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Showing posts with label Mardannon Sector. Show all posts
Showing posts with label Mardannon Sector. Show all posts

Friday, February 21, 2014

Hereticus: Inquisitors

This is the first part of a set of expanded follow-ups to an older article, intended to update the information for a new frame of reference.  More general information on the Emperor's Holy Inquisition can be found here.  Dark Heresy will begin March 2nd, 2014.

The Ordo Hereticus in the Mardannon sector is spread far and wide across the nine major subsectors thereof.  The most influential of these Inquisitors are described below, together with a short history, modus operandi and other pertinent information.  All of this is considered to be common knowledge amongst Acolytes of the Inquisition in Mardannon.

Remember - innocence proves nothing.


Inquisitor Lord Shan Tsien Tiang
  • Philosophy - Recongregator (Radical).  Though most members of this faction do not openly speak in defiance of the Imperium, Inquisitor Shan has shown these tendencies in his words and speech.  Even if he's never said as much, his works show this clearly.
  • Background - Shan rose to prominence as a Witch-Finder in Vae Salubrious, though his world of origin is unclear and is likely from a barbarian world in another segmentum altogether.
  • Modus Operandi - Inquisitor Shan plies the sector, travelling from world to world investigating corruption of Imperial Governors and the Adeptus Administratum.  When he visits a world, he makes it a point to execute as many "witches" as possible - though it is believed by some that in many cases these "witches" were simply corrupt bureaucrats or officials that Shan didn't want to waste time prosecuting openly.  He maintains an ancient Falchion-class escort ship and a full contingent of Imperial Stormtroopers.
  • Recent Activity - For the last three decades, Inquisitor Shan has been a traveling "hanging judge" dispensing Imperial justice to witches and greedy, amorl or just plain uppity Governors.  He has garnered a reputation as a fierce and uncompromising figure of authority, while at the same time challenging the pre-concieved notion of how the Imperium should function.


Inquisitor Corvus Mandera
  • Philosophy - Amalathian (Puritan).  Operating largely behind the scenes, Mandera applies a soft touch to the institutions of the Imperium to root out threats to the stability of the sector.
  • Background - Tutored by the late Witch-Hunter Gruber Von Shlauss, Mandera's penchant for secrecy shrouds most of his history in mists of deception.  What is certain is that he was once an Acolyte for a powerful Inquisitor, and led cells of such agents to infiltrate several diabolic cults during his service.  
  • Modus Operandi - Mandera pursues cases of corruption in the ranks of the Guild houses of the Mardannon sector.  He has many contacts and is owed many favors by many powerful individuals across the sector.  Many cells of Acolytes are spread across the entire sector, and this web of intelligence brings him all sorts of terrible tales of treachery and heresy.  He remains in the shadows most of the time, working through his acolytes and directing them to infiltrate criminal plots and cults.
  • Recent Activity - Mandera personally oversaw the dismantling of a corrupted Imperial cult on Lucruzu Primus after his agents exposed an attempt on the lawful Imperial Governor's life.  Three months ago, he departed Lucruzu for Kelphis with a great many of his followers.



Inquisitor Abakum Lukyanov
  • Philosophy - Xanthite (Radical).  Lukyanov has been declared Excommunicate Traitoris by the Conclave Mardannon.
  • Background - Once a promising young Witch-Hunter, Lukyanov embraced the lore of psychic phenomena with gusto.  However, in recent years he has become increasingly unstable, conducting bizarre experiments with the psykers under his purview.
  • Modus Operandi - Before he was excommunicated, Lukyanov investigated acts of warp heresy involving possession.  He had very few Acolytes, and most of those that were known are now deceased.
  • Recent Activity - Lukyanov's dabbling in warp arts was exposed by an Ordo Malleus Inquisitor sometime in the last year.  Fleeing the denunciation and High Conclave on Ordavis, his current whereabouts are unknown.


Monday, July 29, 2013

Index Mardannon: Crusade Update 2013

Since 2004, we have been developing our little spot of the galaxy, which we call the Mardannon Sector.  Several sections of the zone have been detailed in our Index Mardannon segments, but today we're expanding the scope of the Index and adding an update to the running storylines and bringing everyone up to speed on where the state of Warhammer 40,000 campaigning rests.  This treatise examines the forces battling for dominance in the sector and where recent actions have left them.

