiny size, medium-high quality

maybe visiting rogue traders and merchant captains leave their ships parked in orbit while they are visiting the planet?
>>
>>97109381
>There is a minor xenos presence that occasionally threatens outlying settlements, like feral orks, or the occasional Drukhari raid
There is a Kabal of deldar running around, but Nollpunk was also having some Tyranid troubles nearby could be either of them. Khandania was massive with not that big a population, any size force could completely wipe out outlying settlements and disappear pretty easily.
>>
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>>97108975
>>97109049
Mostly because of a loredump im not gonna do this planet but still put a one more log.
>+++Adeptus Mechanicus Message Decoded+++
>Loading message...
>Adeptus Biologis
>Servant Name: Ikatuna the Third
>Read Messages?
>Yes
"During our travel though an enless void of space with ,station called Lysander's Embrace as our current destination. As that blasted Rouge Trader wishes to make some new agreements with imperial nobles there. We've encountered a bizzare behaviour with our astropaths since our arrival. They physical acctivity increased almoust 4 times the norm. Engaging with sig als in this sector that were not directed to us
The apogeum of such behaviour (unbecoming of a Servant of the Omnissaiah might I add) was during a conversation with Sister Dialogus as I was inquiring about possible dialect the noble classes engage in, but were quickly taken aback by a servant wiiting a lenghty parchment ripped from a nearby servitor talking to himself abaut a "message to clerk" and repeating it constantly until when he finished he fell to the floor with foam coming out of his mouth. Only then some servant of the choir came and said they are reciving messages from far away sources because of some Beacon and quickly took the ,I think, Corpse far away. The parchment, I studied and it seems this astropath took a lenghty and quite detailed message abaut a diffrent planet in this Sector called Mizar XXV.
If Master forgives me such indecent oportunism, I've allowed myself to use the contents of this parchemnt in a Attached message.
Post Skriptumos
If my messages seem to sometimes posses mangled order of letters then forgive me but servitors here are of low quality and Astropaths are Unreliable.
May Omnissaiah Guide us throuh unreliable times.
>>
>>97109493
What to roll next?
>>
>>97109986
looks like 1d100 (-30) for satellites that >>97109387 asked for is what we need for the planet we are currently rolling

the quirks and defense rolls were for a planet we rolled a while back but only did basic rolls for
>>
>>97109858
neat drawing
>>
Where are we at with the history of the sector? Aside from big galaxy-wide upheavals like the Great Crusade, Horus Heresy, and Age of Apostasy, there seems to have been at least 3-4 major events in the sector so far according to brief histories written for the Sisters, the Chaos Knights, and various short speculation posts
- preM36 – Solspire subsector collapses, may or may not have been rebuilt
- post M36 – “Iron Maw Rebellion” occurs due to chaos corrupted tech priests, may or may not be the same event that led to the corruption of House Desmond
- unclear time period – crusade for abaric’s folly
- 1-2 millennia ago, some combination of wars, plagues, famine, and warp storms causes a large part of the sector to collapse, which is where many of the cemetery, feudal, and feral worlds come from
>>
Rolled 98 + 30 (1d100 + 30)

>>97110446
I dunno I presumed it is during a current time in 40k where a whole sektor is rediscovered from piles paper in some more important Administratum place.
>>
>>97109171
Please proofread your posts Anon. The first few sentence alone are atrocious, no offense.
>>
>>97110798
>1d5 Satellites
>>
Rolled 4 (1d5)

>>97110928
>>
>>97110937
4
So we got 4 satelites
Now roll 1d100 to see the gravity levels
>>
Rolled 9 (1d100)

>>97111976
I think the gravity tables should have size modifiers, or at least optional ones to use.
>>
>>97112114
>Light (0.5 to 0.7 G): Lightfooted. +2 Agility bonus for movement, +4 to Strength and Toughness levels for Encumbrance, +2 Strength for Throwing. Jumping and leaping distances get doubled, fall damage gets halved.
have we rolled the size of that planet?
>>
>>97112141
It's minuscule, -30 >>97107097, would make very light gravity .1-.5g
1d100 for Atmosphere
>>
Rolled 88 (1d100)

>>97112668
>>
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>>97113168
>Tainted: A Tainted atmosphere is even more dangerous. A character can only breathe a tainted atmosphere for a number of minutes equal to their Toughness bonus, and then gain a fatigue level per minute longer. Once unconscious due to fatigue, the character will die one minute later if still in the tainted atmosphere.
So I guess this whole Dia de los Muertos world has a dust problem or all the candles make it difficult to breathe.
>>
>>97114520
btw roll 1d100 for How much water is in this shithole
>>
Rolled 85 (1d100)

>>97114528
>>
>>97114642
Watery: This world is mostly ocean, with only a few island landmasses and microcontinents. Practically no desert in sight, the most extreme will only have a short dry season.
So it;s barely breathable but really watery. Wat.
Btw if this thread survives further I propose rolling a Craftworld for example to break up the monothony.
btw 2 roll 1d100 for temperature
>>
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>>97109858
>+++Adeptus Mechanicus Message Decoded+++
>Loading message...
>Adeptus Biologis
>Servant Name: Ikatuna the Third
>Read Messages?
>Yes
Ather an astrophatic incident. Our Frigate has been aproached by a vessel from a forge world going by the name Nollpunk. It asked us to send a member of sacred brotherhood of mars for "negotiations" neither me nor Local Inquisitor Cordelau felt shure of such endevor. By earlier information given to me, by earlier mentioned inquisitor in the meantime. It seems that this forge world keeps a thick fog of isolation even by "standards" Of our Brotherhood but due to unstable situation in the subsector(one hive world has constant wars over food and aperentaly a miniscule holy war over control of Means of producing Corpse-starch...Fascinating)
Yet despite such unshure moods the inquisitor recomended me to come as a representative as information from Nollpunk comes rarely.
The meeting was held in lower decks of Rouge Traders ship the Forgle Worlds representative was a stouty Magos wearing a white acient robe ,resembeling those worn by Brothers on the forge of Metalica, with mechadendrites coming out of him.
As we comunicated in Binharic the conversation went more comfortably than with some not enhanced into the arts. I asked why a forge world would keep themselfs so isolated from the Imperium as a whole. The answers were that of meanderic fellings of IIndependence and almost distain for the human form (Blessed Be It's Purity)
And with Visible mockery of fetuses in my personal incubator as if he felt My field of study is backwards and almost blasphemous if not for orders from the upper commean I would speak words Unbecoming for a servant of my age. The I could recognise possesed even some elements of unrecognisable tech can't speak If the magos possesed some forbiden of (Omnissaiah forbid) xeno tech.
>>
>>97115233
>Cont.
After a lenghty talk he recognised I possesed no Information from holy mars and I found no Interesting information abaut humans in this Sektor maybe exept for the fact that the wretched eldar reside in it.
I felt my time was wasted and i left with a felling of distain coursing through my pipe system. To see such parody of our brotherhood, shielding themselfs with ancient ideas and history. It irritates me to see such rejection of human form (Blessed Be It's Purity) as dirty and imperfect as if he was not in such form a long time ago.
Omnissaiah Protect us in times of division and let the rusted elements melt like dry grass on fiery field.
>>
>>97114520
the quirks (including the halloween/day of dead stuff) and defense rolls from yesterday were for Khandania Prime, not the world we are currently rolling
>>
Rolled 34, 7 = 41 (2d100)

>>97114984
>>
>>97109858
>>97115233
Nice fluff and digging the sketches
>>
>>97115615
>Frosty (-40°C to -11°C/-40°F to 12°F): Tundras and snowbound taigas abound, but the settlements only need minor tweaking -- small windows, thick walls, the usual. If unprotected, you'll last a number of minutes equal to your toughness bonus, after which you gain +1 fatigue until unconscious. Death follows in one minute.
and that 7 means only 1 terrain
>>
>>97116929
1d100 for the terrain
>>
Rolled 45 (1d100)

>>97116954
>>
>>97117233
>Active Volcanoes
Neat. 1d100 for its population
>>
Rolled 41 (1d100)

>>97117580
>>
>>97117706
>10d10
So like two families live here ?
>>
Rolled 10, 2, 4, 7, 2, 7, 3, 7, 6, 5 = 53 (10d10)

>>97117727
Why not, this small rock could just be a place were some minor (or grand) holy relic is housed and displayed. A footnote or a place for pilgrims to stop by on their way to greater places of worship at best.
So the people here are just the custodians with a perhaps a few elite guards.
>>
>>97117938
>Population: 53
Not enough people to make most of these rolls work but let's see what we get
1d100 for Society
>>
Rolled 45 (1d100)

>>97119683
>>
>>97119736
>Hereditary Monarchy: The world is under the rule of a long line of monarchs, who pass the crown from generation to generation by a complex code of inheritance. The monarch is, however, limited by the constitution and the governing body, whose job it is to keep the monarch in check. Results may vary spectacularly.
I take this as the head priest here comes from the head priest family, maybe they were minor nobility before they got sent to this rock.
2d12 for Economy
>>
Rolled 12, 11 = 23 (2d12)

>>97119767
>>
>>97119815
>Exports: General Goods Products that don't fall into the any of the previous examples and more general economic goods and luxury items.
>Imports: Workers People born or vat grown specifically to serve the Imperium. Worlds like these tend to have larger populations than most.
Defenses are pretty nonexistant so that's it for the tiny shriney.
>>
>>97104236
Planet 1/9
>Shrine World
>High Imperial tech
>Adminsitratum: Small. Involved, but quietly and unobtrusively.
>Arbites: Token. For administrative purposes only.
>Ministorum: Significant. Controls its area, and has a say in wider planetary matters.
>Astra Telepathica: None
>Astronomicon: Token. For administrative purposes only.
>Inquisition: None
>Mechanicus: Token. For administrative purposes only.
>Miniscule: 7,000 km in circumference
>Axial Tilt: Notable (6-15°) ± 10°C/50°F
>Day: 30 Hours
>Year: 495 terran days, 396 local days
>4 satelites
>Gravity: Very Light (0.1 to 0.5 G)
>Atmosphere: Tainted
>Hydrosphere: Watery
>Temperature: Frosty (-40°C to -11°C/-40°F to 12°F)
>Active Volcanoes
>Population: 53
>Hereditary Monarchy
>Exports: General Goods
>Imports: Workers
>>
File: 40kHoursinPhotoshop.png (1.22 MB, 736x1027)
1.22 MB
1.22 MB PNG
>>97120064
>Imports: Workers
I guess they mostly import Masters do lead projects for a spectacular church/papace for the local Noble nr4567800(Propably have like a whole library of Ready to made projects)
A Mini city of architect masters to a role of a monk. The leader is a hereditary Leader because their blood goes back to original noble settlers from the "Caves of one of the 9 angels" And their holy relic? Actually it would have been funny if this was Fulgrims sketch book. You know a planetoid of the best achitects with this pursuit of perfection.
Also See pic for interpretation of this place
>>
>>97120601
Inwit is in the same segmentum, Dorn could have left a schematic for some buildings. He made the Imperial Palace he's arguably the best at Gothic architecture.
>>
New planet?

