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Subsector Markayn v0.6

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Subsector Markayn for 40k tabletop campaigns or 40k RPGs.
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7/21/2019 Subsector Markayn v0.6 http://slidepdf.com/reader/full/subsector-markayn-v06 1/31  Markayn Marches  Overview  Sub-sector map  Worlds
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Markayn

Marches  

Overview

• 

Sub-sector map

• 

Worlds

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Chapter IV:

MarkaynMarches

The Markayn Marches subsector lies coreward and spinward

of Scintilla. The sub contains several hive worlds and three

forge worlds, making it an important industrial centre. The

Markayn sub is also an important transhipment point, for the

majority of viable routes leading to coreward pass through

here.

OverviewThe Markayn Marches can be divided into two separate

regions; the Core and the Outback. The befouled hive world

of Solomon lies at the heart of the Core, bound by ties of

commerce and industry to the other hives and forge worlds

of the subsector. Outside of this tightly bound group the vast

reaches of the Markayn stretches on, seemingly forever, with

only a handful of planets worth mentioning.

Because of its strategic location and the existence of

Solomon as a staging point, the subsector experienced rapid

growth early in the sector‟s history. The Markayn

experienced what amounted to a golden age from the early

centuries of M40, up until the War of Brass 738-741.M40.

It was the rebellion of the important hive worlds of the

Gelmiro system that upset the equilibrium and changed the

fate of the subsector. With a third of its industries lost and inthe hands of a heretical madman, the rest of the subsector‟s

industries were turned to war and war alone. Solomon was

officially transferred to the control of the Departmento

Munitorum, ending the long reign of the Haarlocks.

The war was won, but the Markayn Marche‟s economy had

taken a blow from which it failed to recover. The worlds of

the Gelmiro cluster were never recovered or restored,

merely savaged and left to rot. Intersector trade fell to an all -

time low as once-safe warp routes fell out of use, depriving

the wealth-starved hives of Markayn of much needed

income.

Of late the Markayn Marches has experienced an upsurge in

activity as more and more wars flare up in and around the

sector. The Spinward Front and the Achilus Crusade in

particular have revitalized the subsectors military industries

and forced the Adeptus Terra to find new warp routes into

the Calixis sector  – all of which pass through Solomon and

the Markayn Marches.

 Although the Markayn Marches cannot compete with the

Golgenna Reach or the Malfian sub, it is definitely a

contender, together with the Drusus Marches, for the third

spot in the league of Calixian subsectors.

 Principal Warp routesSolomon is the main warp hub of the Markayn Marches. It

was not coincidence that made the planet the seat of the

House of Haarlock, but rather the many stable paths through

the warp leading to and from here. For thousands of years

since the warp routes leading to the capital of the Markayn

have been steadily catalogued and expanded upon. Onlywhen travelling to the distant corners of the subsector, to

places like Fedrid, Klybo, or Calistra, must captains travel

along slow or perilous paths through the warp.

Solomon is also well connected to both the Golgenna Reach

(Merov and Iochantos) and the Josian Reach (Canopus and

Hredrin) by major warp routes. Finally there are several

routes leading from Solomon, via several stopovers, to

Ixaniad sector, making the Markayn the primary route to the

core of the Segmentum and beyond.

 Points of interestSolomon is by far the most important place in the Markayn

Marches, but there are many other notable locations.

Solomon:  The subsector capital is a foul, poisoned hive

world, covered by long-abandoned industries and failed hab-

stacks.

Chancellery Court: This vast courthouse is run by the

Departmento Munitorum on behalf of the greater

 Administratum. It covers what is essentially Imperial Civil

Law, effectively making it a court of appeal in matters of civil

litigation. 

House of Dust and Ash:  The old mausoleum of the

Haarlock clan. Located on a remote island  – the only part of

the planet left to this extinct Rogue Trader house.

Prol:  The main Administratum records for the sector are

archived on the many dead worlds of the Prol system. Fast

running out of archive space.

Gelmiro:  The Gelmiro system was once the pride of the

subsector, a glittering jewel with three hive worlds, astride

the most important trade route into the Finial sector. Now it is

a wasteland, devastated by all-out war a millennium ago,

and never rebuilt.

Belacane:  Easily the most important forge world in the

Markayn Marches. Famous for its stasis technology.

Infamous for its bureaucracy, and stern adherence to rituals

and rote.

Karrik:  Icy death world in the Markayn outback. Ogryn

warriors ceaselessly give battle against an infestation of orks

here. Ogryns from Karrik are sometimes recruited by the

Imperial Guard.

Dramatis personaeListing all the important personas of the capital sub is futile,

but here are a handful of the really powerful ones.

Prefect Garth Jarndyce: Subsector governor. Jarndyce is a

former high-ranking Administratum adept. As he is not the

Imperial Commander of Solomon he lacks the usual power

base of his peers. He makes up for it through creative trade

tariffs and claims made through the Chancellery Court.

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Cardinal XXX:  Solomon is also the Cardinal world of the

Markayn Marches, due to the presence of XXX.

Court leader: Head of the Calixian Arbites.

Admiral: Ranking officer of the Imperial Navy. Stationed at

Port Wrath.

Inquisitor:  Leader of the Calixian Conclave. At Hive

Sibellus, Scintilla.

The Techmage Lords of the Belacane: The leaders of the

Belacane forge world are as stifled and reactionary as they

come. It can take years to process even the simplest of

requests. Often no reply is ever given.

Captain Borosa:  Easily the most infamous pirate of the

Markayn Marches. Formerly a Battlefleet Calixis officer,

Borosa was stationed in the Gelmiro system when the

rebellion broke out. He turned traitor, and was cursed for his

heretical ways by the Cardinal of Gelmiro. For the past

millennium Borosa and his vessel, the cruiser Osiris, have

plagued the Calixis sector and beyond.

WorldsThe Markayn Marches comprises several more systems

than are listed here, but these are hardly more than

outposts, or at most struggling colonies. Such worlds are

primarily found in the Outback  –  the diffuse region to

spinward of the civilized worlds around Solomon.

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Balecaster (Skorn)Balecaster is an Imperial feudal world in the Markayn

Marches sub-sector of the Calixis Sector of the Segmentum

Obscurus. Known to its inhabitants as Skorn, the planet was

settled by Mankind many millennia ago. The planet has long

since fallen back to a feudal level of technology and written

records of its history are all but non-existent.

+++PLANETARY DATAFAX+++

Location: Obscurus/Calixis/Markayn 

Position: X/Y/Z

System data: Balecaster orbits a pair of early identical twin

orange stars called  Ataris (K5 V) and Justinian (K6 V). The

stars orbit one another very closely, and share a common

planetary system. Five worlds orbit the  Ataris-Justinian 

system. Only Balecaster is habitable, but the Governor

maintains his palace-fortress on the dead world of Crucible.

I Superjovian (0.800 AU). This supermassive gas giant orbits

very quickly and closely around the pair of stars at the heart

of the system. It has no moons.

II Balecaster   (1.120 AU, Orbital period: 387.164 days,

Rotational period: 22.5 hours, Radius: 6750 km, Density:

0.897 Earth, Mass: 1.062 Earth, Surface Gravity: 0.949 G,

Surface area: 1.122 Earth) is a rocky terrestrial world with

moderate tectonic activity, volcanism, and magnetic field. It

has a single moon, not until Earth‟s Luna in size and

composition. 

III Rocky supra-terrestrial (2.240 AU, Mass: 41 Earth). This

failed gas giant sits between Balecaster and Crucible. An

ancient distress signal, probably of xenos nature, has been

broadcast from the surface since before the Angevin

Crusade. It has a trio of small moons.

IV Crucible (4.704 AU, Orbital period: 3332.50 days,

Rotational period: 40.2 hours, Radius: 4750 km, Density:

0.760 Earth, Mass: 0.314 Earth, Surface Gravity: 0.566 G,

Surface area: 1.122 Earth) is a rocky terrestrial world with no

tectonic activity, no volcanism, and no magnetic field. It is a

dead world, with only a trace atmosphere and extremely cold

temperatures. The system‟s governor maintains a fortress-

place here. No moons.

V Sub-jovian (8.938 AU). Small, cool gas giant with an

unusual atmospheric composition that makes it appear ochre

in colour. It has seven small, icy moons and an extensive

ice-ring.

Planetology: Skorn is a nice place, as far as climate and

other planetary conditions go. The atmosphere is breathable,

weather patterns generally agreeable to human habitation,

and so forth. Scorn has one main continent and two

substantial island-continents, plus a large number of islands.It has an extensive ocean cover (79% of the planet‟s

surface).

Biosphere: The ecology of Skorn is mostly native, with only a

few introduced species including bovines (grox), equines,

and canines.

The apex-predators of the world are the Bonehunters,

because they are both savage and possessed of a

degenerate human-like intelligence that makes them cunning

and unpredictable.

The only creatures that rival the Bonehunters, at least in

wilderness areas, are the numerous unclassified species of

large native cats, similar to Terran tigers but possessed of

larger incisors and having shaggy pelts that are more suited

to camouflage. Poisonous insects and invertebrates are

uncommon, mainly being found in the desert regions,

particularly scorpions and poisonous catcher-plants. The

skies of Skorn are no less peaceful than the land or the sea,

and raptors are so plentiful that they often resort to huntingeach other for food. The largest aerial predator is a black

night-hunting bird with large forward facing eyes, like an

own, possessing over-developed claws and incredibly

powerful legs that can break a man's arm. Small animals are

locked up at night, but larger animals that herd are usually

safe if in numbers and if carefully watched.

Classification: Feudal World.

