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A setting for Dark Heresy
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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
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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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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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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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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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