>Planet Class: 1d100
>>
Rolled 31 (1d100)

>>97123884
>>
>>97123927
>Forge World: Overworked factory planets owned by the Adeptus Mechanicus to pump out all sorts of goodies for the Astra Militarum: guns, Titans, ships, power armor, and simple consumer goods are all manufactured in continent-spanning manufactorums. The Adeptus Mechanicus Forge World Creation Tables aren't a bad supplement for this result.
Another forge for the sector. 1d10+50 for tech level
>>
Rolled 1 + 50 (1d10 + 50)

>>97123987
>>
>>97123997
>High Imperial: The peak of the Imperium's technological advancement outside of the greatest Hive Worlds, ver rare other planets, and Adeptus Mechanicus worlds. Anything and everything that can be bought on the open market can be found on these worlds, and the local troops have access to the most advanced weapons, armour, and equipment - such as hellguns, plasma weapons, power weapons, melta weapons, bolters, and carapace armour- can be found deployed to the PDF (and indirectly the Imperial Guard recruits) and Enforcers more common than other planets and the rich strata almost certainly equip their security forces with the open market's top end.
Next is Adeptas
>Administratum: 2d10
>Arbites: 1d10
>Astra Telepathica: 1d10
>Astronomica: 1d5
>Mechanicus: 5d10
>Ministorum: 1d5
>Inquisition: 1d5
>>
Rolled 7, 4 = 11 (2d10)

>>97124033
>>
Rolled 2 (1d10)

>>97124033
>>97124804
>>
Rolled 7, 7, 1, 7, 10, 6 = 38 (6d10)

>>97124033
Rolling for Telepathica and Mechanicus
>>
Rolled 2, 1, 2 = 5 (3d5)

>>97124033
Astronomica, Ministorum, Inquisition
>>
>>97124804
>Administratum: Small. Involved, but quietly and unobtrusively.
>Arbites: None
>Astra Telepathica: Slight. Specific duties; not involved in wider planetary affairs.
>Astronomica: None
>Mechanicus: Dominating: One of, if not the, most powerful and influential forces on the planet.
>Ministorum: None
>Inquisition: None
2d100 for Size and Axial Tilt
>>
Rolled 59, 98 = 157 (2d100)

>>97125985
>>
>>97126015
>Average 10d10
>Axial Tilt: Extreme (46°+) ± 80°C/176°F
10d10
>>
Rolled 10, 7, 5, 6, 9, 1, 6, 3, 2, 8 = 57 (10d10)

>>97126096
>>
>>97126183
>Size: 57,000km
1d100 for length of day
>>
Rolled 66 (1d100)

>>97126718
>>
>>97126724
>6d10 hours
>>
Rolled 7, 3, 10, 8, 2, 2 = 32 (6d10)

>>97126751
>>
>>97126830
>Day: 32 hours
1d100 and 10d10 for Length of Year
>>
Rolled 24 (1d100)

>>97126925
>>
Rolled 1 (1d10)

>>97127233
Man I need to get back to my laptop ASAP
>>
Rolled 10, 2, 5, 6, 5, 7, 9, 2, 1, 2 = 49 (10d10)

>>97126925
>>
>>97127233
>>97127267
49x3
>Year: 147 terran days, 110.25 Local days
1d100 for satellites
>>
Rolled 14 (1d100)

>>97127296
>>
>>97127314
>none
1d100 for Gravity
>>
Rolled 58 (1d100)

>>97127337
>>
>>97127380
>Standard (0.8 to 1.2 G)
1d100 for Atmosphere
>>
Rolled 83 (1d100)

>>97127629
>>
>>97128228
>Bearable: A Bearable atmosphere can be breathed normally for a short time, but carries a slight abnormality, will create an unfavourable taste in the mouth, and will prove fatal if breathed for too long. Any character subject to such an environment without a respirator or rebreather can breath normally for a number of hours equal to their Toughness bonus, and must then return to a normal atmosphere (natural or artificial). Being subject to a bearable atmosphere for any longer will give the character one fatigue level per hour. Once the character falls unconscious due to fatigue they will die one hour later if not provided with proper air to breathe.
1d100 for hydrosphere
>>
Rolled 55 (1d100)

>>97129038
>>
>>97129147
>Average: This world has appreciable oceans, seas, lakes and rivers, and gets frequent rainfall, but also sees its fair share of inland deserts.
1d100 for temperature
>>
Rolled 57 (1d100)

>>97129207
>>
>>97129251
>Average (-10°C to +30°C/14°F to 86°F): Humans are comfortable in normal clothing and need only the most basic of shelters to survive. Honestly just walk outside, chances are it'll be within this range.
1d100 for how much terrain is on the planet
>>
>Kabal of Shackled Dreams

>Summary
A ninja and bondage themed Kabal that specializes in kidnapping people to turn into horrific art projects.

>History:
In the years leading up to the Fall, triplet sisters Mesrariha, Cherdovique, and Namirenne were members of the high nobility on their world and key figures in the pleasure cult. Although identical in appearance, they were very different in terms of personality. Mesrariha filled the role of politician, master manipulator, crowd pleaser, and shameless sycophant to those higher up the food chain. Cherdovique filled the role of enforcer, scary yet charismatic, tactically minded, stubborn, ill tempered, with a fondness for violence and impossibly fast reflexes. Namirenne was the artist, a creative visionary always seeking new methods of telling her stories.

Together they ruled a powerful subfaction within their local pleasure cult, and post-Fall, they gradually transitioned to being rulers of a Kabal like so many others like them. Meshrariha became the Archon with Cherdovique as her chief enforcer, while Namirenne instead joined the Haemonculi Covens, seeking new ways to further her increasingly sadistic “art”. Meshrariha named her followers the Kabal of Stolen Futures, a reference to how her and her followers, many of them lesser nobles from the pre-Fall, saw it as fundamentally unfair that the Fall occurred, and forced them to abandon their psychic abilities and realspace holdings in order to hide in the Webways. The Kabal was often seen as one of the “Old Blood Kabals”, moderately powerful, but stagnant, soft, stuck in the past, and as placing too much important on bloodlines dating back to the pre-Fall. Their main claim to fame was Namirenne, who eventually rose up to rule her own small Coven that was closely allied to her sisters’ Kabal, and who often put together elaborate “art projects”, eventually whole art galleries, that were frequently visited by senior members of allied Kabals.
>>
>>97129441
2/9

As Namirenne refined her abilities, she developed a niche field known as “nightmare-scaping”. Victims were pumped full of chemicals that halted aging, heightened emotions, and sharpened memories. Cranial alterations and even more chemicals were used to trap victims in an endless loop of their best and worst memories, preferably when the first occurs just before the second. The use of highly advanced brain scans could then duplicate the memories into a technological format, allowing customers to wear a mask, sometimes even a full body that allowed them to see, hear, smell, taste, and sometimes touch what is going on inside the victim’s mind at the same times as the customers experienced the heightened emotions radiating from the victim’s trapped body. The art galleries Namirenne created would feature hundreds of victims of countless races, including fellow Drukhari, their preserved bodies locked in cruel tableaux that hinted at what memories their minds contained, forever trapped to replay the same memories over and over in their minds, just in case a visitor to the gallery decides to take one of the masks hanging from poles next to their bound, motionless bodies and peer inside their minds, so that they can see what the victim sees as they feast upon the accompanying emotional turmoil from the victim.
>>
>>97129452
3/9

Namirenne’s art galleries became immensely popular, particularly with older Drukhari who still remembered a time when they had psychic abilities that allowed them to peer into the minds of others without technological assistance. Gallery visitors began looking forward to the increasingly elaborate “true stories” of the victims that Namirenne was able to locate. At first raids would often target weddings, coronations, and other joyous events so that customers could experience memories of joy turn to despair as the raiders arrived. Once this became too predictable, the sisters sent infiltrators and agents to lure victims into elaborate scenarios that would result in their capture and torture just after some great personal success. But these also often became predictable, and the more elaborate schemes often fell apart when victims did not behave as expected. The sisters began relying on individuals capable of psychic divination to help them control the scenarios, as well as locate times and places where great tragedies would occur naturally. Some of these psykers were rogue Drukhari, others were other types of Eldar, and some even mon-keigh and other non-Aeldari, including a few tainted by Chaos. Working with such individuals bent or broke the rules Commorragh has against psykers, and some of the favors these psykers asked for in return would be even more heinous in the eyes of the other Kabals should they ever be discovered.
>>
>>97129457
4/9

About a thousand years ago, Archon Meshrariha lost her nerve. As cunning as the Kabal were in manipulating others, guests began to question the sheer improbability of some of the memories. Worried that rivals would dig into their methods and uncover their crimes, Meshrariha banned the use of psykers by the Kabal. But Namirenne had become addicted to the memories that the psykers could discover, and Cherdovique disliked the concept of denying her beloved sister anything, or bowing down to the whims of the other Kabals. Together Cherdovique and Namirenne left the Kabal of Stolen Futures, and formed the Kabal of Shackled Dreams. This new Kabal left the core region of Commoragh and set up a network of a dozen labs in hidden places within the Webway from which they could continue capturing victims and Namirenne could continue creating her art away from prying eyes.

The Kabal of Shackled Dreams have became experts in creating catastrophes, both to harvest more victims for nightmare-scaping, and to repay various factions who provided them reliable visions of the future. Among the events the Kabal helped manufacture were the destruction of the Ulumeathic League, the capture of a Sector Governor’s wedding party, and the imprisonment of a Tzeentchi Daemon Prince.

