Theme -- The Calixis Sector

This is the OOC forum for all the nuts and bolts of the Warhammer 40K Dark Heresy Game.
Locked
User avatar
Vardaen
Admin
Admin
Posts: 66394
Location: Miskatonic University
Title: Great Old One
User Class: Unshackled AI

Theme -- The Calixis Sector

Post by Vardaen » Tue Jan 15, 2008 12:20 am

This thread will contain various theme posts and data on the system and the worlds that you explore. I highly suggest that you not only read the book when it comes out, but that you check out the Black Industries' website where I'm going to take alot of this starting information from. I will only port over the most relevent data.

+++ The Calixis Sector +++

HISTORY
The Calixis Sector is located in the Segmentum Obscurus, on the northern edge of the known galaxy, and represents a portion of the considerable territories conquered by the Imperial hero Lord Militant Angevin more than a thousand years ago. Its first governor was Drusus, one of Angevin's most capable generals, a man now revered as an Imperial Saint.

The Calixis Sector has many heavily populated and important worlds, but it lies a great distance from the Imperium's heartland and, like so much of the Imperium, it must ultimately fend for itself. Like all Imperial territories, the Calixis Sector is at risk from the chronic dangers facing humanity: war, mutation, xenos activity, the mark of Chaos, and so on. However, a singular threat lurks somewhere in the Calixis Sector, a mysterious, prophesied doom that has drawn the particular scrutiny of the Inquisition to this collection of worlds. This enigmatic threat, the Hereticus Tenebrae, or the Tyrant Staras it is known, is something the forces of the Inquisition most fervently wish to uncover, to comprehend and to destroy, before it is too late.

GALACTIC POSITION
To trailing, the Calixis Sector is bordered by the hazardous territories of the Fydae Great Cloud and to spinward by the Scarus Sector. Bordering to coreward, its nearest neighbour is the Ixaniad Sector. To rimward lay the contested and unregulated frontiers of the Halo Stars.
The Calixis Sector is bordered to spinward by the Scarus Sector, a division of the Segmentus Obscurus close to the Eye of Terror. Known sub-sectors include Helican, Antimar, Angelus and Ophidian. This sector is the theatre of operation for the renowned Inquisitors Eisenhorn and Ravenor. The Helican subsector is the site of the Helican Scism, a wave of rebellion, terrorism and sabotage that swept the area. The Ophidian Subsector is noted for being the site of the Ophidian Campaign (also known as the Purge Campaign), in which Battlefleet Scarus wrested control of the subsector from heretic forces. The campaign lasted from 240.M41 to 337/338.M41 - a considerable achievement in such a timescale. Lately the Scarus Sector has been plagued by invasions of orks, who attacked en masse during the last Black Crusade (a campaign led from the Eye of Terror by Abaddon the Despoiler himself) and greenskin infestation remains a very real problem in this corner of the Imperium.

SECTOR GOVERNMENT
The hive world of Scintilla, situated in the Golgenna Reach, is the capital of the Calixis Sector. Along with the hellish mining world Sepheris Secundus and the war-torn planet Iocanthos, it forms a triumvirate of worlds essential for the sector's survival. The most powerful man in the Calixis Sector is officially Sector Governor Marius Hax, who rules the sector in the name of the Adeptus Terra from the Lucid Palace on Scintilla. However, the Calixian Conclave, led by Lord Inquisitor Caidin, is the ultimate authority in the sector, a clandestine and all-powerful presence behind the visible emblems and figureheads of power. No one has the power to gainsay the word of the Inquisition. Other important Imperial servants are Lord Inquisitor Zerbeof the Tyrantine Cabal, Cardinal Ignato of the Adeptus Ministorum, Lord Marshal Goreman of the Adeptus Arbites, Senior Astropath Xiao, and Canoness Goneril of the Adepta Sororitas. The power of the Adepta, however, is rivalled by the Great Houses, the noble families and corporations, which maintain a presence across the sector. Even the minor noble houses, those whose influence is limited to a single world, hold a great deal of power over ordinary citizens.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

User avatar
Vardaen
Admin
Admin
Posts: 66394
Location: Miskatonic University
Title: Great Old One
User Class: Unshackled AI

Re: Theme -- The Calixis Sector

Post by Vardaen » Tue Jan 15, 2008 12:35 am

TYPES OF PLANET

Just as the people of the Imperium live in hugely varied environments, so too do their cultures vary immensely.

