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Post by Deleted on Jun 25, 2012 15:05:23 GMT -5
I'm having trouble finding a downloadable link, and even so, it seems extremely precise and clean for a Paint program. I kinda see how you did it, do you think it's feasable on a basic paint program ?
I don't know how you got the writing so clear.
Thanks a bunch man, this will definately be a part of my upcoming summer campaign. I'll be adding pics on my army thread ;-)
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Post by RedsandRoyals on Jun 25, 2012 15:20:12 GMT -5
I'm having trouble finding a downloadable link, and even so, it seems extremely precise and clean for a Paint program. I kinda see how you did it, do you think it's feasable on a basic paint program ? I don't know how you got the writing so clear. Thanks a bunch man, this will definately be a part of my upcoming summer campaign. I'll be adding pics on my army thread ;-) Should be. I just used the text addition tool with the program. If you're using Windows, it should come with the computer. Just search for "paint". Reds
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Post by Deleted on Jun 25, 2012 16:51:55 GMT -5
Cheers bro, I'm on it
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Post by RedsandRoyals on Jun 26, 2012 17:24:46 GMT -5
Mechanicus Cults in the Laentus Sector
Although there are no doubt numerous sub cults and cliques amongst the ranks of the Machine God's followers in the Laentus Sector, there are two main factions that have gained ascendancy in the local Mechanicus.
The first, and most prevalent, is the Cult of Geminus, named after the famous Magos Geminus. Originally, there were two Geminus, twins who joined the Machine Cult at an early age, and and who both attained the rank of Magos, one a Genator, the other specializing in Archeotech. Eventually, they underwent the Rite of Duplessence, in which the brain of one Magos is added to the body of another, while still retaining it's own thought processes (not dissimilar to two cogitators functioning independently, but relying on the same input and exchanging information). According to the treatise the now singular Magos Geminus penned later, it was during this rite that a moment of divine clarity transpired, and gave birth to the Geminus cult. The basic tenant of the cult is that biological lifeforms are, in essence, machines, even if they are made of flesh and blood, rather than metals or composites. Magos Geminus' theory was that the Omnissiah tended to the spiritual need of inorganic constructs, while the Emperor performed the same duties for organic constructs. The cult, and indeed the Magos himself, never seemed to be able to form a consensus on whether or not the Omnissiah or the Emperor were dual aspects of a larger whole, or simply twin deities tending to their respective spheres of influence. As such, the cult is split into two sub cults, the Cult of the Two Aspects (believing them to be separate), and the Cult of The Twin Aspects (believing them to be part of a larger whole). The similarity of names between the two tends to only deepen the confusion on the issue, and those inhabitants of the Laentus sector not steeped in the Machine Cult's beliefs are ignorant of any difference at all between the two sub-cults. The issue does not prove to be overly divisive within the cult, and when members of the competing ideals meet, they usually engage in nothing more than a few moments of blurted binary debating before moving on.
The cult as a whole believes that the number two is holy to the cult. Disciples of the Two Aspects tend to wear a pair of cogwheels, one for each aspect, on a single chain around their neck, and will place the one that est aides them in the task at hand on top of the other. The disciples of the Twin Aspects do much the same, except they wear two halves of one cog on the chain, rather than two whole ones. Most disciples of the cult also wear robes lined with dual white and black lines, and have mechandendrites in multiples of two. The most interesting veneration of the Holy Sum, as it is called, is that initiates into the machine cult are paired upon entry, and will spend most of the rest of their lives together. They will study the same discipline, be assigned to the same tasks (except where this would be too inefficient for techpriest's taste), and will undergo augmentation and bionic upgrades at the same time. If feasible, members of the cult will strive to receive the same augmentation as their partner, so as better to match them. One of the peculiarities between the two cults is that the disciples of the Two Aspect will have these implants added to the same side of the body, to appear identical to one another, while disciples of the Twin Aspects will have their implants added so that they appear as a mirror image of one another. Many pairs, upon receiving the rank of magos, will undergo the Rite of Duplessence like the cult's founder. Although this is considered a holy rite of passage, the practical result is that many of the higher ranking members of the cult are quite eccentric due to their dual minds.
The Geminus Cult is quite popular with the people of the Cauldron, where it has no real competition aside from the occasional Ecclessiarchy torchbearer who braves the retribution of the Mechanicus to spread the Emperor's Word (expressions and exclamations like "By the two aspects" or "Blessed twins!" are fairly common in the Cauldron). The cult actively preaches both acceptance of the Emperor and the Omnissiah, although their tenants of worshiping the Emperor tend to take the same form as the ones used to worship the machine god, namely prayers and incantations recited while maintaining the organic machine (mainly exercise, healthy eating, and a surprising emphasis on good hygiene). Mechanicus missionaries and other followers who leave the Cauldron often belong to this cult as well, as their presence is marginally more palatable to the Ecclesiarchy than their hardline brethren. Most lay adepts and techwrites (people instructed in basic repair rites and other such things without undergoing full indoctrination into the Machine Cult) within the sector are taught by members of the Geminus Cult, as are most of the sector's Genetors.
The Geminus cult believes that maintains reasonably good ties with other Imperial organizations, although this is not quite the case, especially with the Ecclesiarchy. While the Geminus cult considers their encouragement of the worship of the Emperor to be a bridge between them and the Ecclesiarchy, they seem unable to grasp the fundamental difference in how the two organizations view the God Emperor of Mankind, or the Ecclesiarchy's ire when their missionaries visit the Grace Worlds. Still, the cult obvliviously carries on what it beleives to be a healthy relationship with the Imperial Church, sometimes unilaterally. They also tend to be more open and cooperative with the other organs of the Imperium, at least by techpriest standards, and can often be found in the sector's PDF units and Guard regiments.
Reds
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Post by Jackal-0311 on Jun 26, 2012 20:09:27 GMT -5
Amazing sir!
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Post by RedsandRoyals on Jul 3, 2012 22:10:13 GMT -5
Thanks Jackal!
Hopefully this week I'll be able to get a good deal more info down, since I have a lot in my head. I'm slowly whittling away at the worlds, conceptually, an I'm also beginning to play with the Inquisition, particularly the idea of adding a Deathwatch station or two in the sector. I'll be updating some world blurbs shortly.