In recent times, Cherdovique has begun to miss the schemes and cosmopolitan vibes of Commoragh. She now plots to enlarge her Kabal and take over a small satellite realm known as The Black Anchorage, which has many links to the Vokaris Sector, a region of space where some of her “allies” pay her well to cause trouble. In order to do so, she needs more than just the funds she gets from selling nightmare-scape pieces to select clients and doing mercenary work for various factions. The Kabal is also now capturing slaves on a large scale for other uses, with Orks captured for use in arenas back in Commoragh being a top priority right now due to favorable risk-profit ratios.
>>
>>97129483
5/9

[additional paragraph(s) to be added here once it is known what eldar they are allied with, why they are attacking imperial worlds, and who is contesting their current location, etc]

>Warfare:
The Kabal of Shackled Dreams typically goes on raids for one of three reasons. Raids for capturing nightmare-scaping victims and raids to cause catastrophes on behalf of allies are usually small scale operations that involve disguised operatives to lay the groundwork, and stealthy infiltrators to kidnap key targets or sabotage important events with minimal or no fighting. Slave raids are larger affairs that use more typical Kabalite tactics, but even on these types of raids the Kabal prefers sneaking, stabbing, and knockout gas to the high speed, high firepower insertions used by many other Kabals.

Kabalite Warriors of the Shackled Dreams are sometimes mistaken for Wyches as they typically wear only a few armor plates over their bodysuits and often go into battle with just splinter pistols and poisoned knifes instead of the more common splinter rifles. Both the knifes and the pistols are designed to switch between types of poison quickly, allowing them to switch between silent killers, silent paralyzing agents, and agony inducing poisons as circumstances dictate. Their armor and bodysuits are pitch black, and they cover their heads with hoods and armored masks. These traits align well with their preferred fighting style of sneaking in close and disabling or slaying opponents silently unless victory is all but guaranteed. During large scale raids, the Kabalite Warriors often use more conventional tactics and equipment.
>>
>>97129489
6/9

The Kabal sometimes hires Wyches, Mandrakes, and other specialized mercenaries when needed, but they are most likely to be seen fighting along the Wracks and Grotesques of the Mindflayer Coven, the small faction of Haemonculi led by Namirenne. The Wracks are usually found only on raids for nightmare-scaping victims since Namirenne doesn’t trust the Kabalites to always capture the right people in the right manner so that their memories tell an interesting story. And Namirenne’s Wracks are terrifying to look upon, so they are often tasked with personally capturing potential nightmare-scaping victims so as to maximize the victim’s terror at their moment of capture. The Grotesques aren’t suitable for stealth missions, but come in handy when it comes to hauling Ork captives back to base and other brute strength jobs.

The Kabal has access to combat vehicles, but rarely uses them in combat except during large scale raids. Most worlds the Kabal raids have Webway Gates on the surface, or are near enough to the Webway that new openings can be formed. During small scale raids and to insert operatives, travelling by foot from the Webway is preferred, but using anti-grav vehicles like Venoms, Raiders, and specialized captive haulers is common for travelling long distances. The holofields and other features of these vehicles are optimized for evading detection rather than just evading incoming fire.
>>
>>97129496
7/9

>Culture:
The Kabal has a cult-like reputation among many other Kabals. Although Cherdovique and Namirenne are abusive and sadistic bosses even by Drukhari standards, they are also very charismatic, which is how they managed to convince so many of their compatriots to join the Kabal initially. Since then, the Kabal has a reputation of attracting those who like blindly following orders in return for not having to worry about too much scheming and backstabbing. Cherdovique expects high levels of discipline from her followers, and Namirenne often uses individuals who successfully scheme against other members of the Kabal as victims for her nightmare-scaping, not because she is opposed to scheming, but simply because such individuals are popular with customers of her art.

Furthering their cult-like reputation is that they dwell in old outposts far from the core of Commoragh, and are expected to train extensively in stealth, capture techniques, and manipulation, unlike many other Kabalites who have more spare time for leisure and scheming. It is common for lower ranked members of the Kabal to be forced to disguise themselves as humans or other species to advance plots. However, Kabal membership with any Kabal is highly prized by many individuals in Commoragh, for the access to cruelty and the reincarnating abilities of the Covens, if nothing else. The Kabal has a number of agents in Commoragh who spend their time both looking for customers, as well as recruiting new members.
>>
>>97129507
8/9

While off-duty, Kabal members wear a wide range of fashions, but their attire always incorporate some form of collars, bracelets, and anklets as symbolic representations of shackles and thus their allegiance to the Kabal (or willing servitude depending on who you ask). Some take the bondage theme further and wear blindfolds, gags, straps, hoods, chains, and other such items. They also wear collars, bracelets, and anklets into battle, but since they are as pitch black as the rest of their combat attire, it is hard to tell except up close.

Members of the Mindflayer Coven are usually recruited from the Kabal and take the Kabal’s social traits to extremes. They are slavishly loyal, train extensively in subterfuge and disguise, and, when not disguised, dress in shackles and bindings, sometimes even relying on bizarre looking exoframes to move their bound bodies around.

The Kabal is allied with a group of Aeldari known as the Treaders in the Dark, who explore the long forgotten corners of the Webway searching for hidden treasures and lost secrets. Anytime the Kabal sets up operations in a new area, they sent the Treaders to map out all the locations that can be reached by existing or newly created Webway portals, thus allowing them to appear in the strangest of places, a key ability in their smaller scale raids that often involve no more than a dozen individuals on foot.

The Kabal has a number of even more dubious allies among those able to see into the future. Whether they be Craftworld Eldar, Exodites, Chaos Eldar, members of obscure psychic races, rogue Inquisitors, or even Chaos cults, the Kabal is open to working with anyone willing to exchange favors and resources for information. The Kabal are surprisingly reliable allies when working with such groups, as long as they continue to have some value to the Kabal, if for no other reason than planning to betray someone who can see the future isn't the easiest task to pull off.
>>
>>97129524
9/9

>Archon Cherdovique:
Cherdovique is a temperamental tyrant who rules her Kabal with an iron fist. She is almost always found wearing her tight fitting, master-crafted armor, a relic of the pre-Fall glory days, as well as a coiled lash she uses on anyone who mildly annoys her. Those who she feels need to be genuinely punished are given over to the Mindflayer Coven. In combat she fights with either two large, master-crafted power swords of ancient design, or one of the swords plus a pistol suitable to the mission. Her beauty is legendary and she has the right mix of assertiveness and charisma that her underlings are genuinely motivated to do anything she says (more so than most Drukhari are anyways). She is skilled in both combat, as a tactician, and as a politician, and has been getting restless for a real challenge these past few centuries, and thus is looking to take over the small satellite realm known as The Black Anchorage.

>Haemonculus Namirenne:
Namirenne still bears a strong resemblance to her sisters, though her body is unnaturally emaciated and studded with dubious improvements. She usually wears flimsy black robes if she bothers wearing anything at all. She is insane, more than a bit whimsical, and completely dedicated to further advancing the “art” of nightmare-scaping. Part of this obsession is the wide range of experiences she gets from extracting and manipulating the memories of others. Although most of the “art pieces” she sells are humans, Drukhari, or other relatively mundane individuals, Namirenne herself has a large number of unusual xenos and Chaos tainted individuals in her private collection, whose memories would destroy the sanity of any who weren’t as already insane as Namirenne is.
>>
Rolled 63 (1d100)

>>97129256
>>
>>97130748
>4
So now we gotta roll 4d100 to see what those terrains are
>>
Rolled 30, 91, 88, 46 = 255 (4d100)

>>97131539
>>
>>97131552
>Mountains, Islands, Sandy,Broken Rock
1d100 +20 for Population
>>
Rolled 85 (1d100)

>>97131799
>>
>>97132014
>2d10 Billion
>>
Rolled 2, 8 = 10 (2d10)

>>97132214
>>
>>97132244
>Population: 10 Billion
society is probably Religious: Machine God
2d12 for Exports/Imports
>>
Rolled 11, 4 = 15 (2d12)

>>97133359
>>
>>97134576
>Exports: Workers People born or vat grown specifically to serve the Imperium. Worlds like these tend to have larger populations than most.
>Imports: .Lumber: The body of a tree, used in construction of buildings, furniture, gun stocks, and more.
That's it for planet rolls, we can move to forge details.
1d10 for Forge world style
>>
Rolled 9 (1d10)

>>97135164
>>
>>97135424
>Semi-Orthodox: Though holding true to most of the practices of Mars, this Forge has developed some traditions and taboos not held by Father Mars.
Little loose with the rules
1d100 for Forge world Type
>>
Rolled 84 (1d100)

>>97135579
>>
>>97135610
>Datahive - Extremely rare and nigh-legendary, a datahive is a Forge World devoted entirely to the collection and analyzation of data.
Bet the lumber import is because one fucking nerd here likes paper copies. of everything
1d100 for Founding
>>
Rolled 98 (1d100)

>>97135641
>>
>>97135753
>Age of the Dark Imperium (000.M42-Present) - As the Great Rift tore the galaxy in half, this Forge was founded in the wake of the reborn Roboute Guilliman's Indomitus Crusade or just after it's first phase ended in the Battle of Raukos in 012.M42; either way, the young Forge has just managed to settle into a relatively comfortable stalemate following a dark century of war.
Brand new
1d100 for what they're know for making, or I guess have schematics for
>>
Rolled 5 (1d100)

>>97135853
>>
>>97135920
>Imperial Guard Arms
1d10 for special product bonus
>>
Rolled 1 (1d10)

>>97135966
>>
>>97137551
>Special Variant - Alterations have been made to the basic form of the item's base pattern, to the point where it can be can be considered specific to this Forge.
1d10 for tech priest demeanor
>>
Rolled 4 (1d10)

>>97137596
>>
>>97137683
>Faith in the Omnissiah - Holding that their loyalty and faith are to the Omnissiah above all else, this Forge World is noticeably stand-offish to Imperial and even some Mechanicus factions. May be automatically taken with Forge Altar.
2d10 for Skitarii type and Strength
>>
Rolled 10, 2 = 12 (2d10)

>>97137738
>>
>>97137790
>Praetorian Elites - A small but powerful force of elite Skitarii and heavily-altered Servitors, these Praetorians are well-trained and equipped with the highest quality implants and weapons outside of the true Mechanicus priesthood.
>Below-Average: Whether due to a failed mission, an effort to rebuild from heavy losses, or simply having a large amount of Explorator fleets active, the present number of Skitarii on this Forge World are below average.
Fewer but decked out Elite Skitarii protecting the datavaults
1d100 for Allies
>>
Rolled 24 (1d100)

>>97137847
100 get!
>>
>Adeptus Astartes Chapter
Some Dudes we'll need to roll up eventually, our Abhuman Regiment on Pyrehold also had them as an ally.
1d100 for Enemies
>>
Rolled 50 (1d100)