HIVE WORLDS
The Imperium's most populous worlds are its hive worlds. The populations of these planets are so high that the people live in huge cities, truly immense many-layered structures that reach high into the sky, each housing billions of individuals. Hive worlds often provide much-needed labour, their manufactoria producing mountains of war material and other goods to meet the Imperial tithe demands. Most hive worlds started out as relatively hospitable places but have become severely polluted, the areas outside the hives reduced to ash wastes or radioactive desert by the never-ceasing industry of the great cities. Equally dangerous can be the hives themselves. The crime-ridden, poverty-stricken areas, almost always found in the most polluted and decrepit lower levels of the underhive, are home to violent gangs, criminals and assorted scum as well as mutants and heretical cults who hide there from the authorities.
For examples see: Scintilla, Baraspine, Fenksworld, Malfi, Prol IX, Tranch, Vaxanide.

AGRI-WORLDS
These farming planets, in their own way, are as vital to the Imperium as its hives. These planets are given over entirely to the production of food, which hive worlds cannot produce in sufficient quantities to keep their huge populations from starving. Many a world has whole continents given over to livestock or fields of crops. Some agri-worlds are covered in oceans teeming with fish and a few are far stranger - worlds covered in edible fungus, scoured by swarms of nutritious insects or gas giants home to flocks of flying creatures. A few planets are used solely to provide clean water to nearby hive worlds. Agri-worlds are sometimes ruled directly by the Administratum, to help ensure that their produce is grown and harvested with maximum efficiency.
For examples see: Iocanthus, Dreah, Orbel Quill, Siculi, Spectoris.

FORGE WORLDS
Much of a forge world is like an immense factory, with industrial complexes soaring into the sky and mine workings burrowing deep into the crust. Forge worlds build great numbers of complex machines, like tanks or spacecraft parts. They are ruled by the Adeptus Mechanicus, whose training and research facilities are located there, along with the grand cathedrals to their deity, the Omnissiah, in which the Archmagi of the Tech-Priests enact the grandest, most complex rituals to honour the Machine God. The Adeptus Mechanicus' fleets, its tech-guard armies and, most formidably of all, the Titan Legions, are also all based on forge worlds. The forge worlds are sovereign ground and the Adeptus Mechanicus is loath to allow anyone on their surface other than Tech-Priests and the legions of menials who serve them.
For examples see: The Lathes, Belcane

MINING WORLDS
These worlds are rich in one or more of the raw materials required by the Imperium's manufactoria and forge worlds. The people here are likely to be slaves or penal workers who live out their lives mining and transporting massive quantities of metallic ore, rock, minerals, frozen gases or some other useful or precious substance. Mining worlds tend to be rather inhospitable places, and many do not even possess a breathable atmosphere, though a few may support a greater variety of life and support developed cities and even hives.
For examples see: Sephiris Secundus, Landunder, ND0/K4, Soryth.

DEVELOPING WORLDS
These worlds are split into geographical areas with widely varying levels of advancement and culture. Depending on the prevailing governments, these might be countries, states, power blocks or tribal homelands. It may be the case that higher levels of technology and wealth are concentrated around original colonisation sites. Other planets might exhibit gross variations in culture due to environment, with areas weak in natural resources being similarly weak in terms of military power, economic muscle and so on. Some planets preserve a great divide due to ancient tribal taboos, religious notions or plain old-fashioned habit. A great many worlds of the Imperium fit into this broad category, but no two are alike in the way they realise these divides.

FEUDAL WORLDS
These planets are populated by folk who have lost access to all but the most basic of technologies. Farming, simple machines such as pulleys, windmills and the like are known, but propelled flight, automatic weaponry and even powered vehicles are likely to be rare or non-existent. These worlds are often said to be the most politically harmonious of all the planets of the Imperium, because their peoples know their place.
For examples see: Fervidus, Sisk.

FERAL WORLDS
These worlds are populated by tribal peoples largely living without the assistance of maintained technology. This may be due to a failed colonisation project, religious preferences, cultural choice, environment or some other reason. They may be aware of the Imperium in some fashion but are unlikely to know much more than something about a large group of distant people living in the stars. These planets are frequently unsuitable for later colonisation, either due to the circumstances which drove the natives feral or because the natives themselves actively resist new people settling on their lands. People of feral worlds can range widely in culture, from Grox-hunting tribes of ancestor worshippers to wild-eyed, post-apocalyptic road warriors, fighting endlessly amongst the toxic, sand-strewn ruins of their civilisation.
For examples see: Dusk, Fedrid, Volonx.