Imperial Forces

  • Black Templars - The warriors of the Black Templars exemplify the determination of the Crusade to dislodge heretic and xenos scum from the sector.  However, with their defeat at Nydrazom during the Chaos Invasion they are disorganized and regrouping a large force of ships while attempting to direct the Imperial forces involved to avert further tragedies.  Now, the Black Templars make haste to Vae Salubrious after the failure of Assault Group Salerio to stop the Black Skull Raiders from reaching that system.
  • Ultramarines - Though they have not been seen since the Tessina Incursion (2006 campaign, not recorded), the Ultramarines chapter has pledged half a company to the Crusade.  They will rendezvous with the Black Templars upon completion of their muster at sector command...but that is subject to the vagaries of warp travel.
  • Dark Angels - Master Grigori of the Dark Angels pledged his Strike Force of half a company to the Crusade.  After a brief strategy meeting, the Dark Angels move toward Vae Salubrious.  However, there has been no contact with the Master Grigori's strike cruiser since it made warp jump from Pandaemus subsector.
  • Blood Angels - Assault Group Salerio was dispatched by the Crusade to stop Warboss Nokk's Black Skull Raiders from arriving in force at Vae Salubrious.  In this, they largely failed.  It is believed that portions of the Astartes section of the Assault Group survived, however no communications have been forthcoming.  Because of this, the Crusade turns it's sights on Vae Salubrious.
  • Crusader Guard Regiments - The Imperial armies that accompany the Black Templars in the main crusade fleet have been reorganized into two major groups:  the Strongpoints and Storm Groups.  In effect, the Novus Soldati and the mix of other surviving troop formations (called Revenants, since their original regiments have been destroyed) have been amalgamated into a new regiment with it's own fighting tactics.  Though they suffered greatly at Caelum Subterraneous, it is a direct result of that fighting that has molded these soldiers into the fighting force they are today.  A force that will be directed at Vae Salubrious.
  • Lumisi Geared Regiments - Along with the Crusader Guard, the Lumisi Geared Regiments suffered greatly at Caleum Subterraneous.  However, the sheer number of soldiers in these regiments allowed their commanding officers to sue for a command postion in the crusade, which resulted in the appointment of the Lumisi Colonel to the newly formed Crusade High Command.  The High Command is a council which consists of a representative from each of the Astartes chapters, the Grand Admiral of the Imperial Navy, and now the Lumisi Colonel, with the Black Templar Marshal at its head.  This is a major breakthrough for the normal humans on the Crusade as it puts the Imperial soldier's voice on the council.  These regiments made warp jump to Vae Salubrious a few weeks ago, but no further communications have been received by High Command.
  • Infinity Watch - Though they have been recuperating on their homeworld of Jade Ryu since the Ordavis Incursion, the chapter has not forgotten what it's duties are.  While the Crusade defends the worlds the Infinity Watch are sworn to protect, the chapter prepares all it's ships and manpower to rejoin the crusade and build new legends for the folk of Mardannon.  Soon, they will mobilize again and add a powerful force to the crusade's building momentum of war.


Chaos Forces

  • Umbral Stalkers Cabal - Wreaking havoc across the sector, the Alpha Legion have insinuated themselves into many of the most recent wars, including scouring Ordavis, maintaining outposts on Planet Nokk and the horrible fighting at Nydrazom which first bloodied the nose of the Crusade.  Though splinter cells pop up all over, all the time, the current strength and disposition of the Cabal is largely unknown.
  • Brotherhood of the Most Hated - The mad Chaos Warmaster Laserwulf continues his demented quest - to build a laser big enough to punch through the skein of reality.  He has crushed both Imperial and xenos civilizations in pursuit of this dream, and not since Khal-Duraas a thousand years ago has a chaos champion brought such destruction to the sector.  Currently, the Brotherhood has a commanding presence in the sector and even the Crusade itself is trepiditious about engaging his pirate fleet.
  • Bile's Band - The legacy of Khal-Duraas lives on.  The warband that once served him has found a new master, and they will soon return to bring terror and death to the Mardannon Sector.  Since they razed the hive of Vogen on Tetrazom, and annihilated the hives of Tessina they grew fat on their plunder.  Now, decades later they threaten to return to reap more of the carnage they crave, for their depraved rituals and indulgences. Soon, the sector will learn that Khal-Duraas did not fade into nothing...
  • Legion of Azu'kulman - Chaos begins to stir.  Though the warp is clearly visible in the night sky of most of the worlds of the Mardannon Sector, manifested as a great and terrible eye...trouble is brewing.  Over many worlds, increased psychic activity marks ill omens.  Could all of this be, as the Doomsayers claim, a sign that the Eye will soon open fully??