>>97137924
>>
>>97137943
>Chaos Knight house
Well we only have House Desmond so far, guess they really piss off some entire planets.
That's it for the Forgeworld
>>
>>97123987
Datahive Forgeworld
>Forge World
>High Imperial: The peak of the Imperium's technological advancement
>Administratum: Small. Involved, but quietly and unobtrusively.
>Arbites: None
>Astra Telepathica: Slight. Specific duties; not involved in wider planetary affairs.
>Astronomica: None
>Mechanicus: Dominating: One of, if not the, most powerful and influential forces on the planet.
>Ministorum: None
>Inquisition: None
>Size: 57,000km
>Axial Tilt: Extreme (46°+) ± 80°C/176°F
>Day: 32 hours
>Year: 147 terran days, 111 Local days
>Gravity: Standard (0.8 to 1.2 G)
>AtmosphereBearable
>Hydrosphere: Average: This world has appreciable oceans, seas, lakes and rivers
>Temperature: Average (-10°C to +30°C/14°F to 86°F)
>Terrain: Mountains, Islands, Sandy,Broken Rock
>Population: 10 Billion
>Exports: Workers
>Imports: Lumber
>>
>Semi-Orthodox: Though holding true to most of the practices of Mars, this Forge has developed some traditions and taboos not held by Father Mars.
>Age of the Dark Imperium (000.M42-Present) - As the Great Rift tore the galaxy in half, this Forge was founded in the wake of the reborn Roboute Guilliman's Indomitus Crusade or just after it's first phase ended in the Battle of Raukos in 012.M42; either way, the young Forge has just managed to settle into a relatively comfortable stalemate following a dark century of war.
>Known for: Special Variant Imperial Guard Arms
>Faith in the Omnissiah - Holding that their loyalty and faith are to the Omnissiah above all else, this Forge World is noticeably stand-offish to Imperial and even some Mechanicus factions.
>Praetorian Elites - A small but powerful force of elite Skitarii and heavily-altered Servitors, these Praetorians are well-trained and equipped with the highest quality implants and weapons outside of the true Mechanicus priesthood.
>Strength: Below-Average
>Allies: Adeptus Astartes Chapter
>Enemies: Chaos Knight house
>>
What if we had a cardinal shrine forgeworld full of sisters of battle haha
>>
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>>97115233
>>97123097
>>97120064
(Preamble. Sorry for not writting. Uni stuff kind of piled up)
>+++Adeptus Mechanicus Message Decoded+++
>Loading message...
>Adeptus Biologis
>Servant Name: Ikatuna the Third
>Read Messages?
>Yes
1/2
I am startig to belive this sectror ir uniqely cursed.
Our Frigate's navigator semmingly "took the wrong turn" and threw us on the other side of the sector. All of us spent the next hour on thanking prayers. Afther such Incident many of us wished to leave our vessel for some time. Fortuanetely we were close to a Small planet called Skeitsan-7(*), from what I managed to hear a it posseses a remarkably small population only of up to 60 people and all of them live in a monastery. But their other claim to fame is that they posses a sector wide fame for their architects as all use the services from the most isolationists forge worlds to the richest fammilies in the sector. Some say their knowledge of such arts comes from the time of The Great Crusade as one of the sons of The Omnissaiah landed here and left a holy scripture abaut buildings
We took our shuttle and quickly realised why such planet had not that many inhabitants. The planet is volkanic and horribe to be on. Yet the void shields protected the small monastery in a bizzare display of choices for a place of living.
As our Rouge Trader took to the monastery me and the Sister Dialogus stayed near the shuttle. Anything was better than staying on the frigate. The place had a rather calm atmosphere if not for the Volcanos it could have been a sanctuary world. None of the inhabitants seemed bothered by us and one even tried to begin a conversation with us. To no avail as I had no detailed kn owltede abaut architectual elements of my forgeworld of origin and Sister Erra (only then I realised I never bothered to learn her name) said her Schola Progenium was "simple".
>>
>>97139334
2/2
Semmingly dissapointed with our answers but with a felling of wanting to make up for "wasting" our time he pointed out to a place to drink a local variety of amasec.
An Ash Wine as locals call it is terrible. At least that' what Erra commented as she drank I couldn't confirm it as I removed my toung long ago and used the right fedding tube to redistribute among the Fetuses. As the core tennets of Apexists say. The the perfect organism is the one that has overcome every rival and every challengs, so it is better to ready the developing organisms to the various tates and products of the Imperium.
The talk then moved to more mundane topics such as the weather as the local mountain decided to spit liquid fire in the distance, the locals did not seem to mind. Afther what seemed like a short conversation (Yet my cogitators said that hours have passed) our rouge trader retured with a member of a local noble fammily. An up an comming prince, is Erras translation is to be belived, who will be instrumental to Grand Deals our...employer has to offer.
With him. We retured to a vessel praying that the future voyages will be safer.
May The Omnissiah Keep Us Safe
(*)-Unless you already have a name for that planet, because I couldn't find any.
>>
Welp should we go for world 3/9?
1d100 for planet class
>>
Rolled 96 (1d100)

>>97141018
Let's see what we get
>>
>>97141046
>Xenos World: This world is the homeworld or colony of a primitive xenos race and lies outside the control of the Imperium of Man. Xenos can be found on other planets, too - but this one is populated primarily by xenos. Usually tolerated as long as they pose no threat to the Imperium and aren't sitting on anything too valuable (or at least, willing to give that "anything" to Imperium). Occasional orbital bombardments to break up larger gatherings and keep technology low might be undertaken; this happens less often, if at all, if xenos actually bother to help Imperium - whether due to deal, due to threats of getting blown up if they don't help, or due to just being peaceful and nice enough. If the xenos race, no matter how minor or peaceful, begins the stage where it starts to have large amounts of psykers popping up then they may be cleansed for safety of the Imperial domain. May also be an Exodite World that's the subject of a deal between the resident Craftworld and the sector's Imperial government to be left alone or even a filthy Tau (or other regional xenos power) colony that was left to them for strategic reasons or as part of a peace treaty, since there are more important fronts that need resources and manpower.
YOOOO, we got one! We should figure out a roll for which species has it. Gonna ignore Imperial stuff and just roll planet info for now.
1d100 for Planet Size
>>
Rolled 97 (1d100)

>>97141114
>>
>>97141121
>Massive: (10d10)x5
>>
Rolled 6, 8, 8, 10, 10, 2, 2, 2, 6, 8 = 62 (10d10)

>>97141133
>>
>>97141471
>Size: 310,000km in circumference
1d100 for Axial Tilt
>>
Rolled 5 (1d100)

>>97143828
>>
>>97144033
>No tilt
1d100 +50 for Length of Day
>>
Rolled 83 + 50 (1d100 + 50)

>>97144072
>>
>>97144133
>Max: (10d10)x3 hours
10d10
>>
Rolled 2, 6, 5, 4, 1, 5, 9, 10, 4, 8 = 54 (10d10)

>>97144440
>>
>>97145024
>Day: 162 Hours
1d100 and 10d10 for Length of Year
>>
>>97141114
>(1-5)Minor Xenos 5%
>(6-14)Leagues of Votann 9%
>(15-29)T'au 15%
>(30-37)Eldar 8%
>(38-45)Dark Eldar 8%
>(46-50)Ynnari 5%
>(51-65)Orks 15%
>(66-80)Necrons 15%
>(81-95)Tyranids 15%
>(95-99)Roll Up a New Species 5%

Ok how is this for a weighted Xenos table that isn't dominated by the seperate space elf factions?
Anything I miss or should we add anything else specific like Genestealer cults, Corsairs + Harlequinns, Chaos Version re-rolls, Daemon xenos, ect?
>>
>>97145466
I think in the past we usually waited until we rolled key information like tech level and population before we decided whether to pick an existing xenos race or made a new one

Also Tau seem unlikely since we are on the wrong end of the Galaxy, Exodites and Kroot are more likely
>>
Rolled 27 (1d100)

>>97145202
>>
Rolled 6, 1, 9, 8, 6, 9, 10, 8, 5, 5 = 67 (10d10)

>>97145202
>>
>>97147515
>>97147717
>201 Terran days/year, 30 Local days
1d100 +40 for Satellites
>>
Rolled 30 + 40 (1d100 + 40)

>>97147868
>>
>>97148025
>1d5 Moons
>>
Rolled 4 (1d5)

>>97148408
>>
>>97148741
>4 moons
1d100 (+40) for Gravity
>>
Rolled 61 (1d100)

>>97148822
>>
>>97145466
>>97147300
I’m more down to roll up a unique/original alien species than picking one.
>>
>>97149269
>Overwhelming (5 to 10 G): Unaugmented humans cannot survive even for a brief time period without heavy technological assistance as you get smashed to the ground and crushed under your own weight
1d100 for Atmosphere
>>
Rolled 6 (1d100)

>>97151323
>>
>>97151673
>Normal: Safe to breathe
1d100 for Hydrosphere
>>
Rolled 68 (1d100)

>>97151907
>>
>>97152749
>Damp: This world has swollen seas and oceans, with a high sea level resulting in vast inland seas. The broken-up continents get average to high rainfall, but soak up the moisture like a sponge, making it damp year-round. Deserts still possible, but more as geographical quirks that probably receive rainfall or stuck in-between huge mountains with frequent rivers.
A thin layer of compressed wet atmosphere clings tightly around the planet
1d100 for Temperature
>>
Rolled 22 (1d100)

>>97152876
>>
>>97153311
>Frosty (-40°C to -11°C/-40°F to 12°F): Tundras and snowbound taigas abound, but the settlements only need minor tweaking -- small windows, thick walls, the usual.
1d100 for # of Terrain
>>
Rolled 29 (1d100)

>>97153893
>>
>>97154174
>2d100 Terrains
>>
Rolled 90, 27 = 117 (2d100)

>>97154332
>>
>>97155814
>Terrain: Sandy, Mountains
Alright, just this and tech level left then
1d100 +40 for Population
>>
Rolled 70 (1d100)

>>97155907
>>
>>97155909
>2d10 billion
There's a lot of them, 1 off from 3d10
>>
Rolled 9, 7 = 16 (2d10)

>>97156003
So plenty to purge
>>
Rolled 2 (1d5)

>>97156135
>Population: 16 Billion
6d10 ±1d5 for Tech, I'll get the d5
>>
Rolled 10, 1, 3, 7, 7, 3 = 31 (6d10)