SHRINE WORLDS
These worlds are dominated by religion and acts of devotion. It may be that these places saw the birth of a famous saint or formed the battleground for a particularly important war. Often studded with temples and shrines, these worlds are frequently controlled by the Ecclesiarchy and may form training grounds for members of their Adepta.There are also the dark mirrors to these places of Imperial devotion - fallen worlds where the inhabitants offer up ceaseless prayer to the Dark Gods. These places of obscene sacrifices and bloody rites are not suffered continued existence for long.
For examples see: Drusus Shrine World.

CEMETERY WORLDS
Somewhat akin to shrine worlds are the cemetery worlds, were large areas of the planet are given over to care for the dead. Cemetery worlds may mark the site of a huge battle, or they may be covered in gigantic mausoleums each dedicated to a particular Imperial noble. In contrast rare cemetery worlds may be covered in fields of endless modest plots containing the remains of the inhabitants of a nearby hive world.

PLEASURE WORLDS
Otherwise known as paradise worlds and sometimes as garden worlds. These holiday worlds are the playground of the Imperial nobility. They tend to be of outstanding natural beauty and the population of such worlds are dedicated to pampering the important visitors they receive. Pleasure worlds are often very cultured places, and many have sections of their populace dedicated solely to producing works of art or music. Casino complexes, opulent restaurants and huge ballrooms are often found on such worlds. There is a darker side to pleasure worlds, particularly those who cater to the tastes of the more depraved guests they receive. Some pleasure worlds contain large developing cities and other major settlements.
For examples see: Reth.

QUARANTINED WORLDS
The existence of these planets is rarely made obvious but there are many of them throughout the Imperium. Travel to these worlds is forbidden except for the most well-informed and heavily armed expeditions, and even then only with a very good reason. Death worlds, alien empires or planets where the creatures of the warp have broken through into realspace are all examples of quarantined worlds, as are planets wracked with plague. Some worlds are quarantined because no one can fathom the origins of what has been found there, be it mysterious artefacts or ancient cities - it is thought better to live in ignorance of what lies on such worlds than risk it becoming a threat. Other worlds are quarantined because every expeditionary mission there has failed to return. Planets are often quarantined by the pronouncements of Inquisitors, especially if they have uncovered some warp taint or xenos infestation that cannot be cleansed. Many quarantined worlds possess great resources that would be extremely valuable to the Imperium if they were properly explored and exploited, but there are enough tales of ancient horrors awoken on sinister alien worlds that few adepts would try to defy a planetary quarantine.

WAR WORLDS
There are a great many worlds in the Imperium that can be classed as war zones. The Imperium is constantly at war and in those wars whole planets can burn. Massive campaigns can envelop dozens of systems and hundreds of worlds, many of which are utterly devastated by orbital bombardments and artillery in planet-spanning battles that last decades. Long-term war zones are hellish places where death comes quickly. The Imperium can field truly immense armies of millions of men, grinding their way across a devastated planet and reducing cities to rubble. Mercenaries flock to such places, hoping to leave soon after with their ships loaded with pay. Deserters and escaped prisoners form bands of pirates, preying on any ships unable to defend themselves or roam the war-torn planets in feral packs stealing and killing. The Administratum sends colonists from overcrowded worlds to populate war-torn worlds after the fighting has ended but the wheels of the Imperium grind slowly and a world can lie devastated for centuries before any effort is made to resettle it. These places can be some of the most ghastly in the Imperium, with ravaged environments, cracked planetary crusts, burnt-out cities and plains covered in the bones of the fallen.

DEAD WORLDS
These worlds have minimal, even non-existent, life traces. This results from ecological catastrophe, devastating internecine war, Imperial or alien intervention or no attributable cause.
For examples see: Klybo.

DEATH WORLDS
Planets which are too dangerous to support widespread human settlement. Types vary from world-wide jungles that harbour carnivorous plants and animals to barren rockscapes strewn with volcanoes and wracked by ion storms. These worlds are near-impossible to colonise but must be properly explored which necessitates the provision of outposts and other facilities. Some harbour rich mineral, vegetable, animal or gaseous resources.
For examples see: Karrik.