Reds
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Post by Melissia on Jul 3, 2012 23:44:51 GMT -5
I'll finish reworking kellensport soon if you want, reds. Trying to force myself to get back in to writing fluff again.
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Post by RedsandRoyals on Jul 4, 2012 0:17:06 GMT -5
This is one of the more in depth world summaries that I write from time to time. I know at least one of you has read a few of these, but I figured I'd post a new one as an example for anyone wanting to flesh out their fluff.
World Name: Tarrian Sub Sector: Carolingian Capital: Maailman Paras Population: Aprox. 9.2 Billion
Historical & Overview
Tarrian is named not after a member of Able Everett's retinue of captains, but after the pilgrim ship Tarrian's Light, which rode the coat tails of Everett's exploration fleet into what would become the Laentus Sector. The vessel, in poor repair, barely survived the transition back to realspace, and both the crew and colonists agreed that the intended colony world, second from the system's star, would be their final destination. The vessel struggled into orbit, and the first landing parties descended to find a temperate, if slightly cool, world fit for habitation. The colonists, their ranks now swelled by the vessel's crew, began to establish settlements, map out areas of agricultural or geological interest, and catalog the native fauna and flora. King amongst the former was the Tarrian Lion, which was actually a large flightless bird that possessed a passing resemblance to the ancient Terran mammal. Hunted to the near edge of extinction for it's pelt and meat, the creature managed to survive with a tenacity that endeared it to the settlers (who's tenacity was also being tested in the first few years of colonization), and came to hold a symbolic importance for the settlers.
As Everett and his coterie of captains swashed and buckled a bloody and hectic path through the Carolingian sub and out into the Cauldron and the the Grace Worlds, Tarrian was left largely to it's own devices. It was not subjected to the sabotage and skirmishing that Carolingia and Dova's Pride subjected each other to, nor was it destined, like Splinterwood Reach, to become a citadel of defense, and was therefore spared the construction of great fortifications. Quietly, Tarrian prospered as a safe haven for the first wave of true pilgrim ships to follow in the wake of Everett's fleet. In order to meet the logistical needs of these expeditions, Tarrian gradually developed a sprawling industrial base, fueled by the world's own natural resources, as well as those form the new colonies in the Cauldron and the edges of the Carolingian sector. Although hives never developed on Tarrian, it's cities often sprawl across huge stretches of the world, and will often have at least one or two levels of subterranean development, usually expanded from old mining tunnels. Today, it remains one of the industrial powerhouses of the sector, perhaps exceeded only by the forge worlds of Septis and Semris in terms of output.
Geography & Weather
Originally a temperate world with five continents and a smattering of island chains, Tarrian's environment has been adversely affected by it's massive industrialization. The temperature has risen by several degrees, violent storms occasionally wrack the world, and mostly melted polar ice caps long ago swallowed most of the smaller islands. Many of it's mountain ranges have been eroded by temperamental weather and acidic rain, and the few forests that prosper consists of the hardiest of the native flora.
Tarrian's large cities sprawl across the continents, and even on top of and under some of the world's murky oceans. The largest, the planetary capital of Maailman Paras, can be seen from low orbit. The city's official buildings, particularly the governor's palace and the Ecclesiarchy cathedral, incorporate parts of the old Tarrian's Light, which was salvaged and scrapped when it was deemed too unsafe to leave floating in orbit. As such, many of the older buildings in the capital may have the cramped, confined feeling of the interior of a voidship. Massive port facilities and industrial complexes race outward from the city's center toward the horizon, and the city's two space ports operate constantly.
Economy & Politics
Tarrian is first and foremost a planet of production. Be it furniture made of Glenmerril wood, luxury ground cars for the nobility on Dova's Pride, or the ubiquitous Mk. IV Battle Rifle, Tarrian churns out hundreds of thousands of tons of goods at a non-stop rate. True craftsmanship is somewhat hard to find, as Tarrian production tends to focus on adequate reliability and quantity rather than quality, but as a result, most everyday items used by the people of the Carolingian sub have the stamp "TV", standing for "Tarrian Valmistettu", and an outline of the Tarrian lion. Production is usually controlled loose coalitions of merchant houses and individual families, who tend to band together as a sort of economic oversight board for their cities known as "valvonta". Production output is a source of fierce competition between cities, and any vying for official contracts from an Imperial adeptus or the government of one of Laentus' worlds will involve a bitter, but usually bloodless struggle between the various valvonta.
In addition to the traditional duties of a ruler of an Imperial planet, the Lord Governor of Tarrian and his deputies act as mediators between valvonta, and will often be asked by offworld interests to award contracts in order to circumvent any delay caused by politics and rivalries. This requires a certain amount of political skill to accomplish, and those who take the office and find themselves not qualified for the job resign (sometimes of their own accord) within a few weeks or months. The Lord Governor also appoints municipal overseers, who are each responsible, in theory, for the governance of an individual city and it's surrounding area, and are placed at the head of the city's valvonta. In reality, the municipal overseer is more of a figurehead for the different merchant interests in the valvonta, and often only deals with the aspects of running the city that the valvonta can't be bothered with.
On a sector-wide scale, Tarrian's immense industrial output never quite translated into wealth for the world, as much of the profits from it's exports are spent acquiring the necessary food and other supplies the populace requires, having long ago outstripped the ability of Tarrian's beleaguered environment to provide sustained sustenance. Likewise, the world's leaders have been consistently unable to parlay their commercial output into political power, constantly overshadowed by the grand trinity of Carolingia, Dova's Pride, and Sanctus Secundus. As a result, Tarrian is relegated to the same political status as the younger worlds in the sector, like New Arnhem.
Military Tarrian has had great success, however, at attaining military strength, thanks to it's large population and it's exceptional industrial base. Tarrian troops make up a large portion of the Sector Reserve, and on their homeworld are responsible for the duties normally performed by enforcers on other worlds. This gives the Lord Governor a body of loyal forces should a valvonta decide that it's interests do not correspond with that of the Imperial government. By law, valvontas are drastically limited in the amount of private security personnel they can hire, and what equipment they can be provided with. These standards are ruthlessly enforced when needed, and more than a few valvonta members have been made an example of by the Tarrian PDF. There's good reason why Tarrian PDF forces swear allegiance to the God Emperor, the Imperium and it's Offices, the Lord Governor, and the people of Tarrian, in that specific order.