>>97156188
>>
>>97156265
So they can be either
>Early Space: Has developed basic space flight, and may have established settlements on its own moons, and even close neighboring planets in the same system. Basic laser weapons and early coilguns may have been developed. Hot Fusion is used for power. Combat-worthy spaceships appear. Beyond this point, it is almost a guarantee that the multicultural empires and nation states of earlier periods vanish in favor of planetary unification (this may occur earlier if an empire is sufficiently successful, out of necessity to combat invasions or through shrewd negotiations).
or
>Advanced Space: Has explored their own system and colonized any viable planets to be found there. Imperial level weapons are common, and cybernetics are starting to become practical.
>>
>>97156301
Either works for me. I got this if we want to roll for xenos https://gofile.io/d/P7kvp7
>>
>>97156301
Let's go with advanced, something to shift the balance of power in the (sub)sector and to put the pressure on the Imperials to get their shit together before a minor xenos race expands across this sector of space.
>>
>>97156863
Let’s give it a shot. 1d12 for first roll
>>
Rolled 9 (1d12)

>>97160190
Aren't we going to finish the planet?
>>
>>97160286
I thought we were done with the planet
>Aquatic This species resembles shallow sea or freshwater life, tangentially similar to their cousins in the depths but far more familiar.
1d6 for locomotion
>>
Rolled 2 (1d6)

>>97160956
Maybe that's just me, so used to rolling the Imperial stuff, my bad
>>
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Hey that Admech girl Writefag here. Do you want me to write about something more specific? Or just do these Planet thingies?
>>
>>97161276
>Bipedal: This species moves by balancing on two narrow, strong legs, one before the other
1d6 for how big these xenos are.
>>97161276
I think the planetary writings have been cool. Maybe interacting with one of the factions in that we have could b neat but go with whatever you feel like
>>
Rolled 1 (1d6)

>>97161409
>>
>>97161677
>Diminutive: This species is tiny, the average adult is barely to a human’s knees
I imagine they have some form of war suits to be a threat. 1d3 for how many evolutionary boons they have
>>
Rolled 3 (1d3)

>>97161751

>>97161276
The palnet overviews are nice, don't be afraid to invent specific characters or subfactions on the planets. Our Sisters the Order of the Verdant Dawn could use more love, this is their only lore so far https://desuarchive.org/tg/thread/96902753/#q96926644
Info for them https://desuarchive.org/tg/thread/96852303/#q96881699
I think I'm gonna do a history for Pyrehold Malrax and their Abhuman Regiment next.
>>
>>97162037
3d12 for what they have
>>
Rolled 11, 1, 7 = 19 (3d12)

>>97162121
>>
>>97162246
>Potent: This species has been particularly afflicted by the
rigours of evolution and has adjusted to compensate(roll 2d10)
>Strong: This species is naturally muscled and well-built, with a strength that comes easily to them.
>Raid Reproduction: This species is capable of reproducing rather quickly, maturing swiftly or having large litters.
2d10 for what extras potent got them
>>
Rolled 8, 4 = 12 (2d10)

>>97162352
>>
>>97163224
>Long-Lived: This species is slow to age and can endure for two or three centuries before expiring.
>Adaptable: This species isn’t picky about its place of habitation and with some effort, can adjust to most environments.
2d6 for their diet and reproduction
>>
Rolled 6, 1 = 7 (2d6)

>>97163337
>>
>>97163643
>Solitary Carnivores This species nourishes itself by consuming meat and tends to stayon their own if possible. They tend to be wary around crowds and can be underhanded in their dealings.
>Asexual Reproduction: This species reproduces through asexual means, such as mitosis, fragmentation, or budding. The notion of sexual norms may be
alien to them
They seem a little weird so far. 1d3 for how many evolutionary banes they have
>>
Rolled 1 (1d3)

>>97163669
>>
>>97163766
Only 1 bane. 1d12 for what it is
>>
Rolled 6 (1d12)

>>97163841
>>
>>97163906
>Weak Willed:This species is rather deferent to external pressure and have little ability to endure serious temptation or to resist their instincts.
3d10 for their ethos
>>
Rolled 7, 10, 8 = 25 (3d10)

>>97163915
>>
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>>97161409
>Aquatic, Bipedal
I'm imagining big piranhas with tadpole or eel bodies, knee height but 5-6ft long thus strong in the water, with big enough brains to develop reverse submarines. Guess they're a threat if there's 16 billion of them right now and they can all rapidly reproduce asexually. At this point they sound like they could be some form of aquatic squig.
>>
>>97163922
>Xenophobe This philosophy considers outsiders to be untrustworthy, dangerous, and best kept at appendage-length
>Broken Factions: This species in broken several distinct factions which may be closely allied or bitter enemies, depending on their mutual perspectiveand respective histories. In the event that the speciesitself is at risk, unless fundamentally opposed, factions are likely to set aside their differences in their mutual effort to survive.
>Xenophile:This philosophy considers outsiders to be fascinating and holds that there is much to be learned from them.
1d3 for how many other factions exist
>>
Rolled 3 (1d3)

>>97164056
Rapid reproducing and them being to make do with whatever environment seems to fall in line with advanced roll.
>>97164185
So, them not being united might be why the Imperium hasn't made it a priority to deal with them.
>>
>>97164260
3d8 for the ethos of the factions of the fishmen
>>
Rolled 3, 4, 2 = 9 (3d8)

>>97164322
>>
>>97164362
>Materialist This philosophy considers a focus on what can't be measured and made use of to be wasteful.
>Spiritualist This philosophy considers a benchmark of faith to be a guiding light in a dark galaxy
>Egalitarian This philosophy considers a society freed from thetyrannies of would-be despots to be ideal.
What an interesting range of factions. So for tech level we'll put
>Roughly Imperial: This species may be markedly inferior or superior to the Imperium in some aspects of technology but they are at parity and capable of holding their own.
1d10 for how many systems the fish control
>>
Rolled 3 (1d10)

>>97164425
>>
>>97164525
>Colonized 1d3+1 systems
So it has a handful of systems
>>
Rolled 2 + 1 (1d3 + 1)

>>97164591
>>
>>97164630
>3 systems
1d6 when it made first contact
>>
Rolled 3 (1d6)

>>97164760
>>
>>97164796
>Age of Strife
1d12 who they made first contact with
>>
Rolled 2 (1d12)

>>97164813
12 get!
>>
>>97164815
>Savage Human Raiders
So they probably didn’t get the best first impression. And that’s it for the xenos
>>
>>97141114
>Xenos World
>Tech: Advanced Space: Has explored their own system and colonized any viable planets to be found there. Imperial level weapons are common, and cybernetics are starting to become practical
>Size: 310,000km
>Day: 162 Hours
>Year: 201 Terran days, 30 Local days
>4 moons
>Gravity: Overwhelming (5 to 10 G)
>Atmosphere: Normal, safe to breath
>Hydrosphere: Damp: This world has swollen seas and oceans
>Temperature: Frosty (-40°C to -11°C/-40°F to 12°F)
>Terrain: Sandy, Mountains
>Population: 16 Billion
>>
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>>97156863
>Aquatic This species resembles shallow sea or freshwater life, tangentially similar to their cousins in the depths.
>Bipedal: This species moves by balancing on two narrow, strong legs,
>Diminutive: This species is tiny, the average adult is barely to a human’s knees
>Strong: This species is naturally muscled and well-built, with a strength that comes easily to them.
>Raid Reproduction: This species is capable of reproducing rather quickly, maturing swiftly or having large litters.
>Long-Lived: This species is slow to age and can endure for two or three centuries before expiring.
>Adaptable: This species isn’t picky about its place of habitation and with some effort, can adjust to most environments.
>Solitary Carnivores This species nourishes itself by consuming meat and tends to stay on their own if possible.
>Asexual Reproduction: This species reproduces through asexual means
>Weak Willed:This species is rather deferent to external pressure and have little ability to endure serious temptation or to resist their instincts.

>Broken Factions: This species in broken several distinct factions which may be closely allied or bitter enemies.
>Xenophobe: This philosophy considers outsiders to be untrustworthy, dangerous, and best kept at appendage-length
>Xenophile:This philosophy considers outsiders to be fascinating and holds that there is much to be learned from them.
>Materialist This philosophy considers a focus on what can't be measured and made use of to be wasteful.
>Spiritualist This philosophy considers a benchmark of faith to be a guiding light in a dark galaxy
>Egalitarian This philosophy considers a society freed from the tyrannies of would-be despots to be ideal.
>Roughly Imperial: This species may be markedly inferior or superior to the Imperium in some aspects of technology but they are at parity and capable of holding their own.
>Colonized 3 systems
>First contact: Age of Strife by Savage Human Raiders
>>
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>>97166883
10,000 hours in paint mockup of their ships and battlesuits
>>
>>97167402
I love the ship design
>>
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>>97167402
Here's another just because these threads could always use more pictures.
>>
>>97167402
>>97167548
So do their battlesuits put them at human height ?
>>
>>97167548
Since they are small I would say bigger suits would have multiple operators
>>
>>97166806
>>97166883
Humanity has encountered a species every bit as complicated and diverse as its own fractious self. I wonder if DAOT humans were watching this pack of xenos with interest but then they got nommed by Chaos. They might somehow survive if the Imps can't stop arguing over petty Church doctrine and bullshit, potentially rising as a power in their own right... Ah, who the hell am I kidding? Here come the Spess Furries.
>>
>>97145466
Not bad. But the Tau are on the other side of the galaxy, so I would've added Genestealers or even Abhumans instead. Kroot or even weird shit like the Saharduin, based on how much of a mess this sector really is, might be able to carve a niche for themselves.
>>
>>97167821
Imperium in the other subsectors seem fractured or recovering so the fish guys are able to get away with being fractured for now.
>>
>>97168029
>recovering
Some are. Others are recovering but have managed to attain a degree of limited independence which does not bode well for the Imperium with the Rokko and a potential Necron presence. It's going to be hard to build up a united front against those two so Eelbros might make it out in one piece.
>>
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I have returned and I come with you with another update on the map, added the shine, forge and Xeno world to the map.

Hold on I am getting some additional data from my contacts within the Ordo Xenos and the Adeptus Cartografia, stand by...
>>
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>>97167600
>>
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>>97168165
Data has been transferred, and what you see before you now Administratum clerk Anon is what is known to the Imperium about the aliens knows as the Vrizid'Druq, hailing from the world we have designated as Vrizid Prime. The true name for their homeworld is alluding us yet, but we have learned the names of the colony worlds among other things, yet still much is a mystery to us.
>>
>>97168165
>Ordo Xenos
We already have two new Xenos that can hold their own, and the Necrons in addition to a menagerie of worlds attaining independence. Are we dealing with Harlequins? This is the kind of shit they'd pull.
>>
>>97168166
I love lobster battlewagon.
>>
>>97168198
Praise the Emperor for the Inquisition getting us this information.
>>
>>97168198
Fuuu...I just realized I used the old template, fml
>>
>>97168198
Well we've got 5 worlds and broken factions with 5 conflicting philosophies, should we say each faction has one philosophy and one planet that they have uniquely adapted to?