Tech-tier:  Feudal (Imperial for the Governor and his

people).

Population: 700 million (on Skorn). 1.2 million (the

Governor‟s enclave on Crucible). 

Government: The surface of scorn is divided between three

distinct human cultures that vie for supremacy. Each culturehas an ever-shifting array of kingdoms, empires, and lesser

domains. The Imperium has no official contact with any of

these. Instead governance falls to the Imperial Commander

of Balecaster, Rear Adiral (retired) Dorius Greyson. A former

naval officer, Dorius established his hold over Balecaster

after the last governor failed to meet his tithe requirements

(Dorius takes care not to make the same mistake).

Adeptus Terra:  Minimal. None on Skorn. Handful of

 Administratum Adepts and a small Precinct-Fortress of

 Arbitrators on Crucible.

Society:  The Adeptus Administratum believes that first

human settlers arrived from Scarus sector around M36

(Calixis was not yet an Imperial sector back then). They

displaced the local indigenous population of sentients (who

are now called Bonehunters). Some scholars havepostulated an even earlier colonisation attempt by humans,

putting it around M20, based on extrapolating the paths of

ancient colony ships. However, no trace of such a colony

has ever been found, but it is possible the settlers and their

works were wiped away by the hostile Bonehunters.

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Skorn consists of one main continent and two substantial

islands, upon which there are three civilisations that the

Imperium recognises. Encroaching on the north-western

island and dominating the central continent is Gotland, a

grim land of even more grim people ruled by the tyrant King

Regent Tileon. Spanning the edges of western continent

from north to south, and with pockets of settlement all over

the planet are the Omorians, seers, dabblers, and

Machiavellian plotters. On the eastern island and the mosteasterly portions of the western continent is Machria, a land

with a violent martial history, as well as a staunch tradition of

enslaving their enemies. Each civilisation seeks only to

conquer the others, and they have existed like this for as far

as the three peoples can remember.

From this conflict have come many exceptional warriors

suitable for recruitment by the Imperial Guard. Recruitment

of entire regiments are regular events, and all the local rulers

ask for in return is enough high-technology to keep their

strangleholds on power. On Skorn, it is said, a warrior with a

lasgun can become a king!

Economy:  The Governor of Balecaster keeps the local

kingdoms in line by offering them access to high technology

(so they can maintain their control of their populations). In

return the Governor requires grants of men, recruits for the

Imperial Guard (his tithe obligation).

The Governor is very careful not to allow any smuggling in

his domain, as it would break his stranglehold on technology,

and thereby remove his ability to dictate the feudal kings of

Skorn.

Tithe:  Decuma Particular. Balecaster has little to offer the

Imperium, save recruits for the Imperial Guard. Each year

several divisions‟ worth of soldiers will be recruited by the

Governor‟s men and handed over to the Departmento

Munitorum for training and indoctrination.

Military:  The war-like kingdoms on Balecaster has very

large standing armies for their size and technology level.

They also have long, proud traditions of self-reliance andmilitia service.

On Crucible the Imperial Commander maintains a sizeable

(10,000+) force of personal guards. His subterranean

palace-fortress is well armoured, shielded, and protected by

countless defensive turrets and anti-ship weapons. The

Crucible also houses ten fast system defence boats, used

primarily to deter smugglers.

Connections: Balecaster has stable warp routes leading to

Mosul, Siren‟s Den, and Dreah. There is also a tenuous

route directly to Cantus, but it is little used.

Adventure seed: Here are a couple of adventure ideas for

this system.

Bonehunters:  The indigens known as 'Bonehunters' is a

primitive race dedicated to barbaric pursuits. Conflictbetween the Imperial citizens and the indigens is frequent

and bloody. A scholar by the name of Archimet de Veridia

De Archaos has organized an expedition to Skorn, to prove

that the native Bonehunters are not xenos, but degenerate

humans – so-called beastmen. According to his theories the

human colonists didn‟t die out, but became transformed by

long millennia of living on Skorn. What troubles the Ordos is

the fear that this might happen again. The Acolytes are

dispatched to join Archimet‟s expedition and find out what

secrets are buried on Skorn.

Signal lost:  An enterprising Rogue Trader named Gam

Tarkel recently returned from the Koronus Expanse. After a

brief refit he left Scintilla for Balecaster. After blatantly

ignoring the local Governor he entered orbit around the 3rd

planet of the system and sent down a landing party to the

surface (exactly how he managed this is unknown  –  the

crushing atmosphere is usually enough to deter any attempt

at landing on, let alone exploring the planet). Not long after

landing the mysterious single emanating from the planet fellsilent. Gam Tarkel‟s ship left the system shortly thereafter,

without picking up the away team. The Ordo Xenos sends a

team to investigate.

Crucible

The Governor‟s mansion-fortress on the dead world of

Crucible sits inside a large impact crater. It was constructed

as a logistics base by the M36 colonists to help facilitate

their settlement on Skorn. During the Angevin Crusade a

small naval base was set up in the abandoned ruins of the

older base. It eventually fell out of use, before being granted

to the first Governor of Belecaster in late M39. He

refurbished it, and later Governors have expanded on the

structure. The domed crater is now home to over a million

people, most of them toiling endlessly to support themansion-fortress and the needs of its rulers.

Crucible is not a pleasant or opulent place, for the local

Governor is not particular rich. Instead its corridors are

poorly maintained, semi-dark, and eternally cold. Accidents

and malfunctions occur on a daily basis. The only things that

are well maintained are the palace‟s defences – Governor

Dorius Greyson accepts no tardiness when it comes to the

readiness of his military assets.

BONEHUNTER WARRIOR

WS: 40 BS: 30 S 35 T: 35 Ag: 40 Int: 15 Per: 40 WP: 25

Fel: 20

MOVE: 4/8/12/24 WOUNDS: 12

SKILLS: Awareness +10, Dodge, Climb, Concealment

+10, Silent Move, Tracking.

TALENTS: Berserker Charge, Fearless, Hardy,

Heightened Senses (Sight, Smell, Hearing), Light

Sleeper.

TRAITS: None

 ARMOUR: Tribal leathers and bones (2 All)

WEAPONS: Primitive melee or ranged weapons (bows,

wooded spears, stone axes etc.)

THREAT RATING: XENOS MINIMA

DESCIPTION: Bonehunter warriors are very fierce,

almost fearless. They like to spring ambushes or

otherwise make surprise attacks. Although not as

intelligent as humans, the bipedal bonehunters are

cunning enough to work together as a group. Some have

been known to employ scavenged human weapons up

to and including lasguns and such. Bonehuners look a

lot like a hunched, furry humans (but they are of course

not related to humans in any way!).

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Belacane (Belecane) An ancient and formerly highly influential forge world, the

Techmage Lords of Belacane have, in recent centuries, lost

much of their influence within the Adeptus Mechanicus.

Once known across the galaxy for its expertise in the

manufacture of temporal stasis fields, the forge world

appears now to solely be dedicated to hoarding itstechnologies and jealously guarding its sacred wisdom.

General description of the world.

+++PLANETARY DATAFAX+++

Location: Segmentum/Sector/Subsector  

Position: Intra-sector position using Cartesian coordinates,

where the X axis points towards the galactic centre, the Y in

the general direction of Scarus sector, and the Z axis

denoting position relative to Scintilla‟s location with regards

to the galactic plane. The capital of Scintilla is by default

located at 0/0/0.

System data: Number and type of stars and planetary

bodies (including type, orbital distance in AU, orbital period

in days, natural satellites, and specials).

Planetology: 408 days 1.2 G 5.42 AU 30 hours

Belacane is a bitingly cold (-40°C average) rocky world with

no breathable atmosphere and little surface water. The

planet is, in any event, so cold that water simply turns to ice

instantly. Most of the planet's water is subterranean, and

great effort must be expended to mine it. However the planet

is fabulously rich in iron deposits, giving it a reddish

appearance from orbit. Combined with the vast iron

asteroids of the Panevrian belt, this makes Belacane a major

mining centre as well as forge world.

Belacane has a thin, unbreathable atmosphere which offers

little protection from the "season of iron," a hail of asteroids

that bombards the planet once every year.

No natural moons, but the planet maintains a vast starship

repair complex in low orbit, together with a series of

defensive weapons platforms.

Classification: Forge World.

Tech-tier: Mechanicus (Archaotech).

Population: 2.7 billion. 

Government:  Archmagos Daedus has ruled Belacane from

his vitae-tank for over three centuries. A genius of the first

order, he is said to have the most encyclopaedic knowledge

of stasis systems in the Imperium, and is rumoured to have

been consulted in centuries past by the tech-adepts who

maintain the Golden Throne and the Shrine of the Primarch

on Macragge. He has not been seen in public for over thirtyyears, but continues to issue decrees and manufacture

quota demands via the planet's machine-spirit network, and

is said to be in daily communication with the highest figures

in the order. His regime is a harsh one, demanding ever

more from it's worker-slaves, leaving them little time to

question his authority or his motives.

Adeptus Terra:  Describes the level and type of Adeptus

Terra presence.

Society:  The people of Belacane live in gloomy

underground cities, hermetically sealed to preserve their

precious atmospheres against the extremes of their world.

Each city squats near vast underground ice deposits. Live is

harsh, with 95% of the population consisting of indentured

slave-workers who either work in the manufactori or spend

their lives mining ice or iron.

The techpriests of Belacane have a dark secret: they havelost the ability to manufacture stasis field projectors, the

device upon which their world's reputations is based. Their

 Archmage, Daedus, jealously hoarded all data relating to

stasis fields for himself for decades, seeking to understand

the inner mysteries of this long dead technology. He claimed

to his high ranking colleagues that he was on the verge of a

great breakthrough: then, suddenly, he was found by his

colleagues dead in his vitae tank, a victim of a severe stroke

that even his mastery of technology could not prevent.