Tarrian fighting forces can often be broken down into three distinct types: "On-world", "Off-world", and "Tithed". Organized into divisions assigned to different municipalities (much like the overseers), the Tarrian "On-World" PDF is largely mechanized, although often relying on soft-skinned Cargo 8 trucks and the widespread Utility Armoured Vehicle (or UAT) for transport. Auto-carbines and sub-machine guns are the weapons of choice for most rank and file soldiers, and formations are amply supported by mortars and heavy stubbers. Dedicated special weapons are rare, with soldiers preferring to use a wide variety of grenades instead. The governor's guard, a prestige unit, controls almost all of the heavy armour and artillery of the "on-world" PDF, and can be attached to any local formations as the governor sees fit. With the exception of the governor's guard, all "on-world" formations are made up of conscripts, who are released after three years of service.
Off-world units are attached to the sector reserve in "Corps" of five regiments, which usually provide a package of three infantry regiments, one armoured, and one, somewhat uniquely, made up of an air wing comprised of Thunderbolts and a few Lightnings and Marauders. In theory, the units within a single corps can be combined or spread out to create the kind of fighting force needed for the situation at hand, an idea adopted from time training Splinterwood PDF units. Such practice, though, would be extremely frowned on in the Imperial Guard, and although technically PDF formations, Tarrian units are heavily policed by commissars to to ensure there's not the slightest chance that a whole corps could turn traitor. In terms of equipment, off-world formations are much better equipped than their home world-confined counterparts, providing a middle ground between the local defense troops and those tithed for the Guard. They are universally outfitted with Chimeras and UATs, and their infantry equipped with lascarbines, flamers, grenade launchers, and the occasional melta, as well as a plethora of heavy support weaponry. Unusually, off-world formations are also uniformly equipped with bulky, but sturdy, carapace armour. Given the difficulties in securing replacements for this unique piece of kit, Tarrians tend to do what they can to reclaim and repair the armour of fallen comrades.
Tithed units are made of the best soldiers Tarrian has to offer, often ones who have cut their teeth against the Orks on Asche's Anvil. They deploy in the standard Guard Regiment formation as mechanized infantry, and once more their equipment is a step up from their PDF counterparts. Their carapace is much less bulky, making it acceptable for Guard use, and the more uncommon equipment, such as meltas and even the occasional plasma gun, are provided. They still have a heavy commissariat presence, though with three or four often assigned to a regiment.
Most Tarrian soldiers in the PDF tend to customize their kit to a large degree festoon themselves with extra pouches and pieces of equipment, particularly extra grenades and ammunition, or supplemental weapons. Adding graffiti to armour is also quite common (if frowned on by the commissariat to some degree), usually in the form of slogans or Imperial iconography, particularly aquilas or the Tarrian lion. Tarrian vehicles and aircraft often have similar iconography, as well as a distinct black and white checker pattern on the tails of their aircraft and in a band around the turrets of their vehicles.
Reds
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Post by Adam Selene on Jul 4, 2012 3:54:46 GMT -5
Reds, you are a king of fluff.
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Post by RedsandRoyals on Jul 4, 2012 12:57:30 GMT -5
Thanks, REDDY, but there are a lot of better writes on this board, particularly when it comes to a more narrative style. I just like being able to lay out a society and say to myself "okay, let's put some life into this."
Here's part II.
Society and Culture
Somewhat unusually, position within Tarrian society does not depend upon breeding. Rather wealth, one's ability to succeed, and how hard ( or skillfully) one works are the determining factors. The top tier of Imperial society on Tarrian belongs to the strongest of the merchant houses and mercantile families. They control much of the business interests on Tarrian and, through their representatives on the valvonta, hold significant sway over local politics as well. Below them on the social scale are the lesser merchant houses and mercantile families. These groups usually have not inconsiderable wealth and industrial assets, but lack the political acumen or sheer economic force to muscle their way into a seat on the valvontas. Below them are the artisans and skilled laborers, who often lack the resources to compete individually with the planet's larger commercial interests, but who will be paid handsomely by the more powerful merchant houses and families for their skills. Finally, below them, are the unskilled laborers, thousands of whom toil the manufactorums and workshops that sprawl across the planet's surface.
Given that wealth and success are the twin factors that determine social status on Tarrian, there's a surprising amount of mobility between the various classes, at least for an Imperial world. A group of particularly savvy and skilled artisans may be able to band together to form a minor merchant house, while a powerful family that has found it's fortunes lost by incompetence or economic misfortune will unceremoniously be removed from the valvonta of their city. As a result of this relative social volatility, skill and loyalty tend to be the basis for promotion on Tarrian, usually the latter more so than the former. Valvonta members (and those who aspire to membership of the valvontas) tend to promote those in their ranks who have the skill to steer their particular interest to greater heights of political power, and Tarrian's Imperial government is so paranoid of a coup attempt by the valvontas that the Imperial governor and the municipal overseers tend to view loyalty to the Imperial government as somewhat more important than skill and competence. One interesting side affect of that paranoia is that there are no purchased commissions within the Tarrian PDF or guard units (lest those holding the commissions be more loyal to those who purchased them than the high command). As a result, social classes tend to be more mixed in the Tarrian PDF, and most of the powerful families of Tarrian tend to give their offspring positions in their own household guards instead.
From a cultural perspective, the Tarrians are somewhat unique within the sector, as they have their own native language that's spoken fluently alongside (and sometimes in preference to) high and low gothic. It's origins can be traced back to the unique "ship tongue" of the crew of the Tarrian's light, and the Tarrians take pride in being one of the few worlds to have a distinct tongue. Although the language can sound somewhat silly to outsiders, and it's speakers are sometimes mocked as "numb-tongues", most off-worlders will find it nearly impossible to do any serious business on Tarrian without at least a basic grasp of the language. Similarly, visitors to the world may be somewhat off-put by Tarrian body language and their sense of personal space. Given that a large portion of the original settlers had spent a fair amount of time aboard void ships, Tarrians developed a sense of personal space that's much more compact than that of most people, standing close enough to make any off-worlder they're speaking to slightly uncomfortable at first. Likewise, Tarrians often move their hands while speaking, either making emphatic gesticulations, or touching whoever they're conversing with (such as a hand on a shoulder or an occasional tap on the arm), a habit possibly derived from their ancestors having to communicate above the din of a ship's cargo bay or macrocannon batteries. These habits can be very off putting for those not aware of them ahead of time, and can create some uncomfortable situations or misunderstandings for those new to Tarrian habits.