FRONTIER WORLDS
These worlds have only recently been discovered by the Imperium and are home to a relatively small number of colonists. The Administratum may not have even had sufficient time to fully explore the world and set up government. Frontier worlds can be a refuge for those who want to escape from the repressive Imperial regime (for a time at least), though they can also be a destination for those who want to escape its justice too, and have a reputation for lawlessness as a result.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

User avatar
Vardaen
Admin
Admin
Posts: 66394
Location: Miskatonic University
Title: Great Old One
User Class: Unshackled AI

Re: Theme -- The Calixis Sector

Post by Vardaen » Tue Jan 15, 2008 12:35 am

SCINTILLA

Scintilla is the Capital World of the Calixis Sector, a thriving Imperial hub that supports the largest planetary population in the territory. It is dominated (some observers say 'œshared') by two vast hive cities, Hive Sibellus and Hive Tarsus, into which the vast majority of the planet's groaning population is crammed. Despite the dominance of the two great hives, the 'œoffspring' communities of Ambulon and Gunmetal City contribute significantly to the planet's economic function. Scintilla is a world of splendours where the wealthy and powerful compete with ruthless appetite. Astonishing magnificence abounds, from the wondrous fashions of the hive nobility to the towering spectacle of the hives themselves. Landmarks like the Lucid Palace and the Cathedral of Illumination are famous throughout the sector.

Scintilla is also a world of corruption. Moral decay eats away at the noble houses, members of which are often deluded by their own wealth and status. In the rarefied culture of the high-born, the corruption of power and privilege runs deep. Noble houses consider themselves (sometimes correctly) as above or outside of Imperial law and can wield immense influence. Their attitude towards those lower-born is callous: it is not unknown for thrill seeking degenerates from noble houses to prey upon lesser humans as sport. At the other end of the social spectrum, the underhives are rife with mutants, outlaws and ultra violent gangs, as well as the psychotic zealots of the Redemption. The middle hivers trapped between the aristo spires and the rancid underhives live out thankless lives of unending toil, where ignorance is a virtue, and death is a reward for a lifetime of loyal, drone servitude, fulfilling the exorbitant tithes levied on Scintilla by the Administratum. It has been this way since the days of Angevin, and Scintilla's various corruptions are so deeply ingrained that they have become invisible even to those who perpetrate them.

Scintilla's most important features are its two hives: immense, multi-levelled cities that house billions of citizens. Both hives on Scintilla are largely independent, ruled by councils drawn from the nobles of the spire. The majority of the inhabitants are middle hivers, the labouring classes, without whom the planet's manufactories and trade houses would cease to function. Almost all middle hivers are owned or indentured to nobles from the great sector-wide families or from Scintilla's own lesser houses. The poorest and most neglected areas are the underhives: polluted, crime-ridden places where life is cheap and brutal gangs struggle for supremacy before violent death inevitably claims them. As long as the violence does not spill into the middle hives, the authorities are happy to let the gangs murder each other in the cesspits of the underhive. Scintilla's two great hives have always compared with one another for prestige and influence, but no rational observer could fail to acknowledge Hive Sibellus's dominance. Geographically the larger of the two hives, it is often referred to as 'œthe Capital' or the 'œruling hive', and is both the seat of political and administrative power, and the centre of the planet's manufacturing might. Hive Tarsus functions as a dark, shadowy twin, popularly referred to, by Sibellians, as the 'œOther Place'. Hive Tarsus is a mercantile hive and controls all off world trade and commerce. Neither hive could function without the other, a fact celebrated in Scintillan proverbs and myths. However, neither great hive would openly admit to the importance of the 'œoffspring' communities, Ambulon and Gunmetal City, both of which wield considerable influences of their own.
+++PLANETARY DATA+++

GALACTIC POSITION: 88/23/CS/SW.

CLASS: Hive World.

SUBSECTOR: Golgenna.

SATELLITES: Two moons (Sothus and Lachesis). Orbital docks geostationary above Hive Tarsus.

The moon Lachesis is home to the base of The Tyrantine Cabal. This is the Bastion Serpentis, a bleak fortress of age-polished black stone jutting from the surface of Scintilla's moon. Few people know of its existence, and those who do not are kept away from the moon by dire warnings about geological instability. Lord Inquisitor Zerbe can normally be found at the Bastion.

POPULATION: 25,000,000,000.

CLIMATE CLASSIFICATION: Temperate.

MEAN SURFACE TEMPERATURE: 22°C.

TROPOSPHERIC COMPOSITION: Nitrogen 72%, Oxygen 25%, Argon 1%, Ozone 1%, Carbon Dioxide 0.5%.

RELIGION: The Cult of the Redemption is active on several planets, but its spiritual home is Scintilla.

PLANETARY GOVERNER: Sector Governor Marius Hax.

