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Alactra A world of Glass Unforgiving, cruel, and completely enthralled under the mantle of Imperial law, Alactra is an exemplary world of civil obedience despite the planets aggressive, harsh, and deadly environs. Composed of large, continental spanning deserts and few natural resources, Alactra has made a name itself for its highly prized glass works. The glassworks of Alactra are not limited to the simple and ornate fineries to drape the noble houses of hives on worlds beyond, but also include a fine collection of sophisticated components utilized in the construction of essential star ship components. For this reason - and this reason alone - the world has garnered tremendous protection from both the Imperial Navy and the Adeptus Mechanicus. Both organizations have vested interests to ensure the loyalty of the world, the stability of the planetary tithes, and the compliance of a restless population... Alactran Culture Commerce on Alactra is radical compared to other Imperial worlds - thrones are worthless and water is more than life. Merchants ply the tri-hives using what is known as 'water tokens', aqua-branded throne gelts that can be exchanged to the Ministry of the Interior for one liter of water. Water is life after all. This control and monopolization of the planets limited supply of water has lead to much resentment to the local government. It is also a great leash keeping rebellion in line - simply poisoning the few water depots available to the common man quickly ends dissension before it begins. Coupled with a ruthless governor and a brutal secret service, life on Alactra is strict and routine - as a true Imperial world should be. A World of Glass and Metal Spires Alactra is more than just a world covered in desert - it is a world covered in glass. Due to the peculiarities in atmosphere and position to the solar bodies that heat the world, it is not uncommon for large stretches of the land to be 'glassed' naturally. These seemingly unreal landscapes are known to fill the journals and data-slates of those fortunate to see them and have been spoken of as far as the Calixis Sector. Beyond those surreal glass deserts there are the silt seas and the hives that jot out blaringly from the earth. Three of the largest are known collectively as the 'tri-hives' for their relative proximity to each other. Planetary Data Population: Estimated 20,9 21,215,299+ Location: Aelys Sector, Segmentum Solar Tithe Grade: Decuma Extremis Climate/Geography/Biosphere: Desert World Governmental Type: Imperial Sanctioned Parliament Notable Local Organizations: Glassmeisters, The Unseen, the Pacifiers Adept Presence: Departmento Munitorium, Adeptus Administratum, Adeptus Arbites, Adeptus Ministorum Trade/Economy: Star Ship Components, Glass works Governor: Vitral Lurnath The Aelys Sector

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Page 1: Alactra

Alactra

A world of Glass

Unforgiving, cruel, and completely enthralled

under the mantle of Imperial law, Alactra is an

exemplary world of civil obedience despite the planets

aggressive, harsh, and deadly environs. Composed of

large, continental spanning deserts and few natural

resources, Alactra has made a name itself for its

highly prized glass works.

The glassworks of Alactra are not limited to the

simple and ornate fineries to drape the noble houses

of hives on worlds beyond, but also include a fine

collection of sophisticated components utilized in the

construction of essential star ship components. For

this reason - and this reason alone - the world has

garnered tremendous protection from both the

Imperial Navy and the Adeptus Mechanicus. Both

organizations have vested interests to ensure the

loyalty of the world, the stability of the planetary tithes,

and the compliance of a restless population...

Alactran Culture

Commerce on Alactra is radical compared to

other Imperial worlds - thrones are worthless and

water is more than life. Merchants ply the tri-hives

using what is known as 'water tokens', aqua-branded

throne gelts that can be exchanged to the Ministry of

the Interior for one liter of water. Water is life after all.

This control and monopolization of the planets

limited supply of water has lead to much resentment

to the local government. It is also a great leash

keeping rebellion in line - simply poisoning the few

water depots available to the common man quickly

ends dissension before it begins. Coupled with a

ruthless governor and a brutal secret service, life on

Alactra is strict and routine - as a true Imperial world

should be.