 A leading cabal of techlords have kept his death a secret

from the planetery population and are resorting to

increasingly desperate measures to maintain the status of

their world in the face of their own total ignorance about the

technologies they are supposed to be expert in. This facade

has involved senior Techmages in increasingly humiliating

deceptions in order to maintain this lie, the most recent of

which involved 200 year old High Magos Burke crouching in

Daedus' stinking Vitae-tank and imitating his booming voice

for the benefit of visiting Scintillan nobles.

How far will the techlords go to conceal their own ignorance?

There is an old Inquisitorial saying that the most vicious

conspiracies are created to conceal stupidity and ignorance:

 As Tech Priests make up a large percentage of the

population, the Cult of the Machine God is the most

prevalent faith. The Ecclesiarchy maintains small chapels for

the benefit of the slave-workers.

Economy: Belacane once was a fabulously wealthy forge

world which produced virtually the entire Imperial stock of

stasis fields, stasis projectors and stasis grenades. However,

the supply of these items has dried up over the past 500years, and many whisper that Belacane now lacks the

means to produce them.

The planet now exports a variety of field based technologies,

such as void shields, for use on millions of imperial planets.

It also produces (of course) large numbers of weapons, with

a particular emphasis on large scale defence lasers for the

Imperial Navy.

The planet is a net importer of foodstuffs and some rare

minerals used in the esoteric machines produced here.

 A portion of the ice mined on Belacane is set aside, melted,

treated and rationed out to the slave-workers.

Tithe: Exactus Maximus.

Military: The forge world is the base for the Lightbringers, asmall Titan legion consisting of five warhounds and a pair of

reaver titans. It also operates a large contingent of Skitari

techguard.

Most famously, however, the planet is home to the deadlyOrdinatus Belacane, an ancient and forbidding devicemounted upon a colossal tracked crawler which can projecta vast stasis field up to a kilometre away. This field caneither freeze anything in the path of it's beam immobile,making it vulnerable to missile attacks, or age the target bycenturies in a second. It

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has not been used in anger for over 500 years, and is nowregarded as too precious to leave the planet.

Connections: Belacane is in the MarkaynMarches and is relatively close to such planets as Karrik andProl IX.

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CalistraCalistra is one of the oldest, but also remotest, colonies in

the Calixis sector, located nearly a hundred light years  – 

along a tenuous tertiary warp route  – from the nearest major

Imperial world. As a result the people of Calistra have

become completely self-reliant and extremely insular, to the

point where they discourage trade and the small caste ofpeople responsible for interaction with outsider are

considered pariahs.

+++PLANETARY DATAFAX+++

Location: Obscurus/Calixis/Markayn 

Position: X/Y/Z

System data: Circini

Planetology: World type, plus rotational period in hours,

atmospheric pressure, surface gravity, etc. Description of the

planet‟s geology, atmosphere, climate, and so forth.

Classification: Frontier World.

Tech-tier:  Fringe. Calistra is almost entirely self-reliant in

every way.

Population: 655 million. 

Government: Xenophobic oligarchy.

Adeptus Terra: Minimal.

Society:  Description of what makes the planet unique in

terms of history, culture, etc.

Economy: Were it not for the demands of the Imperial Tithe

and the arrival of the odd Rogue Trader, Calistra would have

been perfectly content to be left alone.

Tithe: Exactus Median. The Imperial levies

Military:  The world‟s military assets (possibly including

permanent or semi-permanent Imperial assets).

Connections:  Important warp routes, alliances, or other

connections.

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CantusCantus is a strange, heavily populated hive world in the

Markayn Marches. The planet itself is covered in an

impossibly thick mantle of semi-crystalline material that

somehow alters and distributes the harsh glare from Cantus‟

twin suns, making it more conductive to life and causing the

millions of kilometres of tunnels inside the mantle to light upduring daytime.

+++PLANETARY DATAFAX+++

Location: Obscurus/Calixis/Markayn 

Position: X/Y/Z

System data: Haponfeld A + B

Planetology: The surface of Cantus is covered with very

solid crystalline structures that reflect and increase the

intensity of solar radiation. From dawn to dusk, the planet is

bathed in a blinding light which gives it from space, looks like

a giant diamond that no one can see more than a few

seconds without going blind. Cantus is travelled by millions

of miles of underground tunnels crafted in very ancient

times.

Many pockets of brackish water welcome amounts of insect

pests. Water is present particularly in the form of

underground lakes.

The underground galleries were furnished by the settlers

who rediscovered the world, deserted by its population and

conquered by packs of billions of large insects. The reason

for the disappearance of former residents is unknown.

However many rumors and are more or less unanimous, as

the presence of a pest virus, xenos invasion or thin air.

The vast underground hives live to the rhythm of the ignition

and expansion artificial lights. Their main activities are the

extraction of crystals on the surface and hunting insects

beneath the surface.

Luxmen crystals when they are harvested and processed,

used to manufacture solid lenses used in weapons-lasers.

Their ability to regenerate grants them an infinite lifetime.

However, the treatment of the crystals requires lengthy and

costly process, which significantly increases the cost of

lenses.

Classification: Hive World.

Tech-tier: Imperial.

Population: 20.3 billion 

Government: The Magnificent Excavator Onidal Nicor

Adeptus Terra: Minimal.

Society:  Description of what makes the planet unique interms of history, culture, etc.

Economy:  Primary export include lumen crystals (self-

regenerating batteries), lasweapon rods, high-grade naval

armour, and power storage/transfer equipment of every kind.

Tithe: Exactus Median. The Imperial levies

Military: Cantus has no system defence to speak of, nor any

orbital defences, save a few thousand defence laser buried

in the crystalline surface. With the crystalline mantle being

effectively impervious to attack, the only way to take Cantus

is through orbital assault. The Cantus PDF numbers about 2

million men, with ten times that number of reserves. There

are enough military hardware to muster many times that

number as PDF milita.

Regiments of the Imperial Guard recruited here specialize in

underground warfare and tunnelling operations.

Connections:  Major warp routes lead to Solomon,

Belacane, Dreah, Sozomen‟s Last Stand,  Prol, and Siren‟s

Den. Minor routes connect to many far-away places,

including the remote frontier world of Calistra.

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 DreahThis Agri-world is noted the sector over for its grey skies,

soil, plants and waters. Dreahans are notoriously dull, with

pallid, greyish flesh and a sullen look to their faces. Traders

are able to make large sums selling exotic dyes to the

Dreahans. More unsavoury merchants have found a ripe

market for hallucinogenic drugs, as Dreahans are particularlyfond of the bright colours such substances make them see.

The Planetary Governor is attempting to crack down on this

trade, with little success.

+++PLANETARY DATAFAX+++

Position: Intra-sector position using Cartesian coordinates,

where the X axis points towards the galactic centre, the Y in

the general direction of Scarus sector, and the Z axis

denoting position relative to Scintilla‟s location with regards

to the galactic plane. The capital of Scintilla is by default

located at 0/0/0.

Subsector: Self-explanatory. 

System data: Number and type of stars and planetary

bodies.Planetology: Description of the planet‟s geology,

atmosphere, climate, and so forth.

Classification: Planetary classification.

Tech-tier: The overall technology tier of the world (including

important permutations).

Population: Official population figure. 

Government: Describes the type of government of the plane

(may include the name of the current Imperial Commander).

Adeptus Terra:  Describes the level and type of Adeptus

Terra presence.

Society:  Description of what makes the planet unique in

terms of history, culture, etc.

Economy: General description of economic practices, trade,

and so forth.

Tithe: Tithe level (and possibly typical tithe components).

Military:  The world‟s military assets (possibly including

permanent or semi-permanent Imperial assets).

Connections:  Important warp routes, alliances, or other

connections. 

:

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FedridThe thick forests of this Feral World are so dense and so

teeming with dangerous carnivores that access is forbidden

without a licence. Fedrid is a favourite of game hunters and

those individuals procuring animals for the Imperial arenas.

+++PLANETARY DATAFAX+++Location: Obscurus/Calixis/Markayn 

Position: X/Y/Z

System data: Fedrid‟s has a single Sol-like star called

Epimetheus (G9 V, Luminosity: 0.470 Sol, Mass: 0.900 Sol,

Radius: 0.902 Sol, Inner Zone: < 0.617 AU, Habitable Zone:

0.617-0.960 AU, Middle Zone: 0.960-1.738 AU, Outer Zone:

> 1.738 AU).

Fedrid is part of a whole family of rocky worlds. I Rocky sub-

terrestrial (0.100 AU, 1500 km, Mass: 0.008 Earth, No atm,

Tidelocked), II Rocky sub-terrestrial (0.210 AU, 1500 km,

Mass: 0.012 Earth, No atm, Tidelocked), III Rocky supra-

terrestrial (0.273 AU, 11500 km, Mass: 5.883 Earth, Massive

atm, Tidelocked), IV Rocky sub-terrestrial (0.410 AU, 3000

km, Mass: 0.063 Earth, Trace atm, Tidelocked), V Rokcyterrestrial (0.778 AU, 5500 km, Mass: 0.641 Earth, Standard

atm, Habitable), VI Rocky spra-terrestrial (1.634 AU, 8500

km, Mass: 2.138 Earth, Dense atm).

Planetology: Fedrid (0.778 AU, Orbital period: 264.163

days, Rotational period: 28.9 hours, Radius: 5500 km,

Density: 1.000 Earth, Mass: 0.641 Earth, Surface Gravity:

0.862 G, Surface area: 0.745 Earth) is a rocky terrestrial

world with moderate to light tectonic activity, volcanism, and

magnetic field. 

