The background for the forthcoming 40k narrative campaign run by Dan Quirk
"First pass at the background setting. There is obviously more going on,
and more mysteries will be unveiled when I go into detail about the
worlds in the system. Certain players will be furnished with additional
info as their faction may or may not know more than they are letting on!
++1: The Bastion Crusade++
Nestled
in the cradle of the Imperium where the Segmentums Ultima, Tempestus
and Solar overlap lies the Bastion Sub-sector of Sector Ambillica. Ever
had Bastion stood as a stalwart fortress, guarding one of the crucial
routes to the Segmentum Solar and Holy Terra itself. The unpredictable
and vicious warp currents of the surrounding Sectors made the Bastion
Sub one of the safest and most reliable Transit lanes from the Galactic
South. Many times during its history, Bastion withstood invasion from
marauding Orks, depraved worshippers of the Ruinous powers or other,
unnamed threats. However this was not to last forever.
When the
Age of Apostasy erupted and ravaged the Imperium, warp storms appeared
throughout the galaxy, cutting off whole sectors from warp transit
whilst the eddies of the Empyrean raged. Most of these would die away in
the aftermath in that bloody time, their anger spent like the life
blood of Goge Vandire. This was not true of the Bastion Sub-sector.
There the storms continued to thrash and boil the warp, making warp
travel to and from the Bastion Sub-sector almost suicidally dangerous.
The Administratum had no choice but to abandon the Sub-sector. The
entire Imperium was still reeling from the impacts of the Age of
Apostasy, and their attentions were needed elsewhere. Besides, the
warpstorms did the job of Bastion better than any servant of the
God-Emperor ever could; it made access through the previously calm Warp
to Segmentum Solar, all but impossible. The perfect blockade.
And so Bastion’s importance faded into history. Until now.
38
Years ago standard, Ships traversing the Warp in the Ambillica Sector
were shocked to find the warp storms had all but abated. For the first
time in nearly 6 millennia, the Imperium could return to the Bastion
Sub-Sector. Alas, all those years cut off from the Emperor’s Light had
cost the worlds of Bastion dearly. Many had fallen to cults of the Dark
Powers. Others had found themselves over run by greenskins, unable to
call for aid from other worlds when the marauding barbarians bore down
on them (Orks not being ones to allow something silly like a little bad
warp weather deter them from finding a good scrap somewhere). Those that
stayed loyal to the words of the Imperial Creed, had still lived in
virtual isolation for nearly 6 thousand years and were now very
different from the worlds they had once been.
A great crusade was
launched by the Imperium to retake the worlds of the Bastion
Sub-sector. Sometimes this would require re-education, and a new class
of Ecclesiarch, sometimes it would need an entire world to be scoured
clean before it could be resettled by good, Emperor-fearing folk.
Hundreds of Imperial Guard Regiments, the entire Strength of Battle
Fleet Ambillica and even a handful of the fabled chapters of the Adeptus
Astartes lent their strength to this crusade.
++2: The Veil of Perdition++
Even
after 38 years of Crusading, but a handful of the hundreds of Systems
within the Sub-Sector had been brought back to Imperial compliance, and
not all were as easily accessible as had first been thought. Some
systems remained isolated by smaller warpstorms, forming barriers around
planetary systems or the occasional rogue planet.
When the Warp
Storm surrounding the Perdition System suddenly died away unexpectedly,
the same conflicting mix of excitement, wonder and dread rippled
through the Crusade forces as had held the whole of Ambillica Sector in
its grip just 38 years earlier. A relatively small system, consisting of
no more than 3 inhabitable worlds, Perdition should have been easy
pickings for the Crusade.
A regiment of Imperial Guard, the
Cyronian VIII Drop infantry, were dispatched under the command of Lord
Inquisitor Ezekiel Guntz of the Ordo Hereticus. Their task was simple,
they had only to evaluate the 3 worlds and report back to the fleet, so
that the correct level of force could be applied to each world to bring
it back into the fold of the Imperium.