A World of Glass and Metal Spires

Alactra is more than just a world covered in

desert - it is a world covered in glass. Due to the

peculiarities in atmosphere and position to the solar

bodies that heat the world, it is not uncommon for

large stretches of the land to be 'glassed' naturally.

These seemingly unreal landscapes are known to fill

the journals and data-slates of those fortunate to see

them and have been spoken of as far as the Calixis

Sector.

Beyond those surreal glass deserts there are the

silt seas and the hives that jot out blaringly from the

earth. Three of the largest are known collectively as

the 'tri-hives' for their relative proximity to each other.

Planetary Data

Population: Estimated 20,9 21,215,299+ Location: Aelys Sector, Segmentum Solar Tithe Grade: Decuma Extremis Climate/Geography/Biosphere: Desert World Governmental Type: Imperial Sanctioned Parliament Notable Local Organizations: Glassmeisters, The Unseen, the Pacifiers Adept Presence: Departmento Munitorium, Adeptus Administratum, Adeptus Arbites, Adeptus Ministorum Trade/Economy: Star Ship Components, Glass works Governor: Vitral Lurnath

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Government

Alactra is a Hive World of varying capabilities,

mainly due to its positioning within the Solar

Segmentum. It sits as a central up to the Terran trade

routes, which has benefited the world greatly. Alactra

itself is an arid hive world whose man commercial

interest is water. The world itself is known for

producing high quality glass for various needs up to

and including the usages of the special glasses used

for the viewports of starships. Water is a display of

wealth upon the world with the various districts of

nobility having large and elaborate water fountains.

Attempting to drink from said fountains is punishable

by public flogging if not worse.

The current government of Alactra is ruled by

Governor Vitral Lurnath. Lurnath himself only holds

governorship so long as he maintains his power over

the various Hive nobles and more so keeps a firm grip

upon his people. Alactra's population itself is very

diverse mainly due to its trade hub status. More so, Its

trio of hives each have spaceports to accommodate

the massive flow of traffic. This has lead each have to

becoming a massive urban sprawl, growing outwards

rather than up. There is a strong Mechanicus

presence due to the glass plants but various other

industries exist as well including the manufacture of

starship parts.

Alactra's orbital geography is a maze of stations

and shipyards. Alactra itself unsurprisingly tends to

pay its Imperial Tithe with starship contributions, one

of the major manufacturing hubs for escorts. Its

personal defense fleet is a rather impressive array of

system-bound starships. Battlefleet Calixis is known

to on occasion send ships of the Reserve there for

maintenance.

As of recently, Alactra has begun to see an

increasing growth in resentment towards Imperial

authority and the Governor's rule. The latest dry

season has been particularly brutal and the Water

Guilds have raised prices drastically, claiming they

lack ability to meet demand. Most know this is a lie

though, how easily they could bring in water off-world.

Other factors include the recent assassination of one

of Alactra's great glassmeisters. Most fingers point to

the Mechanicus who many believe are jealous of the

Alactran are of glass forging. Dissent is starting to

appear and the Adeptus Arbites have shipped in one

thousand additional Arbitrators to help try to crack

down on it. The Unseen, Governor Lurnath's secret

police, have become much more active recently. And

the noble dominated Parliament has also passed

additional sedition laws to support Lurnath's

crackdown.

The Price of Freedom

"The revelation of thought takes men out of servitude

into freedom."

- Quote from Ancient Terran author. Censored by

order of the Ordo Hereticus of His Holy

Inquisition. Ave Imperator.

One of the largest rebellions enacted against the

Alactran Parliament occurred less than 3 months ago,

Alactran local variance. Although crushed mercilessly

by the overwhelming power of the Adeptus elements

present on world, the pervasive ideals proposed by

the founding heretics continues to spark lesser

heresies across the Tri-Hives. This incident is being

called the 'Tri-Hive Massacre' by fearful locals and

more aptly entitled, 'The Pathosian Suppression' by

the Ordo Hereticus.