The majority of Fedrid‟s landmass is spread over the

northern hemisphere in a single super-continent. Fedrid is

covered with thick forests in the north and moist jungles

farther to the south. Highlands are rare and small, with the

exception of Mount Tonza, which rises to over 6,000 metersabove sea level. Fedrid has an extensive hydrosphere (60%)

that contains just as much dangerous wildlife as the

landmasses (only far less explored).

The flora and fauna of Fedrid is extremely varied. All living

creatures have evolved in a very hostile environment, and

are therefore equipped with shells, camouflage systems,

venom or multiple eyes to protect themselves from their

natural predators. Indeed, the forest world of Fedrid holds

the dubious distinction of having a huge population of large

predators, making the beasts of that world particularly fierce

and perpetually hungry. The Imperium‟s big game   hunters,

who have to be licensed to legally hunt on Fedrid, are

generally capable of spending days discussing which beast

the „Hunter‟s Paradise‟ has thrown up is the most dangerous 

without coming to an agreement.

The Fedridian Althak, while not the most dangerous, is

surely the most vicious creature on the entire planet. The

 Althak is a ferocious mammalian quadruped with a form and

temperament resembling a bizarre blending of a terrestrial

wolverine with a crocodile. Althaks aggressively patrol an

area about their den stretching for a two-kilometre radius.

They attack anything and everything they can reach within

their chosen territory, ripping apart any creatures they find

and leaving scattered carcasses about on the rare occasions

when they aren‟t hungry.

 Althak urine has a deeply pungent smell that serves as the

sole warning to any living thing that dares to enter their

territory. Hunters have discovered that a light coating of

 Althak‟s urine will keep the majority of Fedridian predators at

bay; even the largest predators would sooner avoid an

 Althak then tangle with one. Indeed, Althak urine has been

reported to be effective as a predator deterrent on every

planet on which it has been used. However, the extreme

potency of the Althak‟s discharge,  along with the greatdanger involved in collecting it, makes it both an expensive

and rarely used substance.

Fedrid has 2 moons, Corsius and Dansius. Corsius is the

larger moon, orbiting very closely to the planet, and thus

responsible for the powerful tides on the planet. The

greenish-hued Dansius is a dead rocky sub-terrestrial that

has barely been able to achieve hydrostatic equilibrium.

Classification:  Feral World (the wildlife of Fedrid would

qualify it as a death world, but the presence of a human

population and the overall pleasant nature of the rest of the

planet‟s biosphere means it‟s classified as a feral world.

Tech-tier:  Feral (Imperial for the orbital and the visiting

hunters).

Population: 37 million (feral population). 20,000 (orbital

habitat). 

Government: The planet of Fedrid is governed by an

Imperial Commander who presides over his domain from a

small, but opulent orbital riding high above the green-blue

orb of the planet.

The current governor is Esmeralda Viaconica, the 10th of

Her Line. Like her title suggest Esmeralda is the tenth

Imperial Commander of Fedrid. The Viaconica bloodline can

trace its roots back to the decadent noble houses of the

Ixaniad sector.

There will also normally be a number of hunters and/or beast

catchers (and their not inconsiderable support staffs) present

on the orbital or on the ground, doing their best against theworst Fedrid has to offer.

Adeptus Terra:  Minimal. The Imperial Commander

maintains an orbital habitat above Fedrid. The

 Administratum and the Adeptus Arbites both have a token

presence here.

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Society: The humid jungles and dense forests of Fedrid are

populated with some truly ferocious predators. The human

tribes are divided into clans of hunter-gatherers, spread

thinly across the globe. The locals have adapted to the

dangers the world holds, but few are those who survive

beyond their thirtieth year.

Life „topside‟ (i.e. in the orbital habitat) is a very different

affair. About one tenth of the population there live in utterluxury and decadence, their every need attended to by the

remaining nine tenths.

There are always lengthy and lavish parties being thrown,

especially when there are visitors on the station. Many

Calixian nobles make a biannual trip to Fedrid to hunt and to

party. 

Economy:  The hunting industry generates quite a bit of

revenue for the Governor, as does the direct export of

dangerous predatory lifeforms. There is quite a bit of trade

passing through Fedrid, some of it legitimate, more of it not.

Transfers of highly illegal items are conducted away from the

eyes of the Imperium, in one of several smuggler‟s camps

located planetside.

Tithe: Solution minima. Fedrid pays only a token tithe, eitherin the form of direct wealth transfer or grants of local wildlife.

There have been some experiments with recruiting the locals

into Imperial Guard scout units, with mixed results. The local

tribesmen are without a doubt some of the best scouts in

existence, but they are devilishly hard to train and control.

Military: The natives can take care of themselves  – after a

fashion. Although technologically primitive, they are

protected by the harsh nature of their planet, and the

fierceness of their warrior culture.

The governor‟s orbital mansion is a five-kilometre spear of

battle-steel, ceramite, and diamonid windowpanes. It is

unable to protect the planet or the system, but has sufficient

firepower and shielding to defeat any vessel smaller than a

battleship.

The Governor maintains a cadre of two hundred elite, power-

armoured troopers. The Orbital Guard performs as

bodyguards, riot police, and PDF force for the orbital. Theyare also capable of anti-ship boarding actions and orbital

drops. A trio of fast, but powerful system defence corvettes

can quickly ferry the Orbital Guard anywhere within the

system.

Connections:  There is a major warp route connecting

Fedrid to Sepheris Secundus. A minor route connects to

Heed, making Fedrid a viable choice for captains wishing to

bypass the core systems of the sector.

Adventure seed:  Away from the influence of the Imperium,

especially the Ministorum, Fedrid has seen the development

of many animist cults. Many of which originate from a

mythical being, the Flayer, a creature which is said to be

invisible and takes only the skins and the heads of its

victims. After the ritualistic murders of several hunter groups,

the Inquisition has become concerned that some of thesesects have established contact with daemonic entities.

 Acolytes are despatched to investigate. They must contend

with dangerous wildlife, ferocious locals  – and the decadent

nobles in their topside habitat.

FEDRIDIAN ITEMS OF NOTE

The Fedrid Arboreal Transport - Technically a walker

class vehicle re-designed almost beyond recognition.

The odd vehicle, with its low-slung body and six massive

grasping limbs, reminds viewers of a crustacean, hence

its most commonly used nickname, the Tree Crab. Tree

Crabs are quite capable of carrying a dozen man hunting

party and several tonnes of gear near the tops of thegreat trees of Fedrid, high above the forest floor where

the bulk of the predators roam.

Fedrid Razor Disc - Developed by the hunters of Fedrid

the throwing disc is little more than a razor edged disc,

about the size of a standard plate, which can be thrown

with surprising accuracy. When thrown the disk makes a

low humming sound, allowing the hunter to follow the

disc by sound as it disappears into the dense Fedrid

undergrowth.

Fedrid Smoke Flares - Fedrid smoke flares are made

from hollowed out spines of cactus-like plants. They are

then filled with a cotton-like substance, that, when lit

gives off a high yield of thick black, acrid smoke over an

area of up to 40 metres.

Fedrid Braid Cloak - The hunters of Fedrid rarely go

tracking without wearing a braid cloak. The cloak is

made from the tough hide of a large herbivorous

creature.

FEDRIDIAN ALTHAK

WS: 55 BS: - S (10)55 T: 55 Ag: 55 (10) Int: 25 Per: 55

WP: 40 Fel: -

MOVE: 10/20/30/60 WOUNDS: 35

SKILLS: Awareness +20, Dodge +10, Climb +20,

Concealment +10, Silent Move +20, Swim +10, Tracking

+20.

TALENTS: Assassin Strike, Berserker Charge, Catfall,

Combat Master, Crippling Strike, Crushing Blow,

Diehard, Fearless, Frenzy, Furious Assault, Hard Target,

Hardy, Heightened Senses (Sight, Smell, Hearing), Iron

Jaw, Leap Up, Lightning Reflexes, Light Sleeper,

Lightning Attack, Precise Blow, Rapid Reaction, Sprint,

Step Aside, Sure Strike, Swift Attack, Takedown, True

Grit.

TRAITS: Bestial, Dark Sight, Fear (2), Improved Natural

Weapon (Claws), Natural Armour (5), Size (Hulking),

Unnatural Agility (x2), Unnatural Speed (x2), Unnatural

Strength (x2).

 ARMOUR: None (5 All)

WEAPONS: Claws (1d10+13 R; Tearing)

THREAT RATING: XENOS MAJORIS

DESCIPTION: The feared Althak is not the largest

predator on Fedrid, but it is certainly among the most

vicious and dangerous. It combines cunning and stealth,

with unprecedented speed and ferocity. A single Althak

can wipe out even a well-prepared hunting party.

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GelmiroGeneral description of the world.

+++PLANETARY DATAFAX+++

Location: Obscurus/Calixis/Markayn 

Position: X/Y/Z

System data: Circini

Planetology: World type, plus rotational period in hours,

atmospheric pressure, surface gravity, etc. Description of the

planet‟s geology, atmosphere, climate, and so forth.

Classification: Frontier World.

Tech-tier:  Fringe. Calistra is almost entirely self-reliant in

every way.

Population: 655 million. 

Government: Xenophobic oligarchy.

Adeptus Terra: Minimal.

Society:  Description of what makes the planet unique interms of history, culture, etc.

Economy: Were it not for the demands of the Imperial Tithe

and the arrival of the odd Rogue Trader, Calistra would have

been perfectly content to be left alone.