++3: Celestium Mundis++
The
Guard bulk transports and the flotilla of escorts which always
accompanied these bloated ships had only translated into the Perdition
System a matter of months when their Navigators began warning of the
warpstorms once again. They were not as strong as those shielding the
system previously, nor as constant. In fact, were the Navigators to have
stared into the warp long enough, they would have begun to discern a
pattern to the warpstorms’ occurrences. Approximately every 3 months
standard, there would be a sudden and dramatic calm in the warp before
another cycle of psychic turbulence began. Fearing they would be
trapped within the System should the warp storms continue to build, Lord
Guntz made to return to the Crusade, but as the flotilla prepared to be
redeployed, they were greeted bya most strange sight.
Before
their very eyes, and a mere few thousand kilometres from the Lead ship’s
starboard bow, a colossal space hulk translated into realspace. The
ship had clearly once been of imperial design, and there were markings
stretching back as far as the Great Crusade itself, not least of which
its name, emblazoned in High Gothic characters 50 Stories tall – The
Ceslestium Mundis. But 10 thousand years of being buffeted about the
warp had left it a very different beast indeed. Huge holes were torn in
the hull where sections the size of hab blocks were exposed to hard
vaccum. Huge rocky protrusions erupted from all along the body of the
Hulk where asteroids and other chunks of stellar matter had impacted
into it. Some even had crude technology built over them. Within
moments, 3 more similar hluks of varying ages and sizes translated into
the system.
Determined to discover if these Hulks posed any
immediate threat to the souls of the Crusade, Lord Guntz lead a strike
team consisting of his personal retinue, a Junior inquisitor of the Ordo
Hereticus and 2 platoons of the most elite men the Cryonian VIII had to
offer to the nearest of the Hulks, a ship which had once been an Escort
class.
Only a handful of men returned. The Junior Inquisitor
was amongst them, but Lord Guntz was not. Inquisitor Corai made the
captain of Guntz’s flagship aware that the mighty Inquisitor had fallen
in battle with a creature from beyond and ordered the hulk destroyed,
damning all the Guardsmen trapped within it to death.
Without
Guntz’s strong leadership, the flotilla fell into disarray, arguing over
seniority and who should give the orders. Astropaths sent word to the
Crusade forces, and anyone who could hear requesting aid.
++4: The Perdition War++
Soon
the System was overrun by different factions, vying for their place in
Perdition. Some came to answer the imperial summons for aid and
investigate the hulks or bring the worlds into compliance. Some wanted
to defend the Humans living on the 3 worlds in the system from the
myriad horrors arriving, yet more came drawn by the lure of the
archeotech treasures hidden on ancient space craft and worlds which had
not been plundered in over 6 thousand years. Whatever the reason, the
outcome was clear. Perdition was plunged into a state of war."
Some background info on the Perdition System
" The largest inhabited planet within the Perdition System sits 4th from
the Perdition Star. The Hive World of Eden exists in official records
dating back beyond the Age of Apostasy, listed as the Imperial Capitol
world for the System. Its populace claim they have remained pure in
their centuries of isolation, and that they still walk in the Emperor’s
footsteps, but can any people cut off from His light for so long be
expected to remain untainted? Can the Imperium ever afford to take that
risk?
It is an ugly, blistered world reminiscent of so many of
the planets which fall under the Emperor’s divine light. If Eden ever
had any oceans, they have long since boiled away, consumed in the fires
of Industry and the Emperor’s war machine. Complex and archaic
atmospheric generators maintain the oxygen levels for the planet in the
absence of any natural plant life. Radioactive Ash Wastes cover most of
the planet’s surface, with monolithic mountains and enormous crevasses
cutting scars across the one, giant continent. A few pockets of humans
dwell within the Ash Wastes, some by choice, most in exile as punishment
for some crime committed by them, or some distant ancestor, against the
Hive Dwelling majority. These small communities of Wasters (as they are
known colloquially), are mostly nomadic, moving to avoid the constant
radiation storms which plague the wastes. Many make camp in the
extensive natural cave networks which crisscross the deserts, but some
are foolhardy enough to eschew even this meagre protection from the
harsh environment. Many are the tales of marauding bands of mutants
which plague the Ash Wastes, periodically attacking some minor Hive
cities themselves, and carrying unfortunates away for food, pleasure of
Emperor knows what else.