Xenos Forces

  • Black Skull Horde - The scattered ork kingdoms of Magnum Sierra are relatively quiet after Hive Fleet Mah'nunnah hit.  After thousands of years of being rounded up and coralled in Magnum Sierra subsector for thousands of years, the orks here follow the standard cycle of cull, buildup, Waaagh! and cull.  However, it pretty much guarantees a limitless supply of alien soldiers for any ork warlord who manages to create a supply chain...
  • Black Skull Raiders - The Black Skull Warlord Nokk is attempting to break out of Magnum Sierra and form a new domain!  If successful, the cunning Warboss could set the stage for a new ork Empire and the re-emergence of xeno power in the Mardannon Sector.  Currently his fleet is heading directly for Vae Salubrious, and all the forces the Crusade can muster are congregating there to prevent this.  However, the Warboss has pulled out all the stops and drove directly for the spiritual heart of Mardannon.  Imperial forces failed to intercept the xenos invaders, and now hope for the citizens of Vae Salubrious rests on the edge of a razor.
  • Eldar - Numerous Eldar factions have been flitting around the sector for many years, but not since ancient times before the Old Crusade have they been involved in much fighting.  A Swordwind known as "Killing Frost" has fought both in the alien warzone at Tangrus III (Nokk) and fought during the invasion of Nydrazom against chaos forces.  At the same time, the Dark Eldar Kabal of the Writhing Lash appeared during the Nydrazom engagement and fought with everyone, including their craftworld kin.  Yet a third eldar faction has been present in and watching the events of the Mardannon Sector War with great interest - the craftworld of Tetu'tethann.  As usual, all their goals and motives remain unscrutable, and they seem inhumanly capricious.  However, one thing is certain - eldar activity in the sector is on the rise.


Grim Outlook

The next few campaigns will center on these storylines.  Announcements as to the nature of those campaigns will take place at the appropriate time, but for now it's important to note how grim the darkness of the far future is.  There is ONLY war.

We have something here at the Wargate that a few of you might actually know about.  It's called the Master Campaign Record, or "MCR" for short.  You'll see more of this as we go on, but here's the basic gist.  There's a record of every game played at the Wargate for all campaigns, and this record also gives us a lot of information at a glance.  It helps us remember where campaigns took place, who won them (the "Victor") and who lost the hardest (the "Vanquished").  Yet it is more than that.  You see, there are other values that it tracks that I will talk about when I do an article on the MCR itself.

For now, we know these three facts from the information in the MCR:

  1. Bile's Band and the Brotherhood of the Most Hated are the most powerful forces in the Mardannon Sector.  They will become major plot points for the narrative going forward, until another force dethrones them.
  2. Chaos and Xenos are overrunning the sector.  The last several major wars have been clear defeats for the Imperials, and the effect is beginning to snowball the Imperial forces down the hill of annihilation.
  3. Almost every major Imperial military force has been Vanquished.  This means they suffered a crippling defeat.  Almost every major Chaos and Xenos force has been the Victor, without ever being Vanquished.  This means that almost every enemy force outclasses the Imperials.
It's not too late!  The sector can be saved, but not without a lot of grim and bloody fighting.  There won't be a status-quo to maintain if the aliens and xenos decimate the sector.  Sign your troops up today for next year's Warhammer 40,000 campaign!

The Imperium needs you!



Friday, January 18, 2013

Index Mardannon: Pandaemus Subsector


Pandaemus Subsector









1
Travertine's Dock

1






2
Pandaemus Offensio








3
Malificus Aestus

2

4




4
Kordent






5

5
New Waco


3




























The Colonial Frontier

Many of the worlds in the Pandaemus subsector were won with fire and steel between two and five thousand years past, with some such as Travertine’s Dock colonized during the Old Crusade.  A few are relatively newly colonized, such as New Waco.  What they all share, however, is a deep and abiding feeling of collectivity, stemming from the fact that most of these worlds were promised to retired Imperial Guard regiments.  Those martial traditions still exist today, together with the instilled feelings of propriety that the original settler’s descendants feel about their worlds.