>>97168223
Must be old Age of Strife data
>>
>>97168199
Hmm...

>>97168219
Has the Ordo Xenos ruled out any potential AEldari influence? This wouldn't be the first time those perfidious knife ears have blighted his light. Alternatively, considering the special case of the Rokko, we could possibly be seeing another outbreak of Chaos but I would say that's unlikely. These entities are too stable.

I would advise a cautious approach to these Xenos. Considering the state of the sector, another front would potentially make the Imperium lose the subsector in its entirety.
>>
>>97168398
The rolls imply it's just 3 factions. I think it'd be
>Primary/Home Faction:Xenophobe, Materialist
>2nd Faction: Xenophile Spiritualist
>3rd Faction: Egaltarian
>>97168458
Did we have a craftworld lurking somewhere or has it just been Drukhari raids?
>>
>>97168133
That's what I'm afraid of. We've lost several worlds to mundane rebellion, several have been cut off by warp storms, and now there's a potential Daemon world with WZ-412. Another Necrontyr Dynasty awakening would overwhelm what remains of the Navy so we shouldn't start another front in the Bleakthorn Expanse. We simply lack the manpower to commit to anything but defensive actions until reinforcements arrive- if they arrive.
>>
>>97168535
The Vrizid have worlds ripe for the taking and the Ordo Xenos say they have their internal struggles. If we strike them now, we take their resources for the Emperor and prepare for the next xenos threat
>>
>>97168588
We aren't going to have time to exploit those planets. It's only a matter of time before we lose WZ-412 and we need to verify the status of the two tomb worlds lest the Necrons overwhelm what's left of the navy. One would think my more puritan contemporaries would exercise restraint following the Solspire disaster.

Looks like we found what the Inquisitors are bickering over.
>>
>>97168527
But it could be
>Egalitarian Homeworld, planet we just rolled our aquatic guys under the ice, will make the factions fight together to defend the sovereignty of the conclave
>Materialist Agriworld, no matter who's in charge everybody needs to eat
>Xenophile Ga'Ba'T, merchants who trade with other races, charms outsiders to think they're harmless
>Xenophobe C'Inax, racist militaristic Imperium parallel who hate the Xenophiles almost as much as the Xenos
>Spiritual Mong'Uul, closest to and most touched by the holy Stellar Claw relic
with each planet forcing divergent evolution we could roll 4 more Vizrid sub-species and match them with the planet conditions or philosophy.
>>
>>97139383
>>97162037
(My god This thead got active)
>+++Adeptus Mechanicus Message Decoded+++
>Loading message...
>Adeptus Biologis
>Servant Name: Ikatuna the Third
>Read Messages?
>Yes
Quote for this message:"Sometimes the road less traveled is less traveled for a reason." -Old Proverb from Holy Terra
Due to warp fluctuations our Navigator (whose girth is only equal to her ego an idiocy in her choices of fashion) had to lead us to a nearest (to her) safe passage.
We found Ourselves near Jaskor Prime a planet of which informations downloaded to my cogitator in short bursts gave me data consistion of phases "hellish death world" "planet of searing deserts", "volcanic basins", "predatory lifeforms" and that aperentaly it was a home of some local order of Adepta Sororitas. Omnissiah only knowing why would anyone bother with this place. Yet Sister Erra displayen a noticable spike in enthuisiastic bevaioral patterns afther acquiring information abaut Jaskor Prime.
Almost imidietaly our vessel became surrounded by the Sororitas defence fleet due to our incursion. I must say I felt a very primal satisfaction from seeing our rouge trader talking himself out of such situation with visible stress. The simple consensus has been reached in which we will wait out the Warp fluctuations but a small squad of Sisters Repentias of The Order of the Verdant Dawn(as I learned they were called) would come With Us as a way of their road to redemtion. As soon as they entered their segment of the Frigate Erra draged me to it.
Imidietaly I senced their negative fellings towards me and one even dared to speak out against my pressence. Such trained Human Body (Blessed Be It's Purity) yet possesing a completly wasteful Mind. I decided to not bother with such Cretinous attempts at superiority.
>>
>>97168802
Anon, I know you like writing, but please, proofread and clean up your texts from errors and spelling mistakes before you post, there is no rush, take your time to make your writing the best it can be.
>>
>>97168802
(2/2) {Btw Sorry for no drawing but It's friday and I am way to tired afther a week of Uni work}
From my own observations their skin colour is Simmilar to that of nocturnian people. With dark brown and Small amount of Hair. Their stature is Short yet muscular. And seem to posses the unusual moisture keeping properties.


Afther many hours Erra came back semmingly satisfied. She said that their variety of Gothis is of High Isolate cathegory. It had many High Gothic elements of the Pre Age of Apostasy venracular and accent. She described them as more melodic yet gutural. The archaic terms which she read only in Tomes in Schola be spoken in such Casual manner almoust gave her such entusiasm that a More heretical mind would call it Orgasmic.
She also explained their disslike for me as their Order is localy renowed for Fighting Hereteks and a Rebelion led by some Group called Children of Iron. Neither exused their Idiocy. Yet I long ago accepted that Human Form (Blessed Be It's Purity) might be a vessel for perfection the human Mind leves sometimes much to be desired.
>+++Adeptus Mechanicus Encryption type 56 Metalica ASCCIRT code Message Decoded+++
>Loading message...
>Double Encryption
>+++Adeptus Mechanicus Encryption type 56 Metalica ASCCIRT code Message Decoded+++
>Read Messages?
>Yes
Dear Master the situation with Warp Fluctuations is only causing more Problems as My personal Servitores seemingly started typing by herself. It did not surprise me as it is an old model. What worried me were the Messages. They were Transcripts of the Inquisitors talking about a Xeno presence in this sector. A new eel like race and not one but 2 possible necron Worlds. Even the talks of rebelions on many planets. It talks about Imperium leaving it as it becomes Too much. I burned the Transcripts and finally decommissioned my servitor with a rod. I encrypt this message with double codes from Metalica
>>
>>97168846
The Lion doesn;t need Proofreading he let's it our raw.
In actuality It;s almost Mignight here where I live. I am tired but had this Spike of creativity so I decided to utulise it. I am way 2 tired to care M8
>>
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>>97168857
>Sisters order are oiled up brown tomboys
Praise Him on Terra
>>
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>>97168198
Fixed the map, had to redo it all in the new template, but whatever it's done.
>>
So what should we roll/work on now?
>>
>>97169411
We could speed roll the other 4 planets without the Imperial rolls really quick.
I'll try it on one of the planets someone give me
>11d100
>>
Rolled 97 (1d100)

>>97169670
>>
Rolled 33, 69, 78, 24, 65, 77, 87, 91, 71, 34 = 629 (10d100)

>>97169670
>>
>>97101682
I want Chaos Votann for the Netherwatch sub-sector
>>
>>97169701
>Size: Massive: (10d10)x5

>>97169764
>Axial Tilt: Moderate (16-25°) ± 20°C/68°F
>Day: (10d10)x2 hours
>Year: (10d10)x8 Terran days
>Moons: 1d5
>Gravity: Overwhelming (5 to 10 G)
>Atmosphere: Bearable
>Hydrosphere: Watery: This world is mostly ocean, with only a few island landmasses and microcontinents. Practically no desert in sight, the most extreme will only have a short dry season.
>Temperature: Roasting (+151°C to +300°C/304°F to 572°F): A scorcher, a tortured wasteland, an oven, where exposure and spontaneous combustion are synonymous.
>Terrain: 4d100
>Population: 1d5 billion

Got size, need 10d10, 10d10, 2d5, and 4d100
>>
>>97169411
Probably something for the Necrons, and the Inquisition. The latter sounds extremely frustrated with the declining state of the sector and the Puritans are ironically the radical ones when it comes to solutions.
>>97168588
With the radicals as the awkward voice of reason.
>>97168641
The situation is clearly getting worse.

>>97169701
>Xenos World: This world is the homeworld or colony of a primitive xenos race and lies outside the control of the Imperium of Man. Xenos can be found on other planets, too - but this one is populated primarily by xenos. Usually tolerated as long as they pose no threat to the Imperium and aren't sitting on anything too valuable (or at least, willing to give that "anything" to Imperium). Occasional orbital bombardments to break up larger gatherings and keep technology low might be undertaken; this happens less often, if at all, if xenos actually bother to help Imperium - whether due to deal, due to threats of getting blown up if they don't help, or due to just being peaceful and nice enough. If the xenos race, no matter how minor or peaceful, begins the stage where it starts to have large amounts of psykers popping up then they may be cleansed for safety of the Imperial domain. May also be an Exodite World that's the subject of a deal between the resident Craftworld and the sector's Imperial government to be left alone or even a filthy Tau (or other regional xenos power) colony that was left to them for strategic reasons or as part of a peace treaty, since there are more important fronts that need resources and manpower.

The radicals once again, have a point.
>>
Rolled 1, 8, 6, 6, 6, 1, 5, 8, 5, 7 = 53 (10d10)

>>97169786
>>
Rolled 8, 1, 10, 2, 6, 8, 7, 9, 1, 4 = 56 (10d10)

>>97169786
The fish sure love high gravity.
>>97169802
By the Throne…
>>
>>97169802
I fugged. I thought you guys were rolling for planet class. My bad.