There are dozens of Hive cities across
Eden, each with its own idiosyncrasies and traditions. Of these, 4 have
been elevated to the rank of Major Hives. One each for the 3 inhabitable
worlds of Perdition and a 4th to honour the Emperor himself.
Notable features and locations of Eden
-Hive
Tartarus: Major Hive. Capitol city of Eden. Seat of government for the
Imperium within the system. Home of the Adeptus Astra Telepathica, Ordos
Inquisition Chapter House and the Fortress Administratum.
-Hive Aaru: Major Hive. Location of Ministorum central Cathedral. Seat of Ecclesiarchy Cardinal.
-Hive Sheol: Major Hive
-Hive Valhalla: Major Hive
-Elysium
Hive: Minor Hive. Given over entirely to create a paradise for the
retirement of Imperial dignitaries and high ranking nobles. Separate bio
dome controls weather, giving the illusion of an outside space and
garden which can be enjoyed.
-Asphodel Hive: Minor Hive.
Atmospheric stabilisation station. All hive workers are employed by the
monolithic technological marvel and toil in the effort to maintain and
stable atmosphere around the planet. Located to the Polar South.
-Gehenna
Hive: Minor Hive. Atmospheric stabilisation station. All hive workers
are employed by the monolithic technological marvel and toil in the
effort to maintain and stable atmosphere around the planet. Located to
the Polar North.
-Niflhel Hive: Minor Hive. Manufactorum once
responsible for producing the bulk of the weapons equipped to Imperial
Guard regiments raised from the worlds of Perdition. Now given over to
supplying the planetary defence forces.
-Olam Haba: Minor Hive. Manufactorum.
-Station
Damocles: Locked in Geosynchronous orbit above one of the larger Ash
Wastes, is the Space Station Damocles. Clearly of Imperial Design, the
station is said to date back to before the Age of Apostasy.
Superstitious fear of an unremembered curse keeps most natives away from
Damocles. Those few expeditions which have tried to chart it, have
often returned with horrendous casualties. What little could be gleaned
was added to the Imperial Records. It is known the station is physically
smaller, but similar in design to a Ramilles Class Star Fort. Although
there is no trace of a warp drive, it does have enormous sub-light
thrusters, for more than would be necessary to ensure it kept orbit.
Laying 5th from the Perdition Star, Emperor’s Landing is something of a
planetary anomaly. The world does not rotate as it orbits the star,
instead, one half of the world is constantly turned away from the Sun
and is perpetually dark, whilst the other is always facing it and bathed
in never ending midday sun. It is said that the planet once spun
normally as it completed its Sidereal Orbit, but that the day the
Emperor set foot upon it, it came to a halt, so that the Emperor’s light
would forever shine upon his devout followers.
Officially
designated a shrine world owing to the fact that it once played host to
the Emperor himself, Emperor’s Landing would more commonly be identified
as a Feudal or Medieval World. On both sides of the world, ancient
architectural design is prevalent, with only small additions of the
Imperial Gothic aesthetic prevalent on the majority of Imperial planets.
Although
once as devout a world as one could hope to find, it would appear
millennia of isolation have had a degenerative effect on the souls of
the populace. Both the light and the dark sides venerate the Emperor as
their god, but cults evolved worshipping Him as a being of pure light,
patronizing only those who live ever in the sun, or a devilish beast of
darkness whose shadows will consume the universe. Many religious wars
have been fought between the opposing sides, with no end in sight.
Neither can agree upon the correct way to worship the Emperor and they
are prepared to die for their beliefs. So divergent, are the cults of
Night and Day from the writings of the Ecclesiarchy that they no longer
fall within the acceptable limits of the Imperial Creed. In addition,
the Inquisition is concerned that there could be a more sinister
influence behind the practices of these cults, as certain elements such
as human sacrifice (observed by both cults, albeit in a slightly
differing manner – another topic of ‘debate’ between them) are
reminiscent of other belief systems in the galaxy.
Most of the
general population are unaware there are inhabited worlds beyond their
own skies, content as they are to war with their neighbours. Only the
capitals of each side have any regular contact with off-worlders.