Music is also very central to Tarrian culture. Most official events begin and conclude with some sort of small musical performance, even if it's just a soloist and violin, and most shift changes in the manufactorum are heralded by a beating of drums and singing by the laborers going to or from work. Tarrian PDF forces, and occasionally Guard regiments have a regimental band (although that's secondary to their normal duties, whatever they may be), and officers and NCOs usually have a hunting bugle on their person or within their squads, as a secondary means of communications if their voxes are having difficulty. The most powerful families and merchant houses often maintain an orchestra for official functions, and the brilliant and deeply eccentric Lord Järjetön, head of one of Tarrian's most powerful families, has a small personal orchestra follow him around whenever possible, providing musical accompaniment to whatever task comes to hand.
Religion
Tarrians are deeply religious (possibly another byproduct of their void-faring origins) and, although they refuse to admit it, also quite superstitious. Signs of good or bad providence are taken quite seriously, and the local Ecclesiarchy is constantly bombarded by requests to interpret this or that event as a sign from the Emperor or one of his saints. This superstition partially explains the love of slogans and iconographic graffiti amongst the Tarrians, as such symbols are considered good luck. The Tarrian lion, for example, is a symbol for fierce loyalty and bravery, which makes it so popular with PDF and Guard troops from that world (although given that the Tarrian lion was never domesticated, these attributes were probably ascribed to it after it's eventual extinction in a fit of romanticism).
The Ecclesiarchy cult of Resurrection holds significant sway over Tarrian. This cult believes that the Emperor retired to his Golden Throne because humanity proved itself not ready for his leadership or galactic dominion during the Horus Heresy. It's said that when humanity is ready, He will rise from his throne and lead the Imperium to it's destiny. In the interim, though, it is the duty of every Imperial citizen to strive to serve Him as best as possible through service to the Imperium, thus preparing both humanity and the Imperium for His eventual return. Although the cult is not native to the Laentus sector, it fit well with the Tarrian values of skill, loyalty, and hard work, and thus spread like wildfire across the planet when it arrived, quickly becoming the dominant belief within a century. Thus, Tarrians displays of devotion before or after work are commonplace. Those present will cluster around an authority figure (a work foreman or platoon commander, for example), and kneel, and the authority figure will say a prayer for the Emperor's blessing in the work they're about to partake in, or beseech him to look favorably on whatever work has just been completed in His name. These prayers vary wildly, and are usually the work of whoever is leading the group in prayer, as opposed to a member of the Ecclesiarchy. The Ecclesiarchy isn't especially thrilled that these prayer meetings aren't being lead by a priest, but has found it impossible to stop them or to muster enough priests to lead everyone at all times (especially since the prayer meetings can be rather impromptu). Instead, they've settled for requiring Tarrian citizens to attend a communal prayer service , led by a priest and held every half hour at several points throughout every city, once a day.
Crime and Heresy
Paranoia about crime, coups, and Heresy are far more rife on Tarrian than any of those actual threats. As previously mentioned, the Imperial government is relentless and often ruthless in the steps that it takes to ensure no rebellion of the merchant interests takes place, and the Ecclesiarchy is constantly wringing it's metaphorical hands over the suspicion that any one of the thousands of prayer meetings taking place across Tarrian may subtly be offering praise to a darker deity. Actual plots of subversion or heretical cults are relatively uncommon, and usually eradicated by the PDF and Arbites before they can develop into any serious threat. Unknown to most Tarrian citizens as that both of those agencies receive significant support from a resident Inquisitor and an extensive web of informants and agents, who notify the PDF and Arbites as soon as any whiff of suspicious activities are uncovered.
Regular crime is far more common, as one would expect on a heavily populated industrial world. Murder and theft among the lower classes are usually dealt with by semi-offical groups of citizen watchmen, who coordinate with the nearest PDF station. Crimes among the artisan classes and higher are dealt with by the PDF or, if the situation warrants it, the Arbites. Although the PDF maintains an "Investigations Detachment" for occasions when investigations are necessary, the turnover of conscripted personnel sometimes crimps the effectiveness of this department. As such, the PDF maintains a strong working relationship with the Arbites, the former providing a vast manpower reserve and basic policing duties, while the latter conducts most serious investigations and handles crimes against the Lex Imperium.
And there you have it, Tarrian in two parts. Think I covered everything. I don't recommend this method unless you're focusing on a really important world, since it takes a while and makes you put a lot of thought into things. I also prefer to keep the categories broad when outlining a world, since that lets me wander a bit with my subject while still being on topic.
Reds
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Post by RedsandRoyals on Jul 13, 2012 16:12:11 GMT -5
Small update! Added info blurbs to all the worlds in the Burned Reaches & Everett's Cauldron section except for those that have been or are currently being fleshed out by others. I'll see if I can finish the Carolingian sub tonight too. Also, I'm working on Inquisition stuff for the sector, so expect a post detailing the factions, ordos, and operations in the sector, and another featuring some prominent inquisitors sometime next week.
Reds
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Post by theemperor9 on Jul 15, 2012 2:34:06 GMT -5
Nice Reds!!!! Because of you I've started my own system guide. One thing though, would a religion that sees the Emperor residing in a massive volcano, belching out ash when a new hero has arises and lava when a disaster has occurred? Thanks and keep posting!!!! The emperor
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Post by Jackal-0311 on Jul 15, 2012 11:32:20 GMT -5
Wow. This a really good read...good job Reds!