There's fucking Eldar here. Admit it.
>>
Rolled 7, 5, 3, 10, 10, 8, 6, 4, 3, 7 = 63 (10d10)

I lied this is for size

>>97169786
>Day:106 Hours

>>97169825
>Year: 448 Terran days, 101 Local Days.
>>
>>97169857
>Size 315,000km
Just need 2d5 for Moons and Population, and 4d100 Terrain types.
>>
Rolled 4, 1 = 5 (2d5)

>>97169874
>>
Rolled 58, 37, 100, 59 = 254 (4d100)

>>97169874
I love it when Warhammer gets weird.
>>
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>>97169826
There are no Eldar lurking in the sector. The Drukhari raids are a concern, but no Asuryani or Harlequin schemes are happening.
>>
>>97169890
>Moons: 4
>Population: 1 Billion
>>97169900
>Terrain: Columns, Dormant Volcanoes, Cliffs, Columns
>>
>>97169786
>Size: Massive: 315,000km
>Axial Tilt: Moderate (16-25°) ± 20°C/68°F
>Day: 106 Hours
>Year: 448 Terran days, 101 Local Days.
>Moons: 4
>Gravity: Overwhelming (5 to 10 G)
>Atmosphere: Bearable
>Hydrosphere: Watery: This world is mostly ocean, with only a few island landmasses and microcontinents. Practically no desert in sight, the most extreme will only have a short dry season.
>Temperature: Roasting (+151°C to +300°C/304°F to 572°F): A scorcher, a tortured wasteland, an oven, where exposure and spontaneous combustion are synonymous.
>Terrain: Columns, Dormant Volcanoes, Cliffs, Columns
>Population: 1 billion
Probably not the Agriworld, maybe Ga'Ba'T or Mong'Uul.
Should we knock out the other worlds or swap to something else?
>>
>>97170240
We could roll for the governments so we can deduce what planet is a stronghold for one of the factions, with increased odds for democracy.
>>
Rolled 33 (1d100)

>>97170306
Guess I’ll roll for society then
>>
>>97170346
>33
>Tyrannical Dictator: The dictator has illegally seized power, and often rules with a bloody fist as they purge or 'disappear' the planet's dissidents, political enemies, scapegoats of the day, and anyone who poses a threat to the tyrant's ambitions. This brand of leadership can be the result of a warlord, a particularly psychotic heir, or even, distressingly often, a rogue democratic leader who played the long game and finally made his move. After all, power corrupts, absolute power corrupts absolutely, and is absolutely sought by the absolutely corrupt.
The Imperium has some ideological contemporaries in the Xenophobe department.
>>
>>97170357
Praise the Eel on Holy Prime
>>
Rolled 84, 48, 19, 12, 21, 11, 54, 4, 28, 97, 7, 16 = 401 (12d100)

>>97169670
I’ll roll for another speed run xenos world
>>
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>>97170365
>xxxxxxxxx////access granted
>File Retrieved
>File Name: GC-3810//4
>High Gothic Translation from native Xenos Language: Ga'Ba'T
>Survey Results:
>High Geothermal Activity.
>Low terrestrial biodiversity.
>High Extraterrestrial imports, flora and fauna.
>Presence of heavy natural gas reserves exploited by Xenos detected.
>Rare earth mineral deposits detected.
>Xenos Economic Sphere data: GC-3810//4 dependent upon importation of flora and fauna from Vrizid Prime for food sources. Speculated natural gas, rare earth minerals, and electronic exports to keep planetary economy solvent. Possible solar based economic system. Local government maintains a strict rationing system for the lower classes.
>Sociology data: planet is ruled by a singular dictator propped up by a presidential guard. High use of propaganda mostly of the same Xenos species. Knowledge of humanity appears limited, with most portrayals of man being mythological in nature. Unit found error when searching for first contact historical records. Uses fear of other Xenos solpolitical factions to keep the lower classes in fear, also plays up threat of potential alien threats. Possible sign of cultural contamination?
>More data needed.
>Note: Propagandistic portrayal of [[error: level 9 clearance needed]] also detected.
>>
>>97170449
>Addendum: Xenos use land crawlers to traverse terrestrial landmasses. Aquatic lifeforms, they use the terrestrial surface for massive solar farms and mining operations which suggests that the planet is an energy exportation hub for the Xenos Ecocultural sphere. Some of these crawlers appear to be automated suggesting possible abominable intelligence.
>Suggestion: most data needed for unit to make determination.
>Recommendation: Xenocide as per Machine doctrine.
>Note: unit does show sympathy towards dissident elements of Inquisition in light of other Xenos threats but the will of the Machine God is clear.
>////Praise the Omnissiah////
>>
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The various Aquatic Species that dot the milky way were already used to fighting in three dimensions when they took to the stars, with many of their clashes even during the age of antiquity resembling dogfights from the great war. The great distances of space, in which ships are spread across thousands of kilometers, were nothing new to Aquatics as they were already firing torpedoes kilometers away in the abyssal zones of the ocean. So, to a species like the Vrizid, intrasolar warfare wasn't far off from their already existing battle doctrines.

The advent of warp travel made CQB more prominent as ships could appear eerily close-by so the Vrizid adapted the harpoon, an ancient mainstay of their species, to be used in the rare case of a boarding action. The battle doctrines of the Imperium, abusing how warp travel can teleport a ship mere miles away from their quarry, will prove to be quite a shock to the rising civilization.
>>
>>97170425
>Size: Large: (10d10)x2
>Axial Tilt: Moderate (16-25°) ± 20°C/68°F
>Day: 3d10 hours
>Year: (10d10)x2 Terran days
>Moon: 1
>Gravity: Standard (0.8 to 1.2 G): Normal or easily adaptable. No modifiers
>Atmosphere: Normal: Safe to breathe
>Hydrosphere: Waterless: This world is completely deprived of water. Bring your own bottles.
>Temperature: Frosty (-40°C to -11°C/-40°F to 12°F): Tundras and snowbound taigas abound, but the settlements only need minor tweaking -- small windows, thick walls, the usual. If unprotected, you'll last a number of minutes equal to your toughness bonus, after which you gain +1 fatigue until unconscious. Death follows in one minute.
>Terrain: 5d100
>Population: (10d10)x1,000
>Society: Elected Dictator: The population or a designated body politic elected a man into the role of dictator, who then holds absolute power. Their will is law, the law is whatever they will. A dictator often has a group of advisors, and an administratum for day-to-day management, but in the end Dear Leader's decision is final.
Looks like we need 10d10, 3d10, 10d10, 5d100, 10d10
>>
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Rolled 5, 2, 3, 9, 9, 10, 1, 1, 7, 9 = 56 (10d10)

>>97170878
Getting interesting.
>>
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Rolled 9, 7, 6, 9, 8, 5, 7, 4, 7, 7 = 69 (10d10)

>>97170930
Damnit. I screwed up the dice.
>These Xenos are not humans. They maybe as every bit as fractious and emotional as mankind, but they aren't homo sapiens, and this is especially evident in their maps. The maps of the Vrizid are more akin to the Polynesian charts that kept track of wind currents and oceanic swell than the terrestrial markers known to man. This reflects a very different evolutionary path: the Vrizid would need to know dangerous ocean currents lest they get pulled into the abyss and crushed underneath the pressure in the open sea.
>>
Rolled 1, 4, 4 = 9 (3d10)

>>97170878
>waterless
So are they amphibious since one of their traits was adaptable or is this planet just a deathworld for them?
>>
Rolled 96, 18, 54, 78, 80 = 326 (5d100)

>>97170930
>Size: 112,000 km
>>97170966
>>97171341
>Day: 9 Hours
>Year: 138 Terran Days, 368 Local Days
>>
>>97171341
The latter, hell it's not exactly a planet for humankind either. There's obviously some kind of a resource somewhere that justifies the colonization effort and the resulting land rush. My guess is that there's some significant rare earths used in space travel or even precious metals like brass, silver, gold, maybe even uranium. I wonder if the planet is like Titan, with organic compounds sitting in the atmosphere that makes the rock a viable terraforming candidate. In addition, being waterless doesn't exclude the possibility of liquid methane or some life-building elements that can, ironically, be used as an energy source thus giving the planet readymade exports that they trade with the agri-world for food.

Going off of this, we could be looking at a relatively new colony the Eels are trying to build up so they don't have to rely on Space Iraq and it's jacked up natural gas prices, creating a competitor to Fish Saddam.
>>
Rolled 7, 4, 9, 10, 6, 2, 1, 3, 5, 2 = 49 (10d10)

>>97171351
>Terrain: Cliffs, Broken Forest, Flat Rock, Caves, and Caves
>>97171375
I find the fish fascinating. They're so weird.
>>
>>97170878
>>97171384
>Size: Large: 112,000 km
>Axial Tilt: Moderate (16-25°) ± 20°C/68°F
>Day: 9 hours
>Year: 138 Terran days, 368 Local Days
>Moon: 1
>Gravity: Standard (0.8 to 1.2 G): Normal or easily adaptable. No modifiers
>Atmosphere: Normal: Safe to breathe
>Hydrosphere: Waterless: This world is completely deprived of water. Bring your own bottles.
>Temperature: Frosty (-40°C to -11°C/-40°F to 12°F): Tundras and snowbound taigas abound, but the settlements only need minor tweaking -- small windows, thick walls, the usual. If unprotected, you'll last a number of minutes equal to your toughness bonus, after which you gain +1 fatigue until unconscious. Death follows in one minute.
>Terrain: Cliffs, Broken Forest, Flat Rock, Caves, and Caves
>Population: 49,000
>Society: Elected Dictator: The population or a designated body politic elected a man into the role of dictator, who then holds absolute power. Their will is law, the law is whatever they will. A dictator often has a group of advisors, and an administratum for day-to-day management, but in the end Dear Leader's decision is final.
So I'm guessing this is the Materialist or Spirtualist world
>>
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>>97171384
They're so weird yet so... Human. They have multiple polities, competing ideologies, an Expanse styled colonization scenario, persons of interest, political situations that we can relate to... And yet they evolved in an environment where all movement was in 3D well before the advent of space travel. Their perception of space is different, their architecture is going to be strange, and their ships are going to be approaching space combat like submarines firing torpedo's instead of the Imperium's broadsides- not dissimilar to the Tau and their preference for long range engagements. I'm rooting for the Fishbros.
>>
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>>97171392
Materialist. This is a probable mining colony tied to the homeworld and the 'elected dictator' is a marshal or a corporate representative. The 'frontier' nature of the colony has attracted a lot of dissatisfied individuals or guys just trying to make it rich.
>>
>>97171410
"No, I don't have time for- wait. You're not talking about Monkeigh and those ridiculous space cops. Mong-Uul is ran by the Colonial Marshals, that strain of law enforcement the fishies use to smack strikers with truncheons. Yeah, I've dealt with them before... They're pretty reasonable comparatively."