Notable features and locations of Emperor’s Landing:
-Celestial
City: A towering Proto-hive which acts as the capital for the Cult of
Day and the light side of the planet. One of the few elements of
Imperial Gothic architecture, Celestial City was built up around the
spot the Emperor’s feet first touched the dirt of the world. Most of the
inhabitants are not dissimilar to the Imperial citizens of a civilized
world, with extensive knowledge of the world beyond their borders and
contact with agents from Eden. The Celestials are considered angelic
being by the general populace of the light side, seeing their higher
level of technology and towering city as a step towards the Emperor’s
divine light.
-East Wall: The mountain range dividing the largest
continent in half, forming almost a perfect border between the light
and dark sides of the planet. Many passes span the width of the
mountains, and have been the site of the most vicious battles in their
religious wars. Now both sides maintain fortresses (not unlike the stone
built medieval castles of Ancient terra) at either end of the largest
passes.
-Port Veil: The capital city of the dark side, and home
of the Cult of Night. Unlike the Celestial City which was constructed to
act as the planet’s capitol before the warp storms cut off Perdition,
and thus bears many of the hallmarks of an Imperial City, Port Veil grey
organically after the warp storms began. Rather than a single, planned
city, it is really a conglomeration of many smaller settlements, joined
together to increase their strength. Port Veil has several large outside
spaces which act as landing platforms for off world transports, and is
full of watering holes, gambling dens and ladies of ill repute. Port
Veil has become a haven for renegades, fugitives and other unsavoury
characters who want to disappear. Once this was just for those fleeing
the authorities on Eden, but in recent days scum from all over the
sector have started flocking the Port Veil.
-The Eternity Plains:
Located in the Dark side of the planet, these are an huge, empty
wasteland. The site of the great battle during the Emperor’s crusade.
When the Emperor arrived at Emperor’s Landing, the humans were enslaved
by an alien race (the name of which is now lost to history). The Emperor
and his angels of death liberated the world but at great cost in lives.
The final, decisive battle was fought here, upon the region which would
come to be known as the Eternity plains. Many claim the scars of that
battle still trouble the plains, and that on quiet nights, the dead
themselves have been seen to walk once more, fighting a never ending
battle that was won and lost eons ago.
There is no local name on official record for the 3rd planet from the
Perdition Star. The Bastion Crusade Munitorum have listed it simply as
Perdition III. If the inhabitants of Eden or Emperor’s Landing know
more, they are not given to talking of it, naming it only The Ghost
World. Officially classified as a Dead World, Perdition III bears many
of the hallmarks of that archetype. There are no native fauna on the
planet, and not a living soul. Even the oceans have dried up. However,
there is a working atmosphere, served mainly by a dense equatorial
jungle which rings the entire surface of the planet.
It is
obvious that the planet was occupied at one time. Even from low orbit
you can see the infrastructure of Imperial Civilization. Spires and
Proto-Hives stretch into the sky. Manufactorum complexes the size of
continents spread out like giant mechanical spiders’ webs. There is even
what seems to be a largely intact star port on the surface. But no
life. There are no craters or blast marks, and the cities are not in
ruins. In fact there appears to be no evidence of battle whatsoever,
beyond the occasional scorch mark on a palace gate, or bullet hole in a
hab block window.
Perhaps the greatest mystery of Perdition III
is not even on its surface, but rather in the skies above it. Orbiting
the planet is a countless number of ruined space ships. Ranging from
damaged escorts and shuttlecraft all the way up to the mammoth space
hulks which appeared in the void between Perdition’s worlds. In fact,
with the exception of the Celestium Mundis, all of the space hulks which
appeared to the Bastion Crusade exploratory flotilla have slowly
gravitated here, content to hang in space like some titanic macabre
graveyard.
Notable features of Perdition III. Note, that as there
are no local inhabitants, there are no Imperial Records for names of
specific regions on the Planet’s surface. A cursory scan by the
Explorator flotilla revealed the following places of interest:
++Site
Alpha++ The largest of the manufactorum complexes. Appears to have been
the site responsible for producing the bulk of the armoured vehicles
used by the Perdition Guard regiments prior to their isolation. Northern
Region
++Site Beta++ Largest city complex. Presumed to be the previous capital city. Northern region
++Site Gamma++ The city sized starport. Eastern Region
++Site Omega++ Location not specified. Records locked by Inquisitorial Decreee."
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