Tithe: Exactus Median. The Imperial levies

Military:  The world‟s military assets (possibly including

permanent or semi-permanent Imperial assets).

Connections:  Important warp routes, alliances, or other

connections.

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Grove’s FallGrove‟s Fall is a heavily industrialized –  and thoroughly

environmentally devastated  –  hive world in the Markayn

Marches. At the time of the Angevin Crusade it was a rare

paradise world, a place of pleasant weather and possessing

a verdant and benign biosphere, but the demands of the War

of Brass mandated that the planet be turned into anindustrial powerhouse. Today Grove‟s Fall is perhaps best

known for its manufactorums that produce Sentinel walkers

and other light vehicles for the Imperial Guard.

+++PLANETARY DATAFAX+++

Location: Obscurus/Calixis/Markayn 

Position: X/Y/Z

System data: Fairly  typical single-star system, centred

around the yellow solarian Verde  (G9 V, Luminosity: 0.470

Sol, Mass: 0.900 Sol, Radius: 0.902 Sol, Inner Zone: < 0.617

 AU, Habitable Zone: 0.617-0.960 AU, Middle Zone: 0.960-

1.738 AU, Outer Zone: > 1.738 AU).

The system has six planets. The innermost four are

tidelocked to their star, the fifth is the Imperial world ofGrove‟s Fall, and the sixth is semi-inhabitable a failed core

sitting well outside the normal habitable zone.

I Rocky planetoid, 0.100 AU, Radius: 1500 km, Mass: 0.008

Earth, No atmosphere, Dead, Tidelocked

II Rocky planetoid, 0.210 AU, Radius: 1500 km, Mass: 0.012

Earth, No atmosphere, Dead, Tidelocked

III Rocky sub-giant, 0.273 AU, Radius: 11500 km, Mass:

5.883 Earth, Dense atm, Failed core, Tidelocked. The

 Adeptus Mechanicus maintains an outpost on this planet,

against the protestation of Grove‟s Fall. 

IV Rocky sub-terrestrial, 0.410 AU, Radius 3000 km, Mass:

0.063 Earth, Trace atm, Desert. Used as a cemetery world

by Grove‟s Fall. The rich are interred in steep pyramid tombs –  built from the green rocks of this word  –  on the planet‟s

night side.

V Grove’s Fall ,  Rocky terrestrial, 0.778 AU, Radius: 5500

km, Mass: 0.648 Earth, Standard Atm (polluted), Garden

world, 3 minor moons.

VI Haiku, Rocky sub-giant, 1.634 AU, Radius: 8500 km,

Mass: 2.138 Earth, Massive atm, Failed core, 6 minor

moons. Each hive has several penal colonies here, where

criminals and dissidents are worked to death in the mines.

Planetology: Rocky terrestrial, Orbital period: 264.163 days,

Rotational period: 22.5 hours, Mass: 0.648 Earth, Density:

1.006 Earth, Surface gravity: 0.867 G, Surface area: 0.745

Earth.

Geologically active with moderate plate tectonics; Standard

magnetic field; Moderate base temperature; Moderate

hydrosphere (63%); Standard nitrogen-oxygen atmosphere

(breathable, moderately polluted); Varied, but stable climate

with moderate seasonal changes; Sparse biosphere,

primarily the remnants of the planet‟s original STC-

compatible biosphere.

Classification: Hive World.

Tech-tier: Imperial.

Population: 13.13 billion (788.M41 census).

The majority (80%) of the population lives in seven

environmentally sealed hive cities (called „Groves‟ by the

locals), of which Mammoth  is the largest (population: 3.4

billion). The rest of the population either lives in smaller

habitats in remote areas, or try to eke out a living in the

hinterlands.

Government: Brutal techno-meritocracy. All power on

Grove‟s Fall are in the hands of the industrial conglomerates

(there are seven  –  one for each hive). Each has a total

monopoly on all technology, manufacturing, and trade within

its sphere of influence.

 A small caste of the techno-learned rules over the masses of

unskilled labourers. Social mobility is possible: Labourers

who work hard will be promoted to skilled labourers and

taught some minor techno-secrets. Skilled labourers have a

chance to become either junior managers or become

techno-specialists. And so forth and so forth. Advancement

opportunities are rare, but common enough to reduce

resentment and create an illusion of fair rule and equal

opportuinities.

The capital of Grove‟s Fall is Tumulo  (usually referred tosimply as „the Mound‟), a hive of some 1.5 billion inhabitants.

It is located on the very spot the first settlers used to hand

over their agri-tithe to the Imperium‟s collectors, some two

and half thousand years ago.

The current Imperial Governor of Grove‟s Fall is the High

Techno-Keeper, Zachryma V of the House of Xex. Her

defining characteristics are her great height (2.5 meters, a

result of selective breeding, secret bio-graft techniques, and

painful bone-extension surgery), scandalous attire, and

zealous adherence to the Imperial Creed.

Adeptus Terra: Moderate.

 Adeptus Mechanicus (minor): The techno-unions of Grove‟s

Fall are fiercely independent of the Mechanicus. Except for

some diplomatic envoys, the Lathes Mechanicus have noofficial presence on the planet (they have quite a number of

spies, however).

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Society:  Grove‟s Fall is a fairly typical Imperial hive world,

well integrated into the sector economy and devout followers

of the God-Emperor. Although the Adeptus Mechanicus has

no power on Grove‟s Fall, technology is just as stringently

controlled by the local techno-guilds. Society is caste-based.

Barring the casteless and the criminal, the lowest caste is

that of the unskilled labourer. Above this level are found the

various sub-divisions of skilled labourers. Next the managersand tech-specialists, followed by high-level managers and

what amounts to the local version of machine priests. On top

is a noble class of manufactorum owners, bankers, and

hereditary military leaders. Wealth, health, and personal

freedoms are closely tied to your caste.

The planet once had a proud tradition of independent

farmers, a tradition that endures to this day, albeit in a

different form: in the distant wastelands millions of hardy

rebels, many of them mutants, eke out a living. They refuse

to bow to the Techno-Keeper and are known to attack

targets of opportunity.

Economy:  Grove‟s Fall is extensively industrialized, with

vast forge-parks covering thousands of square kilometres of

once-pristine wilderness. A vast network of airfilm trains(some of it in pretty bad shape) connects the hives with the

industrial areas, enabling effective commuting between

habitation and production environments.

Lord Hax has encouraged Grove‟s Fall to revitalize its

industries to meet increased tithe demands. Lady Zachryma

(and her surrogate mother before her) have risen to the

occasion. Using utterly draconian measures they have

nearly doubled their world‟s industrial output over the last

century.

Grove‟s Fall has no merchant fleet to speak of. Almost all

commercial transportation are handled by other parties,

including the Merovech Combine and (especially) the

League of Canopus.

Tithe: Exactus Maximus.

Grove‟s Fall pays a fairly typical, if rather high, tithe. The

walkers and utility vehicles it produces are tithed by the tens

of thousands and subsequently shipped to a number of war-

zones (in particular the Achilus Crusade).

Military: Moderate.

Grove‟s Fall maintains a moderately skilled, fairly well-

equipped, and medium-sized PDF army. Their main task is

guarding the hives and key infrastructure. The Rangers of

Grove‟s Fall are the elite core of the army, actively used to

hunt rebels and outlaws.

Grove‟s Fall has a fairly extensive PDF defence fleet, but

their orbital and ground defences leave something to be

desired. There is currently a programme underway to createan aerospace armada of fighters and interceptors to better

defend the planet.

The Imperial Guard regularly tithe Regiments from Grove‟s

Fall, finding the quality of recruits to be acceptable and the

logistical challenges few. Thus far most regiments have

been dispatched to coreward, but this is slowly changing as

more and more men are needed for the Achilus meat

grinder.

The Imperial Navy sometimes recruits from the lower tech-

castes of Grove‟s Fall, finding that the small amount of tech-

lore these men possess are useful aboard His Divine

Majesty‟s vessels.

Connections:  Major warp routes lead to Solomon and

Belacane (the one to Belacane is little used due to the

strained relations between the two worlds). There are also

routes to both Dreah and Sozomen‟s Last Stand (Grove‟sFall‟s greatest agri-provided). Curiously there is a stable path

to Granithor as well, but it is little used, as Grovians prefer to

bury their dead in-system.

Adventure seeds: Here are some adventure seeds that fit

well into the Grove‟s Fall system. 

Prison revolt: There is a revolt in one of the prison-mines of

Haiku (the 6th planet). The mine belongs to the hive city of

 Ascendant , one of the seven great hive cities (albeit one of

the weaker ones) of Grove‟s Fall. Two things warrant an

Inquisitorial investigation: Reports of heretical activities

within the mother hive  – and dire warnings provided by the

Emperor‟s Tarot. The Acolytes are dispatched aboard a fast

Navy frigate. After a troubled journey they learn that the

overrun mine has started broadcasting heretical hymns by

both vox and astropathic signal. There are also franticreports of prisoner revolts in other mine complexes, including

sightings of mutant warriors and rogue psykers. Unless the

 Acolytes act quickly and decisively the entire planet could be

lost. Luckily they have a warship to back them up.

Fun in the outback:  The hive-dwellers are ever fearful of

what‟s going on in the hinterlands, causing them to make up

all sorts of dark stories about their outcast kin. Rumours

about of sorcery and human sacrifice are commonplace. But

this time the Inquisition has some indications that it might

actually be true. Enter the Acolytes, who must go to Grove‟s

Fall and then head into the outback to learn the truth.