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Post by RedsandRoyals on Jul 16, 2012 0:25:07 GMT -5
Much thanks for the compliments guys! Glad to see there are a few of you building your own sectors, since part of the reason I'm doing this is to provide a template and example. theemperor9: It would depend. If the world was more feral or feudal, I think the Ecclesiarchy would be happy to co-opt whatever pagan beliefs the natives had to fit the Imperial creed. That way, the volcano could have been considered the seat of the local deity, and they simply assumed the Emperor moved in to the volcano after conversion. A more civilized populace would probably know better than to assume the Emperor resided there, but it could certainly have some sort of religious significance still, such as it being considered prophetic as you mentioned, or a sign of his might and wrath. Consider having some saint from the planet's past martyring themselves in the volcano (or being martyred by others). That way it can have a strong local religious significance without them believing the Emperor is literally sitting up to his armpits in magma, or what have you. Reds
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Post by RedsandRoyals on Jul 16, 2012 1:33:09 GMT -5
I figure that since this is supposed to be the setting for any future Dark Heresy, RT, and OW games I might run, I might as well add some adventure hooks. These would be famous mysteries and lost relics of the sector, or whatever, and would technically be considered an aspect of Tier II.
Undiscovered Worlds
Able Everett and his coterie of followers explored much of the Laentus sector in it's early days, and as the sector grew, other intrepid explorers filled out the unknown edges of the sector map, particularly in the areas of Grace Worlds and the Burned Reaches. Stable warp routes were mapped, hospitable were planets colonized, and soon the sector was deemed "sufficiently explored". That, however, was not quite accurate. Dangerous warp currents made travel to some distant parts of the sector nearly impossible, possibly blocking off secluded systems. In the Grace Worlds sub, the space between known star systems is largely unknown, and it is possible that some stars still await discovery.
It may seem odd that whole star systems may remain unnoticed, but the void is a vast space, and Imperial captains are reluctant to stray from safe void currents into the unknown. Stories are often told of one cluster of worlds in particular, surrounding a bright blue star. Each of these worlds is a supposed paradise, and would become the glittering jewels in the sector's crown if they were ever discovered and colonized. Although individual adventurers have tried and failed in the past to locate these planets, the sector government has recently begun to take the rumors very seriously, and has commissioned a large host of sages to pour over the journals of Everett and his captains, in the hopes of finding some clue as to their whereabouts.
Lost Treasures
In addition to those wonders never found in the first place, there are endless tales of treasure that has been lost to time. Many of Everett's captains were besotted by greed and petty strife, and took great pains to hide their spoils from one another, as well as their supposed leader. These caches can range from maps denoting the locations of mineral rich asteroids to secret vaults filled with gems and gold. Very rarely, one of these secret treasure troves is stumbled upon, rekindling the old legends of even greater caches that sill wait to be discovered.
There are several famous "lost treasure troves" within the sector. Some, like the rumored lost armouries of Telfin's Hall, the diamond caves of Glenmerill, or the sunken cities of Praza, are supposedly hidden away on worlds already settled and thoroughly mapped by Imperial colonists. These are popular targets for treasure hunters, and every few years someone will claim to have found one of the lost troves, brandishing some relic as proof. Invariably, the claim proves just as false as the "relic" they discovered, but on rare occasions both the adventurer and whatever notes and proof of their discoveries that they had have simply vanished before their claims could be followed up.
There are also treasures which have no supposed location attached to them. Admiral Dova's lost treasure ships, three vessels supposedly laden with spoils and left abandoned in orbit above some nameless world for reasons unknown, are rumored to be located in half a dozen uninhabited systems in the Grace worlds. The Lost Vaults are supposedly a series of treasure stashes used by Everett, his captains, or human or xenos that opposed him (depending on which version you're told), sequestering unimaginable fortunes across a myriad of worlds. The greatest prize of all is Everett's trophy room, supposedly a single vault containing all the most priceless of the relics he recovered, including a functioning STC.
The Alien, the Damned, and the Unknown
Not all that has been lost should be found again, and some things are best left undiscovered. Certain items, people, and places within the sector have acquired a dark reputation over time, with people only speaking of them in hushed whispers. The Eight Sirens, for example, are eight exquisite music boxes that never need to be wound, and always play haunting, captivating music when opened. Although those who have had a chance to study the boxes claim they are not possessed or cursed, they seem to elicit a fixation that few can break. Eventually, the owner either seals their box away, rids themselves of it, is killed for it, or simply wastes away, too enraptured by the music to eat or sleep. Three of the boxes have been recovered by the Inquisition, but the remaining five are still at large, either hidden away in a nobleman's vault, or simply lost somewhere in the sector.
Unlike the sirens, Tine and Ifreann, a matching sword and shield, are unquestionably blasphemous. Supposedly forged from Glenmerill diamonds by means unknown to the Mechancius, each is a powerful daemon weapon, supposedly blessed by by followers of each of the Chaos Gods. Heeding several prophecies, the Inquisition has done it's best to prevent the sword and shield from being wielded together, going so far as to lock Tine in the depths of their fortress on Ferrian's Lament, but the location of Ifreann is unknown.
Beyond the cursed or mysterious, there are many dangers that are simply unknown. Almost nothing is known of what waits beyond the ork-infested fringes of the Burned Reaches, although rumors of gutted Xeno empires, star systems awash in traitors and heretics, and worlds colonized by undiscovered human populations are all rumored to be out there, should someone with enough skill and luck to brave the unknown ever seek them.
Reds
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Post by Jackal-0311 on Jul 16, 2012 11:41:42 GMT -5
Absolutely amazing...
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dwi
Conscript
The crazy Canadian
Posts: 48
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Post by dwi on Jul 18, 2012 23:39:00 GMT -5
Truely inspireing stuff Redsand! Well done!
Also it seems the the Arevall Troppers uniforms are inspired by the US Union Blues? If so the "caps" are known as Kepi. Though you probably allready knew that...