While the lesser recidivists responsible for this

incident have been apprehended, interrogated, and

executed, the lead heresiarch responsible for the

unsanctioned rebellion, Tyr Pathos, eluded

apprehension by both local law authorities and

Adeptus personal. Reports from Imperio-Savants,

local enforcers (Ref. Alactran Pacifiers), and Adeptus

Arbites have indicated his aversion to capture being

linked to blasphemous sorceries affecting the minds

and loyalties of pro-imperial servants.

Ordo Hereticus agents have been dispatched

and are in route/actively pursuing leads into this

suspected heresy of witch-craft. The Ordo Bestilius,

however, has seen with a more scrutinizing eye the

situation and believe a larger plot is enacting still on

the planet - the activation of the Ghost Network.

Months before the planned and ultimately

unsuccessful insurrection members of the Noble

Houses and Parliament reported strange dreams and

often violent 'hijacking' of their bodies. These cases,

while having been investigated and cleared of

suspected corruption by Imperial authorities,

mimicked many of the later reports coming out of the

aftermath of the Tri-Hives Massacre.

One common factor in each case has lead the

Ordo Bestilius to believe that Tyr Pathos, or his

associates, have no direct connection to the warp and

the mental 'hijacking' of pro-Imperio forces to be

unique in origin. None of the victims bore any marks

or corruption of the soul befitting known psycho-

Immaterium manipulation. While scant, this lead must

be followed up on before the agents of the Hereticus

find, disembowel, and ultimately slay all sources of

this potential break through on the pyre of zealotry.

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Page 3: Alactra

Father of Lies

Excommunicate Traitoris Little is known of the maniac that single-handedly incited

the Tri-Hive Massacre that cost the Alactran government over

900 lives resulting in capitol loss for the Imperio-Parliament

under Vitral Lurnath. Seeming to never have existed in any

logs or census' on Alactra, 'Tyr Pathos' ability to disappear

without so much as a shred of blood has garnered

Inquisitorial attention to an otherwise unremarkable recidivist

best left to the Arbites to apprehend.

The Dominion of the Damned

Tyr Pathos brief rise to power was built upon the

strength of greater men and women whom he used as little

more than pawns. Most were captured and processed by the

authorities but there remains one who fled to the safety of the

Hives extensive underground - the entity known simply as

'The Shepherd'. This entity - rumored to be a mutant of the

most vile nature - remains the only remaining link to the

mastermind of the Tri-Hive Massacres. As a revitalizing force

towards continuing heretical resurgences and the last

connection (and hope of finding) to Pathos, this vile

aberration must be captured at all cost.

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Page 4: Alactra

The Tri-Hives

Hive Obsidian

The largest of the Hives, boasting a population of

3 billion. Hive Obsidian is the political and economic

capital of Alactra. Governor Lurnath dwells here and

the Water Guilds are headquartered here. It is also

the central location of five major spaceports. Due to

the various economic activities going on, the

spaceports are very active and have a strong Arbites

presence as they fall under Imperial jurisdiction.

The Alactran Circuit, a recidivist movement within

the Hive, has persisted for the last two decades

despite the Arbites attempts to bring them to lawful

compliance. Due in part to the structured splinter-cell

network the group uses, discovering the corrupt

minded 'freedom-fighters' before new cells are

created has proven next to impossible.

Hive Sirocco

The home of various industrial plants and

foundries, Hive Sirocco has a strong Mechanicus

presence. The city is almost entirely devoted to the

manufacture of starship components for both civilian

and military vessels. A fair portion of their work often

is feeding into the production of a new frigate to pay

to the Imperial Navy as part of the planetary tithe.

The infamous Forge Felons call Hive Sirocco

home. Once loyal menials and skilled laborers

tethered to the Mechanicus, the founding fathers of

the gang broke free from their servitude after the

Mechanicus purged an entire manufactorum for failing

to meet annual quotas. The Forge Felons overthrew

their task masters, took arms and any piece of

equipment they could move quickly and vanished to

the underhive where they operate to this day.