In Pandaemus, space travel within the sector is very common, and most citizens are quite aware of the Imperium and the larger galaxy.  The effect is that this place is one of the wildest zones in the Mardannon sector, teeming with pirates, rogue traders and other riff-raff of the Imperium and beyond.  The subsector’s Battlefleet is stretched very thin dealing with these raiders, not to mention overt threats such as the xenos breeds of Necrons and Orks.


Travertine’s Dock System

  • Travertine

    • History:  During the Old Crusade, this world was quick to join the fold of the Emperor’s Grace by aiding the Imperials as they made planetfall.  The citizens were not advanced, but soon came to call their world by the Imperial name for it – Travertine, after the commander of the original explorator fleet that discovered it.  The hereditary nobles of the world became Knight Houses renowned all across the sector, though in recent years there are only a handful that still exist. 
    • Geography:  Travertine is a world covered by nearly seventy percent water.  There are a few minor continents and three major ones, all are in very good condition ecologically.  The planet itself is largely temperate and comfortable to humans. 
    • Inhabitants:  Travertine boasts a large and productive population, and is centered around a type of sprawling city called a “megaplex” rather than a traditional hive style.  Space travel is fairly common, and a majority of the population has been off-world, at least to a moon or further in-system. 
  • Mierax 
    • History:  Mierax is actually the first habitable world that the Old Crusade found in this system, but was deemed much too cold to colonize.  After the success at Travertine and the resources available in-system at Roth’s Mirror, the Mechanicus set about modifying Mierax’s atmosphere to retain more heat.  Around five hundred years later, the planet retained massive amounts of water and oxygen and was declared ready for colonization. 
    • Geography:  Mierax is further from its’ sun than Travertine, and is much colder in climate.  The land is very rough, with many insanely high and jagged mountains and deep, shadowed valleys.  Much of the water on this world is frozen, and semi-liquid gaseous oceans form above the ice in the deepest recesses and highest peaks of the world, creating a very thick cloud cover that precipitates mist all the time.  There is very little livable land, and it’s only within a certain altitude band that humans find a relatively non hostile environment to build standard hives. 
    • Inhabitants:  Hives exist both in the optimal altitude band, known as the Optimus Band, and in the deep recesses of what should have been Mierax’s seas.  In the atmosphere and highest peaks, hives also exist, though those above and below the Optimus Band are sealed air locked against the semi-liquid clouds, which are pervasive and too clogged with water to breathe.  However, the clouds possess a large amount of chemical reagents that can be processed and exported throughout the sector, and remains this world’s livelihood. 
  • Roth’s Mirror 
    • History:  The gas-giant of Roth’s Mirror is the reason the Old Crusade came to what would be called the Travertine’s Dock system.  A huge, silver orb shining in the night sky, it is laden with unlimited chemical storms and mineral gases intensely valuable to the Imperium.  It became known to the Old Crusade’s fleets via long range outrider patrols looking ahead for worlds that might be valuable to the crusade. 
    • Geography:  Roth’s Mirror is a gas giant ringed by a large and dense asteroid belt.  Stations have been set up at intervals in geosynchronous orbit with the planet to monitor the movements of the chemical storms and harvester fleets that are constantly sweeping the planet’s surface for various resources. 
    • Inhabitants:  The inhabitants of Roth’s Mirror live primarily in Belt Stations located at various locales around the perimeter of the asteroid belt.  These stations have various functions; some are processing plants for the various harvests brought back from the planet.  Some stations are devoted to demolition of asteroids that stray too far into the inner orbit.  Some are simply hab stations where the workers dwell, but they are all highly advanced.