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Post by RedsandRoyals on Jul 19, 2012 9:26:23 GMT -5
Truely inspireing stuff Redsand! Well done! Also it seems the the Arevall Troppers uniforms are inspired by the US Union Blues? If so the "caps" are known as Kepi. Though you probably allready knew that... Very close, actually. They're inspired by the Japanese imperial infantry during their civil war in the later 1800s, which had a lot of help from the Americans and Europeans when it came to equipping their units. If you've played Shogun 2, think the Satsuma infantry. Also, updates and edits! I'm working on the descriptions for the Carolingian sub at the moment, so it should be completed in a day or two. Also, I've been debating adding a nearby Space Marine chapter that would, in theory, be responsible for the Laentus Sector. I'm honestly not sure what to do though, so I figured I'd put it up as a poll. Let me know what you think. Reds
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Post by RedsandRoyals on Aug 27, 2012 1:17:22 GMT -5
Another content bump! I've added descriptions for nine more planets, meaning I only have nine left to do (three in each sector). The rest are being worked on, at least in theory, by other IGMBers, so they may be some time in coming. Also, the Marine question seems to be a dead split, so I'll leave it for now. Since Tier 1 is done, and Tier 3 is nearing completion (going to try for two more in-depth planet descriptions and 7 more blurbs), I'm starting to move more into Tier 2 stuff. I'm going to add a another blurb section for important individuals, broken down their affiliation, that I can fill in at my leisure. I'm going to add 4-5 to each category, and hopefully I'll be able to dig up some images for a few of these people too as I fill them in. In addition, I'm going to add a bit of explanation as to what kind of person you'd find in each category. If anyone has any questions about who would show up in a certain category, or thinks I missed something, let me know. Members of the Imperial AdeptusHeads of the various non-militant or religious Adeptus would be listed here, such as the sector chiefs of the Arbites, Administratum, Astra Telepathica, etc. These organizations usually have set titles and ranks, so I'll do my best to use the appropriate ones here. High Marshal Rebeka KholerA native of Vanx, High Marshal Kholer oversees the operations of the Adaptes Arbites within the Laentus Sector. Part encyclopedia of the Lex Imperialis, part master politician, and part spymaster, Kholer maintains strong ties with the Ordo Hereticus and the Order Famulous. Somewhat frustrated by the bureaucratic confines of her post, Kholer has also begun to cultivate a netowrk of contacts on the other side of the law, and is rumored to ocassionaly contract assassins to deal with politically "untouchable" criminals. She spends most of her time traveling between worlds of the Carolingian Sub and the forbidden world of Ferrian's Lament. Planetary Governors and NobilityThe big name here will be the sector lord, as well as any particularly powerful governor or noble house that's extended it's influence across the sector. Members of the Ecclesiarchy & MechanicusIncluded here would be the head of the Ecclesiarchy and Mechanicus, as well as important subordinates, such as the head of the Adaptes Sororitas in the sector, or a particularly esteemed Magos. High Fabricator Lucius Stern Fabricator Stern is the highest ranking member of the Mechanicus in the sector, and the leader of Laentus' forgeworlds. Stern has held the position for as long as anyone can remember, and it's rumored he accompanied Able Everett on his first explorations of the sector. Having reached the near pinnacle of augmentation, Stern is little more than a heavily augmented brain hooked up to a myriad of cogitators, and senior Magos whisper he's searching for a way to upload his consciousness into a datastack, becoming pure machine. In the meantime, Stern appears content to pass the time by direct the efforts of Septis and Semris, and by playing the various sub-factions in the mechanicus off one another. Arch-Magos Zan Jin, The Silent WatcherZan Jin is considered to be the right hand of the High Fabricator, and has been charged with rooting out tech heresy in the Laentus sector, especially in the ranks of the Mechanicus itself. To this end, Zan Jin maintains a large network of spies and assassins, including a large pool of "Cistrons", sleeper agents embedded across the sector. In addition to rooting out the more mundane types heresy, Zan Jin also oversees the Techsorcists of the Laentus sector, and coordinates closely with the Ordo Malleus. Supreme Factor Bellica-Strovas, Leader of the Geminus CultMagos Bellica-Strovas serves both as the leader of the Cult of Geminus within the sector, and also as the Supreme Factor for the sector Mechanicus, essentially acting as it's top diplomat to the lesser, fleshy people of Laentus. Like all the high ranking members of the Geminus Cult, Bellica-Strovas has undergone the Rite of Duplessence, resulting in the minds of Magos Bellica and Magos Strovas now occupying one body (no one is sure who the body originally belonged to). Although much more affable than most techpriests, conversing with Bellica-Strovas can still be somewhat off-putting, as both minds share control of their body's internal vox system, and one can never be entirely sure which one of the two minds is speaking at the moment. Generals, Admirals, & Soldiers of NoteThis would include whoever is in charge of the sector's battlefleet and guard regiments, as well as local heroes and commanders who have gone on to great things. InquisitorsIdeally, the sector's Inquisitor Lord and the most important inquisitors (or conclaves) from each of the primary ordos would be listed here, as well as any notable renegades and radicals. Explorers, Rogue Traders, & Other AdventurersAdventuring types, Rogue Trader dynasties, and the like go here. These characters tend to be larger than life and a little bit insane, so this is a good chance to have some fun with unique character concepts. Villains & Scoundrels Xenos, traitors, heretics and scum! All should be found here. Warband leaders, famous criminals, and anyone else unsavory would be listed in this section. Ulrich Karst, Fallen AstartesOne of the few lieutenants of the Chaos Lord Torvald Bloodhand that survived the destruction of Bloodhand's warhost, Ulrick Karst and a handful of of his retinue managed to flee back to a hidden supply base within the Grace Worlds. Since then, he has quietly attempted to rebuild the strength of his own warband, attracting renegades and cultists to his banner, and occasionally other corrupted astartes who managed to survive Bloodhand's defeat. Not confident in his ability to strike any sort of decisive blow in the sector, Karst confines himself to piracy and the occasional planetary raid of the far flung settlements of the Grace Worlds. Both the Inquisition and Battlefleet Laentus is aware of Karst's presence, but not of his location. They estimate his warband contains twenty to thirty chaos space marines, as well two to three hundred assorted renegades and cultists and a trio of small raider vessels. It is unknown whether or not he's planning to strike a serious blow at the sector or the sub, or if he's attempting to build enough strength to fight his way to the relative safety of the Maelstrom or the Eye of Terror. Asidranel Verishan, Dark Eldar CorsairAsidranel Verishan, the self-styled Reaver Lord of Laentus, commands a small war host and a handful of ships that periodically raid the fringes of Laentus, particularly the Grace Worlds. Although he remains aloof of the matters of lesser races most of the time, he has been known to act as a mercenary from time to time, and has cultivated contacts with several of the more open minded free captains and even a few members of the Ordo Xenos. Unbeknownst to those he deals with, Verisharn is actually a trusted lieutenant (as far as the term can apply to Dark Eldar) of an exiled Archon, who has hidden the shattered remains of her cabal far beyond the borders of the Burned Reaches. Verishan's task is to make contacts and allies amongst the various humans and xenos of the Calixis sector, in the hopes that they may prove useful when the time for the Archon's revenge comes. His secondary task, of course, is to scout the sector for ripe raiding targets, should they arise. Verishan has come to enjoy his job as swashbuckling diplomat and privateer, particularly the mix of awe and fear the humans seem to have of him when he deigns to deal with them himself. He finds amusement in his "little game' of courting support amongst the humans with petty baubles of technology or riches, and immensely enjoys the freedom to do as he wish that comes with his task. In truth, he's beginning to wonder if it might be time to turn his back on his Archon and seek his own fortunes. Due to the need to suppress his race's darker instincts during his diplomatic overtures, Verishan has come to view the Dark Eldar's reliance on the suffering of others as an inconvenience not to be discussed in polite company. After all, any fool can cause pain and suffering. Exploration, adventure, and political manipulation, though, can be a much more challenging and rewarding task. Reds
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Post by RedsandRoyals on Aug 28, 2012 23:24:15 GMT -5
So, a quick questions for those of you who are keeping an eye on this little project (props to commisarblur for giving me reason to think about this). At this point, I've got about 28 pages of fluff (14,000+ words, according to my Word Doc), not including the sector building kit stuff in many of these posts, and I haven't even touched most of Tier 2, or finished Tier 3. To put that in perspective, the Dark Heresy core book spends 37 pages on the Calixis sector, and that's with a fair bit of padding thanks to images maps and the like. My question is now, how much of Laentus should I leave undefined? I doubt that anyone else will use this as a setting, so I don't have to leave some open ends like DH does, do people think it would be prudent to leave some worlds just names on a map for now, or not to define who holds a specific office?