Politics, politics: The grand hive city of Mammoth has grown

weary of playing second fiddle. After years of preparation

they are ready to launch a campaign of subterfuge againstthe Governor, one that they hope will draw the attention of

the Inquisition  –  and the execution of the Governor. If the

Governor‟s dark connections are real –  or just fabricated by

her rivals – are for the Acolytes to determine.

Old animosity:  It starts with an Arbites report concerning

potential tithe evasion (a very serious crime); a batch of

Sentinel walkers produced on Grove‟s fall have been made

using sub-standard and/or unsanctioned parts. An

investigative team sent by the Adeptus Arbites, disappear en

route to the manufactorum. They are presumed dead. Enter

the Acolytes, who are called upon to discover who has to

heretical balls needed to murder the Emperor‟s lawmen.

The Acolytes quickly become embroiled in a Mechanicus

plot to discredit Grove‟s Fall –  or is there something even

more sinister afoot?

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HeedHeed is a battle site of the Angevin Crusade. The world is

renowned for the noxious firestorms that pepper its surface.

+++PLANETARY DATAFAX+++

Location: Obscurus/Calixis/Markayn 

Position: X/Y/Z

System data: Single red solarian called Heafod  (Luminosity:

0.033 Sol, Mass: 0.400 Sol, Radius: 0.502 Sol, Orbits: 11). I

Icy dwarf (0.500 AU, Mass 0.816 Earth, Dense methane

atm), II Icy dwarf (0.750 AU, Mass 0.176 Earth, Thin

methane atm, Fragment of the icy dwarf in the 1st orbit), III

Gaseous superjovian (1.275 AU, Mass: 734 Earth), IV

Gaseous superjovian (2.422 AU, Mass: 1144 Earth), V

Rocky terrestrial (4.603 AU), VI Rocky super-terrestrial

(9.666 AU, Mass: 38.3 Earth), VII Asteroid belt (14.499), VIII

Gaseous sub-jovian (5.962 AU, Mass: 28.2 Earth), IX

Gaseous superjovian (36.537 AU, Mass: 784 Earth), X

Gaseous sub-jovian (54.805 AU, Mass: 16.1 Earth), XI

Gaseous jovian (93.168 AU, Mass: 340 Earth).

The cool red star at the heart of the system has an unusuallylarge collection of planets. Many of the planets are gas

giants that dwarf even mighty Jupiter: three superjovian gas

giants, one Jupiter-sized giant, and two smaller gas giants

(akin to Neptune and Uranus). The 6th  orbit is noteworthy,

containing an extremely massive super-earth that never

attracted enough gas to become a true giant. The planet‟s

atmosphere was boiled away by a Mechanicus-operated

Exterminatus weapon during the Angevin Crusade. The 7th 

orbit contains an unusual asteroid belt (very localized); it was

created by from the Imperial Navy during the Angevin

crusade, using concentrated lance fire to rupture the xenos-

infested super-earth that used to circle here.

Planetology: Heed is a rocky terrestrial, somewhat larger

and more massive that Terra. Orbital period: 5702.34 days,

Rotational period: 37.7 hours, Radius: 6711 km, Mass: 1.205Earth, Density: 0.870 Earth, Surface gravity: 0.970 G,

Surface area: 1.246 Earth, 0 moons.

The planet of Heed lies far from the meagre warmth

provided by its dim, red sun. By rights Heed should be a

frozen, silent place, but it is not. Instead it is a place of great

heat and much activity. The planet‟s innards are unusually

hot and active, keeping the eternal cold at bay, and whipping

the poisonous soup that its Heed‟s atmosphere into chaotic

storms. Occasionally a volcanic eruption will ignite

flammable fumes in the atmosphere and create violent

firestorms. Most storms are local in nature, but sometimes

fumes will build up over larger areas before being ignited,

creating huge storms that can rage for hours or days at a

time, covering millions of square kilometres of ground.

Classification: Dead World.

Tech-tier: Mechanicus.

Population: 11.000 tech-priests and support staff. About ten

times that number of mining servitors.

Government: Heed has a single Mechanicus outpost,

subservient to the Magi of Forge-World Turanshush. It is

commanded by a triumvirate of high-ranking magi. One is in

charge of mining, the second of research, and the third

oversees base support and repairs.

Adeptus Terra:  Adeptus Mechanicus (exclusively): All

personnel on Heed are in some way connected to the

Mechanicus.

Society:  The inhabitants are divided into three groups;

researchers, miners, and maintainers. The researchers are

the smaller, more prestigious group. The miners are mostly

made up of servitors and their overseers. The maintainers

take care of everything else that ‟s required for the station tosurvive and operations to continue.

Economy: Heed is part research station, part mining facility.

Research data and refined raw materials are periodically

shipped to Turanshush. In return the mother-forge provides

Heed with necessary supplies and other support. Several

times are year a free trader  –  or even a Rogue one  –  will

drop by Heed, en route to someplace else. The black market

on Heed is small given the low number of personnel

deployed here, but there is nevertheless some demand for

the goods these smugglers provide.

Tithe:  Aptus Non. The world of Heed has no Imperial

Commander and therefore no tithe obligation. The resources

extracted here are all shipped to Turanshush

Military: One regiment of skitarii PDF protects Heed. Thereare several battalions deployed in and around the main base

complex. The remaining soldiers are guarding the orbital

installations. One wing (four squadrons) of specially modified

(to cope with Heed‟s atmospheric conditions) Thunderbolt

Interceptors guard Heed‟s aerospace. Space assets include

a tenuous orbital defence grid, some missile silos, and two

very powerful defence lasers (dug into hard rock and

protected by void shields).

Connections:  Only one known route (it‟s listed as a major

route, but hardly qualifies) connects Heed to civilization,

going to Solomon by way of a way station located in a

remote, dead system. From Heed you can also reach Klybo

(only a short trip) and Fedrid (a very long journey).

Adventure seed: The Rogue Trader vessel Infinite Reaches

returns to Solomon after a lengthy trek from the SpinwardFront, through the back routes of Markayn. After visiting

Fedrid the ship passed by Heed, but was unable to make

contact with the Adeptus Mechanicus. Before they could

investigate (and claim salvage should the settlement have

fallen) a trio of unidentified escorts were picked up by the

ship‟s augur arrays. The captain wisely withdrew in face of

this new threat. The Imperial navy has denied having ships

in the area. The Acolytes are sent to investigate.

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KarrikKarrik, also known as the Pocked World by spacefarers, is

the sole planet of its system. Regularly bombarded by

asteroids, far colder than most habitable worlds, subject to a

moderate level of Orkoid infestation and with a high gravity

relative to that of Terra, its breathable atmosphere

nevertheless means that it is home to a number of humanand abhuman colonists.

+++PLANETARY DATAFAX+++

Location: Obscurus/Calixis/Markayn 

Position: X/Y/Z

System data:

Planetology: Karrik takes 345.5 Terran days to Orbit its star

and spins on its axis every 22 Terran hours.

Karrik is one of the outlying worlds in it's solar system, and is

regularly peppered by meteors. Defence orbitals exist to take

care of larger meteors that threaten Karrik, but smaller

meteors regularly smash into the planet, ruining crops and

buildings as they do so.

Karrik has two moons. The first is Phobos, it is a pitted

asteroid, riddled with tunnels. Remains of Orkoid technology

can be found on the moon. It is theorised to be an old Ork

Rokk that became stuck in the orbit of Karrik many millennia

ago. The second is The Pearl Moon, which is covered in

water and has its own population and government.

Whilst not an ice world like Valhalla Karrik is a very cold

world, with large permanent ice caps, freezing high winds

and frequent blizzards, even on the equator. Humans on the

planet who do not take precautions with shelter orprotective

clothing soon risk death by exposure.Classification: Death

World.

Polar Caps - Large northern and southern polar caps,

permafrost. Largely unexplored and uninhabited.Tech-tier: Feudal (Fringe).

Much of Karrik's water is frozen within it's large polar caps

but near to the equator there exists a series of shallow seas

and lakes. Many of these rest in the craters left by large

meteors that hit the planet in ages past.

Water is readily available on the planet and is freely

distributed from resovoirs in every sizable community.

Violent Electrical storms. Blizzards of unbelievable power.

Population: 10.5 million. 

Orkoids (Orks, Gretchin and Squigs). An Ork vessel crashed

here many years prior to the planet's discovery by the

Imperium. The planet is infested with Orkoids. The cold

atmosphere stunts their development somewhat, but duringthe summer months the fruiting bodies of mushroom bloom

in warmer areas and, left to their own deivces, young

Orkoids soon emerge. To keep them in check regular patrols

are sent out with Heavy Flamers to destroy any suspicious

fungal growths they find. Now and then parties of feral Orks

are encountered on the world, but they are usually small in

number, poorly armed, and easily dealt with.

Government:

Adeptus Terra: Minimal.

Society: 

 A conservative adherence to the imperial cult. The

population of Karrik know nothing of Chaos beyond a few

folktales and half-forgotten lore. Due to the presence of Orks

on the planet Monodominant beliefs are growing popular

amongst Karrik's population.

Economy: 

Mineral ores for ferro-alloys. Lead. Manganese..

PRINCIPLE IMPORTS: Foodstuff. Manufactured goods.

Tithe: Exactus Particular. The Imperial levies

Military: Karrik raises planetary defence forces but does not

contribute regiments of men to the Imperial Guard. Squads

of Ogryns are raised on Karrik, and these are indentured to

regiments of Imperial Guard throughout the sector.

Regiments of the Imperial Guard recruited here specialize in

underground warfare and tunnelling operations.

The struggle against the harsh environment and occasional

parties of Orks ensures that, for the most part, the people of

Karrik are peaceful towards one another.