Pandaemus Offensio System

  • Canis Aedilis 
    • History:  The world was once a cultivated agri-world, a product of the Explorator fleet that set about terraforming the worlds of this system during the end of the Old Crusade.  For almost a thousand years, it was productive and vital, and the system showed signs of great prosperity.  However, almost one hundred years ago a massive space hulk smashed into this world, carrying innumerable orkoids.  They spread across the planet, and even built new system ships to carry them across the system.  Ever since, this world has been struggling to survive against the tide of greenskins. 
    • Geography:  The world is actually quite nice for a world that was terraformed fairly recently.  It consists of several continents that are covered with various ecologies, and the planet itself is temperate in climate.  The atmosphere is thin, and at the highest elevations the oxygen levels drop dramatically. 
    • Inhabitants:  The Explorator colonies still exist, but are in a constant state of warfare with the greenskins from the Sky-Hulk.  They now resemble armed and guarded plantations, with most of the military resources devoted to guarding what harvests can be safeguarded in the massive city compounds. 
  • Concipio Canticum 
    • History:  This thick jungle planet is in the last stages of terraforming, and its ecosystems are just beginning to blossom.  It has been the home of several large Explorator colonies which dot the landscape in huge agro domes.  It has remained largely untouched by the greenskin onslaught due to the Mechanicus defense platforms in orbit, which forbid entry to the planet until it is more suited to the Emperor’s will. 
    • Geography:  The landscape of Canticum is a primordial jungle rife with volcanoes and other seismic activity.  Vast jungles dot the land and the planet itself has a large volume of salt water.  There are four main continents amid the vast oceans, and scores of smaller islands and archipelagos. 
    • Inhabitants:  Only the beasts of Canticum are known to dwell upon the surface.  Most ork craft approaching the planet are simply destroyed by the orbitals, and the Explorator colony forbids Imperial ships to land on the planet unless accompanied by the Mechanicus themselves.  All sorts of feral predators and animals exist on the surface, and creatures of vast proportion dwell in the oceans. 
  • Quaestio Argus 
    • History:  Quaestio Argus shares a similar orbit around the binary suns of Pandaemus Offensio as Canis Aedilis.  A single colony was established here, and though the planet did not have to be terraformed, existence was hard. The Explorators here were charged with making the earth productive while the vast majority of the fleet concentrated on Canis, which was more suited to the Emperor’s needs of the time.  For the next several thousand years, the Mechanicus here would work to make this a thriving world.  However, for the last century orks have been running rampant over the surface, turning this once peaceful world into a one of blood and iron. 
    • Geography:  A temperate world with slightly lower temperatures year round, Quaestio still has large areas of rocky crust jutting forth from the oceans, forming continents of unworkable rock.  The best areas in the world have been made into arable land thousands of years ago, and the Explorators continue their work to this day. 
    • Inhabitants:  Many of the people living on Quaestio Argus live a feudal existence, ignorant of the Imperium at large and dependent on the Mechanicus to exist.  The population is allowed to govern itself, and the men of the world have divided it up into kingdoms.  One of these is appointed High King, until his death.  The High King is the liaison with the Mechanicus also inhabiting the planet.  For the last one hundred years, their technology and contact with the Imperium has dwindled so much that now most men have to meet the orks falling from space or emerging from under rocks armed with crude powder pistols and swords.  

Malificus Aestus Subsector

  • Caelum Subterraneous

    • History:  This system’s star is huge and blue, and the first habitable planet in the system is over three times as far away from its sun as Earth.  Visual conditions around the star cause the human eye to see it as blue, even though most of its output is in the ultraviolet range.  After the founding of the hives on Inlustro Veritas, Explorators were sent to assess the planet’s value to the Emperor and found numerous materials suitable for use in the Emperor’s armies.  They colonized the planet and have been working here for almost three thousand years.  Since the Explorators arrived, the world has been riven with wars amongst the Mechanicus factions stationed there. 
    • Geography:  Most of the planet is flat, with very little atmosphere.  Explorator Colony Domes dot the surface, with a few large connected and covered thoroughfares connecting them.  Under the surface, the world is cavernous – to the point where that’s where everyone lives.  The domes simply connect to the underground factories and hab complexes of the Mechanicus. 
    • Inhabitants:  Originally seen as a barren rock with little to offer, Explorator colonies have been set up here and dot the planetoid’s surface, but most of the life is underground.  A tech-heresy of great magnitude was once said to take place here, and now the populace is divided between the official version of the Omnissiah’s faith and the apostate version that has been handed down.  Militant groups have repeatedly gained control of Skitarii weapon systems and brought the world to war.  Currently, the situation is one of extreme wariness and spiritual tension. 
  • Inlustro Veritas 
    • History:  Returned to the Emperor’s Fold almost three and a half thousand years ago, the people of Inlustro Veritas were a strong willed and technologically advanced strain of humans.  They readily accepted the Emperor, remembering him from their tales of the Star-God who fought back the beasts of the Old Night.  Since then, they have worked hard to stand tall as servants of the God-Emperor. 
    • Geography:  Inlustro Veritas is a very dark world, with little of the sun’s blue light making it to the surface as the atmosphere is perpetually bathed in dark clouds.  The planet itself consists of almost 16 different continents separated by heavy saline oceans, but most of the surface is dusty white sand. 
    • Inhabitants:  The folk of this world are hard working hivers who venerate the Immortal Emperor as men should – by letting their faith drive their work and (less commonly) their play.  They are grim and dour by most standards, but take such pride in their toil that they stand as model citizens across the galaxy.