Also, because I'm desperately trying to procrastinate from breaking into Tier 2 info, if anyone wants to see a specific world get the same in-depth info treatment Tarrian got, let me know.
Reds
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Post by RedsandRoyals on Sept 11, 2012 13:01:34 GMT -5
Spent a while enjoying the nice weather and doing a bit of writing outside. As a result, here's part 1 on the sector's history. As I understand Imperial dating systems, the date M41.47 would mean the 47th year of the 41st Millenium, and so on.
A History of the Laentus Sector, Part 1
M41.47: (In)Famous Rogue Trader Able Everett gathers together a loose confederacy of his own assets and vassals, lesser allied Rogue Trader dynasties, and an odd assortment of free captains in preparation for a massive exploration effort of the Carolingian Reach, a little-explored area of space first noted in passing by Brother Captain Laentus of the Imperial Fists, who's strike force skirted the region in the latter half of M40. Everett invests heavily in the expedition, and provides most of the funding. In return, the various other captains swear nominal allegiance to him, but no further hierarchy is established, something that will come back to bite the fleet later.
M41.47-M41.57: Everett's fleet sweeps into the Carolingian Reach, and begins a blitz of exploration, conquest, and colonization. Carolingia, Splinterwood Reach, New Arnhem, Dova's Pride, Sanctus Secundus, Kelper Prime, Riddlewash, Konkurs Down and Periclus are all discovered and settled during this period. In addition, a local band of pirate reavers, a small (and fairly peaceful) xeno empire, and two recalcitrant primitive human populations are all exterminated, eliminating any real outside resistance to the Imperial explorers. Internal strife between the various captains becomes an issue, though.
M41.51: Several free trader captains, unable to compete with the more powerful rogue traders in the exploratory fleet, band together and strike out spinward, toward what would become the Grace Worlds. They're never heard from again.
M41.55: Internecine skirmishing in the fleet reaches it's climax when Admiral Dova's vessels "accidentally" cripple Captain Telfin's frigate in a newly discovered region. Able Everett intercedes, negotiation a ceasefire of sorts as Telfin withdraws to nurse his wounds. Admiral Dova, escaping with little more than a slap on the wrist and a promise to pay for the repairs, goes on to explore the system and discover the world that still holds his name to this day.
M41.58: Captain Lorrian's vessel, the frigate Osway, reports a band of extremely turbulent warp currents on the far fringes of the Carolingian Reach, obstructing further progress. Shortly thereafter, the vessel goes missing with all hands, presumably lost trying to pass through the currents.
M41. 59-M41.70: The early conquests of the explorer fleet are consolidated into proper colonies, and the unknown spaces between explored regions are properly mapped, resulting in the discover of several new worlds. Mostly, though, the fleet builds up it's strength for the next big push beyond the borders of what they've already scouted. Arreval, Kassika, Vanx, and Tarrian are settled during this time.
M41.60: Captain Telfin and his newly refurbished vessel are given the task of scouting the band of warp turbulence reported by the ill-fated Osway by Everett, with the promise of a substantial stake in whatever riches are hidden beyond it. Ostensibly, this is meant as consolation for the incident with Admiral Dova, but fragments of Everett's journal reveal Telfin was sent away so that Everett wouldn't have to suffer Telfin's 'Ever-present miasma of angst" about the friendly fire incident anymore.
M41.61: The decrepit pilgrim vessel Light of Tarrian stumbles upon an unclaimed and perfectly habitable world, and promptly colonize it to the chagrin of the captains of the explorer fleet. This prompts Everett to send several scout ships to look for any worlds that might have been missed during the initial exploration.
M41.63: The paradise world of Kassika is found embarrassingly close to the previously settled world of Konkurs Down, confirming Everett's suspicion that several habitable worlds in the Carolingian reach were missed in the first go-round.
M41.64: At the bidding of Able Everett, a pair of Mechanicus Explorator vessels arrive at the band of warp turbulence to assist Captain Telfin in his attempts to break through it. In order to secure their support, Everett secretly promises them a share in the riches beyond if they assisted in finding a passage. They prove to be spectacularly uncooperative, prefering to "monitor current fluxuations' from a distance rather than actually help Telfin scout along the edges of the turbulence.
M41.66: Splinterwood Reach is officially designated as a "bastion world", and construction of fortifications begin. At the same time, Everett quietly shores up political support amongst the various Imperial Adaptes by granting them significant holdings on the world of Sanctus Secundus.