"The Monkeigh just slaughter any strike or labor dispute but the fish usually negotiate with labor leaders long before any blood is shed which suits our purposes fine. Pretty boring... Though for a lesser species, they are respectable in a way."
>>
>>97171404
I feel like these guys might be decent at melee combat. Their home world has such a high gravity and their supposed to be strong. I could see maybe them having shock troops that fire harpoons to lock them in place so they can bash their skull in.
>>
>>97171450
Holy shit. These guys are a real deal threat to the region... To the Imperium that is. Normal humans probably have very little to fear with a functioning civilization that has a significant portion pushing for a Star Trek society occupying them. If they can avoid extinction, they could give the local high lord a black eye and then some.
>>
>>97171450
Could you imagine being that Guardsman? You survived the Rokko, the scariest fucking things outside of the Yuvvath, then you see this little midget charging you in power armor. At first you laugh, then it pulverizes the Commissar with its bare hands before tearing through what's left of your platoon. And then the Necrons show up.
>>
>>97171470
Well some of them are Xenophobes so I'm not sure how well humanity would fare if they ended up becoming in charge of them.
>>97171545
The rock people are savages and with enough armor, the human spirit can perservere. The eels are true xenos. They're perversions that create technology that insult the Omnissiah and try to occupy stars when they belong to the God-Emperor. The Guardsman will not fear the Vrizid. They shall hate them.
>>
Bump
>>
Wanna roll for the next planet? We have an idea over just what the Fishbros are all about so the rapid fire rolls aren't really needed.
>>
Rolled 93 (1d100)

>>97173286
Sounds good
>>
>>97173292
>93
>Forbidden World: As on a Quarantine World, for one reason or another, the local Imperial authorities have barred access to this world. Usually a very good reason. So good they won't tell you what it is. They have a good reason for that, too. They can tell you, but only if you ask, and anyone asking that many questions is either an Inquisitor or a heretic.
By the Emperor, this truly is a cursed sector!
>>
>>97173306
Now we're starting to see why the Imperium's starting to abandon the sector. There are too many problems, and every new planet is yet another disaster, from the Kabal to the Rokko.

>Roll 6d10 ±1d5 for tech level.
>>
Rolled 7, 10, 1, 2, 1, 10 = 31 (6d10)

>>97173373
>>
>>97173398
>Advanced Space: Has explored their own system and colonized any viable planets to be found there. Imperial level weapons are common, and cybernetics are starting to become practical.
Starting to see a theme here.

>Roll d100 for Star size.
>>
Rolled 68 (1d100)

>>97173420
>>
>>97173480
>68
>Medium

Average star system. I'm going to forgo the Adepta presence.

>Roll d100 for planet size.
>Roll d100 for axial tilt.
>>
Rolled 72, 10 = 82 (2d100)

>>97173527
>>
>>97173554
> Average: 10d10
>Axial Tilt: Slight (1-5°)
>Seasonal Variation:± 5°C/41°F
>>
>>97173825
We should use the optional fluff options to flesh out this world. Could be a case of the admnistratium screwing up, but considering everything else... There's probably something here.
>>
>>97173825
>Roll d100 for day length

>>97173929
I agree.
>>
Rolled 2, 2, 1, 1, 4, 7, 7, 9, 6, 7 = 46 (10d10)

>>97173825
Rolling for size
>>
Rolled 85 (1d100)

>>97174024
>>
>>97174049
>Size: 46,000 km
>>97174114
>Day: 7d10 Hours
>>97173929
Yeah the extras might help out a lil bit
>>
Rolled 8, 5, 5, 1, 5, 5, 1 = 30 (7d10)

>>97174127
>>
>>97174200
>Day: 30 hours
1d100 for year
>>
Rolled 53 (1d100)

>>97174354
>>
>>97174515
> (10d10)x6 Terran days
>>
>>97174756
Let's go!
>>
Rolled 9, 1, 2, 10, 4, 7, 9, 6, 5, 8 = 61 (10d10)

>>97175040
We honestly need more weird shit in Warhammer.
>>
>>97175051
>Year Length: 1.51 Terran years.
>Amount of days: 440 Terran days.

>>97175051
>61
>Roll 1d5 for satellite number.
It looks like a boring planet to be honest.
>>
Rolled 3 (1d5)

>>97175110
Moon time.
>>
>>97175128
Three Moons could be interesting. A local culture could tie them to local deities or a play on the holy trinity.
>Roll d100 for gravity level.
>>
Rolled 91 (1d100)

>>97175159
C'mon, I want a Crone world or something.
>>
>>97175232
>Bone crushing (2.5 to 5 G): Unaugmented Humans cannot survive in this world for long periods of time. -6 Agility bonus for movement, -10 to Strength and Toughness levels for Encumbrance, -6 Strength for Throwing. Jumping and leaping distances get divided by 8, fall damage gets multiplied by 8. If outside a controlled gravity area without appropriate armor, you will last d10 turns before beginning to suffocate as your lungs are squeezed out.
Guess there's a reason humans avoid this planet like the plague.

>Roll d100 for atmosphere.
>>
Rolled 47 (1d100)

>>97175242
Looks like we have a death world on our hands.
>>
>>97175265
>47
>Normal: safe to breathe.
Yeah... Still wouldn't want to live here.

>Roll d100 for hydrosphere
>>
Rolled 2 (1d100)

>>97175242
>>97175275
The fish love high gravity. Just saying
>>
>>97175300
>2
>Waterless: This world is completely deprived of water. Bring your own bottles.
But they need water... But then again, that didn't stop a mining colony. Curiouser and curiouser.

>Roll d100 for temperature.
>>
Rolled 13 (1d100)

>>97175322
Fisbros need a new planet. Snowball Earth here we go!
>>
>>97175625
>13
>Cold (-200°C to -101°C/-328°F to -150°F): Chances are, this world is made of ice, and any 'oceans' are either rock-solid, or not water at all. Giant heating networks and sealed structures are a must. If you find yourself outside, you'd better be wearing top-of-the-line protective equipment. Any sad sod finding himself outside without at least 23 parkas lasts a number of rounds equal to their toughness bonus before re-enacting the end of The Shining.
Probable Eel colonization candidate found.

>Roll 1d100 for number of terrains.
>>
Rolled 32 (1d100)

>>97175676
It might be a failed colony they had. Lots of xenotech or age of strife stuff laying around so its off limits
>>
>>97175698
>32
>2 Terrains
>Roll d100 for terrain types
Alternatively, we could be looking at something Chaos related. Guess we'll see if there's any aberrant environments. Something made the Fishies swim away.
>>
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///This Recording was picked up on suborbital Vox Channels///
Code: Infernus.
Transcript: "I am Inquisitor Pius Julianus. For many decades I served the Ordo Xenos diligently as I held my silent vigil on [classified] hence why I am sending a distress call. We have lost the planet. The pariahs were effective in buying me time to make one last urgent report, but I have no illusions over my impending death. Weep not, I shall be with the emperor soon."

"The Xenos quickly overwhelmed our fortress. We were expecting an assault from Chaos hence our overly specialized force which, while they proved effective against the [redacted], they were outgunned by the Xenos. I suspect their souls glow differently in the warp, not unlike [classified] but I did observe a few of their individuals gathered in prayer. Kneeling before what appeared to be a Xenos chaplain, though it was hard to tell through their arctic camouflage."

"They don't venerate the Ruinous powers but they attacked us none the less, showing that He was right in damning the Xenos. I suspect in a few short minutes, they will breach the command center and do away with us leaving them in possession of [classified] but I hold suspicions that they do not know the truth behind this broken world or else they would've never come. I myself hold that we should've destroyed this planet when we had the chance, but I do not fault the judgement of my superiors as I understand why."

"Nor do I feel any regret. Know that [classified] has been lost."

(sounds of las bolts)

"Here they come... FOR THE EMPER-" /end

/// Vox recording dated to late 39M ///
>>
Rolled 74, 43 = 117 (2d100)

Chaos, let's gooooooo!
>>
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>>97176076
>74: swamp.
>43: active volcanos.
The latter can be written off as the planet going through a snowball earth phase. The former suggests terraforming or warp shenanigans. Planet is starting to get weird.
>>
>>97176089
>Roll 1d100 for (theorized) population
Could be a colony, could be a research post.
>>
Rolled 22 (1d100)

>>97176097
>>
>>97176507
>(10d10)x10,000
Some people are still living here.
>>
Rolled 8, 1, 3, 8, 8, 1, 6, 7, 8, 9 = 59 (10d10)

>>97176728
>>
>>97176728
They may not necessarily be human. It's not hard to see the Eels trying to terraform this barren rock, and have some success if the breathable atmosphere and swamp biomes are any indication.
>>
>>97176819
>Population: 59,000
1d100 for the society
>>
Rolled 66 (1d100)

>>97176902
>>
>>97176944
>66, Religious (Local): Planetary society has either been built around, or founded because of, a local religious sect. Or events have brought the church to the fore of all politics. This religion functions as the planet's government, and everyone must follow, or at least not bad-mouth, the religion. Depending on the religion's origins and compatibility with the Imperial Creed, it is likely to have a close eye kept on it.
So, this could be a stronghold for the Spiritualist faction of the Eels which implies several things:

-1.) This planet holds a spiritual significance for the Xenos so it appears regularly in one of the species religious mythos.
-2.) Terraforming might play a role in the Eel's worldview. Do they spread life intentionally? A significant portion of the population has a great appreciation for alien life, so many Eels might be ecologically minded. One can see great gardens sprouting deep under the sea under their overwatch. And that appreciation partly explains why they took on colonizing a boiling ocean, bringing in new lifeforms.
-3.) This planet may be tied to the DAOT raiders that attacked them in their distant past. Is this a long-lost colony world? What did the Inquisition find that made them classify all information?

The mystery deepens.
>>
>>97176991
So time for extra fluff then. 1d10 for its ruins
>>
Rolled 4 (1d10)

>>97177093
What secrets lie in this Emperor forsaken rock.
>>
>>97177101
>The planet has some abandoned Imperial, local, or naturally occurring structures and tunnel networks worth exploring
1d10 for planet hazards
>>
Rolled 4 (1d10)

>>97177142
So the Inquisition had a presence here. They have a bad track record in this side of the Milky Way.
>>
>>97177173
>Parts of the planet are haunted
Well...that's definitely something. 1d20 for genetic quirks
>>
Rolled 13 (1d20)

>>97177208
>>
>>97177280
>Many inhabitants of the planet are unusually ugly
1d20 for religious quirks
>>
Rolled 10 (1d20)

>>97177338
>>
>>97177385
>The planet has several competing religious factions who are always sabotaging and sometimes openly fighting each other
1d20 for factions
>>
Rolled 14 (1d20)

>>97177450
>>
>>97177599
>The planet is in the midst of a particularly stupid cultural war
1d10 for architecture quirks
>>
Rolled 7 (1d10)

>>97178391
>>
>>97176902
>Population: 590,000
you missed a zero.

>>97178736
>The buildings are unusually well maintained and clean by Imperium standards
1d20 for Miscellaneous Social Quirks
>>
Rolled 20 (1d20)

>>97178988
>>
File: Vokaris Sector wip 18.png (2.12 MB, 1350x870)
2.12 MB
2.12 MB PNG
Added the forbidden world to the map, I placed it fairly close to the xenos since it was implied that they had some connection to it, but that may or may not be true as well.
>>
>>97179038
>Roll twice more on this table
2d20 for Miscellaneous Social Quirks
>>
Rolled 3, 18 = 21 (2d20)

>>97179227



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