CLIMATE: Climate temperate with extensive equatorial deserts.

ECONOMY: Scints, Scolds and Scabs - These are all terms used in the hives of Scintilla, and have become synonyms with the most valuable denominations of the Thrones, based in no small part on that world's excessive levels of wealth. Rounds - Used in the depths of Gunmetal City, where actual bullets are sometimes used as currency.

PRINCIPLE EXPORTS: Scintilla is a major exporter of manufactured goods including ship-drive components and weaponry. It is also an important source of manpower, with a large planetary defence force (PDF) and huge underhive population, both of which make for excellent Imperial Guard recruit sources.

PRINCIPLE IMPORTS: Scintilla cannot support itself and requires massive imports of food from the Calixis Sector's agri-worlds.

COUNTRIES AND CONTINENTS: Three main continents - southern polar cap mountainous/volcanic, equatorial crescent deserts/jungle (Hive Tarsus, Hive Tenebra [extinct]), northern temperate landmass (Hive Sibellus, Ambulon, Gunmetal City). Remainder of planetary surface covered in ocean (heavily polluted, severely depleted fish stocks).

DEFENCES: Army of the Scintillan Protectorate (medium/high quality, based at Hive Tarsus).

CONTACT WITH OTHER WORLDS: As the sector capital Scintilla has a great deal of contact with other worlds in the Calixis sector, as well as worlds in other secotrs and segmentums. Stable warp routes link Scintilla to Tranch, Settlement 228, Iocanthus, Luggnum, Sephiris Secundus, Malfi, Orbel Quill and Baraspine.
Image
Image

Image
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

User avatar
Vardaen
Admin
Admin
Posts: 66394
Location: Miskatonic University
Title: Great Old One
User Class: Unshackled AI

Re: Theme -- The Calixis Sector

Post by Vardaen » Tue Jan 15, 2008 12:36 am

SEPHERIS SECUNDUS

Sepheris Secundus is a world of immense mineral wealth, city sized mines, billions-strong hordes of serfs and the sharpest divide between the elites and the masses in the Calixis Sector. It is a grim place of snow and twilight, feral mutants, and lives spent in back breaking labour deep beneath the ground. The Imperium's eagerness to exploit Sepheris Secundus's vast resources is such that the planet is at the same time the richest and poorest world in the sector.

Sepheris Secundus's climate is cold and stormy, its surface obscured by a mantle of cloud. It has no oceans save for the small polar seas, so the moisture in its atmosphere comes from below the crust, spewed out from failed mine workings or natural geysers that pockmark the planet like pustules. Its surface is split between the vast open mines like deep scars in the crust and the dense, snow laden forests broken only by the ruins of failed kingdoms that tried to claim Sepheris Secundus in the past. With its endless blizzards, widespread ignorance and antiquated methods for doing everything, Sepheris Secundus would be a meaningless backwater were it not for the enormous mineral wealth beneath its surface.
+++PLANETARY DATA+++

GALACTIC POSITION: 52/34/CS/NNE.

CLASS: Mining World.

SUBSECTOR: Golgenna.

SATELLITES: Three moons, none inhabited.

POPULATION: 12,000,000,000.

PLANETARY GOVERNER: Queen Lachryma III.

ECONOMY: Chips or Lumps - In the mines and villages of Sepheris Secundus life revolves around endless mining, to the point where chips and lumps of ore are sometimes used as a default currency.

PRINCIPLE EXPORTS: Sepheris Secundus is the largest exporting planet in the Calixis Sector. Without its massive exports of ore, metals and fuel, the Trade of the Calixis Sector could not function.

Mirror Shield. Used by the Royal Scourges on Sepheris Secundus. The shield is a large rectangular shape that will cover about two thirds of a human sized body. The shield is made from layers of stained glass, a material used in large quantities by the barons of Sepheris Secundus, this gives the shield a mirrored effect that has been known to repel las-weapon shots of a low strength.

PRINCIPLE IMPORTS: Sepheris Secundus relies on imports of food from the sector's agri-worlds.

IMPERIAL GUARD RECRUITMENT: Its vast population makes it a potential supplier of Imperial Guard recruits, although a relatively small proportion of the population would be suitable because of universally poor health, along with the risk of exposing the subjugated masses to the possibility of life outside the mines.

CONTACT WITH OTHER WORLDS: Stable warp routes link Sephris Secundus to Scintilla, Iocanthus, Fedrid and Ganf Magna. Sephiris Secundus is one of the planets on the path of the Misericord.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

Locked