M41.68: Eldar corsairs make their presence in the region known by attacking trade ships near Kassika. They prove to be more of a nuisance than a true deterrent, though.
M41.70: After a long and frustrating decade of searching, Captain Telfin manages to discover a safe passage through the belt of warp turbulence, and and eagerly begins exploration of the other side. Although the passage was discovered due to the luck and skill of Telfin, the Mechanicus explorators managed to report the event to Everett first, greatly inflating their role in it's discovery.
M41.71: After an initial survey of the the area beyond the belt of warp turbulence, Telfin concludes that he's stumbled into a pocket of calm surrounded by turbulent currents, and discovers five worlds suitable for habitation. Everett, exercising his right as leader of the exploration fleet, grants two worlds to the Mechanicus to thank them for their "help", grants one to Telfin, and claims two for himself (although grants further holdings on those worlds to Telfin). Captain Telfin, after spending a decade trying to find a way through to this region, feels cheated out of his due reward. The area of space becomes known as Everett's Cauldron (again, much to Telfin's annoyance), and the worlds of Spetis, Semris, Varithan, Telfin's Hall, and Lorrian are colonized.
M41.72: Knowing the process will take decades or even centuries, Everett quietly submits a request for Sector status for the various colonies and holdings his fleet has discovered and settled. A touch optimistically, he includes a large tract of space spinward of the Carolingian Reach, and chunks of space beyond the Cauldron as part of the "Sector", figuring his fleet will have explored those regions anyway by the time the application is reviewed. He also slips a clause in that would give himself and his descendants stewardship over the fledgling sector.
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So, there's part 1. I wanted a relatively young sector, but not one that's only existed for a century or two. Part II, which will include the expansion into the Grace Worlds and the formation of the Sector proper, will happen at some point, hopefully soon.
Reds
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Post by Shostak(AWOL) on Sept 13, 2012 15:35:03 GMT -5
This is fantastic Reds! I haven't had time to do more than read the sub - headings that interested me, but I look forward to when I can sit down and read this properly.
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Post by RedsandRoyals on Oct 21, 2012 19:23:40 GMT -5
So, due to my time being taken up by another writing project a bit similar to this, and the fact that XCOM has been eating my life, updates for this thread will be thin on the ground for a bit. I'll still try to post stuff now and then, but if anyone wants to see me tackle any particular aspect or has questions about how to do it, let me know here or via PM.
Reds
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Post by RedsandRoyals on Feb 21, 2013 15:41:30 GMT -5
LIIIIIIIIVE! *waves arms in a dramatic fashion* So, I'm raising this thread from the dead because I'm going to be expanding the project to include the frontier region beyond the Laentus Sector, and I figured I might as well stick it here instead of just making a new thread. For those of you who play the various 40k RPG series, this is basically going to by the Koronus Expanse to Laentus's Calixis sector. For those of you who have no idea what that means, I'm adding a whole region of unclaimed, untamed space filled with all sorts of strange and, hopefully, interesting goodies. If that strikes your interest, then watch this space! *Edit* And here it is! Don't have a name yet for this area of space, that will come in time. I'll fill in more details below at a later point. A couple notes about the map key... -"Anomaly" just refers to anything that isn't a planet or a system, so a space station, warp storm, or ship graveyard could qualify. -"Barren" refers to worlds that have no atmosphere whatsoever, or are otherwise so unsuitable for life that they might as well be total wastelands -"Xeno Held" means the planet has some sort of indigenous alien civilization, although the level of tech advancement may vary. -"Unconfirmed" is just that. These worlds are myths, or stem from unreliable reports that cannot be verified. Everett's BasinEverett's Basin is the area most familiar to the Imperium, and has the first, and so far only, official Imperial colony beyond the official edges of the Laentus sector. Unfortunately, it's also the location of Tekra and Povel, which are "slathered" with Orks, in the words of the Imperial Navy captain who first located them. Unfortunately, the greenskin presence has hindered further exploration and exploitation of both the Basin and the regions beyond. Worlds, Systems, & AnomaliesTekra Povel Vanguard Abrian's Vault Crystallos Reaver's DropThe Reaver's Drop isn't so much a proper region of space as a small handful of systems that are plagued by pirates, reavers, and other outlaws that have been classified together for convenience. The few exploration expeditions into the area report the systems are mostly devoid of anything interest, and the handful of stars in the region are circled only by asteroid belts and dust clouds. Most vessels avoid the Drop, since the possibility of discovering something of value is outweighed by the near certainty of being attacked by pirates. Worlds, Systems, & AnomaliesThe Reaver Systems Sigma White X1149 Kobin's ExpanseAnyone who skirts the edge of the Drop will find themselves in Kobin's Expanse, named after the Navy captain who first scouted the area. Although the Expanse is a fairly large area, only a few worlds and systems of interest have been identified. The Expanse also contains the remains of a Xeno civilization that, for reasons known only to a handful of Administratum adepts, has been labeled SUI 4173.L1. Little is known about this ruined empire, and there are several parties in Laentus offering a substantial reward for anyone brave enough to launch an archeological expedition to the Expanse. Worlds, Systems, & AnomaliesLifeward Vetavia Bevil Devinia System The Trinity Husks Kobin's Station Preiculum WastesBy far the largest region, the Peiculum Wastes is largely unexplored, although the recent discovery of stable warp routes that avoid the Orks of the Basin have lead to more and more explorers seeking fame and fortune in the Wastes. A surprising number of habitable worlds have been discovered in the Wastes, and there has been discussion of establishing a space station on the other side of the Basin to act as a logistical base for colonization efforts. Worlds, Systems, & AnomaliesSholvarr Jorrest II Ers System Urian's Folly Banshee's Tears Radaan Drift Siryat System Whitecliffe Thessilay Narsian System Skorda Calumnia Rael Widow's VeilScreened by turbulent warp currents, the Widow's Veil has so far resisted any attempts to penetrate it by explorers. The only data on the area comes from a single mechanicus probe that cataloged several stars, as well as four possible planets. Interestingly, the last signal received from the probe sounded like a garbled transmission of a human voice. Worlds, Systems, & AnomaliesX115.U X116.U X117.U X118.U Tasic* McCann* *Technically these are undiscovered, simply putting them on the map for the sake of my sanity.
Reds
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