Hive Kiln

Called the Glassworks by many natives, Hive Kiln

is a impressive array of glass plants and processing

facilities. Few can deny the amount of glass that

comes out of Hive Kiln which feeds into the other

industries of Alactra. More so it produces glass of

vary types due to Alactra’s unique variety of sands

and silicates to utilize.

Beneath the glass citadels and works of art is the

deceptively nightmarish realm of its underhive. A vast

mutant population has grown beneath the feet of the

populace. Known only as 'The Rabble', these mutants

have long sought peaceful amnesty despite constant

imperial pogroms aimed to eradicate their otherwise

peaceful existence.

Imperial Strategos have disputed the cause

leading to Hive Kiln's unusually large mutant

population. Hive Sirocco, the industrial heart of

Alactra, would support the pollutants to rationalize

their swelling numbers. Some claim there is some

corrupt element unbeknownst to the authorities

leading to the mutants proclivity.

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Page 5: Alactra

Contacts

The Metal Thorns Gang

They fancy themselves Mercenaries for Hire, but

really The Metal Thorns are just a ragtag group of

thugs who weren't agreeable enough to become

Enforcers. Still, they've managed to stockpile a

considerable amount of weapons and armor, all of

which they keep for themselves and use in their

various "missions."

Dangerous: The Metal Thorns will change sides at

the drop of a Throne. If someone outbids their current

"employer," then the Metal Thorns will have no

compulsion against killing said "employer" if that's

what the new contract calls for. Otherwise, they'll just

walk off.

Is a Group: They'll retreat from a conflict if they start

taking casualties.

Has "Military" Connections: Each Metal Thorns

has an Autogun, an Autopistol, a Mono-Knife, a Flak

Vest, and a few other random combat supplies.

Jonnilius

"Scabber Rounds" Jonnilius is somewhat

infamous. He has the uncanny ability to steal bullets

from the factory he works in, without anyone noticing.

The Arbites caught him early on in his criminal career

as he was attempting to sell the stolen goods, but he

managed to broker a deal with them. Now any time

Scabber fences his illicit wares, he immediately calls

for the Arbites. Only desperate fools use Scabber's

services . . . but sometimes those fools manage to

evade the pain of the Shock Maul long enough to use

their ill-gotten ammo.

Dangerous: Scabbers will always point his finger at

his buyers whenever the Arbites come knocking.

Dubious: Scabbers doesn't accept 'repeat

customers.'

30% off Ammo Costs

Improve Ammo Availability by three degrees

Skill: Common Lore (Underworld)

Expert Skill: Concealment +20

Expert Skill: Barter +20

The Rabble

The group of mutants who call themselves The

Rabble are vicious, cunning, and hungry.

Cannibalism is common among them, but their

leaders are often strong or compelling enough to keep

the Rabble from losing their minds to hunger. The

leaders of The Rabble often try to broker deals with

non-mutants, attempting to secure other sources of

food and items which could offer them protection

should the day come when a purge is launched

against them.

Extremely Dangerous: As a group of mutants living

in the Underhive, The Rabble could threaten you

directly, or possibly jeopardize your life by

association. Dealing with them in person also runs

the risk of exposing you to the elements which

corrupted their bodies in the first place.

Special Powers: Each member has 1d5 Minor

Mutations and 1d5-3 Major Mutations.

Forge Felons Gang

A group of factory dregs once tried to form a

worker's union. Most of them were killed, to make an

example of what happens to people who spout such

un-Imperial nonsense. The survivors fled downwards

and regrouped, stealing precious factory equipment

when they did. They now manufacture various

weapons and munitions, selling their product to

remain alive in the harsh Lower Hive

of Sirocco.

Dangerous: The Forge Felons

could be discovered by Arbites or

Skitarri at any moment, and

anyone making use of their

illegally produced weapons

will be considered just as

guilty

10% off

Ranged

Weapon Costs

Improve Ranged

Weapon Availability by

one degree

Expert Skill: Trade

(Armourer) +20

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