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Subsector Markayn for 40k tabletop campaigns or 40k RPGs.
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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