Connections: CONTACT WITH OTHER WORLDS: Karrik is

unable to feed its own population without risking frequent

famines. It recieves a quota of the plankton and seafood

harvested on the world of Spectoris and it's own Pearl Moon

to help feed its populace.

 Pearl Moon

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KlyboKlybo is an extinct world, where the ruins of a lost colony

poke from the shifting sands. Klybo‟s harsh environment

spurned all efforts to settle it. The sector fleet maintains a

way station on a moon in close orbit. Klybo has become

proverbial over the years, indicating a worthless or doomed

effort. “It all went like Klybo” or “I tried my best, but I had aday on Klybo” are common sector euphemisms. Klybo

attracts prospectors and tech-archaeologists. It is rumoured

that fabulous STC finds are hidden on Klybo, remnants of

the colonial attempts to settle the world. Several myths

report “walking monsters”, akin to Ambulon, still striding the

wastelands. No form of conclusive data has yet been

obtained.

+++PLANETARY DATAFAX+++

Location: Obscurus/Calixis/Markayn 

Position: X/Y/Z

System data: Klybo orbits a bright white solarian called

Vesper  (A5 V, Luminosity: 16.000, Mass: 1.700 Sol, Radius:

1.800 Sol, (Inner Zone: < 3.600 AU, Habitable Zone: 3.600-5.600 AU, Middle Zone: 5.600-10.142 AU, Outer Zone: >

10.142 AU).

Vesper has a distant (16,000 AU), very dim M9 V companion

in a highly elliptical orbit.

I 0.600 AU, Radius: 1500 km, Density: 0.800, Mass: 0.010

Earth, No atm, Rockball

II 1.260 AU, Radius: 7500 km, Density: 1.200, Mass: 1.958

Earth, Dense atm, Hothouse

III 2.268 AU, Radius: 6000 km, Density: 0,950, Mass: 0.794

Earth, Dense atm, Hothouse

IV Klybo 4.411 AU, Radius: 8000 km, Density: 1.122 Earth,

Mass 2.213 Earth, Standard atm, Post-garden.

Planetology: Klybo is a rocky terrestrial world. Orbital

period: 2240.72 days, Rotational period: 345.2 hours,

Radius: 8000 km, Density: 1.122 Earth, Mass 2.213 Earth,

Surface gravity: 1.407 G, Surface area 1.577.

Klybo has a standard, breathable atmosphere; with oxygen

pressure at sea level is about equal to Terran norm. This is

 just about the planet‟s only redeeming quality. Sandstorms

are frequent, and sometimes violent. Lying in the inner part

of the habitable zone means Klybo is rather hot (but not

unbearably so). There is preciously little free surface water – 

all fresh water must either be extracted from subterranean

reservoirs, polar ice, or imported (usually by redirecting icy

outer system objects).

The surface of Klybo is covered by vast deserts of sand and

dust, the legacy of a cataclysm of global proportions thatoccurred is thought to have occurred as late as M36. The

planet is criss-crossed by abyssal crevices, labyrinthine

canyons, underground caverns system, and extended chains

of titanic mountains. Klybo‟s tectonic and volcanic activity is

zero, which gives it the appearance of a truly dead world. Its

long orbital period and slow rotation accentuate this

impression.

Klybo has one satellite, a dead ball of rock called Senizu

(24,000 km, Radius: 3200 km).

Classification: Dead World.

Tech-tier: None (Imperial for the relay station).

Population: None (200 for the relay station). 

Government: None. The Imperial Navy maintains an

astropathic relay station on Klybo‟s single moon.  The

station‟s commander is usually the ranking Imperial

representative in the system.

Adeptus Terra: Practically none (relay station).

Society:  Several attempts have been made to colonize

Klybo, mostly in M39 and M40, but all such attempts have

failed, despite ample support from the Imperium.

Klybo was once home to a technologically advanced (non-

Imperial) human civilization. It is thought to have become

extinct when Klybo‟s climate slowly turned from semi -arid to

desert. Traces of this civilization have been uncovered on

multiple occasions, first by settlers, and later by treasure

seekers.

The only activity on Klybo involves the sporadic search for

ruins beneath the shifting sands  –  and the STC fragments

they supposedly house. What people do come to Klybo – bethey Administratum search teams, Rogue Trader crews, or

Mechanicus explorators – are therefore treasure hunters.

Thus far there have been no major finds, although not for

want of trying. These days only the desperate or the

overoptimistic come here seeking treasure. Fake maps of

Klybo‟s lost ruins are sometimes for sale elsewhere in the

sector.

Economy: None.

Tithe: Aptus Non.

Military: None. The astropathic relay station has some self-

defence systems, but nothing that can contribute to system

security.

Connections: The only known warp route that connects toKlybo is a tertiary route running to Heed. It is little used, save

the occasional vessel coming to search for the lost treasures

of Klybo.

Adventure seed: Rumours of a major find on Klybo bring a

rush of treasure seekers to the system  –  Rogue Traders,

 Administratum surveyors, Mechanicus explorators,

 Arbitrators, you name it. A team of Acolytes are sent to make

sure whatever is unearthed poses no threat to the Imperium.

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MosulGeneral description of the world.

+++PLANETARY DATAFAX+++

Position: Intra-sector position using Cartesian coordinates,

where the X axis points towards the galactic centre, the Y in

the general direction of Scarus sector, and the Z axisdenoting position relative to Scintilla‟s location with regards

to the galactic plane. The capital of Scintilla is by default

located at 0/0/0.

Subsector: Self-explanatory. 

System data: The world of Mosul is part of an extensive

planetary system orbiting a red dwarf star called Nineveh 

Primary M4 V, lum: 0.014,mass: 0.233,rad: 0.388 (0.002

 AU),orbits:8

I: < 0.105 AU, H: 0.105-0.163 AU, M: 0.163-0.296 AU, O: >

0.296 AU

a (AU), rad (km),rho (kg/m3), mass (ME), BBTemp (K),

MMW, Atm Type, World Type

0.050,6500.0,4689.450,0.903,425.575,9.526,2,Hothouse,Tid

elocked

0.085,4000.0,2758.500,0.124,326.401,32.797,3,Hothouse,Ti

delocked

0.111,6000.0,5517.000,0.836,286.273,6.392,2,Post-

Garden,Tidelocked

0.210,,Empty Orbit

0.420,2500.0,2206.800,0.024,146.855,47.219,4,Titanian

0.630,10000.0,2206.800,1.547,119.906,2.410,1,Failed Core

1.008,79000,3310.200,1144.312,94.794,1.568,1,Superjovian

1.310,10000.0,1655.100,1.160,83.140,2.228,1,Failed CorePlanetology: Mosul was once a fairly Earth-like world, but

Classification: Frontier World.

Tech-tier: The overall technology tier of the world (including

important permutations).

Population: Official population figure. 

Government: Describes the type of government of the plane

(may include the name of the current Imperial Commander).

Adeptus Terra:  Describes the level and type of Adeptus

Terra presence.

Society:  Description of what makes the planet unique in

terms of history, culture, etc.

Economy:  Much of Mosul‟s economy revolves around the

exploration and exploitation of the old techno-ruins that are

found across the planet.

Tithe: Tithe level (and possibly typical tithe components).

Military:  The world‟s military assets (possibly including

permanent or semi-permanent Imperial assets).

Connections:  Important warp routes, alliances, or other

connections. 

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 Prol system

 Prol IX

This crowded, reddish-brown world is the current seat of the

scholastic order known as the Decatalogues of Prol. This

ninth planet of the “Scrivener‟s Star” is an ancient seat of the

 Administratum. Each of the nine planets is given over to

record-keeping, collation, statistical analysis, archiving and

the like. Space is running out on Prol IX leading to a vicious

schism within the ranks of the Decatalogues. The Centurists

wish to move to the forbidden tenth planet within the system,

whilst the Pyratics wish to destroy the ancient files stored

upon Prol I and raise new temples of information from the

ashes of the old. Violent debate and long, impeccably

researched discourses are being exchanged between the

two factions. These written arguments -- some as many as

one hundred and six volumes long -- are not helping the

chronic shortage of space.

General description of the world.

+++PLANETARY DATAFAX+++

Position: Intra-sector position using Cartesian coordinates,

where the X axis points towards the galactic centre, the Y in

the general direction of Scarus sector, and the Z axis

denoting position relative to Scintilla‟s location with regards

to the galactic plane. The capital of Scintilla is by default

located at 0/0/0.

Subsector: Self-explanatory. 

System data: Number and type of stars and planetary

bodies.

Planetology: Description of the planet‟s geology,

atmosphere, climate, and so forth.

Classification: Planetary classification.

Tech-tier: The overall technology tier of the world (includingimportant permutations).

Population: Official population figure. 

Government: Describes the type of government of the plane

(may include the name of the current Imperial Commander).

Adeptus Terra:  Describes the level and type of Adeptus

Terra presence.

Society:  Description of what makes the planet unique in

terms of history, culture, etc.

Economy: General description of economic practices, trade,

and so forth.

Tithe: Tithe level (and possibly typical tithe components).

Military:  The world‟s military assets (possibly includingpermanent or semi-permanent Imperial assets).

Connections:  Important warp routes, alliances, or other

connections. 

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RybothGeneral description of the world.

+++PLANETARY DATAFAX+++

Position: Intra-sector position using Cartesian coordinates,

where the X axis points towards the galactic centre, the Y in

the general direction of Scarus sector, and the Z axis

denoting position relative to Scintilla‟s location with regards

to the galactic plane. The capital of Scintilla is by default

located at 0/0/0.

Subsector: Self-explanatory. 