Kordent System

  • Kordent 
    • History:  Terraformed only a little over two thousand years ago, most of the arable land had long been plotted out and marked by the magos biologis for growing biomass food products.  Populated mostly by the Magos and their serf laborers, Kordent is almost idyllic by the standards of the Imperium. 
    • Geography:  Covered with seas and small continents, the planet Kordent has many different topographical elements.  Mountains, deserts, forests…all those are present on Kordent.  The most inhospitable part of the planet, however, is the southern climate band.  The planet is slightly closer to its sun than it’s neighbor Lumis, and the axis tilts the southern hemisphere towards the star.  In the south, burning deserts thwart life.  In the north, glaciers crush ever southwards. 
    • Inhabitants:  The inhabitants of Kordent are a curious lot.  They are very dependent on their agri-machines for day to day life, and know a great deal about the planet they live on.  They are aware of the Imperium but do not really care – there are few visitors to Kordent, mostly from nearby Lumis.  However, as one of the pristine agri-worlds in the sector, large ships can be seen in the sky more often than not. 
  • Lumis 
    • History:  Originally established as a base of operations for the Old Crusade, this fortress world was established nearly four thousand years past.  Since then, it has grown a strong military tradition and is one of the most heavily defended worlds in the sector.  From this position, most of the subsector was conquered and consolidated under the power of the Immortal Emperor. 
    • Geography:  Lumis has little surface water in the form of oceans, but massive rainfalls on the northern hemisphere that turn much of the plains to marsh-fen.  There are also huge mountain ranges housing Imperial training facilities, as well as arctic deserts in the southern hemisphere.  All of these features are dominated by the Imperial military machine. 
    • Inhabitants:  The inhabitants of Lumis are of a proud warrior tradition deeply steeped in the culture of the Imperial Guard.  There are several types of Guard formations that the Lumisi train and field in the wars around the sector, the most famous of which are the Lumisi Geared Regiments, consisting almost entirely of mechanized infantry.  The Imperial authorities around the subsector also make use of Interdiction Teams from Lumis, who are trained in handling subversive populations on Imperial worlds.

Gregoriam System

  • New Waco 
    • History:  A backwater even when it was founded, New Waco has been a place for the dispossessed to flee for over two thousand years.  Protected from much of the galaxy by Kordent and pretty much out of the way of everything else, this planet has grown a civilization out of the burgeoning population of transients and workers. 
    • Geography:  Much of New Waco is wasteland, either desert or rock barrens.  The few patches of arable land are home to great agri-domes or cities.  A few of the cities are truly major, and span hundreds of miles along the surface of the planet.  There are few seas on New Waco, and most have a high salinity value.  Even the rain has a high level of salt, and there are salt flats in many areas. 
    • Inhabitants:  The people of New Waco are a tolerant lot.  While there have been many outbreaks of violence on the planet, no major conflicts have risen here except perhaps a few Redemptionist purges, which are usually put down by the Arbites fairly quickly.  Many disparate lots of folks who try to eke out an existence here, but war has left the place remarkably untouched. 


Tuesday, January 24, 2012

Index Mardannon: Urbanus Scapulare Subsector

Urbanus Scapulare Subsector









1
UrbanusTotalus


1

2



4
2
Tetrazom











3
AegisBrutalis










4
Silencia





3




















































The Steel Heart of War

Outside of the lone stronghold of Imperial might, the entirety of Urbanus Scapulare subsector is embroiled in titanic war.  From Urbanus Totalus, the war for the subsector is plotted by some of the best minds in the Imperium.  Indeed, Urbanus Totalus has a long history of powerful warlords, and the planet Refugium is a shrine world dedicated to the Warmaster of the Old Crusade, Kiernan Mardannon himself.

The struggle has become rather one-sided of late.  Unfortunately for the Imperium, many different enemies have brought war to different portions of the subsector.  Xenos overrun several worlds, even systems.  Heretic armies push across the void from a star so ridden with Chaos that daemons cluster upon the surface of its worlds.

Hope is not lost, however.  With Battlefleet Scapulare gathering in force at Urbanus Totalus and the mobilization of no less than ten Imperial Guard regiments from across the sector, the Imperials have one final card to play – a subsector wide crusade meant to rip the fight from the foes of man and fling them back into the starry abyss from whence they came.


Urbanus Totalus System

  • Urbanus Mundanus 
    • History:  An ancient world that belonged to tribes of men before the Old Crusade, Urbanus Totalus was brought back into the fold of the Imperium after centuries of being lost, cut off by massive Warp Storms in the region.  Ancient hives teem across its surface, having been made in pre-Imperial days of the Age of Strife.  They have been added on to in the countless centuries since, and now Urbanus Mundanus is a place almost totally covered by the endless sprawl of the hives. 
    • Geography:  Urbanus Mundanus appears as a mass of tiny lights from orbit, some in massive circular patterns denoting the bulk of the old hives from long ago.  Almost all of the sea has either been boiled away or is built over, so that much of the sprawl actually rests atop the seas or contains it in massive and ancient aqueducts. 
    • Inhabitants:  The people of Urbanus Mundanus are inured to some of the most hellish conditions in the Imperium, and also a great many of its perks.  Therefore a great many different kinds of folk can be found amidst the endless sprawl, from hideous mutoid looters skulking in the Forbidden Depths beneath the seas or indeed, the most decorated officers in Battlefleet Scapulare. 
  • Galbinus Perbeatum 
    • History:  Also belonging to the same pre-Imperial collection of human space-faring civilizations from the Age of Strife as the nearby Urbanus Mundanus, this world hasn’t been developed as severely.  The bulk of the Imperial presence here is actually in the sky, where a massive array of space platforms, satellites and moon bases provide the base of operations for subsector Battlefleet Command.  The people below are knowledgeable Imperial citizens who are amongst some of the most well-traveled folk in the entire Imperium. 
    • Geography:  Consisting of 3 large continents and 5 smaller ones, Galbinus enjoys a great deal of ecological preservation.  Large areas of wilderness still abound, even though the surface of the planet has been developed to a great degree with large and medium size cities. 
    • Inhabitants:  The residents of Galbinus Perbeatum typically belong to some Imperial Office or Guilder Trade Union.  Almost every citizen will belong to an identifiable official body, a by product of the presence of the Battlefleet Command and inscrutable security measures in place by the Administratum.  
  • Refugium 
    • History:  Refugium is one of the oldest settled planets in the subsector.  Almost five thousand years ago, the people who lived on Refugium were quite happy to see the Imperial fleet arrive, just in time to destroy an ork pirate fleet that had besieged the planet’s defenses.  Warmaster Mardannon lived here after the Old Crusade had come to an end, and after his death Refugium was declared a holy place – a shrine world to the liberator of Urbanus Totalus. 
    • Geography:  Refugium has nine continents and a temperate climate, with drinkable water (in some places) and breathable air.  Most of the inhabitants live in Imperial cities on the largest habitable continent, located in the western hemisphere.  
    • Inhabitants:  By and large, the populace of Refugium go about their day as people on an ideal Imperial world would do, however the Ministorum in very present in the social activities of the everyday citizen.  Rites honoring the Emperor and the Saint are carried out daily, and folk are told much about the hostile galaxy in which they live and are protected from by the Imperium.