System data: Number and type of stars and planetary

bodies.

Planetology: Description of the planet‟s geology,

atmosphere, climate, and so forth.

Classification: Forge.

Tech-tier: The overall technology tier of the world (including

important permutations).

Population: Official population figure. 

Government: Describes the type of government of the plane

(may include the name of the current Imperial Commander).

Adeptus Terra:  Describes the level and type of Adeptus

Terra presence.

Society:  Description of what makes the planet unique in

terms of history, culture, etc.

Economy: General description of economic practices, trade,

and so forth.

Tithe: Tithe level (and possibly typical tithe components).

Military:  The world‟s military assets (possibly including

permanent or semi-permanent Imperial assets).

Connections:  Important warp routes, alliances, or other

connections. 

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Siren’s DenGeneral description of the world.

+++PLANETARY DATAFAX+++

Position: Intra-sector position using Cartesian coordinates,

where the X axis points towards the galactic centre, the Y in

the general direction of Scarus sector, and the Z axisdenoting position relative to Scintilla‟s location with regards

to the galactic plane. The capital of Scintilla is by default

located at 0/0/0.

Subsector: Self-explanatory. 

System data: Number and type of stars and planetary

bodies.

Planetology: Description of the planet‟s geology,

atmosphere, climate, and so forth.

Classification: Planetary classification.

Tech-tier: The overall technology tier of the world (including

important permutations).

Population: Official population figure. 

Government: Describes the type of government of the plane

(may include the name of the current Imperial Commander).

Adeptus Terra:  Describes the level and type of Adeptus

Terra presence.

Society:  Description of what makes the planet unique in

terms of history, culture, etc.

Economy: General description of economic practices, trade,

and so forth.

Tithe: Tithe level (and possibly typical tithe components).

Military:  The world‟s military assets (possibly including

permanent or semi-permanent Imperial assets).

Connections:  Important warp routes, alliances, or other

connections. 

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SolomonGeneral description of the world.

+++PLANETARY DATAFAX+++

Position: Intra-sector position using Cartesian coordinates,

where the X axis points towards the galactic centre, the Y in

the general direction of Scarus sector, and the Z axis

denoting position relative to Scintilla‟s location with regards

to the galactic plane. The capital of Scintilla is by default

located at 0/0/0.

Subsector: Self-explanatory. 

System data: Number and type of stars and planetary

bodies.

Planetology: Description of the planet‟s geology,

atmosphere, climate, and so forth.

Classification: Planetary classification.

Tech-tier: The overall technology tier of the world (including

important permutations).

Population: Official population figure. 

Government: Describes the type of government of the plane

(may include the name of the current Imperial Commander).

Adeptus Terra:  Describes the level and type of Adeptus

Terra presence.

Society:  Description of what makes the planet unique in

terms of history, culture, etc.

Economy: General description of economic practices, trade,

and so forth.

Tithe: Tithe level (and possibly typical tithe components).

Military:  The world‟s military assets (possibly including

permanent or semi-permanent Imperial assets).

Connections:  Important warp routes, alliances, or other

connections.

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Sozomen’s Last StandSozomen (formally: Sozomen‟s Last Stand) is an agri-world

in the Markayn Marches. Together with Dreah it contributes

a significant portion of the food imports needed to sustain

the hives of the subsector. It is a place of extreme weather

and marked seasonal changes, which would normally make

it unsuitable as an agri world. Fortunately the local flora andfauna is well adapted to the planet‟s strange climate and

quite nutritious to humans (if properly processed).

+++PLANETARY DATAFAX+++

Location: Obscurus/Calixis/Markayn 

Position: X/Y/Z

System data: Single orange solarian called Dealus 

(Luminosity: 0.420 Sol, Mass: 0.867 Sol, Radius: 0.900 Sol,

Orbits: 7). I Failed core (0.600 AU, Tidelocked), II Rocky

terrestrial, Sozomen (0.780 AU), III Rockball (1.014 AU), IV

Rockball (2.028 AU), V Titanian (2.839 AU), VI Titanian

(4.259), VII Icy sub-jovian (5.962 AU).

Planetology: Sozomen is a rocky terrestrial almost exactly

the size of Earth. Orbital period: 270.181 days, Rotationalperiod: 25.3 hours, Radius: 6284 km, Mass: 1.001 Earth,

Density: 1.001 Earth, Surface gravity: 1.004 G, Surface area:

0.986 Earth, 1 major moon, 1 moonlets.

Sozomen has an unusually large axial tilt causing extreme

seasonal changes. Both the northern and southern

hemispheres experience harsh winters, with cold nights that

can last for weeks or months at a time depending on latitude.

The atmosphere is composed mostly of nitrogen and

oxygen, but high levels of methane and carbon dioxide make

it lethal to humans. As a result all human habitation is

protected enclaves, either buried into the ground or domed

over. Agri-workers wear breath masks when working

outside, and many vehicles are environmentally sealed.

Much of Sozomen‟s  landmass is covered by forests of

fungus-like organisms. The alien-looking forests are actually

highly nutritious to humans, providing a very pure protein

base when the flesh of the fungi is put through some pretty

basic mechanical and chemical processes.

Classification: Agri World.

Tech-tier:  Imperial. Sozomen is unusually well developed

for an agri-world.

Population: 113 million. 

Government: Standard repressive Imperial techno-

dictatorship. Sozomen is run by a hereditary noble caste that

controls the majority of the fungus forests and the means

required to process them.

The current governor is Nicolay Nikejev, a man recently

appointed to the office of Imperial Commander by Lord

Sector Hax. Nikejev is not a local, but a high-ranking former

Navy officer with roots in the Hredrin nobility.

Adeptus Terra:  Minor. Adeptus Arbites (moderate):

Sizeable recruitment station on Sozomen; in the past the

natives have proven unusually fit, mentally stable, and

dedicated to the law, causing the Arbites to recruit heavily

from here (even taking non-orphans).

Society: Sozomenites are, as a general rule, scrupulously

honest, pious, and loyal to their superiors. They react poorly

to things like corruption, lack of zeal, and lack of courage

before the Aquila.

No one can explain why the locals are such paragons of

Imperial virtue; there is nothing about the planet that

indicates that the citizens should be any better than citizens

of other worlds. Their planet is a harsh place, with extremeweather and poisonous air. Their nobles are no less aloof

and uncaring that those of other worlds. Life is filled with

work and hardship, as it the lot of any Imperial citizens. Yet

still the spirit of Sozomen endures.

Sozomen‟s Last Stand is named for the leader of a group of

 Astartes that fought valiantly to the last man during the

 Angevin Crusade. Several Chapters claim the honour of

Sozomen having been one of theirs, but it seems most likely

he belonged to the Black Templars.

Economy:  All aspects of harvesting, processing, and

supporting industries are highly automated, using a mixture

of servitors and mindless robots. As a result the planet is far

more productive than its low population might indicate, and

more than able to meet its high tithe requirements.

Tithe: Decuma Extremis. The primary component of the tithe

is agri-produce, which is then shipped to the hives and forge

worlds of the Markayn Marches. The much smaller

manpower tithe is, by tradition, almost exclusively to the

 Adeptus Arbites. The planet also supports exactly seven

Imperial Guard regiments, most of whom are used to

garrison key Imperial military installations elsewhere in the

sector.

Military: Sozomen has a small, but highly effective, standing

PDF force. Every man, woman, and child above the age of

12 can also be called up for militia service. Space defence

includes a full orbital grid gifted (and maintained) by the lords

of Belacane. Sozomen has almost no intra-system defence

craft, only a few small scout-interceptors. The Arbites often

have one of their ships on station here.Connections:  Major routes lead to Belacane, Grove‟s Fall

and Solomon.

Adventure seed: The site of Sozomen‟s last battle has

become a place of pilgrimage. Now there is talking of having

him declared a saint  –  and the patron of the „spirit of

Sozomen‟. The Ministorum has sent several clerics to look

into the matter  –  but they‟ve all disappear ed or ended up

horribly mutilated. Enter the Acolytes.

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TuranshushSozomen (formally: Sozomen‟s Last Stand) is an agri world

in the Markayn Marches. Together with Dreah it contributes

a significant portion of the food imports needed to sustain

the hives of the subsector. It is a place of extreme weather

and marked seasonal changes, which would normally make

it unsuitable as an agri world. Miraculously the local flora andfauna is nutritious (of processed) to humans and well

adapted to the planet‟s strange climate.

+++PLANETARY DATAFAX+++

Location: Obscurus/Calixis/Markayn 

Position: X/Y/Z

System data: Dealus

Planetology: Sozomen is an Earth-like planet with an

unusually large axial tilt causing extreme seasonal changes.

Both the northern and southern hemispheres experience

harsh winters, with cold nights that can last for weeks or

months at a time depending on latitude. The atmosphere is

composed mostly of nitrogen and oxygen, but high levels of

methane and carbon dioxide make it lethal to humans. Muchof the landmass is covered by forests of fungus-like

organisms.

Classification: Agri World.

Tech-tier: Imperial.

Population: 113 million. 

Government: Describes the type of government of the plane

(may include the name of the current Imperial Commander).

Adeptus Terra:  Moderate. The Adeptus Arbites have a

sizeable recruitment station on Sozomen.

Society:  Description of what makes the planet unique in

terms of history, culture, etc.

Economy: General description of economic practices, trade,

and so forth.

Tithe: Tithe level (and possibly typical tithe components).

Military:  The world‟s military assets (possibly including

permanent or semi-permanent Imperial assets).

Connections:  Important warp routes, alliances, or other

connections.

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Josian

Reach 

Overview

• 

Worlds


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