Tetrazom System

  • Tetrazom Tertius 
    • History:  Once a majestic agri-world terraformed flat almost three thousand years previous, Tetrazom Tertius is now infamous throughout the sector for the massive attacks upon it by outside forces.  Nearly fifty years ago, the planet was settled by an enclave of Tau from the other side of the galaxy.  Soon after, it was enveloped by a tide of Orks and Chaos.  It has never recovered, and is nearly lost entirely to the Imperium. 
    • Geography:  Though composed of five large continents and three smaller ones in a favorable temperate climate, the planet is one of the most hostile in all the sector.  Orks, servants of Chaos and aliens all stalk the wildernesses between the Imperial cities, and in some cases inhabit the fallen cities themselves, as is the case with the emerging Tau nation. 
    • Inhabitants:  Imperial strength is still strong in many places on the surface and in the asteroid mines in deep orbit further out in the system.  However, there is rampant lawlessness in areas ravaged by orks or Chaos champions.  Many Imperial citizens have betrayed the Emperor and made pact with the xenos Tau, who have fortified cities they have taken from the Imperium.

Aegis Brutalis System

  • Novus Fideles 
    • History:  Nearly five thousand years ago, during the Old Crusade, Imperial forces encountered a temperate planet with an indigenous warrior culture.  Swiftly integrated into the Imperium, the people of Novus Fideles have continued that tradition throughout their service to the Emperor.  The Scion Houses of Novus Fideles and their Knights provided a valuable defense, but now their world has been sundered by xenos monstrosities from Hive Fleet Kraken.  One year ago, a dormant hive ship slipped into the system and began the tyrannic cycle. 
    • Geography:  Composed of several topographic features spread across 8 continents, Novus Fideles is a large and lush world not too spoiled by mankind’s industry.  However, large portions of the inner continents are being subsumed by a growing tyranid threat. 
    • Inhabitants:  The inhabitants of Novus Fideles are technologically advanced, but feudal in their day to day mindset.  Here we see peasants and knights alongside lasguns and tyranids.  The cultures shock can be strong for visitors, and less so for the Fideles, who tend to get over such wonders quickly due to the influence of the Forge Worlds at Incendia Paeniteo…they’ve seen great wonders and accept them as the work of the Emperor. 
  • Excerpo Infideles 
    • History:  The forge-hives of Excerpo Infideles were erected almost four thousand years ago, after the Mechanicus completed the terraforming of a planet close to Novus Fideles in the same system.  Since then, the hives have produced Knights and their armaments, though not to the extent of full blown Forge Worlds.  Now, fragments of Hive Fleet Kraken have infested the system and draw strength while gathering in the barren wilds of the planet. 
    • Geography:  Excerpo Infideles is a barren planet, with little water save greenish bodies high in saline and in some cases, a corrosive acid.  Four large bodies of water exist within the barren expanse, though they are not safe for consumption.  Little other life exists on the planet, and what does is invariably inimical to human life. 
    • Inhabitants:  The few inhabitants of the planet are either hive workers or Mechanicus adepts.  Currently, the population defends the hives from the tyrannic assault while holding out for Imperial aid.  We can only pray to the Emperor himself that it arrives in time.

Silencia System

  • Silencia Majoris 
    • History:  Three thousand years ago, Silencia was discovered by explorator fleets in Urbanus Scapulare.  The indigenous humans were feudal level, and steeped in mystical lore.  Imperial wisdom soon prevailed, and Majoris became a thriving Imperial world.  However, five hundred years past a terrible warp storm brought legions of Chaos to the world, and soon reality cracked apart to create a full blown daemonic infestation.  A quarantine station was set up outside the system, and the system remains uninhabited to this date – except by the daemons of chaos upon its tortured surface. 
    • Geography:  Most of the records of Majoris were deleted, but infrequent patrols through the system show a planet in major volcanic and seismological upheaval.  The continents seem to shift about, and rivers of molten lava flow freely upon the surface. 
    • Inhabitants:  None known.  All Imperial citizens were purged or evacuated hundreds of years ago.  The only Imperial presence in the entire system is a deep space quarantine station used by the Navy en route out of or into the sector.  The station is heavily guarded by many Navy warships, but is limited to authorized personnel only. 
  • Silencia Minoris 
    • History:  Silencia Minoris is a small planetoid in the outer portion of the Silencia system, and is widely believed to be a base for interstellar pirates, most notable a large contingent of Chaos Space Marines.  The disposition of these alleged resources on the planet is unknown.  Indeed, even the presence of the arch-enemy’s forces here is unverified and only speculated at in the highest circles of the Inquisition. 
    • Geography:  Silencia Minoris is a barren, frozen rock riddled with miles-deep caves.  It has no atmosphere. 
    • Inhabitants:  Unknown, suspected renegade Space Marines, Chaos Space Marines and other undesirable.